THE GOLDEN SUN DJINN/CLASS MECHANICS v1.30
==================================== =====
by Terence Fergusson <
[email protected]>
Golden Sun is copyright 2001 Nintendo of America, Co. Ltd.
This document is entirely my work, and was written and is owned by me,
Terence Fergusson. All copyrights and trademarks are acknowledged where not
specifically mentioned. If you wish to reproduce this document AS IS, you
may do so without having to ask my permission, providing that the entire
document including this copyright notice is left intact, and preferably in
ASCII text format.
Please do not e-mail me asking questions about Golden Sun that this document
is not meant to address. If you have found this file, you likely also have
access to other FAQs on Golden Sun that could help you far more quickly than
I check my mail.
=====================
== VERSION HISTORY ==
=====================
v1.0 : 11/12/01 : Original Release
v1.01 : 16/12/01 : Addition to Characters Section (+ bug fix)
Some credit to altrongundamcustom for the fix
v1.20 : 24/12/01 : Damage Formulas and Djinni Abilities added
Weapon Specials added
Credit to the Japanese website owned by tororonn73
for getting me started with the base values.
v1.25 : 12/01/02 : Fixed a few typos, including one in the Elemental Levels
section that mixed up Wind and Water in one of the
tables
Addition to Weapon Abilities section about weapons
having a base elemental attack (not the special
attack). Credit to Bennettkidd for working out where
this was displayed in the Status menu.
v1.30 : 9/04/02 : Finally added the area attack formulas
==============
== FOREWORD ==
==============
What's there to say? It's a rare game that makes me want to tear apart
the code and see how everything ticks. The class system in Golden Sun did
just that though; it was fun poking around and seeing how different setups
altered your character.
It's from this spirit of curiousity that this guide was born. I hope you
find it useful.
Note: Fair warning. It is best to view this document in a non-proportional
font. Doing otherwise will severely mess up the tables to follow. By
default, your web browser will probably be using something like Courier New,
so this won't be a problem. But if the FAQ looks messed up, try messing with
your browser's font options.
=======================
== TABLE OF CONTENTS ==
=======================
Line
81 : The Class System
129 : The Characters
167 : Djinni Bonuses
224 : Class Bonuses And Reqs
411 : Class Abilities
686 : Elemental Levels
731 : Damage Of Attacks
856 : Weapon Abilities
920 : Djinni Abilities
987 : Psynergy Abilities
1535 : Further Analysis
======================
== THE CLASS SYSTEM ==
======================
The class system of Golden Sun is surprisingly simple, once analysed. Yet
it is well known that complex results can emerge from simple rules. This
document aims to divulge the workings behind the system, to give the player a
more informed choice on how they should set up their party.
The primary force behind the class system is the allocation of the Djinn to
each character. Through combinations of anywhere up to 7 Djinn at once, it
is possible to unlock any of up to 22 classes per character.
Becoming a new class adjusts your stats quite radically, as we shall see in
the tables below. However, before moving on, it is vital that a few concepts
are explained.
First, each character has a hidden set of 'base stats'. These stats are
what are adjusted each time you gain a level or use a stat-enhancing item.
These base stats are then further adjusted by the class you're at and the
Djinn you have equipped.
The stat you actually see is worked out in the following manner:
(Base Stat + Djinni Bonuses + Equip Bonus) * Class Bonus
The Djinni Bonuses are hardcoded and are the same for everyone, but they
differ on the exact Djinni. Because of this, it is often worth experimenting
with which exact Djinni of the same element you should set on a character;
Mist, for example, is ill-suited for a spellcasting character when compared
to Fizz.
The Class Bonus is multiplied to all the other Bonuses applied to your
Base Stat, and this includes the Djinni Bonus, so you are unlikely to see the
exact bonuses shown below each time. A Class with a 150% HP Bonus will see
more benefit to HP from a Djinni than one with only a 100% HP Bonus. The
same follows with stat-enhancing items; since they affect the base stat only,
characters with high Class Bonuses will see a better effect.
You may have also noticed that the Details section of weapons and armor
doesn't seem to match the actual bonuses you receive. This is, again, due to
the Class Bonus. Because of this, you will note that it is vital in the
later stages of the game to pick the correct class, depending on your playing
style.
With these basics out of the way, it is time for the actual data. More
analysis of this data is available at the end of this document, if necessary.
====================
== THE CHARACTERS ==
====================
At the start of Golden Sun, your characters are given the following base
stats:
Lvl HP PP Att Def Agi Lck
Isaac 1 38 23 17 8 12 3
Garet 1 41 20 15 9 10 2
Ivan 4 56 38 22 11 27 4
Mia 10 101 57 44 24 44 5
Jenna 1 36 22 14 9 13 4
In addition, Isaac and Garet are in the weak '?' class during the
prologue. This grants the following Stat Bonuses:
HP PP Att Def Agi Lck
Isaac 80% 60% 110% 100% 110% 100%
Garet 80% 60% 100% 110% 70% 100%
Finally, Jenna comes with the Flame User class, which, while it cannot
be upgraded, has the following Stat Bonuses:
HP PP Att Def Agi Lck
Jenna 100% 120% 110% 100% 120% 90%
Jenna also gains the following spells if she is levelled: Flare at level 1,
Flare Wall at level 6, Flare Storm at level 18. She learns no other
Psynergy, and can become no other class.
As for other characters in the game code, both Felix and Sheba can be found
listed as 'NPC's. They have no stats whatsoever, and their classes give them
a Stat Bonus of 0% in every stat, thus rendering them useless. They have no
battle sprite; a Vermin stands in for them.
====================
== DJINNI BONUSES ==
====================
This section lists the slight bonuses each individual Djinni gives when
set. Again, Class Bonuses are by far the easiest way to upgrade stats, but
with a full set of 7 Djinn on a character, these small bonuses can add up
pretty nicely.
The following abbreviations are used both here and
throughout this document:
HP: Hit Points
PP: Psynergy Points
Att: Attack
Def: Defense
Agi: Agility
Lck: Luck
EARTH HP PP Att Def Agi Lck
Flint 8 4 3 -- -- --
Granite 9 -- -- 2 2 1
Quartz 10 3 -- -- 3 --
Vine 12 4 -- 3 -- 1
Sap 10 -- 3 -- -- 1
Ground 9 3 -- -- 3 --
Bane 12 -- 4 -- -- --
FIRE HP PP Att Def Agi Lck
Forge 10 -- 2 -- 2 2
Fever 8 -- 3 -- 2 --
Corona 12 3 -- 3 -- 1
Scorch 8 -- 3 -- -- --
Ember 9 4 -- 2 2 --
Flash 14 3 -- 2 -- --
Torch 9 -- 3 -- -- 1
WIND HP PP Att Def Agi Lck
Gust 9 -- 2 -- 2 --
Breeze 12 5 -- 2 -- 1
Zephyr 11 3 -- -- 2 1
Smog 9 -- 3 -- -- --
Kite 8 4 -- -- 3 --
Squall 10 -- 5 -- -- --
Luff 11 5 -- 2 -- 1
WATER HP PP Att Def Agi Lck
Fizz 9 4 -- 3 -- --
Sleet 12 -- 3 -- -- 1
Mist 11 -- 4 -- -- --
Spritz 8 4 -- -- 3 --
Hail 9 -- 4 -- -- 1
Tonic 8 3 -- 2 -- 2
Dew 13 4 -- -- 4 --
============================
== CLASS BONUSES AND REQS ==
============================
All Class Bonuses are portrayed as a percentage. 100% means that there is
no change to the Base Stats. 150% would indicate a multiplier of 1.5.
Higher bonuses are thus highly desirable. Keep in mind though that there are
two parts to each class; the bonuses they grant, and the abilities they give.
Sometimes, the abilities of one class can outweigh the bonuses of another
class.
The Class Requirements are listed to the right. They symbolise both the
minimum and maximum amount of Djinn allowed to be able to activate a certain
class. To demonstrate how this works, three examples shall be illustrated.
Isaac's Ninja is listed as requiring 0-1 Earth, 3 Fire, 3-4 Wind and 0-1
Water. The left hand figures are the minimum amount of Djinn required for
that class. So, the minimum requirements for Ninja is 3 Fire and 3 Wind.
The right hand figures are the maximum amount of Djinn allowed to stay in
that class. So, while you could have 3 Fire, 3 Wind and 1 Water, and still
be a Ninja, you cannot, for example, have 4 Fire and 3 Wind because 4 Fire is
greater than the maximum of 3. Looking elsewhere in the chart, you will note
that 4 Fire and 3 Wind would give you Samurai instead.
The second example is Isaac's Barbarian. It has two listed requirements,
but only one of them needs to be met. The first requirement lists 0-2 Earth,
5 *OR* 7 Fire, 0-2 Wind and 0-2 Water. This means that with 5 or 7 Fire
Djinn equipped, any combination of further Djinn (except Fire) will allow you
to keep Barbarian. The second listed requirement illustrates a special case
when 6 Fire Djinn are set: note that while you can have 1 Wind or 1 Water
with this requirement, no Earth Djinn are allowed. This is because 6 Fire
and 1 Earth Djinni equates to the Berserker class instead.
The third and final example is just a simple explanation of how to use the
maximum figures. We shall look at Cavalier for this. Cavalier requires 0-3
Earth, 0-2 Fire, 0-3 Wind and 4-5 Water Djinn. The minimum requirements is
simply 4 Water Djinn, but the maximum requirements are 3 Earth, 2 Fire, 3
Wind and 5 Water. Since this is more than the 7 Djinn total you are
permitted to set on any character, you should note that these maximums only
apply for certain combinations. For example, with 4 Water, the maximum
number of other Djinn you can add is 3, so the 3 Wind and 3 Earth maximums
make sense. However, the 2 Fire Djinn maximum indicates that 4 Water and 3
Fire is not permissable.
With those explanations out of the way, here are the actual stats.
