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Data/Mechanics Guide by Zaraktheus

Version: 015 | Updated: 08/02/19

SAGA FRONTIER DATA/MECHANICS GUIDE
By Zaraktheus


If you like this guide, please click "Yes" in the middle of the bar above to
recommend it to others!  I can put the information out there, but if
people don't know about it or where to find it, it won't do them any good.
That's where I need your help!

Thanks for your support,
Zaraktheus


SPOILER WARNING!  To the extent that SaGa Frontier has anything to spoil, this
guide probably spoils it.  The purpose of this guide is to explain as much as
possible about the game, and concealing any information would run counter to
that purpose.  Personally, I would advise you to read this guide sooner rather
than later, because not understanding how to play the game successfully is
probably more likely to spoil your experience than is advance knowledge of the
game's minimal plot.  However, if you are really concerned about plot spoilers,
you may not want to read this guide yet.



***********************
*  Table of Contents  *                                               [TOCON01]
***********************


Table of Contents.....................................................[TOCON01]
Intro.................................................................[INTRO01]
How to Use this Guide.................................................[HOWTO01]
The SF Data Project...................................................[SFDAP01]
Abbreviations.........................................................[ABBRV01]
Definitions...........................................................[DEFIN01]

PC Initial Data.......................................................[INITD01]
--Humans..............................................................[INITD02]
--Mystics.............................................................[INITD03]
--Mecs................................................................[INITD04]
--Monsters............................................................[INITD05]

Avoiding Attacks......................................................[AVOID01]
--Ability Elements & Evasion Data Chart...............................[AVOID02]
--Attribute Immunities................................................[AVOID03]
--Evasions Summary....................................................[AVOID04]
--Dodge Abilities.....................................................[AVOID05]
--Miss................................................................[AVOID06]

Martial Arts Counterattacks...........................................[MACTR01]

Effect Processes......................................................[EFPRO-1]
--Explanations of Common Variables....................................[EFPRO-2]
--EP 02 (Unarmed).....................................................[EFPRO02]
--EP 03 (Throw).......................................................[EFPRO03]
--EP 04 (Energy/Magical)..............................................[EFPRO04]
--EP 12 (Breath)......................................................[EFPRO12]
--EP 17 (Anti-Undead Energy)..........................................[EFPRO17]
--EP 1c (Anti-Mec Energy).............................................[EFPRO1c]
--EP 20 (PhantasmShot)................................................[EFPRO20]
--EP 3f (Unarmed; can't Miss).........................................[EFPRO3f]

AoE / Linked Abilities................................................[AOELA01]
--Abilities that use AoE / Linked Abilities Chart.....................[AOELA02]

Combo Mechanics.......................................................[COMBO01]
--Combo Data Chart....................................................[COMBO02]
--Self-Comboers List..................................................[COMBO03]
--Interchangeable Comboers Lists......................................[COMBO04]
--Effects of Comboing.................................................[COMBO05]
--Virgil..............................................................[COMBO06]

Sparking..............................................................[SPARK01]
--Spark Trees.........................................................[SPARK02]
----Spark Trees To List...............................................[SPARK03]
----Spark Trees From List.............................................[SPARK04]
--Spark Talent........................................................[SPARK05]
----Spark Talent Chart................................................[SPARK06]
--Enemy Spark Value...................................................[SPARK07]
----Enemy Spark Values Chart, complete................................[SPARK08]
----Enemy Spark Values Chart, Main only...............................[SPARK09]
--Explanation.........................................................[SPARK10]
--Formula.............................................................[SPARK11]
--Observations........................................................[SPARK12]

Personal Spark Trees..................................................[PSPTR01]

Dodge Ability Sparking................................................[DSPRK01]
--Dodge Ability Spark Trees...........................................[DSPRK02]
--Formula.............................................................[DSPRK03]
--Observations........................................................[DSPRK04]

Gun Ability Learning..................................................[GULRN01]
--Gun Ability Difficulty..............................................[GULRN02]
--Gun & Magic Talent (excluding Mystics)..............................[GULRN03]
--Explanation.........................................................[GULRN04]
--Formula.............................................................[GULRN05]
--Observations........................................................[GULRN06]

Magic Learning........................................................[MALRN01]
--Magic Spell Difficulties............................................[MALRN02]
--Gun & Magic Talent..................................................[MALRN03]
--Explanation.........................................................[MALRN04]
--Formula.............................................................[MALRN05]
--Observations........................................................[MALRN06]

Human and Mystic After-Battle Stat Growth.............................[HMABG01]
--Enemy Stat-Up Value.................................................[HMABG02]
----Enemy Stat-Up Values Chart, complete..............................[HMABG03]
----Enemy Stat-Up Values Chart, Main only.............................[HMABG04]
--PC Stat Growth Bonuses..............................................[HMABG05]
--Action Growth Factors...............................................[HMABG06]
--Inevitability.......................................................[HMABG07]
--Difficulty->Chance Table 3..........................................[HMABG08]
--STR--CHA Growth.....................................................[HMABG09]
----Explanation.......................................................[HMABG10]
----Formula...........................................................[HMABG11]
----Observations......................................................[HMABG12]
--The HugeSlime Method................................................[HMABG13]
--HP Growth...........................................................[HMABG14]
----Explanation.......................................................[HMABG15]
----Formula...........................................................[HMABG16]
----Observations......................................................[HMABG17]
--WP Growth...........................................................[HMABG18]
----Formula...........................................................[HMABG19]
----Observations......................................................[HMABG20]
--JP Growth...........................................................[HMABG21]
----Formula...........................................................[HMABG22]
----Observations......................................................[HMABG23]

Mystic Weapon Development.............................................[MYSWD01]

Mec Program Acquisition...............................................[MECPA01]
--Program Downloading.................................................[MECPA02]
--Program Self-Development............................................[MECPA03]
----Programs each Body TYPE can Self-Develop..........................[MECPA04]
----Best Body TYPE to Self-Develop each Program.......................[MECPA05]
----Formula and Observations..........................................[MECPA06]

Monster PC Ability Absorption.........................................[MONAA01]
Monster PC Prime HP...................................................[MOPHP01]
--Monster PC Prime HP Data Chart......................................[MOPHP02]
--Monster PC Ability Checklists.......................................[MOPHP03]
Monster PC Transformation.............................................[MTRAN01]
--Transformations Table 1.............................................[MTRAN02]
--Transformations Table 2.............................................[MTRAN03]
--Monster Ability Categories..........................................[MTRAN04]
--Explanation.........................................................[MTRAN05]
--Stability...........................................................[MTRAN06]
--Example Form Setups.................................................[MTRAN07]

Item Drop Rate........................................................[IDROP01]

Ability Analysis......................................................[ABLAN01]

Item Data.............................................................[ITEMD01]
--Item Human/Mystic/Monster Stat Boosts Chart.........................[ITEMD02]
--Item Mec Stat Boosts Chart..........................................[ITEMD03]
--Item Inherent Abilities List........................................[ITEMD04]
--Item Weight Chart...................................................[ITEMD05]
--Weapon Data Chart...................................................[ITEMD06]
--Armor Data Chart....................................................[ITEMD07]

Mystic Absorbs Data...................................................[MYSAB01]
--Mystic Absorbs Data, Full Entries List..............................[MYSAB02]
--Mystic Absorbs Data, Stats-only Chart...............................[MYSAB03]
--Mystic Absorbs Data, Abilities-only Chart...........................[MYSAB04]

Junk Shop.............................................................[JUNKS01]
--How the Buying Process is Supposed to Work..........................[JUNKS02]
--The Bugs............................................................[JUNKS03]
--Observations........................................................[JUNKS04]

Triggering Asellus's Scenario's Story Bosses / Events.................[TASBE01]

Asellus's Scenario Endings............................................[ASEND01]
--How it was supposed to work.........................................[ASEND02]
--Comparison..........................................................[ASEND03]
--How it actually works...............................................[ASEND04]

Patch Codes...........................................................[PATCH01]
--PC Status Modifiers.................................................[PATCH02]
----Mystic/Human Hybrids..............................................[PATCH03]
----Alkarl............................................................[PATCH04]
----Asellus begins battle already MysticalChanged.....................[PATCH05]
--Game Status Modifiers...............................................[PATCH06]
--Inventory Modifiers.................................................[PATCH07]
--Fortune Modifiers...................................................[PATCH08]
--Scenario Status Modifiers...........................................[PATCH09]
--In-Battle Status Modifiers..........................................[PATCH10]
--Field Menu Rules Modifiers..........................................[PATCH11]
--Battle Rules Modifiers..............................................[PATCH12]
----Break Stat Caps...................................................[PATCH13]
----Sparking..........................................................[PATCH14]
----Evasions..........................................................[PATCH15]
--Battle-End Rules Modifiers..........................................[PATCH16]
----Human and Mystic Growth...........................................[PATCH17]
----Mec Growth........................................................[PATCH18]
----Monster Growth....................................................[PATCH19]
----Item Drop Rates...................................................[PATCH20]

Technical Info........................................................[TECIN01]

Credits...............................................................[CREDI01]
Revision History......................................................[RHIST01]
Legal.................................................................[LEGAL01]


To jump to a particular section of the guide, just do a search for the
bracketed statement to the right of any entry in the Table of Contents.  For
example, to jump to the "Intro" section, search for "[INTRO01]".





***********
*  Intro  *                                                           [INTRO01]
***********


The goal of this guide is to help anyone who's interested to better understand
how SaGa Frontier really works.  As anyone who's played it knows, it's a very
complex game, and it's very different in many respects from virtually any other
game out there (except for some similarities to certain other games in the SaGa
series).  As a result, there have been (and continue to be) a lot of
misunderstandings about how SaGa Frontier works.

Why make this guide more than a decade after SaGa Frontier's release?  Short
answer: because it still needed to be done.  There are already quite a few
guides and FAQs available for SaGa Frontier, and I think they've all helped
people.  However, all of them together still left many important questions
unanswered, and some of the questions that some of them answered were answered
incompletely or even, in several cases, incorrectly.

I set out to put these questions to rest any way I could and eventually ended
up teaching myself to use a debugger to pull the answers (with a lot of
difficult work) directly out of the game's data and assembly-language
instructions.

I discovered most of the information in this guide using the debugger, so it
should be very reliably accurate.  Making sense out of assembly language is
extremely difficult, so mistakes are always possible, but I do my best to
prevent them.  I am always extremely careful.  Time permitting, I also check
most things at least twice to ensure accuracy, and if anything seems odd, I
usually try to test it to make sure it really works that way.

Although most of the work for this guide is my own, some of it builds on the
work of others, which has been tremendously helpful.  Huge thanks to everyone
who has contributed advice or information to help with this project!

Special mention goes to Eroneous_Waylay and Mir_Vimes, my partners on the SF
Data Project site, and to x_loto who, along with Eroneous_Waylay, had
identified quite a few useful addresses in the PC Status Blocks and the In-
Battle Status Blocks before I arrived.

I hope the information in this guide will help you better understand and enjoy
the hidden beauty of this brilliant game.

Have fun!
Zaraktheus





***************************
*  How to Use this Guide  *                                           [HOWTO01]
***************************


Because there are so many long data charts in here, and because many of the
processes I explain require data from each of several charts in rapid
succession, it could quickly become frustrating to try to scroll back and forth
between charts and formulas, constantly losing your place and having to find it
again.  You really need to be able to look at and keep your place in several
things at once.

For this reason, I highly recommend that you take every chart, formula, list,
etc that you expect to use often and separate each into its own document saved
on your computer.  Simply copy a section from the main document and paste it
into a new Notepad document, save it and name it something appropriate.  That
way, the information will be easy to find quickly, and you can keep it open and
keep your place in it while also looking up other things.  It can save you a
lot of time and hassle in the long run.





*************************
*  The SF Data Project  *                                             [SFDAP01]
*************************


The SF Data Project is a site shared by myself (Zaraktheus), Mir_Vimes, and
Eroneous_Waylay.  Each of us has a page there where we make all sorts of useful
and interesting SaGa Frontier-related information that we've found freely
available to everyone.

It's not much to look at (none of us are web designers), hasn't been updated
(to my knowledge) in quite a long time, and some of the data is only partially
decrypted or out of date, but it remains an excellent resource.  There's still
a lot of stuff there that you can't find anywhere else, including in this guide
(at least for the moment).  Here's the link to the main page:

http://sf.data.project.tripod.com/index.htm

In case it seems like I'm shilling something; I'm not.  This is just a simple,
free site, and none of us gets anything out of it.  It only exists to share
information among people who may be interested in it.





*******************
*  Abbreviations  *                                                   [ABBRV01]
*******************


SF: SaGa Frontier

HP: Hit Points
LP: Life Points
WP: Waza Points
JP: Jutsu Points

STR: Strength
QUI: Quickness
INT: Intelligence
WIL: Will
PSY: Psychic
CHA: Charm

DEF: Defense
S DEF: Slash Element Defense
P DEF: Pierce Element Defense
B DEF: Blunt Element Defense
H DEF: Heat Element Defense
C DEF: Cold Element Defense
E DEF: Electric Element Defense
F DEF: Force Element Defense
X DEF: Status Element Defense

PC: Player Character.  A character controlled by you, the player.

RNG: Random Number Generator

AoE: Area of Effect

BR: Battle Rank.
BRP: Battle Rank Points.

EP: Effect Process.

SCP: Status Change Process.





*****************
*  Definitions  *                                                     [DEFIN01]
*****************


Base Stat: The value for a stat that is completely intrinsic to the particular
PC.  For STR--CHA for Mecs and STR--VIT for Mystics, this is permanently fixed
(with the exception that T260's Base INT in her own scenario will change from 5
to 32 when Leonard installs her new memory chip).  For Monsters, it depends
entirely on the PC's current Form.  For Humans and for CHA for Mystics, it
grows after-battle.

Battle Rank: a value which increases as you fight battles and which determines
the rough difficulty of the enemies you face.  Battle Rank ranges from 1-9, 1
being the easiest and 9 the most difficult.  Your Battle Rank also determines
the HP multiplier of most bosses (with a higher BR giving them a higher HP
multiplier, though not on a 1:1 scale).

Buff: refers to an effect that temporarily improves one or more Current Stats.

Current Stat: Base Stat + all modifications, which include stat boosts from
equipment, Mystic Absorb stat boosts, and in-battle buffs/debuffs.  The Current
value for a stat is the one that's actually used for almost everything that the
stat affects.

Debuff: the opposite of a buff, a debuff temporarily decreases one or more
Current Stats.

Evasions: My catch-all term for a variety of mechanisms that can completely
protect a target from all effects of an attack.  

Grind/Grinding: Slang for the process of repetitively fighting battles without
advancing the story, in order to build up PC stats, collect item and credit
drops, etc.

Magical Mastery: Refers to what happens when a Human PC simultaneously equips
6+ Magical Abilities and 0 Physical Abilities (i.e. Sword, Katana, Martial
Arts, Alkaiser, and/or Gun Abilities).  When this happens, the horizontal bar
at the top-right of the PC's Equip Abilities Menu will be mostly or completely
Red with no Blue, and a crown will appear.  Magical Mastery reduces the JP Cost
to use any Magical Ability by 1 point, and also approximately doubles the
Chance to Learn new Magical Abilities.

Main Enemy: the first enemy to show up in any given battle, and the one which
determines what other enemies can accompany it.  If this is a random battle,
it's the enemy that was determined by the combination of what sprite you ran
into and your effective BR.  If this is a boss fight, it's the boss.  The Main
Enemy is also the only one whose Stat-Up value is used, and the only one whose
Spark Value is used for GaleSlash (which targets all enemies) and for learning
Gun and Magic Abilities.

Physical Mastery: Refers to what happens when a Human PC simultaneously equips
6+ Physical Abilities (i.e. Sword, Katana, Martial Arts, Alkaiser, and/or Gun
Abilities) and 0 Magical Abilities.  When this happens, the horizontal bar at
the top-right of the PC's Equip Abilities Menu will be mostly or completely
Blue with no Red, and a crown will appear.  Physical Mastery reduces the WP
Cost to use any Physical Ability by 1 point, and also approximately doubles the
Chance to Spark or Learn new Physical Abilities.





*********************
*  PC Initial Data  *                                                 [INITD01]
*********************


There are a total of 40 PCs in SaGa Frontier, though two of them (Woman and
CommonMec) are dummy PCs that aren't normally recruitable.

In alphabetical order by race, the PCs are:

Human: 16 total
  Annie
  Asellus
  Blue
  Capt.Hamilton
  Doll
  Emelia
  Fei-on
  Fuse
  Gen
  Liza
  Lute
  Mei-ling
  Red
  Roufas
  Rouge
  Woman

Mystic: 8 total
  Dr. Nusakan
  Ildon
  Mesarthim
  Rei
  Silence
  TimeLord
  White Rose
  Zozma

Mec: 8 total
  BJ&K
  CommonMec
  EngineerCar
  Leonard
  PzkwV
  Rabbit
  T260
  ZEKE

Monster: 8 total
  Cotton
  Kylin
  RedTurnip
  Riki
  Sei
  Slime
  Suzaku
  Thunder

Every time you start a Scenario, the Stats, Equipment, Abilities, etc of all
PCs are set to one of four possible variations, known as INIT 1-4.

According to The Entity Blade, which INIT you get is determined entirely by the
final Battle Rank you had in the last scenario you finished and saved to your
System Data, as follows:

INIT 1: No System Data, new System Data, or no scenarios have yet been
        completed and saved to the System Data.
INIT 2: Last scenario completed and saved to System Data ended at BR 1-3.
INIT 3: Last scenario completed and saved to System Data ended at BR 4-6.
INIT 4: Last scenario completed and saved to System Data ended at BR 7-9.

Below, again in alphabetical order by race, I have listed nearly everything
there is to know about each PC's initial data at each INIT, which I translated
directly from the game's data.

To jump to a particular PC's entry, simply search for the name of that PC.  In
the case of Gen, T260, Cotton, or Thunder, add "Name: " before the actual name.





*********************
*  PC Initial Data  *                                                 [INITD02]
*  --Humans         *
*********************


There are 16 Human PCs in SaGa Frontier, though Woman is a dummy PC that can't
normally be recruited.

They are:
  Annie
  Asellus
  Blue
  Capt.Hamilton
  Doll
  Emelia
  Fei-on
  Fuse
  Gen
  Liza
  Lute
  Mei-ling
  Red
  Roufas
  Rouge
  Woman

-------------------------------------------------------------------------------

Name: Annie                Race/Gender: Human Female            ID: 0c

       Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
  28 | 5 | 3 | 1 | 4 | 1 | 3 | 5 | 6

Gun & Magic Talent: 1
Magic Gifts: None

         Spark Talent List
Talented         |     Not Talented
                 | StunSlash
                 | DoubleSlash
                 | HardSlash
                 | Thrust
                 | CrossSlash
           Smash |
                 | SwallowSwing
                 | ThunderThrust
                 | Heaven/Hell
                 | WheelSlash
                 | WillowBranch
         Deflect |
       BearCrush |
         DeadEnd |
                 | HeadWind
                 | TripleThrust
                 | Kasumi
                 | NoMoment
                 | GaleSlash
                 | 2GaleSlash
                 | Still Stream
                 | TurbidCurrent
                 | CrossDeflect
      RisingNova |
   RosarioImpale |
                 | Haze-to-Wheel
                 | LifeSprinkler
                 | Godless

                 | MoonlightCut
   ShadowCounter |
                 | Blizzard
                 | Tres Flores

            Kick |
                 | AirThrow
            Chop |
         Sliding |
   RollingCradle |
        SwayBack |
                 | Fist
        Backfist |
                 | CrushBeat
                 | Rotation Kick
                 | KO Throw
          Suplex |
                 | GiantSwing
                 | GoldHand
    BabelCrumble |
                 | TriangleKick
                 | OgreRun
                 | Scuffle
     LocomotionG |
      DragonTurn |
                 | Lastshot
                 | Corkscrew
      SkyTwister |

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |    130         |    165         |    205         |    235         |
   LP |      9         |      9         |      9         |      9         |
   WP |     20         |     20         |     30         |     37         |
   JP |      0         |      0         |      0         |      0         |

  STR |     15         |     19         |     22         |     25         |
  QUI |     17         |     21         |     25         |     29         |
  INT |      9         |     10         |     11         |     12         |
  WIL |     18         |     21         |     23         |     25         |
  PSY |     15         |     17         |     18         |     20         |
  VIT |     13         |     16         |     20         |     23         |
  CHA |     11         |     13         |     15         |     17         |

Equipped Items:
      |   LaserKnife   |   LaserKnife   |   LaserKnife   |   LaserKnife   |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |   FiberVest    |   FiberVest    |   FiberVest    |   FiberVest    |
      |  CottonShirt   |  CottonShirt   |  CottonShirt   |  CottonShirt   |
      |  LeatherGlove  |  LeatherGlove  |  LeatherGlove  |  LeatherGlove  |
      |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |

DEFenses:
    S |       18       |       18       |       18       |       18       |
    P |       22       |       22       |       22       |       22       |
    B |       22       |       22       |       22       |       22       |
    H |       18       |       18       |       18       |       18       |
    C |       14       |       14       |       14       |       14       |
    E |       14       |       14       |       14       |       14       |
    F |       14       |       14       |       14       |       14       |
    X |       14       |       14       |       14       |       14       |

Weight|       10       |       10       |       10       |       10       |

Attribute Immunities: None.
Ailment Immunities: None.

Equipped Abilities:
      |   StunSlash    |   StunSlash    |   StunSlash    |   StunSlash    |
      |  DoubleSlash   |  DoubleSlash   |  DoubleSlash   |  DoubleSlash   |
      |----------------|   HardSlash    |   HardSlash    |   HardSlash    |
      |----------------|     Thrust     |     Thrust     |     Thrust     |
      |----------------|----------------|     Smash      |     Smash      |
      |----------------|----------------|----------------|    Deflect     |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

Abilities Known:
   INIT 1:
      StunSlash
      DoubleSlash
   INIT 2:
+     HardSlash
      Thrust
   INIT 3:
+     Smash
   INIT 4:
+     Deflect

-------------------------------------------------------------------------------

Name: Asellus              Race/Gender: Human Female            ID: 05

       Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
  30 | 0 | 2 | 1 | 6 | 9 | 0 | 9 | 3

Gun & Magic Talent: 1
Magic Gifts: Mystic

         Spark Talent List
Talented         |     Not Talented
       StunSlash |
     DoubleSlash |
       HardSlash |
          Thrust |
                 | CrossSlash
                 | Smash
    SwallowSwing |
   ThunderThrust |
                 | Heaven/Hell
      WheelSlash |
                 | WillowBranch
         Deflect |
                 | BearCrush
         DeadEnd |
                 | HeadWind
    TripleThrust |
          Kasumi |
        NoMoment |
       GaleSlash |
                 | 2GaleSlash
                 | Still Stream
                 | TurbidCurrent
                 | CrossDeflect
      RisingNova |
   RosarioImpale |
   Haze-to-Wheel |
                 | LifeSprinkler
         Godless |

    MoonlightCut |
   ShadowCounter |
                 | Blizzard
                 | Tres Flores

            Kick |
        AirThrow |
            Chop |
         Sliding |
   RollingCradle |
                 | SwayBack
            Fist |
                 | Backfist
                 | CrushBeat
   Rotation Kick |
                 | KO Throw
          Suplex |
                 | GiantSwing
                 | GoldHand
                 | BabelCrumble
    TriangleKick |
         OgreRun |
                 | Scuffle
                 | LocomotionG
      DragonTurn |
                 | Lastshot
       Corkscrew |
                 | SkyTwister

                    -----In any Scenario but her own-----

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |    160         |    180         |    205         |    230         |
   LP |      8         |      8         |      8         |      8         |
   WP |     20         |     25         |     27         |     29         |
   JP |     20         |     25         |     29         |     31         |

  STR |     27         |     27         |     27         |     27         |
  QUI |     21         |     21         |     21         |     21         |
  INT |     15         |     18         |     19         |     20         |
  WIL |     13 +   9   |     16 +   9   |     18 +   9   |     19 +   9   |
  PSY |     39         |     41         |     45         |     48         |
  VIT |     16         |     17         |     18         |     19         |
  CHA |     27         |     31         |     34         |     41         |

Equipped Items:
      |    FiendRod    |    FiendRod    |    FiendRod    |    FiendRod    |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |   ShadeRobe    |   ShadeRobe    |   ShadeRobe    |   ShadeRobe    |
      |   SilkShirt    |   SilkShirt    |   SilkShirt    |   SilkShirt    |
      |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |
      |----------------|----------------|----------------|----------------|

DEFenses:
    S |       15       |       15       |       15       |       15       |
    P |       15       |       15       |       15       |       15       |
    B |       15       |       15       |       15       |       15       |
    H |       30       |       30       |       30       |       30       |
    C |       36       |       36       |       36       |       36       |
    E |       28       |       28       |       28       |       28       |
    F |       28       |       28       |       28       |       28       |
    X |       28       |       28       |       28       |       28       |

Weight|        6       |        6       |        6       |        6       |

Attribute Immunities: None.
Ailment Immunities: None.

Equipped Abilities:
      |   StunSlash    |   StunSlash    |   StunSlash    |   StunSlash    |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |  MysticSword   |  MysticSword   |  MysticSword   |  MysticSword   |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

Mystic Weapon Absorbs: 
   Sword: ----------------

Abilities Known:
   INIT 1:
      StunSlash
      MysticSword
   INIT 2-3:
+     DoubleSlash
   INIT 4:
+     Thrust

                         -----In her own Scenario-----

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |     70         |     70         |     70         |     70         |
   LP |      8         |      8         |      8         |      8         |
   WP |     10         |     10         |     10         |     10         |
   JP |      8         |      8         |      8         |      8         |

  STR |     10         |     10         |     10         |     10         |
  QUI |     13         |     13         |     13         |     13         |
  INT |     15         |     15         |     15         |     15         |
  WIL |     11         |     11         |     11         |     11         |
  PSY |     10         |     10         |     10         |     10         |
  VIT |     12         |     12         |     12         |     12         |
  CHA |     11         |     11         |     11         |     11         |

Equipped Items:
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |  CottonShirt   |  CottonShirt   |  CottonShirt   |  CottonShirt   |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

DEFenses:
    S |        3       |        3       |        3       |        3       |
    P |        3       |        3       |        3       |        3       |
    B |        7       |        7       |        7       |        7       |
    H |        3       |        3       |        3       |        3       |
    C |        3       |        3       |        3       |        3       |
    E |        3       |        3       |        3       |        3       |
    F |        3       |        3       |        3       |        3       |
    X |        3       |        3       |        3       |        3       |

Weight|        0       |        0       |        0       |        0       |

Attribute Immunities: None.
Ailment Immunities: None.

Equipped Abilities:
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

Abilities Known:
   INIT 1-4: None

-------------------------------------------------------------------------------

Name: Blue                 Race/Gender: Human Male              ID: 04

       Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
  33 | 0 | 5 | 8 | 8 | 6 | 1 | 2 | 3

Gun & Magic Talent: 8
Magic Gifts: Realm

         Spark Talent List
Talented         |     Not Talented
       StunSlash |
     DoubleSlash |
       HardSlash |
          Thrust |
                 | CrossSlash
           Smash |
    SwallowSwing |
                 | ThunderThrust
                 | Heaven/Hell
      WheelSlash |
                 | WillowBranch
         Deflect |
       BearCrush |
                 | DeadEnd
                 | HeadWind
    TripleThrust |
          Kasumi |
                 | NoMoment
       GaleSlash |
                 | 2GaleSlash
                 | Still Stream
   TurbidCurrent |
                 | CrossDeflect
      RisingNova |
                 | RosarioImpale
   Haze-to-Wheel |
                 | LifeSprinkler
                 | Godless

                 | MoonlightCut
   ShadowCounter |
                 | Blizzard
                 | Tres Flores

            Kick |
        AirThrow |
                 | Chop
         Sliding |
                 | RollingCradle
        SwayBack |
                 | Fist
        Backfist |
       CrushBeat |
                 | Rotation Kick
                 | KO Throw
          Suplex |
                 | GiantSwing
                 | GoldHand
                 | BabelCrumble
                 | TriangleKick
         OgreRun |
         Scuffle |
                 | LocomotionG
                 | DragonTurn
                 | Lastshot
                 | Corkscrew
      SkyTwister |

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |    125         |    155         |    185         |    210         |
   LP |      7         |      7         |      7         |      7         |
   WP |      0         |      0         |      0         |      0         |
   JP |     30         |     35         |     40         |     45         |

  STR |      9         |      9         |      9         |      9         |
  QUI |     19         |     21         |     23         |     25         |
  INT |     29         |     32         |     35         |     37         |
  WIL |     24 +   5   |     26 +   5   |     29 +   5   |     30 +   5   |
  PSY |     26 +   5   |     29 +   5   |     31 +   5   |     32 +   5   |
  VIT |      8         |      8         |      8         |      8         |
  CHA |     14         |     15         |     15         |     16         |

Equipped Items:
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |   MasterRobe   |   MasterRobe   |   MasterRobe   |   MasterRobe   |
      |   Magicwear    |   Magicwear    |   Magicwear    |   Magicwear    |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

DEFenses:
    S |       14       |       14       |       14       |       14       |
    P |       14       |       14       |       14       |       14       |
    B |       14       |       14       |       14       |       14       |
    H |       39       |       39       |       39       |       39       |
    C |       39       |       39       |       39       |       39       |
    E |       39       |       39       |       39       |       39       |
    F |       29       |       29       |       29       |       29       |
    X |       34       |       34       |       34       |       34       |

Weight|        2       |        2       |        2       |        2       |

Attribute Immunities: None.
Ailment Immunities: None.

Equipped Abilities:
      |  EnergyChain   |  EnergyChain   |  EnergyChain   |  EnergyChain   |
      |   Implosion    |   Implosion    |   Implosion    |   Implosion    |
      |  PsychoArmor   |  PsychoArmor   |  PsychoArmor   |  PsychoArmor   |
      |      Gate      |      Gate      |      Gate      |      Gate      |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

Abilities Known:
   INIT 1-4:
      EnergyChain
      Implosion
      PsychoArmor
      Gate

-------------------------------------------------------------------------------

Name: Capt.Hamilton        Race/Gender: Human Female            ID: 0e

       Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
  28 | 4 | 1 | 3 | 6 | 3 | 6 | 0 | 5

Gun & Magic Talent: 3
Magic Gifts: None

         Spark Talent List
Talented         |     Not Talented
       StunSlash |
                 | DoubleSlash
                 | HardSlash
          Thrust |
                 | CrossSlash
                 | Smash
    SwallowSwing |
   ThunderThrust |
                 | Heaven/Hell
                 | WheelSlash
    WillowBranch |
                 | Deflect
       BearCrush |
         DeadEnd |
                 | HeadWind
    TripleThrust |
                 | Kasumi
                 | NoMoment
       GaleSlash |
                 | 2GaleSlash
                 | Still Stream
   TurbidCurrent |
                 | CrossDeflect
      RisingNova |
   RosarioImpale |
                 | Haze-to-Wheel
   LifeSprinkler |
                 | Godless

    MoonlightCut |
                 | ShadowCounter
        Blizzard |
     Tres Flores |

            Kick |
                 | AirThrow
                 | Chop
                 | Sliding
   RollingCradle |
                 | SwayBack
            Fist |
                 | Backfist
                 | CrushBeat
                 | Rotation Kick
        KO Throw |
          Suplex |
      GiantSwing |
        GoldHand |
                 | BabelCrumble
    TriangleKick |
                 | OgreRun
         Scuffle |
     LocomotionG |
      DragonTurn |
        Lastshot |
                 | Corkscrew
      SkyTwister |

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |    250         |    280         |    310         |    340         |
   LP |      8         |      8         |      8         |      8         |
*  WP |     25         |     22         |     20         |     35         |
   JP |     10         |     13         |     15         |     20         |

  STR |     20         |     22         |     24         |     26         |
  QUI |     17         |     19         |     21         |     23         |
  INT |     24         |     26         |     28         |     30         |
  WIL |     18         |     20         |     22         |     24         |
  PSY |     21         |     23         |     25         |     27         |
  VIT |     25         |     27         |     29         |     31         |
  CHA |     11         |     13         |     15         |     17         |

*Yes, Capt.Hamilton's WP really does decrease at INITs 2 and 3, which is
 clearly an error.

Equipped Items:
      |   AGUNI-CP1    |   AGUNI-CP1    |   AGUNI-CP1    |   AGUNI-CP1    |
      |    EagleGun    |    EagleGun    |    EagleGun    |    EagleGun    |
      |   Osc-Sword    |   Osc-Sword    |   Osc-Sword    |   Osc-Sword    |
      |   LaserKnife   |   LaserKnife   |   LaserKnife   |   LaserKnife   |
      |   ArmorVest    |   ArmorVest    |   ArmorVest    |   ArmorVest    |
      |   SilkShirt    |   SilkShirt    |   SilkShirt    |   SilkShirt    |
      |    YolkHat     |    YolkHat     |    YolkHat     |    YolkHat     |
      |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |

DEFenses:
    S |       29       |       29       |       29       |       29       |
    P |       71       |       71       |       71       |       71       |
    B |       33       |       33       |       33       |       33       |
    H |       26       |       26       |       26       |       26       |
    C |       40       |       40       |       40       |       40       |
    E |       24       |       24       |       24       |       24       |
    F |       24       |       24       |       24       |       24       |
    X |       24       |       24       |       24       |       24       |

Weight|       30       |       30       |       30       |       30       |

Attribute Immunities: None.
Ailment Immunities: Blind.

Equipped Abilities:
      |     Twogun     |     Twogun     |     Twogun     |     Twogun     |
      |   SharpShot    |   SharpShot    |   SharpShot    |   SharpShot    |
      |    StunShot    |    StunShot    |    StunShot    |    StunShot    |
      |   CrossSlash   |   CrossSlash   |   CrossSlash   |   CrossSlash   |
      |     Smash      |     Smash      |     Smash      |     Smash      |
      |   WheelSlash   |   WheelSlash   |   WheelSlash   |   WheelSlash   |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

Abilities Known:
   INIT 1-4:
      CrossSlash
      Smash
      WheelSlash
      SharpShot
      StunShot
      Twogun

-------------------------------------------------------------------------------

Name: Doll                 Race/Gender: Human Female            ID: 0f

       Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
  28 | 3 | 2 | 6 | 3 | 1 | 4 | 6 | 3

Gun & Magic Talent: 6
Magic Gifts: None

         Spark Talent List
Talented         |     Not Talented
       StunSlash |
     DoubleSlash |
       HardSlash |
          Thrust |
                 | CrossSlash
           Smash |
    SwallowSwing |
   ThunderThrust |
     Heaven/Hell |
                 | WheelSlash
                 | WillowBranch
         Deflect |
                 | BearCrush
                 | DeadEnd
        HeadWind |
                 | TripleThrust
          Kasumi |
                 | NoMoment
       GaleSlash |
                 | 2GaleSlash
    Still Stream |
                 | TurbidCurrent
                 | CrossDeflect
                 | RisingNova
                 | RosarioImpale
                 | Haze-to-Wheel
                 | LifeSprinkler
                 | Godless

    MoonlightCut |
   ShadowCounter |
                 | Blizzard
     Tres Flores |

            Kick |
        AirThrow |
            Chop |
         Sliding |
   RollingCradle |
        SwayBack |
            Fist |
                 | Backfist
                 | CrushBeat
                 | Rotation Kick
        KO Throw |
                 | Suplex
                 | GiantSwing
        GoldHand |
    BabelCrumble |
                 | TriangleKick
                 | OgreRun
                 | Scuffle
                 | LocomotionG
      DragonTurn |
                 | Lastshot
       Corkscrew |
                 | SkyTwister

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |    120         |    160         |    200         |    240         |
   LP |      9         |      9         |      9         |      9         |
   WP |     12         |     16         |     18         |     20         |
   JP |     18         |     24         |     30         |     34         |

  STR |     16         |     18         |     20         |     22         |
  QUI |     21         |     24         |     27         |     29         |
  INT |     22         |     26         |     30         |     34         |
  WIL |     17         |     18         |     19         |     20         |
  PSY |     15         |     16         |     17         |     18         |
  VIT |     20         |     21         |     22         |     23         |
  CHA |     21         |     23         |     25         |     27         |

Equipped Items:
      |  HandBlaster   |  HandBlaster   |  HandBlaster   |  HandBlaster   |
      |   AGUNI-SSP    |   AGUNI-SSP    |   AGUNI-SSP    |   AGUNI-SSP    |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |   ArmorVest    |   ArmorVest    |   ArmorVest    |   ArmorVest    |
      |   Defendwear   |   Defendwear   |   Defendwear   |   Defendwear   |
      |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |
      |----------------|----------------|----------------|----------------|

DEFenses:
    S |       29       |       29       |       29       |       29       |
    P |       71       |       71       |       71       |       71       |
    B |       33       |       33       |       33       |       33       |
    H |       39       |       39       |       39       |       39       |
    C |       37       |       37       |       37       |       37       |
    E |       37       |       37       |       37       |       37       |
    F |       27       |       27       |       27       |       27       |
    X |       27       |       27       |       27       |       27       |

Weight|       14       |       14       |       14       |       14       |

Attribute Immunities: None.
Ailment Immunities: None.

Equipped Abilities:
      |   PowerGrab    |   PowerGrab    |   PowerGrab    |   PowerGrab    |
      |   Hidebehind   |   Hidebehind   |   Hidebehind   |   Hidebehind   |
      |  Fascination   |  Fascination   |  Fascination   |  Fascination   |
      |  PhantasmShot  |  PhantasmShot  |  PhantasmShot  |  PhantasmShot  |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

Abilities Known:
   INIT 1:
      PowerGrab
      HideBehind
      Fascination
      PhantasmShot
   INIT 2:
+     ShadowNet
   INIT 3:
+     GlassShield
   INIT 4:
+     DarkSphere

-------------------------------------------------------------------------------

Name: Emelia               Race/Gender: Human Female            ID: 00

       Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
  33 | 3 | 5 | 0 | 7 | 1 | 6 | 7 | 4

Gun & Magic Talent: 0
Magic Gifts: None

         Spark Talent List
Talented         |     Not Talented
       StunSlash |
     DoubleSlash |
       HardSlash |
          Thrust |
                 | CrossSlash
                 | Smash
    SwallowSwing |
   ThunderThrust |
                 | Heaven/Hell
      WheelSlash |
                 | WillowBranch
         Deflect |
                 | BearCrush
         DeadEnd |
                 | HeadWind
    TripleThrust |
          Kasumi |
        NoMoment |
       GaleSlash |
                 | 2GaleSlash
                 | Still Stream
                 | TurbidCurrent
                 | CrossDeflect
      RisingNova |
   RosarioImpale |
   Haze-to-Wheel |
                 | LifeSprinkler
         Godless |

    MoonlightCut |
   ShadowCounter |
                 | Blizzard
                 | Tres Flores

            Kick |
        AirThrow |
            Chop |
         Sliding |
   RollingCradle |
                 | SwayBack
            Fist |
                 | Backfist
                 | CrushBeat
   Rotation Kick |
                 | KO Throw
          Suplex |
                 | GiantSwing
                 | GoldHand
                 | BabelCrumble
    TriangleKick |
         OgreRun |
                 | Scuffle
                 | LocomotionG
      DragonTurn |
                 | Lastshot
       Corkscrew |
                 | SkyTwister

                    -----In any Scenario but her own-----

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |    120         |    160         |    200         |    230         |
   LP |      9         |      9         |      9         |      9         |
   WP |     18         |     27         |     32         |     40         |
   JP |      0         |      0         |      0         |      0         |

  STR |     13         |     18         |     23         |     25         |
  QUI |     19         |     23         |     27         |     29         |
  INT |     10         |     12         |     14         |     15         |
  WIL |     21         |     27         |     32         |     33         |
  PSY |      7         |      9         |     11         |     12         |
  VIT |     19         |     23         |     26         |     28         |
  CHA |     22         |     26         |     29         |     31         |

Equipped Items:
      |   AGUNI-CP1    |   AGUNI-CP1    |   AGUNI-CP1    |   AGUNI-CP1    |
      |  LightVulcan   |  LightVulcan   |  LightVulcan   |  LightVulcan   |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |   FiberVest    |   FiberVest    |   FiberVest    |   FiberVest    |
      |   SilkShirt    |   SilkShirt    |   SilkShirt    |   SilkShirt    |
      |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |
      |----------------|----------------|----------------|----------------|

DEFenses:
    S |       14       |       14       |       14       |       14       |
    P |       18       |       18       |       18       |       18       |
    B |       14       |       14       |       14       |       14       |
    H |       14       |       14       |       14       |       14       |
    C |       20       |       20       |       20       |       20       |
    E |       12       |       12       |       12       |       12       |
    F |       12       |       12       |       12       |       12       |
    X |       12       |       12       |       12       |       12       |

Weight|       19       |       19       |       19       |       19       |

Attribute Immunities: None.
Ailment Immunities: None.

Equipped Abilities:
      |   SharpShot    |   SharpShot    |   SharpShot    |   SharpShot    |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

Abilities Known:
   INIT 1:
      SharpShot
   INIT 2:
+     TotalShot
   INIT 3:
+     TrickShot
   INIT 4:
+     CrossShot

                         -----In her own Scenario-----

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |     50         |     50         |     50         |     50         |
   LP |      9         |      9         |      9         |      9         |
   WP |      9         |      9         |      9         |      9         |
   JP |      0         |      0         |      0         |      0         |

  STR |      7         |      7         |      7         |      7         |
  QUI |      9         |      9         |      9         |      9         |
  INT |     10         |     12         |     14         |     15         |
  WIL |     21         |     27         |     32         |     33         |
  PSY |      7         |      9         |     11         |     12         |
  VIT |      6         |      6         |      6         |      6         |
  CHA |     32         |     32         |     32         |     32         |

Equipped Items:
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |   SilkShirt    |   SilkShirt    |   SilkShirt    |   SilkShirt    |
      |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |
      |----------------|----------------|----------------|----------------|

DEFenses:
    S |        6       |        6       |        6       |        6       |
    P |        6       |        6       |        6       |        6       |
    B |        6       |        6       |        6       |        6       |
    H |        6       |        6       |        6       |        6       |
    C |       12       |       12       |       12       |       12       |
    E |        4       |        4       |        4       |        4       |
    F |        4       |        4       |        4       |        4       |
    X |        4       |        4       |        4       |        4       |

Weight|        2       |        2       |        2       |        2       |

Attribute Immunities: None.
Ailment Immunities: None.

Equipped Abilities:
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

Abilities Known:
   INIT 1-4: None

-------------------------------------------------------------------------------

Name: Fei-on               Race/Gender: Human Male              ID: 0b

       Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
  28 | 4 | 8 | 1 | 0 | 5 | 4 | 3 | 3

Gun & Magic Talent: 1
Magic Gifts: None

         Spark Talent List
Talented         |     Not Talented
       StunSlash |
     DoubleSlash |
       HardSlash |
          Thrust |
                 | CrossSlash
           Smash |
    SwallowSwing |
   ThunderThrust |
     Heaven/Hell |
                 | WheelSlash
                 | WillowBranch
                 | Deflect
       BearCrush |
         DeadEnd |
                 | HeadWind
    TripleThrust |
                 | Kasumi
                 | NoMoment
       GaleSlash |
                 | 2GaleSlash
                 | Still Stream
   TurbidCurrent |
                 | CrossDeflect
      RisingNova |
   RosarioImpale |
   Haze-to-Wheel |
                 | LifeSprinkler
                 | Godless

                 | MoonlightCut
                 | ShadowCounter
        Blizzard |
                 | Tres Flores

            Kick |
        AirThrow |
            Chop |
         Sliding |
   RollingCradle |
        SwayBack |
            Fist |
        Backfist |
       CrushBeat |
   Rotation Kick |
        KO Throw |
          Suplex |
                 | GiantSwing
        GoldHand |
                 | BabelCrumble
    TriangleKick |
         OgreRun |
         Scuffle |
     LocomotionG |
      DragonTurn |
        Lastshot |
       Corkscrew |
                 | SkyTwister

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |    160         |    200         |    240         |    270         |
   LP |      8         |      8         |      8         |      8         |
   WP |     38         |     44         |     52         |     58         |
   JP |      0         |      0         |      0         |      0         |

  STR |     30         |     33         |     36         |     38         |
  QUI |     27         |     29         |     31         |     33         |
  INT |     12         |     12         |     13         |     14         |
  WIL |     21         |     24         |     25         |     26         |
  PSY |     18         |     20         |     21         |     23         |
  VIT |     25 +   5   |     30 +   5   |     33 +   5   |     38 +   5   |
  CHA |     15         |     17         |     18         |     19         |

Equipped Items:
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |    Budowear    |    Budowear    |    Budowear    |    Budowear    |
      |  LeatherGlove  |  LeatherGlove  |  LeatherGlove  |  LeatherGlove  |
      |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |
      |  SteelAmulet   |  SteelAmulet   |  SteelAmulet   |  SteelAmulet   |

DEFenses:
    S |       15       |       15       |       15       |       15       |
    P |       15       |       15       |       15       |       15       |
    B |       20       |       20       |       20       |       20       |
    H |       15       |       15       |       15       |       15       |
    C |       11       |       11       |       11       |       11       |
    E |       11       |       11       |       11       |       11       |
    F |       11       |       11       |       11       |       11       |
    X |       16       |       16       |       16       |       16       |

Weight|        8       |        8       |        8       |        8       |

Attribute Immunities: None.
Ailment Immunities: None.

Equipped Abilities:
      |      Kick      |      Kick      |      Kick      |      Kick      |
      |      Fist      |      Fist      |      Fist      |      Fist      |
      |    Backfist    |    Backfist    |    Backfist    |    Backfist    |
      |    SwayBack    |    SwayBack    |    SwayBack    |    SwayBack    |
      |----------------|   CrushBeat    |   CrushBeat    |   CrushBeat    |
      |----------------|----------------|    OgreRun     |    OgreRun     |
      |----------------|----------------|----------------|   DragonTurn   |
      |----------------|----------------|----------------|----------------|

Abilities Known:
   INIT 1:
      Kick
      SwayBack
      Fist
      Backfist
   INIT 2:
+     CrushBeat
   INIT 3:
+     OgreRun
   INIT 4:
+     DragonTurn

-------------------------------------------------------------------------------

Name: Fuse                 Race/Gender: Human Male              ID: 03

       Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
  33 | 6 | 2 | 2 | 6 | 2 | 5 | 3 | 7

Gun & Magic Talent: 2
Magic Gifts: Mind

         Spark Talent List
Talented         |     Not Talented
       StunSlash |
     DoubleSlash |
       HardSlash |
          Thrust |
                 | CrossSlash
           Smash |
                 | SwallowSwing
   ThunderThrust |
     Heaven/Hell |
      WheelSlash |
                 | WillowBranch
                 | Deflect
       BearCrush |
         DeadEnd |
        HeadWind |
    TripleThrust |
          Kasumi |
                 | NoMoment
       GaleSlash |
                 | 2GaleSlash
                 | Still Stream
   TurbidCurrent |
                 | CrossDeflect
      RisingNova |
   RosarioImpale |
   Haze-to-Wheel |
   LifeSprinkler |
         Godless |

    MoonlightCut |
   ShadowCounter |
                 | Blizzard
     Tres Flores |

            Kick |
        AirThrow |
            Chop |
                 | Sliding
   RollingCradle |
                 | SwayBack
            Fist |
        Backfist |
       CrushBeat |
   Rotation Kick |
                 | KO Throw
          Suplex |
      GiantSwing |
                 | GoldHand
                 | BabelCrumble
    TriangleKick |
         OgreRun |
         Scuffle |
     LocomotionG |
                 | DragonTurn
        Lastshot |
                 | Corkscrew
      SkyTwister |

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |    150         |    170         |    200         |    220         |
   LP |      9         |      9         |      9         |      9         |
   WP |     25         |     30         |     35         |     40         |
   JP |     10         |     15         |     20         |     20         |

  STR |     29         |     32         |     34         |     35         |
  QUI |     17         |     18         |     20         |     21         |
  INT |     20         |     21         |     23         |     24         |
  WIL |     19         |     20         |     21         |     23         |
  PSY |     23         |     25         |     26         |     27         |
  VIT |     18         |     20         |     22         |     23         |
  CHA |     13         |     15         |     17         |     18         |

Equipped Items:
      |  HandBlaster   |  HandBlaster   |  HandBlaster   |  HandBlaster   |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |   ArmorVest    |   ArmorVest    |   ArmorVest    |   ArmorVest    |
      |   Defendwear   |   Defendwear   |   Defendwear   |   Defendwear   |
      |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |
      |----------------|----------------|----------------|----------------|

DEFenses:
    S |       29       |       29       |       29       |       29       |
    P |       71       |       71       |       71       |       71       |
    B |       33       |       33       |       33       |       33       |
    H |       39       |       39       |       39       |       39       |
    C |       37       |       37       |       37       |       37       |
    E |       37       |       37       |       37       |       37       |
    F |       27       |       27       |       27       |       27       |
    X |       27       |       27       |       27       |       27       |

Weight|       11       |       11       |       11       |       11       |

Attribute Immunities: None.
Ailment Immunities: None.

Equipped Abilities:
      |      Kick      |      Kick      |      Kick      |      Kick      |
      |----------------|    AirThrow    |    AirThrow    |    AirThrow    |
      |----------------|    MindHeal    |      Chop      |      Chop      |
      |----------------|----------------|    MindHeal    |    MindHeal    |
      |----------------|----------------|    Lifewave    |   Awakening    |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

Abilities Known:
   INIT 1:
      Kick
      MindHeal
   INIT 2:
+     AirThrow
   INIT 3:
+     Chop
      Lifewave
   INIT 4:
+     Awakening

-------------------------------------------------------------------------------

Name: Gen                  Race/Gender: Human Male              ID: 0a

       Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
  28 | 7 | 4 | 1 | 2 | 1 | 6 | 0 | 7

Gun & Magic Talent: 1
Magic Gifts: None

         Spark Talent List
Talented         |     Not Talented
       StunSlash |
     DoubleSlash |
       HardSlash |
          Thrust |
      CrossSlash |
           Smash |
    SwallowSwing |
   ThunderThrust |
     Heaven/Hell |
      WheelSlash |
    WillowBranch |
         Deflect |
                 | BearCrush
                 | DeadEnd
        HeadWind |
    TripleThrust |
          Kasumi |
        NoMoment |
       GaleSlash |
      2GaleSlash |
    Still Stream |
   TurbidCurrent |
    CrossDeflect |
                 | RisingNova
                 | RosarioImpale
   Haze-to-Wheel |
   LifeSprinkler |
         Godless |

    MoonlightCut |
   ShadowCounter |
        Blizzard |
     Tres Flores |

            Kick |
        AirThrow |
            Chop |
                 | Sliding
   RollingCradle |
                 | SwayBack
                 | Fist
        Backfist |
                 | CrushBeat
   Rotation Kick |
        KO Throw |
          Suplex |
      GiantSwing |
                 | GoldHand
    BabelCrumble |
                 | TriangleKick
         OgreRun |
         Scuffle |
     LocomotionG |
      DragonTurn |
                 | Lastshot
                 | Corkscrew
      SkyTwister |

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |    120         |    150         |    170         |    190         |
   LP |     10         |     10         |     10         |     10         |
   WP |     15         |     20         |     26         |     33         |
   JP |      0         |      0         |      0         |      0         |

  STR |     19         |     22         |     24         |     25         |
  QUI |     16         |     18         |     20         |     20         |
  INT |      8         |      8         |      8         |      8         |
  WIL |     10         |     11         |     12         |     14         |
  PSY |     12         |     13         |     14         |     15         |
  VIT |     18         |     19         |     20         |     22         |
  CHA |      6         |      6         |      6         |      6         |

Equipped Items:
  **  |   BroadSword   |   BroadSword   |   BroadSword   |   BroadSword   |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |    Budowear    |    Budowear    |    Budowear    |    Budowear    |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

**In T260's Scenario, the BroadSword is missing.

DEFenses:
    S |        7       |        7       |        7       |        7       |
    P |        7       |        7       |        7       |        7       |
    B |       12       |       12       |       12       |       12       |
    H |        7       |        7       |        7       |        7       |
    C |        7       |        7       |        7       |        7       |
    E |        7       |        7       |        7       |        7       |
    F |        7       |        7       |        7       |        7       |
    X |        7       |        7       |        7       |        7       |

Weight|        3       |        3       |        3       |        3       |

Attribute Immunities: None.
Ailment Immunities: None.

Equipped Abilities:
      |      Kick      |      Kick      |      Fist      |      Fist      |
      |   StunSlash    |   StunSlash    |   StunSlash    |   StunSlash    |
      |  DoubleSlash   |  DoubleSlash   |  DoubleSlash   |  DoubleSlash   |
      |   HardSlash    |   HardSlash    |   HardSlash    |   HardSlash    |
      |     Thrust     |     Thrust     |     Thrust     |     Thrust     |
      |    Deflect     |    Deflect     |    Deflect     |    Deflect     |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

Abilities Known:
   INIT 1-2:
      StunSlash
      DoubleSlash
      HardSlash
      Thrust
      CrossSlash
      Deflect
      Kick
   INIT 3-4:
+     Fist

-------------------------------------------------------------------------------

Name: Liza                 Race/Gender: Human Female            ID: 0d

       Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
  28 | 3 | 7 | 6 | 1 | 4 | 2 | 4 | 1

Gun & Magic Talent: 6
Magic Gifts: None

         Spark Talent List
Talented         |     Not Talented
       StunSlash |
     DoubleSlash |
       HardSlash |
          Thrust |
      CrossSlash |
                 | Smash
    SwallowSwing |
   ThunderThrust |
     Heaven/Hell |
      WheelSlash |
    WillowBranch |
         Deflect |
                 | BearCrush
                 | DeadEnd
        HeadWind |
    TripleThrust |
          Kasumi |
        NoMoment |
       GaleSlash |
      2GaleSlash |
    Still Stream |
                 | TurbidCurrent
    CrossDeflect |
                 | RisingNova
   RosarioImpale |
   Haze-to-Wheel |
                 | LifeSprinkler
         Godless |

    MoonlightCut |
   ShadowCounter |
        Blizzard |
                 | Tres Flores

            Kick |
        AirThrow |
            Chop |
                 | Sliding
   RollingCradle |
        SwayBack |
            Fist |
                 | Backfist
       CrushBeat |
   Rotation Kick |
        KO Throw |
          Suplex |
      GiantSwing |
                 | GoldHand
    BabelCrumble |
                 | TriangleKick
         OgreRun |
         Scuffle |
     LocomotionG |
      DragonTurn |
        Lastshot |
                 | Corkscrew
      SkyTwister |

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |    100         |    130         |    160         |    180         |
   LP |      8         |      8         |      8         |      8         |
   WP |     24         |     28         |     33         |     35         |
   JP |      0         |      0         |      0         |      0         |

  STR |     14 +   5   |     15 +   5   |     16 +   5   |     17 +   5   |
  QUI |     24         |     29         |     33         |     37         |
  INT |     20         |     23         |     25         |     28         |
  WIL |     13         |     14         |     15         |     16         |
  PSY |     18         |     20         |     22         |     24         |
  VIT |     12         |     13         |     14         |     16         |
  CHA |     20         |     22         |     24         |     26         |

Equipped Items:
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |   FiberVest    |   FiberVest    |   FiberVest    |   FiberVest    |
      |  CottonShirt   |  CottonShirt   |  CottonShirt   |  CottonShirt   |
      |   FangAmulet   |   FangAmulet   |   FangAmulet   |   FangAmulet   |
      |----------------|----------------|----------------|----------------|

DEFenses:
    S |       12       |       12       |       12       |       12       |
    P |       16       |       16       |       16       |       16       |
    B |       16       |       16       |       16       |       16       |
    H |       17       |       17       |       17       |       17       |
    C |       17       |       17       |       17       |       17       |
    E |       17       |       17       |       17       |       17       |
    F |       12       |       12       |       12       |       12       |
    X |       17       |       17       |       17       |       17       |

Weight|        6       |        6       |        6       |        6       |

Attribute Immunities: None.
Ailment Immunities: None.

Equipped Abilities:
      |    KO Throw    |    KO Throw    |    KO Throw    |    KO Throw    |
      |    AirThrow    |    AirThrow    |    AirThrow    |    AirThrow    |
      |----------------| RollingCradle  | RollingCradle  | RollingCradle  |
      |----------------|     Suplex     |     Suplex     |     Suplex     |
      |----------------|----------------| Rotation Kick  | Rotation Kick  |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

Abilities Known:
   INIT 1:
      AirThrow
      KO Throw
   INIT 2:
+     RollingCradle
      Suplex
   INIT 3-4:
+     Rotation Kick

-------------------------------------------------------------------------------

Name: Lute                 Race/Gender: Human Male              ID: 01

       Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
  25 | 0 | 0 | 2 | 1 | 1 | 3 |12 | 6 

Gun & Magic Talent: 2
Magic Gifts: None

         Spark Talent List
Talented         |     Not Talented
       StunSlash |
     DoubleSlash |
                 | HardSlash
                 | Thrust
                 | CrossSlash
           Smash |
                 | SwallowSwing
                 | ThunderThrust
     Heaven/Hell |
                 | WheelSlash
                 | WillowBranch
         Deflect |
                 | BearCrush
                 | DeadEnd
        HeadWind |
    TripleThrust |
                 | Kasumi
        NoMoment |
       GaleSlash |
                 | 2GaleSlash
    Still Stream |
                 | TurbidCurrent
                 | CrossDeflect
      RisingNova |
                 | RosarioImpale
                 | Haze-to-Wheel
   LifeSprinkler |
                 | Godless

                 | MoonlightCut
   ShadowCounter |
                 | Blizzard
     Tres Flores |

            Kick |
        AirThrow |
            Chop |
                 | Sliding
                 | RollingCradle
        SwayBack |
                 | Fist
                 | Backfist
       CrushBeat |
                 | Rotation Kick
                 | KO Throw
          Suplex |
                 | GiantSwing
        GoldHand |
    BabelCrumble |
    TriangleKick |
         OgreRun |
                 | Scuffle
                 | LocomotionG
      DragonTurn |
        Lastshot |
       Corkscrew |
                 | SkyTwister

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |     80         |    120         |    160         |    180         |
   LP |     10         |     10         |     10         |     10         |
   WP |     10         |     15         |     20         |     25         |
   JP |      0         |      0         |      0         |      0         |

  STR |      7         |      8         |      9         |     10         |
  QUI |      4         |      5         |      6         |      7         |
  INT |     10         |     11         |     12         |     13         |
  WIL |      2         |      3         |      4         |      5         |
  PSY |     13         |     14         |     15         |     16         |
  VIT |      4         |      5         |      6         |      7         |
  CHA |     18         |     26         |     32         |     36         |

Equipped Items:
      |     Knife      |     Knife      |     Knife      |     Knife      |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |    YolkHat     |    YolkHat     |    YolkHat     |    YolkHat     |
      |  HardLeather   |  HardLeather   |  HardLeather   |  HardLeather   |
      |  CottonShirt   |  CottonShirt   |  CottonShirt   |  CottonShirt   |
      |----------------|----------------|----------------|----------------|

DEFenses:
    S |       20       |       20       |       20       |       20       |
    P |       30       |       30       |       30       |       30       |
    B |       28       |       28       |       28       |       28       |
    H |       17       |       17       |       17       |       17       |
    C |       25       |       25       |       25       |       25       |
    E |       17       |       17       |       17       |       17       |
    F |       17       |       17       |       17       |       17       |
    X |       17       |       17       |       17       |       17       |

Weight|        7       |        7       |        7       |        7       |

Attribute Immunities: None.
Ailment Immunities: Blind.

Equipped Abilities:
      |----------------|----------------|   StunSlash    |   StunSlash    |
      |----------------|----------------|----------------|  DoubleSlash   |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

Abilities Known:
   INIT 1-2: None
   INIT 3:
+     StunSlash
   INIT 4:
+     DoubleSlash

-------------------------------------------------------------------------------

Name: Mei-ling             Race/Gender: Human Female            ID: 10

       Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
  28 | 1 | 5 | 6 | 6 | 2 | 2 | 3 | 3

Gun & Magic Talent: 6
Magic Gifts: None

         Spark Talent List
Talented         |     Not Talented
       StunSlash |
     DoubleSlash |
       HardSlash |
          Thrust |
                 | CrossSlash
                 | Smash
    SwallowSwing |
   ThunderThrust |
                 | Heaven/Hell
      WheelSlash |
                 | WillowBranch
         Deflect |
                 | BearCrush
         DeadEnd |
                 | HeadWind
    TripleThrust |
          Kasumi |
        NoMoment |
       GaleSlash |
                 | 2GaleSlash
                 | Still Stream
                 | TurbidCurrent
                 | CrossDeflect
      RisingNova |
   RosarioImpale |
   Haze-to-Wheel |
                 | LifeSprinkler
         Godless |

    MoonlightCut |
   ShadowCounter |
                 | Blizzard
                 | Tres Flores

            Kick |
        AirThrow |
            Chop |
         Sliding |
   RollingCradle |
                 | SwayBack
            Fist |
                 | Backfist
                 | CrushBeat
   Rotation Kick |
                 | KO Throw
          Suplex |
                 | GiantSwing
                 | GoldHand
                 | BabelCrumble
    TriangleKick |
         OgreRun |
                 | Scuffle
                 | LocomotionG
      DragonTurn |
                 | Lastshot
       Corkscrew |
                 | SkyTwister

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |     70         |     90         |    110         |    130         |
   LP |     10         |     10         |     10         |     10         |
   WP |      9         |     12         |     15         |     18         |
   JP |     16         |     20         |     24         |     27         |

  STR |      3         |      3         |      3         |      3         |
  QUI |      8         |     10         |     11         |     12         |
  INT |     12         |     15         |     17         |     20         |
  WIL |      7         |     10         |     13         |     15         |
  PSY |     16         |     18         |     20         |     22         |
  VIT |      7         |      8         |      9         |     10         |
  CHA |     10         |     11         |     12         |     13         |

Equipped Items:
      |   AGUNI-SSP    |   AGUNI-SSP    |   AGUNI-CP1    |   AGUNI-CP1    |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |   FiberVest    |   FiberVest    |  HardLeather   |  HardLeather   |
      |   SilkShirt    |   SilkShirt    |   SilkShirt    |   SilkShirt    |
      |  LeatherGlove  |  LeatherGlove  |  LeatherGlove  |  LeatherGlove  |
      |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |

DEFenses:
    S |       18       |       18       |       22       |       22       |
    P |       22       |       22       |       32       |       32       |
    B |       18       |       18       |       26       |       26       |
    H |       18       |       18       |       22       |       22       |
    C |       22       |       22       |       26       |       26       |
    E |       14       |       14       |       18       |       18       |
    F |       14       |       14       |       18       |       18       |
    X |       14       |       14       |       18       |       18       |

Weight|       11       |       11       |       11       |       11       |

Attribute Immunities: None.
Ailment Immunities: None.

Equipped Abilities:
      |   SharpShot    |   SharpShot    |   SharpShot    |   SharpShot    |
      |     SunRay     |    StunShot    |    StunShot    |    StunShot    |
      | StarlightHeal  |     SunRay     |   QuickDraw    |   QuickDraw    |
      |----------------| StarlightHeal  |     SunRay     |     SunRay     |
      |----------------|----------------| StarlightHeal  | StarlightHeal  |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

Abilities Known:
   INIT 1:
      SharpShot
      SunRay
      StarlightHeal
   INIT 2:
+     StunShot
   INIT 3-4:
+     QuickDraw

-------------------------------------------------------------------------------

Name: Red                  Race/Gender: Human Male              ID: 02

       Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
  33 | 4 | 3 | 3 | 6 | 2 | 5 | 3 | 7

Gun & Magic Talent: 3
Magic Gifts: None

         Spark Talent List
Talented         |     Not Talented
       StunSlash |
     DoubleSlash |
       HardSlash |
          Thrust |
                 | CrossSlash
           Smash |
    SwallowSwing |
   ThunderThrust |
     Heaven/Hell |
      WheelSlash |
                 | WillowBranch
         Deflect |
       BearCrush |
         DeadEnd |
                 | HeadWind
    TripleThrust |
          Kasumi |
                 | NoMoment
       GaleSlash |
                 | 2GaleSlash
                 | Still Stream
   TurbidCurrent |
                 | CrossDeflect
      RisingNova |
   RosarioImpale |
                 | Haze-to-Wheel
                 | LifeSprinkler
                 | Godless

                 | MoonlightCut
   ShadowCounter |
        Blizzard |
     Tres Flores |

            Kick |
        AirThrow |
                 | Chop
         Sliding |
                 | RollingCradle
        SwayBack |
                 | Fist
        Backfist |
       CrushBeat |
   Rotation Kick |
                 | KO Throw
          Suplex |
                 | GiantSwing
                 | GoldHand
    BabelCrumble |
    TriangleKick |
         OgreRun |
         Scuffle |
     LocomotionG |
      DragonTurn |
                 | Lastshot
                 | Corkscrew
      SkyTwister |

      KaiserWing |
     KaiserSmash |
      BrightFist |
   SparklingRoll |
       FlashTurn |
      Al-Blaster |
      Al-Phoenix |
   Re-Al-Phoenix |
     ShiningKick |
    DeflectLance |
    FinalCrusade |

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |     90         |    120         |    150         |    180         |
   LP |      9         |      9         |      9         |      9         |
   WP |     12         |     16         |     20         |     23         |
   JP |      0         |      0         |      0         |      0         |

  STR |     15         |     18         |     21         |     23         |
  QUI |     12         |     16         |     18         |     20         |
  INT |     11         |     13         |     14         |     14         |
  WIL |     14         |     19         |     22         |     24         |
  PSY |      9         |      9         |      9         |     10         |
  VIT |     14         |     17         |     18         |     19         |
  CHA |     10         |     12         |     14         |     15         |

Equipped Items:
  **  |   BroadSword   |   BroadSword   |   BroadSword   |   BroadSword   |
  **  |   EasyRifle    |   EasyRifle    |   EasyRifle    |   EasyRifle    |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |    JumpSuit    |    JumpSuit    |    JumpSuit    |    JumpSuit    |
      |  CottonShirt   |  CottonShirt   |  CottonShirt   |  CottonShirt   |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

**In Red's own Scenario, these Items are in his inventory, rather than being
  initially Equipped on him. He's not normally available in any other Scenario,
  but they are officially Equipped already in the INITDATA files, and if you
  recruit him from the Debug Room in another Scenario, they will be Equipped.

DEFenses:
    S |       28       |       28       |       28       |       28       |
    P |       28       |       28       |       28       |       28       |
    B |       22       |       22       |       22       |       22       |
    H |       33       |       33       |       33       |       33       |
    C |       33       |       33       |       33       |       33       |
    E |       18       |       18       |       18       |       18       |
    F |       18       |       18       |       18       |       18       |
    X |       18       |       18       |       18       |       18       |

Weight|       25       |       25       |       25       |       25       |

Attribute Immunities: None.
Ailment Immunities: Blind.

Equipped Abilities:
      |      Kick      |      Kick      |      Kick      |      Kick      |
      |----------------|      Chop      |      Chop      |      Chop      |
      |----------------|----------------|   QuickDraw    |   QuickDraw    |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

Abilities Known:
   INIT 1:
      Kick
   INIT 2:
+     Chop
   INIT 3-4:
+     QuickDraw

-------------------------------------------------------------------------------

Name: Roufas               Race/Gender: Human Male              ID: 09

       Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
  28 | 2 | 4 | 6 | 2 | 3 | 2 | 3 | 6

Gun & Magic Talent: 6
Magic Gifts: Mind

         Spark Talent List
Talented         |     Not Talented
       StunSlash |
     DoubleSlash |
       HardSlash |
                 | Thrust
      CrossSlash |
                 | Smash
    SwallowSwing |
   ThunderThrust |
     Heaven/Hell |
      WheelSlash |
    WillowBranch |
                 | Deflect
                 | BearCrush
                 | DeadEnd
        HeadWind |
    TripleThrust |
          Kasumi |
        NoMoment |
       GaleSlash |
      2GaleSlash |
                 | Still Stream
   TurbidCurrent |
    CrossDeflect |
                 | RisingNova
                 | RosarioImpale
   Haze-to-Wheel |
   LifeSprinkler |
         Godless |

    MoonlightCut |
   ShadowCounter |
        Blizzard |
     Tres Flores |

            Kick |
        AirThrow |
                 | Chop
                 | Sliding
                 | RollingCradle
        SwayBack |
            Fist |
        Backfist |
       CrushBeat |
   Rotation Kick |
        KO Throw |
          Suplex |
      GiantSwing |
        GoldHand |
                 | BabelCrumble
    TriangleKick |
         OgreRun |
         Scuffle |
                 | LocomotionG
                 | DragonTurn
        Lastshot |
       Corkscrew |
                 | SkyTwister

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |    150         |    180         |    210         |    240         |
   LP |      9         |      9         |      9         |      9         |
   WP |     25         |     30         |     34         |     37         |
   JP |     15         |     20         |     22         |     23         |

  STR |     23         |     25         |     27         |     29         |
  QUI |     15         |     16         |     16         |     17         |
  INT |     27         |     30         |     33         |     35         |
  WIL |     24 +  10   |     26 +  10   |     28 +  10   |     29 +  10   |
  PSY |     11         |     13         |     15         |     16         |
  VIT |     26         |     28         |     30         |     31         |
  CHA |     20         |     21         |     22         |     23         |

Equipped Items:
      |  SamuraiSword  |  SamuraiSword  |  SamuraiSword  |  SamuraiSword  |
      |   AGUNI-CP1    |   AGUNI-CP1    |   AGUNI-CP1    |   AGUNI-CP1    |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |   LaserScope   |   LaserScope   |   LaserScope   |   LaserScope   |
      |   ArmorVest    |   ArmorVest    |   ArmorVest    |   ArmorVest    |
      |  LeatherGlove  |  LeatherGlove  |  LeatherGlove  |  LeatherGlove  |
      |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |

DEFenses:
    S |       32       |       32       |       32       |       32       |
    P |       74       |       74       |       74       |       74       |
    B |       36       |       36       |       36       |       36       |
    H |       28       |       28       |       28       |       28       |
    C |       24       |       24       |       24       |       24       |
    E |       24       |       24       |       24       |       24       |
    F |       24       |       24       |       24       |       24       |
    X |       24       |       24       |       24       |       24       |

Weight|       19       |       19       |       19       |       19       |

Attribute Immunities: None.
Ailment Immunities: Blind.

Equipped Abilities:
      |   HardSlash    |     Thrust     | ThunderThrust  |  Heaven/Hell   |
      |   SharpShot    |   SharpShot    |   SharpShot    |   SharpShot    |
      |   TotalShot    |   TotalShot    |   TotalShot    |   TotalShot    |
      |    MindHeal    |    MindHeal    |    MindHeal    |    MindHeal    |
      |   Spellbound   |   Spellbound   |   Spellbound   |   Spellbound   |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

Abilities Known:
   INIT 1:
      HardSlash
      SharpShot
      TotalShot
      MindHeal
      Spellbound
   INIT 2:
+     Thrust
   INIT 3:
+     ThunderThrust
   INIT 4:
+     Heaven/Hell

-------------------------------------------------------------------------------

Name: Rouge                Race/Gender: Human Male              ID: 08

       Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
  33 | 0 | 5 | 8 | 8 | 6 | 1 | 2 | 3

Gun & Magic Talent: 8
Magic Gifts: Realm

         Spark Talent List
Talented         |     Not Talented
       StunSlash |
     DoubleSlash |
       HardSlash |
          Thrust |
                 | CrossSlash
           Smash |
    SwallowSwing |
                 | ThunderThrust
                 | Heaven/Hell
      WheelSlash |
                 | WillowBranch
         Deflect |
       BearCrush |
                 | DeadEnd
                 | HeadWind
    TripleThrust |
          Kasumi |
                 | NoMoment
       GaleSlash |
                 | 2GaleSlash
                 | Still Stream
   TurbidCurrent |
                 | CrossDeflect
      RisingNova |
                 | RosarioImpale
   Haze-to-Wheel |
                 | LifeSprinkler
                 | Godless

                 | MoonlightCut
   ShadowCounter |
                 | Blizzard
                 | Tres Flores

            Kick |
        AirThrow |
                 | Chop
         Sliding |
                 | RollingCradle
        SwayBack |
                 | Fist
        Backfist |
       CrushBeat |
                 | Rotation Kick
                 | KO Throw
          Suplex |
                 | GiantSwing
                 | GoldHand
                 | BabelCrumble
                 | TriangleKick
         OgreRun |
         Scuffle |
                 | LocomotionG
                 | DragonTurn
                 | Lastshot
                 | Corkscrew
      SkyTwister |

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |    125         |    155         |    185         |    210         |
   LP |      7         |      7         |      7         |      7         |
   WP |      0         |      0         |      0         |      0         |
   JP |     30         |     35         |     40         |     45         |

  STR |      9         |      9         |      9         |      9         |
  QUI |     19         |     21         |     23         |     25         |
  INT |     29         |     32         |     35         |     37         |
  WIL |     24 +   5   |     26 +   5   |     29 +   5   |     30 +   5   |
  PSY |     26 +   5   |     29 +   5   |     31 +   5   |     32 +   5   |
  VIT |      8         |      8         |      8         |      8         |
  CHA |     14         |     15         |     15         |     16         |

Equipped Items:
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |   MasterRobe   |   MasterRobe   |   MasterRobe   |   MasterRobe   |
      |   Magicwear    |   Magicwear    |   Magicwear    |   Magicwear    |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

DEFenses:
    S |       14       |       14       |       14       |       14       |
    P |       14       |       14       |       14       |       14       |
    B |       14       |       14       |       14       |       14       |
    H |       39       |       39       |       39       |       39       |
    C |       39       |       39       |       39       |       39       |
    E |       39       |       39       |       39       |       39       |
    F |       29       |       29       |       29       |       29       |
    X |       34       |       34       |       34       |       34       |

Weight|        2       |        2       |        2       |        2       |

Attribute Immunities: None.
Ailment Immunities: None.

Equipped Abilities:
      |  EnergyChain   |  EnergyChain   |  EnergyChain   |  EnergyChain   |
      |   Implosion    |   Implosion    |   Implosion    |   Implosion    |
      |  PsychoArmor   |  PsychoArmor   |  PsychoArmor   |  PsychoArmor   |
      |      Gate      |      Gate      |      Gate      |      Gate      |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

Abilities Known:
   INIT 1-4:
      EnergyChain
      Implosion
      PsychoArmor
      Gate

-------------------------------------------------------------------------------

Name: Woman                Race/Gender: Human Female            ID: 11

Woman is a dummy PC, meaning her data exists in the game, but she is not
normally recruitable.

       Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
   0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0

Gun & Magic Talent: 0
Magic Gifts: None

         Spark Talent List
Talented         |     Not Talented
       StunSlash |
     DoubleSlash |
       HardSlash |
          Thrust |
                 | CrossSlash
           Smash |
    SwallowSwing |
                 | ThunderThrust
                 | Heaven/Hell
      WheelSlash |
                 | WillowBranch
         Deflect |
       BearCrush |
                 | DeadEnd
                 | HeadWind
    TripleThrust |
          Kasumi |
                 | NoMoment
       GaleSlash |
                 | 2GaleSlash
                 | Still Stream
   TurbidCurrent |
                 | CrossDeflect
      RisingNova |
                 | RosarioImpale
   Haze-to-Wheel |
                 | LifeSprinkler
                 | Godless

                 | MoonlightCut
   ShadowCounter |
                 | Blizzard
                 | Tres Flores

            Kick |
        AirThrow |
                 | Chop
         Sliding |
                 | RollingCradle
        SwayBack |
                 | Fist
        Backfist |
       CrushBeat |
                 | Rotation Kick
                 | KO Throw
          Suplex |
                 | GiantSwing
                 | GoldHand
                 | BabelCrumble
                 | TriangleKick
         OgreRun |
         Scuffle |
                 | LocomotionG
                 | DragonTurn
                 | Lastshot
                 | Corkscrew
      SkyTwister |

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |     90         |     90         |     90         |     90         |
   LP |      9         |      9         |      9         |      9         |
   WP |     15         |     15         |     15         |     15         |
   JP |      0         |      0         |      0         |      0         |

  STR |     19         |     19         |     19         |     19         |
  QUI |     10         |     10         |     10         |     10         |
  INT |     13         |     13         |     13         |     13         |
  WIL |     11         |     11         |     11         |     11         |
  PSY |     17         |     17         |     17         |     17         |
  VIT |     15         |     15         |     15         |     15         |
  CHA |     10         |     10         |     10         |     10         |

Equipped Items:
      |   BroadSword   |   BroadSword   |   BroadSword   |   BroadSword   |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |    JunkHelm    |    JunkHelm    |    JunkHelm    |    JunkHelm    |
      |  HardLeather   |  HardLeather   |  HardLeather   |  HardLeather   |
      |  LeatherGlove  |  LeatherGlove  |  LeatherGlove  |  LeatherGlove  |
      |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |

DEFenses:
    S |       23       |       23       |       23       |       23       |
    P |       35       |       35       |       35       |       35       |
    B |       29       |       29       |       29       |       29       |
    H |       23       |       23       |       23       |       23       |
    C |       16       |       16       |       16       |       16       |
    E |       16       |       16       |       16       |       16       |
    F |       16       |       16       |       16       |       16       |
    X |       16       |       16       |       16       |       16       |

Weight|       13       |       13       |       13       |       13       |

Attribute Immunities: None.
Ailment Immunities: Blind.

Equipped Abilities:
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

Abilities Known:
   INIT 1-4: None

-------------------------------------------------------------------------------





*********************
*  PC Initial Data  *                                                 [INITD03]
*  ---Mystics       *
*********************


There are 8 Mystic PCs in SaGa Frontier.

They are:
  Dr. Nusakan
  Ildon
  Mesarthim
  Rei
  Silence
  TimeLord
  White Rose
  Zozma

-------------------------------------------------------------------------------

Name: Dr. Nusakan          Race/Gender: Mystic Male             ID: 18

Stat Growth Bonuses
TOTAL|CHA|HP
  12 | 5 | 7

Magic Talent: 0
Magic Gifts: Mystic

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |    160         |    190         |    240         |    270         |
   LP |      7         |      7         |      7         |      7         |
   WP |     30         |     32         |     34         |     36         |
   JP |     38         |     42         |     44         |     47         |

  STR |     22         |     22         |     22         |     22         |
  QUI |     13         |     13         |     13         |     13         |
  INT |     24         |     24         |     24         |     24         |
  WIL |     16         |     16         |     16         |     16         |
  PSY |     26         |     26         |     26         |     26         |
  VIT |     15         |     15         |     15         |     15         |
  CHA |     24         |     26         |     28         |     30         |

Equipped Items:
      |  WaterCannon   |  WaterCannon   |  WaterCannon   |  WaterCannon   |
      |   LaserKnife   |   LaserKnife   |   LaserKnife   |   LaserKnife   |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
LOCKED|   Mysticwear   |   Mysticwear   |   Mysticwear   |   Mysticwear   |
      |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

DEFenses:
    S |       11       |       11       |       11       |       11       |
    P |       11       |       11       |       11       |       11       |
    B |       11       |       11       |       11       |       11       |
    H |       24       |       24       |       24       |       24       |
    C |       22       |       22       |       22       |       22       |
    E |       22       |       22       |       22       |       22       |
    F |       22       |       22       |       22       |       22       |
    X |       22       |       22       |       22       |       22       |

Weight|       14       |       14       |       14       |       14       |

Attribute Immunities: None.
Ailment Immunities: Angry, Charm, Mess, Sleep, Venom.

