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- - - - - - - - - - - - - - - - - - - - - - - L U F I A R i s e O f T h e 2

S i n i s t r a l s

Supplementary FAQ: Capsule Monster Feeding Guide v1.1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Put together by Trucidation. Since HegemonKhan found it too troublesome to write this up in FAQ style, here's the Capsule Monster feeding FAQ. Version 1.0 - July 2009 1.1 - July 2009 original release fixed soonest vs economical other magic fruit locations confirm: long swords for class 3? todo: shop items feed table

This guide can only be posted on GameFAQs. Period. Yes I know GameSpot overlaps, they're the same place, sortof. If you need to get hold of me, I always keep an eye out on this mailbox: "truecidation [at] gmail.com". I've had that mailbox for several years now so it's safe to say it's not going to be abandoned any time soon - I use it for quite a number of forums and similar crap. Replies may be longer in coming though; that's not the only mailbox I have, and it gets much less traffic than, say, my fic mailboxes. Heh. But rest assured that I do eyeball it pretty frequently; at least once every 2-3 days. Also, using an appropriate subject line will prevent your mail from being immolated by the filter. Insert obligatory copyright notice here. Please don't rip this off, because we can immediately tell this came from GameFAQs. Not interested in your advert-ridden hobby site or your slick corporate portal. No thanks. GameFAQs is where it's at. Not a diss, merely a statement of fact. ===== [ TABLE OF CONTENTS ] ===== - - - - - - - - - - - - - - - - - - - - + Introduction . . . - Overview . . . . + Feeding . . . . . - Basics . . . . . - Mechanics . . . - Lowering Craving + Feed List . . . . - One Bar Items . - Eight Bar Items - Feeding Costs . + Master Class . . . + Misc . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [INT] [OVR] [FED] [BAS] [MEC] [LOW] [LST] [1BA] [8BA] [$$$] [MAS] [---]

+ Credits

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CRE]

This is one of the shorter guides I've assembled so you can probably scroll through the whole thing to find what you want, no problem. If you do want to navigate easier, though, just search for the appropriate section tag listed in the table above. ===== [ INTRODUCTION ] ===== - - - - - - - - - - - - - - - - - - - - [INT]

In Lufia 2 you can collect up to seven sidekicks called Capsule Monsters (CMs). Although they appear beside your party in battle, they are however not counted as a party member and are accessed separately in the game menu. They fight independantly of you (i.e. you can't give them direct orders) and will often run away when they take too many hits. You can't target them with items or spells (thus no buffing or healing), but they are immune to most status effects, and they start each battle with full hp. They have no mp to drain and do not use it to activate their skills, which are used in a pretty much random fashion. Finally, you can only have one CM active at any time, although you may switch between them freely using the menu whenever you are not in battle. So what good is an uncontrollable ally? For one, their attacks can be quite strong. Not being able to cast on them also means they aren't an additional drain on party resources, i.e. casting a healing on everyone will not further dilute the heal points to include the CM. They also present the enemy with an additional target, potentially drawing fire away from hurt characters. By the way, this guide will only cover the feeding aspect of CMs. If you need any pointers on how to actually obtain the CMs in the first place, or what their skills are, their stats, elemental affinities, strengths and weaknesses, etc... those are all covered in other guides available on GameFAQs. This is just meant to be a quick-and-dirty lookup for CM feeding. - [ Overview ] . . . . . . . . . . . . . . . . . . . . . . . . . . [OVR]

Capsule Monsters start off at class 1. Instead of just having levels, a CM also has classes - these classes determine what skills a CM has at any particular point in their evolution. There are a total of 5 classes for each CM, from 1 to 4, then a Master Class form. Generally speaking a CM increases in strength the higher class it is in. Not just "strength" though, all base stats are improved by evolving your CMs. Also, each class evolution usually comes with an additional ability for the improved form. This means it is almost always in your best interest to advance your CMs as much as possible. To advance from one class to another, you need to "feed" the CM with an item. Think of them as somewhat finicky item disposal units (haha). In essence, this is what this guide is all about - what items to feed your CMs together with some explanation of the mechanics of the process. Read on :)

