Uh oh! It's the-

            ,--^---^---^---^---^---^--.
        .--' .-----------------------. `--.
      .--~==< SEIKEN DENSETSU THREE.. >==~--.
        `--. `-----------------------' ,--'
            `--v---v---v---v---v---v--'

                         ,%
                        #*#*
          _           '#* *#*
    .-~**^ _`.-~.    *#'**%#*
  ,      (/{)    }__*#'   `*#*
 /  _ `   `*  _.====^#*    *#*
( ,   }&    /       `*     *#'
l/   /&    |                `
   .'#_ __%)  __  __   __  __   __    __   __   __   __   __   __  __   __
.~*'       `*'     `|*'     `|*'       `|*' `|*'      `|*'      `|* `|** `|*~.
.~*   ,-.  |*    _ _l*    _ _l*.__   _ _l*   |*   ,-.  |*   ,-.  |*  |**  |*~.
.~*   |**  |*   '*****   '********   '****   |*   |*   |*   |**  |*  |**  |*~.
.~*   |*;  ,*   l*****   l********   |****   |*   |*   |*   |*;  '*  `-^  '*~.
.~*   `-^ <**      |**       `.***   |****   |*   `-'  |*   `-^ <***`   ,^**~.
.~*    _   '*   ,--'**`- -.   |***   |****   |*    _   |*    _   '***   |***~.
.~*   '*`  |*   |**********   |***   |****   |*   '*`  |*   '*`  |***   |***~.
.~*   |**  |*   l**********   |***   |****   |*   |*   |*   |*   |***   |***~.
.~*   `-^ ,**      `|*#   ^   ;***   |****   |*   |*   |*   |*   |***   |***~.
.~*.__ _.^***.__  __l# #_  _.^****.__l****.__l*.__l*.__l*.__l*.__l***.__l***~.
                    ##  #%                                      Version 1.85
                   ##   ##%
                   `     *                 <code yhelo>

   Welcome to a guide that takes      ,-~._,~-.
  a rollicking trot through the      /',~Y/.~.%\_
   creeps and crawlers that         ,&,^_' y_(*,~.`.
 befit a marvelous little     _ _  { %'`_}`{_`\| }\    ,~-Tehehe, pfftpfft.
 import- a game us English   ( V`}  \`\~* o ~*;' )`. ~*
  patrons could only relish   `.^  <*. `.`  &,^ ;*\ \
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                                  ,*&*(`  Y'  `);#(
   ...But better late            {*&**&`~-^- ~^,#&%%.
     than never, right?          |&*&**&A ,~-.`(W&%&%\
                                 '&*&*&&#)'` *;_\&%%&%%
  Please see the Table of       /&#*&*&#/~`.,' `.)&%%&%\
   Content near below for      (&#*#*&#*  `/    ;W&%%&%%)
  the reference codes to       |/`*#*&#*  /    ^W&%%*&%^|
help you glide across this     l |*#*&&#.y   ,^W&%*%*J|\|
    lengthy document.            l*;^.&#(  .'WW&*%***%l `
                                  V    `*\-~`.W*/     V
        Godspeed.                        l`--'Y'
                                          |\``(
`.__________                               \%.`\
..Authored by:                             )`|``\
,~-----------^                           ,* Y|``|^
                                       <__./'`./
           TLaG      -&-       CMK
          ,-~-.               ,-~-.
.___.^~^;(_8 8_)_^~^;___.^~^;(_@ @_)_^~^;__________.'
    \UUJ  ,(_)   UUU/   \UUJ   (_)   UUU/
         /                        \
   Hey CMK, that Poto's            }
  vandalizing the header!         /
       |                  .....Mmmm....
       {                ..worm's eye view...
        \
     ...Geez, man! Stop gawking at the
          damn Carmilla ascii.


           _______________
 ->    -=< *CONTACT  Info* >=-  o  ~  o  ~  o  ~  o  ~  o  ~  o  ~  o  ~  o
          `==============='

[1] ThrowsLikeAGirl :  rgm6<at>po<dot>cwru<dot>edu

[2] CMK TacTican :  stephen_y_hsu<at>yahoo<dot>com


           ____________________
 ->    -=< *FORMAT Suggestions* >=-
          `===================='

**-> For compatible printing and display of this document, please use:

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--


`.__  __  __  __  __
Divider & remark- 2 in 1!  <>  ~  <>  ~  <>  ~  <>  ~  <>  ~  <>  ~  <>  ~  <>
,~--  --  --  --  --


                      /\____________________/\
  ===)>              < { *TABLE OF CONTENT* } >
                      \ `------------------' /
                       `~------------------~^-._,~-<code tablc>


*-> For quick navigation, open the 'find' feature (CTRL+F) and insert the
  5-character code for the desired section. Thank you.

**Printing Recommended** = denotes a section of which one should be
                           attaining a hardcopy
*Printing Suggested* = print out these sections only if convenient for memory
-

[1]  HEADER, CONTACTS, & FORMAT INFORMATION    <code: yhelo>
           ^--(ya missed it; scroll up!)

[2]  TABLE OF CONENT    <code: tablc>
           ^--(you're reading it now-)

[3]  LEGAL NOTE    <code: legln>
           ^--(the bull is next)

[4]  GROUNDWORK    <code: grond>
           ^--(the formal(?) welcome)

[5]  CLASS TYPE & SPELL DAMAGES    <code: clssp>
           ^--(the gist of spell computations and the 'what/why' on enemy
               class types)

[6]  ATTACK & AFFINITY SYNOPSIS   *Printing Suggested*    <code: attks>
           ^--(summarizes the notation utilized for attacks/special attacks,
               descriptions, element info, and notes for each entry in
               the Main Enemy List)

[7]  STATISTICS BREAKDOWN   *Printing Suggested*    <code: statb>
           ^--(a synopsis of the vernacular used in the stats listing for
               each monster entry, and the basics of each noted attribute)

[8]  **THE MAIN ENEMY LIST**   **Printing Recommended**    <code: e-list>
           ^--(the meat and potatoes of this guide..)

[9]  MEASUREMENT ISSUES    <code: measi>
           ^--(a quick section on the problems surfaced during data gleaning,
               which you should be made aware of)

[10]  *ENEMY AFFINITY QUICK-LIST*   **Printing Recommended**    <code: affql>
           ^--(compact summary of each monster's elemental properties *only*;
               suited for magic and saber users as a quick look-up reference
               during game-play)
           ^--(this section also contains status immunity lists for monsters,
               an undead monster list, and elemental census data)

[11]  *ENEMY SPOILS LIST*  *Printing Suggested*    <code: espoi>
           ^--(a corrected dropped item list for each enemy, with Luck
               attribute's effects thrown in; ideal for treasure-seekers)

[12]  F_requently A_sked Q_uestion_s    <code: farqs>
           ^--(the 'interactive' part of this guide)

[13]  TLaG's MUMBO JUMBO    <code: mumy>
           ^--(contains a listing of various documents largely authored by me,
               though most are informal or simply long-incomplete)
           ^--(Also holds a link to CalvinK's RSCC_RDCC Challenge guide; want
               to know what the heck that stands for? Well, go check it out!)

[14]  STAFF ROLL  (w/ credits!)    <code: werkf>
           ^--(#this is the end...the ending..of..our story....the ennd...#)
       \
        `-> *Update Log*  <code: histy>
              (see what's new, if anything)


--


`.__  __  __  __  __
..Aw, do we have to?...    <>  ~  <>  ~  <>  ~  <>  ~  <>  ~  <>  ~  <>  ~  <>
,~--  --  --  --  --

                        /\_________________/\
  ===)>                < { *LEGAL DRIVVEL* } >
                        \ `---------------' /
                         `~---------------~^-._,~-<code legln>


Seiken Densetsu and all related objects are property of SquareSoft, Inc. All
other trademarks are the property of their respective owners. This document is
strictly unofficial and should not be construed as to be endorsed by
SquareSoft, Inc., in any way, shape, or form.

This document is Copyrighted (c) 2004 R. Grant Mueller and Stephen Hsu.

This document is protected by the United States Copyright Act of 1976 and the
Berne Convention Implementation Act of 1988. By using this document, the user
agrees to be bound by the terms of this notice. This document may not be
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obtained express written consent of the author except for personal, private
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If in case such consent is granted, this document may not be altered from its
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commercially exploited. Use of this document is solely at the discretion of
the user. Use of this document on any web site except:

GameFAQs (www.gamefaqs.com)

..is a violation of copyright law and is strictly prohibited. This agreement
is effective until terminated by the user. The user may terminate this legal
agreement by completely destroying all copies of this document that the
aforementioned user possesses. By using this document, the user agrees to hold
the author and/or editor free of any responsibility for loss or damage of any
kind from the use of this guide.

--


`.__  __  __  __  __
..Now then-                <>  ~  <>  ~  <>  ~  <>  ~  <>  ~  <>  ~  <>  ~  <>
,~--  --  --  --  --

                        /\_________________/\
  ===)>                < { **GROUND WORK** } >
                        \ `---------------' /
                         `~---------------~^-._,~-<code grond>

CMK will break the ice for you (er- me..):

-/-

Welcome to the Seiken Densetsu 3 'Beastiary'.
This guide is a (hopefully) near-comprehensive bestiary of every regular
enemy in the game.

Here you will find every pertinent statistic relating to an enemy as well as
bits of relevant information scattered around the place.

Sorry, but bosses are not included, please check another one of the excellent
guides at GameFaqs.com for a boss FAQ.

Be warned that this FAQ can be extremely technical; hopefully, the tutorial
sections and the Frequently Asked Questions section will answer all your
inquiries.

This guide was conceived, authored, and written by TLaG, to whom the lion's 
share of the credit should go. He is responsible for all the monster
descriptions and statistics. I edited the guide and added the Miscellaneous
Notes to each monster as well as sprinkling comments throughout the FAQ.

We hope you enjoy reading this guide.
Best of luck as you game through Seiken Densetsu 3!

- CMK TacTican

-/-


..CMK's so formal and polite 8)
(He gave me that legal note above, by the way..)

Anyhow, I welcome you as well. Please do not neglect to use the 5-6 character
reference codes to jump around this large, unwieldy guide easier.


  For first time viewers, I suggest you read through the three sections that
precede the actual bestiary to orient yourself to the vernacular, layout, and
relevant issues to the main listing.

  For neophyte _players_ to SD3, you may find some of the material a bit hard
to swallow but, though this guide is written with the somewhat experienced
players in mind, one should be able to understand almost all the data in the
Main Enemy List without having any prior knowledge of the game. Of course, you
should be reading the tutorial sections as well (And shouldn't you be skimming
through a general walkthrough/guide? I hope you have already done so..)


!!!!!!!!!!!!!!!!!!!!!============-----------============!!!!!!!!!!!!!!!!!!!!!!
!  Please note that this document, like most faqs, contains potential plot   ! 
!  SPOILERS invariably.                                                      !
!===========!!!!!!!!!!!!!!!!!===========----------!!!!!!!!!!!!!!!!===========!

That is the only caveat you get..


           _________________
 ->    -=< *Expedited Terms* >=- o  ~  o  ~  o  ~  o  ~  o  ~  o  ~  o  ~  o
          `================='

One last addition to this section:
There are common abbreviations and acronyms that may be sighted throughout this 
guide (and indeed some are used all through SD3's message boards).

These shortened terms include:
-'~' = Ascii art aside, The tiled key in this document means 'approximately'
-'ST' = 'Single-target' - applied subject hits only one target at a time
-'MT' = 'Multi-target'- applied subject can/does hit multiple persons
-'SU' = 'Stat Up' - support spell(s) that raises a certain attribute
-'SD' = 'Stat Down' - support spell(s) that lowers a certain attribute
-'HL' = 'Heal Light' - a Light/Wisp-elemental life-restoring spell
-'FST' = 'Full-screen Tech' - special attack that hits multiple persons
-'lvl' = 'Level' - described in the 'Statistics Breakdown' section
-'Def' = 'Defense' - "  "
-'att' = 'attack power' - "  "
-'Mdef' = 'Magic Defense' - "  "
-'SPR-def' = 'Spirit Defense' - "  "
-'HP' = '(Maximum) Hit Points' - "  "
-'Luc' = 'Luc Dropped' - "  "
-'XP' = 'Experience Points Gained' - "  "
-'cls' = 'Class' - when rarely used, this just refers to class types
-'STR' = 'Strength' - basic attribute that determines attack power
-'AGL' = 'Agility' - basic attribute that governs evade and hit rate
-'DEX' = 'Dexterity' - same as 'AGL'
-'DEF' = 'Defense' - basic attribute that determines physical guard power
-'CON' = 'Constitution' - same as 'DEF'
-'INT' = 'Intelligence' - basic attribute that governs magic power and defense
-'SPR' = 'Spirit' - basic attribute that governs Light/Wisp power and defense
-'PIE' = 'Piety'- No, its not edible! Its the same thing as 'SPR'..
-'LUK' = 'Luck' - self-made abbreviation for the Luck attribute

-
Oh yeah- unless otherwise indicated, assume the person writing is TLaG (me)
...however, CMK is the default scribe of the Misc. Notes sections for the Main
Enemy List.

  That's it? ..Yes, I think we're covered thus far, so..



`.__  __  __  __  __
..Moving on...             <>  ~  <>  ~  <>  ~  <>  ~  <>  ~  <>  ~  <>  ~  <>
,~--  --  --  --  --

                   /\______________________________/\
  ===)>           < { *CLASS TYPE & SPELL DAMAGES* } >
                   \ `----------------------------' /
                    `~----------------------------~^-._,~-<code clssp>


This section of the guide could potentially become quite over-complicated if
I drag in the issue of how SD3's wacky code determines all the base damages
for the magics we all know and love. So, I'll simply resist ranting and raves
and shun the matter completely for now.

*breath of relief from the audience*

Good. Anyhow, this particular section will inform the reader about enemy class
variables and how they interact with magic damage. As one will see, this
material is markedly relevant for mage-users, but should be known by all.


           _______________
 ->    -=< *Enemy Classes* >=-  o  ~  o  ~  o  ~  o  ~  o  ~  o  ~  o  ~  o 
          `==============='

Dully apparently to any SD3 player is the influence of character's classes on
game-play. If anything, one of the main drawls of the game is its class system
and the stupendous options it opens (and at the same time, restricts).

  Lesser known is that the monsters themselves have 'classes'-
...but not in the conventional sense of, say:

                                         {
   Class 1-type Rabite = Rabite           \
   Class 2-type Rabite = Rabilion          >  WRONG!!
   Class 3-type Rabite = King Rabite      /
                                         {

The class system for enemies does _not_ depend on the monsters themselves,
per se, but actually on fixed in-game events and locations.

  You should know already that characters can attain their first class change
at level 18 XP and their 2nd class change at level 38 XP- do you?

So does that mean any monster with level numbers 18 to 38 are Class 2 types?

No, not exactly.
  Although the game allows the characters to perform their second class
change as early as level 18, the first class 2-type enemies aren't encountered
until the Moonlight Forest, where the enemies are all at level 21.

  Thus it seems the game allotted some leeway to the player- possibly assuming
most will have class changed for the first time once they reach either the
Fire or Ice Mana Stone. This theory is supported by the fact that, after
acquisition of Salamando and Undine spirits, the next destination in plot _is_
the Moonlight Forest and the Moon Mana Stone.


This situation is analogous to class 3-type enemies, where the first of such
aren't encountered upon until after the first seven GodBeasts have been slain
and the player has visited the city of Pedan.

At this point, the next destination varies with the main character chosen:

   -Duran or Angela = Glass Desert
   -Kevin or Carlie = Jungle of Illusion
   -Hawk or Lise = Cave of Darkness

..but the first Class 3 enemies are always at level 41 and upwards.
Again, we see some leeway given to the player, as the 2nd class change is
possible as early on as level 38.


So, even though a simple Rabite can be regarded as a Class 1-type enemy, Class
2 versions of Rabites are found in the first visit to the Mana Holy Land.
Sword Master and Ninja Master enemies are near equivalents of Duran and Hawk's
final classes of the same title, and hence Class 3's. However, both enemies
appear as Class 1-types in the Valley of Flames area before the GodBeasts
are activated, and never actually _exist_ as Class 3 types (well, for the most
part). Et cetera...