Equipped Abilities:
      |   PowerGrab    |   PowerGrab    |   PowerGrab    |   PowerGrab    |
      |     Saber      |     Saber      |     Saber      |     Saber      |
      |     Grail      |     Grail      |     Grail      |     Grail      |
      |  PhantasmShot  |  PhantasmShot  |  PhantasmShot  |  PhantasmShot  |
LOCKED|  MysticSword   |  MysticSword   |  MysticSword   |  MysticSword   |

Mystic Weapon Absorbs: 
   Sword: ----------------

Abilities Known:
   INIT 1-4:
      PowerGrab
      Fascination
      PhantasmShot
      Saber
      Grail
      Death
      MysticSword

-------------------------------------------------------------------------------

Name: Ildon                Race/Gender: Mystic Male             ID: 13

Stat Growth Bonuses
TOTAL|CHA|HP
  12 | 7 | 5

Magic Talent: 0
Magic Gifts: Mystic

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |    220         |    250         |    280         |    300         |
   LP |      8         |      8         |      8         |      8         |
   WP |     33         |     35         |     37         |     40         |
   JP |     27         |     29         |     30         |     32         |

  STR |     28 +   8   |     28 +   8   |     28 +   8   |     28 +   8   |
  QUI |     16 +  22   |     16 +  22   |     16 +  22   |     16 +  22   |
  INT |     22 +  14   |     22 +  14   |     22 +  14   |     22 +  14   |
  WIL |     26 +  18   |     26 +  18   |     26 +  18   |     26 +  18   |
  PSY |     33 +  14   |     33 +  14   |     33 +  14   |     33 +  14   |
  VIT |     13 +  18   |     13 +  18   |     13 +  18   |     13 +  18   |
  CHA |     26 +  14   |     28 +  14   |     30 +  14   |     32 +  14   |

Equipped Items:
  **  |    FiendRod    |    FiendRod    |    FiendRod    |    FiendRod    |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
LOCKED|   MysticMail   |   MysticMail   |   MysticMail   |   MysticMail   |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

**At least at the beginning of Asellus' Scenario, the FiendRod is missing.
  Ildon's not normally available in any other Scenario, but the FiendRod is
  officially Equipped in the INITDATA files, and if you recruit him from the
  Debug Room in another Scenario, it will be Equipped.

DEFenses:
    S |       23       |       23       |       23       |       23       |
    P |       23       |       23       |       23       |       23       |
    B |       23       |       23       |       23       |       23       |
    H |       13       |       13       |       13       |       13       |
    C |       13       |       13       |       13       |       13       |
    E |       13       |       13       |       13       |       13       |
    F |       23       |       23       |       23       |       23       |
    X |       23       |       23       |       23       |       23       |

Weight|       13       |       13       |       13       |       13       |

Attribute Immunities: None.
Ailment Immunities: Angry, Charm, Mess, Sleep.

Equipped Abilities:
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
LOCKED|  MysticSword   |  MysticSword   |  MysticSword   |  MysticSword   |
LOCKED|  MysticGlove   |  MysticGlove   |  MysticGlove   |  MysticGlove   |
LOCKED|  MysticBoots   |  MysticBoots   |  MysticBoots   |  MysticBoots   |

Mystic Weapon Absorbs: 
   Sword: LivingLance
   Glove: Battlefly
   Boots: Armorpilla

Note that each of Ildon's initial Mystic Weapon Absorbs gives different Stat
Boosts than that Absorb normally would.

STR|QUI|INT|WIL|PSY|VIT|CHA|
+ 8|+ 8|   |   |   |+ 8|   | LivingLance (Normal)
+ 8|+ 8|   |+ 8|   |+ 8|   | LivingLance (Ildon initial)

   |+14|   |+14|   |   |   | Battlefly (Normal)
   |+14|+14|   |+14|   |+14| Battlefly (Ildon initial)

   |   |   |+ 8|   |+ 8|   | Armorpilla (Normal)
   |   |   |+10|   |+10|   | Armorpilla (Ildon initial)

These will persist for each Absorb until it is replaced with a new Absorb.

Abilities Known:
   INIT 1-4:
      Fascination
      PhantasmShot
      MysticSword
      MysticGlove
      MysticBoots

-------------------------------------------------------------------------------

Name: Mesarthim            Race/Gender: Mystic Female           ID: 14

Stat Growth Bonuses
TOTAL|CHA|HP
  12 | 6 | 6

Magic Talent: 0
Magic Gifts: Mystic, Rune

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |    200         |    220         |    240         |    250         |
   LP |      8         |      8         |      8         |      8         |
   WP |     18         |     20         |     22         |     24         |
   JP |     26         |     28         |     30         |     33         |

  STR |     17         |     17         |     17         |     17         |
  QUI |     23         |     23         |     23         |     23         |
  INT |     16         |     16         |     16         |     16         |
  WIL |     12         |     12         |     12         |     12         |
  PSY |     24 +   3   |     24 +   3   |     24 +   3   |     24 +   3   |
  VIT |     11         |     11         |     11         |     11         |
  CHA |     25         |     27         |     29         |     31         |

Equipped Items:
      |  ShadowDagger  |  ShadowDagger  |  ShadowDagger  |  ShadowDagger  |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |    BlueElf     |    BlueElf     |    BlueElf     |    BlueElf     |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
LOCKED|   MellowRing   |   MellowRing   |   MellowRing   |   MellowRing   |

DEFenses:
    S |       21       |       21       |       21       |       21       |
    P |       21       |       21       |       21       |       21       |
    B |       21       |       21       |       21       |       21       |
    H |       46       |       46       |       46       |       46       |
    C |       46       |       46       |       46       |       46       |
    E |       26       |       26       |       26       |       26       |
    F |       26       |       26       |       26       |       26       |
    X |       21       |       21       |       21       |       21       |

Weight|        2       |        2       |        2       |        2       |

Attribute Immunities: Water.
Ailment Immunities: None.

Equipped Abilities:
      |  Fascination   |  Fascination   |  Fascination   |  Fascination   |
      |  VictoryRune   |  VictoryRune   |  VictoryRune   |  VictoryRune   |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

Abilities Known:
   INIT 1-4:
      Fascination
      VictoryRune

-------------------------------------------------------------------------------

Name: Rei                  Race/Gender: Mystic Female           ID: 16

Stat Growth Bonuses
TOTAL|CHA|HP
  12 |10 | 2

Magic Talent: 0
Magic Gifts: Mystic, Mirage*

* Mechanically speaking, there actually is no Mirage Gift.  I list it here only
  because the game deceptively shows a star next to Rei's Mirage Magic, but be
  aware that it's meaningless--no one, including Rei, can learn new Mirage
  Spells, because they are all impossibly Difficult.

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |    180         |    210         |    240         |    260         |
   LP |      6         |      6         |      6         |      6         |
   WP |      6         |      6         |      6         |      6         |
   JP |     66         |     66         |     66         |     66         |

  STR |      9         |      9         |      9         |      9         |
  QUI |     18         |     18         |     18         |     18         |
  INT |     32 +   9   |     32 +   9   |     32 +   9   |     32 +   9   |
  WIL |     19 +   9   |     19 +   9   |     19 +   9   |     19 +   9   |
  PSY |     28 +  12   |     28 +  12   |     28 +  12   |     28 +  12   |
  VIT |      8         |      8         |      8         |      8         |
  CHA |     33         |     38         |     44         |     51         |

Equipped Items:
      |  ShadowDagger  |  ShadowDagger  |  ShadowDagger  |  ShadowDagger  |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
LOCKED|   MysticMail   |   MysticMail   |   MysticMail   |   MysticMail   |
      |   SilkShirt    |   SilkShirt    |   SilkShirt    |   SilkShirt    |
      |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |  LeatherBoots  |
      |----------------|----------------|----------------|----------------|

DEFenses:
    S |       29       |       29       |       29       |       29       |
    P |       29       |       29       |       29       |       29       |
    B |       29       |       29       |       29       |       29       |
    H |       19       |       19       |       19       |       19       |
    C |       25       |       25       |       25       |       25       |
    E |       17       |       17       |       17       |       17       |
    F |       27       |       27       |       27       |       27       |
    X |       27       |       27       |       27       |       27       |

Weight|       13       |       13       |       13       |       13       |

Attribute Immunities: None.
Ailment Immunities: Angry, Charm, Mess, Sleep.

Equipped Abilities:
      |    BlackCat    |    BlackCat    |    BlackCat    |    BlackCat    |
      |   Nightmare    |   Nightmare    |   Nightmare    |   Nightmare    |
      |     Reaper     |     Reaper     |     Reaper     |     Reaper     |
      |  Fascination   |  Fascination   |  Fascination   |  Fascination   |
LOCKED|  MysticSword   |  MysticSword   |  MysticSword   |  MysticSword   |

Mystic Weapon Absorbs: 
   Sword: Mandrake

Note that Rei's initial MysticSword Absorb gives different Stat Boosts than
that Absorb normally would.

STR|QUI|INT|WIL|PSY|VIT|CHA|
   |   |+10|+10|+10|   |   | Mandrake (Normal)
   |   |+ 9|+ 9|+ 9|   |   | Mandrake (Rei initial)

This will persist until it is replaced with a new Absorb.

Abilities Known:
   INIT 1-4:
      Fascination
      PhantasmShot
      BlackCat
      Nightmare
      Jackal
      Cockatrice
      Reaper
      MysticSword

-------------------------------------------------------------------------------

Name: Silence              Race/Gender: Mystic Male             ID: 17

Stat Growth Bonuses
TOTAL|CHA|HP
  12 | 6 | 6

Magic Talent: 0
Magic Gifts: Mystic

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |    150         |    180         |    210         |    230         |
   LP |      8         |      8         |      8         |      8         |
   WP |     25         |     26         |     28         |     30         |
   JP |     20         |     23         |     24         |     26         |

  STR |     21 +  31   |     21 +  31   |     21 +  31   |     21 +  31   |
  QUI |     19 +  17   |     19 +  17   |     19 +  17   |     19 +  17   |
  INT |     16 +  14   |     16 +  14   |     16 +  14   |     16 +  14   |
  WIL |     11 +  22   |     11 +  22   |     11 +  22   |     11 +  22   |
  PSY |     24 +  23   |     24 +  23   |     24 +  23   |     24 +  23   |
  VIT |     16         |     16         |     16         |     16         |
  CHA |     23 +   9   |     26 +   9   |     29 +   9   |     32 +   9   |

Equipped Items:
      |  HandBlaster   |  HandBlaster   |  HandBlaster   |  HandBlaster   |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
LOCKED|   MysticMail   |   MysticMail   |   MysticMail   |   MysticMail   |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

DEFenses:
    S |       23       |       23       |       23       |       23       |
    P |       23       |       23       |       23       |       23       |
    B |       23       |       23       |       23       |       23       |
    H |       13       |       13       |       13       |       13       |
    C |       13       |       13       |       13       |       13       |
    E |       13       |       13       |       13       |       13       |
    F |       23       |       23       |       23       |       23       |
    X |       23       |       23       |       23       |       23       |

Weight|       15       |       15       |       15       |       15       |

Attribute Immunities: None.
Ailment Immunities: Angry, Charm, Mess, Sleep.

Equipped Abilities:
      |  PhantasmShot  |  PhantasmShot  |  PhantasmShot  |  PhantasmShot  |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
LOCKED|  MysticSword   |  MysticSword   |  MysticSword   |  MysticSword   |
LOCKED|  MysticGlove   |  MysticGlove   |  MysticGlove   |  MysticGlove   |
LOCKED|  MysticBoots   |  MysticBoots   |  MysticBoots   |  MysticBoots   |

Mystic Weapon Absorbs: 
   Sword: Unknown
   Glove: Gunfish
   Boots: Platoonpus

Note that each of Silence's initial Mystic Weapon Absorbs gives different Stat
Boosts than that Absorb normally would.

STR|QUI|INT|WIL|PSY|VIT|CHA|
   |   |+20|   |   |   |   | Unknown (Normal)
+14|   |+14|+14|+14|   |   | Unknown (Silence initial)

   |   |   |+12|   |   |   | Gunfish (Normal)
+ 8|+ 8|   |+ 8|   |   |   | Gunfish (Silence initial)

+10|   |   |+10|   |+10|   | Platoonpus (Normal)
+ 9|+ 9|   |   |+ 9|   |+ 9| Platoonpus (Silence initial)

These will persist for each Absorb until it is replaced with a new Absorb.

Abilities Known:
   INIT 1-4:
      PhantasmShot
      MysticSword

Note that, due to a developer error, although Silence has MysticGlove and
MysticBoots in his Equipped Abilities menu (and indeed he has monsters already
absorbed into them), he technically doesn't know them.  This error has hardly
any meaningful effect and will correct itself after the first battle in which
Silence participates, but still...

-------------------------------------------------------------------------------

Name: TimeLord             Race/Gender: Mystic Male             ID: 19

Stat Growth Bonuses
TOTAL|CHA|HP
   0 | 0 | 0

TimeLord's 0s in CHA and HP Growth Bonus are probably mistakes, but whether
they're intentional or not, remember that they don't make a big difference.

Magic Talent: 0
Magic Gifts: Time*, Mystic

* Mechanically speaking, there actually is no Time Gift.  I list it here only
  because the game deceptively shows a star next to TimeLord's Time Magic, but
  be aware that it's meaningless--no one, including TimeLord, can learn new
  Time Spells, because they are all impossibly Difficult.

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |    360         |    370         |    380         |    390         |
   LP |     10         |     10         |     10         |     10         |
   WP |     45         |     47         |     47         |     49         |
   JP |     60         |     60         |     60         |     60         |

  STR |     15         |     15         |     15         |     15         |
  QUI |     28         |     28         |     28         |     28         |
  INT |     21         |     21         |     21         |     21         |
  WIL |     24 +   5   |     24 +   5   |     24 +   5   |     24 +   5   |
  PSY |     31         |     31         |     31         |     31         |
  VIT |     17         |     17         |     17         |     17         |
  CHA |     27         |     29         |     31         |     33         |

Equipped Items:
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
LOCKED|   MysticMail   |   MysticMail   |   MysticMail   |   MysticMail   |
      |   Magicwear    |   Magicwear    |   Magicwear    |   Magicwear    |
      |  FeatherBoots  |  FeatherBoots  |  FeatherBoots  |  FeatherBoots  |
      |----------------|----------------|----------------|----------------|

DEFenses:
    S |       34       |       34       |       34       |       34       |
    P |       34       |       34       |       34       |       34       |
    B |       34       |       34       |       34       |       34       |
    H |       29       |       29       |       29       |       29       |
    C |       29       |       29       |       29       |       29       |
    E |       29       |       29       |       29       |       29       |
    F |       39       |       39       |       39       |       39       |
    X |       39       |       39       |       39       |       39       |

Weight|       10       |       10       |       10       |       10       |

Attribute Immunities: None.
Ailment Immunities: Angry, Charm, Mess, Sleep.

Equipped Abilities:
      |    TimeLeap    |    TimeLeap    |    TimeLeap    |    TimeLeap    |
      |  TimeEclipse   |  TimeEclipse   |  TimeEclipse   |  TimeEclipse   |
      |  TimeTwister   |  TimeTwister   |  TimeTwister   |  TimeTwister   |
      |   OverDrive    |   OverDrive    |   OverDrive    |   OverDrive    |
LOCKED|  MysticSword   |  MysticSword   |  MysticSword   |  MysticSword   |
LOCKED|  MysticGlove   |  MysticGlove   |  MysticGlove   |  MysticGlove   |
LOCKED|  MysticBoots   |  MysticBoots   |  MysticBoots   |  MysticBoots   |

Mystic Weapon Absorbs: 
   Sword: ----------------
   Glove: ----------------
   Boots: ----------------

Abilities Known:
   INIT 1-4:
      DelayOrder
      TimeLeap
      ChaosStream
      TimeEclipse
      TimeTwister
      OverDrive
      Fascination
      PhantasmShot
      GlassShield
      MysticSword
      MysticGlove
      MysticBoots

-------------------------------------------------------------------------------

Name: White Rose           Race/Gender: Mystic Female           ID: 12

Stat Growth Bonuses
TOTAL|CHA|HP
  12 | 8 | 4

Magic Talent: 0
Magic Gifts: Mystic

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |    160         |    180         |    200         |    220         |
   LP |      8         |      8         |      8         |      8         |
   WP |     16         |     20         |     23         |     25         |
   JP |     40         |     42         |     44         |     46         |

  STR |     16         |     16         |     16         |     16         |
  QUI |     18         |     18         |     18         |     18         |
  INT |     25         |     25         |     25         |     25         |
  WIL |     19         |     19         |     19         |     19         |
  PSY |     25 +   5   |     25 +   5   |     25 +   5   |     25 +   5   |
  VIT |     15         |     15         |     15         |     15         |
  CHA |     28 +   5   |     32 +   5   |     36 +   5   |     44 +   5   |

Equipped Items:
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
LOCKED|   MysticMail   |   MysticMail   |   MysticMail   |   MysticMail   |
      |  FlowerAmulet  |  FlowerAmulet  |  FlowerAmulet  |  FlowerAmulet  |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

DEFenses:
    S |       24       |       24       |       24       |       24       |
    P |       24       |       24       |       24       |       24       |
    B |       24       |       24       |       24       |       24       |
    H |       19       |       19       |       19       |       19       |
    C |       19       |       19       |       19       |       19       |
    E |       19       |       19       |       19       |       19       |
    F |       24       |       24       |       24       |       24       |
    X |       29       |       29       |       29       |       29       |

Weight|       12       |       12       |       12       |       12       |

Attribute Immunities: None.
Ailment Immunities: Angry, Charm, Mess, Sleep.

Equipped Abilities:
      |  Fascination   |  Fascination   |  Fascination   |  Fascination   |
      |  PhantasmShot  |  PhantasmShot  |  PhantasmShot  |  PhantasmShot  |
      | StarlightHeal  | StarlightHeal  | StarlightHeal  | StarlightHeal  |
      |   FlashFlood   |   FlashFlood   |   FlashFlood   |   FlashFlood   |
LOCKED|  MysticSword   |  MysticSword   |  MysticSword   |  MysticSword   |

Mystic Weapon Absorbs: 
   Sword: ----------------

Abilities Known:
   INIT 1:
      SunRay
      StarlightHeal
      FlashFire
      FlashFlood
      Fascination
      PhantasmShot
      MysticSword
   INIT 2-4:
+     GlassShield

-------------------------------------------------------------------------------

Name: Zozma                Race/Gender: Mystic Male             ID: 15

Stat Growth Bonuses
TOTAL|CHA|HP
  12 | 8 | 4

Magic Talent: 0
Magic Gifts: Mystic

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |    400         |    410         |    420         |    430         |
   LP |      9         |      9         |      9         |      9         |
   WP |     40         |     41         |     42         |     44         |
   JP |     30         |     31         |     32         |     33         |

  STR |     19 +  15   |     19 +  15   |     19 +  15   |     19 +  15   |
  QUI |     24         |     24         |     24         |     24         |
  INT |     26 +  25   |     26 +  25   |     26 +  25   |     26 +  25   |
  WIL |     11 +  42   |     11 +  42   |     11 +  42   |     11 +  42   |
  PSY |     32         |     32         |     32         |     32         |
  VIT |     13 +  47   |     13 +  47   |     13 +  47   |     13 +  47   |
  CHA |     30         |     35         |     40         |     44         |

Equipped Items:
      |    FiendRod    |    FiendRod    |    FiendRod    |    FiendRod    |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
LOCKED|   MysticMail   |   MysticMail   |   MysticMail   |   MysticMail   |
      |   Magicwear    |   Magicwear    |   Magicwear    |   Magicwear    |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

DEFenses:
    S |       27       |       27       |       27       |       27       |
    P |       27       |       27       |       27       |       27       |
    B |       27       |       27       |       27       |       27       |
    H |       27       |       27       |       27       |       27       |
    C |       27       |       27       |       27       |       27       |
    E |       27       |       27       |       27       |       27       |
    F |       27       |       27       |       27       |       27       |
    X |       27       |       27       |       27       |       27       |

Weight|       13       |       13       |       13       |       13       |

Attribute Immunities: None.
Ailment Immunities: Angry, Charm, Mess, Sleep.

Equipped Abilities:
      |    RavaShot    |    RavaShot    |    RavaShot    |    RavaShot    |
      |  PainDoubler   |  PainDoubler   |  PainDoubler   |  PainDoubler   |
      |   Deathcurse   |   Deathcurse   |   Deathcurse   |   Deathcurse   |
      |----------------|----------------|----------------|----------------|
LOCKED|  MysticSword   |  MysticSword   |  MysticSword   |  MysticSword   |
LOCKED|  MysticGlove   |  MysticGlove   |  MysticGlove   |  MysticGlove   |
LOCKED|  MysticBoots   |  MysticBoots   |  MysticBoots   |  MysticBoots   |

Mystic Weapon Absorbs: 
   Sword: LiquidMetal
   Glove: Slime
   Boots: Basilisk

Note that each of Zozma's initial Mystic Weapon Absorbs gives different Stat
Boosts than that Absorb normally would.

STR|QUI|INT|WIL|PSY|VIT|CHA|
+18|   |   |   |   |+18|   | LiquidMetal (Normal)
+15|   |+15|+15|   |+15|   | LiquidMetal (Zozma initial)

   |   |   |   |+12|   |   | Slime (Normal)
   |   |+10|   |   |+10|   | Slime (Zozma initial)

+25|   |   |+25|   |   |   | Basilisk (Normal)
   |   |   |+22|   |+22|   | Basilisk (Zozma initial)

These will persist for each Absorb until it is replaced with a new Absorb.

Abilities Known:
   INIT 1-4:
      Fascination
      PhantasmShot
      GlassShield
      RavaShot
      PainDoubler
      Deathcurse
      SharpPain
      MysticSword
      MysticGlove
      MysticBoots

-------------------------------------------------------------------------------





*********************
*  PC Initial Data  *                                                 [INITD04]
*  --Mecs           *
*********************


There are 8 Mec PCs in SaGa Frontier, though CommonMec is a dummy PC that
can't normally be recruited.

They are:
  BJ&K
  CommonMec
  EngineerCar
  Leonard
  PzkwV
  Rabbit
  T260
  ZEKE

-------------------------------------------------------------------------------

Name: BJ&K                 Race/Gender: Mec TYPE 4              ID: 1d

Self-Development Abilities List:
Ability         | Difficulty
ShootingMastery | 14
      MecSonata | 25
        Magnify | 27
 MaxwellProgram | 29
     SelfRepair | 30

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |    100         |    100 +  20   |    100 +  45   |    100 +  95   |
   LP |     20         |     20         |     20         |     20         |
   WP |     55         |     55         |     55         |     55         |
   JP |      0         |      0         |      0         |      0         |

  STR |      5         |      5 +   4   |      5 +   4   |      5 +   4   |
  QUI |      5         |      5         |      5         |      5         |
  INT |     35         |     35         |     35         |     35         |
  WIL |     30         |     30         |     30         |     30         |
  PSY |      5         |      5         |      5         |      5         |
  VIT |     10         |     10 +   4   |     10 +   9   |     10 +  19   |
  CHA |     10         |     10         |     10         |     10         |

Equipped Items:
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|   Protector    |   HyperScale   |
      |----------------|    Buckler     |    Buckler     |    Buckler     |
LOCKED|LaserCannon [63]|LaserCannon [63]|LaserCannon [63]|LaserCannon [63]|
LOCKED|    MediPack    |    MediPack    |    MediPack    |    MediPack    |
LOCKED|    MecBody     |    MecBody     |    MecBody     |    MecBody     |

DEFenses:
    S |       10       |       10       |       20       |       40       |
    P |       15       |       15       |       30       |       45       |
    B |       10       |       10       |       20       |       30       |
    H |       10       |       10       |       15       |       30       |
    C |       10       |       10       |       15       |       20       |
    E |        5       |        5       |       10       |       25       |
    F |        5       |        5       |       10       |       25       |
    X |        5       |        5       |       10       |       25       |

Weight|        5       |        7       |       11       |       11       |

Attribute Immunities: None.
Ailment Immunities: Angry, Blind, Charm, Faint, Mess, Palsy, Sleep, Stone,
                    Venom.

Equipped Abilities:
      |   HypnoFlash   |   HypnoFlash   |   HypnoFlash   |   HypnoFlash   |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

Abilities Known:
   INIT 1-4:
      HypnoFlash

-------------------------------------------------------------------------------

Name: CommonMec            Race/Gender: Mec TYPE 7              ID: 20

CommonMec is a dummy PC, meaning its data exists in the game, but it is not
normally recruitable.

Self-Development Abilities List:
Ability         | Difficulty
    HammerCrush | 14
  CombatMastery | 17
     SelfRepair | 20
ShootingMastery | 22
InterceptSystem | 26
        Magnify | 28
  Shock Soldier | 28
      Shoot-All | 31
      MecSonata | 35
    PluralSlash | 36

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |    105 +  25   |    105 + 125   |    105 + 125   |    105 + 125   |
   LP |     20         |     20         |     20         |     20         |
   WP |     40         |     40         |     40         |     40         |
   JP |      0         |      0         |      0         |      0         |

  STR |     20 +  15   |     20 +  15   |     20 +  15   |     20 +  15   |
  QUI |     10 +   5   |     10 +  25   |     10 +  25   |     10 +  25   |
  INT |     20 +   5   |     20 +  30   |     20 +  30   |     20 +  30   |
  WIL |     10 +  15   |     10 +  15   |     10 +  15   |     10 +  15   |
  PSY |      5         |      5         |      5         |      5         |
  VIT |     15 +  10   |     15 +  10   |     15 +  10   |     15 +  10   |
  CHA |     15         |     15         |     15         |     15         |

Equipped Items:
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|  MemoryBoard   |  MemoryBoard   |  MemoryBoard   |
LOCKED|     Hammer     |     Hammer     |     Hammer     |     Hammer     |
LOCKED|    MecBody     |    MecBody     |    MecBody     |    MecBody     |

DEFenses:
    S |       10       |       10       |       10       |       10       |
    P |       15       |       15       |       15       |       15       |
    B |       10       |       10       |       10       |       10       |
    H |       10       |       10       |       10       |       10       |
    C |       10       |       10       |       10       |       10       |
    E |        5       |        5       |        5       |        5       |
    F |        5       |        5       |        5       |        5       |
    X |        5       |        5       |        5       |        5       |

Weight|        5       |        5       |        5       |        5       |

Attribute Immunities: None.
Ailment Immunities: Angry, Blind, Charm, Faint, Mess, Palsy, Sleep, Stone,
                    Venom.

Equipped Abilities:
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
                       |----------------|----------------|----------------|
                       |----------------|----------------|----------------|

Abilities Known:
   INIT 1-4:

-------------------------------------------------------------------------------

Name: EngineerCar          Race/Gender: Mec TYPE 6              ID: 1f

Self-Development Abilities List:
Ability         | Difficulty
ShootingMastery | 16
    PluralSlash | 18
  CombatMastery | 22
   EnergySupply | 25
  Shock Soldier | 27
     Pop-Knight | 31
      Shoot-All | 33
InterceptSystem | 36

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |    120 + 100   |    120 + 100   |    120 + 200   |    120 + 200   |
   LP |     20         |     20         |     20         |     20         |
   WP |     75         |     75         |     75         |     75         |
   JP |      0         |      0         |      0         |      0         |

  STR |     15         |     15         |     15         |     15         |
  QUI |      5 +  15   |      5 +  15   |      5 +  35   |      5 +  35   |
  INT |     25 +  15   |     25 +  15   |     25 +  40   |     25 +  40   |
  WIL |     35 +  15   |     35 +  15   |     35 +  15   |     35 +  15   |
  PSY |      5         |      5         |      5         |      5         |
  VIT |     15         |     15         |     15         |     15         |
  CHA |      5         |      5         |      5         |      5         |

Equipped Items:
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|  MemoryBoard   |  MemoryBoard   |
      | NakajimaBoard2 | NakajimaBoard2 | NakajimaBoard2 | NakajimaBoard2 |
LOCKED|MachineVulcan 62|MachineVulcan 62|MachineVulcan 62|MachineVulcan 62|
LOCKED|RepairPack [6b] |RepairPack [6b] |RepairPack [6b] |RepairPack [6b] |
LOCKED|   Mini Plant   |   Mini Plant   |   Mini Plant   |   Mini Plant   |

DEFenses:
    S |       10       |       10       |       10       |       10       |
    P |       15       |       15       |       15       |       15       |
    B |       10       |       10       |       10       |       10       |
    H |       10       |       10       |       10       |       10       |
    C |       10       |       10       |       10       |       10       |
    E |        5       |        5       |        5       |        5       |
    F |        5       |        5       |        5       |        5       |
    X |        5       |        5       |        5       |        5       |

Weight|        5       |        5       |        5       |        5       |

Attribute Immunities: None.
Ailment Immunities: Angry, Blind, Charm, Faint, Mess, Palsy, Sleep, Stone,
                    Venom.

Equipped Abilities:
      |   Crosshair    |   Crosshair    |   Crosshair    |   Crosshair    |
      |   RangeFire    |   RangeFire    |   RangeFire    |   RangeFire    |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
                                        |----------------|----------------|
                                        |----------------|----------------|

Abilities Known:
   INIT 1-4:
      Crosshair
      RangeFire

-------------------------------------------------------------------------------

Name: Leonard              Race/Gender: Mec TYPE 6              ID: 1b

Self-Development Abilities List:
Ability         | Difficulty
ShootingMastery | 16
    PluralSlash | 18
  CombatMastery | 22
   EnergySupply | 25
  Shock Soldier | 27
     Pop-Knight | 31
      Shoot-All | 33
InterceptSystem | 36

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |    125 + 100   |    125 + 100   |    125 + 225   |    125 + 225   |
   LP |     20         |     20         |     20         |     20         |
   WP |     80         |     80         |     80         |     80         |
   JP |      0         |      0         |      0         |      0         |

  STR |     15         |     15         |     15         |     15         |
  QUI |     10 +  20   |     10 +  20   |     10 +  20   |     10 +  20   |
  INT |     45 +  25   |     45 +  25   |     45 +  25   |     45 +  25   |
  WIL |      5         |      5         |      5 +  20   |      5 +  20   |
  PSY |      5         |      5         |      5         |      5         |
  VIT |     10         |     10         |     10 +  20   |     10 +  20   |
  CHA |     10         |     10         |     10         |     10         |

Equipped Items:
      |----------------|----------------|  Bolt Thrower  |  Bolt Thrower  |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |  MemoryBoard   |  MemoryBoard   |  MemoryBoard   |  MemoryBoard   |
LOCKED|   BeamSword    |   BeamSword    |   BeamSword    |   BeamSword    |
LOCKED|RepairPack [6b] |RepairPack [6b] |RepairPack [6b] |RepairPack [6b] |
LOCKED|   Mini Plant   |   Mini Plant   |   Mini Plant   |   Mini Plant   |

DEFenses:
    S |       10       |       10       |       10       |       10       |
    P |       15       |       15       |       15       |       15       |
    B |       10       |       10       |       10       |       10       |
    H |       10       |       10       |       10       |       10       |
    C |       10       |       10       |       10       |       10       |
    E |        5       |        5       |        5       |        5       |
    F |        5       |        5       |        5       |        5       |
    X |        5       |        5       |        5       |        5       |

Weight|        5       |        5       |       25       |       25       |

Attribute Immunities: None.
Ailment Immunities: Angry, Blind, Charm, Faint, Mess, Palsy, Sleep, Stone,
                    Venom.

Equipped Abilities:
      |   HypnoFlash   |   HypnoFlash   |   HypnoFlash   |   HypnoFlash   |
      |  EnergySupply  |  EnergySupply  |  EnergySupply  |  EnergySupply  |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

Abilities Known:
   INIT 1-4:
      HypnoFlash
      EnergySupply

-------------------------------------------------------------------------------

Name: PzkwV                Race/Gender: Mec TYPE 5              ID: 1e

Self-Development Abilities List:
Ability         | Difficulty
ShootingMastery | 13
      Shoot-All | 23
InterceptSystem | 24
        Magnify | 30

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |    250 +  50   |    250 +  50   |    250 +  50   |    250 +  50   |
   LP |     25         |     25         |     25         |     25         |
   WP |     75         |     75         |     75         |     75         |
   JP |      0         |      0         |      0         |      0         |

  STR |     10         |     10         |     10         |     10         |
  QUI |      5         |      5         |      5         |      5         |
  INT |      5         |      5         |      5         |      5         |
  WIL |     35         |     35         |     35         |     35         |
  PSY |      1         |      1         |      1         |      1         |
  VIT |     30 +  10   |     30 +  10   |     30 +  10   |     30 +  10   |
  CHA |     10         |     10         |     10         |     10         |

Equipped Items:
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |   Protector    |   Protector    |   Protector    |   Protector    |
      |   Protector    |   Protector    |   Protector    |   Protector    |
LOCKED|RailCannon [61] |RailCannon [61] |RailCannon [61] |RailCannon [61] |
LOCKED|AT Missile [5c] |AT Missile [5c] |AT Missile [5c] |AT Missile [5c] |
LOCKED|  MicroMissile  |  MicroMissile  |  MicroMissile  |  MicroMissile  |
LOCKED|    FortBody    |    FortBody    |    FortBody    |    FortBody    |

DEFenses:
    S |       40       |       40       |       40       |       40       |
    P |       60       |       60       |       60       |       60       |
    B |       40       |       40       |       40       |       40       |
    H |       30       |       30       |       30       |       30       |
    C |       30       |       30       |       30       |       30       |
    E |       15       |       15       |       15       |       15       |
    F |       15       |       15       |       15       |       15       |
    X |       15       |       15       |       15       |       15       |

Weight|       18       |       18       |       18       |       18       |

Attribute Immunities: None.
Ailment Immunities: Angry, Blind, Charm, Faint, Mess, Palsy, Sleep, Stone,
                    Venom.

Equipped Abilities:
      |ShootingMastery |ShootingMastery |ShootingMastery |ShootingMastery |
      |----------------|----------------|----------------|----------------|

Abilities Known:
   INIT 1-4:
      ShootingMastery

-------------------------------------------------------------------------------

Name: Rabbit               Race/Gender: Mec TYPE 2              ID: 1a

Self-Development Abilities List:
Ability         | Difficulty
ShootingMastery | 11
     CounterECM | 16
        Magnify | 23
 MaxwellProgram | 24
SatelliteLinker | 26
     SelfRepair | 36

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |     75 + 140   |     75 + 240   |     75 + 340   |     75 + 340   |
   LP |     20         |     20         |     20         |     20         |
   WP |     75         |     75         |     75         |     75         |
   JP |      0         |      0         |      0         |      0         |

  STR |      5 +  25   |      5 +  25   |      5 +  25   |      5 +  25   |
  QUI |     20 +  10   |     20 +  30   |     20 +  45   |     20 +  45   |
  INT |     25         |     25 +  25   |     25 +  25   |     25 +  25   |
  WIL |     15 +  15   |     15 +  15   |     15 +  30   |     15 +  30   |
  PSY |     10         |     10         |     10         |     10         |
  VIT |     10         |     10         |     10         |     10         |
  CHA |     20         |     20         |     20         |     20         |

Equipped Items:
      |   MissilePod   |   MissilePod   |   MissilePod   |   MissilePod   |
      |   CombatSuit   |   CombatSuit   |   CombatSuit   |   CombatSuit   |
      |----------------|----------------|   IonCannon    |   IonCannon    |
      |----------------|----------------|----------------|----------------|
      |----------------|  MemoryBoard   |  MemoryBoard   |  MemoryBoard   |
LOCKED|  LaserCannon   |  LaserCannon   |  LaserCannon   |  LaserCannon   |
LOCKED|   BitSystem    |   BitSystem    |   BitSystem    |   BitSystem    |
LOCKED|   ECM System   |   ECM System   |   ECM System   |   ECM System   |

DEFenses:
    S |       25       |       25       |       25       |       25       |
    P |       30       |       30       |       30       |       30       |
    B |       20       |       20       |       20       |       20       |
    H |       30       |       30       |       30       |       30       |
    C |       30       |       30       |       30       |       30       |
    E |       15       |       15       |       15       |       15       |
    F |       15       |       15       |       15       |       15       |
    X |       15       |       15       |       15       |       15       |

Weight|       21       |       21       |       31       |       31       |

Attribute Immunities: None.
Ailment Immunities: Angry, Blind, Charm, Faint, Mess, Palsy, Sleep, Stone,
                    Venom.

Equipped Abilities:
      |     Jammer     |     Jammer     |     Jammer     |     Jammer     |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
                       |----------------|----------------|----------------|
                       |----------------|----------------|----------------|

Abilities Known:
   INIT 1-4:
      Jammer

-------------------------------------------------------------------------------

Name: T260                 Race/Gender: Mec TYPE 1              ID: 06

Self-Development Abilities List:
Ability         | Difficulty
  CombatMastery | 13
ShootingMastery | 18
    PluralSlash | 22
 MaxwellProgram | 28
  Shock Soldier | 33
     SelfRepair | 35

If you change T260's Body TYPE in her own Scenario, her Self-Development List
will change to that for the new Body TYPE.

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |    100 +  25   |    100 +  25   |    100 +  25   |    100 +  25   |
   LP |     15         |     15         |     15         |     15         |
   WP |     50         |     50         |     50         |     50         |
   JP |      0         |      0         |      0         |      0         |

  STR |      5 +  11   |      5 +  11   |      5 +  11   |      5 +  11   |
  QUI |      5 +   6   |      5 +   6   |      5 +   6   |      5 +   6   |
  INT |      5         |      5         |      5         |      5         |
  WIL |      5 +   5   |      5 +   5   |      5 +   5   |      5 +   5   |
  PSY |      5         |      5         |      5         |      5         |
  VIT |      5         |      5         |      5         |      5         |
  CHA |      5 +   1   |      5 +   1   |      5 +   1   |      5 +   1   |

Equipped Items:
      |  JunkBazooka   |  JunkBazooka   |  JunkBazooka   |  JunkBazooka   |
      |   RepairKit    |   RepairKit    |   RepairKit    |   RepairKit    |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |   JunkParts    |   JunkParts    |   JunkParts    |   JunkParts    |
      |   JunkParts    |   JunkParts    |   JunkParts    |   JunkParts    |
LOCKED|    MecBody     |    MecBody     |    MecBody     |    MecBody     |

DEFenses:
    S |       10       |       10       |       10       |       10       |
    P |       15       |       15       |       15       |       15       |
    B |       10       |       10       |       10       |       10       |
    H |       10       |       10       |       10       |       10       |
    C |       10       |       10       |       10       |       10       |
    E |        5       |        5       |        5       |        5       |
    F |        5       |        5       |        5       |        5       |
    X |        5       |        5       |        5       |        5       |

Weight|       10       |       10       |       10       |       10       |

Attribute Immunities: None.
Ailment Immunities: Angry, Blind, Charm, Faint, Mess, Palsy, Sleep, Stone,
                    Venom.

Equipped Abilities:
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

Abilities Known:
   INIT 1-4: None

-------------------------------------------------------------------------------

Name: ZEKE                 Race/Gender: Mec TYPE 3              ID: 1c

Self-Development Abilities List:
Ability         | Difficulty
 KAMIKAZE-Crush | 13
ShootingMastery | 16
  CombatMastery | 21
    PluralSlash | 27
InterceptSystem | 29
      Shoot-All | 32
      MecSonata | 37

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |    100 + 175   |    100 + 200   |    100 + 200   |    100 + 325   |
   LP |     15         |     15         |     15         |     15         |
   WP |     30         |     30         |     30         |     30         |
   JP |      0         |      0         |      0         |      0         |

  STR |     15         |     15         |     15         |     15         |
  QUI |     50 +  55   |     50 +  60   |     50 +  60   |     50 +  78   |
  INT |     15 +  10   |     15 +  10   |     15 +  10   |     15 +  25   |
  WIL |     15 +  10   |     15 +  15   |     15 +  30   |     15 +  33   |
  PSY |      1         |      1         |      1         |      1         |
  VIT |      5 +  10   |      5 +   5   |      5 +   5   |      5 +   5   |
  CHA |     10         |     10         |     10         |     10         |

Equipped Items:
      |   AGUNI-SSP    |   AGUNI-SSP    |   AGUNI-SSP    |   AGUNI-SSP    |
      |   EasyRifle    |   AGUNI-CP1    |  KillerRifle   |    EagleGun    |
      |----------------|----------------|----------------| NakajimaBoard  |
      | NakajimaBoard  | NakajimaBoard  | NakajimaBoard  | NakajimaBoard2 |
      |    JetBoots    |    JetBoots    |    JetBoots    |    JetBoots    |
LOCKED|RailCannon [60] |RailCannon [60] |RailCannon [60] |RailCannon [60] |
LOCKED|AT Missile [5d] |AT Missile [5d] |AT Missile [5d] |AT Missile [5d] |
LOCKED|  Accelerator   |  Accelerator   |  Accelerator   |  Accelerator   |

DEFenses:
    S |       17       |       17       |       17       |       17       |
    P |       22       |       22       |       22       |       22       |
    B |       17       |       17       |       17       |       17       |
    H |       17       |       17       |       17       |       17       |
    C |       17       |       17       |       17       |       17       |
    E |        7       |        7       |        7       |        7       |
    F |       12       |       12       |       12       |       12       |
    X |       12       |       12       |       12       |       12       |

Weight|       17       |       13       |       30       |       17       |

Attribute Immunities: Ground.
Ailment Immunities: Angry, Blind, Charm, Faint, Mess, Palsy, Sleep, Stone,
                    Venom.

Equipped Abilities:
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
                                                         |----------------|

Abilities Known:
   INIT 1-4: None

-------------------------------------------------------------------------------





*********************
*  PC Initial Data  *                                                 [INITD05]
*  --Monsters       *
*********************


There are 8 Monster PCs in SaGa Frontier.

They are:
  Cotton
  Kylin
  RedTurnip
  Riki
  Sei
  Slime
  Suzaku
  Thunder

-------------------------------------------------------------------------------

Name: Cotton               Race/Gender: Monster                 ID: 22
Form: Tidi

Note that the Tidi Form is unique to Cotton, and cannot ever be regained after
Transforming out of it.

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |    180 + 48    |    180 + 64    |    180 + 80    |    180 + 96    |
   LP |      7         |      7         |      7         |      7         |
   WP |     46         |     46         |     46         |     46         |
   JP |     20         |     20         |     20         |     20         |

  STR |     16         |     16         |     16         |     16         |
  QUI |     31         |     31         |     31         |     31         |
  INT |     12         |     12         |     12         |     12         |
  WIL |     22         |     22         |     22         |     22         |
  PSY |     13         |     13         |     13         |     13         |
  VIT |     16         |     16         |     16         |     16         |
  CHA |     21         |     21         |     21         |     21         |

Equipped Items:
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
  Hidden, Locked, and Form-dependent:
      |CelestialLeather|CelestialLeather|CelestialLeather|CelestialLeather|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

DEFenses:
    S |       24       |       24       |       24       |       24       |
    P |       34       |       34       |       34       |       34       |
    B |       34       |       34       |       34       |       34       |
    H |       34       |       34       |       34       |       34       |
    C |       34       |       34       |       34       |       34       |
    E |       34       |       34       |       34       |       34       |
    F |       24       |       24       |       24       |       24       |
    X |       24       |       24       |       24       |       24       |

Weight|        4       |        4       |        4       |        4       |

Attribute Immunities: None (despite appearing to float).
Ailment Immunities: None.

Equipped Abilities:
      |     Assist     |     Assist     |     Assist     |     Assist     |
      |      Heal      |      Heal      |      Heal      |      Heal      |
      |    Needles     |    Needles     |    Needles     |    Needles     |
      |   Supersonic   |   Supersonic   |   Supersonic   |   Supersonic   |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

Abilities Pre-Absorbed:
  INIT 1:
    Max HP: 228
    Prime HP: 48
    Maximum Prime HP: 492 (Red); 488 (Riki); 484 (other scenario)
        Assist
        BoomerangHook
        CentipedeCrush
        Deathsynthesis
        DivingPress
        Heal
        Ignis
        LifeRain
        Needles
        Photosynthesis
        PoisonGun
        Supersonic
  INIT 2:
    Max HP: 244
    Prime HP: 64
    Maximum Prime HP: 492 (Red); 488 (Riki); 484 (other scenario)
+       BattleSong
        MagneticStorm
        SadSong
        Silf
  INIT 3:
    Max HP: 260
    Prime HP: 80
    Maximum Prime HP: 492 (Red); 488 (Riki); 484 (other scenario)
+       Quake
        QuickSand
        Rock
        Tremor
  INIT 4:
    Max HP: 276
    Prime HP: 96
    Maximum Prime HP: 492 (Red); 488 (Riki); 484 (other scenario)
+       Da-dum
        LightBall
        Scream
        Siren

-------------------------------------------------------------------------------

Name: Kylin                Race/Gender: Monster                 ID: 24
Form: KylinJr

Note that Kylin's initial KylinJr Form has different LP, WP, JP, and hidden
equipment from what is normal for the KylinJr Form.  These differences will
persist only until it Transforms for the first time. If Kylin then returns to
the KylinJr Form, it will have the normal stats and equipment.

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |    400 + 140   |    400 + 140   |    400 + 140   |    400 + 140   |
   LP |      6         |      6         |      6         |      6         |
   WP |    150         |    150         |    150         |    150         |
   JP |    128         |    128         |    128         |    128         |

  STR |     52         |     52         |     52         |     52         |
  QUI |     71         |     71         |     71         |     71         |
  INT |     90         |     90         |     90         |     90         |
  WIL |     48         |     48         |     48         |     48         |
  PSY |     70         |     70         |     70         |     70         |
  VIT |     41         |     41         |     41         |     41         |
  CHA |     82         |     82         |     82         |     82         |

Equipped Items:
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
  Hidden, Locked, and Form-dependent:
      |  FireLeather   |  FireLeather   |  FireLeather   |  FireLeather   |
      |CelestialLeather|CelestialLeather|CelestialLeather|CelestialLeather|
      |   FovosGrail   |   FovosGrail   |   FovosGrail   |   FovosGrail   |
      |----------------|----------------|----------------|----------------|

DEFenses:
    S |       41       |       41       |       41       |       41       |
    P |       51       |       51       |       51       |       51       |
    B |       51       |       51       |       51       |       51       |
    H |       83       |       83       |       83       |       83       |
    C |       51       |       51       |       51       |       51       |
    E |       51       |       51       |       51       |       51       |
    F |       41       |       41       |       41       |       41       |
    X |       65       |       65       |       65       |       65       |

Weight|        8       |        8       |        8       |        8       |

Attribute Immunities: Ground, Gaze, Sonic, Throw, Water.
Ailment Immunities: Angry, Charm, Faint, Mess, Palsy, Sleep.

Equipped Abilities:
      |   VaporBlast   |   VaporBlast   |   VaporBlast   |   VaporBlast   |
      |     Vanish     |     Vanish     |     Vanish     |     Vanish     |
      | ReverseGravity | ReverseGravity | ReverseGravity | ReverseGravity |
      |   LightShift   |   LightShift   |   LightShift   |   LightShift   |
      |   DarkShift    |   DarkShift    |   DarkShift    |   DarkShift    |
      |     Vortex     |     Vortex     |     Vortex     |     Vortex     |
      |  Kylin'sSong   |  Kylin'sSong   |  Kylin'sSong   |  Kylin'sSong   |
      | Photosynthesis | Photosynthesis | Photosynthesis | Photosynthesis |

Abilities Pre-Absorbed:
  INIT 1-4:
    Max HP: 540, -> 544 after 1 battle.
    Prime HP: 140, -> 144 after 1 battle.
    Maximum Prime HP: 496 (Red); 492 (Riki); 488 (other scenario)
        Assist
        BattleSong
        BoomerangHook
        CentipedeCrush
        Da-dum
        Deathsynthesis
        DivingPress
        ElfShot
        FireBreath
        FlameBlast
        GremlinTouch
        HeatWave
        Ignis
        LifeRain
        LightBall
        Lullaby
        Maelstrom
        MagicHeal
        MagneticStorm
        MightyCyclone
        Photosynthesis
        PoisonGun
        Quake
        QuickSand
        Rock
        SacredSong
        SadSong
        Scream
        Silf
        Siren
        Spoil
        StunGaze
        Supersonic
        Tornado
        Tremor
        *Kylin'sSong

*Note that, due to a developer error, although Kylin has Kylin'sSong in its
Equipped Abilities, it is NOT initially counted toward its Prime HP.  However,
this oversight will correct itself after Kylin participates in its first
battle, provided you don't absorb something that overwrites Kylin'sSong in that 
battle.

-------------------------------------------------------------------------------

Name: RedTurnip            Race/Gender: Monster                 ID: 27
Form: Mandrake

Note that RedTurnip's initial Mandrake Form has different BaseHP, LP, WP, JP,
QUI, and hidden equipment from what is normal for the Mandrake Form.  These
differences will persist only until it Transforms for the first time. If
RedTurnip then returns to the Mandrake Form, or if any other Monster PC gets
the Mandrake Form, it will have the normal stats and equipment.

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |    160 + 100   |    160 + 100   |    160 + 100   |    160 + 100   |
   LP |     10         |     10         |     10         |     10         |
   WP |     32         |     32         |     32         |     32         |
   JP |      0         |      0         |      0         |      0         |

  STR |     17         |     17         |     17         |     17         |
  QUI |     15         |     15         |     15         |     15         |
  INT |     25         |     25         |     25         |     25         |
  WIL |     32         |     32         |     32         |     32         |
  PSY |     29         |     29         |     29         |     29         |
  VIT |     23         |     23         |     23         |     23         |
  CHA |     25         |     25         |     25         |     25         |

Equipped Items:
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
  Hidden, Locked, and Form-dependent:
      |  BeastLeather  |  BeastLeather  |  BeastLeather  |  BeastLeather  |
      |   Protector    |   Protector    |   Protector    |   Protector    |
      |  LeatherGlove  |  LeatherGlove  |  LeatherGlove  |  LeatherGlove  |
      |----------------|----------------|----------------|----------------|

DEFenses:
    S |       20       |       20       |       20       |       20       |
    P |       31       |       31       |       31       |       31       |
    B |       26       |       26       |       26       |       26       |
    H |       11       |       11       |       11       |       11       |
    C |       19       |       19       |       19       |       19       |
    E |        9       |        9       |        9       |        9       |
    F |        9       |        9       |        9       |        9       |
    X |        9       |        9       |        9       |        9       |

Weight|       10       |       10       |       10       |       10       |

Attribute Immunities: Sonic.
Ailment Immunities: None.

Equipped Abilities:
      |  Bloodsucker   |  Bloodsucker   |  Bloodsucker   |  Bloodsucker   |
      |   BrainCrush   |   BrainCrush   |   BrainCrush   |   BrainCrush   |
      |    SleepGas    |    SleepGas    |    SleepGas    |    SleepGas    |
      |     Scream     |     Scream     |     Scream     |     Scream     |
      |      Fang      |      Fang      |      Fang      |      Fang      |
      |   SeedVulcan   |   SeedVulcan   |   SeedVulcan   |   SeedVulcan   |
      |      Ink       |      Ink       |      Ink       |      Ink       |
      |    ElfShot     |    ElfShot     |    ElfShot     |    ElfShot     |

Abilities Pre-Absorbed:
  INIT 1-4:
    Max HP: 260, -> 272 after 1 battle.
    Prime HP: 100, -> 112 after 1 battle.
    Maximum Prime HP: 484
        BattleSong
        BoomerangHook
        BrainCrush
        CentipedeCrush
        Da-dum
        DivingPress
        ElfShot
        Fang
        Ignis
        LifeRain
        LightBall
        Lullaby
        Maelstrom
        MagneticStorm
        PoisonGun
        Quake
        QuickSand
        Rock
        SadSong
        Scream
        Silf
        Siren
        SleepGas
        Supersonic
        Tremor
        *Bloodsucker
        *Ink
        *SeedVulcan

*Note that, due to multiple developer errors, although RedTurnip has
Bloodsucker, Ink, and SeedVulcan in its Equipped Abilities, they are NOT
initially counted toward its Prime HP.  However, this oversight will correct
itself after RedTurnip participates in its first battle, provided you don't
absorb something that overwrites Bloodsucker, Ink, or SeedVulcan in that
battle.

-------------------------------------------------------------------------------

Name: Riki                 Race/Gender: Monster                 ID: 07
Form: Lummox (Green)

Note that the Lummox (Green) Form is unique to Riki, and cannot ever be
regained after Transforming out of it.

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |     60 +  12   |     60 +  28   |     60 +  44   |     60 +  60   |
   LP |     10         |     10         |     10         |     10         |
   WP |     16         |     16         |     16         |     16         |
   JP |     12         |     12         |     12         |     12         |

  STR |      8         |      8         |      8         |      8         |
  QUI |      8         |      8         |      8         |      8         |
  INT |      8         |      8         |      8         |      8         |
  WIL |      8         |      8         |      8         |      8         |
  PSY |      8         |      8         |      8         |      8         |
  VIT |      8         |      8         |      8         |      8         |
  CHA |      8         |      8         |      8         |      8         |

Equipped Items:
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
  Hidden, Locked, and Form-dependent:
      |  BeastLeather  |  BeastLeather  |  BeastLeather  |  BeastLeather  |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

DEFenses:
    S |        6       |        6       |        6       |        6       |
    P |       12       |       12       |       12       |       12       |
    B |       12       |       12       |       12       |       12       |
    H |        2       |        2       |        2       |        2       |
    C |       12       |       12       |       12       |       12       |
    E |        2       |        2       |        2       |        2       |
    F |        2       |        2       |        2       |        2       |
    X |        2       |        2       |        2       |        2       |

Weight|        4       |        4       |        4       |        4       |

Attribute Immunities: None.
Ailment Immunities: None.

Equipped Abilities:
      |      Tail      |      Tail      |      Tail      |      Tail      |
      |    TailHit     |    TailHit     |    TailHit     |    TailHit     |
      |      Heal      |      Heal      |      Heal      |      Heal      |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

Abilities Pre-Absorbed:
  INIT 1:
    Max HP: 72
    Prime HP: 12
    Maximum Prime HP: 488 (Riki); 480 (other scenario); 476 (Emelia)
        Heal
        Tail
        TailHit
  INIT 2:
    Max HP: 88
    Prime HP: 28
    Maximum Prime HP: 488 (Riki); 480 (other scenario)
+       BoomerangHook
        CentipedeCrush
        Deathsynthesis
        Photosynthesis
  INIT 3:
    Max HP: 104
    Prime HP: 44
    Maximum Prime HP: 492 (Riki); 484 (other scenario)
+       DivingPress
        Ignis
        LifeRain
        PoisonGun
  INIT 4:
    Max HP: 120
    Prime HP: 60
    Maximum Prime HP: 492 (Riki); 484 (other scenario)
+       BattleSong
        MagneticStorm
        SadSong
        Silf

-------------------------------------------------------------------------------

Name: Sei                  Race/Gender: Monster Male            ID: 23
Form: DeathLord

Note that Sei's initial DeathLord Form has different WP, JP, and hidden
equipment from what is normal for the DeathLord Form.  These differences will
persist only until he Transforms for the first time. If Sei then returns to the
DeathLord Form, he will have the normal stats and equipment, which notably
include much-improved DEFenses.

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |    240 + 204   |    240 + 204   |    240 + 204   |    240 + 204   |
   LP |      4         |      4         |      4         |      4         |
   WP |     99         |     99         |     99         |     99         |
   JP |     66         |     66         |     66         |     66         |

  STR |     41         |     41         |     41         |     41         |
  QUI |     34         |     34         |     34         |     34         |
  INT |     34         |     34         |     34         |     34         |
  WIL |     40         |     40         |     40         |     40         |
  PSY |     34         |     34         |     34         |     34         |
  VIT |     44         |     44         |     44         |     44         |
  CHA |     40         |     40         |     40         |     40         |

Equipped Items:
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
  Hidden, Locked, and Form-dependent:
      |   SkeleMail    |   SkeleMail    |   SkeleMail    |   SkeleMail    |
      |   SkeleMail    |   SkeleMail    |   SkeleMail    |   SkeleMail    |
      |   KrisKnife    |   KrisKnife    |   KrisKnife    |   KrisKnife    |
      |   Mizukagami   |   Mizukagami   |   Mizukagami   |   Mizukagami   |

DEFenses:
    S |       35       |       35       |       35       |       35       |
    P |       67       |       67       |       67       |       67       |
    B |       11       |       11       |       11       |       11       |
    H |       21       |       21       |       21       |       21       |
    C |       45       |       45       |       45       |       45       |
    E |       45       |       45       |       45       |       45       |
    F |       21       |       21       |       21       |       21       |
    X |       51       |       51       |       51       |       51       |

Weight|       16       |       16       |       16       |       16       |

Attribute Immunities: Gaze, Water.
Ailment Immunities: Angry, Blind, Charm, Faint, Mess, Palsy, Sleep, Venom.

Equipped Abilities:
      |    Kusanagi    |    Kusanagi    |    Kusanagi    |    Kusanagi    |
      |    HPDrain     |    HPDrain     |    HPDrain     |    HPDrain     |
      |  MinionStrike  |  MinionStrike  |  MinionStrike  |  MinionStrike  |
      |   SacredSong   |   SacredSong   |   SacredSong   |   SacredSong   |
      | Deathsynthesis | Deathsynthesis | Deathsynthesis | Deathsynthesis |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

Abilities Pre-Absorbed:
  INIT 1-4:
    Max HP = 444, -> 448 after 1 battle.
    Prime HP: 204, -> 208 after 1 battle.
    Maximum Prime HP: 496 (Red/Riki); 492 (other scenario)
        Assist
        BattleSong
        Beak
        Beat
        Bloodsucker
        BoomerangHook
        BrainCrush
        CentipedeCrush
        CharmGaze
        Da-dum
        DaggerJaw
        DeathGaze
        Deathsynthesis
        DivingPress
        DoubleAxe
        ElfShot
        Fang
        FangCrush
        Grasp
        GremlinTouch
        HeatWave
        Horn
        HPDrain
        Hypnotism
        Ignis
        LifeRain
        LightBall
        Lullaby
        Maelstrom
        MagicHeal
        MagneticStorm
        MightyCyclone
        MinionStrike
        Petrify
        Photosynthesis
        PoisonGun
        Quake
        QuickSand
        Rock
        SacredSong
        SadSong
        Scream
        Silf
        Siren
        Spoil
        StoneGaze
        StunGaze
        Supersonic
        Thrust
        Tornado
        Tremor
        *Kusanagi

*Note that, due to a developer error, although Sei has Kusanagi in his Equipped
Abilities, it is NOT initially counted toward his Prime HP.  However, this
oversight will correct itself after Sei participates in his first battle,
provided you don't absorb something that overwrites Kusanagi in that battle.

-------------------------------------------------------------------------------

Name: Slime                Race/Gender: Monster                 ID: 25
Form: Slime

Note that the Slime Form is unique to the PC Slime, and cannot ever be regained
after Transforming out of it.

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |     90 +  40   |     90 +  40   |     90 +  40   |     90 +  40   |
   LP |     10         |     10         |     10         |     10         |
   WP |     26         |     26         |     26         |     26         |
   JP |     28         |     28         |     28         |     28         |

  STR |      8         |      8         |      8         |      8         |
  QUI |      6         |      6         |      6         |      6         |
  INT |      7         |      7         |      7         |      7         |
  WIL |     22         |     22         |     22         |     22         |
  PSY |     24         |     24         |     24         |     24         |
  VIT |     28         |     28         |     28         |     28         |
  CHA |      4         |      4         |      4         |      4         |

Equipped Items:
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
  Hidden, Locked, and Form-dependent:
      |   SlimyArmor   |   SlimyArmor   |   SlimyArmor   |   SlimyArmor   |
      |   SlimyArmor   |   SlimyArmor   |   SlimyArmor   |   SlimyArmor   |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

DEFenses:
    S |       16       |       16       |       16       |       16       |
    P |       32       |       32       |       32       |       32       |
    B |       64       |       64       |       64       |       64       |
    H |       16       |       16       |       16       |       16       |
    C |       16       |       16       |       16       |       16       |
    E |       16       |       16       |       16       |       16       |
    F |       16       |       16       |       16       |       16       |
    X |       16       |       16       |       16       |       16       |

Weight|        8       |        8       |        8       |        8       |

Attribute Immunities: Gaze, Throw, Water.
Ailment Immunities: None.

Equipped Abilities:
      |    Solvent     |    Solvent     |    Solvent     |    Solvent     |
      |    HPDrain     |    HPDrain     |    HPDrain     |    HPDrain     |
      |     Spoil      |     Spoil      |     Spoil      |     Spoil      |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

Abilities Pre-Absorbed:
  INIT 1-4:
    Max HP: 130, -> 134 after 1 battle.
    Prime HP: 40, -> 44 after 1 battle.
    Maximum Prime HP: 492 (Red); 484 (other scenario)
        BoomerangHook
        CentipedeCrush
        Deathsynthesis
        DivingPress
        Ignis
        LifeRain
        Photosynthesis
        PoisonGun
        Solvent
        Spoil
        *HPDrain

*Note that, due to a developer error, although Slime has HPDrain in its
Equipped Abilities, it is NOT initially counted toward its Prime HP.  However,
this oversight will correct itself after Slime participates in its first
battle, provided you don't absorb something that overwrites HPDrain in that
battle.

-------------------------------------------------------------------------------

Name: Suzaku               Race/Gender: Monster                 ID: 26
Form: SuzakuJr

Note that the initial stats and equipment for Suzaku's SuzakuJr Form are quite
different from what is normal for the SuzakuJr Form. This initial variant is
unique to the PC Suzaku and will persist only until it Transforms for the first
time. If Suzaku then returns to the SuzakuJr Form, or if any other Monster PC
gets the SuzakuJr Form, it will have the normal stats and equipment.

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |    440 + 140   |    440 + 140   |    440 + 140   |    440 + 140   |
   LP |      8         |      8         |      8         |      8         |
   WP |    108         |    108         |    108         |    108         |
   JP |      0         |      0         |      0         |      0         |

  STR |     62         |     62         |     62         |     62         |
  QUI |     80         |     80         |     80         |     80         |
  INT |     56         |     56         |     56         |     56         |
  WIL |     71         |     71         |     71         |     71         |
  PSY |     68         |     68         |     68         |     68         |
  VIT |     64         |     64         |     64         |     64         |
  CHA |     80         |     80         |     80         |     80         |

Equipped Items:
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
  Hidden, Locked, and Form-dependent:
      |  FireLeather   |  FireLeather   |  FireLeather   |  FireLeather   |
      |CelestialLeather|CelestialLeather|CelestialLeather|CelestialLeather|
      |   Protector    |   Protector    |   Protector    |   Protector    |
      |----------------|----------------|----------------|----------------|

DEFenses:
    S |       50       |       50       |       50       |       50       |
    P |       65       |       65       |       65       |       65       |
    B |       60       |       60       |       60       |       60       |
    H |       99       |       99       |       99       |       99       |
    C |       55       |       55       |       55       |       55       |
    E |       55       |       55       |       55       |       55       |
    F |       45       |       45       |       45       |       45       |
    X |       45       |       45       |       45       |       45       |

Weight|       12       |       12       |       12       |       12       |

Attribute Immunities: Ground.
Ailment Immunities: None.

Equipped Abilities:
      |  FireBarrier   |  FireBarrier   |  FireBarrier   |  FireBarrier   |
      |   FireBreath   |   FireBreath   |   FireBreath   |   FireBreath   |
      |      Wing      |      Wing      |      Wing      |      Wing      |
      |  GliderSpike   |  GliderSpike   |  GliderSpike   |  GliderSpike   |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

Abilities Pre-Absorbed:
  INIT 1-4:
    Max HP: 580
    Prime HP: 140
    Maximum Prime HP: 496 (Red); 492 (Riki); 488 (other scenario)
        ArcticBreath
        BattleSong
        BoltBlast
        BoltBreath
        BoomerangHook
        CentipedeCrush
        Da-dum
        Deathsynthesis
        DivingPress
        ElfShot
        FireBarrier
        FireBreath
        FlameBlast
        GasFlame
        GliderSpike
        Ignis
        Ink
        Kusanagi
        LifeRain
        LightBall
        Lullaby
        Maelstrom
        MagneticStorm
        Photosynthesis
        PoisonGun
        Quake
        QuickSand
        Rock
        SadSong
        Scream
        Silf
        Siren
        Supersonic
        Tremor
        Wing

-------------------------------------------------------------------------------

Name: Thunder              Race/Gender: Monster                 ID: 21
Form: Ogre

Note that Thunder's initial Ogre Form has different BaseHP, WP, STR, and CHA
from what is normal for the Ogre Form.  These differences will persist only
until it Transforms for the first time. If Thunder then returns to the Ogre
Form, or if any other Monster PC gets the Ogre Form, it will have the normal
stats.

            INIT 1           INIT 2           INIT 3           INIT 4
   HP |    180 +  48   |    180 +  48   |    180 +  48   |    180 +  48   |
   LP |     10         |     10         |     10         |     10         |
   WP |     36         |     36         |     36         |     36         |
   JP |     28         |     28         |     28         |     28         |

  STR |     25         |     25 +   5   |     25 +  10   |     25 +  15   |
  QUI |     11         |     11         |     11         |     11         |
  INT |     16         |     16         |     16         |     16         |
  WIL |     12         |     12         |     12         |     12         |
  PSY |     20         |     20         |     20         |     20         |
  VIT |     24         |     24         |     24         |     24         |
  CHA |      6         |      6         |      6         |      6         |

Equipped Items:
      |----------------|   FangAmulet   |   FangAmulet   |   FangAmulet   |
      |----------------|----------------|   FangAmulet   |   FangAmulet   |
      |----------------|----------------|----------------|   FangAmulet   |
      |----------------|----------------|----------------|----------------|
  Hidden, Locked, and Form-dependent:
      |  BeastLeather  |  BeastLeather  |  BeastLeather  |  BeastLeather  |
      |   Protector    |   Protector    |   Protector    |   Protector    |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

DEFenses:
    S |       16       |       17       |       18       |       19       |
    P |       27       |       28       |       29       |       30       |
    B |       22       |       23       |       24       |       25       |
    H |        7       |       13       |       19       |       25       |
    C |       17       |       23       |       29       |       35       |
    E |        7       |       13       |       19       |       25       |
    F |        7       |        8       |        9       |       10       |
    X |        7       |       13       |       19       |       25       |

Weight|        8       |       10       |       12       |       14       |

Attribute Immunities: None.
Ailment Immunities: None.

Equipped Abilities:
      |   BoltBreath   |   BoltBreath   |   BoltBreath   |   BoltBreath   |
      |   GroundHit    |   GroundHit    |   GroundHit    |   GroundHit    |
      |      Dash      |      Dash      |      Dash      |      Dash      |
      |     Feint      |     Feint      |     Feint      |     Feint      |
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|
      |----------------|----------------|----------------|----------------|

Abilities Pre-Absorbed:
  INIT 1-4:
    Max HP: 228
    Prime HP: 48
    Maximum Prime HP: 496 (Red); 492 (Riki); 488 (other scenario)
        BoltBreath
        BoomerangHook
        CentipedeCrush
        Dash
        Deathsynthesis
        DivingPress
        Feint
        GroundHit
        Ignis
        LifeRain
        Photosynthesis
        PoisonGun

-------------------------------------------------------------------------------





**********************
*  Avoiding Attacks  *                                                [AVOID01]
**********************


This section is still under construction.  Most of the data is here, but I
haven't had time yet to write detailed explanations or analyses.





*********************************************
*  Avoiding Attacks                         *                         [AVOID02]
*  --Ability Elements & Evasion Data Chart  *
*********************************************


This is an expansion of my old Ability Elements Chart.

I personally translated all of this from the game's data and made it into this
chart for ease of reference.  With it, you can see in what ways it is possible
to avoid every Ability in the game.

Prior to a previous release, I had found that certain Abilities (e.g. LifeSteal
and FireKiss) were not actually vulnerable to certain Evade/Counters, despite
being listed as vulnerable in the game's data, but at the time, I didn't know
why.  I've figured it out now, and as you might expect, it's a bug.

One of the conditions for many of the Evade/Counters is that the Ability must
have only 1 Target this time, even if it is capable of targeting more than one
at once.  Well, Abilities which drain an Opponent to heal the Actor (e.g.
LifeSteal and FireKiss) always actually have at least 2 Targets: the Opponent,
who gets hurt, AND the Actor, who gets healed.

If the developers had not intended for these drain-Abilities to be vulnerable
to 1-Target Evade/Counters, they presumably wouldn't have bothered to set those
vulnerabilities in the data for those Abilities, which is why I say this is a
bug.  Instead of restricting Evade/Counter activation on the basis of the
number of TOTAL Targets, they should have done it on the basis of only the
number of OPPONENT Targets.  Oops.

This bug should affect all the drain-Abilities (Bloodsucker{08a}, Grasp,
GhostTouch, FireKiss, HPDrain, PowerGrab, BloodSucker{1b3}, Lord'sDinner, and
LifeSteal), but I haven't tested them all to be absolutely certain.

Similarly, Death and Deathcurse should be affected, since they always count the
Actor as a Target, in case they need to reduce the Actor's LP for failing to
reduce an Opponent Target's LP (yes, the Actor IS considered a Target even if
s/he takes no LP damage).

KAMIKAZE-Crush should be affected as well, since the Actor needs to be a Target
in order to damage its own LP.

KaiserSmash is also definitely affected (I tested it), because, somewhat
similarly to KAMIKAZE-Crush, its EP (3e) was apparently originally intended to
do a "sacrifice" attack, in which the Actor willingly damages himself (HP only,
in this case) in the process of attacking an Opponent.  This concept was later
changed to a normal attack, but instead of removing the Actor as a Secondary
Target, they just made the Actor Immune to his own attack, which is why you
can't see any on-screen indication that he's attacking himself, even though he
technically still is.  ShadowCounter, which also uses EP 3e, would have been
affected as well, but it was never intended to be vulnerable to any of the
1-Target Evade/Counters anyway.

Similar to KaiserSmash, the EP 3f Abilities Al-Phoenix, Re-Al-Phoenix, and
DeflectLance, which were all supposed to be vulnerable to ReactionShot and
GlassShield, actually aren't.  As with EP 3e, EP 3f was also apparently
originally intended to do a "sacrifice" attack, and was later changed to a
normal attack, again merely by making the Actor Immune to his own attack
instead of actually removing the Actor as a Secondary Target.

-------------------------------------------------------------------------------

Ability: Name of the Ability.

---

Elements:

S: Slash
P: Pierce
B: Blunt
H: Heat
C: Cold
E: Electric
F: Force
X: Status

---

Shld: Vulnerability to Shield Block.  SMALLER number gives better Chance to
      Block:
  U = Unblockable
  4 = 1/4 Chance
  2 = 1/2 Chance
  1 = Full Chance
  * = Listed in the data as Blockable, but actually not, because no Shield can
      Block its Element (Status)

---

Evd/Ctr: Vulnerability to Evade/Counter Abilities.

C: Contact (vulnerable to Godless, Kasumi, InterceptSystem, BervaCounter,
   Barriers)
D: Vulnerable to Deflect, LightSword Deflect, CrossDeflect, SwayBack(inc Berva) 
K: Vulnerable to KO Throw, and is Contact
T: Vulnerable to DragonTurn, and is Contact
R: Vulnerable to ReactionShot
G: Vulnerable to GlassShield, ShadowServant
W: Vulnerable to WallRune (i.e. is Piercing)
P: Vulnerable to PsychicPrison/BackFire
*: Listed in the data as Vulnerable to the Evade/Counter for this column, but
   actually not, because this Ability ALWAYS has more than 1 Target.

---

Alw: Does the Ability Allow or prevent the use of certain Evasions?

b: Prevent user from Shield Blocking
S: Allow user to use Sword Evasions (Deflect, Kasumi)
M: Allow Martial Arts Evasions (SwayBack, KO Throw, DragonTurn)

---

Attrib: Attributes, primarily used to determine Immunity.

G: Ground
Z: Gaze
S: Sonic
W: Water
T: Throw
A: Anti-Air

---

Dodge: Notes which Dodge Ability Dodges this Ability, if any.

I list [ECM] for the EP 08 (Missile) Abilities for ease of reference, but be
aware that ECM actually causes Missiles to Miss, not be Dodged, and ECM does
not work simply by having it Equipped--it must first be used (and its effect
can be removed if CounterECM is used afterwards), after which it will cause ALL
Missiles used by anyone in that battle to Miss, NOT just those aimed at the ECM
Actor, or even just that Actor's Allies.

