SaGa Frontier FAQ
Begun Apr 22, 1998
By Nefdar (nefdar@hotmail.com)

Places to find this FAQ:
members.spree.com/sip/nefdar
www.gamefaqs.com

Revision 1 - Got the idea to write the thing, started intro
section.

Revision 2 - Finished intro section, began character descriptions.

Revision 3 - Added sword, gun, and fighting ability lists.

Revision 4 - Added mecha and monster ability lists and monster forms.

Revision 5 - Added magic lists and descriptions.  Added combo section.

Revision 6 - Added weapon/armor lists.

Revision 7 - Added enemy lists and began walkthroughs.

Revision 8 - Did T260G's walkthrough.

Revision 9 - Did Lute, Asellus.

Revision 10 - Did Red, Emelia, Riki, am finally done!!!

Revision 11 - Fixed a mistake in Asellus section, added my site to 
places to find this faq list, added name to thanks

First thing---if there are any mistakes in this FAQ then please pretty
please with a cherry on top write to me at the address given and tell me.
I typed this thing completely by myself and am responsible for 90% of the
work that went into gathering this information(9% goes to my
fiance and about 1% goes to various emails from readers).
There are bound to be mistakes, so let me know about them.

Hello, and welcome to my SaGa Frontier FAQ!  Hopefully this document will
be useful to the players of this game and will help out with any problem
that the gaming public may have.  Note that I intend for this document to
be exhaustive and to cover as much as I can, but since I am doing all the
work myself with a small amount of help from other writers(who will be duly
commended and credited) there is a decent chance that I'll miss something.
If so, notify me by email and you will be credited here for any useful info
you supply.  Note that anyone who uses this FAQ for personal gain other than
personal enjoyment is not only violating the law, but incurring my wrath!
You are free to use any information here for your page, but have the decency
not to cut and paste this work and call it your own, give me due credit.
Writing a FAQ for a game like this, which has so much to discover and to
offer, is not easy - in fact, it's damn painstaking work which I'm sure will
ruin my enjoyment of this game in the end.  So please have the respect to
not steal from me.  This FAQ was written in MS-DOS editor for the US
version of SaGa Frontier for the PSX.  I am aware that there are differences
between the Japanese and US versions, and I felt that(at least at the time
I started writing) there were not many resources available for the American
version and that this FAQ would be useful.  Hopefully it still will be when I
finish...

SaGa Frontier is a RPG by Square, the makers of the ludicrously popular
Final Fantasy series.  It is unique in that it allows you to select from
7 different characters, each with their own storyline and different(though
not COMPLETELY different) adventure.  This game also contains something
which Square has been leaving out of its RPG's lately - some challenge.  You
won't tear your hair out or anything, but you will probably get killed a few
times over the course of the game, especially when you first start and don't
understand how the hell the level-up's work.  Some characters are easier
than others, but none of them are a complete joke. Compared to the games
that they have come out with recently, this is a decided improvement.  Not
including fighting the completely optional weapon monsters, I have never seen
the Game Over screen in FF7.  It may be because of the very slow pace that I
play RPG's at, spending a lot of time exploring and level raising to take in
the full experience of the setting, but that game was pretty much a piece of
cake.  Come on, there's a spell that can kill the last boss in one move.
I remember back when you had to walk around and play patiently in order to
have even the slightest chance of victory(remember the first Final Fantasy?
Or the first Breath of Fire game?  You'd get your ass kicked so bad
the characters in your other games would feel it if you didn't spend a good
bit of time leveling up).  This game requires a good bit of patience if you
don't want to be reloading your game every 10 minutes.  Granted, you can
win that way eventually, but is that really a victory?  Hopefully the game
designers are wrong in their assumption that game players(read: American
game players) are impatient and do not want to spend time to learn a
challenging game.  How well this game sells will be a good indicator to me,
since it is one of the most intriguing RPG's I've played in a while.
Note that all the lists of weapons, armor, enemies, abilities, and general
gameplay advice is given before the walkthroughs so that you do not have
to scroll past the walkthroughs to read the lists, as the walkthroughs are
big spoilers.  I would not advise you to read any walkthrough for any game
until you have already finished the game or you are irrevocably stuck, as
these ruin the story's suspense completely.

Playing the game

Upon booting up your game and reaching the opening screen, you must select
your character.  Note that you'll be spending a lot of time with this
character, so pick one that you like.

Next you'll be asked to make system data for SaGa Frontier to use.  This is
just a way for the PSX to keep track of how many characters you have comp-
leted.  This is important so that you can get the special bonus room
available if you complete all seven characters.  These menus are fairly
self-explanatory, so I won't go into detail, just remember to wait after the
ending for your character for the screen that allows you to update this
system data, or else you'll miss out on the semi-cool bonus.  Oh yeah, this
data requires 1 memory block on your card, and the actual game requires 2.

The PSX controller is lain out(grammar...) like this:
L2                                 R2   (on top)
L1                                 R1      "
                          T(riangle)
D-Pad Select Start  S(quare)    O(circle)
                          X(cross)
Hope that makes sense(actually, hope you don't need it).

You will have some cinematic scene, then you will be in control of your
character.  Holding down the X button allows you to dash(You'll be holding
this down throughout the whole game.  If I were in charge, I would have made
you hold down the X button NOT to dash).  The O button is for talking and
picking up items, as well as investigating an area.  The T button is not used
on this screen except for the quicksave option, achieved by holding T and
pressing R1.  Don't use this, just save to the card, since pressing reset
erases your quicksave.  The S button allows you to access your subscreen.
Start pauses the game, Select is useless.  The D-pad moves your character.
If you hold L1, R1, and select, then press start, you will perform the
quick restart(faster than hitting reset on the console).

Once on your subscreen, a plethora of options become available to you.
You can see your current party's basic stats in the windows on the left.
Pressing left and right will scroll through the stats until you reach the
one you want.  Pressing select will change the display format.  Holding the
T button will cause the windows on the right to disappear so you can see
more clearly.  On the lower right is a window containing your credits(money),
and the name of the area that you currently occupy.  On the upper and
middle right is your list of options.  From the top down, they are:
Status
Item
Position
Equip Weapon
Equip Ability
Config
Save

1. Status
This is an in-depth description of your character's abilities and equipment,
as well as their stats.  The screen shows the character's name, race, sex,
HP, LP, WP, and JP, as well as their statistics.  Each stat affects your
characters in a different way.

STRength: Affects the damage you do with physical attacks.
QUIckness: Affects your ability to dodge attacks and your turn in battle.
INTelligence: Affects speed at which you learn magic and effectiveness with
mechanical equipment(cannons).  Also affects how fast you learn techs.
WILl: Affects accuracy and power of techniques.
PSYchic: Affects resistance to abnormal status.
VITality: Affects resistance to damage and sleep.
CHArm: Affects resistance to and power of charm attacks.
DEFense: Reduces amount of damage taken.

2.  Item
This screen allows you to view and use the items in your posession.  The
maximum number of any item that you can carry is 99.  Pressing right on
the D-pad or R1 allows you to page down, while left or L1 pages up.  Double
click on an item with the circle button to use it(if possible).  Pointing
at an item shows its basic function(def power, attack power, sometimes
relevant abilites) at the bottom of the screen.  Note that pressing select
on this screen automatically sorts the items for you by type(gun, sword,
armor, etc.).

3.  Position
This option allows you to move the characters in your posession around in
your formation.  The basic setup is three five man parties, represented by
the three vertical columns on the subscreen.  Place your characters in the
three columns as desired.  Note that the vulnerability of a character in
your formation decreases the farther he is from the front, so place them
from the top down in order of descending strength.  Double clicking on a
character will take you to the status screen.

4.  Equip weapon
This allows you to stick some equipment on your characters.  Each type of
character can wear different kinds of equipment.  A human can wear 4 items
at the top of the equipment list, which is used for weapons, items, and
shields, and 4 items at the bottom, used for armor and accessories.  A weapon
can be a gun, sword, or cannon.  Shields come in various types and are
useful for defending against many attacks.  Items can be for attack, or for
curing the party in battle.  Note that unless you have equipped the item
"backpack" you will be unable to use items in stock unless you equip them.
Armor can be helmets, gloves, boots, vests, suits, and shirts.  Accessories
have a variety of uses, described later.  Note that a human can only wear
1 of each type of armor.  If you are wearing an armor suit, you can only wear
a shirt to go with it(the suit takes the place of vest, helmet, gloves, and
boots).  As many accessories can be equipped as there is room.  If a piece of
equipment on a character is shaded red, that means that it cannot be removed.
Usually this is a permanent fixture that comes with a character.  Certain
items are cursed, and can only be removed by breaking them.

Mystics follow the same rules as humans on equipping and de-equipping items.
Their special mystic weapons are abilities, not weapons, so they are not
covered here.  A mystic can use any item that a human can.

Monsters can only equip accessories.  They are given four slots to use for
any accessory that you wish to place on them.  They can use no weapons,
armor, or shields, nor can they use items.

Mecha can use any equipment in the game, as well as being the only class to
use circuit boards to upgrade their stats.  When any item is equipped on a
mech, it affects their stats.  This includes weapons and armors.  Normally,
the better the equipment, the more positive the increase will be.  I will
provide a list of the stats gained from each piece of equipment later.
Also, mecha do not follow conventional rules and can equip more than one of
the same type of armor.  This includes anything that they can equip.  The
best way to find the best equipment for a mech is through trial and error
and a lot of money(or by reading my list..).

5.  Equip Ability
This option allows you to equip one of the abilities that your characters
have learned.  The current abilities are in the left window, and the right
window contains the categories of abilities to choose from.  Click on a
space in your inventory, click on a category you wish to equip an ability
from, and select what you will use.  You can only use equipped abilities.
The categories are as follows:

Sword
Gun
Fighting
Magic
Special
Dodge
Seal

Gun, fighting, and sword techniques are considered combat techs.  This is
important because if you equip 6 combat techs without any magic techs, then
you will get a crown on your ability screen(that is what the bar at the top
is for).  This means that all techs take 1 less WP.  If any magic is equipped,
you lose that bonus.  The same goes vice-versa: if you equip 6 magic techs
without any combat techs, you get a crown for magic and all spells take 1
less JP to cast.  If any combat techs are equipped, that bonus is also lost.

Special techniques are comprised of mecha abilities, special mystic weapons,
and other rare or race specific abilities.  Basically, anything that doesn't
fit into another category.

Dodge techniques allow a character to be virtually immune to a certain form
of attack.  Sometimes a truly powerful opponent attacking a very weak
character can nullify a dodge ability(this happens with the end boss at
times if your levels are ridiculously low) but that is extremely rare.  For
all intensive purposes, you are immune to the attack that you learn to dodge.

Note that you can only learn new sword, fighting, and dodge techs if there
is an empty space on your equip ability screen for them to go in.  Always
leave an empty space or two until you are completely satisfied with your
character's abilities.  If you want to de-equip an ability, then double-
click on it and then select "Seal".  This returns it to its respective
category to be re-equipped later(or usually, never seen again).

6. Config
This allows you to customize some aspects of the game, such as selecting
stereo and mono sound, or an opaque or transparent window format.  It also
provides in-game help on the screens and commands.  Self-explanatory.

7. Save
Here you can save your game.  Saving is possible almost anywhere in the game
and it is recommended that you do it often.  Once you select this option,
the screen will show the contents of the current memory card.  Pressing left
or right will allow you to select either memory card slot, or to select the
quicksave option.  Self explanatory as well.

Combat
As you walk about, you will see enemies from time to time.  Bumping into one
initiates a combat.  You will be given a picture of the enemies and your
first party.  Pressing left and right allows you to switch out which party
you want to use against the enemy.  Try to use all your characters to give
them equal strength.  Having many good characters is important, since each
time you complete a combat, all characters that were not used regain some LP,
WP, and JP.  This allows your unused party to rest, and allows you to
have a lot of endurance in a dungeon.  A mech does not gain LP from resting,
but it does gain WP.  By selecting an individual character's
name and pressing T, you can switch him between the front and back row.  This
affects his vulnerability to the enemy.  Physical attacks usually cannot
reach characters who are hidden behind other characters.  Pressing O
initiates the combat.

You give commands to each character at the start of the round.  Press right
and left to switch between the different categories of attacks available to
each character, then select what you want to use.  Pressing T at this time
allows you to see your HP, WP, JP, and status.  This is also shown to
you between rounds.  Pressing R1 allows you to select "defense" which reduces
the damage done by the enemy instead of performing action.  The attacks then
take place based on a combination of random numbers and your quickness values.
If your character's HP falls to 0, then you will lose 1 LP and fall
unconscious.  You can be healed through normal means, which returns you to
combat.  Each time a character falls, it loses 1 LP.  Also, if the enemy hits
the unconscious body then it is damaged 1 LP for each hit.  If a character's
LP falls to 0, then that character is dead and can only be revived by a
Sanctuary Stone or a rest that refreshes all your LP.  Use of techs other
than magic decreases your WP, and the use of magic decreases your JP.  When
these become too low, you can no longer use the respective ability.  When
damage is done, then the number in white over the target shows the damage
taken.  If the number is green, then the target gains HP.  If the number is
red, then the target has lost that many LP.  A "chink" sound indicated that
the attack was blocked by a shield, whereas the word "miss!" appears if you,
um, miss.  After battle, your stats for each character may increase, any
monsters or mecha you have may absorb the enemy abilites, and any gun or
magic techs will be learnt and placed in the respective categories on the
"Equip Ability" screen.

Battle Strategies

There are a few things that you should always keep in mind when engaging
enemies.

1.  Fight often
It is often tempting to blast past the lethargic enemies and try to finish
as soon as possible, but this will be slower in the long run when you spend
2 days trying to beat the end boss because your levels are so low.  Fight
whenever you get the chance unless you are in danger or your characters are
already very powerful.

2.  Walk, don't run
Running around(holding the X button) is normally the thing to do, but never
run into an enemy.  When an enemy attacks you while you are running, then
your party's formation will not be correct and the rear characters will be
exposed to attack.  If you are walking, then the rear characters will either
be behind the front guys, or you will surround the enemy.  Run close to the
enemy to want to attack, then walk when you run into them.  Note that the
direction that you and the enemy are facing is not important so don't waste
time trying to sneak up behind them.

