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    Battle Mechanics by TFergusson

    Version: 1.05 | Updated: 05/19/03 | Printable Version | Search Guide | Bookmark Guide

    THE LOST AGE BATTLE MECHANICS v1.05
    ============================= =====
    
    by Terence Fergusson <tf_faq@dsl.pipex.com>
    
    Golden Sun is copyright 2001-2003 Nintendo / CAMELOT.
    
    This document is entirely my work, and was written and is owned by me,
    Terence Fergusson.  All copyrights and trademarks are acknowledged where not
    specifically mentioned.  If you wish to reproduce this document AS IS, you
    may do so without having to ask my permission, providing that the entire
    document including this copyright notice is left intact, and preferably in
    ASCII text format.
    
    Please do not e-mail me asking questions about Golden Sun that this document
    is not meant to address.  If you have found this file, you likely also have
    access to other FAQs on Golden Sun that could help you far more quickly than
    I check my mail.
    
    
    
    =====================
    == VERSION HISTORY ==
    =====================
    
      v1.0  : 17/04/03 : Original Release
      v1.01 : 22/04/03 : Fixed error with the Djinni Gale's damage (thanks to
                           Yadotian Spy for pointing it out)
                         Created extra Psynergy list for Tamer Upgrades to
                           reduce confusion
      v1.05 : 16/05/03 : Few more updates to Djinni effects, courtesy of
                           Yadotian Spy
                         Fixed a couple of errors that crept in (thanks to
                           Cong Chen and Destruction Angel)
                         More information about Weapon Unleash chances
    
    
    
    ==============
    == FOREWORD ==
    ==============
      So, what's there to say?  The Lost Age is by far a sequel in every way,
    from the progression of plot, to the fact that everything about it is bigger
    and arguably better.  It's a more well rounded game than before.  And since
    nothing has changed (with the exception of a few retranslations of some
    names), we are left with the new stuff.  Each of which add their own simple
    mechanisms to the whole and contrive to make the whole thing that much more
    complicated.
    
      I have to admit, I wasn't sure if I was going to write this or not.  But
    it was when I realised that I used my original guide as much for my own
    benefit as for others that I knew I had to do it.  How else would I be so
    sure about what classes I really should be using?
    
      Forgive me for copying and pasting some explanation sections from my
    original guide.  Most of what holds true in Golden Sun also holds true for
    The Lost Age, so there really was no point in rewriting some of the old
    stuff.  The important changes are all in the data, which I *have* fully
    updated.
    
      Note: Fair warning.  It is best to view this document in a non-proportional
    font.  Doing otherwise will severely mess up the tables to follow.  By
    default, your web browser will probably be using something like Courier New,
    so this won't be a problem.  But if the FAQ looks messed up, try messing with
    your browser's font options.
    
      And Fair Warning Part Two: Although I've tried my best to be as accurate as
    possible, mistakes may have creeped in.  There's only so much testing you can
    do in so little time, and I have tried to get this out as fast as possible.
    However, the calculations behind much of what happens in battle are
    complicated, so before you decide you've found a mistake, be doubly sure that
    you've done everything as noted in the guide.
    
    
    
    =======================
    == TABLE OF CONTENTS ==
    =======================
    
     Line
       97 : The Class System
      152 : Base Stats and Level Ups
      433 : Djinni Bonuses
      544 : Elemental Levels
      587 : Class Bonuses And Reqs
     1049 : Class Abilities
     1381 : Damage Of Attacks
     1627 : Weapon Abilities
     1786 : Djinni Abilities
     1932 : Summons and Combo Tablets
     2075 : Psynergy Abilities
     2953 : Item Usage
     3055 : The End
    
    
    
    ======================
    == THE CLASS SYSTEM ==
    ======================
      With the introduction of the new max of 9 Djinn per character, as well as
    the new Class Items, the rules for classes have got slightly more complex.
    However, the basics behind this remain the same.
    
      The primary force behind the class system is the allocation of the Djinn to
    each character.  Through combinations of anywhere up to 9 Djinn at once, it
    is possible to unlock any of up to 34 classes per character.  In addition,
    with the various Class Items equipped, you can unlock a further 12 classes
    (3 Class Items each with 4 levels).  This leads to a total of 110 different
    classes, since certain characters share classes with others.
    
      Becoming a new class adjusts your stats quite radically, as we shall see in
    the tables below.  However, before moving on, it is vital that a few concepts
    are explained.
    
      First, each character has a hidden set of 'base stats'.  These stats are
    what are adjusted each time you gain a level or use a stat-enhancing item.
    These base stats are then further adjusted by the class you're at and the
    Djinni you have equipped.
    
      The stat you actually see is worked out in the following manner:
       (Base Stat + Djinni Bonuses + Equip Bonus) * Class Bonus
    
      Your Base Stats can only be changed in the two ways already listed:
    levelling up and using stat up items.  Your current class will *NOT* affect
    how you level up.  We will look at how levelling up will affect your Base
    Stats in the next section.
    
      The Djinni Bonuses are hardcoded and are the same for everyone, but they
    differ on the exact Djinni.  Because of this, it is often worth experimenting
    with which exact Djinni of the same element you should set on a character;
    Mist, for example, is ill-suited for a spellcasting character when compared
    to Fizz.
    
      The Class Bonus is multiplied to all the other Bonuses applied to your
    Base Stat, and this includes the Djinni Bonus, so you are unlikely to see the
    exact bonuses shown below each time.  A Class with a 150% HP Bonus will see
    more benefit to HP from a Djinni than one with only a 100% HP Bonus.  The
    same follows with stat-enhancing items; since they affect the base stat only,
    characters with high Class Bonuses will see a better effect.
    
      You may have also noticed that the Details section of weapons and armor
    doesn't seem to match the actual bonuses you receive.  This is, again, due to
    the Class Bonus.  Because of this, you will note that it is vital in the
    later stages of the game to pick the correct class, depending on your playing
    style.
    
      With these basics out of the way, it's time for some actual data.  Let's
    continue.
      
    
    
    ==============================
    == BASE STATS AND LEVEL UPS ==
    ==============================
      At the start of Lost Age, your characters are given the following base
    stats:
    
                        HP    PP    Att    Def    Agi    Lck
      Isaac             30    20     13      6      8      3
      Garet             33    18     11      8      6      2
      Ivan              28    24      8      4     11      4
      Mia               29    23      9      5      7      5
    
      Felix             32    19     13      6      7      2
      Jenna             29    21     10      5      8      4
      Sheba             28    24      8      4     10      5
      Piers             30    19     11      7      6      3
    
    
      These are the characters' Level 0 stats.  The very base they start from.
    
      As soon as you hit New Game, they are then levelled up to the following
    levels:
    
                    Isaac:  L28                Felix:  L 5
                    Garet:  L28                Jenna:  L 5
                    Ivan:   L28                Sheba:  L 5
                    Mia:    L28                Piers:  L18
    
    
      The way characters' level up bears looking at at this point.  It is done
    via a Goal system; each character has a stat value at specified goal levels
    that gives them a rough path to follow.
    
      However, there is a slight random variation to it.  Let us go through an
    example.
    
      An L0 Isaac's last goal was his base, which was 30 HP.  His next goal
    target is at L19 is 182.  That's a difference of 152 HP.  This 152 is the
    magic number.
    
      The game divides this difference over 20 levels (it doesn't matter that
    you only get 19 levels between L0 and L19, it's still divided by 20).  So,
    152 divided by 20 gives us 7.6 per level.
    
      This is where the random variance comes in.  The fractional part of the
    division we did just a second ago is your percentage chance that you will
    actually round up instead of down.  You have a 60% chance of getting 8 during
    a level up during that period between L0 and L19.  It follows, of course,
    that you have a 40% chance of getting a 7 instead.
    
      This goes for all the characters with all the stats.  You always have a
    percentage chance of either rounding up, or rounding down.
    
      One slight technicality that should be mentioned is that although I said
    a percentage chance, this is actually a chance out of 256.  So it isn't
    *exactly* 60%.  Because of this, the chances are often slightly skewed one
    way or another.
    
      Let's summarise through some formulas:
    
        Let x = Last Goal
        Let y = Next Goal
    
        Difference            = d = (y - x)
        Base Growth per Level = b = [d / 20]
        Chance of gaining
          additional +1       = c = (d - 20b) * 256 / 20, rounded to
          out of 256                                         nearest integer
    
    
      So, looking at our last example:
    
        x =  30
        y = 182
    
        d = (182 - 30)
          = 152
        b = [152 / 20]
          = [7.6]
          = 7
        c = ((152 - 20*7) * 256 / 20)
          = (12 * 256 / 20)
          = 153.6
          = 154 after rounding to nearest integer
    
      Thus, we discover there is exactly a 154/256 chance of getting a 8 rather
    than a 7 when Isaac levels up between L0-L19.
    
    
      We shall now move on to the important data.  The first set of tables will
    show the goal points for *each* stat for all characters.  This could be said
    to be the *average* stat that character should have at that level.  (Note,
    however, that because the first section only covers levelling up to levels
    1-19, that the true average will be the goal value minus the average level
    up value from L0-19)
    
      The second set of tables will be more focused on the actual levelling up,
    informing you of the minimum stat up and chance to hit the maximum for each
    stat for each character.
    
      Luck will be absent from both the first and second tables, since the L0
    value was given above and it stays the same through all level ups.
    
      The third and final set of tables will simply give the full range and
    average stat each character will have at the start of Lost Age.
    
      Let's begin.
    
    
    GOAL VALUES
    ===========
    
     __HP________L__0_______L_19_______L_39_______L_59_______L_79_______L_99___
     Isaac         30        182        334        486        638        790
     Garet         33        191        351        510        670        830
     Ivan          28        166        304        442        581        719
     Mia___________29________173________317________462________606________751___
     Felix         32        187        342        498        654        810
     Jenna         29        177        326        474        622        770
     Sheba         28        169        311        452        593        735
     Piers         30        184        337        491        644        798
     ==========================================================================
    
    
     __PP________L__0_______L_19_______L_39_______L_59_______L_79_______L_99___
     Isaac         20         80        130        170        210        250
     Garet         18         76        124        162        200        238
     Ivan          24         92        150        196        242        288
     Mia___________23_________90________146________190________235________280___
     Felix         19         78        127        166        205        244
     Jenna         21         85        138        180        223        265
     Sheba         24         91        148        193        238        284
     Piers         19         79        129        168        208        248
     ==========================================================================
    
    
     _Att________L__0_______L_19_______L_39_______L_59_______L_79_______L_99___
     Isaac         13         86        162        237        313        388
     Garet         11         83        156        228        301        373
     Ivan           8         76        144        211        277        344
     Mia____________9_________79________150________220________289________359___
     Felix         13         87        164        240        316        392
     Jenna         10         81        153        224        295        366
     Sheba          8         78        147        215        283        351
     Piers         11         82        155        226        298        370
     ==========================================================================
    
    
     _Def________L__0_______L_19_______L_39_______L_59_______L_79_______L_99___
     Isaac          6         38         69        102        134        166
     Garet          8         41         75        110        144        179
     Ivan           4         35         65         95        124        155
     Mia____________5_________37_________68________100________131________163___
     Felix          6         38         70        103        135        168
     Jenna          5         37         69        101        132        165
     Sheba          4         36         66         98        128        159
     Piers          7         39         72        106        139        173
     ==========================================================================
    
    
     _Agi________L__0_______L_19_______L_39_______L_59_______L_79_______L_99___
     Isaac          8         86        163        241        318        396
     Garet          6         76        144        212        281        349
     Ivan          11         91        173        255        337        419
     Mia____________7_________80________152________224________296________369___
     Felix          7         83        158        232        307        382
     Jenna          8         85        162        238        315        392
     Sheba         10         88        168        248        328        407
     Piers          6         78        148        218        289        359
     ==========================================================================
    
    
    
    LEVEL UP TABLES
    ===============
      Under each column, the leftmost number is the base growth (b), and the
    rightmost number is the chance out of 256 (c) of getting 'b+1' in this level
    range.  A row of dashes ('---') means that the chance of getting a higher
    value than the base growth is 0.
    
    
     __HP___________L  0-19_____L 20-39_____L 40-59_____L 60-79_____L 80-99____
     Isaac           7 (154)     7 (154)     7 (154)     7 (154)     7 (154)
     Garet           7 (230)     8  ---      7 (243)     8  ---      8  --- 
     Ivan            6 (230)     6 (230)     6 (230)     6 (243)     6 (230)
     Mia_____________7_( 51)_____7_( 51)_____7_( 64)_____7_( 51)_____7_( 64)___
     Felix           7 (192)     7 (192)     7 (205)     7 (205)     7 (205)
     Jenna           7 (102)     7 (115)     7 (102)     7 (102)     7 (102)
     Sheba           7 ( 13)     7 ( 26)     7 ( 13)     7 ( 13)     7 ( 26)
     Piers           7 (179)     7 (166)     7 (179)     7 (166)     7 (179)
     ==========================================================================
    
    
     __PP___________L  0-19_____L 20-39_____L 40-59_____L 60-79_____L 80-99____
     Isaac           3  ---      2 (128)     2  ---      2  ---      2  --- 
     Garet           2 (230)     2 (102)     1 (230)     1 (230)     1 (230)
     Ivan            3 (102)     2 (230)     2 ( 77)     2 ( 77)     2 ( 77)
     Mia_____________3_( 90)_____2_(205)_____2_( 51)_____2_( 64)_____2_( 64)___
     Felix           2 (243)     2 (115)     1 (243)     1 (243)     1 (243)
     Jenna           3 ( 51)     2 (166)     2 ( 26)     2 ( 38)     2 ( 26)
     Sheba           3 ( 90)     2 (218)     2 ( 64)     2 ( 64)     2 ( 77)
     Piers           3  ---      2 (128)     1 (243)     2  ---      2  --- 
     ==========================================================================
    
    
     _Att___________L  0-19_____L 20-39_____L 40-59_____L 60-79_____L 80-99____
     Isaac           3 (166)     3 (205)     3 (192)     3 (205)     3 (192)
     Garet           3 (154)     3 (166)     3 (154)     3 (166)     3 (154)
     Ivan            3 (102)     3 (102)     3 ( 90)     3 ( 77)     3 ( 90)
     Mia_____________3_(128)_____3_(141)_____3_(128)_____3_(115)_____3_(128)___
     Felix           3 (179)     3 (218)     3 (205)     3 (205)     3 (205)
     Jenna           3 (141)     3 (154)     3 (141)     3 (141)     3 (141)
     Sheba           3 (128)     3 (115)     3 (102)     3 (102)     3 (102)
     Piers           3 (141)     3 (166)     3 (141)     3 (154)     3 (154)
     ==========================================================================
    
    
     _Def___________L  0-19_____L 20-39_____L 40-59_____L 60-79_____L 80-99____
     Isaac           1 (154)     1 (141)     1 (166)     1 (154)     1 (154)
     Garet           1 (166)     1 (179)     1 (192)     1 (179)     1 (192)
     Ivan            1 (141)     1 (128)     1 (128)     1 (115)     1 (141)
     Mia_____________1_(154)_____1_(141)_____1_(154)_____1_(141)_____1_(154)___
     Felix           1 (154)     1 (154)     1 (166)     1 (154)     1 (166)
     Jenna           1 (154)     1 (154)     1 (154)     1 (141)     1 (166)
     Sheba           1 (154)     1 (128)     1 (154)     1 (128)     1 (141)
     Piers           1 (154)     1 (166)     1 (179)     1 (166)     1 (179)
     ==========================================================================
    
    
     _Agi___________L  0-19_____L 20-39_____L 40-59_____L 60-79_____L 80-99____
     Isaac           3 (230)     3 (218)     3 (230)     3 (218)     3 (230)
     Garet           3 (128)     3 (102)     3 (102)     3 (115)     3 (102)
     Ivan            4  ---      4 ( 26)     4 ( 26)     4 ( 26)     4 ( 26)
     Mia_____________3_(166)_____3_(154)_____3_(154)_____3_(154)_____3_(166)___
     Felix           3 (205)     3 (192)     3 (179)     3 (192)     3 (192)
     Jenna           3 (218)     3 (218)     3 (205)     3 (218)     3 (218)
     Sheba           3 (230)     4  ---      4  ---      4  ---      3 (243)
     Piers           3 (154)     3 (128)     3 (128)     3 (141)     3 (128)
     ==========================================================================
    
    
    
    LOST AGE STARTING STATS
    =======================
    
              Start          HP               PP
     _Name____Level_____Min_Max__Avg_____Min_Max__Avg________Luck______________
     Isaac      28      226-254 (243)     95-104 (100)         3       
     Garet      28      238-257 (255)     74-102 ( 95)         2
     Ivan       28      196-224 (221)     99-127 (115)         4
     Mia________28______225-253_(231)_____98-126_(112)_________5_______________
     Felix       5       67- 72 ( 71)     29- 34 ( 34)         2
     Jenna       5       64- 69 ( 66)     36- 41 ( 37)         4
     Sheba       5       63- 68 ( 63)     39- 44 ( 41)         5
     Piers      18      156-174 (169)     73- 73 ( 73)         3
     ==========================================================================
    
    
              Start        Attack          Defense          Agility
     _Name____Level_____Min_Max__Avg_____Min_Max__Avg_____Min_Max__Avg_________
     Isaac      28       97-125 (117)     34- 62 ( 50)     92-120 (117)
     Garet      28       95-123 (112)     36- 64 ( 55)     90-118 (103)
     Ivan       28       92-120 (103)     32- 60 ( 47)    123-132 (124)
     Mia________28_______93-121_(107)____ 33- 61_( 49)_____91-119_(109)________
     Felix       5       28- 33 ( 31)     11- 16 ( 14)     22- 27 ( 26)
     Jenna       5       25- 30 ( 28)     10- 15 ( 13)     23- 28 ( 27)
     Sheba       5       23- 28 ( 26)      9- 14 ( 12)     25- 30 ( 29)
     Piers      18       65- 83 ( 75)     25- 43 ( 36)     60- 78 ( 71)
     ==========================================================================
    
    
    
      If you have transferred data from the original Golden Sun, then Isaac,
    Garet, Ivan and Mia will have stats reflecting exactly what you transferred
    over.  However, if you used a Bronze Password, note that Isaac's party will
    only have their *levels* updated.  Their stats will instead be within the
    ranges defined above.  This can have advantages or disadvantages, depending
    on what level your party was when you transferred.
    
