Wild Arms 3: Game Mechanics ------------------------------------------------------------------------------- Written By: Evan Lai Created: October 23, 2006 E-mail: Andvareel@hotmail.com Version 0.6 Disclaimer This guide is compiled for personal use only. It cannot be used for commercial purposes, whether in whole, in part, or altered. Only GameFAQs may host this guide. About this guide: This guide gives many of the formulas for WA3. This guide is very incomplete at this time, but gives most of the basic formulas. All of these were found by empirical number crunching, as opposed to looking in the game data. As a consequence, some formulas are likely off by a truncation, but they should all be accurate within a couple of points- these too, will be fixed as they come up in later versions. Also, some of the notations are relics of the discovery process. I used the variable X for the first thing that came up, and came up with new variables when new variables were needed. For example, the variable M is used for the secondary multiplier, whereas X is used for the primary multiplier. I use the variables that I have been using in this guide, though I may change them to be more intuitive in the future. I lack the motivation of normal people. It's taking me years to update instead of weeks. =P Well, more stuff... I wonder when I'll ever hit version 1.0? As usual this is a cleaned up version of the "real" version, and I cleaned it up quickly, so hopefully I didn't introduce many errors. By nature of the guide, enemy and boss names could be thrown around, so spoilers may abound. Changes as of 10/23/06: -Added a few status effects. -Added necronomicon. -Changed the notation for comet mark and finest arts to match the necronomicon. -Added Teardrop, Andro Seal -Added Grav, Merciless Queen -Added some stuff about other sandcraft abilities. -Added a couple monster attacks to the laundry list. -Added more in-depth info about bosses from mid-chapter1 to mid-chapter2. -Added a crude listing of the elements I had compiled a long time ago. -Added a monster by monster chart of hit/evade. -Somewhat of a clarification on critical hits. Table of Contents 1. Definition of Terms 2. Character Stats 3. Maximum Stats 4. Experience Chart 5. MTC 6. Medium Stats 7. ARM Stats 8. ARM Upgrading 9. ARM Upgrades for Gatling 10. Status Effects 11. Physical Attacks A) Shoot B) Bare Attack C) Accelerator D) Lockon E) Gatling F) Finest Arts 12. Attack Modifiers A) Critical Hits B) Comet Mark C) SOS Power Boost D) Hyper E) Necronomicon 13. Magical Attacks A) Gems B) Teardrop C) Elemental Arcana D) Devastate E) Familiar F) Magnarize G) Dark Luceid H) Arc Impulse I) Heal J) Lifedrain K) Extension L) Andro Seal M) Grav 14. Summons A) Elemental Summons B) Zephyr C) Lucky Shot D) Raftina E) Celesdue 15. Monster Magic A) Elemental Spells B) Non-Elemental Spells C) Arcana 16. Zones 17. Sandcraft A) Attack B) Fire all ammo C) Harpoon 18. Lombardia A) Draconic Attack B) Missile Might C) Self-Regeneration D) Draconic Gun Blaster 19. Receiving Damage 20. Some Monster Attacks 21. In-Depth Bosses 22. Elements 23. Hitting 24. Thanks --------------------------- 1) Terms and Notation --------------------------- L: Variable for character level X: Variable for primary multiplier D: Variable for defense multiplier M: Variable for secondary multiplier K,E: Variables for post multipliers Q(#): Variable for FP additives Primary Multiplier (X): The multiplier that affects the offensive stat before the defensive stat is applied. Primary multipliers are the most important in determining damage. mult#: Shorthand for the primary multiplier Defense Multiplier(D): The multiplier that affects the defensive stat before the offensive stat is applied. Secondary Multiplier(M): This multiplier is taken of the difference in the offensive and defensive values after primary and defense multipliers are complete. This has approximately the same affect as a post multiplier. FP Multiplier: This is the damage boost that your current FP provides. Several other "FP Additives" are included in this value. FP Additives (Q): Often called a multiplier by the game, these have the same effect as taking an action at a higher FP value ("adding" FP), and therefore change in relative effectiveness at different FP values and with the existence of other FP additives. FP additives are the least useful "multiplier" for increasing damage, and the damage is often overstated by giving the optimal value in decriptions in the game. Sometimes an attack will have multiple Q values- take the SUM. Post Multipliers (K,E): The multipliers that affect damage after all other calculations have been completed. These have approximately the same affect as the secondary multiplier. E typically refer to elemental multipliers, though they work in the same way. HP: Health. When depleted, you are knocked out. Health in red font denotes HP that is lower than the normal maximum. FP: Force Points. Determine the damage dealt and received, as well as the abilities that can be performed. uATT: uATT is the basic unarmed attack stat before any SHT has been applied. The game has no notation for this, so I made this up. It can be affected by medium +%. SHT: SHT is the bonus to ATT from the ARM. It is unaffected by medium multipliers. ATT: uATT + SHT; this is the stat seen in the stat screen and used most of the time by the game. DEF: Stat used to reduce damage from physical attacks. MAG: Stat used to inflict damage in magical attacks. MGR: Stat used to reduce damage from magical attacks. RFX: Stat used to determine turn order. uAIM: uAIM is the basic unarmed accuracy stat before HIT is applied. HIT: HIT is the bonus to AIM from the ARM. It is unaffected by medium multipliers. AIM: uAIM + HIT; this is the stat seen in the stat screen and used most of the time by the game. EVA: Stat used to evade evadable