3.  Train when you can
Don't fight with your techniques all the time or you will learn very slowly.
Use your regular attacks unless you are trying to learn a specific attack.
Don't take this too far and get killed though!  Also, certain enemies are
excellent training partners.  Early in the game, you'll meet enemies called
"Unknown".  Punching them with your bare hand does almost no damage, so use
them to learn the low level fighting techs.  They have almost no offense
except to stun you and blind you.  Occasionally they will use DeathGaze, but
that is rare.  Punch them out and you'll learn most of the low-level fighting
techs pretty easily.  You might even get a few dodge techs while you're at it.
Later in the game enemies like the Chimeras which are fairly weak but have
high HP and power allow you to learn the really high power attacks.  Certain
hidden enemies(DemonGoat, Minotaur) are good for learning the mid-level
techs.

4.  Know your enemy
If one of the enemies is much more powerful than the others, then you want
to concentrate your attacks on it to combo it out of existence.  However,
if the enemies are of fairly even power, then you might want to spread
out the wealth a little so you don't do a combo that wastes 2 or 3 attacks
on a dead enemy.  Learn what enemies are immune to certain attacks and
use the appropriate moves.  The Gelatin monsters are strong against punches
but are hit by guns, while the undead are generally strong against guns but
are damaged by swords and fighting.  Learn what enemies are susceptible to
your instant death moves and use them!  Unlike most games, the death spells
in Saga actually work most of the time.  This is the easiest way to get rid
of the giant squids called "Kraken".  Learn who you can paralyze and who you
can't, because those attacks are unusually useful in this game too.

5.  Never underestimate your enemy
In this game, you can die at any time.  Save often.  Any enemy, no matter how
weak, that has a charm attack can kill you any time it wants.  If one of
your characters has MegaWindblast, Galeslash, Haze-to-Wheel, or a few
other powerful big attacks and they get charmed, they WILL use it and kill
every single person in your party.  If you are in Riki's game and you
have the RING/Merchant equipped(the one that charms all the enemies) and that
person gets charmed, then they WILL use it and charm everybody else.  That is
not a pretty picture and you probably will not survive(I can't count the
number of times that a charmed character has suddenly found it in their heart
to learn 2Galeslash and kill my whole group).  Many of the bosses in this
game are genuinely hard, so remember your combos in order to speed up the
process of whacking off their high HP.  Get DSC on at least 1 or 2 characters
before facing the end boss, it'll be a hell of a lot easier.  Don't use
close range attacks on an enemy with a barrier, especially the CounterFear
barrier that turns you into a red mess.  That is almost as bad as being
charmed.

6.  Fix status problems
Don't be tempted to ignore the poison, blindness, or stone condition of
a character in a long battle.  They don't really affect you all that much
in a short fight, but over ten or twelve rounds it adds up big.  Use Grail,
MagicHeal, your healing items, or StarlightHeal as soon as possible.  The
following problems may come up:
     Poison : lose about 1/8 total HP each round
              CURE: StarlightHeal, Cure items, MagicHeal, SnakeOil
     Charm  : always attack other party members with the most inconvenient
              damn attack you have(maybe I'm just unlucky)
              CURE: StarlightHeal, Cure items, MagicHeal, SnakeOil
     Blind  : hit rate decreases
              CURE: StarlightHeal, Cure items, MagicHeal, SnakeOil
     Stun   : Lose rest of attacks in round
              CURE: none
     Angry  : can only use basic attacks
              CURE: SnakeOil, MagicHeal
     Sleep  : cannot act
              CURE: any of the above, getting hit
     Palsy  : cannot act
              CURE: StarlightHeal, Cure items, MagicHeal, SnakeOil
     Mess   : acts confused to 3 different degrees, depending on color:
              Blue: May not perform selected action
              Yellow: May perform selected action on either friends or enemy
              Red: Performs a random action on either friends or enemy
              CURE: StarlightHeal, Cure items, MagicHeal, SnakeOil
     Stone  : cannot act or be damaged
              CURE: Antistone, SnakeOil
     Any of these except stun can also be healed with the Grail spell.

7.  Equip before big battles
Always equip the correct attacks against big bosses.  The most useful
ones are DSC, LifeSprinkler, Tower, and some attacks to link together
your Towers and LifeSprinklers in combos.  Don't forget the healing,
especially MindHeal.  This allows the characters to be self-sufficient.
If they can each heal themselves, then that's less work for the Starlight-
Healers to do.  Don't mix healing and attacking unless you must.  Heal
with all characters for a round, then have them all attack so you maximize
your combo possibilities.  Against undead bosses, LightShift(that useless
sunlight space spell) is invaluable to keep them from getting back 1000
HP every round.  Think first.  I try to give advice for the bosses in the
walkthroughs but I probably have not seen all of the attacks in the game,
and I doubt anyone who doesn't work for Square has, so follow rule #5 and
don't play around unless you don't mind reloading the game.  Kick ass, then
take names, I suppose.

8.  Notice the enemy's facing direction
At the start of a combat round, while you are giving orders, take note of
the direction that the enemy is facing.  If the enemy is going to use a 
physical attack, then they will be attacking the character that they are
facing.  It is especially easy to tell who they will attack if you are
surrounding them, but if you are in formation you can usually only tell
between 2 or 3 people.  However, it is easy to use this foresight to your
advantage.  If you know that the enemy will use a physical attack, and you
have to decide who to heal, then heal the character that the enemy is facing
first, since that is the likely point of attack.  If you are in a situation
where you surround the enemy and it has particularly strong attacks that
focus on one character, then you may want to use "defense" for the character
that is being faced by the enemy.  This will halve the damage and allow the
other characters to attack freely.  This method provides no warning for
attacks that hit all your characters, however, so against these enemies be
careful.

Races

There are four basic races in the world of SaGa Frontier - humans, mystics,
mecha, and monsters.  Each type gains strength in a completely different way
which forces you to vary your fighting stategies to strengthen all the
members of your party.  I will list them in order from most to least useful
(in my opinion).

Humans
Humans are by far the most versatile and easiest characters to use in the
world of SF.  They level up through the most traditional means - fighting.
Depending upon the method that they use in combat, a human character will
gain certain attributes after every battle.  They also have the capacity to
learn sword, fist, gun, magic, and dodge techniques, and do fairly well at
any of those abilities.  The method by which these techniques are learned
will be covered later.  In order to increase certain stats, you must use a
certain kind of attack during combat.  The more you attack in a certain way,
the more likely you are to gain an attribute increase.  Note that the only
way to gain JP is through the use of magic.  Also, the stronger the enemy,
the more likely you are to get an increase.

HP: All except Magic
WP: All except Magic
JP: Magic(this is the only way to gain JP).
STR: Fighting, Sword
QUI: Guns, Fighting
INT: Magic, Guns
WIL: Sword, Guns, Magic
PSY: Magic
VIT: Fighting, Sword
CHA: Magic, Guns

These are just general guidelines, but if you stick to a certain pattern,
your characters will develop a certain way.  Note that a human with no magic
will have 0 JP, and you can only gain JP by using JP, so it may seem that
these characters can never use magic.  However, if you buy them spells, they
will gain 10 JP to use.

Mecha
Mecha are man-made machines used for research and combat.  They gain strength
in a completely different way than Humans or Mystics, in that the equipment
that they wear determines their statistics.  By equipping swords, guns, armor,
circuit boards, and basically almost any other equipment, a mech gains
attributes in each of the areas, including HP.  Mecha cannot use
techs other than Special.  Mecha learn their special mech abilities by
fighting and defeating other mecha and stealing their programming.  If you
pump enough money into your mech in order to give it the best equipment, it
can become an extremely powerful warrior, due to its ability to equip
multiple suits of armor.  This allows it to have very high DEF ratings.
Also, placing circuit boards on a mech increases the number of abilities
it can equip.  Overall not a bad class, but since cure items do not work on
mecha and curative magic is not tremendously effective, repairing damage in
long battles can become difficult.  Also, the limited number of abilities
availiable and the amount of money required to purchase armor causes mechs
to fall second in my hierarchy of usefulness.  Note that if you try to absorb
a program that you already have, the message "Recharged" will appear and
your mech will regain all its WP.

Mystics
Mystics are a lot like humans in that they also can gain certain attributes
from battle, but unlike humans, Mystics only gain CHA, HP, WP, and JP from
combat.  Their other stats are increased by absorbing monsters into their
three special abilities: their Mystic Sword, Glove, and Boots.  Certain
enemies give better stat increases than others, this will be covered later.
Simply by finishing off an enemy's HP using one of these attacks will usually
cause an absorption, but certain enemies cannot be absorbed(humans, mecha,
certain powerful opponents).  Also, all three of the Mystic weapons have
an instant death effect, and any enemy killed by this is absorbed as well.
As far as gaining the four attributes that they can gain from combat, these 
are gained the same as humans.  Mystics cannot learn any techs other than 
Magic and Special(their Mystic weapons).  They learn magics just like humans.  
Mystics can become powerful very quickly if you know what enemy to absorb, 
but since they cannot learn most techs, they are at a disadvantage to the 
humans, IMHO.  If you absorb monsters and get a high VIT score, then a mystic
can have very high resistance to attack as well, but not nearly as high as
a powered up mech.

Monsters
Monsters are non-human creatures with intelligence.  Monsters are unique
in that they gain strength by absorbing other enemy monsters and stealing
their abilities.  After battle, a monster gains the opportunity to learn an
ability from one of its opponents.  Sometimes, based upon an ability absorbed,
a monster will change form.  Each form has completely different stats.  In
order to make a monster change into the desired form, you must absorb the
abilities of the monster you wish to emulate until you have most or all of
them.  This usually works, if not, then either you cannot turn into that
type of monster or you have not absorbed enough.  Usually if you try to
emulate a truly powerful monster, you will become a weaker version, symbolized
by a "jr" after your race.  Unbeknownst to most, monsters can gain HP
through combat.  Each time your monster absorbs an ability which it has never
absorbed before, it gains 4 more HP.  This is added to the base amount for
the monster's race.  If you absorb most of the abilities from each monster,
then assume a fairly powerful form, your monster can have as many HP as your
human characters.  Some of the attacks that a monster can learn are very
powerful, whereas most are pretty useless.  Due to the unpredictable nature
of the monster's transformations which often causes you to assume a weaker
form, and due to the vast amount of time required to gain more HP max by
fighting every single enemy type numerous times, monsters are usually more
of a pain in the ass than an actual useful member.  Once you get the hang
of changing your monster into the form you want(takes some getting used to)
and have absorbed the right enemies' abilities, a monster can become a
valuable backup character which can attack all enemies and heal the party
with its abilities, but this takes a while to achieve.
I would advise against placing more than 1 or 2 monsters in your
group.  Note that if the monster tries to absorb an ability that it already
has, you will get the "couldn't absorb anything" message.  Also note that
each time a monster absorbs an ability, all its WP and JP are restored.

General Tips for Using the Various Races
Each race has a certain thing that they can offer a party.  For the most
part, I like to spread out my characters among the three parties and not
concentrate on any one race(although my lead party has been known to only
contain humans).  Usually, 3 humans, a mystic, and either a mecha or
monster make a good 5 man combination.

Humans
When using human characters, it is important to spend the time to build their
attributes and train them in their abilites as soon as possible.  When you
get a new human character, it is usually weak as piss and should be leveled
up as soon as possible.  Otherwise, this character will die in every other
battle.  Usually, I start training my human characters intensively as soon as
I have built a 5 person group.  Also, is is important to have 2 or 3 good
parties, so your humans can regain their WP while resting.  Without WP, a
human loses its advantages over the other races.

Mecha
Save up enough money to buy them some good armor.  The merchant in Koorong
sells an armor called "Powered suit", placing two of these on your mecha
not only gains you substantial HP and stats, but you also get an instant 99
DEF rating.  A few circuit boards never hurt either.  As a weapon, find the
sword or gun which gives you the most important attribute increases.  Weapons
with innate special attacks are also useful, since this allows you to have
another ability at your disposal which a mech sorely needs.  Whenever there
are mecha in the enemy party, try to use your mechs so you can absorb the
enemy programs.  Some of the mecha abilities are insanely useful, whereas
others are virtually useless, so choose your equipped abilities with
caution.

Mystics
As soon as possible, absorb the best monsters you can into the equipment of
your mystic.  With the high stats you can gain this way, a mystic's other
abilities become much more powerful.  Concentrate especially on the
quickness, intelligence, and will scores, because mystics are best used as
mages.  You can get some cool attacks from each monster to use with your
mystic weapons, but normally gaining the best stats is more important, IMHO.
Each monster has 3 abilities you can gain on your weapons, 1 for each sword,
glove, and boots.  Some good enemies are the Suzaku(phoenix things), Dullahan
(the headless horsemen) and any type of dragon.  A complete list(almost) is 
provided.

Monsters
The best way to increase a monster's abilities over the long run is to absorb
every enemy you can, especially newer ones or ones that have useful attacks.
Even if a monster is very weak, it still may have an ability that you have
never absorbed, and that is worth more HP to your monster.  Often your
monster will transform into a powerful creature, only to turn back into a
slime the next battle, but in order to gain more HP in the long run you must
absorb those new abilities.  Make sure to move abilities you want to keep out
of the bottom slot of your ability screen, since this is the spot that is
replaced by new abilities.  Some abilities should be actively sought out,
since they make a monster very useful(such as Magicheal, the best monster
ability I've seen).  Usually you want to have one powerful single-enemy
attack for bosses(such as Silf), one powerful multi-enemy attack to clear
out large groups (Maelstrom, Heatwave), a protective barrier(Fire/Ice/Bolt
barrier), a healing ability(Magicheal or Life Rain), and an instant death
attack(Deathtouch, Deathgaze) for annoyingly powerful normal enemies.  Once
you've spent some time hunting down the right abilities, a monster becomes
quite powerful(though still not able to take a beating nearly as well as any
other race).  As for equipment, try to equip accessories which protect against
certain attack forms rather than for total defense power.  Your monster will
always have low DEF, live with it, and give it items that allow it to survive
powerful water, death, fire, bolt, sonic, etc.  attacks.  This allows it to
have a role in battles with powerful enemies(if a monster is immune to water
and has Magicheal, it can save your ass in battle with a Kraken, same goes
for a monster immune to sonic when fighting an enemy with Oscillation).
Once you have your monster's HP and reportoire of attacks to the desired
level, then find the enemy whose form you want to assume, and absorb the hell
out of it until you have at least 3 of its abilites.  Once you've done this
long enough, you may become that monster.  If not, you probably cannot assume
that monster's form.  Some good enemies to become are the Trisaurjr(strong),
Chimera(very strong), the Gelatin(high resistance to attacks), and
Suzakujr(flies, high HP, good attacks and strength).  The best is probably
the kraken, it has the highest HP and vitality.
Note you must keep the abilities equipped in order to become the monster you 
want under normal circumstances(sometimes you get lucky).

