SAGA FRONTIER DATA/MECHANICS GUIDE
By Zaraktheus


If you like this guide, please click "Yes" in the middle of the bar above to
recommend it to others!  I can put the information out there, but if
people don't know about it or where to find it, it won't do them any good.
That's where I need your help!

Thanks for your support,
Zaraktheus


SPOILER WARNING!  To the extent that SaGa Frontier has anything to spoil, this
guide probably spoils it.  The purpose of this guide is to explain as much as
possible about the game, and concealing any information would run counter to
that purpose.  Personally, I would advise you to read this guide sooner rather
than later, because not understanding how to play the game successfully is
probably more likely to spoil your experience than is advance knowledge of the
game's minimal plot.  However, if you are really concerned about plot spoilers,
you may not want to read this guide yet.



***********************
*  Table of Contents  *                                               [TOCON01]
***********************


Table of Contents.....................................................[TOCON01]
Intro.................................................................[INTRO01]
How to Use this Guide.................................................[HOWTO01]
The SF Data Project...................................................[SFDAP01]
Abbreviations.........................................................[ABBRV01]
Definitions...........................................................[DEFIN01]

PC Initial Data.......................................................[INITD01]
--Humans..............................................................[INITD02]
--Mystics.............................................................[INITD03]
--Mecs................................................................[INITD04]
--Monsters............................................................[INITD05]

Avoiding Attacks......................................................[AVOID01]
--Ability Elements & Evasion Data Chart...............................[AVOID02]
--Attribute Immunities................................................[AVOID03]
--Evasions Summary....................................................[AVOID04]
--Dodge Abilities.....................................................[AVOID05]
--Miss................................................................[AVOID06]

Martial Arts Counterattacks...........................................[MACTR01]

Effect Processes......................................................[EFPRO-1]
--Explanations of Common Variables....................................[EFPRO-2]
--EP 02 (Unarmed).....................................................[EFPRO02]
--EP 03 (Throw).......................................................[EFPRO03]
--EP 04 (Energy/Magical)..............................................[EFPRO04]
--EP 12 (Breath)......................................................[EFPRO12]
--EP 17 (Anti-Undead Energy)..........................................[EFPRO17]
--EP 1c (Anti-Mec Energy).............................................[EFPRO1c]
--EP 20 (PhantasmShot)................................................[EFPRO20]
--EP 3f (Unarmed; can't Miss).........................................[EFPRO3f]

AoE / Linked Abilities................................................[AOELA01]
--Abilities that use AoE / Linked Abilities Chart.....................[AOELA02]

Combo Mechanics.......................................................[COMBO01]
--Combo Data Chart....................................................[COMBO02]
--Self-Comboers List..................................................[COMBO03]
--Interchangeable Comboers Lists......................................[COMBO04]
--Effects of Comboing.................................................[COMBO05]
--Virgil..............................................................[COMBO06]

Sparking..............................................................[SPARK01]
--Spark Trees.........................................................[SPARK02]
----Spark Trees To List...............................................[SPARK03]
----Spark Trees From List.............................................[SPARK04]
--Spark Talent........................................................[SPARK05]
----Spark Talent Chart................................................[SPARK06]
--Enemy Spark Value...................................................[SPARK07]
----Enemy Spark Values Chart, complete................................[SPARK08]
----Enemy Spark Values Chart, Main only...............................[SPARK09]
--Explanation.........................................................[SPARK10]
--Formula.............................................................[SPARK11]
--Observations........................................................[SPARK12]

Personal Spark Trees..................................................[PSPTR01]

Dodge Ability Sparking................................................[DSPRK01]
--Dodge Ability Spark Trees...........................................[DSPRK02]
--Formula.............................................................[DSPRK03]
--Observations........................................................[DSPRK04]

Gun Ability Learning..................................................[GULRN01]
--Gun Ability Difficulty..............................................[GULRN02]
--Gun & Magic Talent (excluding Mystics)..............................[GULRN03]
--Explanation.........................................................[GULRN04]
--Formula.............................................................[GULRN05]
--Observations........................................................[GULRN06]

Magic Learning........................................................[MALRN01]
--Magic Spell Difficulties............................................[MALRN02]
--Gun & Magic Talent..................................................[MALRN03]
--Explanation.........................................................[MALRN04]
--Formula.............................................................[MALRN05]
--Observations........................................................[MALRN06]

Human and Mystic After-Battle Stat Growth.............................[HMABG01]
--Enemy Stat-Up Value.................................................[HMABG02]
----Enemy Stat-Up Values Chart, complete..............................[HMABG03]
----Enemy Stat-Up Values Chart, Main only.............................[HMABG04]
--PC Stat Growth Bonuses..............................................[HMABG05]
--Action Growth Factors...............................................[HMABG06]
--Inevitability.......................................................[HMABG07]
--Difficulty->Chance Table 3..........................................[HMABG08]
--STR--CHA Growth.....................................................[HMABG09]
----Explanation.......................................................[HMABG10]
----Formula...........................................................[HMABG11]
----Observations......................................................[HMABG12]
--The HugeSlime Method................................................[HMABG13]
--HP Growth...........................................................[HMABG14]
----Explanation.......................................................[HMABG15]
----Formula...........................................................[HMABG16]
----Observations......................................................[HMABG17]
--WP Growth...........................................................[HMABG18]
----Formula...........................................................[HMABG19]
----Observations......................................................[HMABG20]
--JP Growth...........................................................[HMABG21]
----Formula...........................................................[HMABG22]
----Observations......................................................[HMABG23]

Mystic Weapon Development.............................................[MYSWD01]

Mec Program Acquisition...............................................[MECPA01]
--Program Downloading.................................................[MECPA02]
--Program Self-Development............................................[MECPA03]
----Programs each Body TYPE can Self-Develop..........................[MECPA04]
----Best Body TYPE to Self-Develop each Program.......................[MECPA05]
----Formula and Observations..........................................[MECPA06]

Monster PC Ability Absorption.........................................[MONAA01]
Monster PC Prime HP...................................................[MOPHP01]
--Monster PC Prime HP Data Chart......................................[MOPHP02]
--Monster PC Ability Checklists.......................................[MOPHP03]
Monster PC Transformation.............................................[MTRAN01]
--Transformations Table 1.............................................[MTRAN02]
--Transformations Table 2.............................................[MTRAN03]
--Monster Ability Categories..........................................[MTRAN04]
--Explanation.........................................................[MTRAN05]
--Stability...........................................................[MTRAN06]
--Example Form Setups.................................................[MTRAN07]

Item Drop Rate........................................................[IDROP01]

Ability Analysis......................................................[ABLAN01]

Item Data.............................................................[ITEMD01]
--Item Human/Mystic/Monster Stat Boosts Chart.........................[ITEMD02]
--Item Mec Stat Boosts Chart..........................................[ITEMD03]
--Item Inherent Abilities List........................................[ITEMD04]
--Item Weight Chart...................................................[ITEMD05]
--Weapon Data Chart...................................................[ITEMD06]
--Armor Data Chart....................................................[ITEMD07]

Mystic Absorbs Data...................................................[MYSAB01]
--Mystic Absorbs Data, Full Entries List..............................[MYSAB02]
--Mystic Absorbs Data, Stats-only Chart...............................[MYSAB03]
--Mystic Absorbs Data, Abilities-only Chart...........................[MYSAB04]

Junk Shop.............................................................[JUNKS01]
--How the Buying Process is Supposed to Work..........................[JUNKS02]
--The Bugs............................................................[JUNKS03]
--Observations........................................................[JUNKS04]

Triggering Asellus's Scenario's Story Bosses / Events.................[TASBE01]

Asellus's Scenario Endings............................................[ASEND01]
--How it was supposed to work.........................................[ASEND02]
--Comparison..........................................................[ASEND03]
--How it actually works...............................................[ASEND04]

Patch Codes...........................................................[PATCH01]
--PC Status Modifiers.................................................[PATCH02]
----Mystic/Human Hybrids..............................................[PATCH03]
----Alkarl............................................................[PATCH04]
----Asellus begins battle already MysticalChanged.....................[PATCH05]
--Game Status Modifiers...............................................[PATCH06]
--Inventory Modifiers.................................................[PATCH07]
--Fortune Modifiers...................................................[PATCH08]
--Scenario Status Modifiers...........................................[PATCH09]
--In-Battle Status Modifiers..........................................[PATCH10]
--Field Menu Rules Modifiers..........................................[PATCH11]
--Battle Rules Modifiers..............................................[PATCH12]
----Break Stat Caps...................................................[PATCH13]
----Sparking..........................................................[PATCH14]
----Evasions..........................................................[PATCH15]
--Battle-End Rules Modifiers..........................................[PATCH16]
----Human and Mystic Growth...........................................[PATCH17]
----Mec Growth........................................................[PATCH18]
----Monster Growth....................................................[PATCH19]
----Item Drop Rates...................................................[PATCH20]

Technical Info........................................................[TECIN01]

Credits...............................................................[CREDI01]
Revision History......................................................[RHIST01]
Legal.................................................................[LEGAL01]


To jump to a particular section of the guide, just do a search for the
bracketed statement to the right of any entry in the Table of Contents.  For
example, to jump to the "Intro" section, search for "[INTRO01]".





***********
*  Intro  *                                                           [INTRO01]
***********


The goal of this guide is to help anyone who's interested to better understand
how SaGa Frontier really works.  As anyone who's played it knows, it's a very
complex game, and it's very different in many respects from virtually any other
game out there (except for some similarities to certain other games in the SaGa
series).  As a result, there have been (and continue to be) a lot of
misunderstandings about how SaGa Frontier works.

Why make this guide more than a decade after SaGa Frontier's release?  Short
answer: because it still needed to be done.  There are already quite a few
guides and FAQs available for SaGa Frontier, and I think they've all helped
people.  However, all of them together still left many important questions
unanswered, and some of the questions that some of them answered were answered
incompletely or even, in several cases, incorrectly.

I set out to put these questions to rest any way I could and eventually ended
up teaching myself to use a debugger to pull the answers (with a lot of
difficult work) directly out of the game's data and assembly-language
instructions.

I discovered most of the information in this guide using the debugger, so it
should be very reliably accurate.  Making sense out of assembly language is
extremely difficult, so mistakes are always possible, but I do my best to
prevent them.  I am always extremely careful.  Time permitting, I also check
most things at least twice to ensure accuracy, and if anything seems odd, I
usually try to test it to make sure it really works that way.

Although most of the work for this guide is my own, some of it builds on the
work of others, which has been tremendously helpful.  Huge thanks to everyone
who has contributed advice or information to help with this project!

Special mention goes to Eroneous_Waylay and Mir_Vimes, my partners on the SF
Data Project site, and to x_loto who, along with Eroneous_Waylay, had
identified quite a few useful addresses in the PC Status Blocks and the In-
Battle Status Blocks before I arrived.

I hope the information in this guide will help you better understand and enjoy
the hidden beauty of this brilliant game.

Have fun!
Zaraktheus





***************************
*  How to Use this Guide  *                                           [HOWTO01]
***************************


Because there are so many long data charts in here, and because many of the
processes I explain require data from each of several charts in rapid
succession, it could quickly become frustrating to try to scroll back and forth
between charts and formulas, constantly losing your place and having to find it
again.  You really need to be able to look at and keep your place in several
things at once.

For this reason, I highly recommend that you take every chart, formula, list,
etc that you expect to use often and separate each into its own document saved
on your computer.  Simply copy a section from the main document and paste it
into a new Notepad document, save it and name it something appropriate.  That
way, the information will be easy to find quickly, and you can keep it open and
keep your place in it while also looking up other things.  It can save you a
lot of time and hassle in the long run.





*************************
*  The SF Data Project  *                                             [SFDAP01]
*************************


The SF Data Project is a site shared by myself (Zaraktheus), Mir_Vimes, and
Eroneous_Waylay.  Each of us has a page there where we make all sorts of useful
and interesting SaGa Frontier-related information that we've found freely
available to everyone.

It's not much to look at (none of us are web designers), hasn't been updated
(to my knowledge) in quite a long time, and some of the data is only partially
decrypted or out of date, but it remains an excellent resource.  There's still
a lot of stuff there that you can't find anywhere else, including in this guide
(at least for the moment).  Here's the link to the main page:

http://sf.data.project.tripod.com/index.htm

In case it seems like I'm shilling something; I'm not.  This is just a simple,
free site, and none of us gets anything out of it.  It only exists to share
information among people who may be interested in it.





*******************
*  Abbreviations  *                                                   [ABBRV01]
*******************


SF: SaGa Frontier

HP: Hit Points
LP: Life Points
WP: Waza Points
JP: Jutsu Points

STR: Strength
QUI: Quickness
INT: Intelligence
WIL: Will
PSY: Psychic
CHA: Charm

DEF: Defense
S DEF: Slash Element Defense
P DEF: Pierce Element Defense
B DEF: Blunt Element Defense
H DEF: Heat Element Defense
C DEF: Cold Element Defense
E DEF: Electric Element Defense
F DEF: Force Element Defense
X DEF: Status Element Defense

PC: Player Character.  A character controlled by you, the player.

RNG: Random Number Generator

AoE: Area of Effect

BR: Battle Rank.
BRP: Battle Rank Points.

EP: Effect Process.

SCP: Status Change Process.





*****************
*  Definitions  *                                                     [DEFIN01]
*****************


Base Stat: The value for a stat that is completely intrinsic to the particular
PC.  For STR--CHA for Mecs and STR--VIT for Mystics, this is permanently fixed
(with the exception that T260's Base INT in her own scenario will change from 5
to 32 when Leonard installs her new memory chip).  For Monsters, it depends
entirely on the PC's current Form.  For Humans and for CHA for Mystics, it
grows after-battle.

Battle Rank: a value which increases as you fight battles and which determines
the rough difficulty of the enemies you face.  Battle Rank ranges from 1-9, 1
being the easiest and 9 the most difficult.  Your Battle Rank also determines
the HP multiplier of most bosses (with a higher BR giving them a higher HP
multiplier, though not on a 1:1 scale).

Buff: refers to an effect that temporarily improves one or more Current Stats.

Current Stat: Base Stat + all modifications, which include stat boosts from
equipment, Mystic Absorb stat boosts, and in-battle buffs/debuffs.  The Current
value for a stat is the one that's actually used for almost everything that the
stat affects.

Debuff: the opposite of a buff, a debuff temporarily decreases one or more
Current Stats.

Evasions: My catch-all term for a variety of mechanisms that can completely
protect a target from all effects of an attack.

Grind/Grinding: Slang for the process of repetitively fighting battles without
advancing the story, in order to build up PC stats, collect item and credit
drops, etc.

Magical Mastery: Refers to what happens when a Human PC simultaneously equips
6+ Magical Abilities and 0 Physical Abilities (i.e. Sword, Katana, Martial
Arts, Alkaiser, and/or Gun Abilities).  When this happens, the horizontal bar
at the top-right of the PC's Equip Abilities Menu will be mostly or completely
Red with no Blue, and a crown will appear.  Magical Mastery reduces the JP Cost
to use any Magical Ability by 1 point, and also approximately doubles the
Chance to Learn new Magical Abilities.

Main Enemy: the first enemy to show up in any given battle, and the one which
determines what other enemies can accompany it.  If this is a random battle,
it's the enemy that was determined by the combination of what sprite you ran
into and your effective BR.  If this is a boss fight, it's the boss.  The Main
Enemy is also the only one whose Stat-Up value is used, and the only one whose
Spark Value is used for GaleSlash (which targets all enemies) and for learning
Gun and Magic Abilities.

Physical Mastery: Refers to what happens when a Human PC simultaneously equips
6+ Physical Abilities (i.e. Sword, Katana, Martial Arts, Alkaiser, and/or Gun
Abilities) and 0 Magical Abilities.  When this happens, the horizontal bar at
the top-right of the PC's Equip Abilities Menu will be mostly or completely
Blue with no Red, and a crown will appear.  Physical Mastery reduces the WP
Cost to use any Physical Ability by 1 point, and also approximately doubles the
Chance to Spark or Learn new Physical Abilities.





*********************
*  PC Initial Data  *                                                 [INITD01]
*********************


There are a total of 40 PCs in SaGa Frontier, though two of them (Woman and
CommonMec) are dummy PCs that aren't normally recruitable.

In alphabetical order by race, the PCs are:

Human: 16 total
 Annie
 Asellus
 Blue
 Capt.Hamilton
 Doll
 Emelia
 Fei-on
 Fuse
 Gen
 Liza
 Lute
 Mei-ling
 Red
 Roufas
 Rouge
 Woman

Mystic: 8 total
 Dr. Nusakan
 Ildon
 Mesarthim
 Rei
 Silence
 TimeLord
 White Rose
 Zozma

Mec: 8 total
 BJ&K
 CommonMec
 EngineerCar
 Leonard
 PzkwV
 Rabbit
 T260
 ZEKE

Monster: 8 total
 Cotton
 Kylin
 RedTurnip
 Riki
 Sei
 Slime
 Suzaku
 Thunder

Every time you start a Scenario, the Stats, Equipment, Abilities, etc of all
PCs are set to one of four possible variations, known as INIT 1-4.

According to The Entity Blade, which INIT you get is determined entirely by the
final Battle Rank you had in the last scenario you finished and saved to your
System Data, as follows:

INIT 1: No System Data, new System Data, or no scenarios have yet been
       completed and saved to the System Data.
INIT 2: Last scenario completed and saved to System Data ended at BR 1-3.
INIT 3: Last scenario completed and saved to System Data ended at BR 4-6.
INIT 4: Last scenario completed and saved to System Data ended at BR 7-9.

Below, again in alphabetical order by race, I have listed nearly everything
there is to know about each PC's initial data at each INIT, which I translated
directly from the game's data.

To jump to a particular PC's entry, simply search for the name of that PC.  In
the case of Gen, T260, Cotton, or Thunder, add "Name: " before the actual name.





*********************
*  PC Initial Data  *                                                 [INITD02]
*  --Humans         *
*********************


There are 16 Human PCs in SaGa Frontier, though Woman is a dummy PC that can't
normally be recruited.

They are:
 Annie
 Asellus
 Blue
 Capt.Hamilton
 Doll
 Emelia
 Fei-on
 Fuse
 Gen
 Liza
 Lute
 Mei-ling
 Red
 Roufas
 Rouge
 Woman

-------------------------------------------------------------------------------

Name: Annie                Race/Gender: Human Female            ID: 0c

      Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
 28 | 5 | 3 | 1 | 4 | 1 | 3 | 5 | 6

Gun & Magic Talent: 1
Magic Gifts: None

        Spark Talent List
Talented         |     Not Talented
                | StunSlash
                | DoubleSlash
                | HardSlash
                | Thrust
                | CrossSlash
          Smash |
                | SwallowSwing
                | ThunderThrust
                | Heaven/Hell
                | WheelSlash
                | WillowBranch
        Deflect |
      BearCrush |
        DeadEnd |
                | HeadWind
                | TripleThrust
                | Kasumi
                | NoMoment
                | GaleSlash
                | 2GaleSlash
                | Still Stream
                | TurbidCurrent
                | CrossDeflect
     RisingNova |
  RosarioImpale |
                | Haze-to-Wheel
                | LifeSprinkler
                | Godless

                | MoonlightCut
  ShadowCounter |
                | Blizzard
                | Tres Flores

           Kick |
                | AirThrow
           Chop |
        Sliding |
  RollingCradle |
       SwayBack |
                | Fist
       Backfist |
                | CrushBeat
                | Rotation Kick
                | KO Throw
         Suplex |
                | GiantSwing
                | GoldHand
   BabelCrumble |
                | TriangleKick
                | OgreRun
                | Scuffle
    LocomotionG |
     DragonTurn |
                | Lastshot
                | Corkscrew
     SkyTwister |

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |    130         |    165         |    205         |    235         |
  LP |      9         |      9         |      9         |      9         |
  WP |     20         |     20         |     30         |     37         |
  JP |      0         |      0         |      0         |      0         |

 STR |     15         |     19         |     22         |     25         |
 QUI |     17         |     21         |     25         |     29         |
 INT |      9         |     10         |     11         |     12         |
 WIL |     18         |     21         |     23         |     25         |
 PSY |     15         |     17         |     18         |     20         |
 VIT |     13         |     16         |     20         |     23         |
 CHA |     11         |     13         |     15         |     17         |

Equipped Items:
     |   LaserKnife   |   LaserKnife   |   LaserKnife   |   LaserKnife   |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |   FiberVest    |   FiberVest    |   FiberVest    |   FiberVest    |
     |  CottonShirt   |  CottonShirt   |  CottonShirt   |  CottonShirt   |
     |  LeatherGlove  |  LeatherGlove  |  LeatherGlove  |  LeatherGlove  |
     |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |

DEFenses:
   S |       18       |       18       |       18       |       18       |
   P |       22       |       22       |       22       |       22       |
   B |       22       |       22       |       22       |       22       |
   H |       18       |       18       |       18       |       18       |
   C |       14       |       14       |       14       |       14       |
   E |       14       |       14       |       14       |       14       |
   F |       14       |       14       |       14       |       14       |
   X |       14       |       14       |       14       |       14       |

Weight|       10       |       10       |       10       |       10       |

Attribute Immunities: None.
Ailment Immunities: None.

Equipped Abilities:
     |   StunSlash    |   StunSlash    |   StunSlash    |   StunSlash    |
     |  DoubleSlash   |  DoubleSlash   |  DoubleSlash   |  DoubleSlash   |
     |----------------|   HardSlash    |   HardSlash    |   HardSlash    |
     |----------------|     Thrust     |     Thrust     |     Thrust     |
     |----------------|----------------|     Smash      |     Smash      |
     |----------------|----------------|----------------|    Deflect     |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

Abilities Known:
  INIT 1:
     StunSlash
     DoubleSlash
  INIT 2:
+     HardSlash
     Thrust
  INIT 3:
+     Smash
  INIT 4:
+     Deflect

-------------------------------------------------------------------------------

Name: Asellus              Race/Gender: Human Female            ID: 05

      Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
 30 | 0 | 2 | 1 | 6 | 9 | 0 | 9 | 3

Gun & Magic Talent: 1
Magic Gifts: Mystic

        Spark Talent List
Talented         |     Not Talented
      StunSlash |
    DoubleSlash |
      HardSlash |
         Thrust |
                | CrossSlash
                | Smash
   SwallowSwing |
  ThunderThrust |
                | Heaven/Hell
     WheelSlash |
                | WillowBranch
        Deflect |
                | BearCrush
        DeadEnd |
                | HeadWind
   TripleThrust |
         Kasumi |
       NoMoment |
      GaleSlash |
                | 2GaleSlash
                | Still Stream
                | TurbidCurrent
                | CrossDeflect
     RisingNova |
  RosarioImpale |
  Haze-to-Wheel |
                | LifeSprinkler
        Godless |

   MoonlightCut |
  ShadowCounter |
                | Blizzard
                | Tres Flores

           Kick |
       AirThrow |
           Chop |
        Sliding |
  RollingCradle |
                | SwayBack
           Fist |
                | Backfist
                | CrushBeat
  Rotation Kick |
                | KO Throw
         Suplex |
                | GiantSwing
                | GoldHand
                | BabelCrumble
   TriangleKick |
        OgreRun |
                | Scuffle
                | LocomotionG
     DragonTurn |
                | Lastshot
      Corkscrew |
                | SkyTwister

                   -----In any Scenario but her own-----

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |    160         |    180         |    205         |    230         |
  LP |      8         |      8         |      8         |      8         |
  WP |     20         |     25         |     27         |     29         |
  JP |     20         |     25         |     29         |     31         |

 STR |     27         |     27         |     27         |     27         |
 QUI |     21         |     21         |     21         |     21         |
 INT |     15         |     18         |     19         |     20         |
 WIL |     13 +   9   |     16 +   9   |     18 +   9   |     19 +   9   |
 PSY |     39         |     41         |     45         |     48         |
 VIT |     16         |     17         |     18         |     19         |
 CHA |     27         |     31         |     34         |     41         |

Equipped Items:
     |    FiendRod    |    FiendRod    |    FiendRod    |    FiendRod    |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |   ShadeRobe    |   ShadeRobe    |   ShadeRobe    |   ShadeRobe    |
     |   SilkShirt    |   SilkShirt    |   SilkShirt    |   SilkShirt    |
     |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |
     |----------------|----------------|----------------|----------------|

DEFenses:
   S |       15       |       15       |       15       |       15       |
   P |       15       |       15       |       15       |       15       |
   B |       15       |       15       |       15       |       15       |
   H |       30       |       30       |       30       |       30       |
   C |       36       |       36       |       36       |       36       |
   E |       28       |       28       |       28       |       28       |
   F |       28       |       28       |       28       |       28       |
   X |       28       |       28       |       28       |       28       |

Weight|        6       |        6       |        6       |        6       |

Attribute Immunities: None.
Ailment Immunities: None.

Equipped Abilities:
     |   StunSlash    |   StunSlash    |   StunSlash    |   StunSlash    |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |  MysticSword   |  MysticSword   |  MysticSword   |  MysticSword   |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

Mystic Weapon Absorbs:
  Sword: ----------------

Abilities Known:
  INIT 1:
     StunSlash
     MysticSword
  INIT 2-3:
+     DoubleSlash
  INIT 4:
+     Thrust

                        -----In her own Scenario-----

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |     70         |     70         |     70         |     70         |
  LP |      8         |      8         |      8         |      8         |
  WP |     10         |     10         |     10         |     10         |
  JP |      8         |      8         |      8         |      8         |

 STR |     10         |     10         |     10         |     10         |
 QUI |     13         |     13         |     13         |     13         |
 INT |     15         |     15         |     15         |     15         |
 WIL |     11         |     11         |     11         |     11         |
 PSY |     10         |     10         |     10         |     10         |
 VIT |     12         |     12         |     12         |     12         |
 CHA |     11         |     11         |     11         |     11         |

Equipped Items:
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |  CottonShirt   |  CottonShirt   |  CottonShirt   |  CottonShirt   |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

DEFenses:
   S |        3       |        3       |        3       |        3       |
   P |        3       |        3       |        3       |        3       |
   B |        7       |        7       |        7       |        7       |
   H |        3       |        3       |        3       |        3       |
   C |        3       |        3       |        3       |        3       |
   E |        3       |        3       |        3       |        3       |
   F |        3       |        3       |        3       |        3       |
   X |        3       |        3       |        3       |        3       |

Weight|        0       |        0       |        0       |        0       |

Attribute Immunities: None.
Ailment Immunities: None.

Equipped Abilities:
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

Abilities Known:
  INIT 1-4: None

-------------------------------------------------------------------------------

Name: Blue                 Race/Gender: Human Male              ID: 04

      Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
 33 | 0 | 5 | 8 | 8 | 6 | 1 | 2 | 3

Gun & Magic Talent: 8
Magic Gifts: Realm

        Spark Talent List
Talented         |     Not Talented
      StunSlash |
    DoubleSlash |
      HardSlash |
         Thrust |
                | CrossSlash
          Smash |
   SwallowSwing |
                | ThunderThrust
                | Heaven/Hell
     WheelSlash |
                | WillowBranch
        Deflect |
      BearCrush |
                | DeadEnd
                | HeadWind
   TripleThrust |
         Kasumi |
                | NoMoment
      GaleSlash |
                | 2GaleSlash
                | Still Stream
  TurbidCurrent |
                | CrossDeflect
     RisingNova |
                | RosarioImpale
  Haze-to-Wheel |
                | LifeSprinkler
                | Godless

                | MoonlightCut
  ShadowCounter |
                | Blizzard
                | Tres Flores

           Kick |
       AirThrow |
                | Chop
        Sliding |
                | RollingCradle
       SwayBack |
                | Fist
       Backfist |
      CrushBeat |
                | Rotation Kick
                | KO Throw
         Suplex |
                | GiantSwing
                | GoldHand
                | BabelCrumble
                | TriangleKick
        OgreRun |
        Scuffle |
                | LocomotionG
                | DragonTurn
                | Lastshot
                | Corkscrew
     SkyTwister |

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |    125         |    155         |    185         |    210         |
  LP |      7         |      7         |      7         |      7         |
  WP |      0         |      0         |      0         |      0         |
  JP |     30         |     35         |     40         |     45         |

 STR |      9         |      9         |      9         |      9         |
 QUI |     19         |     21         |     23         |     25         |
 INT |     29         |     32         |     35         |     37         |
 WIL |     24 +   5   |     26 +   5   |     29 +   5   |     30 +   5   |
 PSY |     26 +   5   |     29 +   5   |     31 +   5   |     32 +   5   |
 VIT |      8         |      8         |      8         |      8         |
 CHA |     14         |     15         |     15         |     16         |

Equipped Items:
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |   MasterRobe   |   MasterRobe   |   MasterRobe   |   MasterRobe   |
     |   Magicwear    |   Magicwear    |   Magicwear    |   Magicwear    |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

DEFenses:
   S |       14       |       14       |       14       |       14       |
   P |       14       |       14       |       14       |       14       |
   B |       14       |       14       |       14       |       14       |
   H |       39       |       39       |       39       |       39       |
   C |       39       |       39       |       39       |       39       |
   E |       39       |       39       |       39       |       39       |
   F |       29       |       29       |       29       |       29       |
   X |       34       |       34       |       34       |       34       |

Weight|        2       |        2       |        2       |        2       |

Attribute Immunities: None.
Ailment Immunities: None.

Equipped Abilities:
     |  EnergyChain   |  EnergyChain   |  EnergyChain   |  EnergyChain   |
     |   Implosion    |   Implosion    |   Implosion    |   Implosion    |
     |  PsychoArmor   |  PsychoArmor   |  PsychoArmor   |  PsychoArmor   |
     |      Gate      |      Gate      |      Gate      |      Gate      |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

Abilities Known:
  INIT 1-4:
     EnergyChain
     Implosion
     PsychoArmor
     Gate

-------------------------------------------------------------------------------

Name: Capt.Hamilton        Race/Gender: Human Female            ID: 0e

      Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
 28 | 4 | 1 | 3 | 6 | 3 | 6 | 0 | 5

Gun & Magic Talent: 3
Magic Gifts: None

        Spark Talent List
Talented         |     Not Talented
      StunSlash |
                | DoubleSlash
                | HardSlash
         Thrust |
                | CrossSlash
                | Smash
   SwallowSwing |
  ThunderThrust |
                | Heaven/Hell
                | WheelSlash
   WillowBranch |
                | Deflect
      BearCrush |
        DeadEnd |
                | HeadWind
   TripleThrust |
                | Kasumi
                | NoMoment
      GaleSlash |
                | 2GaleSlash
                | Still Stream
  TurbidCurrent |
                | CrossDeflect
     RisingNova |
  RosarioImpale |
                | Haze-to-Wheel
  LifeSprinkler |
                | Godless

   MoonlightCut |
                | ShadowCounter
       Blizzard |
    Tres Flores |

           Kick |
                | AirThrow
                | Chop
                | Sliding
  RollingCradle |
                | SwayBack
           Fist |
                | Backfist
                | CrushBeat
                | Rotation Kick
       KO Throw |
         Suplex |
     GiantSwing |
       GoldHand |
                | BabelCrumble
   TriangleKick |
                | OgreRun
        Scuffle |
    LocomotionG |
     DragonTurn |
       Lastshot |
                | Corkscrew
     SkyTwister |

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |    250         |    280         |    310         |    340         |
  LP |      8         |      8         |      8         |      8         |
*  WP |     25         |     22         |     20         |     35         |
  JP |     10         |     13         |     15         |     20         |

 STR |     20         |     22         |     24         |     26         |
 QUI |     17         |     19         |     21         |     23         |
 INT |     24         |     26         |     28         |     30         |
 WIL |     18         |     20         |     22         |     24         |
 PSY |     21         |     23         |     25         |     27         |
 VIT |     25         |     27         |     29         |     31         |
 CHA |     11         |     13         |     15         |     17         |

*Yes, Capt.Hamilton's WP really does decrease at INITs 2 and 3, which is
clearly an error.

Equipped Items:
     |   AGUNI-CP1    |   AGUNI-CP1    |   AGUNI-CP1    |   AGUNI-CP1    |
     |    EagleGun    |    EagleGun    |    EagleGun    |    EagleGun    |
     |   Osc-Sword    |   Osc-Sword    |   Osc-Sword    |   Osc-Sword    |
     |   LaserKnife   |   LaserKnife   |   LaserKnife   |   LaserKnife   |
     |   ArmorVest    |   ArmorVest    |   ArmorVest    |   ArmorVest    |
     |   SilkShirt    |   SilkShirt    |   SilkShirt    |   SilkShirt    |
     |    YolkHat     |    YolkHat     |    YolkHat     |    YolkHat     |
     |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |

DEFenses:
   S |       29       |       29       |       29       |       29       |
   P |       71       |       71       |       71       |       71       |
   B |       33       |       33       |       33       |       33       |
   H |       26       |       26       |       26       |       26       |
   C |       40       |       40       |       40       |       40       |
   E |       24       |       24       |       24       |       24       |
   F |       24       |       24       |       24       |       24       |
   X |       24       |       24       |       24       |       24       |

Weight|       30       |       30       |       30       |       30       |

Attribute Immunities: None.
Ailment Immunities: Blind.

Equipped Abilities:
     |     Twogun     |     Twogun     |     Twogun     |     Twogun     |
     |   SharpShot    |   SharpShot    |   SharpShot    |   SharpShot    |
     |    StunShot    |    StunShot    |    StunShot    |    StunShot    |
     |   CrossSlash   |   CrossSlash   |   CrossSlash   |   CrossSlash   |
     |     Smash      |     Smash      |     Smash      |     Smash      |
     |   WheelSlash   |   WheelSlash   |   WheelSlash   |   WheelSlash   |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

Abilities Known:
  INIT 1-4:
     CrossSlash
     Smash
     WheelSlash
     SharpShot
     StunShot
     Twogun

-------------------------------------------------------------------------------

Name: Doll                 Race/Gender: Human Female            ID: 0f

      Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
 28 | 3 | 2 | 6 | 3 | 1 | 4 | 6 | 3

Gun & Magic Talent: 6
Magic Gifts: None

        Spark Talent List
Talented         |     Not Talented
      StunSlash |
    DoubleSlash |
      HardSlash |
         Thrust |
                | CrossSlash
          Smash |
   SwallowSwing |
  ThunderThrust |
    Heaven/Hell |
                | WheelSlash
                | WillowBranch
        Deflect |
                | BearCrush
                | DeadEnd
       HeadWind |
                | TripleThrust
         Kasumi |
                | NoMoment
      GaleSlash |
                | 2GaleSlash
   Still Stream |
                | TurbidCurrent
                | CrossDeflect
                | RisingNova
                | RosarioImpale
                | Haze-to-Wheel
                | LifeSprinkler
                | Godless

   MoonlightCut |
  ShadowCounter |
                | Blizzard
    Tres Flores |

           Kick |
       AirThrow |
           Chop |
        Sliding |
  RollingCradle |
       SwayBack |
           Fist |
                | Backfist
                | CrushBeat
                | Rotation Kick
       KO Throw |
                | Suplex
                | GiantSwing
       GoldHand |
   BabelCrumble |
                | TriangleKick
                | OgreRun
                | Scuffle
                | LocomotionG
     DragonTurn |
                | Lastshot
      Corkscrew |
                | SkyTwister

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |    120         |    160         |    200         |    240         |
  LP |      9         |      9         |      9         |      9         |
  WP |     12         |     16         |     18         |     20         |
  JP |     18         |     24         |     30         |     34         |

 STR |     16         |     18         |     20         |     22         |
 QUI |     21         |     24         |     27         |     29         |
 INT |     22         |     26         |     30         |     34         |
 WIL |     17         |     18         |     19         |     20         |
 PSY |     15         |     16         |     17         |     18         |
 VIT |     20         |     21         |     22         |     23         |
 CHA |     21         |     23         |     25         |     27         |

Equipped Items:
     |  HandBlaster   |  HandBlaster   |  HandBlaster   |  HandBlaster   |
     |   AGUNI-SSP    |   AGUNI-SSP    |   AGUNI-SSP    |   AGUNI-SSP    |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |   ArmorVest    |   ArmorVest    |   ArmorVest    |   ArmorVest    |
     |   Defendwear   |   Defendwear   |   Defendwear   |   Defendwear   |
     |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |
     |----------------|----------------|----------------|----------------|

DEFenses:
   S |       29       |       29       |       29       |       29       |
   P |       71       |       71       |       71       |       71       |
   B |       33       |       33       |       33       |       33       |
   H |       39       |       39       |       39       |       39       |
   C |       37       |       37       |       37       |       37       |
   E |       37       |       37       |       37       |       37       |
   F |       27       |       27       |       27       |       27       |</pre><pre id="faqspan-2">
   X |       27       |       27       |       27       |       27       |

Weight|       14       |       14       |       14       |       14       |

Attribute Immunities: None.
Ailment Immunities: None.

Equipped Abilities:
     |   PowerGrab    |   PowerGrab    |   PowerGrab    |   PowerGrab    |
     |   Hidebehind   |   Hidebehind   |   Hidebehind   |   Hidebehind   |
     |  Fascination   |  Fascination   |  Fascination   |  Fascination   |
     |  PhantasmShot  |  PhantasmShot  |  PhantasmShot  |  PhantasmShot  |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

Abilities Known:
  INIT 1:
     PowerGrab
     HideBehind
     Fascination
     PhantasmShot
  INIT 2:
+     ShadowNet
  INIT 3:
+     GlassShield
  INIT 4:
+     DarkSphere

-------------------------------------------------------------------------------

Name: Emelia               Race/Gender: Human Female            ID: 00

      Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
 33 | 3 | 5 | 0 | 7 | 1 | 6 | 7 | 4

Gun & Magic Talent: 0
Magic Gifts: None

        Spark Talent List
Talented         |     Not Talented
      StunSlash |
    DoubleSlash |
      HardSlash |
         Thrust |
                | CrossSlash
                | Smash
   SwallowSwing |
  ThunderThrust |
                | Heaven/Hell
     WheelSlash |
                | WillowBranch
        Deflect |
                | BearCrush
        DeadEnd |
                | HeadWind
   TripleThrust |
         Kasumi |
       NoMoment |
      GaleSlash |
                | 2GaleSlash
                | Still Stream
                | TurbidCurrent
                | CrossDeflect
     RisingNova |
  RosarioImpale |
  Haze-to-Wheel |
                | LifeSprinkler
        Godless |

   MoonlightCut |
  ShadowCounter |
                | Blizzard
                | Tres Flores

           Kick |
       AirThrow |
           Chop |
        Sliding |
  RollingCradle |
                | SwayBack
           Fist |
                | Backfist
                | CrushBeat
  Rotation Kick |
                | KO Throw
         Suplex |
                | GiantSwing
                | GoldHand
                | BabelCrumble
   TriangleKick |
        OgreRun |
                | Scuffle
                | LocomotionG
     DragonTurn |
                | Lastshot
      Corkscrew |
                | SkyTwister

                   -----In any Scenario but her own-----

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |    120         |    160         |    200         |    230         |
  LP |      9         |      9         |      9         |      9         |
  WP |     18         |     27         |     32         |     40         |
  JP |      0         |      0         |      0         |      0         |

 STR |     13         |     18         |     23         |     25         |
 QUI |     19         |     23         |     27         |     29         |
 INT |     10         |     12         |     14         |     15         |
 WIL |     21         |     27         |     32         |     33         |
 PSY |      7         |      9         |     11         |     12         |
 VIT |     19         |     23         |     26         |     28         |
 CHA |     22         |     26         |     29         |     31         |

Equipped Items:
     |   AGUNI-CP1    |   AGUNI-CP1    |   AGUNI-CP1    |   AGUNI-CP1    |
     |  LightVulcan   |  LightVulcan   |  LightVulcan   |  LightVulcan   |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |   FiberVest    |   FiberVest    |   FiberVest    |   FiberVest    |
     |   SilkShirt    |   SilkShirt    |   SilkShirt    |   SilkShirt    |
     |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |
     |----------------|----------------|----------------|----------------|

DEFenses:
   S |       14       |       14       |       14       |       14       |
   P |       18       |       18       |       18       |       18       |
   B |       14       |       14       |       14       |       14       |
   H |       14       |       14       |       14       |       14       |
   C |       20       |       20       |       20       |       20       |
   E |       12       |       12       |       12       |       12       |
   F |       12       |       12       |       12       |       12       |
   X |       12       |       12       |       12       |       12       |

Weight|       19       |       19       |       19       |       19       |

Attribute Immunities: None.
Ailment Immunities: None.

Equipped Abilities:
     |   SharpShot    |   SharpShot    |   SharpShot    |   SharpShot    |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

Abilities Known:
  INIT 1:
     SharpShot
  INIT 2:
+     TotalShot
  INIT 3:
+     TrickShot
  INIT 4:
+     CrossShot

                        -----In her own Scenario-----

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |     50         |     50         |     50         |     50         |
  LP |      9         |      9         |      9         |      9         |
  WP |      9         |      9         |      9         |      9         |
  JP |      0         |      0         |      0         |      0         |

 STR |      7         |      7         |      7         |      7         |
 QUI |      9         |      9         |      9         |      9         |
 INT |     10         |     12         |     14         |     15         |
 WIL |     21         |     27         |     32         |     33         |
 PSY |      7         |      9         |     11         |     12         |
 VIT |      6         |      6         |      6         |      6         |
 CHA |     32         |     32         |     32         |     32         |

Equipped Items:
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |   SilkShirt    |   SilkShirt    |   SilkShirt    |   SilkShirt    |
     |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |
     |----------------|----------------|----------------|----------------|

DEFenses:
   S |        6       |        6       |        6       |        6       |
   P |        6       |        6       |        6       |        6       |
   B |        6       |        6       |        6       |        6       |
   H |        6       |        6       |        6       |        6       |
   C |       12       |       12       |       12       |       12       |
   E |        4       |        4       |        4       |        4       |
   F |        4       |        4       |        4       |        4       |
   X |        4       |        4       |        4       |        4       |

Weight|        2       |        2       |        2       |        2       |

Attribute Immunities: None.
Ailment Immunities: None.

Equipped Abilities:
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

Abilities Known:
  INIT 1-4: None

-------------------------------------------------------------------------------

Name: Fei-on               Race/Gender: Human Male              ID: 0b

      Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
 28 | 4 | 8 | 1 | 0 | 5 | 4 | 3 | 3

Gun & Magic Talent: 1
Magic Gifts: None

        Spark Talent List
Talented         |     Not Talented
      StunSlash |
    DoubleSlash |
      HardSlash |
         Thrust |
                | CrossSlash
          Smash |
   SwallowSwing |
  ThunderThrust |
    Heaven/Hell |
                | WheelSlash
                | WillowBranch
                | Deflect
      BearCrush |
        DeadEnd |
                | HeadWind
   TripleThrust |
                | Kasumi
                | NoMoment
      GaleSlash |
                | 2GaleSlash
                | Still Stream
  TurbidCurrent |
                | CrossDeflect
     RisingNova |
  RosarioImpale |
  Haze-to-Wheel |
                | LifeSprinkler
                | Godless

                | MoonlightCut
                | ShadowCounter
       Blizzard |
                | Tres Flores

           Kick |
       AirThrow |
           Chop |
        Sliding |
  RollingCradle |
       SwayBack |
           Fist |
       Backfist |
      CrushBeat |
  Rotation Kick |
       KO Throw |
         Suplex |
                | GiantSwing
       GoldHand |
                | BabelCrumble
   TriangleKick |
        OgreRun |
        Scuffle |
    LocomotionG |
     DragonTurn |
       Lastshot |
      Corkscrew |
                | SkyTwister

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |    160         |    200         |    240         |    270         |
  LP |      8         |      8         |      8         |      8         |
  WP |     38         |     44         |     52         |     58         |
  JP |      0         |      0         |      0         |      0         |

 STR |     30         |     33         |     36         |     38         |
 QUI |     27         |     29         |     31         |     33         |
 INT |     12         |     12         |     13         |     14         |
 WIL |     21         |     24         |     25         |     26         |
 PSY |     18         |     20         |     21         |     23         |
 VIT |     25 +   5   |     30 +   5   |     33 +   5   |     38 +   5   |
 CHA |     15         |     17         |     18         |     19         |

Equipped Items:
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |    Budowear    |    Budowear    |    Budowear    |    Budowear    |
     |  LeatherGlove  |  LeatherGlove  |  LeatherGlove  |  LeatherGlove  |
     |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |
     |  SteelAmulet   |  SteelAmulet   |  SteelAmulet   |  SteelAmulet   |

DEFenses:
   S |       15       |       15       |       15       |       15       |
   P |       15       |       15       |       15       |       15       |
   B |       20       |       20       |       20       |       20       |
   H |       15       |       15       |       15       |       15       |
   C |       11       |       11       |       11       |       11       |
   E |       11       |       11       |       11       |       11       |
   F |       11       |       11       |       11       |       11       |
   X |       16       |       16       |       16       |       16       |

Weight|        8       |        8       |        8       |        8       |

Attribute Immunities: None.
Ailment Immunities: None.

Equipped Abilities:
     |      Kick      |      Kick      |      Kick      |      Kick      |
     |      Fist      |      Fist      |      Fist      |      Fist      |
     |    Backfist    |    Backfist    |    Backfist    |    Backfist    |
     |    SwayBack    |    SwayBack    |    SwayBack    |    SwayBack    |
     |----------------|   CrushBeat    |   CrushBeat    |   CrushBeat    |
     |----------------|----------------|    OgreRun     |    OgreRun     |
     |----------------|----------------|----------------|   DragonTurn   |
     |----------------|----------------|----------------|----------------|

Abilities Known:
  INIT 1:
     Kick
     SwayBack
     Fist
     Backfist
  INIT 2:
+     CrushBeat
  INIT 3:
+     OgreRun
  INIT 4:
+     DragonTurn

-------------------------------------------------------------------------------

Name: Fuse                 Race/Gender: Human Male              ID: 03

      Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
 33 | 6 | 2 | 2 | 6 | 2 | 5 | 3 | 7

Gun & Magic Talent: 2
Magic Gifts: Mind

        Spark Talent List
Talented         |     Not Talented
      StunSlash |
    DoubleSlash |
      HardSlash |
         Thrust |
                | CrossSlash
          Smash |
                | SwallowSwing
  ThunderThrust |
    Heaven/Hell |
     WheelSlash |
                | WillowBranch
                | Deflect
      BearCrush |
        DeadEnd |
       HeadWind |
   TripleThrust |
         Kasumi |
                | NoMoment
      GaleSlash |
                | 2GaleSlash
                | Still Stream
  TurbidCurrent |
                | CrossDeflect
     RisingNova |
  RosarioImpale |
  Haze-to-Wheel |
  LifeSprinkler |
        Godless |

   MoonlightCut |
  ShadowCounter |
                | Blizzard
    Tres Flores |

           Kick |
       AirThrow |
           Chop |
                | Sliding
  RollingCradle |
                | SwayBack
           Fist |
       Backfist |
      CrushBeat |
  Rotation Kick |
                | KO Throw
         Suplex |
     GiantSwing |
                | GoldHand
                | BabelCrumble
   TriangleKick |
        OgreRun |
        Scuffle |
    LocomotionG |
                | DragonTurn
       Lastshot |
                | Corkscrew
     SkyTwister |

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |    150         |    170         |    200         |    220         |
  LP |      9         |      9         |      9         |      9         |
  WP |     25         |     30         |     35         |     40         |
  JP |     10         |     15         |     20         |     20         |

 STR |     29         |     32         |     34         |     35         |
 QUI |     17         |     18         |     20         |     21         |
 INT |     20         |     21         |     23         |     24         |
 WIL |     19         |     20         |     21         |     23         |
 PSY |     23         |     25         |     26         |     27         |
 VIT |     18         |     20         |     22         |     23         |
 CHA |     13         |     15         |     17         |     18         |

Equipped Items:
     |  HandBlaster   |  HandBlaster   |  HandBlaster   |  HandBlaster   |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |   ArmorVest    |   ArmorVest    |   ArmorVest    |   ArmorVest    |
     |   Defendwear   |   Defendwear   |   Defendwear   |   Defendwear   |
     |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |
     |----------------|----------------|----------------|----------------|

DEFenses:
   S |       29       |       29       |       29       |       29       |
   P |       71       |       71       |       71       |       71       |
   B |       33       |       33       |       33       |       33       |
   H |       39       |       39       |       39       |       39       |
   C |       37       |       37       |       37       |       37       |
   E |       37       |       37       |       37       |       37       |
   F |       27       |       27       |       27       |       27       |
   X |       27       |       27       |       27       |       27       |

Weight|       11       |       11       |       11       |       11       |

Attribute Immunities: None.
Ailment Immunities: None.

Equipped Abilities:
     |      Kick      |      Kick      |      Kick      |      Kick      |
     |----------------|    AirThrow    |    AirThrow    |    AirThrow    |
     |----------------|    MindHeal    |      Chop      |      Chop      |
     |----------------|----------------|    MindHeal    |    MindHeal    |
     |----------------|----------------|    Lifewave    |   Awakening    |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

Abilities Known:
  INIT 1:
     Kick
     MindHeal
  INIT 2:
+     AirThrow
  INIT 3:
+     Chop
     Lifewave
  INIT 4:
+     Awakening

-------------------------------------------------------------------------------

Name: Gen                  Race/Gender: Human Male              ID: 0a

      Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
 28 | 7 | 4 | 1 | 2 | 1 | 6 | 0 | 7

Gun & Magic Talent: 1
Magic Gifts: None

        Spark Talent List
Talented         |     Not Talented
      StunSlash |
    DoubleSlash |
      HardSlash |
         Thrust |
     CrossSlash |
          Smash |
   SwallowSwing |
  ThunderThrust |
    Heaven/Hell |
     WheelSlash |
   WillowBranch |
        Deflect |
                | BearCrush
                | DeadEnd
       HeadWind |
   TripleThrust |
         Kasumi |
       NoMoment |
      GaleSlash |
     2GaleSlash |
   Still Stream |
  TurbidCurrent |
   CrossDeflect |
                | RisingNova
                | RosarioImpale
  Haze-to-Wheel |
  LifeSprinkler |
        Godless |

   MoonlightCut |
  ShadowCounter |
       Blizzard |
    Tres Flores |

           Kick |
       AirThrow |
           Chop |
                | Sliding
  RollingCradle |
                | SwayBack
                | Fist
       Backfist |
                | CrushBeat
  Rotation Kick |
       KO Throw |
         Suplex |
     GiantSwing |
                | GoldHand
   BabelCrumble |
                | TriangleKick
        OgreRun |
        Scuffle |
    LocomotionG |
     DragonTurn |
                | Lastshot
                | Corkscrew
     SkyTwister |

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |    120         |    150         |    170         |    190         |
  LP |     10         |     10         |     10         |     10         |
  WP |     15         |     20         |     26         |     33         |
  JP |      0         |      0         |      0         |      0         |

 STR |     19         |     22         |     24         |     25         |
 QUI |     16         |     18         |     20         |     20         |
 INT |      8         |      8         |      8         |      8         |
 WIL |     10         |     11         |     12         |     14         |
 PSY |     12         |     13         |     14         |     15         |
 VIT |     18         |     19         |     20         |     22         |
 CHA |      6         |      6         |      6         |      6         |

Equipped Items:
 **  |   BroadSword   |   BroadSword   |   BroadSword   |   BroadSword   |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |    Budowear    |    Budowear    |    Budowear    |    Budowear    |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

**In T260's Scenario, the BroadSword is missing.

DEFenses:
   S |        7       |        7       |        7       |        7       |
   P |        7       |        7       |        7       |        7       |
   B |       12       |       12       |       12       |       12       |
   H |        7       |        7       |        7       |        7       |
   C |        7       |        7       |        7       |        7       |
   E |        7       |        7       |        7       |        7       |
   F |        7       |        7       |        7       |        7       |
   X |        7       |        7       |        7       |        7       |

Weight|        3       |        3       |        3       |        3       |

Attribute Immunities: None.
Ailment Immunities: None.

Equipped Abilities:
     |      Kick      |      Kick      |      Fist      |      Fist      |
     |   StunSlash    |   StunSlash    |   StunSlash    |   StunSlash    |
     |  DoubleSlash   |  DoubleSlash   |  DoubleSlash   |  DoubleSlash   |
     |   HardSlash    |   HardSlash    |   HardSlash    |   HardSlash    |
     |     Thrust     |     Thrust     |     Thrust     |     Thrust     |
     |    Deflect     |    Deflect     |    Deflect     |    Deflect     |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

Abilities Known:
  INIT 1-2:
     StunSlash
     DoubleSlash
     HardSlash
     Thrust
     CrossSlash
     Deflect
     Kick
  INIT 3-4:
+     Fist

-------------------------------------------------------------------------------

Name: Liza                 Race/Gender: Human Female            ID: 0d

      Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
 28 | 3 | 7 | 6 | 1 | 4 | 2 | 4 | 1

Gun & Magic Talent: 6
Magic Gifts: None

        Spark Talent List
Talented         |     Not Talented
      StunSlash |
    DoubleSlash |
      HardSlash |
         Thrust |
     CrossSlash |
                | Smash
   SwallowSwing |
  ThunderThrust |
    Heaven/Hell |
     WheelSlash |
   WillowBranch |
        Deflect |
                | BearCrush
                | DeadEnd
       HeadWind |
   TripleThrust |
         Kasumi |
       NoMoment |
      GaleSlash |
     2GaleSlash |
   Still Stream |
                | TurbidCurrent
   CrossDeflect |
                | RisingNova
  RosarioImpale |
  Haze-to-Wheel |
                | LifeSprinkler
        Godless |

   MoonlightCut |
  ShadowCounter |
       Blizzard |
                | Tres Flores

           Kick |
       AirThrow |
           Chop |
                | Sliding
  RollingCradle |
       SwayBack |
           Fist |
                | Backfist
      CrushBeat |
  Rotation Kick |
       KO Throw |
         Suplex |
     GiantSwing |
                | GoldHand
   BabelCrumble |
                | TriangleKick
        OgreRun |
        Scuffle |
    LocomotionG |
     DragonTurn |
       Lastshot |
                | Corkscrew
     SkyTwister |

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |    100         |    130         |    160         |    180         |
  LP |      8         |      8         |      8         |      8         |
  WP |     24         |     28         |     33         |     35         |
  JP |      0         |      0         |      0         |      0         |

 STR |     14 +   5   |     15 +   5   |     16 +   5   |     17 +   5   |
 QUI |     24         |     29         |     33         |     37         |
 INT |     20         |     23         |     25         |     28         |
 WIL |     13         |     14         |     15         |     16         |
 PSY |     18         |     20         |     22         |     24         |
 VIT |     12         |     13         |     14         |     16         |
 CHA |     20         |     22         |     24         |     26         |

Equipped Items:
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |   FiberVest    |   FiberVest    |   FiberVest    |   FiberVest    |
     |  CottonShirt   |  CottonShirt   |  CottonShirt   |  CottonShirt   |
     |   FangAmulet   |   FangAmulet   |   FangAmulet   |   FangAmulet   |
     |----------------|----------------|----------------|----------------|

DEFenses:
   S |       12       |       12       |       12       |       12       |
   P |       16       |       16       |       16       |       16       |
   B |       16       |       16       |       16       |       16       |
   H |       17       |       17       |       17       |       17       |
   C |       17       |       17       |       17       |       17       |
   E |       17       |       17       |       17       |       17       |
   F |       12       |       12       |       12       |       12       |
   X |       17       |       17       |       17       |       17       |

Weight|        6       |        6       |        6       |        6       |

Attribute Immunities: None.
Ailment Immunities: None.

Equipped Abilities:
     |    KO Throw    |    KO Throw    |    KO Throw    |    KO Throw    |
     |    AirThrow    |    AirThrow    |    AirThrow    |    AirThrow    |
     |----------------| RollingCradle  | RollingCradle  | RollingCradle  |
     |----------------|     Suplex     |     Suplex     |     Suplex     |
     |----------------|----------------| Rotation Kick  | Rotation Kick  |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

Abilities Known:
  INIT 1:
     AirThrow
     KO Throw
  INIT 2:
+     RollingCradle
     Suplex
  INIT 3-4:
+     Rotation Kick

-------------------------------------------------------------------------------

Name: Lute                 Race/Gender: Human Male              ID: 01

      Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
 25 | 0 | 0 | 2 | 1 | 1 | 3 |12 | 6

Gun & Magic Talent: 2
Magic Gifts: None

        Spark Talent List
Talented         |     Not Talented
      StunSlash |
    DoubleSlash |
                | HardSlash
                | Thrust
                | CrossSlash
          Smash |
                | SwallowSwing
                | ThunderThrust
    Heaven/Hell |
                | WheelSlash
                | WillowBranch
        Deflect |
                | BearCrush
                | DeadEnd
       HeadWind |
   TripleThrust |
                | Kasumi
       NoMoment |
      GaleSlash |
                | 2GaleSlash
   Still Stream |
                | TurbidCurrent
                | CrossDeflect
     RisingNova |
                | RosarioImpale
                | Haze-to-Wheel
  LifeSprinkler |
                | Godless

                | MoonlightCut
  ShadowCounter |
                | Blizzard
    Tres Flores |

           Kick |
       AirThrow |
           Chop |
                | Sliding
                | RollingCradle
       SwayBack |
                | Fist
                | Backfist
      CrushBeat |
                | Rotation Kick
                | KO Throw
         Suplex |
                | GiantSwing
       GoldHand |
   BabelCrumble |
   TriangleKick |
        OgreRun |
                | Scuffle
                | LocomotionG
     DragonTurn |
       Lastshot |
      Corkscrew |
                | SkyTwister

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |     80         |    120         |    160         |    180         |
  LP |     10         |     10         |     10         |     10         |
  WP |     10         |     15         |     20         |     25         |
  JP |      0         |      0         |      0         |      0         |

 STR |      7         |      8         |      9         |     10         |
 QUI |      4         |      5         |      6         |      7         |
 INT |     10         |     11         |     12         |     13         |
 WIL |      2         |      3         |      4         |      5         |
 PSY |     13         |     14         |     15         |     16         |
 VIT |      4         |      5         |      6         |      7         |
 CHA |     18         |     26         |     32         |     36         |

Equipped Items:
     |     Knife      |     Knife      |     Knife      |     Knife      |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |    YolkHat     |    YolkHat     |    YolkHat     |    YolkHat     |
     |  HardLeather   |  HardLeather   |  HardLeather   |  HardLeather   |
     |  CottonShirt   |  CottonShirt   |  CottonShirt   |  CottonShirt   |
     |----------------|----------------|----------------|----------------|

DEFenses:
   S |       20       |       20       |       20       |       20       |
   P |       30       |       30       |       30       |       30       |
   B |       28       |       28       |       28       |       28       |
   H |       17       |       17       |       17       |       17       |
   C |       25       |       25       |       25       |       25       |
   E |       17       |       17       |       17       |       17       |
   F |       17       |       17       |       17       |       17       |
   X |       17       |       17       |       17       |       17       |

Weight|        7       |        7       |        7       |        7       |

Attribute Immunities: None.
Ailment Immunities: Blind.

Equipped Abilities:
     |----------------|----------------|   StunSlash    |   StunSlash    |
     |----------------|----------------|----------------|  DoubleSlash   |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

Abilities Known:
  INIT 1-2: None
  INIT 3:
+     StunSlash
  INIT 4:
+     DoubleSlash

-------------------------------------------------------------------------------

Name: Mei-ling             Race/Gender: Human Female            ID: 10

      Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
 28 | 1 | 5 | 6 | 6 | 2 | 2 | 3 | 3

Gun & Magic Talent: 6
Magic Gifts: None

        Spark Talent List
Talented         |     Not Talented
      StunSlash |
    DoubleSlash |
      HardSlash |
         Thrust |
                | CrossSlash
                | Smash
   SwallowSwing |
  ThunderThrust |
                | Heaven/Hell
     WheelSlash |
                | WillowBranch
        Deflect |
                | BearCrush
        DeadEnd |
                | HeadWind
   TripleThrust |
         Kasumi |
       NoMoment |
      GaleSlash |
                | 2GaleSlash
                | Still Stream
                | TurbidCurrent
                | CrossDeflect
     RisingNova |
  RosarioImpale |
  Haze-to-Wheel |
                | LifeSprinkler
        Godless |

   MoonlightCut |
  ShadowCounter |
                | Blizzard
                | Tres Flores

           Kick |
       AirThrow |
           Chop |
        Sliding |
  RollingCradle |
                | SwayBack
           Fist |
                | Backfist
                | CrushBeat
  Rotation Kick |
                | KO Throw
         Suplex |
                | GiantSwing
                | GoldHand
                | BabelCrumble
   TriangleKick |
        OgreRun |
                | Scuffle
                | LocomotionG
     DragonTurn |
                | Lastshot
      Corkscrew |
                | SkyTwister

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |     70         |     90         |    110         |    130         |
  LP |     10         |     10         |     10         |     10         |
  WP |      9         |     12         |     15         |     18         |
  JP |     16         |     20         |     24         |     27         |

 STR |      3         |      3         |      3         |      3         |
 QUI |      8         |     10         |     11         |     12         |
 INT |     12         |     15         |     17         |     20         |
 WIL |      7         |     10         |     13         |     15         |
 PSY |     16         |     18         |     20         |     22         |
 VIT |      7         |      8         |      9         |     10         |
 CHA |     10         |     11         |     12         |     13         |

Equipped Items:
     |   AGUNI-SSP    |   AGUNI-SSP    |   AGUNI-CP1    |   AGUNI-CP1    |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |   FiberVest    |   FiberVest    |  HardLeather   |  HardLeather   |
     |   SilkShirt    |   SilkShirt    |   SilkShirt    |   SilkShirt    |
     |  LeatherGlove  |  LeatherGlove  |  LeatherGlove  |  LeatherGlove  |
     |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |

DEFenses:
   S |       18       |       18       |       22       |       22       |
   P |       22       |       22       |       32       |       32       |
   B |       18       |       18       |       26       |       26       |
   H |       18       |       18       |       22       |       22       |
   C |       22       |       22       |       26       |       26       |
   E |       14       |       14       |       18       |       18       |
   F |       14       |       14       |       18       |       18       |
   X |       14       |       14       |       18       |       18       |

Weight|       11       |       11       |       11       |       11       |

Attribute Immunities: None.
Ailment Immunities: None.

Equipped Abilities:
     |   SharpShot    |   SharpShot    |   SharpShot    |   SharpShot    |
     |     SunRay     |    StunShot    |    StunShot    |    StunShot    |
     | StarlightHeal  |     SunRay     |   QuickDraw    |   QuickDraw    |
     |----------------| StarlightHeal  |     SunRay     |     SunRay     |
     |----------------|----------------| StarlightHeal  | StarlightHeal  |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

Abilities Known:
  INIT 1:
     SharpShot
     SunRay
     StarlightHeal
  INIT 2:
+     StunShot
  INIT 3-4:
+     QuickDraw

-------------------------------------------------------------------------------

Name: Red                  Race/Gender: Human Male              ID: 02

      Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
 33 | 4 | 3 | 3 | 6 | 2 | 5 | 3 | 7

Gun & Magic Talent: 3
Magic Gifts: None

        Spark Talent List
Talented         |     Not Talented
      StunSlash |
    DoubleSlash |
      HardSlash |
         Thrust |
                | CrossSlash
          Smash |
   SwallowSwing |
  ThunderThrust |
    Heaven/Hell |
     WheelSlash |
                | WillowBranch
        Deflect |
      BearCrush |
        DeadEnd |
                | HeadWind
   TripleThrust |
         Kasumi |
                | NoMoment
      GaleSlash |
                | 2GaleSlash
                | Still Stream
  TurbidCurrent |
                | CrossDeflect
     RisingNova |
  RosarioImpale |
                | Haze-to-Wheel
                | LifeSprinkler
                | Godless

                | MoonlightCut
  ShadowCounter |
       Blizzard |
    Tres Flores |

           Kick |
       AirThrow |
                | Chop
        Sliding |
                | RollingCradle
       SwayBack |
                | Fist
       Backfist |
      CrushBeat |
  Rotation Kick |
                | KO Throw
         Suplex |
                | GiantSwing
                | GoldHand
   BabelCrumble |
   TriangleKick |
        OgreRun |
        Scuffle |
    LocomotionG |
     DragonTurn |
                | Lastshot
                | Corkscrew
     SkyTwister |

     KaiserWing |
    KaiserSmash |
     BrightFist |
  SparklingRoll |
      FlashTurn |
     Al-Blaster |
     Al-Phoenix |
  Re-Al-Phoenix |
    ShiningKick |
   DeflectLance |
   FinalCrusade |

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |     90         |    120         |    150         |    180         |
  LP |      9         |      9         |      9         |      9         |
  WP |     12         |     16         |     20         |     23         |
  JP |      0         |      0         |      0         |      0         |

 STR |     15         |     18         |     21         |     23         |
 QUI |     12         |     16         |     18         |     20         |
 INT |     11         |     13         |     14         |     14         |
 WIL |     14         |     19         |     22         |     24         |
 PSY |      9         |      9         |      9         |     10         |
 VIT |     14         |     17         |     18         |     19         |
 CHA |     10         |     12         |     14         |     15         |

Equipped Items:
 **  |   BroadSword   |   BroadSword   |   BroadSword   |   BroadSword   |
 **  |   EasyRifle    |   EasyRifle    |   EasyRifle    |   EasyRifle    |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |    JumpSuit    |    JumpSuit    |    JumpSuit    |    JumpSuit    |
     |  CottonShirt   |  CottonShirt   |  CottonShirt   |  CottonShirt   |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

**In Red's own Scenario, these Items are in his inventory, rather than being
 initially Equipped on him. He's not normally available in any other Scenario,
 but they are officially Equipped already in the INITDATA files, and if you
 recruit him from the Debug Room in another Scenario, they will be Equipped.

DEFenses:
   S |       28       |       28       |       28       |       28       |
   P |       28       |       28       |       28       |       28       |
   B |       22       |       22       |       22       |       22       |
   H |       33       |       33       |       33       |       33       |
   C |       33       |       33       |       33       |       33       |
   E |       18       |       18       |       18       |       18       |
   F |       18       |       18       |       18       |       18       |
   X |       18       |       18       |       18       |       18       |

Weight|       25       |       25       |       25       |       25       |

Attribute Immunities: None.
Ailment Immunities: Blind.

Equipped Abilities:
     |      Kick      |      Kick      |      Kick      |      Kick      |
     |----------------|      Chop      |      Chop      |      Chop      |
     |----------------|----------------|   QuickDraw    |   QuickDraw    |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

Abilities Known:
  INIT 1:
     Kick
  INIT 2:
+     Chop
  INIT 3-4:
+     QuickDraw

-------------------------------------------------------------------------------

Name: Roufas               Race/Gender: Human Male              ID: 09

      Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
 28 | 2 | 4 | 6 | 2 | 3 | 2 | 3 | 6

Gun & Magic Talent: 6
Magic Gifts: Mind

        Spark Talent List
Talented         |     Not Talented
      StunSlash |
    DoubleSlash |
      HardSlash |
                | Thrust
     CrossSlash |
                | Smash
   SwallowSwing |
  ThunderThrust |
    Heaven/Hell |
     WheelSlash |
   WillowBranch |
                | Deflect
                | BearCrush
                | DeadEnd
       HeadWind |
   TripleThrust |
         Kasumi |
       NoMoment |
      GaleSlash |
     2GaleSlash |
                | Still Stream
  TurbidCurrent |
   CrossDeflect |
                | RisingNova
                | RosarioImpale
  Haze-to-Wheel |
  LifeSprinkler |
        Godless |

   MoonlightCut |
  ShadowCounter |
       Blizzard |
    Tres Flores |

           Kick |
       AirThrow |
                | Chop
                | Sliding
                | RollingCradle
       SwayBack |
           Fist |
       Backfist |
      CrushBeat |
  Rotation Kick |
       KO Throw |
         Suplex |
     GiantSwing |
       GoldHand |
                | BabelCrumble
   TriangleKick |
        OgreRun |
        Scuffle |
                | LocomotionG
                | DragonTurn
       Lastshot |
      Corkscrew |
                | SkyTwister

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |    150         |    180         |    210         |    240         |
  LP |      9         |      9         |      9         |      9         |
  WP |     25         |     30         |     34         |     37         |
  JP |     15         |     20         |     22         |     23         |

 STR |     23         |     25         |     27         |     29         |
 QUI |     15         |     16         |     16         |     17         |
 INT |     27         |     30         |     33         |     35         |
 WIL |     24 +  10   |     26 +  10   |     28 +  10   |     29 +  10   |
 PSY |     11         |     13         |     15         |     16         |
 VIT |     26         |     28         |     30         |     31         |
 CHA |     20         |     21         |     22         |     23         |

Equipped Items:
     |  SamuraiSword  |  SamuraiSword  |  SamuraiSword  |  SamuraiSword  |
     |   AGUNI-CP1    |   AGUNI-CP1    |   AGUNI-CP1    |   AGUNI-CP1    |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |   LaserScope   |   LaserScope   |   LaserScope   |   LaserScope   |
     |   ArmorVest    |   ArmorVest    |   ArmorVest    |   ArmorVest    |
     |  LeatherGlove  |  LeatherGlove  |  LeatherGlove  |  LeatherGlove  |
     |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |

DEFenses:
   S |       32       |       32       |       32       |       32       |
   P |       74       |       74       |       74       |       74       |
   B |       36       |       36       |       36       |       36       |
   H |       28       |       28       |       28       |       28       |
   C |       24       |       24       |       24       |       24       |
   E |       24       |       24       |       24       |       24       |
   F |       24       |       24       |       24       |       24       |
   X |       24       |       24       |       24       |       24       |

Weight|       19       |       19       |       19       |       19       |

Attribute Immunities: None.
Ailment Immunities: Blind.

Equipped Abilities:
     |   HardSlash    |     Thrust     | ThunderThrust  |  Heaven/Hell   |
     |   SharpShot    |   SharpShot    |   SharpShot    |   SharpShot    |
     |   TotalShot    |   TotalShot    |   TotalShot    |   TotalShot    |
     |    MindHeal    |    MindHeal    |    MindHeal    |    MindHeal    |
     |   Spellbound   |   Spellbound   |   Spellbound   |   Spellbound   |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

Abilities Known:
  INIT 1:
     HardSlash
     SharpShot
     TotalShot
     MindHeal
     Spellbound
  INIT 2:
+     Thrust
  INIT 3:
+     ThunderThrust
  INIT 4:
+     Heaven/Hell

-------------------------------------------------------------------------------

Name: Rouge                Race/Gender: Human Male              ID: 08

      Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
 33 | 0 | 5 | 8 | 8 | 6 | 1 | 2 | 3

Gun & Magic Talent: 8
Magic Gifts: Realm

        Spark Talent List
Talented         |     Not Talented
      StunSlash |
    DoubleSlash |
      HardSlash |
         Thrust |
                | CrossSlash
          Smash |
   SwallowSwing |
                | ThunderThrust
                | Heaven/Hell
     WheelSlash |
                | WillowBranch
        Deflect |
      BearCrush |
                | DeadEnd
                | HeadWind
   TripleThrust |
         Kasumi |
                | NoMoment
      GaleSlash |
                | 2GaleSlash
                | Still Stream
  TurbidCurrent |
                | CrossDeflect
     RisingNova |
                | RosarioImpale
  Haze-to-Wheel |
                | LifeSprinkler
                | Godless

                | MoonlightCut
  ShadowCounter |
                | Blizzard
                | Tres Flores

           Kick |
       AirThrow |
                | Chop
        Sliding |
                | RollingCradle
       SwayBack |
                | Fist
       Backfist |
      CrushBeat |
                | Rotation Kick
                | KO Throw
         Suplex |
                | GiantSwing
                | GoldHand
                | BabelCrumble
                | TriangleKick
        OgreRun |
        Scuffle |
                | LocomotionG
                | DragonTurn
                | Lastshot
                | Corkscrew
     SkyTwister |

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |    125         |    155         |    185         |    210         |
  LP |      7         |      7         |      7         |      7         |
  WP |      0         |      0         |      0         |      0         |
  JP |     30         |     35         |     40         |     45         |

 STR |      9         |      9         |      9         |      9         |
 QUI |     19         |     21         |     23         |     25         |
 INT |     29         |     32         |     35         |     37         |
 WIL |     24 +   5   |     26 +   5   |     29 +   5   |     30 +   5   |
 PSY |     26 +   5   |     29 +   5   |     31 +   5   |     32 +   5   |
 VIT |      8         |      8         |      8         |      8         |
 CHA |     14         |     15         |     15         |     16         |

Equipped Items:
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |   MasterRobe   |   MasterRobe   |   MasterRobe   |   MasterRobe   |
     |   Magicwear    |   Magicwear    |   Magicwear    |   Magicwear    |
     |----------------|----------------|----------------|----------------|</pre><pre id="faqspan-3">
     |----------------|----------------|----------------|----------------|

DEFenses:
   S |       14       |       14       |       14       |       14       |
   P |       14       |       14       |       14       |       14       |
   B |       14       |       14       |       14       |       14       |
   H |       39       |       39       |       39       |       39       |
   C |       39       |       39       |       39       |       39       |
   E |       39       |       39       |       39       |       39       |
   F |       29       |       29       |       29       |       29       |
   X |       34       |       34       |       34       |       34       |

Weight|        2       |        2       |        2       |        2       |

Attribute Immunities: None.
Ailment Immunities: None.

Equipped Abilities:
     |  EnergyChain   |  EnergyChain   |  EnergyChain   |  EnergyChain   |
     |   Implosion    |   Implosion    |   Implosion    |   Implosion    |
     |  PsychoArmor   |  PsychoArmor   |  PsychoArmor   |  PsychoArmor   |
     |      Gate      |      Gate      |      Gate      |      Gate      |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

Abilities Known:
  INIT 1-4:
     EnergyChain
     Implosion
     PsychoArmor
     Gate

-------------------------------------------------------------------------------

Name: Woman                Race/Gender: Human Female            ID: 11

Woman is a dummy PC, meaning her data exists in the game, but she is not
normally recruitable.

      Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
  0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0

Gun & Magic Talent: 0
Magic Gifts: None

        Spark Talent List
Talented         |     Not Talented
      StunSlash |
    DoubleSlash |
      HardSlash |
         Thrust |
                | CrossSlash
          Smash |
   SwallowSwing |
                | ThunderThrust
                | Heaven/Hell
     WheelSlash |
                | WillowBranch
        Deflect |
      BearCrush |
                | DeadEnd
                | HeadWind
   TripleThrust |
         Kasumi |
                | NoMoment
      GaleSlash |
                | 2GaleSlash
                | Still Stream
  TurbidCurrent |
                | CrossDeflect
     RisingNova |
                | RosarioImpale
  Haze-to-Wheel |
                | LifeSprinkler
                | Godless

                | MoonlightCut
  ShadowCounter |
                | Blizzard
                | Tres Flores

           Kick |
       AirThrow |
                | Chop
        Sliding |
                | RollingCradle
       SwayBack |
                | Fist
       Backfist |
      CrushBeat |
                | Rotation Kick
                | KO Throw
         Suplex |
                | GiantSwing
                | GoldHand
                | BabelCrumble
                | TriangleKick
        OgreRun |
        Scuffle |
                | LocomotionG
                | DragonTurn
                | Lastshot
                | Corkscrew
     SkyTwister |

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |     90         |     90         |     90         |     90         |
  LP |      9         |      9         |      9         |      9         |
  WP |     15         |     15         |     15         |     15         |
  JP |      0         |      0         |      0         |      0         |

 STR |     19         |     19         |     19         |     19         |
 QUI |     10         |     10         |     10         |     10         |
 INT |     13         |     13         |     13         |     13         |
 WIL |     11         |     11         |     11         |     11         |
 PSY |     17         |     17         |     17         |     17         |
 VIT |     15         |     15         |     15         |     15         |
 CHA |     10         |     10         |     10         |     10         |

Equipped Items:
     |   BroadSword   |   BroadSword   |   BroadSword   |   BroadSword   |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |    JunkHelm    |    JunkHelm    |    JunkHelm    |    JunkHelm    |
     |  HardLeather   |  HardLeather   |  HardLeather   |  HardLeather   |
     |  LeatherGlove  |  LeatherGlove  |  LeatherGlove  |  LeatherGlove  |
     |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |

DEFenses:
   S |       23       |       23       |       23       |       23       |
   P |       35       |       35       |       35       |       35       |
   B |       29       |       29       |       29       |       29       |
   H |       23       |       23       |       23       |       23       |
   C |       16       |       16       |       16       |       16       |
   E |       16       |       16       |       16       |       16       |
   F |       16       |       16       |       16       |       16       |
   X |       16       |       16       |       16       |       16       |

Weight|       13       |       13       |       13       |       13       |

Attribute Immunities: None.
Ailment Immunities: Blind.

Equipped Abilities:
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

Abilities Known:
  INIT 1-4: None

-------------------------------------------------------------------------------





*********************
*  PC Initial Data  *                                                 [INITD03]
*  ---Mystics       *
*********************


There are 8 Mystic PCs in SaGa Frontier.

They are:
 Dr. Nusakan
 Ildon
 Mesarthim
 Rei
 Silence
 TimeLord
 White Rose
 Zozma

-------------------------------------------------------------------------------

Name: Dr. Nusakan          Race/Gender: Mystic Male             ID: 18

Stat Growth Bonuses
TOTAL|CHA|HP
 12 | 5 | 7

Magic Talent: 0
Magic Gifts: Mystic

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |    160         |    190         |    240         |    270         |
  LP |      7         |      7         |      7         |      7         |
  WP |     30         |     32         |     34         |     36         |
  JP |     38         |     42         |     44         |     47         |

 STR |     22         |     22         |     22         |     22         |
 QUI |     13         |     13         |     13         |     13         |
 INT |     24         |     24         |     24         |     24         |
 WIL |     16         |     16         |     16         |     16         |
 PSY |     26         |     26         |     26         |     26         |
 VIT |     15         |     15         |     15         |     15         |
 CHA |     24         |     26         |     28         |     30         |

Equipped Items:
     |  WaterCannon   |  WaterCannon   |  WaterCannon   |  WaterCannon   |
     |   LaserKnife   |   LaserKnife   |   LaserKnife   |   LaserKnife   |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
LOCKED|   Mysticwear   |   Mysticwear   |   Mysticwear   |   Mysticwear   |
     |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

DEFenses:
   S |       11       |       11       |       11       |       11       |
   P |       11       |       11       |       11       |       11       |
   B |       11       |       11       |       11       |       11       |
   H |       24       |       24       |       24       |       24       |
   C |       22       |       22       |       22       |       22       |
   E |       22       |       22       |       22       |       22       |
   F |       22       |       22       |       22       |       22       |
   X |       22       |       22       |       22       |       22       |

Weight|       14       |       14       |       14       |       14       |

Attribute Immunities: None.
Ailment Immunities: Angry, Charm, Mess, Sleep, Venom.

Equipped Abilities:
     |   PowerGrab    |   PowerGrab    |   PowerGrab    |   PowerGrab    |
     |     Saber      |     Saber      |     Saber      |     Saber      |
     |     Grail      |     Grail      |     Grail      |     Grail      |
     |  PhantasmShot  |  PhantasmShot  |  PhantasmShot  |  PhantasmShot  |
LOCKED|  MysticSword   |  MysticSword   |  MysticSword   |  MysticSword   |

Mystic Weapon Absorbs:
  Sword: ----------------

Abilities Known:
  INIT 1-4:
     PowerGrab
     Fascination
     PhantasmShot
     Saber
     Grail
     Death
     MysticSword

-------------------------------------------------------------------------------

Name: Ildon                Race/Gender: Mystic Male             ID: 13

Stat Growth Bonuses
TOTAL|CHA|HP
 12 | 7 | 5

Magic Talent: 0
Magic Gifts: Mystic

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |    220         |    250         |    280         |    300         |
  LP |      8         |      8         |      8         |      8         |
  WP |     33         |     35         |     37         |     40         |
  JP |     27         |     29         |     30         |     32         |

 STR |     28 +   8   |     28 +   8   |     28 +   8   |     28 +   8   |
 QUI |     16 +  22   |     16 +  22   |     16 +  22   |     16 +  22   |
 INT |     22 +  14   |     22 +  14   |     22 +  14   |     22 +  14   |
 WIL |     26 +  18   |     26 +  18   |     26 +  18   |     26 +  18   |
 PSY |     33 +  14   |     33 +  14   |     33 +  14   |     33 +  14   |
 VIT |     13 +  18   |     13 +  18   |     13 +  18   |     13 +  18   |
 CHA |     26 +  14   |     28 +  14   |     30 +  14   |     32 +  14   |

Equipped Items:
 **  |    FiendRod    |    FiendRod    |    FiendRod    |    FiendRod    |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
LOCKED|   MysticMail   |   MysticMail   |   MysticMail   |   MysticMail   |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

**At least at the beginning of Asellus' Scenario, the FiendRod is missing.
 Ildon's not normally available in any other Scenario, but the FiendRod is
 officially Equipped in the INITDATA files, and if you recruit him from the
 Debug Room in another Scenario, it will be Equipped.

DEFenses:
   S |       23       |       23       |       23       |       23       |
   P |       23       |       23       |       23       |       23       |
   B |       23       |       23       |       23       |       23       |
   H |       13       |       13       |       13       |       13       |
   C |       13       |       13       |       13       |       13       |
   E |       13       |       13       |       13       |       13       |
   F |       23       |       23       |       23       |       23       |
   X |       23       |       23       |       23       |       23       |

Weight|       13       |       13       |       13       |       13       |

Attribute Immunities: None.
Ailment Immunities: Angry, Charm, Mess, Sleep.

Equipped Abilities:
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
LOCKED|  MysticSword   |  MysticSword   |  MysticSword   |  MysticSword   |
LOCKED|  MysticGlove   |  MysticGlove   |  MysticGlove   |  MysticGlove   |
LOCKED|  MysticBoots   |  MysticBoots   |  MysticBoots   |  MysticBoots   |

Mystic Weapon Absorbs:
  Sword: LivingLance
  Glove: Battlefly
  Boots: Armorpilla

Note that each of Ildon's initial Mystic Weapon Absorbs gives different Stat
Boosts than that Absorb normally would.

STR|QUI|INT|WIL|PSY|VIT|CHA|
+ 8|+ 8|   |   |   |+ 8|   | LivingLance (Normal)
+ 8|+ 8|   |+ 8|   |+ 8|   | LivingLance (Ildon initial)

  |+14|   |+14|   |   |   | Battlefly (Normal)
  |+14|+14|   |+14|   |+14| Battlefly (Ildon initial)

  |   |   |+ 8|   |+ 8|   | Armorpilla (Normal)
  |   |   |+10|   |+10|   | Armorpilla (Ildon initial)

These will persist for each Absorb until it is replaced with a new Absorb.

Abilities Known:
  INIT 1-4:
     Fascination
     PhantasmShot
     MysticSword
     MysticGlove
     MysticBoots

-------------------------------------------------------------------------------

Name: Mesarthim            Race/Gender: Mystic Female           ID: 14

Stat Growth Bonuses
TOTAL|CHA|HP
 12 | 6 | 6

Magic Talent: 0
Magic Gifts: Mystic, Rune

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |    200         |    220         |    240         |    250         |
  LP |      8         |      8         |      8         |      8         |
  WP |     18         |     20         |     22         |     24         |
  JP |     26         |     28         |     30         |     33         |

 STR |     17         |     17         |     17         |     17         |
 QUI |     23         |     23         |     23         |     23         |
 INT |     16         |     16         |     16         |     16         |
 WIL |     12         |     12         |     12         |     12         |
 PSY |     24 +   3   |     24 +   3   |     24 +   3   |     24 +   3   |
 VIT |     11         |     11         |     11         |     11         |
 CHA |     25         |     27         |     29         |     31         |

Equipped Items:
     |  ShadowDagger  |  ShadowDagger  |  ShadowDagger  |  ShadowDagger  |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |    BlueElf     |    BlueElf     |    BlueElf     |    BlueElf     |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
LOCKED|   MellowRing   |   MellowRing   |   MellowRing   |   MellowRing   |

DEFenses:
   S |       21       |       21       |       21       |       21       |
   P |       21       |       21       |       21       |       21       |
   B |       21       |       21       |       21       |       21       |
   H |       46       |       46       |       46       |       46       |
   C |       46       |       46       |       46       |       46       |
   E |       26       |       26       |       26       |       26       |
   F |       26       |       26       |       26       |       26       |
   X |       21       |       21       |       21       |       21       |

Weight|        2       |        2       |        2       |        2       |

Attribute Immunities: Water.
Ailment Immunities: None.

Equipped Abilities:
     |  Fascination   |  Fascination   |  Fascination   |  Fascination   |
     |  VictoryRune   |  VictoryRune   |  VictoryRune   |  VictoryRune   |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

Abilities Known:
  INIT 1-4:
     Fascination
     VictoryRune

-------------------------------------------------------------------------------

Name: Rei                  Race/Gender: Mystic Female           ID: 16

Stat Growth Bonuses
TOTAL|CHA|HP
 12 |10 | 2

Magic Talent: 0
Magic Gifts: Mystic, Mirage*

* Mechanically speaking, there actually is no Mirage Gift.  I list it here only
 because the game deceptively shows a star next to Rei's Mirage Magic, but be
 aware that it's meaningless--no one, including Rei, can learn new Mirage
 Spells, because they are all impossibly Difficult.

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |    180         |    210         |    240         |    260         |
  LP |      6         |      6         |      6         |      6         |
  WP |      6         |      6         |      6         |      6         |
  JP |     66         |     66         |     66         |     66         |

 STR |      9         |      9         |      9         |      9         |
 QUI |     18         |     18         |     18         |     18         |
 INT |     32 +   9   |     32 +   9   |     32 +   9   |     32 +   9   |
 WIL |     19 +   9   |     19 +   9   |     19 +   9   |     19 +   9   |
 PSY |     28 +  12   |     28 +  12   |     28 +  12   |     28 +  12   |
 VIT |      8         |      8         |      8         |      8         |
 CHA |     33         |     38         |     44         |     51         |

Equipped Items:
     |  ShadowDagger  |  ShadowDagger  |  ShadowDagger  |  ShadowDagger  |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
LOCKED|   MysticMail   |   MysticMail   |   MysticMail   |   MysticMail   |
     |   SilkShirt    |   SilkShirt    |   SilkShirt    |   SilkShirt    |
     |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |
     |----------------|----------------|----------------|----------------|

DEFenses:
   S |       29       |       29       |       29       |       29       |
   P |       29       |       29       |       29       |       29       |
   B |       29       |       29       |       29       |       29       |
   H |       19       |       19       |       19       |       19       |
   C |       25       |       25       |       25       |       25       |
   E |       17       |       17       |       17       |       17       |
   F |       27       |       27       |       27       |       27       |
   X |       27       |       27       |       27       |       27       |

Weight|       13       |       13       |       13       |       13       |

Attribute Immunities: None.
Ailment Immunities: Angry, Charm, Mess, Sleep.

Equipped Abilities:
     |    BlackCat    |    BlackCat    |    BlackCat    |    BlackCat    |
     |   Nightmare    |   Nightmare    |   Nightmare    |   Nightmare    |
     |     Reaper     |     Reaper     |     Reaper     |     Reaper     |
     |  Fascination   |  Fascination   |  Fascination   |  Fascination   |
LOCKED|  MysticSword   |  MysticSword   |  MysticSword   |  MysticSword   |

Mystic Weapon Absorbs:
  Sword: Mandrake

Note that Rei's initial MysticSword Absorb gives different Stat Boosts than
that Absorb normally would.

STR|QUI|INT|WIL|PSY|VIT|CHA|
  |   |+10|+10|+10|   |   | Mandrake (Normal)
  |   |+ 9|+ 9|+ 9|   |   | Mandrake (Rei initial)

This will persist until it is replaced with a new Absorb.

Abilities Known:
  INIT 1-4:
     Fascination
     PhantasmShot
     BlackCat
     Nightmare
     Jackal
     Cockatrice
     Reaper
     MysticSword

-------------------------------------------------------------------------------

Name: Silence              Race/Gender: Mystic Male             ID: 17

Stat Growth Bonuses
TOTAL|CHA|HP
 12 | 6 | 6

Magic Talent: 0
Magic Gifts: Mystic

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |    150         |    180         |    210         |    230         |
  LP |      8         |      8         |      8         |      8         |
  WP |     25         |     26         |     28         |     30         |
  JP |     20         |     23         |     24         |     26         |

 STR |     21 +  31   |     21 +  31   |     21 +  31   |     21 +  31   |
 QUI |     19 +  17   |     19 +  17   |     19 +  17   |     19 +  17   |
 INT |     16 +  14   |     16 +  14   |     16 +  14   |     16 +  14   |
 WIL |     11 +  22   |     11 +  22   |     11 +  22   |     11 +  22   |
 PSY |     24 +  23   |     24 +  23   |     24 +  23   |     24 +  23   |
 VIT |     16         |     16         |     16         |     16         |
 CHA |     23 +   9   |     26 +   9   |     29 +   9   |     32 +   9   |

Equipped Items:
     |  HandBlaster   |  HandBlaster   |  HandBlaster   |  HandBlaster   |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
LOCKED|   MysticMail   |   MysticMail   |   MysticMail   |   MysticMail   |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

DEFenses:
   S |       23       |       23       |       23       |       23       |
   P |       23       |       23       |       23       |       23       |
   B |       23       |       23       |       23       |       23       |
   H |       13       |       13       |       13       |       13       |
   C |       13       |       13       |       13       |       13       |
   E |       13       |       13       |       13       |       13       |
   F |       23       |       23       |       23       |       23       |
   X |       23       |       23       |       23       |       23       |

Weight|       15       |       15       |       15       |       15       |

Attribute Immunities: None.
Ailment Immunities: Angry, Charm, Mess, Sleep.

Equipped Abilities:
     |  PhantasmShot  |  PhantasmShot  |  PhantasmShot  |  PhantasmShot  |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
LOCKED|  MysticSword   |  MysticSword   |  MysticSword   |  MysticSword   |
LOCKED|  MysticGlove   |  MysticGlove   |  MysticGlove   |  MysticGlove   |
LOCKED|  MysticBoots   |  MysticBoots   |  MysticBoots   |  MysticBoots   |

Mystic Weapon Absorbs:
  Sword: Unknown
  Glove: Gunfish
  Boots: Platoonpus

Note that each of Silence's initial Mystic Weapon Absorbs gives different Stat
Boosts than that Absorb normally would.

STR|QUI|INT|WIL|PSY|VIT|CHA|
  |   |+20|   |   |   |   | Unknown (Normal)
+14|   |+14|+14|+14|   |   | Unknown (Silence initial)

  |   |   |+12|   |   |   | Gunfish (Normal)
+ 8|+ 8|   |+ 8|   |   |   | Gunfish (Silence initial)

+10|   |   |+10|   |+10|   | Platoonpus (Normal)
+ 9|+ 9|   |   |+ 9|   |+ 9| Platoonpus (Silence initial)

These will persist for each Absorb until it is replaced with a new Absorb.

Abilities Known:
  INIT 1-4:
     PhantasmShot
     MysticSword

Note that, due to a developer error, although Silence has MysticGlove and
MysticBoots in his Equipped Abilities menu (and indeed he has monsters already
absorbed into them), he technically doesn't know them.  This error has hardly
any meaningful effect and will correct itself after the first battle in which
Silence participates, but still...

-------------------------------------------------------------------------------

Name: TimeLord             Race/Gender: Mystic Male             ID: 19

Stat Growth Bonuses
TOTAL|CHA|HP
  0 | 0 | 0

TimeLord's 0s in CHA and HP Growth Bonus are probably mistakes, but whether
they're intentional or not, remember that they don't make a big difference.

Magic Talent: 0
Magic Gifts: Time*, Mystic

* Mechanically speaking, there actually is no Time Gift.  I list it here only
 because the game deceptively shows a star next to TimeLord's Time Magic, but
 be aware that it's meaningless--no one, including TimeLord, can learn new
 Time Spells, because they are all impossibly Difficult.

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |    360         |    370         |    380         |    390         |
  LP |     10         |     10         |     10         |     10         |
  WP |     45         |     47         |     47         |     49         |
  JP |     60         |     60         |     60         |     60         |

 STR |     15         |     15         |     15         |     15         |
 QUI |     28         |     28         |     28         |     28         |
 INT |     21         |     21         |     21         |     21         |
 WIL |     24 +   5   |     24 +   5   |     24 +   5   |     24 +   5   |
 PSY |     31         |     31         |     31         |     31         |
 VIT |     17         |     17         |     17         |     17         |
 CHA |     27         |     29         |     31         |     33         |

Equipped Items:
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
LOCKED|   MysticMail   |   MysticMail   |   MysticMail   |   MysticMail   |
     |   Magicwear    |   Magicwear    |   Magicwear    |   Magicwear    |
     |  FeatherBoots  |  FeatherBoots  |  FeatherBoots  |  FeatherBoots  |
     |----------------|----------------|----------------|----------------|

DEFenses:
   S |       34       |       34       |       34       |       34       |
   P |       34       |       34       |       34       |       34       |
   B |       34       |       34       |       34       |       34       |
   H |       29       |       29       |       29       |       29       |
   C |       29       |       29       |       29       |       29       |
   E |       29       |       29       |       29       |       29       |
   F |       39       |       39       |       39       |       39       |
   X |       39       |       39       |       39       |       39       |

Weight|       10       |       10       |       10       |       10       |

Attribute Immunities: None.
Ailment Immunities: Angry, Charm, Mess, Sleep.

Equipped Abilities:
     |    TimeLeap    |    TimeLeap    |    TimeLeap    |    TimeLeap    |
     |  TimeEclipse   |  TimeEclipse   |  TimeEclipse   |  TimeEclipse   |
     |  TimeTwister   |  TimeTwister   |  TimeTwister   |  TimeTwister   |
     |   OverDrive    |   OverDrive    |   OverDrive    |   OverDrive    |
LOCKED|  MysticSword   |  MysticSword   |  MysticSword   |  MysticSword   |
LOCKED|  MysticGlove   |  MysticGlove   |  MysticGlove   |  MysticGlove   |
LOCKED|  MysticBoots   |  MysticBoots   |  MysticBoots   |  MysticBoots   |

Mystic Weapon Absorbs:
  Sword: ----------------
  Glove: ----------------
  Boots: ----------------

Abilities Known:
  INIT 1-4:
     DelayOrder
     TimeLeap
     ChaosStream
     TimeEclipse
     TimeTwister
     OverDrive
     Fascination
     PhantasmShot
     GlassShield
     MysticSword
     MysticGlove
     MysticBoots

-------------------------------------------------------------------------------

Name: White Rose           Race/Gender: Mystic Female           ID: 12

Stat Growth Bonuses
TOTAL|CHA|HP
 12 | 8 | 4

Magic Talent: 0
Magic Gifts: Mystic

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |    160         |    180         |    200         |    220         |
  LP |      8         |      8         |      8         |      8         |
  WP |     16         |     20         |     23         |     25         |
  JP |     40         |     42         |     44         |     46         |

 STR |     16         |     16         |     16         |     16         |
 QUI |     18         |     18         |     18         |     18         |
 INT |     25         |     25         |     25         |     25         |
 WIL |     19         |     19         |     19         |     19         |
 PSY |     25 +   5   |     25 +   5   |     25 +   5   |     25 +   5   |
 VIT |     15         |     15         |     15         |     15         |
 CHA |     28 +   5   |     32 +   5   |     36 +   5   |     44 +   5   |

Equipped Items:
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
LOCKED|   MysticMail   |   MysticMail   |   MysticMail   |   MysticMail   |
     |  FlowerAmulet  |  FlowerAmulet  |  FlowerAmulet  |  FlowerAmulet  |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

DEFenses:
   S |       24       |       24       |       24       |       24       |
   P |       24       |       24       |       24       |       24       |
   B |       24       |       24       |       24       |       24       |
   H |       19       |       19       |       19       |       19       |
   C |       19       |       19       |       19       |       19       |
   E |       19       |       19       |       19       |       19       |
   F |       24       |       24       |       24       |       24       |
   X |       29       |       29       |       29       |       29       |

Weight|       12       |       12       |       12       |       12       |

Attribute Immunities: None.
Ailment Immunities: Angry, Charm, Mess, Sleep.

Equipped Abilities:
     |  Fascination   |  Fascination   |  Fascination   |  Fascination   |
     |  PhantasmShot  |  PhantasmShot  |  PhantasmShot  |  PhantasmShot  |
     | StarlightHeal  | StarlightHeal  | StarlightHeal  | StarlightHeal  |
     |   FlashFlood   |   FlashFlood   |   FlashFlood   |   FlashFlood   |
LOCKED|  MysticSword   |  MysticSword   |  MysticSword   |  MysticSword   |

Mystic Weapon Absorbs:
  Sword: ----------------

Abilities Known:
  INIT 1:
     SunRay
     StarlightHeal
     FlashFire
     FlashFlood
     Fascination
     PhantasmShot
     MysticSword
  INIT 2-4:
+     GlassShield

-------------------------------------------------------------------------------

Name: Zozma                Race/Gender: Mystic Male             ID: 15

Stat Growth Bonuses
TOTAL|CHA|HP
 12 | 8 | 4

Magic Talent: 0
Magic Gifts: Mystic

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |    400         |    410         |    420         |    430         |
  LP |      9         |      9         |      9         |      9         |
  WP |     40         |     41         |     42         |     44         |
  JP |     30         |     31         |     32         |     33         |

 STR |     19 +  15   |     19 +  15   |     19 +  15   |     19 +  15   |
 QUI |     24         |     24         |     24         |     24         |
 INT |     26 +  25   |     26 +  25   |     26 +  25   |     26 +  25   |
 WIL |     11 +  42   |     11 +  42   |     11 +  42   |     11 +  42   |
 PSY |     32         |     32         |     32         |     32         |
 VIT |     13 +  47   |     13 +  47   |     13 +  47   |     13 +  47   |
 CHA |     30         |     35         |     40         |     44         |

Equipped Items:
     |    FiendRod    |    FiendRod    |    FiendRod    |    FiendRod    |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
LOCKED|   MysticMail   |   MysticMail   |   MysticMail   |   MysticMail   |
     |   Magicwear    |   Magicwear    |   Magicwear    |   Magicwear    |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

DEFenses:
   S |       27       |       27       |       27       |       27       |
   P |       27       |       27       |       27       |       27       |
   B |       27       |       27       |       27       |       27       |
   H |       27       |       27       |       27       |       27       |
   C |       27       |       27       |       27       |       27       |
   E |       27       |       27       |       27       |       27       |
   F |       27       |       27       |       27       |       27       |
   X |       27       |       27       |       27       |       27       |

Weight|       13       |       13       |       13       |       13       |

Attribute Immunities: None.
Ailment Immunities: Angry, Charm, Mess, Sleep.

Equipped Abilities:
     |    RavaShot    |    RavaShot    |    RavaShot    |    RavaShot    |
     |  PainDoubler   |  PainDoubler   |  PainDoubler   |  PainDoubler   |
     |   Deathcurse   |   Deathcurse   |   Deathcurse   |   Deathcurse   |
     |----------------|----------------|----------------|----------------|
LOCKED|  MysticSword   |  MysticSword   |  MysticSword   |  MysticSword   |
LOCKED|  MysticGlove   |  MysticGlove   |  MysticGlove   |  MysticGlove   |
LOCKED|  MysticBoots   |  MysticBoots   |  MysticBoots   |  MysticBoots   |

Mystic Weapon Absorbs:
  Sword: LiquidMetal
  Glove: Slime
  Boots: Basilisk

Note that each of Zozma's initial Mystic Weapon Absorbs gives different Stat
Boosts than that Absorb normally would.

STR|QUI|INT|WIL|PSY|VIT|CHA|
+18|   |   |   |   |+18|   | LiquidMetal (Normal)
+15|   |+15|+15|   |+15|   | LiquidMetal (Zozma initial)

  |   |   |   |+12|   |   | Slime (Normal)
  |   |+10|   |   |+10|   | Slime (Zozma initial)

+25|   |   |+25|   |   |   | Basilisk (Normal)
  |   |   |+22|   |+22|   | Basilisk (Zozma initial)

These will persist for each Absorb until it is replaced with a new Absorb.

Abilities Known:
  INIT 1-4:
     Fascination
     PhantasmShot
     GlassShield
     RavaShot
     PainDoubler
     Deathcurse
     SharpPain
     MysticSword
     MysticGlove
     MysticBoots

-------------------------------------------------------------------------------





*********************
*  PC Initial Data  *                                                 [INITD04]
*  --Mecs           *
*********************


There are 8 Mec PCs in SaGa Frontier, though CommonMec is a dummy PC that
can't normally be recruited.

They are:
 BJ&K
 CommonMec
 EngineerCar
 Leonard
 PzkwV
 Rabbit
 T260
 ZEKE

-------------------------------------------------------------------------------

Name: BJ&K                 Race/Gender: Mec TYPE 4              ID: 1d

Self-Development Abilities List:
Ability         | Difficulty
ShootingMastery | 14
     MecSonata | 25
       Magnify | 27
MaxwellProgram | 29
    SelfRepair | 30

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |    100         |    100 +  20   |    100 +  45   |    100 +  95   |
  LP |     20         |     20         |     20         |     20         |
  WP |     55         |     55         |     55         |     55         |
  JP |      0         |      0         |      0         |      0         |

 STR |      5         |      5 +   4   |      5 +   4   |      5 +   4   |
 QUI |      5         |      5         |      5         |      5         |
 INT |     35         |     35         |     35         |     35         |
 WIL |     30         |     30         |     30         |     30         |
 PSY |      5         |      5         |      5         |      5         |
 VIT |     10         |     10 +   4   |     10 +   9   |     10 +  19   |
 CHA |     10         |     10         |     10         |     10         |

Equipped Items:
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|   Protector    |   HyperScale   |
     |----------------|    Buckler     |    Buckler     |    Buckler     |
LOCKED|LaserCannon [63]|LaserCannon [63]|LaserCannon [63]|LaserCannon [63]|
LOCKED|    MediPack    |    MediPack    |    MediPack    |    MediPack    |
LOCKED|    MecBody     |    MecBody     |    MecBody     |    MecBody     |

DEFenses:
   S |       10       |       10       |       20       |       40       |
   P |       15       |       15       |       30       |       45       |
   B |       10       |       10       |       20       |       30       |
   H |       10       |       10       |       15       |       30       |
   C |       10       |       10       |       15       |       20       |
   E |        5       |        5       |       10       |       25       |
   F |        5       |        5       |       10       |       25       |
   X |        5       |        5       |       10       |       25       |

Weight|        5       |        7       |       11       |       11       |

Attribute Immunities: None.
Ailment Immunities: Angry, Blind, Charm, Faint, Mess, Palsy, Sleep, Stone,
                   Venom.

Equipped Abilities:
     |   HypnoFlash   |   HypnoFlash   |   HypnoFlash   |   HypnoFlash   |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

Abilities Known:
  INIT 1-4:
     HypnoFlash

-------------------------------------------------------------------------------

Name: CommonMec            Race/Gender: Mec TYPE 7              ID: 20

CommonMec is a dummy PC, meaning its data exists in the game, but it is not
normally recruitable.

Self-Development Abilities List:
Ability         | Difficulty
   HammerCrush | 14
 CombatMastery | 17
    SelfRepair | 20
ShootingMastery | 22
InterceptSystem | 26
       Magnify | 28
 Shock Soldier | 28
     Shoot-All | 31
     MecSonata | 35
   PluralSlash | 36

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |    105 +  25   |    105 + 125   |    105 + 125   |    105 + 125   |
  LP |     20         |     20         |     20         |     20         |
  WP |     40         |     40         |     40         |     40         |
  JP |      0         |      0         |      0         |      0         |

 STR |     20 +  15   |     20 +  15   |     20 +  15   |     20 +  15   |
 QUI |     10 +   5   |     10 +  25   |     10 +  25   |     10 +  25   |
 INT |     20 +   5   |     20 +  30   |     20 +  30   |     20 +  30   |
 WIL |     10 +  15   |     10 +  15   |     10 +  15   |     10 +  15   |
 PSY |      5         |      5         |      5         |      5         |
 VIT |     15 +  10   |     15 +  10   |     15 +  10   |     15 +  10   |
 CHA |     15         |     15         |     15         |     15         |

Equipped Items:
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|  MemoryBoard   |  MemoryBoard   |  MemoryBoard   |
LOCKED|     Hammer     |     Hammer     |     Hammer     |     Hammer     |
LOCKED|    MecBody     |    MecBody     |    MecBody     |    MecBody     |

DEFenses:
   S |       10       |       10       |       10       |       10       |
   P |       15       |       15       |       15       |       15       |
   B |       10       |       10       |       10       |       10       |
   H |       10       |       10       |       10       |       10       |
   C |       10       |       10       |       10       |       10       |
   E |        5       |        5       |        5       |        5       |
   F |        5       |        5       |        5       |        5       |
   X |        5       |        5       |        5       |        5       |

Weight|        5       |        5       |        5       |        5       |

Attribute Immunities: None.
Ailment Immunities: Angry, Blind, Charm, Faint, Mess, Palsy, Sleep, Stone,
                   Venom.

Equipped Abilities:
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
                      |----------------|----------------|----------------|
                      |----------------|----------------|----------------|

Abilities Known:
  INIT 1-4:

-------------------------------------------------------------------------------

Name: EngineerCar          Race/Gender: Mec TYPE 6              ID: 1f

Self-Development Abilities List:
Ability         | Difficulty
ShootingMastery | 16
   PluralSlash | 18
 CombatMastery | 22
  EnergySupply | 25
 Shock Soldier | 27
    Pop-Knight | 31
     Shoot-All | 33
InterceptSystem | 36

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |    120 + 100   |    120 + 100   |    120 + 200   |    120 + 200   |
  LP |     20         |     20         |     20         |     20         |
  WP |     75         |     75         |     75         |     75         |
  JP |      0         |      0         |      0         |      0         |

 STR |     15         |     15         |     15         |     15         |
 QUI |      5 +  15   |      5 +  15   |      5 +  35   |      5 +  35   |
 INT |     25 +  15   |     25 +  15   |     25 +  40   |     25 +  40   |
 WIL |     35 +  15   |     35 +  15   |     35 +  15   |     35 +  15   |
 PSY |      5         |      5         |      5         |      5         |
 VIT |     15         |     15         |     15         |     15         |
 CHA |      5         |      5         |      5         |      5         |

Equipped Items:
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|  MemoryBoard   |  MemoryBoard   |
     | NakajimaBoard2 | NakajimaBoard2 | NakajimaBoard2 | NakajimaBoard2 |
LOCKED|MachineVulcan 62|MachineVulcan 62|MachineVulcan 62|MachineVulcan 62|
LOCKED|RepairPack [6b] |RepairPack [6b] |RepairPack [6b] |RepairPack [6b] |
LOCKED|   Mini Plant   |   Mini Plant   |   Mini Plant   |   Mini Plant   |

DEFenses:
   S |       10       |       10       |       10       |       10       |
   P |       15       |       15       |       15       |       15       |
   B |       10       |       10       |       10       |       10       |
   H |       10       |       10       |       10       |       10       |
   C |       10       |       10       |       10       |       10       |
   E |        5       |        5       |        5       |        5       |
   F |        5       |        5       |        5       |        5       |
   X |        5       |        5       |        5       |        5       |

Weight|        5       |        5       |        5       |        5       |

Attribute Immunities: None.
Ailment Immunities: Angry, Blind, Charm, Faint, Mess, Palsy, Sleep, Stone,
                   Venom.

Equipped Abilities:
     |   Crosshair    |   Crosshair    |   Crosshair    |   Crosshair    |
     |   RangeFire    |   RangeFire    |   RangeFire    |   RangeFire    |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
                                       |----------------|----------------|
                                       |----------------|----------------|

Abilities Known:
  INIT 1-4:
     Crosshair
     RangeFire

-------------------------------------------------------------------------------

Name: Leonard              Race/Gender: Mec TYPE 6              ID: 1b

Self-Development Abilities List:
Ability         | Difficulty
ShootingMastery | 16
   PluralSlash | 18
 CombatMastery | 22
  EnergySupply | 25
 Shock Soldier | 27
    Pop-Knight | 31
     Shoot-All | 33
InterceptSystem | 36

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |    125 + 100   |    125 + 100   |    125 + 225   |    125 + 225   |
  LP |     20         |     20         |     20         |     20         |
  WP |     80         |     80         |     80         |     80         |
  JP |      0         |      0         |      0         |      0         |

 STR |     15         |     15         |     15         |     15         |
 QUI |     10 +  20   |     10 +  20   |     10 +  20   |     10 +  20   |
 INT |     45 +  25   |     45 +  25   |     45 +  25   |     45 +  25   |
 WIL |      5         |      5         |      5 +  20   |      5 +  20   |
 PSY |      5         |      5         |      5         |      5         |
 VIT |     10         |     10         |     10 +  20   |     10 +  20   |
 CHA |     10         |     10         |     10         |     10         |

Equipped Items:
     |----------------|----------------|  Bolt Thrower  |  Bolt Thrower  |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |  MemoryBoard   |  MemoryBoard   |  MemoryBoard   |  MemoryBoard   |
LOCKED|   BeamSword    |   BeamSword    |   BeamSword    |   BeamSword    |
LOCKED|RepairPack [6b] |RepairPack [6b] |RepairPack [6b] |RepairPack [6b] |
LOCKED|   Mini Plant   |   Mini Plant   |   Mini Plant   |   Mini Plant   |

DEFenses:
   S |       10       |       10       |       10       |       10       |
   P |       15       |       15       |       15       |       15       |
   B |       10       |       10       |       10       |       10       |
   H |       10       |       10       |       10       |       10       |
   C |       10       |       10       |       10       |       10       |
   E |        5       |        5       |        5       |        5       |
   F |        5       |        5       |        5       |        5       |
   X |        5       |        5       |        5       |        5       |

Weight|        5       |        5       |       25       |       25       |

Attribute Immunities: None.
Ailment Immunities: Angry, Blind, Charm, Faint, Mess, Palsy, Sleep, Stone,
                   Venom.

Equipped Abilities:
     |   HypnoFlash   |   HypnoFlash   |   HypnoFlash   |   HypnoFlash   |
     |  EnergySupply  |  EnergySupply  |  EnergySupply  |  EnergySupply  |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

Abilities Known:
  INIT 1-4:
     HypnoFlash
     EnergySupply

-------------------------------------------------------------------------------

Name: PzkwV                Race/Gender: Mec TYPE 5              ID: 1e

Self-Development Abilities List:
Ability         | Difficulty
ShootingMastery | 13
     Shoot-All | 23
InterceptSystem | 24
       Magnify | 30

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |    250 +  50   |    250 +  50   |    250 +  50   |    250 +  50   |
  LP |     25         |     25         |     25         |     25         |
  WP |     75         |     75         |     75         |     75         |
  JP |      0         |      0         |      0         |      0         |

 STR |     10         |     10         |     10         |     10         |
 QUI |      5         |      5         |      5         |      5         |
 INT |      5         |      5         |      5         |      5         |</pre><pre id="faqspan-4">
 WIL |     35         |     35         |     35         |     35         |
 PSY |      1         |      1         |      1         |      1         |
 VIT |     30 +  10   |     30 +  10   |     30 +  10   |     30 +  10   |
 CHA |     10         |     10         |     10         |     10         |

Equipped Items:
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |   Protector    |   Protector    |   Protector    |   Protector    |
     |   Protector    |   Protector    |   Protector    |   Protector    |
LOCKED|RailCannon [61] |RailCannon [61] |RailCannon [61] |RailCannon [61] |
LOCKED|AT Missile [5c] |AT Missile [5c] |AT Missile [5c] |AT Missile [5c] |
LOCKED|  MicroMissile  |  MicroMissile  |  MicroMissile  |  MicroMissile  |
LOCKED|    FortBody    |    FortBody    |    FortBody    |    FortBody    |

DEFenses:
   S |       40       |       40       |       40       |       40       |
   P |       60       |       60       |       60       |       60       |
   B |       40       |       40       |       40       |       40       |
   H |       30       |       30       |       30       |       30       |
   C |       30       |       30       |       30       |       30       |
   E |       15       |       15       |       15       |       15       |
   F |       15       |       15       |       15       |       15       |
   X |       15       |       15       |       15       |       15       |

Weight|       18       |       18       |       18       |       18       |

Attribute Immunities: None.
Ailment Immunities: Angry, Blind, Charm, Faint, Mess, Palsy, Sleep, Stone,
                   Venom.

Equipped Abilities:
     |ShootingMastery |ShootingMastery |ShootingMastery |ShootingMastery |
     |----------------|----------------|----------------|----------------|

Abilities Known:
  INIT 1-4:
     ShootingMastery

-------------------------------------------------------------------------------

Name: Rabbit               Race/Gender: Mec TYPE 2              ID: 1a

Self-Development Abilities List:
Ability         | Difficulty
ShootingMastery | 11
    CounterECM | 16
       Magnify | 23
MaxwellProgram | 24
SatelliteLinker | 26
    SelfRepair | 36

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |     75 + 140   |     75 + 240   |     75 + 340   |     75 + 340   |
  LP |     20         |     20         |     20         |     20         |
  WP |     75         |     75         |     75         |     75         |
  JP |      0         |      0         |      0         |      0         |

 STR |      5 +  25   |      5 +  25   |      5 +  25   |      5 +  25   |
 QUI |     20 +  10   |     20 +  30   |     20 +  45   |     20 +  45   |
 INT |     25         |     25 +  25   |     25 +  25   |     25 +  25   |
 WIL |     15 +  15   |     15 +  15   |     15 +  30   |     15 +  30   |
 PSY |     10         |     10         |     10         |     10         |
 VIT |     10         |     10         |     10         |     10         |
 CHA |     20         |     20         |     20         |     20         |

Equipped Items:
     |   MissilePod   |   MissilePod   |   MissilePod   |   MissilePod   |
     |   CombatSuit   |   CombatSuit   |   CombatSuit   |   CombatSuit   |
     |----------------|----------------|   IonCannon    |   IonCannon    |
     |----------------|----------------|----------------|----------------|
     |----------------|  MemoryBoard   |  MemoryBoard   |  MemoryBoard   |
LOCKED|  LaserCannon   |  LaserCannon   |  LaserCannon   |  LaserCannon   |
LOCKED|   BitSystem    |   BitSystem    |   BitSystem    |   BitSystem    |
LOCKED|   ECM System   |   ECM System   |   ECM System   |   ECM System   |

DEFenses:
   S |       25       |       25       |       25       |       25       |
   P |       30       |       30       |       30       |       30       |
   B |       20       |       20       |       20       |       20       |
   H |       30       |       30       |       30       |       30       |
   C |       30       |       30       |       30       |       30       |
   E |       15       |       15       |       15       |       15       |
   F |       15       |       15       |       15       |       15       |
   X |       15       |       15       |       15       |       15       |

Weight|       21       |       21       |       31       |       31       |

Attribute Immunities: None.
Ailment Immunities: Angry, Blind, Charm, Faint, Mess, Palsy, Sleep, Stone,
                   Venom.

Equipped Abilities:
     |     Jammer     |     Jammer     |     Jammer     |     Jammer     |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
                      |----------------|----------------|----------------|
                      |----------------|----------------|----------------|

Abilities Known:
  INIT 1-4:
     Jammer

-------------------------------------------------------------------------------

Name: T260                 Race/Gender: Mec TYPE 1              ID: 06

Self-Development Abilities List:
Ability         | Difficulty
 CombatMastery | 13
ShootingMastery | 18
   PluralSlash | 22
MaxwellProgram | 28
 Shock Soldier | 33
    SelfRepair | 35

If you change T260's Body TYPE in her own Scenario, her Self-Development List
will change to that for the new Body TYPE.

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |    100 +  25   |    100 +  25   |    100 +  25   |    100 +  25   |
  LP |     15         |     15         |     15         |     15         |
  WP |     50         |     50         |     50         |     50         |
  JP |      0         |      0         |      0         |      0         |

 STR |      5 +  11   |      5 +  11   |      5 +  11   |      5 +  11   |
 QUI |      5 +   6   |      5 +   6   |      5 +   6   |      5 +   6   |
 INT |      5         |      5         |      5         |      5         |
 WIL |      5 +   5   |      5 +   5   |      5 +   5   |      5 +   5   |
 PSY |      5         |      5         |      5         |      5         |
 VIT |      5         |      5         |      5         |      5         |
 CHA |      5 +   1   |      5 +   1   |      5 +   1   |      5 +   1   |

Equipped Items:
     |  JunkBazooka   |  JunkBazooka   |  JunkBazooka   |  JunkBazooka   |
     |   RepairKit    |   RepairKit    |   RepairKit    |   RepairKit    |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |   JunkParts    |   JunkParts    |   JunkParts    |   JunkParts    |
     |   JunkParts    |   JunkParts    |   JunkParts    |   JunkParts    |
LOCKED|    MecBody     |    MecBody     |    MecBody     |    MecBody     |

DEFenses:
   S |       10       |       10       |       10       |       10       |
   P |       15       |       15       |       15       |       15       |
   B |       10       |       10       |       10       |       10       |
   H |       10       |       10       |       10       |       10       |
   C |       10       |       10       |       10       |       10       |
   E |        5       |        5       |        5       |        5       |
   F |        5       |        5       |        5       |        5       |
   X |        5       |        5       |        5       |        5       |

Weight|       10       |       10       |       10       |       10       |

Attribute Immunities: None.
Ailment Immunities: Angry, Blind, Charm, Faint, Mess, Palsy, Sleep, Stone,
                   Venom.

Equipped Abilities:
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

Abilities Known:
  INIT 1-4: None

-------------------------------------------------------------------------------

Name: ZEKE                 Race/Gender: Mec TYPE 3              ID: 1c

Self-Development Abilities List:
Ability         | Difficulty
KAMIKAZE-Crush | 13
ShootingMastery | 16
 CombatMastery | 21
   PluralSlash | 27
InterceptSystem | 29
     Shoot-All | 32
     MecSonata | 37

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |    100 + 175   |    100 + 200   |    100 + 200   |    100 + 325   |
  LP |     15         |     15         |     15         |     15         |
  WP |     30         |     30         |     30         |     30         |
  JP |      0         |      0         |      0         |      0         |

 STR |     15         |     15         |     15         |     15         |
 QUI |     50 +  55   |     50 +  60   |     50 +  60   |     50 +  78   |
 INT |     15 +  10   |     15 +  10   |     15 +  10   |     15 +  25   |
 WIL |     15 +  10   |     15 +  15   |     15 +  30   |     15 +  33   |
 PSY |      1         |      1         |      1         |      1         |
 VIT |      5 +  10   |      5 +   5   |      5 +   5   |      5 +   5   |
 CHA |     10         |     10         |     10         |     10         |

Equipped Items:
     |   AGUNI-SSP    |   AGUNI-SSP    |   AGUNI-SSP    |   AGUNI-SSP    |
     |   EasyRifle    |   AGUNI-CP1    |  KillerRifle   |    EagleGun    |
     |----------------|----------------|----------------| NakajimaBoard  |
     | NakajimaBoard  | NakajimaBoard  | NakajimaBoard  | NakajimaBoard2 |
     |    JetBoots    |    JetBoots    |    JetBoots    |    JetBoots    |
LOCKED|RailCannon [60] |RailCannon [60] |RailCannon [60] |RailCannon [60] |
LOCKED|AT Missile [5d] |AT Missile [5d] |AT Missile [5d] |AT Missile [5d] |
LOCKED|  Accelerator   |  Accelerator   |  Accelerator   |  Accelerator   |

DEFenses:
   S |       17       |       17       |       17       |       17       |
   P |       22       |       22       |       22       |       22       |
   B |       17       |       17       |       17       |       17       |
   H |       17       |       17       |       17       |       17       |
   C |       17       |       17       |       17       |       17       |
   E |        7       |        7       |        7       |        7       |
   F |       12       |       12       |       12       |       12       |
   X |       12       |       12       |       12       |       12       |

Weight|       17       |       13       |       30       |       17       |

Attribute Immunities: Ground.
Ailment Immunities: Angry, Blind, Charm, Faint, Mess, Palsy, Sleep, Stone,
                   Venom.

Equipped Abilities:
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
                                                        |----------------|

Abilities Known:
  INIT 1-4: None

-------------------------------------------------------------------------------





*********************
*  PC Initial Data  *                                                 [INITD05]
*  --Monsters       *
*********************


There are 8 Monster PCs in SaGa Frontier.

They are:
 Cotton
 Kylin
 RedTurnip
 Riki
 Sei
 Slime
 Suzaku
 Thunder

-------------------------------------------------------------------------------

Name: Cotton               Race/Gender: Monster                 ID: 22
Form: Tidi

Note that the Tidi Form is unique to Cotton, and cannot ever be regained after
Transforming out of it.

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |    180 + 48    |    180 + 64    |    180 + 80    |    180 + 96    |
  LP |      7         |      7         |      7         |      7         |
  WP |     46         |     46         |     46         |     46         |
  JP |     20         |     20         |     20         |     20         |

 STR |     16         |     16         |     16         |     16         |
 QUI |     31         |     31         |     31         |     31         |
 INT |     12         |     12         |     12         |     12         |
 WIL |     22         |     22         |     22         |     22         |
 PSY |     13         |     13         |     13         |     13         |
 VIT |     16         |     16         |     16         |     16         |
 CHA |     21         |     21         |     21         |     21         |

Equipped Items:
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
 Hidden, Locked, and Form-dependent:
     |CelestialLeather|CelestialLeather|CelestialLeather|CelestialLeather|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

DEFenses:
   S |       24       |       24       |       24       |       24       |
   P |       34       |       34       |       34       |       34       |
   B |       34       |       34       |       34       |       34       |
   H |       34       |       34       |       34       |       34       |
   C |       34       |       34       |       34       |       34       |
   E |       34       |       34       |       34       |       34       |
   F |       24       |       24       |       24       |       24       |
   X |       24       |       24       |       24       |       24       |

Weight|        4       |        4       |        4       |        4       |

Attribute Immunities: None (despite appearing to float).
Ailment Immunities: None.

Equipped Abilities:
     |     Assist     |     Assist     |     Assist     |     Assist     |
     |      Heal      |      Heal      |      Heal      |      Heal      |
     |    Needles     |    Needles     |    Needles     |    Needles     |
     |   Supersonic   |   Supersonic   |   Supersonic   |   Supersonic   |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

Abilities Pre-Absorbed:
 INIT 1:
   Max HP: 228
   Prime HP: 48
   Maximum Prime HP: 492 (Red); 488 (Riki); 484 (other scenario)
       Assist
       BoomerangHook
       CentipedeCrush
       Deathsynthesis
       DivingPress
       Heal
       Ignis
       LifeRain
       Needles
       Photosynthesis
       PoisonGun
       Supersonic
 INIT 2:
   Max HP: 244
   Prime HP: 64
   Maximum Prime HP: 492 (Red); 488 (Riki); 484 (other scenario)
+       BattleSong
       MagneticStorm
       SadSong
       Silf
 INIT 3:
   Max HP: 260
   Prime HP: 80
   Maximum Prime HP: 492 (Red); 488 (Riki); 484 (other scenario)
+       Quake
       QuickSand
       Rock
       Tremor
 INIT 4:
   Max HP: 276
   Prime HP: 96
   Maximum Prime HP: 492 (Red); 488 (Riki); 484 (other scenario)
+       Da-dum
       LightBall
       Scream
       Siren

-------------------------------------------------------------------------------

Name: Kylin                Race/Gender: Monster                 ID: 24
Form: KylinJr

Note that Kylin's initial KylinJr Form has different LP, WP, JP, and hidden
equipment from what is normal for the KylinJr Form.  These differences will
persist only until it Transforms for the first time. If Kylin then returns to
the KylinJr Form, it will have the normal stats and equipment.

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |    400 + 140   |    400 + 140   |    400 + 140   |    400 + 140   |
  LP |      6         |      6         |      6         |      6         |
  WP |    150         |    150         |    150         |    150         |
  JP |    128         |    128         |    128         |    128         |

 STR |     52         |     52         |     52         |     52         |
 QUI |     71         |     71         |     71         |     71         |
 INT |     90         |     90         |     90         |     90         |
 WIL |     48         |     48         |     48         |     48         |
 PSY |     70         |     70         |     70         |     70         |
 VIT |     41         |     41         |     41         |     41         |
 CHA |     82         |     82         |     82         |     82         |

Equipped Items:
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
 Hidden, Locked, and Form-dependent:
     |  FireLeather   |  FireLeather   |  FireLeather   |  FireLeather   |
     |CelestialLeather|CelestialLeather|CelestialLeather|CelestialLeather|
     |   FovosGrail   |   FovosGrail   |   FovosGrail   |   FovosGrail   |
     |----------------|----------------|----------------|----------------|

DEFenses:
   S |       41       |       41       |       41       |       41       |
   P |       51       |       51       |       51       |       51       |
   B |       51       |       51       |       51       |       51       |
   H |       83       |       83       |       83       |       83       |
   C |       51       |       51       |       51       |       51       |
   E |       51       |       51       |       51       |       51       |
   F |       41       |       41       |       41       |       41       |
   X |       65       |       65       |       65       |       65       |

Weight|        8       |        8       |        8       |        8       |

Attribute Immunities: Ground, Gaze, Sonic, Throw, Water.
Ailment Immunities: Angry, Charm, Faint, Mess, Palsy, Sleep.

Equipped Abilities:
     |   VaporBlast   |   VaporBlast   |   VaporBlast   |   VaporBlast   |
     |     Vanish     |     Vanish     |     Vanish     |     Vanish     |
     | ReverseGravity | ReverseGravity | ReverseGravity | ReverseGravity |
     |   LightShift   |   LightShift   |   LightShift   |   LightShift   |
     |   DarkShift    |   DarkShift    |   DarkShift    |   DarkShift    |
     |     Vortex     |     Vortex     |     Vortex     |     Vortex     |
     |  Kylin'sSong   |  Kylin'sSong   |  Kylin'sSong   |  Kylin'sSong   |
     | Photosynthesis | Photosynthesis | Photosynthesis | Photosynthesis |

Abilities Pre-Absorbed:
 INIT 1-4:
   Max HP: 540, -> 544 after 1 battle.
   Prime HP: 140, -> 144 after 1 battle.
   Maximum Prime HP: 496 (Red); 492 (Riki); 488 (other scenario)
       Assist
       BattleSong
       BoomerangHook
       CentipedeCrush
       Da-dum
       Deathsynthesis
       DivingPress
       ElfShot
       FireBreath
       FlameBlast
       GremlinTouch
       HeatWave
       Ignis
       LifeRain
       LightBall
       Lullaby
       Maelstrom
       MagicHeal
       MagneticStorm
       MightyCyclone
       Photosynthesis
       PoisonGun
       Quake
       QuickSand
       Rock
       SacredSong
       SadSong
       Scream
       Silf
       Siren
       Spoil
       StunGaze
       Supersonic
       Tornado
       Tremor
       *Kylin'sSong

*Note that, due to a developer error, although Kylin has Kylin'sSong in its
Equipped Abilities, it is NOT initially counted toward its Prime HP.  However,
this oversight will correct itself after Kylin participates in its first
battle, provided you don't absorb something that overwrites Kylin'sSong in that
battle.

-------------------------------------------------------------------------------

Name: RedTurnip            Race/Gender: Monster                 ID: 27
Form: Mandrake

Note that RedTurnip's initial Mandrake Form has different BaseHP, LP, WP, JP,
QUI, and hidden equipment from what is normal for the Mandrake Form.  These
differences will persist only until it Transforms for the first time. If
RedTurnip then returns to the Mandrake Form, or if any other Monster PC gets
the Mandrake Form, it will have the normal stats and equipment.

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |    160 + 100   |    160 + 100   |    160 + 100   |    160 + 100   |
  LP |     10         |     10         |     10         |     10         |
  WP |     32         |     32         |     32         |     32         |
  JP |      0         |      0         |      0         |      0         |

 STR |     17         |     17         |     17         |     17         |
 QUI |     15         |     15         |     15         |     15         |
 INT |     25         |     25         |     25         |     25         |
 WIL |     32         |     32         |     32         |     32         |
 PSY |     29         |     29         |     29         |     29         |
 VIT |     23         |     23         |     23         |     23         |
 CHA |     25         |     25         |     25         |     25         |

Equipped Items:
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
 Hidden, Locked, and Form-dependent:
     |  BeastLeather  |  BeastLeather  |  BeastLeather  |  BeastLeather  |
     |   Protector    |   Protector    |   Protector    |   Protector    |
     |  LeatherGlove  |  LeatherGlove  |  LeatherGlove  |  LeatherGlove  |
     |----------------|----------------|----------------|----------------|

DEFenses:
   S |       20       |       20       |       20       |       20       |
   P |       31       |       31       |       31       |       31       |
   B |       26       |       26       |       26       |       26       |
   H |       11       |       11       |       11       |       11       |
   C |       19       |       19       |       19       |       19       |
   E |        9       |        9       |        9       |        9       |
   F |        9       |        9       |        9       |        9       |
   X |        9       |        9       |        9       |        9       |

Weight|       10       |       10       |       10       |       10       |

Attribute Immunities: Sonic.
Ailment Immunities: None.

Equipped Abilities:
     |  Bloodsucker   |  Bloodsucker   |  Bloodsucker   |  Bloodsucker   |
     |   BrainCrush   |   BrainCrush   |   BrainCrush   |   BrainCrush   |
     |    SleepGas    |    SleepGas    |    SleepGas    |    SleepGas    |
     |     Scream     |     Scream     |     Scream     |     Scream     |
     |      Fang      |      Fang      |      Fang      |      Fang      |
     |   SeedVulcan   |   SeedVulcan   |   SeedVulcan   |   SeedVulcan   |
     |      Ink       |      Ink       |      Ink       |      Ink       |
     |    ElfShot     |    ElfShot     |    ElfShot     |    ElfShot     |

Abilities Pre-Absorbed:
 INIT 1-4:
   Max HP: 260, -> 272 after 1 battle.
   Prime HP: 100, -> 112 after 1 battle.
   Maximum Prime HP: 484
       BattleSong
       BoomerangHook
       BrainCrush
       CentipedeCrush
       Da-dum
       DivingPress
       ElfShot
       Fang
       Ignis
       LifeRain
       LightBall
       Lullaby
       Maelstrom
       MagneticStorm
       PoisonGun
       Quake
       QuickSand
       Rock
       SadSong
       Scream
       Silf
       Siren
       SleepGas
       Supersonic
       Tremor
       *Bloodsucker
       *Ink
       *SeedVulcan

*Note that, due to multiple developer errors, although RedTurnip has
Bloodsucker, Ink, and SeedVulcan in its Equipped Abilities, they are NOT
initially counted toward its Prime HP.  However, this oversight will correct
itself after RedTurnip participates in its first battle, provided you don't
absorb something that overwrites Bloodsucker, Ink, or SeedVulcan in that
battle.

-------------------------------------------------------------------------------

Name: Riki                 Race/Gender: Monster                 ID: 07
Form: Lummox (Green)

Note that the Lummox (Green) Form is unique to Riki, and cannot ever be
regained after Transforming out of it.

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |     60 +  12   |     60 +  28   |     60 +  44   |     60 +  60   |
  LP |     10         |     10         |     10         |     10         |
  WP |     16         |     16         |     16         |     16         |
  JP |     12         |     12         |     12         |     12         |

 STR |      8         |      8         |      8         |      8         |
 QUI |      8         |      8         |      8         |      8         |
 INT |      8         |      8         |      8         |      8         |
 WIL |      8         |      8         |      8         |      8         |
 PSY |      8         |      8         |      8         |      8         |
 VIT |      8         |      8         |      8         |      8         |
 CHA |      8         |      8         |      8         |      8         |

Equipped Items:
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
 Hidden, Locked, and Form-dependent:
     |  BeastLeather  |  BeastLeather  |  BeastLeather  |  BeastLeather  |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

DEFenses:
   S |        6       |        6       |        6       |        6       |
   P |       12       |       12       |       12       |       12       |
   B |       12       |       12       |       12       |       12       |
   H |        2       |        2       |        2       |        2       |
   C |       12       |       12       |       12       |       12       |
   E |        2       |        2       |        2       |        2       |
   F |        2       |        2       |        2       |        2       |
   X |        2       |        2       |        2       |        2       |

Weight|        4       |        4       |        4       |        4       |

Attribute Immunities: None.
Ailment Immunities: None.

Equipped Abilities:
     |      Tail      |      Tail      |      Tail      |      Tail      |
     |    TailHit     |    TailHit     |    TailHit     |    TailHit     |
     |      Heal      |      Heal      |      Heal      |      Heal      |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

Abilities Pre-Absorbed:
 INIT 1:
   Max HP: 72
   Prime HP: 12
   Maximum Prime HP: 488 (Riki); 480 (other scenario); 476 (Emelia)
       Heal
       Tail
       TailHit
 INIT 2:
   Max HP: 88
   Prime HP: 28
   Maximum Prime HP: 488 (Riki); 480 (other scenario)
+       BoomerangHook
       CentipedeCrush
       Deathsynthesis
       Photosynthesis
 INIT 3:
   Max HP: 104
   Prime HP: 44
   Maximum Prime HP: 492 (Riki); 484 (other scenario)
+       DivingPress
       Ignis
       LifeRain
       PoisonGun
 INIT 4:
   Max HP: 120
   Prime HP: 60
   Maximum Prime HP: 492 (Riki); 484 (other scenario)
+       BattleSong
       MagneticStorm
       SadSong
       Silf

-------------------------------------------------------------------------------

Name: Sei                  Race/Gender: Monster Male            ID: 23
Form: DeathLord

Note that Sei's initial DeathLord Form has different WP, JP, and hidden
equipment from what is normal for the DeathLord Form.  These differences will
persist only until he Transforms for the first time. If Sei then returns to the
DeathLord Form, he will have the normal stats and equipment, which notably
include much-improved DEFenses.

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |    240 + 204   |    240 + 204   |    240 + 204   |    240 + 204   |
  LP |      4         |      4         |      4         |      4         |
  WP |     99         |     99         |     99         |     99         |
  JP |     66         |     66         |     66         |     66         |

 STR |     41         |     41         |     41         |     41         |
 QUI |     34         |     34         |     34         |     34         |
 INT |     34         |     34         |     34         |     34         |
 WIL |     40         |     40         |     40         |     40         |
 PSY |     34         |     34         |     34         |     34         |
 VIT |     44         |     44         |     44         |     44         |
 CHA |     40         |     40         |     40         |     40         |

Equipped Items:
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
 Hidden, Locked, and Form-dependent:
     |   SkeleMail    |   SkeleMail    |   SkeleMail    |   SkeleMail    |
     |   SkeleMail    |   SkeleMail    |   SkeleMail    |   SkeleMail    |
     |   KrisKnife    |   KrisKnife    |   KrisKnife    |   KrisKnife    |
     |   Mizukagami   |   Mizukagami   |   Mizukagami   |   Mizukagami   |

DEFenses:
   S |       35       |       35       |       35       |       35       |
   P |       67       |       67       |       67       |       67       |
   B |       11       |       11       |       11       |       11       |
   H |       21       |       21       |       21       |       21       |
   C |       45       |       45       |       45       |       45       |
   E |       45       |       45       |       45       |       45       |
   F |       21       |       21       |       21       |       21       |
   X |       51       |       51       |       51       |       51       |

Weight|       16       |       16       |       16       |       16       |

Attribute Immunities: Gaze, Water.
Ailment Immunities: Angry, Blind, Charm, Faint, Mess, Palsy, Sleep, Venom.

Equipped Abilities:
     |    Kusanagi    |    Kusanagi    |    Kusanagi    |    Kusanagi    |
     |    HPDrain     |    HPDrain     |    HPDrain     |    HPDrain     |
     |  MinionStrike  |  MinionStrike  |  MinionStrike  |  MinionStrike  |
     |   SacredSong   |   SacredSong   |   SacredSong   |   SacredSong   |
     | Deathsynthesis | Deathsynthesis | Deathsynthesis | Deathsynthesis |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

Abilities Pre-Absorbed:
 INIT 1-4:
   Max HP = 444, -> 448 after 1 battle.
   Prime HP: 204, -> 208 after 1 battle.
   Maximum Prime HP: 496 (Red/Riki); 492 (other scenario)
       Assist
       BattleSong
       Beak
       Beat
       Bloodsucker
       BoomerangHook
       BrainCrush
       CentipedeCrush
       CharmGaze
       Da-dum
       DaggerJaw
       DeathGaze
       Deathsynthesis
       DivingPress
       DoubleAxe
       ElfShot
       Fang
       FangCrush
       Grasp
       GremlinTouch
       HeatWave
       Horn
       HPDrain
       Hypnotism
       Ignis
       LifeRain
       LightBall
       Lullaby
       Maelstrom
       MagicHeal
       MagneticStorm
       MightyCyclone
       MinionStrike
       Petrify
       Photosynthesis
       PoisonGun
       Quake
       QuickSand
       Rock
       SacredSong
       SadSong
       Scream
       Silf
       Siren
       Spoil
       StoneGaze
       StunGaze
       Supersonic
       Thrust
       Tornado
       Tremor
       *Kusanagi

*Note that, due to a developer error, although Sei has Kusanagi in his Equipped
Abilities, it is NOT initially counted toward his Prime HP.  However, this
oversight will correct itself after Sei participates in his first battle,
provided you don't absorb something that overwrites Kusanagi in that battle.

-------------------------------------------------------------------------------

Name: Slime                Race/Gender: Monster                 ID: 25
Form: Slime

Note that the Slime Form is unique to the PC Slime, and cannot ever be regained
after Transforming out of it.

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |     90 +  40   |     90 +  40   |     90 +  40   |     90 +  40   |
  LP |     10         |     10         |     10         |     10         |
  WP |     26         |     26         |     26         |     26         |
  JP |     28         |     28         |     28         |     28         |

 STR |      8         |      8         |      8         |      8         |
 QUI |      6         |      6         |      6         |      6         |
 INT |      7         |      7         |      7         |      7         |
 WIL |     22         |     22         |     22         |     22         |
 PSY |     24         |     24         |     24         |     24         |
 VIT |     28         |     28         |     28         |     28         |
 CHA |      4         |      4         |      4         |      4         |

Equipped Items:
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
 Hidden, Locked, and Form-dependent:
     |   SlimyArmor   |   SlimyArmor   |   SlimyArmor   |   SlimyArmor   |
     |   SlimyArmor   |   SlimyArmor   |   SlimyArmor   |   SlimyArmor   |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

DEFenses:
   S |       16       |       16       |       16       |       16       |
   P |       32       |       32       |       32       |       32       |
   B |       64       |       64       |       64       |       64       |
   H |       16       |       16       |       16       |       16       |
   C |       16       |       16       |       16       |       16       |
   E |       16       |       16       |       16       |       16       |
   F |       16       |       16       |       16       |       16       |
   X |       16       |       16       |       16       |       16       |

Weight|        8       |        8       |        8       |        8       |

Attribute Immunities: Gaze, Throw, Water.
Ailment Immunities: None.

Equipped Abilities:
     |    Solvent     |    Solvent     |    Solvent     |    Solvent     |
     |    HPDrain     |    HPDrain     |    HPDrain     |    HPDrain     |
     |     Spoil      |     Spoil      |     Spoil      |     Spoil      |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

Abilities Pre-Absorbed:
 INIT 1-4:
   Max HP: 130, -> 134 after 1 battle.
   Prime HP: 40, -> 44 after 1 battle.
   Maximum Prime HP: 492 (Red); 484 (other scenario)
       BoomerangHook
       CentipedeCrush
       Deathsynthesis
       DivingPress
       Ignis
       LifeRain
       Photosynthesis
       PoisonGun
       Solvent
       Spoil
       *HPDrain

*Note that, due to a developer error, although Slime has HPDrain in its
Equipped Abilities, it is NOT initially counted toward its Prime HP.  However,
this oversight will correct itself after Slime participates in its first
battle, provided you don't absorb something that overwrites HPDrain in that
battle.

-------------------------------------------------------------------------------

Name: Suzaku               Race/Gender: Monster                 ID: 26
Form: SuzakuJr

Note that the initial stats and equipment for Suzaku's SuzakuJr Form are quite
different from what is normal for the SuzakuJr Form. This initial variant is
unique to the PC Suzaku and will persist only until it Transforms for the first
time. If Suzaku then returns to the SuzakuJr Form, or if any other Monster PC
gets the SuzakuJr Form, it will have the normal stats and equipment.

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |    440 + 140   |    440 + 140   |    440 + 140   |    440 + 140   |
  LP |      8         |      8         |      8         |      8         |
  WP |    108         |    108         |    108         |    108         |
  JP |      0         |      0         |      0         |      0         |

 STR |     62         |     62         |     62         |     62         |
 QUI |     80         |     80         |     80         |     80         |
 INT |     56         |     56         |     56         |     56         |
 WIL |     71         |     71         |     71         |     71         |
 PSY |     68         |     68         |     68         |     68         |
 VIT |     64         |     64         |     64         |     64         |
 CHA |     80         |     80         |     80         |     80         |

Equipped Items:
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
 Hidden, Locked, and Form-dependent:
     |  FireLeather   |  FireLeather   |  FireLeather   |  FireLeather   |
     |CelestialLeather|CelestialLeather|CelestialLeather|CelestialLeather|
     |   Protector    |   Protector    |   Protector    |   Protector    |
     |----------------|----------------|----------------|----------------|

DEFenses:
   S |       50       |       50       |       50       |       50       |
   P |       65       |       65       |       65       |       65       |
   B |       60       |       60       |       60       |       60       |
   H |       99       |       99       |       99       |       99       |
   C |       55       |       55       |       55       |       55       |
   E |       55       |       55       |       55       |       55       |
   F |       45       |       45       |       45       |       45       |
   X |       45       |       45       |       45       |       45       |

Weight|       12       |       12       |       12       |       12       |

Attribute Immunities: Ground.
Ailment Immunities: None.

Equipped Abilities:
     |  FireBarrier   |  FireBarrier   |  FireBarrier   |  FireBarrier   |
     |   FireBreath   |   FireBreath   |   FireBreath   |   FireBreath   |
     |      Wing      |      Wing      |      Wing      |      Wing      |
     |  GliderSpike   |  GliderSpike   |  GliderSpike   |  GliderSpike   |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

Abilities Pre-Absorbed:
 INIT 1-4:
   Max HP: 580
   Prime HP: 140
   Maximum Prime HP: 496 (Red); 492 (Riki); 488 (other scenario)
       ArcticBreath
       BattleSong
       BoltBlast
       BoltBreath
       BoomerangHook
       CentipedeCrush
       Da-dum
       Deathsynthesis
       DivingPress
       ElfShot
       FireBarrier
       FireBreath
       FlameBlast
       GasFlame
       GliderSpike
       Ignis
       Ink
       Kusanagi
       LifeRain
       LightBall
       Lullaby
       Maelstrom
       MagneticStorm
       Photosynthesis
       PoisonGun
       Quake
       QuickSand
       Rock
       SadSong
       Scream
       Silf
       Siren
       Supersonic
       Tremor
       Wing

-------------------------------------------------------------------------------

Name: Thunder              Race/Gender: Monster                 ID: 21
Form: Ogre

Note that Thunder's initial Ogre Form has different BaseHP, WP, STR, and CHA
from what is normal for the Ogre Form.  These differences will persist only
until it Transforms for the first time. If Thunder then returns to the Ogre
Form, or if any other Monster PC gets the Ogre Form, it will have the normal
stats.

           INIT 1           INIT 2           INIT 3           INIT 4
  HP |    180 +  48   |    180 +  48   |    180 +  48   |    180 +  48   |
  LP |     10         |     10         |     10         |     10         |
  WP |     36         |     36         |     36         |     36         |
  JP |     28         |     28         |     28         |     28         |

 STR |     25         |     25 +   5   |     25 +  10   |     25 +  15   |
 QUI |     11         |     11         |     11         |     11         |
 INT |     16         |     16         |     16         |     16         |
 WIL |     12         |     12         |     12         |     12         |
 PSY |     20         |     20         |     20         |     20         |
 VIT |     24         |     24         |     24         |     24         |
 CHA |      6         |      6         |      6         |      6         |

Equipped Items:
     |----------------|   FangAmulet   |   FangAmulet   |   FangAmulet   |
     |----------------|----------------|   FangAmulet   |   FangAmulet   |
     |----------------|----------------|----------------|   FangAmulet   |
     |----------------|----------------|----------------|----------------|
 Hidden, Locked, and Form-dependent:
     |  BeastLeather  |  BeastLeather  |  BeastLeather  |  BeastLeather  |
     |   Protector    |   Protector    |   Protector    |   Protector    |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

DEFenses:
   S |       16       |       17       |       18       |       19       |
   P |       27       |       28       |       29       |       30       |
   B |       22       |       23       |       24       |       25       |
   H |        7       |       13       |       19       |       25       |
   C |       17       |       23       |       29       |       35       |
   E |        7       |       13       |       19       |       25       |
   F |        7       |        8       |        9       |       10       |
   X |        7       |       13       |       19       |       25       |

Weight|        8       |       10       |       12       |       14       |

Attribute Immunities: None.
Ailment Immunities: None.

Equipped Abilities:
     |   BoltBreath   |   BoltBreath   |   BoltBreath   |   BoltBreath   |
     |   GroundHit    |   GroundHit    |   GroundHit    |   GroundHit    |
     |      Dash      |      Dash      |      Dash      |      Dash      |
     |     Feint      |     Feint      |     Feint      |     Feint      |
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|
     |----------------|----------------|----------------|----------------|

Abilities Pre-Absorbed:
 INIT 1-4:
   Max HP: 228
   Prime HP: 48
   Maximum Prime HP: 496 (Red); 492 (Riki); 488 (other scenario)
       BoltBreath
       BoomerangHook
       CentipedeCrush
       Dash
       Deathsynthesis
       DivingPress
       Feint
       GroundHit
       Ignis
       LifeRain
       Photosynthesis
       PoisonGun

-------------------------------------------------------------------------------





**********************
*  Avoiding Attacks  *                                                [AVOID01]
**********************


This section is still under construction.  Most of the data is here, but I
haven't had time yet to write detailed explanations or analyses.





*********************************************
*  Avoiding Attacks                         *                         [AVOID02]
*  --Ability Elements & Evasion Data Chart  *
*********************************************


This is an expansion of my old Ability Elements Chart.

I personally translated all of this from the game's data and made it into this
chart for ease of reference.  With it, you can see in what ways it is possible
to avoid every Ability in the game.

Prior to a previous release, I had found that certain Abilities (e.g. LifeSteal
and FireKiss) were not actually vulnerable to certain Evade/Counters, despite
being listed as vulnerable in the game's data, but at the time, I didn't know
why.  I've figured it out now, and as you might expect, it's a bug.

One of the conditions for many of the Evade/Counters is that the Ability must
have only 1 Target this time, even if it is capable of targeting more than one
at once.  Well, Abilities which drain an Opponent to heal the Actor (e.g.
LifeSteal and FireKiss) always actually have at least 2 Targets: the Opponent,
who gets hurt, AND the Actor, who gets healed.

If the developers had not intended for these drain-Abilities to be vulnerable
to 1-Target Evade/Counters, they presumably wouldn't have bothered to set those
vulnerabilities in the data for those Abilities, which is why I say this is a
bug.  Instead of restricting Evade/Counter activation on the basis of the
number of TOTAL Targets, they should have done it on the basis of only the
number of OPPONENT Targets.  Oops.

This bug should affect all the drain-Abilities (Bloodsucker{08a}, Grasp,
GhostTouch, FireKiss, HPDrain, PowerGrab, BloodSucker{1b3}, Lord'sDinner, and
LifeSteal), but I haven't tested them all to be absolutely certain.

Similarly, Death and Deathcurse should be affected, since they always count the
Actor as a Target, in case they need to reduce the Actor's LP for failing to
reduce an Opponent Target's LP (yes, the Actor IS considered a Target even if
s/he takes no LP damage).

KAMIKAZE-Crush should be affected as well, since the Actor needs to be a Target
in order to damage its own LP.

KaiserSmash is also definitely affected (I tested it), because, somewhat
similarly to KAMIKAZE-Crush, its EP (3e) was apparently originally intended to
do a "sacrifice" attack, in which the Actor willingly damages himself (HP only,
in this case) in the process of attacking an Opponent.  This concept was later
changed to a normal attack, but instead of removing the Actor as a Secondary
Target, they just made the Actor Immune to his own attack, which is why you
can't see any on-screen indication that he's attacking himself, even though he
technically still is.  ShadowCounter, which also uses EP 3e, would have been
affected as well, but it was never intended to be vulnerable to any of the
1-Target Evade/Counters anyway.

Similar to KaiserSmash, the EP 3f Abilities Al-Phoenix, Re-Al-Phoenix, and
DeflectLance, which were all supposed to be vulnerable to ReactionShot and
GlassShield, actually aren't.  As with EP 3e, EP 3f was also apparently
originally intended to do a "sacrifice" attack, and was later changed to a
normal attack, again merely by making the Actor Immune to his own attack
instead of actually removing the Actor as a Secondary Target.

-------------------------------------------------------------------------------

Ability: Name of the Ability.

---

Elements:

S: Slash
P: Pierce
B: Blunt
H: Heat
C: Cold
E: Electric
F: Force
X: Status

---

Shld: Vulnerability to Shield Block.  SMALLER number gives better Chance to
     Block:
 U = Unblockable
 4 = 1/4 Chance
 2 = 1/2 Chance
 1 = Full Chance
 * = Listed in the data as Blockable, but actually not, because no Shield can
     Block its Element (Status)

---

Evd/Ctr: Vulnerability to Evade/Counter Abilities.

C: Contact (vulnerable to Godless, Kasumi, InterceptSystem, BervaCounter,
  Barriers)</pre><pre id="faqspan-5">
D: Vulnerable to Deflect, LightSword Deflect, CrossDeflect, SwayBack(inc Berva)
K: Vulnerable to KO Throw, and is Contact
T: Vulnerable to DragonTurn, and is Contact
R: Vulnerable to ReactionShot
G: Vulnerable to GlassShield, ShadowServant
W: Vulnerable to WallRune (i.e. is Piercing)
P: Vulnerable to PsychicPrison/BackFire
*: Listed in the data as Vulnerable to the Evade/Counter for this column, but
  actually not, because this Ability ALWAYS has more than 1 Target.

---

Alw: Does the Ability Allow or prevent the use of certain Evasions?

b: Prevent user from Shield Blocking
S: Allow user to use Sword Evasions (Deflect, Kasumi)
M: Allow Martial Arts Evasions (SwayBack, KO Throw, DragonTurn)

---

Attrib: Attributes, primarily used to determine Immunity.

G: Ground
Z: Gaze
S: Sonic
W: Water
T: Throw
A: Anti-Air

---

Dodge: Notes which Dodge Ability Dodges this Ability, if any.

I list [ECM] for the EP 08 (Missile) Abilities for ease of reference, but be
aware that ECM actually causes Missiles to Miss, not be Dodged, and ECM does
not work simply by having it Equipped--it must first be used (and its effect
can be removed if CounterECM is used afterwards), after which it will cause ALL
Missiles used by anyone in that battle to Miss, NOT just those aimed at the ECM
Actor, or even just that Actor's Allies.

-------------------------------------------------------------------------------

               Ability Elements & Evasion Data Chart
                           by Zaraktheus


   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
               |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
         Slash |S-------|---1 CD--RG-- -S-|------|
     StunSlash |S-------|---1 CD--RG-- -S-|------|
   DoubleSlash |S-------|---1 CD--RG-- -S-|------|
     HardSlash |S-B-----|---1 CD--RG-- -S-|------|
        Thrust |SP------|-4-- CD--RGW- bS-|------|
    CrossSlash |S-------|-4-- CD--RG-- bS-|------|
         Smash |S-B-----|---1 CD--RG-- -S-|------|
  SwallowSwing |S-------|---1 ----RG-- -S-|-----A|
 ThunderThrust |SP---E--|-4-- CD--RGW- bS-|------|
   Heaven/Hell |S-------|--2- CD--RG-- -S-|------|
    WheelSlash |S-------|---1 -D--RG-- -S-|------|
  WillowBranch |SP------|--2- CD--RGW- -S-|------|
       Deflect |--------|---- -------- -S-|------|
     BearCrush |S-B-----|---1 CD--RG-- -S-|------|
       DeadEnd |SP------|--2- CD--RGW- -S-|------|
      HeadWind |S-------|--2- CD--RG-- -S-|------|
  TripleThrust |SP------|-4-- -----GW- bS-|------|
        Kasumi |SPBHCEF-|U--- -------- -S-|------|
      NoMoment |S-B-----|U--- -------- -S-|------|
     GaleSlash |SP------|---1 ----RGW- -S-|-----A| DodgeGale
    2GaleSlash |SP------|---1 ----RGW- bS-|-----A| DodgeGale
  Still Stream |S-------|U--- CD--RG-- -S-|------|
 TurbidCurrent |S-------|---1 -------- -S-|------|
  CrossDeflect |--------|---- -------- bS-|------|
    RisingNova |S--H----|--2- CD--RG-- -S-|------|
 RosarioImpale |SP------|---1 -----GW- -S-|------|
     TwinSword |S-------|---1 CD--RG-- -S-|------|
 Haze-to-Wheel |S-------|---1 -------- -S-|------|
 LifeSprinkler |S-------|U--- -------- -S-|------|
       Godless |SPBHCEF-|U--- -------- -S-|------|


   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
               |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
         Asura |S-------|---1 -----G-- -S-|------|
  AsuraRevenge |S-----F-|U--- -------- -S-|------|
  MoonlightCut |S-------|-4-- CD--RG-- -S-|------|
 ShadowCounter |S-------|---1 -------- -S-|------|
      Blizzard |S---C---|U--- ----RG-- -S-|------|
   Tres Flores |S-------|---1 CD--RG-- -S-|------|
        Katana |S-------|---1 CD--RG-- -S-|------|
      RaySword |S-----F-|---1 CD--RG-- -S-|------|
    KaiserWing |SP------|---1 ----RGW- -S-|------|
   KaiserSmash |S-B-----|---1 **--**-- -S-|------|


   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
               |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
DestructionBeam |-----EF-|---1 ----RG-- ---|------| Evasion Laser
  MaginRampage |S-B-----|U--- -------- ---|------|
       ClawBit |SP------|---1 ------W- ---|------|
       ClawBit |-------X|---- -------- ---|------|
       ClawBit |SP------|U--- ------W- ---|------|
       ClawBit |-------X|---- -------- ---|------|
       Counter |SPBHCEFX|---- -------- ---|------|
   CounterChop |SPBHCEFX|---- -------- ---|------|
   CounterFist |SPBHCEFX|---- -------- ---|------|
CounterBckFist |SPBHCEFX|---- -------- ---|------|
 CounterThrust |SPBHCEFX|---- -------- ---|------|
  CounterSlice |SPBHCEFX|---- -------- ---|------|
      KO Punch |SPBHCEFX|---- -------- ---|------|
       KO Kick |SPBHCEFX|---- -------- ---|------|
       KO Fist |SPBHCEFX|---- -------- ---|------|
      KO Kicks |SPBHCEFX|---- -------- ---|------|
      KO Swing |SPBHCEFX|---- -------- ---|------|
        KO Run |SPBHCEFX|---- -------- ---|------|
    DragonBeat |SPBHCEFX|---- -------- ---|------|
   DragonSlide |SPBHCEFX|---- -------- ---|------|
    DragonFist |SPBHCEFX|---- -------- ---|------|
 DragonBckFist |SPBHCEFX|---- -------- ---|------|
  DragonSuplex |SPBHCEFX|---- -------- ---|------|
   DragonSwing |SPBHCEFX|---- -------- ---|------|


   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
               |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
          Shot |-P------|---1 -D--RGW- ---|------| Evasion Bullet
     SharpShot |-P------|---1 -D--RGW- ---|------| Evasion Bullet
     FocusShot |-P------|---1 -D--RGW- ---|------| Evasion Bullet
     TotalShot |-P------|---1 -D--RGW- ---|------| Evasion Bullet
     TrickShot |-P------|---1 ----RGW- ---|------| Evasion Bullet
  ReactionShot |-P------|U--- -D--RG-- ---|------| Evasion Bullet
      StunShot |-P------|U--- ----R-W- ---|G-----| Evasion Bullet
     CrossShot |-P------|---1 -D--RGW- ---|------| Evasion Bullet
     BoundShot |-P------|U--- ----RGW- ---|------| Evasion Bullet
     QuickDraw |-P------|---1 -D--RGW- ---|------|
        Twogun |-P------|---1 -D--RGW- ---|------|
      TestShot |-P------|U--- ------W- ---|------|
  IronclogShot |-PB-----|---1 -D--RGW- ---|------|
     HyperGaze |-------X|U--- -----G-- ---|-Z----| DodgeGaze
    JudgementX |---HCE--|U--- -----G-- ---|------|
  ProtonRocket |-PBH----|U--- -D---GW- ---|------| Evasion Rocket
MysticalChange |--------|---- -------- ---|------|
AlkaiserChange |--------|---- -------- ---|------|
    MagmaTouch |-------X|---* CD---G-- ---|------|
    MagicStone |---HCE--|--2- -----G-- ---|------|
     SonicWave |------F-|--2- -----G-- ---|------|


   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
               |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
    BrightFist |--B---F-|---1 CD--RG-- ---|------|
 SparklingRoll |--B---F-|---1 -D--RG-- ---|------|
     FlashTurn |--B---F-|---1 ----RG-- ---|------|
    Al-Blaster |-PB-----|U--- ----RGW- ---|------|
    Al-Phoenix |-P----F-|U--- ----**W- ---|------|
 Re-Al-Phoenix |-P----F-|U--- ----**W- ---|------|
   ShiningKick |--B---F-|---1 -D--RG-- ---|------|
  DeflectLance |-P------|U--- ----**W- ---|------|
  FinalCrusade |-------X|---- -------- ---|------|
  Dark Phoenix |-P----F-|U--- ------W- ---|------|
  LightningWeb |-----E--|U--- -------- ---|------|


   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
               |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
         Punch |--B-----|---1 CDK-RG-- --M|------|
          Kick |--B-----|---1 CD-TRG-- --M|------|
      AirThrow |--B-----|U--- ----R--- b-M|----T-|
          Chop |--B-----|---1 CDK-RG-- --M|------|
       Sliding |--B-----|---1 CD-TRG-- --M|G-----|
 RollingCradle |--B-----|U--- CDK-R--- b-M|----T-|
      SwayBack |--------|---- -------- --M|------|
          Fist |-PB---F-|--2- ----RGW- --M|------|
      Backfist |--B-----|--2- CDK-RG-- --M|------|
     CrushBeat |--B-----|---1 CDK-RG-- --M|------|
 Rotation Kick |--B-----|---1 CD-TRG-- --M|------|
      KO Throw |SPBHCEF-|U--- -------- --M|------|
        Suplex |--B-----|U--- ----RG-- b-M|----T-|
    GiantSwing |--B-----|U--- ----RG-- b-M|----T-|
      GoldHand |--B---F-|--2- ----RG-- --M|------|
  BabelCrumble |--B-----|U--- ----R--- b-M|----T-|
  TriangleKick |-PB---F-|-4-- ----RGW- --M|------|
       OgreRun |--B-----|---1 ----RG-- --M|G-----|
       Scuffle |--B-----|-4-- ----RG-- b-M|------|
   LocomotionG |--B-----|U--- ----RG-- b-M|----T-|
    DragonTurn |SPBHCEF-|U--- -------- --M|------|
      Lastshot |--B-----|U--- -------- --M|------|
     Corkscrew |--B-----|-4-- -------- --M|------|
    SkyTwister |--B---F-|U--- CDK-RG-- --M|------|
           DSC |--B-----|U--- -------- --M|----T-|
       Contact |--B-----|U--- -------- --M|------|
         Shock |-------X|U--- -------- --M|------|
          Beat |--B-----|---1 CD--RG-- --M|------|
         Touch |--B-----|U--- -------- --M|------|
      SwingDDT |--B-----|U--- ----RG-- --M|----T-|
    VandalFlip |--B-----|U--- ----RG-- --M|----T-|
     PowerBomb |--B-----|U--- ----RG-- --M|----T-|


   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
               |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
          Fang |S-------|---1 CD--RG-- ---|------|
     FangCrush |S-------|---1 CD--RG-- ---|------|
     DaggerJaw |SPBHCEF-|-4-- CD--RGW- ---|------|
          Beak |SP------|---1 CD--RGW- ---|------|
          Horn |SP------|---1 CD--RGW- ---|------|
      StunGaze |-------X|---* -------- ---|-Z----| DodgeGaze
     CharmGaze |-------X|---* -------- ---|-Z----| DodgeGaze
     StoneGaze |-------X|---* -------- ---|-Z----| DodgeGaze
     DeathGaze |-------X|---* -------- ---|-Z----| DodgeGaze
     Hypnotism |-------X|---* -------- ---|-Z----|
   Bloodsucker |------F-|---1 **--**-- ---|------| DodgeDrain
         Grasp |------F-|U--- -*---*-- ---|------|
       Petrify |S-B-----|---1 CD--RG-- ---|------|


   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
               |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
     DoubleAxe |S-------|---1 CD--RG-- ---|------|
    BrainCrush |S-B-----|---1 CD--RG-- ---|------|
          Beat |--B-----|---1 CDK-RG-- ---|------|
      Scissors |S-B-----|---1 CDK-RG-- ---|------|
     PowerBeat |--B-----|---1 CDK-RG-- ---|------|
      Psychout |-------X|---* ----RG-- ---|------|
          Chop |-PB-----|---1 CDK-RGW- ---|------|
        Feeler |--B-----|-4-- CDK-RG-- ---|------|
          Claw |S-------|---1 CDK-RG-- ---|------|
     DeathGrip |S-------|---1 CDK-RG-- ---|------| DodgeDeathGrip
    PoisonGrip |S-B-----|---1 CDK--G-- ---|------|
    GhostTouch |------F-|---1 ***--*-- ---|------| DodgeTouch
    DeathTouch |-------X|---* CDK--G-- ---|------| DodgeTouch
     StunTouch |-------X|---* CDK--G-- ---|------| DodgeTouch
         Blade |S-------|---1 CDK-RG-- ---|------|
    GaleAttack |SP------|---1 -D--RGW- ---|-----A| DodgeGale
     GroundHit |S-B-----|---1 CDK-RG-- ---|------|
     HeatSmash |S--H----|---1 CDK-RG-- ---|------|
      IceSmash |S---C---|---1 CDK-RG-- ---|------|
     TitasWave |S-B-----|---1 -----G-- ---|--S---|
        Thrust |SP------|---1 CDK-RGW- ---|------|


   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
               |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
          Kick |--B-----|---1 CD-TRG-- ---|------|
       Trample |--B-----|---1 -D---G-- ---|------| DodgeSmash
GriffithScratch |S-B-----|---1 CD-T-G-- ---|------|
          Tail |--B-----|---1 CD-TRG-- ---|G-----| DodgeTail
       TailHit |--B-----|---1 CD-T-G-- ---|G-----| DodgeTail
         Sweep |-------X|---* CD-TRG-- ---|G-----|
    SpinAttack |--B-----|U--- -------- ---|------|
       Stinger |-P------|--2- -D---GW- ---|------| DodgeNeedle
  PoisonNeedle |-P------|--2- -D---GW- ---|------| DodgeNeedle
         Feint |-------X|---* -D---G-- ---|------|


   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
               |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
  MinionStrike |--B-----|---1 -D--RG-- ---|------|
          Heal |-------X|---- -------- ---|------|
         Coils |--B-----|---1 CD--RG-- ---|------|
        Tackle |--B-----|---1 CD--RG-- ---|------| DodgeTackle
          Dash |--B-----|---1 CD--RG-- ---|------| DodgeTackle
      Headbutt |--B-----|---1 CD---G-- ---|------| DodgeTackle
      Stampede |--B-----|---1 CD---G-- ---|------|
          Wing |SP------|---1 -D---GW- ---|------| DodgeWing
   GliderSpike |-P------|---1 -D--RGW- ---|------| DodgeWing
   Oscillation |------F-|---1 -D---G-- ---|--S---|
      FireKiss |--B---F-|---1 **---*-- ---|------| DodgeDrain
         Spore |------F-|---1 -D---G-- ---|------| DodgePowder
    SeedVulcan |-P------|---1 -D---GW- ---|------|
       Solvent |------F-|---1 -----G-- ---|---W--|
       Needles |-P------|---1 -D--RGW- ---|------| DodgeNeedle
   FireBarrier |---H----|U--- -------- ---|------|
    IceBarrier |----C---|U--- -------- ---|------|
   BoltBarrier |-----E--|U--- -------- ---|------|
   CounterFear |-------X|U--- -------- ---|------|
  PsyReflecter |-------X|U--- -------- ---|------|
      Kusanagi |S----E--|---1 -D---G-- ---|------|


   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
               |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
      GasFlame |---H----|---1 -----G-- ---|------|
    FireBreath |---H----|---1 -----G-- ---|------|
    FlameBlast |---H----|---1 -----G-- ---|------|
  ArcticBreath |----C---|---1 -----G-- ---|------|
    BoltBreath |-----E--|---1 -----G-- ---|------|
     BoltBlast |-----E--|---1 -----G-- ---|------|
           Ink |------F-|---1 -----G-- ---|---W--|
   WaterCannon |-PB-----|---1 -----GW- ---|---W--|
      StinkGas |------F-|---1 -----G-- ---|------|
     PoisonGas |------F-|---1 -----G-- ---|------|
      StoneGas |------F-|---1 -----G-- ---|------|
      SleepGas |------F-|---1 -----G-- ---|------|
       TripGas |------F-|---1 -----G-- ---|------|
     MadAttack |--B-----|---1 -----G-- ---|------|
   BeetleJuice |------F-|---1 -----G-- ---|---W--|
    AcidBreath |------F-|---1 -----G-- ---|---W--|
    DeadlyMoss |-------X|---* -----G-- ---|------| DodgePowder
  SphinxRiddle |-------X|---* -----G-- ---|------| DodgeRiddle


   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
               |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
   Kylin'sSong |--------|---- -------- ---|--S---|
       HPDrain |------F-|---1 ----**-- ---|------| DodgeDrain
     Seduction |-------X|---* ----RG-- ---|------| DodgeSeduction
     Pheromone |-------X|---* ----RG-- ---|------| DodgeSeduction
         Flash |-------X|---* ----RG-- ---|------| DodgeFlash
     SpiderNet |-------X|---* ----RG-- ---|------| DodgeNet
      BladeNet |S-------|---1 ----RG-- ---|------| DodgeNet
   Ectoplasnet |-------X|---* ----RG-- ---|------| DodgeNet
   Thunderbolt |-----E--|---1 ----RG-- ---|------| DodgeThunder
    PainPowder |------F-|---1 ----RG-- ---|------| DodgePowder
    PoisonMist |-------X|---* ----RG-- ---|------|
      IllStorm |-------X|---* ----RG-- ---|------|
     Windblast |-P----F-|---1 ----RGW- ---|------|
       Tornado |-P----F-|---1 ----RGW- ---|------|
    SacredSong |------F-|---1 ----RG-- ---|--S---|
     MagicHeal |-------X|---- -------- ---|------|
        Assist |-------X|---- -------- ---|------|
         Spoil |-------X|---* ----RG-- ---|------|
  GremlinTouch |--B---F-|---1 CD--RG-- ---|------| DodgeTouch
      HeatWave |---H----|---1 ----RG-- ---|------|
 MightyCyclone |--B-----|---1 ----RG-- ---|----T-|
     Maelstrom |------F-|---1 ----RG-- ---|---W--|
       ElfShot |-P----F-|---1 -D--RGW- ---|------|
    Supersonic |------F-|---1 ----RG-- ---|--S---|
       Lullaby |-------X|---* ----RG-- ---|--S---|
        Scream |------F-|---1 ----RG-- ---|--S---|
         Siren |------F-|---1 ----RG-- ---|--S---|
        Da-dum |--------|---- -------- ---|--S---|
     LightBall |------F-|---1 ----RG-- ---|------|
        Tremor |--B-----|U--- ----RG-- ---|G-----| DodgeTremor
         Quake |--B-----|U--- ----RG-- ---|G-----| DodgeTremor
     QuickSand |--B-----|U--- ----RG-- ---|G-----|
          Rock |--B-----|---1 ----RG-- ---|------| DodgeRock
 MagneticStorm |-----EF-|---1 ----RG-- ---|------|
    BattleSong |-------X|U--- -------- ---|--S---|
       SadSong |-------X|U--- -------- ---|--S---|
          Silf |----CE--|---1 ----RG-- ---|------|
         Ignis |---H----|---1 ----RG-- ---|------|
      LifeRain |-------X|---- -------- ---|------|
   DivingPress |--B-----|U--- -D--RG-- ---|------| DodgeSmash
     PoisonGun |------F-|---1 ----RG-- ---|---W--|
CentipedeCrush |--B-----|U--- -------- ---|------| DodgeTackle
 BoomerangHook |--B-----|---1 CDK-RG-- ---|------|
Photosynthesis |--------|---- -------- ---|------|
Deathsynthesis |--------|---- -------- ---|------|


   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
               |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
        SunRay |---H----|---1 ----RG-P b--|------|
 StarlightHeal |-------X|---- -------P b--|------|
     FlashFire |---H----|U--- ----RG-P b--|------|
    FlashFlood |-------X|U--- ----RG-P b--|---W--|
    LightSword |-------X|---- -------P b--|------|
 MegaWindblast |---HCE--|---1 ----RG-P b--|------|
   Kyon'sSmile |S-------|---1 CD--RG-P ---|------|
    Salamander |---H----|---1 CD--RG-P ---|------|


   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
               |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
     PowerGrab |------F-|---1 ----**-P b--|------|
    Hidebehind |-------X|U--- ----RG-P b--|------|
     ShadowNet |-------X|U--- ----RG-P b--|------|
   Kyon'sSmile |S-------|U--- -------P b--|------|
    DarkSphere |------F-|U--- ----RG-P b--|------|
 ShadowServant |-------X|---- -------P b--|------|
   FireySpirit |-------X|---- -------P b--|------|
       Macumba |-------X|U--- -------P b--|------|


   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
               |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
    VaporBlast |-P------|U--- ----RGWP b--|-----A|
        Vanish |-------X|U--- ----RG-P b--|------|
ReverseGravity |--B-----|U--- ----R--P b--|------|
    LightShift |-------X|---- -------P b--|------|
     DarkShift |-------X|---- -------P b--|------|
        Vortex |-------X|U--- -------P b--|------|
 SatelliteBeam |-P---E--|U--- ------WP b--|------|
      Graviton |---HCEF-|---1 ----RG-P b--|------|


   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
               |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
    DelayOrder |-------X|---* ----RG-P b--|------|
      TimeLeap |-------X|U--- ----RG-P b--|------|
   ChaosStream |------F-|U--- ----RG-P b--|------|
   TimeEclipse |------F-|U--- ----RG-P b--|------|
   TimeTwister |--------|---- -------P b--|------|
     OverDrive |--------|---- -------P b--|------|
   Revolution9 |-------X|---- -------P b--|------|
   Revolution9 |----C--X|U--- -------P b--|------|


   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
               |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
   EnergyChain |------F-|---1 ----RG-P b--|------|
     Implosion |---H----|---1 ----RG-P b--|------|
   PsychoArmor |-------X|---- -------P b--|------|
          Gate |--------|---- -------P b--|------|
 PsychicPrison |--------|---* ----RG-P b--|------|
 VermilionSand |-P----F-|-4-- ----RGWP b--|------|
  Regeneration |--------|---- -------P b--|------|
      BackFire |------F-|U--- -------P b--|------|


   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
               |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
   Fascination |-------X|---* ----RG-P b--|------|
  PhantasmShot |SP------|---1 ----RGWP b--|------|
   GlassShield |-------X|---- -------P b--|------|
  PhantasmShot |SP------|---1 ----RGWP b--|------|
   MirrorShade |--------|---- -------P b--|------|
     Selection |-------X|U--- -------P b--|------|
   BrokenGlass |S-------|---- -------P b--|------|
   BrokenGlass |--------|U--- -------P b--|------|


   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
               |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
      MindHeal |-------X|---- -------P b--|------|
    Spellbound |-------X|---* ----RG-P b--|------|
     Evaporate |-------X|---- -------P b--|------|
      IronPole |--B-----|U--- -------P b--|------|
      Lifewave |------FX|U--- ----RG-P b--|------|
     Awakening |-------X|---- -------P b--|------|
          Yell |-------X|---- -------P b--|--S---|
         Drunk |--------|U--- -------P b--|------|


   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
               |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
      RavaShot |------F-|---1 ----RG-P b--|------|
   PainDoubler |--------|---* ----RG-P b--|------|
    Deathcurse |-------X|U--- ----*--P b--|------|
     SharpPain |-------X|---* ----RG-P b--|------|
   RavaBarrire |-------X|---- -------P b--|------|
   MagiDefense |------F-|---1 ----RG-P b--|------|
   RavaBarrire |----C--X|U--- -------P b--|------|
    Possession |-------X|U--- -------P ---|------|


   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
               |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
         Saber |SP------|---1 ----RGWP b--|------|
        Shield |-------X|---- -------P b--|------|
         Grail |-------X|---- -------P b--|------|
          Gold |-------X|---* ----RG-P b--|------|
      Magician |-------X|---- -------P b--|------|
         Death |-------X|U--- ----*--P b--|------|
         Tower |-----E--|---1 ----RG-P b--|------|
          Fool |--------|U--- -------P b--|------|


   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
               |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
   VictoryRune |-------X|---- -------P b--|------|
  VitalityRune |-------X|---- -------P b--|------|
      HideRune |-------X|---- -------P b--|------|
   FreedomRune |-------X|---- -------P b--|------|
      WallRune |-------X|---- -------P b--|------|
     DwarfRune |-------X|---* ----RG-P b--|------|
    StasisRune |--------|U--- -------P b--|------|
      SoulRune |--------|---- -------P b--|------|


   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
               |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
     Sacrifice |-------X|---- -------P b--|------|
        Reviva |-------X|---- -------P b--|------|
     DirtyFang |S-------|---1 CD--RG-- ---|------|
ElementDissolve |-------X|---* CD--RG-- ---|------|
    BraveHeart |-------X|---- -------- ---|------|
    Enemy Fire |-P------|--2- CD--RGWP ---|------|
        Reviva |-------X|---- -------P ---|------|
CounterMagician |-------X|U--- -------P ---|------|


   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
               |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
      BlackCat |------F-|---1 ----RG-P b--|------|
     Nightmare |------F-|---1 ----RG-P b--|------|
        Jackal |------F-|---1 ----RG-P b--|------|
    Cockatrice |------F-|---1 ----RG-P b--|------|
        Reaper |------F-|---1 ----RG-P b--|------|
MillionDollers |SP-H----|---1 -D--RGW- ---|------|
    ShadowHold |-------X|---* ----RG-- ---|------|
    SilverFang |S-------|---1 CD--RG-P ---|------|


   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
               |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
    DodgeDrain |-------X|---- -------- ---|------|
    DodgeTouch |-------X|---- -------- ---|------|
     DodgeGale |-------X|---- -------- ---|------|
    DodgeSmash |-------X|---- -------- ---|------|
     DodgeTail |-------X|---- -------- ---|------|
   DodgeNeedle |------F-|---- -------- ---|------|
   DodgeTackle |------F-|---- -------- ---|------|
     DodgeWing |------F-|---- -------- ---|------|
   DodgePowder |-------X|---- -------- ---|------|
   DodgeRiddle |-------X|---- -------- ---|------|
DodgeSeduction |-------X|---- -------- ---|------|
    DodgeFlash |-------X|---* ----RG-- ---|------|
      DodgeNet |-------X|---- -------- ---|------|
  DodgeThunder |-------X|---- -------- ---|------|
   DodgeTremor |-------X|---- -------- ---|------|
     DodgeRock |-------X|---- -------- ---|------|
     DodgeGaze |-------X|---- -------- ---|------|
DodgeDeathGrip |-------X|---- -------- ---|------|
   Kyon'sSmile |-------X|---- -------- ---|------|
   Kyon'sSmile |-------X|---- -------- ---|------|
   Kyon'sSmile |-------X|---- -------- ---|------|
 Evasion Laser |S-------|---- -------- ---|------|
Evasion Rocket |S-------|---- -------- ---|------|
Evasion Bullet |S-------|---- -------- ---|------|
         Virus |S-------|---- -------- ---|------|
   Kyon'sSmile |S-------|---- -------- ---|------|
ShootingMastery |S-------|---- -------- ---|------|
 CombatMastery |S-------|---- -------- ---|------|
  TigerProgram |S-------|---- -------- ---|------|
 DragonProgram |S-------|---- -------- ---|------|
MaxwellProgram |S-------|---- -------- ---|------|
    SelfRepair |S-------|---- -------- ---|------|


   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
               |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
       Blaster |-----EF-|---1 ----RG-- ---|------| Evasion Laser
  BlasterSword |S-----F-|---1 CD--RG-- ---|------|
     Paralyzer |-------X|---* ----RG-- ---|------|
  SonicBlaster |------F-|---1 ----RG-- ---|--S---|
   WaterCannon |-PB-----|---1 -D--RGW- ---|---W--|
    BeamCannon |---H----|---1 ----RG-- ---|------|
    Magnablast |-----E--|---1 ----RG-- ---|------|
        Vulcan |-P------|---1 -D--RGW- ---|------| Evasion Bullet
    BoltCannon |-----E--|---1 ----RG-- ---|------|
  FlameThrower |---H----|---1 ----RG-- ---|------|
   BoltThrower |-----E--|---1 ----RG-- ---|------|
  PlasmaBullet |-----EF-|---1 ----RG-- ---|------|
     HE-Rocket |-PBH----|U--- -D--RGW- ---|------| Evasion Rocket
     RandomBaz |-PBH----|U--- -D--RGW- ---|------| Evasion Rocket
       Missile |-PBH----|U--- -D--RGW- ---|------| [ECM]


   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
               |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
     MecSonata |------F-|---1 ----RG-- ---|--S---|
     BeamSword |S--H--F-|---1 CD--RG-- ---|------|
           ECM |-------X|---- -------- ---|------|
        Hammer |--B-----|---1 CD--RG-- ---|------|
StarlightShower |--BH-EF-|---1 ----RG-- ---|------|
KAMIKAZE-Crush |--BH-E--|U--- -----*-- ---|------|
    AT-Missile |-PBH----|U--- -D--RGW- ---|------| [ECM]
  MicroMissile |-PBH----|U--- -D--RGW- ---|------| [ECM]
InterceptSystem |SPBHCEF-|U--- -------- ---|------|
    RailCannon |-PB-----|---1 -D--RGW- ---|------|
 MachineVulcan |-P------|---1 -D--RGW- ---|------| Evasion Bullet
 Shock Soldier |SPB-----|---1 ----RGW- ---|G-----| Evasion Bullet
    Pop-Knight |SPB-----|---1 ----RGW- ---|-----A| Evasion Bullet
         Laser |------F-|---1 ----RG-- ---|------| Evasion Laser
      Graviton |------F-|---1 ----RG-- ---|------| Evasion Laser
           Bit |-------X|U--- -------- ---|------| Evasion Laser
SatelliteLinker |-------X|---- -------- ---|------|
    RepairPack |------F-|---- -------- ---|------|
    CosmicRave |--BH-EF-|---1 ----RG-- ---|------|
     LogicBomb |-------X|---* -D--RG-- ---|------|
        Jammer |-------X|---* ----RG-- ---|------|
    HypnoFlash |-------X|---* ----RG-- ---|------| DodgeFlash
   PluralSlash |S--H--F-|---1 CD--RG-- ---|------|
    CounterECM |-------X|U--- -------- ---|------|
         V-MAX |-------X|---- -------- ---|------|
     Crosshair |-P------|---1 -D--RGW- ---|------|
     RangeFire |-P------|---1 -D--RGW- ---|------|
       Magnify |------F-|U--- ----RG-- ---|------| Evasion Laser
         V-END |-------X|---- -------- ---|------|
   HammerCrush |--B-----|---1 CD--RG-- ---|------|
  EnergySupply |-------X|---- -------- ---|------|
     Shoot-All |-P-H----|U--- ------W- ---|------|
   GhostCannon |------F-|---1 ----RG-- ---|------| Evasion Laser


   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
               |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
   MysticSword |S-----F-|---1 -D--RG-- ---|------|
        Needle |-P------|---1 -D--RGW- ---|------| DodgeNeedle
         Lance |-P------|---1 CD--RGW- ---|------|
   BloodSucker |------F-|---1 -*--**-- ---|------|
         Blade |S-------|---1 CD--RG-- ---|------|
     MagicHeal |------F-|---- -------- ---|------|
 GremlinEffect |--B-----|---1 CD--RG-- ---|------|
     Hypnotism |-------X|---* -D--RG-- ---|------|
    FireBreath |---H----|---1 ----RG-- ---|------|
   Oscillation |------F-|---1 ----RG-- ---|--S---|
        PsyNet |-------X|---* ----RG-- ---|------|
     HeatSmash |S--H----|---1 CD--RG-- ---|------|
         Flash |-------X|---* ----RG-- ---|------| DodgeFlash
GriffithScratch |S-------|---1 CD--RG-- ---|------|
      Portrait |-------X|---* CD--RG-- ---|------|
      Portrait |-------X|---* CD--RG-- ---|------|


   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
               |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
   MysticGlove |--B---F-|---1 -D--RG-- ---|------|
        Da-dum |-------X|---- -------- ---|--S---|
   WaterCannon |-PB-----|---1 -D--RGW- ---|---W--|
  DeadlyPowder |------F-|---1 -D--RG-- ---|------| DodgePowder
         Spoil |-------X|---* ----RG-- ---|------|
  PoisonusBlow |--B-----|---1 CD--RG-- ---|------|
        Feeler |--B-----|---1 CD--RG-- ---|------|
     Psych-out |-------X|---* CD--RG-- ---|------|
 SpreadBlaster |---H-E--|---1 ----RG-- ---|------| Evasion Laser
      HellWing |SP------|---1 ----RGW- ---|------| DodgeWing
     GrapeShot |-P------|---1 -D--RGW- ---|------|
  ArcticBreath |----C---|---1 ----RG-- ---|------|
      IceSmash |S---C---|---1 CD--RG-- ---|------|
   Crystalizer |------F-|---1 ----RG-- ---|------|
  TigerRampage |--B---F-|--2- CD--RG-- ---|------|
  TigerRampage |--B---F-|--2- CD--RG-- ---|------|


   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
               |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
   MysticBoots |--B---F-|---1 ----RG-- ---|------|
         Sweep |-------X|---* ----RG-- ---|G-----|
     PowerKick |--B-----|---1 CD--RG-- ---|------|
   ThunderBall |-----E--|---1 ----RG-- ---|------|
      BladeNet |S-----F-|---1 ----RG-- ---|------| DodgeNet
        Assist |-------X|---- -------- ---|------|
       Spiders |SPB-----|---1 -D--RGW- ---|G-----|
   Suffocation |-------X|---* ----RG-- ---|------|
        Tremor |--B-----|U--- ----RG-- ---|G-----| DodgeTremor
    MysteryTap |-------X|U--- ----R--- ---|------|
     Quicksand |------F-|U--- ----R--- ---|G-----|
   Thunderbolt |-----E--|---1 ----RG-- ---|------| DodgeThunder
    Assasinate |S-------|U--- ----R--- ---|------|
     TitasWave |S-B-----|---1 ----RG-- ---|--S---|


   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
               |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
      Portrait |-------X|---* CD--RG-- ---|------|
     Shoot-All |--BH----|--2- -----G-- ---|------|
           Bit |-----E--|U--- -------- ---|------|
  PoisonDamage |-------X|U--- -------- ---|------|
     PowerSave |-------X|---- -------- ---|------|
  BervaCounter |SPBHCEF-|U--- -------- ---|------|
   MoonScraper |------F-|U--- -----G-- ---|------|
       GodHand |--BH----|---1 C---RG-- ---|------|
    LordCannon |--BHCE--|---1 -D--RG-- ---|------|
  Lord'sDinner |-------X|U--- -------- ---|------|
        Vulcan |-P------|---1 -D--RGW- ---|------| Evasion Bullet
     ChainHeat |S-------|---1 -----G-- ---|------|
      IronBall |--B-----|-4-- -D--RG-- ---|------|
   Retribution |-----EF-|--2- -----G-- ---|------|
  SpaceContact |-------X|U--- -------- ---|------|
       Carnage |------F-|--2- -----G-- ---|------|
     Hypnotism |-------X|U--- -------- ---|-Z----|
     LifeSteal |-------X|---* *----*-- ---|------|
  HyperBazooka |-P-H----|U--- ------W- ---|------| Evasion Rocket
BusterLauncher |------F-|U--- -------- ---|------|
         Smile |-------X|U--- -------- ---|------|
   3Mistresses |------F-|U--- -----G-- ---|------|
     AntiStone |------F-|---- -------- ---|------|
        Sabers |S-------|U--- -----G-- ---|------|
          Call |-------X|U--- ----R--- ---|------|
       Runaway |--------|---- -------- ---|------|
    StunNeedle |-P------|---1 -D--RGW- ---|------|
    Salmonella |-------X|-*-- -D--RG-- ---|------|
     FlashBomb |-------X|---* ----RG-- ---|------|
    MagicStone |---HCE--|--2- -----G-- ---|------|
   FinalStrike |S--H--F-|U--- -------- ---|------|
       Trample |--B-----|---1 ----RG-- ---|------| DodgeSmash
HeavyRailCannon |-PB-----|---1 -D---GW- ---|------|
       Defense |--------|---- -------- ---|------|

-------------------------------------------------------------------------------





****************************
*  Avoiding Attacks        *                                          [AVOID03]
*  --Attribute Immunities  *
****************************


Basically, if an attack uses any of the following Attributes:

 Ground
 Gaze
 Sonic
 Water
 Throw

and the Target is Immune to that Attribute, the attack will not affect the
Target in any way, including damage, status ailments, and even beneficial
effects.  If an attack uses multiple Attributes, the Target only needs to be
Immune to at least one of them in order to be Immune to the entire attack.

