_____ _ ___
| __ \(_) |__ \
| | | |_ ___ __ _ __ _ ___ __ _ ) |
| | | | / __|/ _` |/ _` |/ _ \/ _` | / /
| |__| | \__ \ (_| | (_| | __/ (_| | / /_
|_____/|_|___/\__, |\__,_|\___|\__,_| |____|
__/ |
|___/
_____ _ _____ _ _
/ ____| | / ____| (_) | |
| | | | __ _ ___ ___ | | __ _ _ _ __| | ___
| | | |/ _` / __/ __| | | |_ | | | | |/ _` |/ _ \
| |____| | (_| \__ \__ \ | |__| | |_| | | (_| | __/
\_____|_|\__,_|___/___/ \_____|\__,_|_|\__,_|\___|
Disgaea 2: Cursed Memories
- Character/Class F.A.Q. and Guide
- Copyright 2007 Maria Stockton
Version 1.50
Written by Azure Huntress
- E-mail me at:
disgaea_gurl@yahoo.com
-----------------------------------------------------------------------
=======================================================================
-----------------------------------------------------------------------
Table of Contents:
0.) Introduction
I.) Basic Character Information
- Mentor/Pupil Stat Gain ..... (BCI01)
- Other Mentor/Pupil Gains ... (BCI02)
- Stats & Equipment .......... (BCI03)
- Buffs & Debuffs ............ (BCI04)
- Felonies ................... (BCI05)
II.) Frequently Asked Questions
III.) Storyline and Special (Named) Characters
- Adell ...................... (SPC01)
- Rozalin .................... (SPC02)
- Tink ....................... (SPC03)
- Hanako ..................... (SPC04)
- Taro ....................... (SPC05)
- Yukimaru ................... (SPC06)
- Etna ....................... (SPC07)
- Flonne ..................... (SPC08)
- Laharl ..................... (SPC09)
- Axel ....................... (SPC10)
- Fubuki ..................... (SPC11)
- Kurtis ..................... (SPC12)
IV.) Generic Humanoid Characters
- Male Fighter ............... (GHC01)
- Lady Fighter ............... (GHC02)
- Skull ...................... (GHC03)
- Girl Mage .................. (GHC04)
- Ninja ...................... (GHC05)
- Kunoichi ................... (GHC06)
- Majin ...................... (GHC07)
- Knight ..................... (GHC08)
- Sinner ..................... (GHC09)
- Geomancer .................. (GHC10)
- Samurai .................... (GHC11)
- Gunner ..................... (GHC12)
- Thief ...................... (GHC13)
- Healer ..................... (GHC14)
- Archer ..................... (GHC15)
- Beastmaster ................ (GHC16)
- Rune Knight ................ (GHC17)
V.) Generic Monster Characters
- Spirit ..................... (GMC01)
- Undead ..................... (GMC02)
- Succubus ................... (GMC03)
- Felynn ..................... (GMC04)
- Dragon ..................... (GMC05)
- Prinny ..................... (GMC06)
- Orc ........................ (GMC07)
- Winged ..................... (GMC08)
- Aqua Demon ................. (GMC09)
- Flora Beast ................ (GMC10)
- Mystic Beast ............... (GMC11)
- Marionette ................. (GMC12)
- Holy Dragon ................ (GMC13)
- Wood Golem ................. (GMC14)
- Rifle Demon ................ (GMC15)
- Dragon Zombie .............. (GMC16)
- Roc ........................ (GMC17)
VI.) Weapon Skills
- Fist ....................... (WPNS1)
- Sword ...................... (WPNS2)
- Spear ...................... (WPNS3)
- Bow ........................ (WPNS4)
- Gun ........................ (WPNS5)
- Axe ........................ (WPNS6)
- Staff ...................... (WPNS7)
- Scrolls .................... (WPNS8)
VII.) The Specialist "Lover"
VIII.) Legal & Contact Information
IX.) Version History
X.) Special Thanks
=======================================================================
0.) Introduction
Well, this is my first guide. I have been a very big fan of
Disgaea 2: Cursed Memories for about 9 months, and have quite a few
hours clocked into the game. When I started out, there were no
in-depth character guides, like there are for Disgaea: Hour of
Darkness.
And so, the guide was born. As I built my party, I slowly accrued
information regarding many aspects and angles of each and every
character type. I have done my best to try to answer all the questions
I can, but if your question is not here, then feel free to email me and
ask.
This guide might not have every single detail about the
characters, but it does have all of the important stuff that a person
would need to when playing this game. It has information about mentors
and pupils, lovers, weapons, classes and tiers, and most importantly
when and how to get them all.
=======================================================================
I.) Basic Character Information
To start things off, I want to talk about the traits that are
shared among all characters. I will not go into detail about how to
make a character, as the game has a mini-tutorial itself. There are
many common traits that apply to characters in general. I will talk
about them in this section.
-----------------------------------------------------------------------
Mentor/Pupil Stat Gain (BCI01)
Coryney and Scy046 explain the stat gain thusly:
"The way that the Mentor/Student stat boost works is that the
mentor can gain 10% of the BASE stats of the student which has the
highest value for that stat, and the values can be taken by multiple
students of the same mentor if they excess in different stats. E.g. If
a mentor had a Girl Mage with 1000 INT and 50 ATK and a Male Fighter
with 1000 ATK and 50 INT, then the mentor would gain 100 INT points
from the Girl Mage and 100 ATK points from the warrior. The stat
increase is capped at just 28,000 points, so the increase is relatively
insignificant compared to the other stat boosts.
A small note is that when the Mentor reincarnates, the bonus is
lost until the pupil gains a level. Level the mentor first, then the
pupil."
-----------------------------------------------------------------------
Other Mentor/Pupil Gains (BCI02)
The next benefit, is that when the mentor/pupil are standing next
to each other, they have 20% added to their base compatibility percent
for performing a team attack. Prometheusx303 has a great table on the
base percentages for each character/class to perform a team attack with
every other character class.
Also, when a mentor/pupil stand next to each other, the mentor
has full access to all of the spells that the pupil has. This is
limited to the five basic classes of magic (Fire, Wind, Ice, Star, and
Heal), the six buffing spells, the six debuffing spells, and Espoir.
Class specific skills and spells (like a Geomancer's Bonus Change, Rune
Knight's Fire Weapon, or Ninja's Utsusemi) cannot be transferred like
that. Also, any monster skill cannot be transferred either. The
master's version of the spell will be at level 0, and they will lose it
once they are no longer standing next to their pupil. However, if the
master levels the spell up to level 1, he/she can keep it for good.
This is a great way to get spells for your storyline characters, since
the reincarnation method doesn't work for them.
-----------------------------------------------------------------------
Stats & Equipment (BCI03)
Equipping a character with gear is a great way to boost their
stats. In fact, it's so great that you probably won't make it very far
in the game if you don't. Each character can equip one weapon and
three armors.
Humanoid characters can equip any of the seven humanoid weapon
types (Fist, Sword, Spear, Gun, Bow, Axe, Staff). It's often a good
idea to pick a weapon that they have a good mastery in. However, there
is a method to alter a character's weapon mastery, and set it up so
that you can use any weapon without the burden of weapon mastery
weighing you down, and it comes in the form of a "Scroll". I will
explain this later.
Monsters cannot equip the seven humanoid weapons, but they have
two types of weapons for their very own. They are the Monster Weapons.
The two types are Red and Blue. Red is physically oriented, usually
boosting ATK and HIT, while Blue is magically oriented, usually
boosting ATK and INT.
Now, unlike most RPG's, the stat gains from equipment aren't
always exactly what the item's status shows. This is because the stats
of the item are run through a filter called "Aptitude". The aptitude
is multiplied to the stat value of the item, and that's the initial
amount given to the character. For instance, Adell has a 120% in ATK,
but only an 80% in INT. This means anything he equips will give him
120% of the normal ATK value and only 80% of the normal INT value.
I say "initial" because there is another multiplier to be had.
Two, actually. The first is their Armor Multiplier, based on their
level, and the second is their Weapon Multiplier, based on their weapon
mastery level corresponding to the equipped weapon. The Armor
Multiplier starts at 1x at level 1, and ends at 14.99x at level 9999.
The Weapon Multiplier starts at 1x at 0 weapon mastery, and ends at
13.75x at 255 Weapon Mastery. Since monster characters do not have
weapon mastery, they get the Armor Multiplier for their weapon and
armor.
And, lastly, there is one more bonus that you can take advantage
of. Each piece of equipment has a certain value called “Rarity”.
Legendary items have a Rarity between 0-7, Rare items have a Rarity
between 8-32, and everything else has a Rarity 32+. If your
equipment’s Rarity value matches, then you get a stat boost. The more
pieces that match, the bigger the stat boost to the character.
-----------------------------------------------------------------------
Buffs & Debuffs (BCI04)
Another means by which to temporarily increase your stats is
through Buff and Debuff effects. There are a plethora of spells,
skills, and innate abilities that affect a character’s stats. I will
explain each one.
The first are the six basic buffing spells. The Healer class has
a spell that will buff a different stat, six in total. These are the
most commonly used, since they can be transferred between characters,
and have the area of effect of any standard spell. There are other
abilities that will provide a stat boost, such as Rozalin’s “Kneel
Before Me” or Hanako’s songs, which provide a boost to more than one
stat per cast. Taro has self-buffing skills. The maximum effect of
these spells is a +100% boost, which will effectively double the
receiving character’s stats. I want to make note that for each round
that passes, the effects of these spells will decay, until the stats
return to their original value or until the spells are recast.
Where there are ups, there are downs. The Skull and Girl Mage
classes have spells (three each) that do the exact opposite of what the
buffing spells do. These are debuffing spells, and will lower the stat
of an enemy. As with buffing, there is a vast array of other skills
and abilities that will drop a target’s stats, such as Hanako’s Pretty
Bazooka, or Taro’s Crybaby Strikes. Also, Guns and Axes will reduce
SPD and DEF respectively, by a set amount. The maximum effect for the
debuffing spells is a mere -50%, which cuts the target’s stat in half.
Also, like the buffing spells, there is a gradual decay to the effects
that applies once every round.
The status effect Deprave will also reduce the stats of those
suffering from it. This effect does not have a gradual decay like the
buff and debuff spells, but it is not permanent either. It will last
until the status effect is either cured or wears off.
Lastly, there are the boosts granted by the Innate abilities of a
class. For instance, Rozalin’s Innate provides a stat boost to every
adjacent allied male unit. By the same token, Tink’s red form receives
a boost from every allied adjacent female unit, whether they provide a
boost, or not. As an aside, Tink’s red form receives double boosts
from both Rozalin and the Beastmaster class. Many classes also boost
their stats when in a critical state. For instance, Taro will get a
boost to his DEF and RES. And, finally, the Roc monster class will
apply a stat drop to all adjacent enemies.
-----------------------------------------------------------------------
Felonies (BCI05)
Felonies grant unique effects to characters that can't be gotten
elsewhere, ranging from boosted EXP gain, altered shop prices, etc.
To get a Felony, you have to go accept a subpoena from the Post
Officer, which becomes available after Episode 3-3. The subpoena has a
unique specialist on it named "Bailiff". When you go into an item with
a Bailiff on it, you will find the Dark Court Gate in the item. The
level of the Bailiff is the floor that you find the Dark Court Gate.
Simply enter the Dark Court Gate and you will get your Felonies. To
make Felony gathering easier, you can throw a whole stack of characters
into it.
The two ways Felonies calculate the benefits are the total amount
of Felonies, and the number shown on the stamp.
The total Felonies affect the experience gain, maxing out at 300.
Each felony you get gives you an additional 1% to your EXP gain. This
effect replaces the "Statician" specialist that was used in Disgaea 1,
and is the only way to boost your EXP gain aside from using Geo
Effects. This effect is also independent of the number shown on the
stamp, and cannot be gotten rid of once obtained.
The other effects are all based on the number shown on the stamp,
and max out at 99 Felonies. The effects are: higher approval rating at
the Dark Assembly, increased selling prices, decreased buying prices,
and levels up enemies when you Ascend in the Dark World. All of these
effects can be removed by reincarnating to atone.
This brings me to my last point, Felony Removal. As I said
before, the EXP gain is permanent. It cannot be removed once gained.
To remove the stamp, the method varies between special characters and
generic characters. For special characters, you simply have to
"Reincarnate to Atone for Sins", which carries out like any normal
reincarnation (except it has different music playing in the
background). For generic characters, you have to "Reincarnate into a
Prinny", then reincarnate back into whatever you want. By the way,
that song that plays is named "Red Moon".
=======================================================================
II.) Frequently Asked Questions
Q1.) I have played Disgaea: Hour of Darkness, and I only have to level
one tier to unlock them all, right?
A1.) Incorrect. You must level each tier to unlock the next. To
unlock a Tier 2, you must level a Tier 1. To unlock a Tier 6 you
must level a Tier 5. I have listed the level requirements in each
of the respective sections. To unlock Tier 1, you have to meet
certain, various requirements to unlock the bill. Then by passing
the respective bill, you can get the class. For Monsters, simply
defeat the first tier of the desired Monster in combat. There is
no bill required for Monsters. For all Tier 2-6 Monsters, you
must follow the same rule as the Humanoids, and level them. It
sucks, but that is how it is.
Q2.) Can I beat Mid-boss to clear a cycle, and have a shortcut to
unlocking the Majin class?
A2.) No, you cannot. You must COMPLETE a cycle. The reason I did not
say "Complete Stage 13-5" is because some people would get
confused, along the same lines as Adell getting the Beauty Queen
title. When you complete that stage, you complete that cycle, and
the game goes to the credits. Afterwards, you are asked if you
wish to save it. Do so, and reload your game. Now, go to the
Dark Assembly, and pass the "Make the Ultimate Warrior" bill, and
voila, you have unlocked the Majin Class.
Q3.) I got to the Land of Carnage, but how come I cannot use Axel
and/or Fubuki?
A3.) Axel - The reason you cannot use Axel is because he is currently
taking part in the story. You can use Axel in Chapters 3, 9, 10,
11, and after 13-4.
Fubuki - The reason you cannot use Fubuki is because you have not
accessed him in the story yet. Once he teaches Yukimaru "Midare
Fubuki", then you are free to use him.
Q4.) I got Axel/Kurtis/Fubuki, but how come I cannot use them?
A4.) You can use them, if you meet the right requirements. For Axel
and Fubuki, look at the question above. Kurtis is always
available. Now, I would like to point out a certain detail.
Kurtis, Axel, and Fubuki are only usable while in the Land of
Carnage. They will not be accessible in Holt.
Q5.) You use weird class names. The ones I see everywhere else are
different. Where did you get these names?
A5.) The fact of the matter is that many of the class names a person
reads on the internet, is not their true name, but really their
most commonly known name. Mothman and Winged Warrior are the two
most commonly used ones for Winged, while Witch is the most common
one for Girl Mage. There are others, of course. I got my names
from the class's Lovers, since a generic Lover will work for any
tier of that class, and has its own unique name. That is how I
got the names for the classes. So, despite what people say, I
choose to refer to the class names by what Nippon Ichi calls them.