-------------------------------------------------------------------------------

                Ability Elements & Evasion Data Chart
                            by Zaraktheus


    Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
                |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
          Slash |S-------|---1 CD--RG-- -S-|------|
      StunSlash |S-------|---1 CD--RG-- -S-|------|
    DoubleSlash |S-------|---1 CD--RG-- -S-|------|
      HardSlash |S-B-----|---1 CD--RG-- -S-|------|
         Thrust |SP------|-4-- CD--RGW- bS-|------|
     CrossSlash |S-------|-4-- CD--RG-- bS-|------|
          Smash |S-B-----|---1 CD--RG-- -S-|------|
   SwallowSwing |S-------|---1 ----RG-- -S-|-----A|
  ThunderThrust |SP---E--|-4-- CD--RGW- bS-|------|
    Heaven/Hell |S-------|--2- CD--RG-- -S-|------|
     WheelSlash |S-------|---1 -D--RG-- -S-|------|
   WillowBranch |SP------|--2- CD--RGW- -S-|------|
        Deflect |--------|---- -------- -S-|------|
      BearCrush |S-B-----|---1 CD--RG-- -S-|------|
        DeadEnd |SP------|--2- CD--RGW- -S-|------|
       HeadWind |S-------|--2- CD--RG-- -S-|------|
   TripleThrust |SP------|-4-- -----GW- bS-|------|
         Kasumi |SPBHCEF-|U--- -------- -S-|------|
       NoMoment |S-B-----|U--- -------- -S-|------|
      GaleSlash |SP------|---1 ----RGW- -S-|-----A| DodgeGale
     2GaleSlash |SP------|---1 ----RGW- bS-|-----A| DodgeGale
   Still Stream |S-------|U--- CD--RG-- -S-|------|
  TurbidCurrent |S-------|---1 -------- -S-|------|
   CrossDeflect |--------|---- -------- bS-|------|
     RisingNova |S--H----|--2- CD--RG-- -S-|------|
  RosarioImpale |SP------|---1 -----GW- -S-|------|
      TwinSword |S-------|---1 CD--RG-- -S-|------|
  Haze-to-Wheel |S-------|---1 -------- -S-|------|
  LifeSprinkler |S-------|U--- -------- -S-|------|
        Godless |SPBHCEF-|U--- -------- -S-|------|


    Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
                |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
          Asura |S-------|---1 -----G-- -S-|------|
   AsuraRevenge |S-----F-|U--- -------- -S-|------|
   MoonlightCut |S-------|-4-- CD--RG-- -S-|------|
  ShadowCounter |S-------|---1 -------- -S-|------|
       Blizzard |S---C---|U--- ----RG-- -S-|------|
    Tres Flores |S-------|---1 CD--RG-- -S-|------|
         Katana |S-------|---1 CD--RG-- -S-|------|
       RaySword |S-----F-|---1 CD--RG-- -S-|------|
     KaiserWing |SP------|---1 ----RGW- -S-|------|
    KaiserSmash |S-B-----|---1 **--**-- -S-|------|


    Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
                |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
DestructionBeam |-----EF-|---1 ----RG-- ---|------| Evasion Laser
   MaginRampage |S-B-----|U--- -------- ---|------|
        ClawBit |SP------|---1 ------W- ---|------|
        ClawBit |-------X|---- -------- ---|------|
        ClawBit |SP------|U--- ------W- ---|------|
        ClawBit |-------X|---- -------- ---|------|
        Counter |SPBHCEFX|---- -------- ---|------|
    CounterChop |SPBHCEFX|---- -------- ---|------|
    CounterFist |SPBHCEFX|---- -------- ---|------|
 CounterBckFist |SPBHCEFX|---- -------- ---|------|
  CounterThrust |SPBHCEFX|---- -------- ---|------|
   CounterSlice |SPBHCEFX|---- -------- ---|------|
       KO Punch |SPBHCEFX|---- -------- ---|------|
        KO Kick |SPBHCEFX|---- -------- ---|------|
        KO Fist |SPBHCEFX|---- -------- ---|------|
       KO Kicks |SPBHCEFX|---- -------- ---|------|
       KO Swing |SPBHCEFX|---- -------- ---|------|
         KO Run |SPBHCEFX|---- -------- ---|------|
     DragonBeat |SPBHCEFX|---- -------- ---|------|
    DragonSlide |SPBHCEFX|---- -------- ---|------|
     DragonFist |SPBHCEFX|---- -------- ---|------|
  DragonBckFist |SPBHCEFX|---- -------- ---|------|
   DragonSuplex |SPBHCEFX|---- -------- ---|------|
    DragonSwing |SPBHCEFX|---- -------- ---|------|


    Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
                |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
           Shot |-P------|---1 -D--RGW- ---|------| Evasion Bullet
      SharpShot |-P------|---1 -D--RGW- ---|------| Evasion Bullet
      FocusShot |-P------|---1 -D--RGW- ---|------| Evasion Bullet
      TotalShot |-P------|---1 -D--RGW- ---|------| Evasion Bullet
      TrickShot |-P------|---1 ----RGW- ---|------| Evasion Bullet
   ReactionShot |-P------|U--- -D--RG-- ---|------| Evasion Bullet
       StunShot |-P------|U--- ----R-W- ---|G-----| Evasion Bullet
      CrossShot |-P------|---1 -D--RGW- ---|------| Evasion Bullet
      BoundShot |-P------|U--- ----RGW- ---|------| Evasion Bullet
      QuickDraw |-P------|---1 -D--RGW- ---|------|
         Twogun |-P------|---1 -D--RGW- ---|------|
       TestShot |-P------|U--- ------W- ---|------|
   IronclogShot |-PB-----|---1 -D--RGW- ---|------|
      HyperGaze |-------X|U--- -----G-- ---|-Z----| DodgeGaze
     JudgementX |---HCE--|U--- -----G-- ---|------|
   ProtonRocket |-PBH----|U--- -D---GW- ---|------| Evasion Rocket
 MysticalChange |--------|---- -------- ---|------|
 AlkaiserChange |--------|---- -------- ---|------|
     MagmaTouch |-------X|---* CD---G-- ---|------|
     MagicStone |---HCE--|--2- -----G-- ---|------|
      SonicWave |------F-|--2- -----G-- ---|------|


    Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
                |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
     BrightFist |--B---F-|---1 CD--RG-- ---|------|
  SparklingRoll |--B---F-|---1 -D--RG-- ---|------|
      FlashTurn |--B---F-|---1 ----RG-- ---|------|
     Al-Blaster |-PB-----|U--- ----RGW- ---|------|
     Al-Phoenix |-P----F-|U--- ----**W- ---|------|
  Re-Al-Phoenix |-P----F-|U--- ----**W- ---|------|
    ShiningKick |--B---F-|---1 -D--RG-- ---|------|
   DeflectLance |-P------|U--- ----**W- ---|------|
   FinalCrusade |-------X|---- -------- ---|------|
   Dark Phoenix |-P----F-|U--- ------W- ---|------|
   LightningWeb |-----E--|U--- -------- ---|------|


    Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
                |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
          Punch |--B-----|---1 CDK-RG-- --M|------|
           Kick |--B-----|---1 CD-TRG-- --M|------|
       AirThrow |--B-----|U--- ----R--- b-M|----T-|
           Chop |--B-----|---1 CDK-RG-- --M|------|
        Sliding |--B-----|---1 CD-TRG-- --M|G-----|
  RollingCradle |--B-----|U--- CDK-R--- b-M|----T-|
       SwayBack |--------|---- -------- --M|------|
           Fist |-PB---F-|--2- ----RGW- --M|------|
       Backfist |--B-----|--2- CDK-RG-- --M|------|
      CrushBeat |--B-----|---1 CDK-RG-- --M|------|
  Rotation Kick |--B-----|---1 CD-TRG-- --M|------|
       KO Throw |SPBHCEF-|U--- -------- --M|------|
         Suplex |--B-----|U--- ----RG-- b-M|----T-|
     GiantSwing |--B-----|U--- ----RG-- b-M|----T-|
       GoldHand |--B---F-|--2- ----RG-- --M|------|
   BabelCrumble |--B-----|U--- ----R--- b-M|----T-|
   TriangleKick |-PB---F-|-4-- ----RGW- --M|------|
        OgreRun |--B-----|---1 ----RG-- --M|G-----|
        Scuffle |--B-----|-4-- ----RG-- b-M|------|
    LocomotionG |--B-----|U--- ----RG-- b-M|----T-|
     DragonTurn |SPBHCEF-|U--- -------- --M|------|
       Lastshot |--B-----|U--- -------- --M|------|
      Corkscrew |--B-----|-4-- -------- --M|------|
     SkyTwister |--B---F-|U--- CDK-RG-- --M|------|
            DSC |--B-----|U--- -------- --M|----T-|
        Contact |--B-----|U--- -------- --M|------|
          Shock |-------X|U--- -------- --M|------|
           Beat |--B-----|---1 CD--RG-- --M|------|
          Touch |--B-----|U--- -------- --M|------|
       SwingDDT |--B-----|U--- ----RG-- --M|----T-|
     VandalFlip |--B-----|U--- ----RG-- --M|----T-|
      PowerBomb |--B-----|U--- ----RG-- --M|----T-|


    Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
                |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
           Fang |S-------|---1 CD--RG-- ---|------|
      FangCrush |S-------|---1 CD--RG-- ---|------|
      DaggerJaw |SPBHCEF-|-4-- CD--RGW- ---|------|
           Beak |SP------|---1 CD--RGW- ---|------|
           Horn |SP------|---1 CD--RGW- ---|------|
       StunGaze |-------X|---* -------- ---|-Z----| DodgeGaze
      CharmGaze |-------X|---* -------- ---|-Z----| DodgeGaze
      StoneGaze |-------X|---* -------- ---|-Z----| DodgeGaze
      DeathGaze |-------X|---* -------- ---|-Z----| DodgeGaze
      Hypnotism |-------X|---* -------- ---|-Z----|
    Bloodsucker |------F-|---1 **--**-- ---|------| DodgeDrain
          Grasp |------F-|U--- -*---*-- ---|------|
        Petrify |S-B-----|---1 CD--RG-- ---|------|


    Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
                |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
      DoubleAxe |S-------|---1 CD--RG-- ---|------|
     BrainCrush |S-B-----|---1 CD--RG-- ---|------|
           Beat |--B-----|---1 CDK-RG-- ---|------|
       Scissors |S-B-----|---1 CDK-RG-- ---|------|
      PowerBeat |--B-----|---1 CDK-RG-- ---|------|
       Psychout |-------X|---* ----RG-- ---|------|
           Chop |-PB-----|---1 CDK-RGW- ---|------|
         Feeler |--B-----|-4-- CDK-RG-- ---|------|
           Claw |S-------|---1 CDK-RG-- ---|------|
      DeathGrip |S-------|---1 CDK-RG-- ---|------| DodgeDeathGrip
     PoisonGrip |S-B-----|---1 CDK--G-- ---|------|
     GhostTouch |------F-|---1 ***--*-- ---|------| DodgeTouch
     DeathTouch |-------X|---* CDK--G-- ---|------| DodgeTouch
      StunTouch |-------X|---* CDK--G-- ---|------| DodgeTouch
          Blade |S-------|---1 CDK-RG-- ---|------|
     GaleAttack |SP------|---1 -D--RGW- ---|-----A| DodgeGale
      GroundHit |S-B-----|---1 CDK-RG-- ---|------|
      HeatSmash |S--H----|---1 CDK-RG-- ---|------|
       IceSmash |S---C---|---1 CDK-RG-- ---|------|
      TitasWave |S-B-----|---1 -----G-- ---|--S---|
         Thrust |SP------|---1 CDK-RGW- ---|------|


    Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
                |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
           Kick |--B-----|---1 CD-TRG-- ---|------|
        Trample |--B-----|---1 -D---G-- ---|------| DodgeSmash
GriffithScratch |S-B-----|---1 CD-T-G-- ---|------|
           Tail |--B-----|---1 CD-TRG-- ---|G-----| DodgeTail
        TailHit |--B-----|---1 CD-T-G-- ---|G-----| DodgeTail
          Sweep |-------X|---* CD-TRG-- ---|G-----|
     SpinAttack |--B-----|U--- -------- ---|------|
        Stinger |-P------|--2- -D---GW- ---|------| DodgeNeedle
   PoisonNeedle |-P------|--2- -D---GW- ---|------| DodgeNeedle
          Feint |-------X|---* -D---G-- ---|------|


    Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
                |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
   MinionStrike |--B-----|---1 -D--RG-- ---|------|
           Heal |-------X|---- -------- ---|------|
          Coils |--B-----|---1 CD--RG-- ---|------|
         Tackle |--B-----|---1 CD--RG-- ---|------| DodgeTackle
           Dash |--B-----|---1 CD--RG-- ---|------| DodgeTackle
       Headbutt |--B-----|---1 CD---G-- ---|------| DodgeTackle
       Stampede |--B-----|---1 CD---G-- ---|------|
           Wing |SP------|---1 -D---GW- ---|------| DodgeWing
    GliderSpike |-P------|---1 -D--RGW- ---|------| DodgeWing
    Oscillation |------F-|---1 -D---G-- ---|--S---|
       FireKiss |--B---F-|---1 **---*-- ---|------| DodgeDrain
          Spore |------F-|---1 -D---G-- ---|------| DodgePowder
     SeedVulcan |-P------|---1 -D---GW- ---|------|
        Solvent |------F-|---1 -----G-- ---|---W--|
        Needles |-P------|---1 -D--RGW- ---|------| DodgeNeedle
    FireBarrier |---H----|U--- -------- ---|------|
     IceBarrier |----C---|U--- -------- ---|------|
    BoltBarrier |-----E--|U--- -------- ---|------|
    CounterFear |-------X|U--- -------- ---|------|
   PsyReflecter |-------X|U--- -------- ---|------|
       Kusanagi |S----E--|---1 -D---G-- ---|------|


    Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
                |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
       GasFlame |---H----|---1 -----G-- ---|------|
     FireBreath |---H----|---1 -----G-- ---|------|
     FlameBlast |---H----|---1 -----G-- ---|------|
   ArcticBreath |----C---|---1 -----G-- ---|------|
     BoltBreath |-----E--|---1 -----G-- ---|------|
      BoltBlast |-----E--|---1 -----G-- ---|------|
            Ink |------F-|---1 -----G-- ---|---W--|
    WaterCannon |-PB-----|---1 -----GW- ---|---W--|
       StinkGas |------F-|---1 -----G-- ---|------|
      PoisonGas |------F-|---1 -----G-- ---|------|
       StoneGas |------F-|---1 -----G-- ---|------|
       SleepGas |------F-|---1 -----G-- ---|------|
        TripGas |------F-|---1 -----G-- ---|------|
      MadAttack |--B-----|---1 -----G-- ---|------|
    BeetleJuice |------F-|---1 -----G-- ---|---W--|
     AcidBreath |------F-|---1 -----G-- ---|---W--|
     DeadlyMoss |-------X|---* -----G-- ---|------| DodgePowder
   SphinxRiddle |-------X|---* -----G-- ---|------| DodgeRiddle


    Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
                |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
    Kylin'sSong |--------|---- -------- ---|--S---|
        HPDrain |------F-|---1 ----**-- ---|------| DodgeDrain
      Seduction |-------X|---* ----RG-- ---|------| DodgeSeduction
      Pheromone |-------X|---* ----RG-- ---|------| DodgeSeduction
          Flash |-------X|---* ----RG-- ---|------| DodgeFlash
      SpiderNet |-------X|---* ----RG-- ---|------| DodgeNet
       BladeNet |S-------|---1 ----RG-- ---|------| DodgeNet
    Ectoplasnet |-------X|---* ----RG-- ---|------| DodgeNet
    Thunderbolt |-----E--|---1 ----RG-- ---|------| DodgeThunder
     PainPowder |------F-|---1 ----RG-- ---|------| DodgePowder
     PoisonMist |-------X|---* ----RG-- ---|------|
       IllStorm |-------X|---* ----RG-- ---|------|
      Windblast |-P----F-|---1 ----RGW- ---|------|
        Tornado |-P----F-|---1 ----RGW- ---|------|
     SacredSong |------F-|---1 ----RG-- ---|--S---|
      MagicHeal |-------X|---- -------- ---|------|
         Assist |-------X|---- -------- ---|------|
          Spoil |-------X|---* ----RG-- ---|------|
   GremlinTouch |--B---F-|---1 CD--RG-- ---|------| DodgeTouch
       HeatWave |---H----|---1 ----RG-- ---|------|
  MightyCyclone |--B-----|---1 ----RG-- ---|----T-|
      Maelstrom |------F-|---1 ----RG-- ---|---W--|
        ElfShot |-P----F-|---1 -D--RGW- ---|------|
     Supersonic |------F-|---1 ----RG-- ---|--S---|
        Lullaby |-------X|---* ----RG-- ---|--S---|
         Scream |------F-|---1 ----RG-- ---|--S---|
          Siren |------F-|---1 ----RG-- ---|--S---|
         Da-dum |--------|---- -------- ---|--S---|
      LightBall |------F-|---1 ----RG-- ---|------|
         Tremor |--B-----|U--- ----RG-- ---|G-----| DodgeTremor
          Quake |--B-----|U--- ----RG-- ---|G-----| DodgeTremor
      QuickSand |--B-----|U--- ----RG-- ---|G-----|
           Rock |--B-----|---1 ----RG-- ---|------| DodgeRock
  MagneticStorm |-----EF-|---1 ----RG-- ---|------|
     BattleSong |-------X|U--- -------- ---|--S---|
        SadSong |-------X|U--- -------- ---|--S---|
           Silf |----CE--|---1 ----RG-- ---|------|
          Ignis |---H----|---1 ----RG-- ---|------|
       LifeRain |-------X|---- -------- ---|------|
    DivingPress |--B-----|U--- -D--RG-- ---|------| DodgeSmash
      PoisonGun |------F-|---1 ----RG-- ---|---W--|
 CentipedeCrush |--B-----|U--- -------- ---|------| DodgeTackle
  BoomerangHook |--B-----|---1 CDK-RG-- ---|------|
 Photosynthesis |--------|---- -------- ---|------|
 Deathsynthesis |--------|---- -------- ---|------|


    Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
                |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
         SunRay |---H----|---1 ----RG-P b--|------|
  StarlightHeal |-------X|---- -------P b--|------|
      FlashFire |---H----|U--- ----RG-P b--|------|
     FlashFlood |-------X|U--- ----RG-P b--|---W--|
     LightSword |-------X|---- -------P b--|------|
  MegaWindblast |---HCE--|---1 ----RG-P b--|------|
    Kyon'sSmile |S-------|---1 CD--RG-P ---|------|
     Salamander |---H----|---1 CD--RG-P ---|------|


    Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
                |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
      PowerGrab |------F-|---1 ----**-P b--|------|
     Hidebehind |-------X|U--- ----RG-P b--|------|
      ShadowNet |-------X|U--- ----RG-P b--|------|
    Kyon'sSmile |S-------|U--- -------P b--|------|
     DarkSphere |------F-|U--- ----RG-P b--|------|
  ShadowServant |-------X|---- -------P b--|------|
    FireySpirit |-------X|---- -------P b--|------|
        Macumba |-------X|U--- -------P b--|------|


    Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
                |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
     VaporBlast |-P------|U--- ----RGWP b--|-----A|
         Vanish |-------X|U--- ----RG-P b--|------|
 ReverseGravity |--B-----|U--- ----R--P b--|------|
     LightShift |-------X|---- -------P b--|------|
      DarkShift |-------X|---- -------P b--|------|
         Vortex |-------X|U--- -------P b--|------|
  SatelliteBeam |-P---E--|U--- ------WP b--|------|
       Graviton |---HCEF-|---1 ----RG-P b--|------|


    Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
                |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
     DelayOrder |-------X|---* ----RG-P b--|------|
       TimeLeap |-------X|U--- ----RG-P b--|------|
    ChaosStream |------F-|U--- ----RG-P b--|------|
    TimeEclipse |------F-|U--- ----RG-P b--|------|
    TimeTwister |--------|---- -------P b--|------|
      OverDrive |--------|---- -------P b--|------|
    Revolution9 |-------X|---- -------P b--|------|
    Revolution9 |----C--X|U--- -------P b--|------|


    Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
                |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
    EnergyChain |------F-|---1 ----RG-P b--|------|
      Implosion |---H----|---1 ----RG-P b--|------|
    PsychoArmor |-------X|---- -------P b--|------|
           Gate |--------|---- -------P b--|------|
  PsychicPrison |--------|---* ----RG-P b--|------|
  VermilionSand |-P----F-|-4-- ----RGWP b--|------|
   Regeneration |--------|---- -------P b--|------|
       BackFire |------F-|U--- -------P b--|------|


    Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
                |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
    Fascination |-------X|---* ----RG-P b--|------|
   PhantasmShot |SP------|---1 ----RGWP b--|------|
    GlassShield |-------X|---- -------P b--|------|
   PhantasmShot |SP------|---1 ----RGWP b--|------|
    MirrorShade |--------|---- -------P b--|------|
      Selection |-------X|U--- -------P b--|------|
    BrokenGlass |S-------|---- -------P b--|------|
    BrokenGlass |--------|U--- -------P b--|------|


    Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
                |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
       MindHeal |-------X|---- -------P b--|------|
     Spellbound |-------X|---* ----RG-P b--|------|
      Evaporate |-------X|---- -------P b--|------|
       IronPole |--B-----|U--- -------P b--|------|
       Lifewave |------FX|U--- ----RG-P b--|------|
      Awakening |-------X|---- -------P b--|------|
           Yell |-------X|---- -------P b--|--S---|
          Drunk |--------|U--- -------P b--|------|


    Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
                |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
       RavaShot |------F-|---1 ----RG-P b--|------|
    PainDoubler |--------|---* ----RG-P b--|------|
     Deathcurse |-------X|U--- ----*--P b--|------|
      SharpPain |-------X|---* ----RG-P b--|------|
    RavaBarrire |-------X|---- -------P b--|------|
    MagiDefense |------F-|---1 ----RG-P b--|------|
    RavaBarrire |----C--X|U--- -------P b--|------|
     Possession |-------X|U--- -------P ---|------|


    Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
                |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
          Saber |SP------|---1 ----RGWP b--|------|
         Shield |-------X|---- -------P b--|------|
          Grail |-------X|---- -------P b--|------|
           Gold |-------X|---* ----RG-P b--|------|
       Magician |-------X|---- -------P b--|------|
          Death |-------X|U--- ----*--P b--|------|
          Tower |-----E--|---1 ----RG-P b--|------|
           Fool |--------|U--- -------P b--|------|


    Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
                |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
    VictoryRune |-------X|---- -------P b--|------|
   VitalityRune |-------X|---- -------P b--|------|
       HideRune |-------X|---- -------P b--|------|
    FreedomRune |-------X|---- -------P b--|------|
       WallRune |-------X|---- -------P b--|------|
      DwarfRune |-------X|---* ----RG-P b--|------|
     StasisRune |--------|U--- -------P b--|------|
       SoulRune |--------|---- -------P b--|------|


    Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
                |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
      Sacrifice |-------X|---- -------P b--|------|
         Reviva |-------X|---- -------P b--|------|
      DirtyFang |S-------|---1 CD--RG-- ---|------|
ElementDissolve |-------X|---* CD--RG-- ---|------|
     BraveHeart |-------X|---- -------- ---|------|
     Enemy Fire |-P------|--2- CD--RGWP ---|------|
         Reviva |-------X|---- -------P ---|------|
CounterMagician |-------X|U--- -------P ---|------|


    Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
                |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
       BlackCat |------F-|---1 ----RG-P b--|------|
      Nightmare |------F-|---1 ----RG-P b--|------|
         Jackal |------F-|---1 ----RG-P b--|------|
     Cockatrice |------F-|---1 ----RG-P b--|------|
         Reaper |------F-|---1 ----RG-P b--|------|
 MillionDollers |SP-H----|---1 -D--RGW- ---|------|
     ShadowHold |-------X|---* ----RG-- ---|------|
     SilverFang |S-------|---1 CD--RG-P ---|------|


    Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
                |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
     DodgeDrain |-------X|---- -------- ---|------|
     DodgeTouch |-------X|---- -------- ---|------|
      DodgeGale |-------X|---- -------- ---|------|
     DodgeSmash |-------X|---- -------- ---|------|
      DodgeTail |-------X|---- -------- ---|------|
    DodgeNeedle |------F-|---- -------- ---|------|
    DodgeTackle |------F-|---- -------- ---|------|
      DodgeWing |------F-|---- -------- ---|------|
    DodgePowder |-------X|---- -------- ---|------|
    DodgeRiddle |-------X|---- -------- ---|------|
 DodgeSeduction |-------X|---- -------- ---|------|
     DodgeFlash |-------X|---* ----RG-- ---|------|
       DodgeNet |-------X|---- -------- ---|------|
   DodgeThunder |-------X|---- -------- ---|------|
    DodgeTremor |-------X|---- -------- ---|------|
      DodgeRock |-------X|---- -------- ---|------|
      DodgeGaze |-------X|---- -------- ---|------|
 DodgeDeathGrip |-------X|---- -------- ---|------|
    Kyon'sSmile |-------X|---- -------- ---|------|
    Kyon'sSmile |-------X|---- -------- ---|------|
    Kyon'sSmile |-------X|---- -------- ---|------|
  Evasion Laser |S-------|---- -------- ---|------|
 Evasion Rocket |S-------|---- -------- ---|------|
 Evasion Bullet |S-------|---- -------- ---|------|
          Virus |S-------|---- -------- ---|------|
    Kyon'sSmile |S-------|---- -------- ---|------|
ShootingMastery |S-------|---- -------- ---|------|
  CombatMastery |S-------|---- -------- ---|------|
   TigerProgram |S-------|---- -------- ---|------|
  DragonProgram |S-------|---- -------- ---|------|
 MaxwellProgram |S-------|---- -------- ---|------|
     SelfRepair |S-------|---- -------- ---|------|


    Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
                |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
        Blaster |-----EF-|---1 ----RG-- ---|------| Evasion Laser
   BlasterSword |S-----F-|---1 CD--RG-- ---|------|
      Paralyzer |-------X|---* ----RG-- ---|------|
   SonicBlaster |------F-|---1 ----RG-- ---|--S---|
    WaterCannon |-PB-----|---1 -D--RGW- ---|---W--|
     BeamCannon |---H----|---1 ----RG-- ---|------|
     Magnablast |-----E--|---1 ----RG-- ---|------|
         Vulcan |-P------|---1 -D--RGW- ---|------| Evasion Bullet
     BoltCannon |-----E--|---1 ----RG-- ---|------|
   FlameThrower |---H----|---1 ----RG-- ---|------|
    BoltThrower |-----E--|---1 ----RG-- ---|------|
   PlasmaBullet |-----EF-|---1 ----RG-- ---|------|
      HE-Rocket |-PBH----|U--- -D--RGW- ---|------| Evasion Rocket
      RandomBaz |-PBH----|U--- -D--RGW- ---|------| Evasion Rocket
        Missile |-PBH----|U--- -D--RGW- ---|------| [ECM]


    Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
                |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
      MecSonata |------F-|---1 ----RG-- ---|--S---|
      BeamSword |S--H--F-|---1 CD--RG-- ---|------|
            ECM |-------X|---- -------- ---|------|
         Hammer |--B-----|---1 CD--RG-- ---|------|
StarlightShower |--BH-EF-|---1 ----RG-- ---|------|
 KAMIKAZE-Crush |--BH-E--|U--- -----*-- ---|------|
     AT-Missile |-PBH----|U--- -D--RGW- ---|------| [ECM]
   MicroMissile |-PBH----|U--- -D--RGW- ---|------| [ECM]
InterceptSystem |SPBHCEF-|U--- -------- ---|------|
     RailCannon |-PB-----|---1 -D--RGW- ---|------|
  MachineVulcan |-P------|---1 -D--RGW- ---|------| Evasion Bullet
  Shock Soldier |SPB-----|---1 ----RGW- ---|G-----| Evasion Bullet
     Pop-Knight |SPB-----|---1 ----RGW- ---|-----A| Evasion Bullet
          Laser |------F-|---1 ----RG-- ---|------| Evasion Laser
       Graviton |------F-|---1 ----RG-- ---|------| Evasion Laser
            Bit |-------X|U--- -------- ---|------| Evasion Laser
SatelliteLinker |-------X|---- -------- ---|------|
     RepairPack |------F-|---- -------- ---|------|
     CosmicRave |--BH-EF-|---1 ----RG-- ---|------|
      LogicBomb |-------X|---* -D--RG-- ---|------|
         Jammer |-------X|---* ----RG-- ---|------|
     HypnoFlash |-------X|---* ----RG-- ---|------| DodgeFlash
    PluralSlash |S--H--F-|---1 CD--RG-- ---|------|
     CounterECM |-------X|U--- -------- ---|------|
          V-MAX |-------X|---- -------- ---|------|
      Crosshair |-P------|---1 -D--RGW- ---|------|
      RangeFire |-P------|---1 -D--RGW- ---|------|
        Magnify |------F-|U--- ----RG-- ---|------| Evasion Laser
          V-END |-------X|---- -------- ---|------|
    HammerCrush |--B-----|---1 CD--RG-- ---|------|
   EnergySupply |-------X|---- -------- ---|------|
      Shoot-All |-P-H----|U--- ------W- ---|------|
    GhostCannon |------F-|---1 ----RG-- ---|------| Evasion Laser


    Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
                |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
    MysticSword |S-----F-|---1 -D--RG-- ---|------|
         Needle |-P------|---1 -D--RGW- ---|------| DodgeNeedle
          Lance |-P------|---1 CD--RGW- ---|------|
    BloodSucker |------F-|---1 -*--**-- ---|------|
          Blade |S-------|---1 CD--RG-- ---|------|
      MagicHeal |------F-|---- -------- ---|------|
  GremlinEffect |--B-----|---1 CD--RG-- ---|------|
      Hypnotism |-------X|---* -D--RG-- ---|------|
     FireBreath |---H----|---1 ----RG-- ---|------|
    Oscillation |------F-|---1 ----RG-- ---|--S---|
         PsyNet |-------X|---* ----RG-- ---|------|
      HeatSmash |S--H----|---1 CD--RG-- ---|------|
          Flash |-------X|---* ----RG-- ---|------| DodgeFlash
GriffithScratch |S-------|---1 CD--RG-- ---|------|
       Portrait |-------X|---* CD--RG-- ---|------|
       Portrait |-------X|---* CD--RG-- ---|------|


    Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
                |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
    MysticGlove |--B---F-|---1 -D--RG-- ---|------|
         Da-dum |-------X|---- -------- ---|--S---|
    WaterCannon |-PB-----|---1 -D--RGW- ---|---W--|
   DeadlyPowder |------F-|---1 -D--RG-- ---|------| DodgePowder
          Spoil |-------X|---* ----RG-- ---|------|
   PoisonusBlow |--B-----|---1 CD--RG-- ---|------|
         Feeler |--B-----|---1 CD--RG-- ---|------|
      Psych-out |-------X|---* CD--RG-- ---|------|
  SpreadBlaster |---H-E--|---1 ----RG-- ---|------| Evasion Laser
       HellWing |SP------|---1 ----RGW- ---|------| DodgeWing
      GrapeShot |-P------|---1 -D--RGW- ---|------|
   ArcticBreath |----C---|---1 ----RG-- ---|------|
       IceSmash |S---C---|---1 CD--RG-- ---|------|
    Crystalizer |------F-|---1 ----RG-- ---|------|
   TigerRampage |--B---F-|--2- CD--RG-- ---|------|
   TigerRampage |--B---F-|--2- CD--RG-- ---|------|


    Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
                |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
    MysticBoots |--B---F-|---1 ----RG-- ---|------|
          Sweep |-------X|---* ----RG-- ---|G-----|
      PowerKick |--B-----|---1 CD--RG-- ---|------|
    ThunderBall |-----E--|---1 ----RG-- ---|------|
       BladeNet |S-----F-|---1 ----RG-- ---|------| DodgeNet
         Assist |-------X|---- -------- ---|------|
        Spiders |SPB-----|---1 -D--RGW- ---|G-----|
    Suffocation |-------X|---* ----RG-- ---|------|
         Tremor |--B-----|U--- ----RG-- ---|G-----| DodgeTremor
     MysteryTap |-------X|U--- ----R--- ---|------|
      Quicksand |------F-|U--- ----R--- ---|G-----|
    Thunderbolt |-----E--|---1 ----RG-- ---|------| DodgeThunder
     Assasinate |S-------|U--- ----R--- ---|------|
      TitasWave |S-B-----|---1 ----RG-- ---|--S---|


    Ability      Elements Shld Evd/Ctr  Alw Attrib      Dodge
                |SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
       Portrait |-------X|---* CD--RG-- ---|------|
      Shoot-All |--BH----|--2- -----G-- ---|------|
            Bit |-----E--|U--- -------- ---|------|
   PoisonDamage |-------X|U--- -------- ---|------|
      PowerSave |-------X|---- -------- ---|------|
   BervaCounter |SPBHCEF-|U--- -------- ---|------|
    MoonScraper |------F-|U--- -----G-- ---|------|
        GodHand |--BH----|---1 C---RG-- ---|------|
     LordCannon |--BHCE--|---1 -D--RG-- ---|------|
   Lord'sDinner |-------X|U--- -------- ---|------|
         Vulcan |-P------|---1 -D--RGW- ---|------| Evasion Bullet
      ChainHeat |S-------|---1 -----G-- ---|------|
       IronBall |--B-----|-4-- -D--RG-- ---|------|
    Retribution |-----EF-|--2- -----G-- ---|------|
   SpaceContact |-------X|U--- -------- ---|------|
        Carnage |------F-|--2- -----G-- ---|------|
      Hypnotism |-------X|U--- -------- ---|-Z----|
      LifeSteal |-------X|---* *----*-- ---|------|
   HyperBazooka |-P-H----|U--- ------W- ---|------| Evasion Rocket
 BusterLauncher |------F-|U--- -------- ---|------|
          Smile |-------X|U--- -------- ---|------|
    3Mistresses |------F-|U--- -----G-- ---|------|
      AntiStone |------F-|---- -------- ---|------|
         Sabers |S-------|U--- -----G-- ---|------|
           Call |-------X|U--- ----R--- ---|------|
        Runaway |--------|---- -------- ---|------|
     StunNeedle |-P------|---1 -D--RGW- ---|------|
     Salmonella |-------X|-*-- -D--RG-- ---|------|
      FlashBomb |-------X|---* ----RG-- ---|------|
     MagicStone |---HCE--|--2- -----G-- ---|------|
    FinalStrike |S--H--F-|U--- -------- ---|------|
        Trample |--B-----|---1 ----RG-- ---|------| DodgeSmash
HeavyRailCannon |-PB-----|---1 -D---GW- ---|------|
        Defense |--------|---- -------- ---|------|

-------------------------------------------------------------------------------





****************************
*  Avoiding Attacks        *                                          [AVOID03]
*  --Attribute Immunities  *
****************************


Basically, if an attack uses any of the following Attributes: 

  Ground
  Gaze
  Sonic
  Water
  Throw

and the Target is Immune to that Attribute, the attack will not affect the
Target in any way, including damage, status ailments, and even beneficial
effects.  If an attack uses multiple Attributes, the Target only needs to be
Immune to at least one of them in order to be Immune to the entire attack.

However, if an attack is a Subsequent Ability in a Combo, it will completely
ignore any Immunity the Target might have and instead take full effect, as if
the Target was not Immune.

Avoiding an attack via Throw Immunity is displayed as a "Miss", although it
really isn't.  Avoiding an attack via the other Immunities is simply displayed
as an absence of anything happening.

The oddball Attribute is Anti-Air, which the game lumps together with the other
Attributes, but which actually indicates a Vulnerability rather than an
Immunity.  If an attack uses Anti-Air and the Target is Vulnerable to it, the
Target will have its DEFense treated as 0 against that attack, no matter how
high it was.

Attribute Immunity is checked before Evasions (see below).  If the Target is
Immune to an Attribute used by the attack, no further checks are made for
Evasions, Dodge Abilities, etc.





************************
*  Avoiding Attacks    *                                              [AVOID04]
*  --Evasions Summary  *
************************


I hope to include simpler explanations and more detailed analysis for this
section in the future.  For now, here are the rules governing Evasion
eligibility and activation probability.

The Evasions are presented in the order in which they are checked.  Once any
Evasion is determined to be successful, that's the one that will be used, and
no others are checked.

First, a list of the Status Ailments that prevent many Evasions:

Incapacitating/Befuddling Status Ailments:

  Angry
  Charm
  Dead (0 LP)
  Faint (0 HP)
  Mess (all colors)
  Palsy
  Sleep
  Stasis
  Stone
  Stun

Second, if an attack is a Subsequent Ability in a Combo, ALL of the following
Evasions are completely ignored.  The checks for them are bypassed, which has
the same effect as causing them to automatically fail.

-------------------------------------------------------------------------------

PsychicPrison/BackFire

What the Actor must do:
1: Be under PsychicPrison.
2: Use an Ability vulnerable to PsychicPrison/BackFire as a normal Action (i.e.
   not as a counterattack, automatic Regeneration, etc).  This means any Spell
   from any School, including "hidden Spells" and the item-inherent Ability
   SilverFang, but not including DirtyFang, ElementDissolve, BraveHeart,
   MillionDollers, and ShadowHold, the other item-inherent Abilities whose IDs
   just happen to be lumped in with the Life and Mirage Magic Spells.  All
   other Abilities from ID 100--15f (the 12 Schools of Magic) are vulnerable--
   even buffs, heals, and other non-offensive Spells.  This technically
   includes several Abilities (such as BackFire itself, Regeneration,
   BrokenGlass, etc) which cannot legitimately be used as normal Actions, but
   that fact would only matter if you hacked the game to be able to use them.

PsychicPrison/BackFire has a 100% activation rate against applicable Abilities.
It will prevent all effects of the Ability and instead counterattack the Actor
with BackFire, but it only works once.

The damage from BackFire is: 

JP = Final JP Cost (after -1 for Mastery, if appropriate) of the Spell that
     triggered PsychicPrison/BackFire.  A few of the "hidden Spells" cost WP,
     instead, so for them, this will be WP Cost.

Damage = (100 * JP) + rand(0...25)

--------------------

ReactionShot

What the Target and/or any Ally of the Target must do:
1: Choose ReactionShot.
2: Not be under any incapacitating/befuddling status ailments.
3: Have and expend sufficient WP (3).
--Technically must also have chosen to use a Gun this turn; Gun must also be
  from Equipment slots 1-8, rather than 9-10.

What the Actor must do:
1: Use an ability that is vulnerable to ReactionShot and which is attacking
   only 1 Target this time, even if it is capable of attacking more than one at
   once.

Activation Probability: 

S = ReactionShotter's Current STR (base value, modified by equipment, mystic
    absorbs, and any buffs/debuffs from the current battle)
Q = ReactionShotter's Current QUI (base value, modified by equipment, mystic
    absorbs, and any buffs/debuffs from the current battle)
V = ReactionShotter's Current VIT (base value, modified by equipment, mystic
    absorbs, and any buffs/debuffs from the current battle)
C = Chance.

(S + Q + V + 200) / 16 = C
If rand(0...99) < C, succeed.

Always round down after any division operation.

Chance can therefore range from 12%--31%, depending on Stats.

Multiple ReactionShots (by multiple participants only) CAN activate in response
to the same attack!

--------------------

WallRune

What the Target must do:
1: Have WallRune active.

What the Actor must do:
1: Use an attack that includes Piercing element.

WallRune has a 100% activation rate against applicable attacks, and will
prevent all effects of the attack, but it only works once!  If you want to
block another attack with WallRune, you have to cast it all over again!

--------------------

GlassShield

What the Target must do:
1: Have GlassShield active.

What the Actor must do:
1: Use an attack that is vulnerable to GlassShield and which is attacking only
   1 Target this time, even if it is capable of attacking more than one at
   once.

BrokenGlass Counterattack

What the Actor must do:
1: Use an attack that is vulnerable to GlassShield and is Contact and which is
   attacking only 1 Target this time, even if it is capable of attacking more
   than one at once.

GlassShield has a 100% activation rate against applicable attacks, and will
prevent all effects of the attack, but it only works once.  BrokenGlass will
counterattack the Actor if the attack also has the Contact property.

--------------------

ShadowServant

What the Target must do:
1: Have ShadowServant active.

What the Actor must do:
1: Use an attack that is vulnerable to ShadowServant.

ShadowServant has a 100% activation rate against applicable attacks, and will
prevent all effects of the attack, but it only works once.  I expect most
people would prefer if it didn't block attacks at all, since doing so destroys
the ShadowServant, and the main reason people cast it is to double their
attacks.

--------------------

Shield Block

What the Target must do:
1: Have a Shield equipped.  If multiple Shields are equipped, only the one
   closest to the top of the Equip Items Menu can be used to Block.
2: Not choose an ability that prevents Shield Blocking.
3: Not be under any incapacitating/befuddling status ailments.

What the Actor must do:
1: Use an attack that is Blockable and which uses at least one element that the
   Target's Shield can Block.

Even if an attack is Blockable, there are three different degrees of
Blockability that affect the Chance to Block it: Full, Half, and Fourth.

B = Shield's Block value
D = Degree of Blockability: Full = 1, Half = 2, Fourth = 4
C = Chance

(B / D) = C
If rand(0...62) < C, succeed.

Always round down after any division operation.

Shield          ---BR--- ----BR%---- Elements  Notes
               | 1| 2| 4| 1 | 2 | 4 |SPBHCEFX|
 DurahanShield |22|11| 5|35%|17%| 8%|SPBHCEF-| +5 STR & VIT for H/M/M
  DragonShield |20|10| 5|32%|16%| 8%|SPBHCE--|
    Mizukagami |24|12| 6|38%|19%|10%|SPBH----| Immunity to Water
   GenbuShield |24|12| 6|38%|19%|10%|SPB-C---| Immunity to Water
   ExcelShield |28|14| 7|44%|22%|11%|SPB-----|
  WonderBangle |62|31|15|98%|49%|24%|-P------|
   ShellShield |16| 8| 4|25%|13%| 6%|SPB-----|
       Buckler |20|10| 5|32%|16%| 8%|S-B-----|

BR: Block Rate.  The Chance out of 63 (round fractions down) of Blocking an
    attack.
    The "1" column is for attacks which are Fully Blockable.
    The "2" column is for attacks which are 1/2 Blockable.
    The "4" column is for attacks which are 1/4 Blockable.
BR%: Block Rate again, now expressed as a percentage Chance to Block, for ease
     of understanding.
     The "1" column is for attacks which are Fully Blockable.
     The "2" column is for attacks which are 1/2 Blockable.
     The "4" column is for attacks which are 1/4 Blockable.
Elements: An attack can only be Blocked if it uses at least one Element that
          this shield can Block.

Yes, the Chance really is out of 63 (not 64).  Yes, that probably is a 
developer error.

--------------------

Godless

What the Target must do:
1: Choose Godless from the menu of any Sword except the RaySword or LightSword.
   (Equipment slots 9-10 are the actual problem)
   --or Spark Godless
2: Not be under any incapacitating/befuddling status ailments.
3: Have and expend sufficient WP (5), unless Sparking it.
--Technically must also have chosen to use an item from slots 1-8, but not
  necessarily a sword(!).

What the Actor must do:
1: Use an attack that is Contact and which is attacking only 1 Target this
   time, even if it is capable of attacking more than one at once.

Activation Probability: 

S = Target's Current STR (base value, modified by equipment, mystic absorbs,
    and any buffs/debuffs from the current battle)
Q = Target's Current QUI (base value, modified by equipment, mystic absorbs,
    and any buffs/debuffs from the current battle)
V = Target's Current VIT (base value, modified by equipment, mystic absorbs,
    and any buffs/debuffs from the current battle)
C = Chance.

(S + Q + V + 50) / 4 = C
If rand(0...99) < C, succeed.

Always round down after any division operation.

Chance can therefore range from 12%--86%, depending on Stats.

--------------------

Kasumi

What the Target must do:
1: Have Kasumi equipped.
2: Choose an ability that allows Sword Evasions from the menu of any Sword
   except the RaySword or LightSword. (Equipment slots 9-10 are the actual
   problem)
  --or Spark Kasumi
3: Not be under any incapacitating/befuddling status ailments.
4: Have and expend sufficient WP (4), unless Sparking it.
--Technically must also have chosen to use an item from slots 1-8, but not
  necessarily a sword(!).

What the Actor must do:
1: Use an attack that is Contact and which is attacking only 1 Target this
   time, even if it is capable of attacking more than one at once.

Activation Probability: 

S = Target's Current STR (base value, modified by equipment, mystic absorbs,
    and any buffs/debuffs from the current battle)
Q = Target's Current QUI (base value, modified by equipment, mystic absorbs,
    and any buffs/debuffs from the current battle)
V = Target's Current VIT (base value, modified by equipment, mystic absorbs,
    and any buffs/debuffs from the current battle)
C = Chance.

(S + Q + V + 200) / 16 = C
If rand(0...99) < C, succeed.

Always round down after any division operation.

Chance can therefore range from 12%--31%, depending on Stats.

--------------------

InterceptSystem

What the Target must do:
1: Have InterceptSystem equipped.
2: Not be under any incapacitating/befuddling status ailments.

What the Actor must do:
1: Use an attack that is Contact and which is attacking only 1 Target this
   time, even if it is capable of attacking more than one at once.

Activation Probability: 

S = Target's Current STR (base value, modified by equipment and any
    buffs/debuffs from the current battle)
Q = Target's Current QUI (base value, modified by equipment and any
    buffs/debuffs from the current battle)
V = Target's Current VIT (base value, modified by equipment and any
    buffs/debuffs from the current battle)
C = Chance.

(S + Q + V + 200) / 16 = C
If rand(0...99) < C, succeed.

Always round down after any division operation.

Chance can therefore range from 12%--31%, depending on Stats.

--------------------

KO Throw

What the Target must do:
1: Have KO Throw equipped.
2: Choose an ability that allows Martial Arts Evasions.
   --or Spark KO Throw
3: Not be under any incapacitating/befuddling status ailments.
4: Have and expend sufficient WP (2), unless Sparking it.

What the Actor must do:
1: Use an attack that is vulnerable to KO Throw and is Contact and which is
   attacking only 1 Target this time, even if it is capable of attacking more
   than one at once.

Activation Probability: 

S = Target's Current STR (base value, modified by equipment, mystic absorbs,
    and any buffs/debuffs from the current battle)
Q = Target's Current QUI (base value, modified by equipment, mystic absorbs,
    and any buffs/debuffs from the current battle)
V = Target's Current VIT (base value, modified by equipment, mystic absorbs,
    and any buffs/debuffs from the current battle)
C = Chance.

(S + Q + V + 200) / 16 = C
If rand(0...99) < C, succeed.

Always round down after any division operation.

Chance can therefore range from 12%--31%, depending on Stats.

--------------------

DragonTurn

What the Target must do:
1: Have DragonTurn equipped.
2: Choose an ability that allows Martial Arts Evasions.
   --or Spark DragonTurn
3: Not be under any incapacitating/befuddling status ailments.
4: Have and expend sufficient WP (3), unless Sparking it.

What the Actor must do:
1: Use an attack that is vulnerable to DragonTurn and is Contact and which is
   attacking only 1 Target this time, even if it is capable of attacking more
   than one at once.

Activation Probability: 

S = Target's Current STR (base value, modified by equipment, mystic absorbs,
    and any buffs/debuffs from the current battle)
Q = Target's Current QUI (base value, modified by equipment, mystic absorbs,
    and any buffs/debuffs from the current battle)
V = Target's Current VIT (base value, modified by equipment, mystic absorbs,
    and any buffs/debuffs from the current battle)
C = Chance.

(S + Q + V + 200) / 16 = C
If rand(0...99) < C, succeed.

Always round down after any division operation.

Chance can therefore range from 12%--31%, depending on Stats.

--------------------

BervaCounter

What the Target must do:
1: Basically, be Berva and be at a certain point in the fight.

What the Actor must do:
1: Use an attack that is Contact and which is attacking only 1 Target this
   time, even if it is capable of attacking more than one at once.

BervaCounter has a 100% activation rate against applicable attacks.

--------------------

Deflect

What the Target must do:
1: Not be under any incapacitating/befuddling status ailments, even if
   his/her/its Allies are clean and should logically be able to Deflect for
   him/her/it.

What the Target and/or any Ally of the Target must do:
1: Have Deflect equipped.
2: Choose an ability that allows Sword Evasions.
   --or Spark Deflect
3: Not be under any incapacitating/befuddling status ailments.
4: Have and expend sufficient WP (1), unless Sparking it.
5: Be close enough (Distance <= 96, not that that will mean anything to anyone
   who's not using a debugger to watch the game's internal coordinates) to the
   Target to Deflect for him/her/it (or just be the Target).
--Technically must also have chosen to use an item from slots 1-10, but not
  necessarily a sword(!).

What the Actor must do:
1: Use an attack that is vulnerable to Deflect and which is attacking only 1
   Target this time, even if it is capable of attacking more than one at once.

Activation Probability: 

S = Deflecter's Current STR (base value, modified by equipment, mystic absorbs,
    and any buffs/debuffs from the current battle)
Q = Deflecter's Current QUI (base value, modified by equipment, mystic absorbs,
    and any buffs/debuffs from the current battle)
V = Deflecter's Current VIT (base value, modified by equipment, mystic absorbs,
    and any buffs/debuffs from the current battle)
C = Chance.

(S + Q + V + 200) / 16 = C
If rand(0...99) < C, succeed.

Always round down after any division operation.

Chance can therefore range from 12%--31%, depending on Stats.

--------------------

LightSword Deflect

What the Target must do:
1: Not be under any incapacitating/befuddling status ailments, even if
   his/her/its Allies are clean and should logically be able to Deflect for
   him/her/it.

What the Target and/or any Ally of the Target must do:
1: Have used the spell LightSword in a previous round of this battle.
   --actually, you technically just need to have a LightSword in slot 10, but
     that's the only legitimate way to get one there.
2: Not be under any incapacitating/befuddling status ailments.
3: Be close enough (Distance <= 96, not that that will mean anything to anyone
   who's not using a debugger to watch the game's internal coordinates) to the
   Target to Deflect for him/her/it (or just be the Target).

What the Actor must do:
1: Use an attack that is vulnerable to Deflect and which is attacking only 1
   Target this time, even if it is capable of attacking more than one at once.

Activation Probability: 

I = Deflecter's Current INT (base value, modified by equipment, mystic absorbs,
    and any buffs/debuffs from the current battle)
W = Deflecter's Current WIL (base value, modified by equipment, mystic absorbs, 
    and any buffs/debuffs from the current battle)
P = Deflecter's Current PSY (base value, modified by equipment, mystic absorbs,
    and any buffs/debuffs from the current battle)
C = Chance.

((I + W + P + 200) / 16) + 10 = C
If rand(0...99) < C, succeed.

Always round down after any division operation.

Chance can therefore range from 22%--41%, depending on Stats.

Yes, LightSword Deflect is based on mental stats rather than physical, but it
also comes with a built-in +10 bonus compared to regular Deflect. Also,
remember that having the LightSword equipped boosts all of your stats from
STR--CHA by 10, so that will further improve the Activation rate (both for
LightSword Deflect and any other Evasions based on stats).

Normal Deflect and LightSword Deflect DO stack.  The game checks normal Deflect
first, and if that fails, you get another chance with LightSword Deflect if you
have that as well.  Normal Deflect still requires you to have chosen a Sword
Ability this turn though, while LightSword Deflect does not.

LightSword Deflect also has no WP Cost or Requirement.

--------------------

CrossDeflect

What the Target must do:
1: Have at least two Swords equipped.
2: Choose CrossDeflect from the menu of any Sword except the RaySword or
   LightSword. (Equipment slots 9-10 are the actual problem)
   --or Spark CrossDeflect
3: Not be under any incapacitating/befuddling status ailments.
4: Have and expend sufficient WP (1), unless Sparking it.
--Technically must also have chosen to use an item from slots 1-8, but not
  necessarily a sword(!).

What the Actor must do:
1: Use an attack that is vulnerable to CrossDeflect and which is
   attacking only 1 Target this time, even if it is capable of attacking more
   than one at once.

Activation Probability: 

S = Target's Current STR (base value, modified by equipment, mystic absorbs,
    and any buffs/debuffs from the current battle)
Q = Target's Current QUI (base value, modified by equipment, mystic absorbs,
    and any buffs/debuffs from the current battle)
V = Target's Current VIT (base value, modified by equipment, mystic absorbs,
    and any buffs/debuffs from the current battle)
C = Chance.

(S + Q + V + 50) / 4 = C
If rand(0...99) < C, succeed.

Always round down after any division operation.

Chance can therefore range from 12%--86%, depending on Stats.

--------------------

SwayBack

What the Target must do:
1: Have SwayBack equipped.
2: Choose an ability that allows Martial Arts Evasions.
   --or Spark SwayBack
3: Not be under any incapacitating/befuddling status ailments.
4: Have and expend sufficient WP (1), unless Sparking it.

What the Actor must do:
1: Use an attack that is vulnerable to SwayBack and which is attacking only 1
   Target this time, even if it is capable of attacking more than one at once.

Activation Probability: 

S = Target's Current STR (base value, modified by equipment, mystic absorbs,
    and any buffs/debuffs from the current battle)
Q = Target's Current QUI (base value, modified by equipment, mystic absorbs,
    and any buffs/debuffs from the current battle)
V = Target's Current VIT (base value, modified by equipment, mystic absorbs,
    and any buffs/debuffs from the current battle)
C = Chance.

(S + Q + V + 200) / 16 = C
If rand(0...99) < C, succeed.

Always round down after any division operation.

Chance can therefore range from 12%--31%, depending on Stats.

--------------------

Berva's 100% SwayBack

What the Target must do:
1: Basically, be Berva or MaskedGiant and be at a certain point in the fight.

What the Actor must do:
1: Use an attack that is vulnerable to SwayBack and which is attacking only 1
   Target this time, even if it is capable of attacking more than one at once.

Berva's 100% SwayBack has a 100% activation rate against applicable attacks.

-------------------------------------------------------------------------------





***********************
*  Avoiding Attacks   *                                               [AVOID05]
*  --Dodge Abilities  *
***********************


Dodge Abilities have a 100% Success Rate against applicable attacks, but they
generally apply to far fewer attacks than most Evasions.  Note that I
consider the Mec Evasion- Programs to be Dodge Abilities despite the name,
since they function exactly like Dodge Abilities.  There just aren't enough
good synonyms for "Dodge" to go around...

In order to activate a Dodge Ability, the Target must have it Equipped (or
Spark it), must not be attacked by an Ally (so PCs can't Dodge PCs, and
Enemies can't Dodge Enemies), and must not be under any of the standard
Incapacitating/Befuddling Status Ailments:

  Angry
  Charm
  Dead (0 LP)
  Faint (0 HP)
  Mess (all colors)
  Palsy
  Sleep
  Stasis
  Stone
  Stun

Additionally, if the attack is a Subsequent Ability in a Combo, then it cannot
be Dodged, even if you have the correct Dodge Ability.

Dodge Abilities are checked after the Evasions listed above, so even though
Dodge Abilities have a 100% Success Rate, if one of the Evasions (or an
Immunity) Activates first, you'll use that instead of the Dodge Ability.
Similarly, if one of those protects you from an attack first, you won't get a
chance to Spark any eligible Dodge Ability.

Here's the list of the Abilities against which each Dodge Ability protects,
once Equipped.  Note that this is not necessarily the same as the list of which
Abilities allow you to Spark each Dodge Ability.  The two lists are usually
similar, and they were probably supposed to be identical (except for the Mec
Evasion Abilities, obviously, since they're learned by Downloading, not
Sparking), but they don't have to be, which we can see most clearly in the case
of DodgeGaze.  See the section titled "Dodge Ability Sparking" for more
information on the Sparking process.

Because several of the Abilities on this list have names that are identical to
the names of other distinct Abilities, all Abilities on this list are presented
in the format "ID: Name", where ID is the internal identifying number unique to
the Ability, which can be used to distinguish between different Abilities with
the same name.

-------------------------------------------------------------------------------

                         Dodge Ability Protection List
                                 by Zaraktheus

160: DodgeDrain:
  08a: Bloodsucker
  0b6: FireKiss
  0d4: HPDrain

161: DodgeTouch:
  098: GhostTouch
  099: DeathTouch
  09a: StunTouch
  0e5: GremlinTouch

162: DodgeGale:
  013: GaleSlash
  014: 2GaleSlash
  09c: GaleAttack

163: DodgeSmash:
  0a3: Trample
  0fa: DivingPress
  1fd: Trample

164: DodgeTail:
  0a5: Tail
  0a6: TailHit

165: DodgeNeedle:
  0a9: Stinger
  0aa: PoisonNeedle
  0ba: Needles
  1b1: Needle

166: DodgeTackle:
  0af: Tackle
  0b0: Dash
  0b1: Headbutt
  0fc: CentipedeCrush

167: DodgeWing:
  0b3: Wing
  0b4: GliderSpike
  1c9: HellWing

168: DodgePowder:
  0b7: Spore
  0d1: DeadlyMoss
  0dc: PainPowder
  1c3: DeadlyPowder

169: DodgeRiddle:
  0d2: SphinxRiddle

16a: DodgeSeduction:
  0d5: Seduction
  0d6: Pheromone

16b: DodgeFlash:
  0d7: Flash
  1a4: HypnoFlash
  1bc: Flash

16c: DodgeNet:
  0d8: SpiderNet
  0d9: BladeNet
  0da: Ectoplasnet
  1d4: BladeNet

16d: DodgeThunder:
  0db: Thunderbolt
  1db: Thunderbolt

16e: DodgeTremor:
  0f0: Tremor
  0f1: Quake
  1d8: Tremor

16f: DodgeRock:
  0f3: Rock

170: DodgeGaze:
  04d: HyperGaze
  085: StunGaze
  086: CharmGaze
  087: StoneGaze
  088: DeathGaze

171: DodgeDeathGrip:
  096: DeathGrip

175: Evasion Laser:
  028: DestructionBeam
  180: Blaster
  19c: Laser
  19d: Graviton
  19e: Bit
  1aa: Magnify
  1af: GhostCannon
  1c8: SpreadBlaster

176: Evasion Rocket:
  04f: ProtonRocket
  18c: HE-Rocket
  18d: RandomBaz
  1f0: HyperBazooka

177: Evasion Bullet:
  040: Shot
  041: SharpShot
  042: FocusShot
  043: TotalShot
  044: TrickShot
  045: ReactionShot
  046: StunShot
  047: CrossShot
  048: BoundShot
  187: Vulcan
  199: MachineVulcan
  19a: Shock Soldier
  19b: Pop-Knight
  1e8: Vulcan

-------------------------------------------------------------------------------





**********************
*  Avoiding Attacks  *                                                [AVOID06]
*  --Miss            *
**********************


Some attacks can also Miss, but this is actually the last avoidance mechanism
to be checked, even though, logically, something ought to have to potentially
hit you first in order for you to e.g. Block it.

Whether a Miss Check is performed and how it's calculated depends on the Effect
Process used by the attacking Ability, so I'll wait to discuss it until I have
those done.





*********************************
*  Martial Arts Counterattacks  *                                     [MACTR01]
*********************************


Certain Martial Arts Abilities, when used under exactly the right conditions,
will instead be replaced (for only the current usage) with a more powerful
version of the same Ability with a different name.  While this is undoubtedly
cool, in practice it almost never happens naturally, because the requirements
are so unlikely, some are contradictory, and most are not controlled by the
player.

In explaining this, I'll use two terms whose meanings may not be immediately
obvious, so let's define them.

"Evasive Interrupts", or just "Interrupts" for short,  in this context refers
to SwayBack, KO Throw, and/or DragonTurn: the randomly-activated Equippable
Abilities which allow you to Interrupt and Evade, and in the case of KO Throw
and DragonTurn, also counterattack, certain Abilities.

"Martial Arts Counters", or just "Counters" for short, in this context refers
to the extremely rarely seen more powerful versions of certain Martial Arts
Abilities, which can, under the right circumstances, replace the normal version
of the corresponding Ability when following a specific Interrupt.  In other
words, these are what I'm newly explaining here.

Here's the list of Martial Arts Counters, which Abilities they replace, and
which Evasive Interrupts they need to follow.

-------------------------------------------------------------------------------

                       Martial Arts Counterattacks List
                                 by Zaraktheus

Following SwayBack:
         Punch -> Counter
          Chop -> CounterChop
          Fist -> CounterFist
      Backfist -> CounterBckFist
      GoldHand -> CounterThrust
      Lastshot -> CounterSlice
      Lastshot -> CounterSlice
      Lastshot -> CounterSlice

Following KO Throw:
         Punch -> KO Punch
          Kick -> KO Kick
          Fist -> KO Fist
 Rotation Kick -> KO Kicks
 Rotation Kick -> KO Swing
       OgreRun -> KO Swing
       OgreRun -> KO Swing
       OgreRun -> KO Swing

Following DragonTurn:
         Punch -> DragonBeat
       Sliding -> DragonSlide
          Fist -> DragonFist
      Backfist -> DragonBckFist
        Suplex -> DragonSuplex
    GiantSwing -> DragonSwing
    GiantSwing -> DragonSwing
    GiantSwing -> DragonSwing

-------------------------------------------------------------------------------

Redundancies and errors are the developers' doing, not mine.  Under each
Evasive Interrupt, only the first entry for each left-hand Ability actually
counts, so Rotation Kick -> KO Kicks actually works, while Rotation Kick -> KO
Swing does not.

Despite being listed incorrectly THREE TIMES, OgreRun was undoubtedly supposed
to trigger KO Run (not KO Swing), and KO Swing was supposed to be triggered by
GiantSwing (which was instead entirely left out of the KO Throw series).
Because of these errors, KO Run is never used anywhere in the game, and nothing
special happens when GiantSwing follows KO Throw.

In order to perform a Martial Arts Counter:

1. You must Equip or Spark the required Evasive Interrupt (SwayBack, KO Throw,
   or DragonTurn, as appropriate).

2. You must choose or Spark an Ability ("Your Attack") which can become a
   Martial Arts Counter following that Interrupt.

3. The Primary Target of Your Attack must use an Ability ("Opponent's Attack")
   which is vulnerable to the required Interrupt.

4. Opponent's Attack must target you and only you.

5. Opponent's Attack must be performed sometime before Your Attack.  They do
   not have to naturally occur back-to-back, but if you successfully perform
   the Counter, Your Attack (now replaced by the Counter) will be bumped up to
   occur immediately after your Evasive Interrupt of Opponent's Attack.

6. You must succeed at your random chance to activate the required Interrupt.

If you manage all that, then your attack will be replaced with the more
powerful Counter.  There's no extra random check for whether the transformation
will occur.

Be glad, too--it's more than excessively random already.  Your Target has to
target you in return, which is roughly a 20% chance on average if you're
playing with a full team of 5 PCs.  That Enemy also has to choose an attack
which is vulnerable to the appropriate Interrupt, the likelihood of which
varies according to the Enemy's Equipped Abilities and AI, but which is
generally highly random.  Next, your Turn must occur sometime after that
Enemy's, the probability of which depends on your relative QUI but is also
highly random, and lower QUI improves your chances here.  Finally, you have to
successfully activate the appropriate Interrupt, which is a random chance
ranging from 12--31% depending on your STR, QUI, and VIT.  Of course, for this
part, you want to have high QUI, which is directly in conflict with the
previous requirement, making the whole thing even less likely overall.

Put all that together, and it's plenty random and unlikely already.  The
developers fortunately appear to have recognized that and didn't make it any
more unlikely, which is good because it's barely possible for these transformed
Counters to happen as it is.

As mentioned earlier, if you trigger a Counter, it will be bumped up in the
turn order so that it immediately follows your Evasive Interrupt of the
opponent's attack.  It's worth noting that if you actually manage to activate
one of the Counters following KO Throw or DragonTurn, you will counterattack
and damage your opponent with BOTH KO Throw / DragonTurn AND the Counter, which
is extremely gratifying and can add up to a lot of damage.  Good luck getting
it to happen, though.

Here's an example, to illustrate how the Turn Order changes:

Fei-on and Liza are fighting a Lamia.  After randomizing Initiative, the game
decides that the preliminary Turn Order will be:

Lamia: DeathGrip on Fei-on
Liza: CrushBeat on Lamia
Fei-on: Kick on Lamia

However, when the game resolves Lamia's DeathGrip on Fei-on, he activates KO
Throw, which interrupts DeathGrip.  The game then notices that Fei-on's Kick
qualifies to become KO Kick, so it moves his now KO Kick ahead in the Turn
Order so that it goes immediately after KO Throw, which is before Liza and her
CrushBeat.  The new Turn Order is:

Lamia: DeathGrip on Fei-on, interrupted
Fei-on: KO Throw on Lamia
Fei-on: KO Kick on Lamia
Liza: CrushBeat on Lamia

---

You pay the normal WP Cost for the original Ability you chose, even if it
transforms into a Counter.  You also pay the WP Cost for the Interrupt you
activated.

For example, if you choose Fist (3 WP) as your action, activate KO Throw (2
WP), and transform Fist into KO Fist, you'll pay 5 WP total.

I should also mention that the transformed Counter versions of Punch (Counter,
KO Punch, and DragonBeat) don't actually display the transformed name, even
though you will use the stronger version.  Instead, just like normal Punch,
there's no Ability name listed at all during the attack animation.  You can
only tell it's happening because of the increased damage.





**********************
*  Effect Processes  *                                                [EFPRO-1]
**********************


This section is a work-in-progress, and will remain so for quite a while, as I
continue to work on translating the EPs from assembly language.

An Effect Process (EP for short) is a routine which the game runs to determine
what happens when an Ability is used.  The EP an Ability uses decides which set
of rules control it, whether it hurts, heals, and/or causes status changes,
etc, which damage formula is used and which Stats act as variables in that
formula, whether it can Miss and what determines whether it does, and various
other things along similar lines.  In short, the EP it uses is the single most
important characteristic of any Ability.

An important note about rounding: virtually every division operation I'd seen
before working on the EPs was automatically rounded towards zero.  However,
many of the EPs make use of floating-point operations, which allows them to
divide without rounding.  Nevertheless, the EPs still tend to freely mix
"divide and round" operations with "divide and don't round" operations, so it's
important to be able to distinguish between them.

Also, while there is obviously a difference between rounding towards zero and
rounding down when dealing with negative numbers, the game hardly ever divides
negative numbers, so in the interest of making the guide more accessible, I
generally use the more familiar term "round down" in place of "round towards
zero", since the two are equivalent when dealing with positive numbers.  Only
in a case in which the number to be divided could be negative within the normal
operation of the game will I instead use the term "round towards zero".

There's no particularly good, clear way to denote "divide and round down" using
ASCII symbols--Floor() and [] are both too easy to confuse with regular
parentheses, among other problems.  The least bad solution I have is this:

/   : Divide and don't round.
/rd : Divide and round down.

So, if you see a "/" with no "rd", don't round down, though this ONLY applies
here in the EPs section.  I'll also give a reminder of this at the beginning of
each EP that can involve division.





****************************************
*  Effect Processes                    *                              [EFPRO-2]
*  --Explanations of Common Variables  *
****************************************


Several of the variables used in the Effect Processes are complex enough that
they require a bit of explanation to understand, and since they are often used
by more than one EP, I thought it best to pull the explanations up here to the
front, rather than repeat them in each and every applicable EP.

First, whenever any EP uses a PC or Enemy Stat, it's always the Current value
of that Stat (which is the Base value, modified by equipment, mystic absorbs,
and any active buffs/debuffs) unless I specifically state that it's the Base
value.  A few EPs use Base Max HP instead of Current Max HP, but that's the
only known exception.

AAc (Ability Accuracy), APC (Ability Power Constant), and APG (Ability Power
Growth) are unique values specific to each Ability.  At the beginning of each
EP's section, I list the Abilities that use that EP, and give these values for
each of those Abilities.

-------------------------------------------------------------------------------

HC = Hit Chance.

For EPs that include a Miss Check, HC represents how likely the Actor is to Hit
the Target.  HC is compared to HR (Hit Roll; see below) to determine whether
the Ability Hits or Misses, as follows:

IF HC < HR (or HR > HC, whichever way you prefer to think about it),
THEN Miss.

(HC >= HR, or HR <= HC, whichever way you prefer to think about it)
ELSE Hit.

Each EP technically has its own process for determining HC, though many of them
are similar or even identical to others.  Regardless, I'll address the specific
calculations to determine HC within each EP.

Why, then, is HC here in the common variables?  Because there is something
about HC that is common to many of the EPs: the Unsigned Hit Chance Bug.

Many of the EPs mistakenly define their HC as an unsigned variable (as opposed
to a signed variable), meaning that it can only function properly if it is only
given non-negative values.  An unsigned variable that is given a negative value
will be erroneously read as having a huge positive value instead.  Exactly how
huge depends on how many bytes compose the variable; in the case of HC, which
is four bytes, -1 will be mis-read as 4,294,967,295, -2 will be mis-read as
4,294,967,294, and so on.

Logically, since HR is never less than 0, a negative HC should make it
impossible to Hit.  But since an unsigned HC with a negative value will be
mis-read as a positive number in the billions, it instead becomes impossible to
Miss.

All of this would be fine if HC could never be negative in the normal course of
the game, but it can.  For most EPs, a negative HC is an extremely rare
occurrence, but for some EPs and Abilities, a negative HC can be achieved even
in fairly mundane circumstances.

-------------------------------------------------------------------------------

HR = Hit Roll.

Most EPs that include a Miss Check use the same standardized routine to
determine the (usually) random part of the check, which is what I call the Hit
Roll.  The only case in which HR is not random is if this is a Subsequent
Ability in a Combo for this Target, as determined by the same criteria that
grant CB = 100 (see below).

A lower HR is more likely to result in a Hit, but the actual Hit/Miss
probability also depends on the Hit Chance (HC; see above), which is calculated
differently for each EP.

IF HC < HR (or HR > HC, whichever way you prefer to think about it),
THEN Miss.

(HC >= HR, or HR <= HC, whichever way you prefer to think about it)
ELSE Hit.

If this is a Subsequent Ability in a Combo for this Target (CB = 100), then HR
= 0.  In other words, it's automatically as if you rolled the most favorable
possible result.  This is the one case in which HR is NOT random.  Between HR
being automatically set to 0 and adding the CB of 100 to HC (which every EP
with a Miss check seems to do, if it doesn't just skip straight from
"Subsequent Ability in a Combo" to "automatic Hit"), it's basically impossible
to Miss with a Subsequent Ability in a Combo, though it might still be
mathematically feasible if you came up with a sufficiently outlandish scenario.

If this is not a Subsequent Ability in a Combo for this Target (CB = 0) and the
Actor is not Blind, then HR = rand(0...99), meaning any random whole number
from 0 to 99, giving a range of 100 possible results.  This is the normal
situation, and means that HC + 1 = your percent chance to Hit.

If this is not a Subsequent Ability in a Combo for this Target (CB = 0) and the
Actor IS Blind, then HR = rand(0...199), meaning any random whole number from 0
to 199, giving a range of 200 possible results.

Being Blind will therefore generally cut your chance to Hit in half, though it
is entirely possible to have HC >= 199, in which case you simply can't Miss,
even if you are Blind. Also, being a Subsequent Ability in a Combo trumps being
Blind.  Even if both are true, HR will automatically = 0, so being Blind is no
disadvantage then.

Finally, be aware that there is no mechanism to guarantee that there is always
some minimal chance to Hit and/or Miss.  If HC is high enough, there will be
absolutely no chance to Miss.  If HC < 0, then the developers intended that
there would be absolutely no chance to Hit; however, because of the Unsigned
Hit Chance Bug, there will instead again be no chance to Miss.

-------------------------------------------------------------------------------

CB = Combo Bonus.

The Combo Bonus causes Subsequent Abilities in a Combo to do more Raw Damage
and be much less likely to Miss (when applicable).

The Combo Bonus variable will either equal 0 or 100, depending on whether this
Ability qualifies as a Subsequent Ability in a Combo.  

In order to qualify:
1. This particular Target must have been targeted and successfully hit by the
   preceding Ability.
2. This Ability must Receive at least one Combo Characteristic that the
   preceding Ability Sends.

If both conditions are met, then CB = 100 for this Ability against this Target.

Otherwise, CB = 0.

Note that, even if this Ability is a Subsequent Ability in a Combo, if this
particular Target wasn't Hit by the Ability immediately before this one, this
Ability won't count as a Subsequent Ability in a Combo for this Target, so it
WON'T get the Combo Bonus of 100.

For example, let's imagine we're fighting a Dullahan and a SwordValkyrie.
We'll attack the Dullahan with WillowBranch, then attack both with Supersonic,
forming a Combo.

Because the Dullahan was hit by WillowBranch, Supersonic will get the CB of 100
against the Dullahan.  However, the SwordValkyrie was NOT hit by WillowBranch,
so even though she may appear to be part of the Combo, she technically isn't,
and Supersonic will NOT get the Combo Bonus against her.

If instead we form the Combo 2GaleSlash - Supersonic against the same Enemies,
Supersonic will now get the CB of 100 against both, because both will be hit by
2GaleSlash (assuming they don't Evade, etc) immediately before being hit by
Supersonic.

Basically, just try to remember that the game actually keeps track of Combos
separately for each Target, even though it may not look like that.

-------------------------------------------------------------------------------

RFB = Relative Facing Bonus.

The concept behind the Relative Facing Bonus is simple: when attacking a Target
from its side (with certain EPs), you should be less likely to Miss it and
should do more damage than when attacking it from its front.  Likewise,
attacking it from its back should be even more effective than attacking it from
its side.

Unfortunately, both the process the game uses to determine facing and the
process it uses to determine RFB based on facing suffer from serious bugs.

First, let's look at the problems with facing.  For some reason, the game
apparently records facing in two different places for two different purposes,
which I'll call Sprite_Facing and True_Facing.  Sprite_Facing is what it sounds
like; it's the way a Participant's Sprite appears to be facing in the battle
graphics.  True_Facing is what the game actually uses to determine RFB.

This would be no problem as long as Sprite_Facing and True_Facing always
matched, but as you've probably guessed, they don't.  Many things that change
Sprite_Facing don't change True_Facing and vice versa, which means that the
facing you see in the battle graphics often doesn't match the facing the game
uses when determining RFB.

Nailing down an exhaustive list of exactly what does and doesn't change
True_Facing has proved to be very difficult and extremely time-consuming
(mostly because there's no consistent logic to it that I can see).  I've
already thrown a couple dozen hours at this, and I don't plan to spend any
more.  I have not tested (and cannot possibly test) every situation in every
battle, but in the testing I have done, I have only seen True_Facing change in
the following circumstances:

1. When Participants are initially placed into battle, each is set to its
default facing.

2. Early in the process of resolving an Action (long before RFB is determined,
if that Action uses it at all), the Actor turns to face the Primary Target of
that Action.  (Even the multi-Target Actions I've tested have only caused the
Actor to face the Primary Target, not any other Targets.)

3. When an Action resolves, each Target of the Action who avoids its effects
due to Water, Sonic, Gaze, or Ground Attribute Immunity, various Evasions, a
Dodge Ability (including Evasion Programs), or by having Status:Stone or
Status:Stasis, turns to face the Actor.

4. When a Kylin'sSong or Yell Action resolves, each Target of the Action turns
to face the Actor.

5. When the partially-hidden system Actions PoisonDamage or Regeneration run
for a Target, that Target will turn to face the "Actor", which appears to
always be considered to be PC 1 simply because the default value for Actor and
the value for PC 1 are both 00.

6. At the end of each Round, each Participant may change facing for reasons I
haven't translated.

True_Facing does not change in at least these circumstances:

A. When an Action resolves, each Target of the Action who avoids its effects
due to Throw Attribute Immunity does not change facing.

B. When most Actions resolve, each Target of the Action who is Missed or Hit as
part of the Effect Process does not change facing.  Among other things, this
includes most (and quite possibly all) damage-dealing attacks.  Worse, it even
includes Hidebehind and the lesser form of Gold (the one where the Enemies
appear to spin around in place, rather than chasing the gold off the screen).
This is painfully ironic, as it means these two Abilities don't even have the
one unique effect they were supposed to have, which was to change the Target's
True_Facing.

It is quite possible that True_Facing is intended to change as it does even
when a Target is Immune, Evades, or Dodges, though it is also possible that
this is not intended.  I could make arguments either way.  However, I do not
see any obviously logical reason why Throw Attribute Immunity should be treated
differently than the others.

Further, I think it is very likely that True_Facing is intended to change when
the Target is successfully attacked as well, which it doesn't.  We would expect
the most natural reaction when someone gets hit would be to turn to face
whatever hit them, and indeed this is what we see happen with Sprite_Facing,
just not with True_Facing.

The fact that Hidebehind and the lesser form of Gold don't actually change the
Target's True_Facing is clearly a bug, as both of these Abilities run through
specific, unique processes to determine to which facing to change the Target,
and even record that facing, but then the change doesn't actually get made.
There's no reason for them to determine a facing if they aren't going to use
it, so there's little question that this is a bug.

Finally, although these may simply be oversights, True_Facing is presumably not
intended to change as it does when the Target is under Stone or Stasis, since
by definition, those Targets can't turn themselves.  And of course, it makes no
sense whatsoever for PoisonDamage or Regeneration to make their Targets turn to
face the Action's fake "Actor", which they do.

In other words, facing is really buggy.  The simplest explanation for the
bugginess would be if the flag that determines whether or not each Target's
True_Facing changes as a result of each Action had its intended meaning
inverted (i.e. they change facing only when it's False, but they meant to
change facing only when it's True), causing True_Facing to change every time
it's NOT supposed to and NOT change every time it IS supposed to.  That would
mean circumstances 3, 4, 5, A, and B, above, would all be the opposite of what
they're supposed to be.

For the most part, that would fit pretty well, though I lean towards thinking
that Evasions and Dodges, at least, should result in True_Facing change as they
currently do, and Throw Attribute Immunity being different from the other
Attribute Immunities is still really weird.  But if some things are working as
intended while everything else is opposite, then there's something more going
on than simple inversion.

Perhaps the developers realized at some point that there was a bug related to
True_Facing, but they didn't realize how widespread it was or figure out what
was causing it, and when they tried to fix it, they fixed the wrong thing(s),
with the result that only a minority of situations were corrected.  That would
be similar to their attempted fix of the Endless OverDrive Bug, where they
caught and disabled two of the ways to trigger it but didn't catch the others,
and they never addressed the root cause of the bug.  That's my best guess at
this point, but there's really no way to know for sure.

Next, let's talk about the problems specific to RFB.  The routine that uses
True_Facing to determine RFB contains a serious logical error which would
prevent it from reliably delivering the correct values even if True_Facing
worked the way it was supposed to.

There are four possible values for True_Facing:
  0: Down-Left (SW)
  1: Down-Right (SE)
  2: Up-Left (NW)
  3: Up-Right (NE)

Since the Actor turns to face the Target at the beginning of an attack, before
determining RFB, any time both the Actor and the Target have the same facing is
considered an attack from behind.  So far there's no problem.

The issue comes in determining attacks from the front.  Again, since the Actor
turns to face the Target at the beginning of an attack, any time the Actor and
Target have opposite facings should be considered an attack from the front.
However, instead of creating a full list of opposites (0 <-> 3; 1 <-> 2), the
game only checks whether the Actor's True_Facing minus 3 exactly equals the
Target's True_Facing.  If it does, the attack is considered to be from the
front; if it doesn't (and the facings also aren't equal, indicating an attack
from behind), then the attack is considered to be from the side, even if the
facings are opposite and the attack logically came from the front!

As a result, the ONLY way an attack is actually counted as coming from the
Target's front is if the Actor is Facing NE (3) and the Target is Facing
SW (0), since 3{NE} - 3{hard-coded} = 0{SW}.  None of the other 3 facing
combinations that logically should result in a front-attack can satisfy this
buggy check, so they are erroneously considered by the game to result in
side-attacks, instead.

RFB = 0 for an attack from the Target's front (but only if it meets the above
condition), 20 for an attack from the side (including 3 of the 4 ways that
should have been considered front), or 60 for an attack from the back.

To summarize RFB:

IF   Actor's True_Facing = Target's True_Facing,
THEN RFB = 60. (back attack)

ELSE
IF   Actor's True_Facing is NE (3) AND Target's True_Facing is SW (0),
THEN RFB = 0. (front attack, but only works for 1 of the 4 possibilities, due
               to a bug)

(any other Facing combination)
ELSE RFB = 20. (side attack, but also used for 3 of 4 from front, due to a bug)

RFB can have a moderately-significant impact on Miss checks, since it is added
directly to the Actor's chance to hit.  This means that an attack from the
"front" gets no bonus, while an attack from the "side" gets a small bonus, and
an attack from the back gets a bonus roughly equal to half of a typical AAc
(Ability Accuracy) for primarily damage-dealing Abilities.

However, the impact of RFB on damage in every EP I've seen that uses RFB at all
is absolutely minuscule.  A few of the EPs that use RFB in a Miss Check ignore
it completely in the Damage Calculation.  Even in those EPs where it does
affect damage, only 1/4 of RFB is added to Raw Damage...which means an attack
from the side does a whopping 5 more Raw Damage, and even an attack from the
back does just 15 more Raw Damage.  This is so little difference that it might
as well be nothing at all.  I strongly suspect that the developers actually
meant to MULTIPLY RFB by 4 for purposes of damage rather than DIVIDE it (and to
include it where it was left out of the Damage Calculation in EPs that do use
it in a Miss Check), as this would have allowed it to have at least a mildly
significant impact, and accidentally switching operators (and forgetting things
entirely) would have been simple enough mistakes to make and are typical of
some of the other errors in the game.

So with how buggy facing and RFB are, how are you supposed to know what value
of RFB to use in calculations?  Well, unfortunately, without using a memory
monitoring tool to watch the internal values of each Participant's True_Facing,
figuring out for sure which value to use for RFB will be somewhere between
impossible and not remotely worth the effort.  For better and worse, RFB isn't
usually a very important variable, so you usually don't need to know for sure,
and anyway there's an estimate you can use that's going to be correct most of
the time.

When in doubt, assume RFB will be 20.  11 of the 16 possible facing
combinations will result in RFB 20, and of the other 5, 4 are back attack
combinations that are usually impossible (due to the predetermined Formations
used) in most battles about which you are likely to care enough to bother with
calculations (i.e. boss battles and the like).  So, for any such battle, RFB
will be 20 in 11 of 12 facing combinations (91.7%).  In the one remaining
combination (8.3%), RFB will be 0.  There aren't too many important non-random
battles in which you can get an RFB of 60 at all.

-------------------------------------------------------------------------------

TEW = Total Equipment Weight.

TEW is pretty straightforward.  To calculate a Participant's TEW, simply take
the Weight value of each of its Equipped Items, add them all together, and cap
at 99 if the total exceeds that.

-------------------------------------------------------------------------------

MT = Moving Target.

MT is used by most Miss Checks to represent whether or not the Target can try
to move out of the way of an attack.  If the Target can move, then it gets to
subtract its QUI from the HC (Hit Chance); if not, then it doesn't.

The game decides whether the Target can move by checking it for the following
status ailments: 

Faint
Palsy
Sleep
Stasis
Stone
Stun

If the Target has any of the above ailments, then MT = 0, indicating that it
cannot move.  If it has none of the above ailments, then MT = 1, indicating
that it can move.

Technically, MT takes the form of a multiplier to QUI, and the result is always
subtracted from HC, but since the only two possible values for MT are 0 and 1,
it's really more of a true/false condition (a Boolean, for my fellow nerds).
With a 1, we subtract the Target's entire QUI from the HC, while with a 0 we
subtract 0.  There are no other possibilities.

For several EPs which inflict status ailments and the like, MT instead
multiplies not the Target's QUI, but its PSY, which is then subtracted from 
the Success Chance as above.  Unfortunately, the concept of MT isn't a perfect
fit for these EPs.

Some of the Abilities used by these EPs (such as Sweep, StunTouch, or
DeathGrip) could presumably be avoided by moving, but in those cases, we should
still be using QUI, not PSY.  Other Abilities used by these EPs (such as
SharpPain, MysteryTap, or Lullaby) might conceptually be impossible to avoid
physically, but possible to resist mentally.  In these cases, using PSY is
appropriate, but disallowing it simply because the Target has e.g. Palsy seems
inappropriate (unless the developers' concept of Palsy is different from mine
and includes a mind-clouding effect in addition to physical paralysis).  Still
other Abilities used by these EPs (such as IllStorm, Suffocation, or Death)
might also be impossible to avoid physically, but would probably be more
appropriate to resist physically with VIT instead of mentally with PSY, and
still shouldn't have the ability to resist be limited by movement.

