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    Battle Mechanics Guide by Town Knave

    Version: 0.9b | Updated: 10/20/05 | Search Guide | Bookmark Guide

                                     Tactics Ogre
                                 Let Us Cling Together
                                Battle Mechanics Guide
    
    This FAQ is intended to be the most complete and accurate resource on the
    system and inner workings of TO.  Think of it as something like AeroStar's
    famous Battle Mechanics FAQ for Final Fantasy Tactics (which I, incidentally,
    helped to start).  Most of the FAQs already available for TO, unfortunately,
    are not very complete and have some inaccuracies.
    
    What this FAQ will be:
         -The best English resource on the mechanics and system of TO
         -A compendium of general strategy and gameplay tips
    
    What this FAQ will NOT be:
         -A strategy guide to specific battles
         -A walkthrough
    
    Version History
         0.5b   Initial release
         0.55b  Miscellaneous small updates
         0.7b   Started on gameplay formulae, finished classes
         0.9b   Added formulas for magic, specials, and hit rates, and much more
    
    Acknowledgements
    
         -AstroKnight's site at www.luct.tacticsogre.com has helped serve as a
         general reference in writing this guide
    
         -Some of the technical knowledge exhibited in this guide has been gleaned
         from Japanese sites, choppily translated by Babelfish.  So, thanks go out
         to www.ogre.org and http://homepage1.nifty.com/~yu/t_ogre/
    
         -Quest, for making my all-time favorite game, which in my opinion has yet
          to be surpassed in its genre
    
         -Atlus, for being the only company cool enough to bring this game to the
         states
    
         -All the regulars at the GameFAQs TO board for input and commentary
    
    
    Table of Contents
    
         I. Game Flow
              A. The WT System
              B. Regeneration
         II. Statistical Attributes
              A. Main Stats
              B. Derived Stats
         III. Innate Attributes
              A. Character Attributes
              B. Class Attributes
         IV. Abnormal Status
         V. Classes
         VI. Items
         VII. Skills
              A. Spells
              B. Specials     VIII. Gameplay Formulas:  Definitions
         IX. Gameplay Formulas:  Direct Attacks
              A. Damage
              B. Hit Rate
         X. Gameplay Formulas:  Magic Attacks
              A. Damage
              B. Recovery
              C. Hit Rate
         XI. Gameplay Formulas:  Special Attacks
              A. Standard Special Attack Damage
              B. Roslolian Secret Technique Damage
              C. King Roderick Secret Technique Damage
              D. Proportional Damage
              E. Proportional Recovery
         XII. Class Rankings
    
    I. Game Flow
    
    A. The WT System
    
         Each TO battle starts with WT counting down one point at a time for all
    characters beginning from their Max WT.  Max WT for all characters is derived
    as follows:
    
         Max WT = 510 - AGI + WT of all equipment + class WT penalty
    
         The first character whose WT reaches zero, that is, the character with
    the lowest Max WT, will get the first turn.  During a turn, a character can
    choose to move and/or act, in any order, or to do neither.  If the player does
    both of these things, his WT will reset and start counting down again from its
    full value until his next turn.  If he does only one, it will count down from
    3/4 of its max value.  If he chooses to wait and do neither, it will count
    down from 1/2 of its max value.
          WT countdown can be altered only by the spells Quick, SlowMove,
    Paradigm, Dominion, Revivify, and Necro, the Faerie special DeepKiss, and
    certain enemy-only actions.  A character hit with Quick will first have 1/2
    his max WT subtracted from his current WT. If his WT was already at less than
    half, he gets an instant turn. When he does get a turn, instant or otherwise,
    the character ends the turn and all subsequent turns within the duration of
    the spell at 1/2 max WT, further modified downward by whether he moved, acted,
    did both, or did neither.  The effect lasts until 500 WT have been counted
    off.
         A character hit by SlowMove will have 1/2 his max WT added to his current
    WT, even if this goes over his max WT.  When he does get a turn, the character
    ends the turn and all subsequent turns within the duration of the spell at 3/2
    max WT, further modified downward by whether he moved, acted, did both, or did
    neither.  The effect lasts until 500 WT have been counted off.
         A character hit by Paradigm has his WT immediately reduced to 0 and gets
    an instant turn.
         A character hit by Dominion has his WT count stopped until 500 WT have
    been counted off.
         A character who has just been revived or necromanced begins with his full
    max WT.
         A character who has just been summoned by an enemy Summoner, Bishop, Dark
    Element, Necromancer, or Lich (Nybbas), using the Summon-E special, always
    begins with 0 WT.
         A character who "arrives as a reinforcement" during certain story battles
    will begin with 0 WT.  This is actually caused by an action of the CPU Leader.
         A character hit by DeepKiss has his WT immediately reduced to 0 and gets
    an instant turn.
    
    B.  Regeneration
    
        In the beginning of each battle, each unit has 0 MP.  Characters accrue MP
    as their WT counts down at the rate of 1 MP per 20 WT.  This fact also means
    that slower characters recharge more MP per turn, and also that less MP per
    turn is generated in general as the game goes on, because characters level up
    and get faster.  If a character's WT is not divisible by 20, the remainder will
    carry over to his next turn for regeneration purposes only.
         The rate of MP recharge can be doubled by equipping certain items
    (Holy Robe, Evil Robe), so that MP is gained at the rate of 2 per 20 WT.
    Certain items (Angel Armor, Angel Shield) also allow for HP to regenerate
    at 1 per 20 WT.  This effect stacks if you have both items.
    In order to be able to use spells with high MP costs in the later
    stages of the game, characters can boost up their MP by using the
    Charge spell or using an MP restoring item at the beginning of battle.
    
    
    II.  Statistical Attributes
    
    A. Main Stats
    
    Characters in TO are defined by nine main stats. These stats are unaffected by
    current class and equipment, although certain equipment can cause increased
    growth in any stat but HP or MP if worn during level-up.
    
    HP:  Self-explanatory.  The amount of damage you can take before dying
    Increases with level up and by 1-5 by picking up Life Cards.
    
    MP:  Also self-explanatory.  MP are spent to cast magic, and it recharges
    gradually  as described in the game flow section.  Increases with level up and
    by 1-5 by  picking up Magic Cards.  For most characters, once you have enough MP
    to cast the spells you want to cast, you need not worry about it anymore.  For
    characters that must cast many expensive spells, like the Priest, the Exorcist,
    and the Warlock, having a high max MP comes in handy.  For characters that don't
    use magic, MP is completely worthless.
    
    
    STR:  Physical strength.  Each point of STR is worth 1 direct and indirect
    attack point, 0.5 physical defense points, and 0.5 special skill points.
    Increases at level up, by 1-3 by picking up Strength Cards, and by 10 by using
    the Steak item. STR is an important stat for any fighting class, for obvious
    reasons.
    
    VIT:  Vitality.  Each point of VIT is worth 1 physical defense point and
    1magic defense point.  Increases at level up, by 1-3 by picking up Vitality
    Cards, and by 10 by using the Burger item.  Only a few classes get good VIT
    growth, but it is a valuable luxury to have.  Having high VIT is much more
    important for defense than wearing good armor, and even weak defensive classes
    like Ninjas can be noticeably more durable if their VIT is increased.
    
    INT:  Intelligence.  Each point of INT is worth 1 magic attack point.
    Increases at level-up, by 1-3 by picking up Mind Cards, and by 10 using the
    Chicken item.  The most important stat for dedicated attack magic users, and a
    
    completely worthless stat for non-magic users.  And no, this does not factor
    into magic defense at all.
    
    MEN:  Mentality.  Each point of MEN is worth 0.5 magic attack points, 0.5
    magic defense points, and 1.5 special skill points.  Increases at level-up, by
    1-3 picking up Mentality Cards, and by 10 by using the Octoball item.  An
    important all-purpose stat which is most important to special skill users or
    magic users.
    
    AGI:  Agility.  Each point of Agility decreases WT by one.  It is also worth 1
    accuracy/evasion point.  Increases only at level-up.  Agility Cards do exist
    in the game ROM, but they are dummied out and will never spawn in battle.  The
    most valuable stat in the game, because it can only be increased by level-ups
    and because it affects so many parameters.
    
    DEX:  Dexterity.  Each point of DEX is worth 0.5 physical attack points and
    0.25 accuracy/evasion points.  Increases at level-up and by 1-3 by picking up
    Dexterity Cards.  An important all-purpose stat for fighting classes.
    
    LUK:  Luck.  Each point of LUK a character has in excess of his target gives
    him a 1 point damage bonus on direct attacks.  Each point of LUK a character
    has over all attackers reduces the damage he takes by 1 on most attacks.  LUK
    also affects accuracy and evasion percentages in the same way.  Upon killing
    an enemy, the percentage chance of his turning into an item rather than a
    tarot card is given by the killer's LUK/100.  Items found by characters in
    battle are determined by LUK as well. LUK also determines the probability of a
    critical hit on a weapon attack as follows:
    
         Chance = .05 + (Attacker's LUK - Target's LUK)/100
    
         LUK starts at 50 for all generic characters.  It can only be increased by
    picking up LUK cards (which may increase or decrease LUK by 1 or 2 points) and
    by level-ups with certain items equipped. This is the only stat that won't
    increase on level up.
    
         Every class has a certain number of points it gains in each stat when it
    levels up.  Each class may gain one or more less than its level up bonus in
    each stat.
    
    B. Derived Stats
    
    Characters also have a number of derived stats, most of which appear on the
    upper section of the screen in their profiles.  These stats can be affected by
    equipment and/or class.  For the purposes of these derived stats, "offense
    items" are defined as weapons, rings, or necklaces and "defense items" is
    defined as helmets, body armor, shields, gauntlets, boots, and bag items.
    
    Direct Attack:
    STR + DEX/2 + STR of direct weapon(s) + DEX of direct weapon(s)/2
    
    Ranged Attack:
    STR + DEX/2 + STR of indirect weapon(s) + DEX of indirect weapon(s)/2
    
    Magic Attack:
    INT + MEN/2 + INT of all offense items + MEN of all offense items/2
    
    Physical Defense:
    VIT + STR/2 + VIT of all defense items + STR of all defense items/2
    
    NOTE:  The physical defense value shown on the character screen is the above
    value multiplied by [100/(class physical resistance - physical resistance of
    all equipped defense items)].  Though this value is a decent approximation of
    physical defense, it is actually not used in the calculation of damage.
    
    Magic Defense:
    VIT + MEN/2 + VIT of all defense items + MEN of all defense items/2
    
    NOTE:  The magical defense value shown on the character screen is the same as
    the physical defense value multiplied by [.9 * (class physical resistance -
    physical resistance of equipped armor)].  This value really has nothing to do
    with your character's magic defense and is not used in the calculation of
    magic damage, so don't pay any attention to it.
    
    Accuracy:
    AGI + DEX/4 - total equipment WT + AGI of offense items + DEX of offense
    items/4
    
    Evasiveness:
    AGI + DEX/4 - total equipment WT + AGI of defense items + DEX of defense
    items/4
    
    Special Attack:
    3/2 * (MEN + MEN of offense items) + (STR + STR of offense items)/2
    
    
    III. Innate Attributes
    
    A.  Character Attributes
    
    Species:  There are five species in TO.  Every character is one of these:
    
         Human: Most characters are human, even Hawk Men.  All S size.
    
         Beast:  Only the Gryphon and Cockatrice, and their various palette swaps.
    affected by Beast Support.  All L size.
    
         Dragon:  Can be the any of the traditional L size dragon or the S size
    Lizard Man, as well as their various palette swaps.  Affected by Dragon
    Support and the Anti-Dragon effect.
    
         Giant:  Only the Golem and Cyclops, and their various palette swaps.
    Affected by Giant Support.  All L Size.
    
         Aquatic:  Only the Octopus and its various palette swaps.  All L size.
    Receives a huge +30 bonus in attack and defense modifiers when in water.
    
    Level:  Designates the overall power of a character in TO, and the number of
    times his stat growth has been added to his base stats to achieve his current
    stats.  Level itself has little direct effect on a character's power.  Its
    only effect in combat is that certain special skills that cause damage to
    their users base that damage on the user's level.  Increases by 1 when the
    character's experience reaches 100.
    
    Experience:  Designates how close the character is to increasing in level.
    Upon reaching 100, the character levels up.  Characters gain some experience
    for each action in battle unless it misses or fails to alter the target's HP,
    MP, position, status, or WT count.  Actions that have no target, such as the
    Storm spell, act as if the user has targeted himself.  Experience gain is
    determined as follows:
    
         Exp = [(target's level - actor's level + 1) * RND (3..5)] + K
    
         K is a special bonus only applied when a kill is made on a non-undead
    character.  It will apply if you take down all of an enemy leader's HP even if
    that character does not actually die afterwards in the story.  K is determined
    as follows:
    
         K = 10 + (target's level - actor's level) * 50
    
         When the action used is Attack+, experience is received for both swings.
    When multiple targets are hit by the same action, the experience for each
    target is cumulative.  Any kill bonuses when multiple targets are killed are
    also cumulative.
    
        Only up to 100 experience can be gained at once.  Any experience gained
    over 100 does not carry over to the next level.
    
    Alignment:  Every character in the game is either Law, Neutral, or Chaos
    aligned.  This does not change, except for a few story characters based on
    certain story events.  Alignment's main effect is to determine which classes
    the character can change to.  It also has other miscellaneous effects.  L
    characters perform better in good weather, while C characters excel in bad
    weather.  L characters have extra resistance to Virtue attacks and weakness to
    Bane attacks, and vice versa.  L characters are also twice as susceptible to
    fear as N characters, while C characters are immune to fear.  Lastly, L
    characters get a significant bonus to their Virtue elemental healing spells,
    while C characters get a significant penalty.
    
    Element:  Every character in the game has affinity toward one of four
    elements:  Wind, Fire, Earth, and Water.  Element affects the bonuses given by
    the different kinds of terrain in the game.  Also, Wind and Water characters
    perform better in stormy weather, while Fire and Earth characters perform
    better in clear weather.  Characters have extra resistance to their own
    element, and a weakness to the opposing element (Fire and water oppose, while
    Wind and Earth oppose).  Element is also an important consideration when
    choosing what weapons and spells to equip.  A character gets a substantial
    attack modifier bonus (+10) to both damage and hit rate if he equips a weapon
    or attack spell of his own element, and he gets a substantial penalty from
    equipping a spell or weapon of the opposite element.  It is possible using
    GameShark to make a character non-elemental, but this does not confer any real
    advantages.
    
    Loyalty:  A hidden attribute of each character, on a scale of 0 to 100.  You
    can get an idea of approximate loyalty by pressing select and clicking on the
    character's name and reading what he says.  Loyalty has no real effect on
    gameplay other than the fact that characters will desert if their loyalty gets
    too low.  L characters will warn you at 5 loyalty and desert at 0.  N
    characters will warn at 10 and desert at 5.  C characters will warn at 15 and
    desert at 10.  Loyalty of new recruits depends on your Chaos Frame with their
    race.  High Chaos Frame leads to high loyalty.  You can raise loyalty by
    having your characters get kills in battles.  If you tell a character to wait
    in battle without moving or acting, his loyalty may decrease.  Enemy
    characters are easier to persuade if they have low loyalty, and their loyalty
    will rise after each failed attempt at persuasion.
    
    Union:  The army, nation, or master served by a particular unit.  A given
    unit's loyalty is relative to his union.  May change for story purposes.
    
    Race:  Each character in TO belongs to one of 5 races. A few story characters
    may have their race change due to story revelations.  For other characters,
    this never changes.
    
         Indistinct:  Belonging to no other race.  Most L size units and demi-
    humans are indistinct.
    
         Walstanian:  Hailing from Walsta, the southern region of Valeria.
    
         Gargastan:  Hailing from Gargastan, the western region of Valeria.
    
         Bacrum:  Hailing from Bacrum, the northern region of Valeria.
    
         Zenobian:  Hailing from Zenobia, the kingdom east of Valeria and featured
    in the original Ogre Battle game.  Only a few story characters are Zenobian.
    No generic characters may have this race.
    
         Lodis:  Hailing from Lodis, a distant, powerful nation.  All Templar
    Knights, Temple Commands, and the Death Templar are from Lodis.  No generic
    characters may have this race.
    
    Chaos Frame:  Only Denim has this attribute.  It is a series of 1-100 scales
    that define his reputation with the three main races of Valeria:  Walsta,
    Gargastan, and Bacrum.  Certain decisions you make in the story affect Chaos
    Frame.  Your Chaos Frame dictates the initial loyalty of troops you recruit in
    cities and affects your ending if Kachua is dead.  The game also keeps Chaos
    Frame stats with respect to Zenobia and Lodis, but they do not seem to affect
    anything.  Killing enemies in battle has chance of decreasing your Chaos Frame
    with their race, no matter which character actually does the killing.
    
    Size:  Units in TO can be S size or L size.  All humans and demi-humans are S
    size.  Only S size characters can use equipment and magic spells, though L
    size characters can use bag items.  Both S and L size characters are
    considered to be 3 steps tall, but L size characters can be used by S folks as
    stepping stones to higher ground.  Lastly, you may only bring up to two L size
    characters to each battle.
    
    Leadership:  This trait is shared by Denim and any enemy designated by the
    game as the leader.  If a leader dies in battle, and is not immediately
    revived by a Blessing or Joystone, his side automatically loses the entire
    battle even if he subsequently could have been revived by Revivify.  For CPU
    leaders, the trait also confers immunity to the status ailments Stun, Sleep,
    Poison, and Petrify.  Targeting a leader with Stun, for example, will show a
    normal success rate, but the stun will never be achieved.  Should you use a
    cheat device to change Denim's sprite to somebody else so that he is not
    present in the battle, you will discover you immediately lose because your
    leader is considered dead.
    
    B. Class Attributes
    
    Movement Range:  The number of panels the character may move.  This value
    ranges from 4-7 for any given class.  Affected only by class.  Certain terrain
    panels may cost more than one movement point to traverse, and this cost can
    vary with the weather.
    
    Movement Type:  The rules governing the character's movement.  Different rule
    sets may be combined, or imparted by equipment.  The different movement types
    are as follows:
    
         Fast:  Can climb up 2 panels and down 3.  Can jump a one panel gap if the
    sides are at the same height.
    
         Fast (Acrobatic):  Can climb up 3 panels and down 4.  Only Ninja and Dark
    Stalkers have this.  Can jump a one panel gap if both sides are at the same
    height.
    
         Slow:  Can climb up 1 panel and down 2.  Can jump a one panel gap if both
    sides are at the same height.
    
         On Water:  Can walk on the surface of water with no movement penalty.
    
         Underwater:  Can wade in water at the rate of 2 movement points per space
         moved.
    
         Lava:  Can move or stop on lava with no penalty.
    
         Float:  Can move or stop on any terrain type that is not an obstacle,
    with no movement penalty.  Can climb up 2 spaces and down 3.  Is always
    considered to be standing at 1 step higher than indicated by the game.
    
         Fly:  Can fly over any terrain with no penalty.  Unit still incurs
    penalties for any spaces landed on, and cannot land on water or lava unless it
    also has Float or the appropriate movement type. In the animation for his
    movement, the unit will only actually fly if the movement you attempt would be
    impossible using the movement type Fast.  If a flyer is knocked down a
    bottomless pit, he automatically flies back up and counters his attacker.
    
         Warp:  Character can teleport, moving through walls or obstacles, and
    cannot land on Water or Lava unless it also has Float or the appropriate
    movement type.
    
    Weather Tolerance:  Each class has a specific Weather Tolerance rating, which
    in actuality is not related to the in-game weather at all.  This is basically
    a flat bonus of 0, 2, or 4 that always applies to the character's attack and
    defense modifiers.
    
    WT Penalty:  Innate WT bonus or penalty of the class.  Does not affect the
    character's accuracy or evasiveness in battle, only his max WT and the delay
    between his turns.
    
    RES:  Resistance to any of the game's seven elements (Physical, Wind (herein
    abbreviated as A for Air), Fire, Earth, Water, Virtue, and Bane.  Each class
    has a resistance value to each element, which is in the format of a percentage
    that indicates how much damage it takes from that element.  Note that a lower
    percentage means higher resistance.  The effect of armor is generally to lower
    Physical RES and thus reduce damage taken from physical attacks.  RES for the
    other elements can be affected by elemental armors or elemental weapons.  A
    character has -10 RES (a damage reduction) to all attacks of his element and
    +10 RES (a damage increase) to all attacks of the opposite element.  Also, L
    characters have -5 Light RES and +5 Dark RES, while C characters have the
    opposite effect.
    
    Unarmed Indirect Attack Type:  The type of indirect attack each unit will
    execute when not equipped with an indirect attack weapon.  Dictated only by
    class and varies between Stone, Accuse, and Shuriken.  L size characters have
    no indirect attack.  Only the Ninja and Dark Stalker throw Shuriken, and only
    the Sword Master and Lord use the Accuse.
    
    Weapon Preference:  The type of weapon with which a class is especially
    skilled, and with which it gains a +3 attack modifier.  Based only on class.
    Not all classes have a preference.
    
    Magic Slots:  Number of spells a character can equip.  Ranges from 0 to 3.  If
    a spell a character can normally use is somehow force-equipped to a spell slot
    the character should not have access to (even the 4th spell slot), the spell
    will be usable as normal.
    
    Magic Set:  Set of spells a class can equip.  There are ten spell sets in TO:
    
         Valkyrie Set:  Thunder, FireBurn, Meteor, AcidRain, and Incubus.
    
         Wizard Set:  Valkyrie Set plus Ion Shot, Kaminari, Air Cry, MagmaGod,
    Nova, Nova+, Acid, Gnome, Quake, IceBlast, Fenril, IceCloud, Pain, Dark Law,
    and Death.
    
         Shaman Set:  Valkyrie Set plus Ion Shot, Kaminari, Air Cry, Hahnela,
    MagmaGod, Nova, Nova+, Zoshonel, Acid, Gnome, Quake, Bartha, IceBlast, Fenril,
    IceCloud, Gurza, LightBow, Starion, and Vitalize.
    
         Lich Set:  All Wind, Fire, Earth, Water, and Bane spells.
    
         Witch Set:  Quick, Storm, Teleport, Hahnela, Stun, Heat, Melt, Zoshonel,
    Jump, Poison, Petrify, Clear, SlowMove, HealRain, Charm, Paradigm, and Charge.
    
         Warlock Set:  Witch Set plus all Drakonite Magic.
    
         Exorcist Set:  LightBow, Exorcism, Starion, and Heal.
    
         Cleric Set:  Vitalize, Heal, Heal+, and Heal All.
    
         Priest Set:  LightBow, Vitalize, Heal, Heal All, and Revivify.
    
    NOTE:  All generic characters who can equip any magic at all can equip and use
    the Drakonite Magic spell SnapShot.  All unique characters who can equip magic
    can equip this spell, but will refuse to use it in battle.
    
    
    Special:  These are just miscellaneous special traits of particular classes,
    here described:
    
         Attack+:  Replaces the Attack command.  Character can make two direct
    attacks per turn if equipped with two direct attack weapons. Be advised that
    this is not the game-breaker it was in FFT, and there are limitations.
    Firstly, the opponent will counter in between your two attacks, meaning that
    the second will always be aimed at their front unless the enemy is
    incapacitated by a status effect or does not have the vertical range to hit
    you.  In addition, you don't get two swings on your own counters.  And
    thirdly, each swing's damage is cut 30%, making it so Attack+ is really only
    40% more powerful than the normal Attack.  This penalty, of course, does not
    apply to counters.  When using two direct attack weapons, the game designates
    one as the primary weapon.  This weapon will always be used for counters and
    will always be used in the first swing of an Attack+. This designation depends
    on which equipment slots on the character are occupied by which weapon.  The
    top left slot is considered the first, the top right is the second, the bottom
    left is the third, and the bottom right is the fourth.  The weapon equipped in
    the lowest-numbered slot is considered the primary weapon. Although the status
    screen displays the attack power of a character equipped with two direct
    weapons as incorporating the STR/DEX bonuses from both weapons, damage for
    each swing is only calculated using the sword used in that swing.  Only the
    Ninja, the Sword Masters, the Lord, the Warrior, the Dark Stalker, and the
    Templar Command have this.
    
         Anti-Dragon:  Unit receives a +8 attack modifier bonus when attacking and
    a +5 defense modifier bonus when being attacked by dragon species units.  This
    attribute can be conferred by a weapon, conferred by a defense item, or innate
    to a class, and is stackable.   If this ability is conferred by a weapon, it
    will only work on offense.  If it is conferred by a defense item, it will only
    work on defense.  If the character has it innately, it works on both offense
    and defense.  You can go crazy with this by using Fire Elemental Dragoons like
    Forcas or Jenounes with Firedrake Sword, which has the attribute.  Only the
    Dragoon has this innately.  If this ability is conferred by a weapon, it will
    only work on attacks made with that weapon.  If the character has it innately,
    it works on defense as well.
    
         Fear Effect:  Enemy units around the character suffer attack and defense
    modifier penalties depending on alignment.  L takes -8, N takes -4, and C is
    immune.  The Terror Knight, the Tiamats, and a bunch of other evil stuff has
    this.  This effect can be granted by the Evil Necklace, and will stack if
    class innately has it as well.
    
         Beast/Giant/Dragon Support:  Allied units of the appropriate species
    within 3 spaces of the character get +5 attack and defense modifiers.  The
    effect stacks with those of other characters and the Aileron Herb, WordRock,
    and Dragos Stone items.  These abilities are used only by Beast Tamers/Beast
    Masters, Warlocks, and Dragon Tamers, respectively.
    
         Gunnery:  The Unit can fire guns as well as directly attacking with them.
    Exclusive to the Gunner.
    
         Undead:  Unit cannot be healed by any Virtue elemental healing spell.
    Can be S size or L size.  When unit dies, its WT count continues and stays
    dead until WT reaches 0, at which point it revives with full health.  Can only
    be completely destroyed by the spells Exorcism or Starion, the Special Skills
    Jihad, HolyBolt, Banish, RiotBurn, Summon-I or Radius, or by being knocked
    down a bottomless pit.
    