Q6.) I read elsewhere that the Lady Fighter class has a bug, where you
can unlock the tiers by only using one. Is that true?
A6.) No, that is completely fabricated information. Using a Level 200
Lady Warrior will not unlock all the tiers for you. You must
level it the same way you level everything else.
Q7.) I can't beat <Insert Boss Here> because I’m too weak. How do I
get stronger?
A7.) There is a number of things you can do, and they all revolve
around one simple task: raise your stats! You can increase your
weapon mastery if you’re using a humanoid. You can level up your
character. You can level up your items in the Item World. You
can try taking advantage of buffing spells and skills in the
battle itself. You can combine all of those ideas to make your
character outrageously overpowered.
=======================================================================
III.) Storyline and Special (Named) Characters
Just a few general rules about named characters. First off,
whether they are humanoid or monster, they are (at best) between a Tier
5 and a Tier 6 when it comes to battle power. Though, while not as
strong as those Omega Sentinels or Space Knights, they do have unique
abilities that only they get, like Sexy Beam or Vulcan Blaze, so it
evens out in the end.
Also, Reincarnation and Reincarnation to Atone for Sins both have
the same rule: the character can only reincarnate into itself. They
can bypass the Prinny stage when removing Felonies.
Lastly, you cannot get rid of them via Dark Assembly, not that you
would want to. When you start a new cycle, they do leave the party,
and take everything they had with them. But! Fear not! When they
rejoin you (or when you unlock them again) they come back exactly as
they were when they left. So if you had a Level 5000 Yukimaru with a
Yoshitsuna, a Makai Wars, and two Super Robo Suits, she would come
back exactly like that.
So, without further adieu, the named characters!
-----------------------------------------------------------------------
Adell – Demon Hunter (SPC01)
Inherent: Deals greater damage when fighting a higher leveled
opponent.
Counter: 1 Move: 5 Jump: 25 Throw: 5 Panels, 32dm
Lover Bonus: Damage bonus to higher level opponents is increased by 1%
per lover.
Gotten: He's always in the party ... always.
Aptitude: Weapon Skill: Reincarnation Costs:
HP 130% Fist - A Good for Not. - 1 Mana
SP 100% Sword - B Incompetent - 10 Mana
ATK 120% Spear - C Average - 50 Mana
DEF 100% Bow - D Skilled - 200 Mana
INT 80% Gun - E Distinguished - 1000 Mana
RES 80% Axe - C Genius - 5000 Mana
HIT 100% Staff - E
SPD 120%
LEVEL NAME STATS ADDITIONAL EFFECTS
Lv. 5 - Crimson Flame ATK Fire Elemental
Lv. 25 - Soaring Fire ATK Fire Elemental
Lv. 50 - Vulcan Blaze ATK Fire Elemental
-----------------------------------------------------------------------
Rozalin - Zenon's Child (SPC02)
Inherent: Powers up adjacent allied males with a stat boost.
Counter: 0 Move: 4 Jump: 15 Throw: 3 Panels, 26dm
Lover Bonus: Stat boost to adjacent allied male units is increased by
1% per lover.
Gotten: She's always in the party ... always. (Echo?)
Aptitude: Weapon Skill: Reincarnation Costs:
HP 100% Fist - E Good for Not. - 1 Mana
SP 120% Sword - D Incompetent - 10 Mana
ATK 80% Spear - D Average - 50 Mana
DEF 90% Bow - B Skilled - 200 Mana
INT 110% Gun - A Distinguished - 1000 Mana
RES 120% Axe - E Genius - 5000 Mana
HIT 120% Staff - B
SPD 90%
LEVEL NAME STATS ADDITIONAL EFFECTS
Lv. 5 - Rose Thorns HIT -
Lv. 25 - Kneel Before Me - Raises ATK/INT/HIT
Lv. 50 - Rose Liberation HIT -
From Iniera:
Note: Rose Liberation, while based off of Hit, is the only skill in
that category whose damage is mitigated by RES, not DEF. As
such, many people use it in the battle against Masked Man and
Masked Woman.
Note: Male units include all monsters except for Hanako, the Succubus
class, the Felynn class, and the Flora Beast class. Also,
Rozalin’s Inherent ability stacks with Tink’s.
-----------------------------------------------------------------------
Tink - Dirty Frog (SPC03)
Inherent: (BLUE) Move Range +2
(RED) Recieves a stat boost from each adjacent female unit.
Counter: 2 Move: 5 Jump: 25
Lover Bonus: (BLUE) +1 Move for every ten (10) lovers.
(RED) Stat boost increased by 1% per lover.
Gotten: Finish episode 2-2, Sanction Room.
Aptitude: Reincarnation Costs:
HP 100% Good for Not. - 1 Mana
SP 120% Incompetent - 10 Mana
ATK 110% Average - 50 Mana
DEF 90% Skilled - 200 Mana
INT 80% Distinguished - 1000 Mana
RES 100% Genius - 5000 Mana
HIT 120%
SPD 130%
LEVEL NAME STATS ADDITIONAL EFFECTS
Start - Kero Change! - Swap between Red/Blue State
Lv. 6 - Sonic Roll ATK -
Lv. 18 - Nail Bat ATK -
Lv. 36 - Goodbye Tink ATK Sacrifices Self
Note: Goodbye Tink does not count as an ally kill, so feel free to
make Tink blow up all you want.
Note: Female units also include Hanako, the Succubus class, the Felynn
class, and the Flora Beast class. As an added bonus, Tink’s
Inherent ability stacks with that of Rozalin and the
Beastmaster.
-----------------------------------------------------------------------
Hanako - Adell's Sister (SPC04)
Inherent: Receives lesser damage from monster type enemies.
Counter: 0 Move: 5 Jump: 20
Lover Bonus: Damage reduction increased by 1% per lover.
Gotten: Finish episode 4-4, Dragon's Mouth.
Aptitude: Reincarnation Costs:
HP 90% Good for Not. - 1 Mana
SP 110% Incompetent - 10 Mana
ATK 100% Average - 50 Mana
DEF 90% Skilled - 200 Mana
INT 120% Distinguished - 1000 Mana
RES 100% Genius - 5000 Mana
HIT 110%
SPD 120%
LEVEL NAME STATS ADDITIONAL EFFECTS
Start - Song of Hope - Raises HIT/SPD
Lv. 20 - Song of Love - Raises ATK/DEF
Lv. 30 - Song of Courage - Raises RES/INT
Lv. 40 - Pretty Bazooka ATK Lowers DEF/RES/SPD
-----------------------------------------------------------------------
Taro - Rozy's Slave (SPC05)
Inherent: Defense and Resistance up when in danger.
Counter: 4 Move: 5 Jump: 20
Lover Bonus: Defense and Resistance boost increased by 1% per lover,
while critical.
Gotten: Finish episode 5-4, Dark Ruins.
Aptitude: Reincarnation Costs:
HP 130% Good for Not. - 1 Mana
SP 90% Incompetent - 10 Mana
ATK 110% Average - 50 Mana
DEF 130% Skilled - 200 Mana
INT 80% Distinguished - 1000 Mana
RES 130% Genius - 5000 Mana
HIT 90%
SPD 80%
LEVEL NAME STATS ADDITIONAL EFFECTS
Start - Milk - Raises ATK/HIT
Lv. 20 - Strawberry Milk - Restores HP
Lv. 30 - Chocolate Milk - Raises DEF/RES
Lv. 40 - CryBaby Strikes ATK Lowers ATK/INT/HIT
-----------------------------------------------------------------------
Yukimaru - Kunoichi (SPC06)
Inherent: Has a chance on each attack to land a "Holy Strike" and
cause Amnesia.
Counter: 1 Move: 5 Jump: 35 Throw: 4 Panels, 29dm
Lover Bonus: Chance on hit to inflict Amnesia is increased by 1% per
lover.
Gotten: Complete episode 7-2, Semi-Final.
Aptitude: Weapon Skill: Reincarnation Costs:
HP 100% Fist - C Good for Not. - 1 Mana
SP 110% Sword - A Incompetent - 10 Mana
ATK 120% Spear - B Average - 50 Mana
DEF 80% Bow - B Skilled - 200 Mana
INT 90% Gun - E Distinguished - 1000 Mana
RES 90% Axe - D Genius - 5000 Mana
HIT 110% Staff - E
SPD 130%
LEVEL NAME STATS ADDITIONAL EFFECTS
Start - Nadarejin ATK Water Elemental
Start - Setsugetsuka ATK Water Elemental
- Midare Fubuki ATK Water Elemental
Note: You get Midare Fubuki at the start of Episode 13-3.
-----------------------------------------------------------------------
Etna - Beauty Queen (SPC07)
Inherent: Powers up all friendly adjacent Prinnies. This does not
affect Kurtis, sorry.
Counter: 1 Move: 5 Jump: 20 Throw: 4 Panels, 29dm
Lover Bonus: Prinny stat boost is increased by 1% per lover.
Gotten: Complete episode 9-4, Snarling Capital.
Aptitude: Weapon Skill: Reincarnation Costs:
HP 110% Fist - C Good for Not. - 1 Mana
SP 90% Sword - B Incompetent - 10 Mana
ATK 120% Spear - A Average - 50 Mana
DEF 110% Bow - D Skilled - 200 Mana
INT 90% Gun - A Distinguished - 1000 Mana
RES 90% Axe - A Genius - 5000 Mana
HIT 110% Staff - E
SPD 110%
LEVEL NAME STATS ADDITIONAL EFFECTS
Lv. 5 - Prinny Raid ATK -
Lv. 25 - Sexy Beam ATK -
Lv. 50 - Chaos Impact ATK -
-----------------------------------------------------------------------
Flonne - Fallen Angel (SPC08)
Inherent: Healing spells receive a power bonus. This does not affect
Power of Love.
Counter: 1 Move: 4 Jump: 15 Throw: 3 Panels, 26dm
Lover Bonus: Heals an additional 1% with healing spells per lover.
Gotten: Pass the bill "I want to fight an Overlord" in Chapters 12-13.
This will unlock the map "Overlord's Decent" which is in Holt
Village. The battle forces you to fight 2 level 500 monsters
(Zombie King and Bahamut), Flonne (Fallen Angel, Lv. 500), and
Laharl (Overlord, Lv. 600). Beat them all and Flonne will
join your party, ditching Laharl.
Aptitude: Weapon Skill: Reincarnation Costs:
HP 90% Fist - E Good for Not. - 1 Mana
SP 120% Sword - D Incompetent - 10 Mana
ATK 100% Spear - D Average - 50 Mana
DEF 80% Bow - B Skilled - 200 Mana
INT 120% Gun - B Distinguished - 1000 Mana
RES 130% Axe - D Genius - 5000 Mana
HIT 110% Staff - A
SPD 80%
LEVEL NAME STATS ADDITIONAL EFFECTS
Start - Power of Love RES Restores HP / Cures Ails
Start - Holy Arrows INT -
Start - Flonnezilla INT -
-----------------------------------------------------------------------
Laharl - Overlord (SPC09)
Inherent: Deals greater damage to monster type enemies.
Counter: 2 Move: 5 Jump: 20 Throw: 5 Panels, 32dm
Lover Bonus: Damage bonus to monsters increased by 1% per lover.
Gotten: Get Flonne and have Adell become a senator. Then pass the
bill to have Flonne summon Laharl. This will then unlock
another fight in Holt Village. This time, you're up against 2
level 800 Master Kunoichi, 2 level 800 Space Knights, 2 level
800 Saints, and Laharl (Overlord, Lv. 1000) again. Beat them
all, and Laharl will join you, completing the trio.
Aptitude: Weapon Skill: Reincarnation Costs:
HP 130% Fist - B Good for Not. - 1 Mana
SP 100% Sword - S Incompetent - 10 Mana
ATK 130% Spear - B Average - 50 Mana
DEF 120% Bow - D Skilled - 200 Mana
INT 80% Gun - D Distinguished - 1000 Mana
RES 90% Axe - A Genius - 5000 Mana
HIT 90% Staff - E
SPD 90%
LEVEL NAME STATS ADDITIONAL EFFECTS
Start - Blazing Knuckle ATK Fire Elemental
Start - Overlord's Wrath ATK -
Start - Meteor Impact ATK -
-----------------------------------------------------------------------
Axel - Dark Hero (SPC10)
Inherent: Receives lesser damage from humanoid opponents.
Counter: 2 Move: 5 Jump: 20 Throw: 5 Panels, 32dm
Lover Bonus: Damage reduction increased by an additional 1% per lover.
Gotten: Open the Land of Carnage. As long as Axel is not
participating in a storyline event, you can use him.
(Chapters 3, 9, 10, 11, and after episode 13-4). Like Kurtis
and Fubuki, Axel is only usable while in the Land of Carnage.
Aptitude: Weapon Skill: Reincarnation Costs:
HP 120% Fist - A Good for Not. - 1 Mana
SP 90% Sword - B Incompetent - 10 Mana
ATK 120% Spear - B Average - 50 Mana
DEF 120% Bow - D Skilled - 200 Mana
INT 70% Gun - D Distinguished - 1000 Mana
RES 110% Axe - D Genius - 5000 Mana
HIT 90% Staff - E
SPD 110%
LEVEL NAME STATS ADDITIONAL EFFECTS
Start - Shocking Soul ATK -
Start - My Heart Shakes ATK -
Start - Love Dynamite ATK -
Note: This is the same Axel that is called from the "Dark Hero" Cell
Phones. As such, if you are in the Land of Carnage, where he is
part of your party, the Cell Phones that summon Axel will have
no effect. When you summon him from a stage in Holt, his level,
equipment and skill/spells are totally random, and do not
reflect how you have him set up in Land of Carnage.
Additionally, you cannot use the "Dark Hero" Cell Phones when
Axel is being used during the story.
-----------------------------------------------------------------------
Fubuki - Ninja Master (SPC11)
Inherent: Regular hits also do a "Soul Breaker" and reduce SP of the
target(s).
Counter: 2 Move: 5 Jump: 35 Throw: 4 Panels, 29dm
Lover Bonus: SP Damage dealt is increased by an additional 1% per
lover.
Gotten: Open the Land of Carnage. After completing Fubuki's storyline
section, you will be able to use him. (After having gotten
Midare Fubuki with Yukimaru in Episode 13-3). Like Kurtis and
Axel, Fubuki is only usable while in the Land of Carnage.
Aptitude: Weapon Skill: Reincarnation Costs:
HP 110% Fist - B Good for Not. - 1 Mana
SP 90% Sword - C Incompetent - 10 Mana
ATK 120% Spear - C Average - 50 Mana
DEF 90% Bow - C Skilled - 200 Mana
INT 90% Gun - D Distinguished - 1000 Mana
RES 90% Axe - S Genius - 5000 Mana
HIT 110% Staff - E
SPD 130%
LEVEL NAME STATS ADDITIONAL EFFECTS
Start - Setsugetsuka ATK Water Elemental
Start - Shunsetsuzan ATK Water Elemental
Start - Midare Fubuki ATK Water Elemental
-----------------------------------------------------------------------
Kurtis - Defender (SPC12)
Inherent: Receives lesser damage from higher level opponents.
Counter: 2 Move: 5 Jump: 15
Lover Bonus: Damage reduction increased by an additional 1% per lover.
