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    Version: 1.2 | Updated: 08/13/10 | Printable Version | Search This Guide

    Final Fantasy Legend III In-Depth Guide (GB)
    August 13, 2010 v1.2
    dammit9x at hotmail dot com
    
    Copyright 2007 - 2010
    
        This document may be not be reproduced under any circumstances except for 
    personal, private use. It may not be placed on any web site or otherwise 
    distributed publicly without advance written permission. Use of this guide on 
    any unauthorized web site or as a part of any public display is strictly 
    prohibited and a violation of copyright.
    --------------------------------------------------------------------------------
    
    
    ***************************************
    TABLE OF CONTENTS
    
    I. ATTACK PROPERTIES
      1. ELEMENTALS
      2. STATUS CONDITIONS
      3. OTHERS
    II. WEAPONS
      1. MELEE WEAPONS
      2. MISSILE WEAPONS
      3. MARTIAL ARTS
      4. FIXED DAMAGE WEAPONS
    III. ARMOR
      1. SHIELDS
      2. HELMETS
      3. ARMOR
      4. GLOVES
      5. SHOES
      6. OTHER
    IV. MAGIC
      1. ATTACK MAGIC
      2. SUPPORT MAGIC
      3. TRAVEL MAGIC
      4. ITEM MAGIC
    V. TALENTS
    VI. STATS & UPGRADES
      1. CHARACTER STATS
      2. CYBORG UPGRADES
      3. ROBOT UPGRADES
      4. TALON UNITS
    VII. CLASSES
      1. MONSTERS
      2. BEASTS
      3. MUTANTS
      4. HUMANS
      5. CYBORGS
      6. ROBOTS
      7. SKILL TABLE
    VIII. CHANGING CLASS
      1. DETERMINING NEW CLASS
      2. DETERMINING NEW SPECIES
      3. DETERMINING NEW STATS
    IX. CHARACTERS
      1. MAIN CHARACTERS
      2. 5TH CHARACTERS
    X. SEE ALSO
    
    CLOSING
    ***************************************
    
      August 13, 2010 v1.2
    Weapon corrections: X-Fire staff & Defense sword bonuses (Thanks LancetJades)
    Corrections on Selfix & D-Beam talents.
    New ATTACK PROPERTIES section.
    Added "Damage" as a property.
    Merged CHARACTER PROPERTIES and UPGRADES to STATS & UPGRADES.
    Lua script reference.
    
      August 11, 2010 v1.1
    Added contributions from LancetJades:
    * Weapon corrections:
      Drain sword, Dragon sword, Sun sword, White spear, Mystic swords, Fire staff, 
      X-Fire staff, Fast staff, Adamant knife, Psi knife, Gold nunchuck, Rune axe, 
      Para axe, CatClaw, Poison claw, Petrify hammer, Elven bow, Samurai bow, 
      Razor whip, Blitz whip, Saw whip, B-Jack, Poison gun, Psi gun, Napalm
    * New MAGIC subsection: ITEM MAGIC
    (Thanks LancetJades)
    
    Updated advice & skill table in CLASSES.
    Copied relevant skill information from skill table to sections I-IV.
    New section: TALENTS (Thanks to Ragnarosen's guide for the master list.)
    New damage formulas for item magic and talents.
    More information on Wall spell, but it's still unclear.
    
      March 5, 2007 v1.0
    Initial version.
    
    --------------------------------------------------------------------------------
    I. ATTACK PROPERTIES
    
    Every attack, whether physical, magical or talent, can have a property (no more 
    than one) that may affect its damage or inflict status ailments.
    
      1. ELEMENTALS
    There are four elementals: Fire, Ice, Tornado and Quake. The Thunder elemental 
    is a combination of Ice and Tornado.
    
    A character or monster may be weak, strong, or neither against each of these, 
    depending on the talents and equipped armor. If the target is strong against a 
    certain elemental attack or spell, the attack is performed with half skill, and 
    if the target is weak, with double skill.
    
    The OChange trait resists all elementals.
    
      2. STATUS CONDITIONS
    Good: Normal status condition
    
    Mute: Target cannot cast spells.
    Confuse: Target takes random actions against random targets.
    Blind: Hit rate is reduced.
    Sleep: Target cannot act. Wears off over time.
    Paralysis (Para): Target cannot act.
    Curse: Target is reduced to half defense and half magic defense.
    Petrify (Stone): Target character cannot act; persists after battle.
                     Target monster dies.
    Fatal: Target is instantly killed and becomes Fell. 
    Fell: Target lost all HP and is killed. Persists after battle.
    
    Characters and enemies may be immune to certain status effects based on their 
    armor and talents. The OAll trait makes the subject immune to all of the above 
    problems, except Fell.
    
    If an attack would have caused an ailment but the target is immune, the message 
    "No effect." will be reported.
    
      3. OTHERS
    If the target has the ODamage talent, any attack that has the Damage property, 
    which includes most weapons and a few talents, does half damage. There is no 
    advantage to having this property. Toward the end game many opponents have 
    ODamage so it's important to have alternative attacks that have other traits or 
    at least don't have the Damage property.
    
    The Drain property causes the attacker to be healed by a random amount if the 
    attack is successful.
    
    Holy weapons do double damage against undead targets. Undead are defined as 
    enemies that take damage from healing spells or items.
    
    The Mystic property, named for the Mystic swords, causes double damage against 
    bosses and undead enemies.
    
    Some attacks have no apparent property. These attacks have no special effects 
    or weaknesses.
    
    --------------------------------------------------------------------------------
    II. WEAPONS
    
    There are four fundamentally different types of weapons, each of which does 
    damage by a different formula. Any class can equip any weapon, but some classes 
    use some weapons better than others.
    
      1. MELEE WEAPONS
    Melee weapons do damage based on the wielder's attack and agility and the 
    weapon's power. All are used with double skill by humans.
    
    Damage = skill x (WP + Att. + Agi.) - Def.
    
    Skill        Monster Beast Mutant  Human Cyborg  Robot
    Normal          -      1      1*     2      1      1
    Mystic swords   -      2      2      2      2      2
    
    * Mutants wield the following with skill 2 instead of skill 1:
    Psi knife, Psi sword, X-Fire staff, Fast staff
    