Get it?
                     -   -   -   -   -   -   -

Right, the gist is:

  -All foes in the beginning areas & upto the Moonlight Forest are of Class 1.
  -All foes in the Moonlight Forest & upto Pedan are Class 2 types.
  -All foes in locations after Pedan in plot are Class 3 types.

..with the first Class 2 enemies being at level 21, and the first Class 3
enemies being at level 41.

(The two exceptions to Class 3's are level 41 Papa Potos & Sahagins; they can
 only be found as level 40 Mama Poto & Petit Poseidon spawn , respectively,
 before the 7th GodBeast fight. The Papa Potos are in both the Ancient Ruins
 of Light & Ice Wall Labyrinth areas, & the Sahagins are in the Ice Labyrinth)


The monsters themselves do not factor into their classes, excepting where the
game limits such monsters to only being found above certain levels (ex. Evil
Shaman and Necromancer enemies are only seen at level 41+, and thus are always
of class 3 types).

  What's so imperative about raising the issue of enemy class types? Well-


           ____________________
 ->    -=< *Base Spell Damages* >=-  o  ~  o  ~  o  ~  o  ~  o  ~  o  ~  o
          `===================='

Buried within each entry of the Main Enemy List are the spell damages for any
special attacks or magics a given monster may wield. These damages are listed
often following the description given for any special attack, but only if that
special attack deals damage. The details of the special attacks in the layout
will be covered in the next section, but for now let us glide over the spell
damage issue in a general fashion.

  As with most character classes, monsters themselves are capable of casting a
variety of magic on your characters. In this game, spells come in three..
'flavors', judging by what attribute governs their power:

1] Spells powered via Intelligence (INT)-

   These are the most commonly found magics in the game. All spells under this
   category are guarded with the target's own Magic Defense stat, which is in
   turn determined off the INT stat.

2] Spells powered via Spirit (SPR, or PIE)-

   These spells often relate to the Light/Wisp element, but also include many
   non-elemental spells and special attacks. A spell under this category is
   guarded with the target's own Spirit Defense stat that is in turn dependent
   on the SPR stat.

3] Spells powered via Agility (AGL, or DEX)-

   This handful of spells consists of projectiles or traps, but does include
   one oddball (Nightblade's Black Rain spell). All such skills are guarded
   with the standard Defense stat, which is based off one's VIT (Vitality)
   attribute.

(there are also a few boss-only spells that are powered by Strength (STR),
 and others whose damage depends on the target's current or max HP, but I
 will not touch further into these types for this guide)

For more data on the Defense, Magic Defense, and Spirit Defense stats, please
refer to the 'Statistics Breakdown' section.

  The Agility (AGL) stat and the Luck stat do not help shield against *any*
attacks in this game. Interestingly though, since AGL-powered spells/skills
are guarded with Defense, one can use a Mind Up/Down on the caster, a Mind 
Up/Down on the target, AND/OR a Protect Up/Down on the target to alter the 
spell's damage.

                     -   -   -   -   -   -   -

Right, now that the baby-talk is done, let us focus on how class types factor
into spell power.

What separates magic from techs and plain attacks in this game are two facts:

   1] Any attacks powered by one's attack power, and hence the Strength (STR)
   attribute, carry constant multipliers that do NOT vary with the target's
   class type. These include normal attacks and techs.

   2] Spells carry a 20% base damage penalty for multi-targettting, whereas
   all full-screen techs do *not* suffer any MT penalty.

These two facets form the fundamental separators between techs and magic.

But underneath these facets is a different algorithm structure..


Since this guide is merely a bestiary and not a spell FAQ, I won't explain the
logic behind the base spell damage formulas for this game, but rather just
make do with an example:


Ex. =Dark Force @ 20 INT=

   For class 1 targets *only*, the base damage for a single-target Dark Force
   is computed via:

->   ST Dark Force against class 1's = 11.25 * INT + 19.25

   So, if we take Angela as Magus with 20 INT, the base (and hence maximum)
   damage is:

     11.25 * 20 + 19.25 = 244.25 = 244 [base for class one at 20 INT]

   Let us say the target is a level 17 Pakkun Lizard (a class 1 type monster).
   The lizard's Magic Defense at that level is 15. So, Dark Force on it should
   deal an average damage of:

     244 - 15 = 229

->   20-INT Dark Force on a lvl 17 Pakkun Lizard = 229 average damage

Simple thus far, ya? Now time to hurl in the issue of enemy class types.

                     -   -   -   -   -   -   -

   Now pit Magus' ST Dark Force against a level 34 Sea Dragon (a class 2 type
   monster). The Sea Dragon has 36 points in Magic Defense at that level.
   Knowing this, let us cast the spell on it and observe the average damage:

->   20-INT Dark Force on a lvl 24 Sea Dragon = 352 average damage

   Well this is quite different result from 220-240 damage, no? See why I'm
   writing so fervently about enemy classes now? 

   ..Let us compute the new base damage:

     352 + 36 Magic Defense = 387 [base for class 2]

   If we divide this by the base damage for class *one* targets, then we
   should obtain a value which the computer must use to convert damage for
   class *two* victims:

     387 / 244 = 1.586065574..

   Hmm, not a very attractive number; but due to rounding, we can assume that
   the real multiplier must be around 1.586.

   Let's test this new converter out, shall we?


Ex.2 =Dark Force @ 13 INT=

   This time, we predict the base damage for a different INT stat (13).
   So, at 13 INT, Dark Force's base damage becomes:

->   11.25 * 13 + 19.25 = 165.5 = 166 [base for class one at 13 INT]

   Now apply the 1.586 conversion factor; the base damage for class 2 targets
   should become:

->   165.5 * 1.586 = 262.483.. = 262 [theoretical class-2 base]

   Compare this to the actual value gleaned from the game:

->   Actual class 2 base for 13-INT Dark Force = 264

   262 vs. 264.. Opps... we're off _just_ a tad :/

Surely dropping that ten-thousandth decimal shouldn't have that much impact..
There must be something slightly incorrect about the 1.586 constant we have
attempted to apply here. Hmmm...


           ________________________________
 =>    -=< *Summary of Class Spell Damages* >=-  o  ~  o  ~  o  ~  o  ~  o
          `================================'

So, upon scrutinizing numbers for INT, SPR, or AGL values, we have found a case 
giving evidence that the theoretical conversion not always falls exactly.
  (I shan't attempt more analysis simply to keep any likely confusion from
  exacerbating 8) )

  This is because, in actuality, the game does *not* apply a direct and static
multiplier for class damage conversions. Rather, the game uses separate damage
formulae for class one targets than it does for class two targets for _any_
given spells. This is also true for class 3 type targets.

  For instance, the reason why the last actual result from the previous
sub-section did not beget from employing the *exact* 1.586 value is because
the game implements another equation for class two targets that more or less
yields an approximate 1 : 1.6 ratio. Observe:

->ST Dark Force against class 2's = 18 * INT + 29.0 ..
  ..(+ or - 1, depending on the INT value)

As one can see that is NOT the same equation given prior for class 1 victims.

  Why the gaming code opts to behave this way instead of just sticking to a
universal converter or multiplier is not to my understanding (a phobia of
messy decimals, perhaps?)...and the nuances of these spell algorithms extend
beyond this guide's scope.

  Thus, I won't explain the formula crapola and just inform the reader that
the base spell damages can be converted between classes using constants:

   -Class 2 targets: Base damage = 1.575 * base damage for class 1 targets
   
   -Class 3 targets: Base damage = 1.875 * base damage for class 1 targets

..and that these multipliers hold with strong fidelity to the actual base
damages between classes and from spell to spell. Though, again, they are NOT
exact- they _can't_ always be since the game uses different formulas instead
of conversion constants for spell damages.

(the range is actually ~1.51-1.6 for class 2's and ~1.81-1.9 for class 3's;..
with the highest value only being attained at infinity and the lower range for
INT/SPR/AGL values of 1-2)

                     -   -   -   -   -   -   -

So, mage-users be aware that unfurling magic against Class two enemies results
in the spell dealing around 60.0% more base damage than it would against early
Class one enemies, and that Class three enemies suffer about 90.0% more in
base magical damage than Class one enemies.

Got that? Hope so 8)


           ______________________
 ->    -=< *Elemental Weaknesses* >=-  o  ~  o  ~  o  ~  o  ~  o  ~  o  ~  o
          `======================'

As with base damage issues, the susceptibility of enemies to elements of type
they are weak against varies slightly with class types.

  The problem with elemental weakness bonuses is that they also seem to vary
widely on the magnitude of the INT_SPR_AGL value that powers the spell, and
thus classifying them w/ one set multiplier would be highly inaccurate.

But normally, a Class 1 type monster suffers around 2.30-1.65 times the base
spell damage if it is weak to that said spell's element. For Class 2 types, 
however, that multiplier holds better at 2.15-1.60 times the base damage.
For Class 3's, it's more accurate at 2.05-1.58 times the base magic damage.

  To narrow those numbers:

   =Class 1 types=
      -If INT_SPR_AGL = 5-10, range = 2.00-1.84
      -If INT_SPR_AGL = 11-16, range = 1.82-1.71
      -If INT_SPR_AGL = 17-22, range = 1.70-1.65

   =Class 2 types=
      -If INT_SPR_AGL = 5-10, range = 1.86-1.71
      -If INT_SPR_AGL = 11-16, range = 1.68-1.64
      -If INT_SPR_AGL = 17-22, range = 1.63-1.60

   =Class 3 types=
      -If INT_SPR_AGL = 5-10, range = 1.78-1.67
      -If INT_SPR_AGL = 11-16, range = 1.65-1.61
      -If INT_SPR_AGL = 17-22, range = 1.60-1.58

..using the upper range limit for the lower stats, and the lower limit for the
higher stats. (reverse logic!)

  Why the class variance arises is likely due to the game again utilizing
separate algorithms for different class types- here when deriving the base
damage for a spell with an elemental weakness attached.

Also, since the magic becomes increasingly more potent against higher-classed
monsters, the elemental bonus from spells was probably toned down for balance.

..The class differences for elemental weakness bonus are minor, but things to
keep in mind when reviewing the affinities of various monsters.

  As for the broad ranges within each class, those surface probably to add
more oomph to the weaker spells at lower attribute values and inhibit higher
attributes when abusing an elemental weakness. This range helps make Angela's
magic lose potency as the game and stats progress.

Always recall, however, that there doesn't really exist a range of conversion
numbers, but actually fixed augmentations in the base algorithms that give
rise to such a range.

   For instance: The normal base equation for level 2 spells (Mega Splash,
   Thunderstorm, ect) against a class 1 target is:
   ->  10.0 * INT + 19.0

   However, if an elemental weakness can be garnered with the lvl 2 spell,
   then the base equation actually changes to:
   ->  15.0 * INT + 66.0

Do you see a single conversion value anywhere in there? I hope not 8)

--


`.__  __  __  __  __
... There's more...        <>  ~  <>  ~  <>  ~  <>  ~  <>  ~  <>  ~  <>  ~  <>
,~--  --  --  --  --

                   /\______________________________/\
  ===)>           < { *ATTACK & AFFINITY SYNOPSIS* } >
                   \ `----------------------------' /
                    `~----------------------------~^-._,~-<code attks>

This section of the guide is aimed at explaining the fundamental layout of
each entry in the Main Enemy List. Hopefully, this section can help make the
compressed maze of data in the main list a tad more navigable.


           __________________________
 ->    -=< *Name, Code, & Appearance* >=-
          `=========================='

Simple enough: each entry in the Main Enemy List is capped with the monster's
official in-game title, the 6-letter filing code for the enemy, and a short
physical description of that monster (below the name).

  Usually, the aim of the physical description is not only as a pictorial
review, but also to distinguish one type of monster from another of the same 
type or species. This is important since in the main list all entries are sub-
ordered with respect to type, and all the monsters under a given sort often
are color palette swaps of each other.


           ______________________
 ->    -=< *Elemental Affinities* >=-  o  ~  o  ~  o  ~  o  ~  o  ~  o  ~  o
          `======================'

Sitting below the enemy's appearance description is a concise listing of all
the elemental properties for that monster. Here, six of the 8 total elements
present in the game will always be listed: Ice, Fire, Earth, Wind, Light, and
Dark. The first column sums the monster's defenses against spells of these
elements, while the second column reads how elemental saber damage will be
treated by the monster.

  Usually, enemies are neutral towards Leaf/Dryad magic, Leaf Saber, and Moon
Saber, and hence will suffer no extra alterations in damage from these agents.
However, if the monster *does* show special affinity towards the Leaf or Moon
elements, then the gist of the effects will be noted in parenthesis below the
standard six elements. (Moon-elemental magic, for all intensive purposes, does
not exist in this game and thus is never cited)

  Here below lists all the feasible terms that could appear in this section of
each entry:

   Normal = Enemy suffers no less or additional damage to the element.

   Weak = Enemy is susceptible to magic (1.58-2.0 base damage) or sabers
          (1.5 base damage) of the element.

   Strong = Enemy halves the damage received from magic or sabers of the
            element.

   No effect = Enemy suffers zero damage by magic or one point in damage by
               sabers of the element.

   Absorbs = Enemy is healed by magic or suffers zero net damage by sabers of
             the element.

   Reflects! = Enemy bounces back the element's damage to the caster
              (for magic only).

..with any odd/incongruous property being indicated via exclamation point (!).

Please note that, although elemental reflection and absorption properties can
be purged with AntiMagic or a Specter's Eye item, the other types of elemental
properties remain unaffected. This is useful to keep in mind when attempting
to Stat Down a boss or foe with a jutsu of the same elemental affinity, as any
AntiMagic effect would not erase that adversary's elemental weakness property.

(Ex. So after tossing a Specter's Eye at Xan Bie, Fire Jutsu would now deal
neutral damage as well as apply the Mind Down effect, while not subverting the
boss' weakness to Ice/Undine spells or Ice Saber.)


           ________________
 ->    -=< *Normal Attacks* >=-  o  ~  o  ~  o  ~  o  ~  o  ~  o  ~  o  ~  o
          `================'


After the elemental affinity listing can be found the data on any of the plain
physical attacks a monster may wield. This section is simply dubbed 'Normal
Attacks'.
  All monsters are capable of at least 1 means of delivering physical damage.
Thus, the first item in the Normal Attacks section for each entry is a curt
description of the attack's animation.

  Usually, a given physical attack won't carry any special effects, but there
exists a few attacks that have a chance of inflicting a common status aliment
on any hit target. If this arises, the added effect will be noted after the
description and between arrows to distinguish the property.
For example, Slime enemies can poison with their regular attack, so:

    =>Slime<=
    (physical description and affinity info..)
 ->*=normal attack=*<-
    - jump hit <poison effect>;...
    (special attacks..)
    (etc..)

  By default, most physical attacks can connect only once per swing, but there
are cases of double-hitting (and a few triple) attacks. Regardless, the number
of times the listed attack animation(s) can connect at maximum will be given
next to the attack descriptions.

  A number of monsters have a small repertoire of more than 1 physical attack
animation, and usually these extra attacks are analogous in hit rates. In this
case, all similar attack methods will be listed on one line, separated by
commas.
However, sometimes a given attack carries a markedly different hit rate from
others, or can connect more/less times than other attacks. Here, attacks with
differing properties will be line-separated, with some indication of the 
property/ies.

-For example- Silver Wolves, have three different attack methods:
   1] A drop kick, which can never actually connect
   2] A 1,2 punch combo that can hit twice
   3] An extended punching combo that can hit thrice

   So, the 'normal attack' section would summarize this info appropriately:

      =>Silver Wolf<=
      (physical description and affinity info..)
   ->*=normal attacks=*<-
      - jump kick (always misses);
      - forearm punch/backarm uppercut; double hit;
      - backarm punch/forearm punch/leap uppercut; up to three hits;
      (special attacks..)
      (etc..)


The last item in most 'normal attack' entries will state how often the
monster tends to activate its physical attack when in melee. Such information
will be found between braces:

Ex.  - beak rush; double hit [moderate frequency]

  These tags provide only a rough estimate of the activity of a given foe, as
their behavior can fluctuate due to many variables in battle.
However, the reader can be sure the frequency tag is somewhat accurate, and
should only use it to surmise roughly how an enemy will behave in battle.