However, if an attack is a Subsequent Ability in a Combo, it will completely
ignore any Immunity the Target might have and instead take full effect, as if
the Target was not Immune.

Avoiding an attack via Throw Immunity is displayed as a "Miss", although it
really isn't.  Avoiding an attack via the other Immunities is simply displayed
as an absence of anything happening.

The oddball Attribute is Anti-Air, which the game lumps together with the other
Attributes, but which actually indicates a Vulnerability rather than an
Immunity.  If an attack uses Anti-Air and the Target is Vulnerable to it, the
Target will have its DEFense treated as 0 against that attack, no matter how
high it was.

Attribute Immunity is checked before Evasions (see below).  If the Target is
Immune to an Attribute used by the attack, no further checks are made for
Evasions, Dodge Abilities, etc.





************************
*  Avoiding Attacks    *                                              [AVOID04]
*  --Evasions Summary  *
************************


I hope to include simpler explanations and more detailed analysis for this
section in the future.  For now, here are the rules governing Evasion
eligibility and activation probability.

The Evasions are presented in the order in which they are checked.  Once any
Evasion is determined to be successful, that's the one that will be used, and
no others are checked.

First, a list of the Status Ailments that prevent many Evasions:

Incapacitating/Befuddling Status Ailments:

 Angry
 Charm
 Dead (0 LP)
 Faint (0 HP)
 Mess (all colors)
 Palsy
 Sleep
 Stasis
 Stone
 Stun

Second, if an attack is a Subsequent Ability in a Combo, ALL of the following
Evasions are completely ignored.  The checks for them are bypassed, which has
the same effect as causing them to automatically fail.

-------------------------------------------------------------------------------

PsychicPrison/BackFire

What the Actor must do:
1: Be under PsychicPrison.
2: Use an Ability vulnerable to PsychicPrison/BackFire as a normal Action (i.e.
  not as a counterattack, automatic Regeneration, etc).  This means any Spell
  from any School, including "hidden Spells" and the item-inherent Ability
  SilverFang, but not including DirtyFang, ElementDissolve, BraveHeart,
  MillionDollers, and ShadowHold, the other item-inherent Abilities whose IDs
  just happen to be lumped in with the Life and Mirage Magic Spells.  All
  other Abilities from ID 100--15f (the 12 Schools of Magic) are vulnerable--
  even buffs, heals, and other non-offensive Spells.  This technically
  includes several Abilities (such as BackFire itself, Regeneration,
  BrokenGlass, etc) which cannot legitimately be used as normal Actions, but
  that fact would only matter if you hacked the game to be able to use them.

PsychicPrison/BackFire has a 100% activation rate against applicable Abilities.
It will prevent all effects of the Ability and instead counterattack the Actor
with BackFire, but it only works once.

The damage from BackFire is:

JP = Final JP Cost (after -1 for Mastery, if appropriate) of the Spell that
    triggered PsychicPrison/BackFire.  A few of the "hidden Spells" cost WP,
    instead, so for them, this will be WP Cost.

Damage = (100 * JP) + rand(0...25)

--------------------

ReactionShot

What the Target and/or any Ally of the Target must do:
1: Choose ReactionShot.
2: Not be under any incapacitating/befuddling status ailments.
3: Have and expend sufficient WP (3).
--Technically must also have chosen to use a Gun this turn; Gun must also be
 from Equipment slots 1-8, rather than 9-10.

What the Actor must do:
1: Use an ability that is vulnerable to ReactionShot and which is attacking
  only 1 Target this time, even if it is capable of attacking more than one at
  once.

Activation Probability:

S = ReactionShotter's Current STR (base value, modified by equipment, mystic
   absorbs, and any buffs/debuffs from the current battle)
Q = ReactionShotter's Current QUI (base value, modified by equipment, mystic
   absorbs, and any buffs/debuffs from the current battle)
V = ReactionShotter's Current VIT (base value, modified by equipment, mystic
   absorbs, and any buffs/debuffs from the current battle)
C = Chance.

(S + Q + V + 200) / 16 = C
If rand(0...99) < C, succeed.

Always round down after any division operation.

Chance can therefore range from 12%--31%, depending on Stats.

Multiple ReactionShots (by multiple participants only) CAN activate in response
to the same attack!

--------------------

WallRune

What the Target must do:
1: Have WallRune active.

What the Actor must do:
1: Use an attack that includes Piercing element.

WallRune has a 100% activation rate against applicable attacks, and will
prevent all effects of the attack, but it only works once!  If you want to
block another attack with WallRune, you have to cast it all over again!

--------------------

GlassShield

What the Target must do:
1: Have GlassShield active.

What the Actor must do:
1: Use an attack that is vulnerable to GlassShield and which is attacking only
  1 Target this time, even if it is capable of attacking more than one at
  once.

BrokenGlass Counterattack

What the Actor must do:
1: Use an attack that is vulnerable to GlassShield and is Contact and which is
  attacking only 1 Target this time, even if it is capable of attacking more
  than one at once.

GlassShield has a 100% activation rate against applicable attacks, and will
prevent all effects of the attack, but it only works once.  BrokenGlass will
counterattack the Actor if the attack also has the Contact property.

--------------------

ShadowServant

What the Target must do:
1: Have ShadowServant active.

What the Actor must do:
1: Use an attack that is vulnerable to ShadowServant.

ShadowServant has a 100% activation rate against applicable attacks, and will
prevent all effects of the attack, but it only works once.  I expect most
people would prefer if it didn't block attacks at all, since doing so destroys
the ShadowServant, and the main reason people cast it is to double their
attacks.

--------------------

Shield Block

What the Target must do:
1: Have a Shield equipped.  If multiple Shields are equipped, only the one
  closest to the top of the Equip Items Menu can be used to Block.
2: Not choose an ability that prevents Shield Blocking.
3: Not be under any incapacitating/befuddling status ailments.

What the Actor must do:
1: Use an attack that is Blockable and which uses at least one element that the
  Target's Shield can Block.

Even if an attack is Blockable, there are three different degrees of
Blockability that affect the Chance to Block it: Full, Half, and Fourth.

B = Shield's Block value
D = Degree of Blockability: Full = 1, Half = 2, Fourth = 4
C = Chance

(B / D) = C
If rand(0...62) < C, succeed.

Always round down after any division operation.

Shield          ---BR--- ----BR%---- Elements  Notes
              | 1| 2| 4| 1 | 2 | 4 |SPBHCEFX|
DurahanShield |22|11| 5|35%|17%| 8%|SPBHCEF-| +5 STR & VIT for H/M/M
 DragonShield |20|10| 5|32%|16%| 8%|SPBHCE--|
   Mizukagami |24|12| 6|38%|19%|10%|SPBH----| Immunity to Water
  GenbuShield |24|12| 6|38%|19%|10%|SPB-C---| Immunity to Water
  ExcelShield |28|14| 7|44%|22%|11%|SPB-----|
 WonderBangle |62|31|15|98%|49%|24%|-P------|
  ShellShield |16| 8| 4|25%|13%| 6%|SPB-----|
      Buckler |20|10| 5|32%|16%| 8%|S-B-----|

BR: Block Rate.  The Chance out of 63 (round fractions down) of Blocking an
   attack.
   The "1" column is for attacks which are Fully Blockable.
   The "2" column is for attacks which are 1/2 Blockable.
   The "4" column is for attacks which are 1/4 Blockable.
BR%: Block Rate again, now expressed as a percentage Chance to Block, for ease
    of understanding.
    The "1" column is for attacks which are Fully Blockable.
    The "2" column is for attacks which are 1/2 Blockable.
    The "4" column is for attacks which are 1/4 Blockable.
Elements: An attack can only be Blocked if it uses at least one Element that
         this shield can Block.

Yes, the Chance really is out of 63 (not 64).  Yes, that probably is a
developer error.

--------------------

Godless

What the Target must do:
1: Choose Godless from the menu of any Sword except the RaySword or LightSword.
  (Equipment slots 9-10 are the actual problem)
  --or Spark Godless
2: Not be under any incapacitating/befuddling status ailments.
3: Have and expend sufficient WP (5), unless Sparking it.
--Technically must also have chosen to use an item from slots 1-8, but not
 necessarily a sword(!).

What the Actor must do:
1: Use an attack that is Contact and which is attacking only 1 Target this
  time, even if it is capable of attacking more than one at once.

Activation Probability:

S = Target's Current STR (base value, modified by equipment, mystic absorbs,
   and any buffs/debuffs from the current battle)
Q = Target's Current QUI (base value, modified by equipment, mystic absorbs,
   and any buffs/debuffs from the current battle)
V = Target's Current VIT (base value, modified by equipment, mystic absorbs,
   and any buffs/debuffs from the current battle)
C = Chance.

(S + Q + V + 50) / 4 = C
If rand(0...99) < C, succeed.

Always round down after any division operation.

Chance can therefore range from 12%--86%, depending on Stats.

--------------------

Kasumi

What the Target must do:
1: Have Kasumi equipped.
2: Choose an ability that allows Sword Evasions from the menu of any Sword
  except the RaySword or LightSword. (Equipment slots 9-10 are the actual
  problem)
 --or Spark Kasumi
3: Not be under any incapacitating/befuddling status ailments.
4: Have and expend sufficient WP (4), unless Sparking it.
--Technically must also have chosen to use an item from slots 1-8, but not
 necessarily a sword(!).

What the Actor must do:
1: Use an attack that is Contact and which is attacking only 1 Target this
  time, even if it is capable of attacking more than one at once.

Activation Probability:

S = Target's Current STR (base value, modified by equipment, mystic absorbs,
   and any buffs/debuffs from the current battle)
Q = Target's Current QUI (base value, modified by equipment, mystic absorbs,
   and any buffs/debuffs from the current battle)
V = Target's Current VIT (base value, modified by equipment, mystic absorbs,
   and any buffs/debuffs from the current battle)
C = Chance.

(S + Q + V + 200) / 16 = C
If rand(0...99) < C, succeed.

Always round down after any division operation.

Chance can therefore range from 12%--31%, depending on Stats.

--------------------

InterceptSystem

What the Target must do:
1: Have InterceptSystem equipped.
2: Not be under any incapacitating/befuddling status ailments.

What the Actor must do:
1: Use an attack that is Contact and which is attacking only 1 Target this
  time, even if it is capable of attacking more than one at once.

Activation Probability:

S = Target's Current STR (base value, modified by equipment and any
   buffs/debuffs from the current battle)
Q = Target's Current QUI (base value, modified by equipment and any
   buffs/debuffs from the current battle)
V = Target's Current VIT (base value, modified by equipment and any
   buffs/debuffs from the current battle)
C = Chance.

(S + Q + V + 200) / 16 = C
If rand(0...99) < C, succeed.

Always round down after any division operation.

Chance can therefore range from 12%--31%, depending on Stats.

--------------------

KO Throw

What the Target must do:
1: Have KO Throw equipped.
2: Choose an ability that allows Martial Arts Evasions.
  --or Spark KO Throw
3: Not be under any incapacitating/befuddling status ailments.
4: Have and expend sufficient WP (2), unless Sparking it.

What the Actor must do:
1: Use an attack that is vulnerable to KO Throw and is Contact and which is
  attacking only 1 Target this time, even if it is capable of attacking more
  than one at once.

Activation Probability:

S = Target's Current STR (base value, modified by equipment, mystic absorbs,
   and any buffs/debuffs from the current battle)
Q = Target's Current QUI (base value, modified by equipment, mystic absorbs,
   and any buffs/debuffs from the current battle)
V = Target's Current VIT (base value, modified by equipment, mystic absorbs,
   and any buffs/debuffs from the current battle)
C = Chance.

(S + Q + V + 200) / 16 = C
If rand(0...99) < C, succeed.

Always round down after any division operation.

Chance can therefore range from 12%--31%, depending on Stats.

--------------------

DragonTurn

What the Target must do:
1: Have DragonTurn equipped.
2: Choose an ability that allows Martial Arts Evasions.
  --or Spark DragonTurn
3: Not be under any incapacitating/befuddling status ailments.
4: Have and expend sufficient WP (3), unless Sparking it.

What the Actor must do:
1: Use an attack that is vulnerable to DragonTurn and is Contact and which is
  attacking only 1 Target this time, even if it is capable of attacking more
  than one at once.

Activation Probability:

S = Target's Current STR (base value, modified by equipment, mystic absorbs,
   and any buffs/debuffs from the current battle)
Q = Target's Current QUI (base value, modified by equipment, mystic absorbs,
   and any buffs/debuffs from the current battle)
V = Target's Current VIT (base value, modified by equipment, mystic absorbs,
   and any buffs/debuffs from the current battle)
C = Chance.

(S + Q + V + 200) / 16 = C
If rand(0...99) < C, succeed.

Always round down after any division operation.

Chance can therefore range from 12%--31%, depending on Stats.

--------------------

BervaCounter

What the Target must do:
1: Basically, be Berva and be at a certain point in the fight.

What the Actor must do:
1: Use an attack that is Contact and which is attacking only 1 Target this
  time, even if it is capable of attacking more than one at once.

BervaCounter has a 100% activation rate against applicable attacks.

--------------------

Deflect

What the Target must do:
1: Not be under any incapacitating/befuddling status ailments, even if
  his/her/its Allies are clean and should logically be able to Deflect for
  him/her/it.

What the Target and/or any Ally of the Target must do:
1: Have Deflect equipped.
2: Choose an ability that allows Sword Evasions.
  --or Spark Deflect
3: Not be under any incapacitating/befuddling status ailments.
4: Have and expend sufficient WP (1), unless Sparking it.
5: Be close enough (Distance <= 96, not that that will mean anything to anyone
  who's not using a debugger to watch the game's internal coordinates) to the
  Target to Deflect for him/her/it (or just be the Target).
--Technically must also have chosen to use an item from slots 1-10, but not
 necessarily a sword(!).

What the Actor must do:
1: Use an attack that is vulnerable to Deflect and which is attacking only 1
  Target this time, even if it is capable of attacking more than one at once.

Activation Probability:

S = Deflecter's Current STR (base value, modified by equipment, mystic absorbs,
   and any buffs/debuffs from the current battle)
Q = Deflecter's Current QUI (base value, modified by equipment, mystic absorbs,
   and any buffs/debuffs from the current battle)
V = Deflecter's Current VIT (base value, modified by equipment, mystic absorbs,
   and any buffs/debuffs from the current battle)
C = Chance.

(S + Q + V + 200) / 16 = C
If rand(0...99) < C, succeed.

Always round down after any division operation.

Chance can therefore range from 12%--31%, depending on Stats.

--------------------

LightSword Deflect

What the Target must do:
1: Not be under any incapacitating/befuddling status ailments, even if
  his/her/its Allies are clean and should logically be able to Deflect for
  him/her/it.

What the Target and/or any Ally of the Target must do:
1: Have used the spell LightSword in a previous round of this battle.
  --actually, you technically just need to have a LightSword in slot 10, but
    that's the only legitimate way to get one there.
2: Not be under any incapacitating/befuddling status ailments.
3: Be close enough (Distance <= 96, not that that will mean anything to anyone
  who's not using a debugger to watch the game's internal coordinates) to the
  Target to Deflect for him/her/it (or just be the Target).

What the Actor must do:
1: Use an attack that is vulnerable to Deflect and which is attacking only 1</pre><pre id="faqspan-6">
  Target this time, even if it is capable of attacking more than one at once.

Activation Probability:

I = Deflecter's Current INT (base value, modified by equipment, mystic absorbs,
   and any buffs/debuffs from the current battle)
W = Deflecter's Current WIL (base value, modified by equipment, mystic absorbs,
   and any buffs/debuffs from the current battle)
P = Deflecter's Current PSY (base value, modified by equipment, mystic absorbs,
   and any buffs/debuffs from the current battle)
C = Chance.

((I + W + P + 200) / 16) + 10 = C
If rand(0...99) < C, succeed.

Always round down after any division operation.

Chance can therefore range from 22%--41%, depending on Stats.

Yes, LightSword Deflect is based on mental stats rather than physical, but it
also comes with a built-in +10 bonus compared to regular Deflect. Also,
remember that having the LightSword equipped boosts all of your stats from
STR--CHA by 10, so that will further improve the Activation rate (both for
LightSword Deflect and any other Evasions based on stats).

Normal Deflect and LightSword Deflect DO stack.  The game checks normal Deflect
first, and if that fails, you get another chance with LightSword Deflect if you
have that as well.  Normal Deflect still requires you to have chosen a Sword
Ability this turn though, while LightSword Deflect does not.

LightSword Deflect also has no WP Cost or Requirement.

--------------------

CrossDeflect

What the Target must do:
1: Have at least two Swords equipped.
2: Choose CrossDeflect from the menu of any Sword except the RaySword or
  LightSword. (Equipment slots 9-10 are the actual problem)
  --or Spark CrossDeflect
3: Not be under any incapacitating/befuddling status ailments.
4: Have and expend sufficient WP (1), unless Sparking it.
--Technically must also have chosen to use an item from slots 1-8, but not
 necessarily a sword(!).

What the Actor must do:
1: Use an attack that is vulnerable to CrossDeflect and which is
  attacking only 1 Target this time, even if it is capable of attacking more
  than one at once.

Activation Probability:

S = Target's Current STR (base value, modified by equipment, mystic absorbs,
   and any buffs/debuffs from the current battle)
Q = Target's Current QUI (base value, modified by equipment, mystic absorbs,
   and any buffs/debuffs from the current battle)
V = Target's Current VIT (base value, modified by equipment, mystic absorbs,
   and any buffs/debuffs from the current battle)
C = Chance.

(S + Q + V + 50) / 4 = C
If rand(0...99) < C, succeed.

Always round down after any division operation.

Chance can therefore range from 12%--86%, depending on Stats.

--------------------

SwayBack

What the Target must do:
1: Have SwayBack equipped.
2: Choose an ability that allows Martial Arts Evasions.
  --or Spark SwayBack
3: Not be under any incapacitating/befuddling status ailments.
4: Have and expend sufficient WP (1), unless Sparking it.

What the Actor must do:
1: Use an attack that is vulnerable to SwayBack and which is attacking only 1
  Target this time, even if it is capable of attacking more than one at once.

Activation Probability:

S = Target's Current STR (base value, modified by equipment, mystic absorbs,
   and any buffs/debuffs from the current battle)
Q = Target's Current QUI (base value, modified by equipment, mystic absorbs,
   and any buffs/debuffs from the current battle)
V = Target's Current VIT (base value, modified by equipment, mystic absorbs,
   and any buffs/debuffs from the current battle)
C = Chance.

(S + Q + V + 200) / 16 = C
If rand(0...99) < C, succeed.

Always round down after any division operation.

Chance can therefore range from 12%--31%, depending on Stats.

--------------------

Berva's 100% SwayBack

What the Target must do:
1: Basically, be Berva or MaskedGiant and be at a certain point in the fight.

What the Actor must do:
1: Use an attack that is vulnerable to SwayBack and which is attacking only 1
  Target this time, even if it is capable of attacking more than one at once.

Berva's 100% SwayBack has a 100% activation rate against applicable attacks.

-------------------------------------------------------------------------------





***********************
*  Avoiding Attacks   *                                               [AVOID05]
*  --Dodge Abilities  *
***********************


Dodge Abilities have a 100% Success Rate against applicable attacks, but they
generally apply to far fewer attacks than most Evasions.  Note that I
consider the Mec Evasion- Programs to be Dodge Abilities despite the name,
since they function exactly like Dodge Abilities.  There just aren't enough
good synonyms for "Dodge" to go around...

In order to activate a Dodge Ability, the Target must have it Equipped (or
Spark it), must not be attacked by an Ally (so PCs can't Dodge PCs, and
Enemies can't Dodge Enemies), and must not be under any of the standard
Incapacitating/Befuddling Status Ailments:

 Angry
 Charm
 Dead (0 LP)
 Faint (0 HP)
 Mess (all colors)
 Palsy
 Sleep
 Stasis
 Stone
 Stun

Additionally, if the attack is a Subsequent Ability in a Combo, then it cannot
be Dodged, even if you have the correct Dodge Ability.

Dodge Abilities are checked after the Evasions listed above, so even though
Dodge Abilities have a 100% Success Rate, if one of the Evasions (or an
Immunity) Activates first, you'll use that instead of the Dodge Ability.
Similarly, if one of those protects you from an attack first, you won't get a
chance to Spark any eligible Dodge Ability.

Here's the list of the Abilities against which each Dodge Ability protects,
once Equipped.  Note that this is not necessarily the same as the list of which
Abilities allow you to Spark each Dodge Ability.  The two lists are usually
similar, and they were probably supposed to be identical (except for the Mec
Evasion Abilities, obviously, since they're learned by Downloading, not
Sparking), but they don't have to be, which we can see most clearly in the case
of DodgeGaze.  See the section titled "Dodge Ability Sparking" for more
information on the Sparking process.

Because several of the Abilities on this list have names that are identical to
the names of other distinct Abilities, all Abilities on this list are presented
in the format "ID: Name", where ID is the internal identifying number unique to
the Ability, which can be used to distinguish between different Abilities with
the same name.

-------------------------------------------------------------------------------

                        Dodge Ability Protection List
                                by Zaraktheus

160: DodgeDrain:
 08a: Bloodsucker
 0b6: FireKiss
 0d4: HPDrain

161: DodgeTouch:
 098: GhostTouch
 099: DeathTouch
 09a: StunTouch
 0e5: GremlinTouch

162: DodgeGale:
 013: GaleSlash
 014: 2GaleSlash
 09c: GaleAttack

163: DodgeSmash:
 0a3: Trample
 0fa: DivingPress
 1fd: Trample

164: DodgeTail:
 0a5: Tail
 0a6: TailHit

165: DodgeNeedle:
 0a9: Stinger
 0aa: PoisonNeedle
 0ba: Needles
 1b1: Needle

166: DodgeTackle:
 0af: Tackle
 0b0: Dash
 0b1: Headbutt
 0fc: CentipedeCrush

167: DodgeWing:
 0b3: Wing
 0b4: GliderSpike
 1c9: HellWing

168: DodgePowder:
 0b7: Spore
 0d1: DeadlyMoss
 0dc: PainPowder
 1c3: DeadlyPowder

169: DodgeRiddle:
 0d2: SphinxRiddle

16a: DodgeSeduction:
 0d5: Seduction
 0d6: Pheromone

16b: DodgeFlash:
 0d7: Flash
 1a4: HypnoFlash
 1bc: Flash

16c: DodgeNet:
 0d8: SpiderNet
 0d9: BladeNet
 0da: Ectoplasnet
 1d4: BladeNet

16d: DodgeThunder:
 0db: Thunderbolt
 1db: Thunderbolt

16e: DodgeTremor:
 0f0: Tremor
 0f1: Quake
 1d8: Tremor

16f: DodgeRock:
 0f3: Rock

170: DodgeGaze:
 04d: HyperGaze
 085: StunGaze
 086: CharmGaze
 087: StoneGaze
 088: DeathGaze

171: DodgeDeathGrip:
 096: DeathGrip

175: Evasion Laser:
 028: DestructionBeam
 180: Blaster
 19c: Laser
 19d: Graviton
 19e: Bit
 1aa: Magnify
 1af: GhostCannon
 1c8: SpreadBlaster

176: Evasion Rocket:
 04f: ProtonRocket
 18c: HE-Rocket
 18d: RandomBaz
 1f0: HyperBazooka

177: Evasion Bullet:
 040: Shot
 041: SharpShot
 042: FocusShot
 043: TotalShot
 044: TrickShot
 045: ReactionShot
 046: StunShot
 047: CrossShot
 048: BoundShot
 187: Vulcan
 199: MachineVulcan
 19a: Shock Soldier
 19b: Pop-Knight
 1e8: Vulcan

-------------------------------------------------------------------------------





**********************
*  Avoiding Attacks  *                                                [AVOID06]
*  --Miss            *
**********************


Some attacks can also Miss, but this is actually the last avoidance mechanism
to be checked, even though, logically, something ought to have to potentially
hit you first in order for you to e.g. Block it.

Whether a Miss Check is performed and how it's calculated depends on the Effect
Process used by the attacking Ability, so I'll wait to discuss it until I have
those done.





*********************************
*  Martial Arts Counterattacks  *                                     [MACTR01]
*********************************


Certain Martial Arts Abilities, when used under exactly the right conditions,
will instead be replaced (for only the current usage) with a more powerful
version of the same Ability with a different name.  While this is undoubtedly
cool, in practice it almost never happens naturally, because the requirements
are so unlikely, some are contradictory, and most are not controlled by the
player.

In explaining this, I'll use two terms whose meanings may not be immediately
obvious, so let's define them.

"Evasive Interrupts", or just "Interrupts" for short,  in this context refers
to SwayBack, KO Throw, and/or DragonTurn: the randomly-activated Equippable
Abilities which allow you to Interrupt and Evade, and in the case of KO Throw
and DragonTurn, also counterattack, certain Abilities.

"Martial Arts Counters", or just "Counters" for short, in this context refers
to the extremely rarely seen more powerful versions of certain Martial Arts
Abilities, which can, under the right circumstances, replace the normal version
of the corresponding Ability when following a specific Interrupt.  In other
words, these are what I'm newly explaining here.

Here's the list of Martial Arts Counters, which Abilities they replace, and
which Evasive Interrupts they need to follow.

-------------------------------------------------------------------------------

                      Martial Arts Counterattacks List
                                by Zaraktheus

Following SwayBack:
        Punch -> Counter
         Chop -> CounterChop
         Fist -> CounterFist
     Backfist -> CounterBckFist
     GoldHand -> CounterThrust
     Lastshot -> CounterSlice
     Lastshot -> CounterSlice
     Lastshot -> CounterSlice

Following KO Throw:
        Punch -> KO Punch
         Kick -> KO Kick
         Fist -> KO Fist
Rotation Kick -> KO Kicks
Rotation Kick -> KO Swing
      OgreRun -> KO Swing
      OgreRun -> KO Swing
      OgreRun -> KO Swing

Following DragonTurn:
        Punch -> DragonBeat
      Sliding -> DragonSlide
         Fist -> DragonFist
     Backfist -> DragonBckFist
       Suplex -> DragonSuplex
   GiantSwing -> DragonSwing
   GiantSwing -> DragonSwing
   GiantSwing -> DragonSwing

-------------------------------------------------------------------------------

Redundancies and errors are the developers' doing, not mine.  Under each
Evasive Interrupt, only the first entry for each left-hand Ability actually
counts, so Rotation Kick -> KO Kicks actually works, while Rotation Kick -> KO
Swing does not.

Despite being listed incorrectly THREE TIMES, OgreRun was undoubtedly supposed
to trigger KO Run (not KO Swing), and KO Swing was supposed to be triggered by
GiantSwing (which was instead entirely left out of the KO Throw series).
Because of these errors, KO Run is never used anywhere in the game, and nothing
special happens when GiantSwing follows KO Throw.

In order to perform a Martial Arts Counter:

1. You must Equip or Spark the required Evasive Interrupt (SwayBack, KO Throw,
  or DragonTurn, as appropriate).

2. You must choose or Spark an Ability ("Your Attack") which can become a
  Martial Arts Counter following that Interrupt.

3. The Primary Target of Your Attack must use an Ability ("Opponent's Attack")
  which is vulnerable to the required Interrupt.

4. Opponent's Attack must target you and only you.

5. Opponent's Attack must be performed sometime before Your Attack.  They do
  not have to naturally occur back-to-back, but if you successfully perform
  the Counter, Your Attack (now replaced by the Counter) will be bumped up to
  occur immediately after your Evasive Interrupt of Opponent's Attack.

6. You must succeed at your random chance to activate the required Interrupt.

If you manage all that, then your attack will be replaced with the more
powerful Counter.  There's no extra random check for whether the transformation
will occur.

Be glad, too--it's more than excessively random already.  Your Target has to
target you in return, which is roughly a 20% chance on average if you're
playing with a full team of 5 PCs.  That Enemy also has to choose an attack
which is vulnerable to the appropriate Interrupt, the likelihood of which
varies according to the Enemy's Equipped Abilities and AI, but which is
generally highly random.  Next, your Turn must occur sometime after that
Enemy's, the probability of which depends on your relative QUI but is also
highly random, and lower QUI improves your chances here.  Finally, you have to
successfully activate the appropriate Interrupt, which is a random chance
ranging from 12--31% depending on your STR, QUI, and VIT.  Of course, for this
part, you want to have high QUI, which is directly in conflict with the
previous requirement, making the whole thing even less likely overall.

Put all that together, and it's plenty random and unlikely already.  The
developers fortunately appear to have recognized that and didn't make it any
more unlikely, which is good because it's barely possible for these transformed
Counters to happen as it is.

As mentioned earlier, if you trigger a Counter, it will be bumped up in the
turn order so that it immediately follows your Evasive Interrupt of the
opponent's attack.  It's worth noting that if you actually manage to activate
one of the Counters following KO Throw or DragonTurn, you will counterattack
and damage your opponent with BOTH KO Throw / DragonTurn AND the Counter, which
is extremely gratifying and can add up to a lot of damage.  Good luck getting
it to happen, though.

Here's an example, to illustrate how the Turn Order changes:

Fei-on and Liza are fighting a Lamia.  After randomizing Initiative, the game
decides that the preliminary Turn Order will be:

Lamia: DeathGrip on Fei-on
Liza: CrushBeat on Lamia
Fei-on: Kick on Lamia

However, when the game resolves Lamia's DeathGrip on Fei-on, he activates KO
Throw, which interrupts DeathGrip.  The game then notices that Fei-on's Kick
qualifies to become KO Kick, so it moves his now KO Kick ahead in the Turn
Order so that it goes immediately after KO Throw, which is before Liza and her
CrushBeat.  The new Turn Order is:

Lamia: DeathGrip on Fei-on, interrupted
Fei-on: KO Throw on Lamia
Fei-on: KO Kick on Lamia
Liza: CrushBeat on Lamia

---

You pay the normal WP Cost for the original Ability you chose, even if it
transforms into a Counter.  You also pay the WP Cost for the Interrupt you
activated.

For example, if you choose Fist (3 WP) as your action, activate KO Throw (2
WP), and transform Fist into KO Fist, you'll pay 5 WP total.

I should also mention that the transformed Counter versions of Punch (Counter,
KO Punch, and DragonBeat) don't actually display the transformed name, even
though you will use the stronger version.  Instead, just like normal Punch,
there's no Ability name listed at all during the attack animation.  You can
only tell it's happening because of the increased damage.





**********************
*  Effect Processes  *                                                [EFPRO-1]
**********************


This section is a work-in-progress, and will remain so for quite a while, as I
continue to work on translating the EPs from assembly language.

An Effect Process (EP for short) is a routine which the game runs to determine
what happens when an Ability is used.  The EP an Ability uses decides which set
of rules control it, whether it hurts, heals, and/or causes status changes,
etc, which damage formula is used and which Stats act as variables in that
formula, whether it can Miss and what determines whether it does, and various
other things along similar lines.  In short, the EP it uses is the single most
important characteristic of any Ability.

An important note about rounding: virtually every division operation I'd seen
before working on the EPs was automatically rounded towards zero.  However,
many of the EPs make use of floating-point operations, which allows them to
divide without rounding.  Nevertheless, the EPs still tend to freely mix
"divide and round" operations with "divide and don't round" operations, so it's
important to be able to distinguish between them.

Also, while there is obviously a difference between rounding towards zero and
rounding down when dealing with negative numbers, the game hardly ever divides
negative numbers, so in the interest of making the guide more accessible, I
generally use the more familiar term "round down" in place of "round towards
zero", since the two are equivalent when dealing with positive numbers.  Only
in a case in which the number to be divided could be negative within the normal
operation of the game will I instead use the term "round towards zero".

There's no particularly good, clear way to denote "divide and round down" using
ASCII symbols--Floor() and [] are both too easy to confuse with regular
parentheses, among other problems.  The least bad solution I have is this:

/   : Divide and don't round.
/rd : Divide and round down.

So, if you see a "/" with no "rd", don't round down, though this ONLY applies
here in the EPs section.  I'll also give a reminder of this at the beginning of
each EP that can involve division.





****************************************
*  Effect Processes                    *                              [EFPRO-2]
*  --Explanations of Common Variables  *
****************************************


Several of the variables used in the Effect Processes are complex enough that
they require a bit of explanation to understand, and since they are often used
by more than one EP, I thought it best to pull the explanations up here to the
front, rather than repeat them in each and every applicable EP.

First, whenever any EP uses a PC or Enemy Stat, it's always the Current value
of that Stat (which is the Base value, modified by equipment, mystic absorbs,
and any active buffs/debuffs) unless I specifically state that it's the Base
value.  A few EPs use Base Max HP instead of Current Max HP, but that's the
only known exception.

AAc (Ability Accuracy), APC (Ability Power Constant), and APG (Ability Power
Growth) are unique values specific to each Ability.  At the beginning of each
EP's section, I list the Abilities that use that EP, and give these values for
each of those Abilities.

-------------------------------------------------------------------------------

HC = Hit Chance.

For EPs that include a Miss Check, HC represents how likely the Actor is to Hit
the Target.  HC is compared to HR (Hit Roll; see below) to determine whether
the Ability Hits or Misses, as follows:

IF HC < HR (or HR > HC, whichever way you prefer to think about it),
THEN Miss.

(HC >= HR, or HR <= HC, whichever way you prefer to think about it)
ELSE Hit.

Each EP technically has its own process for determining HC, though many of them
are similar or even identical to others.  Regardless, I'll address the specific
calculations to determine HC within each EP.

Why, then, is HC here in the common variables?  Because there is something
about HC that is common to many of the EPs: the Unsigned Hit Chance Bug.

Many of the EPs mistakenly define their HC as an unsigned variable (as opposed
to a signed variable), meaning that it can only function properly if it is only
given non-negative values.  An unsigned variable that is given a negative value
will be erroneously read as having a huge positive value instead.  Exactly how
huge depends on how many bytes compose the variable; in the case of HC, which
is four bytes, -1 will be mis-read as 4,294,967,295, -2 will be mis-read as
4,294,967,294, and so on.

Logically, since HR is never less than 0, a negative HC should make it
impossible to Hit.  But since an unsigned HC with a negative value will be
mis-read as a positive number in the billions, it instead becomes impossible to
Miss.

All of this would be fine if HC could never be negative in the normal course of
the game, but it can.  For most EPs, a negative HC is an extremely rare
occurrence, but for some EPs and Abilities, a negative HC can be achieved even
in fairly mundane circumstances.

-------------------------------------------------------------------------------

HR = Hit Roll.

Most EPs that include a Miss Check use the same standardized routine to
determine the (usually) random part of the check, which is what I call the Hit
Roll.  The only case in which HR is not random is if this is a Subsequent
Ability in a Combo for this Target, as determined by the same criteria that
grant CB = 100 (see below).

A lower HR is more likely to result in a Hit, but the actual Hit/Miss
probability also depends on the Hit Chance (HC; see above), which is calculated
differently for each EP.

IF HC < HR (or HR > HC, whichever way you prefer to think about it),
THEN Miss.

(HC >= HR, or HR <= HC, whichever way you prefer to think about it)
ELSE Hit.

If this is a Subsequent Ability in a Combo for this Target (CB = 100), then HR
= 0.  In other words, it's automatically as if you rolled the most favorable
possible result.  This is the one case in which HR is NOT random.  Between HR
being automatically set to 0 and adding the CB of 100 to HC (which every EP
with a Miss check seems to do, if it doesn't just skip straight from
"Subsequent Ability in a Combo" to "automatic Hit"), it's basically impossible
to Miss with a Subsequent Ability in a Combo, though it might still be
mathematically feasible if you came up with a sufficiently outlandish scenario.

If this is not a Subsequent Ability in a Combo for this Target (CB = 0) and the
Actor is not Blind, then HR = rand(0...99), meaning any random whole number
from 0 to 99, giving a range of 100 possible results.  This is the normal
situation, and means that HC + 1 = your percent chance to Hit.

If this is not a Subsequent Ability in a Combo for this Target (CB = 0) and the
Actor IS Blind, then HR = rand(0...199), meaning any random whole number from 0
to 199, giving a range of 200 possible results.

Being Blind will therefore generally cut your chance to Hit in half, though it
is entirely possible to have HC >= 199, in which case you simply can't Miss,
even if you are Blind. Also, being a Subsequent Ability in a Combo trumps being
Blind.  Even if both are true, HR will automatically = 0, so being Blind is no
disadvantage then.

Finally, be aware that there is no mechanism to guarantee that there is always
some minimal chance to Hit and/or Miss.  If HC is high enough, there will be
absolutely no chance to Miss.  If HC < 0, then the developers intended that
there would be absolutely no chance to Hit; however, because of the Unsigned
Hit Chance Bug, there will instead again be no chance to Miss.

-------------------------------------------------------------------------------

CB = Combo Bonus.

The Combo Bonus causes Subsequent Abilities in a Combo to do more Raw Damage
and be much less likely to Miss (when applicable).

The Combo Bonus variable will either equal 0 or 100, depending on whether this
Ability qualifies as a Subsequent Ability in a Combo.

In order to qualify:
1. This particular Target must have been targeted and successfully hit by the
  preceding Ability.
2. This Ability must Receive at least one Combo Characteristic that the
  preceding Ability Sends.

If both conditions are met, then CB = 100 for this Ability against this Target.

Otherwise, CB = 0.

Note that, even if this Ability is a Subsequent Ability in a Combo, if this
particular Target wasn't Hit by the Ability immediately before this one, this
Ability won't count as a Subsequent Ability in a Combo for this Target, so it
WON'T get the Combo Bonus of 100.

For example, let's imagine we're fighting a Dullahan and a SwordValkyrie.
We'll attack the Dullahan with WillowBranch, then attack both with Supersonic,
forming a Combo.

Because the Dullahan was hit by WillowBranch, Supersonic will get the CB of 100
against the Dullahan.  However, the SwordValkyrie was NOT hit by WillowBranch,
so even though she may appear to be part of the Combo, she technically isn't,
and Supersonic will NOT get the Combo Bonus against her.

If instead we form the Combo 2GaleSlash - Supersonic against the same Enemies,
Supersonic will now get the CB of 100 against both, because both will be hit by
2GaleSlash (assuming they don't Evade, etc) immediately before being hit by
Supersonic.

Basically, just try to remember that the game actually keeps track of Combos
separately for each Target, even though it may not look like that.

-------------------------------------------------------------------------------

RFB = Relative Facing Bonus.

The concept behind the Relative Facing Bonus is simple: when attacking a Target
from its side (with certain EPs), you should be less likely to Miss it and
should do more damage than when attacking it from its front.  Likewise,
attacking it from its back should be even more effective than attacking it from
its side.

Unfortunately, both the process the game uses to determine facing and the
process it uses to determine RFB based on facing suffer from serious bugs.

First, let's look at the problems with facing.  For some reason, the game
apparently records facing in two different places for two different purposes,
which I'll call Sprite_Facing and True_Facing.  Sprite_Facing is what it sounds
like; it's the way a Participant's Sprite appears to be facing in the battle
graphics.  True_Facing is what the game actually uses to determine RFB.

This would be no problem as long as Sprite_Facing and True_Facing always
matched, but as you've probably guessed, they don't.  Many things that change
Sprite_Facing don't change True_Facing and vice versa, which means that the
facing you see in the battle graphics often doesn't match the facing the game
uses when determining RFB.

Nailing down an exhaustive list of exactly what does and doesn't change
True_Facing has proved to be very difficult and extremely time-consuming
(mostly because there's no consistent logic to it that I can see).  I've
already thrown a couple dozen hours at this, and I don't plan to spend any
more.  I have not tested (and cannot possibly test) every situation in every
battle, but in the testing I have done, I have only seen True_Facing change in
the following circumstances:

1. When Participants are initially placed into battle, each is set to its
default facing.

2. Early in the process of resolving an Action (long before RFB is determined,
if that Action uses it at all), the Actor turns to face the Primary Target of
that Action.  (Even the multi-Target Actions I've tested have only caused the
Actor to face the Primary Target, not any other Targets.)

3. When an Action resolves, each Target of the Action who avoids its effects
due to Water, Sonic, Gaze, or Ground Attribute Immunity, various Evasions, a
Dodge Ability (including Evasion Programs), or by having Status:Stone or
Status:Stasis, turns to face the Actor.

4. When a Kylin'sSong or Yell Action resolves, each Target of the Action turns
to face the Actor.

5. When the partially-hidden system Actions PoisonDamage or Regeneration run
for a Target, that Target will turn to face the "Actor", which appears to
always be considered to be PC 1 simply because the default value for Actor and
the value for PC 1 are both 00.

6. At the end of each Round, each Participant may change facing for reasons I
haven't translated.

True_Facing does not change in at least these circumstances:

A. When an Action resolves, each Target of the Action who avoids its effects
due to Throw Attribute Immunity does not change facing.

B. When most Actions resolve, each Target of the Action who is Missed or Hit as
part of the Effect Process does not change facing.  Among other things, this
includes most (and quite possibly all) damage-dealing attacks.  Worse, it even
includes Hidebehind and the lesser form of Gold (the one where the Enemies
appear to spin around in place, rather than chasing the gold off the screen).
This is painfully ironic, as it means these two Abilities don't even have the
one unique effect they were supposed to have, which was to change the Target's
True_Facing.

It is quite possible that True_Facing is intended to change as it does even
when a Target is Immune, Evades, or Dodges, though it is also possible that
this is not intended.  I could make arguments either way.  However, I do not
see any obviously logical reason why Throw Attribute Immunity should be treated
differently than the others.

Further, I think it is very likely that True_Facing is intended to change when
the Target is successfully attacked as well, which it doesn't.  We would expect
the most natural reaction when someone gets hit would be to turn to face
whatever hit them, and indeed this is what we see happen with Sprite_Facing,
just not with True_Facing.

The fact that Hidebehind and the lesser form of Gold don't actually change the
Target's True_Facing is clearly a bug, as both of these Abilities run through
specific, unique processes to determine to which facing to change the Target,
and even record that facing, but then the change doesn't actually get made.
There's no reason for them to determine a facing if they aren't going to use
it, so there's little question that this is a bug.

Finally, although these may simply be oversights, True_Facing is presumably not
intended to change as it does when the Target is under Stone or Stasis, since
by definition, those Targets can't turn themselves.  And of course, it makes no
sense whatsoever for PoisonDamage or Regeneration to make their Targets turn to
face the Action's fake "Actor", which they do.

In other words, facing is really buggy.  The simplest explanation for the
bugginess would be if the flag that determines whether or not each Target's
True_Facing changes as a result of each Action had its intended meaning
inverted (i.e. they change facing only when it's False, but they meant to
change facing only when it's True), causing True_Facing to change every time
it's NOT supposed to and NOT change every time it IS supposed to.  That would
mean circumstances 3, 4, 5, A, and B, above, would all be the opposite of what
they're supposed to be.

For the most part, that would fit pretty well, though I lean towards thinking
that Evasions and Dodges, at least, should result in True_Facing change as they
currently do, and Throw Attribute Immunity being different from the other
Attribute Immunities is still really weird.  But if some things are working as
intended while everything else is opposite, then there's something more going
on than simple inversion.

Perhaps the developers realized at some point that there was a bug related to
True_Facing, but they didn't realize how widespread it was or figure out what
was causing it, and when they tried to fix it, they fixed the wrong thing(s),
with the result that only a minority of situations were corrected.  That would
be similar to their attempted fix of the Endless OverDrive Bug, where they
caught and disabled two of the ways to trigger it but didn't catch the others,
and they never addressed the root cause of the bug.  That's my best guess at
this point, but there's really no way to know for sure.

Next, let's talk about the problems specific to RFB.  The routine that uses
True_Facing to determine RFB contains a serious logical error which would
prevent it from reliably delivering the correct values even if True_Facing
worked the way it was supposed to.

There are four possible values for True_Facing:
 0: Down-Left (SW)
 1: Down-Right (SE)
 2: Up-Left (NW)
 3: Up-Right (NE)

Since the Actor turns to face the Target at the beginning of an attack, before
determining RFB, any time both the Actor and the Target have the same facing is
considered an attack from behind.  So far there's no problem.

The issue comes in determining attacks from the front.  Again, since the Actor
turns to face the Target at the beginning of an attack, any time the Actor and
Target have opposite facings should be considered an attack from the front.
However, instead of creating a full list of opposites (0 <-> 3; 1 <-> 2), the
game only checks whether the Actor's True_Facing minus 3 exactly equals the
Target's True_Facing.  If it does, the attack is considered to be from the
front; if it doesn't (and the facings also aren't equal, indicating an attack
from behind), then the attack is considered to be from the side, even if the
facings are opposite and the attack logically came from the front!

As a result, the ONLY way an attack is actually counted as coming from the
Target's front is if the Actor is Facing NE (3) and the Target is Facing
SW (0), since 3{NE} - 3{hard-coded} = 0{SW}.  None of the other 3 facing
combinations that logically should result in a front-attack can satisfy this
buggy check, so they are erroneously considered by the game to result in
side-attacks, instead.

RFB = 0 for an attack from the Target's front (but only if it meets the above
condition), 20 for an attack from the side (including 3 of the 4 ways that
should have been considered front), or 60 for an attack from the back.

To summarize RFB:

IF   Actor's True_Facing = Target's True_Facing,
THEN RFB = 60. (back attack)

ELSE
IF   Actor's True_Facing is NE (3) AND Target's True_Facing is SW (0),
THEN RFB = 0. (front attack, but only works for 1 of the 4 possibilities, due
              to a bug)

(any other Facing combination)
ELSE RFB = 20. (side attack, but also used for 3 of 4 from front, due to a bug)

RFB can have a moderately-significant impact on Miss checks, since it is added
directly to the Actor's chance to hit.  This means that an attack from the
"front" gets no bonus, while an attack from the "side" gets a small bonus, and
an attack from the back gets a bonus roughly equal to half of a typical AAc
(Ability Accuracy) for primarily damage-dealing Abilities.

However, the impact of RFB on damage in every EP I've seen that uses RFB at all
is absolutely minuscule.  A few of the EPs that use RFB in a Miss Check ignore
it completely in the Damage Calculation.  Even in those EPs where it does
affect damage, only 1/4 of RFB is added to Raw Damage...which means an attack
from the side does a whopping 5 more Raw Damage, and even an attack from the
back does just 15 more Raw Damage.  This is so little difference that it might
as well be nothing at all.  I strongly suspect that the developers actually
meant to MULTIPLY RFB by 4 for purposes of damage rather than DIVIDE it (and to
include it where it was left out of the Damage Calculation in EPs that do use
it in a Miss Check), as this would have allowed it to have at least a mildly
significant impact, and accidentally switching operators (and forgetting things
entirely) would have been simple enough mistakes to make and are typical of
some of the other errors in the game.

So with how buggy facing and RFB are, how are you supposed to know what value
of RFB to use in calculations?  Well, unfortunately, without using a memory
monitoring tool to watch the internal values of each Participant's True_Facing,
figuring out for sure which value to use for RFB will be somewhere between
impossible and not remotely worth the effort.  For better and worse, RFB isn't
usually a very important variable, so you usually don't need to know for sure,
and anyway there's an estimate you can use that's going to be correct most of
the time.

When in doubt, assume RFB will be 20.  11 of the 16 possible facing
combinations will result in RFB 20, and of the other 5, 4 are back attack
combinations that are usually impossible (due to the predetermined Formations
used) in most battles about which you are likely to care enough to bother with
calculations (i.e. boss battles and the like).  So, for any such battle, RFB
will be 20 in 11 of 12 facing combinations (91.7%).  In the one remaining
combination (8.3%), RFB will be 0.  There aren't too many important non-random
battles in which you can get an RFB of 60 at all.

-------------------------------------------------------------------------------

TEW = Total Equipment Weight.

TEW is pretty straightforward.  To calculate a Participant's TEW, simply take
the Weight value of each of its Equipped Items, add them all together, and cap
at 99 if the total exceeds that.

-------------------------------------------------------------------------------

MT = Moving Target.

MT is used by most Miss Checks to represent whether or not the Target can try
to move out of the way of an attack.  If the Target can move, then it gets to
subtract its QUI from the HC (Hit Chance); if not, then it doesn't.

The game decides whether the Target can move by checking it for the following
status ailments:

Faint
Palsy
Sleep
Stasis
Stone
Stun

If the Target has any of the above ailments, then MT = 0, indicating that it
cannot move.  If it has none of the above ailments, then MT = 1, indicating
that it can move.

Technically, MT takes the form of a multiplier to QUI, and the result is always
subtracted from HC, but since the only two possible values for MT are 0 and 1,
it's really more of a true/false condition (a Boolean, for my fellow nerds).
With a 1, we subtract the Target's entire QUI from the HC, while with a 0 we
subtract 0.  There are no other possibilities.

For several EPs which inflict status ailments and the like, MT instead
multiplies not the Target's QUI, but its PSY, which is then subtracted from
the Success Chance as above.  Unfortunately, the concept of MT isn't a perfect
fit for these EPs.

Some of the Abilities used by these EPs (such as Sweep, StunTouch, or
DeathGrip) could presumably be avoided by moving, but in those cases, we should
still be using QUI, not PSY.  Other Abilities used by these EPs (such as
SharpPain, MysteryTap, or Lullaby) might conceptually be impossible to avoid
physically, but possible to resist mentally.  In these cases, using PSY is
appropriate, but disallowing it simply because the Target has e.g. Palsy seems
inappropriate (unless the developers' concept of Palsy is different from mine
and includes a mind-clouding effect in addition to physical paralysis).  Still
other Abilities used by these EPs (such as IllStorm, Suffocation, or Death)
might also be impossible to avoid physically, but would probably be more
appropriate to resist physically with VIT instead of mentally with PSY, and
still shouldn't have the ability to resist be limited by movement.

Regardless, we get what we get, which is resistance by PSY, limited by whether
the Target can move.  Most likely this is either an oversight or an
oversimplification due to lack of development time.

-------------------------------------------------------------------------------

Dist = Distance.

Dist refers to the distance between Actor and Target.  EPs 00 (Sword, Hammer),
02 (Unarmed), and 3f (Unarmed; can't Miss) do bonus damage when Dist is short.
The bonus decreases as Dist increases, and beyond a certain Dist, there will be
no bonus at all.

Dist is measured on a straight line from the center of the Actor to the center
of the Target and calculated using the X,Y coordinates of each and the
Euclidean distance formula, as follows:

----------

sqrt: take the square root of the expression in parentheses.

Dist = sqrt( (X1 - X2) ^ 2 + (Y1 - Y2) ^ 2 )

----------

Unfortunately, the game doesn't show you X,Y coordinates or Dist, so without
using a memory monitoring tool, you have no way to know exactly what they are.
The best you can do is estimate, which is a tricky proposition given the battle
graphics' use of low camera angles and variable zoom combined with 2D sprites
that don't resize according to distance from the camera.

As a basis for comparison to help with estimating Dist in other battles, lets
look at some actual Dist values between Participants in an example battle: the
DevilSquid in the Basement of the Lord Manor in Owmi.  This battle doesn't
showcase as wide a range of Dist values as I would prefer, but it was the best
I came up with among the few battles that are easy to find, repeatable,
available to a party of 5 PCs within a few minutes of starting the game (at
least, if you choose Blue or Lute, who have the shortest intros), and which
always use the same Battlefield Formation.

PC 1 (Forward) <-> DevilSquid (Forward): Dist = 118
PC 2 (Forward) <-> DevilSquid (Forward): Dist = 154
PC 3 (Forward) <-> DevilSquid (Forward): Dist = 155
PC 4 (Forward) <-> DevilSquid (Forward): Dist = 204
PC 5 (Forward) <-> DevilSquid (Forward): Dist = 209

PC 1 (Back) <-> DevilSquid (Forward): Dist = 149
PC 2 (Back) <-> DevilSquid (Forward): Dist = 185
PC 3 (Back) <-> DevilSquid (Forward): Dist = 187
PC 4 (Back) <-> DevilSquid (Forward): Dist = 237
PC 5 (Back) <-> DevilSquid (Forward): Dist = 241

If you go and fight the DevilSquid, you can compare these values to the
distances you see on screen to get an idea of what various Dist values look
like, which you can then use to better estimate Dist in other battles.

Regarding Forward vs Back: each Participant in each battle has two
predetermined Positions, Forward and Back, of which it will occupy only one or
the other at any given time.  If you are given the opportunity to choose your
Team before a battle, you can toggle the starting Position for each PC between
Forward and Back by pressing Triangle; otherwise it defaults to Forward, as it
does for Enemies.  During battle, using Defense or being hit with a Knockback
effect will move you to your Back Position if you were Forward, and using any
of the various Abilities that qualify as Lunging attacks will move you to your
Forward Position if you were Back.  Note that if you use a Lunging attack to
move Forward, the move occurs after the damage calculation, so the Dist used is
still from your Back Position.  You won't use the Dist from your Forward
Position until the next attack after moving Forward (and only if nothing moves
you Back first).

Finally, be aware that there appears to be (at least) a small bug in the
routine SaGa Frontier uses to find square roots, such that it occasionally
returns a value one less than what it should be.  The above contains two
examples: first, the actual Dist the game calculates between PC 4 (Forward) and
DevilSquid (Forward) is 204, but it should be 205; second, the actual Dist the
game calculates between PC 2 (Back) and DevilSquid (Forward) is 185, but it
should be 186.  For the most part, this bug makes hardly any difference.

-------------------------------------------------------------------------------

EDV = Effective DEFense Value.

Each Target actually has 8 DEFense values (one for each Element), so the main
purpose of the Effective DEFense Value variable is to tell the game which of
those 8 values is the one that matters against this Ability.

When an Ability uses only one Element, the Target's EDV will simply be its DEF
value against that Element.

When an Ability uses multiple Elements, the Target's EDV will be the lowest of
its DEF values from among all of those Elements.

For example, an Enemy Gelatin has the following Elemental DEFenses:
S: 49
P: 49
B: 99
H: 17
C: 17
E: 99
F: 99
X: 27

If attacked with Backfist, which uses B Element only, the Gelatin's EDV will be
its B DEF of 99.  By comparison, if attacked with HardSlash, which uses S and
B, the Gelatin's EDV will be the lower of its S DEF of 49 and its B DEF of 99,
which is 49.  If attacked with Missile, which uses P, B, and H, the Gelatin's
EDV will be the lowest of its P DEF of 49, B DEF of 99, and H DEF of 17, which
is 17.

In this way, it is often advantageous to use multi-Element Abilities, as they
will have a better chance of attacking any weaknesses in the Target's DEFenses.

A few Abilities (specifically, Shield, RING/Guardian, and AcidBreath) grant a
DEF Mod to each of their Targets.  Each time a Target's EDV is calculated, DEF
Mod is added to it (in the case of AcidBreath, DEF Mod will be negative, so
this will reduce EDV), and the result is capped between 0 and 99, inclusive.
For example, if the Gelatin above had previously been hit by AcidBreath, which
gives a DEF Mod of -10, its EDV against Missile would be 17 + -10 = 7.

Each time a Target receives a new DEF Mod, it overwrites any previous DEF Mod.
They do not stack.  DEF Mod remains for the rest of the battle unless Dispelled
or overwritten.  It does not decay.

There are also a few ways for the Target's EDV to be automatically set to 0,
completely ignoring all of its DEF values and any DEF Mod and thus leaving it
very vulnerable:

1. If this Ability qualifies for the Combo Bonus of 100 (see above) against
this Target, then the Target's EDV will also be set to 0.  This is probably the
most important advantage to using Combos.

2. If this Ability has the Anti-Air Attribute and this Target is Vulnerable to
the Anti-Air Attribute, then the Target's EDV will be set to 0 automatically.
There are only 6 Anti-Air Abilities in the entire game, though: SwallowSwing,
GaleSlash, 2GaleSlash, GaleAttack, VaporBlast, and Pop-Knight.  Still, this is
a little-known effect that can really help against certain Targets.  Be wary,
though; anything that puts your PCs in the air (e.g. JetBoots, AngelArmor, etc)
usually makes them Vulnerable to Anti-Air, so these attacks will then ignore
their DEF, too!

3. If this Ability uses EP 17 (Anti-Undead Energy) and the Target's Race
includes Undead, then the Target's EDV will be set to 0.

4. If this Ability uses EP 1c (Anti-Mec Energy) and the Target's Race includes
Mec, then the Target's EDV will be set to 0.

5. BoundShot has a chance, based on the Actor's Current WIL, to set the
Target's EDV to 0, completely ignoring its DEF.  Aside from noticing the
increased damage, you can actually tell when this happens, because the entire
screen will very briefly flash white as the shot hits the Target when the
DEF-bypass successfully activates.

The activation rate for BoundShot's DEF-bypass is calculated as follows:

A:WIL = Actor Current WIL.

IF rand(0...8) < (A:WIL /rd 16),
THEN DEF-bypass Succeeds; Set EDV = 0.

Remember, /rd means "divide and round down"

Alternatively, you can determine the Chance by simply counting the number of
times the shot bounces (from one Gun; don't count the bounces from the second
Gun if you're using Twogun) and dividing by 9, since the number of bounces also
equals (A:WIL /rd 16).

Here's BoundShot's DEF-bypass Chance in chart form:

A:WIL|Chance| % |# bounces
0--15|  0/9 | 0%|    0
16--31|  1/9 |11%|    1
32--47|  2/9 |22%|    2
48--63|  3/9 |33%|    3
64--79|  4/9 |44%|    4
80--95|  5/9 |56%|    5
96--99|  6/9 |67%|    6

Because of this DEF-bypass, BoundShot can be extremely effective against ANY
Target.

There are other ways to set the Target's EDV to 0, but I haven't had time to
write explanations for them yet.

Finally, be aware that compared to how DEFense is used to resist damage, there
are a few inconsistencies in how DEFense is used to help resist Status
Ailments.  First, EP 07, one of the most common means by which Ailments are
inflicted, does not use DEFense in its Success Chance calculation at all.
Second, in all cases I've seen in which a Status Ailment can be inflicted by
another means which does include DEFense (as is often true of SCPs), the game
doesn't actually calculate EDV, it just uses X DEF and only X DEF.  As a
result, it won't include DEF Mod or set DEFense to 0 for a Subsequent Ability
in a Combo.

-------------------------------------------------------------------------------

MyD = the Mystic Divisor.

The idea behind the Mystic Divisor is that Lower Mystics, for whatever
supernatural reason, are supposed to be at an extreme disadvantage when
fighting Upper Mystics, which is, after all, one of the major reasons why the
Upper Mystics can lord it over them.

Fortunately for the player, every Mystic PC in the game (including Asellus
after undergoing MysticalChange in the current battle), with the sole exception
of Mesarthim, is an Upper Mystic, while most Mystic Enemies are Lower Mystics,
so this would generally work out to the player's advantage.

However, what the developers actually implemented is a bit different from this
original concept.  It still works out solely to the player's advantage, but it
doesn't remain entirely true to the idea of Upper vs Lower Mystic status being
the deciding factor.

Here's how it actually works:

For EPs that acknowledge the Mystic Divisor, it can reduce Damage After DEF</pre><pre id="faqspan-7">
(DAD) to 1/4 of normal, which is indeed quite a disadvantage.

In order to qualify:
1. The Actor must be an Enemy Mystic.
2. This Target must be a PC Mystic other than Mesarthim (who is specifically
  excluded).

That's it.  If those two conditions are met and this Ability's EP is subject to
the Mystic Divisor, DAD will be reduced to 1/4.

Interestingly, this means that the Mystic Divisor will be triggered when ANY
Enemy Mystic attacks a PC Mystic (other than Mesarthim). The routine actually
does NOT make any distinction between Lower and Upper Mystic Enemies--even
Orlouge IS included here!  However, Orlouge actually only has 1 attack that
deals damage (3Mistresses), and its EP (14) ignores the Mystic Divisor, so it
will still do full damage.  It works out the same in this case, but the real
game-mechanical reason Orlouge can do full damage to Mystic PCs is not that
he's also an Upper Mystic; it's just that the only attack he uses doesn't care
about Mystic Status.

Since the Actor must be an Enemy in order to qualify, this also means that
Mesarthim, despite being a Lower Mystic, can do full damage to Enemy Upper
Mystics, which again breaks with the original concept but does work out to the
player's advantage.

Also, the game can be quite sneaky about which Enemies it actually considers to
be Mystics.  For example, Orlouge's Mistresses (who do almost all of Orlouge's
attacking for him) are actually considered by the game to be not Mystics but
gender-neutral Humans, presumably just to get around this Divisor!  Virgil,
TimeLord, and the unique "Mystic" bosses from Asellus' Scenario are also
actually considered by the game to be Humans, so that they can fight
effectively against your Mystic PCs.

I have personally confirmed that the following Enemies are considered by the
game to be Mystics and should be subject to the Mystic Divisor (if the EP of
the Ability they use is also subject to it):

 Abyssbat
 Arachne
 Banshee
 Darkfairy
 Demongoat
 Diva (both forms)
 FatDevil
 Fishman
 Furdo
 Gargoyle
 Goblin
 Gremlin
 KittyClawer
 KittyKicker
 Lamia
 Mellow
 Minotaur
 Mollasite (both forms)
 Mystic
 Orlouge
 SirDemon
 Siren
 Snakeman
 SpearValkyrie
 Sprite
 Succubus
 SwordValkyrie
 Titania
 Undine
 WereRhino
 Wonderdog
 Zyphon

Probably the most noteworthy Enemy to be subject to the Mystic Divisor is Diva,
Emelia's final boss, since Diva relies heavily on Abilities which are also
subject to the Mystic Divisor, and Emelia can bring 4 Upper Mystic PCs to the
fight with her (Asellus, White Rose, Zozma, Silence, and TimeLord are all
recruitable in her Scenario, but you have to keep Emelia in the team that
fights Diva, so you can still only use 4 of them, at most).

I've also determined that the following Enemies which you might expect to be
considered Mystics are NOT subject to the Mystic Divisor:

 BatKnight              (Male Human)
 BlackKnight            (Male Human)
 DragonLord             (gender-neutral Monster)
 FireSage               (Male Human)
 GreenSage              (Male Human)
 HunterKnight           (Male Human)
 LionPrincess           (Female Human)
 Orlouge's Mistresses   (gender-neutral Humans)
 TimeLord               (Male Human)
 Virgil                 (Male Human)
 WaterSage              (Male Human)

Neither list is necessarily complete--these are just the ones I've tested so
far--but both should at least be close.  I have to actually get into a fight
with each Enemy in order to check it, which would take quite a while to do for
all 256 Enemies, so I've primarily checked those which I thought were likely to
be Mystics.

For those who've seen the Sakura page addressing the Upper/Lower Mystic
relationship (http://uri.sakura.ne.jp/~saga/sf1/neta/upper_mystic.html), it's
important to point out that either their list of Lower Mystic Enemies is not
entirely correct, or there are differences here between the Japanese and US
versions of the game.  Sakura lists the three Sages as Lower Mystics, which
might be true in the Japanese version, but they most DEFINITELY are NOT subject
to the Mystic Divisor in the US version--I tested them all, and they were all
considered to be Humans and did approximately the same amount of damage to an
Upper Mystic PC as they did to a Human PC, with all Equipment removed (meaning
0 DEF for each) and roughly comparable VIT.

Finally, note that the Mystic Divisor does NOT stack with the Battlefield Peace
Divisor (see below).  Even if both are in effect for the same attack, DAD will
only be divided by 4 once, NOT twice for a total effect of dividing by 16.

-------------------------------------------------------------------------------

BPD = the Battlefield Peace Divisor.

For whatever reason, the developers decided to use one mechanism, which I refer
to as Battlefield_Effect:Peace, to represent two concepts that are not clearly
related.  The first is what I call the Heavenly Peace (found only in the final
area of Blue's Scenario); the second is the effect of the Arcane Spell Fool.
Regardless of source, once Battlefield_Effect:Peace is active, it causes the
EPs used by most damage-dealing Abilities to do 1/4 Damage After DEFense to
everyone (both PCs and Enemies), and it can be broken by using magical-ish
Abilities.  Although I can think of another explanation, I'm going to give the
developers the benefit of the doubt and assume they used the same mechanism for
both concepts as a means of preventing them from stacking.

In the great majority of game situations, Battlefield_Effect:Peace is not
active, but it can be activated in at least the following ways:

1. If anyone casts Fool, Battlefield_Effect:Peace will activate.

2. Any time the Battlefield for a battle starts as or changes to one of the
"Heaven" Battlefields (which are used for the regular battles in Hell, as well
as Hell'sLord in "Heaven Mode"), Battlefield_Effect:Peace will activate.

There may or may not be other ways to activate Battlefield_Effect:Peace, but
those are the ones I've found so far.

Once active, Battlefield_Effect:Peace can be broken (or deactivated) in at
least the following ways:

1. When Hell'sLord transforms to "Hell Mode" and the Battlefield changes,
Battlefield_Effect:Peace is automatically broken. Note that when he transforms
back to Heaven Mode, Battlefield_Effect:Peace is re-activated, no matter how it
was previously broken (whether by this means or one of the others).

2. Any successful use of EPs 04 (Energy/Magical), 17 (Anti-Undead Energy), 1c
(Anti-Mec Energy), or 20 (PhantasmShot) by anyone (including Enemies) has a
chance to break Battlefield_Effect:Peace, roughly equal to
(9.1% * (Raw Damage + 1)).  Since any Raw Damage >= 10 thus guarantees success,
and virtually any attack will do far more Raw Damage than that, this means that
any successful use of these EPs will just-about-automatically break
Battlefield_Effect:Peace.  Note that even the elemental Barrier counter-attacks
(which use EP 04) count for this purpose.

The fact that this chance is linked to Raw Damage and is therefore virtually
guaranteed to succeed is probably an error, since the chance is only random at
all within the absolutely tiny and barely-achievable range of 0--9 Raw Damage,
which really makes the inclusion of a random factor completely pointless.  They
most likely actually meant either to link this to WP/JP cost, as with number 3,
below, or to have no random factor at all and simply always succeed.

3. Any use of EP 19 (Healing Ability) or SCP 24 (SoulRune) by anyone (including
Enemies) has a chance to break Battlefield_Effect:Peace, roughly equal to
(9.1% * (Final WP/JP Cost + 1)).

There may or may not be other ways to break Battlefield_Effect:Peace, but those
are the ones I've found so far.

For EPs which are subject to the Battlefield Peace Divisor, BPD = 4 if
Battlefield_Effect:Peace is currently active, or 1 if it has been broken (or
never existed in this battle in the first place).  Since DAD (Damage After
DEFense) is divided by BPD, this will result in no change if
Battlefield_Effect:Peace is not active, or reduce damage to 1/4 if it is.

The EPs used by most damage-dealing Abilities are subject to the Battlefield
Peace Divisor.  The most noteworthy known exceptions are EPs 14 and 33.  These
EPs include many of the nastier Abilities used only by certain Boss Enemies as
super attacks.  This means you can't use Fool (or the Heavenly Peace, when
fighting Hell'sLord) to protect the PCs from these attacks, which is
unfortunate, since they're nearly the only things that might have made Fool
worth using at all.

Note that the Battlefield Peace Divisor does NOT stack with the Mystic Divisor
(see above).  Even if both are in effect for the same attack, DAD will only be
divided by 4 once, NOT twice for a total effect of dividing by 16.

-------------------------------------------------------------------------------

SM  = Side Multiplier.

The concept behind the Side Multiplier is this: all other things being equal,
PCs get to do 50% more damage than Enemies with the EPs used by most damage-
dealing Abilities.  This is, quite simply, an unfair advantage granted to the
PCs presumably for no better reason than that they're the protagonists and so
we'd prefer to see them win.

Of course, this also means that when a PC gets Charmed, he/she/it often becomes
a deadlier threat than any Enemy.  And, since some Enemies can have 100+ times
as much HP as any PC is allowed to have, Enemies still often end up better off
than PCs in terms of the percentage of Max HP lost to any given attack.

Anyway, the Side Multiplier will equal 3 if the Actor is a PC, or 2 if the
Actor is an Enemy.  In either case, DAD (Damage After DEFense) will be
multiplied by the Side Multiplier, then divided by 3 (though the "divide by 3"
is sometimes bundled with other divisors into a single step, making it not
explicitly visible; nevertheless, it IS still in there), meaning that there
will be no overall change when the Actor is a PC, but DAD will ultimately be
reduced to 2/3 when the Actor is an Enemy.

-------------------------------------------------------------------------------

CMst = CombatMastery bonus.

CMst is nice and simple.  For the EPs to which it applies, you'll do 50% more
Damage After DEFense and before PRR if you have CombatMastery Equipped and
don't have Virus Equipped (both of which are Mec Programs).

CMst applies to (at least) EPs 00 (Sword, Hammer), 02 (Unarmed), 21
(KAMIKAZE-Crush), and 36 (Sword; can't Miss; x2 if Faint).

CMst technically also applies to EPs 3e and 3f, but neither of them is used by
any Ability that can be legitimately used by anyone who can have CombatMastery.

-------------------------------------------------------------------------------

IMD = Incompatible MagiSphere Divisor.

This is a special case divisor which applies only to the duel between Blue and
Rouge near the end of Blue's Scenario.  Every round or two during this battle,
the game will announce the current MagiSphere.  If either of you use an Ability
which is not from the MagiSphere School currently in effect and whose EP
includes the Incompatible MagiSphere Divisor, then Damage After DEF for that
Ability is divided by 4, or if it was a Healing Ability (EP 19), the HP
Recovery is instead divided by 2.

I have determined that the IMD applies to at least EPs 04 (Energy/Magical), 17
(Anti-Undead Energy), 19 (Healing Ability), 1c (Anti-Mec Energy), and 20
(PhantasmShot); and barring any developer errors, it will probably also apply
to any other healing or damage-dealing EPs used by any of the official Spells
belonging to a School of Magic.  I'll update the list as I continue to
translate the EPs.

However, for better or worse, the IMD does NOT apply to most other, non-magical
EPs.  As a result, the simplest and most reliable way to deal damage in this
battle is to use non-magical attacks--e.g. Swords, Martial Arts, Guns, Heavy
Weapons, and the like.  They will do full damage, whereas at any given time,
all but one School of Magic will do only 1/4 damage.  That may or may not have
been what the developers intended (I can come up with arguments either way),
but that's what we're left with.

Anyway, if this is the Blue v Rouge battle, and this Ability is subject to this
Divisor and is from a School other than that of the current MagiSphere, then
IMD = 2; otherwise, IMD = 1.

For EP 19, HP Recovery is divided by IMD; for damage-dealing EPs, Damage After
DEFense is divided by IMD ^ 2, which will be 4 if IMD was 2 (or 1 if it was 1,
meaning no change).

-------------------------------------------------------------------------------

PRR = the Actor's personal "Physical" Random Damage Range.

The range of the random bonus damage added at the very end of the damage
calculation process for most physical EPs is unique to each PC (and Enemies,
technically, but they're almost all the same).

For most EPs that use PRR, the actual amount of random damage added can be any
whole number from 0 to (PRR + 10).

For each PC, PRR = the number of "Physical" Abilities (ID 000--0ff) which that
PC Knows.  This includes the Human Sword, Gun, and Martial Arts Abilities, as
well as all of the Monster Abilities (even those which seem "magical-ish").
As a result, Human PCs who've learned more of these Abilities and Monster PCs
who've Absorbed more Abilities will do slightly more damage overall with
physical attacks than they would otherwise have done.  However, since Mystic
PCs and Mec PCs cannot learn ANY of these Abilities, they will ALWAYS have
PRR = 0 within the normal (i.e. non-hacked) course of the game.

This is mostly just trivia, though, as the random range doesn't typically
contribute a significant amount of damage unless you're doing ~0 Damage After
DEFense to begin with...in which case you're in serious trouble, and the
random damage probably still isn't going to be enough to get you out of
trouble.

The game does technically calculate PRR for Enemies, too, but the developers
didn't set any Abilities as "Known" for almost any Enemies--all they have are
their Equipped Abilities, and (for all that this is completely illogical) they
technically don't "Know" even those.  This probably boils down to an oversight
or a necessary concession to lack of development time, but it doesn't really
make much of a difference here, anyway.

The only exceptions I've found are a few Enemies in Scripted Encounters (e.g.
TimeLord, Hell'sLord) whose Equipped Abilities are determined as part of the
Scripting.  These Enemies do get their Equipped Abilities set as Known, and as
a result they can have a slightly larger Random Damage Range, but with so few
Abilities, it still makes hardly any difference.

For all other Enemies, PRR = 0, and as a result, they will always do from 0--10
random damage with most EPs that use PRR.

-------------------------------------------------------------------------------

MRR = the Actor's personal "Magical" Random Damage Range.

The range of the random bonus damage added at the very end of the damage
calculation process for most magical-ish EPs is unique to each PC (and Enemies,
technically, but they're almost all the same).

The actual amount of random damage added can be any whole number from 0 to
(MRR + 10).

For each PC, MRR = the number of "Magical" Abilities (ID 100--1ff) which that
PC Knows.  Not too many Abilities within that range can actually be considered
"Known" by most PCs, though...  Absorbed Mystic Abilities DON'T count as
"Known", though the MysticWeapon Abilities themselves (just -Sword, -Glove, and
-Boots) do.  None of the Heavy Weapon Abilities can be "Known" by anyone, nor
can the Enemy-and-Boss-only Abilities.  Mecs will really only get to count
their Programs here, and Monsters will probably have nothing at all (with the
exception of Kylin's Space Magic). Interestingly, Dodge Abilities should be
counted, and of course, the largest group of Abilities from 100--1ff that can
be "Known" is the Spells of the various Magic Schools, so Humans and Mystics
who've learned a lot of Spells can do a bit more damage.

This is mostly just trivia, though, as the random range doesn't typically
contribute a significant amount of damage unless you're doing ~0 Damage After
DEFense to begin with...in which case you're in serious trouble, and the
random damage probably still isn't going to be enough to get you out of
trouble.

The game does technically calculate MRR for Enemies, too, but the developers
didn't set any Abilities as "Known" for almost any Enemies--all they have are
their Equipped Abilities, and (for all that this is completely illogical) they
technically don't "Know" even those.  This probably boils down to an oversight
or a necessary concession to lack of development time, but it doesn't really
make much of a difference here, anyway.

The only exceptions I've found are a few Enemies in Scripted Encounters (e.g.
TimeLord, Hell'sLord) whose Equipped Abilities are determined as part of the
Scripting.  These Enemies do get their Equipped Abilities set as Known, and as
a result they can have a slightly larger Random Damage Range, but with so few
Abilities, it still makes hardly any difference.

For all other Enemies, MRR = 0, and as a result, they will always do from 0--10
random damage.

-------------------------------------------------------------------------------





***********************
*  Effect Processes   *                                               [EFPRO02]
*  --EP 02 (Unarmed)  *
***********************


EP 02 is used by most Martial Arts Abilities except Throws, most of the
"physical" Mystic and Monster Abilities, and a few other Abilities.

EPs 02 (Unarmed) and 3f (Unarmed; can't Miss) both use exactly the same Damage
Calculation Process.  These calculations don't just happen to be equivalent;
they're actually performed by the same subroutine, which is called by both EPs.
This fact could be important for modders, since it means that if you change one
of them, you'll change both.

-------------------------------------------------------------------------------

                            EP 02 Abilities Chart
                                by Zaraktheus

Abbreviations:

ID: Hexadecimal ID number of the Ability.
Ability: Name of the Ability.

---

AAc: Ability Accuracy.
APC: Ability Power Constant.
APG: Ability Power Growth.
WP: WP Cost.

---

Elements:

S: Slash
P: Pierce
B: Blunt
H: Heat
C: Cold
E: Electric
F: Force
X: Status

---

L: Lunging attack.  If the Actor is in its Back Position, using this Ability
  will move the Actor to its Forward Position.

---

SCP: Which Status Change Process, if any, the game runs to determine any
    potential Status Changes caused by the Ability as a secondary effect.

---

There are 109* Abilities which use EP 02:

* Technically, Ability 066: SwayBack also has EP 02 in its data, but it doesn't
 actually use an EP, so I'm not counting it or including it on this Chart.

================
| Martial Arts |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|060: Punch          |120|  0|  3| 0|--B-----|-|--                |
|061: Kick           |100|  0|  4| 0|--B-----|L|--                |
|063: Chop           | 90|  5|  2| 1|--B-----|-|01 (Blind)        |
|064: Sliding        |100| 10|  4| 2|--B-----|L|00 (Stun)         |
|067: Fist           |150|  5|  8| 3|-PB---F-|L|--                |
|068: Backfist       |100| 50|  6| 2|--B-----|L|--                |
|069: CrushBeat      |100|120|  7| 4|--B-----|L|--                |
|06a: Rotation Kick  |100| 25|  8| 3|--B-----|L|--                |
|06b: KO Throw       |200| 50| 10| 2|SPBHCEF-|-|00 (Stun)         |
|06e: GoldHand       |140| 10| 13| 6|--B---F-|L|15 (VIT Debuff)   |
|070: TriangleKick   |150|100| 12| 7|-PB---F-|L|--                |
|071: OgreRun        |110| 50| 10| 5|--B-----|-|--                |
|072: Scuffle        |110|150|  6| 4|--B-----|L|--                |
|075: Lastshot       |130|250| 18| 9|--B-----|L|29 (Coup de Grace)|
|076: Corkscrew      |150|100| 24| 9|--B-----|L|--                |
|077: SkyTwister     |150|200| 20|10|--B---F-|L|--                |
===================================================================

==============================
| Martial Arts Counterattack |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|02e: Counter        |250| 25|  8| 0|SPBHCEFX|-|--                |
|02f: CounterChop    |250| 25|  4| 0|SPBHCEFX|-|01 (Blind)        |
|030: CounterFist    |250| 50| 12| 0|SPBHCEFX|-|--                |
|031: CounterBckFist |250| 50| 13| 0|SPBHCEFX|-|--                |
|032: CounterThrust  |250| 50| 18| 0|SPBHCEFX|-|--                |
|033: CounterSlice   |250|200| 24| 0|SPBHCEFX|-|07 (Faint)        |
|034: KO Punch       |250| 25|  9| 0|SPBHCEFX|-|--                |
|035: KO Kick        |250| 25| 10| 0|SPBHCEFX|-|--                |
|036: KO Fist        |250| 50| 13| 0|SPBHCEFX|-|--                |
|037: KO Kicks       |250| 50| 14| 0|SPBHCEFX|-|--                |
|039: KO Run         |250|100| 18| 0|SPBHCEFX|-|--                |
|03a: DragonBeat     |250| 25|  9| 0|SPBHCEFX|-|--                |
|03b: DragonSlide    |250| 25|  7| 0|SPBHCEFX|-|00 (Stun)         |
|03c: DragonFist     |250| 50| 15| 0|SPBHCEFX|-|--                |
|03d: DragonBckFist  |250| 50| 14| 0|SPBHCEFX|-|--                |
===================================================================

============
| Alkaiser |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|055: BrightFist     |110| 25|  4| 0|--B---F-|-|--                |
|056: SparklingRoll  |120| 30|  7| 2|--B---F-|L|--                |
|058: Al-Blaster     |150| 25|  5| 2|-PB-----|-|--                |
|05b: ShiningKick    |100| 50|  6| 1|--B---F-|L|--                |
===================================================================

===============
| MysticSword |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|1b0: MysticSword    |120| 20|  4| 0|S-----F-|-|29 (Coup de Grace)|
|1b1: Needle         |110| 20|  4| 0|-P------|-|--                |
|1b2: Lance          |100| 30|  4| 0|-P------|-|--                |
|1b4: Blade          |120| 15|  5| 1|S-------|-|--                |
|1bb: HeatSmash      |100| 25|  9| 5|S--H----|-|--                |
|1bd: GriffithScratch|110|150| 16| 7|S-------|-|02 (Palsy)        |
===================================================================

===============
| MysticGlove |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|1c0: MysticGlove    |110| 20|  5| 0|--B---F-|-|29 (Coup de Grace)|
|1c5: PoisonusBlow   | 90| 25|  5| 2|--B-----|-|03 (Venom)        |
|1c6: Feeler         |140| 25|  8| 4|--B-----|-|--                |
|1c9: HellWing       |100| 10|  8| 4|SP------|-|--                |
|1ca: GrapeShot      |100|  0|  7| 1|-P------|-|--                |
|1cc: IceSmash       |100| 25|  8| 5|S---C---|-|--                |
|1ce: TigerRampage   |240| 50| 12| 8|--B---F-|L|--                |
===================================================================

===============
| MysticBoots |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|1d0: MysticBoots    |100| 20|  5| 0|--B---F-|L|29 (Coup de Grace)|
|1d2: PowerKick      | 85| 20|  7| 1|--B-----|L|--                |
|1d6: Spiders        |125| 20|  9| 4|SPB-----|-|00 (Stun)         |
|1dc: Assasinate     |120|100|  7| 7|S-------|L|07 (Faint)        |
|1dd: TitasWave      |100| 50| 12| 7|S-B-----|-|--                |
===================================================================

==================
| Monster (Head) |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|080: Fang           |110|  4|  3| 0|S-------|-|--                |
|081: FangCrush      | 95|  8|  5| 2|S-------|-|--                |
|082: DaggerJaw      |160|  0|  6| 3|SPBHCEF-|-|--                |
|083: Beak           |110|  8|  2| 0|SP------|-|01 (Blind)        |
|084: Horn           |100| 20|  4| 1|SP------|-|--                |
|08c: Petrify        |110| 20|  5| 6|S-B-----|-|04 (Stone)        |
===================================================================

=================
| Monster (Arm) |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|08d: DoubleAxe      | 90| 15|  4| 2|S-------|-|--                |
|08e: BrainCrush     |110|  5|  5| 3|S-B-----|L|12 (INT Debuff)   |
|08f: Beat           |120|  2|  3| 0|--B-----|L|--                |
|090: Scissors       |110|  1|  4| 0|S-B-----|L|--                |
|091: PowerBeat      |100| 10|  7| 4|--B-----|L|--                |
|093: Chop           |100|  2|  3| 1|-PB-----|-|01 (Blind)        |
|094: Feeler         |140|  0|  7| 5|--B-----|-|--                |
|095: Claw           |125|  6|  3| 0|S-------|L|--                |
|097: PoisonGrip     |125|  1|  5| 3|S-B-----|L|03 (Venom)        |
|09b: Blade          |140|  5|  4| 1|S-------|L|--                |
|09c: GaleAttack     |150|  5|  4| 3|SP------|-|--                |
|09d: GroundHit      |110|  5|  4| 5|S-B-----|L|00 (Stun)         |
|09e: HeatSmash      |120|  5|  6| 3|S--H----|L|--                |
|09f: IceSmash       |120|  5|  6| 3|S---C---|L|--                |
|0a0: TitasWave      |125| 25|  7| 6|S-B-----|-|--                |
|0a1: Thrust         |110|  6|  3| 0|SP------|-|--                |
|0c0: Kusanagi       |200| 50|  4| 3|S----E--|-|--                |*
|0fd: BoomerangHook  |100|  0|  7| 3|--B-----|L|--                |
===================================================================
* Ability 0c0: Kusanagi is also the basic attack for a Sword, Item 27:
 Kusanagi.  Note that even when used through the Sword, Ability 0c0: Kusanagi
 still uses EP 02 (Unarmed), so its Miss Check and Damage Calculation have
 nothing to do with the Power, Weight, or Accuracy values of the Sword.

=================
| Monster (Leg) |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|0a2: Kick           | 95| 10|  3| 0|--B-----|L|--                |
|0a4: GriffithScratch|100|100|  7| 7|S-B-----|L|02 (Palsy)        |
|0a5: Tail           |120|  3|  4| 1|--B-----|L|00 (Stun)         |
|0a6: TailHit        |120|  0|  5| 3|--B-----|-|00 (Stun)         |
|0a8: SpinAttack     |140|  5|  4| 4|--B-----|-|--                |
|0a9: Stinger        |100| 10|  4| 3|-P------|L|--                |
|0aa: PoisonNeedle   | 80| 10|  5| 5|-P------|L|03 (Venom)        |
===================================================================

==================
| Monster (Body) |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|0ac: MinionStrike   |150| 20|  4| 6|--B-----|-|--                |
|0ae: Coils          |120|  0|  6| 5|--B-----|-|02 (Palsy)        |
|0af: Tackle         |130| 10|  4| 1|--B-----|L|0b (Knockback)    |
|0b0: Dash           |130|  5|  4| 2|--B-----|L|--                |
|0b1: Headbutt       |130| 40|  5| 5|--B-----|L|00 (Stun)         |
|0b2: Stampede       |110| 50|  3| 4|--B-----|L|--                |
|0b3: Wing           |140|  2|  4| 1|SP------|-|--                |
|0b4: GliderSpike    |130| 10|  6| 5|-P------|L|--                |
|0b8: SeedVulcan     |100|  5|  4| 1|-P------|-|--                |
|0ba: Needles        | 90|  8|  3| 0|-P------|-|--                |
===================================================================

====================
| Monster (Breath) |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|0c7: Ink            |100|  5|  3| 1|------F-|-|01 (Blind)        |
|0fb: PoisonGun      |150|  0|  4| 1|------F-|-|03 (Venom)        |
===================================================================

=====================
| Monster (Magical) |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|0f3: Rock           | 75| 20|  5| 2|--B-----|L|--                |
===================================================================

===========
| Program |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|19a: Shock Soldier  |160|200| 14| 8|SPB-----|-|--                |
|19b: Pop-Knight     |160|200| 14|10|SPB-----|-|--                |
|1cf: TigerRampage   |240|200| 18| 8|--B---F-|L|--                |*
===================================================================
* Ability 1cf: TigerRampage can only be used through Item 6d: OctopusBoard, and
 only if you have Ability 17c: TigerProgram Equipped.

============
| Mec Part |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|193: StarlightShower|200|200| 15| 7|--BH-EF-|-|--                |*
|1a1: CosmicRave     |200|250| 26| 7|--BH-EF-|L|--                |*
===================================================================
* Both Abilities 193: StarlightShower and 1a1: CosmicRave can only be used
 through Item 70: V-Special, which is only available as a temporary result of
 using Ability 1a7: V-MAX, which can only be used through Item 71: V-System,
 which is only available as Locked Initial Equipment for T260's TYPE 8 Omega
 Body.  Note that even though they can only be used through an Item, and that
 Item is technically considered a Weapon, both Abilities still use EP 02
 (Unarmed), so their Miss Checks and Damage Calculations have nothing to do
 with the Power, Weight, or Accuracy values of that Weapon.

================
| Heavy Weapon |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|1e8: Vulcan         |160| 10|  4| 0|-P------|-|--                |*
===================================================================
* Ability 1e8: Vulcan is not used directly by any Heavy Weapons; rather it is
 the AoE Ability for Ability 187: Vulcan, which is used by two Heavy Weapons,
 Items 48: LightVulcan and 49: MachineVulcan.  Ability 1e8: Vulcan is also
 used directly by many Enemies.  Note that even when used through a Weapon,
 Ability 1e8: Vulcan still uses EP 02 (Unarmed), so its Miss Check and Damage
 Calculation have nothing to do with the Power, Weight, or Accuracy values of
 the Weapon.  This means that even though the LightVulcan reads as having
 Power 15 versus the MachineVulcan's Power 30, they actually do equal damage,
 and since the LightVulcan has 60 Ammo versus the MachineVulcan's 40, the
 LightVulcan is actually the better Weapon. (though the MachineVulcan does
 give better Mec Stat Boosts)

=================
| Item-Specific |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|1f8: StunNeedle     |120| 10|  3| 0|-P------|-|02 (Palsy)        |
===================================================================

==============
| Enemy-Only |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|029: MaginRampage   |150|200| 16| 0|S-B-----|L|--                |
|07b: Beat           |120|  0|  4| 0|--B-----|L|--                |
|1e9: ChainHeat      |150| 20|  4| 0|S-------|-|29 (Coup de Grace)|
|1ea: IronBall       |130|100|  5| 0|--B-----|-|--                |
|1fe: HeavyRailCannon|200| 25|  5| 0|-PB-----|-|--                |
===================================================================


Two of the EP 02 Abilities also have a total of 3 functionally-different
variants used as AoE / Linked Abilities:

================================
| AoE / Linked Ability Variant |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|08f: Beat           |120|  2|  3|--|-P------|L|--                |*1
|08f: Beat           |120|  2|  3|--|------F-|L|--                |*2
|0ba: Needles        | 90|  8|  3|--|------F-|-|--                |*3
===================================================================
*1 When used as the Linked Ability for Abilities 082: DaggerJaw, 0c0: Kusanagi,
  0e7: MightyCyclone, 1ce: TigerRampage, and 1cf: TigerRampage, Ability
  08f: Beat is replaced with this variant, which is P Element.
*2 When used as the AoE Ability for Ability 0cf: BeetleJuice, Ability 08f: Beat
  is replaced with this variant, which is F Element (and W Attribute).
*3 When used as the AoE Ability for Abilities 0cb: StoneGas, 0cd: TripGas, and
  1cd: Crystalizer, Ability 0ba: Needles is replaced with this variant, which
  is F Element.


-------------------------------------------------------------------------------

Here's the process for EP 02 (Unarmed).  It's quite complex, but I've broken it
down into smaller pieces to try to make it a bit easier to follow.  To reduce
the need for excessive parentheses, I've placed different parts of the
calculations on different lines.  Always do everything on one line before
moving on to the next.

It's worth reading through the process to see how it works, but you probably
wouldn't want to do these calculations manually.  Instead, I highly recommend
you use my SaGa Frontier Effect Process Calculator spreadsheet.  You can get
the latest version here:
https://drive.google.com/open?id=126mkBkcSHH_UvRhMDc3br2QxCIndOIHX

The spreadsheet is an Excel file.  If you don't have Excel and aren't familiar
with any of the alternatives, I'll recommend LibreOffice.  It's free and
available for Windows, Mac, and Linux.  Alternatively, you could use Google
Sheets, but there are some minor issues with how it displays drop-down menus.
More importantly, Google Sheets won't let you edit the spreadsheet (which is
necessary in order to provide the inputs it needs).  To fix that, click "File"
on the Google Sheets toolbar, then click "Make a copy".  Once you name it and
put it wherever you want, you should be able to edit the copy.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                              EP 02 Miss Check

                                  Variables

/rd: means Divide and Round Down. DO NOT round down when dividing unless that
    "rd" is there!

AAc   = Ability Accuracy.
CB    = Combo Bonus: 100 IF Subsequent Ability in Combo for this Target; ELSE 0
RFB   = Relative Facing Bonus.  0, 20, or 60; when in doubt, assume 20.
       Very buggy.
A:QUI = Actor Current QUI.
T:QUI = Target Current QUI.
MT    = Moving Target.  0 IF Target has any of Faint, Palsy, Sleep, Stasis,
       Stone, Stun; ELSE 1.
HC    = Hit Chance.
HR    = Hit Roll.

-------------------------------------------------------------------------------

                                  Hit Roll

IF this is a Subsequent Ability in a Combo for this Target,
THEN HR = 0.

ELSE
IF Actor is Blind,
THEN HR = rand(0...199).

(Actor is not Blind)
ELSE HR = rand(0...99)

-------------------------------------------------------------------------------

                                 Hit Chance

 AAc
+ CB
+ RFB
+ (A:QUI /rd 2)
- (T:QUI * MT)
= HC

-------------------------------------------------------------------------------

                                 Miss Check

IF HC < HR (or HR > HC, whichever way you prefer to think about it),
THEN Miss.

(HC >= HR, or HR <= HC, whichever way you prefer to think about it)
ELSE Hit.


Note that EP 02 is subject to the Unsigned Hit Chance Bug.  If HC manages to be
negative, it will be erroneously read as having a huge positive value instead,
with the result that instead of being guaranteed to Miss, it will be guaranteed
to Hit.

Negative HC should be extremely uncommon for EP 02, but is not impossible.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                    EP 02, 3f Damage Calculation Process

                                  Variables

/rd: means Divide and Round Down. DO NOT round down when dividing unless that
    "rd" is there!

A:STR = Actor Current STR.
A:QUI = Actor Current QUI.
A:VIT = Actor Current VIT.
APC   = Ability Power Constant.
APG   = Ability Power Growth.
CB    = Combo Bonus: 100 IF Subsequent Ability in Combo for this Target; ELSE 0
RFB   = Relative Facing Bonus.  0, 20, or 60; when in doubt, assume 20.
       Very buggy.
Dist  = Distance between Actor and Target, measured on a straight line from the
       center of each.
T:VIT = Target Current VIT.
EDV   = Target Effective DEFense Value.
Raw   = Raw Damage.
DAD   = Damage After DEF.
MyD   = Mystic Divisor: 4 IF Actor is an Enemy Mystic AND Target is a PC Mystic
       other than Mesarthim; ELSE 1.
BPD   = Battlefield Peace Divisor: 4 IF Battlefield_Effect:Peace is active;
       ELSE 1.
SM    = Side Multiplier: 3 IF Actor is a PC; 2 IF Actor is an Enemy.
CMst  = CombatMastery bonus:
       2 IF Actor has CombatMastery and NOT Virus Equipped; ELSE 0.
PRR   = Actor "Physical" Random Damage Range: = # "Physical" Abilities
       (ID 000--0ff) Known; almost always 0 for Enemies.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                      Section 1: Calculating Raw Damage

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

        Part 1: STR, Physical Blender 50, and Ability Power Growth

-------------------------------------------------------------------------------

                                   Part 1a

 A:STR ^ 2
* ((A:STR + A:QUI + A:VIT + 50) /rd 4)
* 3.125
* APG

-------------------------------------------------------------------------------

                                   Part 1b

 A:STR ^ 2
+ 1,600

-------------------------------------------------------------------------------

Part 1 = Part 1a / Part 1b

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                       Part 2: CB, APC, RFB, and Dist

 (CB * (APG - 2; min 0))
+ (APC * 4)
+ (RFB /rd 4)
+ (((220 - Dist; min 0) * (APG - 2; min 0)) /rd 8)

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                                 Part 3: QUI

 A:QUI ^ 2
/ 16

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

Raw = Part 1 + Part 2 + Part 3, rounded down.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                 Section 2: Calculating Damage After DEFense

   128 - ((T:VIT /rd 4) + EDV)
*   Raw
/rd 128
-   EDV; min 0

= DAD

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                   Section 3: Calculating Semi-final Damage

   DAD
/rd MyD

Only IF MyD = 1, THEN:
/rd BPD

Either way:
*   SM
*   (CMst + 4)
/rd 12

+ rand(0...(PRR + 10))

= Semi-final Damage


There are still other things (e.g. Defend, RavaBarrire) that can affect damage,
but they're handled outside of this EP, so I won't go into them here.  Also
remember that if the Ability used has a Linked (or Linked AoE) Ability, then
for the Primary Target, the Semi-final Damage from both the Original Ability
and the Linked Ability will be added together before being finalized and
displayed as a single damage amount.  And of course, Combos work similarly: all
damage to each Target is totaled before being displayed as a single damage
amount.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                         EP 02 Miscellaneous Effects

-------------------------------------------------------------------------------

                       Whether or not the Ability Hit:

If this Ability is a Lunging attack and the Actor is in its Back Position, move
the Actor to its Forward Position.


Note that the move occurs after the damage calculation, so the Dist used for
the above damage calculation will still have been from the Back Position.

-------------------------------------------------------------------------------

                          Only if the Ability Hit:

Perform this Ability's SCP if it has one.

----------

Set two flags whose effects occur outside of this EP.  These effects include,
but may not be limited to, the following:

-Wake Target (i.e. Remove Status:Sleep).
-Send Combo Data to Target.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------





*********************
*  Effect Processes *                                                 [EFPRO03]
*  --EP 03 (Throw)  *
*********************


EP 03 is used by the Martial Arts Throws, the Monster Ability MightyCyclone,
and a few Enemy-Only Abilities with similar concepts.

-------------------------------------------------------------------------------

                            EP 03 Abilities Chart
                                by Zaraktheus

Abbreviations:

ID: Hexadecimal ID number of the Ability.
Ability: Name of the Ability.

---

AAc: Ability Accuracy.
APC: Ability Power Constant.
APG: Ability Power Growth.
WP: WP Cost.

---

Elements:

S: Slash
P: Pierce
B: Blunt
H: Heat
C: Cold
E: Electric
F: Force
X: Status

---

L: Lunging attack.  If the Actor is in its Back Position, using this Ability
  will move the Actor to its Forward Position.

---

SCP: Which Status Change Process, if any, the game runs to determine any
    potential Status Changes caused by the Ability as a secondary effect.

---

There are 13 Abilities which use EP 03:

================
| Martial Arts |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|062: AirThrow       |120|  0|  3| 1|--B-----|L|00 (Stun)         |
|065: RollingCradle  |100| 10|  3| 2|--B-----|L|00 (Stun)         |
|06d: GiantSwing     |100| 75|  9| 6|--B-----|-|29 (Coup de Grace)|
|06f: BabelCrumble   |110|100| 11| 5|--B-----|L|00 (Stun)         |
|073: LocomotionG    |130|  5| 12| 5|--B-----|L|00 (Stun)         |
|074: DragonTurn     |200|100| 12| 3|SPBHCEF-|-|00 (Stun)         |
===================================================================

==============================
| Martial Arts Counterattack |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|038: KO Swing       |250| 75| 18| 0|SPBHCEFX|-|29 (Coup de Grace)|
|03e: DragonSuplex   |250| 50| 16| 0|SPBHCEFX|-|--                |
|03f: DragonSwing    |250| 75| 20| 0|SPBHCEFX|-|29 (Coup de Grace)|
===================================================================

=====================
| Monster (Magical) |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|0e7: MightyCyclone  |110|  0|  9| 6|--B-----|L|00 (Stun)         |
===================================================================

==============
| Enemy-Only |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|07d: SwingDDT       |120| 20|  4| 2|--B-----|-|--                |
|07e: VandalFlip     |120| 50|  4| 2|--B-----|-|--                |
|07f: PowerBomb      |120| 20|  4| 2|--B-----|-|--                |
===================================================================

-------------------------------------------------------------------------------

Here's the process for EP 03 (Throw).  It's quite complex, but I've broken it
down into smaller pieces to try to make it a bit easier to follow.  To reduce
the need for excessive parentheses, I've placed different parts of the
calculations on different lines.  Always do everything on one line before
moving on to the next.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                             EP 03 Special Cases

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                       LocomotionG # Slams to Animate

                                  Variables

/rd: means Divide and Round Down. DO NOT round down when dividing unless that
    "rd" is there!

A:STR = Actor Current STR.
A:QUI = Actor Current QUI.
A:VIT = Actor Current VIT.
Slams = # Slams in animation.

-------------------------------------------------------------------------------

                                   Process

   (A:STR + A:QUI + A:VIT + 40)
/rd 32
+   2
= Slams

IF Base_Animation = 0ac: LocomotionG,
THEN Animation_Variation = Slams.


So basically, if the Ability being used is LocomotionG, then the number of
slams in the animation is determined by the total of the Actor's STR, QUI, and
VIT.

Here's a chart showing the relationship between total STR + QUI + VIT and
Slams:

  S+Q+V  | Slams
  0-- 23 |  3
 24-- 55 |  4
 56-- 87 |  5
 88--119 |  6
120--151 |  7
152--183 |  8
184--215 |  9
216--247 | 10
248--279 | 11
  280+   | 12

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                              EP 03 Miss Check

                                  Variables

/rd: means Divide and Round Down. DO NOT round down when dividing unless that
    "rd" is there!

AAc   = Ability Accuracy.
CB    = Combo Bonus: 100 IF Subsequent Ability in Combo for this Target; ELSE 0
RFB   = Relative Facing Bonus.  0, 20, or 60; when in doubt, assume 20.</pre><pre id="faqspan-8">
       Very buggy.
A:STR = Actor Current STR.
A:QUI = Actor Current QUI.
T:QUI = Target Current QUI.
T:VIT = Target Current VIT.
T:TEW = Target Total Equipment Weight.
MT    = Moving Target.  0 IF Target has any of Faint, Palsy, Sleep, Stasis,
       Stone, Stun; ELSE 1.
HC    = Hit Chance.
HR    = Hit Roll.

-------------------------------------------------------------------------------

                                  Hit Roll

IF this is a Subsequent Ability in a Combo for this Target,
THEN HR = 0.

ELSE
IF Actor is Blind,
THEN HR = rand(0...199).

(Actor is not Blind)
ELSE HR = rand(0...99)

-------------------------------------------------------------------------------

                                 Hit Chance

 AAc
+ CB
+ RFB
+ (A:QUI /rd 2)
- ((T:VIT - A:STR); min 0)
- (((T:QUI + T:TEW) * MT) /rd 2)
= HC

-------------------------------------------------------------------------------

                                 Miss Check

IF HC < HR (or HR > HC, whichever way you prefer to think about it),
THEN Miss.

(HC >= HR, or HR <= HC, whichever way you prefer to think about it)
ELSE Hit.


Note that EP 03 is subject to the Unsigned Hit Chance Bug.  If HC manages to be
negative, it will be erroneously read as having a huge positive value instead,
with the result that instead of being guaranteed to Miss, it will be guaranteed
to Hit.

Negative HC should be extremely uncommon for EP 03, but is not impossible.

Nonsensically, the Target's Total Equipment Weight only reduces Hit Chance if
the Target can move.

Also notice that T:VIT seems to be being used here (as well as in Part 4 of the
Raw Damage Calculation) as if it was the Target's body weight, since there is
no actual body weight statistic--only Total Equipment Weight.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                      EP 03 Damage Calculation Process

                                  Variables

/rd: means Divide and Round Down. DO NOT round down when dividing unless that
    "rd" is there!

A:STR = Actor Current STR.
A:QUI = Actor Current QUI.
A:VIT = Actor Current VIT.
T:VIT = Target Current VIT.
T:TEW = Target Total Equipment Weight.
APC   = Ability Power Constant.
APG   = Ability Power Growth.
CB    = Combo Bonus: 100 IF Subsequent Ability in Combo for this Target; ELSE 0
RFB   = Relative Facing Bonus.  0, 20, or 60; when in doubt, assume 20.
       Very buggy.
EDV   = Target Effective DEFense Value.
Raw   = Raw Damage.
DAD   = Damage After DEF.
MyD   = Mystic Divisor: 4 IF Actor is an Enemy Mystic AND Target is a PC Mystic
       other than Mesarthim; ELSE 1.
BPD   = Battlefield Peace Divisor: 4 IF Battlefield_Effect:Peace is active;
       ELSE 1.
SM    = Side Multiplier: 3 IF Actor is a PC; 2 IF Actor is an Enemy.
PRR   = Actor "Physical" Random Damage Range: = # "Physical" Abilities
       (ID 000--0ff) Known; almost always 0 for Enemies.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                      Section 1: Calculating Raw Damage

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

        Part 1: STR, Physical Blender 50, and Ability Power Growth

-------------------------------------------------------------------------------

                                   Part 1a

 A:STR ^ 2
* ((A:STR + A:QUI + A:VIT + 50) /rd 4)
* 3.125
* APG

-------------------------------------------------------------------------------

                                   Part 1b

 A:STR ^ 2
+ 1,600

-------------------------------------------------------------------------------

Part 1 = Part 1a / Part 1b

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                          Part 2: CB, APC, and RFB

 (CB * (APG - 2; min 0))
+ (APC * 4)
+ (RFB /rd 4)

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                                 Part 3: QUI

 A:QUI ^ 2
/ 16

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                      Part 4: Target "Heaviness" Bonus

 (T:VIT + T:TEW)
* APG

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

Raw = Part 1 + Part 2 + Part 3 + Part 4, rounded down.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                 Section 2: Calculating Damage After DEFense

   128 - ((T:VIT /rd 4) + EDV)
*   Raw
/rd 128
-   EDV; min 0

= DAD

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                   Section 3: Calculating Semi-final Damage

   DAD
/rd MyD

Only IF MyD = 1, THEN:
/rd BPD

Either way:
*   SM
/rd 3

+ rand(0...(PRR + 10))

= Semi-final Damage


There are still other things (e.g. Defend, RavaBarrire) that can affect damage,
but they're handled outside of this EP, so I won't go into them here.  Also
remember that if the Ability used has a Linked (or Linked AoE) Ability, then
for the Primary Target, the Semi-final Damage from both the Original Ability
and the Linked Ability will be added together before being finalized and
displayed as a single damage amount.  And of course, Combos work similarly: all
damage to each Target is totaled before being displayed as a single damage
amount.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                         EP 03 Miscellaneous Effects

-------------------------------------------------------------------------------

                       Whether or not the Ability Hit:

If this Ability is a Lunging attack and the Actor is in its Back Position, move
the Actor to its Forward Position.


Note that the move occurs after the damage calculation, so the Dist used for
the above damage calculation will still have been from the Back Position.

-------------------------------------------------------------------------------

                          Only if the Ability Hit:

Perform this Ability's SCP if it has one.

----------

Set two flags whose effects occur outside of this EP.  These effects include,
but may not be limited to, the following:

-Wake Target (i.e. Remove Status:Sleep).
-Send Combo Data to Target.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------





******************************
*  Effect Processes          *                                        [EFPRO04]
*  --EP 04 (Energy/Magical)  *
******************************


EP 04 is used by most of the magical-ish or energy-based Abilities that don't
belong to another, more specific EP.

EPs 04 (Energy/Magical), 17 (Anti-Undead Energy), 1c (Anti-Mec Energy), and 20
(PhantasmShot) all use exactly the same Damage Calculation Process.  These
calculations don't just happen to be equivalent; they're actually performed by
the same subroutine, which is called by each of these EPs.  This fact could be
important for modders, since it means that if you change one of them, you'll
change all of them.

-------------------------------------------------------------------------------

                            EP 04 Abilities Chart
                                by Zaraktheus

Abbreviations:

ID: Hexadecimal ID number of the Ability.
Ability: Name of the Ability.

---

 APC: Ability Power Constant.
 APG: Ability Power Growth.
WP/JP: WP or JP Cost.  "!" indicates the Ability costs all remaining points;
      the number specified is the minimum amount necessary to use the Ability.

---

Elements:

S: Slash
P: Pierce
B: Blunt
H: Heat
C: Cold
E: Electric
F: Force
X: Status

---

SCP: Which Status Change Process, if any, the game runs to determine any
    potential Status Changes caused by the Ability as a secondary effect.

---

There are 58 Abilities which use EP 04:

===============
| Light Magic |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|105: MegaWindblast  |200| 10| 9 JP|---HCE--|--                           |
===========================================================================

================
| Shadow Magic |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|10c: DarkSphere     | 10|  7| 4 JP|------F-|16 (Dispel)                  |
===========================================================================

===============
| Space Magic |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|110: VaporBlast     | 15|  4| 1 JP|-P------|--                           |
|112: ReverseGravity | 50|  6| 6 JP|--B-----|00 (Stun)                    |
===========================================================================

==============
| Time Magic |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|11b: TimeEclipse    | 25|  6| 5 JP|------F-|28 (Stone or QUI Debuff)     |
===========================================================================

===============
| Realm Magic |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|120: EnergyChain    | 10|  4| 1 JP|------F-|09 (Palsy if I+W+P >= 124)   |
|121: Implosion      | 20|  6| 3 JP|---H----|07 (Faint)                   |*
|125: VermilionSand  | 50|  9| 8 JP|-P----F-|01 (Blind)                   |
===========================================================================
* Although I don't list AAc because EP 04 has no Miss Check, Ability 121:
 Implosion has an AAc of 100 in its data.  This suggests that it may have
 originally used some other EP that can Miss.  It may even be a mistake that
 it uses EP 04 at all.

==============
| Evil Magic |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|138: RavaShot       | 20|  3| 1 JP|------F-|00 (Stun)                    |
===========================================================================

================
| Arcane Magic |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|140: Saber          | 25|  3| 1 JP|SP------|--                           |
|146: Tower          |100| 12|8! JP|-----E--|--                           |
===========================================================================

================
| Mirage Magic |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|158: BlackCat       |  5|  3| 1 JP|------F-|08 (Mess)                    |
|159: Nightmare      |  5|  4| 2 JP|------F-|05 (Sleep)                   |
|15a: Jackal         | 10|  5| 4 JP|------F-|1f (Null Regeneration)       |
|15b: Cockatrice     | 10|  6| 6 JP|------F-|04 (Stone)                   |*
|15c: Reaper         | 15|  7| 7 JP|------F-|07 (Faint)                   |
===========================================================================
* Ability 15b: Cockatrice can also be used through a Sword, Item 20: RuneSword,
 if you have Ability 14e: StasisRune Equipped.  Note that even when used
 through a Sword, Cockatrice still uses EP 04 (Energy/Magical), so its Damage
 Calculation has nothing to do with the Power or Weight values of the Sword.

===============
| MysticSword |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|1b9: Oscillation    | 10|  5| 4 WP|------F-|--                           |
===========================================================================

===============
| MysticGlove |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|1c2: WaterCannon    | 25|  4| 1 WP|-PB-----|35 (Knockback; end temp Fire)|*
|1c3: DeadlyPowder   | 20|  4| 1 WP|------F-|08 (Mess)                    |
|1c8: SpreadBlaster  | 25|  6| 4 WP|---H-E--|--                           |
===========================================================================
* Ability 1c2: WaterCannon can also be used through Item d4: SeaStone if you
 have Ability 1c0: MysticGlove Equipped.

===============
| MysticBoots |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|1d3: ThunderBall    | 25|  6| 2 WP|-----E--|0a (Mec-only Stun)           |
|1d4: BladeNet       |  5|  6| 3 WP|S-----F-|02 (Palsy)                   |
|1d8: Tremor         | 25|  7| 5 WP|--B-----|00 (Stun)                    |
|1da: Quicksand      | 25|  6| 3 WP|------F-|--                           |
|1db: Thunderbolt    | 10|  9| 5 WP|-----E--|0a (Mec-only Stun)           |
===========================================================================

==================
| Monster (Body) |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|0b5: Oscillation    | 20|  4| 6 WP|------F-|--                           |
|0b7: Spore          | 10|  2| 1 WP|------F-|--                           |
|0b9: Solvent        |  8|  2| 0 WP|------F-|15 (VIT Debuff)              |
|0bb: FireBarrier    | 20|  4| 0 WP|---H----|--                           |
|0bc: IceBarrier     | 20|  4| 0 WP|----C---|--                           |
|0bd: BoltBarrier    | 20|  4| 0 WP|-----E--|--                           |
===========================================================================

====================
| Monster (Breath) |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|0c8: WaterCannon    |  5|  3| 1 WP|-PB-----|35 (Knockback; end temp Fire)|
|0cf: BeetleJuice    |  5|  4| 4 WP|------F-|11 (QUI Debuff)              |
|0d0: AcidBreath     |  5|  5| 3 WP|------F-|1b (DEF Debuff)              |
===========================================================================

=====================
| Monster (Magical) |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|0d9: BladeNet       |  5|  4| 3 WP|S-------|02 (Palsy)                   |
|0db: Thunderbolt    | 20|  4| 3 WP|-----E--|0a (Mec-only Stun)           |
|0dc: PainPowder     | 10|  2| 2 WP|------F-|01 (Blind)                   |
|0df: Windblast      | 10|  5| 5 WP|-P----F-|--                           |
|0e0: Tornado        |  0|  8| 5 WP|-P----F-|00 (Stun)                    |
|0e6: HeatWave       | 15|  3| 5 WP|---H----|11 (QUI Debuff)              |
|0e8: Maelstrom      |  0|  7| 8 WP|------F-|31 (Faint)                   |*1
|0ea: Supersonic     |  6|  3| 2 WP|------F-|32 (Blind v Sonicbat, Rabbat)|
|0ec: Scream         |  0|  4| 4 WP|------F-|08 (Mess)                    |
|0ed: Siren          |  5|  4| 7 WP|------F-|13 (WIL Debuff)              |
|0ef: LightBall      |  5|  2| 2 WP|------F-|01 (Blind)                   |
|0f0: Tremor         | 25|  4| 5 WP|--B-----|00 (Stun)                    |
|0f1: Quake          | 40|  5| 5 WP|--B-----|00 (Stun)                    |
|0f2: QuickSand      | 25|  4| 3 WP|--B-----|00 (Stun)                    |*2
|0f7: Silf           | 40|  5| 5 WP|----CE--|--                           |
|0f8: Ignis          | 50|  4| 7 WP|---H----|--                           |
===========================================================================
*1 Ability 0e8: Maelstrom can also be used through: Item 6d: OctopusBoard if
  you have Ability 17d: DragonProgram Equipped; and Items d4: SeaStone and d6:
  MellowRing if you have Ability 1d0: MysticBoots Equipped.
*2 Ability 0f2: QuickSand can also be used through Item dc: SandVessel.


===========
| Program |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|18f: MecSonata      | 10|  4| 4 WP|------F-|0a (Mec-only Stun)           |
===========================================================================

============
| Mec Part |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|19d: Graviton       | 25| 12| 8 WP|------F-|--                           |*
===========================================================================
* Ability 19d: Graviton can only be used through Item 8e: FortBody, which is
 only available as Locked Initial Equipment for PzkwV and T260 TYPE 5.

================
| Heavy Weapon |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|187: Vulcan         |  5|  4| 0 WP|-P------|--                           |*
===========================================================================
* Ability 187: Vulcan is used by two Heavy Weapons, Items 48: LightVulcan and
 49: MachineVulcan.  Even though it can only be used through a Heavy Weapon,
 Vulcan still uses EP 04 (Energy/Magical), so its Damage Calculation has
 nothing to do with the Power value of the Weapon.  This means that even
 though the LightVulcan reads as having Power 15 versus the MachineVulcan's
 Power 30, they actually do equal damage, and since the LightVulcan has 60
 Ammo versus the MachineVulcan's 40, the LightVulcan is actually the better
 Weapon. (though the MachineVulcan does give better Mec Stat Boosts)

=================
| Item-Specific |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|15f: SilverFang     | 50|  6| 5 JP|S-------|1f (Null Regeneration)       |*
===========================================================================
* Ability 15f: SilverFang can only be used through a Sword, Item 19:
 SilverSpread, and only if you have Ability 147: Fool Equipped.  Even though
 it can only be used through a Sword, SilverFang still uses EP 04
 (Energy/Magical), so its Damage Calculation has nothing to do with the Power
 or Weight values of the Sword.

==============
| Enemy-Only |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|107: Salamander     | 40|  5| 5 WP|---H----|--                           |
|1f0: HyperBazooka   | 50|  5| 0 WP|-P-H----|00 (Stun)                    |
===========================================================================

==========
| Dummy? |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|106: Kyon'sSmile    | 10|  3| 0 JP|S-------|--                           |*
|10b: Kyon'sSmile    | 10|  3| 0 JP|S-------|--                           |*
===========================================================================
* Although I don't list AAc because EP 04 has no Miss Check, both Abilities
 106: Kyon'sSmile and 10b: Kyon'sSmile have an AAc of 100 in their data.  This
 suggests that they may have originally used some other EP that can Miss.  It
 may even be a mistake that they use EP 04 at all.  Of course, I'm also not
 aware of any purpose for which either of them is actually used in the game,
 so does it matter?


One of the EP 04 Abilities also has 1 functionally-different variant used as an
AoE / Linked Ability:

================================
| AoE / Linked Ability Variant |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|0f0: Tremor         | 25|  4| 3 WP|--B-----|00 (Stun)                    |*
===========================================================================
* Abilities 0f2: QuickSand and 1da: Quicksand both cost 3 WP, so when Ability
 0f0: Tremor is used as their Linked AoE Ability, Tremor's damage is
 calculated as though it cost 3 WP.

-------------------------------------------------------------------------------

Here's the process for EP 04 (Energy/Magical).  It's quite complex, but I've
broken it down into smaller pieces to try to make it a bit easier to follow.
To reduce the need for excessive parentheses, I've placed different parts of
the calculations on different lines.  Always do everything on one line before
moving on to the next.

It's worth reading through the process to see how it works, but you probably
wouldn't want to do these calculations manually.  Instead, I highly recommend
you use my SaGa Frontier Effect Process Calculator spreadsheet.  You can get
the latest version here:
https://drive.google.com/open?id=126mkBkcSHH_UvRhMDc3br2QxCIndOIHX

The spreadsheet is an Excel file.  If you don't have Excel and aren't familiar
with any of the alternatives, I'll recommend LibreOffice.  It's free and
available for Windows, Mac, and Linux.  Alternatively, you could use Google
Sheets, but there are some minor issues with how it displays drop-down menus.
More importantly, Google Sheets won't let you edit the spreadsheet (which is
necessary in order to provide the inputs it needs).  To fix that, click "File"
on the Google Sheets toolbar, then click "Make a copy".  Once you name it and
put it wherever you want, you should be able to edit the copy.

You can also see the Ability Analysis section for Raw Damage Examples for each
Ability.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                             EP 04 Special Cases

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                      DarkSphere Animation Sphere Size

                                  Variables

/rd: means Divide and Round Down. DO NOT round down when dividing unless that
    "rd" is there!

A:INT = Actor Current INT.
A:WIL = Actor Current WIL.
A:PSY = Actor Current PSY.
Size  = Size of sphere in animation.

-------------------------------------------------------------------------------

                                   Process

   A:INT
+   A:WIL
+   A:PSY
/rd 48
Cap <= 5
= Size

IF Base_Animation = 083: DarkSphere,
THEN Animation_Variation = Size.


So basically, if the Ability being used is DarkSphere, then the size of the
sphere in the animation is determined by the total of the Actor's INT, WIL, and
PSY.  As you'd expect, a larger Size value corresponds to a larger sphere, but
0 doesn't mean "no sphere"; it just means the smallest sphere the animators
allowed.

Here's a chart showing the relationship between total INT + WIL + PSY and Size:

  I+W+P  | Size
  0-- 47 | 0
 48-- 95 | 1
 96--143 | 2
144--191 | 3
192--239 | 4
  240+   | 5

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                              EP 04 Miss Check

EP 04 has no Miss Check; therefore, EP 04 Abilities CANNOT Miss.  The Blind
Ailment also has no effect on them.  Of course, many of them can still be
Evaded by various means, since that's not the same as Missing.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                EP 04, 17, 1c, 20 Damage Calculation Process

                                  Variables

/rd: means Divide and Round Down. DO NOT round down when dividing unless that
    "rd" is there!

A:INT = Actor Current INT.
A:WIL = Actor Current WIL.
A:PSY = Actor Current PSY.
APC   = Ability Power Constant.
APG   = Ability Power Growth.
JP    = Final JP/WP Cost, after Mastery, then Awakening;
       0 IF Actor in OverDrive.
CB    = Combo Bonus: 100 IF Subsequent Ability in Combo for this Target; ELSE 0
T:VIT = Target Current VIT.
EDV   = Target Effective DEFense Value.
Raw   = Raw Damage.
DAD   = Damage After DEF.
MyD   = Mystic Divisor: 4 IF Actor is an Enemy Mystic AND Target is a PC Mystic
       other than Mesarthim; ELSE 1.
BPD   = Battlefield Peace Divisor: 4 IF Battlefield_Effect:Peace is active;
       ELSE 1.
SM    = Side Multiplier: 3 IF Actor is a PC; 2 IF Actor is an Enemy.
IMD   = Incompatible MagiSphere Divisor: 2 IF this is the Blue v Rouge battle
       AND this Ability is not from the School of the current MagiSphere;
       ELSE 1.
MRR   = Actor "Magical" Random Damage Range: = # "Magical" Abilities (ID 100--
       1ff) Known; almost always 0 for Enemies.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                      Section 1: Calculating Raw Damage

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

          Part 1: WIL, Mental Blender 40, and Ability Power Growth

-------------------------------------------------------------------------------

                                   Part 1a

 A:WIL ^ 2
* ((A:INT + A:WIL + A:PSY + 40) /rd 4)
* 3.125
* APG

-------------------------------------------------------------------------------

                                   Part 1b

 A:WIL ^ 2
+ 1,600

-------------------------------------------------------------------------------

Part 1 = Part 1a / Part 1b

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

               Part 2: Combo Bonus and Ability Power Constant

 (CB * (APG - 2; min 0))
+ (APC * 4)

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                                 Part 3: PSY

 A:PSY ^ 2
/ 16

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                  Part 4: JP/WP Cost and Mental Blender 100

 ((A:INT + A:WIL + A:PSY + 100) /rd 4)
* 2
* JP

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

Raw = Part 1 + Part 2 + Part 3 + Part 4, rounded down.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                 Section 2: Calculating Damage After DEFense

   128 - ((T:VIT /rd 4) + EDV)
*   Raw
/rd 128
-   EDV; min 0

= DAD

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                   Section 3: Calculating Semi-final Damage

   DAD
/rd MyD

Only IF MyD = 1, THEN:
/rd BPD

Either way:
* SM
/ 3
/ (IMD ^ 2)

+ rand(0...(MRR + 10))

rounded down
= Semi-final Damage


There are still other things (e.g. Defend, RavaBarrire) that can affect damage,
but they're handled outside of this EP, so I won't go into them here.  Also
remember that if the Ability used has a Linked (or Linked AoE) Ability, then
for the Primary Target, the Semi-final Damage from both the Original Ability
and the Linked Ability will be added together before being finalized and
displayed as a single damage amount.  And of course, Combos work similarly: all
damage to each Target is totaled before being displayed as a single damage
amount.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                         EP 04 Miscellaneous Effects

IF rand(0...10) < (Raw Dmg + 1),
THEN Deactivate Battlefield_Effect:Peace.


Any Raw Damage >= 10 guarantees success, and virtually any attack will do far
more Raw Damage than that, so this check is nearly impossible to fail.  This is
probably a bug.

Note that the deactivation occurs after damage has been calculated, so if
Battlefield_Effect:Peace was active, it will have already reduced damage from
this Ability against this Target before being deactivated.  However, if this
Ability has a Linked Ability, AoE, or more Targets, those damage calculations
will not be reduced, since Battlefield_Effect:Peace will have been deactivated
before reaching them.

----------

Perform this Ability's SCP if it has one.

----------

Set two flags whose effects occur outside of this EP.  These effects include,
but may not be limited to, the following:

-Wake Target (i.e. Remove Status:Sleep).
-Send Combo Data to Target.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

Here's an example of the damage calculation from the above process in action.
I'll put the actual numbers in {} next to each variable in the calculation
process.

Let's have Blue cast EnergyChain on a Kraken.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

EXAMPLE  EXAMPLE  EXAMPLE  EXAMPLE  EXAMPLE  EXAMPLE  EXAMPLE  EXAMPLE  EXAMPLE

                EP 04, 17, 1c, 20 Damage Calculation Process

                                  Variables

/rd: means Divide and Round Down. DO NOT round down when dividing unless that
    "rd" is there!

A:INT = 72
A:WIL = 77
A:PSY = 69
APC   = 10
APG   = 4
JP    = 1. We'll say he doesn't have Mastery or Awakening at the moment.
CB    = 0, since this is not a Subsequent Ability in a Combo.
T:VIT = 97
EDV   = 39, Kraken's F DEF.
Raw   = Raw Damage.
DAD   = Damage After DEF.
MyD   = 1, since the Actor (Blue) is not an Enemy Mystic.
BPD   = 1, since we're not in Hell and Fool hasn't been cast.
SM    = 3, since the Actor (Blue) is a PC.
IMD   = 1, since this is not the Blue v Rouge battle.
MRR   = 22; let's say he Knows 22 Spells so far.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                      Section 1: Calculating Raw Damage

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

          Part 1: WIL, Mental Blender 40, and Ability Power Growth

-------------------------------------------------------------------------------

                                   Part 1a

 A:WIL{77} ^ 2
* ((A:INT{72} + A:WIL{77} + A:PSY{69} + 40) /rd 4)
* 3.125
* APG{4}

Part 1a = 4,743,200

-------------------------------------------------------------------------------

                                   Part 1b

 A:WIL{77} ^ 2
+ 1,600

Part 1b = 7,529

-------------------------------------------------------------------------------

Part 1 = Part 1a{4,743,200} / Part 1b{7,529} = 629.9907...

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

               Part 2: Combo Bonus and Ability Power Constant

 (CB{0} * (APG{4} - 2; min 0))
+ (APC{10} * 4)

Part 2 = 40

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                                 Part 3: PSY

 A:PSY{69} ^ 2
/ 16

Part 3 = 297.5625

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                  Part 4: JP/WP Cost and Mental Blender 100

 ((A:INT{72} + A:WIL{77} + A:PSY{69} + 100) /rd 4)
* 2
* JP{1}

Part 4 = 158

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

Raw = Part 1{629.9907...} + Part 2{40} + Part 3{297.5625} + Part 4{158},
     rounded down = 1,125

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                 Section 2: Calculating Damage After DEFense

   128 - ((T:VIT{97} /rd 4) + EDV{39})
*   Raw{1,125}
/rd 128
-   EDV{39}; min 0

= DAD = 532

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                   Section 3: Calculating Semi-final Damage

   DAD{532}
/rd MyD{1}

Since MyD = 1, THEN:
/rd BPD{1}

Either way:
* SM{3}
/ 3
/ (IMD{1} ^ 2)

+ rand(0...(MRR{22} + 10))

= Semi-final Damage = 532--564, depending on the rand.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------


Some Observations about EP 04:

1. Which Stat (INT, WIL, or PSY) will be most beneficial to increase for a
given Ability is complicated to determine.  Generally speaking, INT doesn't
contribute as much as either of the other two, PSY provides more relative
benefit for Abilities with lower APG values, and WIL provides more relative
benefit for Abilities with higher APGs.  However, the exact relationship also
depends on the current values of each of those stats before the proposed
increase.

A simple way to answer this question for a given Ability in a given situation
is to use my SaGa Frontier Effect Process Calculator spreadsheet.  You can get
the latest version here:
https://drive.google.com/open?id=126mkBkcSHH_UvRhMDc3br2QxCIndOIHX

Provide the inputs that define the situation, then record Raw Damage for the
Ability after increasing WIL by a given amount, then return WIL to its original
value and record Raw Damage again after instead increasing PSY by the same
amount.  Compare the two Raw Damage figures and see which was the highest.
That's the stat that's most beneficial to increase for that Ability in your
situation.

2. The more JP/WP you spend, the more bonus Raw Damage you'll do.  This is the
main reason why Tower can be so powerful, though it's a strong spell even
without that.  However, this means that if you have Mastery (which reduces the
JP/WP Cost by 1), you'll actually do less damage than you would without
Mastery.  Also, when in OverDrive, you receive no bonus damage for spending
JP/WP, since they assume you're going to go all out because you'll lose all
your JP/WP when OverDrive ends anyway (and so that spamming Tower 5+ times
isn't nearly as ridiculous).

3. Here's another way to think about how we modify Raw Damage to DAD, which may
give a better understanding of the relationship.  First, we multiply Raw by
(128 - ((T:VIT /rd 4) + EDV)) / 128.  The number we multiply Raw by there can
potentially range from about 0.04--1 (and is inversely proportional to
T:VIT/4 + EDV), meaning we can end up with 4%--100% of Raw afterwards.  It's
easy to see how a high combination of EDV and VIT/4 can greatly reduce damage
from any Ability, regardless of how powerful, during this step.  On the other
hand, if the Target has 0 EDV and VIT, Raw will be left completely unchanged.

Also notice that the higher the Target's EDV and VIT already are, the more
damage reduction it will get per additional point of EDV or VIT/4.  For
example, if we go from ((T:VIT /rd 4) + EDV) = 110, at which we'll be left with
~14% Raw, to ((T:VIT /rd 4) + EDV) = 120, at which we'll be left with ~6% Raw,
that's a (1 - (6 / 14)) = 57% drop in remaining Raw damage resulting from a 10
point increase in ((T:VIT /rd 4) + EDV).  Compare this with going from
((T:VIT /rd 4) + EDV) = 10 to 20: we only decrease from ~92% Raw to ~84% Raw,
which is just an (1 - (84 / 92)) = 8.7% drop in remaining Raw damage resulting
from the same 10 point increase.

Next, we simply reduce the remaining Raw by subtracting EDV.  This can make
virtually no difference if the remaining Raw is high, or can drop the DAD by a
huge percentage (or even to 0) if the remaining Raw was already low.  For
example, if EDV is 50 but remaining Raw is still 2500, then subtracting EDV
only reduces damage by another 2%.  By contrast, if EDV is 50 and remaining Raw
is only 75, then subtracting EDV reduces damage by another 66.67%.





**********************
*  Effect Processes  *                                                [EFPRO12]
*  --EP 12 (Breath)  *
**********************


EP 12 is used mainly by the Abilities with "Breath" in their names (except
AcidBreath, which uses EP 04), damage-dealing Abilities with "Gas" in their
names (so not SleepGas, which uses EP 07), and a few other Abilities with
similar concepts.  EP 12 is also used by DivingPress and both versions of
Trample, presumably because the Actor's TEW (Total Equipment Weight) influences
EP 12's damage, and that makes sense for these Abilities.

-------------------------------------------------------------------------------

                            EP 12 Abilities Chart
                                by Zaraktheus

Abbreviations:

ID: Hexadecimal ID number of the Ability.
Ability: Name of the Ability.

---

AAc: Ability Accuracy.
APC: Ability Power Constant.
APG: Ability Power Growth.
WP: WP Cost.

---

Elements:

S: Slash
P: Pierce
B: Blunt
H: Heat
C: Cold
E: Electric
F: Force
X: Status

---

SCP: Which Status Change Process, if any, the game runs to determine any
    potential Status Changes caused by the Ability as a secondary effect.

---

There are 16 Abilities which use EP 12:

===============
| MysticSword |
====================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|SCP                  |
====================================================================
|1b8: FireBreath     |200| 20|  7| 3|---H----|2b (Temp FireBarrier)|
====================================================================

===============
| MysticGlove |
====================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|SCP                  |
====================================================================
|1cb: ArcticBreath   |200| 20|  6| 4|----C---|2d (Temp IceBarrier) |
|1cd: Crystalizer    |200| 25|  7| 7|------F-|04 (Stone)           |
====================================================================

=================
| Monster (Leg) |
====================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|SCP                  |
====================================================================
|0a3: Trample        | 90| 25|  5| 4|--B-----|--                   |
====================================================================

==================
| Monster (Body) |
====================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|SCP                  |
====================================================================
|0fa: DivingPress    |120| 50|  5| 0|--B-----|--                   |
====================================================================

====================
| Monster (Breath) |
====================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|SCP                  |
====================================================================
|0c1: GasFlame       |200|  5|  3| 4|---H----|11 (QUI Debuff)      |
|0c2: FireBreath     |200|  5|  4| 3|---H----|2b (Temp FireBarrier)|
|0c3: FlameBlast     |200| 20|  3| 5|---H----|2b (Temp FireBarrier)|
|0c4: ArcticBreath   |200|  5|  4| 3|----C---|2d (Temp IceBarrier) |
|0c5: BoltBreath     |200| 15|  3| 2|-----E--|2f (Temp BoltBarrier)|
|0c6: BoltBlast      |200| 10|  4| 5|-----E--|2f (Temp BoltBarrier)|
|0c9: StinkGas       |200|  5|  3| 2|------F-|13 (WIL Debuff)      |
|0ca: PoisonGas      |200| 10|  3| 3|------F-|03 (Venom)           |
|0cb: StoneGas       |200| 20|  3| 6|------F-|04 (Stone)           |
|0cd: TripGas        |200| 10|  3| 4|------F-|06 (Angry)           |
====================================================================

==============
| Enemy-Only |
====================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|SCP                  |
====================================================================
|1fd: Trample        |100| 25|  6| 2|--B-----|--                   |
====================================================================

-------------------------------------------------------------------------------

Here's the process for EP 12 (Breath).  It's moderately complex, but I've
broken it down into smaller pieces to try to make it a bit easier to follow.
To reduce the need for excessive parentheses, I've placed different parts of
the calculations on different lines.  Always do everything on one line before
moving on to the next.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                              EP 12 Miss Check

                                  Variables

/rd: means Divide and Round Down. DO NOT round down when dividing unless that
    "rd" is there!

AAc   = Ability Accuracy.
A:WIL = Actor Current WIL.
T:QUI = Target Current QUI.
MT    = Moving Target.  0 IF Target has any of Faint, Palsy, Sleep, Stasis,
       Stone, Stun; ELSE 1.
HC    = Hit Chance.
HR    = Hit Roll.

-------------------------------------------------------------------------------

                                  Hit Roll

IF this is a Subsequent Ability in a Combo for this Target,
THEN HR = 0.

ELSE
IF Actor is Blind,
THEN HR = rand(0...199).

(Actor is not Blind)
ELSE HR = rand(0...99)

-------------------------------------------------------------------------------

                                 Hit Chance

 AAc
+ A:WIL
- (T:QUI * MT)
= HC

-------------------------------------------------------------------------------

                                 Miss Check

IF HC < HR (or HR > HC, whichever way you prefer to think about it),
THEN Miss.

(HC >= HR, or HR <= HC, whichever way you prefer to think about it)
ELSE Hit.


Note that EP 12 is subject to the Unsigned Hit Chance Bug.  If HC manages to be
negative, it will be erroneously read as having a huge positive value instead,
with the result that instead of being guaranteed to Miss, it will be guaranteed
to Hit.

Negative HC should be extremely uncommon for EP 12, but is not impossible.

Also notice the lack of CB (though HR will still be 0 if this is a Subsequent
Ability in a Combo for this Target) and RFB.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                      EP 12 Damage Calculation Process

                                  Variables

/rd: means Divide and Round Down. DO NOT round down when dividing unless that
    "rd" is there!

A:cHPC = Actor Current HP Component.
A:cHP = Actor Current HP.
A:VIT = Actor Current VIT.
A:TEW = Actor Total Equipment Weight.
APC   = Ability Power Constant.
APG   = Ability Power Growth.
PRR   = Actor "Physical" Random Damage Range: = # "Physical" Abilities
       (ID 000--0ff) Known; almost always 0 for Enemies.
T:VIT = Target Current VIT.
EDV   = Target Effective DEFense Value.
Raw   = Raw Damage.
DAD   = Damage After DEF.
MyD   = Mystic Divisor: 4 IF Actor is an Enemy Mystic AND Target is a PC Mystic
       other than Mesarthim; ELSE 1.
BPD   = Battlefield Peace Divisor: 4 IF Battlefield_Effect:Peace is active;
       ELSE 1.
SM    = Side Multiplier: 3 IF Actor is a PC; 2 IF Actor is an Enemy.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                      Section 1: Calculating Raw Damage
</pre><pre id="faqspan-9">
-------------------------------------------------------------------------------

                         Actor Current HP Component

IF Actor is a PC,
THEN A:cHPC = A:cHP /rd 8.

IF Actor is an Enemy,
THEN A:cHPC = A:cHP /rd 16.

IF A:cHPC >= 81,
THEN A:cHPC = 80.

-------------------------------------------------------------------------------

                                Raw Damage

 (A:cHPC + (A:VIT /rd 2) + A:TEW) * APG
+ (APC * 4)
+ rand(0...PRR)
= Raw Damage.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                 Section 2: Calculating Damage After DEFense

   128 - ((T:VIT /rd 4) + EDV)
*   Raw
/rd 128
-   EDV; min 0

= DAD

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                   Section 3: Calculating Semi-final Damage

   DAD
/rd MyD

Only IF MyD = 1, THEN:
/rd BPD

Either way:
*   SM
/rd 3

= Semi-final Damage


There are still other things (e.g. Defend, RavaBarrire) that can affect damage,
but they're handled outside of this EP, so I won't go into them here.  Also
remember that if the Ability used has a Linked (or Linked AoE) Ability, then
for the Primary Target, the Semi-final Damage from both the Original Ability
and the Linked Ability will be added together before being finalized and
displayed as a single damage amount.  And of course, Combos work similarly: all
damage to each Target is totaled before being displayed as a single damage
amount.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                         EP 12 Miscellaneous Effects

-------------------------------------------------------------------------------

                          Only if the Ability Hit:

Perform this Ability's SCP if it has one.

----------

Set two flags whose effects occur outside of this EP.  These effects include,
but may not be limited to, the following:

-Wake Target (i.e. Remove Status:Sleep).
-Send Combo Data to Target.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------


Some observations about EP 12:

While not exactly simple, the EP 12 Raw Damage Calculation is quite a bit less
complex than those used by most damage-dealing Abilities.  The expression
involving APG is much simpler than usual, and where there are commonly several
more components to Raw Damage, EP 12 has just two more, and neither is usually
very impactful.

The only other components of Raw Damage EP 12 does have are the typical
(APC * 4) and the rather atypical rand(0...PRR).  Usually, we'd add 10 to PRR
(or MRR) before generating the rand, which doesn't make much of a difference,
but does mean that most Enemies will have no random variation at all in their
damage with EP 12.  More importantly, rand(0...PRR) is added much earlier than
usual, during the Raw Damage Calculation, rather than being the last thing
added before arriving at Semi-final Damage.  So, not only is EP 12's random
component smaller than usual, but it can be further reduced by Raw->DAD, MyD,
BPD, and SM, which is not the case in the EPs used by most damage-dealing
Abilities.  Because of its inconsistency, the fact that rand(0...PRR) is added
so early in EP 12 is probably a bug.

----------

For a given Ability, A:cHPC and A:TEW are potentially the most important
contributors to damage.  Because A:VIT is divided by 2, it is less important,
though by no means negligible.

A:TEW has a higher cap than A:cHPC (99 vs 80) and cannot be reduced during
battle, but it can be tricky to manipulate.  Mystics can just Equip a few of
the game's heavier Items (if you have any), such as Glirandly, BehemothRifle,
SuperMissile, PoweredSuit (only for Dr. Nusakan or Mesarthim), or especially
Iron Clogs (see the Item Weight Chart for the complete list).  The same applies
to Humans and Mecs (who can use several EP 12 Abilities indirectly as the
Linked AoE Abilities for several Heavy Weapons).  However, Monster PCs, which
are probably the ones most likely to use EP 12 Abilities (at least, directly),
will have their TEW mostly determined by the hidden Items Equipped by their
Form.  For a given Form, you can only manipulate TEW by Equipping Accessories,
none of which are particularly heavy compared to other Items.  SeaStone would
be the ideal choice for maximizing EP 12 damage, since it both has a Weight of
10 (the highest among Accessories) and boosts VIT by 7, but SeaStones are quite
rare.  The next best choice would be Junk, which also has a Weight of 10.  You
can get Junk every time (unless something else drops first) you defeat a
Gremlin (the BR 6 Male Mystic) or by exploiting the Junk Shop in any Scenario
but T260's.  The third choice would be SteelAmulet, with a Weight of 4 and VIT
boost of 5.  You can get a SteelAmulet every time (unless something else drops
first) you defeat a Ghostrider (the BR 4 Undead) or LiquidMetal (the BR 6
Slime), and there's also one in Scrap's Caballero Factory, if you're in Riki's
or T260's Scenario.

A:cHPC has a lower cap than A:TEW, and it can change during battle as the
Participant loses or regains HP.  For a PC, A:cHPC will be maxed at 640+ HP,
which is pretty far up on the scale of PC HP.  For an Enemy, A:cHPC will be
maxed at 1280+ HP.  For some minor Enemies, this is more than their Max HP, but
there are quite a few Enemies that use EP 12 Abilities who have so much HP
(even more so if they undergo HP Scaling at a high BR) that they can lose most
of their HP and still have a maxed out A:cHPC.

----------

EP 12 also lacks a call to the subroutine which checks whether the Ability used
is a Lunging attack, and if it is, moves the Actor to its Forward Position if
it was in its Back Position.  Many other EPs are also missing this call, but so
long as none of the Abilities used by an EP has the Lunging flag set in its
data, that's perfectly appropriate.  EP 12, however, has three Abilities
(DivingPress and both versions of Trample) whose data say they should be
Lunging attacks, and logic would agree that they should be Lunging, since it
would presumably be difficult to smush someone underfoot without moving close
to them.  But because EP 12 is missing this subroutine call, these Abilities do
not cause the Position change they should.   This is most likely a developer
oversight error.





**********************************
*  Effect Processes              *                                    [EFPRO17]
*  --EP 17 (Anti-Undead Energy)  *
**********************************


EP 17 is nearly identical to EP 04 (Energy/Magical); the main difference being
that EP 17 will ignore the DEFense of any Undead Target.

EPs 04 (Energy/Magical), 17 (Anti-Undead Energy), 1c (Anti-Mec Energy), and 20
(PhantasmShot) all use exactly the same Damage Calculation Process.  These
calculations don't just happen to be equivalent; they're actually performed by
the same subroutine, which is called by each of these EPs.  This fact could be
important for modders, since it means that if you change one of them, you'll
change all of them.

-------------------------------------------------------------------------------

                            EP 17 Abilities Chart
                                by Zaraktheus

Abbreviations:

ID: Hexadecimal ID number of the Ability.
Ability: Name of the Ability.

---

 APC: Ability Power Constant.
 APG: Ability Power Growth.
WP/JP: WP or JP Cost.

---

Elements:

S: Slash
P: Pierce
B: Blunt
H: Heat
C: Cold
E: Electric
F: Force
X: Status

---

L: Lunging attack.  If the Actor is in its Back Position, using this Ability
  will move the Actor to its Forward Position.

---

SCP: Which Status Change Process, if any, the game runs to determine any
    potential Status Changes caused by the Ability as a secondary effect.

---

There are 8 Abilities which use EP 17:

=========
| Sword |
===============================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|L|SCP            |
===============================================================
|005: CrossSlash     | 50|  4| 2 WP|S-------|-|--             |*
===============================================================
* Although Ability 005: CrossSlash can only be used through a Sword, it still
 uses EP 17 (Anti-Undead Energy), so its Damage Calculation has nothing to do
 with the Power or Weight values of the Sword.  However, it also has a Linked
 Ability, 000: Slash, for whose Damage Calculation those values do matter.

============
| Alkaiser |
===============================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|L|SCP            |
===============================================================
|057: FlashTurn      | 50| 12| 4 WP|--B---F-|L|--             |
===============================================================

===============
| Light Magic |
===============================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|L|SCP            |
===============================================================
|100: SunRay         | 15|  3| 1 JP|---H----|-|--             |
|102: FlashFire      | 25|  4| 4 JP|---H----|-|01 (Blind)     |
===============================================================

==============
| Mind Magic |
===============================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|L|SCP            |
===============================================================
|134: Lifewave       | 25|  8| 2 JP|------FX|-|--             |
===============================================================

=====================
| Monster (Magical) |
===============================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|L|SCP            |
===============================================================
|0e1: SacredSong     | 10|  6| 6 WP|------F-|-|--             |*
|0e9: ElfShot        |  0|  4| 1 WP|-P----F-|-|13 (WIL Debuff)|
===============================================================
* Ability 0e1: SacredSong can also be used through Item ea: Magatama.

================
| Heavy Weapon |
===============================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|L|SCP            |
===============================================================
|1af: GhostCannon    |  0|  4| 0 WP|------F-|-|0b (Knockback) |*
===============================================================
* Ability 1af: GhostCannon can only be used through a Heavy Weapon, Item 50:
 GhostCannon, but it still uses EP 17 (Anti-Undead Energy), so its Damage
 Calculation has nothing to do with the Power value of the Weapon.

-------------------------------------------------------------------------------

Here's the process for EP 17 (Anti-Undead Energy).  It's quite complex, but
I've broken it down into smaller pieces to try to make it a bit easier to
follow.  To reduce the need for excessive parentheses, I've placed different
parts of the calculations on different lines.  Always do everything on one line
before moving on to the next.

It's worth reading through the process to see how it works, but you probably
wouldn't want to do these calculations manually.  Instead, I highly recommend
you use my SaGa Frontier Effect Process Calculator spreadsheet.  You can get
the latest version here:
https://drive.google.com/open?id=126mkBkcSHH_UvRhMDc3br2QxCIndOIHX

The spreadsheet is an Excel file.  If you don't have Excel and aren't familiar
with any of the alternatives, I'll recommend LibreOffice.  It's free and
available for Windows, Mac, and Linux.  Alternatively, you could use Google
Sheets, but there are some minor issues with how it displays drop-down menus.
More importantly, Google Sheets won't let you edit the spreadsheet (which is
necessary in order to provide the inputs it needs).  To fix that, click "File"
on the Google Sheets toolbar, then click "Make a copy".  Once you name it and
put it wherever you want, you should be able to edit the copy.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                             EP 17 Special Cases

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                        Undead Target DEFense Bypass

EDV = Target Effective DEFense Value.

IF Target's Race includes Undead,
THEN Set EDV = 0 and make screen briefly flash white.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                              EP 17 Miss Check

EP 17 has no Miss Check; therefore, EP 17 Abilities CANNOT Miss.  The Blind
Ailment also has no effect on them.  Of course, all of them can still be Evaded
by various means, since that's not the same as Missing.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                EP 04, 17, 1c, 20 Damage Calculation Process

                                  Variables

/rd: means Divide and Round Down. DO NOT round down when dividing unless that
    "rd" is there!

A:INT = Actor Current INT.
A:WIL = Actor Current WIL.
A:PSY = Actor Current PSY.
APC   = Ability Power Constant.
APG   = Ability Power Growth.
JP    = Final JP/WP Cost, after Mastery, then Awakening;
       0 IF Actor in OverDrive.
CB    = Combo Bonus: 100 IF Subsequent Ability in Combo for this Target; ELSE 0
T:VIT = Target Current VIT.
EDV   = Target Effective DEFense Value.
Raw   = Raw Damage.
DAD   = Damage After DEF.
MyD   = Mystic Divisor: 4 IF Actor is an Enemy Mystic AND Target is a PC Mystic
       other than Mesarthim; ELSE 1.
BPD   = Battlefield Peace Divisor: 4 IF Battlefield_Effect:Peace is active;
       ELSE 1.
SM    = Side Multiplier: 3 IF Actor is a PC; 2 IF Actor is an Enemy.
IMD   = Incompatible MagiSphere Divisor: 2 IF this is the Blue v Rouge battle
       AND this Ability is not from the School of the current MagiSphere;
       ELSE 1.
MRR   = Actor "Magical" Random Damage Range: = # "Magical" Abilities (ID 100--
       1ff) Known; almost always 0 for Enemies.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                      Section 1: Calculating Raw Damage

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

          Part 1: WIL, Mental Blender 40, and Ability Power Growth

-------------------------------------------------------------------------------

                                   Part 1a

 A:WIL ^ 2
* ((A:INT + A:WIL + A:PSY + 40) /rd 4)
* 3.125
* APG

-------------------------------------------------------------------------------

                                   Part 1b

 A:WIL ^ 2
+ 1,600

-------------------------------------------------------------------------------

Part 1 = Part 1a / Part 1b

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

               Part 2: Combo Bonus and Ability Power Constant

 (CB * (APG - 2; min 0))
+ (APC * 4)

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                                 Part 3: PSY

 A:PSY ^ 2
/ 16

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                  Part 4: JP/WP Cost and Mental Blender 100

 ((A:INT + A:WIL + A:PSY + 100) /rd 4)
* 2
* JP

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

Raw = Part 1 + Part 2 + Part 3 + Part 4, rounded down.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                 Section 2: Calculating Damage After DEFense

   128 - ((T:VIT /rd 4) + EDV)
*   Raw
/rd 128
-   EDV; min 0

= DAD

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                   Section 3: Calculating Semi-final Damage

   DAD
/rd MyD

Only IF MyD = 1, THEN:
/rd BPD

Either way:
* SM
/ 3
/ (IMD ^ 2)

+ rand(0...(MRR + 10))

rounded down
= Semi-final Damage


There are still other things (e.g. Defend, RavaBarrire) that can affect damage,
but they're handled outside of this EP, so I won't go into them here.  Also
remember that if the Ability used has a Linked (or Linked AoE) Ability, then
for the Primary Target, the Semi-final Damage from both the Original Ability
and the Linked Ability will be added together before being finalized and
displayed as a single damage amount.  And of course, Combos work similarly: all
damage to each Target is totaled before being displayed as a single damage
amount.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                         EP 17 Miscellaneous Effects

IF rand(0...10) < (Raw Dmg + 1),
THEN Deactivate Battlefield_Effect:Peace.


Any Raw Damage >= 10 guarantees success, and virtually any attack will do far
more Raw Damage than that, so this check is nearly impossible to fail.  This is
probably a bug.

Note that the deactivation occurs after damage has been calculated, so if
Battlefield_Effect:Peace was active, it will have already reduced damage from
this Ability against this Target before being deactivated.  However, if this
Ability has a Linked Ability, AoE, or more Targets, those damage calculations
will not be reduced, since Battlefield_Effect:Peace will have been deactivated
before reaching them.

----------

Perform this Ability's SCP if it has one.

----------

If this Ability is a Lunging attack and the Actor is in its Back Position, move
the Actor to its Forward Position.


Note that the move occurs after the damage calculation, so the Dist used for
the above damage calculation will still have been from the Back Position.

----------

Set two flags whose effects occur outside of this EP.  These effects include,
but may not be limited to, the following:

-Wake Target (i.e. Remove Status:Sleep).
-Send Combo Data to Target.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------





*******************************
*  Effect Processes           *                                       [EFPRO1c]
*  --EP 1c (Anti-Mec Energy)  *
*******************************


EP 1c is similar to EP 04 (Energy/Magical); the main differences are that EP 1c
can Miss and that if the Target is a Mec, its DEFense will be ignored and it
will receive a Status Ailment randomly chosen from a short list.

EPs 04 (Energy/Magical), 17 (Anti-Undead Energy), 1c (Anti-Mec Energy), and 20
(PhantasmShot) all use exactly the same Damage Calculation Process.  These
calculations don't just happen to be equivalent; they're actually performed by
the same subroutine, which is called by each of these EPs.  This fact could be
important for modders, since it means that if you change one of them, you'll
change all of them.

-------------------------------------------------------------------------------

                            EP 1c Abilities Chart
                                by Zaraktheus

Abbreviations:

ID: Hexadecimal ID number of the Ability.
Ability: Name of the Ability.

---

AAc: Ability Accuracy.
APC: Ability Power Constant.
APG: Ability Power Growth.
WP: WP Cost.

---

Elements:

S: Slash
P: Pierce
B: Blunt
H: Heat
C: Cold
E: Electric
F: Force
X: Status

---

L: Lunging attack.  If the Actor is in its Back Position, using this Ability
  will move the Actor to its Forward Position.

---

SCP: Which Status Change Process, if any, the game runs to determine any
    potential Status Changes caused by the Ability as a secondary effect.
    No EP 1c Abilities use an SCP, but I've kept this field here for clarity.

---

There are 4 Abilities which use EP 1c:

===============
| MysticSword |
====================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP|
====================================================
|1b6: GremlinEffect  |100| 25|  5| 2|--B-----|-|-- |
====================================================

=====================
| Monster (Magical) |
====================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP|
====================================================
|0e5: GremlinTouch   | 90|  5|  4| 2|--B---F-|L|-- |
|0f4: MagneticStorm  |160| 40|  5| 7|-----EF-|-|-- |
====================================================

===========
| Program |
====================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP|
====================================================
|1a2: LogicBomb      |140|  5|  3| 4|-------X|L|-- |*
====================================================
* Ability 1a2: LogicBomb can only be used through Item 75: SecretBoard, and
 only if you have Ability 178: Virus Equipped.

-------------------------------------------------------------------------------

Here's the process for EP 1c (Anti-Mec Energy).  It's quite complex, but I've
broken it down into smaller pieces to try to make it a bit easier to follow.
To reduce the need for excessive parentheses, I've placed different parts of
the calculations on different lines.  Always do everything on one line before
moving on to the next.

It's worth reading through the process to see how it works, but you probably
wouldn't want to do these calculations manually.  Instead, I highly recommend
you use my SaGa Frontier Effect Process Calculator spreadsheet.  You can get
the latest version here:
https://drive.google.com/open?id=126mkBkcSHH_UvRhMDc3br2QxCIndOIHX

The spreadsheet is an Excel file.  If you don't have Excel and aren't familiar
with any of the alternatives, I'll recommend LibreOffice.  It's free and
available for Windows, Mac, and Linux.  Alternatively, you could use Google
Sheets, but there are some minor issues with how it displays drop-down menus.
More importantly, Google Sheets won't let you edit the spreadsheet (which is
necessary in order to provide the inputs it needs).  To fix that, click "File"
on the Google Sheets toolbar, then click "Make a copy".  Once you name it and
put it wherever you want, you should be able to edit the copy.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                         EP 1c Special Cases, Part 1

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                          Mec Target DEFense Bypass

EDV = Target Effective DEFense Value.

IF Target's Race includes Mec,
THEN Set EDV = 0.


Notice that this particular DEF bypass doesn't cause the screen to briefly
flash white, as most do.  This is probably an oversight error.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                              EP 1c Miss Check

                                  Variables

/rd: means Divide and Round Down. DO NOT round down when dividing unless that
    "rd" is there!

AAc   = Ability Accuracy.
CB    = Combo Bonus: 100 IF Subsequent Ability in Combo for this Target; ELSE 0
RFB   = Relative Facing Bonus.  0, 20, or 60; when in doubt, assume 20.
       Very buggy.
A:QUI = Actor Current QUI.
T:QUI = Target Current QUI.
HC    = Hit Chance.
HR    = Hit Roll.

-------------------------------------------------------------------------------

                                  Hit Roll

IF this is a Subsequent Ability in a Combo for this Target,
THEN HR = 0.

ELSE
IF Actor is Blind,
THEN HR = rand(0...199).

(Actor is not Blind)
ELSE HR = rand(0...99)

-------------------------------------------------------------------------------

                                 Hit Chance

 AAc
+ CB
+ RFB
+ (A:QUI /rd 2)
- T:QUI
= HC


This HC calculation is nearly identical to that of EP 02 (Unarmed), but notice
the lack of MT, meaning that the Target can still use its QUI to help avoid the
attack even if it has any of Faint, Palsy, Sleep, Stasis, Stone, and/or Stun
Status.  I see no logical reason why MT shouldn't apply here, so I'd consider
that a bug.

-------------------------------------------------------------------------------

                                 Miss Check

IF HC < HR (or HR > HC, whichever way you prefer to think about it),
THEN Miss.

(HC >= HR, or HR <= HC, whichever way you prefer to think about it)
ELSE Hit.


Note that EP 1c is subject to the Unsigned Hit Chance Bug.  If HC manages to be
negative, it will be erroneously read as having a huge positive value instead,
with the result that instead of being guaranteed to Miss, it will be guaranteed
to Hit.

Negative HC should be extremely uncommon for EP 1c, but is not impossible.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                EP 04, 17, 1c, 20 Damage Calculation Process

                                  Variables

/rd: means Divide and Round Down. DO NOT round down when dividing unless that
    "rd" is there!

A:INT = Actor Current INT.
A:WIL = Actor Current WIL.
A:PSY = Actor Current PSY.
APC   = Ability Power Constant.
APG   = Ability Power Growth.
JP    = Final JP/WP Cost, after Mastery, then Awakening;
       0 IF Actor in OverDrive.
CB    = Combo Bonus: 100 IF Subsequent Ability in Combo for this Target; ELSE 0
T:VIT = Target Current VIT.
EDV   = Target Effective DEFense Value.
Raw   = Raw Damage.
DAD   = Damage After DEF.
MyD   = Mystic Divisor: 4 IF Actor is an Enemy Mystic AND Target is a PC Mystic
       other than Mesarthim; ELSE 1.
BPD   = Battlefield Peace Divisor: 4 IF Battlefield_Effect:Peace is active;
       ELSE 1.
SM    = Side Multiplier: 3 IF Actor is a PC; 2 IF Actor is an Enemy.
IMD   = Incompatible MagiSphere Divisor: 2 IF this is the Blue v Rouge battle
       AND this Ability is not from the School of the current MagiSphere;
       ELSE 1.
MRR   = Actor "Magical" Random Damage Range: = # "Magical" Abilities (ID 100--
       1ff) Known; almost always 0 for Enemies.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                      Section 1: Calculating Raw Damage

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

          Part 1: WIL, Mental Blender 40, and Ability Power Growth

-------------------------------------------------------------------------------

                                   Part 1a

 A:WIL ^ 2
* ((A:INT + A:WIL + A:PSY + 40) /rd 4)
* 3.125
* APG

-------------------------------------------------------------------------------

                                   Part 1b

 A:WIL ^ 2
+ 1,600

-------------------------------------------------------------------------------

Part 1 = Part 1a / Part 1b

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

               Part 2: Combo Bonus and Ability Power Constant

 (CB * (APG - 2; min 0))
+ (APC * 4)

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                                 Part 3: PSY

 A:PSY ^ 2
/ 16

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                  Part 4: JP/WP Cost and Mental Blender 100

 ((A:INT + A:WIL + A:PSY + 100) /rd 4)
* 2
* JP

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

Raw = Part 1 + Part 2 + Part 3 + Part 4, rounded down.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                 Section 2: Calculating Damage After DEFense

   128 - ((T:VIT /rd 4) + EDV)
*   Raw
/rd 128
-   EDV; min 0

= DAD

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                   Section 3: Calculating Semi-final Damage

   DAD
/rd MyD

Only IF MyD = 1, THEN:
/rd BPD

Either way:
* SM
/ 3
/ (IMD ^ 2)

+ rand(0...(MRR + 10))

rounded down
= Semi-final Damage


There are still other things (e.g. Defend, RavaBarrire) that can affect damage,
but they're handled outside of this EP, so I won't go into them here.  Also
remember that if the Ability used has a Linked (or Linked AoE) Ability, then
for the Primary Target, the Semi-final Damage from both the Original Ability
and the Linked Ability will be added together before being finalized and
displayed as a single damage amount.  And of course, Combos work similarly: all
damage to each Target is totaled before being displayed as a single damage
amount.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                         EP 1c Special Cases, Part 2

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                    Inflict Status Ailment on Mec Target

To inflict an Ailment, the Ability must have Hit, and the Target's Race must
include Mec.  If both are true, then the game randomly chooses one of the
following Ailments:

=======================
| Chance | Ailment    |
=======================
|    40% | Stun       |
|    20% | Angry      |
|    20% | Mess (Red) |
|    20% | Palsy      |
=======================

What's really interesting is that Immunity doesn't protect against Angry, Mess,
or Palsy when they're inflicted here by EP 1c (though Stun Immunity does
protect normally here).

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                         EP 1c Miscellaneous Effects

-------------------------------------------------------------------------------

                       Whether or not the Ability Hit:

If this Ability is a Lunging attack and the Actor is in its Back Position, move
the Actor to its Forward Position.


Note that the move occurs after the damage calculation, so the Dist used for
the above damage calculation will still have been from the Back Position.

-------------------------------------------------------------------------------

                          Only if the Ability Hit:

IF rand(0...10) < (Raw Dmg + 1),
THEN Deactivate Battlefield_Effect:Peace.


Any Raw Damage >= 10 guarantees success, and virtually any attack will do far
more Raw Damage than that, so this check is nearly impossible to fail.  This is
probably a bug.

Note that the deactivation occurs after damage has been calculated, so if
Battlefield_Effect:Peace was active, it will have already reduced damage from
this Ability against this Target before being deactivated.  However, if this
Ability has a Linked Ability, AoE, or more Targets, those damage calculations
will not be reduced, since Battlefield_Effect:Peace will have been deactivated
before reaching them.

----------

Set two flags whose effects occur outside of this EP.  These effects include,
but may not be limited to, the following:

-Wake Target (i.e. Remove Status:Sleep).
-Send Combo Data to Target.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------





****************************
*  Effect Processes        *                                          [EFPRO20]
*  --EP 20 (PhantasmShot)  *
****************************


EP 20 is nearly identical to EP 04 (Energy/Magical); the main difference being
that EP 20 includes the special case that determines which Phantasm Type you
get each time you use it.  Note that while the different Phantasm Types look
similar to the Mirage Magic Spells, they are not functionally identical.  APC,
APG, and Elements (and obviously JP Cost) are all somewhat different, and in
one case, SCP is as well.

EPs 04 (Energy/Magical), 17 (Anti-Undead Energy), 1c (Anti-Mec Energy), and 20
(PhantasmShot) all use exactly the same Damage Calculation Process.  These
calculations don't just happen to be equivalent; they're actually performed by
the same subroutine, which is called by each of these EPs.  This fact could be
important for modders, since it means that if you change one of them, you'll
change all of them.

-------------------------------------------------------------------------------

                            EP 20 Abilities Chart
                                by Zaraktheus

Abbreviations:

ID: Hexadecimal ID number of the Ability.
Ability: Name of the Ability.

---

APC: Ability Power Constant.
APG: Ability Power Growth.
JP: JP Cost.

---

Elements:

S: Slash
P: Pierce
B: Blunt
H: Heat
C: Cold
E: Electric
F: Force
X: Status

---

SCP: Which Status Change Process, if any, the game runs to determine any
    potential Status Changes caused by the Ability as a secondary effect.
    By default, neither EP 20 Ability uses an SCP, but the special case at the
    start of the EP will always assign them an SCP according to the Phantasm
    Type.

---

There are 2 Abilities which use EP 20:

================
| Mystic Magic |
==============================================
| ID: Ability        |APC|APG|JP|SPBHCEFX|SCP|
==============================================
|129: PhantasmShot   | 20|  4| 3|SP------|-- |*
==============================================
* Ability 129: PhantasmShot has no SCP in its data, but the special case at the
 start of EP 20 will always assign it an SCP according to the Phantasm Type.
 Further, two of the five Phantasm Types will also overwrite its APG.
 Ability 129: PhantasmShot can also be used through Item d5: PurpleEye, though
 the name shown when you select the Ability will be "PurpleEye".