===== [ FEEDING ] ===== - - - - - - - - - - - - - - - - - - - - - - - [FED] There's no pressing need to "max out" your CMs. In fact you can plow through the entire game easily enough on your own, and just give them the leftover items your party no longer needs. That's perfectly fine. However, since you're reading this I assume you've got more than just a passing interest in the evolution of your CMs. Since this is a feeding guide, I won't go into the details of each CM's forms and skills available in what particular form. All that information is available in the walkthroughs available here on GameFAQs. Here I will just be explaining how exactly feeding works, and comparing between efficient and economical ways of going about feeding your CMs. Economical? Yes, that's right. It's certainly possible to just feed your CMs with the most expensive, "tasty" items to quickly fill their feed meter - but common sense makes it obvious that you will need to give them rare or very expensive items to do so, and that the availability of such items will almost certainly be limited to later in the game. The final way is to use the earliest available items - this will appeal to the type of player who likes to get things finished as fast as possible with less regard to cost and tediousness. - [ Basics ] . . . . . . . . . . . . . . . . . . . . . . . . . . . [BAS]

Let's get some things cleared right off the bat, it'll make things easier. One, all CMs follow the same feeding guidelines. Although I haven't personally verified whether each CM wants different things to eat at different stages in their evolutions, others have already confirmed that all CMs adhere to the same rules when it comes to satisfying their hunger. That is, you won't have CMs craving for wildly different things. In fact, we can use a single progression list when outlining what our friendly neighbourhood sidekicks should be fed. Naturally, this simplifies things greatly as you won't have to start worrying about collecting separate piles of "favourite" junk food for each CM. The only item they differ in is the final item which allows them to advance into their Master Class form. Fortunately, you only need one of these and it's a pretty much fixed requirement, so we can simply list it down after we've disposed of the other feeding requirements. Alright, first things first. When you access the menu, you can view what the currently selected CM desires to eat, as well as a gauge indicating how much left until it has eaten enough to evolve into the next form. We shall refer to the item it wishes to eat as what it is "craving". The gauge, if you look closely, is made up of 32 separate indicators, which we shall refer to as "bars". So basically the feeding gauge is made up of 32 bars, and to feed your CM is to "fill" these bars. - [ Mechanics ] - . . . . . . . . . . . . . . . . . . . . . . . . . . [MEC] Simply put, feeding an item to your CM will fill several bars, and once all 32 bars are filled, the CM will evolve to the next class. When the 4th

class of evolution is reached the CM's craving will not show any item but say "I am no longer hungry" instead. Only when this "not hungry" condition is reached can you feed it the unique item which will allow it to evolve to its master class. Not all CMs evolve into master class at class 4, but since they have to be full (that is, no longer hungry) you still have to feed them up to class 4 in any case. With that out of the way, the only question that remains is what to feed the CM at each class. Fortunately, this isn't a very complicated issue either. When feeding a CM something, depending on the quality of the item it will fill anywhere from 1 to 8 bars. From this you can infer that you need at most 32 of the least craved items (32 x 1 bar = 32) or 4 of the best items (4 x 8 bars = 32). This is what it boils down to, basically. Depending on how many bars a particular item fills you will get a reaction from your CM. 0 1 2 4 6 8 bars bars bars bars bars bars = = = = = = Ughh - Yuk! Mmmm - Good! Yummy! Yummy, Yummy! Thank you!! Incredible!"

If you look at your CM's feeding screen you will see that it lists the item it is currently craving. This doesn't mean that it will only eat that item; it merely means that feeding it this specific item will guarantee some growth, that's all. - [ Lowering Craving ] . . . . . . . . . . . . . . . . . . . . . . [LOW]

There's a catch though (there's always one...). If you feed your CM with something that fills several bars, it's craving will increase to a higher quality item than what it is currently craving. So, you can't simply feed it with an 8-bar item and then follow that up with a 1-bar item: as an analogy, having tasted prime rib your sidekick will be unwilling to show much enthusiasm for a mcburger. Anecdotal experience from players shows that it will crave an item of similar quality, i.e. once you start feeding it 8-bar fillers your CM will demand no less than 8-bar items. In all likelihood, this is something you want to avoid - unless your party is rich and has access to high quality stuff - like an endgame town's item shop. So how do you go about lowering your CM's craving? Simple, feed it low quality items until it craves the lowest possible quality item for that class. Note that I said "for that class". You can't lower the craving to as low as the previous class' craving. For example in class 1 CMs will settle for battle knives, while class 2 CMs will want apple ciders at the minimum. You can't fill any bars for a class 2 CM with battle knives - they'll only give you the "Ughh - Yuk!" reaction.

