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)