ISAAC HP PP Att Def Agi Lck Eth Fre Wnd Wtr
Squire 110% 80% 110% 100% 110% 100% 0-1 --- --- ---
Knight 130% 90% 120% 110% 120% 100% 2-3 --- --- ---
Gallant 150% 100% 130% 120% 130% 100% 4-5 --- --- ---
Lord 170% 110% 140% 130% 140% 100% 6-7 --- --- ---
-----------------------------------------------------------------
Brute 100% 70% 120% 90% 110% 70% 0-6 1 --- ---
Ruffian 120% 80% 130% 100% 120% 70% 0-5 2 0-1 0-1
0-4 3 0-2 0-2
Savage 140% 90% 140% 110% 130% 70% 0-3 4 0-2 0-3
Barbarian 160% 100% 150% 120% 140% 70% 0-2 5,7 0-2 0-2
--- 6 0-1 0-1
Berserker 180% 110% 160% 130% 150% 70% 1 6 --- ---
-----------------------------------------------------------------
Apprentice 100% 120% 110% 100% 120% 90% 0-6 0-1 1 ---
Illusionist 120% 130% 120% 110% 130% 90% 0-5 0-2 2 0-1
0-4 0-2 3 0-2
Enchanter 140% 140% 130% 120% 140% 90% 0-3 0-2 4-5 0-3
Conjurer 170% 160% 140% 130% 160% 90% 1 --- 6 ---
Shaman(A) 120% 150% 110% 110% 130% 100% --- 0-1 6-7 0-1
-----------------------------------------------------------------
Swordsman 100% 90% 110% 110% 90% 120% 0-6 0-1 0-1 1
Defender 120% 100% 120% 120% 100% 120% 0-5 0-2 0-2 2
0-4 0-2 0-3 3
Cavalier 140% 110% 130% 130% 110% 120% 0-3 0-2 0-3 4-5
Guardian 170% 130% 140% 140% 130% 120% 1 --- --- 6
Shaman(W) 120% 150% 110% 110% 130% 100% --- 0-1 0-1 6-7
-----------------------------------------------------------------
Dragoon 160% 130% 140% 140% 110% 130% 0-1 3 0-1 3-4
Ninja 160% 140% 150% 120% 170% 80% 0-1 3 3-4 0-1
Samurai 190% 130% 150% 140% 140% 90% --- 4 3 ---
-----------------------------------------------------------------
GARET HP PP Att Def Agi Lck Eth Fre Wnd Wtr
Guard 110% 80% 100% 110% 70% 100% --- 0-1 --- ---
Soldier 130% 90% 110% 120% 80% 100% --- 2-3 --- ---
Warrior 150% 100% 120% 130% 90% 100% --- 4-5 --- ---
Champion 170% 120% 130% 140% 100% 100% --- 6-7 --- ---
-----------------------------------------------------------------
Brute 100% 70% 120% 90% 110% 70% 1 0-6 --- ---
Ruffian 120% 80% 130% 100% 120% 70% 2 0-5 0-1 0-1
3 0-4 0-2 0-2
Savage 140% 90% 140% 110% 130% 70% 4 0-3 0-2 0-3
Barbarian 160% 100% 150% 120% 140% 70% 5,7 0-2 0-2 0-2
6 --- 0-1 0-1
Berserker 180% 110% 160% 130% 150% 70% 6 1 --- ---
-----------------------------------------------------------------
Swordsman 100% 90% 110% 110% 90% 120% 0-1 0-6 --- 1
Defender 120% 100% 120% 120% 100% 120% 0-2 0-5 0-1 2
0-2 0-4 0-3 3
Cavalier 140% 110% 130% 130% 110% 120% 0-3 0-3 0-3 4-5
Luminier 170% 130% 140% 140% 130% 120% --- 1 --- 6
Ascetic(W) 120% 140% 110% 120% 140% 120% 0-1 --- 0-1 6-7
-----------------------------------------------------------------
Page 100% 120% 110% 100% 120% 90% 0-1 0-6 1 0-1
Illusionist 120% 130% 120% 110% 130% 90% 0-2 0-5 2 0-2
0-2 0-4 3 0-3
Enchanter 140% 140% 130% 120% 140% 90% 0-3 0-3 4-5 0-3
Conjurer 170% 160% 140% 130% 160% 90% --- 1 6 ---
Ascetic(A) 120% 140% 110% 120% 140% 120% 0-1 --- 6-7 0-1
-----------------------------------------------------------------
Dragoon 160% 130% 140% 140% 110% 130% 3 0-1 0-1 3-4
Ninja 160% 140% 150% 120% 170% 80% 3 0-1 3-4 0-1
Samurai 190% 130% 150% 140% 140% 90% 4 --- 3 ---
-----------------------------------------------------------------
IVAN HP PP Att Def Agi Lck Eth Fre Wnd Wtr
Wind Seer 80% 140% 80% 90% 130% 110% --- --- 0-1 ---
Magician 90% 150% 90% 100% 140% 110% --- --- 2-3 ---
Mage 110% 160% 100% 110% 150% 110% --- --- 4-5 ---
Magister 130% 170% 110% 120% 160% 110% --- --- 6-7 ---
-----------------------------------------------------------------
Hermit 80% 140% 80% 90% 130% 120% --- --- 0-6 1
Elder 90% 150% 90% 100% 140% 120% 0-1 0-1 0-5 2
0-2 0-2 0-4 3
Scholar 110% 160% 100% 110% 150% 120% 0-2 0-3 0-3 4
Savant 130% 170% 110% 120% 160% 120% 0-2 0-2 0-2 5,7
0-1 0-1 --- 6
Sage 150% 180% 120% 130% 170% 120% --- --- 1 6
-----------------------------------------------------------------
Seer 90% 130% 90% 90% 110% 100% 1 --- 0-6 0-1
Diviner 110% 140% 100% 100% 120% 100% 2 0-1 0-5 0-2
3 0-2 0-4 0-3
Shaman 120% 150% 110% 110% 130% 100% 4-5 0-3 0-3 0-3
Druid 150% 170% 130% 130% 150% 100% 6 --- 1 ---
Enchanter(E) 140% 140% 130% 120% 140% 90% 6-7 0-1 --- 0-1
-----------------------------------------------------------------
Pilgrim 90% 120% 90% 100% 120% 120% 0-1 1 0-6 0-1
Wanderer 110% 130% 100% 110% 130% 120% 0-2 2 0-5 0-2
0-3 3 0-4 0-2
Ascetic 120% 140% 110% 120% 140% 120% 0-3 4-5 0-3 0-2
Fire Monk 150% 160% 130% 140% 160% 120% --- 6 1 ---
Enchanter(F) 140% 140% 130% 120% 140% 90% 0-1 6-7 --- 0-1
-----------------------------------------------------------------
Ranger 130% 160% 120% 120% 160% 120% 0-1 3-4 0-1 3
Medium 130% 170% 120% 120% 150% 90% 3-4 0-1 0-1 3
White Mage 150% 180% 130% 130% 150% 130% 3 --- --- 4
-----------------------------------------------------------------
MIA HP PP Att Def Agi Lck Eth Fre Wnd Wtr
Water Seer 90% 130% 90% 100% 80% 130% --- --- --- 0-1
Scribe 100% 140% 100% 110% 90% 130% --- --- --- 2-3
Cleric 120% 150% 110% 120% 100% 130% --- --- --- 4-5
Paragon 140% 160% 120% 130% 110% 130% --- --- --- 6-7
-----------------------------------------------------------------
Hermit 80% 140% 80% 90% 130% 120% --- --- 1 0-6
Elder 90% 150% 90% 100% 140% 120% 0-1 0-1 2 0-5
0-2 0-2 3 0-4
Scholar 110% 160% 100% 110% 150% 120% 0-3 0-2 4 0-3
Savant 130% 170% 110% 120% 160% 120% 0-2 0-2 5,7 0-2
0-1 0-1 6 ---
Sage 150% 180% 120% 130% 170% 120% --- --- 6 1
-----------------------------------------------------------------
Pilgrim 90% 120% 90% 100% 120% 120% --- 1 0-1 0-6
Wanderer 110% 130% 100% 110% 130% 120% 0-1 2 0-2 0-5
0-2 3 0-3 0-4
Ascetic 120% 140% 110% 120% 140% 120% 0-3 4-5 0-3 0-3
Water Monk 150% 160% 130% 140% 160% 120% --- 6 --- 1
Cavalier(F) 140% 110% 130% 130% 110% 120% 0-1 6-7 0-1 ---
-----------------------------------------------------------------
Seer 90% 130% 90% 90% 110% 100% 1 0-1 0-1 0-6
Diviner 110% 140% 100% 100% 120% 100% 2 0-2 0-2 0-5
3 0-3 0-2 0-4
Shaman 120% 150% 110% 110% 130% 100% 4-5 0-3 0-2 0-3
Druid 150% 170% 130% 130% 150% 100% 6 --- --- 1
Cavalier(E) 140% 110% 130% 130% 110% 120% 6-7 0-1 0-1 ---
-----------------------------------------------------------------
Ranger 130% 160% 120% 120% 160% 120% 0-1 3-4 3 0-1
Medium 130% 170% 120% 120% 150% 90% 3-4 0-1 3 0-1
White Mage 150% 180% 130% 130% 150% 130% 3 --- 4 ---
-----------------------------------------------------------------
=====================
== CLASS ABILITIES ==
=====================
Class abilities work largely on the concept of inheritance. In addition to
inheritance, what abilities you can unlock is wholly dependant on your class
and your level.
The concept of inheritance is simple to explain. Certain classes are
considered to be building upon a previous class; Knight builds on Squire, for
example. Thus, Knight is considered to inherit Squire's abilities. Knight
thus learns everything Squire does at the exact same level Squire does.
It is also possible for a class to add more abilities on top of what it
inherits. Gallant is a good example; it learns everything Knight does, but
adds Revive and the Gaia series of spells. In addition to this, the
characters themselves are sometimes considered to have a Base Inheritance;
these are skills that they know and learn regardless of which class they are
in. Only Mia does not have a Base Inheritance.
The other concept mentioned above was the place of level in learning
abilities. While your class unlocks the potential to learn better abilities,
you will be unable to see or use many of them until you reach the level
indicated by that ability. As an example, Gallant learns Gaia at level 7,
Revive at level 19, Mother Gaia at level 24 and Grand Gaia at level 54. Not
all classes learn the same ability at the same level either: Isaac will learn
Gaia sooner if he's an Apprentice than if he's a Gallant. (We shall ignore
the fact that you'll probably be long past level 7 by the time you get 4 Fire
Djinn....)
Note that you only require the level to have access to the ability. You do
not have to gain that level in any particular class. If you gained L54 in
Squire, for example, then you will still know all the spells in the game; it
is just that you can only use the spells that your current class allows.
This is why when you change classes, it will tell you what Psynergy you will
lose and what Psynergy you will gain.
Finally, you should note that there are a few classes that share the same
name, but do not share the same abilities. These classes may differ simply
by who has it or by what Djinni combination was used to unlock it. In the
former case, simply refer to the character list. In the latter, the
different class is identified in this document by its element. Shaman(A),
for example, refers to the Wind (or 'A'ir) element version of Shaman, while
Shaman(W) refers to the Water element version. (F) and (E) refer to Fire and
Earth respectively.
!!NOTE!! There are two abilities called Blast in the game, each with
different effects. The Blast in the Blast/Nova/Supernova series will be
identified as Blast(Nova).