    Type: Normal
    Name           Cost    WP   Cyb  Property  Item  Bonus
                                HP+           Magic
    Bronze staff     50     6    20   Damage      -  
    Battle hammer   100     7    10   Damage      -  
    Long sword      200    10    10   Damage      -  
    Gold staff      400    10    30   Damage      -  
    Battle sword    400    15    20   Damage      -  
    Fire staff      500    15    50   Damage  Fire1  
    Psi knife       600    17    30   Damage      -  *; +5 Agility
    Battle axe      500    20    10   Damage      -  
    X-Plane staff  1100    20    70   Damage   Aero  
    Thunder staff     -    22    60  Thunder   Lit1  
    Iron nunchuck     -    23    30   Damage      -  
    Silver sword    700    25    40   Damage      -  
    Razor whip      700    27    30   Damage      -  2 hits at 1/2 damage
    Gold sword     1100    35    50   Damage      -  
    Tomhawk axe    1700    45    60   Damage      -  
    CatClaw        2400    45    70   Poison  Venom  +5 Agility
    B-Jack whip       -    46    70   Damage      -  
    Gold nunchuck     -    48    70   Damage      -  
    Laser sword    2400    50    70   Damage      -  
    Adamant knife  3400    50    80      Ice   Ice1  +5 Magic
    Psi sword      3400    55    90   Damage      -  *
    Drain sword       -    60   110    Drain      -  
    X-Fire staff      -    60   110   Damage  Erase  *; +5 Agility, +5 Magic
    Fast staff     4000    60   120   Damage   Ice2  *; +5 Magic
    X-Plane sword  4000    65    90   Damage      -  
    Dragon sword   5500    70   100        -      -  
    Sun sword         -    90   120     Holy      -  
    Petrify hammer    -   100   110    Stone      -  
    Rune axe      13000   100   120   Damage      -  +5 Attack
    White spear       -   130   120     Holy      -  
    Poison claw   18000   140   130   Poison  Venom  +5 Agility, +5 Magic
    Wall staff    18000   140   150   Damage  Stone  +5 Def, +5 Agi, +5 Mag
    Para axe      18000   150   130     Para   Para  +5 Attack, +5 Magic
    Gungnir spear 18000   160   130   Damage      -  
    Defense sword 25000   190   140   Damage      -  +5 Att, +5 Def, +5 Agi, +5 Mag
    
    Type: Mystic swords
    Name           Cost    WP   Cyb  Property  Other
                                HP+           
    Emperor sword     -    75   130   Mystic  
    Durend sword      -    90   110   Mystic  
    Muramas sword     -   100   140   Mystic  Returns some damage; Uncurses->Masmune
    Masmune sword     -   120   140   Mystic  
    Xcalibr sword     -   170   150   Mystic  
    
      2. MISSILE WEAPONS
    Missile weapons do damage based on the wielder's attack and weapon power. Humans
    use throwing weapons with double skill.
    
    Damage = skill x (WP + 2 x Att.) - Def.
    
    Skill        Monster Beast Mutant  Human Cyborg  Robot
    Bows            -      1      1      1      1      1
    Throwing        -      1      1      2      1      1
    
    Name         Cost    WP   Cyb  Property
                              HP+
    Type: Bows
    Long bow      100     7    10    Damage
    Gold bow      700    25    50    Damage
    Elven bow   13000   100   120   Tornado
    Samurai bow     -   170   140         -
    
    Type: Throwing
    Boomrng      2400    40    70    Damage
    Ninja           -   220   150    Damage
    
      3. MARTIAL ARTS
    Martial arts do damage based on attack and weapon power. Beasts use martial arts
    with 50% more skill than other classes.
    
    Damage = 1/2 x skill x WP x Att. - Def.
    
    Skill        Monster Beast Mutant  Human Cyborg  Robot
    Martial arts    -      1.5    1      1      1      1  
    
    Name      Cost   WP   Cyb  Property
                          HP+
    Punch      700    5    30    Damage
    Kick      1700    6    50    Damage
    Headbut   2400    7    60    Damage
    X-Kick    5500    8    90    Damage
    Smother   8500    9   100    Damage
    Kneebut  13000   10   110    Damage
    Jyudo    25000   11   120    Damage
    Karate   28000   12   140    Damage
    
      4. FIXED DAMAGE WEAPONS
    Fixed damage weapons do damage independent of the user's stats. All classes use 
    these weapons with equal skill, except humans use Cripplers with double skill.
    
    Damage = skill x WP - Def.
    
    Skill        Monster Beast Mutant  Human Cyborg  Robot
    Cripplers       -      4      4      8      4      4
    Guns            -      4      4**    4**    4      4
    Others          -      8      8      8      8      8
    
    ** Mutants get a damage bonus equal to 2x Magic with the Psi gun. Humans and 
    mutants use the Poison gun at skill 8.
    
    If targeting a group, damage is divided by the number of enemies in the group.
    Targeting single or all enemies does full damage.
    
    Cripplers reduce the target's attack, defense, agility or magic by 10. The 
    stat seems to depend on the species and the crippler used.
    
    Bombs, Cannons, and most Guns can target either a single enemy or a group of 
    enemies, and multibombs attack all enemies.
    
    Bombs, Cannons, and Multibombs can only be used once per item. If multiple 
    items are in inventory, all will be equipped at once.
    
    Name      Cost    WP   Cyb Target Property  Bonus
                           HP+
    Type: Cripplers
    Blitz     1700    10    60   S     Damage  Reduce target stats
    Saw      18000    35   130   S     Damage  Reduce target stats
    
    Type: Guns
    Poison    8500    30   110   S     Poison  **
    Fire         -    30    70   S/G     Fire  
    Magnum       -    40   110   S     Damage  
    SMG       3400    40    80   S/G   Damage  
    Psi       5500    50   100   S/G   Damage  **; +5 Magic
    Laser    13000    90   120   S/G   Damage  
    
    Type: Bombs
    Napalm     500    10    30   S/G     Fire  
    Grenade   1100    30    50   S/G   Damage  
    TNT       1700    40    60   S/G   Damage  
    
    Type: Cannons
    ATM       5500    70   110   S/G   Damage  
    Vulkan    8500    80   120   S/G   Damage  
    Laser    18000    90   140   S/G   Damage  
    Missile  25000   100   150   S/G   Damage  
    
    Type: Multibombs
    TearGas   1700    60   110   All     Para  
    Star      5500    60   110   All    Blind  
    Nuke     50000   250   250   All   Damage  
    
    --------------------------------------------------------------------------------
    III. ARMOR
    
      1. SHIELDS
    
    Name      Cost  Def  Evd MDef MEvd Cyb HP+         Resist  Bonus
    Bronze     700    2    2    2    2    30                -  
    Silver    1300    2    4    4    3    40                -  
    Gold      1700    3    5    5    4    50                -  
    Fire         -    3    6    7    8    60             OIce  
    Ice          -    4    7    8    9    60            OFire  
    Dragon    3400    4    7    7    8    70                -  
    X-Plane   5500    5    9    8    9    90                -  
    Diamond   8500    5   10   10   11   100         OThunder  
    Mirror   13000    6   12   11   13   120            OMute  
    Samurai  18000    6   14   12   12   130           OStone  
    Aegis        -    7   14   13   13   150  OChange, OStone  +5 Agility
    Speed        -    7   15   15   15   150                -  +5 Agility
    
      2. HELMETS
    Name      Cost  Def  Evd MDef MEvd Cyb HP+  Resist   Item  Bonus
                                                        Magic
    Leather     50    1    1    1    1    10         -      -  
    Bronze     400    2    2    2    1    30         -      -  
    Silver    1100    3    3    3    2    40         -      -  
    Gold      1700    4    5    3    3    50         -      -  
    SandMan      -    5   15    6   15    60         -  Sleep  
    Dragon    2400    6    6    6    7    70         -      -  
    Speed     4000    6    7    8    8   100         -      -  +5 Agility
    X-Plane   5500    7    9    8    9    90         -      -  
    Diamond   8500    8   10   10   11   110  OThunder      -  
    Mirror   13000    8   12   11   13   130     OMute      -  
    Hecate   25000    9   11   15   15   150         -      -  +5 Magic
    Samurai  18000    9   13   12   12   150    OStone      -  
    