    
    
    ====================
    == DJINNI BONUSES ==
    ====================
      This section lists the slight bonuses each individual Djinni gives when
    set.  Again, Class Bonuses are by far the easiest way to upgrade stats, but
    with a full set of 9 Djinn on a character, these small bonuses can add up
    pretty nicely.
    
      For each element, I have listed the Djinn in the order they are placed in
    the game: the original 7 first, followed by the new 11 in The Lost Age.
    
      The following abbreviations are used both here and
    throughout this document:
       HP: Hit Points
       PP: Psynergy Points
      Att: Attack
      Def: Defense
      Agi: Agility
      Lck: Luck
    
    
    
    EARTH        HP  PP Att Def Agi Lck
     Flint        8   4   3  --  --  --
     Granite      9  --  --   2   2   1
     Quartz      10   3  --  --   3  --
     Vine        12   4  --   3  --   1
     Sap         10  --   3  --  --   1
     Ground       9   3  --  --   3  --
     Bane        12  --   4  --  --  --
    
     Echo         9   4   3  --  --  --
     Iron        11  --  --   2   3  --
     Steel        9  --   4   2  --   1
     Mud         10   4  --  --   3  --
     Flower      12   4  --  --  --  --
     Meld         9  --  --  --   4   1
     Petra       11  --  --   3  --  --
     Salt         9   5  --  --  --   1
     Geode       12  --   6  --  --  --
     Mold         8  --   4  --   2   1
     Crystal     10   5  --   2  --  --
    
    
    WATER        HP  PP Att Def Agi Lck
     Fizz         9   4  --   3  --  --
     Sleet       12  --   3  --  --   1
     Mist        11  --   4  --  --  --
     Spritz       8   4  --  --   3  --
     Hail         9  --   4  --  --   1
     Tonic        8   3  --   2  --   2
     Dew         13   4  --  --   4  --
    
     Fog          9  --  --   2   2   1
     Sour         8   4   3  --  --  --
     Spring      11   5  --  --  --  --
     Shade        9  --  --   3  --   2
     Chill       10   3  --   2  --  --
     Steam       10  --   5  --  --  --
     Rime        10   6  --  --  --  --
     Gel          9  --   5  --   2  --
     Eddy         9  --  --  --   3   2
     Balm        13   4  --  --  --  --
     Serac       12  --   3  --  --  --
    
    
    FIRE         HP  PP Att Def Agi Lck
     Forge       10  --   2  --   2   2
     Fever        8  --   3  --   2  --
     Corona      12   3  --   3  --   1
     Scorch       8  --   3  --  --  --
     Ember        9   4  --   2   2  --
     Flash       14   3  --   2  --  --
     Torch        9  --   3  --  --   1
    
     Cannon      10  --   3  --  --  --
     Spark       11   6  --  --  --  --
     Kindle       8  --   5  --  --   1
     Char         9  --   2  --   2   1
     Coal        11   3  --  --   3  --
     Reflux       9  --  --   3  --   2
     Core         8  --   4   2  --  --
     Tinder      12   5  --  --  --  --
     Shine        9  --   3   3   2  --
     Fury        12   4  --  --  --  --
     Fugue       11   4  --   2  --  --
    
    
    WIND         HP  PP Att Def Agi Lck
     Gust         9  --   2  --   2  --
     Breeze      12   5  --   2  --   1
     Zephyr      11   3  --  --   2   1
     Smog         9  --   3  --  --  --
     Kite         8   4  --  --   3  --
     Squall      10  --   5  --  --  --
     Luff        11   5  --   2  --   1
    
     Breath       9  --  --   3   4  --
     Blitz       10   4   3  --  --  --
     Ether        8   4  --  --   3   2
     Waft        11  --   4  --  --  --
     Haze        10  --  --   2   3   2
     Wheeze       9   3   5  --  --  --
     Aroma       11  --  --  --   3   2
     Whorl        9  --   4   2  --  --
     Gasp        12   5  --  --  --  --
     Lull        11   6  --  --  --  --
     Gale        10  --  --  --   5   3
    
    
    
    ======================
    == ELEMENTAL LEVELS ==
    ======================
      Setting Djinn on a character not only allows you to unleash their unique
    effect in battle: it also changes your Elemental Levels.
    
      Elemental Levels are a simple numerical representation of how aligned to a
    particular element a character is.  Each level in a particular element grants
    you an extra +5 Power and +5 Resist to that element.  In addition, elemental
    levels are *required* to use the different classes in the game.
    
      All the characters start off with 5 levels in a particular element, and 0
    levels in all others.  The characters and their respective elements are:
    
        Name     Element
         Felix    Earth
         Piers    Water
         Jenna    Fire
         Sheba    Wind
    
         Isaac    Earth
         Mia      Water
         Garet    Fire
         Ivan     Wind
    
    
      The above table illustrates each character's *Primary* element, which will
    become important when we look at classes later.
    
      In addition to having starting elemental levels, each character has the
    following base Power and Resist for each element, depending on their own
    primary element.  (Note that this does *not* include the +25 to Power and
    Resist the character gets for the element they have L5 in.)
    
                     Earth        Water          Fire          Wind
       Primary   Power Resist  Power Resist  Power Resist  Power Resist
        Earth      79    89      78    88      76    86      77    87
        Water      78    88      79    89      77    87      76    86
        Fire       76    86      77    87      79    89      78    88
        Wind       77    87      76    86      78    88      79    89
    
    
    
    ============================
    == CLASS BONUSES AND REQS ==
    ============================
      A departure from my previous document.  To start with, I'm going to work
    to be slightly more accurate to the way the Lost Age actually works out
    classes.  This will have a major impact on the Class Requirements, but do
    not fear; I shall also have a clearer list regarding Djinni requirements
    afterwards.  You will see what I mean shortly.
    
      All Class Bonuses are portrayed as a percentage.  100% means that there is
    no change to the Base Stats.  150% would indicate a multiplier of 1.5.
    Higher bonuses are thus highly desirable.  Keep in mind though that there are
    two parts to each class; the bonuses they grant, and the abilities they give.
    Sometimes, the abilities of one class can outweigh the bonuses of another
    class.
    
      The Class Requirements are listed to the right of the Bonus Stats of each
    class in the following tables.  All classes require a minimum *Element Level*
    in one or more elements.  Each character has a basic Element Level of 5 in
    their primary element.  You gain an additional Element Level for each Djinni
    you equip of that element.
    
      Furthermore, to achieve a class listed in any of the tables, an additional
    requirement is needed.  This requirement is usually Dominance: a measure of
    which element the character is currently best at.  We will discuss Dominance
    after the tables.
    
      Finally, certain classes of the same name are in fact different classes.
    The following labels will be used to differentiate them:
    
      (F): Fire Aligned
      (E): Earth Aligned
      (W): Water Aligned
      (A): Wind(Air) Aligned
      (D): Medium Upgrade Class Only
      (I): Item Class Only
    
    
    
      With those explanations out of the way, here are the actual stats.
    
     ===================================================================
     ==                      BASIC ELEMENT CLASSES                    ==
     ===================================================================
                       HP   PP  Att  Def  Agi  Lck      Eth Wtr Fre Wnd
     -------------------------------------------------------------------
      Squire          110%  80% 110% 100% 110% 100%       5   -   -   -
      Knight          130%  90% 120% 110% 120% 100%       7   -   -   -
      Gallant         150% 100% 130% 120% 130% 100%       9   -   -   -
      Lord            170% 110% 140% 130% 140% 100%      11   -   -   -
      Slayer          190% 120% 150% 140% 150% 100%      13   -   -   -
     -------------------------------------------------------------------
      Water Seer       90% 130%  90% 100%  80% 130%       -   5   -   -
      Scribe          100% 140% 100% 110%  90% 130%       -   7   -   -
      Cleric          120% 150% 110% 120% 100% 130%       -   9   -   -
      Paragon         140% 160% 120% 130% 110% 130%       -  11   -   -
      Angel           160% 170% 130% 140% 120% 130%       -  13   -   -
     -------------------------------------------------------------------
      Guard           110%  80% 100% 110%  70% 100%       -   -   5   -
      Soldier         130%  90% 110% 120%  80% 100%       -   -   7   -
      Warrior         150% 100% 120% 130%  90% 100%       -   -   9   -
      Champion        170% 110% 130% 140% 100% 100%       -   -  11   -
      Hero            190% 120% 140% 150% 110% 100%       -   -  13   -
     -------------------------------------------------------------------
      Wind Seer        80% 140%  80%  90% 130% 110%       -   -   -   5
      Magician         90% 150%  90% 100% 140% 110%       -   -   -   7
      Mage            110% 160% 100% 110% 150% 110%       -   -   -   9
      Magister        130% 170% 110% 120% 160% 110%       -   -   -  11
      Sorcerer        150% 180% 120% 130% 170% 110%       -   -   -  13
     ===================================================================
    
    
     ===================================================================
     ==                      LOST AGE NEW CLASSES                     ==
     ===================================================================
                       HP   PP  Att  Def  Agi  Lck      Eth Wtr Fre Wnd
     -------------------------------------------------------------------
      Mariner         110%  90% 100% 100%  90% 120%       -   5   -   -
      Privateer       130% 100% 110% 110% 100% 120%       -   7   -   -
      Commander       150% 110% 120% 120% 110% 120%       -   9   -   -
      Captain         170% 120% 130% 130% 120% 120%       -  11   -   -
      Admiral         190% 130% 140% 140% 130% 120%       -  13   -   -
     -------------------------------------------------------------------
      Flame User      100% 120% 100% 100% 120%  90%       -   -   5   -
      Witch           110% 130% 110% 110% 130%  90%       -   -   7   -
      Hex             130% 140% 120% 120% 140%  90%       -   -   9   -
      Fire Master     150% 150% 130% 130% 150%  90%       -   -  11   -
      Justice         170% 160% 140% 140% 160%  90%       -   -  13   -
     ===================================================================
    
    
     ===================================================================
     ==                     WATER ALIGNED CLASSES                     ==
     ===================================================================
                       HP   PP  Att  Def  Agi  Lck      Eth Wtr Fre Wnd
     -------------------------------------------------------------------
      Swordsman (E)   100%  90% 110% 110%  90% 120%       5   0   -   -
      Defender (E)    120% 100% 120% 120% 100% 120%       5   2   -   -
      Cavalier (E)    140% 110% 130% 130% 110% 120%       5   4   -   -
      Guardian        170% 130% 140% 140% 130% 120%       6   6   -   -
      Protector       190% 140% 150% 150% 140% 120%       7   7   -   -
     -------------------------------------------------------------------
      Swordsman (F)   100%  90% 110% 110%  90% 120%       -   0   5   -
      Defender (F)    120% 100% 120% 120% 100% 120%       -   2   5   -
      Cavalier (F)    140% 110% 130% 130% 110% 120%       -   4   5   -
      Luminier        170% 130% 140% 140% 130% 120%       -   6   6   -
      Radiant         190% 140% 150% 150% 140% 120%       -   7   7   -
     -------------------------------------------------------------------
      Dragoon         160% 130% 140% 140% 110% 130%       3   3   3   -
      Templar         180% 140% 150% 150% 120% 130%       4   4   4   -
      Paladin         200% 150% 160% 160% 130% 130%       4   5   4   -
     ===================================================================
    
    
     ===================================================================
     ==                      WIND ALIGNED CLASSES                     ==
     ===================================================================
                       HP   PP  Att  Def  Agi  Lck      Eth Wtr Fre Wnd
     -------------------------------------------------------------------
      Apprentice      100% 120% 110% 100% 120%  90%       5   -   -   0
      Illusionist (E) 120% 130% 120% 110% 130%  90%       5   -   -   2
      Enchanter (E)   140% 140% 130% 120% 140%  90%       5   -   -   4
      Conjurer (E)    170% 160% 140% 130% 160%  90%       6   -   -   6
      War Adept (E)   190% 170% 150% 140% 170%  90%       7   -   -   7
     -------------------------------------------------------------------
      Page            100% 120% 110% 100% 120%  90%       -   -   5   0
      Illusionist (F) 120% 130% 120% 110% 130%  90%       -   -   5   2
      Enchanter (F)   140% 140% 130% 120% 140%  90%       -   -   5   4
      Conjurer (F)    170% 160% 140% 130% 160%  90%       -   -   6   6
      War Adept (F)   190% 170% 150% 140% 170%  90%       -   -   7   7
     -------------------------------------------------------------------
      Ninja           160% 140% 150% 120% 170%  80%       3   -   3   3
      Disciple        180% 150% 160% 130% 180%  80%       4   -   4   4
      Master          200% 160% 170% 140% 190%  80%       4   -   4   5
     ===================================================================
    
    
     ===================================================================
     ==                     EARTH ALIGNED CLASSES                     ==
     ===================================================================
                       HP   PP  Att  Def  Agi  Lck      Eth Wtr Fre Wnd
     -------------------------------------------------------------------
      Seer (W)         90% 130%  90%  90% 110% 100%       0   5   -   -
      Diviner (W)     110% 140% 100% 100% 120% 100%       2   5   -   -
      Shaman (W)      120% 150% 110% 110% 130% 100%       4   5   -   -
      Druid (W)       150% 170% 130% 130% 150% 100%       6   6   -   -
      Oracle (W)      170% 180% 140% 140% 160% 100%       7   7   -   -
     -------------------------------------------------------------------
      Seer (A)         90% 130%  90%  90% 110% 100%       0   -   -   5
      Diviner (A)     110% 140% 100% 100% 120% 100%       2   -   -   5
      Shaman (A)      120% 150% 110% 110% 130% 100%       4   -   -   5
      Druid (A)       150% 170% 130% 130% 150% 100%       6   -   -   6
      Oracle (A)      170% 180% 140% 140% 160% 100%       7   -   -   7
     -------------------------------------------------------------------
      Medium          130% 170% 120% 120% 150%  90%       3   3   -   3
      Conjurer (D)    150% 180% 130% 130% 160%  90%       4   4   -   4
      Dark Mage (D)   170% 190% 140% 140% 170%  90%       5   4   -   4
     ===================================================================
    
    
     ===================================================================
     ==                      FIRE ALIGNED CLASSES                     ==
     ===================================================================
                       HP   PP  Att  Def  Agi  Lck      Eth Wtr Fre Wnd
     -------------------------------------------------------------------
      Pilgrim (W)      90% 120%  90% 100% 120% 120%       -   5   0   -
      Wanderer (W)    110% 130% 100% 110% 130% 120%       -   5   2   -
      Ascetic (W)     120% 140% 110% 120% 140% 120%       -   5   4   -
      Water Monk      150% 160% 130% 140% 160% 120%       -   6   6   -
      Guru (W)        170% 170% 140% 150% 170% 120%       -   7   7   -
     -------------------------------------------------------------------
      Pilgrim (A)      90% 120%  90% 100% 120% 120%       -   -   0   5
      Wanderer (A)    110% 130% 100% 110% 130% 120%       -   -   2   5
      Ascetic (A)     120% 140% 110% 120% 140% 120%       -   -   4   5
      Fire Monk       150% 160% 130% 140% 160% 120%       -   -   6   6
      Guru (A)        170% 170% 140% 150% 170% 120%       -   -   7   7
     -------------------------------------------------------------------
      Ranger          130% 160% 120% 120% 160% 120%       -   3   3   3
      Bard            150% 170% 130% 130% 170% 120%       -   4   4   4
      Warlock         170% 180% 140% 140% 180% 120%       -   4   5   4
     ===================================================================
    
    
     ===================================================================
     ==                   EARTH/FIRE ALIGNED CLASSES                  ==
     ===================================================================
                       HP   PP  Att  Def  Agi  Lck      Eth Wtr Fre Wnd
     -------------------------------------------------------------------
      Brute           100%  70% 120%  90% 110%  70%       1   -   1   -
      Ruffian         120%  80% 130% 100% 120%  70%       2   -   2   -
      Savage          140%  90% 140% 110% 130%  70%       4   -   4   -
      Barbarian       160% 100% 150% 120% 140%  70%       5   -   5   -
      Berserker       180% 110% 160% 130% 150%  70%       6   -   6   -
      Chaos Lord      200% 120% 170% 140% 160%  70%       7   -   7   -
     -------------------------------------------------------------------
      Samurai         190% 130% 150% 140% 140%  90%       4   -   4   3
      Ronin           210% 140% 160% 150% 150%  90%       5   -   5   4
     ===================================================================
    
    
     ===================================================================
     ==                   WATER/WIND ALIGNED CLASSES                  ==
     ===================================================================
                       HP   PP  Att  Def  Agi  Lck      Eth Wtr Fre Wnd
     -------------------------------------------------------------------
      Hermit           80% 140%  80%  90% 130% 120%       -   1   -   1
      Elder            90% 150%  90% 100% 140% 120%       -   2   -   2
      Scholar         110% 160% 100% 110% 150% 120%       -   4   -   4
      Savant          130% 170% 110% 120% 160% 120%       -   5   -   5
      Sage            150% 180% 120% 130% 170% 120%       -   6   -   6
      Wizard          170% 190% 130% 140% 180% 120%       -   7   -   7
     -------------------------------------------------------------------
      White Mage      150% 180% 130% 130% 150% 130%       3   4   -   4
      Pure Mage       170% 190% 140% 140% 160% 130%       4   5   -   5
     ===================================================================
    
    
     ===================================================================
     ==                      ITEM REQUIRED CLASSES                    ==
     ===================================================================
                       HP   PP  Att  Def  Agi  Lck      Eth Wtr Fre Wnd
     -------------------------------------------------------------------
      Pierrot         100%  80% 100% 110% 130% 120%       0   0   0   0
      Harlequin       130% 100% 110% 120% 140% 120%       1   1   1   1
      Punchinello     160% 110% 130% 130% 150% 120%       2   2   2   2
      Acrobat         190% 120% 140% 140% 160% 120%       3   3   3   3
     -------------------------------------------------------------------
      Tamer           100%  70% 110% 120%  90%  80%       0   0   0   0
      Trainer         130%  90% 120% 130% 100%  80%       1   1   1   1
      Beastkeeper     160% 100% 140% 140% 110%  80%       2   2   2   2
      Beast Lord      190% 110% 150% 150% 120%  80%       3   3   3   3
     -------------------------------------------------------------------
      Dark Mage (I)    80% 140%  80%  90% 140%  90%       0   0   0   0
      Crypt Lord      100% 160% 100% 110% 150%  90%       1   1   1   1
      Necrolyte       130% 170% 120% 120% 160%  90%       2   2   2   2
      Necromage       160% 190% 130% 130% 170%  90%       3   3   3   3
     ===================================================================
    
    
      Now for Dominance.  First, we define each elements relationship with the
    others.  Please keep in mind though, that these are story-based
    relationships; they don't really have that much to do with actual damage,
    which we will be covering later:
    
                     Primary   Neutral   Weakness  Affinity
                      Earth     Water      Wind      Fire
                      Water     Earth      Fire      Wind
                       Fire      Wind     Water     Earth
                       Wind      Fire     Earth     Water
    
      Dominance is defined in the following order:
         Primary dominates Neutral dominates Weakness dominates Affinity
    
      You may notice that this is the same order your default Power and Resist
    stats are in (Primary: 79/89, Neutral: 78/88, Weakness: 77/87,
    Affinity: 76/86).
    