Gotten: Open the Land of Carnage. Like Axel and Fubuki, Kurtis is
only usable while in the Land of Carnage. Bad news for Prinny
users.
Aptitude: Reincarnation Costs:
HP 120% Good for Not. - 1 Mana
SP 80% Incompetent - 10 Mana
ATK 120% Average - 50 Mana
DEF 90% Skilled - 200 Mana
INT 120% Distinguished - 1000 Mana
RES 100% Genius - 5000 Mana
HIT 100%
SPD 110%
LEVEL NAME STATS ADDITIONAL EFFECTS
Start - Nuclear Fusion ATK Fire Elemental
Start - Final Punch ATK -
Start - Pringer Beam ATK Star Elemental
Note: Unlike Axel and Fubuki, Kurtis has no specific "Window of
Opportunity" that restricts his period of use. He is always
available to the party, while in the Land of Carnage.
Note: This is the same Kurtis that is called from the "Defender of
Earth" Cell Phones. As such, if you are in the Land of Carnage,
where he is part of your party, the Cell Phones that summon
Kurtis will have no effect. When you summon him from a stage in
Holt, his level, equipment and skill/spells are totally random,
and do not reflect how you have him set up in Land of Carnage.
=======================================================================
IV.) Generic Humanoid Characters
This section is dedicated to the Generic Humanoids. These
characters are the type that you will see most often.
When you begin the game, you are given three humanoids, a Fighter,
a Red Skull, and a Healer. Keep them! They are given the "Average"
capability, which at the very beginning of cycle 1, is hard to come by.
That means their stats are a tiny bit higher than those you can make
now, which will lead to them being stronger overall.
Also, as you read the guide, you will see "From Start" next to
certain character tiers. This means that those character tiers are
available for creation from the start.
Those that do not have "From Start" listed next to their first
tier means that you must meet certain requirements, then pass their
corresponding bill in the Dark Assembly. Those bills usually start
with "Make a ..." and are usually pretty explanatory to which class
they belong to.
Lastly, I would like to make a point that when you unlock Tiers 2
and higher of each class, you do not need to pass any bills. For
example, to unlock Warrior, you just need to get a Fighter to level 10.
On that note, I would like to again point out, that unlike Disgaea:
Hour of Darkness, you can only unlock a higher tier, by using the
previous tier. To unlock a Gladiator, you must level a Destroyer. To
unlock a Freya, you must level a Minerva Lass.
-----------------------------------------------------------------------
Male Fighter (GHC01)
Inherent: Critical hit damage increases when in danger.
Counter: 1 Move: 4 Jump: 20 Throw: 5 Panels, 32dm
Lover Bonus: Critical hit damage bonus increased by an additional 1%
per lover, while critical.
Fst Swd Spr Bow Gun Axe Stf
Fighter - From Start C B B C E B E
Warrior - Lv. 10 Fighter C A A C E A E
Destroyer - Lv. 20 Warrior B A A C E A E
Gladiator - Lv. 40 Destroyer B A A C E S E
Warlord - Lv. 80 Gladiator B S S C D S E
Battle Master - Lv. 160 Warlord B S S B D S E
Aptitude: T1 T2 T3 T4 T5 T6
HP 110% 110% 120% 120% 130% 130%
SP 80% 80% 80% 90% 90% 90%
ATK 100% 100% 110% 110% 120% 120%
DEF 110% 110% 120% 120% 130% 130%
INT 60% 60% 60% 70% 70% 70%
RES 60% 60% 60% 70% 70% 70%
HIT 90% 90% 100% 100% 110% 110%
SPD 90% 90% 100% 100% 110% 110%
Capacity Mana Costs: T1 T2 T3 T4 T5 T6
Good-for-Nothing 1 1 1 1 2 2
Incompetent 10 13 16 19 22 25
Average 50 65 80 95 110 125
Skilled 200 260 320 380 440 500
Distinguished 1000 1300 1600 1900 2200 2500
Genius 5000 6500 8000 9500 11000 12500
-----------------------------------------------------------------------
Lady Fighter (GHC02)
Inherent: Chance to score a critical hit increases while in danger.
Counter: 1 Move: 4 Jump: 20 Throw: 5 Panels, 32dm
Lover Bonus: Critical hit chance increased by an additional 1% per
lover, while critical.
Fst Swd Spr Bow Gun Axe Stf
Lady Fighter - From Start C B B B E C E
Lady Warrior - Lv. 10 Lady Fighter C A A A E C E
Valkyrie - Lv. 20 Lady Warrior C A A A E B E
Minerva Lass - Lv. 40 Valkyrie C A S A E B E
Freya - Lv. 80 Minerva Lass C S S S D B E
Iron Maiden - Lv. 160 Freya B S S S D B E
Aptitude: T1 T2 T3 T4 T5 T6
HP 100% 100% 110% 110% 120% 120%
SP 80% 80% 80% 80% 90% 90%
ATK 100% 100% 110% 110% 120% 120%
DEF 100% 100% 110% 110% 120% 120%
INT 60% 60% 60% 70% 70% 70%
RES 60% 60% 60% 70% 70% 70%
HIT 100% 100% 110% 110% 120% 120%
SPD 100% 100% 110% 110% 120% 120%
Capacity Mana Costs: T1 T2 T3 T4 T5 T6
Good-for-Nothing 1 1 1 1 2 2
Incompetent 10 13 16 19 22 25
Average 50 65 80 95 110 125
Skilled 200 260 320 380 440 500
Distinguished 1000 1300 1600 1900 2200 2500
Genius 5000 6500 8000 9500 11000 12500
-----------------------------------------------------------------------
Skull (GHC03)
Inherent: Spells and abilities level up rapidly.
Counter: 0 Move: 3 Jump: 15 Throw: 3 Panels, 26dm
Lover Bonus: Spell casting experience is increased for every two (2)
lovers.
Fst Swd Spr Bow Gun Axe Stf
Red Skull - From Start D C C D E D A
Green Skull - From Start D C C D E D A
Blue Skull - From Start D C C D E D A
Star Skull - Lv. 20 Red/Green/Blue Skull D C C D E D A
Prism Skull - Lv. 60 Star Skull D C C D E D S
Galaxy Skull - Lv. 160 Prism Skull D B B D E D S
Aptitude: T1 T2 T3 T4 T5 T6
HP 80% 80% 80% 80% 90% 90%
SP 100% 100% 100% 110% 120% 120%
ATK 70% 70% 70% 70% 80% 80%
DEF 80% 80% 80% 80% 90% 90%
INT 110% 110% 110% 120% 130% 130%
RES 100% 100% 100% 110% 110% 110%
HIT 80% 80% 80% 80% 90% 80%
SPD 90% 90% 90% 90% 100% 100%
Capacity Mana Costs: T1 T2 T3 T4 T5 T6
Good-for-Nothing 1 1 1 1 2 2
Incompetent 10 10 10 16 20 25
Average 50 50 50 80 100 125
Skilled 200 200 200 320 400 500
Distinguished 1000 1000 1000 1600 2000 2500
Genius 5000 5000 5000 8000 10000 12500
LEVEL NAME STATS ADDITIONAL EFFECTS TIERS
Lv. 1 Fire INT Fire Elemental 1 56
Lv. 1 Wind INT Wind Elemental 2 56
Lv. 1 Ice INT Water Elemental 3 56
Lv. 1 Star INT Star Elemental 4 6
Lv. 5 Enfeeble - Lowers ATK 1234
Lv. 10 Mega Fire INT Fire Elemental 1 56
Lv. 10 Mega Wind INT Wind Elemental 2 56
Lv. 10 Mega Ice INT Water Elemental 3 56
Lv. 12 Mega Star INT Star Elemental 4 6
Lv. 15 Blind - Lowers HIT 1234
Lv. 25 Giga Fire INT Fire Elemental 1 56
Lv. 25 Giga Wind INT Wind Elemental 2 56
Lv. 25 Giga Ice INT Water Elemental 3 56
Lv. 30 Giga Star INT Star Elemental 4 6
Lv. 35 Mind Break - Lowers INT 1234
Lv. 50 Omega Fire INT Fire Elemental 1 56
Lv. 50 Omega Wind INT Wind Elemental 2 56
Lv. 50 Omega Ice INT Water Elemental 3 56
Lv. 60 Omega Star INT Star Elemental 4 6
Lv. 80 Tera Fire INT Fire Elemental 1
Lv. 80 Tera Wind INT Wind Elemental 2
Lv. 80 Tera Ice INT Water Elemental 3
Lv.100 Tera Star INT Star Elemental 4
Note: Where it says "TIERS" means it dictates which tier of the class
learns the spell in question. If it says "1 56" it means that
only the Red Skull, Prism Skull, and Galaxy Skull learn that
spell.
-----------------------------------------------------------------------
Girl Mage (GHC04)
Inherent: Uses less SP to cast spells and abilities.
Counter: 0 Move: 3 Jump: 15 Throw: 3 Panels, 26dm
Lover Bonus: SP Cost for skills is decreased by an additional 1% per
lover.
Fst Swd Spr Bow Gun Axe Stf
Red Mage - From Start D D D C C E A
Green Mage - From Start D D D C C E A
Blue Mage - From Start D D D C C E A
Star Mage - Lv. 20 Red/Green/Blue Mage D D D C C E A
Prism Mage - Lv. 60 Star Mage D D D C C E S
Galaxy Mage - Lv. 160 Prism Mage D D D B B E S
Aptitude: T1 T2 T3 T4 T5 T6
HP 70% 70% 70% 70% 80% 80%
SP 110% 100% 100% 120% 130% 130%
ATK 70% 70% 70% 70% 80% 80%
DEF 70% 70% 70% 70% 80% 80%
INT 110% 110% 110% 120% 130% 130%
RES 100% 100% 100% 110% 120% 120%
HIT 90% 90% 90% 90% 100% 100%
SPD 80% 80% 80% 80% 90% 90%
Capacity Mana Costs: T1 T2 T3 T4 T5 T6
Good-for-Nothing 1 1 1 1 2 2
Incompetent 10 10 10 16 20 25
Average 50 50 50 80 100 125
Skilled 200 200 200 320 400 500
Distinguished 1000 1000 1000 1600 2000 2500
Genius 5000 5000 5000 8000 10000 12500
LEVEL NAME STATS ADDITIONAL EFFECTS TIERS
Lv. 1 Fire INT Fire Elemental 1 56
Lv. 1 Wind INT Wind Elemental 2 56
Lv. 1 Ice INT Water Elemental 3 56
Lv. 1 Star INT Star Elemental 4 6
Lv. 5 Armor Break - Lowers DEF 1234
Lv. 10 Mega Fire INT Fire Elemental 1 56
Lv. 10 Mega Wind INT Wind Elemental 2 56
Lv. 10 Mega Ice INT Water Elemental 3 56
Lv. 12 Mega Star INT Star Elemental 4 6
Lv. 15 Slow - Lowers SPD 1234
Lv. 25 Giga Fire INT Fire Elemental 1 56
Lv. 25 Giga Wind INT Wind Elemental 2 56
Lv. 25 Giga Ice INT Water Elemental 3 56
Lv. 30 Giga Star INT Star Elemental 4 6
Lv. 35 Resist Break - Lowers RES 1234
Lv. 50 Omega Fire INT Fire Elemental 1 56
Lv. 50 Omega Wind INT Wind Elemental 2 56
Lv. 50 Omega Ice INT Water Elemental 3 56
Lv. 60 Omega Star INT Star Elemental 4 6
Lv. 80 Tera Fire INT Fire Elemental 1
Lv. 80 Tera Wind INT Wind Elemental 2
Lv. 80 Tera Ice INT Water Elemental 3
Lv.100 Tera Star INT Star Elemental 4
Note: Where it says "TIERS" means it dictates which tier of the class
learns the spell in question. If it says "1 56" it means that
only the Red Mage, Prism Mage, and Galaxy Mage learn that
spell.
-----------------------------------------------------------------------
Ninja (GHC05)
Inherent: Chance to dodge an attack increases while in danger.
Counter: 0 Move: 5 Jump: 35 Throw: 4 Panels, 29dm
Lover Bonus: Dodge chance bonus increased by an additional 1% for
every two (2) lovers, while critical.
Assembly Bill: "Make a Ninja."
Fst Swd Spr Bow Gun Axe Stf
Genin - Lv. 5 Fist & Sword Mastery B B B C D D E
Chunin - Lv. 15 Genin B B B C D D E
Jounin - Lv. 30 Chunin A A A C D D E
Oniwaban - Lv. 60 Jounin A A A C D D E
Touryou - Lv. 120 Oniwanaban A A A C C C D
Shadow Master - Lv. 240 Touryou S S S B C C D
Aptitude: T1 T2 T3 T4 T5 T6
HP 90% 90% 100% 100% 110% 110%
SP 90% 90% 90% 100% 100% 100%
ATK 100% 100% 110% 110% 120% 120%
DEF 80% 80% 80% 90% 90% 90%
INT 80% 80% 80% 90% 90% 90%
RES 70% 70% 70% 80% 80% 80%
HIT 100% 100% 100% 110% 110% 110%
SPD 110% 110% 120% 120% 130% 130%
Capacity Mana Costs: T1 T2 T3 T4 T5 T6
Good-for-Nothing 1 1 2 2 2 3
Incompetent 14 17 20 22 26 29
Average 70 85 100 110 130 145
Skilled 280 340 400 440 520 580
Distinguished 1400 1700 2000 2200 2600 2900
Genius 7000 8500 10000 11000 13000 14500
LEVEL NAME STATS ADDITIONAL EFFECTS
Lv. 15 Utsusemi ATK -
Lv. 45 Kohona Gakure ATK -
-----------------------------------------------------------------------
Kunoichi (GHC06)
Inherent: When in danger, there is a chance for all of her attacks to
be performed twice. This effect even includes special
attacks like weapon skills or her Jutsu skills.
Counter: 0 Move: 5 Jump: 35 Throw: 4 Panels, 29dm
Lover Bonus: Double action chance increased by an additional 1% for
every two (2) lovers, while critical.
Assembly Bill: "Make a Kunoichi."
Fst Swd Spr Bow Gun Axe Stf
Hanakage - Lv. 5 Fst & Stf Mastery B B C D E D B
Yukikage - Lv. 15 Hanakage B B C D E D B
Hoshikage - Lv. 30 Yukikage A A C D E D A
Tsukikage - Lv. 60 Hoshikage A A C D E D A
Sorakage - Lv. 120 Tsukikage A A C C E C A
Master Kunoichi - Lv. 240 Sorakage S S B C E C S
Aptitude: T1 T2 T3 T4 T5 T6
HP 80% 80% 80% 90% 90% 90%
SP 90% 90% 90% 100% 100% 100%
ATK 100% 100% 110% 110% 120% 120%
DEF 70% 70% 70% 80% 80% 80%
INT 100% 100% 110% 110% 120% 120%
RES 80% 80% 80% 90% 90% 90%
HIT 90% 90% 90% 100% 100% 100%
SPD 110% 110% 120% 120% 130% 130%
Capacity Mana Costs: T1 T2 T3 T4 T5 T6
Good-for-Nothing 1 1 2 2 2 3
Incompetent 14 17 20 22 26 29
Average 70 85 100 110 130 145
Skilled 280 340 400 440 520 580
Distinguished 1400 1700 2000 2200 2600 2900
Genius 7000 8500 10000 11000 13000 14500
LEVEL NAME STATS ADDITIONAL EFFECTS
Lv. 5 - Kagenui - Causes Paralysis
Lv. 15 - MinMinMin - Causes Sleep
Lv. 25 - ShiniKaze - Causes Poison
Lv. 35 - Mafuujin - Causes Amnesia
Lv. 45 - Tougenkyo - Causes Deprave
-----------------------------------------------------------------------
Majin (GHC07)
Inherent: Stats double if all allies on the battlefield are dead.