ISAAC'S CLASS ABILITIES
=======================
Base Inheritance
1:Move, 1:Retreat
Squire 1:Cure, 2:Quake, 4:Earthquake, 6:Spire, 10:Cure Well,
13:Ragnarok, 14:Quake Sphere, 20:Clay Spire, 26:Potent Cure,
42:Stone Spire
Knight [Squire Inherited]
Gallant [Knight Inherited], 7:Gaia, 19:Revive, 24:Mother Gaia,
54:Grand Gaia
Lord [Gallant Inherited]
--------------------------------------------------------------------------
Brute 1:Growth, 6:Blast(Nova), 12:Mad Growth, 13:Planet Diver, 16:Nova,
17:Haunt, 24:Curse, 28:Wild Growth, 29:Condemn, 40:Supernova
Ruffian [Brute Inherited]
Savage [Ruffian Inherited], 7:Spire, 9:Impair, 19:Revive, 20:Clay Spire,
23:Debilitate, 42:Stone Spire
Barbarian [Savage Inherited]
Berserker [Barbarian Inherited]
--------------------------------------------------------------------------
Apprentice 1:Delude, 6:Gaia, 9:Weaken, 11:Astral Blast, 14:Sleep, 17:Haunt,
20:Curse, 24:Mother Gaia, 25:Enfeeble, 31:Drain, 39:Psy Drain,
54:Grand Gaia
Illusionist [Apprentice Inherited]
Enchanter [Illusionist Inherited], 5:Impact, 6:Ward, 21:High Impact,
22:Resist
Conjurer [Enchanter Inherited]
Shaman(A) 1:Cure, 2:Bolt, 3:Growth, 6:Flash Bolt, 7:Ward, 10:Cure Well,
12:Mad Growth, 18:Bind, 19:Revive, 22:Blue Bolt, 23:Resist,
26:Potent Cure, 29:Wild Growth, 31:Drain, 39:Psy Drain
--------------------------------------------------------------------------
Swordsman 4:Thorn, 5:Cure Poison, 11:Cutting Edge, 13:Restore, 14:Briar,
19:Revive, 30:Break, 36:Nettle
Defender [Swordsman Inherited], 1:Ply, 6:Avoid, 16:Ply Well, 34:Pure Ply
Cavalier [Defender Inherited], 8:Wish, 22:Wish Well, 46:Pure Wish
Guardian [Cavalier Inherited]
Shaman(W) 1:Cure, 2:Froth, 3:Growth, 5:Cure Poison, 8:Wish, 10:Cure Well,
12:Mad Growth, 13:Restore, 14:Froth Sphere, 19:Revive,
22:Wish Well, 26:Potent Cure, 29:Wild Growth, 30:Break,
40:Froth Spiral, 46:Pure Wish
--------------------------------------------------------------------------
Dragoon 1:Ply, 2:Blast, 4:Thorn, 5:Cure Poison, 6:Avoid, 8:Wish,
10:Mad Blast, 11:Cutting Edge, 13:Restore, 16:Ply Well, 17:Briar,
22:Wish Well, 27:Fiery Blast, 34:Pure Ply, 36:Nettle,
46:Pure Wish
Ninja 1:Gale, 4:Punji, 6:Fire Bomb, 7:Mist, 8:Thunderclap,
12:Death Plunge, 15:Punji Trap, 16:Cluster Bomb, 18:Typhoon,
21:Shuriken, 26:Thunderbolt, 31:Annihilation, 36:Punji Strike,
40:Carpet Bomb, 44:Hurricane, 50:Thunderstorm
Samurai 3:Guardian, 5:Demon Spear, 6:Rockfall, 8:Lava Shower,
10:Magic Shell, 12:Dragon Cloud, 15:Protector, 18:Demon Night,
21:Angel Spear, 22:Molten Bath, 24:Rockslide, 27:Magic Shield,
33:Helm Splitter, 40:Quick Strike, 48:Magma Storm, 54:Avalanche
GARET'S CLASS ABILITIES
=======================
Base Inheritance
1:Move
Guard 1:Flare, 4:Fire, 6:Flare Wall, 8:Volcano, 12:Heat Wave,
14:Fireball, 18:Flare Storm, 22:Eruption, 36:Inferno,
48:Pyroclasm
Soldier [Guard Inherited]
Warrior [Soldier Inherited], 3:Guard, 9:Impair, 15:Protect, 26:Debilitate
Champion [Warrior Inherited]
--------------------------------------------------------------------------
Brute 1:Growth, 6:Blast(Nova), 12:Mad Growth, 13:Planet Diver, 16:Nova,
17:Haunt, 24:Curse, 28:Wild Growth, 29:Condemn, 40:Supernova
Ruffian [Brute Inherited]
Savage [Ruffian Inherited], 7:Spire, 9:Impair, 19:Revive, 20:Clay Spire,
23:Debilitate, 42:Stone Spire
Barbarian [Savage Inherited]
Berserker [Barbarian Inherited]
--------------------------------------------------------------------------
Swordsman 2:Blast, 3:Guard, 5:Cure Poison, 10:Mad Blast, 11:Cutting Edge,
13:Restore, 15:Protect, 28:Fiery Blast, 30:Break
Defender [Swordsman Inherited], 1:Ply, 6:Avoid, 16:Ply Well, 34:Pure Ply
Cavalier [Defender Inherited], 8:Wish, 22:Wish Well, 46:Pure Wish
Luminier [Cavalier Inherited]
Ascetic(W) 1:Douse, 5:Cure Poison, 6:Prism, 8:Volcano, 9:Wish, 12:Drench,
13:Restore, 20:Hail Prism, 22:Eruption, 24:Wish Well, 30:Deluge,
34:Break, 46:Pure Wish, 48:Pyroclasm, 52:Freeze Prism
--------------------------------------------------------------------------
Page 1:Delude, 6:Ward, 8:Volcano, 9:Weaken, 11:Astral Blast, 14:Sleep,
22:Eruption, 22:Resist, 25:Enfeeble, 31:Drain, 39:Psy Drain,
48:Pyroclasm
Illusionist [Page Inherited]
Enchanter [Illusionist Inherited], 3:Guard, 5:Impact, 15:Protect,
21:High Impact
Conjurer [Enchanter Inherited]
Ascetic(A) 1:Slash, 6:Ward, 8:Volcano, 9:Plasma, 10:Wind Slash, 18:Bind,
22:Eruption, 24:Resist, 26:Shine Plasma, 30:Sonic Slash,
33:Drain, 41:Psy Drain, 48:Pyroclasm, 50:Spark Plasma
--------------------------------------------------------------------------
Dragoon 1:Ply, 2:Blast, 4:Thorn, 5:Cure Poison, 6:Avoid, 8:Wish,
10:Mad Blast, 11:Cutting Edge, 13:Restore, 16:Ply Well, 17:Briar,
22:Wish Well, 27:Fiery Blast, 34:Pure Ply, 36:Nettle,
46:Pure Wish
Ninja 1:Gale, 4:Punji, 6:Fire Bomb, 7:Mist, 8:Thunderclap,
12:Death Plunge, 15:Punji Trap, 16:Cluster Bomb, 18:Typhoon,
21:Shuriken, 26:Thunderbolt, 31:Annihilation, 36:Punji Strike,
40:Carpet Bomb, 44:Hurricane, 50:Thunderstorm
Samurai 3:Guardian, 5:Demon Spear, 6:Rockfall, 8:Lava Shower,
10:Magic Shell, 12:Dragon Cloud, 15:Protector, 18:Demon Night,
21:Angel Spear, 22:Molten Bath, 24:Rockslide, 27:Magic Shield,
33:Helm Splitter, 40:Quick Strike, 48:Magma Storm, 54:Avalanche
IVAN'S CLASS ABILITIES
======================
Base Inheritance
1:Mind Read, Reveal (after Lama Temple Event)
Wind Seer 1:Whirlwind, 4:Ray, 8:Plasma, 12:Sleep, 14:Storm Ray, 17:Bind,
18:Tornado, 26:Shine Plasma, 36:Destruct Ray, 44:Tempest,
50:Spark Plasma
Magician [Wind Seer Inherited], 5:Impact, 21:High Impact
Mage [Magician Inherited], 6:Ward, 22:Resist
Magister [Mage Inherited]
--------------------------------------------------------------------------
Hermit 1:Impact, 6:Prism, 8:Plasma, 18:Bind, 21:High Impact,
22:Hail Prism, 26:Shine Plasma, 30:Break, 31:Drain, 39:Psy Drain,
50:Spark Plasma, 52:Freeze Prism
Elder [Hermit Inherited]
Scholar [Elder Inherited], 12:Wish, 24:Wish Well, 46:Pure Wish
Savant [Scholar Inherited]
Sage [Savant Inherited]
--------------------------------------------------------------------------
Seer 1:Cure, 2:Bolt, 3:Growth, 6:Flash Bolt, 10:Cure Well,
12:Mad Growth, 18:Bind, 22:Blue Bolt, 26:Potent Cure,
29:Wild Growth, 31:Drain, 39:Psy Drain
Diviner [Seer Inherited]
Shaman [Diviner Inherited], 7:Ward, 19:Revive, 23:Resist
Druid [Shaman Inherited]
Enchanter(E)1:Delude, 5:Impact, 6:Gaia, 6:Ward, 9:Weaken, 11:Astral Blast,
14:Sleep, 17:Haunt, 20:Curse, 21:High Impact, 22:Resist,
24:Mother Gaia, 25:Enfeeble, 31:Drain, 39:Psy Drain, 54:Grand Gaia
--------------------------------------------------------------------------
Pilgrim 1:Slash, 9:Plasma, 10:Wind Slash, 18:Bind, 26:Shine Plasma,
30:Sonic Slash, 33:Drain, 41:Psy Drain, 50:Spark Plasma
Wanderer [Pilgrim Inherited]
Ascetic [Wanderer Inherited], 6:Ward, 8:Volcano, 22:Eruption, 24:Resist,
48:Pyroclasm
Fire Monk [Ascetic Inherited]
Enchanter(F)1:Delude, 3:Guard, 5:Impact, 6:Ward, 8:Volcano, 9:Weaken,
11:Astral Blast, 14:Sleep, 15:Protect, 21:High Impact,
22:Eruption, 22:Resist, 25:Enfeeble, 31:Drain, 39:Psy Drain,
48:Pyroclasm
--------------------------------------------------------------------------
Ranger 1:Slash, 2:Douse, 6:Ward, 8:Volcano, 10:Wind Slash, 12:Drench,
18:Bind, 22:Eruption, 24:Resist, 30:Sonic Slash, 30:Deluge,
33:Drain, 34:Break, 41:Psy Drain, 48:Pyroclasm
Medium 1:Bolt, 2:Froth, 3:Cure, 6:Flash Bolt, 10:Cure Well,
14:Froth Sphere, 17:Haunt, 19:Revive, 20:Curse, 22:Blue Bolt,
26:Potent Cure, 29:Condemn, 31:Drain, 36:Psy Drain,
40:Froth Spiral
White Mage 1:Cure Poison, 6:Prism, 8:Plasma, 9:Ward, 11:Dull, 12:Wish,
13:Restore, 17:Revive, 22:Hail Prism, 24:Wish Well,
26:Shine Plasma, 31:Resist, 37:Blunt, 46:Spark Plasma,
46:Pure Wish, 52:Freeze Prism
MIA'S CLASS ABILITIES
=====================
Water Seer 1:Ply, 2:Frost, 4:Ice, 5:Cure Poison, 9:Tundra, 13:Restore,
16:Ply Well, 17:Ice Horn, 24:Glacier, 30:Break, 34:Pure Ply,
42:Ice Missile
Scribe [Water Seer Inherited]
Cleric [Scribe Inherited], 8:Wish, 22:Wish Well, 46:Pure Wish
Paragon [Cleric Inherited]
--------------------------------------------------------------------------
Hermit 1:Impact, 6:Prism, 8:Plasma, 18:Bind, 21:High Impact,
22:Hail Prism, 26:Shine Plasma, 30:Break, 31:Drain, 39:Psy Drain,
50:Spark Plasma, 52:Freeze Prism
Elder [Hermit Inherited]
Scholar [Elder Inherited], 12:Wish, 24:Wish Well, 46:Pure Wish
Savant [Scholar Inherited]
Sage [Savant Inherited]
--------------------------------------------------------------------------
Pilgrim 1:Douse, 5:Cure Poison, 6:Prism, 12:Drench, 13:Restore,
20:Hail Prism, 30:Deluge, 34:Break, 52:Freeze Prism
Wanderer [Pilgrim Inherited]
Ascetic [Wanderer Inherited], 8:Volcano, 9:Wish, 22:Eruption,
24:Wish Well, 46:Pure Wish, 48:Pyroclasm
Water Monk [Ascetic Inherited]
Cavalier(F) 1:Ply, 2:Blast, 3:Guard, 5:Cure Poison, 6:Avoid, 8:Wish,
10:Mad Blast, 11:Cutting Edge, 13:Restore, 15:Protect,
16:Ply Well, 22:Wish Well, 28:Fiery Blast, 30:Break, 34:Pure Ply,
46:Pure Wish
--------------------------------------------------------------------------
Seer 1:Cure, 2:Froth, 3:Growth, 5:Cure Poison, 10:Cure Well,
12:Mad Growth, 13:Restore, 14:Froth Sphere, 26:Potent Cure,
29:Wild Growth, 30:Break, 40:Froth Spiral
Diviner [Seer Inherited]
Shaman [Diviner Inherited], 8:Wish, 19:Revive, 22:Wish Well,
46:Pure Wish
Druid [Shaman Inherited]
Cavalier(E) 1:Ply, 4:Thorn, 5:Cure Poison, 6:Avoid, 8:Wish, 11:Cutting Edge,
13:Restore, 14:Briar, 16:Ply Well, 19:Revive, 22:Wish Well,
30:Break, 34:Pure Ply, 36:Nettle, 46:Pure Wish
--------------------------------------------------------------------------
Ranger 1:Slash, 2:Douse, 6:Ward, 8:Volcano, 10:Wind Slash, 12:Drench,
18:Bind, 22:Eruption, 24:Resist, 30:Sonic Slash, 30:Deluge,
33:Drain, 34:Break, 41:Psy Drain, 48:Pyroclasm
Medium 1:Bolt, 2:Froth, 3:Cure, 6:Flash Bolt, 10:Cure Well,
14:Froth Sphere, 17:Haunt, 19:Revive, 20:Curse, 22:Blue Bolt,
26:Potent Cure, 29:Condemn, 31:Drain, 36:Psy Drain,
40:Froth Spiral
White Mage 1:Cure Poison, 6:Prism, 8:Plasma, 9:Ward, 11:Dull, 12:Wish,
13:Restore, 17:Revive, 22:Hail Prism, 24:Wish Well,
26:Shine Plasma, 31:Resist, 37:Blunt, 46:Spark Plasma,
46:Pure Wish, 52:Freeze Prism
======================
== ELEMENTAL LEVELS ==
======================
Setting Djinn on a character does more than adjust your stats and change
your class. It also changes your Elemental Levels.