If ya want some more precise information:

'Low frequency'  = Enemy often undergoes long pauses/delays between attacks
                   and usually won't lay more than 1-2 hits before each rest.
                   (~14 or below attacks per minute)
'Moderate freq.' = Enemy suffers delay between every 1-3 attacks, but the
                   delay is not marked.
                   (~20-24 attacks per minute)
'High frequency' = Enemy is often prone to stay close and consistently swing
                   at your characters, with usually little delay between hits.
                   (~28-31 attacks per minute)

...with other rates or descriptions falling in respect to these.

(The relative activity of each monster type mainly corresponds to the roaming
tendency of the enemy and how often the computer lets them 'shrug off' hits
when in active melee -ie. when knockback animations are delayed-. Almost all
enemies will attack after about the same amount of delay when isolated and if
no commands are entered by the player)


           ________________________
 ->    -=< *Special Attacks: Types* >=-   o  ~  o  ~  o  ~  o  ~  o  ~  o 
          `========================'

Listed underneath the 'Normal Attacks' section of each entry lies information
pertaining to all the attacks a given monster can use that are not their
simple physical attacks; this section is intuitively called 'special attacks'.

  Special attacks may fall under the following general categories:

=>Attack techs- ..which are based off one's attack power, have constant
multipliers (~1.5 for level 1, 2.0 for level 2, and 2.5 for level 3), do not
vary in damage with target class levels, and carry no ~0.2 penalty for multi-
targeting the damage.

=>Standard spells- Include INT-based, SPR-based, and AGL-based spells- all of
which carry elemental properties (can hence be reflected with Counter Magic
and are subject to any elemental day bonus). Usually, these spells are the
same fare available to players by some characters or classes.
Since magics do vary in base damage from class to class, any base damages to
be listed will cover all possibilities. (see the 'Format' sub-section below)

=>Projectiles and Traps- Although these technically qualify as AGL-based
spells, they are added as a separate category since the majority of them are
non-elemental and non-reflect-able.

=>Heal Light spells- Unlike standard lore, Heal Light carries its own special
properties as the game's only standard HP-restoring spell; just a handful of
enemies can wield HL spells. For more on HL, check the note given at the end
of the 'Spirit Defense' subsection in the Statistics Breakdown section below.

=>Non-elemental attacks- The majority of these attacks are based off attack
power, and thus are guarded with normal Defense. Usually, these types of
attacks have properties similar to normal attack techs, and have thus been
labeled as 'e-techs'. See the special sub-section below for more on these.

~~            ~              ~~             ~              ~~
  ________________________
=>Status-inflicting skills- A number of these are spells, others are special
versions of attacks. Whatever the case, all the skills under this category are
able to induce a status effect on contact. Some of these skills also deal
damage on top, and in such cases the base damages will be noted.

The full range of possible status aliments includes:

   -Sleep- (target is temporarily incapacitated and can only perform commands
   once hit with a physical attack/spell or after a certain duration has past)

   -Poison- (small amounts of HP are slowly eked away from the target, with
   damage equal to ~1/10th of the target's max HP for every in-game second;
   poison *can* kill the affected subject)

(Addendum: Take note that a few Leaf/Dryad-based spells or attacks which can
 induce the Poison status also restore Magic Points (MP) to the attacker, and
 the amount of MP gained will always be equal to 1/15th of the spell/skill's
 final -not base- damage) 

   -Silence- (target is made infertile to casting magic or using level 2 and 3
   techs; when applied to monsters, Silence can quell any type of special attack
   that normally pauses gameplay -spells, standard techs, projectiles-)

(Addendum: Silence cannot suppress special attacks that do NOT halt in-game
 action. So, after being silenced, such skills as '-breath' attacks, e-techs,
 Mind Drain, Petri/Parafeather Flutter, Acid Gel, etc.. can still arise)

   -Snowman- (the frozen target takes the form of a cute snowman, can't act,
   and can still suffer damage from attacks and spells. The effect wears off
   after an extended period if not cured- this period is dependant on the Luck
   attribute's value)

   -Chibikko- (if done on a character, he/she becomes miniaturized and cannot
   deal more than 1 damage with physical attacks, nor perform techs;
   on monsters, the chibi status is actually a transformation, whereupon the
   monster becomes a Shell Hunter. See the specialized sub-section at the of
   the 'Statistics Breakdown' section for more on this matter)

   -Petrify- (on characters, this effect halves their current HP and prevents
   them from performing any actions. Unlike with Snowman or Sleep, a petrified
   character can no longer suffer damage.
   On monsters, the petrifaction acts as an instant death- if the Stone Cloud
   spell's damage doesn't kill the monster, the effect activates whereupon the
   enemy is turned to stone, suffers damage equal to half their leftover HP...
   and yet still perishes anyway :p)

(Addendum: Obviously, monsters could never hope to cure the petrifaction via
 any ally enemies -well.. usually-, & it would be impossible to actually kill
 an enemy in a petrified state since then they could not take damage anymore.
 This explains why petrified monsters are simply just killed by the computer)

   -Moogle- (only applicable to one's characters, this rare effect is a
   combination of the Chibikko and Silence statuses)

   -Dispel- (or 'AntiMagic', this good-or-bad effect acts ala an eraser to
   wipe clean any stat -not statUS- alterations, reflection properties,
   elemental absorption properties, and/or sabers. The spell resets the tech
   gauge to zero for characters and _can_ also cure status aliments... though
   you shouldn't be using the effect for that particular purpose)


Please note that, with the exception of Chibikko on enemies, no two status
effects can coexist (so one cannot be silenced *and* put to sleep at the same
time). If an effect clashes with another during an interval, the most recently
inflicted effect will prevail and override the other.

-All the above states (excluding chibi'ed monsters and Dispel) can be lifted
with a number of methods:

   1] Puipui Grass, Mama Poto Oil, or Stardust Herb items
   2] The Chibikko Hammer (due to a long-known glitch...)
   3] Tinkle Rain spells (-May Heaven's Urea cleanse you-)
   4] If another status effect is applied
   5] If hit with a Demon Breath spell (a glitch, it seems :/)
   6] The victim dies
   7] Ending the battle (automatically rids status effects and revives allies)
   8] Exiting the current battle area (if not trapped in)
   9] For Sleep and Snowman, the effect will deactivate over time
  10] For Sleep only, a physical attack or spell (including Heal Light) will
      wake the target

~~            ~              ~~             ~              ~~
  _____________________
=>Stat-affecting skills- As with status-inflicting skills, these attacks or
spells can temporarily alter 'homeostasis' for the target. Here, instead of
affecting the victim with a detrimental state, stat-altering magics change
certain attributes of the victim during the time of battle.
Almost always, these skills are stand-alone effects and won't deal damage.

  The common stat-altering effects & spells include:

   -Power Up (4/3 * base Attack Power on the target)
     ->Item equivalent = Drake's Scale
   -Power Down (2/3 * base Attack Power on the target)
     ->Item equivalent = Slime's Eye
   -Mind Up (target's magic deals 6/5 * base damage, target suffers..
 ..4/5 * base damage against spells, & target's Magic/Spirit Defense * 6/5)
     ->Item equivalent = Sahagin's Scale
   -Mind Down (target's magic deals 4/5 * base damage, target suffers..
 ..6/5 * base damage against spells, & target's Magic/Spirit Defense * 4/5)
     ->Item equivalent = Battum's Eye
   -Protect Up (6/5 * base Defense on the target)
     ->Item equivalent = Bulette's Scale
   -Protect Down (4/5 * base Defense on the target)
     ->Item Equivalent = Bee's Eye
   -Max HP Up (6/5 * maximum Hit Points on the target)
     ->Spell equivalent = Life Booster
     ->Item equivalent = Porobin Oil
   -Max HP Down (4/5 * maximum Hit Points on the target)
     ->Spell equivalent = Lunatic
     ->Item equivalent = Moon Coin

** --> see the 'Statistic Breakdown' section for more on the above effects **

   -Speed Up (4/3 * Evade Rate -and Hit rate?- on the target)
     ->Item equivalent = Bird's Scale
   -Speed Down (2/3 * Evade Rate -and Hit Rate?- on the target)
     ->Item equivalent = Needlion's Eye
   -Magic Shield (6/5 * Magic/Spirit Defense on the target)
     ->Item equivalent = Pakkun Oil

(-Note: Unlike Mind Up/Down, Magic Shield does _not_ alter the base spell
 damage of magics either inflicting or cast by the target, hence the lack of
 'Magic Effectiveness Up' message when using the Magic Shield spell or item.)

   -Water Jutsu (ice-elemental Level 1 damage w/ Power Down effect)
   -Fire Jutsu (fire-elemental Level 1 damage w/ Mind Down effect)
   -Earth Jutsu (earth-elemental Level 1 damage w/ Speed Down effect)
   -Thunder Jutsu (wind-elemental Level 1 damage w/ Protect Down effect)
   -Deadly Weapon (non-elemental Level 2 damage w/ Max HP Down effect)
   -Demon Breath (fire-elemental Level 3 MT damage w/ Mind Down effect)
   -Black Curse (Power Down, Mind Down, Speed Down, and Protect Down effect)
     ->Item equivalent = Shadowzero's Eye

(-Bug alert: For some reason, the message indicating the Speed Down effects
 will not display when Black Curse is utilized. Be assured, however, that the
 spell does indeed also alter the Evade -and Hit?- Rate of the target.)

(-Please note: It has been supported in the past that Speed Up/Down do little
 to nothing to alter the target's Hit Rate. Also keep in mind that Speed Up or
 Down do NOT affect the power of projectiles & any of Hawk's skills- use Mind
 Up or Down and/or Protect Down on the intended target(s) for that purpose..)

(Also note that the Evade stat is unreliable in this game, and only determines
 the percentage occurrence of the evade animation's activation- NOT the actual
 damage evasion, which fluctuates between 0-30% at max given the evade stat,
 enemy type, & possibly the number of monsters and/or allies presently active.
 In short, Speed Up and Speed Down effectively have almost no marked effect,
 and neither does the evade boost from light-side Duran's shields :/ )


-Methods for purging stat-enhancers or relegations are:

   1] Stardust Herb item (hits allies)
   2] Antimagic spell or Specter's Eye item (hits enemies)
   3] Having an opposing alteration cancel the current one
   4] The subject dies
   5] Ending the battle (resets stats to normal and revives fallen allies)
   6] Exiting the current battle area (if not trapped in)

~~            ~              ~~             ~              ~~
  ___________
=>Saber magic- Only a few monsters are able to cast magic that imbues a set
element or effect to their normal attacks. Initially, sabers also apply a
small 1.1 boost to one's attack power, however that bonus disappears upon
being hit with an attack (bug, perhaps?).

  Since none of the player's characters have innate elemental affinities, no
monster utilizing saber magic can ever obtain the 1.5 attack power boost
conferred from using an elemental saber against foes whom are weak to that
given element (..kinda pointless for 'em, huh? :p).
Also, sabers *cannot* carry a 1.25 elemental day bonus, as that bonus only
applies to elemental magics.

The 8 saber spells all correspond to one of the eight elements in the game:

   -Ice Saber (attributes ice power to the weapon)
   -Flame Saber (attributes fire power to the weapon)
   -Diamond Saber (attributes earth power to the weapon)
   -Thunder Saber (You got the POWER!! Er- attributes lightning to the weapon)
   -Saint Saber (attributes holy power to the weapon)
   -Dark Saber (attributes dim navy, effervescent power to the weapon)
   -Leaf Saber (saber'ed subject restores MP == 1/15th damage with each hit)
   -Moon Saber (saber'ed subject restores HP == 1/8th damage with each hit)

The routes for disabling sabers are analogous to those for stat-altering
skills (see above).

                           ________________
->                     **** IMPORTANT NOTE ****

   Utilizing the same saber element as the elemental day has adverse effects
   on the intended castee. (Ex. using Moon Saber on Luna's day)

   When this happens, that saber'ed subject will often suffer 60 more points
   in damage from any physical attacks made by enemies. This saber 'glitch'
   also applies equally to monsters and bosses who can cast saber magic on
   themselves (such as Dolan).
  _______
-> Moral :
  `-----^

   Unless you have Angela in your crew and need to take advantage of a basic
   elemental day bonus for spells, you should NOT be fighting any elemental
   bosses on the opposing-element day *if* you plan on employing saber magic
   or Claw items.
   (Of course, don't fight elemental bosses on the same element day as their
   natural affinity, unless you want their elemental spells to hurt more 8) )

Since there's no bonus for elemental day compatibility to saber'ed attacks 
anyway, ya mine as well just wait for a neutral-element day to face a given
boss (that is, if no potent elemental mages are in your party).

 </notice>

~~            ~              ~~             ~              ~~

=>One last type of command that applies to a few monsters- There exists skills 
that are noteworthy, yet don't have a formal title or moreorless encompass an
action rather than an attack. Such actions include spawning or calling prompts
for other monsters and transformations. Regardless of whether these skills
have actual in-game titles, they will be noted in the Special Attacks section
of applicable entries by parenthesis.


           _________________________
 ->    -=< *Special Attacks: Format* >=-   o  ~  o  ~  o  ~  o  ~  o  ~  o
          `========================='

With all the special attack types out of the path, let us quickly scan the
format of this section in each entry. Using an example:

  =>Petit Poseidon<=
  (...)
 ->*=Special Attacks=*<-
  [1] BubBub Bubbles- Power Down added effect, (multiple possible targets)
  [2] Harpoon Hail- non-elemental blanketing attack, Defense guard; e-tech;
  >base power = 1.53 * att; 257 (lvl 28), 286 (lvl 30), 304 (lvl 32),..
  ..321 (lvl 34), 346 (lvl 36)
  [3] (Summon lvl #+1 Sahagin)- spawns a Sahagin at one level higher than the
                                Petit Poseidon.
  (...)

Here, we have listed one stat-altering skill (BubBub Bubbles), one non-
elemental special attack (here specifically an 'e-tech', Harpoon Hail), and
an untitled skill (a spawning action).

  As one can see, the formal names for each skill are listed first, after
braced numbers, for identification. The next part to each skill/attack is a
brief description of its (usually) offensive or noteworthy properties:

   -For stat altering and status-inflicting skills or attacks, the effect will
   be noted first and is usually accompanied by some indicator of the skill's
   target range.
   If the skill also deals damage as a spell, the appropriate information will
   then be supplied.  (see '2]' below for the base damage notation)

   -For actions or prompts, the gist of the command or effect will be stated.

   -For special attacks, spells, & techs, any elemental properties will first
   be noted with any needed description, followed by which stat is used to
   guard against the skill (normal Defense, Magic Defense, or Spirit Defense).
   If the attack is an e-tech, it will be labeled so after the guarding data.


Lastly inscribed is the attack or spell's base damage, usually separated to a
new line and marked by an arrow (>) for easier spotting. Base damage listings
have two basic categories that correspond to the divide between spells and
techs:

   1] If the skill is a tech, a ranged physical attack, or an e-tech, then the
   base power multiplier will first be given, indicating how the base power
   can be derived or approximated.
   (Ex. "base power = 2.0 * att" means the skill's base damage can be computed
   by multiplying the enemy's attack power -'att'- by a constant -here, two-).

   Then will follow the base damage values to expect for each applicable level
   ('lvl') of the monster, comma-separated.
   (see the 'Harpoon Hail' attack in the above example).
   If the attack's power carries no multipliers and thus parallels in damage
   with the monster's attack power, then this will be noted w/ no base damages
   needed.

   2] If the skill is a spell, projectile, or any attack that is defended with
   either Magic Defense or Spirit Defense, then the base damage will vary with
   the target(s)' class and can also vary if the spell is mutli-targeted (MT)
   or single-targeted (ST). Thus, to list all the expected base damages for
   such spells and/or skills requires the classes and/or target numbers to be
   distinguished.

   To attain this clarity, a tag serving as a legend will be provided after
   the 'base power' text and in braces. Then the base damages will be listed,
   and differences between classes and/or target numbers will be divided by
   forward slashes (/) and hyphens (-), when needed.