    
    IV.  Abnormal Status
    
    Quick:  Because I consider this a WT alteration rather than a status
    ailment,it is covered in the Game Flow section.
    
    Slow:  See above.
    
    Dominion:  See above.
    
    Paradigm:  See above.
    
    Stun:  Caused by the spell Stun, and the specials Thunder Breath, X-Zone, and
    Dark Cell, and an attack with the Star Bow.  Target is immobilized and unable
    to evade any attacks.  WT continues to count down, and when it reaches zero
    the unit has an unknown chance to recover, losing its turn in the process.
    Cured by the spell Vitalize, , the Faerie Special CuteKiss, and the items
    Pomme and Ambrosia.  Guarded against by the Zenobia Sword, Isleberg, Blue
    Necklace, or Red Necklace.
    
    Poison:  Caused by the spell Poison, the specials Poison Breath, Hazard, and
    Venom, and an attack with the Black Cat Claw.  Causes target to randomly lose
    between 1 and Max HP/8 HP every 200 WT.  Never wears off.  Cured by the spells
    Clear and Vitalize, the Faerie Special CuteKiss, and the items Pomme and
    Antidote.  Guarded against by the Zenobia Sword, Blue Necklace, and Red
    Necklace.
    
    Petrify:  Caused by the spell Petrify, the specials Petrify, EvilEyes, and
    Relic, and an attack with the Chaos Bow. Target is immobilized and WT count
    stops.  Never wears off.  All of target's RES values change to 70.  Cured by
    the spell Vitalize, the Faerie Special CuteKiss, and the items Pomme and
    LifeRock.  Guarded against by the Desert Sword, Zenobia Sword, Faerie Armor,
    Blue Necklace, or Red Necklace.
    
    Sleep:  Caused by the spell Incubus, the special Ice Breath, and an attack
    with the Paragun.  Target is immobilized and WT count continues.  Target has
    an unknown chance of recovering once WT count reaches 0, losing that turn in
    the process.  Target has a 50% chance of recovering when stricken by any
    physical attack.  Cured by the spell Vitalize, the Faerie special CuteKiss,
    and the items Pomme and Arise.  Guarded against the by the Zenobia Sword, Blue
    Necklace, and Red Necklace.
    
    Charm:  Caused by the spell Charm, the specials Toxic Breath and EvilRose, and
    an attack with the Dark Bow or Caldia Fan.  Disables target from
    counterattacking.  Upon target's turn, he has a 50% chance of recovering.  If
    he recovers, he loses that turn.  If he does not recover, he will take a turn
    as if he were a member of the enemy team, acting in their interest (read:
    attacking you).  Being hit by a physical attack has a 50% chance of curing
    this ailment.  Also cured by the spell Vitalize, the Faerie Special DeepKiss,
    and the the items Pomme and Arise.  Guarded against by the Zenobia Sword,
    Faerie Armor, Blue Necklace, and Red Necklace.
    
    Power Up:  Caused by the spell Heat Weapon.  Increases the stat bonuses of the
    target's primary weapon by _ their original values.  A subsequent casting will
    target the unit's secondary weapon, if any.  If there is no secondary weapon,
    it will reset the timer for the effect, which runs for 500 WT.
    
    Power Down:  Caused by the spells Melt Weapon and AcidRain, and the special
    Fire Breath.  Decreases the stat bonuses of the target's primary weapon by _
    their original calues.  A subsequent casting will target the unit's secondary
    weapon, if any.  If there is no secondary weapon, it will reset the timer for
    the effect, which runs for 500 WT.  Cannot be cured or guarded against.
    Bonus:  Whatever stat bonuses this character gets to base stats over the
    standard generic of its type.  For example, generic mages often have slightly
    better magic stats than a generic Soldier or Amazon is raised up into their
    class.  Unique portrait characters that use a generic class often have base
    stats that are higher than a generic version of that class by one level's worth.
    The better unique portrait characters even have extra bonuses over and above
    that.  Check out Haborym.
    
    V.  Classes
    
    Character ID:  Who the character is recognized as by the game and whether he
    or she is unique or generic.  The number given designates the game's own
    hexadecimal ID number for the class.
    
    Alignment:  Alignment requirement to change into this class for generic
    character or preset alignment for unique characters.
    
    Element:  Set element of character, if any.
    
    Lineage:  The leveling path taken by all CPU units of this class.
    
    Stat Growth:  Bonuses upon level-up in HP, MP, STR, VIT, INT, MEN, AGI, and
    DEX.  Varies 1 point in either direction during in-game level ups.
    
    Base Stats:  Stats at level 1 for that character.  Generics recruited in shops
    at level 1 can have a +2 or -2 variance in each stat.  Unique characters or
    computer-controlled characters do not have this variance and have no variance
    in any levels they've gained.
    
    Stat Requirements:  For generic characters, stats required to change class to
    this character.  CPU characters are never subject to these requirements.  If a
    character is in a class for which he does not meet the requirements, and
    changes class, he will not be able to change back until he meets the
    requirements.
    
    Level:  Minimum level at which the class can appear in random battles.
    
    Species:  Designation between Human, Beast, Dragon, Giant, and Aquatic.
    
    Movement:  Distance and type.
    
    Weather Tolerance:  Varies between 0 (weak), 2 (medium), and 4 (strong).
    
    Weapon Preference:  Self-explanatory.  Magic users technically do not prefer
    staves.  They actually have no preference.
    
    Magic:  Number of slots and spell set.
    
    Indirect Attack:  Designation between Stone, Accuse, and Shuriken.
    
    WT Penalty:  Innate WT bonus or penalty of the class.  A negative number here
    is a bonus, while a positive number is a penalty.
    
    
    
    01 Soldier
    
    Generic, basic male
    Alignment: LNC
    Element:  N/A
    Stat Requirements:  None
    Lineage:  N/A
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	8	60		92		172		252		332		452
    MP	4	0		16		56		96		136		196
    STR	6	21		45		105		165		225		315
    VIT	5	20		40		90		140		190		265
    INT	6	18		42		102		162		222		312
    MEN	6	18		42		102		162		222		312
    AGI	6	20		44		104		164		224		314
    DEX	6	20		44		104		164		224		314
    LUK		50
    Bonus:  None.  +2 HP, +1 STR, +1 MEN, and -2 DEX vs. Amazon
    
    Attack:		9		Defense:	8
    Magic:		9		Magic Def.:	8
    Special:	12		Speed:		7.5
    
    Level:		1	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+40	Weapon:	None
    Movement:	Fast, 5 panels
    Magic:		None
    Special:	None
    Resistances:  P 115  A 100  F 100  E 100  W 100  V 100  B 100
    
    Equipment:  Sword, Shield, Armor, Helmet
    Notes:  Not as bad as you'd think for the starting class, and definitely
    better than FFT's Squire in terms of stats.  Their strongest point is their
    stat growth, which is good in every category and quite balanced.  They are in
    fact the third best male class for AGI growth, and their STR, INT, and DEX are
    well rounded.  Their weak points all come from the innate attributes of their
    class:  no weapon preference, no magic, and mediocre resistances.
    Rating: C
    
    
    02 Knight
    
    Generic, basic male
    Alignment: LN
    Element:  N/A
    Stat Requirements:  STR 45, VIT 44, DEX 46
    Lineage:  Soldier 4 -> Knight
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	9	56		92		182		272		362		497
    MP	2	8		16		36		56		76		106
    STR	7	17		45		115		185		255		360
    VIT	5	20		40		90		140		190		265
    INT	5	22		42		92		142		192		267
    MEN	6	18		42		102		162		222		312
    AGI	5	24		44		94		144		194		269
    DEX	7	16		44		114		184		254		359
    LUK		50
    Bonus:  None
    
    Attack:		10.5	Defense:	8.5
    Magic:		8		Magic Def.:	8
    Special:	12.5	Speed:		6.75
    
    Level:		3	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+45	Weapon:	Sword
    Movement:	Fast, 5 panels
    Magic:		None
    Special:	None
    Resistances:  P 110  A 100  F 100  E 100  W 100  V 95  B 105
    
    Equipment:  Sword, Shield, Armor, Helmet
    Notes:  Your basic fighter for your more lawful aligned males.  The best
    early game attacker, even better than the Berzerker.  Most people think these
    guys pale in comparison to Berzerkers, and they do, but not by all that much.
    Berzerkers have the advantage in HP, VIT, and MEN, and P.RES, while Knights
    are better in DEX.  Berzerkers' advantage is huge in the early game and
    diminishes somewhat as the game goes on, though they are always more useful.
    Knights have an advantage in that they use swords, which are almost all one
    handed and thus allow you to equip a shield, on top of being lighter than axes
    and having comparable power.  They also make solid bowmen and inflict much
    more ranged damage than the Archer, as long as you don't weigh them down too
    much.  Note that you are much better off if your Knights are N aligned.  Not
    only will this make you half as vulnerable to terror, but it will also allow
    you to become a Dragoon, which is a much better unit for a Knight to grow up
    into than the Sword Master.  The best element for a Knight is generally fire,
    as the Firedrake sword is available for Auction at Coritani and is a great
    weapon.
    Rating: B-
    
    
    03 Berzerker
    
    Generic, basic male
    Alignment: NC
    Element:  N/A
    Stat Requirements:  STR 45, VIT 46, DEX 44
    Lineage:  Solider 4 -> Berzerker
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	10	52		92		192		292		392		542
    MP	2	8		16		36		56		76		106
    STR	7	17		45		115		185		255		360
    VIT	6	16		40		100		160		220		310
    INT	4	26		42		82		122		162		222
    MEN	7	14		42		112		182		252		357
    AGI	5	24		44		94		144		194		269
    DEX	6	20		44		104		164		224		314
    LUK		50
    Bonus:  None
    
    Attack:		10		Defense:	9.5
    Magic:		7.5		Magic Def.:	9.5
    Special:	14		Speed:		6.5
    
    Level:		3	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+45	Weapon:	Axe
    Movement:	Fast, 5 panels
    Magic:		None
    Special:	None
    Resistances:  P 105  A 100  F 100  E 100  W 100  V 105  B 95
    
    Equipment:  Axe, Armor, Helmet, Boots
    Notes:  The basic fighter for your more chaotic males.  Much meaner and
    tougher than the Knight, though he is a bit weaker in accuracy, evasiveness,
    and attack power. He more than makes up for it with his defense, however, as
    you'll find him to be very durable even with a little less armor.  One small
    weakness is that he specializes in axes, which tend to be heavier than swords
    and two handed, preventing him from equipping a shield or gauntlet.
    Berzerkers are better off being C aligned, as they will be completely immune
    to terror and can become Terror Knights later on.  The best element for them
    is Earth, since the Earth Axe is available in auctions, is the best elemental
    axe in terms of power to weight ratio, and has the Anti-Dragon effect.
    Rating: B
    
    
    04 Terror Knight
    
    Generic, advanced male
    Alignment: C
    Element:  N/A
    Stat Requirements:  STR 117, VIT 114, DEX 104, KILLS 30
    Lineage:  Soldier 4 -> Berzerker 10 -> Terror Knight
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	10	52		92		192		292		392		542
    MP	0	22		22		22		22		22		22
    STR	7	17		45		115		185		255		360
    VIT	7	2		30		100		170		240		345
    INT	4	26		42		82		122		162		222
    MEN	6	28		52		112		172		232		322
    AGI	4	38		54		94		134		174		234
    DEX	6	20		44		104		164		224		314
    LUK		50
    Bonus:  -14 MP
    
    Attack:		10		Defense:	10.5
    Magic:		7		Magic Def.:	10
    Special:	12.5	Speed:		5.5
    
    Level:		14	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+50	Weapon:	Axe
    Movement:	Fast, 5 panels
    Magic:		None
    Special:	Fear Effect
    Resistances:	:  P 100  A 100  F 100  E 100  W 100  V 115  B 95
    
    Equipment:  Axe, Armor, Helmet, Boots
    Notes:  The toughest defensive normal class, and a pretty decent attacker
    as well.  He especially shines against L characters, against whom he has the
    equivalent of the Anti-Dragon effect in both attack and defense.  The Terror
    Effect is halved against N characters and ineffective against C characters.
    When the Terror Effect works (it can stack for multiple TK's), it is quite
    devastating.  When it doesn't, the Terror Knight's offensive weaknesses can
    become apparent, as they have the worst accuracy of any fighter in the game,
    the worst evasiveness, and the worst WT.  You might choose to raise these guys
    initially as Beast Tamers, for better VIT, or as Berzerkers, for better MEN
    and HP.  Personally I like to go with Berzerkers, as it just seems more of a
    natural progression.
    Rating: A-
    
    
    05 Sword Master
    
    Generic, advanced male
    Alignment: L
    Element:  N/A
    Stat Requirements:  STR 95, AGI 102, DEX 126
    Lineage:  Soldier 4 -> Ninja 10 -> Sword Master
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	8	60		92		172		252		332		452
    MP	4	-10		6		46		86		126		186
    STR	5	25		45		95		145		195		270
    VIT	4	34		50		90		130		170		230
    INT	6	8		32		92		152		212		302
    MEN	7	4		32		102		172		242		347
    AGI	7	26		54		124		194		264		369
    DEX	9	-12		24		114		204		294		429
    LUK		50
    Bonus:  None
    
    Attack:		9.5		Defense:	6.5
    Magic:		9.5		Magic Def.:	7.5
    Special:	13		Speed:		9.25
    
    Level:		14	Species:	Human
    Weather:	+2	Indirect:	Accuse
    WT Penalty:	+45	Weapon:	Sword
    Movement:	Fast, 5 panels
    Magic:		Equip 1, Witch Set
    Special:	Attack+
    Resistances:  P 120  A 95  F 95  E 95  W 95  V 85  B 100
    
    Equipment:  Sword, Sword, Robe, Boots, Stun, Poison, Petrify, Charm
    Notes:  Although some guides out there contend that these units suck,
    that's really just a function of not using them properly.  If you're using a
    Sword Master as the next progression of the Knight class, raising one up as a
    Knight and arming him to the teeth with armor and a pair of heavy swords,
    you're bound to be disappointed.  Raise one up as a Ninja rather than a Knight
    and you will have far better results.  The SM's poor P.RES means armor is
    basically ineffective for him, so you're better off foregoing it entirely in
    order to maximize his speed.  Watch as he smacks around heavy fighters with
    Attack+, and for decent damage I might add, as SM damage is only slightly
    worse than the Berzerker and equal to the Lizard Man.  Your high AGI and
    insane DEX means you'll rarely take a hit from a heavy fighter unless you're
    attacked from behind, and with good tactics and formations that should rarely
    happen.  Sword Masters will never miss their targets and are almost as evasive
    as Ninja. They're also much better with status magic than any of the mages
    are, since success rates for those spells are based on speed.  A fire
    elemental Sword Master with two Firedrake Swords is a unit to be feared.
    Rating: A-
    
    
    06 Dragoon
    
    Generic, advanced male
    
    Alignment: N
    Element:  N/A
    Stat Requirements:  STR 115, VIT 106, DEX 114
    Lineage:  Soldier 4 -> Knight 10 -> Dragoon
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	9	56		92		182		272		362		497
    MP	0	22		22		22		22		22		22
    STR	8	3		35		115		195		275		395
    VIT	5	20		40		90		140		190		265
    INT	4	36		52		92		132		172		232
    MEN	5	32		52		102		152		202		277
    AGI	4	38		54		94		134		174		234
    DEX	8	2		34		114		194		274		394
    LUK		50
    Bonus:  -14 MP
    
    Attack:		12		Defense:	9
    Magic:		6.5		Magic Def.:	7.5
    Special:	11.5	Speed:		6
    
    Level:		14	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+45	Weapon:	Sword
    Movement:	Fast, 5 panels
    Magic:		Equip 1, Valkyrie Set
    Special:	Anti-Dragon
    Resistances:  P 110  A 100  F 100  E 100  W 100  V 95  B 105
    
    Equipment:  Sword, Armor, Helmet, Boots, Incubus
    Notes:  The strongest damage dealer among generic classes.  Defense is
    decent, only slightly better than that of a Knight, but their attack power is
    just godly.  For anything else they're not very good.  They're slow and have
    awful WT, but their hit and evade rates aren't quite as bad as you'd expect
    thanks to their great DEX.  They make incredible bowmen if lightly equipped as
    well, but they shine brightest with swords and when fighting dragons or lizard
    men, obviously, as the Anti-Dragon effect is quite strong.  In fact, give a
    strong Dragoon like Jenounes the Firedrake Sword, and its Anti-Dragon effect
    will stack with his innate one.  This combined with the matching element
    bonus, and the sword preference bonus will give you a preposterous +29 attack
    modifier bonus, which will often be enough to kill Blue Dragons with a single
    strike.  Don't expect much out of their magic, however, as their INT is awful.
    I suggest giving them Incubus instead of elemental magic, as it will enable
    them to immobilize the occasional unit rather than just giving paltry damage.
    You're probably better off raising Dragoons as Knights, as this absolutely
    maximizes their attack power.
    Rating: B+
    
    
    07 Ninja
    
    Generic, basic male
    Alignment: LNC
    Element:  N/A
    Stat Requirements:  STR 45, AGI 46, DEX 44
    Lineage:  Soldier 4 -> Ninja
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	8	60		92		172		252		332		452
    MP	3	4		16		46		76		106		151
    STR	5	25		45		95		145		195		270
    VIT	5	20		40		90		140		190		265
    INT	5	22		42		92		142		192		267
    MEN	6	18		42		102		162		222		312
    AGI	8	12		44		124		204		284		404
    DEX	7	16		44		114		184		254		359
    LUK		50
    Bonus:  None
    
    Attack:		8.5		Defense:	7.5
    Magic:		8		Magic Def.:	8
    Special:	11.5	Speed:		9.75
    
    Level:		3	Species:	Human
    Weather:	+2	Indirect:	Shuriken
    WT Penalty:	+35	Weapon:	Claw
    Movement:	Fast (Acrobatic) + On Water, 6 panels
    Magic:		Equip 1, Wizard Set
    Special:	Attack+
    Resistances:  P 130  A 100  F 100  E 100  W 100  V 100  B 100
    
    Equipment:  Claw, Claw, Robe, Boots, Pain, Dark Law
    Notes:  A very interesting unit.  Not the greatest damage dealer and
    horrible defensively, but very quick, evasive, and versatile.  You don't want
    
    to go fighting heavy fighters with Ninja until you've got a few levels under
    your belt and have gotten your WT low, as one or two hits from a Knight or a
    Berzerker will make your Ninja hurt bad.  What they are great at is getting
    behind enemy lines using their superior mobility and assassinating enemy
    mages.  You want to avoid Archers at all costs, however, as they're accurate
    enough to reliably hit and easily kill your Ninja.  The number one thing to
    remember for Ninja is minimize their WT.  L Ninja are well suited to be future
    Sword Masters, but don't feel obligated to do this, as it's handy to have a
    Ninja around in the late game.  Once they get past level 25 or so, they'll
    really start beating up on heavy fighters, who will have very little chance of
    hitting them.  Don't count on their magic, but don't count it out either, as
    they can do a bit of damage with it-especially summons. Their best spells,
    however, are definitely Nova (success based on speed), Pain (success based on
    speed, max HP), and Dark Law (requires a good hit rate for max damage).
    Rating: B+
    
    
    08 Beast Tamer
    
    Generic, basic male
    Alignment: LNC
    Element:  N/A
    Stat Requirements:  STR 45, VIT 44, MEN 46
    Lineage:  Soldier 4 -> Beast Tamer
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	9	56		92		182		272		362		497
    MP	0	12		12		12		12		12		12
    STR	7	17		45		115		185		255		360
    VIT	7	12		40		110		180		250		355
    INT	4	26		42		82		122		162		222
    MEN	6	28		42		102		162		222		312
    AGI	5	38		44		94		144		194		269
    DEX	6	20		44		104		164		224		314
    LUK		50
    Bonus:  -4 MP
    
    Attack:		10		Defense:	10.5
    Magic:		7		Magic Def.:	10
    Special:	12.5	Speed:		6.5
    
    Level:		3	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+45	Weapon:	Whip
    Movement:	Fast, 5 panels
    Magic:		None
    Special:	Beast Support
    Resistances:  P 105  A 100  F 100  E 100  W 100  V 100  B 100
    
    Equipment:  Whip, Armor, Helmet, Boots
    Notes:  Though they don't seem like it, these guys are very good fighters  and
    are certainly on par with Knights and Berzerkers.  They actually have better
    defense than even Berzerkers, though they have less HP.  Their attack is solid
    as well, and Whips are good weapons that are powerful, lighter than spears, and
    keep you safe from counters.  Unfortunately, they cannot skewer two adjacent
    enemies at once like spears can.  Their Beast Support ability, while a nice
    bonus, is not really their main selling point, as beasts have too many
    limitations (extreme slowness, the fact that you can only bring up to two to any
    one battle) to be terribly useful.  Note that the only beasts to receive his
    bonus are the Gryphon and the Cockatrice.
    Rating: B
    
    
    09 Wizard
    
    Generic, basic male
    Alignment: NC
    Element:  N/A
    Stat Requirements:  MP 16, INT 44, MEN 42
    Soldier 4 -> Wizard
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	6	68		92		152		212		272		362
    MP	6	10		34		94		154		214		304
    STR	4	29		45		85		125		165		225
    VIT	3	28		40		70		100		130		175
    INT	8	17		49		129		209		289		409
    MEN	7	20		48		118		188		258		363
    AGI	5	24		44		94		144		194		269
    DEX	5	24		44		94		144		194		269
    LUK		50
    Bonus:  +18 MP, +7 INT, +6 MEN
    
    Attack:		6.5		Defense:	5
    Magic:		11.5	Magic Def.:	6.5
    Special:	12.5	Speed:		6.25
    
    Level:		3	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+50	Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		Equip 3, Wizard Set
    Special:	None
    Resistances:  P 125  A 95  F 95  E 95  W 95  V 95  B 95
    
    Equipment:  Staff, Staff, Ring, Robe, Attack Magic, Summons,
    Incubus
    Notes:  The basic male offensive spellcaster.  If you are serious about
    attack magic early in the game, they are the only real option.  Solid INT
    growth, but not as great as the Siren, though they have better physical stats.
    As you'd expect, they're horrendous physical fighters and are very fragile,
    dying in one hit to the big time attackers later in the game.  One strength
    that most people don't realize is that while their AGI and DEX growth is
    mediocre, their equipment is usually so light that they are reasonably quick
    and have a decent chance of dodging some attacks.  As spells go, it's best to
    equip the attack spell of your element.  AcidRain is my favorite, despite its
    high MP cost, because it causes an added effect and because you don't have to
    see it animate 78 billion times with every casting.  If you're using high end
    attack spells or summons, it'd be wise to use an MP restoring item at the
    start of battle so you can cast it freely.  For backup spells you should
    consider Incubus
    Rating: B-
    
    
    0A Warlock
    
    Generic, advanced male
    Alignment: LN
    Element:  N/A
    Stat Requirements:  MP 84, INT 124, MEN 112
    Lineage:  Soldier 4 -> Wizard 10 -> Warlock
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	6	68		92		152		212		272		362
    MP	8	-18		14		94		174		254		374
    STR	4	29		45		85		125		165		225
    VIT	2	42		50		70		90		110		140
    INT	7	24		52		122		192		262		367
    MEN	9	-14		22		112		202		292		427
    AGI	4	38		54		94		134		174		234
    DEX	4	38		54		94		134		174		234
    LUK		50
    Bonus:  +18 MP
    
    Attack:		6		Defense:	4
    Magic:		11		Magic Def.:	6.5
    Special:	15.5	Speed:		6
    
    Level:		14	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+55	Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		Equip 3, Warlock Set
    Special:	Golem Support
    Resistances:  P 105  A 90  F 90  E 90  W 90  V 90  B 90
    
    Equipment:  Staff, Staff, Ring, Robe, Drakonite Magic, HealRain,
    Charge
    Notes:  A strange class that must be used in a particular way to be
    effective.  They have the worst stat growth of any class and their stat growth
    is horribly suited to what they do.  They're supposed to be the elite support
    mage, but success rates for those spells are based on speed and the Warlock is
    the slowest support magic user in the game.  They also have the ability to use
    Drakonite Magic, which makes them much more powerful and they are actually
    well suited to use it.  They're also the best unit at using special attacks
    such as WindShot, Glowball, etc.  Their main strength is that their class has
    insanely good innate attributes.  Their P.RES is the same as a Berzerker, and
    their resistances to other elements are very good.  They are thus ideal for
    leveling as another class and switching to Warlock for battle.  Many people
    like to make Denim a Warlock in chapter 4, as he can take advantage of the
    class' innate attributes while keeping his permanent Lord stat growth, making
    him formidable indeed.  Their Giant support ability is gravy, but not very
    useful since Golems are horrible and Cyclops are unavailable until late game.
    Also, you can only bring up to L sized units into any battle.
    Rating: C-
    
    
    0B Exorcist
    
    Generic, advanced male
    Alignment: L
    Element:  N/A
    Stat Requirements:  VIT 44, INT 42, MEN 44
    Lineage:  Soldier 4 -> Exorcist
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	7	64		92		162		232		302		407
    MP	7	-12		16		86		156		226		331
    STR	4	29		45		85		125		165		225
    VIT	5	20		40		90		140		190		265
    INT	8	10		42		122		202		282		402
    MEN	6	18		42		102		162		222		312
    AGI	4	28		44		84		124		164		224
    DEX	5	24		44		94		144		194		269
    LUK		50
    Bonus:  None
    
    Attack:		6.5		Defense:	7
    Magic:		11		Magic Def.:	8
    Special:	11		Speed:		5.25
    
    Level:		8	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+50	Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		Equip 3, Exorcist Set
    Special:	None
    Resistances:  P 120  A 100  F 100  E 100  W 100  V 60  B 115
    