attacks. Luck: Instrumental in critical hit % and activation of chance based PS %, among other unknown factors. MTC: Used to summon guardians. *Note: If an attack (ATT/MAG) stat is followed by a def stat (DEF/MGR), the def stat refers to the recipient ----------------------------- 2) Character Stats ----------------------------- At some point, I may add full tables, as these only give approximations, which should be accurate to within 1-2 stat points. There is at least one blatant error. At levels 70-71, Virginia has ~30 more MGR than she is supposed to. Other errors are possible. While not a guarantee, the existence of an error suggests that they just used tables instead of formulas anyway. Also, from level 1-5, HP increases by an exponential formula. After level 6, HP is linear. I could give a curve for it, but with only a few values, it's easier to just give the values. HP: Virginia: L = 1,2,3,4 : 31, 42, 57, 76 L > 4 : 101 + 31*(L-5) Jet: L = 3,4,5 : 71, 97, 126 5 < L < 58 : 161 + 36.5*(L-6) L > 57 : 2023 + 36*(L-57) Gallows: L = 3, 4 : 117, 157 L > 4 : 202 + 48*(L-5) Clive: 153 + 41*(L-5) *Note: Jet's formula is more complicated, as after a certain point, it changes from ~36.5 per level, to 36 per level (or does something similar). Mathematically, this should be level 57, but I still need to confirm it. uATT: Virginia: 9.7 + 2.303*L Jet: 10.9 + 2.691*L Gallows: 12.4 + 2.876*L Clive: 13.2 + 3.368*L DEF: Virginia: 9.1 + 2.384*L Jet: 14.4 + 3.700*L Gallows: 13.3 + 3.270*L Clive: 17.2 + 4.360*L MAG: Virginia: 14.1 + 3.450*L Jet: 8.4 + 2.182*L Gallows: 16.2 + 4.271*L Clive: 12.8 + 3.200*L MGR: Virginia: 12.4 + 3.189*L Jet: 7.5 + 1.941*L Gallows: 16.0 + 4.000*L Clive: 12.0 + 3.000*L RFX: Virginia: 23.4 + 5.646*L Jet: 14.2 + 3.958*L Gallows: 11.9 + 3.101*L Clive: 6.6 + 1.750*L uAIM: Virginia: 14.5 + 3.545*L Jet: 12.1 + 2.959*L Gallows: 4.5 + 1.155*L Clive: 16.3 + 3.947*L EVA: Virginia: 21.8 + 5.182*L Jet: 15.3 + 4.160*L Gallows: 7.5 + 2.079*L Clive: 13.6 + 3.390*L ------------------------- 3) Maximum Stats ------------------------- Level 100 uStats: Stat Virginia Jet Gallows Clive HP: 3046 3571 4761 4047 uATT: 240 280 300 350 DEF: 248 384 340 453 MAG: 359 227 443 333 MGR: 331 202 416 312 RFX: 588 410 322 182 uAIM: 369 308 120 411 EVA: 540 431 216 353 Full ARM boosted Maximums Stat Virginia Jet Gallows Clive ATT: 360 520 560 650 AIM: 625 518 200 691 Medium Boosted Maximums Stat Virginia Jet Gallows Clive HP: 6396 7499 9998 8498 uATT: 480 560 600 700 DEF: 545 844 748 996 MAG: 807 510 996 749 MGR: 794 484 998 748 RFX: 999 697 547 309 uAIM: 645 539 210 719 EVA: 999 797 399 653 Medium Boosted + ARM Absolute Maximums Stat Virginia Jet Gallows Clive ATT: 600 800 860 1000 AIM: 901 749 290 999 ------------------------ 4) Experience Chart ----------------------- Experience Formula 1-10: (LVL^3)-1 10-100: [(LVL^4)/10]-1 *Note: ChartMTC is explained in the next section. Total Needed ChartMTC(projected) 1: 0 0 0 2: 7 7 7 3: 26 19 12 4: 63 37 18 5: 124 61 24 6: 215 91 30 7: 342 127 36 8: 511 169 42 9: 728 217 48 10: 999 271 54 11: 1463 464 193 12: 2072 609 145 13: 2855 783 174 14: 3840 985 202 15: 5061 1221 236 16: 6552 1491 270 17: 8351 1799 308 18: 10496 2145 346 19: 13031 2535 390 20: 15999 2968 433 21: 19447 3448 480 22: 23424 3977 529 23: 27983 4559 582 24: 33176 5193 634 25: 39061 5885 692 26: 45696 6635 750 27: 53143 7447 812 28: 61464 8321 874 29: 70727 9263 942 30: 80999 10272 1009 31: 92351 11352 1080 32: 104856 12505 1153 33: 118591 13735 1230 34: 133632 15041 1306 35: 150061 16429 1388 36: 167960 17899 1470 37: 187415 19455 1556 38: 208512 21097 1642 39: 231343 22831 1734 40: 255999 24656 1825 41: 282575 26576 1920 42: 311168 28593 2017 43: 341879 30711 2118 44: 374808 32929 2218 45: 410061 35253 2324 46: 447744 37683 2430 47: 487967 40223 2540 48: 530840 42873 2650 49: 576479 45639 2766 50: 624999 48520 2881 51: 676519 51520 3000 52: 731160 54641 3121 53: 789047 57887 3246 54: 850304 61257 3370 55: 915061 64757 3500 56: 983448 68387 3630 57: 1055599 72151 3764 58: 1131648 76049 3898 59: 1211735 80087 4038 60: 1295999 84264 4177 61: 1384583 88584 4320 62: 1477632 93049 4465 63: 1575295 97663 4614 64: 1677720 102425 4762 65: 1785061 107341 4916 66: 1897472 112411 5070 67: 2015111 117639 5228 68: 2138136 123025 5386 69: 2266711 128575 5550 70: 2400999 134288 5713 71: 2541167 140168 5880 72: 2687384 146217 6049 73: 2839823 152439 6222 74: 2998656 158833 6394 75: 3164061 165405 6572 76: 3336216 172155 6750 77: 3515303 179087 6932 78: 3701504 186201 7114 79: 3895007 193503 7302 80: 4095999 200992 7489 81: 4304671 208672 7680 82: 4521216 216545 7873 83: 4745831 224615 8070 84: 4978712 232881 8266 85: 5220061 241349 8468 86: 5470080 250019 8670 87: 5728975 258895 8876 88: 5996952 267977 9082 89: 6274223 277271 9294 90: 6560999 286776 9505 91: 6857495 296496 9720 92: 7163928 306433 9937 93: 7480519 316591 10158 94: 7807488 326969 10378 95: 8145061 337573 10604 96: 8493464 348403 10830 97: 8852927 359463 11060 98: 9223680 370753 11290 99: 9605959 382279 11526 100: 9999999 394040 11761 ------------------------ 5)MTC ------------------------ MTC experience is earned based on the experience chart above. Whereas the amount to level up once is the difference between the total experience of the level you're reaching minus the experience of the level you start from, MTC experience (MTC_E), required is the difference between the experience required to gain that level, minus the experience required to gain the level before it. This means that the TOTAL MTC_E required to get to a certain MTC is the same as the amount required to gain that character level from the character level before it. So, from above: Total MTC_E to reach MTC N is based on the middle column above. MTC_E to gain 1 more MTC, N, is based on the right column above. So far, this has only considered equal level kills. When a target