Counter: 2 Move: 3 Jump: 20 Throw: 1 Panels, 20dm
Lover Bonus: Nothing other than the normal boost to stats.
Assembly Bill: "Make the Ultimate Warrior."
Fst Swd Spr Bow Gun Axe Stf
Chaos Soldier - Complete the First Cycle A A A A A A A
Death Avenger - Lv. 60 Chaos Soldier A A A A A A A
Violator - Lv. 120 Death Avenger A A A A A A A
Last Battalion - Lv. 240 Violator S S S S S S S
Death Army - Lv. 480 Last Battalion S S S S S S S
Omega Sentinel - Lv. 960 God Army S S S S S S S
Aptitude: T1 T2 T3 T4 T5 T6
HP 110% 110% 110% 120% 120% 120%
SP 110% 110% 110% 120% 120% 120%
ATK 110% 110% 110% 120% 120% 120%
DEF 110% 110% 110% 120% 120% 120%
INT 110% 110% 110% 120% 120% 120%
RES 110% 110% 110% 120% 120% 120%
HIT 110% 110% 110% 120% 120% 120%
SPD 110% 110% 110% 120% 120% 120%
Capacity Mana Costs: T1 T2 T3 T4 T5 T6
Good-for-Nothing 3 3 4 4 5 5
Incompetent 30 35 40 45 50 55
Average 150 175 200 225 250 275
Skilled 600 700 800 900 1000 1100
Distinguished 3000 3500 4000 4500 5000 5500
Genius 15000 17500 20000 22500 25000 27500
Note: For his innate ability to take effect, you must meet two
conditions. The first is that your Majin must be the only
controllable unit on the field. The second is that you must not
be able to bring out any more assistance. An easy way to
initiate this ability, is to try to capture a humanoid, or a
non-capturable monster, like Priere or Baal.
Note: You cannot do any shortcut tricks to start a second cycle. You
must complete the story, watch the ending and the credits, save
the game, and reload the cleared data. It will start you on a
new cycle, with the ability to propose the bill.
-----------------------------------------------------------------------
Knight (GHC08)
Inherent: Defense value increased while in danger.
Counter: 1 Move: 3 Jump: 15 Throw: 6 Panels, 35dm
Lover Bonus: Defense bonus increased by an additional 1% per lover,
while critical.
Assembly Bill: "Make a Tough Guy."
Fst Swd Spr Bow Gun Axe Stf
Heavy Knight - Lv. 3 Spear Mastery D B B E E B E
Iron Knight - Lv. 12 Heavy Knight D B A E E B E
Steel Knight - Lv. 24 Iron Knight D A A E E A E
Mythril Knight - Lv. 48 Steel Knight D A A E E A E
Adamant Knight - Lv. 96 Mythril Knight C S S E E S E
Aegis Knight - Lv. 192 Adamant Knight C S S E E S E
Aptitude: T1 T2 T3 T4 T5 T6
HP 120% 120% 130% 130% 140% 140%
SP 70% 70% 70% 80% 80% 80%
ATK 100% 100% 110% 110% 120% 120%
DEF 110% 110% 120% 120% 130% 130%
INT 60% 60% 60% 70% 70% 70%
RES 100% 100% 110% 110% 120% 120%
HIT 90% 90% 90% 100% 100% 100%
SPD 60% 60% 60% 70% 70% 70%
Capacity Mana Costs: T1 T2 T3 T4 T5 T6
Good-for-Nothing 1 1 1 2 2 2
Incompetent 12 15 18 21 24 27
Average 60 75 90 105 120 135
Skilled 240 300 360 420 480 540
Distinguished 1200 1500 1800 2100 2400 2700
Genius 6000 7500 9000 10500 12000 13500
-----------------------------------------------------------------------
Sinner (GHC09)
Inherent: Damage increased while counter-attacking when in danger.
Counter: 2 Move: 4 Jump: 20 Throw: 5 Panels, 32dm
Lover Bonus: Counter-attack damage bonus increased by an additional 1%
per lover, while critical.
Assembly Bill: "Make a Bad Guy."
Fst Swd Spr Bow Gun Axe Stf
Togabito - Get a Felony A C C D D C E
Yasha - Lv. 12 Togabito A C C D D C E
Ashura - Lv. 24 Yasha A C C D D C E
Rasetsu - Lv. 48 Ashura S C C D D B E
Bushin - Lv. 96 Rasetsu S C C C C B E
Aragami - Lv. 192 Bushin S B B C C B E
Aptitude: T1 T2 T3 T4 T5 T6
HP 100% 100% 110% 110% 120% 120%
SP 90% 90% 90% 100% 100% 100%
ATK 100% 100% 110% 110% 120% 120%
DEF 80% 80% 80% 90% 90% 90%
INT 70% 70% 70% 80% 80% 80%
RES 100% 100% 100% 110% 110% 110%
HIT 80% 80% 80% 90% 90% 90%
SPD 100% 100% 110% 110% 120% 120%
Capacity Mana Costs: T1 T2 T3 T4 T5 T6
Good-for-Nothing 1 1 1 2 2 2
Incompetent 12 15 18 21 24 27
Average 60 75 90 105 120 135
Skilled 240 300 360 420 480 540
Distinguished 1200 1500 1800 2100 2400 2700
Genius 6000 7500 9000 10500 12000 13500
Note: The earliest you can get a Felony, is in Chapter 3, between
Episodes 3 and 4. Any time before then, you will be unable to
get a felony, because the Dark Court is still "being prepared."
The easiest method to do this, is to get Tink's "Your Existence"
subpoena, and complete that. Doing so will get you not only the
storyline requisite, but also the Sinner Assembly Bill requisite.
-----------------------------------------------------------------------
Geomancer (GHC10)
Inherent: Takes no Geo Damage from Geo Panel color changes.
Counter: 0 Move: 4 Jump: 20 Throw: 3 Panels, 26dm
Lover Bonus: Geo Warp gains an additional +1 range for every five (5)
lovers.
Assembly Bill: "Make a Strange Old Man."
Fst Swd Spr Bow Gun Axe Stf
Druid - 500+ Geo Combo C D D E E E B
Mystic - Lv. 12 Druid B D D E E E A
Sage - Lv. 24 Mystic B D D E E E A
Hermit - Lv. 48 Sage A D D E E E S
Prophet - Lv. 96 Hermit A C C D D D S
Geo Master - Lv. 192 Prophet A C C D D D S
Aptitude: T1 T2 T3 T4 T5 T6
HP 70% 70% 70% 80% 80% 80%
SP 110% 110% 110% 110% 120% 120%
ATK 90% 90% 90% 100% 100% 100%
DEF 70% 70% 70% 80% 80% 80%
INT 100% 100% 110% 110% 120% 120%
RES 100% 100% 110% 110% 120% 120%
HIT 80% 80% 80% 90% 90% 90%
SPD 100% 100% 110% 110% 120% 120%
Capacity Mana Costs: T1 T2 T3 T4 T5 T6
Good-for-Nothing 1 1 1 2 2 2
Incompetent 12 15 18 21 24 27
Average 60 75 90 105 120 135
Skilled 240 300 360 420 480 540
Distinguished 1200 1500 1800 2100 2400 2700
Genius 6000 7500 9000 10500 12000 13500
LEVEL NAME STATS ADDITIONAL EFFECTS
Lv. 1 Star INT Star Elemental
Lv. 1 Geo Change - Rearranges Geos in I.W.
Lv. 5 Heal RES Restores HP
Lv. 12 Mega Star INT Star Elemental
Lv. 15 Geo Blast - Destroy Geo Symbols in I.W.
Lv. 20 Mega Heal RES Restores HP
Lv. 30 Geo Warp - Warp in Item World
Lv. 35 Giga Star INT Star Elemental
Lv. 40 Giga Heal RES Restores HP
Lv. 50 Bonus Change - Change Bonus List in I.W.
Lv. 75 Omega Star INT Star Elemental
-----------------------------------------------------------------------
Samurai (GHC11)
Inherent: When critical, has a chance to instantly kill any enemy,
regardless of its HP.
Counter: 1 Move: 4 Jump: 20 Throw: 4 Panels, 29dm
Lover Bonus: Instant kill chance increased by an additional 1% per
lover, while critical.
Assembly Bill: "Make an Eastern Swordsman."
Fst Swd Spr Bow Gun Axe Stf
Ronin - Lv. 5 Sword Mastery D A B B D C E
Samurai - Lv. 15 Ronin D A B B D C E
Bujin - Lv. 30 Samurai D A B B D C E
Kengou - Lv. 60 Bujin C S B B D C E
Kensei - Lv. 120 Kengou C S B B C C D
Sword Master - Lv. 240 Kensei C S A A C B D
Aptitude: T1 T2 T3 T4 T5 T6
HP 100% 100% 100% 110% 110% 110%
SP 70% 70% 70% 80% 80% 80%
ATK 110% 110% 120% 130% 130% 130%
DEF 90% 90% 90% 100% 100% 100%
INT 80% 80% 80% 90% 90% 90%
RES 70% 70% 70% 80% 80% 80%
HIT 100% 100% 110% 110% 120% 120%
SPD 100% 100% 110% 110% 120% 120%
Capacity Mana Costs: T1 T2 T3 T4 T5 T6
Good-for-Nothing 1 1 2 2 2 3
Incompetent 14 17 20 22 26 29
Average 70 85 100 110 130 145
Skilled 280 340 400 440 520 580
Distinguished 1400 1700 2000 2200 2600 2900
Genius 7000 8500 10000 11000 13000 14500
-----------------------------------------------------------------------
Gunner (GHC12)
Inherent: Damage is increased while taking part in a Combo Attack.
Counter: 0 Move: 5 Jump: 20 Throw: 4 Panels, 29dm
Lover Bonus: Combo damage bonus increased by an additional 1% for
every two (2) lovers.
Assembly Bill: "Make a Sunset Kind of Guy."
Fst Swd Spr Bow Gun Axe Stf
Gunner - Lv. 5 Gun Mastery C E E C A E E
Sniper - Lv. 15 Gunner C E E C A E E
Outlaw - Lv. 30 Sniper C D D C A D D
Hitman - Lv. 60 Outlaw C D D C S D D
Bullseye - Lv. 120 Hitman C D D C S D D
Desperado - Lv. 240 Bullseye B D D B S D D
Aptitude: T1 T2 T3 T4 T5 T6
HP 90% 90% 90% 100% 100% 100%
SP 90% 90% 90% 100% 100% 100%
ATK 70% 70% 70% 80% 80% 80%
DEF 90% 90% 90% 100% 100% 100%
INT 70% 70% 70% 80% 80% 80%
RES 100% 100% 110% 110% 120% 120%
HIT 110% 110% 120% 120% 130% 130%
SPD 100% 100% 110% 110% 120% 120%
Capacity Mana Costs: T1 T2 T3 T4 T5 T6
Good-for-Nothing 1 1 2 2 2 3
Incompetent 14 17 20 22 26 29
Average 70 85 100 110 130 145
Skilled 280 340 400 440 520 580
Distinguished 1400 1700 2000 2200 2600 2900
Genius 7000 8500 10000 11000 13000 14500
-----------------------------------------------------------------------
Thief (GHC13)
Inherent: Has an increased chance to steal items from enemies.
Counter: 0 Move: 6 Jump: 25 Throw: 3 Panels, 26dm
Lover Bonus: Steal chance increased by 1% per lover.
Fst Swd Spr Bow Gun Axe Stf
Thief - From Start C C D C C E D
Rogue - Lv. 10 Thief C C D B B E D
Scout - Lv. 20 Rogue C C C B B E D
Bandit - Lv. 40 Scout C C C A A E D
Trickster - Lv. 80 Bandit B B C A A E C
Master Thief - Lv. 160 Trickster B B C A A E C
Aptitude: T1 T2 T3 T4 T5 T6
HP 80% 80% 80% 90% 90% 90%
SP 100% 100% 100% 110% 110% 110%
ATK 100% 100% 100% 110% 110% 110%
DEF 70% 70% 70% 80% 80% 80%
INT 80% 80% 80% 90% 90% 90%
RES 90% 90% 90% 100% 100% 100%
HIT 100% 100% 110% 110% 120% 120%
SPD 110% 110% 120% 120% 130% 130%
Capacity Mana Costs: T1 T2 T3 T4 T5 T6
Good-for-Nothing 1 1 1 1 2 2
Incompetent 10 13 16 19 22 25
Average 50 65 80 95 110 125
Skilled 200 260 320 380 440 500
Distinguished 1000 1300 1600 1900 2200 2500
Genius 5000 6500 8000 9500 11000 12500
LEVEL NAME STATS ADDITIONAL EFFECTS
Lv. 1 Health - Causes Poison
Lv. 10 Consciousness - Causes Sleep
Lv. 20 Freedom - Causes Paralysis
Lv. 40 Memory - Causes Amnesia
-----------------------------------------------------------------------
Healer (GHC14)
Inherent: Resistant to elemental attacks.
Counter: 0 Move: 4 Jump: 20 Throw: 3 Panels, 26dm
Lover Bonus: Elemental resistance increased by an additional 1% per
lover.
Fst Swd Spr Bow Gun Axe Stf
Healer - From Start D C C C D D C
Acolyte - Lv. 10 Healer C B B B C C B
Priest - Lv. 20 Acolyte C B B B C C B
Bishop - Lv. 40 Priest C B B B C C B
Cardinal - Lv. 80 Bishop C A A A C C A
Saint - Lv. 160 Cardinal C A A A C C A
Aptitude: T1 T2 T3 T4 T5 T6
HP 90% 90% 90% 100% 100% 100%
SP 100% 100% 110% 110% 120% 120%
ATK 90% 90% 100% 100% 110% 110%
DEF 80% 80% 80% 90% 90% 90%
INT 90% 90% 100% 100% 110% 110%
RES 110% 110% 120% 120% 130% 130%
HIT 90% 90% 90% 100% 100% 100%
SPD 60% 60% 60% 70% 70% 70%
Capacity Mana Costs: T1 T2 T3 T4 T5 T6
Good-for-Nothing 1 1 1 1 2 2
Incompetent 10 13 16 19 22 25
Average 50 65 80 95 110 125
Skilled 200 260 320 380 440 500
Distinguished 1000 1300 1600 1900 2200 2500
Genius 5000 6500 8000 9500 11000 12500
LEVEL NAME STATS ADDITIONAL EFFECTS
Lv. 1 Heal RES Restores HP
Lv. 3 Shield - Raises DEF
Lv. 5 Espoir - Cures Status Ailments
Lv. 10 Magic Wall - Raises RES
Lv. 13 Braveheart - Raises ATK
Lv. 15 Mega Heal RES Restores HP
Lv. 20 Target Lock - Raises HIT
Lv. 30 Giga Heal RES Restores HP
Lv. 40 Speed Boost - Raises SPD
Lv. 50 Omega Heal RES Restores HP
Lv. 50 Magic Boost - Raises INT
-----------------------------------------------------------------------
Archer (GHC15)
Inherent: Increased attack range when using a bow.