    Equipment:  Staff, Ring, Robe, MP Item
    Notes:  A specialist who is good at what he does.  Actually has some nice
    little advantages, as he is more durable than any other mage and has a decent
    hit rate with his Exorcism spell, whose success rate is based on speed.  The
    Exorcist spell set is quite versatile, featuring LightBow for attacking, Heal
    for defensive purposes, and Exorcism for the undead.  They are also the only
    generic class that can use the awesome Starion spell.  Note than you can do
    very good damage with LightBow to evil units like Terror Knights.  Overall
    it's indispensable having one around, but more than one are not needed, so
    Presance should be enough to fulfill all your exorcising needs.
    Rating: B
    
    
    0C Lich
    
    Generic, transmigrated male or female
    Alignment: LNC
    Element:  N/A
    Stat Requirements:  MP 114, INT 162, MEN 147
    Lineage:  Soldier 4 -> Wizard 15 -> LichGrowth	Base	Lv 5	Lv 15	Lv 25
    	Lv 35	Lv 50
    HP	5	87		107		157		207		257		332
    MP	8	-38		-6		74		154		234		354
    STR	2	67		75		95		115		135		165
    VIT	2	47		55		75		95		115		145
    INT	8	10		42		122		202		282		402
    MEN	8	-5		27		107		187		267		387
    AGI	4	43		59		99		139		179		239
    DEX	4	43		59		99		139		179		239
    LUK		50
    Bonus:  +8 MP
    
    Attack:		3		Defense:	3
    Magic:		12		Magic Def.:	6
    Special:	13		Speed:		5
    
    Level:		20	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+50	Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		Equip 3, Lich Set
    Special:	None
    Resistances:  P 65  A 70  F 70  E 70  W 70  V 85  B 85
    
    Equipment:  Staff, Staff, Ring, Robe, Summons, HealRain, Charge
    Notes:  The ultimate generic offensive spellcaster. Can't use Virtue magic
    and has slightly worse raw magic power than the Siren, but has some great
    fringe benefits.  Note that they are not actually undead, as they can't be
    exorcised and can be healed by normal means.  They have horrible physical
    stats, but they have good defense because their RES values are amazing.  They
    also make decent warriors if you turn a fighter unit into a Lich, as you can
    skimp on the armor because of their P.RES and be very speedy as a result, plus
    you can equip spells, but you'll get worse as you level up due to the Lich's
    awful growth.
    Rating: A
    
    
    0D Gunner
    
    Generic, advanced male
    Alignment: N
    Element:  N/A
    Stat Requirements:  STR 120, AGI 164, DEX 150
    Lineage:  Soldier 4 -> Ninja 15 -> Gunner
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	7	79		107		177		247		317		422
    MP	0	0		0		0		0		0		0
    STR	5	25		45		95		145		195		270
    VIT	4	39		55		95		135		175		235
    INT	5	22		42		92		142		192		267
    MEN	5	37		57		107		157		207		282
    AGI	7	31		59		129		199		269		374
    DEX	7	16		44		114		184		254		359
    LUK		50
    Bonus:  None
    
    Attack:		8.5		Defense:	6.5
    Magic:		7.5		Magic Def.:	6.5
    Special:	10		Speed:		8.75
    
    Level:		20	Species:	Human
    Weather:	0	Indirect:	Stone
    WT Penalty:	+75	Weapon:	Gun
    Movement:	Fast, 5 panels
    Magic:		None
    Special:	Gunnery
    Resistances:  P 135  A 130  F 130  E 130  W 130  V 130  B 130
    Bonus: -61 MP
    
    Equipment:  Gun, Armor, Helmet, Boots
    Notes:  Another very interesting unit.  The worst RES values in the game,
    and horrible defense in general.  Not that much an issue, since guns have
    infinite range and they never really need to be in harm's way.  They also have
    the worst WT penalty in the game but their high AGI tends to mitigate that
    somewhat.  Gun damage is good, and in idiotic RPG tradition it's based your
    physical attack power.  For this reason, a Dragoon turned Gunner will rule the
    battlefield. If you're serious about creating generic Gunners though, I would
    advise you to use Ninja.  Hit rate on guns is more important than raw damage
    IMO, since you'll almost always be shooting at the enemy's front.
    Rating: B
    
    
    0E Amazon
    
    Generic, basic female
    Alignment: LNC
    Element:  N/A
    Stat Requirements:  None
    Lineage:  N/A
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	8	58		90		170		250		330		450
    MP	4	0		16		56		96		136		196
    STR	6	20		44		104		164		224		314
    VIT	5	20		40		90		140		190		265
    INT	6	18		42		102		162		222		312
    MEN	6	17		41		101		161		221		311
    AGI	6	20		44		104		164		224		314
    DEX	6	22		46		106		166		226		316
    LUK		50
    Bonus:  None.  -2 HP, -1 STR, -1 MEN, +2 DEX vs. Soldier
    
    Attack:		9		Defense:	8
    Magic:		9		Magic Def.:	8
    Special:	12		Speed:		7.5
    
    Level:		1	Species:	Human
    Weather:	+4	Indirect:	Stone
    WT Penalty:	+40	Weapon:	None
    Movement:	Fast + Underwater, 5 panels
    Magic:		NoneSpecial:	None
    Resistances:  P 115  A 100  F 100  E 100  W 100  V 100  B 100
    
    Equipment:  Bow, Armor, Helmet, Boots
    Notes:  Like the Soldier, but ever so slightly better since they can enter
    
    Water and have better weather tolerance (which really always applies).  They
    are actually a more viable option since there are fewer female classes to
    choose from, and they actually have the second best AGI growth, third best STR
    and DEX growth, and second best VIT growth among females.
    Rating: C+
    
    
    0F Valkyrie
    
    Generic, advanced female
    Alignment: LN
    Element:  N/A
    Stat Requirements:  STR 44, VIT 46, INT 42
    Lineage:  Amazon 4 -> Valkyrie
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	9	54		90		180		270		360		495
    MP	3	0		16		46		76		106		151
    STR	7	16		44		114		184		254		359
    VIT	5	20		40		90		140		190		265
    INT	7	14		42		112		182		252		357
    MEN	6	17		41		101		161		221		311
    AGI	5	24		44		94		144		194		269
    DEX	6	22		46		106		166		226		316
    LUK		50
    Bonus:  None
    
    Attack:		10		Defense:	8.5
    Magic:		10		Magic Def.:	8
    Special:	12.5	Speed:		6.5
    
    Level:		3	Species:	Human
    Weather:	+4	Indirect:	Stone
    WT Penalty:	+45	Weapon:	Spear
    Movement:	Fast + Underwater, 5 panels
    Magic:		Equip 2, Valkyrie Set
    Special:	None
    Resistances:  P 110  A 100  F 100  E 100  W 100  V 95  B 105
    
    Equipment:  Spear, Armor, Helmet, Ring, Attack Magic, Incubus
    Notes:  A very versatile and strong class.  They have the attack power and
    speed of Berzerkers with the defense of Knights (although the fact that all
    spears are two handed means they can't use shields).  On top of that, they are
    pretty strong magic users and can equip two spells (I suggest your elemtental
    spell and Incubus).  Spears are great weapons and will offset the Valk's
    mediocre defense by keeping you safe from most counters.  Overall, a great
    unit with power and versatility.  The best spear is the fire elemental Ignis
    spear, and the best alignment is N because there is no benefit to being L
    (other than the chance to turn into an Angel Knight) and being N reduces your
    susceptibility to terror.
    Rating: B+
    
    
    10 Archer
    
    Generic, basic female
    Alignment: NC
    Element:  N/A
    Stat Requirements:  None
    Lineage:  Amazon 4 -> Archer
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	8	58		90		170		250		330		450
    MP	3	4		16		46		76		106		151
    STR	5	24		44		94		144		194		269
    VIT	6	16		40		100		160		220		310
    INT	5	22		42		92		142		192		267
    MEN	6	17		41		101		161		221		311
    AGI	7	16		44		114		184		254		359
    DEX	8	15		47		127		207		287		407
    LUK		50
    Bonus:  +1 DEX
    
    Attack:		9		Defense:	8.5
    Magic:		8		Magic Def.:	9
    Special:	11.5	Speed:		9
    
    Level:		3	Species:	Human
    Weather:	+4	Indirect:	Stone
    WT Penalty:	+35	Weapon:	Bow
    Movement:	Fast + Underwater, 5 panels
    Magic:		None
    Special:	None
    Resistances:  P 110  A 100  F 100  E 100  W 100  V 100  B 95
    
    Equipment:  Bow, Armor, Helmet, Boots
    Notes:  The overpowered basic unit of TO.  The Archer inexplicably has the
    best VIT growth of any female class, and has the physical defense of a Knight
    with even better magic defense (though they can't use shields with most of
    their bows).  The fact that Archers don't need to be in the front lines,
    combined with their ludicrous defense and great evasion, means that they'll
    never die.  Archers are also really fast, and their AGI and DEX keep their hit
    rates very high.  Their attack power is average but good enough that they can
    do big damage with their bows and even kill some mages in one shot.  Overall
    one of the most dominant and easy to acquire units in TO.  Has a +1 DEX bonus
    over other generics.
    Rating: A
    
    
    11 Dragon Tamer
    
    Generic, advanced female
    Alignment: LNC
    Element:  N/A
    Stat Requirements:  HP 180, STR 115, MEN 103
    Lineage:  Amazon 4 -> Valkyrie 10 -> Dragon Tamer
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	9	54		90		180		270		360		495
    MP	2	18		26		46		66		86		116
    STR	7	16		44		114		184		254		359
    VIT	3	48		60		90		120		150		195
    INT	6	28		52		112		172		232		322
    MEN	7	3		31		101		171		241		346
    AGI	5	24		44		94		144		194		269
    DEX	7	8		36		106		176		246		351
    LUK		50
    Bonus:  None
    
    Attack:		10.5	Defense:	6.5
    Magic:		9.5		Magic Def.:	6.5
    Special:	14		Speed:		6.75
    
    Level:		14	Species:	Human
    Weather:	+4	Indirect:	Stone
    WT Penalty:	+45	Weapon:	Sword
    Movement:	Fast + Underwater, 5 panels
    Magic:		Equip 1, Valkyrie Set
    Special:	Dragon Support
    Resistances:  P 110  A 100  F 100  E 100  W 100  V 100  B 100
    
    Equipment:  Sword, Armor, Helmet, Ring, Attack Magic
    Notes:  This unit frustrates me.  It has higher level requirements than the
    Valkyrie, but is pretty much worse in every way.  They have 1 DEX point and 1
    MEN point over the Valkyrie, but this comes at the cost of 1 MP, 1 INT, and a
    whopping 2 VIT.  This means that while they hit a bit harder with their
    swords, they are much worse in close range fighting since they don't have
    spears to protect them from counters and they have horrific defense.  They are
    also worse at casting spells than the Valkyrie and can equip one less.  They
    are a wee bit more accurate and evasive than Valkyries, but this doesn't make
    up for their huge drawbacks.  The only real strong point I can think of is
    that they're the best female unit at using special abilities.  Their Dragon
    Support ability is actually handy, because dragons are the best monsters in
    general, but they suffer from the limitation that you can only bring 2 to a
    battle at once.  You can remedy this, however, by using Lizard Men, who are
    pretty tough S size dragon units.  A group of C aligned Lizard men with a
    Dragon Tamer can beat up Terror Knights good.  An overall poorly designed unit
    that you'll rarely find reason to use.
    Rating: D
    
    
    12 Siren
    
    Generic, advanced female
    Alignment: LN
    Element:  N/A
    Stat Requirements:  MP 36, INT 75, MEN 71
    Lineage:  Amazon 4 -> Cleric 10 -> Siren
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	5	85		105		155		205		255		330
    MP	7	-17		11		81		151		221		326
    STR	4	38		54		94		134		174		234
    VIT	3	38		50		80		110		140		185
    INT	9	-1		35		125		215		305		440
    MEN	7	14		42		112		182		252		357
    AGI	4	38		54		94		134		174		234
    DEX	5	31		51		101		151		201		276
    LUK		50
    Bonus: -5 HP, +15 MP, +3 INT, +1 MEN, +15 DEX
    
    Attack:		6.5		Defense:	5
    Magic:		12.5	Magic Def.:	6.5
    Special:	12.5	Speed:		5.25
    
    Level:		8	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+55	Weapon:	Fan
    Movement:	Slow, 5 panels
    Magic:		Equip 3, Wizard Set
    Special:	None
    Resistances:  P 120  A 100  F 100  E 100  W 100  V 80  B 80
    
    Equipment:  Fan, Staff, Ring, Robe, Attack Magic, Summons, Incubus
    Notes:  Identical to a Wizard except she trades 1 HP for 1 MP (bad), 1 AGI
    for 1 INT (probably good), has slightly worse RES values and a worse WT
    penalty.  She is the most powerful generic attack mage, and she's the only mage
    with a weapon specialty.  There is only one fan in the game, and it is pretty
    handy as it can charm the target and thus prevent a counter.  Unfortunately it
    gives no INT boost, so you may want to go with a staff anyway.
    Rating: B
    
    
    13 Witch
    
    Generic, basic female
    Alignment: NC
    Element:  N/A
    Stat Requirements:  MP 16, INT 45, MEN 41
    Lineage:  Amazon 4 -> Witch
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	6	66		90		150		210		270		360
    MP	6	10		34		94		154		214		304
    STR	4	28		44		84		124		164		224
    VIT	4	24		40		80		120		160		220
    INT	7	20		48		118		188		258		363
    MEN	8	16		48		128		208		288		408
    AGI	5	24		44		94		144		194		269
    DEX	5	26		46		96		146		196		271
    LUK		50
    Bonus: +18 MP, +6 INT, +7 MEN
    
    Attack:		6.5		Defense:	6
    Magic:		11		Magic Def.:	8
    Special:	14		Speed:		6.25
    
    Level:		3	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+50	Weapon:	None
    Movement:	Fast, 5 panels
    Magic:		Equip 3, Witch Set
    Special:	None
    Resistances:  P 125  A 95  F 95  E 95  W 95  V 100  B 90
    
    Equipment:  Staff, Ring, Robe, MP Item, Support Magic
    Notes:  A bit like the Warlock in that her class is better than
    her stats, though it's not as pronounced in this case.  She is better than the
    Warlock at hitting with support magic, and in fact has the best physical stats
    of any mage except maybe the Exorcist, as well as being the only one with the
    Fast movement type.  Note that a Witch raised with Archer level-ups is better
    than a normal Witch in almost every way, as it makes her spells much more
    accurate.
    Rating: B-
    
    
    14 Cleric
    
    Generic, basic female
    Alignment: LN
    Element:  N/A
    Stat Requirements:  MP 16, INT 42, MEN 41
    Lineage:  Amazon 4 -> Cleric
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	7	66		90		160		230		300		405
    MP	5	10		30		80		130		180		255
    STR	5	28		44		94		144		194		269
    VIT	4	24		40		80		120		160		220
    INT	8	20		49		129		209		289		409
    MEN	7	19		47		117		187		257		362
    
    
    AGI	5	24		44		94		144		194		269
    DEX	4	26		46		86		126		166		236
    LUK		50
    Bonus:  +14 MP, +7 INT, +6 MEN
    
    Attack:		7		Defense:	6.5
    Magic:		11.5	Magic Def.:	7.5
    Special:	13		Speed:		6
    
    Level:		3	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+5	Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		Equip 3, Cleric Set
    Special:	None
    Resistances:  P 125  A 95  F 95  E 95  W 95  V 90  B 100
    
    Equipment:  Staff, Staff, Robe, Ring, Heal+, Heal All, Vitalize
    Notes:  An indispensable healing unit.  If you don't use Revivify, like I
    don't, then she's pretty much better than the Priest in every way because she
    can use Heal+ as well as Heal All.  Note that she's much better off being L
    aligned as this gives her a sizable bonus to her healing.  For tough battles,
    you may want to have her use an MP restoring item as her first action to make
    sure her MP holds up.
    Rating: B+
    
    
    15 Priest
    
    Generic, advanced female
    Alignment: L
    Element:  N/A
    Stat Requirements:  MP 70, INT 125, MEN 110
    Lineage:  Amazon 4 -> Cleric 10 -> Priest
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	6	76		100		160		220		280		370
    MP	7	-18		10		80		150		220		325
    STR	4	38		54		94		134		174		234
    VIT	3	38		50		80		110		140		185
    INT	9	4		40		130		220		310		445
    MEN	7	19		47		117		187		257		362
    AGI	4	38		54		94		134		174		234
    DEX	5	16		36		86		136		186		261
    LUK		50
    Bonus:  +14 MP, +8 INT, +6 MEN
    
    Attack:		7		Defense:	6.5
    Magic:		11.5	Magic Def.:	7.5
    Special:	13		Speed:		6
    
    Level:		3	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+55	Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		Equip 3, Cleric Set
    Special:	None
    Resistances:  P 130  A 90  F 90  E 90  W 90  V 70  B 115
    
    Equipment:  Staff, Robe, Ring, MP Item, Heal All, Vitalize,
    Revivify
    Notes: Basically a Cleric who for some reason can't use Heal+, but can use
    Revivify and LightBow.  She has worse physical stats in exchange for better
    INT, which really only counts for Heal and LightBow.  If you don't use
    Revivifiy, there's not much of a reason to use this unit, though LightBow can
    get really powerful is used on a dark enemy unit.  +14 MP, -2 INT, and +6 MEN
    over other generics.
    Rating: B
    
    
    16 Angel Knight
    
    Generic, transmigrated female
    Alignment: L
    Element:  N/A
    Stat Requirements: MP 92, STR 135, VIT 122, INT 144, MEN 119, AGI 122,
    DEX 124
    Lineage:  Angel Knight
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	9	54		90		180		270		360		495
    MP	6	0		24		84		144		204		294
    STR	8	-1		31		111		191		271		391
    VIT	5	20		40		90		140		190		265
    INT	8	8		40		120		200		280		400
    MEN	6	17		41		101		161		221		311
    AGI	6	20		44		104		164		224		314
    DEX	6	22		46		106		166		226		316
    LUK		50
    Bonus:  None
    
    Attack:		11		Defense:	9
    Magic:		11		Magic Def.:	8
    Special:	13		Speed:		7.5
    
    Level:		20	Species:	Human
    Weather:	0	Indirect:	Stone
    WT Penalty:	+45	Weapon:	Spear
    Movement:	Fly, 6 panels
    Magic:		Equip 1, Exorcist Set
    Special:	SadSong, CalmSong
    Resistances:  P 100  A 100  F 100  E 100  W 100  V 50  B 125
    
    Equipment:  Spear, Armor, Helmet, Ring, Heal, Exorcism, LightBow
    Notes:  An outstanding and versatile fighter.  Great attack power, great
    defense, pretty good speed for a fighter, and great magic and special skills.
    On top of that, you get 6 move and flight.  Their attack power is between the
    Knight and Dragoon, and spear usage means you won't be countered.  They're the
    only generic heavy fighter with 6 AGI growth, and their magic power is
    identical to that of an Exorcist.  In fact, they could replace Exorcists
    completely if it weren't for the fact that they only have 1 spell slot.  For
    most battles I recommend using Heal.  Their special abilities are also handy,
    as they have the ability to heal undead (useless) and lower enemy MP (very
    useful).  The best generic fighter in the game.
    Rating: A
    
    
    17 Faerie
    
    Generic, demi-human female
    Alignment: LNC
    Element:  N/A
    Stat Requirements: None
    Lineage:  Faerie
    
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	6	72		96		156		216		276		366
    MP	0	0		0		0		0		0		0
    STR	4	34		50		90		130		170		230
    VIT	3	34		46		76		106		136		181
    INT	4	32		48		88		128		168		228
    MEN	8	3		35		115		195		275		395
    AGI	7	13		41		111		181		251		356
    DEX	8	8		40		120		200		280		400
    LUK		50
    Bonus:  None
    
    Attack:		8		Defense:	5
    Magic:		8		Magic Def.:	7
    Special:	14		Speed:		9
    
    Level:		3	Species:	Human
    Weather:	0	Indirect:	Stone
    WT Penalty:	+30	Weapon:	None
    Movement:	Fly + Float, 5 panels
    Magic:		None
    Special:	CuteKiss, DeepKiss (L10), HolyBolt (L20)
    Resistances:  P 125  A 90  F 90  E 90  W 90  V 90  B 90
    
    Equipment:  Robe, Boots, Necklace, Orb
    Notes: Another interesting unit.  Her attack and defense are poor, but she is
    One of the fastest units in the game and has great special abilities.  CuteKiss
    heals a bit of HP and restores status, HolyBolt does holy damage and exorcises
    undead, and DeepKiss acts as a free casting of Paradigm.  DeepKiss, if abused
    correctly by multiple Faeries, makes them game-breakingly powerful, especially
    combined with the Charge spell and Dragon Magic, as you can basically have a
    never-ending turn.  My rating assumes you like fun and challenge in your SRPGs,
    and so doesn't account for abusing this trick.
    Rating: C+
    
    18 Gremlin
    
    Generic, demi-human male
    Alignment: LNC
    Element:  N/A
    Stat Requirements: None
    Lineage:  Gremlin
    
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	6	58		82		142		202		262		352
    MP	0	0		0		0		0		0		0
    STR	7	22		50		120		190		260		365
    VIT	2	38		46		66		86		106		136
    
    INT	4	32		48		88		128		168		228
    MEN	3	23		35		65		95		125		170
    AGI	8	9		41		121		201		281		401
    DEX	9	4		40		130		220		310		445
    LUK		50
    Bonus:  None
    
    Attack:		11.5	Defense:	5.5
    Magic:		5.5		Magic Def.:	3.5
    Special:	8		Speed:		10.25
    
    Level:		3	Species:	Human
    Weather:	0	Indirect:	Stone
    WT Penalty:	+45	Weapon:	None
    Movement:	Fly + Float, 5 panels
    Magic:		None
    Special:	CuteKiss, DeepKiss (L10), Abyss (L20)
    Resistances:  P 115  A 100  F 100  E 100  W 100  V 125  B 75
    
    Equipment:  Spear, Robe, Boots, Necklace
    Notes:  No unit in the game, barring maybe the Death Templar, matches the
    Gremlin's combination of power and speed.  They are the single fastest class,
    and their attack ranks just under the Dragoon and Death Templar.  Abyss is
    an incredibly powerful 2 panel attack, though it'll cost you half your HP
    upon use.  CuteKiss and DeepKiss can also be used as uncounterable, though
    weak, clos range attacks that have a chance to Charm and Petrify.  All this
    great stuff comes at the cost of horrific defense, and they'll die in one hit
    from any reasonably strong unit, provided said unit manages to actually hit
    them, which is no easy task.  They're probably best off with a bow, resorting
    to CuteKiss and DeepKiss if a strong attacker gets too close.  Fear mages as
    well, since Gremlins also have the worst magic defense in the game apart from
    maybe the Gunner.  Luckily the Gremlin's mad attack power will down most mages
    in one shot, while his great mobility keeps him away from danger.  In fact,
    lately I even find that Gremlins can be viable in melee combat.  Try giving one
    a spear at high levels.
    Rating: A-
    
    
    19 Hawk Man
    
    Generic, demi-human male
    Alignment: LNC
    Element:  N/A
    Stat Requirements: None
    Lineage:  Hawk Man
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	8	60		92		172		252		332		452
    MP	4	0		16		56		96		136		196
    STR	6	21		45		105		165		225		315
    VIT	4	24		40		80		120		160		220
    INT	6	18		42		102		162		222		312
    MEN	6	18		42		102		162		222		312
    AGI	7	20		48		118		188		258		363
    DEX	7	16		44		116		186		256		361
    LUK		50
    Bonus:  None
    
    Attack:		9.5		Defense:	7
    Magic:		9		Magic Def.:	7
    Special:	12		Speed:		8.75
    
    Level:		3	Species:	Human
    Weather:	0	Indirect:	Stone
    WT Penalty:	+40	Weapon:	Axe
    Movement:	Fly, 6 panels
    Magic:		None
    Special:	None
    Resistances:  P 120  A 100  F 100  E 100  W 100  V 100  B 100
    
    Equipment:  Axe, Armor, Helmet, Boots
    Notes:  A versatile unit which does not really specialize in any one thing.
    They make excellent bowmen with their flight, mobility, near-Archer speed,  and
    solid attack power.  They prefer axes however, which would suggest he is
    intended to be a melee unit.  The Hawk Man is actually not as bad as you'd
    think in melee combat, though he is a somewhat risky unit to use.  His defense
    is awful, but his attack is as powerful and much more accurate than that of the
    Lizard Man, while he is faster and more evasive as well.  Keeping WT low is
    essential, so a melee Hawk Man should probably wear very light armor or forego
    it entirely.  Really though any Hawk Man you have will be almost completely
    outclassed by Canopus.  Suggested element is Earth for the melee Hawk Man, and
    Water for a ranged one (since you will almost always give the Light bow to
    Aloser or Sara).
    Rating: B
    
    
    1A Lizard Man
    
    Generic, demi-human male
    Alignment: LNC
    Element:  N/A
    Stat Requirements: None
    Lineage:  Lizard Man
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	9	64		100		190		280		370		505
    MP	0	0		0		0		0		0		0
    STR	7	20		48		118		188		258		363
    VIT	6	20		44		104		164		224		314
    INT	3	22		34		64		94		124		169
    MEN	6	18		42		102		162		222		312
    AGI	6	24		48		108		168		228		318
    DEX	5	16		36		86		136		186		261
    LUK		50
    Bonus:  None
    
    Attack:		9.5		Defense:	9.5
    Magic:		6		Magic Def.:	9
    Special:	12.5	Speed:		7.25
    
    Level:		3	Species:	Dragon
    Weather:	4	Indirect:	Stone
    WT Penalty:	+45	Weapon:	Hammer
    Movement:	Fast + Underwater, 5 panels
    Magic:		None
    Special:	None
    Resistances:  P 105  A 110  F 110  E 110  W 110  V 110  B 10
    