Regardless, we get what we get, which is resistance by PSY, limited by whether
the Target can move.  Most likely this is either an oversight or an
oversimplification due to lack of development time.

-------------------------------------------------------------------------------

Dist = Distance.

Dist refers to the distance between Actor and Target.  EPs 00 (Sword, Hammer),
02 (Unarmed), and 3f (Unarmed; can't Miss) do bonus damage when Dist is short.
The bonus decreases as Dist increases, and beyond a certain Dist, there will be
no bonus at all.  

Dist is measured on a straight line from the center of the Actor to the center
of the Target and calculated using the X,Y coordinates of each and the
Euclidean distance formula, as follows:

----------

sqrt: take the square root of the expression in parentheses.

Dist = sqrt( (X1 - X2) ^ 2 + (Y1 - Y2) ^ 2 )

----------

Unfortunately, the game doesn't show you X,Y coordinates or Dist, so without
using a memory monitoring tool, you have no way to know exactly what they are.
The best you can do is estimate, which is a tricky proposition given the battle
graphics' use of low camera angles and variable zoom combined with 2D sprites
that don't resize according to distance from the camera.

As a basis for comparison to help with estimating Dist in other battles, lets
look at some actual Dist values between Participants in an example battle: the
DevilSquid in the Basement of the Lord Manor in Owmi.  This battle doesn't
showcase as wide a range of Dist values as I would prefer, but it was the best
I came up with among the few battles that are easy to find, repeatable,
available to a party of 5 PCs within a few minutes of starting the game (at
least, if you choose Blue or Lute, who have the shortest intros), and which
always use the same Battlefield Formation.

PC 1 (Forward) <-> DevilSquid (Forward): Dist = 118
PC 2 (Forward) <-> DevilSquid (Forward): Dist = 154
PC 3 (Forward) <-> DevilSquid (Forward): Dist = 155
PC 4 (Forward) <-> DevilSquid (Forward): Dist = 204
PC 5 (Forward) <-> DevilSquid (Forward): Dist = 209

PC 1 (Back) <-> DevilSquid (Forward): Dist = 149
PC 2 (Back) <-> DevilSquid (Forward): Dist = 185
PC 3 (Back) <-> DevilSquid (Forward): Dist = 187
PC 4 (Back) <-> DevilSquid (Forward): Dist = 237
PC 5 (Back) <-> DevilSquid (Forward): Dist = 241

If you go and fight the DevilSquid, you can compare these values to the
distances you see on screen to get an idea of what various Dist values look
like, which you can then use to better estimate Dist in other battles.

Regarding Forward vs Back: each Participant in each battle has two
predetermined Positions, Forward and Back, of which it will occupy only one or
the other at any given time.  If you are given the opportunity to choose your
Team before a battle, you can toggle the starting Position for each PC between
Forward and Back by pressing Triangle; otherwise it defaults to Forward, as it
does for Enemies.  During battle, using Defense or being hit with a Knockback
effect will move you to your Back Position if you were Forward, and using any
of the various Abilities that qualify as Lunging attacks will move you to your
Forward Position if you were Back.  Note that if you use a Lunging attack to
move Forward, the move occurs after the damage calculation, so the Dist used is
still from your Back Position.  You won't use the Dist from your Forward
Position until the next attack after moving Forward (and only if nothing moves
you Back first).

Finally, be aware that there appears to be (at least) a small bug in the
routine SaGa Frontier uses to find square roots, such that it occasionally
returns a value one less than what it should be.  The above contains two
examples: first, the actual Dist the game calculates between PC 4 (Forward) and
DevilSquid (Forward) is 204, but it should be 205; second, the actual Dist the
game calculates between PC 2 (Back) and DevilSquid (Forward) is 185, but it
should be 186.  For the most part, this bug makes hardly any difference.

-------------------------------------------------------------------------------

EDV = Effective DEFense Value.

Each Target actually has 8 DEFense values (one for each Element), so the main
purpose of the Effective DEFense Value variable is to tell the game which of
those 8 values is the one that matters against this Ability.

When an Ability uses only one Element, the Target's EDV will simply be its DEF
value against that Element.

When an Ability uses multiple Elements, the Target's EDV will be the lowest of
its DEF values from among all of those Elements.

For example, an Enemy Gelatin has the following Elemental DEFenses:
S: 49
P: 49
B: 99
H: 17
C: 17
E: 99
F: 99
X: 27

If attacked with Backfist, which uses B Element only, the Gelatin's EDV will be
its B DEF of 99.  By comparison, if attacked with HardSlash, which uses S and
B, the Gelatin's EDV will be the lower of its S DEF of 49 and its B DEF of 99,
which is 49.  If attacked with Missile, which uses P, B, and H, the Gelatin's
EDV will be the lowest of its P DEF of 49, B DEF of 99, and H DEF of 17, which
is 17.

In this way, it is often advantageous to use multi-Element Abilities, as they
will have a better chance of attacking any weaknesses in the Target's DEFenses.

A few Abilities (specifically, Shield, RING/Guardian, and AcidBreath) grant a
DEF Mod to each of their Targets.  Each time a Target's EDV is calculated, DEF
Mod is added to it (in the case of AcidBreath, DEF Mod will be negative, so
this will reduce EDV), and the result is capped between 0 and 99, inclusive.
For example, if the Gelatin above had previously been hit by AcidBreath, which
gives a DEF Mod of -10, its EDV against Missile would be 17 + -10 = 7.

Each time a Target receives a new DEF Mod, it overwrites any previous DEF Mod.
They do not stack.  DEF Mod remains for the rest of the battle unless Dispelled
or overwritten.  It does not decay.

There are also a few ways for the Target's EDV to be automatically set to 0,
completely ignoring all of its DEF values and any DEF Mod and thus leaving it
very vulnerable:

1. If this Ability qualifies for the Combo Bonus of 100 (see above) against
this Target, then the Target's EDV will also be set to 0.  This is probably the
most important advantage to using Combos.

2. If this Ability has the Anti-Air Attribute and this Target is Vulnerable to
the Anti-Air Attribute, then the Target's EDV will be set to 0 automatically.
There are only 6 Anti-Air Abilities in the entire game, though: SwallowSwing,
GaleSlash, 2GaleSlash, GaleAttack, VaporBlast, and Pop-Knight.  Still, this is
a little-known effect that can really help against certain Targets.  Be wary,
though; anything that puts your PCs in the air (e.g. JetBoots, AngelArmor, etc)
usually makes them Vulnerable to Anti-Air, so these attacks will then ignore
their DEF, too!

3. If this Ability uses EP 17 (Anti-Undead Energy) and the Target's Race
includes Undead, then the Target's EDV will be set to 0.

4. If this Ability uses EP 1c (Anti-Mec Energy) and the Target's Race includes
Mec, then the Target's EDV will be set to 0.

5. BoundShot has a chance, based on the Actor's Current WIL, to set the
Target's EDV to 0, completely ignoring its DEF.  Aside from noticing the
increased damage, you can actually tell when this happens, because the entire
screen will very briefly flash white as the shot hits the Target when the
DEF-bypass successfully activates.

The activation rate for BoundShot's DEF-bypass is calculated as follows:

A:WIL = Actor Current WIL.

IF rand(0...8) < (A:WIL /rd 16),
THEN DEF-bypass Succeeds; Set EDV = 0.

Remember, /rd means "divide and round down"

Alternatively, you can determine the Chance by simply counting the number of
times the shot bounces (from one Gun; don't count the bounces from the second
Gun if you're using Twogun) and dividing by 9, since the number of bounces also
equals (A:WIL /rd 16).

Here's BoundShot's DEF-bypass Chance in chart form:

 A:WIL|Chance| % |# bounces
 0--15|  0/9 | 0%|    0
16--31|  1/9 |11%|    1
32--47|  2/9 |22%|    2
48--63|  3/9 |33%|    3
64--79|  4/9 |44%|    4
80--95|  5/9 |56%|    5
96--99|  6/9 |67%|    6

Because of this DEF-bypass, BoundShot can be extremely effective against ANY
Target.

There are other ways to set the Target's EDV to 0, but I haven't had time to
write explanations for them yet.

Finally, be aware that compared to how DEFense is used to resist damage, there
are a few inconsistencies in how DEFense is used to help resist Status
Ailments.  First, EP 07, one of the most common means by which Ailments are
inflicted, does not use DEFense in its Success Chance calculation at all.
Second, in all cases I've seen in which a Status Ailment can be inflicted by
another means which does include DEFense (as is often true of SCPs), the game
doesn't actually calculate EDV, it just uses X DEF and only X DEF.  As a
result, it won't include DEF Mod or set DEFense to 0 for a Subsequent Ability
in a Combo.

-------------------------------------------------------------------------------

MyD = the Mystic Divisor.

The idea behind the Mystic Divisor is that Lower Mystics, for whatever
supernatural reason, are supposed to be at an extreme disadvantage when
fighting Upper Mystics, which is, after all, one of the major reasons why the
Upper Mystics can lord it over them.  

Fortunately for the player, every Mystic PC in the game (including Asellus
after undergoing MysticalChange in the current battle), with the sole exception
of Mesarthim, is an Upper Mystic, while most Mystic Enemies are Lower Mystics,
so this would generally work out to the player's advantage.

However, what the developers actually implemented is a bit different from this
original concept.  It still works out solely to the player's advantage, but it
doesn't remain entirely true to the idea of Upper vs Lower Mystic status being
the deciding factor.

Here's how it actually works: 

For EPs that acknowledge the Mystic Divisor, it can reduce Damage After DEF
(DAD) to 1/4 of normal, which is indeed quite a disadvantage.

In order to qualify:
1. The Actor must be an Enemy Mystic.
2. This Target must be a PC Mystic other than Mesarthim (who is specifically
   excluded).

That's it.  If those two conditions are met and this Ability's EP is subject to
the Mystic Divisor, DAD will be reduced to 1/4.  

Interestingly, this means that the Mystic Divisor will be triggered when ANY
Enemy Mystic attacks a PC Mystic (other than Mesarthim). The routine actually
does NOT make any distinction between Lower and Upper Mystic Enemies--even
Orlouge IS included here!  However, Orlouge actually only has 1 attack that
deals damage (3Mistresses), and its EP (14) ignores the Mystic Divisor, so it
will still do full damage.  It works out the same in this case, but the real
game-mechanical reason Orlouge can do full damage to Mystic PCs is not that
he's also an Upper Mystic; it's just that the only attack he uses doesn't care
about Mystic Status.

Since the Actor must be an Enemy in order to qualify, this also means that
Mesarthim, despite being a Lower Mystic, can do full damage to Enemy Upper
Mystics, which again breaks with the original concept but does work out to the
player's advantage.

Also, the game can be quite sneaky about which Enemies it actually considers to
be Mystics.  For example, Orlouge's Mistresses (who do almost all of Orlouge's
attacking for him) are actually considered by the game to be not Mystics but
gender-neutral Humans, presumably just to get around this Divisor!  Virgil,
TimeLord, and the unique "Mystic" bosses from Asellus' Scenario are also
actually considered by the game to be Humans, so that they can fight
effectively against your Mystic PCs.

I have personally confirmed that the following Enemies are considered by the
game to be Mystics and should be subject to the Mystic Divisor (if the EP of
the Ability they use is also subject to it):

  Abyssbat
  Arachne
  Banshee
  Darkfairy
  Demongoat
  Diva (both forms)
  FatDevil
  Fishman
  Furdo
  Gargoyle
  Goblin
  Gremlin
  KittyClawer
  KittyKicker
  Lamia
  Mellow
  Minotaur
  Mollasite (both forms)
  Mystic
  Orlouge
  SirDemon
  Siren
  Snakeman
  SpearValkyrie
  Sprite
  Succubus
  SwordValkyrie
  Titania
  Undine
  WereRhino
  Wonderdog
  Zyphon

Probably the most noteworthy Enemy to be subject to the Mystic Divisor is Diva,
Emelia's final boss, since Diva relies heavily on Abilities which are also
subject to the Mystic Divisor, and Emelia can bring 4 Upper Mystic PCs to the
fight with her (Asellus, White Rose, Zozma, Silence, and TimeLord are all
recruitable in her Scenario, but you have to keep Emelia in the team that
fights Diva, so you can still only use 4 of them, at most).

I've also determined that the following Enemies which you might expect to be
considered Mystics are NOT subject to the Mystic Divisor:

  BatKnight              (Male Human)
  BlackKnight            (Male Human)
  DragonLord             (gender-neutral Monster)
  FireSage               (Male Human)
  GreenSage              (Male Human)
  HunterKnight           (Male Human)
  LionPrincess           (Female Human)
  Orlouge's Mistresses   (gender-neutral Humans)
  TimeLord               (Male Human)
  Virgil                 (Male Human)
  WaterSage              (Male Human)

Neither list is necessarily complete--these are just the ones I've tested so
far--but both should at least be close.  I have to actually get into a fight
with each Enemy in order to check it, which would take quite a while to do for
all 256 Enemies, so I've primarily checked those which I thought were likely to
be Mystics.

For those who've seen the Sakura page addressing the Upper/Lower Mystic
relationship (http://uri.sakura.ne.jp/~saga/sf1/neta/upper_mystic.html), it's
important to point out that either their list of Lower Mystic Enemies is not
entirely correct, or there are differences here between the Japanese and US
versions of the game.  Sakura lists the three Sages as Lower Mystics, which
might be true in the Japanese version, but they most DEFINITELY are NOT subject
to the Mystic Divisor in the US version--I tested them all, and they were all
considered to be Humans and did approximately the same amount of damage to an
Upper Mystic PC as they did to a Human PC, with all Equipment removed (meaning
0 DEF for each) and roughly comparable VIT.

Finally, note that the Mystic Divisor does NOT stack with the Battlefield Peace
Divisor (see below).  Even if both are in effect for the same attack, DAD will
only be divided by 4 once, NOT twice for a total effect of dividing by 16.

-------------------------------------------------------------------------------

BPD = the Battlefield Peace Divisor.

For whatever reason, the developers decided to use one mechanism, which I refer
to as Battlefield_Effect:Peace, to represent two concepts that are not clearly
related.  The first is what I call the Heavenly Peace (found only in the final
area of Blue's Scenario); the second is the effect of the Arcane Spell Fool.
Regardless of source, once Battlefield_Effect:Peace is active, it causes the
EPs used by most damage-dealing Abilities to do 1/4 Damage After DEFense to
everyone (both PCs and Enemies), and it can be broken by using magical-ish
Abilities.  Although I can think of another explanation, I'm going to give the
developers the benefit of the doubt and assume they used the same mechanism for
both concepts as a means of preventing them from stacking.

In the great majority of game situations, Battlefield_Effect:Peace is not
active, but it can be activated in at least the following ways:

1. If anyone casts Fool, Battlefield_Effect:Peace will activate.

2. Any time the Battlefield for a battle starts as or changes to one of the
"Heaven" Battlefields (which are used for the regular battles in Hell, as well
as Hell'sLord in "Heaven Mode"), Battlefield_Effect:Peace will activate.

There may or may not be other ways to activate Battlefield_Effect:Peace, but
those are the ones I've found so far.

Once active, Battlefield_Effect:Peace can be broken (or deactivated) in at
least the following ways:

1. When Hell'sLord transforms to "Hell Mode" and the Battlefield changes,
Battlefield_Effect:Peace is automatically broken. Note that when he transforms
back to Heaven Mode, Battlefield_Effect:Peace is re-activated, no matter how it
was previously broken (whether by this means or one of the others).

2. Any successful use of EPs 04 (Energy/Magical), 17 (Anti-Undead Energy), 1c
(Anti-Mec Energy), or 20 (PhantasmShot) by anyone (including Enemies) has a
chance to break Battlefield_Effect:Peace, roughly equal to
(9.1% * (Raw Damage + 1)).  Since any Raw Damage >= 10 thus guarantees success,
and virtually any attack will do far more Raw Damage than that, this means that
any successful use of these EPs will just-about-automatically break
Battlefield_Effect:Peace.  Note that even the elemental Barrier counter-attacks
(which use EP 04) count for this purpose.

The fact that this chance is linked to Raw Damage and is therefore virtually
guaranteed to succeed is probably an error, since the chance is only random at
all within the absolutely tiny and barely-achievable range of 0--9 Raw Damage,
which really makes the inclusion of a random factor completely pointless.  They
most likely actually meant either to link this to WP/JP cost, as with number 3,
below, or to have no random factor at all and simply always succeed.

3. Any use of EP 19 (Healing Ability) or SCP 24 (SoulRune) by anyone (including
Enemies) has a chance to break Battlefield_Effect:Peace, roughly equal to
(9.1% * (Final WP/JP Cost + 1)).

There may or may not be other ways to break Battlefield_Effect:Peace, but those
are the ones I've found so far.

For EPs which are subject to the Battlefield Peace Divisor, BPD = 4 if
Battlefield_Effect:Peace is currently active, or 1 if it has been broken (or
never existed in this battle in the first place).  Since DAD (Damage After
DEFense) is divided by BPD, this will result in no change if
Battlefield_Effect:Peace is not active, or reduce damage to 1/4 if it is.

The EPs used by most damage-dealing Abilities are subject to the Battlefield
Peace Divisor.  The most noteworthy known exceptions are EPs 14 and 33.  These
EPs include many of the nastier Abilities used only by certain Boss Enemies as
super attacks.  This means you can't use Fool (or the Heavenly Peace, when
fighting Hell'sLord) to protect the PCs from these attacks, which is
unfortunate, since they're nearly the only things that might have made Fool
worth using at all.

Note that the Battlefield Peace Divisor does NOT stack with the Mystic Divisor
(see above).  Even if both are in effect for the same attack, DAD will only be
divided by 4 once, NOT twice for a total effect of dividing by 16.

-------------------------------------------------------------------------------

SM  = Side Multiplier.

The concept behind the Side Multiplier is this: all other things being equal,
PCs get to do 50% more damage than Enemies with the EPs used by most damage-
dealing Abilities.  This is, quite simply, an unfair advantage granted to the
PCs presumably for no better reason than that they're the protagonists and so
we'd prefer to see them win.

Of course, this also means that when a PC gets Charmed, he/she/it often becomes
a deadlier threat than any Enemy.  And, since some Enemies can have 100+ times
as much HP as any PC is allowed to have, Enemies still often end up better off
than PCs in terms of the percentage of Max HP lost to any given attack.

Anyway, the Side Multiplier will equal 3 if the Actor is a PC, or 2 if the
Actor is an Enemy.  In either case, DAD (Damage After DEFense) will be
multiplied by the Side Multiplier, then divided by 3 (though the "divide by 3"
is sometimes bundled with other divisors into a single step, making it not
explicitly visible; nevertheless, it IS still in there), meaning that there
will be no overall change when the Actor is a PC, but DAD will ultimately be
reduced to 2/3 when the Actor is an Enemy.

-------------------------------------------------------------------------------

CMst = CombatMastery bonus.

CMst is nice and simple.  For the EPs to which it applies, you'll do 50% more
Damage After DEFense and before PRR if you have CombatMastery Equipped and
don't have Virus Equipped (both of which are Mec Programs).

CMst applies to (at least) EPs 00 (Sword, Hammer), 02 (Unarmed), 21
(KAMIKAZE-Crush), and 36 (Sword; can't Miss; x2 if Faint).

CMst technically also applies to EPs 3e and 3f, but neither of them is used by
any Ability that can be legitimately used by anyone who can have CombatMastery.

-------------------------------------------------------------------------------

IMD = Incompatible MagiSphere Divisor.

This is a special case divisor which applies only to the duel between Blue and
Rouge near the end of Blue's Scenario.  Every round or two during this battle,
the game will announce the current MagiSphere.  If either of you use an Ability
which is not from the MagiSphere School currently in effect and whose EP
includes the Incompatible MagiSphere Divisor, then Damage After DEF for that
Ability is divided by 4, or if it was a Healing Ability (EP 19), the HP
Recovery is instead divided by 2.

I have determined that the IMD applies to at least EPs 04 (Energy/Magical), 17
(Anti-Undead Energy), 19 (Healing Ability), 1c (Anti-Mec Energy), and 20
(PhantasmShot); and barring any developer errors, it will probably also apply
to any other healing or damage-dealing EPs used by any of the official Spells
belonging to a School of Magic.  I'll update the list as I continue to
translate the EPs.

However, for better or worse, the IMD does NOT apply to most other, non-magical
EPs.  As a result, the simplest and most reliable way to deal damage in this
battle is to use non-magical attacks--e.g. Swords, Martial Arts, Guns, Heavy
Weapons, and the like.  They will do full damage, whereas at any given time,
all but one School of Magic will do only 1/4 damage.  That may or may not have
been what the developers intended (I can come up with arguments either way),
but that's what we're left with.

Anyway, if this is the Blue v Rouge battle, and this Ability is subject to this
Divisor and is from a School other than that of the current MagiSphere, then
IMD = 2; otherwise, IMD = 1.

For EP 19, HP Recovery is divided by IMD; for damage-dealing EPs, Damage After
DEFense is divided by IMD ^ 2, which will be 4 if IMD was 2 (or 1 if it was 1,
meaning no change).

-------------------------------------------------------------------------------

PRR = the Actor's personal "Physical" Random Damage Range.

The range of the random bonus damage added at the very end of the damage
calculation process for most physical EPs is unique to each PC (and Enemies,
technically, but they're almost all the same).

For most EPs that use PRR, the actual amount of random damage added can be any
whole number from 0 to (PRR + 10).  

For each PC, PRR = the number of "Physical" Abilities (ID 000--0ff) which that
PC Knows.  This includes the Human Sword, Gun, and Martial Arts Abilities, as
well as all of the Monster Abilities (even those which seem "magical-ish").
As a result, Human PCs who've learned more of these Abilities and Monster PCs
who've Absorbed more Abilities will do slightly more damage overall with
physical attacks than they would otherwise have done.  However, since Mystic
PCs and Mec PCs cannot learn ANY of these Abilities, they will ALWAYS have
PRR = 0 within the normal (i.e. non-hacked) course of the game.

This is mostly just trivia, though, as the random range doesn't typically
contribute a significant amount of damage unless you're doing ~0 Damage After
DEFense to begin with...in which case you're in serious trouble, and the
random damage probably still isn't going to be enough to get you out of
trouble.

The game does technically calculate PRR for Enemies, too, but the developers
didn't set any Abilities as "Known" for almost any Enemies--all they have are
their Equipped Abilities, and (for all that this is completely illogical) they
technically don't "Know" even those.  This probably boils down to an oversight
or a necessary concession to lack of development time, but it doesn't really
make much of a difference here, anyway.

The only exceptions I've found are a few Enemies in Scripted Encounters (e.g.
TimeLord, Hell'sLord) whose Equipped Abilities are determined as part of the
Scripting.  These Enemies do get their Equipped Abilities set as Known, and as
a result they can have a slightly larger Random Damage Range, but with so few
Abilities, it still makes hardly any difference.

For all other Enemies, PRR = 0, and as a result, they will always do from 0--10
random damage with most EPs that use PRR.

-------------------------------------------------------------------------------

MRR = the Actor's personal "Magical" Random Damage Range.

The range of the random bonus damage added at the very end of the damage
calculation process for most magical-ish EPs is unique to each PC (and Enemies,
technically, but they're almost all the same).

The actual amount of random damage added can be any whole number from 0 to
(MRR + 10).

For each PC, MRR = the number of "Magical" Abilities (ID 100--1ff) which that
PC Knows.  Not too many Abilities within that range can actually be considered
"Known" by most PCs, though...  Absorbed Mystic Abilities DON'T count as
"Known", though the MysticWeapon Abilities themselves (just -Sword, -Glove, and
-Boots) do.  None of the Heavy Weapon Abilities can be "Known" by anyone, nor
can the Enemy-and-Boss-only Abilities.  Mecs will really only get to count
their Programs here, and Monsters will probably have nothing at all (with the
exception of Kylin's Space Magic). Interestingly, Dodge Abilities should be
counted, and of course, the largest group of Abilities from 100--1ff that can
be "Known" is the Spells of the various Magic Schools, so Humans and Mystics
who've learned a lot of Spells can do a bit more damage.

This is mostly just trivia, though, as the random range doesn't typically
contribute a significant amount of damage unless you're doing ~0 Damage After
DEFense to begin with...in which case you're in serious trouble, and the
random damage probably still isn't going to be enough to get you out of
trouble.

The game does technically calculate MRR for Enemies, too, but the developers
didn't set any Abilities as "Known" for almost any Enemies--all they have are
their Equipped Abilities, and (for all that this is completely illogical) they
technically don't "Know" even those.  This probably boils down to an oversight
or a necessary concession to lack of development time, but it doesn't really
make much of a difference here, anyway.

The only exceptions I've found are a few Enemies in Scripted Encounters (e.g.
TimeLord, Hell'sLord) whose Equipped Abilities are determined as part of the
Scripting.  These Enemies do get their Equipped Abilities set as Known, and as
a result they can have a slightly larger Random Damage Range, but with so few
Abilities, it still makes hardly any difference.

For all other Enemies, MRR = 0, and as a result, they will always do from 0--10
random damage.

-------------------------------------------------------------------------------





***********************
*  Effect Processes   *                                               [EFPRO02]
*  --EP 02 (Unarmed)  *
***********************


EP 02 is used by most Martial Arts Abilities except Throws, most of the
"physical" Mystic and Monster Abilities, and a few other Abilities.

EPs 02 (Unarmed) and 3f (Unarmed; can't Miss) both use exactly the same Damage
Calculation Process.  These calculations don't just happen to be equivalent;
they're actually performed by the same subroutine, which is called by both EPs.
This fact could be important for modders, since it means that if you change one
of them, you'll change both.

-------------------------------------------------------------------------------

                             EP 02 Abilities Chart
                                 by Zaraktheus

Abbreviations:

ID: Hexadecimal ID number of the Ability.
Ability: Name of the Ability.

---

AAc: Ability Accuracy.
APC: Ability Power Constant.
APG: Ability Power Growth.
 WP: WP Cost.

---

Elements:

S: Slash
P: Pierce
B: Blunt
H: Heat
C: Cold
E: Electric
F: Force
X: Status

---

L: Lunging attack.  If the Actor is in its Back Position, using this Ability
   will move the Actor to its Forward Position.

---

SCP: Which Status Change Process, if any, the game runs to determine any
     potential Status Changes caused by the Ability as a secondary effect.

---

There are 109* Abilities which use EP 02:

* Technically, Ability 066: SwayBack also has EP 02 in its data, but it doesn't
  actually use an EP, so I'm not counting it or including it on this Chart.

================
| Martial Arts |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|060: Punch          |120|  0|  3| 0|--B-----|-|--                |
|061: Kick           |100|  0|  4| 0|--B-----|L|--                |
|063: Chop           | 90|  5|  2| 1|--B-----|-|01 (Blind)        |
|064: Sliding        |100| 10|  4| 2|--B-----|L|00 (Stun)         |
|067: Fist           |150|  5|  8| 3|-PB---F-|L|--                |
|068: Backfist       |100| 50|  6| 2|--B-----|L|--                |
|069: CrushBeat      |100|120|  7| 4|--B-----|L|--                |
|06a: Rotation Kick  |100| 25|  8| 3|--B-----|L|--                |
|06b: KO Throw       |200| 50| 10| 2|SPBHCEF-|-|00 (Stun)         |
|06e: GoldHand       |140| 10| 13| 6|--B---F-|L|15 (VIT Debuff)   |
|070: TriangleKick   |150|100| 12| 7|-PB---F-|L|--                |
|071: OgreRun        |110| 50| 10| 5|--B-----|-|--                |
|072: Scuffle        |110|150|  6| 4|--B-----|L|--                |
|075: Lastshot       |130|250| 18| 9|--B-----|L|29 (Coup de Grace)|
|076: Corkscrew      |150|100| 24| 9|--B-----|L|--                |
|077: SkyTwister     |150|200| 20|10|--B---F-|L|--                |
===================================================================

==============================
| Martial Arts Counterattack |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|02e: Counter        |250| 25|  8| 0|SPBHCEFX|-|--                |
|02f: CounterChop    |250| 25|  4| 0|SPBHCEFX|-|01 (Blind)        |
|030: CounterFist    |250| 50| 12| 0|SPBHCEFX|-|--                |
|031: CounterBckFist |250| 50| 13| 0|SPBHCEFX|-|--                |
|032: CounterThrust  |250| 50| 18| 0|SPBHCEFX|-|--                |
|033: CounterSlice   |250|200| 24| 0|SPBHCEFX|-|07 (Faint)        |
|034: KO Punch       |250| 25|  9| 0|SPBHCEFX|-|--                |
|035: KO Kick        |250| 25| 10| 0|SPBHCEFX|-|--                |
|036: KO Fist        |250| 50| 13| 0|SPBHCEFX|-|--                |
|037: KO Kicks       |250| 50| 14| 0|SPBHCEFX|-|--                |
|039: KO Run         |250|100| 18| 0|SPBHCEFX|-|--                |
|03a: DragonBeat     |250| 25|  9| 0|SPBHCEFX|-|--                |
|03b: DragonSlide    |250| 25|  7| 0|SPBHCEFX|-|00 (Stun)         |
|03c: DragonFist     |250| 50| 15| 0|SPBHCEFX|-|--                |
|03d: DragonBckFist  |250| 50| 14| 0|SPBHCEFX|-|--                |
===================================================================

============
| Alkaiser |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|055: BrightFist     |110| 25|  4| 0|--B---F-|-|--                |
|056: SparklingRoll  |120| 30|  7| 2|--B---F-|L|--                |
|058: Al-Blaster     |150| 25|  5| 2|-PB-----|-|--                |
|05b: ShiningKick    |100| 50|  6| 1|--B---F-|L|--                |
===================================================================

===============
| MysticSword |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|1b0: MysticSword    |120| 20|  4| 0|S-----F-|-|29 (Coup de Grace)|
|1b1: Needle         |110| 20|  4| 0|-P------|-|--                |
|1b2: Lance          |100| 30|  4| 0|-P------|-|--                |
|1b4: Blade          |120| 15|  5| 1|S-------|-|--                |
|1bb: HeatSmash      |100| 25|  9| 5|S--H----|-|--                |
|1bd: GriffithScratch|110|150| 16| 7|S-------|-|02 (Palsy)        |
===================================================================

===============
| MysticGlove |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|1c0: MysticGlove    |110| 20|  5| 0|--B---F-|-|29 (Coup de Grace)|
|1c5: PoisonusBlow   | 90| 25|  5| 2|--B-----|-|03 (Venom)        |
|1c6: Feeler         |140| 25|  8| 4|--B-----|-|--                |
|1c9: HellWing       |100| 10|  8| 4|SP------|-|--                |
|1ca: GrapeShot      |100|  0|  7| 1|-P------|-|--                |
|1cc: IceSmash       |100| 25|  8| 5|S---C---|-|--                |
|1ce: TigerRampage   |240| 50| 12| 8|--B---F-|L|--                |
===================================================================

===============
| MysticBoots |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|1d0: MysticBoots    |100| 20|  5| 0|--B---F-|L|29 (Coup de Grace)|
|1d2: PowerKick      | 85| 20|  7| 1|--B-----|L|--                |
|1d6: Spiders        |125| 20|  9| 4|SPB-----|-|00 (Stun)         |
|1dc: Assasinate     |120|100|  7| 7|S-------|L|07 (Faint)        |
|1dd: TitasWave      |100| 50| 12| 7|S-B-----|-|--                |
===================================================================

==================
| Monster (Head) |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|080: Fang           |110|  4|  3| 0|S-------|-|--                |
|081: FangCrush      | 95|  8|  5| 2|S-------|-|--                |
|082: DaggerJaw      |160|  0|  6| 3|SPBHCEF-|-|--                |
|083: Beak           |110|  8|  2| 0|SP------|-|01 (Blind)        |
|084: Horn           |100| 20|  4| 1|SP------|-|--                |
|08c: Petrify        |110| 20|  5| 6|S-B-----|-|04 (Stone)        |
===================================================================

=================
| Monster (Arm) |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|08d: DoubleAxe      | 90| 15|  4| 2|S-------|-|--                |
|08e: BrainCrush     |110|  5|  5| 3|S-B-----|L|12 (INT Debuff)   |
|08f: Beat           |120|  2|  3| 0|--B-----|L|--                |
|090: Scissors       |110|  1|  4| 0|S-B-----|L|--                |
|091: PowerBeat      |100| 10|  7| 4|--B-----|L|--                |
|093: Chop           |100|  2|  3| 1|-PB-----|-|01 (Blind)        |
|094: Feeler         |140|  0|  7| 5|--B-----|-|--                |
|095: Claw           |125|  6|  3| 0|S-------|L|--                |
|097: PoisonGrip     |125|  1|  5| 3|S-B-----|L|03 (Venom)        |
|09b: Blade          |140|  5|  4| 1|S-------|L|--                |
|09c: GaleAttack     |150|  5|  4| 3|SP------|-|--                |
|09d: GroundHit      |110|  5|  4| 5|S-B-----|L|00 (Stun)         |
|09e: HeatSmash      |120|  5|  6| 3|S--H----|L|--                |
|09f: IceSmash       |120|  5|  6| 3|S---C---|L|--                |
|0a0: TitasWave      |125| 25|  7| 6|S-B-----|-|--                |
|0a1: Thrust         |110|  6|  3| 0|SP------|-|--                |
|0c0: Kusanagi       |200| 50|  4| 3|S----E--|-|--                |*
|0fd: BoomerangHook  |100|  0|  7| 3|--B-----|L|--                |
===================================================================
* Ability 0c0: Kusanagi is also the basic attack for a Sword, Item 27:
  Kusanagi.  Note that even when used through the Sword, Ability 0c0: Kusanagi
  still uses EP 02 (Unarmed), so its Miss Check and Damage Calculation have
  nothing to do with the Power, Weight, or Accuracy values of the Sword.

=================
| Monster (Leg) |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|0a2: Kick           | 95| 10|  3| 0|--B-----|L|--                |
|0a4: GriffithScratch|100|100|  7| 7|S-B-----|L|02 (Palsy)        |
|0a5: Tail           |120|  3|  4| 1|--B-----|L|00 (Stun)         |
|0a6: TailHit        |120|  0|  5| 3|--B-----|-|00 (Stun)         |
|0a8: SpinAttack     |140|  5|  4| 4|--B-----|-|--                |
|0a9: Stinger        |100| 10|  4| 3|-P------|L|--                |
|0aa: PoisonNeedle   | 80| 10|  5| 5|-P------|L|03 (Venom)        |
===================================================================

==================
| Monster (Body) |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|0ac: MinionStrike   |150| 20|  4| 6|--B-----|-|--                |
|0ae: Coils          |120|  0|  6| 5|--B-----|-|02 (Palsy)        |
|0af: Tackle         |130| 10|  4| 1|--B-----|L|0b (Knockback)    |
|0b0: Dash           |130|  5|  4| 2|--B-----|L|--                |
|0b1: Headbutt       |130| 40|  5| 5|--B-----|L|00 (Stun)         |
|0b2: Stampede       |110| 50|  3| 4|--B-----|L|--                |
|0b3: Wing           |140|  2|  4| 1|SP------|-|--                |
|0b4: GliderSpike    |130| 10|  6| 5|-P------|L|--                |
|0b8: SeedVulcan     |100|  5|  4| 1|-P------|-|--                |
|0ba: Needles        | 90|  8|  3| 0|-P------|-|--                |
===================================================================

====================
| Monster (Breath) |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|0c7: Ink            |100|  5|  3| 1|------F-|-|01 (Blind)        |
|0fb: PoisonGun      |150|  0|  4| 1|------F-|-|03 (Venom)        |
===================================================================

=====================
| Monster (Magical) |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|0f3: Rock           | 75| 20|  5| 2|--B-----|L|--                |
===================================================================

===========
| Program |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|19a: Shock Soldier  |160|200| 14| 8|SPB-----|-|--                |
|19b: Pop-Knight     |160|200| 14|10|SPB-----|-|--                |
|1cf: TigerRampage   |240|200| 18| 8|--B---F-|L|--                |*
===================================================================
* Ability 1cf: TigerRampage can only be used through Item 6d: OctopusBoard, and
  only if you have Ability 17c: TigerProgram Equipped.

============
| Mec Part |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|193: StarlightShower|200|200| 15| 7|--BH-EF-|-|--                |*
|1a1: CosmicRave     |200|250| 26| 7|--BH-EF-|L|--                |*
===================================================================
* Both Abilities 193: StarlightShower and 1a1: CosmicRave can only be used
  through Item 70: V-Special, which is only available as a temporary result of
  using Ability 1a7: V-MAX, which can only be used through Item 71: V-System,
  which is only available as Locked Initial Equipment for T260's TYPE 8 Omega
  Body.  Note that even though they can only be used through an Item, and that
  Item is technically considered a Weapon, both Abilities still use EP 02
  (Unarmed), so their Miss Checks and Damage Calculations have nothing to do
  with the Power, Weight, or Accuracy values of that Weapon.

================
| Heavy Weapon |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|1e8: Vulcan         |160| 10|  4| 0|-P------|-|--                |*
===================================================================
* Ability 1e8: Vulcan is not used directly by any Heavy Weapons; rather it is
  the AoE Ability for Ability 187: Vulcan, which is used by two Heavy Weapons,
  Items 48: LightVulcan and 49: MachineVulcan.  Ability 1e8: Vulcan is also
  used directly by many Enemies.  Note that even when used through a Weapon,
  Ability 1e8: Vulcan still uses EP 02 (Unarmed), so its Miss Check and Damage
  Calculation have nothing to do with the Power, Weight, or Accuracy values of
  the Weapon.  This means that even though the LightVulcan reads as having
  Power 15 versus the MachineVulcan's Power 30, they actually do equal damage,
  and since the LightVulcan has 60 Ammo versus the MachineVulcan's 40, the
  LightVulcan is actually the better Weapon. (though the MachineVulcan does
  give better Mec Stat Boosts)

=================
| Item-Specific |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|1f8: StunNeedle     |120| 10|  3| 0|-P------|-|02 (Palsy)        |
===================================================================

==============
| Enemy-Only |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|029: MaginRampage   |150|200| 16| 0|S-B-----|L|--                |
|07b: Beat           |120|  0|  4| 0|--B-----|L|--                |
|1e9: ChainHeat      |150| 20|  4| 0|S-------|-|29 (Coup de Grace)|
|1ea: IronBall       |130|100|  5| 0|--B-----|-|--                |
|1fe: HeavyRailCannon|200| 25|  5| 0|-PB-----|-|--                |
===================================================================


Two of the EP 02 Abilities also have a total of 3 functionally-different
variants used as AoE / Linked Abilities:

================================
| AoE / Linked Ability Variant |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|08f: Beat           |120|  2|  3|--|-P------|L|--                |*1
|08f: Beat           |120|  2|  3|--|------F-|L|--                |*2
|0ba: Needles        | 90|  8|  3|--|------F-|-|--                |*3
===================================================================
*1 When used as the Linked Ability for Abilities 082: DaggerJaw, 0c0: Kusanagi,
   0e7: MightyCyclone, 1ce: TigerRampage, and 1cf: TigerRampage, Ability
   08f: Beat is replaced with this variant, which is P Element.
*2 When used as the AoE Ability for Ability 0cf: BeetleJuice, Ability 08f: Beat
   is replaced with this variant, which is F Element (and W Attribute).
*3 When used as the AoE Ability for Abilities 0cb: StoneGas, 0cd: TripGas, and
   1cd: Crystalizer, Ability 0ba: Needles is replaced with this variant, which
   is F Element.


-------------------------------------------------------------------------------

Here's the process for EP 02 (Unarmed).  It's quite complex, but I've broken it
down into smaller pieces to try to make it a bit easier to follow.  To reduce
the need for excessive parentheses, I've placed different parts of the
calculations on different lines.  Always do everything on one line before
moving on to the next.

It's worth reading through the process to see how it works, but you probably
wouldn't want to do these calculations manually.  Instead, I highly recommend
you use my SaGa Frontier Effect Process Calculator spreadsheet.  You can get
the latest version here:
https://drive.google.com/open?id=126mkBkcSHH_UvRhMDc3br2QxCIndOIHX

The spreadsheet is an Excel file.  If you don't have Excel and aren't familiar
with any of the alternatives, I'll recommend LibreOffice.  It's free and
available for Windows, Mac, and Linux.  Alternatively, you could use Google
Sheets, but there are some minor issues with how it displays drop-down menus.
More importantly, Google Sheets won't let you edit the spreadsheet (which is
necessary in order to provide the inputs it needs).  To fix that, click "File"
on the Google Sheets toolbar, then click "Make a copy".  Once you name it and
put it wherever you want, you should be able to edit the copy.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                               EP 02 Miss Check

                                   Variables

/rd: means Divide and Round Down. DO NOT round down when dividing unless that
     "rd" is there!

AAc   = Ability Accuracy.
CB    = Combo Bonus: 100 IF Subsequent Ability in Combo for this Target; ELSE 0
RFB   = Relative Facing Bonus.  0, 20, or 60; when in doubt, assume 20.
        Very buggy.
A:QUI = Actor Current QUI.
T:QUI = Target Current QUI.
MT    = Moving Target.  0 IF Target has any of Faint, Palsy, Sleep, Stasis,
        Stone, Stun; ELSE 1.
HC    = Hit Chance.
HR    = Hit Roll.

-------------------------------------------------------------------------------

                                   Hit Roll

IF this is a Subsequent Ability in a Combo for this Target,
THEN HR = 0.

ELSE
IF Actor is Blind,
THEN HR = rand(0...199).

(Actor is not Blind)
ELSE HR = rand(0...99)

-------------------------------------------------------------------------------

                                  Hit Chance

  AAc
+ CB
+ RFB
+ (A:QUI /rd 2)
- (T:QUI * MT)
= HC

-------------------------------------------------------------------------------

                                  Miss Check

IF HC < HR (or HR > HC, whichever way you prefer to think about it),
THEN Miss.

(HC >= HR, or HR <= HC, whichever way you prefer to think about it)
ELSE Hit.


Note that EP 02 is subject to the Unsigned Hit Chance Bug.  If HC manages to be
negative, it will be erroneously read as having a huge positive value instead,
with the result that instead of being guaranteed to Miss, it will be guaranteed
to Hit.

Negative HC should be extremely uncommon for EP 02, but is not impossible.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                     EP 02, 3f Damage Calculation Process

                                   Variables

/rd: means Divide and Round Down. DO NOT round down when dividing unless that
     "rd" is there!

A:STR = Actor Current STR.
A:QUI = Actor Current QUI.
A:VIT = Actor Current VIT.
APC   = Ability Power Constant.
APG   = Ability Power Growth.
CB    = Combo Bonus: 100 IF Subsequent Ability in Combo for this Target; ELSE 0
RFB   = Relative Facing Bonus.  0, 20, or 60; when in doubt, assume 20.
        Very buggy.
Dist  = Distance between Actor and Target, measured on a straight line from the
        center of each.
T:VIT = Target Current VIT.
EDV   = Target Effective DEFense Value.
Raw   = Raw Damage.
DAD   = Damage After DEF.
MyD   = Mystic Divisor: 4 IF Actor is an Enemy Mystic AND Target is a PC Mystic
        other than Mesarthim; ELSE 1.
BPD   = Battlefield Peace Divisor: 4 IF Battlefield_Effect:Peace is active;
        ELSE 1.
SM    = Side Multiplier: 3 IF Actor is a PC; 2 IF Actor is an Enemy.
CMst  = CombatMastery bonus:
        2 IF Actor has CombatMastery and NOT Virus Equipped; ELSE 0.
PRR   = Actor "Physical" Random Damage Range: = # "Physical" Abilities
        (ID 000--0ff) Known; almost always 0 for Enemies.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                       Section 1: Calculating Raw Damage

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

         Part 1: STR, Physical Blender 50, and Ability Power Growth

-------------------------------------------------------------------------------

                                    Part 1a

  A:STR ^ 2
* ((A:STR + A:QUI + A:VIT + 50) /rd 4)
* 3.125
* APG

-------------------------------------------------------------------------------

                                    Part 1b

  A:STR ^ 2
+ 1,600

-------------------------------------------------------------------------------

Part 1 = Part 1a / Part 1b

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                        Part 2: CB, APC, RFB, and Dist

  (CB * (APG - 2; min 0))
+ (APC * 4)
+ (RFB /rd 4)
+ (((220 - Dist; min 0) * (APG - 2; min 0)) /rd 8)

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                                  Part 3: QUI

  A:QUI ^ 2
/ 16

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

Raw = Part 1 + Part 2 + Part 3, rounded down.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                  Section 2: Calculating Damage After DEFense

    128 - ((T:VIT /rd 4) + EDV)
*   Raw
/rd 128
-   EDV; min 0

= DAD

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                    Section 3: Calculating Semi-final Damage

    DAD
/rd MyD

Only IF MyD = 1, THEN:
/rd BPD

Either way:
*   SM
*   (CMst + 4)
/rd 12

+ rand(0...(PRR + 10))

= Semi-final Damage


There are still other things (e.g. Defend, RavaBarrire) that can affect damage,
but they're handled outside of this EP, so I won't go into them here.  Also
remember that if the Ability used has a Linked (or Linked AoE) Ability, then
for the Primary Target, the Semi-final Damage from both the Original Ability
and the Linked Ability will be added together before being finalized and
displayed as a single damage amount.  And of course, Combos work similarly: all
damage to each Target is totaled before being displayed as a single damage
amount.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                          EP 02 Miscellaneous Effects

-------------------------------------------------------------------------------

                        Whether or not the Ability Hit:

If this Ability is a Lunging attack and the Actor is in its Back Position, move
the Actor to its Forward Position.


Note that the move occurs after the damage calculation, so the Dist used for
the above damage calculation will still have been from the Back Position.

-------------------------------------------------------------------------------

                           Only if the Ability Hit:

Perform this Ability's SCP if it has one.

----------

Set two flags whose effects occur outside of this EP.  These effects include,
but may not be limited to, the following:

-Wake Target (i.e. Remove Status:Sleep).
-Send Combo Data to Target.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------





*********************
*  Effect Processes *                                                 [EFPRO03]
*  --EP 03 (Throw)  *
*********************


EP 03 is used by the Martial Arts Throws, the Monster Ability MightyCyclone,
and a few Enemy-Only Abilities with similar concepts.

-------------------------------------------------------------------------------

                             EP 03 Abilities Chart
                                 by Zaraktheus

Abbreviations:

ID: Hexadecimal ID number of the Ability.
Ability: Name of the Ability.

---

AAc: Ability Accuracy.
APC: Ability Power Constant.
APG: Ability Power Growth.
 WP: WP Cost.

---

Elements:

S: Slash
P: Pierce
B: Blunt
H: Heat
C: Cold
E: Electric
F: Force
X: Status

---

L: Lunging attack.  If the Actor is in its Back Position, using this Ability
   will move the Actor to its Forward Position.

---

SCP: Which Status Change Process, if any, the game runs to determine any
     potential Status Changes caused by the Ability as a secondary effect.

---

There are 13 Abilities which use EP 03:

================
| Martial Arts |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|062: AirThrow       |120|  0|  3| 1|--B-----|L|00 (Stun)         |
|065: RollingCradle  |100| 10|  3| 2|--B-----|L|00 (Stun)         |
|06d: GiantSwing     |100| 75|  9| 6|--B-----|-|29 (Coup de Grace)|
|06f: BabelCrumble   |110|100| 11| 5|--B-----|L|00 (Stun)         |
|073: LocomotionG    |130|  5| 12| 5|--B-----|L|00 (Stun)         |
|074: DragonTurn     |200|100| 12| 3|SPBHCEF-|-|00 (Stun)         |
===================================================================

==============================
| Martial Arts Counterattack |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|038: KO Swing       |250| 75| 18| 0|SPBHCEFX|-|29 (Coup de Grace)|
|03e: DragonSuplex   |250| 50| 16| 0|SPBHCEFX|-|--                |
|03f: DragonSwing    |250| 75| 20| 0|SPBHCEFX|-|29 (Coup de Grace)|
===================================================================

=====================
| Monster (Magical) |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|0e7: MightyCyclone  |110|  0|  9| 6|--B-----|L|00 (Stun)         |
===================================================================

==============
| Enemy-Only |
===================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP               |
===================================================================
|07d: SwingDDT       |120| 20|  4| 2|--B-----|-|--                |
|07e: VandalFlip     |120| 50|  4| 2|--B-----|-|--                |
|07f: PowerBomb      |120| 20|  4| 2|--B-----|-|--                |
===================================================================

-------------------------------------------------------------------------------

Here's the process for EP 03 (Throw).  It's quite complex, but I've broken it
down into smaller pieces to try to make it a bit easier to follow.  To reduce
the need for excessive parentheses, I've placed different parts of the
calculations on different lines.  Always do everything on one line before
moving on to the next.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                              EP 03 Special Cases

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                        LocomotionG # Slams to Animate

                                   Variables

/rd: means Divide and Round Down. DO NOT round down when dividing unless that
     "rd" is there!

A:STR = Actor Current STR.
A:QUI = Actor Current QUI.
A:VIT = Actor Current VIT.
Slams = # Slams in animation.

-------------------------------------------------------------------------------

                                    Process

    (A:STR + A:QUI + A:VIT + 40)
/rd 32
+   2
= Slams

IF Base_Animation = 0ac: LocomotionG,
THEN Animation_Variation = Slams.


So basically, if the Ability being used is LocomotionG, then the number of
slams in the animation is determined by the total of the Actor's STR, QUI, and
VIT.

Here's a chart showing the relationship between total STR + QUI + VIT and
Slams:

   S+Q+V  | Slams
   0-- 23 |  3
  24-- 55 |  4
  56-- 87 |  5
  88--119 |  6
 120--151 |  7
 152--183 |  8
 184--215 |  9
 216--247 | 10
 248--279 | 11
   280+   | 12

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                               EP 03 Miss Check

                                   Variables

/rd: means Divide and Round Down. DO NOT round down when dividing unless that
     "rd" is there!

AAc   = Ability Accuracy.
CB    = Combo Bonus: 100 IF Subsequent Ability in Combo for this Target; ELSE 0
RFB   = Relative Facing Bonus.  0, 20, or 60; when in doubt, assume 20.
        Very buggy.
A:STR = Actor Current STR.
A:QUI = Actor Current QUI.
T:QUI = Target Current QUI.
T:VIT = Target Current VIT.
T:TEW = Target Total Equipment Weight.
MT    = Moving Target.  0 IF Target has any of Faint, Palsy, Sleep, Stasis,
        Stone, Stun; ELSE 1.
HC    = Hit Chance.
HR    = Hit Roll.

-------------------------------------------------------------------------------

                                   Hit Roll

IF this is a Subsequent Ability in a Combo for this Target,
THEN HR = 0.

ELSE
IF Actor is Blind,
THEN HR = rand(0...199).

(Actor is not Blind)
ELSE HR = rand(0...99)

-------------------------------------------------------------------------------

                                  Hit Chance

  AAc
+ CB
+ RFB
+ (A:QUI /rd 2)
- ((T:VIT - A:STR); min 0)
- (((T:QUI + T:TEW) * MT) /rd 2)
= HC

-------------------------------------------------------------------------------

                                  Miss Check

IF HC < HR (or HR > HC, whichever way you prefer to think about it),
THEN Miss.

(HC >= HR, or HR <= HC, whichever way you prefer to think about it)
ELSE Hit.


Note that EP 03 is subject to the Unsigned Hit Chance Bug.  If HC manages to be
negative, it will be erroneously read as having a huge positive value instead,
with the result that instead of being guaranteed to Miss, it will be guaranteed
to Hit.

Negative HC should be extremely uncommon for EP 03, but is not impossible.

Nonsensically, the Target's Total Equipment Weight only reduces Hit Chance if
the Target can move.

Also notice that T:VIT seems to be being used here (as well as in Part 4 of the
Raw Damage Calculation) as if it was the Target's body weight, since there is
no actual body weight statistic--only Total Equipment Weight.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                       EP 03 Damage Calculation Process

                                   Variables

/rd: means Divide and Round Down. DO NOT round down when dividing unless that
     "rd" is there!

A:STR = Actor Current STR.
A:QUI = Actor Current QUI.
A:VIT = Actor Current VIT.
T:VIT = Target Current VIT.
T:TEW = Target Total Equipment Weight.
APC   = Ability Power Constant.
APG   = Ability Power Growth.
CB    = Combo Bonus: 100 IF Subsequent Ability in Combo for this Target; ELSE 0
RFB   = Relative Facing Bonus.  0, 20, or 60; when in doubt, assume 20.
        Very buggy.
EDV   = Target Effective DEFense Value.
Raw   = Raw Damage.
DAD   = Damage After DEF.
MyD   = Mystic Divisor: 4 IF Actor is an Enemy Mystic AND Target is a PC Mystic
        other than Mesarthim; ELSE 1.
BPD   = Battlefield Peace Divisor: 4 IF Battlefield_Effect:Peace is active;
        ELSE 1.
SM    = Side Multiplier: 3 IF Actor is a PC; 2 IF Actor is an Enemy.
PRR   = Actor "Physical" Random Damage Range: = # "Physical" Abilities
        (ID 000--0ff) Known; almost always 0 for Enemies.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                       Section 1: Calculating Raw Damage

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

         Part 1: STR, Physical Blender 50, and Ability Power Growth

-------------------------------------------------------------------------------

                                    Part 1a

  A:STR ^ 2
* ((A:STR + A:QUI + A:VIT + 50) /rd 4)
* 3.125
* APG

-------------------------------------------------------------------------------

                                    Part 1b

  A:STR ^ 2
+ 1,600

-------------------------------------------------------------------------------

Part 1 = Part 1a / Part 1b

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                           Part 2: CB, APC, and RFB

  (CB * (APG - 2; min 0))
+ (APC * 4)
+ (RFB /rd 4)

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                                  Part 3: QUI

  A:QUI ^ 2
/ 16

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                       Part 4: Target "Heaviness" Bonus

  (T:VIT + T:TEW)
* APG

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

Raw = Part 1 + Part 2 + Part 3 + Part 4, rounded down.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                  Section 2: Calculating Damage After DEFense

    128 - ((T:VIT /rd 4) + EDV)
*   Raw
/rd 128
-   EDV; min 0

= DAD

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                    Section 3: Calculating Semi-final Damage

    DAD
/rd MyD

Only IF MyD = 1, THEN:
/rd BPD

Either way:
*   SM
/rd 3

+ rand(0...(PRR + 10))

= Semi-final Damage


There are still other things (e.g. Defend, RavaBarrire) that can affect damage,
but they're handled outside of this EP, so I won't go into them here.  Also
remember that if the Ability used has a Linked (or Linked AoE) Ability, then
for the Primary Target, the Semi-final Damage from both the Original Ability
and the Linked Ability will be added together before being finalized and
displayed as a single damage amount.  And of course, Combos work similarly: all
damage to each Target is totaled before being displayed as a single damage
amount.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                          EP 03 Miscellaneous Effects

-------------------------------------------------------------------------------

                        Whether or not the Ability Hit:

If this Ability is a Lunging attack and the Actor is in its Back Position, move
the Actor to its Forward Position.


Note that the move occurs after the damage calculation, so the Dist used for
the above damage calculation will still have been from the Back Position.

-------------------------------------------------------------------------------

                           Only if the Ability Hit:

Perform this Ability's SCP if it has one.

----------

Set two flags whose effects occur outside of this EP.  These effects include,
but may not be limited to, the following:

-Wake Target (i.e. Remove Status:Sleep).
-Send Combo Data to Target.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------





******************************
*  Effect Processes          *                                        [EFPRO04]
*  --EP 04 (Energy/Magical)  *
******************************


EP 04 is used by most of the magical-ish or energy-based Abilities that don't
belong to another, more specific EP.

EPs 04 (Energy/Magical), 17 (Anti-Undead Energy), 1c (Anti-Mec Energy), and 20
(PhantasmShot) all use exactly the same Damage Calculation Process.  These
calculations don't just happen to be equivalent; they're actually performed by
the same subroutine, which is called by each of these EPs.  This fact could be
important for modders, since it means that if you change one of them, you'll
change all of them.

-------------------------------------------------------------------------------

                             EP 04 Abilities Chart
                                 by Zaraktheus

Abbreviations:

ID: Hexadecimal ID number of the Ability.
Ability: Name of the Ability.

---

  APC: Ability Power Constant.
  APG: Ability Power Growth.
WP/JP: WP or JP Cost.  "!" indicates the Ability costs all remaining points;
       the number specified is the minimum amount necessary to use the Ability.

---

Elements:

S: Slash
P: Pierce
B: Blunt
H: Heat
C: Cold
E: Electric
F: Force
X: Status

---

SCP: Which Status Change Process, if any, the game runs to determine any
     potential Status Changes caused by the Ability as a secondary effect.

---

There are 58 Abilities which use EP 04:

===============
| Light Magic |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|105: MegaWindblast  |200| 10| 9 JP|---HCE--|--                           |
===========================================================================

================
| Shadow Magic |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|10c: DarkSphere     | 10|  7| 4 JP|------F-|16 (Dispel)                  |
===========================================================================

===============
| Space Magic |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|110: VaporBlast     | 15|  4| 1 JP|-P------|--                           |
|112: ReverseGravity | 50|  6| 6 JP|--B-----|00 (Stun)                    |
===========================================================================

==============
| Time Magic |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|11b: TimeEclipse    | 25|  6| 5 JP|------F-|28 (Stone or QUI Debuff)     |
===========================================================================

===============
| Realm Magic |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|120: EnergyChain    | 10|  4| 1 JP|------F-|09 (Palsy if I+W+P >= 124)   |
|121: Implosion      | 20|  6| 3 JP|---H----|07 (Faint)                   |*
|125: VermilionSand  | 50|  9| 8 JP|-P----F-|01 (Blind)                   |
===========================================================================
* Although I don't list AAc because EP 04 has no Miss Check, Ability 121:
  Implosion has an AAc of 100 in its data.  This suggests that it may have
  originally used some other EP that can Miss.  It may even be a mistake that
  it uses EP 04 at all.

==============
| Evil Magic |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|138: RavaShot       | 20|  3| 1 JP|------F-|00 (Stun)                    |
===========================================================================

================
| Arcane Magic |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|140: Saber          | 25|  3| 1 JP|SP------|--                           |
|146: Tower          |100| 12|8! JP|-----E--|--                           |
===========================================================================

================
| Mirage Magic |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|158: BlackCat       |  5|  3| 1 JP|------F-|08 (Mess)                    |
|159: Nightmare      |  5|  4| 2 JP|------F-|05 (Sleep)                   |
|15a: Jackal         | 10|  5| 4 JP|------F-|1f (Null Regeneration)       |
|15b: Cockatrice     | 10|  6| 6 JP|------F-|04 (Stone)                   |*
|15c: Reaper         | 15|  7| 7 JP|------F-|07 (Faint)                   |
===========================================================================
* Ability 15b: Cockatrice can also be used through a Sword, Item 20: RuneSword,
  if you have Ability 14e: StasisRune Equipped.  Note that even when used
  through a Sword, Cockatrice still uses EP 04 (Energy/Magical), so its Damage
  Calculation has nothing to do with the Power or Weight values of the Sword.

===============
| MysticSword |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|1b9: Oscillation    | 10|  5| 4 WP|------F-|--                           |
===========================================================================

===============
| MysticGlove |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|1c2: WaterCannon    | 25|  4| 1 WP|-PB-----|35 (Knockback; end temp Fire)|*
|1c3: DeadlyPowder   | 20|  4| 1 WP|------F-|08 (Mess)                    |
|1c8: SpreadBlaster  | 25|  6| 4 WP|---H-E--|--                           |
===========================================================================
* Ability 1c2: WaterCannon can also be used through Item d4: SeaStone if you
  have Ability 1c0: MysticGlove Equipped.

===============
| MysticBoots |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|1d3: ThunderBall    | 25|  6| 2 WP|-----E--|0a (Mec-only Stun)           |
|1d4: BladeNet       |  5|  6| 3 WP|S-----F-|02 (Palsy)                   |
|1d8: Tremor         | 25|  7| 5 WP|--B-----|00 (Stun)                    |
|1da: Quicksand      | 25|  6| 3 WP|------F-|--                           |
|1db: Thunderbolt    | 10|  9| 5 WP|-----E--|0a (Mec-only Stun)           |
===========================================================================

==================
| Monster (Body) |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|0b5: Oscillation    | 20|  4| 6 WP|------F-|--                           |
|0b7: Spore          | 10|  2| 1 WP|------F-|--                           |
|0b9: Solvent        |  8|  2| 0 WP|------F-|15 (VIT Debuff)              |
|0bb: FireBarrier    | 20|  4| 0 WP|---H----|--                           |
|0bc: IceBarrier     | 20|  4| 0 WP|----C---|--                           |
|0bd: BoltBarrier    | 20|  4| 0 WP|-----E--|--                           |
===========================================================================

====================
| Monster (Breath) |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|0c8: WaterCannon    |  5|  3| 1 WP|-PB-----|35 (Knockback; end temp Fire)|
|0cf: BeetleJuice    |  5|  4| 4 WP|------F-|11 (QUI Debuff)              |
|0d0: AcidBreath     |  5|  5| 3 WP|------F-|1b (DEF Debuff)              |
===========================================================================

=====================
| Monster (Magical) |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|0d9: BladeNet       |  5|  4| 3 WP|S-------|02 (Palsy)                   |
|0db: Thunderbolt    | 20|  4| 3 WP|-----E--|0a (Mec-only Stun)           |
|0dc: PainPowder     | 10|  2| 2 WP|------F-|01 (Blind)                   |
|0df: Windblast      | 10|  5| 5 WP|-P----F-|--                           |
|0e0: Tornado        |  0|  8| 5 WP|-P----F-|00 (Stun)                    |
|0e6: HeatWave       | 15|  3| 5 WP|---H----|11 (QUI Debuff)              |
|0e8: Maelstrom      |  0|  7| 8 WP|------F-|31 (Faint)                   |*1
|0ea: Supersonic     |  6|  3| 2 WP|------F-|32 (Blind v Sonicbat, Rabbat)|
|0ec: Scream         |  0|  4| 4 WP|------F-|08 (Mess)                    |
|0ed: Siren          |  5|  4| 7 WP|------F-|13 (WIL Debuff)              |
|0ef: LightBall      |  5|  2| 2 WP|------F-|01 (Blind)                   |
|0f0: Tremor         | 25|  4| 5 WP|--B-----|00 (Stun)                    |
|0f1: Quake          | 40|  5| 5 WP|--B-----|00 (Stun)                    |
|0f2: QuickSand      | 25|  4| 3 WP|--B-----|00 (Stun)                    |*2
|0f7: Silf           | 40|  5| 5 WP|----CE--|--                           |
|0f8: Ignis          | 50|  4| 7 WP|---H----|--                           |
===========================================================================
*1 Ability 0e8: Maelstrom can also be used through: Item 6d: OctopusBoard if
   you have Ability 17d: DragonProgram Equipped; and Items d4: SeaStone and d6:
   MellowRing if you have Ability 1d0: MysticBoots Equipped.
*2 Ability 0f2: QuickSand can also be used through Item dc: SandVessel.


===========
| Program |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|18f: MecSonata      | 10|  4| 4 WP|------F-|0a (Mec-only Stun)           |
===========================================================================

============
| Mec Part |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|19d: Graviton       | 25| 12| 8 WP|------F-|--                           |*
===========================================================================
* Ability 19d: Graviton can only be used through Item 8e: FortBody, which is
  only available as Locked Initial Equipment for PzkwV and T260 TYPE 5.

================
| Heavy Weapon |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|187: Vulcan         |  5|  4| 0 WP|-P------|--                           |*
===========================================================================
* Ability 187: Vulcan is used by two Heavy Weapons, Items 48: LightVulcan and
  49: MachineVulcan.  Even though it can only be used through a Heavy Weapon,
  Vulcan still uses EP 04 (Energy/Magical), so its Damage Calculation has
  nothing to do with the Power value of the Weapon.  This means that even
  though the LightVulcan reads as having Power 15 versus the MachineVulcan's
  Power 30, they actually do equal damage, and since the LightVulcan has 60
  Ammo versus the MachineVulcan's 40, the LightVulcan is actually the better
  Weapon. (though the MachineVulcan does give better Mec Stat Boosts)

=================
| Item-Specific |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|15f: SilverFang     | 50|  6| 5 JP|S-------|1f (Null Regeneration)       |*
===========================================================================
* Ability 15f: SilverFang can only be used through a Sword, Item 19:
  SilverSpread, and only if you have Ability 147: Fool Equipped.  Even though
  it can only be used through a Sword, SilverFang still uses EP 04
  (Energy/Magical), so its Damage Calculation has nothing to do with the Power
  or Weight values of the Sword.

==============
| Enemy-Only |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|107: Salamander     | 40|  5| 5 WP|---H----|--                           |
|1f0: HyperBazooka   | 50|  5| 0 WP|-P-H----|00 (Stun)                    |
===========================================================================

==========
| Dummy? |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|106: Kyon'sSmile    | 10|  3| 0 JP|S-------|--                           |*
|10b: Kyon'sSmile    | 10|  3| 0 JP|S-------|--                           |*
===========================================================================
* Although I don't list AAc because EP 04 has no Miss Check, both Abilities
  106: Kyon'sSmile and 10b: Kyon'sSmile have an AAc of 100 in their data.  This
  suggests that they may have originally used some other EP that can Miss.  It
  may even be a mistake that they use EP 04 at all.  Of course, I'm also not
  aware of any purpose for which either of them is actually used in the game,
  so does it matter?


One of the EP 04 Abilities also has 1 functionally-different variant used as an
AoE / Linked Ability:

================================
| AoE / Linked Ability Variant |
===========================================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|SCP                          |
===========================================================================
|0f0: Tremor         | 25|  4| 3 WP|--B-----|00 (Stun)                    |*
===========================================================================
* Abilities 0f2: QuickSand and 1da: Quicksand both cost 3 WP, so when Ability
  0f0: Tremor is used as their Linked AoE Ability, Tremor's damage is
  calculated as though it cost 3 WP.

-------------------------------------------------------------------------------

Here's the process for EP 04 (Energy/Magical).  It's quite complex, but I've
broken it down into smaller pieces to try to make it a bit easier to follow.
To reduce the need for excessive parentheses, I've placed different parts of
the calculations on different lines.  Always do everything on one line before
moving on to the next.

It's worth reading through the process to see how it works, but you probably
wouldn't want to do these calculations manually.  Instead, I highly recommend
you use my SaGa Frontier Effect Process Calculator spreadsheet.  You can get
the latest version here:
https://drive.google.com/open?id=126mkBkcSHH_UvRhMDc3br2QxCIndOIHX

The spreadsheet is an Excel file.  If you don't have Excel and aren't familiar
with any of the alternatives, I'll recommend LibreOffice.  It's free and
available for Windows, Mac, and Linux.  Alternatively, you could use Google
Sheets, but there are some minor issues with how it displays drop-down menus.
More importantly, Google Sheets won't let you edit the spreadsheet (which is
necessary in order to provide the inputs it needs).  To fix that, click "File"
on the Google Sheets toolbar, then click "Make a copy".  Once you name it and
put it wherever you want, you should be able to edit the copy.

You can also see the Ability Analysis section for Raw Damage Examples for each
Ability.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                              EP 04 Special Cases

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                       DarkSphere Animation Sphere Size

                                   Variables

/rd: means Divide and Round Down. DO NOT round down when dividing unless that
     "rd" is there!

A:INT = Actor Current INT.
A:WIL = Actor Current WIL.
A:PSY = Actor Current PSY.
Size  = Size of sphere in animation.

-------------------------------------------------------------------------------

                                    Process

    A:INT
+   A:WIL
+   A:PSY
/rd 48
Cap <= 5
= Size

IF Base_Animation = 083: DarkSphere,
THEN Animation_Variation = Size.


So basically, if the Ability being used is DarkSphere, then the size of the
sphere in the animation is determined by the total of the Actor's INT, WIL, and
PSY.  As you'd expect, a larger Size value corresponds to a larger sphere, but
0 doesn't mean "no sphere"; it just means the smallest sphere the animators
allowed.

Here's a chart showing the relationship between total INT + WIL + PSY and Size:

   I+W+P  | Size
   0-- 47 | 0
  48-- 95 | 1
  96--143 | 2
 144--191 | 3
 192--239 | 4
   240+   | 5

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                               EP 04 Miss Check

EP 04 has no Miss Check; therefore, EP 04 Abilities CANNOT Miss.  The Blind
Ailment also has no effect on them.  Of course, many of them can still be
Evaded by various means, since that's not the same as Missing.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                 EP 04, 17, 1c, 20 Damage Calculation Process

                                   Variables

/rd: means Divide and Round Down. DO NOT round down when dividing unless that
     "rd" is there!

A:INT = Actor Current INT.
A:WIL = Actor Current WIL.
A:PSY = Actor Current PSY.
APC   = Ability Power Constant.
APG   = Ability Power Growth.
JP    = Final JP/WP Cost, after Mastery, then Awakening;
        0 IF Actor in OverDrive.
CB    = Combo Bonus: 100 IF Subsequent Ability in Combo for this Target; ELSE 0
T:VIT = Target Current VIT.
EDV   = Target Effective DEFense Value.
Raw   = Raw Damage.
DAD   = Damage After DEF.
MyD   = Mystic Divisor: 4 IF Actor is an Enemy Mystic AND Target is a PC Mystic
        other than Mesarthim; ELSE 1.
BPD   = Battlefield Peace Divisor: 4 IF Battlefield_Effect:Peace is active;
        ELSE 1.
SM    = Side Multiplier: 3 IF Actor is a PC; 2 IF Actor is an Enemy.
IMD   = Incompatible MagiSphere Divisor: 2 IF this is the Blue v Rouge battle
        AND this Ability is not from the School of the current MagiSphere;
        ELSE 1.
MRR   = Actor "Magical" Random Damage Range: = # "Magical" Abilities (ID 100--
        1ff) Known; almost always 0 for Enemies.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                       Section 1: Calculating Raw Damage

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

           Part 1: WIL, Mental Blender 40, and Ability Power Growth

-------------------------------------------------------------------------------

                                    Part 1a

  A:WIL ^ 2
* ((A:INT + A:WIL + A:PSY + 40) /rd 4)
* 3.125
* APG

-------------------------------------------------------------------------------

                                    Part 1b

  A:WIL ^ 2
+ 1,600

-------------------------------------------------------------------------------

Part 1 = Part 1a / Part 1b

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                Part 2: Combo Bonus and Ability Power Constant

  (CB * (APG - 2; min 0))
+ (APC * 4)

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                                  Part 3: PSY

  A:PSY ^ 2
/ 16

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                   Part 4: JP/WP Cost and Mental Blender 100

  ((A:INT + A:WIL + A:PSY + 100) /rd 4)
* 2
* JP

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

Raw = Part 1 + Part 2 + Part 3 + Part 4, rounded down.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                  Section 2: Calculating Damage After DEFense

    128 - ((T:VIT /rd 4) + EDV)
*   Raw
/rd 128
-   EDV; min 0

= DAD

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                    Section 3: Calculating Semi-final Damage

    DAD
/rd MyD

Only IF MyD = 1, THEN:
/rd BPD

Either way:
* SM
/ 3
/ (IMD ^ 2)

+ rand(0...(MRR + 10))

rounded down
= Semi-final Damage


There are still other things (e.g. Defend, RavaBarrire) that can affect damage,
but they're handled outside of this EP, so I won't go into them here.  Also
remember that if the Ability used has a Linked (or Linked AoE) Ability, then
for the Primary Target, the Semi-final Damage from both the Original Ability
and the Linked Ability will be added together before being finalized and
displayed as a single damage amount.  And of course, Combos work similarly: all
damage to each Target is totaled before being displayed as a single damage
amount.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                          EP 04 Miscellaneous Effects

IF rand(0...10) < (Raw Dmg + 1),
THEN Deactivate Battlefield_Effect:Peace.


Any Raw Damage >= 10 guarantees success, and virtually any attack will do far
more Raw Damage than that, so this check is nearly impossible to fail.  This is
probably a bug.

Note that the deactivation occurs after damage has been calculated, so if
Battlefield_Effect:Peace was active, it will have already reduced damage from
this Ability against this Target before being deactivated.  However, if this
Ability has a Linked Ability, AoE, or more Targets, those damage calculations
will not be reduced, since Battlefield_Effect:Peace will have been deactivated
before reaching them.

----------

Perform this Ability's SCP if it has one.

----------

Set two flags whose effects occur outside of this EP.  These effects include,
but may not be limited to, the following:

-Wake Target (i.e. Remove Status:Sleep).
-Send Combo Data to Target.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

Here's an example of the damage calculation from the above process in action.
I'll put the actual numbers in {} next to each variable in the calculation
process.

Let's have Blue cast EnergyChain on a Kraken.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

EXAMPLE  EXAMPLE  EXAMPLE  EXAMPLE  EXAMPLE  EXAMPLE  EXAMPLE  EXAMPLE  EXAMPLE

                 EP 04, 17, 1c, 20 Damage Calculation Process

                                   Variables

/rd: means Divide and Round Down. DO NOT round down when dividing unless that
     "rd" is there!

A:INT = 72
A:WIL = 77
A:PSY = 69
APC   = 10
APG   = 4
JP    = 1. We'll say he doesn't have Mastery or Awakening at the moment.
CB    = 0, since this is not a Subsequent Ability in a Combo.
T:VIT = 97
EDV   = 39, Kraken's F DEF.
Raw   = Raw Damage.
DAD   = Damage After DEF.
MyD   = 1, since the Actor (Blue) is not an Enemy Mystic.
BPD   = 1, since we're not in Hell and Fool hasn't been cast.
SM    = 3, since the Actor (Blue) is a PC.
IMD   = 1, since this is not the Blue v Rouge battle.
MRR   = 22; let's say he Knows 22 Spells so far.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                       Section 1: Calculating Raw Damage

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

           Part 1: WIL, Mental Blender 40, and Ability Power Growth

-------------------------------------------------------------------------------

                                    Part 1a

  A:WIL{77} ^ 2
* ((A:INT{72} + A:WIL{77} + A:PSY{69} + 40) /rd 4)
* 3.125
* APG{4}

Part 1a = 4,743,200

-------------------------------------------------------------------------------

                                    Part 1b

  A:WIL{77} ^ 2
+ 1,600

Part 1b = 7,529

-------------------------------------------------------------------------------

Part 1 = Part 1a{4,743,200} / Part 1b{7,529} = 629.9907...

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                Part 2: Combo Bonus and Ability Power Constant

  (CB{0} * (APG{4} - 2; min 0))
+ (APC{10} * 4)

Part 2 = 40

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                                  Part 3: PSY

  A:PSY{69} ^ 2
/ 16

Part 3 = 297.5625

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                   Part 4: JP/WP Cost and Mental Blender 100

  ((A:INT{72} + A:WIL{77} + A:PSY{69} + 100) /rd 4)
* 2
* JP{1}

Part 4 = 158

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

Raw = Part 1{629.9907...} + Part 2{40} + Part 3{297.5625} + Part 4{158},
      rounded down = 1,125

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                  Section 2: Calculating Damage After DEFense

    128 - ((T:VIT{97} /rd 4) + EDV{39})
*   Raw{1,125}
/rd 128
-   EDV{39}; min 0

= DAD = 532

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                    Section 3: Calculating Semi-final Damage

    DAD{532}
/rd MyD{1}

Since MyD = 1, THEN:
/rd BPD{1}

Either way:
* SM{3}
/ 3
/ (IMD{1} ^ 2)

+ rand(0...(MRR{22} + 10))

= Semi-final Damage = 532--564, depending on the rand.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------


Some Observations about EP 04:

1. Which Stat (INT, WIL, or PSY) will be most beneficial to increase for a
given Ability is complicated to determine.  Generally speaking, INT doesn't
contribute as much as either of the other two, PSY provides more relative
benefit for Abilities with lower APG values, and WIL provides more relative
benefit for Abilities with higher APGs.  However, the exact relationship also
depends on the current values of each of those stats before the proposed
increase.

A simple way to answer this question for a given Ability in a given situation
is to use my SaGa Frontier Effect Process Calculator spreadsheet.  You can get
the latest version here:
https://drive.google.com/open?id=126mkBkcSHH_UvRhMDc3br2QxCIndOIHX

Provide the inputs that define the situation, then record Raw Damage for the
Ability after increasing WIL by a given amount, then return WIL to its original
value and record Raw Damage again after instead increasing PSY by the same
amount.  Compare the two Raw Damage figures and see which was the highest.
That's the stat that's most beneficial to increase for that Ability in your
situation.

2. The more JP/WP you spend, the more bonus Raw Damage you'll do.  This is the
main reason why Tower can be so powerful, though it's a strong spell even
without that.  However, this means that if you have Mastery (which reduces the
JP/WP Cost by 1), you'll actually do less damage than you would without
Mastery.  Also, when in OverDrive, you receive no bonus damage for spending
JP/WP, since they assume you're going to go all out because you'll lose all
your JP/WP when OverDrive ends anyway (and so that spamming Tower 5+ times
isn't nearly as ridiculous).

3. Here's another way to think about how we modify Raw Damage to DAD, which may
give a better understanding of the relationship.  First, we multiply Raw by
(128 - ((T:VIT /rd 4) + EDV)) / 128.  The number we multiply Raw by there can
potentially range from about 0.04--1 (and is inversely proportional to
T:VIT/4 + EDV), meaning we can end up with 4%--100% of Raw afterwards.  It's
easy to see how a high combination of EDV and VIT/4 can greatly reduce damage
from any Ability, regardless of how powerful, during this step.  On the other
hand, if the Target has 0 EDV and VIT, Raw will be left completely unchanged.

Also notice that the higher the Target's EDV and VIT already are, the more
damage reduction it will get per additional point of EDV or VIT/4.  For
example, if we go from ((T:VIT /rd 4) + EDV) = 110, at which we'll be left with
~14% Raw, to ((T:VIT /rd 4) + EDV) = 120, at which we'll be left with ~6% Raw,
that's a (1 - (6 / 14)) = 57% drop in remaining Raw damage resulting from a 10
point increase in ((T:VIT /rd 4) + EDV).  Compare this with going from
((T:VIT /rd 4) + EDV) = 10 to 20: we only decrease from ~92% Raw to ~84% Raw,
which is just an (1 - (84 / 92)) = 8.7% drop in remaining Raw damage resulting
from the same 10 point increase.

Next, we simply reduce the remaining Raw by subtracting EDV.  This can make
virtually no difference if the remaining Raw is high, or can drop the DAD by a
huge percentage (or even to 0) if the remaining Raw was already low.  For
example, if EDV is 50 but remaining Raw is still 2500, then subtracting EDV
only reduces damage by another 2%.  By contrast, if EDV is 50 and remaining Raw
is only 75, then subtracting EDV reduces damage by another 66.67%.