      The above order means that if you have equal elemental level in two or more
    elements, whichever is most dominant is what you're 'aligned' with.  At any
    time, you will have two dominant elements: First Dominant and Second
    Dominant.  The element in which you have the highest Elemental Level is your
    First Dominant, and your second highest is your Second Dominant.  Ties are,
    of course, worked out by the above Dominance order.
    
      With the above in mind, the tables that have been listed are used as such:
    
     1. If you have only Primary Djinn set, you will receive a class from the
          Basic Element Classes.
      a. Jenna and Piers are exceptions, and instead receive their class from the
           Lost Age New Classes table.
     2. If the above doesn't hold (you have at least one non-Primary Djinni set)
          then we check if your Affinity Element is either your First or Second
          Dominant.  If it is, you will receive a class from the Earth/Fire Table
          or the Wind/Water Table, depending on which group your Affinity is
          from.
     3. Otherwise, we pick from the table aligned with your Secondary Dominant.
          It is impossible for any character to be able to select a class from
          the table aligned solely with their Affinity Element, as seen by the
          rules above.
        (Example: Felix with Wind as First Dominant and Earth as Second Dominant
          would pick from the Earth Aligned Table)    
    
      There is one final exception: if you have an Class Item equipped, then
    you will be forced into the relevant class from the Class Item Table.
    Mysterious Card pushes you into the Pierrot group, Trainer's Whip into the
    Tamer group, and Tomegathericon into the Dark Mage (I) group.
    
      To summarise:
        1. You will get an Item Required class if you have the relevant Class
             Item equipped.
        2. You will get a Basic Element class if you have only Primary Djinn set.
        3. You will get a Primary/Affinity class if your Affinity is your First
             or Second Dominant.
        4. You will get a Second Dominant aligned class if all of the above is
             false.
    
    
      Once a table has been chosen, you will be assigned the one nearest the
    bottom of the table whose Elemental Level requirements you meet.  The lower
    it is listed in the table, the higher these requirements are, obviously.
    
    
    
             ----------------------------------------------------------         
    
    
    
      While that clears up the different class paths available in the game, it
    is not so clear when it comes to how many Djinn you should equip to any one
    character.  Fortunately, because of the way the requirements work, all
    characters can change into only 46 of the 110 classes available, and the
    formation of this can be defined via the following:
    
    
      Using the Relationship table defined within the Dominance section, we can
    list each Class in the game with regards to what the character's primary
    element is, and how many of each type of Djinni they have equipped.
    
      Thus, depending on how many of the above Djinni types a character has
    equipped, they will earn the following classes:
    
      Prm Aff Wek Neu
     (Ert/Fre/Wnd/Wtr)...Earth
     (Wnd/Wtr/Ert/Fre)..........................Wind
     =================================================================
      0-1 --- --- ---     Squire                 Wind Seer
      2-3 --- --- ---     Knight                 Magician
      4-5 --- --- ---     Gallant                Mage
      6-7 --- --- ---     Lord                   Magister
      8-9 --- --- ---     Slayer                 Sorcerer
     =================================================================
      0-8  1  --- ---     Brute                  Hermit
      0-7  2  0-1 0-1     Ruffian                Elder
      0-6  3  0-2 0-2       ""                    "" 
      0-5  4  0-2 0-3     Savage                 Scholar
      0-4  5  0-2 0-4     Barbarian              Savant 
      --- 6-9 0-2 0-3        ""                   ""
      1-3 6,8 0-2 0-2     Berserker              Sage
       1   7  0-1 0-1        ""                   ""
       2   7  --- ---     Chaos Lord             Wizard
     =================================================================
      0-8 0-1  1  ---     Apprentice             Seer (A)
      0-7 0-2  2  0-1     Illusionist (E)        Diviner (A)
      0-6 0-2  3  0-2         ""                   ""
      0-5 0-2  4  0-3     Enchanter (E)          Shaman (A)
      0-4 0-2  5  0-4         ""                   ""
      1-3 0-2  6  0-2     Conjurer (E)           Druid (A)
       2  ---  7  ---     War Adept (E)          Oracle (A)
     -----------------------------------------------------------------
      --- 0-3  6  0-2     Shaman (A)             Enchanter (E)
       1  0-1 7-8 0-1     Druid (A)              Conjurer (E)
     =================================================================
      0-8 0-1 0-1  1      Swordsman (E)          Pilgrim (A)
      0-7 0-2 0-2  2      Defender (E)           Wanderer (A)
      0-6 0-2 0-3  3         ""                     ""
      0-5 0-2 0-4 4-5     Cavalier (E)           Ascetic (A)
      1-3 0-2 0-2  6      Guardian               Fire Monk
       2  --- ---  7      Protector              Guru (A)
     -----------------------------------------------------------------
      --- 0-3 0-2 6-9     Shaman (W)             Enchanter (F)
       1  0-1 0-1 7-8     Druid (W)              Conjurer (F)
     =================================================================
      0-3  3  0-3 3-5     Dragoon                Ranger
      0-1  4  0-1  4      Templar                Bard
      ---  4  ---  5      Paladin                Warlock
     -----------------------------------------------------------------
      0-3  3  3-5 0-2     Ninja                  Medium
      0-1  4   4  0-1     Disciple               Conjurer (D)
      ---  4   5  ---     Master                 Dark Mage (D)
     -----------------------------------------------------------------
      0-2 4-6  3  0-2     Samurai                White Mage
      ---  5   4  ---     Ronin                  Pure Mage
     =================================================================
      --- ---  6   3      Medium                 Ninja
      --- ---  3   6        ""                    ""
     =================================================================
    
    
      Prm Aff Wek Neu
     (Fre/Ert/Wtr/Wnd)...Fire
     (Wtr/Wnd/Fre/Ert)..........................Water
     =================================================================
      0-1 --- --- ---     Guard                  Water Seer
      2-3 --- --- ---     Soldier                Scribe
      4-5 --- --- ---     Warrior                Cleric
      6-7 --- --- ---     Champion               Paragon
      8-9 --- --- ---     Hero                   Angel
     =================================================================
      0-8  1  --- ---     Brute                  Hermit
      0-7  2  0-1 0-1     Ruffian                Elder
      0-6  3  0-2 0-2       ""                    ""
      0-5  4  0-3 0-2     Savage                 Scholar
      0-4  5  0-4 0-2     Barbarian              Savant
      --- 6-9 0-3 0-2        ""                    ""
      1-3 6,8 0-2 0-2     Berserker              Sage
       1   7  0-1 0-1        ""                   ""
       2   7  --- ---     Chaos Lord             Wizard
     =================================================================
      0-8 0-1  1  ---     Swordsman (F)          Pilgrim (W)
      0-7 0-2  2  0-1     Defender (F)           Wanderer (W)
      0-6 0-2  3  0-2         ""                    ""
      0-5 0-2  4  0-3     Cavalier (F)           Ascetic (W)
      0-4 0-2  5  0-4         ""                   ""
      1-3 0-2  6  0-2     Luminier               Water Monk
       2  ---  7  ---     Radiant                Guru (W)
     -----------------------------------------------------------------
      --- 0-3  6  0-2     Ascetic (W)            Cavalier (F)
       1  0-1 7-8 0-1     Water Monk             Luminier
     =================================================================
      0-8 0-1 0-1  1      Page                   Seer (W)
      0-7 0-2 0-2  2      Illusionist (F)        Diviner (W)
      0-6 0-2 0-3  3         ""                    ""
      0-5 0-2 0-4 4-5     Enchanter (F)          Shaman (W)
      1-3 0-2 0-2  6      Conjurer (F)           Druid (W)
       2  --- ---  7      War Adept (F)          Oracle (W)
     -----------------------------------------------------------------
      --- 0-3 0-2 6-9     Ascetic (A)            Cavalier (E)
       1  0-1 0-1 7-8     Fire Monk              Guardian
     =================================================================
      0-3  3  0-3 3-5     Ninja                  Medium
      0-1  4  0-1  4      Disciple               Conjurer (D)
      ---  4  ---  5      Master                 Dark Mage (D)
     -----------------------------------------------------------------
      0-3  3  3-5 0-2     Dragoon                Ranger
      0-1  4   4  0-1     Templar                Bard
      ---  4   5  ---     Paladin                Warlock
     -----------------------------------------------------------------
      0-2 4-6 0-2  3      Samurai                White Mage
      ---  5  ---  4      Ronin                  Pure Mage
     =================================================================
      --- ---  6   3      Ranger                 Dragoon
      --- ---  3   6        ""                     ""
     =================================================================
    
    
      In addition, as noted previously, Jenna and Piers have unique
    classes that are defined as such:
    
      Prm Aff Wek Neu    Fire                   Water
     =================================================================
      0-1 --- --- ---     Flame User             Mariner
      2-3 --- --- ---     Witch                  Privateer
      4-5 --- --- ---     Hex                    Commander
      6-7 --- --- ---     Fire Master            Captain
      8-9 --- --- ---     Justice                Admiral
     =================================================================
    
    
      Finally, each of the classes that require an item (Pierrot, Tamer and Dark
    Mage (I)) will upgrade to:
    
       2nd Level when you have 1 each of Affinity, Weakness and Neutral Djinn
       3rd Level when you have 2 each of Affinity, Weakness and Neutral Djinn
       4th Level when you have 3 each of Affinity, Weakness and Neutral Djinn
    
    
      I apologise for the format of the tables and the moderate degree of working
    out you will have to do to find out exactly what you want.  However, it was
    the only sensible way to keep this document from overflowing from size alone.
    
    
    
    =====================
    == CLASS ABILITIES == 
    =====================
      Class abilities work largely on the concept of inheritance.  In addition to
    inheritance, what abilities you can unlock is wholly dependant on your class
    and your level.
    
      The concept of inheritance is simple to explain.  There are several
    categories of classes, and each of these classes start from a basic class
    which slowly upgrades through more advanced versions to a 'master' version.
    As an example, Knight is an upgrade from Squire.  Thus, Knight is considered
    to inherit Squire's abilities.  Knight thus learns everything Squire does at
    the exact same level Squire does.
    
      A special concept of inheritance, new to Lost Age, is called Upgrading.
    This takes a previous lower level version of the spell from a lower level
    class, and upgrades it to a more powerful form.  Ragnarok, for instance, is
    Upgraded to Odyssey upon attaining the Lord class.  You thus gain the
    Psynergy Odyssey, yet lose Ragnarok.
    
      It is also possible for a class to add more abilities on top of what it
    inherets.  Gallant is a good example; it learns everything Knight does, but
    adds Revive and the Gaia series of spells.  In addition to this, the
    characters themselves sometimes have Inherent Psynergies.  These are Psynergy
    that they know and learn regardless of which class they are in.
    
      The other concept mentioned above was the place of level in learning
    abilities.  While your class unlocks the potential to learn better abilities,
    you will be unable to see or use many of them until you reach the level
    indicated by that ability.  As an example, Gallant learns Gaia at level 7,
    Revive at level 19, Mother Gaia at level 24 and Grand Gaia at level 54.  Not
    all classes learn the same ability at the same level either: Felix will learn
    Gaia sooner if he's an Apprentice than if he's a Gallant.  (We shall ignore
    the fact that you'll probably be long past level 7 by the time you get 4
    Earth Djinn....)
    
      Note that you only require the level to have access to the ability.  You do
    not have to gain that level in any particular class.  If you gained L54 in
    Squire, for example, then you will still know all the spells in the game; it
    is just that you can only use the spells that your current class allows.
    This is why when you change classes, it will tell you what Psynergy you will
    lose and what Psynergy you will gain.
    
      Psynergy gained will be displayed in level order against the class in the
    group that first earns it.  Any Psynergy that upgrades will be shown as
    [Old --> New] in the list.  All classes in the same group are assumed to
    inherit all the abilities from the previous classes in the group.  (An
    example group is Squire, Knight, Gallant, Lord, Slayer.)
    
      In any case, on to the lists.
    
      !!NOTE!!  There are two abilities called Blast in the game, each with
    different effects.  The Blast in the Blast/Nova/Supernova series will be
    identified as Blast(Nova).
    
    
    
    INHERENT PSYNERGY
    =================
    Felix            Retreat, Move, Sand (Learned in Gaia Rock)
    Piers            Douse, Parch (Learned in Aqua Rock)
    Jenna            Blaze (Learned in Magma Rock)
    Sheba            Mind Read, Reveal (Learned in Air's Rock)
    Isaac            Retreat, Move
    Mia              ---
    Garet            Move
    Ivan             Mind Read, Reveal
     ==========================================================================
    
    
    BASIC ELEMENT CLASSES
    =====================
    Squire           1:Cure, 2:Quake, 4:Earthquake, 6:Spire, 10:Cure Well,
                       13:Ragnarok, 14:Quake Sphere, 20:Clay Spire,
                       26:Potent Cure, 42:Stone Spire
    Knight            ---
    Gallant          7:Gaia, 19:Revive, 24:Mother Gaia, 54:Grand Gaia
    Lord             [Ragnarok --> Odyssey]
    Slayer            ---
     --------------------------------------------------------------------------
    Guard            1:Flare, 4:Fire, 6:Flare Wall, 8:Volcano, 12:Heat Wave,
                       14:Fireball, 18:Flare Storm, 22:Eruption, 36:Inferno,
                       48:Pyroclasm
    Soldier           ---
    Warrior          3:Guard, 9:Impair, 15:Protect, 26:Debilitate
    Champion         [Heat Wave --> Liquifier]
    Hero              ---
     --------------------------------------------------------------------------
    Wind Seer        1:Whirlwind, 4:Ray, 8:Plasma, 12:Sleep, 14:Storm Ray,
                       17:Bind, 18:Tornado, 26:Shine Plasma, 36:Destruct Ray,
                       44:Tempest, 50:Spark Plasma
    Magician         5:Impact, 21:High Impact
    Mage             6:Ward, 22:Resist
    Magister          ---
    Sorcerer          ---
     --------------------------------------------------------------------------
    Water Seer       1:Ply, 2:Frost, 4:Ice, 5:Cure Poison, 9:Tundra, 13:Restore,
                       16:Ply Well, 17:Ice Horn, 24:Glacier, 30:Break,
                       34:Pure Ply, 42:Ice Missile
    Scribe            ---
    Cleric           8:Wish, 22:Wish Well, 46:Pure Wish
    Paragon           ---
    Angel             ---
     ==========================================================================
    
    
    LOST AGE NEW CLASSES
    ====================
    Flame User       1:Flare, 5:Fume, 6:Flare Wall, 7:Beam, 10:Impair,
                       18:Flare Storm, 21:Cycle Beam, 23:Debilitate,
                       26:Serpent Fume, 41:Searing Beam, 47:Dragon Fume
    Witch             ---
    Hex              9:Aura, 16:Healing Aura, 33:Cool Aura
    Fire Master       ---
    Justice           ---
     --------------------------------------------------------------------------
    Mariner          1:Frost, 2:Ply, 4:Cool, 5:Cure Poison, 8:Tundra,
                       12:Diamond Dust, 13:Restore, 17:Ply Well, 21:Supercool,
                       24:Glacier, 30:Break, 35:Pure Ply, 48:Megacool
    Privateer        6:Avoid
    Commander         ---
    Captain          [Diamond Dust --> Diamond Berg]
    Admiral           ---
     ==========================================================================
    