   For clarity, here's a sample:

     [1] Saint Beam- lvl 2.5 Wisp magic, Spirit Defense guard;
>base power [class 1/2/3] = 89/142/168 (lvl 16-17), 118/190/224 (lvl 18-19),..

   ..Note the '[class 1/2/3]' tag, showing that the first base number aligns
   with the damage dealt to class 1 targets, the second number (after the
   first slash) corresponds to the base damage for class 2 targets, and the
   third value (after the second slash) corresponds to the damage for class 3
   targets.
   As with the techs/physical skills entries, the base damages are divided via
   the monster's levels, using commas.

   For spells/skills that can be MT or ST, the expected base damages for both
   situations will be noted similarly, instead using an '[ST/MT]' legend. If
   the spell/skill applies BOTH class and MT/ST differences, the (cumbersome)
   [ST class 1/2/3 - MT class 1/2/3] tag will be employed.


That should cover the 'Special Attacks' sections. :Dusts off hands:
-

           ____________
 ->    -=< *Statistics* >=-
          `============'

This section of each entry in the Main Enemy List is composed of many subsets
and thus a whole part of this guide is devoted to its divulging.

  Please see the 'Statistics Breakdown' section (below) for the meat.


           _____________________
 ->    -=< *Miscellaneous Notes* >=-  o  ~  o  ~  o  ~  o  ~  o  ~  o  ~  o
          `====================='

At the tail to each entry is the 'Miscellaneous Notes' section. These were
all originally _& mostly_ written by CMK and are adapted to this guide.

  What is noted in this section of each entry is a potpourri of potential
topics related to each monster: such as fighting strategies, known or odd
behaviors, probabilities of specific attacks surfacing & what may spur them,
ranges and wind-up times for certain skills, and just nonsense or the
off-hand remark here or there :p

  All (er- most) of these notes are aimed at assisting the reader in fighting
such enemies and offering glimpses of what to expect from each monster. Do
not expect all information given in these sections to be completely accurate,
however most of the statements should be valid and applicable (we hope).

-

           _________________
 ->    -=< *About 'E-techs'* >=- o  ~  o  ~  o  ~  o  ~  o  ~  o  ~  o  ~  o
          `================='

No, this term doesn't refer to SplitImage Slice or Veritubach-like beatings
delivered over the Internet to your pals! (Though CMK is quite the expert at
Seiryuu Death Fist and Maiden Masher combos, so I hear..)

  'E-tech' is what I dub in this guide to be certain enemy-exclusive special
attacks that display properties similar to the standard attack techs one's
characters (and a few enemies) possess. Such congruous properties are:

   -E-tech's base power is governed by a set multiplier (here, usually 1.53)
    for the enemy's base attack power, as with techs.
   -E-techs are always guarded with normal Defense, as with techs.
   -E-tech's damage does not vary with the class types of targets, as with
    techs.
   -E-tech's damage is _not_ subject to the ~0.8 MT-ing penalty, as w/ techs.

However, there are a few properties that give e-techs a uniqueness:

   -E-techs do not carry 'levels' of damage multipliers, unlike regular techs.
   -E-techs do not halt in-game action, unlike spells and level 2+ techs (thus
    e-techs are also NOT halted by the Silence status)
   -The damage from E-techs *can* be avoided (I have definitely witnessed Hawk
    dodging a Harpoon Hail once before; most of the hits for the Bound Wolf's
    Bite skill will likely miss; etc..)


Thus e-techs are basically hybrids of non-elemental special attacks and techs.
(technically, they are the enemy's equivalent of your character's lvl 1 techs)

  The known 'e-techs' present in SD3 are:

-Bound Wolf's 'Bite'
-Molebear's 'Rolling'
-Sahagin's 'Hundred Spear Thrust'
-Unicorn Head's 'Rush'
-Evil Sword's 'Whirlwind Sword'
-Gold Bulette's 'Gild'
-King Rabite's 'Rabite Rainstorm'
-Petit Poseidon's 'Harpoon Hail'
-Darth Mantango's 'Baby Shroom Spurt'
-Queen Bee's 'Summon BeeBee'
-Needlion's 'Multirolling'
-Great Rabite's 'HugeHuge'
-Elemental Sword's 'HundredHand Stab'

If a special attack is an e-tech, or shows similar properties, it will be
noted as 'e-tech' following the guard information.

--


`.__  __  __  __  __
Wait! Wait! Not yet-       <>  ~  <>  ~  <>  ~  <>  ~  <>  ~  <>  ~  <>  ~  <>
,~--  --  --  --  --

                     /\________________________/\
  ===)>             < { *STATISTICS BREAKDOWN* } >
                     \ `----------------------' /
                      `~----------------------~^-._,~-<code statb>

Listed below the special attack information for each entry, one will find all
the effective stats for any given monster. Be aware that these lists do not 
contain the basic attributes of the enemy (ex. STR, INT, LUC, ect), as usually
those values are almost impossible to determine (outside hacking) and should
not be within the concern of the player. Does it really matter to you to know
that a lvl 44 High Wizard has an INT of 16 ? ..My guess is 'No'; if anything,
you'd like to see its magic defense and possibly the power of the spells it
can cast, etc...

  Right- Enough rambling, for this section has to wade through the terminology
of the most quantitative section in all the entries of the Main Enemy List.

As a sample, let us look at the statistics for a level 42 Lesser Demon:

        ,^     ^.
  ,  (\( (     ) )/)  .       =>Lesser Demon<=
 /(   \`. \,-./ .^/   )\        (description...)
| `._,~*.`. V ,'.*-._,  )        (affinity info...)
`.  `^._,\ \ / /._/.^  /        (attack info...)
  `~. _}_ `.Y,^ _{_ .*       -->*** =Stats= ***<--
      ,|{`._V_,*{} )       .... 
      \`.~_}&{_`,^/   -->** -lvl 42: 190 Def; 280 att; 20 Mdef; (23 SPR-def)..
       )`; `~' ` (     ..600 HP; 200 Luc; 950 XP (Glass Desert.., night) **<--
     ,*`/`-' `-'\'`.     -(other level statistics and misc. info...)
    / ,_)/%`  ;\(_% \
   ( /^| \|`  |/ |`\ )
    V   \ `-~-^ /   V `--<..Who you calling 'lesser'? >
         `~- -~`
                             [Ugly mugs not included...thankfully]
*Ahem* 
  That's not the full entry (of course) and the numbers have been rounded here
for simplicity, but it'll suffice..


           ___________
 ->    -=<  **Level**  >=-  ('lvl')
          `==========='

First up is the *level number* (abbreviated as 'lvl ##') for that monster.
For this listing, the stats have been indexed numerically according to the
enemy's level value, as this number tends to dictate how high the rest of
the stat values are set.

  This number should be self-explanatory, but enemy levels for this game are
fixed with each area, with the earliest monsters (in the Rabite Forest) being
level 1, and the latest monsters (Shapeshifters in the Mana Holy Land revis)
being as high as level 50. This is not counting Black Rabite and the Great
Demons he can summon, whom are level 99.

  Because the levels are static, don't expect to come back to an earlier area
and find higher-level foes than before (except for a few cases, which will be
pointed out in the listing)... So ya can't ever find a level 5 or 18 Lesser
Demon, and ya won't ever see a Bound Wolf who's above level 21 (excepting via
Shapeshifters, of course)- etc...


           __________________
 ->    -=< *Standard Defense* >=-  ('Def')
          `=================='

Noted second, the enemy's *defense* value (abbreviated '### Def') indicates
how much the enemy lessens the base physical attack damage dealt by your
characters.
The simple final damage calculation for any physical attack involves
subtracting the enemy's defense value from the character's attack power
(+or- 1 point randomly):

    Attack damage = Attack Power - Enemy Defense (+ rand 1,0,-1)

  As with any other effecter stat, the defense value can be adjusted with Stat
Up or Stat Down magic or items. In the case of Defense, stat alterations lower
(ex. Protect Down) or augment (ex. Protect Up) the value by 20% (within a
maximum of 300 defense). The opposing effects negate each other when both
applied, and one of these affecters cannot stack on the same stat.
For common enemies, don't expect any unboosted Defense values higher than 240.

  Attacks that standard Defense guards against include:
-Normal attacks
-Attack techs (all levels)
-Projectiles, traps, and throwing items 
  ->(including Black Rain, but *not* Hawk's Jutsus)
-A few of the potent ultimate spells: *not applicable to monsters*
(Drill Missile, Hammer Bean, MT Grenade Bomb, Iron Claw, Dragon Shout, Icicle,
Giga Burn, Spiral Moon, Hypercannon, Hell Cross)


           ______________
 ->    -=< *Attack Power* >=-  ('att')
          `=============='

Coming up third in the list is *attack power* (abbreviated as '### att').
This stat goes hand-in-hand with standard defense, but here instead it 
dictates the enemy's base attack power, which your characters mitigate with
their own defense stats (see above equation).

  Stat altering skills can either lower (ex Power Down) or raise (ex Power Up)
the attack value by 33%, within a maximum of 999 points (though realistically,
no un-boosted attack power exceeds even 351, outside bosses).
As before, the same stat alterations cannot stack on the same number, and the
Power Up and Down effects negate each other if both are applied to the same
target (ie. no simple overriding).

  There are a few bends to the stacking rule for strength, however:
1] Kevin's wolf form is treated as base attack power adjustment ..
(8/7th * base att), and thus Power Up or Power Down effecters can pile on once
(at most) to the wolf form boost. The infamous Kevin 'bug' is analogous to an
automatic Power Up, activated once Kevin suffers damage while in wolf form.

2] The other wrench involves saber bonuses. When applied to the proper
elemental weakness, a saber'ed attack deals 1.5 times the normal base attack
power with each hit, and this multiplier *can* stack with a single Power
Down/Up multiplier (but to do so the Power Up/Down must _follow_ the saber,
since the saber's temporary 1.1 attack power boost would override the Power
Up/Down otherwise).

  Attacks whose potency is governed by Attack Power include:
-Normal attacks
-Enemy techs (all levels)
-Most non-elemental special attacks 
  ->(usually a type of 'tech' w/ a constant 1.53 multiplier = 'e-tech')
-The same boss-only spells (attacks?) listed for Defense guard (see above) 


           __________________________________
 ->    -=< *Intelligence-based Magic Defense* >=-  ('Mdef')
          `=================================='

Forth in line is the standard *magic defense* (abbreviated as '### Mdef') for
the enemy. The term 'standard' here simply refers to the fact that this type
of magic defense is based off one's INT (intelligence) stat, and is the most
common form of magic defense in the game.
Magic defense has a simplistic relation to magic power...though, as seen in
the 'Magic and Enemy Classes' section, finding the base magic damage itself is
quite a convoluted issue. Regardless:

  Magic damage = (Base Magic Damage w/ enemy class) - ...
                ...Enemy Magic Defense (+ rand 1,0,-1)

  With stat-altering magic, one usually uses a form of Mind Up or Mind Down
to alter magic defense on *two* levels, since the stat-affecters effectively
multiply the *base* (not final) damage by 120% or 80% AND the target's magic
defense by 120% or 80% (remember though- the base equations are being changed,
and there aren't really any fixed multipliers used by the computer).
  Thus, a Mind _Down_ on a target would make spells have ~1.2 times their base
power against that enemy *and* also would lower that monster's magic defense
and own offensive spell casting power by ~0.8 times the base.
As with other stat altering magic, Mind Up and Down cancel out in net effect
if both are applied to the same target.

  Again, no stacking of one stat effect here- however, the *base power
enhancer* of offensive magic from Mind Up and Down affecters _can_ stack if
setup correctly. So, after a Mind Down on the caster AND Mind Up on the
target, a spell's base damage becomes 0.8 * 0.8 = 0.64 times its normal base
power against that target. There is also partial synergy with the opposite
situation (Mind Up on caster; Mind Down on target), where the spell's base
damage becomes 1.2 * 1.2 = 1.44 times its normal base. Screwy, huh? 8)

  Also, as the 1.5 saber multiplier functions independently of Power Up/Down,
the ~1.25 bonus from utilizing a spell of the same elemental as the given day
(ex. Diamond Missile on Gnome's day) *can* coexist with the Mind Up and/or
Mind Down effecters.

(The exception to above is Demon Breath which, likely due to a bug, has its MT
Mind Down effect overriding the 1.25 day multiplier on Salamando's day *if*
another fire-elemental spell -like a 2nd Demon Breath- follows.)

  Attacks that standard Magic Defense guards against include:
-Level 1, Level 2_2.5, and Level 3 non-Light/Wisp spells 
  ->(Ice Smash, Explode, Stun Wind, etc..)
-Angela's ultimate spells (Double Spell, Rainbow Dust, Ancient)
-Evil Shaman's Demon Breath and Hawk's Jutsus & Poison Bubble spell
-A plethora of boss-only spells: *not applicable to monsters*
(Power Punch, Grand Slam, Melt Wave, Pollen Jet, Spined Kelp, Supersonic,
Thunderball, Ghost Road, Darkness Beam, Turn Wind, Air Slasher, Ice Cradle,
Death Ecstasy, Catastrophe)


           ____________________________
 ->    -=< *Spirit-based Magic Defense* >=-  ('SPR-def')
          `============================'

    **NOT OFTEN LISTED!!**

Usually, the INT-based (aka 'standard') magic defense value for any given
enemy is the _same_ as the Spirit-based magic defense (this is true for one's
characters as well, providing the SPR and INT stats are at equal values).

Noting this...

*-IMPORTANT-* the Spirit Defense stat for most monsters will *not* be listed,
and here the reader can safely assume the Magic Defense value ('Mdef') covers
Spirit Defense as well.-* </your attention>

  Although Magic Defense = Spirit Defense *most* of the time, there are (of
course) exceptions to this. Where these exceptions arise (as w/ Dark Priests,
for example) the Spirit Defense (abbreviated as 'SPR-def', since a term like
'Sdef' could easily misread 'Mdef')..will be given right following the Mdef
stat- that is, 5th in line.

  As INT-based magic defense barriers against most spells, SPR(Spirit)-based
magic defense barriers against all Light/Wisp-based spells and some
non-elemental magics.
SPR-based magic defense shares a relation to magic damage similar to the
relation between INT-based magic defense and magic damage:

  Magic damage = (Base Magic Damage w/ enemy class) - ...
                ...Enemy Spirit Defense (+ rand 1,0,-1)

  When stat-affecting magic applies to standard magic defense, it also applies
in equivalent function to SPR-based magic defense: raising or lowering the
base magical damage by ~20% AND the target's Spirit magic defense by +or- 20%.
As usual, no stacking is allowed on one stat and opposing effects negate one
another, but the base alteration *can* be compounded (see the explanation in
the Standard Magic Defense section above).

  Attacks that Spirit Magic Defense guards against include:
-Level 1 and Level 2.5 Light/Wisp-elemental spells (Holy Ball & Saint Beam)
-Lise's god summons (Freya, Marduke, Jormungand, and Lamian Naga)
-Carlie's conjurations: 
  ->(Unicorn Head, Machine Golem, Gremlin, Ghoul, Ghost, and Great Demon)
-Boss-only spells that are Light/Wisp and certain non-elemental spells:
  *N/A to monsters*
(Dive Attack, Eye Beam, Bubble Breath, Howl, Graviton Press, Heat Beam,
Lava Wave, Demon Scream, Kilstinger, Flare, Prisoner)

  ____________________
-=About Heal Light (HL)=-

   *Please note that Heal Light ignores Spirit Defense and instead relies on
   the SPR stat of the caster.. However, the target (the castee) can control
   the healing amount with Mind Up/Down affecters on him/her/itself, since
   those affecters will alter *base* spell damage regardless of magic defense.
   Mind Up effect _lessens_ the healing and Mind Down effect _strengthens_ the
   healing.

   Be aware that Mind Up/Down on the castER does *nothing* to alter HL's power
   when used on other allies*


*Also note that Rogue's Silver Dart, like all projectiles, is defended using
normal Defense, *not* Spirit Defense* (this factor accounts for the 'weakness'
of most of Rogue's skills :/ )


           ________________
 ->    -=< *Max Hit Points* >=-  ('HP')
          `================'

After the Mdef value (or SPR-def value, if provided) comes the monster's max
*hit points* (abbreviated as '### HP'). Hit points are the 'life' values of
the game that lower when the target suffers damage and raise when the target
is healed- with targets slain when the current HP falls to zero or below.