    Equipment:  Hammer, Armor, Helmet, Boots
    Notes: An overlooked but pretty good heavy fighter unit who can more
    than hold his own among the Knights and Berzerkers of the world.  They
    are Dragon species, so they should fear Dragoons but hang out with any
    Dragon Tamers you're crazy enough to use.  Attack power is actually not
    that great due to weak DEX, and is in fact only equivalent to that of a
    Sword Master using 1 sword.  Defense, however, is equal to the Berzerker
    and coupled with more AGI for better evasiveness and hit rate.  Lizard
    Man is the only generic unit other than the Angel Knight who has at least
    7 STR and 6 AGI gain at level-up.  Earth and Water are the best elements
    for this unit, as Barbas' Earth hammer is the best elemental hammer,
    while the Aqua Hammer is available earliest and is the lightest.
    Rating: B+
    
    
    1B Pumpkin Head
    
    Generic, demi-human male
    Alignment: LNC
    Element:  N/A
    Stat Requirements: None
    Lineage:  Pumpkin Head
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	5	76		96		146		196		246		321
    MP	0	0		0		0		0		0		0
    STR	4	34		50		90		130		170		210
    VIT	8	14		46		126		206		286		406
    INT	3	36		48		78		108		138		168
    MEN	8	3		35		115		195		275		395
    AGI	5	21		41		91		141		191		266
    DEX	5	20		40		90		140		190		265
    LUK		50
    Bonus:  None
    
    Attack:		6.5		Defense:	10
    Magic:		7		Magic Def.:	12
    Special:	14		Speed:		6.25
    
    Level:		3	Species:	Human
    Weather:	2	Indirect:	Stone
    WT Penalty:	+45	Weapon:	None
    Movement:	Fast, 5 panels
    Magic:		None
    Special:	Pumpkin, Squash-X, YasaiWar
    Resistances:  P 110  A 95  F 95  E 95  W 95  V 95  B 84
    
    Equipment:  Shield, Shield, Armor, Helmet
    Notes:
    Rating:
    
    
    1C Skeleton
    
    Generic, undead male or female
    Alignment: LNC
    Element:  N/A
    Stat Requirements: None
    Lineage:  Soldier 5 -> Skeleton
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	7	64		92		162		232		302		407
    MP	0	0		0		0		0		0		0
    STR	6	21		45		105		165		225		315
    VIT	4	24		40		80		120		160		220
    INT	5	22		42		92		142		192		267
    MEN	5	22		42		92		142		192		267
    AGI	7	16		44		114		184		254		359
    DEX	5	24		44		94		144		194		269
    LUK		50
    Bonus:  None
    
    Attack:		8.5		Defense:	7
    Magic:		7.5		Magic Def.:	6.5
    Special:	10.5	Speed:		8.25
    
    Level:		3	Species:	Human
    Weather:	2	Indirect:	Stone
    WT Penalty:	+40	Weapon:	None
    Movement:	Fast, 5 panels
    Magic:		None
    Special:	Undead
    Resistances:  P 110  A 100  F 100  E 100  W 100  V 125  B 75
    
    Equipment:  Hammer, Armor, Helmet, Boots
    Notes:
    Rating:
    
    
    1D Ghost
    
    Generic, undead male or female
    Alignment: LNC
    Element:  N/A
    Stat Requirements: None
    Lineage:  Soldier 5 -> Ghost
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	7	64		92		162		232		302		407
    MP	5	10		30		80		130		180		255
    STR	4	29		45		85		125		165		225
    VIT	3	28		40		70		100		130		175
    INT	7	20		48		118		188		258		363
    MEN	7	20		48		118		188		258		363
    AGI	5	24		44		94		144		194		269
    DEX	5	24		44		94		144		194		269
    LUK		50
    Bonus:  +14 MP, +6 INT, +6 INT
    
    Attack:		6.5		Defense:	5
    Magic:		10.5	Magic Def.:	6.5
    Special:	12.5	Speed:		6.25
    
    Level:		3	Species:	Human
    Weather:	4	Indirect:	Stone
    WT Penalty:	+45	Weapon:	None
    Movement:	Warp + Float, 5 panels
    Magic:		Equip 1, Wizard Set
    Special:	Undead
    Resistances:  P 65  A 110  F 110  E 110  W 110  V 135  B 85
    
    Equipment:  Staff, Staff, Robe, Ring
    Notes:
    Rating:
    
    
    1E Templar Knight
    
    Generic, enemy only male
    Alignment: LNC
    Element:  N/A
    Stat Requirements: None
    Lineage:  Soldier 5 -> Skeleton
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	10	52		92		192		292		392		542
    MP	7	0		0		0		0		0		0
    STR	6	31		55		115		175		235		325
    VIT	5	28		48		98		148		198		273
    INT	6	28		52		112		172		232		322
    MEN	6	28		52		112		172		232		322
    AGI	6	30		54		114		174		234		324
    DEX	6	30		54		114		174		234		324
    LUK		50
    Bonus:  None
    
    Attack:		9		Defense:	8
    Magic:		9		Magic Def.:	8
    Special:	12		Speed:		7.5
    
    Level:		3	Species:	Human
    Weather:	2	Indirect:	Stone
    WT Penalty:	+45	Weapon:	Sword
    Movement:	Fast, 5 panels
    Magic:		Equip 3, Full Set
    Special:	Undead
    Resistances:  P 105  A 95  F 95  E 95  W 95  V 90  B 90
    
    Equipment:  Sword, Shield, Armor, Helmet
    Notes:
    Rating:
    
    
    1F Thunder Dragon
    
    Generic, basic dragon
    Alignment: LNC
    Element:  Wind
    Stat Requirements: None
    Lineage:  Dragon
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	10	60		100		200		300		400		550
    MP	0	0		0		0		0		0		0
    STR	10	23		63		163		263		363		513
    VIT	5	25		45		95		145		195		270
    INT	4	26		42		82		122		162		222
    MEN	7	23		51		121		191		261		366
    AGI	3	28		40		70		100		130		175DEX	3	22
    	34		64		94		124		169
    LUK		50
    Bonus:  None
    
    Attack:		11.5	Defense:	10
    Magic:		7.5		Magic Def.:	8.5
    Special:	15.5	Speed:		3.75
    
    Level:		3	Species:	Dragon
    Weather:	4	Indirect:	None
    WT Penalty:	+90	Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		None
    Special:	Thunder Breath
    Resistances:  P 100  A 75  F 105  E 105  W 105  V 105  B 105
    
    Equipment:  Bag Items
    Notes:
    Rating:
    
    
    20 Red Dragon
    
    Generic, basic dragon
    Alignment: LNC
    Element:  Fire
    Stat Requirements: None
    Lineage:  Dragon
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	10	60		100		200		300		400		550
    MP	0	0		0		0		0		0		0
    STR	10	23		63		163		263		363		513
    VIT	5	25		45		95		145		195		270
    INT	4	26		42		82		122		162		222
    MEN	7	23		51		121		191		261		366
    AGI	3	28		40		70		100		130		175
    DEX	3	22		34		64		94		124		169
    LUK		50
    Bonus:  None
    
    Attack:		11.5	Defense:	10
    Magic:		7.5		Magic Def.:	8.5
    Special:	15.5	Speed:		3.75
    
    Level:		3	Species:	Dragon
    Weather:	4	Indirect:	None
    WT Penalty:	+90	Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		None
    Special:	Fire Breath
    Resistances:  P 100  A 105  F 75  E 105  W 105  V 105  B 105
    
    Equipment:  Bag Items
    Notes:
    Rating:
    
    
    21 Earth Dragon
    
    Generic, basic dragon
    Alignment: LNC
    Element:  Earth
    Stat Requirements: None
    Lineage:  Dragon
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	10	60		100		200		300		400		550
    MP	0	0		0		0		0		0		0
    STR	10	23		63		163		263		363		513
    VIT	5	25		45		95		145		195		270
    INT	4	26		42		82		122		162		222
    MEN	7	23		51		121		191		261		366
    AGI	3	28		40		70		100		130		175
    DEX	3	22		34		64		94		124		169
    LUK		50
    Bonus:  None
    
    Attack:		11.5	Defense:	10
    Magic:		7.5		Magic Def.:	8.5
    Special:	15.5	Speed:		3.75
    
    Level:		3	Species:	Dragon
    Weather:	4	Indirect:	None
    WT Penalty:	+90	Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		None
    Special:	Poison Breath
    Resistances:  P 100  A 105  F 105  E 75  W 105  V 105  B 105
    
    Equipment:  Bag Items
    Notes:
    Rating:
    
    
    22 Blue Dragon
    
    Generic, basic dragon
    Alignment: LNC
    Element:  WaterStat Requirements: None
    Lineage:  Dragon
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	10	60		100		200		300		400		550
    MP	0	0		0		0		0		0		0
    STR	10	23		63		163		263		363		513
    VIT	5	25		45		95		145		195		270
    INT	4	26		42		82		122		162		222
    MEN	7	23		51		121		191		261		366
    AGI	3	28		40		70		100		130		175
    DEX	3	22		34		64		94		124		169
    LUK		50
    Bonus:  None
    
    Attack:		11.5	Defense:	10
    Magic:		7.5		Magic Def.:	8.5
    Special:	15.5	Speed:		3.75
    
    Level:		3	Species:	Dragon
    Weather:	4	Indirect:	None
    WT Penalty:	+90	Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		None
    Special:	Ice Breath
    Resistances:  P 100  A 105  F 105  E 105  W 75  V 105  B 105
    
    Equipment:  Bag Items
    Notes:
    Rating:
    
    
    23 White Dragon
    
    Generic, intermediate dragon
    Alignment: LN
    Element:  N/A
    Stat Requirements: HP 170, STR 133, VIT 90, DEX 55
    Lineage:  Dragon 11 -> White Dragon
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	10	60		100		200		300		400		550
    MP	0	0		0		0		0		0		0
    STR	10	23		63		163		263		363		513
    VIT	6	14		38		98		158		218		308
    INT	4	26		42		82		122		162		222
    MEN	6	347		58		118		178		238		328
    AGI	3	28		40		70		100		130		175
    DEX	4	11		27		67		107		147		207
    LUK		50
    Bonus:  None
    
    Attack:		12		Defense:	11
    Magic:		7		Magic Def.:	9
    Special:	14		Speed:		4
    
    Level:		8	Species:	Dragon
    Weather:	4	Indirect:	None
    WT Penalty:	+100 Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		None
    Special:	Breath of unit's own element
    Resistances:  P 95  A 100  F 100  E 100  W 100  V 95  B 105
    
    Equipment:  Bag Items
    Notes:
    Rating:
    
    
    24 Holy Dragon
    
    Generic, advanced dragon
    Alignment: L
    Element:  N/A
    Stat Requirements: HP 270, STR 233, VIT 161, DEX 95
    Lineage:  Dragon 11 -> White Dragon 11 -> Holy Dragon
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	11	39		83		193		303		413		578
    MP	0	0		0		0		0		0		0
    STR	10	23		63		163		263		363		513
    VIT	7	-7		21		91		161		231		336
    INT	4	26		42		82		122		162		222
    MEN	6	34		58		118		178		238		328
    AGI	3	28		40		70		100		130		175
    DEX	6	-31		-7		53		113		173		263
    LUK		50
    Bonus:  None
    
    Attack:		13		Defense:	12
    Magic:		7		Magic Def.:	10
    Special:	14.5	Speed:		4.5
    
    Level:		14	Species:	Dragon
    Weather:	4	Indirect:	None
    WT Penalty:	+105 Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		None
    Special:	Breath of unit's own element
    Resistances:  P 90  A 95  F 95  E 95  W 95  V 90  B 110
    
    Equipment:  Bag Items
    Notes:
    Rating:
    
    
    25 Black Dragon
    
    Generic, intermediate dragon
    Alignment: NC
    Element:  N/A
    Stat Requirements: HP 170, STR 133, VIT 90, DEX 57, KILLS 30
    Lineage:  Dragon 11 -> Black Dragon
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	10	60		100		200		300		400		550
    MP	0	0		0		0		0		0		0
    STR	9	34		70		160		250		340		475
    VIT	7	3		31		101		171		241		346
    INT	4	26		42		82		122		162		222
    MEN	6	34		58		118		178		238		328
    AGI	3	28		40		70		100		130		175
    DEX	5	0		20		70		120		170		245
    LUK		50
    Bonus:  None
    
    Attack:		11.5	Defense:	11.5
    Magic:		7		Magic Def.:	10
    Special:	13.5	Speed:		4
    
    Level:		8	Species:	Dragon
    Weather:	4	Indirect:	None
    WT Penalty:	+100 Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		None
    Special:	Toxic Breath
    Resistances:  P 95  A 100  F 100  E 100  W 100  V 105  B 95
    
    Equipment:  Bag Items
    Notes:
    Rating:
    
    
    26 Tiamat
    
    Generic, advanced dragon
    Alignment: C
    Element:  N/A
    Stat Requirements: HP 270, STR 238, VIT 171, DEX 105, KILLS 40
    Lineage:  Dragon 11 -> White Dragon 11 -> Holy Dragon
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	11	39		83		193		303		413		578
    MP	0	0		0		0		0		0		0
    STR	9	34		70		160		250		340		475
    VIT	8	-18		14		94		174		254		374
    INT	4	26		42		82		122		162		222
    MEN	6	34		58		118		178		238		328
    AGI	3	28		40		70		100		130		175
    DEX	7	-42		-14		56		126		196		301
    LUK		50
    Bonus:  None
    
    Attack:		12.5	Defense:	12.5
    Magic:		7		Magic Def.:	11
    Special:	13.5	Speed:		4.75
    
    Level:		14	Species:	Dragon
    Weather:	4	Indirect:	None
    WT Penalty:	+105 Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		None
    Special:	Toxic Breath, Fear Effect
    Resistances:  P 90  A 95  F 95  E 95  W 95  V 110  B 90
    
    Equipment:  Bag Items
    Notes:
    Rating:
    
    
    
    27 Gryphon
    
    Generic, monster
    Alignment: LNC
    Element:  N/A
    Stat Requirements: None
    Lineage:  Gryphon
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	9	64		100		190		280		370		505
    MP	0	0		0		0		0		0		0
    STR	9	27		63		153		243		333		468
    VIT	5	34		54		104		154		204		279
    INT	3	17		29		59		89		119		164
    MEN	6	39		63		123		183		243		333
    AGI	4	8		24		64		104		144		204
    DEX	4	12		28		68		108		148		208
    LUK		50
    Bonus:  None
    
    Attack:		11		Defense:	9.5
    Magic:		6		Magic Def.:	8
    Special:	13.5	Speed:		5
    
    Level:		3	Species:	Beast
    Weather:	0	Indirect:	None
    WT Penalty:	+85	Weapon:	None
    Movement:	Fly, 7 panels
    Magic:		None
    Special:	WindShot
    Resistances:  P 110  A 105  F 105  E 105  W 105  V 105  B 105
    
    Equipment:  Bag Items
    Notes:
    Rating:
    
    
    28 Cockatrice
    
    Generic, monster
    Alignment: LNC
    Element:  N/A
    Stat Requirements: None
    Lineage:  Cockatrice
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	10	60		100		200		300		400		550
    MP	0	0		0		0		0		0		0
    STR	8	31		63		143		223		303		423
    VIT	5	34		54		104		154		204		279
    INT	4	13		29		69		109		149		209
    MEN	5	43		63		113		163		213		288
    AGI	4	8		24		64		104		144		204
    DEX	5	18		38		88		138		188		263
    LUK		50
    Bonus:  None
    
    Attack:		10.5	Defense:	9
    Magic:		6.5		Magic Def.:	7.5
    Special:	11.5	Speed:		5.25
    
    Level:		3	Species:	Beast
    Weather:	0	Indirect:	None
    WT Penalty:	+80	Weapon:	None
    Movement:	Fly, 7 panels
    Magic:		None
    Special:	Petrify Breath
    Resistances:  P 105  A 100  F 100  E 100  W 100  V 100  B 100
    
    Equipment:  Bag Items
    Notes:
    Rating:
    
    
    29-2A Octopus
    
    Generic, monster
    Alignment: LNC
    Element:  N/A
    Stat Requirements: None
    Lineage:  Octopus
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	8	55		87		167		247		327		447
    MP	0	0		0		0		0		0		0
    STR	8	30		62		142		222		302		422
    VIT	4	14		30		70		110		150		210
    INT	3	15		27		57		87		117		162
    MEN	9	8		44		134		224		314		449
    AGI	4	7		23		63		103		143		203
    DEX	4	8		24		64		104		144		204
    LUK		50
    Bonus:  None
    
    Attack:		10		Defense:	8
    Magic:		7.5		Magic Def.:	8.5
    Special:	17.5	Speed:		5
    
    Level:		3	Species:	Aquatic
    Weather:	2	Indirect:	None
    WT Penalty:	+110 Weapon:	None
    Movement:	Slow + Underwater, 5 panels
    Magic:		None
    Special:	Eddy
    Resistances:   Variation based on terrain
    On Land:      P 120  A 125  F 125  E 125  W 125  V 125  B 125
    In Water:     P  65  A  85  F  85  E  85  W  85  V  85  B  85
    
    Equipment:  Bag Items
    Notes:
    Rating:
    
    
    2B Golem
    
    Generic, monster
    Alignment: LNC
    Element:  N/A
    Stat Requirements: None
    Lineage:  GolemGrowth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	6	30		54		114		174		234		324
    MP	0	0		0		0		0		0		0
    STR	9	30		66		156		246		336		471
    VIT	6	30		54		114		174		234		324
    INT	4	17		33		73		113		153		213
    MEN	7	12		40		110		180		250		355
    AGI	3	10		22		52		82		112		157
    DEX	3	15		27		57		87		117		162
    LUK		50
    Bonus:  None
    
    Attack:		10.5	Defense:	10.5
    Magic:		7.5		Magic Def.:	9.5
    Special:	15		Speed:		3.75
    
    Level:		3	Species:	Giant
    Weather:	4	Indirect:	None
    WT Penalty:	+90	Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		None
    Special:	None
    Resistances:  P 65  A 90  F 90  E 90  W 90  V 90  B 90
    
    Equipment:  Bag Items
    Notes:
    Rating:
    
    
    2C Hydra
    
    Generic, advanced dragon
    Alignment: LNC
    Element:  N/A
    Stat Requirements: None
    Lineage:  Hydra
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	10	60		100		200		300		400		550
    MP	0	0		0		0		0		0		0
    STR	10	30		70		170		270		370		520
    VIT	7	0		28		98		168		238		343
    INT	3	15		27		57		87		117		147
    MEN	10	0		40		140		240		340		490
    AGI	3	30		42		72		102		132		177
    DEX	5	0		20		70		120		170		245
    LUK		50
    Bonus:  None
    
    Attack:		12.5	Defense:	12
    Magic:		8		Magic Def.:	12
    Special:	20		Speed:		4.25
    
    Level:		3	Species:	Dragon
    Weather:	4	Indirect:	None
    WT Penalty:	+110 Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		None
    Special:	Thunder Breath, Fire Breath, Poison Breath, Ice Breath
    Resistances:  P 90  A 100  F 100  E 100  W 100  V 100  B 100
    
    Equipment:  Bag Items
    Notes:
    Rating:
    
    
    2D Cyclops
    
    Generic, monster
    Alignment: LNC
    Element:  N/A
    Stat Requirements: None
    Lineage:  Cyclops
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	9	70		106		196		286		376		511
    MP	0	0		0		0		0		0		0
    STR	8	35		67		147		227		307		427
    VIT	7	-5		23		93		163		233		338
    INT	2	42		50		70		90		110		140
    MEN	8	-4		28		108		188		268		388
    AGI	4	5		21		61		101		141		201
    DEX	4	25		41		81		121		161		221
    LUK		50
    Bonus:  None
    
    Attack:		10		Defense:	11
    Magic:		6		Magic Def.:	11
    Special:	16		Speed:		5
    
    Level:		3	Species:	Giant
    Weather:	4	Indirect:	None
    WT Penalty:	+95	Weapon:	None
    Movement:	Fast, 5 panels
    Magic:		None
    Special:	Toxic Breath
    Resistances:  P 100  A 110  F 110  E 110  W 110  V 110  B 110
    
    Equipment:  Bag Items
    Notes:
    Rating:
    
    
    2E Gorgon
    
    Generic, demi-human female
    Alignment: LNC
    Element:  N/A
    Stat Requirements: None
    Lineage:  Gorgon
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	8	60		92		172		252		332		452
    MP	0	0		0		0		0		0		0
    STR	6	24		48		108		168		228		318
    VIT	5	25		45		95		145		195		270
    INT	6	23		47		107		167		227		317
    MEN	6	22		46		106		166		226		316
    AGI	7	21		49		119		189		259		364
    DEX	7	23		51		121		191		261		366
    LUK		50
    Bonus:  None
    
    Attack:		9.5		Defense:	8
    Magic:		9		Magic Def.:	8
    Special:	12		Speed:		8.75
    
    Level:		3	Species:	Human
    Weather:	4	Indirect:	Stone
    WT Penalty:	+35	Weapon:	Bow
    Movement:	Slow, 5 panels
    Magic:		None
    Special:	EvilEyes
    Resistances:  P 115  A 100  F 100  E 100  W 100  V 110  B 90
    
    Equipment:  Bow, Armor, Helmet, Boots
    Notes:
    Rating:
    
    
    2F Goblin
    
    Generic, demi-human male
    Alignment: LNC
    Element:  N/A
    Stat Requirements: None
    Lineage:  Goblin
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	8	65		97		177		257		337		457
    MP	0	0		0		0		0		0		0
    STR	6	26		50		110		170		230		320
    VIT	5	25		45		95		145		195		270
    INT	6	23		47		107		167		227		317
    MEN	6	23		47		107		167		227		317
    AGI	6	25		49		109		169		229		319
    DEX	6	25		49		109		169		229		319
    LUK		50
    Bonus:  None
    
    Attack:		9		Defense:	8
    Magic:		9		Magic Def.:	8
    Special:	12		Speed:		7.5
    
    Level:		3	Species:	Human
    Weather:	2	Indirect:	Stone
    WT Penalty:	+40	Weapon:	Hammer
    Movement:	Fast, 6 panels
    Magic:		None
    Special:
    Resistances:  P 105  A 95  F 95  E 95  W 95  V 110  B 90
    
    Equipment:  Hammer, Shield, Armor, Helmet
    Notes:
    Rating:
    
    
    30 Beast Master
    
    Unique, Gilbert
    Alignment: N
    Element:  N/A
    Stat Requirements: None
    Lineage:  Soldier 5 -> Beast Master
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	9	65		101		191		281		371		506
    MP	0	24		24		24		24		24		24
    STR	7	24		52		122		192		262		367
    VIT	7	19		47		117		187		257		362
    INT	4	30		46		86		126		166		226
    MEN	6	24		48		108		168		228		318
    AGI	5	29		49		99		149		199		274
    DEX	6	26		50		110		170		230		320
    LUK		55
    Bonus:  +1 Level, +2 MP vs. Beast Tamer
    
    Attack:		10		Defense:	10.5
    Magic:		7		Magic Def.:	10
    Special:	12.5	Speed:		6.5
    
    Level:		3	Species:	Human
    Weather:	2	Indirect:	Stone
    WT Penalty:	+45	Weapon:	Whip
    Movement:	Fast, 5 panels
    Magic:		None
    Special:	Beast Support
    Resistances:  P 105  A 100  F 100  E 100  W 100  V 100  B 100
    
    Equipment:  Whip, Armor, Helmet, Boots
    Notes:
    Rating:
    
    
    31 Sorceress
    
    Generic, basic female
    Alignment: C
    Element:  Fire
    Stat Requirements:  None
    Lineage:  Amazon 4 -> Sorceress
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	6	72		96		156		216		276		366
    MP	6	16		40		100		160		220		310
    STR	4	32		48		88		128		168		228
    VIT	4	28		44		84		124		164		224
    INT	7	21		49		119		189		259		364
    MEN	8	17		49		129		209		289		409
    AGI	5	29		49		99		149		199		274
    DEX	5	31		51		101		151		201		276
    LUK		70
    Bonus: +1 Level, -6 INT, -7 MEN vs. Witch
    
    Attack:		6.5		Defense:	6
    Magic:		11		Magic Def.:	8
    Special:	14		Speed:		6.25
    
    Level:		25	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+45	Weapon:	None
    Movement:	Fast, 5 panels
    Magic:		Equip 3, Lich Set
    Special:	None
    Resistances:  P 125  A 90  F 90  E 90  W 90  V 100  B 85
    
    Equipment:  Staff, Staff, Ring, Robe, Summon Magic, Support Magic
    Notes:
    Rating:
    
    
    32-33 Lord
    
    Unique, Denim
    Alignment: LNC
    Element:  N/A
    Stat Requirements:  None
    Lineage:  Soldier -> Lord
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	9	68/65	104/101	194/191	284/281	374/371	509/506
    MP	5	4/10		24/30	74/80	124/130	174/180	249/255
    STR	7	27		55		125		195		265		370
    VIT	6	25		49		109		169		229		319
    INT	6	26		50		110		170		230		320
    MEN	6	24		48		108		168		228		318
    AGI	7	20		48		118		188		258		363
    DEX	7	26		54		124		194		264		369
    LUK		50
    Bonus: None
    
    Attack:		10.5	Defense:	9.5
    Magic:		9		Magic Def.:	9
    Special:	12.5	Speed:		8.75
    
    Level:		1	Species:	Human
    Weather:	+2	Indirect:	Accuse
    WT Penalty:	+35	Weapon:	Sword
    Movement:	Fast + On Water, 6 panels
    Magic:		Equip 3, Cleric Set
    Special:	Attack+
    Resistances:  P 105  A 100  F 100  E 100  W 100  V 100  B 100
    
    Equipment:  Sword, Sword, Armor, Necklace, Heal+, Heal All,
    Vitalize
    Notes:
    Rating:
    