The lists below are of the earliest available / lowest quality items with which to feed your CMs with right off the bat, so "overfeeding" and the subsequent necessary craving lowering should not be a concern. This is most likely only an issue when feeding CMs in the Ancient Dungeon, where you won't have bunches of low level stuff on hand to feed them. This makes it nearly unavoidable to raise their cravings while your party is adventuring in there. ===== [ FEED LIST ] ===== . . . . . . . . . . . . . . . . . . . . . . [LST] And now for the actual item lists. We'll start with the earliest available item option, i.e. the fastest route. This will appeal to you if you're aiming to max out your CMs as early in the game as possible. Of course, it entails quite a bit of tedium especially considering how tight money is so early on - meaning you've got to grind for it. On the bright side, you'll be gaining exp as well. - [ One Bar Items ] - . . . . . . . . . . . . . . . . . . . . . . . . [1BA] Class: Item : Where: Cost : Note : Class: Item : Where: Cost : Note : Class: Item : Where: Cost : Note : 1 to 2 battle knife buy in Sundletan ($200 ea) 32 x $200 = $6,400 Sundletan is the second town; yes, the price is outrageous at this point, but seriously... an evolved CM is overkill here. 2 to 3 apple cider (no, the $800 long knives don't work) buy in Sundletan ($1,000 ea) 32 x $1,000 = $32,000 32k isn't something to sneeze at this early on. You may probably want to delay feeding just a little further. 3 to 4 bee rock Ruby Cave 32 x low drop chance = x_x These are a 5% drop chance, and yes it's a pain to collect 32. However, this is a somewhat decent spot to grind for the $32k you need to buy apple ciders, and having two class 3 CMs this early in the game is more than good enough.

(alternatively) Class: Item : Where: Cost : Note : 3 to 4 bronze sword buy in Bound Kingdom ($5,000 ea) 32 x $5,000 = $160,000 If you grinded some levels to defeat Gades prior to reaching this town, I daresay you'll have more than enough money.

(alternatively)

Class: Item : Where: Cost : Note :

3 to 4 war rapier buy in Narsysus ($7,600 ea) 32 x $7,600 = $243,200 You may be thinking omfgwtfbbq, this is more expensive than bronze swords! Narsysus is a couple of towns after Bound Kingdom though, and according to some players it works out cheaper here since the battles here are tougher and therefore award more loot. to Master (unique) see master class section below 1 x drop = free

Class: Item : Where: Cost :

Note : Each CM wants a different particular item for its master class. The CM must also no longer be hungry. - [ Eight Bar Items ] - . . . . . . . . . . . . . . . . . . . . . . . [8BA] This is easy. Magic fruit. It works for any class CM. Be prepared to keep feeding it more magic fruit though, or an equivalent 8-bar item (which I haven't, unfortunately, figured out yet - testing pending). Class: Item : Where: Cost : Note : 1 to 4 magic fruit drops (4 + 4 + 4) x drop = free these only drop from Groupies, which are one of a boss' "call companion" summons. However, magic fruits are also a recurring Ancient Cave treasure. Therefore, we can infer from this that magic fruits are mainly how to raise your CMs while going through that dungeon.

P.S.> It's come to my attention that there are several monsters on the unnamed islands accesible later in the game that drop various fruit. I see drops for the other types of fruit, not "magic fruit" - so I'll need to cross-check this with some other guides. Certainly, I'll confirm with my own observations when I get the chance to do so. - [ Feeding Costs ] - . . . . . . . . . . . . . . . . . . . . . . . . [$$$] Without taking the master class requirement into account (drops are free anyway): 32 battle knives + 32 apple ciders + 32 bronze swords = (32 x $200) + (32 x $1,000) + (32 x $5,000) = $6,400 + $32,000 + $160,000 = $198,400 per CM. Some players may prefer to purchase the class 3 feed items at a later town because, even though it looks like it costs more, you get more loot from battles at this point so it actually works out easier.

32 battle knives + 32 apple ciders + 32 war rapiers = (32 x $200) + (32 x $1,000) + (32 x $7,600) = $6,400 + $32,000 + $243,200 = $281,600 per CM. Of course, it's easy to see the bulk coming from the 3rd requirement. If you are hardcore enough to grind for the drop, the cost is reduced to: 32 battle knives + 32 apple ciders + 32 bee rocks = (32 x $200) + (32 x $1,000) + drops (i.e. $0) = $6,400 + $32,000 = $38,400 per CM. Definitely cheaper (and is actually the earliest option, to boot!), but I am obliged to caution you that trying to obtain that many drops at the given low rate may be hazardous to your mental health. Keep sharp objects and annoying siblings away when attempting this. ===== [ MASTER CLASS ] ===== . . . . . . . . . . . . . . . . . . . . [MAS]

