NATIALS IN VMJ Similar to VMO, there are 4 kinds of natials. They are superiors and inferiors to one another according to the element ring. Earth natials are supiriors to water natials, inferiors to heaven natials. Water natials are supiriors to fire natials, inferiors to earth natials. Fire natials are supiriors to heaven natials, inferiors to water natials. Heaven natials are supiriors to earth natials, inferiors to fire natials. The natials with similar attribute fight each other gentlely, because they are both familiar with their weakness and strength. The masters do not have any attributes. Yet, their attack or magic are mighty over all natials. Day type natials receive +2 bonus on attack, defense, magic power, magic defense at day time and receive -2 penalties on attack, defense, magic power, magic defense at night. Night type natials receive +2 bonus on attack, defense, magic power, magic defense at light and receive -2 penalties on attack, defense, magic power, magic defense at day time. At sunrise, sunset, or in a cave, labyrinth, both day type and night type natials receive no bonus nor penalties on their attributes. Some natials are magic user. MP is deduced from their master. Sommoning natials cost a large amount of MP. Futhermore, you have to pay for maintenance costs to them per each hour. After taking any actions, natial could have an OA time for cooldown before they can take another action. The time interval depends on agility of the natial and the action being taken. For each different action, there is a grade marking on them. A better grade corresponds to a shorter OA time. See calculation guide for details. If unspecified, magic gains for attacking / healing spell of natials are 0. They are also assumed to be single target. Natials gain experience in fighting. Accumulates 100 exps then earns a level up. Maximum level in VMJ is 5 (3 in VMO). It is generally harder for accumulating levels in VMJ than that in VMO. The improvement rate per level in VMJ are similar to that in VMO. Maybe, it is slightly higher in VMJ. That means all LV5 natials in VMJ are very strong. EARTH NATIALS The most versatile natials, most of them can both walk and swim. They have excellent support spells. They also have good fighters, rangers, magicians. Unfortunately, they are very slow. As the overall statistics of heaven natials are downgraded especially their magic attack, earth natials tend to survive longer in VMJ. Don't underuse them in VMJ like what you do so in VMO. Balance doll / Kukuritsuzumi (MP cost 16, MP maint 2) attack : twirling cut (adjacent, class A) magic : suicide detonation (MP 1, no range, surrounding 1, sacrifice) move type : walk (swim) level attack defense magic power magic defense agility move 1 7 8 16 8 11 5 2 9 11 18 9 11 5 3 11 14 20 11 11 5 4 13 17 22 12 11 5 5 15 20 24 13 11 5 At the beginning, I thought it was a straw man. It looks like a spinning top, but it is actually a japanese toy who quickly rights itself if you try to tip over it. It is a copy of Fa-Rancell in VMO. What is really different is that it can act as a suicide bomber in VMJ. Its magic power certainly shocks you in their last attack. At last, I want to point out that his learning ability is greatly improved only if you can keep it survive. Dharma prayer / Dearuma (MP cost 24, MP maint 3, day type) attack : bean bullets (adjacent, class A) magic : bless (MP 4, adjacent or itself, heal, class C) move type : walk level attack defense magic power magic defense agility move 1 4 13 10 7 10 7 2 7 14 12 9 10 7 3 9 16 14 10 10 7 4 11 18 16 12 10 7 5 13 20 18 14 10 7 A copy of D-Alma in VMJ. It is a mascot in japanese temple. Like D-Alma in VMO, he is the cheapest healer. You cannot rely on him at night because he heals only 2. Nevertheless, he moves fast but he can't swim. His defensive powers are improved and costs you exactly the same MP. With his healing magic, he can be a choke point. At last, as a golden rule, poorer the statistic initial on, better gain when level up. Cactus soldier / Tamanoutena (MP cost 32, MP maint 4) attack : wooden cannon (large projectile range 5, class E) move type : fly level attack defense magic power magic defense agility move 1 12 11 4 8 7 4 2 12 14 4 13 7 4 3 12 14 4 14 7 5 4 15 15 4 15 7 5 5 20 15 4 15 7 5 It is an earthen figure of soldier buried with the dead, a variation of Ae-Ferrion in VMO. Now, he is a flying archer. His speed is still terrible. Together with its class E