**********************
*  Effect Processes  *                                                [EFPRO12]
*  --EP 12 (Breath)  *
**********************


EP 12 is used mainly by the Abilities with "Breath" in their names (except
AcidBreath, which uses EP 04), damage-dealing Abilities with "Gas" in their
names (so not SleepGas, which uses EP 07), and a few other Abilities with
similar concepts.  EP 12 is also used by DivingPress and both versions of
Trample, presumably because the Actor's TEW (Total Equipment Weight) influences
EP 12's damage, and that makes sense for these Abilities.

-------------------------------------------------------------------------------

                             EP 12 Abilities Chart
                                 by Zaraktheus

Abbreviations:

ID: Hexadecimal ID number of the Ability.
Ability: Name of the Ability.

---

AAc: Ability Accuracy.
APC: Ability Power Constant.
APG: Ability Power Growth.
 WP: WP Cost.

---

Elements:

S: Slash
P: Pierce
B: Blunt
H: Heat
C: Cold
E: Electric
F: Force
X: Status

---

SCP: Which Status Change Process, if any, the game runs to determine any
     potential Status Changes caused by the Ability as a secondary effect.

---

There are 16 Abilities which use EP 12:

===============
| MysticSword |
====================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|SCP                  |
====================================================================
|1b8: FireBreath     |200| 20|  7| 3|---H----|2b (Temp FireBarrier)|
====================================================================

===============
| MysticGlove |
====================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|SCP                  |
====================================================================
|1cb: ArcticBreath   |200| 20|  6| 4|----C---|2d (Temp IceBarrier) |
|1cd: Crystalizer    |200| 25|  7| 7|------F-|04 (Stone)           |
====================================================================

=================
| Monster (Leg) |
====================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|SCP                  |
====================================================================
|0a3: Trample        | 90| 25|  5| 4|--B-----|--                   |
====================================================================

==================
| Monster (Body) |
====================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|SCP                  |
====================================================================
|0fa: DivingPress    |120| 50|  5| 0|--B-----|--                   |
====================================================================

====================
| Monster (Breath) |
====================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|SCP                  |
====================================================================
|0c1: GasFlame       |200|  5|  3| 4|---H----|11 (QUI Debuff)      |
|0c2: FireBreath     |200|  5|  4| 3|---H----|2b (Temp FireBarrier)|
|0c3: FlameBlast     |200| 20|  3| 5|---H----|2b (Temp FireBarrier)|
|0c4: ArcticBreath   |200|  5|  4| 3|----C---|2d (Temp IceBarrier) |
|0c5: BoltBreath     |200| 15|  3| 2|-----E--|2f (Temp BoltBarrier)|
|0c6: BoltBlast      |200| 10|  4| 5|-----E--|2f (Temp BoltBarrier)|
|0c9: StinkGas       |200|  5|  3| 2|------F-|13 (WIL Debuff)      |
|0ca: PoisonGas      |200| 10|  3| 3|------F-|03 (Venom)           |
|0cb: StoneGas       |200| 20|  3| 6|------F-|04 (Stone)           |
|0cd: TripGas        |200| 10|  3| 4|------F-|06 (Angry)           |
====================================================================

==============
| Enemy-Only |
====================================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|SCP                  |
====================================================================
|1fd: Trample        |100| 25|  6| 2|--B-----|--                   |
====================================================================

-------------------------------------------------------------------------------

Here's the process for EP 12 (Breath).  It's moderately complex, but I've
broken it down into smaller pieces to try to make it a bit easier to follow.
To reduce the need for excessive parentheses, I've placed different parts of
the calculations on different lines.  Always do everything on one line before
moving on to the next.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                               EP 12 Miss Check

                                   Variables

/rd: means Divide and Round Down. DO NOT round down when dividing unless that
     "rd" is there!

AAc   = Ability Accuracy.
A:WIL = Actor Current WIL.
T:QUI = Target Current QUI.
MT    = Moving Target.  0 IF Target has any of Faint, Palsy, Sleep, Stasis,
        Stone, Stun; ELSE 1.
HC    = Hit Chance.
HR    = Hit Roll.

-------------------------------------------------------------------------------

                                   Hit Roll

IF this is a Subsequent Ability in a Combo for this Target,
THEN HR = 0.

ELSE
IF Actor is Blind,
THEN HR = rand(0...199).

(Actor is not Blind)
ELSE HR = rand(0...99)

-------------------------------------------------------------------------------

                                  Hit Chance

  AAc
+ A:WIL
- (T:QUI * MT)
= HC

-------------------------------------------------------------------------------

                                  Miss Check

IF HC < HR (or HR > HC, whichever way you prefer to think about it),
THEN Miss.

(HC >= HR, or HR <= HC, whichever way you prefer to think about it)
ELSE Hit.


Note that EP 12 is subject to the Unsigned Hit Chance Bug.  If HC manages to be
negative, it will be erroneously read as having a huge positive value instead,
with the result that instead of being guaranteed to Miss, it will be guaranteed
to Hit.

Negative HC should be extremely uncommon for EP 12, but is not impossible.

Also notice the lack of CB (though HR will still be 0 if this is a Subsequent
Ability in a Combo for this Target) and RFB.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                       EP 12 Damage Calculation Process

                                   Variables

/rd: means Divide and Round Down. DO NOT round down when dividing unless that
     "rd" is there!

A:cHPC = Actor Current HP Component.
A:cHP = Actor Current HP.
A:VIT = Actor Current VIT.
A:TEW = Actor Total Equipment Weight.
APC   = Ability Power Constant.
APG   = Ability Power Growth.
PRR   = Actor "Physical" Random Damage Range: = # "Physical" Abilities
        (ID 000--0ff) Known; almost always 0 for Enemies.
T:VIT = Target Current VIT.
EDV   = Target Effective DEFense Value.
Raw   = Raw Damage.
DAD   = Damage After DEF.
MyD   = Mystic Divisor: 4 IF Actor is an Enemy Mystic AND Target is a PC Mystic
        other than Mesarthim; ELSE 1.
BPD   = Battlefield Peace Divisor: 4 IF Battlefield_Effect:Peace is active;
        ELSE 1.
SM    = Side Multiplier: 3 IF Actor is a PC; 2 IF Actor is an Enemy.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                       Section 1: Calculating Raw Damage

-------------------------------------------------------------------------------

                          Actor Current HP Component

IF Actor is a PC,
THEN A:cHPC = A:cHP /rd 8.

IF Actor is an Enemy,
THEN A:cHPC = A:cHP /rd 16.

IF A:cHPC >= 81,
THEN A:cHPC = 80.

-------------------------------------------------------------------------------

                                 Raw Damage

  (A:cHPC + (A:VIT /rd 2) + A:TEW) * APG
+ (APC * 4)
+ rand(0...PRR)
= Raw Damage.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                  Section 2: Calculating Damage After DEFense

    128 - ((T:VIT /rd 4) + EDV)
*   Raw
/rd 128
-   EDV; min 0

= DAD

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                    Section 3: Calculating Semi-final Damage

    DAD
/rd MyD

Only IF MyD = 1, THEN:
/rd BPD

Either way:
*   SM
/rd 3

= Semi-final Damage


There are still other things (e.g. Defend, RavaBarrire) that can affect damage,
but they're handled outside of this EP, so I won't go into them here.  Also
remember that if the Ability used has a Linked (or Linked AoE) Ability, then
for the Primary Target, the Semi-final Damage from both the Original Ability
and the Linked Ability will be added together before being finalized and
displayed as a single damage amount.  And of course, Combos work similarly: all
damage to each Target is totaled before being displayed as a single damage
amount.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                          EP 12 Miscellaneous Effects

-------------------------------------------------------------------------------

                           Only if the Ability Hit:

Perform this Ability's SCP if it has one.

----------

Set two flags whose effects occur outside of this EP.  These effects include,
but may not be limited to, the following:

-Wake Target (i.e. Remove Status:Sleep).
-Send Combo Data to Target.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------


Some observations about EP 12:

While not exactly simple, the EP 12 Raw Damage Calculation is quite a bit less
complex than those used by most damage-dealing Abilities.  The expression
involving APG is much simpler than usual, and where there are commonly several
more components to Raw Damage, EP 12 has just two more, and neither is usually
very impactful.  

The only other components of Raw Damage EP 12 does have are the typical
(APC * 4) and the rather atypical rand(0...PRR).  Usually, we'd add 10 to PRR
(or MRR) before generating the rand, which doesn't make much of a difference,
but does mean that most Enemies will have no random variation at all in their
damage with EP 12.  More importantly, rand(0...PRR) is added much earlier than
usual, during the Raw Damage Calculation, rather than being the last thing
added before arriving at Semi-final Damage.  So, not only is EP 12's random
component smaller than usual, but it can be further reduced by Raw->DAD, MyD,
BPD, and SM, which is not the case in the EPs used by most damage-dealing
Abilities.  Because of its inconsistency, the fact that rand(0...PRR) is added
so early in EP 12 is probably a bug.

----------

For a given Ability, A:cHPC and A:TEW are potentially the most important
contributors to damage.  Because A:VIT is divided by 2, it is less important,
though by no means negligible.

A:TEW has a higher cap than A:cHPC (99 vs 80) and cannot be reduced during
battle, but it can be tricky to manipulate.  Mystics can just Equip a few of
the game's heavier Items (if you have any), such as Glirandly, BehemothRifle,
SuperMissile, PoweredSuit (only for Dr. Nusakan or Mesarthim), or especially
Iron Clogs (see the Item Weight Chart for the complete list).  The same applies
to Humans and Mecs (who can use several EP 12 Abilities indirectly as the
Linked AoE Abilities for several Heavy Weapons).  However, Monster PCs, which
are probably the ones most likely to use EP 12 Abilities (at least, directly),
will have their TEW mostly determined by the hidden Items Equipped by their
Form.  For a given Form, you can only manipulate TEW by Equipping Accessories,
none of which are particularly heavy compared to other Items.  SeaStone would
be the ideal choice for maximizing EP 12 damage, since it both has a Weight of
10 (the highest among Accessories) and boosts VIT by 7, but SeaStones are quite
rare.  The next best choice would be Junk, which also has a Weight of 10.  You
can get Junk every time (unless something else drops first) you defeat a
Gremlin (the BR 6 Male Mystic) or by exploiting the Junk Shop in any Scenario
but T260's.  The third choice would be SteelAmulet, with a Weight of 4 and VIT
boost of 5.  You can get a SteelAmulet every time (unless something else drops
first) you defeat a Ghostrider (the BR 4 Undead) or LiquidMetal (the BR 6
Slime), and there's also one in Scrap's Caballero Factory, if you're in Riki's
or T260's Scenario.

A:cHPC has a lower cap than A:TEW, and it can change during battle as the
Participant loses or regains HP.  For a PC, A:cHPC will be maxed at 640+ HP,
which is pretty far up on the scale of PC HP.  For an Enemy, A:cHPC will be
maxed at 1280+ HP.  For some minor Enemies, this is more than their Max HP, but
there are quite a few Enemies that use EP 12 Abilities who have so much HP
(even more so if they undergo HP Scaling at a high BR) that they can lose most
of their HP and still have a maxed out A:cHPC.

----------

EP 12 also lacks a call to the subroutine which checks whether the Ability used
is a Lunging attack, and if it is, moves the Actor to its Forward Position if
it was in its Back Position.  Many other EPs are also missing this call, but so
long as none of the Abilities used by an EP has the Lunging flag set in its
data, that's perfectly appropriate.  EP 12, however, has three Abilities
(DivingPress and both versions of Trample) whose data say they should be
Lunging attacks, and logic would agree that they should be Lunging, since it
would presumably be difficult to smush someone underfoot without moving close
to them.  But because EP 12 is missing this subroutine call, these Abilities do
not cause the Position change they should.   This is most likely a developer
oversight error.





**********************************
*  Effect Processes              *                                    [EFPRO17]
*  --EP 17 (Anti-Undead Energy)  *
**********************************


EP 17 is nearly identical to EP 04 (Energy/Magical); the main difference being
that EP 17 will ignore the DEFense of any Undead Target.

EPs 04 (Energy/Magical), 17 (Anti-Undead Energy), 1c (Anti-Mec Energy), and 20
(PhantasmShot) all use exactly the same Damage Calculation Process.  These
calculations don't just happen to be equivalent; they're actually performed by
the same subroutine, which is called by each of these EPs.  This fact could be
important for modders, since it means that if you change one of them, you'll
change all of them.

-------------------------------------------------------------------------------

                             EP 17 Abilities Chart
                                 by Zaraktheus

Abbreviations:

ID: Hexadecimal ID number of the Ability.
Ability: Name of the Ability.

---

  APC: Ability Power Constant.
  APG: Ability Power Growth.
WP/JP: WP or JP Cost.

---

Elements:

S: Slash
P: Pierce
B: Blunt
H: Heat
C: Cold
E: Electric
F: Force
X: Status

---

L: Lunging attack.  If the Actor is in its Back Position, using this Ability
   will move the Actor to its Forward Position.

---

SCP: Which Status Change Process, if any, the game runs to determine any
     potential Status Changes caused by the Ability as a secondary effect.

---

There are 8 Abilities which use EP 17:

=========
| Sword |
===============================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|L|SCP            |
===============================================================
|005: CrossSlash     | 50|  4| 2 WP|S-------|-|--             |*
===============================================================
* Although Ability 005: CrossSlash can only be used through a Sword, it still
  uses EP 17 (Anti-Undead Energy), so its Damage Calculation has nothing to do
  with the Power or Weight values of the Sword.  However, it also has a Linked
  Ability, 000: Slash, for whose Damage Calculation those values do matter.

============
| Alkaiser |
===============================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|L|SCP            |
===============================================================
|057: FlashTurn      | 50| 12| 4 WP|--B---F-|L|--             |
===============================================================

===============
| Light Magic |
===============================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|L|SCP            |
===============================================================
|100: SunRay         | 15|  3| 1 JP|---H----|-|--             |
|102: FlashFire      | 25|  4| 4 JP|---H----|-|01 (Blind)     |
===============================================================

==============
| Mind Magic |
===============================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|L|SCP            |
===============================================================
|134: Lifewave       | 25|  8| 2 JP|------FX|-|--             |
===============================================================

=====================
| Monster (Magical) |
===============================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|L|SCP            |
===============================================================
|0e1: SacredSong     | 10|  6| 6 WP|------F-|-|--             |*
|0e9: ElfShot        |  0|  4| 1 WP|-P----F-|-|13 (WIL Debuff)|
===============================================================
* Ability 0e1: SacredSong can also be used through Item ea: Magatama.

================
| Heavy Weapon |
===============================================================
| ID: Ability        |APC|APG|WP/JP|SPBHCEFX|L|SCP            |
===============================================================
|1af: GhostCannon    |  0|  4| 0 WP|------F-|-|0b (Knockback) |*
===============================================================
* Ability 1af: GhostCannon can only be used through a Heavy Weapon, Item 50:
  GhostCannon, but it still uses EP 17 (Anti-Undead Energy), so its Damage
  Calculation has nothing to do with the Power value of the Weapon.

-------------------------------------------------------------------------------

Here's the process for EP 17 (Anti-Undead Energy).  It's quite complex, but
I've broken it down into smaller pieces to try to make it a bit easier to
follow.  To reduce the need for excessive parentheses, I've placed different
parts of the calculations on different lines.  Always do everything on one line
before moving on to the next.

It's worth reading through the process to see how it works, but you probably
wouldn't want to do these calculations manually.  Instead, I highly recommend
you use my SaGa Frontier Effect Process Calculator spreadsheet.  You can get
the latest version here:
https://drive.google.com/open?id=126mkBkcSHH_UvRhMDc3br2QxCIndOIHX

The spreadsheet is an Excel file.  If you don't have Excel and aren't familiar
with any of the alternatives, I'll recommend LibreOffice.  It's free and
available for Windows, Mac, and Linux.  Alternatively, you could use Google
Sheets, but there are some minor issues with how it displays drop-down menus.
More importantly, Google Sheets won't let you edit the spreadsheet (which is
necessary in order to provide the inputs it needs).  To fix that, click "File"
on the Google Sheets toolbar, then click "Make a copy".  Once you name it and
put it wherever you want, you should be able to edit the copy.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                              EP 17 Special Cases

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                         Undead Target DEFense Bypass

EDV = Target Effective DEFense Value.

IF Target's Race includes Undead,
THEN Set EDV = 0 and make screen briefly flash white.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                               EP 17 Miss Check

EP 17 has no Miss Check; therefore, EP 17 Abilities CANNOT Miss.  The Blind
Ailment also has no effect on them.  Of course, all of them can still be Evaded
by various means, since that's not the same as Missing.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                 EP 04, 17, 1c, 20 Damage Calculation Process

                                   Variables

/rd: means Divide and Round Down. DO NOT round down when dividing unless that
     "rd" is there!

A:INT = Actor Current INT.
A:WIL = Actor Current WIL.
A:PSY = Actor Current PSY.
APC   = Ability Power Constant.
APG   = Ability Power Growth.
JP    = Final JP/WP Cost, after Mastery, then Awakening;
        0 IF Actor in OverDrive.
CB    = Combo Bonus: 100 IF Subsequent Ability in Combo for this Target; ELSE 0
T:VIT = Target Current VIT.
EDV   = Target Effective DEFense Value.
Raw   = Raw Damage.
DAD   = Damage After DEF.
MyD   = Mystic Divisor: 4 IF Actor is an Enemy Mystic AND Target is a PC Mystic
        other than Mesarthim; ELSE 1.
BPD   = Battlefield Peace Divisor: 4 IF Battlefield_Effect:Peace is active;
        ELSE 1.
SM    = Side Multiplier: 3 IF Actor is a PC; 2 IF Actor is an Enemy.
IMD   = Incompatible MagiSphere Divisor: 2 IF this is the Blue v Rouge battle
        AND this Ability is not from the School of the current MagiSphere;
        ELSE 1.
MRR   = Actor "Magical" Random Damage Range: = # "Magical" Abilities (ID 100--
        1ff) Known; almost always 0 for Enemies.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                       Section 1: Calculating Raw Damage

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

           Part 1: WIL, Mental Blender 40, and Ability Power Growth

-------------------------------------------------------------------------------

                                    Part 1a

  A:WIL ^ 2
* ((A:INT + A:WIL + A:PSY + 40) /rd 4)
* 3.125
* APG

-------------------------------------------------------------------------------

                                    Part 1b

  A:WIL ^ 2
+ 1,600

-------------------------------------------------------------------------------

Part 1 = Part 1a / Part 1b

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                Part 2: Combo Bonus and Ability Power Constant

  (CB * (APG - 2; min 0))
+ (APC * 4)

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                                  Part 3: PSY

  A:PSY ^ 2
/ 16

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                   Part 4: JP/WP Cost and Mental Blender 100

  ((A:INT + A:WIL + A:PSY + 100) /rd 4)
* 2
* JP

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

Raw = Part 1 + Part 2 + Part 3 + Part 4, rounded down.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                  Section 2: Calculating Damage After DEFense

    128 - ((T:VIT /rd 4) + EDV)
*   Raw
/rd 128
-   EDV; min 0

= DAD

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                    Section 3: Calculating Semi-final Damage

    DAD
/rd MyD

Only IF MyD = 1, THEN:
/rd BPD

Either way:
* SM
/ 3
/ (IMD ^ 2)

+ rand(0...(MRR + 10))

rounded down
= Semi-final Damage


There are still other things (e.g. Defend, RavaBarrire) that can affect damage,
but they're handled outside of this EP, so I won't go into them here.  Also
remember that if the Ability used has a Linked (or Linked AoE) Ability, then
for the Primary Target, the Semi-final Damage from both the Original Ability
and the Linked Ability will be added together before being finalized and
displayed as a single damage amount.  And of course, Combos work similarly: all
damage to each Target is totaled before being displayed as a single damage
amount.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                          EP 17 Miscellaneous Effects

IF rand(0...10) < (Raw Dmg + 1),
THEN Deactivate Battlefield_Effect:Peace.


Any Raw Damage >= 10 guarantees success, and virtually any attack will do far
more Raw Damage than that, so this check is nearly impossible to fail.  This is
probably a bug.

Note that the deactivation occurs after damage has been calculated, so if
Battlefield_Effect:Peace was active, it will have already reduced damage from
this Ability against this Target before being deactivated.  However, if this
Ability has a Linked Ability, AoE, or more Targets, those damage calculations
will not be reduced, since Battlefield_Effect:Peace will have been deactivated
before reaching them.

----------

Perform this Ability's SCP if it has one.

----------

If this Ability is a Lunging attack and the Actor is in its Back Position, move
the Actor to its Forward Position.


Note that the move occurs after the damage calculation, so the Dist used for
the above damage calculation will still have been from the Back Position.

----------

Set two flags whose effects occur outside of this EP.  These effects include,
but may not be limited to, the following:

-Wake Target (i.e. Remove Status:Sleep).
-Send Combo Data to Target.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------





*******************************
*  Effect Processes           *                                       [EFPRO1c]
*  --EP 1c (Anti-Mec Energy)  *
*******************************


EP 1c is similar to EP 04 (Energy/Magical); the main differences are that EP 1c
can Miss and that if the Target is a Mec, its DEFense will be ignored and it
will receive a Status Ailment randomly chosen from a short list.

EPs 04 (Energy/Magical), 17 (Anti-Undead Energy), 1c (Anti-Mec Energy), and 20
(PhantasmShot) all use exactly the same Damage Calculation Process.  These
calculations don't just happen to be equivalent; they're actually performed by
the same subroutine, which is called by each of these EPs.  This fact could be
important for modders, since it means that if you change one of them, you'll
change all of them.

-------------------------------------------------------------------------------

                             EP 1c Abilities Chart
                                 by Zaraktheus

Abbreviations:

ID: Hexadecimal ID number of the Ability.
Ability: Name of the Ability.

---

AAc: Ability Accuracy.
APC: Ability Power Constant.
APG: Ability Power Growth.
 WP: WP Cost.

---

Elements:

S: Slash
P: Pierce
B: Blunt
H: Heat
C: Cold
E: Electric
F: Force
X: Status

---

L: Lunging attack.  If the Actor is in its Back Position, using this Ability
   will move the Actor to its Forward Position.

---

SCP: Which Status Change Process, if any, the game runs to determine any
     potential Status Changes caused by the Ability as a secondary effect.
     No EP 1c Abilities use an SCP, but I've kept this field here for clarity.

---

There are 4 Abilities which use EP 1c:

===============
| MysticSword |
====================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP|
====================================================
|1b6: GremlinEffect  |100| 25|  5| 2|--B-----|-|-- |
====================================================

=====================
| Monster (Magical) |
====================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP|
====================================================
|0e5: GremlinTouch   | 90|  5|  4| 2|--B---F-|L|-- |
|0f4: MagneticStorm  |160| 40|  5| 7|-----EF-|-|-- |
====================================================

===========
| Program |
====================================================
| ID: Ability        |AAc|APC|APG|WP|SPBHCEFX|L|SCP|
====================================================
|1a2: LogicBomb      |140|  5|  3| 4|-------X|L|-- |*
====================================================
* Ability 1a2: LogicBomb can only be used through Item 75: SecretBoard, and
  only if you have Ability 178: Virus Equipped.

-------------------------------------------------------------------------------

Here's the process for EP 1c (Anti-Mec Energy).  It's quite complex, but I've
broken it down into smaller pieces to try to make it a bit easier to follow.
To reduce the need for excessive parentheses, I've placed different parts of
the calculations on different lines.  Always do everything on one line before
moving on to the next.

It's worth reading through the process to see how it works, but you probably
wouldn't want to do these calculations manually.  Instead, I highly recommend
you use my SaGa Frontier Effect Process Calculator spreadsheet.  You can get
the latest version here:
https://drive.google.com/open?id=126mkBkcSHH_UvRhMDc3br2QxCIndOIHX

The spreadsheet is an Excel file.  If you don't have Excel and aren't familiar
with any of the alternatives, I'll recommend LibreOffice.  It's free and
available for Windows, Mac, and Linux.  Alternatively, you could use Google
Sheets, but there are some minor issues with how it displays drop-down menus.
More importantly, Google Sheets won't let you edit the spreadsheet (which is
necessary in order to provide the inputs it needs).  To fix that, click "File"
on the Google Sheets toolbar, then click "Make a copy".  Once you name it and
put it wherever you want, you should be able to edit the copy.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                          EP 1c Special Cases, Part 1

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                           Mec Target DEFense Bypass

EDV = Target Effective DEFense Value.

IF Target's Race includes Mec,
THEN Set EDV = 0.


Notice that this particular DEF bypass doesn't cause the screen to briefly
flash white, as most do.  This is probably an oversight error.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                               EP 1c Miss Check

                                   Variables

/rd: means Divide and Round Down. DO NOT round down when dividing unless that
     "rd" is there!

AAc   = Ability Accuracy.
CB    = Combo Bonus: 100 IF Subsequent Ability in Combo for this Target; ELSE 0
RFB   = Relative Facing Bonus.  0, 20, or 60; when in doubt, assume 20.
        Very buggy.
A:QUI = Actor Current QUI.
T:QUI = Target Current QUI.
HC    = Hit Chance.
HR    = Hit Roll.

-------------------------------------------------------------------------------

                                   Hit Roll

IF this is a Subsequent Ability in a Combo for this Target,
THEN HR = 0.

ELSE
IF Actor is Blind,
THEN HR = rand(0...199).

(Actor is not Blind)
ELSE HR = rand(0...99)

-------------------------------------------------------------------------------

                                  Hit Chance

  AAc
+ CB
+ RFB
+ (A:QUI /rd 2)
- T:QUI
= HC


This HC calculation is nearly identical to that of EP 02 (Unarmed), but notice
the lack of MT, meaning that the Target can still use its QUI to help avoid the
attack even if it has any of Faint, Palsy, Sleep, Stasis, Stone, and/or Stun
Status.  I see no logical reason why MT shouldn't apply here, so I'd consider
that a bug.

-------------------------------------------------------------------------------

                                  Miss Check

IF HC < HR (or HR > HC, whichever way you prefer to think about it),
THEN Miss.

(HC >= HR, or HR <= HC, whichever way you prefer to think about it)
ELSE Hit.


Note that EP 1c is subject to the Unsigned Hit Chance Bug.  If HC manages to be
negative, it will be erroneously read as having a huge positive value instead,
with the result that instead of being guaranteed to Miss, it will be guaranteed
to Hit.

Negative HC should be extremely uncommon for EP 1c, but is not impossible.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                 EP 04, 17, 1c, 20 Damage Calculation Process

                                   Variables

/rd: means Divide and Round Down. DO NOT round down when dividing unless that
     "rd" is there!

A:INT = Actor Current INT.
A:WIL = Actor Current WIL.
A:PSY = Actor Current PSY.
APC   = Ability Power Constant.
APG   = Ability Power Growth.
JP    = Final JP/WP Cost, after Mastery, then Awakening;
        0 IF Actor in OverDrive.
CB    = Combo Bonus: 100 IF Subsequent Ability in Combo for this Target; ELSE 0
T:VIT = Target Current VIT.
EDV   = Target Effective DEFense Value.
Raw   = Raw Damage.
DAD   = Damage After DEF.
MyD   = Mystic Divisor: 4 IF Actor is an Enemy Mystic AND Target is a PC Mystic
        other than Mesarthim; ELSE 1.
BPD   = Battlefield Peace Divisor: 4 IF Battlefield_Effect:Peace is active;
        ELSE 1.
SM    = Side Multiplier: 3 IF Actor is a PC; 2 IF Actor is an Enemy.
IMD   = Incompatible MagiSphere Divisor: 2 IF this is the Blue v Rouge battle
        AND this Ability is not from the School of the current MagiSphere;
        ELSE 1.
MRR   = Actor "Magical" Random Damage Range: = # "Magical" Abilities (ID 100--
        1ff) Known; almost always 0 for Enemies.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                       Section 1: Calculating Raw Damage

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

           Part 1: WIL, Mental Blender 40, and Ability Power Growth

-------------------------------------------------------------------------------

                                    Part 1a

  A:WIL ^ 2
* ((A:INT + A:WIL + A:PSY + 40) /rd 4)
* 3.125
* APG

-------------------------------------------------------------------------------

                                    Part 1b

  A:WIL ^ 2
+ 1,600

-------------------------------------------------------------------------------

Part 1 = Part 1a / Part 1b

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                Part 2: Combo Bonus and Ability Power Constant

  (CB * (APG - 2; min 0))
+ (APC * 4)

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                                  Part 3: PSY

  A:PSY ^ 2
/ 16

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                   Part 4: JP/WP Cost and Mental Blender 100

  ((A:INT + A:WIL + A:PSY + 100) /rd 4)
* 2
* JP

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

Raw = Part 1 + Part 2 + Part 3 + Part 4, rounded down.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                  Section 2: Calculating Damage After DEFense

    128 - ((T:VIT /rd 4) + EDV)
*   Raw
/rd 128
-   EDV; min 0

= DAD

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                    Section 3: Calculating Semi-final Damage

    DAD
/rd MyD

Only IF MyD = 1, THEN:
/rd BPD

Either way:
* SM
/ 3
/ (IMD ^ 2)

+ rand(0...(MRR + 10))

rounded down
= Semi-final Damage


There are still other things (e.g. Defend, RavaBarrire) that can affect damage,
but they're handled outside of this EP, so I won't go into them here.  Also
remember that if the Ability used has a Linked (or Linked AoE) Ability, then
for the Primary Target, the Semi-final Damage from both the Original Ability
and the Linked Ability will be added together before being finalized and
displayed as a single damage amount.  And of course, Combos work similarly: all
damage to each Target is totaled before being displayed as a single damage
amount.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                          EP 1c Special Cases, Part 2

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                     Inflict Status Ailment on Mec Target

To inflict an Ailment, the Ability must have Hit, and the Target's Race must
include Mec.  If both are true, then the game randomly chooses one of the
following Ailments:

=======================
| Chance | Ailment    |
=======================
|    40% | Stun       |
|    20% | Angry      |
|    20% | Mess (Red) |
|    20% | Palsy      |
=======================

What's really interesting is that Immunity doesn't protect against Angry, Mess,
or Palsy when they're inflicted here by EP 1c (though Stun Immunity does
protect normally here).

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                          EP 1c Miscellaneous Effects

-------------------------------------------------------------------------------

                        Whether or not the Ability Hit:

If this Ability is a Lunging attack and the Actor is in its Back Position, move
the Actor to its Forward Position.


Note that the move occurs after the damage calculation, so the Dist used for
the above damage calculation will still have been from the Back Position.

-------------------------------------------------------------------------------

                           Only if the Ability Hit:

IF rand(0...10) < (Raw Dmg + 1),
THEN Deactivate Battlefield_Effect:Peace.


Any Raw Damage >= 10 guarantees success, and virtually any attack will do far
more Raw Damage than that, so this check is nearly impossible to fail.  This is
probably a bug.

Note that the deactivation occurs after damage has been calculated, so if
Battlefield_Effect:Peace was active, it will have already reduced damage from
this Ability against this Target before being deactivated.  However, if this
Ability has a Linked Ability, AoE, or more Targets, those damage calculations
will not be reduced, since Battlefield_Effect:Peace will have been deactivated
before reaching them.

----------

Set two flags whose effects occur outside of this EP.  These effects include,
but may not be limited to, the following:

-Wake Target (i.e. Remove Status:Sleep).
-Send Combo Data to Target.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------





****************************
*  Effect Processes        *                                          [EFPRO20]
*  --EP 20 (PhantasmShot)  *
****************************


EP 20 is nearly identical to EP 04 (Energy/Magical); the main difference being
that EP 20 includes the special case that determines which Phantasm Type you
get each time you use it.  Note that while the different Phantasm Types look
similar to the Mirage Magic Spells, they are not functionally identical.  APC,
APG, and Elements (and obviously JP Cost) are all somewhat different, and in
one case, SCP is as well.

EPs 04 (Energy/Magical), 17 (Anti-Undead Energy), 1c (Anti-Mec Energy), and 20
(PhantasmShot) all use exactly the same Damage Calculation Process.  These
calculations don't just happen to be equivalent; they're actually performed by
the same subroutine, which is called by each of these EPs.  This fact could be
important for modders, since it means that if you change one of them, you'll
change all of them.

-------------------------------------------------------------------------------

                             EP 20 Abilities Chart
                                 by Zaraktheus

Abbreviations:

ID: Hexadecimal ID number of the Ability.
Ability: Name of the Ability.

---

APC: Ability Power Constant.
APG: Ability Power Growth.
 JP: JP Cost.

---

Elements:

S: Slash
P: Pierce
B: Blunt
H: Heat
C: Cold
E: Electric
F: Force
X: Status

---

SCP: Which Status Change Process, if any, the game runs to determine any
     potential Status Changes caused by the Ability as a secondary effect.
     By default, neither EP 20 Ability uses an SCP, but the special case at the
     start of the EP will always assign them an SCP according to the Phantasm
     Type.

---

There are 2 Abilities which use EP 20:

================
| Mystic Magic |
==============================================
| ID: Ability        |APC|APG|JP|SPBHCEFX|SCP|
==============================================
|129: PhantasmShot   | 20|  4| 3|SP------|-- |*
==============================================
* Ability 129: PhantasmShot has no SCP in its data, but the special case at the
  start of EP 20 will always assign it an SCP according to the Phantasm Type.
  Further, two of the five Phantasm Types will also overwrite its APG.
  Ability 129: PhantasmShot can also be used through Item d5: PurpleEye, though
  the name shown when you select the Ability will be "PurpleEye".

==============
| Enemy-Only |
==============================================
| ID: Ability        |APC|APG|JP|SPBHCEFX|SCP|
==============================================
|12b: PhantasmShot   | 20|  4| 3|SP------|-- |*
==============================================
* Ability 12b: PhantasmShot has no SCP in its data, but the special case at the
  start of EP 20 will always assign it an SCP according to the Phantasm Type.
  Further, two of the five Phantasm Types will also overwrite its APG.


In case you're wondering what the difference is between these two Abilities,
the Mystic Magic version Targets 1 Opponent while the Enemy-Only version
Targets All Opponents.

-------------------------------------------------------------------------------

Here's the process for EP 20 (PhantasmShot).  It's quite complex, but I've
broken it down into smaller pieces to try to make it a bit easier to follow.
To reduce the need for excessive parentheses, I've placed different parts of
the calculations on different lines.  Always do everything on one line before
moving on to the next.

It's worth reading through the process to see how it works, but you probably
wouldn't want to do these calculations manually.  Instead, I highly recommend
you use my SaGa Frontier Effect Process Calculator spreadsheet.  You can get
the latest version here:
https://drive.google.com/open?id=126mkBkcSHH_UvRhMDc3br2QxCIndOIHX

The spreadsheet is an Excel file.  If you don't have Excel and aren't familiar
with any of the alternatives, I'll recommend LibreOffice.  It's free and
available for Windows, Mac, and Linux.  Alternatively, you could use Google
Sheets, but there are some minor issues with how it displays drop-down menus.
More importantly, Google Sheets won't let you edit the spreadsheet (which is
necessary in order to provide the inputs it needs).  To fix that, click "File"
on the Google Sheets toolbar, then click "Make a copy".  Once you name it and
put it wherever you want, you should be able to edit the copy.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                             EP 20 Special Cases

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                         Phantasm Type Determination

                                   Variables

/rd: means Divide and Round Down. DO NOT round down when dividing unless that
     "rd" is there!

A:WIL = Actor Current WIL.
A:PSY = Actor Current PSY.
A:CHA = Actor Current CHA.
RM    = Rand Max.
Rand  = Random number; determines Version.

-------------------------------------------------------------------------------

                                    Process

RM = ((A:WIL + A:PSY + A:CHA + 50) /rd 4)

Rand = rand(0...RM)


RM can legitimately range from 12--86, though my Break Stat Caps codes would
allow it to exceed 86.

The value of Rand determines which Phantasm Type to use, as shown in the chart
below.

Phantasm Types Chart:

==========================================
|  Rand  | Phantasm   | APG | SCP        |
==========================================
|    0   | Reaper     |   6 | 07 (Faint) |
|  1-- 9 | BlackCat   |  -- | 08 (Mess)  |
| 10--19 | Nightmare  |  -- | 05 (Sleep) |
| 20--34 | Jackal     |  -- | 03 (Venom) |
| 35--49 | Cockatrice |   5 | 04 (Stone) |
|   50+  | Reaper     |   6 | 07 (Faint) |
==========================================

The probability of getting each Phantasm Type will depend on RM.  The higher RM
is, the more possible values of Rand there will be, so the less likely each
individual value becomes.

Note that you can get Reaper at any RM (although it won't be likely until RM is
well above 50), and until RM >= 50, your probability of getting Reaper will
actually be better with a lower RM (not that it would really be wise to try to
minimize your WIL, PSY, and CHA for that).  The same is not true of Jackal or
Cockatrice, which only become possible with a sufficiently high RM.  Once RM
reaches 64, Reaper becomes the most likely result, and it continues to become
more likely relative to the other possibilities the further RM rises above 64.

Each Phantasm Type assigns the Ability the matching Base Animation (not listed
above) as well as an SCP, and two of the five Types also overwrite APG.  An APG
listing of "--" simply means "no change".  That means you'll retain the default
APG, which in the unmodified game is 4 for both PhantasmShot Abilities.  All of
these changes apply only to the current use of the Ability against the current
Target.

Note that in the case of Ability 12b: PhantasmShot, the version that Targets
All Opponents, only one Phantasm will be shown in the Animation, no matter how
many Targets there are.  The Phantasm that will be shown is the one that was
randomly chosen for the last Target to be processed.  This can be misleading,
however, because each Target does separately have a different Phantasm Type
chosen for it, complete with different SCPs and APGs.  They are not all
attacked by the same Phantasm (unless they all randomly get the same one).
This is why you can sometimes see 12b: PhantasmShot inflict Ailments on some
Targets that don't match the Phantasm shown.

Also note that the SCP used by Phantasm Type Jackal is 03 (Venom), not 1f
(Null Regeneration) as for the Mirage Magic version of Jackal (Ability 15a).

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                               EP 20 Miss Check

EP 20 has no Miss Check; therefore, EP 20 Abilities CANNOT Miss.  The Blind
Ailment also has no effect on them.  Of course, both of them can still be
Evaded by various means, since that's not the same as Missing.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                 EP 04, 17, 1c, 20 Damage Calculation Process

                                   Variables

/rd: means Divide and Round Down. DO NOT round down when dividing unless that
     "rd" is there!

A:INT = Actor Current INT.
A:WIL = Actor Current WIL.
A:PSY = Actor Current PSY.
APC   = Ability Power Constant.
APG   = Ability Power Growth.
JP    = Final JP/WP Cost, after Mastery, then Awakening;
        0 IF Actor in OverDrive.
CB    = Combo Bonus: 100 IF Subsequent Ability in Combo for this Target; ELSE 0
T:VIT = Target Current VIT.
EDV   = Target Effective DEFense Value.
Raw   = Raw Damage.
DAD   = Damage After DEF.
MyD   = Mystic Divisor: 4 IF Actor is an Enemy Mystic AND Target is a PC Mystic
        other than Mesarthim; ELSE 1.
BPD   = Battlefield Peace Divisor: 4 IF Battlefield_Effect:Peace is active;
        ELSE 1.
SM    = Side Multiplier: 3 IF Actor is a PC; 2 IF Actor is an Enemy.
IMD   = Incompatible MagiSphere Divisor: 2 IF this is the Blue v Rouge battle
        AND this Ability is not from the School of the current MagiSphere;
        ELSE 1.
MRR   = Actor "Magical" Random Damage Range: = # "Magical" Abilities (ID 100--
        1ff) Known; almost always 0 for Enemies.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                       Section 1: Calculating Raw Damage

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

           Part 1: WIL, Mental Blender 40, and Ability Power Growth

-------------------------------------------------------------------------------

                                    Part 1a

  A:WIL ^ 2
* ((A:INT + A:WIL + A:PSY + 40) /rd 4)
* 3.125
* APG

-------------------------------------------------------------------------------

                                    Part 1b

  A:WIL ^ 2
+ 1,600

-------------------------------------------------------------------------------

Part 1 = Part 1a / Part 1b

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                Part 2: Combo Bonus and Ability Power Constant

  (CB * (APG - 2; min 0))
+ (APC * 4)

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                                  Part 3: PSY

  A:PSY ^ 2
/ 16

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                   Part 4: JP/WP Cost and Mental Blender 100

  ((A:INT + A:WIL + A:PSY + 100) /rd 4)
* 2
* JP

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

Raw = Part 1 + Part 2 + Part 3 + Part 4, rounded down.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                  Section 2: Calculating Damage After DEFense

    128 - ((T:VIT /rd 4) + EDV)
*   Raw
/rd 128
-   EDV; min 0

= DAD

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                    Section 3: Calculating Semi-final Damage

    DAD
/rd MyD

Only IF MyD = 1, THEN:
/rd BPD

Either way:
* SM
/ 3
/ (IMD ^ 2)

+ rand(0...(MRR + 10))

rounded down
= Semi-final Damage


There are still other things (e.g. Defend, RavaBarrire) that can affect damage,
but they're handled outside of this EP, so I won't go into them here.  Also
remember that if the Ability used has a Linked (or Linked AoE) Ability, then
for the Primary Target, the Semi-final Damage from both the Original Ability
and the Linked Ability will be added together before being finalized and
displayed as a single damage amount.  And of course, Combos work similarly: all
damage to each Target is totaled before being displayed as a single damage
amount.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                          EP 20 Miscellaneous Effects

IF rand(0...10) < (Raw Dmg + 1),
THEN Deactivate Battlefield_Effect:Peace.


Any Raw Damage >= 10 guarantees success, and virtually any attack will do far
more Raw Damage than that, so this check is nearly impossible to fail.  This is
probably a bug.

Note that the deactivation occurs after damage has been calculated, so if
Battlefield_Effect:Peace was active, it will have already reduced damage from
this Ability against this Target before being deactivated.  However, if this
Ability has a Linked Ability, AoE, or more Targets, those damage calculations
will not be reduced, since Battlefield_Effect:Peace will have been deactivated
before reaching them.

----------

Perform this Ability's SCP if it has one.  The EP 20 special case ensures that
it always will.

----------

Set two flags whose effects occur outside of this EP.  These effects include,
but may not be limited to, the following:

-Wake Target (i.e. Remove Status:Sleep).
-Send Combo Data to Target.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------





***********************************
*  Effect Processes               *                                   [EFPRO3f]
*  --EP 3f (Unarmed; can't Miss)  *
***********************************


EP 3f is only used by the three Abilities with "Phoenix" in their names, as
well as DeflectLance, another Alkaiser Ability.

There's weirdness surrounding EP 3f, and I'm not done investigating it.  Still,
I know what Damage Calculation it uses, and that's probably what most readers
care most about, so here goes.

EPs 02 (Unarmed) and 3f (Unarmed; can't Miss) both use exactly the same Damage
Calculation Process.  These calculations don't just happen to be equivalent;
they're actually performed by the same subroutine, which is called by both EPs.
This fact could be important for modders, since it means that if you change one
of them, you'll change both.

The weirdness of EP 3f is that, as far as I've seen, every time an EP 3f
Ability is used, it secretly adds the Actor as a second Target, then makes the
Actor Immune to the attack, which (as far as I can tell) makes its inclusion as
a Target pointless, except to (almost certainly accidentally) foul up certain
Evade/Counters that require the Ability to have only 1 Target.

Why does the Actor get included, then Immunized?  Here's my best guess: I
suspect EP 3f was originally intended to perform a "sacrifice" attack, in which
the Actor willingly damages itself in the process of attacking an Opponent.  At
some point in the development process, someone questioned whether these attacks
were balanced well enough to be worth using given the drawback, and the
response was to temporarily remove the sacrifice effect to see if that felt
more balanced.  For some reason, rather than remove the Actor as a Target
during this test, the developers decided to just make the Actor Immune to the
attack (depending on how it was implemented, that may have been easier).
Presumably, the result of the test was that the developers felt that these
attacks were more balanced without the sacrifice effect.  However, rather than
go back and properly remove the Actor as a Target, they just left it the way it
had been for the test, which is almost (but not quite, in the case of those
Evade/Counters) functionally equivalent.

Of course, all of that is just speculation.  There could be a different
explanation.  And it's also possible that the Actor remains a Target because,
in some situation I haven't encountered, there's actually a good reason for it.
That's the part that needs more investigation, though I don't know if I'll ever
have time to get to it.

-------------------------------------------------------------------------------

                             EP 3f Abilities Chart
                                 by Zaraktheus

Abbreviations:

ID: Hexadecimal ID number of the Ability.
Ability: Name of the Ability.

---

APC: Ability Power Constant.
APG: Ability Power Growth.
 WP: WP Cost.

---

Elements:

S: Slash
P: Pierce
B: Blunt
H: Heat
C: Cold
E: Electric
F: Force
X: Status

---

L: Lunging attack.  If the Actor is in its Back Position, using this Ability
   will move the Actor to its Forward Position.

---

SCP: Which Status Change Process, if any, the game runs to determine any
     potential Status Changes caused by the Ability as a secondary effect.
     No EP 3f Abilities use an SCP, but I've kept this field here for clarity.

---

There are 4 Abilities which use EP 3f:

============
| Alkaiser |
================================================
| ID: Ability        |APC|APG|WP|SPBHCEFX|L|SCP|
================================================
|059: Al-Phoenix     |125| 13| 7|-P----F-|L|-- |
|05a: Re-Al-Phoenix  |200| 24|10|-P----F-|L|-- |
|05c: DeflectLance   |120| 11| 5|-P------|L|-- |*
================================================
* Although I don't list AAc because EP 3f has no Miss Check, Ability 05c:
  DeflectLance has an AAc of 120 in its data.  This suggests that it may have
  originally used some other EP that can Miss.  It may even be a mistake that
  it uses EP 3f at all.

==============
| Enemy-Only |
===============================================
| ID: Ability        |APC|APG|WP|SPBHCEFX|L|SCP|
================================================
|05e: Dark Phoenix   |100| 10| 0|-P----F-|L|-- |
================================================

-------------------------------------------------------------------------------

Here's the process for EP 3f (Unarmed; can't Miss).  It's quite complex, but
I've broken it down into smaller pieces to try to make it a bit easier to
follow.  To reduce the need for excessive parentheses, I've placed different
parts of the calculations on different lines.  Always do everything on one line
before moving on to the next.

It's worth reading through the process to see how it works, but you probably
wouldn't want to do these calculations manually.  Instead, I highly recommend
you use my SaGa Frontier Effect Process Calculator spreadsheet.  You can get
the latest version here:
https://drive.google.com/open?id=126mkBkcSHH_UvRhMDc3br2QxCIndOIHX

The spreadsheet is an Excel file.  If you don't have Excel and aren't familiar
with any of the alternatives, I'll recommend LibreOffice.  It's free and
available for Windows, Mac, and Linux.  Alternatively, you could use Google
Sheets, but there are some minor issues with how it displays drop-down menus.
More importantly, Google Sheets won't let you edit the spreadsheet (which is
necessary in order to provide the inputs it needs).  To fix that, click "File"
on the Google Sheets toolbar, then click "Make a copy".  Once you name it and
put it wherever you want, you should be able to edit the copy.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                               EP 3f Miss Check

EP 3f has no Miss Check; therefore, EP 3f Abilities CANNOT Miss.  The Blind
Ailment also has no effect on them.  However, each of them can still be Evaded
by WallRune, since that's not the same as Missing.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                     EP 02, 3f Damage Calculation Process

                                   Variables

/rd: means Divide and Round Down. DO NOT round down when dividing unless that
     "rd" is there!

A:STR = Actor Current STR.
A:QUI = Actor Current QUI.
A:VIT = Actor Current VIT.
APC   = Ability Power Constant.
APG   = Ability Power Growth.
CB    = Combo Bonus: 100 IF Subsequent Ability in Combo for this Target; ELSE 0
RFB   = Relative Facing Bonus.  0, 20, or 60; when in doubt, assume 20.
        Very buggy.
Dist  = Distance between Actor and Target, measured on a straight line from the
        center of each.
T:VIT = Target Current VIT.
EDV   = Target Effective DEFense Value.
Raw   = Raw Damage.
DAD   = Damage After DEF.
MyD   = Mystic Divisor: 4 IF Actor is an Enemy Mystic AND Target is a PC Mystic
        other than Mesarthim; ELSE 1.
BPD   = Battlefield Peace Divisor: 4 IF Battlefield_Effect:Peace is active;
        ELSE 1.
SM    = Side Multiplier: 3 IF Actor is a PC; 2 IF Actor is an Enemy.
CMst  = CombatMastery bonus:
        2 IF Actor has CombatMastery and NOT Virus Equipped; ELSE 0.
PRR   = Actor "Physical" Random Damage Range: = # "Physical" Abilities
        (ID 000--0ff) Known; almost always 0 for Enemies.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                       Section 1: Calculating Raw Damage

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

         Part 1: STR, Physical Blender 50, and Ability Power Growth

-------------------------------------------------------------------------------

                                    Part 1a

  A:STR ^ 2
* ((A:STR + A:QUI + A:VIT + 50) /rd 4)
* 3.125
* APG

-------------------------------------------------------------------------------

                                    Part 1b

  A:STR ^ 2
+ 1,600

-------------------------------------------------------------------------------

Part 1 = Part 1a / Part 1b

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                        Part 2: CB, APC, RFB, and Dist

  (CB * (APG - 2; min 0))
+ (APC * 4)
+ (RFB /rd 4)
+ (((220 - Dist; min 0) * (APG - 2; min 0)) /rd 8)

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                                  Part 3: QUI

  A:QUI ^ 2
/ 16

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

Raw = Part 1 + Part 2 + Part 3, rounded down.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                  Section 2: Calculating Damage After DEFense

    128 - ((T:VIT /rd 4) + EDV)
*   Raw
/rd 128
-   EDV; min 0

= DAD

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                    Section 3: Calculating Semi-final Damage

    DAD
/rd MyD

Only IF MyD = 1, THEN:
/rd BPD

Either way:
*   SM
*   (CMst + 4)
/rd 12

+ rand(0...(PRR + 10))

= Semi-final Damage


There are still other things (e.g. Defend, RavaBarrire) that can affect damage,
but they're handled outside of this EP, so I won't go into them here.  Also
remember that if the Ability used has a Linked (or Linked AoE) Ability, then
for the Primary Target, the Semi-final Damage from both the Original Ability
and the Linked Ability will be added together before being finalized and
displayed as a single damage amount.  And of course, Combos work similarly: all
damage to each Target is totaled before being displayed as a single damage
amount.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

                          EP 3f Miscellaneous Effects

Perform this Ability's SCP if it has one.  None of the EP 3f Abilities use an
SCP, but if a modder changed that, EP 3f would perform it (not all EPs do).

----------

If this Ability is a Lunging attack and the Actor is in its Back Position, move
the Actor to its Forward Position.


Note that the move occurs after the damage calculation, so the Dist used for
the above damage calculation will still have been from the Back Position.

----------

Set two flags whose effects occur outside of this EP.  These effects include,
but may not be limited to, the following:

-Wake Target (i.e. Remove Status:Sleep).
-Send Combo Data to Target.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------





****************************
*  AoE / Linked Abilities  *                                          [AOELA01]
****************************


This is one of the odder and more confusing things the game secretly does,
though it makes a certain kind of sense once you get used to the idea.

Some Abilities secretly attack the Target with both the Original Ability and an
extra hidden Ability, then add the damage from both of them together and
display only the combined total as the damage done to the Target.  The hidden
Ability is known as a Linked Ability, and many of the Abilities which have long
been recognized as being extraordinarily powerful and efficient for their cost
owe this fact to a Linked Ability.

For example, DoubleSlash, if you simply look at its data, isn't very powerful--
it's actually weaker than Slash!  The reason why DoubleSlash does as much
damage as it does is that it has Slash as a Linked Ability, so every time you
use it, it actually attacks the Target with both DoubleSlash AND Slash, then
secretly adds the damage together.

Somewhat similarly, when an Ability has an AoE (Area of Effect), the game
attacks the Primary Target (the one you select, and upon whom the AoE is
generally centered) with that Ability, but it often secretly uses a different
Ability instead to attack any Targets in the AoE.  In this case, the hidden
Ability is called an AoE Ability.

For example, when you use DeadlyPowder, only the Primary Target is actually
attacked with DeadlyPowder; any Targets in the AoE are instead attacked with
Spore, which is weaker and cannot inflict Mess.

Note that Abilities which Target All Allies, All Opponents, or Everyone
technically have no AoE, and therefore no need for an AoE Ability; they simply
have a lot of Targets, each of which is attacked normally by the Ability.

Finally, in some other cases in which an Ability has an AoE, the hidden AoE
Ability will not only attack the AoE Targets, but also attack the Primary
Target, which still also gets attacked by the Original Ability.  This is known
as a Linked AoE Ability, because it combines the two above cases.  The Primary
Target gets attacked by both the Original Ability and the hidden Ability, as
happens with a Linked Ability, and the AoE Targets get attacked by only the
hidden Ability, as happens with an AoE Ability.  Ergo, the hidden Ability is a
Linked AoE Ability.

For example, ProtonRocket (the Ability used when you fire the HyperionBazooka)
has the Linked AoE Ability GasFlame, so the Primary Target will be attacked
with both ProtonRocket and GasFlame, while the AoE Targets will be attacked
only with GasFlame.  This is why ProtonRocket generally does much more damage
to the Primary Target than to those in the AoE.

In summary, regarding AoE / Linked Abilities:
-The Primary Target always gets attacked by the Original Ability.
-If a hidden Ability is Linked, then the Primary Target gets attacked by that,
 too.
-Any AoE Targets always get attacked by only the AoE Ability.

Whenever an AoE / Linked Ability is used, if the hidden Ability's EP uses WP/JP
Cost as a variable, its damage is calculated as if it had been used for the
same number of WP/JP (including reduction from Mastery, if applicable) that was
spent on the Original Ability, though the hidden Ability does NOT actually cost
anything extra.  Sometimes this makes the hidden Ability stronger than it would
otherwise be, and other times this makes it weaker, depending on the difference
in cost between the Original Ability and the normal cost of the hidden Ability
(when used by itself).

Most of the time, the hidden Ability is otherwise just like its normal version,
but in a few cases, its normal Elements and/or Attributes may be overwritten
when it is used as an AoE / Linked Ability, usually to make it more
appropriately similar to the Original Ability.  For example, when Beat, which
is normally Blunt Element with no Attributes, is used as the AoE Ability for
BeetleJuice, which is Force Element and Water Attribute, Beat is changed to be
Force Element and Water Attribute, to make it more appropriate as the AoE
Ability for BeetleJuice.  Of course, it would have been a lot simpler and even
more appropriate to just use, oh say, BeetleJuice as the AoE Ability for
BeetleJuice...

A few more notes on AoE / Linked Abilities:

1. The Original Ability's Evasion data is what's used to determine whether the
Primary Target can Evade the attack.  If it does Evade, it gets to Evade BOTH
the Original Ability AND any Linked Ability.  If it doesn't Evade the Original
Ability, then it is automatically affected by the Linked Ability as well, with
no further chance to Evade it. This also applies if the Primary Target has a
Dodge Ability that protects against the Original Ability.

Note however that Miss is different from other forms of Evasion, as it is
actually a part of each Ability's Effect Process.  A Miss by the Original
Ability does NOT prevent any Linked Ability from potentially hitting, nor vice
versa.  If one of them Misses and the other hits, the combined damage will just
end up being lower to reflect that only one of the two Abilities actually hit
and did damage.  Only if BOTH the Original Ability AND the Linked Ability (if
there is one) Miss will the game actually display a "Miss" as the result of the
attack.

Conversely, the AoE Ability's Evasion data, NOT the Original Ability's, is
what's used to determine whether any AoE Targets can Evade the attack.  Using
the above example of ProtonRocket and its Linked AoE Ability GasFlame: the
Primary Target is subject to ProtonRocket's Evasion data, which is Unblockable
by Shields, so the Primary Target can't Block ProtonRocket and ALSO can't Block
GasFlame, because it's Linked.  The AoE Targets, on the other hand, are subject
to GasFlame's Evasion data, which is Fully Blockable by Shields, so if any of
them has a Shield that can Block GasFlame's Element (H), they will have a
chance to Block the part of the attack that hits them.  Of course, the same
ideas apply to the other forms of Evasion (except Miss) as well, not just
Shield-Blocking, but remember that many forms of Evasion are automatically
disallowed when more than 1 Target is being attacked.

One final important note is that even if the Primary Target does Evade the
attack, if there are any AoE Targets, they WILL still be attacked by the AoE
Ability.  For example, if the Primary Target of ProtonRocket has EvasionRocket,
it will Dodge the entire attack (both ProtonRocket and the Linked GasFlame),
but anyone around it will still be attacked with GasFlame.

2. There is an important bug regarding Linked Abilities and Combo Data:
whenever an Original Ability has a Linked Ability, the Primary Target will
always be affected by the Send data of ONLY the Linked Ability, NOT the
Original Ability.  In fact, since the Original Ability only ever affects the
Primary Target, the Send data of any Original Ability with a Linked Ability is
therefore completely meaningless, though it presumably wasn't intended to be
that way.

For example, DoubleSlash, according to the Send byte of its Ability data, is
supposed to Send both Down (Dn) and Instant Stop (IS).  In reality, DoubleSlash
Sends nothing, because of the bug, which causes the Send data of DoubleSlash's
Linked Ability, Slash (which Sends nothing), to overwrite DoubleSlash's
intended Send data each time it's used.

If the developers hadn't intended for DoubleSlash's Send data to be used, they
presumably wouldn't have bothered to create any for it, which is why this is
most likely a bug.  Unfortunately, in the case of DoubleSlash, it's a VERY
impactful bug, because DoubleSlash Receives Down, meaning it SHOULD have been a
self-comboer, which would have made it drastically more useful than it already
is.

Heaven/Hell, too, SHOULD have been a self-comboer, and there may be others, as
well.  I haven't checked them all--it's just too disheartening.

On the other hand, sometimes it works out for the better, as with QuickSand,
which wasn't supposed to be a self-comboer, but ended up being so thanks to the
superior Send data of its Linked Ability, Tremor.

Note that the Combo data shown in this guide is what ACTUALLY gets Sent, not
what SHOULD have been Sent, because of course, that's what really matters, in
the end.

3. It is the Semi-final Damage (NOT Raw, etc) of the Original Ability and any
Linked Ability that gets combined for Total Semi-final Damage.  They are not
combined until each has completely finished its own EP damage calculation,
including being separately reduced by Target DEF, adding random damage, and so
on.

4. Both the Original Ability and any AoE / Linked Ability will perform any
Status Change Processes they normally would.  For example, both QuickSand{0f2}
and its Linked AoE Ability, Tremor{0f0}, use SCP 00 to attempt to inflict Stun.
The Primary Target of QuickSand{0f2} will thus be subject to TWO chances to
Stun (one from each of QuickSand and Tremor), while any AoE Targets will be
subject to one chance each to Stun (from Tremor).





*******************************************************
*  AoE / Linked Abilities                             *               [AOELA02]
*  --Abilities that use AoE / Linked Abilities Chart  *
*******************************************************


Here's a chart showing which Original Abilities use which hidden Abilities as
Linked Abilities, AoE Abilities, and Linked AoE Abilities.  If an Original
Ability with an AoE isn't listed here, it simply uses itself as its AoE Ability
by default.  The developers were inconsistent in deciding whether or not to
have such Abilities reference the AoE / Linked Abilities data Table; for
example, Supersonic uses itself as its AoE Ability, which is accomplished
through the Table, whereas Scream also uses itself as its AoE Ability, but only
by default, without using the Table (even though Scream IS listed on the Table
as a possible AoE Ability!).

I've omitted a few AoE / Linked Abilities which are listed on the Table but not
referenced by any Original Abilities, and a few Original Abilities which
reference the Table for an AoE Ability, but don't actually have an AoE with
which to use it.  As I said: inconsistent.

If any Elements or Attributes are shown, these will be used for the hidden
Ability INSTEAD of whatever it normally has, which is completely ignored.  If
the Elements or Attributes space is left blank, then the normal Elements or
Attributes are used.

-------------------------------------------------------------------------------

                Abilities that use AoE / Linked Abilities Chart
                                 by Zaraktheus

                               Linked Abilities

     Original     |       Linked      |Elements|Attrib|
Sword:
   DoubleSlash    |       Slash       |        |      |
    CrossSlash    |       Slash       |        |      |
   Heaven/Hell    |       Slash       |        |      |
     DeadEnd      |       Slash       |        |      |
    TwinSword     |       Slash       |        |      |
     HeadWind     |       Thrust      |        |      |
   TripleThrust   |       Thrust      |        |      |
  LifeSprinkler   |       Thrust      |        |      |

Monster (Head):
    DaggerJaw     |     Beat{08f}     |-P------|      |

Monster (Arm):
     Kusanagi     |     Beat{08f}     |-P------|      |

Monster (Magical):
  MightyCyclone   |     Beat{08f}     |-P------|      |

Mec Program:
TigerRampage{1cf} |     Beat{08f}     |-P------|      |

Mystic Glove:
TigerRampage{1ce} |     Beat{08f}     |-P------|      |

-------------------------------------------------------------------------------

                                 AoE Abilities

     Original     |         AoE       |Elements|Attrib|
Martial Arts:
     OgreRun      |      OgreRun      |        |      |

Monster (Arm):
  TitasWave{0a0}  |   TitasWave{0a0}  |        |      |

Monster (Leg):
     TailHit      |        Tail       |        |      |
    Sweep{0a7}    |       Feint       |        |G-----|
    SpinAttack    |     SpinAttack    |        |      |
  CentipedeCrush  |   CentipedeCrush  |        |      |

Monster (Body):
       Dash       |      OgreRun      |        |      |
     Headbutt     |      OgreRun      |        |      |
      Spore       |       Spore       |        |      |
    SeedVulcan    |     SeedVulcan    |        |      |

Monster (Breath):
     StinkGas     |      StinkGas     |        |      |
    PoisonGas     |     PoisonGas     |        |      |
     StoneGas     |      Needles      |------F-|      |
     SleepGas     |      SleepGas     |-------X|      |
     TripGas      |      Needles      |------F-|      |
   BeetleJuice    |     Beat{08f}     |------F-|---W--|

Monster (Magical):
    Pheromone     |     Pheromone     |        |      |
    SpiderNet     |     SpiderNet     |        |      |
    Supersonic    |     Supersonic    |        |      |

Heavy Weapon (HandBlaster, LaserCarbine):
     Blaster      |      Blaster      |        |      |

Heavy Weapon (HyperBlaster):
 DestructionBeam  |      Blaster      |        |      |

Heavy Weapon (LightVulcan, MachineVulcan{49}):
   Vulcan{187}    |    Vulcan{1e8}    |        |      |

Mec Program:
    RangeFire     |    Vulcan{1e8}    |        |      |

Mystic Glove:
   DeadlyPowder   |       Spore       |        |      |
   Crystalizer    |      Needles      |------F-|      |

Mystic Boots:
    Sweep{1d1}    |       Feint       |        |G-----|
     Spiders      |      OgreRun      |        |      |
  TitasWave{1dd}  |   TitasWave{0a0}  |        |      |

Enemy:
  Graviton{117}   |   Graviton{117}   |        |      |
   Vulcan{1e8}    |    Vulcan{1e8}    |        |      |

-------------------------------------------------------------------------------

                             Linked AoE Abilities

     Original     |     Linked AoE    |Elements|Attrib|
Sword:
    WheelSlash    |     HardSlash     |S-------|      |

Monster (Arm):
    GroundHit     |    Tremor{0f0}    |        |      |

Monster (Breath):
     GasFlame     |      GasFlame     |        |      |
 FireBreath{0c2}  |  FireBreath{0c2}  |        |      |
    FlameBlast    |  FireBreath{0c2}  |        |      |
ArcticBreath{0c4} | ArcticBreath{0c4} |        |      |
    BoltBreath    |     BoltBreath    |        |      |
    BoltBlast     |     BoltBreath    |        |      |

Monster (Magical):
  QuickSand{0f2}  |    Tremor{0f0}    |        |      |

Heavy Weapon (BeamCannon):
    BeamCannon    |  FireBreath{0c2}  |        |      |

Heavy Weapon (Bolt Thrower):
   BoltThrower    |     BoltBreath    |        |      |

Heavy Weapon (Flame Thrower):
   FlameThrower   |  FireBreath{0c2}  |        |      |

Heavy Weapon (HyperionBazooka):
   ProtonRocket   |      GasFlame     |        |      |

Heavy Weapon (LightningCannon):
    Magnablast    |     BoltBreath    |        |      |

Heavy Weapon (Thunderbolt):
    BoltCannon    |     BoltBreath    |        |      |

Mec Program:
  SatelliteBeam   |      GasFlame     |        |      |

Mystic Sword:
 FireBreath{1b8}  |  FireBreath{0c2}  |        |      |

Mystic Glove:
ArcticBreath{1cb} | ArcticBreath{0c4} |        |      |

Mystic Boots:
  Quicksand{1da}  |    Tremor{0f0}    |        |      |

Enemy:
   HyperBazooka   |      GasFlame     |        |      |

Boss:
  BusterLauncher  |      GasFlame     |        |      |

-------------------------------------------------------------------------------





*********************
*  Combo Mechanics  *                                                 [COMBO01]
*********************


I translated the raw data for this section from the Japanese website Sakura.
All credit for originally finding this data goes to whoever found it and put it
on the Sakura site.  I don't know who found it or how, and I don't know how to
find out who found it; sorry.  I translated it, analyzed it, and compiled it
into the charts and lists below.

Mechanically, forming combos works very similarly to how it works in Romancing
SaGa: Minstrel Song (PS2).  In SF, there are eight combo characteristics: Dead
Stop, Down, Instant Stop, Move, Hot, Cold, Black Out, and Snow.  Each
characteristic can be Sent and/or Received, and each ability Sends and/or
Receives its own combination of the characteristics.  Basically, in order to
form a combo, two abilities need to occur one after the other, and the first
needs to Send at least one characteristic that the second Receives.

For example, StunSlash Sends Down, and DoubleSlash Receives Down, so you can
make the combo StunSlash - DoubleSlash.  However, since DoubleSlash doesn't
Send any of the characteristics, you can't make the reverse combo DoubleSlash -
StunSlash.

Longer combos are formed in the same manner--just tack something on the
beginning that Sends something the first ability Receives, or tack something on
the end that Receives something the last ability Sends.  Here's an example of a
level 5 combo:

StunSlash - Smash - HardSlash - BearCrush - Heaven/Hell

StunSlash Sends Down, which Smash Receives.
Smash Sends Instant Stop, which HardSlash Receives.
HardSlash Sends Down, which BearCrush Receives.
BearCrush Sends Instant Stop, which Heaven/Hell Receives.

As far as I can tell, the names of the characteristics are for descriptive
purposes only.  They don't appear to have any gameplay impact beyond forming
combos.  Dead Stop may sound like it might inflict Death or Palsy or whatever,
but it's used by lots of abilities that don't inflict either, so it almost
certainly doesn't.  It could as easily be called "Characteristic 1" or "Itchy
Foot" or "Litterbox Voodoo".  It's just a name.

Looking at the chart, it quickly becomes obvious that not all characteristics
are created equal.  The vast majority of abilities Send Instant Stop, but far
fewer Receive it.  Fewer Send Down, but more Receive it.  So it continues, with
the balance going more towards Receive and away from Send, through Dead Stop,
Move, and Hot and Cold.  Black Out is almost useless, because there are only
two abilities in the entire game that Send it (MoolightCut and FinalStrike),
although there are a few more that Receive it.  Snow is even more virtually
useless, because there are only two abilities that Send it (Blizzard and
FinalStrike), and only one ability in the entire game that Receives it
(MoonlightCut).

Finally, as noted in the chart, abilities which target all enemies can only
start off a combo.  They won't actually follow anything, even if they have
Receive data (as many of them do).  However, it seems that Sakura says it's
somehow possible to get these abilities to follow others, but I can't make out
how they say they did it.  Here are two translations of the relevant passage.

Here's Babelfish's translation:
"Entire attack is connected only the forefront of cooperation, but when
acceptance status itself has and special reverse side skill is used, in and
after cooperation it is possible to be able to connect."

And here's Google's:
"The whole attack was only the beginning of the collaboration will lead, but
the status is with reception
Can connect to and after use in conjunction with a special trick."

Specifically, I don't know what "special reverse side skill" and "a special
trick" mean.





************************
*  Combo Mechanics     *                                              [COMBO02]
*  --Combo Data Chart  *
************************


I originally made this chart in Excel, where it's much easier to read, and I
was able to color-code it.  GameFAQs only accepts guides in ASCII, so I had to
completely re-build the chart for this guide, and the end result could never be
as good, unfortunately.

I highly recommend that you get the original, superior version of the Combo
Data Chart from my page on the SF Data Project site, here:

http://sf.data.project.tripod.com/Zaraktheus.html

It's available both in Excel, for those who have it, and in html, which anyone
should be able to use.

-------------------------------------------------------------------------------

                             Combo Data Chart
                               by Zaraktheus

S>: Sends
<R: Receives
-r: Doesn't actually Receive, because ability targets all enemies and will
    only go first in a combo.
S><R: Both Sends and Receives.  Such an ability will combo with itself.

DS: Dead Stop
Dn: Down
IS: Instant Stop
Mv: Move
Ht: Hot
Cl: Cold
BO: Black Out
Sn: Snow

An ability name in asterisks simply indicates that the ability is used by
selecting the name of the item, which hides the name of the ability it actually
uses.