As mentioned earlier, each CM has a specific item requirement in order to access its master class form. Also, not all CMs transform to master at class 4. This is shown in the following table: CM ----Jelze Blaze Flash Gusto Zeppy Darbi Sully Item req. -----------Secret fruit Charm fruit Dark fruit Earth fruit Flame fruit Holy fruit Wind fruit Class ----4 3 2 4 3 2 4 Transform back -------------Secret fruit Flame fruit Holy fruit Wind fruit Charm fruit Dark fruit Earth fruit

Why do we need a "transform back" item? Simply put, CMs in master form are "locked" in that form - you cannot freely change them to their previous class forms at will like you could before. So to change them back, feed them the item from the "transform back" column above. You may not need to do this often, but occasionally you may have a use for an ability not present in a CM's master class form. To obtain these items, refer to the following table: Drop -----------Secret fruit Charm fruit Dark fruit Earth fruit Flame fruit Holy fruit Wind fruit Monster --------------------Wood Gorem Evil fish, Merman Black dragon Sand Gorem, Behemoth Pug White dragon Green Clay, Serfaco Location -----------------------------------Treasure Sword shrine Tower of Sacrifice "Fruit Island" Northern Labyrinth Tower of Sacrifice Tower of Truth, "Fruit Island" Northern Labyrinth

===== [ MISC ] =====

. . . . . . . . . . . . . . . . . . . . . . . . [---]

...and that's it. Yep, told ya it was gonna be short. I only assembled this guide. The information was already out on the forums and guides on GameFAQs. I know I left a lot of detail out, but I didn't think the extra examples or the superfluous mathematical detail would be interesting to everyone. I threw in the "total cost" thing as a concession to that, but that's about as far as I think the average player will be interested in. If there are any inaccuracies or mistakes in this guide please don't hesitate to contact me with the corrections. Your contributions are greatly appreciated! I put this thing together in PSPad, a kickass freeware text editor, while listening to the Tokyo-3 Middle Daughters on Winamp. Ironically, no food was consumed during the creation of this feeding guide. I did, however, nibble on the rear end of an indigo UniBall Signo Bit 0.18mm pen. For the curious, no, it did not fill any of my bars. >_> ===== [ CREDITS ] ===== . . . . . . . . . . . . . . . . . . . . . . . [CRE] Thanks goes to HegemonKhan for contributing those feeding guide threads (I dipped from all 3 of 'em), as well as further corrections. - www.gamefaqs.com/boards/genmessage.php?board=588451&topic=49984802 - www.gamefaqs.com/boards/genmessage.php?board=588451&topic=50106174 - www.gamefaqs.com/boards/genmessage.php?board=588451&topic=49978737 Thanks to _Clinton for the summing up in one of the threads mentioned. Thanks also to Iron Knuckles, the fruit tables were sourced from his walkthrough/FAQ. A shout out and thanks to the regulars on the Lufia 2 message board. It's always nice to know other people who have the same great taste in games ;) My humble apologies if I forgot to mention anyone.

= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =

Hino Rei

Aoyama Motoko

Tsukamoto Yakumo

Aikawa Hinako

= = = EOF = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Lufia II: Rise of the Sinistrals: Capsule Monster Feeding Guide by Truecidation Version: 1.1 | Last Updated: 2009-07-22 | View/Download Original File

Appendix A: Capsule monsters

============================================================================= = ----------------------------------------------------------------------------1. The 7 elements ----------------------------------------------------------------------------There are seven of these monsters that fight on your side. They fight on their own and are not as strong as other party members, but their special attacks can be quite devastating to your enemies. Most of them run away when they are hit, but I have noticed that when they reach the M(master) level, none of them will run away anymore. Although some of them still use the defend command very often. Also some of the attacks have to be learned first, so it might be possible if not all attacks are immediately available when you evolve the capsule monster. The moment a capsule monster learns a new attack is random, so you just need to be patient and clear as many battles as you can with that monster. Since capsule monsters don't have MP they are all immune to the 'Absorb' spell. Note that all 7 monsters have full protection against Poison, Silence, Paralysis and Sleep. Only the Shadow CM; Darbi has Instant Death protection as on top of that. The last remark is that the regular attacks of all the monsters are "Neutral".