Learning Abilities

The methods used to learn new abilities are different for each race.
Monsters and mecha learn through absorption, and Mystics learn their
mystic weapons by using the mystic weapons that they currently have.
They learn magic the same way as humans.  By far, the most difficult class
to learn abilities for is humans.

To learn a new sword or fighting tech, a human uses another sword or fighting
tech that it already has, or uses the base attack(sword, punch).  Occasionally
a lightbulb will appear over the character's head, and voila! you perform a
new attack.  This attack costs no WP, and it is put on your Equip Ability
screen so you can use it at the cost of WP from that point on.  Usually the
best way to learn a new ability is by using the basic attack, but some can
only be learnt(or are learnt much more quickly) by using another attack that
is related to it.  For instance, to learn a new fighting tech, it is best
to use Air Throw as your base attack to learn other throws, and Kick as your
base attack to learn other kicks.  With swords, to learn Galeslash quickly,
use Swallowswing, etc.  This is not an exact science, and there is some
randomness involved.  The more powerful the enemy, the more likely you will
learn a technique, but there are no guarantees how long it may take.  Also,
having a crown in combat abilities makes learning sword and fighting techs
easier.  Here are some guidelines if you are having trouble learning techs:

1.  Make sure there is free space on your inventory of abilities for the
new ability to appear, or else you will learn nothing.
2.  Fight more powerful enemies, since this makes learning much faster.
3.  Equip two swords in order to learn the two sword techs.  These are
learned the same as any other tech, but you will never get them unless you
have two swords equipped.
4.  Equip a katana to learn the katana techs.  Certain swords are labelled
"Katana" or "can use sword technique".  These weapons have a few attacks that
the normal swords cannot do.  If you want these, you must attack with the
katana.
5.  In fighting, use the base attack that matches what you want to learn.
To learn a new throw, use Air Throw, or Kick to learn a new kick.
6.  Try using a different attack as your base attack.  I will provide a
list of all the attacks that frequently lead into new techs, but if you
discover something easier, let me know and you get full credit on this page.
7.  To learn the very advanced sword techs, I have found that it helps to
use a powerful sword.  This seems to speed up the process slightly.
8.  Your character must be at a certain level in order to learn the
very powerful attacks.  Don't expect to get LifeSprinkler if you only have
250 HP and a 15 strength.
9.  Have all your human characters train together.  This is best because
if one character learns a new attack, the other characters are more likely
to get the same attack in the same battle, often one right after the other.

If you still can't learn the new attack, then you probably just need to keep
trying.  Eventually it will probably happen.  The above tips speed it up,
but the learning of specific techs is difficult and takes a while, usually.

Sword Tech List

--Stun Slash:  0 WP
This does low damage and stuns one enemy.  Not too useful, but you get it
fast.
--Double Slash: 1 WP
You get this one soon too.  Does double damage of a normal attack and combos
easily with other low level attacks.
--Hard Slash: 2 WP
More useful against large bosses than Double slash, because it combos with
itself.  Have your whole party use it and this weak attack becomes
moderately powerful.
--Thrust: 2 WP
Barely better than a normal attack, but is the base for learning more
powerful techs.
--Cross Slash: 2 WP---double sword tech
Does good damage for a cheap attack.  Use Double Slash with two swords
equipped to learn this quickly.
--Smash: 3 WP
A little more powerful than Cross Slash.  Use Double slash to learn this
quickly.
--Swallow Swing: 2 WP
A long range attack that is good against enemies with barriers.  Combos
well.
--Thunder Thrust: 2 WP
Thrust, only more so.  Use Thrust to learn this tech.
--Heaven/Hell: 3 WP
Powerful attack which may stun your opponent.
--Wheel Slash: 4 WP
A long range attack that hits a wedge-shaped area.  More powerful than
Swallow Swing.
--Willow Branch: 4 WP
Not as good as other mid-level attacks, but used to learn some powerful
upper-level ones.
--Deflect: 1 WP
If this is equipped, your character will sometimes jump in front of
enemy attacks and block them for himself and other characters.  Very
useful tech.
--Bear Crush: 5 WP
A powerful attack that is good at finishing combos.  Use Smash to learn it
quickly.
--Dead End: 6 WP
A 3-hit attack that sometimes causes instant death.  Use Thunder Thrust to
learn this quickly.
--Head Wind: 5 WP
Powerful single enemy attack.
--Triple Thrust: 7 WP
Very powerful single enemy attack.  Fighting powerful enemies is the best
way to learn it.
--Kasumi: 4 WP
In response to a physical attack, your character spins back and retaliates
with a 2 hit combo.  Extremely useful.  A character with this and Deflect
is almost immune to physical attack(esp. if they have a shield).
--NoMoment: 7 WP
High power single enemy attack.  Causes them to be distracted(their back
is turned).  Use Head Wind to learn it quickly.  This attack is unblockable.
--Gale Slash: 5 WP
Powerful attack that hits all enemies.  Use Swallow Swing to learn it
quickly.
--2Gale Slash: 5 WP---double sword tech
Just like Gale Slash, only with two swords and twice the damage.  Use Gale
Slash to learn this useful one.
--Turbid Current: 7 WP
You split into 5 replicas, then converge on your opponent for a powerful
attack.  Using a sword that is not a katana seems to make you learn this.
If using a katana, then try using ShadowCounter.
--Godless: 5 WP
Just like Kasumi, except that you do a 5 hit counterattack and it is not
automatic(you command your character to do it at the beginning of the
round).  Use Kasumi to learn this one.
--Shadow Counter: 4 WP---Katana tech
A powerful, cool-looking attack.
--Blizzard: 6 WP---Katana tech
A freezing snowstorm attack.  Use Shadow Counter to get it.
--Still Stream: 7 WP
A good attack for combos.  Decent power.
--CrossDeflect: 1 WP---Double sword tech
A very good defensive maneuver, making a character extremely difficult to
hit.  Not automatic like Deflect.  Use Deflect w/ 2 swords to get this.
--Moonlight Cut: 4 WP---Katana tech
A pretty attack, with moderate usefulness.
--RisingNova: 7 WP
A very powerful attack which causes the enemy to explode into flame.  Use
Willow Branch to get this.
--Rosario Impale: 8 WP
A downward thrust in the shape of a cross.  Extra damaging against undead.
Use Triple Thrust to learn this.
--Tres Flores: 9 WP---Katana tech
The prettiest attack of all, but not useful enough to warrant the high WP
cost.  Use Blizzard to get this.
--Haze-to-Wheel: 9 WP
A bigger version of Wheel Slash that hits all enemies.  Use Wheel Slash to
learn this.
--Life Sprinkler: 10 WP
The ultimate sword attack in which you split into 4 forms and beat the
crap out of your opponent.  Not easy to learn, but Turbid Current may
make it faster.  Use a sword that is not a katana.  Note that this
attack cannot be blocked.
--Kaiser Wing: 1 WP---Alkaiser only
A moderately powerful strike, only to be used by Alkaiser.  Long range.
--Kaiser Smash: 4 WP---Alkaiser only
A little better than Kaiser Wing at close range.

Fighting Tech List

--Kick: 0 WP
No better than punch, but helps you learn better kicks.
--Air Throw: 1 WP
An attack that stuns.  Good for learning powerful throws.
--Sway Back: 1 WP
You lean back to avoid attack.  If this occurs before you attack, then
your punch will immediately occur and cause extra damage.
--Suplex: 4 WP
A body-slam that stuns.  Use Air Throw to get it.
--Sliding: 2 WP
An attack that stuns.  Misses flying enemies.  Combos with itself for big
attacks.
--Chop: 1 WP
A weak attack that blinds enemies.  Not too useful.
--Rolling Cradle: 2 WP
King's move from Tekken 3.  Not nearly as powerful as in that game, though.
Stuns opponent.  Learn by using Air Throw.
--Fist: 3 WP
A good moderate attack that combos with itself.
--Backfist: 2 WP
Another moderately damaging move that causes your opponent to lose a lot of
blood.
--Crush Beat: 4 WP
You run over to the opponent and punch them a few times.  Not too great.
Use Backfist to get it.
--Rotation Kick: 3 WP
A fairly powerful wheel kick.  Use Kick to get it.
--Babel Crumble: 5 WP
A frankensteiner throw.  Use Air throw to learn it.  Stuns opponent.
--Triangle Kick: 7 WP
A kick that jumps off the wall.  Good power attack.  Use Kick to get it.
--Ogre Run: 5 WP
A wave is sent along the ground, throwing enemies.  Misses flying enemies.
--Scuffle: 4 WP
You throw your opponent off the screen and commence to roughing them up.
Pretty good attack.
--Locomotion G: 5 WP
Suplex your opponent 5-8 times, stunning them and causing a lot of damage.
Use Air Throw or Suplex to get it.
--Giant Swing: 6 WP
A throw which sometimes causes instant death.  Use Air Throw to get it.
--KO Throw: 2 WP
A counterattack in which you grab an enemy punch and reverse it.
--Dragon Turn: 3 WP
Just like KO Throw, only reverses kicks.
--Corkscrew: 9 WP
Makes a triangle around your opponent, where dragons come out and hit them.
Use Triangle Kick to get this one.
--Gold Hand: 6 WP
Your Fist of the North Star tactics are upgraded to an attack which causes
the enemy to explode into a ball of light.  Use Fist to get this.
--Last Shot: 9 WP
A very pretty attack which is also very damaging.
--DSC: 18 WP
The most powerful attack in the game by far.  Causes 10-20 thousand points
of damage and makes those annoying end bosses a snap.  Is not learned like
a normal tech, however.  First, you must learn Sliding, Suplex, Babel
Crumble, and Giant Swing.  Then equip them all.  In battle, DSC will be
available at the bottom of the tech list.  Your character will slide, babel
crumble, suplex, then randomly may giant swing, and if you're really
lucky suplex again.
--Bright Fist: 0 WP---Alkaiser only
A decent free tech.
--SparklingRoll: 2 WP---Alkaiser only
Alkaiser backfists the enemy twice.  Use Bright Fist to get it.
--FlashTurn: 4 WP---Alkaiser only
Looks a lot like the Fist attack.  Use Bright Fist to get it.
--AL-Blaster: 2 WP---Alkaiser only
Alkaiser's long range attack.  Does magic damage.  Use Bright Fist to get it.
--Shining Kick: 1 WP---Alkaiser only
A kick that is powered by the Alkaiser armor.  Use Bright Fist to get it.
--DeflectLance: 5 WP---Alkaiser only
Looks a lot like TriangleKick.  Use ShiningKick to get it.
--Final Crusade: 2 WP---Alkaiser only
Get it after beating Shuzer.  Heals the other party members.
Costs 1 LP.
--AL-Phoenix: 7 WP---Alkaiser only
A powerful flaming attack.  Use Bright Fist to get it.
--Re-AL-Phoenix: 10 WP---Alkaiser only
AL-Phoenix, only more so.  The most powerful fighting tech other than DSC.
Must be gotten in the battle with MBlackIII.  Use Al-Phoenix on him after
he uses his Dark Phoenix attack.

To learn a new Gun or Magic Tech, the rules are different.  These techs do
not require a free space on the ability screen, because they go directly into
the category and must be equipped.  Unlike sword & fighting techs, these
are learned after the battle is complete.  To learn gun techs, you must
use a normal gun(not a cannon-type gun), because if a gun cannot use the
tech, then you will not learn it.  Using more powerful attacks generally
speeds up the learning process.  Fight exclusively using the gun and you
should quickly learn all the gun techs(there are not very many).

Gun Tech List
--Sharp Shot: 2 WP
Slightly more powerful than a normal attack.
--Focus Shot: 4 WP
The most powerful single enemy attack outside of combos.
--Total Shot: 4 WP
Attacks all enemies for decent damage.
--Trick Shot: 2 WP
Damages enemies that are strong against guns by shooting rocks off the
ceiling onto them.  Not too great.
--Reaction Shot: 3 WP
Causes you to go on defense.  You will immediately respond to any physical
attack by firing a powerful counter.  You take no damage from this.
--Stun Shot: 1 WP
Attempts to stun all enemies.
--Cross Shot: 5 WP
An attack that is good against undead.  Easily combos with itself.  If all
5 characters use this, it will almost certainly create a combo for over
10 thousand points of damage.
--Bound Shot: 5 WP
A powerful shot that rebounds off the wall.  Combos well, good damage.
If used in a combo, the most damaging gun tech.
--Quick Draw: 0 WP
If this is equipped, then the first time you use your gun in battle, you
will automatically go first.
--Twogun: 0 WP
Allows you to equip two guns.  All gun techs and attacks now do double
damage.

To learn new magic, you must first have the gift for the type of magic you
are trying to learn.  The methods to get these gifts will be covered later.
If you have the gift, then a star will appear beside the type of magic that
you have the gift for on your equip ability screen.  If you don't have the
gift, you can only buy magic, you will never learn it through battle.  Once
you have the gift, you simply use the spells of that magic type in combat.
Using that type of magic exclusively speeds up the process, as well as having
a crown for magic on your ability screen.  There are not many spells in each
category, and half of them can be bought, so learning magic shouldn't take
long.  The magic list will be done in the section dealing with magic.

To learn a new dodge tech is probably the most inconvenient process of them
all.  In order to learn a certain dodge, you must be attacked by the enemy
attack you wish to dodge.  Occasionally, as the enemy attacks, a lightbulb
appears and you dodge the attack.  This requires you to have an empty space
on your ability list, as it goes directly onto the list(like a sword or
fighting tech).  Now you are virtually immune to that type of attack.
Note that even if you learn the dodge from a very weak enemy, it will work
against the same type of attack from any enemy.  Certain dodges are invaluable
to your survival against some of the end-bosses, whereas others might as well
not even exist since you are usually immune to that attack anyway.  Note that
the more often the enemy attacks the character in the same fashion, the more
likely you will learn to dodge.  Also, you are more likely to learn against
powerful enemies.  However, there is no way to control what the enemy will do
to you or who he will do it to, so learning these techs is a matter of luck.
If you really want a certain dodge, then find a relatively weak enemy who can
perform the attack you wish to dodge, then put yourself on defense and heal
yourself while it attacks.  After a while, someone will probably get the
dodge.  The enemy "Unknown" is very good for learning DodgeFlash(sucks) and
DodgeGaze(very useful).  All the dodges that I have ever seen in my play
are listed here.  Note that trying to get all these for all your characters
will cause you to lose a lot of sanity, so just get the important ones on a
few guys and leave it at that.  I think this list is done now, but tell me
if you know of any more.