    
    WATER ALIGNED CLASSES
    =====================
    Swordsman (E)    4:Thorn, 5:Cure Poison, 11:Cutting Edge, 13:Restore,
                       14:Briar, 19:Revive, 30:Break, 36:Nettle
    Defender (E)     1:Ply, 6:Avoid, 16:Ply Well, 34:Pure Ply
    Cavalier (E)     8:Wish, 22:Wish Well, 46:Pure Wish
    Guardian         [Cutting Edge --> Plume Edge]
    Protector         ---
     --------------------------------------------------------------------------
    Swordsman (F)    2:Blast, 3:Guard, 5:Cure Poison, 10:Mad Blast,
                       11:Cutting Edge, 13:Restore, 15:Protect, 28:Fiery Blast,
                       30:Break
    Defender (F)     1:Ply, 6:Avoid. 16:Ply Well, 34:Pure Ply
    Cavalier (F)     8:Wish, 22:Wish Well, 46:Pure Wish
    Luminier         [Cutting Edge --> Plume Edge]
    Radiant           ---
     --------------------------------------------------------------------------
    Dragoon          1:Ply, 2:Blast, 4:Thorn, 5:Cure Poison, 6:Avoid, 8:Wish,
                       10:Mad Blast, 11:Cutting Edge, 13:Restore, 16:Ply Well,
                       17:Briar, 22:Wish Well, 27:Fiery Blast, 34:Pure Ply,
                       36:Nettle, 46:Pure Wish
    Templar          [Cutting Edge --> Plume Edge]
    Paladin           ---
     ==========================================================================
    
    
    WIND ALIGNED CLASSES
    ====================
    Apprentice       1:Delude, 6:Gaia, 9:Weaken, 11:Astral Blast, 14:Sleep,
                       17:Haunt, 20:Curse, 24:Mother Gaia, 25:Enfeeble, 31:Drain,
                       39:Psy Drain, 54:Grand Gaia
    Illusionist (E)   ---
    Enchanter (E)    5:Impact, 6:Ward, 21:High Impact, 22:Resist
    Conjurer (E)     [Astral Blast --> Thunder Mine]
    War Adept (E)     ---
     --------------------------------------------------------------------------
    Page             1:Delude, 6:Ward, 8:Volcano, 9:Weaken, 11:Astral Blast,
                       14:Sleep, 22:Resist, 24:Eruption, 25:Enfeeble, 31:Drain,
                       39:Psy Drain, 48:Pyroclasm
    Illusionist (F)   ---
    Enchanter (F)    3:Guard, 5:Impact, 15:Protect, 21:High Impact
    Conjurer (F)     [Astral Blast --> Thunder Mine]
    War Adept (F)     ---
     --------------------------------------------------------------------------
    Ninja            1:Gale, 4:Punji, 6:Fire Bomb, 7:Mist, 8:Thunderclap,
                       12:Death Plunge, 15:Punji Trap, 16:Cluster Bomb,
                       18:Typhoon, 21:Shuriken, 26:Thunderbolt, 31:Annihilation,
                       36:Punji Strike, 40:Carpet Bomb, 44:Hurricane,
                       50:Thunderhead
    Disciple         [Death Plunge --> Death Leap]
    Master            ---
     ==========================================================================
    
    
    EARTH ALIGNED CLASSES
    =====================
    Seer (W)         1:Cure, 2:Froth, 3:Growth, 5:Cure Poison, 10:Cure Well,
                       12:Mad Growth, 13:Restore, 14:Froth Sphere,
                       26:Potent Cure, 29:Wild Growth, 30:Break, 40:Froth Spiral
    Diviner (W)       ---
    Shaman (W)       8:Wish, 19:Revive, 22:Wish Well, 46:Pure Wish
    Druid (W)         ---
    Oracle (W)        ---
     --------------------------------------------------------------------------
    Seer (A)         1:Cure, 2:Bolt, 3:Growth, 6:Flash Bolt, 10:Cure Well,
                       12:Mad Growth, 18:Bind, 22:Blue Bolt, 26:Potent Cure,
                       29:Wild Growth, 31:Drain, 39:Psy Drain
    Diviner (A)       ---
    Shaman (A)       7:Ward, 19:Revive, 23:Resist
    Druid (A)         ---
    Oracle (A)        ---
     --------------------------------------------------------------------------
    Medium           1:Bolt, 2:Froth, 3:Cure, 6:Flash Bolt, 10:Cure Well,
                       14:Froth Sphere, 17:Haunt, 19:Revive, 20:Curse,
                       22:Blue Bolt, 26:Potent Cure, 29:Condemn, 31:Drain,
                       36:Psy Drain, 40:Froth Spiral
    Conjurer (D)      ---
    Dark Mage (D)     ---
     ==========================================================================
    
    
    FIRE ALIGNED CLASSES
    ====================
    Pilgrim (W)      1:Douse, 5:Cure Poison, 6:Prism, 12:Drench, 13:Restore,
                       20:Hail Prism, 30:Deluge, 34:Break, 52:Freeze Prism
    Wanderer (W)      ---
    Ascetic (W)      8:Volcano, 9:Wish, 22:Eruption, 24:Wish Well, 46:Pure Wish,
                       48:Pyroclasm
    Water Monk        ---
    Guru (W)          ---
     --------------------------------------------------------------------------
    Pilgrim (A)      1:Slash, 9:Plasma, 10:Wind Slash, 18:Bind, 26:Shine Plasma,
                       30:Sonic Slash, 33:Drain, 41:Psy Drain, 50:Spark Plasma
    Wanderer (A)      ---
    Ascetic (A)      6:Ward, 8:Volcano, 22:Eruption, 24:Resist, 48:Pyroclasm
    Fire Monk         ---
    Guru (A)          ---
     --------------------------------------------------------------------------
    Ranger           1:Slash, 2:Douse, 6:Ward, 8:Volcano, 10:Wind Slash,
                       12:Drench, 18:Bind, 22:Eruption, 24:Resist,
                       30:Sonic Slash, 30:Deluge, 33:Drain, 34:Break,
                       41:Psy Drain, 48:Pyroclasm
    Bard              ---
    Warlock           ---
     ==========================================================================
    
    
    EARTH/FIRE ALIGNED CLASSES
    ==========================
    Brute            1:Growth, 6:Blast(Nova), 12:Mad Growth, 13:Planet Diver,
                       16:Nova, 17:Haunt, 24:Curse, 28:Wild Growth, 29:Condemn,
                       40:Supernova
    Ruffian           ---
    Savage           7:Spire, 9:Impair, 19:Revive, 20:Clay Spire, 23:Debilitate,
                       42:Stone Spire
    Barbarian         ---
    Berserker        [Planet Diver --> Planetary]
    Chaos Lord        ---
     --------------------------------------------------------------------------
    Samurai          3:Guardian, 5:Demon Spear, 6:Rockfall, 8:Lava Shower,
                       10:Magic Shell, 12:Dragon Cloud, 15:Protector,
                       18:Demon Night, 21:Angel Spear, 24:Rockslide,
                       24:Molten Bath, 27:Magic Shield, 33:Helm Splitter,
                       40:Quick Strike, 48:Magma Storm, 54:Avalanche
    Ronin            [Dragon Cloud --> Epicenter],
                       [Demon Night --> Thorny Grave],
                       [Helm Splitter --> Skull Splitter]
     ==========================================================================
    
    
    WATER/WIND ALIGNED CLASSES
    ==========================
    Hermit           1:Impact, 6:Prism, 8:Plasma, 18:Bind, 21:High Impact,
                       22:Hail Prism, 26:Shine Plasma, 31:Drain, 30:Break,
                       39:Psy Drain, 50:Spark Plasma, 52:Freeze Prism
    Elder             ---
    Scholar          12:Wish, 24:Wish Well, 46:Pure Wish
    Savant            ---
    Sage              ---
    Wizard            ---
     --------------------------------------------------------------------------
    White Mage       1:Cure Poison, 6:Prism, 8:Plasma, 9:Ward, 11:Dull, 12:Wish,
                       13:Restore, 17:Revive, 22:Hail Prism, 24:Wish Well,
                       26:Shine Plasma, 31:Resist, 37:Blunt, 46:Spark Plasma,
                       46:Pure Wish, 52:Freeze Prism
    Pure Mage         ---
     ==========================================================================
    
    
    ITEM REQUIRED CLASSES
    =====================
    Pierrot          3:Baffle Card, 5:Juggle, 6:Avoid, 8:Sword Card,
                       10:Sabre Dance, 13:Flame Card, 15:Sleep Card,
                       17:Heat Juggle, 22:Fire Breath, 25:Thunder Card,
                       27:Death Card, 33:Bramble Card, 37:Fiery Juggle,
                       46:Frost Card
    Harlequin         ---
    Punchinello      29:Backstab 
    Acrobat           ---
     --------------------------------------------------------------------------
    Tamer            1:Wild Wolf, 5:Cure Poison, 6:Impact, 10:Whiplash,
                       10:Salamander, 13:Restore, 20:Emu, 22:High Impact, 45:Roc
    Trainer          [Wild Wolf --> Orc], [Salamander --> Cerberus],
                       [Emu --> Harpy], [Roc --> Wyvern], 7:Pixie, 32:Grand Golem
    Beastkeeper      [Orc --> Dinox], [Pixie --> Faery], [Cerberus --> Chimera],
                       [Harpy --> Gryphon], [Grand Golem --> Blue Dragon],
                       [Wyvern --> Living Armor],
                       15:Elder Wood, 28:Lich
    Beast Lord       [Dinox --> Troll], [Faery --> Weird Nymph],
                       [Chimera --> Macetail], [Elder Wood --> Estre Wood],
                       [Gryphon --> Minotaur], [Lich --> Phoenix],
                       [Blue Dragon --> Fire Dragon],
                       [Living Armor --> Ghost Soldier], 24:Succubus,
                       38:Manticore
     --------------------------------------------------------------------------
    Dark Mage (I)    1:Call Zombie, 9:Raging Heat, 17:Haunt, 19:Revive,
                       20:Fire Puppet, 22:Fiery Abyss, 24:Curse, 29:Condemn,
                       31:Drain, 33:Poison Flow, 39:Psy Drain, 53:Dire Inferno
    Crypt Lord        ---
    Necrolyte        26:Call Demon
    Necromage        47:Call Dullahan
     ==========================================================================
    
    
    Because of the sheer number of upgrades, Tamer's superior classes are rather
    confusing to work through.  Because of this, I offer one final table that
    shows the attacks and level they learn Psynergy *WITHOUT* using the
    inheritance relations:
    
     ==========================================================================
    Trainer          1:Orc, 5:Cure Poison, 6:Impact, 7:Pixie, 10:Whiplash,
                       10:Cerberus, 13:Restore, 20:Harpy, 22:High Impact,
                       32:Grand Golem, 45:Wyvern
     --------------------------------------------------------------------------
    Beastkeeper      1:Dinox, 5:Cure Poison, 6:Impact, 7:Faery, 10:Whiplash,
                       10:Chimera, 13:Restore, 15:Elder Wood, 20:Gryphon,
                       22:High Impact, 28:Lich, 32:Blue Dragon, 45:Living Armor
     --------------------------------------------------------------------------
    Beast Lord       1:Troll, 5:Cure Poison, 6:Impact, 7:Weird Nymph,
                       10:Whiplash, 10:Macetail, 13:Restore, 15:Estre Wood,
                       20:Minotaur, 22:High Impact, 24:Succubus, 28:Phoenix,
                       32:Fire Dragon, 38:Manticore, 45:Ghost Soldier
     ==========================================================================
    
    
    
    =======================
    == DAMAGE OF ATTACKS ==
    =======================
      Damage hasn't changed one bit from Golden Sun to Lost Age, so again, allow
    me to just reiterate what has gone before.
    
    
      The way damage works in Golden Sun is, again, relatively straightforward.
    While this document focuses on Djinn and Psynergy, a brief exploration on
    how normal damage work is useful for this section.
    
    
      First, two variables must be defined: Relative Attack and Relative Power.
    Relative Attack is equal to (User's Attack - Target's Defense).  It has no
    upper limit, but cannot be less than 0.  Thus:
        Relative Attack = (User's Attack - Target's Defense).
        If (Relative Attack < 0), Relative Attack = 0.
    
      Relative Power is equal to (User's Power - Target's Resist) for a specific
    element.  It cannot be greater than 200 and cannot be less than -200.  Thus:
        Relative Power = (User's Power - Target's Resist).
        If (Relative Power < -200), Relative Power = -200.
        If (Relative Power > 200), Relative Power = 200.
    
    
    
      Physical attacks are based on Relative Attack.  They have a Base Damage
    which is equal to (Relative Attack / 2).
    
      A short explanation of random damage is now necessary.  In addition to any
    base damage you do, an extra 0 to 3 damage is always done with each attack.
    Thus, a base damage of 1000 will actually do between 1000 - 1003.  Similarly,
    a base damage of 0 will actually do between 0 - 3.  (Note: Any attack that
    ends up doing 0 damage will do 1 damage instead, unless the attack is
    evaded.)
    
      Special physical attacks take this Base Damage and modify it with two
    variables: Mult Mod and Add Mod.  The formula used is:
        Base Damage * Mult Mod + Add Mod
    
      Critical hits have an inherent Mult Mod of 1.25.  In addition to this,
    they have a variable Add Mod that depends on the target's Level: the formula
    being Add Mod = Target's Level / 5 + 6.
    
      As an example, if the Base Damage was 200, and the target's Level was 47,
    then the Add Mod would be 15, and the Critical Hit damage would be:
    200 * 1.25 + 15 = 265.  The random damage would then be applied to this,
    giving a final damage of 265 - 268.
    
    
    
      Elemental Physical Attacks are dealt with in the same way, but have the
    following extra rule; once the Add Mod and Mult Mod have been applied,
    Relative Power is then used to determine the Elemental Damage.  A Power
    Multiplier is used for this, using the following formula:
        Power Multiplier = 1 + Relative Power / 400
    
      This Power Mutliplier is multiplied to the damage, giving a range of 50% to
    150% for the final value.  Weapon Specials, in addition to having their own
    Mult Mod and Add Mod, always have an element to go with it.  Also, some
    weapons also have their normal attack considered as an Elemental Physical
    Attack too; Gaia Blade and Crystal Rod being notable examples.  Also, certain
    spells are also considered to be Elemental Physical Attacks.
    
      Naturally, any Elemental Physical Attack that does not have an attached
    element is simply a Special physical attack, as described in the previous
    section; they completely ignore Relative Power.
    
      
    
      Psynergy or Magical attacks are based on Relative Power, but also have an
    extra attribute: Base Damage.
    
      The Base Damage is the most important value, and signifies the average
    damage the spell can do.  That spell is then modified according to the
    Relative Power.  Obviously, this Relative Power depends on the Element of the
    Psynergy ability.
    
      The formula behind this is simple; we create a Power Multiplier from:
        1 + Relative Power / 200
    
      This Power Multiplier obviously cannot be below 0 or above 2.  The
    Multiplier is then applied to the Base Damage of the attack, which gives the
    final damage done to the target.
    
      Psynergy Attacks are also subject to area attack reductions.  See the last
    part of this section for details of this.  This only affects Psynergy spells
    that use the Power Multiplier in their formulas, and it doesn't affect those
    abilities that hit A(ll) targets.
    
      Once again, remember that random damage also applies to Psynergy Attacks,
    so a number between 0 - 3 is added to the final damage.
    
    
    
      One more main category is Curative abilities.  They work similarly to
    Magical attacks, except that since the target's Resist isn't important, a
    different Power Multiplier is used:
        Power Multiplier = User's Power / 100
    
      This Power Multiplier cannot be greater than 2.  The amount healed is
    always Base Damage * Power Multiplier, regardless of Resist.  Random damage
    applies, as always.
    
      Note, however, that Curative abilities used outside of battle do not add
    random damage and always have a Power Multiplier of 1.
    
    
    
      Finally, as mentioned above, area spells have a damage reduction based on
    target placement.  The standard ratio is that the target chosen will take
    full 100% damage before random variation, and then for each space away from
    the centre of the blast, each target will take 20% less damage before random
    damage is added.  The minimum damage that will be taken is limited to 10%.
    
      As a graphical example, here's the damage distribution for a Radius 6
    attack that hits 7 targets:
                                       Centre  
           10%   20%   40%   60%   80%  100%   80%   60%   40%   20%   10%
    
    
      There are three exceptions to the above.
    
      Attacks that I list as (D)iminishing have a different ratio which is as
    follows:
                                       Centre  
           10%   10%   10%   30%   50%  100%   50%   30%   10%   10%   10%
    
    
      Summons use yet another diminishing ratio, using a Ratio 6 attack which is
    as follows:
                                       Centre
           10%   20%   30%   40%   70%  100%   70%   40%   30%   20%   10%
    
    
    
      And the final exception is that none of the area reduction formulas affect
    any of the following:
        1. Abilities that don't do normal damage.  Example: Blunt.
        2. Elemental Physical Attacks.  Example: Shuriken.
        3. A(ll) Target spells.
    
    
      The three different reduction ratios can be graphically depicted like so:
    
     100%        :                        :                        :
      80%        :                       .:.                      :::
      60%       .:.                      :::                     :::::
      40%      .:::.                   .:::::.                  :::::::
      20%   ...:::::...              .:::::::::.              .:::::::::.
                                                                 
            Diminishing                Summons                 Standard
    
    
    
      One more thing, although this is seperate from the rest of what we've
    covered, but there's nowhere else it will fit.  There are three statuses in
    the game that can cause you damage: Poison, Deadly Poison and Haunt.
    
      Poison causes you to take [Max HP / 10] damage at the end of your action.
    Deadly Poison is more powerful, and causes you to take [Max HP / 5] damage
    at the end of your action.  Be wary of these statuses.
    
      And Haunt is difficult to get rid of, and although not as bad as Poison,
    it can be annoying.  It randomly takes effect when you damage an enemy, and
    if it does, you will automatically be dealt 25% of the damage you hit the
    enemy for.
    