Counter: 0 Move: 4 Jump: 20 Throw: 3 Panels, 26dm
Lover Bonus: Attack range with a bow is increased by an additional
panel for every ten (10) lovers.
Assembly Bill: "Make a Lovely Hunter."
Fst Swd Spr Bow Gun Axe Stf
Archer - Lv. 5 Bow Mastery D D C A C E D
Hunter - Lv. 15 Archer D D C A C E D
Shooter - Lv. 30 Hunter D C C A C E C
Bow Master - Lv. 60 Shooter D C B S B E C
Cupid - Lv. 120 Bow Master D C B S B E C
Freischutz - Lv. 240 Cupid D C B S B E C
Aptitude: T1 T2 T3 T4 T5 T6
HP 80% 80% 80% 90% 90% 90%
SP 100% 100% 100% 110% 110% 110%
ATK 100% 100% 100% 110% 110% 110%
DEF 80% 80% 80% 90% 90% 90%
INT 80% 80% 80% 90% 90% 90%
RES 100% 100% 110% 110% 120% 120%
HIT 110% 110% 120% 120% 130% 130%
SPD 80% 80% 80% 90% 90% 90%
Capacity Mana Costs: T1 T2 T3 T4 T5 T6
Good-for-Nothing 1 1 2 2 2 3
Incompetent 14 17 20 22 26 29
Average 70 85 100 110 130 145
Skilled 280 340 400 440 520 580
Distinguished 1400 1700 2000 2200 2600 2900
Genius 7000 8500 10000 11000 13000 14500
-----------------------------------------------------------------------
Beastmaster (GHC16)
Inherent: Powers up allied monsters adjacent to the Trainer. In
addition, the bonus gauge gains are doubled for the
Beastmaster.
Counter: 1 Move: 5 Jump: 25 Throw: 5 Panels, 32dm
Lover Bonus: Adjacent ally monsters gain an additional 1% per lover.
Assembly Bill: "Make a Trainer."
Fst Swd Spr Bow Gun Axe Stf
Beast Tamer - Capture a Monster C B B B E B D
Beast Leader - Lv. 12 Beast Tamer C B B B E B D
Beast Lord - Lv. 24 Beast Leader C A A A E A D
Beast Queen - Lv. 48 Beast Lord C A A A E A D
Beast Master - Lv. 96 Beast Queen C A A A D A D
Beast Savior - Lv. 192 Beast Master B S S S D S D
Aptitude: T1 T2 T3 T4 T5 T6
HP 90% 90% 90% 100% 100% 100%
SP 100% 100% 100% 110% 110% 110%
ATK 100% 100% 110% 110% 120% 120%
DEF 90% 90% 90% 100% 100% 100%
INT 70% 70% 70% 80% 80% 80%
RES 90% 90% 90% 100% 100% 100%
HIT 100% 100% 100% 110% 110% 110%
SPD 100% 100% 100% 110% 110% 110%
Capacity Mana Costs: T1 T2 T3 T4 T5 T6
Good-for-Nothing 1 1 1 2 2 2
Incompetent 12 15 18 21 24 27
Average 60 75 90 105 120 135
Skilled 240 300 360 420 480 540
Distinguished 1200 1500 1800 2100 2400 2700
Genius 6000 7500 9000 10500 12000 13500
LEVEL NAME STATS ADDITIONAL EFFECTS
Lv. 3 Wild Groom - Raise EXP/Mana gain by 50%
Lv. 9 Domination - Raises ATK/INT/HIT
Note: Wild Groom and Domination can only be used on monsters. They
will take no effect on a humanoid. Wild Groom's duration lasts
for the battle, while Domination decays like the other stat
buffing spells.
Note: You can only capture monsters, not humanoids. On top of that,
you can only capture a monster that you can already create.
Note: The Beastmaster’s Inherent ability stacks with Tink’s.
-----------------------------------------------------------------------
Rune Knight (GHC17)
Inherent: Natural resistance to elemental damage. As an added bonus,
these beauties get a nice little boost to their own
elemental damage as well.
Counter: 1 Move: 4 Jump: 20 Throw: 4 Panels, 29dm
Lover Bonus: Elemental damage increased by an additional 1% per lover.
Assembly Bill: "Make a Busty Babe."
Fst Swd Spr Bow Gun Axe Stf
Magic Knight - Lv. 3 Sword & Staff Mastery D B C C D C B
Dark Knight - Lv. 12 Magic Knight D A B B C C B
Rune Knight - Lv. 24 Dark Knight D A B B C C A
Mega Knight - Lv. 48 Rune Knight D A A A C B A
Force Knight - Lv. 96 Mega Knight D S A A C B A
Space Knight - Lv. 192 Force Knight D S A A C B S
Aptitude: T1 T2 T3 T4 T5 T6
HP 90% 90% 90% 100% 100% 100%
SP 100% 100% 110% 110% 120% 120%
ATK 100% 100% 110% 110% 120% 120%
DEF 90% 90% 90% 100% 100% 100%
INT 100% 100% 110% 110% 120% 120%
RES 90% 90% 90% 100% 100% 100%
HIT 90% 90% 90% 100% 100% 100%
SPD 60% 60% 60% 70% 70% 70%
Capacity Mana Costs: T1 T2 T3 T4 T5 T6
Good-for-Nothing 1 1 1 2 2 2
Incompetent 12 15 18 21 24 27
Average 60 75 90 105 120 135
Skilled 240 300 360 420 480 540
Distinguished 1200 1500 1800 2100 2400 2700
Genius 6000 7500 9000 10500 12000 13500
LEVEL NAME STATS ADDITIONAL EFFECTS
Lv. 1 Fire/Wind/Ice INT F/Wi/Wa Elemental
Lv. 1 Fire Weapon - Fire cast when attacking
Lv. 1 Wind Weapon - Wind cast when attacking
Lv. 1 Ice Weapon - Ice cast when attacking
Lv. 10 Mega Fire/Wind/Ice INT F/Wi/Wa Elemental
Lv. 15 Fire Charge - Raises Fire Affinity
Lv. 15 Wind Charge - Raises Wind Affinity
Lv. 15 Ice Charge - Raises Water Affinity
Lv. 25 Giga Fire/Wind/Ice INT F/Wi/Wa Elemental
Lv. 30 Anti-Fire - Lowers Fire Affinity
Lv. 30 Anti-Wind - Lowers Wind Affinity
Lv. 30 Anti-Ice - Lowers Water Affinity
Note: The elemental spells they receive are based upon their elemental
affinity when created. Fire 50% will result in them having Fire
spells, etc. You can gain all three elements through
reincarnation or by making pupils.
=======================================================================
V.) Generic Monster Characters
Monsters and Humanoids vary on a few key points. The first of
those being, that to unlock the first tier of any monster, you simply
have to defeat it in combat. No passing bills in the assembly. No
meeting various requirements.
For each monster, I have listed the first stage in which you
encounter them. However for the Ghost, Petite Orc, White Dragon,
Mothman, Baciel, and Wood Golem, by defeating them in the Dark
Assembly, you can unlock them. Also, many of the first tier monsters
(if not all of them) can be found in the Item World. However, chances
are that you will unlock all 17 types in the original story easier than
you could in either Dark Assembly or Item World.
Again, things differ from Disgaea: Hour of Darkness, in that you
do not need to defeat each tier 1 monster about 30 times to reduce its
Mana cost to reasonable levels. Also by defeating a Tier 2 monster,
you will not unlock it. That is correct, you must level them if you
wish to get the higher tiers.
-----------------------------------------------------------------------
Spirit (GMC01)
Inherent: Regains 10% of its maximum SP every round.
Counter: 0 Move: 4 Jump: 20
Lover Bonus: SP regained is increased by 1% per lover.
Ghost - Episode 1-1
Boggart - Lv. 10 Ghost
Specter - Lv. 20 Boggart
Wraith - Lv. 40 Specter
Fiend - Lv. 80 Wraith
Phantom - Lv. 160 Fiend
Aptitude: T1 T2 T3 T4 T5 T6
HP 70% 70% 70% 80% 80% 80%
SP 110% 110% 120% 120% 130% 130%
ATK 90% 90% 90% 100% 100% 100%
DEF 70% 70% 70% 80% 80% 80%
INT 110% 110% 120% 120% 130% 130%
RES 100% 100% 110% 110% 120% 120%
HIT 100% 100% 110% 110% 120% 120%
SPD 70% 70% 70% 80% 80% 80%
Capacity Mana Costs: T1 T2 T3 T4 T5 T6
Good-for-Nothing 1 1 1 1 2 2
Incompetent 10 13 16 19 22 25
Average 50 65 80 95 110 125
Skilled 200 260 320 380 440 500
Distinguished 1000 1300 1600 1900 2200 2500
Genius 5000 6500 8000 9500 11000 12500
LEVEL NAME STATS ADDITIONAL EFFECTS
Lv. 1 Tie Down INT Causes Paralysis
Lv. 16 Ignition INT Fire Elemental
Lv. 32 Ghost Assist - Raises INT/HIT
Lv. 68 Polter Geist INT Lowers HIT
-----------------------------------------------------------------------
Undead (GMC02)
Inherent: Fully regenerates HP and SP by killing an enemy with a
regular physical attack.
Counter: 1 Move: 4 Jump: 15
Lover Bonus: Lovers give a 1.25% stat increase, instead of just the
normal 1%.
Zombie - Episode 3-1
Ghoul - Lv. 10 Zombie
Corpse - Lv. 20 Ghoul
Ghast - Lv. 40 Corpse
Wight - Lv. 80 Ghast
Zombie King - Lv. 160 Wight
Aptitude: T1 T2 T3 T4 T5 T6
HP 120% 120% 130% 130% 140% 140%
SP 100% 100% 100% 110% 110% 110%
ATK 100% 100% 110% 110% 120% 120%
DEF 100% 100% 100% 110% 110% 110%
INT 60% 60% 60% 70% 70% 70%
RES 100% 100% 110% 110% 120% 120%
HIT 90% 90% 90% 100% 100% 100%
SPD 60% 60% 60% 70% 70% 70%
Capacity Mana Costs: T1 T2 T3 T4 T5 T6
Good-for-Nothing 1 1 1 1 2 2
Incompetent 10 13 16 19 22 25
Average 50 65 80 95 110 125
Skilled 200 260 320 380 440 500
Distinguished 1000 1300 1600 1900 2200 2500
Genius 5000 6500 8000 9500 11000 12500
LEVEL NAME STATS ADDITIONAL EFFECTS
Lv. 5 Zombie Juice ATK Causes Poison
Lv. 16 Zombie Tornado ATK Wind Elemental
Lv. 34 Zombie Cannon ATK -
Lv. 66 Zombies! ATK Causes Poison/Paralysis
-----------------------------------------------------------------------
Succubus (GMC03)
Inherent: Deals higher damage to male units.
Counter: 0 Move: 4 Jump: 20
Lover Bonus: Damage dealt to males is increased by 1% per lover.
Empusa - Episode 5-1
Lilim - Lv. 12 Empusa
Succubus - Lv. 24 Lilim
Carmilla - Lv. 48 Succubus
Hecate - Lv. 96 Carmilla
Lilith - Lv. 192 Hecate
Aptitude: T1 T2 T3 T4 T5 T6
HP 90% 90% 90% 100% 100% 100%
SP 100% 100% 110% 110% 120% 120%
ATK 100% 100% 100% 110% 110% 110%
DEF 80% 80% 80% 90% 90% 90%
INT 110% 110% 120% 120% 130% 130%
RES 100% 100% 100% 110% 110% 110%
HIT 90% 90% 90% 100% 100% 100%
SPD 70% 70% 70% 80% 80% 80%
Capacity Mana Costs: T1 T2 T3 T4 T5 T6
Good-for-Nothing 1 1 1 2 2 2
Incompetent 12 15 18 21 24 27
Average 60 75 90 105 120 135
Skilled 240 300 360 420 480 540
Distinguished 1200 1500 1800 2100 2400 2700
Genius 6000 7500 9000 10500 12000 13500
LEVEL NAME STATS ADDITIONAL EFFECTS
Lv. 4 Hip Attack ATK Absorbs HP
Lv. 18 Drain INT Absorbs HP
Lv. 36 Sexy Heal RES Restores HP / Raises DEF
Lv. 68 Nightmare INT Causes Sleep
Note: Male units include all monsters except for Hanako, the Succubus
class, the Felynn class, and the Flora Beast class.
-----------------------------------------------------------------------
Felynn (GMC04)
Inherent: Higher damage when counter attacking.
Counter: 3 Move: 5 Jump: 25
Lover Bonus: Counter attack damage increased by 1% per lover.
Nekomata - Episode 4-3
Cait Sith - Lv. 12 Nekomata
Werecat - Lv. 24 Cait Sith
Tailring - Lv. 48 Werecat
Elbacky - Lv. 96 Tailring
Bastet - Lv. 192 Elbacky
Aptitude: T1 T2 T3 T4 T5 T6
HP 100% 100% 110% 110% 120% 120%
SP 90% 90% 90% 100% 100% 100%
ATK 110% 110% 120% 120% 130% 130%
DEF 90% 90% 90% 100% 100% 100%
INT 70% 70% 70% 80% 80% 80%
RES 70% 70% 70% 80% 80% 80%
HIT 100% 100% 100% 110% 110% 110%
SPD 100% 100% 110% 110% 120% 120%
Capacity Mana Costs: T1 T2 T3 T4 T5 T6
Good-for-Nothing 1 1 1 2 2 2
Incompetent 12 15 18 21 24 27
Average 60 75 90 105 120 135
Skilled 240 300 360 420 480 540
Distinguished 1200 1500 1800 2100 2400 2700
Genius 6000 7500 9000 10500 12000 13500
LEVEL NAME STATS ADDITIONAL EFFECTS
Lv. 6 Cat Strike ATK -
Lv. 18 Cat Blast ATK -
Lv. 36 Cat Kick ATK -
Lv. 72 Cat Fight ATK -
-----------------------------------------------------------------------
Dragon (GMC05)
Inherent: Immune to fire elemental damage.
Counter: 1 Move: 3 Jump: 20
Lover Bonus: Replaces the Inherent ability with a Fire Absorption.
This new ability absorbs 1% of all fire damage, per
lover, as healing.