Dodge Tech List
--DodgeDrain
Avoids Bloodsucker, HP Drain, and FireKiss.
--DodgeNeedle
Avoids Needle, Poison Needle.
--DodgeFlash
Avoids Flash.
--DodgeSmash
Avoids Trample attacks.
--DodgeThunder
Avoids Thunderbolts.
--DodgeGale
Avoids Gale Slash, Gale Attack.
--DodgePowder
Avoids Spore attacks.
--DodgeTouch
Avoids touch attacks(Ghosttouch, Gremlintouch).
--DodgeWing
Avoids Wing and Hellwing, as well as Gliderspike.
--DodgeGaze
Avoids all gaze attacks(Charmgaze, Stonegaze, Stungaze, Deathgaze).
--DodgeNet
Avoids all nets(Ectoplasnet, Spidernet, Bladenet).
--DodgeTackle
Avoids body attacks(Tackle, Dash).
--DodgeTail
Avoids Tail, Tailhit.
--DodgeDeathGrip
Avoids DeathGrip.
--DodgeSeduction
Avoids Seduction, Pheromone.
--DodgeRock
Avoids Rock.
--DodgeTremor
Avoids Quake, Tremor.

Others
Here I will list the monster abilities and mech abilities that I have seen,
as well as the enemies that I got the monster abilities from.  As far as I can
tell, mecha learn random abilities not based upon the enemy that they absorb,
but if I find differently I'll list that too.  These are too numerous
and my memory isn't good enough to describe them all, so I'll rate them with
asterisks in order of usefulness.
* - useless
** - useful in rare situations
*** - useful often
**** - always keep this one

The only abilities that I know you can get every time from the same enemy
are:
Virus:  from the viruses in the virtual reality world in HQ(T260G's chapter)
DragonProgram: From MBlackII(Red's Chapter) or the BigDigger that uses
Maelstrom in T260G's chapter(where you hit all the switches)
TigerProgram: From MBlack(Red's Chapter) or the MecGod(in the Doomsday
Machine, T260G's chapter)

Mecha Ability List(Alphabetized)
Combat Mastery:  0 WP-----  **
Counter ECM:  0 WP--------  *
Crosshair:  3 WP----------  **
DragonProgram:  0 WP------  **
--If you have this in combination with an OctopusBoard, your mech can
use the Maelstrom special attack.
EnergySupply:  0 WP-------  ***
Evasion Bullet:  0 WP-----  **
Evasion Laser:  0 WP------  **
Evasion Rocket:  0 WP-----  **
HypnoFlash:  2 WP---------  **
InterceptSystem:  0 WP----  **
--Your mech will counterattack a physical attack with missiles.
Jammer:  1 WP-------------  *
KAMIKAZE-Crush:  4 WP-----  ***
--You use 1 LP to ram the enemy with a powerful attack.
Logic Bomb:  4 WP---------  **
Magnify:  15 WP-----------  ****
--This causes any laser weapon to do tremendous damage, but the weapon
will then be useless for the rest of the battle.
Maxwell Program:  0 WP----  *
MecSonata:  4 WP----------  **
Plural Slash:  5 WP-------  ****
Pop-Knight:  10 WP--------  ****
RangeFire:  3 WP----------  **
Satellite Linker:  7 WP---  ***
--After using the bit system, use this to make the bits fire a powerful
(2000-3000 damage) laser at all enemies.
Self Repair:  0 WP--------  ***
Shock Soldier:  8 WP------  ***
Shoot-All:  24 WP---------  **
--Your mech will fire all of the ammo out of its cannons and guns.
Not as damaging as the WP cost and ammo consumption would indicate.
Shooting Mastery:  0 WP---  **
TigerProgram:  0 WP-------  ***
--If you have this in combination with an OctopusBoard, you can use the
TigerRampage attack.
Virus:  0 WP--------------  **
--This allows you to use Jammer and LogicBomb if you have a SecretBoard.

Monster Ability List(alphabetized)
--Acid Breath:  3 WP--------  *
From Slugger, Trapvine, Gaeatoad
--Arctic Breath:  3 WP------  *
From Banshee, Ettin, Genbu, Snowfolk, Iceworm
--Assist:  2 WP-------------  ***
From Mellow
--BattleSong:  3 WP---------  *
From SpearValkyrie
--Beak:  0 WP---------------  *
From Axebeak, Pickbird, Platoonpus, Cockatrice, Platyking
--Beat:  0 WP---------------  *
From Gunfish, LivingGlove
--Beetlejuice:  4 WP--------  *
From Wormbrood, Manticore
--Blade:  1 WP--------------  *
From Giant, Harpy, SickleBug, Zyphon, FatDevil, Mystic, Living Sword, etc.
--BladeNet:  3 WP-----------  **
From LivingSword, KillerBee
--Bloodsucker:  1 WP--------  *
From Rabbat, Banshee
--BoltBarrier:  0 WP--------  ****
From Gelatin
--BoltBlast:  5 WP----------  **
From Gelatin, Thundragon
--BoltBreath:  2 WP---------  *
From Gelatin, Thundragon, Minidragon
--BrainCrush:  3 WP---------  *
From Snakeman, Siren
--CentipedeCrush:  4 WP-----  **
From Nidheg
--Charmgaze:  3 WP----------  **
From Mimic, Dullahan, Unknown, SwordValkyrie
--Chop:  1 WP---------------  *
From Zombie, Snakeman, Gremlin
--Claw:  0 WP---------------  *
From WonderDog, Snakeman, Red Dragon
--Coils:  5 WP--------------  *
From WhipJelly
--CounterFear:  0 WP--------  ***
From Lich
--Da-Dum:  1 WP-------------  *
From Yeti, Rockbaboon
--DaggerJaw:  3 WP----------  *
From Ankheg, Gargoyle, LivingGlove
--Dash:  2 WP---------------  *
From LivingArmor, Wererhino, Razorback
--DeadlyMoss:  6 WP---------  *
From Lich
--Deathgaze:  4 WP----------  ****
From Unknown, LivingMirror, Demongoat
--Deathsynthesis:  0 WP-----  ** (This restores HP only without sunlight)
From Lich, DeadKnight, Zombie, Ankheg, Skullasaurus, etc.
--Deathtouch:  4 WP---------  ****
From Lich
--DoubleAxe:  2 WP----------  *
From LivingAxe, Ogre, Minotaur, Rockbaboon
--Ectoplasnet:  4 WP--------  ****
From Gelatin, Ankheg
--ElfShot:  1 WP------------  *
From Wormbrood, Sprite, Darkfairy
--Fang:  0 WP---------------  *
From Minidragon, Wyvern, Gargoyle, Xeno, Razorback
--FangCrush:  2 WP----------  *
From Black Dragon, Genbu, Chimera, Dragonpup, Skullasaurus
--Feeler:  5 WP-------------  **
From Kraken, Mollasite, Treant
--Feint:  4 WP--------------  *
From Straysheep, Ogre, Frillneck
--FireBarrier:  0 WP--------  ****
From Suzaku
--FireBreath:  3 WP---------  *
From Ettin, Suzaku, Red Dragon, Flamefolk, Dragon Pup, Hellhound, etc.
--FireKiss:  4 WP-----------  ***
From Succubus, Lamia
--FlameBlast:  5 WP---------  **
From Red Dragon, Hellhound
--Flash:  0 WP--------------  *
From Unknown, Mystic, Sunflower
--GaleAttack:  3 WP---------  **
From Zyphon, Mystic, SickleBug, CrystalTree, DeadKnight
--GasFlame:  4 WP-----------  ***
From Chimera, FatDevil, EarthDragon
--GhostTouch:  2 WP---------  *
From Ghost
--GliderSpike:  5 WP--------  **
From SpearValkyrie, Wyvern
--Grasp:  3 WP--------------  *
From Gaeatoad, EarthDragon
--GremlinTouch:  2 WP-------  *
From Gremlin, Siren
--GriffithScratch:  7 WP----  ****
From Griffin, GriffinJr
--GroundHit:  5 WP----------  ****
From DeadKnight, Mystic, FatDevil, Scorpion
--Heal:  0 WP---------------  ***
From Butch, Razorback, KittyClawer, WonderDog
--Heatsmash:  3 WP----------  **
From Giant, Flamefolk
--Heatwave:  5 WP-----------  **
From Suzaku, Zyphon
--Horn:  1 WP---------------  *
From Dragonpup, Basilisk, Trisaur, Unicorn, Armorpilla, etc.
--HP Drain:  4 WP-----------  **
From Ankheg, DeathLord, Tanzer, DeadKnight
--Hypnotism:  0 WP----------  *
From Aperider, Ghost
--IceBarrier:  0 WP---------  ****
From Snowfolk
--IceSmash:  3 WP-----------  **
From Snowfolk, LiquidMetal
--IllStorm:  4 WP-----------  **
From Furdo, Gelatin
--Ink:  1 WP----------------  *
From Kraken, Devilsquid
--Kick:  0 WP---------------  *
From Frillneck, Gekko, Aperider, PrimaBronza
--Kusanagi:  3 WP-----------  **
From DeathLord
--Kylin's Song:  3 WP-------  **
From Kylin
--Life Rain:  4 WP----------  ****
From Unicorn
--LightBall:  2 WP----------  *
From Darkfairy, SwordValkyrie, IceCrystal, SpearValkyrie
--Lullaby:  2 WP------------  **
From Straysheep, Succubus
--MadAttack:  3 WP----------  *
From Butch
--Maelstrom:  8 WP----------  ***
From Kraken
--MagicHeal:  5 WP----------  ****(*******)  Get this, it'll save your life.
From Wormbrood, Unicorn, Mellow
--MagneticStorm:  7 WP------  ****
From CrystalTree
--MightyCyclone:  6 WP------  ****
From Kraken, Iceworm
--MinionStrike:  6 WP-------  **
From DeathLord
--Needles:  0 WP------------  *
From Manticore, Cactus, CrystalTree, Gargoyle
--Oscillation:  6 WP--------  ***
From Living Sword, SickleBug, CrystalTree
--PainPowder:  2 WP---------  *
From Harpy, Battlefly, Nightshade
--Petrify:  6 WP------------  ***
From Zeroworm, Cockatrice
--Pheromone:  4 WP----------  **
From Battlefly
--Photosynthesis:  0 WP-----  ** (This restores HP only with sunlight)
From Sunflower, Treant
--PoisonGas:  1 WP----------  *
From FatDevil, Basilisk
--PoisonGrip:  3 WP---------  *
From SonicBat, Zombie
--PoisonGun:  1 WP----------  *
From HugeSlime, Wormbrood
--PoisonMist:  5 WP---------  **
From Darkfairy, Furdo
--PoisonNeedle:  5 WP-------  **
From Scorpion, Wyvern
--Powerbeat:  4 WP----------  ***
From Chimera, Wererhino
--Psychout:  0 WP-----------  *
From Rocky
--Quake:  5 WP--------------  **
From Wererhino, Earth Dragon
--Quicksand:  3 WP----------  ***
From Slugger, Cockatrice
--Rock:  2 WP---------------  *
From Wererhino, Platoonpus
--Sacred Song:  6 WP--------  **
From Suzaku, DeathLord, Sphinx
--SadSong:  3 WP------------  *
From Scorpion, Succubus
--Scissors:  0 WP-----------  *
From Iceworm, Scorpion, Zeroworm
--Scream:  4 WP-------------  **
From SonicBat, Banshee, Skullasaurus
--Seduction:  3 WP----------  **
From Lamia
--SeedVulcan:  1 WP---------  *
From LivingRifle, Sunflower, Fishman
--Silf:  5 WP---------------  **
From SpearValkyrie, Airfolk
--Siren:  7 WP--------------  ****
From Siren, Ghostrider
--SleepGas:  2 WP-----------  *
From Mandrake
--Solvent:  0 WP------------  *
From Slime, BigSlime, HugeSlime
--SphinxRiddle:  7 WP-------  ***
From Sphinx
--SpiderNet:  1 WP----------  *
From Sporepile, Armorpilla
--Spoil:  2 WP--------------  *
From Slime, Butch, Zeroworm, Mollasite
--Spore:  1 WP--------------  *
From Shrieker, Sporepile
--Stampede:  4 WP-----------  **
From Dullahan, Frillneck, Chariot, Unicorn
--Stinger:  3 WP------------  *
From Butch, KillerBee
--StinkGas:  2 WP-----------  **
From Manticore, Slugger
--StoneGas:  6 WP-----------  ***
From Black Dragon, CrystalTree
--Stonegaze:  5 WP----------  ***
From Basilisk
--Stungaze:  1 WP-----------  *
From Unknown, Nightshade, Aperider
--StunTouch:  0 WP----------  *
From IceCrystal, FireCrystal, Airfolk
--Supersonic:  2 WP---------  *
From Quakeworm, Rabbat, Ghostrider, Sonicbat, Platoonpus, Ettin
--Sweep:  1 WP--------------  *
From WhipJelly, Trapvine, Platoonpus
--Tackle:  1 WP-------------  *
From Straysheep, WhipJelly, LivingAxe
--Tailhit:  3 WP------------  *
From Trisaur, Lamia
--Thrust:  0 WP-------------  *
From Mellow, Killerbee, Sprite, LivingLance
--Thunderbolt:  3 WP--------  **
From OgreLord, Fishman, Siren, Genbu
--TitasWave:  6 WP----------  **
From Zyphon, Black Dragon, Giant, SickleBug
--Tornado:  5 WP------------  **
From Genbu
--Trample:  4 WP------------  *
From OgreLord, Trisaur, Chimera, Demongoat
--Tremor:  5 WP-------------  *
From Shrieker, Zeroworm, Ankheg, Axebeak, Trisaur
--TripGas:  4 WP------------  *
From Shrieker
--WaterCannon:  1 WP--------  *
From Mellow, Undine, Gekko, Gunfish, Fishman
--Windblast:  5 WP----------  **
From Wyvern, Airfolk, Sphinx
--Wing:  1 WP---------------  *
From Minidragon, Battlefly, Airfolk, Sphinx, Straysheep, etc.