  The player's characters can be resuscitated upon dying by using the Angel's
Grail item, however enemies can *never* be revived once they're dead (as their
bodies disappear, and no enemies have access to Angel's Grails anyways 8) ).
The max HP value is the amount of life an enemy has on first encounter- before
any damage/healing has set in, so it can be seen as the 'starting hit points'.

  With the exception of bosses, max HP is capped at 999 for all characters and
monsters. Most enemies, however, can't get past even 700 maximum HP..

  Spells and skills exist that can adjust one's max HP temporarily, but they
are relatively rare to find. Life Booster (or Porobin Oil) is the only means
of augmenting max HP, and it does so by 20% increase. Lunatic (or Moon Coins)
and Deadly Weapon relegate max HP by 20%, as can a number of enemy special 
attacks (Deadly Weapon and Spiral Moon deal non-elemental damage on top off
this effect, and this damage is independent of the 20% max HP 'damage').
Once more, no stacking allowed, and Max Life Up and Down cancel each other in
effects.

(Likely due to a glitch, the Max HP Down effect from any of the corresponding
spells given above can be overridden by casting two Heal Light spells -and/or
Poto Oil(s)- on the affected target.)

(The above applies for the Max HP Up effect as well, but in that case, only
the max HP is relegated initially- so the once-affected subject can have MORE
current HP than their Max HP. This is until his/her current HP falls below the
normal maximum or via the same methods used to purge normal status alterations
-the fight is won, Tinkle Rain, once hit w/ another effect or HL spell, etc..-
Odd stuff.)


           ______________
 ->    -=< *Luc  Dropped* >=-  ('Luc')
          `=============='

Following the max HP number is the *Luc amount* (abbreviated '### Luc') that
the monster carries. 'Luc' is the unit of currency in SD3, and the same foe at
the same level will always drop the same Luc amount when killed. This money is
automatically transferred to your party's inventory upon dispatching the foe.

  Generally, Luc amounts obtained from monsters vary widely, but *are*
progressive with levels- even if no other stats increase for the monster, the
Luc amount, max HP, and experience points given (see below) will always be
incremented with the level number. Oftentimes, a number of enemies at the same
area and/or level will drop equal Luc amounts.

  There exists no way to increase the money spoils from any enemy. However,
one can make it so *no* Luc is gotten from a slain target if one can change it
into a Shell Hunter (enemies with 'chibi' status applied).
Ways to 'chibikko' enemies include light-side Hawk's ST and MT Body Change
spells, Chibidevil Eye items, and Vanadis' Freya summon (MT-only effect).

...Why someone would willingly want to stop gaining money for kills is beyond
me, but it's feasible :p


           ________________________
 ->    -=< *Experience Pts. Gained* >=-  ('XP')
          `========================'

The second to last item on each stat list corresponds to the amount of
*experience points* (abbreviated as '### XP') begotten from a monster when
slain. XP is listed in this manner since the authors figured most skims
through the listings will be in purpose of finding out these XP values, and
the numbers are easier to spot if adjacent to parentheses, or as the last item
on a line.

  As with Luc, each monster will grant a fixed amount of XP upon being bested,
and experience points are static for the same enemy at a constant level.
Also as with Luc amounts, a number of enemies that share a region and/or level
will carry the same quantities of XP. The cap for XP values is not certain, but 
it is at least 9999, as a few enemies in the final areas can grant over 999 XP 
and later bosses definitely drop more then that amount (ex. Deathjester gives 
8310 XP when put to rest).

  Experience points are transferred automatically to each of your characters
and count towards their own level progression. Every active member receives
the same amount per kill when present (no splitting), w/ the XP amount for
each enemy conveniently being displayed on the battle screen with each kill.

  Sleeping, frozen, petrified, or unconscious allies gain no XP while still
incapacitated/inactive (though they will gain XP from the final monster slain,
since they automatically recover once the battle outcome is successful).
..And no, monsters don't gain XP from dismembering your own characters.

  There are few reasons *not* to gain experience when possible...But if the
want/situation ever arises then the same spells that turn enemies into Shell
Hunters (Freya, ST/MT Body Change, Chibidevil Eyes)..can get ya there; Shell
Hunters always give zero XP, regardless of level.
As with Luc, there's no way to augment experience point amounts, aside from
progressing further in an area and encountering higher-leveled enemies..


           ____________
 ->    -=<  *Location*  >=-  [parenthesized]
          `============'

Serving as the caboose to each stat list is the monsters in-game *location*
(appearing in parenthesis for easy discerning...much like this). Due to the
length of most location entries, they are often line-separated from the rest
of the stats.
The location listing will give the reader concise info about where to find a
particular monster and at a particular level number. Sometimes (..many times)
enemies repeat and can be found in multiple areas; if this occurs at one level
number then the locations will be colon-separated for such monsters.

  Also, a few enemies (or certain levels of an enemy) can be found exclusive
to a time of day (night or daytime) Example: Sword Masters can inhabit both
the Ice Wall Labyrinth and the Valley of Flames, but only during evening to
daybreak are they actually present to fight.

  Other times, some enemies can be spawned or summoned from one or more of the
current enemies in the area (ex. Rabilions can generate a Rabite companion)
..and sometimes such spawning is the only means of finding specific monsters
at certain levels. 
(ex. lvl 28+ Gold Bulettes are only summoned from Beast Masters)
In entries for these spawned monsters, the generation info will be listed,
giving the "parent/master's" name and level for that monster, as well as the
location and time of day (if applicable).

  There are no roaming monsters in the game, so usually expect to see the same
faces when ya re-enter a past area. However, certain game events can (and do)
trigger the arrival of fresh, new foes to replace old ones in some regions.
If the enemy replaces others at a given point, the gist will be mentioned in
the location clause.

-
           _____________________
 ->    -=< **Stat List Summary** >=-  o  ~  o  ~  o  ~  o  ~  o  ~  o  ~  o
          `====================='

 -To lump the statistics into a quick legend, let's revisit the sample
 given before:

      (...)
    =Stats=
      (...)
    - lvl 41: 190 Def ; 280 att ; 20 Mdef ; 23 SPR-def ; ...
     \_____/  \_____/   \_____/   \_____/    \_____/
       _|_       |        _|_        |         _|_
    Level No.    |   Attack Power    |   (Spirit Defense)
                _|_                 _|_
              Defense          Magic Defense

    ...600 HP ; 200 Luc ; 950 XP (Glass Desert.., night)
      \_____/  \_____/   \_____/  \__________________/
         |       _|_        |            \    /
         |   Luc Dropped    |             \  /
        _|_                _|_         Location (& TOD)
    Max Hit Pts    Experience Pts Given

-

           _____________________
 ->    -=< *About Shell Hunters* >=-  o  ~  o  ~  o  ~  o  ~  o  ~  o  ~  o
          `====================='

Shell Hunters are simply the games answer to a 'Chibikko' status for monsters.

The odd aspect to Shell Hunters is that they are not a real status aliment for
monsters. See, when an enemy has been turned into a Shell Hunter, it can still
suffer under one additional status effect (like Sleep or Snowman), and since
all status aliments override each other, this tells us that Shell Hunters
comprise more of a transformation than a 'status' (much like how Kevin's wolf
form is more like a transformation than a simple variant of a Power Up).

  Other evidence that supports Shell Hunters being monsters themselves and not
just a status effect is simply because, once that conversion happens, it is
irreversible. There is NO way to undo the 'chibi' effect on monsters, aside
from exiting and re-entering a battle area.

  The final bit of evidence relates to the SD3 development team's 'laziness'.
If monsters were to be miniaturized ala your characters when under chibi
status, that means each and every damn monster in the game would have to
possess a good few more sprites and animations. Do you honestly think anyone
would go through the effort of creating 2-7 new sprites/animations for all the
95 different enemies in the game?
...I wouldn't think so :p  Tis much more convenient just to lump all chibi'ed
enemies into one common progenitor; enter the Shell Hunters..

  This tells us that these critters are more or less separate monsters that
have their own stats for each level.


For all levels, however, Shell Hunters ALWAYS...
   -have 0-1 point in Magic Defense and Spirit Defense
   -have severely low attack power, max HP, and normal Defense
   -drop no Luc amounts and carry no XP
   -can only grant Round Drops from any dropped treasure chest
    (when killed last)
   -are neutral to all elements
   -start out at their own max HP when transformed

..Thus the only aspects that aren't static for Shell Hunters are their max HP,
their attack power, their Defense, their class type (always the class of the
original monsters), and where they can be found (which is anywhere a chibi-ing
skill can be applied, of course).


  Does this guide bother covering all the stats for these pathetic pansies?

... NO!!

Not like that info would very handy anyways; given their weak stats, there's
little to care about Shell Hunters as far as potential threats are concerned.

--


`.__  __  __  __  __
Time for the biggun!       <>  ~  <>  ~  <>  ~  <>  ~  <>  ~  <>  ~  <>  ~  <>
,~--  --  --  --  --

                       /\_____________________/\
  ===)>               < { **MAIN ENEMY LIST** } >
                       \ `-------------------' /
                        `~-------------------~^-._,~-<code e-list>
*trumpets flare*
    CMK, take it!
-/-

Welcome to the SD3 Monster Encyclopedia.  TLaG put this collection of
information together, along with my own comments in parentheses.  TLaG is
responsible for all of the statistics, monster descriptions, and attacks,
while I drew up (most) of the Miscellaneous Notes on all the monsters.

This guide is separated by monster type.  A brief table of contents is given
below; each monster group has an assigned six-digit code for easy navigation.
To jump to a monster's entry, use the Ctrl + F command and insert the
monster's code.
To return to the top of the list, just use the 'e-list' code for this section.

Generally the monsters are arranged in order of gameplay appearance, with
exceptions made for the monsters that correspond to your characters - they've
been moved to the bottom of the list.


  [-Rabbit-type enemies-]        [-Mushroom-type enemies-]
     Rabite (ehopp1)                Myconid (etrip1)
     Rabillion (ehopp2)             Darth Matango (etrip2)
     King Rabite (ehopp3)
     Great Rabite (ehopp4)

  [-Wolf-type enemies-]          [-Bat-type enemies-]
     Bound Wolf (ecujo1)            Battum (ebaty1)
     Kerberos (ecujo2)              Dark Battum (ebaty2)

  [-Bug-type enemies-]           [-Squirrel-type enemies-]
     Assassin Bug (estng1)          Poron (eacrn1)
     Ruster Bug (estng2)            Porobin Hood (eacrn2)
                                    Porobin Leader (eacrn3)

  [-Goblin-type enemies-]        [-Slime-type enemies-]
     Goblin (ecave1)                Slime (ejely1)
     Goblin Lord (ecave2)           Slime Prince (ejely2)
     Beast Master (ecave3)

  [-Hedgehog-type enemies-]      [-Horsehead-type enemies-]
     Molebear (enedl1)              Unicorn Head (ehrse1)
     Needlion (enedl2)              Gold Unicorn (ehrse2)

  [-Machine-type enemies-]       [-Bird-type enemies-]
     Machine Golem (ebott1)         Needlebird (ebeak1)
     Guardian (ebott2)              Cockatrice (ebeak2)
     Death Machine (ebott3)         Cockabird (ebeak3)

  [-Harpy-type enemies-]         [-Lil' Devil-type enemies-]
     Harpy (esing1)                 Chibidevil (echrb1)
     Siren (esing2)                 Gremlin (echrb2)

  [-Zombie-type enemies-]        [-Sword-type enemies-]
     Zombie (erott1)                Evil Sword (ehilt1)
     Ghoul (erott2)                 Element Sword (ehilt2)

  [-Ghost-type enemies-]         [-Grell-type enemies-]
     Specter (eboo!1)               Grell (ecoel1)
     Ghost (eboo!2)                 Grell Mage (ecoel2)

  [-Pakkun-type enemies-]        [-Poto-type enemies-]
     Pakkun Baby (epakn1)           Poto (epoto1)
     Pakkun Lizard (epakn2)         Mama Poto (epoto2)
     Pakkuri Baby (epakn3)          Papa Poto (epoto3)
     Pakkun Dragon (epakn4)

  [-Rhino-type enemies-]         [-Duck-type enemies-]
     Bulette (ehorn1)               Duck Soldier (edown1)
     Gold Bulette (ehorn2)          Duck General (edown2)

  [-Reptile-type enemies-]       [-Sahagin-type enemies-]
     Firedrake (elizy1)             Sahagin (efish1)
     Basilisk (elizy2)              Petit Poseidon (efish2)

  [-Seahorse-type enemies-]      [-Caterpillar-type enemies-]
     Sea Serpent (eseah1)           Mega Crawler (ewebb1)
     Sea Dragon (eseah2)            Giga Crawler (ewebb2)

  [-Mini Dragon-type enemies-]   [-Carmilla-type enemies-]
     Frost Dragon (edrag1)          Carmilla (esexz1)
     Petit Dragon (edrag2)          Carmilla Queen (esexz2)
     Petit Tiamat (edrag3)
     Dragon Zombie (edrag4)

  [-Boulder-type enemies-]       [-Demon-type enemies-]
     Boulder (eball1)               Lesser Demon (ehell1)
     Power Boulder (eball2)         Great Demon (ehell2)

  [-Bee-type enemies-]           [-Magician-type enemies-]
     Gal Bee (ebuzz1)               Magician (emage1)
     Lady Bee (ebuzz2)              Wizard (emage2)
     Queen Bee (ebuzz3)             High Wizard (emage3)

  [-Knight-type enemies-]        [-Werewolf-type enemies-]
     Armor Knight (enite1)          Werewolf (elycn1)
     Sword Master (enite2)          Black Fang (elycn2)
     Silver Knight (enite3)         Silver Wolf (elycn3)
     Dark Lord (enite4)             Bloody Wolf (elycn4)
                                    Wolf Devil (elycn5)

  [-Ninja-type enemies-]         [-Shaman-type enemies-]
     Ninja (ehide1)                 Dark Priest (esham1)
     Ninja Master (ehide2)          Evil Shaman (esham2)
     Nightblade (ehide3)            Necromancer (esham3)

  [-Shapeshifter-type enemies-]
     Shapeshifter (emrph1)
     Shadowzero (emrph2)

Enjoy!
- CMK TacTican


                       ___________________________
<>  ~  <>  ~  <>  ~  <>    RABBIT-TYPE ENEMIES    <>  ~  <>  ~  <>  ~  <>
  ________
=> Rabite <=    (code ehopp1)
-Hopping yellow & pink-tailed rabbit monsters w/ no legs; are the weakest
enemies in the game (barring Shell Hunters).-
   Ice: Normal        Ice Saber: Normal
   Fire: Normal       Flame Saber: Normal
   Earth: Normal      Diamond Saber: Normal
   Wind: Normal       Thunder Saber: Normal
   Light: Normal      Saint Saber: Normal
   Dark: Normal       Dark Saber: Normal
=normal attacks=
  - bite; single hit [low frequency]
=special attacks=
[1] Bite- non-elemental attack, Defense guard;
>base power = same as normal hits
=Stats=
[Class 1]
-lvl 1: 1 Def; 10 att; 1 Mdef; 16 HP; 3 Luc; 1 XP (Rabite Forest, early on)
-lvl 4: 2 Def; 17 att; 1 Mdef; 20 HP; 9 Luc; 1 XP (Golden Road, day)
-lvl 8: 10 Def; 44 att; 1 Mdef; 28 HP; 18 Luc; 1 XP
(Rabite Forest, after visiting Palo)
-lvl 9: 10 Def; 44 att; 1 Mdef; 30 HP; 20 Luc; 2 XP
(Rabite Forest, after visiting Palo)
-lvl 10: 10 Def; 44 att; 1 Mdef; 34 HP; 22 Luc; 2 XP
(Rabite Forest, after visiting Palo)
-lvl 13: 10 Def; 57 att; 1 Mdef; 42 HP; 29 Luc; 4 XP (lvl 13 Rabillion spawn)
-lvl 14: 10 Def; 57 att; 1 Mdef; 42 HP; 29 Luc; 4 XP (lvl 14 Rabillion spawn)
[Class 2]
-lvl 25: 36 Def; 138 att; 1 Mdef; 78 HP; 57 Luc; 18 XP (Mana Holyland)
-lvl 26: 36 Def; 138 att; 1 Mdef; 82 HP; 59 Luc; 20 XP (Mana Holyland)
-lvl 27: 36 Def; 150 att; 1 Mdef; 84 HP; 61 Luc; 22 XP (Mana Holyland)
=Miscellaneous Notes=
- Rabites sleep at night. Once you've overcome the instinct to hug them like
teddy bears, use your advantage to deliver a sound preemptive strike.
- With all Rabbit-type enemies active during daytime, if your party keeps
still the rabite will soon settle down beside your allies and relent attacking
...looking for contraband, perhaps. -TLaG
- Note also that Rabite enemies can infrequently attack in their sleep to an
adjacent character; watch it! -TLaG