    
    34 Soldier
    
    Unique, Vice
    Alignment: N
    Element:  N/A
    Stat Requirements:  None
    Lineage:  Soldier (Vice)
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	9	69		105		195		285		375		510
    MP	4	5		21		71		111		151		191
    STR	7	28		56		126		196		266		371
    VIT	6	26		50		110		170		230		320
    INT	7	27		55		125		195		265		370
    MEN	7	25		53		123		193		263		368
    AGI	6	23		47		107		167		227		317
    DEX	7	27		55		125		195		265		370
    LUK		50
    Bonus: +3 AGI, +1 all other stats vs. SFC Denim
    
    Attack:		10.5	Defense:	9.5
    Magic:		10.5	Magic Def.:	9.5
    Special:	14		Speed:		7.75
    
    Level:		2	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+50	Weapon:	None
    Movement:	Fast, 5 panels
    Magic:		None
    Special:	None
    Resistances:  P 115  A 100  F 100  E 100  W 100  V 100  B 100
    
    Equipment:  Sword, Shield, Armor, Helmet
    Notes:
    Rating:
    
    
    35 High Priest
    
    Unique, Kachua
    Alignment: N
    Element:  N/A
    Stat Requirements:  None
    Lineage:  High Priest
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	8	68		100		180		260		340		460
    MP	6	22		46		106		166		226		316
    STR	6	28		52		112		172		232		322
    VIT	5	27		47		97		147		197		272
    INT	9	17		53		143		233		323		458
    MEN	8	19		51		131		211		291		411
    AGI	6	14		38		98		158		218		308
    DEX	5	34		54		104		154		204		279
    LUK		45
    Bonus: None
    
    Attack:		8.5		Defense:	8
    Magic:		13		Magic Def.:	9
    Special:	15		Speed:		7.25
    
    Level:		2	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+40	Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		Equip 3, Priest Set
    Special:	None
    Resistances:  P 125  A 95  F 95  E 95  W 95  V 90  B 100
    
    Equipment:  Staff, Staff, Ring, Robe, Heal, Lightbow, Vitalize
    Notes:
    Rating:
    
    
    36 Dark Priest
    
    Unique, Kachua
    Alignment: C
    Element:  N/A
    Stat Requirements:  None
    Lineage:  Dark Priest
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	8	69		101		181		261		341		461
    MP	6	23		47		107		167		227		317
    STR	6	29		53		113		173		233		323
    VIT	5	28		48		98		148		198		273
    INT	9	18		54		144		234		324		459
    MEN	8	20		52		132		212		292		412
    AGI	6	29		53		113		173		233		323
    DEX	5	35		55		105		155		205		280
    LUK		45
    Bonus: +15 AGI, +1 in all other stats vs. High Priest
    
    Attack:		8.5		Defense:	8
    Magic:		13		Magic Def.:	9
    Special:	15		Speed:		7.25
    
    Level:		28	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+40	Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		Equip 3, Full Set
    Special:	None
    Resistances:  P 130  A 90  F 90  E 90  W 90  V 115  B 70
    
    Equipment:  Staff, Staff, Ring, Robe, Heal, All Spells
    Notes:
    Rating:
    
    
    37 Princess
    
    Unique, Kachua
    Alignment: L
    Element:  N/A
    Stat Requirements:  None
    Lineage:  Princess
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	9	-2		34		124		214		304		439
    MP	7	-2		26		96		166		236		341
    STR	6	-2		22		82		142		202		292
    VIT	5	-2		18		68		118		168		243
    INT	9	-2		34		124		214		304		439
    MEN	8	-2		30		110		190		270		390
    AGI	6	-2		22		82		142		202		292
    DEX	6	-2		22		82		142		202		292
    LUK		45
    Bonus:  None
    
    Attack:		9		Defense:	8
    Magic:		13		Magic Def.:	9
    Special:	15		Speed:		7.5
    
    Level:		28	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+40	Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		Equip 3, Full Set
    Special:	None
    Resistances:  P 120  A 95  F 95  E 95  W 95  V 95  B 100
    
    Equipment:  Staff, Staff, Ring, Robe, Heal, All Spells
    Notes:
    Rating:
    
    
    38 Paladin
    
    Unique, Lans Hamilton
    Alignment: L
    Element:  N/A
    Stat Requirements:  None
    Lineage:  Paladin
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	9	72		108		198		288		378		513
    MP	7	30		58		128		198		268		373
    STR	7	27		55		125		195		265		370
    VIT	5	28		48		98		148		198		273
    INT	6	27		51		111		171		231		321
    MEN	7	26		54		124		194		264		369
    AGI	7	35		63		133		203		273		378
    DEX	8	23		55		135		215		295		415
    LUK		57
    Bonus: None
    
    Attack:		11		Defense:	8.5
    Magic:		9.5		Magic Def.:	8.5
    Special:	14		Speed:		9
    
    Level:		3	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+35	Weapon:	Sword
    Movement:	Fast, 5 panels
    Magic:		Equip 1, Cleric Set
    Special:	None
    Resistances:  P 105  A 100  F 100  E 100  W 100  V 95  B 105
    
    Equipment:  Zenobia Sword, Shield, Armor, Helmet, Heal
    Notes:
    Rating:
    
    
    39 Lord Mancer
    
    Unique, Warren
    Alignment: L
    Element:  N/A
    Stat Requirements:  None
    Lineage:  Lord Mancer
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	5	67		87		137		187		237		312
    MP	9	45		81		171		261		351		486
    STR	3	25		37		67		97		127		172
    VIT	3	30		42		72		102		132		177
    INT	9	43		79		169		259		349		484
    MEN	9	47		83		173		263		353		488
    AGI	4	11		27		67		107		147		207
    DEX	4	35		51		91		131		171		231
    LUK		62
    Bonus: None
    
    Attack:		5		Defense:	4.5
    Magic:		13.5	Magic Def.:	7.5
    Special:	15		Speed:		5
    
    Level:		3	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+35	Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		Equip 3, Lich SetSpecial:	None
    Resistances:  P 125  A 95  F 95  E 95  W 95  V 95  B 95
    
    Equipment:  Staff, Staff, Robe, Ring, Attack Magic
    Notes:
    Rating:
    
    
    3A Eagle Man
    
    Unique, Canopus
    Alignment: L
    Element:  Wind
    Stat Requirements:  None
    Lineage:  Eagle Man
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	8	75		107		187		267		347		467
    MP	0	0		0		0		0		0		0
    STR	7	25		53		123		193		263		368
    VIT	5	25		45		95		145		195		270
    INT	6	26		50		110		170		230		320
    MEN	6	24		48		108		168		228		318
    AGI	7	33		61		131		201		271		376
    DEX	6	21		45		105		165		225		315
    LUK		55
    Bonus: None
    
    Attack:		10		Defense:	8.5
    Magic:		9		Magic Def.:	8
    Special:	12.5	Speed:		8.5
    
    Level:		3	Species:	Human
    Weather:	0	Indirect:	Stone
    WT Penalty:	+35	Weapon:	Hammer
    Movement:	Fly, 6 panels
    Magic:		None
    Special:	WindShot (L10), Tornado (L20)
    Resistances:  P 115  A 90  F 100  E 100  W 100  V 100  B 100
    
    Equipment:  Hammer, Shield, Armor, Helmet
    Notes:
    Rating:
    
    
    3B White Knight
    
    Unique, Mildain
    Alignment: L
    Element:  N/A
    Stat Requirements:  None
    Lineage:  Soldier 4 -> White Knight (Mildain)
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	9	65		101		191		281		371		506
    MP	0	0		0		0		0		0		0
    STR	6	22		46		106		166		226		316
    VIT	6	17		41		101		161		221		311
    INT	6	19		43		103		163		223		313
    MEN	7	15		43		113		183		253		368
    AGI	7	34		62		132		202		272		372
    DEX	7	20		48		118		188		258		363
    LUK		52
    Bonus: +9 HP, -16 MP, +18 AGI, +4 DEX, +1 to all other stats
    
    Attack:		9.5		Defense:	9
    Magic:		9.5		Magic Def.:	9.5
    Special:	13.5	Speed:		8.75
    
    Level:		3	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+35	Weapon:	Sword
    Movement:	Fast, 5 panels
    Magic:		None
    Special:	None
    Resistances:  P 110  A 100  F 100  E 100  W 100  V 100  B 100
    
    Equipment:  Desert Sword, Shield, Armor, Helmet
    Notes:
    Rating:
    
    
    3C White Knight
    
    Unique, Guildus
    Alignment: L
    Element:  N/A
    Stat Requirements:  None
    Lineage:  Soldier 4 -> White Knight (Guildus)
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	9	67		103		193		283		373		508
    MP	0	0		0		0		0		0		0
    STR	7	18		46		116		186		256		361
    VIT	6	18		42		102		162		222		312
    INT	5	24		43		93		143		193		267
    MEN	7	15		43		113		183		253		368
    AGI	6	39		63		123		183		243		333
    DEX	8	16		48		128		208		288		408
    LUK		53
    Bonus: +11 HP, -16 MP, +2 VIT, +19 AGI, +4 DEX, +1 to all other stats
    
    Attack:		11		Defense:	9.5
    Magic:		8.5		Magic Def.:	9.5
    Special:	14		Speed:		8
    
    Level:		3	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+35	Weapon:	Sword
    Movement:	Fast, 5 panelsMagic:		None
    Special:	None
    Resistances:  P 110  A 100  F 100  E 100  W 100  V 100  B 100
    
    Equipment:  Isleberg Sword, Armor, Helmet, Boots
    Notes:
    Rating:
    
    
    3D Shaman
    
    Unique, Sisteena
    Alignment: N
    Element:  Wind
    Stat Requirements:  None
    Lineage:  None
    Growth
    HP	6
    MP	7
    STR	4
    VIT	4
    INT	8
    MEN	8
    AGI	5
    DEX	5
    Bonus: None
    
    Attack:		6.5		Defense:	6
    Magic:		12		Magic Def.:	8
    Special:	14		Speed:		6.25
    
    Level:		1	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+50	Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		Equip 2, Shaman Set
    Special:	Pray-H
    Resistances:  P 125  A 80  F 100  E 120  W 100  V 95  B 95
    
    Equipment:  Staff, Staff, Robe, Ring, Summon Magic
    Notes:
    Rating:
    
    
    3E Shaman
    
    Unique, Selye
    Alignment: N
    Element:  Fire
    Stat Requirements:  None
    Lineage:  None
    Growth
    HP	6
    MP	7
    STR	4
    VIT	4
    INT	8
    MEN	8
    AGI	5
    DEX	5
    Bonus: None
    
    Attack:		6.5		Defense:	6
    Magic:		12		Magic Def.:	8
    Special:	14		Speed:		6.25
    
    Level:		1	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+50	Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		Equip 2, Shaman Set
    Special:	Pray-Z
    Resistances:  P 125  A 100  F 80  E 100  W 120  V 95  B 95
    
    Equipment:  Staff, Staff, Robe, Ring, Summon Magic
    Notes:
    Rating:
    
    
    3F Shaman
    
    Unique, Shelley
    Alignment: L
    Element:  Earth
    Stat Requirements:  None
    Lineage:  None
    Growth
    HP	6
    MP	7
    STR	4
    VIT	4
    INT	8
    MEN	8
    AGI	5
    DEX	5
    Bonus: None
    
    Attack:		6.5		Defense:	6
    Magic:		12		Magic Def.:	8
    Special:	14		Speed:		6.25
    
    Level:		1	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+50	Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		Equip 2, Shaman Set
    Special:	Pray-B
    Resistances:  P 125  A 120  F 100  E 80  W 100  V 95  B 95
    
    Equipment:  Staff, Staff, Robe, Ring, Summon Magic
    Notes:
    Rating:
    
    
    40 Shaman
    
    Unique, Olivia
    Alignment: L
    Element:  Water
    Stat Requirements:  None
    Lineage:  None
    Growth
    HP	6
    MP	7
    STR	4
    VIT	4
    INT	8
    MEN	8
    AGI	5
    DEX	5
    Bonus: None
    
    Attack:		6.5		Defense:	6
    Magic:		12		Magic Def.:	8
    Special:	14		Speed:		6.25
    
    Level:		1	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+50	Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		Equip 2, Shaman Set
    Special:	Pray-G
    Resistances:  P 125  A 100  F 120  E 100  W 80  V 95  B 95
    
    Equipment:  Staff, Staff, Robe, Ring, Summon Magic
    Notes:
    Rating:
    
    
    41 Death Templar
    
    Unique, Lans Tartare
    Alignment: L
    Element:  N/A
    Stat Requirements:  None
    Lineage:  Death Templar
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	10	104		144		244		344		444		594
    MP	9	18		54		144		234		324		459
    STR	8	5		37		117		197		277		397
    VIT	6	54		78		138		198		258		348
    INT	7	47		75		145		215		285		390
    MEN	8	25		57		137		217		297		417
    AGI	7	46		74		144		214		284		389
    DEX	8	30		62		142		222		302		422
    LUK		70
    Bonus:  None
    
    Attack:		12		Defense:	10
    Magic:		11		Magic Def.:	10
    Special:	16		Speed:		9
    
    Level:		28	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+30	Weapon:	Sword
    Movement:	Fast, 6 panels
    Magic:		Equip 3, Full Set
    Special:	Oracle
    Resistances:  P 95  A 90  F 90  E 90  W 90  V 90  B 90
    
    Equipment:  Angel Sword, Gauntlet, Armor, Helmet
    Notes:
    Rating:
    
    
    42 Bishop
    
    Unique, Branta
    Alignment: C
    Element:  Water
    Stat Requirements:  None
    Lineage:  Soldier 4 -> Wizard 10 -> Bishop
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	6	88		112		172		232		292		382
    MP	8	-18		14		94		174		254		374
    STR	4	39		55		95		135		175		235
    VIT	2	52		60		80		100		120		150
    INT	7	34		62		132		202		272		377
    MEN	9	-4		32		122		212		302		437
    AGI	4	48		64		104		144		184		244
    DEX	4	48		64		104		144		184		244
    LUK		60
    Bonus:  +20 HP, +10 STR, VIT, INT, MEN, AGI, DEX
    
    Attack:		6		Defense:	4
    Magic:		11		Magic Def.:	6.5
    Special:	15.5	Speed:		6
    
    Level:		14	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+55	Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		Equip 3, Full Set
    Special:	Summon-E
    Resistances:  P 130  A 90  F 90  E 90  W 90  V 70  B 110
    
    Equipment:  Staff, Staff, Ring, Robe, All Magic,
    Notes:
    Rating:
    
    43 Dark Element
    
    Unique, Dolgare
    Alignment: C
    Element:  N/A
    Stat Requirements:  None
    Lineage:  Dark Element
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	9	250		286		376		466		556		691
    MP	4	10		26		66		106		146		206
    STR	5	45		65		115		165		215		265
    VIT	6	80		104		164		224		284		374
    INT	6	28		52		112		172		232		322
    MEN	6	25		49		109		169		229		319
    AGI	7	46		74		144		214		284		389
    DEX	9	8		44		134		224		314		449
    LUK		50
    Bonus:  None
    
    Attack:		9.5		Defense:	8.5
    Magic:		9		Magic Def.:	9
    Special:	11.5	Speed:		9.25
    
    Level:		34	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+40	Weapon:	None
    Movement:	Warp, & panels
    Magic:		None
    Special:	Correctio, Ex Dio, LifeSuck,
    Torutos/Derupt/Pondors/Kusogaki/Radius/Umbra
    Resistances:  P 70  A 70  F 70  E 70  W 70  V 70  B 70
    
    Equipment:  Sword, Shield, Armor, Helmet
    Notes:
    Rating:
    
    
    44 Temple Command
    
    Unique, Balzepho
    Alignment: L
    Element:  Fire
    Stat Requirements:  None
    Lineage:  Temple Command
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	9	78		114		204		294		384		519
    MP	7	16		44		114		184		254		359
    STR	7	26		54		124		194		264		369
    VIT	5	45		65		115		165		215		290
    INT	7	36		64		134		204		274		379
    MEN	8	13		45		125		205		285		405
    AGI	6	40		64		124		184		244		334
    DEX	7	24		52		122		192		262		367
    LUK		67
    Bonus:  None
    
    Attack:		10.5	Defense:	10
    Magic:		11		Magic Def.:	9
    Special:	15.5	Speed:		7.75
    
    Level:		1	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+35	Weapon:	Spear
    Movement:	Fast, 6 panels
    Magic:		Equip 2, Full Set
    Special:	Reaper, Attack+
    Resistances:  P 95  A 90  F 90  E 90  W 90  V 90  B 90
    
    Equipment:  Igunis Spear, Armor, Helmet, Ring
    Notes:
    Rating:
    
    
    44 Temple Command
    
    Unique, Balzepho
    Alignment: L
    Element:  Fire
    Stat Requirements:  None
    Lineage:  Temple Command
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	9	78		114		204		294		384		519
    MP	7	16		44		114		184		254		359
    STR	7	26		54		124		194		264		369
    VIT	5	45		65		115		165		215		290
    INT	7	36		64		134		204		274		379
    MEN	8	13		45		125		205		285		405
    AGI	6	40		64		124		184		244		334
    DEX	7	24		52		122		192		262		367
    LUK		67
    Bonus:  None
    
    Attack:		10.5	Defense:	8.5
    Magic:		11		Magic Def.:	9
    Special:	15.5		Speed:		7.75
    
    Level:		1	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+35	Weapon:	Spear
    Movement:	Fast, 6 panels
    Magic:		Equip 2, Full Set
    Special:	Reaper, Attack+
    Resistances:  P 95  A 90  F 90  E 90  W 90  V 90  B 90
    
    Equipment:  Igunis Spear, Armor, Helmet, Ring
    Notes:
    Rating:
    
    
    45 Temple Command
    
    Unique, Barbas
    Alignment: C
    Element:  Earth
    Stat Requirements:  None
    Lineage:  Temple Command
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	10	88		128		228		328		428		578
    MP	8	10		42		122		202		282		402
    STR	8	6		38		118		198		278		398
    VIT	6	32		56		116		176		236		326
    INT	5	33		53		103		153		203		278
    MEN	6	28		52		112		172		232		322
    AGI	6	45		69		129		189		249		339
    DEX	5	35		55		105		155		205		280
    LUK		54
    Bonus:  None
    
    Attack:		10.5	Defense:	10
    Magic:		8		Magic Def.:	9
    Special:	13		Speed:		7.25
    
    Level:		28	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+35	Weapon:	Hammer
    Movement:	Fast, 6 panels
    Magic:		Equip 2, Full Set
    Special:	Avenger, Attack+
    Resistances:  P 95  A 90  F 90  E 90  W 90  V 90  B 90
    
    Equipment:  Earth Hammer, Gauntlet, Armor, Helmet, Ring
    Notes:
    Rating:
    
    
    46 Temple Command
    
    Unique, Martym
    Alignment: C
    Element:  Water
    Stat Requirements:  None
    Lineage:  Temple Command
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	10	83		123		223		323		423		573
    MP	7	14		42		112		182		252		357
    STR	7	25		53		123		193		263		368
    VIT	5	39		59		109		159		209		284
    INT	6	38		62		122		182		242		332
    MEN	7	19		47		117		187		257		362
    AGI	6	43		67		127		187		247		337
    DEX	6	28		52		112		172		232		322
    LUK		65
    Bonus:  None
    
    Attack:		10		Defense:	8.5
    Magic:		8.5		Magic Def.:	8.5
    Special:	14		Speed:		7.5
    
    Level:		29	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+35	Weapon:	Sword
    Movement:	Fast, 6 panels
    Magic:		Equip 2, Full Set
    Special:	Venom, Attack+
    Resistances:  P 95  A 90  F 90  E 90  W 90  V 90  B 90
    
    Equipment:  Nyfret Sword, Gauntlet, Armor, Helmet, Ring
    Notes:
    Rating:
    
    
    47 Temple Command
    
    Unique, Volac
    Alignment: L
    Element:  Fire
    Stat Requirements:  None
    Lineage:  Temple Command
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	9	73		109		199		289		379		514
    MP	8	15		47		127		207		287		407
    STR	7	24		52		122		192		262		367
    VIT	5	36		56		106		156		206		281
    INT	7	36		64		134		204		274		379
    MEN	7	19		47		117		187		257		362
    AGI	6	40		64		124		184		244		334
    DEX	7	26		54		124		194		264		369
    LUK		62
    Bonus:  None
    
    Attack:		10.5	Defense:	8.5
    Magic:		10.5	Magic Def.:	8.5
    Special:	14		Speed:		7.75
    
    Level:		1	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+35	Weapon:	Sword
    Movement:	Fast, 6 panels
    Magic:		Equip 2, Full Set
    Special:	RiotBurn, Attack+
    Resistances:  P 95  A 90  F 90  E 90  W 90  V 90  B 90
    
    Equipment:  Penitent Sword, Shield, Armor, Helmet
    Notes:
    Rating:
    
    
    48 Temple Command
    
    Unique, Andoras
    Alignment: N
    Element:  Wind
    Stat Requirements:  None
    Lineage:  Temple Command
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	10	78		118		218		318		418		568
    MP	7	11		39		109		179		249		354
    STR	8	10		42		122		202		282		402
    VIT	6	33		57		117		177		237		327
    INT	5	35		55		105		155		205		280
    MEN	7	21		49		119		189		259		364
    AGI	7	32		60		130		200		270		375
    DEX	6	27		51		111		171		231		321
    LUK		58
    Bonus:  None
    
    Attack:		11		Defense:	10
    Magic:		8.5		Magic Def.:	9.5
    Special:	14		Speed:		8.5
    
    Level:		34	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+35	Weapon:	Claw
    Movement:	Fast, 6 panels
    Magic:		Equip 2, Full Set
    Special:	Thundax, Attack+
    Resistances:  P 95  A 90  F 90  E 90  W 90  V 90  B 90
    
    Equipment:  Thunder Claw, Claw, Armor, Helmet
    Notes:
    Rating:
    
    
    49 Temple Command
    
    Unique, Ozma
    Alignment: L
    Element:  Earth
    Stat Requirements:  None
    Lineage:  Temple Command
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	10	72		112		212		312		412		562
    MP	8	15		47		127		207		287		407
    STR	7	19		47		117		187		257		362
    VIT	5	33		53		103		153		203		278
    INT	6	39		63		123		183		243		333
    MEN	7	18		46		116		186		256		361
    AGI	5	49		69		119		169		219		294
    DEX	6	26		50		110		170		230		320
    LUK		60
    Bonus:  None
    
    Attack:		10		Defense:	8.5
    Magic:		9.5		Magic Def.:	8.5
    Special:	14		Speed:		6.5
    
    Level:		1	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+35	Weapon:	Whip
    Movement:	Fast, 6 panels
    Magic:		Equip 2, Full Set
    Special:	EvilRose, Attack+
    Resistances:  P 95  A 90  F 90  E 90  W 90  V 90  B 90
    
    Equipment:  RoseBud Whip, Armor, Helmet, Ring
    Notes:
    Rating:
    
    
    4A Temple Command
    
    Unique, Oz
    Alignment: L
    Element:  Fire
    Stat Requirements:  None
    Lineage:  Temple Command
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	10	83		123		223		323		423		573
    MP	7	14		42		112		182		252		357
    STR	8	4		36		116		196		276		396
    VIT	5	39		59		109		159		209		284
    INT	5	31		51		101		151		201		276
    MEN	7	20		48		118		188		258		363
    AGI	5	51		71		121		171		221		296
    DEX	6	24		48		108		168		228		318
    LUK		55
    Bonus:  None
    
    Attack:		1		Defense:	9
    Magic:		8.5		Magic Def.:	8.5
    Special:	14.5	Speed:		6.5
    
    Level:		1	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+35	Weapon:	Axe
    Movement:	Fast, 6 panels
    Magic:		Equip 2, Full Set
    Special:	DarkCell, Attack+
    Resistances:  P 95  A 90  F 90  E 90  W 90  V 90  B 90
    
    Equipment:  Gramlock Axe, Armor, Helmet, Ring
    Notes:
    Rating:
    
    
    4B Leonard
    
    Unique, Knight
    Alignment: L
    Element:  Water
    Stat Requirements:  STR 45, VIT 44, DEX 46
    Lineage:  Soldier 5 -> Knight
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	9	92		128		218		308		398		533
    MP	2	10		18		38		58		78		108
    STR	7	24		52		122		192		262		367
    VIT	5	25		45		95		145		195		270
    INT	5	27		47		97		147		197		272
    MEN	6	24		48		108		168		228		318
    AGI	5	39		59		109		159		209		284
    DEX	7	23		51		121		191		261		366
    LUK		57
    Bonus:  +1 Level, +27 HP, +10 AGI vs. Knight
    
    Attack:		10.5	Defense:	8.5
    Magic:		8		Magic Def.:	8.5
    Special:	12.5	Speed:		6.75
    
    Level:		6	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+45	Weapon:	Sword
    Movement:	Fast, 5 panels
    Magic:		None
    Special:
    Resistances:  P 110  A 100  F 100  E 100  W 100  V 100  B 100
    
    Equipment:  Sword, Shield, Armor, Helmet
    Notes:
    Rating:
    
    
    4C Sisteena
    
    Unique, Amazon
    Alignment: N
    Element:  Wind
    Stat Requirements:  None
    Lineage:  N/A
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	8	73		105		185		265		345		465
    MP	4	4		20		60		100		140		200
    STR	6	26		50		110		170		230		320
    VIT	5	25		45		95		145		195		270
    INT	6	24		48		108		168		228		318
    MEN	6	23		47		107		167		227		317
    AGI	6	26		50		110		170		230		320
    DEX	6	28		52		112		172		232		322
    LUK		48
    Bonus:  +1 Level, +7 HP vs. Amazon
    
    Attack:		9		Defense:	8
    Magic:		9		Magic Def.:	8
    Special:	12		Speed:		7.5
    
    Level:		6	Species:	Human
    Weather:	+4	Indirect:	Stone
    WT Penalty:	+40	Weapon:	None
    Movement:	Fast + Underwater, 5 panels
    Magic:		None
    Special:	None
    Resistances:  P 115  A 100  F 100  E 100  W 100  V 100  B 100
    
    Equipment:  Bow, Armor, Helmet, Boots
    Notes:
    Rating:
    