      3. ARMOR
    
    Name      Cost  Def  Evd MDef MEvd Cyb HP+  Resist  Bonus
    Leather    200    2    2    2    2    10         -  
    Bronze     700    3    3    2    3    30         -  
    Silver    1300    4    4    3    5    40         -  
    Gold      2400    5    6    4    7    50         -  
    Mage      2600    5    6    6    7    40  OConfuse  
    Dragon    3400    6    6    6    7    70         -  
    Psi          -    7    7    6    8   100         -  +5 Agility
    Fur          -    8    8    9    9    50     OPara  
    Speed     5500    9    9    8    8   130         -  +5 Agility
    Battle       -   10   11    9   10   100         -  +5 Attack
    Diamond   8500   11   11   10   12   110  OThunder  
    Wizard   18000   11   11   13   14   100         -  +5 Magic
    Mirror   13000   12   13   12   13   120     OMute  
    Samurai  18000   13   14   13   12   130    OStone  
    Power    25000   15   15   12   12   140         -  +5 Attack, +5 Agility
    Light    25000   17   12   15   15   150         -  
    
      4. GLOVES
    
    Name      Cost  Def  Evd MDef MEvd Cyb MP+  Resist  Bonus
    Leather      -    1    1    1    1    10         -  
    Bronze     400    2    2    1    1    30         -  
    Silver    1100    3    3    2    3    40         -  
    Gold      1700    4    4    3    3    50         -  
    Dragon    2400    5    5    4    4    70         -  
    Iron      4000    6    7    5    5   100         -  
    Diamond   8500    7    8    7    6   120  OThunder  
    Mirror       -    8    9    9    9   140     OMute  
    Samurai  18000    9   10   11   10   150    OStone  
    Power    18000    9    9   15   15   150         -  +5 Attack
    
      5. SHOES
    
    Name      Cost  Def  Evd MDef MEvd Cyb MP+  Resist  Bonus
    Leather     50    1    1    1    1    10         -  
    Bronze     500    2    2    2    2    30         -  
    Iron      1100    3    3    3    2    50         -  
    Gold      1700    4    5    4    4    70         -  
    Geta      2400    5    6    6    7   100         -  +5 Agility
    Dragon    3400    6    7    7    7    90         -  +5 Magic
    Diamond   5500    7    8    8    8   140  OThunder  
    Hecate   13000    8    9    9   10   130     OMute  
    Speed     5500    9   10   10   11   150         -  +5 Agility
    Hermes   18000    9    9   15   15   150         -  +5 Agility
    
      6. OTHER
    Name      Cost  Def  Evd MDef MEvd Cyb HP+  Resist   Item  Bonus
                                                        Magic
    Belt       100    1    1    3    2    20         -      -  
    Plume      500    1    1    3    4    30    OSleep      -  
    Pendant    700    1    1    7    6    50    OCurse      -  
    Brooch    1600    1    1    8    8    70   OPoison      -  
    Shades    3400    1    1    9   10   110    OBlind      -  
    Cool         -    1    1   10   10   100     OFire   Ice2  
    Earring   5500    1    1   10    9    80     OPara      -  
    Scarf     8500    1    1   12   13   130    OStone      -  
    Warm         -    1    1   12   13   120      OIce  Fire2  
    Bangle   18000    1    1   14   14   140     OMute      -  
    Armlet       -    2    2   14   14   150    OFatal  Fatal  
    Ribbon       -    2    2   15   15   150      OAll      -  +5 Magic
    
    --------------------------------------------------------------------------------
    IV. MAGIC
    
      1. ATTACK MAGIC
    Attack magic is used only in combat, and targeted only at enemies. It does 
    damage based on the caster's Magic and the spell power. Mutants cast with double
    skill.
    
    Damage = skill x (SP + Mag.) - M.Def.
    
    Skill        Monster Beast Mutant  Human Cyborg  Robot
    Attack magic    1.5    1.5    3      1.5    1.5    -
    
    If targeting a group, damage is divided by the number of enemies in the group. 
    Targeting single or all enemies does full damage.
    
    Name     Cost   MP    SP Target  Property
    Ice 1     400    8    18   S         Ice
    Ice 2    3400   20    64   S/G       Ice
    Flood       -   16    60   All       Ice
    Fire1     700   12    26   S        Fire
    Fire2    5500   24    82   S/G      Fire
    FireX       -   32   100   All      Fire
    Lit 1    1700   16    42   S     Thunder
    Lit 2    8500   28   130   S/G   Thunder
    Lit X       -   48   160   All   Thunder
    Aero      700   12    26   S     Tornado
    Weak     8500   28   130   S/G   Tornado
    Wind        -   24   160   All   Tornado
    Quake    3400   20    30   All     Quake
    Shake       -   40   130   All     Quake
    Magma   25000   36   210   S/G     Quake
    Drain   18000   32     0   S       Drain
    Virus   18000   32   150   S/G         -
    White   25000   36   170   All         -
    Nuke    25000   36   180   All         -
    Flare       -   56   200   All         -
    
      2. SUPPORT MAGIC
    Support magic is any magic used in combat that doesn't do damage based on the 
    Magic stat. The Exit spells, healing spells, and spells that can cure Stone and 
    Fell may also be used outside combat. Most support spells can target either 
    Allies or Enemies, having curative effects on friends and detrimental effects on
    foes. All are cast at single targets, except for CureA, CureB and Exit2.
    
    Name     Cost   MP Target  Effect
    Cure1     400    8   E/A   Recovers 30% of HP / attacks undead
    Cure2    1700   16   E/A   Recovers 60% of HP / attacks undead
    Cure3    5500   24   E/A   Recovers 100% of HP / attacks undead
    CureA   10000    8   E/A   Recovers 30% of HP / attacks undead (S/G)
    CureB   61800   24   E/A   Recovers 60% of HP / attacks undead (S/G)
    Exit     8500   28   E     Escapes from dungeon / removes enemy
    Exit2       -   48   E     Escapes from dungeon / removes enemy (S/G)
    Shell     400    8   A     Increases Defense +10
    Fast     5500   24   A     Increases Attack +10
    Erase    5500   24   A/E   Returns stats to normal
    Wall    18000   32   A     Parry effect at double effectiveness (one round only)
    Mute     3400   20   E     Afflicts Mute
    Conf     1700   16   A/E   Cures / afflicts Confuse
    Spark     700   12   A/E   Cures / afflicts Blind
    Sleep     400    8   A/E   Cures / afflicts Sleep
    Venom     700   12   A/E   Cures / afflicts Poison
    Para     1700   16   A/E   Cures / afflicts Para
    Pure    10000    8   A/E   Cures / afflicts Curse
    Stone    3400   20   A/E   Cures / afflicts Stone
    Heal     8500   28   A     Cures status problems
    Cycle       -   32   A/E   Cures status problems / afflicts two random statuses
    Fatal   25000   36   E     Kills non-undead
    Life    18000   32   A/E   Cures Fell with 30% HP / kills undead
    LifeA       -   40   A/E   Cures Fell with 60% HP / kills non-undead
    LifeB       -   56   A/E   Cures Fell with 100% HP / kills undead
    
      3. TRAVEL MAGIC
    Travel magic is story-related and needed to access new places.
    
    Name     Cost   MP   Effect 
    Float       -    0   Allows travel over water
    Dive        -    0   Allows travel over water and to the seafloor
    Morph       -   16   Disguises party as WaterHags or Dwelgs
    
      4. ITEM MAGIC
    Item magic is cast by using certain equipment from the Item menu in battle. The 
    item must be unequipped. Unlike weapons like bombs, these items can be used 
    endlessly, and can even be used by multiple characters in the same round. Unlike
    attack magic, item magic can miss and count as a mighty blow. Item spells can 
    only target single enemies.
    