Monsters can change into several forms.  All the forms that I have seen and
their base HP(before adding the HP gained by absorbing new abilities) and
their base stats before equipment is listed here.

Monster Forms List(Alphabetized)
Name                 HP   LP   WP   JP   STR QUI INT WIL PSY VIT CHA DEF
Ankheg               305  4    94   52   57  51  19  46  29  57  13  42
Armorpilla           160  6    40   24   17   6   3  22  15  27  15  18
Axebeak              310  5    100  44   49  38  17  34  29  37  38   9
Battlefly            300  6    106  50   31  47  16  40  37  46  45  15
BigSlime             240  8    26   32   12   3   9  23  24  30   4  17
Butch                460  6    124  76   51  63  44  62  37  48  44  30
Cactus               100  6    14   18    4   2   7  13   8  11   7   8
Chimera              540  6    162  84   75  64  48  67  46  73  57  40
Cockatrice           405  5    132  76   55  61  28  47  67  39  55  27
CrystalTree          440  6    162  116  64  38  55  88  79  80  72  25
DeadKnight           250  4    98   48   42  34  24  41  24  40  41  42
DeathLord            280  4    98   58   41  34  34  40  34  44  40  54
DragonPup            210  5    64   36   21  28  19  20  26  17  32  25
FrillNeck            310  6    84   38   35  33  29  28  12  36  32  22
Gaeatoad             395  6    78   48   44  12  40  38   8  68  16  38
Gekko                125  6    20    6    6   8   3   1   1  12   7   8
Gelatin              430  8    110  84   32  36  16  74  68  99  28  12
Genbu                515  7    144  78   64  38  62  52  34  66  60  45
Ghost                130  4    28   30   14  16  13  22  16  12   8  24
Harpy                255  5    94   36   27  32  24  22  18  28  51   9
Hellhound            345  6    78   46   46  40  22  37  24  26  22  17
Iceworm              460  6    162  74   60  69  27  72  41  82  58  50
KillerBee            210  6    66   34   18  33   9  28  21  29  26  15
kraken               640  8    166  74   78  54  62  53  26  90  56  19
KylinJr.             540  6    150  128  52  71  90  48  70  41  82  41  
LiquidMetal          350  8    100  64   40  40  40  40  40  40  40  37
LivingAxe            115  5    24   16    9   7   1   4  18  13  11  14
LivingLance          165  5    36   26   15  14   3   9  31  14  16  24
LivingSword          340  5    86   56   35  35  35  35  35  35  35  30
Lummox               60   10   16   12    8   8   8   8   8   8   8   6
Mandrake             200  10   32   0    17  15  25  32  29  23  25  20
Manticore            400  6    104  54   64  41  31  48  20  48  29  34
Nidheg               280  4    92   34   59  63  13  32  14  37  13  35
Nightshade           265  6    76   70   34  20  38  49  43  36  31  15
Ogre                 220  10   40   28   27  11  16  12  20  24   9  16
OgreLord             430  10   122  66   69  41  48  37  39  78  29  47
Platoonpus           245  6    76   30   28  25  20  22   9  28  37   5
Rabbat               150  5    42   28   11  23   9  15  22   9  21  12
Razorback            230  6    70   28   25  22  14  24  11  33  31  14
Rocky                110  6    22   12    8   6   4   8   3  10  11   9
Scorpion             260  6    76   42   32  21  12  37  26  44  28  22
Shrieker             390  6    142  102  53  42  52  75  68  56  68  42
Skeleton             65   4    22   16   11   8   3  15   4  15   6  20
Skullasaurus         390  4    132  78   71  61  37  77  34  40  47  52
Slime                130  10   26   28    8   6   7  22  24  28   4  21
SonicBat             320  6    84   54   26  47  13  49  37  36  31  33
Sphinx               455  5    140  90   43  58  94  33  46  51  64  27
Sporepile            150  6    38   32   12   6  14  19  21  18  21  13
SunFlower            350  6    114  88   44  25  47  62  59  54  54  26
SuzakuJr.            495  5    182  80   56  78  45  51  57  66  82  41
Tidi                 220  7    46   20   16  31  12  22  13  16  21  24
Trapvine             220  6    64   54   26  16  27  37  34  30  28  15
Treant   *           300  6    108  88   41  23  50  55  62  50  52  27
TrisaurJr.           450  7    122  50   63  49  31  39  21  55  40  30
UnicornJr.           320  5    142  86   46  61  70  45  49  35  71  33
Unknown              300  8    56   82   22  24  62  48  46  32  17   9
WhipJelly            200  8    48   40   16  20  16  21  33  26  18  13
Wyvern               360  5    120  64   53  60  26  45  49  29  50  27
Zombie               185  4    40   22   28   6   2  34   1  44   1  16

* The Treant form has the item ShadeRobe(only in battle).  It heals HP.

Mystics get certain abilities based upon which weapon they absorbed the mon-
ster into and what monster they absorb.  This will be listed in the enemy
list section.

Magic
Magic in the world of SF is classified into several schools.  Almost
all the schools of magic have an opposite school, and if you have magic from
one school you must give it up to learn magic of the opposite school.  In
order to learn new spells and be a master of a particular school of magic,
you must obtain the gift for that magic.  This can normally be inquired about
at the shop where you buy the magic.  Some gifts are easy to get, some are
hard, and some are annoying.  Some of the character's main quests involve the
earning of these gifts, and almost all characters are advised to do so as
magic is a very helpful tool in SF.  Here is each type of magic, where to
get it, where to get the gift, and its opposite.  The specifics about getting
each gift will be dealt with in the walkthrough section.

Magic Ability List(spells that require the gift are marked with *)

Light Magic

Buy at:  Luminous
Get gift at:  Luminous
Opposite:  Shadow

--StarlightHeal:  2 JP
This spell restores HP to any one party member.  It works on mecha, but
to a lesser degree.  Very useful, as healing spells usually are.  The main
advantage of Light Magic.
--SunRay:  1 JP
This spell attacks one enemy with a sunbeam.  Does extra damage against
undead opponents.  If you have 6 magic abilities equipped then it is free
to cast, but a pretty weak spell overall.
--FlashFlood:  5 JP
This spell attempts to instantly kill all your enemies by sweeping them away
in a flood.  The low success rate of this makes it less useful than it
sounds.
--FlashFire:  4 JP
This spell damages all enemies with fire.  Not very damaging, but clears out
large groups of lower-level enemies.  Also may blind the enemies.
--Light Sword:  7 JP  *
This spell creates a sword with extremely high attacking power to use in
battle.  Not a very useful spell unless you don't have the money yet to buy
the best swords for the character.  In that case, this is good to deal out
damage to large bosses.
--MegaWindBlast:  9 JP  *
The other reason, besides StarlightHeal, to get Light magic.  Probably the
most powerful mass attack spell.  Hits all enemies with 1000-3000 damage,
depending on the power of the caster.

Shadow Magic

Buy at:  Luminous
Get gift at:  Omble
Opposite:  Light

--PowerGrab:  1 JP
This spell steals a small amount of HP from the target.  Allows you to
regain a few lost HP, and is free if you have a crown in magic, but does
too little damage to be extremely useful.
--HideBehind:  1 JP
This spell causes you to appear behind your opponent, tap their shoulder,
and run away.  They turn around to face that way.  Characters who attack
while the enemy's back is turned do slightly more damage and have a much
higher hit rate.  Pretty much completely useless.  Combos with itself
though.  You should see that at least once, it's pretty comical.
--ShadowNet:  3 JP
This spell paralyzes all of the enemies.  Actually pretty useful if used
against the right enemies who are vulnerable to paralysis.  Probably the
best low level Shadow magic.
--DarkSphere:  4 JP  *
This spell attacks one enemy with a large sphere of dark energy.  Fairly
powerful(500-1500 damage) and combos with itself.  If two or three people
cast it together, then the damage adds up.  Still, there are much better
sources of magic damage out there.
--ShadowServant:  9 JP  *
The only real reason to bother with Shadow magic.  This useful spell creates
a shadow that overlays the caster.  It repeats every action you perform, 
guaranteeing a level 2 combo with whatever attack you use.  This is very
useful against big bosses.  In addition, the shadow servant will protect the
caster from 1 attack, destroying the servant but keeping the caster safe
from damage.  If you always have a shadow servant active, then you can
nullify any attacks toward that character while your JP lasts.  You can only
have 1 shadow servant at a time.  A shadow servant will not mimic DSC, I
guess they figured that would be too powerful.

Note:  Of these two, I consider Light magic to be superior in most cases.
The healing ability and MegaWindBlast are very useful.  However, in the case
of characters who already have healing abilities(Dr. Nusakan, Measarthim,
etc.) or in characters that can master Time Magic(Blue/Rouge, TimeLord) I
recommend Shadow magic.  Shadow Servant doubles the power of Overdrive, and
without the healing advantage, the Shadow Servant spell is very useful in
comparison to the MegaWindBlast(there are many other slightly less effective
mass-kill spells).  However, no matter who it is, if you don't get the gift
don't bother with Shadow Magic.  Shadow Servant is the only useful spell
there.

Arcane Magic

Buy at:  Devin
Get gift at:  Collect all 4 Arcana Tarot
Opposite:  Rune

--Saber:  1 JP
A decent, free spell(if you have a crown) to attack one enemy.  Low damage,
but is good for learning the upper level spells if you have the gift.
--Shield:  3 JP
This spell raises the DEF rating of your entire party.  Note that if you
use the spell more than once, the "DEF UP" signs will still show up but
the spell only actually works once.  This spell also automatically comes
out before any enemies can attack.  A useful spell for long battles.  The
effect lasts until the end of the battle.  If a character is knocked un-
conscious(loses all its HP) then it loses the benefits of Shield.
--Grail:  3 JP
This spell cures one party member of any status ailment.  Useful against
enemies with petrify or charm attacks.  It is a good idea to always have
at least 1 party member with this.
--Gold:  3 JP
This seemingly useless spell is actually not bad if used against enemies
that are susceptible to instant death.  It has one of two effects.
The milder, useless one causes all the enemies to turn around, which is
like a HideBehind spell that affects all the enemies.  Attacks on an enemy's
back have a slight damage and hit rate increase.  Occasionally, however, the
spell will utterly destroy the creature because it chases the gold coins that
drop completely off the screen, and is never seen again.  This happens
most often against one lone enemy.  This spell gets rid of Chimeras,
Zeroworms, and other powerful monsters with ease.
--Magician:  7 JP  *
This spell creates a shadow of the caster that appears randomly among your
ranks.  It has an infinity symbol over its head(to differentiate it from
ones created by Mystic magic).  If an enemy attacks it, then it is detroyed.
If the attack used was a close range attack, then the destroyed shadow
creates a vortex that sucks up and utterly destroys the unfortunate attacker.
This will not work on bosses, but it is valuable nontheless against enemies
that use powerful physical attacks.  You can have up to 5 shadows on screen
at once.
--Death:  4 JP  *
This spell summons grim reapers(one for each enemy) to attempt to instantly
kill all the enemies.  Any enemy that is hit is destroyed, but for each
enemy that fails to be killed, the reapers come back and take 1 LP from the
caster.  Moderately useful against single enemies, but don't use it against
a large group or you risk losing all your LP.
--Fool:  6 JP  *
Your character does a funny dance, and from that point on the enemies
attack power is decreased.  The spell's effect is lost if the caster is
ever knocked unconscious.  Don't waste your time with this.
--Tower:  All JP  *
This spell takes away all of your JP to create an immensely powerful attack.
The more JP you have, the more damage is inflicted.  This spell is your most
powerful source of damage(other than DSC).  Unlike DSC, though, this spell
can go into combos for horrendous damage.  If you plan to use a character in
a boss battle as a fighter or swordsman, then equip them with this and
let them blow all their JP first to soften up the target a bit.

Rune Magic

Buy at:  Devin
Get gift at:  Collect all 4 Rune stones
Opposite:  Arcane

--Victory Rune:  1 JP
This rune causes one character in the party to gain more attacking power.
All their attacks will do about 1.25 times the original damage for the
remainder of the battle or until they are knocked unconscious(lose all their
HP).  Free to cast if you have a crown, but not too great except to learn
better spells.
--Vitality Rune:  2 JP
This rune causes one character in the party to regenerate HP at the end of
each round.  The number of HP gained is equal to about 1/8 of the max HP of
the affected character.  Probably the most useful of the lower level runes.
In long battles this is a good source of a little extra healing.  The effect
lasts until the end of the battle or until the affected character becomes
unconscious(loses all HP).
--Hide Rune:  2 JP
This spell causes one character to disappear from battle.  The character is
immune to attack, but if it performs any action other than defense, then it
comes out of hiding and the spell is broken.  This spell may be good for
keeping low level characters alive so they can gain power, but overall it is
a waste of time.  Heal the wounded character instead.  Note that a hidden
character may still be hit by attacks that hit all characters.  A hidden
character may affect itself without coming out of hiding(healing, Victory
Rune, etc.).
--Freedom Rune:  4 JP
The character that this rune is inscribed over is protected from petrify,
parlysis, and sleep until the end of the battle or until they are knocked
unconscious.
--Wall Rune:  8 JP  *
This spell erects a protective barrier around one character.  Any long range
attacks(bullets, lasers, rockets, etc.) fired on the character will destroy
the barrier instead of hurting the character.  If the shield could take
more damage, or if it affected the whole party, this might be a good spell.
As it is, it is forever condemned to rot in the unused ability list.  I don't
see why it is a higher level spell.
--Dwarf Rune:  8 JP  *
This spell reduces the attack power of one enemy.  Another spell that is a
waste of time except against very powerful enemies.  Even then, there is
probably some better use of your time and JP.
--Soul Rune:  7 JP  *
This spell raises all of the caster's abilities, making him/her faster,
stronger, more intelligent, etc..  If the caster is knocked unconscious, the
spell is broken.  Handy in long battles, but this spell is not really that
great normally.
--Stasis Rune:  All JP  *
This spell causes the caster and the affected enemy to go into stasis, a
condition where neither can perform any action or be affected in any way.
This lasts longer the more JP you use.  If you are badly wounded against a
boss, use this so the remaining characters can heal up, I suppose.  That
is one use for it, although I don't know if its worth the cost of all your
JP to perform.  The spell really only has one true use, and that is in
combination with the Time magic Overdrive.  Only 2 characters in the game
(Blue/Rouge, and TimeLord) can have this spell, but once they do be sure to
give them Rune magic so they can get StasisRune.  If you Overdrive, then as
the last command you give put the enemy and yourself in stasis, then you
will not lose all your JP and WP from the Overdrive!  This means you can just
do it again once you come out of stasis.  Also, after you come out of stasis,
the game will still think you are in Overdrive.  This means that the affected
character can still attack 6-8 times every round.  Note that magic and skills
used will still deplete WP and JP.  Also, you still must pay the 10 JP for
the Overdrive.  Any boss can be easily defeated using this technique.