    
    4D Selye
    
    Unique, Valkyrie
    Alignment: N
    Element:  Fire
    Stat Requirements:  STR 44, VIT 46, INT 42
    Lineage:  Amazon 4 -> Valkyrie
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	9	70		106		196		286		376		511
    MP	3	7		19		49		79		109		154
    STR	7	23		51		121		191		261		366
    VIT	5	25		45		95		145		195		270
    INT	7	21		49		119		189		259		364
    MEN	6	23		47		107		167		227		317
    AGI	5	29		49		99		149		199		274
    DEX	6	28		52		112		172		232		322
    LUK		46
    Bonus:  +1 Level, +7 HP vs. Valkyrie
    
    Attack:		10		Defense:	8.5
    Magic:		10		Magic Def.:	8
    Special:	12.5	Speed:		6.5
    
    Level:		18	Species:	Human
    Weather:	+4	Indirect:	Stone
    WT Penalty:	+45	Weapon:	Spear
    Movement:	Fast + Underwater, 5 panels
    Magic:		Equip 2, Valkyrie Set
    Special:	None
    Resistances:  P 110  A 100  F 100  E 100  W 100  V 95  B 105
    
    Equipment:  Spear, Armor, Helmet, Ring, Attack Magic, Incubus
    Notes:
    Rating:
    
    
    4E Shelley
    
    Unique, Siren
    Alignment: L
    Element:  Earth
    Stat Requirements:  MP 36, INT 75, MEN 71
    Lineage:  Amazon 4 -> Cleric 10 -> Siren
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	5	99		119		169		219		269		344
    MP	7	-10		18		88		158		228		333
    STR	4	42		58		98		138		178		238
    VIT	3	41		53		83		113		143		188
    INT	9	8		44		134		224		314		449
    MEN	7	21		49		119		189		259		364
    AGI	4	43		59		99		139		179		239
    DEX	5	35		55		105		155		205		280
    LUK		52
    Bonus: +1 Level, +9 HP, +1 AGI -1 DEX vs. Siren
    
    Attack:		6.5		Defense:	5
    Magic:		12.5	Magic Def.:	6.5
    Special:	12.5	Speed:		5.25
    
    Level:		28	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+55	Weapon:	Fan
    Movement:	Slow, 5 panels
    Magic:		Equip 3, Wizard Set
    Special:	None
    Resistances:  P 120  A 100  F 100  E 100  W 100  V 80  B 80
    
    Equipment:  Fan, Staff, Ring, Robe, Attack Magic, Summons, Incubus
    Notes:
    Rating:
    
    
    4F Olivia
    
    Unique, Priest
    Alignment: L
    Element:  Water
    Stat Requirements:  MP 70, INT 125, MEN 110
    Lineage:  Amazon 4 -> Cleric 10 -> Priest
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	6	90		114		174		234		294		384
    MP	7	-11		17		87		157		227		332
    STR	4	42		58		98		138		178		238
    VIT	3	41		53		83		113		143		188
    INT	9	13		49		139		229		319		454
    MEN	7	27		55		125		195		265		370
    AGI	4	42		58		98		138		178		238
    DEX	5	21		41		91		141		191		266
    LUK		55
    Bonus:  +1 Level, +8 HP, +1 MEN vs. Priest
    
    Attack:		7		Defense:	6.5
    Magic:		11.5	Magic Def.:	7.5
    Special:	13		Speed:		6
    
    Level:		28	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+55	Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		Equip 3, Cleric Set
    Special:	None
    Resistances:  P 130  A 90  F 90  E 90  W 90  V 70  B 115
    
    Equipment:  Staff, Robe, Ring, MP Item, Heal All, Vitalize,
    Revivify
    Notes:
    Rating:
    
    
    50 Presance
    
    Unique, Exorcist
    Alignment: L
    Element:  Earth
    Stat Requirements:  VIT 44, INT 42, MEN 44
    Lineage:  Soldier 4 -> Exorcist
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	7	71		99		169		239		309		414
    MP	7	25		46		116		186		256		361
    STR	4	33		49		89		129		169		229
    VIT	5	29		49		99		149		199		269
    INT	8	22		54		134		214		294		414
    MEN	6	24		48		108		168		228		318
    AGI	4	32		48		88		128		168		228
    DEX	5	29		49		99		149		199		274
    LUK		46
    Bonus:  +1 Level, +30 MP, +4 VIT, +4 INT vs. Exorcist
    
    Attack:		6.5		Defense:	7
    Magic:		11		Magic Def.:	8
    Special:	11		Speed:		5.25
    
    Level:		4	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+50	Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		Equip 3, Exorcist Set
    Special:	None
    Resistances:  P 120  A 100  F 100  E 100  W 100  V 60  B 115
    
    Equipment:  Staff, Ring, Robe, MP Item
    Notes:
    Rating:
    
    
    51 Haborym
    
    Unique, Sword Master
    Alignment: L
    Element:  Fire
    Stat Requirements:  STR 95, AGI 102, DEX 126
    Lineage:  Soldier 4 -> Ninja 10 -> Sword Master
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	8	75		107		187		267		347		467
    MP	4	-6		10		50		90		130		190
    STR	5	30		50		100		150		200		275
    VIT	4	38		54		94		134		174		234
    INT	6	14		38		98		158		218		308
    MEN	7	11		39		109		179		249		354
    AGI	7	48		76		146		216		286		391
    DEX	9	18		54		144		234		324		459
    LUK		51
    Bonus:  +1 Level, +7 HP, +15 AGI, +21 DEX vs. Sword Master
    
    Attack:		9.5		Defense:	6.5
    Magic:		9.5		Magic Def.:	7.5
    Special:	13		Speed:		9.25
    
    Level:		17	Species:	Human
    Weather:	+2	Indirect:	Accuse
    WT Penalty:	+45	Weapon:	Sword
    Movement:	Fast, 5 panels
    Magic:		Equip 1, Witch Set
    Special:	Attack+
    Resistances:  P 120  A 95  F 95  E 95  W 95  V 85  B 100
    
    Equipment:
    Rating:
    
    
    52 Forcas
    
    Unique, Knight
    Alignment: N
    Element:  Fire
    Stat Requirements:  STR 45, VIT 44, DEX 46
    Lineage:  Soldier 5 -> Knight
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	9	72		108		198		288		378		513
    MP	2	10		18		38		58		78		108
    STR	7	26		54		124		194		264		369
    VIT	5	25		45		95		145		195		270
    INT	5	27		47		97		147		197		272
    MEN	6	24		48		108		168		228		318
    AGI	5	29		49		99		149		199		274
    DEX	7	23		51		121		191		261		366
    LUK		53
    Bonus:  +1 Level, +7 HP, +2 STR vs. Knight
    
    Attack:		10.5	Defense:	8.5
    Magic:		8		Magic Def.:	8.5
    Special:	12.5	Speed:		6.75
    
    Level:		13	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+45	Weapon:	Sword
    Movement:	Fast, 5 panels
    Magic:		None
    Special:
    Resistances:  P 110  A 100  F 100  E 100  W 100  V 100  B 100
    
    Equipment:  Sword, Shield, Armor, Helmet
    Notes:
    Rating:
    
    
    53 Byan
    
    Unique, Wizard
    Alignment: N
    Element:  Earth
    Stat Requirements:  MP 16, INT 44, MEN 42
    Soldier 4 -> Wizard
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	6	80		104		164		224		284		374
    MP	6	16		40		100		160		220		310
    STR	4	33		49		89		129		169		229
    VIT	3	31		43		73		103		133		178
    INT	8	25		57		137		217		297		417
    MEN	7	27		55		125		195		265		370
    AGI	5	29		49		99		149		199		274
    DEX	5	29		49		99		149		199		274
    LUK		47
    Bonus:  +1 Level, +6 HP vs. Wizard
    
    Attack:		6.5		Defense:	5
    Magic:		11.5	Magic Def.:	6.5
    Special:	12.5	Speed:		6.25
    
    Level:		13	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+50	Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		Equip 3, Wizard Set
    Special:	None
    Resistances:  P 125  A 95  F 95  E 95  W 95  V 95  B 95
    
    Equipment:  Staff, Staff, Ring, Robe, Attack Magic, Summons,
    Incubus
    Notes:
    Rating:
    
    
    54 Aloser
    
    Unique, Archer
    Alignment: N
    Element:  N/A
    Stat Requirements:  None
    Lineage:  Amazon 4 -> Archer
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	8	73		105		185		265		345		465
    MP	3	7		19		49		79		109		154
    STR	5	29		49		99		149		199		274
    VIT	6	16		46		106		166		226		316
    INT	5	27		47		97		147		197		272
    MEN	6	23		47		107		167		227		317
    AGI	7	23		51		121		191		261		366
    DEX	8	25		57		137		217		297		417
    LUK		53
    Bonus:  +1 Level, +7 HP, +2 DEX vs. Archer
    
    Attack:		9		Defense:	8.5
    Magic:		8		Magic Def.:	9
    Special:	11.5	Speed:		9
    
    Level:		9	Species:	Human
    Weather:	+4	Indirect:	Stone
    WT Penalty:	+35	Weapon:	Bow
    Movement:	Fast + Underwater, 5 panels
    Magic:		None
    Special:	None
    Resistances:  P 110  A 100  F 100  E 100  W 100  V 100  B 95
    
    Equipment:  Bow, Armor, Helmet, Boots
    Notes:
    Rating:
    
    
    55 Oxyones
    
    Unique, Dragon Tamer
    Alignment: L
    Element:  Water
    Stat Requirements:  HP 180, STR 115, MEN 103
    Lineage:  Amazon 4 -> Valkyrie 10 -> Dragon Tamer
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	9	69		105		195		285		375		510
    MP	2	20		28		48		68		88		118
    STR	7	23		51		121		191		261		366
    VIT	3	51		63		93		123		153		198
    INT	6	34		58		118		178		238		328
    MEN	7	10		38		108		178		248		353
    AGI	5	29		49		99		149		199		274
    DEX	7	15		43		113		183		253		358
    LUK		56
    Bonus:  +1 Level, +6 HP vs. Dragon Tamer
    
    Attack:		10.5	Defense:	6.5
    Magic:		9.5		Magic Def.:	6.5
    Special:	14		Speed:		6.75
    
    Level:		28	Species:	Human
    Weather:	+4	Indirect:	Stone
    WT Penalty:	+45	Weapon:	Sword
    Movement:	Fast + Underwater, 5 panels
    Magic:		Equip 1, Valkyrie Set
    Special:	Dragon Support
    Resistances:  P 110  A 100  F 100  E 100  W 100  V 100  B 100
    
    Equipment:  Sword, Armor, Helmet, Ring, Attack Magic
    Notes:
    Rating:
    
    
    56 Jenounes
    
    Unique, Dragoon
    
    Alignment: N
    Element:  Fire
    Stat Requirements:  STR 115, VIT 106, DEX 114
    Lineage:  Soldier 4 -> Knight 10 -> Dragoon
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	9	72		108		198		288		378		513
    MP	0	25		25		25		25		25		25
    STR	8	11		43		123		203		283		403
    VIT	5	25		45		95		145		195		270
    INT	4	40		56		96		136		176		236
    MEN	5	37		57		107		157		207		282
    AGI	4	46		58		98		138		178		238
    DEX	8	10		42		122		202		282		402
    LUK		52
    Bonus:  +1 Level, +7 HP, +3 MP vs. Dragoon
    
    Attack:		12		Defense:	9
    Magic:		6.5		Magic Def.:	7.5
    Special:	11.5	Speed:		6
    
    Level:		18	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+45	Weapon:	Sword
    Movement:	Fast, 5 panels
    Magic:		Equip 1, Valkyrie Set
    Special:	Anti-Dragon
    Resistances:  P 110  A 100  F 100  E 100  W 100  V 95  B 105
    
    Equipment:  Sword, Armor, Helmet, Boots, Incubus
    Notes:
    Rating:
    
    
    57 Zapan
    Unique, Berzerker
    Alignment: C
    Element:  Wind
    Stat Requirements:  STR 45, VIT 46, DEX 44
    Lineage:  Solider 4 -> Berzerker
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	10	68		108		208		308		408		558
    MP	2	10		18		38		58		78		108
    STR	7	24		52		122		192		262		367
    VIT	6	22		46		106		166		226		316
    INT	4	30		46		86		126		166		226
    MEN	7	21		49		119		189		259		364
    AGI	5	29		49		99		149		199		274
    DEX	6	26		50		110		170		230		320
    LUK		59
    Bonus:  +1 Level, +6 HP vs. Berzerker
    
    Attack:		10		Defense:	9.5
    Magic:		7.5		Magic Def.:	9.5
    Special:	14		Speed:		6.5
    
    Level:		10	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+45	Weapon:	Axe
    Movement:	Fast, 5 panels
    Magic:		None
    Special:	None
    Resistances:  P 105  A 100  F 100  E 100  W 100  V 105  B 95
    
    Equipment:  Axe, Armor, Helmet, Boots
    Notes:
    Rating:
    
    
    58 Debordes
    
    Unique, Terror Knight
    Alignment: C
    Element:  Earth
    Stat Requirements:  STR 117, VIT 114, DEX 104, KILLS 30
    Lineage:  Soldier 4 -> Berzerker 10 -> Terror Knight
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	10	72		112		212		312		412		562
    MP	0	25		25		25		25		25		25
    STR	7	24		52		122		192		262		367
    VIT	7	9		37		107		177		247		352
    INT	4	30		46		86		126		166		226
    MEN	6	34		58		118		178		238		328
    AGI	4	42		58		98		138		178		238
    DEX	6	26		50		110		170		230		320
    LUK		42
    Bonus:  +1 Level, +10 HP, +3 MP vs. Terror Knight
    
    Attack:		10		Defense:	10.5
    Magic:		7		Magic Def.:	10
    Special:	12.5	Speed:		5.5
    
    Level:		17	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+50	Weapon:	Axe
    Movement:	Fast, 5 panels
    Magic:		None
    Special:	Fear Effect
    Resistances:	:  P 100  A 100  F 100  E 100  W 100  V 115  B 95
    
    Equipment:  Axe, Armor, Helmet, Boots
    Notes:
    Rating:
    
    
    59 Orias
    
    Generic, Priest
    Alignment: L
    Element:  Fire
    Stat Requirements:  MP 70, INT 125, MEN 110
    Lineage:  Amazon 4 -> Cleric 10 -> Priest
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	6	82		106		166		226		286		376
    MP	7	-11		17		87		157		227		332
    STR	4	42		58		98		138		178		238
    VIT	3	41		53		83		113		143		188
    INT	9	5		41		131		221		311		446
    MEN	7	20		48		118		188		258		363
    AGI	4	42		58		98		138		178		238
    DEX	5	21		41		91		141		191		266
    LUK		50
    Bonus:  +1 Level, -8 INT, -6 MEN vs. Priest
    
    Attack:		7		Defense:	6.5
    Magic:		11.5	Magic Def.:	7.5
    Special:	13		Speed:		6
    
    Level:		17	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+55	Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		Equip 3, Cleric Set
    Special:	None
    Resistances:  P 130  A 90  F 90  E 90  W 90  V 70  B 115
    
    Equipment:  Staff, Robe, Ring, MP Item, Heal All, Vitalize,
    Revivify
    Notes:
    Rating:
    
    
    5A Radlum
    
    Unique, Warlock
    Alignment: N
    Element:  Water
    Stat Requirements:  MP 84, INT 124, MEN 112
    Lineage:  Soldier 4 -> Wizard 10 -> Warlock
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	6	74		98		158		218		278		368
    MP	8	-10		22		102		182		262		382
    STR	4	33		49		89		129		169		229
    VIT	2	44		52		72		92		112		142
    INT	7	31		59		129		199		269		374
    MEN	9	-5		31		121		211		301		436
    AGI	4	42		58		98		138		178		238
    DEX	4	42		58		98		138		178		238
    LUK		54
    Bonus:  +1 Level vs. Warlock
    
    Attack:		6		Defense:	4
    Magic:		11		Magic Def.:	6.5
    Special:	15.5	Speed:		6
    
    Level:		28	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+55	Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		Equip 3, Warlock Set
    Special:	Golem Support
    Resistances:  P 105  A 90  F 90  E 90  W 90  V 90  B 90
    
    Equipment:  Staff, Staff, Ring, Robe, Drakonite Magic, HealRain,
    Charge
    Notes:
    Rating:
    
    
    5B Rodrick
    
    Unique, Sword Master
    Alignment: L
    Element:  N/A
    Stat Requirements:  STR 95, AGI 102, DEX 126
    Lineage:  Soldier 4 -> Ninja 10 -> Sword Master
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	8	78		110		190		270		350		470
    MP	4	-6		10		50		90		130		190
    STR	5	30		50		100		150		200		275
    VIT	4	38		54		94		134		174		234
    INT	6	14		38		98		158		218		308
    MEN	7	11		39		109		179		249		354
    AGI	7	33		61		131		201		271		376
    DEX	9	-3		33		123		213		303		438
    LUK		50
    Bonus:  +1 Level, +10 HP, +15 vs. Sword Master
    
    Attack:		9.5		Defense:	6.5
    Magic:		9.5		Magic Def.:	7.5
    Special:	13		Speed:		9.25
    
    Level:		1	Species:	Human
    Weather:	+2	Indirect:	Accuse
    WT Penalty:	+45	Weapon:	Sword
    Movement:	Fast, 5 panels
    Magic:		Equip 1, Witch Set
    Special:	Attack+
    Resistances:  P 120  A 95  F 95  E 95  W 95  V 85  B 100
    
    Equipment:
    Rating:
    
    
    5C Zaebos
    
    Unique, Knight
    Alignment: L
    Element:  Wind
    Stat Requirements:  STR 45, VIT 44, DEX 46
    Lineage:  Soldier 5 -> Knight
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	9	95		131		221		311		401		536
    MP	2	10		18		38		58		78		108
    STR	7	24		52		122		192		262		367
    VIT	5	25		45		95		145		195		270
    INT	5	27		47		97		147		197		272
    MEN	6	24		48		108		168		228		318
    AGI	5	37		57		107		157		207		282
    DEX	7	23		51		121		191		261		366
    LUK		55
    Bonus:  +1 Level, +30 HP, +8 AGI vs. Knight
    
    Attack:		10.5	Defense:	8.5
    Magic:		8		Magic Def.:	8.5
    Special:	12.5	Speed:		6.75
    
    Level:		22	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+45	Weapon:	Sword
    Movement:	Fast, 5 panels
    Magic:		None
    Special:
    Resistances:  P 110  A 100  F 100  E 100  W 100  V 100  B 100
    
    Equipment:  Sword, Shield, Armor, Helmet
    Notes:  None
    Rating:
    
    
    5D Necromancer
    
    Unique, Nybbas
    Alignment: C
    Element:  Earth
    Stat Requirements:  None
    Lineage:  Necromancer
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	6	86		110		170		230		290		380
    MP	7	10		38		108		178		248		353
    STR	4	35		51		91		131		171		231
    VIT	3	31		43		73		103		133		178
    INT	8	18		50		130		210		290		410
    MEN	8	8		40		120		200		280		400
    AGI	5	29		49		99		149		199		274
    DEX	5	29		49		99		149		199		274
    LUK		50
    Bonus:  None
    
    Attack:		6.5		Defense:	5
    Magic:		12		Magic Def.:	7
    Special:	13		Speed:		6.25
    
    Level:		5	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+55	Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		Equip 2, Full Set
    Special:	Summon-E
    Resistances:  P 130  A 95  F 95  E 95  W 95  V 110  B 75
    
    Equipment:
    Notes:
    Rating:
    
    
    
    5E Demon
    
    Unique, Belzebute
    Alignment: C
    Element:  Fire
    Stat Requirements:  None
    Lineage:  Demon
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	6	95		119		179		239		299		389
    MP	7	-17		11		81		151		221		326
    STR	4	48		64		104		144		184		244
    VIT	3	48		60		-0		120		150		195
    INT	8	1		33		113		193		273		393
    MEN	8	18		50		130		210		290		410
    AGI	5	48		68		118		168		218		293
    DEX	5	41		61		111		161		211		286
    LUK		60
    Bonus:  None
    
    Attack:		6.5		Defense:	5
    Magic:		12		Magic Def.:	7
    Special:	13		Speed:		6.25
    
    Level:		30	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+55	Weapon:	Fan
    Movement:	Slow, 5 panels
    Magic:		Equip 3, Full Set
    Special:	None
    Resistances:  P 110  A 95  F 95  E 95  W 95  V 115  B 75
    
    Equipment:
    Notes:
    Rating:
    
    
    
    5F Venefik
    
    Unique, Falfadet
    Alignment: C
    Element:  Earth
    Stat Requirements:  None
    Lineage:  Venefik
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	6	83		107		167		227		287		377
    MP	7	-23		15		85		155		225		330
    STR	4	36		52		92		132		172		232
    VIT	3	26		38		68		98		128		173
    INT	8	3		35		115		195		275		395
    MEN	8	10		42		122		202		282		402
    AGI	5	26		46		96		146		196		271
    DEX	5	31		51		101		151		201		276
    LUK		45
    Bonus:  None
    
    Attack:		6.5		Defense:	5
    Magic:		12		Magic Def.:	7
    Special:	13		Speed:		6.25
    
    Level:		30	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+55	Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		Equip 3, Full Set
    Special:	Hazard
    Resistances:  P 115  A 95  F 95  E 95  W 95  V 95  B 95
    
    Equipment:
    Notes:
    Rating:
    
    
    60 Searzist
    
    Unique, Vepar
    Alignment: C
    Element:  Fire
    Stat Requirements:  None
    Lineage:  Searzist
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	6	82		106		166		226		286		376
    MP	7	-17		11		81		151		221		326
    STR	4	37		53		93		133		173		233
    VIT	3	28		40		70		100		130		175
    INT	8	11		43		123		203		283		403
    MEN	8	17		49		129		209		289		409
    AGI	5	29		49		99		149		199		274
    DEX	5	33		53		103		153		203		278
    LUK		48
    Bonus:  None
    
    Attack:		6.5		Defense:	5
    Magic:		12		Magic Def.:	7
    Special:	13		Speed:		6.25
    
    Level:		30	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+55	Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		Equip 3, Full Set
    Special:	Jihad
    Resistances:  P 115  A 95  F 95  E 95  W 95  V 95  B 95
    
    Equipment:
    Notes:
    Rating:
    
    
    61 Ninja
    
    Unique, Vice
    Alignment: C
    Element:  N/A
    Stat Requirements:  STR 45, AGI 46, DEX 44
    Lineage:  Soldier 4 -> Ninja
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	8	52		84		164		244		324		444
    MP	3	4		16		46		76		106		151
    STR	5	23		43		93		143		193		268
    VIT	5	15		35		85		135		185		260
    INT	5	20		40		90		140		190		265
    MEN	6	12		36		96		156		216		306
    AGI	8	-2		30		110		190		270		390
    DEX	7	6		34		104		174		244		349
    LUK		55
    Bonus:  -8 HP, -2 STR, -5 VIT, -2 INT, -6 MEN, -14 AGI, -10 DEX
    
    Attack:		8.5		Defense:	7.5
    Magic:		8		Magic Def.:	8
    Special:	11.5	Speed:		9.75
    
    Level:		3	Species:	Human
    Weather:	+2	Indirect:	Shuriken
    WT Penalty:	+35	Weapon:	Claw
    Movement:	Fast (Acrobatic) + On Water, 6 panels
    Magic:		Equip 1, Wizard Set
    Special:	Attack+
    Resistances:  P 130  A 100  F 100  E 100  W 100  V 100  B 100
    
    Equipment:  Claw, Claw, Robe, Boots, Pain, Dark Law
    Notes:
    Rating:
    
    
    62 Summoner
    
    Unique, Ramidos
    Alignment: N
    Element:  Fire
    Stat Requirements:  None
    Lineage:  Summoner
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	6	76		100		160		220		280		370
    MP	7	-14		14		84		154		224		329
    STR	4	33		49		89		129		169		229
    VIT	4	24		40		80		120		160		220
    INT	8	3		35		115		195		275		395
    MEN	8	9		41		121		201		281		401
    AGI	5	24		44		94		144		194		269
    DEX	5	28		48		98		148		198		273
    LUK		51
    Bonus:  None
    
    Attack:		6.5		Defense:	6
    Magic:		12		Magic Def.:	8
    Special:	13		Speed:		6.25
    
    Level:		15	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+55	Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		Equip 3, Full Set
    Special:	Summon-E
    Resistances:  P 115  A 95  F 95  E 95  W 95  V 95  B 95
    
    Equipment:
    Notes:
    Rating:
    
    
    63 Knight
    
    Unique, Vice
    Alignment: L
    Element:  N/A
    Stat Requirements:  STR 45, VIT 44, DEX 46
    Lineage:  Soldier 5 -> Knight
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	9	65		101		191		281		371		506
    MP	2	10		18		38		58		78		108
    STR	7	24		52		122		192		262		367
    VIT	5	25		45		95		145		195		270
    INT	5	27		47		97		147		197		272
    MEN	6	24		48		108		168		228		318
    AGI	5	29		49		99		149		199		274
    DEX	7	23		51		121		191		261		366
    LUK		55
    Bonus:  +1 Level vs. Knight
    
    Attack:		10.5	Defense:	8.5
    Magic:		8		Magic Def.:	8.5
    Special:	12.5	Speed:		6.75
    
    Level:		15	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+45	Weapon:	Sword
    Movement:	Fast, 5 panels
    Magic:		None
    Special:
    Resistances:  P 110  A 100  F 100  E 100  W 100  V 100  B 100
    
    Equipment:  Sword, Shield, Armor, Helmet
    Notes:
    Rating:
    
    
    64 Sorceror
    
    Unique, Mordiart
    Alignment: N
    Element:  Water
    Stat Requirements:  None
    Lineage:  Summoner
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	6	82		106		166		226		286		376
    MP	7	-11		17		87		157		227		332
    STR	4	35		51		91		131		171		231
    VIT	3	34		46		76		106		136		181
    INT	7	29		57		127		197		267		372
    MEN	8	0		32		112		192		272		392
    AGI	5	29		49		99		149		199		274
    DEX	4	46		62		102		142		182		242
    LUK		48
    Bonus:  None
    