    They do damage based on the spell power and the user's Magic. The item's spell 
    power is the same as the SP of the attack magic they cast. All classes use item 
    magic with equal skill.
    
    Damage = skill x (SP + Mag.) - M.Def.
    
    Skill        Monster Beast Mutant  Human Cyborg  Robot
    Item magic      1.5    1.5    1.5    1.5    1.5    1.5
    
    Item              Spell   SP
    Fire staff        Fire1   26
    X-plane staff      Aero   26
    Thunder staff      Lit1   42
    CatClaw           Venom   
    Adamant knife      Ice1   18
    X-Fire staff      Erase   
    Fast staff         Ice2   64
    Poison Claw       Venom   
    Wall staff        Stone   
    Para axe           Para   
    SandMan helmet    Sleep   
    Cool accessory     Ice2   64
    Warm accessory    Fire2   82
    Armlet accessory  Fatal   
    
    --------------------------------------------------------------------------------
    V. TALENTS
    
    Every species outside of the humans/mutant classes has innate abilities called 
    talents. In this game the available talents depend only on the species and don't
    change unless species changes.
    
    Some talents are selected as the action in combat, and some are passive and 
    cannot be selected. A few talents can be used actively but also automatically 
    counterattack when the creature is hit by a physical attack. Talents are used 
    at half power as counterattacks.
    
    Talent damage depends on the user's Attack and maximum HP, the talent power and 
    base damage, and a skill factor. Robot talents are used with 50% more skill by 
    robots.
    
    Damage = skill x (1/4 x TP x (Att. + maxHP/10) + base) - Def.
    
    Skill        Monster Beast Mutant  Human Cyborg  Robot
    Robot talents   1      1     (1)    (1)     1      1.5
    Other talents   1      1     (1)    (1)     1      1
    
    Except for the Remedy(1) and Remedy(2), all active talents are directed at 
    enemies. If targeting a group, damage is divided by the number of enemies in the
    group. Targeting single or all enemies does full damage. This is the same as 
    with weapons and magic.
    
    Type: Robot active talents
    Talent    TP  base  Target  Property  Other
    Rocket     4     6    S           -   
    Drill      4    15    S           -   
    Slicer     4    20    S           -   
    SpinCut    4    10    S           -   
    Laser      4    16    S           -   
    Beam       4    10    S           -   
    Dash       6     0    S           -   
    LowKick    6     0    S           -   
    Drop       7     0    S     Tornado   
    Freeze     6     0    S/G       Ice   
    Dance     11     0    S       Fatal   
    Tromp      4     0    S/G      Mute   
    Twice      4    40    S      Damage   2 hits at 1/2 damage
    6times    12    30    S      Damage   6 hits at 1/6 damage
    Dk-Force   4    10    S           -   not used by any species
    Fluid      1     0    All    Poison   not used by any species
    
    Type: Other active talents
    Talent    TP  base  Target  Property  Other
    Nail       4    15    S           -   
    Tusk       4    23    S           -   
    Tongue     4    17    S           -   
    Horn       4    25    S           -   
    Beak       4    20    S           -   
    Tail       4    30    S           -   
    Fin        4    20    S           -   
    Tentacle   4    20    S           -   
    Acid       4    30    S           -   
    Sunburst   4    25    S        Fire   
    D-Beam     4    20    S     Thunder   
    P-Blast    4    30    S           -   
    Punch      5     0    S           -   
    Kick       6     0    S           -   
    Upper      7     0    S           -   
    Stab       5     0    S           -   
    Headbut    6     0    S           -   
    WindUp     7     0    S           -   
    Crash      7     0    S           -   
    Bash       8     0    S           -   
    Dive       8     0    S           -   
    Breath     3     0    S    Paralyze   
    Bite       5     0    S    Paralyze   
    Sneer      6     0    S     Confuse   
    Dispel     6     0    S       Fatal   
    Scream     4     0    S     Confuse   
    Knife      4     0    S       Sleep   
    W-Attack  10     0    S      Damage   2 hits at 1/2 damage
    2-Swords  10     0    S      Damage   2 hits at 1/2 damage
    2-XKick   10     0    S      Damage   2 hits at 1/2 damage
    2-Tusks    4    40    S      Damage   2 hits at 1/2 damage
    3-Heads    6    45    S      Damage   3 hits at 1/3 damage
    4-Heads    8    40    S      Damage   4 hits at 1/4 damage
    6-Arms    12    30    S      Damage   6 hits at 1/6 damage
    8-Legs     4   160    S           -   
    Quake      4    30    All     Quake   
    Squirt     4    18    S         Ice   
    Frost      4    25    S/G       Ice   
    Whirl      4    45    All       Ice   
    Flame      4    35    S/G      Fire   
    Burning    4    20    S        Fire   Automatic counterattack
    Glow       4    65    All      Fire   
    Storm      4    45    S/G   Tornado   
    Cyclone    4    55    All   Tornado   
    Thunder    4    65    S     Thunder   
    Explode    0     *    S           -   Damage dealt = Max HP; user dies
    Barrier    -     -    S           -   Effect unknown
    Swallow    4    20    S/G     Drain   Backfires on bosses
    Dk-Virus   -     -    All         -   Afflicts two random statuses; not used
    Touch      4    20    S       Drain   
    Dissolv    4    10    S       Drain   
    Absorb     4    10    S       Drain   
    Drain      4    20    S       Drain   
    Remedy(1)  0    30    S           -   Recovers 30 HP for ally
    Remedy(2)  0    50    S           -   Recovers 50 HP for ally
    XPowder    -     -    S       Fatal   
    X-Gaze     -     -    S       Fatal   
    X-Flash    -     -    S       Fatal   
    X-Heat     -     -    S       Fatal   
    StonSkin   -     -    S       Stone   Automatic counterattack
    StonGaze   -     -    S       Stone   
    StoneGas   -     -    S       Stone   
    Petrify    -     -    S       Stone   
    Mute       -     -    S        Mute   
    Silence    -     -    S        Mute   
    Blind      -     -    S       Blind   
    Ink        -     -    S/G     Blind   
    Flash      -     -    All     Blind   
    Poison(1)  -     -    S      Poison   
    Poison(2)  -     -    S      Poison   
    P-Skin     -     -    S      Poison   Automatic counterattack
    Gaze(1)    -     -    S       Curse   
    CursSong   -     -    S/G     Curse   
    ParaSkin   -     -    S    Paralyze   Automatic counterattack
    ParaNail   -     -    S    Paralyze   
    Gaze(2)    -     -    S    Paralyze   
    Paralyze   -     -    S    Paralyze   
    Lullaby    -     -    S       Sleep   
    SleepGas   -     -    S       Sleep   
    Hypnosis   -     -    S       Sleep   
    Sleep      -     -    S       Sleep   
    Decoy      -     -    S     Confuse   
    Riddle     -     -    S     Confuse   
    Charm      -     -    S     Confuse   
    Psych      0    50    S           -   Reduces Magic by 10
    Numb       0    50    S           -   Reduces Attack by 10
    Stench     0    50    S/G         -   Reduces Defense by 10
    Sand       0    50    S/G         -   Reduces Agility by 5
    Blitz      0   100    S           -   Reduces Agility by 10
    Soften     0   100    S           -   Reduces Defense by 15
    Steal      -     -    S           -   Steals Gold equal to what the enemy drops*
    Avenge     4    25    S           -   Automatic counterattack
    Counter    4    25    S           -   Automatic counterattack
    