is killed with a summon, it is compared to the level of the summoner, and seems to be truncated to 2 decimal places. If a level 13 character kills a level 17 target with a summon, 17/13 MTC_E, or 1.30 MTC_E are added. Therefore, the exact number of kills will vary depending on the level of the targets compared to the caster. As far as I can tell, using eggs will not affect this value at all. If you use eggs to reach 93 MTC without killing anything with summons, the 94th MTC should still be 7 MTC_E. ----------------------- 6) Medium Stats ----------------------- Silver Mediums Terra Roar: +30% HP, +30% DEF Aqua Wisp: +10% HP, +30% MAG Fiery Rage: +30% ATT Gale Claw: +30% RFX Moon Spark: +30% HP, +10% MAG, +30% MGR Flash Hit: +20% HP, +30% AIM Lucky Hand: +10% HP, +10% AIM, +30% EVA Cosmic Cog: +10% DEF, +10% MGR, +10% RFX, +10% EVA Gold Mediums Terra Roar: +30% HP, +50% DEF Aqua Wisp: +10% HP, +50% MAG Fiery Rage: +50% ATT Gale Claw: +50% RFX Moon Spark: +30% HP, +10% MAG, +40% MGR Flash Hit: +20% HP, +40% AIM Lucky Hand: +10% HP, +10% AIM, +40% EVA Cosmic Cog: +20% DEF, +20% MGR, +20% RFX, +20% EVA Love Charm: +10% HP, +25% MAG, +50% MGR Brave Seal: +20% HP, +50% ATT, +25% AIM Hope Shard: +50% HP, +50% DEF, +25% EVA Lust Jaw: +50% MAG, +50% MGR Maximum Bonuses: HP: +110%, terra roar, moon spark, hope shard ATT: +100%, fiery rage, brave seal DEF: +120%, terra roar, cosmic cog, hope shard MAG: +125%, aqua wisp, love charm, lust jaw MGR: +140%, moon spark, love charm, lust jaw RFX: +70%, gale claw, cosmic cog AIM: +75%, flash hit, lucky hand, brave seal EVA: +85%, lucky hand, cosmic cog, hope shard Total medium boost from all mediums: HP: +180%, 8 mediums; terra roar, moon spark, hope shard, aqua wisp, flash hit, lucky hand, brave seal, love charm ATT: +100%, 2 mediums; fiery rage, brave seal DEF: +120%, 3 mediums; terra roar, cosmic cog, hope shard MAG: +135%, 4 mediums; aqua wisp, love charm, lust jaw, moon spark MGR: +160%, 4 mediums; moon spark, love charm, lust jaw, cosmic cog RFX: +70%, 2 mediums; gale claw, cosmic cog AIM: +75%, 3 mediums; flash hit, lucky hand, brave seal EVA: +85%, 3 mediums; lucky hand, cosmic cog, hope shard --------------------- 7) ARMs --------------------- ARM upgrade bonuses- much like the character stats, these aren't necessarily the formulas the game uses but will give you the appropriate game values. Virginia = 8 + [7.5*ShotU] Jet = 15 + 15*ShotU Gallows = -32 + [16.25*(ShotU+3)] Clive = -37 + [18.75*(ShotU+3)] Virginia = 16+16*HitU Jet = -52+[13.125*(HitU+5)] Gallows = 5+5*HitU Clive = 18 + [17.5*HitU] *Note: SHT/HIT on an ARM is NOT boosted by medium+%. Even ARMs that have not been upgraded still contribute a small amount (1 upgrade worth) of SHT and HIT which will NOT be boosted by mediums. Plugging in 0 into the formulas above should give the "base" SHT/HIT. ---------------------- 8) ARM Upgrading ---------------------- Base Costs SHT = 1500 HIT = 600 BLT = 900 WGT = 150 CRT = 300 Cost of upgrade N = Base*(N)^2 Cost of all upgrades from 0 to N = Base*((N*(N+1)*(2*N+1))/6 ------------------------------ 9) ARM Upgrades for Gatling ------------------------------ Gatlings @ 100 FP, full bullets A = armed, U = unarmed Virginia 5A: base 6A: 4 WGT + 1 BLT 7A: 6 WGT + 2 BLT 8A: 8 WGT + 3 BLT 9A: 9 WGT + 4 BLT 10A: 10 WGT + 5 BLT Jet 4A: base 5A: 5 WGT + 1 BLT 6A: 9 WGT + 2 BLT 4A + 3U = 15 WGT 5A + 2U = 13 WGT + 1 BLT 6A + 1U = 12 WGT + 2 BLT 7A: 11 WGT + 3 BLT Gallows 3A = base 4A = 5 WGT + 1 BLT 3A + 2U = 15 WGT 4A + 1U = 10 WGT + 1 BLT 5A = 10 WGT + 2 BLT Clive 2A + 2U = base 3A + 1U = 1 BLT 4A = 2 BLT 5A = 5 WGT + 3 BLT 6A = 9 WGT + 4 BLT -------------------------- 10) Status Effects ------------------------- A few little tidbits for now, more in a later update. I'm also tossing etc stuff in now that I'll reorganize later. POISON (Current HP/50) damage about every 15 feet (5 meters), half-life of the character of about 34-35 hits. In battle, RoundUp(Max HP/5) damage at end of each round. BRONZE When counter = 3, RFX = 0 When counter = 2, add: uATT+SHT = SHT, aka, uATT = 0 When counter = 1, add: uAIM+HIT = HIT, aka, uAIM = 0 VALIANT Just for fun, this is the highest possible normal valiant boost, with the 2nd value being the max boost from the longest gatling. Virginia: 6395 * 10 = 63,950 Jet: 7498 * 7 = 52,486 Gallows: 9997 * 5 = 49,985 Clive: 8497 * 6 = 50,982 SYNCHRONIZE There's a lot about this that could use some going into. For now though, since synch really isn't used much at all, I'm just going to use this to spread the word about synch-poison, since it is so far the most powerful, if not also the most common use. Many of the later bosses, and two optional bosses are 100% susceptible to synch. If you keep yourself poisoned and synch them, keeping away from condition green (FP 100), they'll die in 5 turns. Life charge or just healing keeps yourself healthy. Bad News, in particular, goes down easily to 65,000 poison damage a turn, but Power Trask and most of the late bosses can also be killed this way if you can keep your poison up long enough to get through the dungeons. QUICKEN [+50% RFX]. The number given is the stat AFTER the boost. Changing RFX mediums will change the effect of the bonus as it is simply a % of CURRENT RFX. DISTORTION [25% max target HP] is blocked. Unlike other buffs, this amount is constant. If you use distortion on a target with 2000 max HP, 500 HP would still be blocked even if medium changes alter max HP. Any damage in excess of the amount blocked is still received. ----------------------------- 11) Physical Attacks ----------------------------- A) ATTACK FORMULA/SHOOT [[(2*ATT-DEF)*(80...119/100)]*(1+FP/100)] This is the basic formula. ATTACK FORMULA, considering MULTI-SHELL GUNS [[[(2*ATT-DEF)*(80...119/100)]*(BH/BA)]*(1+FP/100)] BH refers to shells hit, BA refers to shells attempted. Jet has 6, Gallows, 