==============
| Enemy-Only |
==============================================
| ID: Ability        |APC|APG|JP|SPBHCEFX|SCP|
==============================================
|12b: PhantasmShot   | 20|  4| 3|SP------|-- |*
==============================================
* Ability 12b: PhantasmShot has no SCP in its data, but the special case at the
 start of EP 20 will always assign it an SCP according to the Phantasm Type.
 Further, two of the five Phantasm Types will also overwrite its APG.


In case you're wondering what the difference is between these two Abilities,
the Mystic Magic version Targets 1 Opponent while the Enemy-Only version
Targets All Opponents.

-------------------------------------------------------------------------------

Here's the process for EP 20 (PhantasmShot).  It's quite complex, but I've
broken it down into smaller pieces to try to make it a bit easier to follow.
To reduce the need for excessive parentheses, I've placed different parts of
the calculations on different lines.  Always do everything on one line before
moving on to the next.

It's worth reading through the process to see how it works, but you probably
wouldn't want to do these calculations manually.  Instead, I highly recommend
you use my SaGa Frontier Effect Process Calculator spreadsheet.  You can get
the latest version here:
https://drive.google.com/open?id=126mkBkcSHH_UvRhMDc3br2QxCIndOIHX

The spreadsheet is an Excel file.  If you don't have Excel and aren't familiar
with any of the alternatives, I'll recommend LibreOffice.  It's free and
available for Windows, Mac, and Linux.  Alternatively, you could use Google
Sheets, but there are some minor issues with how it displays drop-down menus.
More importantly, Google Sheets won't let you edit the spreadsheet (which is
necessary in order to provide the inputs it needs).  To fix that, click "File"
on the Google Sheets toolbar, then click "Make a copy".  Once you name it and
put it wherever you want, you should be able to edit the copy.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                            EP 20 Special Cases

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                        Phantasm Type Determination

                                  Variables

/rd: means Divide and Round Down. DO NOT round down when dividing unless that
    "rd" is there!

A:WIL = Actor Current WIL.
A:PSY = Actor Current PSY.
A:CHA = Actor Current CHA.
RM    = Rand Max.
Rand  = Random number; determines Version.

-------------------------------------------------------------------------------

                                   Process

RM = ((A:WIL + A:PSY + A:CHA + 50) /rd 4)

Rand = rand(0...RM)


RM can legitimately range from 12--86, though my Break Stat Caps codes would
allow it to exceed 86.

The value of Rand determines which Phantasm Type to use, as shown in the chart
below.

Phantasm Types Chart:

==========================================
|  Rand  | Phantasm   | APG | SCP        |
==========================================
|    0   | Reaper     |   6 | 07 (Faint) |
|  1-- 9 | BlackCat   |  -- | 08 (Mess)  |
| 10--19 | Nightmare  |  -- | 05 (Sleep) |
| 20--34 | Jackal     |  -- | 03 (Venom) |
| 35--49 | Cockatrice |   5 | 04 (Stone) |
|   50+  | Reaper     |   6 | 07 (Faint) |
==========================================

The probability of getting each Phantasm Type will depend on RM.  The higher RM
is, the more possible values of Rand there will be, so the less likely each
individual value becomes.

Note that you can get Reaper at any RM (although it won't be likely until RM is
well above 50), and until RM >= 50, your probability of getting Reaper will
actually be better with a lower RM (not that it would really be wise to try to
minimize your WIL, PSY, and CHA for that).  The same is not true of Jackal or
Cockatrice, which only become possible with a sufficiently high RM.  Once RM
reaches 64, Reaper becomes the most likely result, and it continues to become
more likely relative to the other possibilities the further RM rises above 64.

Each Phantasm Type assigns the Ability the matching Base Animation (not listed
above) as well as an SCP, and two of the five Types also overwrite APG.  An APG
listing of "--" simply means "no change".  That means you'll retain the default
APG, which in the unmodified game is 4 for both PhantasmShot Abilities.  All of
these changes apply only to the current use of the Ability against the current
Target.

Note that in the case of Ability 12b: PhantasmShot, the version that Targets
All Opponents, only one Phantasm will be shown in the Animation, no matter how
many Targets there are.  The Phantasm that will be shown is the one that was
randomly chosen for the last Target to be processed.  This can be misleading,
however, because each Target does separately have a different Phantasm Type
chosen for it, complete with different SCPs and APGs.  They are not all
attacked by the same Phantasm (unless they all randomly get the same one).
This is why you can sometimes see 12b: PhantasmShot inflict Ailments on some
Targets that don't match the Phantasm shown.

Also note that the SCP used by Phantasm Type Jackal is 03 (Venom), not 1f
(Null Regeneration) as for the Mirage Magic version of Jackal (Ability 15a).

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                              EP 20 Miss Check

EP 20 has no Miss Check; therefore, EP 20 Abilities CANNOT Miss.  The Blind
Ailment also has no effect on them.  Of course, both of them can still be
Evaded by various means, since that's not the same as Missing.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                EP 04, 17, 1c, 20 Damage Calculation Process

                                  Variables

/rd: means Divide and Round Down. DO NOT round down when dividing unless that
    "rd" is there!

A:INT = Actor Current INT.
A:WIL = Actor Current WIL.
A:PSY = Actor Current PSY.
APC   = Ability Power Constant.
APG   = Ability Power Growth.
JP    = Final JP/WP Cost, after Mastery, then Awakening;
       0 IF Actor in OverDrive.
CB    = Combo Bonus: 100 IF Subsequent Ability in Combo for this Target; ELSE 0
T:VIT = Target Current VIT.
EDV   = Target Effective DEFense Value.
Raw   = Raw Damage.
DAD   = Damage After DEF.
MyD   = Mystic Divisor: 4 IF Actor is an Enemy Mystic AND Target is a PC Mystic
       other than Mesarthim; ELSE 1.
BPD   = Battlefield Peace Divisor: 4 IF Battlefield_Effect:Peace is active;
       ELSE 1.
SM    = Side Multiplier: 3 IF Actor is a PC; 2 IF Actor is an Enemy.
IMD   = Incompatible MagiSphere Divisor: 2 IF this is the Blue v Rouge battle
       AND this Ability is not from the School of the current MagiSphere;
       ELSE 1.
MRR   = Actor "Magical" Random Damage Range: = # "Magical" Abilities (ID 100--
       1ff) Known; almost always 0 for Enemies.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                      Section 1: Calculating Raw Damage

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

          Part 1: WIL, Mental Blender 40, and Ability Power Growth

-------------------------------------------------------------------------------

                                   Part 1a

 A:WIL ^ 2
* ((A:INT + A:WIL + A:PSY + 40) /rd 4)
* 3.125
* APG

-------------------------------------------------------------------------------

                                   Part 1b

 A:WIL ^ 2
+ 1,600

-------------------------------------------------------------------------------

Part 1 = Part 1a / Part 1b

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

               Part 2: Combo Bonus and Ability Power Constant

 (CB * (APG - 2; min 0))
+ (APC * 4)

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                                 Part 3: PSY

 A:PSY ^ 2
/ 16

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                  Part 4: JP/WP Cost and Mental Blender 100

 ((A:INT + A:WIL + A:PSY + 100) /rd 4)
* 2
* JP

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

Raw = Part 1 + Part 2 + Part 3 + Part 4, rounded down.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                 Section 2: Calculating Damage After DEFense

   128 - ((T:VIT /rd 4) + EDV)
*   Raw
/rd 128
-   EDV; min 0

= DAD

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                   Section 3: Calculating Semi-final Damage

   DAD
/rd MyD

Only IF MyD = 1, THEN:
/rd BPD

Either way:
* SM
/ 3
/ (IMD ^ 2)

+ rand(0...(MRR + 10))

rounded down
= Semi-final Damage


There are still other things (e.g. Defend, RavaBarrire) that can affect damage,
but they're handled outside of this EP, so I won't go into them here.  Also
remember that if the Ability used has a Linked (or Linked AoE) Ability, then
for the Primary Target, the Semi-final Damage from both the Original Ability
and the Linked Ability will be added together before being finalized and
displayed as a single damage amount.  And of course, Combos work similarly: all
damage to each Target is totaled before being displayed as a single damage
amount.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                         EP 20 Miscellaneous Effects

IF rand(0...10) < (Raw Dmg + 1),
THEN Deactivate Battlefield_Effect:Peace.


Any Raw Damage >= 10 guarantees success, and virtually any attack will do far
more Raw Damage than that, so this check is nearly impossible to fail.  This is
probably a bug.

Note that the deactivation occurs after damage has been calculated, so if
Battlefield_Effect:Peace was active, it will have already reduced damage from</pre><pre id="faqspan-10">
this Ability against this Target before being deactivated.  However, if this
Ability has a Linked Ability, AoE, or more Targets, those damage calculations
will not be reduced, since Battlefield_Effect:Peace will have been deactivated
before reaching them.

----------

Perform this Ability's SCP if it has one.  The EP 20 special case ensures that
it always will.

----------

Set two flags whose effects occur outside of this EP.  These effects include,
but may not be limited to, the following:

-Wake Target (i.e. Remove Status:Sleep).
-Send Combo Data to Target.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------





***********************************
*  Effect Processes               *                                   [EFPRO3f]
*  --EP 3f (Unarmed; can't Miss)  *
***********************************


EP 3f is only used by the three Abilities with "Phoenix" in their names, as
well as DeflectLance, another Alkaiser Ability.

There's weirdness surrounding EP 3f, and I'm not done investigating it.  Still,
I know what Damage Calculation it uses, and that's probably what most readers
care most about, so here goes.

EPs 02 (Unarmed) and 3f (Unarmed; can't Miss) both use exactly the same Damage
Calculation Process.  These calculations don't just happen to be equivalent;
they're actually performed by the same subroutine, which is called by both EPs.
This fact could be important for modders, since it means that if you change one
of them, you'll change both.

The weirdness of EP 3f is that, as far as I've seen, every time an EP 3f
Ability is used, it secretly adds the Actor as a second Target, then makes the
Actor Immune to the attack, which (as far as I can tell) makes its inclusion as
a Target pointless, except to (almost certainly accidentally) foul up certain
Evade/Counters that require the Ability to have only 1 Target.

Why does the Actor get included, then Immunized?  Here's my best guess: I
suspect EP 3f was originally intended to perform a "sacrifice" attack, in which
the Actor willingly damages itself in the process of attacking an Opponent.  At
some point in the development process, someone questioned whether these attacks
were balanced well enough to be worth using given the drawback, and the
response was to temporarily remove the sacrifice effect to see if that felt
more balanced.  For some reason, rather than remove the Actor as a Target
during this test, the developers decided to just make the Actor Immune to the
attack (depending on how it was implemented, that may have been easier).
Presumably, the result of the test was that the developers felt that these
attacks were more balanced without the sacrifice effect.  However, rather than
go back and properly remove the Actor as a Target, they just left it the way it
had been for the test, which is almost (but not quite, in the case of those
Evade/Counters) functionally equivalent.

Of course, all of that is just speculation.  There could be a different
explanation.  And it's also possible that the Actor remains a Target because,
in some situation I haven't encountered, there's actually a good reason for it.
That's the part that needs more investigation, though I don't know if I'll ever
have time to get to it.

-------------------------------------------------------------------------------

                            EP 3f Abilities Chart
                                by Zaraktheus

Abbreviations:

ID: Hexadecimal ID number of the Ability.
Ability: Name of the Ability.

---

APC: Ability Power Constant.
APG: Ability Power Growth.
WP: WP Cost.

---

Elements:

S: Slash
P: Pierce
B: Blunt
H: Heat
C: Cold
E: Electric
F: Force
X: Status

---

L: Lunging attack.  If the Actor is in its Back Position, using this Ability
  will move the Actor to its Forward Position.

---

SCP: Which Status Change Process, if any, the game runs to determine any
    potential Status Changes caused by the Ability as a secondary effect.
    No EP 3f Abilities use an SCP, but I've kept this field here for clarity.

---

There are 4 Abilities which use EP 3f:

============
| Alkaiser |
================================================
| ID: Ability        |APC|APG|WP|SPBHCEFX|L|SCP|
================================================
|059: Al-Phoenix     |125| 13| 7|-P----F-|L|-- |
|05a: Re-Al-Phoenix  |200| 24|10|-P----F-|L|-- |
|05c: DeflectLance   |120| 11| 5|-P------|L|-- |*
================================================
* Although I don't list AAc because EP 3f has no Miss Check, Ability 05c:
 DeflectLance has an AAc of 120 in its data.  This suggests that it may have
 originally used some other EP that can Miss.  It may even be a mistake that
 it uses EP 3f at all.

==============
| Enemy-Only |
===============================================
| ID: Ability        |APC|APG|WP|SPBHCEFX|L|SCP|
================================================
|05e: Dark Phoenix   |100| 10| 0|-P----F-|L|-- |
================================================

-------------------------------------------------------------------------------

Here's the process for EP 3f (Unarmed; can't Miss).  It's quite complex, but
I've broken it down into smaller pieces to try to make it a bit easier to
follow.  To reduce the need for excessive parentheses, I've placed different
parts of the calculations on different lines.  Always do everything on one line
before moving on to the next.

It's worth reading through the process to see how it works, but you probably
wouldn't want to do these calculations manually.  Instead, I highly recommend
you use my SaGa Frontier Effect Process Calculator spreadsheet.  You can get
the latest version here:
https://drive.google.com/open?id=126mkBkcSHH_UvRhMDc3br2QxCIndOIHX

The spreadsheet is an Excel file.  If you don't have Excel and aren't familiar
with any of the alternatives, I'll recommend LibreOffice.  It's free and
available for Windows, Mac, and Linux.  Alternatively, you could use Google
Sheets, but there are some minor issues with how it displays drop-down menus.
More importantly, Google Sheets won't let you edit the spreadsheet (which is
necessary in order to provide the inputs it needs).  To fix that, click "File"
on the Google Sheets toolbar, then click "Make a copy".  Once you name it and
put it wherever you want, you should be able to edit the copy.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                              EP 3f Miss Check

EP 3f has no Miss Check; therefore, EP 3f Abilities CANNOT Miss.  The Blind
Ailment also has no effect on them.  However, each of them can still be Evaded
by WallRune, since that's not the same as Missing.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                    EP 02, 3f Damage Calculation Process

                                  Variables

/rd: means Divide and Round Down. DO NOT round down when dividing unless that
    "rd" is there!

A:STR = Actor Current STR.
A:QUI = Actor Current QUI.
A:VIT = Actor Current VIT.
APC   = Ability Power Constant.
APG   = Ability Power Growth.
CB    = Combo Bonus: 100 IF Subsequent Ability in Combo for this Target; ELSE 0
RFB   = Relative Facing Bonus.  0, 20, or 60; when in doubt, assume 20.
       Very buggy.
Dist  = Distance between Actor and Target, measured on a straight line from the
       center of each.
T:VIT = Target Current VIT.
EDV   = Target Effective DEFense Value.
Raw   = Raw Damage.
DAD   = Damage After DEF.
MyD   = Mystic Divisor: 4 IF Actor is an Enemy Mystic AND Target is a PC Mystic
       other than Mesarthim; ELSE 1.
BPD   = Battlefield Peace Divisor: 4 IF Battlefield_Effect:Peace is active;
       ELSE 1.
SM    = Side Multiplier: 3 IF Actor is a PC; 2 IF Actor is an Enemy.
CMst  = CombatMastery bonus:
       2 IF Actor has CombatMastery and NOT Virus Equipped; ELSE 0.
PRR   = Actor "Physical" Random Damage Range: = # "Physical" Abilities
       (ID 000--0ff) Known; almost always 0 for Enemies.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                      Section 1: Calculating Raw Damage

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

        Part 1: STR, Physical Blender 50, and Ability Power Growth

-------------------------------------------------------------------------------

                                   Part 1a

 A:STR ^ 2
* ((A:STR + A:QUI + A:VIT + 50) /rd 4)
* 3.125
* APG

-------------------------------------------------------------------------------

                                   Part 1b

 A:STR ^ 2
+ 1,600

-------------------------------------------------------------------------------

Part 1 = Part 1a / Part 1b

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                       Part 2: CB, APC, RFB, and Dist

 (CB * (APG - 2; min 0))
+ (APC * 4)
+ (RFB /rd 4)
+ (((220 - Dist; min 0) * (APG - 2; min 0)) /rd 8)

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                                 Part 3: QUI

 A:QUI ^ 2
/ 16

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

Raw = Part 1 + Part 2 + Part 3, rounded down.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                 Section 2: Calculating Damage After DEFense

   128 - ((T:VIT /rd 4) + EDV)
*   Raw
/rd 128
-   EDV; min 0

= DAD

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                   Section 3: Calculating Semi-final Damage

   DAD
/rd MyD

Only IF MyD = 1, THEN:
/rd BPD

Either way:
*   SM
*   (CMst + 4)
/rd 12

+ rand(0...(PRR + 10))

= Semi-final Damage


There are still other things (e.g. Defend, RavaBarrire) that can affect damage,
but they're handled outside of this EP, so I won't go into them here.  Also
remember that if the Ability used has a Linked (or Linked AoE) Ability, then
for the Primary Target, the Semi-final Damage from both the Original Ability
and the Linked Ability will be added together before being finalized and
displayed as a single damage amount.  And of course, Combos work similarly: all
damage to each Target is totaled before being displayed as a single damage
amount.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                         EP 3f Miscellaneous Effects

Perform this Ability's SCP if it has one.  None of the EP 3f Abilities use an
SCP, but if a modder changed that, EP 3f would perform it (not all EPs do).

----------

If this Ability is a Lunging attack and the Actor is in its Back Position, move
the Actor to its Forward Position.


Note that the move occurs after the damage calculation, so the Dist used for
the above damage calculation will still have been from the Back Position.

----------

Set two flags whose effects occur outside of this EP.  These effects include,
but may not be limited to, the following:

-Wake Target (i.e. Remove Status:Sleep).
-Send Combo Data to Target.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------





****************************
*  AoE / Linked Abilities  *                                          [AOELA01]
****************************


This is one of the odder and more confusing things the game secretly does,
though it makes a certain kind of sense once you get used to the idea.

Some Abilities secretly attack the Target with both the Original Ability and an
extra hidden Ability, then add the damage from both of them together and
display only the combined total as the damage done to the Target.  The hidden
Ability is known as a Linked Ability, and many of the Abilities which have long
been recognized as being extraordinarily powerful and efficient for their cost
owe this fact to a Linked Ability.

For example, DoubleSlash, if you simply look at its data, isn't very powerful--
it's actually weaker than Slash!  The reason why DoubleSlash does as much
damage as it does is that it has Slash as a Linked Ability, so every time you
use it, it actually attacks the Target with both DoubleSlash AND Slash, then
secretly adds the damage together.

Somewhat similarly, when an Ability has an AoE (Area of Effect), the game
attacks the Primary Target (the one you select, and upon whom the AoE is
generally centered) with that Ability, but it often secretly uses a different
Ability instead to attack any Targets in the AoE.  In this case, the hidden
Ability is called an AoE Ability.

For example, when you use DeadlyPowder, only the Primary Target is actually
attacked with DeadlyPowder; any Targets in the AoE are instead attacked with
Spore, which is weaker and cannot inflict Mess.

Note that Abilities which Target All Allies, All Opponents, or Everyone
technically have no AoE, and therefore no need for an AoE Ability; they simply
have a lot of Targets, each of which is attacked normally by the Ability.

Finally, in some other cases in which an Ability has an AoE, the hidden AoE
Ability will not only attack the AoE Targets, but also attack the Primary
Target, which still also gets attacked by the Original Ability.  This is known
as a Linked AoE Ability, because it combines the two above cases.  The Primary
Target gets attacked by both the Original Ability and the hidden Ability, as
happens with a Linked Ability, and the AoE Targets get attacked by only the
hidden Ability, as happens with an AoE Ability.  Ergo, the hidden Ability is a
Linked AoE Ability.

For example, ProtonRocket (the Ability used when you fire the HyperionBazooka)
has the Linked AoE Ability GasFlame, so the Primary Target will be attacked
with both ProtonRocket and GasFlame, while the AoE Targets will be attacked
only with GasFlame.  This is why ProtonRocket generally does much more damage
to the Primary Target than to those in the AoE.

In summary, regarding AoE / Linked Abilities:
-The Primary Target always gets attacked by the Original Ability.
-If a hidden Ability is Linked, then the Primary Target gets attacked by that,
too.
-Any AoE Targets always get attacked by only the AoE Ability.

Whenever an AoE / Linked Ability is used, if the hidden Ability's EP uses WP/JP
Cost as a variable, its damage is calculated as if it had been used for the
same number of WP/JP (including reduction from Mastery, if applicable) that was
spent on the Original Ability, though the hidden Ability does NOT actually cost
anything extra.  Sometimes this makes the hidden Ability stronger than it would
otherwise be, and other times this makes it weaker, depending on the difference
in cost between the Original Ability and the normal cost of the hidden Ability
(when used by itself).

Most of the time, the hidden Ability is otherwise just like its normal version,
but in a few cases, its normal Elements and/or Attributes may be overwritten
when it is used as an AoE / Linked Ability, usually to make it more
appropriately similar to the Original Ability.  For example, when Beat, which
is normally Blunt Element with no Attributes, is used as the AoE Ability for
BeetleJuice, which is Force Element and Water Attribute, Beat is changed to be
Force Element and Water Attribute, to make it more appropriate as the AoE
Ability for BeetleJuice.  Of course, it would have been a lot simpler and even
more appropriate to just use, oh say, BeetleJuice as the AoE Ability for
BeetleJuice...

A few more notes on AoE / Linked Abilities:

1. The Original Ability's Evasion data is what's used to determine whether the
Primary Target can Evade the attack.  If it does Evade, it gets to Evade BOTH
the Original Ability AND any Linked Ability.  If it doesn't Evade the Original
Ability, then it is automatically affected by the Linked Ability as well, with
no further chance to Evade it. This also applies if the Primary Target has a
Dodge Ability that protects against the Original Ability.

Note however that Miss is different from other forms of Evasion, as it is
actually a part of each Ability's Effect Process.  A Miss by the Original
Ability does NOT prevent any Linked Ability from potentially hitting, nor vice
versa.  If one of them Misses and the other hits, the combined damage will just
end up being lower to reflect that only one of the two Abilities actually hit
and did damage.  Only if BOTH the Original Ability AND the Linked Ability (if
there is one) Miss will the game actually display a "Miss" as the result of the
attack.

Conversely, the AoE Ability's Evasion data, NOT the Original Ability's, is
what's used to determine whether any AoE Targets can Evade the attack.  Using
the above example of ProtonRocket and its Linked AoE Ability GasFlame: the
Primary Target is subject to ProtonRocket's Evasion data, which is Unblockable
by Shields, so the Primary Target can't Block ProtonRocket and ALSO can't Block
GasFlame, because it's Linked.  The AoE Targets, on the other hand, are subject
to GasFlame's Evasion data, which is Fully Blockable by Shields, so if any of
them has a Shield that can Block GasFlame's Element (H), they will have a
chance to Block the part of the attack that hits them.  Of course, the same
ideas apply to the other forms of Evasion (except Miss) as well, not just
Shield-Blocking, but remember that many forms of Evasion are automatically
disallowed when more than 1 Target is being attacked.

One final important note is that even if the Primary Target does Evade the
attack, if there are any AoE Targets, they WILL still be attacked by the AoE
Ability.  For example, if the Primary Target of ProtonRocket has EvasionRocket,
it will Dodge the entire attack (both ProtonRocket and the Linked GasFlame),
but anyone around it will still be attacked with GasFlame.

2. There is an important bug regarding Linked Abilities and Combo Data:
whenever an Original Ability has a Linked Ability, the Primary Target will
always be affected by the Send data of ONLY the Linked Ability, NOT the
Original Ability.  In fact, since the Original Ability only ever affects the
Primary Target, the Send data of any Original Ability with a Linked Ability is
therefore completely meaningless, though it presumably wasn't intended to be
that way.

For example, DoubleSlash, according to the Send byte of its Ability data, is
supposed to Send both Down (Dn) and Instant Stop (IS).  In reality, DoubleSlash
Sends nothing, because of the bug, which causes the Send data of DoubleSlash's
Linked Ability, Slash (which Sends nothing), to overwrite DoubleSlash's
intended Send data each time it's used.

If the developers hadn't intended for DoubleSlash's Send data to be used, they
presumably wouldn't have bothered to create any for it, which is why this is
most likely a bug.  Unfortunately, in the case of DoubleSlash, it's a VERY
impactful bug, because DoubleSlash Receives Down, meaning it SHOULD have been a
self-comboer, which would have made it drastically more useful than it already
is.

Heaven/Hell, too, SHOULD have been a self-comboer, and there may be others, as
well.  I haven't checked them all--it's just too disheartening.

On the other hand, sometimes it works out for the better, as with QuickSand,
which wasn't supposed to be a self-comboer, but ended up being so thanks to the
superior Send data of its Linked Ability, Tremor.

Note that the Combo data shown in this guide is what ACTUALLY gets Sent, not
what SHOULD have been Sent, because of course, that's what really matters, in
the end.

3. It is the Semi-final Damage (NOT Raw, etc) of the Original Ability and any
Linked Ability that gets combined for Total Semi-final Damage.  They are not
combined until each has completely finished its own EP damage calculation,
including being separately reduced by Target DEF, adding random damage, and so
on.

4. Both the Original Ability and any AoE / Linked Ability will perform any
Status Change Processes they normally would.  For example, both QuickSand{0f2}
and its Linked AoE Ability, Tremor{0f0}, use SCP 00 to attempt to inflict Stun.
The Primary Target of QuickSand{0f2} will thus be subject to TWO chances to
Stun (one from each of QuickSand and Tremor), while any AoE Targets will be
subject to one chance each to Stun (from Tremor).





*******************************************************
*  AoE / Linked Abilities                             *               [AOELA02]
*  --Abilities that use AoE / Linked Abilities Chart  *
*******************************************************


Here's a chart showing which Original Abilities use which hidden Abilities as
Linked Abilities, AoE Abilities, and Linked AoE Abilities.  If an Original
Ability with an AoE isn't listed here, it simply uses itself as its AoE Ability
by default.  The developers were inconsistent in deciding whether or not to
have such Abilities reference the AoE / Linked Abilities data Table; for
example, Supersonic uses itself as its AoE Ability, which is accomplished
through the Table, whereas Scream also uses itself as its AoE Ability, but only
by default, without using the Table (even though Scream IS listed on the Table
as a possible AoE Ability!).

I've omitted a few AoE / Linked Abilities which are listed on the Table but not
referenced by any Original Abilities, and a few Original Abilities which
reference the Table for an AoE Ability, but don't actually have an AoE with
which to use it.  As I said: inconsistent.

If any Elements or Attributes are shown, these will be used for the hidden
Ability INSTEAD of whatever it normally has, which is completely ignored.  If
the Elements or Attributes space is left blank, then the normal Elements or
Attributes are used.

-------------------------------------------------------------------------------

               Abilities that use AoE / Linked Abilities Chart
                                by Zaraktheus

                              Linked Abilities

    Original     |       Linked      |Elements|Attrib|
Sword:
  DoubleSlash    |       Slash       |        |      |
   CrossSlash    |       Slash       |        |      |
  Heaven/Hell    |       Slash       |        |      |
    DeadEnd      |       Slash       |        |      |
   TwinSword     |       Slash       |        |      |
    HeadWind     |       Thrust      |        |      |
  TripleThrust   |       Thrust      |        |      |
 LifeSprinkler   |       Thrust      |        |      |

Monster (Head):
   DaggerJaw     |     Beat{08f}     |-P------|      |

Monster (Arm):
    Kusanagi     |     Beat{08f}     |-P------|      |

Monster (Magical):
 MightyCyclone   |     Beat{08f}     |-P------|      |

Mec Program:
TigerRampage{1cf} |     Beat{08f}     |-P------|      |

Mystic Glove:
TigerRampage{1ce} |     Beat{08f}     |-P------|      |

-------------------------------------------------------------------------------

                                AoE Abilities

    Original     |         AoE       |Elements|Attrib|
Martial Arts:
    OgreRun      |      OgreRun      |        |      |

Monster (Arm):
 TitasWave{0a0}  |   TitasWave{0a0}  |        |      |

Monster (Leg):
    TailHit      |        Tail       |        |      |
   Sweep{0a7}    |       Feint       |        |G-----|
   SpinAttack    |     SpinAttack    |        |      |
 CentipedeCrush  |   CentipedeCrush  |        |      |

Monster (Body):
      Dash       |      OgreRun      |        |      |
    Headbutt     |      OgreRun      |        |      |
     Spore       |       Spore       |        |      |
   SeedVulcan    |     SeedVulcan    |        |      |

Monster (Breath):
    StinkGas     |      StinkGas     |        |      |
   PoisonGas     |     PoisonGas     |        |      |
    StoneGas     |      Needles      |------F-|      |
    SleepGas     |      SleepGas     |-------X|      |
    TripGas      |      Needles      |------F-|      |
  BeetleJuice    |     Beat{08f}     |------F-|---W--|

Monster (Magical):
   Pheromone     |     Pheromone     |        |      |
   SpiderNet     |     SpiderNet     |        |      |
   Supersonic    |     Supersonic    |        |      |

Heavy Weapon (HandBlaster, LaserCarbine):
    Blaster      |      Blaster      |        |      |

Heavy Weapon (HyperBlaster):
DestructionBeam  |      Blaster      |        |      |

Heavy Weapon (LightVulcan, MachineVulcan{49}):
  Vulcan{187}    |    Vulcan{1e8}    |        |      |

Mec Program:
   RangeFire     |    Vulcan{1e8}    |        |      |

Mystic Glove:
  DeadlyPowder   |       Spore       |        |      |
  Crystalizer    |      Needles      |------F-|      |

Mystic Boots:
   Sweep{1d1}    |       Feint       |        |G-----|
    Spiders      |      OgreRun      |        |      |
 TitasWave{1dd}  |   TitasWave{0a0}  |        |      |

Enemy:
 Graviton{117}   |   Graviton{117}   |        |      |
  Vulcan{1e8}    |    Vulcan{1e8}    |        |      |

-------------------------------------------------------------------------------

                            Linked AoE Abilities

    Original     |     Linked AoE    |Elements|Attrib|
Sword:
   WheelSlash    |     HardSlash     |S-------|      |

Monster (Arm):
   GroundHit     |    Tremor{0f0}    |        |      |

Monster (Breath):
    GasFlame     |      GasFlame     |        |      |
FireBreath{0c2}  |  FireBreath{0c2}  |        |      |
   FlameBlast    |  FireBreath{0c2}  |        |      |
ArcticBreath{0c4} | ArcticBreath{0c4} |        |      |
   BoltBreath    |     BoltBreath    |        |      |
   BoltBlast     |     BoltBreath    |        |      |

Monster (Magical):
 QuickSand{0f2}  |    Tremor{0f0}    |        |      |

Heavy Weapon (BeamCannon):
   BeamCannon    |  FireBreath{0c2}  |        |      |

Heavy Weapon (Bolt Thrower):
  BoltThrower    |     BoltBreath    |        |      |

Heavy Weapon (Flame Thrower):
  FlameThrower   |  FireBreath{0c2}  |        |      |

Heavy Weapon (HyperionBazooka):
  ProtonRocket   |      GasFlame     |        |      |

Heavy Weapon (LightningCannon):
   Magnablast    |     BoltBreath    |        |      |

Heavy Weapon (Thunderbolt):
   BoltCannon    |     BoltBreath    |        |      |

Mec Program:
 SatelliteBeam   |      GasFlame     |        |      |

Mystic Sword:
FireBreath{1b8}  |  FireBreath{0c2}  |        |      |

Mystic Glove:
ArcticBreath{1cb} | ArcticBreath{0c4} |        |      |

Mystic Boots:
 Quicksand{1da}  |    Tremor{0f0}    |        |      |

Enemy:
  HyperBazooka   |      GasFlame     |        |      |

Boss:
 BusterLauncher  |      GasFlame     |        |      |

-------------------------------------------------------------------------------





*********************
*  Combo Mechanics  *                                                 [COMBO01]
*********************


I translated the raw data for this section from the Japanese website Sakura.
All credit for originally finding this data goes to whoever found it and put it
on the Sakura site.  I don't know who found it or how, and I don't know how to
find out who found it; sorry.  I translated it, analyzed it, and compiled it
into the charts and lists below.

Mechanically, forming combos works very similarly to how it works in Romancing
SaGa: Minstrel Song (PS2).  In SF, there are eight combo characteristics: Dead
Stop, Down, Instant Stop, Move, Hot, Cold, Black Out, and Snow.  Each
characteristic can be Sent and/or Received, and each ability Sends and/or
Receives its own combination of the characteristics.  Basically, in order to
form a combo, two abilities need to occur one after the other, and the first
needs to Send at least one characteristic that the second Receives.

For example, StunSlash Sends Down, and DoubleSlash Receives Down, so you can
make the combo StunSlash - DoubleSlash.  However, since DoubleSlash doesn't
Send any of the characteristics, you can't make the reverse combo DoubleSlash -
StunSlash.

Longer combos are formed in the same manner--just tack something on the
beginning that Sends something the first ability Receives, or tack something on
the end that Receives something the last ability Sends.  Here's an example of a
level 5 combo:

StunSlash - Smash - HardSlash - BearCrush - Heaven/Hell

StunSlash Sends Down, which Smash Receives.
Smash Sends Instant Stop, which HardSlash Receives.
HardSlash Sends Down, which BearCrush Receives.
BearCrush Sends Instant Stop, which Heaven/Hell Receives.

As far as I can tell, the names of the characteristics are for descriptive
purposes only.  They don't appear to have any gameplay impact beyond forming
combos.  Dead Stop may sound like it might inflict Death or Palsy or whatever,
but it's used by lots of abilities that don't inflict either, so it almost
certainly doesn't.  It could as easily be called "Characteristic 1" or "Itchy
Foot" or "Litterbox Voodoo".  It's just a name.

Looking at the chart, it quickly becomes obvious that not all characteristics
are created equal.  The vast majority of abilities Send Instant Stop, but far
fewer Receive it.  Fewer Send Down, but more Receive it.  So it continues, with
the balance going more towards Receive and away from Send, through Dead Stop,
Move, and Hot and Cold.  Black Out is almost useless, because there are only
two abilities in the entire game that Send it (MoolightCut and FinalStrike),
although there are a few more that Receive it.  Snow is even more virtually
useless, because there are only two abilities that Send it (Blizzard and
FinalStrike), and only one ability in the entire game that Receives it
(MoonlightCut).

Finally, as noted in the chart, abilities which target all enemies can only
start off a combo.  They won't actually follow anything, even if they have
Receive data (as many of them do).  However, it seems that Sakura says it's
somehow possible to get these abilities to follow others, but I can't make out
how they say they did it.  Here are two translations of the relevant passage.

Here's Babelfish's translation:
"Entire attack is connected only the forefront of cooperation, but when
acceptance status itself has and special reverse side skill is used, in and
after cooperation it is possible to be able to connect."

And here's Google's:
"The whole attack was only the beginning of the collaboration will lead, but
the status is with reception
Can connect to and after use in conjunction with a special trick."

Specifically, I don't know what "special reverse side skill" and "a special
trick" mean.





************************
*  Combo Mechanics     *                                              [COMBO02]
*  --Combo Data Chart  *
************************


I originally made this chart in Excel, where it's much easier to read, and I
was able to color-code it.  GameFAQs only accepts guides in ASCII, so I had to
completely re-build the chart for this guide, and the end result could never be
as good, unfortunately.

I highly recommend that you get the original, superior version of the Combo
Data Chart from my page on the SF Data Project site, here:

http://sf.data.project.tripod.com/Zaraktheus.html

It's available both in Excel, for those who have it, and in html, which anyone
should be able to use.

-------------------------------------------------------------------------------

                            Combo Data Chart
                              by Zaraktheus

S>: Sends
<R: Receives
-r: Doesn't actually Receive, because ability targets all enemies and will
   only go first in a combo.
S><R: Both Sends and Receives.  Such an ability will combo with itself.

DS: Dead Stop
Dn: Down
IS: Instant Stop
Mv: Move
Ht: Hot
Cl: Cold
BO: Black Out
Sn: Snow

An ability name in asterisks simply indicates that the ability is used by
selecting the name of the item, which hides the name of the ability it actually
uses.


Sword            | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |            Sword
     2GaleSlash |S>  |S>  |S>  |  -r|  -r|  -r|    |    | 2GaleSlash
      BearCrush |    |  <R|S>  |    |    |  <R|    |    | BearCrush
   CrossDeflect |    |    |    |    |    |    |    |    | CrossDeflect
     CrossSlash |    |  <R|    |  <R|  <R|    |  <R|    | CrossSlash
        DeadEnd |  <R|    |    |  <R|  <R|    |    |    | DeadEnd
        Deflect |    |    |    |    |    |    |    |    | Deflect
    DoubleSlash |    |  <R|    |    |  <R|    |    |    | DoubleSlash
      GaleSlash |S>  |S>  |S>  |  -r|  -r|  -r|    |    | GaleSlash
        Godless |    |    |    |    |    |    |    |    | Godless
      HardSlash |S>  |S>  |S><R|  <R|    |    |  <R|    | HardSlash
  Haze-to-Wheel |S>  |S>  |S>  |  -r|  -r|    |    |    | Haze-to-Wheel
       HeadWind |  <R|S>  |S>  |  <R|  <R|  <R|    |    | HeadWind
    Heaven/Hell |    |    |  <R|  <R|  <R|    |    |    | Heaven/Hell
         Kasumi |    |    |    |    |    |    |    |    | Kasumi
  LifeSprinkler |  <R|S>  |S>  |  <R|  <R|  <R|    |    | LifeSprinkler
       NoMoment |  <R|S>  |S>  |    |  <R|  <R|    |    | NoMoment
     RisingNova |    |  <R|S>  |S>  |    |  <R|    |    | RisingNova
  RosarioImpale |S>  |S>  |S>  |  <R|  <R|    |    |    | RosarioImpale
          Smash |    |  <R|S>  |    |    |  <R|    |    | Smash
   Still Stream |    |    |S><R|    |  <R|  <R|    |    | Still Stream
      StunSlash |  <R|S>  |S>  |  <R|    |    |    |    | StunSlash
   SwallowSwing |S><R|S>  |S>  |  <R|  <R|  <R|    |    | SwallowSwing
         Thrust |    |S>  |S>  |  <R|  <R|    |    |    | Thrust
  ThunderThrust |S>  |S>  |S><R|S><R|  <R|    |    |    | ThunderThrust
   TripleThrust |  <R|S>  |S>  |  <R|  <R|    |    |    | TripleThrust
  TurbidCurrent |  <R|S>  |S>  |S>  |  <R|  <R|    |    | TurbidCurrent
     WheelSlash |S>  |S>  |S>  |  <R|  <R|    |    |    | WheelSlash
   WillowBranch |S>  |S>  |S>  |S>  |  <R|  <R|    |    | WillowBranch
Sword            | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |            Sword

Katana           | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |           Katana
       Blizzard |S>  |S>  |    |    |S>  |    |    |S>  | Blizzard
   MoonlightCut |S>  |    |    |    |    |S>  |S>  |  <R| MoonlightCut
  ShadowCounter |    |S><R|S>  |  <R|  <R|    |  <R|    | ShadowCounter
    Tres Flores |    |    |    |    |    |    |  <R|    | Tres Flores
Katana           | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |           Katana

Gun              | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |              Gun
      BoundShot |S>  |S>  |S><R|  <R|    |    |  <R|    | BoundShot
      CrossShot |S>  |S>  |S><R|  <R|    |    |  <R|    | CrossShot
      FocusShot |    |  <R|S>  |  <R|    |  <R|    |    | FocusShot
   ReactionShot |    |    |    |    |    |    |    |    | ReactionShot
      SharpShot |    |  <R|S>  |  <R|    |  <R|    |    | SharpShot
       StunShot |S>  |S>  |S>  |S>  |    |    |    |    | StunShot
      TotalShot |    |  -r|S>  |    |    |  -r|    |    | TotalShot
      TrickShot |    |  <R|S>  |    |    |  <R|    |    | TrickShot
Gun              | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |              Gun

Martial Arts     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Martial Arts
       AirThrow |  <R|S>  |S>  |S>  |  <R|  <R|    |    | AirThrow
   BabelCrumble |  <R|S>  |S>  |  <R|    |  <R|    |    | BabelCrumble
       Backfist |  <R|S>  |S>  |  <R|    |  <R|    |    | Backfist
           Chop |  <R|S>  |S>  |  <R|    |  <R|    |    | Chop
      Corkscrew |S>  |S>  |S>  |  <R|  <R|    |  <R|    | Corkscrew
      CrushBeat |    |  <R|S>  |  <R|    |  <R|    |    | CrushBeat
     DragonTurn |    |    |    |    |    |    |    |    | DragonTurn
           Fist |S>  |S>  |S><R|  <R|  <R|    |  <R|    | Fist
     GiantSwing |  <R|S>  |S>  |S><R|    |  <R|    |    | GiantSwing
       GoldHand |    |S>  |S><R|  <R|    |    |    |    | GoldHand
           Kick |    |  <R|S>  |  <R|    |    |    |    | Kick
       KO Throw |    |    |    |    |    |    |    |    | KO Throw
       Lastshot |  <R|    |S>  |  <R|  <R|    |    |    | Lastshot
    LocomotionG |  <R|S>  |S>  |  <R|    |  <R|    |    | LocomotionG
        OgreRun |S>  |S>  |S>  |S>  |  <R|  <R|    |    | OgreRun
  RollingCradle |S>  |S>  |S><R|S>  |    |  <R|    |    | RollingCradle
  Rotation Kick |S>  |S>  |S>  |  <R|  <R|    |  <R|    | Rotation Kick
        Scuffle |    |    |  <R|    |    |    |    |    | Scuffle
     SkyTwister |  <R|S>  |S>  |  <R|    |  <R|    |    | SkyTwister
        Sliding |S>  |S>  |S><R|    |    |    |    |    | Sliding
         Suplex |  <R|S>  |S>  |S><R|    |  <R|    |    | Suplex
       SwayBack |    |    |    |    |    |    |    |    | SwayBack
   TriangleKick |S><R|S>  |S>  |  <R|    |    |    |    | TriangleKick
Martial Arts     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Martial Arts

Alkaiser         | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |         Alkaiser
     Al-Blaster |S>  |S>  |S><R|S><R|    |    |  <R|    | Al-Blaster
     Al-Phoenix |S>  |S>  |S><R|S><R|    |    |  <R|    | Al-Phoenix
     BrightFist |    |  <R|S>  |S><R|    |  <R|    |    | BrightFist
   DeflectLance |    |  <R|S>  |S><R|    |  <R|    |    | DeflectLance
   FinalCrusade |    |    |    |    |    |    |    |    | FinalCrusade
      FlashTurn |S>  |S>  |S><R|S><R|    |    |  <R|    | FlashTurn
    KaiserSmash |  <R|S>  |S>  |    |    |  <R|    |    | KaiserSmash
     KaiserWing |    |S>  |S><R|  <R|  <R|    |  <R|    | KaiserWing
       RaySword |  <R|S>  |S>  |    |    |    |    |    | RaySword
  Re-Al-Phoenix |S>  |S>  |S><R|S><R|    |    |  <R|    | Re-Al-Phoenix
    ShiningKick |    |  <R|S>  |S><R|    |  <R|    |    | ShiningKick
  SparklingRoll |    |  <R|S>  |S><R|    |  <R|    |    | SparklingRoll
Alkaiser         | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |         Alkaiser

Item-Inherent    | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |    Item-Inherent
          Asura |    |  <R|S>  |  <R|    |    |    |    | Asura
*CharmNecklace* |    |    |S>  |    |    |    |    |    | *CharmNecklace*
     Cockatrice |S>  |S>  |S>  |    |  <R|  <R|    |    | Cockatrice
   *DanceShoes* |S>  |S>  |S>  |    |    |    |    |    | *DanceShoes*
      DirtyFang |  <R|S>  |S>  |    |    |    |    |    | DirtyFang
*DurahanShield* |S>  |S>  |S>  |    |    |    |    |    | *DurahanShield*
ElementDissolve |    |    |S>  |    |    |    |    |    | ElementDissolve
    FinalStrike |S>  |S>  |S>  |S>  |S>  |S>  |S>  |S>  | FinalStrike
   IronclogShot |S>  |S>  |S><R|    |    |    |    |    | IronclogShot
       Kusanagi |    |    |S><R|  <R|    |    |  <R|    | Kusanagi
      Maelstrom |S>  |S>  |S>  |    |  -r|S>  |    |    | Maelstrom
      *Magihat* |    |S>  |S>  |    |    |    |    |    | *Magihat*
 MillionDollers |S>  |S>  |S>-r|  -r|  -r|    |  -r|    | MillionDollers
    *PurpleEye* |S>  |S>  |S>  |    |  <R|  <R|    |    | *PurpleEye*
     SacredSong |S>  |S>  |S>  |    |  -r|  -r|    |    | SacredSong
   *SandVessel* |    |S><R|S>  |    |    |    |    |    | *SandVessel*
     *SeaStone* |    |    |  <R|S><R|  <R|S>  |    |    | *SeaStone*
     ShadowHold |S>  |S>  |S>  |    |    |    |    |    | ShadowHold
     SilverFang |    |S>  |S>  |S>  |    |    |    |    | SilverFang
      TwinSword |  <R|    |    |    |  <R|    |    |    | TwinSword
Item-Inherent    | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |    Item-Inherent

Heavy Weapons    | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |    Heavy Weapons
   *BeamCannon* |    |  <R|S>  |  <R|S>  |  <R|    |    | *BeamCannon*
        Blaster |    |  <R|S>  |  <R|  <R|  <R|    |    | Blaster
   BlasterSword |    |  <R|S>  |  <R|  <R|    |    |    | BlasterSword
 *Bolt Thrower* |S><R|S>  |S>  |    |  <R|  <R|    |    | *Bolt Thrower*
DestructionBeam |    |  <R|S>  |  <R|  <R|  <R|    |    | DestructionBeam
*DOBBY Bazooka* |  -r|S>  |S>  |  -r|S>  |  -r|    |    | *DOBBY Bazooka*
   FlameThrower |    |  <R|S>  |    |S>  |  <R|    |    | FlameThrower
    GhostCannon |    |  <R|S>  |  <R|  <R|S>  |    |    | GhostCannon
      HE-Rocket |  <R|    |S>  |  <R|S>  |  <R|    |    | HE-Rocket
*HyperionBazooka |    |    |S><R|    |S>  |    |    |    | HyperionBazooka*
*LightningCannon |S><R|S>  |S>  |  <R|  <R|  <R|    |    | LightningCannon*
        Missile |  <R|    |S>  |  <R|S>  |  <R|    |    | Missile
      Paralyzer |S>  |S>  |S>  |    |    |    |    |    | Paralyzer
   PlasmaBullet |S>  |S>  |S>  |  <R|  <R|S><R|    |    | PlasmaBullet
  *SonicCannon* |    |S>  |S><R|  <R|  <R|    |  <R|    | *SonicCannon*
  *Thunderbolt* |S><R|S>  |S>  |  <R|  <R|  <R|    |    | *Thunderbolt*
         Vulcan |  <R|S>  |S>  |    |    |    |    |    | Vulcan
    WaterCannon |    |    |  <R|S><R|  <R|S>  |    |    | WaterCannon
Heavy Weapons    | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |    Heavy Weapons

Mec Parts        | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |        Mec Parts
     AT-Missile |    |S>  |S><R|  <R|S>  |    |  <R|    | AT-Missile
      BeamSword |    |  <R|S>  |  <R|    |    |    |    | BeamSword
     CosmicRave |S>  |S><R|S>  |  <R|    |S><R|    |    | CosmicRave
       Graviton |S>  |S>  |S><R|  <R|  <R|S>  |    |    | Graviton
         Hammer |    |S><R|S>  |  <R|    |  <R|    |    | Hammer
          Laser |  <R|S>  |S>  |  <R|  <R|  <R|    |    | Laser
  MachineVulcan |    |  <R|S>  |    |    |  <R|    |    | MachineVulcan
   MicroMissile |    |S>  |S>  |    |S>  |    |    |    | MicroMissile
     RailCannon |  <R|S>  |S>  |  <R|    |  <R|    |    | RailCannon
StarlightShower |S>  |S>  |S>  |    |    |S>  |    |    | StarlightShower
Mec Parts        | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |        Mec Parts

Mec Programs     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Mec Programs
      Crosshair |  <R|    |S>  |  <R|  <R|    |    |    | Crosshair
    HammerCrush |S>  |S>  |S><R|S><R|  <R|    |  <R|    | HammerCrush
     HypnoFlash |S>  |S>  |S>  |    |    |    |    |    | HypnoFlash
         Jammer |    |    |S>  |    |    |    |    |    | Jammer
 KAMIKAZE-Crush |S>  |S><R|S>  |S><R|    |  <R|    |    | KAMIKAZE-Crush
      LogicBomb |    |    |S>  |    |    |    |    |    | LogicBomb
      Maelstrom |S>  |S>  |S>  |    |  -r|S>  |    |    | Maelstrom
        Magnify |    |    |    |    |    |    |    |    | Magnify
      MecSonata |S>  |S>  |S>  |    |    |    |  -r|    | MecSonata
    PluralSlash |S>  |S><R|S>  |    |    |    |    |    | PluralSlash
     Pop-Knight |S>  |S>-r|S>  |    |    |  -r|    |    | Pop-Knight
      RangeFire |  <R|    |S>  |  <R|  <R|    |    |    | RangeFire
  Shock Soldier |S>  |S>-r|S>  |  -r|    |  -r|    |    | Shock Soldier
      Shoot-All |    |    |    |    |    |    |    |    | Shoot-All
   TigerRampage |    |    |S><R|  <R|    |    |  <R|    | TigerRampage
Mec Programs     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Mec Programs

Monster(Head)    | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |    Monster(Head)
           Beak |S>  |S>  |S><R|    |    |    |    |    | Beak
    Bloodsucker |  <R|S>  |S>  |S>  |    |    |    |    | Bloodsucker
      CharmGaze |S>  |S>  |S>  |    |    |    |    |    | CharmGaze
      DaggerJaw |    |    |S>  |  <R|    |  <R|    |    | DaggerJaw
      DeathGaze |S>  |S>  |S>  |    |    |    |    |    | DeathGaze
           Fang |    |    |    |    |    |    |    |    | Fang
      FangCrush |    |  <R|S>  |  <R|    |  <R|    |    | FangCrush
          Grasp |  <R|S>  |S>  |S>  |    |    |    |    | Grasp
           Horn |    |  <R|S>  |  <R|    |    |    |    | Horn
      Hypnotism |S>  |S>  |S>  |    |    |    |    |    | Hypnotism
        Petrify |S>  |S>  |S>  |  <R|    |  <R|    |    | Petrify
      StoneGaze |S>  |S>  |S>  |    |    |    |    |    | StoneGaze
       StunGaze |S>  |S>  |S>  |    |    |    |    |    | StunGaze
Monster(Head)    | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |    Monster(Head)

Monster(Arm)     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Monster(Arm)
           Beat |    |    |S>  |    |    |    |    |    | Beat
          Blade |    |  <R|S>  |  <R|  <R|    |    |    | Blade
  BoomerangHook |S>  |S>  |S><R|  <R|    |    |  <R|    | BoomerangHook
     BrainCrush |  <R|S>  |S>  |  <R|    |  <R|    |    | BrainCrush
           Chop |    |S>  |S><R|  <R|    |    |    |    | Chop
           Claw |    |  <R|S>  |    |    |    |    |    | Claw
     DeathTouch |    |    |S>  |    |    |    |    |    | DeathTouch
      DoubleAxe |  <R|S>  |S>  |    |    |  <R|    |    | DoubleAxe
         Feeler |S><R|S>  |S>  |  <R|    |    |    |    | Feeler
     GaleAttack |S>  |S>  |S>  |  -r|  -r|    |  -r|    | GaleAttack
     GhostTouch |S>  |S>  |S>  |  <R|    |S>  |    |    | GhostTouch
      GroundHit |  <R|S>  |S>  |    |    |  <R|    |    | GroundHit
      HeatSmash |  <R|S>  |S>  |    |S>  |  <R|    |    | HeatSmash
       IceSmash |  <R|S>  |S>  |    |  <R|S>  |    |    | IceSmash
       Kusanagi |    |    |S><R|  <R|    |    |  <R|    | Kusanagi
      MadAttack |    |    |  <R|  <R|S>  |    |  <R|    | MadAttack
     PoisonGrip |    |  <R|S>  |    |    |    |    |    | PoisonGrip
      PowerBeat |    |  <R|S>  |  <R|    |  <R|    |    | PowerBeat
       Psychout |S>  |S>  |S>  |    |    |    |    |    | Psychout
       Scissors |S><R|S>  |S>  |  <R|  <R|  <R|    |    | Scissors
      StunTouch |S>  |S>  |S>  |    |    |    |    |    | StunTouch
         Thrust |  <R|S>  |S>  |    |  <R|    |    |    | Thrust
      TitasWave |S>  |S><R|S>  |S>  |  <R|  <R|    |    | TitasWave
Monster(Arm)     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Monster(Arm)

Monster(Leg)     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Monster(Leg)
 CentipedeCrush |S>  |S>  |S><R|S>  |  <R|  <R|    |    | CentipedeCrush
          Feint |S>  |S>  |S>  |    |    |    |    |    | Feint
GriffithScratch |  <R|S>  |S>  |  <R|  <R|    |    |    | GriffithScratch
           Kick |    |  <R|S>  |    |    |  <R|    |    | Kick</pre><pre id="faqspan-11">
   PoisonNeedle |    |  <R|S>  |    |  <R|    |    |    | PoisonNeedle
        Stinger |    |  <R|S>  |    |  <R|    |    |    | Stinger
          Sweep |S>  |S>  |S>  |    |    |    |    |    | Sweep
           Tail |  <R|S>  |S>  |    |    |    |    |    | Tail
        TailHit |  <R|S>  |S>  |    |    |    |    |    | TailHit
Monster(Leg)     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Monster(Leg)

Monster(Body)    | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |    Monster(Body)
          Coils |S>  |S>  |S>  |  <R|  <R|  <R|    |    | Coils
           Dash |  <R|S>  |S>  |    |    |  <R|    |    | Dash
       FireKiss |    |    |  <R|S>  |    |  <R|    |    | FireKiss
    GliderSpike |S>  |S><R|S>  |  <R|  <R|  <R|    |    | GliderSpike
       Headbutt |S>  |S>  |S><R|S>  |    |  <R|    |    | Headbutt
   MinionStrike |    |  -r|S>  |    |    |  -r|    |    | MinionStrike
        Needles |S>  |S>  |S>  |  <R|  <R|    |    |    | Needles
    Oscillation |S>  |S>  |S>  |    |  -r|  -r|    |    | Oscillation
     SeedVulcan |    |  <R|S>  |  <R|    |    |    |    | SeedVulcan
        Solvent |  <R|S>  |S>  |  <R|  <R|    |    |    | Solvent
          Spore |S>  |S>  |S>  |    |  <R|    |    |    | Spore
       Stampede |  -r|S>  |S>  |S>  |    |  -r|    |    | Stampede
         Tackle |    |S>  |S><R|S>  |    |  <R|    |    | Tackle
           Wing |S>  |S>  |S>  |  <R|  <R|  <R|    |    | Wing
Monster(Body)    | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |    Monster(Body)

Monster(Breath)  | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |  Monster(Breath)
     AcidBreath |  <R|S>  |S>  |  <R|  <R|    |    |    | AcidBreath
   ArcticBreath |    |  <R|S>  |    |  <R|S>  |    |    | ArcticBreath
    BeetleJuice |  <R|S>  |S>  |  <R|  <R|    |    |    | BeetleJuice
      BoltBlast |S>  |S>  |S>  |    |  <R|  <R|    |    | BoltBlast
     BoltBreath |S>  |S>  |S>  |    |  <R|  <R|    |    | BoltBreath
     DeadlyMoss |S>  |S>  |S>  |    |    |    |  <R|    | DeadlyMoss
     FireBreath |    |  <R|S>  |    |S>  |  <R|    |    | FireBreath
     FlameBlast |    |  <R|S>  |    |S>  |  <R|    |    | FlameBlast
       GasFlame |    |  <R|S>  |    |S>  |  <R|    |    | GasFlame
            Ink |S>  |S>  |S>  |  <R|  <R|    |    |    | Ink
      PoisonGas |    |  <R|S>  |    |    |    |    |    | PoisonGas
      PoisonGun |  <R|S>  |S>  |  <R|  <R|    |    |    | PoisonGun
       SleepGas |S>  |S>  |S>  |    |    |    |    |    | SleepGas
   SphinxRiddle |    |    |S>  |    |    |    |    |    | SphinxRiddle
       StinkGas |S>  |S>  |S>  |    |    |    |    |    | StinkGas
       StoneGas |S>  |S><R|S>  |    |    |    |    |    | StoneGas
        TripGas |    |  <R|S>  |    |    |    |    |    | TripGas
    WaterCannon |    |    |  <R|S><R|  <R|S>  |    |    | WaterCannon
Monster(Breath)  | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |  Monster(Breath)

Monster(Magical) | DS | Dn | IS | Mv | Ht | Cl | BO | Sn | Monster(Magical)
     BattleSong |    |    |    |    |S>  |    |    |    | BattleSong
       BladeNet |  <R|S>  |S>  |  <R|  <R|    |    |    | BladeNet
    Ectoplasnet |S><R|S>  |S>  |    |    |    |    |    | Ectoplasnet
        ElfShot |  <R|S>  |S>  |  <R|    |    |    |    | ElfShot
          Flash |S>  |S>  |S>  |    |    |    |    |    | Flash
   GremlinTouch |    |  <R|S>  |    |    |    |    |    | GremlinTouch
       HeatWave |    |    |  -r|S>  |S>  |  -r|    |    | HeatWave
        HPDrain |  <R|S>  |S>  |  <R|    |    |    |    | HPDrain
          Ignis |    |  -r|S>  |  -r|S>  |  -r|    |    | Ignis
       IllStorm |    |S>  |S>  |    |    |    |    |    | IllStorm
      LightBall |  -r|    |S>  |    |    |    |    |    | LightBall
        Lullaby |    |    |S>  |    |    |    |    |    | Lullaby
      Maelstrom |S>  |S>  |S>  |    |  -r|S>  |    |    | Maelstrom
  MagneticStorm |S>  |S>  |S>  |S>  |  -r|  -r|    |    | MagneticStorm
  MightyCyclone |    |    |S><R|  <R|  <R|    |    |    | MightyCyclone
     PainPowder |S>  |S>  |S>  |  <R|  <R|  <R|    |    | PainPowder
      Pheromone |    |    |S>  |    |    |    |    |    | Pheromone
     PoisonMist |    |S>  |S>  |    |    |    |    |    | PoisonMist
          Quake |    |    |  -r|    |    |  -r|    |    | Quake
      QuickSand |    |S><R|S>  |    |    |    |    |    | QuickSand
           Rock |  <R|S>  |S>  |  <R|    |  <R|    |    | Rock
     SacredSong |S>  |S>  |S>  |    |  -r|  -r|    |    | SacredSong
        SadSong |    |    |S>  |    |    |S>  |    |    | SadSong
         Scream |  <R|S>  |S>  |    |  <R|    |    |    | Scream
      Seduction |    |    |S>  |    |    |    |    |    | Seduction
           Silf |    |  <R|S>  |  <R|  <R|S>  |    |    | Silf
          Siren |  -r|S>  |S>  |    |  -r|    |    |    | Siren
      SpiderNet |S><R|S>  |S>  |    |    |    |    |    | SpiderNet
          Spoil |  <R|S>  |S>  |    |    |    |    |    | Spoil
     Supersonic |  <R|S>  |S>  |    |  <R|    |    |    | Supersonic
    Thunderbolt |S>  |S>  |S>  |  <R|  <R|  <R|    |    | Thunderbolt
        Tornado |S>  |S><R|S>  |S><R|  <R|S>  |  <R|    | Tornado
         Tremor |  -r|S>  |S>  |    |    |  -r|    |    | Tremor
      Windblast |    |    |  -r|S>-r|    |S>  |    |    | Windblast
Monster(Magical) | DS | Dn | IS | Mv | Ht | Cl | BO | Sn | Monster(Magical)

Mystic Sword     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Mystic Sword
          Blade |    |  <R|S>  |  <R|  <R|    |    |    | Blade
    BloodSucker |  <R|S>  |S>  |S>  |    |    |    |    | BloodSucker
     FireBreath |    |  <R|S>  |    |S>  |  <R|    |    | FireBreath
          Flash |S>  |S>  |S>  |    |    |    |    |    | Flash
  GremlinEffect |    |  <R|S>  |    |    |    |    |    | GremlinEffect
GriffithScratch |  <R|S>  |S>  |  <R|  <R|    |    |    | GriffithScratch
      HeatSmash |  <R|S>  |S>  |    |S>  |  <R|    |    | HeatSmash
      Hypnotism |S>  |S>  |S>  |    |    |    |    |    | Hypnotism
          Lance |    |  <R|S>  |  <R|    |    |    |    | Lance
         Needle |S>  |S>  |S>  |  <R|    |    |    |    | Needle
    Oscillation |S>  |S>  |S>  |    |  -r|  -r|    |    | Oscillation
         PsyNet |S>  |S>  |S>  |    |    |    |    |    | PsyNet
Mystic Sword     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Mystic Sword

Mystic Glove     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Mystic Glove
   ArcticBreath |    |  <R|S>  |    |  <R|S>  |    |    | ArcticBreath
    Crystalizer |S>  |S><R|S>  |    |    |S>  |    |    | Crystalizer
   DeadlyPowder |S>  |S>  |S>  |    |  <R|    |    |    | DeadlyPowder
         Feeler |  <R|S>  |S>  |  <R|    |    |    |    | Feeler
      GrapeShot |    |    |S><R|  <R|    |    |    |    | GrapeShot
       HellWing |S>  |S>  |S>  |  <R|  <R|  <R|    |    | HellWing
       IceSmash |  <R|S>  |S>  |    |  <R|S>  |    |    | IceSmash
   PoisonusBlow |    |  <R|S>  |  <R|    |  <R|    |    | PoisonusBlow
      Psych-out |S>  |S>  |S>  |    |    |    |    |    | Psych-out
          Spoil |    |S>  |S>  |    |    |    |    |    | Spoil
  SpreadBlaster |S>  |S><R|S>  |  <R|  <R|S>  |    |    | SpreadBlaster
   TigerRampage |    |    |S><R|  <R|    |    |  <R|    | TigerRampage
    WaterCannon |    |    |  <R|S><R|  <R|S>  |    |    | WaterCannon
Mystic Glove     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Mystic Glove

Mystic Boots     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Mystic Boots
     Assasinate |  <R|S>  |S>  |  <R|    |    |    |    | Assasinate
       BladeNet |S><R|S>  |S>  |  <R|  <R|    |    |    | BladeNet
     MysteryTap |S>  |S>  |S>  |    |    |    |    |    | MysteryTap
      PowerKick |    |  <R|S>  |    |    |  <R|    |    | PowerKick
      Quicksand |    |S><R|S>  |    |    |    |    |    | Quicksand
        Spiders |    |S>  |S><R|S>  |    |    |    |    | Spiders
    Suffocation |S>  |S>  |S>  |    |    |    |    |    | Suffocation
          Sweep |S>  |S>  |S>  |    |    |    |    |    | Sweep
    ThunderBall |S>  |S>  |S>  |    |  <R|  <R|    |    | ThunderBall
    Thunderbolt |S>  |S>  |S>  |  <R|  <R|  <R|  <R|    | Thunderbolt
      TitasWave |S>  |S><R|S>  |S>  |  <R|  <R|    |    | TitasWave
         Tremor |  -r|S>  |S>  |    |    |  -r|    |    | Tremor
Mystic Boots     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Mystic Boots

Light Magic      | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |      Light Magic
      FlashFire |  -r|S>  |S>  |    |S>  |  -r|    |    | FlashFire
     FlashFlood |    |    |S>  |    |    |    |    |    | FlashFlood
  MegaWindblast |S>-r|    |    |S>  |S>  |S>  |    |    | MegaWindblast
         SunRay |  <R|S>  |S>  |    |S>  |  <R|    |    | SunRay
Light Magic      | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |      Light Magic

Shadow Magic     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Shadow Magic
     DarkSphere |S>  |S>  |S><R|S><R|  <R|S>  |  <R|    | DarkSphere
     Hidebehind |S><R|S>  |S>  |  <R|    |    |    |    | Hidebehind
      PowerGrab |    |    |S>  |    |    |    |    |    | PowerGrab
      ShadowNet |  -r|S>  |S>  |S>  |  -r|  -r|    |    | ShadowNet
Shadow Magic     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Shadow Magic

Space Magic      | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |      Space Magic
 ReverseGravity |  -r|S>  |S>  |S>  |    |    |    |    | ReverseGravity
         Vanish |    |    |    |    |    |    |    |    | Vanish
     VaporBlast |S>  |S>  |S>  |  <R|  <R|    |    |    | VaporBlast
         Vortex |    |    |    |    |    |    |    |    | Vortex
Space Magic      | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |      Space Magic

Time Magic       | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |       Time Magic
    ChaosStream |S>  |S>  |  -r|S>-r|S>-r|S>  |  -r|    | ChaosStream
     DelayOrder |    |    |S>  |    |    |    |    |    | DelayOrder
    TimeEclipse |  <R|S>  |S>  |  <R|  <R|  <R|    |    | TimeEclipse
       TimeLeap |    |    |    |    |    |    |    |    | TimeLeap
Time Magic       | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |       Time Magic

Realm Magic      | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |      Realm Magic
    EnergyChain |    |S><R|S>  |  <R|    |  <R|    |    | EnergyChain
      Implosion |    |  <R|S>  |  <R|S>  |  <R|    |    | Implosion
  PsychicPrison |    |    |    |    |    |    |    |    | PsychicPrison
  VermilionSand |    |S>-r|S>  |S>-r|S>  |  -r|    |    | VermilionSand
Realm Magic      | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |      Realm Magic

Mystic Magic     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Mystic Magic
    Fascination |    |    |    |    |    |    |    |    | Fascination
   PhantasmShot |S>  |S>  |S>  |    |  <R|  <R|    |    | PhantasmShot
Mystic Magic     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Mystic Magic

Mind Magic       | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |       Mind Magic
       Lifewave |S><R|S>  |S>  |    |  <R|  <R|    |    | Lifewave
     Spellbound |    |S>  |S>  |    |    |    |    |    | Spellbound
Mind Magic       | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |       Mind Magic

Evil Magic       | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |       Evil Magic
     Deathcurse |    |    |    |    |    |    |    |    | Deathcurse
    PainDoubler |  -r|S>  |S>  |    |    |S>  |    |    | PainDoubler
       RavaShot |S>  |S>  |S><R|  <R|    |S>  |    |    | RavaShot
      SharpPain |S>  |S>-r|S>  |    |    |S>  |    |    | SharpPain
Evil Magic       | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |       Evil Magic

Arcane Magic     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Arcane Magic
          Death |    |    |    |    |    |    |    |    | Death
           Gold |S>  |S>  |S>  |    |    |    |    |    | Gold
          Saber |    |S>  |S>  |  <R|  <R|    |    |    | Saber
          Tower |  <R|S>  |S>  |  <R|S>  |  <R|    |    | Tower
Arcane Magic     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Arcane Magic

Rune Magic       | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |       Rune Magic
      DwarfRune |    |    |    |    |    |    |    |    | DwarfRune
     StasisRune |    |    |    |    |    |    |    |    | StasisRune
Rune Magic       | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |       Rune Magic

Mirage Magic     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Mirage Magic
       BlackCat |S>  |S>  |S>  |    |  <R|  <R|    |    | BlackCat
     Cockatrice |S>  |S>  |S>  |    |  <R|  <R|    |    | Cockatrice
         Jackal |S>  |S>  |S>  |    |  <R|  <R|    |    | Jackal
      Nightmare |S>  |S>  |S>  |    |  <R|  <R|    |    | Nightmare
         Reaper |S>  |S>  |S>  |    |  <R|  <R|    |    | Reaper
Mirage Magic     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Mirage Magic

Consumable Items | DS | Dn | IS | Mv | Ht | Cl | BO | Sn | Consumable Items
    *FlashBomb* |    |S>  |S>  |    |    |    |    |    | *FlashBomb*
   *MagicStone* |    |S>  |S>  |    |    |    |    |    | *MagicStone*
   *RottenMeat* |    |S>  |S>  |    |    |    |    |    | *RottenMeat*
   *StunNeedle* |    |S>  |S>  |    |    |    |    |    | *StunNeedle*
  *UnluckyCoin* |    |    |    |    |    |    |    |    | *UnluckyCoin*
Consumable Items | DS | Dn | IS | Mv | Ht | Cl | BO | Sn | Consumable Items


I translated all this data from the Japanese website Sakura, at these links:
http://uri.sakura.ne.jp/~saga/sf1/neta/combo_st.html
http://uri.sakura.ne.jp/~saga/sf1/wazajutu/combo_st.html

All credit for originally finding this data goes to whoever found it and put it
on the Sakura site.  I don't know who found it or how, and I don't know how to
find out who found it; sorry.

I translated it using Babelfish, which did a passable job with about 2/3 of it.
The rest I determined through a complex process of cross-checking.  I'm
reasonably certain that I translated everything accurately, but I make no
guarantees about it, and I similarly can't guarantee that Sakura's data was
correct to begin with, since I don't know where or how they got it.

-------------------------------------------------------------------------------

Now, you can use this chart to cobble together any combo that's actually
possible, but that's not the easiest way to use it.  It gives us a lot of
information that we can use to make a wide variety of very simple, very
reliable combos, without having to think too hard.





**************************
*  Combo Mechanics       *                                            [COMBO03]
*  --Self-Comboers List  *
**************************


First, here's the list of all the self-comboers in the game.  The simplest and
most reliable combos are formed by spamming multiple instances of any one of
these.

-------------------------------------------------------------------------------

                   Self-Comboers List: 74 Total
                           by Zaraktheus

Sword:
 HardSlash
 Still Stream
 SwallowSwing
 ThunderThrust

Katana:
 ShadowCounter

Gun:
 BoundShot
 CrossShot

Martial Arts:
 Fist
 GiantSwing
 GoldHand
 RollingCradle
 Sliding
 Suplex
 TriangleKick

Alkaiser:
 Al-Blaster
 Al-Phoenix
 BrightFist
 DeflectLance
 FlashTurn
 KaiserWing
 Re-Al-Phoenix
 ShiningKick
 SparklingRoll

Item-Inherent:
 IronclogShot
 Kusanagi
 *SandVessel* (QuickSand)
 *SeaStone* (WaterCannon)

Heavy Weapons:
 *Bolt Thrower*
 *HyperionBazooka*
 *LightningCannon*
 PlasmaBullet
 *SonicCannon*
 *Thunderbolt*
 WaterCannon

Mec Parts:
 AT-Missile
 CosmicRave
 Graviton
 Hammer

Mec Programs:
 HammerCrush
 KAMIKAZE-Crush
 PluralSlash
 TigerRampage

Monster:
 Beak
 BoomerangHook
 CentipedeCrush
 Chop
 Ectoplasnet
 Feeler
 GliderSpike
 Headbutt
 Kusanagi
 MightyCyclone
 QuickSand
 Scissors
 SpiderNet
 StoneGas
 Tackle
 TitasWave
 Tornado
 WaterCannon

Mystic:
 BladeNet
 Crystalizer
 GrapeShot
 Quicksand
 Spiders
 SpreadBlaster
 TigerRampage
 TitasWave
 WaterCannon

Shadow Magic:
 DarkSphere
 Hidebehind

Realm Magic:
 EnergyChain

Mind Magic:
 Lifewave

Evil Magic:
 RavaShot


As with the chart, a name in asterisks simply indicates that the ability is
used by selecting the name of the item, which hides the name of the ability it
actually uses.

-------------------------------------------------------------------------------

It's a bit ironic that so many of Alkaiser's abilities are self-comboers,
considering that there's only one of him.





**************************************
*  Combo Mechanics                   *                                [COMBO04]
*  --Interchangeable Comboers Lists  *
**************************************


Only slightly more complicated and equally reliable are combos formed using any
of my Fully Interchangeable Comboers Lists.  I made these lists by grouping all
the self-comboers that self-combo using the same characteristic.  All such
abilities should be able to function like self-comboers with all other such
abilities using the same characteristic, so for each list, you should be able
to put any combination of the abilities on the list (including multiple
instances of the same ability) in any order and get them all to combo, provided
they aren't interrupted.


-------------------------------------------------------------------------------

       Fully Interchangeable Comboers, List 1 (Instant Stop): 35 Total
                             by Zaraktheus

Sword:
 HardSlash
 Still Stream
 ThunderThrust

Gun:
 BoundShot
 CrossShot

Martial Arts:
 Fist
 GoldHand
 RollingCradle
 Sliding

Alkaiser:
 Al-Blaster
 Al-Phoenix
 FlashTurn
 KaiserWing
 Re-Al-Phoenix

Item-Inherent:
 IronclogShot
 Kusanagi

Heavy Weapon:
 *HyperionBazooka*
 *SonicCannon*

Mec Parts:
 AT-Missile
 Graviton

Mec Programs:
 HammerCrush
 TigerRampage

Monster:
 Beak
 BoomerangHook
 CentipedeCrush
 Chop
 Headbutt
 Kusanagi
 MightyCyclone
 Tackle

Mystic:
 GrapeShot
 Spiders
 TigerRampage

Shadow Magic:
 DarkSphere

Evil Magic:
 RavaShot

-------------------------------------------------------------------------------

           Fully Interchangeable Comboers, List 2 (Move): 19 Total
                             by Zaraktheus

Sword:
 ThunderThrust

Martial Arts:
 GiantSwing
 Suplex

Alkaiser:
 Al-Blaster
 Al-Phoenix
 BrightFist
 DeflectLance
 FlashTurn
 Re-Al-Phoenix
 ShiningKick
 SparklingRoll

Item-Inherent:
 *SeaStone* (WaterCannon)

Heavy Weapons:
 WaterCannon

Mec Programs:
 HammerCrush
 KAMIKAZE-Crush

Monster:
 Tornado
 WaterCannon

Mystic:
 WaterCannon

Shadow Magic:
 DarkSphere

-------------------------------------------------------------------------------

          Fully Interchangeable Comboers, List 3 (Down): 16 Total
                             by Zaraktheus

Katana:
 ShadowCounter

Item-Inherent:
 *SandVessel* (QuickSand)

Mec Parts:
 CosmicRave
 Hammer

Mec Programs:
 KAMIKAZE-Crush
 PluralSlash

Monster:
 GliderSpike
 QuickSand
 StoneGas
 TitasWave
 Tornado

Mystic:
 Crystalizer
 Quicksand
 SpreadBlaster
 TitasWave

Realm Magic:
 EnergyChain

-------------------------------------------------------------------------------

       Fully Interchangeable Comboers, List 4 (Dead Stop): 12 Total
                             by Zaraktheus

Sword:
 SwallowSwing

Martial Arts:
 TriangleKick

Heavy Weapons:
 *Bolt Thrower*
 *LightningCannon*
 *Thunderbolt*

Monster:
 Feeler
 Ectoplasnet
 Scissors
 SpiderNet

Mystic:
 BladeNet

Shadow Magic:
 Hidebehind

Mind Magic:
 Lifewave

-------------------------------------------------------------------------------

          Fully Interchangeable Comboers, List 5 (Cold): 2 Total
                             by Zaraktheus

Heavy Weapons:
 PlasmaBullet

Mec Parts:
 CosmicRave

-------------------------------------------------------------------------------

If you really wanted to, you could jump from one list to another using one of
the abilities that appears on more than one list, but that would make the combo
more complex and less reliable.  For those who are so inclined, here are the
abilities that are on multiple lists:

-------------------------------------------------------------------------------

On both Lists 1 & 2:
 ThunderThrust
 Al-Blaster
 Al-Phoenix
 FlashTurn
 Re-Al-Phoenix
 HammerCrush
 DarkSphere

On both Lists 2 & 3:
 KAMIKAZE-Crush
 Tornado

On both Lists 3 & 5:
 CosmicRave

-------------------------------------------------------------------------------






***************************
*  Combo Mechanics        *                                           [COMBO05]
*  --Effects of Comboing  *
***************************


I've revised this section from the original version to reflect what I've found
in my debugger work, which differs in some significant respects from what was
commonly believed before.

Most of this isn't 100% confirmed yet to always be true in all cases, but what
I have seen led me to do some new empirical testing, from which I draw the
following conclusions:

1. The first Ability in a combo does NOT appear to benefit in any way!  Only
  the subsequent (2nd+) Abilities in a combo benefit from being in a combo!

2. Benefits of Comboing, which apply only to Subsequent Abilities:

  a. The Target's DEF against any Subsequent Ability is set to 0, no matter
     what it was. In other words, all of the Target's DEFense is completely
     ignored for damage purposes, but again: only for Subsequent Abilities!

This is contrary to conventional wisdom, which held that all damage from every
Ability (including the first) in a combo attacked the lowest DEF of the Target
from among all the Elements attacked by any Ability in the Combo. The reality
is both simpler and (except for the first Ability) more beneficial.

  b. Subsequent Abilities in a Combo bypass and completely ignore all of the
     following potential protective effects:

       Attribute Immunities (e.g. Water, Sonic, but not Ailment Immunities)
       PsychicPrison/BackFire
       ReactionShot
       WallRune
       GlassShield
       ShadowServant
       Shield Block
       Godless
       Kasumi
       InterceptSystem
       KO Throw
       DragonTurn
       BervaCounter
       Deflect
       LightSword Deflect
       CrossDeflect
       SwayBack
       Berva's 100% SwayBack
       Dodge Ability Sparking
       Dodge Abilities (already Equipped)

     There's also one more thing that gets skipped, which has to do with
     potential Immunity to just three Abilities: TailHit, Sweep, and
     SpinAttack. This appears to be all that was implemented of a much larger
     planned system that got scrapped at some point.

  c. It's virtually impossible to Miss with most Abilities when they are
     Subsequent Abilities in a Combo.  Most EPs with a Miss Check give a 100
     point bonus to Hit Chance AND automatically roll the most favorable
     possible Hit Roll for Subsequent Abilities in a Combo, which will
     guarantee a Hit in any but the most outlandish and unlikely scenarios.

  d. Many Abilities also do bonus damage as Subsequent Abilities in a Combo,
     though some do not, and the relative effect of the bonus will vary
     depending on the Effect Process used and the other variables involved.

  e. If an Ability can inflict a Status Ailment, it usually receives a large
     bonus to its chance to do so if it is a Subsequent Ability in a Combo.
     Again, the relative effect of the bonus will vary depending on the Status
     Change Process used and the other variables involved.

There may be other benefits as well, but these are the ones I can think of
right now.

The most important things we learn from this are:

-Try to make sure the big-damage and cool-ailment-inflicting Abilities don't go
first in any combo, since they won't benefit from it if they do.
-The Elements attacked by Subsequent Abilities in a combo are 100% MEANINGLESS.
Even if e.g. they only attack 1 Element and the Target has 99 DEF against that
Element, the Subsequent Abilities will completely ignore that DEF.
-Contrary to conventional wisdom, Combos are MOST effective against a Target
with high DEF across the board, because they do NOT need a weak point in order
to bypass DEF, and the benefit of ignoring all of the Target's DEF will be
greatest when the Target had high DEF to begin with. This also explains why a
PC with 50+ DEF against all Elements can still be horribly injured by any
little L2 Combo.

3. There actually does appear to be a check to prevent overkill combos, but
  it's only partially effective.  If a potential combo is formed, but the
  first (and ONLY the first!) Ability in the combo is enough by itself to kill
  the Target, then the combo is not formed, that Ability alone will kill the
  Target, and the other Abilities will therefore not be wasted on it. However,
  if the first Ability is not enough by itself to kill the Target, then the
  ENTIRE combo will form, no matter how long it is, no matter how many of the
  Abilities are actually needed--even if e.g. it's 5 Abilities long and the
  first 2 would have been sufficient to kill the Target.





********************
*  Combo Mechanics *                                                  [COMBO06]
*  --Virgil        *
********************


If anyone is still having any trouble getting past Virgil, here's an easy way
to do it.

First, if you're going with Riki's default party (one Monster, one Mec, three
Humans), or something similar, I recommend using Fully Interchangeable Comboers
List 1.  Personally, I'd recommend Gen, Fei-on, and Emelia as your three
Humans, since all three can be acquired pretty early and all three can easily
spark several of the Sword or Martial Arts abilities on the list.  You could
use Lute if you prefer him and because you get him immediately, but he's rotten
at learning all the Sword and Martial Arts abilities on the list except
Still Stream and GoldHand, which are the hardest ones to learn in the first
place (and therefore not the ones you most want to have to fuss around trying
to learn for this fight).  He can be adequate at learning Gun abilities simply
because no Human PC is actually bad at it (though he's still among the worst),
but his starting WIL is absolutely abysmal (with no system data, it's 2!!!), so
don't count on him to actually hurt anything with the Guns on the way to
Virgil.

You really only need two abilities on the list for one PC, and only one each
for the other four.  More won't hurt, but you can beat Virgil with just that.
Your Humans can train in Swords, Martial Arts, or Guns--just be sure to target
at least one ability from the list for each of them (and preferably two for one
of them).  Buy your Mec a SonicCannon from PzkwV's shop in the Koorong
backstreets ($1110 each).  You can do the same for any Mystics or for Humans
who refuse to learn.  Riki has a number of options from this list, but in my
opinion, Chop is the easiest.  He can acquire it very easily by repeatedly
fighting the two Pink Lummoxes in his intro, and it won't interfere with his
Form so long as you put it in the seventh slot and don't also keep both Claw
and ElfShot.  Just hang on to Chop and you'll be set for Riki in the Virgil
fight.

When you actually get to Virgil, here's how the "fight" works: he scores you
each round based on the longest combo you pulled off in that round.  Here's the
scale:

L2: 0
L3: 2
L4: 3
L5: 5

You need a total of 10 points to "win".  That means you can finish the fight in
just two rounds, if you manage two L5 combos.  Now that we have the Fully
Interchangeable Comboers Lists, that would be a piece of cake, except that
Virgil is phenomenally impatient and only gives you ONE round before he starts
interfering.  His QUI is 40, so you'll have an easier time in the 2nd+ rounds
if your PCs are all well above that, so that he can't break up your combos.

One other thing to keep in mind: Virgil does not accept duplicate combos, but
ANY change will satisfy him.  You can even feed him two L5 combos with exactly
the same abilities in each, so long as the order of the abilities in the combo
is different in any way.  For example, I was able to finish in two rounds with
just these two combos:

SonicCannon - Chop - BoundShot - Fist - HardSlash
SonicCannon - Chop - BoundShot - HardSlash - Fist

That's all it takes.  Ideally, though, you should change one PC's ability each
round until the fight ends, to ensure that each combo will be accepted.  For
example, if you start with:

Human 1: HardSlash
Human 2: Fist
Human 3: BoundShot
Mec: SonicCannon
Monster: Chop

On the second round you could change Human 1 -> ThunderThrust.  On the third
round (if necessary), you could change Human 2 -> RollingCradle, and so on.
You should have little to no trouble beating Virgil in this fashion.

Also worth noting: Virgil DOES count the DSC as a combo.  He scores it as if it
was a normal combo of one less hit than the number performed in that instance
of the DSC.  For example, if you pull off a 4-hit DSC, Virgil counts it as a L3
combo, worth 2 points.  Again, he only counts the most valuable combo performed
in any given round, so if you do a L4 combo and a 5-hit DSC in the same round,
you only get 3 points, not 6.  Very interestingly, though, Virgil NEVER
recognizes the DSC as a combo he's seen before.  Even if the same PC uses it
and does the same number of hits, Virgil counts it as a new combo worth full
score.  I actually got through the fight with him in one test by just having
everyone else Defend while one PC spammed DSC over and over.  I wouldn't
recommend it, but it is an option.





**************
*  Sparking  *                                                        [SPARK01]
**************


Sparking refers to the process by which Human PCs spontaneously learn new
Sword, Katana, Martial Arts, and Alkaiser Abilities during battle by using
basic attacks from those categories or the Abilities they already know.  When a
Spark occurs, a light-bulb will appear over the PC's head, and s/he will use
the new Ability instead of the one s/he was ordered to use.  Thereafter, the
new Ability is yours to keep, and you can choose to use it whenever you want
(provided you have it equipped and can pay the WP cost).

Some things to keep in mind about Sparking:
-A PC must have at least one empty slot in his/her Equip Abilities Menu, or
s/he will not be able to spark anything.
-When an Ability is Sparked, it never Combos with anything, even if it normally
would.
-Using Abilities that would have Comboed if the Spark had not occurred DOES NOT
prevent Sparking, contrary to popular misconception.
-When an Ability is Sparked, it costs no WP, and you don't need to have any WP
in order to Spark any Ability, regardless of the Ability's normal cost.
-The following Status Ailments completely prevent a PC from Sparking, but only
if the PC is already suffering from one at the beginning of the round (when
orders are given):
   Angry
   Charm
   Mess (all colors)
-Even if a PC succeeds at a Spark Check (see below), s/he must actually take
his/her turn this round in order to complete the Spark.  If the battle ends or
the PC is incapacitated before that, the Spark will still fail.
-In order to Spark (or use) the 2-Sword Abilities (CrossSlash, 2GaleSlash,
and CrossDeflect), you must have at least 2 Swords equipped.  Katanas count as
Swords for this purpose, as do Alkaiser's RaySword, and the LightSword granted
by casting the spell LightSword.





*******************
*  Sparking       *                                                   [SPARK02]
*  --Spark Trees  *
*******************


The Ability you use determines which other Abilities you can Spark, and affects
the probability of success.  Each Ability only Sparks certain other Abilities,
and only at a predetermined Difficulty.

A given Ability can often be Sparked by several different Abilities at several
different Difficulties, so it's usually helpful to look for the most efficient
way to Spark each Ability.  However, since some Abilities can Spark many more
Abilities than others, it may sometimes be worthwhile to forego the most
efficient way to Spark one specific Ability in favor of the opportunity to
Spark many more Abilities--even if the Difficulty of each is slightly higher,
the overall likelihood of Sparking something may be greater.

A Spark Tree refers to the list of Abilities that can be Sparked by using a
specific Ability, along with the Difficulty of each.

I am aware that most (but not quite all) of the Spark Tree data was previously
found by Alex Jackson quite a few years ago, and he deserves credit and our
thanks for his work.  However, this critically important data never found its
way into a guide on GameFAQs (where I think it would be most easily found by
the greatest number of people), and in my debugger work, I've learned that
there are a few important higher-level details about how the game actually uses
that data that weren't included in his information.

For these reasons, I decided to find, extract, and translate the Spark Tree
data myself, completely from scratch, to include in this guide.  To be
completely clear: NONE of this data is copied or plagiarized in any way.  ALL
of it is the result of my own independent work.

I'll present the Spark Tree data organized in two different ways: the "To" List
and the "From" List.  The To List tells you what using a specific Ability leads
to; the From List tells you what a specific Ability can be learned from.





*****************************
*  Sparking                 *                                         [SPARK03]
*  --Spark Trees            *
*  ----Spark Trees To List  *
*****************************


This list will tell you what using a specific Ability leads to.  Use it when
you want to answer the question "What can I learn by using Ability [x]?"  This
list is in the actual check order used by the game.  For the most part, the
order is: Sword, Katana, Alkaiser, Martial Arts; all in order of Ability ID
numbers, but there are a few exceptions.

To read this list: first, find the Tree that begins with the Ability you intend
to use.  All the Abilities listed beneath it in that Tree can be Sparked from
that Ability.  The Difficulty for each is the number to the right of the
vertical line.  Lower-number Difficulties are easier to Spark.

The last three Trees to be checked work a little differently.  Instead of
checking whether you used the specified Ability, the game checks whether you
have that Ability Equipped.  If you do, it runs the Spark Check for that Tree;
if not, it doesn't.  Again, this only applies to the last three Trees: Deflect
-> Kasumi, Kasumi -> Godless, and Deflect -> Kasumi again, but at an impossible
Difficulty.  Note that you must also have used a Sword this turn in order to
succeed in Sparking Deflect -> Kasumi or Kasumi -> Godless (so you can't e.g.
Equip Deflect, use a Gun, and Spark Kasumi).

-------------------------------------------------------------------------------

                 Spark Trees To List, in Check Order
                           by Zaraktheus


Slash
 ->     StunSlash |  5
 ->   DoubleSlash |  8
 ->     HardSlash | 12
 ->        Thrust | 13
 ->    CrossSlash | 16
 ->         Smash | 14
 ->  SwallowSwing | 17
 ->   Heaven/Hell | 22
 ->    WheelSlash | 20
 ->  WillowBranch | 23
 ->       Deflect | 17
 ->     BearCrush | 24
 ->       DeadEnd | 27
 ->      HeadWind | 31
 ->  TripleThrust | 33
 ->        Kasumi | 26
 ->      NoMoment | 38
 ->     GaleSlash | 24
 ->    2GaleSlash | 30
 -> TurbidCurrent | 41
 ->  CrossDeflect | 12
 ->    RisingNova | 43
 -> LifeSprinkler | 45

StunSlash
 ->   DoubleSlash |  8
 ->  SwallowSwing | 14
 -> ThunderThrust | 13
 ->    WheelSlash | 18
 ->       Deflect | 16
 ->      HeadWind | 26
 ->        Kasumi | 25
 ->     GaleSlash | 23
 ->    2GaleSlash | 28

DoubleSlash
 ->     HardSlash |  9
 ->    CrossSlash | 12
 ->         Smash | 10
 ->  SwallowSwing | 12
 ->   Heaven/Hell | 17
 ->       Deflect | 15
 ->     BearCrush | 22
 ->      HeadWind | 24
 ->        Kasumi | 25
 ->     GaleSlash | 23
 ->    2GaleSlash | 28

HardSlash
 ->         Smash | 10
 ->   Heaven/Hell | 15
 ->     BearCrush | 22
 ->      NoMoment | 34
 -> TurbidCurrent | 35

Thrust
 -> ThunderThrust | 16
 ->       DeadEnd | 21
 ->  TripleThrust | 29

CrossSlash
 ->       Deflect |  8
 ->    2GaleSlash | 28
 ->  CrossDeflect | 10

Smash
 ->   Heaven/Hell | 17
 ->       Deflect | 17
 ->     BearCrush | 20
 ->       DeadEnd | 25

SwallowSwing
 ->       Deflect | 21
 ->     GaleSlash | 15
 ->    2GaleSlash | 28

ThunderThrust
 ->       Deflect | 14
 ->       DeadEnd | 23
 ->  TripleThrust | 27
 ->        Kasumi | 24
 -> RosarioImpale | 34

Heaven/Hell
 ->  WillowBranch | 19
 ->       Deflect | 16
 ->  TripleThrust | 29
 ->        Kasumi | 27

WheelSlash
 -> Haze-to-Wheel | 36

WillowBranch
 ->       Deflect | 16
 ->        Kasumi | 23
 ->    RisingNova | 31

BearCrush
 ->       Deflect | 21
 -> RosarioImpale | 37

DeadEnd
 ->       Deflect | 23
 -> RosarioImpale | 30

HeadWind
 ->       Deflect | 17
 ->        Kasumi | 23
 ->      NoMoment | 32
 -> TurbidCurrent | 36

TripleThrust
 ->       Deflect | 16
 -> RosarioImpale | 38

NoMoment
 ->        Kasumi | 22
 ->  Still Stream | 38

GaleSlash
 ->       Deflect | 13
 ->    2GaleSlash | 26
 ->  CrossDeflect | 17

Still Stream
 ->        Kasumi | 24

TurbidCurrent
 -> LifeSprinkler | 40

TwinSword
 ->   Heaven/Hell | 20

Asura
 ->       Deflect | 20

Katana
 ->     StunSlash |  4
 ->   DoubleSlash |  7
 ->     HardSlash | 11
 ->        Thrust | 12
 ->  SwallowSwing | 16
 ->   Heaven/Hell | 20
 ->    WheelSlash | 19
 ->  WillowBranch | 22
 ->      HeadWind | 30
 ->  TripleThrust | 32
 ->        Kasumi | 26
 ->      NoMoment | 36
 ->     GaleSlash | 23
 ->  Still Stream | 40
 ->  MoonlightCut | 27
 -> ShadowCounter | 21
 ->      Blizzard | 35
 ->   Tres Flores | 45

MoonlightCut
 ->  WillowBranch | 18
 ->      NoMoment | 38
 ->        Kasumi | 25
 ->  Still Stream | 34
 -> ShadowCounter | 17
 ->      Blizzard | 26
 ->   Tres Flores | 39

ShadowCounter
 ->      HeadWind | 25
 ->  TripleThrust | 31
 ->        Kasumi | 26
 -> TurbidCurrent | 35
 -> LifeSprinkler | 38
 ->  MoonlightCut | 22
 ->      Blizzard | 29
 ->   Tres Flores | 40

Blizzard
 ->      NoMoment | 32
 ->  MoonlightCut | 20
 -> ShadowCounter | 19
 ->   Tres Flores | 37

 *If you used RaySword, check this next Tree 6 times in a row now.  We'll
  check it even more, later.
RaySword
 ->    BrightFist | 15

Punch
 ->          Kick |  3
 ->      AirThrow | 10
 ->          Chop |  8
 ->       Sliding | 12
 -> RollingCradle | 15
 ->      SwayBack | 12
 ->          Fist | 16
 ->      Backfist | 18
 ->     CrushBeat | 23
 -> Rotation Kick | 26
 ->      KO Throw | 17
 ->      GoldHand | 37
 ->  TriangleKick | 34
 ->       OgreRun | 32
 ->       Scuffle | 31
 ->    DragonTurn | 20
 ->      Lastshot | 44
 ->     Corkscrew | 42
 ->    SkyTwister | 40

Kick
 ->      AirThrow | 10
 ->       Sliding |  6
 ->      SwayBack | 12
 -> Rotation Kick | 17
 ->      KO Throw | 16
 ->  TriangleKick | 25
 ->  BabelCrumble | 27
 ->     Corkscrew | 41
 ->    SkyTwister | 37

AirThrow
 -> RollingCradle |  8
 ->      KO Throw | 14
 ->        Suplex | 13
 ->    GiantSwing | 19
 ->  BabelCrumble | 28
 ->   LocomotionG | 17
 ->    DragonTurn | 18
 ->    SkyTwister | 35

Chop
 ->      SwayBack | 12
 ->      Backfist | 14
 ->      KO Throw | 17
 ->       Scuffle | 29
 ->    DragonTurn | 20

Sliding
 ->      SwayBack | 12
 -> Rotation Kick | 16
 ->  BabelCrumble | 24
 ->  TriangleKick | 29
 ->    DragonTurn | 25
 ->     Corkscrew | 36

RollingCradle
 ->      KO Throw | 17
 ->    DragonTurn | 24

Fist
 ->      SwayBack | 12
 ->      KO Throw | 17
 ->      GoldHand | 26
 ->    DragonTurn | 22

Backfist
 ->      SwayBack | 11
 ->     CrushBeat | 19
 ->      KO Throw | 20
 ->       OgreRun | 27
 ->       Scuffle | 33
 ->    DragonTurn | 24
 ->     Corkscrew | 40

CrushBeat
 ->      SwayBack | 13
 ->      Backfist | 25
 ->       OgreRun | 30
 ->       Scuffle | 29

Rotation Kick
 ->       Sliding | 12
 ->      SwayBack | 13
 ->      KO Throw | 17
 ->  TriangleKick | 29
 ->       OgreRun | 30
 ->     Corkscrew | 38

Suplex
 -> RollingCradle | 15
 ->      KO Throw | 16
 ->    GiantSwing | 18
 ->  BabelCrumble | 23
 ->   LocomotionG | 20
 ->    DragonTurn | 22

GiantSwing
 -> RollingCradle | 11
 ->      KO Throw | 13
 ->        Suplex | 20
 ->   LocomotionG | 19
 ->    DragonTurn | 17

GoldHand
 ->      SwayBack | 12
 ->      KO Throw | 16
 ->      Lastshot | 38
 ->     Corkscrew | 39

BabelCrumble
 ->       Sliding |  9
 -> RollingCradle | 10
 ->      SwayBack | 12
 ->      KO Throw | 17
 ->        Suplex | 32
 ->  TriangleKick | 36
 ->       OgreRun | 36
 ->    DragonTurn | 17
 ->    SkyTwister | 37

TriangleKick
 ->      SwayBack | 14
 -> Rotation Kick | 23
 ->       OgreRun | 35
 ->     Corkscrew | 39
 ->    SkyTwister | 33

OgreRun
 ->      KO Throw | 15
 ->    DragonTurn | 17
 ->      Lastshot | 34
 ->     Corkscrew | 38

LocomotionG
 ->      KO Throw | 16
 ->        Suplex | 14
 ->    GiantSwing | 20
 ->  BabelCrumble | 24
 ->    DragonTurn | 20

Lastshot
 ->      SwayBack | 12
 ->      GoldHand | 43

 *If you used RaySword, check this next Tree 62 times in a row now.  We'll run
  it a few more times still, later.
RaySword
 ->    BrightFist | 15

BrightFist
 -> SparklingRoll | 14
 ->     FlashTurn | 28
 ->    Al-Blaster | 12
 ->    Al-Phoenix | 32
 ->   ShiningKick | 11
 ->  DeflectLance | 26

ShiningKick
 ->    Al-Phoenix | 33
 ->  DeflectLance | 22

Al-Blaster
 ->    Al-Phoenix | 27
 ->  DeflectLance | 24

RaySword
 ->     StunSlash |  6
 ->   DoubleSlash |  9
 ->     HardSlash | 13
 ->    CrossSlash | 18
 ->         Smash | 14
 ->  SwallowSwing | 18
 ->   Heaven/Hell | 22
 ->    WheelSlash | 21
 ->       Deflect |  9
 ->     BearCrush | 24
 ->       DeadEnd | 29
 ->      HeadWind | 32
 ->     GaleSlash | 25
 ->    2GaleSlash | 28
 ->    RisingNova | 42
 ->    KaiserWing | 15
 ->   KaiserSmash | 23
 ->    BrightFist | 10

 *If you used RaySword, check this next Tree 12 times in a row now.  That
  makes a total of 80 times you'll check this Tree each time you use RaySword.
RaySword
 ->    BrightFist | 15

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Deflect
 ->        Kasumi | 30

Kasumi
 ->       Godless | 33

 *We technically check this last Tree 30 times in a row, even though the
  Difficulty makes it impossible.
Deflect
 ->        Kasumi | 50

-------------------------------------------------------------------------------

RaySword is the only Ability that triggers more than one Tree on the Active-Use
Table.  Its long Tree runs once, and its short Tree runs 80 times if nothing
gets Sparked first.

Deflect is the only ability that triggers more than one Tree on the Equipped
Table.  However, only its first Tree is actually possible.  The second Tree
runs 30 times, but at an impossible Difficulty.

Al-Phoenix automatically Sparks Re-Al-Phoenix if used after MBlackIII uses Dark
Phoenix.

Red automatically learns FinalCrusade after defeating whichever BlackX Emperor
(Arachne, Berva, MBlack, Shuzer) you choose to fight first.

DSC is not itself Sparked, but if you simultaneously equip Sliding, Suplex,
GiantSwing, and BabelCrumble, you will be able to use DSC in battle.





*******************************
*  Sparking                   *                                       [SPARK04]
*  --Spark Trees              *
*  ----Spark Trees From List  *
*******************************


This list will tell you what a specific Ability can be Sparked From.  Use it
when you want to answer the question "What can I use to learn Ability [x]?"
I've organized the Trees in the order in which the Abilities will be listed in
the Menus from which you can Equip them, which should make it easy to compare
them in order to determine which Abilities you're missing.  The Abilities
within each Tree are organized from lowest Difficulty to highest (then
alphabetically), so that you can easily see which Ability will give you the
best Chance of Sparking the Ability you want.

To read this list: first, find the Tree that begins with the Ability you want
to Spark.  All the Abilities listed beneath it in that Tree can Spark that
Ability.  The Difficulty for each is the number to the right of the vertical
line.  Lower-number Difficulties are easier to Spark.

Again, Kasumi <- Deflect and Godless <- Kasumi work a little differently, as
noted by their entries.

-------------------------------------------------------------------------------

                        Spark Trees From List
                            by Zaraktheus

StunSlash
 <-        Katana |  4
 <-         Slash |  5
 <-      RaySword |  6

DoubleSlash
 <-        Katana |  7
 <-         Slash |  8
 <-     StunSlash |  8
 <-      RaySword |  9

HardSlash
 <-   DoubleSlash |  9
 <-        Katana | 11
 <-         Slash | 12
 <-      RaySword | 13

Thrust
 <-        Katana | 12
 <-         Slash | 13

CrossSlash
 <-   DoubleSlash | 12
 <-         Slash | 16
 <-      RaySword | 18

Smash
 <-   DoubleSlash | 10
 <-     HardSlash | 10
 <-      RaySword | 14
 <-         Slash | 14

SwallowSwing
 <-   DoubleSlash | 12
 <-     StunSlash | 14
 <-        Katana | 16
 <-         Slash | 17
 <-      RaySword | 18

ThunderThrust
 <-     StunSlash | 13
 <-        Thrust | 16

Heaven/Hell
 <-     HardSlash | 15
 <-   DoubleSlash | 17
 <-         Smash | 17
 <-        Katana | 20
 <-     TwinSword | 20
 <-      RaySword | 22
 <-         Slash | 22

WheelSlash
 <-     StunSlash | 18
 <-        Katana | 19
 <-         Slash | 20
 <-      RaySword | 21

WillowBranch
 <-  MoonlightCut | 18
 <-   Heaven/Hell | 19
 <-        Katana | 22
 <-         Slash | 23

Deflect
 <-    CrossSlash |  8
 <-      RaySword |  9
 <-     GaleSlash | 13
 <- ThunderThrust | 14
 <-   DoubleSlash | 15
 <-   Heaven/Hell | 16
 <-     StunSlash | 16
 <-  TripleThrust | 16
 <-  WillowBranch | 16
 <-      HeadWind | 17
 <-         Slash | 17
 <-         Smash | 17
 <-         Asura | 20
 <-     BearCrush | 21
 <-  SwallowSwing | 21
 <-       DeadEnd | 23

BearCrush
 <-         Smash | 20
 <-   DoubleSlash | 22
 <-     HardSlash | 22
 <-      RaySword | 24
 <-         Slash | 24

DeadEnd
 <-        Thrust | 21
 <- ThunderThrust | 23
 <-         Smash | 25
 <-         Slash | 27</pre><pre id="faqspan-12">
 <-      RaySword | 29

HeadWind
 <-   DoubleSlash | 24
 <- ShadowCounter | 25
 <-     StunSlash | 26
 <-        Katana | 30
 <-         Slash | 31
 <-      RaySword | 32

TripleThrust
 <- ThunderThrust | 27
 <-   Heaven/Hell | 29
 <-        Thrust | 29
 <- ShadowCounter | 31
 <-        Katana | 32
 <-         Slash | 33

Kasumi
 <-      NoMoment | 22
 <-      HeadWind | 23
 <-  WillowBranch | 23
 <-  Still Stream | 24
 <- ThunderThrust | 24
 <-   DoubleSlash | 25
 <-  MoonlightCut | 25
 <-     StunSlash | 25
 <-        Katana | 26
 <- ShadowCounter | 26
 <-         Slash | 26
 <-   Heaven/Hell | 27
 <-      *Deflect | 30
* If you have Deflect equipped, this is checked once each time you use any of
 the normal Sword or Katana Abilities.  It has nothing to do with whether or
 how many times the PC actually uses Deflect.

NoMoment
 <-      Blizzard | 32
 <-      HeadWind | 32
 <-     HardSlash | 34
 <-        Katana | 36
 <-  MoonlightCut | 38
 <-         Slash | 38

GaleSlash
 <-  SwallowSwing | 15
 <-   DoubleSlash | 23
 <-        Katana | 23
 <-     StunSlash | 23
 <-         Slash | 24
 <-      RaySword | 25

2GaleSlash
 <-     GaleSlash | 26
 <-    CrossSlash | 28
 <-   DoubleSlash | 28
 <-      RaySword | 28
 <-     StunSlash | 28
 <-  SwallowSwing | 28
 <-         Slash | 30

Still Stream
 <-  MoonlightCut | 34
 <-      NoMoment | 38
 <-        Katana | 40

TurbidCurrent
 <-     HardSlash | 35
 <- ShadowCounter | 35
 <-      HeadWind | 36
 <-         Slash | 41

CrossDeflect
 <-    CrossSlash | 10
 <-         Slash | 12
 <-     GaleSlash | 17

RisingNova
 <-  WillowBranch | 31
 <-      RaySword | 42
 <-         Slash | 43

RosarioImpale
 <-       DeadEnd | 30
 <- ThunderThrust | 34
 <-     BearCrush | 37
 <-  TripleThrust | 38

Haze-to-Wheel
 <-    WheelSlash | 36

LifeSprinkler
 <- ShadowCounter | 38
 <- TurbidCurrent | 40
 <-         Slash | 45

Godless
 <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
 the normal Sword or Katana Abilities.  It has nothing to do with whether or
 how many times the PC actually uses Kasumi.

MoonlightCut
 <-      Blizzard | 20
 <- ShadowCounter | 22
 <-        Katana | 27

ShadowCounter
 <-  MoonlightCut | 17
 <-      Blizzard | 19
 <-        Katana | 21

Blizzard
 <-  MoonlightCut | 26
 <- ShadowCounter | 29
 <-        Katana | 35

Tres Flores
 <-      Blizzard | 37
 <-  MoonlightCut | 39
 <- ShadowCounter | 40
 <-        Katana | 45

KaiserWing
 <-      RaySword | 15

KaiserSmash
 <-      RaySword | 23

BrightFist
 <-      RaySword | 10
 <-      RaySword | 15  x80

SparklingRoll
 <-    BrightFist | 14

FlashTurn
 <-    BrightFist | 28

Al-Blaster
 <-    BrightFist | 12

Al-Phoenix
 <-    Al-Blaster | 27
 <-    BrightFist | 32
 <-   ShiningKick | 33

***
Re-Al-Phoenix
Sparked automatically if you use Al-Phoenix after MBlackIII uses Dark Phoenix.
***

ShiningKick
 <-    BrightFist | 11

DeflectLance
 <-   ShiningKick | 22
 <-    Al-Blaster | 24
 <-    BrightFist | 26

***
FinalCrusade
Red automatically learns FinalCrusade after defeating whichever BlackX Emperor
(Arachne, Berva, MBlack, Shuzer) you choose to fight first.
***

Kick
 <-         Punch |  3

AirThrow
 <-          Kick | 10
 <-         Punch | 10

Chop
 <-         Punch |  8

Sliding
 <-          Kick |  6
 <-  BabelCrumble |  9
 <-         Punch | 12
 <- Rotation Kick | 12

RollingCradle
 <-      AirThrow |  8
 <-  BabelCrumble | 10
 <-    GiantSwing | 11
 <-         Punch | 15
 <-        Suplex | 15

SwayBack
 <-      Backfist | 11
 <-  BabelCrumble | 12
 <-          Chop | 12
 <-          Fist | 12
 <-      GoldHand | 12
 <-          Kick | 12
 <-      Lastshot | 12
 <-         Punch | 12
 <-       Sliding | 12
 <-     CrushBeat | 13
 <- Rotation Kick | 13
 <-  TriangleKick | 14

Fist
 <-         Punch | 16

Backfist
 <-          Chop | 14
 <-         Punch | 18
 <-     CrushBeat | 25

CrushBeat
 <-      Backfist | 19
 <-         Punch | 23

Rotation Kick
 <-       Sliding | 16
 <-          Kick | 17
 <-  TriangleKick | 23
 <-         Punch | 26

KO Throw
 <-    GiantSwing | 13
 <-      AirThrow | 14
 <-       OgreRun | 15
 <-      GoldHand | 16
 <-          Kick | 16
 <-   LocomotionG | 16
 <-        Suplex | 16
 <-  BabelCrumble | 17
 <-          Chop | 17
 <-          Fist | 17
 <-         Punch | 17
 <- RollingCradle | 17
 <- Rotation Kick | 17
 <-      Backfist | 20

Suplex
 <-      AirThrow | 13
 <-   LocomotionG | 14
 <-    GiantSwing | 20
 <-  BabelCrumble | 32

GiantSwing
 <-        Suplex | 18
 <-      AirThrow | 19
 <-   LocomotionG | 20

GoldHand
 <-          Fist | 26
 <-         Punch | 37
 <-      Lastshot | 43

BabelCrumble
 <-        Suplex | 23
 <-   LocomotionG | 24
 <-       Sliding | 24
 <-          Kick | 27
 <-      AirThrow | 28

TriangleKick
 <-          Kick | 25
 <- Rotation Kick | 29
 <-       Sliding | 29
 <-         Punch | 34
 <-  BabelCrumble | 36

OgreRun
 <-      Backfist | 27
 <-     CrushBeat | 30
 <- Rotation Kick | 30
 <-         Punch | 32
 <-  TriangleKick | 35
 <-  BabelCrumble | 36

Scuffle
 <-          Chop | 29
 <-     CrushBeat | 29
 <-         Punch | 31
 <-      Backfist | 33

LocomotionG
 <-      AirThrow | 17
 <-    GiantSwing | 19
 <-        Suplex | 20

DragonTurn
 <-  BabelCrumble | 17
 <-    GiantSwing | 17
 <-       OgreRun | 17
 <-      AirThrow | 18
 <-          Chop | 20
 <-   LocomotionG | 20
 <-         Punch | 20
 <-          Fist | 22
 <-        Suplex | 22
 <-      Backfist | 24
 <- RollingCradle | 24
 <-       Sliding | 25

Lastshot
 <-       OgreRun | 34
 <-      GoldHand | 38
 <-         Punch | 44

Corkscrew
 <-       Sliding | 36
 <-       OgreRun | 38
 <- Rotation Kick | 38
 <-      GoldHand | 39
 <-  TriangleKick | 39
 <-      Backfist | 40
 <-          Kick | 41
 <-         Punch | 42

SkyTwister
 <-  TriangleKick | 33
 <-      AirThrow | 35
 <-  BabelCrumble | 37
 <-          Kick | 37
 <-         Punch | 40

***
DSC is not itself Sparked, but if you simultaneously equip Sliding, Suplex,
GiantSwing, and BabelCrumble, you will be able to use DSC in battle.
***

-------------------------------------------------------------------------------





********************
*  Sparking        *                                                  [SPARK05]
*  --Spark Talent  *
********************


Successful Sparking of Sword, Katana, Martial Arts, and Alkaiser Abilities is
heavily dependent on whether or not the PC has Talent for each specific
Ability.  Talent for each of these Abilities is either on or off--you have it
or you don't.

Each Human PC has a list of specific Abilities with which that PC is Talented.
You can find the Spark Talent List for each PC in his/her entry in the "PC
Initial Data" section, or see the Spark Talent Chart below for a condensed view
of all the Lists at once.

If a PC has Talent for an Ability, s/he gets the normal Chance to Spark it
(ranges from 1/256 to 40/256, depending on several other factors).  If a PC
does not have Talent for an Ability, s/he will have his/her Chance to Spark
that Ability reduced to 1/256 no matter how high it would have been.

The result is that it is extremely difficult for any PC to Spark any Ability
for which s/he lacks Talent.  It's always possible that you might get lucky and
Spark it on the first try, but on average, it'll take 256 tries, and it's
always equally possible you might get unlucky and not Spark it for 65,000
tries.

The lesson is this: you're probably better off not trying to Spark any specific
Ability for which you lack Talent unless you're willing to spend a lot of extra
time grinding for it and would consider it time well spent (e.g. because you
enjoy the process of grinding, and/or you're accumulating other useful things
like Stat gains, other Sparks, DurahanShields, or Credits at the same time,
etc) whether you eventually succeed in Sparking it or not.  Maybe you'll get
lucky and Spark it anyway on your way to something else, but if you don't,
you're well advised to just let it go.

As an important note, Emelia in her own scenario can change costumes, and two
of those costumes will change which Spark Talent List she uses from her normal
one to instead match one of the other ladies of Gradius.  Here's what each
costume does:

Emelia's Costumes' Effects:
Pink Tiger: use Liza's Spark Talent List instead of Emelia's.
Bunny: no change except appearance (still uses Emelia's Spark Talent List).
Dancer: use Annie's Spark Talent List instead of Emelia's.
Commando: no change except appearance (still uses Emelia's Spark Talent List).
Wedding Dress: keep whichever Spark Talent List she had immediately before
              changing (so if, e.g. she went on her final mission as Pink
              Tiger, she would keep Liza's List).

This allows Emelia in her own scenario to switch costumes in order to use
Talent to learn almost every non-Alkaiser Ability easily.  The only four
Abilities for which none of her costumes have Talent are: TurbidCurrent,
LifeSprinkler, Tres Flores, and GoldHand.





****************************
*  Sparking                *                                          [SPARK06]
*  --Spark Talent          *
*  ----Spark Talent Chart  *
****************************


I've organized the Talent data for the PCs into a chart.

To read the chart, find where the row of the Ability and the column of the PC
cross.  If there's a letter there, that PC has Talent with that Ability.  If
the space is blank, that PC does not have Talent with that Ability.  The
specific letter doesn't mean anything; I just used a different letter for each
List to make it a bit easier to see at a glance which PCs have Talent for each
Ability.

Blue and Rouge have the same Talent List, and Emelia (normal), Asellus, and
Mei-ling also share a List.

As with several of my charts, I originally made this one in Excel, which is
easier to read and allowed me to color-code it.  GameFAQs only accepts guides
in ASCII, so I had to completely re-build the chart for this guide, and the end
result could never be as good, unfortunately.

I highly recommend that you get the original, superior version of the PC Spark
Talent Chart from my page on the SF Data Project site, here:

http://sf.data.project.tripod.com/Zaraktheus.html

It's available both in Excel, for those who have it, and in html, which anyone
should be able to use.

-------------------------------------------------------------------------------

                         Spark Talent Chart
                            by Zaraktheus


             | |E| | | | | | | | |C| | |
             | |m| | | | | | | | |a| | |
             | |e| | | | | | | | |p| | |
             | |l| | | | | | | | |t| | |
             | |-| | | | | | | | |.| | |
             | |A| | | | | | | | |H| | |
             | |s| | | | | | | | |a| | |
             |B|e| |U| |R| | |F| |m| | |
             |l|l| |N|A|o| | |e| |i| | |
             |o|-|L|U|n|u|F| |i|D|l| |L|
             |u|M|u|S|n|f|u|G|-|o|t|R|i|
             |g|e|t|E|i|a|s|e|o|l|o|e|z|
             |e|i|e|D|e|s|e|n|n|l|n|d|a|
Sword         |_|_|_|_|_|_|_|_|_|_|_|_|_|         Sword
   StunSlash |B|E|L|N| |U|F|G|O|D|H|R|Z| StunSlash
 DoubleSlash |B|E|L|N| |U|F|G|O|D| |R|Z| DoubleSlash
   HardSlash |B|E| | | |U|F|G|O|D| |R|Z| HardSlash
      Thrust |B|E| |N| | |F|G|O|D|H|R|Z| Thrust
  CrossSlash | | | | | |U| |G| | | | |Z| CrossSlash
       Smash |B| |L| |A| |F|G|O|D| |R| | Smash
SwallowSwing |B|E| | | |U| |G|O|D|H|R|Z| SwallowSwing
ThunderThrust | |E| |N| |U|F|G|O|D|H|R|Z| ThunderThrust
 Heaven/Hell | | |L| | |U|F|G|O|D| |R|Z| Heaven/Hell
  WheelSlash |B|E| | | |U|F|G| | | |R|Z| WheelSlash
WillowBranch | | | |N| |U| |G| | |H| |Z| WillowBranch
     Deflect |B|E|L|N|A| | |G| |D| |R|Z| Deflect
   BearCrush |B| | | |A| |F| |O| |H|R| | BearCrush
     DeadEnd | |E| | |A| |F| |O| |H|R| | DeadEnd
    HeadWind | | |L|N| |U|F|G| |D| | |Z| HeadWind
TripleThrust |B|E|L|N| |U|F|G|O| |H|R|Z| TripleThrust
      Kasumi |B|E| | | |U|F|G| |D| |R|Z| Kasumi
    NoMoment | |E|L|N| |U| |G| | | | |Z| NoMoment
   GaleSlash |B|E|L| | |U|F|G|O|D|H|R|Z| GaleSlash
  2GaleSlash | | | | | |U| |G| | | | |Z| 2GaleSlash
Still Stream | | |L|N| | | |G| |D| | |Z| Still Stream
TurbidCurrent |B| | | | |U|F|G|O| |H|R| | TurbidCurrent
CrossDeflect | | | | | |U| |G| | | | |Z| CrossDeflect
  RisingNova |B|E|L| |A| |F| |O| |H|R| | RisingNova
RosarioImpale | |E| |N|A| |F| |O| |H|R|Z| RosarioImpale
Haze-to-Wheel |B|E| | | |U|F|G|O| | | |Z| Haze-to-Wheel
LifeSprinkler | | |L|N| |U|F|G| | |H| | | LifeSprinkler
     Godless | |E| | | |U|F|G| | | | |Z| Godless
Sword                                             Sword

Katana                                           Katana
MoonlightCut | |E| |N| |U|F|G| |D|H| |Z| MoonlightCut
ShadowCounter |B|E|L| |A|U|F|G| |D| |R|Z| ShadowCounter
    Blizzard | | | |N| |U| |G|O| |H|R|Z| Blizzard
 Tres Flores | | |L|N| |U|F|G| |D|H|R| | Tres Flores
Katana                                           Katana

Martial Arts                               Martial Arts
        Kick |B|E|L|N|A|U|F|G|O|D|H|R|Z| Kick
    AirThrow |B|E|L|N| |U|F|G|O|D| |R|Z| AirThrow
        Chop | |E|L| |A| |F|G|O|D| | |Z| Chop
     Sliding |B|E| | |A| | | |O|D| |R| | Sliding
RollingCradle | |E| | |A| |F|G|O|D|H| |Z| RollingCradle
    SwayBack |B| |L| |A|U| | |O|D| |R|Z| SwayBack
        Fist | |E| |N| |U|F| |O|D|H| |Z| Fist
    Backfist |B| | | |A|U|F|G|O| | |R| | Backfist
   CrushBeat |B| |L| | |U|F| |O| | |R|Z| CrushBeat
Rotation Kick | |E| |N| |U|F|G|O| | |R|Z| Rotation Kick
    KO Throw | | | |N| |U| |G|O|D|H| |Z| KO Throw
      Suplex |B|E|L| |A|U|F|G|O| |H|R|Z| Suplex
  GiantSwing | | | |N| |U|F|G| | |H| |Z| GiantSwing
    GoldHand | | |L|N| |U| | |O|D|H| | | GoldHand
BabelCrumble | | |L|N|A| | |G| |D| |R|Z| BabelCrumble
TriangleKick | |E|L|N| |U|F| |O| |H|R| | TriangleKick
     OgreRun |B|E|L|N| |U|F|G|O| | |R|Z| OgreRun
     Scuffle |B| | | | |U|F|G|O| |H|R|Z| Scuffle
 LocomotionG | | | |N|A| |F|G|O| |H|R|Z| LocomotionG
  DragonTurn | |E|L| |A| | |G|O|D|H|R|Z| DragonTurn
    Lastshot | | |L|N| |U|F| |O| |H| |Z| Lastshot
   Corkscrew | |E|L|N| |U| | |O|D| | | | Corkscrew
  SkyTwister |B| | |N|A| |F|G| | |H|R|Z| SkyTwister
Martial Arts                               Martial Arts

Alkaiser                                       Alkaiser
  KaiserWing | | | | | | | | | | | |R| | KaiserWing
 KaiserSmash | | | | | | | | | | | |R| | KaiserSmash
  BrightFist | | | | | | | | | | | |R| | BrightFist
SparklingRoll | | | | | | | | | | | |R| | SparklingRoll
   FlashTurn | | | | | | | | | | | |R| | FlashTurn
  Al-Blaster | | | | | | | | | | | |R| | Al-Blaster
  Al-Phoenix | | | | | | | | | | | |R| | Al-Phoenix
 ShiningKick | | | | | | | | | | | |R| | ShiningKick
DeflectLance | | | | | | | | | | | |R| | DeflectLance
Alkaiser                                       Alkaiser


Blouge = Blue and Rouge.  They share the same list.

Emel-Asel-Mei = Emelia, Asellus, and Mei-Ling.  They share the same list.

PCs with an ability marked have the "normal" chance to learn it (ranges from
1/256 to 40/256 depending on various factors beyond the scope of this chart).

Unmarked abilities can still be learned, but the maximum chance is 1/256.

You still need to use abilities that are able to spark what you want.

Only Red in Alkaiser form can spark Alkaiser abilities (unless you hack a
RaySword onto someone).

Emelia as Pink Tiger uses Liza's list instead of her normal list.

Emelia as Dancer uses Annie's list instead of her normal list.

Emelia's other two costumes (Bunny and Commando) still use Emelia's normal
list.

-------------------------------------------------------------------------------





*********************************
*  Sparking                     *                                     [SPARK07]
*  --Enemy Spark Value          *
*********************************


Each enemy in the game has its own Spark Value.  When you attack that enemy,
its Spark Value is compared to the base Difficulty to Spark each Ability in
order to determine the actual Chance to Spark each Ability.  The higher the
Enemy Spark Value, the greater the Chance of a successful Spark.

If there are multiple targets for an attack, how does the game determine which
Spark Value to use?  There are only three multi-target Abilities capable of
Sparking anything else: WheelSlash, GaleSlash, and OgreRun.  GaleSlash targets
all enemies, and the Spark Value used when you use GaleSlash is that of the
Main Enemy, regardless of whether or not that enemy is still alive.  WheelSlash
and OgreRun both target an AoE, and the Spark Value used when you use either of
those attacks is the value of the enemy you choose as the attack's primary
target (i.e. the one whose name is displayed and on whom the AoE is centered).

Also, the Spark value used is that of the Enemy you choose as your Target, not
the one you actually attack, if the two are different.  If the Enemy you target
dies before you act and your attack shifts to a different Enemy, you still use
the Spark value of the Enemy you originally targeted.

Interestingly, Chimera, Dullahan, Kraken, Siren, and Zeroworm all have the same
Spark Value (36), which is the highest among the main, normal enemies.  I
wouldn't have considered them all to be equally difficult, but...*shrugs*

Most bosses in the game have relatively low Spark Values (unless you fight them
at a low BR, when their values may still be relatively high compared to normal
enemies), and it's worth noting that a boss's Spark Value does not appear to
change with BR.  I checked this on the Suzaku boss on Mt. Mosperiburg--its
Spark Value was the same (28) at BR 1 and BR 7+.

Surprisingly, the highest Spark Value (37) of any random enemy belongs to the
humble CrimeLady.  These rather rare enemies only appear when accompanying
Cockatrice or Sphinx Main Enemies (the BR 7 and 8 Birds), and only at an Inside
location.  They're not remotely difficult enough to logically warrant such a
high Spark Value, but...*shrugs again*.  If you see one, use her to Spark some
good stuff a little earlier than usual.

Also, MegaTitan, at 39, has the highest Spark Value of anything but a few final
bosses, but the MegaTitan is only available to fight in 2nd Div.  37 from
CrimeLady is the best Spark Value you can get outside of 2nd Div in a fight
whose results you can keep.





********************************************
*  Sparking                                *                          [SPARK08]
*  --Enemy Spark Value                     *
*  ----Enemy Spark Values Chart, complete  *
********************************************


First, here's the complete list of every enemy in the game's data and its
corresponding Spark Value.  Not all of them are actually used, and quite a few
of them are only used once, in one scenario or another.

If the enemy can be encountered in regular, repeatable battles available to
anyone, I also list the minimum effective BR at which it can be encountered, to
help you keep track of when to start looking for it.

-------------------------------------------------------------------------------

                       Enemy Spark Values Chart
                            by Zaraktheus

    Enemy     |Spark|Min BR|
   MasterRing | 40  |      |
Spriggan(252) | 40  |      | Form 4
         Diva | 39  |      |
         Diva | 39  |      |
   DivaAppear | 39  |      |
    DivaSkull | 39  |      |
    MegaTitan | 39  |      |
    CrimeLady | 37  |   7  |
   DragonLord | 37  |      |
        Kylin | 37  |      |
      Chimera | 36  |   9  | the normal one
     Dullahan | 36  |   9  |
    GriffinJr | 36  |   9  |
       Kraken | 36  |   9  | the normal one
        Siren | 36  |   9  |
     Zeroworm | 36  |   9  |
      Griffin | 36  |      |
       Jotnar | 36  |      |
  kraken(046) | 36  |      | smaller one with MasterRing variant in 2nd Div
  CrystalTree | 35  |   9  |
     Grappler | 35  |   9  |
    RockScout | 35  |   9  |
     Snowfolk | 35  |   9  |
       Zyphon | 35  |   9  |
     Abyssbat | 35  |      |
        BossX | 35  |      |
       MecGod | 35  |      |
Spriggan(251) | 35  |      | Form 3
Spriggan(253) | 35  |      | Form 5
      Gelatin | 34  |   8  |
 Skullasaurus | 34  |   8  |
  EarthDragon | 34  |      |
        Butch | 33  |   8  |
      Iceworm | 33  |   8  |
        Lamia | 33  |   8  |
     Shrieker | 33  |   8  |
    Waterfolk | 33  |   8  |
    WereRhino | 33  |   8  |
  BlackDragon | 33  |   9  |
GenocideHeart | 33  |      |
        Giant | 33  |      |
    SickleBug | 32  |   7  |
     Basilisk | 32  |   8  |
       Skylab | 32  |   8  |
    Flamefolk | 32  |   9  |
          R&R | 32  |   9  |
  BlackKnight | 32  |      |
    MBlackIII | 32  |      |
   Cockatrice | 31  |   7  |
    Darkfairy | 31  |   7  |
        Genbu | 31  |   7  |
         Lich | 31  |   7  |
      Unicorn | 31  |   7  |
       Shaman | 31  |   8  |
      Airfolk | 30  |   7  |
     FatDevil | 30  |   7  |
    Ladyblade | 30  |   7  |
    Sunflower | 30  |   7  |
    BatKnight | 30  |      |
       BlackX | 30  |      |
      Durahan | 30  |      |
   Hell'sLord | 30  |      |
   Hell'sLord | 30  |      |
      Mariche | 30  |      |
      Orlouge | 30  |      |
 LivingMirror | 29  |   7  |
     Succubus | 28  |   7  |
       Suzaku | 28  |   9  |
    BigDigger | 28  |      |
    Manticore | 27  |   6  |
      Chariot | 27  |      |
 LionPrincess | 27  |      |
     SuzakuJr | 27  |      |
       Wyvern | 26  |   6  |
  MecDobby100 | 26  |   7  |
    Berva(92) | 26  |      |
        Golem | 26  |      |
       Ankheg | 25  |   6  |
       Treant | 25  |   6  |
      Trisaur | 25  |   6  |
SwordValkyrie | 25  |   7  |
      Arachne | 25  |      |
    DeathLord | 25  |      |
 HunterKnight | 25  |      |
     MBlackII | 25  |      |
       Shuzer | 25  |      |
Spriggan(249) | 25  |      | Form 1
Spriggan(250) | 25  |      | Form 2
       Dancer | 24  |   6  |
      Gunbird | 24  |   6  |
  LiquidMetal | 24  |   6  |
      Slugger | 24  |   6  |
SpearValkyrie | 24  |   6  |
     Ladyhawk | 24  |   7  |
 LivingMusket | 24  |   7  |
      Gremlin | 23  |   6  |
       Hermes | 23  |   6  |
    Hellhound | 22  |   5  |
    RedDragon | 22  |   6  |
   Thundragon | 22  |   7  |
        Mimic | 22  |   9  |
    Demongoat | 22  |      |
Mollasite(239) | 22  |      | after possession
   DeadKnight | 21  |   5  |
      Cyclops | 21  |      |
    Goatgiant | 21  |      |
    GreenSage | 21  |      |
     Minotaur | 21  |      |
      Axebeak | 20  |   5  |
       Shadow | 20  |   5  |
  LivingSword | 20  |   6  |
     OgreLord | 20  |   7  |
         Blue | 20  |      |
 Chimera(014) | 20  |      | the one accompanying MasterRing
     FireSage | 20  |      |
        Furdo | 20  |      |
      Lunatic | 20  |      |
       MBlack | 20  |      |
     TimeLord | 20  |      |
       Virgil | 20  |      |
    WaterSage | 20  |      |
     Sonicbat | 19  |   1  | Always available in Shingrow's Ancient Ship
    Battlefly | 19  |   5  |
      BirdMec | 19  |   5  |
     Gaeatoad | 19  |   5  |
       Mellow | 19  |   5  |
       Mystic | 19  |   5  |
   Nightshade | 19  |   5  |
      Unknown | 19  |   5  |
   Rockbaboon | 18  |   3  |
   Straysheep | 18  |   6  |
    TrisaurJr | 18  |   8  |
        Ettin | 18  |      |
    Quakeworm | 18  |      |
    CancerMec | 16  |   4  |
      Titania | 16  |   7  |
    Blackgarb | 16  |      |
   Skulldrake | 16  |      |
  KittyKicker | 15  |   3  |
   Minidragon | 15  |   3  |
     Aperider | 15  |   4  |
  FireCrystal | 15  |   4  |
      Fishman | 15  |   4  |
    Frillneck | 15  |   4  |
   Ghostrider | 15  |   4  |
        Harpy | 15  |   4  |
     Scorpion | 15  |   4  |
 ElectroSheep | 15  |   5  |
  LivingArmor | 15  |   6  |
    PlatyKing | 15  |   8  |
       Sphinx | 15  |   8  |
    Berva(94) | 15  |      |
     Gargantu | 15  |      |
  MaskedGiant | 15  |      |
  Nidheg(140) | 15  |      | the normal, stronger version (i.e. NOT Emelia's)
   Platyhooks | 15  |      |
   RedFighter | 15  |      |
        Virus | 15  |      |
   DevilSquid | 14  |   1  |
        K9Mec | 14  |   3  |
      Banshee | 14  |   4  |
     Trapvine | 14  |   4  |
   PrimaMaska | 14  |      |
  LivingGlove | 13  |   3  |
   IceCrystal | 13  |   4  |
         Ogre | 13  |   4  |
      Soldier | 13  |   4  |
   AutoBuffer | 13  |      |
     T-Walker | 13  |      |
    DragonPup | 12  |   3  |
  KittyClawer | 12  |   3  |
    HugeSlime | 12  |      |
   Platoonpus | 11  |   3  |
    Razorback | 11  |   3  |
      WaspMec | 11  |   3  |
     VulcanII | 11  |      |
    Wormbrood | 10  |   1  |
    KillerBee | 10  |   3  |
 NomadFighter | 10  |   3  |
     Snakeman | 10  |   3  |
    WhipJelly | 10  |   3  |
     BigSlime | 10  |   4  |
         Yeti | 10  |   5  |
       Goblin | 10  |      |
   MaskBuffer | 10  |      |
  Nidheg(139) | 10  |      | Emelia's weaker version
   Rabbat(77) | 10  |      | Masked Martial Arts Tournament version
     SirDemon | 10  |      |
       Tanzer | 10  |      |
     Tentacle | 10  |      | Accompanies Tanzer, but can't be targeted anyway
     Tentacle | 10  |      | Accompanies Tanzer, but can't be targeted anyway
     Mandrake |  9  |   3  |
       Zombie |  9  |   3  |
   Ironhopper |  8  |   2  |
      MaskCat |  8  |      |
   Armorpilla |  7  |   2  |
    Swordsman |  7  |   2  |
       Undine |  7  |   2  |
    D-Tractor |  6  |   1  |
     Gargoyle |  6  |   2  |
        Ghost |  6  |   2  |
  LivingLance |  6  |   2  |
     MecDobby |  6  |   2  |
  BlueFighter |  6  |      |
 GreenFighter |  6  |      |
  PinkFighter |  6  |      |
  PrimaBronza |  6  |      |
YellowFighter |  6  |      |
     Hedgehog |  5  |   1  |
      Gunfish |  5  |   2  |
       Rabbat |  5  |   2  |
    A-Tractor |  5  |      |
       FlyMec |  5  |      |
      Guncart |  5  |      |
       HQcore |  5  |      |
       Vulcan |  5  |      |
    Sporepile |  4  |   2  |
       NotUse |  4  |      |
         RABI |  4  |      |
    LivingAxe |  3  |   1  |
     Skeleton |  3  |   1  |
     SwordMec |  3  |   1  |
        Slime |  3  |   2  |
 BlackFighter |  3  |      |
        Rouge |  3  |      |
    Battleaxe |  2  |   1  |
        Gekko |  2  |   1  |
    Shellworm |  2  |   1  |
    Wonderdog |  2  |   1  |
       Cactus |  1  |   1  |
     Pickbird |  1  |   1  |
        Rocky |  1  |   1  |
       Sprite |  0  |   1  |
         Xeno |  0  |   1  |
          Bed |  0  |      |
          Bed |  0  |      |
         Bone |  0  |      |
     Bonehead |  0  |      |
        Cindy |  0  |      |
      KylinJr |  0  |      |
       Lummox |  0  |      |
       Lummox |  0  |      |
       Meiren |  0  |      |
Mollasite(236) |  0  |      | before possession
      Patient |  0  |      |
      Patient |  0  |      |
        Shade |  0  |      |
      Shifter |  0  |      |
Spriggan(254) |  0  |      | Only used for the final defeat animation
        Stand |  0  |      |
        Stand |  0  |      |
        Stand |  0  |      |
       Target |  0  |      |
         Tidi |  0  |      |
    UnicornJr |  0  |      |
 VitalityRune |  0  |      |

This chart includes every enemy in the game.  Not all of them are actually
used, and quite a few of them are only used once, in one scenario or another.

BR = Battle Rank, a value which increases as you fight battles and which
determines the rough difficulty of the enemies you face.

Min BR is mostly determined according to Winterking's Encounter Guide, here:
http://www.gamefaqs.com/console/psx/file/198537/48551

I only list a Min BR for enemies that can be encountered in regular, repeatable
battles available to anyone.  Some may still be extremely rare, though.

-------------------------------------------------------------------------------





*********************************************
*  Sparking                                 *                         [SPARK09]
*  --Enemy Spark Value                      *
*  ----Enemy Spark Values Chart, Main only  *
*********************************************


Here's a more concise list of only the Main random enemies and their
corresponding Spark Values.

When grinding for Sparks, it can be helpful to know which enemy will show up as
the Main Enemy from a given sprite at a given effective BR and what its Spark
value is.  To maximize your Spark Chance, you may want to pick the sprite for
the highest value enemy at your current BR and focus on fighting those sprites.

-------------------------------------------------------------------------------

                  Main Enemy Spark Values by BR Chart
                            by Zaraktheus

BR 1
   Enemy     |Spark|   Sprite
    Skeleton |  3  | Undead
    SwordMec |  3  | Mec
   Battleaxe |  2  | Human
       Gekko |  2  | Amphibian
   Shellworm |  2  | Bug
   Wonderdog |  2  | Mystic
      Cactus |  1  | Plant
    Pickbird |  1  | Bird
       Rocky |  1  | Beast
      Sprite |  0  | Fairy
        Xeno |  0  | Slime

BR 2
   Enemy     |Spark|   Sprite
  Armorpilla |  7  | Bug
   Swordsman |  7  | Human
      Undine |  7  | Fairy
    Gargoyle |  6  | Mystic
       Ghost |  6  | Undead
    MecDobby |  6  | Mec
     Gunfish |  5  | Amphibian
    Hedgehog |  5  | Beast
      Rabbat |  5  | Bird
   Sporepile |  4  | Plant
       Slime |  3  | Slime

BR 3
   Enemy     |Spark|   Sprite
   DragonPup | 12  | Bird
 KittyClawer | 12  | Fairy
  Platoonpus | 11  | Amphibian
   Razorback | 11  | Beast
     WaspMec | 11  | Mec
   KillerBee | 10  | Bug
NomadFighter | 10  | Human
    Snakeman | 10  | Mystic
   WhipJelly | 10  | Slime
    Mandrake |  9  | Plant
      Zombie |  9  | Undead

BR 4
   Enemy     |Spark|   Sprite
   CancerMec | 16  | Mec
    Aperider | 15  | Beast
     Fishman | 15  | Mystic
   Frillneck | 15  | Amphibian
  Ghostrider | 15  | Undead
       Harpy | 15  | Bird
    Scorpion | 15  | Bug
     Banshee | 14  | Fairy
    Trapvine | 14  | Plant
  IceCrystal | 13  | Slime
     Soldier | 13  | Human

BR 5
   Enemy     |Spark|   Sprite
   Hellhound | 22  | Beast
  DeadKnight | 21  | Undead
     Axebeak | 20  | Bird
      Shadow | 20  | Human
   Battlefly | 19  | Bug
     BirdMec | 19  | Mec
    Gaeatoad | 19  | Amphibian
      Mellow | 19  | Fairy
      Mystic | 19  | Mystic
  Nightshade | 19  | Plant
     Unknown | 19  | Slime

BR 6
   Enemy     |Spark|   Sprite
   Manticore | 27  | Beast
      Wyvern | 26  | Bird
      Ankheg | 25  | Undead
      Treant | 25  | Plant
     Trisaur | 25  | Amphibian
     Gunbird | 24  | Human
 LiquidMetal | 24  | Slime
     Slugger | 24  | Bug
SpearValkyrie | 24  | Fairy
     Gremlin | 23  | Mystic
      Hermes | 23  | Mec

BR 7
   Enemy     |Spark|   Sprite
   SickleBug | 32  | Bug
  Cockatrice | 31  | Bird
       Genbu | 31  | Amphibian
        Lich | 31  | Undead
     Unicorn | 31  | Beast
     Airfolk | 30  | Slime
    FatDevil | 30  | Mystic
   Ladyblade | 30  | Human
   Sunflower | 30  | Plant
    Succubus | 28  | Fairy
 MecDobby100 | 26  | Mec

BR 8
   Enemy     |Spark|   Sprite
     Gelatin | 34  | Slime
Skullasaurus | 34  | Undead
       Butch | 33  | Beast
     Iceworm | 33  | Bug
       Lamia | 33  | Fairy
    Shrieker | 33  | Plant
   WereRhino | 33  | Mystic
    Basilisk | 32  | Amphibian
      Skylab | 32  | Mec
      Shaman | 31  | Human
      Sphinx | 15  | Bird

BR 9
   Enemy     |Spark|   Sprite
     Chimera | 36  | Beast
    Dullahan | 36  | Undead
      Kraken | 36  | Amphibian
       Siren | 36  | Fairy
    Zeroworm | 36  | Bug
 CrystalTree | 35  | Plant
    Grappler | 35  | Human
    Snowfolk | 35  | Slime
      Zyphon | 35  | Mystic
         R&R | 32  | Mec
      Suzaku | 28  | Bird

BR = Battle Rank, a value which increases as you fight battles and which
determines the rough difficulty of the enemies you face.

Sprite is what the enemy looks like on the map screens.

BR is mostly determined according to Winterking's Encounter Guide, here:
http://www.gamefaqs.com/console/psx/file/198537/48551

-------------------------------------------------------------------------------





*******************
*  Sparking       *                                                   [SPARK10]
*  --Explanation  *
*******************


From what I've found, it appears that the chance to spark is influenced by only
the following factors:
1: Base Difficulty to spark the Ability (as determined by the Spark Tree of the
  Ability you use).
2: Enemy Spark Value.
3: Physical Mastery.
4: Talent.

I know a lot of other things are widely believed to affect your chance to Spark
as well, but I haven't found anything to support that.  It's still possible
they're well-hidden somewhere entirely different, but they're not in the
routines I've found, which are complete.

I'll explain how the game performs a Spark check.  I've simplified and
streamlined the process considerably to make it easier to understand, but I've
only omitted things that are completely obvious (like checking whether you
already know the Ability to determine whether you can still learn it).  The
game checks every Ability that can be Sparked from the Ability you used
until/unless one of the checks succeeds.  Unless stated otherwise, numbers are
normal decimal numbers, not hex.

Step 1: Subtract the Enemy Spark Value from the Base Difficulty to Spark the
Ability according to the Spark Tree of the Ability you chose to use this round.

Step 2: Add 10 to get the actual Difficulty to Spark.

Step 3: Cap Difficulty between 0 and 20, inclusive.  That is, if it's less than
0, set it to 0; if it's more than 20, set it to 20.

Step 4: Use the Difficulty to look up the Chance to Spark on one of the
Difficulty->Chance Tables.  If you currently have Physical Mastery (6+ Physical
Abilities equipped and 0 Magical Abilities equipped), use Table 1.  Otherwise,
use Table 2.

----------

Difficulty->Chance Table 1 (With Physical Mastery):
00-01-02-03-04-05-06-07-08-09-10-11-12-13-14-15-16-17-18-19-20-Difficulty
40-39-39-37-36-34-31-29-26-23-30-16-13-10-08-05-03-02-01-01-00-Chance

Difficulty->Chance Table 2 (Without Physical Mastery):
00-01-02-03-04-05-06-07-08-09-10-11-12-13-14-15-16-17-18-19-20-Difficulty
20-19-19-19-18-17-16-15-14-12-25-08-06-05-04-03-02-01-01-01-00-Chance

----------

The pattern break at Difficulty 10 in Tables 1 and 2 is probably an error.
However, it offers the best chance to Spark with Table 2, which is worth
knowing.  You get Difficulty 10 by trying to Spark an Ability whose Difficulty
exactly matches the Spark Value of the enemy.

If Difficulty was 20, then Chance will be 0, meaning it's impossible to Spark
this Ability against this enemy.

Notice that the same Difficulty only gets you about 1/2 the Chance on Table 2
compared to Table 1.  This means that Physical Mastery DOUBLES your chance to
Spark!

Step 5: Check the Spark Talent Chart to see whether you have Talent for the
Ability you're trying to Spark.  If you do, nothing changes, but if you don't
have Talent, then your Chance is now reduced to 1, no matter how high it was!

Step 6: The game now pulls up a semi-random number between 0 and 255.  If this
number is less than Chance, you will Spark this Ability if you act this round.





***************
*  Sparking   *                                                       [SPARK11]
*  --Formula  *
***************


Here's all that again, condensed:

A = Base Difficulty to Spark Ability
E = Enemy Spark Value
D = actual Difficulty
C = Chance to Spark Ability

(A - E) + 10 = D
0 <= D <= 20
If you have Physical Mastery, convert D->C using Table 1.
If you don't have Physical Mastery, convert D->C using Table 2.
If you don't have Talent, reduce C to 1.
If rand(0...255) < C, Spark succeeds.





********************
*  Sparking        *                                                  [SPARK12]
*  --Observations  *
********************


We learn a few very interesting facts from this:

1: The most Difficult Ability you have any chance to Spark from any enemy is
Enemy Spark Value + 9 (which still only gives a 1/256 Chance).  It is
impossible to Spark anything 10+ more Difficult than the enemy's Spark Value.
For example, don't even bother trying to spark LifeSprinkler from normal
enemies before BR 7--you have no chance.

2: Physical Mastery makes a BIG difference!  It gives you 2x the Chance to
Spark any Ability for which you have Talent.  This may sound like bad news for
anyone who, like me, enjoys using hybrid physical/magical PCs, but there's
actually a nice, positive way to spin it.  You see, we're already accustomed to
Sparking things at the reduced rate.  Now that we know how much of a bonus
Mastery gives, we can just take any spells off while grinding and our PCs will
Spark at double the rate we're used to!  Every cloud has a silver lining, and
all that.  Alternatively, if you are going to grind for Sparks without Mastery,
try to match the Base Difficulty to the Enemy Spark Value.  If they're exactly
the same, you'll get Difficulty 10, which is where the error on Table 2 gives
you the highest chance to spark without Mastery (25/256--about 10%).

3: Talent is HUGELY important!  No matter how easy an Ability is supposed to be
to Spark, if you don't have Talent for it, your maximum Chance to Spark it is
only 1/256 (just 0.4%) per attempt.  We finally know why it's so **** hard for
Liza to learn Sliding!  This means you may want to really think about how badly
you actually want any Ability for which you lack Talent, as it may not be worth
your time to try to learn it.  You still might get lucky and pick it up on the
way to something else, but it's probably better not to focus on anything for
which you lack Talent unless you're willing to spend a lot of extra time
grinding for it and would consider it time well spent (e.g. because you enjoy
the process of grinding, and/or you're accumulating other useful things like
Stat gains, other Sparks, DurahanShields, or Credits at the same time, etc)
whether you eventually succeed in Sparking it or not.

The way Talent works means that you could actually make a strong argument that
Talent for less Difficult Abilities is more valuable than Talent for more
Difficult Abilities.  This is because Talent makes a bigger difference in your
Chance to Spark easier Abilities than it does for the hardest Abilities.  For
example, even with Talent, the best chance you will ever have to Spark
LifeSprinkler against an easy-to-find, normal enemy is 38 (ShadowCounter) - 36
(Kraken/Dullahan/Chimera, etc.) + 10 = 12 Difficulty -> 13/256 (5%) Chance
(with Mastery).  This is 13x your Chance without Talent.  By comparison, Talent
gives you a 40/256 (15.6%) Chance to Spark StunSlash from the same enemy (or
nearly any enemy from BR 4+), which is 40x your Chance without Talent.  Talent
with StunSlash gives you approximately 3x (40 / 13) the maximum bonus to learn
that you get from Talent with LifeSprinkler.  Of course, it's still up to you
how you choose to value each Ability relative to each other--you may consider
LifeSprinkler more valuable than StunSlash (or you may not), so you may prefer
a smaller boost to learning LifeSprinkler over a larger boost to learning
StunSlash.





**************************
*  Personal Spark Trees  *                                            [PSPTR01]
**************************


As explained above, Talent for each specific Sword, Katana, or Martial Arts
Ability makes a huge difference in the average chance-per-attempt to Spark it
in almost all cases in which it is possible to Spark it at all.  While PCs will
occasionally get lucky and Spark non-Talent Abilities, and it is always
possible with enough grinding for any Human PC to eventually Spark any Sword,
Katana, or Martial Arts Ability, non-Talent Abilities take MUCH longer (up to
40x) to Spark than Talent Abilities, on average.  It can therefore be helpful
to cross-reference the Spark Trees with each PC's personal Spark Talent List to
see which Abilities that PC can Spark much more easily, and how.

To that end, I've created the Personal Spark Trees.  The Personal Spark Trees
are in the same format as the full Spark Trees (including both To and From
Lists) and should be read the same way, but have been streamlined for each
specific PC, primarily by removing all Abilities for which that PC lacks Talent
(unless they begin play Knowing them), as well as all of the entries dependent
upon those Abilities.

For PCs who begin play Knowing Sparkable Abilities, I've also removed entries
leading To those Abilities (since they'll already be Known, those entries would
just be unnecessary clutter), and marked those Abilities as "Already Known" in
the From List for the PC.  I left them in the From List so that you can use it
to easily compare the full list of Sparkable Abilities that PC can learn with
relative ease versus the Abilities your PC Knows at any given point, to help
you see which relatively easy Abilities remain to pursue.

For PCs who begin play at different INITs Knowing different combinations of
Sparkable Abilities, I've made a separate Personal Spark Tree for each range of
INITs that gives the PC a different combination of initially-Known Sparkable
Abilities, to make each Personal Spark Tree as specific as possible and
minimize the need for cluttersome notes.  This required me to make a lot more
Personal Spark Trees, but the results should be much easier to read and use.

Also, do note that a few Sparks are so Difficult that even with Talent, your
chance to succeed at them while fighting commonly available, easily repeatable
Enemies is no better than your chance without Talent.  The highest Spark Value
of any commonly available, easily repeatable Enemy is 36 (Kraken / Dullahan /
Chimera, etc.).  With that Spark Value, Talent no longer gives you any benefit
once the Spark Difficulty is 43+ without Physical Mastery, or 44+ with Physical
Mastery.

I've left these high-Difficulty Sparks in the Personal Spark Trees because
there are a few Enemies in the game with Spark Values above 36 (see the Enemy
Spark Values Chart to see which ones), against which these Sparks are still
easier than non-Talent Sparks, but these Enemies are not commonly available and
easily repeatable (except in 2nd Div, for some).  So, bear in mind whenever you
see Sparks of Difficulty 43+ or 44+ in the Personal Spark Trees that they may
not actually be any easier to Spark than non-Talent Abilities except in
extraordinary circumstances.

Further, from Spark Difficulty 27+, the benefit of Talent when fighting the
highest-value commonly available, easily repeatable Enemies gradually
decreases.  Until Difficulty reaches the 43+ or 44+ mentioned above, Talent
will still make a huge Difference (from 2x to 40x chance without Talent), but
the higher the Difficulty goes above 26, the longer the Ability will take to
Spark, on average, against these Enemies, even with Talent.

All the way from Spark Difficulty 26 to 35, the rate of decline is rather slow,
such that the total drop in chance with Talent between those two points is only
about 40%.  At Difficulty 36, you hit the sweet spot and chance actually
increases, but then from 37+, the rate of decline is much faster.  From Spark
Difficulty 37+, every point of Difficulty starts to make a big difference in
how long the Spark will take to succeed against the highest-value commonly
available, easily repeatable Enemies, even with Talent.

As a final note, please bear in mind: I compiled the Personal Spark Trees by
hand, and the process involved a great many opportunities for human error, even
compared to many of the other difficult things I've done for this Guide.  As
always, I tried very hard to be careful, but this was a whole lot of work, and
there's no good way to double-check it short of doing it all over again from
scratch and comparing the two (which I don't plan to do any time soon--I've
spent far too much time on this already).  I don't think I made any mistakes,
but realistically, it would be quite a feat for anyone to get through all this
without making any.

Because the Personal Spark Trees sets are long and there are quite a lot of
them, I've made a list of jump codes to help you quickly reach the one you're
looking for.  I put these here instead of in the Main Table of Contents to
avoid bloating the Main Table of Contents with them.

The Personal Spark Trees are listed here in alphabetical order by the name of
the PC, then in increasing order by INIT.  Although one of the Personal Spark
Trees sets applies to three different PCs (Asellus (own Scenario), Emelia
(other Scenario), and Mei-ling) and another applies to two different PCs (Blue
and Rouge), I list each of those PCs separately here to make them easier to
find.

If the PC you're looking for has different Personal Spark Trees at different
INITs (as many of them do), check the PC Initial Data section to determine
which INIT you have.  Also, be aware that Asellus and Emelia have different
Personal Spark Trees depending on whether they are in their own Scenario versus
any other Scenario.

Finally, remember that each Personal Spark Trees set contains two Lists.  The
jump code will take you to the top of the "To" List; simply scroll down from
there to find the "From" List.

Here's the list of Personal Spark Trees and jump codes:

Annie's INIT 1 Personal Spark Trees...................................[PSPTR02]
Annie's INIT 2 Personal Spark Trees...................................[PSPTR03]
Annie's INIT 3 Personal Spark Trees...................................[PSPTR04]
Annie's INIT 4 Personal Spark Trees...................................[PSPTR05]
Asellus (other Scenario)'s INIT 1 Personal Spark Trees................[PSPTR06]
Asellus (other Scenario)'s INIT 2--3 Personal Spark Trees.............[PSPTR07]
Asellus (other Scenario)'s INIT 4 Personal Spark Trees................[PSPTR08]
Asellus (own Scenario)'s Personal Spark Trees.........................[PSPTR09]
Blue's Personal Spark Trees...........................................[PSPTR10]
Capt.Hamilton's Personal Spark Trees..................................[PSPTR11]
Doll's Personal Spark Trees...........................................[PSPTR12]
Emelia (other Scenario)'s Personal Spark Trees........................[PSPTR09]
Emelia (own Scenario, with Costumes)'s Personal Spark Trees...........[PSPTR13]
Fei-on's INIT 1 Personal Spark Trees..................................[PSPTR14]
Fei-on's INIT 2 Personal Spark Trees..................................[PSPTR15]
Fei-on's INIT 3 Personal Spark Trees..................................[PSPTR16]
Fei-on's INIT 4 Personal Spark Trees..................................[PSPTR17]
Fuse's INIT 1 Personal Spark Trees....................................[PSPTR18]
Fuse's INIT 2 Personal Spark Trees....................................[PSPTR19]
Fuse's INIT 3--4 Personal Spark Trees.................................[PSPTR20]
Gen's INIT 1--2 Personal Spark Trees..................................[PSPTR21]
Gen's INIT 3--4 Personal Spark Trees..................................[PSPTR22]
Liza's INIT 1 Personal Spark Trees....................................[PSPTR23]
Liza's INIT 2 Personal Spark Trees....................................[PSPTR24]
Liza's INIT 3--4 Personal Spark Trees.................................[PSPTR25]
Lute's INIT 1--2 Personal Spark Trees.................................[PSPTR26]
Lute's INIT 3 Personal Spark Trees....................................[PSPTR27]
Lute's INIT 4 Personal Spark Trees....................................[PSPTR28]
Mei-ling's Personal Spark Trees.......................................[PSPTR09]
Red's INIT 1 Personal Spark Trees.....................................[PSPTR29]
Red's INIT 2--4 Personal Spark Trees..................................[PSPTR30]
Roufas's INIT 1 Personal Spark Trees..................................[PSPTR31]
Roufas's INIT 2 Personal Spark Trees..................................[PSPTR32]
Roufas's INIT 3 Personal Spark Trees..................................[PSPTR33]
Roufas's INIT 4 Personal Spark Trees..................................[PSPTR34]
Rouge's Personal Spark Trees..........................................[PSPTR10]





*******************************************
*  Personal Spark Trees                   *                           [PSPTR02]
*  --Annie's INIT 1 Personal Spark Trees  *
*******************************************


At INIT 2+, Annie begins play Knowing HardSlash and Thrust, even though she</pre><pre id="faqspan-13">
lacks Talent for them.  At INIT 1, her lack of Talent for them will make them
very difficult to learn (and I have removed them, accordingly).

Annie technically also lacks Talent for StunSlash and DoubleSlash, but she
always begins playing Knowing them, so this is just trivia.

-------------------------------------------------------------------------------

                 Annie's INIT 1 Personal Spark Trees To List
                                by Zaraktheus

Slash
 ->         Smash | 14
 ->       Deflect | 17
 ->     BearCrush | 24
 ->       DeadEnd | 27
 ->    RisingNova | 43

StunSlash
 ->       Deflect | 16

DoubleSlash
 ->         Smash | 10
 ->       Deflect | 15
 ->     BearCrush | 22

Smash
 ->       Deflect | 17
 ->     BearCrush | 20
 ->       DeadEnd | 25

BearCrush
 ->       Deflect | 21
 -> RosarioImpale | 37

DeadEnd
 ->       Deflect | 23
 -> RosarioImpale | 30

Asura
 ->       Deflect | 20

Katana
 -> ShadowCounter | 21

Punch
 ->          Kick |  3
 ->          Chop |  8
 ->       Sliding | 12
 -> RollingCradle | 15
 ->      SwayBack | 12
 ->      Backfist | 18
 ->    DragonTurn | 20
 ->    SkyTwister | 40

Kick
 ->       Sliding |  6
 ->      SwayBack | 12
 ->  BabelCrumble | 27
 ->    SkyTwister | 37

Chop
 ->      SwayBack | 12
 ->      Backfist | 14
 ->    DragonTurn | 20

Sliding
 ->      SwayBack | 12
 ->  BabelCrumble | 24
 ->    DragonTurn | 25

RollingCradle
 ->    DragonTurn | 24

Backfist
 ->      SwayBack | 11
 ->    DragonTurn | 24

Suplex
 -> RollingCradle | 15
 ->  BabelCrumble | 23
 ->   LocomotionG | 20
 ->    DragonTurn | 22

BabelCrumble
 ->       Sliding |  9
 -> RollingCradle | 10
 ->      SwayBack | 12
 ->        Suplex | 32
 ->    DragonTurn | 17
 ->    SkyTwister | 37

LocomotionG
 ->        Suplex | 14
 ->  BabelCrumble | 24
 ->    DragonTurn | 20

-------------------------------------------------------------------------------

                Annie's INIT 1 Personal Spark Trees From List
                                by Zaraktheus

StunSlash                   *Already Known

DoubleSlash                 *Already Known

Smash
 <-   DoubleSlash | 10
 <-         Slash | 14

Deflect
 <-   DoubleSlash | 15
 <-     StunSlash | 16
 <-         Slash | 17
 <-         Smash | 17
 <-         Asura | 20
 <-     BearCrush | 21
 <-       DeadEnd | 23

BearCrush
 <-         Smash | 20
 <-   DoubleSlash | 22
 <-         Slash | 24

DeadEnd
 <-         Smash | 25
 <-         Slash | 27

RisingNova
 <-         Slash | 43

RosarioImpale
 <-       DeadEnd | 30
 <-     BearCrush | 37

ShadowCounter
 <-        Katana | 21

Kick
 <-         Punch |  3

Chop
 <-         Punch |  8

Sliding
 <-          Kick |  6
 <-  BabelCrumble |  9
 <-         Punch | 12

RollingCradle
 <-  BabelCrumble | 10
 <-         Punch | 15
 <-        Suplex | 15

SwayBack
 <-      Backfist | 11
 <-  BabelCrumble | 12
 <-          Chop | 12
 <-          Kick | 12
 <-         Punch | 12
 <-       Sliding | 12

Backfist
 <-          Chop | 14
 <-         Punch | 18

Suplex
 <-   LocomotionG | 14
 <-  BabelCrumble | 32

BabelCrumble
 <-        Suplex | 23
 <-   LocomotionG | 24
 <-       Sliding | 24
 <-          Kick | 27

LocomotionG
 <-        Suplex | 20

DragonTurn
 <-  BabelCrumble | 17
 <-          Chop | 20
 <-   LocomotionG | 20
 <-         Punch | 20
 <-        Suplex | 22
 <-      Backfist | 24
 <- RollingCradle | 24
 <-       Sliding | 25

SkyTwister
 <-  BabelCrumble | 37
 <-          Kick | 37
 <-         Punch | 40

-------------------------------------------------------------------------------





*******************************************
*  Personal Spark Trees                   *                           [PSPTR03]
*  --Annie's INIT 2 Personal Spark Trees  *
*******************************************


At INIT 2+, Annie begins play Knowing HardSlash and Thrust, even though she
lacks Talent for them.  At INIT 1, her lack of Talent for them will make them
very difficult to learn (and I have removed them, accordingly).

Annie technically also lacks Talent for StunSlash and DoubleSlash, but she
always begins playing Knowing them, so this is just trivia.

-------------------------------------------------------------------------------

                 Annie's INIT 2 Personal Spark Trees To List
                                by Zaraktheus

Slash
 ->         Smash | 14
 ->       Deflect | 17
 ->     BearCrush | 24
 ->       DeadEnd | 27
 ->    RisingNova | 43

StunSlash
 ->       Deflect | 16

DoubleSlash
 ->         Smash | 10
 ->       Deflect | 15
 ->     BearCrush | 22

HardSlash
 ->         Smash | 10
 ->     BearCrush | 22

Thrust
 ->       DeadEnd | 21

Smash
 ->       Deflect | 17
 ->     BearCrush | 20
 ->       DeadEnd | 25

BearCrush
 ->       Deflect | 21
 -> RosarioImpale | 37

DeadEnd
 ->       Deflect | 23
 -> RosarioImpale | 30

Asura
 ->       Deflect | 20

Katana
 -> ShadowCounter | 21

Punch
 ->          Kick |  3
 ->          Chop |  8
 ->       Sliding | 12
 -> RollingCradle | 15
 ->      SwayBack | 12
 ->      Backfist | 18
 ->    DragonTurn | 20
 ->    SkyTwister | 40

Kick
 ->       Sliding |  6
 ->      SwayBack | 12
 ->  BabelCrumble | 27
 ->    SkyTwister | 37

Chop
 ->      SwayBack | 12
 ->      Backfist | 14
 ->    DragonTurn | 20

Sliding
 ->      SwayBack | 12
 ->  BabelCrumble | 24
 ->    DragonTurn | 25

RollingCradle
 ->    DragonTurn | 24

Backfist
 ->      SwayBack | 11
 ->    DragonTurn | 24

Suplex
 -> RollingCradle | 15
 ->  BabelCrumble | 23
 ->   LocomotionG | 20
 ->    DragonTurn | 22

BabelCrumble
 ->       Sliding |  9
 -> RollingCradle | 10
 ->      SwayBack | 12
 ->        Suplex | 32
 ->    DragonTurn | 17
 ->    SkyTwister | 37

LocomotionG
 ->        Suplex | 14
 ->  BabelCrumble | 24
 ->    DragonTurn | 20

-------------------------------------------------------------------------------

                Annie's INIT 2 Personal Spark Trees From List
                                by Zaraktheus

StunSlash                   *Already Known

DoubleSlash                 *Already Known

HardSlash                   *Already Known

Thrust                      *Already Known

Smash
 <-   DoubleSlash | 10
 <-     HardSlash | 10
 <-         Slash | 14

Deflect
 <-   DoubleSlash | 15
 <-     StunSlash | 16
 <-         Slash | 17
 <-         Smash | 17
 <-         Asura | 20
 <-     BearCrush | 21
 <-       DeadEnd | 23

BearCrush
 <-         Smash | 20
 <-   DoubleSlash | 22
 <-     HardSlash | 22
 <-         Slash | 24

DeadEnd
 <-        Thrust | 21
 <-         Smash | 25
 <-         Slash | 27

RisingNova
 <-         Slash | 43

RosarioImpale
 <-       DeadEnd | 30
 <-     BearCrush | 37

ShadowCounter
 <-        Katana | 21

Kick
 <-         Punch |  3

Chop
 <-         Punch |  8

Sliding
 <-          Kick |  6
 <-  BabelCrumble |  9
 <-         Punch | 12

RollingCradle
 <-  BabelCrumble | 10
 <-         Punch | 15
 <-        Suplex | 15

SwayBack
 <-      Backfist | 11
 <-  BabelCrumble | 12
 <-          Chop | 12
 <-          Kick | 12
 <-         Punch | 12
 <-       Sliding | 12

Backfist
 <-          Chop | 14
 <-         Punch | 18

Suplex
 <-   LocomotionG | 14
 <-  BabelCrumble | 32

BabelCrumble
 <-        Suplex | 23
 <-   LocomotionG | 24
 <-       Sliding | 24
 <-          Kick | 27

LocomotionG
 <-        Suplex | 20

DragonTurn
 <-  BabelCrumble | 17
 <-          Chop | 20
 <-   LocomotionG | 20
 <-         Punch | 20
 <-        Suplex | 22
 <-      Backfist | 24
 <- RollingCradle | 24
 <-       Sliding | 25

SkyTwister
 <-  BabelCrumble | 37
 <-          Kick | 37
 <-         Punch | 40

-------------------------------------------------------------------------------





*******************************************
*  Personal Spark Trees                   *                           [PSPTR04]
*  --Annie's INIT 3 Personal Spark Trees  *
*******************************************


At INIT 2+, Annie begins play Knowing HardSlash and Thrust, even though she
lacks Talent for them.  At INIT 1, her lack of Talent for them will make them
very difficult to learn (and I have removed them, accordingly).

Annie technically also lacks Talent for StunSlash and DoubleSlash, but she
always begins playing Knowing them, so this is just trivia.

-------------------------------------------------------------------------------

                 Annie's INIT 3 Personal Spark Trees To List
                                by Zaraktheus

Slash
 ->       Deflect | 17
 ->     BearCrush | 24
 ->       DeadEnd | 27
 ->    RisingNova | 43

StunSlash
 ->       Deflect | 16

DoubleSlash
 ->       Deflect | 15
 ->     BearCrush | 22

HardSlash
 ->     BearCrush | 22

Thrust
 ->       DeadEnd | 21

Smash
 ->       Deflect | 17
 ->     BearCrush | 20
 ->       DeadEnd | 25

BearCrush
 ->       Deflect | 21
 -> RosarioImpale | 37

DeadEnd
 ->       Deflect | 23
 -> RosarioImpale | 30

Asura
 ->       Deflect | 20

Katana
 -> ShadowCounter | 21

Punch
 ->          Kick |  3
 ->          Chop |  8
 ->       Sliding | 12
 -> RollingCradle | 15
 ->      SwayBack | 12
 ->      Backfist | 18
 ->    DragonTurn | 20
 ->    SkyTwister | 40

Kick
 ->       Sliding |  6
 ->      SwayBack | 12
 ->  BabelCrumble | 27
 ->    SkyTwister | 37

Chop
 ->      SwayBack | 12
 ->      Backfist | 14
 ->    DragonTurn | 20

Sliding
 ->      SwayBack | 12
 ->  BabelCrumble | 24
 ->    DragonTurn | 25

RollingCradle
 ->    DragonTurn | 24

Backfist
 ->      SwayBack | 11
 ->    DragonTurn | 24

Suplex
 -> RollingCradle | 15
 ->  BabelCrumble | 23
 ->   LocomotionG | 20
 ->    DragonTurn | 22

BabelCrumble
 ->       Sliding |  9
 -> RollingCradle | 10
 ->      SwayBack | 12
 ->        Suplex | 32
 ->    DragonTurn | 17
 ->    SkyTwister | 37

LocomotionG
 ->        Suplex | 14
 ->  BabelCrumble | 24
 ->    DragonTurn | 20

-------------------------------------------------------------------------------

                Annie's INIT 3 Personal Spark Trees From List
                                by Zaraktheus

StunSlash                   *Already Known

DoubleSlash                 *Already Known

HardSlash                   *Already Known

Thrust                      *Already Known

Smash                       *Already Known

Deflect
 <-   DoubleSlash | 15
 <-     StunSlash | 16
 <-         Slash | 17
 <-         Smash | 17
 <-         Asura | 20
 <-     BearCrush | 21
 <-       DeadEnd | 23

BearCrush
 <-         Smash | 20
 <-   DoubleSlash | 22
 <-     HardSlash | 22
 <-         Slash | 24

DeadEnd
 <-        Thrust | 21
 <-         Smash | 25
 <-         Slash | 27

RisingNova
 <-         Slash | 43

RosarioImpale
 <-       DeadEnd | 30
 <-     BearCrush | 37

ShadowCounter
 <-        Katana | 21

Kick
 <-         Punch |  3

Chop
 <-         Punch |  8

Sliding
 <-          Kick |  6
 <-  BabelCrumble |  9
 <-         Punch | 12

RollingCradle
 <-  BabelCrumble | 10
 <-         Punch | 15
 <-        Suplex | 15

SwayBack
 <-      Backfist | 11
 <-  BabelCrumble | 12
 <-          Chop | 12
 <-          Kick | 12
 <-         Punch | 12
 <-       Sliding | 12

Backfist
 <-          Chop | 14
 <-         Punch | 18

Suplex
 <-   LocomotionG | 14
 <-  BabelCrumble | 32

BabelCrumble
 <-        Suplex | 23
 <-   LocomotionG | 24
 <-       Sliding | 24
 <-          Kick | 27

LocomotionG
 <-        Suplex | 20

DragonTurn
 <-  BabelCrumble | 17
 <-          Chop | 20
 <-   LocomotionG | 20
 <-         Punch | 20
 <-        Suplex | 22
 <-      Backfist | 24
 <- RollingCradle | 24
 <-       Sliding | 25

SkyTwister
 <-  BabelCrumble | 37
 <-          Kick | 37
 <-         Punch | 40

-------------------------------------------------------------------------------





*******************************************
*  Personal Spark Trees                   *                           [PSPTR05]
*  --Annie's INIT 4 Personal Spark Trees  *
*******************************************


At INIT 2+, Annie begins play Knowing HardSlash and Thrust, even though she
lacks Talent for them.  At INIT 1, her lack of Talent for them will make them
very difficult to learn (and I have removed them, accordingly).

Annie technically also lacks Talent for StunSlash and DoubleSlash, but she
always begins playing Knowing them, so this is just trivia.

-------------------------------------------------------------------------------

                 Annie's INIT 4 Personal Spark Trees To List
                                by Zaraktheus

Slash
 ->     BearCrush | 24
 ->       DeadEnd | 27
 ->    RisingNova | 43

DoubleSlash
 ->     BearCrush | 22

HardSlash
 ->     BearCrush | 22

Thrust
 ->       DeadEnd | 21

Smash
 ->     BearCrush | 20
 ->       DeadEnd | 25

BearCrush
 -> RosarioImpale | 37

DeadEnd
 -> RosarioImpale | 30

Katana
 -> ShadowCounter | 21

Punch
 ->          Kick |  3
 ->          Chop |  8
 ->       Sliding | 12
 -> RollingCradle | 15
 ->      SwayBack | 12
 ->      Backfist | 18
 ->    DragonTurn | 20
 ->    SkyTwister | 40

Kick
 ->       Sliding |  6
 ->      SwayBack | 12
 ->  BabelCrumble | 27
 ->    SkyTwister | 37

Chop
 ->      SwayBack | 12
 ->      Backfist | 14
 ->    DragonTurn | 20

Sliding
 ->      SwayBack | 12
 ->  BabelCrumble | 24
 ->    DragonTurn | 25

RollingCradle
 ->    DragonTurn | 24

Backfist
 ->      SwayBack | 11
 ->    DragonTurn | 24

Suplex
 -> RollingCradle | 15
 ->  BabelCrumble | 23
 ->   LocomotionG | 20
 ->    DragonTurn | 22

BabelCrumble
 ->       Sliding |  9
 -> RollingCradle | 10
 ->      SwayBack | 12
 ->        Suplex | 32
 ->    DragonTurn | 17
 ->    SkyTwister | 37

LocomotionG
 ->        Suplex | 14
 ->  BabelCrumble | 24
 ->    DragonTurn | 20

-------------------------------------------------------------------------------

                Annie's INIT 4 Personal Spark Trees From List
                                by Zaraktheus

StunSlash                   *Already Known

DoubleSlash                 *Already Known

HardSlash                   *Already Known

Thrust                      *Already Known

Smash                       *Already Known

Deflect                     *Already Known

BearCrush
 <-         Smash | 20
 <-   DoubleSlash | 22
 <-     HardSlash | 22
 <-         Slash | 24

DeadEnd
 <-        Thrust | 21
 <-         Smash | 25
 <-         Slash | 27

RisingNova
 <-         Slash | 43

RosarioImpale
 <-       DeadEnd | 30
 <-     BearCrush | 37

ShadowCounter
 <-        Katana | 21

Kick
 <-         Punch |  3

Chop
 <-         Punch |  8

Sliding
 <-          Kick |  6
 <-  BabelCrumble |  9
 <-         Punch | 12

RollingCradle
 <-  BabelCrumble | 10
 <-         Punch | 15
 <-        Suplex | 15

SwayBack
 <-      Backfist | 11
 <-  BabelCrumble | 12
 <-          Chop | 12
 <-          Kick | 12
 <-         Punch | 12
 <-       Sliding | 12

Backfist
 <-          Chop | 14
 <-         Punch | 18

Suplex
 <-   LocomotionG | 14
 <-  BabelCrumble | 32

BabelCrumble
 <-        Suplex | 23
 <-   LocomotionG | 24
 <-       Sliding | 24
 <-          Kick | 27

LocomotionG
 <-        Suplex | 20

DragonTurn
 <-  BabelCrumble | 17
 <-          Chop | 20
 <-   LocomotionG | 20
 <-         Punch | 20
 <-        Suplex | 22
 <-      Backfist | 24
 <- RollingCradle | 24
 <-       Sliding | 25

SkyTwister
 <-  BabelCrumble | 37
 <-          Kick | 37
 <-         Punch | 40

-------------------------------------------------------------------------------





**************************************************************
*  Personal Spark Trees                                      *        [PSPTR06]
*  --Asellus (other Scenario)'s INIT 1 Personal Spark Trees  *
**************************************************************


-------------------------------------------------------------------------------

       Asellus (other Scenario)'s INIT 1 Personal Spark Trees To List
                                by Zaraktheus

Slash
 ->   DoubleSlash |  8
 ->     HardSlash | 12
 ->        Thrust | 13
 ->  SwallowSwing | 17
 ->    WheelSlash | 20
 ->       Deflect | 17
 ->       DeadEnd | 27
 ->  TripleThrust | 33
 ->        Kasumi | 26
 ->      NoMoment | 38
 ->     GaleSlash | 24
 ->    RisingNova | 43

StunSlash
 ->   DoubleSlash |  8
 ->  SwallowSwing | 14
 -> ThunderThrust | 13
 ->    WheelSlash | 18
 ->       Deflect | 16
 ->        Kasumi | 25
 ->     GaleSlash | 23

DoubleSlash
 ->     HardSlash |  9
 ->  SwallowSwing | 12
 ->       Deflect | 15
 ->        Kasumi | 25
 ->     GaleSlash | 23

HardSlash
 ->      NoMoment | 34

Thrust
 -> ThunderThrust | 16
 ->       DeadEnd | 21
 ->  TripleThrust | 29

SwallowSwing
 ->       Deflect | 21
 ->     GaleSlash | 15

ThunderThrust
 ->       Deflect | 14
 ->       DeadEnd | 23
 ->  TripleThrust | 27
 ->        Kasumi | 24
 -> RosarioImpale | 34

WheelSlash
 -> Haze-to-Wheel | 36

DeadEnd
 ->       Deflect | 23
 -> RosarioImpale | 30

TripleThrust
 ->       Deflect | 16
 -> RosarioImpale | 38

NoMoment
 ->        Kasumi | 22

GaleSlash
 ->       Deflect | 13

Asura
 ->       Deflect | 20

Katana
 ->   DoubleSlash |  7
 ->     HardSlash | 11
 ->        Thrust | 12
 ->  SwallowSwing | 16
 ->    WheelSlash | 19
 ->  TripleThrust | 32
 ->        Kasumi | 26
 ->      NoMoment | 36
 ->     GaleSlash | 23
 ->  MoonlightCut | 27
 -> ShadowCounter | 21

MoonlightCut
 ->      NoMoment | 38
 ->        Kasumi | 25
 -> ShadowCounter | 17

ShadowCounter
 ->  TripleThrust | 31
 ->        Kasumi | 26
 ->  MoonlightCut | 22

Punch
 ->          Kick |  3
 ->      AirThrow | 10
 ->          Chop |  8
 ->       Sliding | 12
 -> RollingCradle | 15
 ->          Fist | 16
 -> Rotation Kick | 26
 ->  TriangleKick | 34
 ->       OgreRun | 32
 ->    DragonTurn | 20
 ->     Corkscrew | 42

Kick
 ->      AirThrow | 10
 ->       Sliding |  6
 -> Rotation Kick | 17
 ->  TriangleKick | 25
 ->     Corkscrew | 41

AirThrow
 -> RollingCradle |  8
 ->        Suplex | 13
 ->    DragonTurn | 18

Chop
 ->    DragonTurn | 20

Sliding
 -> Rotation Kick | 16
 ->  TriangleKick | 29
 ->    DragonTurn | 25
 ->     Corkscrew | 36

RollingCradle
 ->    DragonTurn | 24

Fist
 ->    DragonTurn | 22

Rotation Kick
 ->       Sliding | 12
 ->  TriangleKick | 29
 ->       OgreRun | 30
 ->     Corkscrew | 38

Suplex
 -> RollingCradle | 15
 ->    DragonTurn | 22

TriangleKick
 -> Rotation Kick | 23
 ->       OgreRun | 35
 ->     Corkscrew | 39

OgreRun
 ->    DragonTurn | 17
 ->     Corkscrew | 38

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Deflect
 ->        Kasumi | 30

Kasumi
 ->       Godless | 33

-------------------------------------------------------------------------------

      Asellus (other Scenario)'s INIT 1 Personal Spark Trees From List
                                by Zaraktheus

StunSlash                   *Already Known

DoubleSlash
 <-        Katana |  7
 <-         Slash |  8
 <-     StunSlash |  8

HardSlash
 <-   DoubleSlash |  9
 <-        Katana | 11
 <-         Slash | 12

Thrust
 <-        Katana | 12
 <-         Slash | 13

SwallowSwing
 <-   DoubleSlash | 12
 <-     StunSlash | 14
 <-        Katana | 16
 <-         Slash | 17

ThunderThrust
 <-     StunSlash | 13
 <-        Thrust | 16

WheelSlash
 <-     StunSlash | 18
 <-        Katana | 19
 <-         Slash | 20

Deflect
 <-     GaleSlash | 13
 <- ThunderThrust | 14
 <-   DoubleSlash | 15
 <-     StunSlash | 16
 <-  TripleThrust | 16
 <-         Slash | 17
 <-         Asura | 20
 <-  SwallowSwing | 21
 <-       DeadEnd | 23

DeadEnd
 <-        Thrust | 21
 <- ThunderThrust | 23
 <-         Slash | 27

TripleThrust
 <- ThunderThrust | 27
 <-        Thrust | 29
 <- ShadowCounter | 31
 <-        Katana | 32
 <-         Slash | 33

Kasumi
 <-      NoMoment | 22
 <- ThunderThrust | 24
 <-   DoubleSlash | 25
 <-  MoonlightCut | 25
 <-     StunSlash | 25
 <-        Katana | 26
 <- ShadowCounter | 26
 <-         Slash | 26
 <-      *Deflect | 30
* If you have Deflect equipped, this is checked once each time you use any of
 the normal Sword or Katana Abilities.  It has nothing to do with whether or
 how many times the PC actually uses Deflect.