Elemental Levels are a simple numerical representation of how aligned to a
particular element a character is. Each level in a particular element grants
you an extra +5 Power and +5 Resist to that element.
All the characters start off with 5 levels in a particular element, and 0
levels in all others. The characters and their respective elements are:
Name Element
Isaac Earth
Garet Fire
Ivan Wind
Mia Water
Jenna Fire
I mentioned Felix and Sheba in one of the first sections, yet this is just
more proof that are only there as placeholders; both Felix and Sheba have L5
in Earth.
In addition to having starting elemental levels, each character has the
following base Power and Resist for each element. (Note that this does *not*
include the +25 to Power and Resist the character gets for the element they
have L5 in.)
Earth Fire Wind Water
Name Power Resist Power Resist Power Resist Power Resist
Isaac 79 89 76 86 77 87 78 88
Garet 76 86 79 89 78 88 77 87
Ivan 77 87 78 88 79 89 76 86
Mia 78 88 77 87 76 86 79 89
Jenna 76 86 79 89 78 88 77 87
Felix and Sheba, naturally, have 0 Power and 0 Resist in every element;
even the one they have L5 in.
=======================
== DAMAGE OF ATTACKS ==
=======================
The way damage works in Golden Sun is, again, relatively straightforward.
While this document focuses on Djinn and Psynergy, a brief exploration on
how normal damage work is useful for this section.
First, two variables must be defined: Relative Attack and Relative Power.
Relative Attack is equal to (User's Attack - Target's Defense). It has no
upper limit, but cannot be less than 0. Thus:
Relative Attack = (User's Attack - Target's Defense).
If (Relative Attack < 0), Relative Attack = 0.
Relative Power is equal to (User's Power - Target's Resist) for a specific
element. It cannot be greater than 200 and cannot be less than -200. Thus:
Relative Power = (User's Power - Target's Resist).
If (Relative Power < -200), Relative Power = -200.
If (Relative Power > 200), Relative Power = 200.
Physical attacks are based on Relative Attack. They have a Base Damage
which is equal to (Relative Attack / 2).
A short explanation of random damage is now necessary. In addition to any
base damage you do, an addition 0 to 3 damage is always done with each
attack. Thus, a base damage of 1000 will actually do between 1000 - 1003.
Similarly, a base damage of 0 will actually do between 0 - 3. (Note: Any
attack that ends up doing 0 damage will do 1 damage instead, unless the
attack is evaded.)
Special physical attacks take this Base Damage and modify it with two
variables: Mult Mod and Add Mod. The formula used is:
Base Damage * Mult Mod + Add Mod
Critical hits have an inherent Mult Mod of 1.25. In addition to this,
they have a variable Add Mod that depends on the target's Level: the formula
being Add Mod = Target's Level / 5 + 6.
As an example, if the Base Damage was 200, and the target's Level was 47,
then the Add Mod would be 15, and the Critical Hit damage would be:
200 * 1.25 + 15 = 265. The random damage would then be applied to this,
giving a final damage of 265 - 268.
Elemental Physical Attacks are dealt with in the same way, but have the
following extra rule; once the Add Mod and Mult Mod have been applied,
Relative Power is then used to determine the Elemental Damage. A Power
Multiplier is used for this, using the following formula:
Power Multiplier = 1 + Relative Power / 400
This Power Mutliplier is multiplied to the damage, giving a range of 50% to
150% for the final value. Weapon Specials, in addition to having their own
Mult Mod and Add Mod, always have an element to go with it. Also, some
weapons also have their normal attack considered as an Elemental Physical
Attack too; Gaia Blade and Crystal Rod being notable examples. Finally,
certain spells are also considered to be Elemental Physical Attacks.
Psynergy or Magical attacks are based on Relative Power, but also have an
extra attribute: Base Damage.
The Base Damage is the most important value, and signifies the average
damage the spell can do. That spell is then modified according to the
Relative Power. Obviously, this Relative Power depends on the Element of the
Psynergy ability.
The formula behind this is simple; we create a Power Multiplier from:
1 + Relative Power / 200
This Power Multiplier obviously cannot be below 0 or above 2. The
Multiplier is then applied to the Base Damage of the attack, which gives the
final damage done to the target.
Psynergy Attacks are also subject to area attack reductions. See the last
part of this section for details of this. This only affects Psynergy spells
that use the Power Multiplier in their formulas, and it doesn't affect those
abilities that hit A(ll) targets.
Once again, remember that random damage also applies to Psynergy Attacks,
so a number between 0 - 3 is added to the final damage.
Summons use three attributes, the same as Psynergy. The Base Damage of a
Summon is dependant on two things: the number of Djinn used to summon it, and
the Max HP of the target. The following table illustrates this.
Number of Djinn Base Mod Max HP Mod Special
1 30 0.03 Raises User's Power by 10 (200 Max)
2 60 0.06 Raises User's Power by 30 (200 Max)
3 120 0.09 Raises User's Power by 60 (200 Max)
4 240 0.12 Raises User's Power by 100 (200 Max)
From the table:
Base Damage = Base Mod + (Target's Max HP * Max HP Modifier)
Again, recall that random variance and the Psynergy Power Multiplier are
both applied to Summons, like all Magical damage. However, since Summons hit
A(ll) targets, they are not subject to area reductions.
Finally, as mentioned above, area spells have a damage reduction based on
target placement. The target chosen will take full 100% damage before random
variation. For each space away from the centre of the blast, the target will
take 20% less damage before random variation.
As a graphical example, here's the damage distribution for a 7 target
attack:
Centre
40% 60% 80% 100% 80% 60% 40%
Note that this only affects Psynergy Attacks that use Relative Power in
their equation; Blunt, for example, is not affected by this. Shuriken, being
an Elemental Physical Attack, is also not affected by this. And finally, it
does not affect A(ll) target spells either.
======================
== WEAPON ABILITIES ==
======================
Having devoted the previous section to damage, it's only fair that this
section covers the special attacks of weapons. It arguably isn't something
this document should be covering, but you would be hard pressed to find it
elsewhere. If a Mult Mod is 100%, ---- will be used instead. If an Add Mod
is 0, --- will be used. These two substitutions should aid clarity. All
Weapon Specials are considered to be Elemental Physical Attacks.
Weapon Attack Name Elm Mult Add Special Effect
Grievous Mace Terra Strike E ---- 20 ---
Mystery Blade Life Nourish E ---- 25 Heal 100% Damage as HP
Assassin Blade Mortal Danger E ---- 28 Inflict 'Downed'
Demonic Staff Bad Omen E ---- 43 Inflict 'Haunt'
Wicked Mace Deadly Poison E ---- 53 Inflict 'Deadly Poison'
Demon Axe Poison Cloud E ---- 55 Inflict 'Poison'
Gaia Blade Titan Blade E ---- 70 ---
Vulcan Axe Barrage F ---- 20 Inflict 'Stun'
Dragon Axe Heat Mirage F ---- 21 Inflict 'Delusion'
Burning Axe Broil F ---- 23 ---
Shamshir Acid Bath F ---- 34 -25% Attack : 50% Max
Giant Axe Meltdown F ---- 47 -25% Defense : 50% Max
Muramasa Demon Fire F ---- 60 Inflict 'Haunt'
Magic Rod Murk A ---- 10 Inflict 'Sleep'
Witch's Wand Stun Voltage A ---- 12 Inflict 'Stun'
Blessed Ankh Psyphon Seal A ---- 14 Inflict 'Psynergy Seal'
Elven Rapier Vorpal Slash A ---- 16 ---
Ninja Blade Cyclone Slash A ---- 38 -40 Resistance : 80 Max
Righteous Mace Blinding Smog A ---- 49 Inflict 'Delusion'
Zodiac Wand Shining Star A ---- 57 Inflict 'Delusion'
Kikuichimonji Asura A ---- 64 Sometimes pierces 50% Def
Bandit's Sword Rapid Smash A 90% --- Sometimes hits for 2x dam
Swift Sword Sonic Smash A ---- --- Sometimes hits for 3x dam
Arctic Blade Blizzard W ---- 18 -25% Attack : 50% Max
Psynergy Rod Psy Leech W ---- 22 *Heal [Damage/10] PP
Frost Wand Frost Bite W ---- 28 Inflict 'Stun'
Angelic Ankh Life Leech W ---- 29 Heal 100% Damage as HP
Silver Blade Aqua Sock W ---- 42 ---
Crystal Rod Drown W ---- 47 Inflict 'Downed'
*Psynergy Rod can only heal as much PP as the target currently has.