8. ATTACK FORMULA, also considering Q ADDITIVES and K/E MULTIPLIERS [[[(2*ATT-DEF)*(80...119/100)]*(BH/BA)]*(1+FP/100+Q)]*K Q refers to any Q multiplier. Multiple Q values are additive. K refers to any K or E multiplier. Multiple K or E multipliers are multiplied. B) UNARMED ATTACK FORMULA [[[(2*uATT-DEF)*(80...119/100)]*(BH/BA)]*(1+FP/100+Q)]*K *Note: Even unarmed characters are subject to the bullet multiplier, though it won't inform you of it. *Note: Unarmed attacks do not have critical hits. C) ACCELERATOR, normal ATTACK [[[(2*ATT)*(80...119/100)]*(BH/BA)]*(1+(FP-25)/100+Q)]*K A normal attack under accelerator is done AFTER the FP has been deducted, resulting in an attack at a power of 25 fewer FP. Regular attacks under accelerator IGNORE TARGET DEFENSE. Normal attacks occasionally BLOW AWAY the target, a form of instant kill. When used on a no effect monster, 6 FP is earned. D) LOCKON [[(2*ATT-DEF)*(80...119/100)]*(2+(FP-25)/100+Q)]*K Lockon damage is calculated AFTER FP has been deducted, resulting in an attack at 25 fewer FP. The multiplier is an FP additive- therefore the % damage boost is reduced at higher FP values. Lockon never gets a critical hit. Due to the issues with the damage formula, lockon starts as only a +60% boost, and reaches as low as +37.5% at 100 FP. Due to the lack of critical hits and the FP loss, lockon average damage can actually be lower than regular attacks at high levels. Lockon cannot be used without a bullet. Lockon will not miss, and it will hit invisible enemies. When used on a no effect monster, 6 FP is earned. The overall lockon damage is synonymous with adding 75 FP to the damage formula of a regular attack. E) GATLING [[[(2*ATT-DEF)*(80...119/100)]*(BH/BA)]*(2+Q)]*K Gatlings deal the above damage per hit. Regardless of FP, gatling damage is based on FP=100, which can also be written, as above, as simply 2. Gatling hits never critical. F) FINEST ARTS [[((2+C)*X*uATT)*(80...119/100)]*(1+FP/100+Q)]*K where X = 10, 20, 30, 40, depending on the degree of PS activation C = degree of comet mark activation Finest arts ignores defense. ----------------------------------- 12) Attack Modifiers ----------------------------------- A) CRITICAL HIT [[[[(2*ATT-DEF)*(80...119/100)]*(BH/BA)]*(Z)]*(1+FP/100)] Z = 1+1(critical)+0.25*(# critical hit PS and SOS critical PS slots filled) Therefore, Z is 1 on normal attacks, 2 on normal criticals, and increments up to 4 if both PS skills are maxed. Remember you must be in SOS for SOS critical to apply. B) COMET MARK Affects the primary multiplier (X) of physical attacks... again, base X is 2. Level 1: +1 (150% damage) Level 2: +2 (200% damage) Level 3: +3 (250% damage) Level 4: +4 (300% damage) C) SOS POWER BOOST Q = (P/4) This is synonymous with adding 25 FP for each level, P, placed in the skill, to current FP when considering damage dealt. D) HYPER Q = 1 This is synonymous with adding 100 FP to current FP when considering damage dealt. E) NECRONOMICON Affects the primary multiplier (X) of certain select arcana- the primary multiplier is 2 for elemental arcana/lifedrain, 4 for devastate. Level 1: +1 (150% damage elemental arcana/lifedrain, 125% damage devastate) Level 2: +2 (200% damage elemental arcana/lifedrain, 150% damage devastate) Level 3: +3 (250% damage elemental arcana/lifedrain, 175% damage devastate) Level 4: +4 (300% damage elemental arcana/lifedrain, 200% damage devastate) *NOTE: Heal will increase your chain, but is NOT affected. *NOTE: NOT affected: Dark Luceid, Arc Impulse, Magnarize *NOTE: Even misses w/ lifedrain increase chain. ---------------------------- 13) Magical Attacks ---------------------------- A) GEMS [(2*MAG-MGR)*K] Where K = 1/3 if target has "halve" to element 3 if target is "weak" to element 3+X*0.25, where X is the level of the PS weakness, and the target is weak to the element B)TEARDROP [2*MAG*(80...119/100)] healing C) ARCANA (cremate, refrigerate, inspire, vortex, dark matter, pressure, spectre, petrify) [[[[(2*MAG-MGR)*0.75]*(80...119/100)]*(1+FP/100)]*K] Where K = 1/3 if target has "halve" to element 3 if target is "weak" to element 3+X*0.25, where X is the level of the PS weakness, and the target is weak to the element *Note Gems deal higher damage than arcana until ~ FP 13. Gems deal higher damage than extended arcana until ~FP 38. Gem average higher damage than arcana until ~ FP 34. Gem average higher damage than extended arcana until ~ FP 59. Arcana is always stronger than a gem at ~ FP 67 Extended arcana is always stronger than a gem at ~ FP 92. D) DEVASTATE [[[(4*MAG-MGR)*0.75]*(80...119/100)]*(1+FP/100)] E) FAMILIAR Formula is currently unknown, however, it is likely of at least this form: [[[(2*MAG-MGR)*???]*????*(1+FP/100)]*????? I based the following off of the usual 0.75, but it seems it might use 0.125 and make up the differense elsewhere (likely # of hits). At 100 FP, the damage had a mean of: (2*MAG-MGR)*2.35 and a range of approximately: [[[(2*MAG-MGR)*0.75]*(15....420/100)*(1+FP/100)] There's about a 14% chance of dealing between 0.25x and 1.00x damage There's about a 14% chance of dealing between 1.15x and 1.60x damage There's about a 17% chance of dealing between 1.60x and 2.05x damage There's about a 50% chance of dealing between 2.35x and 3.9x damage. There's about a 5% chance of dealing between 4.3x and 6.25x damage. Luck seems to have a factor in damage, and the animation changes, sometimes dealing more hits than other times. If you are familiar with Japanese, a translation from here from lend some light to it... left column. http://www.damirkolar.com/wa3/familiar.jpg E-mail me a translation if you are able- I also have a site that has some of the kanji shown, but you sort of have to hunt for it in a long list of stuff. E-mail me if you want the link. It's pretty much the only thing I could use help on at this time. Anyway, even without knowing