Neutral - Jelze ----------------------------------------------------------------------------Location: Strong: Weakness: Protection: Foomy Woods, to the south of Alunze All Ailments (not Instant)

This monster is neutral and uses more physical attacks than magic attacks. He likes using head-butts and punches. Jelze is one of the better capsule monsters on the lower levels/evolutions, compared to the others on the same evolution. But in the end he is gained by the others, and it is best to switch to another capsule monster if possible. His bubble blow attack seems to lower DFP, that's why it may look so weak. Also Jelze will defend somewhat often, even on the Master level. All Statistics on Level 99: Class ----1 2 3 HP --243 331 420 ATP --98 147 205 DFP --86 122 160 STR AGL INT DRF MGR --- --- --- --- --88 60 68 185 90 124 84 89 199 126 159 102 109 199 158

4 512 276 211 178 116 127 199 184 M 520 291 239 191 127 144 199 205 -------------------------------------All Special Attacks: Tribe | Special 1 Special 2 Special 3 ------------ | -------------- ------------- ---------------Foomy S | Foomy punch Foomy M | Foomy punch Head butt Foomy L | Foomy punch Head butt Tackle Foomy H | Foomy punch(1) Head butt Tackle Goldfox | Fang attack Bubble blow Tail smash -----------------------------------------------------------(1) Foomy punch -> Mega punch -----------------------------------------------------------Bubble blow Reduces DFP of all enemies by 40 % Fang attack Physical attack on one random enemy Base DMG = ATP * 3 (Neutral) Foomy punch Physical attack on one random enemy Base DMG = ATP * 2 (Neutral) Head butt Physical attack on one random enemy Critical Hit, critical base DMG = ATP * 3 (Neutral) Mega punch Two Foomy Punches in a row Tackle Physical attack on all enemies Critical Hit, critical base DMG = ATP * 2 (Neutral) Tail smash Physical attack on one random enemy Base DMG = ATP * 9 (Neutral) -----------------------------------------------------------------------------

Fire - Blaze ----------------------------------------------------------------------------Location: Strong: Weakness: Protection: Ruby Cavern, to the north of Clamento Fire Water All Ailments (not Instant)

This is my favorite monster. His abilities may be average, but his flame

attacks are unmatched. He tends to leave a battle if he takes to much damage in the first evolutions, but on level 4 and M it gets a lot better. Actually I have never seen any Master Capsule Monster run away. His flame attacks are strong especially his Inferno, Base Damage = 6 * INT and Blaze has a very high INT so most enemies can't survive it. All on Level 99: Class HP ATP DFP STR AGL INT DRF MGR ----- --- --- --- --- --- --- --- --1 215 120 107 112 75 113 85 129 2 294 179 151 156 107 154 117 179 3 376 249 203 194 133 194 147 225 4 459 336 263 226 153 232 176 264 M 462 346 271 246 160 383 199 282 -------------------------------------All Special Attacks: Tribe | Special 1 Special 2 Special 3 ------------ | -------------- ------------- ---------------Armor dog | Tail Winged lion | Tail Burning fang Wing lizard | Fang attack Iron claw Flame breath Blaze dragon | Flame punch Burning fang Flame breath(1) Firebird | Burning rain Tailspin Inferno -----------------------------------------------------------(1) Flame breath -> Terminate -----------------------------------------------------------Burning fang Physical attack on one random enemy Critical Hit, critical base DMG = ATP * 3 (Fire) Burning rain Same as Flame breath Fang attack Same as Tail Flame breath Magical attack on all enemies Base DMG = INT * 2 (Fire) Flame punch Physical attack on one random enemy Critical Hit, critical base DMG = ATP * 1.5 (Fire) Inferno Magical attack on all enemies Base DMG = INT * 6 (Fire) Iron claw Physical attack on one random enemy Critical Hit, critical base DMG = ATP * 2 (Fire)

Tail Physical attack on one random enemy Base DMG = ATP * 2 (Fire) Tailspin Physical attack on one random enemy Critical Hit, critical base DMG = ATP * 3.5 (Fire) Terminate Magical attack on all enemies Base DMG = INT * 4 (Fire) -----------------------------------------------------------------------------

Light - Flash ----------------------------------------------------------------------------Location: Strong: Weakness: Protection: Northern Labyrinth, to the north of Bound Kingdom Light Shadow All Ailments (not Instant)