Dragon - Episode 8-6
Fafnir - Lv. 15 Dragon
Nidhogg - Lv. 30 Fafnir
Ahzi Dahaka - Lv. 60 Nidhogg
Tiamat - Lv. 120 Ahzi Dahaka
Bahamut - Lv. 240 Tiamat
Aptitude: T1 T2 T3 T4 T5 T6
HP 120% 120% 130% 130% 140% 140%
SP 90% 90% 90% 100% 100% 100%
ATK 100% 100% 110% 110% 120% 120%
DEF 100% 100% 110% 110% 120% 120%
INT 90% 90% 90% 100% 100% 100%
RES 100% 100% 100% 110% 110% 110%
HIT 70% 70% 70% 80% 80% 80%
SPD 60% 60% 60% 70% 70% 70%
Capacity Mana Costs: T1 T2 T3 T4 T5 T6
Good-for-Nothing 1 1 2 2 2 3
Incompetent 14 17 20 22 26 29
Average 70 85 100 110 130 145
Skilled 280 340 400 440 520 580
Distinguished 1400 1700 2000 2200 2600 2900
Genius 7000 8500 10000 11000 13000 14500
LEVEL NAME STATS ADDITIONAL EFFECTS
Lv. 8 Fire Breath ATK Fire Elem / Lowers DEF
Lv. 32 Dragon Kung Fu ATK -
Lv. 64 Blazing Breath ATK Fire Elemental
Lv.120 Dragon Nova ATK Fire Elemental
Note: 8-6 is actually the first Episode you do in Chapter 8, but later,
when you return, it's listed as sixth. That's why it's
considered 8-6.
-----------------------------------------------------------------------
Prinny (GMC06)
Inherent: Explodes when thrown, killing the Prinny, but dealing damage
proportional to its current HP to all surrounding targets,
ally and enemy alike. Does not count as an Ally Kill.
Also, I should note, that all Prinnies only cost 1 Hell to
fully heal, even from death.
Counter: 0 Move: 4 Jump: 20
Lover Bonus: Damage dealt when thrown is increased by 1% per lover.
Pvt. Prinny - Episode 1-2
Cpt. Prinny - Lv. 10 Pvt. Prinny
Col. Prinny - Lv. 20 Cpt. Prinny
Gen. Prinny - Lv. 40 Col. Prinny
Prinny King - Lv. 80 Gen. Prinny
Prinny God - Lv. 160 Prinny King
Aptitude: T1 T2 T3 T4 T5 T6
HP 100% 100% 110% 110% 120% 120%
SP 100% 100% 100% 110% 110% 110%
ATK 100% 100% 110% 110% 120% 120%
DEF 80% 80% 80% 90% 90% 90%
INT 80% 80% 80% 90% 90% 90%
RES 90% 90% 90% 100% 100% 100%
HIT 100% 100% 110% 110% 120% 120%
SPD 90% 90% 90% 100% 100% 100%
Capacity Mana Costs: T1 T2 T3 T4 T5 T6
Good-for-Nothing 1 1 1 1 2 2
Incompetent 10 13 16 19 22 25
Average 50 65 80 95 110 125
Skilled 200 260 320 380 440 500
Distinguished 1000 1300 1600 1900 2200 2500
Genius 5000 6500 8000 9500 11000 12500
LEVEL NAME STATS ADDITIONAL EFFECTS
Lv. 3 Prinny Barrage ATK -
Lv. 14 Prinny Dance ATK Causes Psn/Para/Amn
Lv. 34 Prinny Bomb ATK Fire Elemental
Lv. 64 Pringer Beam ATK Star Elemental
-----------------------------------------------------------------------
Orc (GMC07)
Inherent: Attack power up when in danger.
Counter: 1 Move: 4 Jump: 20
Lover Bonus: Attack power increased by an additional 1% per lover,
while critical.
Petite Orc - Episode 1-1
Orc Captain - Lv. 10 Petite Orc
Head Orc - Lv. 20 Orc Captain
Orc Master - Lv. 40 Head Orc
Orc King - Lv. 80 Orc Master
Shadow Orc - Lv. 160 Orc King
Aptitude: T1 T2 T3 T4 T5 T6
HP 100% 100% 110% 110% 120% 120%
SP 110% 110% 120% 120% 130% 130%
ATK 100% 100% 110% 110% 120% 110%
DEF 100% 100% 100% 110% 110% 110%
INT 60% 60% 60% 70% 70% 70%
RES 90% 90% 90% 100% 100% 100%
HIT 100% 100% 100% 110% 110% 110%
SPD 70% 70% 70% 80% 80% 80%
Capacity Mana Costs: T1 T2 T3 T4 T5 T6
Good-for-Nothing 1 1 1 1 2 2
Incompetent 10 13 16 19 22 25
Average 50 65 80 95 110 125
Skilled 200 260 320 380 440 500
Distinguished 1000 1300 1600 1900 2200 2500
Genius 5000 6500 8000 9500 11000 12500
LEVEL NAME STATS ADDITIONAL EFFECTS
Lv. 3 Orc Combo ATK Lowers DEF
Lv. 18 Orc Attack ATK Causes Amnesia
Lv. 36 Orc Throw ATK Lowers DEF
Lv. 68 Orc God ATK Causes Deprave
-----------------------------------------------------------------------
Winged (GMC08)
Inherent: Move range increased while in danger.
Counter: 0 Move: 6 Jump: 35
Lover Bonus: +1 Move for every ten (10) lovers, while critical.
Mothman - Episode 1-3
Messenger - Lv. 10 Mothman
Watcher - Lv. 20 Messenger
Observer - Lv. 40 Watcher
Spy - Lv. 80 Observer
Unknown - Lv. 160 Spy
Aptitude: T1 T2 T3 T4 T5 T6
HP 80% 80% 80% 90% 90% 90%
SP 90% 90% 90% 100% 100% 100%
ATK 90% 90% 90% 100% 100% 100%
DEF 70% 70% 70% 80% 80% 80%
INT 100% 100% 100% 110% 110% 110%
RES 100% 100% 110% 110% 120% 120%
HIT 100% 100% 100% 110% 110% 110%
SPD 110% 110% 120% 120% 130% 130%
Capacity Mana Costs: T1 T2 T3 T4 T5 T6
Good-for-Nothing 1 1 1 1 2 2
Incompetent 10 13 16 19 22 25
Average 50 65 80 95 110 125
Skilled 200 260 320 380 440 500
Distinguished 1000 1300 1600 1900 2200 2500
Genius 5000 6500 8000 9500 11000 12500
LEVEL NAME STATS ADDITIONAL EFFECTS
Lv. 4 Hell Pollen ATK Causes Psn / Lowers HIT
Lv. 18 Bug Hypnosis ATK Causes Slp / Lowers SPD
Lv. 38 Ultra Sound ATK Causes Amn / Lowers INT
Lv. 64 Tornado Dive ATK Lowers DEF
Note: Unknown is the name of the Tier 6 Winged, do not be confused.
-----------------------------------------------------------------------
Aqua Demon (GMC09)
Inherent: Immune to all ice elemental damage.
Counter: 0 Move: 4 Jump: 15
Lover Bonus: Replaces the Inherent ability with an Ice Absorption.
This new ability absorbs 1% of all water damage, per
lover, as healing.
Warslug - Episode 3-3
Vodianoi - Lv. 12 Warslug
Sea Monk - Lv. 24 Vodianoi
Aqua Fighter - Lv. 48 Sea Monk
Charybdis - Lv. 96 Aqua Fighter
Dagon - Lv. 192 Charybdis
Aptitude: T1 T2 T3 T4 T5 T6
HP 100% 100% 110% 110% 120% 120%
SP 100% 100% 110% 110% 120% 120%
ATK 80% 80% 80% 90% 90% 90%
DEF 100% 100% 100% 110% 110% 110%
INT 110% 110% 120% 120% 130% 130%
RES 100% 100% 100% 110% 110% 110%
HIT 80% 80% 80% 90% 90% 90%
SPD 60% 60% 60% 70% 70% 70%
Capacity Mana Costs: T1 T2 T3 T4 T5 T6
Good-for-Nothing 1 1 1 2 2 2
Incompetent 12 15 18 21 24 27
Average 60 75 90 105 120 135
Skilled 240 300 360 420 480 540
Distinguished 1200 1500 1800 2100 2400 2700
Genius 6000 7500 9000 10500 12000 13500
LEVEL NAME STATS ADDITIONAL EFFECTS
Lv. 1 Electric Shock INT -
Lv. 12 Plasma Charge - Raises INT
Lv. 36 Shock Arrow INT -
Lv. 76 Electronic Gamer INT -
-----------------------------------------------------------------------
Flora Beast (GMC10)
Inherent: Resistant to magical damage.
Counter: 0 Move: 4 Jump: 15
Lover Bonus: Damage taken from magical attacks decreased by 1% per
lover.
Alraune - Episode 4-1
Nemophilia - Lv. 12 Alraune
Pharbitis - Lv. 24 Nemophilia
Belladonna - Lv. 48 Pharbitis
Photinia - Lv. 96 Belladonna
Parthenocissus - Lv. 192 Photinia
Aptitude: T1 T2 T3 T4 T5 T6
HP 90% 90% 90% 100% 100% 100%
SP 100% 100% 110% 110% 120% 120%
ATK 100% 100% 100% 110% 110% 110%
DEF 70% 70% 70% 80% 80% 80%
INT 100% 100% 110% 110% 120% 120%
RES 110% 110% 120% 120% 130% 130%
HIT 100% 100% 100% 110% 110% 110%
SPD 60% 60% 60% 70% 70% 70%
Capacity Mana Costs: T1 T2 T3 T4 T5 T6
Good-for-Nothing 1 1 1 2 2 2
Incompetent 12 15 18 21 24 27
Average 60 75 90 105 120 135
Skilled 240 300 360 420 480 540
Distinguished 1200 1500 1800 2100 2400 2700
Genius 6000 7500 9000 10500 12000 13500
LEVEL NAME STATS ADDITIONAL EFFECTS
Lv. 1 Green Needle ATK -
Lv. 15 Flower Dance RES Restores HP / Raises RES
Lv. 35 Full Bloom INT Wind Elem / Lowers RES
Lv. 75 Flower Hazard ATK Lowers DEF
-----------------------------------------------------------------------
Mystic Beast (GMC11)
Inherent: Immune to all wind elemental damage.
Counter: 1 Move: 6 Jump: 20
Lover Bonus: Replaces the Inherent ability with a Wind Absorption.
This new ability absorbs 1% of all wind damage, per
lover, as healing.
Cu Sith - Episode 5-3
Hell Hound - Lv. 12 Cu Sith
Black Dog - Lv. 24 Hell Hound
Garm - Lv. 48 Black Dog
Orthros - Lv. 96 Garm
Fenrir - Lv. 192 Orthros
Aptitude: T1 T2 T3 T4 T5 T6
HP 100% 100% 100% 110% 110% 110%
SP 100% 100% 100% 110% 110% 110%
ATK 100% 100% 110% 110% 120% 120%
DEF 80% 80% 80% 90% 90% 90%
INT 80% 80% 80% 90% 90% 90%
RES 70% 70% 70% 80% 80% 80%
HIT 100% 100% 100% 110% 110% 110%
SPD 110% 110% 120% 120% 130% 130%
Capacity Mana Costs: T1 T2 T3 T4 T5 T6
Good-for-Nothing 1 1 1 2 2 2
Incompetent 12 15 18 21 24 27
Average 60 75 90 105 120 135
Skilled 240 300 360 420 480 540
Distinguished 1200 1500 1800 2100 2400 2700
Genius 6000 7500 9000 10500 12000 13500
LEVEL NAME STATS ADDITIONAL EFFECTS
Lv. 6 Wild Rush ATK Wind Elemental
Lv. 22 Death Fang ATK -
Lv. 44 Wind Dice ATK Wind Elemental
Lv. 78 Animal Story ATK Lowers ATK
-----------------------------------------------------------------------
Marionette (GMC12)
Inherent: Immune to status effects like poison, etc.
Counter: 2 Move: 5 Jump: 25
Lover Bonus: Lovers give a 1.25% stat increase, instead of just the
normal 1%.
Marionette - Episode 2-1
Killer Puppet - Lv. 10 Marionette
Assassin Doll - Lv. 20 Killer Puppet
Death Coppelia - Lv. 40 Assassin Doll
Mad Jester - Lv. 80 Death Coppelia
Hells Crown - Lv. 160 Mad Jester
Aptitude: T1 T2 T3 T4 T5 T6
HP 70% 70% 70% 80% 80% 80%
SP 80% 80% 80% 90% 90% 90%
ATK 100% 100% 110% 110% 120% 120%
DEF 110% 110% 120% 120% 130% 130%
INT 60% 60% 60% 70% 70% 70%
RES 110% 110% 120% 120% 130% 130%
HIT 80% 80% 80% 90% 90% 90%
SPD 110% 110% 120% 120% 130% 130%
Capacity Mana Costs: T1 T2 T3 T4 T5 T6
Good-for-Nothing 1 1 1 1 2 2
Incompetent 10 13 16 19 22 25
Average 50 65 80 95 110 125
Skilled 200 260 320 380 440 500
Distinguished 1000 1300 1600 1900 2200 2500
Genius 5000 6500 8000 9500 11000 12500
LEVEL NAME STATS ADDITIONAL EFFECTS
Lv. 5 Spin Bomb ATK -
Lv. 15 Poison Poison ATK Causes Poison
Lv. 30 Magical Knife ATK -
Lv. 60 Illusion ATK -
-----------------------------------------------------------------------
Holy Dragon (GMC13)
Inherent: Immune to Non-Attribute special attacks.
Counter: 0 Move: 5 Jump: 30
Lover Bonus: Replaces the Inherent ability with a Damage Absorption.
This new ability absorbs 1% of all Non-Attribute special
attack damage, per lover, as healing.
White Dragon - Episode 11-6
Dragon King - Lv. 15 White Dragon
Saint Dragon - Lv. 30 Dragon King
Heaven Dragon - Lv. 60 Saint Dragon
Terra Dragon - Lv. 120 Heaven Dragon
Divine Dragon - Lv. 240 Terra Dragon
Aptitude: T1 T2 T3 T4 T5 T6
HP 90% 90% 90% 100% 100% 100%
SP 100% 100% 100% 110% 110% 110%
ATK 70% 70% 70% 80% 80% 80%
DEF 80% 80% 80% 90% 90% 90%
INT 110% 110% 120% 120% 130% 130%
RES 100% 100% 110% 110% 120% 120%
HIT 90% 90% 90% 100% 100% 100%
SPD 100% 100% 100% 110% 110% 110%
Capacity Mana Costs: T1 T2 T3 T4 T5 T6
Good-for-Nothing 1 1 2 2 2 3
Incompetent 14 17 20 22 26 29
Average 70 85 100 110 130 145
Skilled 280 340 400 440 520 580
Distinguished 1400 1700 2000 2200 2600 2900
Genius 7000 8500 10000 11000 13000 14500
LEVEL NAME STATS ADDITIONAL EFFECTS
Lv. 1 Holy Impact INT -
Lv. 25 Dragon Cure RES Restores HP / Cures Ails
Lv. 50 Holy Flare INT Water Elemental
Lv. 85 Nirvana INT Water Elemental
Note: The non-elemental immunity applies only to special attacks. They
are still susceptible to regular physicals, as well as anything
elemental. Even Star Magic will land a damaging shot.