Note:  Of these two, I consider Arcane magic to be vastly superior to Rune
except in the case of TimeLord and Blue/Rouge.  If a character has Overdrive,
then it is much better to give them Rune magic due to the Stasis Rune trick.

Mind Magic

Buy at:  Kyo
Get gift at:  Kyo
Opposite:  Evil

--MindHeal:  2 JP
This useful spell allows the caster to completely refill his/her HP.  Give
this to all the characters you can.  It helps against enemies that can
use mass attacks that hurt your whole party badly.  The more characters that
can heal themselves, the less work your healers have to do to prepare for 
the next big attack.  Probably the best Mind magic spell.
--Spellbound:  2 JP
This spell paralyzes one enemy.  Only good in specific situations, but can
completely debilitate one enemy if used on the right enemy.
--Evaporate:  2 JP
This spell allows the caster to go into hiding.  It has the same effect as
the Rune spell Hide Rune, except it can only affect the caster.  If the
caster performs any action that affects another character, the spell is 
broken.  Not one of my favorites at all.
--LifeWave:  2 JP  *
This spell attacks one enemy with a large yellow spear.  Does very good
damage and ignores the defense level of the target.  On the average, does
500-1500 damage to a single target.
--Awakening:  2 JP  *
This spell causes all the stats of the caster to increase, making him/her
stronger, faster, more intelligent, etc..  Just like the Rune magic Soul
rune, except it can only affect the caster.  Only good against large bosses
where the effect will last long enough to be noticed.  The spell ends if
the affected character is knocked unconscious(loses all HP).

Evil Magic

Buy at:  N/A(only Zozma can have this magic)
Get gift at:  N/A(the gift for this magic does not exist)
Opposite:  Mind

--RavaShot:  1 JP
A decent attack spell.  Does little damage, though, and is probably not as
powerful as Zozma's normal attacks.  Hits one enemy.
--PainDoubler:  1 JP
This spell does damage to all enemies equal to the amount of damage that
they have already suffered, up to a limit of 666.  The spell can never do
more than 666 damage, and that is what limits its usefulness significantly.
I usually don't bother with this spell.
--Deathcurse:  4 JP
Just like the Arcane Death spell, except it only targets one enemy.
--SharpPain:  1 JP
This is by far the most powerful Evil spell and the reason that Zozma is one
of the best characters in SF.  This spell attempts to stun all the enemies.
This does not sound useful, but the spell comes out before any enemies can
attack automatically, and it is almost 100% effective against enemies that 
are vulnerable to stun!  Having trouble with Dullahan?  Crystal Trees 
oscillating and kicking your ass?  If Zozma uses this spell each round, then 
these enemies will never get a chance to move and your other characters can
leisurely beat them up.  This spell even works on some bosses, making them
completely harmless for the cost of only 1 JP each round.

Note:  Of these two, Evil magic is the best due to the SharpPain spell.
However, since only one character can have it, Mind magic is the obvious
choice for most characters.  Note that only humans can get Mind magic, and
that Blue/Rouge cannot get the gift for it until they fight near the end
of Blue's chapter.

Realm Magic

Buy at:  Magic Kingdom
Get gift at:  Only Blue/Rouge have the gift
Opposite:  Mystic

--EnergyChain:  1 JP
Probably the best low-level single enemy attack spell in the game.  It does
good damage at first.  If it is used enough times, then the caster will
"level-up" this spell and the chain will begin to swirl around the enemies
after hitting them.  At this point the spell will also paralyze the enemy.
Also, if you have a crown in magic this spell is free of charge.  It is un-
known if other spells can "level-up" through use as this one does(some of
them definitely need to), but if I find something out, rest assured that it
will show up here.
--Implosion:  3 JP
Attacks a single enemy.  More damaging than EnergyChain, and may cause 
instant death of the enemy.  The increased JP use makes it less useful on
the average, and the instant death effect is annoyingly rare.  A good
cheap attack to use on large enemies that are vulnerable to instant death.
--PsychoArmor:  2 JP
This spell increases the PSY and VIT points of one character, making them
less vulnerable to magic and physical attack.  This spell only works once, 
even though the "PSY up" message will continue to appear.  Only useful
against the end bosses where the battle will last long enough to see the
effect of the spell.  It ends if the target character is knocked unconscious.
--Gate:  0 JP  *
This spell is not a battle spell, but is used in conjunction with the
RegionMap item to allow Blue/Rouge to travel with ease.  You do not need to
ever have it equipped.
--PsychicPrison:  7 JP  *
This spell seals the enemy in a shell.  If they try to cast magic, then it
will backfire on them and cause them damage.  Since there are not very many
magic-using enemies in the game, the effectiveness of this is fairly low.
If you are facing a magic user, then by all means give this a try.
It helps against some guys in Blue's game.  After blocking one spell, then
the shell is destroyed and must be renewed.
--Vermilion Sand:  8 JP  *
This spell attacks all enemies for good damage(800-1800 points).  It also
may blind the enemies.  The second best mass attack spell behind MegaWind-
Blast.  Make it a point to get this if you have Blue/Rouge in your party.

Mystic Magic

Buy at: Facinaturu
Get gift at: Mystics and Asellus have this gift automatically, otherwise N/A
Opposite:  Realm

--Fascination:  1 JP
This spell attempts to charm one enemy.  Charmed enemies will attack their
friends, but they will not physically attack themselves(although they may
hit themselves with mass attacks).  This spell is more effective depending
on your CHA score.
--PhantasmShot:  3 JP
This spell attacks one enemy with a random phantasm beast.  It does good
damage, and inflicts status problems as well.  The phantasms are the same
as the Mirage magic spells, so look there for a description of each effect.
A very good single enemy attack spell, does 200-1000 points to an enemy as
well as causing them various ailments.
--Glass Shield:  5 JP
This spell creates a glass shield in front of the caster.  Any attack that
targets the caster will break the shield instead of hurting the caster.  In
addition to this protection, if the attack that broke the glass was a close-
range attack, then the broken glass shards will attack the enemy and do a
good bit(500-1000) of damage.  This spell is a good idea to cast at the
beginning of long battles to protect your healing characters from attack.  If
it is broken, then refresh it and the healers will be difficult to damage.
--MirrorShade:  7 JP  *
This spell creates 1-4 shadows of the caster in random locations among your
characters' ranks.  Enemies may target the mirrorshades instead of damaging
your real party members.  If a mirrorshade is hit, then it is detroyed.  If
you are fighting an enemy that uses mass attacks, then this is useless as 1
mass attack will destroy all the mirrorshades, but with enemies that kill you
1 man at a time or get to physically attack many times in a single round,
this can save you a lot of damage.  You cannot have more than 5 mirrorshades
in existence at once.

Note:  Of these two, I prefer Mystic magic because of PhantasmShot and
GlassShield.  These spells are much better than the comparable Realm spells.
Exceptions to this are Blue/Rouge, who can get the higher level Realm spells.
Also, the inconveience of having to travel to Facinaturu to buy the Mystic
magic may be a reason in itself to get the Realm spells.

Time Magic

Buy at:  TimeLord's Region
Get gift at:  Kill TimeLord(only Blue/Rouge and TimeLord can get this gift)
Opposite:  Space

--DelayOrder:  1 JP
Lowers the enemy's QUI score.  Whoopee.
--TimeLeap:  3 JP
This spell is like the poor man's Sharp Pain.  If it hits an enemy, then
that enemy will be stunned and lose its turn that round.  However, unlike
Sharp Pain, it only targets one enemy and it is not guaranteed to go off
before the enemy moves.  Therefore, unlike Sharp Pain, it is useless.
--ChaosStream:  9 JP
This spell attacks all the enemies by spinning them around on the arms of a 
huge clock.  It does a small amount of damage and may paralyze them.  Not
a very good mass attack spell, despite the cool name.  Doesn't do enough
damage to compete with other spells, but the paralysis effect is actually
pretty common.
--TimeEclipse:  5 JP
This spell attempts to petrify one enemy, instantly killing them.  If it
fails to do this, then the enemy's quickness is lowered and they take damage.
A useful spell for destroying enemies that have high HP but are vulnerable
to petrification.
--TimeTwister:  5 JP  *
This spell allows one character to perform the action that they would
normally perform in the round twice.  Characters with DSC or LifeSprinkler
are good candidates for this spell.  Overall a very useful move if used
wisely.  Don't try to glitch out your Saga Frontier program by Time
Twistering yourself, those guys over at Square thought of everything.  You
will not create an endless loop that way.
--OverDrive:  10 JP  *(depletes all JP, WP at the end of the spell)
This powerful spell causes the caster to enter another dimension with a big
clock on the floor.  This spell automatically comes out before any enemy can
move.  In this dimension, the caster can perform any action(except another
OverDrive) 5-8 times depending on the number of JP used.  These actions cost
0 JP or WP.  You can use Tower or DSC 5-8 times in a row-say goodbye to any
boss.  Also, if you cast a Shadow Servant first, each move in OverDrive is
doubled!  Better yet, if the last move of the OverDrive is the Rune spell
StasisRune, then you can avoid losing all your JP/WP and also perform an
interesting cheat which allows you to move 5-8 times for the rest of the
battle!  Just OverDrive again and repeat.  Note that after subtracting the
10 JP for OverDrive, then you must have enough JP/WP left to perform the
actions in OverDrive.  It does not cost any points, but the points must be
there.

Space Magic

Buy at:  Kylin's Paradise
Get gift at: Kill Kylin(Only Blue/Rouge and Kylin can get this gift)
Opposite:  Time

--VaporBlast:  1 JP
This spell attacks one enemy for 300-800 points of damage.  One of the best
attacking spells that cost no JP if you have a crown.
--Vanish:  3 JP
This spell attempts to instantly kill the target creature by making them
vanish from existence.  Useful against big strong monsters that are
vulnerable to instant death.
--ReverseGravity:  6 JP
This spell attacks all enemies by reversing gravity and dumping them on their
head.  It does high damage and may also stun them.  A high power mass attack
spell that is fairly cheap to cast.
--LightShift:  1 JP
This spell causes the sun to shine on the battlefield.  What the hell does
that do, you ask?  Well, nothing usually.  However, when fighting undead that
have DeathSynthesis(the ability to regenerate their HP), this spell causes
their DeathSynthesis to stop working.  Very helpful against some undead
bosses who get back 1000 HP every round.  Put a stop to that and the battle
is much quicker.  Also, any monster that has Photosynthesis will begin to
regenerate HP while the sun is out.  This could be helpful to your monster.
This spell actually has its specific uses, but is not generally very good.
--DarkShift:  1 JP  *
This spell is the opposite of LightShift.  It causes the sun to go away.
DeathSynthesis will begin working, and PhotoSynthesis will stop working.
Since there are fewer big plant enemies than there are big undead enemies, 
this is less useful than LightShift, but if your monster has Deathsynthesis
then it will allow it to take advantage of that ability.
--Vortex:  3 JP  *
This spell opens a large vortex into which all status conditions, both
positive and negative and from both friends and enemies, are drawn away.
This spell can cure your entire party of status problems, but it will also
remove from them positive spells like Reviva, Shield, and Vitality Rune.
It will also remove the enemy's positive enhancements, but also any poison
or paralysis you may have caused.  A useful spell when fighting status
affecting enemies.

Note:  Of these two, Space magic is preferable unless you are TimeLord or
Blue/Rouge, in which case Time magic with OverDrive is the obvious choice.
If one of these characters has Time, Shadow, and Rune magic they can Over-
Drive, ShadowServant, and then Stasis Rune at the end and cause any boss to
be destroyed without even an effort.  If you cannot get the gift, however,
the low level Space spells like ReverseGravity and Vanish are vastly superior
to the Time spells, in my opinion.

Life Magic

Buy at:  N/A(only Blue/Rouge can get it in Blue's chapter)
Get gift at:  N/A
Opposite:  N/A

--Sacrifice:  2 JP
This spell completely heals the entire party except the caster.  The caster
loses 1 LP from casting this spell.  This is one of the only healing spells
that can affect the whole party, and if kept in moderation it is very useful.
Don't let Blue's LP get too low, or else you might abruptly end your game.
--Reviva:  9 JP
This spell works like the Reraise spell in FF Tactics.  If a character under
this spell is knocked unconscious, then this spell automatically revives them
with full HP.  The spell then ends.  The character still loses LP.  This
spell is useful for many reasons, but can save your life against enemies
with powerful mass kill attacks.  It is great against Blue's final boss, as
it keeps you from being killed instantly by some of his attacks.

Mirage Magic

Buy at:  N/A(only the Mystic Rei can have this magic)
Get gift at:  N/A
Opposite:  N/A

--Black Cat:  1 JP
This spell causes a phantasmal panther to appear and attack 1 enemy.  It does
moderate damage and may cause the enemy to become a blue mess.  Subsequent
castings may make them a yellow or red mess.
--NightMare:  2 JP
This spell causes a ghostly horse to attack an enemy.  It does a little more
damage than Black Cat and may put the enemy to sleep.
--Jackal:  4 JP
This spell causes an illusory jackal to attack an enemy.  It does about the
same damage as the NightMare, but may poison the enemy.
--Cockatrice:  6 JP
This spell causes a little more damage than the Jackal, and may petrify the
enemy.
--Reaper:  7 JP
The ultimate illusion spell causes more damage than Cockatrice and may cause
instant death to the enemy.

Note:  All the spells of Mirage magic are available through the Mystic
spell PhantasmShot.  The advantage of Mirage magic is that you get to choose
which phantasm you summon, but the disadvantage is the higher JP cost to
summon the more powerful monsters.

Combos
One of the new features of SF is the combo system, which allows you to link
several attacks together to increase the damage inflicted by the attacks.
Attacks that are in combos are about twice as powerful as they would be
seperately.  At first, the combo system seems random, and to a certain
extent it is, but there are ways to rig it in your favor.