the exact formula, the damage average is not impressive enough to recommend using it regularly. F) MAGNARIZE [[(X*MAG-MGR)*0.75]*(80...119/100)] Where X = 2 when FP = 0-24 3 when FP = 25-49 4 when FP = 50-74 5 when FP = 75-99 6 when FP = 100 Damage is hurt greatly by the lack of a normal FP multiplier... pierces MGR okay though. Damage is worse than devastate at ALL FP values. The only exception is a +75 FP magnarize used against a target with massive MGR, at least 2-3 times the value of the caster's MAG. G) DARK LUCEID [[[(X*MAG-MGR)*0.75]*(80...119/100)]*(1+FP/100)] Where X = A + B + C + D + E, and A = 1*number of elements halved B = 2*number of elements resisted C = 3*number of elements active D = 1*number of elements absorbed E = -1*number of elemental weaknesses Beats up enemies with lots of elemental resistance. Even if you never use it, it's also important in making many of the late bosses simply have no elemental affiliation instead of say, absorbing all elements. H) ARC IMPULSE [[[(X*MAG-MGR)*0.75]*(80...119/100)]*(1+FP/100)] Where X = 3, with no one defending 6, with one ally defending 9, with two allies defending 12, with three allies defending I) HEAL [[(2*MAG)*0.75]*(80...119/100)] J) LIFE DRAIN [[[(2*MAG-MGR)*0.75]*(80...119/100)]*(1+FP/100)] Same as regular arcana, but separated, since it can miss, and isn't subject to elemental modifiers. K) EXTENSION [[[(X*MAG-MGR)*0.75]*(80...119/100)]*(1+(FP-25)/100)] Extension damage is calculated AFTER FP has been deducted, resulting in an attack at 25 fewer FP. X is whatever it would be for whatever spell, 2 for arcana, 4 for devastate, etc. L) ANDRO SEAL [[[(1.5*MAG-MGR)*0.75]*(80...119/100)]*K] Where K = 1/3 if target has "halve" to darkness 3 if target is "weak" to darkness Dark damage to enemy group M) GRAV 50% damage. Capped at 20*MAG. ------------------------- 14) Summons ------------------------- A) ELEMENTAL SUMMONS (Planet Breaker, Assault Tide, Hi-Speed Ripper, Vapor Blast, Augoeides, Dark Destruction) [[(8*MAG-MGR)*(80...119/100)*(FP/100)]*K] Where K = 1/3 if target has "halve" to element 3 if target is "weak" to element 3+X*0.25, where X is the level of the PS weakness, and the target is weak to the element B) ZEPHYR (Phantasmic Heart) [(16*MAG-MGR)*(80...119/100)*(FP/100)] C) CHAPAPANGA (Lucky Hand) [(MAG-MGR)*(80...119/100)*(FP/100)] Forces targets to drop an item if this is the killing blow. D) SACRED BLOOD (Raftina) [MaxHP*(FP/100)]+1 healing E) MERCILESS QUEEN (Celesdue) Damage capped at 50*MAG. -------------------- 15) Monster Magic -------------------- A) MONSTER MAGIC (ST: Rock Gazer, Hydro Launcher, Sky Twister, Caloric Sphere, Current Spark, Arctic Lance, Bright Blast, Screaming Mad) (MT: Crack Tremor, Maelstrom, Storm Blade, Volcannon Trap, Electrigger, Cocytus, Luminous Impact, Phantom Hazard) [[[(3*MAG-MGR)*(80...119/100)]*(1+FP/100)]*K] Where K = 1/3 if target has "halve" to element 3 if target is "weak" to element 3+X*0.25, where X is the level of the PS weakness, and the target is weak to the element B) MONSTER MAGIC (ST: Agony Effect, MT: Paradigm Pollution) [[(3*MAG-MGR)*(80...119/100)]*(1+FP/100)] Non-elemental version of the above. C) MONSTER ARCANA Suppressed Curse?, Unbreakable Spell? [[[[(4*MAG-MGR)*0.75]*(80...119/100)]*(1+FP/100)]*K] Where K = 1/3 if target has "halve" to element 3 if target is "weak" to element 3+X*0.25, where X is the level of the PS weakness, and the target is weak to the element Elemental versions of devastate, though unbreakable spell? is MT. --------------------- 16) Zones -------------------- Elemental zones give an E mult of 2 (aka double damage) to the element: arcana summon magic monster magic Zones DO NOT AFFECT: gems attachment damage -------------------- 17) Sandcraft -------------------- Sandcraft HP = (sum of everyone's base HP *(35+ML) + 20000 ATT = (base stats*medium+%) + SHT A) ATTACK [[((2*ATT-DEF)*50)*(80...119/100)]*(Q+FP/100)]*E where Q = 1.5: 1x advantageous 2: 2x advantageous 1: harpoon shot 2: harpoon retracted 2.5: harpoon retracted, 1x adv 3: harpoon retracted, 2x advantageous E = elemental booster or resistance on account of elemental shell, typical triple damage for "weak" or 1/3 for "halve" critical = double damage B) FIRE ALL AMMO [[((2*ATT-DEF)*50)*(80...119/100)]*(Q+(FP-25)/100)]*B*E E = elemental booster or resistance B = shells fired critical = double damage Q is the same as above C) HARPOON [[(2*ATT-DEF)*(80...119/100)]*(Q+FP/100)] HARPOON, when using FORCE ABILITY [[(2*ATT-DEF)*(80...119/100)]*(Q+(FP-25)/100)] D) REPAIR CRAFT (100*MAG)*(80...119/100) E) ASSIST PILOTING +50% RFX F) DIVERT WITH A FLASH BOMB. Reduces evade by [evade/2] ----------------------- 18) Lombardia ----------------------- Lombardia HP = (sum of everyone's base HP *(46+ML) I've only specifically checked ML 14-20, but I figure it should work for the others. Note that the migrant level bonus isn't added until you reload. =/ Took me a while to figure out what the hell the problem was. Lombardia includes SHT and ATT+%, but I don't think it includes comet mark. DRACONIC ATTACK ((2*ATT-DEF)*10)*(80...119/100)*(1+M+FP/100) MISSILE MIGHT ((2*ATT-DEF)*16)*(80...119/100)*(1+M+FP/100) If you have Mighty Might activated, M = 2, otherwise M = 0. SELF-REGENERATION (100*MAG)*(80...119/100) DRACONIC GUN BLASTER ((100*ATT-DEF)*2)*(80...119/100)*(FP/100)*M M = 3 during Mighty Might, 1 otherwise. ------------------------------- 19) Receiving Physical Damage ------------------------------- BASIC FORMULA [[(X*attacking stat-defending stat)*(80...119/100)]*(100/(100+FP))] The only real change is 1+FP/100 becomes 100/(100+FP), meaning that 100 FP halves damage in your direction. FORMULA, also considering defend, shield/protect [[[(X*attacking stat-defending stat*D)*M]*(80...119/100)]*(100/(100+FP))] Normal conditions, D = 1, M = 1 When defending, D = 4/3, M = 3/4 When under