Sword            | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |            Sword
      2GaleSlash |S>  |S>  |S>  |  -r|  -r|  -r|    |    | 2GaleSlash
       BearCrush |    |  <R|S>  |    |    |  <R|    |    | BearCrush
    CrossDeflect |    |    |    |    |    |    |    |    | CrossDeflect
      CrossSlash |    |  <R|    |  <R|  <R|    |  <R|    | CrossSlash
         DeadEnd |  <R|    |    |  <R|  <R|    |    |    | DeadEnd
         Deflect |    |    |    |    |    |    |    |    | Deflect
     DoubleSlash |    |  <R|    |    |  <R|    |    |    | DoubleSlash
       GaleSlash |S>  |S>  |S>  |  -r|  -r|  -r|    |    | GaleSlash
         Godless |    |    |    |    |    |    |    |    | Godless
       HardSlash |S>  |S>  |S><R|  <R|    |    |  <R|    | HardSlash
   Haze-to-Wheel |S>  |S>  |S>  |  -r|  -r|    |    |    | Haze-to-Wheel
        HeadWind |  <R|S>  |S>  |  <R|  <R|  <R|    |    | HeadWind
     Heaven/Hell |    |    |  <R|  <R|  <R|    |    |    | Heaven/Hell
          Kasumi |    |    |    |    |    |    |    |    | Kasumi
   LifeSprinkler |  <R|S>  |S>  |  <R|  <R|  <R|    |    | LifeSprinkler
        NoMoment |  <R|S>  |S>  |    |  <R|  <R|    |    | NoMoment
      RisingNova |    |  <R|S>  |S>  |    |  <R|    |    | RisingNova
   RosarioImpale |S>  |S>  |S>  |  <R|  <R|    |    |    | RosarioImpale
           Smash |    |  <R|S>  |    |    |  <R|    |    | Smash
    Still Stream |    |    |S><R|    |  <R|  <R|    |    | Still Stream
       StunSlash |  <R|S>  |S>  |  <R|    |    |    |    | StunSlash
    SwallowSwing |S><R|S>  |S>  |  <R|  <R|  <R|    |    | SwallowSwing
          Thrust |    |S>  |S>  |  <R|  <R|    |    |    | Thrust
   ThunderThrust |S>  |S>  |S><R|S><R|  <R|    |    |    | ThunderThrust
    TripleThrust |  <R|S>  |S>  |  <R|  <R|    |    |    | TripleThrust
   TurbidCurrent |  <R|S>  |S>  |S>  |  <R|  <R|    |    | TurbidCurrent
      WheelSlash |S>  |S>  |S>  |  <R|  <R|    |    |    | WheelSlash
    WillowBranch |S>  |S>  |S>  |S>  |  <R|  <R|    |    | WillowBranch
Sword            | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |            Sword

Katana           | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |           Katana
        Blizzard |S>  |S>  |    |    |S>  |    |    |S>  | Blizzard
    MoonlightCut |S>  |    |    |    |    |S>  |S>  |  <R| MoonlightCut
   ShadowCounter |    |S><R|S>  |  <R|  <R|    |  <R|    | ShadowCounter
     Tres Flores |    |    |    |    |    |    |  <R|    | Tres Flores
Katana           | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |           Katana

Gun              | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |              Gun
       BoundShot |S>  |S>  |S><R|  <R|    |    |  <R|    | BoundShot
       CrossShot |S>  |S>  |S><R|  <R|    |    |  <R|    | CrossShot
       FocusShot |    |  <R|S>  |  <R|    |  <R|    |    | FocusShot
    ReactionShot |    |    |    |    |    |    |    |    | ReactionShot
       SharpShot |    |  <R|S>  |  <R|    |  <R|    |    | SharpShot
        StunShot |S>  |S>  |S>  |S>  |    |    |    |    | StunShot
       TotalShot |    |  -r|S>  |    |    |  -r|    |    | TotalShot
       TrickShot |    |  <R|S>  |    |    |  <R|    |    | TrickShot
Gun              | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |              Gun

Martial Arts     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Martial Arts
        AirThrow |  <R|S>  |S>  |S>  |  <R|  <R|    |    | AirThrow
    BabelCrumble |  <R|S>  |S>  |  <R|    |  <R|    |    | BabelCrumble
        Backfist |  <R|S>  |S>  |  <R|    |  <R|    |    | Backfist
            Chop |  <R|S>  |S>  |  <R|    |  <R|    |    | Chop
       Corkscrew |S>  |S>  |S>  |  <R|  <R|    |  <R|    | Corkscrew
       CrushBeat |    |  <R|S>  |  <R|    |  <R|    |    | CrushBeat
      DragonTurn |    |    |    |    |    |    |    |    | DragonTurn
            Fist |S>  |S>  |S><R|  <R|  <R|    |  <R|    | Fist
      GiantSwing |  <R|S>  |S>  |S><R|    |  <R|    |    | GiantSwing
        GoldHand |    |S>  |S><R|  <R|    |    |    |    | GoldHand
            Kick |    |  <R|S>  |  <R|    |    |    |    | Kick
        KO Throw |    |    |    |    |    |    |    |    | KO Throw
        Lastshot |  <R|    |S>  |  <R|  <R|    |    |    | Lastshot
     LocomotionG |  <R|S>  |S>  |  <R|    |  <R|    |    | LocomotionG
         OgreRun |S>  |S>  |S>  |S>  |  <R|  <R|    |    | OgreRun
   RollingCradle |S>  |S>  |S><R|S>  |    |  <R|    |    | RollingCradle
   Rotation Kick |S>  |S>  |S>  |  <R|  <R|    |  <R|    | Rotation Kick
         Scuffle |    |    |  <R|    |    |    |    |    | Scuffle
      SkyTwister |  <R|S>  |S>  |  <R|    |  <R|    |    | SkyTwister
         Sliding |S>  |S>  |S><R|    |    |    |    |    | Sliding
          Suplex |  <R|S>  |S>  |S><R|    |  <R|    |    | Suplex
        SwayBack |    |    |    |    |    |    |    |    | SwayBack
    TriangleKick |S><R|S>  |S>  |  <R|    |    |    |    | TriangleKick
Martial Arts     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Martial Arts

Alkaiser         | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |         Alkaiser
      Al-Blaster |S>  |S>  |S><R|S><R|    |    |  <R|    | Al-Blaster
      Al-Phoenix |S>  |S>  |S><R|S><R|    |    |  <R|    | Al-Phoenix
      BrightFist |    |  <R|S>  |S><R|    |  <R|    |    | BrightFist
    DeflectLance |    |  <R|S>  |S><R|    |  <R|    |    | DeflectLance
    FinalCrusade |    |    |    |    |    |    |    |    | FinalCrusade
       FlashTurn |S>  |S>  |S><R|S><R|    |    |  <R|    | FlashTurn
     KaiserSmash |  <R|S>  |S>  |    |    |  <R|    |    | KaiserSmash
      KaiserWing |    |S>  |S><R|  <R|  <R|    |  <R|    | KaiserWing
        RaySword |  <R|S>  |S>  |    |    |    |    |    | RaySword
   Re-Al-Phoenix |S>  |S>  |S><R|S><R|    |    |  <R|    | Re-Al-Phoenix
     ShiningKick |    |  <R|S>  |S><R|    |  <R|    |    | ShiningKick
   SparklingRoll |    |  <R|S>  |S><R|    |  <R|    |    | SparklingRoll
Alkaiser         | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |         Alkaiser

Item-Inherent    | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |    Item-Inherent
           Asura |    |  <R|S>  |  <R|    |    |    |    | Asura
 *CharmNecklace* |    |    |S>  |    |    |    |    |    | *CharmNecklace*
      Cockatrice |S>  |S>  |S>  |    |  <R|  <R|    |    | Cockatrice
    *DanceShoes* |S>  |S>  |S>  |    |    |    |    |    | *DanceShoes*
       DirtyFang |  <R|S>  |S>  |    |    |    |    |    | DirtyFang
 *DurahanShield* |S>  |S>  |S>  |    |    |    |    |    | *DurahanShield*
 ElementDissolve |    |    |S>  |    |    |    |    |    | ElementDissolve
     FinalStrike |S>  |S>  |S>  |S>  |S>  |S>  |S>  |S>  | FinalStrike
    IronclogShot |S>  |S>  |S><R|    |    |    |    |    | IronclogShot
        Kusanagi |    |    |S><R|  <R|    |    |  <R|    | Kusanagi
       Maelstrom |S>  |S>  |S>  |    |  -r|S>  |    |    | Maelstrom
       *Magihat* |    |S>  |S>  |    |    |    |    |    | *Magihat*
  MillionDollers |S>  |S>  |S>-r|  -r|  -r|    |  -r|    | MillionDollers
     *PurpleEye* |S>  |S>  |S>  |    |  <R|  <R|    |    | *PurpleEye*
      SacredSong |S>  |S>  |S>  |    |  -r|  -r|    |    | SacredSong
    *SandVessel* |    |S><R|S>  |    |    |    |    |    | *SandVessel*
      *SeaStone* |    |    |  <R|S><R|  <R|S>  |    |    | *SeaStone*
      ShadowHold |S>  |S>  |S>  |    |    |    |    |    | ShadowHold
      SilverFang |    |S>  |S>  |S>  |    |    |    |    | SilverFang
       TwinSword |  <R|    |    |    |  <R|    |    |    | TwinSword
Item-Inherent    | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |    Item-Inherent

Heavy Weapons    | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |    Heavy Weapons
    *BeamCannon* |    |  <R|S>  |  <R|S>  |  <R|    |    | *BeamCannon*
         Blaster |    |  <R|S>  |  <R|  <R|  <R|    |    | Blaster
    BlasterSword |    |  <R|S>  |  <R|  <R|    |    |    | BlasterSword
  *Bolt Thrower* |S><R|S>  |S>  |    |  <R|  <R|    |    | *Bolt Thrower*
 DestructionBeam |    |  <R|S>  |  <R|  <R|  <R|    |    | DestructionBeam
 *DOBBY Bazooka* |  -r|S>  |S>  |  -r|S>  |  -r|    |    | *DOBBY Bazooka*
    FlameThrower |    |  <R|S>  |    |S>  |  <R|    |    | FlameThrower
     GhostCannon |    |  <R|S>  |  <R|  <R|S>  |    |    | GhostCannon
       HE-Rocket |  <R|    |S>  |  <R|S>  |  <R|    |    | HE-Rocket
*HyperionBazooka |    |    |S><R|    |S>  |    |    |    | HyperionBazooka*
*LightningCannon |S><R|S>  |S>  |  <R|  <R|  <R|    |    | LightningCannon*
         Missile |  <R|    |S>  |  <R|S>  |  <R|    |    | Missile
       Paralyzer |S>  |S>  |S>  |    |    |    |    |    | Paralyzer
    PlasmaBullet |S>  |S>  |S>  |  <R|  <R|S><R|    |    | PlasmaBullet
   *SonicCannon* |    |S>  |S><R|  <R|  <R|    |  <R|    | *SonicCannon*
   *Thunderbolt* |S><R|S>  |S>  |  <R|  <R|  <R|    |    | *Thunderbolt*
          Vulcan |  <R|S>  |S>  |    |    |    |    |    | Vulcan
     WaterCannon |    |    |  <R|S><R|  <R|S>  |    |    | WaterCannon
Heavy Weapons    | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |    Heavy Weapons

Mec Parts        | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |        Mec Parts
      AT-Missile |    |S>  |S><R|  <R|S>  |    |  <R|    | AT-Missile
       BeamSword |    |  <R|S>  |  <R|    |    |    |    | BeamSword
      CosmicRave |S>  |S><R|S>  |  <R|    |S><R|    |    | CosmicRave
        Graviton |S>  |S>  |S><R|  <R|  <R|S>  |    |    | Graviton
          Hammer |    |S><R|S>  |  <R|    |  <R|    |    | Hammer
           Laser |  <R|S>  |S>  |  <R|  <R|  <R|    |    | Laser
   MachineVulcan |    |  <R|S>  |    |    |  <R|    |    | MachineVulcan
    MicroMissile |    |S>  |S>  |    |S>  |    |    |    | MicroMissile
      RailCannon |  <R|S>  |S>  |  <R|    |  <R|    |    | RailCannon
 StarlightShower |S>  |S>  |S>  |    |    |S>  |    |    | StarlightShower
Mec Parts        | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |        Mec Parts

Mec Programs     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Mec Programs
       Crosshair |  <R|    |S>  |  <R|  <R|    |    |    | Crosshair
     HammerCrush |S>  |S>  |S><R|S><R|  <R|    |  <R|    | HammerCrush
      HypnoFlash |S>  |S>  |S>  |    |    |    |    |    | HypnoFlash
          Jammer |    |    |S>  |    |    |    |    |    | Jammer
  KAMIKAZE-Crush |S>  |S><R|S>  |S><R|    |  <R|    |    | KAMIKAZE-Crush
       LogicBomb |    |    |S>  |    |    |    |    |    | LogicBomb
       Maelstrom |S>  |S>  |S>  |    |  -r|S>  |    |    | Maelstrom
         Magnify |    |    |    |    |    |    |    |    | Magnify
       MecSonata |S>  |S>  |S>  |    |    |    |  -r|    | MecSonata
     PluralSlash |S>  |S><R|S>  |    |    |    |    |    | PluralSlash
      Pop-Knight |S>  |S>-r|S>  |    |    |  -r|    |    | Pop-Knight
       RangeFire |  <R|    |S>  |  <R|  <R|    |    |    | RangeFire
   Shock Soldier |S>  |S>-r|S>  |  -r|    |  -r|    |    | Shock Soldier
       Shoot-All |    |    |    |    |    |    |    |    | Shoot-All
    TigerRampage |    |    |S><R|  <R|    |    |  <R|    | TigerRampage
Mec Programs     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Mec Programs

Monster(Head)    | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |    Monster(Head)
            Beak |S>  |S>  |S><R|    |    |    |    |    | Beak
     Bloodsucker |  <R|S>  |S>  |S>  |    |    |    |    | Bloodsucker
       CharmGaze |S>  |S>  |S>  |    |    |    |    |    | CharmGaze
       DaggerJaw |    |    |S>  |  <R|    |  <R|    |    | DaggerJaw
       DeathGaze |S>  |S>  |S>  |    |    |    |    |    | DeathGaze
            Fang |    |    |    |    |    |    |    |    | Fang
       FangCrush |    |  <R|S>  |  <R|    |  <R|    |    | FangCrush
           Grasp |  <R|S>  |S>  |S>  |    |    |    |    | Grasp
            Horn |    |  <R|S>  |  <R|    |    |    |    | Horn
       Hypnotism |S>  |S>  |S>  |    |    |    |    |    | Hypnotism
         Petrify |S>  |S>  |S>  |  <R|    |  <R|    |    | Petrify
       StoneGaze |S>  |S>  |S>  |    |    |    |    |    | StoneGaze
        StunGaze |S>  |S>  |S>  |    |    |    |    |    | StunGaze
Monster(Head)    | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |    Monster(Head)

Monster(Arm)     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Monster(Arm)
            Beat |    |    |S>  |    |    |    |    |    | Beat
           Blade |    |  <R|S>  |  <R|  <R|    |    |    | Blade
   BoomerangHook |S>  |S>  |S><R|  <R|    |    |  <R|    | BoomerangHook
      BrainCrush |  <R|S>  |S>  |  <R|    |  <R|    |    | BrainCrush
            Chop |    |S>  |S><R|  <R|    |    |    |    | Chop
            Claw |    |  <R|S>  |    |    |    |    |    | Claw
      DeathTouch |    |    |S>  |    |    |    |    |    | DeathTouch
       DoubleAxe |  <R|S>  |S>  |    |    |  <R|    |    | DoubleAxe
          Feeler |S><R|S>  |S>  |  <R|    |    |    |    | Feeler
      GaleAttack |S>  |S>  |S>  |  -r|  -r|    |  -r|    | GaleAttack
      GhostTouch |S>  |S>  |S>  |  <R|    |S>  |    |    | GhostTouch
       GroundHit |  <R|S>  |S>  |    |    |  <R|    |    | GroundHit
       HeatSmash |  <R|S>  |S>  |    |S>  |  <R|    |    | HeatSmash
        IceSmash |  <R|S>  |S>  |    |  <R|S>  |    |    | IceSmash
        Kusanagi |    |    |S><R|  <R|    |    |  <R|    | Kusanagi
       MadAttack |    |    |  <R|  <R|S>  |    |  <R|    | MadAttack
      PoisonGrip |    |  <R|S>  |    |    |    |    |    | PoisonGrip
       PowerBeat |    |  <R|S>  |  <R|    |  <R|    |    | PowerBeat
        Psychout |S>  |S>  |S>  |    |    |    |    |    | Psychout
        Scissors |S><R|S>  |S>  |  <R|  <R|  <R|    |    | Scissors
       StunTouch |S>  |S>  |S>  |    |    |    |    |    | StunTouch
          Thrust |  <R|S>  |S>  |    |  <R|    |    |    | Thrust
       TitasWave |S>  |S><R|S>  |S>  |  <R|  <R|    |    | TitasWave
Monster(Arm)     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Monster(Arm)

Monster(Leg)     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Monster(Leg)
  CentipedeCrush |S>  |S>  |S><R|S>  |  <R|  <R|    |    | CentipedeCrush
           Feint |S>  |S>  |S>  |    |    |    |    |    | Feint
 GriffithScratch |  <R|S>  |S>  |  <R|  <R|    |    |    | GriffithScratch
            Kick |    |  <R|S>  |    |    |  <R|    |    | Kick
    PoisonNeedle |    |  <R|S>  |    |  <R|    |    |    | PoisonNeedle
         Stinger |    |  <R|S>  |    |  <R|    |    |    | Stinger
           Sweep |S>  |S>  |S>  |    |    |    |    |    | Sweep
            Tail |  <R|S>  |S>  |    |    |    |    |    | Tail
         TailHit |  <R|S>  |S>  |    |    |    |    |    | TailHit
Monster(Leg)     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Monster(Leg)

Monster(Body)    | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |    Monster(Body)
           Coils |S>  |S>  |S>  |  <R|  <R|  <R|    |    | Coils
            Dash |  <R|S>  |S>  |    |    |  <R|    |    | Dash
        FireKiss |    |    |  <R|S>  |    |  <R|    |    | FireKiss
     GliderSpike |S>  |S><R|S>  |  <R|  <R|  <R|    |    | GliderSpike
        Headbutt |S>  |S>  |S><R|S>  |    |  <R|    |    | Headbutt
    MinionStrike |    |  -r|S>  |    |    |  -r|    |    | MinionStrike
         Needles |S>  |S>  |S>  |  <R|  <R|    |    |    | Needles
     Oscillation |S>  |S>  |S>  |    |  -r|  -r|    |    | Oscillation
      SeedVulcan |    |  <R|S>  |  <R|    |    |    |    | SeedVulcan
         Solvent |  <R|S>  |S>  |  <R|  <R|    |    |    | Solvent
           Spore |S>  |S>  |S>  |    |  <R|    |    |    | Spore
        Stampede |  -r|S>  |S>  |S>  |    |  -r|    |    | Stampede
          Tackle |    |S>  |S><R|S>  |    |  <R|    |    | Tackle
            Wing |S>  |S>  |S>  |  <R|  <R|  <R|    |    | Wing
Monster(Body)    | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |    Monster(Body)

Monster(Breath)  | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |  Monster(Breath)
      AcidBreath |  <R|S>  |S>  |  <R|  <R|    |    |    | AcidBreath
    ArcticBreath |    |  <R|S>  |    |  <R|S>  |    |    | ArcticBreath
     BeetleJuice |  <R|S>  |S>  |  <R|  <R|    |    |    | BeetleJuice
       BoltBlast |S>  |S>  |S>  |    |  <R|  <R|    |    | BoltBlast
      BoltBreath |S>  |S>  |S>  |    |  <R|  <R|    |    | BoltBreath
      DeadlyMoss |S>  |S>  |S>  |    |    |    |  <R|    | DeadlyMoss
      FireBreath |    |  <R|S>  |    |S>  |  <R|    |    | FireBreath
      FlameBlast |    |  <R|S>  |    |S>  |  <R|    |    | FlameBlast
        GasFlame |    |  <R|S>  |    |S>  |  <R|    |    | GasFlame
             Ink |S>  |S>  |S>  |  <R|  <R|    |    |    | Ink
       PoisonGas |    |  <R|S>  |    |    |    |    |    | PoisonGas
       PoisonGun |  <R|S>  |S>  |  <R|  <R|    |    |    | PoisonGun
        SleepGas |S>  |S>  |S>  |    |    |    |    |    | SleepGas
    SphinxRiddle |    |    |S>  |    |    |    |    |    | SphinxRiddle
        StinkGas |S>  |S>  |S>  |    |    |    |    |    | StinkGas
        StoneGas |S>  |S><R|S>  |    |    |    |    |    | StoneGas
         TripGas |    |  <R|S>  |    |    |    |    |    | TripGas
     WaterCannon |    |    |  <R|S><R|  <R|S>  |    |    | WaterCannon
Monster(Breath)  | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |  Monster(Breath)

Monster(Magical) | DS | Dn | IS | Mv | Ht | Cl | BO | Sn | Monster(Magical)
      BattleSong |    |    |    |    |S>  |    |    |    | BattleSong
        BladeNet |  <R|S>  |S>  |  <R|  <R|    |    |    | BladeNet
     Ectoplasnet |S><R|S>  |S>  |    |    |    |    |    | Ectoplasnet
         ElfShot |  <R|S>  |S>  |  <R|    |    |    |    | ElfShot
           Flash |S>  |S>  |S>  |    |    |    |    |    | Flash
    GremlinTouch |    |  <R|S>  |    |    |    |    |    | GremlinTouch
        HeatWave |    |    |  -r|S>  |S>  |  -r|    |    | HeatWave
         HPDrain |  <R|S>  |S>  |  <R|    |    |    |    | HPDrain
           Ignis |    |  -r|S>  |  -r|S>  |  -r|    |    | Ignis
        IllStorm |    |S>  |S>  |    |    |    |    |    | IllStorm
       LightBall |  -r|    |S>  |    |    |    |    |    | LightBall
         Lullaby |    |    |S>  |    |    |    |    |    | Lullaby
       Maelstrom |S>  |S>  |S>  |    |  -r|S>  |    |    | Maelstrom
   MagneticStorm |S>  |S>  |S>  |S>  |  -r|  -r|    |    | MagneticStorm
   MightyCyclone |    |    |S><R|  <R|  <R|    |    |    | MightyCyclone
      PainPowder |S>  |S>  |S>  |  <R|  <R|  <R|    |    | PainPowder
       Pheromone |    |    |S>  |    |    |    |    |    | Pheromone
      PoisonMist |    |S>  |S>  |    |    |    |    |    | PoisonMist
           Quake |    |    |  -r|    |    |  -r|    |    | Quake
       QuickSand |    |S><R|S>  |    |    |    |    |    | QuickSand
            Rock |  <R|S>  |S>  |  <R|    |  <R|    |    | Rock
      SacredSong |S>  |S>  |S>  |    |  -r|  -r|    |    | SacredSong
         SadSong |    |    |S>  |    |    |S>  |    |    | SadSong
          Scream |  <R|S>  |S>  |    |  <R|    |    |    | Scream
       Seduction |    |    |S>  |    |    |    |    |    | Seduction
            Silf |    |  <R|S>  |  <R|  <R|S>  |    |    | Silf
           Siren |  -r|S>  |S>  |    |  -r|    |    |    | Siren
       SpiderNet |S><R|S>  |S>  |    |    |    |    |    | SpiderNet
           Spoil |  <R|S>  |S>  |    |    |    |    |    | Spoil
      Supersonic |  <R|S>  |S>  |    |  <R|    |    |    | Supersonic
     Thunderbolt |S>  |S>  |S>  |  <R|  <R|  <R|    |    | Thunderbolt
         Tornado |S>  |S><R|S>  |S><R|  <R|S>  |  <R|    | Tornado
          Tremor |  -r|S>  |S>  |    |    |  -r|    |    | Tremor
       Windblast |    |    |  -r|S>-r|    |S>  |    |    | Windblast
Monster(Magical) | DS | Dn | IS | Mv | Ht | Cl | BO | Sn | Monster(Magical)

Mystic Sword     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Mystic Sword
           Blade |    |  <R|S>  |  <R|  <R|    |    |    | Blade
     BloodSucker |  <R|S>  |S>  |S>  |    |    |    |    | BloodSucker
      FireBreath |    |  <R|S>  |    |S>  |  <R|    |    | FireBreath
           Flash |S>  |S>  |S>  |    |    |    |    |    | Flash
   GremlinEffect |    |  <R|S>  |    |    |    |    |    | GremlinEffect
 GriffithScratch |  <R|S>  |S>  |  <R|  <R|    |    |    | GriffithScratch
       HeatSmash |  <R|S>  |S>  |    |S>  |  <R|    |    | HeatSmash
       Hypnotism |S>  |S>  |S>  |    |    |    |    |    | Hypnotism
           Lance |    |  <R|S>  |  <R|    |    |    |    | Lance
          Needle |S>  |S>  |S>  |  <R|    |    |    |    | Needle
     Oscillation |S>  |S>  |S>  |    |  -r|  -r|    |    | Oscillation
          PsyNet |S>  |S>  |S>  |    |    |    |    |    | PsyNet
Mystic Sword     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Mystic Sword

Mystic Glove     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Mystic Glove
    ArcticBreath |    |  <R|S>  |    |  <R|S>  |    |    | ArcticBreath
     Crystalizer |S>  |S><R|S>  |    |    |S>  |    |    | Crystalizer
    DeadlyPowder |S>  |S>  |S>  |    |  <R|    |    |    | DeadlyPowder
          Feeler |  <R|S>  |S>  |  <R|    |    |    |    | Feeler
       GrapeShot |    |    |S><R|  <R|    |    |    |    | GrapeShot
        HellWing |S>  |S>  |S>  |  <R|  <R|  <R|    |    | HellWing
        IceSmash |  <R|S>  |S>  |    |  <R|S>  |    |    | IceSmash
    PoisonusBlow |    |  <R|S>  |  <R|    |  <R|    |    | PoisonusBlow
       Psych-out |S>  |S>  |S>  |    |    |    |    |    | Psych-out
           Spoil |    |S>  |S>  |    |    |    |    |    | Spoil
   SpreadBlaster |S>  |S><R|S>  |  <R|  <R|S>  |    |    | SpreadBlaster
    TigerRampage |    |    |S><R|  <R|    |    |  <R|    | TigerRampage
     WaterCannon |    |    |  <R|S><R|  <R|S>  |    |    | WaterCannon
Mystic Glove     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Mystic Glove

Mystic Boots     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Mystic Boots
      Assasinate |  <R|S>  |S>  |  <R|    |    |    |    | Assasinate
        BladeNet |S><R|S>  |S>  |  <R|  <R|    |    |    | BladeNet
      MysteryTap |S>  |S>  |S>  |    |    |    |    |    | MysteryTap
       PowerKick |    |  <R|S>  |    |    |  <R|    |    | PowerKick
       Quicksand |    |S><R|S>  |    |    |    |    |    | Quicksand
         Spiders |    |S>  |S><R|S>  |    |    |    |    | Spiders
     Suffocation |S>  |S>  |S>  |    |    |    |    |    | Suffocation
           Sweep |S>  |S>  |S>  |    |    |    |    |    | Sweep
     ThunderBall |S>  |S>  |S>  |    |  <R|  <R|    |    | ThunderBall
     Thunderbolt |S>  |S>  |S>  |  <R|  <R|  <R|  <R|    | Thunderbolt
       TitasWave |S>  |S><R|S>  |S>  |  <R|  <R|    |    | TitasWave
          Tremor |  -r|S>  |S>  |    |    |  -r|    |    | Tremor
Mystic Boots     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Mystic Boots

Light Magic      | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |      Light Magic
       FlashFire |  -r|S>  |S>  |    |S>  |  -r|    |    | FlashFire
      FlashFlood |    |    |S>  |    |    |    |    |    | FlashFlood
   MegaWindblast |S>-r|    |    |S>  |S>  |S>  |    |    | MegaWindblast
          SunRay |  <R|S>  |S>  |    |S>  |  <R|    |    | SunRay
Light Magic      | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |      Light Magic

Shadow Magic     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Shadow Magic
      DarkSphere |S>  |S>  |S><R|S><R|  <R|S>  |  <R|    | DarkSphere
      Hidebehind |S><R|S>  |S>  |  <R|    |    |    |    | Hidebehind
       PowerGrab |    |    |S>  |    |    |    |    |    | PowerGrab
       ShadowNet |  -r|S>  |S>  |S>  |  -r|  -r|    |    | ShadowNet
Shadow Magic     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Shadow Magic

Space Magic      | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |      Space Magic
  ReverseGravity |  -r|S>  |S>  |S>  |    |    |    |    | ReverseGravity
          Vanish |    |    |    |    |    |    |    |    | Vanish
      VaporBlast |S>  |S>  |S>  |  <R|  <R|    |    |    | VaporBlast
          Vortex |    |    |    |    |    |    |    |    | Vortex
Space Magic      | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |      Space Magic

Time Magic       | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |       Time Magic
     ChaosStream |S>  |S>  |  -r|S>-r|S>-r|S>  |  -r|    | ChaosStream
      DelayOrder |    |    |S>  |    |    |    |    |    | DelayOrder
     TimeEclipse |  <R|S>  |S>  |  <R|  <R|  <R|    |    | TimeEclipse
        TimeLeap |    |    |    |    |    |    |    |    | TimeLeap
Time Magic       | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |       Time Magic

Realm Magic      | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |      Realm Magic
     EnergyChain |    |S><R|S>  |  <R|    |  <R|    |    | EnergyChain
       Implosion |    |  <R|S>  |  <R|S>  |  <R|    |    | Implosion
   PsychicPrison |    |    |    |    |    |    |    |    | PsychicPrison
   VermilionSand |    |S>-r|S>  |S>-r|S>  |  -r|    |    | VermilionSand
Realm Magic      | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |      Realm Magic

Mystic Magic     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Mystic Magic
     Fascination |    |    |    |    |    |    |    |    | Fascination
    PhantasmShot |S>  |S>  |S>  |    |  <R|  <R|    |    | PhantasmShot
Mystic Magic     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Mystic Magic

Mind Magic       | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |       Mind Magic
        Lifewave |S><R|S>  |S>  |    |  <R|  <R|    |    | Lifewave
      Spellbound |    |S>  |S>  |    |    |    |    |    | Spellbound
Mind Magic       | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |       Mind Magic

Evil Magic       | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |       Evil Magic
      Deathcurse |    |    |    |    |    |    |    |    | Deathcurse
     PainDoubler |  -r|S>  |S>  |    |    |S>  |    |    | PainDoubler
        RavaShot |S>  |S>  |S><R|  <R|    |S>  |    |    | RavaShot
       SharpPain |S>  |S>-r|S>  |    |    |S>  |    |    | SharpPain
Evil Magic       | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |       Evil Magic

Arcane Magic     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Arcane Magic
           Death |    |    |    |    |    |    |    |    | Death
            Gold |S>  |S>  |S>  |    |    |    |    |    | Gold
           Saber |    |S>  |S>  |  <R|  <R|    |    |    | Saber
           Tower |  <R|S>  |S>  |  <R|S>  |  <R|    |    | Tower
Arcane Magic     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Arcane Magic

Rune Magic       | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |       Rune Magic
       DwarfRune |    |    |    |    |    |    |    |    | DwarfRune
      StasisRune |    |    |    |    |    |    |    |    | StasisRune
Rune Magic       | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |       Rune Magic

Mirage Magic     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Mirage Magic
        BlackCat |S>  |S>  |S>  |    |  <R|  <R|    |    | BlackCat
      Cockatrice |S>  |S>  |S>  |    |  <R|  <R|    |    | Cockatrice
          Jackal |S>  |S>  |S>  |    |  <R|  <R|    |    | Jackal
       Nightmare |S>  |S>  |S>  |    |  <R|  <R|    |    | Nightmare
          Reaper |S>  |S>  |S>  |    |  <R|  <R|    |    | Reaper
Mirage Magic     | DS | Dn | IS | Mv | Ht | Cl | BO | Sn |     Mirage Magic

Consumable Items | DS | Dn | IS | Mv | Ht | Cl | BO | Sn | Consumable Items
     *FlashBomb* |    |S>  |S>  |    |    |    |    |    | *FlashBomb*
    *MagicStone* |    |S>  |S>  |    |    |    |    |    | *MagicStone*
    *RottenMeat* |    |S>  |S>  |    |    |    |    |    | *RottenMeat*
    *StunNeedle* |    |S>  |S>  |    |    |    |    |    | *StunNeedle*
   *UnluckyCoin* |    |    |    |    |    |    |    |    | *UnluckyCoin*
Consumable Items | DS | Dn | IS | Mv | Ht | Cl | BO | Sn | Consumable Items


I translated all this data from the Japanese website Sakura, at these links:
http://uri.sakura.ne.jp/~saga/sf1/neta/combo_st.html
http://uri.sakura.ne.jp/~saga/sf1/wazajutu/combo_st.html

All credit for originally finding this data goes to whoever found it and put it
on the Sakura site.  I don't know who found it or how, and I don't know how to
find out who found it; sorry.
                    
I translated it using Babelfish, which did a passable job with about 2/3 of it.
The rest I determined through a complex process of cross-checking.  I'm
reasonably certain that I translated everything accurately, but I make no
guarantees about it, and I similarly can't guarantee that Sakura's data was
correct to begin with, since I don't know where or how they got it.

-------------------------------------------------------------------------------

Now, you can use this chart to cobble together any combo that's actually
possible, but that's not the easiest way to use it.  It gives us a lot of
information that we can use to make a wide variety of very simple, very
reliable combos, without having to think too hard.





**************************
*  Combo Mechanics       *                                            [COMBO03]
*  --Self-Comboers List  *
**************************


First, here's the list of all the self-comboers in the game.  The simplest and
most reliable combos are formed by spamming multiple instances of any one of
these.

-------------------------------------------------------------------------------

                    Self-Comboers List: 74 Total
                            by Zaraktheus

Sword:
  HardSlash
  Still Stream
  SwallowSwing
  ThunderThrust

Katana:
  ShadowCounter

Gun:
  BoundShot
  CrossShot

Martial Arts:
  Fist
  GiantSwing
  GoldHand
  RollingCradle
  Sliding
  Suplex
  TriangleKick

Alkaiser:
  Al-Blaster
  Al-Phoenix
  BrightFist
  DeflectLance
  FlashTurn
  KaiserWing
  Re-Al-Phoenix
  ShiningKick
  SparklingRoll

Item-Inherent:
  IronclogShot
  Kusanagi
  *SandVessel* (QuickSand)
  *SeaStone* (WaterCannon)

Heavy Weapons:
  *Bolt Thrower*
  *HyperionBazooka*
  *LightningCannon*
  PlasmaBullet
  *SonicCannon*
  *Thunderbolt*
  WaterCannon

Mec Parts:
  AT-Missile
  CosmicRave
  Graviton
  Hammer

Mec Programs:
  HammerCrush
  KAMIKAZE-Crush
  PluralSlash
  TigerRampage

Monster:
  Beak
  BoomerangHook
  CentipedeCrush
  Chop
  Ectoplasnet
  Feeler
  GliderSpike
  Headbutt
  Kusanagi
  MightyCyclone
  QuickSand
  Scissors
  SpiderNet
  StoneGas
  Tackle
  TitasWave
  Tornado
  WaterCannon

Mystic:
  BladeNet
  Crystalizer
  GrapeShot
  Quicksand
  Spiders
  SpreadBlaster
  TigerRampage
  TitasWave
  WaterCannon

Shadow Magic:
  DarkSphere
  Hidebehind

Realm Magic:
  EnergyChain

Mind Magic:
  Lifewave

Evil Magic:
  RavaShot


As with the chart, a name in asterisks simply indicates that the ability is
used by selecting the name of the item, which hides the name of the ability it
actually uses.

-------------------------------------------------------------------------------

It's a bit ironic that so many of Alkaiser's abilities are self-comboers,
considering that there's only one of him.





**************************************
*  Combo Mechanics                   *                                [COMBO04]
*  --Interchangeable Comboers Lists  *
**************************************


Only slightly more complicated and equally reliable are combos formed using any
of my Fully Interchangeable Comboers Lists.  I made these lists by grouping all
the self-comboers that self-combo using the same characteristic.  All such
abilities should be able to function like self-comboers with all other such
abilities using the same characteristic, so for each list, you should be able
to put any combination of the abilities on the list (including multiple
instances of the same ability) in any order and get them all to combo, provided
they aren't interrupted.


-------------------------------------------------------------------------------

        Fully Interchangeable Comboers, List 1 (Instant Stop): 35 Total
                              by Zaraktheus

Sword:
  HardSlash
  Still Stream
  ThunderThrust

Gun:
  BoundShot
  CrossShot

Martial Arts:
  Fist
  GoldHand
  RollingCradle
  Sliding

Alkaiser:
  Al-Blaster
  Al-Phoenix
  FlashTurn
  KaiserWing
  Re-Al-Phoenix

Item-Inherent:
  IronclogShot
  Kusanagi

Heavy Weapon:
  *HyperionBazooka*
  *SonicCannon*

Mec Parts:
  AT-Missile
  Graviton

Mec Programs:
  HammerCrush
  TigerRampage

Monster:
  Beak
  BoomerangHook
  CentipedeCrush
  Chop
  Headbutt
  Kusanagi
  MightyCyclone
  Tackle

Mystic:
  GrapeShot
  Spiders
  TigerRampage

Shadow Magic:
  DarkSphere

Evil Magic:
  RavaShot

-------------------------------------------------------------------------------

            Fully Interchangeable Comboers, List 2 (Move): 19 Total
                              by Zaraktheus

Sword:
  ThunderThrust

Martial Arts:
  GiantSwing
  Suplex

Alkaiser:
  Al-Blaster
  Al-Phoenix
  BrightFist
  DeflectLance
  FlashTurn
  Re-Al-Phoenix
  ShiningKick
  SparklingRoll

Item-Inherent:
  *SeaStone* (WaterCannon)

Heavy Weapons:
  WaterCannon

Mec Programs:
  HammerCrush
  KAMIKAZE-Crush

Monster:
  Tornado
  WaterCannon

Mystic:
  WaterCannon

Shadow Magic:
  DarkSphere

-------------------------------------------------------------------------------

           Fully Interchangeable Comboers, List 3 (Down): 16 Total
                              by Zaraktheus

Katana:
  ShadowCounter

Item-Inherent:
  *SandVessel* (QuickSand)

Mec Parts:
  CosmicRave
  Hammer

Mec Programs:
  KAMIKAZE-Crush
  PluralSlash

Monster:
  GliderSpike
  QuickSand
  StoneGas
  TitasWave
  Tornado

Mystic:
  Crystalizer
  Quicksand
  SpreadBlaster
  TitasWave

Realm Magic:
  EnergyChain

-------------------------------------------------------------------------------

        Fully Interchangeable Comboers, List 4 (Dead Stop): 12 Total
                              by Zaraktheus

Sword:
  SwallowSwing

Martial Arts:
  TriangleKick

Heavy Weapons:
  *Bolt Thrower*
  *LightningCannon*
  *Thunderbolt*

Monster:
  Feeler
  Ectoplasnet
  Scissors
  SpiderNet

Mystic:
  BladeNet

Shadow Magic:
  Hidebehind

Mind Magic:
  Lifewave

-------------------------------------------------------------------------------

           Fully Interchangeable Comboers, List 5 (Cold): 2 Total
                              by Zaraktheus

Heavy Weapons:
  PlasmaBullet

Mec Parts:
  CosmicRave

-------------------------------------------------------------------------------

If you really wanted to, you could jump from one list to another using one of
the abilities that appears on more than one list, but that would make the combo
more complex and less reliable.  For those who are so inclined, here are the
abilities that are on multiple lists:

-------------------------------------------------------------------------------

On both Lists 1 & 2:
  ThunderThrust
  Al-Blaster
  Al-Phoenix
  FlashTurn
  Re-Al-Phoenix
  HammerCrush
  DarkSphere

On both Lists 2 & 3:
  KAMIKAZE-Crush
  Tornado

On both Lists 3 & 5:
  CosmicRave

-------------------------------------------------------------------------------






***************************
*  Combo Mechanics        *                                           [COMBO05]
*  --Effects of Comboing  *
***************************


I've revised this section from the original version to reflect what I've found
in my debugger work, which differs in some significant respects from what was
commonly believed before.

Most of this isn't 100% confirmed yet to always be true in all cases, but what
I have seen led me to do some new empirical testing, from which I draw the
following conclusions:

1. The first Ability in a combo does NOT appear to benefit in any way!  Only
   the subsequent (2nd+) Abilities in a combo benefit from being in a combo!

2. Benefits of Comboing, which apply only to Subsequent Abilities:

   a. The Target's DEF against any Subsequent Ability is set to 0, no matter
      what it was. In other words, all of the Target's DEFense is completely
      ignored for damage purposes, but again: only for Subsequent Abilities!

This is contrary to conventional wisdom, which held that all damage from every
Ability (including the first) in a combo attacked the lowest DEF of the Target
from among all the Elements attacked by any Ability in the Combo. The reality
is both simpler and (except for the first Ability) more beneficial.

   b. Subsequent Abilities in a Combo bypass and completely ignore all of the
      following potential protective effects:

        Attribute Immunities (e.g. Water, Sonic, but not Ailment Immunities)
        PsychicPrison/BackFire
        ReactionShot
        WallRune
        GlassShield
        ShadowServant
        Shield Block
        Godless
        Kasumi
        InterceptSystem
        KO Throw
        DragonTurn
        BervaCounter
        Deflect
        LightSword Deflect
        CrossDeflect
        SwayBack
        Berva's 100% SwayBack
        Dodge Ability Sparking
        Dodge Abilities (already Equipped)

      There's also one more thing that gets skipped, which has to do with
      potential Immunity to just three Abilities: TailHit, Sweep, and
      SpinAttack. This appears to be all that was implemented of a much larger
      planned system that got scrapped at some point.

   c. It's virtually impossible to Miss with most Abilities when they are
      Subsequent Abilities in a Combo.  Most EPs with a Miss Check give a 100
      point bonus to Hit Chance AND automatically roll the most favorable
      possible Hit Roll for Subsequent Abilities in a Combo, which will
      guarantee a Hit in any but the most outlandish and unlikely scenarios.

   d. Many Abilities also do bonus damage as Subsequent Abilities in a Combo,
      though some do not, and the relative effect of the bonus will vary
      depending on the Effect Process used and the other variables involved.

   e. If an Ability can inflict a Status Ailment, it usually receives a large
      bonus to its chance to do so if it is a Subsequent Ability in a Combo.
      Again, the relative effect of the bonus will vary depending on the Status
      Change Process used and the other variables involved.

There may be other benefits as well, but these are the ones I can think of
right now.

The most important things we learn from this are:

-Try to make sure the big-damage and cool-ailment-inflicting Abilities don't go
 first in any combo, since they won't benefit from it if they do.
-The Elements attacked by Subsequent Abilities in a combo are 100% MEANINGLESS.
 Even if e.g. they only attack 1 Element and the Target has 99 DEF against that
 Element, the Subsequent Abilities will completely ignore that DEF.
-Contrary to conventional wisdom, Combos are MOST effective against a Target
 with high DEF across the board, because they do NOT need a weak point in order
 to bypass DEF, and the benefit of ignoring all of the Target's DEF will be
 greatest when the Target had high DEF to begin with. This also explains why a
 PC with 50+ DEF against all Elements can still be horribly injured by any
 little L2 Combo.

3. There actually does appear to be a check to prevent overkill combos, but
   it's only partially effective.  If a potential combo is formed, but the
   first (and ONLY the first!) Ability in the combo is enough by itself to kill
   the Target, then the combo is not formed, that Ability alone will kill the
   Target, and the other Abilities will therefore not be wasted on it. However,
   if the first Ability is not enough by itself to kill the Target, then the
   ENTIRE combo will form, no matter how long it is, no matter how many of the
   Abilities are actually needed--even if e.g. it's 5 Abilities long and the
   first 2 would have been sufficient to kill the Target.





********************
*  Combo Mechanics *                                                  [COMBO06]
*  --Virgil        *
********************


If anyone is still having any trouble getting past Virgil, here's an easy way
to do it.

First, if you're going with Riki's default party (one Monster, one Mec, three
Humans), or something similar, I recommend using Fully Interchangeable Comboers
List 1.  Personally, I'd recommend Gen, Fei-on, and Emelia as your three
Humans, since all three can be acquired pretty early and all three can easily
spark several of the Sword or Martial Arts abilities on the list.  You could
use Lute if you prefer him and because you get him immediately, but he's rotten
at learning all the Sword and Martial Arts abilities on the list except
Still Stream and GoldHand, which are the hardest ones to learn in the first
place (and therefore not the ones you most want to have to fuss around trying
to learn for this fight).  He can be adequate at learning Gun abilities simply
because no Human PC is actually bad at it (though he's still among the worst),
but his starting WIL is absolutely abysmal (with no system data, it's 2!!!), so
don't count on him to actually hurt anything with the Guns on the way to
Virgil.

You really only need two abilities on the list for one PC, and only one each
for the other four.  More won't hurt, but you can beat Virgil with just that.
Your Humans can train in Swords, Martial Arts, or Guns--just be sure to target
at least one ability from the list for each of them (and preferably two for one
of them).  Buy your Mec a SonicCannon from PzkwV's shop in the Koorong
backstreets ($1110 each).  You can do the same for any Mystics or for Humans
who refuse to learn.  Riki has a number of options from this list, but in my
opinion, Chop is the easiest.  He can acquire it very easily by repeatedly
fighting the two Pink Lummoxes in his intro, and it won't interfere with his
Form so long as you put it in the seventh slot and don't also keep both Claw
and ElfShot.  Just hang on to Chop and you'll be set for Riki in the Virgil
fight.

When you actually get to Virgil, here's how the "fight" works: he scores you
each round based on the longest combo you pulled off in that round.  Here's the
scale:

L2: 0
L3: 2
L4: 3
L5: 5

You need a total of 10 points to "win".  That means you can finish the fight in
just two rounds, if you manage two L5 combos.  Now that we have the Fully
Interchangeable Comboers Lists, that would be a piece of cake, except that
Virgil is phenomenally impatient and only gives you ONE round before he starts
interfering.  His QUI is 40, so you'll have an easier time in the 2nd+ rounds
if your PCs are all well above that, so that he can't break up your combos.

One other thing to keep in mind: Virgil does not accept duplicate combos, but
ANY change will satisfy him.  You can even feed him two L5 combos with exactly
the same abilities in each, so long as the order of the abilities in the combo
is different in any way.  For example, I was able to finish in two rounds with
just these two combos:

SonicCannon - Chop - BoundShot - Fist - HardSlash
SonicCannon - Chop - BoundShot - HardSlash - Fist

That's all it takes.  Ideally, though, you should change one PC's ability each
round until the fight ends, to ensure that each combo will be accepted.  For
example, if you start with:

Human 1: HardSlash
Human 2: Fist
Human 3: BoundShot
Mec: SonicCannon
Monster: Chop

On the second round you could change Human 1 -> ThunderThrust.  On the third
round (if necessary), you could change Human 2 -> RollingCradle, and so on.
You should have little to no trouble beating Virgil in this fashion.

Also worth noting: Virgil DOES count the DSC as a combo.  He scores it as if it
was a normal combo of one less hit than the number performed in that instance
of the DSC.  For example, if you pull off a 4-hit DSC, Virgil counts it as a L3
combo, worth 2 points.  Again, he only counts the most valuable combo performed
in any given round, so if you do a L4 combo and a 5-hit DSC in the same round,
you only get 3 points, not 6.  Very interestingly, though, Virgil NEVER
recognizes the DSC as a combo he's seen before.  Even if the same PC uses it
and does the same number of hits, Virgil counts it as a new combo worth full
score.  I actually got through the fight with him in one test by just having
everyone else Defend while one PC spammed DSC over and over.  I wouldn't
recommend it, but it is an option.





**************
*  Sparking  *                                                        [SPARK01]
**************


Sparking refers to the process by which Human PCs spontaneously learn new
Sword, Katana, Martial Arts, and Alkaiser Abilities during battle by using
basic attacks from those categories or the Abilities they already know.  When a
Spark occurs, a light-bulb will appear over the PC's head, and s/he will use
the new Ability instead of the one s/he was ordered to use.  Thereafter, the
new Ability is yours to keep, and you can choose to use it whenever you want
(provided you have it equipped and can pay the WP cost).

Some things to keep in mind about Sparking:
-A PC must have at least one empty slot in his/her Equip Abilities Menu, or
 s/he will not be able to spark anything.
-When an Ability is Sparked, it never Combos with anything, even if it normally
 would.
-Using Abilities that would have Comboed if the Spark had not occurred DOES NOT
 prevent Sparking, contrary to popular misconception.
-When an Ability is Sparked, it costs no WP, and you don't need to have any WP
 in order to Spark any Ability, regardless of the Ability's normal cost.
-The following Status Ailments completely prevent a PC from Sparking, but only
 if the PC is already suffering from one at the beginning of the round (when
 orders are given): 
    Angry
    Charm
    Mess (all colors)
-Even if a PC succeeds at a Spark Check (see below), s/he must actually take
 his/her turn this round in order to complete the Spark.  If the battle ends or
 the PC is incapacitated before that, the Spark will still fail.
-In order to Spark (or use) the 2-Sword Abilities (CrossSlash, 2GaleSlash,
 and CrossDeflect), you must have at least 2 Swords equipped.  Katanas count as
 Swords for this purpose, as do Alkaiser's RaySword, and the LightSword granted
 by casting the spell LightSword.





*******************
*  Sparking       *                                                   [SPARK02]
*  --Spark Trees  *
*******************


The Ability you use determines which other Abilities you can Spark, and affects
the probability of success.  Each Ability only Sparks certain other Abilities,
and only at a predetermined Difficulty.

A given Ability can often be Sparked by several different Abilities at several
different Difficulties, so it's usually helpful to look for the most efficient
way to Spark each Ability.  However, since some Abilities can Spark many more
Abilities than others, it may sometimes be worthwhile to forego the most
efficient way to Spark one specific Ability in favor of the opportunity to
Spark many more Abilities--even if the Difficulty of each is slightly higher,
the overall likelihood of Sparking something may be greater.

A Spark Tree refers to the list of Abilities that can be Sparked by using a
specific Ability, along with the Difficulty of each.

I am aware that most (but not quite all) of the Spark Tree data was previously
found by Alex Jackson quite a few years ago, and he deserves credit and our
thanks for his work.  However, this critically important data never found its
way into a guide on GameFAQs (where I think it would be most easily found by
the greatest number of people), and in my debugger work, I've learned that
there are a few important higher-level details about how the game actually uses
that data that weren't included in his information.

For these reasons, I decided to find, extract, and translate the Spark Tree
data myself, completely from scratch, to include in this guide.  To be
completely clear: NONE of this data is copied or plagiarized in any way.  ALL
of it is the result of my own independent work.

I'll present the Spark Tree data organized in two different ways: the "To" List
and the "From" List.  The To List tells you what using a specific Ability leads
to; the From List tells you what a specific Ability can be learned from.





*****************************
*  Sparking                 *                                         [SPARK03]
*  --Spark Trees            *
*  ----Spark Trees To List  *
*****************************


This list will tell you what using a specific Ability leads to.  Use it when
you want to answer the question "What can I learn by using Ability [x]?"  This
list is in the actual check order used by the game.  For the most part, the
order is: Sword, Katana, Alkaiser, Martial Arts; all in order of Ability ID
numbers, but there are a few exceptions.

To read this list: first, find the Tree that begins with the Ability you intend
to use.  All the Abilities listed beneath it in that Tree can be Sparked from
that Ability.  The Difficulty for each is the number to the right of the
vertical line.  Lower-number Difficulties are easier to Spark.

The last three Trees to be checked work a little differently.  Instead of
checking whether you used the specified Ability, the game checks whether you
have that Ability Equipped.  If you do, it runs the Spark Check for that Tree;
if not, it doesn't.  Again, this only applies to the last three Trees: Deflect
-> Kasumi, Kasumi -> Godless, and Deflect -> Kasumi again, but at an impossible
Difficulty.  Note that you must also have used a Sword this turn in order to
succeed in Sparking Deflect -> Kasumi or Kasumi -> Godless (so you can't e.g.
Equip Deflect, use a Gun, and Spark Kasumi).

-------------------------------------------------------------------------------

                  Spark Trees To List, in Check Order
                            by Zaraktheus


Slash
  ->     StunSlash |  5
  ->   DoubleSlash |  8
  ->     HardSlash | 12
  ->        Thrust | 13
  ->    CrossSlash | 16
  ->         Smash | 14
  ->  SwallowSwing | 17
  ->   Heaven/Hell | 22
  ->    WheelSlash | 20
  ->  WillowBranch | 23
  ->       Deflect | 17
  ->     BearCrush | 24
  ->       DeadEnd | 27
  ->      HeadWind | 31
  ->  TripleThrust | 33
  ->        Kasumi | 26
  ->      NoMoment | 38
  ->     GaleSlash | 24
  ->    2GaleSlash | 30
  -> TurbidCurrent | 41
  ->  CrossDeflect | 12
  ->    RisingNova | 43
  -> LifeSprinkler | 45

StunSlash
  ->   DoubleSlash |  8
  ->  SwallowSwing | 14
  -> ThunderThrust | 13
  ->    WheelSlash | 18
  ->       Deflect | 16
  ->      HeadWind | 26
  ->        Kasumi | 25
  ->     GaleSlash | 23
  ->    2GaleSlash | 28

DoubleSlash
  ->     HardSlash |  9
  ->    CrossSlash | 12
  ->         Smash | 10
  ->  SwallowSwing | 12
  ->   Heaven/Hell | 17
  ->       Deflect | 15
  ->     BearCrush | 22
  ->      HeadWind | 24
  ->        Kasumi | 25
  ->     GaleSlash | 23
  ->    2GaleSlash | 28

HardSlash
  ->         Smash | 10
  ->   Heaven/Hell | 15
  ->     BearCrush | 22
  ->      NoMoment | 34
  -> TurbidCurrent | 35

Thrust
  -> ThunderThrust | 16
  ->       DeadEnd | 21
  ->  TripleThrust | 29

CrossSlash
  ->       Deflect |  8
  ->    2GaleSlash | 28
  ->  CrossDeflect | 10

Smash
  ->   Heaven/Hell | 17
  ->       Deflect | 17
  ->     BearCrush | 20
  ->       DeadEnd | 25

SwallowSwing
  ->       Deflect | 21
  ->     GaleSlash | 15
  ->    2GaleSlash | 28

ThunderThrust
  ->       Deflect | 14
  ->       DeadEnd | 23
  ->  TripleThrust | 27
  ->        Kasumi | 24
  -> RosarioImpale | 34

Heaven/Hell
  ->  WillowBranch | 19
  ->       Deflect | 16
  ->  TripleThrust | 29
  ->        Kasumi | 27

WheelSlash
  -> Haze-to-Wheel | 36

WillowBranch
  ->       Deflect | 16
  ->        Kasumi | 23
  ->    RisingNova | 31

BearCrush
  ->       Deflect | 21
  -> RosarioImpale | 37

DeadEnd
  ->       Deflect | 23
  -> RosarioImpale | 30

HeadWind
  ->       Deflect | 17
  ->        Kasumi | 23
  ->      NoMoment | 32
  -> TurbidCurrent | 36

TripleThrust
  ->       Deflect | 16
  -> RosarioImpale | 38

NoMoment
  ->        Kasumi | 22
  ->  Still Stream | 38

GaleSlash
  ->       Deflect | 13
  ->    2GaleSlash | 26
  ->  CrossDeflect | 17

Still Stream
  ->        Kasumi | 24

TurbidCurrent
  -> LifeSprinkler | 40

TwinSword
  ->   Heaven/Hell | 20

Asura
  ->       Deflect | 20

Katana
  ->     StunSlash |  4
  ->   DoubleSlash |  7
  ->     HardSlash | 11
  ->        Thrust | 12
  ->  SwallowSwing | 16
  ->   Heaven/Hell | 20
  ->    WheelSlash | 19
  ->  WillowBranch | 22
  ->      HeadWind | 30
  ->  TripleThrust | 32
  ->        Kasumi | 26
  ->      NoMoment | 36
  ->     GaleSlash | 23
  ->  Still Stream | 40
  ->  MoonlightCut | 27
  -> ShadowCounter | 21
  ->      Blizzard | 35
  ->   Tres Flores | 45

MoonlightCut
  ->  WillowBranch | 18
  ->      NoMoment | 38
  ->        Kasumi | 25
  ->  Still Stream | 34
  -> ShadowCounter | 17
  ->      Blizzard | 26
  ->   Tres Flores | 39

ShadowCounter
  ->      HeadWind | 25
  ->  TripleThrust | 31
  ->        Kasumi | 26
  -> TurbidCurrent | 35
  -> LifeSprinkler | 38
  ->  MoonlightCut | 22
  ->      Blizzard | 29
  ->   Tres Flores | 40

Blizzard
  ->      NoMoment | 32
  ->  MoonlightCut | 20
  -> ShadowCounter | 19
  ->   Tres Flores | 37

  *If you used RaySword, check this next Tree 6 times in a row now.  We'll
   check it even more, later.
RaySword
  ->    BrightFist | 15

Punch
  ->          Kick |  3
  ->      AirThrow | 10
  ->          Chop |  8
  ->       Sliding | 12
  -> RollingCradle | 15
  ->      SwayBack | 12
  ->          Fist | 16
  ->      Backfist | 18
  ->     CrushBeat | 23
  -> Rotation Kick | 26
  ->      KO Throw | 17
  ->      GoldHand | 37
  ->  TriangleKick | 34
  ->       OgreRun | 32
  ->       Scuffle | 31
  ->    DragonTurn | 20
  ->      Lastshot | 44
  ->     Corkscrew | 42
  ->    SkyTwister | 40

Kick
  ->      AirThrow | 10
  ->       Sliding |  6
  ->      SwayBack | 12
  -> Rotation Kick | 17
  ->      KO Throw | 16
  ->  TriangleKick | 25
  ->  BabelCrumble | 27
  ->     Corkscrew | 41
  ->    SkyTwister | 37

AirThrow
  -> RollingCradle |  8
  ->      KO Throw | 14
  ->        Suplex | 13
  ->    GiantSwing | 19
  ->  BabelCrumble | 28
  ->   LocomotionG | 17
  ->    DragonTurn | 18
  ->    SkyTwister | 35

Chop
  ->      SwayBack | 12
  ->      Backfist | 14
  ->      KO Throw | 17
  ->       Scuffle | 29
  ->    DragonTurn | 20

Sliding
  ->      SwayBack | 12
  -> Rotation Kick | 16
  ->  BabelCrumble | 24
  ->  TriangleKick | 29
  ->    DragonTurn | 25
  ->     Corkscrew | 36

RollingCradle
  ->      KO Throw | 17
  ->    DragonTurn | 24

Fist
  ->      SwayBack | 12
  ->      KO Throw | 17
  ->      GoldHand | 26
  ->    DragonTurn | 22

Backfist
  ->      SwayBack | 11
  ->     CrushBeat | 19
  ->      KO Throw | 20
  ->       OgreRun | 27
  ->       Scuffle | 33
  ->    DragonTurn | 24
  ->     Corkscrew | 40

CrushBeat
  ->      SwayBack | 13
  ->      Backfist | 25
  ->       OgreRun | 30
  ->       Scuffle | 29

Rotation Kick
  ->       Sliding | 12
  ->      SwayBack | 13
  ->      KO Throw | 17
  ->  TriangleKick | 29
  ->       OgreRun | 30
  ->     Corkscrew | 38

Suplex
  -> RollingCradle | 15
  ->      KO Throw | 16
  ->    GiantSwing | 18
  ->  BabelCrumble | 23
  ->   LocomotionG | 20
  ->    DragonTurn | 22

GiantSwing
  -> RollingCradle | 11
  ->      KO Throw | 13
  ->        Suplex | 20
  ->   LocomotionG | 19
  ->    DragonTurn | 17

GoldHand
  ->      SwayBack | 12
  ->      KO Throw | 16
  ->      Lastshot | 38
  ->     Corkscrew | 39

BabelCrumble
  ->       Sliding |  9
  -> RollingCradle | 10
  ->      SwayBack | 12
  ->      KO Throw | 17
  ->        Suplex | 32
  ->  TriangleKick | 36
  ->       OgreRun | 36
  ->    DragonTurn | 17
  ->    SkyTwister | 37

TriangleKick
  ->      SwayBack | 14
  -> Rotation Kick | 23
  ->       OgreRun | 35
  ->     Corkscrew | 39
  ->    SkyTwister | 33

OgreRun
  ->      KO Throw | 15
  ->    DragonTurn | 17
  ->      Lastshot | 34
  ->     Corkscrew | 38

LocomotionG
  ->      KO Throw | 16
  ->        Suplex | 14
  ->    GiantSwing | 20
  ->  BabelCrumble | 24
  ->    DragonTurn | 20

Lastshot
  ->      SwayBack | 12
  ->      GoldHand | 43

  *If you used RaySword, check this next Tree 62 times in a row now.  We'll run
   it a few more times still, later.
RaySword
  ->    BrightFist | 15

BrightFist
  -> SparklingRoll | 14
  ->     FlashTurn | 28
  ->    Al-Blaster | 12
  ->    Al-Phoenix | 32
  ->   ShiningKick | 11
  ->  DeflectLance | 26

ShiningKick
  ->    Al-Phoenix | 33
  ->  DeflectLance | 22

Al-Blaster
  ->    Al-Phoenix | 27
  ->  DeflectLance | 24

RaySword
  ->     StunSlash |  6
  ->   DoubleSlash |  9
  ->     HardSlash | 13
  ->    CrossSlash | 18
  ->         Smash | 14
  ->  SwallowSwing | 18
  ->   Heaven/Hell | 22
  ->    WheelSlash | 21
  ->       Deflect |  9
  ->     BearCrush | 24
  ->       DeadEnd | 29
  ->      HeadWind | 32
  ->     GaleSlash | 25
  ->    2GaleSlash | 28
  ->    RisingNova | 42
  ->    KaiserWing | 15
  ->   KaiserSmash | 23
  ->    BrightFist | 10

  *If you used RaySword, check this next Tree 12 times in a row now.  That
   makes a total of 80 times you'll check this Tree each time you use RaySword.
RaySword
  ->    BrightFist | 15

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Deflect
  ->        Kasumi | 30

Kasumi
  ->       Godless | 33

  *We technically check this last Tree 30 times in a row, even though the
   Difficulty makes it impossible.
Deflect
  ->        Kasumi | 50

-------------------------------------------------------------------------------

RaySword is the only Ability that triggers more than one Tree on the Active-Use
Table.  Its long Tree runs once, and its short Tree runs 80 times if nothing
gets Sparked first.

Deflect is the only ability that triggers more than one Tree on the Equipped
Table.  However, only its first Tree is actually possible.  The second Tree
runs 30 times, but at an impossible Difficulty.

Al-Phoenix automatically Sparks Re-Al-Phoenix if used after MBlackIII uses Dark
Phoenix.

Red automatically learns FinalCrusade after defeating whichever BlackX Emperor
(Arachne, Berva, MBlack, Shuzer) you choose to fight first.

DSC is not itself Sparked, but if you simultaneously equip Sliding, Suplex,
GiantSwing, and BabelCrumble, you will be able to use DSC in battle.





*******************************
*  Sparking                   *                                       [SPARK04]
*  --Spark Trees              *
*  ----Spark Trees From List  *
*******************************


This list will tell you what a specific Ability can be Sparked From.  Use it
when you want to answer the question "What can I use to learn Ability [x]?"
I've organized the Trees in the order in which the Abilities will be listed in
the Menus from which you can Equip them, which should make it easy to compare
them in order to determine which Abilities you're missing.  The Abilities
within each Tree are organized from lowest Difficulty to highest (then
alphabetically), so that you can easily see which Ability will give you the
best Chance of Sparking the Ability you want.

To read this list: first, find the Tree that begins with the Ability you want
to Spark.  All the Abilities listed beneath it in that Tree can Spark that
Ability.  The Difficulty for each is the number to the right of the vertical
line.  Lower-number Difficulties are easier to Spark.

Again, Kasumi <- Deflect and Godless <- Kasumi work a little differently, as
noted by their entries.

-------------------------------------------------------------------------------

                         Spark Trees From List
                             by Zaraktheus

StunSlash
  <-        Katana |  4
  <-         Slash |  5
  <-      RaySword |  6

DoubleSlash
  <-        Katana |  7
  <-         Slash |  8
  <-     StunSlash |  8
  <-      RaySword |  9

HardSlash
  <-   DoubleSlash |  9
  <-        Katana | 11
  <-         Slash | 12
  <-      RaySword | 13

Thrust
  <-        Katana | 12
  <-         Slash | 13

CrossSlash
  <-   DoubleSlash | 12
  <-         Slash | 16
  <-      RaySword | 18

Smash
  <-   DoubleSlash | 10
  <-     HardSlash | 10
  <-      RaySword | 14
  <-         Slash | 14

SwallowSwing
  <-   DoubleSlash | 12
  <-     StunSlash | 14
  <-        Katana | 16
  <-         Slash | 17
  <-      RaySword | 18

ThunderThrust
  <-     StunSlash | 13
  <-        Thrust | 16

Heaven/Hell
  <-     HardSlash | 15
  <-   DoubleSlash | 17
  <-         Smash | 17
  <-        Katana | 20
  <-     TwinSword | 20
  <-      RaySword | 22
  <-         Slash | 22

WheelSlash
  <-     StunSlash | 18
  <-        Katana | 19
  <-         Slash | 20
  <-      RaySword | 21

WillowBranch
  <-  MoonlightCut | 18
  <-   Heaven/Hell | 19
  <-        Katana | 22
  <-         Slash | 23

Deflect
  <-    CrossSlash |  8
  <-      RaySword |  9
  <-     GaleSlash | 13
  <- ThunderThrust | 14
  <-   DoubleSlash | 15
  <-   Heaven/Hell | 16
  <-     StunSlash | 16
  <-  TripleThrust | 16
  <-  WillowBranch | 16
  <-      HeadWind | 17
  <-         Slash | 17
  <-         Smash | 17
  <-         Asura | 20
  <-     BearCrush | 21
  <-  SwallowSwing | 21
  <-       DeadEnd | 23

BearCrush
  <-         Smash | 20
  <-   DoubleSlash | 22
  <-     HardSlash | 22
  <-      RaySword | 24
  <-         Slash | 24

DeadEnd
  <-        Thrust | 21
  <- ThunderThrust | 23
  <-         Smash | 25
  <-         Slash | 27
  <-      RaySword | 29

HeadWind
  <-   DoubleSlash | 24
  <- ShadowCounter | 25
  <-     StunSlash | 26
  <-        Katana | 30
  <-         Slash | 31
  <-      RaySword | 32

TripleThrust
  <- ThunderThrust | 27
  <-   Heaven/Hell | 29
  <-        Thrust | 29
  <- ShadowCounter | 31
  <-        Katana | 32
  <-         Slash | 33

Kasumi
  <-      NoMoment | 22
  <-      HeadWind | 23
  <-  WillowBranch | 23
  <-  Still Stream | 24
  <- ThunderThrust | 24
  <-   DoubleSlash | 25
  <-  MoonlightCut | 25
  <-     StunSlash | 25
  <-        Katana | 26
  <- ShadowCounter | 26
  <-         Slash | 26
  <-   Heaven/Hell | 27
  <-      *Deflect | 30
* If you have Deflect equipped, this is checked once each time you use any of
  the normal Sword or Katana Abilities.  It has nothing to do with whether or
  how many times the PC actually uses Deflect.

NoMoment
  <-      Blizzard | 32
  <-      HeadWind | 32
  <-     HardSlash | 34
  <-        Katana | 36
  <-  MoonlightCut | 38
  <-         Slash | 38

GaleSlash
  <-  SwallowSwing | 15
  <-   DoubleSlash | 23
  <-        Katana | 23
  <-     StunSlash | 23
  <-         Slash | 24
  <-      RaySword | 25

2GaleSlash
  <-     GaleSlash | 26
  <-    CrossSlash | 28
  <-   DoubleSlash | 28
  <-      RaySword | 28
  <-     StunSlash | 28
  <-  SwallowSwing | 28
  <-         Slash | 30

Still Stream
  <-  MoonlightCut | 34
  <-      NoMoment | 38
  <-        Katana | 40

TurbidCurrent
  <-     HardSlash | 35
  <- ShadowCounter | 35
  <-      HeadWind | 36
  <-         Slash | 41

CrossDeflect
  <-    CrossSlash | 10
  <-         Slash | 12
  <-     GaleSlash | 17

RisingNova
  <-  WillowBranch | 31
  <-      RaySword | 42
  <-         Slash | 43

RosarioImpale
  <-       DeadEnd | 30
  <- ThunderThrust | 34
  <-     BearCrush | 37
  <-  TripleThrust | 38

Haze-to-Wheel
  <-    WheelSlash | 36

LifeSprinkler
  <- ShadowCounter | 38
  <- TurbidCurrent | 40
  <-         Slash | 45

Godless
  <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
  the normal Sword or Katana Abilities.  It has nothing to do with whether or
  how many times the PC actually uses Kasumi.

MoonlightCut
  <-      Blizzard | 20
  <- ShadowCounter | 22
  <-        Katana | 27

ShadowCounter
  <-  MoonlightCut | 17
  <-      Blizzard | 19
  <-        Katana | 21

Blizzard
  <-  MoonlightCut | 26
  <- ShadowCounter | 29
  <-        Katana | 35

Tres Flores
  <-      Blizzard | 37
  <-  MoonlightCut | 39
  <- ShadowCounter | 40
  <-        Katana | 45

KaiserWing
  <-      RaySword | 15

KaiserSmash
  <-      RaySword | 23

BrightFist
  <-      RaySword | 10
  <-      RaySword | 15  x80

SparklingRoll
  <-    BrightFist | 14

FlashTurn
  <-    BrightFist | 28

Al-Blaster
  <-    BrightFist | 12

Al-Phoenix
  <-    Al-Blaster | 27
  <-    BrightFist | 32
  <-   ShiningKick | 33

***
Re-Al-Phoenix
Sparked automatically if you use Al-Phoenix after MBlackIII uses Dark Phoenix.
***

ShiningKick
  <-    BrightFist | 11

DeflectLance
  <-   ShiningKick | 22
  <-    Al-Blaster | 24
  <-    BrightFist | 26

***
FinalCrusade
Red automatically learns FinalCrusade after defeating whichever BlackX Emperor
(Arachne, Berva, MBlack, Shuzer) you choose to fight first.
***

Kick
  <-         Punch |  3

AirThrow
  <-          Kick | 10
  <-         Punch | 10

Chop
  <-         Punch |  8

Sliding
  <-          Kick |  6
  <-  BabelCrumble |  9
  <-         Punch | 12
  <- Rotation Kick | 12

RollingCradle
  <-      AirThrow |  8
  <-  BabelCrumble | 10
  <-    GiantSwing | 11
  <-         Punch | 15
  <-        Suplex | 15

SwayBack
  <-      Backfist | 11
  <-  BabelCrumble | 12
  <-          Chop | 12
  <-          Fist | 12
  <-      GoldHand | 12
  <-          Kick | 12
  <-      Lastshot | 12
  <-         Punch | 12
  <-       Sliding | 12
  <-     CrushBeat | 13
  <- Rotation Kick | 13
  <-  TriangleKick | 14

Fist
  <-         Punch | 16

Backfist
  <-          Chop | 14
  <-         Punch | 18
  <-     CrushBeat | 25

CrushBeat
  <-      Backfist | 19
  <-         Punch | 23

Rotation Kick
  <-       Sliding | 16
  <-          Kick | 17
  <-  TriangleKick | 23
  <-         Punch | 26

KO Throw
  <-    GiantSwing | 13
  <-      AirThrow | 14
  <-       OgreRun | 15
  <-      GoldHand | 16
  <-          Kick | 16
  <-   LocomotionG | 16
  <-        Suplex | 16
  <-  BabelCrumble | 17
  <-          Chop | 17
  <-          Fist | 17
  <-         Punch | 17
  <- RollingCradle | 17
  <- Rotation Kick | 17
  <-      Backfist | 20

Suplex
  <-      AirThrow | 13
  <-   LocomotionG | 14
  <-    GiantSwing | 20
  <-  BabelCrumble | 32

GiantSwing
  <-        Suplex | 18
  <-      AirThrow | 19
  <-   LocomotionG | 20

GoldHand
  <-          Fist | 26
  <-         Punch | 37
  <-      Lastshot | 43

BabelCrumble
  <-        Suplex | 23
  <-   LocomotionG | 24
  <-       Sliding | 24
  <-          Kick | 27
  <-      AirThrow | 28

TriangleKick
  <-          Kick | 25
  <- Rotation Kick | 29
  <-       Sliding | 29
  <-         Punch | 34
  <-  BabelCrumble | 36

OgreRun
  <-      Backfist | 27
  <-     CrushBeat | 30
  <- Rotation Kick | 30
  <-         Punch | 32
  <-  TriangleKick | 35
  <-  BabelCrumble | 36

Scuffle
  <-          Chop | 29
  <-     CrushBeat | 29
  <-         Punch | 31
  <-      Backfist | 33

LocomotionG
  <-      AirThrow | 17
  <-    GiantSwing | 19
  <-        Suplex | 20

DragonTurn
  <-  BabelCrumble | 17
  <-    GiantSwing | 17
  <-       OgreRun | 17
  <-      AirThrow | 18
  <-          Chop | 20
  <-   LocomotionG | 20
  <-         Punch | 20
  <-          Fist | 22
  <-        Suplex | 22
  <-      Backfist | 24
  <- RollingCradle | 24
  <-       Sliding | 25

Lastshot
  <-       OgreRun | 34
  <-      GoldHand | 38
  <-         Punch | 44

Corkscrew
  <-       Sliding | 36
  <-       OgreRun | 38
  <- Rotation Kick | 38
  <-      GoldHand | 39
  <-  TriangleKick | 39
  <-      Backfist | 40
  <-          Kick | 41
  <-         Punch | 42

SkyTwister
  <-  TriangleKick | 33
  <-      AirThrow | 35
  <-  BabelCrumble | 37
  <-          Kick | 37
  <-         Punch | 40

***
DSC is not itself Sparked, but if you simultaneously equip Sliding, Suplex,
GiantSwing, and BabelCrumble, you will be able to use DSC in battle.
***

-------------------------------------------------------------------------------





********************
*  Sparking        *                                                  [SPARK05]
*  --Spark Talent  *
********************


Successful Sparking of Sword, Katana, Martial Arts, and Alkaiser Abilities is
heavily dependent on whether or not the PC has Talent for each specific
Ability.  Talent for each of these Abilities is either on or off--you have it
or you don't.

Each Human PC has a list of specific Abilities with which that PC is Talented.
You can find the Spark Talent List for each PC in his/her entry in the "PC
Initial Data" section, or see the Spark Talent Chart below for a condensed view
of all the Lists at once.

If a PC has Talent for an Ability, s/he gets the normal Chance to Spark it
(ranges from 1/256 to 40/256, depending on several other factors).  If a PC
does not have Talent for an Ability, s/he will have his/her Chance to Spark
that Ability reduced to 1/256 no matter how high it would have been.

The result is that it is extremely difficult for any PC to Spark any Ability
for which s/he lacks Talent.  It's always possible that you might get lucky and
Spark it on the first try, but on average, it'll take 256 tries, and it's
always equally possible you might get unlucky and not Spark it for 65,000
tries.
 
The lesson is this: you're probably better off not trying to Spark any specific
Ability for which you lack Talent unless you're willing to spend a lot of extra
time grinding for it and would consider it time well spent (e.g. because you
enjoy the process of grinding, and/or you're accumulating other useful things
like Stat gains, other Sparks, DurahanShields, or Credits at the same time,
etc) whether you eventually succeed in Sparking it or not.  Maybe you'll get
lucky and Spark it anyway on your way to something else, but if you don't,
you're well advised to just let it go.

As an important note, Emelia in her own scenario can change costumes, and two
of those costumes will change which Spark Talent List she uses from her normal
one to instead match one of the other ladies of Gradius.  Here's what each
costume does:

Emelia's Costumes' Effects:
Pink Tiger: use Liza's Spark Talent List instead of Emelia's.
Bunny: no change except appearance (still uses Emelia's Spark Talent List).
Dancer: use Annie's Spark Talent List instead of Emelia's.
Commando: no change except appearance (still uses Emelia's Spark Talent List).
Wedding Dress: keep whichever Spark Talent List she had immediately before
               changing (so if, e.g. she went on her final mission as Pink
               Tiger, she would keep Liza's List).

This allows Emelia in her own scenario to switch costumes in order to use
Talent to learn almost every non-Alkaiser Ability easily.  The only four
Abilities for which none of her costumes have Talent are: TurbidCurrent,
LifeSprinkler, Tres Flores, and GoldHand.





****************************
*  Sparking                *                                          [SPARK06]
*  --Spark Talent          *
*  ----Spark Talent Chart  *
****************************


I've organized the Talent data for the PCs into a chart.

To read the chart, find where the row of the Ability and the column of the PC
cross.  If there's a letter there, that PC has Talent with that Ability.  If
the space is blank, that PC does not have Talent with that Ability.  The
specific letter doesn't mean anything; I just used a different letter for each
List to make it a bit easier to see at a glance which PCs have Talent for each
Ability.

Blue and Rouge have the same Talent List, and Emelia (normal), Asellus, and
Mei-ling also share a List.

As with several of my charts, I originally made this one in Excel, which is
easier to read and allowed me to color-code it.  GameFAQs only accepts guides
in ASCII, so I had to completely re-build the chart for this guide, and the end
result could never be as good, unfortunately.

I highly recommend that you get the original, superior version of the PC Spark
Talent Chart from my page on the SF Data Project site, here:

http://sf.data.project.tripod.com/Zaraktheus.html

It's available both in Excel, for those who have it, and in html, which anyone
should be able to use.

-------------------------------------------------------------------------------

                          Spark Talent Chart
                             by Zaraktheus


              | |E| | | | | | | | |C| | |
              | |m| | | | | | | | |a| | |
              | |e| | | | | | | | |p| | |
              | |l| | | | | | | | |t| | |
              | |-| | | | | | | | |.| | |
              | |A| | | | | | | | |H| | |
              | |s| | | | | | | | |a| | |
              |B|e| |U| |R| | |F| |m| | |
              |l|l| |N|A|o| | |e| |i| | |
              |o|-|L|U|n|u|F| |i|D|l| |L|
              |u|M|u|S|n|f|u|G|-|o|t|R|i|
              |g|e|t|E|i|a|s|e|o|l|o|e|z|
              |e|i|e|D|e|s|e|n|n|l|n|d|a|
Sword         |_|_|_|_|_|_|_|_|_|_|_|_|_|         Sword
    StunSlash |B|E|L|N| |U|F|G|O|D|H|R|Z| StunSlash
  DoubleSlash |B|E|L|N| |U|F|G|O|D| |R|Z| DoubleSlash
    HardSlash |B|E| | | |U|F|G|O|D| |R|Z| HardSlash
       Thrust |B|E| |N| | |F|G|O|D|H|R|Z| Thrust
   CrossSlash | | | | | |U| |G| | | | |Z| CrossSlash
        Smash |B| |L| |A| |F|G|O|D| |R| | Smash
 SwallowSwing |B|E| | | |U| |G|O|D|H|R|Z| SwallowSwing
ThunderThrust | |E| |N| |U|F|G|O|D|H|R|Z| ThunderThrust
  Heaven/Hell | | |L| | |U|F|G|O|D| |R|Z| Heaven/Hell
   WheelSlash |B|E| | | |U|F|G| | | |R|Z| WheelSlash
 WillowBranch | | | |N| |U| |G| | |H| |Z| WillowBranch
      Deflect |B|E|L|N|A| | |G| |D| |R|Z| Deflect
    BearCrush |B| | | |A| |F| |O| |H|R| | BearCrush
      DeadEnd | |E| | |A| |F| |O| |H|R| | DeadEnd
     HeadWind | | |L|N| |U|F|G| |D| | |Z| HeadWind
 TripleThrust |B|E|L|N| |U|F|G|O| |H|R|Z| TripleThrust
       Kasumi |B|E| | | |U|F|G| |D| |R|Z| Kasumi
     NoMoment | |E|L|N| |U| |G| | | | |Z| NoMoment
    GaleSlash |B|E|L| | |U|F|G|O|D|H|R|Z| GaleSlash
   2GaleSlash | | | | | |U| |G| | | | |Z| 2GaleSlash
 Still Stream | | |L|N| | | |G| |D| | |Z| Still Stream
TurbidCurrent |B| | | | |U|F|G|O| |H|R| | TurbidCurrent
 CrossDeflect | | | | | |U| |G| | | | |Z| CrossDeflect
   RisingNova |B|E|L| |A| |F| |O| |H|R| | RisingNova
RosarioImpale | |E| |N|A| |F| |O| |H|R|Z| RosarioImpale
Haze-to-Wheel |B|E| | | |U|F|G|O| | | |Z| Haze-to-Wheel
LifeSprinkler | | |L|N| |U|F|G| | |H| | | LifeSprinkler
      Godless | |E| | | |U|F|G| | | | |Z| Godless
Sword                                             Sword

Katana                                           Katana
 MoonlightCut | |E| |N| |U|F|G| |D|H| |Z| MoonlightCut
ShadowCounter |B|E|L| |A|U|F|G| |D| |R|Z| ShadowCounter
     Blizzard | | | |N| |U| |G|O| |H|R|Z| Blizzard
  Tres Flores | | |L|N| |U|F|G| |D|H|R| | Tres Flores
Katana                                           Katana

Martial Arts                               Martial Arts
         Kick |B|E|L|N|A|U|F|G|O|D|H|R|Z| Kick
     AirThrow |B|E|L|N| |U|F|G|O|D| |R|Z| AirThrow
         Chop | |E|L| |A| |F|G|O|D| | |Z| Chop
      Sliding |B|E| | |A| | | |O|D| |R| | Sliding
RollingCradle | |E| | |A| |F|G|O|D|H| |Z| RollingCradle
     SwayBack |B| |L| |A|U| | |O|D| |R|Z| SwayBack
         Fist | |E| |N| |U|F| |O|D|H| |Z| Fist
     Backfist |B| | | |A|U|F|G|O| | |R| | Backfist
    CrushBeat |B| |L| | |U|F| |O| | |R|Z| CrushBeat
Rotation Kick | |E| |N| |U|F|G|O| | |R|Z| Rotation Kick
     KO Throw | | | |N| |U| |G|O|D|H| |Z| KO Throw
       Suplex |B|E|L| |A|U|F|G|O| |H|R|Z| Suplex
   GiantSwing | | | |N| |U|F|G| | |H| |Z| GiantSwing
     GoldHand | | |L|N| |U| | |O|D|H| | | GoldHand
 BabelCrumble | | |L|N|A| | |G| |D| |R|Z| BabelCrumble
 TriangleKick | |E|L|N| |U|F| |O| |H|R| | TriangleKick
      OgreRun |B|E|L|N| |U|F|G|O| | |R|Z| OgreRun
      Scuffle |B| | | | |U|F|G|O| |H|R|Z| Scuffle
  LocomotionG | | | |N|A| |F|G|O| |H|R|Z| LocomotionG
   DragonTurn | |E|L| |A| | |G|O|D|H|R|Z| DragonTurn
     Lastshot | | |L|N| |U|F| |O| |H| |Z| Lastshot
    Corkscrew | |E|L|N| |U| | |O|D| | | | Corkscrew
   SkyTwister |B| | |N|A| |F|G| | |H|R|Z| SkyTwister
Martial Arts                               Martial Arts

Alkaiser                                       Alkaiser
   KaiserWing | | | | | | | | | | | |R| | KaiserWing
  KaiserSmash | | | | | | | | | | | |R| | KaiserSmash
   BrightFist | | | | | | | | | | | |R| | BrightFist
SparklingRoll | | | | | | | | | | | |R| | SparklingRoll
    FlashTurn | | | | | | | | | | | |R| | FlashTurn
   Al-Blaster | | | | | | | | | | | |R| | Al-Blaster
   Al-Phoenix | | | | | | | | | | | |R| | Al-Phoenix
  ShiningKick | | | | | | | | | | | |R| | ShiningKick
 DeflectLance | | | | | | | | | | | |R| | DeflectLance
Alkaiser                                       Alkaiser


Blouge = Blue and Rouge.  They share the same list.

Emel-Asel-Mei = Emelia, Asellus, and Mei-Ling.  They share the same list.

PCs with an ability marked have the "normal" chance to learn it (ranges from
1/256 to 40/256 depending on various factors beyond the scope of this chart).

Unmarked abilities can still be learned, but the maximum chance is 1/256.

You still need to use abilities that are able to spark what you want.

Only Red in Alkaiser form can spark Alkaiser abilities (unless you hack a
RaySword onto someone).

Emelia as Pink Tiger uses Liza's list instead of her normal list.

Emelia as Dancer uses Annie's list instead of her normal list.

Emelia's other two costumes (Bunny and Commando) still use Emelia's normal
list.

-------------------------------------------------------------------------------





*********************************
*  Sparking                     *                                     [SPARK07]
*  --Enemy Spark Value          *
*********************************


Each enemy in the game has its own Spark Value.  When you attack that enemy,
its Spark Value is compared to the base Difficulty to Spark each Ability in
order to determine the actual Chance to Spark each Ability.  The higher the
Enemy Spark Value, the greater the Chance of a successful Spark.

If there are multiple targets for an attack, how does the game determine which
Spark Value to use?  There are only three multi-target Abilities capable of
Sparking anything else: WheelSlash, GaleSlash, and OgreRun.  GaleSlash targets
all enemies, and the Spark Value used when you use GaleSlash is that of the
Main Enemy, regardless of whether or not that enemy is still alive.  WheelSlash
and OgreRun both target an AoE, and the Spark Value used when you use either of
those attacks is the value of the enemy you choose as the attack's primary
target (i.e. the one whose name is displayed and on whom the AoE is centered).

Also, the Spark value used is that of the Enemy you choose as your Target, not
the one you actually attack, if the two are different.  If the Enemy you target
dies before you act and your attack shifts to a different Enemy, you still use
the Spark value of the Enemy you originally targeted.

Interestingly, Chimera, Dullahan, Kraken, Siren, and Zeroworm all have the same
Spark Value (36), which is the highest among the main, normal enemies.  I
wouldn't have considered them all to be equally difficult, but...*shrugs*

Most bosses in the game have relatively low Spark Values (unless you fight them
at a low BR, when their values may still be relatively high compared to normal
enemies), and it's worth noting that a boss's Spark Value does not appear to
change with BR.  I checked this on the Suzaku boss on Mt. Mosperiburg--its
Spark Value was the same (28) at BR 1 and BR 7+.

Surprisingly, the highest Spark Value (37) of any random enemy belongs to the
humble CrimeLady.  These rather rare enemies only appear when accompanying
Cockatrice or Sphinx Main Enemies (the BR 7 and 8 Birds), and only at an Inside
location.  They're not remotely difficult enough to logically warrant such a
high Spark Value, but...*shrugs again*.  If you see one, use her to Spark some
good stuff a little earlier than usual.

Also, MegaTitan, at 39, has the highest Spark Value of anything but a few final
bosses, but the MegaTitan is only available to fight in 2nd Div.  37 from
CrimeLady is the best Spark Value you can get outside of 2nd Div in a fight
whose results you can keep.





********************************************
*  Sparking                                *                          [SPARK08]
*  --Enemy Spark Value                     *
*  ----Enemy Spark Values Chart, complete  *
********************************************


First, here's the complete list of every enemy in the game's data and its
corresponding Spark Value.  Not all of them are actually used, and quite a few
of them are only used once, in one scenario or another.

If the enemy can be encountered in regular, repeatable battles available to
anyone, I also list the minimum effective BR at which it can be encountered, to
help you keep track of when to start looking for it.