NoMoment
 <-     HardSlash | 34
 <-        Katana | 36
 <-  MoonlightCut | 38
 <-         Slash | 38

GaleSlash
 <-  SwallowSwing | 15
 <-   DoubleSlash | 23
 <-        Katana | 23
 <-     StunSlash | 23
 <-         Slash | 24

RisingNova
 <-         Slash | 43

RosarioImpale
 <-       DeadEnd | 30
 <- ThunderThrust | 34
 <-  TripleThrust | 38

Haze-to-Wheel
 <-    WheelSlash | 36

Godless
 <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
 the normal Sword or Katana Abilities.  It has nothing to do with whether or
 how many times the PC actually uses Kasumi.

MoonlightCut
 <- ShadowCounter | 22
 <-        Katana | 27

ShadowCounter
 <-  MoonlightCut | 17
 <-        Katana | 21

Kick
 <-         Punch |  3

AirThrow
 <-          Kick | 10
 <-         Punch | 10

Chop
 <-         Punch |  8

Sliding
 <-          Kick |  6
 <-         Punch | 12
 <- Rotation Kick | 12

RollingCradle
 <-      AirThrow |  8
 <-         Punch | 15
 <-        Suplex | 15

Fist
 <-         Punch | 16

Rotation Kick
 <-       Sliding | 16
 <-          Kick | 17
 <-  TriangleKick | 23
 <-         Punch | 26

Suplex
 <-      AirThrow | 13

TriangleKick
 <-          Kick | 25
 <- Rotation Kick | 29
 <-       Sliding | 29
 <-         Punch | 34

OgreRun
 <- Rotation Kick | 30
 <-         Punch | 32
 <-  TriangleKick | 35

DragonTurn
 <-       OgreRun | 17
 <-      AirThrow | 18
 <-          Chop | 20
 <-         Punch | 20
 <-          Fist | 22
 <-        Suplex | 22
 <- RollingCradle | 24
 <-       Sliding | 25

Corkscrew
 <-       Sliding | 36
 <-       OgreRun | 38
 <- Rotation Kick | 38
 <-  TriangleKick | 39
 <-          Kick | 41
 <-         Punch | 42

-------------------------------------------------------------------------------





*****************************************************************
*  Personal Spark Trees                                         *     [PSPTR07]
*  --Asellus (other Scenario)'s INIT 2--3 Personal Spark Trees  *
*****************************************************************


-------------------------------------------------------------------------------

      Asellus (other Scenario)'s INIT 2--3 Personal Spark Trees To List
                                by Zaraktheus

Slash
 ->     HardSlash | 12
 ->        Thrust | 13
 ->  SwallowSwing | 17
 ->    WheelSlash | 20
 ->       Deflect | 17
 ->       DeadEnd | 27
 ->  TripleThrust | 33
 ->        Kasumi | 26
 ->      NoMoment | 38
 ->     GaleSlash | 24
 ->    RisingNova | 43

StunSlash
 ->  SwallowSwing | 14
 -> ThunderThrust | 13
 ->    WheelSlash | 18
 ->       Deflect | 16
 ->        Kasumi | 25
 ->     GaleSlash | 23

DoubleSlash
 ->     HardSlash |  9
 ->  SwallowSwing | 12
 ->       Deflect | 15
 ->        Kasumi | 25
 ->     GaleSlash | 23

HardSlash
 ->      NoMoment | 34

Thrust
 -> ThunderThrust | 16
 ->       DeadEnd | 21
 ->  TripleThrust | 29

SwallowSwing
 ->       Deflect | 21
 ->     GaleSlash | 15

ThunderThrust
 ->       Deflect | 14
 ->       DeadEnd | 23
 ->  TripleThrust | 27
 ->        Kasumi | 24
 -> RosarioImpale | 34

WheelSlash
 -> Haze-to-Wheel | 36

DeadEnd
 ->       Deflect | 23
 -> RosarioImpale | 30

TripleThrust
 ->       Deflect | 16
 -> RosarioImpale | 38

NoMoment
 ->        Kasumi | 22

GaleSlash
 ->       Deflect | 13

Asura
 ->       Deflect | 20

Katana
 ->     HardSlash | 11
 ->        Thrust | 12
 ->  SwallowSwing | 16
 ->    WheelSlash | 19
 ->  TripleThrust | 32
 ->        Kasumi | 26
 ->      NoMoment | 36
 ->     GaleSlash | 23
 ->  MoonlightCut | 27
 -> ShadowCounter | 21

MoonlightCut
 ->      NoMoment | 38
 ->        Kasumi | 25
 -> ShadowCounter | 17

ShadowCounter
 ->  TripleThrust | 31
 ->        Kasumi | 26
 ->  MoonlightCut | 22

Punch
 ->          Kick |  3
 ->      AirThrow | 10
 ->          Chop |  8
 ->       Sliding | 12
 -> RollingCradle | 15
 ->          Fist | 16
 -> Rotation Kick | 26
 ->  TriangleKick | 34
 ->       OgreRun | 32
 ->    DragonTurn | 20
 ->     Corkscrew | 42

Kick
 ->      AirThrow | 10
 ->       Sliding |  6
 -> Rotation Kick | 17
 ->  TriangleKick | 25
 ->     Corkscrew | 41

AirThrow
 -> RollingCradle |  8
 ->        Suplex | 13
 ->    DragonTurn | 18

Chop
 ->    DragonTurn | 20

Sliding
 -> Rotation Kick | 16
 ->  TriangleKick | 29
 ->    DragonTurn | 25
 ->     Corkscrew | 36

RollingCradle
 ->    DragonTurn | 24

Fist
 ->    DragonTurn | 22

Rotation Kick
 ->       Sliding | 12
 ->  TriangleKick | 29
 ->       OgreRun | 30
 ->     Corkscrew | 38

Suplex
 -> RollingCradle | 15
 ->    DragonTurn | 22

TriangleKick
 -> Rotation Kick | 23
 ->       OgreRun | 35
 ->     Corkscrew | 39

OgreRun
 ->    DragonTurn | 17
 ->     Corkscrew | 38

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Deflect
 ->        Kasumi | 30

Kasumi
 ->       Godless | 33

-------------------------------------------------------------------------------

     Asellus (other Scenario)'s INIT 2--3 Personal Spark Trees From List
                                by Zaraktheus

StunSlash                   *Already Known

DoubleSlash                 *Already Known

HardSlash
 <-   DoubleSlash |  9
 <-        Katana | 11
 <-         Slash | 12

Thrust
 <-        Katana | 12
 <-         Slash | 13

SwallowSwing
 <-   DoubleSlash | 12
 <-     StunSlash | 14
 <-        Katana | 16
 <-         Slash | 17

ThunderThrust
 <-     StunSlash | 13
 <-        Thrust | 16

WheelSlash
 <-     StunSlash | 18
 <-        Katana | 19
 <-         Slash | 20

Deflect
 <-     GaleSlash | 13
 <- ThunderThrust | 14
 <-   DoubleSlash | 15
 <-     StunSlash | 16
 <-  TripleThrust | 16
 <-         Slash | 17
 <-         Asura | 20
 <-  SwallowSwing | 21
 <-       DeadEnd | 23

DeadEnd
 <-        Thrust | 21
 <- ThunderThrust | 23
 <-         Slash | 27

TripleThrust
 <- ThunderThrust | 27
 <-        Thrust | 29
 <- ShadowCounter | 31
 <-        Katana | 32
 <-         Slash | 33

Kasumi
 <-      NoMoment | 22
 <- ThunderThrust | 24
 <-   DoubleSlash | 25
 <-  MoonlightCut | 25
 <-     StunSlash | 25
 <-        Katana | 26
 <- ShadowCounter | 26
 <-         Slash | 26
 <-      *Deflect | 30
* If you have Deflect equipped, this is checked once each time you use any of
 the normal Sword or Katana Abilities.  It has nothing to do with whether or
 how many times the PC actually uses Deflect.

NoMoment
 <-     HardSlash | 34
 <-        Katana | 36
 <-  MoonlightCut | 38
 <-         Slash | 38

GaleSlash
 <-  SwallowSwing | 15
 <-   DoubleSlash | 23
 <-        Katana | 23
 <-     StunSlash | 23
 <-         Slash | 24

RisingNova
 <-         Slash | 43

RosarioImpale
 <-       DeadEnd | 30
 <- ThunderThrust | 34
 <-  TripleThrust | 38

Haze-to-Wheel
 <-    WheelSlash | 36

Godless
 <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
 the normal Sword or Katana Abilities.  It has nothing to do with whether or
 how many times the PC actually uses Kasumi.

MoonlightCut
 <- ShadowCounter | 22
 <-        Katana | 27

ShadowCounter
 <-  MoonlightCut | 17
 <-        Katana | 21

Kick
 <-         Punch |  3

AirThrow
 <-          Kick | 10
 <-         Punch | 10

Chop
 <-         Punch |  8

Sliding
 <-          Kick |  6
 <-         Punch | 12
 <- Rotation Kick | 12

RollingCradle
 <-      AirThrow |  8
 <-         Punch | 15
 <-        Suplex | 15

Fist
 <-         Punch | 16

Rotation Kick
 <-       Sliding | 16
 <-          Kick | 17
 <-  TriangleKick | 23
 <-         Punch | 26

Suplex
 <-      AirThrow | 13

TriangleKick
 <-          Kick | 25
 <- Rotation Kick | 29
 <-       Sliding | 29
 <-         Punch | 34

OgreRun
 <- Rotation Kick | 30
 <-         Punch | 32
 <-  TriangleKick | 35

DragonTurn
 <-       OgreRun | 17
 <-      AirThrow | 18
 <-          Chop | 20
 <-         Punch | 20
 <-          Fist | 22
 <-        Suplex | 22
 <- RollingCradle | 24
 <-       Sliding | 25

Corkscrew
 <-       Sliding | 36
 <-       OgreRun | 38
 <- Rotation Kick | 38
 <-  TriangleKick | 39
 <-          Kick | 41
 <-         Punch | 42

-------------------------------------------------------------------------------





**************************************************************
*  Personal Spark Trees                                      *        [PSPTR08]
*  --Asellus (other Scenario)'s INIT 4 Personal Spark Trees  *
**************************************************************


-------------------------------------------------------------------------------

       Asellus (other Scenario)'s INIT 4 Personal Spark Trees To List
                                by Zaraktheus

Slash
 ->     HardSlash | 12
 ->  SwallowSwing | 17
 ->    WheelSlash | 20
 ->       Deflect | 17
 ->       DeadEnd | 27
 ->  TripleThrust | 33
 ->        Kasumi | 26
 ->      NoMoment | 38
 ->     GaleSlash | 24
 ->    RisingNova | 43

StunSlash
 ->  SwallowSwing | 14
 -> ThunderThrust | 13
 ->    WheelSlash | 18
 ->       Deflect | 16
 ->        Kasumi | 25
 ->     GaleSlash | 23

DoubleSlash
 ->     HardSlash |  9
 ->  SwallowSwing | 12
 ->       Deflect | 15
 ->        Kasumi | 25
 ->     GaleSlash | 23

HardSlash
 ->      NoMoment | 34

Thrust
 -> ThunderThrust | 16
 ->       DeadEnd | 21
 ->  TripleThrust | 29

SwallowSwing
 ->       Deflect | 21
 ->     GaleSlash | 15

ThunderThrust
 ->       Deflect | 14
 ->       DeadEnd | 23
 ->  TripleThrust | 27
 ->        Kasumi | 24
 -> RosarioImpale | 34

WheelSlash
 -> Haze-to-Wheel | 36

DeadEnd
 ->       Deflect | 23
 -> RosarioImpale | 30

TripleThrust
 ->       Deflect | 16
 -> RosarioImpale | 38

NoMoment
 ->        Kasumi | 22

GaleSlash
 ->       Deflect | 13

Asura
 ->       Deflect | 20

Katana
 ->     HardSlash | 11
 ->  SwallowSwing | 16
 ->    WheelSlash | 19
 ->  TripleThrust | 32
 ->        Kasumi | 26
 ->      NoMoment | 36
 ->     GaleSlash | 23
 ->  MoonlightCut | 27
 -> ShadowCounter | 21

MoonlightCut
 ->      NoMoment | 38
 ->        Kasumi | 25
 -> ShadowCounter | 17

ShadowCounter
 ->  TripleThrust | 31
 ->        Kasumi | 26
 ->  MoonlightCut | 22

Punch
 ->          Kick |  3
 ->      AirThrow | 10
 ->          Chop |  8
 ->       Sliding | 12
 -> RollingCradle | 15
 ->          Fist | 16
 -> Rotation Kick | 26
 ->  TriangleKick | 34
 ->       OgreRun | 32
 ->    DragonTurn | 20
 ->     Corkscrew | 42

Kick
 ->      AirThrow | 10
 ->       Sliding |  6
 -> Rotation Kick | 17
 ->  TriangleKick | 25
 ->     Corkscrew | 41

AirThrow
 -> RollingCradle |  8
 ->        Suplex | 13
 ->    DragonTurn | 18

Chop
 ->    DragonTurn | 20

Sliding
 -> Rotation Kick | 16
 ->  TriangleKick | 29
 ->    DragonTurn | 25
 ->     Corkscrew | 36

RollingCradle
 ->    DragonTurn | 24

Fist
 ->    DragonTurn | 22

Rotation Kick
 ->       Sliding | 12
 ->  TriangleKick | 29
 ->       OgreRun | 30
 ->     Corkscrew | 38

Suplex
 -> RollingCradle | 15
 ->    DragonTurn | 22

TriangleKick
 -> Rotation Kick | 23
 ->       OgreRun | 35
 ->     Corkscrew | 39

OgreRun
 ->    DragonTurn | 17
 ->     Corkscrew | 38

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Deflect
 ->        Kasumi | 30

Kasumi
 ->       Godless | 33

-------------------------------------------------------------------------------

      Asellus (other Scenario)'s INIT 4 Personal Spark Trees From List
                                by Zaraktheus

StunSlash                   *Already Known

DoubleSlash                 *Already Known

HardSlash
 <-   DoubleSlash |  9
 <-        Katana | 11
 <-         Slash | 12

Thrust                      *Already Known

SwallowSwing
 <-   DoubleSlash | 12
 <-     StunSlash | 14
 <-        Katana | 16
 <-         Slash | 17

ThunderThrust
 <-     StunSlash | 13
 <-        Thrust | 16

WheelSlash
 <-     StunSlash | 18
 <-        Katana | 19
 <-         Slash | 20

Deflect
 <-     GaleSlash | 13
 <- ThunderThrust | 14
 <-   DoubleSlash | 15
 <-     StunSlash | 16
 <-  TripleThrust | 16
 <-         Slash | 17
 <-         Asura | 20
 <-  SwallowSwing | 21
 <-       DeadEnd | 23

DeadEnd
 <-        Thrust | 21
 <- ThunderThrust | 23
 <-         Slash | 27

TripleThrust
 <- ThunderThrust | 27
 <-        Thrust | 29
 <- ShadowCounter | 31
 <-        Katana | 32
 <-         Slash | 33

Kasumi
 <-      NoMoment | 22
 <- ThunderThrust | 24
 <-   DoubleSlash | 25
 <-  MoonlightCut | 25
 <-     StunSlash | 25
 <-        Katana | 26
 <- ShadowCounter | 26
 <-         Slash | 26
 <-      *Deflect | 30
* If you have Deflect equipped, this is checked once each time you use any of
 the normal Sword or Katana Abilities.  It has nothing to do with whether or
 how many times the PC actually uses Deflect.

NoMoment
 <-     HardSlash | 34
 <-        Katana | 36
 <-  MoonlightCut | 38
 <-         Slash | 38

GaleSlash
 <-  SwallowSwing | 15
 <-   DoubleSlash | 23
 <-        Katana | 23
 <-     StunSlash | 23
 <-         Slash | 24

RisingNova
 <-         Slash | 43

RosarioImpale
 <-       DeadEnd | 30
 <- ThunderThrust | 34
 <-  TripleThrust | 38

Haze-to-Wheel
 <-    WheelSlash | 36

Godless
 <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
 the normal Sword or Katana Abilities.  It has nothing to do with whether or
 how many times the PC actually uses Kasumi.

MoonlightCut
 <- ShadowCounter | 22
 <-        Katana | 27

ShadowCounter
 <-  MoonlightCut | 17
 <-        Katana | 21

Kick
 <-         Punch |  3

AirThrow
 <-          Kick | 10
 <-         Punch | 10

Chop
 <-         Punch |  8

Sliding
 <-          Kick |  6
 <-         Punch | 12
 <- Rotation Kick | 12

RollingCradle
 <-      AirThrow |  8
 <-         Punch | 15
 <-        Suplex | 15

Fist
 <-         Punch | 16

Rotation Kick
 <-       Sliding | 16
 <-          Kick | 17
 <-  TriangleKick | 23
 <-         Punch | 26

Suplex
 <-      AirThrow | 13

TriangleKick
 <-          Kick | 25
 <- Rotation Kick | 29
 <-       Sliding | 29
 <-         Punch | 34

OgreRun
 <- Rotation Kick | 30
 <-         Punch | 32
 <-  TriangleKick | 35

DragonTurn
 <-       OgreRun | 17
 <-      AirThrow | 18
 <-          Chop | 20
 <-         Punch | 20
 <-          Fist | 22
 <-        Suplex | 22
 <- RollingCradle | 24
 <-       Sliding | 25

Corkscrew
 <-       Sliding | 36
 <-       OgreRun | 38
 <- Rotation Kick | 38
 <-  TriangleKick | 39
 <-          Kick | 41
 <-         Punch | 42

-------------------------------------------------------------------------------





************************************************************
*  Personal Spark Trees                                    *          [PSPTR09]
*  --Asellus (own Scenario)'s, Emelia (other Scenario)'s,  *
    and Mei-ling's Personal Spark Trees                   *
************************************************************


-------------------------------------------------------------------------------

     Asellus (own Scenario)'s, Emelia (other Scenario)'s, and Mei-ling's
                        Personal Spark Trees To List
                                by Zaraktheus

Slash
 ->     StunSlash |  5
 ->   DoubleSlash |  8
 ->     HardSlash | 12
 ->        Thrust | 13
 ->  SwallowSwing | 17
 ->    WheelSlash | 20
 ->       Deflect | 17
 ->       DeadEnd | 27
 ->  TripleThrust | 33
 ->        Kasumi | 26
 ->      NoMoment | 38
 ->     GaleSlash | 24
 ->    RisingNova | 43

StunSlash
 ->   DoubleSlash |  8
 ->  SwallowSwing | 14
 -> ThunderThrust | 13
 ->    WheelSlash | 18
 ->       Deflect | 16
 ->        Kasumi | 25
 ->     GaleSlash | 23

DoubleSlash
 ->     HardSlash |  9
 ->  SwallowSwing | 12
 ->       Deflect | 15
 ->        Kasumi | 25
 ->     GaleSlash | 23

HardSlash
 ->      NoMoment | 34

Thrust
 -> ThunderThrust | 16
 ->       DeadEnd | 21
 ->  TripleThrust | 29

SwallowSwing
 ->       Deflect | 21
 ->     GaleSlash | 15

ThunderThrust
 ->       Deflect | 14
 ->       DeadEnd | 23
 ->  TripleThrust | 27
 ->        Kasumi | 24
 -> RosarioImpale | 34

WheelSlash
 -> Haze-to-Wheel | 36

DeadEnd
 ->       Deflect | 23
 -> RosarioImpale | 30

TripleThrust
 ->       Deflect | 16
 -> RosarioImpale | 38

NoMoment
 ->        Kasumi | 22

GaleSlash
 ->       Deflect | 13

Asura
 ->       Deflect | 20

Katana
 ->     StunSlash |  4
 ->   DoubleSlash |  7
 ->     HardSlash | 11
 ->        Thrust | 12
 ->  SwallowSwing | 16
 ->    WheelSlash | 19
 ->  TripleThrust | 32
 ->        Kasumi | 26
 ->      NoMoment | 36
 ->     GaleSlash | 23
 ->  MoonlightCut | 27
 -> ShadowCounter | 21

MoonlightCut
 ->      NoMoment | 38
 ->        Kasumi | 25
 -> ShadowCounter | 17

ShadowCounter
 ->  TripleThrust | 31
 ->        Kasumi | 26
 ->  MoonlightCut | 22

Punch
 ->          Kick |  3
 ->      AirThrow | 10
 ->          Chop |  8
 ->       Sliding | 12
 -> RollingCradle | 15
 ->          Fist | 16
 -> Rotation Kick | 26
 ->  TriangleKick | 34
 ->       OgreRun | 32
 ->    DragonTurn | 20
 ->     Corkscrew | 42

Kick
 ->      AirThrow | 10
 ->       Sliding |  6
 -> Rotation Kick | 17
 ->  TriangleKick | 25
 ->     Corkscrew | 41

AirThrow
 -> RollingCradle |  8
 ->        Suplex | 13
 ->    DragonTurn | 18

Chop
 ->    DragonTurn | 20

Sliding
 -> Rotation Kick | 16
 ->  TriangleKick | 29
 ->    DragonTurn | 25
 ->     Corkscrew | 36

RollingCradle
 ->    DragonTurn | 24

Fist
 ->    DragonTurn | 22

Rotation Kick
 ->       Sliding | 12
 ->  TriangleKick | 29
 ->       OgreRun | 30
 ->     Corkscrew | 38

Suplex
 -> RollingCradle | 15
 ->    DragonTurn | 22

TriangleKick
 -> Rotation Kick | 23
 ->       OgreRun | 35
 ->     Corkscrew | 39

OgreRun
 ->    DragonTurn | 17
 ->     Corkscrew | 38

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Deflect
 ->        Kasumi | 30

Kasumi
 ->       Godless | 33

-------------------------------------------------------------------------------

     Asellus (own Scenario)'s, Emelia (other Scenario)'s, and Mei-ling's
                       Personal Spark Trees From List
                                by Zaraktheus

StunSlash
 <-        Katana |  4
 <-         Slash |  5

DoubleSlash
 <-        Katana |  7
 <-         Slash |  8
 <-     StunSlash |  8

HardSlash
 <-   DoubleSlash |  9
 <-        Katana | 11
 <-         Slash | 12

Thrust
 <-        Katana | 12
 <-         Slash | 13

SwallowSwing
 <-   DoubleSlash | 12
 <-     StunSlash | 14
 <-        Katana | 16
 <-         Slash | 17

ThunderThrust
 <-     StunSlash | 13
 <-        Thrust | 16

WheelSlash
 <-     StunSlash | 18
 <-        Katana | 19
 <-         Slash | 20

Deflect
 <-     GaleSlash | 13
 <- ThunderThrust | 14
 <-   DoubleSlash | 15
 <-     StunSlash | 16
 <-  TripleThrust | 16
 <-         Slash | 17
 <-         Asura | 20
 <-  SwallowSwing | 21
 <-       DeadEnd | 23

DeadEnd
 <-        Thrust | 21
 <- ThunderThrust | 23
 <-         Slash | 27

TripleThrust
 <- ThunderThrust | 27
 <-        Thrust | 29
 <- ShadowCounter | 31
 <-        Katana | 32
 <-         Slash | 33

Kasumi
 <-      NoMoment | 22
 <- ThunderThrust | 24
 <-   DoubleSlash | 25
 <-  MoonlightCut | 25
 <-     StunSlash | 25
 <-        Katana | 26
 <- ShadowCounter | 26
 <-         Slash | 26
 <-      *Deflect | 30
* If you have Deflect equipped, this is checked once each time you use any of
 the normal Sword or Katana Abilities.  It has nothing to do with whether or
 how many times the PC actually uses Deflect.

NoMoment
 <-     HardSlash | 34
 <-        Katana | 36
 <-  MoonlightCut | 38
 <-         Slash | 38

GaleSlash
 <-  SwallowSwing | 15
 <-   DoubleSlash | 23
 <-        Katana | 23
 <-     StunSlash | 23
 <-         Slash | 24

RisingNova
 <-         Slash | 43

RosarioImpale
 <-       DeadEnd | 30
 <- ThunderThrust | 34
 <-  TripleThrust | 38

Haze-to-Wheel
 <-    WheelSlash | 36

Godless
 <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
 the normal Sword or Katana Abilities.  It has nothing to do with whether or
 how many times the PC actually uses Kasumi.

MoonlightCut
 <- ShadowCounter | 22
 <-        Katana | 27

ShadowCounter
 <-  MoonlightCut | 17
 <-        Katana | 21

Kick
 <-         Punch |  3

AirThrow
 <-          Kick | 10
 <-         Punch | 10

Chop
 <-         Punch |  8

Sliding
 <-          Kick |  6
 <-         Punch | 12
 <- Rotation Kick | 12

RollingCradle
 <-      AirThrow |  8
 <-         Punch | 15
 <-        Suplex | 15

Fist
 <-         Punch | 16

Rotation Kick
 <-       Sliding | 16
 <-          Kick | 17
 <-  TriangleKick | 23
 <-         Punch | 26

Suplex
 <-      AirThrow | 13

TriangleKick
 <-          Kick | 25
 <- Rotation Kick | 29
 <-       Sliding | 29
 <-         Punch | 34

OgreRun
 <- Rotation Kick | 30
 <-         Punch | 32
 <-  TriangleKick | 35

DragonTurn
 <-       OgreRun | 17
 <-      AirThrow | 18
 <-          Chop | 20
 <-         Punch | 20
 <-          Fist | 22
 <-        Suplex | 22
 <- RollingCradle | 24
 <-       Sliding | 25

Corkscrew
 <-       Sliding | 36
 <-       OgreRun | 38
 <- Rotation Kick | 38
 <-  TriangleKick | 39
 <-          Kick | 41
 <-         Punch | 42

-------------------------------------------------------------------------------





***********************************************
*  Personal Spark Trees                       *                       [PSPTR10]
*  --Blue's and Rouge's Personal Spark Trees  *
***********************************************


-------------------------------------------------------------------------------

               Blue's and Rouge's Personal Spark Trees To List
                                by Zaraktheus

Slash
 ->     StunSlash |  5
 ->   DoubleSlash |  8
 ->     HardSlash | 12
 ->        Thrust | 13
 ->         Smash | 14
 ->  SwallowSwing | 17
 ->    WheelSlash | 20
 ->       Deflect | 17
 ->     BearCrush | 24
 ->  TripleThrust | 33
 ->        Kasumi | 26
 ->     GaleSlash | 24
 -> TurbidCurrent | 41
 ->    RisingNova | 43

StunSlash
 ->   DoubleSlash |  8
 ->  SwallowSwing | 14
 ->    WheelSlash | 18
 ->       Deflect | 16
 ->        Kasumi | 25
 ->     GaleSlash | 23

DoubleSlash
 ->     HardSlash |  9
 ->         Smash | 10
 ->  SwallowSwing | 12
 ->       Deflect | 15
 ->     BearCrush | 22
 ->        Kasumi | 25
 ->     GaleSlash | 23

HardSlash
 ->         Smash | 10
 ->     BearCrush | 22
 -> TurbidCurrent | 35

Thrust
 ->  TripleThrust | 29

Smash
 ->       Deflect | 17
 ->     BearCrush | 20

SwallowSwing
 ->       Deflect | 21
 ->     GaleSlash | 15

WheelSlash
 -> Haze-to-Wheel | 36

BearCrush
 ->       Deflect | 21

TripleThrust
 ->       Deflect | 16

GaleSlash
 ->       Deflect | 13

Asura
 ->       Deflect | 20

Katana
 ->     StunSlash |  4
 ->   DoubleSlash |  7
 ->     HardSlash | 11
 ->        Thrust | 12
 ->  SwallowSwing | 16
 ->    WheelSlash | 19
 ->  TripleThrust | 32
 ->        Kasumi | 26
 ->     GaleSlash | 23
 -> ShadowCounter | 21

ShadowCounter
 ->  TripleThrust | 31
 ->        Kasumi | 26
 -> TurbidCurrent | 35

Punch
 ->          Kick |  3
 ->      AirThrow | 10
 ->       Sliding | 12
 ->      SwayBack | 12
 ->      Backfist | 18
 ->     CrushBeat | 23
 ->       OgreRun | 32
 ->       Scuffle | 31
 ->    SkyTwister | 40

Kick
 ->      AirThrow | 10
 ->       Sliding |  6
 ->      SwayBack | 12
 ->    SkyTwister | 37

AirThrow
 ->        Suplex | 13
 ->    SkyTwister | 35

Sliding
 ->      SwayBack | 12

Backfist
 ->      SwayBack | 11</pre><pre id="faqspan-14">
 ->     CrushBeat | 19
 ->       OgreRun | 27
 ->       Scuffle | 33

CrushBeat
 ->      SwayBack | 13
 ->      Backfist | 25
 ->       OgreRun | 30
 ->       Scuffle | 29

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Deflect
 ->        Kasumi | 30

-------------------------------------------------------------------------------

              Blue's and Rouge's Personal Spark Trees From List
                                by Zaraktheus

StunSlash
 <-        Katana |  4
 <-         Slash |  5

DoubleSlash
 <-        Katana |  7
 <-         Slash |  8
 <-     StunSlash |  8

HardSlash
 <-   DoubleSlash |  9
 <-        Katana | 11
 <-         Slash | 12

Thrust
 <-        Katana | 12
 <-         Slash | 13

Smash
 <-   DoubleSlash | 10
 <-     HardSlash | 10
 <-         Slash | 14

SwallowSwing
 <-   DoubleSlash | 12
 <-     StunSlash | 14
 <-        Katana | 16
 <-         Slash | 17

WheelSlash
 <-     StunSlash | 18
 <-        Katana | 19
 <-         Slash | 20

Deflect
 <-     GaleSlash | 13
 <-   DoubleSlash | 15
 <-     StunSlash | 16
 <-  TripleThrust | 16
 <-         Slash | 17
 <-         Smash | 17
 <-         Asura | 20
 <-     BearCrush | 21
 <-  SwallowSwing | 21

BearCrush
 <-         Smash | 20
 <-   DoubleSlash | 22
 <-     HardSlash | 22
 <-         Slash | 24

TripleThrust
 <-        Thrust | 29
 <- ShadowCounter | 31
 <-        Katana | 32
 <-         Slash | 33

Kasumi
 <-   DoubleSlash | 25
 <-     StunSlash | 25
 <-        Katana | 26
 <- ShadowCounter | 26
 <-         Slash | 26
 <-      *Deflect | 30
* If you have Deflect equipped, this is checked once each time you use any of
 the normal Sword or Katana Abilities.  It has nothing to do with whether or
 how many times the PC actually uses Deflect.

GaleSlash
 <-  SwallowSwing | 15
 <-   DoubleSlash | 23
 <-        Katana | 23
 <-     StunSlash | 23
 <-         Slash | 24

TurbidCurrent
 <-     HardSlash | 35
 <- ShadowCounter | 35
 <-         Slash | 41

RisingNova
 <-         Slash | 43

Haze-to-Wheel
 <-    WheelSlash | 36

ShadowCounter
 <-        Katana | 21

Kick
 <-         Punch |  3

AirThrow
 <-          Kick | 10
 <-         Punch | 10

Sliding
 <-          Kick |  6
 <-         Punch | 12

SwayBack
 <-      Backfist | 11
 <-          Kick | 12
 <-         Punch | 12
 <-       Sliding | 12
 <-     CrushBeat | 13

Backfist
 <-         Punch | 18
 <-     CrushBeat | 25

CrushBeat
 <-      Backfist | 19
 <-         Punch | 23

Suplex
 <-      AirThrow | 13

OgreRun
 <-      Backfist | 27
 <-     CrushBeat | 30
 <-         Punch | 32

Scuffle
 <-     CrushBeat | 29
 <-         Punch | 31
 <-      Backfist | 33

SkyTwister
 <-      AirThrow | 35
 <-          Kick | 37
 <-         Punch | 40

-------------------------------------------------------------------------------





********************************************
*  Personal Spark Trees                    *                          [PSPTR11]
*  --Capt.Hamilton's Personal Spark Trees  *
********************************************


Although Capt.Hamilton has Talent for each of Suplex, GiantSwing, and
LocomotionG, the only Abilities for which she has Talent that can Spark each of
those three Abilities are the other two.  Since she has no way to Spark any of
them that doesn't first require Sparking a non-Talent Ability, I've removed
them from her Personal Spark Trees.

Capt.Hamilton technically lacks Talent for CrossSlash, Smash, and WheelSlash,
but she always begins playing Knowing them, so this is just trivia.

-------------------------------------------------------------------------------

                Capt.Hamilton's Personal Spark Trees To List
                                by Zaraktheus

Slash
 ->     StunSlash |  5
 ->        Thrust | 13
 ->  SwallowSwing | 17
 ->  WillowBranch | 23
 ->     BearCrush | 24
 ->       DeadEnd | 27
 ->  TripleThrust | 33
 ->     GaleSlash | 24
 -> TurbidCurrent | 41
 ->    RisingNova | 43
 -> LifeSprinkler | 45

StunSlash
 ->  SwallowSwing | 14
 -> ThunderThrust | 13
 ->     GaleSlash | 23

Thrust
 -> ThunderThrust | 16
 ->       DeadEnd | 21
 ->  TripleThrust | 29

Smash
 ->     BearCrush | 20
 ->       DeadEnd | 25

SwallowSwing
 ->     GaleSlash | 15

ThunderThrust
 ->       DeadEnd | 23
 ->  TripleThrust | 27
 -> RosarioImpale | 34

WillowBranch
 ->    RisingNova | 31

BearCrush
 -> RosarioImpale | 37

DeadEnd
 -> RosarioImpale | 30

TripleThrust
 -> RosarioImpale | 38

TurbidCurrent
 -> LifeSprinkler | 40

Katana
 ->     StunSlash |  4
 ->        Thrust | 12
 ->  SwallowSwing | 16
 ->  WillowBranch | 22
 ->  TripleThrust | 32
 ->     GaleSlash | 23
 ->  MoonlightCut | 27
 ->      Blizzard | 35
 ->   Tres Flores | 45

MoonlightCut
 ->  WillowBranch | 18
 ->      Blizzard | 26
 ->   Tres Flores | 39

Blizzard
 ->  MoonlightCut | 20
 ->   Tres Flores | 37

Punch
 ->          Kick |  3
 -> RollingCradle | 15
 ->          Fist | 16
 ->      KO Throw | 17
 ->      GoldHand | 37
 ->  TriangleKick | 34
 ->       Scuffle | 31
 ->    DragonTurn | 20
 ->      Lastshot | 44
 ->    SkyTwister | 40

Kick
 ->      KO Throw | 16
 ->  TriangleKick | 25
 ->    SkyTwister | 37

RollingCradle
 ->      KO Throw | 17
 ->    DragonTurn | 24

Fist
 ->      KO Throw | 17
 ->      GoldHand | 26
 ->    DragonTurn | 22

GoldHand
 ->      KO Throw | 16
 ->      Lastshot | 38

TriangleKick
 ->    SkyTwister | 33

Lastshot
 ->      GoldHand | 43

-------------------------------------------------------------------------------

               Capt.Hamilton's Personal Spark Trees From List
                                by Zaraktheus

StunSlash
 <-        Katana |  4
 <-         Slash |  5

Thrust
 <-        Katana | 12
 <-         Slash | 13

CrossSlash                  *Already Known

Smash                       *Already Known

SwallowSwing
 <-     StunSlash | 14
 <-        Katana | 16
 <-         Slash | 17

ThunderThrust
 <-     StunSlash | 13
 <-        Thrust | 16

WheelSlash                  *Already Known

WillowBranch
 <-  MoonlightCut | 18
 <-        Katana | 22
 <-         Slash | 23

BearCrush
 <-         Smash | 20
 <-         Slash | 24

DeadEnd
 <-        Thrust | 21
 <- ThunderThrust | 23
 <-         Smash | 25
 <-         Slash | 27

TripleThrust
 <- ThunderThrust | 27
 <-        Thrust | 29
 <-        Katana | 32
 <-         Slash | 33

GaleSlash
 <-  SwallowSwing | 15
 <-        Katana | 23
 <-     StunSlash | 23
 <-         Slash | 24

TurbidCurrent
 <-         Slash | 41

RisingNova
 <-  WillowBranch | 31
 <-         Slash | 43

RosarioImpale
 <-       DeadEnd | 30
 <- ThunderThrust | 34
 <-     BearCrush | 37
 <-  TripleThrust | 38

LifeSprinkler
 <- TurbidCurrent | 40
 <-         Slash | 45

MoonlightCut
 <-      Blizzard | 20
 <-        Katana | 27

Blizzard
 <-  MoonlightCut | 26
 <-        Katana | 35

Tres Flores
 <-      Blizzard | 37
 <-  MoonlightCut | 39
 <-        Katana | 45

Kick
 <-         Punch |  3

RollingCradle
 <-         Punch | 15

Fist
 <-         Punch | 16

KO Throw
 <-      GoldHand | 16
 <-          Kick | 16
 <-          Fist | 17
 <-         Punch | 17
 <- RollingCradle | 17

GoldHand
 <-          Fist | 26
 <-         Punch | 37
 <-      Lastshot | 43

TriangleKick
 <-          Kick | 25
 <-         Punch | 34

Scuffle
 <-         Punch | 31

DragonTurn
 <-         Punch | 20
 <-          Fist | 22
 <- RollingCradle | 24

Lastshot
 <-      GoldHand | 38
 <-         Punch | 44

SkyTwister
 <-  TriangleKick | 33
 <-          Kick | 37
 <-         Punch | 40

-------------------------------------------------------------------------------





***********************************
*  Personal Spark Trees           *                                   [PSPTR12]
*  --Doll's Personal Spark Trees  *
***********************************


-------------------------------------------------------------------------------

                     Doll's Personal Spark Trees To List
                                by Zaraktheus

Slash
 ->     StunSlash |  5
 ->   DoubleSlash |  8
 ->     HardSlash | 12
 ->        Thrust | 13
 ->         Smash | 14
 ->  SwallowSwing | 17
 ->   Heaven/Hell | 22
 ->       Deflect | 17
 ->      HeadWind | 31
 ->        Kasumi | 26
 ->     GaleSlash | 24

StunSlash
 ->   DoubleSlash |  8
 ->  SwallowSwing | 14
 -> ThunderThrust | 13
 ->       Deflect | 16
 ->      HeadWind | 26
 ->        Kasumi | 25
 ->     GaleSlash | 23

DoubleSlash
 ->     HardSlash |  9
 ->         Smash | 10
 ->  SwallowSwing | 12
 ->   Heaven/Hell | 17
 ->       Deflect | 15
 ->      HeadWind | 24
 ->        Kasumi | 25
 ->     GaleSlash | 23

HardSlash
 ->         Smash | 10
 ->   Heaven/Hell | 15

Thrust
 -> ThunderThrust | 16

Smash
 ->   Heaven/Hell | 17
 ->       Deflect | 17

SwallowSwing
 ->       Deflect | 21
 ->     GaleSlash | 15

ThunderThrust
 ->       Deflect | 14
 ->        Kasumi | 24

Heaven/Hell
 ->       Deflect | 16
 ->        Kasumi | 27

HeadWind
 ->       Deflect | 17
 ->        Kasumi | 23

GaleSlash
 ->       Deflect | 13

Still Stream
 ->        Kasumi | 24

TwinSword
 ->   Heaven/Hell | 20

Asura
 ->       Deflect | 20

Katana
 ->     StunSlash |  4
 ->   DoubleSlash |  7
 ->     HardSlash | 11
 ->        Thrust | 12
 ->  SwallowSwing | 16
 ->   Heaven/Hell | 20
 ->      HeadWind | 30
 ->        Kasumi | 26
 ->     GaleSlash | 23
 ->  Still Stream | 40
 ->  MoonlightCut | 27
 -> ShadowCounter | 21
 ->   Tres Flores | 45

MoonlightCut
 ->        Kasumi | 25
 ->  Still Stream | 34
 -> ShadowCounter | 17
 ->   Tres Flores | 39

ShadowCounter
 ->      HeadWind | 25
 ->        Kasumi | 26
 ->  MoonlightCut | 22
 ->   Tres Flores | 40

Punch
 ->          Kick |  3
 ->      AirThrow | 10
 ->          Chop |  8
 ->       Sliding | 12
 -> RollingCradle | 15
 ->      SwayBack | 12
 ->          Fist | 16
 ->      KO Throw | 17
 ->      GoldHand | 37
 ->    DragonTurn | 20
 ->     Corkscrew | 42

Kick
 ->      AirThrow | 10
 ->       Sliding |  6
 ->      SwayBack | 12
 ->      KO Throw | 16
 ->  BabelCrumble | 27
 ->     Corkscrew | 41

AirThrow
 -> RollingCradle |  8
 ->      KO Throw | 14
 ->  BabelCrumble | 28
 ->    DragonTurn | 18

Chop
 ->      SwayBack | 12
 ->      KO Throw | 17
 ->    DragonTurn | 20

Sliding
 ->      SwayBack | 12
 ->  BabelCrumble | 24
 ->    DragonTurn | 25
 ->     Corkscrew | 36

RollingCradle
 ->      KO Throw | 17
 ->    DragonTurn | 24

Fist
 ->      SwayBack | 12
 ->      KO Throw | 17
 ->      GoldHand | 26
 ->    DragonTurn | 22

GoldHand
 ->      SwayBack | 12
 ->      KO Throw | 16
 ->     Corkscrew | 39

BabelCrumble
 ->       Sliding |  9
 -> RollingCradle | 10
 ->      SwayBack | 12
 ->      KO Throw | 17
 ->    DragonTurn | 17

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Deflect
 ->        Kasumi | 30

-------------------------------------------------------------------------------

                    Doll's Personal Spark Trees From List
                                by Zaraktheus

StunSlash
 <-        Katana |  4
 <-         Slash |  5

DoubleSlash
 <-        Katana |  7
 <-         Slash |  8
 <-     StunSlash |  8

HardSlash
 <-   DoubleSlash |  9
 <-        Katana | 11
 <-         Slash | 12

Thrust
 <-        Katana | 12
 <-         Slash | 13

Smash
 <-   DoubleSlash | 10
 <-     HardSlash | 10
 <-         Slash | 14

SwallowSwing
 <-   DoubleSlash | 12
 <-     StunSlash | 14
 <-        Katana | 16
 <-         Slash | 17

ThunderThrust
 <-     StunSlash | 13
 <-        Thrust | 16

Heaven/Hell
 <-     HardSlash | 15
 <-   DoubleSlash | 17
 <-         Smash | 17
 <-        Katana | 20
 <-     TwinSword | 20
 <-         Slash | 22

Deflect
 <-     GaleSlash | 13
 <- ThunderThrust | 14
 <-   DoubleSlash | 15
 <-   Heaven/Hell | 16
 <-     StunSlash | 16
 <-      HeadWind | 17
 <-         Slash | 17
 <-         Smash | 17
 <-         Asura | 20
 <-  SwallowSwing | 21

HeadWind
 <-   DoubleSlash | 24
 <- ShadowCounter | 25
 <-     StunSlash | 26
 <-        Katana | 30
 <-         Slash | 31

Kasumi
 <-      HeadWind | 23
 <-  Still Stream | 24
 <- ThunderThrust | 24
 <-   DoubleSlash | 25
 <-  MoonlightCut | 25
 <-     StunSlash | 25
 <-        Katana | 26
 <- ShadowCounter | 26
 <-         Slash | 26
 <-   Heaven/Hell | 27
 <-      *Deflect | 30
* If you have Deflect equipped, this is checked once each time you use any of
 the normal Sword or Katana Abilities.  It has nothing to do with whether or
 how many times the PC actually uses Deflect.

GaleSlash
 <-  SwallowSwing | 15
 <-   DoubleSlash | 23
 <-        Katana | 23
 <-     StunSlash | 23
 <-         Slash | 24

Still Stream
 <-  MoonlightCut | 34
 <-        Katana | 40

MoonlightCut
 <- ShadowCounter | 22
 <-        Katana | 27

ShadowCounter
 <-  MoonlightCut | 17
 <-        Katana | 21

Tres Flores
 <-  MoonlightCut | 39
 <- ShadowCounter | 40
 <-        Katana | 45

Kick
 <-         Punch |  3

AirThrow
 <-          Kick | 10
 <-         Punch | 10

Chop
 <-         Punch |  8

Sliding
 <-          Kick |  6
 <-  BabelCrumble |  9
 <-         Punch | 12

RollingCradle
 <-      AirThrow |  8
 <-  BabelCrumble | 10
 <-         Punch | 15

SwayBack
 <-  BabelCrumble | 12
 <-          Chop | 12
 <-          Fist | 12
 <-      GoldHand | 12
 <-          Kick | 12
 <-         Punch | 12
 <-       Sliding | 12

Fist
 <-         Punch | 16

KO Throw
 <-      AirThrow | 14
 <-      GoldHand | 16
 <-          Kick | 16
 <-  BabelCrumble | 17
 <-          Chop | 17
 <-          Fist | 17
 <-         Punch | 17
 <- RollingCradle | 17

GoldHand
 <-          Fist | 26
 <-         Punch | 37

BabelCrumble
 <-       Sliding | 24
 <-          Kick | 27
 <-      AirThrow | 28

DragonTurn
 <-  BabelCrumble | 17
 <-      AirThrow | 18
 <-          Chop | 20
 <-         Punch | 20
 <-          Fist | 22
 <- RollingCradle | 24
 <-       Sliding | 25

Corkscrew
 <-       Sliding | 36
 <-      GoldHand | 39
 <-          Kick | 41
 <-         Punch | 42

-------------------------------------------------------------------------------





*******************************************************************
*  Personal Spark Trees                                           *   [PSPTR13]
*  --Emelia (own Scenario, with Costumes)'s Personal Spark Trees  *
*******************************************************************


Two of Emelia's Costumes will change which Spark Talent List she uses from her
normal one to instead match one of the other ladies of Gradius, giving Emelia
(own Scenario, with Costumes) access to a total of three different Spark Talent
Lists.  For this Personal Spark Trees set, I used three different letters to
mark each Sparkable Ability in order to show which of these three Spark Talent
Lists includes Talent for each Ability, as follows:

 E: Emelia's normal Spark Talent List, used when in her normal, Bunny, and
    Commando Costumes.
 T: Liza's Spark Talent List, used when in the Pink Tiger Costume.
 D: Annie's Spark Talent List, used when in the Dancer Costume.

The only 4 Sparkable non-Alkaiser Abilities for which none of Emelia's Costumes
have Talent are: TurbidCurrent, LifeSprinkler, Tres Flores, and GoldHand.

Emelia (own Scenario, with Costumes) can complete the DSC much more easily than
any other PC in the game, by switching Costumes to use Talent to greatly
improve her chance to Spark each of all 4 of the DSC Abilities (Sliding,
Suplex, GiantSwing, and BabelCrumble).  No other PC has access to Talent for
all 4.

-------------------------------------------------------------------------------

     Emelia (own Scenario, with Costumes)'s Personal Spark Trees To List
                                by Zaraktheus

Slash
 ->     StunSlash |  5     |E|T|-|
 ->   DoubleSlash |  8     |E|T|-|
 ->     HardSlash | 12     |E|T|-|
 ->        Thrust | 13     |E|T|-|
 ->    CrossSlash | 16     |-|T|-|
 ->         Smash | 14     |-|-|D|
 ->  SwallowSwing | 17     |E|T|-|
 ->   Heaven/Hell | 22     |-|T|-|
 ->    WheelSlash | 20     |E|T|-|
 ->  WillowBranch | 23     |-|T|-|
 ->       Deflect | 17     |E|T|D|
 ->     BearCrush | 24     |-|-|D|
 ->       DeadEnd | 27     |E|-|D|
 ->      HeadWind | 31     |-|T|-|
 ->  TripleThrust | 33     |E|T|-|
 ->        Kasumi | 26     |E|T|-|
 ->      NoMoment | 38     |E|T|-|
 ->     GaleSlash | 24     |E|T|-|
 ->    2GaleSlash | 30     |-|T|-|
 ->  CrossDeflect | 12     |-|T|-|
 ->    RisingNova | 43     |E|-|D|

StunSlash
 ->   DoubleSlash |  8     |E|T|-|
 ->  SwallowSwing | 14     |E|T|-|
 -> ThunderThrust | 13     |E|T|-|
 ->    WheelSlash | 18     |E|T|-|
 ->       Deflect | 16     |E|T|D|
 ->      HeadWind | 26     |-|T|-|
 ->        Kasumi | 25     |E|T|-|
 ->     GaleSlash | 23     |E|T|-|
 ->    2GaleSlash | 28     |-|T|-|

DoubleSlash
 ->     HardSlash |  9     |E|T|-|
 ->    CrossSlash | 12     |-|T|-|
 ->         Smash | 10     |-|-|D|
 ->  SwallowSwing | 12     |E|T|-|
 ->   Heaven/Hell | 17     |-|T|-|
 ->       Deflect | 15     |E|T|D|
 ->     BearCrush | 22     |-|-|D|
 ->      HeadWind | 24     |-|T|-|
 ->        Kasumi | 25     |E|T|-|
 ->     GaleSlash | 23     |E|T|-|
 ->    2GaleSlash | 28     |-|T|-|

HardSlash
 ->         Smash | 10     |-|-|D|
 ->   Heaven/Hell | 15     |-|T|-|
 ->     BearCrush | 22     |-|-|D|
 ->      NoMoment | 34     |E|T|-|

Thrust
 -> ThunderThrust | 16     |E|T|-|
 ->       DeadEnd | 21     |E|-|D|
 ->  TripleThrust | 29     |E|T|-|

CrossSlash
 ->       Deflect |  8     |E|T|D|
 ->    2GaleSlash | 28     |-|T|-|
 ->  CrossDeflect | 10     |-|T|-|

Smash
 ->   Heaven/Hell | 17     |-|T|-|
 ->       Deflect | 17     |E|T|D|
 ->     BearCrush | 20     |-|-|D|
 ->       DeadEnd | 25     |E|-|D|

SwallowSwing
 ->       Deflect | 21     |E|T|D|
 ->     GaleSlash | 15     |E|T|-|
 ->    2GaleSlash | 28     |-|T|-|

ThunderThrust
 ->       Deflect | 14     |E|T|D|
 ->       DeadEnd | 23     |E|-|D|
 ->  TripleThrust | 27     |E|T|-|
 ->        Kasumi | 24     |E|T|-|
 -> RosarioImpale | 34     |E|T|D|

Heaven/Hell
 ->  WillowBranch | 19     |-|T|-|
 ->       Deflect | 16     |E|T|D|
 ->  TripleThrust | 29     |E|T|-|
 ->        Kasumi | 27     |E|T|-|

WheelSlash
 -> Haze-to-Wheel | 36     |E|T|-|

WillowBranch
 ->       Deflect | 16     |E|T|D|
 ->        Kasumi | 23     |E|T|-|
 ->    RisingNova | 31     |E|-|D|

BearCrush
 ->       Deflect | 21     |E|T|D|
 -> RosarioImpale | 37     |E|T|D|

DeadEnd
 ->       Deflect | 23     |E|T|D|
 -> RosarioImpale | 30     |E|T|D|

HeadWind
 ->       Deflect | 17     |E|T|D|
 ->        Kasumi | 23     |E|T|-|
 ->      NoMoment | 32     |E|T|-|

TripleThrust
 ->       Deflect | 16     |E|T|D|
 -> RosarioImpale | 38     |E|T|D|

NoMoment
 ->        Kasumi | 22     |E|T|-|
 ->  Still Stream | 38     |-|T|-|

GaleSlash
 ->       Deflect | 13     |E|T|D|
 ->    2GaleSlash | 26     |-|T|-|
 ->  CrossDeflect | 17     |-|T|-|

Still Stream
 ->        Kasumi | 24     |E|T|-|

TwinSword
 ->   Heaven/Hell | 20     |-|T|-|

Asura
 ->       Deflect | 20     |E|T|D|

Katana
 ->     StunSlash |  4     |E|T|-|
 ->   DoubleSlash |  7     |E|T|-|
 ->     HardSlash | 11     |E|T|-|
 ->        Thrust | 12     |E|T|-|
 ->  SwallowSwing | 16     |E|T|-|
 ->   Heaven/Hell | 20     |-|T|-|
 ->    WheelSlash | 19     |E|T|-|
 ->  WillowBranch | 22     |-|T|-|
 ->      HeadWind | 30     |-|T|-|
 ->  TripleThrust | 32     |E|T|-|
 ->        Kasumi | 26     |E|T|-|
 ->      NoMoment | 36     |E|T|-|
 ->     GaleSlash | 23     |E|T|-|
 ->  Still Stream | 40     |-|T|-|
 ->  MoonlightCut | 27     |E|T|-|
 -> ShadowCounter | 21     |E|T|D|
 ->      Blizzard | 35     |-|T|-|

MoonlightCut
 ->  WillowBranch | 18     |-|T|-|
 ->      NoMoment | 38     |E|T|-|
 ->        Kasumi | 25     |E|T|-|
 ->  Still Stream | 34     |-|T|-|
 -> ShadowCounter | 17     |E|T|D|
 ->      Blizzard | 26     |-|T|-|

ShadowCounter
 ->      HeadWind | 25     |-|T|-|
 ->  TripleThrust | 31     |E|T|-|
 ->        Kasumi | 26     |E|T|-|
 ->  MoonlightCut | 22     |E|T|-|
 ->      Blizzard | 29     |-|T|-|

Blizzard
 ->      NoMoment | 32     |E|T|-|
 ->  MoonlightCut | 20     |E|T|-|
 -> ShadowCounter | 19     |E|T|D|

Punch
 ->          Kick |  3     |E|T|D|
 ->      AirThrow | 10     |E|T|-|
 ->          Chop |  8     |E|T|D|
 ->       Sliding | 12     |E|-|D|
 -> RollingCradle | 15     |E|T|D|
 ->      SwayBack | 12     |-|T|D|
 ->          Fist | 16     |E|T|-|
 ->      Backfist | 18     |-|-|D|
 ->     CrushBeat | 23     |-|T|-|
 -> Rotation Kick | 26     |E|T|-|
 ->      KO Throw | 17     |-|T|-|
 ->  TriangleKick | 34     |E|-|-|
 ->       OgreRun | 32     |E|T|-|
 ->       Scuffle | 31     |-|T|-|
 ->    DragonTurn | 20     |E|T|D|
 ->      Lastshot | 44     |-|T|-|
 ->     Corkscrew | 42     |E|-|-|
 ->    SkyTwister | 40     |-|T|D|

Kick
 ->      AirThrow | 10     |E|T|-|
 ->       Sliding |  6     |E|-|D|
 ->      SwayBack | 12     |-|T|D|
 -> Rotation Kick | 17     |E|T|-|
 ->      KO Throw | 16     |-|T|-|
 ->  TriangleKick | 25     |E|-|-|
 ->  BabelCrumble | 27     |-|T|D|
 ->     Corkscrew | 41     |E|-|-|
 ->    SkyTwister | 37     |-|T|D|

AirThrow
 -> RollingCradle |  8     |E|T|D|
 ->      KO Throw | 14     |-|T|-|
 ->        Suplex | 13     |E|T|D|
 ->    GiantSwing | 19     |-|T|-|
 ->  BabelCrumble | 28     |-|T|D|
 ->   LocomotionG | 17     |-|T|D|
 ->    DragonTurn | 18     |E|T|D|
 ->    SkyTwister | 35     |-|T|D|

Chop
 ->      SwayBack | 12     |-|T|D|
 ->      Backfist | 14     |-|-|D|
 ->      KO Throw | 17     |-|T|-|
 ->       Scuffle | 29     |-|T|-|
 ->    DragonTurn | 20     |E|T|D|

Sliding
 ->      SwayBack | 12     |-|T|D|
 -> Rotation Kick | 16     |E|T|-|
 ->  BabelCrumble | 24     |-|T|D|
 ->  TriangleKick | 29     |E|-|-|
 ->    DragonTurn | 25     |E|T|D|
 ->     Corkscrew | 36     |E|-|-|

RollingCradle
 ->      KO Throw | 17     |-|T|-|
 ->    DragonTurn | 24     |E|T|D|

Fist
 ->      SwayBack | 12     |-|T|D|
 ->      KO Throw | 17     |-|T|-|
 ->    DragonTurn | 22     |E|T|D|

Backfist
 ->      SwayBack | 11     |-|T|D|
 ->     CrushBeat | 19     |-|T|-|
 ->      KO Throw | 20     |-|T|-|
 ->       OgreRun | 27     |E|T|-|
 ->       Scuffle | 33     |-|T|-|
 ->    DragonTurn | 24     |E|T|D|
 ->     Corkscrew | 40     |E|-|-|

CrushBeat
 ->      SwayBack | 13     |-|T|D|
 ->      Backfist | 25     |-|-|D|
 ->       OgreRun | 30     |E|T|-|
 ->       Scuffle | 29     |-|T|-|

Rotation Kick
 ->       Sliding | 12     |E|-|D|
 ->      SwayBack | 13     |-|T|D|
 ->      KO Throw | 17     |-|T|-|
 ->  TriangleKick | 29     |E|-|-|
 ->       OgreRun | 30     |E|T|-|
 ->     Corkscrew | 38     |E|-|-|

Suplex
 -> RollingCradle | 15     |E|T|D|
 ->      KO Throw | 16     |-|T|-|
 ->    GiantSwing | 18     |-|T|-|
 ->  BabelCrumble | 23     |-|T|D|
 ->   LocomotionG | 20     |-|T|D|
 ->    DragonTurn | 22     |E|T|D|

GiantSwing
 -> RollingCradle | 11     |E|T|D|
 ->      KO Throw | 13     |-|T|-|
 ->        Suplex | 20     |E|T|D|
 ->   LocomotionG | 19     |-|T|D|
 ->    DragonTurn | 17     |E|T|D|

BabelCrumble
 ->       Sliding |  9     |E|-|D|
 -> RollingCradle | 10     |E|T|D|
 ->      SwayBack | 12     |-|T|D|
 ->      KO Throw | 17     |-|T|-|
 ->        Suplex | 32     |E|T|D|
 ->  TriangleKick | 36     |E|-|-|
 ->       OgreRun | 36     |E|T|-|
 ->    DragonTurn | 17     |E|T|D|
 ->    SkyTwister | 37     |-|T|D|

TriangleKick
 ->      SwayBack | 14     |-|T|D|
 -> Rotation Kick | 23     |E|T|-|
 ->       OgreRun | 35     |E|T|-|
 ->     Corkscrew | 39     |E|-|-|
 ->    SkyTwister | 33     |-|T|D|

OgreRun
 ->      KO Throw | 15     |-|T|-|
 ->    DragonTurn | 17     |E|T|D|
 ->      Lastshot | 34     |-|T|-|
 ->     Corkscrew | 38     |E|-|-|

LocomotionG
 ->      KO Throw | 16     |-|T|-|
 ->        Suplex | 14     |E|T|D|
 ->    GiantSwing | 20     |-|T|-|
 ->  BabelCrumble | 24     |-|T|D|
 ->    DragonTurn | 20     |E|T|D|

Lastshot
 ->      SwayBack | 12     |-|T|D|

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Deflect
 ->        Kasumi | 30     |E|T|-|

Kasumi
 ->       Godless | 33     |E|T|-|

-------------------------------------------------------------------------------

    Emelia (own Scenario, with Costumes)'s Personal Spark Trees From List
                                by Zaraktheus

StunSlash                   |E|T|-|
 <-        Katana |  4
 <-         Slash |  5

DoubleSlash                 |E|T|-|
 <-        Katana |  7
 <-         Slash |  8
 <-     StunSlash |  8

HardSlash                   |E|T|-|
 <-   DoubleSlash |  9
 <-        Katana | 11
 <-         Slash | 12

Thrust                      |E|T|-|
 <-        Katana | 12
 <-         Slash | 13

CrossSlash                  |-|T|-|
 <-   DoubleSlash | 12
 <-         Slash | 16

Smash                       |-|-|D|
 <-   DoubleSlash | 10
 <-     HardSlash | 10
 <-         Slash | 14

SwallowSwing                |E|T|-|
 <-   DoubleSlash | 12
 <-     StunSlash | 14
 <-        Katana | 16
 <-         Slash | 17

ThunderThrust               |E|T|-|
 <-     StunSlash | 13
 <-        Thrust | 16

Heaven/Hell                 |-|T|-|
 <-     HardSlash | 15
 <-   DoubleSlash | 17
 <-         Smash | 17
 <-        Katana | 20
 <-     TwinSword | 20
 <-         Slash | 22

WheelSlash                  |E|T|-|
 <-     StunSlash | 18
 <-        Katana | 19
 <-         Slash | 20

WillowBranch                |-|T|-|
 <-  MoonlightCut | 18
 <-   Heaven/Hell | 19
 <-        Katana | 22
 <-         Slash | 23

Deflect                     |E|T|D|
 <-    CrossSlash |  8
 <-     GaleSlash | 13
 <- ThunderThrust | 14
 <-   DoubleSlash | 15
 <-   Heaven/Hell | 16
 <-     StunSlash | 16
 <-  TripleThrust | 16
 <-  WillowBranch | 16
 <-      HeadWind | 17
 <-         Slash | 17
 <-         Smash | 17
 <-         Asura | 20
 <-     BearCrush | 21
 <-  SwallowSwing | 21
 <-       DeadEnd | 23

BearCrush                   |-|-|D|
 <-         Smash | 20
 <-   DoubleSlash | 22
 <-     HardSlash | 22
 <-         Slash | 24

DeadEnd                     |E|-|D|
 <-        Thrust | 21
 <- ThunderThrust | 23
 <-         Smash | 25
 <-         Slash | 27

HeadWind                    |-|T|-|
 <-   DoubleSlash | 24
 <- ShadowCounter | 25
 <-     StunSlash | 26
 <-        Katana | 30
 <-         Slash | 31

TripleThrust                |E|T|-|
 <- ThunderThrust | 27
 <-   Heaven/Hell | 29
 <-        Thrust | 29
 <- ShadowCounter | 31
 <-        Katana | 32
 <-         Slash | 33

Kasumi                      |E|T|-|
 <-      NoMoment | 22
 <-      HeadWind | 23
 <-  WillowBranch | 23
 <-  Still Stream | 24
 <- ThunderThrust | 24
 <-   DoubleSlash | 25
 <-  MoonlightCut | 25
 <-     StunSlash | 25
 <-        Katana | 26
 <- ShadowCounter | 26
 <-         Slash | 26
 <-   Heaven/Hell | 27
 <-      *Deflect | 30
* If you have Deflect equipped, this is checked once each time you use any of
 the normal Sword or Katana Abilities.  It has nothing to do with whether or
 how many times the PC actually uses Deflect.

NoMoment                    |E|T|-|
 <-      Blizzard | 32
 <-      HeadWind | 32
 <-     HardSlash | 34
 <-        Katana | 36
 <-  MoonlightCut | 38
 <-         Slash | 38

GaleSlash                   |E|T|-|
 <-  SwallowSwing | 15
 <-   DoubleSlash | 23
 <-        Katana | 23
 <-     StunSlash | 23
 <-         Slash | 24

2GaleSlash                  |-|T|-|
 <-     GaleSlash | 26
 <-    CrossSlash | 28
 <-   DoubleSlash | 28
 <-     StunSlash | 28
 <-  SwallowSwing | 28
 <-         Slash | 30

Still Stream                |-|T|-|
 <-  MoonlightCut | 34
 <-      NoMoment | 38
 <-        Katana | 40

CrossDeflect                |-|T|-|
 <-    CrossSlash | 10
 <-         Slash | 12
 <-     GaleSlash | 17

RisingNova                  |E|-|D|
 <-  WillowBranch | 31
 <-         Slash | 43

RosarioImpale               |E|T|D|
 <-       DeadEnd | 30
 <- ThunderThrust | 34
 <-     BearCrush | 37
 <-  TripleThrust | 38

Haze-to-Wheel               |E|T|-|
 <-    WheelSlash | 36

Godless                     |E|T|-|
 <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
 the normal Sword or Katana Abilities.  It has nothing to do with whether or
 how many times the PC actually uses Kasumi.

MoonlightCut                |E|T|-|
 <-      Blizzard | 20
 <- ShadowCounter | 22
 <-        Katana | 27

ShadowCounter               |E|T|D|
 <-  MoonlightCut | 17
 <-      Blizzard | 19
 <-        Katana | 21

Blizzard                    |-|T|-|
 <-  MoonlightCut | 26
 <- ShadowCounter | 29
 <-        Katana | 35

Kick                        |E|T|D|
 <-         Punch |  3

AirThrow                    |E|T|-|
 <-          Kick | 10
 <-         Punch | 10

Chop                        |E|T|D|
 <-         Punch |  8

Sliding                     |E|-|D|
 <-          Kick |  6
 <-  BabelCrumble |  9
 <-         Punch | 12
 <- Rotation Kick | 12

RollingCradle               |E|T|D|
 <-      AirThrow |  8
 <-  BabelCrumble | 10
 <-    GiantSwing | 11
 <-         Punch | 15
 <-        Suplex | 15

SwayBack                    |-|T|D|
 <-      Backfist | 11
 <-  BabelCrumble | 12
 <-          Chop | 12
 <-          Fist | 12
 <-          Kick | 12
 <-      Lastshot | 12
 <-         Punch | 12
 <-       Sliding | 12
 <-     CrushBeat | 13
 <- Rotation Kick | 13
 <-  TriangleKick | 14

Fist                        |E|T|-|
 <-         Punch | 16

Backfist                    |-|-|D|
 <-          Chop | 14
 <-         Punch | 18
 <-     CrushBeat | 25

CrushBeat                   |-|T|-|
 <-      Backfist | 19
 <-         Punch | 23

Rotation Kick               |E|T|-|
 <-       Sliding | 16
 <-          Kick | 17
 <-  TriangleKick | 23
 <-         Punch | 26

KO Throw                    |-|T|-|
 <-    GiantSwing | 13
 <-      AirThrow | 14
 <-       OgreRun | 15
 <-          Kick | 16
 <-   LocomotionG | 16
 <-        Suplex | 16
 <-  BabelCrumble | 17
 <-          Chop | 17
 <-          Fist | 17
 <-         Punch | 17
 <- RollingCradle | 17
 <- Rotation Kick | 17
 <-      Backfist | 20

Suplex                      |E|T|D|
 <-      AirThrow | 13
 <-   LocomotionG | 14
 <-    GiantSwing | 20
 <-  BabelCrumble | 32

GiantSwing                  |-|T|-|
 <-        Suplex | 18
 <-      AirThrow | 19
 <-   LocomotionG | 20

BabelCrumble                |-|T|D|
 <-        Suplex | 23
 <-   LocomotionG | 24
 <-       Sliding | 24
 <-          Kick | 27
 <-      AirThrow | 28

TriangleKick                |E|-|-|
 <-          Kick | 25
 <- Rotation Kick | 29
 <-       Sliding | 29
 <-         Punch | 34
 <-  BabelCrumble | 36

OgreRun                     |E|T|-|
 <-      Backfist | 27
 <-     CrushBeat | 30
 <- Rotation Kick | 30
 <-         Punch | 32
 <-  TriangleKick | 35
 <-  BabelCrumble | 36

Scuffle                     |-|T|-|
 <-          Chop | 29
 <-     CrushBeat | 29
 <-         Punch | 31
 <-      Backfist | 33

LocomotionG                 |-|T|D|
 <-      AirThrow | 17
 <-    GiantSwing | 19
 <-        Suplex | 20

DragonTurn                  |E|T|D|
 <-  BabelCrumble | 17
 <-    GiantSwing | 17
 <-       OgreRun | 17
 <-      AirThrow | 18
 <-          Chop | 20
 <-   LocomotionG | 20
 <-         Punch | 20
 <-          Fist | 22
 <-        Suplex | 22
 <-      Backfist | 24
 <- RollingCradle | 24
 <-       Sliding | 25

Lastshot                    |-|T|-|
 <-       OgreRun | 34
 <-         Punch | 44

Corkscrew                   |E|-|-|
 <-       Sliding | 36
 <-       OgreRun | 38
 <- Rotation Kick | 38
 <-  TriangleKick | 39
 <-      Backfist | 40
 <-          Kick | 41
 <-         Punch | 42

SkyTwister                  |-|T|D|
 <-  TriangleKick | 33
 <-      AirThrow | 35
 <-  BabelCrumble | 37
 <-          Kick | 37
 <-         Punch | 40

***
DSC is not itself Sparked, but if you simultaneously equip Sliding, Suplex,
GiantSwing, and BabelCrumble, you will be able to use DSC in battle.
Emelia (own Scenario, with Costumes) can complete the DSC much more easily than
any other PC in the game, by switching Costumes to use Talent to greatly
improve her chance to Spark each of all 4 of the DSC Abilities.  No other PC
has access to Talent for all 4.
***

-------------------------------------------------------------------------------





********************************************
*  Personal Spark Trees                    *                          [PSPTR14]
*  --Fei-on's INIT 1 Personal Spark Trees  *
********************************************


Although Fei-on has Talent for Haze-to-Wheel, he lacks Talent for WheelSlash,
which is the only Ability that can Spark Haze-to-Wheel, so I've removed
Haze-to-Wheel from his Personal Spark Trees.

-------------------------------------------------------------------------------

                Fei-on's INIT 1 Personal Spark Trees To List
                                by Zaraktheus

Slash
 ->     StunSlash |  5
 ->   DoubleSlash |  8
 ->     HardSlash | 12
 ->        Thrust | 13
 ->         Smash | 14
 ->  SwallowSwing | 17
 ->   Heaven/Hell | 22
 ->     BearCrush | 24
 ->       DeadEnd | 27
 ->  TripleThrust | 33
 ->     GaleSlash | 24
 -> TurbidCurrent | 41
 ->    RisingNova | 43

StunSlash
 ->   DoubleSlash |  8
 ->  SwallowSwing | 14
 -> ThunderThrust | 13
 ->     GaleSlash | 23

DoubleSlash
 ->     HardSlash |  9
 ->         Smash | 10
 ->  SwallowSwing | 12
 ->   Heaven/Hell | 17
 ->     BearCrush | 22
 ->     GaleSlash | 23

HardSlash
 ->         Smash | 10
 ->   Heaven/Hell | 15
 ->     BearCrush | 22
 -> TurbidCurrent | 35

Thrust
 -> ThunderThrust | 16
 ->       DeadEnd | 21
 ->  TripleThrust | 29

Smash
 ->   Heaven/Hell | 17
 ->     BearCrush | 20
 ->       DeadEnd | 25

SwallowSwing
 ->     GaleSlash | 15

ThunderThrust
 ->       DeadEnd | 23
 ->  TripleThrust | 27
 -> RosarioImpale | 34

Heaven/Hell
 ->  TripleThrust | 29

BearCrush
 -> RosarioImpale | 37

DeadEnd
 -> RosarioImpale | 30

TripleThrust
 -> RosarioImpale | 38

TwinSword
 ->   Heaven/Hell | 20

Katana
 ->     StunSlash |  4
 ->   DoubleSlash |  7
 ->     HardSlash | 11
 ->        Thrust | 12
 ->  SwallowSwing | 16
 ->   Heaven/Hell | 20
 ->  TripleThrust | 32
 ->     GaleSlash | 23
 ->      Blizzard | 35

Punch
 ->      AirThrow | 10
 ->          Chop |  8
 ->       Sliding | 12
 -> RollingCradle | 15
 ->     CrushBeat | 23
 -> Rotation Kick | 26
 ->      KO Throw | 17
 ->      GoldHand | 37
 ->  TriangleKick | 34
 ->       OgreRun | 32
 ->       Scuffle | 31
 ->    DragonTurn | 20
 ->      Lastshot | 44
 ->     Corkscrew | 42

Kick
 ->      AirThrow | 10
 ->       Sliding |  6
 -> Rotation Kick | 17
 ->      KO Throw | 16
 ->  TriangleKick | 25
 ->     Corkscrew | 41

AirThrow
 -> RollingCradle |  8
 ->      KO Throw | 14
 ->        Suplex | 13
 ->   LocomotionG | 17
 ->    DragonTurn | 18

Chop
 ->      KO Throw | 17
 ->       Scuffle | 29
 ->    DragonTurn | 20

Sliding
 -> Rotation Kick | 16
 ->  TriangleKick | 29
 ->    DragonTurn | 25
 ->     Corkscrew | 36

RollingCradle
 ->      KO Throw | 17
 ->    DragonTurn | 24

Fist
 ->      KO Throw | 17
 ->      GoldHand | 26
 ->    DragonTurn | 22

Backfist
 ->     CrushBeat | 19
 ->      KO Throw | 20
 ->       OgreRun | 27
 ->       Scuffle | 33
 ->    DragonTurn | 24
 ->     Corkscrew | 40

CrushBeat
 ->       OgreRun | 30
 ->       Scuffle | 29

Rotation Kick
 ->       Sliding | 12
 ->      KO Throw | 17
 ->  TriangleKick | 29
 ->       OgreRun | 30
 ->     Corkscrew | 38

Suplex
 -> RollingCradle | 15
 ->      KO Throw | 16
 ->   LocomotionG | 20
 ->    DragonTurn | 22

GoldHand
 ->      KO Throw | 16
 ->      Lastshot | 38
 ->     Corkscrew | 39

TriangleKick
 -> Rotation Kick | 23
 ->       OgreRun | 35
 ->     Corkscrew | 39

OgreRun
 ->      KO Throw | 15
 ->    DragonTurn | 17
 ->      Lastshot | 34
 ->     Corkscrew | 38

LocomotionG
 ->      KO Throw | 16
 ->        Suplex | 14
 ->    DragonTurn | 20

Lastshot
 ->      GoldHand | 43

-------------------------------------------------------------------------------

               Fei-on's INIT 1 Personal Spark Trees From List
                                by Zaraktheus

StunSlash
 <-        Katana |  4
 <-         Slash |  5

DoubleSlash
 <-        Katana |  7
 <-         Slash |  8
 <-     StunSlash |  8

HardSlash
 <-   DoubleSlash |  9
 <-        Katana | 11
 <-         Slash | 12

Thrust
 <-        Katana | 12
 <-         Slash | 13

Smash
 <-   DoubleSlash | 10
 <-     HardSlash | 10
 <-         Slash | 14

SwallowSwing
 <-   DoubleSlash | 12
 <-     StunSlash | 14
 <-        Katana | 16
 <-         Slash | 17

ThunderThrust
 <-     StunSlash | 13
 <-        Thrust | 16

Heaven/Hell
 <-     HardSlash | 15
 <-   DoubleSlash | 17
 <-         Smash | 17
 <-        Katana | 20
 <-     TwinSword | 20
 <-         Slash | 22

BearCrush
 <-         Smash | 20
 <-   DoubleSlash | 22
 <-     HardSlash | 22
 <-         Slash | 24

DeadEnd
 <-        Thrust | 21
 <- ThunderThrust | 23
 <-         Smash | 25
 <-         Slash | 27

TripleThrust
 <- ThunderThrust | 27
 <-   Heaven/Hell | 29
 <-        Thrust | 29
 <-        Katana | 32
 <-         Slash | 33

GaleSlash
 <-  SwallowSwing | 15
 <-   DoubleSlash | 23
 <-        Katana | 23
 <-     StunSlash | 23
 <-         Slash | 24

TurbidCurrent
 <-     HardSlash | 35
 <-         Slash | 41

RisingNova
 <-         Slash | 43

RosarioImpale
 <-       DeadEnd | 30
 <- ThunderThrust | 34
 <-     BearCrush | 37
 <-  TripleThrust | 38

Blizzard
 <-        Katana | 35

Kick                        *Already Known

AirThrow
 <-          Kick | 10
 <-         Punch | 10

Chop
 <-         Punch |  8

Sliding
 <-          Kick |  6
 <-         Punch | 12
 <- Rotation Kick | 12

RollingCradle
 <-      AirThrow |  8
 <-         Punch | 15
 <-        Suplex | 15

SwayBack                    *Already Known

Fist                        *Already Known

Backfist                    *Already Known

CrushBeat
 <-      Backfist | 19
 <-         Punch | 23

Rotation Kick
 <-       Sliding | 16
 <-          Kick | 17
 <-  TriangleKick | 23
 <-         Punch | 26

KO Throw
 <-      AirThrow | 14
 <-       OgreRun | 15
 <-      GoldHand | 16
 <-          Kick | 16
 <-   LocomotionG | 16
 <-        Suplex | 16
 <-          Chop | 17
 <-          Fist | 17
 <-         Punch | 17
 <- RollingCradle | 17
 <- Rotation Kick | 17
 <-      Backfist | 20

Suplex
 <-      AirThrow | 13
 <-   LocomotionG | 14

GoldHand
 <-          Fist | 26
 <-         Punch | 37
 <-      Lastshot | 43

TriangleKick
 <-          Kick | 25
 <- Rotation Kick | 29
 <-       Sliding | 29
 <-         Punch | 34

OgreRun
 <-      Backfist | 27
 <-     CrushBeat | 30
 <- Rotation Kick | 30
 <-         Punch | 32
 <-  TriangleKick | 35

Scuffle
 <-          Chop | 29
 <-     CrushBeat | 29
 <-         Punch | 31
 <-      Backfist | 33

LocomotionG
 <-      AirThrow | 17
 <-        Suplex | 20

DragonTurn
 <-       OgreRun | 17
 <-      AirThrow | 18
 <-          Chop | 20
 <-   LocomotionG | 20
 <-         Punch | 20
 <-          Fist | 22
 <-        Suplex | 22
 <-      Backfist | 24
 <- RollingCradle | 24
 <-       Sliding | 25

Lastshot
 <-       OgreRun | 34
 <-      GoldHand | 38
 <-         Punch | 44

Corkscrew
 <-       Sliding | 36
 <-       OgreRun | 38
 <- Rotation Kick | 38
 <-      GoldHand | 39
 <-  TriangleKick | 39
 <-      Backfist | 40
 <-          Kick | 41
 <-         Punch | 42

-------------------------------------------------------------------------------





********************************************
*  Personal Spark Trees                    *                          [PSPTR15]
*  --Fei-on's INIT 2 Personal Spark Trees  *
********************************************


Although Fei-on has Talent for Haze-to-Wheel, he lacks Talent for WheelSlash,
which is the only Ability that can Spark Haze-to-Wheel, so I've removed
Haze-to-Wheel from his Personal Spark Trees.

-------------------------------------------------------------------------------

                Fei-on's INIT 2 Personal Spark Trees To List
                                by Zaraktheus

Slash
 ->     StunSlash |  5
 ->   DoubleSlash |  8
 ->     HardSlash | 12
 ->        Thrust | 13
 ->         Smash | 14
 ->  SwallowSwing | 17
 ->   Heaven/Hell | 22
 ->     BearCrush | 24
 ->       DeadEnd | 27
 ->  TripleThrust | 33
 ->     GaleSlash | 24
 -> TurbidCurrent | 41
 ->    RisingNova | 43

StunSlash
 ->   DoubleSlash |  8
 ->  SwallowSwing | 14
 -> ThunderThrust | 13
 ->     GaleSlash | 23

DoubleSlash
 ->     HardSlash |  9
 ->         Smash | 10
 ->  SwallowSwing | 12
 ->   Heaven/Hell | 17
 ->     BearCrush | 22
 ->     GaleSlash | 23

HardSlash
 ->         Smash | 10
 ->   Heaven/Hell | 15
 ->     BearCrush | 22
 -> TurbidCurrent | 35

Thrust
 -> ThunderThrust | 16
 ->       DeadEnd | 21
 ->  TripleThrust | 29

Smash
 ->   Heaven/Hell | 17
 ->     BearCrush | 20
 ->       DeadEnd | 25

SwallowSwing
 ->     GaleSlash | 15

ThunderThrust
 ->       DeadEnd | 23
 ->  TripleThrust | 27
 -> RosarioImpale | 34

Heaven/Hell
 ->  TripleThrust | 29

BearCrush
 -> RosarioImpale | 37

DeadEnd
 -> RosarioImpale | 30

TripleThrust
 -> RosarioImpale | 38

TwinSword
 ->   Heaven/Hell | 20

Katana
 ->     StunSlash |  4
 ->   DoubleSlash |  7
 ->     HardSlash | 11
 ->        Thrust | 12
 ->  SwallowSwing | 16
 ->   Heaven/Hell | 20
 ->  TripleThrust | 32
 ->     GaleSlash | 23
 ->      Blizzard | 35

Punch
 ->      AirThrow | 10
 ->          Chop |  8
 ->       Sliding | 12
 -> RollingCradle | 15
 -> Rotation Kick | 26
 ->      KO Throw | 17
 ->      GoldHand | 37
 ->  TriangleKick | 34
 ->       OgreRun | 32
 ->       Scuffle | 31
 ->    DragonTurn | 20
 ->      Lastshot | 44
 ->     Corkscrew | 42

Kick
 ->      AirThrow | 10
 ->       Sliding |  6
 -> Rotation Kick | 17
 ->      KO Throw | 16
 ->  TriangleKick | 25
 ->     Corkscrew | 41

AirThrow
 -> RollingCradle |  8
 ->      KO Throw | 14
 ->        Suplex | 13
 ->   LocomotionG | 17
 ->    DragonTurn | 18

Chop
 ->      KO Throw | 17
 ->       Scuffle | 29
 ->    DragonTurn | 20

Sliding
 -> Rotation Kick | 16
 ->  TriangleKick | 29
 ->    DragonTurn | 25
 ->     Corkscrew | 36

RollingCradle
 ->      KO Throw | 17
 ->    DragonTurn | 24

Fist
 ->      KO Throw | 17
 ->      GoldHand | 26
 ->    DragonTurn | 22

Backfist
 ->      KO Throw | 20
 ->       OgreRun | 27
 ->       Scuffle | 33
 ->    DragonTurn | 24
 ->     Corkscrew | 40

CrushBeat
 ->       OgreRun | 30
 ->       Scuffle | 29

Rotation Kick
 ->       Sliding | 12
 ->      KO Throw | 17
 ->  TriangleKick | 29
 ->       OgreRun | 30
 ->     Corkscrew | 38

Suplex
 -> RollingCradle | 15
 ->      KO Throw | 16
 ->   LocomotionG | 20
 ->    DragonTurn | 22

GoldHand
 ->      KO Throw | 16
 ->      Lastshot | 38
 ->     Corkscrew | 39

TriangleKick
 -> Rotation Kick | 23
 ->       OgreRun | 35
 ->     Corkscrew | 39

OgreRun
 ->      KO Throw | 15
 ->    DragonTurn | 17
 ->      Lastshot | 34
 ->     Corkscrew | 38

LocomotionG
 ->      KO Throw | 16
 ->        Suplex | 14
 ->    DragonTurn | 20

Lastshot
 ->      GoldHand | 43

-------------------------------------------------------------------------------

               Fei-on's INIT 2 Personal Spark Trees From List
                                by Zaraktheus

StunSlash
 <-        Katana |  4
 <-         Slash |  5

DoubleSlash
 <-        Katana |  7
 <-         Slash |  8
 <-     StunSlash |  8

HardSlash
 <-   DoubleSlash |  9
 <-        Katana | 11
 <-         Slash | 12

Thrust
 <-        Katana | 12
 <-         Slash | 13

Smash
 <-   DoubleSlash | 10
 <-     HardSlash | 10
 <-         Slash | 14

SwallowSwing
 <-   DoubleSlash | 12
 <-     StunSlash | 14
 <-        Katana | 16
 <-         Slash | 17

ThunderThrust
 <-     StunSlash | 13
 <-        Thrust | 16

Heaven/Hell
 <-     HardSlash | 15
 <-   DoubleSlash | 17
 <-         Smash | 17
 <-        Katana | 20</pre><pre id="faqspan-15">
 <-     TwinSword | 20
 <-         Slash | 22

BearCrush
 <-         Smash | 20
 <-   DoubleSlash | 22
 <-     HardSlash | 22
 <-         Slash | 24

DeadEnd
 <-        Thrust | 21
 <- ThunderThrust | 23
 <-         Smash | 25
 <-         Slash | 27

TripleThrust
 <- ThunderThrust | 27
 <-   Heaven/Hell | 29
 <-        Thrust | 29
 <-        Katana | 32
 <-         Slash | 33

GaleSlash
 <-  SwallowSwing | 15
 <-   DoubleSlash | 23
 <-        Katana | 23
 <-     StunSlash | 23
 <-         Slash | 24

TurbidCurrent
 <-     HardSlash | 35
 <-         Slash | 41

RisingNova
 <-         Slash | 43

RosarioImpale
 <-       DeadEnd | 30
 <- ThunderThrust | 34
 <-     BearCrush | 37
 <-  TripleThrust | 38

Blizzard
 <-        Katana | 35

Kick                        *Already Known

AirThrow
 <-          Kick | 10
 <-         Punch | 10

Chop
 <-         Punch |  8

Sliding
 <-          Kick |  6
 <-         Punch | 12
 <- Rotation Kick | 12

RollingCradle
 <-      AirThrow |  8
 <-         Punch | 15
 <-        Suplex | 15

SwayBack                    *Already Known

Fist                        *Already Known

Backfist                    *Already Known

CrushBeat                   *Already Known

Rotation Kick
 <-       Sliding | 16
 <-          Kick | 17
 <-  TriangleKick | 23
 <-         Punch | 26

KO Throw
 <-      AirThrow | 14
 <-       OgreRun | 15
 <-      GoldHand | 16
 <-          Kick | 16
 <-   LocomotionG | 16
 <-        Suplex | 16
 <-          Chop | 17
 <-          Fist | 17
 <-         Punch | 17
 <- RollingCradle | 17
 <- Rotation Kick | 17
 <-      Backfist | 20

Suplex
 <-      AirThrow | 13
 <-   LocomotionG | 14

GoldHand
 <-          Fist | 26
 <-         Punch | 37
 <-      Lastshot | 43

TriangleKick
 <-          Kick | 25
 <- Rotation Kick | 29
 <-       Sliding | 29
 <-         Punch | 34

OgreRun
 <-      Backfist | 27
 <-     CrushBeat | 30
 <- Rotation Kick | 30
 <-         Punch | 32
 <-  TriangleKick | 35

Scuffle
 <-          Chop | 29
 <-     CrushBeat | 29
 <-         Punch | 31
 <-      Backfist | 33

LocomotionG
 <-      AirThrow | 17
 <-        Suplex | 20

DragonTurn
 <-       OgreRun | 17
 <-      AirThrow | 18
 <-          Chop | 20
 <-   LocomotionG | 20
 <-         Punch | 20
 <-          Fist | 22
 <-        Suplex | 22
 <-      Backfist | 24
 <- RollingCradle | 24
 <-       Sliding | 25

Lastshot
 <-       OgreRun | 34
 <-      GoldHand | 38
 <-         Punch | 44

Corkscrew
 <-       Sliding | 36
 <-       OgreRun | 38
 <- Rotation Kick | 38
 <-      GoldHand | 39
 <-  TriangleKick | 39
 <-      Backfist | 40
 <-          Kick | 41
 <-         Punch | 42

-------------------------------------------------------------------------------





********************************************
*  Personal Spark Trees                    *                          [PSPTR16]
*  --Fei-on's INIT 3 Personal Spark Trees  *
********************************************


Although Fei-on has Talent for Haze-to-Wheel, he lacks Talent for WheelSlash,
which is the only Ability that can Spark Haze-to-Wheel, so I've removed
Haze-to-Wheel from his Personal Spark Trees.

-------------------------------------------------------------------------------

                Fei-on's INIT 3 Personal Spark Trees To List
                                by Zaraktheus

Slash
 ->     StunSlash |  5
 ->   DoubleSlash |  8
 ->     HardSlash | 12
 ->        Thrust | 13
 ->         Smash | 14
 ->  SwallowSwing | 17
 ->   Heaven/Hell | 22
 ->     BearCrush | 24
 ->       DeadEnd | 27
 ->  TripleThrust | 33
 ->     GaleSlash | 24
 -> TurbidCurrent | 41
 ->    RisingNova | 43

StunSlash
 ->   DoubleSlash |  8
 ->  SwallowSwing | 14
 -> ThunderThrust | 13
 ->     GaleSlash | 23

DoubleSlash
 ->     HardSlash |  9
 ->         Smash | 10
 ->  SwallowSwing | 12
 ->   Heaven/Hell | 17
 ->     BearCrush | 22
 ->     GaleSlash | 23

HardSlash
 ->         Smash | 10
 ->   Heaven/Hell | 15
 ->     BearCrush | 22
 -> TurbidCurrent | 35

Thrust
 -> ThunderThrust | 16
 ->       DeadEnd | 21
 ->  TripleThrust | 29

Smash
 ->   Heaven/Hell | 17
 ->     BearCrush | 20
 ->       DeadEnd | 25

SwallowSwing
 ->     GaleSlash | 15

ThunderThrust
 ->       DeadEnd | 23
 ->  TripleThrust | 27
 -> RosarioImpale | 34

Heaven/Hell
 ->  TripleThrust | 29

BearCrush
 -> RosarioImpale | 37

DeadEnd
 -> RosarioImpale | 30

TripleThrust
 -> RosarioImpale | 38

TwinSword
 ->   Heaven/Hell | 20

Katana
 ->     StunSlash |  4
 ->   DoubleSlash |  7
 ->     HardSlash | 11
 ->        Thrust | 12
 ->  SwallowSwing | 16
 ->   Heaven/Hell | 20
 ->  TripleThrust | 32
 ->     GaleSlash | 23
 ->      Blizzard | 35

Punch
 ->      AirThrow | 10
 ->          Chop |  8
 ->       Sliding | 12
 -> RollingCradle | 15
 -> Rotation Kick | 26
 ->      KO Throw | 17
 ->      GoldHand | 37
 ->  TriangleKick | 34
 ->       Scuffle | 31
 ->    DragonTurn | 20
 ->      Lastshot | 44
 ->     Corkscrew | 42

Kick
 ->      AirThrow | 10
 ->       Sliding |  6
 -> Rotation Kick | 17
 ->      KO Throw | 16
 ->  TriangleKick | 25
 ->     Corkscrew | 41

AirThrow
 -> RollingCradle |  8
 ->      KO Throw | 14
 ->        Suplex | 13
 ->   LocomotionG | 17
 ->    DragonTurn | 18

Chop
 ->      KO Throw | 17
 ->       Scuffle | 29
 ->    DragonTurn | 20

Sliding
 -> Rotation Kick | 16
 ->  TriangleKick | 29
 ->    DragonTurn | 25
 ->     Corkscrew | 36

RollingCradle
 ->      KO Throw | 17
 ->    DragonTurn | 24

Fist
 ->      KO Throw | 17
 ->      GoldHand | 26
 ->    DragonTurn | 22

Backfist
 ->      KO Throw | 20
 ->       Scuffle | 33
 ->    DragonTurn | 24
 ->     Corkscrew | 40

CrushBeat
 ->       Scuffle | 29

Rotation Kick
 ->       Sliding | 12
 ->      KO Throw | 17
 ->  TriangleKick | 29
 ->     Corkscrew | 38

Suplex
 -> RollingCradle | 15
 ->      KO Throw | 16
 ->   LocomotionG | 20
 ->    DragonTurn | 22

GoldHand
 ->      KO Throw | 16
 ->      Lastshot | 38
 ->     Corkscrew | 39

TriangleKick
 -> Rotation Kick | 23
 ->     Corkscrew | 39

OgreRun
 ->      KO Throw | 15
 ->    DragonTurn | 17
 ->      Lastshot | 34
 ->     Corkscrew | 38

LocomotionG
 ->      KO Throw | 16
 ->        Suplex | 14
 ->    DragonTurn | 20

Lastshot
 ->      GoldHand | 43

-------------------------------------------------------------------------------

               Fei-on's INIT 3 Personal Spark Trees From List
                                by Zaraktheus

StunSlash
 <-        Katana |  4
 <-         Slash |  5

DoubleSlash
 <-        Katana |  7
 <-         Slash |  8
 <-     StunSlash |  8

HardSlash
 <-   DoubleSlash |  9
 <-        Katana | 11
 <-         Slash | 12

Thrust
 <-        Katana | 12
 <-         Slash | 13

Smash
 <-   DoubleSlash | 10
 <-     HardSlash | 10
 <-         Slash | 14

SwallowSwing
 <-   DoubleSlash | 12
 <-     StunSlash | 14
 <-        Katana | 16
 <-         Slash | 17

ThunderThrust
 <-     StunSlash | 13
 <-        Thrust | 16

Heaven/Hell
 <-     HardSlash | 15
 <-   DoubleSlash | 17
 <-         Smash | 17
 <-        Katana | 20
 <-     TwinSword | 20
 <-         Slash | 22

BearCrush
 <-         Smash | 20
 <-   DoubleSlash | 22
 <-     HardSlash | 22
 <-         Slash | 24

DeadEnd
 <-        Thrust | 21
 <- ThunderThrust | 23
 <-         Smash | 25
 <-         Slash | 27

TripleThrust
 <- ThunderThrust | 27
 <-   Heaven/Hell | 29
 <-        Thrust | 29
 <-        Katana | 32
 <-         Slash | 33

GaleSlash
 <-  SwallowSwing | 15
 <-   DoubleSlash | 23
 <-        Katana | 23
 <-     StunSlash | 23
 <-         Slash | 24

TurbidCurrent
 <-     HardSlash | 35
 <-         Slash | 41

RisingNova
 <-         Slash | 43

RosarioImpale
 <-       DeadEnd | 30
 <- ThunderThrust | 34
 <-     BearCrush | 37
 <-  TripleThrust | 38

Blizzard
 <-        Katana | 35

Kick                        *Already Known

AirThrow
 <-          Kick | 10
 <-         Punch | 10

Chop
 <-         Punch |  8

Sliding
 <-          Kick |  6
 <-         Punch | 12
 <- Rotation Kick | 12

RollingCradle
 <-      AirThrow |  8
 <-         Punch | 15
 <-        Suplex | 15

SwayBack                    *Already Known

Fist                        *Already Known

Backfist                    *Already Known

CrushBeat                   *Already Known

Rotation Kick
 <-       Sliding | 16
 <-          Kick | 17
 <-  TriangleKick | 23
 <-         Punch | 26

KO Throw
 <-      AirThrow | 14
 <-       OgreRun | 15
 <-      GoldHand | 16
 <-          Kick | 16
 <-   LocomotionG | 16
 <-        Suplex | 16
 <-          Chop | 17
 <-          Fist | 17
 <-         Punch | 17
 <- RollingCradle | 17
 <- Rotation Kick | 17
 <-      Backfist | 20

Suplex
 <-      AirThrow | 13
 <-   LocomotionG | 14

GoldHand
 <-          Fist | 26
 <-         Punch | 37
 <-      Lastshot | 43

TriangleKick
 <-          Kick | 25
 <- Rotation Kick | 29
 <-       Sliding | 29
 <-         Punch | 34

OgreRun                     *Already Known

Scuffle
 <-          Chop | 29
 <-     CrushBeat | 29
 <-         Punch | 31
 <-      Backfist | 33

LocomotionG
 <-      AirThrow | 17
 <-        Suplex | 20

DragonTurn
 <-       OgreRun | 17
 <-      AirThrow | 18
 <-          Chop | 20
 <-   LocomotionG | 20
 <-         Punch | 20
 <-          Fist | 22
 <-        Suplex | 22
 <-      Backfist | 24
 <- RollingCradle | 24
 <-       Sliding | 25

Lastshot
 <-       OgreRun | 34
 <-      GoldHand | 38
 <-         Punch | 44

Corkscrew
 <-       Sliding | 36
 <-       OgreRun | 38
 <- Rotation Kick | 38
 <-      GoldHand | 39
 <-  TriangleKick | 39
 <-      Backfist | 40
 <-          Kick | 41
 <-         Punch | 42

-------------------------------------------------------------------------------





********************************************
*  Personal Spark Trees                    *                          [PSPTR17]
*  --Fei-on's INIT 4 Personal Spark Trees  *
********************************************


Although Fei-on has Talent for Haze-to-Wheel, he lacks Talent for WheelSlash,
which is the only Ability that can Spark Haze-to-Wheel, so I've removed
Haze-to-Wheel from his Personal Spark Trees.

-------------------------------------------------------------------------------

                Fei-on's INIT 4 Personal Spark Trees To List
                                by Zaraktheus

Slash
 ->     StunSlash |  5
 ->   DoubleSlash |  8
 ->     HardSlash | 12
 ->        Thrust | 13
 ->         Smash | 14
 ->  SwallowSwing | 17
 ->   Heaven/Hell | 22
 ->     BearCrush | 24
 ->       DeadEnd | 27
 ->  TripleThrust | 33
 ->     GaleSlash | 24
 -> TurbidCurrent | 41
 ->    RisingNova | 43

StunSlash
 ->   DoubleSlash |  8
 ->  SwallowSwing | 14
 -> ThunderThrust | 13
 ->     GaleSlash | 23

DoubleSlash
 ->     HardSlash |  9
 ->         Smash | 10
 ->  SwallowSwing | 12
 ->   Heaven/Hell | 17
 ->     BearCrush | 22
 ->     GaleSlash | 23

HardSlash
 ->         Smash | 10
 ->   Heaven/Hell | 15
 ->     BearCrush | 22
 -> TurbidCurrent | 35

Thrust
 -> ThunderThrust | 16
 ->       DeadEnd | 21
 ->  TripleThrust | 29

Smash
 ->   Heaven/Hell | 17
 ->     BearCrush | 20
 ->       DeadEnd | 25

SwallowSwing
 ->     GaleSlash | 15

ThunderThrust
 ->       DeadEnd | 23
 ->  TripleThrust | 27
 -> RosarioImpale | 34

Heaven/Hell
 ->  TripleThrust | 29

BearCrush
 -> RosarioImpale | 37

DeadEnd
 -> RosarioImpale | 30

TripleThrust
 -> RosarioImpale | 38

TwinSword
 ->   Heaven/Hell | 20

Katana
 ->     StunSlash |  4
 ->   DoubleSlash |  7
 ->     HardSlash | 11
 ->        Thrust | 12
 ->  SwallowSwing | 16
 ->   Heaven/Hell | 20
 ->  TripleThrust | 32
 ->     GaleSlash | 23
 ->      Blizzard | 35

Punch
 ->      AirThrow | 10
 ->          Chop |  8
 ->       Sliding | 12
 -> RollingCradle | 15
 -> Rotation Kick | 26
 ->      KO Throw | 17
 ->      GoldHand | 37
 ->  TriangleKick | 34
 ->       Scuffle | 31
 ->      Lastshot | 44
 ->     Corkscrew | 42

Kick
 ->      AirThrow | 10
 ->       Sliding |  6
 -> Rotation Kick | 17
 ->      KO Throw | 16
 ->  TriangleKick | 25
 ->     Corkscrew | 41

AirThrow
 -> RollingCradle |  8
 ->      KO Throw | 14
 ->        Suplex | 13
 ->   LocomotionG | 17

Chop
 ->      KO Throw | 17
 ->       Scuffle | 29

Sliding
 -> Rotation Kick | 16
 ->  TriangleKick | 29
 ->     Corkscrew | 36

RollingCradle
 ->      KO Throw | 17

Fist
 ->      KO Throw | 17
 ->      GoldHand | 26

Backfist
 ->      KO Throw | 20
 ->       Scuffle | 33
 ->     Corkscrew | 40

CrushBeat
 ->       Scuffle | 29

Rotation Kick
 ->       Sliding | 12
 ->      KO Throw | 17
 ->  TriangleKick | 29
 ->     Corkscrew | 38

Suplex
 -> RollingCradle | 15
 ->      KO Throw | 16
 ->   LocomotionG | 20

GoldHand
 ->      KO Throw | 16
 ->      Lastshot | 38
 ->     Corkscrew | 39

TriangleKick
 -> Rotation Kick | 23
 ->     Corkscrew | 39

OgreRun
 ->      KO Throw | 15
 ->      Lastshot | 34
 ->     Corkscrew | 38

LocomotionG
 ->      KO Throw | 16
 ->        Suplex | 14

Lastshot
 ->      GoldHand | 43

-------------------------------------------------------------------------------

               Fei-on's INIT 4 Personal Spark Trees From List
                                by Zaraktheus

StunSlash
 <-        Katana |  4
 <-         Slash |  5

DoubleSlash
 <-        Katana |  7
 <-         Slash |  8
 <-     StunSlash |  8

HardSlash
 <-   DoubleSlash |  9
 <-        Katana | 11
 <-         Slash | 12

Thrust
 <-        Katana | 12
 <-         Slash | 13

Smash
 <-   DoubleSlash | 10
 <-     HardSlash | 10
 <-         Slash | 14

SwallowSwing
 <-   DoubleSlash | 12
 <-     StunSlash | 14
 <-        Katana | 16
 <-         Slash | 17

ThunderThrust
 <-     StunSlash | 13
 <-        Thrust | 16

Heaven/Hell
 <-     HardSlash | 15
 <-   DoubleSlash | 17
 <-         Smash | 17
 <-        Katana | 20
 <-     TwinSword | 20
 <-         Slash | 22

BearCrush
 <-         Smash | 20
 <-   DoubleSlash | 22
 <-     HardSlash | 22
 <-         Slash | 24

DeadEnd
 <-        Thrust | 21
 <- ThunderThrust | 23
 <-         Smash | 25
 <-         Slash | 27

TripleThrust
 <- ThunderThrust | 27
 <-   Heaven/Hell | 29
 <-        Thrust | 29
 <-        Katana | 32
 <-         Slash | 33

GaleSlash
 <-  SwallowSwing | 15
 <-   DoubleSlash | 23
 <-        Katana | 23
 <-     StunSlash | 23
 <-         Slash | 24

TurbidCurrent
 <-     HardSlash | 35
 <-         Slash | 41

RisingNova
 <-         Slash | 43

RosarioImpale
 <-       DeadEnd | 30
 <- ThunderThrust | 34
 <-     BearCrush | 37
 <-  TripleThrust | 38

Blizzard
 <-        Katana | 35

Kick                        *Already Known

AirThrow
 <-          Kick | 10
 <-         Punch | 10

Chop
 <-         Punch |  8

Sliding
 <-          Kick |  6
 <-         Punch | 12
 <- Rotation Kick | 12

RollingCradle
 <-      AirThrow |  8
 <-         Punch | 15
 <-        Suplex | 15

SwayBack                    *Already Known

Fist                        *Already Known

Backfist                    *Already Known

CrushBeat                   *Already Known

Rotation Kick
 <-       Sliding | 16
 <-          Kick | 17
 <-  TriangleKick | 23
 <-         Punch | 26

KO Throw
 <-      AirThrow | 14
 <-       OgreRun | 15
 <-      GoldHand | 16
 <-          Kick | 16
 <-   LocomotionG | 16
 <-        Suplex | 16
 <-          Chop | 17
 <-          Fist | 17
 <-         Punch | 17
 <- RollingCradle | 17
 <- Rotation Kick | 17
 <-      Backfist | 20

Suplex
 <-      AirThrow | 13
 <-   LocomotionG | 14

GoldHand
 <-          Fist | 26
 <-         Punch | 37
 <-      Lastshot | 43

TriangleKick
 <-          Kick | 25
 <- Rotation Kick | 29
 <-       Sliding | 29
 <-         Punch | 34

OgreRun                     *Already Known

Scuffle
 <-          Chop | 29
 <-     CrushBeat | 29
 <-         Punch | 31
 <-      Backfist | 33

LocomotionG
 <-      AirThrow | 17
 <-        Suplex | 20

DragonTurn                  *Already Known

Lastshot
 <-       OgreRun | 34
 <-      GoldHand | 38
 <-         Punch | 44

Corkscrew
 <-       Sliding | 36
 <-       OgreRun | 38
 <- Rotation Kick | 38
 <-      GoldHand | 39
 <-  TriangleKick | 39
 <-      Backfist | 40
 <-          Kick | 41
 <-         Punch | 42

-------------------------------------------------------------------------------





******************************************
*  Personal Spark Trees                  *                            [PSPTR18]
*  --Fuse's INIT 1 Personal Spark Trees  *
******************************************


-------------------------------------------------------------------------------

                 Fuse's INIT 1 Personal Spark Trees To List
                                by Zaraktheus

Slash
 ->     StunSlash |  5
 ->   DoubleSlash |  8
 ->     HardSlash | 12
 ->        Thrust | 13
 ->         Smash | 14
 ->   Heaven/Hell | 22
 ->    WheelSlash | 20
 ->     BearCrush | 24
 ->       DeadEnd | 27
 ->      HeadWind | 31
 ->  TripleThrust | 33
 ->        Kasumi | 26
 ->     GaleSlash | 24
 -> TurbidCurrent | 41
 ->    RisingNova | 43
 -> LifeSprinkler | 45

StunSlash
 ->   DoubleSlash |  8
 -> ThunderThrust | 13
 ->    WheelSlash | 18
 ->      HeadWind | 26
 ->        Kasumi | 25
 ->     GaleSlash | 23

DoubleSlash
 ->     HardSlash |  9
 ->         Smash | 10
 ->   Heaven/Hell | 17
 ->     BearCrush | 22
 ->      HeadWind | 24
 ->        Kasumi | 25
 ->     GaleSlash | 23

HardSlash
 ->         Smash | 10
 ->   Heaven/Hell | 15
 ->     BearCrush | 22
 -> TurbidCurrent | 35

Thrust
 -> ThunderThrust | 16
 ->       DeadEnd | 21
 ->  TripleThrust | 29

Smash
 ->   Heaven/Hell | 17
 ->     BearCrush | 20
 ->       DeadEnd | 25

ThunderThrust
 ->       DeadEnd | 23
 ->  TripleThrust | 27
 ->        Kasumi | 24
 -> RosarioImpale | 34

Heaven/Hell
 ->  TripleThrust | 29
 ->        Kasumi | 27

WheelSlash
 -> Haze-to-Wheel | 36

BearCrush
 -> RosarioImpale | 37

DeadEnd
 -> RosarioImpale | 30

HeadWind
 ->        Kasumi | 23
 -> TurbidCurrent | 36

TripleThrust
 -> RosarioImpale | 38

TurbidCurrent
 -> LifeSprinkler | 40

TwinSword
 ->   Heaven/Hell | 20

Katana
 ->     StunSlash |  4
 ->   DoubleSlash |  7
 ->     HardSlash | 11
 ->        Thrust | 12
 ->   Heaven/Hell | 20
 ->    WheelSlash | 19
 ->      HeadWind | 30
 ->  TripleThrust | 32
 ->        Kasumi | 26
 ->     GaleSlash | 23
 ->  MoonlightCut | 27
 -> ShadowCounter | 21
 ->   Tres Flores | 45

MoonlightCut
 ->        Kasumi | 25
 -> ShadowCounter | 17
 ->   Tres Flores | 39

ShadowCounter
 ->      HeadWind | 25
 ->  TripleThrust | 31
 ->        Kasumi | 26
 -> TurbidCurrent | 35
 -> LifeSprinkler | 38
 ->  MoonlightCut | 22
 ->   Tres Flores | 40

Punch
 ->      AirThrow | 10
 ->          Chop |  8
 -> RollingCradle | 15
 ->          Fist | 16
 ->      Backfist | 18
 ->     CrushBeat | 23
 -> Rotation Kick | 26
 ->  TriangleKick | 34
 ->       OgreRun | 32
 ->       Scuffle | 31
 ->      Lastshot | 44
 ->    SkyTwister | 40

Kick
 ->      AirThrow | 10
 -> Rotation Kick | 17
 ->  TriangleKick | 25
 ->    SkyTwister | 37

AirThrow
 -> RollingCradle |  8
 ->        Suplex | 13
 ->    GiantSwing | 19
 ->   LocomotionG | 17
 ->    SkyTwister | 35

Chop
 ->      Backfist | 14
 ->       Scuffle | 29

Backfist
 ->     CrushBeat | 19
 ->       OgreRun | 27
 ->       Scuffle | 33

CrushBeat
 ->      Backfist | 25
 ->       OgreRun | 30
 ->       Scuffle | 29

Rotation Kick
 ->  TriangleKick | 29
 ->       OgreRun | 30

Suplex
 -> RollingCradle | 15
 ->    GiantSwing | 18
 ->   LocomotionG | 20

GiantSwing
 -> RollingCradle | 11
 ->        Suplex | 20
 ->   LocomotionG | 19

TriangleKick
 -> Rotation Kick | 23
 ->       OgreRun | 35
 ->    SkyTwister | 33

OgreRun
 ->      Lastshot | 34

LocomotionG
 ->        Suplex | 14
 ->    GiantSwing | 20

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Kasumi
 ->       Godless | 33

-------------------------------------------------------------------------------

                Fuse's INIT 1 Personal Spark Trees From List
                                by Zaraktheus

StunSlash
 <-        Katana |  4
 <-         Slash |  5

DoubleSlash
 <-        Katana |  7
 <-         Slash |  8
 <-     StunSlash |  8

HardSlash
 <-   DoubleSlash |  9
 <-        Katana | 11
 <-         Slash | 12

Thrust
 <-        Katana | 12
 <-         Slash | 13

Smash
 <-   DoubleSlash | 10
 <-     HardSlash | 10
 <-         Slash | 14

ThunderThrust
 <-     StunSlash | 13
 <-        Thrust | 16

Heaven/Hell
 <-     HardSlash | 15
 <-   DoubleSlash | 17
 <-         Smash | 17
 <-        Katana | 20
 <-     TwinSword | 20
 <-         Slash | 22

WheelSlash
 <-     StunSlash | 18
 <-        Katana | 19
 <-         Slash | 20

BearCrush
 <-         Smash | 20
 <-   DoubleSlash | 22
 <-     HardSlash | 22
 <-         Slash | 24

DeadEnd
 <-        Thrust | 21
 <- ThunderThrust | 23
 <-         Smash | 25
 <-         Slash | 27

HeadWind
 <-   DoubleSlash | 24
 <- ShadowCounter | 25
 <-     StunSlash | 26
 <-        Katana | 30
 <-         Slash | 31

TripleThrust
 <- ThunderThrust | 27
 <-   Heaven/Hell | 29
 <-        Thrust | 29
 <- ShadowCounter | 31
 <-        Katana | 32
 <-         Slash | 33

Kasumi
 <-      HeadWind | 23
 <- ThunderThrust | 24
 <-   DoubleSlash | 25
 <-  MoonlightCut | 25
 <-     StunSlash | 25
 <-        Katana | 26
 <- ShadowCounter | 26
 <-         Slash | 26
 <-   Heaven/Hell | 27

GaleSlash
 <-   DoubleSlash | 23
 <-        Katana | 23
 <-     StunSlash | 23
 <-         Slash | 24

TurbidCurrent
 <-     HardSlash | 35
 <- ShadowCounter | 35
 <-      HeadWind | 36
 <-         Slash | 41

RisingNova
 <-         Slash | 43

RosarioImpale
 <-       DeadEnd | 30
 <- ThunderThrust | 34
 <-     BearCrush | 37
 <-  TripleThrust | 38

Haze-to-Wheel
 <-    WheelSlash | 36

LifeSprinkler
 <- ShadowCounter | 38
 <- TurbidCurrent | 40
 <-         Slash | 45

Godless
 <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
 the normal Sword or Katana Abilities.  It has nothing to do with whether or
 how many times the PC actually uses Kasumi.

MoonlightCut
 <- ShadowCounter | 22
 <-        Katana | 27

ShadowCounter
 <-  MoonlightCut | 17
 <-        Katana | 21

Tres Flores
 <-  MoonlightCut | 39
 <- ShadowCounter | 40
 <-        Katana | 45

Kick                        *Already Known

AirThrow
 <-          Kick | 10
 <-         Punch | 10

Chop
 <-         Punch |  8

RollingCradle
 <-      AirThrow |  8
 <-    GiantSwing | 11
 <-         Punch | 15
 <-        Suplex | 15

Fist
 <-         Punch | 16

Backfist
 <-          Chop | 14
 <-         Punch | 18
 <-     CrushBeat | 25

CrushBeat
 <-      Backfist | 19
 <-         Punch | 23

Rotation Kick
 <-          Kick | 17
 <-  TriangleKick | 23
 <-         Punch | 26

Suplex
 <-      AirThrow | 13
 <-   LocomotionG | 14
 <-    GiantSwing | 20

GiantSwing
 <-        Suplex | 18
 <-      AirThrow | 19
 <-   LocomotionG | 20

TriangleKick
 <-          Kick | 25
 <- Rotation Kick | 29
 <-         Punch | 34

OgreRun
 <-      Backfist | 27
 <-     CrushBeat | 30
 <- Rotation Kick | 30
 <-         Punch | 32
 <-  TriangleKick | 35

Scuffle
 <-          Chop | 29
 <-     CrushBeat | 29
 <-         Punch | 31
 <-      Backfist | 33

LocomotionG
 <-      AirThrow | 17
 <-    GiantSwing | 19
 <-        Suplex | 20

Lastshot
 <-       OgreRun | 34
 <-         Punch | 44

SkyTwister
 <-  TriangleKick | 33
 <-      AirThrow | 35
 <-          Kick | 37
 <-         Punch | 40

-------------------------------------------------------------------------------





******************************************
*  Personal Spark Trees                  *                            [PSPTR19]
*  --Fuse's INIT 2 Personal Spark Trees  *
******************************************


-------------------------------------------------------------------------------

                 Fuse's INIT 2 Personal Spark Trees To List
                                by Zaraktheus

Slash
 ->     StunSlash |  5
 ->   DoubleSlash |  8
 ->     HardSlash | 12
 ->        Thrust | 13
 ->         Smash | 14
 ->   Heaven/Hell | 22
 ->    WheelSlash | 20
 ->     BearCrush | 24
 ->       DeadEnd | 27
 ->      HeadWind | 31
 ->  TripleThrust | 33
 ->        Kasumi | 26
 ->     GaleSlash | 24
 -> TurbidCurrent | 41
 ->    RisingNova | 43
 -> LifeSprinkler | 45

StunSlash
 ->   DoubleSlash |  8
 -> ThunderThrust | 13
 ->    WheelSlash | 18
 ->      HeadWind | 26
 ->        Kasumi | 25
 ->     GaleSlash | 23

DoubleSlash
 ->     HardSlash |  9
 ->         Smash | 10
 ->   Heaven/Hell | 17
 ->     BearCrush | 22
 ->      HeadWind | 24
 ->        Kasumi | 25
 ->     GaleSlash | 23

HardSlash
 ->         Smash | 10
 ->   Heaven/Hell | 15
 ->     BearCrush | 22
 -> TurbidCurrent | 35

Thrust
 -> ThunderThrust | 16
 ->       DeadEnd | 21
 ->  TripleThrust | 29

Smash
 ->   Heaven/Hell | 17
 ->     BearCrush | 20
 ->       DeadEnd | 25

ThunderThrust
 ->       DeadEnd | 23
 ->  TripleThrust | 27
 ->        Kasumi | 24
 -> RosarioImpale | 34

Heaven/Hell
 ->  TripleThrust | 29
 ->        Kasumi | 27

WheelSlash
 -> Haze-to-Wheel | 36

BearCrush
 -> RosarioImpale | 37

DeadEnd
 -> RosarioImpale | 30

HeadWind
 ->        Kasumi | 23
 -> TurbidCurrent | 36

TripleThrust
 -> RosarioImpale | 38

TurbidCurrent
 -> LifeSprinkler | 40

TwinSword
 ->   Heaven/Hell | 20

Katana
 ->     StunSlash |  4
 ->   DoubleSlash |  7
 ->     HardSlash | 11
 ->        Thrust | 12
 ->   Heaven/Hell | 20
 ->    WheelSlash | 19
 ->      HeadWind | 30
 ->  TripleThrust | 32
 ->        Kasumi | 26
 ->     GaleSlash | 23
 ->  MoonlightCut | 27
 -> ShadowCounter | 21
 ->   Tres Flores | 45

MoonlightCut
 ->        Kasumi | 25
 -> ShadowCounter | 17
 ->   Tres Flores | 39

ShadowCounter
 ->      HeadWind | 25
 ->  TripleThrust | 31
 ->        Kasumi | 26
 -> TurbidCurrent | 35
 -> LifeSprinkler | 38
 ->  MoonlightCut | 22
 ->   Tres Flores | 40

Punch
 ->          Chop |  8
 -> RollingCradle | 15
 ->          Fist | 16
 ->      Backfist | 18
 ->     CrushBeat | 23
 -> Rotation Kick | 26
 ->  TriangleKick | 34
 ->       OgreRun | 32
 ->       Scuffle | 31
 ->      Lastshot | 44
 ->    SkyTwister | 40

Kick
 -> Rotation Kick | 17
 ->  TriangleKick | 25
 ->    SkyTwister | 37

AirThrow
 -> RollingCradle |  8
 ->        Suplex | 13
 ->    GiantSwing | 19
 ->   LocomotionG | 17
 ->    SkyTwister | 35

Chop
 ->      Backfist | 14
 ->       Scuffle | 29

Backfist
 ->     CrushBeat | 19
 ->       OgreRun | 27
 ->       Scuffle | 33

CrushBeat
 ->      Backfist | 25
 ->       OgreRun | 30
 ->       Scuffle | 29

Rotation Kick
 ->  TriangleKick | 29
 ->       OgreRun | 30

Suplex
 -> RollingCradle | 15
 ->    GiantSwing | 18
 ->   LocomotionG | 20

GiantSwing
 -> RollingCradle | 11
 ->        Suplex | 20
 ->   LocomotionG | 19

TriangleKick
 -> Rotation Kick | 23
 ->       OgreRun | 35
 ->    SkyTwister | 33

OgreRun
 ->      Lastshot | 34

LocomotionG
 ->        Suplex | 14
 ->    GiantSwing | 20

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Kasumi
 ->       Godless | 33

-------------------------------------------------------------------------------

                Fuse's INIT 2 Personal Spark Trees From List
                                by Zaraktheus

StunSlash
 <-        Katana |  4
 <-         Slash |  5

DoubleSlash
 <-        Katana |  7
 <-         Slash |  8
 <-     StunSlash |  8

HardSlash
 <-   DoubleSlash |  9
 <-        Katana | 11
 <-         Slash | 12

Thrust
 <-        Katana | 12
 <-         Slash | 13

Smash
 <-   DoubleSlash | 10
 <-     HardSlash | 10
 <-         Slash | 14

ThunderThrust
 <-     StunSlash | 13
 <-        Thrust | 16

Heaven/Hell
 <-     HardSlash | 15
 <-   DoubleSlash | 17
 <-         Smash | 17
 <-        Katana | 20
 <-     TwinSword | 20
 <-         Slash | 22

WheelSlash
 <-     StunSlash | 18
 <-        Katana | 19
 <-         Slash | 20

BearCrush
 <-         Smash | 20
 <-   DoubleSlash | 22
 <-     HardSlash | 22
 <-         Slash | 24

DeadEnd
 <-        Thrust | 21
 <- ThunderThrust | 23
 <-         Smash | 25
 <-         Slash | 27

HeadWind
 <-   DoubleSlash | 24
 <- ShadowCounter | 25
 <-     StunSlash | 26
 <-        Katana | 30
 <-         Slash | 31

TripleThrust
 <- ThunderThrust | 27
 <-   Heaven/Hell | 29
 <-        Thrust | 29
 <- ShadowCounter | 31
 <-        Katana | 32
 <-         Slash | 33

Kasumi
 <-      HeadWind | 23
 <- ThunderThrust | 24
 <-   DoubleSlash | 25
 <-  MoonlightCut | 25
 <-     StunSlash | 25
 <-        Katana | 26
 <- ShadowCounter | 26
 <-         Slash | 26
 <-   Heaven/Hell | 27

GaleSlash
 <-   DoubleSlash | 23
 <-        Katana | 23
 <-     StunSlash | 23
 <-         Slash | 24

TurbidCurrent
 <-     HardSlash | 35
 <- ShadowCounter | 35
 <-      HeadWind | 36
 <-         Slash | 41

RisingNova
 <-         Slash | 43

RosarioImpale
 <-       DeadEnd | 30
 <- ThunderThrust | 34
 <-     BearCrush | 37
 <-  TripleThrust | 38

Haze-to-Wheel
 <-    WheelSlash | 36

LifeSprinkler
 <- ShadowCounter | 38
 <- TurbidCurrent | 40
 <-         Slash | 45

Godless
 <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
 the normal Sword or Katana Abilities.  It has nothing to do with whether or
 how many times the PC actually uses Kasumi.

MoonlightCut
 <- ShadowCounter | 22
 <-        Katana | 27

ShadowCounter
 <-  MoonlightCut | 17
 <-        Katana | 21

Tres Flores
 <-  MoonlightCut | 39
 <- ShadowCounter | 40
 <-        Katana | 45

Kick                        *Already Known

AirThrow                    *Already Known

Chop
 <-         Punch |  8

RollingCradle
 <-      AirThrow |  8
 <-    GiantSwing | 11
 <-         Punch | 15
 <-        Suplex | 15

Fist
 <-         Punch | 16

Backfist
 <-          Chop | 14
 <-         Punch | 18
 <-     CrushBeat | 25

CrushBeat
 <-      Backfist | 19
 <-         Punch | 23

Rotation Kick
 <-          Kick | 17
 <-  TriangleKick | 23
 <-         Punch | 26

Suplex
 <-      AirThrow | 13
 <-   LocomotionG | 14
 <-    GiantSwing | 20

GiantSwing
 <-        Suplex | 18
 <-      AirThrow | 19
 <-   LocomotionG | 20

TriangleKick
 <-          Kick | 25
 <- Rotation Kick | 29
 <-         Punch | 34

OgreRun
 <-      Backfist | 27
 <-     CrushBeat | 30
 <- Rotation Kick | 30
 <-         Punch | 32
 <-  TriangleKick | 35

Scuffle
 <-          Chop | 29
 <-     CrushBeat | 29
 <-         Punch | 31
 <-      Backfist | 33

LocomotionG
 <-      AirThrow | 17
 <-    GiantSwing | 19
 <-        Suplex | 20

Lastshot
 <-       OgreRun | 34
 <-         Punch | 44

SkyTwister
 <-  TriangleKick | 33
 <-      AirThrow | 35
 <-          Kick | 37
 <-         Punch | 40

-------------------------------------------------------------------------------





*********************************************
*  Personal Spark Trees                     *                         [PSPTR20]
*  --Fuse's INIT 3--4 Personal Spark Trees  *
*********************************************


-------------------------------------------------------------------------------

                Fuse's INIT 3--4 Personal Spark Trees To List
                                by Zaraktheus

Slash
 ->     StunSlash |  5
 ->   DoubleSlash |  8
 ->     HardSlash | 12
 ->        Thrust | 13
 ->         Smash | 14
 ->   Heaven/Hell | 22
 ->    WheelSlash | 20
 ->     BearCrush | 24
 ->       DeadEnd | 27
 ->      HeadWind | 31
 ->  TripleThrust | 33
 ->        Kasumi | 26
 ->     GaleSlash | 24
 -> TurbidCurrent | 41
 ->    RisingNova | 43
 -> LifeSprinkler | 45

StunSlash
 ->   DoubleSlash |  8
 -> ThunderThrust | 13
 ->    WheelSlash | 18
 ->      HeadWind | 26
 ->        Kasumi | 25
 ->     GaleSlash | 23

DoubleSlash
 ->     HardSlash |  9
 ->         Smash | 10
 ->   Heaven/Hell | 17
 ->     BearCrush | 22
 ->      HeadWind | 24
 ->        Kasumi | 25
 ->     GaleSlash | 23

HardSlash
 ->         Smash | 10
 ->   Heaven/Hell | 15
 ->     BearCrush | 22
 -> TurbidCurrent | 35

Thrust
 -> ThunderThrust | 16
 ->       DeadEnd | 21
 ->  TripleThrust | 29

Smash
 ->   Heaven/Hell | 17
 ->     BearCrush | 20
 ->       DeadEnd | 25

ThunderThrust
 ->       DeadEnd | 23
 ->  TripleThrust | 27
 ->        Kasumi | 24
 -> RosarioImpale | 34

Heaven/Hell
 ->  TripleThrust | 29
 ->        Kasumi | 27

WheelSlash
 -> Haze-to-Wheel | 36

BearCrush
 -> RosarioImpale | 37

DeadEnd
 -> RosarioImpale | 30

HeadWind
 ->        Kasumi | 23
 -> TurbidCurrent | 36

TripleThrust
 -> RosarioImpale | 38

TurbidCurrent
 -> LifeSprinkler | 40

TwinSword
 ->   Heaven/Hell | 20

Katana
 ->     StunSlash |  4
 ->   DoubleSlash |  7
 ->     HardSlash | 11
 ->        Thrust | 12
 ->   Heaven/Hell | 20
 ->    WheelSlash | 19
 ->      HeadWind | 30
 ->  TripleThrust | 32
 ->        Kasumi | 26
 ->     GaleSlash | 23
 ->  MoonlightCut | 27
 -> ShadowCounter | 21
 ->   Tres Flores | 45

MoonlightCut
 ->        Kasumi | 25
 -> ShadowCounter | 17
 ->   Tres Flores | 39

ShadowCounter
 ->      HeadWind | 25
 ->  TripleThrust | 31
 ->        Kasumi | 26
 -> TurbidCurrent | 35
 -> LifeSprinkler | 38
 ->  MoonlightCut | 22
 ->   Tres Flores | 40

Punch
 -> RollingCradle | 15
 ->          Fist | 16
 ->      Backfist | 18
 ->     CrushBeat | 23
 -> Rotation Kick | 26
 ->  TriangleKick | 34
 ->       OgreRun | 32
 ->       Scuffle | 31
 ->      Lastshot | 44
 ->    SkyTwister | 40

Kick
 -> Rotation Kick | 17
 ->  TriangleKick | 25
 ->    SkyTwister | 37

AirThrow
 -> RollingCradle |  8
 ->        Suplex | 13
 ->    GiantSwing | 19
 ->   LocomotionG | 17
 ->    SkyTwister | 35

Chop
 ->      Backfist | 14
 ->       Scuffle | 29

Backfist
 ->     CrushBeat | 19
 ->       OgreRun | 27
 ->       Scuffle | 33

CrushBeat
 ->      Backfist | 25
 ->       OgreRun | 30
 ->       Scuffle | 29

Rotation Kick
 ->  TriangleKick | 29
 ->       OgreRun | 30

Suplex
 -> RollingCradle | 15
 ->    GiantSwing | 18
 ->   LocomotionG | 20

GiantSwing
 -> RollingCradle | 11
 ->        Suplex | 20
 ->   LocomotionG | 19

TriangleKick
 -> Rotation Kick | 23
 ->       OgreRun | 35
 ->    SkyTwister | 33

OgreRun
 ->      Lastshot | 34

LocomotionG
 ->        Suplex | 14
 ->    GiantSwing | 20

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Kasumi
 ->       Godless | 33

-------------------------------------------------------------------------------

               Fuse's INIT 3--4 Personal Spark Trees From List
                                by Zaraktheus

StunSlash
 <-        Katana |  4
 <-         Slash |  5

DoubleSlash
 <-        Katana |  7
 <-         Slash |  8
 <-     StunSlash |  8

HardSlash
 <-   DoubleSlash |  9
 <-        Katana | 11
 <-         Slash | 12

Thrust
 <-        Katana | 12
 <-         Slash | 13

Smash
 <-   DoubleSlash | 10
 <-     HardSlash | 10
 <-         Slash | 14

ThunderThrust
 <-     StunSlash | 13
 <-        Thrust | 16

Heaven/Hell
 <-     HardSlash | 15
 <-   DoubleSlash | 17
 <-         Smash | 17
 <-        Katana | 20
 <-     TwinSword | 20
 <-         Slash | 22

WheelSlash
 <-     StunSlash | 18
 <-        Katana | 19
 <-         Slash | 20

BearCrush
 <-         Smash | 20
 <-   DoubleSlash | 22
 <-     HardSlash | 22
 <-         Slash | 24

DeadEnd
 <-        Thrust | 21
 <- ThunderThrust | 23
 <-         Smash | 25
 <-         Slash | 27

HeadWind
 <-   DoubleSlash | 24
 <- ShadowCounter | 25
 <-     StunSlash | 26
 <-        Katana | 30
 <-         Slash | 31

TripleThrust
 <- ThunderThrust | 27
 <-   Heaven/Hell | 29
 <-        Thrust | 29
 <- ShadowCounter | 31
 <-        Katana | 32
 <-         Slash | 33

Kasumi
 <-      HeadWind | 23
 <- ThunderThrust | 24
 <-   DoubleSlash | 25
 <-  MoonlightCut | 25
 <-     StunSlash | 25
 <-        Katana | 26
 <- ShadowCounter | 26
 <-         Slash | 26
 <-   Heaven/Hell | 27

GaleSlash
 <-   DoubleSlash | 23
 <-        Katana | 23
 <-     StunSlash | 23
 <-         Slash | 24

TurbidCurrent
 <-     HardSlash | 35
 <- ShadowCounter | 35
 <-      HeadWind | 36
 <-         Slash | 41

RisingNova
 <-         Slash | 43

RosarioImpale
 <-       DeadEnd | 30
 <- ThunderThrust | 34
 <-     BearCrush | 37
 <-  TripleThrust | 38

Haze-to-Wheel
 <-    WheelSlash | 36

LifeSprinkler
 <- ShadowCounter | 38
 <- TurbidCurrent | 40
 <-         Slash | 45

Godless
 <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
 the normal Sword or Katana Abilities.  It has nothing to do with whether or
 how many times the PC actually uses Kasumi.

MoonlightCut
 <- ShadowCounter | 22
 <-        Katana | 27

ShadowCounter
 <-  MoonlightCut | 17
 <-        Katana | 21

Tres Flores
 <-  MoonlightCut | 39
 <- ShadowCounter | 40
 <-        Katana | 45

Kick                        *Already Known

AirThrow                    *Already Known

Chop                        *Already Known

RollingCradle
 <-      AirThrow |  8
 <-    GiantSwing | 11
 <-         Punch | 15
 <-        Suplex | 15

Fist
 <-         Punch | 16

Backfist
 <-          Chop | 14
 <-         Punch | 18
 <-     CrushBeat | 25

CrushBeat
 <-      Backfist | 19
 <-         Punch | 23

Rotation Kick
 <-          Kick | 17
 <-  TriangleKick | 23
 <-         Punch | 26

Suplex
 <-      AirThrow | 13
 <-   LocomotionG | 14
 <-    GiantSwing | 20

GiantSwing
 <-        Suplex | 18
 <-      AirThrow | 19
 <-   LocomotionG | 20

TriangleKick
 <-          Kick | 25
 <- Rotation Kick | 29
 <-         Punch | 34

OgreRun
 <-      Backfist | 27
 <-     CrushBeat | 30
 <- Rotation Kick | 30
 <-         Punch | 32
 <-  TriangleKick | 35

Scuffle
 <-          Chop | 29
 <-     CrushBeat | 29
 <-         Punch | 31
 <-      Backfist | 33

LocomotionG
 <-      AirThrow | 17
 <-    GiantSwing | 19
 <-        Suplex | 20

Lastshot
 <-       OgreRun | 34
 <-         Punch | 44

SkyTwister
 <-  TriangleKick | 33
 <-      AirThrow | 35
 <-          Kick | 37
 <-         Punch | 40

-------------------------------------------------------------------------------





********************************************
*  Personal Spark Trees                    *                          [PSPTR21]
*  --Gen's INIT 1--2 Personal Spark Trees  *
********************************************


At INIT 3+, Gen begins play Knowing Fist, even though he lacks Talent for it.
At INIT 1--2, his lack of Talent for Fist will make it very difficult to learn
(and I have removed it, accordingly).

-------------------------------------------------------------------------------

                Gen's INIT 1--2 Personal Spark Trees To List
                                by Zaraktheus

Slash
 ->         Smash | 14
 ->  SwallowSwing | 17
 ->   Heaven/Hell | 22
 ->    WheelSlash | 20
 ->  WillowBranch | 23
 ->      HeadWind | 31
 ->  TripleThrust | 33
 ->        Kasumi | 26
 ->      NoMoment | 38
 ->     GaleSlash | 24
 ->    2GaleSlash | 30
 -> TurbidCurrent | 41
 ->  CrossDeflect | 12
 -> LifeSprinkler | 45

StunSlash
 ->  SwallowSwing | 14
 -> ThunderThrust | 13
 ->    WheelSlash | 18
 ->      HeadWind | 26
 ->        Kasumi | 25
 ->     GaleSlash | 23
 ->    2GaleSlash | 28

DoubleSlash
 ->         Smash | 10
 ->  SwallowSwing | 12
 ->   Heaven/Hell | 17
 ->      HeadWind | 24
 ->        Kasumi | 25
 ->     GaleSlash | 23
 ->    2GaleSlash | 28

HardSlash
 ->         Smash | 10
 ->   Heaven/Hell | 15
 ->      NoMoment | 34
 -> TurbidCurrent | 35

Thrust
 -> ThunderThrust | 16
 ->  TripleThrust | 29

CrossSlash
 ->    2GaleSlash | 28
 ->  CrossDeflect | 10

Smash
 ->   Heaven/Hell | 17

SwallowSwing
 ->     GaleSlash | 15
 ->    2GaleSlash | 28

ThunderThrust
 ->  TripleThrust | 27
 ->        Kasumi | 24

Heaven/Hell
 ->  WillowBranch | 19
 ->  TripleThrust | 29
 ->        Kasumi | 27

WheelSlash
 -> Haze-to-Wheel | 36

WillowBranch
 ->        Kasumi | 23

HeadWind
 ->        Kasumi | 23
 ->      NoMoment | 32
 -> TurbidCurrent | 36

NoMoment
 ->        Kasumi | 22
 ->  Still Stream | 38

GaleSlash
 ->    2GaleSlash | 26
 ->  CrossDeflect | 17

Still Stream
 ->        Kasumi | 24

TurbidCurrent
 -> LifeSprinkler | 40

TwinSword
 ->   Heaven/Hell | 20

Katana
 ->  SwallowSwing | 16
 ->   Heaven/Hell | 20
 ->    WheelSlash | 19
 ->  WillowBranch | 22
 ->      HeadWind | 30
 ->  TripleThrust | 32
 ->        Kasumi | 26
 ->      NoMoment | 36
 ->     GaleSlash | 23
 ->  Still Stream | 40
 ->  MoonlightCut | 27
 -> ShadowCounter | 21
 ->      Blizzard | 35
 ->   Tres Flores | 45

MoonlightCut
 ->  WillowBranch | 18
 ->      NoMoment | 38
 ->        Kasumi | 25
 ->  Still Stream | 34
 -> ShadowCounter | 17
 ->      Blizzard | 26
 ->   Tres Flores | 39

ShadowCounter
 ->      HeadWind | 25
 ->  TripleThrust | 31
 ->        Kasumi | 26
 -> TurbidCurrent | 35
 -> LifeSprinkler | 38
 ->  MoonlightCut | 22
 ->      Blizzard | 29
 ->   Tres Flores | 40

Blizzard
 ->      NoMoment | 32
 ->  MoonlightCut | 20
 -> ShadowCounter | 19
 ->   Tres Flores | 37

Punch
 ->      AirThrow | 10
 ->          Chop |  8
 -> RollingCradle | 15
 ->      Backfist | 18
 -> Rotation Kick | 26
 ->      KO Throw | 17
 ->       OgreRun | 32
 ->       Scuffle | 31
 ->    DragonTurn | 20
 ->    SkyTwister | 40

Kick
 ->      AirThrow | 10
 -> Rotation Kick | 17
 ->      KO Throw | 16
 ->  BabelCrumble | 27
 ->    SkyTwister | 37

AirThrow
 -> RollingCradle |  8
 ->      KO Throw | 14
 ->        Suplex | 13
 ->    GiantSwing | 19
 ->  BabelCrumble | 28
 ->   LocomotionG | 17
 ->    DragonTurn | 18
 ->    SkyTwister | 35

Chop
 ->      Backfist | 14
 ->      KO Throw | 17
 ->       Scuffle | 29
 ->    DragonTurn | 20

RollingCradle
 ->      KO Throw | 17
 ->    DragonTurn | 24

Backfist
 ->      KO Throw | 20
 ->       OgreRun | 27
 ->       Scuffle | 33
 ->    DragonTurn | 24

Rotation Kick
 ->      KO Throw | 17
 ->       OgreRun | 30

Suplex
 -> RollingCradle | 15
 ->      KO Throw | 16
 ->    GiantSwing | 18
 ->  BabelCrumble | 23
 ->   LocomotionG | 20
 ->    DragonTurn | 22

GiantSwing
 -> RollingCradle | 11
 ->      KO Throw | 13
 ->        Suplex | 20
 ->   LocomotionG | 19
 ->    DragonTurn | 17

BabelCrumble
 -> RollingCradle | 10
 ->      KO Throw | 17
 ->        Suplex | 32
 ->       OgreRun | 36
 ->    DragonTurn | 17
 ->    SkyTwister | 37

OgreRun
 ->      KO Throw | 15
 ->    DragonTurn | 17

LocomotionG
 ->      KO Throw | 16
 ->        Suplex | 14
 ->    GiantSwing | 20
 ->  BabelCrumble | 24
 ->    DragonTurn | 20

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Deflect
 ->        Kasumi | 30

Kasumi
 ->       Godless | 33

-------------------------------------------------------------------------------

               Gen's INIT 1--2 Personal Spark Trees From List
                                by Zaraktheus

StunSlash                   *Already Known

DoubleSlash                 *Already Known

HardSlash                   *Already Known

Thrust                      *Already Known

CrossSlash                  *Already Known

Smash
 <-   DoubleSlash | 10
 <-     HardSlash | 10
 <-         Slash | 14
</pre><pre id="faqspan-16">
SwallowSwing
 <-   DoubleSlash | 12
 <-     StunSlash | 14
 <-        Katana | 16
 <-         Slash | 17

ThunderThrust
 <-     StunSlash | 13
 <-        Thrust | 16

Heaven/Hell
 <-     HardSlash | 15
 <-   DoubleSlash | 17
 <-         Smash | 17
 <-        Katana | 20
 <-     TwinSword | 20
 <-         Slash | 22

WheelSlash
 <-     StunSlash | 18
 <-        Katana | 19
 <-         Slash | 20

WillowBranch
 <-  MoonlightCut | 18
 <-   Heaven/Hell | 19
 <-        Katana | 22
 <-         Slash | 23

Deflect                     *Already Known

HeadWind
 <-   DoubleSlash | 24
 <- ShadowCounter | 25
 <-     StunSlash | 26
 <-        Katana | 30
 <-         Slash | 31

TripleThrust
 <- ThunderThrust | 27
 <-   Heaven/Hell | 29
 <-        Thrust | 29
 <- ShadowCounter | 31
 <-        Katana | 32
 <-         Slash | 33

Kasumi
 <-      NoMoment | 22
 <-      HeadWind | 23
 <-  WillowBranch | 23
 <-  Still Stream | 24
 <- ThunderThrust | 24
 <-   DoubleSlash | 25
 <-  MoonlightCut | 25
 <-     StunSlash | 25
 <-        Katana | 26
 <- ShadowCounter | 26
 <-         Slash | 26
 <-   Heaven/Hell | 27
 <-      *Deflect | 30
* If you have Deflect equipped, this is checked once each time you use any of
 the normal Sword or Katana Abilities.  It has nothing to do with whether or
 how many times the PC actually uses Deflect.

NoMoment
 <-      Blizzard | 32
 <-      HeadWind | 32
 <-     HardSlash | 34
 <-        Katana | 36
 <-  MoonlightCut | 38
 <-         Slash | 38

GaleSlash
 <-  SwallowSwing | 15
 <-   DoubleSlash | 23
 <-        Katana | 23
 <-     StunSlash | 23
 <-         Slash | 24

2GaleSlash
 <-     GaleSlash | 26
 <-    CrossSlash | 28
 <-   DoubleSlash | 28
 <-     StunSlash | 28
 <-  SwallowSwing | 28
 <-         Slash | 30

Still Stream
 <-  MoonlightCut | 34
 <-      NoMoment | 38
 <-        Katana | 40

TurbidCurrent
 <-     HardSlash | 35
 <- ShadowCounter | 35
 <-      HeadWind | 36
 <-         Slash | 41

CrossDeflect
 <-    CrossSlash | 10
 <-         Slash | 12
 <-     GaleSlash | 17

Haze-to-Wheel
 <-    WheelSlash | 36

LifeSprinkler
 <- ShadowCounter | 38
 <- TurbidCurrent | 40
 <-         Slash | 45

Godless
 <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
 the normal Sword or Katana Abilities.  It has nothing to do with whether or
 how many times the PC actually uses Kasumi.

MoonlightCut
 <-      Blizzard | 20
 <- ShadowCounter | 22
 <-        Katana | 27

ShadowCounter
 <-  MoonlightCut | 17
 <-      Blizzard | 19
 <-        Katana | 21

Blizzard
 <-  MoonlightCut | 26
 <- ShadowCounter | 29
 <-        Katana | 35

Tres Flores
 <-      Blizzard | 37
 <-  MoonlightCut | 39
 <- ShadowCounter | 40
 <-        Katana | 45

Kick                        *Already Known

AirThrow
 <-          Kick | 10
 <-         Punch | 10

Chop
 <-         Punch |  8

RollingCradle
 <-      AirThrow |  8
 <-  BabelCrumble | 10
 <-    GiantSwing | 11
 <-         Punch | 15
 <-        Suplex | 15

Backfist
 <-          Chop | 14
 <-         Punch | 18

Rotation Kick
 <-          Kick | 17
 <-         Punch | 26

KO Throw
 <-    GiantSwing | 13
 <-      AirThrow | 14
 <-       OgreRun | 15
 <-          Kick | 16
 <-   LocomotionG | 16
 <-        Suplex | 16
 <-  BabelCrumble | 17
 <-          Chop | 17
 <-         Punch | 17
 <- RollingCradle | 17
 <- Rotation Kick | 17
 <-      Backfist | 20

Suplex
 <-      AirThrow | 13
 <-   LocomotionG | 14
 <-    GiantSwing | 20
 <-  BabelCrumble | 32

GiantSwing
 <-        Suplex | 18
 <-      AirThrow | 19
 <-   LocomotionG | 20

BabelCrumble
 <-        Suplex | 23
 <-   LocomotionG | 24
 <-          Kick | 27
 <-      AirThrow | 28

OgreRun
 <-      Backfist | 27
 <- Rotation Kick | 30
 <-         Punch | 32
 <-  BabelCrumble | 36

Scuffle
 <-          Chop | 29
 <-         Punch | 31
 <-      Backfist | 33

LocomotionG
 <-      AirThrow | 17
 <-    GiantSwing | 19
 <-        Suplex | 20

DragonTurn
 <-  BabelCrumble | 17
 <-    GiantSwing | 17
 <-       OgreRun | 17
 <-      AirThrow | 18
 <-          Chop | 20
 <-   LocomotionG | 20
 <-         Punch | 20
 <-        Suplex | 22
 <-      Backfist | 24
 <- RollingCradle | 24

SkyTwister
 <-      AirThrow | 35
 <-  BabelCrumble | 37
 <-          Kick | 37
 <-         Punch | 40

-------------------------------------------------------------------------------





********************************************
*  Personal Spark Trees                    *                          [PSPTR22]
*  --Gen's INIT 3--4 Personal Spark Trees  *
********************************************


At INIT 3+, Gen begins play Knowing Fist, even though he lacks Talent for it.
At INIT 1--2, his lack of Talent for Fist will make it very difficult to learn
(and I have removed it, accordingly).

-------------------------------------------------------------------------------

                Gen's INIT 3--4 Personal Spark Trees To List
                                by Zaraktheus

Slash
 ->         Smash | 14
 ->  SwallowSwing | 17
 ->   Heaven/Hell | 22
 ->    WheelSlash | 20
 ->  WillowBranch | 23
 ->      HeadWind | 31
 ->  TripleThrust | 33
 ->        Kasumi | 26
 ->      NoMoment | 38
 ->     GaleSlash | 24
 ->    2GaleSlash | 30
 -> TurbidCurrent | 41
 ->  CrossDeflect | 12
 -> LifeSprinkler | 45

StunSlash
 ->  SwallowSwing | 14
 -> ThunderThrust | 13
 ->    WheelSlash | 18
 ->      HeadWind | 26
 ->        Kasumi | 25
 ->     GaleSlash | 23
 ->    2GaleSlash | 28

DoubleSlash
 ->         Smash | 10
 ->  SwallowSwing | 12
 ->   Heaven/Hell | 17
 ->      HeadWind | 24
 ->        Kasumi | 25
 ->     GaleSlash | 23
 ->    2GaleSlash | 28

HardSlash
 ->         Smash | 10
 ->   Heaven/Hell | 15
 ->      NoMoment | 34
 -> TurbidCurrent | 35

Thrust
 -> ThunderThrust | 16
 ->  TripleThrust | 29

CrossSlash
 ->    2GaleSlash | 28
 ->  CrossDeflect | 10

Smash
 ->   Heaven/Hell | 17

SwallowSwing
 ->     GaleSlash | 15
 ->    2GaleSlash | 28

ThunderThrust
 ->  TripleThrust | 27
 ->        Kasumi | 24

Heaven/Hell
 ->  WillowBranch | 19
 ->  TripleThrust | 29
 ->        Kasumi | 27

WheelSlash
 -> Haze-to-Wheel | 36

WillowBranch
 ->        Kasumi | 23

HeadWind
 ->        Kasumi | 23
 ->      NoMoment | 32
 -> TurbidCurrent | 36

NoMoment
 ->        Kasumi | 22
 ->  Still Stream | 38

GaleSlash
 ->    2GaleSlash | 26
 ->  CrossDeflect | 17

Still Stream
 ->        Kasumi | 24

TurbidCurrent
 -> LifeSprinkler | 40

TwinSword
 ->   Heaven/Hell | 20

Katana
 ->  SwallowSwing | 16
 ->   Heaven/Hell | 20
 ->    WheelSlash | 19
 ->  WillowBranch | 22
 ->      HeadWind | 30
 ->  TripleThrust | 32
 ->        Kasumi | 26
 ->      NoMoment | 36
 ->     GaleSlash | 23
 ->  Still Stream | 40
 ->  MoonlightCut | 27
 -> ShadowCounter | 21
 ->      Blizzard | 35
 ->   Tres Flores | 45

MoonlightCut
 ->  WillowBranch | 18
 ->      NoMoment | 38
 ->        Kasumi | 25
 ->  Still Stream | 34
 -> ShadowCounter | 17
 ->      Blizzard | 26
 ->   Tres Flores | 39

ShadowCounter
 ->      HeadWind | 25
 ->  TripleThrust | 31
 ->        Kasumi | 26
 -> TurbidCurrent | 35
 -> LifeSprinkler | 38
 ->  MoonlightCut | 22
 ->      Blizzard | 29
 ->   Tres Flores | 40

Blizzard
 ->      NoMoment | 32
 ->  MoonlightCut | 20
 -> ShadowCounter | 19
 ->   Tres Flores | 37

Punch
 ->      AirThrow | 10
 ->          Chop |  8
 -> RollingCradle | 15
 ->      Backfist | 18
 -> Rotation Kick | 26
 ->      KO Throw | 17
 ->       OgreRun | 32
 ->       Scuffle | 31
 ->    DragonTurn | 20
 ->    SkyTwister | 40

Kick
 ->      AirThrow | 10
 -> Rotation Kick | 17
 ->      KO Throw | 16
 ->  BabelCrumble | 27
 ->    SkyTwister | 37

AirThrow
 -> RollingCradle |  8
 ->      KO Throw | 14
 ->        Suplex | 13
 ->    GiantSwing | 19
 ->  BabelCrumble | 28
 ->   LocomotionG | 17
 ->    DragonTurn | 18
 ->    SkyTwister | 35

Chop
 ->      Backfist | 14
 ->      KO Throw | 17
 ->       Scuffle | 29
 ->    DragonTurn | 20

RollingCradle
 ->      KO Throw | 17
 ->    DragonTurn | 24

Fist
 ->      KO Throw | 17
 ->    DragonTurn | 22

Backfist
 ->      KO Throw | 20
 ->       OgreRun | 27
 ->       Scuffle | 33
 ->    DragonTurn | 24

Rotation Kick
 ->      KO Throw | 17
 ->       OgreRun | 30

Suplex
 -> RollingCradle | 15
 ->      KO Throw | 16
 ->    GiantSwing | 18
 ->  BabelCrumble | 23
 ->   LocomotionG | 20
 ->    DragonTurn | 22

GiantSwing
 -> RollingCradle | 11
 ->      KO Throw | 13
 ->        Suplex | 20
 ->   LocomotionG | 19
 ->    DragonTurn | 17

BabelCrumble
 -> RollingCradle | 10
 ->      KO Throw | 17
 ->        Suplex | 32
 ->       OgreRun | 36
 ->    DragonTurn | 17
 ->    SkyTwister | 37

OgreRun
 ->      KO Throw | 15
 ->    DragonTurn | 17

LocomotionG
 ->      KO Throw | 16
 ->        Suplex | 14
 ->    GiantSwing | 20
 ->  BabelCrumble | 24
 ->    DragonTurn | 20

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Deflect
 ->        Kasumi | 30

Kasumi
 ->       Godless | 33

-------------------------------------------------------------------------------

               Gen's INIT 3--4 Personal Spark Trees From List
                                by Zaraktheus

StunSlash                   *Already Known

DoubleSlash                 *Already Known

HardSlash                   *Already Known

Thrust                      *Already Known

CrossSlash                  *Already Known

Smash
 <-   DoubleSlash | 10
 <-     HardSlash | 10
 <-         Slash | 14

SwallowSwing
 <-   DoubleSlash | 12
 <-     StunSlash | 14
 <-        Katana | 16
 <-         Slash | 17

ThunderThrust
 <-     StunSlash | 13
 <-        Thrust | 16

Heaven/Hell
 <-     HardSlash | 15
 <-   DoubleSlash | 17
 <-         Smash | 17
 <-        Katana | 20
 <-     TwinSword | 20
 <-         Slash | 22

WheelSlash
 <-     StunSlash | 18
 <-        Katana | 19
 <-         Slash | 20

WillowBranch
 <-  MoonlightCut | 18
 <-   Heaven/Hell | 19
 <-        Katana | 22
 <-         Slash | 23

Deflect                     *Already Known

HeadWind
 <-   DoubleSlash | 24
 <- ShadowCounter | 25
 <-     StunSlash | 26
 <-        Katana | 30
 <-         Slash | 31

TripleThrust
 <- ThunderThrust | 27
 <-   Heaven/Hell | 29
 <-        Thrust | 29
 <- ShadowCounter | 31
 <-        Katana | 32
 <-         Slash | 33

Kasumi
 <-      NoMoment | 22
 <-      HeadWind | 23
 <-  WillowBranch | 23
 <-  Still Stream | 24
 <- ThunderThrust | 24
 <-   DoubleSlash | 25
 <-  MoonlightCut | 25
 <-     StunSlash | 25
 <-        Katana | 26
 <- ShadowCounter | 26
 <-         Slash | 26
 <-   Heaven/Hell | 27
 <-      *Deflect | 30
* If you have Deflect equipped, this is checked once each time you use any of
 the normal Sword or Katana Abilities.  It has nothing to do with whether or
 how many times the PC actually uses Deflect.

NoMoment
 <-      Blizzard | 32
 <-      HeadWind | 32
 <-     HardSlash | 34
 <-        Katana | 36
 <-  MoonlightCut | 38
 <-         Slash | 38

GaleSlash
 <-  SwallowSwing | 15
 <-   DoubleSlash | 23
 <-        Katana | 23
 <-     StunSlash | 23
 <-         Slash | 24

2GaleSlash
 <-     GaleSlash | 26
 <-    CrossSlash | 28
 <-   DoubleSlash | 28
 <-     StunSlash | 28
 <-  SwallowSwing | 28
 <-         Slash | 30

Still Stream
 <-  MoonlightCut | 34
 <-      NoMoment | 38
 <-        Katana | 40

TurbidCurrent
 <-     HardSlash | 35
 <- ShadowCounter | 35
 <-      HeadWind | 36
 <-         Slash | 41

CrossDeflect
 <-    CrossSlash | 10
 <-         Slash | 12
 <-     GaleSlash | 17

Haze-to-Wheel
 <-    WheelSlash | 36

LifeSprinkler
 <- ShadowCounter | 38
 <- TurbidCurrent | 40
 <-         Slash | 45

Godless
 <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
 the normal Sword or Katana Abilities.  It has nothing to do with whether or
 how many times the PC actually uses Kasumi.

MoonlightCut
 <-      Blizzard | 20
 <- ShadowCounter | 22
 <-        Katana | 27

ShadowCounter
 <-  MoonlightCut | 17
 <-      Blizzard | 19
 <-        Katana | 21

Blizzard
 <-  MoonlightCut | 26
 <- ShadowCounter | 29
 <-        Katana | 35

Tres Flores
 <-      Blizzard | 37
 <-  MoonlightCut | 39
 <- ShadowCounter | 40
 <-        Katana | 45

Kick                        *Already Known

AirThrow
 <-          Kick | 10
 <-         Punch | 10

Chop
 <-         Punch |  8

RollingCradle
 <-      AirThrow |  8
 <-  BabelCrumble | 10
 <-    GiantSwing | 11
 <-         Punch | 15
 <-        Suplex | 15

Fist                        *Already Known

Backfist
 <-          Chop | 14
 <-         Punch | 18

Rotation Kick
 <-          Kick | 17
 <-         Punch | 26

KO Throw
 <-    GiantSwing | 13
 <-      AirThrow | 14
 <-       OgreRun | 15
 <-          Kick | 16
 <-   LocomotionG | 16
 <-        Suplex | 16
 <-  BabelCrumble | 17
 <-          Chop | 17
 <-          Fist | 17
 <-         Punch | 17
 <- RollingCradle | 17
 <- Rotation Kick | 17
 <-      Backfist | 20

Suplex
 <-      AirThrow | 13
 <-   LocomotionG | 14
 <-    GiantSwing | 20
 <-  BabelCrumble | 32

GiantSwing
 <-        Suplex | 18
 <-      AirThrow | 19
 <-   LocomotionG | 20

BabelCrumble
 <-        Suplex | 23
 <-   LocomotionG | 24
 <-          Kick | 27
 <-      AirThrow | 28

OgreRun
 <-      Backfist | 27
 <- Rotation Kick | 30
 <-         Punch | 32
 <-  BabelCrumble | 36

Scuffle
 <-          Chop | 29
 <-         Punch | 31
 <-      Backfist | 33

LocomotionG
 <-      AirThrow | 17
 <-    GiantSwing | 19
 <-        Suplex | 20

DragonTurn
 <-  BabelCrumble | 17
 <-    GiantSwing | 17
 <-       OgreRun | 17
 <-      AirThrow | 18
 <-          Chop | 20
 <-   LocomotionG | 20
 <-         Punch | 20
 <-          Fist | 22
 <-        Suplex | 22
 <-      Backfist | 24
 <- RollingCradle | 24

SkyTwister
 <-      AirThrow | 35
 <-  BabelCrumble | 37
 <-          Kick | 37
 <-         Punch | 40

-------------------------------------------------------------------------------





******************************************
*  Personal Spark Trees                  *                            [PSPTR23]
*  --Liza's INIT 1 Personal Spark Trees  *
******************************************


-------------------------------------------------------------------------------

                 Liza's INIT 1 Personal Spark Trees To List
                                by Zaraktheus

Slash
 ->     StunSlash |  5
 ->   DoubleSlash |  8
 ->     HardSlash | 12
 ->        Thrust | 13
 ->    CrossSlash | 16
 ->  SwallowSwing | 17
 ->   Heaven/Hell | 22
 ->    WheelSlash | 20
 ->  WillowBranch | 23
 ->       Deflect | 17
 ->      HeadWind | 31
 ->  TripleThrust | 33
 ->        Kasumi | 26
 ->      NoMoment | 38
 ->     GaleSlash | 24
 ->    2GaleSlash | 30
 ->  CrossDeflect | 12

StunSlash
 ->   DoubleSlash |  8
 ->  SwallowSwing | 14
 -> ThunderThrust | 13
 ->    WheelSlash | 18
 ->       Deflect | 16
 ->      HeadWind | 26
 ->        Kasumi | 25
 ->     GaleSlash | 23
 ->    2GaleSlash | 28

DoubleSlash
 ->     HardSlash |  9
 ->    CrossSlash | 12
 ->  SwallowSwing | 12
 ->   Heaven/Hell | 17
 ->       Deflect | 15
 ->      HeadWind | 24
 ->        Kasumi | 25
 ->     GaleSlash | 23
 ->    2GaleSlash | 28

HardSlash
 ->   Heaven/Hell | 15
 ->      NoMoment | 34

Thrust
 -> ThunderThrust | 16
 ->  TripleThrust | 29

CrossSlash
 ->       Deflect |  8
 ->    2GaleSlash | 28
 ->  CrossDeflect | 10

SwallowSwing
 ->       Deflect | 21
 ->     GaleSlash | 15
 ->    2GaleSlash | 28

ThunderThrust
 ->       Deflect | 14
 ->  TripleThrust | 27
 ->        Kasumi | 24
 -> RosarioImpale | 34

Heaven/Hell
 ->  WillowBranch | 19
 ->       Deflect | 16
 ->  TripleThrust | 29
 ->        Kasumi | 27

WheelSlash
 -> Haze-to-Wheel | 36

WillowBranch
 ->       Deflect | 16
 ->        Kasumi | 23

HeadWind
 ->       Deflect | 17
 ->        Kasumi | 23
 ->      NoMoment | 32

TripleThrust
 ->       Deflect | 16
 -> RosarioImpale | 38

NoMoment
 ->        Kasumi | 22
 ->  Still Stream | 38

GaleSlash
 ->       Deflect | 13
 ->    2GaleSlash | 26
 ->  CrossDeflect | 17

Still Stream
 ->        Kasumi | 24

TwinSword
 ->   Heaven/Hell | 20

Asura
 ->       Deflect | 20

Katana
 ->     StunSlash |  4
 ->   DoubleSlash |  7
 ->     HardSlash | 11
 ->        Thrust | 12
 ->  SwallowSwing | 16
 ->   Heaven/Hell | 20
 ->    WheelSlash | 19
 ->  WillowBranch | 22
 ->      HeadWind | 30
 ->  TripleThrust | 32
 ->        Kasumi | 26
 ->      NoMoment | 36
 ->     GaleSlash | 23
 ->  Still Stream | 40
 ->  MoonlightCut | 27
 -> ShadowCounter | 21
 ->      Blizzard | 35

MoonlightCut
 ->  WillowBranch | 18
 ->      NoMoment | 38
 ->        Kasumi | 25
 ->  Still Stream | 34
 -> ShadowCounter | 17
 ->      Blizzard | 26

ShadowCounter
 ->      HeadWind | 25
 ->  TripleThrust | 31
 ->        Kasumi | 26
 ->  MoonlightCut | 22
 ->      Blizzard | 29

Blizzard
 ->      NoMoment | 32
 ->  MoonlightCut | 20
 -> ShadowCounter | 19

Punch
 ->          Kick |  3
 ->          Chop |  8
 -> RollingCradle | 15
 ->      SwayBack | 12
 ->          Fist | 16
 ->     CrushBeat | 23
 -> Rotation Kick | 26
 ->       OgreRun | 32
 ->       Scuffle | 31
 ->    DragonTurn | 20
 ->      Lastshot | 44
 ->    SkyTwister | 40

Kick
 ->      SwayBack | 12
 -> Rotation Kick | 17
 ->  BabelCrumble | 27
 ->    SkyTwister | 37

AirThrow
 -> RollingCradle |  8
 ->        Suplex | 13
 ->    GiantSwing | 19
 ->  BabelCrumble | 28
 ->   LocomotionG | 17
 ->    DragonTurn | 18
 ->    SkyTwister | 35

Chop
 ->      SwayBack | 12
 ->       Scuffle | 29
 ->    DragonTurn | 20

RollingCradle
 ->    DragonTurn | 24

Fist
 ->      SwayBack | 12
 ->    DragonTurn | 22

CrushBeat
 ->      SwayBack | 13
 ->       OgreRun | 30
 ->       Scuffle | 29

Rotation Kick
 ->      SwayBack | 13
 ->       OgreRun | 30

Suplex
 -> RollingCradle | 15
 ->    GiantSwing | 18
 ->  BabelCrumble | 23
 ->   LocomotionG | 20
 ->    DragonTurn | 22

GiantSwing
 -> RollingCradle | 11
 ->        Suplex | 20
 ->   LocomotionG | 19
 ->    DragonTurn | 17

BabelCrumble
 -> RollingCradle | 10
 ->      SwayBack | 12
 ->        Suplex | 32
 ->       OgreRun | 36
 ->    DragonTurn | 17
 ->    SkyTwister | 37

OgreRun
 ->    DragonTurn | 17
 ->      Lastshot | 34

LocomotionG
 ->        Suplex | 14
 ->    GiantSwing | 20
 ->  BabelCrumble | 24
 ->    DragonTurn | 20

Lastshot
 ->      SwayBack | 12

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Deflect
 ->        Kasumi | 30

Kasumi
 ->       Godless | 33

-------------------------------------------------------------------------------

                Liza's INIT 1 Personal Spark Trees From List
                                by Zaraktheus

StunSlash
 <-        Katana |  4
 <-         Slash |  5

DoubleSlash
 <-        Katana |  7
 <-         Slash |  8
 <-     StunSlash |  8

HardSlash
 <-   DoubleSlash |  9
 <-        Katana | 11
 <-         Slash | 12

Thrust
 <-        Katana | 12
 <-         Slash | 13

CrossSlash
 <-   DoubleSlash | 12
 <-         Slash | 16

SwallowSwing
 <-   DoubleSlash | 12
 <-     StunSlash | 14
 <-        Katana | 16
 <-         Slash | 17

ThunderThrust
 <-     StunSlash | 13
 <-        Thrust | 16

Heaven/Hell
 <-     HardSlash | 15
 <-   DoubleSlash | 17
 <-        Katana | 20
 <-     TwinSword | 20
 <-         Slash | 22

WheelSlash
 <-     StunSlash | 18
 <-        Katana | 19
 <-         Slash | 20

WillowBranch
 <-  MoonlightCut | 18
 <-   Heaven/Hell | 19
 <-        Katana | 22
 <-         Slash | 23

Deflect
 <-    CrossSlash |  8
 <-     GaleSlash | 13
 <- ThunderThrust | 14
 <-   DoubleSlash | 15
 <-   Heaven/Hell | 16
 <-     StunSlash | 16
 <-  TripleThrust | 16
 <-  WillowBranch | 16
 <-      HeadWind | 17
 <-         Slash | 17
 <-         Asura | 20
 <-  SwallowSwing | 21

HeadWind
 <-   DoubleSlash | 24
 <- ShadowCounter | 25
 <-     StunSlash | 26
 <-        Katana | 30
 <-         Slash | 31

TripleThrust
 <- ThunderThrust | 27
 <-   Heaven/Hell | 29
 <-        Thrust | 29
 <- ShadowCounter | 31
 <-        Katana | 32
 <-         Slash | 33

Kasumi
 <-      NoMoment | 22
 <-      HeadWind | 23
 <-  WillowBranch | 23
 <-  Still Stream | 24
 <- ThunderThrust | 24
 <-   DoubleSlash | 25
 <-  MoonlightCut | 25
 <-     StunSlash | 25
 <-        Katana | 26
 <- ShadowCounter | 26
 <-         Slash | 26
 <-   Heaven/Hell | 27
 <-      *Deflect | 30
* If you have Deflect equipped, this is checked once each time you use any of
 the normal Sword or Katana Abilities.  It has nothing to do with whether or
 how many times the PC actually uses Deflect.

NoMoment
 <-      Blizzard | 32
 <-      HeadWind | 32
 <-     HardSlash | 34
 <-        Katana | 36
 <-  MoonlightCut | 38
 <-         Slash | 38

GaleSlash
 <-  SwallowSwing | 15
 <-   DoubleSlash | 23
 <-        Katana | 23
 <-     StunSlash | 23
 <-         Slash | 24

2GaleSlash
 <-     GaleSlash | 26
 <-    CrossSlash | 28
 <-   DoubleSlash | 28
 <-     StunSlash | 28
 <-  SwallowSwing | 28
 <-         Slash | 30

Still Stream
 <-  MoonlightCut | 34
 <-      NoMoment | 38
 <-        Katana | 40

CrossDeflect
 <-    CrossSlash | 10
 <-         Slash | 12
 <-     GaleSlash | 17

RosarioImpale
 <- ThunderThrust | 34
 <-  TripleThrust | 38

Haze-to-Wheel
 <-    WheelSlash | 36

Godless
 <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
 the normal Sword or Katana Abilities.  It has nothing to do with whether or
 how many times the PC actually uses Kasumi.