Combos happen when two characters who move one right after another perform
attacks which can link together.  Usually, these characters will link
togther and perform a level 2 combo.  If another character which moves
directly before or after this performs an attack that can link with the
first or second attack in the link(respectively) then he will and you get
a level 3 combo.  So on and so forth up to level 5, where all your characters
link together.  Not all attacks link with all other attacks, and certain
ones link better than others.  Only techs, magic, cannons, and monster skills
may link, not regular attacks.  When you find 2 attacks that link, then
try to find something that goes before the first or after the second and
then try to do a level 3.  Eventually, a level 5 combo can be built this way.
These are difficult, as if the enemy moves in the middle of your characters
then the combo will be split in half(since the comboing characters must move
in direct succession).  Also, if your characters move in the wrong order then
the combo will be foiled.  The game seems to cheat for you with small combos
and make your characters move in the right order, but this does not happen
with large combos.  Some pointers if you are having trouble linking:

1.  Make a note of what attacks link together well.  I have a list of
attacks that I have noticed link, but this is not and will never be complete
due to the high number of combinations possible.  Make a personal note of
what links and add it to useful ones from this list.
2.  If a human character has a lightbulb and learns something, it breaks the
combo.  Make sure that you know enough techs so that learning is rare.
3.  Attacks that link with themselves are your best friend.  If all your
characters perform the same attack that links with itself, then it does not
matter what order they attack in and they will almost always link.  They
can only be broken by the enemy moving in between them.  This is the easiest
way to build level 4 and 5 combos.  Good examples are CrossShot, DarkSphere,
Fist, GiantSwing, and HardSlash.  Have your whole party do the same attack
and watch the damage rack up.
4.  Target the same enemy with all your attacks.  Combos will not work on
multiple enemies(except in the case of mass attacks that link).
5.  Take into account each character's QUI attribute.  Try to have the
combo occur in descending order of QUIckness, as that is the most likely order
that the characters will attack.  This is not 100% accurate, but it insures
that the combo will occur as often as possible.

Let's take an example.  I'm fighting some boss and I want to do as much
damage as possible.  I don't have DSC, so the next best source of damage is
linking.  I notice that RosarioImpale - Triple Thrust occurs pretty often.
Also, I know that RisingNova can link before Rosario Impale.  If I do these
three attacks on the same enemy, then I have a good chance of linking.  I
do this, but notice that Lute, who is doing the Rosario Impale, keeps moving
after Fuse with Triple Thrust and the combo is failing.  Since Lute is
slower than Fuse, I have him do the 3rd attack in the link and have Fuse
do the 2nd.  Mei Ling is doing the Rising Nova, and she is the fastest, so
that works fine and they link together(provided the enemy does not attack in
between and ruin the link) about 75% of the time.  Wow, there's 10,000+
damage right there.  Well, I want to make it bigger so I look for something
to put after the Triple Thrust.  I remember that Asura combos after
Triple Thrust so I get my slowest character, White Rose(she accidentally 
absorbed 2 Rockys and a Pickbird so she has 8 QUI) to use that Asura that I
stuck on her way back in Facinaturu.  Hmmm, that's 4, how can I make it 5?
I don't know of anything that goes after Asura right off hand, so I look
to see if anything links before RisingNova, the first move in the combo.
I notice that Asellus, the quickest character on the team, has the Sunray
spell that links before RisingNova.  I do this, and I have set up a level
5 link that can do up to 20,000 points of damage!  By having the attacks go
off in order from the fastest to slowest party member, I increase the chance
that the link will not be foiled by the characters moving out of order.  If
they do, or the enemy moves in the middle and splits it, I will still almost
always get 1 or 2 level 2 links, and maybe a level 3 or 4.  The damage on
my attacks is increased dramatically this way, and the poor boss goes the
way of all flesh due to the Sunray - RisingNova - RosarioImpale - Triple
Thrust - Asura level 5 combo.

I know this sounds unnecessarily complicated, but understanding this system
is important in order to be able to use your attacks to their utmost.
Following is a list of links that I have made note of through my gameplay.
Note that this is far, far, far from all of them and contribution to this
section is extremely appreciated(as is contribution to any other section).
Only 2 part links are listed, as bigger ones are built by combining these.

Combo List
AcidBreath - Beak
Air Throw - Kick
             Sliding
             Silf
             Trample
             MightyCyclone
             Missile
             Fist
             Saber
             HyperBlaster
             PluralSlash
             BeamSword
             RollingCradle
             BabelCrumble
             Suplex
             CrossSlash
             Triple Thrust
             Smash
             Thrust
             GiantSwing
             ShadowCounter
Al-Phoenix - HyperBlaster
              TurbidCurrent
ArcticBreath - HeatSmash
Asura - Kusanagi
Backfist - Fist
            Scuffle
            CrushBeat
BattleSong - Needles
              HeadWind
              DoubleSlash
Beak - Beak
BeamSword - Graviton
BearCrush - Still Stream
Beetlejuice - ArcticBreath
Blade - Fist
BlasterSword - ThunderThrust
Blizzard - MightyCyclone
            BearCrush
            ShadowCounter
            TurbidCurrent
            Thrust
            WheelSlash
            WillowBranch
            DeadEnd
            Kick
            NoMoment
            SwallowSwing
            Tornado
            AirThrow
Bloodsucker - Scissors
               PainPowder
               WaterCannon
               PoisonGun
BoltBlast - Silf
BoltBreath - Blade
              Scream
BoltThrower - EnergyChain
               MightyCyclone
               LifeSprinkler
BoundShot - GroundHit
             BoundShot
             Missile
             ShadowCounter
             PluralSlash
             ArcticBreath
             SharpShot
             DarkSphere
             FocusShot
             GliderSpike
BrightFist - Kusanagi
CharmGaze - Smash
Chop - MightyCyclone
        Fist
        Sliding
Claw - WaterCannon
Coils - Rock
Corkscrew - Sky Twister
CosmicRave - PluralSlash
CrossShot - CrossShot
             PluralSlash
             GriffithScratch
CrushBeat - Scuffle
DarkSphere - DarkSphere
              Saber
              EnergyChain
              LifeWave
              GroundHit
              PluralSlash
              SunRay
              TrickShot
              FocusShot
              BoundShot
DeadlyMoss - Missile
DirtyFang - Asura
DoubleAxe - WaterCannon
Ectoplasnet - EnergyChain
EnergyChain - EnergyChain
               LifeWave
               DarkSphere
               Implosion
               RavaShot
               FireBreath
               PoisonGas
               GliderSpike
               Silf
               TitasWave
               MightyCyclone
               GasFlame
FireBreath - PhantasmShot
              Implosion
Fist - Fist
        MightyCyclone
        SunRay
        FireBreath
        BoundShot
        AirThrow
        CentipedeCrush
        NoMoment
FlameBlast - Wing
              TitasWave
FlashFire - WheelSlash
             SwallowSwing
             Thrust
             PhantasmShot
             Saber
             DarkSphere
             Scream
             EnergyChain
             VaporBlast
             LifeWave
GaleSlash - Still Stream    (GaleSlash, 2GaleSlash, and GaleAttack are
             NoMoment             interchangeable)
             MightyCyclone
             DoubleSlash
             Asura
             SwallowSwing
             Heaven/Hell
             BoundShot
             HyperBlaster
             Kick
             TurbidCurrent
             AirThrow
             Triple Thrust
             ShadowCounter
             GroundHit
             Smash
             CrossSlash
             DeadEnd
             GremlinTouch
GasFlame - Saber
            Thrust
            WheelSlash
GhostCannon - PhantasmShot
GiantSwing - GiantSwing
              BabelCrumble
              Fist
              Suplex
              LifeSprinkler
GliderSpike - FocusShot
               Asura
               ThunderThrust
Gold - GasFlame
        MightyCyclone
        Beetlejuice
        ArcticBreath
        DarkSphere
        HideBehind
        LifeWave
        SunRay
GrainCannon - HyperBlaster
               SonicBlaster
Grasp - EnergyChain
Graviton - Graviton
GremlinTouch - Beak
GroundHit - TitasWave
             EnergyChain
             Implosion
             LifeWave
             CrushBeat
             Fist
             HyperBlaster
             Kusanagi
             BearCrush
             CrossShot
HardSlash - Dash
             HardSlash
             DoubleSlash
             CrossSlash
             Dead End
             Heaven/Hell
             SwallowSwing
             WaterCannon
             TripleThrust
             EnergyChain
Haze-to-Wheel - TitasWave
                 Rock
                 ThunderThrust
                 GroundHit
                 TurbidCurrent
                 CrossSlash
                 StunSlash
                 PluralSlash
                 BoltThrower
                 DoubleSlash
HeadWind - ShadowCounter
            Claw
            Smash
HeatSmash - QuickSand
             Asura
             EnergyChain
HeatWave - StunSlash
            VaporBlast
            EnergyChain
            Implosion
            Heaven/Hell
            WheelSlash
            Missile
            HyperBlaster
            PhantasmShot
HellWing - GroundHit
            Tower
HE-Rocket - AirThrow
             RollingCradle
HideBehind - HideBehind
              SunRay
              LifeWave
              DarkSphere
              SharpShot
              FocusShot
              MightyCyclone
HP Drain - DoubleSlash
HyperBlaster - Kusanagi
                DarkSphere
                Fist
                HyperionBazooka
                MightyCyclone
                FireKiss
                Al-Phoenix
HyperionBazooka - HyperBlaster
                   AirThrow
                   Al-Phoenix
IceSmash - Thunderbolt
IllStorm - EnergyChain
            Implosion
Implosion - Saber
             Supersonic
             LifeWave
KAMIKAZE-Crush - SunRay
Kick - Backfist
        HardSlash
Kusanagi - RavaShot
            HyperionBazooka
            TigerRampage
Laser - Kusanagi
         CrossSlash
         MachineVulcan
         HyperBlaster
         PluralSlash
LifeSprinkler - Rising Nova
                 CrossSlash
                 TitasWave
                 PluralSlash
                 HyperBlaster
LifeWave - GroundHit
            EnergyChain
            GhostCannon
            GasFlame
            FireBreath
            Implosion
            HandBlaster
            HyperBlaster
            LifeWave
            Beetlejuice
            ElfShot
            ThunderThrust
            BearCrush
            DoubleSlash
MachineVulcan - HyperionBazooka
Maelstrom - EnergyChain
             RavaShot
             GroundHit
             MightyCyclone
MagicStone - FangCrush
              Asura
              RavaShot
              ArcticBreath
              CrossShot
              ThunderThrust
              PluralSlash
MagneticStorm - HellWing
                 Heaven/Hell
                 TitasWave
                 Kusanagi
                 RailCannon
                 HyperBlaster
                 KAMIKAZE-Crush
                 SunRay
                 PluralSlash
                 DarkSphere
                 AirThrow
                 WheelSlash
                 ShadowCounter
                 Triple Thrust
                 MightyCyclone
MecSonata - Air Throw
             PluralSlash
             HyperBlaster
             HyperionBazooka
MegaWindblast - PhantasmShot
                 Implosion
                 GroundHit
                 AirThrow
                 GiantSwing
                 LifeSprinkler
MicroMissile - HyperBlaster
MightyCyclone - MightyCyclone
                 CrossShot
MillionDollers - Horn
                  GhostCannon
                  HeatSmash
                  RavaShot
                  BoltThrower
                  ShadowCounter
                  HyperBlaster
Missile - MightyCyclone
           AirThrow
           LastShot
MoonlightCut - WillowBranch 
                CrossSlash
                Tres Flores
                TurbidCurrent
                PhantasmShot
MysteryTap - Thrust
Needles - RavaShot
           EnergyChain
           GroundHit
           AcidBreath
           FireBreath
NoMoment - Silf
            BearCrush
            Asura
            Kick
OgreRun - Rotation Kick
           Backfist
Oscillation - EnergyChain
               DarkSphere
               StoneGas
               Bloodsucker
PainPowder - AcidBreath
Phantasm Shot - Sliding   (PhantasmShot/Mirage magic are interchangeable)
                 SwallowSwing
                 DoubleSlash
                 Asura
                 HeadWind
                 DarkSphere
                 BladeNet
                 RavaShot
                 SunRay
                 FireBreath
                 GroundHit
                 PoisonGas
                 Ectoplasnet
                 Silf
                 GasFlame
                 LifeSprinkler
                 Air Throw
                 GiantSwing
                 Tower
                 LifeWave
                 MightyCyclone
                 PluralSlash
                 ThunderThrust
                 BearCrush
                 GliderSpike
                 RollingCradle
                 Tornado
                 CrossShot
PluralSlash - BearCrush
               RisingNova
               PluralSlash
               GiantSwing
               AirThrow
               HyperBlaster
               GroundHit
               Sky Twister
               Fist
               HyperionBazooka
               SuperMissile
               Graviton
               MightyCyclone
               LifeSprinkler
               LastShot
               Sliding
               TurbidCurrent
               Laser
               Tower
Pop-Knight - HyperBlaster
              Kusanagi
PowerGrab - MightyCyclone
RailCannon - HyperBlaster
              MachineVulcan
              BeamSword
RavaShot - PhantasmShot
            HeatSmash
            Asura
            HandBlaster
            Supersonic
            Implosion
RaySword - TigerRampage
            Kusanagi
Re-Al-Phoenix - PluralSlash
                 TigerRampage
                 Laser
ReverseGravity - Saber
                  RavaShot
                  EnergyChain
                  Implosion
                  GhostCannon
                  Needles
                  GliderSpike
                  TitasWave
                  LifeSprinkler
                  GriffithScratch
                  PluralSlash
                  Silf
                  MightyCyclone
Rising Nova - Rosario Impale
               Triple Thrust
               LifeSprinkler
               MightyCyclone
               DeadEnd
Rock - HardSlash
RollingCradle - AirThrow
RosarioImpale - Triple Thrust
                 Rising Nova
                 GroundHit
                 BearCrush
                 TurbidCurrent
                 SkyTwister
Rotation Kick - AirThrow
                 CrushBeat
                 Backfist
Saber - Fist
         Phantasm Shot
         DarkSphere
         Implosion
         EnergyChain
         LifeWave
         FireBreath
         HyperBlaster
SacredSong - RavaShot
              HyperBlaster
              DoubleSlash
Scream - EnergyChain
          TitasWave
          HyperBlaster
ShadowNet - EnergyChain
             Kusanagi
             HyperBlaster
ShadowCounter - CrossSlash
                 ShadowCounter
Sharp Pain - PhantasmShot
              LifeWave
              LifeSprinkler
ShockSoldier - PluralSlash
                HyperBlaster
                Silf
Silf - Implosion
        PhantasmShot
        EnergyChain
        AirThrow
        BoltThrower
        HyperBlaster
        GroundHit
Sky Twister - GoldHand
               Sliding
               PluralSlash
               PowerBeat
Sliding - Sliding
           GiantSwing
           Backfist
           Kick
           GhostCannon
           Scuffle
Smash - Fist
         Sliding
SonicBlaster - Blade
Spellbound - HyperBlaster
              EnergyChain
Spoil - Claw
Spore - ArcticBreath
Stampede - Kick
StoneGas - FireBreath
            StoneGas
StunGaze - Bloodsucker
StunSlash - Heaven/Hell
             HardSlash
             Still Stream
             DoubleSlash
             CrossSlash
             Smash
SunRay - Rising Nova
          Triple Thrust
          Rosario Impale
          AirThrow
          Fist
          PhantasmShot
          RavaShot
          HyperBlaster
          Kusanagi
          Saber
          Thunderbolt
          ArcticBreath
          VaporBlast
          MightyCyclone
          Ink
          Beetlejuice
          LifeWave
          DarkSphere
          BoundShot
          TrickShot
SuperMissile - HyperBlaster
                PluralSlash
Supersonic - EnergyChain
              Implosion
              LifeWave
Suplex - BabelCrumble
          GiantSwing
          RollingCradle
SwallowSwing - Horn
                SwallowSwing
                Asura
                Heaven/Hell
                BoundShot
                Spoil
                StunSlash
                ThunderThrust
                LifeWave
                Tornado
                DoubleSlash
Tackle - Tackle
Thrust - CrossSlash
          DoubleSlash
          ShadowCounter
          MightyCyclone
          ThunderThrust
          Kick
          Tornado
ThunderBall - GroundHit
Thunderbolt - AirThrow
               SunRay
Thunder Thrust - SwallowSwing
                  Still Stream
                  StunSlash
                  TurbidCurrent
                  DoubleSlash
                  Thrust
                  ThunderThrust
                  TriangleKick
TigerRampage - Kusanagi
                Al-Phoenix
Tornado - Thrust
           SwallowSwing
           HyperBlaster
Tower - PhantasmShot
         PluralSlash
         HyperBlaster
Trample - Air Throw
           Kick
Tremor - EnergyChain
Triangle Kick - Beak
                 AirThrow
Triple Thrust - BearCrush
                 Rising Nova
                 Asura
                 GasFlame
                 ShadowCounter
                 HardSlash
TurbidCurrent - Smash
                 BearCrush
                 WheelSlash
                 Thrust
                 ShadowCounter
                 HyperionBazooka
                 Al-Phoenix
                 Asura
                 PluralSlash
                 Laser
                 Kick
VaporBlast - EnergyChain
              HP Drain
              Beak
              ArcticBreath
              SunRay
              BoundShot
              PluralSlash
VermilionSand - PhantasmShot
                 GasFlame
                 Saber
WaterCannon - SwallowSwing
WheelSlash - FireBreath
              Heaven/Hell
              SwallowSwing
              HeadWind
              Asura
              BearCrush
              DeadEnd
              NoMoment
              Smash
              Asassinate
              Horn
              TurbidCurrent
              GroundHit
              ShadowCounter
              StunSlash
              TripleThrust
              LifeSprinkler
              MightyCyclone
              CrossSlash
              HyperBlaster
WillowBranch - Heaven/Hell
                HeadWind
                Rosario Impale
                SunRay
                Triple Thrust
                WheelSlash
                DeadEnd
                Asura
                BearCrush
                Silf
                DoubleSlash
                PluralSlash
                Thrust
                StunSlash
                MightyCyclone
                Thunder Thrust
                LifeSprinkler
                ShadowCounter
                TurbidCurrent
                AirThrow
                Sliding
                BabelCrumble
WindBlast - GhostCannon
             BoltThrower
             Missile
             Kusanagi
             BoltBreath
Wing - Horn
        Suplex
        Laser
        Dash
        FangCrush