    
    
    Let's summarise now.
    
    Relative Attack:
        Relative Attack = (User's Attack - Target's Defense).
        If (Relative Attack < 0), Relative Attack = 0.
    
    Relative Power: 
        Relative Power = (User's Power - Target's Resist).
        If (Relative Power < -200), Relative Power = -200.
        If (Relative Power > 200), Relative Power = 200.
    
    Basic Physical Attack:
        Base Damage = Relative Attack
    
    Critical Hits:
        Damage = [Base Damage * 1.25] + [Target's Level / 5] + 6
    
    Special Physical Attacks:
        Damage = [Base Damage * Mult Mod] + Add Mod
        If Elemental, Damage = [Damage * (1 + Relative Power / 400)]
    
    Basic Psynergy Attacks:
        Psynergy has own Base Damage
        Damage = [Psynergy Base Damage * (1 + Relative Power / 200)]
    
    Curative Psynergy:
        Psynergy has own Base Healing
        Healing = [Psynergy Base Healing * Caster's Power / 100]
    
    Area Reduction:
        Basic Area Psynergy is reduced by the ratio:
          100%, 80%, 60%, 40%, 20%, 10%.
        Diminishing Area Psynergy is reduced by the ratio:
          100%, 50%, 30%, 10%, 10%, 10%.
        Summons are reduced by the ratio:
          100%, 70%, 40%, 30%, 20%, 10%.
        Physical Attacks are never reduced.
        A(ll) Target Psynergy is never reduced.
        Abilities that don't do normal damage are never reduced.
    
    Random Damage:
        All attacks with Random Damage have a number between 0 to 3 added to them
    
    Status Damage:
        Poison deals 10% of Max HP in damage per turn
        Deadly Poison deals 20% of Max HP in damage per turn
        Haunt causes you to randomly take 25% of the damage you dealt an enemy
          whenever you attack
    
    
    
    
    IMPORTANT NOTE:
      Some fractions in this game are not used exactly as listed.  Instead,
    Lost Age converts these fractions into one that has a denominator of 256.
    As an example, 78/200 would be converted in this manner to:
    
           [(78 * 256) / 200]
         = [19968 / 200]
         = [99.84]
         =  99
    
    Thus becoming 99/256.  For most things, this difference is not noticable,
    especially after random damage.  However, for attacks like Summons against
    high HP enemies, this small rounding error can become noticable if you're
    bothering to try and estimate what you should be getting.
    
    It's near impossible to list with certainty *all* the places the Lost Age
    uses this rounding error.  Thus, no attempt will be made by this guide to do
    so.  Power Multipliers seem to use it in particular.
    
    You are thus warned to take this into account if you come across
    inaccuracies.
    
    
    
    ======================
    == WEAPON ABILITIES ==
    ======================
      Lost Age adds quite a large number of new artifacts, and with them come
    new unleashes.  What follows is a list of every artifact weapon in the game,
    complete with their unleashes.
    
      Each unleash has a base additional damage.  Damage listed in the form of
    'xxx' are unleashes that use a Mult Mod of 1.00, and an Add Mod of xxx.
    Damage listed in the form of 'mxxx%' are unleashes that use an Add Mod of 0
    and a Mult Mod of xxx%.  The Swift Sword is marked '---' in the Dam stat;
    this just means it has a Mult Mod of 1.00 and an Add Mod of 0.  All Weapon
    Specials are considered to be Elemental Physical Attacks.
    
      The Rate of an unleash is the percentage chance it has of going off.  If
    the Rate is listed as '---', then it has the default chance of 35%.  This is
    worked out *BEFORE* chances for critical hits and other things are worked
    out.  A few rare weapons have more than the default chance of unleash.  In
    addition, the following equipment will add varying amounts to the percentage
    chance of an unleash:
    
                 Spiked Armor:     6%           Lucky Cap:        8%
                 Erinyes Tunic:   10%           Warrior's Helm:  10%
                 Mythril Clothes: 15%           Mythril Helm:    12%
                 Valkyrie Mail:   20%           Demon Circlet:   15%
    
                 Aegis Shield:    10%           Hyper Boots:     12%
                 Mythril Armlet:  10%          *Ninja Sandals:   15%
                 Riot Gloves:     20%
    
     * Don't ask about where to get this.  It's currently suspected to not be
       accessible in the game without a cheat device.
    
      It is indeed possible to reach 100% chance to unleash.
    
    
      Finally, some unleashes have a Special Effect, which is a random additional
    effect that *may* take place on top of the normal damage the attack does.
    
    
    
    
    GOLDEN SUN WEAPONS
    ==================
     Weapon            Attack Name    Elm  Dam  Rate   Special Effect
      Grievous Mace    Terra Strike    E    20   ---   ---
      Mystery Blade    Life Nourish    E    25   ---   Heal 100% Damage as HP
      Assassin Blade   Mortal Danger   E    28   ---   Inflict 'Downed'
      Demonic Staff    Bad Omen        E    43   ---   Inflict 'Haunt'
      Wicked Mace      Poison Death    E    53   ---   Inflict 'Deadly Poison'
      Demon Axe        Poison Cloud    E    55   ---   Inflict 'Poison'
      Gaia Blade       Titan Blade     E    70   ---   ---
    
      Arctic Blade     Blizzard        W    18   ---   -25% Attack : 50% Max
      Psynergy Rod     Psy Leech       W    22   ---   Heal 10% Damage as PP
      Frost Wand       Frost Bite      W    28   ---   Inflict 'Stun'
      Angelic Ankh     Life Leech      W    29   ---   Heal 100% Damage as HP
      Silver Blade     Aqua Sock       W    42   ---   ---
      Crystal Rod      Drown           W    47   ---   Inflict 'Downed'
    
      Vulcan Axe       Barrage         F    20   ---   Inflict 'Stun'
      Dragon Axe       Heat Mirage     F    21   ---   Inflict 'Delusion'
      Burning Axe      Broil           F    23   ---   ---
      Shamshir         Acid Bath       F    34   ---   -25% Attack : 50% Max
      Giant Axe        Meltdown        F    47   ---   -25% Defense : 50% Max
      Muramasa         Demon Fire      F    60   ---   Inflict 'Haunt'
                                           
      Magic Rod        Murk            A    10   ---   Inflict 'Sleep'
      Witch's Wand     Stun Voltage    A    12   ---   Inflict 'Stun'
      Blessed Ankh     Psyphon Seal    A    14   ---   Inflict 'Psynergy Seal'
      Elven Rapier     Vorpal Slash    A    16   ---   ---
      Ninja Blade      Cyclone Slash   A    38   ---   -40 Resistance : 80 Max
      Righteous Mace   Blinding Smog   A    49   ---   Inflict 'Delusion'
      Zodiac Wand      Shining Star    A    57   ---   Inflict 'Delusion'
      Kikuichimonji    Asura           A    64   ---   Sometimes Pierces 50% Def
      Bandit's Sword   Rapid Smash     A  m 90%  ---   Sometimes Hits for 2x Dam
      Swift Sword      Sonic Smash     A   ---   ---   Sometimes Hits for 3x Dam
    
    
    LOST AGE WEAPONS
    ================
     Weapon            Attack Name    Elm  Dam  Rate   Special Effect
      Themis' Axe      Stone Justice   E    11   ---   -50% Agility : 50% Max
      Staff of Anubis  Sarcophagus     E    30   ---   Inflict 'Haunt'
      Demon Mace       Evil Eye        E    38   ---   Inflict 'Delusion'
      Hagbone Mace     Wyrd Curse      E    41   ---   Inflict 'Haunt'
      Thanatos Mace    Heartbreak      E    42   ---   Inflict 'Downed'
      Tartarus Axe     Vein Tap        E    43   ---   Heal 100% Damage as HP
      Tungsten Mace    Hammersphere    E    58   ---   Sometimes Pierces 50% Def
      Gaia's Axe       Mother Earth    E    59   ---   Inflict 'Sleep'
      Huge Sword       Heavy Divide    E    60   ---   -25% Defense : 50% Max
      Tisiphone Edge   Vengeance       E    71   ---   Randomly does 1x/2x/3x Dam
      Darksword        Acheron's Grief E    76   ---   Inflict 'Deadly Poison'
      Sol Blade        Megiddo         E  m300%  ---   ---
    
      Pirate's Sword   Dreamtide       W    12   ---   Inflict 'Sleep'
      Storm Brand      Hurricane       W    21   ---   -25% Attack : 50% Max
      Cloud Wand       Stun Cloud      W    31   ---   Inflict 'Stun'
      Comet Mace       Ice Crush       W    34   ---   -25% Defense : 50% Max
      Mist Sabre       Searing Fog     W    36   ---   Inflict 'Delusion'
      Goblin's Rod     Sargasso        W    39   ---   Inflict 'Downed'
      Glower Staff     Flash Force     W    44   ---   Inflict 'Psynergy Seal'
      Mythril Blade    Lethe Albion    W    56   ---   Inflict 'Psynergy Seal'
      Nebula Wand      Reverse Star    W    58   ---   Heal 10% Damage as PP
      Masamune         Rising Dragon   W    62   40%   Sometimes Hits for 2x Dam
    
      Blow Mace        Boost Hack      F    17   ---   ---
      Disk Axe         Power Drive     F    24   ---   ---
      Robber's Blade   Shred           F    33   ---   -25% Defense : 50% Max
      Mighty Axe       Heat Smash      F    41   ---   -40 Resistance : 80 Max
      Pirate's Sabre   Scorpionfish    F    43   ---   Inflict 'Deadly Poison'
      Hestia Blade     Crucible Fire   F    48   ---   -50% Agility : 50% Max
      Soul Brand       Soul Shatter    F    50   ---   Heal 10% Damage as PP
      Salamander Rod   Fire Dance      F    51   ---   -25% Attack : 50% Max
      Burning Sword    Blaze Rush      F    54   ---   -25% Defense : 50% Max
      Apollo's Axe     Flare Burst     F    56   ---   Heal 100% Damage as HP
      Levatine         Radiant Fire    F    66   ---   Sometimes Pierces 50% Def
      Fire Brand       Purgatory       F    67   ---   Inflict 'Sleep'
      Atropos' Rod     Life Shear      F   114   40%   Inflict 'Downed'
    
      Hypnos' Sword    Moon Air        A    18   ---   Inflict 'Sleep'
      Corsair's Edge   Lunar Slash     A    25   ---   -40 Resistance : 80 Max
      Cloud Brand      Raiden's Wrath  A    39   40%   ALWAYS Pierces 100% Def
      Sylph Rapier     Mad Zephyr      A    40   ---   Sometimes Hits for 2x Dam
      Dracomace        Aging Gas       A    45   ---   Heal 100% Damage as HP
      Lightning Sword  Flash Edge      A    46   ---   Inflict 'Delusion'
      Viking Axe       Stun Bolt       A    47   ---   Inflict 'Stun'
      Meditation Rod   Nirvana         A    50   ---   Heal 10% Damage as PP
      Phaeton's Blade  Light Surge     A    51   ---   Inflict 'Delusion'
      Rising Mace      High Vitals     A    52   ---   Heal 100% Damage as HP
      Rune Blade       Void Beam       A    57   ---   Inflict 'Psynergy Seal'
      Stellar Axe      Supernova       A    63   ---   Inflict 'Stun'
      Excalibur        Legend          A    73   ---   Sometimes Hits for 3x Dam
      Lachesis' Rule   Apocalypse      A   125   40%   Inflict 'Countdown'
    
    
    Finally, the following weapons have an elemental normal attack.  They have
    a Mult Mod of 100% and an Add Mod of 0.  The only thing that's applied is
    the Power Multiplier of '1 + (Relative Power / 400)'.
    
     Weapon            Elm
      Grevious Mace    Earth
      Gaia Blade       Earth
      Gaia's Axe       Earth
      Huge Sword       Earth
    
      Frost Wand       Water
    
      Vulcan Axe       Fire
      Burning Axe      Fire
      Burning Sword    Fire
      Apollo's Axe     Fire
      Fire Brand       Fire
    
      Elven Rapier     Wind
      Sylph Rapier     Wind
    
    
    
    ======================
    == DJINNI ABILITIES ==
    ======================
      As well as opening up advanced Classes and granting increased stats, Djinn
    can be unleashed for that little extra power.  Each of the individual Djinni
    abilities are listed here.
    
      The following abbreviations are used in this section:
    
      Elm: Element.  F=Fire, E=Earth, A=Air (Wind), W=Water.  
      Dam: Damage of the attack.  This was explained previously.
      Range: Radius of the attack.  A radius of 1 affects only the target it
             hits; 2 affects one extra target either side, while 3 affects two
             extra targets either side, or 5 targets altogether.  A radius of A
             means it has been coded to have no limit.
             A graphical indicator will also be shown to accurately reflect how
             the spells grow in power.
      Special: Any special effects the power has.
    
      Further explanation of the Dam codes are given here.
    
        xxx  : Damage follows normal Magical Attack rules.
    
       axxx  : The ability is considered to be an Elemental Physical Attack with
               a Mult Mod of 1 and an Add Mod equal to the number in the Dam
               column.
    
       mxxx% : The ability is considered to be an Elemental Physical Attack with
               an Add Mod of 0 and a Mult Mod equal to the number in the Dam
               column divided by 100; thus, 180% would be a Mult Mod of 1.8.
    
    
      Remember that Elemental Physical Attacks use Relative Attack as their Base
    Damage, and have a range of 50% to 150%, instead of the 0% to 200% Magical
    Attacks have.
    
    
    Djinni   Elm  Dam    Range       Special            
     Flint    E  m160%     1        ---
     Granite  E   ---  ====A====    Shield Up : Damage -50% (except Curative)
     Quartz   E   ---      1        Revive 'Downed' to 50% Max HP
     Vine     E   ---  ====A====    -50% Agility : 50% Max
     Sap      E  a 50      1        Heal 50% Damage as HP
     Ground   E   ---      1        Inflict 'Paralyse'
     Bane     E  a 60      1        Inflict 'Deadly Poison'
     Echo     E  m160%     1        ---
     Iron     E   ---  ====A====    +25% Defense : 50% Max
     Steel    E  m130%     1        Heal 50% Damage as HP
     Mud      E   ---  ====A====    -50% Agility : 50% Max
     Flower   E   ---  ====A====    Restore 30% of Max HP
     Meld     E  a  0      1        Aid Companion in Attack **See Below**
     Petra    E   ---      1        Target cannot move for next Action
     Salt     E   ---  ====A====    Remove temporary Statuses
     Geode    E  m190%     1        ---
     Mold     E  a 80      1        Force Enemy to Attack Comrade **See Below**
     Crystal  E   ---  ====A====    Restore 50% of Max HP
    
    Djinni   Elm  Dam    Range       Special            
     Fizz     W   ---      1        Restore 60% of Max HP
     Sleet    W  a 30      1        -25% Attack : 50% Max
     Mist     W  m130%     1        Inflict 'Sleep'
     Spritz   W   ---  ====A====    Restore 30% of Max HP
     Hail     W  a 40      1        -25% Defense : 50% Max
     Tonic    W   ---  ====A====    Remove temporary Statuses
     Dew      W   ---      1        Revive 'Downed' to 80% Max HP
     Fog      W  a 30      1        Inflict 'Delusion'
     Sour     W  m150%     1        -40 Resistance : 80 Max
     Spring   W   ---      1        Restore 70% of Max HP
     Shade    W   ---  ====A====    Shield Up : Damage -60% (except Curative)
     Chill    W  a 40      1        -25% Defense : 50% Max
     Steam    W   ---  ====A====    +40 Resistance : 80 Max
     Rime     W   ---      1        Inflict 'Psynergy Seal'
     Gel      W  m150%     1        -25% Attack : 50% Max
     Eddy     W   ---  ====A====    All Djinn Recover by 1 Turn immediately
     Balm     W   ---  ====A====    Revive 'Downed' to 60% Max HP
     Serac    W  a 70      1        Inflict 'Downed'
    
    Djinni   Elm  Dam    Range       Special            
     Forge    F   ---  ====A====    +25% Attack : 50% Max
     Fever    F  a 30      1        Inflict 'Delusion' 
     Corona   F   ---  ====A====    +25% Defense : 50% Max
     Scorch   F  a 50      1        Inflict 'Stun'
     Ember    F   ---  ====A====    Restore 7% of Max PP
     Flash    F   ---  ====A====    Shield Up : Damage -90% (except Curative)
     Torch    F  a 30      1        Pierce 50% Defense
     Cannon   F  a 40      1        ---
     Spark    F   ---      1        Revive 'Downed' to 60% Max HP
     Kindle   F   ---  ====A====    +25% Attack : 50% Max
     Char     F  a 50      1        Inflict 'Stun'
     Coal     F   ---  ====A====    +100% Agility : 100% Max
     Reflux   F   ---      1        Counterattack with Fire EPA (0 Add, 1.0 Mult)
     Core     F  a 40      1        Pierce 50% Defense
     Tinder   F   ---      1        Revive 'Downed' to 100% Max HP
     Shine    F  a 60      1        Inflict 'Delusion' to All Enemies
     Fury     F  a 70      1        Inflict 'Haunt'
     Fugue    F    18  ====A====    Damage PP Instead : No Random Damage
    
    Djinni   Elm  Dam    Range       Special            
     Gust     A  a 10      1        Sometimes Hits for 2x Damage
     Breeze   A   ---  ====A====    +40 Resistance : 80 Max
     Zephyr   A   ---  ====A====    +100% Agility : 100% Max
     Smog     A  a 60      1        Inflict 'Delusion'
     Kite     A   ---      1        Attacks Per Round Set to 2 for Next Turn
     Squall   A  m140%     1        Inflict 'Stun'
     Luff     A   ---      1        Inflict 'Psynergy Seal'
     Breath   A   ---      1        Restore 40% of Max HP
     Blitz    A  a 30      1        Inflict 'Stun'
     Ether    A   ---      1        Restore 30% of Max PP
     Waft     A  a 40      1        Inflict 'Sleep'
     Haze     A   ---      1        Become Immune to all for Rest of Turn
     Wheeze   A  a 50      1        Inflict 'Deadly Poison'
     Aroma    A   ---  ====A====    Restore 10% of Max PP
     Whorl    A  a 40      1        Inflict 'Downed'
     Gasp     A   ---  ====A====    Inflict 'Countdown'
     Lull     A   ---      1        End Current Turn Immediately
     Gale     A  a 60      1        May Force Enemy to Escape
      
    
    Before we finish this section, we should cover Meld in more detail.
    