MoonlightCut
 <-      Blizzard | 20
 <- ShadowCounter | 22
 <-        Katana | 27

ShadowCounter
 <-  MoonlightCut | 17
 <-      Blizzard | 19
 <-        Katana | 21

Blizzard
 <-  MoonlightCut | 26
 <- ShadowCounter | 29
 <-        Katana | 35

Kick
 <-         Punch |  3

AirThrow                    *Already Known

Chop
 <-         Punch |  8

RollingCradle
 <-      AirThrow |  8
 <-  BabelCrumble | 10
 <-    GiantSwing | 11
 <-         Punch | 15
 <-        Suplex | 15

SwayBack
 <-  BabelCrumble | 12
 <-          Chop | 12
 <-          Fist | 12
 <-          Kick | 12
 <-      Lastshot | 12
 <-         Punch | 12
 <-     CrushBeat | 13
 <- Rotation Kick | 13

Fist
 <-         Punch | 16

CrushBeat
 <-         Punch | 23

Rotation Kick
 <-          Kick | 17
 <-         Punch | 26

KO Throw                    *Already Known

Suplex
 <-      AirThrow | 13
 <-   LocomotionG | 14
 <-    GiantSwing | 20
 <-  BabelCrumble | 32

GiantSwing
 <-        Suplex | 18
 <-      AirThrow | 19
 <-   LocomotionG | 20

BabelCrumble
 <-        Suplex | 23
 <-   LocomotionG | 24
 <-          Kick | 27
 <-      AirThrow | 28

OgreRun
 <-     CrushBeat | 30
 <- Rotation Kick | 30
 <-         Punch | 32
 <-  BabelCrumble | 36

Scuffle
 <-          Chop | 29
 <-     CrushBeat | 29
 <-         Punch | 31

LocomotionG
 <-      AirThrow | 17
 <-    GiantSwing | 19
 <-        Suplex | 20

DragonTurn
 <-  BabelCrumble | 17
 <-    GiantSwing | 17
 <-       OgreRun | 17
 <-      AirThrow | 18
 <-          Chop | 20
 <-   LocomotionG | 20
 <-         Punch | 20
 <-          Fist | 22
 <-        Suplex | 22
 <- RollingCradle | 24

Lastshot
 <-       OgreRun | 34
 <-         Punch | 44

SkyTwister
 <-      AirThrow | 35
 <-  BabelCrumble | 37
 <-          Kick | 37
 <-         Punch | 40

-------------------------------------------------------------------------------





******************************************
*  Personal Spark Trees                  *                            [PSPTR24]
*  --Liza's INIT 2 Personal Spark Trees  *
******************************************


-------------------------------------------------------------------------------

                 Liza's INIT 2 Personal Spark Trees To List
                                by Zaraktheus

Slash
 ->     StunSlash |  5
 ->   DoubleSlash |  8
 ->     HardSlash | 12
 ->        Thrust | 13
 ->    CrossSlash | 16
 ->  SwallowSwing | 17
 ->   Heaven/Hell | 22
 ->    WheelSlash | 20
 ->  WillowBranch | 23
 ->       Deflect | 17
 ->      HeadWind | 31
 ->  TripleThrust | 33
 ->        Kasumi | 26
 ->      NoMoment | 38
 ->     GaleSlash | 24
 ->    2GaleSlash | 30
 ->  CrossDeflect | 12

StunSlash
 ->   DoubleSlash |  8
 ->  SwallowSwing | 14
 -> ThunderThrust | 13
 ->    WheelSlash | 18
 ->       Deflect | 16
 ->      HeadWind | 26
 ->        Kasumi | 25
 ->     GaleSlash | 23
 ->    2GaleSlash | 28

DoubleSlash
 ->     HardSlash |  9
 ->    CrossSlash | 12
 ->  SwallowSwing | 12
 ->   Heaven/Hell | 17
 ->       Deflect | 15
 ->      HeadWind | 24
 ->        Kasumi | 25
 ->     GaleSlash | 23
 ->    2GaleSlash | 28

HardSlash
 ->   Heaven/Hell | 15
 ->      NoMoment | 34

Thrust
 -> ThunderThrust | 16
 ->  TripleThrust | 29

CrossSlash
 ->       Deflect |  8
 ->    2GaleSlash | 28
 ->  CrossDeflect | 10

SwallowSwing
 ->       Deflect | 21
 ->     GaleSlash | 15
 ->    2GaleSlash | 28

ThunderThrust
 ->       Deflect | 14
 ->  TripleThrust | 27
 ->        Kasumi | 24
 -> RosarioImpale | 34

Heaven/Hell
 ->  WillowBranch | 19
 ->       Deflect | 16
 ->  TripleThrust | 29
 ->        Kasumi | 27

WheelSlash
 -> Haze-to-Wheel | 36

WillowBranch
 ->       Deflect | 16
 ->        Kasumi | 23

HeadWind
 ->       Deflect | 17
 ->        Kasumi | 23
 ->      NoMoment | 32

TripleThrust
 ->       Deflect | 16
 -> RosarioImpale | 38

NoMoment
 ->        Kasumi | 22
 ->  Still Stream | 38

GaleSlash
 ->       Deflect | 13
 ->    2GaleSlash | 26
 ->  CrossDeflect | 17

Still Stream
 ->        Kasumi | 24

TwinSword
 ->   Heaven/Hell | 20

Asura
 ->       Deflect | 20

Katana
 ->     StunSlash |  4
 ->   DoubleSlash |  7
 ->     HardSlash | 11
 ->        Thrust | 12
 ->  SwallowSwing | 16
 ->   Heaven/Hell | 20
 ->    WheelSlash | 19
 ->  WillowBranch | 22
 ->      HeadWind | 30
 ->  TripleThrust | 32
 ->        Kasumi | 26
 ->      NoMoment | 36
 ->     GaleSlash | 23
 ->  Still Stream | 40
 ->  MoonlightCut | 27
 -> ShadowCounter | 21
 ->      Blizzard | 35

MoonlightCut
 ->  WillowBranch | 18
 ->      NoMoment | 38
 ->        Kasumi | 25
 ->  Still Stream | 34
 -> ShadowCounter | 17
 ->      Blizzard | 26

ShadowCounter
 ->      HeadWind | 25
 ->  TripleThrust | 31
 ->        Kasumi | 26
 ->  MoonlightCut | 22
 ->      Blizzard | 29

Blizzard
 ->      NoMoment | 32
 ->  MoonlightCut | 20
 -> ShadowCounter | 19

Punch
 ->          Kick |  3
 ->          Chop |  8
 ->      SwayBack | 12
 ->          Fist | 16
 ->     CrushBeat | 23
 -> Rotation Kick | 26
 ->       OgreRun | 32
 ->       Scuffle | 31
 ->    DragonTurn | 20
 ->      Lastshot | 44
 ->    SkyTwister | 40

Kick
 ->      SwayBack | 12
 -> Rotation Kick | 17
 ->  BabelCrumble | 27
 ->    SkyTwister | 37

AirThrow
 ->    GiantSwing | 19
 ->  BabelCrumble | 28
 ->   LocomotionG | 17
 ->    DragonTurn | 18
 ->    SkyTwister | 35

Chop
 ->      SwayBack | 12
 ->       Scuffle | 29
 ->    DragonTurn | 20

RollingCradle
 ->    DragonTurn | 24

Fist
 ->      SwayBack | 12
 ->    DragonTurn | 22

CrushBeat
 ->      SwayBack | 13
 ->       OgreRun | 30
 ->       Scuffle | 29

Rotation Kick
 ->      SwayBack | 13
 ->       OgreRun | 30

Suplex
 ->    GiantSwing | 18
 ->  BabelCrumble | 23
 ->   LocomotionG | 20
 ->    DragonTurn | 22

GiantSwing
 ->   LocomotionG | 19
 ->    DragonTurn | 17

BabelCrumble
 ->      SwayBack | 12
 ->       OgreRun | 36
 ->    DragonTurn | 17
 ->    SkyTwister | 37

OgreRun
 ->    DragonTurn | 17
 ->      Lastshot | 34

LocomotionG
 ->    GiantSwing | 20
 ->  BabelCrumble | 24
 ->    DragonTurn | 20

Lastshot
 ->      SwayBack | 12

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Deflect
 ->        Kasumi | 30

Kasumi
 ->       Godless | 33

-------------------------------------------------------------------------------

                Liza's INIT 2 Personal Spark Trees From List
                                by Zaraktheus

StunSlash
 <-        Katana |  4
 <-         Slash |  5

DoubleSlash
 <-        Katana |  7
 <-         Slash |  8
 <-     StunSlash |  8

HardSlash
 <-   DoubleSlash |  9
 <-        Katana | 11
 <-         Slash | 12

Thrust
 <-        Katana | 12
 <-         Slash | 13

CrossSlash
 <-   DoubleSlash | 12
 <-         Slash | 16

SwallowSwing
 <-   DoubleSlash | 12
 <-     StunSlash | 14
 <-        Katana | 16
 <-         Slash | 17

ThunderThrust
 <-     StunSlash | 13
 <-        Thrust | 16

Heaven/Hell
 <-     HardSlash | 15
 <-   DoubleSlash | 17
 <-        Katana | 20
 <-     TwinSword | 20
 <-         Slash | 22

WheelSlash
 <-     StunSlash | 18
 <-        Katana | 19
 <-         Slash | 20

WillowBranch
 <-  MoonlightCut | 18
 <-   Heaven/Hell | 19
 <-        Katana | 22
 <-         Slash | 23

Deflect
 <-    CrossSlash |  8
 <-     GaleSlash | 13
 <- ThunderThrust | 14
 <-   DoubleSlash | 15
 <-   Heaven/Hell | 16
 <-     StunSlash | 16
 <-  TripleThrust | 16
 <-  WillowBranch | 16
 <-      HeadWind | 17
 <-         Slash | 17
 <-         Asura | 20
 <-  SwallowSwing | 21

HeadWind
 <-   DoubleSlash | 24
 <- ShadowCounter | 25
 <-     StunSlash | 26
 <-        Katana | 30
 <-         Slash | 31

TripleThrust
 <- ThunderThrust | 27
 <-   Heaven/Hell | 29
 <-        Thrust | 29
 <- ShadowCounter | 31
 <-        Katana | 32
 <-         Slash | 33

Kasumi
 <-      NoMoment | 22
 <-      HeadWind | 23
 <-  WillowBranch | 23
 <-  Still Stream | 24
 <- ThunderThrust | 24
 <-   DoubleSlash | 25
 <-  MoonlightCut | 25
 <-     StunSlash | 25
 <-        Katana | 26
 <- ShadowCounter | 26
 <-         Slash | 26
 <-   Heaven/Hell | 27
 <-      *Deflect | 30
* If you have Deflect equipped, this is checked once each time you use any of
 the normal Sword or Katana Abilities.  It has nothing to do with whether or
 how many times the PC actually uses Deflect.

NoMoment
 <-      Blizzard | 32
 <-      HeadWind | 32
 <-     HardSlash | 34
 <-        Katana | 36
 <-  MoonlightCut | 38
 <-         Slash | 38

GaleSlash
 <-  SwallowSwing | 15
 <-   DoubleSlash | 23
 <-        Katana | 23
 <-     StunSlash | 23
 <-         Slash | 24

2GaleSlash
 <-     GaleSlash | 26
 <-    CrossSlash | 28
 <-   DoubleSlash | 28
 <-     StunSlash | 28
 <-  SwallowSwing | 28
 <-         Slash | 30

Still Stream
 <-  MoonlightCut | 34
 <-      NoMoment | 38
 <-        Katana | 40

CrossDeflect
 <-    CrossSlash | 10
 <-         Slash | 12
 <-     GaleSlash | 17

RosarioImpale
 <- ThunderThrust | 34
 <-  TripleThrust | 38

Haze-to-Wheel
 <-    WheelSlash | 36

Godless
 <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
 the normal Sword or Katana Abilities.  It has nothing to do with whether or
 how many times the PC actually uses Kasumi.

MoonlightCut
 <-      Blizzard | 20
 <- ShadowCounter | 22
 <-        Katana | 27

ShadowCounter
 <-  MoonlightCut | 17
 <-      Blizzard | 19
 <-        Katana | 21

Blizzard
 <-  MoonlightCut | 26
 <- ShadowCounter | 29
 <-        Katana | 35

Kick
 <-         Punch |  3

AirThrow                    *Already Known

Chop
 <-         Punch |  8

RollingCradle               *Already Known

SwayBack
 <-  BabelCrumble | 12
 <-          Chop | 12
 <-          Fist | 12
 <-          Kick | 12
 <-      Lastshot | 12
 <-         Punch | 12
 <-     CrushBeat | 13
 <- Rotation Kick | 13

Fist
 <-         Punch | 16

CrushBeat
 <-         Punch | 23

Rotation Kick
 <-          Kick | 17
 <-         Punch | 26

KO Throw                    *Already Known

Suplex                      *Already Known

GiantSwing
 <-        Suplex | 18
 <-      AirThrow | 19
 <-   LocomotionG | 20

BabelCrumble
 <-        Suplex | 23
 <-   LocomotionG | 24
 <-          Kick | 27
 <-      AirThrow | 28

OgreRun
 <-     CrushBeat | 30
 <- Rotation Kick | 30
 <-         Punch | 32
 <-  BabelCrumble | 36

Scuffle
 <-          Chop | 29
 <-     CrushBeat | 29
 <-         Punch | 31

LocomotionG
 <-      AirThrow | 17
 <-    GiantSwing | 19
 <-        Suplex | 20

DragonTurn
 <-  BabelCrumble | 17
 <-    GiantSwing | 17
 <-       OgreRun | 17
 <-      AirThrow | 18
 <-          Chop | 20
 <-   LocomotionG | 20
 <-         Punch | 20
 <-          Fist | 22
 <-        Suplex | 22
 <- RollingCradle | 24

Lastshot
 <-       OgreRun | 34
 <-         Punch | 44

SkyTwister
 <-      AirThrow | 35
 <-  BabelCrumble | 37
 <-          Kick | 37
 <-         Punch | 40

-------------------------------------------------------------------------------





*********************************************
*  Personal Spark Trees                     *                         [PSPTR25]
*  --Liza's INIT 3--4 Personal Spark Trees  *
*********************************************


-------------------------------------------------------------------------------

                Liza's INIT 3--4 Personal Spark Trees To List
                                by Zaraktheus

Slash
 ->     StunSlash |  5
 ->   DoubleSlash |  8
 ->     HardSlash | 12
 ->        Thrust | 13
 ->    CrossSlash | 16
 ->  SwallowSwing | 17
 ->   Heaven/Hell | 22
 ->    WheelSlash | 20
 ->  WillowBranch | 23
 ->       Deflect | 17
 ->      HeadWind | 31
 ->  TripleThrust | 33
 ->        Kasumi | 26
 ->      NoMoment | 38
 ->     GaleSlash | 24
 ->    2GaleSlash | 30
 ->  CrossDeflect | 12

StunSlash
 ->   DoubleSlash |  8
 ->  SwallowSwing | 14
 -> ThunderThrust | 13
 ->    WheelSlash | 18
 ->       Deflect | 16
 ->      HeadWind | 26
 ->        Kasumi | 25
 ->     GaleSlash | 23
 ->    2GaleSlash | 28

DoubleSlash
 ->     HardSlash |  9
 ->    CrossSlash | 12
 ->  SwallowSwing | 12
 ->   Heaven/Hell | 17
 ->       Deflect | 15
 ->      HeadWind | 24
 ->        Kasumi | 25
 ->     GaleSlash | 23
 ->    2GaleSlash | 28

HardSlash
 ->   Heaven/Hell | 15
 ->      NoMoment | 34

Thrust
 -> ThunderThrust | 16
 ->  TripleThrust | 29

CrossSlash
 ->       Deflect |  8
 ->    2GaleSlash | 28
 ->  CrossDeflect | 10

SwallowSwing
 ->       Deflect | 21
 ->     GaleSlash | 15
 ->    2GaleSlash | 28

ThunderThrust
 ->       Deflect | 14
 ->  TripleThrust | 27
 ->        Kasumi | 24
 -> RosarioImpale | 34

Heaven/Hell
 ->  WillowBranch | 19
 ->       Deflect | 16
 ->  TripleThrust | 29
 ->        Kasumi | 27

WheelSlash
 -> Haze-to-Wheel | 36

WillowBranch
 ->       Deflect | 16
 ->        Kasumi | 23

HeadWind
 ->       Deflect | 17
 ->        Kasumi | 23
 ->      NoMoment | 32

TripleThrust
 ->       Deflect | 16
 -> RosarioImpale | 38

NoMoment
 ->        Kasumi | 22
 ->  Still Stream | 38

GaleSlash
 ->       Deflect | 13
 ->    2GaleSlash | 26
 ->  CrossDeflect | 17

Still Stream
 ->        Kasumi | 24

TwinSword
 ->   Heaven/Hell | 20

Asura
 ->       Deflect | 20

Katana
 ->     StunSlash |  4
 ->   DoubleSlash |  7
 ->     HardSlash | 11
 ->        Thrust | 12
 ->  SwallowSwing | 16
 ->   Heaven/Hell | 20
 ->    WheelSlash | 19
 ->  WillowBranch | 22
 ->      HeadWind | 30
 ->  TripleThrust | 32
 ->        Kasumi | 26
 ->      NoMoment | 36
 ->     GaleSlash | 23
 ->  Still Stream | 40
 ->  MoonlightCut | 27
 -> ShadowCounter | 21
 ->      Blizzard | 35

MoonlightCut
 ->  WillowBranch | 18
 ->      NoMoment | 38
 ->        Kasumi | 25
 ->  Still Stream | 34
 -> ShadowCounter | 17
 ->      Blizzard | 26

ShadowCounter
 ->      HeadWind | 25
 ->  TripleThrust | 31
 ->        Kasumi | 26
 ->  MoonlightCut | 22
 ->      Blizzard | 29

Blizzard
 ->      NoMoment | 32
 ->  MoonlightCut | 20
 -> ShadowCounter | 19

Punch
 ->          Kick |  3
 ->          Chop |  8
 ->      SwayBack | 12
 ->          Fist | 16
 ->     CrushBeat | 23
 ->       OgreRun | 32
 ->       Scuffle | 31
 ->    DragonTurn | 20
 ->      Lastshot | 44
 ->    SkyTwister | 40

Kick
 ->      SwayBack | 12
 ->  BabelCrumble | 27
 ->    SkyTwister | 37

AirThrow
 ->    GiantSwing | 19
 ->  BabelCrumble | 28
 ->   LocomotionG | 17
 ->    DragonTurn | 18
 ->    SkyTwister | 35

Chop
 ->      SwayBack | 12
 ->       Scuffle | 29
 ->    DragonTurn | 20

RollingCradle
 ->    DragonTurn | 24

Fist
 ->      SwayBack | 12
 ->    DragonTurn | 22

CrushBeat
 ->      SwayBack | 13
 ->       OgreRun | 30
 ->       Scuffle | 29

Rotation Kick
 ->      SwayBack | 13
 ->       OgreRun | 30

Suplex
 ->    GiantSwing | 18
 ->  BabelCrumble | 23
 ->   LocomotionG | 20
 ->    DragonTurn | 22

GiantSwing
 ->   LocomotionG | 19
 ->    DragonTurn | 17

BabelCrumble
 ->      SwayBack | 12
 ->       OgreRun | 36
 ->    DragonTurn | 17
 ->    SkyTwister | 37

OgreRun
 ->    DragonTurn | 17
 ->      Lastshot | 34

LocomotionG
 ->    GiantSwing | 20
 ->  BabelCrumble | 24
 ->    DragonTurn | 20

Lastshot
 ->      SwayBack | 12

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Deflect
 ->        Kasumi | 30

Kasumi
 ->       Godless | 33

-------------------------------------------------------------------------------

               Liza's INIT 3--4 Personal Spark Trees From List
                                by Zaraktheus

StunSlash
 <-        Katana |  4
 <-         Slash |  5

DoubleSlash
 <-        Katana |  7
 <-         Slash |  8
 <-     StunSlash |  8

HardSlash
 <-   DoubleSlash |  9
 <-        Katana | 11
 <-         Slash | 12

Thrust
 <-        Katana | 12
 <-         Slash | 13

CrossSlash
 <-   DoubleSlash | 12
 <-         Slash | 16

SwallowSwing
 <-   DoubleSlash | 12
 <-     StunSlash | 14
 <-        Katana | 16
 <-         Slash | 17

ThunderThrust
 <-     StunSlash | 13
 <-        Thrust | 16

Heaven/Hell
 <-     HardSlash | 15
 <-   DoubleSlash | 17
 <-        Katana | 20
 <-     TwinSword | 20
 <-         Slash | 22

WheelSlash
 <-     StunSlash | 18
 <-        Katana | 19
 <-         Slash | 20

WillowBranch
 <-  MoonlightCut | 18
 <-   Heaven/Hell | 19
 <-        Katana | 22
 <-         Slash | 23

Deflect
 <-    CrossSlash |  8
 <-     GaleSlash | 13
 <- ThunderThrust | 14
 <-   DoubleSlash | 15
 <-   Heaven/Hell | 16
 <-     StunSlash | 16
 <-  TripleThrust | 16
 <-  WillowBranch | 16
 <-      HeadWind | 17
 <-         Slash | 17
 <-         Asura | 20
 <-  SwallowSwing | 21

HeadWind
 <-   DoubleSlash | 24
 <- ShadowCounter | 25
 <-     StunSlash | 26
 <-        Katana | 30
 <-         Slash | 31

TripleThrust
 <- ThunderThrust | 27
 <-   Heaven/Hell | 29
 <-        Thrust | 29
 <- ShadowCounter | 31
 <-        Katana | 32
 <-         Slash | 33

Kasumi
 <-      NoMoment | 22
 <-      HeadWind | 23
 <-  WillowBranch | 23
 <-  Still Stream | 24
 <- ThunderThrust | 24
 <-   DoubleSlash | 25
 <-  MoonlightCut | 25
 <-     StunSlash | 25
 <-        Katana | 26
 <- ShadowCounter | 26
 <-         Slash | 26
 <-   Heaven/Hell | 27
 <-      *Deflect | 30
* If you have Deflect equipped, this is checked once each time you use any of
 the normal Sword or Katana Abilities.  It has nothing to do with whether or
 how many times the PC actually uses Deflect.

NoMoment
 <-      Blizzard | 32
 <-      HeadWind | 32
 <-     HardSlash | 34
 <-        Katana | 36
 <-  MoonlightCut | 38
 <-         Slash | 38

GaleSlash
 <-  SwallowSwing | 15
 <-   DoubleSlash | 23
 <-        Katana | 23
 <-     StunSlash | 23
 <-         Slash | 24

2GaleSlash
 <-     GaleSlash | 26
 <-    CrossSlash | 28
 <-   DoubleSlash | 28
 <-     StunSlash | 28
 <-  SwallowSwing | 28
 <-         Slash | 30

Still Stream
 <-  MoonlightCut | 34
 <-      NoMoment | 38
 <-        Katana | 40

CrossDeflect
 <-    CrossSlash | 10
 <-         Slash | 12
 <-     GaleSlash | 17

RosarioImpale
 <- ThunderThrust | 34
 <-  TripleThrust | 38

Haze-to-Wheel
 <-    WheelSlash | 36

Godless
 <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
 the normal Sword or Katana Abilities.  It has nothing to do with whether or
 how many times the PC actually uses Kasumi.

MoonlightCut
 <-      Blizzard | 20
 <- ShadowCounter | 22
 <-        Katana | 27

ShadowCounter
 <-  MoonlightCut | 17
 <-      Blizzard | 19
 <-        Katana | 21

Blizzard
 <-  MoonlightCut | 26
 <- ShadowCounter | 29
 <-        Katana | 35

Kick
 <-         Punch |  3

AirThrow                    *Already Known

Chop
 <-         Punch |  8

RollingCradle               *Already Known

SwayBack
 <-  BabelCrumble | 12
 <-          Chop | 12
 <-          Fist | 12
 <-          Kick | 12
 <-      Lastshot | 12
 <-         Punch | 12
 <-     CrushBeat | 13
 <- Rotation Kick | 13

Fist
 <-         Punch | 16

CrushBeat
 <-         Punch | 23

Rotation Kick               *Already Known

KO Throw                    *Already Known

Suplex                      *Already Known

GiantSwing
 <-        Suplex | 18
 <-      AirThrow | 19
 <-   LocomotionG | 20

BabelCrumble
 <-        Suplex | 23
 <-   LocomotionG | 24
 <-          Kick | 27
 <-      AirThrow | 28

OgreRun
 <-     CrushBeat | 30
 <- Rotation Kick | 30
 <-         Punch | 32
 <-  BabelCrumble | 36

Scuffle
 <-          Chop | 29
 <-     CrushBeat | 29
 <-         Punch | 31

LocomotionG
 <-      AirThrow | 17
 <-    GiantSwing | 19
 <-        Suplex | 20

DragonTurn
 <-  BabelCrumble | 17
 <-    GiantSwing | 17
 <-       OgreRun | 17
 <-      AirThrow | 18
 <-          Chop | 20
 <-   LocomotionG | 20
 <-         Punch | 20
 <-          Fist | 22
 <-        Suplex | 22
 <- RollingCradle | 24

Lastshot
 <-       OgreRun | 34
 <-         Punch | 44

SkyTwister
 <-      AirThrow | 35
 <-  BabelCrumble | 37
 <-          Kick | 37
 <-         Punch | 40

-------------------------------------------------------------------------------





*********************************************
*  Personal Spark Trees                     *                         [PSPTR26]
*  --Lute's INIT 1--2 Personal Spark Trees  *
*********************************************


-------------------------------------------------------------------------------

                Lute's INIT 1--2 Personal Spark Trees To List
                                by Zaraktheus

Slash
 ->     StunSlash |  5
 ->   DoubleSlash |  8
 ->         Smash | 14
 ->   Heaven/Hell | 22
 ->       Deflect | 17
 ->      HeadWind | 31
 ->  TripleThrust | 33
 ->      NoMoment | 38
 ->     GaleSlash | 24
 ->    RisingNova | 43
 -> LifeSprinkler | 45

StunSlash
 ->   DoubleSlash |  8
 ->       Deflect | 16
 ->      HeadWind | 26
 ->     GaleSlash | 23

DoubleSlash
 ->         Smash | 10
 ->   Heaven/Hell | 17
 ->       Deflect | 15
 ->      HeadWind | 24
 ->     GaleSlash | 23

Smash
 ->   Heaven/Hell | 17
 ->       Deflect | 17

Heaven/Hell
 ->       Deflect | 16
 ->  TripleThrust | 29

HeadWind
 ->       Deflect | 17
 ->      NoMoment | 32

TripleThrust
 ->       Deflect | 16

NoMoment
 ->  Still Stream | 38

GaleSlash
 ->       Deflect | 13

TwinSword
 ->   Heaven/Hell | 20

Asura
 ->       Deflect | 20

Katana
 ->     StunSlash |  4
 ->   DoubleSlash |  7
 ->   Heaven/Hell | 20
 ->      HeadWind | 30
 ->  TripleThrust | 32
 ->      NoMoment | 36
 ->     GaleSlash | 23
 ->  Still Stream | 40
 -> ShadowCounter | 21
 ->   Tres Flores | 45

ShadowCounter
 ->      HeadWind | 25
 ->  TripleThrust | 31
 -> LifeSprinkler | 38
 ->   Tres Flores | 40

Punch</pre><pre id="faqspan-17">
 ->          Kick |  3
 ->      AirThrow | 10
 ->          Chop |  8
 ->      SwayBack | 12
 ->     CrushBeat | 23
 ->      GoldHand | 37
 ->  TriangleKick | 34
 ->       OgreRun | 32
 ->    DragonTurn | 20
 ->      Lastshot | 44
 ->     Corkscrew | 42

Kick
 ->      AirThrow | 10
 ->      SwayBack | 12
 ->  TriangleKick | 25
 ->  BabelCrumble | 27
 ->     Corkscrew | 41

AirThrow
 ->        Suplex | 13
 ->  BabelCrumble | 28
 ->    DragonTurn | 18

Chop
 ->      SwayBack | 12
 ->    DragonTurn | 20

CrushBeat
 ->      SwayBack | 13
 ->       OgreRun | 30

Suplex
 ->  BabelCrumble | 23
 ->    DragonTurn | 22

GoldHand
 ->      SwayBack | 12
 ->      Lastshot | 38
 ->     Corkscrew | 39

BabelCrumble
 ->      SwayBack | 12
 ->        Suplex | 32
 ->  TriangleKick | 36
 ->       OgreRun | 36
 ->    DragonTurn | 17

TriangleKick
 ->      SwayBack | 14
 ->       OgreRun | 35
 ->     Corkscrew | 39

OgreRun
 ->    DragonTurn | 17
 ->      Lastshot | 34
 ->     Corkscrew | 38

Lastshot
 ->      SwayBack | 12
 ->      GoldHand | 43

-------------------------------------------------------------------------------

               Lute's INIT 1--2 Personal Spark Trees From List
                                by Zaraktheus

StunSlash
 <-        Katana |  4
 <-         Slash |  5

DoubleSlash
 <-        Katana |  7
 <-         Slash |  8
 <-     StunSlash |  8

Smash
 <-   DoubleSlash | 10
 <-         Slash | 14

Heaven/Hell
 <-   DoubleSlash | 17
 <-         Smash | 17
 <-        Katana | 20
 <-     TwinSword | 20
 <-         Slash | 22

Deflect
 <-     GaleSlash | 13
 <-   DoubleSlash | 15
 <-   Heaven/Hell | 16
 <-     StunSlash | 16
 <-  TripleThrust | 16
 <-      HeadWind | 17
 <-         Slash | 17
 <-         Smash | 17
 <-         Asura | 20

HeadWind
 <-   DoubleSlash | 24
 <- ShadowCounter | 25
 <-     StunSlash | 26
 <-        Katana | 30
 <-         Slash | 31

TripleThrust
 <-   Heaven/Hell | 29
 <- ShadowCounter | 31
 <-        Katana | 32
 <-         Slash | 33

NoMoment
 <-      HeadWind | 32
 <-        Katana | 36
 <-         Slash | 38

GaleSlash
 <-   DoubleSlash | 23
 <-        Katana | 23
 <-     StunSlash | 23
 <-         Slash | 24

Still Stream
 <-      NoMoment | 38
 <-        Katana | 40

RisingNova
 <-         Slash | 43

LifeSprinkler
 <- ShadowCounter | 38
 <-         Slash | 45

ShadowCounter
 <-        Katana | 21

Tres Flores
 <- ShadowCounter | 40
 <-        Katana | 45

Kick
 <-         Punch |  3

AirThrow
 <-          Kick | 10
 <-         Punch | 10

Chop
 <-         Punch |  8

SwayBack
 <-  BabelCrumble | 12
 <-          Chop | 12
 <-      GoldHand | 12
 <-          Kick | 12
 <-      Lastshot | 12
 <-         Punch | 12
 <-     CrushBeat | 13
 <-  TriangleKick | 14

CrushBeat
 <-         Punch | 23

Suplex
 <-      AirThrow | 13
 <-  BabelCrumble | 32

GoldHand
 <-         Punch | 37
 <-      Lastshot | 43

BabelCrumble
 <-        Suplex | 23
 <-          Kick | 27
 <-      AirThrow | 28

TriangleKick
 <-          Kick | 25
 <-         Punch | 34
 <-  BabelCrumble | 36

OgreRun
 <-     CrushBeat | 30
 <-         Punch | 32
 <-  TriangleKick | 35
 <-  BabelCrumble | 36

DragonTurn
 <-  BabelCrumble | 17
 <-       OgreRun | 17
 <-      AirThrow | 18
 <-          Chop | 20
 <-         Punch | 20
 <-        Suplex | 22

Lastshot
 <-       OgreRun | 34
 <-      GoldHand | 38
 <-         Punch | 44

Corkscrew
 <-       OgreRun | 38
 <-      GoldHand | 39
 <-  TriangleKick | 39
 <-          Kick | 41
 <-         Punch | 42

-------------------------------------------------------------------------------





******************************************
*  Personal Spark Trees                  *                            [PSPTR27]
*  --Lute's INIT 3 Personal Spark Trees  *
******************************************


-------------------------------------------------------------------------------

                 Lute's INIT 3 Personal Spark Trees To List
                                by Zaraktheus

Slash
 ->   DoubleSlash |  8
 ->         Smash | 14
 ->   Heaven/Hell | 22
 ->       Deflect | 17
 ->      HeadWind | 31
 ->  TripleThrust | 33
 ->      NoMoment | 38
 ->     GaleSlash | 24
 ->    RisingNova | 43
 -> LifeSprinkler | 45

StunSlash
 ->   DoubleSlash |  8
 ->       Deflect | 16
 ->      HeadWind | 26
 ->     GaleSlash | 23

DoubleSlash
 ->         Smash | 10
 ->   Heaven/Hell | 17
 ->       Deflect | 15
 ->      HeadWind | 24
 ->     GaleSlash | 23

Smash
 ->   Heaven/Hell | 17
 ->       Deflect | 17

Heaven/Hell
 ->       Deflect | 16
 ->  TripleThrust | 29

HeadWind
 ->       Deflect | 17
 ->      NoMoment | 32

TripleThrust
 ->       Deflect | 16

NoMoment
 ->  Still Stream | 38

GaleSlash
 ->       Deflect | 13

TwinSword
 ->   Heaven/Hell | 20

Asura
 ->       Deflect | 20

Katana
 ->   DoubleSlash |  7
 ->   Heaven/Hell | 20
 ->      HeadWind | 30
 ->  TripleThrust | 32
 ->      NoMoment | 36
 ->     GaleSlash | 23
 ->  Still Stream | 40
 -> ShadowCounter | 21
 ->   Tres Flores | 45

ShadowCounter
 ->      HeadWind | 25
 ->  TripleThrust | 31
 -> LifeSprinkler | 38
 ->   Tres Flores | 40

Punch
 ->          Kick |  3
 ->      AirThrow | 10
 ->          Chop |  8
 ->      SwayBack | 12
 ->     CrushBeat | 23
 ->      GoldHand | 37
 ->  TriangleKick | 34
 ->       OgreRun | 32
 ->    DragonTurn | 20
 ->      Lastshot | 44
 ->     Corkscrew | 42

Kick
 ->      AirThrow | 10
 ->      SwayBack | 12
 ->  TriangleKick | 25
 ->  BabelCrumble | 27
 ->     Corkscrew | 41

AirThrow
 ->        Suplex | 13
 ->  BabelCrumble | 28
 ->    DragonTurn | 18

Chop
 ->      SwayBack | 12
 ->    DragonTurn | 20

CrushBeat
 ->      SwayBack | 13
 ->       OgreRun | 30

Suplex
 ->  BabelCrumble | 23
 ->    DragonTurn | 22

GoldHand
 ->      SwayBack | 12
 ->      Lastshot | 38
 ->     Corkscrew | 39

BabelCrumble
 ->      SwayBack | 12
 ->        Suplex | 32
 ->  TriangleKick | 36
 ->       OgreRun | 36
 ->    DragonTurn | 17

TriangleKick
 ->      SwayBack | 14
 ->       OgreRun | 35
 ->     Corkscrew | 39

OgreRun
 ->    DragonTurn | 17
 ->      Lastshot | 34
 ->     Corkscrew | 38

Lastshot
 ->      SwayBack | 12
 ->      GoldHand | 43

-------------------------------------------------------------------------------

                Lute's INIT 3 Personal Spark Trees From List
                                by Zaraktheus

StunSlash                   *Already Known

DoubleSlash
 <-        Katana |  7
 <-         Slash |  8
 <-     StunSlash |  8

Smash
 <-   DoubleSlash | 10
 <-         Slash | 14

Heaven/Hell
 <-   DoubleSlash | 17
 <-         Smash | 17
 <-        Katana | 20
 <-     TwinSword | 20
 <-         Slash | 22

Deflect
 <-     GaleSlash | 13
 <-   DoubleSlash | 15
 <-   Heaven/Hell | 16
 <-     StunSlash | 16
 <-  TripleThrust | 16
 <-      HeadWind | 17
 <-         Slash | 17
 <-         Smash | 17
 <-         Asura | 20

HeadWind
 <-   DoubleSlash | 24
 <- ShadowCounter | 25
 <-     StunSlash | 26
 <-        Katana | 30
 <-         Slash | 31

TripleThrust
 <-   Heaven/Hell | 29
 <- ShadowCounter | 31
 <-        Katana | 32
 <-         Slash | 33

NoMoment
 <-      HeadWind | 32
 <-        Katana | 36
 <-         Slash | 38

GaleSlash
 <-   DoubleSlash | 23
 <-        Katana | 23
 <-     StunSlash | 23
 <-         Slash | 24

Still Stream
 <-      NoMoment | 38
 <-        Katana | 40

RisingNova
 <-         Slash | 43

LifeSprinkler
 <- ShadowCounter | 38
 <-         Slash | 45

ShadowCounter
 <-        Katana | 21

Tres Flores
 <- ShadowCounter | 40
 <-        Katana | 45

Kick
 <-         Punch |  3

AirThrow
 <-          Kick | 10
 <-         Punch | 10

Chop
 <-         Punch |  8

SwayBack
 <-  BabelCrumble | 12
 <-          Chop | 12
 <-      GoldHand | 12
 <-          Kick | 12
 <-      Lastshot | 12
 <-         Punch | 12
 <-     CrushBeat | 13
 <-  TriangleKick | 14

CrushBeat
 <-         Punch | 23

Suplex
 <-      AirThrow | 13
 <-  BabelCrumble | 32

GoldHand
 <-         Punch | 37
 <-      Lastshot | 43

BabelCrumble
 <-        Suplex | 23
 <-          Kick | 27
 <-      AirThrow | 28

TriangleKick
 <-          Kick | 25
 <-         Punch | 34
 <-  BabelCrumble | 36

OgreRun
 <-     CrushBeat | 30
 <-         Punch | 32
 <-  TriangleKick | 35
 <-  BabelCrumble | 36

DragonTurn
 <-  BabelCrumble | 17
 <-       OgreRun | 17
 <-      AirThrow | 18
 <-          Chop | 20
 <-         Punch | 20
 <-        Suplex | 22

Lastshot
 <-       OgreRun | 34
 <-      GoldHand | 38
 <-         Punch | 44

Corkscrew
 <-       OgreRun | 38
 <-      GoldHand | 39
 <-  TriangleKick | 39
 <-          Kick | 41
 <-         Punch | 42

-------------------------------------------------------------------------------





******************************************
*  Personal Spark Trees                  *                            [PSPTR28]
*  --Lute's INIT 4 Personal Spark Trees  *
******************************************


-------------------------------------------------------------------------------

                 Lute's INIT 4 Personal Spark Trees To List
                                by Zaraktheus

Slash
 ->         Smash | 14
 ->   Heaven/Hell | 22
 ->       Deflect | 17
 ->      HeadWind | 31
 ->  TripleThrust | 33
 ->      NoMoment | 38
 ->     GaleSlash | 24
 ->    RisingNova | 43
 -> LifeSprinkler | 45

StunSlash
 ->       Deflect | 16
 ->      HeadWind | 26
 ->     GaleSlash | 23

DoubleSlash
 ->         Smash | 10
 ->   Heaven/Hell | 17
 ->       Deflect | 15
 ->      HeadWind | 24
 ->     GaleSlash | 23

Smash
 ->   Heaven/Hell | 17
 ->       Deflect | 17

Heaven/Hell
 ->       Deflect | 16
 ->  TripleThrust | 29

HeadWind
 ->       Deflect | 17
 ->      NoMoment | 32

TripleThrust
 ->       Deflect | 16

NoMoment
 ->  Still Stream | 38

GaleSlash
 ->       Deflect | 13

TwinSword
 ->   Heaven/Hell | 20

Asura
 ->       Deflect | 20

Katana
 ->   Heaven/Hell | 20
 ->      HeadWind | 30
 ->  TripleThrust | 32
 ->      NoMoment | 36
 ->     GaleSlash | 23
 ->  Still Stream | 40
 -> ShadowCounter | 21
 ->   Tres Flores | 45

ShadowCounter
 ->      HeadWind | 25
 ->  TripleThrust | 31
 -> LifeSprinkler | 38
 ->   Tres Flores | 40

Punch
 ->          Kick |  3
 ->      AirThrow | 10
 ->          Chop |  8
 ->      SwayBack | 12
 ->     CrushBeat | 23
 ->      GoldHand | 37
 ->  TriangleKick | 34
 ->       OgreRun | 32
 ->    DragonTurn | 20
 ->      Lastshot | 44
 ->     Corkscrew | 42

Kick
 ->      AirThrow | 10
 ->      SwayBack | 12
 ->  TriangleKick | 25
 ->  BabelCrumble | 27
 ->     Corkscrew | 41

AirThrow
 ->        Suplex | 13
 ->  BabelCrumble | 28
 ->    DragonTurn | 18

Chop
 ->      SwayBack | 12
 ->    DragonTurn | 20

CrushBeat
 ->      SwayBack | 13
 ->       OgreRun | 30

Suplex
 ->  BabelCrumble | 23
 ->    DragonTurn | 22

GoldHand
 ->      SwayBack | 12
 ->      Lastshot | 38
 ->     Corkscrew | 39

BabelCrumble
 ->      SwayBack | 12
 ->        Suplex | 32
 ->  TriangleKick | 36
 ->       OgreRun | 36
 ->    DragonTurn | 17

TriangleKick
 ->      SwayBack | 14
 ->       OgreRun | 35
 ->     Corkscrew | 39

OgreRun
 ->    DragonTurn | 17
 ->      Lastshot | 34
 ->     Corkscrew | 38

Lastshot
 ->      SwayBack | 12
 ->      GoldHand | 43

-------------------------------------------------------------------------------

                Lute's INIT 4 Personal Spark Trees From List
                                by Zaraktheus

StunSlash                   *Already Known

DoubleSlash                 *Already Known

Smash
 <-   DoubleSlash | 10
 <-         Slash | 14

Heaven/Hell
 <-   DoubleSlash | 17
 <-         Smash | 17
 <-        Katana | 20
 <-     TwinSword | 20
 <-         Slash | 22

Deflect
 <-     GaleSlash | 13
 <-   DoubleSlash | 15
 <-   Heaven/Hell | 16
 <-     StunSlash | 16
 <-  TripleThrust | 16
 <-      HeadWind | 17
 <-         Slash | 17
 <-         Smash | 17
 <-         Asura | 20

HeadWind
 <-   DoubleSlash | 24
 <- ShadowCounter | 25
 <-     StunSlash | 26
 <-        Katana | 30
 <-         Slash | 31

TripleThrust
 <-   Heaven/Hell | 29
 <- ShadowCounter | 31
 <-        Katana | 32
 <-         Slash | 33

NoMoment
 <-      HeadWind | 32
 <-        Katana | 36
 <-         Slash | 38

GaleSlash
 <-   DoubleSlash | 23
 <-        Katana | 23
 <-     StunSlash | 23
 <-         Slash | 24

Still Stream
 <-      NoMoment | 38
 <-        Katana | 40

RisingNova
 <-         Slash | 43

LifeSprinkler
 <- ShadowCounter | 38
 <-         Slash | 45

ShadowCounter
 <-        Katana | 21

Tres Flores
 <- ShadowCounter | 40
 <-        Katana | 45

Kick
 <-         Punch |  3

AirThrow
 <-          Kick | 10
 <-         Punch | 10

Chop
 <-         Punch |  8

SwayBack
 <-  BabelCrumble | 12
 <-          Chop | 12
 <-      GoldHand | 12
 <-          Kick | 12
 <-      Lastshot | 12
 <-         Punch | 12
 <-     CrushBeat | 13
 <-  TriangleKick | 14

CrushBeat
 <-         Punch | 23

Suplex
 <-      AirThrow | 13
 <-  BabelCrumble | 32

GoldHand
 <-         Punch | 37
 <-      Lastshot | 43

BabelCrumble
 <-        Suplex | 23
 <-          Kick | 27
 <-      AirThrow | 28

TriangleKick
 <-          Kick | 25
 <-         Punch | 34
 <-  BabelCrumble | 36

OgreRun
 <-     CrushBeat | 30
 <-         Punch | 32
 <-  TriangleKick | 35
 <-  BabelCrumble | 36

DragonTurn
 <-  BabelCrumble | 17
 <-       OgreRun | 17
 <-      AirThrow | 18
 <-          Chop | 20
 <-         Punch | 20
 <-        Suplex | 22

Lastshot
 <-       OgreRun | 34
 <-      GoldHand | 38
 <-         Punch | 44

Corkscrew
 <-       OgreRun | 38
 <-      GoldHand | 39
 <-  TriangleKick | 39
 <-          Kick | 41
 <-         Punch | 42

-------------------------------------------------------------------------------





*****************************************
*  Personal Spark Trees                 *                             [PSPTR29]
*  --Red's INIT 1 Personal Spark Trees  *
*****************************************


At INIT 2+, Red begins play Knowing Chop, even though he lacks Talent for it.
At INIT 1, his lack of Talent for Chop will make it very difficult to learn
(and I have removed it, accordingly).

Red is, of course, the only PC who can legitimately Spark the Alkaiser
Abilities.  He is the only PC with Talent for any of them, and the only PC with
access to a RaySword (which he gets while in Alkaiser form), which is needed to
start the process.

However, he can only use the Alkaiser Abilities while in Alkaiser form, which
unfortunately prevents him from growing after battle and should therefore
probably be avoided as much as possible.  It's wiser not to rely on the
Alkaiser Abilities except when the story forces you to be Alkaiser (if even
then), and once you have enough other Abilities to achieve Mastery, you should
probably un-Equip the Alkaiser Abilities except during those story segments.

For anyone who may be curious, Alkarl, who is not a full PC but is playable
during the intro battle of Red's Scenario, cannot Spark the Alkaiser Abilities.
He does have a RaySword and can use several Alkaiser Abilities, but he is
actually specifically prevented from Sparking anything during that battle,
Alkaiser Ability or otherwise.

-------------------------------------------------------------------------------

                  Red's INIT 1 Personal Spark Trees To List
                                by Zaraktheus

Slash
 ->     StunSlash |  5
 ->   DoubleSlash |  8
 ->     HardSlash | 12
 ->        Thrust | 13
 ->         Smash | 14
 ->  SwallowSwing | 17
 ->   Heaven/Hell | 22
 ->    WheelSlash | 20
 ->       Deflect | 17
 ->     BearCrush | 24
 ->       DeadEnd | 27
 ->  TripleThrust | 33
 ->        Kasumi | 26
 ->     GaleSlash | 24
 -> TurbidCurrent | 41
 ->    RisingNova | 43

StunSlash
 ->   DoubleSlash |  8
 ->  SwallowSwing | 14
 -> ThunderThrust | 13
 ->    WheelSlash | 18
 ->       Deflect | 16
 ->        Kasumi | 25
 ->     GaleSlash | 23

DoubleSlash
 ->     HardSlash |  9
 ->         Smash | 10
 ->  SwallowSwing | 12
 ->   Heaven/Hell | 17
 ->       Deflect | 15
 ->     BearCrush | 22
 ->        Kasumi | 25
 ->     GaleSlash | 23

HardSlash
 ->         Smash | 10
 ->   Heaven/Hell | 15
 ->     BearCrush | 22
 -> TurbidCurrent | 35

Thrust
 -> ThunderThrust | 16
 ->       DeadEnd | 21
 ->  TripleThrust | 29

Smash
 ->   Heaven/Hell | 17
 ->       Deflect | 17
 ->     BearCrush | 20
 ->       DeadEnd | 25

SwallowSwing
 ->       Deflect | 21
 ->     GaleSlash | 15

ThunderThrust
 ->       Deflect | 14
 ->       DeadEnd | 23
 ->  TripleThrust | 27
 ->        Kasumi | 24
 -> RosarioImpale | 34

Heaven/Hell
 ->       Deflect | 16
 ->  TripleThrust | 29
 ->        Kasumi | 27

BearCrush
 ->       Deflect | 21
 -> RosarioImpale | 37

DeadEnd
 ->       Deflect | 23
 -> RosarioImpale | 30

TripleThrust
 ->       Deflect | 16
 -> RosarioImpale | 38

GaleSlash
 ->       Deflect | 13

TwinSword
 ->   Heaven/Hell | 20

Asura
 ->       Deflect | 20

Katana
 ->     StunSlash |  4
 ->   DoubleSlash |  7
 ->     HardSlash | 11
 ->        Thrust | 12
 ->  SwallowSwing | 16
 ->   Heaven/Hell | 20
 ->    WheelSlash | 19
 ->  TripleThrust | 32
 ->        Kasumi | 26
 ->     GaleSlash | 23
 -> ShadowCounter | 21
 ->      Blizzard | 35
 ->   Tres Flores | 45

ShadowCounter
 ->  TripleThrust | 31
 ->        Kasumi | 26
 -> TurbidCurrent | 35
 ->      Blizzard | 29
 ->   Tres Flores | 40

Blizzard
 -> ShadowCounter | 19
 ->   Tres Flores | 37

Punch
 ->      AirThrow | 10
 ->       Sliding | 12
 ->      SwayBack | 12
 ->      Backfist | 18
 ->     CrushBeat | 23
 -> Rotation Kick | 26
 ->  TriangleKick | 34
 ->       OgreRun | 32
 ->       Scuffle | 31
 ->    DragonTurn | 20
 ->    SkyTwister | 40

Kick
 ->      AirThrow | 10
 ->       Sliding |  6
 ->      SwayBack | 12
 -> Rotation Kick | 17
 ->  TriangleKick | 25
 ->  BabelCrumble | 27
 ->    SkyTwister | 37

AirThrow
 ->        Suplex | 13
 ->  BabelCrumble | 28
 ->   LocomotionG | 17
 ->    DragonTurn | 18
 ->    SkyTwister | 35

Sliding
 ->      SwayBack | 12
 -> Rotation Kick | 16
 ->  BabelCrumble | 24
 ->  TriangleKick | 29
 ->    DragonTurn | 25

Backfist
 ->      SwayBack | 11
 ->     CrushBeat | 19
 ->       OgreRun | 27
 ->       Scuffle | 33
 ->    DragonTurn | 24

CrushBeat
 ->      SwayBack | 13
 ->      Backfist | 25
 ->       OgreRun | 30
 ->       Scuffle | 29

Rotation Kick
 ->       Sliding | 12
 ->      SwayBack | 13
 ->  TriangleKick | 29
 ->       OgreRun | 30

Suplex
 ->  BabelCrumble | 23
 ->   LocomotionG | 20
 ->    DragonTurn | 22

BabelCrumble
 ->       Sliding |  9
 ->      SwayBack | 12
 ->        Suplex | 32
 ->  TriangleKick | 36
 ->       OgreRun | 36
 ->    DragonTurn | 17
 ->    SkyTwister | 37

TriangleKick
 ->      SwayBack | 14
 -> Rotation Kick | 23
 ->       OgreRun | 35
 ->    SkyTwister | 33

OgreRun
 ->    DragonTurn | 17

LocomotionG
 ->        Suplex | 14
 ->  BabelCrumble | 24
 ->    DragonTurn | 20

BrightFist
 -> SparklingRoll | 14
 ->     FlashTurn | 28
 ->    Al-Blaster | 12
 ->    Al-Phoenix | 32
 ->   ShiningKick | 11
 ->  DeflectLance | 26

ShiningKick
 ->    Al-Phoenix | 33
 ->  DeflectLance | 22

Al-Blaster
 ->    Al-Phoenix | 27
 ->  DeflectLance | 24

RaySword
 ->    BrightFist | 15  x80 (i.e. checked 80 times per use of RaySword. A bug)

RaySword
 ->     StunSlash |  6
 ->   DoubleSlash |  9
 ->     HardSlash | 13
 ->         Smash | 14
 ->  SwallowSwing | 18
 ->   Heaven/Hell | 22
 ->    WheelSlash | 21
 ->       Deflect |  9
 ->     BearCrush | 24
 ->       DeadEnd | 29
 ->     GaleSlash | 25
 ->    RisingNova | 42
 ->    KaiserWing | 15
 ->   KaiserSmash | 23
 ->    BrightFist | 10

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Deflect
 ->        Kasumi | 30

-------------------------------------------------------------------------------

                 Red's INIT 1 Personal Spark Trees From List
                                by Zaraktheus

StunSlash
 <-        Katana |  4
 <-         Slash |  5
 <-      RaySword |  6

DoubleSlash
 <-        Katana |  7
 <-         Slash |  8
 <-     StunSlash |  8
 <-      RaySword |  9

HardSlash
 <-   DoubleSlash |  9
 <-        Katana | 11
 <-         Slash | 12
 <-      RaySword | 13

Thrust
 <-        Katana | 12
 <-         Slash | 13

Smash
 <-   DoubleSlash | 10
 <-     HardSlash | 10
 <-      RaySword | 14
 <-         Slash | 14

SwallowSwing
 <-   DoubleSlash | 12
 <-     StunSlash | 14
 <-        Katana | 16
 <-         Slash | 17
 <-      RaySword | 18

ThunderThrust
 <-     StunSlash | 13
 <-        Thrust | 16

Heaven/Hell
 <-     HardSlash | 15
 <-   DoubleSlash | 17
 <-         Smash | 17
 <-        Katana | 20
 <-     TwinSword | 20
 <-      RaySword | 22
 <-         Slash | 22

WheelSlash
 <-     StunSlash | 18
 <-        Katana | 19
 <-         Slash | 20
 <-      RaySword | 21

Deflect
 <-      RaySword |  9
 <-     GaleSlash | 13
 <- ThunderThrust | 14
 <-   DoubleSlash | 15
 <-   Heaven/Hell | 16
 <-     StunSlash | 16
 <-  TripleThrust | 16
 <-         Slash | 17
 <-         Smash | 17
 <-         Asura | 20
 <-     BearCrush | 21
 <-  SwallowSwing | 21
 <-       DeadEnd | 23

BearCrush
 <-         Smash | 20
 <-   DoubleSlash | 22
 <-     HardSlash | 22
 <-      RaySword | 24
 <-         Slash | 24

DeadEnd
 <-        Thrust | 21
 <- ThunderThrust | 23
 <-         Smash | 25
 <-         Slash | 27
 <-      RaySword | 29

TripleThrust
 <- ThunderThrust | 27
 <-   Heaven/Hell | 29
 <-        Thrust | 29
 <- ShadowCounter | 31
 <-        Katana | 32
 <-         Slash | 33

Kasumi
 <- ThunderThrust | 24
 <-   DoubleSlash | 25
 <-     StunSlash | 25
 <-        Katana | 26
 <- ShadowCounter | 26
 <-         Slash | 26
 <-   Heaven/Hell | 27
 <-      *Deflect | 30
* If you have Deflect equipped, this is checked once each time you use any of
 the normal Sword or Katana Abilities.  It has nothing to do with whether or
 how many times the PC actually uses Deflect.

GaleSlash
 <-  SwallowSwing | 15
 <-   DoubleSlash | 23
 <-        Katana | 23
 <-     StunSlash | 23
 <-         Slash | 24
 <-      RaySword | 25

TurbidCurrent
 <-     HardSlash | 35
 <- ShadowCounter | 35
 <-         Slash | 41

RisingNova
 <-      RaySword | 42
 <-         Slash | 43

RosarioImpale
 <-       DeadEnd | 30
 <- ThunderThrust | 34
 <-     BearCrush | 37
 <-  TripleThrust | 38

ShadowCounter
 <-      Blizzard | 19
 <-        Katana | 21

Blizzard
 <- ShadowCounter | 29
 <-        Katana | 35

Tres Flores
 <-      Blizzard | 37
 <- ShadowCounter | 40
 <-        Katana | 45

KaiserWing
 <-      RaySword | 15

KaiserSmash
 <-      RaySword | 23

BrightFist
 <-      RaySword | 10
 <-      RaySword | 15  x80

SparklingRoll
 <-    BrightFist | 14

FlashTurn
 <-    BrightFist | 28

Al-Blaster
 <-    BrightFist | 12

Al-Phoenix
 <-    Al-Blaster | 27
 <-    BrightFist | 32
 <-   ShiningKick | 33

***
Re-Al-Phoenix
Sparked automatically if you use Al-Phoenix after MBlackIII uses Dark Phoenix.
***

ShiningKick
 <-    BrightFist | 11

DeflectLance
 <-   ShiningKick | 22
 <-    Al-Blaster | 24
 <-    BrightFist | 26

***
FinalCrusade
Red automatically learns FinalCrusade after defeating whichever BlackX Emperor
(Arachne, Berva, MBlack, Shuzer) you choose to fight first.
***

Kick                        *Already Known

AirThrow
 <-          Kick | 10
 <-         Punch | 10

Sliding
 <-          Kick |  6
 <-  BabelCrumble |  9
 <-         Punch | 12
 <- Rotation Kick | 12

SwayBack
 <-      Backfist | 11
 <-  BabelCrumble | 12
 <-          Kick | 12
 <-         Punch | 12
 <-       Sliding | 12
 <-     CrushBeat | 13
 <- Rotation Kick | 13
 <-  TriangleKick | 14

Backfist
 <-         Punch | 18
 <-     CrushBeat | 25

CrushBeat
 <-      Backfist | 19
 <-         Punch | 23

Rotation Kick
 <-       Sliding | 16
 <-          Kick | 17
 <-  TriangleKick | 23
 <-         Punch | 26

Suplex
 <-      AirThrow | 13
 <-   LocomotionG | 14
 <-  BabelCrumble | 32

BabelCrumble
 <-        Suplex | 23
 <-   LocomotionG | 24
 <-       Sliding | 24
 <-          Kick | 27
 <-      AirThrow | 28

TriangleKick
 <-          Kick | 25
 <- Rotation Kick | 29
 <-       Sliding | 29
 <-         Punch | 34
 <-  BabelCrumble | 36

OgreRun
 <-      Backfist | 27
 <-     CrushBeat | 30
 <- Rotation Kick | 30
 <-         Punch | 32
 <-  TriangleKick | 35
 <-  BabelCrumble | 36

Scuffle
 <-     CrushBeat | 29
 <-         Punch | 31
 <-      Backfist | 33

LocomotionG
 <-      AirThrow | 17
 <-        Suplex | 20

DragonTurn
 <-  BabelCrumble | 17
 <-       OgreRun | 17
 <-      AirThrow | 18
 <-   LocomotionG | 20
 <-         Punch | 20
 <-        Suplex | 22
 <-      Backfist | 24
 <-       Sliding | 25

SkyTwister
 <-  TriangleKick | 33
 <-      AirThrow | 35
 <-  BabelCrumble | 37
 <-          Kick | 37
 <-         Punch | 40

-------------------------------------------------------------------------------





********************************************
*  Personal Spark Trees                    *                          [PSPTR30]
*  --Red's INIT 2--4 Personal Spark Trees  *
********************************************


At INIT 2+, Red begins play Knowing Chop, even though he lacks Talent for it.
At INIT 1, his lack of Talent for Chop will make it very difficult to learn
(and I have removed it, accordingly).

Red is, of course, the only PC who can legitimately Spark the Alkaiser
Abilities.  He is the only PC with Talent for any of them, and the only PC with
access to a RaySword (which he gets while in Alkaiser form), which is needed to
start the process.

However, he can only use the Alkaiser Abilities while in Alkaiser form, which
unfortunately prevents him from growing after battle and should therefore
probably be avoided as much as possible.  It's wiser not to rely on the
Alkaiser Abilities except when the story forces you to be Alkaiser (if even
then), and once you have enough other Abilities to achieve Mastery, you should
probably un-Equip the Alkaiser Abilities except during those story segments.

For anyone who may be curious, Alkarl, who is not a full PC but is playable
during the intro battle of Red's Scenario, cannot Spark the Alkaiser Abilities.
He does have a RaySword and can use several Alkaiser Abilities, but he is
actually specifically prevented from Sparking anything during that battle,
Alkaiser Ability or otherwise.

-------------------------------------------------------------------------------

                Red's INIT 2--4 Personal Spark Trees To List
                                by Zaraktheus

Slash
 ->     StunSlash |  5
 ->   DoubleSlash |  8
 ->     HardSlash | 12
 ->        Thrust | 13
 ->         Smash | 14
 ->  SwallowSwing | 17
 ->   Heaven/Hell | 22
 ->    WheelSlash | 20
 ->       Deflect | 17
 ->     BearCrush | 24
 ->       DeadEnd | 27
 ->  TripleThrust | 33
 ->        Kasumi | 26
 ->     GaleSlash | 24
 -> TurbidCurrent | 41
 ->    RisingNova | 43

StunSlash
 ->   DoubleSlash |  8
 ->  SwallowSwing | 14
 -> ThunderThrust | 13
 ->    WheelSlash | 18
 ->       Deflect | 16
 ->        Kasumi | 25
 ->     GaleSlash | 23

DoubleSlash
 ->     HardSlash |  9
 ->         Smash | 10
 ->  SwallowSwing | 12
 ->   Heaven/Hell | 17
 ->       Deflect | 15
 ->     BearCrush | 22
 ->        Kasumi | 25
 ->     GaleSlash | 23

HardSlash
 ->         Smash | 10
 ->   Heaven/Hell | 15
 ->     BearCrush | 22
 -> TurbidCurrent | 35

Thrust
 -> ThunderThrust | 16
 ->       DeadEnd | 21
 ->  TripleThrust | 29

Smash
 ->   Heaven/Hell | 17
 ->       Deflect | 17
 ->     BearCrush | 20
 ->       DeadEnd | 25

SwallowSwing
 ->       Deflect | 21
 ->     GaleSlash | 15

ThunderThrust
 ->       Deflect | 14
 ->       DeadEnd | 23
 ->  TripleThrust | 27
 ->        Kasumi | 24
 -> RosarioImpale | 34

Heaven/Hell
 ->       Deflect | 16
 ->  TripleThrust | 29
 ->        Kasumi | 27

BearCrush
 ->       Deflect | 21
 -> RosarioImpale | 37

DeadEnd
 ->       Deflect | 23
 -> RosarioImpale | 30

TripleThrust
 ->       Deflect | 16
 -> RosarioImpale | 38

GaleSlash
 ->       Deflect | 13

TwinSword
 ->   Heaven/Hell | 20

Asura
 ->       Deflect | 20

Katana
 ->     StunSlash |  4
 ->   DoubleSlash |  7
 ->     HardSlash | 11
 ->        Thrust | 12
 ->  SwallowSwing | 16
 ->   Heaven/Hell | 20
 ->    WheelSlash | 19
 ->  TripleThrust | 32
 ->        Kasumi | 26
 ->     GaleSlash | 23
 -> ShadowCounter | 21
 ->      Blizzard | 35
 ->   Tres Flores | 45

ShadowCounter
 ->  TripleThrust | 31
 ->        Kasumi | 26
 -> TurbidCurrent | 35
 ->      Blizzard | 29
 ->   Tres Flores | 40

Blizzard
 -> ShadowCounter | 19
 ->   Tres Flores | 37

Punch
 ->      AirThrow | 10
 ->       Sliding | 12
 ->      SwayBack | 12
 ->      Backfist | 18
 ->     CrushBeat | 23
 -> Rotation Kick | 26
 ->  TriangleKick | 34
 ->       OgreRun | 32
 ->       Scuffle | 31
 ->    DragonTurn | 20
 ->    SkyTwister | 40

Kick
 ->      AirThrow | 10
 ->       Sliding |  6
 ->      SwayBack | 12
 -> Rotation Kick | 17
 ->  TriangleKick | 25
 ->  BabelCrumble | 27
 ->    SkyTwister | 37

AirThrow
 ->        Suplex | 13
 ->  BabelCrumble | 28
 ->   LocomotionG | 17
 ->    DragonTurn | 18
 ->    SkyTwister | 35

Chop
 ->      SwayBack | 12
 ->      Backfist | 14
 ->       Scuffle | 29
 ->    DragonTurn | 20

Sliding
 ->      SwayBack | 12
 -> Rotation Kick | 16
 ->  BabelCrumble | 24
 ->  TriangleKick | 29
 ->    DragonTurn | 25

Backfist
 ->      SwayBack | 11
 ->     CrushBeat | 19
 ->       OgreRun | 27
 ->       Scuffle | 33
 ->    DragonTurn | 24

CrushBeat
 ->      SwayBack | 13
 ->      Backfist | 25
 ->       OgreRun | 30
 ->       Scuffle | 29

Rotation Kick
 ->       Sliding | 12
 ->      SwayBack | 13
 ->  TriangleKick | 29
 ->       OgreRun | 30

Suplex
 ->  BabelCrumble | 23
 ->   LocomotionG | 20
 ->    DragonTurn | 22

BabelCrumble
 ->       Sliding |  9
 ->      SwayBack | 12
 ->        Suplex | 32
 ->  TriangleKick | 36
 ->       OgreRun | 36
 ->    DragonTurn | 17
 ->    SkyTwister | 37

TriangleKick
 ->      SwayBack | 14
 -> Rotation Kick | 23
 ->       OgreRun | 35
 ->    SkyTwister | 33

OgreRun
 ->    DragonTurn | 17

LocomotionG
 ->        Suplex | 14
 ->  BabelCrumble | 24
 ->    DragonTurn | 20

BrightFist
 -> SparklingRoll | 14
 ->     FlashTurn | 28
 ->    Al-Blaster | 12
 ->    Al-Phoenix | 32
 ->   ShiningKick | 11
 ->  DeflectLance | 26

ShiningKick
 ->    Al-Phoenix | 33
 ->  DeflectLance | 22

Al-Blaster
 ->    Al-Phoenix | 27
 ->  DeflectLance | 24

RaySword
 ->    BrightFist | 15  x80 (i.e. checked 80 times per use of RaySword. A bug)

RaySword
 ->     StunSlash |  6
 ->   DoubleSlash |  9
 ->     HardSlash | 13
 ->         Smash | 14
 ->  SwallowSwing | 18
 ->   Heaven/Hell | 22
 ->    WheelSlash | 21
 ->       Deflect |  9
 ->     BearCrush | 24
 ->       DeadEnd | 29
 ->     GaleSlash | 25
 ->    RisingNova | 42
 ->    KaiserWing | 15
 ->   KaiserSmash | 23
 ->    BrightFist | 10

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Deflect
 ->        Kasumi | 30

-------------------------------------------------------------------------------

               Red's INIT 2--4 Personal Spark Trees From List
                                by Zaraktheus

StunSlash
 <-        Katana |  4
 <-         Slash |  5
 <-      RaySword |  6

DoubleSlash
 <-        Katana |  7
 <-         Slash |  8
 <-     StunSlash |  8
 <-      RaySword |  9

HardSlash
 <-   DoubleSlash |  9
 <-        Katana | 11
 <-         Slash | 12
 <-      RaySword | 13

Thrust
 <-        Katana | 12
 <-         Slash | 13

Smash
 <-   DoubleSlash | 10
 <-     HardSlash | 10
 <-      RaySword | 14
 <-         Slash | 14

SwallowSwing
 <-   DoubleSlash | 12
 <-     StunSlash | 14
 <-        Katana | 16
 <-         Slash | 17
 <-      RaySword | 18

ThunderThrust
 <-     StunSlash | 13
 <-        Thrust | 16

Heaven/Hell
 <-     HardSlash | 15
 <-   DoubleSlash | 17
 <-         Smash | 17
 <-        Katana | 20
 <-     TwinSword | 20
 <-      RaySword | 22
 <-         Slash | 22

WheelSlash
 <-     StunSlash | 18
 <-        Katana | 19
 <-         Slash | 20
 <-      RaySword | 21

Deflect
 <-      RaySword |  9
 <-     GaleSlash | 13
 <- ThunderThrust | 14
 <-   DoubleSlash | 15
 <-   Heaven/Hell | 16
 <-     StunSlash | 16
 <-  TripleThrust | 16
 <-         Slash | 17
 <-         Smash | 17
 <-         Asura | 20
 <-     BearCrush | 21
 <-  SwallowSwing | 21
 <-       DeadEnd | 23

BearCrush
 <-         Smash | 20
 <-   DoubleSlash | 22
 <-     HardSlash | 22
 <-      RaySword | 24
 <-         Slash | 24

DeadEnd
 <-        Thrust | 21
 <- ThunderThrust | 23
 <-         Smash | 25
 <-         Slash | 27
 <-      RaySword | 29

TripleThrust
 <- ThunderThrust | 27
 <-   Heaven/Hell | 29
 <-        Thrust | 29
 <- ShadowCounter | 31
 <-        Katana | 32
 <-         Slash | 33

Kasumi
 <- ThunderThrust | 24
 <-   DoubleSlash | 25
 <-     StunSlash | 25
 <-        Katana | 26
 <- ShadowCounter | 26
 <-         Slash | 26
 <-   Heaven/Hell | 27
 <-      *Deflect | 30
* If you have Deflect equipped, this is checked once each time you use any of
 the normal Sword or Katana Abilities.  It has nothing to do with whether or
 how many times the PC actually uses Deflect.

GaleSlash
 <-  SwallowSwing | 15
 <-   DoubleSlash | 23
 <-        Katana | 23
 <-     StunSlash | 23
 <-         Slash | 24
 <-      RaySword | 25

TurbidCurrent
 <-     HardSlash | 35
 <- ShadowCounter | 35
 <-         Slash | 41

RisingNova
 <-      RaySword | 42
 <-         Slash | 43

RosarioImpale
 <-       DeadEnd | 30
 <- ThunderThrust | 34
 <-     BearCrush | 37
 <-  TripleThrust | 38

ShadowCounter
 <-      Blizzard | 19
 <-        Katana | 21

Blizzard
 <- ShadowCounter | 29
 <-        Katana | 35

Tres Flores
 <-      Blizzard | 37
 <- ShadowCounter | 40
 <-        Katana | 45

KaiserWing
 <-      RaySword | 15

KaiserSmash
 <-      RaySword | 23

BrightFist
 <-      RaySword | 10
 <-      RaySword | 15  x80

SparklingRoll
 <-    BrightFist | 14

FlashTurn
 <-    BrightFist | 28

Al-Blaster
 <-    BrightFist | 12

Al-Phoenix
 <-    Al-Blaster | 27
 <-    BrightFist | 32
 <-   ShiningKick | 33

***
Re-Al-Phoenix
Sparked automatically if you use Al-Phoenix after MBlackIII uses Dark Phoenix.
***

ShiningKick
 <-    BrightFist | 11

DeflectLance
 <-   ShiningKick | 22
 <-    Al-Blaster | 24
 <-    BrightFist | 26

***
FinalCrusade
Red automatically learns FinalCrusade after defeating whichever BlackX Emperor
(Arachne, Berva, MBlack, Shuzer) you choose to fight first.
***

Kick                        *Already Known

AirThrow
 <-          Kick | 10
 <-         Punch | 10

Chop                        *Already Known

Sliding
 <-          Kick |  6
 <-  BabelCrumble |  9
 <-         Punch | 12
 <- Rotation Kick | 12

SwayBack
 <-      Backfist | 11
 <-  BabelCrumble | 12
 <-          Chop | 12
 <-          Kick | 12
 <-         Punch | 12
 <-       Sliding | 12
 <-     CrushBeat | 13
 <- Rotation Kick | 13
 <-  TriangleKick | 14

Backfist
 <-          Chop | 14
 <-         Punch | 18
 <-     CrushBeat | 25

CrushBeat
 <-      Backfist | 19
 <-         Punch | 23

Rotation Kick
 <-       Sliding | 16
 <-          Kick | 17
 <-  TriangleKick | 23
 <-         Punch | 26

Suplex
 <-      AirThrow | 13
 <-   LocomotionG | 14
 <-  BabelCrumble | 32

BabelCrumble
 <-        Suplex | 23
 <-   LocomotionG | 24
 <-       Sliding | 24
 <-          Kick | 27
 <-      AirThrow | 28

TriangleKick
 <-          Kick | 25
 <- Rotation Kick | 29
 <-       Sliding | 29
 <-         Punch | 34
 <-  BabelCrumble | 36

OgreRun
 <-      Backfist | 27
 <-     CrushBeat | 30
 <- Rotation Kick | 30
 <-         Punch | 32
 <-  TriangleKick | 35
 <-  BabelCrumble | 36

Scuffle
 <-          Chop | 29
 <-     CrushBeat | 29
 <-         Punch | 31
 <-      Backfist | 33

LocomotionG
 <-      AirThrow | 17
 <-        Suplex | 20

DragonTurn
 <-  BabelCrumble | 17
 <-       OgreRun | 17
 <-      AirThrow | 18
 <-          Chop | 20
 <-   LocomotionG | 20
 <-         Punch | 20
 <-        Suplex | 22
 <-      Backfist | 24
 <-       Sliding | 25

SkyTwister
 <-  TriangleKick | 33
 <-      AirThrow | 35
 <-  BabelCrumble | 37
 <-          Kick | 37
 <-         Punch | 40

-------------------------------------------------------------------------------





********************************************
*  Personal Spark Trees                    *                          [PSPTR31]
*  --Roufas's INIT 1 Personal Spark Trees  *
********************************************


At INIT 2+, Roufas begins play Knowing Thrust, even though he lacks Talent for
it.  At INIT 1, his lack of Talent for Thrust will make it very difficult to
learn (and I have removed it, accordingly).

-------------------------------------------------------------------------------

                Roufas's INIT 1 Personal Spark Trees To List
                                by Zaraktheus

Slash
 ->     StunSlash |  5
 ->   DoubleSlash |  8
 ->    CrossSlash | 16
 ->  SwallowSwing | 17
 ->   Heaven/Hell | 22
 ->    WheelSlash | 20
 ->  WillowBranch | 23
 ->      HeadWind | 31
 ->  TripleThrust | 33
 ->        Kasumi | 26
 ->      NoMoment | 38
 ->     GaleSlash | 24
 ->    2GaleSlash | 30
 -> TurbidCurrent | 41
 ->  CrossDeflect | 12
 -> LifeSprinkler | 45

StunSlash
 ->   DoubleSlash |  8
 ->  SwallowSwing | 14
 -> ThunderThrust | 13
 ->    WheelSlash | 18
 ->      HeadWind | 26
 ->        Kasumi | 25
 ->     GaleSlash | 23
 ->    2GaleSlash | 28

DoubleSlash
 ->    CrossSlash | 12
 ->  SwallowSwing | 12
 ->   Heaven/Hell | 17
 ->      HeadWind | 24
 ->        Kasumi | 25
 ->     GaleSlash | 23
 ->    2GaleSlash | 28

HardSlash
 ->   Heaven/Hell | 15
 ->      NoMoment | 34
 -> TurbidCurrent | 35

CrossSlash
 ->    2GaleSlash | 28
 ->  CrossDeflect | 10

SwallowSwing
 ->     GaleSlash | 15
 ->    2GaleSlash | 28

ThunderThrust
 ->  TripleThrust | 27
 ->        Kasumi | 24

Heaven/Hell
 ->  WillowBranch | 19
 ->  TripleThrust | 29
 ->        Kasumi | 27

WheelSlash
 -> Haze-to-Wheel | 36

WillowBranch
 ->        Kasumi | 23

HeadWind
 ->        Kasumi | 23
 ->      NoMoment | 32
 -> TurbidCurrent | 36

NoMoment
 ->        Kasumi | 22

GaleSlash
 ->    2GaleSlash | 26
 ->  CrossDeflect | 17

TurbidCurrent
 -> LifeSprinkler | 40

TwinSword
 ->   Heaven/Hell | 20

Katana
 ->     StunSlash |  4
 ->   DoubleSlash |  7
 ->  SwallowSwing | 16
 ->   Heaven/Hell | 20
 ->    WheelSlash | 19
 ->  WillowBranch | 22
 ->      HeadWind | 30
 ->  TripleThrust | 32
 ->        Kasumi | 26
 ->      NoMoment | 36
 ->     GaleSlash | 23
 ->  MoonlightCut | 27
 -> ShadowCounter | 21
 ->      Blizzard | 35
 ->   Tres Flores | 45

MoonlightCut
 ->  WillowBranch | 18
 ->      NoMoment | 38
 ->        Kasumi | 25
 -> ShadowCounter | 17
 ->      Blizzard | 26
 ->   Tres Flores | 39

ShadowCounter
 ->      HeadWind | 25
 ->  TripleThrust | 31
 ->        Kasumi | 26
 -> TurbidCurrent | 35
 -> LifeSprinkler | 38
 ->  MoonlightCut | 22
 ->      Blizzard | 29
 ->   Tres Flores | 40

Blizzard
 ->      NoMoment | 32
 ->  MoonlightCut | 20
 -> ShadowCounter | 19
 ->   Tres Flores | 37

Punch
 ->          Kick |  3
 ->      AirThrow | 10
 ->      SwayBack | 12
 ->          Fist | 16
 ->      Backfist | 18
 ->     CrushBeat | 23
 -> Rotation Kick | 26
 ->      KO Throw | 17
 ->      GoldHand | 37
 ->  TriangleKick | 34
 ->       OgreRun | 32
 ->       Scuffle | 31
 ->      Lastshot | 44
 ->     Corkscrew | 42

Kick
 ->      AirThrow | 10
 ->      SwayBack | 12
 -> Rotation Kick | 17
 ->      KO Throw | 16
 ->  TriangleKick | 25
 ->     Corkscrew | 41

AirThrow
 ->      KO Throw | 14
 ->        Suplex | 13
 ->    GiantSwing | 19

Fist
 ->      SwayBack | 12
 ->      KO Throw | 17
 ->      GoldHand | 26

Backfist
 ->      SwayBack | 11
 ->     CrushBeat | 19
 ->      KO Throw | 20
 ->       OgreRun | 27
 ->       Scuffle | 33
 ->     Corkscrew | 40

CrushBeat
 ->      SwayBack | 13
 ->      Backfist | 25
 ->       OgreRun | 30
 ->       Scuffle | 29

Rotation Kick
 ->      SwayBack | 13
 ->      KO Throw | 17
 ->  TriangleKick | 29
 ->       OgreRun | 30
 ->     Corkscrew | 38

Suplex
 ->      KO Throw | 16
 ->    GiantSwing | 18

GiantSwing
 ->      KO Throw | 13
 ->        Suplex | 20

GoldHand
 ->      SwayBack | 12
 ->      KO Throw | 16
 ->      Lastshot | 38
 ->     Corkscrew | 39

TriangleKick
 ->      SwayBack | 14
 -> Rotation Kick | 23
 ->       OgreRun | 35
 ->     Corkscrew | 39

OgreRun
 ->      KO Throw | 15
 ->      Lastshot | 34
 ->     Corkscrew | 38

Lastshot
 ->      SwayBack | 12
 ->      GoldHand | 43

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Kasumi
 ->       Godless | 33

-------------------------------------------------------------------------------

               Roufas's INIT 1 Personal Spark Trees From List
                                by Zaraktheus

StunSlash
 <-        Katana |  4
 <-         Slash |  5

DoubleSlash
 <-        Katana |  7
 <-         Slash |  8
 <-     StunSlash |  8

HardSlash                   *Already Known

CrossSlash
 <-   DoubleSlash | 12
 <-         Slash | 16

SwallowSwing
 <-   DoubleSlash | 12
 <-     StunSlash | 14
 <-        Katana | 16
 <-         Slash | 17

ThunderThrust
 <-     StunSlash | 13

Heaven/Hell
 <-     HardSlash | 15
 <-   DoubleSlash | 17
 <-        Katana | 20
 <-     TwinSword | 20
 <-         Slash | 22

WheelSlash
 <-     StunSlash | 18
 <-        Katana | 19
 <-         Slash | 20

WillowBranch
 <-  MoonlightCut | 18
 <-   Heaven/Hell | 19
 <-        Katana | 22
 <-         Slash | 23

HeadWind
 <-   DoubleSlash | 24
 <- ShadowCounter | 25
 <-     StunSlash | 26
 <-        Katana | 30
 <-         Slash | 31

TripleThrust
 <- ThunderThrust | 27
 <-   Heaven/Hell | 29
 <- ShadowCounter | 31
 <-        Katana | 32
 <-         Slash | 33

Kasumi
 <-      NoMoment | 22
 <-      HeadWind | 23
 <-  WillowBranch | 23
 <- ThunderThrust | 24
 <-   DoubleSlash | 25
 <-  MoonlightCut | 25
 <-     StunSlash | 25
 <-        Katana | 26
 <- ShadowCounter | 26
 <-         Slash | 26
 <-   Heaven/Hell | 27

NoMoment
 <-      Blizzard | 32
 <-      HeadWind | 32
 <-     HardSlash | 34
 <-        Katana | 36
 <-  MoonlightCut | 38
 <-         Slash | 38

GaleSlash
 <-  SwallowSwing | 15
 <-   DoubleSlash | 23
 <-        Katana | 23
 <-     StunSlash | 23
 <-         Slash | 24

2GaleSlash
 <-     GaleSlash | 26
 <-    CrossSlash | 28
 <-   DoubleSlash | 28
 <-     StunSlash | 28
 <-  SwallowSwing | 28
 <-         Slash | 30

TurbidCurrent
 <-     HardSlash | 35
 <- ShadowCounter | 35
 <-      HeadWind | 36
 <-         Slash | 41

CrossDeflect
 <-    CrossSlash | 10
 <-         Slash | 12
 <-     GaleSlash | 17

Haze-to-Wheel
 <-    WheelSlash | 36

LifeSprinkler
 <- ShadowCounter | 38
 <- TurbidCurrent | 40
 <-         Slash | 45

Godless
 <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
 the normal Sword or Katana Abilities.  It has nothing to do with whether or
 how many times the PC actually uses Kasumi.

MoonlightCut
 <-      Blizzard | 20
 <- ShadowCounter | 22
 <-        Katana | 27

ShadowCounter
 <-  MoonlightCut | 17
 <-      Blizzard | 19
 <-        Katana | 21

Blizzard
 <-  MoonlightCut | 26
 <- ShadowCounter | 29</pre><pre id="faqspan-18">
 <-        Katana | 35

Tres Flores
 <-      Blizzard | 37
 <-  MoonlightCut | 39
 <- ShadowCounter | 40
 <-        Katana | 45

Kick
 <-         Punch |  3

AirThrow
 <-          Kick | 10
 <-         Punch | 10

SwayBack
 <-      Backfist | 11
 <-          Fist | 12
 <-      GoldHand | 12
 <-          Kick | 12
 <-      Lastshot | 12
 <-         Punch | 12
 <-     CrushBeat | 13
 <- Rotation Kick | 13
 <-  TriangleKick | 14

Fist
 <-         Punch | 16

Backfist
 <-         Punch | 18
 <-     CrushBeat | 25

CrushBeat
 <-      Backfist | 19
 <-         Punch | 23

Rotation Kick
 <-          Kick | 17
 <-  TriangleKick | 23
 <-         Punch | 26

KO Throw
 <-    GiantSwing | 13
 <-      AirThrow | 14
 <-       OgreRun | 15
 <-      GoldHand | 16
 <-          Kick | 16
 <-        Suplex | 16
 <-          Fist | 17
 <-         Punch | 17
 <- Rotation Kick | 17
 <-      Backfist | 20

Suplex
 <-      AirThrow | 13
 <-    GiantSwing | 20

GiantSwing
 <-        Suplex | 18
 <-      AirThrow | 19

GoldHand
 <-          Fist | 26
 <-         Punch | 37
 <-      Lastshot | 43

TriangleKick
 <-          Kick | 25
 <- Rotation Kick | 29
 <-         Punch | 34

OgreRun
 <-      Backfist | 27
 <-     CrushBeat | 30
 <- Rotation Kick | 30
 <-         Punch | 32
 <-  TriangleKick | 35

Scuffle
 <-     CrushBeat | 29
 <-         Punch | 31
 <-      Backfist | 33

Lastshot
 <-       OgreRun | 34
 <-      GoldHand | 38
 <-         Punch | 44

Corkscrew
 <-       OgreRun | 38
 <- Rotation Kick | 38
 <-      GoldHand | 39
 <-  TriangleKick | 39
 <-      Backfist | 40
 <-          Kick | 41
 <-         Punch | 42

-------------------------------------------------------------------------------





********************************************
*  Personal Spark Trees                    *                          [PSPTR32]
*  --Roufas's INIT 2 Personal Spark Trees  *
********************************************


At INIT 2+, Roufas begins play Knowing Thrust, even though he lacks Talent for
it.  At INIT 1, his lack of Talent for Thrust will make it very difficult to
learn (and I have removed it, accordingly).

-------------------------------------------------------------------------------

                Roufas's INIT 2 Personal Spark Trees To List
                                by Zaraktheus

Slash
 ->     StunSlash |  5
 ->   DoubleSlash |  8
 ->    CrossSlash | 16
 ->  SwallowSwing | 17
 ->   Heaven/Hell | 22
 ->    WheelSlash | 20
 ->  WillowBranch | 23
 ->      HeadWind | 31
 ->  TripleThrust | 33
 ->        Kasumi | 26
 ->      NoMoment | 38
 ->     GaleSlash | 24
 ->    2GaleSlash | 30
 -> TurbidCurrent | 41
 ->  CrossDeflect | 12
 -> LifeSprinkler | 45

StunSlash
 ->   DoubleSlash |  8
 ->  SwallowSwing | 14
 -> ThunderThrust | 13
 ->    WheelSlash | 18
 ->      HeadWind | 26
 ->        Kasumi | 25
 ->     GaleSlash | 23
 ->    2GaleSlash | 28

DoubleSlash
 ->    CrossSlash | 12
 ->  SwallowSwing | 12
 ->   Heaven/Hell | 17
 ->      HeadWind | 24
 ->        Kasumi | 25
 ->     GaleSlash | 23
 ->    2GaleSlash | 28

HardSlash
 ->   Heaven/Hell | 15
 ->      NoMoment | 34
 -> TurbidCurrent | 35

Thrust
 -> ThunderThrust | 16
 ->  TripleThrust | 29

CrossSlash
 ->    2GaleSlash | 28
 ->  CrossDeflect | 10

SwallowSwing
 ->     GaleSlash | 15
 ->    2GaleSlash | 28

ThunderThrust
 ->  TripleThrust | 27
 ->        Kasumi | 24

Heaven/Hell
 ->  WillowBranch | 19
 ->  TripleThrust | 29
 ->        Kasumi | 27

WheelSlash
 -> Haze-to-Wheel | 36

WillowBranch
 ->        Kasumi | 23

HeadWind
 ->        Kasumi | 23
 ->      NoMoment | 32
 -> TurbidCurrent | 36

NoMoment
 ->        Kasumi | 22

GaleSlash
 ->    2GaleSlash | 26
 ->  CrossDeflect | 17

TurbidCurrent
 -> LifeSprinkler | 40

TwinSword
 ->   Heaven/Hell | 20

Katana
 ->     StunSlash |  4
 ->   DoubleSlash |  7
 ->  SwallowSwing | 16
 ->   Heaven/Hell | 20
 ->    WheelSlash | 19
 ->  WillowBranch | 22
 ->      HeadWind | 30
 ->  TripleThrust | 32
 ->        Kasumi | 26
 ->      NoMoment | 36
 ->     GaleSlash | 23
 ->  MoonlightCut | 27
 -> ShadowCounter | 21
 ->      Blizzard | 35
 ->   Tres Flores | 45

MoonlightCut
 ->  WillowBranch | 18
 ->      NoMoment | 38
 ->        Kasumi | 25
 -> ShadowCounter | 17
 ->      Blizzard | 26
 ->   Tres Flores | 39

ShadowCounter
 ->      HeadWind | 25
 ->  TripleThrust | 31
 ->        Kasumi | 26
 -> TurbidCurrent | 35
 -> LifeSprinkler | 38
 ->  MoonlightCut | 22
 ->      Blizzard | 29
 ->   Tres Flores | 40

Blizzard
 ->      NoMoment | 32
 ->  MoonlightCut | 20
 -> ShadowCounter | 19
 ->   Tres Flores | 37

Punch
 ->          Kick |  3
 ->      AirThrow | 10
 ->      SwayBack | 12
 ->          Fist | 16
 ->      Backfist | 18
 ->     CrushBeat | 23
 -> Rotation Kick | 26
 ->      KO Throw | 17
 ->      GoldHand | 37
 ->  TriangleKick | 34
 ->       OgreRun | 32
 ->       Scuffle | 31
 ->      Lastshot | 44
 ->     Corkscrew | 42

Kick
 ->      AirThrow | 10
 ->      SwayBack | 12
 -> Rotation Kick | 17
 ->      KO Throw | 16
 ->  TriangleKick | 25
 ->     Corkscrew | 41

AirThrow
 ->      KO Throw | 14
 ->        Suplex | 13
 ->    GiantSwing | 19

Fist
 ->      SwayBack | 12
 ->      KO Throw | 17
 ->      GoldHand | 26

Backfist
 ->      SwayBack | 11
 ->     CrushBeat | 19
 ->      KO Throw | 20
 ->       OgreRun | 27
 ->       Scuffle | 33
 ->     Corkscrew | 40

CrushBeat
 ->      SwayBack | 13
 ->      Backfist | 25
 ->       OgreRun | 30
 ->       Scuffle | 29

Rotation Kick
 ->      SwayBack | 13
 ->      KO Throw | 17
 ->  TriangleKick | 29
 ->       OgreRun | 30
 ->     Corkscrew | 38

Suplex
 ->      KO Throw | 16
 ->    GiantSwing | 18

GiantSwing
 ->      KO Throw | 13
 ->        Suplex | 20

GoldHand
 ->      SwayBack | 12
 ->      KO Throw | 16
 ->      Lastshot | 38
 ->     Corkscrew | 39

TriangleKick
 ->      SwayBack | 14
 -> Rotation Kick | 23
 ->       OgreRun | 35
 ->     Corkscrew | 39

OgreRun
 ->      KO Throw | 15
 ->      Lastshot | 34
 ->     Corkscrew | 38

Lastshot
 ->      SwayBack | 12
 ->      GoldHand | 43

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Kasumi
 ->       Godless | 33

-------------------------------------------------------------------------------

               Roufas's INIT 2 Personal Spark Trees From List
                                by Zaraktheus

StunSlash
 <-        Katana |  4
 <-         Slash |  5

DoubleSlash
 <-        Katana |  7
 <-         Slash |  8
 <-     StunSlash |  8

HardSlash                   *Already Known

Thrust                      *Already Known

CrossSlash
 <-   DoubleSlash | 12
 <-         Slash | 16

SwallowSwing
 <-   DoubleSlash | 12
 <-     StunSlash | 14
 <-        Katana | 16
 <-         Slash | 17

ThunderThrust
 <-     StunSlash | 13
 <-        Thrust | 16

Heaven/Hell
 <-     HardSlash | 15
 <-   DoubleSlash | 17
 <-        Katana | 20
 <-     TwinSword | 20
 <-         Slash | 22

WheelSlash
 <-     StunSlash | 18
 <-        Katana | 19
 <-         Slash | 20

WillowBranch
 <-  MoonlightCut | 18
 <-   Heaven/Hell | 19
 <-        Katana | 22
 <-         Slash | 23

HeadWind
 <-   DoubleSlash | 24
 <- ShadowCounter | 25
 <-     StunSlash | 26
 <-        Katana | 30
 <-         Slash | 31

TripleThrust
 <- ThunderThrust | 27
 <-   Heaven/Hell | 29
 <-        Thrust | 29
 <- ShadowCounter | 31
 <-        Katana | 32
 <-         Slash | 33

Kasumi
 <-      NoMoment | 22
 <-      HeadWind | 23
 <-  WillowBranch | 23
 <- ThunderThrust | 24
 <-   DoubleSlash | 25
 <-  MoonlightCut | 25
 <-     StunSlash | 25
 <-        Katana | 26
 <- ShadowCounter | 26
 <-         Slash | 26
 <-   Heaven/Hell | 27

NoMoment
 <-      Blizzard | 32
 <-      HeadWind | 32
 <-     HardSlash | 34
 <-        Katana | 36
 <-  MoonlightCut | 38
 <-         Slash | 38

GaleSlash
 <-  SwallowSwing | 15
 <-   DoubleSlash | 23
 <-        Katana | 23
 <-     StunSlash | 23
 <-         Slash | 24

2GaleSlash
 <-     GaleSlash | 26
 <-    CrossSlash | 28
 <-   DoubleSlash | 28
 <-     StunSlash | 28
 <-  SwallowSwing | 28
 <-         Slash | 30

TurbidCurrent
 <-     HardSlash | 35
 <- ShadowCounter | 35
 <-      HeadWind | 36
 <-         Slash | 41

CrossDeflect
 <-    CrossSlash | 10
 <-         Slash | 12
 <-     GaleSlash | 17

Haze-to-Wheel
 <-    WheelSlash | 36

LifeSprinkler
 <- ShadowCounter | 38
 <- TurbidCurrent | 40
 <-         Slash | 45

Godless
 <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
 the normal Sword or Katana Abilities.  It has nothing to do with whether or
 how many times the PC actually uses Kasumi.

MoonlightCut
 <-      Blizzard | 20
 <- ShadowCounter | 22
 <-        Katana | 27

ShadowCounter
 <-  MoonlightCut | 17
 <-      Blizzard | 19
 <-        Katana | 21

Blizzard
 <-  MoonlightCut | 26
 <- ShadowCounter | 29
 <-        Katana | 35

Tres Flores
 <-      Blizzard | 37
 <-  MoonlightCut | 39
 <- ShadowCounter | 40
 <-        Katana | 45

Kick
 <-         Punch |  3

AirThrow
 <-          Kick | 10
 <-         Punch | 10

SwayBack
 <-      Backfist | 11
 <-          Fist | 12
 <-      GoldHand | 12
 <-          Kick | 12
 <-      Lastshot | 12
 <-         Punch | 12
 <-     CrushBeat | 13
 <- Rotation Kick | 13
 <-  TriangleKick | 14

Fist
 <-         Punch | 16

Backfist
 <-         Punch | 18
 <-     CrushBeat | 25

CrushBeat
 <-      Backfist | 19
 <-         Punch | 23

Rotation Kick
 <-          Kick | 17
 <-  TriangleKick | 23
 <-         Punch | 26

KO Throw
 <-    GiantSwing | 13
 <-      AirThrow | 14
 <-       OgreRun | 15
 <-      GoldHand | 16
 <-          Kick | 16
 <-        Suplex | 16
 <-          Fist | 17
 <-         Punch | 17
 <- Rotation Kick | 17
 <-      Backfist | 20

Suplex
 <-      AirThrow | 13
 <-    GiantSwing | 20

GiantSwing
 <-        Suplex | 18
 <-      AirThrow | 19

GoldHand
 <-          Fist | 26
 <-         Punch | 37
 <-      Lastshot | 43

TriangleKick
 <-          Kick | 25
 <- Rotation Kick | 29
 <-         Punch | 34

OgreRun
 <-      Backfist | 27
 <-     CrushBeat | 30
 <- Rotation Kick | 30
 <-         Punch | 32
 <-  TriangleKick | 35

Scuffle
 <-     CrushBeat | 29
 <-         Punch | 31
 <-      Backfist | 33

Lastshot
 <-       OgreRun | 34
 <-      GoldHand | 38
 <-         Punch | 44

Corkscrew
 <-       OgreRun | 38
 <- Rotation Kick | 38
 <-      GoldHand | 39
 <-  TriangleKick | 39
 <-      Backfist | 40
 <-          Kick | 41
 <-         Punch | 42

-------------------------------------------------------------------------------





********************************************
*  Personal Spark Trees                    *                          [PSPTR33]
*  --Roufas's INIT 3 Personal Spark Trees  *
********************************************


At INIT 2+, Roufas begins play Knowing Thrust, even though he lacks Talent for
it.  At INIT 1, his lack of Talent for Thrust will make it very difficult to
learn (and I have removed it, accordingly).

-------------------------------------------------------------------------------

                Roufas's INIT 3 Personal Spark Trees To List
                                by Zaraktheus

Slash
 ->     StunSlash |  5
 ->   DoubleSlash |  8
 ->    CrossSlash | 16
 ->  SwallowSwing | 17
 ->   Heaven/Hell | 22
 ->    WheelSlash | 20
 ->  WillowBranch | 23
 ->      HeadWind | 31
 ->  TripleThrust | 33
 ->        Kasumi | 26
 ->      NoMoment | 38
 ->     GaleSlash | 24
 ->    2GaleSlash | 30
 -> TurbidCurrent | 41
 ->  CrossDeflect | 12
 -> LifeSprinkler | 45

StunSlash
 ->   DoubleSlash |  8
 ->  SwallowSwing | 14
 ->    WheelSlash | 18
 ->      HeadWind | 26
 ->        Kasumi | 25
 ->     GaleSlash | 23
 ->    2GaleSlash | 28

DoubleSlash
 ->    CrossSlash | 12
 ->  SwallowSwing | 12
 ->   Heaven/Hell | 17
 ->      HeadWind | 24
 ->        Kasumi | 25
 ->     GaleSlash | 23
 ->    2GaleSlash | 28

HardSlash
 ->   Heaven/Hell | 15
 ->      NoMoment | 34
 -> TurbidCurrent | 35

Thrust
 ->  TripleThrust | 29

CrossSlash
 ->    2GaleSlash | 28
 ->  CrossDeflect | 10

SwallowSwing
 ->     GaleSlash | 15
 ->    2GaleSlash | 28

ThunderThrust
 ->  TripleThrust | 27
 ->        Kasumi | 24

Heaven/Hell
 ->  WillowBranch | 19
 ->  TripleThrust | 29
 ->        Kasumi | 27

WheelSlash
 -> Haze-to-Wheel | 36

WillowBranch
 ->        Kasumi | 23

HeadWind
 ->        Kasumi | 23
 ->      NoMoment | 32
 -> TurbidCurrent | 36

NoMoment
 ->        Kasumi | 22

GaleSlash
 ->    2GaleSlash | 26
 ->  CrossDeflect | 17

TurbidCurrent
 -> LifeSprinkler | 40

TwinSword
 ->   Heaven/Hell | 20

Katana
 ->     StunSlash |  4
 ->   DoubleSlash |  7
 ->  SwallowSwing | 16
 ->   Heaven/Hell | 20
 ->    WheelSlash | 19
 ->  WillowBranch | 22
 ->      HeadWind | 30
 ->  TripleThrust | 32
 ->        Kasumi | 26
 ->      NoMoment | 36
 ->     GaleSlash | 23
 ->  MoonlightCut | 27
 -> ShadowCounter | 21
 ->      Blizzard | 35
 ->   Tres Flores | 45

MoonlightCut
 ->  WillowBranch | 18
 ->      NoMoment | 38
 ->        Kasumi | 25
 -> ShadowCounter | 17
 ->      Blizzard | 26
 ->   Tres Flores | 39

ShadowCounter
 ->      HeadWind | 25
 ->  TripleThrust | 31
 ->        Kasumi | 26
 -> TurbidCurrent | 35
 -> LifeSprinkler | 38
 ->  MoonlightCut | 22
 ->      Blizzard | 29
 ->   Tres Flores | 40

Blizzard
 ->      NoMoment | 32
 ->  MoonlightCut | 20
 -> ShadowCounter | 19
 ->   Tres Flores | 37

Punch
 ->          Kick |  3
 ->      AirThrow | 10
 ->      SwayBack | 12
 ->          Fist | 16
 ->      Backfist | 18
 ->     CrushBeat | 23
 -> Rotation Kick | 26
 ->      KO Throw | 17
 ->      GoldHand | 37
 ->  TriangleKick | 34
 ->       OgreRun | 32
 ->       Scuffle | 31
 ->      Lastshot | 44
 ->     Corkscrew | 42

Kick
 ->      AirThrow | 10
 ->      SwayBack | 12
 -> Rotation Kick | 17
 ->      KO Throw | 16
 ->  TriangleKick | 25
 ->     Corkscrew | 41

AirThrow
 ->      KO Throw | 14
 ->        Suplex | 13
 ->    GiantSwing | 19

Fist
 ->      SwayBack | 12
 ->      KO Throw | 17
 ->      GoldHand | 26

Backfist
 ->      SwayBack | 11
 ->     CrushBeat | 19
 ->      KO Throw | 20
 ->       OgreRun | 27
 ->       Scuffle | 33
 ->     Corkscrew | 40

CrushBeat
 ->      SwayBack | 13
 ->      Backfist | 25
 ->       OgreRun | 30
 ->       Scuffle | 29

Rotation Kick
 ->      SwayBack | 13
 ->      KO Throw | 17
 ->  TriangleKick | 29
 ->       OgreRun | 30
 ->     Corkscrew | 38

Suplex
 ->      KO Throw | 16
 ->    GiantSwing | 18

GiantSwing
 ->      KO Throw | 13
 ->        Suplex | 20

GoldHand
 ->      SwayBack | 12
 ->      KO Throw | 16
 ->      Lastshot | 38
 ->     Corkscrew | 39

TriangleKick
 ->      SwayBack | 14
 -> Rotation Kick | 23
 ->       OgreRun | 35
 ->     Corkscrew | 39

OgreRun
 ->      KO Throw | 15
 ->      Lastshot | 34
 ->     Corkscrew | 38

Lastshot
 ->      SwayBack | 12
 ->      GoldHand | 43

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Kasumi
 ->       Godless | 33

-------------------------------------------------------------------------------

               Roufas's INIT 3 Personal Spark Trees From List
                                by Zaraktheus

StunSlash
 <-        Katana |  4
 <-         Slash |  5

DoubleSlash
 <-        Katana |  7
 <-         Slash |  8
 <-     StunSlash |  8

HardSlash                   *Already Known

Thrust                      *Already Known

CrossSlash
 <-   DoubleSlash | 12
 <-         Slash | 16

SwallowSwing
 <-   DoubleSlash | 12
 <-     StunSlash | 14
 <-        Katana | 16
 <-         Slash | 17

ThunderThrust               *Already Known

Heaven/Hell
 <-     HardSlash | 15
 <-   DoubleSlash | 17
 <-        Katana | 20
 <-     TwinSword | 20
 <-         Slash | 22

WheelSlash
 <-     StunSlash | 18
 <-        Katana | 19
 <-         Slash | 20

WillowBranch
 <-  MoonlightCut | 18
 <-   Heaven/Hell | 19
 <-        Katana | 22
 <-         Slash | 23

HeadWind
 <-   DoubleSlash | 24
 <- ShadowCounter | 25
 <-     StunSlash | 26
 <-        Katana | 30
 <-         Slash | 31

TripleThrust
 <- ThunderThrust | 27
 <-   Heaven/Hell | 29
 <-        Thrust | 29
 <- ShadowCounter | 31
 <-        Katana | 32
 <-         Slash | 33

Kasumi
 <-      NoMoment | 22
 <-      HeadWind | 23
 <-  WillowBranch | 23
 <- ThunderThrust | 24
 <-   DoubleSlash | 25
 <-  MoonlightCut | 25
 <-     StunSlash | 25
 <-        Katana | 26
 <- ShadowCounter | 26
 <-         Slash | 26
 <-   Heaven/Hell | 27

NoMoment
 <-      Blizzard | 32
 <-      HeadWind | 32
 <-     HardSlash | 34
 <-        Katana | 36
 <-  MoonlightCut | 38
 <-         Slash | 38

GaleSlash
 <-  SwallowSwing | 15
 <-   DoubleSlash | 23
 <-        Katana | 23
 <-     StunSlash | 23
 <-         Slash | 24

2GaleSlash
 <-     GaleSlash | 26
 <-    CrossSlash | 28
 <-   DoubleSlash | 28
 <-     StunSlash | 28
 <-  SwallowSwing | 28
 <-         Slash | 30

TurbidCurrent
 <-     HardSlash | 35
 <- ShadowCounter | 35
 <-      HeadWind | 36
 <-         Slash | 41

CrossDeflect
 <-    CrossSlash | 10
 <-         Slash | 12
 <-     GaleSlash | 17

Haze-to-Wheel
 <-    WheelSlash | 36

LifeSprinkler
 <- ShadowCounter | 38
 <- TurbidCurrent | 40
 <-         Slash | 45

Godless
 <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
 the normal Sword or Katana Abilities.  It has nothing to do with whether or
 how many times the PC actually uses Kasumi.

MoonlightCut
 <-      Blizzard | 20
 <- ShadowCounter | 22
 <-        Katana | 27

ShadowCounter
 <-  MoonlightCut | 17
 <-      Blizzard | 19
 <-        Katana | 21

Blizzard
 <-  MoonlightCut | 26
 <- ShadowCounter | 29
 <-        Katana | 35

Tres Flores
 <-      Blizzard | 37
 <-  MoonlightCut | 39
 <- ShadowCounter | 40
 <-        Katana | 45

Kick
 <-         Punch |  3

AirThrow
 <-          Kick | 10
 <-         Punch | 10

SwayBack
 <-      Backfist | 11
 <-          Fist | 12
 <-      GoldHand | 12
 <-          Kick | 12
 <-      Lastshot | 12
 <-         Punch | 12
 <-     CrushBeat | 13
 <- Rotation Kick | 13
 <-  TriangleKick | 14

Fist
 <-         Punch | 16

Backfist
 <-         Punch | 18
 <-     CrushBeat | 25

CrushBeat
 <-      Backfist | 19
 <-         Punch | 23

Rotation Kick
 <-          Kick | 17
 <-  TriangleKick | 23
 <-         Punch | 26

KO Throw
 <-    GiantSwing | 13
 <-      AirThrow | 14
 <-       OgreRun | 15
 <-      GoldHand | 16
 <-          Kick | 16
 <-        Suplex | 16
 <-          Fist | 17
 <-         Punch | 17
 <- Rotation Kick | 17
 <-      Backfist | 20

Suplex
 <-      AirThrow | 13
 <-    GiantSwing | 20

GiantSwing
 <-        Suplex | 18
 <-      AirThrow | 19

GoldHand
 <-          Fist | 26
 <-         Punch | 37
 <-      Lastshot | 43

TriangleKick
 <-          Kick | 25
 <- Rotation Kick | 29
 <-         Punch | 34

OgreRun
 <-      Backfist | 27
 <-     CrushBeat | 30
 <- Rotation Kick | 30
 <-         Punch | 32
 <-  TriangleKick | 35

Scuffle
 <-     CrushBeat | 29
 <-         Punch | 31
 <-      Backfist | 33

Lastshot
 <-       OgreRun | 34
 <-      GoldHand | 38
 <-         Punch | 44

Corkscrew
 <-       OgreRun | 38
 <- Rotation Kick | 38
 <-      GoldHand | 39
 <-  TriangleKick | 39
 <-      Backfist | 40
 <-          Kick | 41
 <-         Punch | 42

-------------------------------------------------------------------------------





********************************************
*  Personal Spark Trees                    *                          [PSPTR34]
*  --Roufas's INIT 4 Personal Spark Trees  *
********************************************


At INIT 2+, Roufas begins play Knowing Thrust, even though he lacks Talent for
it.  At INIT 1, his lack of Talent for Thrust will make it very difficult to
learn (and I have removed it, accordingly).

-------------------------------------------------------------------------------

                Roufas's INIT 4 Personal Spark Trees To List
                                by Zaraktheus

Slash
 ->     StunSlash |  5
 ->   DoubleSlash |  8
 ->    CrossSlash | 16
 ->  SwallowSwing | 17
 ->    WheelSlash | 20
 ->  WillowBranch | 23
 ->      HeadWind | 31
 ->  TripleThrust | 33
 ->        Kasumi | 26
 ->      NoMoment | 38
 ->     GaleSlash | 24
 ->    2GaleSlash | 30
 -> TurbidCurrent | 41
 ->  CrossDeflect | 12
 -> LifeSprinkler | 45

StunSlash
 ->   DoubleSlash |  8
 ->  SwallowSwing | 14
 ->    WheelSlash | 18
 ->      HeadWind | 26
 ->        Kasumi | 25
 ->     GaleSlash | 23
 ->    2GaleSlash | 28

DoubleSlash
 ->    CrossSlash | 12
 ->  SwallowSwing | 12
 ->      HeadWind | 24
 ->        Kasumi | 25
 ->     GaleSlash | 23
 ->    2GaleSlash | 28

HardSlash
 ->      NoMoment | 34
 -> TurbidCurrent | 35

Thrust
 ->  TripleThrust | 29

CrossSlash
 ->    2GaleSlash | 28
 ->  CrossDeflect | 10

SwallowSwing
 ->     GaleSlash | 15
 ->    2GaleSlash | 28

ThunderThrust
 ->  TripleThrust | 27
 ->        Kasumi | 24

Heaven/Hell
 ->  WillowBranch | 19
 ->  TripleThrust | 29
 ->        Kasumi | 27

WheelSlash
 -> Haze-to-Wheel | 36

WillowBranch
 ->        Kasumi | 23

HeadWind
 ->        Kasumi | 23
 ->      NoMoment | 32
 -> TurbidCurrent | 36

NoMoment
 ->        Kasumi | 22

GaleSlash
 ->    2GaleSlash | 26
 ->  CrossDeflect | 17

TurbidCurrent
 -> LifeSprinkler | 40

Katana
 ->     StunSlash |  4
 ->   DoubleSlash |  7
 ->  SwallowSwing | 16
 ->    WheelSlash | 19
 ->  WillowBranch | 22
 ->      HeadWind | 30
 ->  TripleThrust | 32
 ->        Kasumi | 26
 ->      NoMoment | 36
 ->     GaleSlash | 23
 ->  MoonlightCut | 27
 -> ShadowCounter | 21
 ->      Blizzard | 35
 ->   Tres Flores | 45

MoonlightCut
 ->  WillowBranch | 18
 ->      NoMoment | 38
 ->        Kasumi | 25
 -> ShadowCounter | 17
 ->      Blizzard | 26
 ->   Tres Flores | 39

ShadowCounter
 ->      HeadWind | 25
 ->  TripleThrust | 31
 ->        Kasumi | 26
 -> TurbidCurrent | 35
 -> LifeSprinkler | 38
 ->  MoonlightCut | 22
 ->      Blizzard | 29
 ->   Tres Flores | 40

Blizzard
 ->      NoMoment | 32
 ->  MoonlightCut | 20
 -> ShadowCounter | 19
 ->   Tres Flores | 37

Punch
 ->          Kick |  3
 ->      AirThrow | 10
 ->      SwayBack | 12
 ->          Fist | 16
 ->      Backfist | 18
 ->     CrushBeat | 23
 -> Rotation Kick | 26
 ->      KO Throw | 17
 ->      GoldHand | 37
 ->  TriangleKick | 34
 ->       OgreRun | 32
 ->       Scuffle | 31
 ->      Lastshot | 44
 ->     Corkscrew | 42

Kick
 ->      AirThrow | 10
 ->      SwayBack | 12
 -> Rotation Kick | 17
 ->      KO Throw | 16
 ->  TriangleKick | 25
 ->     Corkscrew | 41

AirThrow
 ->      KO Throw | 14
 ->        Suplex | 13
 ->    GiantSwing | 19

Fist
 ->      SwayBack | 12
 ->      KO Throw | 17
 ->      GoldHand | 26

Backfist
 ->      SwayBack | 11
 ->     CrushBeat | 19
 ->      KO Throw | 20
 ->       OgreRun | 27
 ->       Scuffle | 33
 ->     Corkscrew | 40

CrushBeat
 ->      SwayBack | 13
 ->      Backfist | 25
 ->       OgreRun | 30
 ->       Scuffle | 29

Rotation Kick
 ->      SwayBack | 13
 ->      KO Throw | 17
 ->  TriangleKick | 29
 ->       OgreRun | 30
 ->     Corkscrew | 38

Suplex
 ->      KO Throw | 16
 ->    GiantSwing | 18

GiantSwing
 ->      KO Throw | 13
 ->        Suplex | 20

GoldHand
 ->      SwayBack | 12
 ->      KO Throw | 16
 ->      Lastshot | 38
 ->     Corkscrew | 39

TriangleKick
 ->      SwayBack | 14
 -> Rotation Kick | 23
 ->       OgreRun | 35
 ->     Corkscrew | 39

OgreRun
 ->      KO Throw | 15
 ->      Lastshot | 34
 ->     Corkscrew | 38

Lastshot
 ->      SwayBack | 12
 ->      GoldHand | 43

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Kasumi
 ->       Godless | 33

-------------------------------------------------------------------------------

               Roufas's INIT 4 Personal Spark Trees From List
                                by Zaraktheus

StunSlash
 <-        Katana |  4
 <-         Slash |  5

DoubleSlash
 <-        Katana |  7
 <-         Slash |  8
 <-     StunSlash |  8

HardSlash                   *Already Known

Thrust                      *Already Known

CrossSlash
 <-   DoubleSlash | 12
 <-         Slash | 16

SwallowSwing
 <-   DoubleSlash | 12
 <-     StunSlash | 14
 <-        Katana | 16
 <-         Slash | 17

ThunderThrust               *Already Known

Heaven/Hell                 *Already Known

WheelSlash
 <-     StunSlash | 18
 <-        Katana | 19
 <-         Slash | 20

WillowBranch
 <-  MoonlightCut | 18
 <-   Heaven/Hell | 19
 <-        Katana | 22
 <-         Slash | 23

HeadWind
 <-   DoubleSlash | 24
 <- ShadowCounter | 25
 <-     StunSlash | 26
 <-        Katana | 30
 <-         Slash | 31

TripleThrust
 <- ThunderThrust | 27
 <-   Heaven/Hell | 29
 <-        Thrust | 29
 <- ShadowCounter | 31
 <-        Katana | 32
 <-         Slash | 33

Kasumi
 <-      NoMoment | 22
 <-      HeadWind | 23
 <-  WillowBranch | 23
 <- ThunderThrust | 24
 <-   DoubleSlash | 25
 <-  MoonlightCut | 25
 <-     StunSlash | 25
 <-        Katana | 26
 <- ShadowCounter | 26
 <-         Slash | 26
 <-   Heaven/Hell | 27

NoMoment
 <-      Blizzard | 32
 <-      HeadWind | 32
 <-     HardSlash | 34
 <-        Katana | 36
 <-  MoonlightCut | 38
 <-         Slash | 38

GaleSlash
 <-  SwallowSwing | 15
 <-   DoubleSlash | 23
 <-        Katana | 23
 <-     StunSlash | 23
 <-         Slash | 24

2GaleSlash
 <-     GaleSlash | 26
 <-    CrossSlash | 28
 <-   DoubleSlash | 28
 <-     StunSlash | 28
 <-  SwallowSwing | 28
 <-         Slash | 30

TurbidCurrent
 <-     HardSlash | 35
 <- ShadowCounter | 35
 <-      HeadWind | 36
 <-         Slash | 41

CrossDeflect
 <-    CrossSlash | 10
 <-         Slash | 12
 <-     GaleSlash | 17

Haze-to-Wheel
 <-    WheelSlash | 36

LifeSprinkler
 <- ShadowCounter | 38
 <- TurbidCurrent | 40
 <-         Slash | 45

Godless
 <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
 the normal Sword or Katana Abilities.  It has nothing to do with whether or
 how many times the PC actually uses Kasumi.

MoonlightCut
 <-      Blizzard | 20
 <- ShadowCounter | 22
 <-        Katana | 27

ShadowCounter
 <-  MoonlightCut | 17
 <-      Blizzard | 19
 <-        Katana | 21

Blizzard
 <-  MoonlightCut | 26
 <- ShadowCounter | 29
 <-        Katana | 35

Tres Flores
 <-      Blizzard | 37
 <-  MoonlightCut | 39
 <- ShadowCounter | 40
 <-        Katana | 45

Kick
 <-         Punch |  3

AirThrow
 <-          Kick | 10
 <-         Punch | 10

SwayBack
 <-      Backfist | 11
 <-          Fist | 12
 <-      GoldHand | 12
 <-          Kick | 12
 <-      Lastshot | 12
 <-         Punch | 12
 <-     CrushBeat | 13
 <- Rotation Kick | 13
 <-  TriangleKick | 14

Fist
 <-         Punch | 16

Backfist
 <-         Punch | 18
 <-     CrushBeat | 25

CrushBeat
 <-      Backfist | 19
 <-         Punch | 23

Rotation Kick
 <-          Kick | 17
 <-  TriangleKick | 23
 <-         Punch | 26

KO Throw
 <-    GiantSwing | 13
 <-      AirThrow | 14
 <-       OgreRun | 15
 <-      GoldHand | 16
 <-          Kick | 16
 <-        Suplex | 16
 <-          Fist | 17
 <-         Punch | 17
 <- Rotation Kick | 17
 <-      Backfist | 20

Suplex
 <-      AirThrow | 13
 <-    GiantSwing | 20

GiantSwing
 <-        Suplex | 18
 <-      AirThrow | 19

GoldHand
 <-          Fist | 26
 <-         Punch | 37
 <-      Lastshot | 43

TriangleKick
 <-          Kick | 25
 <- Rotation Kick | 29
 <-         Punch | 34

OgreRun
 <-      Backfist | 27
 <-     CrushBeat | 30
 <- Rotation Kick | 30
 <-         Punch | 32
 <-  TriangleKick | 35

Scuffle
 <-     CrushBeat | 29
 <-         Punch | 31
 <-      Backfist | 33

Lastshot
 <-       OgreRun | 34
 <-      GoldHand | 38
 <-         Punch | 44

Corkscrew
 <-       OgreRun | 38
 <- Rotation Kick | 38
 <-      GoldHand | 39
 <-  TriangleKick | 39
 <-      Backfist | 40
 <-          Kick | 41
 <-         Punch | 42

-------------------------------------------------------------------------------





****************************
*  Dodge Ability Sparking  *                                          [DSPRK01]
****************************


This is similar in many respects to how normal Sparking works, but there are
several important differences.

First, the Checks occur at very different times in the Battle Round Resolution
Process.  Normal (i.e. non-Dodge) Spark Checks are performed very early, before
any Actions are resolved, whereas each set of Dodge Spark Checks is performed
much later, as the Action that triggers it resolves.  This has a moderately
important effect, which I'll explain further down.

Second, a set of Dodge Spark Checks is performed in response to each attack to
which a PC is subjected, however few or many that may be.  By contrast, a set
of normal Spark Checks is performed once and only once each Round for each PC.
Somewhat counter-intuitively, the latter is true even for Sparking of the
Evasion Abilities Deflect, CrossDeflect, Kasumi, Godless, SwayBack, KO Throw,
and DragonTurn.

Like Dodge Abilities, the Evasion Abilities can only actually be Sparked in
response to an Enemy attack, but unlike Dodge Abilities, whether you can Spark
an Evasion Ability this Round is pre-determined before any Enemy actually
attacks you.  If, during the normal Spark Checks, the game determines that you
"succeed" at Sparking an Evasion, then you actually become "pre-approved" to
Spark it.  If (and only if!) you (or a nearby Ally, in the case of Deflect) are
subjected to an attack that is vulnerable to an Evasion which you are
pre-approved to Spark during that Round, then you will automatically Spark the
Evasion, with no further Check necessary.  If you are subjected to multiple
such attacks during that Round, then you will always Spark the Evasion against
the first one.  However, if you don't receive any such attacks during that
Round, your pre-approval will be lost, and you'll need to randomly "succeed" at
earning pre-approval again for another opportunity to Spark the Evasion.

In this way, you really only have one chance (at most) per Round to Spark an
Evasion Ability, even if you are subjected to multiple attacks during that
Round in response to which it could be Sparked (if you had pre-approval).

Dodge Ability Sparking is much more straightforward in this respect: each time
you are subjected to an attack, you get one set of Dodge Spark Checks to try to
Spark the appropriate Dodge Ability (if there is one).  Receiving one attack
gives you one chance, three attacks gives you three chances, and so on, just as
we might logically expect it to work.  Evasion Sparking, with its one chance
per Round regardless of the number of attacks received, is the oddball here.

Third, the Enemy Spark Value used for Dodge Ability Sparking is that of the
Enemy that attacks you.  Normal Sparking, including Evasion Sparking
"pre-approval", uses the Spark Value of the Enemy you choose as the Target of
your Action for the Round.  Again, this makes Dodge Ability Sparking more
logical than Evasion Sparking in this respect, since Evasion Sparking will
therefore frequently use the Spark Value of a completely different Enemy from
the one that actually attacks you.

Fourth, there is no Talent involved or required in Sparking Dodge Abilities.
Every PC simply gets the "normal" Chance.  No one gets a bonus, and no one gets
a penalty.

Fifth, neither form of Mastery benefits Dodge Ability Sparking.  Final Chance
to Spark a Dodge Ability is always converted from Difficulty using
Difficulty->Chance Table 2, the less-favorable Table used by normal Sparking
without Mastery.

In order for a Dodge Spark Check to be performed, all of the following
conditions must be met.  Several of them are fairly obvious, but I'll list them
anyway for completeness.

1. Target must be a PC.

2. Target's Race must include Human.

3. Target must not already Know the Dodge Ability to be Sparked.

4. Target must have at least one empty Slot in his/her Equip Abilities Menu.

5. Target must not be under any of the standard Incapacitating/Befuddling
  Status Ailments:

    Angry
    Charm
    Dead (0 LP)
    Faint (0 HP)
    Mess (all colors)
    Palsy
    Sleep
    Stasis
    Stone
    Stun

6. Actor must be an Enemy.

7. This attack must not be a Subsequent Ability in a Combo for this Target.

8. Target must not have already successfully avoided the effects of the attack
  via Immunity or an Evasion (but Dodge Spark Checks are still performed
  before the Miss Check, if any).

9. If the Target has already been determined to succeed at any non-Dodge Spark
  Check (including pre-approval for an Evasion Spark) this Round, then that
  Spark must have already been completed (i.e. the Action that causes it must
  have already been resolved) BEFORE resolving the Action being considered for
  a Dodge Spark Check, or the Dodge Spark Check will not be allowed.

That last one is easy to misunderstand, so let's clarify it.  Remember, all
non-Dodge Spark Checks are performed before any Actions are resolved, whereas
each set of Dodge Spark Checks is performed as the Action that triggers it
resolves.  If a PC's non-Dodge Spark Checks for this Round result in any
success, then that PC will not be able to make any Dodge Spark Checks until
AFTER that non-Dodge Spark actually resolves (i.e. the lightbulb flashes, etc),
if it ever does.

If the non-Dodge Spark is for a normal, active-use Ability that will occur on
the PC's Turn, as is almost always the case, then this means that he will only
be able to make Dodge Spark Checks against attacks which occur after his Turn.

However, if the non-Dodge Spark success was for pre-approval for an Evasion
Spark, then whether and when the PC will be able to make Dodge Spark Checks
depends on whether and when he is attacked by an Ability which is vulnerable to
that Evasion, thereby allowing him to complete the Evasion Spark.  Prior to
that, he will be unable to make Dodge Spark Checks; after that, if (and only
if!) it happens at all, he will be able to make Dodge Spark Checks again.

Here are a few examples:

---

Blue and Gen are fighting a Kraken.  Here are the Actions, in the order in
which they are initially determined to occur:

Kraken: Thunderbolt on Gen, who doesn't yet Know DodgeThunder.
Blue: Implosion on Kraken.
Gen: TurbidCurrent Sparks LifeSprinkler on Kraken.

Remember, the Spark Check that determines that Gen will Spark LifeSprinkler
occurs before any of the Actions resolve, and because it was successful, Gen
cannot make any Dodge Spark Checks until after his Turn, when he will actually
finish Sparking LifeSprinkler.

When Kraken uses Thunderbolt on him, Gen gets no chance to Spark DodgeThunder,
because he's still waiting to Spark LifeSprinkler.

Further, let's say that Blue's Implosion kills the Kraken, ending the battle
before Gen's Turn.  In this case, Gen won't even actually Spark LifeSprinkler,
but the fact that he was going to but hadn't gotten around to it yet will still
have prevented him from getting the opportunity to Spark DodgeThunder.

---

Now let's look at the same situation, but change the order of the Actions.

Gen: TurbidCurrent Sparks LifeSprinkler on Kraken.
Kraken: Thunderbolt on Gen, who doesn't yet Know DodgeThunder.
Blue: Implosion on Kraken.

In this case, Gen takes his Turn and finishes Sparking LifeSprinkler before the
Kraken uses Thunderbolt on him, so by the time that happens, he is able to make
Dodge Spark Checks for DodgeThunder.

---

And one more example:

Gen: TurbidCurrent on Kraken; earns pre-approval to Spark Godless by having
    Kasumi Equipped and succeeding at the Godless Spark Check.
Kraken: Thunderbolt on Gen, who doesn't yet Know DodgeThunder.
Blue: Implosion on Kraken.

Again, remember that the Spark Check that determines that Gen is pre-approved
to Spark Godless occurs before any of the Actions resolve, and because it was
successful, Gen cannot make any Dodge Spark Checks this Round until after he
finishes Sparking Godless, IF that happens at all.

In this case, Gen takes his Turn before Kraken, but he still won't get to make
Dodge Spark Checks against Thunderbolt, because he's still waiting to Spark
Godless.

In fact, since Kraken isn't going to use any Ability vulnerable to Godless this
Round, Gen will not be able to Spark Godless this Round even though he
succeeded at the random chance to Spark it.  This opportunity to Spark Godless
will have been wasted, and he'll have to succeed at the random chance again
some other time and hope he is then subjected to an appropriate attack.

So Gen will have missed this opportunity to Spark DodgeThunder just because he
was pre-approved to Spark Godless, even though there was no way Godless was
actually going to be Sparked in this case.

---





*********************************
*  Dodge Ability Sparking       *                                     [DSPRK02]
*  --Dodge Ability Spark Trees  *
*********************************


If all of the above conditions are met, then a Dodge Spark Check will be
performed.  The game will run through the Dodge Ability Spark Trees in order
looking for the attacking Ability, and if it finds the Ability (or each time it
finds the Ability, in the cases of DeadlyPowder and StunGaze, which are
erroneously listed 2 and 4 times, respectively), it will try to Spark the
corresponding Dodge Ability at the corresponding Difficulty for that entry on
the Tree.

Note that there isn't necessarily any connection between the Abilities that can
Spark a Dodge Ability and the Abilities against which that Dodge Ability will
protect thereafter when Equipped.  The two Ability sets are usually similar,
and they were probably supposed to be identical, but they don't have to be,
which we can see most clearly in the case of DodgeGaze.

As with the other Spark Trees, most of the Dodge Ability Spark Trees data was
previously found by Alex Jackson quite a few years ago, and he deserves credit
and our thanks for his work.  Again though, this data never made its way into a
guide here on GameFAQs (where I think it would be most easily found by the
greatest number of people).  Further, his information didn't include any of the
higher-level details I've discovered about how the data is actually used.

For these reasons, I decided to find, extract, and translate the Dodge Ability
Spark Trees data myself, completely from scratch, to include in this guide.  To
be completely clear: NONE of this data is copied or plagiarized in any way.
ALL of it is the result of my own independent work.

Because several of the Abilities on this list have names that are identical to
the names of other distinct Abilities, all Abilities on this list are presented
in the format "ID: Name", where ID is the internal identifying number unique to
the Ability, which can be used to distinguish between different Abilities with
the same name.

I'll present the Dodge Ability Spark Trees in "From" format only.  There is
only one Ability (DeadlyPowder) which can Spark more than one Dodge Ability
(and even it wasn't supposed to), so there's really no need for a "To" format
list.  All other Abilities which can Spark a Dodge Ability can only Spark one,
and the From list is quite sufficient to show which.

To read this list: first, find the Tree that begins with the Dodge Ability you
want to Spark.  Being attacked by any of the Abilities listed beneath it in
that Tree can Spark that Ability.  The Difficulty for each is the number to the
right of the vertical line.  Lower-number Difficulties are easier to Spark.
This list is in the actual check order used by the game.

-------------------------------------------------------------------------------

             Dodge Ability Spark Trees From List, in Check Order
                                by Zaraktheus

 * This first Tree is impossible, but it does technically get checked.
1ff: Defense
 <- 1ff:         Defense | 99

160: DodgeDrain
 <- 08a:     Bloodsucker | 22
 <- 0b6:        FireKiss | 14
 <- 0d4:         HPDrain | 18

161: DodgeTouch
 <- 098:      GhostTouch | 20
 <- 099:      DeathTouch | 10
 <- 09a:       StunTouch | 18
 <- 0e5:    GremlinTouch | 16

162: DodgeGale
 <- 013:       GaleSlash | 12
 <- 014:      2GaleSlash |  8
 <- 09c:      GaleAttack | 16

163: DodgeSmash
 <- 0a3:         Trample | 25

164: DodgeTail
 <- 0a5:            Tail | 14
 <- 0a6:         TailHit |  9

165: DodgeNeedle
 <- 0a9:         Stinger | 24
 <- 0aa:    PoisonNeedle | 19
 <- 0ba:         Needles | 14
 <- 1b1:          Needle | 25

166: DodgeTackle
 <- 0af:          Tackle | 26
 <- 0b0:            Dash | 17
 <- 0b1:        Headbutt | 21

167: DodgeWing
 <- 0b3:            Wing | 29
 <- 0b4:     GliderSpike | 21
 <- 1c3:    DeadlyPowder | 25
 * The inclusion of 1c3: DeadlyPowder here is obviously a developer error.
   Once it is Equipped, DodgeWing protects against Wing, GliderSpike, and
   HellWing, so 1c9: HellWing is almost certainly what the DeadlyPowder entry
   was supposed to be.

168: DodgePowder
 <- 0b7:           Spore | 20
 <- 0d1:      DeadlyMoss | 27
 <- 1c3:    DeadlyPowder | 22

169: DodgeRiddle
 <- 0d2:    SphinxRiddle | 20

16a: DodgeSeduction
 <- 0d5:       Seduction | 20
 <- 0d6:       Pheromone | 22

16b: DodgeFlash
 <- 0d7:           Flash | 16
 <- 1bc:           Flash | 12

16c: DodgeNet
 <- 0d8:       SpiderNet | 18
 <- 0d9:        BladeNet | 16
 <- 0da:     Ectoplasnet | 12
 <- 1d4:        BladeNet | 20

16d: DodgeThunder
 <- 0db:     Thunderbolt | 16
 <- 1db:     Thunderbolt | 21

16e: DodgeTremor
 <- 0f0:          Tremor | 24
 <- 0f1:           Quake | 19
 <- 1d8:          Tremor | 21

16f: DodgeRock
 <- 0f3:            Rock | 12

170: DodgeGaze
 <- 085:        StunGaze | 23
 <- 085:        StunGaze | 16
 <- 085:        StunGaze | 21
 <- 085:        StunGaze | 21
 * So you can only learn DodgeGaze from StunGaze, but there are 4 entries for
   it, so you actually get four chances each time you're subjected to
   StunGaze.  That's obviously a developer error.  Presumably, these were
   supposed to be the 4 different Gazes, probably in the order: Stun, Charm,
   Stone, Death; as is their ID order.  Remember though: once you Equip it,
   DodgeGaze does protect against the other Gazes (as well as HyperGaze) as it
   should; you just can't use them to Spark it.

171: DodgeDeathGrip
 <- 096:       DeathGrip | 25

 * This last Tree is the same as the first.  It's still impossible, but it
   gets checked another 13 times in a row here, for a total of 14.
1ff: Defense
 <- 1ff:         Defense | 99

-------------------------------------------------------------------------------





****************************
*  Dodge Ability Sparking  *                                          [DSPRK03]
*  --Formula               *
****************************


Here's the formula for the Chance to Spark a Dodge Ability, which is basically
just an abbreviated form of the normal Spark Chance formula.

----------

A = Base Difficulty to Spark Ability
E = Enemy Spark Value
D = actual Difficulty
C = Chance to Spark Ability

(A - E) + 10 = D
0 <= D <= 20
Convert D->C using Table 2.

If rand(0...255) < C, Spark succeeds.

For convenience, here's Difficulty->Chance Table 2 again, which is the Table
always used by Dodge Sparking Checks.

----------

Difficulty->Chance Table 2:
00-01-02-03-04-05-06-07-08-09-10-11-12-13-14-15-16-17-18-19-20-Difficulty
20-19-19-19-18-17-16-15-14-12-25-08-06-05-04-03-02-01-01-01-00-Chance

----------

Enemy Spark Values can be found above, starting at [SPARK07].





****************************
*  Dodge Ability Sparking  *                                          [DSPRK04]
*  --Observations          *
****************************


Some observations:

1. The highest Chance you can get on a single Dodge Spark Check is 25/256
(9.8%), which happens at Difficulty 10, the sweet spot, which you'll get
whenever the Base Difficulty and the Enemy Spark Value are exactly the same.

2. The lowest Enemy Spark Value against which you have any Chance to Spark a
Dodge Ability when attacked by a given Ability is the Base Difficulty - 9
(which still only gives a 1/256 Chance).  Even if the Enemy uses an Ability
which can Spark a Dodge Ability, if that Enemy's Spark Value is 10 or more less
than the Base Difficulty, it's not actually possible to Spark the Dodge Ability
from that Ability used by that Enemy.  For example, Shellworms can use
08a: Bloodsucker, but you can't actually Spark DodgeDrain when they do, because
the Base Difficulty is 22, while the Shellworm's Spark Value is only 2.

As a final note, remember that the Mec Evasion Abilities (Evasion Laser,
Evasion Rocket, and Evasion Bullet) function just like Human Dodge Abilities,
but are learned differently.  Like many other Mec Programs, they are acquired
after battle by downloading defeated Enemy Mecs, rather than being Sparked
during battle like the Human Dodge Abilities.





**************************
*  Gun Ability Learning  *                                            [GULRN01]
**************************

</pre><pre id="faqspan-19">
Only Human PCs can learn Gun Abilities, and the learning occurs after-battle,
rather than during battle, as with Sparking.  Gun Abilities can only be used
with and learned from normal Guns (as opposed to Heavy Weapons, which
unfortunately share the same icon), and all a Human needs to do to qualify to
learn a Gun Ability is to choose a Gun Ability or the basic attack of any Gun
as his/her action for at least one round of the battle.  It doesn't matter how
many times per battle you choose such an Ability, nor does it matter whether
you actually get to use it.

Some things to keep in mind about Gun Ability Learning:
-Unlike Sparking, a PC does not need an empty slot in his/her Equip Abilities
Menu in order to learn Gun Abilities.  Also, Gun Abilities are not
automatically Equipped when they are learned.
-Unlike Sparking, a PC DOES NOT need to actually perform a Gun Ability or basic
Gun attack in order to qualify for a learning check--s/he only needs to choose
such an Ability.  Even if e.g. the battle ends before that PC takes his/her
turn, s/he will still get the same opportunity to learn a Gun Ability.
-Unlike Sparking 2-Sword Abilities, a PC DOES NOT need to have 2 Guns
simultaneously equipped in order to learn Twogun.  S/he'll need 2 Guns in
order to use it, but 1 Gun is enough to learn it.
-Each PC can only learn one Gun Ability per battle, at most.





******************************
*  Gun Ability Learning      *                                        [GULRN02]
*  --Gun Ability Difficulty  *
******************************


Each of the 10 Gun Abilities has its own base Difficulty to Learn.  Lower-
number Difficulties are easier to learn.

Here's the List in the order in which the game checks them:

-------------------------------------------------------------------------------

            Gun Ability Difficulties Chart, in Check Order
                           by Zaraktheus

Gun Ability     | Difficulty
     SharpShot |  8
     FocusShot | 24
     TotalShot | 14
     TrickShot | 27
  ReactionShot | 19
      StunShot | 10
     CrossShot | 21
     BoundShot | 26
     QuickDraw | 22
        Twogun | 33

-------------------------------------------------------------------------------

And here's the same List, re-organized in order of increasing Difficulty:

-------------------------------------------------------------------------------

           Gun Ability Difficulties Chart, in Difficulty Order
                           by Zaraktheus

Gun Ability     | Difficulty
     SharpShot |  8
      StunShot | 10
     TotalShot | 14
  ReactionShot | 19
     CrossShot | 21
     QuickDraw | 22
     FocusShot | 24
     BoundShot | 26
     TrickShot | 27
        Twogun | 33

-------------------------------------------------------------------------------





**********************************************
*  Gun Ability Learning                      *                        [GULRN03]
*  --Gun & Magic Talent (excluding Mystics)  *
**********************************************


Each Human PC has his/her own degree of Gun Talent.  Unlike Talent for Sparking
Sword and Martial Arts Abilities, Gun Talent is a single number (from 0 to 8)
that applies a bonus to learning any and all Gun abilities.  Higher numbers are
better.

As an important note, Gun Talent is identical to Magic Talent and INT Growth
Bonus--they're all controlled by the same hidden stat.

Mystics are excluded from this list since they can't learn Gun Abilities.
They're all 0, anyway.

Here's the list, in order from best to worst:

-------------------------------------------------------------------------------

                     Human PC Gun Talent Chart
                           by Zaraktheus

        Blue | 8
       Rouge | 8
        Doll | 6
        Liza | 6
    Mei-ling | 6
      Roufas | 6
Capt.Hamilton | 3
         Red | 3
        Fuse | 2
        Lute | 2
       Annie | 1
     Asellus | 1
      Fei-on | 1
         Gen | 1
      Emelia | 0

-------------------------------------------------------------------------------

It's a bit ironic that Emelia is the worst of the lot.





**************************
*  Gun Ability Learning  *                                            [GULRN04]
*  --Explanation         *
**************************


From what I've found, it appears that the chance to learn Gun Abilities is
influenced by only the following factors:
1: Base Difficulty to learn the Ability.
2: Enemy Spark Value of ONLY the Main Enemy.
3: Gun Talent.
4: Physical Mastery.
5: Current INT (Base INT modified by equipment and any buffs/debuffs from the
  current battle, as well as Mystic Absorb Stat Boosts for Mystic Asellus).

Nothing else is involved in the routine I've found, but again, in a program
this complex, it's always possible that there's more somewhere else that's
extremely well hidden.

I'll explain how the game performs a learning check. Again, I've simplified and
streamlined the process to make it easier to understand, but I've only omitted
things that are completely obvious. The game checks for learning every Gun
Ability in increasing ID order until/unless one of the checks succeeds. Unless
noted otherwise, numbers are normal decimal numbers, not hex.

Step 1: Add the Enemy Spark Value of the Main Enemy to the Gun Talent of the PC
being checked.  If this is a random battle, the Main Enemy is the enemy that
was determined by the combination of what sprite you ran into and your
effective BR.  If this is a boss fight, it's the boss.  The Main Enemy's Spark
Value is the ONLY one that matters for learning Gun Abilities, no matter who
you target or in what order you kill the enemies.

Step 2: Subtract 10.  These first two steps basically give you a number that
(in the next step) effectively reduces the base Difficulty to learn the
Ability.

Step 3: Subtract the result of Step 2 from the base Difficulty to learn the
Ability in order to determine the actual Difficulty.

Step 4: Cap Difficulty between 0 and 20, inclusive. That is, if it's less than
0, set it to 0; if it's more than 20, set it to 20.

Step 5: Use the Difficulty to look up the base Chance to learn on one of the
Difficulty->Chance Tables. If you currently have Physical Mastery (6+ Physical
Abilities equipped and 0 Magical Abilities equipped), use Table 1. Otherwise,
use Table 2. These are the same tables that are also used for the Difficulty-
>Chance conversion during the Sparking process.  I'll re-print them here for
ease of reference.

----------

Difficulty->Chance Table 1 (With Physical Mastery):
00-01-02-03-04-05-06-07-08-09-10-11-12-13-14-15-16-17-18-19-20-Difficulty
40-39-39-37-36-34-31-29-26-23-30-16-13-10-08-05-03-02-01-01-00-Chance

Difficulty->Chance Table 2 (Without Physical Mastery):
00-01-02-03-04-05-06-07-08-09-10-11-12-13-14-15-16-17-18-19-20-Difficulty
20-19-19-19-18-17-16-15-14-12-25-08-06-05-04-03-02-01-01-01-00-Chance

----------

Step 6: Multiply the Chance you got from the conversion table times the PC's
Current INT.  Again, Current INT is the PC's Base INT, modified by equipment
and any buffs/debuffs from the current battle, as well as Mystic Absorb Stat
Boosts for Mystic Asellus.  For example, if you get INT DOWN from being
BrainCrushed, that will reduce your chance to learn a Gun Ability from this
battle.

Step 7: Divide the result of Step 6 by 64 (always round down) to arrive at your
Final Chance to learn.  So, if your Current INT is less than 64, your Chance
will be reduced proportionally; if it's more than 64, your Chance will be
increased.

Step 8: The game now produces a clock-based random number, which appears to be
in the range of 0 - 99.  If this random number is less than your Final Chance
to learn, you learn this Ability.





**************************
*  Gun Ability Learning  *                                            [GULRN05]
*  --Formula             *
**************************


Here's all that again, condensed:

A = Difficulty to learn Ability
E = Enemy Spark Value of ONLY the Main Enemy
T = Gun Talent
D = adjusted Difficulty
C = base Chance
I = Current INT (Base INT modified by equipment and any buffs/debuffs from the
   current battle, as well as Mystic Absorb Stat Boosts for Mystic Asellus)
F = Final Chance

A - ((E + T) - 10) = D
0 <= D <= 20
If you have Physical Mastery, convert D->C using Table 1.
If you don't have Physical Mastery, convert D->C using Table 2.
((C * I) / 64) = F
If rand(0...99) < F, this Ability will be learned.





**************************
*  Gun Ability Learning  *                                            [GULRN06]
*  --Observations        *
**************************


Some observations:

1: None of the Gun Abilities are inherently as Difficult as the most Difficult
Sword or Martial Arts Abilities.  The hardest Gun Ability is Twogun at 33,
while even the easiest way to learn the hardest Sword Ability (ShadowCounter ->
LifeSprinkler) is a significantly higher 38.

2: Gun Talent works quite differently from Sparking Talent.  Gun Talent gives
you a relatively small bonus that effectively reduces the Difficulty to learn
each Gun Ability, allowing you to learn the same Ability some combination of
more easily and/or against enemies with lower Spark values.  For example,
Blue's Gun Talent of 8 allows him to learn Twogun as though it was only
Difficulty 25 instead of 33.  Sparking Talent, in contrast, gives no benefit--
you instead suffer a usually huge penalty for not having it.  For this reason,
Gun Talent is generally much less important than Sparking Talent.  Even with 0
Gun Talent, you can still learn all Gun Abilities, or any specifically desired
combination of Gun Abilities, at a "normal", reasonable Chance.

This means that ANY Human PC can be an effective Gunner, and there is less
disparity between the best and worst Humans for the job.  Conversely, trying to
learn any Sparkable Ability for which you lack Talent requires a lot more luck
and can quickly become an exercise in frustration, meaning that you will have a
much easier time making an effective Swordsman or Martial Artist if you start
with a PC who has the appropriate Talents.  As an example, Annie has very
little Talent for all three of Swords, Martial Arts, and Guns, but her lack of
Talent for Guns won't hold her back as a Gunner nearly as much as her lack of
Talent for Swords and Martial Arts will hinder her in those fields.

3: Because the random number here has a smaller range, you would be ~2.5 times
as likely to succeed at a Gun Ability learning check compared to a Sparking
check, all other things being equal.  Presumably, this is to compensate for
only getting to check for learning Gun Abilities once per battle, instead of
once per attack as with Sparking, but I think the developers may have
overcompensated--I doubt that each PC attacks 2.5 times per battle on average
in a typical game.  Plus, you get to check for learning Gun Abilities whether
you actually get to take your turn or not, unlike Sparking.

4: It's well worth considering a PC's INT when deciding whether to make him/her
a Gunner.  The lowest achievable Human INT score in the game (barring debuffs)
is Gen's no-system-data starting INT of 8.  An INT this low will reduce your
Final Chance to a mere 12.5% of normal.  A low INT score such as this is really
the only thing that can make learning Gun Abilities harder than Sparking in a
direct comparison.  On the other hand, a maxed INT of 99 can increase your
Final Chance to 153% of normal.  A low INT can hurt you more than a high INT
can help you, but at least it's possible to improve your chances by improving
your INT, and that comes naturally as a result of using Guns over time.  Also,
the maximum Final Chance you could achieve is 61/100 (61%), which is
approximately 4x the maximum Chance to spark, 40/256 (15.6%).

5: Physical Mastery DOUBLES your chance to learn Gun Abilities, just as with
Sparking.  Again, it's most productive to avoid hybrids when grinding to learn
Abilities, but if you want to use a hybrid, you may want to abuse the sweet
spot on the table at Difficulty 10 (which is a little trickier here, since you
have to take Talent into consideration, but still quite feasible) to improve
your chances considerably.

6: According to the Japanese Sakura site, Emelia's Commando costume causes her
to learn Gun Abilities "like Roufas", which is supposed to be an improvement.
I have no way to know whether this may be true in the Japanese version, but it
does not appear to be true in the US version.

The only hard difference between how Emelia and Roufas learn Gun Abilities is
that her Gun Talent is 0 and his is 6.  The developers may have intended to
change her Gun Talent to 6 when in the Commando costume, but it doesn't happen
--it remains 0.  I checked the entire Gun Ability Learning routine with each of
normal Emelia, Roufas, and Commando Emelia, and there was no difference at all
between normal and Commando Emelia--all relevant data used in the routine was
identical.  The Commando costume does not appear to change how Emelia learns
Gun Abilities.





********************
*  Magic Learning  *                                                  [MALRN01]
********************


Only Human and Mystic PCs can learn Magic Spells (Although one Monster PC,
Kylin, begins with most of the Space Magic Spells equipped and can use them,
even Kylin cannot actually LEARN any Magic), and the learning occurs after-
battle, like Gun Ability Learning, rather than during battle, as with Sparking.
In order to qualify to learn a Magic Spell from a particular School, the PC
must have the Gift for that School (signified by a * next to that School in the
Equip Abilities Menu), and s/he must choose a Spell from that School as his/her
action for at least one round of the battle.  It doesn't matter how many times
per battle you choose a Spell from that School, nor does it matter whether you
actually get to use it.

Some things to keep in mind about Magic Learning:
-As with Gun Ability Learning, a PC does not need an empty slot in his/her
Equip Abilities Menu in order to learn Magic Spells.  Also, Magic Spells are
not automatically Equipped when they are learned.
-As with Gun Ability Learning, a PC DOES NOT need to actually perform a Spell
from a particular School in order to qualify for a learning check--s/he only
needs to choose a Spell from that School.  Even if e.g. the battle ends before
that PC takes his/her turn, s/he will still get the same opportunity to learn
a Spell from that School.
-Each PC can only learn one Spell per battle, at most, no matter how many
Schools s/he used.





********************************
*  Magic Learning              *                                      [MALRN02]
*  --Magic Spell Difficulties  *
********************************


Each Magic Spell has its own base Difficulty to Learn.  Lower-number
Difficulties are easier to learn.  In these Lists, I've omitted Spells and,
where appropriate, whole Schools which cannot be learned from battle.

Here's the List in the order in which the game checks them:

-------------------------------------------------------------------------------

             Magic Spell Difficulties Chart, in Check Order
                             by Zaraktheus

Light Magic     | Difficulty
        SunRay |  8
 StarlightHeal | 12
     FlashFire | 15
    FlashFlood | 18
    LightSword | 32
 MegaWindblast | 28

Shadow Magic    | Difficulty
     PowerGrab |  7
    Hidebehind | 13
     ShadowNet | 16
    DarkSphere | 19
 ShadowServant | 27

Realm Magic     | Difficulty
   EnergyChain | 10
     Implosion | 16
   PsychoArmor | 18
 PsychicPrison | 20
 VermilionSand | 26

Mystic Magic    | Difficulty
   Fascination |  9
  PhantasmShot | 12
   GlassShield | 19
   MirrorShade | 25

Mind Magic      | Difficulty
      MindHeal |  5
    Spellbound | 10
     Evaporate | 15
      Lifewave | 20
     Awakening | 25

Arcane Magic    | Difficulty
         Saber |  6
        Shield |  9
         Grail | 11
          Gold | 13
      Magician | 19
         Death | 23
         Tower | 32
          Fool | 38

Rune Magic      | Difficulty
   VictoryRune |  4
  VitalityRune | 10
      HideRune |  8
   FreedomRune | 16
      WallRune | 19
     DwarfRune | 22
    StasisRune | 29
      SoulRune | 31

-------------------------------------------------------------------------------

And here's the same List, re-organized in order of increasing Difficulty within
each School:

-------------------------------------------------------------------------------

           Magic Spell Difficulties Chart, in Difficulty Order
                             by Zaraktheus

Light Magic     | Difficulty
        SunRay |  8
 StarlightHeal | 12
     FlashFire | 15
    FlashFlood | 18
 MegaWindblast | 28
    LightSword | 32

Shadow Magic    | Difficulty
     PowerGrab |  7
    Hidebehind | 13
     ShadowNet | 16
    DarkSphere | 19
 ShadowServant | 27

Realm Magic     | Difficulty
   EnergyChain | 10
     Implosion | 16
   PsychoArmor | 18
 PsychicPrison | 20
 VermilionSand | 26

Mystic Magic    | Difficulty
   Fascination |  9
  PhantasmShot | 12
   GlassShield | 19
   MirrorShade | 25

Mind Magic      | Difficulty
      MindHeal |  5
    Spellbound | 10
     Evaporate | 15
      Lifewave | 20
     Awakening | 25

Arcane Magic    | Difficulty
         Saber |  6
        Shield |  9
         Grail | 11
          Gold | 13
      Magician | 19
         Death | 23
         Tower | 32
          Fool | 38

Rune Magic      | Difficulty
   VictoryRune |  4
      HideRune |  8
  VitalityRune | 10
   FreedomRune | 16
      WallRune | 19
     DwarfRune | 22
    StasisRune | 29
      SoulRune | 31

-------------------------------------------------------------------------------





**************************
*  Magic Learning        *                                            [MALRN03]
*  --Gun & Magic Talent  *
**************************


Each Human and Mystic PC has his/her own degree of Magic Talent.  Unlike Talent
for Sparking Sword and Martial Arts Abilities, Magic Talent is a single number
(from 0 to 8) that applies a bonus to learning any and all Magic Spells, from
all Schools.  Higher numbers are better.

As an important note, Magic Talent is identical to Gun Talent and INT Growth
Bonus--they're all controlled by the same hidden stat.

Here's the list, in order from best to worst:

-------------------------------------------------------------------------------

             Human and Mystic PC Gun & Magic Talent Chart
                            by Zaraktheus

        Blue | 8
       Rouge | 8
        Doll | 6
        Liza | 6
    Mei-ling | 6
      Roufas | 6
Capt.Hamilton | 3
         Red | 3
        Fuse | 2
        Lute | 2
       Annie | 1
     Asellus | 1
      Fei-on | 1
         Gen | 1
      Emelia | 0
 All Mystics | 0

-------------------------------------------------------------------------------

Yes, all Mystics are as untalented as Emelia.  Just wait--it'll get even worse
for them in a minute.





********************
*  Magic Learning  *                                                  [MALRN04]
*  --Explanation   *
********************


From what I've found, it appears that the chance to learn Magic Spells is
influenced by only the following factors:
1: Base Difficulty to learn the Spell.
2: Enemy Spark Value of ONLY the Main Enemy.
3: Gun & Magic Talent.
4: Magical Mastery.
5: Current INT (Base INT modified by equipment, mystic absorbs, and any
  buffs/debuffs from the current battle).

Additionally, you must have the Gift for a given School, and you must have
chosen to use at least one Spell from that School in this battle in order to
check for learning the Spells from that School.  As with learning Gun
Abilities, you don't actually have to take your turn and use the Spell in order
to qualify for learning; you just have to choose it.  If the battle ends before
your turn comes up, you still get to check for learning.

The check process is so similar to that for learning Gun Abilities that I won't
waste space fully explaining it again.





********************
*  Magic Learning  *                                                  [MALRN05]
*  --Formula       *
********************


Instead, let's go straight to the condensed version:

A = Difficulty to learn Ability
E = Enemy Spark Value of ONLY the Main Enemy
T = Gun & Magic Talent
D = adjusted Difficulty
C = base Chance
I = Current INT (base INT modified by equipment, mystic absorbs, and any
   buffs/debuffs from the current battle)
F = Final Chance

A - ((E + T) - 10) = D
0 <= D <= 20
If you have Magical Mastery, convert D->C using Table 1.
If you don't have Magical Mastery, convert D->C using Table 2.
((C * I) / 64) = F
If rand(0...99) < F, this spell will be learned.

Here are the Difficulty->Chance Tables again, for ease of reference:

----------

Difficulty->Chance Table 1 (With Magical Mastery):
00-01-02-03-04-05-06-07-08-09-10-11-12-13-14-15-16-17-18-19-20-Difficulty
40-39-39-37-36-34-31-29-26-23-30-16-13-10-08-05-03-02-01-01-00-Chance

Difficulty->Chance Table 2 (Without Magical Mastery):
00-01-02-03-04-05-06-07-08-09-10-11-12-13-14-15-16-17-18-19-20-Difficulty
20-19-19-19-18-17-16-15-14-12-25-08-06-05-04-03-02-01-01-01-00-Chance

----------

So really, the only difference is that it's Magical Mastery (6+ Magical
Abilities equipped and 0 Physical Abilities equipped) that determines which
Difficulty->Chance Table you use, instead of Physical Mastery.  No surprise,
there.





********************
*  Magic Learning  *                                                  [MALRN06]
*  --Observations  *
********************


Some observations:

Firstly, observations 2, 3, and 4 from the Gun Ability Learning section,
regarding how Gun and Magic Talent differs from Sparking Talent, the smaller
random number range increasing success probability, and the importance of INT
all apply here, as well.  Observation 5, regarding how Mastery doubles your
chance to learn, applies as well, if you replace the word "Physical" with
"Magical".

1: The game checks for learning each Spell you don't already know from each
School you chose to use in this battle in the following school order:

Light
Shadow
Realm
Mystic
Mind
Arcane
Rune

You can only learn one Spell per battle no matter how many Schools you use in
that battle, so if you really only care about learning something from one of
the Schools, the check order may matter to you.  In that case, you would want
to avoid using any of the Schools that are checked before the School you want.
Otherwise, you would want to use as many different Schools in each battle as
possible, in order to check as many Schools as possible and thereby give
yourself the best overall chance of learning something.

However, you can learn both a Spell and a Gun Ability from the same battle.
Since you can qualify to learn Gun Abilities by using the basic attack of any
Gun, without actually having to have any Gun Abilities equipped, you can even
qualify to learn one of each without spoiling Magical Mastery.  If you choose
to use the basic attack of any Gun and at least one Spell (with Magical
Mastery) in a battle, that gives you a normal chance to learn Gun Abilities and
a 2x chance to learn Spells from any gifted Schools you used, which would allow
you to learn more abilities on average than either Gun Abilities with Physical
Mastery or Spells with Magical Mastery alone.  Of course, this does require
that a battle last at least two turns, and there are only 10 Gun Abilities to
learn, so this strategy may not be applicable very often or for very long.
Still, it's there if you're interested.

In similar fashion, you could use a RuneSword to cast VictoryRune to qualify to
learn Rune Magic Spells, or a PurpleEye to cast PhantasmShot to qualify to
learn Mystic Magic Spells, without actually having any Magical Abilities
equipped, and therefore without spoiling Physical Mastery.  You could then get
a 2x chance to learn Gun Abilities, and a normal chance to learn Spells from
either or both of those Schools, as described above.  Again however, since
there are only 10 Gun Abilities, it may make more sense to apply the 2x chance
to learning the more numerous Spells, instead.

2: As noted earlier, all Mystics have 0 Gun & Magic Talent.  Even worse,
because they can only equip up to four Spells at once, they can NEVER have
Magical Mastery, so they can't use that to double their chance to learn as any
Human can.  As a result, Mystics are actually the worst Spell-learners in the
game (disregarding Mecs and Monsters).  That's rather ironic (and unbalanced)
if you ask me, considering that Mystics have less options for what they can do
than do Humans, to begin with.  If you want to learn Spells with a Mystic, make
sure to absorb monsters that boost INT as much as possible.  Suzakus are always
good all-purpose absorbs for stats, but you may want to consider Sphinx, Lich,
and Snowfolk as well, since they each boost INT by more than 20.  When
possible, it would also help to fight Main Enemies with the same Spark value as
the Difficulty of the Spell you want to learn, so that you can hit the sweet
spot on Table 2.

3: Unlike any other type of Ability in the game, you can buy Spells, though
only the "lower" Spells for any given School are for sale.  Since Mystics are
relatively bad at learning Spells through battle, you may want to give special
consideration to buying as many Spells for them as you can.

If you like to purchase only one Spell from a School and use it to learn all
the others, you can use the new Difficulty information to help you decide which
Spell would be best to purchase.  Disregarding differences in price, function,
and JP cost (each of which will be of varying importance to each player), it
would be most efficient to purchase the most Difficult Spell available from any
School, to save yourself the trouble of learning it naturally.

4: According to the Japanese Sakura site, Emelia's Bunny costume allows her to
learn Spells more easily.  As with the Commando costume, I can't say whether
this may be true in the Japanese version, but it doesn't appear to work in the
US version.  I checked, and there's no difference between the learning routine
or the data used by normal Emelia vs Bunny Emelia.  The Bunny costume does not
appear to change how Emelia learns Spells.





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG01]
***********************************************


After each battle, Humans have a chance to improve each of the following stats:
STR, QUI, INT, WIL, PSY, VIT, CHA (hereafter collectively referred to as STR--
CHA), HP, WP, and JP.

Mystics can improve only these stats after battle: CHA, HP, WP, and JP.  (They
can of course also boost their STR--CHA by absorbing monsters into their
MysticSword/Glove/Boots, but that's quite a different process.)

The way Humans versus Mystics check for after-battle growth for any given stat
is identical, with the exception that Mystics are not allowed to check STR--
VIT.  Further, the check process for each stat from STR--CHA is identical, and
the process for HP is very similar to those.  The processes for WP and JP are
significantly different from the others, but similar to each other.

A lot of variables are involved in the stat growth checks, so before we get
started, I'll provide data and basic explanations for those.





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG02]
*  --Enemy Stat-Up Value                      *
***********************************************


Each enemy in the game has its own Stat-Up value, which determines how
relatively likely you are to improve your stats after defeating it.  Similar to
Gun and Magic learning, only the Stat-Up value of the Main Enemy matters--all
others are ignored.

Enemy Stat-Up value is one of the most important variables.

Stat-Up values for readily available, easily repeatable Main Enemies range from
2 to 75 (higher is better).  75 is shared by Dullahan, Kraken, R&R, and
Zeroworm.

The highest Stat-Up value in the game is 99, belonging to both BigSlime and
HugeSlime, but as far as I know there are only two fights in the game where
either of them is the Main Enemy, making it tricky (but quite possible) to
exploit them.  I'll talk more about that later.





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG03]
*  --Enemy Stat-Up Value                      *
*  ----Enemy Stat-Up Values Chart, complete   *
***********************************************


First, here's the complete list of every enemy in the game's data and its
corresponding Stat-Up Value.  Not all of them are actually used, and quite a
few of them are only used once, in one scenario or another.  Even fewer of them
are ever used as a Main Enemy, which is the only time their Stat-Up Value will
actually matter.

If the enemy can be encountered as the Main Enemy in regular, repeatable
battles available to anyone, I also list the effective BR at which this can
happen, to help you keep track of when to look for it.

-------------------------------------------------------------------------------

                       Enemy Stat-Up Values Chart
                             by Zaraktheus

    Enemy     |Stat-Up|Main BR|
     BigSlime |  99   |       |
    HugeSlime |  99   |       |
   DragonLord |  85   |       |
       BlackX |  80   |       |
        BossX |  80   |       |
  EarthDragon |  80   |       |
      Griffin |  80   |       |
    GriffinJr |  80   |       |
       Jotnar |  80   |       |
        Kylin |  80   |       |
      Mariche |  80   |       |
    MBlackIII |  80   |       |
     TimeLord |  80   |       |
    BigDigger |  78   |       |
     Abyssbat |  77   |       |
     Dullahan |  75   |   9   |
       Kraken |  75   |   9   | the normal one
          R&R |  75   |   9   |
     Zeroworm |  75   |   9   |
        Giant |  75   |       |
  kraken(046) |  75   |       | smaller one with MasterRing variant in 2nd Div
      Chimera |  74   |   9   | the normal one
     Grappler |  74   |   9   |
        Siren |  74   |   9   |
     Snowfolk |  74   |   9   |
  CrystalTree |  73   |   9   |
       Zyphon |  73   |   9   |
    RockScout |  73   |       |
       Suzaku |  72   |   9   |
    BatKnight |  70   |       |
  BlackKnight |  70   |       |
         Diva |  70   |       |
         Diva |  70   |       |
   DivaAppear |  70   |       |
    DivaSkull |  70   |       |
     MBlackII |  70   |       |
      Orlouge |  70   |       |
     SuzakuJr |  70   |       |
      Chariot |  69   |       |
 Skullasaurus |  68   |   8   |
        Lamia |  67   |   8   |
     Basilisk |  66   |   8   |
      Iceworm |  66   |   8   |
       Shaman |  66   |   8   |
       Skylab |  66   |   8   |
    WereRhino |  66   |   8   |
      Gelatin |  65   |   8   |
       Sphinx |  65   |   8   |
     Shrieker |  64   |   8   |
        Mimic |  64   |       |
        Butch |  62   |   8   |
    Flamefolk |  61   |       |
SwordValkyrie |  61   |       |
         Lich |  60   |   7   |
  MecDobby100 |  60   |   7   |
    SickleBug |  60   |   7   |
  BlackDragon |  60   |       |
    CrimeLady |  60   |       |
      Durahan |  60   |       |
 HunterKnight |  60   |       |
       MBlack |  60   |       |
    Waterfolk |  60   |       |
        Genbu |  59   |   7   |
      Cyclops |  59   |       |
   Cockatrice |  58   |   7   |
    Ladyblade |  58   |   7   |
     FatDevil |  57   |   7   |
     Succubus |  57   |   7   |
 LivingMirror |  57   |       |
      Airfolk |  56   |   7   |
    Sunflower |  56   |   7   |
      Unicorn |  56   |   7   |
    GreenSage |  56   |       |
    Berva(92) |  55   |       |
    Darkfairy |  55   |       |
       Shuzer |  55   |       |
       Hermes |  53   |   6   |
      Trisaur |  52   |   6   |
       Ankheg |  51   |   6   |
        Golem |  51   |       |
      Gunbird |  50   |   6   |
      Slugger |  50   |   6   |
      Arachne |  50   |       |
         Bone |  50   |       |
     FireSage |  50   |       |
        Furdo |  50   |       |
GenocideHeart |  50   |       |
       HQcore |  50   |       |
 LionPrincess |  50   |       |
      Lunatic |  50   |       |
   MasterRing |  50   |       |
       MecGod |  50   |       |
Mollasite(239) |  50   |       | after possession
   Platyhooks |  50   |       |
    PlatyKing |  50   |       |
    Quakeworm |  50   |       |
    RedDragon |  50   |       |
   Skulldrake |  50   |       |
      Titania |  50   |       |
       Virgil |  50   |       |
    WaterSage |  50   |       |
       Wyvern |  49   |   6   |
 LivingMusket |  49   |       |
      Gremlin |  48   |   6   |
    Manticore |  48   |   6   |
SpearValkyrie |  48   |   6   |
       Dancer |  48   |       |
     Minotaur |  48   |       |
  LiquidMetal |  47   |   6   |
       Treant |  47   |   6   |
    Demongoat |  46   |       |
     Ladyhawk |  46   |       |
    Berva(94) |  45   |       |
    DeathLord |  45   |       |
    TrisaurJr |  45   |       |
     Sonicbat |  44   |  Any  | Always available in Shingrow's Ancient Ship
     Gaeatoad |  44   |   5   |
      BirdMec |  43   |   5   |
       Shadow |  43   |   5   |
   DeadKnight |  42   |   5   |
   Thundragon |  42   |       |
      Axebeak |  41   |   5   |
       Mystic |  41   |   5   |
    Goatgiant |  41   |       |
  LivingSword |  41   |       |
    Hellhound |  40   |   5   |
       Mellow |  40   |   5   |
    Blackgarb |  40   |       |
         Blue |  40   |       |
 Chimera(014) |  40   |       | the one accompanying MasterRing
     Gargantu |  40   |       |
  MaskedGiant |  40   |       |
    MegaTitan |  40   |       |
     OgreLord |  40   |       |
   RedFighter |  40   |       |
   Straysheep |  40   |       |
        Virus |  40   |       |
   Nightshade |  39   |   5   |
    Battlefly |  38   |   5   |
      Unknown |  38   |   5   |
    CancerMec |  34   |   4   |
   Ghostrider |  34   |   4   |
        Harpy |  34   |   4   |
      Soldier |  34   |   4   |
        Ettin |  34   |       |
    Frillneck |  33   |   4   |
     Scorpion |  33   |   4   |
      Banshee |  32   |   4   |
      Fishman |  32   |   4   |
  LivingArmor |  32   |       |
     Aperider |  30   |   4   |
   DevilSquid |  30   |       |
  FireCrystal |  30   |       |
       Goblin |  30   |       |
   Minidragon |  30   |       |
  Nidheg(140) |  30   |       | the normal, stronger version (NOT Emelia's)
   Rockbaboon |  30   |       |
       Tanzer |  30   |       |
     Tentacle |  30   |       |
     Tentacle |  30   |       |
   IceCrystal |  29   |   4   |
     Trapvine |  29   |   4   |
     T-Walker |  28   |       |
   PrimaMaska |  26   |       |
    DragonPup |  25   |   3   |
 NomadFighter |  25   |   3   |
   Platoonpus |  25   |   3   |
      WaspMec |  25   |   3   |
 ElectroSheep |  25   |       |
        K9Mec |  25   |       |
  KittyKicker |  25   |       |
Mollasite(236) |  25   |       | before possession
         Ogre |  25   |       |
     SirDemon |  25   |       |
     VulcanII |  25   |       |
  KittyClawer |  24   |   3   |
       Zombie |  24   |   3   |
     Snakeman |  23   |   3   |
    KillerBee |  22   |   3   |
    Razorback |  22   |   3   |
  LivingGlove |  22   |       |
      MaskCat |  22   |       |
   Rabbat(77) |  22   |       | Masked Martial Arts Tournament version
     Mandrake |  21   |   3   |
    WhipJelly |  21   |   3   |
   AutoBuffer |  20   |       |
  BlueFighter |  20   |       |
 GreenFighter |  20   |       |
   MaskBuffer |  20   |       |
  Nidheg(139) |  20   |       | Emelia's weaker version
  PinkFighter |  20   |       |
 VitalityRune |  20   |       |
YellowFighter |  20   |       |
        Ghost |  18   |   2   |
    Swordsman |  17   |   2   |
         Yeti |  17   |       |
   Armorpilla |  16   |   2   |
     MecDobby |  16   |   2   |
       NotUse |  16   |       |
         RABI |  16   |       |
        Slime |  15   |   2   |
       Undine |  15   |   2   |
   Ironhopper |  15   |       |
       Target |  15   |       |
       Vulcan |  15   |       |
      Gunfish |  14   |   2   |
       Rabbat |  14   |   2   |
  LivingLance |  14   |       |
     Gargoyle |  13   |   2   |
    Sporepile |  12   |   2   |
      Guncart |  12   |       |
       FlyMec |  11   |       |
     Hedgehog |  10   |   2   |
    A-Tractor |  10   |       |
 BlackFighter |  10   |       |
    Wormbrood |  10   |       |
    Shellworm |   8   |   1   |
        Rouge |   8   |       |
    Battleaxe |   7   |   1   |
     Skeleton |   7   |   1   |
     SwordMec |   7   |   1   |
       Sprite |   6   |   1   |
    LivingAxe |   6   |       |
  PrimaBronza |   6   |       |
        Gekko |   5   |   1   |
     Pickbird |   5   |   1   |
        Rocky |   5   |   1   |
    Wonderdog |   5   |   1   |
    D-Tractor |   5   |       |
         Xeno |   4   |   1   |
       Cactus |   2   |   1   |
          Bed |   0   |       |
          Bed |   0   |       |
     Bonehead |   0   |       |
        Cindy |   0   |       |
   Hell'sLord |   0   |       |
   Hell'sLord |   0   |       |
      KylinJr |   0   |       |
       Lummox |   0   |       |
       Lummox |   0   |       |
       Meiren |   0   |       |
      Patient |   0   |       |
      Patient |   0   |       |
        Shade |   0   |       |
      Shifter |   0   |       |
Spriggan(249) |   0   |       | Form 1
Spriggan(250) |   0   |       | Form 2
Spriggan(251) |   0   |       | Form 3
Spriggan(252) |   0   |       | Form 4
Spriggan(253) |   0   |       | Form 5
Spriggan(254) |   0   |       | Only used for the final defeat animation
        Stand |   0   |       |
        Stand |   0   |       |
        Stand |   0   |       |
         Tidi |   0   |       |
    UnicornJr |   0   |       |

This chart includes every enemy in the game.  Only the Stat-Up value of the
Main Enemy in any battle is actually used to determine Stat Growth, and many
of the enemies are never available as the Main Enemy in any battle, so their
Stat-Up value is actually irrelevant, apparently.  Nevertheless, they're all
here, for completeness.  See my related chart, "Main Enemy Stat-Up Values by BR
Chart" for a more concise list, if you prefer.

BR = Battle Rank, a value which increases as you fight battles and which
determines the rough difficulty of the enemies you face.

Main BR is the BR at which the enemy is available as a Main Enemy.  I only
list a Main BR for enemies that can be the Main Enemy in regular, repeatable
battles available to anyone.  I don't list a Main BR for bosses, one-time
fights, or enemies that are never the Main Enemy.

Main BR is according to Winterking's Encounter Guide, here:
http://www.gamefaqs.com/console/psx/file/198537/48551

-------------------------------------------------------------------------------





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG04]
*  --Enemy Stat-Up Value                      *
*  ----Enemy Stat-Up Values Chart, Main only  *
***********************************************


Here's a more concise list of only the Main random enemies and their
corresponding Stat-Up Values.  Since only the Stat-Up value of the Main Enemy
in any battle is actually used to determine Stat Growth, the values in this
chart are the only ones you need to know for regular, repeatable battles.

-------------------------------------------------------------------------------

                Main Enemy Stat-Up Values by BR Chart
                           by Zaraktheus

BR 1
   Enemy     |Stat-Up|   Sprite
   Shellworm |   8   | Bug
   Battleaxe |   7   | Human
    Skeleton |   7   | Undead
    SwordMec |   7   | Mec
      Sprite |   6   | Fairy
       Gekko |   5   | Amphibian
    Pickbird |   5   | Bird
       Rocky |   5   | Beast
   Wonderdog |   5   | Mystic
        Xeno |   4   | Slime
      Cactus |   2   | Plant

BR 2
   Enemy     |Stat-Up|   Sprite
       Ghost |  18   | Undead
   Swordsman |  17   | Human
  Armorpilla |  16   | Bug
    MecDobby |  16   | Mec
       Slime |  15   | Slime
      Undine |  15   | Fairy
     Gunfish |  14   | Amphibian
      Rabbat |  14   | Bird
    Gargoyle |  13   | Mystic
   Sporepile |  12   | Plant
    Hedgehog |  10   | Beast

BR 3
   Enemy     |Stat-Up|   Sprite
   DragonPup |  25   | Bird
NomadFighter |  25   | Human
  Platoonpus |  25   | Amphibian
     WaspMec |  25   | Mec
 KittyClawer |  24   | Fairy
      Zombie |  24   | Undead
    Snakeman |  23   | Mystic
   KillerBee |  22   | Bug
   Razorback |  22   | Beast
    Mandrake |  21   | Plant
   WhipJelly |  21   | Slime

BR 4
   Enemy     |Stat-Up|   Sprite
   CancerMec |  34   | Mec
  Ghostrider |  34   | Undead
       Harpy |  34   | Bird
     Soldier |  34   | Human
   Frillneck |  33   | Amphibian
    Scorpion |  33   | Bug
     Banshee |  32   | Fairy
     Fishman |  32   | Mystic
    Aperider |  30   | Beast
  IceCrystal |  29   | Slime
    Trapvine |  29   | Plant

BR 5
   Enemy     |Stat-Up|   Sprite
    Gaeatoad |  44   | Amphibian
     BirdMec |  43   | Mec
      Shadow |  43   | Human
  DeadKnight |  42   | Undead
     Axebeak |  41   | Bird
      Mystic |  41   | Mystic
   Hellhound |  40   | Beast
      Mellow |  40   | Fairy
  Nightshade |  39   | Plant
   Battlefly |  38   | Bug
     Unknown |  38   | Slime

BR 6
   Enemy     |Stat-Up|   Sprite
      Hermes |  53   | Mec
     Trisaur |  52   | Amphibian
      Ankheg |  51   | Undead
     Gunbird |  50   | Human
     Slugger |  50   | Bug
      Wyvern |  49   | Bird
     Gremlin |  48   | Mystic
   Manticore |  48   | Beast
SpearValkyrie |  48   | Fairy
 LiquidMetal |  47   | Slime
      Treant |  47   | Plant

BR 7
   Enemy     |Stat-Up|   Sprite
        Lich |  60   | Undead
 MecDobby100 |  60   | Mec
   SickleBug |  60   | Bug
       Genbu |  59   | Amphibian
  Cockatrice |  58   | Bird
   Ladyblade |  58   | Human
    FatDevil |  57   | Mystic
    Succubus |  57   | Fairy
     Airfolk |  56   | Slime
   Sunflower |  56   | Plant
     Unicorn |  56   | Beast

BR 8
   Enemy     |Stat-Up|   Sprite
Skullasaurus |  68   | Undead
       Lamia |  67   | Fairy
    Basilisk |  66   | Amphibian
     Iceworm |  66   | Bug
      Shaman |  66   | Human
      Skylab |  66   | Mec
   WereRhino |  66   | Mystic
     Gelatin |  65   | Slime
      Sphinx |  65   | Bird
    Shrieker |  64   | Plant
       Butch |  62   | Beast

BR 9
   Enemy     |Stat-Up|   Sprite
    Dullahan |  75   | Undead
      Kraken |  75   | Amphibian
         R&R |  75   | Mec
    Zeroworm |  75   | Bug
     Chimera |  74   | Beast
    Grappler |  74   | Human
       Siren |  74   | Fairy
    Snowfolk |  74   | Slime
 CrystalTree |  73   | Plant
      Zyphon |  73   | Mystic
      Suzaku |  72   | Bird

Only the Stat-Up value of the Main Enemy in any battle is actually used to
determine Stat Growth, so the values in this chart are the only ones you need
to know for regular, repeatable battles.

BR = Battle Rank, a value which increases as you fight battles and which
determines the rough difficulty of the enemies you face.

BR is according to Winterking's Encounter Guide, here:
http://www.gamefaqs.com/console/psx/file/198537/48551

Sprite is what the enemy looks like on the map screens.

-------------------------------------------------------------------------------





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG05]
*  --PC Stat Growth Bonuses                   *
***********************************************


Each Human or Mystic PC has a specific Growth Bonus for each stat from STR--CHA
and HP.

For better or worse, Stat Growth Bonus is a very minor variable in the stat
growth calculation, so try not to make too much out of these numbers.

Higher numbers are better, but a 0 here just means "no bonus", not "can't
grow".  Nevertheless, all Mystics have 0 for STR--VIT, which only makes sense;
since they can't improve them through growth, there's no reason for them to
have a bonus.  TimeLord's 0s in CHA and HP are probably developer errors,
though.

As an important note, INT Growth Bonus is exactly the same thing as Gun & Magic
Talent.  They don't just happen to be the same value; they actually are the
same thing, stored in the same location, used for more than one purpose.

-------------------------------------------------------------------------------

                  PC Stat Growth Bonuses Chart
                         by Zaraktheus

                             Humans

Name          |TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP |          Name
        Blue |  33 | 0 | 5 | 8 | 8 | 6 | 1 | 2 | 3 | Blue
      Emelia |  33 | 3 | 5 | 0 | 7 | 1 | 6 | 7 | 4 | Emelia
        Fuse |  33 | 6 | 2 | 2 | 6 | 2 | 5 | 3 | 7 | Fuse
         Red |  33 | 4 | 3 | 3 | 6 | 2 | 5 | 3 | 7 | Red
       Rouge |  33 | 0 | 5 | 8 | 8 | 6 | 1 | 2 | 3 | Rouge
     Asellus |  30 | 0 | 2 | 1 | 6 | 9 | 0 | 9 | 3 | Asellus
       Annie |  28 | 5 | 3 | 1 | 4 | 1 | 3 | 5 | 6 | Annie
Capt.Hamilton |  28 | 4 | 1 | 3 | 6 | 3 | 6 | 0 | 5 | Capt.Hamilton
        Doll |  28 | 3 | 2 | 6 | 3 | 1 | 4 | 6 | 3 | Doll
      Fei-on |  28 | 4 | 8 | 1 | 0 | 5 | 4 | 3 | 3 | Fei-on
         Gen |  28 | 7 | 4 | 1 | 2 | 1 | 6 | 0 | 7 | Gen
        Liza |  28 | 3 | 7 | 6 | 1 | 4 | 2 | 4 | 1 | Liza
    Mei-ling |  28 | 1 | 5 | 6 | 6 | 2 | 2 | 3 | 3 | Mei-ling
      Roufas |  28 | 2 | 4 | 6 | 2 | 3 | 2 | 3 | 6 | Roufas
        Lute |  25 | 0 | 0 | 2 | 1 | 1 | 3 |12 | 6 | Lute

                 Mystics

Name          |TOTAL|CHA|HP |          Name
 Dr. Nusakan |  12 | 5 | 7 | Dr. Nusakan
       Ildon |  12 | 7 | 5 | Ildon
   Mesarthim |  12 | 6 | 6 | Mesarthim
         Rei |  12 |10 | 2 | Rei
     Silence |  12 | 6 | 6 | Silence
  White Rose |  12 | 8 | 4 | White Rose
       Zozma |  12 | 8 | 4 | Zozma
    TimeLord |   0 | 0 | 0 | TimeLord

-------------------------------------------------------------------------------





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG06]
*  --Action Growth Factors                    *
***********************************************


Each type of action you can choose in battle that the game recognizes as
distinct has an associated series of Growth Factors; one for each stat,
including STR--CHA, HP, WP, and JP.

Action Growth Factor is one of the most important variables.

Again, higher numbers are better.  Unlike the other variables, a 0 here DOES
mean "can't grow".  However, the Action Growth Factors for all the Action Types
you choose in one battle are effectively averaged, so just because one Action
Type gives you a 0 for a particular stat doesn't necessarily mean you can't
grow.  So long as at least one of your chosen Action Types gives you a non-0
for a stat, you may still have a shot at improving that stat.

Here's a simple explanation of what Abilities qualify for each Action Type:

-Sword: Anything you use through a sword, including Abilities intrinsic to
specific swords (e.g. Asura, MillionDollers, etc.) with only three known
exceptions: VictoryRune, Cockatrice, and SilverFang, all of which count as
Magic instead.