Finally, the following weapons have an elemental normal attack. They have
a Mult Mod of 100% and an Add Mod of 0. The only thing that's applied is
the Power Multiplier of '1 + (Relative Power / 400)'.
Weapon Elm
Grevious Mace Earth
Gaia Blade Earth
Vulcan Axe Fire
Burning Axe Fire
Elven Rapier Wind
Frost Wand Water
======================
== DJINNI ABILITIES ==
======================
As well as opening up advanced Classes and granting increased stats, Djinn
can be unleashed for that little extra power. Each of the individual Djinni
abilities are listed here.
The following abbreviations are used in this section:
Elm: Element. F=Fire, E=Earth, A=Air (Wind), W=Water.
Dam: Damage of the attack. This was explained previously.
Range: Number of targets it effects. 1=Single, 3=3 Targets, etc. A=All.
A graphical indicator will also be shown to accurately reflect how
the spells grow in power.
Special: Any special effects the power has.
Further explanation of the Dam codes are given here.
a xx : The ability is considered to be an Elemental Physical Attack with
a Mult Mod of 1 and an Add Mod equal to the number in the Dam
column.
mxxx% : The ability is considered to be an Elemental Physical Attack with
an Add Mod of 0 and a Mult Mod equal to the number in the Dam
column divided by 100; thus, 180% would be a Mult Mod of 1.8.
Remember that Elemental Physical Attacks use Relative Attack as their Base
Damage, and have a range of 50% to 150%, instead of the 0% to 200% Magical
Attacks have.
Djinni Elm Dam Range Special
Flint E m160% 1 ---
Granite E --- ====A==== Divide Damage taken by 2 (Ignores Curative)
Quartz E --- 1 Remove 'Downed' : Heal 50% Max HP if 'Downed'
Vine E --- ====A==== -50% Agility : 50% Max
Sap E a 50 1 Heal [Damage/2] HP
Ground E --- 1 Inflict 'Paralyse'
Bane E a 60 1 Inflict 'Deadly Poison'
Forge F --- ====A==== +25% Attack : 50% Max
Fever F a 30 1 Inflict 'Delusion'
Corona F --- ====A==== +25% Defense : 50% Max
Scorch F a 50 1 Inflict 'Stun'
Ember F --- ====A==== Restore (Target's Max PP * .07) PP
Flash F --- ====A==== Divide Damage taken by 10 (Ignores Curative)
Torch F a 30 1 Pierces 50% Defense
Gust A a 10 1 Sometimes hits for 2x damage
Breeze A --- ====A==== +40 Resistance : 80 Max
Zephyr A --- ====A==== +100% Agility : 100% Max
Smog A a 60 1 Inflict 'Delusion'
Kite A --- 1 Attacks Per Round Set to 2 for Next Round
Squall A m140% 1 Inflict 'Stun'
Luff A --- 1 Inflict 'Psynergy Seal'
Fizz W --- 1 Restore (Target's Max HP * .60) HP
Sleet W a 30 1 -25% Attack : 50% Max
Mist W m130% 1 Inflict 'Sleep'
Spritz W --- ====A==== Restore (Target's Max HP * .30) HP
Hail W a 40 1 -25% Defense : 50% Max
Tonic W --- ====A==== Remove all Status Ailments except 'Downed'
Dew W --- 1 Remove 'Downed' : Heal 80% Max HP if 'Downed'
========================
== PSYNERGY ABILITIES ==
========================
The format of the following tables should be explained.
In this section, the abilities able to be learned are displayed along with
their elements, effects, type, and more importantly, who learns them and
when. It can be more useful to look through this list if you're looking for
a particular ability.
The first part of each list details the effects and statistics of each
ability. The abbreviations mean the following:
Elm: Element. F=Fire, E=Earth, A=Air (Wind), W=Water.
Dam: Damage of the attack. This was explained previously.
PP: Psynergy Point Cost.
Range: Number of targets it effects. 1=Single, 3=3 Targets, etc. A=All.
A graphical indicator will also be shown to accurately reflect how
the spells grow in power.
Used: Where the spell can be used. T=Town, D=Dungeons, B=Battle.
Desc: Description of the spell as given by Golden Sun.
Further explanation of the Dam codes are given here. If the figure in the
Dam column is just a straight number, then that is the Base Damage of a
Magical Attack. Otherwise, the following codes are used:
a xx : The spell is considered to be an Elemental Physical Attack with a
Mult Mod of 1 and an Add Mod equal to the number in the Dam
column.
mxxx% : The spell is considered to be an Elemental Physical Attack with an
Add Mod of 0 and a Mult Mod equal to the number in the Dam column
divided by 100; thus, 180% would be a Mult Mod of 1.8.
cxxx : The spell is Curative, and thus follows a different formula.
A Power Multiplier of 0 to 2 is worked out from the following
formula: User's Power / 100. The Power Multiplier cannot be
greater than 2. The amount healed is always Base Damage (the
number in the Dam column) * Power Multiplier, regardless of
Resist.
Note: Curative abilities used outside of battle do not add Random
Damage and always have a Power Multiplier of 1.
Remember that Elemental Physical Attacks use Relative Attack as their Base
Damage, and have a range of 50% to 150%, instead of the 0% to 200% Magical
Attacks have.
In the second part of each ability list, the abilities will be listed one
by one, and who learns them will be displayed to the right. Let us take
Revive as an example.
According to the list, Revive is learnt at level 19 by Isaac as a Gallant,
Savage, Shaman or Swordsman, or anything that inherits those classes.
Likewise, Garet learns it at level 19 in Savage, as do Ivan and Mia in Shaman
and Medium. However, Ivan and Mia can also learn it at level 17 when in
White Mage.
A great number of spells run in series; in this case, the series will use
the name of the lowest spell in the series, and the levels required for all
three spells follow the respective classes. Taking Cure as an example, Isaac
as a Squire learns Cure at level 1, Cure Well at level 10 and Potent Cure at
level 26.
Please take care to remember that only the base class will be indicated
when determining where a spell is found. Any class that inherits that base
class will not be shown in this list.
!!NOTE!! There are two abilities called Blast in the game, each with
different effects. The Blast in the Blast/Nova/Supernova series will be
identified as Blast(Nova).
RESTORATIVE ABILITIES
---------------------
Elm Dam PP Range Used Desc
Cure E c 70 3 1 TDB Restore 70 HP.
Cure Well E c150 7 1 TDB Restore 150 HP.
Potent Cure____E_c300__10_____1_____TDB___Restore 300 HP.
Ply W c100 4 1 TDB Restore 100 HP with faith's power.
Ply Well W c200 8 1 TDB Restore 200 HP with faith's power.
Pure Ply_______Wc1000__12_____1_____TDB___Restore 1000 HP with faith's power.
Wish W c 80 9 ====A==== TDB Restore 80 HP to the whole party.
Wish Well W c160 13 ====A==== TDB Restore 160 HP to the whole party.
Pure Wish______W_c400__20_====A====_TDB___Restore 400 HP to the whole party.
Cure Poison W 2 1 TDB Cleanse the body of poison.
Restore W 3 1 B Remove sleep, stun and delusion.
Revive E 15 1 TDB Revive a downed ally.
----------------------------------------------------------
Cure Isaac: Squire/Shaman (1, 10, 26)
SERIES Ivan: Seer (1, 10, 26)
Medium (3, 10, 26)
Mia: Seer (1, 10, 26)
Medium (3, 10, 26)
---
Ply Isaac: Defender/Dragoon (1, 16, 34)
SERIES Garet: Defender/Dragoon (1, 16, 34)
Mia: Water Seer/Cavalier (1, 16, 34)
---
Wish Isaac: Cavalier/Shaman(W)/Dragoon (8, 22, 46)
SERIES Garet: Cavalier/Dragoon (8, 22, 46)
Ascetic(W) (8, 24, 46)
Ivan: Scholar/White Mage (12, 24, 46)
Mia: Cleric/Cavalier/Shaman (8, 22, 46)
Ascetic (9, 24, 46)
Scholar/White Mage (12, 24, 46)
----------------------------------------------------------
Cure Poison Isaac: Swordsman/Shaman(W)/Dragoon (5)
Garet: Swordsman/Ascetic(W)/Dragoon (5)
Ivan: White Mage (1)
Mia: White Mage (1)
Water Seer/Pilgrim/Cavalier/Seer(5)
---
Restore Isaac: Swordsman/Shaman(W)/Dragoon (13)
Garet: Swordsman/Ascetic(W)/Dragoon (13)
Ivan: White Mage (13)
Mia: Water Seer/Pilgrim/Cavalier/Seer/White Mage (13)
---
Revive Isaac: Gallant/Savage/Shaman/Swordsman(19)
Garet: Savage (19)
Ivan: White Mage (17)
Shaman/Medium (19)
Mia: White Mage (17)
Shaman/Cavalier(E)/Medium (19)
----------------------------------------------------------
BASIC ATTACK ABILITIES
----------------------
Elm Dam PP Range Used Desc
Quake E 12 4 /3\ B Attack with a powerful quake.
Earthquake E 35 7 /|5|\ B Attack with a mighty tremor.
Quake Sphere___E___65__15__/||7||\____B___Attack with a massive quake.
Growth E 25 4 1 TDB Attack with wild plants.
Mad Growth E 60 10 /3\ B Attack with ferocious plants.
Wild Growth____E__110__19___/|5|\_____B___Attack with giant plants.
Thorn E 35 6 /3\ B Attack with stabbing thorns.
Briar E 70 11 |3| B Attack with sharpened briars.
Nettle_________E__140__23___/|5|\_____B___Attack with stinging nettles.
Spire E 40 5 1 B Attack with earthen spire.
Clay Spire E 85 13 /3\ B Attack with earthen spire.
Stone Spire____E__160__22____|3|______B___Attack with earthen spire.
Gaia E 40 7 /3\ B Attack with the earth's might.
Mother Gaia E 100 17 /|5|\ B Attack with the earth's might.
Grand Gaia E 200 32 ||5|| B Attack with the earth's might.
Flare F 15 4 /3\ B Attack with flaring flames.
Flare Wall F 40 7 |3| B Attack with searing flames.
Flare Storm____F___80__12____|3|______B___Attack with incinerating flames.
Blast F 25 5 /3\ B Attack with an explosive blast.
Mad Blast F 50 9 |3| B Attack with an explosive blast.