    * Successive Steals yield half Gold and may reduce the Gold won after battle.
    
    Type: Passive talents
    Talent     Effect on user
    Multiply   Monster duplicates when atacked. No effect on player's characters?
    Repair     Recover from status ailments at the end of each round
    Selfix     Recover 1/10 of max HP at the end of each round
    OAll       Immune to all status ailments
    OFatal     Immune to Fatal
    OStone     Immune to Stone
    OMute      Immune to Mute
    OBlind     Immune to Blind
    OPoison    Immune to Poison
    OCurse     Immune to Curse
    OPara      Immune to Paralyze
    OSleep     Immune to Sleep
    OConfuse   Immune to Confuse
    ODamage    Strong against physical damage
    OChange    Strong against all elementals
    OQuake     Strong against Quake
    OIce       Strong against Ice
    OFire      Strong against Fire
    OTornado   Strong against Tornado
    OThunder   Strong against Thunder (Ice & Tornado)
    XQuake     Weak against Quake
    XIce       Weak against Ice
    XFire      Weak against Fire
    XTornado   Weak against Tornado
    XThunder   Weak against Thunder (Ice & Tornado)
    
    --------------------------------------------------------------------------------
    VI. STATS & UPGRADES
    
      1. CHARACTER STATS
    HP: Amount of damage a character or enemy can take before Falling.
    MP: All magic spells cost a certain amount of MP to cast.
    Attack: Increases the damage caused by most weapons and some talents.
    Defense: Decreases the damage caused by the opponent's attack.
    Agility: Increases the damage caused by Melee weapons; 
    determines the order in which characters and enemies act in battle.
    Magic: Increases the damage caused by attack magic and some talents.
    Hit: Increases the chance of hitting the opponent.
    Evade: Increases the chance that the opponent's attack will miss.
    M.Def.: Decreases the damage caused by the opponent's magic attacks.
    M.Evade: Increases the chance that the opponent's magic attack will miss.
    
      2. CYBORG UPGRADES
    Cyborgs depend on equipment for most of their stats. In addition to the same 
    benefits that other classes get from equipment, cyborgs also get bonuses that 
    depend on the type and strength of the equipment. The primary stats are raised 
    by the amounts given in sections I and II. The secondary stats are raised by 
    1/10 the primary stat bonus.
    
    Equipped item       Raises stats
                     Primary   Secondary
    Weapon, Shield   max HP    Attack
    Helmet, Armor    max HP    Defense
    Gloves, Shoes    max MP    Agility
    Others, Others   max MP    Magic
    
      3. ROBOT UPGRADES
    Robots depend on capsules for most of their upgrades. Capsules are available 
    from some item stores. Robot upgrades are permanent, but are only applied when 
    the character is in robot form. The benefits cannot be transferred to other 
    characters. The maximum bonus that a robot can get from capsules is 999 for HP 
    and 99 for Attack, Defense and Agility. This is added to the robot's base stats 
    and the equipment effects to give the final stats.
    
    Capsule   Cost   Effect         Bought
    Attack    1500   +3 Attack      Dharm (Present); Elan (Past, Future);
                                    Cirrus, Donmac, Knaya (Pureland)
    Defense   1500   +3 Defense     Elan (Present); Lae (Past); Viper City (Future);
                                    Knaya, Porle (Pureland)
    Speed     1500   +3 Agility     Elan (Present), Lae (Past), Viper City (Future);
                                    Knaya, Porle (Pureland)
    HP        1500   +24-40 max HP  Dharm (Present); Elan (Past, Future);
                                    Cirrus, Donmac, Knaya (Pureland)
    
    On average, an HP capsule contributes as much as an Attack capsule toward the 
    robot's talent damage output, in addition to improving its survivability.
    
      4. TALON UNITS
    Name     Effect                                     Found
    
    Type: Engine
    Rover    Travels over land                          South Cave (Past)
    Hover    Travels over land and water                Castle of Chaos (Present),
                                                        Talonsburg (Pureland)
    Soar     Travels over land, water, and mountains    Eastern Ruins (Pureland)
    
    Type: Warp
    Past     Warps to and from the Past                 Elan (Present)
    Future   Warps to and from the Future               Castle of Chaos (Present)
    X-Plane  Warps to Pureland (one-way travel)         Matrieya's Tower (Floatland)
    
    Type: Weapon
    Cannon   Attacks all enemies: Damage = 200 - Def.   Pre-installed
    Missile  Attacks all enemies: Damage = 400 - Def.   Mount Hasbid (Pureland)
    Laser    Attacks all enemies: Damage = 600 - Def.   Cirrus (Pureland)
    E-Ray    Attacks all enemies: Damage = 800 - Def.   Underworld Cave (Underworld)
    Shield   Prevents random encounters                 Talonsburg (Pureland)
    
    Type: Option
    Berth    Recovers party's HP, MP, and status        Viper City (Future)
    Flushex  Changes lead member to original form       Lae (Past)
    
    --------------------------------------------------------------------------------
    VII. CLASSES
    
    Some general advice on choosing classes:
    * Rather than designating each character as particular class, instead examine 
    the available species and select the one with the best talents or stats. Some 
    species are better than others of the same level.
    * The exception to the above is robots, because they are too costly to develop
    without focusing.
    * Species with instant kill or debilitating talents are excellent for fighting
    regular enemies.
    * Species that have uninteresting talents may make up for it with high stats.
    * Non-attack magic is effective cast by any class, not just Mutants.
    * Stats can exceed 999 & 99, but will not be displayed any higher on the menus.
    
      1. MONSTERS
    Monsters are identical to their enemy counterparts, but can also use magic. They
    are useful when money is short, because they are fully functional with no 
    equipment. The drawback is they get no defensive benefit from armor and can't 
    use weapons in battle. (They can still hold the equipment though.) Due to their 
    high stats, they make good healers and meat shields.
    