    Attack:		6		Defense:	5
    Magic:		11		Magic Def.:	7
    Special:	14		Speed:		6
    
    Level:		15	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+55	Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		Equip 0, Full Set
    Special:	None
    Resistances:  P 120  A 90  F 90  E 90  W 90  V 105  B 90
    
    Equipment:
    Notes:
    Rating:
    
    
    62 Summoner
    
    Unique, Mutsua
    Alignment: L
    Element:  Earth
    Stat Requirements:  None
    Lineage:  Summoner
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	6	81		105		165		225		285		375
    MP	7	-8		20		90		160		230		335
    STR	4	36		52		92		132		172		232
    VIT	4	27		43		83		123		163		223
    INT	8	10		42		122		202		282		402
    MEN	8	16		48		128		208		288		408
    AGI	5	28		48		98		148		198		273
    DEX	5	32		52		102		152		202		277
    LUK		53
    Bonus:  None
    
    Attack:		6.5		Defense:	6
    Magic:		12		Magic Def.:	8
    Special:	13		Speed:		6.25
    
    Level:		15	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+55	Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		Equip 3, Full Set
    Special:	Summon-EResistances:  P 115  A 95  F 95  E 95  W 95  V 95  B 95
    
    Equipment:
    Notes:
    Rating:
    
    
    67 Death Knight
    
    Unique, transmigrated Leonard
    Alignment: C
    Element:  Water
    Stat Requirements:  None
    Lineage:  Death Knight
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	9	79		115		205		295		385		520
    MP	2	2		10		30		50		70		100
    STR	7	18		46		116		186		256		361
    VIT	5	20		40		90		140		190		265
    INT	5	22		42		92		142		192		267
    MEN	6	19		43		103		163		223		313
    AGI	5	25		45		95		145		195		270
    DEX	7	18		46		116		186		256		361
    LUK		57
    Bonus:  -14 HP, -8 MP, -6 STR, -5 VIT, -5 INT, -5 MEN, -14 AGI, -5 DEX vs.
    Leonard
    
    Attack:		10.5	Defense:	8.5
    Magic:		8		Magic Def.:	8.5
    Special:	12.5	Speed:		6.75
    
    Level:		30	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+45	Weapon:	Sword
    Movement:	Fast, 5 panels
    Magic:		None
    Special:	None
    Resistances:  P 110  A 100  F 100  E 100  W 100  V 120  B 85
    
    Equipment:  Sword, Shield, Armor, Helmet
    Notes:
    Rating:
    
    
    68 Death Knight
    
    Unique, transmigrated Zaebos
    Alignment: C
    Element:  Wind
    Stat Requirements:  None
    Lineage:  Death Knight
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	9	68		104		194		284		374		509
    MP	2	2		10		30		50		70		100
    STR	7	17		45		115		185		255		360
    VIT	5	21		40		90		140		190		265
    INT	5	23		42		92		142		192		267
    MEN	6	19		43		103		163		223		313
    AGI	5	26		45		95		145		195		270
    DEX	7	18		46		116		186		256		361
    LUK		55
    Bonus:  -27 HP, -8 MP, -7 STR, -4 VIT, -4 INT, -5 MEN, -11 AGI, -5 DEX vs.
    Zaebos
    
    Attack:		10.5	Defense:	8.5
    Magic:		8		Magic Def.:	8.5
    Special:	12.5	Speed:		6.75
    
    Level:		30	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+45	Weapon:	Sword
    Movement:	Fast, 5 panels
    Magic:		None
    Special:	None
    Resistances:  P 110  A 100  F 100  E 100  W 100  V 120  B 85
    
    Equipment:  Sword, Shield, Armor, Helmet
    Notes:
    Rating:
    
    
    69 Death Knight
    
    Unique, transmigrated Guildus
    Alignment: C
    Element:  N/A
    Stat Requirements:  None
    Lineage:  Death Knight
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	9	77		113		203		293		383		518
    MP	0	0		0		0		0		0		0
    STR	7	27		55		125		195		265		370
    VIT	6	25		49		109		169		229		319
    INT	5	23		43		93		143		193		268
    MEN	7	25		53		123		193		263		368
    AGI	6	48		72		132		192		252		342
    DEX	8	28		60		140		220		300		420
    LUK		60
    Bonus:  +10 HP, +9 STR, +7 VIT, -1 INT, +10 MEN, +9 AGI, +12 DEX, +7 LUK vs.
    White Knight (Guildus)
    
    Attack:		11		Defense:	9.5
    Magic:		8.5		Magic Def.:	9.5
    Special:	14		Speed:		8
    
    Level:		20	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+45	Weapon:	Sword
    Movement:	Fast, 5 panels
    Magic:		None
    Special:	None
    Resistances:  P 110  A 100  F 100  E 100  W 100  V 120  B 85
    
    Equipment:  Isleberg Sword, Armor, Helmet, Boots
    Notes:
    Rating:
    
    
    6A Lich
    
    Unique, transmigrated Nybbas
    Alignment: C
    Element:  Earth
    Stat Requirements:  MP 114, INT 162, MEN 147
    Lineage:  Lich
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	5	94		114		164		214		264		339
    MP	8	-8		24		104		184		264		384
    STR	2	71		79		99		119		139		169
    VIT	2	49		57		77		97		117		147
    INT	8	18		50		130		210		290		410
    MEN	8	8		40		120		200		280		400
    AGI	4	47		63		103		143		183		243
    DEX	4	47		63		103		143		183		243
    LUK		55
    Bonus:  +1 Level, +2 HP, +30 MP, +2 STR, +5 MEN
    
    Attack:		3		Defense:	3
    Magic:		12		Magic Def.:	6
    Special:	13		Speed:		5
    
    Level:		20	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+50	Weapon:	None
    Movement:	Slow, 5 panels
    Magic:		Equip 3, Lich Set
    Special:	None
    Resistances:  P 65  A 70  F 70  E 70  W 70  V 85  B 85
    
    
    6B Warrior
    
    Unique, Vice
    Alignment: N
    Element:  N/A
    Stat Requirements:  None
    Lineage:  Warrior
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	8	69		101		181		261		341		461
    MP	5	4		24		74		124		174		249
    STR	7	27		55		125		195		265		370
    VIT	5	25		45		95		145		195		270
    INT	6	24		48		108		168		228		318
    MEN	6	24		48		108		168		228		318
    AGI	7	26		54		124		194		264		369
    DEX	7	26		54		124		194		264		369
    LUK		55
    Bonus:  None
    
    Attack:		10.5	Defense:	8.5
    Magic:		9		Magic Def.:	8
    Special:	12.5	Speed:		8.75
    
    Level:		21	Species:	Human
    Weather:	+2	Indirect:	Stone
    WT Penalty:	+40	Weapon:	Sword
    Movement:	Fast, 5 panels
    Magic:		Equip 1, Valkyrie Set
    Special:	None
    Resistances:  P 105  A 100  F 100  E 100  W 100  V 100  B 100
    
    Equipment:  Sword, Sword, Armor, Helmet, Attack Magic
    Notes:
    Rating:
    
    
    Equipment:
    Rating:
    
    
    6C Beast Master
    
    Unique, Ganb
    Alignment: N
    Element:  Water
    Stat Requirements: None
    Lineage:  Soldier 5 -> Beast Master
    Growth	Base	Lv 5	Lv 15	Lv 25	Lv 35	Lv 50
    HP	9	60		96		186		276		366		501
    MP	0	20		20		20		20		20		20
    STR	7	21		49		119		189		259		364
    VIT	7	16		44		114		184		254		359
    INT	4	29		45		85		125		165		225
    MEN	6	22		46		106		166		226		316
    AGI	5	58		78		128		178		228		303
    DEX	6	24		48		108		168		228		318
    LUK		55
    Bonus:  +4 HP, +8 MP, +4 STR, +4 VIT, +3 INT, +4 MEN, +34 AGI, +4 DEX
    
    Attack:		10		Defense:	10.5
    Magic:		7		Magic Def.:	10
    Special:	12.5	Speed:		6.5
    
    Level:		3	Species:	Human
    Weather:	2	Indirect:	Stone
    WT Penalty:	+45	Weapon:	Whip
    Movement:	Fast, 5 panels
    Magic:		None
    Special:	Beast Support
    Resistances:  P 105  A 100  F 100  E 100  W 100  V 100  B 100
    
    Equipment:  Whip, Armor, Helmet, Boots
    Notes:
    Rating:
    
    
    VI.  Items
    
    
    VII.  Skills
    
    Wind Elemental Magic
    
    Ion Shot
    Range:  7   Effect:  1      Alignment:  N  Cost:  6 MP
    Formula:  Standard attack magic
    Notes:  Line-of-Sight Trajectory
    
    Thunder
    Range:  6   Effect:  1-13   Alignment:  C  Cost:  18 MP
    Formula:  Standard attack magic
    Notes:
    
    Kaminari
    Range:  5   Effect:  1-13   Alignment:  N  Cost:  40 MP
    Formula:  Standard attack magic
    Notes:  Summon
    
    Air Cry
    Range:  Inf Effect:  All    Alignment:  N  Cost:  60 MP
    Formula:  Standard attack magic
    Notes:  Forbidden
    
    Quick
    Range:  7   Effect:  1      Alignment:  N  Cost:  26 MP
    Formula:  Always hits
    Notes:  Add: Quick
    
    Storm
    Range:  Inf Effect:  All    Alignment:  N  Cost:  26 MP
    Formula:  Always hits
    Notes:  Worsens weather
    
    Teleport
    Range:  7   Effect:  1      Alignment:  N  Cost:  45 MP
    Formula:  Always hits
    Notes:  Teleports target anywhere on map
    
    Hahnela
    Range:  Inf Effect:  All    Alignment:  N  Cost:  10 MP
    Formula:  Always hits
    Notes: +3 Wind Terrain Bonus, -2 Earth Terrain Bonus
    
    Fire Elemental Magic
    
    FireBurn
    Range:  6   Effect:  1-13   Alignment:  L  Cost:  14 MP
    Formula:  Standard attack magic
    Notes:  Burns terrain
    
    MagmaGod
    Range:  5   Effect:  1-13   Alignment:  N  Cost:  40 MP
    Formula:  Standard attack magic
    Notes:  Summon
    
    Nova
    Range:  5   Effect:  1      Alignment:  N  Cost:  50 MP
    Formula:
    Notes:  Instantly kills enemy without leaving bag or card.  Works on undead.
    
    Nova+
    Range:  Inf Effect:  All    Alignment:  N  Cost:  60 MP
    Formula:  Standard attack magic
    Notes:  Forbidden, more effective on higher targets
    
    Melt
    Range:  5   Effect:  1      Alignment:  N  Cost:  25 MP
    Formula:  Always hits
    Notes:  Add:  Power Down
    
    Melt
    Range:  5   Effect:  1      Alignment:  N  Cost:  25 MP
    Formula:  Always hits
    Notes:  Add:  Power Up
    
    Stun
    Range:  7   Effect:  1-13   Alignment:  N  Cost:  22 MP
    Formula:
    Notes:  Add: Stun
    
    Zoshonel
    Range:  All Effect:  All    Alignment:  N  Cost:  10 MP
    Formula:  Always hits
    Notes:  Fire Terrain Bonus + 3, Water Terrain Bonus - 2
    
    Earth Elemental Magic
    
    Acid
    Range:  6   Effect:  1-13   Alignment:  L  Cost:  14 MP
    Formula:  Standard Attack Magic
    Notes:
    
    Acid
    Range:  6   Effect:  1-13   Alignment:  N  Cost:  32 MP
    Formula:  Standard Attack Magic
    Notes:  More effective on lower targets
    
    Gnome
    Range:  5   Effect:  1-13   Alignment:  N  Cost:  40 MP
    Formula:  Standard Attack Magic
    Notes:  Summon
    
    Quake
    Range:  Inf Effect:  All    Alignment:  N  Cost:  60 MP
    Formula:  Standard Attack Magic
    Notes:  Forbidden
    
    Jump
    Range:  7   Effect:  1      Alignment:  N  Cost:  30 MP
    Formula:  Always hits
    Notes:  Moves target 1 space in any direction regardless of height
    
    Poison
    Range:  7   Effect:  1-13   Alignment:  N  Cost:  32 MP
    Formula:
    Notes:  Add:  Poison
    
    Petrify
    Range:  7   Effect:  1-13   Alignment:  N  Cost:  32 MP
    Formula:
    Notes:  Add:  Petrify
    
    Bartha
    Range:  Inf Effect:  All    Alignment:  N  Cost:  10 MP
    Formula:  Always hits
    Notes:  Earth Terrain Bonus +3, Wind Terrain Bonus -2
    
    Water Elemental Magic
    
    IceBlast
    Range:  6   Effect:  1-13   Alignment:  N  Cost:  14 MP
    Formula:  Standard Attack Spell
    Notes:
    
    AcidRain
    Range:  6   Effect:  1-13   Alignment:  C  Cost:  38 MP
    Formula:  Standard Attack Spell
    Notes:  Add:  Power Down (50%)
    
    Fenril
    Range:  5   Effect:  1-13   Alignment:  N  Cost:  40 MP
    Formula:  Standard Attack Spell
    Notes:  Summon
    
    IceCloud
    Range:  Inf Effect:  All    Alignment:  N  Cost:  60 MP
    Formula:  Standard Attack Spell
    Notes:  Forbidden
    
    Clear
    Range:  7   Effect:   1     Alignment:  N  Cost:  18 MP
    Formula:  Always hits
    Notes:  Remove:  Poison
    
    SlowMove
    Range:  7   Effect:   1     Alignment:  N  Cost:  22 MP
    Formula:  Always hits
    Notes:  Add:  Slow
    
    HealRain
    Range:  6   Effect:  1-13   Alignment:  C  Cost:  42 MP
    Formula:  Standard Healing Spell
    Notes:
    
    Gurza
    Range:  Inf Effect:  All    Alignment:  N  Cost:  10 MP
    Formula:  Always hits
    Notes:  +3 Water Terrain Bonus, -2 Fire Terrain Bonus
    
    Virtue Elemental Magic
    
    Lightbow
    Range:  7   Effect:   1     Alignment:  N  Cost:  20 MP
    Formula:  Standard Attack Spell
    Notes:  Line-of-Sight Trajectory
    
    Exorcism
    Range:  5   Effect:  1-13   Alignment:  N  Cost:  35 MP
    Formula:
    Notes:  Exorcises undead
    
    IceBlast
    Range:  Inf Effect:  Enemy  Alignment:  N  Cost:  60 MP
    Formula:  Standard Attack Spell
    Notes:  Exorcises undead
    
    Vitalize
    Range:  7   Effect:   1     Alignment:  N  Cost:  10 MP
    Formula:  Always hits
    Notes:  Remove: Stun, Poison, Petrify, Charm
    
    Heal
    Range:  7   Effect:   1     Alignment:  N  Cost:  10 MP
    Formula:  Standard Healing Spell
    Notes:  More effective when cast by L characters, less effective when cast by C
    characters, not affected by Terrain Bonus
    
    Heal
    Range:  6   Effect:   1-13  Alignment:  N  Cost:  25 MP
    Formula:  Standard Healing Spell
    Notes:  More effective when cast by L characters, less effective when cast by C
    characters, not affected by Terrain Bonus
    
    Heal
    Range:  Inf Effect:   1     Alignment:  N  Cost:  40 MP
    Formula:  Always hits
    Notes:  Full healing
    
    Revivify
    Range:  Inf Effect:   1     Alignment:  N  Cost:  55 MP
    Formula:  Always hits
    Notes:  Revives an ally.  Cannot be used by AI.
    
    Bane Elemental Spells
    
    Incubus
    Range:  7   Effect:   1     Alignment:  N  Cost:  14 MP
    Formula:  Standard Attack Spell
    Notes:  Add:  Sleep (50%)
    
    Pain
    Range:  5   Effect:   1     Alignment:  N  Cost:  20 MP
    Formula:  D = Caster's Max HP  Caster's HP
    Notes:
    
    Dark Law
    Range:  5   Effect:   1-13  Alignment:  N  Cost:  40 MP
    Formula:  D = Target's HP/5
    Notes:  Summon
    
    Death
    Range:  Inf Effect:   All   Alignment:  N  Cost:  60 MP
    Formula:  Standard Attack Spell
    Notes:  Forbidden, less effective on closer targets
    
    Charm
    Range:  7   Effect:  1-13   Alignment:  N  Cost:  24 MP
    Formula:
    Notes:  Add:  Charm
    
    Paradigm
    Range:  5   Effect:   1     Alignment:  N  Cost:  35 MP
    Formula:  Always hits
    Notes:  Reduces target WT to 0
    
    Charge
    Range:  7   Effect:   1     Alignment:  N  Cost:  10 MP
    Formula:  MP-Restoring Healing Spell
    Notes:  Recharges target MP based on healing spell formula, caster loses MP
    equal to half the amount recharged, not affected by terrain bonus
    
    Necro
    Range:  Inf Effect:   1     Alignment:  N  Cost:  55 MP
    Formula:  Always hits
    Notes:  Revives a character as the undead.  Physical fighters become Skeletons,
    mages become Ghosts.
    
    Drakonite Magic
    
    Tempest
    Range:  All Effect:  Enemy Alignment:  C  Cost:  80 MP
    Formula:  Standard Attack Spell   Element:  Wind
    Notes:  Forbidden, worsens weather
    
    Wipe Out
    Range:  All Effect:  Enemy Alignment:  N  Cost:  80 MP
    Formula:  Standard Attack Spell   Element:  Fire
    Notes:  Forbidden, burns terrain under targets
    
    Asteroid
    Range:  All Effect:  Enemy Alignment:  N  Cost:  80 MP
    Formula:  Standard Attack Spell   Element:  Earth
    Notes:  Forbidden, Add:  Power Down, more effective on lower targets
    
    Mute
    Range:  All Effect:  Enemy Alignment:  N  Cost:  80 MP
    Formula:  Standard Attack Spell   Element:  Water
    Notes:  Forbidden, Add:  Stun
    
    Dominion
    Range:  All Effect:    1   Alignment:  N  Cost:  70 MP
    Formula:  Always hits             Element:  None
    Notes:  Stops target's WT until 500 WT are counted off
    
    Entify
    Range:  All Effect:    1   Alignment:  N  Cost:  70 MP
    Formula:  Always hits             Element:  None
    Notes:  Revives one dead ally, killing caster
    
    Retissue
    Range:  All Effect:    1   Alignment:  N  Cost:  70 MP
    Formula:  Always hits             Element:  None
    Notes:  Turns a friendly undead character into a level 1 Soldier or Amazon,
    halving all their stats.  May change alignment.
    
    Snapshot
    Range:  All Effect:   Self Alignment:  N  Cost:   0 MP
    Formula:  Always hits             Element:  None
    Notes:  Turns character into a sword
    
    Tornado
    Range:  7   Effect:     1   Alignment:  N  Cost:  (Level * 1) HP
    Formula:  Standard special attack Element:  Wind
    Notes:  Randomly alters direction target is facing
    
    Thunder Breath
    Range:  1   Effect:     1   Alignment:  N  Cost:  None
    Formula:  Standard special attack Element:  Wind
    Notes:  Add:  Stun (50%)
    
    Crimson
    Range:  7   Effect:     1   Alignment:  L  Cost:  (Level * 1) HP
    Formula:  Standard special attack Element:  Fire
    Notes:
    
    Fire Breath
    Range:  1   Effect:     1   Alignment:  N  Cost:  None
    Formula:  Standard special attack Element:  Fire
    Notes:  Add:  Power Down (50%)
    
    Dragos
    Range:  7   Effect:     1   Alignment:  N  Cost:  (Level * 1) HP
    Formula:  Standard special attack Element:  Earth
    Notes:
    
    Poison Breath
    Range:  1   Effect:     1   Alignment:  L  Cost:  None
    Formula:  Standard special attack Element:  Earth
    Notes:  Add:  Poison (50%)
    
    Petrify Breath
    Range:  1   Effect:     1   Alignment:  L  Cost:  None
    Formula:  Standard special attack Element:  Earth
    Notes:  Add:  Petrify (50%)
    
    Spiral
    Range:  7   Effect:     1   Alignment:  N  Cost: (Level * 1) HP
    Formula:  Standard special attack Element:  Water
    Notes:  Also reduces target's MP by 99%
    
    Ice Breath
    Range:  1   Effect:     1   Alignment:  N  Cost:  None
    Formula:  Standard special attack Element:  Water
    Notes:  Add:  Sleep (50%)
    
    Banish
    Range:  7   Effect:     1   Alignment:  N  Cost:  None
    Formula:  Always Hits             Element:  Virtue
    Notes:  Exorcises undead
    
    HolyBolt
    Range:  7   Effect:     1   Alignment:  N  Cost: (Level * 1) HP
    Formula:  Standard special attack Element:  Virtue
    Notes:  Exorcises undead
    
    Jihad
    Range:  7   Effect:     1   Alignment:  N  Cost: (Level * 2) HP
    Formula:  Standard special attack Element:  Virtue
    Notes:  Exorcises undead
    
    Abyss
    Range:  3   Effect:     1   Alignment:  N  Cost: (Level * 2) HP
    Formula:  D = 3/4 Target's HP     Element:  Bane
    Notes:
    
    Toxic Breath
    Range:  1   Effect:     1   Alignment:  N  Cost: None
    Formula:  Standard special attack Element:  Bane
    Notes:  Add:  Charm (50%)
    
    EvilEyes
    Range:  Inf Effect:    All  Alignment:  N  Cost: None
    Formula:                          Element:  Physical
    Notes:  Add: Petrify, must have line-of-sight to target, target must not have a
    shield
    
    Eddy
    Range:  2   Effect:     1   Alignment:  N  Cost: None
    Formula:  Standard special attack Element:  Physical
    Notes:  Must be used in water
    
    Typhoon
    Range:  Inf Effect:    All  Alignment:  N  Cost: None
    Formula:  Always hits             Element:  Physical
    Notes:  Worsens weather
    
    Caliban
    Range:  Inf Effect:    All  Alignment:  N  Cost: None
    Formula:  Always hits             Element:  Physical
    Notes:  Improves weather
    
    Summon-E
    Range:  1   Effect:     1   Alignment:  N  Cost: None
    Formula:  Always hits             Element:  Physical
    Notes:  Creates an ally directly in front of the caster, who begins with 0 WT.
    Can only be used by the AI.
    