Fiery Blast____F__110__19___/|5|\_____B___Attack with an explosive blast.
Fire F 35 6 /3\ B Attack with a scorching fireball.
Fireball F 65 12 /|5|\ B Attack with a scorching fireball.
Inferno________F__140__23___||5||_____B___Attack with a scorching fireball.
Blast(Nova) F 40 7 /3\ B Attack with a massive explosion.
Nova F 70 13 /|5|\ B Attack with a massive explosion.
Supernova______F__150__31__/||7||\____B___Attack with a massive explosion.
Volcano F 45 6 1 B Attack with volcanic might.
Eruption F 90 14 /3\ B Attack with volcanic might.
Pyroclasm F 180 29 /|5|\ B Attack with volcanic might.
Bolt A 20 4 1 B Attack with a lightning bolt.
Flash Bolt A 40 7 /3\ B Attack with a lightning bolt.
Blue Bolt______A___90__14____|3|______B___Attack with a lightning bolt.
Slash A 25 4 1 B Attack with a blade of focused air.
Wind Slash A 50 9 /3\ B Attack with a blade of focused air.
Sonic Slash____A__120__20___/|5|\_____B___Attack with a blade of focused air.
Ray A 35 6 /3\ B Attack with a magnetic storm.
Storm Ray A 65 10 |3| B Attack with a magnetic storm.
Destruct Ray___A__150__21____|3|______B___Attack with a magnetic storm.
Whirlwind A 20 5 /3\ TDB Attack with a swirling tornado.
Tornado A 80 14 /|5|\ B Attack with a mighty tornado.
Tempest________A__160__27___||5||_____B___Attack with a fearsome windstorm.
Plasma A 45 8 /3\ B Attack with a barrage of bolts.
Shine Plasma A 100 18 /|5|\ B Attack with a barrage of bolts.
Spark Plasma A 180 37 /||7||\ B Attack with a barrage of bolts.
Frost W 20 5 /3\ TDB Attack with frigid blasts.
Tundra W 45 8 |3| B Attack with frigid blasts.
Glacier________W__100__15____|3|______B___Attack with frigid blasts.
Douse W 25 5 /3\ TDB Attack with a surge of water.
Drench W 60 10 |3| B Attack with a torrent of water.
Deluge_________W__120__20___/|5|\_____B___Attack with a deadly flood.
Froth W 28 5 /3\ B Attack with frothing bubbles.
Froth Sphere W 65 12 /|5|\ B Attack with frenzied bubbles.
Froth Spiral___W__150__31__/||7||\____B___Attack with a bubble vortex.
Ice W 35 5 1 B Attack with spikes of ice.
Ice Horn W 70 11 /3\ B Attack with spikes of ice.
Ice Missile____W__160__23____|3|______B___Attack with spikes of ice.
Prism W 40 7 /3\ B Attack with ice crystals.
Hail Prism W 90 16 /|5|\ B Attack with ice crystals.
Freeze Prism W 190 32 ||5|| B Attack with ice crystals.
----------------------------------------------------------
Quake Isaac: Squire (2, 4, 14)
SERIES
---
Growth Isaac: Brute (1, 12, 28)
SERIES Shaman (3, 12, 29)
Garet: Brute (1, 12, 28)
Ivan: Seer (3, 12, 29)
Mia: Seer (3, 12, 29)
---
Thorn Isaac: Swordsman (4, 14, 36)
SERIES Dragoon (4, 17, 36)
Garet: Dragoon (4, 17, 36)
Mia: Cavalier(E) (4, 14, 36)
---
Spire Isaac: Squire (6, 20, 42)
SERIES Savage (7, 20, 42)
Garet: Savage (7, 20, 42)
---
Gaia Isaac: Apprentice (6, 24, 54)
SERIES Gallant (7, 24, 54)
Ivan: Enchanter(E) (6, 24, 54)
----------------------------------------------------------
Flare Garet: Guard (1, 6, 18)
SERIES
---
Blast Isaac: Dragoon (2, 10, 27)
SERIES Garet: Dragoon (2, 10, 27)
Swordsman (2, 10, 28)
Mia: Cavalier(F) (2, 10, 28)
---
Fire Garet: Guard (4, 14, 36)
SERIES
---
Blast(Nova) Isaac: Brute (6, 16, 40)
SERIES Garet: Brute (6, 16, 40)
---
Volcano Garet: Guard/Ascetic/Page (8, 22, 48)
SERIES Ivan: Ascetic/Enchanter(F)/Ranger (8, 22, 48)
Mia: Ascetic/Ranger (8, 22, 48)
----------------------------------------------------------
Bolt Isaac: Shaman(A) (2, 6, 22)
SERIES Ivan: Medium (1, 6, 22)
Seer (2, 6, 22)
Mia: Medium (1, 6, 22)
---
Slash Garet: Ascetic(A) (1, 10, 30)
SERIES Ivan: Pilgrim/Ranger (1, 10, 30)
Mia: Ranger (1, 10, 30)
---
Ray Ivan: Wind Seer (4, 14, 36)
SERIES
---
Whirlwind Ivan: Wind Seer (1, 18, 44)
SERIES
---
Plasma Garet: Ascetic(A) (9, 26, 50)
SERIES Ivan: White Mage (8, 26, 46)
Wind Seer/Hermit (8, 26, 50)
Pilgrim (9, 26, 50)
Mia: White Mage (8, 26, 46)
Hermit (8, 26, 50)
----------------------------------------------------------
Frost Mia: Water Seer (2, 9, 24)
SERIES Equip Frost Jewel for Frost only
---
Douse Garet: Ascetic(W) (1, 12, 30)
SERIES Ivan: Ranger (1, 12, 30)
Mia: Pilgrim/Ranger (1, 12, 30)
Equip Douse Drop for Douse only
---
Froth Isaac: Shaman(W) (2, 14, 40)
SERIES Ivan: Medium (2, 14, 40)
Mia: Seer/Medium (2, 14, 40)
---
Ice Mia: Water Seer (4, 17, 42)
SERIES
---
Prism Garet: Ascetic(W) (6, 20, 52)
SERIES Ivan: Hermit/White Mage (6, 22, 52)
Mia: Pilgrim (6, 20, 52)
Hermit/White Mage (6, 22, 52)
----------------------------------------------------------
UNIQUE CLASS ABILITIES
----------------------
Elm Dam PP Range Used Desc
Ragnarok E a 35 7 1 B Strike with a massive sword.
Heat Wave F a 33 6 1 B Attack with fiery bolts.
Planet Diver F a 36 7 1 B Leap skyward and lunge onto a foe.
Astral Blast A a 32 5 1 B Attack with celestial force.
Cutting Edge W a 32 5 1 B Inflict damage with a shock wave.
Punji E 45 7 /3\ B Attack with a bamboo weapon.
Punji Trap E 85 13 |3| B Attack with a bamboo weapon.
Punji Strike___E__150__24___/|5|\_____B___Attack with a bamboo weapon.
Fire Bomb F 35 5 /3\ B Attack with a bomb blast.
Cluster Bomb F 65 11 /|5|\ B Attack with a bomb blast.
Carpet Bomb____F__130__29__/||7||\____B___Attack with a bomb blast.
Gale A 18 3 /3\ TDB Attack with the wind's might.
Typhoon A 75 12 /|5|\ B Attack with the wind's might.
Hurricane______A__150__25___||5||_____B___Attack with the wind's might.
Thunderclap A 50 9 /3\ B Attack with the storm's fury.
Thunderbolt A 110 19 /|5|\ B Attack with the storm's fury.
Thunderstorm___A__190__39__/||7||\____B___Attack with the storm's fury.
Mist A 4 |3| B Wrap a foe in a cloud of delusion.
Death Plunge A a 40 14 1 B Plunge your weapon into a foe.
Shuriken A m 80% 8 |3| B Attack with huge throwing knife.
Annihilation E m150% 18 1 B Attempt to annihilate a foe.
Lava Shower F 40 4 1 B Attack with a volcano's might.
Molten Bath F 70 12 /3\ B Attack with a volcano's might.
Magma Storm____F__120__27___/|5|\_____B___Attack with a volcano's might.
Rockfall E 30 5 /3\ B Attack with a blast of rocks.
Rockslide E 90 15 /|5|\ B Attack with blast of rocks.
Avalanche______E__160__30___||5||_____B___Attack with blast of rocks.
Demon Spear A 7 1 B Boost Attack with a demonic blade.
Angel Spear____A_______12_||||A||||___B___Boost Attack with a heavenly blade.
Guardian F 3 1 B Boost Defense with divine might
Protector______F________5_||||A||||___B___Boost Defense with divine might.
Magic Shell A 3 1 B Boost Elemental Resistance.
Magic Shield___A________5_||||A||||___B___Boost Elemental Resistance.
Dragon Cloud F 80 6 1 B Strike an enemy with Dragon Cloud.
Demon Night E 60 12 |3| B Unleash a myriad on monsters.
Helm Splitter E a 30 8 1 B Paralyse a foe with a mighty blow.
Quick Strike A m180% 12 1 B Blind an enemy with a rapid strike.
----------------------------------------------------------
Ragnarok Isaac: Squire (13)
---
Heat Wave Garet: Guard (12)
---
Planet Diver Isaac: Brute (13)
Garet: Brute (13)
---
Astral Blast Isaac: Apprentice (11)
Garet: Page (11)
Ivan: Enchanter (11)
---
Cutting Edge Isaac: Swordsman/Dragoon (11)
Garet: Swordsman/Dragoon (11)
Mia: Cavalier (11)
----------------------------------------------------------
Punji Isaac: Ninja ( 4, 15, 36)
SERIES Garet: Ninja ( 4, 15, 36)
---
Fire Bomb Isaac: Ninja ( 6, 16, 40)
SERIES Garet: Ninja ( 6, 16, 40)
---
Gale Isaac: Ninja ( 1, 18, 44)
SERIES Garet: Ninja ( 1, 18, 44)
---
Thunderclap Isaac: Ninja ( 8, 26, 50)
SERIES Garet: Ninja ( 8, 26, 50)
---
Mist Isaac: Ninja (7)
Garet: Ninja (7)
---
Death Plunge Isaac: Ninja (12)
Garet: Ninja (12)
---
Shuriken Isaac: Ninja (21)
Garet: Ninja (21)
---
Annihilation Isaac: Ninja (31)
Garet: Ninja (31)
----------------------------------------------------------
Lava Shower Isaac: Samurai (8, 22, 48)
SERIES Garet: Samurai (8, 22, 48)
---
Rockfall Isaac: Samurai (6, 24, 54)
SERIES Garet: Samurai (6, 24, 54)
---
Demon Spear Isaac: Samurai (5, 21)
SERIES Garet: Samurai (5, 21)
---
Guardian Isaac: Samurai (3, 15)
SERIES Garet: Samurai (3, 15)
---
Magic Shell Isaac: Samurai (10, 27)
SERIES Garet: Samurai (10, 27)
---
Dragon Cloud Isaac: Samurai (12)
Garet: Samurai (12)
---
Demon Night Isaac: Samurai (18)
Garet: Samurai (18)
---
Helm Splitter Isaac: Samurai (33)
Garet: Samurai (33)
---
Quick Strike Isaac: Samurai (40)
Garet: Samurai (40)
----------------------------------------------------------
STATUS ABILITIES
----------------
Elm PP Range Used Desc
Impact A 7 1 B Boost ally's Attack.
