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