-Martial Arts: Punch and every Ability with a flexing arm icon in the Equip
Abilities Menu, including all Alkaiser abilities except KaiserWing and
KaiserSmash (which are both Sword).

-Gun: The eight usable Gun Abilities and the basic attack of any Gun that
allows those abilities to be used.

-Any Magic: What it sounds like.  Any Spell that can be legitimately learned or
known by a PC, plus SilverFang.

-None of the above: Everything else.  Appears to include all Heavy Weapons,
other usable items, Mystic weapons and Abilities absorbed therein, and
Defense.

However, exceptions are always possible, as I haven't tested everything.

As with Gun and Magic learning, what matters is whether you chose an Ability
from a particular Action Type as your action for a round, not whether you
actually got the opportunity to use it.  If, for example, the last enemy is
killed before your turn comes up, you still count as having chosen that
Ability, even though you didn't get to use it.

The "None of the above" values are only used if you don't choose any of the
above at all for the entire battle.  For example, Defense falls in the "None of
the above" category.  If you use Defense in a battle but you also use "any of
the above", then you don't use the "None of the above" values at all.  You
would only use those values if you did nothing but Defense (or other "None of
the above" actions) for the entire battle.

-------------------------------------------------------------------------------
</pre><pre id="faqspan-20">
                  Action Growth Factors Chart
                        by Zaraktheus

Action Type       |TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|WP |JP |HP |
       Any Magic |  23 | 0 | 1 | 3 | 3 | 3 | 0 | 1 | 0 | 8 | 4 |
             Gun |  22 | 0 | 4 | 2 | 3 | 1 | 2 | 1 | 4 | 0 | 5 |
    Martial Arts |  22 | 4 | 2 | 0 | 1 | 0 | 3 | 0 | 5 | 0 | 7 |
           Sword |  22 | 3 | 2 | 0 | 1 | 0 | 3 | 1 | 6 | 0 | 6 |
None of the above |  12 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 0 | 0 | 8 |

-------------------------------------------------------------------------------





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG07]
*  --Inevitability                            *
***********************************************


Inevitability is a separate, hidden stat for each PC, but it starts at 0 for
all of them.  Each time a PC survives a battle alive and well (i.e. not
Unconscious, Petrified, Alkaiser, etc.) and is eligible to make after-battle
checks for stat growth and/or Magic and/or Gun learning, that PC's
Inevitability will either increase by 1 or reset to 0.  If the PC fails every
single after-battle stat growth and Magic/Gun learning check for that battle,
his/her Inevitability will increase by 1.  If instead the PC succeeds in ANY
after-battle stat growth or Magic/Gun learning check, his/her Inevitability
will reset to 0.

Inevitability is generally the least important variable (it's unlikely to have
any impact at all until very late in a grind-fest game), but if you have both
the patience and the lack of good luck to go some multiple of 8 battles without
growing or learning anything, it could make a significant difference...once.
Then it resets and you can look forward to another, longer set of fruitless
battles before it makes a significant difference again.

For what difference it makes, Inevitability doesn't increase or reset until all
of a PC's growth/learning checks for the current battle are done.  If a PC who
used only Sword has 20 Inevitability and succeeds at his STR growth check, he
still momentarily keeps his 20 Inevitability and uses it in the rest of his
growth checks as well.  It's not until after the last of those checks that his
Inevitability resets to 0 in response to the successful STR growth check.





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG08]
*  --Difficulty->Chance Table 3               *
***********************************************


As with Sparking and Gun/Magic Learning, Stat Growth Difficulty is calculated,
then converted to Chance using a special Table.

-------------------------------------------------------------------------------

Difficulty->Chance Table 3 (Stat Growth):
00-01-02-03-04-05-06-07-08-09-10-11-12-13-14-15-16-17-18-19-20-Difficulty
50-39-39-37-36-34-31-29-26-23-20-16-13-10-08-05-03-02-01-01-01-Chance

-------------------------------------------------------------------------------

Even at maximum Difficulty, this table, unlike the others, still gives you a
chance.  This means that you always have some chance of passing a stat growth
check, so long as your Action Growth Factor(s) allow it.  Also notice the large
difference in Chance between Difficulty 0 versus 1 and the lack of a "sweet
spot" at Difficulty 10 (unlike Tables 1 and 2).





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG09]
*  -- STR--CHA Growth                         *
***********************************************


The growth check process is identical for all of these stats: STR, QUI, INT,
WIL, PSY, VIT, and CHA, collectively referred to as STR--CHA.

Again, remember that Human PCs can grow any and all of these stats, while of
these stats, Mystics can only grow CHA.





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG10]
*  -- STR--CHA Growth                         *
*  ----Explanation                            *
***********************************************


From what I've found, it appears that STR--CHA growth probability is influenced
by only the following variables:
1: Total Action Growth Factor for this Stat of all Action Types chosen in this
  battle.
2: Number of different Action Types chosen in this battle.
3: Current value of this Stat (Base value, modified by equipment, mystic
  absorbs, and any buffs/debuffs from the current battle).
4: Enemy Stat-Up Value of ONLY the Main Enemy.
5: Stat Growth Bonus for this Stat.
6: Inevitability.

I'll explain how the game performs a growth check for one of these stats.  As
usual, I've streamlined the process to make it easier to understand, but
there's nothing important missing.

Step 1: Add the Enemy Stat-Up Value of the Main Enemy to your PC's Stat Growth
Bonus for this Stat.  Again, only the Stat-Up Value of the Main Enemy matters,
as all other enemies are ignored for this purpose.

Step 2: Add an amount equal to 1/8 of your Inevitability, rounded down, to the
result from Step 1.

Step 3: Subtract 10 from the result of Step 2.  These first three steps
effectively calculate your "Difficulty Reduction", which will be used in the
next step.

Step 4: Subtract the result of Step 3 from your Current value for this Stat
(again, "Current value" means "Base value, modified by equipment, mystic
absorbs, and any buffs/debuffs from the current battle").  The Current Stat
value is essentially the base Difficulty, and subtracting the result of Step 3
reduces it to the actual Difficulty.

Step 5: Cap Difficulty between 0 and 20, inclusive. That is, if it's less than
0, set it to 0; if it's more than 20, set it to 20.

Step 6: Use the result of Step 5 (actual Difficulty, capped) to look up the
base Chance to grow using Difficulty->Chance Table 3.

Step 7: Determine your Total Action Growth Factor for this Stat according to
the Action Types you chose during this battle.  Simply add together the Action
Growth Factor for this Stat from each Action Type you chose at least once
during this battle.  It doesn't matter how many times (beyond the first) you
chose any Action Type; using Sword four times is the same as using it once--you
only add the Sword Action Growth Factor for this Stat once.  Similarly, for the
"Any Magic" Action Type, it doesn't matter how many different Spells you chose
or from how many different Schools; one Spell from one School is the same as
two Spells each from three different Schools--you only add the Any Magic Action
Growth Factor for this Stat once.  Finally, only use the "None of the above"
Action Growth Factor if you can't use any of the others.

An example: let's imagine that in one battle, Blouge chooses to use
VitalityRune (Magic), DSC (Martial Arts), BoundShot (Gun) three times, Defense
(None of the above), and Sacrifice (Magic).  He would add together the Action
Growth Factors for the following Action Types, once each: Any Magic, Martial
Arts, and Gun.  For e.g. WIL, this would give him a total Action Growth Factor
of 3 (Any Magic) + 1 (Martial Arts) + 3 (Gun) = 7.  Even though he used two
different Spells from two different Schools, he only adds the Action Growth
Factor from Any Magic once.  Similarly, even though he used BoundShot three
times, he only adds the Action Growth Factor from Gun once.  Even though he
used Defense, he does not add the Action Growth Factor from None of the above
because he also used at least one of the above Action Types in this battle.

Step 8: Multiply the result of Step 6 (base Chance) times the result of Step 7
(Total Action Growth Factor for this Stat).  This is why a Total Action Growth
Factor of 0 means "can't grow"--anything times 0 is 0.

Step 9: Count the number of different Action Types you chose in this battle.
Again, it doesn't matter how many times beyond the first you chose each Action
Type, and you only count None of the above if you didn't use any of the others.
In the example, Blouge counts as having chosen 3 Action Types (Any Magic,
Martial Arts, and Gun).

Step 10: Multiply the result of Step 9 (number of Action Types chosen) times 4.

Step 11: Divide the result of Step 8 (base Chance times Total Action Growth
Factor for this Stat) by the result of Step 10 (number of Action Types chosen
times 4), rounding down, to determine your Final Chance to grow.

Perhaps an easier way to think about Steps 7-11 is that they basically just
find the average Action Growth Factor for all the Action Types we chose in this
battle, multiply that times our base Chance, and divide by 4, rounding down.
This means that an average Action Growth Factor of 4 will give us the "normal"
Chance.  Less than 4 gives us a proportionally lower Chance, and more than 4
gives us a proportionally higher Chance.  Since the Action Growth Factors for
STR--CHA range between 0 and 4, this means that we will never average more than
4, so the "normal" chance is the best we can get with these Stats, and we'll
usually get considerably less.

As a side note, it looks like the game always rounds down whenever it divides
(it has in every division operation I've seen, anyway).  Unless specifically
stated otherwise, assume that the game rounds the result of any division
operation down to the nearest whole number.  For example, even a result of 2.97
would be rounded down to just 2.

Step 12: The game now produces a clock-based random number, which appears to be
in the range of 0 - 99. If this random number is less than your Final Chance to
grow, then the check succeeds, and your Base value for this Stat increases by 1
(to a maximum of 99).





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG11]
*  -- STR--CHA Growth                         *
*  ----Formula                                *
***********************************************


Here's all that again, condensed:

For STR, QUI, INT, WIL, PSY, VIT, and CHA (collectively STR--CHA):

S = Current value of this Stat (Base value, modified by equipment, mystic
   absorbs, and any buffs/debuffs from the current battle)
E = Enemy Stat-Up Value of ONLY the Main Enemy
B = Stat Growth Bonus for this Stat
I = Inevitability
D = adjusted Difficulty
C = base Chance
A = Total Action Growth Factor for this Stat of all Action Types chosen in this
   battle
N = Number of different Action Types chosen in this battle
F = Final Chance

S - ((E + B) + (I / 8) - 10) = D
0 <= D <= 20
Convert D->C using Table 3.
(C * A) / (N * 4) = F
If rand(0...99) < F, improve this Base Stat +1; max 99

Remember to round down after any division operation.





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG12]
*  -- STR--CHA Growth                         *
*  ----Observations                           *
***********************************************


Some observations:

1: For a PC fighting a particular enemy, you have the maximum base Chance
(50/100) to increase any given stat until the Current value of that Stat equals
Enemy Stat-Up value - 9 (e.g. 75 - 9 = 66 for a Kraken).  PC Stat Growth Bonus
increases this by as many points as the bonus, so e.g. Gen (who has a STR
Growth Bonus of 7) still has the maximum base Chance to improve STR against a
Kraken until his Current STR = 73.  Inevitability would increase this number by
1 per full 8 points of Inevitability, but there's virtually no chance you could
cobble together 8+ points of Inevitability if you still have the maximum base
Chance to improve something (unless you e.g. grind with a Sword only for an
entire game until all the Stats it can raise are maxed out, then keep going to
accrue Inevitability, then switch to Gun or Magic to boost your still-newbie
INT, but that would be a complete waste of time, since you don't need
Inevitability's help to have the maximum base Chance to boost an INT that low
at that point in the game, and all that Inevitability you spent however-long
earning will be lost the first time you gain a single point of INT or anything
else).

2: Conversely, you hit the minimum base Chance (1/100) to increase any given
stat when the Current value of that Stat equals or exceeds Enemy Stat-Up value
+ 8 (e.g. 75 + 8 = 83 for a Kraken), again increased on a point-for-point basis
by PC Stat Growth Bonus and by 1 per full 8 points of Inevitability.  Gen, for
instance, without involving Inevitability, won't hit the minimum base Chance to
boost STR against a Kraken until his Current STR = 90.

3: The maximum Final Chance you could achieve for any stat from STR--CHA is
with the Action Growth Factor of 4 for improving QUI by using Gun only, or for
improving STR by using Martial Arts only.  A maximum base Chance of 50/100 with
an average Action Growth Factor of 4 will get you the highest possible maximum
Final Chance, which is also 50/100 (50%).  The highest Action Growth Factor
available for each of INT, WIL, PSY, and VIT is 3, which with the maximum base
Chance gives you a maximum Final Chance of 37/100 (37%).  The best Final Chance
you can get for CHA is 12/100 (12%), since its highest Action Growth Factor is
just 1.

4: Although the minimum base Chance is 1, the minimum Final Chance CAN be 0,
even with a non-0 average Action Growth Factor.  This is because the game
rounds the result of that final division operation down.  If you start with the
minimum base Chance of 1, then multiply that by an average Action Growth Factor
that is anything less than 4, then divide that by 4, your Final Chance will be
less than 1, which will round down to 0.  This means that it is only possible
to continue to increase STR or QUI once you have hit the minimum base Chance
against a particular enemy if you only use Martial Arts for STR, or only use
Gun for QUI.  It is not possible to continue to increase INT, WIL, PSY, VIT, or
CHA at all, or even STR or QUI if you don't limit yourself to just the one
appropriate Action Type, beyond this point, because the average Action Growth
Factor in all those cases will be less than 4, resulting in a rounded-down-to-0
Final Chance.  The only way around this is through Inevitability, which can
eventually increase your base Chance enough to give you a non-0 Final Chance
(until you succeed once...and then it resets).

5: The most important variables in the stat growth formula are your Current
Stat value (which determines base Difficulty), the Enemy Stat-Up value, and
your average Action Growth Factor for this stat.  PC Stat Growth Bonus and
Inevitability are usually of very minor importance, comparatively.  Here's why:
because Enemy Stat-Up, PC Stat Growth Bonus, and (1/8 of) Inevitability are all
added together, you can see their relative importance by the ratio of the range
of values possible (or likely) for each.

Enemy Stat-Up ranges from 0-99, or from 2-75 for "normal" enemies.

PC Stat Growth Bonus ranges from 0-12 (and only two of them are above 9), so
against the best normal enemies, it's less than 1/5 as important even if you
have the best Bonus, and everyone can fight the best normal enemies, while most
PCs do not have a Bonus of 12 (the average is closer to 3 or 4).  Where Growth
Bonus makes the most difference is at the extremes: when fighting very low-
value enemies, or when trying to improve a stat that is already as high as it
can otherwise get against the best enemies available to you.  At BR 1, where
Enemy Stat-Up ranges from 2-8, Growth Bonus can be of roughly equal importance,
but that falls off very rapidly as BR increases.  As previously explained,
Growth Bonus increases the Current Stat value at which you achieve a given base
Chance against a given enemy, and this is particularly important when trying to
increase a stat that would otherwise have reached the minimum Base Chance
which, again as previously explained, usually results in a Final Chance of 0.

A helpful way to understand the meaning of a PC Stat Growth Bonus: while this
is an oversimplification, if two PCs start with a given stat at the same value
and fight the same battles using the same Action Type(s), over time and on
average, the PC with the higher Growth Bonus for that stat should end up ahead
by about as many points as the difference between the two PCs' Growth Bonuses
for that stat.  This is perhaps most significant at the upper end, where the PC
with the lower Bonus will "max out" at a lower score than the PC with the
higher Bonus.

Inevitability, on the other hand, can theoretically range as high as 255, but
it is a largely insignificant variable for these reasons:
-Only 1/8 of it, rounded down, is actually used in the formula, so it has to be
8 times as high as either Enemy Stat-Up or PC Stat Growth Bonus in order to
have the same impact.
-It can only increase by 1 point per battle, so it can take quite a while to
build up a significant amount.
-Any success resets it to 0, so it will probably never get up to 8 (i.e. enough
to have any effect) until the stats that can be improved by your Action
Type(s) have almost all hit the minimum base Chance, or nearly so.  This means
that only the most grind-obsessive players will probably ever get any benefit
from Inevitability.
-Any success resets it to 0, so even once it makes enough of a difference to
allow you to benefit from it, you'll have to take a lot of time to build it up
again before it makes a difference again.
-Any success resets it to 0, so unpreventable random HP growth and/or very-
difficult-to-prevent random WP/JP growth can sabotage your attempts to
stockpile Inevitability for the purpose of boosting STR--CHA.

Even if a variable can have a significant impact (as Inevitability can), if it
only does it for a small percentage of players, and only once in a great while,
and only starting around the 10 or 20 hour mark, it's not as significant a
variable as those that make a big difference every time, for everyone.

6: Because the base Difficulty in the stat growth formula is determined by your
Current value for the stat rather than the Base value, anything that boosts the
Current Value relative to the Base value will effectively stunt your growth.
In other words, using equipment that boosts your stats will make it harder for
you to improve those stats, and you'll have the same problem if you use buffs
to improve your stats in battle.  For that reason, it's better to avoid using
buffs and stat-boosting equipment that affects any stats you can grow naturally
unless you really need them for a particular battle.  This is less of an issue
for Mystics, of course; since CHA is the only stat from STR--CHA they can grow
naturally, they can safely use buffs and boosts to STR--VIT, but Humans should
probably avoid using them in most cases (but see the upcoming explanation of WP
and JP growth for one opposing reason, and also remember that Current INT has a
large effect on Gun and Magic learning, so you may want to boost INT in some
cases to temporarily aid learning at the expense of INT growth).

However, if you have equipment that is worth using on its other merits alone,
which also boosts stats (such as a PoweredSuit, which is excellent armor in its
own right that also boosts STR and QUI by +10 each), you could wait to equip it
until the stats it boosts will be maxed at 99 (or as high as you care to get
them) by the boost and in so doing effectively bridge the gap between the
highest value to which you can easily grow those stats and the actual maximum
value of 99.

7: On the other hand, debuffs will actually make it easier for you to improve a
stat, which could conceivably be a useful trick to help in improving stats
which have gone as high as the best available enemies can easily get them.
I've never yet paid much attention to debuffs, which enemies use them, which
stats they affect, or how much of an effect they have, but if anyone cared to
analyze that, it might be possible to find more efficient ways to raise high-
end stats than just grinding Krakens and the like until you get enough
Inevitability to make the check feasible and then also get lucky enough to
succeed on a low-probability random chance.  Or you could just forget about
debuffs and check out my HugeSlime method, below.

8: Choosing more Action Types (instead of just one) may allow you to check more
stats, but it will also reduce the chances of succeeding at any given one of
those checks (unless the Action Growth Factor for that stat happens to be
exactly the same for each Action Type you chose) versus using only the best
Action Type for that stat.  This reduction may not be much of an issue when
your base Chance is still relatively high, but when it nears the minimum,
anything that reduces your average Action Growth Factor for a stat may make a
huge difference in your Final Chance to improve it (thanks to the rounding
down, as previously explained).  As a result, it may be fine (perhaps even
beneficial) to choose multiple Action Types in the early game, but as you near
the maximum natural limit for your stats, you'll be more successful in
continuing to raise them if you focus one-at-a-time on only the one Action Type
best suited to the particular stats you're trying to raise at the moment.





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG13]
*  --The HugeSlime Method                     *
***********************************************


It still takes some time, but this is the most efficient way I've found to grow
your Base STR--CHA those last 10-20 points to the max of 99.

As previously mentioned, the highest easily-repeatable Main Enemy Stat-Up value
is 75 (Dullahan, Kraken, R&R, and Zeroworm), but that's not high enough to
allow any PC to get any (let alone all) of their Base stats from STR--CHA to 99
without hitting the minimum base Chance and having to rely heavily on
Inevitability, which means lots and lots of mindless, boring grinding.  The
highest you can get any Current Stat against enemies with 75 Stat-Up before you
hit the minimum base Chance is 83 + your Growth Bonus for that stat.  From
there to 99, growth slows to a veritable crawl (and it's pretty slow even for
the 3-5 points before that).

In contrast, if we could make use of the highest-in-game Enemy Stat-Up value of
99 (HugeSlime and BigSlime), we would never hit the minimum base Chance with
any PC.  Even for a PC with 0 Growth Bonus, 0 Inevitability, and a Current Stat
value of 99, the absolute lowest base Chance we could possibly get against a
Stat-Up of 99 is 20/100.  That's 20 times the minimum base Chance of 1/100 at
worst!  If your Current Stat value was 83 + your Growth Bonus, the lowest at
which you'll hit the minimum base Chance against Stat-Up 75, your base Chance
against Stat-Up 99 would be the maximum 50/100, 50 times as high!  In fact,
against Stat-Up 99, you won't fall below that base Chance of 50/100 until your
Current Stat value is 90 + your Growth Bonus.

To compare this to using Inevitability to try to grow against Stat-Up 75: once
you reach the minimum base Chance at Current Stat = 83 + Bonus, you'll need 8
Inevitability to get up to a base Chance of just 2/100, which is still
terrible.  It would take a whopping 144 Inevitability (that's 144 battles
without gaining anything in ANY stat) to get your base Chance to the 50/100 it
would immediately be against Stat-Up 99 (not that you would be at all likely to
get your Inevitability quite that high without gaining something, but you get
the point).  Worse, once you do gain a point in any stat, your Inevitability
resets to 0, and you'll need 8 more points than you did last time just to get
back up to the same base Chance again.  For a PC with 0 Bonus and a Current
Stat of 99, it would take 136 Inevitability just to get to a base Chance of
2/100.  The base Chance of 20/100 that the same PC would immediately get
against Stat-Up 99 would require 192 Inevitability against Stat-Up 75.
Clearly, getting Base STR--CHA all to 99 using Inevitability against Stat-Up 75
would take a long, long time.

Here's the good news: I have found a way to repeatedly fight a Main Enemy with
Stat-Up 99.  The somewhat-bad news is that it's not as simple as absent-
mindedly grinding Stat-Up 75 enemies in the Bio Lab or Swamp.  It's still not
difficult; it just requires a lot of running around.

The problem is that there is only one battle I know of that everyone can access
in which the Main Enemy has a Stat-Up of 99, and it's not in the most
accessible location.  I imagine most people know about the mini-boss fight with
a HugeSlime and 4 BigSlimes that sometimes shows up about as far back in the
Shingrow Ruins as you can go (just before where you find Berva in Red's
scenario).  The Main Enemy in this fight is the HugeSlime, which has that
excellent Stat-Up of 99.  What not everyone may know about this fight is that
it IS repeatable, or how to get it to show up again.

Which mini-bosses are present in the Shingrow Ruins is determined by one of
your "Fortune" bytes (although the correspondence between Fortune and mini-
bosses isn't intentional; it's just a coincidence).  Unless you have a
RegionMap (i.e. if you're in Blue's Scenario, or have hacked one into your
Inventory), the Fortune aspect doesn't really matter, because you can't
manipulate it; in that case, all you need to know is this:

Every time you enter Shingrow (as you exit the Port and enter the Shingrow Map,
specifically), all three mini-bosses (Gaeatoad, Valkyries, and Slimes) in the
Shingrow Ruins will be respawned.  To fight the Slimes repeatedly, follow these
steps:

1. Exit the Port at Shingrow to the Shingrow Map.
2. Make your way through the Ruins to the Slimes.  You will have to fight the
  Gaeatoad and Valkyries on the way, but with a little practice, all other
  battles can be avoided easily enough.
3. Fight the Slimes.
4. Make your way back out of the Ruins, again avoiding battles (unless you want
  to fight them, but that's less efficient).

Repeat from Step 1 as desired.  All the running around can be annoying, and you
do have to fight at least three battles in each cycle, but it's still
considerably faster than the alternative for grinding high-end Stats.

If you do have a RegionMap, then we can use Fortune-manipulation to improve
this method significantly.  Basically, the Fortune bytes are somewhat-
carelessly used to mean different things in a lot of different situations
throughout the game, without being cleared out afterward.  By using a
RegionMap, you can sometimes bypass the points at which the game usually preps
the bytes for their next intended purpose (such as upon exiting the Port at
Shingrow to the Shingrow Map, which you skip by RegionMapping to Shingrow,
which places you directly in the Ruins), and in so doing retain whatever value
was in the bytes from the last time they were used, which will now mean
something different in the new situation.  The fact that you can do so is a
bug, obviously, but it does allow you to do some interesting things.

Here are the two most useful ways I've come up with to manipulate your Fortune
in order to improve my HugeSlime Method:

              -------------------------------------------------

               HugeSlime Method: RegionMap and Devin variation

This variation allows you to spawn (and therefore fight) any desired
combination of the mini-bosses in the Shingrow Ruins.  Because it relies on
randomly generating the desired Fortune, it can go quickly, slowly, or anywhere
in-between.  The more specific you want the combination to be, the longer it
will take, on average.

Your Fortune will be randomized each time you exit the Port building in Devin
to the screen with lots of signs.  For the aspect of Fortune that's relevant
here, there are 8 possibilities, and each is equally likely.  Which mini-bosses
will be present in the Shingrow Ruins corresponds to which Fortune you get.
Each time you randomize your Fortune, you'll want to have that Fortune told by
one of the psychics in Devin, so that you can know which one you have and
therefore which mini-bosses are now present.

I recommend the Skeleton Psychic for this purpose, because it is closest to the
Port, reads your Fortune in less time than any of the others, and has a
different reading for each of the 8 Fortunes (which not all do).  Here's a
Chart showing which Skeleton Psychic Reading corresponds to which mini-bosses.

-------------------------------------------------------------------------------

   Shingrow Ruins Mini-bosses Chart According to Skeleton Psychic Reading
                           by Zaraktheus

  Reading    |Gaeatoad|Valkyries|Slimes|Chance|  %
   beautiful |    X   |    X    |   X  |  1/8 |12.5%
        rain |    X   |    X    |      |  1/8 |12.5%
        snow |    X   |         |   X  |  1/8 |12.5%
      cloudy |    X   |         |      |  1/8 |12.5%
thunder storm |        |    X    |   X  |  1/8 |12.5%
        hail |        |    X    |      |  1/8 |12.5%
 another day |        |         |   X  |  1/8 |12.5%
winds'll blow |        |         |      |  1/8 |12.5%

An X indicates the specified mini-boss IS present with the specified Fortune.
Chance and % are how likely you are to get that Fortune each time you
randomize.  Notice that all are equally likely.

-------------------------------------------------------------------------------

For the HugeSlime Method (unless you actually want to fight the Gaeatoad and/or
Valkyries, for whatever reason), the best Fortune is therefore "another day",
which will cause only the Slimes to be present.  To fight only the Slimes,
follow these steps:

1. Exit the Port building in Devin to the screen with lots of signs.  This will
  randomize your Fortune to one of the 8 possibilities, with an equal chance
  of each.
2. Have your Fortune Read by the Skeleton Psychic (the Skullasaurus Sprite in
  Devin's central screen).
3. If your Fortune is "another day", then continue to Step 4; otherwise, repeat
  from Step 1 to re-randomize your Fortune.
4. Once your Fortune is "another day", immediately RegionMap to Shingrow.
5. Make your way through the Ruins to the Slimes.  With "another day", the
  Gaeatoad and Valkyries mini-bosses will not be present, so it is not
  necessary to fight anything but the Slimes.
6. Fight the Slimes.
7. Immediately RegionMap out of the Ruins (to Devin, if you intend to repeat).
  This saves you from running back out of the Ruins, which is another way the
  RegionMap improves this method.

Repeat from Step 1 as desired.

This variation is less straightforward than the original, but it has two major
advantages:

1. It's easier.  You don't have to fight the other mini-bosses (the Gaeatoad's
  generally pretty easy, but the Valkyries can be a handful through much of
  the game), and you only have to dodge your way through the Ruins once per
  cycle, instead of twice.
2. Because this variation makes it possible to fight only the Slimes, and the
  Slimes Cannot Increase BRP (whereas the Gaeatoad and Valkyries Can Increase
  BRP), you can use this variation to grind your PCs' Stats as much as you
  want without increasing your BR.  You could even build a team of maxed-
  Stat PCs at BR 1.  It won't be a fast process, but it is an opportunity to
  completely break the game, legitimately, which might appeal to some.

Of course, the sort-of-disadvantage is that it's random.  Sometimes you'll get
"another day" on your first try, and those cycles will be much faster than the
original method.  But other times, it may take 10 tries, or 20, or more.  On
average, this variation should be slightly faster than the original, but it
probably won't feel like it on the occasions when you wait through 20+ tries
before you get "another day".  It's easy to lose patience when the RNG isn't
cooperating; just try to keep your cool.

Or, if the randomness bothers you, try the next variation.

              -------------------------------------------------

              HugeSlime Method: RegionMap and Bio Lab variation

This variation allows you to reliably, non-randomly cause the Slimes to be the
only mini-boss present in the Shingrow Ruins.  In it, I make use of the fact
that two of the doors in the Bio Research Lab in Shrike have their status
(closed or open for one, locked or unlocked for the other) recorded in the same
byte that records the presence of the mini-bosses while in the Shingrow Ruins.
If you open the first door and unlock the second, then RegionMap directly to
Shingrow, the game will now mis-read the value that was intended for door
status as instead being mini-boss status, and specifically, it will cause only
the Slimes to be present.

Here's the step-by-step process:

1. Enter the Bio Research Lab in Shrike.
2. Open the bookshelf (the first "door") in the library on the top floor.
3. Unlock the door to the EarthDragon's room (using the computer next to the
  pink-haired scientist in the NE building on the bottom floor).
4. Immediately RegionMap to Shingrow.
5. Make your way through the Ruins to the Slimes.  The Gaeatoad and Valkyries
  mini-bosses will not be present, so it is not necessary to fight anything
  but the Slimes.
6. Fight the Slimes.
7. Immediately RegionMap out of the Ruins (to Shrike, if you intend to repeat).
  This saves you from running back out of the Ruins, which is another way the
  RegionMap improves this method.

Repeat from Step 1 as desired.

The advantages to this variation over the original are the same as for the
first variation: it's easier, and you don't have to fight anything but the
Slimes each cycle, which allows for the same game-breaking exploit, if desired.

The major difference compared to the first variation is that this one isn't
random, which may be preferable.  It does require some extra running around,
so the minimum time per cycle is greater than with the first variation, but the
maximum time per cycle is much lower, since you aren't subject to the vagaries
of the RNG.  Running through the Bio Lab is also very easy, since the
scientists don't chase you around.  Overall, I find this variation less
irritating than the first, but that may be a matter of personal preference.

              -------------------------------------------------

A final note on credit: When I first devised the HugeSlime Method (and
therefore in early versions of this guide), my analysis partially relied on the
Japanese Sakura site's explanation of Fortune.  They still deserve credit and
thanks for making me aware of the existence of Fortune and its link to the
Shingrow Ruins mini-bosses, but I have since determined that their explanation
was not entirely accurate (at least to the US version of the game), and I have
personally discovered much more than what I read there about how Fortune works
and where and how it is used throughout the game, which (among various other
things) is how I was able to conceive the Bio Lab variation.

Everything in this section now is the result of my own work, but I still give
thanks to Sakura for getting me started on it.





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG14]
*  --HP Growth                                *
***********************************************


Both Human and Mystic PCs can grow HP.





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG15]
*  --HP Growth                                *
*  ----Explanation                            *
***********************************************


The process for an HP growth check is exactly the same as the checks for STR--
CHA, with only two changes:

1: The base Difficulty is your Current Max HP, divided by 10, rounded down.
Since the range of HP is 10 times that of each stat from STR--CHA, this just
keeps the two processes balanced with each other.

2: A successful check for HP growth increases your Base Max HP by 5, 6, 7, or 8
points (with an equal chance of each), instead of just 1 point, as with STR--
CHA.  Although this may appear to fall short of keeping the two processes
balanced (which would appear to require an increase of 10 HP per success), it's
important to realize that the range of Action Growth Factors for HP is 4-8, as
compared to 0-4 for STR--CHA, so HP growth checks will succeed around 2-3 times
as often.  On average, this difference in success rate may actually over-
compensate for the difference in proportional growth per success, meaning that
over time, you'll tend to gain more than 10 times as much HP as you do any stat
from STR--CHA (though of course, it depends heavily on the Action Types you
choose).





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG16]
*  --HP Growth                                *
*  ----Formula                                *
***********************************************


Here's the condensed process for an HP growth check:

H = Current Max HP (Base value, modified by equipment--i.e. only the RaySword,
   pointlessly)
E = Enemy Stat-Up Value of ONLY the Main Enemy
B = HP Growth Bonus
I = Inevitability
D = adjusted Difficulty
C = base Chance
A = Total HP Action Growth Factor of all Action Types chosen in this battle
N = Number of different Action Types chosen in this battle
F = Final Chance

(H / 10) - ((E + B) + (I / 8) - 10) = D
0 <= D <= 20
Convert D->C using Table 3.
(C * A) / (N * 4) = F
If rand(0...99) < F, improve Base Max HP +rand(5...8) (equal chance of each;
max 999)

Again, remember to round down after any division operation.





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG17]
*  --HP Growth                                *
*  ----Observations                           *
***********************************************


Some observations:

Most of the observations regarding STR--CHA growth apply to HP growth as well;
just remember that it takes 10 times as much HP to be equivalent to a given
amount of STR--CHA for purposes of Difficulty.

1: The maximum Final Chance you can achieve for HP growth is 100/100
(guaranteed success!), using the Action Growth Factor of 8 from "None of the
above" when you have the maximum base Chance of 50/100.

2: The minimum Final Chance you can have for HP growth is 1/100--it cannot be
rounded down to 0 as with STR--CHA.  The lowest HP Action Growth Factor is 4,
so the minimum base Chance of 1/100 times the minimum Action Growth Factor of
4, divided by 4, still equals 1.  This means you ALWAYS have at least a 1%
chance of improving HP from any battle you survive intact, no matter what
(until you hit the maximum of 999).

3: It is Current Max HP that determines base Difficulty, rather than Base Max
HP, but as far as I know, the only thing that can make Current Max HP different
from Base Max HP for a Human or Mystic is Alkaiser's RaySword (which adds 250
to Current Max HP).  Considering that Alkaiser is specifically forbidden from
making any after-battle growth/learning checks, it's really rather pointless
that the game uses Current Max HP to determine base Difficulty instead of Base
Max HP.  The two will always be the same for any PC who can actually make an HP
growth check.





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG18]
*  --WP Growth                                *
***********************************************

Both Humans and Mystics can grow WP, although it's worth noting again that
Mystics do NOT grow WP as a result of using their Mystic Absorb Abilities
(despite the fact that those Abilities cost WP) or their Mystic Weapons.  It
may not be logical, but that's the way it is.  If you want a Mystic to grow WP,
use a Sword (or Punch, or use a Gun, but using a Sword is best).

Much of the process for a WP check is the same as those for STR-CHA and HP, but
the few differences are very important.

From what I've found, it appears that WP growth probability is influenced by
only the following variables:
1: Total WP Action Growth Factor of all Action Types chosen in this battle.
2: Number of different Action Types chosen in this battle.
3: Max WP.
4: Current STR (Base value, modified by equipment, mystic absorbs, and any
  buffs/debuffs from the current battle).
5: Current QUI (Base value, modified by equipment, mystic absorbs, and any
  buffs/debuffs from the current battle).
6: Current VIT (Base value, modified by equipment, mystic absorbs, and any
  buffs/debuffs from the current battle).

Despite swapping a few important variables, I don't think the actual process is
different enough that I need to give a full explanation.





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG19]
*  --WP Growth                                *
*  ----Formula                                *
***********************************************


Let's go straight to the condensed version:

W = Max WP
S = Current STR (Base value, modified by equipment, mystic absorbs, and any
   buffs/debuffs from the current battle)
Q = Current QUI (Base value, modified by equipment, mystic absorbs, and any
   buffs/debuffs from the current battle)
V = Current VIT (Base value, modified by equipment, mystic absorbs, and any
   buffs/debuffs from the current battle)
D = adjusted Difficulty
C = base Chance
A = Total WP Action Growth Factor of all Action Types chosen in this battle
N = Number of different Action Types chosen in this battle
F = Final Chance

W - (((S + Q + V) / 2) - 10) = D
0 <= D <= 20
Convert D->C using Table 3.
(C * A) / (N * 4) = F
If rand(0...99) < F, improve Max WP +1; max 250

As always, remember to round down after any division operation.

So the difference is in how the "Difficulty Reduction" is calculated.  Instead
of being:
Enemy Stat-Up value + PC Stat Growth Bonus + 1/8 Inevitability, - 10

it's:
STR + QUI + VIT, divided by 2, - 10

Also, the maximum value allowed for Max WP is 250, rather than 99 as for STR--
CHA.





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG20]
*  --WP Growth                                *
*  ----Observations                           *
***********************************************


Some observations:

1: WP growth probability is entirely internal to the PC--the enemy you are
currently fighting has NO direct impact.  All that matters are your stats and
the Action Types you choose.  Of course, for a Human, the stats that determine
WP growth do themselves still depend on the enemies you've been fighting over
the long term.

2: There is no Stat Growth Bonus for WP.  However, a Human PC's Growth Bonuses
for STR, QUI, and VIT will have an indirect effect on WP growth as they
increase the stats that determine WP growth probability.

3: Quite the opposite of STR--CHA, higher Current Stat values actually help you
here rather than hurt you.  Using equipment, mystic absorbs, and buffs to boost
your Current STR, QUI, and/or VIT will stunt your growth in those stats, but it
will improve your growth in WP (at least, in the short term).  Likewise,
debuffs will hurt your chances of WP growth.

4: When comparing WP Action Growth Factors across Action Types, bear in mind
that if you primarily use a particular Action Type over time, its Action Growth
Factors for STR, QUI, and VIT will have a large indirect impact on WP growth as
well (for Humans).  For example, in comparing the WP Action Growth Factors for
Gun versus Sword, we see 4 versus 6.  This may appear to indicate that a
dedicated Gunner will generally have about 67% (4/6) the WP of a dedicated
Swordsman.  However, if we also consider the Total Action Growth Factors of
STR, QUI, and VIT for each Action Type, we get a more accurate understanding of
what a dedicated user's WP will become over time.  Gun offers a total of only
6, where Sword gives 8, which means that a dedicated Gunner will also have only
about 75% (6/8) the total physical stats of a dedicated Swordsman, further
reducing the Gunner's relative WP growth.  In fact, if we multiply 4/6 * 6/8,
we get 50%, which is exactly what many people have reported from experience:
dedicated Gunners have roughly half the WP of dedicated Swordsmen.  Dedicated
Martial Artists are much closer to Swordsmen; they have a WP Action Growth
Factor of 5 versus 6 (83%), but a total physical stat Action Growth Factor of 9
versus 8 (113%).  5/6 * 9/8 = 94%--only 6% less WP for Martial Artists versus
Swordsmen.  For Gunners versus Martial Artists, it's 53%.

If you want to maximize your WP growth for a Human, you'd do well to train in
each of Martial Arts and Gun first (but only one or the other in any one
battle), to maximize your STR and QUI growth, respectively (the two stats for
which those Action Types offer better Action Growth Factors than does Sword),
then once those stats are as high as you care to get them, switch to Sword for
its superior WP Action Growth Factor.

If you want to maximize your WP growth for a Mystic, focus on first absorbing
monsters that boost your physical stats (STR, QUI, and VIT) as much as
possible, and always use Sword only when grinding for WP, since it offers the
highest WP Action Growth Factor of 6.  Also remember that once you've got as
much WP as you want, you don't have to keep the particular absorbed monsters
you used to boost your physical stats to get that much WP.  Those physical
stats only affect future growth, not your current amount of WP.

5: You have the maximum base Chance (50/100) to increase WP until your Max WP
equals 1.5 times the average of your Current STR, QUI, and VIT (rounded down),
- 9.  If, for example, you max out STR, QUI, and VIT all at 99, you'll have the
maximum base Chance to increase WP until your Max WP equals 139.

6: You hit the minimum base Chance (1/100) to increase WP when your Max WP
equals or exceeds 1.5 times the average of your Current STR, QUI, and VIT
(rounded down), +8.  If, for example, you max out STR, QUI, and VIT all at 99,
you won't hit the minimum base Chance to increase WP until your Max WP equals
156.

7: The maximum Final Chance you can achieve for WP growth is with the WP Action
Growth Factor of 6 from using Sword only.  With the maximum base Chance of
50/100, this gives you a Final Chance of 75/100 (75%).  The maximum Final
Chance with Martial Arts only is 62/100 (62%), and with Gun only is 50/100
(50%).

8: As with STR--CHA, although the minimum base Chance is 1, the minimum Final
Chance for WP growth CAN be 0 if the average Action Growth Factor is less than
4, which will happen any time you use Any Magic.  The lesson: just don't use
Any Magic if you're trying to improve WP with the minimum base Chance.  So long
as you only use Sword and/or Martial Arts and/or Gun, you'll always have a
minimum Final Chance of at least 1%.

9: Inevitability does not help you to improve WP.  Rather unfairly, however, a
successful WP growth check still resets your Inevitability to 0.  This is one
more reason why relying on Inevitability to boost your STR--CHA and HP can be
very frustrating, since you might spend a few dozen battles building up
Inevitability to try to boost one of those stats, only to see it wasted by an
unrelated 1 in 100 WP growth check that succeeds.  In fact, odds are better
than even that that will happen any time you need to get your Inevitability to
100 or more to make a difference.





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG21]
*  --JP Growth                                *
***********************************************

Both Humans and Mystics can grow JP.

The JP growth check process is identical to the WP growth check process, except
that it uses Max JP, INT, WIL, and PSY in place of Max WP, STR, QUI, and VIT,
respectively.

Again, I think we can skip the detailed explanation.





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG22]
*  --JP Growth                                *
*  ----Formula                                *
***********************************************


Here's the condensed process:

J = Max JP
I = Current INT (Base value, modified by equipment, mystic absorbs, and any
   buffs/debuffs from the current battle)
W = Current WIL (Base value, modified by equipment, mystic absorbs, and any
   buffs/debuffs from the current battle)
P = Current PSY (Base value, modified by equipment, mystic absorbs, and any
   buffs/debuffs from the current battle)
D = adjusted Difficulty
C = base Chance
A = Total JP Action Growth Factor of all Action Types chosen in this battle
N = Number of different Action Types chosen in this battle
F = Final Chance

J - (((I + W + P) / 2) - 10) = D
0 <= D <= 20
Convert D->C using Table 3.
(C * A) / (N * 4) = F
If rand(0...99) < F, improve Max JP +1; max 250

As always, remember to round down after any division operation.





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG23]
*  --JP Growth                                *
*  ----Observations                           *
***********************************************


Some observations:

Most of the observations from WP growth apply here if you swap the relevant
stats, unless contradicted below.

1: Although there are three Action Types that allow WP growth versus only one</pre><pre id="faqspan-21">
that allows JP growth, the maximum JP Action Growth Factor is 8, while the
maximum WP Action Growth Factor is only 6.  This means that, provided that you
use only the most appropriate Action Type, it is easier overall to improve JP
than WP.

Further, for Humans, Any Magic offers a total Action Growth Factor of 9 for the
magical stats (INT, WIL, and PSY; the stats that govern JP growth), which is
equal to the highest total Action Growth Factor for the physical stats among
the physical Action Types (Martial Arts at 9).  If we consider the Action
Growth Factors of each Action type for both WP or JP (as appropriate) and the
stats relevant to WP or JP growth as we did for the physical Action Types (see
WP growth observation 4), then we find the following ratios of average total JP
for dedicated users of Any Magic versus average total WP for dedicated users of
each physical Action Type:
Any Magic versus Sword: 150%
Any Magic versus Martial Arts: 160%
Any Magic versus Gun: 300%

So a dedicated Mage will generally have a lot more JP than a dedicated
Swordsman or Martial Artist will have WP, and tons more than a dedicated
Gunner.

To maximize JP growth with a Human, simply use only Any Magic in a given
battle.

To maximize JP growth with a Mystic, focus on first absorbing monsters that
boost your magical stats (INT, WIL, and PSY) as much as possible, then use only
Any Magic in a given battle.  As with WP, you don't have to keep those
particular absorbs once you've got your JP up to where you want it.

2: The maximum Final Chance you can achieve for JP growth is with the JP Action
Growth Factor of 8 from using Any Magic only.  With the maximum base Chance of
50/100, this gives you a Final Chance of 100/100 (guaranteed success!).

3: As with every other stat except HP, although the minimum base Chance is 1,
the minimum Final Chance for JP growth CAN be 0 if the average Action Growth
Factor is less than 4, though this will only happen any time you use Any Magic
along with any two or three of Sword, Martial Arts, and Gun.  So long as you
don't use more than one physical Action Type in addition to Any Magic, you'll
still have a Final Chance for JP growth of at least 1% (though this will not be
true of your WP growth Final Chance, if you have the minimum base Chance for
that, too, as using Any Magic will sabotage that).

4: Because an Action Growth Factor of 8 is enough to fully double your Final
Chance compared to your base Chance, if you use only Any Magic, you will have a
minimum Final Chance of 2% even when your base Chance has reached the minimum
of 1%.  Because of this, if you use only the single most appropriate Action
Type, it is only half as difficult to continue to improve high-end JP compared
to high-end WP.

On the down-side, this also means that random JP growth can be twice as likely
to sabotage any attempt to store up Inevitability.  If you are trying to accrue
large amounts of Inevitability, your best bet is to either use Any Magic and at
least two different physical Action Types (Sword, Martial Arts, and Gun) in
every battle, thereby guaranteeing that you have no chance of either WP or JP
growth (provided that your base Chance for each has hit the minimum of 1/100),
or rely solely on abilities that qualify as None of the above (which basically
means Heavy Weapons or Mystic weapons/abilities, if you intend to kill
anything), since that never allows WP or JP growth.  Either way is a pain, but
then, that's why I recommend against relying on Inevitability.





*******************************
*  Mystic Weapon Development  *                                       [MYSWD01]
*******************************


Every Mystic PC (and Asellus) can eventually have three Mystic Weapons (which,
somewhat confusingly, are actually permanently equipped Abilities, not Items):
MysticSword, MysticGlove, and MysticBoots.  A few of the Mystic PCs start with
all three, but most do not, and will have to develop the remainder through
battle.

How the development process works is really very simple.  All you have to do is
have your Current stats meet certain requirements after any battle you survive.

Here they are:

-------------------------------------------------------------------------------

Mystic Weapon Requirements:

MysticSword: Current Max HP = 101+ and Total Current STR--CHA = 101+.
MysticGlove: Current Max HP = 201+ and Total Current STR--CHA = 151+.
MysticBoots: Current Max HP = 301+ and Total Current STR--CHA = 201+.

-------------------------------------------------------------------------------

So for each, there are two requirements: you need a certain amount of Max HP,
and if you add together your Current STR, QUI, INT, WIL, PSY, VIT, and CHA,
they must total the other amount.  If you meet the requirements, the
development will automatically succeed--there's nothing random involved.

Current stat amounts are NOT updated to reflect after-battle growth until the
next battle, so if you only meet the HP requirement after getting an HP boost
from this battle, you won't actually be eligible to develop the Mystic Weapon
until the next battle.

Again, Current stats include boosts from equipment, mystic absorbs, and
buffs/debuffs, so feel free to boost yourself in order to develop the Mystic
Weapons earlier.

Don't be confused by "Current Max HP".  This really just means "Max HP".
Technically, it's Base Max HP + equipment modifications, but without hacking,
no Mystic (including Asellus) will ever have an equipment modification to Max
HP, since Alkaiser's RaySword is the only equipment that gives a Max HP boost.

You can only develop one Mystic Weapon from any one battle, even if you qualify
for more than one at once.  You'll get the one with the lowest requirements.

Asellus can only develop Mystic Weapons after she has undergone MysticalChange,
but then it works exactly the same for her as for any Mystic, except that she
must also have an open slot in her Equip Abilities Menu.  As a note, even
though her appearance doesn't change to show it, Asellus is technically
considered to have undergone MysticalChange as soon as any of her special Sage
boss battles begins--this is why she can develop Mystic Weapons after those
battles even without having or actively using any other Mystic Weapons.
However, once she gets MysticSword from a Sage battle (or if you have her in a
scenario other than her own, in which case she'll start with MysticSword), she
can use it to MysticalChange and develop the other Mystic Weapons from ANY
battle.





*****************************
*  Mec Program Acquisition  *                                         [MECPA01]
*****************************


Programs are the Abilities unique to Mecs.  There are two main ways that a Mec
PC can get a new Program: either Download a Program that's "dropped" by a
defeated enemy mec, or Self-Develop a Program according to the Mec PC's body
TYPE.  Both occur as a result of choosing to Gather data (hereafter referred to
as "Downloading") from a defeated enemy mec after battle, and it's worth noting
that the game doesn't visibly distinguish between them.  A success either way
will get you the same message: "Data: [Program] Collected".  The only way to
know you Self-Developed rather than Downloaded is if you know what Programs can
be Downloaded from that enemy and the Program you got wasn't one of them.

When a Mec PC chooses to Download a defeated enemy mec, the game always starts
by trying to Download the Programs in the enemy mec's four "dropped" slots.  If
the Mec PC isn't able to Download any of them, it then tries to Self-Develop a
Program according to the list for its body TYPE, using the Spark value of the
Downloaded enemy mec to determine the chance of success.  Let's look at each
process separately.





*****************************
*  Mec Program Acquisition  *                                         [MECPA02]
*  --Program Downloading    *
*****************************


Thanks to a few guides on GameFAQs,

Winterking's Mec FAQ:
http://www.gamefaqs.com/console/psx/file/198537/48282

and JusticeZero's Monster Skill List:
http://www.gamefaqs.com/console/psx/file/198537/47745,

we already know that each enemy mec has four slots containing Programs that can
be Downloaded from it and that each slot is rarer than the previous slot.
Those guides also list which specific Programs are in each slot for each enemy
mec.  What we didn't already know is the actual chance to Download from each
slot.  I've translated the routine that controls that, so here's the chance for
each slot, in the order that they're checked:

-------------------------------------------------------------------------------

Mec Program Download Success Chance:

Slot 4: 1/32 (3.1%)
Slot 3: 1/16 (6.3%)
Slot 2: 1/4 (25%)
Slot 1: Always (100%)

-------------------------------------------------------------------------------

We start by checking the fourth and rarest slot, then work backwards from
there.  Each slot gets a separate check, and we check all four slots every time
we Download an enemy, unless one of the checks fully succeeds, in which case we
don't check any more after that.

Some slots on some enemies are empty, so you'll automatically fail to Download
those slots and will then move on to the next slot.  Similarly, if the PC
already knows a Program whose check succeeds, then it ignores that success,
moves on to the next slot, and continues checking.  Once any check succeeds for
a Program the PC does not already know, the PC will Download that Program and
stop checking.

Only if either the slot is empty, the random check fails, or the PC already
knows the Program for all four slots do we move on to check for Self-
Development.  This means that you must already know at least the Program in
slot 1 in order to have any chance at Self-Development (although almost none of
the mec enemies in the game actually have a Program in slot 1, except for
bosses and some enemies from T260's final dungeon).  However, it also
guarantees that you can't miss out on the opportunity to Download a rare
Program like TigerProgram or DragonProgram because of an untimely Self-
Development success.





**********************************
*  Mec Program Acquisition       *                                    [MECPA03]
*  --Program Self-Development    *
**********************************


If you don't successfully Download any of the Programs "dropped" by the
defeated enemy mec from which you chose to Gather data, you will then go
through a series of checks for Program Self-Development.

The list of Abilities a Mec PC can Self-Develop depends on its current body
TYPE.  T260 in her own scenario is the only Mec PC that can change body TYPEs,
but changing does allow her to access all the different Self-Development lists,
which no other Mec PC can do.  Also, note that T260 retains all the Programs
she already knows when switching body TYPES.





**************************************************
*  Mec Program Acquisition                       *                    [MECPA04]
*  --Program Self-Development                    *
*  ----Programs each Body TYPE can Self-Develop  *
**************************************************


Here are the Abilities each Mec PC body TYPE can Self-Develop, along with the
Difficulty of each.  The number after the vertical line in each entry is the
Difficulty.  I've omitted quite a few dummy entries that are impossibly
Difficult.

First, here's the List for each body TYPE in the order in which the game
actually checks them.

-------------------------------------------------------------------------------

      Mec PC Self-Development Abilities by Body TYPE, in Check Order
                            by Zaraktheus

TYPE 1 (T260)

 CombatMastery | 13
ShootingMastery | 18
   PluralSlash | 22
    SelfRepair | 35
MaxwellProgram | 28
 Shock Soldier | 33


TYPE 2 (Rabbit)

ShootingMastery | 11
       Magnify | 23
    CounterECM | 16
MaxwellProgram | 24
    SelfRepair | 36
SatelliteLinker | 26


TYPE 3 (ZEKE)

ShootingMastery | 16
KAMIKAZE-Crush | 13
InterceptSystem | 29
 CombatMastery | 21
   PluralSlash | 27
     Shoot-All | 32
     MecSonata | 37


TYPE 4 (BJ&K)

ShootingMastery | 14
       Magnify | 27
MaxwellProgram | 29
    SelfRepair | 30
     MecSonata | 25


TYPE 5 (PzkwV)

ShootingMastery | 13
     Shoot-All | 23
       Magnify | 30
InterceptSystem | 24


TYPE 6 (Engineer Car, Leonard)

ShootingMastery | 16
InterceptSystem | 36
     Shoot-All | 33
  EnergySupply | 25
 Shock Soldier | 27
    Pop-Knight | 31
 CombatMastery | 22
   PluralSlash | 18


TYPE 7 (CommonMec)

 CombatMastery | 17
   HammerCrush | 14
       Magnify | 28
InterceptSystem | 26
 Shock Soldier | 28
    SelfRepair | 20
   PluralSlash | 36
ShootingMastery | 22
     MecSonata | 35
     Shoot-All | 31


TYPE 8 (Omega Body)

ShootingMastery | 22
 CombatMastery | 24
   PluralSlash | 27
       Magnify | 32
    SelfRepair | 19

-------------------------------------------------------------------------------

And here's the same List, re-organized in order of increasing Difficulty within
each body TYPE.

-------------------------------------------------------------------------------

     Mec PC Self-Development Abilities by Body TYPE, in Difficulty Order
                           by Zaraktheus

TYPE 1 (T260)

 CombatMastery | 13
ShootingMastery | 18
   PluralSlash | 22
MaxwellProgram | 28
 Shock Soldier | 33
    SelfRepair | 35


TYPE 2 (Rabbit)

ShootingMastery | 11
    CounterECM | 16
       Magnify | 23
MaxwellProgram | 24
SatelliteLinker | 26
    SelfRepair | 36


TYPE 3 (ZEKE)

KAMIKAZE-Crush | 13
ShootingMastery | 16
 CombatMastery | 21
   PluralSlash | 27
InterceptSystem | 29
     Shoot-All | 32
     MecSonata | 37


TYPE 4 (BJ&K)

ShootingMastery | 14
     MecSonata | 25
       Magnify | 27
MaxwellProgram | 29
    SelfRepair | 30


TYPE 5 (PzkwV)

ShootingMastery | 13
     Shoot-All | 23
InterceptSystem | 24
       Magnify | 30


TYPE 6 (Engineer Car, Leonard)

ShootingMastery | 16
   PluralSlash | 18
 CombatMastery | 22
  EnergySupply | 25
 Shock Soldier | 27
    Pop-Knight | 31
     Shoot-All | 33
InterceptSystem | 36


TYPE 7 (CommonMec)

   HammerCrush | 14
 CombatMastery | 17
    SelfRepair | 20
ShootingMastery | 22
InterceptSystem | 26
       Magnify | 28
 Shock Soldier | 28
     Shoot-All | 31
     MecSonata | 35
   PluralSlash | 36


TYPE 8 (Omega Body)

    SelfRepair | 19
ShootingMastery | 22
 CombatMastery | 24
   PluralSlash | 27
       Magnify | 32

-------------------------------------------------------------------------------





*****************************************************
*  Mec Program Acquisition                          *                 [MECPA05]
*  --Program Self-Development                       *
*  ----Best Body TYPE to Self-Develop each Program  *
*****************************************************


Here's another useful way to look at that information, particularly for T260
in her own scenario, where she can switch bodies.  I list each Program, then
the TYPEs that can Self-Develop it, in order from least Difficult to most
Difficult.  Again, the number after the vertical line in each entry is the
Difficulty.

-------------------------------------------------------------------------------

                Best Body TYPE to Self-Develop each Program
                             by Zaraktheus

CombatMastery
TYPE 1 | 13
TYPE 7 | 17
TYPE 3 | 21
TYPE 6 | 22
TYPE 8 | 24

CounterECM
TYPE 2 | 16

EnergySupply
TYPE 6 | 25

HammerCrush
TYPE 7 | 14

InterceptSystem
TYPE 5 | 24
TYPE 7 | 26
TYPE 3 | 29
TYPE 6 | 36

KAMIKAZE-Crush
TYPE 3 | 13

Magnify
TYPE 2 | 23
TYPE 4 | 27
TYPE 7 | 28
TYPE 5 | 30
TYPE 8 | 32

MaxwellProgram
TYPE 2 | 24
TYPE 1 | 28
TYPE 4 | 29

MecSonata
TYPE 4 | 25
TYPE 7 | 35
TYPE 3 | 37

PluralSlash
TYPE 6 | 18
TYPE 1 | 22
TYPE 3 | 27
TYPE 8 | 27
TYPE 7 | 36

Pop-Knight
TYPE 6 | 31

SatelliteLinker
TYPE 2 | 26

SelfRepair
TYPE 8 | 19
TYPE 7 | 20
TYPE 4 | 30
TYPE 1 | 35
TYPE 2 | 36

Shock Soldier
TYPE 6 | 27
TYPE 7 | 28
TYPE 1 | 33

Shoot-All
TYPE 5 | 23
TYPE 7 | 31
TYPE 3 | 32
TYPE 6 | 33

ShootingMastery
TYPE 2 | 11
TYPE 5 | 13
TYPE 4 | 14
TYPE 3 | 16
TYPE 6 | 16
TYPE 1 | 18
TYPE 7 | 22
TYPE 8 | 22

-------------------------------------------------------------------------------





**********************************
*  Mec Program Acquisition       *                                    [MECPA06]
*  --Program Self-Development    *
*  ----Formula and Observations  *
**********************************


For a Self-Development check, we go through the list for the PC's body TYPE and
check each Program the PC doesn't already know until one of the checks succeeds
or all of them have failed.

The process for each check is almost identical to a Human PC Spark Check,
except that Mastery has no impact here, and there is no "Talent" related to
Self-Development.

From what I've found, it appears that the chance to Self-Develop is influenced
by only the following factors:
1: Base Difficulty to Self-Develop the Ability (as determined by your Body
  TYPE).
2: Enemy Spark Value of the enemy mec you chose to Download with this PC.

Because this process is so similar to one I've already described, let's go
straight to the condensed version.

A = Base Difficulty to Self-Develop this Ability with this body TYPE
E = Enemy Spark Value of the enemy mec you chose to Download with this PC
D = actual Difficulty
C = Chance

(A - E) + 10 = D
0 <= D <= 20
Convert D->C using Table 1
If rand(0...255) < C, Self-Development of this Ability succeeds

The Enemy Spark Values Charts can be easily found from the Table of Contents.

Note that we do always use D->C Table 1 here, which is the better Table that
Humans use only when they have Mastery.  I'll re-print that Table here, for
convenience:

-------------------------------------------------------------------------------

Difficulty->Chance Table 1 (always used for Self-Development):
00-01-02-03-04-05-06-07-08-09-10-11-12-13-14-15-16-17-18-19-20-Difficulty
40-39-39-37-36-34-31-29-26-23-30-16-13-10-08-05-03-02-01-01-00-Chance

-------------------------------------------------------------------------------

Again, because of the error at Difficulty 10, you actually get a better Final
Chance from Difficulty 10 than you do from 7, 8, or 9.  You get Difficulty 10
when the Difficulty of the Program you're trying to Self-Develop exactly
matches the Spark value of the enemy mec you Downloaded.

If the Difficulty of the Program you're trying to Self-Develop is 10 or more
greater than the Spark value of the enemy mec you Downloaded, it's completely
impossible to Self-Develop that Program using that enemy.

It's worth noting that from BR 6 on, the mec enemies have pretty lousy Spark
values compared to non-mec enemies of the same BR.  The mec enemies are
generally at or near the bottom of the list for their BR from 6 up.  In fact,
the highest-BR somewhat-easily-repeatable mec enemy, the BR 9 R&R, actually has
the same spark value (32) as the BR 8 Skylab, which was already on the low end
for Spark values at BR 8.

This isn't hugely important, but it does mean that, in a direct comparison
between Mec PC Self-Development Difficulties and Difficulties for Human or
Mystic PCs to Spark or learn other kinds of Abilities, the Self-Development
Abilities, particularly at the high-end of the Difficulty scale, are
effectively more Difficult than they may appear, since the best Spark values
available for them aren't as good.

Further, the random number used here is out of the range of 256, rather than
the range of 100 for Human and Mystic after-battle learning.  Since a Mec PC
can similarly only Self-Develop after-battle (meaning only one opportunity per
battle, at most), and further, can only do so if there were enough mec enemies
to go around, the Mec will probably get less after-battle learning
opportunities than the Humans and Mystics.  That, on top of the decreased
success probability from using a larger random range, means that Self-
Development will be a comparatively rare occurrence.

Finally, if you Download an enemy mec and all Program Downloading and Self-
Development checks fail, the Mec PC will instead be Recharged, meaning that its
Current WP will be restored to maximum.





***********************************
*  Monster PC Ability Absorption  *                                   [MONAA01]
***********************************


Monster PCs only acquire new Abilities by Absorbing them from defeated enemy
monsters and mystics.  The way it works is very similar to how Mec Program
Downloading works.  Each enemy monster or mystic has four slots that can
contain Abilities that can be absorbed from that enemy after battle.  Again,
for the list of what Abilities are in each enemy's slots, you can see
JusticeZero's Monster Skill List:
http://www.gamefaqs.com/console/psx/file/198537/47745

Once again, the new information I've determined is the check order and actual
success chance for each slot, which happen to be exactly the same as for Mec
Program Downloading.

-------------------------------------------------------------------------------

Monster Ability Absorption Success Chance:

Slot 4: 1/32 (3.1%)
Slot 3: 1/16 (6.3%)
Slot 2: 1/4 (25%)
Slot 1: Always (100%)

-------------------------------------------------------------------------------

Again, we start with the fourth and rarest slot, then work backwards from
there.  Each slot gets a separate check, and we check all four slots every time
we absorb an enemy, unless one of the checks fully succeeds, in which case we
don't check any more after that.

Some slots on some enemies are empty, so you'll automatically fail to Absorb
those slots and will then move on to the next slot.  Similar to but different
from Mec Program Downloading, if the PC already has an Ability whose check
succeeds, then it ignores that success, moves on to the next slot, and
continues checking; however, in this case, the PC only counts as having the
Ability if it is currently in the PC's Equip Abilities Menu.  If the PC
previously absorbed the Ability but then allowed it to be overwritten, it can
still be re-absorbed.  Once any check succeeds for an Ability the PC does not
already currently have equipped, the PC will Absorb that Ability and stop
checking.

A successful Absorption overwrites any Ability that was previously in slot 8
(the bottom-most slot) of the PC's Equip Abilities Menu.  A successful
Absorption also triggers a Transformation check (see below), and restores the
PC's WP and JP to maximum (for this Form if no Transformation occurs, or for
the new Form if a Transformation does occur).  Each unique Ability that is
absorbed for the first time also permanently increases the PC's Prime HP (see
below) by 4 points.





*************************
*  Monster PC Prime HP  *                                             [MOPHP01]
*************************


Prime HP is the amount of HP a Monster PC adds to the Base Max HP for its
current Form to determine its actual Max HP in that Form.  Prime HP is
determined by the number of different Monster Abilities the PC has absorbed at
some time in its life (Notably, Kylin's Space Magic Spells DO NOT count towards
Prime HP).  Each such ability contributes 4 points towards Prime HP.  There are
128 different Monster Abilities, so the highest Prime HP you could
theoretically get would be 512, though it's important to realize that no
Monster PC can actually get all 128 Abilities, so the actual Maximum Prime HP
for each PC is somewhat lower.

Each Monster PC begins with a certain list of abilities pre-absorbed, although
the game never tells you this.  Further, for Riki and Cotton, this list changes
depending on which INITDATA was used to initialize the current scenario.  There
are four INITDATA files, each of which has different starting statistics,
abilities, equipment, etc for each PC in the game.  According to The Entity
Blade, which INITDATA you get is determined entirely by the final Battle Rank
you had in the last scenario you finished and saved to your System Data, as
follows:

INIT 1: No System Data, new System Data, or no scenarios have yet been
       completed and saved to the System Data.
INIT 2: Last scenario completed and saved to System Data ended at BR 1-3.
INIT 3: Last scenario completed and saved to System Data ended at BR 4-6.
INIT 4: Last scenario completed and saved to System Data ended at BR 7-9.

For several of the Monster PCs, the developers forgot to include one or more of
the PC's initially Equipped Abilities on the PC's pre-absorbed abilities list,
so those abilities are NOT initially counted towards those PCs' Prime HP.
However, this oversight will correct itself after the first battle in which
each of these PCs participates, as the game will then update the PC's list of
absorbed abilities to include anything it finds in the PC's Equipped Abilities.
I'll tell you further down which PCs and abilities this applies to; just make
sure you don't absorb something in the first battle with each of these PCs that
overwrites any of these abilities, or you won't get credit from that ability
towards your Prime HP unless you find and absorb it again, which isn't even
possible in some cases.

The following Monster Abilities can never be counted towards any Monster PC's
Prime HP, because no PC starts with them, and they cannot be absorbed from any
enemy in the game (to my knowledge):

DeathGrip
SpinAttack

The following Monster Abilities cannot be absorbed from any enemy in the game
(to my knowledge), so if a PC doesn't start with them pre-absorbed, that PC can
never count them towards its Prime HP:

DivingPress
Kusanagi
Kylin'sSong

The following Monster Abilities can only be absorbed from enemies who are
extremely rare, of limited supply, and/or only available in certain scenarios,
so if a PC doesn't start with them pre-absorbed, that PC may not ever be able
to count them towards its Prime HP, or may only be able to do so at the cost of
preventing other PCs from doing so:

BoomerangHook   (Platyhooks)
CentipedeCrush  (Nidheg)
Headbutt        (Chariot, Cyclops)
IllStorm        (Furdo, Mollasite, Tanzer; NOT BlackKnight)
MinionStrike    (Arachne)

It's technically possible to get an infinite supply of Platyhooks out of the
Small Treasure Chest in Mu's Tomb's Treasure Room, but this requires
manipulating your Fortune, and there's still only a 1.17% chance each time.
However, the only PC that doesn't start with BoomerangHook pre-absorbed is INIT
1 Riki, so this doesn't need to be a common problem.

With CentipedeCrush, again, the only PC that doesn't start with it pre-absorbed
is INIT 1 Riki.  The only scenario in which INIT 1 Riki can't have an
opportunity to absorb it is Emelia's, since she must fight the Nidheg before
she can recruit Riki.

No PCs start with Headbutt or IllStorm pre-absorbed.  IllStorm can be absorbed
in any scenario except Blue's.  Note, however, that even though BlackKnight
technically has IllStorm as an Absorbable Ability, Monster PCs are not allowed
to Absorb him, so you can't actually get IllStorm from him.

For Headbutt, there's one Cyclops in Red's scenario (a mini-boss in Shuzer
Base), you may be able to find Cyclops and/or Chariots in the Spike Room of
Virgil's Palace in Riki's scenario, and you can repeatedly fight Cyclops and/or
Chariots at the base of the goddess statue in the Magic Kingdom in Blue's
scenario, provided you get there during BR 5-6.  According to winterking heish,
no other scenarios are known to offer a Cyclops or Chariot accessible to
Monster PCs.

Only Sei starts with MinionStrike.  MinionStrike can only be absorbed during
Red's scenario.

Finally, only Thunder and Riki can get the Prime HP bonus from Feint.  Thunder
starts with it pre-absorbed, and Riki is the only PC who can absorb it, which
he can only do from the Pink Lummox enemies during his intro in Margmel,
meaning that he can only do this in his own scenario.





**************************************
*  Monster PC Prime HP               *                                [MOPHP02]
*  --Monster PC Prime HP Data Chart  *
**************************************


For each Monster PC, I list its initial Max HP (in its original Form) with each
INITDATA, to help you easily identify which version of that PC you have.  I
also give the initial Prime HP with that INITDATA and list the specific
abilities that are pre-absorbed.  For Riki and Cotton, all the abilities from
your INIT and all lower INITs count as pre-absorbed, so if you have e.g. INIT
3, you will have the abilities from INIT 3, INIT 2, and INIT 1 all pre-
absorbed.  I also list the Maximum Prime HP achievable by each PC at each INIT,
as determined by which of the unabsorbable or almost-unabsorbable abilities
that PC has pre-absorbed.

-------------------------------------------------------------------------------

                Monster PC Prime HP Data Chart
                         by Zaraktheus

Riki:
 INIT 1:
   Max HP: 72
   Prime HP: 12
   Maximum Prime HP: 488 (Riki); 480 (other scenario); 476 (Emelia)
       Heal
       Tail
       TailHit
 INIT 2:
   Max HP: 88
   Prime HP: 28
   Maximum Prime HP: 488 (Riki); 480 (other scenario)
+       BoomerangHook
       CentipedeCrush
       Deathsynthesis
       Photosynthesis
 INIT 3:
   Max HP: 104
   Prime HP: 44
   Maximum Prime HP: 492 (Riki); 484 (other scenario)
+       DivingPress
       Ignis
       LifeRain
       PoisonGun
 INIT 4:
   Max HP: 120
   Prime HP: 60
   Maximum Prime HP: 492 (Riki); 484 (other scenario)
+       BattleSong
       MagneticStorm
       SadSong
       Silf


Thunder:
 INIT 1-4:
   Max HP: 228
   Prime HP: 48
   Maximum Prime HP: 496 (Red); 492 (Riki); 488 (other scenario)
       BoltBreath
       BoomerangHook
       CentipedeCrush
       Dash
       Deathsynthesis
       DivingPress
       Feint
       GroundHit
       Ignis
       LifeRain
       Photosynthesis
       PoisonGun


Cotton:
 INIT 1:
   Max HP: 228
   Prime HP: 48
   Maximum Prime HP: 492 (Red); 488 (Riki); 484 (other scenario)
       Assist
       BoomerangHook
       CentipedeCrush
       Deathsynthesis
       DivingPress
       Heal
       Ignis
       LifeRain
       Needles
       Photosynthesis
       PoisonGun
       Supersonic
 INIT 2:
   Max HP: 244
   Prime HP: 64
   Maximum Prime HP: 492 (Red); 488 (Riki); 484 (other scenario)
+       BattleSong
       MagneticStorm
       SadSong
       Silf
 INIT 3:
   Max HP: 260
   Prime HP: 80
   Maximum Prime HP: 492 (Red); 488 (Riki); 484 (other scenario)
+       Quake
       QuickSand
       Rock
       Tremor
 INIT 4:
   Max HP: 276
   Prime HP: 96
   Maximum Prime HP: 492 (Red); 488 (Riki); 484 (other scenario)
+       Da-dum
       LightBall
       Scream
       Siren


Sei:
 INIT 1-4:
   Max HP = 444, -> 448 after 1 battle.
   Prime HP: 204, -> 208 after 1 battle.
   Maximum Prime HP: 496 (Red/Riki); 492 (other scenario)
       Assist
       BattleSong
       Beak
       Beat
       Bloodsucker
       BoomerangHook
       BrainCrush
       CentipedeCrush
       CharmGaze
       Da-dum
       DaggerJaw
       DeathGaze
       Deathsynthesis
       DivingPress
       DoubleAxe
       ElfShot
       Fang
       FangCrush
       Grasp
       GremlinTouch
       HeatWave
       Horn
       HPDrain
       Hypnotism
       Ignis
       LifeRain
       LightBall
       Lullaby
       Maelstrom
       MagicHeal
       MagneticStorm
       MightyCyclone
       MinionStrike
       Petrify
       Photosynthesis
       PoisonGun
       Quake
       QuickSand
       Rock
       SacredSong
       SadSong
       Scream
       Silf
       Siren
       Spoil
       StoneGaze
       StunGaze
       Supersonic
       Thrust
       Tornado
       Tremor
       *Kusanagi

*Note that, due to a developer error, although Sei has Kusanagi in his Equipped
Abilities, it is NOT initially counted toward his Prime HP.  However, this
oversight will correct itself after Sei participates in his first battle,
provided you don't absorb something that overwrites Kusanagi in that battle.


Kylin:
 INIT 1-4:
   Max HP: 540, -> 544 after 1 battle.
   Prime HP: 140, -> 144 after 1 battle.
   Maximum Prime HP: 496 (Red); 492 (Riki); 488 (other scenario)
       Assist
       BattleSong
       BoomerangHook
       CentipedeCrush
       Da-dum
       Deathsynthesis
       DivingPress
       ElfShot
       FireBreath
       FlameBlast
       GremlinTouch
       HeatWave
       Ignis
       LifeRain
       LightBall
       Lullaby
       Maelstrom
       MagicHeal
       MagneticStorm
       MightyCyclone
       Photosynthesis
       PoisonGun
       Quake
       QuickSand
       Rock
       SacredSong
       SadSong
       Scream
       Silf
       Siren
       Spoil
       StunGaze
       Supersonic
       Tornado
       Tremor
       *Kylin'sSong

*Note that, due to a developer error, although Kylin has Kylin'sSong in its
Equipped Abilities, it is NOT initially counted toward its Prime HP.  However,
this oversight will correct itself after Kylin participates in its first
battle, provided you don't absorb something that overwrites Kylin'sSong in that
battle.


Slime:
 INIT 1-4:
   Max HP: 130, -> 134 after 1 battle.
   Prime HP: 40, -> 44 after 1 battle.
   Maximum Prime HP: 492 (Red); 484 (other scenario)
       BoomerangHook
       CentipedeCrush
       Deathsynthesis
       DivingPress
       Ignis
       LifeRain
       Photosynthesis
       PoisonGun
       Solvent
       Spoil
       *HPDrain

*Note that, due to a developer error, although Slime has HPDrain in its
Equipped Abilities, it is NOT initially counted toward its Prime HP.  However,
this oversight will correct itself after Slime participates in its first
battle, provided you don't absorb something that overwrites HPDrain in that
battle.


Suzaku:
 INIT 1-4:
   Max HP: 580
   Prime HP: 140
   Maximum Prime HP: 496 (Red); 492 (Riki); 488 (other scenario)
       ArcticBreath
       BattleSong
       BoltBlast
       BoltBreath
       BoomerangHook
       CentipedeCrush
       Da-dum
       Deathsynthesis
       DivingPress
       ElfShot
       FireBarrier
       FireBreath
       FlameBlast
       GasFlame
       GliderSpike
       Ignis
       Ink
       Kusanagi
       LifeRain
       LightBall
       Lullaby
       Maelstrom
       MagneticStorm
       Photosynthesis
       PoisonGun
       Quake
       QuickSand
       Rock
       SadSong
       Scream
       Silf
       Siren
       Supersonic
       Tremor
       Wing


RedTurnip:
 INIT 1-4:
   Max HP: 260, -> 272 after 1 battle.
   Prime HP: 100, -> 112 after 1 battle.
   Maximum Prime HP: 484
       BattleSong
       BoomerangHook
       BrainCrush
       CentipedeCrush
       Da-dum
       DivingPress
       ElfShot
       Fang
       Ignis
       LifeRain
       LightBall
       Lullaby
       Maelstrom
       MagneticStorm
       PoisonGun
       Quake
       QuickSand
       Rock
       SadSong
       Scream
       Silf
       Siren
       SleepGas
       Supersonic
       Tremor
       *Bloodsucker
       *Ink
       *SeedVulcan

*Note that, due to multiple developer errors, although RedTurnip has
Bloodsucker, Ink, and SeedVulcan in its Equipped Abilities, they are NOT
initially counted toward its Prime HP.  However, this oversight will correct
itself after RedTurnip participates in its first battle, provided you don't
absorb something that overwrites Bloodsucker, Ink, or SeedVulcan in that
battle.

-------------------------------------------------------------------------------





*************************************
*  Monster PC Prime HP              *                                 [MOPHP03]
*  --Monster PC Ability Checklists  *
*************************************


In Oulak's excellent Monster FAQ
(http://www.gamefaqs.com/console/psx/file/198537/36630), he provided a
Checklist of absorbable abilities, so that a user could easily keep track of
which abilities any given Monster PC had already absorbed.  However, the
Checklist wasn't quite complete, as it was missing 5 potentially absorbable
abilities.

I've re-built the base Checklist to include every potentially absorbable
ability, and I've also made a separate Checklist for each Monster PC at each
INIT which comes with their pre-absorbed abilities already checked-off, and has
any abilities they will never be able to absorb under any (legitimate)
circumstances removed.

To use a Checklist, I recommend that you first copy it to a separate, new
Notepad file.  From there, you can either mark the Abilities off in that file
if you're using an emulator to play on your PC, or print it out if you're
playing on a console.  Obviously, you probably don't want to edit the
Checklists here without copying them first, because if you ever start a new
game, you'll no longer have the initial Checklists available.

Credit for the original idea for the Checklist, as well as the base format for
it, remains Oulak's.

-------------------------------------------------------------------------------

                    Monster PC Ability Checklists
                 by Zaraktheus (with credit to Oulak)

These Checklists are intended to help you keep track of which abilities your
Monster PCs have already absorbed (for purposes of increasing Prime HP), so
that you don't have to waste time trying to re-absorb abilities they've already
gotten.

-------------------------------------------------------------------------------

[BLANK]

__ AcidBreath       __ Fang             __ LifeRain         __ SeedVulcan
__ ArcticBreath     __ FangCrush        __ LightBall        __ Silf
__ Assist           __ Feeler           __ Lullaby          __ Siren
__ BattleSong       __ Feint            __ MadAttack        __ SleepGas
__ Beak             __ FireBarrier      __ Maelstrom        __ Solvent
__ Beat             __ FireBreath       __ MagicHeal        __ SphinxRiddle
__ BeetleJuice      __ FireKiss         __ MagneticStorm    __ SpiderNet
__ Blade            __ FlameBlast       __ MightyCyclone    __ Spoil
__ BladeNet         __ Flash            __ MinionStrike     __ Spore
__ Bloodsucker      __ GaleAttack       __ Needles          __ Stampede
__ BoltBarrier      __ GasFlame         __ Oscillation      __ Stinger
__ BoltBlast        __ GhostTouch       __ PainPowder       __ StinkGas
__ BoltBreath       __ GliderSpike      __ Petrify          __ StoneGas
__ BoomerangHook    __ Grasp            __ Pheromone        __ StoneGaze
__ BrainCrush       __ GremlinTouch     __ Photosynthesis   __ StunGaze
__ CentipedeCrush   __ GriffithScratch  __ PoisonGas        __ StunTouch
__ CharmGaze        __ GroundHit        __ PoisonGrip       __ Supersonic
__ Chop             __ Headbutt         __ PoisonGun        __ Sweep
__ Claw             __ Heal             __ PoisonMist       __ Tackle
__ Coils            __ HeatSmash        __ PoisonNeedle     __ Tail
__ CounterFear      __ HeatWave         __ PowerBeat        __ TailHit
__ Da-dum           __ Horn             __ Psychout         __ Thrust
__ DaggerJaw        __ HPDrain          __ PsyReflecter     __ Thunderbolt
__ Dash             __ Hypnotism        __ Quake            __ TitasWave
__ DeadlyMoss       __ IceBarrier       __ QuickSand        __ Tornado
__ DeathGaze        __ IceSmash         __ Rock             __ Trample
__ Deathsynthesis   __ Ignis            __ SacredSong       __ Tremor
__ DeathTouch       __ IllStorm         __ SadSong          __ TripGas
__ DivingPress      __ Ink              __ Scissors         __ WaterCannon
__ DoubleAxe        __ Kick             __ Scream           __ Windblast
__ Ectoplasnet      __ Kusanagi         __ Seduction        __ Wing
__ ElfShot          __ Kylin'sSong

Not every PC can get every ability on the list.

DeathGrip and SpinAttack are omitted because no PC starts with or can absorb
them.

-------------------------------------------------------------------------------

Riki (INIT 1)

__ AcidBreath       __ Fang             __ LifeRain         __ SeedVulcan
__ ArcticBreath     __ FangCrush        __ LightBall        __ Silf
__ Assist           __ Feeler           __ Lullaby          __ Siren
__ BattleSong       __ Feint            __ MadAttack        __ SleepGas
__ Beak             __ FireBarrier      __ Maelstrom        __ Solvent
__ Beat             __ FireBreath       __ MagicHeal        __ SphinxRiddle
__ BeetleJuice      __ FireKiss         __ MagneticStorm    __ SpiderNet
__ Blade            __ FlameBlast       __ MightyCyclone    __ Spoil
__ BladeNet         __ Flash            __ MinionStrike     __ Spore
__ Bloodsucker      __ GaleAttack       __ Needles          __ Stampede
__ BoltBarrier      __ GasFlame         __ Oscillation      __ Stinger
__ BoltBlast        __ GhostTouch       __ PainPowder       __ StinkGas
__ BoltBreath       __ GliderSpike      __ Petrify          __ StoneGas
__ BoomerangHook    __ Grasp            __ Pheromone        __ StoneGaze
__ BrainCrush       __ GremlinTouch     __ Photosynthesis   __ StunGaze
__ CentipedeCrush   __ GriffithScratch  __ PoisonGas        __ StunTouch
__ CharmGaze        __ GroundHit        __ PoisonGrip       __ Supersonic
__ Chop             __ Headbutt         __ PoisonGun        __ Sweep
__ Claw             XX Heal             __ PoisonMist       __ Tackle
__ Coils            __ HeatSmash        __ PoisonNeedle     XX Tail
__ CounterFear      __ HeatWave         __ PowerBeat        XX TailHit
__ Da-dum           __ Horn             __ Psychout         __ Thrust
__ DaggerJaw        __ HPDrain          __ PsyReflecter     __ Thunderbolt
__ Dash             __ Hypnotism        __ Quake            __ TitasWave
__ DeadlyMoss       __ IceBarrier       __ QuickSand        __ Tornado
__ DeathGaze        __ IceSmash         __ Rock             __ Trample
__ Deathsynthesis   __ Ignis            __ SacredSong       __ Tremor
__ DeathTouch       __ IllStorm         __ SadSong          __ TripGas
                   __ Ink              __ Scissors         __ WaterCannon
__ DoubleAxe        __ Kick             __ Scream           __ Windblast
__ Ectoplasnet                          __ Seduction        __ Wing
__ ElfShot

XX = Pre-absorbed.

Some abilities can only be absorbed during certain scenarios, and/or only from
enemies which are extremely rare and/or in limited supply.

The following unabsorbable abilities have been removed from this list, because
this PC can never get them: DivingPress, Kusanagi, Kylin'sSong.

DeathGrip and SpinAttack are omitted because no PC starts with or can absorb
them.

-------------------------------------------------------------------------------

Riki (INIT 2)

__ AcidBreath       __ Fang             __ LifeRain         __ SeedVulcan
__ ArcticBreath     __ FangCrush        __ LightBall        __ Silf
__ Assist           __ Feeler           __ Lullaby          __ Siren
__ BattleSong       __ Feint            __ MadAttack        __ SleepGas
__ Beak             __ FireBarrier      __ Maelstrom        __ Solvent
__ Beat             __ FireBreath       __ MagicHeal        __ SphinxRiddle
__ BeetleJuice      __ FireKiss         __ MagneticStorm    __ SpiderNet
__ Blade            __ FlameBlast       __ MightyCyclone    __ Spoil
__ BladeNet         __ Flash            __ MinionStrike     __ Spore
__ Bloodsucker      __ GaleAttack       __ Needles          __ Stampede
__ BoltBarrier      __ GasFlame         __ Oscillation      __ Stinger
__ BoltBlast        __ GhostTouch       __ PainPowder       __ StinkGas
__ BoltBreath       __ GliderSpike      __ Petrify          __ StoneGas
XX BoomerangHook    __ Grasp            __ Pheromone        __ StoneGaze
__ BrainCrush       __ GremlinTouch     XX Photosynthesis   __ StunGaze
XX CentipedeCrush   __ GriffithScratch  __ PoisonGas        __ StunTouch
__ CharmGaze        __ GroundHit        __ PoisonGrip       __ Supersonic
__ Chop             __ Headbutt         __ PoisonGun        __ Sweep
__ Claw             XX Heal             __ PoisonMist       __ Tackle
__ Coils            __ HeatSmash        __ PoisonNeedle     XX Tail
__ CounterFear      __ HeatWave         __ PowerBeat        XX TailHit
__ Da-dum           __ Horn             __ Psychout         __ Thrust
__ DaggerJaw        __ HPDrain          __ PsyReflecter     __ Thunderbolt
__ Dash             __ Hypnotism        __ Quake            __ TitasWave
__ DeadlyMoss       __ IceBarrier       __ QuickSand        __ Tornado
__ DeathGaze        __ IceSmash         __ Rock             __ Trample
XX Deathsynthesis   __ Ignis            __ SacredSong       __ Tremor
__ DeathTouch       __ IllStorm         __ SadSong          __ TripGas
                   __ Ink              __ Scissors         __ WaterCannon
__ DoubleAxe        __ Kick             __ Scream           __ Windblast
__ Ectoplasnet                          __ Seduction        __ Wing
__ ElfShot

XX = Pre-absorbed.

Some abilities can only be absorbed during certain scenarios, and/or only from
enemies which are extremely rare and/or in limited supply.

The following unabsorbable abilities have been removed from this list, because
this PC can never get them: DivingPress, Kusanagi, Kylin'sSong.

DeathGrip and SpinAttack are omitted because no PC starts with or can absorb
them.

-------------------------------------------------------------------------------

Riki (INIT 3)

__ AcidBreath       __ Fang             XX LifeRain         __ SeedVulcan
__ ArcticBreath     __ FangCrush        __ LightBall        __ Silf
__ Assist           __ Feeler           __ Lullaby          __ Siren
__ BattleSong       __ Feint            __ MadAttack        __ SleepGas
__ Beak             __ FireBarrier      __ Maelstrom        __ Solvent
__ Beat             __ FireBreath       __ MagicHeal        __ SphinxRiddle
__ BeetleJuice      __ FireKiss         __ MagneticStorm    __ SpiderNet
__ Blade            __ FlameBlast       __ MightyCyclone    __ Spoil
__ BladeNet         __ Flash            __ MinionStrike     __ Spore
__ Bloodsucker      __ GaleAttack       __ Needles          __ Stampede
__ BoltBarrier      __ GasFlame         __ Oscillation      __ Stinger
__ BoltBlast        __ GhostTouch       __ PainPowder       __ StinkGas
__ BoltBreath       __ GliderSpike      __ Petrify          __ StoneGas
XX BoomerangHook    __ Grasp            __ Pheromone        __ StoneGaze
__ BrainCrush       __ GremlinTouch     XX Photosynthesis   __ StunGaze
XX CentipedeCrush   __ GriffithScratch  __ PoisonGas        __ StunTouch
__ CharmGaze        __ GroundHit        __ PoisonGrip       __ Supersonic
__ Chop             __ Headbutt         XX PoisonGun        __ Sweep
__ Claw             XX Heal             __ PoisonMist       __ Tackle
__ Coils            __ HeatSmash        __ PoisonNeedle     XX Tail
__ CounterFear      __ HeatWave         __ PowerBeat        XX TailHit
__ Da-dum           __ Horn             __ Psychout         __ Thrust
__ DaggerJaw        __ HPDrain          __ PsyReflecter     __ Thunderbolt
__ Dash             __ Hypnotism        __ Quake            __ TitasWave
__ DeadlyMoss       __ IceBarrier       __ QuickSand        __ Tornado
__ DeathGaze        __ IceSmash         __ Rock             __ Trample
XX Deathsynthesis   XX Ignis            __ SacredSong       __ Tremor
__ DeathTouch       __ IllStorm         __ SadSong          __ TripGas
XX DivingPress      __ Ink              __ Scissors         __ WaterCannon
__ DoubleAxe        __ Kick             __ Scream           __ Windblast
__ Ectoplasnet                          __ Seduction        __ Wing
__ ElfShot

XX = Pre-absorbed.

Some abilities can only be absorbed during certain scenarios, and/or only from
enemies which are extremely rare and/or in limited supply.

The following unabsorbable abilities have been removed from this list, because
this PC can never get them: Kusanagi, Kylin'sSong.

DeathGrip and SpinAttack are omitted because no PC starts with or can absorb
them.

-------------------------------------------------------------------------------

Riki (INIT 4)

__ AcidBreath       __ Fang             XX LifeRain         __ SeedVulcan
__ ArcticBreath     __ FangCrush        __ LightBall        XX Silf
__ Assist           __ Feeler           __ Lullaby          __ Siren
XX BattleSong       __ Feint            __ MadAttack        __ SleepGas
__ Beak             __ FireBarrier      __ Maelstrom        __ Solvent
__ Beat             __ FireBreath       __ MagicHeal        __ SphinxRiddle
__ BeetleJuice      __ FireKiss         XX MagneticStorm    __ SpiderNet
__ Blade            __ FlameBlast       __ MightyCyclone    __ Spoil
__ BladeNet         __ Flash            __ MinionStrike     __ Spore
__ Bloodsucker      __ GaleAttack       __ Needles          __ Stampede
__ BoltBarrier      __ GasFlame         __ Oscillation      __ Stinger
__ BoltBlast        __ GhostTouch       __ PainPowder       __ StinkGas
__ BoltBreath       __ GliderSpike      __ Petrify          __ StoneGas
XX BoomerangHook    __ Grasp            __ Pheromone        __ StoneGaze
__ BrainCrush       __ GremlinTouch     XX Photosynthesis   __ StunGaze
XX CentipedeCrush   __ GriffithScratch  __ PoisonGas        __ StunTouch</pre><pre id="faqspan-22">
__ CharmGaze        __ GroundHit        __ PoisonGrip       __ Supersonic
__ Chop             __ Headbutt         XX PoisonGun        __ Sweep
__ Claw             XX Heal             __ PoisonMist       __ Tackle
__ Coils            __ HeatSmash        __ PoisonNeedle     XX Tail
__ CounterFear      __ HeatWave         __ PowerBeat        XX TailHit
__ Da-dum           __ Horn             __ Psychout         __ Thrust
__ DaggerJaw        __ HPDrain          __ PsyReflecter     __ Thunderbolt
__ Dash             __ Hypnotism        __ Quake            __ TitasWave
__ DeadlyMoss       __ IceBarrier       __ QuickSand        __ Tornado
__ DeathGaze        __ IceSmash         __ Rock             __ Trample
XX Deathsynthesis   XX Ignis            __ SacredSong       __ Tremor
__ DeathTouch       __ IllStorm         XX SadSong          __ TripGas
XX DivingPress      __ Ink              __ Scissors         __ WaterCannon
__ DoubleAxe        __ Kick             __ Scream           __ Windblast
__ Ectoplasnet                          __ Seduction        __ Wing
__ ElfShot

XX = Pre-absorbed.

Some abilities can only be absorbed during certain scenarios, and/or only from
enemies which are extremely rare and/or in limited supply.

The following unabsorbable abilities have been removed from this list, because
this PC can never get them: Kusanagi, Kylin'sSong.

DeathGrip and SpinAttack are omitted because no PC starts with or can absorb
them.

-------------------------------------------------------------------------------

Thunder

__ AcidBreath       __ Fang             XX LifeRain         __ SeedVulcan
__ ArcticBreath     __ FangCrush        __ LightBall        __ Silf
__ Assist           __ Feeler           __ Lullaby          __ Siren
__ BattleSong       XX Feint            __ MadAttack        __ SleepGas
__ Beak             __ FireBarrier      __ Maelstrom        __ Solvent
__ Beat             __ FireBreath       __ MagicHeal        __ SphinxRiddle
__ BeetleJuice      __ FireKiss         __ MagneticStorm    __ SpiderNet
__ Blade            __ FlameBlast       __ MightyCyclone    __ Spoil
__ BladeNet         __ Flash            __ MinionStrike     __ Spore
__ Bloodsucker      __ GaleAttack       __ Needles          __ Stampede
__ BoltBarrier      __ GasFlame         __ Oscillation      __ Stinger
__ BoltBlast        __ GhostTouch       __ PainPowder       __ StinkGas
XX BoltBreath       __ GliderSpike      __ Petrify          __ StoneGas
XX BoomerangHook    __ Grasp            __ Pheromone        __ StoneGaze
__ BrainCrush       __ GremlinTouch     XX Photosynthesis   __ StunGaze
XX CentipedeCrush   __ GriffithScratch  __ PoisonGas        __ StunTouch
__ CharmGaze        XX GroundHit        __ PoisonGrip       __ Supersonic
__ Chop             __ Headbutt         XX PoisonGun        __ Sweep
__ Claw             __ Heal             __ PoisonMist       __ Tackle
__ Coils            __ HeatSmash        __ PoisonNeedle     __ Tail
__ CounterFear      __ HeatWave         __ PowerBeat        __ TailHit
__ Da-dum           __ Horn             __ Psychout         __ Thrust
__ DaggerJaw        __ HPDrain          __ PsyReflecter     __ Thunderbolt
XX Dash             __ Hypnotism        __ Quake            __ TitasWave
__ DeadlyMoss       __ IceBarrier       __ QuickSand        __ Tornado
__ DeathGaze        __ IceSmash         __ Rock             __ Trample
XX Deathsynthesis   XX Ignis            __ SacredSong       __ Tremor
__ DeathTouch       __ IllStorm         __ SadSong          __ TripGas
XX DivingPress      __ Ink              __ Scissors         __ WaterCannon
__ DoubleAxe        __ Kick             __ Scream           __ Windblast
__ Ectoplasnet                          __ Seduction        __ Wing
__ ElfShot

XX = Pre-absorbed.

Some abilities can only be absorbed during certain scenarios, and/or only from
enemies which are extremely rare and/or in limited supply.

The following unabsorbable abilities have been removed from this list, because
this PC can never get them: Kusanagi, Kylin'sSong.

DeathGrip and SpinAttack are omitted because no PC starts with or can absorb
them.

-------------------------------------------------------------------------------

Cotton (INIT 1)

__ AcidBreath       __ Fang             XX LifeRain         __ SeedVulcan
__ ArcticBreath     __ FangCrush        __ LightBall        __ Silf
XX Assist           __ Feeler           __ Lullaby          __ Siren
__ BattleSong       __ Feint            __ MadAttack        __ SleepGas
__ Beak             __ FireBarrier      __ Maelstrom        __ Solvent
__ Beat             __ FireBreath       __ MagicHeal        __ SphinxRiddle
__ BeetleJuice      __ FireKiss         __ MagneticStorm    __ SpiderNet
__ Blade            __ FlameBlast       __ MightyCyclone    __ Spoil
__ BladeNet         __ Flash            __ MinionStrike     __ Spore
__ Bloodsucker      __ GaleAttack       XX Needles          __ Stampede
__ BoltBarrier      __ GasFlame         __ Oscillation      __ Stinger
__ BoltBlast        __ GhostTouch       __ PainPowder       __ StinkGas
__ BoltBreath       __ GliderSpike      __ Petrify          __ StoneGas
XX BoomerangHook    __ Grasp            __ Pheromone        __ StoneGaze
__ BrainCrush       __ GremlinTouch     XX Photosynthesis   __ StunGaze
XX CentipedeCrush   __ GriffithScratch  __ PoisonGas        __ StunTouch
__ CharmGaze        __ GroundHit        __ PoisonGrip       XX Supersonic
__ Chop             __ Headbutt         XX PoisonGun        __ Sweep
__ Claw             XX Heal             __ PoisonMist       __ Tackle
__ Coils            __ HeatSmash        __ PoisonNeedle     __ Tail
__ CounterFear      __ HeatWave         __ PowerBeat        __ TailHit
__ Da-dum           __ Horn             __ Psychout         __ Thrust
__ DaggerJaw        __ HPDrain          __ PsyReflecter     __ Thunderbolt
__ Dash             __ Hypnotism        __ Quake            __ TitasWave
__ DeadlyMoss       __ IceBarrier       __ QuickSand        __ Tornado
__ DeathGaze        __ IceSmash         __ Rock             __ Trample
XX Deathsynthesis   XX Ignis            __ SacredSong       __ Tremor
__ DeathTouch       __ IllStorm         __ SadSong          __ TripGas
XX DivingPress      __ Ink              __ Scissors         __ WaterCannon
__ DoubleAxe        __ Kick             __ Scream           __ Windblast
__ Ectoplasnet                          __ Seduction        __ Wing
__ ElfShot

XX = Pre-absorbed.

Some abilities can only be absorbed during certain scenarios, and/or only from
enemies which are extremely rare and/or in limited supply.

The following unabsorbable abilities have been removed from this list, because
this PC can never get them: Kusanagi, Kylin'sSong.

DeathGrip and SpinAttack are omitted because no PC starts with or can absorb
them.

-------------------------------------------------------------------------------

Cotton (INIT 2)

__ AcidBreath       __ Fang             XX LifeRain         __ SeedVulcan
__ ArcticBreath     __ FangCrush        __ LightBall        XX Silf
XX Assist           __ Feeler           __ Lullaby          __ Siren
XX BattleSong       __ Feint            __ MadAttack        __ SleepGas
__ Beak             __ FireBarrier      __ Maelstrom        __ Solvent
__ Beat             __ FireBreath       __ MagicHeal        __ SphinxRiddle
__ BeetleJuice      __ FireKiss         XX MagneticStorm    __ SpiderNet
__ Blade            __ FlameBlast       __ MightyCyclone    __ Spoil
__ BladeNet         __ Flash            __ MinionStrike     __ Spore
__ Bloodsucker      __ GaleAttack       XX Needles          __ Stampede
__ BoltBarrier      __ GasFlame         __ Oscillation      __ Stinger
__ BoltBlast        __ GhostTouch       __ PainPowder       __ StinkGas
__ BoltBreath       __ GliderSpike      __ Petrify          __ StoneGas
XX BoomerangHook    __ Grasp            __ Pheromone        __ StoneGaze
__ BrainCrush       __ GremlinTouch     XX Photosynthesis   __ StunGaze
XX CentipedeCrush   __ GriffithScratch  __ PoisonGas        __ StunTouch
__ CharmGaze        __ GroundHit        __ PoisonGrip       XX Supersonic
__ Chop             __ Headbutt         XX PoisonGun        __ Sweep
__ Claw             XX Heal             __ PoisonMist       __ Tackle
__ Coils            __ HeatSmash        __ PoisonNeedle     __ Tail
__ CounterFear      __ HeatWave         __ PowerBeat        __ TailHit
__ Da-dum           __ Horn             __ Psychout         __ Thrust
__ DaggerJaw        __ HPDrain          __ PsyReflecter     __ Thunderbolt
__ Dash             __ Hypnotism        __ Quake            __ TitasWave
__ DeadlyMoss       __ IceBarrier       __ QuickSand        __ Tornado
__ DeathGaze        __ IceSmash         __ Rock             __ Trample
XX Deathsynthesis   XX Ignis            __ SacredSong       __ Tremor
__ DeathTouch       __ IllStorm         XX SadSong          __ TripGas
XX DivingPress      __ Ink              __ Scissors         __ WaterCannon
__ DoubleAxe        __ Kick             __ Scream           __ Windblast
__ Ectoplasnet                          __ Seduction        __ Wing
__ ElfShot

XX = Pre-absorbed.

Some abilities can only be absorbed during certain scenarios, and/or only from
enemies which are extremely rare and/or in limited supply.

The following unabsorbable abilities have been removed from this list, because
this PC can never get them: Kusanagi, Kylin'sSong.

DeathGrip and SpinAttack are omitted because no PC starts with or can absorb
them.

-------------------------------------------------------------------------------

Cotton (INIT 3)

__ AcidBreath       __ Fang             XX LifeRain         __ SeedVulcan
__ ArcticBreath     __ FangCrush        __ LightBall        XX Silf
XX Assist           __ Feeler           __ Lullaby          __ Siren
XX BattleSong       __ Feint            __ MadAttack        __ SleepGas
__ Beak             __ FireBarrier      __ Maelstrom        __ Solvent
__ Beat             __ FireBreath       __ MagicHeal        __ SphinxRiddle
__ BeetleJuice      __ FireKiss         XX MagneticStorm    __ SpiderNet
__ Blade            __ FlameBlast       __ MightyCyclone    __ Spoil
__ BladeNet         __ Flash            __ MinionStrike     __ Spore
__ Bloodsucker      __ GaleAttack       XX Needles          __ Stampede
__ BoltBarrier      __ GasFlame         __ Oscillation      __ Stinger
__ BoltBlast        __ GhostTouch       __ PainPowder       __ StinkGas
__ BoltBreath       __ GliderSpike      __ Petrify          __ StoneGas
XX BoomerangHook    __ Grasp            __ Pheromone        __ StoneGaze
__ BrainCrush       __ GremlinTouch     XX Photosynthesis   __ StunGaze
XX CentipedeCrush   __ GriffithScratch  __ PoisonGas        __ StunTouch
__ CharmGaze        __ GroundHit        __ PoisonGrip       XX Supersonic
__ Chop             __ Headbutt         XX PoisonGun        __ Sweep
__ Claw             XX Heal             __ PoisonMist       __ Tackle
__ Coils            __ HeatSmash        __ PoisonNeedle     __ Tail
__ CounterFear      __ HeatWave         __ PowerBeat        __ TailHit
__ Da-dum           __ Horn             __ Psychout         __ Thrust
__ DaggerJaw        __ HPDrain          __ PsyReflecter     __ Thunderbolt
__ Dash             __ Hypnotism        XX Quake            __ TitasWave
__ DeadlyMoss       __ IceBarrier       XX QuickSand        __ Tornado
__ DeathGaze        __ IceSmash         XX Rock             __ Trample
XX Deathsynthesis   XX Ignis            __ SacredSong       XX Tremor
__ DeathTouch       __ IllStorm         XX SadSong          __ TripGas
XX DivingPress      __ Ink              __ Scissors         __ WaterCannon
__ DoubleAxe        __ Kick             __ Scream           __ Windblast
__ Ectoplasnet                          __ Seduction        __ Wing
__ ElfShot

XX = Pre-absorbed.

Some abilities can only be absorbed during certain scenarios, and/or only from
enemies which are extremely rare and/or in limited supply.

The following unabsorbable abilities have been removed from this list, because
this PC can never get them: Kusanagi, Kylin'sSong.

DeathGrip and SpinAttack are omitted because no PC starts with or can absorb
them.

-------------------------------------------------------------------------------

Cotton (INIT 4)

__ AcidBreath       __ Fang             XX LifeRain         __ SeedVulcan
__ ArcticBreath     __ FangCrush        XX LightBall        XX Silf
XX Assist           __ Feeler           __ Lullaby          XX Siren
XX BattleSong       __ Feint            __ MadAttack        __ SleepGas
__ Beak             __ FireBarrier      __ Maelstrom        __ Solvent
__ Beat             __ FireBreath       __ MagicHeal        __ SphinxRiddle
__ BeetleJuice      __ FireKiss         XX MagneticStorm    __ SpiderNet
__ Blade            __ FlameBlast       __ MightyCyclone    __ Spoil
__ BladeNet         __ Flash            __ MinionStrike     __ Spore
__ Bloodsucker      __ GaleAttack       XX Needles          __ Stampede
__ BoltBarrier      __ GasFlame         __ Oscillation      __ Stinger
__ BoltBlast        __ GhostTouch       __ PainPowder       __ StinkGas
__ BoltBreath       __ GliderSpike      __ Petrify          __ StoneGas
XX BoomerangHook    __ Grasp            __ Pheromone        __ StoneGaze
__ BrainCrush       __ GremlinTouch     XX Photosynthesis   __ StunGaze
XX CentipedeCrush   __ GriffithScratch  __ PoisonGas        __ StunTouch
__ CharmGaze        __ GroundHit        __ PoisonGrip       XX Supersonic
__ Chop             __ Headbutt         XX PoisonGun        __ Sweep
__ Claw             XX Heal             __ PoisonMist       __ Tackle
__ Coils            __ HeatSmash        __ PoisonNeedle     __ Tail
__ CounterFear      __ HeatWave         __ PowerBeat        __ TailHit
XX Da-dum           __ Horn             __ Psychout         __ Thrust
__ DaggerJaw        __ HPDrain          __ PsyReflecter     __ Thunderbolt
__ Dash             __ Hypnotism        XX Quake            __ TitasWave
__ DeadlyMoss       __ IceBarrier       XX QuickSand        __ Tornado
__ DeathGaze        __ IceSmash         XX Rock             __ Trample
XX Deathsynthesis   XX Ignis            __ SacredSong       XX Tremor
__ DeathTouch       __ IllStorm         XX SadSong          __ TripGas
XX DivingPress      __ Ink              __ Scissors         __ WaterCannon
__ DoubleAxe        __ Kick             XX Scream           __ Windblast
__ Ectoplasnet                          __ Seduction        __ Wing
__ ElfShot

XX = Pre-absorbed.

Some abilities can only be absorbed during certain scenarios, and/or only from
enemies which are extremely rare and/or in limited supply.

The following unabsorbable abilities have been removed from this list, because
this PC can never get them: Kusanagi, Kylin'sSong.

DeathGrip and SpinAttack are omitted because no PC starts with or can absorb
them.

-------------------------------------------------------------------------------

Sei

__ AcidBreath       XX Fang             XX LifeRain         __ SeedVulcan
__ ArcticBreath     XX FangCrush        XX LightBall        XX Silf
XX Assist           __ Feeler           XX Lullaby          XX Siren
XX BattleSong       __ Feint            __ MadAttack        __ SleepGas
XX Beak             __ FireBarrier      XX Maelstrom        __ Solvent
XX Beat             __ FireBreath       XX MagicHeal        __ SphinxRiddle
__ BeetleJuice      __ FireKiss         XX MagneticStorm    __ SpiderNet
__ Blade            __ FlameBlast       XX MightyCyclone    XX Spoil
__ BladeNet         __ Flash            XX MinionStrike     __ Spore
XX Bloodsucker      __ GaleAttack       __ Needles          __ Stampede
__ BoltBarrier      __ GasFlame         __ Oscillation      __ Stinger
__ BoltBlast        __ GhostTouch       __ PainPowder       __ StinkGas
__ BoltBreath       __ GliderSpike      XX Petrify          __ StoneGas
XX BoomerangHook    XX Grasp            __ Pheromone        XX StoneGaze
XX BrainCrush       XX GremlinTouch     XX Photosynthesis   XX StunGaze
XX CentipedeCrush   __ GriffithScratch  __ PoisonGas        __ StunTouch
XX CharmGaze        __ GroundHit        __ PoisonGrip       XX Supersonic
__ Chop             __ Headbutt         XX PoisonGun        __ Sweep
__ Claw             __ Heal             __ PoisonMist       __ Tackle
__ Coils            __ HeatSmash        __ PoisonNeedle     __ Tail
__ CounterFear      XX HeatWave         __ PowerBeat        __ TailHit
XX Da-dum           XX Horn             __ Psychout         XX Thrust
XX DaggerJaw        XX HPDrain          __ PsyReflecter     __ Thunderbolt
__ Dash             XX Hypnotism        XX Quake            __ TitasWave
__ DeadlyMoss       __ IceBarrier       XX QuickSand        XX Tornado
XX DeathGaze        __ IceSmash         XX Rock             __ Trample
XX Deathsynthesis   XX Ignis            XX SacredSong       XX Tremor
__ DeathTouch       __ IllStorm         XX SadSong          __ TripGas
XX DivingPress      __ Ink              __ Scissors         __ WaterCannon
XX DoubleAxe        __ Kick             XX Scream           __ Windblast
__ Ectoplasnet      __ Kusanagi         __ Seduction        __ Wing
XX ElfShot

XX = Pre-absorbed.

Due to a bug, Kusanagi will not count as absorbed until after Sei's first
battle, and only provided that you don't overwrite it in that battle.

Some abilities can only be absorbed during certain scenarios, and/or only from
enemies which are extremely rare and/or in limited supply.

The following unabsorbable ability has been removed from this list, because
this PC can never get it: Kylin'sSong.

DeathGrip and SpinAttack are omitted because no PC starts with or can absorb
them.

-------------------------------------------------------------------------------

Kylin

__ AcidBreath       __ Fang             XX LifeRain         __ SeedVulcan
__ ArcticBreath     __ FangCrush        XX LightBall        XX Silf
XX Assist           __ Feeler           XX Lullaby          XX Siren
XX BattleSong       __ Feint            __ MadAttack        __ SleepGas
__ Beak             __ FireBarrier      XX Maelstrom        __ Solvent
__ Beat             XX FireBreath       XX MagicHeal        __ SphinxRiddle
__ BeetleJuice      __ FireKiss         XX MagneticStorm    __ SpiderNet
__ Blade            XX FlameBlast       XX MightyCyclone    XX Spoil
__ BladeNet         __ Flash            __ MinionStrike     __ Spore
__ Bloodsucker      __ GaleAttack       __ Needles          __ Stampede
__ BoltBarrier      __ GasFlame         __ Oscillation      __ Stinger
__ BoltBlast        __ GhostTouch       __ PainPowder       __ StinkGas
__ BoltBreath       __ GliderSpike      __ Petrify          __ StoneGas
XX BoomerangHook    __ Grasp            __ Pheromone        __ StoneGaze
__ BrainCrush       XX GremlinTouch     XX Photosynthesis   XX StunGaze
XX CentipedeCrush   __ GriffithScratch  __ PoisonGas        __ StunTouch
__ CharmGaze        __ GroundHit        __ PoisonGrip       XX Supersonic
__ Chop             __ Headbutt         XX PoisonGun        __ Sweep
__ Claw             __ Heal             __ PoisonMist       __ Tackle
__ Coils            __ HeatSmash        __ PoisonNeedle     __ Tail
__ CounterFear      XX HeatWave         __ PowerBeat        __ TailHit
XX Da-dum           __ Horn             __ Psychout         __ Thrust
__ DaggerJaw        __ HPDrain          __ PsyReflecter     __ Thunderbolt
__ Dash             __ Hypnotism        XX Quake            __ TitasWave
__ DeadlyMoss       __ IceBarrier       XX QuickSand        XX Tornado
__ DeathGaze        __ IceSmash         XX Rock             __ Trample
XX Deathsynthesis   XX Ignis            XX SacredSong       XX Tremor
__ DeathTouch       __ IllStorm         XX SadSong          __ TripGas
XX DivingPress      __ Ink              __ Scissors         __ WaterCannon
__ DoubleAxe        __ Kick             XX Scream           __ Windblast
__ Ectoplasnet                          __ Seduction        __ Wing
XX ElfShot          __ Kylin'sSong

XX = Pre-absorbed.

Due to a bug, Kylin'sSong will not count as absorbed until after Kylin's first
battle, and only provided that you don't overwrite it in that battle.

Some abilities can only be absorbed during certain scenarios, and/or only from
enemies which are extremely rare and/or in limited supply.

The following unabsorbable ability has been removed from this list, because
this PC can never get it: Kusanagi.

DeathGrip and SpinAttack are omitted because no PC starts with or can absorb
them.

-------------------------------------------------------------------------------

Slime

__ AcidBreath       __ Fang             XX LifeRain         __ SeedVulcan
__ ArcticBreath     __ FangCrush        __ LightBall        __ Silf
__ Assist           __ Feeler           __ Lullaby          __ Siren
__ BattleSong       __ Feint            __ MadAttack        __ SleepGas
__ Beak             __ FireBarrier      __ Maelstrom        XX Solvent
__ Beat             __ FireBreath       __ MagicHeal        __ SphinxRiddle
__ BeetleJuice      __ FireKiss         __ MagneticStorm    __ SpiderNet
__ Blade            __ FlameBlast       __ MightyCyclone    XX Spoil
__ BladeNet         __ Flash            __ MinionStrike     __ Spore
__ Bloodsucker      __ GaleAttack       __ Needles          __ Stampede
__ BoltBarrier      __ GasFlame         __ Oscillation      __ Stinger
__ BoltBlast        __ GhostTouch       __ PainPowder       __ StinkGas
__ BoltBreath       __ GliderSpike      __ Petrify          __ StoneGas
XX BoomerangHook    __ Grasp            __ Pheromone        __ StoneGaze
__ BrainCrush       __ GremlinTouch     XX Photosynthesis   __ StunGaze
XX CentipedeCrush   __ GriffithScratch  __ PoisonGas        __ StunTouch
__ CharmGaze        __ GroundHit        __ PoisonGrip       __ Supersonic
__ Chop             __ Headbutt         XX PoisonGun        __ Sweep
__ Claw             __ Heal             __ PoisonMist       __ Tackle
__ Coils            __ HeatSmash        __ PoisonNeedle     __ Tail
__ CounterFear      __ HeatWave         __ PowerBeat        __ TailHit
__ Da-dum           __ Horn             __ Psychout         __ Thrust
__ DaggerJaw        __ HPDrain          __ PsyReflecter     __ Thunderbolt
__ Dash             __ Hypnotism        __ Quake            __ TitasWave
__ DeadlyMoss       __ IceBarrier       __ QuickSand        __ Tornado
__ DeathGaze        __ IceSmash         __ Rock             __ Trample
XX Deathsynthesis   XX Ignis            __ SacredSong       __ Tremor
__ DeathTouch       __ IllStorm         __ SadSong          __ TripGas
XX DivingPress      __ Ink              __ Scissors         __ WaterCannon
__ DoubleAxe        __ Kick             __ Scream           __ Windblast
__ Ectoplasnet                          __ Seduction        __ Wing
__ ElfShot

XX = Pre-absorbed.

Due to a bug, HPDrain will not count as absorbed until after Slime's first
battle, and only provided that you don't overwrite it in that battle.

Some abilities can only be absorbed during certain scenarios, and/or only from
enemies which are extremely rare and/or in limited supply.

The following unabsorbable abilities have been removed from this list, because
this PC can never get them: Kusanagi, Kylin'sSong.

DeathGrip and SpinAttack are omitted because no PC starts with or can absorb
them.

-------------------------------------------------------------------------------

Suzaku

__ AcidBreath       __ Fang             XX LifeRain         __ SeedVulcan
XX ArcticBreath     __ FangCrush        XX LightBall        XX Silf
__ Assist           __ Feeler           XX Lullaby          XX Siren
XX BattleSong       __ Feint            __ MadAttack        __ SleepGas
__ Beak             XX FireBarrier      XX Maelstrom        __ Solvent
__ Beat             XX FireBreath       __ MagicHeal        __ SphinxRiddle
__ BeetleJuice      __ FireKiss         XX MagneticStorm    __ SpiderNet
__ Blade            XX FlameBlast       __ MightyCyclone    __ Spoil
__ BladeNet         __ Flash            __ MinionStrike     __ Spore
__ Bloodsucker      __ GaleAttack       __ Needles          __ Stampede
__ BoltBarrier      XX GasFlame         __ Oscillation      __ Stinger
XX BoltBlast        __ GhostTouch       __ PainPowder       __ StinkGas
XX BoltBreath       XX GliderSpike      __ Petrify          __ StoneGas
XX BoomerangHook    __ Grasp            __ Pheromone        __ StoneGaze
__ BrainCrush       __ GremlinTouch     XX Photosynthesis   __ StunGaze
XX CentipedeCrush   __ GriffithScratch  __ PoisonGas        __ StunTouch
__ CharmGaze        __ GroundHit        __ PoisonGrip       XX Supersonic
__ Chop             __ Headbutt         XX PoisonGun        __ Sweep
__ Claw             __ Heal             __ PoisonMist       __ Tackle
__ Coils            __ HeatSmash        __ PoisonNeedle     __ Tail
__ CounterFear      __ HeatWave         __ PowerBeat        __ TailHit
XX Da-dum           __ Horn             __ Psychout         __ Thrust
__ DaggerJaw        __ HPDrain          __ PsyReflecter     __ Thunderbolt
__ Dash             __ Hypnotism        XX Quake            __ TitasWave
__ DeadlyMoss       __ IceBarrier       XX QuickSand        __ Tornado
__ DeathGaze        __ IceSmash         XX Rock             __ Trample
XX Deathsynthesis   XX Ignis            __ SacredSong       XX Tremor
__ DeathTouch       __ IllStorm         XX SadSong          __ TripGas
XX DivingPress      XX Ink              __ Scissors         __ WaterCannon
__ DoubleAxe        __ Kick             XX Scream           __ Windblast
__ Ectoplasnet      XX Kusanagi         __ Seduction        XX Wing
XX ElfShot

XX = Pre-absorbed.

Some abilities can only be absorbed during certain scenarios, and/or only from
enemies which are extremely rare and/or in limited supply.

The following unabsorbable ability has been removed from this list, because
this PC can never get it: Kylin'sSong.

DeathGrip and SpinAttack are omitted because no PC starts with or can absorb
them.

-------------------------------------------------------------------------------

RedTurnip

__ AcidBreath       XX Fang             XX LifeRain         __ SeedVulcan
__ ArcticBreath     __ FangCrush        XX LightBall        XX Silf
__ Assist           __ Feeler           XX Lullaby          XX Siren
XX BattleSong       __ Feint            __ MadAttack        XX SleepGas
__ Beak             __ FireBarrier      XX Maelstrom        __ Solvent
__ Beat             __ FireBreath       __ MagicHeal        __ SphinxRiddle
__ BeetleJuice      __ FireKiss         XX MagneticStorm    __ SpiderNet
__ Blade            __ FlameBlast       __ MightyCyclone    __ Spoil
__ BladeNet         __ Flash            __ MinionStrike     __ Spore
__ Bloodsucker      __ GaleAttack       __ Needles          __ Stampede
__ BoltBarrier      __ GasFlame         __ Oscillation      __ Stinger
__ BoltBlast        __ GhostTouch       __ PainPowder       __ StinkGas
__ BoltBreath       __ GliderSpike      __ Petrify          __ StoneGas
XX BoomerangHook    __ Grasp            __ Pheromone        __ StoneGaze
XX BrainCrush       __ GremlinTouch     __ Photosynthesis   __ StunGaze
XX CentipedeCrush   __ GriffithScratch  __ PoisonGas        __ StunTouch
__ CharmGaze        __ GroundHit        __ PoisonGrip       XX Supersonic
__ Chop             __ Headbutt         XX PoisonGun        __ Sweep
__ Claw             __ Heal             __ PoisonMist       __ Tackle
__ Coils            __ HeatSmash        __ PoisonNeedle     __ Tail
__ CounterFear      __ HeatWave         __ PowerBeat        __ TailHit
XX Da-dum           __ Horn             __ Psychout         __ Thrust
__ DaggerJaw        __ HPDrain          __ PsyReflecter     __ Thunderbolt
__ Dash             __ Hypnotism        XX Quake            __ TitasWave
__ DeadlyMoss       __ IceBarrier       XX QuickSand        __ Tornado
__ DeathGaze        __ IceSmash         XX Rock             __ Trample
__ Deathsynthesis   XX Ignis            __ SacredSong       XX Tremor
__ DeathTouch       __ IllStorm         XX SadSong          __ TripGas
XX DivingPress      __ Ink              __ Scissors         __ WaterCannon
__ DoubleAxe        __ Kick             XX Scream           __ Windblast
__ Ectoplasnet                          __ Seduction        __ Wing
XX ElfShot

XX = Pre-absorbed.

Due to a bug, Bloodsucker, Ink, and SeedVulcan will not count as absorbed until
after RedTurnip's first battle, and only provided that you don't overwrite them
in that battle.

Some abilities can only be absorbed during certain scenarios, and/or only from
enemies which are extremely rare and/or in limited supply.

The following unabsorbable abilities have been removed from this list, because
this PC can never get them: Kusanagi, Kylin'sSong.

DeathGrip and SpinAttack are omitted because no PC starts with or can absorb
them.

-------------------------------------------------------------------------------





*******************************
*  Monster PC Transformation  *                                       [MTRAN01]
*******************************


Here's a summary of the rules.  I'll explain them in greater detail, later.

A Transformation Check occurs every time a Monster PC successfully absorbs an
Ability.

The Transformation Check process begins on Table 1.

Once the PC meets all requirements for any Form, it becomes that Form and stops
checking, so check order is very important, since a PC will in many cases
qualify for more than one Form, and only the check order will decide which it
actually becomes.

Transformations Table 1:
-Start at the beginning and go through in order.
-If you have all the Required Abilities for a Form, you become that Form,
unless...
-...if you already are that Form, you ignore the match and keep checking.

If you complete Table 1 without Transforming, you then proceed to Table 2.

Transformations Table 2:
-Only your First Ability (checked in the order 8, 1-7) from each Monster
Ability Category is used on Table 2.  All others are ignored, so the placement
of Abilities in your Equip Abilities Menu DOES matter here.
-Your Current Max HP determines where you start.  From there, you continue down
in order.  If you reach the end without qualifying for any Form (or you
started at the end), then you jump back to where you started and check
backwards to the beginning, until you've checked every Form on the Table.
-Each Form may require any combination of the six Monster Ability Categories.
-For each Required Category, your First Ability for that Category must match
any one of the Abilities listed.
-If a Category isn't listed for a Form, then no Ability is required for that
Category.
-If you satisfy all Required Categories for a Form when you check it, then you
will become that Form, or remain in that Form if you already are, unlike Table
1.
-If you manage to check every Form on both Tables without satisfying the
requirements for any of them, you'll remain in your current Form.

Finally, whether you actually Transform or not, any successful Ability
Absorption restores the PC's WP and JP to maximum (for this Form if no
Transformation occurs, or for the new Form if a Transformation does occur).





*******************************
*  Monster PC Transformation  *                                       [MTRAN02]
*  --Transformations Table 1  *
*******************************


Again:

The Transformation Check process begins on Table 1.

Once the PC meets all requirements for any Form, it becomes that Form and stops
checking, so check order is very important, since a PC will in many cases
qualify for more than one Form, and only the check order will decide which it
actually becomes.

Transformations Table 1:
-Start at the beginning and go through in order.
-If you have all the Required Abilities for a Form, you become that Form,
unless...
-...if you already are that Form, you ignore the match and keep checking.

Here's the data from Table 1, in the actual check order, with several redundant
entries removed.

-------------------------------------------------------------------------------

                      Transformations Table 1
                           by Zaraktheus

Mariche:
 CharmGaze
 DeathGaze
 StoneGaze
 StunGaze

GriffinJr:
 Beak
 GriffithScratch
 Tail
 Wing

KylinJr:
 Kylin'sSong

Nidheg (Presumably the weaker version from Emelia's scenario):
 CentipedeCrush
 Deathsynthesis

Ogre:
 BoltBreath
 Dash
 GroundHit

Platyhooks:
 AcidBreath
 Beak
 BoomerangHook
 WaterCannon

RABI:
 CharmGaze
 Fang
 Heal
 Psychout
 Tornado

Sphinx:
 SphinxRiddle

Mandrake:
 Bloodsucker
 BrainCrush (Oulak says Ink here, but it really is BrainCrush--I tested it)
 ElfShot
 Scream
 SleepGas

Lummox (Pink):
 Chop
 Claw
 ElfShot

Durahan (aka Dullahan):
 Deathsynthesis
 Siren
 Stampede
 Thrust
 Trample

DeathLord:
 Deathsynthesis
 Kusanagi
 SacredSong

BigSlime:
 HPDrain
 Solvent
 Spoil

The Required Abilities for each Form have been re-ordered alphabetically in the
above, but that makes no difference in game mechanics.

-------------------------------------------------------------------------------





*******************************
*  Monster PC Transformation  *                                       [MTRAN03]
*  --Transformations Table 2  *
*******************************


If you complete Table 1 without Transforming, you then proceed to Table 2.

Transformations Table 2:
-Only your First Ability (checked in the order 8, 1-7) from each Monster
Ability Category is used on Table 2.  All others are ignored, so the placement
of Abilities in your Equip Abilities Menu DOES matter here.
-Your Current Max HP determines where you start.  From there, you continue down
in order.  If you reach the end without qualifying for any Form (or you
started at the end), then you jump back to where you started and check
backwards to the beginning, until you've checked every Form on the Table.
-Each Form may require any combination of the six Monster Ability Categories.
-For each Required Category, your First Ability for that Category must match
any one of the Abilities listed.
-If a Category isn't listed for a Form, then no Ability is required for that
Category.
-If you satisfy all Required Categories for a Form when you check it, then you
will become that Form, or remain in that Form if you already are, unlike Table
1.
-If you manage to check every Form on both Tables without satisfying the
requirements for any of them, you'll remain in your current Form.

Here's the data from Transformations Table 2. For your convenience, I've used
an asterisk (*) to mark all noteworthy differences from Oulak's FAQ.  This data
is in the actual check order used by the game, but I've removed quite a few
redundant entries, as well as several broken entries and several broken
Required Ability Options for certain Forms.  None of what I removed should have
any game impact.

-------------------------------------------------------------------------------

                      Transformations Table 2
                           by Zaraktheus

                   HP: 0 - 99 Starts here

Skeleton:
 Body:
   Deathsynthesis

                   HP: 100 - 104 Starts here

Pickbird:
 Head:
   Beak

                   HP: 105 - 109 Starts here

LivingAxe:
 Arm:
   DoubleAxe

                   HP: 110 - 119 Starts here

Xeno:
 Head:
   Fang

                   HP: 120 - 124 Starts here

KillerBee:
 Leg:
   PoisonNeedle
   Stinger

                   HP: 125 - 249 Starts here

Sporepile:
 Body:
   Spore

Rabbat:
 Head:
   Bloodsucker

Ghost:
 Body:
   Deathsynthesis

Gekko:
 Leg:
   Kick

LivingLance:
 Arm:
   Thrust

Shellworm:
 Arm:
   Scissors

Armorpilla:
 Head:
   Horn

WhipJelly:
 Leg:
   Sweep

Axebeak:
 Magical:
   Tremor

TrisaurJr:
 Breath:
   BoltBlast
   BoltBreath

WhipJelly:
 Arm:
   Feeler

KillerBee:
 Magical:
   BladeNet
   Ectoplasnet
   SpiderNet

LivingAxe:
 Arm:
   Blade

Rocky:
 Magical:
   Da-dum

LivingArmor:
 Head:
   CharmGaze
   Hypnotism
   StoneGaze
   StunGaze
 Body:
   Dash
*   Headbutt
   Stampede
*   Tackle (NOT Trample!)


Trapvine:
 Leg:
   Sweep

DragonPup:
 Breath:
   FireBreath
   FlameBlast
   GasFlame

                   HP: 250 - 254 Starts here

Razorback:
 Body:
   Dash
*   Headbutt
   Stampede
   Tackle

Razorback:
 Head:
   DaggerJaw
   Fang
   FangCrush


                   HP: 255 - 259 Starts here

Cactus:
 Body:
   Needles

                   HP: 260 - 269 Starts here

Scorpion:
 Arm:
   Scissors

                   HP: 270 - 274 Starts here

Aperider:
 Head:
   Hypnotism

                   HP: 275 - 279 Starts here

Zombie:
 Body:
   Deathsynthesis

                   HP: 280 - 284 Starts here

Platoonpus:
 Head:
   Beak

Platoonpus:
 Breath:
   Ink

                   HP: 285 - 294 Starts here

Scorpion:
 Leg:
   PoisonNeedle

                   HP: 295 - 299 Starts here

IceCrystal:
 Arm:
   IceSmash

FireCrystal:
 Arm:
   HeatSmash

                   HP: 300 - 304 Starts here

Ghostrider:
 Body:
   Deathsynthesis
 Magical:
   Scream
*   Siren
   Supersonic

                   HP: 305 - 309 Starts here

Harpy:
 Magical:
   Scream

                   HP: 310 - 319 Starts here

Nightshade:
 Head:
   CharmGaze
   Hypnotism
   StoneGaze
   StunGaze

                   HP: 320 - 324 Starts here

Straysheep:
 Body:
   Dash
   Stampede
 Magical:
   Lullaby

                   HP: 325 - 329 Starts here

MaskCat:
 Magical:
   Da-dum

                   HP: 330 - 334 Starts here

Harpy:
 Body:
   GliderSpike
   Wing

                   HP: 335 - 344 Starts here

Battlefly:
 Magical:
   PainPowder

                   HP: 345 - 349 Starts here

Gaeatoad:
 Head:
   Grasp

                   HP: 350 - 354 Starts here

FrillNeck:
 Leg:
   Kick

FrillNeck:
 Body:
   Dash
*   Headbutt
   Stampede
   Tackle

                   HP: 355 - 369 Starts here

Gaeatoad:
 Leg:
   Trample

                   HP: 370 - 374 Starts here

Lunatic:
 Arm:
   Psychout
 Leg:
   Tail
   TailHit
 Body:
   GliderSpike
   Wing

                   HP: 375 - 384 Starts here

Sonicbat:
 Magical:
   Scream
   Supersonic

                   HP: 385 - 399 Starts here

Axebeak:
 Arm:
   GroundHit

Axebeak:
 Head:
   Beak

                   HP: 400 - 404 Starts here

Hellhound:
 Breath:
   FireBreath
   FlameBlast

BigSlime:
 Body:
   Solvent

                   HP: 405 - 409 Starts here

Unknown:
 Head:
   CharmGaze
   Hypnotism
   StoneGaze
   StunGaze

                   HP: 410 - 419 Starts here

Treant:
 Body:
   Photosynthesis

                   HP: 420 - 429 Starts here

Manticore:
 Breath:
   Ink
   StinkGas

                   HP: 430 - 434 Starts here

Wyvern:
 Head:
   Fang
   FangCrush
 Body:
   GliderSpike
   Wing

                   HP: 435 - 444 Starts here

Ankheg:
 Head:
   Bloodsucker
*   DaggerJaw
   Fang
   FangCrush
 Body:
   Deathsynthesis

                   HP: 445 - 454 Starts here

LiquidMetal:
 Arm:
   Blade
   HeatSmash
   IceSmash

                   HP: 455 - 459 Starts here

TrisaurJr:
 Leg:
   Trample

                   HP: 460 - 469 Starts here

Wyvern:
 Body:
   SeedVulcan

Wyvern:
 Leg:
   PoisonNeedle

                   HP: 470 - 474 Starts here

Wyvern:
 Leg:
   PoisonNeedle

TrisaurJr:
 Magical:
*   Quake
   QuickSand
   Tremor

TrisaurJr:
 Head:
   DaggerJaw
   FangCrush
   Horn
 Body:
   Dash
*   Headbutt
   Stampede
   Tackle

                   HP: 475 - 484 Starts here

LivingMirror:
 Body:
   PsyReflecter

                   HP: 485 - 494 Starts here

Shrieker:
 Body:
   Spore
 Magical:
   SadSong
   Supersonic
*   Tremor

                   HP: 495 - 499 Starts here

LivingSword:
 Arm:
   Blade

                   HP: 500 - 504 Starts here

Wyvern:
 Magical:
   Windblast

                   HP: 505 - 519 Starts here

PlatyKing:
 Breath:
   AcidBreath
*   WaterCannon
 Magical:
   Da-dum

PlatyKing:
 Head:
   Beak
 Magical:
   Da-dum

                   HP: 520 - 994 Starts here

TrisaurJr:
 Head:
*   DaggerJaw
   FangCrush
   Horn
 Breath:
   StoneGas

Butch:
 Leg:
   PoisonNeedle

RedDragon:
 Head:
   Fang
*   FangCrush
*   Horn
 Arm:
   HeatSmash
 Leg:
*   Tail
   TailHit
 Breath:
   FireBreath
*   FlameBlast


Thundragon:
 Leg:
   Stinger
 Breath:
   BoltBlast
   BoltBreath
 Magical:
   Thunderbolt

BlackDragon:
 Head:
   Fang
*   FangCrush
*   Horn
 Leg:
*   Tail
   TailHit
 Breath:
   StoneGas

Note that FangCrush/Horn with StoneGas will qualify for TrisaurJr before this
unless you had 995+ HP, so it's better to stick with just Fang for Head.

Iceworm:
 Arm:
   IceSmash
   Scissors
 Breath:
   ArcticBreath

Cockatrice:
 Head:
   Petrify

*Butch:
 Arm:
*   DeathTouch
*   GhostTouch
*   StunTouch
 Body:
*   Deathsynthesis
 Breath:
*   DeadlyMoss

Due to developer error, the above Form really does make you a Butch, but it
clearly wasn't intended to.  It looks to me like it was supposed to make you a
Lich, instead.  Oh well.

Gelatin:
 Body:
   BoltBarrier
 Breath:
   BoltBlast
   BoltBreath

OgreLord:
 Arm:
   DoubleAxe
   GroundHit
*   TitasWave
 Magical:
   Thunderbolt

Basilisk:
 Head:
   StoneGaze
 Arm:
   PoisonGrip

Basilisk:
 Head:
   StoneGaze
 Breath:
   PoisonGas

CrystalTree:
 Arm:
   Blade
   GaleAttack
 Breath:
   StoneGas

SuzakuJr:
 Body:
   FireBarrier

Chimera:
 Breath:
   GasFlame

RockScout:
 Head:
   StoneGaze
 Arm:
   Beat
   GroundHit
   PowerBeat

UnicornJr:
 Magical:
   LifeRain

UnicornJr:
 Head:
   CharmGaze
   Horn
 Magical:
   MagicHeal

Manticore:
 Body:
   Needles

KillerBee:
 Arm:
   Thrust

Shrieker:
 Magical:
   Scream

Butch:
 Arm:
   MadAttack
 Magical:
   Spoil

Genbu:
 Breath:
   ArcticBreath
 Magical:
   MagneticStorm
*   Tornado

Sunflower:
 Body:
   Photosynthesis

Durahan (aka Dullahan):
 Head:
   CharmGaze
   Hypnotism
   StoneGaze
   StunGaze
 Arm:
   Blade
   HeatSmash
   IceSmash
 Body:
   Deathsynthesis

Snowfolk:
 Arm:
   IceSmash
 Breath:
   ArcticBreath

Zeroworm:
 Head:
*   DaggerJaw
   FangCrush
 Arm:
   Scissors
 Breath:
   BoltBlast
   BoltBreath

Skullasaurus:
 Head:
*   DaggerJaw
   Fang
   FangCrush
 Body:
   Deathsynthesis

kraken:
 Arm:
   Feeler
 Magical:
   Maelstrom

kraken:
 Body:
   Coils
 Magical:
   Maelstrom

kraken:
 Breath:
   Ink
 Magical:
   Maelstrom
   MightyCyclone

DeadKnight:
 Body:
   Deathsynthesis

Rocky:
 Magical:
   Da-dum

                   HP: 995+ Starts here
                            (and immediately begins working backwards)

-------------------------------------------------------------------------------





**********************************
*  Monster PC Transformation     *                                    [MTRAN04]
*  --Monster Ability Categories  *
**********************************


For Transformations Table 2, it becomes important to know that each Monster
Ability actually belongs to one of six sub-categories (which the game never
tells you): Head, Arm, Leg, Body, Breath, or Magical.  Here are the Abilities
in each Category.

-------------------------------------------------------------------------------

                   Monster Ability Categories
                         by Zaraktheus

Head: 13 or 19--the Space Magic Spells DO count, and can prevent other Head
     abilities from being First.
 Beak
 Bloodsucker
 CharmGaze
 DaggerJaw
 DeathGaze
 Fang
 FangCrush
 Grasp
 Horn
 Hypnotism
 Petrify
 StoneGaze
 StunGaze

 DarkShift
 LightShift
 ReverseGravity
 Vanish
 VaporBlast
 Vortex

Arm: 24
 Beat
 Blade
 BoomerangHook
 BrainCrush
 Chop
 Claw
 DeathGrip
 DeathTouch
 DoubleAxe
 Feeler
 GaleAttack
 GhostTouch
 GroundHit
 HeatSmash
 IceSmash
 Kusanagi
 MadAttack
 PoisonGrip
 PowerBeat
 Psychout
 Scissors
 StunTouch
 Thrust
 TitasWave

Leg: 11
 CentipedeCrush
 Feint
 GriffithScratch
 Kick
 PoisonNeedle
 SpinAttack
 Stinger
 Sweep
 Tail
 TailHit
 Trample

Body: 23
 BoltBarrier
 Coils
 CounterFear
 Dash
 Deathsynthesis
 DivingPress
 FireBarrier
 FireKiss
 GliderSpike
 Headbutt
 Heal
 IceBarrier
 MinionStrike
 Needles
 Oscillation
 Photosynthesis
 PsyReflecter
 SeedVulcan
 Solvent
 Spore
 Stampede
 Tackle
 Wing

Breath: 18
 AcidBreath
 ArcticBreath
 BeetleJuice
 BoltBlast
 BoltBreath
 DeadlyMoss
 FireBreath
 FlameBlast
 GasFlame
 Ink
 PoisonGas
 PoisonGun
 SleepGas
 SphinxRiddle
 StinkGas
 StoneGas
 TripGas
 WaterCannon

Magical: 39
 Assist
 BattleSong
 BladeNet
 Da-dum
 Ectoplasnet
 ElfShot
 Flash
 GremlinTouch
 HeatWave
 HPDrain
 Ignis
 IllStorm
 Kylin'sSong
 LifeRain
 LightBall
 Lullaby
 Maelstrom
 MagicHeal
 MagneticStorm
 MightyCyclone
 PainPowder
 Pheromone
 PoisonMist
 Quake
 QuickSand
 Rock
 SacredSong
 SadSong
 Scream
 Seduction
 Silf
 Siren
 SpiderNet
 Spoil
 Supersonic
 Thunderbolt
 Tornado
 Tremor
 Windblast

-------------------------------------------------------------------------------





*******************************
*  Monster PC Transformation  *                                       [MTRAN05]
*  --Explanation              *
*******************************


When a Monster PC successfully absorbs an ability, the game begins the
Transformation check process by comparing the PC's Equipped Abilities to the
entries on Transformations Table 1.  There are relatively few entries on Table
1, and it simply goes through them in order, from first to last.  For each
entry, there are 1-5 required abilities.  If the PC has all of those abilities
in its Equip Abilities Menu, it becomes that Form, no more questions asked,
unless it already is that Form, currently.  In that case, the match is ignored
and the check process continues.

If the PC doesn't have all the Required Abilities for any Form from Table 1, or
it currently is in the only Form whose Required Abilities it meets, then the
check proceeds to Table 2.

For Table 2, we don't necessarily (or in most cases, even) start at the
beginning.  Instead, we use the PC's Current Max HP (which is Prime HP + Base
Max HP for the current (pre-Transformation) Form) to determine a starting
point.  We then go through each entry in order from there.  If the PC meets the
requirements for any Form, it immediately becomes that Form and stops checking.
Unlike Table 1, if the PC already is in a Form whose requirements it meets on
Table 2, it DOES remain in that Form and stop checking.

If we should manage to go from our starting point on Table 2 all the way to the
end, without satisfying any Form's requirements, then we jump back to our
starting point and work backwards from there to the beginning of the Table.  In
this way, we actually do end up checking the entire table, no matter where we
started.  If the PC fails to meet the requirements for all of those Forms as
well, then the Transformation check will finally end, and the PC will remain in
whatever Form it already had.  That almost never happens, though.

Requirements on Table 2 work quite differently from those on Table 1, as well.
For Table 2, it becomes important to know that each Monster Ability actually
belongs to one of six sub-categories (which the game never tells you): Head,
Arm, Leg, Body, Breath, or Magical.

Each Form on Table 2 may require an Ability from each of any combination of the
six Categories.  For each Category that a Form does require, it will have 1-4
specific Abilities to choose from in satisfying that Category.  If multiple
Abilities are listed for a Category, you only need to have one of them to
qualify for the Transformation, and they're all equally acceptable.  Further,
there is no benefit from having more than one of the options for any Category.

Finally, there's one more wrinkle with Table 2: only the First Ability the game
finds in your Equip Abilities Menu for each Category actually counts--it
ignores all others.  This is why it has often been said that putting the
Required Abilities for a Form higher in the Menu will help you to become that
Form (though that only applies to Table 2!).  However, what no one knew before
is that the game actually checks the bottom slot (which is the Ability you just
absorbed) first, before jumping back up to the top of the Menu and going down
in order from there.  For clarity's sake, let me re-state that: when the game
checks for your First Ability from each Category, it checks the slots in your
Equip Abilities Menu in the order: 8, 1, 2, 3, 4, 5, 6, 7.

For example, if you have the following Abilities Equipped in the following
order:

1: Fang (Head)
2: TailHit (Leg)
3: StoneGas (Breath)
4: LifeRain (Magical)
5: MagicHeal (Magical)
6: Windblast (Magical)
7: Chop (Arm)
8: Ink (Breath) (just absorbed)

then your First Ability for each Category will be:

Head: Fang
Arm: Chop
Leg: TailHit
Body: NONE
Breath: Ink
Magical: LifeRain

StoneGas, MagicHeal, and Windblast, though equipped, will be completely ignored
by Transformations Table 2, because they weren't the First Ability in their
respective Categories to be found by the game in this check.</pre><pre id="faqspan-23">

Note also that Kylin's Space Magic Spells all count as Head Abilities for this
purpose; if you have a Space Spell above another Head Ability, that Head
Ability will not be considered for Table 2 Transformation.  Further, none of
the Space Spells satisfy any Form's requirements, which can make having one of
them counted as your First Head Ability good or bad, depending on what you're
trying to do.

Finally, whether you actually Transform or not, any successful Ability
Absorption restores the PC's WP and JP to maximum (for this Form if no
Transformation occurs, or for the new Form if a Transformation does occur).





*******************************
*  Monster PC Transformation  *                                       [MTRAN06]
*  --Stability                *
*******************************


It appears to be impossible to keep a Monster PC stable in only one Form while
absorbing abilities.  If its Form is from Table 1, it's virtually guaranteed to
Transform every time it absorbs.  If its Form is from Table 2, it will fail to
qualify to remain in its current Form every time it absorbs an Ability from the
same Category as any of the Required Categories for that Form, unless the
newly-absorbed Ability happens to be one of the other Options for that Required
Category for that Form.  This means that, in general, a Form from Table 2 will
be more stable the fewer Required Categories it has, but no Form will be
perfectly stable, and there is no such thing as a universally Form-neutral
Ability, since every absorbable Ability has a Category and will foul up most
Forms that Require that Category when it is absorbed.

Your best bet, then, in trying to create a stable Monster PC (until and unless
you're prepared to completely stop absorbing Abilities), may be to build a
Dual-Form Monster--a Monster which will primarily switch back and forth between
two specific Forms that you can live with.  There are three main ways you might
want to do this: two Forms from Table 1, two Forms from Table 2, or one Form
from each.

If you had the Required Abilities for two Forms from Table 1 at the same time,
you would be completely stable in that you would only switch between those two
Forms and no others.  Since most of the Forms on that table aren't terribly
good, and three of the four good ones require at least 4 Abilities each (of
which none are shared), this is really only a potentially decent option for
Kylin, who is the only Monster PC with Kylin'sSong, the required Ability for
the only good Form (KylinJr) from Table 1 that requires less than 4 Abilities.
If you were willing to sacrifice at least 5 slots for this purpose, you could
make Kylin into a completely stable Mariche/KylinJr, GriffinJr/KylinJr, or
KylinJr/Durahan (for 6 slots, and it wouldn't be quite completely stable, since
Absorbing SphinxRiddle would make it a Sphinx in preference to a Durahan, not
that that would happen often).  Whether it's worthwhile to fill that many slots
with mostly less-than-stellar Abilities in order to guarantee that you'll
always have a Form that is at least pretty good is a question I leave it to you
to answer for yourselves.

If you go with one Form from each Table, you'll become your Table 1 Form every
other time you Absorb.  The other half of the time, you'll become your intended
Table 2 Form, unless the Ability you just Absorbed qualifies you for any
earlier Form on Table 2 (between where your HP has you start and where your
intended Form is), or the newly-Absorbed Ability is from the same Category as
any of the Required Categories for your intended Form, as explained above.
Make sure you put your Table 2 Form's Required Abilities at the top of your
Equip Abilities Menu, and put your Table 1 Form's Required Abilities somewhere
below them.  Where possible, it's also a good idea to share Required Abilities
between your two Forms if they're from different Tables, since that can save
you a slot or two.

Again, Kylin using Kylin'sSong to qualify for the KylinJr Form is probably the
most efficient way to use a Form from Table 1 in a Dual-Form Monster, but it's
certainly not the only way.  For more examples of Table 1/2 Dual-Form Setups,
see the Example Form Setups section, below.

Planning two Forms from Table 2 is a bit trickier, but gives the most options.
Interestingly, you'll get the most stability by NOT sharing any Required
Abilities (or Required Categories) between the two Forms, since any time you
Absorbed an Ability from a Category Required by both Forms, it would prevent
you from becoming both Forms (unless the newly-Absorbed Ability is one of the
alternative options for that Category for one of those Forms, yada, yada),
instead of only one.

Start by picking a Preferred Form and placing its Required Abilities at the top
of your Menu.  Next pick a Form BELOW that (so it doesn't take priority) on
Table 2 to be your Secondary Form, and try to make it a Form that doesn't share
any Required Categories with your Preferred Form.  Place the Required Abilities
for your Secondary Form immediately below those for your Preferred Form.  Now
you should remain as your Preferred Form except when you Absorb an Ability that
qualifies you for an earlier Form or fouls up one of its Required Categories.
If you qualified for an earlier Form, then you're still out of luck (so try to
plan to prevent that, as much as possible), but if you only have a Category
conflict, then you should still become your Secondary Form, provided you don't
first qualify for any Forms between your Preferred and Secondary Forms.  For
that reason, it may help if your Preferred and Secondary Forms are close to
each other in the check order.





*******************************
*  Monster PC Transformation  *                                       [MTRAN07]
*  --Example Form Setups      *
*******************************


Here are some ideas for ways you can setup a Monster PC to remain largely
stable within a few good Forms.  I expect there are lots of other good
combinations, but I don't have time to find them all.  If I happen to come up
with any others worth mentioning, I'll include them in future versions.  If you
find a good combination, please share it, and with your permission, I'll
include it in the future with full credit to you.

At least at the time of writing this guide, I try to read pretty-much
everything on the GameFAQs SaGa Frontier message board,

http://www.gamefaqs.com/boards/198537-saga-frontier

and for as long as it survives, posting in my topic,

"How various things work, as determined by debugger, Part 2"
http://www.gamefaqs.com/boards/198537-saga-frontier/55577788

is a sure-fire way to get my attention.

-------------------------------------------------------------------------------

Here's an example of a decent Table 1/2 Dual-Form Monster, with one shared
Ability (Tail):

GriffinJr/BlackDragon:
1: Fang (Head)
2: Tail (Leg)
3: StoneGas (Breath)
4: Beak (Head)
5: GriffithScratch (Leg)
6: Wing (Body)

7: LifeRain/MagicHeal/MagneticStorm/Windblast (Magical)

Ability 7 isn't required; it's just a suggestion of several things you may want
to put there because they're useful.

This Monster absolutely will become a GriffinJr every other time it Absorbs.
The other half of the time, it will become a BlackDragon unless it absorbs any
Head, Leg, or Breath Ability, in which case it will probably end up as any
number of other things.

This build is, as I said, only decent, both because it doesn't have room for
several very useful abilities, and because the BlackDragon Form, with three
Required Categories, isn't terribly stable.

-------------------------------------------------------------------------------

For a more stable and flexible Table 1/2 Dual-Form Monster:

GriffinJr/SuzakuJr:
1: FireBarrier (Body)
2: Beak (Head)
3: GriffithScratch (Leg)
4: Tail (Leg)
5: Wing (Body)

6: LifeRain/MagicHeal/MagneticStorm/Windblast (Magical)
7: LifeRain/MagicHeal/MagneticStorm/Windblast (Magical)

Again, 6 and 7 aren't required; they're just suggestions.

You still have to choose between having both healing abilities or one of them
and an attack that hits all enemies, but that's a little better than the
previous example.  The SuzakuJr Form isn't quite as solid as the BlackDragon
Form in most respects, but it is significantly more stable, since it only has
one Required Category.  The half of the time when this Monster is switching out
of its GriffinJr Form, it will become SuzakuJr unless it just Absorbed any Body
Ability, in which case it will probably end up as any number of other things,
or SphinxRiddle, which will cause it to become a Sphinx, or PoisonNeedle, which
will cause it to become a Butch, or Petrify, which will cause it to become a
Cockatrice.  All things considered, that's pretty stable, and even if you end
up as something else, you'll get back to GriffinJr the next time you Absorb
anything.

-------------------------------------------------------------------------------

Here's an example of a very solid, very stable Table 2 Dual-Form Monster:

BlackDragon/SuzakuJr:
1: Fang (Head)
2: Tail/TailHit (Leg)
3: StoneGas (Breath)
4: FireBarrier (Body)

5: LifeRain (Magical)
6: MagicHeal (Magical)
7: MagneticStorm/Windblast (Magical)

Only Abilities 1-4 are actually Required for the Forms.  5-7 are just suggested
because they're useful.  If you want it to be more damaging against single
targets, switch out Ability 7 for a strong single-target attack such as
GriffithScratch or MightyCyclone, or replace one of the healing abilities, if
you prefer.

Once this Monster has at least 190 Prime HP (48 Abilities, which you'll
probably have by the time you collect the Required Abilities for these two
Forms), it will almost always be one of these two Forms.

There are only 5 Abilities that will mess it up, when Absorbed: SphinxRiddle,
which will cause it to become a Sphinx, FangCrush/Horn, which will cause it to
become a TrisaurJr, PoisonNeedle, which will cause it to become a Butch, and
Petrify, which will cause it to become a Cockatrice.  In all of those cases, it
should revert to one of the two desired Forms as soon as you Absorb something
else (except for one of those 5), so you'll only be messed-up for one battle,
and only very infrequently.

-------------------------------------------------------------------------------

Here's a Table 1/2 Dual-Form Monster suggested by Monster guru Oulak:

Durahan/RockScout (by Oulak):
1: Groundhit
2: StoneGaze
3: Deathsynthesis
4: Siren
5: Stampede
6: Thrust
7: Trample

To quote Oulak:
"That seems like a nice skill setup for "leveling" your monster - guaranteed to
be a Dullahan half the time, and most likely a RockScout the other half
(granted, there is no room for other useful abilities)."

I added this observation:
Just for clarity, because of RockScout's position in the check order, the half
of the time that you're shifting out of Durahan Form, there are 5 other
Abilities that aren't Arm or Head that will prevent you from becoming a
RockScout: PoisonNeedle->Butch, Thunderbolt->OgreLord, PoisonGas->Basilisk,
FireBarrier->SuzakuJr, and GasFlame->Chimera. Also, because of Durahan's
position on Table 1, Absorbing CentipedeCrush will always make you a Nidheg,
and Absorbing SphinxRiddle will always make you a Sphinx, even if you were
otherwise shifting into Durahan.

-------------------------------------------------------------------------------

Oulak's idea with the previous setup inspired these from me.

If you wanted to keep a flexible Ability Slot, you could go Durahan/SuzakuJr
instead, by replacing GroundHit and StoneGaze with just FireBarrier.

Durahan/SuzakuJr:
1: FireBarrier
2: Deathsynthesis
3: Siren
4: Stampede
5: Thrust
6: Trample

7: *flexible*

This would free up a slot, and because SuzakuJr comes before KillerBee in the
check order, it still usually wouldn't matter that Thrust was uncovered.
However, you would still be in danger of becoming a KillerBee whenever you
Absorb a Body Ability while shifting out of Durahan, which would prevent you
from becoming SuzakuJr. It's a tough call whether it would be better to have
that flexible slot or be absolutely guaranteed never to become that worthless
KillerBee.

Also, if you happened to have LifeRain as your flexible ability (and above
Siren) on the Durahan/SuzakuJr, then you would at least become UnicornJr
instead of KillerBee when you Absorb a Body Ability while shifting out of
Durahan, which isn't nearly as bad. With only 4 LP, Durahan isn't a great Form
to take advantage of LifeRain, but this still might be another of the better
setups that can include a Durahan (there don't seem to be too many,
unfortunately), if you can get LifeRain.

Durahan/SuzakuJr/UnicornJr:
1: FireBarrier (Body)
2: LifeRain (Magical)
3: Deathsynthesis (Body)
4: Siren (Magical)
5: Stampede (Body)
6: Thrust (Arm)
7: Trample (Leg)

Only 4 Abilities should foul this up when Absorbed: CentipedeCrush->Nidheg and
SphinxRiddle->Sphinx no matter what, and PoisonNeedle->Butch and Petrify->
Cockatrice only if you're shifting out of Durahan. In all such cases, you'll
get back to Durahan with your next Absorb (unless it's CentipedeCrush or
SphinxRiddle).

Or, if anyone might prefer Chimera to SuzakuJr, you could do just as well with
a Durahan/Chimera (just replace FireBarrier with GasFlame):

Durahan/Chimera:
1: GasFlame
2: Deathsynthesis
3: Siren
4: Stampede
5: Thrust
6: Trample

7: *flexible*


Or, by adding LifeRain:

Durahan/Chimera/UnicornJr:
1: GasFlame (Breath)
2: LifeRain (Magical)
3: Deathsynthesis (Body)
4: Siren (Magical)
5: Stampede (Body)
6: Thrust (Arm)
7: Trample (Leg)

Only 5 Abilities should foul this up when Absorbed: the same as for the
previous setup, plus FireBarrier->SuzakuJr (which isn't much of a foul-up), and
only if you're shifting out of Durahan.

-------------------------------------------------------------------------------

Here's another great contribution by Monster guru Oulak, who used my new
information about the Transformation process to look for powerful Form Setups
that are available at a low BR.

Zeroworm/Skullasaurus (by Oulak):
1: DaggerJaw
2: Scissors
3: BoltBreath
4: Deathsynthesis

You can get DaggerJaw from a Razorback (BR 3 Beast, available at BR 1 in the
Bio Lab) or a Gargoyle (BR 2 Mystic), Scissors from a Shellworm (BR 1 Insect),
and BoltBreath from a Minidragon (always encountered from the Dragon sprite on
the stage in Furdo's Workshop).  As a result, you can conceivably get this
Setup as early as BR 1!

You must also have over 270 Max HP, so Oulak recommends picking up Cotton and
moving his Supersonic ability to the top (above Assist) which will cause him to
become a Sonicbat, which has well over 270.  Other Monster PCs can acquire
Supersonic by fighting the Sonicbat enemies which are always available in
Shingrow's Ancient Ship.

If you use Cotton, you'll need to get rid of Needles.  Whomever you use, once
you have all the Required Abilities for the Zeroworm/Skullasaurus and are
currently a Sonicbat,  you'll need to put Supersonic in the bottom slot and
Absorb something over it in order to finally become the Zeroworm/Skullasaurus.

-------------------------------------------------------------------------------





********************
*  Item Drop Rate  *                                                  [IDROP01]
********************


Thanks to JusticeZero's excellent Monster Item-Drop List
(http://www.gamefaqs.com/console/psx/file/198537/47652), we already know that
each enemy in the game has four item drop slots and that each slot drops less
often than the previous slot.  We also already know that, no matter how many
enemies there are, you can only get one item drop at most from any one battle.

What we didn't already know is how the game decides which item will drop, from
which enemy, or exactly how likely each slot is to drop.  I have now translated
the item drop subroutine, so I'll explain what I found.

First, check-order.  The game checks one slot at a time, starting with slot 4
(the rarest) on Enemy 1 (the Main Enemy).  If that fails to drop (either
because the slot is empty or because the random check fails), it moves on to
check slot 4 on Enemy 2 (if there is an Enemy 2), then slot 4 on Enemy 3, and
so on, until it has checked slot 4 on every available enemy.  If all of those
checks fail, it then moves up to slot 3 on Enemy 1.  From there, it goes to
slot 3 on Enemy 2, and so on--you get the idea.

So, it checks the rarest slot first, one enemy at a time, then the next rarest
slot, and so on until one of the checks succeeds or every slot from every enemy
has failed.  As soon as any check succeeds, that's the item that will be
dropped, and no further checks are done.  If a slot is empty, the check
automatically fails and the game moves on to check the next slot/Enemy.

Next, rarity.  Here's the chance of success for each check, depending on the
slot being checked:

-------------------------------------------------------------------------------

Item Drop Success Chance:

Slot 4: 1/64 (1.6%)
Slot 3: 1/32 (3.1%)
Slot 2: 1/16 (6.3%)
Slot 1: Always (100%)

-------------------------------------------------------------------------------

Remember, there must actually be something in the slot for there to be any
chance of success.  This is particularly relevant for slot 1--it will always
drop, but only if there is actually something in it, and nothing else drops
first.

Since the Main Enemy is always checked first at each rarity level, you will be
slightly more likely to get whatever it drops at that rarity level than any of
the other enemies.  This also means that if you're hunting a slot 4 drop, as
long as you can get the enemy that can drop it to show up as the Main Enemy, it
doesn't matter how many other enemies show up--they won't interfere with or in
any way reduce your chances of getting that slot 4 drop from Enemy 1.

For example, if you're going for DurahanShields, the slot 4 drop from a
Dullahan, it doesn't matter how many other enemies show up, so long as the
Dullahan is the Main Enemy.  The game will always check for the DurahanShield
drop first, before anything else, so there's no chance that something else will
drop first and cost you the opportunity to check for the DurahanShield drop.

However, multiple enemies can interfere (slightly) with any other drops.

Also, if more than one enemy can drop something from slot 1, whichever of those
enemies showed up first when the battle loaded will always be the one to drop
its slot 1 item if nothing drops from any of the earlier slots.

Finally, be aware that there is an inexplicable special case regarding
GoldIngot.  If a GoldIngot is determined to be dropped, it is instead replaced
with the drop from a different slot of the same enemy.  Which slot you get
instead is, for no rational reason I can see, determined by the Race of the PC
you currently have in the highest position in the party that fought the battle.
The only enemy that drops a GoldIngot is the Demongoat (an extremely rare
enemy), so this really isn't terribly important, and I have no idea why the
developers went out of their way to code this special routine.  Just be aware
that you probably won't get a GoldIngot to drop, even if you fight the
Demongoat.  I think it might still drop if PC 1 is a Monster, but I'm not sure,
and I honestly don't care enough to test it.





**********************
*  Ability Analysis  *                                                [ABLAN01]
**********************


This section is very much a work-in-progress, and will likely remain so for a
long time, while I continue to work on translating the Effect Processes.

Abilities are listed in the order of their internal ID numbers, which, for the
most part, keeps them grouped into their Categories.  To jump to a specific
Ability from here, just search for "Name: " followed by the name of the
Ability; for example: "Name: Oscillation".  Be aware, though, that some
Abilities have duplicate names.  In such cases, be sure to check the
Category of each Ability's entry to find the one you're looking for.

The meanings of many of the fields in each entry are relatively obvious, but
here are explanations for some that may not be:

EP: Which Effect Process the game runs to determine what happens when the
   Ability is used.

SCP: Which Status Change Process, if any, the game runs to determine any
    potential Status Changes caused by the Ability as a secondary effect.

Priority: The Ability's Turn Order Priority.  All High Priority Abilities go
    before all Normal Priority Abilities, which go before all Low Priority
    Abilities.

AoE: Describes the Area of Effect of the Ability, if any.  While the Primary
    Target is attacked by the Original Ability, secondary Targets which are
    only in the AoE are secretly attacked not by the Original Ability, but by
    a hidden AoE Ability instead (which may happen to be the same, but often
    isn't).  In some cases, this AoE Ability will also attack the Primary
    Target, in addition to the Original Ability, in which case the AoE Ability
    is considered "Linked".  For each Original Ability which uses an AoE /
    Linked Ability, information on the effects of the hidden Ability will be
    provided in a separate section below that of the Original Ability.  Note
    that Abilities which Target All Allies, All Opponents, or Everyone
    technically have no AoE; they just have a lot of Targets.

APC: Ability Power Constant.  At least for EP 04, this value is always
    multiplied by 4 and added directly to Raw Damage.  You can always count on
    it, no matter what your Stats are, but it generally doesn't contribute
    very much.

APG: Ability Power Growth.  In a rather complex fashion, this determines how
    much more powerful the Ability becomes when the Actor has higher Stats,
    though which Stats matter and how much depends on the EP.  Regardless, a
    higher APG means a more powerful Ability, relative to other Abilities that
    use the same EP.  Also, even though the range of numbers used for APG is
    much lower than for APC, APG generally is much more important than APC.

CBD: Combo Bonus Damage.  How much extra Raw Damage the Ability does when it is
   a Subsequent Ability in a Combo, which is in addition to the DEF-ignoring
   effect.  Remember, Abilities which Target All Opponents or Everyone can
   only go first in a Combo (except when using a special and rather
   impractical trick which isn't even possible without hacking the game),
   meaning they can't be Subsequent Abilities in a Combo, so under normal
   circumstances, they'll never get their Combo Bonus Damage.
   Calculating an Ability's Combo Bonus Damage is quite simple:
   CBD = ((APG - 2) * 100)

Raw Damage Examples: These show how much Raw Damage an Ability will do with
   each of several combinations of Stats.  Raw Damage is an exact calculation,
   so these are not estimates, but remember that Raw Damage must still be
   modified by the Target's DEF and VIT, possibly by other special-case
   modifiers, and by a small random amount of bonus damage before becoming
   Semi-final Damage.

AoE Ability, Linked Ability, or Linked AoE Ability:
   If the Original Ability is one which uses a hidden AoE / Linked Ability,
   this section gives much of the same information about that hidden Ability,
   which will be necessary to predict the actual total effect of using the
   Original Ability.  "AoE" means the hidden Ability is used on only the
   secondary Targets which are in the AoE, in place of the Original Ability.
   "Linked" means the hidden Ability attacks the Primary Target in addition
   to the Original Ability.  "Linked AoE" means the hidden Ability does
   both: it attacks all secondary Targets in the AoE (in place of the Original
   Ability) and attacks the Primary Target in addition to the Original
   Ability.  Note that if an AoE / Linked Ability's EP uses WP/JP Cost as a
   variable, its damage is calculated as if you spent the same amount of WP/JP
   on it as you did on the Original Ability, rather than its normal cost, even
   though it actually costs you nothing extra.

-------------------------------------------------------------------------------

Name: Oscillation               Category: Monster (Body)             ID: 0b5

     EP: 04 (Energy/Magical)        SCP: -----
     WP: 6
 Target: All Opponents              AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
   Oscillation |------F-|---1 -D---G-- ---|--S---|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
    Oscillation |S>  |S>  |S>  |    |  -r|  -r|    |    | Oscillation

APC: 20
APG:  4
CBD: +200 (basically theoretical; can't normally be a Subsequent Ability)

Raw Damage Examples
INT|WIL|PSY|  Raw
10| 10| 10|   482
25| 25| 25|   733
50| 50| 50|  1338
75| 75| 75|  2045
90| 90| 90|  2493
99| 99| 99|  2783

-------------------------------------------------------------------------------

Name: Spore                     Category: Monster (Body)             ID: 0b7

     EP: 04 (Energy/Magical)        SCP: -----
     WP: 1
 Target: Single Opponent            AoE: Medium Circle
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
         Spore |------F-|---1 -D---G-- ---|------| DodgePowder

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
          Spore |S>  |S>  |S>  |    |  <R|    |    |    | Spore

APC: 10
APG:  2
CBD:  0

Raw Damage Examples
INT|WIL|PSY|  Raw
10| 10| 10|   116
25| 25| 25|   214
50| 50| 50|   499
75| 75| 75|   874
90| 90| 90|  1132
99| 99| 99|  1301

    ++++++++++++++++++++++++++++ AoE Ability ++++++++++++++++++++++++++++

Spore simply uses itself as its AoE Ability, which makes it easier to
understand than many Abilities with an AoE.  Each Target of Spore, whether the
Primary Target or an AoE Target, simply gets attacked once by Spore, as above,
with no confusing substitution of a hidden Ability.

-------------------------------------------------------------------------------

Name: Solvent                   Category: Monster (Body)             ID: 0b9

     EP: 04 (Energy/Magical)        SCP: 15 (VIT Debuff)
     WP: 0
 Target: Single Opponent            AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
       Solvent |------F-|---1 -----G-- ---|---W--|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
        Solvent |  <R|S>  |S>  |  <R|  <R|    |    |    | Solvent

APC:  8
APG:  2
CBD:  0

Raw Damage Examples
INT|WIL|PSY|  Raw
10| 10| 10|    44
25| 25| 25|   120
50| 50| 50|   367
75| 75| 75|   704
90| 90| 90|   940
99| 99| 99|  1095

-------------------------------------------------------------------------------

Name: FireBarrier               Category: Monster (Body)             ID: 0bb

     EP: 04 (Energy/Magical)        SCP: -----
     WP: 0
 Target: Counter-attack Contact     AoE: -----
Priority: Counter-attack (Instant)
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
   FireBarrier |---H----|U--- -------- ---|------|

APC: 20
APG:  4

Raw Damage Examples
INT|WIL|PSY|  Raw
10| 10| 10|    98
25| 25| 25|   217
50| 50| 50|   594
75| 75| 75|  1073
90| 90| 90|  1389
99| 99| 99|  1595

-------------------------------------------------------------------------------

Name: IceBarrier                Category: Monster (Body)             ID: 0bc

     EP: 04 (Energy/Magical)        SCP: -----
     WP: 0
 Target: Counter-attack Contact     AoE: -----
Priority: Counter-attack (Instant)
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
    IceBarrier |----C---|U--- -------- ---|------|

APC: 20
APG:  4

Raw Damage Examples
INT|WIL|PSY|  Raw
10| 10| 10|    98
25| 25| 25|   217
50| 50| 50|   594
75| 75| 75|  1073
90| 90| 90|  1389
99| 99| 99|  1595

-------------------------------------------------------------------------------

Name: BoltBarrier               Category: Monster (Body)             ID: 0bd

     EP: 04 (Energy/Magical)        SCP: -----
     WP: 0
 Target: Counter-attack Contact     AoE: -----
Priority: Counter-attack (Instant)
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
   BoltBarrier |-----E--|U--- -------- ---|------|

APC: 20
APG:  4

Raw Damage Examples
INT|WIL|PSY|  Raw
10| 10| 10|    98
25| 25| 25|   217
50| 50| 50|   594
75| 75| 75|  1073
90| 90| 90|  1389
99| 99| 99|  1595

-------------------------------------------------------------------------------

Name: WaterCannon               Category: Monster (Breath)           ID: 0c8

     EP: 04 (Energy/Magical)        SCP: 35 (Knockback; end temp FireBarrier)
     WP: 1
 Target: Single Opponent            AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
   WaterCannon |-PB-----|---1 -----GW- ---|---W--|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
    WaterCannon |    |    |  <R|S><R|  <R|S>  |    |    | WaterCannon

APC:  5
APG:  3
CBD: +100

Raw Damage Examples
INT|WIL|PSY|  Raw
10| 10| 10|    99
25| 25| 25|   218
50| 50| 50|   568
75| 75| 75|  1015
90| 90| 90|  1313
99| 99| 99|  1507

-------------------------------------------------------------------------------

Name: BeetleJuice               Category: Monster (Breath)           ID: 0cf

     EP: 04 (Energy/Magical)        SCP: 11 (QUI Debuff)
     WP: 4
 Target: Single Opponent            AoE: Medium Circle
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
   BeetleJuice |------F-|---1 -----G-- ---|---W--|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
    BeetleJuice |  <R|S>  |S>  |  <R|  <R|    |    |    | BeetleJuice

APC:  5
APG:  4
CBD: +200

Raw Damage Examples
INT|WIL|PSY|  Raw
10| 10| 10|   294
25| 25| 25|   501
50| 50| 50|  1030
75| 75| 75|  1661
90| 90| 90|  2065
99| 99| 99|  2327

    ++++++++++++++++++++++++++++ AoE Ability ++++++++++++++++++++++++++++

Beat variant (with Elements changed to Force and Attributes changed to Water).

     EP: 02 (Unarmed)               SCP: -----
Accuracy: 120

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
     Beat(var) |------F-|---1 CD--RG-- --M|---W--|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
           Beat |    |    |S>  |    |    |    |    |    | Beat

APC:   2
APG:   3
CBD: +100

Raw Damage Examples
STR|QUI|VIT|RFB|Dist|  Raw
10| 10| 10| 20| 150|    38
25| 25| 25| 20| 150|   141
50| 50| 50| 20| 150|   463
75| 75| 75| 20| 150|   868
90| 90| 90| 20| 150|  1153
99| 99| 99| 20| 150|  1326

The Primary Target of BeetleJuice will be attacked with BeetleJuice, but any
AoE Targets will be attacked with this Beat variant, instead.  Note that,
unlike BeetleJuice, the Beat variant CAN Miss, and cannot inflict QUI Debuff.
It also uses a different damage calculation powered by different stats.

-------------------------------------------------------------------------------

Name: AcidBreath                Category: Monster (Breath)           ID: 0d0

     EP: 04 (Energy/Magical)        SCP: 1b (DEF Debuff)
     WP: 3
 Target: Single Opponent            AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
    AcidBreath |------F-|---1 -----G-- ---|---W--|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
     AcidBreath |  <R|S>  |S>  |  <R|  <R|    |    |    | AcidBreath

APC:  5
APG:  5
CBD: +300

Raw Damage Examples
INT|WIL|PSY|  Raw
10| 10| 10|   233
25| 25| 25|   439
50| 50| 50|   996
75| 75| 75|  1660
90| 90| 90|  2082
99| 99| 99|  2354

-------------------------------------------------------------------------------

Name: BladeNet                  Category: Monster (Magical)          ID: 0d9

     EP: 04 (Energy/Magical)        SCP: 02 (Palsy)
     WP: 3
 Target: Single Opponent            AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
      BladeNet |S-------|---1 ----RG-- ---|------| DodgeNet

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
       BladeNet |  <R|S>  |S>  |  <R|  <R|    |    |    | BladeNet

APC:  5
APG:  4
CBD: +200

Raw Damage Examples
INT|WIL|PSY|  Raw
10| 10| 10|   230
25| 25| 25|   415
50| 50| 50|   906
75| 75| 75|  1499
90| 90| 90|  1881
99| 99| 99|  2129

-------------------------------------------------------------------------------

Name: Thunderbolt               Category: Monster (Magical)          ID: 0db

     EP: 04 (Energy/Magical)        SCP: 0a (Mec-only Stun)
     WP: 3
 Target: Single Opponent            AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
   Thunderbolt |-----E--|---1 ----RG-- ---|------| DodgeThunder

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
    Thunderbolt |S>  |S>  |S>  |  <R|  <R|  <R|    |    | Thunderbolt

APC: 20
APG:  4
CBD: +200

Raw Damage Examples
INT|WIL|PSY|  Raw
10| 10| 10|   290
25| 25| 25|   475
50| 50| 50|   966
75| 75| 75|  1559
90| 90| 90|  1941
99| 99| 99|  2189

-------------------------------------------------------------------------------

Name: PainPowder                Category: Monster (Magical)          ID: 0dc

     EP: 04 (Energy/Magical)        SCP: 01 (Blind)
     WP: 2
 Target: Single Opponent            AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
    PainPowder |------F-|---1 ----RG-- ---|------| DodgePowder

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
     PainPowder |S>  |S>  |S>  |  <R|  <R|  <R|    |    | PainPowder

APC: 10
APG:  2
CBD:  0

Raw Damage Examples
INT|WIL|PSY|  Raw
10| 10| 10|   180
25| 25| 25|   300
50| 50| 50|   623
75| 75| 75|  1036
90| 90| 90|  1316
99| 99| 99|  1499

-------------------------------------------------------------------------------

Name: Windblast                 Category: Monster (Magical)          ID: 0df

     EP: 04 (Energy/Magical)        SCP: -----
     WP: 5
 Target: All Opponents              AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
     Windblast |-P----F-|---1 ----RGW- ---|------|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
      Windblast |    |    |  -r|S>-r|    |S>  |    |    | Windblast

APC: 10
APG:  5
CBD: +300 (basically theoretical; can't normally be a Subsequent Ability)

Raw Damage Examples
INT|WIL|PSY|  Raw
10| 10| 10|   381
25| 25| 25|   631
50| 50| 50|  1264
75| 75| 75|  2004
90| 90| 90|  2470
99| 99| 99|  2770

-------------------------------------------------------------------------------

Name: Tornado                   Category: Monster (Magical)          ID: 0e0

     EP: 04 (Energy/Magical)        SCP: 00 (Stun)
     WP: 5
 Target: Single Opponent            AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
       Tornado |-P----F-|---1 ----RGW- ---|------|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
        Tornado |S>  |S><R|S>  |S><R|  <R|S>  |  <R|    | Tornado

APC:  0
APG:  8
CBD: +600

Raw Damage Examples
INT|WIL|PSY|  Raw
10| 10| 10|   351
25| 25| 25|   665
50| 50| 50|  1492
75| 75| 75|  2446
90| 90| 90|  3033
99| 99| 99|  3407

-------------------------------------------------------------------------------

Name: HeatWave                  Category: Monster (Magical)          ID: 0e6

     EP: 04 (Energy/Magical)        SCP: 11 (QUI Debuff)
     WP: 5
 Target: All Opponents              AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
      HeatWave |---H----|---1 ----RG-- ---|------|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
       HeatWave |    |    |  -r|S>  |S>  |  -r|    |    | HeatWave

APC: 15
APG:  3
CBD: +100 (basically theoretical; can't normally be a Subsequent Ability)

Raw Damage Examples
INT|WIL|PSY|  Raw
10| 10| 10|   395
25| 25| 25|   602
50| 50| 50|  1104
75| 75| 75|  1703
90| 90| 90|  2089
99| 99| 99|  2339

-------------------------------------------------------------------------------

Name: Maelstrom                 Category: Monster (Magical)          ID: 0e8

Also Usable Through:
   Mystic: Equip Item: SeaStone and Ability: MysticBoots, or
           (Mesarthim only) Equip Item: MellowRing and Ability: MysticBoots.
      Mec: Equip Item: OctopusBoard and Ability: DragonProgram.