    Meld selects your strongest companion out of the current active party to join
    you in a double attack.  This attack is worked out as if it came from them,
    not from the character unleashing Meld.
    
    Their Attack is increased by 25% of the Meld Character's Attack, and they
    then hit the target with an Elemental Physical Attack with 0 Add Mod and
    1.0 Mult Mod.  The chosen companion's Earth Power is used in elemental
    calculations.
    
    Other than the percentage of Attack, the character using Meld adds nothing
    more to the damage calculations.
    
    
    Mold is similar; instead, the target is an enemy, who is then forced to
    attack a random member of its team.  It uses an Earth Elemental Physical
    Attack with 80 Add Mod and 1.0 Mult Mod, just as described above.  The person
    unleashing the Djinni does no damage.
    
    
    To summarise, Meld is an Earth EPA coming from the strongest out of the three
    companions you have in battle, with their Attack given a bonus of 25% of the
    Meld Character's Attack.  And Mold is an Earth EPA coming from the targeted
    enemy, striking a random enemy.
    
    
    
    ===============================
    == SUMMONS AND COMBO TABLETS ==
    ===============================
      Summons are essentially advanced Psynergy.  However, there's more to it
    than that.
    
      By utilising combinations of Djinn that are on standby, you can unleash
    powerful attacks.  These attacks draw on two things.  The first is the exact
    combination of Djinn, which creates a basic Psynergy effect that applies as a
    bonus to the second more important property: the target's maximum HP.
    
      The base damage of any Summon (with a few exceptions, as we'll see) can be
    expressed like so:
    
        Base Damage = Summon Base + [Target's Max HP * 3 * Djinn Used / 100]
    
    
      In otherwords, for each Djinni used in the Summon, 3% of the target's Max
    HP is added to the Base Damage.  This can really add up.
    
    
    
      Of course, this alone would fail to cause much damage, which is why we
    return to the first factor: the actual Summon.
    
      At the start of the game, you have access to four basic Summons of each
    element.  Naturally, you cannot use them until you have the Djinn to access
    them, but they are there.
    
      Scattered around the game, however, are several combo tablets that open up
    advanced summons, which require Djinn from two elements at once.  I will not
    list their combinations and locations here; they are not really important for
    this.
    
      In any case, depending on which combination you use, you will get one of
    the below Summons, each with their own added effect to the damage.
    
      Once the Summon Base and element has been determined, we apply the
    finishing touched: random variance and the Psynergy Power Multiplier factor
    in, like all Magical damage.  In addition, they are all (with two exceptions)
    magical area attacks that use the *SUMMON* diminishing ratio.  Since they do
    not have a range of A(ll), they are subject to reduced damage against
    off-centre targets.
    
      Having mentioned exceptions twice, we should take careful note of
    Coatlicue, which does not cause damage to the enemy, and instead heals you
    like a normal healing spell.  I have put the Damage Code of 'c' next to the
    Summon Base for that summon to make that more clear.  In addition, summoning
    Daedalus is another special case.  Although the actual Daedalus summon is a
    normal summon in all respects, it also causes a second attack at the end of
    the next turn, which I have, for the purposes of this guide, called
    <Missile>.  This attack cannot be gotten on its own, and has its own special
    rules that will be covered in its entry in the below table.
    
    
    
      And now, the summon effects themselves.  Both Base (the additional damage)
    and HP% are displayed next to each summon, since those few exceptions who
    don't use the above HP% formula do exist.
    
    
    EARTH ELEMENT SUMMONS
    =====================
                  Elm Base HP%    Range     Special
     Venus         E    30   3 |||||6||||| ---
     Ramses        E    60   6 |||||6||||| ---
     Cybele        E   120   9 |||||6||||| ---
     Judgement     E   240  12 |||||6||||| ---
     Zagan         E    50   6 |||||6||||| -25% Defense : 50% Max
     Haures        E   270  15 |||||6||||| Inflict 'Deadly Poison'
     Charon        E   500  30 |||||6||||| Inflict 'Downed'
    
    
    WATER ELEMENT SUMMONS
    =====================
                  Elm Base HP%    Range     Special
     Mercury       W    30   3 |||||6||||| ---
     Nereid        W    60   6 |||||6||||| ---
     Neptune       W   120   9 |||||6||||| ---
     Boreas        W   240  12 |||||6||||| ---
     Moloch        W   100   9 |||||6||||| -50% Agility : 50% Max
     Coatlicue     W  c 60 --- =====A===== *Curative Spell Only, Inflict 'Regen'
     Azul          W   330  21 |||||6||||| Inflict 'Stun'
    
     * Until Regen wears off, you will regain 60% of your Max HP at the end of
       each turn.
    
    
    FIRE ELEMENT SUMMONS
    ====================
                  Elm Base HP%    Range     Special
     Mars          F    30   3 |||||6||||| ---
     Kirin         F    60   6 |||||6||||| ---
     Tiamat        F   120   9 |||||6||||| ---
     Meteor        F   240  12 |||||6||||| ---
     Megaera       F    40   6 |||||6||||| +12.5% Attack (Party Only) : 50% Max
     Ulysses       F   160  12 |||||6||||| Target cannot move for next Action
     Daedalus      F   100   7 |||||6||||| At End of Next Turn, Missile is used
     <Missile>     F   250  15 =====A===== *Character's Power not used : Use 78
     Iris          F   800  40 |||||6||||| **Revives all 'Downed' and Restores HP
    
     * Missile is the second part of Daedalus' attack, which occurs at the end
       of the turn *after* the one in which it was summoned.  Although it is
       actually listed in the code as a Radius 6 attack, it does not suffer from
       Area Reduction.  In addition, it uses its own Power of 78 in the Power
       Multiplier.
    
     ** Iris' special affects all eight characters, even the four not in your
        active party.  It revives *any* 'Downed' members, restoring 100% Max HP
        in the process.  To everyone else, it restores 9999 HP using Fire Element
        and standard Curative formula.  The summoner's Fire Power applies to the
        strength of this curative power as well, though you'll likely never
        notice it unless you hack your Fire Power to something hideously low.
    
    
    WIND ELEMENT SUMMONS
    ====================
                  Elm Base HP%    Range     Special
     Jupiter       A    30   3 |||||6||||| ---
     Atalanta      A    60   6 |||||6||||| ---
     Procne        A   120   9 |||||6||||| ---
     Thor          A   240  12 |||||6||||| ---
     Flora         A    80   9 |||||6||||| Inflict 'Sleep'
     Eclipse       A   300  15 |||||6||||| -25% Attack : 50% Max
     Catastrophe   A   400  24 |||||6||||| Reduce Target's PP by 10% of Max PP
    
    
    
      Finally, after a Summon, your Element Power is raised by a certain amount
    depending on the amount of Djinn of each type you used.  Using a Fire+Earth
    Combo Summon would, for example, raise your Fire Power and Earth Power by a
    predetermined amount, depending on the number of Fire and Earth Djinn
    respectively used.  The below table details the amount and effect of using a
    particular number of Djinn.
    
             Number of Djinn                 Effect
                    1            Raises User's Power by  10 : 200 Max
                    2            Raises User's Power by  30 : 200 Max
                    3            Raises User's Power by  60 : 200 Max
                    4+           Raises User's Power by 100 : 200 Max
    
    
    
    ========================
    == PSYNERGY ABILITIES ==
    ========================
      The format of the following tables should be explained.
    
      In this section, the abilities able to be learned are displayed along with
    their elements, effects, type, and more importantly, who learns them and
    when.  It can be more useful to look through this list if you're looking for
    a particular ability.
    
      The first part of each list details the effects and statistics of each
    ability.  The abbreviations mean the following:
    
      Elm: Element.  F=Fire, E=Earth, A=Air (Wind), W=Water.  
      Dam: Damage of the attack.  This was explained previously.
      PP: Psynergy Point Cost.
      Range: Radius of the Psynergy.  A radius of 1 affects only the target
             it hits; 2 affects one extra target either side, while 3 affects two
             extra targets either side, or 5 targets altogether.  A radius of A
             means it has been coded to have no limit.
             A graphical indicator will also be shown to accurately reflect how
             the spells grow in power.
      Used: Where the spell can be used.  T=Town, D=Dungeons, B=Battle.
      Special: Any additional effects the Psynergy may have.
      Desc: Description of the spell (for the Misc Psynergy only)
    
      Further explanation of the Dam codes are given here.  If the figure in the
    Dam column is just a straight number, then that is the Base Damage of a
    Magical Attack.  Otherwise, the following codes are used:
    
       axxx  : The spell is considered to be an Elemental Physical Attack with a
               Mult Mod of 1 and an Add Mod equal to the number in the Dam
               column.
    
       mxxx% : The spell is considered to be an Elemental Physical Attack with an
               Add Mod of 0 and a Mult Mod equal to the number in the Dam column
               divided by 100; thus, 180% would be a Mult Mod of 1.8.
    
       cxxx  : The spell is Curative, and thus follows the Curative formula.
               The amount healed is thus Base Damage * User's Power / 100,
               plus Random Damage.
    
               Note: Curative abilities used outside of battle do not add Random
               Damage and always have a Power Multiplier of 1.
    
        xxxD : The spell is a standard Psynergy area attack, but follows the
               increased Diminishing formula, meaning it does far less damage to
               anything that is not the primary target of the spell.
    
        xxxs : The spell uses standard Magical Psynergy attack formula, but is
               part of a status spell.  As such, even the damage part may miss.
               (This only applies to two Psynergy that are available to players
                in the whole game, however)
    
    
      Remember that Elemental Physical Attacks use Relative Attack as their Base
    Damage, and have a range of 50% to 150%, instead of the 0% to 200% Magical
    Attacks have.
    
    
      In the second part of each ability list, the abilities will be listed one
    by one, and who learns them will be displayed to the right.  Let us take
    Revive as an example.
    
      According to the list, Revive is learnt at level 19 by Earth characters
    (Isaac and Felix) as a Gallant, Savage, Shaman or Swordsman, or anything that
    inherits those classes.  Likewise, Fire characters (Garet and Jenna) learn it
    at level 19 in Savage, as do Wind and Water characters in Shaman and Medium.
    However, Wind/Water characters can also learn it at level 17 when in White
    Mage.
    
      The jobs that learn it are split into five categories: the four main
    character elements, and Item.  The elements refer to the primary element of
    each character, so Earth means both Isaac and Felix, while Wind refers to
    Sheba and Ivan.  Item refers to classes that are only available through use
    of the three class-changing items that exist in the game.
    
      If I do not specify which version of a job (example: Swordsman (E)) can
    learn an ability, then I mean all versions of that job within that primary
    element can learn it.  Earth characters, for example, cannot use
    Swordsman (F), so Swordsman obviously refers to Swordsman (E).  As another
    example, Wind characters can change into both Enchanter (E) and
    Enchanter (F), but some Psynergy are shared between these jobs and learnt at
    the same level.  For these, just Enchanter under the Wind category is enough
    to refer to both.
    
      A great number of spells run in series; in this case, the series will use
    the name of the lowest spell in the series, and the levels required for all
    three spells follow the respective classes.  Taking Cure as an example, a
    Earth character Squire learns Cure at level 1, Cure Well at level 10 and
    Potent Cure at level 26.
    
      Finally, abilities that are considered upgrades list which spell they
    upgrade in place of when you learn them.  The layout of the table should make
    it reasonably easy to derive when you should have them, in any case.
    
    
      Please take care to remember that only the base class will be indicated
    when determining where a spell is found.  Any class that inherits that base
    class will not be shown in this list.
    
      !!NOTE!!  There are two abilities called Blast in the game, each with
    different effects.  The Blast in the Blast/Nova/Supernova series will be
    identified as Blast(Nova).
    
    
    
      RESTORATIVE ABILITIES
      ---------------------
                  Elm Dam  PP   Range   Used  Special
    Aura           F c 50   7 ====A==== TDB   ---
    Healing Aura   F c100  11 ====A==== TDB   ---
    Cool Aura______F_c200__16_====A====_TDB___---
    Cure           E c 70   3     1     TDB   ---
    Cure Well      E c150   7     1     TDB   ---
    Potent Cure____E_c300__10_____1_____TDB___---
    Ply            W c100   4     1     TDB   ---
    Ply Well       W c200   8     1     TDB   ---
    Pure Ply_______Wc1000__12_____1_____TDB___---
    Wish           W c 80   9 ====A==== TDB   ---
    Wish Well      W c160  13 ====A==== TDB   ---
    Pure Wish______W_c400__20_====A====_TDB___---
    Cure Poison    W        2     1     TDB   Remove 'Poison/Deadly Poison'
    Restore        W        3     1       B   Remove temporary Statuses
    Revive         E       15     1     TDB   Revive 'Downed' to 100% Max HP
    
    
     -----------------------------------------------------------
    Aura           Fire:  Hex                         (9, 16, 33)
     SERIES
     ---
    Cure           Earth: Squire/Shaman               (1, 10, 26)
     SERIES               Medium                      (3, 10, 26)
                   Water: Seer                        (1, 10, 26)
                          Medium                      (3, 10, 26)
                   Wind:  Seer                        (1, 10, 26)
                          Medium                      (3, 10, 26)
     ---
    Ply            Earth: Defender/Dragoon            (1, 16, 34)
     SERIES        Water: Water Seer/Cavalier/Dragoon (1, 16, 34)
                          Mariner                     (2, 17, 35)
                   Fire:  Defender/Dragoon            (1, 16, 34)
     ---
    Wish           Earth: Cavalier/Shaman (W)/Dragoon (8, 22, 46)
     SERIES        Water: Cleric/Cavalier             (8, 22, 46)
                          Shaman/Dragoon              (8, 22, 46)
                          Ascetic                     (9, 24, 46)
                          Scholar/White Mage         (12, 24, 46)
                   Fire:  Cavalier/Dragoon            (8, 22, 46)
                          Ascetic (W)                 (8, 24, 46)
                   Wind:  Scholar/White Mage         (12, 24, 46)
     -----------------------------------------------------------
    Cure Poison    Earth: Swordsman/Shaman (W)/Dragoon    (5)
                   Water: White Mage                      (1)
                          Water Seer/Pilgrim/Cavalier     (5)
                          Seer/Mariner/Dragoon            (5)
                   Fire:  Swordsman/Ascetic (W)/Dragoon   (5)
                   Wind:  White Mage                      (1)
                   Item:  Tamer                           (5)
     ---
    Restore        Earth: Swordsman/Shaman (W)/Dragoon   (13)
                   Water: Water Seer/Pilgrim/Cavalier    (13)
                          Seer/White Mage/Mariner/Dragoon(13)
                   Fire:  Swordsman/Ascetic (W)/Dragoon  (13)
                   Wind:  White Mage                     (13)
                   Item:  Tamer                          (13)
     ---
    Revive         Earth: Gallant/Savage/Shaman          (19)
                          Swordsman/Medium               (19)
                   Water: White Mage                     (17)
                          Shaman/Cavalier (E)/Medium     (19)
                   Fire:  Savage                         (19)
                   Wind:  White Mage                     (17)
                          Shaman/Medium                  (19)
                   Item:  Dark Mage (I)                  (19)
     -----------------------------------------------------------
    
    
    
      BASIC ATTACK ABILITIES
      ----------------------
                  Elm Dam  PP   Range   Used  Special
    Quake          E   12   4    /2\      B   ---
    Earthquake     E   35   7   /|3|\     B   ---
    Quake Sphere___E___65__15__/||4||\____B___---
    Growth         E   25   4     1     TDB   Puzzle Solving Psynergy
    Mad Growth     E   60  10    /2\      B   ---
    Wild Growth____E__110__19___/|3|\_____B___---
    Thorn          E   35   6    /2\      B   ---
    Briar          E   70  11    |2|      B   ---
    Nettle_________E__140__23___/|3|\_____B___---
    Spire          E   40   5     1       B   ---
    Clay Spire     E   85  13    /2\      B   ---
    Stone Spire____E__160__22____|2|______B___---
    Gaia           E   40   7    /2\      B   ---
    Mother Gaia    E  100  17   /|3|\     B   ---
    Grand Gaia     E  200  32   ||3||     B   ---
    
    Frost          W   20   5    /2\    TDB   Puzzle Solving Psynergy
    Tundra         W   45   8    |2|      B   ---
    Glacier________W__100__15____|2|______B___---
    Douse          W   25   5    /2\    TDB   Puzzle Solving Psynergy
    Drench         W   60  10    |2|      B   ---
    Deluge_________W__120__20___/|3|\_____B___---
    Froth          W   28   5    /2\      B   ---
    Froth Sphere   W   65  12   /|3|\     B   ---
    Froth Spiral___W__150__31__/||4||\____B___---
    Ice            W   35   5     1       B   ---
    Ice Horn       W   70  11    /2\      B   ---
    Ice Missile____W__160__23____|2|______B___---
    Cool           W   35   6    /2\      B   ---
    Supercool      W   80  14   /|3|\     B   ---
    Megacool_______W__180__33__/||4||\____B___---
    Prism          W   40   7    /2\      B   ---
    Hail Prism     W   90  16   /|3|\     B   ---
    Freeze Prism   W  190  32   ||3||     B   ---
    