shield/protect, D = 4/3, M = 3/4 When defending and under shield/protect, D = 2, M = 1/2 ARCANA DAMAGE [[[(2*MAG-MGR*D)*0.75*M]*(80...119/100)]*(100/(100+FP))] Normal conditions, D = 1, M = 1 When defending, D = 4/3, M = 3/4 When under protect, D = 4/3, M = 3/4 When defending and under protect, D = 2, M = 1/2 -------------------------------- 20) Some Monster Attacks -------------------------------- A short spattering of monster and monster attacks, again, to be expanded upon in later updates. Absense of a comment isn't absense of say, evadability, it just means I haven't filled it in yet. It's also pretty much a laundry list. As stated from the beginning, mult# is the same as X=#, as in the formulas for receiving damage just above. If X is ATT or MAG is usually self-explanatory, so many don't note it in this version. TOY SOLDIER Suffer by my Invincible Claw: mult2 Break through with bombs: mult3, non-evadable Together now, we are unstoppable!: mult4, evadable, lightning physical won't trigger it JUMBO BEARCAT Mighty Swing: mult2 Pulverize: mult3 VERMITHRAX Bite Strike: mult2 Glider Dive: mult2 LYCANTHROPE(beast) Mighty Swing: mult2 Gorefest: mult4 MERCURIUS Gimlet: mult2, evadable Lightning Zone: 1.5zone+active mult on physical attack Superconductive Gimlet: mult4, evadable Note: both deal normal zone boosted damage even when lit weakened so long as zone is out, once zone dies, they can't use super and lose bonus even when new zone is added. GASHER SKELETON Geist Gust: mult3, evadable SPRIGGAN Landslider: mult2, evadable, physical Leyline Cannon: mult3, magical, pierces defend/protect NEGA Ars Magna: mult3 Fatima's Miracle: mult3 Sediment of the Styx: mult3 Hrimthurs' Eternal Ice Wall: mult3 Apocalypse's Thunderclap: mult3 Tsohanoai's Solar Wind: mult3 Seyfert Microcosm: mult3 BEATRICE Nightmare: mult4 LITTLE GREY Human Experimentation: mult2, status effects may fail, all or nothing, evadable ALLIGATIGER Gnaw: mult2, evadable GIGANTES Corporal punishment: mult2, physical, evadable, defendable Painful Lesson: mult3, physical, evadable, defendable VODIANOI Iron Elbow Thrust: mult2, physical, defendable Iron Elbow Fury: mult4, physical, evadable, defendable CHUPACABRA Bite: mult2, physical, evadable, defendable Cannibal Carnival: mult2, physical, evadable, defendable- other chupacabras will continue to attack same target with cannibal carnival CYCLOPS Optical Havoc: mult2 magical Knockdown: mult2 physical, evadable HOBGOB BOSS Battle axe: mult2, defendable Tackle: mult2, defendable BALLOON Painful injection: mult2, physical, defendable GOB Reckless: mult2 Gob Army: mult3, other gobs will continue to attack same target with a mult3 version of reckless PILLBUG Prickly: mult2 physical, defendable KESARAN PASARAN Mission Accomplished: mult2 physical, defendable ASCOMID hard touch: mult2, defendable TATZELWURM Heave: mult2 physical, defendable Baking Breath: mult2 magical, defendable BARGHEST Bite: mult2, physical, defendable GOLDRAKE Bite Strike: mult2, physical, defendable, evadable Glider Dive: mult2, physical, defendable, evadable Hyperion Blaster: mult2 magical ZOHAK shockwave pulsar 2mult, doesn't always paralyze RAGU counter sweep: 4mult 100 Billion: 20 mult Giant Impact: 3 mult 1 Trillion: 30 mult Just for fun, the maximum damage of 1 Trillion Degrees is ~35,664. BAD NEWS Hatchet Blow: 3 mult Rocket Bazooka: 3 mult Counter Tomhawk: 2 mult Power Mountain Load: 4 mult Believe in yourself: 5/1 mult healing, ignores MGR BOMBUR wheel laser 3/1 mult magical desperation 2/1 physical, defendable ZAVERGA ZEIN after combine, with 2 dead, paradigm K = 4 after combine, with 1 dead, paradigm K = 9 after combine, with 0 dead, paradigm K = 16 kill 3 of 4 right away, no combine, normal strength paradigm Just for fun, the maximum damage of a K = 16 paradigm is ~35,984. LURANAIRE K of 2 when 1 left DENDROBIUM The giant groains. Mult2 Guided Bio-Missile Mult3 A Bao A Qu Heave mult2 defendable evadeable MARDUK Restoration: 5/1 mult healing, ignores MGR Satellite Extinction: 5/1 mult BAMRULVRIS Blizzard Breath: 2mult mag Baking Breath: 2mult mag, Adds +0.5 E mult each time hit with ice Mow Down: 2mult, phys, evade BLACK KNIGHT Wizardry Brand 3 mult Black Indignity 5 mult GRENDEL Crush 2mult evadable ---------------------- 21) In-Depth Bosses --------------------- Maya Battle 1 Maya: ------------------Mult-Target-Evade---Defend---Ward---Defender-Blocker-Counter Vantage Rage MM: 2 S Y Y shield Y Y Y AW-RSTN87: 3 S N Y shield N N N AI: Vantage Rage MM When HP <50%, AW-RSTN87 Timid Boy: ------------------Mult-Target-Evade---Defend---Ward---Defender-Blocker-Counter Homemade Blast: 2 S N Y shield N N N AI: Homemade Blast Afro: ------------------Mult-Target-Evade---Defend---Ward---Defender-Blocker-Counter Black Fenrir: 2 S Y Y shield Y Y Y Psycho Crack: 3 S Y Y shield Y Y Y Add: Confuse Healing Factor: (Heal 300) Counter: Used once, any time Timid Boy or Blonde is the target of an attack that deals damage. On summons, heals Blonde. If Timid Boy is defeated, Blonde, Cat (?), or Afro healed. Doesn't heal counters. 