attack, it can only do approximately 0.7 hits per hour. Its attack range is decreased by 1 and it is still a large projectile attack. With its flying ability, there is almost no ways to block its attack. If you able to keep it to level 3, it will earn 1 more movement bonus. In conclusion, it is an unit strong in attack but poor in defense. Leopard cat teapot / Yorozumitama (MP cost 48, MP maint 6) attack : teapot strike (adjacent, class A) magic : depraved steam (downgrade) (MP 6, adjacent, class B) move type : walk + swim special ability : recovery level attack defense magic power magic defense agility move 1 12 11 14 10 12 6 2 12 13 14 12 14 6 3 12 15 14 14 16 6 4 12 17 14 16 18 6 5 12 19 14 18 20 6 I am quite sure that the animal living inside the teapot is a leopard cat, so that I named it. A completely new earth natial in VMJ. Unlike other earth natials, it is a fast type. It both runs and swims fast, a excellent magic stone hunter. In addition, if you underestimate its combat skill. You will regret it after the teapot casting a depraved steam on you. Remember to run if it meets heaven units. Nevertheless, no so many heaven unit able to kill the teapot when it starts fleeing and recovering. As a pity that it do not earn magic power when level up. Morning bell / Nailrioujou (MP cost 56, MP maint 7) attack : bronze well (adjacent, class A) magic : bronze trap (attack) (MP 7, large projectile range 4, surrounding 1, class D) move type : walk + swim level attack defense magic power magic defense agility move 1 10 14 13 18 8 4 2 10 14 15 20 9 4 3 10 14 17 22 10 4 4 11 14 17 22 10 5 5 11 15 19 24 11 5 A copy of Gia-Bro in VMJ. It can swim well but its move is reduced by 1. Its magic is exactly the same of that of Gia-Bro. Its statistic is slightly improved, so its cost is also higher. You may think its magic power is not high enough to make its magic useful. However, I find that magic defense of water natials are even worse in VMJ. Keeps one at you side to terrify water enemies. Living armor / Oomitsunu (MP cost 72, MP maint 9) attack : screw punch (adjacent, class A) magic : regeneration lotus (de-petrify) (MP 4, adjacent, class A) move type : walk (swim) level attack defense magic power magic defense agility move 1 17 19 12 14 9 6 2 19 20 12 15 10 6 3 21 21 12 16 11 6 4 23 22 12 17 12 6 5 25 23 12 18 13 6 A copy of Da-Colm in VMJ. What can I say? Its power gets downgraded, but costing you more MP. His magic is almost useless since the lotus fairies can do his job better. As earth unit, I perfer choosing teapot to it. The teapot costs only 48 MP and move faster than him. After casting depraved steam on their enemies, advantage of teapot in combat is comparable with that of him. Of course, there are so many lakes and waters in VMJ. It is still helpful in de-petrifying friendly units in deep water. Futhermore, it will be the toughest fighter at level 5 comparing to all natials. Stone mortar bunny / Daidahoushi (MP cost 88, MP maint 11) attack : candy bomb (small projectile range 4, class B) move type : swim (walk) level attack defense magic power magic defense agility move 1 16 16 10 16 12 6 2 18 17 10 17 13 6 3 20 18 10 18 14 6 4 22 19 10 19 15 6 5 24 20 10 20 16 6 Tale said that there is a rabbit lived in moon. It cooks pastry made of glutinous rice and shares them to the fairy and the axeman lived on moon. It is a lovely looking earth natial but have really brutal attack. Its fortress can move freely in water but not on ground. The point is that it has range attack. So it is designed to be a torpedo boat, firing torpedos to all underwater enemies. It can also be used to deal with fire natials. As a result, it should be the most well-rounded earth natial. Outerspace totem / Ishikohenge (MP cost 104, MP maint 13, night type) attack : buzz saw (adjacent, class A) magic : hopeless darkness (petrify) (MP 16, no range, surrounding 1, do not petrify itself, class C) move type : fly level attack defense magic power magic defense agility move 1 15 14 19 18 11 5 2 15 14 19 19 11 6 3 20 14 24 19 11 6 4 20 14 24 19 15 6 5 20 17 24 24 15 6 A clay doll in ancient Japan. The ancient Japanese model them according to the shape of U.F.O or E.T they have seen. It is the top class earth natial, a copy of Ba-Mado in VMO. No doubt it gets the largest improvement from VMO to VMJ. It gets one more move at level 2; It gets 5 points of magic power at level 3. Magic power is too important for it since petrifying enemies is