Flash uses the element of light and is the weakest in the beginning. He's not really a fighter but his healing abilities can be very useful, especially in the Ancient Cave, but then again most of the time he is too slow on the lower levels to get a turn before the battle is over. Furthermore as visible in the charts Flash will is very weak on the all Classes except the Master Class, once he gets to that class he will be just as strong as the others. All Statistics on Level 99: Class HP ATP DFP STR AGL INT DRF MGR ----- --- --- --- --- --- --- --- --1 189 46 68 36 77 155 187 131 2 256 65 94 47 109 210 199 181 3 325 80 118 54 135 264 199 227 4 397 87 139 60 156 350 199 266 M 418 428 300 364 173 383 199 282 -------------------------------------All Special Attacks: Tribe | Special 1 Special 2 Special 3 ------------ | -------------- ------------- ---------------Shaggy | Spear revive Twinkle | Healing kiss Wink Cupid | Sacred song Restoration Thunderbolt Twinkle | Sacred song(1) Restoration(2) Thunderbolt(3) Unicorn | Dash Antler stab(4) Healing aura -----------------------------------------------------------(1) Sacred song -> Holy Energy (2) Restoration -> Purification (3) Thunderbolt -> Bolt attack

(4) Antler stab -> Holy thunder -----------------------------------------------------------Antler stab Physical attack on one random enemy Base DMG = ATP * 2 (Light) Bolt attack Magical attack on all enemies Base DMG = INT * 4 (Light) Dash Physical attack on all enemies Critical Hit, critical base DMG = ATP * 2 (Light) Healing aura Restores HP of all party members (between 180 and 208 HP) Healing kiss Restores HP of one party member (between 60 and 100 HP) Holy energy Restores HP of all party members (between 140 and 180 HP) Holy thunder Magical attack on one random enemy Base DMG = INT * 4 (Light) Restoration Cures one party member of Poisoning, Silence, Paralysis, Confusion and Sleep Purification Cures all party members of Poisoning, Silence, Paralysis, Confusion and Sleep Sacred song Restores HP of one party member (between 140 and 180 HP) Spear revive Restores HP of one party member (between 20 and 40 HP) Thunderbolt Magical attack on one random enemy Base DMG = INT * 2 (Light) Wink Increases ATP of one party member by 40 % -----------------------------------------------------------------------------

Wind - Gusto ----------------------------------------------------------------------------Location: Strong: Tower of Sacrifice, to the north of Narcysus -

Weakness: Thunder Protection: All Ailments (not Instant), 'Cancel Out' Gusto is somehow capable of completely canceling an attack out. I've seen it happen multiple times. It's very strange but the damage counter sometimes says MISS, even if you fight very strong enemies. This can be a good advantage and note that this evasion ability depends the difference between the AGL of Gusto and the AGL of the enemy who attacks him. E.g. If Gusto's AGL is much higher than enemy's AGL then chances of evading the attack rises significantly. It works like this: If AGL Gusto > AGL Attacker Then -> Evasion Chance% = (AGL Gusto - AGL Attacker) / AGL Gusto For example, when Gusto has 300 AGL and its attacker has 200 AGL then (300 200) / 300 = 0.33 (approximately). This means that he has 33% chance of evading the attack, thus canceling it out. His agility is the best of all the 7 monsters, which means he can evade many attacks. Actually Artea is the only one who can keep up with Gusto, but eventually not even he can keep up with Gusto. There is not much to note about his special attacks other than the Sonic Blast; its power is about 7 * INT which can be quite devastating in some occasions. One other remark I could make is that because he is Wind Elemental, and since no enemy in the game is actually strong to that (except for the gorems) his special attacks will always deal some nice amounts of damage.

All Statistics on Level 99: Class HP ATP DFP STR AGL INT DRF MGR ----- --- --- --- --- --- --- --- --1 210 84 111 70 141 111 84 85 2 287 125 153 98 193 152 116 121 3 367 175 191 120 239 192 144 153 4 448 238 227 136 279 230 167 179 M 484 336 286 236 320 299 179 198 -------------------------------------All Special Attacks: Tribe | Special 1 Special 2 Special 3 ------------ | -------------- ------------- ---------------Hard hat | Fang attack Bluebird | Beakbash Ironclaw Spiral wave Winged horse | Electro bolt Finale Air attack Green giant | Iron fist Twister Sonic blast Wind dragon | Tornado blow(1)Dragon fang Electro bolt -----------------------------------------------------------(1) Tornado Blow -> Cyclonewave -----------------------------------------------------------Air attack Physical attack on all enemies

Critical Hit, critical base DMG = ATP * 2 (Wind) Beak bash Same as Fang attack Cyclone wave Same as Spiral wave Dragon fang Physical attack on one random enemy Critical Hit, critical base DMG = ATP * 3.5 (Wind) Electro bolt Same as Tornado blow Fang attack Physical attack on one random enemy Base DMG = ATP * 2 (Wind) Finale Same as Fang attack Iron claw Physical attack on one random enemy Critical Hit, critical base DMG = ATP * 3 (Wind) Iron fist Same as Iron claw Sonic blast Magical attack on all enemies Base DMG = INT * 8 (Wind) Spiral wave Magical attack on all enemies Base DMG = INT * 4 (Wind) Tornado blow Magical attack on all enemies Base DMG = INT * 2 (Wind) Twister Same as Air attack -----------------------------------------------------------------------------