38 fire damage/turn after taking fire damaage. Cat (?): ------------------Mult-Target-Evade---Defend---Ward---Defender-Blocker-Counter Blizzard Breath 2 S N Y protect N N N Baking Breath 2 S N Y protect N N N *Note: Battle ends when Blonde is defeated. Janus ------------------Mult-Target-Evade---Defend---Ward---Defender-Blocker-Counter Heretic Stab 2 S Y Y shield Y Y Y Multiblast 2 M N Y shield N N N Trinity 4 S N Y shield N N N Oops, sorry! Dario or Romero take damage instead. Used when about to be hit by any sort of damage, even counters and accelerator. Status damage is okay. AI: Heretic Stab / Multiblast / Trinity When Romero or Dario is defeated: Heretic Stab /Multiblast, high chance of multiblast Romeo ------------------Mult-Target-Evade---Defend---Ward---Defender-Blocker-Counter Gillius TH12/23 2 S Y Y shield Y Y Y Dario ------------------Mult-Target-Evade---Defend---Ward---Defender-Blocker-Counter Throwing Star 2 S Y Y shield Y Y Y Trask ------------------Mult-Target-Evade---Defend---Ward---Defender-Blocker-Counter Big Press 2 S Y Y shield Y Y Y Bio-Missile 3 S N - shield - - - Toxic Breath - S N - - N N N Add: Poison AI: Big Press / Toxic Breath Counter: Big Press (always, physical damage) Counter: Bio-Missile (always, arcana damage) Gems, summons are not countered. Fire damage (arcana/gem/summon) -> Ice damage (arcana/gem) Defense = 0, elemental resistance removed Damage after fire and before ice will cancel fire. Accelerator ignores defense. Janus ------------------Mult-Target-Evade---Defend---Ward---Defender-Blocker-Counter Heretic Stab 2 S Y Y shield Y Y Y Rising Nova 5 S N Y shield N N N Sniper Shark XR 2 S Y - shield - - - Multiblast 2 M N Y shield N N N AI: Heretic Stab Damage sustained: Heretic Stab / Rising Nova (Rising Nova rate increases greatly as HP decreases) Counter: Heal Berry (always, arcana damage) Counter: Multiblast / Sniper Shark XR (often, physical damage) Doesn't counter gems / summons / status attacks. Robed Woman ------------------Mult-Target-Evade---Defend---Ward---Defender-Blocker-Counter Eliminate Scanner 3 S N Y protect N N N Annihilator 3 M N Y protect N N N AI: Eliminate Scanner vs Clive If Clive is down: Annihilator Janus ------------------Mult-Target-Evade---Defend---Ward---Defender-Blocker-Counter Dark Spear 2 S Y Y shield Y Y Y Negative Rainbow 3 M N Y protect N N N Negative Rainbow: Odd turns Dark Spear: Even turns Counter: Dark Spear (sometimes, damage) Slickster ------------------Mult-Target-Evade---Defend---Ward---Defender-Blocker-Counter Disorder - S N - - N N N Add: Confuse Tri-Injury - S N - - N N N Add: Misery, Amnesia, Disease Eliminate Scanner 3 S N Y protect N N N AI: Disorder / Watching your move. Decelerate cast on it: Eliminate Scanner / Tri-Injury / Disorder / Watching your move. Disorder and Watching your move become very rare. Before decelerate: spells, lockon, summons, work. King of Angolmois ------------------Mult-Target-Evade---Defend---Ward---Defender-Blocker-Counter Screaming Mad 3 S N Y protect N N N Agony Effect 3 S N Y protect N N N The Seventh Moon 3 M N Y protect N N N AI: Screaming Mad / Agony Effect / The Seventh Moon If HP < 7500: Screaming Mad / Agony Effect Grav damage is capped at 20*MAG Celesdue damage is capped at 50*MAG Sleep works 50%. Jasna ------------------Mult-Target-Evade---Defend---Ward---Defender-Blocker-Counter Wizardry Brand 3 S Y Y shield Y Y Y Deathbringer - S Y - - Y Y N? Add: Instant Death Heal (1.5) S - - - - - - Heal: [MAG*2*(.75)*(80...119/100)] AI: Wizardry Brand / Deathbringer If: Huskarl HP < 50% Heal Vendidurt ------------------Mult-Target-Evade---Defend---Ward---Defender-Blocker-Counter Wizardry Brand 3 S Y Y - Y Y Y Brass Zapper 4 S Y Y - Y Y Y Eraser - M N - - - - - AI Wizardry Brand / Brass Zapper If: Team has any buff Eraser Wisrapt ------------------Mult-Target-Evade---Defend---Ward---Defender-Blocker-Counter Wizardry Brand 3 S Y Y shield Y Y Y Weasel Size - S Y - - Y Y* N? Protect - self - - - - - - *Activates, but still cancels. -Misses if used after target has acted. -Even turn canceled, can still defender for others. If: Wisrapt does not have protect status Protect Otherwise: Wizardry Brand / Weasel Size Jasteuch ------------------Mult-Target-Evade---Defend---Ward---Defender-Blocker-Counter Wizardry Brand 3 S Y Y shield Y Y Y Khordah Avesta 3 M N Y protect N N N AI: Khordah Avesta Wizardry Brand Wizardry Brand *This is a 3 round cycle. Sleep does not change the cycle- if awake, Khordah Avesta will be used on the first round, and every third round thereafter. Example: Khordah Avesta (sleeping) (sleeping) Khordah Avesta Wizardy Brand Janus ------------------Mult-Target-Evade---Defend---Ward---Defender-Blocker-Counter Dark Spear 2 S Y Y shield Y Y Y Proton Beam 3 S N Y protect N N N Ultranegative Rainbow M N - - N N N HP = 1 Counter: Dark Spear (always: physical damage) Counter: Proton Beam (always: arcana damage) Doesn't counter gems or summons. *Battle cannot be lost. AI: Proton Beam Dark Spear Ultranegative Rainbow Asgard ------------------Mult-Target-Evade---Defend---Ward---Defender-Blocker-Counter Iron Fist 2 S Y Y shield Y Y Y Barrier Knuckle 4 S Y Y shield Y Y Y High-power barrier erected. Optimize Data *High-power barrier erected. (can be beaten by accelerator's defense piercing) Does not work until actually used, but works for whole Optimize turn. AI: Iron Fist OR Barrier Knuckle OR High-power barrier erected. If: High-power barrier is used, uses Optimize Data next turn. Diobarg ------------------Mult-Target-Evade---Defend---Ward---Defender-Blocker-Counter Paralysis Bite - S ? - - ? Y ? Ram 2 S Y Y shield ? Y Y Paralysis Bite OR Ram *NOTE: Characters on horseback are immune to paralyze. Olivier ------------------Mult-Target-Evade---Defend---Ward---Defender-Blocker-Counter Prohibited Play - S ? - - Y ? ? Bwaaargh! 