a main use of it. WATER NATIALS In VMJ, mobility of water natials is greatly improved. They generally faster than other kind of natials. They have good defensive power and excellent magic power. They are experts of magic, especially curing magic. Lack of attack range (both magic and physical) is their main problem. Their movement is still highly limited in VMJ compared with other natials. You may not agree with me and list the examples e.g a flying/walking water natials. What I really mean is that most of them can either swim well or walk well but not the both. Bottle crane / Suikaku (MP cost 16, MP maint 2) attack : peck (adjacent, class A) magic : water bubble (detoxicate) (MP 2, straight line type range 3, class A) move type : swim (walk) level attack defense magic power magic defense agility move 1 8 5 9 7 13 5 2 13 5 9 7 13 5 3 18 5 9 7 13 5 4 18 9 9 11 13 5 5 18 13 9 15 13 5 A copy of Reque in VMJ. They have the same pattern when level up initially but Bottle crane earns defensive bonus later on. Because of its poor defensive power, it is almost hopeless to see a bottle crane with level higher than 2. Heaven natials are enough to make it in great trouble, not to mention earth natials. However, don't forget it is the only natial who know how to detoxicate. You usually need one of it in a lake map as a poison-curer. Night toro / Midorosuiko (MP cost 32, MP maint 4, night type) attack : bottle gourd (adjacent, class A) magic : rejuvenation drink (heal) (MP 4, adjacent or itself, class B) move type : walk + swim level attack defense magic power magic defense agility move 1 8 10 11 13 11 4 2 9 10 13 13 13 4 3 11 10 15 13 15 4 4 12 10 17 13 17 4 5 13 10 19 13 19 4 The Japanese elves with green skin. They gang up at night, steal farm products, joke with peasants. Compared with Marme in VMO, he is too weak. Firstly, he do not have magic talent like the mermaid. His magic defense is only 13 and never raises up. Secondly, his combat ability is too low. I does not quite accept that there exists a LV5 natial having attack 13 and defense 10 only. Lastly, he is so disgusting. Having an ugly face is not his fault. The real problem is how he use his rejuvenation drink on you. Bream spirit / Jakoudai (MP cost 40, MP maint 5) attack : fan tap (adjacent, class A) magic : spirit power of bream (repel magic ban) (MP 4, occur type range 2, class B) move type : walk level attack defense magic power magic defense agility move 1 14 14 10 12 11 6 2 15 16 10 15 11 6 3 17 18 10 17 11 6 4 17 18 10 17 15 6 5 17 18 10 17 19 6 A fish walking on ground and forget how to swim, new member to water family. I treat them as backbone fighters in the map with no water. They are reasonably fast and strong with such a cheap cost. The downside of him is that he do not learn too much after level up. The upside of him is that he can unleash the banned magic power. He is better than kylin because he is water natial and the monkey is fire natial. After curing magic ban, he can take cure with the monkey. Snow fairy / Yukinago (MP cost 48, MP maint 6, day type) attack : snowflakes shot (small projectile range 4, class B) magic : kiss of death (charm) (MP 20, adjacent, class F) move : walk (swim) level attack defense magic power magic defense agility move 1 11 12 17 14 9 5 2 12 12 18 14 10 5 3 13 12 19 14 11 5 4 16 14 22 16 12 5 5 18 16 24 18 16 5 A blonde bombshell riding on a snowman. She has pretty low attack and defense although she is in ranger class. The situation is even worse at night. In my opinion, you better count her as a magician. She is the only natial who know how to charm. The target would be any enemy units including their master. Her magic power grows steadily as she levels up. Means that the power of her charm magic also grows steadily. At last, one point I should remind you - she is very slow. Venomous globefish / Rante (MP cost 56, MP maint 7) attack : poisonous breath (medium projectile type range 6, attack + poison, class C) move : swim level attack defense magic power magic defense agility move 1 13 11 7 13 9 4 2 15 13 7 15 9 4 3 17 15 7 17 9 4 4 19 17 7 19 9 4 5 19 17 7 20 9 5 From a siren to a globefish, analogue of Tarbss in VMO. Its power are entirely downgraded. However, you can still rely on it because its attack carries poisoning effect. It never loses in single combat, the worst case is end in common ruin. 2 HP as penalties per turn is incredibly harmful to all units including earth natial. Unit who moves