Earth - Sully ----------------------------------------------------------------------------Location: Strong: Weakness: Protection: Flower Mountain, to the south of Treadool Hard Thunder All Ailments (not Instant)

Sully is physically the strongest and the slowest of all 7 monsters. Not much MGR as well; as a raddisher on level 99 his MGR is 2. Not to mention his pathetic AGL. If he evolves, it gets a little better but not too much. He can however take a lot of damage and he will practically never run, but instead he will start defending which means he does nothing at all (I guess he's just too stupid to run away). His special attacks are very strong and his Tackle can even paralyze an enemy. Did you know that Sully's Perish Punch has a 60% chance of instantly killing an enemy? Sully is Soil elemental which is NOT Earth elemental. This means that just like Gusto his attacks will always do damage, because there are no enemies strong to Soil. All on Level 99: Class HP ATP DFP STR AGL INT DRF MGR ----- --- --- --- --- --- --- --- --1 299 201 116 171 12 46 155 2 2 406 282 166 235 17 61 199 4 3 516 376 228 293 24 75 199 6 4 627 491 316 345 28 87 199 9 M 524 581 312 381 43 98 199 13 -------------------------------------Tribe | Special 1 Special 2 Special 3 ------------ | -------------- ------------- ---------------Raddisher | Radish kick Red Cap | Perish punch Glow knuckle Giant | Fist Heel drop Shakedown(1) Stonehead | Battle anger Head butt Stone crush Centaur | Battle bow Hammer punch Tackle -----------------------------------------------------------(1) Shakedown -> Battle anger -----------------------------------------------------------Battle anger Magical attack on all enemies Base DMG = (ATP + INT) * 4 (Soil) Battle bow Physical attack on all enemies Base DMG = ATP * 2 (Soil) Fist Physical attack on one random enemy Base DMG = ATP * 2 (Soil) 36 % chances of inducing Sleep Glow knuckle Physical attack on one random enemy Critical Hit, critical base DMG = ATP * 3 (Soil) Hammer punch Physical attack on one random enemy Critical Hit, critical base DMG = ATP * 2 (Soil) 60 % chances of inducing Paralysis Head Butt

Physical attack on one random enemy Critical Hit, critical base DMG = ATP * 3.5 (Soil) Heel drop Physical attack on one random enemy Critical Hit, critical base DMG = ATP * 2.5 (Soil) Perish punch Physical attack on one random enemy Critical Hit, critical base DMG = ATP * 1.5 (Soil) 60 % chances of causing Instant Death Radish kick Physical attack on one random enemy Base DMG = ATP * 2 (Soil) Shakedown Magical attack on all enemies Base DMG = (ATP + INT) * 2 (Soil) Stone crush Physical attack on all enemies Critical Hit, critical base DMG = ATP * 3 (Soil) Tackle Same as Stone crush + 60 % chances of inducing Paralysis -----------------------------------------------------------------------------

Shadow - Darbi ----------------------------------------------------------------------------Location: Strong: Weakness: Protection: On top of small shrine on the Crescent shaped island Shadow Light All Ailments, 'Cancel Out'

Darbi is strong, but lack of defense and guts means that he's only useful in one-round battles. His special attacks are a little more subtle; they can also cause confusion and poison. But if you are lucky he will perform one of his "instant destruction" type spells: Destruction & Eliminator. These usually get you at least one kill. His attacks are also effective on copper/silver/gold dragon, for those are sacred metal creatures. Also Darbi has the same 'canceling out' abilities as Gusto. This evasion ability depends on the difference between the AGL of Darbi and the AGL of the enemy who attacks him. If AGL Darbi > AGL Attacker Then -> Evasion Chance% = (AGL Darbi - AGL Attacker) / AGL Darbi For example, when Gusto has 100 AGL and its attacker has 50 AGL then (100 -