-------------------------------------------------------------------------------

                        Enemy Spark Values Chart
                             by Zaraktheus

     Enemy     |Spark|Min BR|
    MasterRing | 40  |      |
 Spriggan(252) | 40  |      | Form 4
          Diva | 39  |      |
          Diva | 39  |      |
    DivaAppear | 39  |      |
     DivaSkull | 39  |      |
     MegaTitan | 39  |      |
     CrimeLady | 37  |   7  |
    DragonLord | 37  |      |
         Kylin | 37  |      |
       Chimera | 36  |   9  | the normal one
      Dullahan | 36  |   9  |
     GriffinJr | 36  |   9  |
        Kraken | 36  |   9  | the normal one
         Siren | 36  |   9  |
      Zeroworm | 36  |   9  |
       Griffin | 36  |      |
        Jotnar | 36  |      |
   kraken(046) | 36  |      | smaller one with MasterRing variant in 2nd Div
   CrystalTree | 35  |   9  |
      Grappler | 35  |   9  |
     RockScout | 35  |   9  |
      Snowfolk | 35  |   9  |
        Zyphon | 35  |   9  |
      Abyssbat | 35  |      |
         BossX | 35  |      |
        MecGod | 35  |      |
 Spriggan(251) | 35  |      | Form 3
 Spriggan(253) | 35  |      | Form 5
       Gelatin | 34  |   8  |
  Skullasaurus | 34  |   8  |
   EarthDragon | 34  |      |
         Butch | 33  |   8  |
       Iceworm | 33  |   8  |
         Lamia | 33  |   8  |
      Shrieker | 33  |   8  |
     Waterfolk | 33  |   8  |
     WereRhino | 33  |   8  |
   BlackDragon | 33  |   9  |
 GenocideHeart | 33  |      |
         Giant | 33  |      |
     SickleBug | 32  |   7  |
      Basilisk | 32  |   8  |
        Skylab | 32  |   8  |
     Flamefolk | 32  |   9  |
           R&R | 32  |   9  |
   BlackKnight | 32  |      |
     MBlackIII | 32  |      |
    Cockatrice | 31  |   7  |
     Darkfairy | 31  |   7  |
         Genbu | 31  |   7  |
          Lich | 31  |   7  |
       Unicorn | 31  |   7  |
        Shaman | 31  |   8  |
       Airfolk | 30  |   7  |
      FatDevil | 30  |   7  |
     Ladyblade | 30  |   7  |
     Sunflower | 30  |   7  |
     BatKnight | 30  |      |
        BlackX | 30  |      |
       Durahan | 30  |      |
    Hell'sLord | 30  |      |
    Hell'sLord | 30  |      |
       Mariche | 30  |      |
       Orlouge | 30  |      |
  LivingMirror | 29  |   7  |
      Succubus | 28  |   7  |
        Suzaku | 28  |   9  |
     BigDigger | 28  |      |
     Manticore | 27  |   6  |
       Chariot | 27  |      |
  LionPrincess | 27  |      |
      SuzakuJr | 27  |      |
        Wyvern | 26  |   6  |
   MecDobby100 | 26  |   7  |
     Berva(92) | 26  |      |
         Golem | 26  |      |
        Ankheg | 25  |   6  |
        Treant | 25  |   6  |
       Trisaur | 25  |   6  |
 SwordValkyrie | 25  |   7  |
       Arachne | 25  |      |
     DeathLord | 25  |      |
  HunterKnight | 25  |      |
      MBlackII | 25  |      |
        Shuzer | 25  |      |
 Spriggan(249) | 25  |      | Form 1
 Spriggan(250) | 25  |      | Form 2
        Dancer | 24  |   6  |
       Gunbird | 24  |   6  |
   LiquidMetal | 24  |   6  |
       Slugger | 24  |   6  |
 SpearValkyrie | 24  |   6  |
      Ladyhawk | 24  |   7  |
  LivingMusket | 24  |   7  |
       Gremlin | 23  |   6  |
        Hermes | 23  |   6  |
     Hellhound | 22  |   5  |
     RedDragon | 22  |   6  |
    Thundragon | 22  |   7  |
         Mimic | 22  |   9  |
     Demongoat | 22  |      |
Mollasite(239) | 22  |      | after possession
    DeadKnight | 21  |   5  |
       Cyclops | 21  |      |
     Goatgiant | 21  |      |
     GreenSage | 21  |      |
      Minotaur | 21  |      |
       Axebeak | 20  |   5  |
        Shadow | 20  |   5  |
   LivingSword | 20  |   6  |
      OgreLord | 20  |   7  |
          Blue | 20  |      |
  Chimera(014) | 20  |      | the one accompanying MasterRing
      FireSage | 20  |      |
         Furdo | 20  |      |
       Lunatic | 20  |      |
        MBlack | 20  |      |
      TimeLord | 20  |      |
        Virgil | 20  |      |
     WaterSage | 20  |      |
      Sonicbat | 19  |   1  | Always available in Shingrow's Ancient Ship
     Battlefly | 19  |   5  |
       BirdMec | 19  |   5  |
      Gaeatoad | 19  |   5  |
        Mellow | 19  |   5  |
        Mystic | 19  |   5  |
    Nightshade | 19  |   5  |
       Unknown | 19  |   5  |
    Rockbaboon | 18  |   3  |
    Straysheep | 18  |   6  |
     TrisaurJr | 18  |   8  |
         Ettin | 18  |      |
     Quakeworm | 18  |      |
     CancerMec | 16  |   4  |
       Titania | 16  |   7  |
     Blackgarb | 16  |      |
    Skulldrake | 16  |      |
   KittyKicker | 15  |   3  |
    Minidragon | 15  |   3  |
      Aperider | 15  |   4  |
   FireCrystal | 15  |   4  |
       Fishman | 15  |   4  |
     Frillneck | 15  |   4  |
    Ghostrider | 15  |   4  |
         Harpy | 15  |   4  |
      Scorpion | 15  |   4  |
  ElectroSheep | 15  |   5  |
   LivingArmor | 15  |   6  |
     PlatyKing | 15  |   8  |
        Sphinx | 15  |   8  |
     Berva(94) | 15  |      |
      Gargantu | 15  |      |
   MaskedGiant | 15  |      |
   Nidheg(140) | 15  |      | the normal, stronger version (i.e. NOT Emelia's)
    Platyhooks | 15  |      |
    RedFighter | 15  |      |
         Virus | 15  |      |
    DevilSquid | 14  |   1  |
         K9Mec | 14  |   3  |
       Banshee | 14  |   4  |
      Trapvine | 14  |   4  |
    PrimaMaska | 14  |      |
   LivingGlove | 13  |   3  |
    IceCrystal | 13  |   4  |
          Ogre | 13  |   4  |
       Soldier | 13  |   4  |
    AutoBuffer | 13  |      |
      T-Walker | 13  |      |
     DragonPup | 12  |   3  |
   KittyClawer | 12  |   3  |
     HugeSlime | 12  |      |
    Platoonpus | 11  |   3  |
     Razorback | 11  |   3  |
       WaspMec | 11  |   3  |
      VulcanII | 11  |      |
     Wormbrood | 10  |   1  |
     KillerBee | 10  |   3  |
  NomadFighter | 10  |   3  |
      Snakeman | 10  |   3  |
     WhipJelly | 10  |   3  |
      BigSlime | 10  |   4  |
          Yeti | 10  |   5  |
        Goblin | 10  |      |
    MaskBuffer | 10  |      |
   Nidheg(139) | 10  |      | Emelia's weaker version
    Rabbat(77) | 10  |      | Masked Martial Arts Tournament version
      SirDemon | 10  |      |
        Tanzer | 10  |      |
      Tentacle | 10  |      | Accompanies Tanzer, but can't be targeted anyway
      Tentacle | 10  |      | Accompanies Tanzer, but can't be targeted anyway
      Mandrake |  9  |   3  |
        Zombie |  9  |   3  |
    Ironhopper |  8  |   2  |
       MaskCat |  8  |      |
    Armorpilla |  7  |   2  |
     Swordsman |  7  |   2  |
        Undine |  7  |   2  |
     D-Tractor |  6  |   1  |
      Gargoyle |  6  |   2  |
         Ghost |  6  |   2  |
   LivingLance |  6  |   2  |
      MecDobby |  6  |   2  |
   BlueFighter |  6  |      |
  GreenFighter |  6  |      |
   PinkFighter |  6  |      |
   PrimaBronza |  6  |      |
 YellowFighter |  6  |      |
      Hedgehog |  5  |   1  |
       Gunfish |  5  |   2  |
        Rabbat |  5  |   2  |
     A-Tractor |  5  |      |
        FlyMec |  5  |      |
       Guncart |  5  |      |
        HQcore |  5  |      |
        Vulcan |  5  |      |
     Sporepile |  4  |   2  |
        NotUse |  4  |      |
          RABI |  4  |      |
     LivingAxe |  3  |   1  |
      Skeleton |  3  |   1  |
      SwordMec |  3  |   1  |
         Slime |  3  |   2  |
  BlackFighter |  3  |      |
         Rouge |  3  |      |
     Battleaxe |  2  |   1  |
         Gekko |  2  |   1  |
     Shellworm |  2  |   1  |
     Wonderdog |  2  |   1  |
        Cactus |  1  |   1  |
      Pickbird |  1  |   1  |
         Rocky |  1  |   1  |
        Sprite |  0  |   1  |
          Xeno |  0  |   1  |
           Bed |  0  |      |
           Bed |  0  |      |
          Bone |  0  |      |
      Bonehead |  0  |      |
         Cindy |  0  |      |
       KylinJr |  0  |      |
        Lummox |  0  |      |
        Lummox |  0  |      |
        Meiren |  0  |      |
Mollasite(236) |  0  |      | before possession
       Patient |  0  |      |
       Patient |  0  |      |
         Shade |  0  |      |
       Shifter |  0  |      |
 Spriggan(254) |  0  |      | Only used for the final defeat animation
         Stand |  0  |      |
         Stand |  0  |      |
         Stand |  0  |      |
        Target |  0  |      |
          Tidi |  0  |      |
     UnicornJr |  0  |      |
  VitalityRune |  0  |      |

This chart includes every enemy in the game.  Not all of them are actually
used, and quite a few of them are only used once, in one scenario or another.

BR = Battle Rank, a value which increases as you fight battles and which
determines the rough difficulty of the enemies you face.

Min BR is mostly determined according to Winterking's Encounter Guide, here:
http://www.gamefaqs.com/console/psx/file/198537/48551

I only list a Min BR for enemies that can be encountered in regular, repeatable
battles available to anyone.  Some may still be extremely rare, though.

-------------------------------------------------------------------------------





*********************************************
*  Sparking                                 *                         [SPARK09]
*  --Enemy Spark Value                      *
*  ----Enemy Spark Values Chart, Main only  *
*********************************************


Here's a more concise list of only the Main random enemies and their
corresponding Spark Values.

When grinding for Sparks, it can be helpful to know which enemy will show up as
the Main Enemy from a given sprite at a given effective BR and what its Spark
value is.  To maximize your Spark Chance, you may want to pick the sprite for
the highest value enemy at your current BR and focus on fighting those sprites.

-------------------------------------------------------------------------------

                   Main Enemy Spark Values by BR Chart
                             by Zaraktheus

BR 1
    Enemy     |Spark|   Sprite
     Skeleton |  3  | Undead
     SwordMec |  3  | Mec
    Battleaxe |  2  | Human
        Gekko |  2  | Amphibian
    Shellworm |  2  | Bug
    Wonderdog |  2  | Mystic
       Cactus |  1  | Plant
     Pickbird |  1  | Bird
        Rocky |  1  | Beast
       Sprite |  0  | Fairy
         Xeno |  0  | Slime

BR 2
    Enemy     |Spark|   Sprite
   Armorpilla |  7  | Bug
    Swordsman |  7  | Human
       Undine |  7  | Fairy
     Gargoyle |  6  | Mystic
        Ghost |  6  | Undead
     MecDobby |  6  | Mec
      Gunfish |  5  | Amphibian
     Hedgehog |  5  | Beast
       Rabbat |  5  | Bird
    Sporepile |  4  | Plant
        Slime |  3  | Slime

BR 3
    Enemy     |Spark|   Sprite
    DragonPup | 12  | Bird
  KittyClawer | 12  | Fairy
   Platoonpus | 11  | Amphibian
    Razorback | 11  | Beast
      WaspMec | 11  | Mec
    KillerBee | 10  | Bug
 NomadFighter | 10  | Human
     Snakeman | 10  | Mystic
    WhipJelly | 10  | Slime
     Mandrake |  9  | Plant
       Zombie |  9  | Undead

BR 4
    Enemy     |Spark|   Sprite
    CancerMec | 16  | Mec
     Aperider | 15  | Beast
      Fishman | 15  | Mystic
    Frillneck | 15  | Amphibian
   Ghostrider | 15  | Undead
        Harpy | 15  | Bird
     Scorpion | 15  | Bug
      Banshee | 14  | Fairy
     Trapvine | 14  | Plant
   IceCrystal | 13  | Slime
      Soldier | 13  | Human

BR 5
    Enemy     |Spark|   Sprite
    Hellhound | 22  | Beast
   DeadKnight | 21  | Undead
      Axebeak | 20  | Bird
       Shadow | 20  | Human
    Battlefly | 19  | Bug
      BirdMec | 19  | Mec
     Gaeatoad | 19  | Amphibian
       Mellow | 19  | Fairy
       Mystic | 19  | Mystic
   Nightshade | 19  | Plant
      Unknown | 19  | Slime

BR 6
    Enemy     |Spark|   Sprite
    Manticore | 27  | Beast
       Wyvern | 26  | Bird
       Ankheg | 25  | Undead
       Treant | 25  | Plant
      Trisaur | 25  | Amphibian
      Gunbird | 24  | Human
  LiquidMetal | 24  | Slime
      Slugger | 24  | Bug
SpearValkyrie | 24  | Fairy
      Gremlin | 23  | Mystic
       Hermes | 23  | Mec

BR 7
    Enemy     |Spark|   Sprite
    SickleBug | 32  | Bug
   Cockatrice | 31  | Bird
        Genbu | 31  | Amphibian
         Lich | 31  | Undead
      Unicorn | 31  | Beast
      Airfolk | 30  | Slime
     FatDevil | 30  | Mystic
    Ladyblade | 30  | Human
    Sunflower | 30  | Plant
     Succubus | 28  | Fairy
  MecDobby100 | 26  | Mec

BR 8
    Enemy     |Spark|   Sprite
      Gelatin | 34  | Slime
 Skullasaurus | 34  | Undead
        Butch | 33  | Beast
      Iceworm | 33  | Bug
        Lamia | 33  | Fairy
     Shrieker | 33  | Plant
    WereRhino | 33  | Mystic
     Basilisk | 32  | Amphibian
       Skylab | 32  | Mec
       Shaman | 31  | Human
       Sphinx | 15  | Bird

BR 9
    Enemy     |Spark|   Sprite
      Chimera | 36  | Beast
     Dullahan | 36  | Undead
       Kraken | 36  | Amphibian
        Siren | 36  | Fairy
     Zeroworm | 36  | Bug
  CrystalTree | 35  | Plant
     Grappler | 35  | Human
     Snowfolk | 35  | Slime
       Zyphon | 35  | Mystic
          R&R | 32  | Mec
       Suzaku | 28  | Bird

BR = Battle Rank, a value which increases as you fight battles and which
determines the rough difficulty of the enemies you face.

Sprite is what the enemy looks like on the map screens.

BR is mostly determined according to Winterking's Encounter Guide, here:
http://www.gamefaqs.com/console/psx/file/198537/48551

-------------------------------------------------------------------------------





*******************
*  Sparking       *                                                   [SPARK10]
*  --Explanation  *
*******************


From what I've found, it appears that the chance to spark is influenced by only
the following factors:
1: Base Difficulty to spark the Ability (as determined by the Spark Tree of the
   Ability you use).
2: Enemy Spark Value.
3: Physical Mastery.
4: Talent.

I know a lot of other things are widely believed to affect your chance to Spark
as well, but I haven't found anything to support that.  It's still possible
they're well-hidden somewhere entirely different, but they're not in the
routines I've found, which are complete.

I'll explain how the game performs a Spark check.  I've simplified and
streamlined the process considerably to make it easier to understand, but I've
only omitted things that are completely obvious (like checking whether you
already know the Ability to determine whether you can still learn it).  The
game checks every Ability that can be Sparked from the Ability you used
until/unless one of the checks succeeds.  Unless stated otherwise, numbers are
normal decimal numbers, not hex.

Step 1: Subtract the Enemy Spark Value from the Base Difficulty to Spark the
Ability according to the Spark Tree of the Ability you chose to use this round.

Step 2: Add 10 to get the actual Difficulty to Spark.

Step 3: Cap Difficulty between 0 and 20, inclusive.  That is, if it's less than
0, set it to 0; if it's more than 20, set it to 20.

Step 4: Use the Difficulty to look up the Chance to Spark on one of the
Difficulty->Chance Tables.  If you currently have Physical Mastery (6+ Physical
Abilities equipped and 0 Magical Abilities equipped), use Table 1.  Otherwise,
use Table 2.

----------

Difficulty->Chance Table 1 (With Physical Mastery): 
00-01-02-03-04-05-06-07-08-09-10-11-12-13-14-15-16-17-18-19-20-Difficulty
40-39-39-37-36-34-31-29-26-23-30-16-13-10-08-05-03-02-01-01-00-Chance

Difficulty->Chance Table 2 (Without Physical Mastery): 
00-01-02-03-04-05-06-07-08-09-10-11-12-13-14-15-16-17-18-19-20-Difficulty
20-19-19-19-18-17-16-15-14-12-25-08-06-05-04-03-02-01-01-01-00-Chance

----------

The pattern break at Difficulty 10 in Tables 1 and 2 is probably an error.
However, it offers the best chance to Spark with Table 2, which is worth
knowing.  You get Difficulty 10 by trying to Spark an Ability whose Difficulty
exactly matches the Spark Value of the enemy.

If Difficulty was 20, then Chance will be 0, meaning it's impossible to Spark
this Ability against this enemy.

Notice that the same Difficulty only gets you about 1/2 the Chance on Table 2
compared to Table 1.  This means that Physical Mastery DOUBLES your chance to
Spark!

Step 5: Check the Spark Talent Chart to see whether you have Talent for the
Ability you're trying to Spark.  If you do, nothing changes, but if you don't
have Talent, then your Chance is now reduced to 1, no matter how high it was!

Step 6: The game now pulls up a semi-random number between 0 and 255.  If this
number is less than Chance, you will Spark this Ability if you act this round.





***************
*  Sparking   *                                                       [SPARK11]
*  --Formula  *
***************


Here's all that again, condensed: 

A = Base Difficulty to Spark Ability
E = Enemy Spark Value
D = actual Difficulty
C = Chance to Spark Ability

(A - E) + 10 = D
0 <= D <= 20
If you have Physical Mastery, convert D->C using Table 1.
If you don't have Physical Mastery, convert D->C using Table 2.
If you don't have Talent, reduce C to 1.
If rand(0...255) < C, Spark succeeds.





********************
*  Sparking        *                                                  [SPARK12]
*  --Observations  *
********************


We learn a few very interesting facts from this:

1: The most Difficult Ability you have any chance to Spark from any enemy is
Enemy Spark Value + 9 (which still only gives a 1/256 Chance).  It is
impossible to Spark anything 10+ more Difficult than the enemy's Spark Value.
For example, don't even bother trying to spark LifeSprinkler from normal
enemies before BR 7--you have no chance.

2: Physical Mastery makes a BIG difference!  It gives you 2x the Chance to
Spark any Ability for which you have Talent.  This may sound like bad news for
anyone who, like me, enjoys using hybrid physical/magical PCs, but there's
actually a nice, positive way to spin it.  You see, we're already accustomed to
Sparking things at the reduced rate.  Now that we know how much of a bonus
Mastery gives, we can just take any spells off while grinding and our PCs will
Spark at double the rate we're used to!  Every cloud has a silver lining, and
all that.  Alternatively, if you are going to grind for Sparks without Mastery,
try to match the Base Difficulty to the Enemy Spark Value.  If they're exactly
the same, you'll get Difficulty 10, which is where the error on Table 2 gives
you the highest chance to spark without Mastery (25/256--about 10%).

3: Talent is HUGELY important!  No matter how easy an Ability is supposed to be
to Spark, if you don't have Talent for it, your maximum Chance to Spark it is
only 1/256 (just 0.4%) per attempt.  We finally know why it's so **** hard for
Liza to learn Sliding!  This means you may want to really think about how badly
you actually want any Ability for which you lack Talent, as it may not be worth
your time to try to learn it.  You still might get lucky and pick it up on the
way to something else, but it's probably better not to focus on anything for
which you lack Talent unless you're willing to spend a lot of extra time
grinding for it and would consider it time well spent (e.g. because you enjoy
the process of grinding, and/or you're accumulating other useful things like
Stat gains, other Sparks, DurahanShields, or Credits at the same time, etc)
whether you eventually succeed in Sparking it or not.

The way Talent works means that you could actually make a strong argument that
Talent for less Difficult Abilities is more valuable than Talent for more
Difficult Abilities.  This is because Talent makes a bigger difference in your
Chance to Spark easier Abilities than it does for the hardest Abilities.  For
example, even with Talent, the best chance you will ever have to Spark
LifeSprinkler against an easy-to-find, normal enemy is 38 (ShadowCounter) - 36
(Kraken/Dullahan/Chimera, etc.) + 10 = 12 Difficulty -> 13/256 (5%) Chance
(with Mastery).  This is 13x your Chance without Talent.  By comparison, Talent
gives you a 40/256 (15.6%) Chance to Spark StunSlash from the same enemy (or
nearly any enemy from BR 4+), which is 40x your Chance without Talent.  Talent
with StunSlash gives you approximately 3x (40 / 13) the maximum bonus to learn
that you get from Talent with LifeSprinkler.  Of course, it's still up to you
how you choose to value each Ability relative to each other--you may consider
LifeSprinkler more valuable than StunSlash (or you may not), so you may prefer
a smaller boost to learning LifeSprinkler over a larger boost to learning
StunSlash.





**************************
*  Personal Spark Trees  *                                            [PSPTR01]
**************************


As explained above, Talent for each specific Sword, Katana, or Martial Arts
Ability makes a huge difference in the average chance-per-attempt to Spark it
in almost all cases in which it is possible to Spark it at all.  While PCs will
occasionally get lucky and Spark non-Talent Abilities, and it is always
possible with enough grinding for any Human PC to eventually Spark any Sword,
Katana, or Martial Arts Ability, non-Talent Abilities take MUCH longer (up to
40x) to Spark than Talent Abilities, on average.  It can therefore be helpful
to cross-reference the Spark Trees with each PC's personal Spark Talent List to
see which Abilities that PC can Spark much more easily, and how.

To that end, I've created the Personal Spark Trees.  The Personal Spark Trees
are in the same format as the full Spark Trees (including both To and From
Lists) and should be read the same way, but have been streamlined for each
specific PC, primarily by removing all Abilities for which that PC lacks Talent
(unless they begin play Knowing them), as well as all of the entries dependent
upon those Abilities.

For PCs who begin play Knowing Sparkable Abilities, I've also removed entries
leading To those Abilities (since they'll already be Known, those entries would
just be unnecessary clutter), and marked those Abilities as "Already Known" in
the From List for the PC.  I left them in the From List so that you can use it
to easily compare the full list of Sparkable Abilities that PC can learn with
relative ease versus the Abilities your PC Knows at any given point, to help
you see which relatively easy Abilities remain to pursue.

For PCs who begin play at different INITs Knowing different combinations of
Sparkable Abilities, I've made a separate Personal Spark Tree for each range of
INITs that gives the PC a different combination of initially-Known Sparkable
Abilities, to make each Personal Spark Tree as specific as possible and
minimize the need for cluttersome notes.  This required me to make a lot more
Personal Spark Trees, but the results should be much easier to read and use.

Also, do note that a few Sparks are so Difficult that even with Talent, your
chance to succeed at them while fighting commonly available, easily repeatable
Enemies is no better than your chance without Talent.  The highest Spark Value
of any commonly available, easily repeatable Enemy is 36 (Kraken / Dullahan /
Chimera, etc.).  With that Spark Value, Talent no longer gives you any benefit
once the Spark Difficulty is 43+ without Physical Mastery, or 44+ with Physical
Mastery.

I've left these high-Difficulty Sparks in the Personal Spark Trees because
there are a few Enemies in the game with Spark Values above 36 (see the Enemy
Spark Values Chart to see which ones), against which these Sparks are still
easier than non-Talent Sparks, but these Enemies are not commonly available and
easily repeatable (except in 2nd Div, for some).  So, bear in mind whenever you
see Sparks of Difficulty 43+ or 44+ in the Personal Spark Trees that they may
not actually be any easier to Spark than non-Talent Abilities except in
extraordinary circumstances.

Further, from Spark Difficulty 27+, the benefit of Talent when fighting the
highest-value commonly available, easily repeatable Enemies gradually
decreases.  Until Difficulty reaches the 43+ or 44+ mentioned above, Talent
will still make a huge Difference (from 2x to 40x chance without Talent), but
the higher the Difficulty goes above 26, the longer the Ability will take to
Spark, on average, against these Enemies, even with Talent.

All the way from Spark Difficulty 26 to 35, the rate of decline is rather slow,
such that the total drop in chance with Talent between those two points is only
about 40%.  At Difficulty 36, you hit the sweet spot and chance actually
increases, but then from 37+, the rate of decline is much faster.  From Spark
Difficulty 37+, every point of Difficulty starts to make a big difference in
how long the Spark will take to succeed against the highest-value commonly
available, easily repeatable Enemies, even with Talent.

As a final note, please bear in mind: I compiled the Personal Spark Trees by
hand, and the process involved a great many opportunities for human error, even
compared to many of the other difficult things I've done for this Guide.  As
always, I tried very hard to be careful, but this was a whole lot of work, and
there's no good way to double-check it short of doing it all over again from
scratch and comparing the two (which I don't plan to do any time soon--I've
spent far too much time on this already).  I don't think I made any mistakes,
but realistically, it would be quite a feat for anyone to get through all this
without making any.

Because the Personal Spark Trees sets are long and there are quite a lot of
them, I've made a list of jump codes to help you quickly reach the one you're
looking for.  I put these here instead of in the Main Table of Contents to
avoid bloating the Main Table of Contents with them.

The Personal Spark Trees are listed here in alphabetical order by the name of
the PC, then in increasing order by INIT.  Although one of the Personal Spark
Trees sets applies to three different PCs (Asellus (own Scenario), Emelia
(other Scenario), and Mei-ling) and another applies to two different PCs (Blue
and Rouge), I list each of those PCs separately here to make them easier to
find.

If the PC you're looking for has different Personal Spark Trees at different
INITs (as many of them do), check the PC Initial Data section to determine
which INIT you have.  Also, be aware that Asellus and Emelia have different
Personal Spark Trees depending on whether they are in their own Scenario versus
any other Scenario.

Finally, remember that each Personal Spark Trees set contains two Lists.  The
jump code will take you to the top of the "To" List; simply scroll down from
there to find the "From" List.

Here's the list of Personal Spark Trees and jump codes:

Annie's INIT 1 Personal Spark Trees...................................[PSPTR02]
Annie's INIT 2 Personal Spark Trees...................................[PSPTR03]
Annie's INIT 3 Personal Spark Trees...................................[PSPTR04]
Annie's INIT 4 Personal Spark Trees...................................[PSPTR05]
Asellus (other Scenario)'s INIT 1 Personal Spark Trees................[PSPTR06]
Asellus (other Scenario)'s INIT 2--3 Personal Spark Trees.............[PSPTR07]
Asellus (other Scenario)'s INIT 4 Personal Spark Trees................[PSPTR08]
Asellus (own Scenario)'s Personal Spark Trees.........................[PSPTR09]
Blue's Personal Spark Trees...........................................[PSPTR10]
Capt.Hamilton's Personal Spark Trees..................................[PSPTR11]
Doll's Personal Spark Trees...........................................[PSPTR12]
Emelia (other Scenario)'s Personal Spark Trees........................[PSPTR09]
Emelia (own Scenario, with Costumes)'s Personal Spark Trees...........[PSPTR13]
Fei-on's INIT 1 Personal Spark Trees..................................[PSPTR14]
Fei-on's INIT 2 Personal Spark Trees..................................[PSPTR15]
Fei-on's INIT 3 Personal Spark Trees..................................[PSPTR16]
Fei-on's INIT 4 Personal Spark Trees..................................[PSPTR17]
Fuse's INIT 1 Personal Spark Trees....................................[PSPTR18]
Fuse's INIT 2 Personal Spark Trees....................................[PSPTR19]
Fuse's INIT 3--4 Personal Spark Trees.................................[PSPTR20]
Gen's INIT 1--2 Personal Spark Trees..................................[PSPTR21]
Gen's INIT 3--4 Personal Spark Trees..................................[PSPTR22]
Liza's INIT 1 Personal Spark Trees....................................[PSPTR23]
Liza's INIT 2 Personal Spark Trees....................................[PSPTR24]
Liza's INIT 3--4 Personal Spark Trees.................................[PSPTR25]
Lute's INIT 1--2 Personal Spark Trees.................................[PSPTR26]
Lute's INIT 3 Personal Spark Trees....................................[PSPTR27]
Lute's INIT 4 Personal Spark Trees....................................[PSPTR28]
Mei-ling's Personal Spark Trees.......................................[PSPTR09]
Red's INIT 1 Personal Spark Trees.....................................[PSPTR29]
Red's INIT 2--4 Personal Spark Trees..................................[PSPTR30]
Roufas's INIT 1 Personal Spark Trees..................................[PSPTR31]
Roufas's INIT 2 Personal Spark Trees..................................[PSPTR32]
Roufas's INIT 3 Personal Spark Trees..................................[PSPTR33]
Roufas's INIT 4 Personal Spark Trees..................................[PSPTR34]
Rouge's Personal Spark Trees..........................................[PSPTR10]





*******************************************
*  Personal Spark Trees                   *                           [PSPTR02]
*  --Annie's INIT 1 Personal Spark Trees  *
*******************************************


At INIT 2+, Annie begins play Knowing HardSlash and Thrust, even though she
lacks Talent for them.  At INIT 1, her lack of Talent for them will make them
very difficult to learn (and I have removed them, accordingly).

Annie technically also lacks Talent for StunSlash and DoubleSlash, but she
always begins playing Knowing them, so this is just trivia.

-------------------------------------------------------------------------------

                  Annie's INIT 1 Personal Spark Trees To List
                                 by Zaraktheus

Slash
  ->         Smash | 14
  ->       Deflect | 17
  ->     BearCrush | 24
  ->       DeadEnd | 27
  ->    RisingNova | 43

StunSlash
  ->       Deflect | 16

DoubleSlash
  ->         Smash | 10
  ->       Deflect | 15
  ->     BearCrush | 22

Smash
  ->       Deflect | 17
  ->     BearCrush | 20
  ->       DeadEnd | 25

BearCrush
  ->       Deflect | 21
  -> RosarioImpale | 37

DeadEnd
  ->       Deflect | 23
  -> RosarioImpale | 30

Asura
  ->       Deflect | 20

Katana
  -> ShadowCounter | 21

Punch
  ->          Kick |  3
  ->          Chop |  8
  ->       Sliding | 12
  -> RollingCradle | 15
  ->      SwayBack | 12
  ->      Backfist | 18
  ->    DragonTurn | 20
  ->    SkyTwister | 40

Kick
  ->       Sliding |  6
  ->      SwayBack | 12
  ->  BabelCrumble | 27
  ->    SkyTwister | 37

Chop
  ->      SwayBack | 12
  ->      Backfist | 14
  ->    DragonTurn | 20

Sliding
  ->      SwayBack | 12
  ->  BabelCrumble | 24
  ->    DragonTurn | 25

RollingCradle
  ->    DragonTurn | 24

Backfist
  ->      SwayBack | 11
  ->    DragonTurn | 24

Suplex
  -> RollingCradle | 15
  ->  BabelCrumble | 23
  ->   LocomotionG | 20
  ->    DragonTurn | 22

BabelCrumble
  ->       Sliding |  9
  -> RollingCradle | 10
  ->      SwayBack | 12
  ->        Suplex | 32
  ->    DragonTurn | 17
  ->    SkyTwister | 37

LocomotionG
  ->        Suplex | 14
  ->  BabelCrumble | 24
  ->    DragonTurn | 20

-------------------------------------------------------------------------------

                 Annie's INIT 1 Personal Spark Trees From List
                                 by Zaraktheus

StunSlash                   *Already Known

DoubleSlash                 *Already Known

Smash
  <-   DoubleSlash | 10
  <-         Slash | 14

Deflect
  <-   DoubleSlash | 15
  <-     StunSlash | 16
  <-         Slash | 17
  <-         Smash | 17
  <-         Asura | 20
  <-     BearCrush | 21
  <-       DeadEnd | 23

BearCrush
  <-         Smash | 20
  <-   DoubleSlash | 22
  <-         Slash | 24

DeadEnd
  <-         Smash | 25
  <-         Slash | 27

RisingNova
  <-         Slash | 43

RosarioImpale
  <-       DeadEnd | 30
  <-     BearCrush | 37

ShadowCounter
  <-        Katana | 21

Kick
  <-         Punch |  3

Chop
  <-         Punch |  8

Sliding
  <-          Kick |  6
  <-  BabelCrumble |  9
  <-         Punch | 12

RollingCradle
  <-  BabelCrumble | 10
  <-         Punch | 15
  <-        Suplex | 15

SwayBack
  <-      Backfist | 11
  <-  BabelCrumble | 12
  <-          Chop | 12
  <-          Kick | 12
  <-         Punch | 12
  <-       Sliding | 12

Backfist
  <-          Chop | 14
  <-         Punch | 18

Suplex
  <-   LocomotionG | 14
  <-  BabelCrumble | 32

BabelCrumble
  <-        Suplex | 23
  <-   LocomotionG | 24
  <-       Sliding | 24
  <-          Kick | 27

LocomotionG
  <-        Suplex | 20

DragonTurn
  <-  BabelCrumble | 17
  <-          Chop | 20
  <-   LocomotionG | 20
  <-         Punch | 20
  <-        Suplex | 22
  <-      Backfist | 24
  <- RollingCradle | 24
  <-       Sliding | 25

SkyTwister
  <-  BabelCrumble | 37
  <-          Kick | 37
  <-         Punch | 40

-------------------------------------------------------------------------------





*******************************************
*  Personal Spark Trees                   *                           [PSPTR03]
*  --Annie's INIT 2 Personal Spark Trees  *
*******************************************


At INIT 2+, Annie begins play Knowing HardSlash and Thrust, even though she
lacks Talent for them.  At INIT 1, her lack of Talent for them will make them
very difficult to learn (and I have removed them, accordingly).

Annie technically also lacks Talent for StunSlash and DoubleSlash, but she
always begins playing Knowing them, so this is just trivia.

-------------------------------------------------------------------------------

                  Annie's INIT 2 Personal Spark Trees To List
                                 by Zaraktheus

Slash
  ->         Smash | 14
  ->       Deflect | 17
  ->     BearCrush | 24
  ->       DeadEnd | 27
  ->    RisingNova | 43

StunSlash
  ->       Deflect | 16

DoubleSlash
  ->         Smash | 10
  ->       Deflect | 15
  ->     BearCrush | 22

HardSlash
  ->         Smash | 10
  ->     BearCrush | 22

Thrust
  ->       DeadEnd | 21

Smash
  ->       Deflect | 17
  ->     BearCrush | 20
  ->       DeadEnd | 25

BearCrush
  ->       Deflect | 21
  -> RosarioImpale | 37

DeadEnd
  ->       Deflect | 23
  -> RosarioImpale | 30

Asura
  ->       Deflect | 20

Katana
  -> ShadowCounter | 21

Punch
  ->          Kick |  3
  ->          Chop |  8
  ->       Sliding | 12
  -> RollingCradle | 15
  ->      SwayBack | 12
  ->      Backfist | 18
  ->    DragonTurn | 20
  ->    SkyTwister | 40

Kick
  ->       Sliding |  6
  ->      SwayBack | 12
  ->  BabelCrumble | 27
  ->    SkyTwister | 37

Chop
  ->      SwayBack | 12
  ->      Backfist | 14
  ->    DragonTurn | 20

Sliding
  ->      SwayBack | 12
  ->  BabelCrumble | 24
  ->    DragonTurn | 25

RollingCradle
  ->    DragonTurn | 24

Backfist
  ->      SwayBack | 11
  ->    DragonTurn | 24

Suplex
  -> RollingCradle | 15
  ->  BabelCrumble | 23
  ->   LocomotionG | 20
  ->    DragonTurn | 22

BabelCrumble
  ->       Sliding |  9
  -> RollingCradle | 10
  ->      SwayBack | 12
  ->        Suplex | 32
  ->    DragonTurn | 17
  ->    SkyTwister | 37

LocomotionG
  ->        Suplex | 14
  ->  BabelCrumble | 24
  ->    DragonTurn | 20

-------------------------------------------------------------------------------

                 Annie's INIT 2 Personal Spark Trees From List
                                 by Zaraktheus

StunSlash                   *Already Known

DoubleSlash                 *Already Known

HardSlash                   *Already Known

Thrust                      *Already Known

Smash
  <-   DoubleSlash | 10
  <-     HardSlash | 10
  <-         Slash | 14

Deflect
  <-   DoubleSlash | 15
  <-     StunSlash | 16
  <-         Slash | 17
  <-         Smash | 17
  <-         Asura | 20
  <-     BearCrush | 21
  <-       DeadEnd | 23

BearCrush
  <-         Smash | 20
  <-   DoubleSlash | 22
  <-     HardSlash | 22
  <-         Slash | 24

DeadEnd
  <-        Thrust | 21
  <-         Smash | 25
  <-         Slash | 27

RisingNova
  <-         Slash | 43

RosarioImpale
  <-       DeadEnd | 30
  <-     BearCrush | 37

ShadowCounter
  <-        Katana | 21

Kick
  <-         Punch |  3

Chop
  <-         Punch |  8

Sliding
  <-          Kick |  6
  <-  BabelCrumble |  9
  <-         Punch | 12

RollingCradle
  <-  BabelCrumble | 10
  <-         Punch | 15
  <-        Suplex | 15

SwayBack
  <-      Backfist | 11
  <-  BabelCrumble | 12
  <-          Chop | 12
  <-          Kick | 12
  <-         Punch | 12
  <-       Sliding | 12

Backfist
  <-          Chop | 14
  <-         Punch | 18

Suplex
  <-   LocomotionG | 14
  <-  BabelCrumble | 32

BabelCrumble
  <-        Suplex | 23
  <-   LocomotionG | 24
  <-       Sliding | 24
  <-          Kick | 27

LocomotionG
  <-        Suplex | 20

DragonTurn
  <-  BabelCrumble | 17
  <-          Chop | 20
  <-   LocomotionG | 20
  <-         Punch | 20
  <-        Suplex | 22
  <-      Backfist | 24
  <- RollingCradle | 24
  <-       Sliding | 25

SkyTwister
  <-  BabelCrumble | 37
  <-          Kick | 37
  <-         Punch | 40

-------------------------------------------------------------------------------





*******************************************
*  Personal Spark Trees                   *                           [PSPTR04]
*  --Annie's INIT 3 Personal Spark Trees  *
*******************************************


At INIT 2+, Annie begins play Knowing HardSlash and Thrust, even though she
lacks Talent for them.  At INIT 1, her lack of Talent for them will make them
very difficult to learn (and I have removed them, accordingly).

Annie technically also lacks Talent for StunSlash and DoubleSlash, but she
always begins playing Knowing them, so this is just trivia.

-------------------------------------------------------------------------------

                  Annie's INIT 3 Personal Spark Trees To List
                                 by Zaraktheus

Slash
  ->       Deflect | 17
  ->     BearCrush | 24
  ->       DeadEnd | 27
  ->    RisingNova | 43

StunSlash
  ->       Deflect | 16

DoubleSlash
  ->       Deflect | 15
  ->     BearCrush | 22

HardSlash
  ->     BearCrush | 22

Thrust
  ->       DeadEnd | 21

Smash
  ->       Deflect | 17
  ->     BearCrush | 20
  ->       DeadEnd | 25

BearCrush
  ->       Deflect | 21
  -> RosarioImpale | 37

DeadEnd
  ->       Deflect | 23
  -> RosarioImpale | 30

Asura
  ->       Deflect | 20

Katana
  -> ShadowCounter | 21

Punch
  ->          Kick |  3
  ->          Chop |  8
  ->       Sliding | 12
  -> RollingCradle | 15
  ->      SwayBack | 12
  ->      Backfist | 18
  ->    DragonTurn | 20
  ->    SkyTwister | 40

Kick
  ->       Sliding |  6
  ->      SwayBack | 12
  ->  BabelCrumble | 27
  ->    SkyTwister | 37

Chop
  ->      SwayBack | 12
  ->      Backfist | 14
  ->    DragonTurn | 20

Sliding
  ->      SwayBack | 12
  ->  BabelCrumble | 24
  ->    DragonTurn | 25

RollingCradle
  ->    DragonTurn | 24

Backfist
  ->      SwayBack | 11
  ->    DragonTurn | 24

Suplex
  -> RollingCradle | 15
  ->  BabelCrumble | 23
  ->   LocomotionG | 20
  ->    DragonTurn | 22

BabelCrumble
  ->       Sliding |  9
  -> RollingCradle | 10
  ->      SwayBack | 12
  ->        Suplex | 32
  ->    DragonTurn | 17
  ->    SkyTwister | 37

LocomotionG
  ->        Suplex | 14
  ->  BabelCrumble | 24
  ->    DragonTurn | 20

-------------------------------------------------------------------------------

                 Annie's INIT 3 Personal Spark Trees From List
                                 by Zaraktheus

StunSlash                   *Already Known

DoubleSlash                 *Already Known

HardSlash                   *Already Known

Thrust                      *Already Known

Smash                       *Already Known

Deflect
  <-   DoubleSlash | 15
  <-     StunSlash | 16
  <-         Slash | 17
  <-         Smash | 17
  <-         Asura | 20
  <-     BearCrush | 21
  <-       DeadEnd | 23

BearCrush
  <-         Smash | 20
  <-   DoubleSlash | 22
  <-     HardSlash | 22
  <-         Slash | 24

DeadEnd
  <-        Thrust | 21
  <-         Smash | 25
  <-         Slash | 27

RisingNova
  <-         Slash | 43

RosarioImpale
  <-       DeadEnd | 30
  <-     BearCrush | 37

ShadowCounter
  <-        Katana | 21

Kick
  <-         Punch |  3

Chop
  <-         Punch |  8

Sliding
  <-          Kick |  6
  <-  BabelCrumble |  9
  <-         Punch | 12

RollingCradle
  <-  BabelCrumble | 10
  <-         Punch | 15
  <-        Suplex | 15

SwayBack
  <-      Backfist | 11
  <-  BabelCrumble | 12
  <-          Chop | 12
  <-          Kick | 12
  <-         Punch | 12
  <-       Sliding | 12

Backfist
  <-          Chop | 14
  <-         Punch | 18

Suplex
  <-   LocomotionG | 14
  <-  BabelCrumble | 32

BabelCrumble
  <-        Suplex | 23
  <-   LocomotionG | 24
  <-       Sliding | 24
  <-          Kick | 27

LocomotionG
  <-        Suplex | 20

DragonTurn
  <-  BabelCrumble | 17
  <-          Chop | 20
  <-   LocomotionG | 20
  <-         Punch | 20
  <-        Suplex | 22
  <-      Backfist | 24
  <- RollingCradle | 24
  <-       Sliding | 25

SkyTwister
  <-  BabelCrumble | 37
  <-          Kick | 37
  <-         Punch | 40

-------------------------------------------------------------------------------





*******************************************
*  Personal Spark Trees                   *                           [PSPTR05]
*  --Annie's INIT 4 Personal Spark Trees  *
*******************************************


At INIT 2+, Annie begins play Knowing HardSlash and Thrust, even though she
lacks Talent for them.  At INIT 1, her lack of Talent for them will make them
very difficult to learn (and I have removed them, accordingly).

Annie technically also lacks Talent for StunSlash and DoubleSlash, but she
always begins playing Knowing them, so this is just trivia.

-------------------------------------------------------------------------------

                  Annie's INIT 4 Personal Spark Trees To List
                                 by Zaraktheus

Slash
  ->     BearCrush | 24
  ->       DeadEnd | 27
  ->    RisingNova | 43

DoubleSlash
  ->     BearCrush | 22

HardSlash
  ->     BearCrush | 22

Thrust
  ->       DeadEnd | 21

Smash
  ->     BearCrush | 20
  ->       DeadEnd | 25

BearCrush
  -> RosarioImpale | 37

DeadEnd
  -> RosarioImpale | 30

Katana
  -> ShadowCounter | 21

Punch
  ->          Kick |  3
  ->          Chop |  8
  ->       Sliding | 12
  -> RollingCradle | 15
  ->      SwayBack | 12
  ->      Backfist | 18
  ->    DragonTurn | 20
  ->    SkyTwister | 40

Kick
  ->       Sliding |  6
  ->      SwayBack | 12
  ->  BabelCrumble | 27
  ->    SkyTwister | 37

Chop
  ->      SwayBack | 12
  ->      Backfist | 14
  ->    DragonTurn | 20

Sliding
  ->      SwayBack | 12
  ->  BabelCrumble | 24
  ->    DragonTurn | 25

RollingCradle
  ->    DragonTurn | 24

Backfist
  ->      SwayBack | 11
  ->    DragonTurn | 24

Suplex
  -> RollingCradle | 15
  ->  BabelCrumble | 23
  ->   LocomotionG | 20
  ->    DragonTurn | 22

BabelCrumble
  ->       Sliding |  9
  -> RollingCradle | 10
  ->      SwayBack | 12
  ->        Suplex | 32
  ->    DragonTurn | 17
  ->    SkyTwister | 37

LocomotionG
  ->        Suplex | 14
  ->  BabelCrumble | 24
  ->    DragonTurn | 20

-------------------------------------------------------------------------------

                 Annie's INIT 4 Personal Spark Trees From List
                                 by Zaraktheus

StunSlash                   *Already Known

DoubleSlash                 *Already Known

HardSlash                   *Already Known

Thrust                      *Already Known

Smash                       *Already Known

Deflect                     *Already Known

BearCrush
  <-         Smash | 20
  <-   DoubleSlash | 22
  <-     HardSlash | 22
  <-         Slash | 24

DeadEnd
  <-        Thrust | 21
  <-         Smash | 25
  <-         Slash | 27

RisingNova
  <-         Slash | 43

RosarioImpale
  <-       DeadEnd | 30
  <-     BearCrush | 37

ShadowCounter
  <-        Katana | 21

Kick
  <-         Punch |  3

Chop
  <-         Punch |  8

Sliding
  <-          Kick |  6
  <-  BabelCrumble |  9
  <-         Punch | 12

RollingCradle
  <-  BabelCrumble | 10
  <-         Punch | 15
  <-        Suplex | 15

SwayBack
  <-      Backfist | 11
  <-  BabelCrumble | 12
  <-          Chop | 12
  <-          Kick | 12
  <-         Punch | 12
  <-       Sliding | 12

Backfist
  <-          Chop | 14
  <-         Punch | 18

Suplex
  <-   LocomotionG | 14
  <-  BabelCrumble | 32

BabelCrumble
  <-        Suplex | 23
  <-   LocomotionG | 24
  <-       Sliding | 24
  <-          Kick | 27

LocomotionG
  <-        Suplex | 20

DragonTurn
  <-  BabelCrumble | 17
  <-          Chop | 20
  <-   LocomotionG | 20
  <-         Punch | 20
  <-        Suplex | 22
  <-      Backfist | 24
  <- RollingCradle | 24
  <-       Sliding | 25

SkyTwister
  <-  BabelCrumble | 37
  <-          Kick | 37
  <-         Punch | 40

-------------------------------------------------------------------------------





**************************************************************
*  Personal Spark Trees                                      *        [PSPTR06]
*  --Asellus (other Scenario)'s INIT 1 Personal Spark Trees  *
**************************************************************


-------------------------------------------------------------------------------

        Asellus (other Scenario)'s INIT 1 Personal Spark Trees To List
                                 by Zaraktheus

Slash
  ->   DoubleSlash |  8
  ->     HardSlash | 12
  ->        Thrust | 13
  ->  SwallowSwing | 17
  ->    WheelSlash | 20
  ->       Deflect | 17
  ->       DeadEnd | 27
  ->  TripleThrust | 33
  ->        Kasumi | 26
  ->      NoMoment | 38
  ->     GaleSlash | 24
  ->    RisingNova | 43

StunSlash
  ->   DoubleSlash |  8
  ->  SwallowSwing | 14
  -> ThunderThrust | 13
  ->    WheelSlash | 18
  ->       Deflect | 16
  ->        Kasumi | 25
  ->     GaleSlash | 23

DoubleSlash
  ->     HardSlash |  9
  ->  SwallowSwing | 12
  ->       Deflect | 15
  ->        Kasumi | 25
  ->     GaleSlash | 23

HardSlash
  ->      NoMoment | 34

Thrust
  -> ThunderThrust | 16
  ->       DeadEnd | 21
  ->  TripleThrust | 29

SwallowSwing
  ->       Deflect | 21
  ->     GaleSlash | 15

ThunderThrust
  ->       Deflect | 14
  ->       DeadEnd | 23
  ->  TripleThrust | 27
  ->        Kasumi | 24
  -> RosarioImpale | 34

WheelSlash
  -> Haze-to-Wheel | 36

DeadEnd
  ->       Deflect | 23
  -> RosarioImpale | 30

TripleThrust
  ->       Deflect | 16
  -> RosarioImpale | 38

NoMoment
  ->        Kasumi | 22

GaleSlash
  ->       Deflect | 13

Asura
  ->       Deflect | 20

Katana
  ->   DoubleSlash |  7
  ->     HardSlash | 11
  ->        Thrust | 12
  ->  SwallowSwing | 16
  ->    WheelSlash | 19
  ->  TripleThrust | 32
  ->        Kasumi | 26
  ->      NoMoment | 36
  ->     GaleSlash | 23
  ->  MoonlightCut | 27
  -> ShadowCounter | 21

MoonlightCut
  ->      NoMoment | 38
  ->        Kasumi | 25
  -> ShadowCounter | 17

ShadowCounter
  ->  TripleThrust | 31
  ->        Kasumi | 26
  ->  MoonlightCut | 22

Punch
  ->          Kick |  3
  ->      AirThrow | 10
  ->          Chop |  8
  ->       Sliding | 12
  -> RollingCradle | 15
  ->          Fist | 16
  -> Rotation Kick | 26
  ->  TriangleKick | 34
  ->       OgreRun | 32
  ->    DragonTurn | 20
  ->     Corkscrew | 42

Kick
  ->      AirThrow | 10
  ->       Sliding |  6
  -> Rotation Kick | 17
  ->  TriangleKick | 25
  ->     Corkscrew | 41

AirThrow
  -> RollingCradle |  8
  ->        Suplex | 13
  ->    DragonTurn | 18

Chop
  ->    DragonTurn | 20

Sliding
  -> Rotation Kick | 16
  ->  TriangleKick | 29
  ->    DragonTurn | 25
  ->     Corkscrew | 36

RollingCradle
  ->    DragonTurn | 24

Fist
  ->    DragonTurn | 22

Rotation Kick
  ->       Sliding | 12
  ->  TriangleKick | 29
  ->       OgreRun | 30
  ->     Corkscrew | 38

Suplex
  -> RollingCradle | 15
  ->    DragonTurn | 22

TriangleKick
  -> Rotation Kick | 23
  ->       OgreRun | 35
  ->     Corkscrew | 39

OgreRun
  ->    DragonTurn | 17
  ->     Corkscrew | 38

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Deflect
  ->        Kasumi | 30

Kasumi
  ->       Godless | 33

-------------------------------------------------------------------------------

       Asellus (other Scenario)'s INIT 1 Personal Spark Trees From List
                                 by Zaraktheus

StunSlash                   *Already Known

DoubleSlash
  <-        Katana |  7
  <-         Slash |  8
  <-     StunSlash |  8

HardSlash
  <-   DoubleSlash |  9
  <-        Katana | 11
  <-         Slash | 12

Thrust
  <-        Katana | 12
  <-         Slash | 13

SwallowSwing
  <-   DoubleSlash | 12
  <-     StunSlash | 14
  <-        Katana | 16
  <-         Slash | 17

ThunderThrust
  <-     StunSlash | 13
  <-        Thrust | 16

WheelSlash
  <-     StunSlash | 18
  <-        Katana | 19
  <-         Slash | 20

Deflect
  <-     GaleSlash | 13
  <- ThunderThrust | 14
  <-   DoubleSlash | 15
  <-     StunSlash | 16
  <-  TripleThrust | 16
  <-         Slash | 17
  <-         Asura | 20
  <-  SwallowSwing | 21
  <-       DeadEnd | 23

DeadEnd
  <-        Thrust | 21
  <- ThunderThrust | 23
  <-         Slash | 27

TripleThrust
  <- ThunderThrust | 27
  <-        Thrust | 29
  <- ShadowCounter | 31
  <-        Katana | 32
  <-         Slash | 33

Kasumi
  <-      NoMoment | 22
  <- ThunderThrust | 24
  <-   DoubleSlash | 25
  <-  MoonlightCut | 25
  <-     StunSlash | 25
  <-        Katana | 26
  <- ShadowCounter | 26
  <-         Slash | 26
  <-      *Deflect | 30
* If you have Deflect equipped, this is checked once each time you use any of
  the normal Sword or Katana Abilities.  It has nothing to do with whether or
  how many times the PC actually uses Deflect.

NoMoment
  <-     HardSlash | 34
  <-        Katana | 36
  <-  MoonlightCut | 38
  <-         Slash | 38

GaleSlash
  <-  SwallowSwing | 15
  <-   DoubleSlash | 23
  <-        Katana | 23
  <-     StunSlash | 23
  <-         Slash | 24

RisingNova
  <-         Slash | 43

RosarioImpale
  <-       DeadEnd | 30
  <- ThunderThrust | 34
  <-  TripleThrust | 38

Haze-to-Wheel
  <-    WheelSlash | 36

Godless
  <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
  the normal Sword or Katana Abilities.  It has nothing to do with whether or
  how many times the PC actually uses Kasumi.

MoonlightCut
  <- ShadowCounter | 22
  <-        Katana | 27

ShadowCounter
  <-  MoonlightCut | 17
  <-        Katana | 21

Kick
  <-         Punch |  3

AirThrow
  <-          Kick | 10
  <-         Punch | 10

Chop
  <-         Punch |  8

Sliding
  <-          Kick |  6
  <-         Punch | 12
  <- Rotation Kick | 12

RollingCradle
  <-      AirThrow |  8
  <-         Punch | 15
  <-        Suplex | 15

Fist
  <-         Punch | 16

Rotation Kick
  <-       Sliding | 16
  <-          Kick | 17
  <-  TriangleKick | 23
  <-         Punch | 26

Suplex
  <-      AirThrow | 13

TriangleKick
  <-          Kick | 25
  <- Rotation Kick | 29
  <-       Sliding | 29
  <-         Punch | 34

OgreRun
  <- Rotation Kick | 30
  <-         Punch | 32
  <-  TriangleKick | 35

DragonTurn
  <-       OgreRun | 17
  <-      AirThrow | 18
  <-          Chop | 20
  <-         Punch | 20
  <-          Fist | 22
  <-        Suplex | 22
  <- RollingCradle | 24
  <-       Sliding | 25

Corkscrew
  <-       Sliding | 36
  <-       OgreRun | 38
  <- Rotation Kick | 38
  <-  TriangleKick | 39
  <-          Kick | 41
  <-         Punch | 42

-------------------------------------------------------------------------------





*****************************************************************
*  Personal Spark Trees                                         *     [PSPTR07]
*  --Asellus (other Scenario)'s INIT 2--3 Personal Spark Trees  *
*****************************************************************


-------------------------------------------------------------------------------

       Asellus (other Scenario)'s INIT 2--3 Personal Spark Trees To List
                                 by Zaraktheus

Slash
  ->     HardSlash | 12
  ->        Thrust | 13
  ->  SwallowSwing | 17
  ->    WheelSlash | 20
  ->       Deflect | 17
  ->       DeadEnd | 27
  ->  TripleThrust | 33
  ->        Kasumi | 26
  ->      NoMoment | 38
  ->     GaleSlash | 24
  ->    RisingNova | 43

StunSlash
  ->  SwallowSwing | 14
  -> ThunderThrust | 13
  ->    WheelSlash | 18
  ->       Deflect | 16
  ->        Kasumi | 25
  ->     GaleSlash | 23

DoubleSlash
  ->     HardSlash |  9
  ->  SwallowSwing | 12
  ->       Deflect | 15
  ->        Kasumi | 25
  ->     GaleSlash | 23

HardSlash
  ->      NoMoment | 34

Thrust
  -> ThunderThrust | 16
  ->       DeadEnd | 21
  ->  TripleThrust | 29

SwallowSwing
  ->       Deflect | 21
  ->     GaleSlash | 15

ThunderThrust
  ->       Deflect | 14
  ->       DeadEnd | 23
  ->  TripleThrust | 27
  ->        Kasumi | 24
  -> RosarioImpale | 34

WheelSlash
  -> Haze-to-Wheel | 36

DeadEnd
  ->       Deflect | 23
  -> RosarioImpale | 30

TripleThrust
  ->       Deflect | 16
  -> RosarioImpale | 38

NoMoment
  ->        Kasumi | 22

GaleSlash
  ->       Deflect | 13

Asura
  ->       Deflect | 20

Katana
  ->     HardSlash | 11
  ->        Thrust | 12
  ->  SwallowSwing | 16
  ->    WheelSlash | 19
  ->  TripleThrust | 32
  ->        Kasumi | 26
  ->      NoMoment | 36
  ->     GaleSlash | 23
  ->  MoonlightCut | 27
  -> ShadowCounter | 21

MoonlightCut
  ->      NoMoment | 38
  ->        Kasumi | 25
  -> ShadowCounter | 17

ShadowCounter
  ->  TripleThrust | 31
  ->        Kasumi | 26
  ->  MoonlightCut | 22

Punch
  ->          Kick |  3
  ->      AirThrow | 10
  ->          Chop |  8
  ->       Sliding | 12
  -> RollingCradle | 15
  ->          Fist | 16
  -> Rotation Kick | 26
  ->  TriangleKick | 34
  ->       OgreRun | 32
  ->    DragonTurn | 20
  ->     Corkscrew | 42

Kick
  ->      AirThrow | 10
  ->       Sliding |  6
  -> Rotation Kick | 17
  ->  TriangleKick | 25
  ->     Corkscrew | 41

AirThrow
  -> RollingCradle |  8
  ->        Suplex | 13
  ->    DragonTurn | 18

Chop
  ->    DragonTurn | 20

Sliding
  -> Rotation Kick | 16
  ->  TriangleKick | 29
  ->    DragonTurn | 25
  ->     Corkscrew | 36

RollingCradle
  ->    DragonTurn | 24

Fist
  ->    DragonTurn | 22

Rotation Kick
  ->       Sliding | 12
  ->  TriangleKick | 29
  ->       OgreRun | 30
  ->     Corkscrew | 38

Suplex
  -> RollingCradle | 15
  ->    DragonTurn | 22

TriangleKick
  -> Rotation Kick | 23
  ->       OgreRun | 35
  ->     Corkscrew | 39

OgreRun
  ->    DragonTurn | 17
  ->     Corkscrew | 38

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Deflect
  ->        Kasumi | 30

Kasumi
  ->       Godless | 33

-------------------------------------------------------------------------------

      Asellus (other Scenario)'s INIT 2--3 Personal Spark Trees From List
                                 by Zaraktheus

StunSlash                   *Already Known

DoubleSlash                 *Already Known

HardSlash
  <-   DoubleSlash |  9
  <-        Katana | 11
  <-         Slash | 12

Thrust
  <-        Katana | 12
  <-         Slash | 13

SwallowSwing
  <-   DoubleSlash | 12
  <-     StunSlash | 14
  <-        Katana | 16
  <-         Slash | 17

ThunderThrust
  <-     StunSlash | 13
  <-        Thrust | 16

WheelSlash
  <-     StunSlash | 18
  <-        Katana | 19
  <-         Slash | 20

Deflect
  <-     GaleSlash | 13
  <- ThunderThrust | 14
  <-   DoubleSlash | 15
  <-     StunSlash | 16
  <-  TripleThrust | 16
  <-         Slash | 17
  <-         Asura | 20
  <-  SwallowSwing | 21
  <-       DeadEnd | 23

DeadEnd
  <-        Thrust | 21
  <- ThunderThrust | 23
  <-         Slash | 27

TripleThrust
  <- ThunderThrust | 27
  <-        Thrust | 29
  <- ShadowCounter | 31
  <-        Katana | 32
  <-         Slash | 33

Kasumi
  <-      NoMoment | 22
  <- ThunderThrust | 24
  <-   DoubleSlash | 25
  <-  MoonlightCut | 25
  <-     StunSlash | 25
  <-        Katana | 26
  <- ShadowCounter | 26
  <-         Slash | 26
  <-      *Deflect | 30
* If you have Deflect equipped, this is checked once each time you use any of
  the normal Sword or Katana Abilities.  It has nothing to do with whether or
  how many times the PC actually uses Deflect.

NoMoment
  <-     HardSlash | 34
  <-        Katana | 36
  <-  MoonlightCut | 38
  <-         Slash | 38

GaleSlash
  <-  SwallowSwing | 15
  <-   DoubleSlash | 23
  <-        Katana | 23
  <-     StunSlash | 23
  <-         Slash | 24

RisingNova
  <-         Slash | 43

RosarioImpale
  <-       DeadEnd | 30
  <- ThunderThrust | 34
  <-  TripleThrust | 38

Haze-to-Wheel
  <-    WheelSlash | 36

Godless
  <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
  the normal Sword or Katana Abilities.  It has nothing to do with whether or
  how many times the PC actually uses Kasumi.

MoonlightCut
  <- ShadowCounter | 22
  <-        Katana | 27

ShadowCounter
  <-  MoonlightCut | 17
  <-        Katana | 21

Kick
  <-         Punch |  3

AirThrow
  <-          Kick | 10
  <-         Punch | 10

Chop
  <-         Punch |  8

Sliding
  <-          Kick |  6
  <-         Punch | 12
  <- Rotation Kick | 12

RollingCradle
  <-      AirThrow |  8
  <-         Punch | 15
  <-        Suplex | 15

Fist
  <-         Punch | 16

Rotation Kick
  <-       Sliding | 16
  <-          Kick | 17
  <-  TriangleKick | 23
  <-         Punch | 26

Suplex
  <-      AirThrow | 13

TriangleKick
  <-          Kick | 25
  <- Rotation Kick | 29
  <-       Sliding | 29
  <-         Punch | 34

OgreRun
  <- Rotation Kick | 30
  <-         Punch | 32
  <-  TriangleKick | 35

DragonTurn
  <-       OgreRun | 17
  <-      AirThrow | 18
  <-          Chop | 20
  <-         Punch | 20
  <-          Fist | 22
  <-        Suplex | 22
  <- RollingCradle | 24
  <-       Sliding | 25

Corkscrew
  <-       Sliding | 36
  <-       OgreRun | 38
  <- Rotation Kick | 38
  <-  TriangleKick | 39
  <-          Kick | 41
  <-         Punch | 42

-------------------------------------------------------------------------------





**************************************************************
*  Personal Spark Trees                                      *        [PSPTR08]
*  --Asellus (other Scenario)'s INIT 4 Personal Spark Trees  *
**************************************************************


-------------------------------------------------------------------------------

        Asellus (other Scenario)'s INIT 4 Personal Spark Trees To List
                                 by Zaraktheus

Slash
  ->     HardSlash | 12
  ->  SwallowSwing | 17
  ->    WheelSlash | 20
  ->       Deflect | 17
  ->       DeadEnd | 27
  ->  TripleThrust | 33
  ->        Kasumi | 26
  ->      NoMoment | 38
  ->     GaleSlash | 24
  ->    RisingNova | 43

StunSlash
  ->  SwallowSwing | 14
  -> ThunderThrust | 13
  ->    WheelSlash | 18
  ->       Deflect | 16
  ->        Kasumi | 25
  ->     GaleSlash | 23

DoubleSlash
  ->     HardSlash |  9
  ->  SwallowSwing | 12
  ->       Deflect | 15
  ->        Kasumi | 25
  ->     GaleSlash | 23

HardSlash
  ->      NoMoment | 34

Thrust
  -> ThunderThrust | 16
  ->       DeadEnd | 21
  ->  TripleThrust | 29

SwallowSwing
  ->       Deflect | 21
  ->     GaleSlash | 15

ThunderThrust
  ->       Deflect | 14
  ->       DeadEnd | 23
  ->  TripleThrust | 27
  ->        Kasumi | 24
  -> RosarioImpale | 34

WheelSlash
  -> Haze-to-Wheel | 36

DeadEnd
  ->       Deflect | 23
  -> RosarioImpale | 30

TripleThrust
  ->       Deflect | 16
  -> RosarioImpale | 38

NoMoment
  ->        Kasumi | 22

GaleSlash
  ->       Deflect | 13

Asura
  ->       Deflect | 20

Katana
  ->     HardSlash | 11
  ->  SwallowSwing | 16
  ->    WheelSlash | 19
  ->  TripleThrust | 32
  ->        Kasumi | 26
  ->      NoMoment | 36
  ->     GaleSlash | 23
  ->  MoonlightCut | 27
  -> ShadowCounter | 21

MoonlightCut
  ->      NoMoment | 38
  ->        Kasumi | 25
  -> ShadowCounter | 17

ShadowCounter
  ->  TripleThrust | 31
  ->        Kasumi | 26
  ->  MoonlightCut | 22

Punch
  ->          Kick |  3
  ->      AirThrow | 10
  ->          Chop |  8
  ->       Sliding | 12
  -> RollingCradle | 15
  ->          Fist | 16
  -> Rotation Kick | 26
  ->  TriangleKick | 34
  ->       OgreRun | 32
  ->    DragonTurn | 20
  ->     Corkscrew | 42

Kick
  ->      AirThrow | 10
  ->       Sliding |  6
  -> Rotation Kick | 17
  ->  TriangleKick | 25
  ->     Corkscrew | 41

AirThrow
  -> RollingCradle |  8
  ->        Suplex | 13
  ->    DragonTurn | 18

Chop
  ->    DragonTurn | 20

Sliding
  -> Rotation Kick | 16
  ->  TriangleKick | 29
  ->    DragonTurn | 25
  ->     Corkscrew | 36

RollingCradle
  ->    DragonTurn | 24

Fist
  ->    DragonTurn | 22

Rotation Kick
  ->       Sliding | 12
  ->  TriangleKick | 29
  ->       OgreRun | 30
  ->     Corkscrew | 38

Suplex
  -> RollingCradle | 15
  ->    DragonTurn | 22

TriangleKick
  -> Rotation Kick | 23
  ->       OgreRun | 35
  ->     Corkscrew | 39

OgreRun
  ->    DragonTurn | 17
  ->     Corkscrew | 38

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Deflect
  ->        Kasumi | 30

Kasumi
  ->       Godless | 33

-------------------------------------------------------------------------------

       Asellus (other Scenario)'s INIT 4 Personal Spark Trees From List
                                 by Zaraktheus

StunSlash                   *Already Known

DoubleSlash                 *Already Known

HardSlash
  <-   DoubleSlash |  9
  <-        Katana | 11
  <-         Slash | 12

Thrust                      *Already Known

SwallowSwing
  <-   DoubleSlash | 12
  <-     StunSlash | 14
  <-        Katana | 16
  <-         Slash | 17

ThunderThrust
  <-     StunSlash | 13
  <-        Thrust | 16

WheelSlash
  <-     StunSlash | 18
  <-        Katana | 19
  <-         Slash | 20

Deflect
  <-     GaleSlash | 13
  <- ThunderThrust | 14
  <-   DoubleSlash | 15
  <-     StunSlash | 16
  <-  TripleThrust | 16
  <-         Slash | 17
  <-         Asura | 20
  <-  SwallowSwing | 21
  <-       DeadEnd | 23

DeadEnd
  <-        Thrust | 21
  <- ThunderThrust | 23
  <-         Slash | 27

TripleThrust
  <- ThunderThrust | 27
  <-        Thrust | 29
  <- ShadowCounter | 31
  <-        Katana | 32
  <-         Slash | 33

Kasumi
  <-      NoMoment | 22
  <- ThunderThrust | 24
  <-   DoubleSlash | 25
  <-  MoonlightCut | 25
  <-     StunSlash | 25
  <-        Katana | 26
  <- ShadowCounter | 26
  <-         Slash | 26
  <-      *Deflect | 30
* If you have Deflect equipped, this is checked once each time you use any of
  the normal Sword or Katana Abilities.  It has nothing to do with whether or
  how many times the PC actually uses Deflect.

NoMoment
  <-     HardSlash | 34
  <-        Katana | 36
  <-  MoonlightCut | 38
  <-         Slash | 38

GaleSlash
  <-  SwallowSwing | 15
  <-   DoubleSlash | 23
  <-        Katana | 23
  <-     StunSlash | 23
  <-         Slash | 24

RisingNova
  <-         Slash | 43

RosarioImpale
  <-       DeadEnd | 30
  <- ThunderThrust | 34
  <-  TripleThrust | 38

Haze-to-Wheel
  <-    WheelSlash | 36

Godless
  <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
  the normal Sword or Katana Abilities.  It has nothing to do with whether or
  how many times the PC actually uses Kasumi.

MoonlightCut
  <- ShadowCounter | 22
  <-        Katana | 27

ShadowCounter
  <-  MoonlightCut | 17
  <-        Katana | 21

Kick
  <-         Punch |  3

AirThrow
  <-          Kick | 10
  <-         Punch | 10

Chop
  <-         Punch |  8

Sliding
  <-          Kick |  6
  <-         Punch | 12
  <- Rotation Kick | 12

RollingCradle
  <-      AirThrow |  8
  <-         Punch | 15
  <-        Suplex | 15

Fist
  <-         Punch | 16

Rotation Kick
  <-       Sliding | 16
  <-          Kick | 17
  <-  TriangleKick | 23
  <-         Punch | 26

Suplex
  <-      AirThrow | 13

TriangleKick
  <-          Kick | 25
  <- Rotation Kick | 29
  <-       Sliding | 29
  <-         Punch | 34

OgreRun
  <- Rotation Kick | 30
  <-         Punch | 32
  <-  TriangleKick | 35

DragonTurn
  <-       OgreRun | 17
  <-      AirThrow | 18
  <-          Chop | 20
  <-         Punch | 20
  <-          Fist | 22
  <-        Suplex | 22
  <- RollingCradle | 24
  <-       Sliding | 25

Corkscrew
  <-       Sliding | 36
  <-       OgreRun | 38
  <- Rotation Kick | 38
  <-  TriangleKick | 39
  <-          Kick | 41
  <-         Punch | 42

-------------------------------------------------------------------------------





************************************************************
*  Personal Spark Trees                                    *          [PSPTR09]
*  --Asellus (own Scenario)'s, Emelia (other Scenario)'s,  *
     and Mei-ling's Personal Spark Trees                   *
************************************************************


-------------------------------------------------------------------------------

      Asellus (own Scenario)'s, Emelia (other Scenario)'s, and Mei-ling's
                         Personal Spark Trees To List
                                 by Zaraktheus

Slash
  ->     StunSlash |  5
  ->   DoubleSlash |  8
  ->     HardSlash | 12
  ->        Thrust | 13
  ->  SwallowSwing | 17
  ->    WheelSlash | 20
  ->       Deflect | 17
  ->       DeadEnd | 27
  ->  TripleThrust | 33
  ->        Kasumi | 26
  ->      NoMoment | 38
  ->     GaleSlash | 24
  ->    RisingNova | 43

StunSlash
  ->   DoubleSlash |  8
  ->  SwallowSwing | 14
  -> ThunderThrust | 13
  ->    WheelSlash | 18
  ->       Deflect | 16
  ->        Kasumi | 25
  ->     GaleSlash | 23

DoubleSlash
  ->     HardSlash |  9
  ->  SwallowSwing | 12
  ->       Deflect | 15
  ->        Kasumi | 25
  ->     GaleSlash | 23

HardSlash
  ->      NoMoment | 34

Thrust
  -> ThunderThrust | 16
  ->       DeadEnd | 21
  ->  TripleThrust | 29

SwallowSwing
  ->       Deflect | 21
  ->     GaleSlash | 15

ThunderThrust
  ->       Deflect | 14
  ->       DeadEnd | 23
  ->  TripleThrust | 27
  ->        Kasumi | 24
  -> RosarioImpale | 34

WheelSlash
  -> Haze-to-Wheel | 36

DeadEnd
  ->       Deflect | 23
  -> RosarioImpale | 30

TripleThrust
  ->       Deflect | 16
  -> RosarioImpale | 38

NoMoment
  ->        Kasumi | 22

GaleSlash
  ->       Deflect | 13

Asura
  ->       Deflect | 20

Katana
  ->     StunSlash |  4
  ->   DoubleSlash |  7
  ->     HardSlash | 11
  ->        Thrust | 12
  ->  SwallowSwing | 16
  ->    WheelSlash | 19
  ->  TripleThrust | 32
  ->        Kasumi | 26
  ->      NoMoment | 36
  ->     GaleSlash | 23
  ->  MoonlightCut | 27
  -> ShadowCounter | 21

MoonlightCut
  ->      NoMoment | 38
  ->        Kasumi | 25
  -> ShadowCounter | 17

ShadowCounter
  ->  TripleThrust | 31
  ->        Kasumi | 26
  ->  MoonlightCut | 22

Punch
  ->          Kick |  3
  ->      AirThrow | 10
  ->          Chop |  8
  ->       Sliding | 12
  -> RollingCradle | 15
  ->          Fist | 16
  -> Rotation Kick | 26
  ->  TriangleKick | 34
  ->       OgreRun | 32
  ->    DragonTurn | 20
  ->     Corkscrew | 42

Kick
  ->      AirThrow | 10
  ->       Sliding |  6
  -> Rotation Kick | 17
  ->  TriangleKick | 25
  ->     Corkscrew | 41

AirThrow
  -> RollingCradle |  8
  ->        Suplex | 13
  ->    DragonTurn | 18

Chop
  ->    DragonTurn | 20

Sliding
  -> Rotation Kick | 16
  ->  TriangleKick | 29
  ->    DragonTurn | 25
  ->     Corkscrew | 36

RollingCradle
  ->    DragonTurn | 24

Fist
  ->    DragonTurn | 22

Rotation Kick
  ->       Sliding | 12
  ->  TriangleKick | 29
  ->       OgreRun | 30
  ->     Corkscrew | 38

Suplex
  -> RollingCradle | 15
  ->    DragonTurn | 22

TriangleKick
  -> Rotation Kick | 23
  ->       OgreRun | 35
  ->     Corkscrew | 39

OgreRun
  ->    DragonTurn | 17
  ->     Corkscrew | 38

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Deflect
  ->        Kasumi | 30

Kasumi
  ->       Godless | 33

-------------------------------------------------------------------------------

      Asellus (own Scenario)'s, Emelia (other Scenario)'s, and Mei-ling's
                        Personal Spark Trees From List
                                 by Zaraktheus

StunSlash
  <-        Katana |  4
  <-         Slash |  5

DoubleSlash
  <-        Katana |  7
  <-         Slash |  8
  <-     StunSlash |  8

HardSlash
  <-   DoubleSlash |  9
  <-        Katana | 11
  <-         Slash | 12

Thrust
  <-        Katana | 12
  <-         Slash | 13

SwallowSwing
  <-   DoubleSlash | 12
  <-     StunSlash | 14
  <-        Katana | 16
  <-         Slash | 17

ThunderThrust
  <-     StunSlash | 13
  <-        Thrust | 16

WheelSlash
  <-     StunSlash | 18
  <-        Katana | 19
  <-         Slash | 20

Deflect
  <-     GaleSlash | 13
  <- ThunderThrust | 14
  <-   DoubleSlash | 15
  <-     StunSlash | 16
  <-  TripleThrust | 16
  <-         Slash | 17
  <-         Asura | 20
  <-  SwallowSwing | 21
  <-       DeadEnd | 23

DeadEnd
  <-        Thrust | 21
  <- ThunderThrust | 23
  <-         Slash | 27

TripleThrust
  <- ThunderThrust | 27
  <-        Thrust | 29
  <- ShadowCounter | 31
  <-        Katana | 32
  <-         Slash | 33

Kasumi
  <-      NoMoment | 22
  <- ThunderThrust | 24
  <-   DoubleSlash | 25
  <-  MoonlightCut | 25
  <-     StunSlash | 25
  <-        Katana | 26
  <- ShadowCounter | 26
  <-         Slash | 26
  <-      *Deflect | 30
* If you have Deflect equipped, this is checked once each time you use any of
  the normal Sword or Katana Abilities.  It has nothing to do with whether or
  how many times the PC actually uses Deflect.

NoMoment
  <-     HardSlash | 34
  <-        Katana | 36
  <-  MoonlightCut | 38
  <-         Slash | 38

GaleSlash
  <-  SwallowSwing | 15
  <-   DoubleSlash | 23
  <-        Katana | 23
  <-     StunSlash | 23
  <-         Slash | 24

RisingNova
  <-         Slash | 43

RosarioImpale
  <-       DeadEnd | 30
  <- ThunderThrust | 34
  <-  TripleThrust | 38

Haze-to-Wheel
  <-    WheelSlash | 36

Godless
  <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
  the normal Sword or Katana Abilities.  It has nothing to do with whether or
  how many times the PC actually uses Kasumi.