-----------------------------------------------------------------------
Wood Golem (GMC14)
Inherent: Regenerates 20% HP at the beginning of each round.
Counter: 3 Move: 3 Jump: 15
Lover Bonus: HP Regeneration increased by 1% per lover.
Wood Giant - Episode 13-2
Tree Folk - Lv. 15 Wood Giant
Forest Guardian - Lv. 30 Tree Folk
Green Giant - Lv. 60 Forest Guardian
Gaia Titan - Lv. 120 Green Giant
Dreadnaught - Lv. 240 Gaia Titan
Aptitude: T1 T2 T3 T4 T5 T6
HP 120% 120% 130% 130% 140% 140%
SP 100% 100% 100% 110% 110% 110%
ATK 110% 110% 120% 120% 130% 130%
DEF 100% 100% 110% 110% 120% 120%
INT 80% 80% 80% 90% 90% 90%
RES 90% 90% 90% 100% 100% 100%
HIT 70% 70% 70% 80% 80% 80%
SPD 60% 60% 60% 70% 70% 70%
Capacity Mana Costs: T1 T2 T3 T4 T5 T6
Good-for-Nothing 1 1 2 2 2 3
Incompetent 14 17 20 22 26 29
Average 70 85 100 110 130 145
Skilled 280 340 400 440 520 580
Distinguished 1400 1700 2000 2200 2600 2900
Genius 7000 8500 10000 11000 13000 14500
LEVEL NAME STATS ADDITIONAL EFFECTS
Lv. 15 Land Break ATK -
Lv. 45 Angry Tree ATK -
Lv. 80 Rush Hour ATK -
Lv.150 Nature's Wrath ATK -
-----------------------------------------------------------------------
Rifle Demon (GMC15)
Inherent: 100% Chance to land any attack.
Counter: 2 Move: 3 Jump: 15
Lover Bonus: Lovers give a 1.25% stat increase, instead of just the
normal 1%.
Baciel - Episode 13-4
Gambiel - Lv. 15 Baciel
Adnachiel - Lv. 30 Gambiel
Verchiel - Lv. 60 Adnachiel
Ambriel - Lv. 120 Verchiel
Malchidael - Lv. 240 Ambriel
Aptitude: T1 T2 T3 T4 T5 T6
HP 110% 110% 120% 120% 130% 130%
SP 100% 100% 110% 110% 120% 120%
ATK 110% 110% 120% 120% 130% 130%
DEF 100% 100% 100% 110% 110% 110%
INT 60% 60% 60% 70% 70% 70%
RES 100% 100% 110% 110% 120% 120%
HIT 70% 70% 70% 80% 80% 80%
SPD 70% 70% 70% 80% 80% 80%
Capacity Mana Costs: T1 T2 T3 T4 T5 T6
Good-for-Nothing 1 1 2 2 2 3
Incompetent 14 17 20 22 26 29
Average 70 85 100 110 130 145
Skilled 280 340 400 440 520 580
Distinguished 1400 1700 2000 2200 2600 2900
Genius 7000 8500 10000 11000 13000 14500
LEVEL NAME STATS ADDITIONAL EFFECTS
Lv. 5 Death Blast ATK Star Elemental
Lv. 45 Extinction Beam ATK Star Elemental
Lv.100 Deep Impact ATK Star Elemental
Lv.180 Armageddon ATK Star Elemental
-----------------------------------------------------------------------
Dragon Zombie (GMC16)
Inherent: Resistant to physical attacks.
Counter: 2 Move: 3 Jump: 15
Lover Bonus: Damage taken from physical attacks decreased by 1% per
lover.
Skeletal Dragon - Episode 12-2
Death Dragon - Lv. 15 Skeletal Dragon
Curse Dragon - Lv. 30 Death Dragon
Mystic Dragon - Lv. 60 Curse Dragon
Dark Dragon - Lv. 120 Mystic Dragon
Hell Dragon - Lv. 240 Dark Dragon
Aptitude: T1 T2 T3 T4 T5 T6
HP 100% 100% 110% 110% 120% 120%
SP 90% 90% 90% 100% 100% 100%
ATK 110% 110% 120% 120% 130% 130%
DEF 110% 110% 120% 120% 130% 130%
INT 90% 90% 90% 100% 100% 100%
RES 70% 70% 70% 80% 80% 80%
HIT 100% 100% 100% 110% 110% 110%
SPD 60% 60% 60% 70% 70% 70%
Capacity Mana Costs: T1 T2 T3 T4 T5 T6
Good-for-Nothing 1 1 2 2 2 3
Incompetent 14 17 20 22 26 29
Average 70 85 100 110 130 145
Skilled 280 340 400 440 520 580
Distinguished 1400 1700 2000 2200 2600 2900
Genius 7000 8500 10000 11000 13000 14500
LEVEL NAME STATS ADDITIONAL EFFECTS
Lv. 15 Curse Breath ATK Causes Deprave
Lv. 35 Hatred Bite ATK Lowers DEF
Lv. 75 Darkness Breath ATK Causes Deprave
Lv.150 Homing Curse ATK Causes Deprave
-----------------------------------------------------------------------
Roc (GMC17)
Inherent: Weakens all adjacent foes, reducing stats.
Counter: 1 Move: 4 Jump: 25
Lover Bonus: Stat reduction of foes is increased by 1% per lover.
Cockatrice - Episode 4-2
Basilicrow - Lv. 12 Cockatrice
Peryton - Lv. 24 Basilicrow
Malphas - Lv. 48 Peryton
Foolfool - Lv. 96 Malphas
Abraxas - Lv. 192 Foolfool
Aptitude: T1 T2 T3 T4 T5 T6
HP 100% 100% 100% 110% 110% 110%
SP 100% 100% 100% 110% 110% 110%
ATK 100% 100% 110% 110% 120% 120%
DEF 90% 90% 90% 100% 100% 100%
INT 80% 80% 80% 90% 90% 90%
RES 100% 100% 100% 110% 110% 110%
HIT 100% 100% 100% 110% 110% 110%
SPD 80% 80% 80% 90% 90% 90%
Capacity Mana Costs: T1 T2 T3 T4 T5 T6
Good-for-Nothing 1 1 1 2 2 2
Incompetent 12 15 18 21 24 27
Average 60 75 90 105 120 135
Skilled 240 300 360 420 480 540
Distinguished 1200 1500 1800 2100 2400 2700
Genius 6000 7500 9000 10500 12000 13500
LEVEL NAME STATS ADDITIONAL EFFECTS
Lv. 4 Stone Breath ATK Causes Paralysis
Lv. 20 Sand Storm ATK Wind Elem / Lowers HIT
Lv. 40 Cyclone Breath ATK Causes Poison
Lv. 72 Super Egg ATK Causes Amnesia
=======================================================================
VI.) Weapon Skills
In case you are wondering, I have included weapons and the Weapon
Skills in my guide. The reasoning behind this is that no humanoid
character is complete without a weapon. With weapons come Weapon
Skills. Therefore, unless you intend to use only monsters, you are
going to need to know what weapon skills are coming your way. And so,
weapon skills have a vital spot in this guide.
I know that certain types of weapon skills drop stats, like Gun
skills dropping the SPD of an opponent. However, normal attacks as
well as all weapon skills with said weapon have this effect. So I feel
it would be redundant to list on every single weapon skill that it
lowers the same stat.
To rapidly increase your Weapon Mastery, get the Armsmaster
Specialist (found on certain weapons), and subdue and stack them until
the Armsmaster is level 1900. This will increase your weapon mastery
gain by 20x! If you are using a character with a weapon that they're
not too proficient with, then also equip a corresponding scroll to help
boost it.
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Fist (WPNS1)
SKILL NAME STATS ADDITIONAL EFFECTS
Lv. 1 - Triple Strike ATK/SPD -
Lv. 3 - Tiger Charge ATK/SPD -
Lv. 6 - Lion's Roar ATK/SPD -
Lv. 10 - King of Beasts ATK/SPD -
Lv. 15 - Rising Dragon ATK/SPD -
Lv. 21 - Big Bang ATK/SPD Fire Elemental
A Rank Fist Users: S Rank Fist Users:
Adell Ninja (Tier 6)
Axel Kunoichi (Tier 6)
Ninja (Tiers 3-5) Majin (Tiers 4-6)
Kunoichi (Tiers 3-5) Sinner (Tiers 4-6)
Majin (Tiers 1-3)
Sinner (Tiers 1-3)
Geomancer (Tiers 4-6)
Adell's Dad Says:
"[Tutorial: Fist Weapon] - Fist weapons are best for characters that
are good at close combat, like Adell. For normal attacks, there's a
slightly better chance to team attack, and there's two extra counter
attacks. Another characteristic of a fist weapon is that damage
depends on attack power (ATK) and speed (SPD). This means that even
weak people can cover up for their attack power with speed. That's an
important merit. Even if you increase your attack power, if your speed
is low, you won't do as much damage, so watch out for that. Skills
that you can learn with fist weapon mastery include those that can move
the opponent's position, so remember that."
My Notes:
As a general rule, the average stats of a fist-type weapon
(namely the Ultimus) when perfected are lower because it's a dual-stat
weapon. Do not be alarmed however, because it's still powerful enough
to get the job done quite easily. Big Bang is priceless in the Item
World, thanks to its 64 dm up/down range, and 3x3 attack zone.
-----------------------------------------------------------------------
Sword (WPNS2)
SKILL NAME STATS ADDITIONAL EFFECTS
Lv. 1 - Blade Rush ATK -
Lv. 3 - Hurricane Slash ATK Wind Elemental
Lv. 6 - Moon Slash ATK -
Lv. 10 - Winged Slayer ATK -
Lv. 15 - Dark X Slash ATK -
Lv. 21 - Dimension Slash ATK Star Elemental
A Rank Sword Users: S Rank Sword Users:
Yukimaru Laharl
Male Fighter (Tiers 2-4) Male Fighter (Tiers 5-6)
Lady Fighter (Tiers 2-4) Lady Fighter (Tiers 5-6)
Ninja (Tiers 3-5) Ninja (Tier 6)
Kunoichi (Tiers 3-5) Kunoichi (Tier 6)
Majin (Tiers 1-3) Majin (Tier 4-6)
Knight (Tiers 3-4) Knight (Tiers 5-6)
Samurai (Tiers 1-3) Samurai (Tiers 4-6)
Healer (Tiers 5-6) Beastmaster (Tier 6)
Beastmaster (Tiers 3-5) Rune Knight (Tiers 5-6)
Rune Knight (Tiers 2-4)
Adell's Dad Says:
"[Tutorial: Sword Weapon] - The sword weapon is the most generic
weapon. I suggest it for beginners. There are a variety of skills
that you can learn with sword weapon mastery, so they should be useful
for many situations. If you're a character good with swords, equip a
sword and train well."
My Notes:
Swords are epic. That's all that needs to be said. They have
quite a range of areas to choose from, whether it's enemies in a
straight line with Dimension Slash, a bunched up group to clean out
with Winged Slayer, or just one guy you really want to feel the pain of
Dark X Slash. Always ... ALWAYS have at least one person with a high
level of Sword Mastery on your team, it will be priceless.
-----------------------------------------------------------------------
Spear (WPNS3)
SKILL NAME STATS ADDITIONAL EFFECTS
Lv. 1 - Impaler ATK -
Lv. 3 - Lightning Spear ATK -
Lv. 6 - Asteroid Drop ATK -
Lv. 10 - Turbulence ATK Wind Elemental
Lv. 15 - Divine Strike ATK -
Lv. 21 - Spear Storm ATK Fire Elemental
A Rank Spear Users: S Rank Spear Users:
Etna Male Fighter (Tiers 5-6)
Male Fighter (Tiers 2-4) Lady Fighter (Tiers 4-6)
Lady Fighter (Tiers 2-3) Ninja (Tier 6)
Ninja (Tiers 3-5) Majin (Tiers 4-6)
Knight (Tiers 2-4) Knight (Tiers 5-6)
Majin (Tiers 1-3) Beastmaster (Tier 6)
Samurai (Tier 6)
Healer (Tiers 5-6)
Beastmaster (Tiers 3-5)
Rune Knight (Tiers 4-6)
Adell's Dad Says:
"[Tutorial: Spear Weapon] - The spear is the next most popular weapon
after swords. The greatest advantage of the spear is being able to
attack someone 2 spaces away from you. Since you can attack away from
the enemy, you can team attack and combo from the same space. The
spear can also block attacks from the front, which is another trait
of the spear. (* Blocks only occur from frontal attack). Another merit
of the spear is that your defense (DEF) also increases. Skills that
you can learn with spear weapon mastery may change your position after
using the skill. The spear is a weapon that makes battle tactic
variations more plentiful."
My Notes:
One of the weaker weapon types. The DEF boost is pretty much a
waste once you start getting Super Robo Suits, and reach outlandish
levels. The 2-space attack range is nice, though. However, Asteroid
Drop, Turbulence, and Spear Storm all have the same attack zone, which
doesn't give for a lot of variety. To be honest, these weapons are
mediocre at best. However, like anything in this game, they are still
quite a capable weapon.
-----------------------------------------------------------------------
Bow (WPNS4)
SKILL NAME STATS ADDITIONAL EFFECTS
Lv. 1 - Poison Blast ATK/HIT Water Elemental / Poison
Lv. 3 - Raiden Missile ATK/HIT Causes Deprave
Lv. 6 - Delta Split ATK/HIT Causes Sleep
Lv. 10 - Zielregen ATK/HIT Fire Elemental / Paralyze
Lv. 15 - Doppelganger ATK/HIT Causes Amnesia
Lv. 21 - Omega Comet ATK/HIT Water Elemental
A Rank Bow Users: S Rank Bow Users:
Lady Fighter (Tiers 2-4) Lady Fighter (Tiers 5-6)
Majin (Tiers 1-3) Majin (Tiers 4-6)
Samurai (Tier 6) Archer (Tiers 4-6)
Thief (Tiers 4-6) Beastmaster (Tier 6)
Healer (Tiers 5-6)
Archer (Tiers 1-3)
Beastmaster (Tiers 3-5)
Rune Knight (Tiers 4-6)
Adell's Dad Says:
"[Tutorial: Bow Weapon] - The bow is a long range weapon that allows
you to attack an enemy from far away. For normal attacks, attack power
(ATK) and accuracy (HIT) affect the attack. Even if you raise attack
power, it won't be as powerful, so remember to raise accuracy too. The
bow is useful with a large attack range. When equipped, the accuracy
(HIT) increases, so it's fit to fight agile enemies. Skills that you
can learn with bow weapon mastery have long distance, and have effect
ranges of single to multiple enemies. Skills are also affected by
attack power (ATK) and accuracy (HIT). Also, bow skills may also
induce abnormal effects. The best use for the bow is to have a low
defense character attack from a distance to include him in combos. If
the final attack is done with a bow, there's a chance to get a treasure
chest."
My Notes:
Like the Fist, the Bow suffers from the same Dual-Stat Perfection
syndrome. It won't be nearly as strong as a Gun would be. However, to
make up for it, the Bow has a vast array of status-changing weapon
skills, and even a couple elemental ones. In my honest-to-god opinion,
what Bows lack in power, they more than make up for in versatility and
range.