faster will die faster. However, don't overuse it, bottle crane can cure the poison and there is a magic of detoxication. The other point is that it is the slowest water natial, and poisonous effect could not accumulate. Spending too much MP on them instead of other natials, will effectively reduce the damages on enemies. Turtle fairy / Nootsh (MP cost 64, MP maint 8) attack : turtle dance (adjacent, class A) magic : water bomb (attack) (MP 8, straight line type range 3, class B) move : walk + swim level attack defense magic power magic defense agility move 1 14 16 13 12 14 5 2 14 17 13 12 14 6 3 14 18 13 13 17 6 4 14 19 13 14 20 6 5 14 20 13 15 23 6 A maid in an undersea palace serving the king dragon. She is an analogue of Neptjunoue in VMO. Her statistic is not as high as Neptjunoue, but what really important is that she can walk freely on ground and she is faster than Neptjunoue. Her mobility and her toughness make she to be the best water natial to me. At level 2, she gains 1 more move. It is a great improvement for land unit because 6 is dividable by 2 and 3. Effectively, she gains a large percentage of bonus on her movement. Unlike Neptjunoue, she is afraid of magic not physical attack. Don't put her near Morning bell or Balance doll. Ice skate / Akorokamui (MP cost 80, MP maint 10) attack : sonic beam (adjacent, class A) magic : freeze (freeze) (MP 12, straight line type range 2, class B) move type : fly + swim level attack defense magic power magic defense agility move 1 13 12 16 15 11 5 2 15 14 18 17 11 5 3 17 16 20 19 11 5 4 19 18 22 21 11 5 5 21 20 24 23 11 5 Skate is a kind of fish but it cannot fly. In this game, Ice skate is a flying fish. It is a variation of Zamilpen in VMO. Zamilpen adepts at combat but Ice skate adepts at magic. It fights better than Outerspace totem at day time but its statistics are generally lower than Outerspace totem. However, a flying water natial is usually more useful than a flying earth natial. It is because superiors to earth natial are usually flyer. The other reason is that outerspace totem cannot stay in water but it can. Let's me remind you a last thing, learning rate of it is very high. It becomes another sea beast when it is at LV5. Don't neglect it in VMJ like Zamilpen in VMO. Lobster king / Ookanatsu (MP cost 120, MP maint 15) attack : somersault swipe (adjacent, class A) magic : seaquake (attack) (MP 32, no range, surrounding 3, do not hurt itself, class G) move type : swim (walk) special ability : recovery level attack defense magic power magic defense agility move 1 20 19 21 16 11 6 2 21 20 21 16 14 6 3 22 21 21 17 17 6 4 23 22 21 17 20 6 5 24 23 21 17 23 6 Ancient Japanese fishers believed that it is the monster causing of seaquake. They usually slept in undersea. When they were hungry, they hunted whales, sharks for foods. As an analogue of Tentarch, you can expect how strong it is. Like Tentarch, Lobster King has one weakpoint - its magic defense 16. However, it is still the best magic defender in water natials. Its large scale attack magic is improved, from surrounding 2 to 3. It recovers turn by turn if you do not kill it fast enough. Lobster king is tougher in VMJ than Tentarch in VMO. You need to pay more 4 MP per hour for this tougher. FIRE NATIALS They are gifted attackers. Their magic are also used for attack. They only fight well on ground, but they have both strong range physical attack and range magic attack as compensation. They are slowest natials and their move range is shortest. Not quite suitable for them to grab magic stones. However, they could act as protecters of magic stone or other passive type. At last, because they have better combat skills than earth natials, they can also deal with earth natials if they have free times. Ghosty lantern / Leimyoutou (MP cost 24, MP maint 3) attack : ignite (adjacent, class A) magic : celebration dance (upgrade) (MP 28, adjacent or itself, class B) move type : walk level attack defense magic power magic defense agility move 1 11 11 11 13 7 5 2 11 15 11 17 7 5 3 11 19 11 21 7 5 4 11 23 11 25 7 5 5 15 23 15 25 7 5 It is Hepitus in VMJ, festive lantern monster helding a real lantern. Whereas it knows upgrade spell, Ghosty lantern is certainly better than Hepitus. Ghosty lantern gets excellent defensive bouns per each level. At level 5, it has the same magic power as Samurai heroine but costs only 28 MP on its upgrade spell. Remember that it is a support type now, don't blame it for