2 M N Y protect N N N Add: Disease AI: Bwaaargh! OR Prohibited Play Counter: Prohibited Play (Sometimes: physical attack) Janus ------------------Mult-Target-Evade---Defend---Ward---Defender-Blocker-Counter Dark Spear 2 S Y Y shield ? Y Y Proton Beam 3 S N Y protect ? N N Negative Rainbow 3 M N Y protect N N N Negative Rainbow Dark Spear OR Proton Beam OR Negative Rainbow Starts with: Attack+, Magic+, Shield, Protect, Evade+, RFX+, Status Lock, Reflect -------------- 22) ELEMENTS -------------- A crude listing that ignores alot of stuff that is important, such as ignoring weak to all and weaknesses prior to having any attacks of that element, but it's still worth noting. A more accurate listing will pop up later. One thing you may notice is that the elements of the summons of the mediums that give MAG+% are very poor. Light is inflated due to the many undead. Weak Halve Resist Active Absorb Earth 26 43 18 6 6 Water 17 39 6 12 8 Wind 31 42 8 5 1 Fire 40 12 7 5 2 Thunder 23 52 5 10 6 Ice 38 36 4 4 1 Light 49 11 7 2 2 Dark 18 13 30 4 2 --------------------- 23) Hitting Enemies --------------------- If your AIM exceeds target EVA, all shells hit. The following is a list of enemies, along with a chart. The first list shows who's natural AIM exceeds the specific monster's evade when the character's level = monster level. The 2nd list shows the monsters a character can hit at level 100. You can study it, but it's really there just to explain a point. Virginia and Clive's AIM ratings start so high that they can usually hit anything worth shooting at without a problem. Gallows' is so bad that he'll struggle against most monsters even with a huge level advantage. Jet's lags a bit- a few HIT upgrades early can enable his AIM to exceed many more monsters' EVA. By level 100, if not much sooner, the upgrades are essentially worthless and should be initialized- only 3 normal monster types will still be able to evade. Enemy Level / Level 100 Hitting Enemies: V J G C / V J G C A Bao A Qu X X X X X X X Aello X X X
Agawogdent X X X X X X Albion X X X X X X Alligatiger X X X X X Amduscias X X X X X X Amon X X X X X Amon Gamech X X Annaberge X X X X X X X X Anzu X X X X X Ape Vargon X X X X X X Apocrypha X X X X X Ascomid X X X X X X Axe Beak X X X X X X X Balloon X X X X X X X Balphon X X X X X Bandersnatch X X X X X Baphomet X X X Barbarossa X X X X X Barghest X X X X X X X Barnago X X X X X X Basilisk X X X X Baskerville X X X X X X X X Beast Slug X X X X X X X X Black Buzzard X X X X X X Black Chameleon X X X X Black Knight X X X X X Blue Book X X X X X X Blue Snail X X X X X X X Blue Snail (2) X X X X X X X X Bockle X X X X X Bogle X X X X X X X Bombardier X X X X X Bonedrake X X X X X X X Brant X X X X X Buckbaird X X X X X Calupdis X X X Cannon Buffalo X X X X X X X Captor X X X X X X Carrion Crawler X X X X X X X Cave Taurus X X X X X X X Chimera Fray X X X X X X Chimera Geo X X X X X X X Chimera Muse X X X X X X X Chimera Wing X X X X X Christine X X X X X Chupacabra X X X X X Clay Puppet X X X X X X X Coatl X X X X X Cob X X X X X X Cockatrice X X X X X X Comic Book X X X X X Crab Bubbler X X X X X X X Creeping Chaos X X X Critter X X X X X Cult Martyr X X X X X X X Cursed Corpse X X X X X X X Cyclops X X X X X Darkleit X X X X X X Decarabia X X X X X Delphin X X X X X X X Demiurgos X X X X X Dendrobium X X X X X X De Re Metallico X X X Devonova X X X X X X Doomsday X X X X X Doppleganger X X X Drill Mandrill X X X X X Dryad X X X X X X X Dust Man X X X X X Earth Figure X X X X X Eel Volk X X X X X Elbucky X X X X X Empusa X X X X X X X Evil Dead X X X X X Fairy Light X X X Fire Genius X X X X X Flauros X X X X X X Fleurety X X X X X Forbidden X X X X X X X Gagison X X X X X X X Gamygyn X X X X X Gargoyle X X X X X Gerbug X X X X X X Giant Maximum X X X X X X X Gigantes X X X X X X X X Gob X X X X X X X X Gorbash X X X X X X X Gorg X X X X X X Grabsk X X X X X Great Pumpkin X X X X X Greater Beast X X X Grendel X X X X X Griffin X X X X X X X Haborin X X X X X Harvestman X X X X X X Helter Skelter X X X X X X X Hidden X X X X X Hide Bomb X X X X X Hobgob X X X X X X X Hodac X X X X X X X Horned Monster X X X X X X Hyperion X X X X X X X Hypopomus X X X X X Imitator X X X X X X X Ivory Lizard X X X X X Jabberwock X X X X X Jack-O'-Lantern X X X X X Jammer Imp X X X X X Jumbo Bearcat X X X X Kelaino X X X Kobold X X X X X X Land Lamprey X X X Last Battalion X X Leonard X X X X X Leprechaun X X X X X X Lily Pad X X X X X Little Grey X X X X X Lycanthrope(b) X X X X X Lycanthrope(m) X X X X X Lynch X X X X X Mad Gasser X X X Manitou X X X X X X Manticore X X X X Marid X X X X X X X Masa Gnome X X X X X Master Therion X X X X X Melchom X X X Melchom Lich X X X X X Mimic X X X X X X X Moss Fungus X X X X X X X Mushussu X X X X Myconid X X X X X Necromancer X X X X X Necronomicon Necrosaurus X X X X X Nosferatu X X X X X Nybbas X X X X X Oak X X X X X X X Oak Shaman X X X X X X Oak Warrior X X X X X X Obsidian Lizard X X X X X Okypete X X X Orc X X X X X X X X Orc Shaman X X X X X X Orc Warrior X X X X X X Orgon Energy X X X X X X Pillbug X X X X X X X Pordarge X X X X X X X Premium Delphin X X X X X X Quox X X X X X Rachael X X X X X X X Radiant Black X X X Radiant Bronze X X X Radiant Crystal X X X X X Radiant Silver X X X Rat Monkey X X X X X X X Remnant X X X X Rock Baboon X X X X X X X Rock Buster X X X X Ruby Lizard X X X X X Sabnak X X X X X X Sammael X X X X X Sandcrab X X X X X X X Sapphire Lizard X X X X X Saracenian X X X X X X X Scorpius X X X X X X Sekmet X X X X X Shrieker X X X X X X Silent Chaos X X X Spartoi X X X X X X X Spriggan X X X X X X Strategy Guide X X X Sun Flayer X X X X X Targum X X X X Thunderdrake X X X X X X X Toy Soldier X X X X X Triffid X X X X X X X Trilobite X X X X X X X Troll X X X X Twin Tail X X X X X Undead Reptile X X X X X X X Unknown X X X X X X X Unlucky X X X X X X Urchin Bug X X X X X X X Vacuumon X X X X X X Vampire X X X X X X Vermithrax X X X X X Virsago X X X X X X Vodianoi X X X X X Voidra X X X X X X Walking Dead X X X X X X X Will-O'-The-Wisp X X X Wiseman X X X X X X X Zaebos X X X X X Zohak X X X X X X X Zonedike X X X ----------------- 24) Thanks ----------------- -Split Infinity for his guide and help with assorted things -Amaiko, for scanning some thing after I already figured things out =P -SyntaxGlitch for help with FP in damage received -Wild Arms 3 Complete Guide: For verifying some formulas and stats. -Duke Darkwood and Dalton of Zeal for various helps here and there. -Anyone who's interested in this sort of stuff. -Melissa Soo Hoo for helping a bit with familiar -" " <--- Your name goes here person who translates that blurb about familiar correctly. END