  __________
=> Rabilion <=    (code ehopp2)
-Hopping pink & yellow-tailed rabbit monsters w/ no legs; must be dining on
the Myconid locals since they can't stop smiling.-
   Ice: Normal        Ice Saber: Normal
   Fire: Normal       Flame Saber: Normal
   Earth: Normal      Diamond Saber: Normal
   Wind: Normal       Thunder Saber: Normal
   Light: Normal      Saint Saber: Normal
   Dark: Normal       Dark Saber: Normal
=normal attacks=
  - pounce; single hit [low-mid frequency]
=special attacks=
[1] Jumpspin Attack- non-elemental attack, Defense guard; 
>base power = same as normal hits
[2] (Summon Level ## Rabite)- generates a Rabite enemy of equivalent level to
                              the Rabilion.
=Stats=
[Class 1]
-lvl 9: 28 Def; 45 att; 4 Mdef; 80 HP; 27 Luc; 9 XP
(Rabite Forest, after visiting Palo)
-lvl 10: 28 Def; 45 att; 4 Mdef; 86 HP; 30 Luc; 12 XP 
(Rabite Forest, after visiting Palo)
-lvl 13: 28 Def; 59 att; 6 Mdef; 106 HP; 39 Luc; 23 XP
(Volcano Isle Bucca)
-lvl 14: 44 Def; 77 att; 8 Mdef; 114 HP; 42 Luc; 27 XP
(Volcano Isle Bucca, day)
[Class 2]
-lvl 25: 97 Def; 143 att; 14 Mdef; 202 HP; 75 Luc; 126 XP (Mana Holyland)
-lvl 26: 97 Def; 143 att; 14 Mdef; 210 HP; 78 Luc; 140 XP (Mana Holyland)
-lvl 27: 96 Def; 155 att; 15 Mdef; 218 HP; 81 Luc; 154 XP (Mana Holyland)
=Miscellaneous Notes=
- Usually they summon Rabites at the beginning of a battle, but only if there
aren't at least two other enemies on the screen.
- Like all Rabbit-type enemies, the Rabillion sleeps at night. Use that to get
in a good preemptive blow (hint: Aura Wave + Eruption Sword).
(..If one could have a lvl 3 tech and AW that early in the game.. -TLaG)
- As with Rabites, sleeping Rabilions can make rare attacks when subconscious;
they also *can* summon sleeping a Rabite companion at night.
I've seen this myself once, and it's quite amusing 8) -TLaG

  _____________
=> King Rabite <=    (code ehopp3)
-Hopping white & blue-tailed rabbit monsters w/ no legs. Could be mistaken for
a marshmallow Easter candy.-
   Ice: Normal        Ice Saber: Normal
   Fire: Normal       Flame Saber: Normal
   Earth: Normal      Diamond Saber: Normal
   Wind: Normal       Thunder Saber: Normal
   Light: Normal      Saint Saber: Normal
   Dark: Normal       Dark Saber: Normal
=normal attacks=
  - rapid hopping (always misses);
  - whirlwind, up to three hits;
[low-mid frequency]
=special attacks=
[1] Rabite Rainstorm- non-elemental MT attack, Defense guard; e-tech,
>base power = 1.535 * att; 220 (lvl 25-26), 238 (lvl 27)
=Stats=
[Class 2]
-lvl 25: 105 Def; 143 att; 22 Mdef; 370 HP; 169 Luc; 214 XP (Mana Holyland)
-lvl 26: 105 Def; 143 att; 22 Mdef; 384 HP; 176 Luc; 238 XP (Mana Holyland)
-lvl 27: 103 Def; 155 att; 25 Mdef; 398 HP; 183 Luc; 264 XP (Mana Holyland)
=Miscellaneous Notes=
- You'll never find a sleeping King Rabite. (They must hate Melatonin...
actually it's since the 1st visit to the Holy Land is always in daytime -TLaG)
- Rabite Rainstorm hits the entire screen and can only be evaded by killing
the King Rabite. 
(note that the attack has about a two-second delay before actual impact -TLaG)

  ______________
=> Great Rabite <=    (code ehopp4)
-Hopping green & pink-tailed rabbit monsters w/ no legs.-
   Ice: Normal        Ice Saber: Normal
   Fire: Normal       Flame Saber: Normal
   Earth: Normal      Diamond Saber: Normal
   Wind: Normal       Thunder Saber: Normal
   Light: Normal      Saint Saber: Normal
   Dark: Normal       Dark Saber: Normal
=normal attacks=
  - bite, single hit; 
  - hyper-biting, up to three hits;
  [low-mid frequency]
=special attacks=
[1] HugeHuge- non-elemental ranged attack, Defense guard; e-tech;
>base power = 1.53 * att; 367 (lvl 41), 378 (lvl 42-43) 
=Stats=
[Class 3]
-lvl 41: 139 Def; 240 att; 28 Mdef; 30 SPR-def; 534 HP; 219 Luc; 822 XP
(Jungle of Illusion, night)
-lvl 42: 144 Def; 247 att; 30 Mdef; 32 SPR-def; 542 HP; 225 Luc; 877 XP
(Jungle of Illusion, night)
-lvl 43: 144 Def; 247 att; 30 Mdef; 32 SPR-def; 550 HP; 231 Luc; 936 XP
(Jungle of Illusion- after maze, night)
=Miscellaneous Notes=
- HugeHuge homes in on a character; you have about a third of a second to
dodge it, but it *can* be evaded.
- Great Rabites, unfortunately, never sleep. (Their sex lives must suffer,
because of this -TLaG)


                       _____________________________
<>  ~  <>  ~  <>  ~  <>    MUSHROOM-TYPE ENEMIES    <>  ~  <>  ~  <>  ~  <>
  _________
=> Myconid <=    (code etrip1)
-Funky purple & beige fungi with short appendages and incandescent orange
spots at night; annoying (Amen - CMK).-
   Ice: Normal        Ice Saber: Normal
   Fire: Normal       Flame Saber: Normal
   Earth: Normal      Diamond Saber: Normal
   Wind: Normal       Thunder Saber: Normal
   Light: Normal      Saint Saber: Normal
   Dark: Normal       Dark Saber: Normal
(-Note- Leaf: Strong; Leaf Saber: Strong)
=normal attack=
  - kick, headspin; single hits [mid-high frequency]
=special attacks=
[1] Sleep Spore- Sleep added effect if in range
=Stats=
[Class 1]
-lvl 1: 2 Def; 11 att; 1 Mdef; 32 HP; 3 Luc; 1 XP (Rabite Forest, early on)
-lvl 3: 3 Def; 18 att; 1 Mdef; 38 HP; 7 Luc; 2 XP (Cave of Waterfalls, day)
-lvl 4: 4 Def; 18 att; 1 Mdef; 40 HP; 9 Luc; 3 XP (Dwarf Tunnel, day)
-lvl 5: 12 Def; 29 att; 1 Mdef; 44 HP; 11 Luc; 3 XP (Dwarf Tunnel, day)
-lvl 8: 20 Def; 44 att; 1 Mdef; 56 HP; 18 Luc; 6 XP
(Rabite Forest, after visiting Palo)
-lvl 9: 20 Def; 44 att; 1 Mdef; 60 HP; 20 Luc; 8 XP
(Rabite Forest, after visiting Palo)
-lvl 13: 20 Def; 58 att; 1 Mdef; 80 HP; 29 Luc; 20 XP
(Volcano Isle Bucca, day)
-lvl 14: 32 Def; 75 att; 1 Mdef; 86 HP; 31 Luc; 23 XP
(Volcano Isle Bucca, day)
=Miscellaneous Notes=
- Sleep Spore's range is approximately 3/4th a character length in all
directions around the Myconid (and it can lull more than one target -TLaG).

  _______________
=> Darth Matango <=    (code etrip2)
-Former sithlords who *are* `fun guys'; these b-boying, blue/green glowin',
and shroom shootin'...shrooms, are indicative of what the game's monster
designers were eating at the time..-
   Ice: Normal        Ice Saber: Normal
   Fire: Normal       Flame Saber: Normal
   Earth: Normal      Diamond Saber: Normal
   Wind: Normal       Thunder Saber: Normal
   Light: Normal      Saint Saber: Normal
   Dark: Normal       Dark Saber: Normal
(-Note- Leaf: No effect, no MP loss; Leaf Saber: No effect, no MP loss)
=normal attacks=
  - head dive, headspinning; single hits [moderate frequency]
   (note: their pre-fight headspinning never hits, nor should it)
=special attacks=
[1] Foundation- Counter Magic added effect on self
[2] Baby Shroom Spurt- non-elemental MT attack, Defense guard; e-tech;
>base power = 1.53 * att; 257 (lvl 28), 286 (lvl 30), 304 (lvl 32),..
..321 (lvl 34), 346 (lvl 36), 373 (lvl 38), 376 (lvl 40), 418 (lvl 45)
=Stats=
[Class 2]
-lvl 28: 100 Def; 168 att; 15 Mdef; 542 HP; 64 Luc; 171 XP
(Forest of Wonder, before 1st Godbeast)
-lvl 30: 109 Def; 187 att; 17 Mdef; 580 HP; 68 Luc; 206 XP
(Forest of Wonder, before 2nd Godbeast) 
-lvl 32: 115 Def; 199 att; 19 Mdef; 618 HP; 73 Luc; 245 XP
(Forest of Wonder, before 3rd Godbeast)
-lvl 34: 123 Def; 210 att; 19 Mdef; 652 HP; 78 Luc; 288 XP
(Forest of Wonder, before 4th Godbeast) 
-lvl 36: 140 Def; 226 att; 21 Mdef; 686 HP; 82 Luc; 337 XP
(Forest of Wonder, before 5th Godbeast)
-lvl 38: 133 Def; 244 att; 21 Mdef; 23 SPR-def; 718 HP; 87 Luc; 390 XP
(Forest of Wonder, before 6th Godbeast)
-lvl 40: 133 Def; 246 att; 21 Mdef; 23 SPR-def; 746 HP; 92 Luc; 448 XP
(Forest of Wonder, before 7th Godbeast)
[Class 3]
-lvl 45: 157 Def; 273 att; 27 Mdef; 29 SPR-def; 816 HP; ?? Luc; 619 XP
(Mirage Palace- forest scene)
=Miscellaneous Notes=
- Baby Shroom Spurt hits the entire screen and can only be avoided by killing
the Darth Matango. 
(As with Rabite Rainstorm, this attack has an approximate 2-second delay
before impact -TLaG)
- Unlike some innate barriers and Counter Magics (*cough*Mispolm), Foundation
will reflect *all* elements. -TLaG


                       ___________________________
<>  ~  <>  ~  <>  ~  <>     WOLF-TYPE ENEMIES     <>  ~  <>  ~  <>  ~  <>
  ____________
=> Bound Wolf <=    (code ecujo1)
-Tan and white wuffies.-
   Ice: Normal        Ice Saber: Normal
   Fire: Normal       Flame Saber: Normal
   Earth: Normal      Diamond Saber: Normal
   Wind: Normal       Thunder Saber: Normal
   Light: Normal      Saint Saber: Normal
   Dark: Normal       Dark Saber: Normal
=normal attack=
  - pounce; single hit [high-mid frequency]
=special attacks=
[1] Bite- non-elemental attack, can hit upto 4 times (!),..
         (each hit has ~33% accuracy); Defense guard; e-tech; 
>base power = 1.535 * att; 17 (lvl 1), 26 (lvl 3-4), 180 (lvl 21)
=Stats=
[Class 1]
-(Karl): 11 Def; 17 att; 1 Mdef; 85 HP; 3 Luc; 1 XP (Kevin's intro)
[-note- Karl is indomitable during the initial tussle]
-lvl 1: 2 Def; 10 att; 1 Mdef; 48 HP; 2 Luc; 1 XP
(Kevin's intro; Outside Jad early on, night)
-lvl 3: 8 Def; 17 att; 1 Mdef; 54 HP; 7 Luc; 2 XP (Jad Castle)
-lvl 4: 8 Def; 17 att; 1 Mdef; 72 HP; 9 Luc; 3 XP (Jad Castle)
[Class 2]
-lvl 21: 83 Def; 117 att; 1 Mdef; 186 HP; 47 Luc; 68 XP (Moonlight Forest)
=Miscellaneous Notes=
- Bite doesn't hit that often unless you just don't move; however, it does
pack a wallop.
- Bite surfaces only powerful rarely as a magic counter against Class 2 Bound
Wolves. Although the attack can hit many times, it has only about a third of a
character reach and a very low hit rate. -TLaG

  __________
=> Kerberos <=    (code ecujo2)
-Black and urine-yellow hounds from the hells. Got rabies?-
   Ice: Weak          Ice Saber: Weak
   Fire: Absorbs      Flame Saber: Absorbs
   Earth: Normal      Diamond Saber: Normal
   Wind: Normal       Thunder Saber: Normal
   Light: Normal      Saint Saber: Normal
   Dark: Normal       Dark Saber: Normal
=normal attack=
  - pounce and gnaw; single hit- [high-mid frequency]
=special attacks=
[1] Flamebreath- Fire-elemental attack, Magic defense guard;
>base power [class 1/2/3] = 123/196/232 (lvl 28-30), 132/210/248 (lvl 32),..
..138/222/261 (lvl 34-40), 149/237/276 (lvl 42-43)
=Stats=
[Class 2]
-lvl 28: 128 Def; 192 att; 6 Mdef; 468 HP; 64 Luc; 195 XP
(Moonreading Tower, from lvl 28 Beast Masters; before 1st Godbeast)
-lvl 30: 140 Def; 215 att; 7 Mdef; 500 HP; 68 Luc; 235 XP
(Moonreading Tower, from lvl 30 Beast Masters; before 2nd Godbeast)
-lvl 32: 147 Def; 228 att; 8 Mdef; 534 HP; 73 Luc; 280 XP
(Moonreading Tower, from lvl 32 Beast Masters; before 3rd Godbeast)
-lvl 34: 157 Def; 241 att; 8 Mdef; 564 HP; 78 Luc; 329 XP
(Moonreading Tower, from lvl 34 Beast Masters; before 4th Godbeast)
-lvl 36: 179 Def; 259 att; 8 Mdef; 592 HP; 82 Luc; 385 XP
(Moonreading Tower, from lvl 36 Beast Masters; before 5th Godbeast)
-lvl 38: 169 Def; 280 att; 8 Mdef; 9 SPR-def; 620 HP; 87 Luc; 446 XP
(Moonreading Tower, from lvl 38 Beast Masters; before 6th Godbeast)
-lvl 40: 169 Def; 282 att; 8 Mdef; 9 SPR-def; 644 HP; 92 Luc; 512 XP
(Moonreading Tower, from lvl 40 Beast Masters; before 7th Godbeast)
[Class 3]
-lvl 42: 175 Def; 279 att; 9 Mdef; 10 SPR-def; 666(!) HP; 97 Luc; 585 XP
(Cave of Darkness)
-lvl 43: 175 Def; 279 att; 9 Mdef; 10 SPR-def; 676 HP; 99 Luc; 624 XP
(Cave of Darkness)
=Miscellaneous Notes=
- Flamebreath has about a one character-length range in one direction.
It knocks your characters away (..as with all 'breath' attacks -TLaG).
- Flamebreath randomly activates when the wolf's HP is lowered quickly
(~25% frequency) and rarely as a magic counter (~20% frequency).