     EP: 04 (Energy/Magical)        SCP: 31 (Faint)
     WP: 8
 Target: All Opponents              AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
     Maelstrom |------F-|---1 ----RG-- ---|---W--|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
      Maelstrom |S>  |S>  |S>  |    |  -r|S>  |    |    | Maelstrom

APC:  0
APG:  7
CBD: +500 (basically theoretical; can't normally be a Subsequent Ability)

Raw Damage Examples
INT|WIL|PSY|  Raw  |Raw w/Mastery
10| 10| 10|   540 |   476
25| 25| 25|   899 |   813
50| 50| 50|  1775 |  1651
75| 75| 75|  2771 |  2609
90| 90| 90|  3384 |  3200
99| 99| 99|  3776 |  3578

-------------------------------------------------------------------------------

Name: Supersonic                Category: Monster (Magical)          ID: 0ea

     EP: 04 (Energy/Magical)        SCP: 32 (100% Blind v Sonicbat, Rabbat)
     WP: 2
 Target: Single Opponent            AoE: Narrow Fan
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
    Supersonic |------F-|---1 ----RG-- ---|--S---|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
     Supersonic |  <R|S>  |S>  |    |  <R|    |    |    | Supersonic

APC:  6
APG:  3
CBD: +100

Raw Damage Examples
INT|WIL|PSY|  Raw
10| 10| 10|   167
25| 25| 25|   308
50| 50| 50|   696
75| 75| 75|  1181
90| 90| 90|  1501
99| 99| 99|  1709

    ++++++++++++++++++++++++++++ AoE Ability ++++++++++++++++++++++++++++

Supersonic simply uses itself as its AoE Ability, which makes it easier to
understand than many Abilities with an AoE.  Each Target of Supersonic, whether
the Primary Target or an AoE Target, simply gets attacked once by Supersonic,
as above, with no confusing substitution of a hidden Ability.

-------------------------------------------------------------------------------

Name: Scream                    Category: Monster (Magical)          ID: 0ec

     EP: 04 (Energy/Magical)        SCP: 08 (Mess)
     WP: 4
 Target: Single Opponent            AoE: Narrow Fan
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
        Scream |------F-|---1 ----RG-- ---|--S---|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
         Scream |  <R|S>  |S>  |    |  <R|    |    |    | Scream

APC:  0
APG:  4
CBD: +200

Raw Damage Examples
INT|WIL|PSY|  Raw
10| 10| 10|   274
25| 25| 25|   481
50| 50| 50|  1010
75| 75| 75|  1641
90| 90| 90|  2045
99| 99| 99|  2307

    ++++++++++++++++++++++++++++ AoE Ability ++++++++++++++++++++++++++++

Scream simply uses itself as its AoE Ability, which makes it easier to
understand than many Abilities with an AoE.  Each Target of Scream, whether the
Primary Target or an AoE Target, simply gets attacked once by Scream, as above,
with no confusing substitution of a hidden Ability.

-------------------------------------------------------------------------------

Name: Siren                     Category: Monster (Magical)          ID: 0ed

     EP: 04 (Energy/Magical)        SCP: 13 (WIL Debuff)
     WP: 7
 Target: All Opponents              AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
         Siren |------F-|---1 ----RG-- ---|--S---|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
          Siren |  -r|S>  |S>  |    |  -r|    |    |    | Siren

APC:  5
APG:  4
CBD: +200 (basically theoretical; can't normally be a Subsequent Ability)

Raw Damage Examples
INT|WIL|PSY|  Raw
10| 10| 10|   486
25| 25| 25|   759
50| 50| 50|  1402
75| 75| 75|  2147
90| 90| 90|  2617
99| 99| 99|  2921

-------------------------------------------------------------------------------

Name: LightBall                 Category: Monster (Magical)          ID: 0ef

     EP: 04 (Energy/Magical)        SCP: 01 (Blind)
     WP: 2
 Target: All Opponents              AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
     LightBall |------F-|---1 ----RG-- ---|------|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
      LightBall |  -r|    |S>  |    |    |    |    |    | LightBall

APC:  5
APG:  2
CBD:  0 (basically theoretical; can't normally be a Subsequent Ability)

Raw Damage Examples
INT|WIL|PSY|  Raw
10| 10| 10|   160
25| 25| 25|   280
50| 50| 50|   603
75| 75| 75|  1016
90| 90| 90|  1296
99| 99| 99|  1479

-------------------------------------------------------------------------------

Name: Tremor                    Category: Monster (Magical)          ID: 0f0

     EP: 04 (Energy/Magical)        SCP: 00 (Stun)
     WP: 5
 Target: All Opponents              AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
        Tremor |--B-----|U--- ----RG-- ---|G-----| DodgeTremor

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
         Tremor |  -r|S>  |S>  |    |    |  -r|    |    | Tremor

APC: 25
APG:  4
CBD: +200 (basically theoretical; can't normally be a Subsequent Ability)

Raw Damage Examples
INT|WIL|PSY|  Raw
10| 10| 10|   438
25| 25| 25|   667
50| 50| 50|  1234
75| 75| 75|  1903
90| 90| 90|  2329
99| 99| 99|  2605

-------------------------------------------------------------------------------

Name: Quake                     Category: Monster (Magical)          ID: 0f1

     EP: 04 (Energy/Magical)        SCP: 00 (Stun)
     WP: 5
 Target: All Opponents              AoE: -----
Priority: Low (officially, but may only apply in Quakeworm battle?)
             (Seems to be Normal, otherwise...)
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
         Quake |--B-----|U--- ----RG-- ---|G-----| DodgeTremor

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
          Quake |    |    |  -r|    |    |  -r|    |    | Quake

APC: 40
APG:  5
CBD: +300 (basically theoretical; can't normally be a Subsequent Ability)

Raw Damage Examples
INT|WIL|PSY|  Raw
10| 10| 10|   501
25| 25| 25|   751
50| 50| 50|  1384
75| 75| 75|  2124
90| 90| 90|  2590
99| 99| 99|  2890

-------------------------------------------------------------------------------

Name: QuickSand                 Category: Monster (Magical)          ID: 0f2

Also Usable Through:
   Anyone: SandVessel{dc} Accessory, purchasable from Gozarus.

     EP: 04 (Energy/Magical)        SCP: 00 (Stun)
     WP: 3
 Target: Single Opponent            AoE: Circle Around Actor (Target at edge)
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
     QuickSand |--B-----|U--- ----RG-- ---|G-----|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
      QuickSand |    |S><R|S>  |    |    |    |    |    | QuickSand

APC: 25
APG:  4
CBD: +200

Raw Damage Examples
INT|WIL|PSY|  Raw  |Raw w/Mastery
10| 10| 10|   310 |   246
25| 25| 25|   495 |   409
50| 50| 50|   986 |   862
75| 75| 75|  1579 |  1417
90| 90| 90|  1961 |  1777
99| 99| 99|  2209 |  2011

    +++++++++++++++++++++++++ Linked AoE Ability ++++++++++++++++++++++++

Tremor{0f0}, as if used for 3 WP or 2 with Mastery, which coincidentally will
have EXACTLY the same effect (both Raw Damage and Stun Chance) as QuickSand.

     EP: 04 (Energy/Magical)        SCP: 00 (Stun)
     WP: 3, effectively
Accuracy: Can't Miss

Elements & Evasion Data (applies only to AoE Targets)
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
        Tremor |--B-----|U--- ----RG-- ---|G-----| DodgeTremor

Combo Data (applies only to AoE Targets)
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
         Tremor |  -r|S>  |S>  |    |    |  -r|    |    | Tremor

I don't know yet whether Tremor, in its function here as an AoE Ability, can
actually Receive or not.

APC: 25
APG:  4
CBD: +200

Raw Damage Examples: see above--they're exactly the same as for QuickSand.

The total effect of QuickSand on each Target is:
  Primary Target: Raw Damage from each of QuickSand and Tremor will be
                  separately used to calculate Semi-final Damage from each of
                  QuickSand and Tremor (but since exactly the same variables
                  will be used for each, Semi-final Damage will be exactly the
                  same for both, except for the small random component at the
                  end), and those Semi-final Damages will then be added
                  together for the Total Semi-final Damage, which is the only
                  number that will be displayed.
                  Also, there are two chances to Stun; one from QuickSand,
                  then another from Tremor.
     AoE Targets: Only Tremor affects them, so only the Raw Damage from Tremor
                  will be used to calculate Semi-final Damage against each AoE
                  Target.
                  There will also be one chance to Stun (from Tremor) each
                  AoE Target.

Basically, this means QuickSand will actually have two chances to Stun and will
do ~2x the predicted damage to the Primary Target, and will have the normal one
chance to Stun and will do normal (1x) damage to all other Targets in the AoE.

-------------------------------------------------------------------------------

Name: Silf                      Category: Monster (Magical)          ID: 0f7

     EP: 04 (Energy/Magical)        SCP: -----
     WP: 5
 Target: Single Opponent            AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
          Silf |----CE--|---1 ----RG-- ---|------|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
           Silf |    |  <R|S>  |  <R|  <R|S>  |    |    | Silf

APC: 40
APG:  5
CBD: +300

Raw Damage Examples
INT|WIL|PSY|  Raw
10| 10| 10|   501
25| 25| 25|   751
50| 50| 50|  1384
75| 75| 75|  2124
90| 90| 90|  2590
99| 99| 99|  2890

-------------------------------------------------------------------------------

Name: Ignis                     Category: Monster (Magical)          ID: 0f8

     EP: 04 (Energy/Magical)        SCP: -----
     WP: 7
 Target: All Opponents              AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
         Ignis |---H----|---1 ----RG-- ---|------|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
          Ignis |    |  -r|S>  |  -r|S>  |  -r|    |    | Ignis

APC: 50
APG:  4
CBD: +200 (basically theoretical; can't normally be a Subsequent Ability)

Raw Damage Examples
INT|WIL|PSY|  Raw
10| 10| 10|   666
25| 25| 25|   939
50| 50| 50|  1582
75| 75| 75|  2327
90| 90| 90|  2797
99| 99| 99|  3101

-------------------------------------------------------------------------------

Name: MegaWindblast             Category: Light Magic                ID: 105

     EP: 04 (Energy/Magical)        SCP: -----
     JP: 9</pre><pre id="faqspan-24">
 Target: All Opponents              AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
 MegaWindblast |---HCE--|---1 ----RG-P b--|------|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
  MegaWindblast |S>-r|    |    |S>  |S>  |S>  |    |    | MegaWindblast

APC: 200
APG:  10
CBD: +800 (basically theoretical; can't normally be a Subsequent Ability)

Raw Damage Examples
INT|WIL|PSY|  Raw  |Raw w/Mastery
10| 10| 10|  1413 |  1349
25| 25| 25|  1858 |  1772
50| 50| 50|  2967 |  2843
75| 75| 75|  4215 |  4053
90| 90| 90|  4971 |  4787
99| 99| 99|  5451 |  5253

-------------------------------------------------------------------------------

Name: Kyon'sSmile               Category: DUMMY? (Light Magic)       ID: 106

     EP: 04 (Energy/Magical)        SCP: -----
     JP: 0
 Target: Single Opponent            AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
   Kyon'sSmile |S-------|---1 CD--RG-P ---|------|

Cannot Combo.

APC: 10
APG:  3

Raw Damage Examples
INT|WIL|PSY|  Raw
10| 10| 10|    55
25| 25| 25|   152
50| 50| 50|   464
75| 75| 75|   873
90| 90| 90|  1149
99| 99| 99|  1329

-------------------------------------------------------------------------------

Name: Salamander                Category: Enemy (Light Magic)        ID: 107

     EP: 04 (Energy/Magical)        SCP: -----
     WP: 5
 Target: Single Opponent            AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
    Salamander |---H----|---1 CD--RG-P ---|------|

Cannot Combo.

APC: 40
APG:  5

Raw Damage Examples
INT|WIL|PSY|  Raw
10| 10| 10|   501
25| 25| 25|   751
50| 50| 50|  1384
75| 75| 75|  2124
90| 90| 90|  2590
99| 99| 99|  2890

-------------------------------------------------------------------------------

Name: Kyon'sSmile               Category: DUMMY? (Shadow Magic)      ID: 10b

     EP: 04 (Energy/Magical)        SCP: -----
     JP: 0
 Target: Single Opponent            AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
   Kyon'sSmile |S-------|U--- -------P b--|------|

Cannot Combo.

APC: 10
APG:  3

Raw Damage Examples
INT|WIL|PSY|  Raw
10| 10| 10|    55
25| 25| 25|   152
50| 50| 50|   464
75| 75| 75|   873
90| 90| 90|  1149
99| 99| 99|  1329

-------------------------------------------------------------------------------

Name: DarkSphere                Category: Shadow Magic               ID: 10c

     EP: 04 (Energy/Magical)        SCP: 16 (Dispel)
     JP: 4
 Target: Single Opponent (truly!)   AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
    DarkSphere |------F-|U--- ----RG-P b--|------|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
     DarkSphere |S>  |S>  |S><R|S><R|  <R|S>  |  <R|    | DarkSphere

APC: 10
APG:  7
CBD: +500

Raw Damage Examples
INT|WIL|PSY|  Raw  |Raw w/Mastery
10| 10| 10|   324 |   260
25| 25| 25|   595 |   509
50| 50| 50|  1319 |  1195
75| 75| 75|  2163 |  2001
90| 90| 90|  2688 |  2504
99| 99| 99|  3024 |  2826

The in-game description of DarkSphere states that it "Damages all enemies", but
it actually only affects a Single Opponent.

-------------------------------------------------------------------------------

Name: VaporBlast                Category: Space Magic                ID: 110

     EP: 04 (Energy/Magical)        SCP: -----
     JP: 1
 Target: Single Opponent            AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
    VaporBlast |-P------|U--- ----RGWP b--|-----A|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
     VaporBlast |S>  |S>  |S>  |  <R|  <R|    |    |    | VaporBlast

APC: 15
APG:  4
CBD: +200

Raw Damage Examples
INT|WIL|PSY|  Raw  |Raw w/Mastery
10| 10| 10|   142 |    78
25| 25| 25|   283 |   197
50| 50| 50|   698 |   574
75| 75| 75|  1215 |  1053
90| 90| 90|  1553 |  1369
99| 99| 99|  1773 |  1575

-------------------------------------------------------------------------------

Name: ReverseGravity            Category: Space Magic                ID: 112

     EP: 04 (Energy/Magical)        SCP: 00 (Stun)
     JP: 6
 Target: All Opponents              AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
ReverseGravity |--B-----|U--- ----R--P b--|------|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
 ReverseGravity |  -r|S>  |S>  |S>  |    |    |    |    | ReverseGravity

APC: 50
APG:  6
CBD: +400 (basically theoretical; can't normally be a Subsequent Ability)

Raw Damage Examples
INT|WIL|PSY|  Raw  |Raw w/Mastery
10| 10| 10|   609 |   545
25| 25| 25|   902 |   816
50| 50| 50|  1637 |  1513
75| 75| 75|  2487 |  2325
90| 90| 90|  3015 |  2831
99| 99| 99|  3354 |  3156

-------------------------------------------------------------------------------

Name: TimeEclipse               Category: Time Magic                 ID: 11b

     EP: 04 (Energy/Magical)        SCP: 28 (Stone or QUI Debuff)
     JP: 5
 Target: Single Opponent            AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
   TimeEclipse |------F-|U--- ----RG-P b--|------|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
    TimeEclipse |  <R|S>  |S>  |  <R|  <R|  <R|    |    | TimeEclipse

APC: 25
APG:  6
CBD: +400

Raw Damage Examples
INT|WIL|PSY|  Raw  |Raw w/Mastery
10| 10| 10|   445 |   381
25| 25| 25|   716 |   630
50| 50| 50|  1413 |  1289
75| 75| 75|  2225 |  2063
90| 90| 90|  2731 |  2547
99| 99| 99|  3056 |  2858

-------------------------------------------------------------------------------

Name: EnergyChain               Category: Realm Magic                ID: 120

     EP: 04 (Energy/Magical)        SCP: 09 (Palsy if I+W+P >= 124)
     JP: 1
 Target: Single Opponent            AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
   EnergyChain |------F-|---1 ----RG-P b--|------|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
    EnergyChain |    |S><R|S>  |  <R|    |  <R|    |    | EnergyChain

APC: 10
APG:  4
CBD: +200

Raw Damage Examples
INT|WIL|PSY|  Raw  |Raw w/Mastery
10| 10| 10|   122 |    58
25| 25| 25|   263 |   177
50| 50| 50|   678 |   554
75| 75| 75|  1195 |  1033
90| 90| 90|  1533 |  1349
99| 99| 99|  1753 |  1555

-------------------------------------------------------------------------------

Name: Implosion                 Category: Realm Magic                ID: 121

     EP: 04 (Energy/Magical)        SCP: 07 (Faint)
     JP: 3
 Target: Single Opponent            AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
     Implosion |---H----|---1 ----RG-P b--|------|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
      Implosion |    |  <R|S>  |  <R|S>  |  <R|    |    | Implosion

APC: 20
APG:  6
CBD: +400

Raw Damage Examples
INT|WIL|PSY|  Raw  |Raw w/Mastery
10| 10| 10|   297 |   233
25| 25| 25|   524 |   438
50| 50| 50|  1145 |  1021
75| 75| 75|  1881 |  1719
90| 90| 90|  2343 |  2159
99| 99| 99|  2640 |  2442

-------------------------------------------------------------------------------

Name: VermilionSand             Category: Realm Magic                ID: 125

     EP: 04 (Energy/Magical)        SCP: 01 (Blind)
     JP: 8
 Target: All Opponents              AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
 VermilionSand |-P----F-|-4-- ----RGWP b--|------|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
  VermilionSand |    |S>-r|S>  |S>-r|S>  |  -r|    |    | VermilionSand

APC: 50
APG:  9
CBD: +700 (basically theoretical; can't normally be a Subsequent Ability)

Raw Damage Examples
INT|WIL|PSY|  Raw  |Raw w/Mastery
10| 10| 10|   746 |   682
25| 25| 25|  1148 |  1062
50| 50| 50|  2154 |  2030
75| 75| 75|  3292 |  3130
90| 90| 90|  3986 |  3802
99| 99| 99|  4427 |  4229

-------------------------------------------------------------------------------

Name: RavaShot                  Category: Evil Magic                 ID: 138

     EP: 04 (Energy/Magical)        SCP: 00 (Stun)
     JP: 1
 Target: Single Opponent            AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
      RavaShot |------F-|---1 ----RG-P b--|------|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
       RavaShot |S>  |S>  |S><R|  <R|    |S>  |    |    | RavaShot

APC: 20
APG:  3
CBD: +100

Raw Damage Examples
INT|WIL|PSY|  Raw
10| 10| 10|   159
25| 25| 25|   278
50| 50| 50|   628
75| 75| 75|  1075
90| 90| 90|  1373
99| 99| 99|  1567

-------------------------------------------------------------------------------

Name: Saber                     Category: Arcane Magic               ID: 140

     EP: 04 (Energy/Magical)        SCP: -----
     JP: 1
 Target: Single Opponent            AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
         Saber |SP------|---1 ----RGWP b--|------|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
          Saber |    |S>  |S>  |  <R|  <R|    |    |    | Saber

APC: 25
APG:  3
CBD: +100

Raw Damage Examples
INT|WIL|PSY|  Raw  |Raw w/Mastery
10| 10| 10|   179 |   115
25| 25| 25|   298 |   212
50| 50| 50|   648 |   524
75| 75| 75|  1095 |   933
90| 90| 90|  1393 |  1209
99| 99| 99|  1587 |  1389

-------------------------------------------------------------------------------

Name: Tower                     Category: Arcane Magic               ID: 146

     EP: 04 (Energy/Magical)        SCP: -----
     JP: ALL (requires a minimum of 8, or 7 w/Mastery)
 Target: Single Opponent            AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
         Tower |-----E--|---1 ----RG-P b--|------|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
          Tower |  <R|S>  |S>  |  <R|S>  |  <R|    |    | Tower

APC: 100
APG:  12
CBD: +1000

Raw Damage Examples
INT|WIL|PSY| JP|  Raw
10| 10| 10| 15|  1403
25| 25| 25| 37|  3916
50| 50| 50| 75| 10930
75| 75| 75|112| 20822
90| 90| 90|135| 28157
99| 99| 99|148| 33024
99| 99| 99|250| 53220

Because someone's probably going to ask it: no, Mastery does not reduce the
cost to "ALL minus 1".  Even with Mastery, the cost is still ALL; the only
thing Mastery does is let you cast it even when all you have left is 7 JP, as
opposed to 8.

-------------------------------------------------------------------------------

Name: BlackCat                  Category: Mirage Magic               ID: 158

     EP: 04 (Energy/Magical)        SCP: 08 (Mess)
     JP: 1
 Target: Single Opponent            AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
      BlackCat |------F-|---1 ----RG-P b--|------|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
       BlackCat |S>  |S>  |S>  |    |  <R|  <R|    |    | BlackCat

APC:  5
APG:  3
CBD: +100

Raw Damage Examples
INT|WIL|PSY|  Raw
10| 10| 10|    99
25| 25| 25|   218
50| 50| 50|   568
75| 75| 75|  1015
90| 90| 90|  1313
99| 99| 99|  1507

-------------------------------------------------------------------------------

Name: Nightmare                 Category: Mirage Magic               ID: 159

     EP: 04 (Energy/Magical)        SCP: 05 (Sleep)
     JP: 2
 Target: Single Opponent            AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
     Nightmare |------F-|---1 ----RG-P b--|------|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
      Nightmare |S>  |S>  |S>  |    |  <R|  <R|    |    | Nightmare

APC:  5
APG:  4
CBD: +200

Raw Damage Examples
INT|WIL|PSY|  Raw
10| 10| 10|   166
25| 25| 25|   329
50| 50| 50|   782
75| 75| 75|  1337
90| 90| 90|  1697
99| 99| 99|  1931

-------------------------------------------------------------------------------

Name: Jackal                    Category: Mirage Magic               ID: 15a

     EP: 04 (Energy/Magical)        SCP: 1f (Null Regeneration)
     JP: 4
 Target: Single Opponent            AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
        Jackal |------F-|---1 ----RG-P b--|------|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
         Jackal |S>  |S>  |S>  |    |  <R|  <R|    |    | Jackal

APC: 10
APG:  5
CBD: +300

Raw Damage Examples
INT|WIL|PSY|  Raw
10| 10| 10|   317
25| 25| 25|   545
50| 50| 50|  1140
75| 75| 75|  1842
90| 90| 90|  2286
99| 99| 99|  2572

-------------------------------------------------------------------------------

Name: Cockatrice                Category: Mirage Magic               ID: 15b

Also Usable Through:
   Human, Mystic: Equip Item: RuneSword and Ability: StasisRune.

     EP: 04 (Energy/Magical)        SCP: 04 (Stone)
     JP: 6
 Target: Single Opponent            AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
    Cockatrice |------F-|---1 ----RG-P b--|------|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
     Cockatrice |S>  |S>  |S>  |    |  <R|  <R|    |    | Cockatrice

APC: 10
APG:  6
CBD: +400

Raw Damage Examples
INT|WIL|PSY|  Raw  |Raw w/Mastery
10| 10| 10|   449 |   385
25| 25| 25|   742 |   656
50| 50| 50|  1477 |  1353
75| 75| 75|  2327 |  2165
90| 90| 90|  2855 |  2671
99| 99| 99|  3194 |  2996

-------------------------------------------------------------------------------

Name: Reaper                    Category: Mirage Magic               ID: 15c

     EP: 04 (Energy/Magical)        SCP: 07 (Faint)
     JP: 7
 Target: Single Opponent            AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
        Reaper |------F-|---1 ----RG-P b--|------|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
         Reaper |S>  |S>  |S>  |    |  <R|  <R|    |    | Reaper

APC: 15
APG:  7
CBD: +500

Raw Damage Examples
INT|WIL|PSY|  Raw
10| 10| 10|   536
25| 25| 25|   873
50| 50| 50|  1711
75| 75| 75|  2669
90| 90| 90|  3260
99| 99| 99|  3638

-------------------------------------------------------------------------------

Name: SilverFang                Category: Item-Specific              ID: 15f

Usable Through:
   Human, Mystic: Equip Item: SilverSpread and Ability: Fool.

     EP: 04 (Energy/Magical)        SCP: 1f (Null Regeneration)
     JP: 5
 Target: Single Opponent            AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
    SilverFang |S-------|---1 CD--RG-P ---|------|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
     SilverFang |    |S>  |S>  |S>  |    |    |    |    | SilverFang

APC: 50
APG:  6
CBD: Cannot Receive, so cannot be a Subsequent Ability in a Combo.

Raw Damage Examples
INT|WIL|PSY|  Raw  |Raw w/Mastery
10| 10| 10|   545 |   481
25| 25| 25|   816 |   730
50| 50| 50|  1513 |  1389
75| 75| 75|  2325 |  2163
90| 90| 90|  2831 |  2647
99| 99| 99|  3156 |  2958

Even though SilverFang can only be used through a Sword (SilverSpread), the
damage it does has NOTHING to do with the power of that Sword.  It calculates
damage just like any other Ability that uses EP 04.

-------------------------------------------------------------------------------

Name: Vulcan                    Category: Heavy Weapon               ID: 187

Usable Through:
   LightVulcan
   MachineVulcan{49} (the Heavy Weapon, not the Mec Part)

     EP: 04 (Energy/Magical)        SCP: -----
     WP: 0                         Ammo: 5
 Target: Single Opponent            AoE: Wide Fan
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
        Vulcan |-P------|---1 -D--RGW- ---|------| Evasion Bullet

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
         Vulcan |  <R|S>  |S>  |    |    |    |    |    | Vulcan

APC:  5
APG:  4
CBD: +200

Raw Damage Examples
INT|WIL|PSY|  Raw
10| 10| 10|    38
25| 25| 25|   157
50| 50| 50|   534
75| 75| 75|  1013
90| 90| 90|  1329
99| 99| 99|  1535

Even though Vulcan can only be used through one of two Heavy Weapons, the
damage it does has nothing to do with the Power value of either Weapon.  It
calculates damage just like any other Ability that uses EP 04.  This means that
even though the LightVulcan reads as having Power 15 versus the MachineVulcan's
Power 30, they actually do equal damage, and since the LightVulcan has 60 Ammo
versus the MachineVulcan's 40, the LightVulcan is actually the better Weapon.
(though the MachineVulcan does give better Mec Stat Boosts)

    ++++++++++++++++++++++++++++ AoE Ability ++++++++++++++++++++++++++++

Vulcan{1e8}, the version of Vulcan commonly used by Enemies.

     EP: 02 (Unarmed)               SCP: -----
     WP: 0
Accuracy: 160

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
        Vulcan |-P------|---1 -D--RGW- ---|------| Evasion Bullet

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
         Vulcan |  <R|S>  |S>  |    |    |    |    |    | Vulcan

APC:  10
APG:   4
CBD: +200

Raw Damage Examples
STR|QUI|VIT|RFB|Dist|  Raw
10| 10| 10| 20| 150|    82
25| 25| 25| 20| 150|   209
50| 50| 50| 20| 150|   599
75| 75| 75| 20| 150|  1075
90| 90| 90| 20| 150|  1403
99| 99| 99| 20| 150|  1598

The Primary Target of Vulcan{187} will be attacked with Vulcan{187}, but any
AoE Targets will be attacked with Vulcan{1e8}, instead.  Note that, unlike
Vulcan{187}, Vulcan{1e8} CAN Miss.  It also uses a different damage calculation
powered by different stats.  It still doesn't have anything to do with Weapon
Power, though.

-------------------------------------------------------------------------------

Name: MecSonata                 Category: Mec Program                ID: 18f

     EP: 04 (Energy/Magical)        SCP: 0a (Mec-only Stun)
     WP: 4
 Target: All Opponents              AoE: -----
Priority: High
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
     MecSonata |------F-|---1 ----RG-- ---|--S---|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
      MecSonata |S>  |S>  |S>  |    |    |    |  -r|    | MecSonata

APC: 10
APG:  4
CBD: +200 (basically theoretical; can't normally be a Subsequent Ability)

Raw Damage Examples
INT|WIL|PSY|  Raw  |Raw w/Mastery
10| 10| 10|   314 |   250
25| 25| 25|   521 |   435
50| 50| 50|  1050 |   926
75| 75| 75|  1681 |  1519
90| 90| 90|  2085 |  1901
99| 99| 99|  2347 |  2149

-------------------------------------------------------------------------------

Name: Graviton                  Category: Mec Part                   ID: 19d

Usable Through:
   FortBody (Locked Initial Equipment for PzkwV)

     EP: 04 (Energy/Magical)        SCP: -----
     WP: 8
 Target: Single Opponent            AoE: -----
Priority: Low
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
      Graviton |------F-|---1 ----RG-- ---|------| Evasion Laser

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
       Graviton |S>  |S>  |S><R|  <R|  <R|S>  |    |    | Graviton

APC: 25
APG: 12
CBD: +1000

Raw Damage Examples
INT|WIL|PSY|  Raw  |Raw w/Mastery
10| 10| 10|   655 |   591
25| 25| 25|  1122 |  1036
50| 50| 50|  2322 |  2198
75| 75| 75|  3674 |  3512
90| 90| 90|  4489 |  4305
99| 99| 99|  5004 |  4806

-------------------------------------------------------------------------------

Name: Oscillation               Category: Mystic Sword               ID: 1b9

Absorbed into Mystic Sword From:
   Shrieker
   CrystalTree
   Kraken{28} (the normal Kraken)
   kraken{2e} (the smaller kraken with the MasterRing variant in 2nd Div)
   SickleBug
   Sonicbat
   Golem
   IceCrystal
   Ghostrider
   Zyphon (according to game data, but can't actually be Absorbed)
   Banshee (according to game data, but can't actually be Absorbed)

     EP: 04 (Energy/Magical)        SCP: -----
     WP: 4
 Target: All Opponents              AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
   Oscillation |------F-|---1 ----RG-- ---|--S---|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
    Oscillation |S>  |S>  |S>  |    |  -r|  -r|    |    | Oscillation

APC: 10
APG:  5
CBD: +300 (basically theoretical; can't normally be a Subsequent Ability)

Raw Damage Examples
INT|WIL|PSY|  Raw  |Raw w/Mastery
10| 10| 10|   317 |   253
25| 25| 25|   545 |   459
50| 50| 50|  1140 |  1016
75| 75| 75|  1842 |  1680
90| 90| 90|  2286 |  2102
99| 99| 99|  2572 |  2374

-------------------------------------------------------------------------------

Name: WaterCannon               Category: Mystic Glove               ID: 1c2

Absorbed into Mystic Glove From:
   Gekko
   Gunfish
   Gaeatoad
   Shellworm
   Waterfolk
   Xeno
   Fishman (according to game data, but can't actually be Absorbed)
   Undine (according to game data, but can't actually be Absorbed)
   Mellow (according to game data, but can't actually be Absorbed)

Also Usable Through:
   Mystic: Equip Item: SeaStone and Ability: MysticGlove
           (name shown: SeaStone)

     EP: 04 (Energy/Magical)        SCP: 35 (Knockback; end temp FireBarrier)
     WP: 1
 Target: Single Opponent            AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
   WaterCannon |-PB-----|---1 -D--RGW- ---|---W--|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
    WaterCannon |    |    |  <R|S><R|  <R|S>  |    |    | WaterCannon

APC: 25
APG:  4
CBD: +200

Raw Damage Examples
INT|WIL|PSY|  Raw  |Raw w/Mastery
10| 10| 10|   182 |   118
25| 25| 25|   323 |   237
50| 50| 50|   738 |   614
75| 75| 75|  1255 |  1093
90| 90| 90|  1593 |  1409
99| 99| 99|  1813 |  1615

-------------------------------------------------------------------------------

Name: DeadlyPowder              Category: Mystic Glove               ID: 1c3

Absorbed into Mystic Glove From:
   Sporepile
   Battlefly
   Axebeak
   Lich
   Wormbrood

     EP: 04 (Energy/Magical)        SCP: 08 (Mess)
     WP: 1
 Target: Single Opponent            AoE: Small Circle
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
  DeadlyPowder |------F-|---1 -D--RG-- ---|------| DodgePowder

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
   DeadlyPowder |S>  |S>  |S>  |    |  <R|    |    |    | DeadlyPowder

APC: 20
APG:  4
CBD: +200

Raw Damage Examples
INT|WIL|PSY|  Raw  |Raw w/Mastery
10| 10| 10|   162 |    98
25| 25| 25|   303 |   217
50| 50| 50|   718 |   594
75| 75| 75|  1235 |  1073
90| 90| 90|  1573 |  1389
99| 99| 99|  1793 |  1595

    ++++++++++++++++++++++++++++ AoE Ability ++++++++++++++++++++++++++++

Spore.

     EP: 04 (Energy/Magical)        SCP: -----
     WP: 1
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
         Spore |------F-|---1 -D---G-- ---|------| DodgePowder

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
          Spore |S>  |S>  |S>  |    |  <R|    |    |    | Spore

APC: 10
APG:  2
CBD:  0

Raw Damage Examples
INT|WIL|PSY|  Raw  |Raw w/Mastery
10| 10| 10|   116 |    52
25| 25| 25|   214 |   128
50| 50| 50|   499 |   375
75| 75| 75|   874 |   712
90| 90| 90|  1132 |   948
99| 99| 99|  1301 |  1103

The Primary Target of DeadlyPowder will be attacked with DeadlyPowder, but any
AoE Targets will be attacked with Spore, instead, which is weaker and cannot
inflict Mess.

-------------------------------------------------------------------------------

Name: SpreadBlaster             Category: Mystic Glove               ID: 1c8

Absorbed into Mystic Glove From:
   Unicorn
   FrillNeck
   Unknown
   LivingArmor
   LivingMirror
   Siren (according to game data, but can't actually be Absorbed)

     EP: 04 (Energy/Magical)        SCP: -----
     WP: 4
 Target: Single Opponent            AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
 SpreadBlaster |---H-E--|---1 ----RG-- ---|------| Evasion Laser

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
  SpreadBlaster |S>  |S><R|S>  |  <R|  <R|S>  |    |    | SpreadBlaster

APC: 25
APG:  6
CBD: +400

Raw Damage Examples
INT|WIL|PSY|  Raw  |Raw w/Mastery
10| 10| 10|   381 |   317
25| 25| 25|   630 |   544
50| 50| 50|  1289 |  1165
75| 75| 75|  2063 |  1901
90| 90| 90|  2547 |  2363
99| 99| 99|  2858 |  2660

-------------------------------------------------------------------------------

Name: ThunderBall               Category: Mystic Boots               ID: 1d3

Absorbed into Mystic Boots From:
   Waterfolk
   DragonPup
   Minidragon
   Unknown
   LiquidMetal
   LivingMirror
   Skullasaurus
   Mystic (according to game data, but can't actually be Absorbed)

     EP: 04 (Energy/Magical)        SCP: 0a (Mec-only Stun)
     WP: 2
 Target: Single Opponent            AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
   ThunderBall |-----E--|---1 ----RG-- ---|------|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
    ThunderBall |S>  |S>  |S>  |    |  <R|  <R|    |    | ThunderBall

APC: 25
APG:  6
CBD: +400

Raw Damage Examples
INT|WIL|PSY|  Raw  |Raw w/Mastery
10| 10| 10|   253 |   189
25| 25| 25|   458 |   372
50| 50| 50|  1041 |   917
75| 75| 75|  1739 |  1577
90| 90| 90|  2179 |  1995
99| 99| 99|  2462 |  2264

-------------------------------------------------------------------------------

Name: BladeNet                  Category: Mystic Boots               ID: 1d4

Absorbed into Mystic Boots From:
   Treant
   Armorpilla
   Sonicbat
   Harpy

     EP: 04 (Energy/Magical)        SCP: 02 (Palsy)
     WP: 3
 Target: Single Opponent            AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
      BladeNet |S-----F-|---1 ----RG-- ---|------| DodgeNet

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
       BladeNet |S><R|S>  |S>  |  <R|  <R|    |    |    | BladeNet

APC:  5
APG:  6
CBD: +400

Raw Damage Examples
INT|WIL|PSY|  Raw  |Raw w/Mastery
10| 10| 10|   237 |   173
25| 25| 25|   464 |   378
50| 50| 50|  1085 |   961
75| 75| 75|  1821 |  1659
90| 90| 90|  2283 |  2099
99| 99| 99|  2580 |  2382

-------------------------------------------------------------------------------

Name: Tremor                    Category: Mystic Boots               ID: 1d8

Absorbed into Mystic Boots From:
   Gargantu
   Shrieker
   Gaeatoad
   Trisaur
   TrisaurJr
   Golem
   Ghostrider
   WereRhino (according to game data, but can't actually be Absorbed)

     EP: 04 (Energy/Magical)        SCP: 00 (Stun)
     WP: 5
 Target: All Opponents              AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
        Tremor |--B-----|U--- ----RG-- ---|G-----| DodgeTremor

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
         Tremor |  -r|S>  |S>  |    |    |  -r|    |    | Tremor

APC: 25
APG:  7
CBD: +500 (basically theoretical; can't normally be a Subsequent Ability)

Raw Damage Examples
INT|WIL|PSY|  Raw  |Raw w/Mastery
10| 10| 10|   448 |   384
25| 25| 25|   741 |   655
50| 50| 50|  1503 |  1379
75| 75| 75|  2385 |  2223
90| 90| 90|  2932 |  2748
99| 99| 99|  3282 |  3084

-------------------------------------------------------------------------------

Name: Quicksand                 Category: Mystic Boots               ID: 1da

Absorbed into Mystic Boots From:
   Slugger
   Zeroworm
   Shifter (according to game data, but can't actually be Absorbed)

     EP: 04 (Energy/Magical)        SCP: -----
     WP: 3
 Target: Single Opponent            AoE: Circle Around Actor (Target at edge)
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
     Quicksand |------F-|U--- ----R--- ---|G-----|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
      Quicksand |    |S><R|S>  |    |    |    |    |    | Quicksand

APC: 25
APG:  6
CBD: +400

Raw Damage Examples
INT|WIL|PSY|  Raw  |Raw w/Mastery
10| 10| 10|   317 |   253
25| 25| 25|   544 |   458
50| 50| 50|  1165 |  1041
75| 75| 75|  1901 |  1739
90| 90| 90|  2363 |  2179
99| 99| 99|  2660 |  2462

    +++++++++++++++++++++++++ Linked AoE Ability ++++++++++++++++++++++++

Tremor{0f0}, as if used for 3 WP or 2 with Mastery.

     EP: 04 (Energy/Magical)        SCP: 00 (Stun)
     WP: 3, effectively
Accuracy: Can't Miss

Elements & Evasion Data (applies only to AoE Targets)
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
        Tremor |--B-----|U--- ----RG-- ---|G-----| DodgeTremor

Combo Data (applies only to AoE Targets)
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
         Tremor |  -r|S>  |S>  |    |    |  -r|    |    | Tremor

I don't know yet whether Tremor, in its function here as an AoE Ability, can
actually Receive or not.

APC: 25
APG:  4
CBD: +200

Raw Damage Examples
INT|WIL|PSY|  Raw  |Raw w/Mastery
10| 10| 10|   310 |   246
25| 25| 25|   495 |   409
50| 50| 50|   986 |   862
75| 75| 75|  1579 |  1417
90| 90| 90|  1961 |  1777
99| 99| 99|  2209 |  2011

The total effect of Quicksand on each Target is:
  Primary Target: Raw Damage from each of Quicksand and Tremor will be
                  separately used to calculate Semi-final Damage from each of
                  Quicksand and Tremor, and those Semi-final Damages will then
                  be added together for the Total Semi-final Damage, which is
                  the only number that will be displayed.
                  Also, there will be one chance to Stun, from Tremor.
     AoE Targets: Only Tremor affects them, so only the Raw Damage from Tremor
                  will be used to calculate Semi-final Damage against each AoE
                  Target.
                  There will also be one chance to Stun (from Tremor) each
                  AoE Target.

-------------------------------------------------------------------------------

Name: Thunderbolt               Category: Mystic Boots               ID: 1db

Absorbed into Mystic Boots From:
   Butch
   Thundragon
   Genbu
   Kraken{28} (the normal Kraken)
   DevilSquid
   kraken{2e} (the smaller kraken with the MasterRing variant in 2nd Div)
   SuzakuJr
   Gelatin
   Mariche
   Siren (according to game data, but can't actually be Absorbed)

     EP: 04 (Energy/Magical)        SCP: 0a (Mec-only Stun)
     WP: 5
 Target: Single Opponent            AoE: -----
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
   Thunderbolt |-----E--|---1 ----RG-- ---|------| DodgeThunder

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
    Thunderbolt |S>  |S>  |S>  |  <R|  <R|  <R|  <R|    | Thunderbolt

APC: 10
APG:  9
CBD: +700

Raw Damage Examples
INT|WIL|PSY|  Raw  |Raw w/Mastery
10| 10| 10|   394 |   330
25| 25| 25|   730 |   644
50| 50| 50|  1622 |  1498
75| 75| 75|  2646 |  2484
90| 90| 90|  3274 |  3090
99| 99| 99|  3673 |  3475

-------------------------------------------------------------------------------

Name: HyperBazooka              Category: Enemy                      ID: 1f0

     EP: 04 (Energy/Magical)        SCP: 00 (Stun)
     WP: 0
 Target: Single Opponent            AoE: Small Circle
Priority: Normal
Accuracy: Can't Miss

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
  HyperBazooka |-P-H----|U--- ------W- ---|------| Evasion Rocket

Cannot Combo.

APC: 50
APG:  5

Raw Damage Examples
INT|WIL|PSY|  Raw
10| 10| 10|   221
25| 25| 25|   361
50| 50| 50|   804
75| 75| 75|  1354
90| 90| 90|  1710
99| 99| 99|  1940

    +++++++++++++++++++++++++ Linked AoE Ability ++++++++++++++++++++++++

GasFlame, as if used for 0 WP.

     EP: 12 (Breath)                SCP: 11 (QUI Debuff)
     WP: 0, effectively
Accuracy: 200 ?

Elements & Evasion Data
   Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
      GasFlame |---H----|---1 -----G-- ---|------|

Combo Data
    Ability     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Ability
       GasFlame |    |  <R|S>  |    |S>  |  <R|    |    | GasFlame

Since GasFlame uses EP 12 (Breath), I can't predict its Raw Damage until I've
translated EP 12.

The Primary Target of HyperBazooka will be attacked separately with each of
HyperBazooka and GasFlame.  The Semi-final Damage from each will be totaled and
that total will be the only number to be displayed.  There will also be one
chance to Stun the Primary Target (from HyperBazooka) and one chance to Inflict
QUI Debuff on the Primary Target (from GasFlame).

Any AoE Targets will be attacked with GasFlame only.  They will take normal
damage from GasFlame and there will be one chance against each of them to
inflict QUI Debuff.

Note that, unlike HyperBazooka, GasFlame probably can Miss.  It is also
probably powered by different stats.

-------------------------------------------------------------------------------





***************
*  Item Data  *                                                       [ITEMD01]
***************


The Item Data was originally found by Mir_Vimes.  A number of people
contributed to the creation of a decryption key, including but not necessarily
limited to: Mir_Vimes, Eroneous_Waylay, Skankin Garbage, Birk777, The_Masamune,
Karsten, winterking heish, x_loto, Zozma, Polygon, and myself.

I personally extracted the data from the game, then wrote and used programs to
translate it into the human-readable formats you see here.





***************************************************
*  Item Data                                      *                   [ITEMD02]
*  --Item Human/Mystic/Monster Stat Boosts Chart  *
***************************************************


Key Items (ID f0--ff) are not included, as they cannot be legitimately
Equipped, and aren't counted for Stat Boosts even when hacked on.

-------------------------------------------------------------------------------

                 Item Human/Mystic/Monster Stat Boosts Chart
                                by Zaraktheus

Abbreviations:
  HP: Hit Points
 Tot: Total (not including HP)
  St: Strength
  Qu: Quickness
  In: Intelligence
  Wi: Will
  Ps: Psychic
  Vi: Vitality
  Ch: Charm

----------

===============
| Consumables |
=========================================================
| ID: Item             | HP| |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
=========================================================
| 00: Cure             |---| |---| |--|--|--|--|--|--|--|
| 01: PowerCure        |---| |---| |--|--|--|--|--|--|--|
| 02: MaxCure          |---| |---| |--|--|--|--|--|--|--|
| 03: Antistone        |---| |---| |--|--|--|--|--|--|--|
| 04: SnakeOil         |---| |---| |--|--|--|--|--|--|--|
| 05: LifeCandy        |---| |---| |--|--|--|--|--|--|--|
| 06: NotUse           |---| |---| |--|--|--|--|--|--|--|
| 07: Backpack         |---| |---| |--|--|--|--|--|--|--|
| 08: RepairKit        |---| |---| |--|--|--|--|--|--|--|
| 09: RottenMeat       |---| |---| |--|--|--|--|--|--|--|
| 0a: FlashBomb        |---| |---| |--|--|--|--|--|--|--|
| 0b: MagicStone       |---| |  1| |--|--|--|--| 1|--|--|
| 0c: LuckyCoin        |---| |  1| |--|--|--|--|--|--| 1|
| 0d: UnluckyCoin      |---| |  1| |--|--|--|--|--|--| 1|
| 0e: StunNeedle       |---| |---| |--|--|--|--|--|--|--|
| 0f: NotUse           |---| |---| |--|--|--|--|--|--|--|
=========================================================

==========
| Swords |
=========================================================
| ID: Item             | HP| |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
=========================================================
| 10: Knife            |---| |---| |--|--|--|--|--|--|--|
| 11: BroadSword       |---| |---| |--|--|--|--|--|--|--|
| 12: KukriBlade       |---| |---| |--|--|--|--|--|--|--|
| 13: ShadowDagger     |---| |  3| |--|--|--|--| 3|--|--|
| 14: FiendRod         |---| |---| |--|--|--|--|--|--|--|
| 15: LaserKnife       |---| |---| |--|--|--|--|--|--|--|
| 16: SamuraiSword     |---| |---| |--|--|--|--|--|--|--|
| 17: CeramicSword     |---| |---| |--|--|--|--|--|--|--|
| 18: TwinSword        |---| |---| |--|--|--|--|--|--|--|
| 19: SilverSpread     |---| | 22| |--|--|--|--|22|--|--|
| 1a: Osc-Sword        |---| |---| |--|--|--|--|--|--|--|
| 1b: Katana           |---| |---| |--|--|--|--|--|--|--|
| 1c: JackalSword      |---| |---| |--|--|--|--|--|--|--|
| 1d: NotUse           |---| |---| |--|--|--|--|--|--|--|
| 1e: Glirandly        |---| | 70| |10|10|10|10|10|10|10|
| 1f: RaySword         |250| |225| |25|25|25|25|25|75|25|
| 20: RuneSword        |---| |---| |--|--|--|--|--|--|--|
| 21: Twin Dragon      |---| |---| |--|--|--|--|--|--|--|
| 22: SplashSword      |---| |---| |--|--|--|--|--|--|--|
| 23: TwiggyRod        |---| |---| |--|--|--|--|--|--|--|
| 24: CometBlade       |---| |---| |--|--|--|--|--|--|--|
| 25: ZeroSword        |---| |---| |--|--|--|--|--|--|--|
| 26: Obsidian         |---| |---| |--|--|--|--|--|--|--|
| 27: Kusanagi         |---| |---| |--|--|--|--|--|--|--|
| 28: Murakumo         |---| |---| |--|--|--|--|--|--|--|
| 29: IronPipe         |---| |---| |--|--|--|--|--|--|--|
| 2a: DragonSword      |---| |---| |--|--|--|--|--|--|--|
| 2b: SilverMoon       |---| |---| |--|--|--|--|--|--|--|
| 2c: Asura            |---| | 49| | 7| 7| 7| 7| 7| 7| 7|
| 2d: GoldenLion       |---| |---| |--|--|--|--|--|--|--|
| 2e: Lordstar         |---| |---| |--|--|--|--|--|--|--|
| 2f: LightSword       |---| | 70| |10|10|10|10|10|10|10|
=========================================================

========
| Guns |
=========================================================
| ID: Item             | HP| |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
=========================================================
| 30: AGUNI-SSP        |---| |---| |--|--|--|--|--|--|--|
| 31: EasyRifle        |---| |---| |--|--|--|--|--|--|--|
| 32: NotUse           |---| | 10| |--|--|--|10|--|--|--|
| 33: AGUNI-CP1        |---| |---| |--|--|--|--|--|--|--|
| 34: KillerRifle      |---| |---| |--|--|--|--|--|--|--|
| 35: TroopRifle       |---| |---| |--|--|--|--|--|--|--|
| 36: EagleGun         |---| |---| |--|--|--|--|--|--|--|
| 37: SniperRifle      |---| |---| |--|--|--|--|--|--|--|
| 38: BehemothRifle    |---| |---| |--|--|--|--|--|--|--|
| 39: AGUNI-MBX        |---| |---| |--|--|--|--|--|--|--|
| 3a: DuelGun          |---| |---| |--|--|--|--|--|--|--|
| 3b: LivingRifle      |---| |  9| |--|--|--| 9|--|--|--|
| 3c: ZenGun           |---| |---| |--|--|--|--|--|--|--|
| 3d: LethalGun        |---| |---| |--|--|--|--|--|--|--|
| 3e: BrokenRifle      |---| |---| |--|--|--|--|--|--|--|
| 3f: LightRifle       |---| | 20| |--|--|--|--|20|--|--|
=========================================================

=================
| Heavy Weapons |
=========================================================
| ID: Item             | HP| |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
=========================================================
| 40: HandBlaster      |---| |---| |--|--|--|--|--|--|--|
| 41: LaserCarbine     |---| |---| |--|--|--|--|--|--|--|
| 42: HyperBlaster     |---| |---| |--|--|--|--|--|--|--|
| 43: BeamCannon       |---| |---| |--|--|--|--|--|--|--|
| 44: LightningCannon  |---| |---| |--|--|--|--|--|--|--|
| 45: SonicCannon      |---| |---| |--|--|--|--|--|--|--|
| 46: WaterCannon      |---| |---| |--|--|--|--|--|--|--|
| 47: JunkBazooka      |---| |---| |--|--|--|--|--|--|--|
| 48: LightVulcan      |---| |---| |--|--|--|--|--|--|--|
| 49: MachineVulcan    |---| |---| |--|--|--|--|--|--|--|
| 4a: Thunderbolt      |---| |---| |--|--|--|--|--|--|--|
| 4b: Flame Thrower    |---| |---| |--|--|--|--|--|--|--|
| 4c: Bolt Thrower     |---| |---| |--|--|--|--|--|--|--|
| 4d: IonCannon        |---| |---| |--|--|--|--|--|--|--|
| 4e: GrainCannon      |---| |---| |--|--|--|--|--|--|--|
| 4f: HG-Cannon        |---| |---| |--|--|--|--|--|--|--|
| 50: GhostCannon      |---| |---| |--|--|--|--|--|--|--|
| 51: LightBazooka     |---| |---| |--|--|--|--|--|--|--|
| 52: HEAT Bazooka     |---| |---| |--|--|--|--|--|--|--|
| 53: HyperionBazooka  |---| |---| |--|--|--|--|--|--|--|
| 54: DOBBY Bazooka    |---| |---| |--|--|--|--|--|--|--|
| 55: MissilePod       |---| |---| |--|--|--|--|--|--|--|
| 56: BigMissile       |---| |---| |--|--|--|--|--|--|--|
| 57: SuperMissile     |---| |---| |--|--|--|--|--|--|--|
=========================================================

=============
| Mec Parts |
=========================================================
| ID: Item             | HP| |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
=========================================================
| 58: BeamSword        |---| |---| |--|--|--|--|--|--|--|
| 59: MegaBeamSword    |---| |---| |--|--|--|--|--|--|--|
| 5a: Hammer           |---| |---| |--|--|--|--|--|--|--|
| 5b: LaserCannon      |---| |---| |--|--|--|--|--|--|--|
| 5c: AT Missile       |---| |---| |--|--|--|--|--|--|--|
| 5d: AT Missile       |---| |---| |--|--|--|--|--|--|--|
| 5e: RailCanon        |---| |---| |--|--|--|--|--|--|--|
| 5f: MicroMissile     |---| |---| |--|--|--|--|--|--|--|
| 60: RailCannon       |---| |---| |--|--|--|--|--|--|--|
| 61: RailCannon       |---| |---| |--|--|--|--|--|--|--|
| 62: MachineVulcan    |---| |---| |--|--|--|--|--|--|--|
| 63: LaserCannon      |---| |---| |--|--|--|--|--|--|--|
| 64: MinorLaser       |---| |---| |--|--|--|--|--|--|--|
| 65: LaserCannon      |---| |---| |--|--|--|--|--|--|--|
| 66: DragonCannon     |---| |---| |--|--|--|--|--|--|--|
| 67: JunkVulcan       |---| |---| |--|--|--|--|--|--|--|
| 68: SatelliteBeam    |---| |---| |--|--|--|--|--|--|--|
| 69: BitSystem        |---| |---| |--|--|--|--|--|--|--|
| 6a: MediPack         |---| |---| |--|--|--|--|--|--|--|
| 6b: RepairPack       |---| |---| |--|--|--|--|--|--|--|
| 6c: RepairPack       |---| |---| |--|--|--|--|--|--|--|
| 6d: OctopusBoard     |---| |---| |--|--|--|--|--|--|--|
| 6e: NakajimaBoard    |---| |---| |--|--|--|--|--|--|--|
| 6f: NakajimaBoard2   |---| |---| |--|--|--|--|--|--|--|
| 70: V-Special        |---| |---| |--|--|--|--|--|--|--|
| 71: V-System         |---| |---| |--|--|--|--|--|--|--|
| 72: JunkParts        |---| |---| |--|--|--|--|--|--|--|
| 73: RailCannon       |---| |---| |--|--|--|--|--|--|--|
| 74: MemoryBoard      |---| |---| |--|--|--|--|--|--|--|
| 75: SecretBoard      |---| |---| |--|--|--|--|--|--|--|
| 76: LastRing         |---| |---| |--|--|--|--|--|--|--|
| 77: TrainingGun      |---| |---| |--|--|--|--|--|--|--|
=========================================================

===========
| Shields |
=========================================================
| ID: Item             | HP| |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
=========================================================
| 78: Buckler          |---| |---| |--|--|--|--|--|--|--|
| 79: ShellShield      |---| |---| |--|--|--|--|--|--|--|
| 7a: ExcelShield      |---| |---| |--|--|--|--|--|--|--|
| 7b: GenbuShield      |---| |---| |--|--|--|--|--|--|--|
| 7c: DragonShield     |---| |---| |--|--|--|--|--|--|--|
| 7d: Mizukagami       |---| |---| |--|--|--|--|--|--|--|
| 7e: DurahanShield    |---| | 10| | 5|--|--|--|--| 5|--|
| 7f: WonderBangle     |---| |---| |--|--|--|--|--|--|--|
=========================================================

===============
| Torso Armor |
=========================================================
| ID: Item             | HP| |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
=========================================================
| 80: FiberVest        |---| |---| |--|--|--|--|--|--|--|
| 81: HardLeather      |---| |---| |--|--|--|--|--|--|--|
| 82: ArmorVest        |---| |---| |--|--|--|--|--|--|--|
| 83: ElectroArmor     |---| |---| |--|--|--|--|--|--|--|
| 84: WarLordArmor     |---| |---| |--|--|--|--|--|--|--|
| 85: DarkRobe         |---| |  5| |--|--|--|--| 5|--|--|
| 86: BlueElf          |---| |---| |--|--|--|--|--|--|--|
| 87: GlowRobe         |---| | 14| |--|--| 7| 7|--|--|--|
| 88: MoonlightRobe    |---| | 16| |--|--|--|--| 8|--| 8|
| 89: StardustRobe     |---| | 15| |--|--|--| 5| 5|--| 5|
| 8a: ShadeRobe        |---| |  9| |--|--|--| 9|--|--|--|
| 8b: Accelerator      |---| |---| |--|--|--|--|--|--|--|
| 8c: Mini Plant       |---| |---| |--|--|--|--|--|--|--|
| 8d: MecBody          |---| |---| |--|--|--|--|--|--|--|
| 8e: FortBody         |---| |---| |--|--|--|--|--|--|--|
| 8f: ECM System       |---| |---| |--|--|--|--|--|--|--|
| 90: FireLeather      |---| |---| |--|--|--|--|--|--|--|
| 91: CelestialLeather |---| |---| |--|--|--|--|--|--|--|
| 92: HyperScale       |---| |---| |--|--|--|--|--|--|--|
| 93: AngelArmor       |---| | 10| |--|10|--|--|--|--|--|
| 94: PlutoArmor       |---| |---| |--|--|--|--|--|--|--|
| 95: BeastLeather     |---| |---| |--|--|--|--|--|--|--|
| 96: Protector        |---| |---| |--|--|--|--|--|--|--|
| 97: SlimyArmor       |---| |---| |--|--|--|--|--|--|--|
| 98: JerryArmor       |---| |---| |--|--|--|--|--|--|--|
| 99: BoneBreast       |---| |---| |--|--|--|--|--|--|--|
| 9a: LivingArmor      |---| |---| |--|--|--|--|--|--|--|
| 9b: HarmoniumArmor   |---| |---| |--|--|--|--|--|--|--|
| 9c: SkeleMail        |---| |---| |--|--|--|--|--|--|--|
| 9d: MasterRobe       |---| |  5| |--|--|--|--| 5|--|--|
| 9e: GoldenFleece     |---| |---| |--|--|--|--|--|--|--|
| 9f: MysticMail       |---| |---| |--|--|--|--|--|--|--|
=========================================================

=========
| Suits |
=========================================================
| ID: Item             | HP| |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
=========================================================
| a0: CombatSuit       |---| |---| |--|--|--|--|--|--|--|
| a1: JumpSuit         |---| |---| |--|--|--|--|--|--|--|
| a2: CyberSuit        |---| | 35| | 5| 5| 5| 5| 5| 5| 5|
| a3: PoweredSuit      |---| | 20| |10|10|--|--|--|--|--|
| a4: SprigganSuit     |---| |---| |--|--|--|--|--|--|--|
| a5: RubberSuit       |---| |---| |--|--|--|--|--|--|--|
| a6: GolemSuit        |---| |---| |--|--|--|--|--|--|--|
| a7: WhiteDress       |---| |---| |--|--|--|--|--|--|--|
=========================================================

==========
| Shirts |
=========================================================</pre><pre id="faqspan-25">
| ID: Item             | HP| |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
=========================================================
| a8: CottonShirt      |---| |---| |--|--|--|--|--|--|--|
| a9: SilkShirt        |---| |---| |--|--|--|--|--|--|--|
| aa: Magicwear        |---| |  5| |--|--|--| 5|--|--|--|
| ab: Budowear         |---| |---| |--|--|--|--|--|--|--|
| ac: Defendwear       |---| |---| |--|--|--|--|--|--|--|
| ad: Hyperwear        |---| |---| |--|--|--|--|--|--|--|
| ae: PowerBelt        |---| | 20| |20|--|--|--|--|--|--|
| af: Mysticwear       |---| |---| |--|--|--|--|--|--|--|
=========================================================

============
| Headgear |
=========================================================
| ID: Item             | HP| |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
=========================================================
| b0: JunkHelm         |---| |---| |--|--|--|--|--|--|--|
| b1: Yolk Hat         |---| |---| |--|--|--|--|--|--|--|
| b2: FiberHood        |---| |---| |--|--|--|--|--|--|--|
| b3: LaserScope       |---| | 10| |--|--|--|10|--|--|--|
| b4: MirrorGlass      |---| |---| |--|--|--|--|--|--|--|
| b5: InfraScope       |---| |---| |--|--|--|--|--|--|--|
| b6: Egg Hat          |---| |  5| |--|--|--|--|--|--| 5|
| b7: Magihat          |---| |---| |--|--|--|--|--|--|--|
=========================================================

==========
| Gloves |
=========================================================
| ID: Item             | HP| |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
=========================================================
| b8: LeatherGlove     |---| |---| |--|--|--|--|--|--|--|
| b9: ShellBracer      |---| |---| |--|--|--|--|--|--|--|
| ba: ArmorGlove       |---| |---| |--|--|--|--|--|--|--|
| bb: CyberGlove       |---| |---| |--|--|--|--|--|--|--|
| bc: OgreGlove        |---| | 10| |10|--|--|--|--|--|--|
| bd: NornsBangle      |---| | 10| |--|--|--|--|10|--|--|
| be: SH-Armlet        |---| |---| |--|--|--|--|--|--|--|
| bf: HarmoniumBangle  |---| |---| |--|--|--|--|--|--|--|
=========================================================

============
| Footwear |
=========================================================
| ID: Item             | HP| |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
=========================================================
| c0: LeatherBoots     |---| |---| |--|--|--|--|--|--|--|
| c1: RubberShoes      |---| |  2| |--| 2|--|--|--|--|--|
| c2: JetBoots         |---| |  5| |--| 5|--|--|--|--|--|
| c3: FeatherBoots     |---| |---| |--|--|--|--|--|--|--|
| c4: Iron Clogs       |---| | 10| |--|--|--|--|--|10|--|
| c5: Catsocks         |---| |---| |--|--|--|--|--|--|--|
| c6: SH-Anklet        |---| |---| |--|--|--|--|--|--|--|
| c7: DanceShoes       |---| |---| |--|--|--|--|--|--|--|
=========================================================

===============
| Accessories |
=========================================================
| ID: Item             | HP| |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
=========================================================
| c8: FangAmulet       |---| |  5| | 5|--|--|--|--|--|--|
| c9: WingAmulet       |---| |  5| |--| 5|--|--|--|--|--|
| ca: FlowerAmulet     |---| | 10| |--|--|--|--| 5|--| 5|
| cb: SteelAmulet      |---| |  5| |--|--|--|--|--| 5|--|
| cc: FireCrystal      |---| |---| |--|--|--|--|--|--|--|
| cd: IceCrystal       |---| |---| |--|--|--|--|--|--|--|
| ce: BoltCrystal      |---| |---| |--|--|--|--|--|--|--|
| cf: BloodChalice     |---| |  5| |--|--|--|--| 5|--|--|
| d0: HarmoniumEarring |---| |---| |--|--|--|--|--|--|--|
| d1: EMES Tag         |---| |---| |--|--|--|--|--|--|--|
| d2: WindShell        |---| | 10| |--| 5|--| 5|--|--|--|
| d3: FeatherCharm     |---| |  5| |--|--|--|--|--|--| 5|
| d4: SeaStone         |---| | 14| |--|--|--|--| 7| 7|--|
| d5: PurpleEye        |---| |  7| |--|--|--|--| 7|--|--|
| d6: MellowRing       |---| |---| |--|--|--|--|--|--|--|
| d7: PearlHeart       |---| |---| |--|--|--|--|--|--|--|
| d8: KrisKnife        |---| |---| |--|--|--|--|--|--|--|
| d9: UnicornTear      |---| |  1| |--|--|--|--| 1|--|--|
| da: Tao-TiehPattern  |---| |---| |--|--|--|--|--|--|--|
| db: FovosGrail       |---| |---| |--|--|--|--|--|--|--|
| dc: SandVessel       |---| |---| |--|--|--|--|--|--|--|
| dd: AngelBroach      |---| |---| |--|--|--|--|--|--|--|
| de: CharmNecklace    |---| | 10| |--|--|--|--|--|--|10|
| df: RING/Guardian    |---| |---| |--|--|--|--|--|--|--|
| e0: RING/Merchant    |---| | 10| |--|--|--|--|--|--|10|
| e1: RING/Thief       |---| | 10| |--|10|--|--|--|--|--|
| e2: RING/Schemer     |---| | 10| |--|--|10|--|--|--|--|
| e3: RING/Hero        |---| | 10| |--|--|--|10|--|--|--|
| e4: RING/Hermit      |---| |---| |--|--|--|--|--|--|--|
| e5: RING/Healer      |---| | 10| |--|--|--|--|--|10|--|
| e6: RING/Fighter     |---| | 10| |10|--|--|--|--|--|--|
| e7: RING/Lord        |---| | 10| |--|--|--|--|10|--|--|
| e8: BrokenBumper     |---| |---| |--|--|--|--|--|--|--|
| e9: Junk             |---| |---| |--|--|--|--|--|--|--|
| ea: Magatama         |---| |---| |--|--|--|--|--|--|--|
| eb: Bumper           |---| |---| |--|--|--|--|--|--|--|
| ec: JunkPart         |---| |---| |--|--|--|--|--|--|--|
| ed: SleetCoin        |---| |---| |--|--|--|--|--|--|--|
| ee: SolGrail         |---| |---| |--|--|--|--|--|--|--|
| ef: ThunderCharm     |---| |---| |--|--|--|--|--|--|--|
=========================================================

-------------------------------------------------------------------------------





**********************************
*  Item Data                     *                                    [ITEMD03]
*  --Item Mec Stat Boosts Chart  *
**********************************


Key Items (ID f0--ff) are not included, as they cannot be legitimately
Equipped, and aren't counted for Stat Boosts even when hacked on.

-------------------------------------------------------------------------------

                         Item Mec Stat Boosts Chart
                                by Zaraktheus

Abbreviations:
  HP: Hit Points
 Tot: Total (not including HP)
  St: Strength
  Qu: Quickness
  In: Intelligence
  Wi: Will
  Ps: Psychic
  Vi: Vitality
  Ch: Charm

----------

===============
| Consumables |
=========================================================
| ID: Item             | HP| |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
=========================================================
| 00: Cure             |  5| |  1| |--|--|--|--|--|--| 1|
| 01: PowerCure        |  5| |  1| |--|--|--|--|--|--| 1|
| 02: MaxCure          |  5| |  1| |--|--|--|--|--|--| 1|
| 03: Antistone        |  5| |  1| |--|--|--|--|--|--| 1|
| 04: SnakeOil         |  5| |  1| |--|--|--|--|--|--| 1|
| 05: LifeCandy        |  5| |  1| |--|--|--|--|--|--| 1|
| 06: NotUse           |  5| |  1| |--|--|--|--|--|--| 1|
| 07: Backpack         |  5| |  1| |--|--|--|--|--|--| 1|
| 08: RepairKit        |  5| |  1| |--|--|--|--|--|--| 1|
| 09: RottenMeat       |  5| |---| |--|--|--|--|--|--|--|
| 0a: FlashBomb        |  5| |---| |--|--|--|--|--|--|--|
| 0b: MagicStone       | 10| |  2| |--|--|--|--|--| 2|--|
| 0c: LuckyCoin        |  5| |---| |--|--|--|--|--|--|--|
| 0d: UnluckyCoin      |  5| |---| |--|--|--|--|--|--|--|
| 0e: StunNeedle       |  5| |---| |--|--|--|--|--|--|--|
| 0f: NotUse           |---| |---| |--|--|--|--|--|--|--|
=========================================================

==========
| Swords |
=========================================================
| ID: Item             | HP| |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
=========================================================
| 10: Knife            | 20| | 12| | 4| 4|--| 4|--|--|--|
| 11: BroadSword       | 35| |  7| | 7|--|--|--|--|--|--|
| 12: KukriBlade       | 25| | 10| | 5| 5|--|--|--|--|--|
| 13: ShadowDagger     | 30| | 18| | 6| 6|--|--| 6|--|--|
| 14: FiendRod         | 30| | 18| | 6|--|--| 6| 6|--|--|
| 15: LaserKnife       | 40| | 30| |10|10|--|10|--|--|--|
| 16: SamuraiSword     | 50| | 20| |10|10|--|--|--|--|--|
| 17: CeramicSword     | 70| | 13| |13|--|--|--|--|--|--|
| 18: TwinSword        | 80| | 20| |10|--|--|10|--|--|--|
| 19: SilverSpread     |---| | 35| | 5| 5| 5| 5| 5| 5| 5|
| 1a: Osc-Sword        | 60| | 30| |15|--|--|15|--|--|--|
| 1b: Katana           | 65| | 26| |13|13|--|--|--|--|--|
| 1c: JackalSword      | 50| | 32| |16|--|--|--|16|--|--|
| 1d: NotUse           | 75| | 30| |15|15|--|--|--|--|--|
| 1e: Glirandly        |---| | 63| | 9| 9| 9| 9| 9| 9| 9|
| 1f: RaySword         |---| |---| |--|--|--|--|--|--|--|
| 20: RuneSword        |100| | 40| |20|--|--|--|20|--|--|
| 21: Twin Dragon      | 90| | 36| |18|18|--|--|--|--|--|
| 22: SplashSword      |100| | 40| |20|--|--|--|20|--|--|
| 23: TwiggyRod        | 80| | 32| |16|16|--|--|--|--|--|
| 24: CometBlade       |250| | 50| |25|25|--|--|--|--|--|
| 25: ZeroSword        |100| | 40| |20|20|--|--|--|--|--|
| 26: Obsidian         |200| | 50| |25|25|--|--|--|--|--|
| 27: Kusanagi         |250| | 50| |25|25|--|--|--|--|--|
| 28: Murakumo         |150| | 30| |15|15|--|--|--|--|--|
| 29: IronPipe         | 25| |---| |--|--|--|--|--|--|--|
| 2a: DragonSword      |250| | 30| |30|--|--|--|--|--|--|
| 2b: SilverMoon       |200| | 50| |25|25|--|--|--|--|--|
| 2c: Asura            |150| | 60| |30|--|--|--|30|--|--|
| 2d: GoldenLion       |200| | 50| |25|--|--|--|25|--|--|
| 2e: Lordstar         |200| | 60| |20|20|--|20|--|--|--|
| 2f: LightSword       |  5| |---| |--|--|--|--|--|--|--|
=========================================================

========
| Guns |
=========================================================
| ID: Item             | HP| |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
=========================================================
| 30: AGUNI-SSP        | 25| | 15| |--| 5|--| 5|--| 5|--|
| 31: EasyRifle        | 25| | 15| |--| 5|--| 5|--| 5|--|
| 32: NotUse           | 25| | 10| |--| 5|--| 5|--|--|--|
| 33: AGUNI-CP1        | 50| | 20| |--|10|--|10|--|--|--|
| 34: KillerRifle      | 50| | 35| |--|10|--|25|--|--|--|
| 35: TroopRifle       | 50| | 20| |--|10|--|10|--|--|--|
| 36: EagleGun         | 75| | 26| |--|13|--|13|--|--|--|
| 37: SniperRifle      | 75| | 26| |--|13|--|13|--|--|--|
| 38: BehemothRifle    |200| | 30| |--|10|--|10|--|10|--|
| 39: AGUNI-MBX        |100| | 48| |--|16|--|16|--|16|--|
| 3a: DuelGun          | 50| | 60| |--|20|--|20|--|20|--|
| 3b: LivingRifle      |---| | 91| |13|13|13|13|13|13|13|
| 3c: ZenGun           |150| | 60| |--|20|--|20|20|--|--|
| 3d: LethalGun        |150| | 60| |--|20|--|20|--|20|--|
| 3e: BrokenRifle      |  5| |  2| |--| 1|--| 1|--|--|--|
| 3f: LightRifle       |150| | 90| |--|30|--|30|30|--|--|
=========================================================

=================
| Heavy Weapons |
=========================================================
| ID: Item             | HP| |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
=========================================================
| 40: HandBlaster      | 40| | 14| |--| 7|--| 7|--|--|--|
| 41: LaserCarbine     | 90| | 26| |--|13|--|13|--|--|--|
| 42: HyperBlaster     |175| | 50| |--|25|--|25|--|--|--|
| 43: BeamCannon       | 80| | 30| |--|--|--|15|--|15|--|
| 44: LightningCannon  | 80| | 30| |--|--|--|15|--|15|--|
| 45: SonicCannon      |150| | 40| |--|20|--|20|--|--|--|
| 46: WaterCannon      | 70| | 20| |--|--|--|10|--|10|--|
| 47: JunkBazooka      | 20| | 10| | 5|--|--| 5|--|--|--|
| 48: LightVulcan      | 70| | 24| |--| 8|--| 8|--| 8|--|
| 49: MachineVulcan    |150| | 54| |--|18|--|18|--|18|--|
| 4a: Thunderbolt      |125| | 40| |--|--|--|20|--|20|--|
| 4b: Flame Thrower    |125| | 40| |--|--|--|20|--|20|--|
| 4c: Bolt Thrower     |125| | 40| |--|--|--|20|--|20|--|
| 4d: IonCannon        |100| | 30| |--|15|--|15|--|--|--|
| 4e: GrainCannon      |150| | 50| |--|10|--|30|--|10|--|
| 4f: HG-Cannon        |250| | 60| |--|30|--|30|--|--|--|
| 50: GhostCannon      |100| | 30| |--|--|--|20|10|--|--|
| 51: LightBazooka     | 70| | 15| |--|--|--|15|--|--|--|
| 52: HEAT Bazooka     |200| | 30| |--|--|--|30|--|--|--|
| 53: HyperionBazooka  |250| | 40| |--|--|--|40|--|--|--|
| 54: DOBBY Bazooka    | 60| | 24| | 8|--|--| 8|--| 8|--|
| 55: MissilePod       | 90| | 30| |15|--|--|15|--|--|--|
| 56: BigMissile       |150| | 40| |20|--|--|20|--|--|--|
| 57: SuperMissile     |225| | 50| |25|--|--|25|--|--|--|
=========================================================

=============
| Mec Parts |
=========================================================
| ID: Item             | HP| |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
=========================================================
| 58: BeamSword        |---| |---| |--|--|--|--|--|--|--|
| 59: MegaBeamSword    |---| |---| |--|--|--|--|--|--|--|
| 5a: Hammer           | 25| | 50| |15| 5| 5|15|--|10|--|
| 5b: LaserCannon      |---| | 65| |--|--|30|25|--| 5| 5|
| 5c: AT Missile       |---| |---| |--|--|--|--|--|--|--|
| 5d: AT Missile       |---| |---| |--|--|--|--|--|--|--|
| 5e: RailCanon        |---| | 75| |10|45|10|10|--|--|--|
| 5f: MicroMissile     |---| |---| |--|--|--|--|--|--|--|
| 60: RailCannon       |---| |---| |--|--|--|--|--|--|--|
| 61: RailCannon       |---| |---| |--|--|--|--|--|--|--|
| 62: MachineVulcan    |---| |---| |--|--|--|--|--|--|--|
| 63: LaserCannon      |---| |---| |--|--|--|--|--|--|--|
| 64: MinorLaser       |---| |---| |--|--|--|--|--|--|--|
| 65: LaserCannon      |---| | 65| |--|15|20| 5| 5| 5|15|
| 66: DragonCannon     |---| |---| |--|--|--|--|--|--|--|
| 67: JunkVulcan       |---| |---| |--|--|--|--|--|--|--|
| 68: SatelliteBeam    |---| |---| |--|--|--|--|--|--|--|
| 69: BitSystem        |---| |---| |--|--|--|--|--|--|--|
| 6a: MediPack         |---| |---| |--|--|--|--|--|--|--|
| 6b: RepairPack       |---| |---| |--|--|--|--|--|--|--|
| 6c: RepairPack       | 50| | 70| |10|--|20|30|--|10|--|
| 6d: OctopusBoard     |---| |105| |25|25|30|25|--|--|--|
| 6e: NakajimaBoard    | 50| | 40| |--|30|10|--|--|--|--|
| 6f: NakajimaBoard2   |100| | 45| |--|15|15|15|--|--|--|
| 70: V-Special        |100| |105| |15|15|15|15|15|15|15|
| 71: V-System         |100| |105| |15|15|15|15|15|15|15|
| 72: JunkParts        |---| |  6| | 3| 3|--|--|--|--|--|
| 73: RailCannon       |125| | 65| | 5|--|--|30|--|25| 5|
| 74: MemoryBoard      |100| | 45| |--|20|25|--|--|--|--|
| 75: SecretBoard      |100| | 55| |--|20|15|20|--|--|--|
| 76: LastRing         |---| |---| |--|--|--|--|--|--|--|
| 77: TrainingGun      |---| |---| |--|--|--|--|--|--|--|
=========================================================

===========
| Shields |
=========================================================
| ID: Item             | HP| |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
=========================================================
| 78: Buckler          | 20| |  8| | 4|--|--|--|--| 4|--|
| 79: ShellShield      | 40| | 16| | 8|--|--|--|--| 8|--|
| 7a: ExcelShield      |100| | 40| |20|--|--|--|--|20|--|
| 7b: GenbuShield      | 75| | 30| |15|--|--|--|--|15|--|
| 7c: DragonShield     | 75| | 30| |15|--|--|--|--|15|--|
| 7d: Mizukagami       | 75| | 30| |15|--|--|--|--|15|--|
| 7e: DurahanShield    |100| | 40| |20|--|--|--|--|20|--|
| 7f: WonderBangle     |100| | 20| |--|20|--|--|--|--|--|
=========================================================

===============
| Torso Armor |
=========================================================
| ID: Item             | HP| |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
=========================================================
| 80: FiberVest        | 35| |  7| |--|--|--|--|--| 7|--|
| 81: HardLeather      | 50| |  5| |--|--|--|--|--| 5|--|
| 82: ArmorVest        | 65| |  5| |--|--|--|--|--| 5|--|
| 83: ElectroArmor     | 75| | 30| |--|15|--|--|--|15|--|
| 84: WarLordArmor     |100| | 40| |20|--|--|--|--|20|--|
| 85: DarkRobe         | 20| |---| |--|--|--|--|--|--|--|
| 86: BlueElf          |100| | 30| |--|--|15|--|15|--|--|
| 87: GlowRobe         | 20| |---| |--|--|--|--|--|--|--|
| 88: MoonlightRobe    | 20| |---| |--|--|--|--|--|--|--|
| 89: StardustRobe     | 20| |---| |--|--|--|--|--|--|--|
| 8a: ShadeRobe        | 20| |---| |--|--|--|--|--|--|--|
| 8b: Accelerator      |---| |---| |--|--|--|--|--|--|--|
| 8c: Mini Plant       |---| |---| |--|--|--|--|--|--|--|
| 8d: MecBody          |---| |---| |--|--|--|--|--|--|--|
| 8e: FortBody         |---| |---| |--|--|--|--|--|--|--|
| 8f: ECM System       |---| |---| |--|--|--|--|--|--|--|
| 90: FireLeather      | 40| |  8| |--|--|--|--|--| 8|--|
| 91: CelestialLeather | 50| | 10| |--|--|--|--|--|10|--|
| 92: HyperScale       | 75| | 15| |--|--|--|--|--|15|--|
| 93: AngelArmor       |100| | 40| |--|20|--|--|--|20|--|
| 94: PlutoArmor       |150| | 40| |--|--|--|--|20|20|--|
| 95: BeastLeather     |  5| |  1| |--|--|--|--|--| 1|--|
| 96: Protector        | 25| |  5| |--|--|--|--|--| 5|--|
| 97: SlimyArmor       |  5| |  1| |--|--|--|--|--| 1|--|
| 98: JerryArmor       |  5| |  1| |--|--|--|--|--| 1|--|
| 99: BoneBreast       | 25| |  5| |--|--|--|--|--| 5|--|
| 9a: LivingArmor      | 65| | 26| |--|--|--|--|13|13|--|
| 9b: HarmoniumArmor   | 75| | 30| |--|15|--|--|--|15|--|
| 9c: SkeleMail        |  5| |  1| |--|--|--|--|--| 1|--|
| 9d: MasterRobe       | 20| |  4| |--|--|--|--|--| 4|--|
| 9e: GoldenFleece     | 50| | 20| |--|--|--|--|10|--|10|
| 9f: MysticMail       |---| |---| |--|--|--|--|--|--|--|
=========================================================

=========
| Suits |
=========================================================
| ID: Item             | HP| |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
=========================================================
| a0: CombatSuit       | 50| | 20| |10|10|--|--|--|--|--|
| a1: JumpSuit         | 75| | 30| |15|15|--|--|--|--|--|
| a2: CyberSuit        | 90| | 36| |18|18|--|--|--|--|--|
| a3: PoweredSuit      |100| | 40| |20|20|--|--|--|--|--|
| a4: SprigganSuit     |200| | 75| |25|25|25|--|--|--|--|
| a5: RubberSuit       | 60| | 12| |12|--|--|--|--|--|--|
| a6: GolemSuit        |200| | 30| |30|--|--|--|--|--|--|
| a7: WhiteDress       |---| |---| |--|--|--|--|--|--|--|
=========================================================

==========
| Shirts |
=========================================================
| ID: Item             | HP| |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
=========================================================
| a8: CottonShirt      |  5| |---| |--|--|--|--|--|--|--|
| a9: SilkShirt        |  5| |---| |--|--|--|--|--|--|--|
| aa: Magicwear        |  5| |---| |--|--|--|--|--|--|--|
| ab: Budowear         |  5| |---| |--|--|--|--|--|--|--|
| ac: Defendwear       |  5| |---| |--|--|--|--|--|--|--|
| ad: Hyperwear        |  5| |---| |--|--|--|--|--|--|--|
| ae: PowerBelt        |  5| |---| |--|--|--|--|--|--|--|
| af: Mysticwear       |  5| |---| |--|--|--|--|--|--|--|
=========================================================

============
| Headgear |
=========================================================
| ID: Item             | HP| |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
=========================================================
| b0: JunkHelm         | 25| | 10| |--|--| 5| 5|--|--|--|
| b1: Yolk Hat         | 25| |  2| |--|--| 1| 1|--|--|--|
| b2: FiberHood        | 75| | 30| |--|--|15|15|--|--|--|
| b3: LaserScope       |100| | 40| |--|--|20|20|--|--|--|
| b4: MirrorGlass      | 75| | 50| |--|--|25|25|--|--|--|
| b5: InfraScope       |100| | 20| |--|--|--|20|--|--|--|
| b6: Egg Hat          | 50| | 20| |--|--|10|10|--|--|--|
| b7: Magihat          | 75| | 15| |--|--|15|--|--|--|--|
=========================================================

==========
| Gloves |
=========================================================
| ID: Item             | HP| |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
=========================================================
| b8: LeatherGlove     | 10| |  5| | 5|--|--|--|--|--|--|
| b9: ShellBracer      | 50| | 20| |10|--|--|--|--|10|--|
| ba: ArmorGlove       | 75| | 30| |15|--|--|--|--|15|--|
| bb: CyberGlove       |100| | 20| |20|--|--|--|--|--|--|
| bc: OgreGlove        |100| | 40| |20|--|--|--|--|20|--|
| bd: NornsBangle      | 75| | 30| |15|--|--|--|15|--|--|
| be: SH-Armlet        |150| | 40| |20|--|--|--|--|20|--|
| bf: HarmoniumBangle  |100| | 20| |20|--|--|--|--|--|--|
=========================================================

============
| Footwear |
=========================================================
| ID: Item             | HP| |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
=========================================================
| c0: LeatherBoots     | 10| |  5| |--| 5|--|--|--|--|--|
| c1: RubberShoes      | 50| | 10| |--|10|--|--|--|--|--|
| c2: JetBoots         | 75| | 15| |--|15|--|--|--|--|--|
| c3: FeatherBoots     | 75| | 30| |--|15|--|--|15|--|--|
| c4: Iron Clogs       |100| | 20| |--|--|--|--|--|20|--|
| c5: Catsocks         | 10| |  5| |--| 5|--|--|--|--|--|
| c6: SH-Anklet        |150| | 40| |--|20|--|--|--|20|--|
| c7: DanceShoes       | 75| | 15| |--|15|--|--|--|--|--|
=========================================================

===============
| Accessories |
=========================================================
| ID: Item             | HP| |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
=========================================================
| c8: FangAmulet       |  5| |---| |--|--|--|--|--|--|--|
| c9: WingAmulet       |  5| |---| |--|--|--|--|--|--|--|
| ca: FlowerAmulet     |  5| |---| |--|--|--|--|--|--|--|
| cb: SteelAmulet      | 25| | 15| | 5| 5|--|--|--| 5|--|
| cc: FireCrystal      |  5| |---| |--|--|--|--|--|--|--|
| cd: IceCrystal       |  5| |---| |--|--|--|--|--|--|--|
| ce: BoltCrystal      |  5| |---| |--|--|--|--|--|--|--|
| cf: BloodChalice     |  5| |---| |--|--|--|--|--|--|--|
| d0: HarmoniumEarring | 50| | 10| |--|--|10|--|--|--|--|
| d1: EMES Tag         | 50| | 10| |--|--|--|--|--|10|--|
| d2: WindShell        |  5| |---| |--|--|--|--|--|--|--|
| d3: FeatherCharm     |  5| |---| |--|--|--|--|--|--|--|
| d4: SeaStone         |  5| |---| |--|--|--|--|--|--|--|
| d5: PurpleEye        | 50| | 10| |--|--|--|--|10|--|--|
| d6: MellowRing       |---| |---| |--|--|--|--|--|--|--|
| d7: PearlHeart       |  5| |---| |--|--|--|--|--|--|--|
| d8: KrisKnife        | 25| |  5| |--|--|--|--| 5|--|--|
| d9: UnicornTear      |---| |  1| |--|--|--|--| 1|--|--|
| da: Tao-TiehPattern  | 50| | 10| |--|--|--|--|10|--|--|
| db: FovosGrail       |  5| |---| |--|--|--|--|--|--|--|
| dc: SandVessel       |  5| |---| |--|--|--|--|--|--|--|
| dd: AngelBroach      |  5| |---| |--|--|--|--|--|--|--|
| de: CharmNecklace    |  5| |---| |--|--|--|--|--|--|--|
| df: RING/Guardian    |---| |---| |--|--|--|--|--|--|--|
| e0: RING/Merchant    |---| | 10| |--|--|--|--|--|--|10|
| e1: RING/Thief       |---| | 10| |--|10|--|--|--|--|--|
| e2: RING/Schemer     |---| | 10| |--|--|10|--|--|--|--|
| e3: RING/Hero        |---| | 10| |--|--|--|10|--|--|--|
| e4: RING/Hermit      |---| |---| |--|--|--|--|--|--|--|
| e5: RING/Healer      |---| | 10| |--|--|--|--|--|10|--|
| e6: RING/Fighter     |---| | 10| |10|--|--|--|--|--|--|
| e7: RING/Lord        |---| | 10| |--|--|--|--|10|--|--|
| e8: BrokenBumper     |  5| |  1| |--|--|--|--|--| 1|--|
| e9: Junk             |  5| |---| |--|--|--|--|--|--|--|
| ea: Magatama         |  5| |---| |--|--|--|--|--|--|--|
| eb: Bumper           | 15| |  3| |--|--|--|--|--| 3|--|
| ec: JunkPart         |---| |---| |--|--|--|--|--|--|--|
| ed: SleetCoin        |  5| |---| |--|--|--|--|--|--|--|
| ee: SolGrail         |  5| |---| |--|--|--|--|--|--|--|
| ef: ThunderCharm     |  5| |---| |--|--|--|--|--|--|--|
=========================================================

-------------------------------------------------------------------------------





************************************
*  Item Data                       *                                  [ITEMD04]
*  --Item Inherent Abilities List  *
************************************


Each Item can have up to 3 Inherent Abilities.  If the "Enabled By Ability" to
the right of an Inherent Ability is not blank, then you must have the indicated
Ability currently Equipped in order to use the corresponding Inherent Ability.

Some Item Inherent Abilities have their true names hidden in the Battle Menu,
instead displaying the name of the Item.  The "Name Shown If Dif" column
indicates when this happens, and what name will actually be shown.

The normal Human Sword and Gun Abilities can be used through the Battle Menu of
any Sword- or Gun-type Item, respectively, and the same is true of the game's
few Katana Abilities and Katanas.  This happens through a special process
dedicated to those Abilities, and (thankfully) precludes the need to include
all of those Abilities in the game's Inherent Ability Data for each Item.

However, there are quite a few other Abilities, specifically:
 026: KaiserWing
 027: KaiserSmash
 19f: SatelliteLinker
 1a5: PluralSlash
 1a6: CounterECM
 1a8: Crosshair
 1a9: RangeFire
 1aa: Magnify
 1ac: HammerCrush
 1ad: EnergySupply
 1ae: Shoot-All

which can similarly be used only through certain Items and only when the same
Ability is Equipped on the PC.  In this respect, these Abilities function much
like the normal Human Sword and Gun Abilities, but because no special process
exists to add these Abilities to the Item's Battle Menu, they must instead be
included in the game's Item Inherent Ability Data.

In these cases, you'll see the same Ability listed as both the Inherent Ability
and the Enabled By Ability, which may seem a little circular (how can the
Ability be Item Inherent if you have to have the same Ability Equipped anyway
to use it?), but don't be put off by it.  Just think of it like the normal
Human Sword and Gun Abilities: you first have to Equip the Ability, which then
lets you use that Ability, but only through certain Items.  You can't directly
use the Ability by itself, and even the correct Items don't let you use it
unless you have that Ability Equipped.

Also, be aware that the developers decided to have Ability IDs 160--174 serve
double duty.  By name and in certain other situations, these are the various
Dodge- Abilities and three of the Kyon'sSmile Abilities, but when used in the
Item Inherent Ability Data, they instead represent unnamed Abilities which
carry out the unique effects of various Items.  Here's a list showing which of
these Abilities represent the unique effects of which Items:

  ID: Ability          | Items
 ------------------------------------------------------------
 160: DodgeDrain       | FireCrystal
 161: DodgeTouch       | IceCrystal
 162: DodgeGale        | BoltCrystal
 163: DodgeSmash       | ShadeRobe, Mysticwear
 164: DodgeTail        | Accelerator
 165: DodgeNeedle      | Cure, PowerCure, MaxCure, 06: NotUse
 166: DodgeTackle      | MediPack
 167: DodgeWing        | RepairKit
 168: DodgePowder      | LifeCandy
 169: DodgeRiddle      | SnakeOil
 16a: DodgeSeduction   | LuckyCoin
 16b: DodgeFlash       | UnluckyCoin
 16c: DodgeNet         | RING/Guardian
 16d: DodgeThunder     | RING/Merchant
 16e: DodgeTremor      | RING/Thief
 16f: DodgeRock        | RING/Schemer
 170: DodgeGaze        | RING/Hero
 171: DodgeDeathGrip   | RING/Hermit
 172: Kyon'sSmile      | RING/Healer
 173: Kyon'sSmile      | RING/Fighter
 174: Kyon'sSmile      | RING/Lord

Finally, Key Items (ID f0--ff) are not included in the Item Inherent Abilities
List, as they cannot be legitimately Equipped.  To save space and make it
easier to find and notice the Items which do have Inherent Abilities, I've also
removed the many Items which have no Inherent Abilities.

-------------------------------------------------------------------------------

                        Item Inherent Abilities List
                                by Zaraktheus

========================
| 00: Cure             |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 |*165: DodgeNeedle     | -------------------- | Cure             |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

*Not actually DodgeNeedle; rather, Ability 165 here represents the unique
effect of using Cure, PowerCure, MaxCure, or 06: NotUse.

========================
| 01: PowerCure        |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 |*165: DodgeNeedle     | -------------------- | PowerCure        |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

*Not actually DodgeNeedle; rather, Ability 165 here represents the unique
effect of using Cure, PowerCure, MaxCure, or 06: NotUse.

========================
| 02: MaxCure          |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 |*165: DodgeNeedle     | -------------------- | MaxCure          |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

*Not actually DodgeNeedle; rather, Ability 165 here represents the unique
effect of using Cure, PowerCure, MaxCure, or 06: NotUse.

========================
| 03: Antistone        |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 1f4: AntiStone       | -------------------- | Antistone        |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 04: SnakeOil         |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 |*169: DodgeRiddle     | -------------------- | SnakeOil         |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

*Not actually DodgeRiddle; rather, Ability 169 here represents the unique
effect of using SnakeOil.

========================
| 05: LifeCandy        |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 |*168: DodgePowder     | -------------------- | LifeCandy        |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

*Not actually DodgePowder; rather, Ability 168 here represents the unique
effect of using LifeCandy.

========================
| 06: NotUse           |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 |*165: DodgeNeedle     | -------------------- | NotUse           |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

*Not actually DodgeNeedle; rather, Ability 165 here represents the unique
effect of using Cure, PowerCure, MaxCure, or 06: NotUse.

========================
| 08: RepairKit        |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 |*167: DodgeWing       | -------------------- | RepairKit        |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

*Not actually DodgeWing; rather, Ability 167 here represents the unique effect
of using RepairKit.

========================
| 09: RottenMeat       |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 1f9: Salmonella      | -------------------- | RottenMeat       |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 0a: FlashBomb        |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 1fa: FlashBomb       | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 0b: MagicStone       |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 1fb: MagicStone      | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 0c: LuckyCoin        |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 |*16a: DodgeSeduction  | -------------------- | LuckyCoin        |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

*Not actually DodgeSeduction; rather, Ability 16a here represents the unique
effect of using LuckyCoin.

========================
| 0d: UnluckyCoin      |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 |*16b: DodgeFlash      | -------------------- | UnluckyCoin      |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

*Not actually DodgeFlash; rather, Ability 16b here represents the unique effect
of using UnluckyCoin.

========================
| 0e: StunNeedle       |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 1f8: StunNeedle      | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 10: Knife            |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 000: Slash           | -------------------- | Knife            |
 | -------------------- | -------------------- | ---------------- |
 | 1a5: PluralSlash     | 1a5: PluralSlash     | ---------------- |
 ==================================================================

========================
| 11: BroadSword       |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 000: Slash           | -------------------- | BroadSword       |
 | -------------------- | -------------------- | ---------------- |
 | 1a5: PluralSlash     | 1a5: PluralSlash     | ---------------- |
 ==================================================================

========================
| 12: KukriBlade       |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 024: Katana          | -------------------- | KukriBlade       |
 | -------------------- | -------------------- | ---------------- |
 | 1a5: PluralSlash     | 1a5: PluralSlash     | ---------------- |
 ==================================================================

========================
| 13: ShadowDagger     |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 000: Slash           | -------------------- | ShadowDagger     |
 | 15e: ShadowHold      | -------------------- | ---------------- |
 | 1a5: PluralSlash     | 1a5: PluralSlash     | ---------------- |
 ==================================================================

========================
| 14: FiendRod         |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 000: Slash           | -------------------- | FiendRod         |
 | 1fc: FinalStrike     | -------------------- | ---------------- |
 | 1a5: PluralSlash     | 1a5: PluralSlash     | ---------------- |
 ==================================================================

========================
| 15: LaserKnife       |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 000: Slash           | -------------------- | LaserKnife       |
 | -------------------- | -------------------- | ---------------- |
 | 1a5: PluralSlash     | 1a5: PluralSlash     | ---------------- |
 ==================================================================

========================
| 16: SamuraiSword     |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 024: Katana          | -------------------- | SamuraiSword     |
 | -------------------- | -------------------- | ---------------- |
 | 1a5: PluralSlash     | 1a5: PluralSlash     | ---------------- |
 ==================================================================

========================
| 17: CeramicSword     |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 000: Slash           | -------------------- | CeramicSword     |
 | -------------------- | -------------------- | ---------------- |
 | 1a5: PluralSlash     | 1a5: PluralSlash     | ---------------- |
 ==================================================================

========================
| 18: TwinSword        |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 01a: TwinSword       | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 | 1a5: PluralSlash     | 1a5: PluralSlash     | ---------------- |
 ==================================================================

========================
| 19: SilverSpread     |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 000: Slash           | -------------------- | SilverSpread     |
 | -------------------- | -------------------- | ---------------- |
 | 15f: SilverFang      | 147: Fool            | ---------------- |
 ==================================================================

========================
| 1a: Osc-Sword        |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 000: Slash           | -------------------- | Osc-Sword        |
 | -------------------- | -------------------- | ---------------- |
 | 1a5: PluralSlash     | 1a5: PluralSlash     | ---------------- |
 ==================================================================

========================
| 1b: Katana           |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 024: Katana          | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 | 1a5: PluralSlash     | 1a5: PluralSlash     | ---------------- |
 ==================================================================

========================
| 1c: JackalSword      |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 000: Slash           | -------------------- | JackalSword      |
 | 152: DirtyFang       | -------------------- | ---------------- |
 | 1a5: PluralSlash     | 1a5: PluralSlash     | ---------------- |
 ==================================================================

========================
| 1d: NotUse           |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 000: Slash           | -------------------- | NotUse           |
 | -------------------- | -------------------- | ---------------- |
 | 1a5: PluralSlash     | 1a5: PluralSlash     | ---------------- |
 ==================================================================

========================
| 1e: Glirandly        |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 000: Slash           | -------------------- | Glirandly        |
 | 1fc: FinalStrike     | -------------------- | ---------------- |
 | 1a5: PluralSlash     | 1a5: PluralSlash     | ---------------- |
 ==================================================================

========================
| 1f: RaySword         |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 025: RaySword        | -------------------- | ---------------- |
 | 026: KaiserWing      | 026: KaiserWing      | ---------------- |
 | 027: KaiserSmash     | 027: KaiserSmash     | ---------------- |
 ==================================================================

========================
| 20: RuneSword        |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 000: Slash           | -------------------- | RuneSword        |
 | 148: VictoryRune     | -------------------- | ---------------- |
 | 15b: Cockatrice      | 14e: StasisRune      | ---------------- |
 ==================================================================

========================
| 21: Twin Dragon      |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 024: Katana          | -------------------- | Twin Dragon      |
 | -------------------- | -------------------- | ---------------- |
 | 1a5: PluralSlash     | 1a5: PluralSlash     | ---------------- |
 ==================================================================

========================
| 22: SplashSword      |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 000: Slash           | -------------------- | SplashSword      |
 | 153: ElementDissolve | -------------------- | ---------------- |
 | 1a5: PluralSlash     | 1a5: PluralSlash     | ---------------- |
 ==================================================================

========================
| 23: TwiggyRod        |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 000: Slash           | -------------------- | TwiggyRod        |
 | 1fc: FinalStrike     | -------------------- | ---------------- |
 | 1a5: PluralSlash     | 1a5: PluralSlash     | ---------------- |
 ==================================================================

========================
| 24: CometBlade       |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 024: Katana          | -------------------- | CometBlade       |
 | 15d: MillionDollers  | -------------------- | ---------------- |
 | 1a5: PluralSlash     | 1a5: PluralSlash     | ---------------- |
 ==================================================================

========================
| 25: ZeroSword        |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 000: Slash           | -------------------- | ZeroSword        |
 | -------------------- | -------------------- | ---------------- |
 | 1a5: PluralSlash     | 1a5: PluralSlash     | ---------------- |
 ==================================================================

========================
| 26: Obsidian         |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 000: Slash           | -------------------- | Obsidian         |
 | -------------------- | -------------------- | ---------------- |
 | 1a5: PluralSlash     | 1a5: PluralSlash     | ---------------- |
 ==================================================================

========================
| 27: Kusanagi         |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 0c0: Kusanagi        | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 | 1a5: PluralSlash     | 1a5: PluralSlash     | ---------------- |
 ==================================================================

========================
| 28: Murakumo         |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 000: Slash           | -------------------- | Murakumo         |
 | -------------------- | -------------------- | ---------------- |
 | 1a5: PluralSlash     | 1a5: PluralSlash     | ---------------- |
 ==================================================================

========================
| 29: IronPipe         |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 000: Slash           | -------------------- | IronPipe         |
 | -------------------- | -------------------- | ---------------- |
 | 1a5: PluralSlash     | 1a5: PluralSlash     | ---------------- |
 ==================================================================

========================
| 2a: DragonSword      |
====================================================================</pre><pre id="faqspan-26">
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 000: Slash           | -------------------- | DragonSword      |
 | -------------------- | -------------------- | ---------------- |
 | 1a5: PluralSlash     | 1a5: PluralSlash     | ---------------- |
 ==================================================================

========================
| 2b: SilverMoon       |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 024: Katana          | -------------------- | SilverMoon       |
 | -------------------- | -------------------- | ---------------- |
 | 1a5: PluralSlash     | 1a5: PluralSlash     | ---------------- |
 ==================================================================

========================
| 2c: Asura            |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 01e: Asura           | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 | 1a5: PluralSlash     | 1a5: PluralSlash     | ---------------- |
 ==================================================================

========================
| 2d: GoldenLion       |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 000: Slash           | -------------------- | GoldenLion       |
 | -------------------- | -------------------- | ---------------- |
 | 1a5: PluralSlash     | 1a5: PluralSlash     | ---------------- |
 ==================================================================

========================
| 2e: Lordstar         |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 000: Slash           | -------------------- | Lordstar         |
 | 154: BraveHeart      | -------------------- | ---------------- |
 | 1a5: PluralSlash     | 1a5: PluralSlash     | ---------------- |
 ==================================================================

========================
| 2f: LightSword       |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 000: Slash           | -------------------- | LightSword       |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 30: AGUNI-SSP        |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 040: Shot            | -------------------- | AGUNI-SSP        |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 31: EasyRifle        |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 040: Shot            | -------------------- | EasyRifle        |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 32: NotUse           |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 040: Shot            | -------------------- | NotUse           |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 33: AGUNI-CP1        |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 040: Shot            | -------------------- | AGUNI-CP1        |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 34: KillerRifle      |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 040: Shot            | -------------------- | KillerRifle      |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 35: TroopRifle       |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 040: Shot            | -------------------- | TroopRifle       |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 36: EagleGun         |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 040: Shot            | -------------------- | EagleGun         |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 37: SniperRifle      |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 040: Shot            | -------------------- | SniperRifle      |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 38: BehemothRifle    |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 040: Shot            | -------------------- | BehemothRifle    |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 39: AGUNI-MBX        |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 040: Shot            | -------------------- | AGUNI-MBX        |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 3a: DuelGun          |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 040: Shot            | -------------------- | DuelGun          |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 3b: LivingRifle      |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 040: Shot            | -------------------- | LivingRifle      |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 3c: ZenGun           |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 040: Shot            | -------------------- | ZenGun           |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 3d: LethalGun        |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 040: Shot            | -------------------- | LethalGun        |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 3f: LightRifle       |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 040: Shot            | -------------------- | LightRifle       |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 40: HandBlaster      |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 180: Blaster         | -------------------- | HandBlaster      |
 | 182: Paralyzer       | -------------------- | ---------------- |
 | 181: BlasterSword    | -------------------- | ---------------- |
 ==================================================================

========================
| 41: LaserCarbine     |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 180: Blaster         | -------------------- | LaserCarbine     |
 | 1aa: Magnify         | 1aa: Magnify         | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 42: HyperBlaster     |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 028: DestructionBeam | -------------------- | HyperBlaster     |
 | 1aa: Magnify         | 1aa: Magnify         | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 43: BeamCannon       |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 185: BeamCannon      | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 44: LightningCannon  |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 186: Magnablast      | -------------------- | LightningCannon  |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 45: SonicCannon      |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 183: SonicBlaster    | -------------------- | SonicCannon      |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 46: WaterCannon      |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 184: WaterCannon     | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 47: JunkBazooka      |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 18c: HE-Rocket       | -------------------- | JunkBazooka      |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 48: LightVulcan      |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 187: Vulcan          | -------------------- | LightVulcan      |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 49: MachineVulcan    |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 187: Vulcan          | -------------------- | MachineVulcan    |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 4a: Thunderbolt      |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 188: BoltCannon      | -------------------- | Thunderbolt      |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 4b: Flame Thrower    |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 189: FlameThrower    | -------------------- | Flame Thrower    |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 4c: Bolt Thrower     |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 18a: BoltThrower     | -------------------- | Bolt Thrower     |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 4d: IonCannon        |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 18b: PlasmaBullet    | -------------------- | IonCannon        |
 | 1aa: Magnify         | 1aa: Magnify         | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 4e: GrainCannon      |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 18b: PlasmaBullet    | -------------------- | GrainCannon      |
 | 1aa: Magnify         | 1aa: Magnify         | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 4f: HG-Cannon        |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 18b: PlasmaBullet    | -------------------- | HG-Cannon        |
 | 1aa: Magnify         | 1aa: Magnify         | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 50: GhostCannon      |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 1af: GhostCannon     | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 51: LightBazooka     |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 18c: HE-Rocket       | -------------------- | LightBazooka     |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 52: HEAT Bazooka     |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 18c: HE-Rocket       | -------------------- | HEAT Bazooka     |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 53: HyperionBazooka  |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 04f: ProtonRocket    | -------------------- | HyperionBazooka  |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 54: DOBBY Bazooka    |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 18d: RandomBaz       | -------------------- | DOBBY Bazooka    |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 55: MissilePod       |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 18e: Missile         | -------------------- | MissilePod       |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 56: BigMissile       |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 18e: Missile         | -------------------- | BigMissile       |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 57: SuperMissile     |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 18e: Missile         | -------------------- | SuperMissile     |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 58: BeamSword        |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 190: BeamSword       | -------------------- | ---------------- |
 | 1a5: PluralSlash     | 1a5: PluralSlash     | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 59: MegaBeamSword    |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 190: BeamSword       | -------------------- | MegaBeamSword    |
 | 1a5: PluralSlash     | 1a5: PluralSlash     | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 5a: Hammer           |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 192: Hammer          | -------------------- | ---------------- |
 | 1ac: HammerCrush     | 1ac: HammerCrush     | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 5b: LaserCannon      |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 19c: Laser           | -------------------- | LaserCannon      |
 | 1aa: Magnify         | 1aa: Magnify         | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 5c: AT Missile       |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 195: AT-Missile      | -------------------- | AT Missile       |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 5d: AT Missile       |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 195: AT-Missile      | -------------------- | AT Missile       |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 5e: RailCanon        |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 198: RailCannon      | -------------------- | RailCanon        |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 5f: MicroMissile     |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 196: MicroMissile    | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 60: RailCannon       |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 198: RailCannon      | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 61: RailCannon       |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 198: RailCannon      | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 62: MachineVulcan    |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 199: MachineVulcan   | -------------------- | ---------------- |
 | 1a8: Crosshair       | 1a8: Crosshair       | ---------------- |
 | 1a9: RangeFire       | 1a9: RangeFire       | ---------------- |
 ==================================================================

========================
| 63: LaserCannon      |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 19c: Laser           | -------------------- | LaserCannon      |
 | 1aa: Magnify         | 1aa: Magnify         | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 65: LaserCannon      |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 19c: Laser           | -------------------- | LaserCannon      |
 | 1aa: Magnify         | 1aa: Magnify         | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 67: JunkVulcan       |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 1a9: RangeFire       | -------------------- | JunkVulcan       |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 68: SatelliteBeam    |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 19f: SatelliteLinker | 19f: SatelliteLinker | SatelliteBeam    |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 69: BitSystem        |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 19e: Bit             | -------------------- | BitSystem        |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 6a: MediPack         |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 |*166: DodgeTackle     | -------------------- | MediPack         |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

*Not actually DodgeTackle; rather, Ability 166 here represents the unique
effect of using MediPack.

========================
| 6b: RepairPack       |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 1a0: RepairPack      | -------------------- | ---------------- |
 | 1ad: EnergySupply    | 1ad: EnergySupply    | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 6c: RepairPack       |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 1a0: RepairPack      | -------------------- | ---------------- |
 | 1ad: EnergySupply    | 1ad: EnergySupply    | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 6d: OctopusBoard     |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 1ae: Shoot-All       | 1ae: Shoot-All       | ---------------- |
 | 1cf: TigerRampage    | 17c: TigerProgram    | ---------------- |
 | 0e8: Maelstrom       | 17d: DragonProgram   | ---------------- |
 ==================================================================

========================
| 6e: NakajimaBoard    |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 1ae: Shoot-All       | 1ae: Shoot-All       | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 6f: NakajimaBoard2   |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 1ae: Shoot-All       | 1ae: Shoot-All       | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 70: V-Special        |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 193: StarlightShower | -------------------- | ---------------- |
 | 1a1: CosmicRave      | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 71: V-System         |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 1a7: V-MAX           | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 73: RailCannon       |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 198: RailCannon      | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 74: MemoryBoard      |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 1ae: Shoot-All       | 1ae: Shoot-All       | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 75: SecretBoard      |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 1ae: Shoot-All       | 1ae: Shoot-All       | ---------------- |
 | 1a3: Jammer          | 178: Virus           | ---------------- |
 | 1a2: LogicBomb       | 178: Virus           | ---------------- |
 ==================================================================

========================
| 77: TrainingGun      |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 04b: TestShot        | -------------------- | TrainingGun      |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 7e: DurahanShield    |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 088: DeathGaze       | -------------------- | DurahanShield    |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 8a: ShadeRobe        |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 |*163: DodgeSmash      | -------------------- | ShadeRobe        |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

*Not actually DodgeSmash; rather, Ability 163 here represents the unique effect
of using ShadeRobe or Mysticwear.

========================
| 8b: Accelerator      |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 |*164: DodgeTail       | -------------------- | Accelerator      |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

*Not actually DodgeTail; rather, Ability 164 here represents the unique effect
of using Accelerator.

========================
| 8e: FortBody         |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 19d: Graviton        | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| 8f: ECM System       |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 191: ECM             | -------------------- | ECM System       |
 | 1a6: CounterECM      | 1a6: CounterECM      | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| af: Mysticwear       |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 |*163: DodgeSmash      | -------------------- | Mysticwear       |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

*Not actually DodgeSmash; rather, Ability 163 here represents the unique effect
of using ShadeRobe or Mysticwear.

========================
| b7: Magihat          |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 053: MagicStone      | -------------------- | Magihat          |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| c4: Iron Clogs       |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 04c: IronclogShot    | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| c7: DanceShoes       |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 1d9: MysteryTap      | -------------------- | DanceShoes       |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| cc: FireCrystal      |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 |*160: DodgeDrain      | -------------------- | FireCrystal      |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

*Not actually DodgeDrain; rather, Ability 160 here represents the unique effect
of using FireCrystal.

========================
| cd: IceCrystal       |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 |*161: DodgeTouch      | -------------------- | IceCrystal       |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

*Not actually DodgeTouch; rather, Ability 161 here represents the unique effect
of using IceCrystal.

========================
| ce: BoltCrystal      |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 |*162: DodgeGale       | -------------------- | BoltCrystal      |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

*Not actually DodgeGale; rather, Ability 162 here represents the unique effect
of using BoltCrystal.

========================
| d4: SeaStone         |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 1c2: WaterCannon     | 1c0: MysticGlove     | SeaStone         |
 | 0e8: Maelstrom       | 1d0: MysticBoots     | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| d5: PurpleEye        |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 129: PhantasmShot    | -------------------- | PurpleEye        |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| d6: MellowRing       |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 0f9: LifeRain        | -------------------- | ---------------- |
 | 0e8: Maelstrom       | 1d0: MysticBoots     | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| dc: SandVessel       |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 0f2: QuickSand       | -------------------- | SandVessel       |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| de: CharmNecklace    |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 0d5: Seduction       | 1c0: MysticGlove     | CharmNecklace    |
 | 0d3: Kylin'sSong     | 1d0: MysticBoots     | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

========================
| df: RING/Guardian    |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 |*16c: DodgeNet        | -------------------- | RING/Guardian    |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

*Not actually DodgeNet; rather, Ability 16c here represents the unique effect
of using RING/Guardian.

========================
| e0: RING/Merchant    |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 |*16d: DodgeThunder    | -------------------- | RING/Merchant    |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

*Not actually DodgeThunder; rather, Ability 16d here represents the unique
effect of using RING/Merchant.

========================
| e1: RING/Thief       |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================</pre><pre id="faqspan-27">
 |*16e: DodgeTremor     | -------------------- | RING/Thief       |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

*Not actually DodgeTremor; rather, Ability 16e here represents the unique
effect of using RING/Thief.

========================
| e2: RING/Schemer     |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 |*16f: DodgeRock       | -------------------- | RING/Schemer     |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

*Not actually DodgeRock; rather, Ability 16f here represents the unique effect
of using RING/Schemer.

========================
| e3: RING/Hero        |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 |*170: DodgeGaze       | -------------------- | RING/Hero        |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

*Not actually DodgeGaze; rather, Ability 170 here represents the unique effect
of using RING/Hero.

========================
| e4: RING/Hermit      |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 |*171: DodgeDeathGrip  | -------------------- | RING/Hermit      |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

*Not actually DodgeDeathGrip; rather, Ability 171 here represents the unique
effect of using RING/Hermit.

========================
| e5: RING/Healer      |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 |*172: Kyon'sSmile     | -------------------- | RING/Healer      |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

*Not actually Kyon'sSmile; rather, Ability 172 here represents the unique
effect of using RING/Healer.

========================
| e6: RING/Fighter     |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 |*173: Kyon'sSmile     | -------------------- | RING/Fighter     |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

*Not actually Kyon'sSmile; rather, Ability 173 here represents the unique
effect of using RING/Fighter.

========================
| e7: RING/Lord        |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 |*174: Kyon'sSmile     | -------------------- | RING/Lord        |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

*Not actually Kyon'sSmile; rather, Ability 174 here represents the unique
effect of using RING/Lord.

========================
| ea: Magatama         |
====================================================================
 |   Inherent Ability   |  Enabled By Ability  | Name Shown If Dif|
 ==================================================================
 | 0e1: SacredSong      | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 | -------------------- | -------------------- | ---------------- |
 ==================================================================

-------------------------------------------------------------------------------





*************************
*  Item Data            *                                             [ITEMD05]
*  --Item Weight Chart  *
*************************


Key Items (ID f0--ff) are not included, as they cannot be legitimately
Equipped.

-------------------------------------------------------------------------------

                              Item Weight Chart
                                by Zaraktheus

Abbreviation:

Wg: Weight

----------

===============
| Consumables |
===========================
| ID: Item             |Wg|
===========================
| 00: Cure             |--|
| 01: PowerCure        |--|
| 02: MaxCure          |--|
| 03: Antistone        |--|
| 04: SnakeOil         |--|
| 05: LifeCandy        |--|
| 06: NotUse           |--|
| 07: Backpack         | 5|
| 08: RepairKit        |--|
| 09: RottenMeat       |--|
| 0a: FlashBomb        |--|
| 0b: MagicStone       |--|
| 0c: LuckyCoin        |--|
| 0d: UnluckyCoin      |--|
| 0e: StunNeedle       |--|
| 0f: NotUse           |--|
===========================

==========
| Swords |
===========================
| ID: Item             |Wg|
===========================
| 10: Knife            | 1|
| 11: BroadSword       | 3|
| 12: KukriBlade       | 3|
| 13: ShadowDagger     | 1|
| 14: FiendRod         | 3|
| 15: LaserKnife       | 2|
| 16: SamuraiSword     | 6|
| 17: CeramicSword     | 7|
| 18: TwinSword        | 7|
| 19: SilverSpread     | 1|
| 1a: Osc-Sword        |10|
| 1b: Katana           |11|
| 1c: JackalSword      |11|
| 1d: NotUse           | 1|
| 1e: Glirandly        |42|
| 1f: RaySword         |18|
| 20: RuneSword        |17|
| 21: Twin Dragon      |14|
| 22: SplashSword      |16|
| 23: TwiggyRod        |17|
| 24: CometBlade       |20|
| 25: ZeroSword        |20|
| 26: Obsidian         |22|
| 27: Kusanagi         |20|
| 28: Murakumo         |20|
| 29: IronPipe         | 5|
| 2a: DragonSword      |24|
| 2b: SilverMoon       |23|
| 2c: Asura            |23|
| 2d: GoldenLion       |25|
| 2e: Lordstar         |26|
| 2f: LightSword       | 1|
===========================

========
| Guns |
===========================
| ID: Item             |Wg|
===========================
| 30: AGUNI-SSP        | 3|
| 31: EasyRifle        | 7|
| 32: NotUse           | 1|
| 33: AGUNI-CP1        | 3|
| 34: KillerRifle      |20|
| 35: TroopRifle       | 6|
| 36: EagleGun         | 7|
| 37: SniperRifle      | 8|
| 38: BehemothRifle    |40|
| 39: AGUNI-MBX        | 9|
| 3a: DuelGun          | 4|
| 3b: LivingRifle      |13|
| 3c: ZenGun           |16|
| 3d: LethalGun        |15|
| 3e: BrokenRifle      | 1|
| 3f: LightRifle       |22|
===========================

=================
| Heavy Weapons |
===========================
| ID: Item             |Wg|
===========================
| 40: HandBlaster      | 5|
| 41: LaserCarbine     |10|
| 42: HyperBlaster     |15|
| 43: BeamCannon       |10|
| 44: LightningCannon  |10|
| 45: SonicCannon      |10|
| 46: WaterCannon      |10|
| 47: JunkBazooka      | 5|
| 48: LightVulcan      |10|
| 49: MachineVulcan    |15|
| 4a: Thunderbolt      |15|
| 4b: Flame Thrower    |20|
| 4c: Bolt Thrower     |20|
| 4d: IonCannon        |10|
| 4e: GrainCannon      |25|
| 4f: HG-Cannon        |25|
| 50: GhostCannon      | 5|
| 51: LightBazooka     | 5|
| 52: HEAT Bazooka     |10|
| 53: HyperionBazooka  |20|
| 54: DOBBY Bazooka    | 5|
| 55: MissilePod       | 6|
| 56: BigMissile       |22|
| 57: SuperMissile     |35|
===========================

=============
| Mec Parts |
===========================
| ID: Item             |Wg|
===========================
| 58: BeamSword        |--|
| 59: MegaBeamSword    |--|
| 5a: Hammer           |--|
| 5b: LaserCannon      |--|
| 5c: AT Missile       |--|
| 5d: AT Missile       |--|
| 5e: RailCanon        |--|
| 5f: MicroMissile     |--|
| 60: RailCannon       |--|
| 61: RailCannon       |--|
| 62: MachineVulcan    |--|
| 63: LaserCannon      |--|
| 64: MinorLaser       |--|
| 65: LaserCannon      |--|
| 66: DragonCannon     |50|
| 67: JunkVulcan       |--|
| 68: SatelliteBeam    |--|
| 69: BitSystem        |--|
| 6a: MediPack         |--|
| 6b: RepairPack       |--|
| 6c: RepairPack       |--|
| 6d: OctopusBoard     |--|
| 6e: NakajimaBoard    |--|
| 6f: NakajimaBoard2   |--|
| 70: V-Special        |--|
| 71: V-System         |--|
| 72: JunkParts        |--|
| 73: RailCannon       |--|
| 74: MemoryBoard      |--|
| 75: SecretBoard      |--|
| 76: LastRing         |--|
| 77: TrainingGun      |--|
===========================

===========
| Shields |
===========================
| ID: Item             |Wg|
===========================
| 78: Buckler          | 2|
| 79: ShellShield      | 2|
| 7a: ExcelShield      | 2|
| 7b: GenbuShield      | 8|
| 7c: DragonShield     | 8|
| 7d: Mizukagami       | 8|
| 7e: DurahanShield    |16|
| 7f: WonderBangle     | 1|
===========================

===============
| Torso Armor |
===========================
| ID: Item             |Wg|
===========================
| 80: FiberVest        | 4|
| 81: HardLeather      | 4|
| 82: ArmorVest        | 4|
| 83: ElectroArmor     | 4|
| 84: WarLordArmor     | 4|
| 85: DarkRobe         | 1|
| 86: BlueElf          | 1|
| 87: GlowRobe         | 1|
| 88: MoonlightRobe    | 1|
| 89: StardustRobe     | 1|
| 8a: ShadeRobe        | 1|
| 8b: Accelerator      | 5|
| 8c: Mini Plant       | 5|
| 8d: MecBody          | 5|
| 8e: FortBody         |10|
| 8f: ECM System       | 5|
| 90: FireLeather      | 4|
| 91: CelestialLeather | 4|
| 92: HyperScale       | 4|
| 93: AngelArmor       | 4|
| 94: PlutoArmor       | 4|
| 95: BeastLeather     | 4|
| 96: Protector        | 4|
| 97: SlimyArmor       | 4|
| 98: JerryArmor       | 4|
| 99: BoneBreast       | 4|
| 9a: LivingArmor      | 4|
| 9b: HarmoniumArmor   | 1|
| 9c: SkeleMail        | 4|
| 9d: MasterRobe       | 2|
| 9e: GoldenFleece     | 5|
| 9f: MysticMail       |10|
===========================

=========
| Suits |
===========================
| ID: Item             |Wg|
===========================
| a0: CombatSuit       |10|
| a1: JumpSuit         |15|
| a2: CyberSuit        |20|
| a3: PoweredSuit      |25|
| a4: SprigganSuit     |30|
| a5: RubberSuit       | 6|
| a6: GolemSuit        |30|
| a7: WhiteDress       |10|
===========================

==========
| Shirts |
===========================
| ID: Item             |Wg|
===========================
| a8: CottonShirt      |--|
| a9: SilkShirt        |--|
| aa: Magicwear        |--|
| ab: Budowear         |--|
| ac: Defendwear       |--|
| ad: Hyperwear        |--|
| ae: PowerBelt        |--|
| af: Mysticwear       |--|
===========================

============
| Headgear |
===========================
| ID: Item             |Wg|
===========================
| b0: JunkHelm         | 2|
| b1: Yolk Hat         | 2|
| b2: FiberHood        | 2|
| b3: LaserScope       | 2|
| b4: MirrorGlass      | 2|
| b5: InfraScope       | 2|
| b6: Egg Hat          | 2|
| b7: Magihat          | 2|
===========================

==========
| Gloves |
===========================
| ID: Item             |Wg|
===========================
| b8: LeatherGlove     | 2|
| b9: ShellBracer      | 2|
| ba: ArmorGlove       | 2|
| bb: CyberGlove       | 2|
| bc: OgreGlove        | 2|
| bd: NornsBangle      | 2|
| be: SH-Armlet        |20|
| bf: HarmoniumBangle  | 2|
===========================

============
| Footwear |
===========================
| ID: Item             |Wg|
===========================
| c0: LeatherBoots     | 2|
| c1: RubberShoes      | 2|
| c2: JetBoots         | 2|
| c3: FeatherBoots     |--|
| c4: Iron Clogs       |50|
| c5: Catsocks         | 2|
| c6: SH-Anklet        |20|
| c7: DanceShoes       | 2|
===========================

===============
| Accessories |
===========================
| ID: Item             |Wg|
===========================
| c8: FangAmulet       | 2|
| c9: WingAmulet       | 2|
| ca: FlowerAmulet     | 2|
| cb: SteelAmulet      | 4|
| cc: FireCrystal      | 2|
| cd: IceCrystal       | 2|
| ce: BoltCrystal      | 2|
| cf: BloodChalice     | 2|
| d0: HarmoniumEarring |--|
| d1: EMES Tag         |--|
| d2: WindShell        |--|
| d3: FeatherCharm     |--|
| d4: SeaStone         |10|
| d5: PurpleEye        |--|
| d6: MellowRing       |--|
| d7: PearlHeart       |--|
| d8: KrisKnife        |--|
| d9: UnicornTear      |--|
| da: Tao-TiehPattern  |--|
| db: FovosGrail       |--|
| dc: SandVessel       |--|
| dd: AngelBroach      |--|
| de: CharmNecklace    |--|
| df: RING/Guardian    |--|
| e0: RING/Merchant    |--|
| e1: RING/Thief       |--|
| e2: RING/Schemer     |--|
| e3: RING/Hero        |--|
| e4: RING/Hermit      |--|
| e5: RING/Healer      |--|
| e6: RING/Fighter     |--|
| e7: RING/Lord        |--|
| e8: BrokenBumper     | 5|
| e9: Junk             |10|
| ea: Magatama         |--|
| eb: Bumper           | 1|
| ec: JunkPart         | 5|
| ed: SleetCoin        |--|
| ee: SolGrail         |--|
| ef: ThunderCharm     |--|
===========================

-------------------------------------------------------------------------------





*************************
*  Item Data            *                                             [ITEMD06]
*  --Weapon Data Chart  *
*************************


In this Chart, I've included only the Item Categories that the game treats as
having a Power Stat.  Be aware that some of these Items still aren't really
Weapons.  Some of them use their Power Stat for non-offensive purposes, while
others offer no means to make use of their Power Stat at all.

-------------------------------------------------------------------------------

                              Weapon Data Chart
                                by Zaraktheus

Abbreviations:

Weapon Data:
 Pow: Power
  Wg: Weight
 Acc: Accuracy
  Am: Ammo
  Rl: Is Reloadable? ( Y/--)
  SA: Is Compatible with 1ae: Shoot-All? ( Y/--)

Ailment Immunities:
 L: Direct LP Damage from only SOME sources
 P: Palsy
 S: Sleep
 Y: Psychout (Mess, Charm, and Angry)
 K: Knockback
 T: Stun
 F: Faint (aka Instant Death)
 V: Venom
 O: Stone
 B: Blind

Attribute Immunities:
 R: Ground
 Z: Gaze
 N: Sonic
 W: Water
 A: Anti-Air (this indicates Vulnerability, NOT Immunity)

----------

===============
| Consumables |
==============================================================
|                      |     Weapon Data    | Ailments |Attrb|
|                      |--------------------|----------|-----|
| ID: Item             |Pow|Wg| Acc|Am|Rl|SA|LPSYKTFVOB|RZNWA|
==============================================================
| 00: Cure             | 20|--|----|--|--|--|----------|-----|
| 01: PowerCure        | 40|--|----|--|--|--|----------|-----|
| 02: MaxCure          |100|--|----|--|--|--|----------|-----|
| 03: Antistone        | 20|--|----|--|--|--|----------|-----|
| 04: SnakeOil         |---|--|----|--|--|--|----------|-----|
| 05: LifeCandy        |  1|--|----|--|--|--|----------|-----|
| 06: NotUse           | 10|--|----|--|--|--|----------|-----|
| 07: Backpack         |  1| 5|----|--|--|--|----------|-----|
| 08: RepairKit        | 50|--|----|--|--|--|----------|-----|
| 09: RottenMeat       | 10|--|----|--|--|--|----------|-----|
| 0a: FlashBomb        | 10|--|----|--|--|--|----------|-----|
| 0b: MagicStone       | 10|--|----|--|--|--|----------|-----|
| 0c: LuckyCoin        |---|--|----|--|--|--|----------|-----|
| 0d: UnluckyCoin      |---|--|----|--|--|--|----------|-----|
| 0e: StunNeedle       |  1|--|----|--|--|--|----------|-----|
| 0f: NotUse           |---|--|----|--|--|--|----------|-----|
==============================================================

==========
| Swords |
==============================================================
|                      |     Weapon Data    | Ailments |Attrb|
|                      |--------------------|----------|-----|
| ID: Item             |Pow|Wg| Acc|Am|Rl|SA|LPSYKTFVOB|RZNWA|
==============================================================
| 10: Knife            |  7| 1|----|--|--|--|----------|-----|
| 11: BroadSword       | 11| 3|----|--|--|--|----------|-----|
| 12: KukriBlade       | 10| 3|----|--|--|--|----------|-----|
| 13: ShadowDagger     |  9| 1|----|--|--|--|----------|-----|
| 14: FiendRod         | 13| 3|----|--|--|--|----------|-----|
| 15: LaserKnife       | 15| 2|----|--|--|--|----------|-----|
| 16: SamuraiSword     | 19| 6|----|--|--|--|----------|-----|
| 17: CeramicSword     | 22| 7|----|--|--|--|----------|-----|
| 18: TwinSword        | 20| 7|----|--|--|--|----------|-----|
| 19: SilverSpread     | 22| 1|----|--|--|--|----------|-----|
| 1a: Osc-Sword        | 30|10|----|--|--|--|----------|-----|
| 1b: Katana           | 34|11|----|--|--|--|----------|-----|
| 1c: JackalSword      | 33|11|----|--|--|--|----------|-----|
| 1d: NotUse           | 39| 1|----|--|--|--|----------|-----|
| 1e: Glirandly        | 42|42|----|--|--|--|----------|-----|
| 1f: RaySword         | 45|18|+ 50|--|--|--|-PSY--F-O-|-----|
| 20: RuneSword        | 50|17|----|--|--|--|----------|-----|
| 21: Twin Dragon      | 41|14|----|--|--|--|----------|-----|
| 22: SplashSword      | 49|16|----|--|--|--|----------|-----|
| 23: TwiggyRod        | 52|17|----|--|--|--|----------|-----|
| 24: CometBlade       | 55|20|----|--|--|--|----------|-----|
| 25: ZeroSword        | 60|20|----|--|--|--|----------|-----|
| 26: Obsidian         | 64|22|----|--|--|--|----------|-----|
| 27: Kusanagi         | 66|20|----|--|--|--|----------|-----|
| 28: Murakumo         | 33|20|----|--|--|--|----------|-----|
| 29: IronPipe         | 15| 5|----|--|--|--|----------|-----|
| 2a: DragonSword      | 72|24|----|--|--|--|----------|-----|
| 2b: SilverMoon       | 69|23|----|--|--|--|----------|-----|
| 2c: Asura            | 70|23|----|--|--|--|----------|-----|
| 2d: GoldenLion       | 75|25|----|--|--|--|----------|-----|
| 2e: Lordstar         | 51|26|----|--|--|--|----------|-----|
| 2f: LightSword       | 80| 1|+ 50|--|--|--|----------|-----|
==============================================================

========
| Guns |
==============================================================
|                      |     Weapon Data    | Ailments |Attrb|
|                      |--------------------|----------|-----|
| ID: Item             |Pow|Wg| Acc|Am|Rl|SA|LPSYKTFVOB|RZNWA|
==============================================================
| 30: AGUNI-SSP        |  9| 3|----|15| Y|--|----------|-----|
| 31: EasyRifle        | 13| 7|+ 20| 8| Y|--|----------|-----|
| 32: NotUse           | 44| 1|----| 2| Y|--|----------|-----|
| 33: AGUNI-CP1        | 12| 3|----|13| Y|--|----------|-----|
| 34: KillerRifle      | 25|20|+ 40| 5| Y|--|----------|-----|
| 35: TroopRifle       | 22| 6|+ 25| 8| Y|--|----------|-----|
| 36: EagleGun         | 28| 7|----| 6| Y|--|----------|-----|
| 37: SniperRifle      | 31| 8|----| 6| Y|--|----------|-----|
| 38: BehemothRifle    | 47|40|- 40| 7| Y|--|----------|-----|
| 39: AGUNI-MBX        | 36| 9|----|20| Y|--|----------|-----|
| 3a: DuelGun          | 55| 4|----| 1| Y|--|----------|-----|
| 3b: LivingRifle      | 42|13|+ 13| 4| Y|--|----------|-----|
| 3c: ZenGun           | 45|16|----|16| Y|--|----------|-----|
| 3d: LethalGun        | 60|15|+ 30| 5| Y|--|----------|-----|
| 3e: BrokenRifle      |  1| 1|----|--|--|--|----------|-----|
| 3f: LightRifle       | 88|22|+100| 1| Y|--|----------|-----|
==============================================================

=================
| Heavy Weapons |
==============================================================
|                      |     Weapon Data    | Ailments |Attrb|
|                      |--------------------|----------|-----|
| ID: Item             |Pow|Wg| Acc|Am|Rl|SA|LPSYKTFVOB|RZNWA|
==============================================================
| 40: HandBlaster      | 15| 5|----|10|--|--|----------|-----|
| 41: LaserCarbine     | 25|10|----|10|--|--|----------|-----|
| 42: HyperBlaster     | 50|15|----| 7|--|--|----------|-----|
| 43: BeamCannon       | 20|10|----| 6|--|--|----------|-----|
| 44: LightningCannon  | 20|10|----| 6|--|--|----------|-----|
| 45: SonicCannon      | 25|10|----|16|--|--|----------|-----|
| 46: WaterCannon      | 20|10|----|--|--|--|----------|-----|
| 47: JunkBazooka      | 10| 5|+  5| 1|--| Y|----------|-----|
| 48: LightVulcan      | 15|10|----|60|--| Y|----------|-----|
| 49: MachineVulcan    | 30|15|----|40|--| Y|----------|-----|
| 4a: Thunderbolt      | 25|15|----| 4|--|--|----------|-----|
| 4b: Flame Thrower    | 33|20|----| 3|--|--|----------|-----|
| 4c: Bolt Thrower     | 33|20|----| 3|--|--|----------|-----|
| 4d: IonCannon        | 27|10|----|10|--|--|----------|-----|
| 4e: GrainCannon      | 45|25|----| 8|--|--|----------|-----|
| 4f: HG-Cannon        | 60|25|----| 5|--|--|----------|-----|
| 50: GhostCannon      |  5| 5|+ 20|12|--|--|----------|-----|
| 51: LightBazooka     | 20| 5|----| 4|--| Y|----------|-----|
| 52: HEAT Bazooka     | 55|10|----| 2|--| Y|----------|-----|
| 53: HyperionBazooka  | 85|20|+ 10| 2|--| Y|----------|-----|
| 54: DOBBY Bazooka    | 10| 5|----| 3|--| Y|----------|-----|
| 55: MissilePod       | 12| 6|+100| 8|--| Y|----------|-----|
| 56: BigMissile       | 44|22|+100| 4|--| Y|----------|-----|
| 57: SuperMissile     | 70|35|+100| 3|--| Y|----------|-----|
==============================================================

=============
| Mec Parts |
==============================================================
|                      |     Weapon Data    | Ailments |Attrb|
|                      |--------------------|----------|-----|
| ID: Item             |Pow|Wg| Acc|Am|Rl|SA|LPSYKTFVOB|RZNWA|
==============================================================
| 58: BeamSword        | 30|--|+ 20|--|--|--|----------|-----|
| 59: MegaBeamSword    | 55|--|+ 20|--|--|--|----------|-----|
| 5a: Hammer           | 45|--|+ 15|--|--|--|----------|-----|
| 5b: LaserCannon      | 50|--|+ 25|--|--|--|----------|-----|
| 5c: AT Missile       | 25|--|----|20|--| Y|----------|-----|
| 5d: AT Missile       | 40|--|----|10|--| Y|----------|-----|
| 5e: RailCanon        | 35|--|+  5|16|--| Y|----------|-----|
| 5f: MicroMissile     | 10|--|----|16|--| Y|----------|-----|
| 60: RailCannon       | 35|--|+  5|16|--| Y|----------|-----|
| 61: RailCannon       | 35|--|+  5|16|--| Y|----------|-----|
| 62: MachineVulcan    | 10|--|+  5|20|--| Y|----------|-----|
| 63: LaserCannon      | 50|--|+ 25|--|--|--|----------|-----|
| 64: MinorLaser       | 10|--|----|--|--|--|----------|-----|
| 65: LaserCannon      | 50|--|+ 25|--|--|--|----------|-----|
| 66: DragonCannon     | 50|50|----|--|--|--|LP-Y-TFVOB|-----|
| 67: JunkVulcan       |  2|--|+ 10|40|--|--|----------|-----|
| 68: SatelliteBeam    |100|--|+100|--|--|--|----------|-----|
| 69: BitSystem        | 20|--|+100|--|--|--|----------|-----|
| 6a: MediPack         | 10|--|----| 6|--|--|----------|-----|
| 6b: RepairPack       | 10|--|----|10|--|--|----------|-----|
| 6c: RepairPack       | 10|--|----|10|--|--|----------|-----|
| 6d: OctopusBoard     |---|--|----|--|--|--|----------|-----|
| 6e: NakajimaBoard    |---|--|----|--|--|--|----------|-----|
| 6f: NakajimaBoard2   |---|--|----|--|--|--|----------|-----|
| 70: V-Special        | 10|--|----|--|--|--|----------|-----|
| 71: V-System         | 10|--|----|--|--|--|----------|-----|
| 72: JunkParts        | 10|--|----|--|--|--|----------|-----|
| 73: RailCannon       | 35|--|+  5|16|--| Y|----------|-----|
| 74: MemoryBoard      |---|--|----|--|--|--|----------|-----|
| 75: SecretBoard      |---|--|----|--|--|--|----------|-----|
| 76: LastRing         | 10|--|----|--|--|--|LPSYKTFVOB|-----|
| 77: TrainingGun      | 10|--|----| 6| Y|--|----------|-----|
==============================================================

-------------------------------------------------------------------------------





************************
*  Item Data           *                                              [ITEMD07]
*  --Armor Data Chart  *
************************


In this Chart, I've included only the Item Categories that the game considers
when calculating Defense values.

-------------------------------------------------------------------------------

                              Armor Data Chart
                                by Zaraktheus

Abbreviations:

Defenses:
 Tot: Total
   S: Slash
   P: Pierce
   B: Blunt
   H: Heat
   C: Cold
   E: Electric
   F: Force
   X: Status

Ailment Immunities:
 L: Direct LP Damage from only SOME sources
 P: Palsy
 S: Sleep
 Y: Psychout (Mess, Charm, and Angry)
 K: Knockback
 T: Stun
 F: Faint (aka Instant Death)
 V: Venom
 O: Stone
 B: Blind

Attribute Immunities:
 R: Ground
 Z: Gaze
 N: Sonic
 W: Water
 A: Anti-Air (this indicates Vulnerability, NOT Immunity)

----------

===============
| Torso Armor |
===============================================================================
|                      |               Defenses              | Ailments |Attrb|
|                      |-------------------------------------|----------|-----|
| ID: Item             |Tot| | S | P | B | H | C | E | F | X |LPSYKTFVOB|RZNWA|
===============================================================================
| 80: FiberVest        | 68| |  8| 12|  8|  8|  8|  8|  8|  8|----------|-----|
| 81: HardLeather      |110| | 12| 22| 16| 12| 12| 12| 12| 12|----------|-----|
| 82: ArmorVest        |190| | 18| 60| 22| 18| 18| 18| 18| 18|----------|-----|
| 83: ElectroArmor     |248| | 25| 33| 25| 35| 35| 35| 35| 25|----------|-----|
| 84: WarLordArmor     |266| | 32| 42| 32| 32| 32| 32| 32| 32|----------|-----|
| 85: DarkRobe         |112| |  8| 26|  8|  2|  8|  8| 26| 26|---------B|-----|
| 86: BlueElf          |180| | 20| 20| 20| 25| 25| 25| 25| 20|----------|---W-|
| 87: GlowRobe         |219| | 18| 28| 18| 53| 18| 28| 28| 28|--------O-|-----|
| 88: MoonlightRobe    |221| | 17| 27| 17| 17| 62| 27| 27| 27|-PS-------|-----|
| 89: StardustRobe     |213| | 16| 26| 16| 26| 26| 51| 26| 26|------F---|-----|
| 8a: ShadeRobe        |147| |  9|  9|  9| 24| 24| 24| 24| 24|----------|-----|
| 8b: Accelerator      | 70| | 10| 15| 10| 10| 10|  5|  5|  5|-PSY--FVOB|-----|
| 8c: Mini Plant       | 70| | 10| 15| 10| 10| 10|  5|  5|  5|-PSY--FVOB|-----|
| 8d: MecBody          | 70| | 10| 15| 10| 10| 10|  5|  5|  5|-PSY--FVOB|-----|
| 8e: FortBody         |125| | 20| 30| 20| 20| 20|  5|  5|  5|-PSY--FVOB|-----|
| 8f: ECM System       | 70| | 10| 15| 10| 10| 10|  5|  5|  5|-PSY--FVOB|-----|
| 90: FireLeather      |160| | 16| 16| 16| 48| 16| 16| 16| 16|----------|-----|
| 91: CelestialLeather |242| | 24| 34| 34| 34| 34| 34| 24| 24|----------|-----|
| 92: HyperScale       |170| | 30| 30| 20| 20| 10| 20| 20| 20|----------|-----|
| 93: AngelArmor       |166| | 27| 27| 27| 17| 17| 17| 17| 17|----------|R---A|
| 94: PlutoArmor       |280| | 35| 35| 35| 35| 35| 35| 35| 35|------F---|-----|
| 95: BeastLeather     | 50| |  6| 12| 12|  2| 12|  2|  2|  2|----------|-----|
| 96: Protector        | 60| | 10| 15| 10|  5|  5|  5|  5|  5|----------|-----|
| 97: SlimyArmor       | 96| |  8| 16| 32|  8|  8|  8|  8|  8|----------|-----|
| 98: JerryArmor       |208| | 38| 38|102|  6|  6|  6|  6|  6|-PSYKTFV-B|-----|
| 99: BoneBreast       | 56| | 13|  1| 13| -7| 13| 13|  5|  5|----------|-----|
| 9a: LivingArmor      |208| | 26| 26| 26| 26| 26| 26| 26| 26|----------|-----|
| 9b: HarmoniumArmor   |216| | 24| 24| 24| 20| 20| 24| 40| 40|----------|--N--|
| 9c: SkeleMail        | 96| | 16| 32|  4|  4| 16| 16|  4|  4|LPSY--FV-B|-----|
| 9d: MasterRobe       |160| | 10| 10| 10| 25| 25| 25| 25| 30|----------|-----|
| 9e: GoldenFleece     |279| | 28| 28| 28| 38| 38| 38| 38| 43|-PS-------|-----|
| 9f: MysticMail       |154| | 23| 23| 23| 13| 13| 13| 23| 23|--SY------|-----|
===============================================================================

=========
| Suits |
===============================================================================
|                      |               Defenses              | Ailments |Attrb|
|                      |-------------------------------------|----------|-----|
| ID: Item             |Tot| | S | P | B | H | C | E | F | X |LPSYKTFVOB|RZNWA|
===============================================================================
| a0: CombatSuit       |110| | 15| 15| 10| 20| 20| 10| 10| 10|---------B|-----|
| a1: JumpSuit         |170| | 25| 25| 15| 30| 30| 15| 15| 15|---------B|-----|
| a2: CyberSuit        |228| | 36| 36| 36| 21| 36| 21| 21| 21|---------B|-----|
| a3: PoweredSuit      |340| | 50| 50| 50| 50| 50| 30| 30| 30|---------B|-----|
| a4: SprigganSuit     |340| | 55| 55| 55| 35| 35| 35| 35| 35|---------B|-----|
| a5: RubberSuit       |166| | 22| 22| 22| 12| 12| 52| 12| 12|---------B|-----|
| a6: GolemSuit        |200| | 25| 25| 25| 25| 25| 25| 25| 25|---------B|-----|
| a7: WhiteDress       |320| | 40| 40| 40| 40| 40| 40| 40| 40|-PSY--F---|-----|
===============================================================================

==========
| Shirts |
===============================================================================
|                      |               Defenses              | Ailments |Attrb|
|                      |-------------------------------------|----------|-----|
| ID: Item             |Tot| | S | P | B | H | C | E | F | X |LPSYKTFVOB|RZNWA|
===============================================================================
| a8: CottonShirt      | 28| |  3|  3|  7|  3|  3|  3|  3|  3|----------|-----|
| a9: SilkShirt        | 32| |  3|  3|  3|  3| 11|  3|  3|  3|----------|-----|
| aa: Magicwear        | 62| |  4|  4|  4| 14| 14| 14|  4|  4|----------|-----|
| ab: Budowear         | 61| |  7|  7| 12|  7|  7|  7|  7|  7|----------|-----|
| ac: Defendwear       | 94| |  8|  8|  8| 18| 18| 18|  8|  8|----------|-----|
| ad: Hyperwear        | 90| | 10| 10| 10| 10| 10| 10| 15| 15|----------|-----|
| ae: PowerBelt        | 43| |  1|  1|  1|  6|  6|  6|  1| 21|-PS-------|-----|
| af: Mysticwear       |129| |  8|  8|  8| 21| 21| 21| 21| 21|--SY---V--|-----|
===============================================================================

============
| Headgear |
===============================================================================
|                      |               Defenses              | Ailments |Attrb|
|                      |-------------------------------------|----------|-----|
| ID: Item             |Tot| | S | P | B | H | C | E | F | X |LPSYKTFVOB|RZNWA|
===============================================================================
| b0: JunkHelm         | 24| |  4|  6|  6|  4|  1|  1|  1|  1|---------B|-----|
| b1: Yolk Hat         | 33| |  5|  5|  5|  2| 10|  2|  2|  2|---------B|-----|
| b2: FiberHood        | 28| |  6|  6|  6|  2|  2|  2|  2|  2|---------B|-----|
| b3: LaserScope       | 36| |  7|  7|  7|  3|  3|  3|  3|  3|---------B|-----|
| b4: MirrorGlass      | 44| |  8|  8|  8|  4|  4|  4|  4|  4|---------B|-----|
| b5: InfraScope       | 28| |  6|  6|  6|  2|  2|  2|  2|  2|---------B|-----|
| b6: Egg Hat          | 55| |  5|  5|  5| 10|  5|  5| 10| 10|---------B|-----|
| b7: Magihat          | 88| |  6|  6|  6| 16| 16| 16| 16|  6|---------B|-----|
===============================================================================

==========
| Gloves |
===============================================================================
|                      |               Defenses              | Ailments |Attrb|
|                      |-------------------------------------|----------|-----|
| ID: Item             |Tot| | S | P | B | H | C | E | F | X |LPSYKTFVOB|RZNWA|
===============================================================================
| b8: LeatherGlove     | 24| |  4|  4|  4|  4|  2|  2|  2|  2|----------|-----|
| b9: ShellBracer      | 33| |  6|  6|  6|  3|  3|  3|  3|  3|----------|-----|
| ba: ArmorGlove       | 57| |  8| 12| 12|  5|  5|  5|  5|  5|----------|-----|
| bb: CyberGlove       | 62| |  9|  9|  9|  9|  9|  4|  9|  4|----------|-----|
| bc: OgreGlove        | 25| |  5|  5|  5|  2|  2|  2|  2|  2|----------|-----|
| bd: NornsBangle      | 41| |  7|  7|  7|  4|  4|  4|  4|  4|-PS-------|-----|
| be: SH-Armlet        | 60| | 10| 10| 10| 10| 10|-10| 10| 10|----------|-----|
| bf: HarmoniumBangle  |136| |  7|  7|  7| 27| 27| 27| 27|  7|----------|--N--|
===============================================================================

============
| Footwear |
===============================================================================
|                      |               Defenses              | Ailments |Attrb|
|                      |-------------------------------------|----------|-----|
| ID: Item             |Tot| | S | P | B | H | C | E | F | X |LPSYKTFVOB|RZNWA|
===============================================================================
| c0: LeatherBoots     | 16| |  3|  3|  3|  3|  1|  1|  1|  1|----------|-----|
| c1: RubberShoes      | 54| |  5|  5|  5|  5|  5| 25|  2|  2|----------|-----|
| c2: JetBoots         | 51| |  7|  7|  7|  7|  7|  2|  7|  7|----------|R---A|
| c3: FeatherBoots     | 51| |  7|  7|  7|  2|  2|  2| 12| 12|----------|-----|
| c4: Iron Clogs       | 56| |  8|  8|  8|  8|  8|  0|  8|  8|----K-----|-----|
| c5: Catsocks         | 63| |  6|  6|  6|  6|  6|  6|  6| 21|-----T----|-----|
| c6: SH-Anklet        | 60| | 10| 10| 10| 10| 10|-10| 10| 10|----------|-----|
| c7: DanceShoes       | 72| |  4|  4|  4| 14| 14| 14| 14|  4|----------|-----|
===============================================================================

===============
| Accessories |
===============================================================================
|                      |               Defenses              | Ailments |Attrb|
|                      |-------------------------------------|----------|-----|
| ID: Item             |Tot| | S | P | B | H | C | E | F | X |LPSYKTFVOB|RZNWA|
===============================================================================
| c8: FangAmulet       | 28| |  1|  1|  1|  6|  6|  6|  1|  6|----------|-----|
| c9: WingAmulet       | 28| |  1|  1|  1|  6|  6|  6|  1|  6|----------|-----|
| ca: FlowerAmulet     | 28| |  1|  1|  1|  6|  6|  6|  1|  6|----------|-----|
| cb: SteelAmulet      | 13| |  1|  1|  1|  1|  1|  1|  1|  6|----------|-----|
| cc: FireCrystal      | 32| |  1|  1|  1| 25|  1|  1|  1|  1|----------|-----|
| cd: IceCrystal       | 32| |  1|  1|  1|  1| 25|  1|  1|  1|----------|-----|
| ce: BoltCrystal      | 32| |  1|  1|  1|  1|  1| 25|  1|  1|----------|-----|
| cf: BloodChalice     |-40| |  1|  1|  1|-15|  1|  1|-15|-15|------F---|-----|
| d0: HarmoniumEarring | 68| |  1|  1|  1| 11| 11| 11| 11| 21|----------|--N--|
| d1: EMES Tag         | 60| |  5|  5|  5|  5|  5|  5| 15| 15|--------O-|-----|
| d2: WindShell        |100| |  5| 15|  5|  5|  5| 15| 25| 25|----------|-----|
| d3: FeatherCharm     | 38| |  1| 11|  1|  1|  1|  1| 11| 11|----------|-----|
| d4: SeaStone         |104| |  3|  3|  3| 23| 23|  3| 23| 23|----------|---W-|
| d5: PurpleEye        | 42| |  4|  4|  4|  4|  4|  4|  4| 14|----------|-Z---|
| d6: MellowRing       | 48| |  1|  1|  1| 21| 21|  1|  1|  1|----------|---W-|
| d7: PearlHeart       | 16| |  2|  2|  2|  2|  7| -3|  2|  2|----------|---W-|
| d8: KrisKnife        |104| |  3|  3|  3| 13| 13| 13| 13| 43|----------|-----|
| d9: UnicornTear      |  8| |  1|  1|  1|  1|  1|  1|  1|  1|-------V--|-----|
| da: Tao-TiehPattern  | 64| |  3|  3|  3|  3|  3|  3| 23| 23|---Y------|-----|
| db: FovosGrail       | 32| |  1|  1|  1|  1|  1|  1|  1| 25|-PSY--F---|-----|
| dc: SandVessel       | 48| |  2|  2|  2|  2|  2|  2| 18| 18|--------O-|-----|
| dd: AngelBroach      | 90| |  5|  5|  5| 15| 15| 15| 15| 15|---Y------|-----|
| de: CharmNecklace    | 58| |  1|  1|  1| 11| 11| 11| 11| 11|----------|-----|
| df: RING/Guardian    | 38| |  1|  1|  1|  1|  1|  1|  1| 31|----------|-----|
| e0: RING/Merchant    | 18| |  1|  1|  1|  1|  1|  1|  1| 11|----------|-----|
| e1: RING/Thief       | 18| |  1|  1|  1|  1|  1|  1|  1| 11|----------|-----|
| e2: RING/Schemer     | 18| |  1|  1|  1|  1|  1|  1|  1| 11|----------|-----|
| e3: RING/Hero        | 18| |  1|  1|  1|  1|  1|  1|  1| 11|----------|-----|
| e4: RING/Hermit      | 18| |  1|  1|  1|  1|  1|  1|  1| 11|----------|-ZNW-|
| e5: RING/Healer      | 18| |  1|  1|  1|  1|  1|  1|  1| 11|----------|-----|
| e6: RING/Fighter     | 18| |  1|  1|  1|  1|  1|  1|  1| 11|----------|-----|
| e7: RING/Lord        | 18| |  1|  1|  1|  1|  1|  1|  1| 11|----------|-----|
| e8: BrokenBumper     | 18| |  1|  1|  1|  1|  1|  1|  1| 11|----------|-----|
| e9: Junk             | 26| |  2|  2|  2|  2|  2|  2|  2| 12|----------|-----|
| ea: Magatama         | 58| |  1|  1|  1| 11| 11| 11| 11| 11|----------|-----|
| eb: Bumper           | 24| |  3|  3|  3|  3|  3|  3|  3|  3|----------|-----|
| ec: JunkPart         | 13| |  1|  6|  1|  1|  1|  1|  1|  1|----------|-----|
| ed: SleetCoin        |117| |  1|  1|  1|  1|100|  1|  1| 11|----------|-----|
| ee: SolGrail         |117| |  1|  1|  1|100|  1|  1|  1| 11|----------|-----|
| ef: ThunderCharm     |117| |  1|  1|  1|  1|  1|  1|100| 11|----------|-----|
===============================================================================

-------------------------------------------------------------------------------





*************************
*  Mystic Absorbs Data  *                                             [MYSAB01]
*************************


I personally extracted this data from the game, then wrote and used programs to
translate it into the human-readable formats you see here.

Unfortunately, there's too much information related to each Mystic Absorb to
fit it all on one line with GameFAQs' 79-character-per-line limit.  The Full
Entries List below includes all the information for each Absorb, but I had to
break it up over two lines for each entry, which regrettably makes it harder to
read and compare to other entries.  Meanwhile, the Stats-only Chart and
Abilities-only Chart separate the information so that each entry can fit on one
line.  They are much easier to read, but of course, each has only half the
information.  Use whichever you prefer.

The game includes full Mystic Absorb Data for every one of the 256 Enemy IDs,
though many of them are largely blank, and many Enemies cannot actually be
Absorbed (though some that can be might surprise you--take MasterRing, for
example, which can be Absorbed despite being a Final Boss!).  For completeness,
in the List and Charts below, I've included the Mystic Absorb Data for every
Enemy ID, but again, be aware that many of them cannot actually be Absorbed.

Also, note that there are two known cases in which the game uses different Stat
Boosts than normal for Mystic Absorbs: INITDATA (or "PC Initial Data" as I
usually refer to it in this Guide) and Possession.  Several Mystic PCs (Ildon,
Rei, Silence, and Zozma) begin play with Absorbed Enemies which give different
Stat Boosts than normal.  Similarly, when a LivingSword or LivingMusket
successfully uses Possession on a Mystic PC, forcing itself to be "Absorbed"
into one of that PC's Mystic Weapons, it will give a set of Stat Boosts
specific to the Possession Ability instead of its normal Stat Boosts.

I've included these variant Stat Boosts under the appropriate entries, noting
them as "* [PC Name] initial" or "* By Possession", as appropriate.  In all
cases (with both INITDATA and Possession), the differences will persist until
the next time something is Absorbed into the corresponding Mystic Weapon.