High Impact____A___12_||||A||||___B___Boost party's Attack.
Guard F 3 1 B Boost ally's Defense.
Protect________F____5_||||A||||___B___Boost party's Defense.
Ward A 3 1 B Boost Resistance.
Resist_________A____5_||||A||||___B___Boost Resistance.
Dull A 6 1 B Drop enemy Attack.
Blunt__________A___11____/3\______B___Drop enemy Attack.
Impair F 4 1 B Drop enemy's Defense.
Debilitate_____F____6____/3\______B___Drop enemy party's Defense.
Weaken A 4 1 B Drop enemy's Resistance.
Enfeeble_______A____6____/3\______B___Drop enemy party's Resistance.
Drain A 3 1 B Drain enemy's HP into yourself.
Psy Drain______A____0_____1_______B___Drain enemy's PP into yourself.
Haunt E 5 |3| B Haunt a foe with an evil spirit.
Curse E 6 1 B Draw the Spirit of Death to a foe.
Condemn________E____8_____1_______B___Disable your enemy with evil power.
Bind A 4 1 B Block a foe's Psynergy.
Delude A 4 |3| B Wrap multiple foes in delusion.
Sleep A 5 |3| B Lull multiple foes to sleep.
Break W 5 ||||A|||| B Eliminate an enemy's bonuses.
----------------------------------------------------------
Impact Isaac: Enchanter (5, 21)
SERIES Garet: Enchanter (5, 21)
Ivan: Hermit (1, 21)
Magician/Enchanter (5, 21)
Mia: Hermit (1, 21)
---
Guard Garet: Soldier/Swordsman/Enchanter (3, 15)
SERIES Ivan: Enchanter(F) (3, 15)
Mia: Cavalier(F) (3, 15)
---
Ward Isaac: Enchanter (6, 22)
SERIES Shaman(A) (7, 23)
Garet: Enchanter (6, 22)
Ascetic(A) (6, 24)
Ivan: Mage/Enchanter (6, 22)
Shaman (7, 23)
Ascetic/Ranger (6, 24)
White Mage (9, 31)
Mia: Ranger (6, 24)
White Mage (9, 31)
---
Dull Ivan: White Mage (11, 37)
SERIES Mia: White Mage (11, 37)
---
Impair Isaac: Savage (9, 23)
SERIES Garet: Savage (9, 23)
Warrior (9, 26)
---
Weaken Isaac: Apprentice (9, 25)
SERIES Garet: Page (9, 25)
Ivan: Enchanter (9, 25)
---
Drain Isaac: Apprentice/Shaman(A) (31, 39)
SERIES Garet: Page (31, 39)
Ascetic(A) (33, 41)
Ivan: Medium (31, 36)
Hermit/Seer/Enchanter (31, 39)
Pilgrim/Ranger (33, 41)
Mia: Medium (31, 36)
Hermit (31, 39)
Ranger (33, 41)
---
Haunt Isaac: Apprentice (17, 20)
SERIES Brute (17, 24, 29)
Garet: Enchanter(E) (17, 20)
Brute (17, 24, 29)
Ivan: Medium (17, 20, 29)
Mia: Medium (17, 20, 29)
----------------------------------------------------------
Bind Isaac: Shaman(A) (18)
Garet: Ascetic(A) (18)
Ivan: Wind Seer (17)
Hermit/Seer/Pilgrim/Ranger (18)
Mia: Hermit/Ranger (18)
---
Delude Isaac: Apprentice (1)
Garet: Page (1)
Ivan: Enchanter (1)
---
Sleep Isaac: Apprentice (14)
Garet: Page (14)
Ivan: Wind Seer (12)
Enchanter (14)
---
Break Isaac: Swordsman/Shaman(W) (30)
Garet: Swordsman (30)
Ascetic(W) (34)
Ivan: Hermit (30)
Ranger (34)
Mia: Water Seer/Hermit/Cavalier/Seer(30)
Pilgrim/Ranger (34)
----------------------------------------------------------
MISCELLANEOUS ABILITIES
-----------------------
Elm PP Range Used Desc
Avoid W 5 1 TD Encounter fewer monsters.
Retreat E 6 1 TD Return to the dungeon's entrance.
Move F 2 1 TD Move an object on the ground.
Mind Read A 1 1 TD Read someone's mind.
Reveal A 1 1 TD Perceive hidden truths.
Catch E 1 1 TD Grab light objects from afar.
Force --- 2 1 TD Strike a distant object.
Lift W 2 1 TD Lift an object vertically.
Halt A 2 1 TD Stop a moving object.
Cloak W 1 1 TD Hide away in shadows.
Carry E 2 1 TD Lift and move light objects.
----------------------------------------------------------
Avoid Isaac: Defender/Dragoon (6)
Garet: Defender/Dragoon (6)
Mia: Cavalier (6)
---
Retreat Isaac Inherent (1)
---
Move Isaac Inherent (1)
Garet Inherent (1)
---
Mind Read Ivan Inherent (1)
---
Reveal Ivan Inherent (after Lama Temple Event)
---
Catch Equip Catch Beads
---
Force Equip Orb of Force
---
Lift Equip Lifting Gem
---
Halt Equip Halt Gem
---
Cloak Equip Cloak Ball
---
Carry Equip Carry Stone
----------------------------------------------------------
======================
== FURTHER ANALYSIS ==
======================
This final section simply rounds off the document by supplying a few more
facts and strategies I felt relevant.
ADVANCED PARTY STRATEGIES
=========================
If you've gotten this far, then you should have a good idea how complicated
it can be working out what an optimal team is. In general, there's three
main areas you can focus on: Stats, Elemental Damage and Psynergy. Stats
is entirely dependant on the Class you pick, and requires most of your Djinn
to be set. Psynergy is also dependant on Class, but may not necessary match
what Stats you want. Elemental Damage is normally a side product; to boost
Elemental Damage as much as you can, you require many of the same type of
Djinni equipped on you. This can, of course, be boosted through equipment,
so it's not as vital... but it's yet another choice you can make.
This small section isn't going to tell you what's the best party to use.
That and discussions based on that can be found lower down. Here, however,
I hope to simply bring up a few points that you should look at before making
your team.
1) Psynergy
Psynergy is likely to be the lifeblood of your setup. Regardless of
whether or not you're going to be *attacking* with it, at the very least you
will want to heal, defend yourself, hinder your enemy or even solve puzzles.
Psynergy can be divided into the following groups: Healing, Status Removal,
Status Infliction, Defensive, Magical Attack, Elemental Physical Attack and
Puzzle Solving.
Healing is perhaps the most vital one to pick. And the Wish Series is
perhaps the most vital out of the Healing group that you will likely need.
Many of the worst attacks in the game are area attacks, and being able to
heal the entire group at once is a definite bonus. If you don't have Wish,
you are most certainly at a disadvantage. Fortunately, quite a number of the
high level classes have Wish, so it's not difficult to get.
Status Removal is less useful; while being able to get rid of Poison is
definitely a must, there are other ways of removing Statuses without having
to resort to Psynergy. The Water Djinni Tonic is certainly very useful in
this respect.
Status Infliction is perhaps the least useful overall, but even in this
section there are a few abilities that can help out. The primary objective
of any Status Infliction is to force your enemy to take a turn out to remove
it. The secondary objective is, of course, that if they don't remove it,
then you will benefit from their decreased performance.
Obviously, if you know your enemy can remove a particular status, then it's
best used to buy time only, depending on how severe the status is. Certain
statuses like Bind and Stun can be particularly effective though, especially
if targetted at a weak link in the enemy party, like the healer. Status
Infliction psynergy can be difficult to use effectively, but if it is....
Defensive psynergy has its uses. It can make mediocre stats great, and
boost great stats beyond belief. There are two disadvantages to it however.
For one, all Defensive psynergy have limited duration. And for another...
the Psynergy Break will dispel any Defensive psyenrgy cast on you. It
shouldn't be used as a crutch, then; but it obviously can be used
strategically. If you know whether your enemy has Break or not, and if you
can time when you use Defensive psynergy carefully, then it can be very
powerful, especially since Defensive psynergy deals with percentages of
stats; the greater your stat already is, the more the psynergy will help it.
Also, keep in mind that any successful attempt to raise your stats will reset
the timer, regardless of how many times you've already raised it. Most of
the Attack/Defense/Resist Increase Pysnergy abilities will last 7 Rounds
(this includes the Round they're casted in), so if you time it carefully, you
can keep your stats up at their highest possible level indefinitely.
Next, we shall look at the Attack Psynergy, which are particularly
interesting. We shall consider both Magical and Elemental Physical Attacks
together, for they each have their own unique advantages and disadvantages.
The advantage to the Elemental Physical Attack group is that they can be
the most powerful attacks in the game. It is almost impossible to completely
defend against these attacks. Elemental Resistance can only reduce this as
far as 50%, but that's only if you had 0 Power and they had 200 Resist; it's
more likely to be something like 80 Power and 150 Resist at worse (which
equates to about 80% at worst). In addition, because they are based off
Attack rather than a Base value, they can far outstrip normal Magical Attacks
if you completely outclass the enemy.
However, Elemental Physical Attacks suffer from the same disadvantage as
Physical Attacks; if the enemy has more Defense than you have Attack, then
you can look forward to extremely low damage. In addition, most of these
attacks are single target only, and the Attack power needed to equal the
highest level magical spells is colossal.
Magical Attacks take the advantage of being (for the most part) area
attacks, and being able to damage even enemies with high Defense. Every
monster has some kind of elemental weakness, and exploiting this can be
extremely useful. However, be prepared for expensive PP costs; magic doesn't
come cheap. And Resist hurts Magical Attacks more; with the 80 Power and 150
Resist example listed above, you can expect 60% damage at worst, usually. On
the flipside though, Magical Attacks will do a lot *more* if your Power far
outstrips their Resist.
Finally, the Puzzle Solving group deserves a quick mention. Many places in
the game will require specific Psynergy to be used to allow you to continue.
For the most part, this will just need a relevant piece of equipment, but
there are some abilities that cannot be gained through equipment that you may
still need: those are Ply, Growth, Whirlwind and Gale. Ply is only necessary
in the Mercury Lighthouse though, and you can have either one of Whirlwind or
Gale; they both have the same effect. In any case, puzzles that require
either Growth or Whirlwind/Gale are few and far between, and once you've
passed the respective puzzles, you won't need the ability again until next
time. All in all, it's not worth choosing a class *just* because it has a
certain puzzle solving ability, but if you don't take them, be aware you
will have to change class to proceed at certain points. Of course, if all
you care about is Link Battles and levelling up, you can safely ignore them.
2) Elemental Damage
Elemental power versus versatility. Which is more useful?