failure of chasing a lotus fairy. Minotaur / Otodogyuuki (MP cost 32, MP maint 4) attack : prod (adjacent, class A) magic : landmine (attack) (MP 4, occur type range 2, class B) move type : swim (walk) level attack defense magic power magic defense agility move 1 9 9 8 6 14 5 2 9 10 12 10 14 5 3 11 12 13 12 14 5 4 13 14 15 14 14 5 5 15 16 17 16 14 5 Completely new in VMJ, a very strange art work. It is not understandable why he swims better than runs. He has move 5, so he walks 2 hexes only. This makes him almost useless on ground. His range attack has range 2 only, but it is an occur type. Fortunately, his magic power gets improved while levels up. Lastly, his stats are even worse than that of Ghosty lantern. The advantage of him over Ghosty lantern is that he can chase and kill Lotus fairy if needed. Fire kylin / Kinoozuno (MP cost 40, MP maint 5, day type) attack : fire ball (small projectile range 4, class B) magic : spirit power of kylin (repel magic ban) (MP 4, straight line type range 4, class C) move type : walk (swim) level attack defense magic power magic defense agility move 1 11 10 11 10 11 5 2 13 10 11 10 13 5 3 15 10 11 10 15 5 4 17 10 11 10 17 5 5 19 10 11 10 19 5 An animal looks like a lion and sounds like a dog, a downgrade version of Blexe in VMO. I would like to complain about its learning ability. What a silly dog! No matter how bad it is, you still need it to shoot down heaven units because physical attacks are so effective to them. Fire kylin know cure magic but you should left the works to the walking bream. It should concentrate on attack because it is not fast enough like Blexe. Keep in mind that Fire kylin fights better at day time and they can swim now. Wheel of abomination / Asuraomote (MP cost 48, MP maint 6, night type) attack : ultimate explosion (no range, surrounding 2, sacrifice) magic : rotating fire wheel (MP 6, no range, surrounding 1, cannot hurt himself, class B) move type : walk level attack defense magic power magic defense agility move 1 22 13 16 17 9 6 2 22 13 16 17 13 6 3 22 13 16 17 17 6 4 22 16 17 20 17 6 5 23 19 18 23 17 6 A variation of Dullmdaler in VMJ. He does not have normal attack like Dullmdaler, a really large restriction on his usage. His normal attack will kill himself although it is really destructive. As a compensation, his magic power and defense are high. Actually, his physical defense is also high. Recall that heaven units tend to have better magic defense than physical defense, he will be used to terrify heaven unit rather than actually taking care of them. Don't forget it is a suicide bomber, I believed both sides do not want to lose any armies. Monk Monkey / Tieseitenkun (MP cost 56, MP maint 7) attack : superior cane (adjacent, class A) magic : Buddhist incantation (magic ban) (MP 7, adjacent, class A) move type : fly level attack defense magic power magic defense agility move 1 12 13 14 10 10 5 2 14 14 16 11 11 5 3 16 15 18 12 12 5 4 18 16 20 13 13 5 5 20 17 22 14 14 5 Main character of a famous Chinese fiction - Travels to the West. His combat's skill is limited just like Greon in VMO. Yet he is the only character who can fly in fire natial. Only one able to chase after sky units. He together with kylin are a combination of policeman and police dog responsible for catching magic stone stealers. He knows a special magic, which can ban the others 's magic. You may think it is not as useful as petrifying magic. The fact is that petrifying magic has magic time factor X2 but magic banning has magic time factor X3. Another point is that magic ban requires you only 7 MP to cast. The effective time is virtually infinite if he casts magic ban on heaven units. Buddha of protection / Mahobafudou (MP cost 64, MP maint 8) attack : flame slash (adjacent, class A) move type : walk + swim level attack defense magic power magic defense agility move 1 18 18 6 14 9 6 2 18 20 6 16 11 6 3 18 22 6 18 13 6 4 18 24 6 20 15 6 5 18 26 6 22 17 6 A god in Buddhism. In this game, it is a destroyer rather than a protector. Or you may argue that attack is the best way to defense. Okay, as a copy of Oonevievle in VMO, I find he is oven greater. Although he is a fire natial, he do not afraid of water. In contrast, he moves very well in water. For combat, he is at the same level as Living armor but he is cheaper. Of course, a swimming earth unit is much useful than a swimming fire unit. He could be the best only if he can be faster. Hell skeleton / Gokuoukashaku (MP cost 88, MP maint 11) attack : eternal torture (adjacent, class A) magic : hellfire arrow (attack) (MP 11, straight line type range 6, class C) move type : walk level attack defense magic power magic defense agility move 1 16 14 18 16 12 5 2 17 15 19 18 13 5 3 18 16 20 20 15 5 4 19 17 21 22 16 5 5 20 18 22 24 18 5 In analog to Zenosblead in VMO, he has excellent long range magical attack and pretty powerful physical attack. He is faster than Buddha of protection. If your master is suffered from the assaults from Heaven units. He is the first choice of protecting you master. Real problem of him is his walk type. Most strong heaven units are able to stay in water in VMJ. Lake size is also larger in VMJ. So he unlikes Zenosblead, is a passive type in VMJ. Fire serpent / Hinoorochi (MP cost 120, MP maint 15) attack : dragon fire bomb (large projectile range 6, surrounding 1, class C) move type : dragon walk level attack defense magic power magic defense agility move 1 18 17 5 13 12 5 2 18 19 5 16 13 5 3 18 21 5 19 14 5 4 18 23 5 22 15 5 5 18 25 5 25 16 5 A new member to fire natials in VMJ. It is a mobile barbette. The only unit has large scale range attack as normal attack. His movement is highly limited. It can walk on dragon's footstep only. Usually, there are not so many area marked as dragon's footstep in most maps. Nevertheless, you could still rely on it because of its unreasonably strong attack. Its defensive power isn't very high and it cannot step on magic stone. So it is quite easy to be killed. Put it at the back and protect it at all costs. HEAVEN NATIALS Similar to water natials, they are experts of magic. They knows highest grade support, cure magic and they generally have a good magic defense. Their combat ability is weakest among all 4 natials. Migrated from VMO to VMJ, their attack magic is totally downgraded. You could see more hard battles between them and earth natials in VMJ. Be aware of the fact that there are more flyers in VMJ, so flying is not their own advantage. Yet they are still the best mobile units. Some of them can even enter water. Lotus fairy / Nagami (MP cost 16, MP maint 2) attack : lotus step (adjacent, class A) magic : soften dance (de-petrify) (MP 4, occur type range 3, class B) move type : fly level attack defense magic power magic defense agility move 1 1 5 12 12 13 4 2 4 9 12 14 13 4 3 7 13 12 16 13 4 4 10 17 12 18 13 4 5 13 21 12 20 13 4 An upgrade version of Pelitt in VMJ. She moves fast in earlier game. Her cure magic becomes occur type now and it has range 3. If you face severe problems from petrifying magic, she is just the simple solution to it. She levels up like crazy. If she able to kill an outerspace totem, she will earn 3 level up at once! Even for she casts her magic, she usually gains 1 or 2 levels. Like Pelitt, she is a fast learner. Personally, I hope she could put some earned skill points on agility instead of attack. Thunder spirit / Wakatsuraishi (MP cost 32, MP maint 4, day type) attack : thunder hammer (adjacent, class A) magic : thunder blade (attack) (MP 8, occur type range 3, surrounding 1, class C) move type : fly level attack defense magic power magic defense agility move 1 4 6 5 9 10 6 2 5 9 6 12 10 6 3 6 12 7 15 10 6 4 7 15 8 18 10 6 5 8 18 9 21 10 6 He is the son of thunder god. Nevertheless, he is only a novice. As a copy of Guene-Foss, He also learns magic from Currier-Bell. So he knows a large scale attack magic. Compared with Guene-Foss, Currier-Bell, his magic power is really low. He is neither as good as Currier-Bell nor Guene-Foss. From VMO to VMJ, most natials get at least some improvements, while he is the only exception. However, he does better than Pelitt in some situations. Don't be so hard on him. Wind fairy / Byakuusen (MP cost 40, MP maint 5) attack : butterfly fan (occur type range 3, class B) move type : swim (walk) level attack defense magic power magic defense agility move 1 13 13 8 13 8 6 2 13 13 8 13 12 6 3 13 13 8 13 16 6 4 13 13 8 13 20 6 5 13 13 8 13 24 6 She is new in VMJ. A wonder girl who swims faster than walking. She attacks by using her butterfly fan, casting a tornado under her enemies. As a result, there is no ways to block her attack. She is a submarine in water, a killer of battleship - the bunny. She has the funniest level up curve. At the begining, she is the slowest heaven natial. After that, she gains 4 agility bonus per level but not else. Eventually, she becomes the fastest natial in