        + Fully powered with no investment
        + Can use talents
        + High overall stats
        - Cannot use weapons, and talents don't hit as hard as weapons
        - No benefit from equipment, and some have elemental weakness
        - No combat specialties
    
      2. BEASTS
    Beasts get a little bit of everything. They can use weapons, talents, and magic 
    and are especially good with martial arts. Try to choose a beast with high 
    Attack, to maximize martial arts damage.
    
        + 1.5x damage with martial arts
        + Can use both equipment & talents
        - Medium overall stats
    
      3. MUTANTS
    Mutants are the magic specialists, and are as versatile as their magic 
    inventory. Optimize spell damage by targeting the enemy's elemental weaknesses 
    and avoiding their strengths. They can do decent weapon damage by using weapons 
    with mutant bonuses. Mutants are more useful toward the end of the game, when 
    powerful spells and MP-restoring items become available.
    
        + 2x damage with attack spells
        + Can use equipment
        - Medium overall stats; low HP and attack power
        - Cannot use talents
    
      4. HUMANS
    Humans are very good with weapons, and little else. Humans hit hard, and are 
    typically restricted to attacking a single enemy each round. This makes Humans 
    optimal for boss battles and weak enemies. Use weapons with an elemental or 
    status effect properties when fighting enemies with O-Damage to avoid the damage
    resistance. Humans lose their advantage toward the end of the game, when Mystic 
    swords become available.
    
        + 2x damage with most weapons
        + Can use equipment
        - Medium overall stats; low MP and magic power
        - Cannot use talents
    
      5. CYBORGS
    Cyborgs, like beasts, can use weapons, talents, and magic, but have no 
    specialties. This can be offset by their high stats. Cyborgs can be good at 
    anything if given strong equipment. Cyborgs are best when Mystic swords become 
    available.
    
        + Can use both equipment & talents
        + Highest overall stats if well equipped
        - Requires best available equipment for best results
        - No combat specialties
    
      6. ROBOTS
    The stats of your robots will be greatly atrophied compared to enemy robots. 
    However, by consuming capsules, the stats are gradually increased, permanently. 
    In this way, robots can be made stronger than any other class. Due to the high, 
    but constant, cost of capsules, robot development is easier later in the game. 
    The other problem with robots is their inability to use magic.
    
        + Good damage with Robot talents
        + Can use both equipment & talents
        + Highest non-magic stats if well upgraded
        + Player controls stat growth
        - Requires costly capsules; capsule bonuses are non-transferrable
        - Cannot use magic
    
      7. SKILL TABLE
    Here are all the skill values for the damage equations in sections II - V.
    
    Attack method      Type         Monster Beast Mutant  Human Cyborg  Robot
    Melee weapons      Normal          -      1      1*     2      1      1
                       Mystic swords   -      2      2      2      2      2
    
    Missile weapons    Bows            -      1      1      1      1      1
                       Throwing        -      1      1      2      1      1
    
    Martial arts       All             -      1.5    1      1      1      1  
    
    Fixed dmg weapons  Cripplers       -      4      4      8      4      4
                       Guns            -      4      4**    4**    4      4
                       Others          -      8      8      8      8      8
    
    Magic              Attack magic    1.5    1.5    3      1.5    1.5    -
                       Item magic      1.5    1.5    1.5    1.5    1.5    1.5
    
    Talents            Robot talents   1      1     (1)    (1)     1      1.5
                       Other talents   1      1     (1)    (1)     1      1
    
    * Mutants use the Psi knife, Psi sword, X-Fire staff and Fast staff at skill 2. 
    ** Mutants get a damage bonus equal to 2x Magic with the Psi gun. Humans and 
    mutants use the Poison gun at skill 8.
    
    --------------------------------------------------------------------------------
    VIII. CHANGING CLASS
    
      1. DETERMINING NEW CLASS
    After battle, meat or parts may be left behind, which you may feed to or install
    in one of your characters. The basic continuum is:
    
    Monster <=> Beast <=> Human/Mutant <=> Cyborg <=> Robot
    
    Meat transforms the character toward the left, Parts toward the right. Using the
    Flushex unit in the restroom of the Talon transforms the characters toward the 
    center. Specifically, the changes occur as follows:
    
    +-----------+--------------------------------------------------------------+
    |Current    |Eats meat from:         Installs parts from:    Uses Flushex: |
    | class:    |Monster     Beast       Cyborg      Robot                     |
    +-----------+--------------------------------------------------------------+
    |Monster    |Monster     Beast       Beast       Beast       Beast         |
    |Beast      |Monster     Beast       Hum./Mut.   Hum./Mut.   Hum./Mut.     |
    |Hum./Mut.  |Beast       Beast       Cyborg      Cyborg      Hum./Mut.     |
    |Cyborg     |Hum./Mut.   Hum./Mut.   Cyborg      Robot       Hum./Mut.     |
    |Robot      |Cyborg      Cyborg      Cyborg      Robot       Cyborg        |
    +-----------+--------------------------------------------------------------+
    
    Reaching monster or robot is more difficult than beast or cyborg because two
    pieces of meat or parts are required, and the drop rate is rather low.
    
    Sometimes the character spontaneously changes to another class or species after 
    a battle. This can occurs when the character's level is higher than that of the 
    current species.
    
      2. DETERMINING NEW SPECIES
    For any experience level, there are four possible monster and beast species, and
    two possible cyborg and robot species which the character may become. The 
    species depends on the current element of the character and the element of the 
    creature being subsumed. This is the only purpose of the intrinsic element; the 
    names (Earth, Water, Fire or Air) have no meaning.
    
    +------------+-----------------------------+
    |Character's |       Enemy's element:      |
    |element:    |Earth   Water    Fire     Air|
    +------------+-----------------------------+
    |    Earth   |Earth    Fire     Air   Water|
    |    Water   |  Air   Water   Earth    Fire|
    |     Fire   |Water     Air    Fire   Earth|
    |      Air   | Fire   Earth   Water     Air|
    +------------+-----------------------------+
    The above chart is adapted from the instruction manual.
    
    If a character eats meat or installs parts that would not result in any change
    in element, class or level (for example, a beast eating meat of the same species
    and level), no transformation occurs. Instead, the character's HP is refilled.
    
    Monsters
    Level      Earth      Water       Fire        Air
     1- 2       Worm     Turtle    F-Drake      Raven
     3- 4       Wolf        Ray     Wisper    Big Eye
     5- 6     Fungus   Starfish     Baby-D   Gargoyle
     7- 8   LandWorm    Adamant     F-Liz.     Amprex
     9-10   Scorpion     Angler   Fireball   Evil Eye
    11-12   Mushroom   Pentagon   DualMask      Ghost
    13-14   GigaWorm    Igasaur   Salamand    Griffon
    15-16   GreyWolf   DrainRay       Tire   BabyWyrm
    17-18      Snake    Octopus    Young-D     Remora
    19-20   BlackCat      Squid     D.Bone    Typhoon
    21-22     Hunter   BulbFish      Wheel   Wyrm Kid
    23-24    Serpent   Ammonite   EvilMask    Specter
    25-26   MummyCat     Amoeba   D.Fossil    Tempest
    27-28    Romulus    BoltRay    FireFan       Wyrm
    29-30      Hydra     Kraken     Kraken      Hydra
    31-99    Sei-Ryu    Sei-Ryu     Garuda     Garuda
    