Well, the following figures are relevant. Each Djinni of a certain element
gives you +5 Power and +5 Resist to that element. What does this mean? It
means:
+5% Healing using Curative Spells of that Element
+2.5% Damage using Magical Attacks of that Element
-2.5% Damage from Magical Attacks of that Element
+1.25% Damage using Elemental Physical Attacks of that Element
-1.25% Damage using Elemental Physical Attacks of that Element
Keep in mind that these percentage scores are based on the original damage
of the attack.
So, does this help us any? In the top classes, there are three kinds of
setup: 7 Djinn of the same type, 6 Djinn of the same type + 1 other Djinni,
and 4 Djinn of one + 3 of another. Let us see how they compare:
7 Djinn 6 + 1 Djinn 4 + 3 Djinn
Healing +35% +30%/+5% +20%/+15%
Damage w/M +17.5% +15%/+2.5% +10%/+7.5%
Resist f/M -17.5% -15%/-2.5% -10%/-7.5%
Damage w/EPA +8.75% +7.5%/+1.25% +5%/+3.75%
Resist f/EPA -8.75% -7.5%/-1.25% -5%/-3.75%
What does this mean? Let's just use a simple example attack, ignoring for
now that many spells won't turn up in certain combos. Grand Gaia has a base
damage of 200. With 7 Djinn, we can get an extra 70 damage on top of
whatever else we were getting. With 6+1 Djinn, it drops to 60 extra damage;
hardly noticable. With the 4+3 combo, it drop to 40 extra damage. Slightly
noticable. And with 0 Earth Djinn at all? 0 extra damage. Whatever bonus
you might have had is lost.
Healing is hit even harder. Wish Well has a Base Healing of 160, and is
Water Element. Mia starts off with 101 Power in Water, while everyone else
gets between 77 to 79, depending on who they are. At 77 Power, Wish Well
only heals 123 HP per member. At 101, that's 161 HP each instead. Each
additional Djinni gives an extra 8 HP to those starting stats. That's 217 HP
each for Mia as a Paragon; compared to 161 again if she were a White Mage.
Or 169 HP each if she were a Sage.
Equipment can help, though. Only a few Attack Psynergy can be collected
through Equipment, and Class Stats cannot be changed. But Power and Resist
is readily altered through the use of items. It's not uncommon to find
equipment near the end of the game that boost the Power of an element by 10,
or grant 10 extra Resist. With this in mind, is it truly worth giving up
useful Psynergy just for a few points extra damage?
It's something to think about, anyway.
3) Stats
Perhaps not as important as you might think; a good array of Psynergy can
save a party with poor stats. The reverse isn't quite true, either.
However, given the inheritance system of the classes, it is often wise to
take care with how your stats are set up.
Agility is perhaps one of the most important stats. The order in which
your party attacks can be vital depending on your strategy. Do you want your
healer to go first so that you can direct their efforts more effectively?
Or should they go last, in which case, you just want them to heal you all the
time, whether you need it or not? The party that goes fastest can often
dictate the course of battle; whoever is last just has to react.
The other stats aren't quite as dramatic as Agility, but they are still
important. Knowing what you're up against can help determine how you should
set up your party. Elemental Physical attacks won't work well if you don't
have decent Attack, and many of the best spells are PP intensive, so high PP
is sometimes desirable. The Djinni Ember heals a percentage of your max PP
too, which is another thing to think about. (Although personally, I just use
Psy Crystals if I ever get that low....)
Good stats won't save a party with a bad array of psynergy. But a good set
of stats combined with a good choice of psynergy can be unstoppable.
However, there's one last section that should be considered when trying to
make a party....
4) Strategy
... yes. Perhaps this is the most important thing to consider, after all.
It doesn't matter how you set your party up. If you don't know how to use
it to its full potential, then you can end up screwing yourself over.
The key to building a party is knowing how you're going to play it. Are
you going to focus on using Summons and Djinni abilities... or perhaps you
intend to use physical attacks more. Will you cripple your opponents before
moving in for the kill? Do you play defensively and capitalise on weak
points in your foe's strategy? Do you prefer to rely on your equipment to
do your main damage and just use psynergy when needed?
There's many different ways to build up a party. I hope I've given you a
few ideas on what to think about.
BEST CLASSES ACCORDING TO STATS
===============================
Quite simply, if you want to max out in a certain stat, this table may be
useful.
Key to Abbreviations:
Drd = Druid FMonk = Fire Monk WMag = White Mage
Ench = Enchanter Cav = Cavalier Grd = Guardian
Drg = Dragoon Sam = Samurai Champ = Champion
Lum = Luminier
Best Class for HP Best Class for PP Best Class for Att
Isaac: Samurai Shaman Berserker
Garet: Samurai Conjurer Berserker
Ivan: Sage/Drd/FMonk/WMag Sage/WMag Ench/Drd/FMonk/WMag
Mia: Sage/WMonk/Drd/WMag Sage/WMag Cav/WMonk/Drd/WMag
Best Class for Def Best Class for Agi Best Class for Lck
Isaac: Grd/Drg/Sam Ninja Dragoon
Garet: Champ/Lum/Drg/Sam Ninja Dragoon
Ivan: Fire Monk Sage White Mage
Mia: Water Monk Sage Paragon/White Mage
ALTERNATIVE PARTY SETUPS
========================
Finally, since this is tends to be something that's asked about frequently,
some basic party setups I've put together, with some small discussions on how
they fare. This is by no means a comprehensive list or definitive guide on
what you should pick though, and the reasons I give for and against each
party are my own opinion. Your milage may vary, and you may even find better
setups than I have listed here.
-------
PARTY 1
------- HP PP Att Def Agi Lck
Isaac: Lord 6 Earth Djinn 170% 110% 140% 130% 140% 100%
Garet: Champion 6 Fire Djinn 170% 120% 130% 140% 100% 100%
Ivan: Magister 6 Wind Djinn 130% 170% 110% 120% 160% 110%
Mia: Paragon 6 Water Djinn 140% 160% 120% 130% 110% 130%
Advantages:
Excellent elemental attacks.
Able to de-equip Djinn for summoning or Djinni abilities
without getting hit too badly for stats.
Simple to setup and find.
Reasonable spread of abilities.
No need to juggle Djinn to try and find the best stats.
Disadvantages:
No Growth; need to swap Djinn to get it (trivial)
Lacks the power of the super classes.
Notes:
This is the standard party that most people will end up with at the end of
the game, if they don't experiment. Since each of the classes are the
natural progression of each character's starting class, many players will
stick to this progression since initially, any deviation from these classes
will result in a rather shocking stat drop (adding even one of the other
Djinn to a 6 Djinn Lord/Champion/Magister/Paragon will knock that character
down to the most basic class of the other element).
However, there are a few advantages to staying with this setup. It's
certainly easier to handle Djinni abilities and summons with this
configuration, and boss strategies are more easily shared between players.
In addition, most of the abilities that are needed for success are at your
fingertips, without needing any real experimentation. The only exception is
Growth, but a simple swap of Earth Djinn will grant that ability for as long
as you need it.
A stable setup then, and the one with the most variations on how to play.
However, it's evident that this can be improved upon through specialisation.
-------
Party 2
------- HP PP Att Def Agi Lck
Isaac: Dragoon 3 Fire, 3 Water Djinn 160% 130% 140% 140% 110% 130%
Garet: Samurai 4 Earth, 3 Wind Djinn 190% 130% 150% 140% 140% 90%
Ivan: Ranger 3 Water, 3 Fire Djinn 130% 160% 120% 120% 160% 120%
Mia: White Mage 3 Earth, 4 Wind Djinn 150% 180% 130% 130% 150% 130%
Advantages:
All party members are in powerful classes (two are in the super classes).
Disadvantages:
Can't use the powerful summons or Djinni abilities without being downgraded
severely.
No Whirlwind; need to unset Ivan's Djinn to get it (trivial)
Notes:
I personally enjoy the look of this setup, since it appears to be one of
the more symmetric ones you can make. The characters are equipped with Djinn
that complement their element without opposing it: Isaac is equipped with
Fire and Water, yet his strength is in Earth and Earth's opposite is Wind.
However, while it's definitely aesthetically pleasing, it doesn't add too
much, and it severely cuts down on the use of summons and Djinni abilities.
That being said, with a Samurai and a White Mage in play, the abilities
that are available to you are a little more forgiving. However, it's not
quite so versatile; it's impossible to increase both Attack and Defense at
the same time since only Garet gains those abilities. On the other hand,
three people with Resistance Up abilities isn't too shabby.
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Party 3
------- HP PP Att Def Agi Lck
Isaac: Guardian 6 Water, 1 Earth Djinni 170% 130% 140% 140% 130% 120%
Garet: Berserker 6 Earth, 1 Fire Djinni 180% 110% 160% 130% 150% 70%
Ivan: Fire Monk 6 Fire, 1 Wind Djinni 150% 160% 130% 140% 160% 120%
Mia: Sage 6 Wind, 1 Water Djinni 150% 180% 120% 130% 170% 120%
Advantages:
Utilises all 28 Djinn efficiently.
All party members are in powerful classes that play up to their strengths.
Extremely good stats and ability spread.
Disadvantages:
Summon abilities downgrade stat efficiency far more than with Party 1.
No Defense Up spell
No Whirlwind; need to unset Djinn to get it (trivial)
Notes:
Another symmetric party layout, but with decidedly godly stat bonuses.
Compared with the layouts above, this party will benefit from greatly
increased damage and defensive bonuses. The ability spread between the party
members is also very advantageous, with Isaac and Mia able to use Wish,
Isaac and Garet with Revive, and Ward, High Impact and Debilitate spread
between Ivan, Mia and Garet respectively, all of which have reasonably high
Agility with this setup. In addition, Mia should never fail to go first each
round, and Break is available to both her and Isaac. While you lack the
exotic skills of Ninja and Samurai, there's very little you can't do with
this setup (although a Defense Up spell would've been nice).
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Party 4
------- HP PP Att Def Agi Lck
Isaac: Ninja 3 Fire, 3 Wind Djinn 160% 140% 150% 120% 170% 80%
Garet: Samurai 4 Earth, 3 Wind Djinn 190% 130% 150% 140% 140% 90%
Ivan: White Mage 3 Earth, 4 Water Djinn 150% 180% 130% 130% 150% 130%
Mia: Ascetic 4 Fire Djinn 120% 140% 110% 120% 140% 120%
Advantages:
Three party members in the super classes.
Plenty of spare Djinn for summoning.
Disadvantages:
Mia lacks any of the high classes.
No Growth; need to swap Djinn to get it (trivial)
Notes:
Obviously a damn good Link Battle party. This setup also puts arguably the
three best classes in the game into play: Ninja, Samurai and White Mage.
The disadvantage is the key here though; Mia loses much of her power.
However, this is offset by the freeing up of Summons. In addition, the
disadvantage isn't quite so bad; the best class available to her in this
configuration is Ascetic, which still allows a good range of spells. This
leaves the three remaining Water Djinn open for setting on Mia for extra
stats or summoning or usable for Djinni Abilities.
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The Golden Sun Djinn/Class Mechanics, copyright 2001 Terence Fergusson