50) / 100 = 0.5. This means that he has 50% chance of evading the attack, thus canceling it out. Simply put if Darbi's AGL is much higher than enemy's AGL then chances of evading the attack rises significantly. Unfortunately Darbi is much slower than Gusto so it will be less effective. Finally because Darbi is shadow elemental this CM is also fully protected against Instant Death Attacks. All on Level 99: Class HP ATP DFP STR AGL INT DRF MGR ----- --- --- --- --- --- --- --- --1 169 131 96 113 55 159 34 3 2 232 192 148 157 79 214 49 8 3 298 266 200 195 97 268 59 13 4 365 361 237 227 111 320 67 18 M 436 404 252 244 125 347 69 21 -------------------------------------All Special Attacks: Tribe | Special 1 Special 2 Special 3 ------------ | -------------- ------------- ---------------Myconido | Trancemaker Shriek Wolfman | Wolf fang Wolf punch(1) Mini imp | Destruction Mega trident Dark flame(2) Big imp | Sizzle smash Terminate Dark thunder(3) Red dragon | Dash Dragon blast Eliminator -----------------------------------------------------------(1) Wolf Punch -> Sizzle Smash (2) Dark Flame -> Terminate (3) Dark Thunder -> Evil Aura -----------------------------------------------------------Dark flame Magical attack on all enemies Base DMG = INT * 2 (Shadow) Dark thunder Same as Dark flame (yes, Dark thunder is only Shadow elemental >_>) Dash Physical attack on all enemies Critical Hit, critical base DMG = ATP * 3 (Shadow) Destruction 90 % chances of Instant Death for one random enemy Dragon blast Same as Terminate Evil aura Magical attack on all enemies Base DMG = INT * 6 (Shadow) Eliminator 90 % chances of Instant Death for all enemies

Mega trident Physical attack on all enemies Critical Hit, critical base DMG = ATP * 2 (Shadow) Shriek Cures all party members of Confusion Sizzle smash Physical attack on one random enemy Critical Hit, critical base DMG = ATP * 3 (Shadow) Terminate Magical attack on all enemies Base DMG = INT * 4 (Shadow) Trancemaker 100 % chances of confusing all enemies Wolf fang Physical attack on one random enemy Base DMG = ATP * 2 (Shadow) 36 % chances of inducing Sleep Wolf punch Physical attack on one random enemy Critical Hit, critical base DMG = ATP * 2 (Shadow) -----------------------------------------------------------------------------

Water - Zeppy ----------------------------------------------------------------------------Location: Strong: Weakness: Protection: Underwater Capsule Monster Cavern Water, Thunder* Fire All Ailments (not Instant)

* = Thunder protection ONLY for Level 4: Blue Titan His magic resistance is very high, but he is a bit slow. Well, I guess that's about it. His final special attack is called magic freeze and can stop enemies from using magic spells. He's the last of the seven capsule monsters you can find in the game. All on Level 99: Class ----1 2 3 4 HP --239 327 416 508 ATP --109 158 216 287 DFP --84 120 161 218 STR AGL INT DRF MGR --- --- --- --- --93 40 109 119 164 129 56 150 161 222 159 68 190 199 275 183 78 228 199 325

M 568 348 278 238 143 271 199 365 -------------------------------------All Special Attacks: Tribe | Special 1 Special 2 Special 3 ------------ | -------------- ------------- ---------------Red fish | Fish kick Bubble blast Toadie | Frog song Frog kick Iron trident(1) Sea giant | Energy wave Hail attack Iron trident Blue titan | Thunderblast Thunder fist(2)Fish head | Fish kick(3) Dive attack(4) Magic Freeze -----------------------------------------------------------(1) Iron Trident -> Mega Trident (2) Thunder Fist -> Power Fist (3) Fish Kick -> Hyper Kick (4) Dive Attack -> Diving Claw -----------------------------------------------------------Bubble blast Magical attack on all enemies Base DMG = INT * 2 (Water) Dive attack Same as Mega trident Diving claw Physical attack on all enemies Critical Hit, critical base DMG = ATP * 3 (Water) Energy wave Increases ATP of all party members by 40 % Fish kick Physical attack on one random enemy Base DMG = ATP * 3 (Water) Frog kick Physical attack on one random enemy Base DMG = ATP * 2 (Water) Frog song Reduces DFP of all enemies by 40 % Hail attack Magical attack on all enemies Base DMG = INT * 4 (Water) Hyper kick Physical attack on one random enemy Base DMG = ATP * 5 (Water) Iron trident Physical attack on one random enemy Critical Hit, critical base DMG = ATP * 3 (Water) Magic freeze 100 % chances of silencing one random enemy

Mega trident Physical attack on all enemies Critical Hit, critical base DMG = ATP * 2 (Water) Power fist Two Thunder fists in a row Thunder fist Same as Iron trident Thunderblast Same as Hail attack (yes, Thunder fist is Water elemental >_>) (yes, Thunderblast is Water elemental >_>)

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