this game, able to move twice per hour. Now, she should be your first choice if you need a heaven unit fighting in water battle. Lucky cat / Yakushakaibyou (MP cost 48, MP maint 6) attack : vigor stealing claw (adjacent, attack + life stealing, class A) magic : depraved steam (MP 6, adjacent, class B) move type : walk (swim) level attack defense magic power magic defense agility move 1 13 14 12 12 10 5 2 17 14 16 12 10 5 3 19 14 18 12 12 5 4 21 14 20 12 14 5 5 21 14 20 12 18 5 A cat-face decoration found in eastern store, restaurant. Shopkeepers believe that it can bring more customers for them. In this game, she looks like a yound girl. While being attacked or petrified, she will turn back to her cat form. She actually fits in fighter class. At level 2, she gains 4 attack points and 4 magic power points. Those are very critical attributes for her. In contrast, the teapot do not earn any magic power after level up. Although she does not have good defensive power, her life stealing skill could make her live longer. Flying ship / Kaichoufukusen (MP cost 48, MP maint 6) attack : launch out (adjacent, class A) magic : luckiness and happiness (MP 8, straight line range 2, class B) move type : fly level attack defense magic power magic defense agility move 1 3 9 18 17 10 5 2 5 11 18 17 12 5 3 7 13 18 18 14 5 4 9 15 18 18 16 5 5 11 17 18 18 18 5 The power up version of Fifenall in VMJ. No doult it is the best healer in VMJ. Firstly, it's heal magic becomes ranged. Secondly, its competitors are power down. They generally heal 3 HP but Flying ship can heal 6. Thirdly, superiors to them are power down. No fire natials can take it in one attack. The dogs cannot chase it and the monkeys are relatively poor in attack. It is the time to reconsider it as magic stone stealer if you have enough heal units including your master. Bamboo fairy / Yatonokakuya (MP cost 64, MP maint 8, night type) attack : bamboo shoot cannon (medium projectile range 5, class D) move type : fly + swim level attack defense magic power magic defense agility move 1 13 12 7 12 11 4 2 15 12 7 12 11 4 3 17 12 7 12 11 4 4 18 13 7 13 11 5 5 18 16 7 16 12 6 The copy of Amoltamiss in VMJ. She moves short and not quite fast, but she has a range attack. Forturnately, her attack range does not decreased like other natials migrated from VMO to VMJ. Now, she can stay in a water. It is a really nightmare to earth natials. She has a very steep learning curve. She gains almost nothings for the first 2 level up. Only if she can survive up to level 5, she can gain 2 extra moves. No matter what does her learning curve look like, you need her because she is a decent flying archer. Samurai heroine / Noikusa (MP cost 80, MP maint 10) attack : samurai blade (adjacent, class A) magic : war spirit (upgrade) (MP 48, adjacent or herself, class B) move type : fly + swim level attack defense magic power magic defense agility move 1 14 13 15 10 12 6 2 14 15 15 12 14 6 3 14 16 15 12 14 7 4 14 18 15 14 16 7 5 14 20 15 16 18 7 The copy of Currier-Bell in VMJ. Maybe she don't know attack spell. Maybe her cost is doubled. She is still the most useful unit in heaven. She moves fast and long, more importantly, she can stay in water. So it is not a bad idea for her to grab magic stones at the begining of game. Later on, her decent combat skill makes her to be a aggressive attacker. Remember that attack 14, defense 13 are just her initial values. She has boost magic which stands quite a long time if she faced a ruthless enemy. Her weakness is still magic defense, flee her if seeing a monkey. Executioner / Gouten (MP cost 112, MP maint 14) attack : heavenly mirror (adjacent, class A) magic : annihilation (attack) (MP 28, no range, surrounding 2, do not hurt herself, class F) move type : fly level attack defense magic power magic defense agility move 1 18 13 21 18 11 6 2 19 16 22 18 12 6 3 20 18 23 20 13 6 4 21 20 24 22 14 6 5 22 22 25 24 15 6 The copy of Regna-Croxe in VMJ. Unlike Regna-Croxe, she has pretty good magic defense. Counting both magic's attributes, she should be the best magician in natials. Like Regna-Croxe, she can't withstand physical attacks. The bad new is that there are so many combat experts in fire natials. Her magic is the same kind as that of Lobster king. The difference is that she earns magic power after level up, but Lobster king can't. If you use her, try to give your earth enemies many "star hits" before die. If she can survive, she will be rewarded.