    Beasts
    Level      Earth      Water       Fire        Air
     1- 2     Silver    Orc-Orc    Diviner     Sprite
     3- 4    Fighter    SeaMonk    Broomer      Nymph
     5- 6     Kelpie   Mad Boar      Thoth   Familiar
     7- 8    Mustang     Pirate      Witch      Fairy
     9-10    Warrior   SaltMonk   Magician      Pixie
    11-12    Centaur    Werepig      Horus      Fiend
    13-14   Nitemare     Viking     Wizard      Sylph
    15-16    Liz Man    Brooder    Watcher     Thanos
    17-18     Medusa   Fish Man     Osiris       Loki
    19-20      Lamia     Merman     Hermit      Soarx
    21-22   Liz Duke   Big Head       Mage      Siren
    23-24       Naga        Nix        Set   Mephisto
    25-26     Scylla     Selkie   Sorcerer   Succubus
    27-28   Liz King      Dagon    Warlock     Sphinx
    29-30    Echidna    Gillman    Gillman    Echidna
    31-99     Anubis     Anubis     Anubis     Aeshma
    
    Cyborgs
    Level   Earth/Water   Fire/Air
     1- 2      Hooligan     Quacky
     3- 4         Thief     Talker
     5- 6      Headless   Stranger
     7- 8       Burgler   Imposter
     9-10       Brigand   Busybody
    11-12          Duke   LoonyGuy
    13-14        Outlaw    Cracker
    15-16       Soldier    Rumorer
    17-18      Dullahan      Ronin
    19-20      Terorist    Samurai
    21-22      Commando    Tattler
    23-24         Brain   Hatamoto
    25-26      HiredGun     Daimyo
    27-28            SS     Virago
    29-30        Shogun     Shogun
    31-99       Removed    Removed
    
    Robots
    Level   Earth/Water   Fire/Air
     1- 2       Orb Rat     Flower
     3- 4        Tomtom    Trixter
     5- 6       AirMaid     Cosmos
     7- 8        Jerrit   IronRose
     9-10        Maitie    Con Man
    11-12      IronLady     Reaper
    13-14      Spectrat     Cactus
    15-16         Guard   Beguiler
    17-18      Valkyrie    Bazooka
    19-20        Keeper       75mm
    21-22       Monitor   Swindler
    23-24          Iken      105mm
    25-26      Searcher      150mm
    27-28         Alert    Hustler
    29-30         210mm      210mm
    31-99         Venus      Venus
    
    The above charts are adapted from the instruction manual.
    
    Each species has one and only one intrinsic element. The element of each enemy
    species is the same as the element under which its name appears. For high-level 
    species which appear in more than one column, the element is the same as the 
    element of lower-level species of the same type. For example, Garuda is Air 
    element, the same element as its lesser cousin Raven. In the case of cyborgs and
    robots, the element is always Water or Air.
    
      3. DETERMINING NEW STATS
    The following table shows all of the factors that contribute to a character's 
    stats given his or her current class. The percentages show how much of the 
    enemy species's base stats are retained.
    
               HP    MP   Att.  Def.  Agi.  Mag.  Equipment   Other contribution
    Monster   100%  100%  100%  100%  100%  100%      no
    Beast     100%  100%  100%   50%  100%  100%     yes
    Cyborg     40%   40%   70%   20%   70%   70%     yes      Cyborg equipment bonus
    Robot      20%    0%   50%   10%   50%    0%     yes      Robot capsule bonus
    
    --------------------------------------------------------------------------------
    IX. CHARACTERS
      1. MAIN CHARACTERS
    
    The advancement of the four main characters each level is as follows:
    
    Class      HP    MP  Att  Def  Agi  Mag   
    Humans    +21    +9   +3   +2   +2   +1
    Mutants   +19   +21   +1   +2   +2   +3
    
    However, there is a random variation of +/-4 in HP and MP gains.
    
    Arthur
    L1, Human, innate element: Fire
    
    Long sword      none
    none            Leather armor
    none            none
    none            none
    
    Level  EXP    HP    MP  Att  Def  Agi  Mag   
     1       0    50     5    6    5    4    5
     2      20    71    14    9    7    6    6
     3      54    92    23   12    9    8    7
     4     112   113    32   15   11   10    8
     5     200   134    41   18   13   12    9
     6     324   155    50   21   15   14   10
     7     490   176    59   24   17   16   11
     8     704   197    68   27   19   18   12
     9     972   218    77   30   21   20   13
    10    1300   239    86   33   23   22   14
    11    1964   260    95   36   25   24   15
    12    2160   281   104   39   27   26   16
    13    2704   302   113   42   29   28   17
    14    3332   323   122   45   31   30   18
    15    4050   344   131   48   33   32   19
    16    4864   365   140   51   35   34   20
    17    5780   386   149   54   37   36   21
    18    6804   407   158   57   39   38   22
    19    7942   428   167   60   41   40   23
    20    9200   449   176   63   43   42   24
    21   10584   470   185   66   45   44   25
    22   12100   491   194   69   47   46   26
    23   13754   512   203   72   49   48   27
    24   15552   533   212   75   51   50   28
    25   17500   554   221   78   53   52   29
    26   19604   575   230   81   55   54   30
    27   21870   596   239   84   57   56   31
    28   24304   617   248   87   59   58   32
    29   26912   638   257   90   61   60   33
    30   29700   659   266   93   63   62   34
    
    Curtis
    L1, Mutant, innate element: Air
    
    Battle hammer   none
    none            Leather armor
    none            none
    none            none
    
    Level  EXP    HP    MP  Att  Def  Agi  Mag   
     1       0    40    45    5    4    6   11
     2      20    59    66    6    6    8   14
     3      54    78    87    7    8   10   17
     4     112    97   108    8   10   12   20
     5     200   116   129    9   12   14   23
     6     324   135   150   10   14   16   26
     7     490   154   171   11   16   18   29
     8     704   173   192   12   18   20   32
     9     972   192   213   13   20   22   35
    10    1300   211   234   14   22   24   38
    11    1964   230   255   15   24   26   41
    12    2160   249   276   16   26   28   44
    13    2704   268   297   17   28   30   47
    14    3332   287   318   18   30   32   50
    15    4050   306   339   19   32   34   53
    16    4864   325   360   20   34   36   56
    17    5780   344   381   21   36   38   59
    18    6804   363   402   22   38   40   62
    19    7942   382   423   23   40   42   65
    20    9200   401   444   24   42   44   68
    21   10584   420   465   25   44   46   71
    22   12100   439   486   26   46   48   74
    23   13754   458   507   27   48   50   77
    24   15552   477   528   28   50   52   80
    25   17500   496   549   29   52   54   83
    26   19604   515   570   30   54   56   86
    27   21870   534   591   31   56   58   89
    28   24304   553   612   32   58   60   92
    29   26912   572   633   33   60   62   95
    30   29700   591   654   34   62   64   98
    
    Gloria
    L1, Mutant, innate element: Water
    
    Bronze staff    none
    none            none
    none            Leather shoes
    Belt            none
    