    Flare          F   15   4    /2\      B   ---
    Flare Wall     F   40   7    |2|      B   ---
    Flare Storm____F___80__12____|2|______B___---
    Blast          F   25   5    /2\      B   ---
    Mad Blast      F   50   9    |2|      B   ---
    Fiery Blast____F__110__19___/|3|\_____B___---
    Fire           F   35   6    /2\      B   ---
    Fireball       F   65  12   /|3|\     B   ---
    Inferno________F__140__23___||3||_____B___---
    Blast(Nova)    F   40   7    /2\      B   ---
    Nova           F   70  13   /|3|\     B   ---
    Supernova______F__150__31__/||4||\____B___---
    Beam           F   45   7    /2\      B   ---
    Cycle Beam     F   80  14   /|3|\     B   ---
    Searing Beam___F__170__36__/||4||\____B___---
    Volcano        F   45   6     1       B   ---
    Eruption       F   90  14    /2\      B   ---
    Pyroclasm______F__180__29___/|3|\_____B___---
    Fume           F   50   6     1       B   ---
    Serpent Fume   F  130  14     1       B   ---
    Dragon Fume    F  230  35     1       B   ---
    
    Bolt           A   20   4     1       B   ---
    Flash Bolt     A   40   7    /2\      B   ---
    Blue Bolt______A___90__14____|2|______B___---
    Slash          A   25   4     1       B   ---
    Wind Slash     A   50   9    /2\      B   ---
    Sonic Slash____A__120__20___/|3|\_____B___---
    Ray            A   35   6    /2\      B   ---
    Storm Ray      A   65  10    |2|      B   ---
    Destruct Ray___A__150__21____|2|______B___---
    Whirlwind      A   20   5    /2\    TDB   Puzzle Solving Psynergy
    Tornado        A   80  14   /|3|\     B   ---
    Tempest________A__160__27___||3||_____B___---
    Plasma         A   45   8    /2\      B   ---
    Shine Plasma   A  100  18   /|3|\     B   ---
    Spark Plasma   A  180  37  /||4||\    B   ---
    
                       
     -----------------------------------------------------------
    Quake          Earth: Squire                      (2,  4, 14)
     SERIES       
     ---
    Growth         Earth: Brute                       (1, 12, 28)
     SERIES               Shaman                      (3, 12, 29)
                   Water: Seer                        (3, 12, 29)
                   Fire:  Brute                       (1, 12, 28)
                   Wind:  Seer                        (3, 12, 29)
     ---
    Thorn          Earth: Swordsman                   (4, 14, 36)
     SERIES               Dragoon                     (4, 17, 36)
                   Water: Cavalier (E)                (4, 14, 36)
                          Dragoon                     (4, 17, 36)
                   Fire:  Dragoon                     (4, 17, 36)
     ---
    Spire          Earth: Squire                      (6, 20, 42)
     SERIES               Savage                      (7, 20, 42)
                   Fire:  Savage                      (7, 20, 42)
     ---
    Gaia           Earth: Apprentice                  (6, 24, 54)
     SERIES               Gallant                     (7, 24, 54)
                   Wind:  Enchanter (E)               (6, 24, 54)
     -----------------------------------------------------------
    Frost          Water: Mariner                     (1,  8, 24)
     SERIES               Water Seer                  (2,  9, 24)
                     Equip Frost Jewel for Frost only
     ---
    Douse          Water: Pilgrim/Ranger              (1, 12, 30)
     SERIES        Fire:  Ascetic (W)/Ranger          (1, 12, 30)
                   Wind:  Ranger                      (1, 12, 30)
                     Piers Inherent (Douse only)
                     Equip Douse Drop for Douse only
     ---
    Froth          Earth: Shaman (W)/Medium           (2, 14, 40)
     SERIES        Water: Seer/Medium                 (2, 14, 40)
                   Wind:  Medium                      (2, 14, 40)
     ---
    Ice            Water: Water Seer                  (4, 17, 42)
     SERIES
     ---
    Cool           Water: Mariner                     (4, 21, 48)
     SERIES
     ---
    Prism          Water: Pilgrim                     (6, 20, 52)
     SERIES               Hermit/White Mage           (6, 22, 52)
                   Fire:  Ascetic (W)                 (6, 20, 52)
                   Wind:  Hermit/White Mage           (6, 22, 52)
     -----------------------------------------------------------
    Flare          Fire:  Guard                       (1,  6, 18)
     SERIES
     ---
    Blast          Earth: Dragoon                     (2, 10, 27)
     SERIES        Water: Dragoon                     (2, 10, 27)
                          Cavalier (F)                (2, 10, 28)
                   Fire:  Dragoon                     (2, 10, 27)
                          Swordsman                   (2, 10, 28)
     ---
    Fire           Fire:  Guard                       (4, 14, 36)
     SERIES
     ---
    Blast(Nova)    Earth: Brute                       (6, 16, 40)
     SERIES        Fire:  Brute                       (6, 16, 40)
     ---
    Beam           Fire:  Flame User                  (7, 21, 41)
     SERIES
     ---
    Volcano        Water: Ascetic/Ranger              (8, 22, 48)
     SERIES        Fire:  Guard/Ascetic/Page/Ranger   (8, 22, 48)
                   Wind:  Ascetic/Enchanter (F)/Ranger(8, 22, 48)
     ---
    Fume           Fire:  Flame User                  (5, 26, 47)
     SERIES
     -----------------------------------------------------------
    Bolt           Earth: Medium                      (1,  6, 22)
     SERIES               Shaman (A)                  (2,  6, 22)
                   Water: Medium                      (1,  6, 22)
                   Wind:  Medium                      (1,  6, 22)
                          Seer                        (2,  6, 22)
                   
     ---
    Slash          Water: Ranger                      (1, 10, 30)
     SERIES        Fire:  Ascetic (A)/Ranger          (1, 10, 30)
                   Wind:  Pilgrim/Ranger              (1, 10, 30)
     ---
    Ray            Wind:  Wind Seer                   (4, 14, 36)
     SERIES
     ---
    Whirlwind      Wind:  Wind Seer                   (1, 18, 44)
     SERIES
     ---
    Plasma         Water: White Mage                  (8, 26, 46)
     SERIES               Hermit                      (8, 26, 50)
                   Fire:  Ascetic (A)                 (9, 26, 50)
                   Wind:  White Mage                  (8, 26, 46)
                          Wind Seer/Hermit            (8, 26, 50)
                          Pilgrim                     (9, 26, 50)
     -----------------------------------------------------------
    
    
    
      STATUS ABILITIES
      ----------------
                  Elm Dam  PP   Range   Used  Special
    Impact         A  ---   7     1       B   +25% Attack : 50% Max
    High Impact____A__---__12_||||A||||___B___+12.5% Attack : 50% Max
    Guard          F  ---   3     1       B   +25% Defense : 50% Max
    Protect________F__---___5_||||A||||___B___+12.5% Defense : 50% Max
    Ward           A  ---   3     1       B   +40 Resistance : 80 Max
    Resist_________A__---___5_||||A||||___B___+20 Resistance : 80 Max
    Dull           A  ---   6     1       B   -25% Attack : 50% Max
    Blunt__________A__---__11____/2\______B___-12.5% Attack : 50% Max
    Impair         F  ---   4     1       B   -25% Defense : 50% Max
    Debilitate_____F__---___6____/2\______B___-12.5% Defense : 50% Max
    Weaken         A  ---   4     1       B   -40 Resistance : 80 Max
    Enfeeble_______A__---___6____/2\______B___-20 Resistance : 80 Max
    Drain          A   50s  3     1       B   Heal 100% Damage as HP
    Psy Drain______A___15s__0_____1_______B___Drain 100% PP instead of HP
    Haunt          E  ---   5    |2|      B   Inflict 'Haunt'
    Curse          E  ---   6     1       B   Inflict 'Countdown'
    Condemn________E__---___8_____1_______B___Inflict 'Downed'
    Bind           A  ---   4     1       B   Inflict 'Psynergy Seal'
    Delude         A  ---   4    |2|      B   Inflict 'Delusion'
    Sleep          A  ---   5    |2|      B   Inflict 'Sleep'
    Break          W  ---   5 ||||A||||   B   Remove positive attributes
    
    
     -----------------------------------------------------------
    Impact        Earth: Enchanter                       (5, 21)
     SERIES       Water: Hermit                          (1, 21)
                  Fire:  Enchanter                       (5, 21)
                  Wind:  Hermit                          (1, 21)
                         Magician/Enchanter              (5, 21)
                  Item:  Tamer                           (6, 22)
     ---
    Guard         Water: Cavalier (F)                    (3, 15)
     SERIES       Fire:  Soldier/Swordsman/Enchanter     (3, 15)
                  Wind:  Enchanter (F)                   (3, 15)
     ---
    Ward          Earth: Enchanter                       (6, 22)
     SERIES              Shaman (A)                      (7, 23)
                  Water: Ranger                          (6, 24)
                         White Mage                      (9, 31)
                  Fire:  Enchanter                       (6, 22)
                         Ascetic (A)/Ranger              (6, 24)
                  Wind:  Mage/Enchanter                  (6, 22)
                         Shaman                          (7, 23)
                         Ascetic (A)/Ranger              (6, 24)
                         White Mage                      (9, 31)
     ---
    Dull          Water: White Mage                     (11, 37)
     SERIES       Wind:  White Mage                     (11, 37)
     ---
    Impair        Earth: Savage                          (9, 23)
     SERIES       Fire:  Savage                          (9, 23)
                         Warrior                         (9, 26)
                         Flame User                     (10, 23)
     ---
    Weaken        Earth: Apprentice                      (9, 25)
     SERIES       Fire:  Page                            (9, 25)
                  Wind:  Enchanter                       (9, 25)
     ---
    Drain         Earth: Medium                         (31, 36)
     SERIES              Apprentice/Shaman (A)          (31, 39)
                  Water: Medium                         (31, 36)
                         Hermit                         (31, 39)
                         Ranger                         (33, 41)
                  Fire:  Page                           (31, 39)
                         Ascetic (A)/Ranger             (33, 41)
                  Wind:  Medium                         (31, 36)
                         Hermit/Seer/Enchanter          (31, 39)
                         Pilgrim/Ranger                 (33, 41)
                  Item:  Dark Mage (I)                  (31, 39)
     ---
    Haunt         Earth: Apprentice                 (17, 20)
     SERIES              Medium                     (17, 20, 29)
                         Brute                      (17, 24, 29)
                  Water: Medium                     (17, 20, 29)
                  Fire:  Enchanter (E)              (17, 20)
                         Brute                      (17, 24, 29)
                  Wind:  Medium                     (17, 20, 29)
                  Item:  Dark Mage (I)              (17, 24, 29)
     -----------------------------------------------------------
    Bind          Earth: Shaman (A)                     (18)
                  Water: Hermit/Ranger                  (18)
                  Fire:  Ascetic (A)/Ranger             (18)
                  Wind:  Wind Seer                      (17)
                         Hermit/Seer/Pilgrim/Ranger     (18)
     ---
    Delude        Earth: Apprentice                      (1)
                  Fire:  Page                            (1)
                  Wind:  Enchanter                       (1)
     ---
    Sleep         Earth: Apprentice                     (14)
                  Fire:  Page                           (14)
                  Wind:  Wind Seer                      (12)
                         Enchanter                      (14)
     ---
    Break         Earth: Swordsman/Shaman (W)           (30)
                  Water: Water Seer/Hermit/Cavalier     (30)
                         Seer/Mariner                   (30)
                         Pilgrim/Ranger                 (34)
                  Fire:  Swordsman                      (30)
                         Ascetic (W)/Ranger             (34)
                  Wind:  Hermit                         (30)
                         Ranger                         (34)
     -----------------------------------------------------------
    
    
    
      ADVANCED CLASS ABILITIES
      ------------------------
                  Elm Dam  PP   Range   Used  Special
    Ragnarok       E a 35   7     1       B   ---
    Cutting Edge   W a 32   5     1       B   ---
    Diamond Dust   W a 34   6     1       B   ---
    Heat Wave      F a 33   6     1       B   ---
    Planet Diver   F a 36   7     1       B   ---
    Astral Blast___A_a_32___5_____1_______B___---
    Oddysey        E a 95  18     1       B   ---
    Plume Edge     W a 80  15     1       B   ---
    Diamond Berg   W a 92  17     1       B   ---
    Liquifier      F a 90  17     1       B   ---
    Planetary      F a 98  19     1       B   ---
    Thunder Mine   A a 85  16     1       B   ---
    
    Punji          E   45   7    /2\      B   ---
    Punji Trap     E   85  13    |2|      B   ---
    Punji Strike___E__150__24___/|3|\_____B___---
    Fire Bomb      F   35   5    /2\      B   ---
    Cluster Bomb   F   65  11   /|3|\     B   ---
    Carpet Bomb____F__130__29__/||4||\____B___---
    Gale           A   18   3    /2\    TDB   Puzzle Solving Psynergy
    Typhoon        A   75  12   /|3|\     B   ---
    Hurricane______A__150__25___||3||_____B___---
    Thunderclap    A   50   9    /2\      B   ---
    Thunderbolt    A  110  19   /|3|\     B   ---
    Thunderstorm___A__190__39__/||4||\____B___---
    Mist           A  ---   4    |2|      B   Inflict 'Delusion'
    Shuriken       A m 80%  8    |2|      B   ---
    Annihilation___E_m150%_18_____1_______B___Inflict 'Downed'
    Death Plunge   A a 40  14     1       B   Inflict 'Stun'
    Death Leap     A a110  22     1       B   Inflict 'Stun'
    
    Lava Shower    F   40   4     1       B   ---
    Molten Bath    F   70  12    /2\      B   ---
    Magma Storm____F__120__27___/|3|\_____B___---
    Rockfall       E   30   5    /2\      B   ---
    Rockslide      E   90  15   /|3|\     B   ---
    Avalanche______E__160__30___||3||_____B___---
    Demon Spear    A  ---   7     1       B   +25% Attack : 50% Max
    Angel Spear____A__---__12_||||A||||___B___+12.5% Attack : 50% Max
    Guardian       F  ---   3     1       B   +25% Defense : 50% Max
    Protector______F__---___5_||||A||||___B___+12.5% Defense : 50% Max
    Magic Shell    A  ---   3     1       B   +40 Resistance : 80 Max
    Magic Shield___A__---___5_||||A||||___B___+20 Resistance : 80 Max
    Quick Strike___A_m180%_12_____1_______B___---
    Dragon Cloud   F   80   6     1       B   ---
    Demon Night    E   60  12    |2|      B   Inflict 'Haunt'
    Helm Splitter__E_a_30___8_____1_______B___Inflict 'Downed'
    Epicenter      F  210  33     1       B   ---
    Thorny Grave   E  170  24    |2|      B   Inflict 'Haunt'
    Skull Splitter E a 30   8     1       B   Inflict 'Downed'
    
                  
     -----------------------------------------------------------
    Ragnarok       Earth: Squire                         (13)
     ---
    Cutting Edge   Earth: Swordsman/Dragoon              (11)
                   Water: Cavalier/Dragoon               (11)
                   Fire:  Swordsman/Dragoon              (11)
     ---
    Diamond Dust   Water: Mariner                        (12)
     ---
    Heat Wave      Fire:  Guard                          (12)
     ---
    Planet Diver   Earth: Brute                          (13)
                   Fire:  Brute                          (13)
     ---
    Astral Blast   Earth: Apprentice                     (11)
                   Fire:  Page                           (11)
                   Wind:  Enchanter                      (11)
     -----------------------------------------------------------
    Odyssey        Earth: Lord                       [Ragnarok]
     ---
    Plume Edge     Earth: Guardian/Templar           [Cutting Edge]
                   Water: Guardian/Luminier          [Cutting Edge]
                   Fire:  Luminier/Templar           [Cutting Edge]
     ---
    Diamond Berg   Water: Captain                    [Diamond Dust]
     ---
    Liquifier      Fire:  Champion                   [Heat Wave]
     ---
    Planetary      Earth: Berserker                  [Planet Diver]
                   Fire:  Berserker                  [Planet Diver]
     ---
    Thunder Mine   Earth: Conjurer (E)               [Astral Blast]
                   Fire:  Conjurer (F)               [Astral Blast]
                   Wind:  Conjurer (E)/Conjurer (F)  [Astral Blast]
     -----------------------------------------------------------
    Punji          Earth: Ninja                      ( 4, 15, 36)
     SERIES        Fire:  Ninja                      ( 4, 15, 36)
                   Wind:  Ninja                      ( 4, 15, 36)
     ---
    Fire Bomb      Earth: Ninja                      ( 6, 16, 40)
     SERIES        Fire:  Ninja                      ( 6, 16, 40)
                   Wind:  Ninja                      ( 6, 16, 40)
     ---
    Gale           Earth: Ninja                      ( 1, 18, 44)
     SERIES        Fire:  Ninja                      ( 1, 18, 44)
                   Wind:  Ninja                      ( 1, 18, 44)
     ---
    Thunderclap    Earth: Ninja                      ( 8, 26, 50)
     SERIES        Fire:  Ninja                      ( 8, 26, 50)
                   Wind:  Ninja                      ( 8, 26, 50)
     ---
    Mist           Earth: Ninja                           (7)
                   Fire:  Ninja                           (7)
                   Wind:  Ninja                           (7)
     ---
    Shuriken       Earth: Ninja                          (21)
                   Fire:  Ninja                          (21)
                   Wind:  Ninja                          (21)
     ---
    Annihilation   Earth: Ninja                          (31)
                   Fire:  Ninja                          (31)
                   Wind:  Ninja                          (31)
     ---
    Death Plunge   Earth: Ninja                          (12)
                   Fire:  Ninja                          (12)
                   Wind:  Ninja                          (12)
     ---
    Death Leap     Earth: Disciple                   [Death Plunge]
                   Fire:  Disciple                   [Death Plunge]
     -----------------------------------------------------------
    Lava Shower    Earth: Samurai                     (8, 22, 48)
     SERIES        Fire:  Samurai                     (8, 22, 48)
     ---
    Rockfall       Earth: Samurai                     (6, 24, 54)
     SERIES        Fire:  Samurai                     (6, 24, 54)
     ---
    Demon Spear    Earth: Samurai                         (5, 21)
     SERIES        Fire:  Samurai                         (5, 21)
     ---
    Guardian       Earth: Samurai                         (3, 15)
     SERIES        Fire:  Samurai                         (3, 15)
     ---
    Magic Shell    Earth: Samurai                        (10, 27)
     SERIES        Fire:  Samurai                        (10, 27)
     ---
    Quick Strike   Earth: Samurai                        (40)
                   Fire:  Samurai                        (40)
     ---
    Dragon Cloud   Earth: Samurai                        (12)
                   Fire:  Samurai                        (12)
     ---
    Demon Night    Earth: Samurai                        (18)
                   Fire:  Samurai                        (18)
     ---
    Helm Splitter  Earth: Samurai                        (33)
                   Fire:  Samurai                        (33)
     ---
    Epicenter      Earth: Ronin                       [Dragon Cloud]
                   Fire:  Ronin                       [Dragon Cloud]
     ---
    Thorny Grave   Earth: Ronin                       [Demon Night]
                   Fire:  Ronin                       [Demon Night]
     ---
    Skull Splitter Earth: Ronin                       [Helm Splitter]
                   Fire:  Ronin                       [Helm Splitter]
     -----------------------------------------------------------
    