    Summon-H
    Range:  Inf Effect:   Enemy Alignment:  N  Cost: None
    Formula:  Standard special attack Element:  Wind
    Notes:  Forbidden
    
    Summon-Z
    Range:  Inf Effect:   Enemy Alignment:  N  Cost: None
    Formula:  Standard special attack Element:  Fire
    Notes:  Forbidden
    
    Summon-B
    Range:  Inf Effect:   Enemy Alignment:  N  Cost: None
    Formula:  Standard special attack Element:  Earth
    Notes:  Forbidden
    
    Summon-G
    Range:  Inf Effect:   Enemy Alignment:  N  Cost: None
    Formula:  Standard special attack Element:  Water
    Notes:  Forbidden
    
    Summon-I
    Range:  Inf Effect:   Enemy Alignment:  N  Cost: None
    Formula:  Standard special attack Element:  Virtue
    Notes:  Forbidden
    
    Summon-A
    Range:  Inf Effect:   Enemy Alignment:  N  Cost: None
    Formula:  Standard special attack Element:  Virtue
    Notes:  Forbidden
    
    Pray-H
    Range:  Inf Effect:   All   Alignment:  N  Cost: None
    Formula:  Always hits             Element:  Wind
    Notes:  Wind Terrain Bonus + 5
    
    Pray-Z
    Range:  Inf Effect:   All   Alignment:  N  Cost: None
    Formula:  Always hits             Element:  Fire
    Notes:  Fire Terrain Bonus + 5
    
    Pray-B
    Range:  Inf Effect:   All   Alignment:  N  Cost: None
    Formula:  Always hits             Element:  Earth
    Notes:  Earth Terrain Bonus + 5
    
    Pray-G
    Range:  Inf Effect:   All   Alignment:  N  Cost: None
    Formula:  Always hits             Element:  Water
    Notes:  Water Terrain Bonus + 5
    
    Fudo
    Range:  2   Effect:    1    Alignment:  N  Cost: (D/5) HP
    Formula:  D = DEX                 Element:  Physical
    Notes:  Cannot target diagonally, must be using sword
    
    Agony
    Range:  2   Effect:    1    Alignment:  N  Cost: (D/5) HP
    Formula:  D = Max HP - HP         Element:  Physical
    Notes:  Cannot target diagonally, must be using sword
    
    Dracul
    Range:  2   Effect:    1    Alignment:  N  Cost: (D/5) HP
    Formula:  D = 2(W.STR)            Element:  Physical
    Notes:  Cannot target diagonally, must be using sword
    
    Relic
    Range:  2   Effect:    1    Alignment:  N  Cost: (D/5) HP
    Formula:  Standard physical       Element:  Physical
    Notes:  Cannot target diagonally, Forbidden, must be using axe, hammer, spear,
    or claw, Add:  Petrify (50%)
    
    RamPower
    Range:  2   Effect:    1    Alignment:  N  Cost: (D/5) HP
    Formula:  Standard special attack  Element:  Physical
    Notes:  Cannot target diagonally, must be using axe, hammer, spear, or claw,
    causes knockback
    
    DevilCry
    Range:  2   Effect:    1    Alignment:  N  Cost: (D/5) HP
    Formula:  D = HP                   Element:  Physical
    Notes:  Cannot target diagonally, must be using axe, hammer, spear, or claw
    
    SoulWave
    Range:  2   Effect:    1    Alignment:  N  Cost: (D/5) HP
    Formula:  Standard physical attack Element:  Physical
    Notes:  Cannot target diagonally, Forbidden, must be using axe, hammer, spear,
    or claw, reduces target's max HP by D/10
    
    FireWave
    Range:  2   Effect:    1    Alignment:  N  Cost: (D/5) HP
    Formula:  Standard special attack  Element:  Fire
    Notes:  Cannot target diagonally, Forbidden, must be using axe, hammer, spear,
    or claw
    
    MegaBolt
    Range:  2   Effect:    1    Alignment:  N  Cost: (D/5) HP
    Formula:  Standard special attack  Element:  Wind
    Notes:  Cannot target diagonally, Forbidden, must be using axe, hammer, spear,
    or claw
    
    Rage
    Range:  2   Effect:    1    Alignment:  N  Cost: (D/5) HP
    Formula:  D = STR                  Element:  Physical
    Notes:  Cannot target diagonally, must not be using a direct attack weapon
    
    
    Reaper
    Range:  2   Effect:    1    Alignment:  N  Cost: None
    Formula:  Standard physical attack Element:  Fire
    Notes:  Cannot target diagonally, must be using a direct attack weapon, Add:
    Power Down, Forbidden
    
    Avenger
    Range:  2   Effect:    1    Alignment:  N  Cost: None
    Formula:  Standard physical attack Element:  Earth
    Notes:  Cannot target diagonally, must be using a direct attack weapon, causes
    knockback, Forbidden
    
    Venom
    Range:  2   Effect:    1    Alignment:  N  Cost: None
    Formula:  Standard physical attack Element:  Water
    Notes:  Cannot target diagonally, must be using a direct attack weapon, Add:
    Poison, Forbidden
    
    RiotBurn
    Range:  2   Effect:    1    Alignment:  N  Cost: None
    Formula:  Standard physical attack Element:  Virtue
    Notes:  Cannot target diagonally, must be using a direct attack weapon,
    exorcises undead, Forbidden
    
    Thundax
    Range:  2   Effect:    1    Alignment:  N  Cost: None
    Formula:  Standard physical attack Element:  Wind
    Notes:  Cannot target diagonally, must be using a direct attack weapon, randomly
    alters direction target is facing, Forbidden
    
    EvilRose
    Range:  2   Effect:    1    Alignment:  N  Cost: None
    Formula:  Standard physical attack Element:  Bane
    Notes:  Cannot target diagonally, must be using a direct attack weapon, Add:
    Charm, Forbidden
    
    DarkCell
    Range:  2   Effect:    1    Alignment:  N  Cost: None
    Formula:  Standard physical attack Element:  Bane
    Notes:  Cannot target diagonally, must be using a direct attack weapon, Add:
    Stun, Forbidden
    
    Oracle
    Range:  2   Effect:    1    Alignment:  N  Cost: None
    Formula:  Standard physical attack Element:  Bane
    Notes:  Cannot target diagonally, must be using a direct attack weapon, reduces
    target's max HP by D/10, Forbidden
    
    EvilRose
    Range:  2   Effect:    1    Alignment:  N  Cost: None
    Formula:  Standard physical attack Element:  Bane
    Notes:  Cannot target diagonally, must be using a direct attack weapon, Add:
    Charm
    
    50Heal
    Range:  1   Effect:    1    Alignment:  N  Cost: None
    Formula:  -D = 50                  Element:  Physical
    Notes:
    
    100Heal
    Range:  1   Effect:    1    Alignment:  N  Cost: None
    Formula:  -D = 100                  Element:  Physical
    Notes:
    
    150Heal
    Range:  1   Effect:    1    Alignment:  N  Cost: None
    Formula:  -D = 150                  Element:  Physical
    Notes:
    
    Max Heal
    Range:  1   Effect:    1    Alignment:  N  Cost: None
    Formula:  Full Healing              Element:  Physical
    Notes:
    
    25MP
    Range:  1   Effect:    1    Alignment:  N  Cost: None
    Formula:  -D = 25                   Element:  Physical
    Notes:  Recovers MP
    
    50MP
    Range:  1   Effect:    1    Alignment:  N  Cost: None
    Formula:  -D = 50                   Element:  Physical
    Notes:  Recovers MP
    
    100MP
    Range:  1   Effect:    1    Alignment:  N  Cost: None
    Formula:  -D = 100                  Element:  Physical
    Notes:  Recovers MP
    
    Max MP
    Range:  1   Effect:    1    Alignment:  N  Cost: None
    Formula:  Full Healing              Element:  Physical
    Notes:  Recovers MP
    
    Restore
    Range:  1   Effect:    1    Alignment:  N  Cost: None
    Formula:  -D = 100                  Element:  Physical
    Notes:  Recovers MP as well as HP
    
    100%
    Range:  1   Effect:    1    Alignment:  N  Cost: None
    Formula:  Full Healing              Element:  Physical
    Notes:  Recovers MP as well as HP
    
    Revive
    Range:  1   Effect:    1    Alignment:  N  Cost: None
    Formula:  Always hits               Element:  Physical
    Notes:  Remove:  Petrify
    
    Antidote
    Range:  1   Effect:    1    Alignment:  N  Cost: None
    Formula:  Always hits               Element:  Physical
    Notes:  Remove:  Poison
    
    Ambrosia
    Range:  1   Effect:    1    Alignment:  N  Cost: None
    Formula:  Always hits               Element:  Physical
    Notes:  Remove:  Stun
    
    Awake
    Range:  1   Effect:    1    Alignment:  N  Cost: None
    Formula:  Always hits               Element:  Physical
    Notes:  Remove:  Sleep
    
    Remedy
    Range:  1   Effect:    1    Alignment:  N  Cost: None
    Formula:  Always hits               Element:  Physical
    Notes:  Remove:  Stun, Sleep, Poison, Petrify
    
    Double
    Range:  0   Effect:   Self  Alignment:  N  Cost: None
    Formula:  Always hits               Element:  Physical
    Notes:  Resets WT to 0.  Since it can only be cast on oneself, has no effect
    
    BodyGrab
    Range:  Inf Effect:    1    Alignment:  N  Cost: None
    Formula:  Always hits               Element:  Bane
    Notes:  Swaps bodies with a random enemy character.  Must be a character who
    could have been persuaded.  All stats and parameters are swapped except INT and
    MEN.
    
    WindShot
    Range:  7   Effect:    1    Alignment:  N  Cost: (Level * 1) HP
    Formula:  Standard special attack   Element:  Wind
    Notes:  Line-of-sight trajectory
    
    GlowBall
    Range:  7   Effect:    1    Alignment:  N  Cost: (Level * 1) HP
    Formula:  Standard special attack   Element:  Fire
    Notes:  Line-of-sight trajectory
    
    X-Zone
    Range:  7   Effect:    1    Alignment:  N  Cost: (Level * 2) HP
    Formula:  Standard special attack   Element:  Earth
    Notes:  Add:  Stun
    
    Hazard
    Range:  7   Effect:    1    Alignment:  N  Cost: (Level * 2) HP
    Formula:  Standard special attack   Element:  Water
    Notes:  Add:  Poison
    
    CalmSong
    Range:  5   Effect:    13   Alignment:  N  Cost: (Level * 1) HP
    Formula:  D = 0.9 * Target's MP     Element:  Virtue
    Notes:  Damages MP
    
    SadSong
    Range:  5   Effect:    13   Alignment:  N  Cost: (Level * 1) HP
    Formula:  SadSong Formula           Element:  Virtue
    Notes:  Heals undead
    
    CuteKiss (Faerie)
    Range:  1   Effect:    1    Alignment:  N  Cost: (Level * 1) HP
    Formula:  -D = 0.1 * Caster's HP    Element:  Virtue
    Notes:  Remove:  Stun, Poison, Petrify, Sleep
    
    DeepKiss (Faerie)
    Range:  1   Effect:    1    Alignment:  N  Cost: (Level * 1) HP
    Formula:  -D = 0.3 * Caster's HP    Element:  Virtue
    Notes:  Resets target's WT to 0 and grants an instant turn
    
    CuteKiss (Gremlin)
    Range:  1   Effect:    1    Alignment:  N  Cost: (Level * 1) HP
    Formula:   D = 0.1 * Caster's HP    Element:  Bane
    Notes:  Add:  Charm
    
    DeepKiss (Faerie)
    Range:  1   Effect:    1    Alignment:  N  Cost: (Level * 1) HP
    Formula:  -D = 0.3 * Caster's HP    Element:  Bane
    Notes:  Add:  Petrify
    
    Prophecy
    Range:  Inf Effect:  Allies Alignment:  N  Cost: (Max HP/2) HP
    Formula:  Full Healing              Element:  Virtue
    Notes:
    
    LifeSuck
    Range:  3   Effect:    1    Alignment:  N  Cost: -D
    Formula:  D = Target's VIT / 4      Element:  Bane
    Notes:  Adds damage inflicted to caster's HP
    
    Pumpkin
    Range:  3   Effect:    1    Alignment:  N  Cost: None
    Formula:   D = Caster's HP / 2      Element:  Physical
    Notes:
    
    BrainFry
    Range:  3   Effect:    1    Alignment:  N  Cost: None
    Formula:   Always hits              Element:  Bane
    Notes:  Add:  Charm
    
    YasaiWar
    Range:  5   Effect:    13   Alignment:  N  Cost: None
    Formula:   D = MP/2                 Element:  Physical
    Notes:  Damages MP
    
    Squash-X
    Range:  0   Effect:    13   Alignment:  N  Cost: Caster's Current HP
    Formula:   D = (VIT + MEN)/4        Element:  Physical
    Notes:  Kills user!
    
    ColicDio
    Range:  0   Effect:  Self   Alignment:  N  Cost: None
    Formula:   Always hits             Element:  Physical
    Notes:  Changes user's element to the element of last elemental attack he was
    struck by
    
    Torutos
    Range:  Inf Effect:   All   Alignment:  N  Cost: None
    Formula:   Standard special attack Element:  Wind
    Notes:  Forbidden
    
    Derupt
    Range:  Inf Effect:   All   Alignment:  N  Cost: None
    Formula:   Standard special attack Element:  Fire
    Notes:  Forbidden
    
    Pondors
    Range:  Inf Effect:   All   Alignment:  N  Cost: None
    Formula:   Standard special attack Element:  Earth
    Notes:  Forbidden
    
    Kusogaki
    Range:  Inf Effect:   All   Alignment:  N  Cost: None
    Formula:   Standard special attack Element:  Water
    Notes:  Forbidden
    
    Radius
    Range:  Inf Effect:   All   Alignment:  N  Cost: None
    Formula:   Standard special attack Element:  Virtue
    Notes:  Forbidden
    
    Umbra
    Range:  Inf Effect:   All   Alignment:  N  Cost: None
    Formula:   Standard special attack Element:  Bane
    Notes:  Forbidden
    
    STR Up
    Range:  1   Effect:   1     Alignment:  N  Cost: None
    Formula: Always hits               Element:  Physical
    Notes: Target's STR +10
    
    VIT Up
    Range:  1   Effect:   1     Alignment:  N  Cost: None
    Formula: Always hits               Element:  Physical
    Notes: Target's VIT +10
    
    INT Up
    Range:  1   Effect:   1     Alignment:  N  Cost: None
    Formula: Always hits               Element:  Physical
    Notes: Target's INT +10
    
    MEN Up
    Range:  1   Effect:   1     Alignment:  N  Cost: None
    Formula: Always hits               Element:  Physical
    Notes: Target's MEN +10
    
    
    VIII.  Gameplay Formulas:  Definitions
    
    These equations were obtained using the Japanese Super Famicom edition of TO.
    I'm 99% sure they haven't changed in the PSX version.
    
    Definitions:
         Ppa:  Total derived physical attack power, including all offense item
               bonuses.
         Ppd:  Raw defense power against weapon attacks and special attacks,
               modified by defense items but not resistance.
         Mpa:  Total derived magic attack power, including all offense item
               bonuses.
         Mpd:  Raw magic defense power, modified by defense items but not
               resistance.
         Spa:  Total derived special attack power for most special attacks,
               including all offense item bonuses.
         W.x:  Attribute bonus from an offense item.  W.STR would be STR bonus.
         A.x:  Attribute bonus from a defense item.
         Ma:   Attack modifier incorporating terrain bonus and other factors.
               Cannot be lower than 0 or higher than 200.  Generally,
                Ma = 60 + To + E + C + Wb + Wt + Wm + Prf + F + ADa + S + H + FP
         Md:   Defense modifier incorporating terrain bonus and other factors.
               Cannot be lower than 0 or higher than 200. Generally,
                Md = 40 + Td + Wb + Wt + F + ADd + S + Sp1 + Sp2 + Sp3
         RES:  Resistance level of target applicable to the element of the
               attacker's attack, dependent on class and adjusted by equipment.
               Note that a direct attack with a fire sword, for example, is a fire
               attack and not a physical attack, so for resistance would apply.
               Also note that when an item says it adds to your RES for a certain
               element, it really means it subtracts that amount, and vice versa.
               Generally,
                RES = Class RES  A.RES  E - A
         Db:   Base damage value not yet modified by LUK and other factors.
         D:    Final damage.  What you get in the actual game.
         To:   Offensive terrain bonus modified by element.
         Td:   Defensive terrain bonus modified by element.
         E:    Elemental attribute of weapon or skill.  If it is the same as
               the user's element, this value is 10.  if it is the opposite, it's
               -10. Otherwise, it's 0.  Only applies to damage-dealing skills.
         A:    Alignment modifier.  If the weapon or skill being used is virtue
               elemental, this value is 5 for L characters and -5 for C characters.
               If the weapon or skill is bane elemental, the opposite modifiers
               apply.
         C:    Critical hit bonus.  If attack was a critical hit, this bonus is
               +10 and knockback results from the attack.  Otherwise, this
               value is 0 and no knockback occurs.
         Wb:   Weather bonus based on alignment and weather conditions.  Does not
               apply indoors.  Always 0 for N characters.
                  Clear Skies:    L Characters +1, C Characters -3
                  Partly Cloudy:  L Characters  0, C Characters -2
                  Light Rain:     L Characters -1, C Characters -1
                  Heavy Rain:     L Characters -2, C Characters  0
                  Snowfall:       L Characters -3, C Characters +1
         Wm:   Weather modifier of spells or specials.  Each spell actually has its
               own internal alignment, which determines whether it works better in
               good or bad weather.  Does not apply indoors.
                  Clear Skies:   L Skills +1, N Skills -1, C Skills -3
                  Partly Cloudy: L Skills  0, N Skills -1, C Skills -2
                  Light Rain:    L Skills -1, N Skills -1, C Skills -1
                  Heavy Rain:    L Skills -2, N Skills -1, C Skills  0
                  Snowfall:      L Skills -3, N Skills -1, C Skills +1
         Wt:   Weather tolerance of class.  Although the Warren Report says this
               is based on weather, it really always applies, even in doors.  Can
               be 0 +2, or +4.
         Prf:  Weapon preference bonus. If the attacker is using his preferred
               weapon, +3.  Otherwise, 0.
         FP:   Forbidden Power bonus imparting +10 to attack modifier.  Only applies
               to certain skills, such as the Forbidden Powers, Orb attacks, and the
               like.
         H:    Healing bonus.  When a Virtue healing spell is being used, this is 10
               for L characters and -10 for C characters.
         F:    Terror effect. If the character is L aligned and currently in the
               radius of an enemy with the terror effect, -8.  If the character
               is N aligned, -4.  Otherwise, 0.
         ADa:  Anti-Dragon effect for the attacker.  If the attacker or his
               weapon has this attribute, and the target is dragon species, +8.
               Can stack if both the attacker and the weapon have the attribute,
               to +16.
         ADd:  Anti-Dragon effect for the defender.  if the defender has this
               attribute, and the attacker is dragon species, a +5 bonus applies.
         S:    Ally support bonus.  If attacker is beast, dragon, or giant
               species and has or is within 3 panels of an ally who has the
               support attribute for the appropriate species, attacker gets a +5
               bonus.  Stackable.
         Si:   Side modifier.  When attacking from target's side, +25.  When
                attacking from target's back, +50.
         Sp1:  Skill-Specific Height-based Defense Modifier:  Nova+
                 Sp1 = -(Defense unit height/4)
         Sp2:  Skill-Specific Height-based Modifier:  Meteor and Asteroid
                 Sp2 = (Defense unit height - 33)/4
         Sp3:  Skill-Specific Distance-based Defense Modifier:  Death
                 Sp3 = (Defense unit distance from attack unit  65)/4
         La:   Attacker's LUK.
         Ld:   Defender's LUK.
         R:    Random factor applied to all attacks.  Mechanism not fully
               understood.
         Mw:   Weapon modifer.
                 Mw = 1 for all weapon attacks
                 Mw = 0.5 for all unarmed direct attacks or attack/healing spells
                 Mw = 0.25 for all unarmed indirect attacks or summon spells
                 Mw = 0.7 when the attacker has Attack+, unless he is countering
         Db:   This is the expected damage as shown before the attack is made.
         D:    Damage actually given.
    
    
    IX.  Gameplay Formulas:  Physical Attacks
    
    A.  Damage
    
    Equations:
    
         Physical Attack Power:
         Ppa = STR + W.STR + (DEX + W.DEX)/2
    
         Physical Defense:
         Ppd = VIT + A.VIT + (STR + A.STR)/2
    
         Base Damage:
         Db = [(Ppa * Ma/100 - Ppd * Md/100) * RES/100 + La  Ld] * Mw
    
         Final Damage:
         D =  Db + R
    
    When the physical attack is made using a shield or gauntlet as the weapon the
    damage will always equal 1/4 of the shield or gauntlet's weight plus R.
    
    Note:  Any decimals resulting from the above calculations are
    truncated.  Upon multiplication by Mw, however, the value is rounded.
    Minimum damage is 1 and maximum is 999.  Also, damage may never exceed the
    current HP of the defense unit.
    
    B.  Hit Rate
    
    Hit % = {[Attacker's AGI + Attacker's A.AGI + (Attacker's DEX + Attacker's
    A.DEX)/4  Weight] * Ma/100]  [Target's AGI + Target's A.AGI + (Target's DEX +
    Target's A.DEX)/4  Weight] * Md/100} + La - Ld + 50 + Si + R
    
    IX.  Gameplay Formuals:  Magic
    
    A.  Attack Magic Damage
    
    Equations:
    
         Magic Attack Power:
         Mpa = INT + W.INT + (MEN + W.MEN)/2
    
         Magic Defense Power:
         Mpd = VIT + A.VIT + (MEN + A.MEN)/2
    
         Base Damage:
         Db = [(Mpa * Ma/100 - Mpd * Md/100) * RES/100 + La - Ld] * Mw
    
         Final Damage:
         D = Db + R
    
    Note:  Any decimals resulting from the above calculations are
    truncated.  Upon multiplication by Mw, however, the value is rounded.
    Minimum damage is 1 and maximum is 999.  Also, damage may never exceed the
    current HP of the defense unit.  When applied to summon spells, these equations
    determine damage per hit, not total damage.
    
    B.  Healing Magic Recovery
    
         Magic Attack Power:
         Mpa = INT + W.INT + (MEN + W.MEN)/2
    
         Base Recovery
         -Db = Mpa * 5/9 * Ma/100 * Mw
    
         Final Recovery
         -D = Db + R
    
    Note:  Note: Any decimals resulting from the above calculations are truncated.
    Upon multiplication by Mw and upon multiplication by 5/9 in determining the base
    recovery, however, the value is rounded.  Minimum recovery is 1 and maximum is
    999. Also, recovery may never exceed(Max HP - Current HP) of the defense unit.
    
    
    C.  Magic Hit Rate
    
        Coming Soon!
    
    X.  Gameplay Formulas:  Special Attack Damage
    
    A.  Standard Special Attack Damage
    
    Equations:
    
          Special Attack Power:
          Spa = [3(MEN + W.MEN)/2 + (STR + W.STR)/2] * 2/3
    
          Physical Defense Power
          Ppd = VIT + A.VIT + (STR + A.STR)/2
    
          Base Damage:
          Db = [(Spa * Ma/100 - Ppd * Md/100) * RES/100 + La - Ld] * Mw
    
          Final Damage:
          D = Db + R
    
    Note: Any decimals resulting from the above calculations are truncated.  Upon
    multiplication by Mw and upon multiplication by 2/3 in determining the attack
    value, however, the value is rounded.  Minimum damage is 1 and maximum is
    999. Also, damage may never exceed the current HP of the defense unit.
    
    
    B. Roslolian Secret Technique Damage
    
         Physical Attack Power:
         Ppa = STR + W.STR + (DEX + W.DEX)/2
    
         Physical Defense:
         Ppd = VIT + A.VIT + (STR + A.STR)/2
    
         Base Damage:
         Db = [(Ppa * Ma/100 - Ppd * Md/100) * RES/100 + La  Ld] * Mw
    
         Final Damage:
         D =  Db + R
    
    Note: Any decimals resulting from the above calculations are truncated.  Upon
    multiplication by Mw, however, the value is rounded.  Minimum damage is 1 and
    maximum is 999.  Also, damage may never exceed the current HP of the defense
    unit.
    
    
    C. King Roderick Technique Damage
    
       Relic, SoulWave, and RamPower
    
         Physical Attack Power:
         Ppa = STR + W.STR + (DEX + W.DEX)/2
    
         Physical Defense:
         Ppd = VIT + A.VIT + (STR + A.STR)/2
    
         Base Damage:
         Db = [(Spa * Ma/100 - Ppd * Md/100) * RES/100 + La - Ld] * Mw
    
         Final Damage:
         D = Db + R
    
    
       FireWave and MegaBolt
    
    
         Special Attack Power:
         Spa = [3(MEN + W.MEN)/2 + (STR + W.STR)/2] * 2/3
    
         Physical Defense Power
         Ppd = VIT + A.VIT + (STR + A.STR)/2
    
         Base Damage:
         Db = [(Spa * Ma/100 - Ppd * Md/100) * RES/100 + La - Ld] * Mw
    
         Final Damage:
         D = Db + R
    
    Note: Any decimals resulting from the above calculations are truncated.  Upon
    multiplication by Mw and upon multiplication by 2/3 in determining the attack
    value, however, the value is rounded.  Minimum damage is 1 and maximum is
    999. Also, damage may never exceed the current HP of the defense unit.
    
    
       Fudo
    
         Final Damage:
         D = Attacker DEX
    
       Rage
    
         Final Damage:
         D = Attacker STR
    
       Dracul
    
         Final Damage:
         D = (Attacker W.STR * 2)
    
       Agony
    
         Final Damage:
         D = Attacker Max HP  Attacker Current HP
    
       DevilCry
    
         Final Damage:
         D = Attacker Current HP
    
    D.  Proportional Damage Specials
    
       Abyss
    
         Final Damage:
         D = 3/4 * Target's Current HP
    
       CuteKiss (Gremlin)
         Final Damage:
         D = Target's Current HP /10
    
       DeepKiss  (Gremlin)
         Final Damage:
         D = Target's Current HP /3
    
        LifeSuck
         Final Damage:
         D = Target's VIT / 4
    
        Squash-X
         Final Damage:
         D = (Attacker's VIT + Attacker's MEN) / 4
    
        YasaiWar
         Final MP Damage:
         D = Target's Current MP / 2
    
        CalmSong
         Final MP Damage:
         D = Target's Current MP * 9/10
    
        Pumpkin
         Final Damage:
         D = Target's Current HP / 2
    
        Spiral
         Final MP Damage:
         S = Target's Current MP * 99/100
    
    E.  Proportional Recovery Specials
    
        CuteKiss (Faerie)
         Final Recovery:
         -D = User's HP / 10
    
        DeepKiss (Faerie)
         Final Recovery:
         -D = User's HP / 2
    
        Sad Song
         Final Recovery:
         -D = INT + W.INT + MEN + W.MEN / 6
    
    
    XI.  Class Rankings
    
    Humanoid, generic
    
    Attack:
    1.  Dragoon (12)
    2.  Gremlin (11.5)
    3.  Angel Knight (11)
    4.  Knight (10.5)
        Dragon Tamer (10.5)
    5.  Berzerker (10)
        Beast Tamer (10)
        Terror Knight (10)
        Valkyrie (10)
    10. Lizard Man (9.5)
        Sword Master (9.5)
        Hawk Man (9.5)
    
    Defense:
    1. Terror Knight (10.5)
       Beast Tamer (10.5)
    3. Berzerker (9.5)
       Lizard Man
    5. Dragoon (9)
       Angel Knight (9)
    7. Knight (8.5)
       Archer (8.5)
       Valkyrie (8.5)
    10.Soldier (8)
       Amazon (8)
       Gorgon (8)
       Goblin (8)
    
    Magic:
    1. Priest (12.5)
       Siren (12.5)
    3. Lich (12)
    4. Wizard (11.5)
       Cleric (11.5)
       Warlock (11.5)
    7. Exorcist (11)
       Witch (11)
       Angel Knight (11)
    10.Ghost (10.5)
    
    Magic Defense:
    1. Pumpkin Head (12)
    2. Terror Knight (10)
       Beast Tamer (10)
    4. Berzerker (9.5)
    5. Lizard Man (9)
       Archer (9)
    7. Angel Knight (8)
       Knight (8)
       Soldier (8)
       Amazon (8)
       Gorgon (8)
       Goblin (8)
       Valkyrie (8)
       Witch (8)
       Ninja (8)
       Exorcist (8)
    
    Special:
    1. Warlock (15.5)
    2. Pumpkin Head (14)
       Berzerker (14)
       Faerie (14)
       Witch (14)
       Dragon Tamer (14)
    7. Angel Knight (13)
       Sword Master(13)
       Cleric (13)
    10.Ghost (12.5)
       Wizard (12.5)
       Priest (12.5)
       Siren (12.5)
    
    Speed:
    1. Gremlin (10.25)
    2. Ninja (9.75)
    3. Sword Master (9.25)
    4. Archer (9)
       Faerie (9)
    5. Hawk Man (8.75)
    7. Soldier (7.5)
       Amazon (7.5)
       Angel Knight (7.5)
    10.Lizard Man (7.25)
    
    

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