-----------------------------------------------------------------------
Gun (WPNS5)
SKILL NAME STATS ADDITIONAL EFFECTS
Lv. 1 - Tri-Burst HIT -
Lv. 3 - Gaia Blast HIT -
Lv. 6 - Proximal Shot HIT Star Elemental
Lv. 10 - Shooting Stars HIT -
Lv. 15 - Totenkruez HIT Fire Elemental
Lv. 21 - Inferno HIT Fire Elemental
A Rank Gun Users: S Rank Gun Users:
Rozalin Majin (Tiers 4-6)
Etna Gunner (Tiers 4-6)
Majin (Tiers 1-3)
Gunner (Tiers 1-3)
Thief (Tiers 4-6)
Adell's Dad Says:
"[Tutorial: Gun Weapon] - The gun is the longest range weapon. For
normal attacks, its characteristic is having high accuracy (HIT) to
apply damage to the opponent. No matter how high you raise the attack
power (ATK), it doesn’t affect the usage of the gun, so watch for that.
Sometimes, when you use the gun to attack, it may add an extra effect
that lowers an opponent's speed (SPD). If the enemy is too quick,
first attack them with a gun to lower their speed, and then continue
with a combo to defeat it easily. Also, the gun has a longer range
than the bow, but can only attack in a straight line. Plan your battle
tactics carefully. Most skills that you learn from gun weapon mastery
shoot a long distance. Skills also depend on your accuracy (HIT) to
damage enemies. Also, some skills can add an effect that lowers the
speed (SPD) of the opponent."
My Notes:
Useful, but not my first pick. They are more powerful than a
Bow, but the inability to attack anywhere but in a straight line really
hurts the Gun's overall usefulness in my opinion. Also, both
Totenkruez and Inferno being Fire Elemental can be detrimental in the
wrong situation (lots of Dragons, for instance). Still, the Gun isn't
without merit. They're quite useful, and can actually be quite
powerful if the character's HIT is boosted. In the early to mid game,
the boosted HIT also boosts your accuracy too, which means you'll
almost never miss.
-----------------------------------------------------------------------
Axe (WPNS6)
SKILL NAME STATS ADDITIONAL EFFECTS
Lv. 1 - Boulder Crush ATK -
Lv. 3 - Colossal Fissure ATK -
Lv. 6 - Boomerang Axe ATK -
Lv. 10 - Violent Storm ATK -
Lv. 15 - Graviton Flare ATK -
Lv. 21 - Calamity Drive ATK -
A Rank Axe Users: S Rank Axe Users:
Etna Fubuki
Laharl Male Fighter (Tiers 4-6)
Male Fighter (Tiers 2-3) Majin (Tiers 4-6)
Majin (Tiers 1-3) Knight (Tiers 5-6)
Knight (Tiers 3-4) Beastmaster (Tiers 6)
Beastmaster (Tiers 3-5)
Adell's Dad Says:
"[Tutorial: Axe Weapon] - The axe takes pride in having the most power
of all the weapon types. With normal attacks, the accuracy may be low,
but when they hit, they really hit. Sometimes, attacking with the axe
may add the extra effect of lowering the opponent's defense (DEF).
Start an attack with the axe to lower the defense, and continue with
combos to make it easier to bring down stronger enemies. An axe is
also appealing for it's high critical rate. Skills learned from Axe
weapon mastery have simpler limits to distance and range, so it is
easier to make combos and other tactics. Also, with skills, the
stronger the opponent, the greater the decrease in DEF, an important
factor in battle. With team attacks and combos, it's fit to aim for
big damage."
My Notes:
Raw power at it's finest. Nothing beats the near 500,000 ATK of
a Perfected Apocalypse! However, the big drawback of the Axe is the
lowered HIT value, which can render a character useless if you're
unprepared for it. But, it's worth noting that if you perfect an item
properly, the negative HIT value will eventually turn into a positive,
and become an asset to the user. The main drawback of the Axe, is
their lack of range. Every single one of the weapon skills attacks a
single adjacent enemy. It's for this very reason, however, that people
use Axes on characters like Laharl and Etna, so they can take advantage
of the Axe's power using the range of Meteor Impact or Chaos Impact.
-----------------------------------------------------------------------
Staff (WPNS7)
POWER: Staves naturally increase the power of spells, at a rate of 3%
per staff level. This effect actually increases every level,
clear until Staff Mastery Level 34, and caps out at 200%.
Cannot go wrong with double spell power.
RANGE: Without a staff, a spell caster has a spell range of 1 at spell
level 0. Normally this effect would increase at the rate of
one panel per spell level, until it maxed out. However, if the
spell caster equips a staff, they get bonus range, to make it
much easier and exponentially faster to achieve maximum range.
Mastery grants more range at the following intervals:
Level 0 = Range +1
Level 2 = Range +2
Level 6 = Range +3
Level 10 = Range +4
Level 15 = Range +5
AREA: Like Range, leveling Staff Mastery, will give the caster extra
areas of effect. Normally, a spell would get a new area of
effect once per level starting at level 2, until maxing out at
level 9, with the 3x3 pattern. The intervals in which Staff
Mastery grants a new area of effect are as follows:
Level 3 = Area +1
Level 7 = Area +2
Level 11 = Area +3
Level 16 = Area +4
A Rank Staff Users: S Rank Staff Users:
Flonne Skull (Tiers 5-6)
Skull (Tiers 1-4) Girl Mage (Tiers 5-6)
Girl Mage (Tiers 1-4) Kunoichi (Tier 6)
Kunoichi (Tiers 3-5) Majin (Tiers 4-6)
Majin (Tiers 1-3) Geomancer (Tiers 4-6)
Geomancer (Tiers 2-3) Rune Knight (Tier 6)
Healer (Tiers 5-6)
Rune Knight (Tiers 3-5)
Adell's Dad Says:
"[Tutorial: Staff Weapon] - The staff is a weapon that bolsters magic.
The staff isn't really effective as a weapon, and it doesn't have any
skills that you can learn with weapon mastery. But! Weapon mastery
will increase the use of magic, and guess what!? As you increase
weapon mastery of the staff, the range of the magic spell will increase
as well!! Then you can attack multiple enemies from a distance, or
heal your group members, and gain more of an advantage in battle. If
you're going to make a character mainly use magic, it is best to equip
them with a staff. Train up hard and you can defeat all enemies
without even coming close to them."
My Notes:
Magic and Staves. Like Peanut Butter and Waffles! A staff is
the key to making or breaking a mage character. There's really not
much to say, other than it's silly not to use a staff on a mage-
character. Inversely, the only reason to even use a staff is to take
advantage of it's boosts to magic. No magic makes the staff a dull
weapon, and in that case, you'd probably be better off with something
different.
-----------------------------------------------------------------------
Scrolls (WPNS8)
I mentioned earlier that there was a means to increase weapon
mastery temporarily using Scrolls. Well, here's where I explain it in
full detail.
What is a scroll? It is a piece of equipment you can equip in
one of the armor slots that modifies a character's weapon mastery and
corresponding aptitudes. They are intended to make leveling your
weapon mastery easier, if the character using the weapon isn't very
proficient with it. However, if the character using the weapon is
already very skilled using it, the scroll will actually drag them down,
so bear that in mind.
How does one get a scroll? Well, there are two ways. One is
from a shop in a Mystery Gate in the Item World. They are a pretty
rare occurrence, but they do carry most/all of the scrolls. The other,
and in my opinion far easier, way to get them is from the "Mastering"
felonies. To get them from the "Mastering" felonies, you need to first
have a character with 15+ Mastery in whatever weapon you want. This
can be easily done using an S-Rank user and a 1900 Armsmaster. Now,
simply get the Subpoena, and reach the Court Gate and net yourself 12
felonies and a Scroll for your weapon.
How does it help? Scrolls do two things. The first is that it
sets the weapon mastery rank of the weapon type it's for (Sword Mastery
Rank for a Scroll: Sword) to A (a value of 20). This means if you put
it on a character that already has an A or S rank in the weapon, it
will bring them down! The second thing it does is alter the aptitudes
of the stats the weapon uses, and sets them to 120%. For instance, a
Bow uses the ATK and HIT stats, so a Scroll: Bow will set the
character's ATK and HIT aptitudes to 120%. Again, equipping a scroll
on a character will set the aptitudes to 120% regardless of what they
originally are. These two effects ONLY remain in effect while the
scroll is equipped, and will be removed once the Scroll is unequipped.
Why should you use one? Well, what if you just happened to want
to make say ... an Archer using a Sword? Or a Male Fighter using a
Staff and Magic? Or a Skull using an Axe? Equipping a Scroll to the
character could drastically increase their usefulness, and make it far
easier to max out their weapon mastery. Besides, the changes in
aptitudes could make the character far more powerful than they would
normally be without it.
=======================================================================
VII.) The Specialist "Lover"
Lovers get their own section, because they are so intricate, and
are a vital part of character development. No character is complete
without a Lover ... and I do not mean a significant other. No, I mean
a specialist that gives a multitude of bonuses to the character it
loves!
The first question on the list, is how one obtains a "Lover". To
make a Lover spawn, you have to first decide which type of Lover you
want. Simply put, who is the Lover going to love? You have to decide
this, because Lovers will only affect the person they love. Adell
Lovers only give their bonuses to Adell, for example.
Next, find a piece of equipment that has not spawned a lover yet.
The rarity of the item equipped does effect the level of the Lover
spawned. If it is normal (32-255), it will only spawn a level 1 Lover.
If it is rare (8-31), it will spawn a level 2 Lover. If it is
legendary (0-7), it will spawn a level 3 Lover. So naturally,
legendary items are much better when it comes to Lover farming. Also,
the item must be Rank 5 or above to be able to spawn Lovers. That is
why you never see Lovers at early stages of the game, it is a measure
to prevent you from becoming too strong early on. To really speed
things up, get a legendary weapon, and three legendary armors or
accessories, and equip them all at once.
Alright, now that we have our character and our equipment, what do
we do? You have to fight at least 35 battles, without removing the
"Spawning Equipment." Let me reiterate that point. After 35 battles,
the Lovers will begin having a chance of appearing. That means that
even after 35 battles, you might not see a Lover. Sometimes you might
even need to fight over 100 fights, just to spawn a Lover. Also, do
not remove any equipment you wish Lovers to spawn on, because doing so
will completely remove all the battles you have done from the "Spawning
Counter". An easy stage to spawn lovers on, is Stage 1-2, Reflection
Pond. Just move forward, pick up a Prinny, and toss it. All the
surrounding Prinnies will explode. Repeat this until all desired
Lovers spawn.
Of course, this method is only one of infinite methods. I find it
to be the quickest way to get Lovers for the humanoid characters. You
can do it the old-fashioned way, like others I know, and actually fight
the enemies while leveling in any stage, like Ordeal 4, for instance.
The method of spawning is up to you.
But, now that you have your character Lover, what does it do?
Well, Lovers have different effects for each class. In each character
section, you probably saw "Lover Bonus". That is the unique bonus
granted to the character by their lovers. The other bonus granted, is
a 1% boost to all stats. A couple classes do not have a unique bonus,
and instead give an extra 0.25% stat boost on top of the 1%. The Majin
class, however, does not have any unique bonus at all.
Now, Lovers, being a specialist, are able to be subdued in the
Item World. Now, be careful, because Lovers are a unique specialist in
more ways than one. They are in fact, pretty much "Posers" of the
character that originally spawned them. However, they will mirror that
character's CURRENT level, stats, and equipment. So even if you
spawned it at level 50, but did not subdue the Lover until that
character was 1000, the Lover will be level 1000. As "Posers", you
cannot steal their gear, so tough luck.
When subdued, their level will naturally double. Their effect
caps at 25, so they are probably the easiest specialist to cap, despite
how hard it is to actually subdue a tough Lover.
Also, if you choose to spawn Lovers in the Item World, do note
that you must actually clear the floor to have it count towards the
counter. Entering any gate, be it Mystery, Dimensional, Hyper-
Dimensional, or Court, will discount that battle from the counter.
Finally, I would like to note, that if you spawn a Lover on an
item that is already cleared in the Item World, then it, along with all
unsubdued specialists remaining on that item, cannot be subdued. And
they will forever take up a slot on that item. If you have not spawned
a Lover on said item, and still wish to avoid this, then you can keep
the item full of specialists. This will prevent a Lover from spawning,
due to lack of space.
=======================================================================
VIII.) Legal & Contact Information
This may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or
otherwise distributed publicly without advance written permission. Use
of this guide on any other web site or as part of any public display is
strictly prohibited, and a violation of copyright.
All trademarks and copyrights contained in this document are owned by
their respective trademark and copyright holders.
This guide was written solely for GameFAQs. GameFAQs is the only site
with permission to display this guide.
Also, if there are any mistakes, or misinformation in this guide, then
I greatly encourage you to e-mail me and let me know what it is, and
what the correction should be.
And, if you have any questions or comments, do feel free to ask me. I
will gladly answer any questions, if I know the answer to them. I do
not know everything, but that which I do not know, I can find out for
you.
disgaea_gurl@yahoo.com
=======================================================================
IX.) Version History
Version 1.00 - Guide first created. So far, no updates.
Version 1.10 - Updated F.A.Q. and Contact Info. Fixed a few continuity
errors in the guide. Added a note into Kurtis' section,
the Majin's section, and the Sinner's Section.
Version 1.20 - Fixed a few errors and updated Contact Info again.
Added in the mechanics behind Master/Pupil stat boosts.
Also added in the mechanics behind Rose Liberation. I
removed all Asterisks and changed them to "Notes" for
consistency.
Version 1.25 - Fixed a few spelling errors, and reworded a few notes.
Also fixed the error regarding Lover levels in the Item
World.
Version 1.50 - Changed the "About the Guide" section into the "Generic
Character Information" section. Expanded the Weapon
Mastery section to reflect Scrolls, and added my own
notes to each of the seven weapon sections. Fixed many
spelling and grammatical errors that I missed many times
through.
=======================================================================
X.) Special Thanks
Nippon Ichi for creating this gem of a game. Both this, and its
prequel, Disgaea: Hour of Darkness, are my two favorite games, and I
greatly love both of them.
GameFAQs for hosting this guide. The information needs to be there for
all to see, regardless if they are forum users or not, and you are
helping them out.
My girlfriend for her patience when I would play for hours on end. If
you had not let me play, I would not have been able to accrue the
information needed to make this guide, thank you again!
Scy046 for assisting me recently, and giving me the rarity values
for Legendary, Rare, and Normal; and for assisting me with the mastery
levels for the staff bonuses.
Scy046 and Coryney, both, for the mechanics behind Mentor/Student stat
bonuses.
Prometheusx303 and Coryney, both, for their continued support and
helpful advice.
Gigandas for giving me the aptitudes and Mana costs of the 5th and 6th
tiers of the Majin class, and giving me the correct values for the 4th
tier of the Majin class.
the void for pointing out a typing mistake I made about one of the
stages.
Iniera for giving me the mechanics behind Rose Liberation.
Anyone else I am forgetting from the GameFAQs Forums, please e-mail me
at the address in the "Legal & Contact Information" if you wish to be
noted. I will gladly update this guide with your name in it.