**********************************************
*  Mystic Absorbs Data                       *                        [MYSAB02]
*  --Mystic Absorbs Data, Full Entries List  *
**********************************************


-------------------------------------------------------------------------------

                   Mystic Absorbs Data, Full Entries List
                                by Zaraktheus

Key:

======================================================================
| ID: Enemy         |S: Str|Q: Qui|I: Int|W: Wil|P: Psy|V: Vit|C: Cha|
========================================================================
 | ID: MysticSword      | ID: MysticGlove      | ID: MysticBoots      |
 ======================================================================

----------

======================================================================
| 00: Rocky         |S:  8 |Q: -- |I: -- |W: -- |P: -- |V: -- |C: -- |
========================================================================
 | 1b7: Hypnotism       | 1c1: Da-dum          | 1d1: Sweep           |
 ======================================================================

======================================================================
| 01: Hedgehog      |S:  8 |Q: -- |I: -- |W:  8 |P: -- |V: -- |C: -- |
========================================================================
 | 1b1: Needle          | 1c4: Spoil           | 1d1: Sweep           |
 ======================================================================

======================================================================
| 02: Razorback     |S:  9 |Q:  9 |I: -- |W: -- |P: -- |V:  9 |C: -- |
========================================================================
 | 1b2: Lance           | 1c5: PoisonusBlow    | 1d2: PowerKick       |
 ======================================================================

======================================================================
| 03: Aperider      |S: 10 |Q: 10 |I: 10 |W: 10 |P: 10 |V: 10 |C: -- |
========================================================================
 | 1b7: Hypnotism       | 1c1: Da-dum          | 1d6: Spiders         |
 ======================================================================

======================================================================
| 04: Hellhound     |S: 12 |Q: 12 |I: -- |W: -- |P: -- |V: 12 |C: -- |
========================================================================
 | 1b8: FireBreath      | 1c7: Psych-out       | 1d2: PowerKick       |
 ======================================================================

======================================================================
| 05: Manticore     |S: 16 |Q: -- |I: -- |W: 16 |P: -- |V: -- |C: -- |
========================================================================
 | 1b1: Needle          | 1c5: PoisonusBlow    | 1d7: Suffocation     |
 ======================================================================

======================================================================
| 06: Unicorn       |S: -- |Q: 18 |I: 18 |W: 18 |P: -- |V: -- |C: 18 |
========================================================================
 | 1b5: MagicHeal       | 1c8: SpreadBlaster   | 1d2: PowerKick       |
 ======================================================================

======================================================================
| 07: Butch         |S: 20 |Q: 20 |I: -- |W: 20 |P: -- |V: -- |C: -- |
========================================================================
 | 1b1: Needle          | 1c4: Spoil           | 1db: Thunderbolt     |
 ======================================================================

======================================================================
| 08: Chimera       |S: 40 |Q: -- |I: -- |W: -- |P: -- |V: -- |C: -- |
========================================================================
 | 1bb: HeatSmash       | 1c5: PoisonusBlow    | 1d7: Suffocation     |
 ======================================================================

======================================================================
| 09: Kylin         |S: 25 |Q: 25 |I: 25 |W: 25 |P: 25 |V: 25 |C: -- |
========================================================================
 | 1bd: GriffithScratch | 1ce: TigerRampage    | 1d5: Assist          |
 ======================================================================

======================================================================
| 0a: Tidi          |S: 10 |Q: 10 |I: 10 |W: 10 |P: 10 |V: 10 |C: -- |
========================================================================
 | 1ba: PsyNet          | 1c7: Psych-out       | 1d5: Assist          |
 ======================================================================

======================================================================
| 0b: Gargantu      |S: 30 |Q: -- |I: -- |W: -- |P: -- |V: 30 |C: -- |
========================================================================
 | 1bd: GriffithScratch | 1c1: Da-dum          | 1d8: Tremor          |
 ======================================================================

======================================================================
| 0c: MaskCat       |S: -- |Q: -- |I: -- |W: 15 |P: -- |V: -- |C: -- |
========================================================================
 | 1b7: Hypnotism       | 1ca: GrapeShot       | 1d9: MysteryTap      |
 ======================================================================

======================================================================
| 0d: RABI          |S: -- |Q: -- |I: -- |W: -- |P: -- |V: -- |C: 40 |
========================================================================
 | 1ba: PsyNet          | 1c7: Psych-out       | 1d9: MysteryTap      |
 ======================================================================

======================================================================
| 0e: Chimera       |S: 40 |Q: -- |I: -- |W: -- |P: -- |V: -- |C: -- |
========================================================================
 | 1bb: HeatSmash       | 1c5: PoisonusBlow    | 1d7: Suffocation     |
 ======================================================================

======================================================================
| 0f: Lummox        |S: 10 |Q: 10 |I: 10 |W: 10 |P: 10 |V: 10 |C: -- |
========================================================================
 | 1b5: MagicHeal       | 1c7: Psych-out       | 1d2: PowerKick       |
 ======================================================================

======================================================================
| 10: Cactus        |S: -- |Q: -- |I: -- |W:  8 |P: -- |V: -- |C: -- |
========================================================================
 | 1b1: Needle          | 1c4: Spoil           | 1d2: PowerKick       |
 ======================================================================

======================================================================
| 11: Sporepile     |S: -- |Q: -- |I:  8 |W:  8 |P:  8 |V: -- |C: -- |
========================================================================
 | 1b5: MagicHeal       | 1c3: DeadlyPowder    | 1d9: MysteryTap      |
 ======================================================================

======================================================================
| 12: Mandrake      |S: -- |Q: -- |I: 10 |W: 10 |P: 10 |V: -- |C: -- |
======================================================================
| * Rei initial     |S: -- |Q: -- |I:  9 |W:  9 |P:  9 |V: -- |C: -- |
========================================================================
 | 1b7: Hypnotism       | 1c5: PoisonusBlow    | 1d5: Assist          |
 ======================================================================

======================================================================
| 13: Trapvine      |S: 12 |Q: 12 |I: -- |W: -- |P: -- |V: -- |C: -- |
========================================================================
 | 1b3: BloodSucker     | 1c6: Feeler          | 1d1: Sweep           |
 ======================================================================

======================================================================
| 14: Nightshade    |S: -- |Q: -- |I: -- |W: -- |P: 20 |V: -- |C: -- |
========================================================================
 | 1ba: PsyNet          | 1ca: GrapeShot       | 1dc: Assasinate      |
 ======================================================================

======================================================================
| 15: Treant        |S: -- |Q: -- |I: 18 |W: -- |P: 18 |V: -- |C: -- |
========================================================================
 | 1b5: MagicHeal       | 1c6: Feeler          | 1d4: BladeNet        |
 ======================================================================

======================================================================
| 16: Sunflower     |S: -- |Q: -- |I: -- |W: 28 |P: -- |V: -- |C: -- |
========================================================================
 | 1b5: MagicHeal       | 1ca: GrapeShot       | 1d5: Assist          |
 ======================================================================

======================================================================
| 17: Shrieker      |S: -- |Q: 25 |I: -- |W: 25 |P: -- |V: -- |C: -- |
========================================================================</pre><pre id="faqspan-28">
 | 1b9: Oscillation     | 1c1: Da-dum          | 1d8: Tremor          |
 ======================================================================

======================================================================
| 18: CrystalTree   |S: 22 |Q: -- |I: -- |W: 22 |P: 22 |V: 22 |C: -- |
========================================================================
 | 1b9: Oscillation     | 1cd: Crystalizer     | 1d6: Spiders         |
 ======================================================================

======================================================================
| 19: Ironhopper    |S: 10 |Q: 10 |I: 10 |W: 10 |P: 10 |V: 10 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| 1a: MecGod        |S: 10 |Q: 10 |I: 10 |W: 10 |P: 10 |V: 10 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| 1b: Thundragon    |S: 20 |Q: 20 |I: -- |W: -- |P: -- |V: 20 |C: -- |
========================================================================
 | 1bd: GriffithScratch | 1c9: HellWing        | 1db: Thunderbolt     |
 ======================================================================

======================================================================
| 1c: Meiren        |S: 10 |Q: 10 |I: 10 |W: 10 |P: 10 |V: 10 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| 1d: MasterRing    |S: 10 |Q: 10 |I: 10 |W: 10 |P: 10 |V: 10 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| 1e: Target        |S: 10 |Q: 10 |I: 10 |W: 10 |P: 10 |V: 10 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| 1f: Lummox        |S: 10 |Q: 10 |I: 10 |W: 10 |P: 10 |V: 10 |C: -- |
========================================================================
 | 1b5: MagicHeal       | 1c7: Psych-out       | 1d2: PowerKick       |
 ======================================================================

======================================================================
| 20: Gekko         |S:  8 |Q: -- |I: -- |W: -- |P: -- |V: -- |C: -- |
========================================================================
 | 1b6: GremlinEffect   | 1c2: WaterCannon     | 1d2: PowerKick       |
 ======================================================================

======================================================================
| 21: Gunfish       |S: -- |Q: -- |I: -- |W: 12 |P: -- |V: -- |C: -- |
======================================================================
| * Silence initial |S:  8 |Q:  8 |I: -- |W:  8 |P: -- |V: -- |C: -- |
========================================================================
 | 1b2: Lance           | 1c2: WaterCannon     | 1d5: Assist          |
 ======================================================================

======================================================================
| 22: Platoonpus    |S: 10 |Q: -- |I: -- |W: 10 |P: -- |V: 10 |C: -- |
======================================================================
| * Silence initial |S:  9 |Q:  9 |I: -- |W: -- |P:  9 |V: -- |C:  9 |
========================================================================
 | 1b2: Lance           | 1c7: Psych-out       | 1d9: MysteryTap      |
 ======================================================================

======================================================================
| 23: FrillNeck     |S: -- |Q: 18 |I: -- |W: -- |P: -- |V: -- |C: -- |
========================================================================
 | 1bc: Flash           | 1c8: SpreadBlaster   | 1d2: PowerKick       |
 ======================================================================

======================================================================
| 24: Gaeatoad      |S: -- |Q: -- |I: -- |W: -- |P: -- |V: 30 |C: -- |
========================================================================
 | 1b3: BloodSucker     | 1c2: WaterCannon     | 1d8: Tremor          |
 ======================================================================

======================================================================
| 25: Trisaur       |S: 20 |Q: -- |I: -- |W: -- |P: -- |V: 20 |C: -- |
========================================================================
 | 1b2: Lance           | 1c5: PoisonusBlow    | 1d8: Tremor          |
 ======================================================================

======================================================================
| 26: Genbu         |S: -- |Q: -- |I: 20 |W: -- |P: 20 |V: 20 |C: -- |
========================================================================
 | 1bd: GriffithScratch | 1cb: ArcticBreath    | 1db: Thunderbolt     |
 ======================================================================

======================================================================
| 27: Basilisk      |S: 25 |Q: -- |I: -- |W: 25 |P: -- |V: -- |C: -- |
======================================================================
| * Zozma initial   |S: -- |Q: -- |I: -- |W: 22 |P: -- |V: 22 |C: -- |
========================================================================
 | 1b3: BloodSucker     | 1cd: Crystalizer     | 1dd: TitasWave       |
 ======================================================================

======================================================================
| 28: Kraken        |S: 30 |Q: -- |I: -- |W: -- |P: -- |V: 30 |C: -- |
========================================================================
 | 1b9: Oscillation     | 1ce: TigerRampage    | 1db: Thunderbolt     |
 ======================================================================

======================================================================
| 29: PlatyKing     |S: 15 |Q: 15 |I: 15 |W: 15 |P: 15 |V: 15 |C: -- |
========================================================================
 | 1b2: Lance           | 1c1: Da-dum          | 1d2: PowerKick       |
 ======================================================================

======================================================================
| 2a: Platyhooks    |S: 15 |Q: 15 |I: 15 |W: 15 |P: 15 |V: 15 |C: -- |
========================================================================
 | 1bb: HeatSmash       | 1c1: Da-dum          | 1d9: MysteryTap      |
 ======================================================================

======================================================================
| 2b: DevilSquid    |S:  8 |Q:  8 |I:  8 |W:  8 |P:  8 |V:  8 |C: -- |
========================================================================
 | 1b6: GremlinEffect   | 1ce: TigerRampage    | 1db: Thunderbolt     |
 ======================================================================

======================================================================
| 2c: Hell'sLord    |S: 30 |Q: 30 |I: 30 |W: 30 |P: 30 |V: 30 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| 2d: Hell'sLord    |S: 30 |Q: 30 |I: 30 |W: 30 |P: 30 |V: 30 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| 2e: kraken        |S: 30 |Q: -- |I: -- |W: -- |P: -- |V: 30 |C: -- |
========================================================================
 | 1b9: Oscillation     | 1c6: Feeler          | 1db: Thunderbolt     |
 ======================================================================

======================================================================
| 2f: TrisaurJr     |S: 20 |Q: -- |I: -- |W: -- |P: -- |V: 20 |C: -- |
========================================================================
 | 1b2: Lance           | 1c5: PoisonusBlow    | 1d8: Tremor          |
 ======================================================================

======================================================================
| 30: Shellworm     |S:  5 |Q: -- |I: -- |W: -- |P:  5 |V:  5 |C: -- |
========================================================================
 | 1b4: Blade           | 1c2: WaterCannon     | 1d1: Sweep           |
 ======================================================================

======================================================================
| 31: Armorpilla    |S: -- |Q: -- |I: -- |W:  8 |P: -- |V:  8 |C: -- |
======================================================================
| * Ildon initial   |S: -- |Q: -- |I: -- |W: 10 |P: -- |V: 10 |C: -- |
========================================================================
 | 1b2: Lance           | 1c6: Feeler          | 1d4: BladeNet        |
 ======================================================================

======================================================================
| 32: KillerBee     |S: 10 |Q: 10 |I: -- |W: -- |P: -- |V: -- |C: -- |
========================================================================
 | 1b1: Needle          | 1c9: HellWing        | 1d5: Assist          |
 ======================================================================

======================================================================
| 33: Scorpion      |S: 11 |Q: -- |I: -- |W: 11 |P: -- |V: 11 |C: -- |
========================================================================
 | 1b4: Blade           | 1c5: PoisonusBlow    | 1d6: Spiders         |
 ======================================================================

======================================================================
| 34: Battlefly     |S: -- |Q: 14 |I: -- |W: 14 |P: -- |V: -- |C: -- |
======================================================================
| * Ildon initial   |S: -- |Q: 14 |I: 14 |W: -- |P: 14 |V: -- |C: 14 |
========================================================================
 | 1ba: PsyNet          | 1c3: DeadlyPowder    | 1d7: Suffocation     |
 ======================================================================

======================================================================
| 35: Slugger       |S: 18 |Q: -- |I: -- |W: -- |P: -- |V: 18 |C: -- |
========================================================================
 | 1b3: BloodSucker     | 1c5: PoisonusBlow    | 1da: Quicksand       |
 ======================================================================

======================================================================
| 36: SickleBug     |S: 20 |Q: 20 |I: -- |W: 20 |P: -- |V: -- |C: -- |
========================================================================
 | 1b9: Oscillation     | 1c9: HellWing        | 1dd: TitasWave       |
 ======================================================================

======================================================================
| 37: Iceworm       |S: 22 |Q: 22 |I: -- |W: -- |P: -- |V: 22 |C: -- |
========================================================================
 | 1b4: Blade           | 1cc: IceSmash        | 1d5: Assist          |
 ======================================================================

======================================================================
| 38: Zeroworm      |S: 25 |Q: 25 |I: -- |W: -- |P: -- |V: 25 |C: -- |
========================================================================
 | 1b4: Blade           | 1cd: Crystalizer     | 1da: Quicksand       |
 ======================================================================

======================================================================
| 39: Flamefolk     |S: 20 |Q: -- |I: -- |W: 20 |P: 20 |V: -- |C: -- |
========================================================================
 | 1bb: HeatSmash       | 1c9: HellWing        | 1d5: Assist          |
 ======================================================================

======================================================================
| 3a: Waterfolk     |S: 20 |Q: -- |I: -- |W: 20 |P: 20 |V: -- |C: -- |
========================================================================
 | 1b5: MagicHeal       | 1c2: WaterCannon     | 1d3: ThunderBall     |
 ======================================================================

======================================================================
| 3b: Shifter       |S: -- |Q: -- |I: 20 |W: 20 |P: 20 |V: -- |C: -- |
========================================================================
 | 1b4: Blade           | 1c6: Feeler          | 1da: Quicksand       |
 ======================================================================

======================================================================
| 3c: Sonicbat      |S: -- |Q: 15 |I: -- |W: 15 |P: -- |V: -- |C: -- |
========================================================================
 | 1b9: Oscillation     | 1c9: HellWing        | 1d4: BladeNet        |
 ======================================================================

======================================================================
| 3d: Straysheep    |S: -- |Q: 20 |I: -- |W: -- |P: -- |V: -- |C: 20 |
========================================================================
 | 1b5: MagicHeal       | 1c7: Psych-out       | 1d6: Spiders         |
 ======================================================================

======================================================================
| 3e: Virus         |S: 12 |Q: 12 |I: -- |W: -- |P: -- |V: 12 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| 3f: Blue          |S: 12 |Q: 12 |I: -- |W: -- |P: -- |V: 12 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| 40: Pickbird      |S: -- |Q:  9 |I: -- |W: -- |P: -- |V: -- |C: -- |
========================================================================
 | 1b2: Lance           | 1c9: HellWing        | 1d5: Assist          |
 ======================================================================

======================================================================
| 41: Rabbat        |S:  5 |Q:  5 |I:  5 |W:  5 |P:  5 |V:  5 |C:  5 |
========================================================================
 | 1b3: BloodSucker     | 1c4: Spoil           | 1d5: Assist          |
 ======================================================================

======================================================================
| 42: DragonPup     |S: -- |Q:  9 |I: -- |W:  9 |P: -- |V:  9 |C: -- |
========================================================================
 | 1b2: Lance           | 1c9: HellWing        | 1d3: ThunderBall     |
 ======================================================================

======================================================================
| 43: Harpy         |S: -- |Q: 11 |I: 11 |W: -- |P: 11 |V: -- |C: -- |
========================================================================
 | 1b4: Blade           | 1c4: Spoil           | 1d4: BladeNet        |
 ======================================================================

======================================================================
| 44: Axebeak       |S: 15 |Q: -- |I: -- |W: -- |P: -- |V: 15 |C: -- |
========================================================================
 | 1b2: Lance           | 1c3: DeadlyPowder    | 1d2: PowerKick       |
 ======================================================================

======================================================================
| 45: Wyvern        |S: 17 |Q: 17 |I: -- |W: -- |P: -- |V: -- |C: -- |
========================================================================
 | 1b2: Lance           | 1c9: HellWing        | 1dc: Assasinate      |
 ======================================================================

======================================================================
| 46: Cockatrice    |S: 20 |Q: 20 |I: -- |W: -- |P: -- |V: -- |C: -- |
========================================================================
 | 1b2: Lance           | 1cd: Crystalizer     | 1d6: Spiders         |
 ======================================================================

======================================================================
| 47: Sphinx        |S: -- |Q: -- |I: 40 |W: -- |P: -- |V: -- |C: -- |
========================================================================
 | 1b5: MagicHeal       | 1c9: HellWing        | 1d9: MysteryTap      |
 ======================================================================

======================================================================
| 48: Suzaku        |S: 20 |Q: 20 |I: 20 |W: 20 |P: 20 |V: 20 |C: -- |
========================================================================
 | 1b8: FireBreath      | 1c9: HellWing        | 1dd: TitasWave       |
 ======================================================================

======================================================================
| 49: Griffin       |S: 25 |Q: 25 |I: 25 |W: 25 |P: 25 |V: 25 |C: -- |
========================================================================
 | 1bd: GriffithScratch | 1c9: HellWing        | 1dd: TitasWave       |
 ======================================================================

======================================================================
| 4a: UnicornJr     |S: -- |Q: 20 |I: 20 |W: -- |P: 20 |V: -- |C: 20 |
========================================================================
 | 1b5: MagicHeal       | 1ce: TigerRampage    | 1d2: PowerKick       |
 ======================================================================

======================================================================
| 4b: GriffinJr     |S: 30 |Q: 30 |I: -- |W: -- |P: -- |V: -- |C: -- |
========================================================================
 | 1bd: GriffithScratch | 1c9: HellWing        | 1dd: TitasWave       |
 ======================================================================

======================================================================
| 4c: KylinJr       |S: 25 |Q: 25 |I: 25 |W: 25 |P: 25 |V: 25 |C: -- |
========================================================================
 | 1bd: GriffithScratch | 1ce: TigerRampage    | 1d5: Assist          |
 ======================================================================

======================================================================
| 4d: Rabbat        |S:  5 |Q:  5 |I:  5 |W:  5 |P:  5 |V:  5 |C:  5 |
========================================================================
 | 1b3: BloodSucker     | 1ca: GrapeShot       | 1d5: Assist          |
 ======================================================================

======================================================================
| 4e: SuzakuJr      |S: 20 |Q: 20 |I: 20 |W: 20 |P: 20 |V: 20 |C: -- |
========================================================================
 | 1b8: FireBreath      | 1c9: HellWing        | 1db: Thunderbolt     |
 ======================================================================

======================================================================
| 4f: Minidragon    |S: -- |Q:  9 |I: -- |W:  9 |P: -- |V:  9 |C: -- |
========================================================================
 | 1b8: FireBreath      | 1c9: HellWing        | 1d3: ThunderBall     |
 ======================================================================

======================================================================
| 50: PrimaBronza   |S: 10 |Q: 10 |I: 10 |W: 10 |P: 10 |V: 10 |C: -- |
========================================================================
 | 1bb: HeatSmash       | 1cc: IceSmash        | 1d2: PowerKick       |
 ======================================================================

======================================================================
| 51: Rockbaboon    |S: 10 |Q: -- |I: -- |W: -- |P: -- |V: 10 |C: -- |
========================================================================
 | 1b7: Hypnotism       | 1cc: IceSmash        | 1d9: MysteryTap      |
 ======================================================================

======================================================================
| 52: PrimaMaska    |S: 10 |Q: 10 |I: 10 |W: 10 |P: 10 |V: 10 |C: -- |
========================================================================
 | 1bb: HeatSmash       | 1cc: IceSmash        | 1d2: PowerKick       |
 ======================================================================

======================================================================
| 53: Ettin         |S: 20 |Q: -- |I: 20 |W: -- |P: -- |V: -- |C: -- |
========================================================================
 | 1bd: GriffithScratch | 1c6: Feeler          | 1d7: Suffocation     |
 ======================================================================

======================================================================
| 54: Goatgiant     |S: 20 |Q: -- |I: -- |W: -- |P: -- |V: 20 |C: -- |
========================================================================
 | 1b4: Blade           | 1cd: Crystalizer     | 1d6: Spiders         |
 ======================================================================

======================================================================
| 55: Golem         |S: -- |Q: -- |I: -- |W: -- |P: -- |V: 40 |C: -- |
========================================================================
 | 1b9: Oscillation     | 1c5: PoisonusBlow    | 1d8: Tremor          |
 ======================================================================

======================================================================
| 56: Cyclops       |S: 20 |Q: -- |I: -- |W: -- |P: -- |V: 20 |C: -- |
========================================================================
 | 1ba: PsyNet          | 1cc: IceSmash        | 1dd: TitasWave       |
 ======================================================================

======================================================================
| 57: Chariot       |S: 25 |Q: 25 |I: -- |W: -- |P: -- |V: 25 |C: -- |
========================================================================
 | 1b2: Lance           | 1ce: TigerRampage    | 1dd: TitasWave       |
 ======================================================================

======================================================================
| 58: Giant         |S: 30 |Q: 30 |I: -- |W: -- |P: 30 |V: -- |C: -- |
========================================================================
 | 1b4: Blade           | 1cc: IceSmash        | 1dd: TitasWave       |
 ======================================================================

======================================================================
| 59: Jotnar        |S: -- |Q: -- |I: 30 |W: 30 |P: 30 |V: -- |C: -- |
========================================================================
 | 1b6: GremlinEffect   | 1cc: IceSmash        | 1dd: TitasWave       |
 ======================================================================

======================================================================
| 5a: Yeti          |S: 15 |Q: -- |I: -- |W: -- |P: -- |V: 15 |C: -- |
========================================================================
 | 1b7: Hypnotism       | 1c1: Da-dum          | 1d9: MysteryTap      |
 ======================================================================

======================================================================
| 5b: OgreLord      |S: 25 |Q: -- |I: -- |W: -- |P: -- |V: 25 |C: -- |
========================================================================
 | 1bb: HeatSmash       | 1c5: PoisonusBlow    | 1dd: TitasWave       |
 ======================================================================

======================================================================
| 5c: Berva         |S: 20 |Q: 20 |I: 20 |W: 20 |P: 20 |V: 20 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| 5d: MaskedGiant   |S: 20 |Q: 20 |I: 20 |W: 20 |P: 20 |V: 20 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| 5e: Berva         |S: 20 |Q: 20 |I: 20 |W: 20 |P: 20 |V: 20 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| 5f: Ogre          |S: 15 |Q: -- |I: -- |W: -- |P: -- |V: 15 |C: -- |
========================================================================
 | 1bb: HeatSmash       | 1c5: PoisonusBlow    | 1dd: TitasWave       |
 ======================================================================

======================================================================
| 60: Xeno          |S: -- |Q: -- |I: -- |W:  5 |P: -- |V:  5 |C: -- |
========================================================================
 | 1b3: BloodSucker     | 1c2: WaterCannon     | 1d5: Assist          |
 ======================================================================

======================================================================
| 61: Slime         |S: -- |Q: -- |I: -- |W: -- |P: 12 |V: -- |C: -- |
======================================================================
| * Zozma initial   |S: -- |Q: -- |I: 10 |W: -- |P: -- |V: 10 |C: -- |
========================================================================
 | 1b7: Hypnotism       | 1c4: Spoil           | 1d5: Assist          |
 ======================================================================

======================================================================
| 62: WhipJelly     |S: -- |Q: 15 |I: -- |W: -- |P: -- |V: -- |C: -- |
========================================================================
 | 1b5: MagicHeal       | 1c6: Feeler          | 1d1: Sweep           |
 ======================================================================

======================================================================
| 63: IceCrystal    |S: -- |Q: -- |I: -- |W: -- |P: -- |V: 20 |C: -- |
========================================================================
 | 1b9: Oscillation     | 1cd: Crystalizer     | 1d5: Assist          |
 ======================================================================

======================================================================
| 64: Unknown       |S: -- |Q: -- |I: 20 |W: -- |P: -- |V: -- |C: -- |
======================================================================
| * Silence initial |S: 14 |Q: -- |I: 14 |W: 14 |P: 14 |V: -- |C: -- |
========================================================================
 | 1bc: Flash           | 1c8: SpreadBlaster   | 1d3: ThunderBall     |
 ======================================================================

======================================================================
| 65: LiquidMetal   |S: 18 |Q: -- |I: -- |W: -- |P: -- |V: 18 |C: -- |
======================================================================
| * Zozma initial   |S: 15 |Q: -- |I: 15 |W: 15 |P: -- |V: 15 |C: -- |
========================================================================
 | 1bb: HeatSmash       | 1cc: IceSmash        | 1d3: ThunderBall     |
 ======================================================================

======================================================================
| 66: Airfolk       |S: -- |Q: -- |I: -- |W: 20 |P: 20 |V: -- |C: -- |
========================================================================
 | 1ba: PsyNet          | 1c5: PoisonusBlow    | 1d7: Suffocation     |
 ======================================================================

======================================================================
| 67: Gelatin       |S: -- |Q: -- |I: -- |W: -- |P: 25 |V: 25 |C: -- |
========================================================================
 | 1b6: GremlinEffect   | 1c6: Feeler          | 1db: Thunderbolt     |
 ======================================================================

======================================================================
| 68: Snowfolk      |S: -- |Q: -- |I: 30 |W: -- |P: 30 |V: 30 |C: -- |
========================================================================
 | 1ba: PsyNet          | 1cc: IceSmash        | 1d9: MysteryTap      |
 ======================================================================

======================================================================
| 69: K9Mec         |S: 25 |Q: 25 |I: 25 |W: 25 |P: 25 |V: 25 |C: -- |
========================================================================
 | 1b1: Needle          | 1c1: Da-dum          | 1d1: Sweep           |
 ======================================================================

======================================================================
| 6a: FireCrystal   |S: -- |Q: -- |I: -- |W: -- |P: -- |V: 20 |C: -- |
========================================================================
 | 1bb: HeatSmash       | 1cd: Crystalizer     | 1d5: Assist          |
 ======================================================================

======================================================================
| 6b: BigSlime      |S: -- |Q: -- |I: -- |W: -- |P: 15 |V: -- |C: -- |
========================================================================
 | 1b7: Hypnotism       | 1c4: Spoil           | 1d5: Assist          |
 ======================================================================

======================================================================
| 6c: RedDragon     |S: 25 |Q: -- |I: -- |W: 25 |P: -- |V: 25 |C: -- |
========================================================================
 | 1b8: FireBreath      | 1c9: HellWing        | 1dd: TitasWave       |
 ======================================================================

======================================================================
| 6d: BlackDragon   |S: 30 |Q: -- |I: -- |W: 30 |P: -- |V: 30 |C: -- |
========================================================================
 | 1bd: GriffithScratch | 1cd: Crystalizer     | 1dd: TitasWave       |
 ======================================================================

======================================================================
| 6e: HugeSlime     |S: -- |Q: -- |I: -- |W: -- |P: 20 |V: -- |C: -- |
========================================================================
 | 1b7: Hypnotism       | 1c4: Spoil           | 1d5: Assist          |
 ======================================================================

======================================================================
| 6f: VitalityRune  |S:  5 |Q:  5 |I:  5 |W:  5 |P:  5 |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| 70: LivingAxe     |S:  6 |Q: -- |I: -- |W: -- |P: -- |V:  6 |C: -- |
========================================================================
 | 1b4: Blade           | 1c4: Spoil           | 1d1: Sweep           |
 ======================================================================

======================================================================
| 71: LivingLance   |S:  8 |Q:  8 |I: -- |W: -- |P: -- |V:  8 |C: -- |
======================================================================
| * Ildon initial   |S:  8 |Q:  8 |I: -- |W:  8 |P: -- |V:  8 |C: -- |
========================================================================
 | 1b2: Lance           | 1c6: Feeler          | 1d1: Sweep           |
 ======================================================================

======================================================================
| 72: LivingGlove   |S: 15 |Q: -- |I: -- |W: -- |P: -- |V: -- |C: -- |
========================================================================
 | 1bb: HeatSmash       | 1cc: IceSmash        | 1d6: Spiders         |
 ======================================================================

======================================================================
| 73: LivingArmor   |S: -- |Q: -- |I: -- |W: -- |P: -- |V: 18 |C: -- |
========================================================================
 | 1b5: MagicHeal       | 1c8: SpreadBlaster   | 1d7: Suffocation     |
 ======================================================================

======================================================================
| 74: LivingSword   |S: 20 |Q: -- |I: 20 |W: -- |P: -- |V: -- |C: -- |
======================================================================
| * By Possession   |S: -- |Q: -- |I: -- |W: 15 |P: 15 |V: -- |C: 15 |
========================================================================
 | 1b4: Blade           | 1c4: Spoil           | 1dc: Assasinate      |
 ======================================================================

======================================================================
| 75: LivingMusket  |S: -- |Q: -- |I: -- |W: 25 |P: -- |V: -- |C: -- |
======================================================================
| * By Possession   |S: -- |Q: -- |I: -- |W: 15 |P: 15 |V: -- |C: 15 |
========================================================================
 | 1b6: GremlinEffect   | 1ca: GrapeShot       | 1dc: Assasinate      |
 ======================================================================

======================================================================
| 76: LivingMirror  |S: -- |Q: -- |I: 20 |W: -- |P: 20 |V: -- |C: -- |
========================================================================
 | 1bc: Flash           | 1c8: SpreadBlaster   | 1d3: ThunderBall     |
 ======================================================================

======================================================================
| 77: Mimic         |S: -- |Q: 25 |I: -- |W: 25 |P: -- |V: -- |C: -- |
========================================================================
 | 1b8: FireBreath      | 1c7: Psych-out       | 1dc: Assasinate      |
 ======================================================================

======================================================================
| 78: RockScout     |S: 30 |Q: -- |I: -- |W: -- |P: -- |V: 30 |C: -- |
========================================================================
 | 1bb: HeatSmash       | 1cd: Crystalizer     | 1dd: TitasWave       |
 ======================================================================

======================================================================
| 79: ElectroSheep  |S: 25 |Q: 25 |I: 25 |W: 25 |P: 25 |V: 25 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| 7a: BossX         |S: 25 |Q: 25 |I: 25 |W: 25 |P: 25 |V: 25 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| 7b: BlackX        |S: 25 |Q: 25 |I: 25 |W: 25 |P: 25 |V: 25 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| 7c: MBlack        |S: 25 |Q: 25 |I: 25 |W: 25 |P: 25 |V: 25 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| 7d: MBlackII      |S: 25 |Q: 25 |I: 25 |W: 25 |P: 25 |V: 25 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| 7e: MBlackIII     |S: 25 |Q: 25 |I: 25 |W: 25 |P: 25 |V: 25 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| 7f: Mariche       |S: 25 |Q: 25 |I: 25 |W: 25 |P: 25 |V: 25 |C: 25 |
========================================================================
 | 1b5: MagicHeal       | 1ce: TigerRampage    | 1db: Thunderbolt     |
 ======================================================================

======================================================================
| 80: Skeleton      |S:  6 |Q: -- |I: -- |W: -- |P:  6 |V: -- |C: -- |
========================================================================
 | 1b4: Blade           | 1c4: Spoil           | 1d1: Sweep           |
 ======================================================================

======================================================================
| 81: Ghost         |S: -- |Q: -- |I:  8 |W: -- |P:  8 |V: -- |C: -- |
========================================================================
 | 1b3: BloodSucker     | 1c4: Spoil           | 1dc: Assasinate      |
 ======================================================================

======================================================================
| 82: Zombie        |S: 10 |Q: -- |I: -- |W: -- |P: -- |V: 10 |C: -- |
========================================================================
 | 1b3: BloodSucker     | 1ca: GrapeShot       | 1d7: Suffocation     |
 ======================================================================

======================================================================
| 83: Ghostrider    |S: -- |Q: -- |I: -- |W: 13 |P: 13 |V: 13 |C: -- |
========================================================================
 | 1b9: Oscillation     | 1c4: Spoil           | 1d8: Tremor          |
 ======================================================================

======================================================================
| 84: DeadKnight    |S: 13 |Q: 13 |I: -- |W: -- |P: -- |V: 13 |C: -- |
========================================================================
 | 1b4: Blade           | 1c4: Spoil           | 1dc: Assasinate      |
 ======================================================================

======================================================================
| 85: Ankheg        |S: 15 |Q: 15 |I: -- |W: -- |P: -- |V: -- |C: -- |
========================================================================
 | 1bd: GriffithScratch | 1c6: Feeler          | 1d9: MysteryTap      |
 ======================================================================

======================================================================
| 86: Lich          |S: -- |Q: -- |I: 42 |W: -- |P: -- |V: -- |C: -- |
========================================================================
 | 1ba: PsyNet          | 1c3: DeadlyPowder    | 1d7: Suffocation     |
 ======================================================================

======================================================================
| 87: Skullasaurus  |S: 20 |Q: 20 |I: -- |W: -- |P: -- |V: 20 |C: -- |
========================================================================
 | 1b3: BloodSucker     | 1c5: PoisonusBlow    | 1d3: ThunderBall     |
 ======================================================================

======================================================================
| 88: Dullahan      |S: 20 |Q: 20 |I: 20 |W: -- |P: 20 |V: -- |C: -- |
========================================================================
 | 1bd: GriffithScratch | 1cd: Crystalizer     | 1dc: Assasinate      |
 ======================================================================

======================================================================
| 89: Bone          |S: 13 |Q: 13 |I: 13 |W: 13 |P: 13 |V: 13 |C: -- |
========================================================================
 | 1b1: Needle          | 1c1: Da-dum          | 1d1: Sweep           |
 ======================================================================

======================================================================
| 8a: Bonehead      |S: 13 |Q: 13 |I: -- |W: -- |P: -- |V: 13 |C: -- |
========================================================================
 | 1bd: GriffithScratch | 1c6: Feeler          | 1dd: TitasWave       |
 ======================================================================

======================================================================
| 8b: Nidheg        |S: 13 |Q: 13 |I: -- |W: -- |P: -- |V: 13 |C: -- |
========================================================================
 | 1bd: GriffithScratch | 1c6: Feeler          | 1dd: TitasWave       |
 ======================================================================

======================================================================
| 8c: Nidheg        |S: 13 |Q: 13 |I: -- |W: -- |P: -- |V: 13 |C: -- |
========================================================================
 | 1bd: GriffithScratch | 1c6: Feeler          | 1dd: TitasWave       |
 ======================================================================

======================================================================
| 8d: DeathLord     |S: 13 |Q: -- |I: 13 |W: -- |P: 13 |V: -- |C: -- |
========================================================================
 | 1b4: Blade           | 1cc: IceSmash        | 1dc: Assasinate      |
 ======================================================================

======================================================================
| 8e: Skulldrake    |S: 13 |Q: 13 |I: -- |W: -- |P: -- |V: 13 |C: -- |
========================================================================
 | 1b8: FireBreath      | 1c4: Spoil           | 1d6: Spiders         |
 ======================================================================

======================================================================
| 8f: Durahan       |S: 20 |Q: 20 |I: 20 |W: 20 |P: 20 |V: 20 |C: -- |
========================================================================
 | 1bb: HeatSmash       | 1cc: IceSmash        | 1dd: TitasWave       |
 ======================================================================

======================================================================
| 90: Battleaxe     |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| 91: Swordsman     |S:  7 |Q:  7 |I: -- |W: -- |P: -- |V:  7 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| 92: NomadFighter  |S: -- |Q: -- |I: -- |W: 12 |P: 12 |V: -- |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| 93: Soldier       |S: -- |Q: 12 |I: -- |W: 12 |P: -- |V: 12 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| 94: Shadow        |S: 13 |Q: 13 |I: -- |W: 13 |P: -- |V: -- |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| 95: Gunbird       |S: -- |Q: -- |I: -- |W: 18 |P: -- |V: 18 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| 96: Ladyblade     |S: 18 |Q: 18 |I: -- |W: -- |P: -- |V: 18 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| 97: Shaman        |S: 20 |Q: 20 |I: -- |W: -- |P: -- |V: 20 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| 98: Grappler      |S: 25 |Q: 25 |I: -- |W: -- |P: -- |V: 25 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| 99: BlackFighter  |S: 25 |Q: 25 |I: -- |W: -- |P: -- |V: 25 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| 9a: RedFighter    |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| 9b: BlueFighter   |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| 9c: GreenFighter  |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| 9d: PinkFighter   |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| 9e: YellowFighter |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |</pre><pre id="faqspan-29">
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| 9f: Blackgarb     |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| a0: Rouge         |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | 1b1: Needle          | 1c1: Da-dum          | 1d1: Sweep           |
 ======================================================================

======================================================================
| a1: FireSage      |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | 1b1: Needle          | 1c1: Da-dum          | 1d1: Sweep           |
 ======================================================================

======================================================================
| a2: WaterSage     |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | 1b1: Needle          | 1c1: Da-dum          | 1d1: Sweep           |
 ======================================================================

======================================================================
| a3: BatKnight     |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | 1b1: Needle          | 1c1: Da-dum          | 1d1: Sweep           |
 ======================================================================

======================================================================
| a4: BlackKnight   |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | 1b1: Needle          | 1c1: Da-dum          | 1d1: Sweep           |
 ======================================================================

======================================================================
| a5: HunterKnight  |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | 1b1: Needle          | 1c1: Da-dum          | 1d1: Sweep           |
 ======================================================================

======================================================================
| a6: DragonLord    |S: 36 |Q: 36 |I: -- |W: -- |P: -- |V: 36 |C: -- |
========================================================================
 | 1bd: GriffithScratch | 1ce: TigerRampage    | 1dd: TitasWave       |
 ======================================================================

======================================================================
| a7: Lunatic       |S: -- |Q: 20 |I: -- |W: -- |P: -- |V: 20 |C: 20 |
========================================================================
 | 1b6: GremlinEffect   | 1c9: HellWing        | 1d9: MysteryTap      |
 ======================================================================

======================================================================
| a8: Ladyhawk      |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | 1b1: Needle          | 1c1: Da-dum          | 1d1: Sweep           |
 ======================================================================

======================================================================
| a9: LionPrincess  |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | 1b1: Needle          | 1c1: Da-dum          | 1d1: Sweep           |
 ======================================================================

======================================================================
| aa: Shade         |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| ab: Stand         |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| ac: Stand         |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| ad: Stand         |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| ae: Patient       |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| af: Patient       |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| b0: Wonderdog     |S:  5 |Q: -- |I:  5 |W:  5 |P:  5 |V: -- |C: -- |
========================================================================
 | 1b7: Hypnotism       | -------------------- | -------------------- |
 ======================================================================

======================================================================
| b1: Gargoyle      |S:  7 |Q:  7 |I:  7 |W: -- |P: -- |V:  7 |C: -- |
========================================================================
 | 1b1: Needle          | 1c9: HellWing        | -------------------- |
 ======================================================================

======================================================================
| b2: Snakeman      |S: -- |Q: -- |I: 12 |W: 12 |P: -- |V: -- |C: -- |
========================================================================
 | -------------------- | 1c5: PoisonusBlow    | 1d6: Spiders         |
 ======================================================================

======================================================================
| b3: Fishman       |S: 11 |Q: -- |I: -- |W: 11 |P: 11 |V: -- |C: -- |
========================================================================
 | 1b2: Lance           | 1c2: WaterCannon     | 1d1: Sweep           |
 ======================================================================

======================================================================
| b4: Mystic        |S: 13 |Q: -- |I: 13 |W: -- |P: 13 |V: -- |C: 13 |
========================================================================
 | 1b4: Blade           | -------------------- | 1d3: ThunderBall     |
 ======================================================================

======================================================================
| b5: Gremlin       |S: -- |Q: 15 |I: 15 |W: 15 |P: -- |V: -- |C: -- |
========================================================================
 | 1b6: GremlinEffect   | 1c4: Spoil           | -------------------- |
 ======================================================================

======================================================================
| b6: FatDevil      |S: 17 |Q: -- |I: 17 |W: 17 |P: -- |V: 17 |C: -- |
========================================================================
 | 1b4: Blade           | 1c1: Da-dum          | 1d7: Suffocation     |
 ======================================================================

======================================================================
| b7: WereRhino     |S: 19 |Q: 19 |I: -- |W: -- |P: -- |V: 19 |C: -- |
========================================================================
 | 1b2: Lance           | 1cc: IceSmash        | 1d8: Tremor          |
 ======================================================================

======================================================================
| b8: Zyphon        |S: -- |Q: 23 |I: 23 |W: 23 |P: 23 |V: -- |C: -- |
========================================================================
 | 1b9: Oscillation     | 1c9: HellWing        | 1dc: Assasinate      |
 ======================================================================

======================================================================
| b9: Abyssbat      |S: 25 |Q: 25 |I: -- |W: -- |P: -- |V: 25 |C: -- |
========================================================================
 | 1b1: Needle          | 1c1: Da-dum          | 1d1: Sweep           |
 ======================================================================

======================================================================
| ba: Minotaur      |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| bb: Demongoat     |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| bc: Goblin        |S: 15 |Q: 15 |I: -- |W: -- |P: -- |V: 15 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| bd: Shuzer        |S: 25 |Q: 25 |I: -- |W: -- |P: -- |V: 25 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| be: SirDemon      |S: 15 |Q: -- |I: 15 |W: 15 |P: -- |V: 15 |C: -- |
========================================================================
 | 1b4: Blade           | 1c1: Da-dum          | 1d7: Suffocation     |
 ======================================================================

======================================================================
| bf: Furdo         |S: 25 |Q: 25 |I: -- |W: -- |P: -- |V: 25 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| c0: Sprite        |S: -- |Q:  5 |I: -- |W: -- |P:  5 |V: -- |C:  5 |
========================================================================
 | 1b5: MagicHeal       | -------------------- | -------------------- |
 ======================================================================

======================================================================
| c1: Undine        |S: -- |Q: -- |I:  7 |W: -- |P:  7 |V:  7 |C: -- |
========================================================================
 | 1b5: MagicHeal       | 1c2: WaterCannon     | -------------------- |
 ======================================================================

======================================================================
| c2: KittyClawer   |S:  9 |Q:  9 |I: -- |W: -- |P: -- |V: -- |C:  9 |
========================================================================
 | -------------------- | 1c5: PoisonusBlow    | 1d2: PowerKick       |
 ======================================================================

======================================================================
| c3: Banshee       |S: -- |Q: -- |I: 11 |W: -- |P: 11 |V: -- |C: 11 |
========================================================================
 | 1b9: Oscillation     | 1cb: ArcticBreath    | -------------------- |
 ======================================================================

======================================================================
| c4: Mellow        |S: -- |Q: 11 |I: 11 |W: 11 |P: 11 |V: -- |C: 11 |
========================================================================
 | -------------------- | 1c2: WaterCannon     | 1d5: Assist          |
 ======================================================================

======================================================================
| c5: SpearValkyrie |S: 15 |Q: -- |I: -- |W: -- |P: 15 |V: 15 |C: 15 |
========================================================================
 | 1bb: HeatSmash       | 1c9: HellWing        | 1d5: Assist          |
 ======================================================================

======================================================================
| c6: Succubus      |S: -- |Q: -- |I: 17 |W: 17 |P: 17 |V: -- |C: 17 |
========================================================================
 | 1b3: BloodSucker     | 1c4: Spoil           | -------------------- |
 ======================================================================

======================================================================
| c7: Lamia         |S: 20 |Q: -- |I: -- |W: -- |P: 20 |V: -- |C: 20 |
========================================================================
 | 1b7: Hypnotism       | 1cc: IceSmash        | 1dd: TitasWave       |
 ======================================================================

======================================================================
| c8: Siren         |S: -- |Q: 22 |I: 22 |W: 22 |P: 22 |V: -- |C: -- |
========================================================================
 | 1b6: GremlinEffect   | 1c8: SpreadBlaster   | 1db: Thunderbolt     |
 ======================================================================

======================================================================
| c9: Darkfairy     |S: 25 |Q: 25 |I: -- |W: -- |P: -- |V: 25 |C: -- |
========================================================================
 | 1b1: Needle          | 1c1: Da-dum          | 1d1: Sweep           |
 ======================================================================

======================================================================
| ca: SwordValkyrie |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| cb: Dancer        |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| cc: Cindy         |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| cd: Titania       |S: -- |Q: -- |I: 15 |W: 15 |P: 15 |V: -- |C: 15 |
========================================================================
 | 1b3: BloodSucker     | 1c4: Spoil           | -------------------- |
 ======================================================================

======================================================================
| ce: KittyKicker   |S:  9 |Q:  9 |I: -- |W: -- |P: -- |V: -- |C:  9 |
========================================================================
 | -------------------- | 1c7: Psych-out       | 1d2: PowerKick       |
 ======================================================================

======================================================================
| cf: Arachne       |S: 25 |Q: 25 |I: -- |W: -- |P: -- |V: 25 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| d0: SwordMec      |S:  9 |Q: -- |I: -- |W: -- |P: -- |V:  9 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| d1: MecDobby      |S: -- |Q: -- |I: -- |W: 11 |P: -- |V: 11 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| d2: WaspMec       |S: -- |Q: 13 |I: -- |W: -- |P: -- |V: 13 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| d3: CancerMec     |S: -- |Q: -- |I: -- |W: 15 |P: -- |V: 15 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| d4: BirdMec       |S: -- |Q: -- |I: -- |W: 17 |P: -- |V: 17 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| d5: Hermes        |S: 19 |Q: -- |I: -- |W: -- |P: -- |V: 19 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| d6: MecDobby100   |S: -- |Q: -- |I: -- |W: 21 |P: -- |V: 21 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| d7: Skylab        |S: -- |Q: 24 |I: -- |W: -- |P: -- |V: 24 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| d8: R&R           |S: 25 |Q: 25 |I: -- |W: -- |P: -- |V: 25 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| d9: BigDigger     |S: 25 |Q: 25 |I: -- |W: -- |P: -- |V: 25 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| da: D-Tractor     |S:  6 |Q: -- |I: -- |W: -- |P: -- |V:  6 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| db: VulcanII      |S:  9 |Q: -- |I: -- |W:  9 |P: -- |V:  9 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| dc: Vulcan        |S:  6 |Q: -- |I: -- |W:  6 |P: -- |V:  6 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| dd: Guncart       |S: -- |Q:  4 |I: -- |W: -- |P: -- |V:  4 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| de: FlyMec        |S: -- |Q: -- |I: -- |W: -- |P: -- |V:  4 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| df: A-Tractor     |S:  4 |Q: -- |I: -- |W: -- |P: -- |V:  4 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| e0: TimeLord      |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| e1: AutoBuffer    |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| e2: MaskBuffer    |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| e3: Tanzer        |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| e4: Tentacle      |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| e5: Tentacle      |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| e6: GreenSage     |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| e7: EarthDragon   |S: 36 |Q: -- |I: -- |W: -- |P: -- |V: 36 |C: -- |
========================================================================
 | 1bb: HeatSmash       | 1ca: GrapeShot       | 1dd: TitasWave       |
 ======================================================================

======================================================================
| e8: Quakeworm     |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| e9: Wormbrood     |S: -- |Q: -- |I: -- |W: 14 |P: -- |V: 14 |C: -- |
========================================================================
 | 1b5: MagicHeal       | 1c3: DeadlyPowder    | 1d5: Assist          |
 ======================================================================

======================================================================
| ea: MegaTitan     |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| eb: CrimeLady     |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| ec: Mollasite     |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| ed: Bed           |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| ee: Bed           |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| ef: Mollasite     |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| f0: Virgil        |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| f1: Orlouge       |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| f2: Diva          |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| f3: Diva          |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| f4: DivaAppear    |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| f5: DivaSkull     |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| f6: GenocideHeart |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| f7: HQcore        |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| f8: T-Walker      |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| f9: Spriggan      |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| fa: Spriggan      |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| fb: Spriggan      |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| fc: Spriggan      |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| fd: Spriggan      |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| fe: Spriggan      |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

======================================================================
| ff: NotUse        |S:  5 |Q:  5 |I: -- |W: -- |P: -- |V:  5 |C: -- |
========================================================================
 | -------------------- | -------------------- | -------------------- |
 ======================================================================

-------------------------------------------------------------------------------





*********************************************
*  Mystic Absorbs Data                      *                         [MYSAB03]
*  --Mystic Absorbs Data, Stats-only Chart  *
*********************************************


-------------------------------------------------------------------------------

                    Mystic Absorbs Data, Stats-only Chart
                                by Zaraktheus

Abbreviations:
 Tot: Total
  St: Strength
  Qu: Quickness
  In: Intelligence
  Wi: Will
  Ps: Psychic
  Vi: Vitality
  Ch: Charm

----------

================================================
| ID: Enemy         |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
================================================
| 00: Rocky         |  8| | 8|--|--|--|--|--|--|
| 01: Hedgehog      | 16| | 8|--|--| 8|--|--|--|
| 02: Razorback     | 27| | 9| 9|--|--|--| 9|--|
| 03: Aperider      | 60| |10|10|10|10|10|10|--|
| 04: Hellhound     | 36| |12|12|--|--|--|12|--|
| 05: Manticore     | 32| |16|--|--|16|--|--|--|
| 06: Unicorn       | 72| |--|18|18|18|--|--|18|
| 07: Butch         | 60| |20|20|--|20|--|--|--|
| 08: Chimera       | 40| |40|--|--|--|--|--|--|
| 09: Kylin         |150| |25|25|25|25|25|25|--|
| 0a: Tidi          | 60| |10|10|10|10|10|10|--|
| 0b: Gargantu      | 60| |30|--|--|--|--|30|--|
| 0c: MaskCat       | 15| |--|--|--|15|--|--|--|
| 0d: RABI          | 40| |--|--|--|--|--|--|40|
| 0e: Chimera       | 40| |40|--|--|--|--|--|--|
| 0f: Lummox        | 60| |10|10|10|10|10|10|--|
================================================

================================================
| ID: Enemy         |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
================================================
| 10: Cactus        |  8| |--|--|--| 8|--|--|--|
| 11: Sporepile     | 24| |--|--| 8| 8| 8|--|--|
| 12: Mandrake      | 30| |--|--|10|10|10|--|--|
|*12: Mandrake      | 27| |--|--| 9| 9| 9|--|--| * Rei initial
| 13: Trapvine      | 24| |12|12|--|--|--|--|--|
| 14: Nightshade    | 20| |--|--|--|--|20|--|--|
| 15: Treant        | 36| |--|--|18|--|18|--|--|
| 16: Sunflower     | 28| |--|--|--|28|--|--|--|
| 17: Shrieker      | 50| |--|25|--|25|--|--|--|
| 18: CrystalTree   | 88| |22|--|--|22|22|22|--|
| 19: Ironhopper    | 60| |10|10|10|10|10|10|--|
| 1a: MecGod        | 60| |10|10|10|10|10|10|--|
| 1b: Thundragon    | 60| |20|20|--|--|--|20|--|
| 1c: Meiren        | 60| |10|10|10|10|10|10|--|
| 1d: MasterRing    | 60| |10|10|10|10|10|10|--|
| 1e: Target        | 60| |10|10|10|10|10|10|--|
| 1f: Lummox        | 60| |10|10|10|10|10|10|--|
================================================

================================================
| ID: Enemy         |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
================================================
| 20: Gekko         |  8| | 8|--|--|--|--|--|--|
| 21: Gunfish       | 12| |--|--|--|12|--|--|--|
|*21: Gunfish       | 24| | 8| 8|--| 8|--|--|--| * Silence initial
| 22: Platoonpus    | 30| |10|--|--|10|--|10|--|
|*22: Platoonpus    | 36| | 9| 9|--|--| 9|--| 9| * Silence initial
| 23: FrillNeck     | 18| |--|18|--|--|--|--|--|
| 24: Gaeatoad      | 30| |--|--|--|--|--|30|--|
| 25: Trisaur       | 40| |20|--|--|--|--|20|--|
| 26: Genbu         | 60| |--|--|20|--|20|20|--|
| 27: Basilisk      | 50| |25|--|--|25|--|--|--|
|*27: Basilisk      | 44| |--|--|--|22|--|22|--| * Zozma initial
| 28: Kraken        | 60| |30|--|--|--|--|30|--|
| 29: PlatyKing     | 90| |15|15|15|15|15|15|--|
| 2a: Platyhooks    | 90| |15|15|15|15|15|15|--|
| 2b: DevilSquid    | 48| | 8| 8| 8| 8| 8| 8|--|
| 2c: Hell'sLord    |180| |30|30|30|30|30|30|--|
| 2d: Hell'sLord    |180| |30|30|30|30|30|30|--|
| 2e: kraken        | 60| |30|--|--|--|--|30|--|
| 2f: TrisaurJr     | 40| |20|--|--|--|--|20|--|
================================================

================================================
| ID: Enemy         |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
================================================
| 30: Shellworm     | 15| | 5|--|--|--| 5| 5|--|
| 31: Armorpilla    | 16| |--|--|--| 8|--| 8|--|
|*31: Armorpilla    | 20| |--|--|--|10|--|10|--| * Ildon initial
| 32: KillerBee     | 20| |10|10|--|--|--|--|--|
| 33: Scorpion      | 33| |11|--|--|11|--|11|--|
| 34: Battlefly     | 28| |--|14|--|14|--|--|--|
|*34: Battlefly     | 56| |--|14|14|--|14|--|14| * Ildon initial
| 35: Slugger       | 36| |18|--|--|--|--|18|--|
| 36: SickleBug     | 60| |20|20|--|20|--|--|--|
| 37: Iceworm       | 66| |22|22|--|--|--|22|--|
| 38: Zeroworm      | 75| |25|25|--|--|--|25|--|
| 39: Flamefolk     | 60| |20|--|--|20|20|--|--|
| 3a: Waterfolk     | 60| |20|--|--|20|20|--|--|
| 3b: Shifter       | 60| |--|--|20|20|20|--|--|
| 3c: Sonicbat      | 30| |--|15|--|15|--|--|--|
| 3d: Straysheep    | 40| |--|20|--|--|--|--|20|
| 3e: Virus         | 36| |12|12|--|--|--|12|--|
| 3f: Blue          | 36| |12|12|--|--|--|12|--|
================================================

================================================
| ID: Enemy         |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
================================================
| 40: Pickbird      |  9| |--| 9|--|--|--|--|--|
| 41: Rabbat        | 35| | 5| 5| 5| 5| 5| 5| 5|
| 42: DragonPup     | 27| |--| 9|--| 9|--| 9|--|
| 43: Harpy         | 33| |--|11|11|--|11|--|--|
| 44: Axebeak       | 30| |15|--|--|--|--|15|--|
| 45: Wyvern        | 34| |17|17|--|--|--|--|--|
| 46: Cockatrice    | 40| |20|20|--|--|--|--|--|
| 47: Sphinx        | 40| |--|--|40|--|--|--|--|
| 48: Suzaku        |120| |20|20|20|20|20|20|--|
| 49: Griffin       |150| |25|25|25|25|25|25|--|
| 4a: UnicornJr     | 80| |--|20|20|--|20|--|20|
| 4b: GriffinJr     | 60| |30|30|--|--|--|--|--|
| 4c: KylinJr       |150| |25|25|25|25|25|25|--|
| 4d: Rabbat        | 35| | 5| 5| 5| 5| 5| 5| 5|
| 4e: SuzakuJr      |120| |20|20|20|20|20|20|--|
| 4f: Minidragon    | 27| |--| 9|--| 9|--| 9|--|
================================================

================================================
| ID: Enemy         |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
================================================
| 50: PrimaBronza   | 60| |10|10|10|10|10|10|--|
| 51: Rockbaboon    | 20| |10|--|--|--|--|10|--|
| 52: PrimaMaska    | 60| |10|10|10|10|10|10|--|
| 53: Ettin         | 40| |20|--|20|--|--|--|--|
| 54: Goatgiant     | 40| |20|--|--|--|--|20|--|
| 55: Golem         | 40| |--|--|--|--|--|40|--|
| 56: Cyclops       | 40| |20|--|--|--|--|20|--|
| 57: Chariot       | 75| |25|25|--|--|--|25|--|
| 58: Giant         | 90| |30|30|--|--|30|--|--|
| 59: Jotnar        | 90| |--|--|30|30|30|--|--|
| 5a: Yeti          | 30| |15|--|--|--|--|15|--|
| 5b: OgreLord      | 50| |25|--|--|--|--|25|--|
| 5c: Berva         |120| |20|20|20|20|20|20|--|
| 5d: MaskedGiant   |120| |20|20|20|20|20|20|--|
| 5e: Berva         |120| |20|20|20|20|20|20|--|
| 5f: Ogre          | 30| |15|--|--|--|--|15|--|
================================================

================================================
| ID: Enemy         |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
================================================
| 60: Xeno          | 10| |--|--|--| 5|--| 5|--|
| 61: Slime         | 12| |--|--|--|--|12|--|--|
|*61: Slime         | 20| |--|--|10|--|--|10|--| * Zozma initial
| 62: WhipJelly     | 15| |--|15|--|--|--|--|--|
| 63: IceCrystal    | 20| |--|--|--|--|--|20|--|
| 64: Unknown       | 20| |--|--|20|--|--|--|--|
|*64: Unknown       | 56| |14|--|14|14|14|--|--| * Silence initial
| 65: LiquidMetal   | 36| |18|--|--|--|--|18|--|
|*65: LiquidMetal   | 60| |15|--|15|15|--|15|--| * Zozma initial
| 66: Airfolk       | 40| |--|--|--|20|20|--|--|
| 67: Gelatin       | 50| |--|--|--|--|25|25|--|
| 68: Snowfolk      | 90| |--|--|30|--|30|30|--|
| 69: K9Mec         |150| |25|25|25|25|25|25|--|
| 6a: FireCrystal   | 20| |--|--|--|--|--|20|--|
| 6b: BigSlime      | 15| |--|--|--|--|15|--|--|
| 6c: RedDragon     | 75| |25|--|--|25|--|25|--|
| 6d: BlackDragon   | 90| |30|--|--|30|--|30|--|
| 6e: HugeSlime     | 20| |--|--|--|--|20|--|--|
| 6f: VitalityRune  | 30| | 5| 5| 5| 5| 5| 5|--|
================================================

================================================
| ID: Enemy         |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
================================================
| 70: LivingAxe     | 12| | 6|--|--|--|--| 6|--|
| 71: LivingLance   | 24| | 8| 8|--|--|--| 8|--|
|*71: LivingLance   | 32| | 8| 8|--| 8|--| 8|--| * Ildon initial
| 72: LivingGlove   | 15| |15|--|--|--|--|--|--|
| 73: LivingArmor   | 18| |--|--|--|--|--|18|--|
| 74: LivingSword   | 40| |20|--|20|--|--|--|--|
|*74: LivingSword   | 45| |--|--|--|15|15|--|15| * By Possession
| 75: LivingMusket  | 25| |--|--|--|25|--|--|--|
|*75: LivingMusket  | 45| |--|--|--|15|15|--|15| * By Possession
| 76: LivingMirror  | 40| |--|--|20|--|20|--|--|
| 77: Mimic         | 50| |--|25|--|25|--|--|--|
| 78: RockScout     | 60| |30|--|--|--|--|30|--|
| 79: ElectroSheep  |150| |25|25|25|25|25|25|--|
| 7a: BossX         |150| |25|25|25|25|25|25|--|
| 7b: BlackX        |150| |25|25|25|25|25|25|--|
| 7c: MBlack        |150| |25|25|25|25|25|25|--|
| 7d: MBlackII      |150| |25|25|25|25|25|25|--|
| 7e: MBlackIII     |150| |25|25|25|25|25|25|--|
| 7f: Mariche       |175| |25|25|25|25|25|25|25|
================================================

================================================
| ID: Enemy         |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
================================================
| 80: Skeleton      | 12| | 6|--|--|--| 6|--|--|
| 81: Ghost         | 16| |--|--| 8|--| 8|--|--|
| 82: Zombie        | 20| |10|--|--|--|--|10|--|
| 83: Ghostrider    | 39| |--|--|--|13|13|13|--|
| 84: DeadKnight    | 39| |13|13|--|--|--|13|--|
| 85: Ankheg        | 30| |15|15|--|--|--|--|--|
| 86: Lich          | 42| |--|--|42|--|--|--|--|
| 87: Skullasaurus  | 60| |20|20|--|--|--|20|--|
| 88: Dullahan      | 80| |20|20|20|--|20|--|--|
| 89: Bone          | 78| |13|13|13|13|13|13|--|
| 8a: Bonehead      | 39| |13|13|--|--|--|13|--|
| 8b: Nidheg        | 39| |13|13|--|--|--|13|--|
| 8c: Nidheg        | 39| |13|13|--|--|--|13|--|
| 8d: DeathLord     | 39| |13|--|13|--|13|--|--|
| 8e: Skulldrake    | 39| |13|13|--|--|--|13|--|
| 8f: Durahan       |120| |20|20|20|20|20|20|--|
================================================

================================================
| ID: Enemy         |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
================================================
| 90: Battleaxe     | 15| | 5| 5|--|--|--| 5|--|
| 91: Swordsman     | 21| | 7| 7|--|--|--| 7|--|
| 92: NomadFighter  | 24| |--|--|--|12|12|--|--|
| 93: Soldier       | 36| |--|12|--|12|--|12|--|
| 94: Shadow        | 39| |13|13|--|13|--|--|--|
| 95: Gunbird       | 36| |--|--|--|18|--|18|--|
| 96: Ladyblade     | 54| |18|18|--|--|--|18|--|
| 97: Shaman        | 60| |20|20|--|--|--|20|--|
| 98: Grappler      | 75| |25|25|--|--|--|25|--|
| 99: BlackFighter  | 75| |25|25|--|--|--|25|--|
| 9a: RedFighter    | 15| | 5| 5|--|--|--| 5|--|
| 9b: BlueFighter   | 15| | 5| 5|--|--|--| 5|--|
| 9c: GreenFighter  | 15| | 5| 5|--|--|--| 5|--|
| 9d: PinkFighter   | 15| | 5| 5|--|--|--| 5|--|
| 9e: YellowFighter | 15| | 5| 5|--|--|--| 5|--|
| 9f: Blackgarb     | 15| | 5| 5|--|--|--| 5|--|
================================================

================================================
| ID: Enemy         |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
================================================
| a0: Rouge         | 15| | 5| 5|--|--|--| 5|--|
| a1: FireSage      | 15| | 5| 5|--|--|--| 5|--|
| a2: WaterSage     | 15| | 5| 5|--|--|--| 5|--|
| a3: BatKnight     | 15| | 5| 5|--|--|--| 5|--|
| a4: BlackKnight   | 15| | 5| 5|--|--|--| 5|--|
| a5: HunterKnight  | 15| | 5| 5|--|--|--| 5|--|
| a6: DragonLord    |108| |36|36|--|--|--|36|--|
| a7: Lunatic       | 60| |--|20|--|--|--|20|20|
| a8: Ladyhawk      | 15| | 5| 5|--|--|--| 5|--|
| a9: LionPrincess  | 15| | 5| 5|--|--|--| 5|--|
| aa: Shade         | 15| | 5| 5|--|--|--| 5|--|
| ab: Stand         | 15| | 5| 5|--|--|--| 5|--|
| ac: Stand         | 15| | 5| 5|--|--|--| 5|--|
| ad: Stand         | 15| | 5| 5|--|--|--| 5|--|
| ae: Patient       | 15| | 5| 5|--|--|--| 5|--|
| af: Patient       | 15| | 5| 5|--|--|--| 5|--|
================================================

================================================
| ID: Enemy         |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
================================================
| b0: Wonderdog     | 20| | 5|--| 5| 5| 5|--|--|
| b1: Gargoyle      | 28| | 7| 7| 7|--|--| 7|--|
| b2: Snakeman      | 24| |--|--|12|12|--|--|--|
| b3: Fishman       | 33| |11|--|--|11|11|--|--|
| b4: Mystic        | 52| |13|--|13|--|13|--|13|
| b5: Gremlin       | 45| |--|15|15|15|--|--|--|
| b6: FatDevil      | 68| |17|--|17|17|--|17|--|
| b7: WereRhino     | 57| |19|19|--|--|--|19|--|
| b8: Zyphon        | 92| |--|23|23|23|23|--|--|
| b9: Abyssbat      | 75| |25|25|--|--|--|25|--|
| ba: Minotaur      | 15| | 5| 5|--|--|--| 5|--|
| bb: Demongoat     | 15| | 5| 5|--|--|--| 5|--|
| bc: Goblin        | 45| |15|15|--|--|--|15|--|
| bd: Shuzer        | 75| |25|25|--|--|--|25|--|
| be: SirDemon      | 60| |15|--|15|15|--|15|--|
| bf: Furdo         | 75| |25|25|--|--|--|25|--|
================================================

================================================
| ID: Enemy         |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
================================================
| c0: Sprite        | 15| |--| 5|--|--| 5|--| 5|
| c1: Undine        | 21| |--|--| 7|--| 7| 7|--|
| c2: KittyClawer   | 27| | 9| 9|--|--|--|--| 9|
| c3: Banshee       | 33| |--|--|11|--|11|--|11|
| c4: Mellow        | 55| |--|11|11|11|11|--|11|
| c5: SpearValkyrie | 60| |15|--|--|--|15|15|15|
| c6: Succubus      | 68| |--|--|17|17|17|--|17|
| c7: Lamia         | 60| |20|--|--|--|20|--|20|
| c8: Siren         | 88| |--|22|22|22|22|--|--|
| c9: Darkfairy     | 75| |25|25|--|--|--|25|--|
| ca: SwordValkyrie | 15| | 5| 5|--|--|--| 5|--|
| cb: Dancer        | 15| | 5| 5|--|--|--| 5|--|
| cc: Cindy         | 15| | 5| 5|--|--|--| 5|--|
| cd: Titania       | 60| |--|--|15|15|15|--|15|
| ce: KittyKicker   | 27| | 9| 9|--|--|--|--| 9|
| cf: Arachne       | 75| |25|25|--|--|--|25|--|
================================================

================================================
| ID: Enemy         |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
================================================
| d0: SwordMec      | 18| | 9|--|--|--|--| 9|--|
| d1: MecDobby      | 22| |--|--|--|11|--|11|--|
| d2: WaspMec       | 26| |--|13|--|--|--|13|--|
| d3: CancerMec     | 30| |--|--|--|15|--|15|--|
| d4: BirdMec       | 34| |--|--|--|17|--|17|--|
| d5: Hermes        | 38| |19|--|--|--|--|19|--|
| d6: MecDobby100   | 42| |--|--|--|21|--|21|--|
| d7: Skylab        | 48| |--|24|--|--|--|24|--|
| d8: R&R           | 75| |25|25|--|--|--|25|--|
| d9: BigDigger     | 75| |25|25|--|--|--|25|--|
| da: D-Tractor     | 12| | 6|--|--|--|--| 6|--|
| db: VulcanII      | 27| | 9|--|--| 9|--| 9|--|</pre><pre id="faqspan-30">
| dc: Vulcan        | 18| | 6|--|--| 6|--| 6|--|
| dd: Guncart       |  8| |--| 4|--|--|--| 4|--|
| de: FlyMec        |  4| |--|--|--|--|--| 4|--|
| df: A-Tractor     |  8| | 4|--|--|--|--| 4|--|
================================================

================================================
| ID: Enemy         |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
================================================
| e0: TimeLord      | 15| | 5| 5|--|--|--| 5|--|
| e1: AutoBuffer    | 15| | 5| 5|--|--|--| 5|--|
| e2: MaskBuffer    | 15| | 5| 5|--|--|--| 5|--|
| e3: Tanzer        | 15| | 5| 5|--|--|--| 5|--|
| e4: Tentacle      | 15| | 5| 5|--|--|--| 5|--|
| e5: Tentacle      | 15| | 5| 5|--|--|--| 5|--|
| e6: GreenSage     | 15| | 5| 5|--|--|--| 5|--|
| e7: EarthDragon   | 72| |36|--|--|--|--|36|--|
| e8: Quakeworm     | 15| | 5| 5|--|--|--| 5|--|
| e9: Wormbrood     | 28| |--|--|--|14|--|14|--|
| ea: MegaTitan     | 15| | 5| 5|--|--|--| 5|--|
| eb: CrimeLady     | 15| | 5| 5|--|--|--| 5|--|
| ec: Mollasite     | 15| | 5| 5|--|--|--| 5|--|
| ed: Bed           | 15| | 5| 5|--|--|--| 5|--|
| ee: Bed           | 15| | 5| 5|--|--|--| 5|--|
| ef: Mollasite     | 15| | 5| 5|--|--|--| 5|--|
================================================

================================================
| ID: Enemy         |Tot| |St|Qu|In|Wi|Ps|Vi|Ch|
================================================
| f0: Virgil        | 15| | 5| 5|--|--|--| 5|--|
| f1: Orlouge       | 15| | 5| 5|--|--|--| 5|--|
| f2: Diva          | 15| | 5| 5|--|--|--| 5|--|
| f3: Diva          | 15| | 5| 5|--|--|--| 5|--|
| f4: DivaAppear    | 15| | 5| 5|--|--|--| 5|--|
| f5: DivaSkull     | 15| | 5| 5|--|--|--| 5|--|
| f6: GenocideHeart | 15| | 5| 5|--|--|--| 5|--|
| f7: HQcore        | 15| | 5| 5|--|--|--| 5|--|
| f8: T-Walker      | 15| | 5| 5|--|--|--| 5|--|
| f9: Spriggan      | 15| | 5| 5|--|--|--| 5|--|
| fa: Spriggan      | 15| | 5| 5|--|--|--| 5|--|
| fb: Spriggan      | 15| | 5| 5|--|--|--| 5|--|
| fc: Spriggan      | 15| | 5| 5|--|--|--| 5|--|
| fd: Spriggan      | 15| | 5| 5|--|--|--| 5|--|
| fe: Spriggan      | 15| | 5| 5|--|--|--| 5|--|
| ff: NotUse        | 15| | 5| 5|--|--|--| 5|--|
================================================

-------------------------------------------------------------------------------





*************************************************
*  Mystic Absorbs Data                          *                     [MYSAB04]
*  --Mystic Absorbs Data, Abilities-only Chart  *
*************************************************


-------------------------------------------------------------------------------

                  Mystic Absorbs Data, Abilities-only Chart
                                by Zaraktheus

===========================================================================
| ID: Enemy         | MysticSword     | MysticGlove     | MysticBoots     |
===========================================================================
| 00: Rocky         | Hypnotism       | Da-dum          | Sweep           |
| 01: Hedgehog      | Needle          | Spoil           | Sweep           |
| 02: Razorback     | Lance           | PoisonusBlow    | PowerKick       |
| 03: Aperider      | Hypnotism       | Da-dum          | Spiders         |
| 04: Hellhound     | FireBreath      | Psych-out       | PowerKick       |
| 05: Manticore     | Needle          | PoisonusBlow    | Suffocation     |
| 06: Unicorn       | MagicHeal       | SpreadBlaster   | PowerKick       |
| 07: Butch         | Needle          | Spoil           | Thunderbolt     |
| 08: Chimera       | HeatSmash       | PoisonusBlow    | Suffocation     |
| 09: Kylin         | GriffithScratch | TigerRampage    | Assist          |
| 0a: Tidi          | PsyNet          | Psych-out       | Assist          |
| 0b: Gargantu      | GriffithScratch | Da-dum          | Tremor          |
| 0c: MaskCat       | Hypnotism       | GrapeShot       | MysteryTap      |
| 0d: RABI          | PsyNet          | Psych-out       | MysteryTap      |
| 0e: Chimera       | HeatSmash       | PoisonusBlow    | Suffocation     |
| 0f: Lummox        | MagicHeal       | Psych-out       | PowerKick       |
===========================================================================

===========================================================================
| ID: Enemy         | MysticSword     | MysticGlove     | MysticBoots     |
===========================================================================
| 10: Cactus        | Needle          | Spoil           | PowerKick       |
| 11: Sporepile     | MagicHeal       | DeadlyPowder    | MysteryTap      |
| 12: Mandrake      | Hypnotism       | PoisonusBlow    | Assist          |
| 13: Trapvine      | BloodSucker     | Feeler          | Sweep           |
| 14: Nightshade    | PsyNet          | GrapeShot       | Assasinate      |
| 15: Treant        | MagicHeal       | Feeler          | BladeNet        |
| 16: Sunflower     | MagicHeal       | GrapeShot       | Assist          |
| 17: Shrieker      | Oscillation     | Da-dum          | Tremor          |
| 18: CrystalTree   | Oscillation     | Crystalizer     | Spiders         |
| 19: Ironhopper    | --------------- | --------------- | --------------- |
| 1a: MecGod        | --------------- | --------------- | --------------- |
| 1b: Thundragon    | GriffithScratch | HellWing        | Thunderbolt     |
| 1c: Meiren        | --------------- | --------------- | --------------- |
| 1d: MasterRing    | --------------- | --------------- | --------------- |
| 1e: Target        | --------------- | --------------- | --------------- |
| 1f: Lummox        | MagicHeal       | Psych-out       | PowerKick       |
===========================================================================

===========================================================================
| ID: Enemy         | MysticSword     | MysticGlove     | MysticBoots     |
===========================================================================
| 20: Gekko         | GremlinEffect   | WaterCannon     | PowerKick       |
| 21: Gunfish       | Lance           | WaterCannon     | Assist          |
| 22: Platoonpus    | Lance           | Psych-out       | MysteryTap      |
| 23: FrillNeck     | Flash           | SpreadBlaster   | PowerKick       |
| 24: Gaeatoad      | BloodSucker     | WaterCannon     | Tremor          |
| 25: Trisaur       | Lance           | PoisonusBlow    | Tremor          |
| 26: Genbu         | GriffithScratch | ArcticBreath    | Thunderbolt     |
| 27: Basilisk      | BloodSucker     | Crystalizer     | TitasWave       |
| 28: Kraken        | Oscillation     | TigerRampage    | Thunderbolt     |
| 29: PlatyKing     | Lance           | Da-dum          | PowerKick       |
| 2a: Platyhooks    | HeatSmash       | Da-dum          | MysteryTap      |
| 2b: DevilSquid    | GremlinEffect   | TigerRampage    | Thunderbolt     |
| 2c: Hell'sLord    | --------------- | --------------- | --------------- |
| 2d: Hell'sLord    | --------------- | --------------- | --------------- |
| 2e: kraken        | Oscillation     | Feeler          | Thunderbolt     |
| 2f: TrisaurJr     | Lance           | PoisonusBlow    | Tremor          |
===========================================================================

===========================================================================
| ID: Enemy         | MysticSword     | MysticGlove     | MysticBoots     |
===========================================================================
| 30: Shellworm     | Blade           | WaterCannon     | Sweep           |
| 31: Armorpilla    | Lance           | Feeler          | BladeNet        |
| 32: KillerBee     | Needle          | HellWing        | Assist          |
| 33: Scorpion      | Blade           | PoisonusBlow    | Spiders         |
| 34: Battlefly     | PsyNet          | DeadlyPowder    | Suffocation     |
| 35: Slugger       | BloodSucker     | PoisonusBlow    | Quicksand       |
| 36: SickleBug     | Oscillation     | HellWing        | TitasWave       |
| 37: Iceworm       | Blade           | IceSmash        | Assist          |
| 38: Zeroworm      | Blade           | Crystalizer     | Quicksand       |
| 39: Flamefolk     | HeatSmash       | HellWing        | Assist          |
| 3a: Waterfolk     | MagicHeal       | WaterCannon     | ThunderBall     |
| 3b: Shifter       | Blade           | Feeler          | Quicksand       |
| 3c: Sonicbat      | Oscillation     | HellWing        | BladeNet        |
| 3d: Straysheep    | MagicHeal       | Psych-out       | Spiders         |
| 3e: Virus         | --------------- | --------------- | --------------- |
| 3f: Blue          | --------------- | --------------- | --------------- |
===========================================================================

===========================================================================
| ID: Enemy         | MysticSword     | MysticGlove     | MysticBoots     |
===========================================================================
| 40: Pickbird      | Lance           | HellWing        | Assist          |
| 41: Rabbat        | BloodSucker     | Spoil           | Assist          |
| 42: DragonPup     | Lance           | HellWing        | ThunderBall     |
| 43: Harpy         | Blade           | Spoil           | BladeNet        |
| 44: Axebeak       | Lance           | DeadlyPowder    | PowerKick       |
| 45: Wyvern        | Lance           | HellWing        | Assasinate      |
| 46: Cockatrice    | Lance           | Crystalizer     | Spiders         |
| 47: Sphinx        | MagicHeal       | HellWing        | MysteryTap      |
| 48: Suzaku        | FireBreath      | HellWing        | TitasWave       |
| 49: Griffin       | GriffithScratch | HellWing        | TitasWave       |
| 4a: UnicornJr     | MagicHeal       | TigerRampage    | PowerKick       |
| 4b: GriffinJr     | GriffithScratch | HellWing        | TitasWave       |
| 4c: KylinJr       | GriffithScratch | TigerRampage    | Assist          |
| 4d: Rabbat        | BloodSucker     | GrapeShot       | Assist          |
| 4e: SuzakuJr      | FireBreath      | HellWing        | Thunderbolt     |
| 4f: Minidragon    | FireBreath      | HellWing        | ThunderBall     |
===========================================================================

===========================================================================
| ID: Enemy         | MysticSword     | MysticGlove     | MysticBoots     |
===========================================================================
| 50: PrimaBronza   | HeatSmash       | IceSmash        | PowerKick       |
| 51: Rockbaboon    | Hypnotism       | IceSmash        | MysteryTap      |
| 52: PrimaMaska    | HeatSmash       | IceSmash        | PowerKick       |
| 53: Ettin         | GriffithScratch | Feeler          | Suffocation     |
| 54: Goatgiant     | Blade           | Crystalizer     | Spiders         |
| 55: Golem         | Oscillation     | PoisonusBlow    | Tremor          |
| 56: Cyclops       | PsyNet          | IceSmash        | TitasWave       |
| 57: Chariot       | Lance           | TigerRampage    | TitasWave       |
| 58: Giant         | Blade           | IceSmash        | TitasWave       |
| 59: Jotnar        | GremlinEffect   | IceSmash        | TitasWave       |
| 5a: Yeti          | Hypnotism       | Da-dum          | MysteryTap      |
| 5b: OgreLord      | HeatSmash       | PoisonusBlow    | TitasWave       |
| 5c: Berva         | --------------- | --------------- | --------------- |
| 5d: MaskedGiant   | --------------- | --------------- | --------------- |
| 5e: Berva         | --------------- | --------------- | --------------- |
| 5f: Ogre          | HeatSmash       | PoisonusBlow    | TitasWave       |
===========================================================================

===========================================================================
| ID: Enemy         | MysticSword     | MysticGlove     | MysticBoots     |
===========================================================================
| 60: Xeno          | BloodSucker     | WaterCannon     | Assist          |
| 61: Slime         | Hypnotism       | Spoil           | Assist          |
| 62: WhipJelly     | MagicHeal       | Feeler          | Sweep           |
| 63: IceCrystal    | Oscillation     | Crystalizer     | Assist          |
| 64: Unknown       | Flash           | SpreadBlaster   | ThunderBall     |
| 65: LiquidMetal   | HeatSmash       | IceSmash        | ThunderBall     |
| 66: Airfolk       | PsyNet          | PoisonusBlow    | Suffocation     |
| 67: Gelatin       | GremlinEffect   | Feeler          | Thunderbolt     |
| 68: Snowfolk      | PsyNet          | IceSmash        | MysteryTap      |
| 69: K9Mec         | Needle          | Da-dum          | Sweep           |
| 6a: FireCrystal   | HeatSmash       | Crystalizer     | Assist          |
| 6b: BigSlime      | Hypnotism       | Spoil           | Assist          |
| 6c: RedDragon     | FireBreath      | HellWing        | TitasWave       |
| 6d: BlackDragon   | GriffithScratch | Crystalizer     | TitasWave       |
| 6e: HugeSlime     | Hypnotism       | Spoil           | Assist          |
| 6f: VitalityRune  | --------------- | --------------- | --------------- |
===========================================================================

===========================================================================
| ID: Enemy         | MysticSword     | MysticGlove     | MysticBoots     |
===========================================================================
| 70: LivingAxe     | Blade           | Spoil           | Sweep           |
| 71: LivingLance   | Lance           | Feeler          | Sweep           |
| 72: LivingGlove   | HeatSmash       | IceSmash        | Spiders         |
| 73: LivingArmor   | MagicHeal       | SpreadBlaster   | Suffocation     |
| 74: LivingSword   | Blade           | Spoil           | Assasinate      |
| 75: LivingMusket  | GremlinEffect   | GrapeShot       | Assasinate      |
| 76: LivingMirror  | Flash           | SpreadBlaster   | ThunderBall     |
| 77: Mimic         | FireBreath      | Psych-out       | Assasinate      |
| 78: RockScout     | HeatSmash       | Crystalizer     | TitasWave       |
| 79: ElectroSheep  | --------------- | --------------- | --------------- |
| 7a: BossX         | --------------- | --------------- | --------------- |
| 7b: BlackX        | --------------- | --------------- | --------------- |
| 7c: MBlack        | --------------- | --------------- | --------------- |
| 7d: MBlackII      | --------------- | --------------- | --------------- |
| 7e: MBlackIII     | --------------- | --------------- | --------------- |
| 7f: Mariche       | MagicHeal       | TigerRampage    | Thunderbolt     |
===========================================================================

===========================================================================
| ID: Enemy         | MysticSword     | MysticGlove     | MysticBoots     |
===========================================================================
| 80: Skeleton      | Blade           | Spoil           | Sweep           |
| 81: Ghost         | BloodSucker     | Spoil           | Assasinate      |
| 82: Zombie        | BloodSucker     | GrapeShot       | Suffocation     |
| 83: Ghostrider    | Oscillation     | Spoil           | Tremor          |
| 84: DeadKnight    | Blade           | Spoil           | Assasinate      |
| 85: Ankheg        | GriffithScratch | Feeler          | MysteryTap      |
| 86: Lich          | PsyNet          | DeadlyPowder    | Suffocation     |
| 87: Skullasaurus  | BloodSucker     | PoisonusBlow    | ThunderBall     |
| 88: Dullahan      | GriffithScratch | Crystalizer     | Assasinate      |
| 89: Bone          | Needle          | Da-dum          | Sweep           |
| 8a: Bonehead      | GriffithScratch | Feeler          | TitasWave       |
| 8b: Nidheg        | GriffithScratch | Feeler          | TitasWave       |
| 8c: Nidheg        | GriffithScratch | Feeler          | TitasWave       |
| 8d: DeathLord     | Blade           | IceSmash        | Assasinate      |
| 8e: Skulldrake    | FireBreath      | Spoil           | Spiders         |
| 8f: Durahan       | HeatSmash       | IceSmash        | TitasWave       |
===========================================================================

===========================================================================
| ID: Enemy         | MysticSword     | MysticGlove     | MysticBoots     |
===========================================================================
| 90: Battleaxe     | --------------- | --------------- | --------------- |
| 91: Swordsman     | --------------- | --------------- | --------------- |
| 92: NomadFighter  | --------------- | --------------- | --------------- |
| 93: Soldier       | --------------- | --------------- | --------------- |
| 94: Shadow        | --------------- | --------------- | --------------- |
| 95: Gunbird       | --------------- | --------------- | --------------- |
| 96: Ladyblade     | --------------- | --------------- | --------------- |
| 97: Shaman        | --------------- | --------------- | --------------- |
| 98: Grappler      | --------------- | --------------- | --------------- |
| 99: BlackFighter  | --------------- | --------------- | --------------- |
| 9a: RedFighter    | --------------- | --------------- | --------------- |
| 9b: BlueFighter   | --------------- | --------------- | --------------- |
| 9c: GreenFighter  | --------------- | --------------- | --------------- |
| 9d: PinkFighter   | --------------- | --------------- | --------------- |
| 9e: YellowFighter | --------------- | --------------- | --------------- |
| 9f: Blackgarb     | --------------- | --------------- | --------------- |
===========================================================================

===========================================================================
| ID: Enemy         | MysticSword     | MysticGlove     | MysticBoots     |
===========================================================================
| a0: Rouge         | Needle          | Da-dum          | Sweep           |
| a1: FireSage      | Needle          | Da-dum          | Sweep           |
| a2: WaterSage     | Needle          | Da-dum          | Sweep           |
| a3: BatKnight     | Needle          | Da-dum          | Sweep           |
| a4: BlackKnight   | Needle          | Da-dum          | Sweep           |
| a5: HunterKnight  | Needle          | Da-dum          | Sweep           |
| a6: DragonLord    | GriffithScratch | TigerRampage    | TitasWave       |
| a7: Lunatic       | GremlinEffect   | HellWing        | MysteryTap      |
| a8: Ladyhawk      | Needle          | Da-dum          | Sweep           |
| a9: LionPrincess  | Needle          | Da-dum          | Sweep           |
| aa: Shade         | --------------- | --------------- | --------------- |
| ab: Stand         | --------------- | --------------- | --------------- |
| ac: Stand         | --------------- | --------------- | --------------- |
| ad: Stand         | --------------- | --------------- | --------------- |
| ae: Patient       | --------------- | --------------- | --------------- |
| af: Patient       | --------------- | --------------- | --------------- |
===========================================================================

===========================================================================
| ID: Enemy         | MysticSword     | MysticGlove     | MysticBoots     |
===========================================================================
| b0: Wonderdog     | Hypnotism       | --------------- | --------------- |
| b1: Gargoyle      | Needle          | HellWing        | --------------- |
| b2: Snakeman      | --------------- | PoisonusBlow    | Spiders         |
| b3: Fishman       | Lance           | WaterCannon     | Sweep           |
| b4: Mystic        | Blade           | --------------- | ThunderBall     |
| b5: Gremlin       | GremlinEffect   | Spoil           | --------------- |
| b6: FatDevil      | Blade           | Da-dum          | Suffocation     |
| b7: WereRhino     | Lance           | IceSmash        | Tremor          |
| b8: Zyphon        | Oscillation     | HellWing        | Assasinate      |
| b9: Abyssbat      | Needle          | Da-dum          | Sweep           |
| ba: Minotaur      | --------------- | --------------- | --------------- |
| bb: Demongoat     | --------------- | --------------- | --------------- |
| bc: Goblin        | --------------- | --------------- | --------------- |
| bd: Shuzer        | --------------- | --------------- | --------------- |
| be: SirDemon      | Blade           | Da-dum          | Suffocation     |
| bf: Furdo         | --------------- | --------------- | --------------- |
===========================================================================

===========================================================================
| ID: Enemy         | MysticSword     | MysticGlove     | MysticBoots     |
===========================================================================
| c0: Sprite        | MagicHeal       | --------------- | --------------- |
| c1: Undine        | MagicHeal       | WaterCannon     | --------------- |
| c2: KittyClawer   | --------------- | PoisonusBlow    | PowerKick       |
| c3: Banshee       | Oscillation     | ArcticBreath    | --------------- |
| c4: Mellow        | --------------- | WaterCannon     | Assist          |
| c5: SpearValkyrie | HeatSmash       | HellWing        | Assist          |
| c6: Succubus      | BloodSucker     | Spoil           | --------------- |
| c7: Lamia         | Hypnotism       | IceSmash        | TitasWave       |
| c8: Siren         | GremlinEffect   | SpreadBlaster   | Thunderbolt     |
| c9: Darkfairy     | Needle          | Da-dum          | Sweep           |
| ca: SwordValkyrie | --------------- | --------------- | --------------- |
| cb: Dancer        | --------------- | --------------- | --------------- |
| cc: Cindy         | --------------- | --------------- | --------------- |
| cd: Titania       | BloodSucker     | Spoil           | --------------- |
| ce: KittyKicker   | --------------- | Psych-out       | PowerKick       |
| cf: Arachne       | --------------- | --------------- | --------------- |
===========================================================================

===========================================================================
| ID: Enemy         | MysticSword     | MysticGlove     | MysticBoots     |
===========================================================================
| d0: SwordMec      | --------------- | --------------- | --------------- |
| d1: MecDobby      | --------------- | --------------- | --------------- |
| d2: WaspMec       | --------------- | --------------- | --------------- |
| d3: CancerMec     | --------------- | --------------- | --------------- |
| d4: BirdMec       | --------------- | --------------- | --------------- |
| d5: Hermes        | --------------- | --------------- | --------------- |
| d6: MecDobby100   | --------------- | --------------- | --------------- |
| d7: Skylab        | --------------- | --------------- | --------------- |
| d8: R&R           | --------------- | --------------- | --------------- |
| d9: BigDigger     | --------------- | --------------- | --------------- |
| da: D-Tractor     | --------------- | --------------- | --------------- |
| db: VulcanII      | --------------- | --------------- | --------------- |
| dc: Vulcan        | --------------- | --------------- | --------------- |
| dd: Guncart       | --------------- | --------------- | --------------- |
| de: FlyMec        | --------------- | --------------- | --------------- |
| df: A-Tractor     | --------------- | --------------- | --------------- |
===========================================================================

===========================================================================
| ID: Enemy         | MysticSword     | MysticGlove     | MysticBoots     |
===========================================================================
| e0: TimeLord      | --------------- | --------------- | --------------- |
| e1: AutoBuffer    | --------------- | --------------- | --------------- |
| e2: MaskBuffer    | --------------- | --------------- | --------------- |
| e3: Tanzer        | --------------- | --------------- | --------------- |
| e4: Tentacle      | --------------- | --------------- | --------------- |
| e5: Tentacle      | --------------- | --------------- | --------------- |
| e6: GreenSage     | --------------- | --------------- | --------------- |
| e7: EarthDragon   | HeatSmash       | GrapeShot       | TitasWave       |
| e8: Quakeworm     | --------------- | --------------- | --------------- |
| e9: Wormbrood     | MagicHeal       | DeadlyPowder    | Assist          |
| ea: MegaTitan     | --------------- | --------------- | --------------- |
| eb: CrimeLady     | --------------- | --------------- | --------------- |
| ec: Mollasite     | --------------- | --------------- | --------------- |
| ed: Bed           | --------------- | --------------- | --------------- |
| ee: Bed           | --------------- | --------------- | --------------- |
| ef: Mollasite     | --------------- | --------------- | --------------- |
===========================================================================

===========================================================================
| ID: Enemy         | MysticSword     | MysticGlove     | MysticBoots     |
===========================================================================
| f0: Virgil        | --------------- | --------------- | --------------- |
| f1: Orlouge       | --------------- | --------------- | --------------- |
| f2: Diva          | --------------- | --------------- | --------------- |
| f3: Diva          | --------------- | --------------- | --------------- |
| f4: DivaAppear    | --------------- | --------------- | --------------- |
| f5: DivaSkull     | --------------- | --------------- | --------------- |
| f6: GenocideHeart | --------------- | --------------- | --------------- |
| f7: HQcore        | --------------- | --------------- | --------------- |
| f8: T-Walker      | --------------- | --------------- | --------------- |
| f9: Spriggan      | --------------- | --------------- | --------------- |
| fa: Spriggan      | --------------- | --------------- | --------------- |
| fb: Spriggan      | --------------- | --------------- | --------------- |
| fc: Spriggan      | --------------- | --------------- | --------------- |
| fd: Spriggan      | --------------- | --------------- | --------------- |
| fe: Spriggan      | --------------- | --------------- | --------------- |
| ff: NotUse        | --------------- | --------------- | --------------- |
===========================================================================

-------------------------------------------------------------------------------





***************
*  Junk Shop  *                                                       [JUNKS01]
***************


The Junk Shop is located in the bottom-right corner of Scrap.  It offers
options for both Buying and Selling Items.

The Selling process is much like most other Selling processes in the game.
Here are the Items you can Sell and their corresponding Prices:

===========================
| Item            | Price |
===========================
| RepairKit       |    20 |
| HyperScale      |  2000 |
| BehemothRifle   |  3000 |
| DuelGun         |  3500 |
| SuperMissile    |  5500 |
| HG-Cannon       |  6000 |
| LightRifle      |  8500 |
| HyperionBazooka | 10000 |
===========================

What's unique about the Junk Shop is its Buying process.  In other Buying
processes in the game, you use a Menu to pick from specific Items at set
Prices.

In the Junk Shop, the clerks start by charging you one of 5 Prices, which
allows you to take 3 Items.  There are 6 different Collection Points, each
offering different kinds of Items, and you can divide the 3 Items you're
allowed to take between them however you want.

Each Collection Point has a range of 8 Ranks (0 through 7), with a specific
Item at each Rank, and the higher Ranks generally holding more-valuable Items.
The Price you paid determines your BaseItemRank, with a higher Price giving a
higher BaseItemRank.  The ActualItemRank of each Item you take is determined by
adding your BaseItemRank to a random number from 0 to 3, with the lower numbers
being more likely.

I'll get into details in a moment, but that's the gist of it.  However, the
Buying process is subject to some major bugs, which can make it very easy to
exploit (sometimes even if you don't mean to).  I'll explain those bugs in
greater detail later, as well.





**************************************************
*  Junk Shop                                     *                    [JUNKS02]
*  --How the Buying Process is Supposed to Work  *
**************************************************


Let's take an in-depth look at how the Buying process is supposed to work.
This is how it will work if you don't trigger the bugs.

When you speak to the clerks and select "Buying", they will set the asking
Price for 3 Items.  This Price and its corresponding BaseItemRank are
determined by the Max HP of your Main PC (the PC whose Scenario you're
playing), as follows:

=====================================
| Main PC HP | Price | BaseItemRank |
=====================================
|    0...199 |   300 |      0       |
|  200...399 |   600 |      1       |
|  400...599 |  1000 |      2       |
|  600...799 |  1500 |      3       |
|  800...999 |  3000 |      4       |
=====================================

If you agree by selecting "Buy", the Price will be deducted from your Credits,
BaseItemRank will be set to the value specified above, and ItemsRemaining will
be set to 3.

At this point, the Buying process is activated, and it will remain active until
you leave the Junk Shop building.  The fact that you can do other things while
it remains active is one of the causes of the bugs, but I'll explain that
later.

As long as ItemsRemaining > 0, you can visit the Collection Points, which are
found in the fenced-in area to the left.  Each Collection Point is a cardboard
box, though some of them are a little hard to see.  Here's the list of
Collection Points, what type of Items each holds, how to find each Point, and
the specific Items you can get from each Point at each ActualItemRank
(abbreviated here as "Rank"):

-------------------------------------------------------------------------------

                       Junk Shop Collection Points List
                                by Zaraktheus

Collection Point 1: "Junk weapon" (Sword):
Fairly-dark, open cardboard box with upper-left flap up and lower-right flap
down, just to the left of the green missile-pod (the rectangular tube with 4
circular holes in the end) against the upper wall.  Must be approached from its
lower-left side.

==============================
| Rank | ID: Item            |
==============================
|  0   | 10: Knife           |
|  1   | 11: BroadSword      |
|  2   | 12: KukriBlade      |
|  3   | 15: LaserKnife      |
|  4   | 16: SamuraiSword    |
|  5   | 18: TwinSword       |
|  6   | 17: CeramicSword    |
|  7+  | 1a: Osc-Sword       |
==============================



Collection Point 2: "Junk gun" (Gun):
Fairly-dark cardboard box with flaps mostly closed in an "A" shape, just below
and to the right of the green missile-pod (the rectangular tube with 4 circular
holes in the end) against the upper wall.  Must be approached from its left
side.

==============================
| Rank | ID: Item            |
==============================
|  0   | 30: AGUNI-SSP       |
|  1   | 33: AGUNI-CP1       |
|  2   | 31: EasyRifle       |
|  3   | 35: TroopRifle      |
|  4   | 36: EagleGun        |
|  5   | 37: SniperRifle     |
|  6   | 39: AGUNI-MBX       |
|  7+  | 3d: LethalGun       |
==============================



Collection Point 3: "Junk gun" (Heavy Weapon):
Well-lit, open cardboard box with left flap up and right flap down, directly up
from the gate, between the two well-lit red-and-yellow barrels you can reach.
Must be approached from its top-right corner.

==============================
| Rank | ID: Item            |
==============================
|  0   | 48: LightVulcan     |
|  1   | 46: WaterCannon     |
|  2   | 51: LightBazooka    |
|  3   | 43: BeamCannon      |
|  4   | 44: LightningCannon |
|  5   | 41: LaserCarbine    |
|  6   | 45: SonicCannon     |
|  7+  | 4a: Thunderbolt     |
==============================



Collection Point 4: "Junk armor" (Torso / Suit):
Darkened cardboard box against the left wall, just below and to the left of the
well-lit red-and-yellow barrel directly up from the gate.

==============================
| Rank | ID: Item            |
==============================
|  0   | 80: FiberVest       |
|  1   | 81: HardLeather     |
|  2   | a0: CombatSuit      |
|  3   | 82: ArmorVest       |
|  4   | 83: ElectroArmor    |
|  5   | a1: JumpSuit        |
|  6   | 84: WarLordArmor    |
|  7+  | a2: CyberSuit       |
==============================



Collection Point 5: "Junk armor" (Arm / Shield):
Open cardboard box against the right wall, to the right of and slightly above
the rightmost red-and-yellow barrel that you can reach.

==============================
| Rank | ID: Item            |
==============================
|  0   | b8: LeatherGlove    |
|  1   | b9: ShellBracer     |
|  2   | ba: ArmorGlove      |
|  3   | 78: Buckler         |
|  4   | 79: ShellShield     |
|  5   | bb: CyberGlove      |
|  6   | 7a: ExcelShield     |
|  7+  | 7a: ExcelShield     |
==============================

Yes, ExcelShield is both the Rank 6 and Rank 7 Item.



Collection Point 6: "Junk armor" (Head / Foot):
Cardboard box with flaps mostly closed in an "A" shape, just below and to the
left of the rightmost red-and-yellow barrel that you can reach.

==============================
| Rank | ID: Item            |
==============================
|  0   | c0: LeatherBoots    |
|  1   | b0: JunkHelm        |
|  2   | c1: RubberShoes     |
|  3   | b2: FiberHood       |
|  4   | c2: JetBoots        |
|  5   | b3: LaserScope      |
|  6   | c3: FeatherBoots    |
|  7+  | b4: MirrorGlass     |
==============================

-------------------------------------------------------------------------------

Each time you agree to take an Item from a Collection Point, the game generates
a random number to decide what you get.  This can be any number from 0...254, a
range of 255 possibilities.  For what little difference it makes, note that
this is not the typical 0...255, a range of 256.

Of concern only to save-staters, there's also an issue with the Random Number
Generator (RNG) as it is used here.  Like any computer RNG, it's only pseudo-
random.  It uses a seed number, and the same seed always produces the same
output "random" number.  The number only becomes functionally random when the
RNG has the opportunity to go through a variable number of cycles before being
called for the result in question.  In the Junk Shop, the RNG only cycles when
you actually take an Item, so if you save-state before taking an Item, you'll
get the same "random" number every time you load that state and take the Item.

So, if you want to use save-states to try to force the game to give you a
particular result, you'll have to manually cycle the RNG a different number of
times each time you load the state.  You can do this by pressing square to open
the Field Screen Menus; each time you open the Menus, the RNG cycles, so you'll
get a new seed, which will lead to a new result.

After you've got your random number, there's one final wrinkle: if this is
T260's Scenario, you'll always get one of the Ranked Items for the Collection
Point you chose, but if this is any other Scenario, you'll only get a Ranked
Item half the time.  The other half, you'll get one of the three "junky" Items
(RepairKit, BrokenBumper, and Junk), which are the same regardless of
Collection Point and BaseItemRank.

Here's how the random check determines which Item or ActualItemRank you get:

===================
| T260's Scenario |
======================================
|  Chance |   %   | ActualItemRank   |
======================================
| 181/255 | 71.0% | BaseItemRank     |
|  38/255 | 14.9% | BaseItemRank + 1 |
|  25/255 |  9.8% | BaseItemRank + 2 |
|  11/255 |  4.3% | BaseItemRank + 3 |
======================================

======================
| Any other Scenario |
================================================
|  Chance |   %   | ID: Item or ActualItemRank |
================================================
|  64/255 | 25.1% | 08: RepairKit              |
|  32/255 | 12.5% | e8: BrokenBumper           |
|  32/255 | 12.5% | e9: Junk                   |
|  53/255 | 20.8% |           BaseItemRank     |
|  38/255 | 14.9% |           BaseItemRank + 1 |
|  25/255 |  9.8% |           BaseItemRank + 2 |
|  11/255 |  4.3% |           BaseItemRank + 3 |
================================================

Note that the "junky" Items only interfere with getting the lowest
ActualItemRank available at your BaseItemRank.  Fortunately, they don't make
you any less likely to get the more-valuable and already-rarer Items whose
ActualItemRanks are greater than your BaseItemRank.

Each time you agree to take an Item, your ItemsRemaining is reduced by 1.  When
ItemsRemaining is 0, the Collection Points won't respond, but again, until you
actually leave the Junk Shop building, the Buying process remains active and
susceptible to bugs.





****************
*  Junk Shop   *                                                      [JUNKS03]
*  --The Bugs  *
****************


So let's talk about those bugs.  For efficiency, many of the processes
throughout SaGa Frontier use the same small group of addresses as temporary
variables, each of which can represent all sorts of different things depending
on the process.

This practice is fine, so long as no two processes that use the same address to
represent different things can be active at the same time.  But as you might
guess, that's exactly what can happen in the Junk Shop.

Both the Buying process and the Selling process in the Junk Shop use some of
the same addresses as temporary variables representing different things.  If
the two processes couldn't both be active at the same time, there'd be no
issue, but they can.

Once the Buying process is activated, it remains active until you leave the
Junk Shop building.  Whether or not the Buying process is already active, you
can always enter the Selling Menu and engage the Selling process.  If you do so
while the Buying process is already active, the Selling process can overwrite
the shared addresses, replacing the values appropriate to the Buying process
with values only intended for the Selling process.  When you exit the Selling
Menu, these new values will be retained, and if you then continue the Buying
process by using Collection Points, the values only intended for the Selling
process will be read and used by the Buying process, creating illogical (but
often beneficial) results.

Specifically, there are two temporary variables that come into meaningful
conflict: TempVariable1 and TempVariable4.  Let's look at them individually.

TempVariable1: For the Buying process, this represents ItemsRemaining.  For the
Selling process, it represents LineConfirmed, which is initialized to 0 when
you enter the Selling Menu, then records the number of the line (ranging from 0
for RepairKit to 7 for HyperionBazooka) that's highlighted if and when you
press Confirm.

TempVariable4: For the Buying process, this represents BaseItemRank.  For the
Selling process, if you highlight the line of an Item of which you have at
least one copy in your Inventory, then press Confirm, TempVariable4 records the
second-least-significant byte of your Credits (the entire 4-byte value of your
Credits is recorded across TempVariables 3 through 6, but overwriting
TempVariables 3, 5, and 6 doesn't cause any meaningful conflict with the Buying
process).

The conflicts result in two bugs.  I'll explain each as well as how to trigger
them.  If you want to exploit them, this is how to do it; if not, this is what
not to do.

-------------------------------------------------------------------------------

The ItemsRemaining Bug:

Step 1. Activate the Buying process by talking to the clerks and selecting
       "Buying", then "Buy".

Then, any time before leaving the Junk Shop building:

Step 2. Talk to the clerks again.  This time, select "Selling".

At this point, ItemsRemaining from the Buying process is overwritten to 0, the
initialization value of LineConfirmed from the Selling process.  This is
entirely disadvantageous, so you'll probably want to either avoid completing
the first two steps, or make sure you continue to Step 3.

Step 3. Highlight any line on the Selling Menu, then press Confirm.

The moment you press Confirm, ItemsRemaining from the Buying process is
overwritten again, this time to the value of LineConfirmed representing the
number of the line in the Selling Menu that was highlighted when you pressed
Confirm.  Here's the number of ItemsRemaining the bug will give you for each
line:

====================================
| Line            | ItemsRemaining |
====================================
| RepairKit       |        0       |
| HyperScale      |        1       |
| BehemothRifle   |        2       |
| DuelGun         |        3       |
| SuperMissile    |        4       |
| HG-Cannon       |        5       |
| LightRifle      |        6       |
| HyperionBazooka |        7       |
====================================

You can then exit the Selling Menu and continue the Buying process with the
altered value of ItemsRemaining.

If desired, you can take an infinite number of Items by triggering this bug
repeatedly.  The quickest way would be to always use HyperionBazooka's line for
Step 3.  Complete all three steps, exit the Selling Menu and collect the
resulting 7 Items, then repeat from Step 2 to take as many Items as you want
after having paid only once.

-------------------------------------------------------------------------------

The BaseItemRank Bug:

Step 1. Activate the Buying process by talking to the clerks and selecting
       "Buying", then "Buy".

Then, any time before leaving the Junk Shop building:

Step 2. Talk to the clerks again.  This time, select "Selling".

Step 3. To complete this step, you must have at least one copy in your
       Inventory of at least one Item in the Selling Menu.  If you do, the
       corresponding line will be displayed as light gray (instead of dark
       gray) when not highlighted, and the "#" column will be non-0.
       Highlight one of those lines, then press Confirm.

The moment you press Confirm, BaseItemRank from the Buying process is
overwritten by the second-least-significant byte of your Credits.  To make that
easier to understand, here's the relationship between your total Credits and
the BaseItemRank the bug will give you:

====================================
|   Total Credits   | BaseItemRank |
====================================
|       0...    255 |      0       |
|     256...    511 |      1       |
|     512...    767 |      2       |
|     768...  1,023 |      3       |
|   1,024...  1,279 |      4       |
|   1,280...  1,535 |      5       |
|   1,536...  1,791 |      6       |
|   1,792... 65,535 |   MAX (7+)   |
|  65,536... 65,791 |      0       |
|  65,792... 66,047 |      1       |
|  66,048... 66,303 |      2       |
|  66,304... 66,559 |      3       |
|  66,560... 66,815 |      4       |
|  66,816... 67,071 |      5       |
|  67,072... 67,327 |      6       |
|  67,328...131,071 |   MAX (7+)   |
| 131,072...131,327 |      0       |
|           ...and so on.          |
====================================

You can then exit the Selling Menu and continue the Buying process with the
altered value of BaseItemRank.

-------------------------------------------------------------------------------

Notice that the method to trigger the BaseItemRank Bug includes the entirety of
the method to trigger the ItemsRemaining Bug.  This means that any time you
trigger the BaseItemRank Bug, you will also trigger the ItemsRemaining Bug,
though the reverse is not true.

Also note that neither bug requires you to actually Sell anything.  You just
have to press Confirm once to try to start a transaction.  Whether or not you
actually Sell anything with that transaction makes no difference to the bugs
(except inasmuch as it changes your total Credits, which could affect the
result of future triggerings of the BaseItemRank Bug, but not the current
triggering).

Further, the ItemsRemaining Bug does not require you to even have any of the
Item whose line you Confirmed.  The game overwrites ItemsRemaining with
LineConfirmed even if it can't actually start a transaction because you don't
have any of the Item in Inventory.

However, the BaseItemRank Bug does require you to have in your Inventory at
least one copy of the Item whose line you Confirmed.  If you don't, the game
won't actually start a transaction when you press Confirm, so it won't bother
recording your Credits in preparation for that transaction, so it won't trigger
the BaseItemRank Bug.

If you want to trigger both bugs, here's how to do both at once.  This method
will assume that you want the ItemsRemaining Bug to give you the maximum 7
Items, but that you won't actually have any HyperionBazookas sitting dormant in
your Inventory (because you almost never will, at least in the legitimate
game), meaning you'll have to use a different line first to trigger the
BaseItemRank Bug before re-triggering the ItemsRemaining Bug with
HyperionBazooka's line.

-------------------------------------------------------------------------------

The Both Bugs Method:

Step 1. Activate the Buying process by talking to the clerks and selecting
       "Buying", then "Buy".

Then, any time before leaving the Junk Shop building:

Step 2. Talk to the clerks again.  This time, select "Selling".

Step 3. Highlight the line of any Item of which you have at least one copy in
       Inventory, then press Confirm.

Step 4. Press Cancel (or Confirm; it doesn't matter.  You can even actually
       Sell some or all of the Item if you want).

Step 5. Highlight the line for HyperionBazooka, then press Confirm.

Now you can exit the Selling Menu and collect the resulting 7 Items with your
altered BaseItemRank.  If desired, repeat from Step 2 as many times as you want
for as many Items as you want.

-------------------------------------------------------------------------------

Although I'm sure there will be people with opinions that lie between these two
extremes, there will probably be two major schools of thought regarding the
Junk Shop bugs: "I want to avoid the bugs completely!" and "I want to exploit
the bugs to the max!"  Let's address how to go about each of them.

"I want to avoid the bugs completely!":

The simplest way to ensure this is to only choose either Buying OR Selling on
any one visit to the Junk Shop.  Every time you want to switch from Buying to
Selling or vice versa, simply step out of the Junk Shop building and back in.
Do that, and you should never trigger the bugs.

"I want to exploit the bugs to the max!":

In this case, we want to be able to take as many Items from the Junk Shop as we
want, all at the highest Rank, and do it as early in the game as possible.

As you can see above, taking all the Items you want is easy.  The tricky part
is getting enough Credits for the BaseItemRank Bug to give you the highest-Rank
Items while still in the very early game.  You'll need at least 1,792 Credits
(and less than 65,536, but that shouldn't be an issue this early in the game),
plus the asking Price to Buy (which depends on your Main PC's Max HP).

In most cases, the simplest way to get these starting funds (if you don't
already have them by the time you can get to the Junk Shop) is probably to get
the DuelGun treasure from the Ancient Ship in Shingrow (the Ruins in the top-
left corner of the main Shingrow map), then Sell it in the Junk Shop for 3,500
Credits (which will give you enough to pay the asking Price and still have at
least 1,792 Credits left, unless you had 800+ HP, which you very probably won't
this early in the game).

After that, simply use the Both Bugs Method outlined above.  If, after Selling
the DuelGun, you no longer have any of the Items from the Selling Menu in your
Inventory, just use the ItemsRemaining Bug to take Items until you get a
RepairKit (doesn't apply in T260's Scenario, but you'll probably have at least
one RepairKit there anyway).  Once you have one, you can use the RepairKit line
as the trigger for the BaseItemRank Bug during Step 3 in the Both Bugs Method.

In T260's and Riki's Scenarios, your first opportunity to visit the Junk Shop
will be before you're allowed to travel the Regions at will, so you won't yet
have access to Shingrow.  You can always just wait a bit until you can visit
Shingrow, but let's look at how you might get enough starting funds before
that.

Riki starts with $100 and can get two money bags worth $400 each from the
outbuildings in the upper-left and middle-left of the Caballero Factory
grounds.  That gives you $900 without having to fight a single battle.  With
that, you can pay the $300 asking Price to Buy at the Junk Shop, then
repeatedly trigger the ItemsRemaining Bug to collect lots of Items.  1/4 of</pre><pre id="faqspan-31">
those Items will be RepairKits, which you can Sell to the Junk Shop for $20
each.

Once you have a RepairKit, start using the Both Bugs Method and Sell the
RepairKits off as you find them (during Step 4).  Your total Credits will
gradually increase, and as they do, so will the quality of the Items you get,
thanks to the BaseItemRank Bug, which you'll be triggering each time you Sell
the RepairKits.  Once you've Sold a total of 60 RepairKits, you'll have $1800,
which is just enough for the BaseItemRank Bug to give you the highest-Rank
Items (but remember that you have to trigger the BaseItemRank Bug once again
AFTER the sale that gets you to $1800+ before it will react to the change in
your Credits).  At this point, you can continue to use the Both Bugs Method to
now maximally exploit the Junk Shop to your heart's content.

It's considerably more difficult in T260's Scenario than in Riki's Scenario to
maximally exploit the Junk Shop during that first trip to Scrap before you
complete Caballero Factory, since in T260's Scenario, you won't get RepairKits
from the Junk Shop which you can Sell back to them for free Credits.  If you
want to get enough Credits for the BaseItemRank Bug to give you the highest-
Rank Items before completing Caballero Factory in T260's Scenario, you'll need
to fight enough random battles to earn at least $694, which is likely to be a
lot of battles that early in the game.

T260 starts with $100 and can get a total of $750 more from the four Combat
Arena battles (make sure to collect your reward from the slime after each of
the first 3).  You'll get another $56 from the required battle to rescue Thyme.
Once in Scrap, you can get one $400 money bag from the middle-left outbuilding
on the Caballero Factory grounds, and in order to do so, you'll have to fight a
battle against a Soldier and Skeleton, which is actually a good thing, since it
gives another $46.  In the lower-right outbuilding (as part of Recruiting
Lute), you can fight the same battle once more for another $46.  All together,
that totals $1398.  Even when you strip any necessary Equipment to ensure that
T260's HP is below 200, you have to pay $300 to Buy, which would leave you with
$1098, meaning you'd need to have made another $694 from random battles before
that in order to still have the necessary $1792 left over for the BaseItemRank
Bug to give you the highest-Rank Items.

I wouldn't recommend fighting that many battles that early just to get those
highest-Rank Items from the Junk Shop at this point.  Just use the Both Bugs
Method (you should have a RepairKit or two for Step 3) and you should still be
able to get some good mid-Rank Items now.  After you complete Caballero
Factory, you can get the DuelGun from the Ancient Ship and come back to get the
highest-Rank Items then.  It's only a little later, and it'll cost you a lot
less time, trouble, and Battle Rank inflation.





********************
*  Junk Shop       *                                                  [JUNKS04]
*  --Observations  *
********************


Some observations:

1. I've already alluded to this, but it's worth calling attention to it: in
T260's Scenario, you can easily manipulate the asking Price to Buy by changing
T260's Equipment and Max HP.  If you plan to exploit the Junk Shop anyway, you
might as well start by stripping Equipment to get T260's HP down below 200, and
the Price down to $300 with it.  Alternatively, if you don't plan to exploit
the Junk Shop, you might prefer to get T260's HP as high as possible to get the
highest (albeit most expensive) BaseItemRank available to you.

You can similarly manipulate the asking Price to Buy in Riki's Scenario by
changing him to a Form with more or less Base HP, but this is considerably
trickier to manage at will compared to T260.

2. For those who would like to exploit both the Junk Shop and the Takonomics /
GoldIngot bug, an effective way to get enough money to start Takonomics is to
exploit the Junk Shop as described in "I want to exploit the bugs to the max!",
above, to collect 99 Osc-Swords, which can then be sold for $110 each at
Nakajima Robotics in Shrike.

3. Sadly, it rarely makes financial sense to Buy from the Junk Shop unless you
exploit it.  This is especially true in any Scenario except T260's, since half
the Items you get will be the "junky" Items, which are basically worthless (or
at least massively overpriced, in the case of the RepairKits).

Perhaps the least-bad situation in which to Buy from the Junk Shop would be
during your first visit to Scrap in T260's Scenario, before completing
Caballero Factory.  At this point, you still can't visit other Regions for your
shopping needs, and you may not have enough Equipment to go around.  You
certainly don't need to Buy from the Junk Shop in order to get through
Caballero Factory, and in the long run, you may be better off saving your
money, but at least in this case and at this point, virtually anything you get
from the Junk Shop (assuming you use the appropriate Collection Points for the
kinds of Equipment you want) will be better than the empty Equipment slots you
had before.

In most other cases, even in T260's Scenario, you'll probably be looking for a
specific Item or better (as anything less will be worse than what you already
have and therefore worthless), and when you're looking for a specific Item or
better, the average amount of money you'll have to spend at the Junk Shop in
order to get it is usually very high.  Most Items available in the Junk Shop
are also available for purchase elsewhere in the game at a better Price (often
MUCH better) than their average cost at the Junk Shop.

As one example (and by no means the best!), you can Buy LethalGuns for $4020
each from the Gun seller in the hidden sewer to the left of the "great army
stuff" vendor in Koorong.  By contrast, the average cost of each LethalGun from
the Junk Shop will be a whopping $23182 (disregarding the value of the other
Items you'll get while looking for the LethalGuns, since you'll probably have
no use for them, or at least could have done comparably well with something
much cheaper).

In T260's Scenario only, there are a few Items whose average cost to Buy
through the Junk Shop, each at a certain asking Price to Buy / BaseItemRank, is
better than the Item's regular Price elsewhere.  If you're looking to Buy these
specific Items, it may be worth going to the Junk Shop to get them.  They are:

 AGUNI-SSP     (when asking Price is  $300)
 LightVulcan   (when asking Price is  $300)
 FiberVest     (when asking Price is  $300)
 CombatSuit    (when asking Price is $1000)
 ArmorVest     (when asking Price is $1500)
 ElectroArmor  (when asking Price is $3000)

Further, when looking for these Items (again, only during T260's Scenario, at
the specified asking Price and, of course, at the correct Collection Point),
you'll always either get the Item you wanted, or a higher-Rank Item which may
be even better (depending on your situation).

I'll also mention the AGUNI-CP1 (when asking Price is $600) and TroopRifle
(when asking Price is $1500), as their average costs to Buy at the Junk Shop
aren't much higher than their regular Prices elsewhere (but again, only during
T260's Scenario).  Since, as above, even if you don't get them, you'll get
something higher-Rank which may be even better instead, if you're in the market
for them, it may be worth going to the Junk Shop to get them.

On the other hand, the fact that you have to Buy three Items at once from the
Junk Shop means that you should still probably go elsewhere instead if you're
only looking to Buy one or two Items.

4. There are several Items that can't be bought anywhere other than the Junk
Shop, but all of them except one are outclassed by other Items that are
available for purchase elsewhere.  The one exception is the ExcelShield.

When the asking Price to Buy is $3000 (without exploits), you can get 1
ExcelShield approximately every 7 Items you take from Collection Point 5, on
average (regardless of which Scenario you're playing).  The average cost of
each ExcelShield will be $7083 (before considering the value to you, if any, of
the other Items you'll get while looking for the ExcelShields).  That's
certainly expensive, but there aren't many other Shields that you can Buy at
all, and the ExcelShield is probably the best of them for general use.

The other two top choices among Shields you can Buy are probably the $500
ShellShield in Nelson and the $10000 WonderBangle in the Manhattan Mall jewelry
store.  The ShellShield is a decent Shield, and it certainly is vastly cheaper,
but it's also entirely inferior to the ExcelShield.  It's your call whether the
ExcelShield is worth the price difference: it costs about 14x as much and
Blocks the same attacks, but does so 1.75x as often and also gives better Mec
Stat Boosts.  I'd say it really depends on how much you want to grind for the
Credits (though if you're going to grind anyway, you may want to consider
grinding against Dullahans for the chance to get the generally-preferable
DurahanShields instead or in addition).

Meanwhile, the WonderBangle can be by far the top choice among Shields in a few
specific situations (ones in which Blockable P Element attacks are the Enemies'
mainstay), but for general-purpose use, the ExcelShield here in the Junk Shop
is probably the better deal, as it's more versatile and less expensive (on
average).

Note that it is also possible to get ExcelShields when the asking Price to Buy
is $1500, but because of their increased rarity, the average cost of each will
be a much-higher $11591.  If you plan to Buy ExcelShields, it's probably better
to wait for the higher asking Price.

And of course, if you're exploiting the Junk Shop, there's really no reason not
to load up on free ExcelShields.





***********************************************************
*  Triggering Asellus's Scenario's Story Bosses / Events  *           [TASBE01]
***********************************************************


In the middle of Asellus's Scenario, there's a period I call "The Wandering."
This period begins after you go to My House in Shrike and fight the FireSage,
and it ends when you find your Party after returning from the Dark Labyrinth.

The question of how to trigger each of the Events of The Wandering has
generated a great deal of confusion over the years.  It was understood that the
Events occurred in a definite order, but each could occur in any of a number of
different locations, and even when you went to a known location, the Event
might trigger, or it might not.

All you could do was wander aimlessly around the Regions until you eventually
managed to trigger all of the Events so you could get on with the story.  Now
granted, SaGa Frontier can make aimless wandering fun about as well as any game
ever has, but it's still nice to know how to progress the story when you want
to (or how to avoid doing so).

This is especially true since Asellus gets access to several unique or rare PCs
(Ildon, Zozma, RedTurnip, and Rei) that only join after most or all of the
Events of The Wandering have been completed.  Wandering aimlessly usually
includes a lot of fighting, which then leaves these PCs woefully underdeveloped
by the time you get them.  Bringing them up to speed then involves MORE aimless
wandering, which is probably the last thing you want to do after The Wandering.

So, I looked into how the Events of The Wandering are triggered.  For all the
confusion it's caused, the system is actually quite simple.

First, here's a list of the Events of The Wandering, in the order in which they
occur:

1. Boss: WaterSage.
2. Boss: GreenSage.
3. Boss: LionPrincess.
4. Ildon Joins.
5. Boss: HunterKnight.
6. Banished to the Dark Labyrinth.

After each Event (beginning when you defeat the FireSage), all you need to do
to trigger the next Event in line is follow these steps in order:

1. Fight at least one battle, then
2. Enter and exit any Hotspot, then
3. Enter any Hotspot in which you haven't already triggered an Event.

That's all it takes.

These are the Hotspots:

1. Shrike: Mu's Tomb: Room inside 1st exit to the left upon entering Tomb
   (path leading to Roufas and the Treasure Room).  Must have entered from 1st
   screen of Mu's Tomb.

2. Shrike: Sei's Tomb: Central room (contains the Mizukagami (the Shield) and
   5 exits).  Must have entered from 3 Pedestals room.

3: Koorong: Lower Backstreets (the screen containing Dr. Nusakan's Clinic).
   Must have entered from Lower Koorong.

4: Yorkland: Swamp.  Must have entered from Crossroads.  Temporarily ceases to
   be a Hotspot while you're drunk during the Grail Card Quest.

5: Baccarat: Parking.  Must have entered from elevator.  Permanently ceases to
   be a Hotspot if and when you get far enough in the Gold Card Quest for the
   manhole to open.

6: Baccarat: Gnome Cave: Gargantu's lair.

7: Owmi: Lord Manor: 1st room of basement dungeon.  Must have entered from
   safe (i.e. upper) part of basement.

8: Shingrow: Ruins (upper right of Map): 1st screen.  Must have entered from
   Shingrow Map.

9: Kyo: Garden.  Must have entered from LEFT HALF of Garden on the Kyo map!

10: Wakatu: Screen in front of first wrecked building that can be entered
   (where Blade Chamber is, though you can't get to it from this side).  Must
   have entered from South.

11: Luminous: Central area (exits to Port, Luminous Labyrinth Entrance, Light
   Magic Shop, Omble Entrance).  Must have entered from Port.

12: Devin: Shrine (at the top of the huge stairs, where Rei is).

Note that it might be helpful to think of the Gnome Cave Hotspot as more of a
replacement for the lost Parking Hotspot than an additional Hotspot in its own
right, since only one or the other will be accessible at any given time.

Finally, after returning from the Dark Labyrinth, all of your PCs (except
RedTurnip if you spoke to it and Zozma, who just joined) will be missing.  To
get them back, just enter any Hotspot (even if it's one you've already used).
Since you will have just returned from the Dark Labyrinth to the Hotspot where
you triggered it, you might as well do this by simply stepping off the screen
and right back in.





********************************
*  Asellus's Scenario Endings  *                                      [ASEND01]
********************************


Few questions have perplexed players more over the years than this: how the
heck does the game decide which of Asellus's Endings you get?

I looked into it, and it turns out that the scripting controlling that decision
is extremely buggy, even by SaGa Frontier standards.  It was supposed to be
relatively straight-forward, but instead it's anything but.





***********************************
*  Asellus's Scenario Endings     *                                   [ASEND02]
*  --How it was supposed to work  *
***********************************


I'll start by explaining how it was supposed to work, as a baseline for
comparison to how it actually works.  To avoid padding it with a couple dozen
"supposed to"'s, I'll write this section as though it actually worked the way
it was supposed to, but IT DOES NOT WORK THIS WAY.  I can't emphasize that
strongly enough, because otherwise I just know someone's going to come along,
read only part of this, and go away thinking it actually works the way it was
supposed to.  IT DOESN'T.

How Asellus's Scenario Endings were supposed to work:

!!! THE BELOW IS NOT HOW IT ACTUALLY WORKS !!!

Asellus's Scenario has three different Endings:
1. Human.
2. Half-Mystic.
3. Full-Mystic.

There are two different branch points that determine which Ending you get:
1. Upon talking to Rastaban at the top of the long staircase, after fighting
  Ciato and Lion Princess.
2. Upon talking to Orlouge after that.

What happens at each branch point is determined by two criteria:
1. MysticAbsorb: "Yes" if Asellus ever Absorbed any Enemy into any of her
  Mystic Weapons.  Otherwise "No".
2. Fully Rescued Gina: "Yes" only if BOTH:
  a. After returning to Facinaturu near the end of the game (after the Dark
     Labyrinth), you entered the tailor's shop for a scene BEFORE touching the
     gates of Chateau Aiguille.
  b. You fought the Griffin BEFORE the Rastaban branch point.
  Otherwise "No".

Notably, fighting the Griffin does NOT count as rescuing Gina if you missed the
scene with the tailor.

At the Rastaban branch point, two things happen:
1. You either fight Rastaban or don't.
2. You start down the Path of one of the three Endings.

Whether you fight Rastaban depends on whether you Fully Rescued Gina.  If you
did, you fight him; if you didn't, you don't.

Which Path you start down is determined as follows:

     MysticAbsorb: No
Fully Rescued Gina: Yes
-> Human Path.

     MysticAbsorb: No
Fully Rescued Gina: No
-> Half-Mystic Path.

     MysticAbsorb: Yes
Fully Rescued Gina: Yes
-> Half-Mystic Path.

     MysticAbsorb: Yes
Fully Rescued Gina: No
-> Full-Mystic Path.

So the idea is this: by default, you remain Half-Mystic.  Absorbing into a
Mystic Weapon makes you more Mystic, while Fully Rescuing Gina makes you more
Human.  If you do both, they cancel each other out, and you remain Half-Mystic.

At the Orlouge branch point, you get the Ending that corresponds to the Path
you're on after the Rastaban branch point, with two exceptions:
1. If you're on the Human Path and MysticAbsorb is now "Yes" (meaning you
  hadn't Absorbed anything before Rastaban, but you did Absorb something
  after), you will be switched to the Half-Mystic Ending to reflect that
  change.
2. Likewise, if you're on the default Half-Mystic Path (from neither Fully
  Rescuing Gina nor Absorbing) and MysticAbsorb is now "Yes", you will be
  switched to the Full-Mystic Ending to reflect that change.

!!! THE ABOVE IS NOT HOW IT ACTUALLY WORKS !!!





********************************
*  Asellus's Scenario Endings  *                                      [ASEND03]
*  --Comparison                *
********************************


The existence of the three Endings and two branch points is correct as
described above.  The Fully Rescued Gina criterion is also implemented as
above.

However, there are serious errors in the scripting controlling the checks at
the Rastaban branch point for whether Asellus has Absorbed anything.  It fails
to check MysticGlove at all (it starts to, but then forgets about it halfway,
making it a blatantly obvious bug), and Absorbing into Boots (with or without
Sword) can lead to different results than Absorbing into Sword only.

The scripting for the Orlouge branch point is also messed up.  Exception 2 from
above is completely ignored; if you're on the Half-Mystic Path, you still get
the Half-Mystic Ending, even if you didn't Fully Rescue Gina and you Absorbed
into any (or all) Mystic Weapons after Rastaban, which should cause you to
change to the Full-Mystic Ending.

Exception 1 is represented, but not correctly: if you're on the Human Path, it
checks whether you've since Absorbed anything, but it only checks Sword--it
still forgets Glove, and now it leaves out Boots, as well.  Further, if you're
on the Human Path and did Absorb something into Sword, it switches you not to
the Half-Mystic Ending as logic would dictate, but instead all the way to the
Full-Mystic Ending.





********************************
*  Asellus's Scenario Endings  *                                      [ASEND04]
*  --How it actually works     *
********************************


Asellus's Scenario has three different Endings:
1. Human.
2. Half-Mystic.
3. Full-Mystic.

There are two different branch points that determine which Ending you get:
1. Upon talking to Rastaban at the top of the long staircase, after fighting
  Ciato and Lion Princess.
2. Upon talking to Orlouge after that.

What happens at each branch point is determined by three criteria:
1. BootsAbsorb: "Yes" if Asellus has any Enemy Absorbed in her MysticBoots.
  Otherwise "No".
2. SwordAbsorb: "Yes" if Asellus has any Enemy Absorbed in her MysticSword.
  Otherwise "No".
3. Fully Rescued Gina: "Yes" only if BOTH:
  a. After returning to Facinaturu near the end of the game (after the Dark
     Labyrinth), you entered the tailor's shop for a scene BEFORE touching the
     gates of Chateau Aiguille.
  b. You fought the Griffin BEFORE the Rastaban branch point.
  Otherwise "No".

Notably, fighting the Griffin does NOT count as rescuing Gina if you missed the
scene with the tailor.

Also note that Asellus's MysticGlove does not affect her Endings at all.  You
can Absorb with it or leave it empty as you please without making any
difference.  This is a bug.

Here's what actually happens at the Rastaban branch point, depending on the
three criteria:

----------

Possibility 1:

      BootsAbsorb: Yes
      SwordAbsorb: DOES NOT MATTER (this is NOT a bug)
Fully Rescued Gina: Yes

Results:
1. Half-Mystic Path.
2. Asellus says she knows what Rastaban's after;
  Fight Rastaban (BlackKnight);
  Receive PlutoArmor afterwards.

----------

Possibility 2:

      BootsAbsorb: Yes
      SwordAbsorb: DOES NOT MATTER (this is NOT a bug)
Fully Rescued Gina: No

Results:
1. Full-Mystic Path.
2. Asellus says, "Do I really have the power to defeat him?" (about Orlouge);
  Do not fight Rastaban;
  Rastaban gives PlutoArmor.

----------

Possibility 3:

      BootsAbsorb: No
      SwordAbsorb: Yes
Fully Rescued Gina: DOES NOT MATTER (this IS a bug)

Results:
1. Half-Mystic Path.
2. Asellus says she has no intention of becoming ruler, but will pay Orlouge
    back;
  Do not fight Rastaban;
  Rastaban gives PlutoArmor.

These results are a bug.  With "BootsAbsorb: No" and "SwordAbsorb: Yes", you
should either get Full-Mystic Path if you didn't Fully Rescue Gina, or
Half-Mystic Path and fight Rastaban if you did Fully Rescue Gina.  Instead,
either way, you get Half-Mystic Path and don't fight Rastaban.

----------

Possibility 4:

      BootsAbsorb: No
      SwordAbsorb: No
Fully Rescued Gina: Yes

Results:
1. Human Path.
2. Asellus says she knows what Rastaban's after;
  Fight Rastaban (BlackKnight);
  Receive PlutoArmor afterwards.

----------

Possibility 5:

      BootsAbsorb: No
      SwordAbsorb: No
Fully Rescued Gina: No

Results:
1. Half-Mystic Path.
2. Asellus says she has no intention of becoming ruler, but will pay Orlouge
    back;
  Do not fight Rastaban;
  Rastaban gives PlutoArmor.

----------

At the Orlouge branch point, your Path from the Rastaban branch point will lead
to the corresponding Ending, except in one case: if you're on the Human Path,
then SwordAbsorb is checked (and ONLY SwordAbsorb, which is a bug).  If it's
still "No", you still get the Human Ending, but if it's "Yes" (indicating you
Absorbed something into the Sword since fighting Rastaban), you will get a
different Ending.  Logically, you should then get the Half-Mystic Ending, but
instead you will be switched all the way to the Full-Mystic Ending.  This is
another bug.





*****************
*  Patch Codes  *                                                     [PATCH01]
*****************


In this section, I provide codes I've created to modify various aspects of SaGa
Frontier.

A full explanation of what patch codes are and how to use them is beyond the
scope of this guide; if you aren't familiar with them, this is a good resource
to get you up to speed:
http://www.gshi.org/faqs/hackv500c.html

I personally created and tested all of the codes in this guide.  They've worked
properly for me, and I've never had any problems with them, but I cannot test
all possible conditions under which they might be used.  If you choose to use
any of my codes, you do so at your own risk; I am not responsible for any
problems you may encounter.  Save often and in different slots to protect
yourself, just in case.

Troubleshooting:

If you do encounter any problems, you can try the following.

1. Make sure you entered the codes correctly.  As obvious as it may be, this is
the cause of most problems.  A single error anywhere in the code set can ruin
the whole thing.

For this reason, it is much easier to use patch codes if you are playing on an
emulator and can use a code program that allows you to copy/paste the codes
directly, rather than manually entering them digit by digit.

2. Deactivate all other code sets and try just one active code set at a time,
to see if each works.  Some code sets will interfere with each other, though
this will usually be obvious from their descriptions.

What is less obvious is that most code devices / programs have a hidden limit
on the total number of lines of code that can be active at once.  If you find
that code sets work in isolation but not together (and wouldn't obviously
interfere with each other), you've probably hit this limit.  Either try a
different device / program, or begin prioritizing which code sets you want
most.

3. If your code device / program allows you to change whether and which codes
are active while playing, and a code set seems not to be working properly,
reset your console / emulator and keep that code set active from the very
beginning.  Some code sets can be effectively ignored in some situations if
they aren't active early enough.

4. Try a different code device / program.  Not all code types are recognized by
all code devices / programs; yours may not be fully compatible.

---

It may help to know what works for me:

First, I use and strongly recommend the pSX emulator, v1.13.  You can freely
download it here:
http://psxemulator.gazaxian.com/

With the exception of one serious but easily avoidable problem, it handles SaGa
Frontier almost perfectly, and far better than any other emulator I've tried.
The one problem is that if you have a memory card in slot 1 of the emulator,
SaGa Frontier will crash when you enter the memory card save / load screen.
Just put your memory card in slot 2, keep slot 1 empty, and you're good to go.

For the code program, I use cep.  It's not particularly user-friendly, but it's
the only code program I know to be usable with the pSX emulator, and it's
perfectly functional.

At least at the time I write this, you can freely download cep here:
http://www.fileden.com/files/2006/12/12/501739/CEP.7z

Instructions on how to install and use cep are a bit lacking, so I'll explain
what I did, and hopefully that will work for you, too.

1. Once you've downloaded the archive, create a new sub-directory in your pSX
  directory called "cep".
2. Extract the contents of the archive file (excluding the "NIPPON" folder and
  the file "cep024.zip", neither of which is necessary) into the cep sub-
  directory.
3. Start up pSX.
4. Start up "cep.exe".
5. Click on the "Process" tab.
6. From the "Select Application" drag-down, pick
  ""pSX Emulator" | PSXFIN.EXE |".
7. From the "Base Address Search" drag-down, pick "PlayStation".
8. Click the "Search" button.

Unfortunately, you'll have to repeat steps 4-8 every time you start up cep.  It
can be mildly annoying, especially if you want to run multiple instances of cep
(see below), but it only takes a few seconds each time.

At this point, you're ready to input codes.  You can do this using either the
"Codes" tab or the "Custom" tab.  For most uses, I'd recommend the "Codes" tab,
which is more flexible, but requires a bit more prep work.  To use the "Codes"
tab, you'll need to first put your codes into a new .txt file.  Here's an
example (everything between the +++ lines is the complete contents of the
file):

SaGa Frontier Codes (Growth-Learn).txt

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#----------------------------------------------------------------------------

"Alkaiser->can grow/learn"
d01a665d 4240
301a665d 0000

"STR--CHA growth Diff Base"
d01a6a80 005c
301a6a80 0064

"HP growth Diff Base"
d01a6cb8 002c
301a6cb8 0028

"WP growth Diff Base - disad!"
d01a66a0 005c
301a66a0 0064
d01a66a4 005d
301a66a4 0065
d01a66a8 0061
301a66a8 0069

"JP growth Diff Base - disad!"
d01a66d8 005e
301a66d8 0066
d01a66dc 005f
301a66dc 0067
d01a66e0 0060
301a66e0 0068

"2x Chance Spark w/o PMast"
d018657c 0015
3018657c 0000

"2x Chance Magic w/o MMast"
d01a70fc 0015
301a70fc 0000

"2x Chance Gun w/o PMast"
d01a74e0 0015
301a74e0 0000

"All Spark Talent Everyone"
d0186588 0080
30186588 0000

"Mec Download rate x2"
d01a7ec8 0003
801a7ec8 0001
d01a7ed8 000f
801a7ed8 0007
d01a7ee4 001f
801a7ee4 000f

"Mec Download rate x4"
d01a7ec8 0003
801a7ec8 0000
d01a7ed8 000f
801a7ed8 0003
d01a7ee4 001f
801a7ee4 0007

"Mec Self-Dev rate x2.5"
d01a801c 1a34
801a801c 1a49

"MonPC Abl Abs S3-4 x2"
d01a7938 000f
801a7938 0007
d01a7944 001f
801a7944 000f

"MonPC Abl Abs S2 x2,S3-4 x4"
d01a7928 0003
801a7928 0001
d01a7938 000f
801a7938 0003
d01a7944 001f
801a7944 0007

end
#----------------------------------------------------------------------------

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

You can name the file itself anything you want.  Make sure you always have the
".end" at the end.  Code descriptions go inside ""; these are what you'll click
on to activate/deactivate code sets, but you have to keep them pretty short,
because the window that displays them is rather small, can't be re-sized, and
doesn't scroll.

Once your file is prepared and cep has found the base address for pSX, go to
the "Codes" tab.  Click "Open" and pick your file.  All your code sets from
that file will start off highlighted (active), and you can toggle their
activation status by clicking on them.  When you've got the ones you want
highlighted, click "On".  You can deactivate them all with "Off".  If you
change which ones are highlighted while they're on, click "On" again to be sure
cep updates which codes are active.

The "Codes" tab can handle normal codes (start with "30" or "80") and
conditional codes (start with "d0" or "e0"), but it doesn't understand serial
repeaters (start with "50").  To use a code set containing a serial repeater,
you'll have to use the "Custom" tab instead, as follows:

1. After finding the base address, click on the "Custom" tab.
2. From the "Game Console" drag-down, pick "PlayStation".
3. From the "Code Engine" drag-down, pick "GameShark/PAR".
4. Enter the lines of code in the window (I recommend just pasting them in).
  You can put descriptions in "" if you want, but they aren't necessary, and
  I find they just get in the way.
5. Click "On".  You can't pick and choose codes to activate on the "Custom"
  tab--everything in the window is either On or Off, which is why I recommend
  the "Codes" tab for most purposes.

One final note is that a single instance of cep can only handle 126
simultaneously active lines of code.  If you try to activate more than 126
lines at once, all lines after 126 will be ignored, though cep doesn't give you
any warning or notice that it's ignoring them.

However, you can run more than 126 lines of code at once by activating multiple
instances of cep at the same time and splitting the codes between them.  I've
used as many as 7 instances of cep at once while testing, and more may be
possible.  If you plan to use a lot of codes, I'd recommend splitting the codes
into general categories, then making a separate .txt file for each, then
loading each file into a different instance of cep, just to keep things semi-
organized.

Good luck!





***************************
*  Patch Codes            *                                           [PATCH02]
*  --PC Status Modifiers  *
***************************


-------------------------------------------------------------------------------

PC ID List:
00: Emelia        | 0a: Gen           | 14: Mesarthim     | 1e: PzkwV
01: Lute          | 0b: Fei-on        | 15: Zozma         | 1f: EngineerCar
02: Red           | 0c: Annie         | 16: Rei           | 20: CommonMec
03: Fuse          | 0d: Liza          | 17: Silence       | 21: Thunder
04: Blue          | 0e: Capt.Hamilton | 18: Dr. Nusakan   | 22: Cotton
05: Asellus       | 0f: Doll          | 19: TimeLord      | 23: Sei
06: T260          | 10: Mei-ling      | 1a: Rabbit        | 24: Kylin
07: Riki          | 11: Woman         | 1b: Leonard       | 25: Slime
08: Rouge         | 12: White Rose    | 1c: ZEKE          | 26: Suzaku
09: Roufas        | 13: Ildon         | 1d: BJ&K          | 27: RedTurnip

For use with the codes below.

-------------------------------------------------------------------------------

PC Race/Gender Modifier:
3001xx16 00yy

xx: ID of PC (see above).

yy: Race/Gender bit toggle.
 80: Male
 40: Female
 20: UNUSED?
 10: Undead
 08: Monster
 04: Mec
 02: Mystic
 01: Human

For yy, add together (in hex) the values of all the Races/Genders you want.

For example, to make Leonard a Female Human/Mystic/Monster, use this code:
30011b16 004b. To change him (her? it?) back to his normal setting of gender-
neutral Mec only: 30011b16 0004.

The only known effect of Undead here is to make you vulnerable to anti-Undead
Abilities.

You can combine Races however you like.  In any case of multiple Races, the
game determines which Race's version of the Equip Items and Equip Abilities
Menus to give you according to the following priority list:

Human
Mystic
Mec
Monster

For example, if you have all four Races set, you get the Human Menus. If you
have Monster and Mec, you get Mec; if you have Mec and Mystic, you get Mystic,
etc.

However, the only combination the developers ever intended is Human/Mystic,
which is what Asellus becomes after MysticalChange (and even that combination
was only intended during battle).  See the section "Mystic/Human Hybrids" below
for a deeper explanation of this combination.

Other Race combinations were unanticipated by the developers and the different
and conflicting rules that apply to each Race can make these combinations
pretty problematic to play.

Anything involving the Monster Race causes you to Transform like a Monster
whenever you successfully Absorb, and the Transformation overwrites all your
previous Stats and your bottom 4 Equip Items Slots.  As long as you considered
those 4 Slots off-limits and accepted that your Stats would be determined
(almost) entirely by your Form, though, a Monster hybrid could be playable.
The tough thing would be finding room in the Equip Abilities Menu to cram in
useful non-Monster Abilities while still keeping the Abilities necessary for
your Form(s), since you can't get Monster Abilities back (without re-Absorbing
them) after Sealing them (unless you also use my "Monster PCs can freely Seal
and re-Equip any Abilities they Know" code set).  Also, if you make a Monster
hybrid that doesn't include Human, then you'll end up with an Equip Abilities
Menu that either locks the bottom 4 Slots so you can't move them (if you've got
Mystic), or only has as many Slots as your INT allows according to Mec rules,
which is devastating to a Monster.  In other words, include Human.

Anything involving the Mec Race causes you to get Stat boosts from your
Equipment like a Mec does, so if you want to keep the game balanced, you really
need to avoid adding Mystic Absorb Stat boosts, and/or Human Stat Growth,
and/or high Monster Form Base Stats on top of that.  The only ways I see to do
that are:
- Mystic/Mec and don't Absorb anything into the Mystic Weapons, which basically
 just makes you a Mec that can learn and use Magic.
- Human/Mystic/Mec and again don't Absorb anything into the Mystic Weapons.  As
 long as you're also a Mystic, you won't be allowed to Grow Stats like a
 Human, so that won't be a problem, either.

You'll still grow CHA with either of those, but I don't think CHA is
particularly unbalancing.  HP will grow, too, but that's unavoidable and Mecs
already max it out pretty easily anyway, so maybe we can live with it.  You'll
also grow WP and JP, which a Mec normally wouldn't, but that's also unavoidable
(unless you don't use any Abilities that can cause it), and not necessarily
unbalanced--I tend to think Mecs don't have enough WP for the final bosses
(compared to other PCs) as it is.

However, the Mystic or Human Menus you'd get from either of these are very bad
for a Mec.  The limiting Equip Items Menus will make it much harder to properly
equip yourself, and the only version of the Equip Abilities Menu that allows
you to equip Mec Programs is the Mec version, which you won't have.

In order to make a Mec hybrid work well, you really should also use my "All PC
Races can Equip Items in their available Slots without restriction" and
"Monster PCs can freely Seal and re-Equip any Abilities they Know" (don't mind
the name; it affects more than Monsters) code sets, as well.  These two code
sets will fix both of the above problems.

Finally, don't forget about the PC Spark Talent List Modifier code (see below),
if you're including Human Race in any combination.

-------------------------------------------------------------------------------

PC Spark Talent List Modifier:
3001xx17 000y

xx: ID of PC (see above).

y: ID of the List you want.
 0: Blue, Rouge
 1: Emelia, Asellus, Mei-ling
 2: Lute
 3: UNUSED (but unique and perfectly functional, AFAIK)
 4: Annie
 5: Roufas
 6: Fuse
 7: Gen
 8: Fei-on
 9: Doll
 a: Capt.Hamilton
 b: Red
 c: Liza

-------------------------------------------------------------------------------

Specified PC Knows all Abilities:
50004001 0000
3001xx38 00ff

xx: ID of PC (see above).

Of course, they'll still only be able to Equip Abilities as normal for their
Race, unless you also use my "Monster PCs can freely Seal and re-Equip any
Abilities they Know" code set (don't mind the name; it affects more than
Monsters).

-------------------------------------------------------------------------------

Red begins battle already transformed into Alkaiser:
30010201 0028

If Red is the main character, this will also change your Field Avatar to
Alkaiser.

This works just like when the story causes him to transform outside of battle.
You only need to activate this once and the change will persist even upon
saving, but you may need to reactivate it after any time the story transforms
him back into Red.  You could just leave it on, if that's more convenient.

You can turn Red back to normal with this code:
30010201 0002

-------------------------------------------------------------------------------

Change T260 to TYPE 8:
30010678 0007
30010601 0035
3001062d 0059
8001062e 8e71

Just make sure Item Slots 6 & 7 (and 8, if you can / care) are empty of
anything you'd like to keep, since they'll be overwritten when the code set is
activated.

This changes her internal TYPE value, Sprite, and Equipped Items, which is
everything the game normally changes in her Status Block upon changing to TYPE
8.

-------------------------------------------------------------------------------







******************************
*  Patch Codes               *                                        [PATCH03]
*  --PC Status Modifiers     *
*  ----Mystic/Human Hybrids  *
******************************


Mystic PCs would arguably be better balanced with the other Races, especially
Humans, if they could Spark and use Sword, Martial Arts, and Gun Abilities as
Human PCs do.  Fortunately, we can make that happen with just one very simple
change for each Mystic PC.  All we need to do is change the PC's Race/Gender
byte so that the game considers him/her to be both Mystic and Human, which will
make the PC function just like Asellus does after MysticalChange.  The PC will
become able to Spark, use, and even Seal and re-equip Sword, Martial Arts, Gun,
and Dodge Abilities, but will still only Grow the Stats appropriate to a Mystic
after-battle, and still be able to use their Mystic Weapons and Absorbed
Abilities and gain the Stat boosts from their Absorbs.

Here's the code you need to change each Mystic PC to a Mystic/Human hybrid:
30011216 0043 - White Rose
30011316 0083 - Ildon
30011416 0043 - Mesarthim
30011516 0083 - Zozma
30011616 0043 - Rei
30011716 0083 - Silence
30011816 0083 - Dr. Nusakan
30011916 0083 - TimeLord

You only need to use each code once per scenario, and only for a moment.  The
change will persist after that, even through saving and re-loading.

Two things to note: first, the Status screen will no longer show the Stat
boosts from the PC's Mystic Absorbs, but those boosts will still be used
properly in-battle.  Second, be careful not to Seal the PC's Mystic Weapons, as
they can't be re-Equipped; however, this can be solved by also using my
"Monster PCs can freely Seal and re-Equip any Abilities they Know" code set
(don't mind the name; it affects more than Monsters).

By default, all Mystic PCs will use the same Spark Talent List as Blue and
Rouge.  If you'd prefer a different List for any of them, you can use another
code to change it.

Here's the code you need to change the Spark Talent List used by each Mystic
PC:
30011217 000# - White Rose
30011317 000# - Ildon
30011417 000# - Mesarthim
30011517 000# - Zozma
30011617 000# - Rei
30011717 000# - Silence
30011817 000# - Dr. Nusakan
30011917 000# - TimeLord

Replace # with the value of the List you want to use instead:
 0: Blue, Rouge
 1: Emelia, Asellus, Mei-ling
 2: Lute
 3: UNUSED (but unique and perfectly functional, AFAIK)
 4: Annie
 5: Roufas
 6: Fuse
 7: Gen
 8: Fei-on
 9: Doll
 a: Capt.Hamilton
 b: Red
 c: Liza

Again, you only need to use each code once per scenario, and only for a moment.
The change will persist after that, even through saving and re-loading.

Enjoy!





***************************
*  Patch Codes            *                                           [PATCH04]
*  --PC Status Modifiers  *
*  ----Alkarl             *
***************************


Alkarl is playable in one battle, but never recruitable.  This is something of
a cruel tease on the part of the developers, and it's no surprise that just
about everyone who ever hacked different PCs into their Party or used the Debug
Recruitment Room wanted to know how to get Alkarl.

Since he's playable at all, the expectation was that he should at least be
easily recruitable by hacking, and people were invariably disappointed to find
out that he wasn't.  For years, one of the most popular hacking requests was
for someone to find a way to get a fully-functional Alkarl into your Party.
When I decided to work on SaGa Frontier, I studied the problem and composed
this method to allow you to effectively Recruit Alkarl.

You can't simply Recruit Alkarl from the Debug Room or hack him into your Party
like any other PC because the developers didn't give him the full PC treatment.
He was only ever intended to be playable DURING one specific battle, so the
developers didn't reserve space in memory to carry over his Status Data BETWEEN
battles, like any full PC.  If you just try to hack his ID number into your
Party, the game will try to read and write his data from / to where his Status
Block would have been, if he'd had one.  Unfortunately, what's actually there
is your Inventory Data, which then causes both Alkarl and your Inventory to
become completely corrupt.

Therefore, the only way to get a functional Alkarl is to replace and heavily
modify an existing PC.  Fortunately, there are two dummied PCs in the game, and
one of them, Woman, is especially unlikely to be missed (she's a non-sensical
mish-mash that looks like the Mec PC Rabbit in battle, but is functionally a
Human).  The codes below will replace Woman with Alkarl.

This Alkarl will start with:

HP: 200 / 450
LP: 10
WP: 30
JP: 10
STR: 20 / 45
QUI: 20 / 45
INT: 20 / 45
WIL: 20 / 45
PSY: 20 / 45
VIT: 20 / 95
CHA: 20 / 45

Numbers before slashes are before the RaySword; numbers after slashes are with
the RaySword, which he'll only have in-battle (just like Alkaiser).

All Stat Growth Bonuses, and Gun & Magic Talent: 8
Race/Gender: Human Male
Spark Talent List: Red's

Equipped Items:
BroadSword    (holdover from Woman)
--------
--------
RegionMap     (use to get back out of the Debug Recruitment Room)
JunkHelm      (holdover from Woman)
ArmorVest
LeatherGlove  (holdover from Woman)
LeatherBoots  (holdover from Woman)

The ArmorVest is the only Item Alkarl has Equipped (to a normal Slot) in the
battle with Shuzer.  It would take an extra code each to remove Woman's Items,
which isn't really worth the bother.

Abilities Known (but not Equipped yet):
Deflect
BrightFist
SparklingRoll
Al-Blaster
ShiningKick

Those being the Abilities Alkarl Knows in the battle with Shuzer.

---

The first thing you need to do is Recruit Woman.  We'll do this the easiest and
least buggy way--by visiting the Debug Recruitment Room.

Activate this code:

Go To the Debug Recruitment Room:
8001300c 02e0

Now exit the Field Screen you're on (I've only specifically tested this by
entering Street from the Shrike Map, so that's what I'd recommend; using this
with other screen changes may or may not work without problems), and you'll be
in the Debug Recruitment Room.  Note that you must deactivate this code in
order to leave, though we're not ready to leave just yet.

Here you can find every normal PC in the game, plus Woman and CommonMec.  When
you run into someone, you'll see their name and a bunch of kanji, plus two
options.  If you choose the first option, this PC's Recruitment Status will
change--if they're not already in your party, it will put them in; if they are,
it'll take them out.  If you choose the second option, nothing will change.

Woman is the slime sprite between Mei-ling and White Rose, so go Recruit her.
If you want anyone else, go ahead and pick them up, too.

Activate the following codes:
30011101 0029
80011104 00c8
80011106 0a0a
80011108 1e1e
8001110a 0a0a
50000701 0000
3001110e 0014
80011116 0b81
50000801 0000
30011130 0008
3001112b 00fd
3001112d 0082
30011139 0008
80011142 9006

Those will overwrite Woman's Stats, Equipment, etc with what we want for
Alkarl.  You only need to use them once, and you should deactivate them
immediately, since they'll lock your Stats and Equipment like that while
they're active.

Next, activate these codes:
80033084 6c41
80033086 616b
80033088 6c72
d001d8e2 1129
3001d8ba 001f
d01a554c 0005
301a554c 0001

These codes will need to be always on.  They change the name "Woman" to
"Alkarl", give Alkarl a RaySword in his hidden Equipment Slot 9 (just like
Alkaiser) in battle, and allow anyone to use Alkaiser Abilities if they have
them Equipped.

In battle, always keep Alkarl in the top position in his group of 5, or he
won't get his RaySword.  I've rigged it so that the In-battle codes will only
affect him, though, so you can safely use the other groups to fight battles,
too, without the codes affecting them.

Finally, take the RegionMap off of Alkarl and use it to warp out of the Debug
Recruitment Room.  If you haven't already deactivated the "Go To the Debug
Recruitment Room" code, you'll need to do so now before you can leave.

If you did all this before visiting any of the Regions that can be accessed
with the RegionMap, then none of them will be open.  In that case, activate
this code set (it only needs to be on for a moment, then you can deactivate
it):

Unlock all safely-accessible Regions in RegionMap:
80012b7e 017f
80012b80 4125

Then just pick your destination, and off you go!  Congratulations, you now have
a fully-functional Alkarl!

The only little issue is that he looks like a spinning T260 in the Field Menus,
but since it's very unlikely that a Field Menu Sprite even exists for Alkarl
(since he was never intended to be in that menu), there is no simple solution
to this issue.  A vastly more complicated solution might be possible, but it
would be like stealing a nuke to get rid of a hangnail--not worth the effort,
and you won't like the fallout.

Anyway, other than that, he worked perfectly in my tests.  It may take 22
codes, but that sweet black-and-red armor is so worth it.

Have fun!





*******************************************************
*  Patch Codes                                        *               [PATCH05]
*  --PC Status Modifiers                              *
*  ----Asellus begins battle already MysticalChanged  *
*******************************************************


Asellus's ability to combine the advantages of both Humans and Mystics is
unique and appealing, but it's unfortunate that in order to transform and gain
access to her Mystic Absorb Stat-Boosts and Abilities in each battle, she first
has to use one of the weak Mystic Weapon Abilities (MysticSword, MysticGlove,
or MysticBoots), which often feels like a waste of a turn.

Further, since most battles in SaGa Frontier are very short, this means Asellus
will rarely get any real benefit from her unique advantage, which is really a
bit of a shame.  Therefore, it may be desirable to be able to force Asellus to
begin battles already transformed.
</pre><pre id="faqspan-32">
For functionality (to always immediately get the stat-boosts from her Absorbs
and be able to use the Absorbed Abilities in her Mystic Weapons, etc), all you
need is this:
30010516 0043

She won't LOOK like she's transformed, and if you use one of her Mystic
Weapons, she'll still appear to undergo MysticalChange then, but she DOES count
as transformed even before that.

The change from this code will last even through memcard save/loads, so you
don't really need to keep the code on, though it's always possible that some
event(s) in her Scenario could return her to normal, meaning you'd have to use
the code again.

If you want to return her to normal yourself (say, to be able to grow stats
like a Human again), you'll need to use this code:
30010516 0041

If you want her to start battle already looking like her Mystic self, you can
use this:
30010501 0037

but if you're playing Asellus' Scenario, this will also cause your Avatar on
Field Screens to become Asellus in the outfit she has on when she first wakes
up in Chateau Aiguille (a blue top and pink shorts).  This is because the game
uses the same byte of her Status Block to look up both her Field Screen Sprite
and her In-Battle Sprite, but the same Sprite ID # (37) calls a different
Sprite for her on the Field Screen than it does In-Battle.

This change is also lasting, so to return her to normal, use this code:
30010501 0005





*****************************
*  Patch Codes              *                                         [PATCH06]
*  --Game Status Modifiers  *
*****************************


-------------------------------------------------------------------------------

Battle Rank Points (BRP) Modifier:
3001281c 00xy

Replace "xy" with the hexadecimal value for the number of BRP you want to have.
Since BRP corresponds to BR (Battle Rank) on a 16:1 scale, it's actually easier
to see what BR you'll get from your BRP in hexadecimal than it is in decimal.

x: This will be your BR, minus 1 (because the game internally counts BR from
0--8, instead of 1--9).  For example, use x = 0 for BR 1, x = 4 for BR 5, or
x = 8 for BR 9.

y: This is the number of points you have towards the next BR, with a higher
number here increasing the likelihood that you'll encounter more Accompanying
Enemies in each battle.

You can activate the code for just a moment to set your BRP, then deactivate it
to allow them to increase naturally again, or leave the code active in order to
lock your BRP at the specified value.

A few complete examples:

3001281c 0000 : A fresh start.  BR 1 with 0 of 16 points towards BR 2.
3001281c 003f : BR 4, with 15 of 16 points towards BR 5.
3001281c 0085 : BR 9, with 5 of 13 points towards resetting to late BR 8.

Enjoy!

-------------------------------------------------------------------------------





***************************
*  Patch Codes            *                                           [PATCH07]
*  --Inventory Modifiers  *
***************************


Each of the following items code sets only needs to be used once per scenario,
and only for a moment, although you might want to use one again (or wait to use
it in the first place until) after placing the Murakumo, Mizukagami, and
Magatama on their pedestals in Sei's Tomb, since the game takes ALL of them, no
matter how many you had.

Have 50 of all non-Key Items (Emelia's Scenario):
5000dd02 0001
8001288c 3200
50001302 0001
80012a46 32de
50000702 0001
80012a6c 32f8

This version leaves out the AngelBroach, because if you already have it, you'll
miss out on the scene with Mondo.

Have 50 of all non-Key Items (any other Scenario):
5000f102 0001
8001288c 3200
50000702 0001
80012a6e 32f8

This version includes the AngelBroach, since it's safe to have in any scenario
except Emelia's.

With either code set, if you want some number other than 50 of each Item,
change every "32" on the right side of the codes to the hex value for the
number you want. E.g. 99 in hex is 63. It's unlikely you'll actually use more
than 50 of anything, though, and 50 allows you to easily keep track of how many
of each item you legitimately acquire.

Also, these code sets will overwrite anything you already had in your
Inventory.  If you want to preserve the Items you had before the codes and add
them to what the codes give you (e.g. to keep track of what you've legitimately
acquired), you can Equip the Items to PCs before activating the codes, then
remove them from the PCs after deactivating the codes.  The codes only
overwrite what's in your Inventory, not what's Equipped.





*************************
*  Patch Codes          *                                             [PATCH08]
*  --Fortune Modifiers  *
*************************


Fortune is used in many places and for many different purposes in the game.
For this reason, it's very dangerous to leave any Fortune-modifying codes
active while playing normally.  You should only activate Fortune-modifying
codes when you're in the location for which they were designed, and you should
deactivate them as soon as you're finished with them.

For now, just a few example codes:

-------------------------------------------------------------------------------

30012a99 00c0: Only the Slimes mini-bosses will be present in Shingrow Ruins,
and you can respawn them simply by stepping off their screen and back in.

Useful for greatly speeding up the HugeSlime Method for Stat-grinding, since
this allows you to fight the Slimes repeatedly without interruption, instead of
having to deal with leaving the Ruins and respawning them each time.

-------------------------------------------------------------------------------

30012a99 000f: Forces the southern Snowman (Jotnar) to be present on the 3
Boars screen of Mt. Mosperiburg, and you can respawn it simply by stepping off
its screen and back in.

Fighting Jotnar is a requirement for Recruiting the PC Suzaku.  Getting Jotnar
to show up normally is a lengthy and overly-randomized chore; this code
bypasses that.

-------------------------------------------------------------------------------

30012a9a 000d: Forces Abyssbat to be present on its screen in the Shingrow
Ancient Ship, and you can respawn it simply by stepping off its screen and back
in.

Abyssbat is the only Enemy in the game to drop a LightRifle, the most powerful
Gun in the game, though it still does so only at a 1/64 chance.

Ordinarily, you'd have to fight at least 13 Sonicbat Encounters in one visit
each time you want Abyssbat to show up (unless you have a RegionMap), which in
combination with the 1/64 Drop Rate, makes the prospect of attempting to farm
LightRifles pretty absurd, as on average, you'll only get 1 every 896 battles.

This code makes that somewhat more reasonable.  You could also use some of my
Item Drop codes to modify the Drop Rate to make it even more reasonable.

-------------------------------------------------------------------------------

For a more complete explanation of what's possible by modifying Fortune, I
discussed Fortune and codes for modifying it in my topic "How various things
work, as determined by debugger, Part 2", here:
http://www.gamefaqs.com/boards/198537-saga-frontier/55577788

I posted the major points on 7/15/2010, circa Post # 20, and on 8/28/2010,
circa Post # 98.





*********************************
*  Patch Codes                  *                                     [PATCH09]
*  --Scenario Status Modifiers  *
*********************************


-------------------------------------------------------------------------------

Both Chests in Mu's Tomb's Treasure Room will respawn every time you leave the
room:
30012c84 0000

Because the status of the two Chests is recorded in a bit-toggle format with
other Treasures in the same byte, and PS1-era patch codes can only target whole
bytes, not individual bits, this code will also reset several other Treasures,
mostly in Mu's Tomb. If you like that, go get em; if not, just leave those
Treasures alone after you've gotten them once.

-------------------------------------------------------------------------------

Respawn the EarthDragon battle in the Bio Lab every time you leave the room:
30012b91 0000

As above, there may be other flags in this byte as well (I haven't found any
others in it yet, but I'm not finished cataloging them), and this code will
reset them all, so it's possible that it may have other undesired effects.  It
shouldn't be anything too serious though--at worst, it'll probably just let you
re-fight a few other one-time battles or re-collect a few treasures.

-------------------------------------------------------------------------------





**********************************
*  Patch Codes                   *                                    [PATCH10]
*  --In-Battle Status Modifiers  *
**********************************


-------------------------------------------------------------------------------

Give a PC multiple Actions per Round in battle:

PC in Slot 1:
d01a6806 03e0
d012c078 0001
3001d95f 000#

PC in Slot 2:
d01a6806 03e0
d012c078 0001
3001db63 000#

PC in Slot 3:
d01a6806 03e0
d012c078 0001
3001dd67 000#

PC in Slot 4:
d01a6806 03e0
d012c078 0001
3001df6b 000#

PC in Slot 5:
d01a6806 03e0
d012c078 0001
3001e16f 000#

Replace # with the hexadecimal value for the number of Actions you want, minus
1 (the game internally counts number of Actions from 0, not 1 as we humans
count it).  For example, use 1 for 2 Actions, 4 for 5 Actions, or 7 for 8
Actions.

Slots refer to the PC's position in battle; be aware that even if you try to
leave empty Slots in a Team on the Formation screen, the game will bump your
PCs up when it's filling Slots in battle.  For example, if you put a PC only in
each of the 1st, 3rd, and 5th positions in a Team on the Formation screen,
leaving positions 2 and 4 empty, the PCs will still be placed in Slots 1, 2,
and 3 respectively when you enter battle.

Be very careful with these codes!  The game only has enough room in memory to
handle a limited number of total Actions each Round, which includes PC Actions,
Enemy Actions, and a number of hidden system Actions.  I think you'll be safe
in most situations if you keep the total number of PC Actions around 15 or
less, but I can't guarantee even that, as there can be a great deal of
variation in the number of Enemy and hidden Actions in different situations.
If you want, you can experiment to see how far you can push it, but don't be
surprised when things start going wrong.  To revert to the normal number of
Actions, simply deactivate the codes and the changes they made will be cleared
from memory at the end of the current battle.

These codes are mostly just here for fun; the only way I can see to use these
and still retain some semblance of game balance would be if you want to have a
battle party of less than 5 PCs, yet still have the total of 5 PC Actions per
Round that you would have had with a full battle party.

For example, if you wanted to solo the game with Red, but still get 5 Actions
per Round as if you were using a full 5 PCs, you could use the code set for
Slot 1 and set # = 4.

-------------------------------------------------------------------------------





**********************************
*  Patch Codes                   *                                    [PATCH11]
*  --Field Menu Rules Modifiers  *
**********************************


-------------------------------------------------------------------------------

Freely Remove Equipment that is normally LOCKED:
d0064cd4 0080
80064cd4 1021
d0064cd6 3042
80064cd6 0000
d0065ee8 0080
80065ee8 1021
d0065eea 3042
80065eea 0000

This code set will allow you to remove any otherwise-permanently Equipped
Items.  Particularly useful for removing MysticMail once it gets outclassed in
the mid-late game, and removing the various weak Weapons permanently Equipped
on most Mecs, allowing you to replace them with powerful Equipment that also
boosts their Stats, instead.

Be aware, however, that Equipment can have hidden effects you may not want to
remove.  For example, the MecBody and the other similar Items Equipped by Mecs
in their bottom slot are the source of their many Ailment Immunities.  If you
remove it, they'll lose those Immunities.

-------------------------------------------------------------------------------

All PC Races can Equip Items in their available Slots without restriction:
d00660a0 f1ed
800660a0 0002
d00660a2 0c02
800660a2 2402
d0063f80 f1ed
80063f80 0002
d0063f82 0c02
80063f82 2402

This gives Humans, Mystics, and Monsters the same freedom as Mecs to Equip
whatever they want, wherever they want.  This is here for fun; it's not a
change I'd actually recommend for gameplay balance.

-------------------------------------------------------------------------------

Monster PCs can freely Seal and re-Equip any Abilities they Know:
d00691f4 f1ed
800691f4 0000
d00691f6 0c02
800691f6 2402
d0069a44 f1ed
80069a44 0000
d0069a46 0c02
80069a46 2402
d0069242 12c2
80069242 1000
d0087c84 0030
80087c84 00b0

I created this code set to allow Monster PCs to use the Equip Abilities Menu to
access and Equip all the Abilities they've ever Absorbed (or had on their pre-
Absorbed list, etc), just like any other Race can do.

The Monster Abilities will now be included within the "Fighting" sub-Menu (they
aren't normally in any sub-Menu, but I added them in).

With this, there's no longer any need to agonize over what Abilities to keep on
your Monster, since you can get anything you've ever had back at will.  Again,
this really just brings Monsters into balance with the other Races in this
respect.  You can also freely change your Monster's Ability setup for specific
situations, again just like you can normally do with any other Race, making
them much more easily adaptable to specific boss fights, etc.

Also, this alleviates the need to diligently record on a checklist every
Ability each Monster Absorbs, so that you can keep track of which ones you've
already gotten and which ones you still need.  Now it's as simple as opening
the Menu and reading the perfectly up-to-date list of Abilities they already
Know.

Because certain Monster PCs begin play with Abilities (e.g. DivingPress,
Kusanagi) on their pre-Absorbed list which they could never naturally Absorb
and use, this code set gives those PCs the option to use those Abilities.  If
you like that, have fun with it; if you don't, just don't Equip those
Abilities.

Similarly, some Monster PCs start with extensive pre-Absorbed lists and will
now begin play with access to many more powerful Abilities than normal.  Again,
if you like that, have fun with it; if you don't, just don't Equip those
Abilities.

This code set also (intentionally) eases a few other Equip Abilities
restrictions on other Races, but it's nothing you'd notice anyway without
hacking Abilities onto them that they couldn't normally have.  This is just a
heads-up for anyone who may do that and be surprised to find that they can
Equip more than they were expecting.

It basically just allows every PC to Equip ANY Abilities they Know, rather than
being limited to specific sub-sets according to Race (e.g. Mecs can only Equip
from the Special sub-Menu, Mystics can only Equip from the Magic sub-Menu,
etc).  Again, that doesn't make any difference unless you have PCs who Know
Abilities they wouldn't legitimately Know, but if you did have such PCs, this
would make it much more convenient to change their Abilities around, since you
could now do it through the in-game interface instead of needing to create a
specific code for each Ability you want to Equip.

Specifically, the code set:

1. Gives all Races access to the sub-Menus normally available to Humans, which
is every sub-Menu except Special.

2. Further, treats every PC as if they were Red or Asellus, in that they also
get access to the Special sub-Menu.  Don't ask me why Red gets access to the
Special sub-Menu, since he never normally Learns anything on it.  Probably has
to do with something that got cut.

3. Bypasses the exclusion that normally plays the "Denied" noise and prevents
Monster PCs from being able to do anything with a Slot after double-clicking
it.

4. Extends the range of Abilities eligible for the Fighting sub-Menu to include
the Monster Abilities.  With that, every Ability in the game is now accessible
in one of the sub-Menus.

Enjoy!

-------------------------------------------------------------------------------





******************************
*  Patch Codes               *                                        [PATCH12]
*  --Battle Rules Modifiers  *
******************************


-------------------------------------------------------------------------------

Anyone can use Alkaiser Abilities if they are Equipped:
d01a554c 0005
301a554c 0001

Anyone can Spark a few Alkaiser Abilities if you Equip them with a RaySword and
use its basic attack, but you'll need this code set if you ever want them to be
able to use any of those Abilities again.

-------------------------------------------------------------------------------

Standard STR--CHA Stat Buffs/Debuffs no longer Decay:
d01a9e6c 43cb
801a9e6c 1021
d01a9e6e 0c06
801a9e6e 0080

Ordinarily, at the end of each Round, the total Buff/Debuff to each Stat using
the standard Buff/Debuff mechanism is reduced to 80% of its previous value,
rounded down.  This code set removes that Decay and instead leaves
Buffs/Debuffs unchanged over time.

Remember that other mechanisms do exist though--e.g. Awakening, SoulRune, and
V-MAX all use a different mechanism, so they'll still expire normally.
Likewise, Shield, VictoryRune, etc, which don't affect STR--CHA, use different
mechanisms which already remain unchanged over time.

-------------------------------------------------------------------------------





******************************
*  Patch Codes               *                                        [PATCH13]
*  --Battle Rules Modifiers  *
*  ----Break Stat Caps       *
******************************


Before we begin this section, be aware: Stats are used in many, many places and
different ways throughout the code.  Having Stat values outside the expected
ranges could have unexpected, potentially adverse effects for various reasons.

As an example, depending on how the game looks up a Stat's value, it is
possible for it to misread any value >= 128 as either negative or an
astronomically huge positive, either of which could have strange and
undesirable effects.

In all cases I have checked, the game has looked up Stat values in the proper
way to avoid this problem.  However, I don't remotely have the time to find and
check every place in which the code references a Stat to ensure that they're
all safe.  They may be; they may not.

I've tested these codes and never encountered a noticeable problem with them,
but it may be possible for there to be problems with situations I haven't
tested.  If you encounter a problem and want to go back to the normal Stat
Caps, simply deactivate the codes and the changes they made will be cleared
from memory at the end of the current battle.

-------------------------------------------------------------------------------

Allow PC Max HP In-Battle to exceed 999 (up to 65,534):
d019d82c 03e8
8019d82c ffff

The In-battle Status Screen (what you see between every Round, and can bring up
with Triangle) will only show the lowest 3 digits. Don't worry about it--you'll
have the correct amount.

-------------------------------------------------------------------------------

Allow Current STR--CHA In-Battle to exceed 99 (up to 255):
d019d65c 0064
8019d65c 0100
d019d664 0064
8019d664 0100
d019d670 0063
3019d670 00ff
d019d8e4 0064
8019d8e4 0100
d019d8f0 0063
3019d8f0 00ff

Remember, Current Stats are Base Stats + Equipment Boosts, Mystic Absorb
Boosts, and [De]Buffs.  This code set is most useful for Alkaiser and Mystic
Asellus, whose Stat Boosts are usually largely wasted late in the game, when
their Base Stats are already near the cap of 99.

to include V-MAX, SoulRune, and Awakening, add these codes:
d019d744 0064
8019d744 0100
d019d74c 0064
8019d74c 0100
d019d758 0063
3019d758 00ff

to include Angry, add these codes:
d019d79c 0064
8019d79c 0100
d019d7a4 0064
8019d7a4 0100
d019d7b0 0063
3019d7b0 00ff
d019d7cc 0064
8019d7cc 0100
d019d7d4 0064
8019d7d4 0100
d019d7e0 0063
3019d7e0 00ff

Optimally, you need to use all three of the above code sets simultaneously to
be certain to Allow Current STR--CHA In-Battle to exceed 99 (up to 255) in all
situations, but I broke them up in recognition of the fact that V-MAX,
SoulRune, Awakening, and Angry are pretty rare situations, and since they take
a lot of extra codes, not everyone might want to bother with them all the time.

-------------------------------------------------------------------------------

Allow Total DEF for each Element to exceed 99 (up to 255):
d019d684 0064
8019d684 0100
d019d694 0064
8019d694 0100
d019d628 0063
3019d628 00ff

It won't show up in the out-of-battle menus, of course, but it does work.  Also
be aware that if you have FireBarrier, IceBarrier, or BoltBarrier, it will
still set your DEF for that Element to equal exactly 99, regardless of what it
would have been (even if it would have been more than 99 thanks to this code
set).

-------------------------------------------------------------------------------





******************************
*  Patch Codes               *                                        [PATCH14]
*  --Battle Rules Modifiers  *
*  ----Sparking              *
******************************


-------------------------------------------------------------------------------

Use D->C Table 1 (i.e. 2x Chance) for Sword, Katana, Martial Arts, and Alkaiser
Ability Sparking even without Physical Mastery:
d018657c 0015
3018657c 0000

Primarily useful in that it allows you to Equip PCs with a combination of
Physical and Magical Abilities without reducing their Chances to Spark compared
to a PC with Physical Mastery instead.

-------------------------------------------------------------------------------

Skip the Spark Talent check; essentially gives everyone Talent with everything:
d0186588 0080
30186588 0000

With this code set on, you can completely ignore the Spark Talent Lists--any
Human can Spark any Sword, Katana, Martial Arts, or Alkaiser Ability at the
normal Chance.  Makes a huge difference for Annie, especially.

-------------------------------------------------------------------------------





******************************
*  Patch Codes               *                                        [PATCH15]
*  --Battle Rules Modifiers  *
*  ----Evasions              *
******************************


-------------------------------------------------------------------------------

BUG FIX: Allow Kasumi, Godless, and CrossDeflect to Activate when using hidden
Equipment slots 9 or 10 (where the RaySword and LightSword normally go):
d0181108 0008
30181108 000a

-------------------------------------------------------------------------------

Choosing an Ability that normally prevents the user from Shield Blocking (e.g.
Magic, 2-Hand, 2-Sword, Throw, etc.) now still allows the user to Shield Block:
d0180e00 8000
80180e00 0000

-------------------------------------------------------------------------------

Allow Allies to Deflect for each other regardless of distance:
d018374c 0060
8018374c 7fff

Ordinarily, Allies can only Deflect for each other if they are very close
(Distance <= 96, not that that will mean anything to anyone who's not using a
debugger to watch the game's internal coordinates).

This code set works for both normal Deflect and LightSword Deflect, and you
should be aware that it works for the Enemies too (which is only fair), though
only a very few Enemies have Deflect, so that won't come up very often.

-------------------------------------------------------------------------------

Allow Dodge Abilities (including Mec Evasion Programs) to Activate simply by
being Known, rather than having to be currently Equipped:

d019fbbc 0000
8019fbbc 0080
d019fbbe 0000
8019fbbe 3c09
d019fbd0 0000
8019fbd0 003e
d019fbd2 0000
8019fbd2 3c08
d019fbf0 0000
8019fbf0 3821
d019fbf2 0000
8019fbf2 0080
d019fc54 fea0
8019fc54 011e
d019fc56 3409
8019fc56 90e3
d019fc58 003e
8019fc58 2c00
d019fc5a 3c08
8019fc5a 0003
d019fc5c 3821
8019fc5c 011f
d019fc5e 0080
8019fc5e 90e3
d019fc60 2821
8019fc60 1a00
d019fc62 00e0
8019fc62 0003
d019fc64 0080
8019fc64 2825
d019fc66 94a2
8019fc66 00a3
d019fc68 0000
8019fc68 0120
d019fc6a 0000
8019fc6a 90e3
d019fc6c 1021
8019fc6c 2825
d019fc6e 0049
8019fc6e 00a3
d019fc70 ffff
8019fc70 1006
d019fc72 3042
8019fc72 00c9
d019fc74 0020
8019fc74 1024
d019fc76 2c42
8019fc76 0045
d019fc8c 0080
8019fc8c 015f
d019fc8e 94a2
8019fc8e 24c2
d019fcb8 0008
8019fcb8 0018
d019fcbc ffe9
8019fcbc ffe5

Yes, this behemoth weighs in at 56 lines.  Now just imagine how hard it was to
make.

Obviously, you probably don't want to use this on a device that requires you to
type in each code by hand.  As long as you can copy/paste, though, 56 lines
isn't really any harder to use than 1 line.

With this code set, Dodge Abilities can actually see some action and provide
some benefit in more than just a couple of specific Boss fights.  The major
problem with Dodge Abilities was always that, with only 8 Slots in which to
Equip all your Abilities, it was almost never justifiable to devote a Slot to
something that would only protect you from one or a couple Abilities.  So, any
Dodge Ability that was Sparked would immediately be Sealed, never again to see
the light of day or provide any benefit, which really is a shame for such a
cool system.

This code set fixes that.  Now you can Seal your Dodge Abilities to free up
your Slots, but the Dodge Abilities will still Activate as if you still had
them Equipped.

Enjoy!

-------------------------------------------------------------------------------





**********************************
*  Patch Codes                   *                                    [PATCH16]
*  --Battle-End Rules Modifiers  *
**********************************


These codes modify rules relating to the victory phase at the end of each
battle, and mostly have to do with PC improvement and Item Drops.





**********************************
*  Patch Codes                   *                                    [PATCH17]
*  --Battle-End Rules Modifiers  *
*  ----Human and Mystic Growth   *
**********************************


-------------------------------------------------------------------------------

Allow Alkaiser to Grow Stats and Learn Magic and Gun Abilities:
d01a665d 4240
301a665d 0000

Remember, the Stat Boosts from his RaySword will still make it harder for
Alkaiser to Grow most Stats than it is for Red, but at least now it will be
possible.

-------------------------------------------------------------------------------

Determine Difficulty for STR--CHA Growth for Humans and Mystics using Base Stat
rather than Current Stat:
d01a6a80 005c
301a6a80 0064

Now using e.g. Stat-Boosting Equipment won't make it harder for you to improve
those Stats.  Used in conjunction with the previous code set, Alkaiser will now
Grow Stats as easily as Red.

-------------------------------------------------------------------------------

Determine Difficulty for HP Growth for Humans and Mystics using Base Max HP
rather than Current Max HP:
d01a6cb8 002c
301a6cb8 0028

Same idea as the previous code set, but this will only apply to anyone using a
RaySword (i.e. Alkaiser), since that's the only thing that modifies Max HP for
Humans and/or Mystics.

-------------------------------------------------------------------------------

Use Base STR, QUI, and VIT instead of Current STR, QUI, and VIT to determine WP
Growth probability for Humans and Mystics:
d01a66a0 005c
301a66a0 0064
d01a66a4 005d
301a66a4 0065
d01a66a8 0061
301a66a8 0069

Unlike the previous two code sets, this will be generally disadvantageous, but
probably more fair, if you're also basing other Growths on Base Stats instead
of Current Stats.

-------------------------------------------------------------------------------

Use Base INT, WIL, and PSY instead of Current INT, WIL, and PSY to determine JP
Growth probability for Humans and Mystics:
d01a66d8 005e
301a66d8 0066
d01a66dc 005f
301a66dc 0067
d01a66e0 0060
301a66e0 0068

Again, generally disadvantageous, but probably more fair if you're using other
code sets that make Growth dependent upon Base Stats instead of Current.

-------------------------------------------------------------------------------

Use D->C Table 1 (i.e. 2x Chance) for Magic Learning even without Magical
Mastery:
d01a70fc 0015
301a70fc 0000

Primarily useful in that it allows you to Equip PCs with a combination of
Physical and Magical Abilities without reducing their Chances to Learn Magic
compared to a PC with Magical Mastery instead.

-------------------------------------------------------------------------------

Use D->C Table 1 (i.e. 2x Chance) for Gun Ability Learning even without
Physical Mastery:
d01a74e0 0015
301a74e0 0000

Primarily useful in that it allows you to Equip PCs with a combination of
Physical and Magical Abilities without reducing their Chances to Learn Gun
Abilities compared to a PC with Physical Mastery instead.

-------------------------------------------------------------------------------





**********************************
*  Patch Codes                   *                                    [PATCH18]
*  --Battle-End Rules Modifiers  *
*  ----Mec Growth                *
**********************************


The following two "Mec Download success chance..." code sets are incompatible
with each other.  Choose only one of them to use.

To be clear, though, they do not interfere with the "Mec Self-Development
success chance x2.5" code set.

-------------------------------------------------------------------------------

Mec Download success chance for slots 2-4 x2:
d01a7ec8 0003
801a7ec8 0001
d01a7ed8 000f
801a7ed8 0007
d01a7ee4 001f
801a7ee4 000f

From rarest to most common, the Download chance becomes: 1/16, 1/8, 1/2,
Always.

---

Mec Download success chance for slots 2-4 x4:
d01a7ec8 0003
801a7ec8 0000
d01a7ed8 000f
801a7ed8 0003
d01a7ee4 001f
801a7ee4 0007

Download Chance becomes: 1/8, 1/4, Always, Always.  Note that if you don't
first succeed at Downloading one of Slots 3-4, you will now always succeed at
Downloading Slot 2, but remember, you can still Download from Slot 1 if you
already have the Program in Slot 2.  Very few Mec Enemies actually have
anything in Slot 1, anyway.

-------------------------------------------------------------------------------

Mec Self-Development success chance x2.5:
d01a801c 1a34
801a801c 1a49

This code set changes the range of the random number used in Self-Development
checks from 0...255 to 0...99. This is arguably more fair, since Self-
Development, like Human and/or Mystic Gun and/or Magic Learning, can only be
checked at most once per battle, and the latter already use the random range
0...99.

-------------------------------------------------------------------------------





**********************************
*  Patch Codes                   *                                    [PATCH19]
*  --Battle-End Rules Modifiers  *
*  ----Monster Growth            *
**********************************


These two code sets are incompatible with each other.  Choose only one of them
to use.

-------------------------------------------------------------------------------

Monster PC Ability Absorption success chance for Slots 3-4 x2:
d01a7938 000f
801a7938 0007
d01a7944 001f
801a7944 000f

From rarest to most common, the Absorption success chance becomes: 1/16, 1/8,
1/4, Always.  I decided not to change the success chance for Slot 2 in this
code set because it was already normally 4x that of Slot 3 (rather than 2x), so
the rarity progression is actually more balanced without also changing Slot 2.

---

Monster PC Ability Absorption success chance for Slot 2 x2 and for Slots 3-4
x4:
d01a7928 0003
801a7928 0001
d01a7938 000f
801a7938 0003
d01a7944 001f
801a7944 0007

Absorption success chance becomes: 1/8, 1/4, 1/2, Always.  Note that Slots 1
and 2 are now equally likely.

-------------------------------------------------------------------------------





**********************************
*  Patch Codes                   *                                    [PATCH20]
*  --Battle-End Rules Modifiers  *
*  ----Item Drop Rates           *
**********************************


These three code sets are incompatible with each other.  Choose only one of
them to use.

-------------------------------------------------------------------------------

Item drop success chance for slots 2-4 x2:
d01a87e4 000f
801a87e4 0007
d01a87f4 001f
801a87f4 000f
d01a8800 003f
801a8800 001f

So, from rarest to most common, the drop chance becomes: 1/32, 1/16, 1/8,
Always.  For those who think the rare drops are a bit too rare.

---

Item drop success chance for slots 2-4 x4:
d01a87e4 000f
801a87e4 0003
d01a87f4 001f
801a87f4 0007
d01a8800 003f
801a8800 000f

As above, but more so.  The drop chance becomes: 1/16, 1/8, 1/4, Always.

---

Item drop success chance for slots 2-4 x8:
d01a87e4 000f
801a87e4 0001
d01a87f4 001f
801a87f4 0003
d01a8800 003f
801a8800 0007

And even more so.  Drop chance becomes: 1/8, 1/4, 1/2, Always.

-------------------------------------------------------------------------------





********************
*  Technical Info  *                                                  [TECIN01]
********************


This section is intended for data divers and modders.  It will probably not be
of much interest to most other readers.

For this section, I'll discuss where various data is located (both in files on
the CD and in RAM during play) and how it's encoded and used by the game (if I
know).

Much of the game-relevant data in SaGa Frontier is encoded in various tables.
My decryptions of some of these tables do not fit nicely within a limit of 79
characters per line.  Given this and a desire not to bloat the guide with
information that is probably not of interest to most readers, I've decided to
keep most of the technical information in separate documents, upload them to my
Google Drive, and just link to them from here.

Trying to explain this information and make it presentable is very time
consuming, and my time is very limited.  For now, I only have a few tables
ready that I haven't published before.  Time permitting, I hope to add more in
the future, but it will likely be slow going, especially as I try to add more
to the rest of the guide at the same time.

Please note that I will not update this guide when adding technical documents
to my Google Drive, since it is not necessary to do so, and would just place a
pointless burden on GameFAQs' moderators, as they have to review the entire
guide every time I update it.  If you have an interest in this information, I
suggest that you simply check my Google Drive occasionally at the link below to
see if anything's new.

Here's the link:
https://drive.google.com/open?id=1VxeZ72-MFagQ49hGg-r-mHGKYVdmcsNK





*************
*  Credits  *                                                         [CREDI01]
*************


Although most of the work for this guide is my own, some of it builds on the
work of others, which has been tremendously helpful.  Huge thanks to everyone
who has contributed advice or information to help with this project!

Special mention goes to Eroneous_Waylay and Mir_Vimes, my partners on the SF
Data Project site, and to x_loto who, along with Eroneous_Waylay, had
identified quite a few useful addresses in the PC Status Blocks and the In-
Battle Status Blocks before I arrived.

In no particular order, other notable credits include (please forgive me if I
miss anyone or anything):

Originally found the Item Data and the Ability Data:
Mir_Vimes

Contributed to figuring out how to read some parts of the Item and Ability
Data:
Mir_Vimes, Eroneous_Waylay, Skankin Garbage, Birk777, The_Masamune, Karsten,
winterking heish, x_loto, Zozma, Polygon, myself

Identified quite a few useful addresses in the PC Status Blocks and the In-
Battle Status Blocks before I arrived:
Eroneous_Waylay
x_loto

Lots of other great data on the SF Data Project site:
Eroneous_Waylay

Suggestion regarding how PC Spark Talent Lists might be equipped, and
explanation of how the game determines which INITDATA file to use, as well as
writing me a theme song (<3):
The Entity Blade

Wrote a great Monster FAQ; also the Monster Ability Checklist original concept,
and some great Monster Form Setups:
Oulak

Contributed where to find Cyclops and Chariot:
winterking heish and Myertch_Aileron

Wrote a great Encounter Guide and Mec FAQ:
Winterking

Author of the excellent Monster Item-Drop List and Monster Skill List; also
explained in his guides how to use XVI32, one of the early methods I used for
data-mining:
JusticeZero

Left some clues on the message board several years before I started which
helped me to find the PC Spark Talent Data using XVI32 before I had any better
methods:
Alex Jackson

Combo Mechanics Data, and a few other things:
The good folks behind the Japanese website Sakura, whose names I unfortunately
don't know how to find.  Sorry!

Please credit me when you use or refer to information I've provided.
Thank you!





**********************
*  Revision History  *                                                [RHIST01]
**********************


version 0.8: 2009-12-03
-initial version.

version 1.1: 2010-02-16
-added PC Initial Data.
-added a few more details about Sparking.
-minor revisions.

version 1.2: 2010-03-08
-added first draft of the Avoiding Attacks section.
-significantly revised Effects of Comboing to reflect my new findings.

version 1.3: 2010-03-10
-started the Ability Analysis section.

version 1.4: 2010-03-31
-started Effect Processes section, including Explanations of Common Variables
and EP 04 (Energy/Magical).
-added AoE / Linked Abilities section.
-Sakura Combo Data correction: Thunderbolt(Mystic Boots): add <R BO.
-finished Ability Analysis for all EP 04 (Energy/Magical) Abilities. Also added
explanations for the less-obvious fields in the Ability Analysis entries.
-minor revisions.

version 1.41: 2010-09-29
-Added PsychicPrison/BackFire vulnerability to the Ability Elements & Evasion
Data Chart.
-in [AVOID02], explained the bug that causes some Abilities that are supposed
to be vulnerable to certain Evade/Counters to not be.
-updated PsychicPrison/BackFire entry in Evasions Summary section.
-updated Dodge Abilities section; added Dodge Ability Protection List.
-updated some entries in Explanations of Common Variables section.
-updated Effects of Comboing section, most notably including the list of
potential protective effects bypassed by Subsequent Abilities in a Combo.
-added Dodge Ability Sparking section.
-re-wrote most of The HugeSlime Method section to reflect my recent findings
regarding the Fortune bytes, improve clarity, and add a useful variation.
-minor revisions.

version 1.42: 2011-08-04
-Added Martial Arts Counterattacks section.
-Added Asellus's Scenario Endings section.
-Now that I've had a chance to test it, added Mollasite as a confirmed source
for Absorbing IllStorm.
-minor revisions.

version 1.43: 2011-08-11
-Added Triggering Asellus's Scenario's Story Bosses / Events section.
-Added Patch Codes section.
-minor revisions.

version 1.44: 2011-11-10
-Added Personal Spark Trees section.
-minor revisions.

version 1.45: 2011-11-23
-Added Junk Shop section.
-minor revisions.

version 1.46: 2011-12-07
-Added Item Data section.
-Added Mystic Absorbs Data section.
-minor revisions.

version 012: 2019-06-12
-Changed version numbering system.
-Added Technical Info section.
-minor revisions.

version 013: 2019-07-11
-Added EP 02 (Unarmed).
-Added links to my new SaGa Frontier Effect Process Calculator spreadsheet.
(https://drive.google.com/open?id=126mkBkcSHH_UvRhMDc3br2QxCIndOIHX)
-Updated EP 04 (Energy/Magical).
-In Effect Processes section, under Explanations of Common Variables, updated
some variables and added several new ones.
-In Ability Analysis section, removed the Raw Damage Examples that had been
intended to show the relative impact of each Stat, as these were unhelpful
oversimplifications.
-minor revisions.

version 014: 2019-07-18
-Added EP 17 (Anti-Undead Energy).
-Added EP 1c (Anti-Mec Energy).
-Added EP 20 (PhantasmShot).
-Added EP 3f (Unarmed; can't Miss).
-minor revisions.

version 015: 2019-08-01
-Added EP 03 (Throw).
-Added EP 12 (Breath).
-In Effect Processes section, under Explanations of Common Variables, added
TEW = Total Equipment Weight.
-minor revisions.





***********
*  Legal  *                                                           [LEGAL01]
***********


Copyright 2009-2019 Henry (Hank) Jones.

This document may be not be reproduced, in whole or in part, under any
circumstances except for personal, private use. It may not be placed on any web
site or otherwise distributed publicly without advance written permission. Use
of this guide on any other web site or as a part of any public display is
strictly prohibited, and a violation of copyright.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.