Weapons
There are many weapons in the world of SF.  They are classified by type in
this list.  The types of weapons are:
Swords: cannot use katana techs
Katanas: can use katana techs
Guns: can use gun techs
Cannons: cannot use gun techs
Shields: block incoming attacks(listed with weapons, since they are put
on the hands)

Outfitting your characters is a matter of personal opinion.  I usually
give humans 2 swords, one powerful one and one katana to learn the katana
and double sword techs.  I then put on a shield and a gun.  Another approach
is to equip 2 guns once you get the Twogun technique to add more power to
your long range fighting.  You may also want to drop the extra sword for a
cannon or a backpack.  For armor I usually prefer individual pieces to the
suits because I like to have JetBoots at all times to defend myself from
ground attacks.  If you use the suits, then you have more room to equip
protective accessories, however.

On any of the swords that are powerful but have no regular attack, you
can save WP and still get the powerful weapon by using free sword techs
such as StunSlash or DoubleSlash.  This costs the same as with any
normal sword.  This makes Asura and Kusanagi much more useful.

Weapon List
Non-technique swords
Name                 AT power   Other
Asura                70         Asura(powerful sword tech)
                                AsuraRevenge(counters with death attack)
                                STR, QUI, INT, WIL, PSY, VIT, CHA+7
--Note: This weapon has no regular attack.  You must use Asura.
BroadSword           11
CeramicSword         22
DragonSword          72
FiendRod             13         FinalStrike(breaks weapon for big attack)
Glirandly            42         FinalStrike(breaks weapon for big attack)
                                STR, QUI, INT, WIL, PSY, VIT, CHA+10
--Note: This weapon can only be removed by using FinalStrike.
Golden Lion          75
Iron Pipe            ?
--Note: Gen gets it for a moment in T260G's chapter.
JackalSword          33         DirtyFang(rarely causes poison)
Knife                7
Kusanagi             66         Kusanagi(powerful holy attack)
--Note: This weapon has no regular attack.  You must use Kusanagi.
LaserKnife           15
LordStar             51         Braveheart(increases attack power)
Murakumo             33
Obsidian             64
Osc-Sword            30
RuneSword            50         VictoryRune(just like the rune spell)
Shadow Dagger        9          PSY+3, ShadowHold(paralyzes an enemy)
SilverSpread         22         PSY+22
SplashSword          49         ElementDissolve(attempts to destroy an enemy)
TwiggyRod            52         FinalStrike(breaks weapon for a big attack)   
TwinSword            20
ZeroSword            60

Technique swords(katanas)
Name                 AT power   Other
Comet Blade          55         MillionDollers(attacks all enemies w/ meteors)
Katana               34
Kukri Blade          10
Samurai Sword        19
SilverMoon           69
Twin Dragon          41

Guns
Name               AT power  Ammo   Other
AGUNI-CP1          12        13
AGUNI-MBX          36        20
AGUNI-SSP           9        15
BehemothRifle      47         7
BrokenRifle         1         -
--Note: Get it in arena w/ T260G
DuelGun            55         1
EagleGun           28         6
EasyRifle          13         8
KillerRifle        25         5
Lethal Gun         60         5
Living Rifle       42         4     WIL+9
SniperRifle        31         6
TroopRifle         22         8
ZenGun             45        16
LightRifle         88         1     PSY+20

Cannons
Name               AT Power  Ammo   Other
Beam Cannon        20         6     Hits all enemies on a line
BigMissile         44         4     Never misses if it attacks enemy that
                                    was originally selected(at the start of
                                    the round).
Bolt Thrower       33         3     Hits wedge shaped area
DOBBY Bazooka      10         3     Attacks all enemies, low hit rate
Flame Thrower      33         3     Hits wedge shaped area
GhostCannon         5        12     Effective against undead, pushes target
Grain Cannon       45         8
Hand Blaster       15        10     Hits all enemies on a line
                                    Paralyzer(paralyzes all enemies)
                                    BlasterSword(close range attack)
HEAT Bazooka       55         2     Low hit rate
H-G Cannon         60         5
HyperBlaster       50         7     Hits all enemies on a line
HyperionBazooka    85         2     Hits large circular area
Ion Cannon         27        10
Junk Bazooka       10         1
LaserCarbine       25        10     Hits all enemies on a line
LightBazooka       20         4
Lightning Cannon   20         6     Hits all enemies on a line
LightVulcan        15        60     Hits wedge shaped area
MachineVulcan      30        40     Hits wedge shaped area
MissilePod         12         8     Never misses if it attacks enemy that
                                    was originally selected(at the start of
                                    the round).
Sonic Cannon       25        16
SuperMissile       70         3     Never misses if it attacks enemy that
                                    was originally selected(at the start of
                                    the round).
Thunderbolt        25         4     Hits all enemies on a line
WaterCannon        20       N/A     Pushes target

Shields
Name             Blocks      Is immune to     Other
Buckler          Weapon
ShellShield      Physical
WonderBangle     Bullets
ExcelShield      Physical                      Better than ShellShield
GenbuShield      Physical    Water
Mizukagami       Physical    Water, Heat
Dragon Shield    All
Durahan Shield   All                           STR, VIT+5, DeathGaze attack

Armor
Like weapons, armor is classified into several categories:
Helmets: worn on the head
Boots: worn on the feet
Gloves: worn on the hands
Armor: worn on the body
Shirts: can be worn on the body underneath armor or suits
Suits: worn on the body, cannot have any other armor besides a shirt

Armor List
Helmets(all helmets defend against blind, so it is not noted)
Name            DEF power     Other
Mirror Glass     8
MagiHat          6
Egg Hat          5            CHA+5
LaserScope       7            WIL+10
FiberHood        6
Yolk Hat         5
Junk Helm        4
InfraScope       6            Allows you to see lasers in Despair(Did you
                              ever wonder why Emelia could see them and
                              no one else could?)

Boots           DEF power     Other
Jet Boots        7            QUI+5, allows you to float
SH-Anklet       10
Iron Clogs       8            VIT+10, Defend push
                              IronClogShot(physical attack)
FeatherBoots     7
RubberShoes      5            QUI+2
LeatherBoots     3
Catsocks         6            Defend stun

Gloves          DEF power     Other
CyberGlove       9
HarmoniumBangle  7            Defend sonic attacks
Armor Glove      8
Shell Bracer     6
Leather Glove    4
SH-Armlet       10
NornsBangle      7            PSY+10, Defend sleep
OgreGlove        5            STR+10

Armor            DEF power     Other
Pluto Armor      35            Defend faint
Warlord Armor    32
Mystic Mail      23            Comes w/ most mystics, can't be removed
Golden Fleece    28            Defend sleep
Master Robe      10            PSY+5
HarmoniumArmor   24            Defend sonic attacks
Bone Breast      13
Protector        10
Beast Leather     6
AngelArmor       27            QUI+10, allows you to float
CelestialLeather 24
Stardust Robe    16            WIL, CHA, PSY+5, Defend faint
Dark Robe         8            PSY+5, Defend Blind
ElectroArmor     25
ArmorVest        18            Defend bullets
FiberVest         8
Glow Robe        18            INT, WIL+7, Defend Petrify
HardLeather      12
Shade Robe        9            WIL+9, restores non-mech's HP
Blue Elf         20            Defend water attacks
Hyper Scale      30
Moonlight Robe   17            PSY, CHA+8, Defend sleep
FireLeather      16
LivingArmor      26

Shirts           DEF power     Other
Hyperwear        10
Defendwear        8
Budowear          7
Magicwear         4            WIL+5
Silkshirt         3
Cottonshirt       3
Powerbelt         1            STR+20, Defend sleep
Mysticwear        8            Restores non-mecha's HP

Suits(all suits defend blind, so it is not stated)            
Name             DEF power     Other
PoweredSuit      50            STR+10, QUI+10
RubberSuit       22
CyberSuit        36            STR, QUI, INT, WIL, PSY, VIT, CHA+5
JumpSuit         25
CombatSuit       15
GolemSuit        25
SprigganSuit     55

Accessories
These devices can be equipped on any race, even monsters, to increase their
resistance to certain kinds of attack.  They usually don't provide much
defense, but are invaluable against certain enemies with specific attacks.

Accessories List
Name                 DEFpower        Other
Harmonium Earring     1              Defend sonic attacks
Sea Stone             3              PSY, VIT+7, Defend water attacks
                                     Uses Maelstrom if wearer has all 3
                                     mystic weapons
SandVessel            2              QuickSand, Defend Petrify
BloodChalice          1              PSY+5, Defend faint
PurpleEye             4              PSY+7, PhantasmShot, Defend gaze
WindShell             5              QUI, WIL+5
Junk                  2
BrokenBumper          1
UnicornTear           1              PSY+1, Defend poison
KrisKnife             3
PearlHeart            2              Defend water attacks
FeatherCharm          1              CHA+5
BoltCrystal           1              Use up in battle for BoltBarrier
IceCrystal            1              Use up in battle for IceBarrier
FireCrystal           1              Use up in battle for FireBarrier
SteelAmulet           1              VIT+5
FlowerAmulet          1              PSY, CHA+5
WingAmulet            1              QUI+5
FangAmulet            1              STR+5
Magatama              1              SacredSong(holy attack all enemies)
SleetCoin             1
AngelBroach           5              Defend Psychout
EMES Tag              5              Defend Petrify
Bumper                3
Tao-Tieh Pattern      3              Defend Psychout
ThunderCharm          1
CharmNecklace         1              CHA+10, Uses Kylin's song if wearer has
                                     all 3 mystic weapons
MellowRing            1              Defend water, LifeRain(restores rest of
                                     party at cost of own LP)
                                     Uses Maelstrom if wearer has all 3 mystic
                                     weapons
RING/Guardian         1              Raises party's DEF
RING/Merchant         1              CHA+10, Charms all enemies
RING/Thief            1              QUI+10, Hides party
RING/Healer           1              VIT+10, Heals party
RING/Hero             1              WIL+10, Heals/prevents abnormal status
RING/Schemer          1              INT+10, Confuses all enemies(red mess)
RING/Hermit           1              Nullifies enemy magic
RING/Fighter          1              STR+10, Raises party's attack power
RING/Lord             1              PSY+10, Restores all WP/JP

Items
Items are used for a variety of purposes from healing to attack.  Note
that unless you have the item "Backpack" equipped, you must equip the items
before they can be used in combat.

Items List
Name                 Effect
StunNeedle           Paralyzes an enemy
Magic Stone          PSY+1, attacks all enemies
Arcana Tarot         Get 4 to complete Arcane quest
Rune Stone           Get 4 to complete Rune quest
Magi-Water           Restores a little JP
X-Magi Drink