    Ice
    
    Level  EXP    HP    MP  Att  Def  Agi  Mag   
     1       0    36    50    4    5    5   14
     2      20    55    71    5    7    7   17
     3      54    74    92    6    9    9   20
     4     112    93   113    7   11   11   23
     5     200   112   134    8   13   13   26
     6     324   131   155    9   15   15   29
     7     490   150   176   10   17   17   32
     8     704   169   197   11   19   19   35
     9     972   188   218   12   21   21   38
    10    1300   207   239   13   23   23   41
    11    1964   226   260   14   25   25   44
    12    2160   245   281   15   27   27   47
    13    2704   264   302   16   29   29   50
    14    3332   283   323   17   31   31   53
    15    4050   302   344   18   33   33   56
    16    4864   321   365   19   35   35   59
    17    5780   340   386   20   37   37   62
    18    6804   359   407   21   39   39   65
    19    7942   378   428   22   41   41   68
    20    9200   397   449   23   43   43   71
    21   10584   416   470   24   45   45   74
    22   12100   435   491   25   47   47   77
    23   13754   454   512   26   49   49   80
    24   15552   473   533   27   51   51   83
    25   17500   492   554   28   53   53   86
    26   19604   511   575   29   55   55   89
    27   21870   530   596   30   57   57   92
    28   24304   549   617   31   59   59   95
    29   26912   568   638   32   61   61   98
    30   29700   587   659   33   63   63  101
    
    Sharon
    L1, Human, innate element: Earth
    
    Battle hammer   none
    Leather helmet  none
    none            Leather shoes
    none            none
    
    Level  EXP    HP    MP  Att  Def  Agi  Mag   
     1       0    46     5    5    6    5    8
     2      20    67    14    8    8    7    9
     3      54    88    23   11   10    9   10
     4     112   109    32   14   12   11   11
     5     200   130    41   17   14   13   12
     6     324   151    50   20   16   15   13
     7     490   172    59   23   18   17   14
     8     704   193    68   26   20   19   15
     9     972   214    77   29   22   21   16
    10    1300   235    86   32   24   23   17
    11    1964   256    95   35   26   25   18
    12    2160   277   104   38   28   27   19
    13    2704   298   113   41   30   29   20
    14    3332   319   122   44   32   31   21
    15    4050   340   131   47   34   33   22
    16    4864   361   140   50   36   35   23
    17    5780   382   149   53   38   37   24
    18    6804   403   158   56   40   39   25
    19    7942   424   167   59   42   41   26
    20    9200   445   176   62   44   43   27
    21   10584   466   185   65   46   45   28
    22   12100   487   194   68   48   47   29
    23   13754   508   203   71   50   49   30
    24   15552   529   212   74   52   51   31
    25   17500   550   221   77   54   53   32
    26   19604   571   230   80   56   55   33
    27   21870   592   239   83   58   57   34
    28   24304   613   248   86   60   59   35
    29   26912   634   257   89   62   61   36
    30   29700   655   266   92   64   63   37
    
      2. 5TH CHARACTERS
    At certain points a 5th character joins or leaves the party. These characters 
    are at a sufficiently high level to make them powerful against the monsters and 
    bosses you will be facing. They do not gain exp or level up, and cannot undergo 
    class changes. It is possible to give them equipment to fill out the empty 
    spaces, but you can't change or remove equipment once placed. You cannot add or 
    remove their magic spells. The stats given are base stats, before equipment 
    effects.
    
    Myron
    L5, Human
    
    Battle axe      none
    Bronze helm     Bronze armor
    none            none
    Plume           none
    
    Cure1
    Fire1, Ice 1
    
     HP    MP  Att  Def  Agi  Mag 
    130   120   18   19   14   17
    
    Joins at the beginning.
    Leaves after WaterHag boss.
    
    Lara
    L10, Mutant
    Gold rod        none
    none            Leather armor
    Gold gloves     none
    Pendant         none
    
    Spark   Shell   Cure1
    Lit 1   Venom   Fire 1
    
     HP    MP  Att  Def  Agi  Mag 
    200   250   15   16   27   30
    
    Joins at the South cave in the past.
    Leaves after returning to the present.
    
    Dion
    L21, Human
    Dragon sword    none
    Gold helm       Dragon armor
    none            Dragon boots
    Shades          none
    
    Stone   Quake   Conf    Cure2
    Ice 2   Venom   Sleep
    
     HP    MP  Att  Def  Agi  Mag 
    680   665   71   61   61   57
    
    Joins after giving the password in Viper City.
    Leaves after entering Pureland.
    
    Faye
    L25, Human
    Rune axe        none
    none            Battle armor
    Iron gloves     Diamond shoes
    Scarf           Earring
    
    Weak    Fast    Cure3
    Exit    Lit 2   Fire2
    
     HP    MP  Att  Def  Agi  Mag 
    750   670   70   64   70   66
    
    Joins at the Eitar ruins.
    Leaves after giving the Pass in Porle.
    
    Dion
    L30, Human
    
    Rune axe        none
    Diamond helm    Battle armor
    none            Diamond Shoes
    Shades          none
    
    Weak    Fast    Cure3   Stone   Quake   Conf
    Ice 2   Venom   Sleep
    Morph
    
     HP    MP  Att  Def  Agi  Mag 
    880   830   78   68   66   63
    
    Joins after Faye leaves.
    Leaves before the Agron battle in the Eastern ruins.
    
    Borgin
    L40, Mutant
    
    Gungnir spear   none
    none            Wizard armor
    none            none
    Scarf           none
    
    White   Magma   Wall    Life    Heal    Cure3   Shell
    Fatal   Mute    Para    Sleep
    Lit X   Morph   CureA   Pure    Float
    
     HP    MP  Att  Def  Agi  Mag 
    990   990   89   74   91   91
    
    Joins after the Agron battle.
    Remains till the end.
    
    --------------------------------------------------------------------------------
    X. SEE ALSO
    
    This guide was written to correct wrong information and fill out the missing 
    information that cannot be found in any of the published FFL3 resources. It is 
    not intended to replace all the others as a stand alone guide and should be used
    in conjunction with other resources.
    
    I have prepared maps of all the areas, available at gamefaqs.com and vgmaps.com:
      http://www.gamefaqs.com/portable/gameboy/game/563274.html
      http://www.vgmaps.com/Atlas/GB-GBC/index.htm#FinalFantasyLegendIII
    
    For a list of enemies and bosses, see the the RPGclassics page:
      http://shrines.rpgclassics.com/gb/ffl3/enemies.shtml
      http://shrines.rpgclassics.com/gb/ffl3/bosses.shtml
    
    For info on the game's memory map, see Ragnarosen's Save State Hacking Guide:
      http://www.gamefaqs.com/gameboy/563274-final-fantasy-legend-iii/faqs/7033
    
    A simple Lua script I used to collect some of this data:
      http://lua.pastey.net/139550-4epy
    
    --------------------------------------------------------------------------------
    CLOSING
    
    Except for the sources cited, the information here was derived empirically, by 
    my own work.
    
    Any questions, comments, corrections or complaints should be addressed to 
    the address below, with clear indication in the subject line that the email is 
    concerning this FAQ. 
    
    dammit9x at hotmail dot com