                       __________________________
<>  ~  <>  ~  <>  ~  <>     BAT-TYPE ENEMIES     <>  ~  <>  ~  <>  ~  <>
  ________
=> Battum <=    (code ebaty1)
-Blue bats w/ sizeable fangs.-
   Ice: Normal        Ice Saber: Normal
   Fire: Normal       Flame Saber: Normal
   Earth: Normal      Diamond Saber: Normal
   Wind: Normal       Thunder Saber: Normal
   Light: Weak        Saint Saber: Weak
   Dark: No effect    Dark Saber: No effect
=normal attack=
  - bite; single hit [low frequency]
=special attacks=
[1] Sonic Wave- Mind Down added effect if in range
=Stats=
[Class 1]
-lvl 3: 5 Def; 18 att; 1 Mdef; 28 HP; 5 Luc; 3 XP
(Cave of Waterfalls; Golden Road, night)
-lvl 4: 6 Def; 20 att; 1 Mdef; 30 HP; 5 Luc; 3 XP
(Golden Road, night; Dwarf Tunnel, day)
-lvl 5: 12 Def; 29 att; 1 Mdef; 32 HP; 8 Luc; 4 XP
(Dwarf Tunnel, day; Molebear Highlands, night)
-lvl 6: 15 Def; 29 att; 1 Mdef; 36 HP; 9 Luc; 5 XP
(Molebear Highlands, night)
-lvl 7: 15 Def; 29 att; 1 Mdef; 40 HP; 11 Luc; 6 XP
(Molebear Highlands, night)
=Miscellaneous Notes=
- As you can imagine, all Bat-type enemies are weak against Light. Pound `em
with Holy Ball.
- Sonic Wave has an effective range of about one character-length and only
goes in one direction. It is usually used as a counter to critical HP damage
(about a 33% occurrence -TLaG).

  _____________
=> Dark Battum <=    (code ebaty2)
-Crimson bats with blue fangs...-
   Ice: Normal        Ice Saber: Normal
   Fire: Normal       Flame Saber: Normal
   Earth: Normal      Diamond Saber: Normal
   Wind: Normal       Thunder Saber: Normal
   Light: Weak        Saint Saber: Weak
   Dark: Absorbs      Dark Saber: Absorbs
=normal attack=
  - bite; single hit [low frequency]
=special attacks=
[1] Mind Drain- Mind Down added effect on one target (low success rate)
=Stats=
[Class 2]
-lvl 21: 55 Def; 117 att; 8 Mdef; 274 HP; 47 Luc; 79 XP (Moonlight Forest)
=Miscellaneous Notes=
- Souped up Battums, but still not very difficult to handle.
- Dark Battums always respond to magic with Mind Drain, which can hit the
target from across the screen...but has about a 15% success rate. -TLaG


                       __________________________
<>  ~  <>  ~  <>  ~  <>     BUG-TYPE ENEMIES     <>  ~  <>  ~  <>  ~  <>
  ______________
=> Assassin Bug <=    (code estng1)
-Green and yellow wasp-like flying insects.-
   Ice: Normal        Ice Saber: Normal
   Fire: Normal       Flame Saber: Normal
   Earth: Normal      Diamond Saber: Normal
   Wind: Normal       Thunder Saber: Normal
   Light: Normal      Saint Saber: Normal
   Dark: Normal       Dark Saber: Normal
(-Note- Leaf: No effect, no MP loss; Leaf Saber: No effect, no MP loss)
=normal attack=
  - sting <poison effect>; single hit [low frequency]
=special attacks= 
[1] Venom- Poison added effect on one character
=Stats=
[Class 1]
-lvl 1: 2 Def; 12 att; 1 Mdef; 34 HP; 3 Luc; 1 XP (Duran's intro)
-lvl 4: 4 Def; 22 att; 1 Mdef; 44 HP; 12 Luc; 3 XP (Golden Road, day)
-lvl 5: 12 Def; 35 att; 1 Mdef; 48 HP; 11 Luc; 4 XP (Molebear Highlands, day)
-lvl 6: 15 Def; 35 att; 1 Mdef; 52 HP; 14 Luc; 5 XP (Molebear Highlands, day)
-lvl 7: 15 Def; 35 att; 1 Mdef; 56 HP; 16 Luc; 6 XP (Molebear Highlands, day)
[Class 2]
-lvl 23: 68 Def; 160 att; 1 Mdef; 150 HP; 52 Luc; 101 XP
(called during Gildervine's first _and second_ fight)
=Miscellaneous Notes=
- Sting doesn't always inflict poison, it's more of a 50-60% chance.
- Venom can travel up to three character-lengths and is aimed at a character's
current location; dodge it by moving around.

  ____________
=> Ruster Bug <=    (code estng2)
-Orange and purple wasp-like flying insects.- (how natural)
   Ice: Normal        Ice Saber: Normal
   Fire: Normal       Flame Saber: Normal
   Earth: Normal      Diamond Saber: Normal
   Wind: Normal       Thunder Saber: Normal
   Light: Normal      Saint Saber: Normal
   Dark: Normal       Dark Saber: Normal
(-Note- Leaf: No effect, no MP loss; Leaf Saber: No effect, no MP loss)
=normal attack=
  - pinch <poison effect>; single hit [low-mid frequency]
=special attacks= 
[1] Rust- Protect Down added effect on 2-3 targets if in-range
=Stats=
[Class 3]
-lvl 41: 165 Def; 266 att; 20 Mdef; 21 SPR-def; 508 HP; 94 Luc; 548 XP
(Glass Desert, day; Jungle of Illusion, day)
-lvl 42: 172 Def; 274 att; 21 Mdef; 23 SPR-def; 516 HP; 97 Luc; 585 XP
(Glass Desert, day; Jungle of Illusion, day)
-lvl 43: 172 Def; 274 att; 21 Mdef; 23 SPR-def; 524 HP; 99 Luc; 642 XP
(Glass Desert, day)
=Miscellaneous Notes=
- Rust is aimed at one target and has a nearly full screen range. It's harder
to dodge than it would initially seem since apparently it has a small area of
effect.


                       __________________________
<>  ~  <>  ~  <>  ~  <>    PORON-TYPE ENEMIES    <>  ~  <>  ~  <>  ~  <>
  _______
=> Poron <=    (code eacrn1)
-Enlarged squirrels in green & orange cloaks; spam whips and annoying darts.-
   Ice: Normal        Ice Saber: Normal
   Fire: Normal       Flame Saber: Normal
   Earth: Normal      Diamond Saber: Normal
   Wind: Normal       Thunder Saber: Normal
   Light: Normal      Saint Saber: Normal
   Dark: Normal       Dark Saber: Normal
(-Note- Leaf: Strong; Leaf Saber: Strong)
=normal attack=
  - hopping whip crack; single hit [high frequency]
=special attacks=
[1] Dart- non-elemental projectile, Defense guard; 
>base power [class 1/2/3] = 65/104/123 (lvl 4)
=Stats=
[Class 1]
-lvl 4: 8 Def; 23 att; 1 Mdef; 50 HP; 12 Luc; 4 XP (Golden Road)
=Miscellaneous Notes=
- Their whip attacks have about 2 character length's worth of range, which
makes them longer-ranged than anything your party packs. Fortunately, they
suffer from high cool-down. (Damn manic-depressive states -TLaG)

  ______________
=> Porobin Hood <=    (code eacrn2)
-Enlarged squirrels in green and yellow cloaks.-
   Ice: Normal        Ice Saber: Normal
   Fire: Normal       Flame Saber: Normal
   Earth: Normal      Diamond Saber: Normal
   Wind: Normal       Thunder Saber: Normal
   Light: Normal      Saint Saber: Normal
   Dark: Normal       Dark Saber: Normal
(-Note- Leaf: No effect, no MP loss; Leaf Saber: No effect, no MP loss)
=normal attack=
  - hopping whip crack; single hit [high frequency]
=special attacks=
[1] Sleep Flower (ST)- Sleep added effect to one character
=Stats=
[Class 2]
-lvl 22: 94 Def; 133 att; 12 Mdef; 280 HP; 66 Luc; 89 XP (Lampflower Forest)
-lvl 23: 94 Def; 133 att; 12 Mdef; 294 HP; 69 Luc; 101 XP (Lampflower Forest)
-lvl 24: 94 Def; 133 att; 12 Mdef; 306 HP; 72 Luc; 113 XP (Lampflower Forest)
=Miscellaneous Notes=
- They'll oftentimes cast Sleep Flower (usually on your lead character) at the
start of a battle (at about 50% frequency).
(I believe Sleep Flower is aimed at whomever is closest when the spell begins,
..which often happens to be the main character -TLaG)

  ________________
=> Porobin Leader <=    (code eacrn3)
-Enlarged squirrels in dull purple and blue cloaks; can cast a number of
Dryad/Wood spells.-
   Ice: Normal        Ice Saber: Normal
   Fire: Normal       Flame Saber: Normal
   Earth: Normal      Diamond Saber: Normal
   Wind: Normal       Thunder Saber: Normal
   Light: Normal      Saint Saber: Normal
   Dark: Normal       Dark Saber: Normal
(-Note- Leaf: No effect, no MP loss; Leaf Saber: No effect, no MP loss)
=normal attack=
  - hopping whip crack; single hit [high frequency]
=special attacks=
[1] Counter Magic- on self
[2] Leaf Saber- on self
[3] Life Booster- 20% Max HP Up added effect on self
[4] Sleep Flower (ST)- Sleep added effect to one character
[5] Silver Dart- Light-elemental projectile, Defense guard; 
>base power [class 1/2/3] = 158/254/302 (lvl 28-30), 166/267/317 (lvl 32),..
..176/281/335 (lvl 34-40), 194/308/367 (lvl 45)
(-Note- only uses Silver Dart on Hawk when he is present; never elsewise)
=Stats=
[Class 2]
-lvl 28: 112 Def; 168 att; 25 Mdef; 386 HP; 85 Luc; 195 XP
(Forest of Wonder, before 1st Godbeast)
-lvl 30: 123 Def; 187 att; 28 Mdef; 414 HP; 91 Luc; 235 XP
(Forest of Wonder, before 2nd Godbeast)
-lvl 32: 130 Def; 199 att; 31 Mdef; 440 HP; 97 Luc; 280 XP
(Forest of Wonder, before 3rd Godbeast)
-lvl 34: 138 Def; 210 att; 32 Mdef; 466 HP; 103 Luc; 329 XP
(Forest of Wonder, before 4th Godbeast)
-lvl 36: 158 Def; 226 att; 35 Mdef; 488 HP; 110 Luc; 385 XP
(Forest of Wonder, before 5th Godbeast)
-lvl 38: 149 Def; 244 att; 35 Mdef; 38 SPR-def; 512 HP; 116 Luc; 446 XP
(Forest of Wonder, before 6th Godbeast)
-lvl 40: 149 Def; 246 att; 35 Mdef; 38 SPR-def; 532 HP; 122 Luc; 512 XP
(Forest of Wonder, before 7th Godbeast)
[Class 3]
-lvl 45: 177 Def; 273 att; 46 Mdef; 49 SPR-def; 582 HP; ?? Luc; 707 XP
(Mirage Palace- forest scene)
=Miscellaneous Notes=
- About 65% of the time, Porobin Leaders will start off a battle by casting a
spell (not Sleep Flower).
- They'll cast Counter Magic only if nailed by a spell (and it does actually
reflect all elements).
- Some spells (Life Booster and Leaf Saber) may be attempted if the Porobin is
in danger of a quick death. But these spells have a 3+ second wind-up time,
so punish `em for trying. -TLaG 
- If Hawk is present, there's ~10% chance the Porobin will use Silver Dart on
him at the start of battle. -TLaG


                       ___________________________
<>  ~  <>  ~  <>  ~  <>    GOBLIN-TYPE ENEMIES    <>  ~  <>  ~  <>  ~  <>
  ________
=> Goblin <=    (code ecave1)
-Stocky cave-dwellers with yellow faces and purple, green, & red garb;
carry axes.-
   Ice: Normal        Ice Saber: Normal
   Fire: Normal       Flame Saber: Normal
   Earth: Strong      Diamond Saber: Strong
   Wind: Weak         Thunder Saber: Weak
   Light: Normal      Saint Saber: Normal
   Dark: Normal       Dark Saber: Normal
=normal attacks=
  - jumping overhead chop, sideways slash, single hits [mid-high frequency]
=special attacks=
[1] Hand Axe- non-elemental projectile, Defense guard; 
>base power [class 1/2/3] = 71/113/134 (lvl 3-4), 80/127/151 (lvl 5-6)
=Stats=
[Class 1]
-lvl 3: 6 Def; 13 att; 1 Mdef; 48 HP; 14 Luc; 3 XP
(Cave of Waterfalls, night)
-lvl 4: 6 Def; 18 att; 1 Mdef; 52 HP; 18 Luc; 4 XP
(Cave of Waterfalls, upper section, day)
-lvl 5: 14 Def; 30 att; 1 Mdef; 56 HP; 22 Luc; 4 XP
(Dwarf Tunnel, day)
-lvl 6: 18 Def; 30 att; 1 Mdef; 60 HP; 27 Luc; 5 XP
(Dwarf Tunnel, day)
=Miscellaneous Notes=
- Like Poron enemies, Goblins have an annoying tendency to chuck items at you.
Fortunately this is usually rare (about 15% chance even after using techs or
spells).
- More often Hand Axe comes out if the Goblins are near death (rough 25%
chance), so be careful blitzing them with just one character or ally. -TLaG
- If you catch them sleeping (always at daytime), be sure to take a good
preemptive whack before they wake.

  _____________
=> Goblin Lord <=    (code ecave2)
-Stocky cave-dwellers with pink faces and yellow, brown, & red garb; carry
axes and can cast Stat Down magic.-
   Ice: Normal        Ice Saber: Normal
   Fire: Normal       Flame Saber: Normal
   Earth: No effect   Diamond Saber: No effect
   Wind: Weak         Thunder Saber: Weak
   Light: Normal      Saint Saber: Normal
   Dark: Normal       Dark Saber: Normal
=normal attacks=
  - jumping overhead chop, sideways slash; single hits [mid-high frequency]
=special attacks=
[1] ST Stat Downs- either Mind Down, Speed Down, Power Down, or Protect Down
                   on one character.
=Stats=
[Class 1]
-lvl 4: 8 Def; 18 att; 3 Mdef; 64 HP; 18 Luc; 4 XP (Dwarf Tunnel, day) 
-lvl 5: 20 Def; 30 att; 3 Mdef; 70 HP; 22 Luc; 4 XP (Dwarf Tunnel, day)
-lvl 6: 25 Def; 30 att; 4 Mdef; 74 HP; 27 Luc; 5 XP
(Dwarf Tunnel, day; Molebear Highlands, night)
-lvl 7: 25 Def; 30 att; 4 Mdef; 82 HP; 31 Luc; 7 XP
(Molebear Highlands, night)
-lvl 14: 52 Def; 78 att; 12 Mdef; 134 HP; 62 Luc; 31 XP (Volcano Isle Bucca)
-lvl 15: 52 Def; 78 att; 12 Mdef; 150 HP; 67 Luc; 37 XP (Volcano Isle Bucca)
=Miscellaneous Notes=
- Don't worry about the Stat Downs, as they're pretty rare (although frequency
of use increases with level). And even when cast, it's usually done just as
the Goblin Lord is about to die.
- As with Goblins, ya can catch Goblin Lords sleeping during daytime before
you approach; they'll wake if a character gets within around 1.5 character
lengths of them, so be swift...young one. -TLaG