    
    
      MYSTERIOUS CARD UNIQUE ABILITIES
      --------------------------------
                  Elm Dam  PP   Range   Used  Special
    Sabre Dance    E m150%  7     1       B   ---
    Backstab_______A_a_35__16_____1_______B___Inflict 'Downed'
    Fire Breath____F___85D_13____|2|______B___---
    Juggle         F   40   7    /2\      B   ---
    Heat Juggle    F   75  13   /|3|\     B   ---
    Fiery Juggle___F__150__25___||3||_____B___---
    Flame Card     F   60  11    /2\      B   ---
    Thunder Card   A  100  17    |2|      B   ---
    Bramble Card   E  130  22    |2|      B   ---
    Frost Card_____W__175__28____|2|______B___---
    Baffle Card    A  ---   4    |2|      B   Inflict 'Delusion'
    Sword Card     F  ---   6     1       B   -25% Attack : 50% Max
    Sleep Card     A  ---   5    |2|      B   Inflict 'Sleep'
    Death Card     E  ---   8     1       B   Inflict 'Downed'
    
    
     -----------------------------------------------------------
    Sabre Dance    Item: Pierrot                         (10)
     ---
    Backstab       Item: Punchinello                     (29)
     ---
    Fire Breath    Item: Pierrot                         (22)
     ---
    Juggle         Item: Pierrot                     ( 5, 17, 37)
     SERIES
     ---
    Flame Card     Item: Pierrot                     (13, 25, 33, 46)
     SERIES
     ---
    Baffle Card    Item: Pierrot                     ( 3,  8, 15, 27)
     SERIES
     -----------------------------------------------------------
    
    
    
      TRAINER'S WHIP UNIQUE ABILITIES
      -------------------------------
                  Elm Dam  PP   Range   Used  Special
    Whiplash       A m140%  6     1       B   ---
    Wild Wolf     ---a 30   3     1       B   ---
    Salamander     F   45D  7    |2|      B   ---
    Emu            A a 75  10     1       B   ---
    Roc___________---a140__22_____1_______B___---
    Orc           ---a 35   3     1       B   ---
    Pixie          W c115   5     1       B   ---
    Cerberus       F   50D  7    |2|      B   ---
    Harpy          A a 80  10     1       B   ---
    Grand Golem    F  120D 17   ||3||     B   ---
    Wyvern_________E_a150__22_____1_______B___---
    Dinox          E a 40   3     1       B   ---
    Faery          W c120   5     1       B   ---
    Chimera        F   55D  7    |2|      B   ---
    Elder Wood     W c170  14 ====A====   B   ---
    Gryphon        A a 85  10     1       B   Sometimes Hits for 2x Damage
    Lich           E  ---  10     1       B   Revive 'Downed' to 100% Max HP
    Blue Dragon    W  130D 17   ||3||     B   ---
    Living Armor___E_a130__17_____1_______B___---
    Troll          E a 45   3     1       B   ---
    Weird Nymph    W c125   5     1       B   ---
    Macetail       F   60D  7    |2|      B   ---
    Estre Wood     W c180  14 ====A====   B   ---
    Minotaur       E a 90  10     1       B   ---
    Succubus       W c250   9     1       B   ---
    Phoenix        F  ---  10     1       B   Revive 'Downed' to 100% Max HP
    Fire Dragon    F  140D 17   ||3||     B   ---
    Manticore      F c300  18 ====A====   B   ---
    Ghost Soldier  A a170  22     1       B   Pierce 50% Defense
    
    
     -----------------------------------------------------------
    Whiplash       Item: Tamer                           (10)
     ---
    Wild Wolf      Item: Tamer                           ( 1)
     ---
    Salamander     Item: Tamer                           (10)
     ---
    Emu            Item: Tamer                           (20)
     ---
    Roc            Item: Tamer                           (45)
     -----------------------------------------------------------
    Orc            Item: Trainer                      [Wild Wolf]
     ---
    Pixie          Item: Trainer                         ( 7)
     ---
    Cerberus       Item: Trainer                      [Salamander]
     ---
    Harpy          Item: Trainer                      [Emu]
     ---
    Grand Golem    Item: Trainer                         (32)
     ---
    Wyvern         Item: Trainer                      [Roc]
     -----------------------------------------------------------
    Dinox          Item: Beastkeeper                  [Orc]
     ---
    Faery          Item: Beastkeeper                  [Pixie]
     ---
    Chimera        Item: Beastkeeper                  [Cerberus]
     ---
    Elder Wood     Item: Beastkeeper                     (15)
     ---
    Gryphon        Item: Beastkeeper                  [Harpy]
     ---
    Lich           Item: Beastkeeper                     (28)
     ---
    Blue Dragon    Item: Beastkeeper                  [Grand Golem]
     ---
    Living Armor   Item: Beastkeeper                  [Wyvern]
     -----------------------------------------------------------
    Troll          Item: Beast Lord                   [Dinox]
     ---
    Weird Nymph    Item: Beast Lord                   [Faery]
     ---
    Macetail       Item: Beast Lord                   [Chimera
     ---
    Estre Wood     Item: Beast Lord                   [Elder Wood]
     ---
    Minotaur       Item: Beast Lord                   [Gryphon]
     ---
    Succubus       Item: Beast Lord                      (24)
     ---
    Phoenix        Item: Beast Lord                   [Lich]
     ---
    Fire Dragon    Item: Beast Lord                   [Blue Dragon]
     ---
    Manticore      Item: Beast Lord                      (38)
     ---
    Ghost Soldier  Item: Beast Lord                   [Living Armor]
     -----------------------------------------------------------
    
    
    
      TOMEGATHERICON UNIQUE ABILITIES
      -------------------------------
                  Elm Dam  PP   Range   Used  Special
    Call Zombie    W a 40   5     1       B   ---
    Call Demon     E m190% 13     1       B   May do [Target's HP - 1] Dam instd.
    Call Dullahan__A_m300%_21_____1_______B___---
    Raging Heat    F   45   9   /|3|\     B   ---
    Fiery Abyss    F   90  18   ||3||     B   ---
    Dire Inferno___F__200__32__/||4||\____B___---
    Poison Flow    A  125  28   ||3||     B   Inflict 'Deadly Poison'
    Fire Puppet    E  ---   7    |2|      B   Inflict 'Stun'
    
    
     -----------------------------------------------------------
    Call Zombie    Item: Dark Mage (I)                   ( 1)
    Call Demon     Item: Necrolyte                       (26)
    Call Dullahan  Item: Necromage                       (47)
     ---
    Raging Heat    Item: Dark Mage (I)               ( 9, 22, 53)
     SERIES
     ---
    Poison Flow    Item: Dark Mage (I)                   (33)
     ---
    Fire Puppet    Item: Dark Mage (I)                   (20)
     -----------------------------------------------------------
    
    
    
      MISCELLANEOUS ABILITIES
      -----------------------
                  Elm  PP   Range   Used  Desc
    Avoid          W    5     1     TD    Encounter fewer monsters.
    Retreat        E    6     1     TD    Return to the dungeon's entrance.
    Move           F    2     1     TD    Move an object on the ground.
    Mind Read______A____1_____1_____TD____Read someone's mind.
    Reveal         A    1     1     TD    Perceive hidden truths.
    Parch          W    2     1     TD    Evaporate standing water.
    Sand           E    2     1     TD    Melt into sand.
    Blaze__________F____1_____1_____TD____Manipulate flames.
    Lash           A    1     1     TD    Lift and move very light objects.
    Pound          F    2     1     TD    Drive objects into the ground.
    Scoop          E    1     1     TD    Dig in soft ground.
    Tremor         E    1     1     TD    Shake objects left and right.
    Cyclone        A    2     1     TD    Conjure wind to scatter weeds.
    Burst          F    2     1     TD    Break cracked objects.
    Grind          E    2     1     TD    Pulverise large objects.
    Hover          A    2     1     TD    Hover in the air.
    Teleport_______A____3_____1_____TD____Teleport at will.
    Catch          E    1     1     TD    Grab light objects from afar.
    Force         ---   2     1     TD    Strike a distant object.
    Lift           W    2     1     TD    Lift an object vertically.
    Halt           A    2     1     TD    Stop a moving object.
    Cloak          W    1     1     TD    Hide away in shadows.
    Carry          E    2     1     TD    Lift and move light objects.
    
    
     -----------------------------------------------------------
    Avoid         Earth: Defender/Dragoon                (6)
                  Water: Cavalier/Privateer/Dragoon      (6)
                  Fire:  Defender/Dragoon                (6)
                  Item:  Pierrot                         (6)
     ---
    Retreat         Felix Inherent
                    Isaac Inherent
     ---
    Move            Felix Inherent
                    Isaac Inherent
                    Garet Inherent
     ---
    Mind Read       Sheba Inherent
                    Ivan Inherent
     ---
    Reveal          Sheba Inherent   (Learned in Air's Rock)
                    Ivan Inherent
     ---
    Parch           Piers Inherent   (Learned in Aqua Rock)
     ---
    Sand            Felix Inherent   (Learned in Gaia Rock)
     ---
    Blaze           Jenna Inherent   (Learned in Magma Rock)
     ---
    Lash            Equip Lash Pebble
     ---
    Pound           Equip Pound Cube
     ---
    Scoop           Equip Scoop Gem
     ---
    Tremor          Equip Tremor Bit
     ---
    Cyclone         Equip Cyclone Chip
     ---
    Burst           Equip Burst Brooch
     ---
    Grind           Equip Grindstone (Only Felix and Isaac can equip)
     ---
    Hover           Equip Hover Jade
     ---
    Teleport        Equip Teleport Lapis
     ---
    Catch           Equip Catch Beads
     ---
    Force           Equip Orb of Force
     ---
    Lift            Equip Lifting Gem
     ---
    Halt            Equip Halt Gem
     ---
    Cloak           Equip Cloak Ball
     ---
    Carry           Equip Carry Stone
     -----------------------------------------------------------
    
    
    
    ================
    == ITEM USAGE ==
    ================
      Certain items may be used in or outside battle to create an effect.  Most
    duplicate the effect of an already existing Psynergy.  Some have unique
    effects.  Some items can only be used once before disappearing, while others
    may be used until they randomly break.  There are many differences between
    the various items in the game.  This section, however, will only focus on
    the used items' *effect*.
    
      Item usage has one large difference from Psynergy in terms of damage
    mechanics.  If the item has an elemental effect, it will *not* use the
    character's Power in that element.  For all respects and purposes, the Power
    of the item is counted as 100.  The target's Resist may or may not be taken
    into account depending on the effect of the item.
    
      Using the previous section's layout and codes, here are the details of all
    the usable items in the game.
    
    
    ONE USE ITEMS
    =============      Elm   Dam    Range    Used  Special
    Herb               --- c  50      1      TDB   ---
    Nut                --- c 200      1      TDB   ---
    Vial               --- c 500      1      TDB   ---
    Potion             --- c9999      1      TDB   ---
    Hermes' Water      --- c9999      1      TDB   Leaves Empty Bottle after use
    Psy Crystal        --- c9999      1      TDB   Restore PP instead
    Antidote           ---  ----      1      TDB   Remove 'Poison/Deadly Poison'
    Elixir             ---  ----      1      TDB   Remove temporary Statuses
    Water of Life      ---  ----      1      TDB   Revive 'Downed' to 100% Max HP
    Mist Potion        --- c 300  ====A====  TDB   ---
    
    Smoke Bomb          A   ----      1        B   Inflict 'Delusion'
    Sleep Bomb          A   ----      1        B   Inflict 'Sleep'
    Corn               --- c 100      1      TDB   ---
    Sacred Feather      W   ----      1      TD    Reduce Encounter Rate
    
    Bramble Seed        E    140    ||3||      B   ---
    Crystal Powder      W     90    ||3||      B   ---
    Oil Drop            F     80     |2|       B   ---
    Weasel's Claw       A    120    ||3||      B   ---
    
    Power Bread        ---  ----      1      TD    Increase Max HP by 7-9
    Cookie             ---  ----      1      TD    Increase Max PP by 5-7
    Apple              ---  ----      1      TD    Increase Attack by 4-6
    Hard Nut           ---  ----      1      TD    Increase Defense by 2-4
    Mint               ---  ----      1      TD    Increase Agility by 4-6
    Lucky Pepper       ---  ----      1      TD    Increase Luck by 2
    
    
    
    MULTI-USE ITEMS
    ===============    Elm   Dam    Range    Used  Special
    Blessed Mace        W  c 200      1      TDB   ---
    Captain's Axe       F   ----      1        B   +25% Defense : 50% Max
    Fireman's Pole      A   ----  ||||A||||    B   +20 Resistance : 80 Max
    Clotho's Distaff    W  c1000      1      TDB   ---
    
    Mirrored Shield     A   ----     |2|       B   Inflict 'Delusion'
    Earth Shield        E  c 150      1      TDB   ---
    
    China Dress        ---  ----      1        B   -25% Attack : 50% Max
    Phantasmal Mail     A   ----     |2|       B   Inflict 'Delusion'
    Faery Vest          W  c 200      1      TDB   ---
    Floral Dress        A   ----     |2|       B   Inflict 'Sleep'
    
    Aura Gloves         A   ----      1        B   +40 Resistance : 80 Max
    Bone Armlet         E   ----     |2|       B   Inflict 'Haunt'
    Spirit Armlet       W   ----      1        B   Remove temporary Statuses
    Virtuous Armlet     W  c 100      1      TDB   ---
    Guardian Armlet     F   ----      1        B   +25% Defense : 50% Max
    
    Prophet's Hat       E   ----      1        B   Inflict 'Countdown'
    Glittering Tiara    A   ----     |2|       B   Inflict 'Delusion'
    Nurse's Cap         E  c  70      1      TDB   ---
    Otafuku Mask        W     50D    |2|       B   ---
    Hiotoko Mask        F     85D    |2|       B   ---
    Alastor's Hood      E   ----      1        B   Inflict 'Downed'
    
    *Herbed Shirt      --- c  50      1      TDB   ---
    
    Adept Ring         ---  ----      1      TDB   Restore 7 PP
    War Ring            A   ----      1        B   +25% Attack : 50% Max
    Sleep Ring          A   ----     |2|       B   Inflict 'Sleep'
    Healing Ring        E  c  70      1      TDB   ---
    Unicorn Ring        W   ----      1      TDB   Remove 'Poison/Deadly Poison'
    Fairy Ring          W   ----      1        B   Remove temporary Statuses
    Spirit Ring         W  c 160  ====A====  TDB   ---
    Stardust Ring       A   ----      1        B   Inflict 'Psynergy Seal'
    *Aroma Ring         F  c 100  ====A====  TDB   ---
    *Rainbow Ring       A   ----     |2|       B   Inflict 'Delusion'
    *Soul Ring          E   ----      1      TDB   Revive 'Downed' to 100% Max HP
    Golden Ring         A   ----  ||||A||||    B   +20 Resistance : 80 Max
    
    Trident             A  m 120%     1        B   Break Poseidon Forcefield
    
     * Don't ask where to get the items marked with a star.  It's currently
       suspected that they are impossible to get without a cheat device.
    
    
    
    =============
    == THE END ==
    =============
      Sorry, no Further Analysis section for now.  Most of what was said in the
    previous Golden Sun guide still holds, of course, but I lack the time to
    update it for Lost Age at the moment, and besides, anything I write about
    strategy will soon be further refined and surpassed by the denizens of the
    GameFAQs message boards.
    
      Just remember.  The important thing is not what the best setup ever is...
    it's to figure out what the best setup for *you* is.  Playing style is
    everything, whether you rely on weapons, Psynergy, special classes, summons,
    or sheer variety.
    
      I hope this document's helped.
    
    
    
    =============================================================================
    
    
    
    
    
    The Lost Age Battle Mechanics, copyright 2001-2003 Terence Fergusson