  ______________
=> Beast Master <=    (code ecave3)
-Resemble Goblins, but with pink faces and black, pink, & yellow garb;
carry axes, can summon beasts, and use MT Stat Down magic.-
   Ice: Normal        Ice Saber: Normal
   Fire: Normal       Flame Saber: Normal
   Earth: Reflects!   Diamond Saber: Normal (!)
   Wind: Weak         Thunder Saber: Weak
   Light: Normal      Saint Saber: Normal
   Dark: Normal       Dark Saber: Normal
=normal attacks=
  - jumping overhead chop, sideways slash; single hits [high frequency]
=special attacks=
[1] MT Stat Downs- Power, Mind, Protect, or Speed Down added effect on
                   all characters.
[2] (Summon lvl ## Kerberos) - calls out a Kerberos of the same level as the
                               Beast Master.
[3] (Summon lvl ## Gold Bulette) - calls out a Gold Bulette of the same level
                                   as the Beast Master.
=Stats=
[Class 2]
-lvl 28: 115 Def; 171 att; 24 Mdef; 378 HP; 127 Luc; 171 XP
(Moonreading Tower, before 1st Godbeast)
-lvl 30: 126 Def; 191 att; 27 Mdef; 404 HP; 136 Luc; 206 XP
(Moonreading Tower, before 2nd Godbeast)
-lvl 32: 133 Def; 202 att; 30 Mdef; 430 HP; 145 Luc; 245 XP
(Moonreading Tower, before 3rd Godbeast)
-lvl 34: 141 Def; 214 att; 31 Mdef; 454 HP; 155 Luc; 288 XP
(Moonreading Tower, before 4th Godbeast)
-lvl 36: 161 Def; 230 att; 34 Mdef; 478 HP; 164 Luc; 337 XP
(Moonreading Tower, before 5th Godbeast)
-lvl 38: 153 Def; 248 att; 34 Mdef; 36 SPR-def; 500 HP; 174 Luc; 390 XP
(Moonreading Tower, before 6th Godbeast)
-lvl 40: 153 Def; 251 att; 34 Mdef; 36 SPR-def; 520 HP; 183 Luc; 448 XP
(Moonreading Tower, before 7th Godbeast)
=Miscellaneous Notes=
- Beast Masters use Stat Downs in response to the tech/spell you hit them
with. If it's dependent on Agility, they'll use Speed Down; if on Strength,
Power Down; etc..
- Beast Masters also have the annoying habit of using an MT Stat Down at the
start of battle, and at a ~40-50% chance. -TLaG
- If at most 2 enemies are left on the screen, any present Beast Master will
summon a monster (~33% frequency).
- In typical Goblin-type fashion, Beast Masters slumber when t'would be day
outside the Moonlight Forest. -TLaG


                       __________________________
<>  ~  <>  ~  <>  ~  <>    SLIME-TYPE ENEMIES    <>  ~  <>  ~  <>  ~  <>
  _______
=> Slime <=    (code ejely1)
-Green gelatinous jerks with lockjaw syndrome.-
   Ice: Absorbs       Ice Saber: Absorbs
   Fire: Weak         Flame Saber: Weak
   Earth: Normal      Diamond Saber: Normal
   Wind: Normal       Thunder Saber: Normal
   Light: Normal      Saint Saber: Normal
   Dark: Normal       Dark Saber: Normal
=normal attack=
  - jump hit <poison effect>; single hit [moderate frequency]
=special attacks=
[1] Mucus Shot- Power Down added effect if connected
=Stats=
[Class 1]
-lvl 4: 9 Def; 17 att; 1 Mdef; 38 HP; 12 Luc; 3 XP (Dwarf Tunnel)
-lvl 5: 23 Def; 30 att; 1 Mdef; 64 HP; 15 Luc; 4 XP (Dwarf Tunnel, at night)
-lvl 6: 29 Def; 30 att; 1 Mdef; 68 HP; 18 Luc; 5 XP (Dwarf Tunnel, at night)
-lvl 13: 38 Def; 59 att; 1 Mdef; 116 HP; 39 Luc; 23 XP (Ghost Ship, day)
=Miscellaneous Notes=
- Mucus Shot has a near 3 character-length range in one direction, but it can
easily be dodged. The skill is usually a response to having critically low HP.
- The success rate for being poisoned off their normal attack is around 70%.

  ______________
=> Slime Prince <=    (code ejely2)
-GRRAAAARR! Hate Hate HATE these purple semi-liquid arses (Repeat after me,
"It's just a game" - CMK) ...*exhales* "Its just a - haaAATTE!!-
   Ice: Absorbs       Ice Saber: Absorbs
   Fire: Weak         Flame Saber: Weak
   Earth: Normal      Diamond Saber: Normal
   Wind: Normal       Thunder Saber: Normal
   Light: Normal      Saint Saber: Normal
   Dark: Normal       Dark Saber: Normal
(-Note- Leaf: No effect, attacker loses MP = 1/15th damage; ...
  Leaf Saber: Normal, attacker loses MP = 1/15th attack damage)
=normal attack=
  - jumping jelly fist (har har) <poison effect>; single hit,
[moderate frequency] (~2-5% hit rate)
=special attacks=
[1] Mucus Shot- *curses* Power Down ranged effect on 1-3 targets
[2] Half Drain- non-elemental attack; halves target's current HP if in range
[3] Poison Bubble- leaf-based elemental spell, poison added effect on hit,
          ..restores caster's MP = 1/15th damage dealt, Magic Defense guard;
>base power [class 1/2/3] = 188/299/355 (lvl 28-30), 202/321/381 (lvl 32),..
..213/339/403 (lvl 34-40)
=Stats=
[Class 2]
-lvl 28: 138 Def; 165 att; 7 Mdef; 428 HP; 85 Luc; 171 XP
(Gemstone Valley Dorian, before 1st Godbeast)
-lvl 30: 151 Def; 184 att; 8 Mdef; 458 HP; 91 Luc; 206 XP
(Gemstone Valley Dorian, before 2nd Godbeast)
-lvl 32: 159 Def; 195 att; 9 Mdef; 488 HP; 97 Luc; 245 XP
(Gemstone Valley Dorian, before 3rd Godbeast)
-lvl 34: 169 Def; 206 att; 9 Mdef; 516 HP; 103 Luc; 288 XP
(Gemstone Valley Dorian, before 4th Godbeast)
-lvl 36: 193 Def; 221 att; 10 Mdef; 542 HP; 110 Luc; 337 XP
(Gemstone Valley Dorian, before 5th Godbeast)
-lvl 38: 183 Def; 218 att; 10 Mdef; 11 SPR-def; 566 HP; 116 Luc; 390 XP
(Gemstone Valley Dorian, before 6th Godbeast)
-lvl 40: 183 Def; 241 att; 10 Mdef; 11 SPR-def; 588 HP; 122 Luc; 448 XP
(Gemstone Valley Dorian, before 7th Godbeast)
=Miscellaneous Notes=
- Jumping jelly fist has a 75% chance of poisoning your character on impact.
(IF it hits :p -TLaG)
- Mucus Shot has a half-screen range in all directions from the Slime Prince.
If you start off battle right next to one and it decides to use it, you
basically can't avoid the skill.
- Poison Bubble appears as a frequent magic counter (about a 50-60% chance)
provided one is far enough away from the Slime Prince. It also serves rarely
as a counter to low HP amounts (~10% chance). The spell takes around 2.5
seconds to cast, but don't delay killing the slime. -TLaG
- Half Drain has about a half-character range around the Slime Prince, and is
usually a counter to having low HP (about 33% activation chance).


                       ___________________________
<>  ~  <>  ~  <>  ~  <>   HEDGEHOG-TYPE ENEMIES   <>  ~  <>  ~  <>  ~  <>
  __________
=> Molebear <=    (code enedl1)
-Spinning blue and yellow hedgehogs (erm..).-
   Ice: Normal        Ice Saber: Normal
   Fire: Normal       Flame Saber: Normal
   Earth: No effect   Diamond Saber: No effect
   Wind: Weak         Thunder Saber: Weak
   Light: Normal      Saint Saber: Normal
   Dark: Normal       Dark Saber: Normal
=normal attack=
  - hopping claw dig; single hit [high-mid frequency]
=special attacks=
[1] Rolling- non-elemental attack, Defense guard; e-tech;
>base power = 1.53 * att; 31 (lvl 4), 50 (lvl 5-7), 98 (lvl 13), 129 (lvl 14)
=Stats=
[Class 1]
-lvl 4: 8 Def; 20 att; 1 Mdef; 52 HP; 9 Luc; 4 XP (Dwarf Tunnel)
-lvl 5: 21 Def; 32 att; 1 Mdef; 56 HP; 11 Luc; 5 XP
(Dwarf Tunnel; Molebear Highlands)
-lvl 6: 26 Def; 32 att; 1 Mdef; 60 HP; 14 Luc; 6 XP
(Dwarf Tunnel; Molebear Highlands)
-lvl 7: 26 Def; 32 att; 1 Mdef; 66 HP; 16 Luc; 8 XP (Molebear Highlands)
-lvl 13: 35 Def; 64 att; 1 Mdef; 102 HP; 29 Luc; 29 XP (Volcano Isle Bucca)
-lvl 14: 54 Def; 84 att; 1 Mdef; 110 HP; 31 Luc; 35 XP (Volcano Isle Bucca)
=Miscellaneous Notes=
- Don't worry about Rolling too much; while it hurts, it only has about 5-10%
frequency of activation. The attack has about one character length range, but
*can* connect on more than one target.

  __________
=> Needlion <=    (code enedl2)
-Grey and pinkish hedgehogs... are bastards.-
   Ice: Normal        Ice Saber: Normal
   Fire: Normal       Flame Saber: Normal
   Earth: Reflects!   Diamond Saber: Normal (!)
   Wind: Weak         Thunder Saber: Weak
   Light: Normal      Saint Saber: Normal
   Dark: Normal       Dark Saber: Normal
=normal attack=
  - pouncing; double hits [high-mid frequency]
=special attacks=
[1] Multirolling- non-elemental attack (can hit twice), Defense guard; e-tech;
>base power = 1.53 * att; 257 (lvl 28), 286 (lvl 30), 304 (lvl 32),..
..321 (lvl 34), 347 (lvl 36), 373 (lvl 38), 376 (lvl 40)
[2] Thousand Needles- Speed Down added effect if in range
=Stats=
[Class 2]
-lvl 28: 120 Def; 168 att; 4 Mdef; 404 HP; 64 Luc; 219 XP
(Gemstone Valley Dorian, before 1st Godbeast)
-lvl 30: 131 Def; 187 att; 4 Mdef; 432 HP; 68 Luc; 264 XP
(Gemstone Valley Dorian, before 2nd Godbeast)
-lvl 32: 139 Def; 199 att; 4 Mdef; 462 HP; 73 Luc; 315 XP
(Gemstone Valley Dorian, before 3rd Godbeast)
-lvl 34: 147 Def; 210 att; 4 Mdef; 488 HP; 78 Luc; 370 XP
(Gemstone Valley Dorian, before 4th Godbeast)
-lvl 36: 167 Def; 226 att; 5 Mdef; 512 HP; 82 Luc; 433 XP
(Gemstone Valley Dorian, before 5th Godbeast)
-lvl 38: 159 Def; 244 att; 5 Mdef; 536 HP; 87 Luc; 502 XP
(Gemstone Valley Dorian, before 6th Godbeast)
-lvl 40: 159 Def; 246 att; 5 Mdef; 558 HP; 92 Luc; 576 XP
(Gemstone Valley Dorian, before 7th Godbeast)
=Miscellaneous Notes=
- Thousand Needles has a two character-length range all around the Needlion.
Its usually a counter to critical HP damage (about 25% chance of use).
- Be weary of Multirolling at all times when fighting Needlions. The potent
attack can activate when the Needlions suffer too much damage (~33% frequency). 
Fortunately, Multirolling has only about a half-character reach. -TLaG


                       ____________________________
<>  ~  <>  ~  <>  ~  <>   HORSEHEAD-TYPE ENEMIES   <>  ~  <>  ~  <>  ~  <>
  ______________
=> Unicorn Head <=    (code ehrse1)
-Well this chess piece is in the wrong game..
..Hopping beige horsey busts with extendable cobalt horns that glow at night;
are inactive 'statues' until approached.-
   Ice: Normal        Ice Saber: Normal
   Fire: Normal       Flame Saber: Normal
   Earth: Normal      Diamond Saber: Normal
   Wind: Normal       Thunder Saber: Normal
   Light: Normal      Saint Saber: Normal
   Dark: Normal       Dark Saber: Normal
(-Note- Leaf: Strong; Leaf Saber: Strong)
=normal attack=
  - horizontal horn stab; single hit [low frequency]
=special attacks:=
[1] Rush- non-elemental attack, Defense guard; e-tech;
>base power = 1.53 * att = 53 (lvl 6-7); 272 (lvl 27)
=Stats=
[Class 1]
-lvl 6: 20 Def; 34 att; 1 Mdef; 70 HP; 18 Luc; 5 XP (Forcena Castle)
-lvl 7: 20 Def; 34 att; 1 Mdef; 76 HP; 21 Luc; 7 XP (Forcena Castle)
[Class 2]
-lvl 27: 89 Def; 178 att; 1 Mdef; 244 HP; 81 Luc; 176 XP (Altena Castle)
=Miscellaneous Notes=
- Since Unicorn Heads don't activate unless approached or attacked, use that
to your advantage.
- Full-screen techs/spells WILL hit them while inactive, but deal no damage.
- Rush surfaces very rarely as their reaction to suffering too much damage and
has about a 1.5 character-length range- but it can hit multiple targets. -TLaG

  ______________
=> Gold Unicorn <=    (code ehrse2)
-Hopping gold horsey busts; have extendable teal horns, are inactive until
approached, and appropriately are gold- er, Luc-mines.-
   Ice: Normal        Ice Saber: Normal
   Fire: Normal       Flame Saber: Normal
   Earth: Normal      Diamond Saber: Normal
   Wind: Normal       Thunder Saber: Normal
   Light: Normal      Saint Saber: Normal
   Dark: Normal       Dark Saber: Normal
(-Note- Leaf: No effect, no MP loss; Leaf Saber: No effect, no MP loss)
=normal attack=
  - horizontal horn stabbing; double hits [low-mid frequency]
=special attacks:=
[1] Double Critical- Sleep added effect if in-range
=Stats=
[Class 3]
-lvl 44: 212 Def; 299 att; 23 Mdef; 25 SPR-def; 676 HP; 371 Luc; 997 XP
(early Dark Castle)
-lvl 45: 220 Def; 308 att; 25 Mdef; 26 SPR-def; 698 HP; 380 Luc; 1059 XP
(Dark Castle)
-lvl 46: 220 Def; 308 att; 25 Mdef; 26 SPR-def; 699 HP; 388 Luc; 1125 XP
(Dark Castle- basement)
=Miscellaneous Notes=
- While inactive, Golden Unicorns take no damage from anything, including FSTs
and/or full-screen spells.  Being hit by the aforementioned, however, usually
activates them.
- As far as I have seen, Double Critical can hit more than one target; though
the title and animation may imply otherwise, the skill deals no damage. -TLaG


                       __________________________
<>  ~  <>  ~  <>  ~  <>   MACHINE-TYPE ENEMIES   <>  ~  <>  ~  <>  ~  <>
  _______________
=> Machine Golem <=    (code ebott1)
-Watered down versions of the early bosses. Think of a large steel cone with
thin appendages and another cone for a head... now add some stylish orange
gloves and whitish 'eyes' - pretty.-
   Ice: Normal        Ice Saber: Normal
   Fire: Normal       Flame Saber: Normal
   Earth: Normal      Diamond Saber: Normal
   Wind: Normal       Thunder Saber: Normal
   Light: Normal      Saint Saber: Normal
   Dark: Normal       Dark Saber: Normal
=normal attack=
  - 90 degree turn + clothesline; single hit [moderate frequency]
=special attacks=
[1] Rocket Punch- non-elemental ranged attack, Defense guard;
>base power = same as normal hits
=Stats=
[Class 1]
-lvl 6: 21 Def; 32 att; 1 Mdef; 56 HP; 16 Luc; 5 XP (Forcena Castle)
-lvl 7: 21 Def; 32 att; 1 Mdef; 60 HP; 16 Luc; 6 XP (Forcena Castle)
[Class 2]
-lvl 27: 93 Def; 167 att; 1 Mdef; 190 HP; 61 Luc; 154 XP (Altena Castle)
=Miscellaneous Notes=
- Rocket Punch travels in a straight line in a cardinal direction and has
full-screen range. If you get in its way, you will be hit. It's usuall