MoonlightCut
  <- ShadowCounter | 22
  <-        Katana | 27

ShadowCounter
  <-  MoonlightCut | 17
  <-        Katana | 21

Kick
  <-         Punch |  3

AirThrow
  <-          Kick | 10
  <-         Punch | 10

Chop
  <-         Punch |  8

Sliding
  <-          Kick |  6
  <-         Punch | 12
  <- Rotation Kick | 12

RollingCradle
  <-      AirThrow |  8
  <-         Punch | 15
  <-        Suplex | 15

Fist
  <-         Punch | 16

Rotation Kick
  <-       Sliding | 16
  <-          Kick | 17
  <-  TriangleKick | 23
  <-         Punch | 26

Suplex
  <-      AirThrow | 13

TriangleKick
  <-          Kick | 25
  <- Rotation Kick | 29
  <-       Sliding | 29
  <-         Punch | 34

OgreRun
  <- Rotation Kick | 30
  <-         Punch | 32
  <-  TriangleKick | 35

DragonTurn
  <-       OgreRun | 17
  <-      AirThrow | 18
  <-          Chop | 20
  <-         Punch | 20
  <-          Fist | 22
  <-        Suplex | 22
  <- RollingCradle | 24
  <-       Sliding | 25

Corkscrew
  <-       Sliding | 36
  <-       OgreRun | 38
  <- Rotation Kick | 38
  <-  TriangleKick | 39
  <-          Kick | 41
  <-         Punch | 42

-------------------------------------------------------------------------------





***********************************************
*  Personal Spark Trees                       *                       [PSPTR10]
*  --Blue's and Rouge's Personal Spark Trees  *
***********************************************


-------------------------------------------------------------------------------

                Blue's and Rouge's Personal Spark Trees To List
                                 by Zaraktheus

Slash
  ->     StunSlash |  5
  ->   DoubleSlash |  8
  ->     HardSlash | 12
  ->        Thrust | 13
  ->         Smash | 14
  ->  SwallowSwing | 17
  ->    WheelSlash | 20
  ->       Deflect | 17
  ->     BearCrush | 24
  ->  TripleThrust | 33
  ->        Kasumi | 26
  ->     GaleSlash | 24
  -> TurbidCurrent | 41
  ->    RisingNova | 43

StunSlash
  ->   DoubleSlash |  8
  ->  SwallowSwing | 14
  ->    WheelSlash | 18
  ->       Deflect | 16
  ->        Kasumi | 25
  ->     GaleSlash | 23

DoubleSlash
  ->     HardSlash |  9
  ->         Smash | 10
  ->  SwallowSwing | 12
  ->       Deflect | 15
  ->     BearCrush | 22
  ->        Kasumi | 25
  ->     GaleSlash | 23

HardSlash
  ->         Smash | 10
  ->     BearCrush | 22
  -> TurbidCurrent | 35

Thrust
  ->  TripleThrust | 29

Smash
  ->       Deflect | 17
  ->     BearCrush | 20

SwallowSwing
  ->       Deflect | 21
  ->     GaleSlash | 15

WheelSlash
  -> Haze-to-Wheel | 36

BearCrush
  ->       Deflect | 21

TripleThrust
  ->       Deflect | 16

GaleSlash
  ->       Deflect | 13

Asura
  ->       Deflect | 20

Katana
  ->     StunSlash |  4
  ->   DoubleSlash |  7
  ->     HardSlash | 11
  ->        Thrust | 12
  ->  SwallowSwing | 16
  ->    WheelSlash | 19
  ->  TripleThrust | 32
  ->        Kasumi | 26
  ->     GaleSlash | 23
  -> ShadowCounter | 21

ShadowCounter
  ->  TripleThrust | 31
  ->        Kasumi | 26
  -> TurbidCurrent | 35

Punch
  ->          Kick |  3
  ->      AirThrow | 10
  ->       Sliding | 12
  ->      SwayBack | 12
  ->      Backfist | 18
  ->     CrushBeat | 23
  ->       OgreRun | 32
  ->       Scuffle | 31
  ->    SkyTwister | 40

Kick
  ->      AirThrow | 10
  ->       Sliding |  6
  ->      SwayBack | 12
  ->    SkyTwister | 37

AirThrow
  ->        Suplex | 13
  ->    SkyTwister | 35

Sliding
  ->      SwayBack | 12

Backfist
  ->      SwayBack | 11
  ->     CrushBeat | 19
  ->       OgreRun | 27
  ->       Scuffle | 33

CrushBeat
  ->      SwayBack | 13
  ->      Backfist | 25
  ->       OgreRun | 30
  ->       Scuffle | 29

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Deflect
  ->        Kasumi | 30

-------------------------------------------------------------------------------

               Blue's and Rouge's Personal Spark Trees From List
                                 by Zaraktheus

StunSlash
  <-        Katana |  4
  <-         Slash |  5

DoubleSlash
  <-        Katana |  7
  <-         Slash |  8
  <-     StunSlash |  8

HardSlash
  <-   DoubleSlash |  9
  <-        Katana | 11
  <-         Slash | 12

Thrust
  <-        Katana | 12
  <-         Slash | 13

Smash
  <-   DoubleSlash | 10
  <-     HardSlash | 10
  <-         Slash | 14

SwallowSwing
  <-   DoubleSlash | 12
  <-     StunSlash | 14
  <-        Katana | 16
  <-         Slash | 17

WheelSlash
  <-     StunSlash | 18
  <-        Katana | 19
  <-         Slash | 20

Deflect
  <-     GaleSlash | 13
  <-   DoubleSlash | 15
  <-     StunSlash | 16
  <-  TripleThrust | 16
  <-         Slash | 17
  <-         Smash | 17
  <-         Asura | 20
  <-     BearCrush | 21
  <-  SwallowSwing | 21

BearCrush
  <-         Smash | 20
  <-   DoubleSlash | 22
  <-     HardSlash | 22
  <-         Slash | 24

TripleThrust
  <-        Thrust | 29
  <- ShadowCounter | 31
  <-        Katana | 32
  <-         Slash | 33

Kasumi
  <-   DoubleSlash | 25
  <-     StunSlash | 25
  <-        Katana | 26
  <- ShadowCounter | 26
  <-         Slash | 26
  <-      *Deflect | 30
* If you have Deflect equipped, this is checked once each time you use any of
  the normal Sword or Katana Abilities.  It has nothing to do with whether or
  how many times the PC actually uses Deflect.

GaleSlash
  <-  SwallowSwing | 15
  <-   DoubleSlash | 23
  <-        Katana | 23
  <-     StunSlash | 23
  <-         Slash | 24

TurbidCurrent
  <-     HardSlash | 35
  <- ShadowCounter | 35
  <-         Slash | 41

RisingNova
  <-         Slash | 43

Haze-to-Wheel
  <-    WheelSlash | 36

ShadowCounter
  <-        Katana | 21

Kick
  <-         Punch |  3

AirThrow
  <-          Kick | 10
  <-         Punch | 10

Sliding
  <-          Kick |  6
  <-         Punch | 12

SwayBack
  <-      Backfist | 11
  <-          Kick | 12
  <-         Punch | 12
  <-       Sliding | 12
  <-     CrushBeat | 13

Backfist
  <-         Punch | 18
  <-     CrushBeat | 25

CrushBeat
  <-      Backfist | 19
  <-         Punch | 23

Suplex
  <-      AirThrow | 13

OgreRun
  <-      Backfist | 27
  <-     CrushBeat | 30
  <-         Punch | 32

Scuffle
  <-     CrushBeat | 29
  <-         Punch | 31
  <-      Backfist | 33

SkyTwister
  <-      AirThrow | 35
  <-          Kick | 37
  <-         Punch | 40

-------------------------------------------------------------------------------





********************************************
*  Personal Spark Trees                    *                          [PSPTR11]
*  --Capt.Hamilton's Personal Spark Trees  *
********************************************


Although Capt.Hamilton has Talent for each of Suplex, GiantSwing, and
LocomotionG, the only Abilities for which she has Talent that can Spark each of
those three Abilities are the other two.  Since she has no way to Spark any of
them that doesn't first require Sparking a non-Talent Ability, I've removed
them from her Personal Spark Trees.

Capt.Hamilton technically lacks Talent for CrossSlash, Smash, and WheelSlash,
but she always begins playing Knowing them, so this is just trivia.

-------------------------------------------------------------------------------

                 Capt.Hamilton's Personal Spark Trees To List
                                 by Zaraktheus

Slash
  ->     StunSlash |  5
  ->        Thrust | 13
  ->  SwallowSwing | 17
  ->  WillowBranch | 23
  ->     BearCrush | 24
  ->       DeadEnd | 27
  ->  TripleThrust | 33
  ->     GaleSlash | 24
  -> TurbidCurrent | 41
  ->    RisingNova | 43
  -> LifeSprinkler | 45

StunSlash
  ->  SwallowSwing | 14
  -> ThunderThrust | 13
  ->     GaleSlash | 23

Thrust
  -> ThunderThrust | 16
  ->       DeadEnd | 21
  ->  TripleThrust | 29

Smash
  ->     BearCrush | 20
  ->       DeadEnd | 25

SwallowSwing
  ->     GaleSlash | 15

ThunderThrust
  ->       DeadEnd | 23
  ->  TripleThrust | 27
  -> RosarioImpale | 34

WillowBranch
  ->    RisingNova | 31

BearCrush
  -> RosarioImpale | 37

DeadEnd
  -> RosarioImpale | 30

TripleThrust
  -> RosarioImpale | 38

TurbidCurrent
  -> LifeSprinkler | 40

Katana
  ->     StunSlash |  4
  ->        Thrust | 12
  ->  SwallowSwing | 16
  ->  WillowBranch | 22
  ->  TripleThrust | 32
  ->     GaleSlash | 23
  ->  MoonlightCut | 27
  ->      Blizzard | 35
  ->   Tres Flores | 45

MoonlightCut
  ->  WillowBranch | 18
  ->      Blizzard | 26
  ->   Tres Flores | 39

Blizzard
  ->  MoonlightCut | 20
  ->   Tres Flores | 37

Punch
  ->          Kick |  3
  -> RollingCradle | 15
  ->          Fist | 16
  ->      KO Throw | 17
  ->      GoldHand | 37
  ->  TriangleKick | 34
  ->       Scuffle | 31
  ->    DragonTurn | 20
  ->      Lastshot | 44
  ->    SkyTwister | 40

Kick
  ->      KO Throw | 16
  ->  TriangleKick | 25
  ->    SkyTwister | 37

RollingCradle
  ->      KO Throw | 17
  ->    DragonTurn | 24

Fist
  ->      KO Throw | 17
  ->      GoldHand | 26
  ->    DragonTurn | 22

GoldHand
  ->      KO Throw | 16
  ->      Lastshot | 38

TriangleKick
  ->    SkyTwister | 33

Lastshot
  ->      GoldHand | 43

-------------------------------------------------------------------------------

                Capt.Hamilton's Personal Spark Trees From List
                                 by Zaraktheus

StunSlash
  <-        Katana |  4
  <-         Slash |  5

Thrust
  <-        Katana | 12
  <-         Slash | 13

CrossSlash                  *Already Known

Smash                       *Already Known

SwallowSwing
  <-     StunSlash | 14
  <-        Katana | 16
  <-         Slash | 17

ThunderThrust
  <-     StunSlash | 13
  <-        Thrust | 16

WheelSlash                  *Already Known

WillowBranch
  <-  MoonlightCut | 18
  <-        Katana | 22
  <-         Slash | 23

BearCrush
  <-         Smash | 20
  <-         Slash | 24

DeadEnd
  <-        Thrust | 21
  <- ThunderThrust | 23
  <-         Smash | 25
  <-         Slash | 27

TripleThrust
  <- ThunderThrust | 27
  <-        Thrust | 29
  <-        Katana | 32
  <-         Slash | 33

GaleSlash
  <-  SwallowSwing | 15
  <-        Katana | 23
  <-     StunSlash | 23
  <-         Slash | 24

TurbidCurrent
  <-         Slash | 41

RisingNova
  <-  WillowBranch | 31
  <-         Slash | 43

RosarioImpale
  <-       DeadEnd | 30
  <- ThunderThrust | 34
  <-     BearCrush | 37
  <-  TripleThrust | 38

LifeSprinkler
  <- TurbidCurrent | 40
  <-         Slash | 45

MoonlightCut
  <-      Blizzard | 20
  <-        Katana | 27

Blizzard
  <-  MoonlightCut | 26
  <-        Katana | 35

Tres Flores
  <-      Blizzard | 37
  <-  MoonlightCut | 39
  <-        Katana | 45

Kick
  <-         Punch |  3

RollingCradle
  <-         Punch | 15

Fist
  <-         Punch | 16

KO Throw
  <-      GoldHand | 16
  <-          Kick | 16
  <-          Fist | 17
  <-         Punch | 17
  <- RollingCradle | 17

GoldHand
  <-          Fist | 26
  <-         Punch | 37
  <-      Lastshot | 43

TriangleKick
  <-          Kick | 25
  <-         Punch | 34

Scuffle
  <-         Punch | 31

DragonTurn
  <-         Punch | 20
  <-          Fist | 22
  <- RollingCradle | 24

Lastshot
  <-      GoldHand | 38
  <-         Punch | 44

SkyTwister
  <-  TriangleKick | 33
  <-          Kick | 37
  <-         Punch | 40

-------------------------------------------------------------------------------





***********************************
*  Personal Spark Trees           *                                   [PSPTR12]
*  --Doll's Personal Spark Trees  *
***********************************


-------------------------------------------------------------------------------

                      Doll's Personal Spark Trees To List
                                 by Zaraktheus

Slash
  ->     StunSlash |  5
  ->   DoubleSlash |  8
  ->     HardSlash | 12
  ->        Thrust | 13
  ->         Smash | 14
  ->  SwallowSwing | 17
  ->   Heaven/Hell | 22
  ->       Deflect | 17
  ->      HeadWind | 31
  ->        Kasumi | 26
  ->     GaleSlash | 24

StunSlash
  ->   DoubleSlash |  8
  ->  SwallowSwing | 14
  -> ThunderThrust | 13
  ->       Deflect | 16
  ->      HeadWind | 26
  ->        Kasumi | 25
  ->     GaleSlash | 23

DoubleSlash
  ->     HardSlash |  9
  ->         Smash | 10
  ->  SwallowSwing | 12
  ->   Heaven/Hell | 17
  ->       Deflect | 15
  ->      HeadWind | 24
  ->        Kasumi | 25
  ->     GaleSlash | 23

HardSlash
  ->         Smash | 10
  ->   Heaven/Hell | 15

Thrust
  -> ThunderThrust | 16

Smash
  ->   Heaven/Hell | 17
  ->       Deflect | 17

SwallowSwing
  ->       Deflect | 21
  ->     GaleSlash | 15

ThunderThrust
  ->       Deflect | 14
  ->        Kasumi | 24

Heaven/Hell
  ->       Deflect | 16
  ->        Kasumi | 27

HeadWind
  ->       Deflect | 17
  ->        Kasumi | 23

GaleSlash
  ->       Deflect | 13

Still Stream
  ->        Kasumi | 24

TwinSword
  ->   Heaven/Hell | 20

Asura
  ->       Deflect | 20

Katana
  ->     StunSlash |  4
  ->   DoubleSlash |  7
  ->     HardSlash | 11
  ->        Thrust | 12
  ->  SwallowSwing | 16
  ->   Heaven/Hell | 20
  ->      HeadWind | 30
  ->        Kasumi | 26
  ->     GaleSlash | 23
  ->  Still Stream | 40
  ->  MoonlightCut | 27
  -> ShadowCounter | 21
  ->   Tres Flores | 45

MoonlightCut
  ->        Kasumi | 25
  ->  Still Stream | 34
  -> ShadowCounter | 17
  ->   Tres Flores | 39

ShadowCounter
  ->      HeadWind | 25
  ->        Kasumi | 26
  ->  MoonlightCut | 22
  ->   Tres Flores | 40

Punch
  ->          Kick |  3
  ->      AirThrow | 10
  ->          Chop |  8
  ->       Sliding | 12
  -> RollingCradle | 15
  ->      SwayBack | 12
  ->          Fist | 16
  ->      KO Throw | 17
  ->      GoldHand | 37
  ->    DragonTurn | 20
  ->     Corkscrew | 42

Kick
  ->      AirThrow | 10
  ->       Sliding |  6
  ->      SwayBack | 12
  ->      KO Throw | 16
  ->  BabelCrumble | 27
  ->     Corkscrew | 41

AirThrow
  -> RollingCradle |  8
  ->      KO Throw | 14
  ->  BabelCrumble | 28
  ->    DragonTurn | 18

Chop
  ->      SwayBack | 12
  ->      KO Throw | 17
  ->    DragonTurn | 20

Sliding
  ->      SwayBack | 12
  ->  BabelCrumble | 24
  ->    DragonTurn | 25
  ->     Corkscrew | 36

RollingCradle
  ->      KO Throw | 17
  ->    DragonTurn | 24

Fist
  ->      SwayBack | 12
  ->      KO Throw | 17
  ->      GoldHand | 26
  ->    DragonTurn | 22

GoldHand
  ->      SwayBack | 12
  ->      KO Throw | 16
  ->     Corkscrew | 39

BabelCrumble
  ->       Sliding |  9
  -> RollingCradle | 10
  ->      SwayBack | 12
  ->      KO Throw | 17
  ->    DragonTurn | 17

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Deflect
  ->        Kasumi | 30

-------------------------------------------------------------------------------

                     Doll's Personal Spark Trees From List
                                 by Zaraktheus

StunSlash
  <-        Katana |  4
  <-         Slash |  5

DoubleSlash
  <-        Katana |  7
  <-         Slash |  8
  <-     StunSlash |  8

HardSlash
  <-   DoubleSlash |  9
  <-        Katana | 11
  <-         Slash | 12

Thrust
  <-        Katana | 12
  <-         Slash | 13

Smash
  <-   DoubleSlash | 10
  <-     HardSlash | 10
  <-         Slash | 14

SwallowSwing
  <-   DoubleSlash | 12
  <-     StunSlash | 14
  <-        Katana | 16
  <-         Slash | 17

ThunderThrust
  <-     StunSlash | 13
  <-        Thrust | 16

Heaven/Hell
  <-     HardSlash | 15
  <-   DoubleSlash | 17
  <-         Smash | 17
  <-        Katana | 20
  <-     TwinSword | 20
  <-         Slash | 22

Deflect
  <-     GaleSlash | 13
  <- ThunderThrust | 14
  <-   DoubleSlash | 15
  <-   Heaven/Hell | 16
  <-     StunSlash | 16
  <-      HeadWind | 17
  <-         Slash | 17
  <-         Smash | 17
  <-         Asura | 20
  <-  SwallowSwing | 21

HeadWind
  <-   DoubleSlash | 24
  <- ShadowCounter | 25
  <-     StunSlash | 26
  <-        Katana | 30
  <-         Slash | 31

Kasumi
  <-      HeadWind | 23
  <-  Still Stream | 24
  <- ThunderThrust | 24
  <-   DoubleSlash | 25
  <-  MoonlightCut | 25
  <-     StunSlash | 25
  <-        Katana | 26
  <- ShadowCounter | 26
  <-         Slash | 26
  <-   Heaven/Hell | 27
  <-      *Deflect | 30
* If you have Deflect equipped, this is checked once each time you use any of
  the normal Sword or Katana Abilities.  It has nothing to do with whether or
  how many times the PC actually uses Deflect.

GaleSlash
  <-  SwallowSwing | 15
  <-   DoubleSlash | 23
  <-        Katana | 23
  <-     StunSlash | 23
  <-         Slash | 24

Still Stream
  <-  MoonlightCut | 34
  <-        Katana | 40

MoonlightCut
  <- ShadowCounter | 22
  <-        Katana | 27

ShadowCounter
  <-  MoonlightCut | 17
  <-        Katana | 21

Tres Flores
  <-  MoonlightCut | 39
  <- ShadowCounter | 40
  <-        Katana | 45

Kick
  <-         Punch |  3

AirThrow
  <-          Kick | 10
  <-         Punch | 10

Chop
  <-         Punch |  8

Sliding
  <-          Kick |  6
  <-  BabelCrumble |  9
  <-         Punch | 12

RollingCradle
  <-      AirThrow |  8
  <-  BabelCrumble | 10
  <-         Punch | 15

SwayBack
  <-  BabelCrumble | 12
  <-          Chop | 12
  <-          Fist | 12
  <-      GoldHand | 12
  <-          Kick | 12
  <-         Punch | 12
  <-       Sliding | 12

Fist
  <-         Punch | 16

KO Throw
  <-      AirThrow | 14
  <-      GoldHand | 16
  <-          Kick | 16
  <-  BabelCrumble | 17
  <-          Chop | 17
  <-          Fist | 17
  <-         Punch | 17
  <- RollingCradle | 17

GoldHand
  <-          Fist | 26
  <-         Punch | 37

BabelCrumble
  <-       Sliding | 24
  <-          Kick | 27
  <-      AirThrow | 28

DragonTurn
  <-  BabelCrumble | 17
  <-      AirThrow | 18
  <-          Chop | 20
  <-         Punch | 20
  <-          Fist | 22
  <- RollingCradle | 24
  <-       Sliding | 25

Corkscrew
  <-       Sliding | 36
  <-      GoldHand | 39
  <-          Kick | 41
  <-         Punch | 42

-------------------------------------------------------------------------------





*******************************************************************
*  Personal Spark Trees                                           *   [PSPTR13]
*  --Emelia (own Scenario, with Costumes)'s Personal Spark Trees  *
*******************************************************************


Two of Emelia's Costumes will change which Spark Talent List she uses from her
normal one to instead match one of the other ladies of Gradius, giving Emelia
(own Scenario, with Costumes) access to a total of three different Spark Talent
Lists.  For this Personal Spark Trees set, I used three different letters to
mark each Sparkable Ability in order to show which of these three Spark Talent
Lists includes Talent for each Ability, as follows:

  E: Emelia's normal Spark Talent List, used when in her normal, Bunny, and
     Commando Costumes.
  T: Liza's Spark Talent List, used when in the Pink Tiger Costume.
  D: Annie's Spark Talent List, used when in the Dancer Costume.

The only 4 Sparkable non-Alkaiser Abilities for which none of Emelia's Costumes
have Talent are: TurbidCurrent, LifeSprinkler, Tres Flores, and GoldHand.

Emelia (own Scenario, with Costumes) can complete the DSC much more easily than
any other PC in the game, by switching Costumes to use Talent to greatly
improve her chance to Spark each of all 4 of the DSC Abilities (Sliding,
Suplex, GiantSwing, and BabelCrumble).  No other PC has access to Talent for
all 4.

-------------------------------------------------------------------------------

      Emelia (own Scenario, with Costumes)'s Personal Spark Trees To List
                                 by Zaraktheus

Slash
  ->     StunSlash |  5     |E|T|-|
  ->   DoubleSlash |  8     |E|T|-|
  ->     HardSlash | 12     |E|T|-|
  ->        Thrust | 13     |E|T|-|
  ->    CrossSlash | 16     |-|T|-|
  ->         Smash | 14     |-|-|D|
  ->  SwallowSwing | 17     |E|T|-|
  ->   Heaven/Hell | 22     |-|T|-|
  ->    WheelSlash | 20     |E|T|-|
  ->  WillowBranch | 23     |-|T|-|
  ->       Deflect | 17     |E|T|D|
  ->     BearCrush | 24     |-|-|D|
  ->       DeadEnd | 27     |E|-|D|
  ->      HeadWind | 31     |-|T|-|
  ->  TripleThrust | 33     |E|T|-|
  ->        Kasumi | 26     |E|T|-|
  ->      NoMoment | 38     |E|T|-|
  ->     GaleSlash | 24     |E|T|-|
  ->    2GaleSlash | 30     |-|T|-|
  ->  CrossDeflect | 12     |-|T|-|
  ->    RisingNova | 43     |E|-|D|

StunSlash
  ->   DoubleSlash |  8     |E|T|-|
  ->  SwallowSwing | 14     |E|T|-|
  -> ThunderThrust | 13     |E|T|-|
  ->    WheelSlash | 18     |E|T|-|
  ->       Deflect | 16     |E|T|D|
  ->      HeadWind | 26     |-|T|-|
  ->        Kasumi | 25     |E|T|-|
  ->     GaleSlash | 23     |E|T|-|
  ->    2GaleSlash | 28     |-|T|-|

DoubleSlash
  ->     HardSlash |  9     |E|T|-|
  ->    CrossSlash | 12     |-|T|-|
  ->         Smash | 10     |-|-|D|
  ->  SwallowSwing | 12     |E|T|-|
  ->   Heaven/Hell | 17     |-|T|-|
  ->       Deflect | 15     |E|T|D|
  ->     BearCrush | 22     |-|-|D|
  ->      HeadWind | 24     |-|T|-|
  ->        Kasumi | 25     |E|T|-|
  ->     GaleSlash | 23     |E|T|-|
  ->    2GaleSlash | 28     |-|T|-|

HardSlash
  ->         Smash | 10     |-|-|D|
  ->   Heaven/Hell | 15     |-|T|-|
  ->     BearCrush | 22     |-|-|D|
  ->      NoMoment | 34     |E|T|-|

Thrust
  -> ThunderThrust | 16     |E|T|-|
  ->       DeadEnd | 21     |E|-|D|
  ->  TripleThrust | 29     |E|T|-|

CrossSlash
  ->       Deflect |  8     |E|T|D|
  ->    2GaleSlash | 28     |-|T|-|
  ->  CrossDeflect | 10     |-|T|-|

Smash
  ->   Heaven/Hell | 17     |-|T|-|
  ->       Deflect | 17     |E|T|D|
  ->     BearCrush | 20     |-|-|D|
  ->       DeadEnd | 25     |E|-|D|

SwallowSwing
  ->       Deflect | 21     |E|T|D|
  ->     GaleSlash | 15     |E|T|-|
  ->    2GaleSlash | 28     |-|T|-|

ThunderThrust
  ->       Deflect | 14     |E|T|D|
  ->       DeadEnd | 23     |E|-|D|
  ->  TripleThrust | 27     |E|T|-|
  ->        Kasumi | 24     |E|T|-|
  -> RosarioImpale | 34     |E|T|D|

Heaven/Hell
  ->  WillowBranch | 19     |-|T|-|
  ->       Deflect | 16     |E|T|D|
  ->  TripleThrust | 29     |E|T|-|
  ->        Kasumi | 27     |E|T|-|

WheelSlash
  -> Haze-to-Wheel | 36     |E|T|-|

WillowBranch
  ->       Deflect | 16     |E|T|D|
  ->        Kasumi | 23     |E|T|-|
  ->    RisingNova | 31     |E|-|D|

BearCrush
  ->       Deflect | 21     |E|T|D|
  -> RosarioImpale | 37     |E|T|D|

DeadEnd
  ->       Deflect | 23     |E|T|D|
  -> RosarioImpale | 30     |E|T|D|

HeadWind
  ->       Deflect | 17     |E|T|D|
  ->        Kasumi | 23     |E|T|-|
  ->      NoMoment | 32     |E|T|-|

TripleThrust
  ->       Deflect | 16     |E|T|D|
  -> RosarioImpale | 38     |E|T|D|

NoMoment
  ->        Kasumi | 22     |E|T|-|
  ->  Still Stream | 38     |-|T|-|

GaleSlash
  ->       Deflect | 13     |E|T|D|
  ->    2GaleSlash | 26     |-|T|-|
  ->  CrossDeflect | 17     |-|T|-|

Still Stream
  ->        Kasumi | 24     |E|T|-|

TwinSword
  ->   Heaven/Hell | 20     |-|T|-|

Asura
  ->       Deflect | 20     |E|T|D|

Katana
  ->     StunSlash |  4     |E|T|-|
  ->   DoubleSlash |  7     |E|T|-|
  ->     HardSlash | 11     |E|T|-|
  ->        Thrust | 12     |E|T|-|
  ->  SwallowSwing | 16     |E|T|-|
  ->   Heaven/Hell | 20     |-|T|-|
  ->    WheelSlash | 19     |E|T|-|
  ->  WillowBranch | 22     |-|T|-|
  ->      HeadWind | 30     |-|T|-|
  ->  TripleThrust | 32     |E|T|-|
  ->        Kasumi | 26     |E|T|-|
  ->      NoMoment | 36     |E|T|-|
  ->     GaleSlash | 23     |E|T|-|
  ->  Still Stream | 40     |-|T|-|
  ->  MoonlightCut | 27     |E|T|-|
  -> ShadowCounter | 21     |E|T|D|
  ->      Blizzard | 35     |-|T|-|

MoonlightCut
  ->  WillowBranch | 18     |-|T|-|
  ->      NoMoment | 38     |E|T|-|
  ->        Kasumi | 25     |E|T|-|
  ->  Still Stream | 34     |-|T|-|
  -> ShadowCounter | 17     |E|T|D|
  ->      Blizzard | 26     |-|T|-|

ShadowCounter
  ->      HeadWind | 25     |-|T|-|
  ->  TripleThrust | 31     |E|T|-|
  ->        Kasumi | 26     |E|T|-|
  ->  MoonlightCut | 22     |E|T|-|
  ->      Blizzard | 29     |-|T|-|

Blizzard
  ->      NoMoment | 32     |E|T|-|
  ->  MoonlightCut | 20     |E|T|-|
  -> ShadowCounter | 19     |E|T|D|

Punch
  ->          Kick |  3     |E|T|D|
  ->      AirThrow | 10     |E|T|-|
  ->          Chop |  8     |E|T|D|
  ->       Sliding | 12     |E|-|D|
  -> RollingCradle | 15     |E|T|D|
  ->      SwayBack | 12     |-|T|D|
  ->          Fist | 16     |E|T|-|
  ->      Backfist | 18     |-|-|D|
  ->     CrushBeat | 23     |-|T|-|
  -> Rotation Kick | 26     |E|T|-|
  ->      KO Throw | 17     |-|T|-|
  ->  TriangleKick | 34     |E|-|-|
  ->       OgreRun | 32     |E|T|-|
  ->       Scuffle | 31     |-|T|-|
  ->    DragonTurn | 20     |E|T|D|
  ->      Lastshot | 44     |-|T|-|
  ->     Corkscrew | 42     |E|-|-|
  ->    SkyTwister | 40     |-|T|D|

Kick
  ->      AirThrow | 10     |E|T|-|
  ->       Sliding |  6     |E|-|D|
  ->      SwayBack | 12     |-|T|D|
  -> Rotation Kick | 17     |E|T|-|
  ->      KO Throw | 16     |-|T|-|
  ->  TriangleKick | 25     |E|-|-|
  ->  BabelCrumble | 27     |-|T|D|
  ->     Corkscrew | 41     |E|-|-|
  ->    SkyTwister | 37     |-|T|D|

AirThrow
  -> RollingCradle |  8     |E|T|D|
  ->      KO Throw | 14     |-|T|-|
  ->        Suplex | 13     |E|T|D|
  ->    GiantSwing | 19     |-|T|-|
  ->  BabelCrumble | 28     |-|T|D|
  ->   LocomotionG | 17     |-|T|D|
  ->    DragonTurn | 18     |E|T|D|
  ->    SkyTwister | 35     |-|T|D|

Chop
  ->      SwayBack | 12     |-|T|D|
  ->      Backfist | 14     |-|-|D|
  ->      KO Throw | 17     |-|T|-|
  ->       Scuffle | 29     |-|T|-|
  ->    DragonTurn | 20     |E|T|D|

Sliding
  ->      SwayBack | 12     |-|T|D|
  -> Rotation Kick | 16     |E|T|-|
  ->  BabelCrumble | 24     |-|T|D|
  ->  TriangleKick | 29     |E|-|-|
  ->    DragonTurn | 25     |E|T|D|
  ->     Corkscrew | 36     |E|-|-|

RollingCradle
  ->      KO Throw | 17     |-|T|-|
  ->    DragonTurn | 24     |E|T|D|

Fist
  ->      SwayBack | 12     |-|T|D|
  ->      KO Throw | 17     |-|T|-|
  ->    DragonTurn | 22     |E|T|D|

Backfist
  ->      SwayBack | 11     |-|T|D|
  ->     CrushBeat | 19     |-|T|-|
  ->      KO Throw | 20     |-|T|-|
  ->       OgreRun | 27     |E|T|-|
  ->       Scuffle | 33     |-|T|-|
  ->    DragonTurn | 24     |E|T|D|
  ->     Corkscrew | 40     |E|-|-|

CrushBeat
  ->      SwayBack | 13     |-|T|D|
  ->      Backfist | 25     |-|-|D|
  ->       OgreRun | 30     |E|T|-|
  ->       Scuffle | 29     |-|T|-|

Rotation Kick
  ->       Sliding | 12     |E|-|D|
  ->      SwayBack | 13     |-|T|D|
  ->      KO Throw | 17     |-|T|-|
  ->  TriangleKick | 29     |E|-|-|
  ->       OgreRun | 30     |E|T|-|
  ->     Corkscrew | 38     |E|-|-|

Suplex
  -> RollingCradle | 15     |E|T|D|
  ->      KO Throw | 16     |-|T|-|
  ->    GiantSwing | 18     |-|T|-|
  ->  BabelCrumble | 23     |-|T|D|
  ->   LocomotionG | 20     |-|T|D|
  ->    DragonTurn | 22     |E|T|D|

GiantSwing
  -> RollingCradle | 11     |E|T|D|
  ->      KO Throw | 13     |-|T|-|
  ->        Suplex | 20     |E|T|D|
  ->   LocomotionG | 19     |-|T|D|
  ->    DragonTurn | 17     |E|T|D|

BabelCrumble
  ->       Sliding |  9     |E|-|D|
  -> RollingCradle | 10     |E|T|D|
  ->      SwayBack | 12     |-|T|D|
  ->      KO Throw | 17     |-|T|-|
  ->        Suplex | 32     |E|T|D|
  ->  TriangleKick | 36     |E|-|-|
  ->       OgreRun | 36     |E|T|-|
  ->    DragonTurn | 17     |E|T|D|
  ->    SkyTwister | 37     |-|T|D|

TriangleKick
  ->      SwayBack | 14     |-|T|D|
  -> Rotation Kick | 23     |E|T|-|
  ->       OgreRun | 35     |E|T|-|
  ->     Corkscrew | 39     |E|-|-|
  ->    SkyTwister | 33     |-|T|D|

OgreRun
  ->      KO Throw | 15     |-|T|-|
  ->    DragonTurn | 17     |E|T|D|
  ->      Lastshot | 34     |-|T|-|
  ->     Corkscrew | 38     |E|-|-|

LocomotionG
  ->      KO Throw | 16     |-|T|-|
  ->        Suplex | 14     |E|T|D|
  ->    GiantSwing | 20     |-|T|-|
  ->  BabelCrumble | 24     |-|T|D|
  ->    DragonTurn | 20     |E|T|D|

Lastshot
  ->      SwayBack | 12     |-|T|D|

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Deflect
  ->        Kasumi | 30     |E|T|-|

Kasumi
  ->       Godless | 33     |E|T|-|

-------------------------------------------------------------------------------

     Emelia (own Scenario, with Costumes)'s Personal Spark Trees From List
                                 by Zaraktheus

StunSlash                   |E|T|-|
  <-        Katana |  4
  <-         Slash |  5

DoubleSlash                 |E|T|-|
  <-        Katana |  7
  <-         Slash |  8
  <-     StunSlash |  8

HardSlash                   |E|T|-|
  <-   DoubleSlash |  9
  <-        Katana | 11
  <-         Slash | 12

Thrust                      |E|T|-|
  <-        Katana | 12
  <-         Slash | 13

CrossSlash                  |-|T|-|
  <-   DoubleSlash | 12
  <-         Slash | 16

Smash                       |-|-|D|
  <-   DoubleSlash | 10
  <-     HardSlash | 10
  <-         Slash | 14

SwallowSwing                |E|T|-|
  <-   DoubleSlash | 12
  <-     StunSlash | 14
  <-        Katana | 16
  <-         Slash | 17

ThunderThrust               |E|T|-|
  <-     StunSlash | 13
  <-        Thrust | 16

Heaven/Hell                 |-|T|-|
  <-     HardSlash | 15
  <-   DoubleSlash | 17
  <-         Smash | 17
  <-        Katana | 20
  <-     TwinSword | 20
  <-         Slash | 22

WheelSlash                  |E|T|-|
  <-     StunSlash | 18
  <-        Katana | 19
  <-         Slash | 20

WillowBranch                |-|T|-|
  <-  MoonlightCut | 18
  <-   Heaven/Hell | 19
  <-        Katana | 22
  <-         Slash | 23

Deflect                     |E|T|D|
  <-    CrossSlash |  8
  <-     GaleSlash | 13
  <- ThunderThrust | 14
  <-   DoubleSlash | 15
  <-   Heaven/Hell | 16
  <-     StunSlash | 16
  <-  TripleThrust | 16
  <-  WillowBranch | 16
  <-      HeadWind | 17
  <-         Slash | 17
  <-         Smash | 17
  <-         Asura | 20
  <-     BearCrush | 21
  <-  SwallowSwing | 21
  <-       DeadEnd | 23

BearCrush                   |-|-|D|
  <-         Smash | 20
  <-   DoubleSlash | 22
  <-     HardSlash | 22
  <-         Slash | 24

DeadEnd                     |E|-|D|
  <-        Thrust | 21
  <- ThunderThrust | 23
  <-         Smash | 25
  <-         Slash | 27

HeadWind                    |-|T|-|
  <-   DoubleSlash | 24
  <- ShadowCounter | 25
  <-     StunSlash | 26
  <-        Katana | 30
  <-         Slash | 31

TripleThrust                |E|T|-|
  <- ThunderThrust | 27
  <-   Heaven/Hell | 29
  <-        Thrust | 29
  <- ShadowCounter | 31
  <-        Katana | 32
  <-         Slash | 33

Kasumi                      |E|T|-|
  <-      NoMoment | 22
  <-      HeadWind | 23
  <-  WillowBranch | 23
  <-  Still Stream | 24
  <- ThunderThrust | 24
  <-   DoubleSlash | 25
  <-  MoonlightCut | 25
  <-     StunSlash | 25
  <-        Katana | 26
  <- ShadowCounter | 26
  <-         Slash | 26
  <-   Heaven/Hell | 27
  <-      *Deflect | 30
* If you have Deflect equipped, this is checked once each time you use any of
  the normal Sword or Katana Abilities.  It has nothing to do with whether or
  how many times the PC actually uses Deflect.

NoMoment                    |E|T|-|
  <-      Blizzard | 32
  <-      HeadWind | 32
  <-     HardSlash | 34
  <-        Katana | 36
  <-  MoonlightCut | 38
  <-         Slash | 38

GaleSlash                   |E|T|-|
  <-  SwallowSwing | 15
  <-   DoubleSlash | 23
  <-        Katana | 23
  <-     StunSlash | 23
  <-         Slash | 24

2GaleSlash                  |-|T|-|
  <-     GaleSlash | 26
  <-    CrossSlash | 28
  <-   DoubleSlash | 28
  <-     StunSlash | 28
  <-  SwallowSwing | 28
  <-         Slash | 30

Still Stream                |-|T|-|
  <-  MoonlightCut | 34
  <-      NoMoment | 38
  <-        Katana | 40

CrossDeflect                |-|T|-|
  <-    CrossSlash | 10
  <-         Slash | 12
  <-     GaleSlash | 17

RisingNova                  |E|-|D|
  <-  WillowBranch | 31
  <-         Slash | 43

RosarioImpale               |E|T|D|
  <-       DeadEnd | 30
  <- ThunderThrust | 34
  <-     BearCrush | 37
  <-  TripleThrust | 38

Haze-to-Wheel               |E|T|-|
  <-    WheelSlash | 36

Godless                     |E|T|-|
  <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
  the normal Sword or Katana Abilities.  It has nothing to do with whether or
  how many times the PC actually uses Kasumi.

MoonlightCut                |E|T|-|
  <-      Blizzard | 20
  <- ShadowCounter | 22
  <-        Katana | 27

ShadowCounter               |E|T|D|
  <-  MoonlightCut | 17
  <-      Blizzard | 19
  <-        Katana | 21

Blizzard                    |-|T|-|
  <-  MoonlightCut | 26
  <- ShadowCounter | 29
  <-        Katana | 35

Kick                        |E|T|D|
  <-         Punch |  3

AirThrow                    |E|T|-|
  <-          Kick | 10
  <-         Punch | 10

Chop                        |E|T|D|
  <-         Punch |  8

Sliding                     |E|-|D|
  <-          Kick |  6
  <-  BabelCrumble |  9
  <-         Punch | 12
  <- Rotation Kick | 12

RollingCradle               |E|T|D|
  <-      AirThrow |  8
  <-  BabelCrumble | 10
  <-    GiantSwing | 11
  <-         Punch | 15
  <-        Suplex | 15

SwayBack                    |-|T|D|
  <-      Backfist | 11
  <-  BabelCrumble | 12
  <-          Chop | 12
  <-          Fist | 12
  <-          Kick | 12
  <-      Lastshot | 12
  <-         Punch | 12
  <-       Sliding | 12
  <-     CrushBeat | 13
  <- Rotation Kick | 13
  <-  TriangleKick | 14

Fist                        |E|T|-|
  <-         Punch | 16

Backfist                    |-|-|D|
  <-          Chop | 14
  <-         Punch | 18
  <-     CrushBeat | 25

CrushBeat                   |-|T|-|
  <-      Backfist | 19
  <-         Punch | 23

Rotation Kick               |E|T|-|
  <-       Sliding | 16
  <-          Kick | 17
  <-  TriangleKick | 23
  <-         Punch | 26

KO Throw                    |-|T|-|
  <-    GiantSwing | 13
  <-      AirThrow | 14
  <-       OgreRun | 15
  <-          Kick | 16
  <-   LocomotionG | 16
  <-        Suplex | 16
  <-  BabelCrumble | 17
  <-          Chop | 17
  <-          Fist | 17
  <-         Punch | 17
  <- RollingCradle | 17
  <- Rotation Kick | 17
  <-      Backfist | 20

Suplex                      |E|T|D|
  <-      AirThrow | 13
  <-   LocomotionG | 14
  <-    GiantSwing | 20
  <-  BabelCrumble | 32

GiantSwing                  |-|T|-|
  <-        Suplex | 18
  <-      AirThrow | 19
  <-   LocomotionG | 20

BabelCrumble                |-|T|D|
  <-        Suplex | 23
  <-   LocomotionG | 24
  <-       Sliding | 24
  <-          Kick | 27
  <-      AirThrow | 28

TriangleKick                |E|-|-|
  <-          Kick | 25
  <- Rotation Kick | 29
  <-       Sliding | 29
  <-         Punch | 34
  <-  BabelCrumble | 36

OgreRun                     |E|T|-|
  <-      Backfist | 27
  <-     CrushBeat | 30
  <- Rotation Kick | 30
  <-         Punch | 32
  <-  TriangleKick | 35
  <-  BabelCrumble | 36

Scuffle                     |-|T|-|
  <-          Chop | 29
  <-     CrushBeat | 29
  <-         Punch | 31
  <-      Backfist | 33

LocomotionG                 |-|T|D|
  <-      AirThrow | 17
  <-    GiantSwing | 19
  <-        Suplex | 20

DragonTurn                  |E|T|D|
  <-  BabelCrumble | 17
  <-    GiantSwing | 17
  <-       OgreRun | 17
  <-      AirThrow | 18
  <-          Chop | 20
  <-   LocomotionG | 20
  <-         Punch | 20
  <-          Fist | 22
  <-        Suplex | 22
  <-      Backfist | 24
  <- RollingCradle | 24
  <-       Sliding | 25

Lastshot                    |-|T|-|
  <-       OgreRun | 34
  <-         Punch | 44

Corkscrew                   |E|-|-|
  <-       Sliding | 36
  <-       OgreRun | 38
  <- Rotation Kick | 38
  <-  TriangleKick | 39
  <-      Backfist | 40
  <-          Kick | 41
  <-         Punch | 42

SkyTwister                  |-|T|D|
  <-  TriangleKick | 33
  <-      AirThrow | 35
  <-  BabelCrumble | 37
  <-          Kick | 37
  <-         Punch | 40

***
DSC is not itself Sparked, but if you simultaneously equip Sliding, Suplex,
GiantSwing, and BabelCrumble, you will be able to use DSC in battle.
Emelia (own Scenario, with Costumes) can complete the DSC much more easily than
any other PC in the game, by switching Costumes to use Talent to greatly
improve her chance to Spark each of all 4 of the DSC Abilities.  No other PC
has access to Talent for all 4.
***

-------------------------------------------------------------------------------





********************************************
*  Personal Spark Trees                    *                          [PSPTR14]
*  --Fei-on's INIT 1 Personal Spark Trees  *
********************************************


Although Fei-on has Talent for Haze-to-Wheel, he lacks Talent for WheelSlash,
which is the only Ability that can Spark Haze-to-Wheel, so I've removed
Haze-to-Wheel from his Personal Spark Trees.

-------------------------------------------------------------------------------

                 Fei-on's INIT 1 Personal Spark Trees To List
                                 by Zaraktheus

Slash
  ->     StunSlash |  5
  ->   DoubleSlash |  8
  ->     HardSlash | 12
  ->        Thrust | 13
  ->         Smash | 14
  ->  SwallowSwing | 17
  ->   Heaven/Hell | 22
  ->     BearCrush | 24
  ->       DeadEnd | 27
  ->  TripleThrust | 33
  ->     GaleSlash | 24
  -> TurbidCurrent | 41
  ->    RisingNova | 43

StunSlash
  ->   DoubleSlash |  8
  ->  SwallowSwing | 14
  -> ThunderThrust | 13
  ->     GaleSlash | 23

DoubleSlash
  ->     HardSlash |  9
  ->         Smash | 10
  ->  SwallowSwing | 12
  ->   Heaven/Hell | 17
  ->     BearCrush | 22
  ->     GaleSlash | 23

HardSlash
  ->         Smash | 10
  ->   Heaven/Hell | 15
  ->     BearCrush | 22
  -> TurbidCurrent | 35

Thrust
  -> ThunderThrust | 16
  ->       DeadEnd | 21
  ->  TripleThrust | 29

Smash
  ->   Heaven/Hell | 17
  ->     BearCrush | 20
  ->       DeadEnd | 25

SwallowSwing
  ->     GaleSlash | 15

ThunderThrust
  ->       DeadEnd | 23
  ->  TripleThrust | 27
  -> RosarioImpale | 34

Heaven/Hell
  ->  TripleThrust | 29

BearCrush
  -> RosarioImpale | 37

DeadEnd
  -> RosarioImpale | 30

TripleThrust
  -> RosarioImpale | 38

TwinSword
  ->   Heaven/Hell | 20

Katana
  ->     StunSlash |  4
  ->   DoubleSlash |  7
  ->     HardSlash | 11
  ->        Thrust | 12
  ->  SwallowSwing | 16
  ->   Heaven/Hell | 20
  ->  TripleThrust | 32
  ->     GaleSlash | 23
  ->      Blizzard | 35

Punch
  ->      AirThrow | 10
  ->          Chop |  8
  ->       Sliding | 12
  -> RollingCradle | 15
  ->     CrushBeat | 23
  -> Rotation Kick | 26
  ->      KO Throw | 17
  ->      GoldHand | 37
  ->  TriangleKick | 34
  ->       OgreRun | 32
  ->       Scuffle | 31
  ->    DragonTurn | 20
  ->      Lastshot | 44
  ->     Corkscrew | 42

Kick
  ->      AirThrow | 10
  ->       Sliding |  6
  -> Rotation Kick | 17
  ->      KO Throw | 16
  ->  TriangleKick | 25
  ->     Corkscrew | 41

AirThrow
  -> RollingCradle |  8
  ->      KO Throw | 14
  ->        Suplex | 13
  ->   LocomotionG | 17
  ->    DragonTurn | 18

Chop
  ->      KO Throw | 17
  ->       Scuffle | 29
  ->    DragonTurn | 20

Sliding
  -> Rotation Kick | 16
  ->  TriangleKick | 29
  ->    DragonTurn | 25
  ->     Corkscrew | 36

RollingCradle
  ->      KO Throw | 17
  ->    DragonTurn | 24

Fist
  ->      KO Throw | 17
  ->      GoldHand | 26
  ->    DragonTurn | 22

Backfist
  ->     CrushBeat | 19
  ->      KO Throw | 20
  ->       OgreRun | 27
  ->       Scuffle | 33
  ->    DragonTurn | 24
  ->     Corkscrew | 40

CrushBeat
  ->       OgreRun | 30
  ->       Scuffle | 29

Rotation Kick
  ->       Sliding | 12
  ->      KO Throw | 17
  ->  TriangleKick | 29
  ->       OgreRun | 30
  ->     Corkscrew | 38

Suplex
  -> RollingCradle | 15
  ->      KO Throw | 16
  ->   LocomotionG | 20
  ->    DragonTurn | 22

GoldHand
  ->      KO Throw | 16
  ->      Lastshot | 38
  ->     Corkscrew | 39

TriangleKick
  -> Rotation Kick | 23
  ->       OgreRun | 35
  ->     Corkscrew | 39

OgreRun
  ->      KO Throw | 15
  ->    DragonTurn | 17
  ->      Lastshot | 34
  ->     Corkscrew | 38

LocomotionG
  ->      KO Throw | 16
  ->        Suplex | 14
  ->    DragonTurn | 20

Lastshot
  ->      GoldHand | 43

-------------------------------------------------------------------------------

                Fei-on's INIT 1 Personal Spark Trees From List
                                 by Zaraktheus

StunSlash
  <-        Katana |  4
  <-         Slash |  5

DoubleSlash
  <-        Katana |  7
  <-         Slash |  8
  <-     StunSlash |  8

HardSlash
  <-   DoubleSlash |  9
  <-        Katana | 11
  <-         Slash | 12

Thrust
  <-        Katana | 12
  <-         Slash | 13

Smash
  <-   DoubleSlash | 10
  <-     HardSlash | 10
  <-         Slash | 14

SwallowSwing
  <-   DoubleSlash | 12
  <-     StunSlash | 14
  <-        Katana | 16
  <-         Slash | 17

ThunderThrust
  <-     StunSlash | 13
  <-        Thrust | 16

Heaven/Hell
  <-     HardSlash | 15
  <-   DoubleSlash | 17
  <-         Smash | 17
  <-        Katana | 20
  <-     TwinSword | 20
  <-         Slash | 22

BearCrush
  <-         Smash | 20
  <-   DoubleSlash | 22
  <-     HardSlash | 22
  <-         Slash | 24

DeadEnd
  <-        Thrust | 21
  <- ThunderThrust | 23
  <-         Smash | 25
  <-         Slash | 27

TripleThrust
  <- ThunderThrust | 27
  <-   Heaven/Hell | 29
  <-        Thrust | 29
  <-        Katana | 32
  <-         Slash | 33

GaleSlash
  <-  SwallowSwing | 15
  <-   DoubleSlash | 23
  <-        Katana | 23
  <-     StunSlash | 23
  <-         Slash | 24

TurbidCurrent
  <-     HardSlash | 35
  <-         Slash | 41

RisingNova
  <-         Slash | 43

RosarioImpale
  <-       DeadEnd | 30
  <- ThunderThrust | 34
  <-     BearCrush | 37
  <-  TripleThrust | 38

Blizzard
  <-        Katana | 35

Kick                        *Already Known

AirThrow
  <-          Kick | 10
  <-         Punch | 10

Chop
  <-         Punch |  8

Sliding
  <-          Kick |  6
  <-         Punch | 12
  <- Rotation Kick | 12

RollingCradle
  <-      AirThrow |  8
  <-         Punch | 15
  <-        Suplex | 15

SwayBack                    *Already Known

Fist                        *Already Known

Backfist                    *Already Known

CrushBeat
  <-      Backfist | 19
  <-         Punch | 23

Rotation Kick
  <-       Sliding | 16
  <-          Kick | 17
  <-  TriangleKick | 23
  <-         Punch | 26

KO Throw
  <-      AirThrow | 14
  <-       OgreRun | 15
  <-      GoldHand | 16
  <-          Kick | 16
  <-   LocomotionG | 16
  <-        Suplex | 16
  <-          Chop | 17
  <-          Fist | 17
  <-         Punch | 17
  <- RollingCradle | 17
  <- Rotation Kick | 17
  <-      Backfist | 20

Suplex
  <-      AirThrow | 13
  <-   LocomotionG | 14

GoldHand
  <-          Fist | 26
  <-         Punch | 37
  <-      Lastshot | 43

TriangleKick
  <-          Kick | 25
  <- Rotation Kick | 29
  <-       Sliding | 29
  <-         Punch | 34

OgreRun
  <-      Backfist | 27
  <-     CrushBeat | 30
  <- Rotation Kick | 30
  <-         Punch | 32
  <-  TriangleKick | 35

Scuffle
  <-          Chop | 29
  <-     CrushBeat | 29
  <-         Punch | 31
  <-      Backfist | 33

LocomotionG
  <-      AirThrow | 17
  <-        Suplex | 20

DragonTurn
  <-       OgreRun | 17
  <-      AirThrow | 18
  <-          Chop | 20
  <-   LocomotionG | 20
  <-         Punch | 20
  <-          Fist | 22
  <-        Suplex | 22
  <-      Backfist | 24
  <- RollingCradle | 24
  <-       Sliding | 25

Lastshot
  <-       OgreRun | 34
  <-      GoldHand | 38
  <-         Punch | 44

Corkscrew
  <-       Sliding | 36
  <-       OgreRun | 38
  <- Rotation Kick | 38
  <-      GoldHand | 39
  <-  TriangleKick | 39
  <-      Backfist | 40
  <-          Kick | 41
  <-         Punch | 42

-------------------------------------------------------------------------------





********************************************
*  Personal Spark Trees                    *                          [PSPTR15]
*  --Fei-on's INIT 2 Personal Spark Trees  *
********************************************


Although Fei-on has Talent for Haze-to-Wheel, he lacks Talent for WheelSlash,
which is the only Ability that can Spark Haze-to-Wheel, so I've removed
Haze-to-Wheel from his Personal Spark Trees.

-------------------------------------------------------------------------------

                 Fei-on's INIT 2 Personal Spark Trees To List
                                 by Zaraktheus

Slash
  ->     StunSlash |  5
  ->   DoubleSlash |  8
  ->     HardSlash | 12
  ->        Thrust | 13
  ->         Smash | 14
  ->  SwallowSwing | 17
  ->   Heaven/Hell | 22
  ->     BearCrush | 24
  ->       DeadEnd | 27
  ->  TripleThrust | 33
  ->     GaleSlash | 24
  -> TurbidCurrent | 41
  ->    RisingNova | 43

StunSlash
  ->   DoubleSlash |  8
  ->  SwallowSwing | 14
  -> ThunderThrust | 13
  ->     GaleSlash | 23

DoubleSlash
  ->     HardSlash |  9
  ->         Smash | 10
  ->  SwallowSwing | 12
  ->   Heaven/Hell | 17
  ->     BearCrush | 22
  ->     GaleSlash | 23

HardSlash
  ->         Smash | 10
  ->   Heaven/Hell | 15
  ->     BearCrush | 22
  -> TurbidCurrent | 35

Thrust
  -> ThunderThrust | 16
  ->       DeadEnd | 21
  ->  TripleThrust | 29

Smash
  ->   Heaven/Hell | 17
  ->     BearCrush | 20
  ->       DeadEnd | 25

SwallowSwing
  ->     GaleSlash | 15

ThunderThrust
  ->       DeadEnd | 23
  ->  TripleThrust | 27
  -> RosarioImpale | 34

Heaven/Hell
  ->  TripleThrust | 29

BearCrush
  -> RosarioImpale | 37

DeadEnd
  -> RosarioImpale | 30

TripleThrust
  -> RosarioImpale | 38

TwinSword
  ->   Heaven/Hell | 20

Katana
  ->     StunSlash |  4
  ->   DoubleSlash |  7
  ->     HardSlash | 11
  ->        Thrust | 12
  ->  SwallowSwing | 16
  ->   Heaven/Hell | 20
  ->  TripleThrust | 32
  ->     GaleSlash | 23
  ->      Blizzard | 35

Punch
  ->      AirThrow | 10
  ->          Chop |  8
  ->       Sliding | 12
  -> RollingCradle | 15
  -> Rotation Kick | 26
  ->      KO Throw | 17
  ->      GoldHand | 37
  ->  TriangleKick | 34
  ->       OgreRun | 32
  ->       Scuffle | 31
  ->    DragonTurn | 20
  ->      Lastshot | 44
  ->     Corkscrew | 42

Kick
  ->      AirThrow | 10
  ->       Sliding |  6
  -> Rotation Kick | 17
  ->      KO Throw | 16
  ->  TriangleKick | 25
  ->     Corkscrew | 41

AirThrow
  -> RollingCradle |  8
  ->      KO Throw | 14
  ->        Suplex | 13
  ->   LocomotionG | 17
  ->    DragonTurn | 18

Chop
  ->      KO Throw | 17
  ->       Scuffle | 29
  ->    DragonTurn | 20

Sliding
  -> Rotation Kick | 16
  ->  TriangleKick | 29
  ->    DragonTurn | 25
  ->     Corkscrew | 36

RollingCradle
  ->      KO Throw | 17
  ->    DragonTurn | 24

Fist
  ->      KO Throw | 17
  ->      GoldHand | 26
  ->    DragonTurn | 22

Backfist
  ->      KO Throw | 20
  ->       OgreRun | 27
  ->       Scuffle | 33
  ->    DragonTurn | 24
  ->     Corkscrew | 40

CrushBeat
  ->       OgreRun | 30
  ->       Scuffle | 29

Rotation Kick
  ->       Sliding | 12
  ->      KO Throw | 17
  ->  TriangleKick | 29
  ->       OgreRun | 30
  ->     Corkscrew | 38

Suplex
  -> RollingCradle | 15
  ->      KO Throw | 16
  ->   LocomotionG | 20
  ->    DragonTurn | 22

GoldHand
  ->      KO Throw | 16
  ->      Lastshot | 38
  ->     Corkscrew | 39

TriangleKick
  -> Rotation Kick | 23
  ->       OgreRun | 35
  ->     Corkscrew | 39

OgreRun
  ->      KO Throw | 15
  ->    DragonTurn | 17
  ->      Lastshot | 34
  ->     Corkscrew | 38

LocomotionG
  ->      KO Throw | 16
  ->        Suplex | 14
  ->    DragonTurn | 20

Lastshot
  ->      GoldHand | 43

-------------------------------------------------------------------------------

                Fei-on's INIT 2 Personal Spark Trees From List
                                 by Zaraktheus

StunSlash
  <-        Katana |  4
  <-         Slash |  5

DoubleSlash
  <-        Katana |  7
  <-         Slash |  8
  <-     StunSlash |  8

HardSlash
  <-   DoubleSlash |  9
  <-        Katana | 11
  <-         Slash | 12

Thrust
  <-        Katana | 12
  <-         Slash | 13

Smash
  <-   DoubleSlash | 10
  <-     HardSlash | 10
  <-         Slash | 14

SwallowSwing
  <-   DoubleSlash | 12
  <-     StunSlash | 14
  <-        Katana | 16
  <-         Slash | 17

ThunderThrust
  <-     StunSlash | 13
  <-        Thrust | 16

Heaven/Hell
  <-     HardSlash | 15
  <-   DoubleSlash | 17
  <-         Smash | 17
  <-        Katana | 20
  <-     TwinSword | 20
  <-         Slash | 22

BearCrush
  <-         Smash | 20
  <-   DoubleSlash | 22
  <-     HardSlash | 22
  <-         Slash | 24

DeadEnd
  <-        Thrust | 21
  <- ThunderThrust | 23
  <-         Smash | 25
  <-         Slash | 27

TripleThrust
  <- ThunderThrust | 27
  <-   Heaven/Hell | 29
  <-        Thrust | 29
  <-        Katana | 32
  <-         Slash | 33

GaleSlash
  <-  SwallowSwing | 15
  <-   DoubleSlash | 23
  <-        Katana | 23
  <-     StunSlash | 23
  <-         Slash | 24

TurbidCurrent
  <-     HardSlash | 35
  <-         Slash | 41

RisingNova
  <-         Slash | 43

RosarioImpale
  <-       DeadEnd | 30
  <- ThunderThrust | 34
  <-     BearCrush | 37
  <-  TripleThrust | 38

Blizzard
  <-        Katana | 35

Kick                        *Already Known

AirThrow
  <-          Kick | 10
  <-         Punch | 10

Chop
  <-         Punch |  8

Sliding
  <-          Kick |  6
  <-         Punch | 12
  <- Rotation Kick | 12

RollingCradle
  <-      AirThrow |  8
  <-         Punch | 15
  <-        Suplex | 15

SwayBack                    *Already Known

Fist                        *Already Known

Backfist                    *Already Known

CrushBeat                   *Already Known

Rotation Kick
  <-       Sliding | 16
  <-          Kick | 17
  <-  TriangleKick | 23
  <-         Punch | 26

KO Throw
  <-      AirThrow | 14
  <-       OgreRun | 15
  <-      GoldHand | 16
  <-          Kick | 16
  <-   LocomotionG | 16
  <-        Suplex | 16
  <-          Chop | 17
  <-          Fist | 17
  <-         Punch | 17
  <- RollingCradle | 17
  <- Rotation Kick | 17
  <-      Backfist | 20

Suplex
  <-      AirThrow | 13
  <-   LocomotionG | 14

GoldHand
  <-          Fist | 26
  <-         Punch | 37
  <-      Lastshot | 43

TriangleKick
  <-          Kick | 25
  <- Rotation Kick | 29
  <-       Sliding | 29
  <-         Punch | 34

OgreRun
  <-      Backfist | 27
  <-     CrushBeat | 30
  <- Rotation Kick | 30
  <-         Punch | 32
  <-  TriangleKick | 35

Scuffle
  <-          Chop | 29
  <-     CrushBeat | 29
  <-         Punch | 31
  <-      Backfist | 33

LocomotionG
  <-      AirThrow | 17
  <-        Suplex | 20

DragonTurn
  <-       OgreRun | 17
  <-      AirThrow | 18
  <-          Chop | 20
  <-   LocomotionG | 20
  <-         Punch | 20
  <-          Fist | 22
  <-        Suplex | 22
  <-      Backfist | 24
  <- RollingCradle | 24
  <-       Sliding | 25

Lastshot
  <-       OgreRun | 34
  <-      GoldHand | 38
  <-         Punch | 44

Corkscrew
  <-       Sliding | 36
  <-       OgreRun | 38
  <- Rotation Kick | 38
  <-      GoldHand | 39
  <-  TriangleKick | 39
  <-      Backfist | 40
  <-          Kick | 41
  <-         Punch | 42

-------------------------------------------------------------------------------





********************************************
*  Personal Spark Trees                    *                          [PSPTR16]
*  --Fei-on's INIT 3 Personal Spark Trees  *
********************************************


Although Fei-on has Talent for Haze-to-Wheel, he lacks Talent for WheelSlash,
which is the only Ability that can Spark Haze-to-Wheel, so I've removed
Haze-to-Wheel from his Personal Spark Trees.

-------------------------------------------------------------------------------

                 Fei-on's INIT 3 Personal Spark Trees To List
                                 by Zaraktheus

Slash
  ->     StunSlash |  5
  ->   DoubleSlash |  8
  ->     HardSlash | 12
  ->        Thrust | 13
  ->         Smash | 14
  ->  SwallowSwing | 17
  ->   Heaven/Hell | 22
  ->     BearCrush | 24
  ->       DeadEnd | 27
  ->  TripleThrust | 33
  ->     GaleSlash | 24
  -> TurbidCurrent | 41
  ->    RisingNova | 43

StunSlash
  ->   DoubleSlash |  8
  ->  SwallowSwing | 14
  -> ThunderThrust | 13
  ->     GaleSlash | 23

DoubleSlash
  ->     HardSlash |  9
  ->         Smash | 10
  ->  SwallowSwing | 12
  ->   Heaven/Hell | 17
  ->     BearCrush | 22
  ->     GaleSlash | 23

HardSlash
  ->         Smash | 10
  ->   Heaven/Hell | 15
  ->     BearCrush | 22
  -> TurbidCurrent | 35

Thrust
  -> ThunderThrust | 16
  ->       DeadEnd | 21
  ->  TripleThrust | 29

Smash
  ->   Heaven/Hell | 17
  ->     BearCrush | 20
  ->       DeadEnd | 25

SwallowSwing
  ->     GaleSlash | 15

ThunderThrust
  ->       DeadEnd | 23
  ->  TripleThrust | 27
  -> RosarioImpale | 34

Heaven/Hell
  ->  TripleThrust | 29

BearCrush
  -> RosarioImpale | 37

DeadEnd
  -> RosarioImpale | 30

TripleThrust
  -> RosarioImpale | 38

TwinSword
  ->   Heaven/Hell | 20

Katana
  ->     StunSlash |  4
  ->   DoubleSlash |  7
  ->     HardSlash | 11
  ->        Thrust | 12
  ->  SwallowSwing | 16
  ->   Heaven/Hell | 20
  ->  TripleThrust | 32
  ->     GaleSlash | 23
  ->      Blizzard | 35

Punch
  ->      AirThrow | 10
  ->          Chop |  8
  ->       Sliding | 12
  -> RollingCradle | 15
  -> Rotation Kick | 26
  ->      KO Throw | 17
  ->      GoldHand | 37
  ->  TriangleKick | 34
  ->       Scuffle | 31
  ->    DragonTurn | 20
  ->      Lastshot | 44
  ->     Corkscrew | 42

Kick
  ->      AirThrow | 10
  ->       Sliding |  6
  -> Rotation Kick | 17
  ->      KO Throw | 16
  ->  TriangleKick | 25
  ->     Corkscrew | 41

AirThrow
  -> RollingCradle |  8
  ->      KO Throw | 14
  ->        Suplex | 13
  ->   LocomotionG | 17
  ->    DragonTurn | 18

Chop
  ->      KO Throw | 17
  ->       Scuffle | 29
  ->    DragonTurn | 20

Sliding
  -> Rotation Kick | 16
  ->  TriangleKick | 29
  ->    DragonTurn | 25
  ->     Corkscrew | 36

RollingCradle
  ->      KO Throw | 17
  ->    DragonTurn | 24

Fist
  ->      KO Throw | 17
  ->      GoldHand | 26
  ->    DragonTurn | 22

Backfist
  ->      KO Throw | 20
  ->       Scuffle | 33
  ->    DragonTurn | 24
  ->     Corkscrew | 40

CrushBeat
  ->       Scuffle | 29

Rotation Kick
  ->       Sliding | 12
  ->      KO Throw | 17
  ->  TriangleKick | 29
  ->     Corkscrew | 38

Suplex
  -> RollingCradle | 15
  ->      KO Throw | 16
  ->   LocomotionG | 20
  ->    DragonTurn | 22

GoldHand
  ->      KO Throw | 16
  ->      Lastshot | 38
  ->     Corkscrew | 39

TriangleKick
  -> Rotation Kick | 23
  ->     Corkscrew | 39

OgreRun
  ->      KO Throw | 15
  ->    DragonTurn | 17
  ->      Lastshot | 34
  ->     Corkscrew | 38

LocomotionG
  ->      KO Throw | 16
  ->        Suplex | 14
  ->    DragonTurn | 20

Lastshot
  ->      GoldHand | 43

-------------------------------------------------------------------------------

                Fei-on's INIT 3 Personal Spark Trees From List
                                 by Zaraktheus

StunSlash
  <-        Katana |  4
  <-         Slash |  5

DoubleSlash
  <-        Katana |  7
  <-         Slash |  8
  <-     StunSlash |  8

HardSlash
  <-   DoubleSlash |  9
  <-        Katana | 11
  <-         Slash | 12

Thrust
  <-        Katana | 12
  <-         Slash | 13

Smash
  <-   DoubleSlash | 10
  <-     HardSlash | 10
  <-         Slash | 14

SwallowSwing
  <-   DoubleSlash | 12
  <-     StunSlash | 14
  <-        Katana | 16
  <-         Slash | 17

ThunderThrust
  <-     StunSlash | 13
  <-        Thrust | 16

Heaven/Hell
  <-     HardSlash | 15
  <-   DoubleSlash | 17
  <-         Smash | 17
  <-        Katana | 20
  <-     TwinSword | 20
  <-         Slash | 22

BearCrush
  <-         Smash | 20
  <-   DoubleSlash | 22
  <-     HardSlash | 22
  <-         Slash | 24

DeadEnd
  <-        Thrust | 21
  <- ThunderThrust | 23
  <-         Smash | 25
  <-         Slash | 27

TripleThrust
  <- ThunderThrust | 27
  <-   Heaven/Hell | 29
  <-        Thrust | 29
  <-        Katana | 32
  <-         Slash | 33

GaleSlash
  <-  SwallowSwing | 15
  <-   DoubleSlash | 23
  <-        Katana | 23
  <-     StunSlash | 23
  <-         Slash | 24

TurbidCurrent
  <-     HardSlash | 35
  <-         Slash | 41

RisingNova
  <-         Slash | 43

RosarioImpale
  <-       DeadEnd | 30
  <- ThunderThrust | 34
  <-     BearCrush | 37
  <-  TripleThrust | 38

Blizzard
  <-        Katana | 35

Kick                        *Already Known

AirThrow
  <-          Kick | 10
  <-         Punch | 10

Chop
  <-         Punch |  8

Sliding
  <-          Kick |  6
  <-         Punch | 12
  <- Rotation Kick | 12

RollingCradle
  <-      AirThrow |  8
  <-         Punch | 15
  <-        Suplex | 15

SwayBack                    *Already Known

Fist                        *Already Known

Backfist                    *Already Known

CrushBeat                   *Already Known

Rotation Kick
  <-       Sliding | 16
  <-          Kick | 17
  <-  TriangleKick | 23
  <-         Punch | 26

KO Throw
  <-      AirThrow | 14
  <-       OgreRun | 15
  <-      GoldHand | 16
  <-          Kick | 16
  <-   LocomotionG | 16
  <-        Suplex | 16
  <-          Chop | 17
  <-          Fist | 17
  <-         Punch | 17
  <- RollingCradle | 17
  <- Rotation Kick | 17
  <-      Backfist | 20

Suplex
  <-      AirThrow | 13
  <-   LocomotionG | 14

GoldHand
  <-          Fist | 26
  <-         Punch | 37
  <-      Lastshot | 43

TriangleKick
  <-          Kick | 25
  <- Rotation Kick | 29
  <-       Sliding | 29
  <-         Punch | 34

OgreRun                     *Already Known

Scuffle
  <-          Chop | 29
  <-     CrushBeat | 29
  <-         Punch | 31
  <-      Backfist | 33

LocomotionG
  <-      AirThrow | 17
  <-        Suplex | 20

DragonTurn
  <-       OgreRun | 17
  <-      AirThrow | 18
  <-          Chop | 20
  <-   LocomotionG | 20
  <-         Punch | 20
  <-          Fist | 22
  <-        Suplex | 22
  <-      Backfist | 24
  <- RollingCradle | 24
  <-       Sliding | 25

Lastshot
  <-       OgreRun | 34
  <-      GoldHand | 38
  <-         Punch | 44

Corkscrew
  <-       Sliding | 36
  <-       OgreRun | 38
  <- Rotation Kick | 38
  <-      GoldHand | 39
  <-  TriangleKick | 39
  <-      Backfist | 40
  <-          Kick | 41
  <-         Punch | 42

-------------------------------------------------------------------------------





********************************************
*  Personal Spark Trees                    *                          [PSPTR17]
*  --Fei-on's INIT 4 Personal Spark Trees  *
********************************************


Although Fei-on has Talent for Haze-to-Wheel, he lacks Talent for WheelSlash,
which is the only Ability that can Spark Haze-to-Wheel, so I've removed
Haze-to-Wheel from his Personal Spark Trees.

-------------------------------------------------------------------------------

                 Fei-on's INIT 4 Personal Spark Trees To List
                                 by Zaraktheus

Slash
  ->     StunSlash |  5
  ->   DoubleSlash |  8
  ->     HardSlash | 12
  ->        Thrust | 13
  ->         Smash | 14
  ->  SwallowSwing | 17
  ->   Heaven/Hell | 22
  ->     BearCrush | 24
  ->       DeadEnd | 27
  ->  TripleThrust | 33
  ->     GaleSlash | 24
  -> TurbidCurrent | 41
  ->    RisingNova | 43

StunSlash
  ->   DoubleSlash |  8
  ->  SwallowSwing | 14
  -> ThunderThrust | 13
  ->     GaleSlash | 23

DoubleSlash
  ->     HardSlash |  9
  ->         Smash | 10
  ->  SwallowSwing | 12
  ->   Heaven/Hell | 17
  ->     BearCrush | 22
  ->     GaleSlash | 23

HardSlash
  ->         Smash | 10
  ->   Heaven/Hell | 15
  ->     BearCrush | 22
  -> TurbidCurrent | 35

Thrust
  -> ThunderThrust | 16
  ->       DeadEnd | 21
  ->  TripleThrust | 29

Smash
  ->   Heaven/Hell | 17
  ->     BearCrush | 20
  ->       DeadEnd | 25

SwallowSwing
  ->     GaleSlash | 15

ThunderThrust
  ->       DeadEnd | 23
  ->  TripleThrust | 27
  -> RosarioImpale | 34

Heaven/Hell
  ->  TripleThrust | 29

BearCrush
  -> RosarioImpale | 37

DeadEnd
  -> RosarioImpale | 30

TripleThrust
  -> RosarioImpale | 38

TwinSword
  ->   Heaven/Hell | 20

Katana
  ->     StunSlash |  4
  ->   DoubleSlash |  7
  ->     HardSlash | 11
  ->        Thrust | 12
  ->  SwallowSwing | 16
  ->   Heaven/Hell | 20
  ->  TripleThrust | 32
  ->     GaleSlash | 23
  ->      Blizzard | 35

Punch
  ->      AirThrow | 10
  ->          Chop |  8
  ->       Sliding | 12
  -> RollingCradle | 15
  -> Rotation Kick | 26
  ->      KO Throw | 17
  ->      GoldHand | 37
  ->  TriangleKick | 34
  ->       Scuffle | 31
  ->      Lastshot | 44
  ->     Corkscrew | 42

Kick
  ->      AirThrow | 10
  ->       Sliding |  6
  -> Rotation Kick | 17
  ->      KO Throw | 16
  ->  TriangleKick | 25
  ->     Corkscrew | 41

AirThrow
  -> RollingCradle |  8
  ->      KO Throw | 14
  ->        Suplex | 13
  ->   LocomotionG | 17

Chop
  ->      KO Throw | 17
  ->       Scuffle | 29

Sliding
  -> Rotation Kick | 16
  ->  TriangleKick | 29
  ->     Corkscrew | 36

RollingCradle
  ->      KO Throw | 17

Fist
  ->      KO Throw | 17
  ->      GoldHand | 26

Backfist
  ->      KO Throw | 20
  ->       Scuffle | 33
  ->     Corkscrew | 40

CrushBeat
  ->       Scuffle | 29

Rotation Kick
  ->       Sliding | 12
  ->      KO Throw | 17
  ->  TriangleKick | 29
  ->     Corkscrew | 38

Suplex
  -> RollingCradle | 15
  ->      KO Throw | 16
  ->   LocomotionG | 20

GoldHand
  ->      KO Throw | 16
  ->      Lastshot | 38
  ->     Corkscrew | 39

TriangleKick
  -> Rotation Kick | 23
  ->     Corkscrew | 39

OgreRun
  ->      KO Throw | 15
  ->      Lastshot | 34
  ->     Corkscrew | 38

LocomotionG
  ->      KO Throw | 16
  ->        Suplex | 14

Lastshot
  ->      GoldHand | 43

-------------------------------------------------------------------------------

                Fei-on's INIT 4 Personal Spark Trees From List
                                 by Zaraktheus

StunSlash
  <-        Katana |  4
  <-         Slash |  5

DoubleSlash
  <-        Katana |  7
  <-         Slash |  8
  <-     StunSlash |  8

HardSlash
  <-   DoubleSlash |  9
  <-        Katana | 11
  <-         Slash | 12

Thrust
  <-        Katana | 12
  <-         Slash | 13

Smash
  <-   DoubleSlash | 10
  <-     HardSlash | 10
  <-         Slash | 14

SwallowSwing
  <-   DoubleSlash | 12
  <-     StunSlash | 14
  <-        Katana | 16
  <-         Slash | 17

ThunderThrust
  <-     StunSlash | 13
  <-        Thrust | 16

Heaven/Hell
  <-     HardSlash | 15
  <-   DoubleSlash | 17
  <-         Smash | 17
  <-        Katana | 20
  <-     TwinSword | 20
  <-         Slash | 22

BearCrush
  <-         Smash | 20
  <-   DoubleSlash | 22
  <-     HardSlash | 22
  <-         Slash | 24

DeadEnd
  <-        Thrust | 21
  <- ThunderThrust | 23
  <-         Smash | 25
  <-         Slash | 27

TripleThrust
  <- ThunderThrust | 27
  <-   Heaven/Hell | 29
  <-        Thrust | 29
  <-        Katana | 32
  <-         Slash | 33

GaleSlash
  <-  SwallowSwing | 15
  <-   DoubleSlash | 23
  <-        Katana | 23
  <-     StunSlash | 23
  <-         Slash | 24

TurbidCurrent
  <-     HardSlash | 35
  <-         Slash | 41

RisingNova
  <-         Slash | 43

RosarioImpale
  <-       DeadEnd | 30
  <- ThunderThrust | 34
  <-     BearCrush | 37
  <-  TripleThrust | 38

Blizzard
  <-        Katana | 35

Kick                        *Already Known

AirThrow
  <-          Kick | 10
  <-         Punch | 10

Chop
  <-         Punch |  8

Sliding
  <-          Kick |  6
  <-         Punch | 12
  <- Rotation Kick | 12

RollingCradle
  <-      AirThrow |  8
  <-         Punch | 15
  <-        Suplex | 15

SwayBack                    *Already Known

Fist                        *Already Known

Backfist                    *Already Known

CrushBeat                   *Already Known

Rotation Kick
  <-       Sliding | 16
  <-          Kick | 17
  <-  TriangleKick | 23
  <-         Punch | 26

KO Throw
  <-      AirThrow | 14
  <-       OgreRun | 15
  <-      GoldHand | 16
  <-          Kick | 16
  <-   LocomotionG | 16
  <-        Suplex | 16
  <-          Chop | 17
  <-          Fist | 17
  <-         Punch | 17
  <- RollingCradle | 17
  <- Rotation Kick | 17
  <-      Backfist | 20

Suplex
  <-      AirThrow | 13
  <-   LocomotionG | 14

GoldHand
  <-          Fist | 26
  <-         Punch | 37
  <-      Lastshot | 43

TriangleKick
  <-          Kick | 25
  <- Rotation Kick | 29
  <-       Sliding | 29
  <-         Punch | 34

OgreRun                     *Already Known

Scuffle
  <-          Chop | 29
  <-     CrushBeat | 29
  <-         Punch | 31
  <-      Backfist | 33

LocomotionG
  <-      AirThrow | 17
  <-        Suplex | 20

DragonTurn                  *Already Known

Lastshot
  <-       OgreRun | 34
  <-      GoldHand | 38
  <-         Punch | 44

Corkscrew
  <-       Sliding | 36
  <-       OgreRun | 38
  <- Rotation Kick | 38
  <-      GoldHand | 39
  <-  TriangleKick | 39
  <-      Backfist | 40
  <-          Kick | 41
  <-         Punch | 42

-------------------------------------------------------------------------------





******************************************
*  Personal Spark Trees                  *                            [PSPTR18]
*  --Fuse's INIT 1 Personal Spark Trees  *
******************************************


-------------------------------------------------------------------------------

                  Fuse's INIT 1 Personal Spark Trees To List
                                 by Zaraktheus

Slash
  ->     StunSlash |  5
  ->   DoubleSlash |  8
  ->     HardSlash | 12
  ->        Thrust | 13
  ->         Smash | 14
  ->   Heaven/Hell | 22
  ->    WheelSlash | 20
  ->     BearCrush | 24
  ->       DeadEnd | 27
  ->      HeadWind | 31
  ->  TripleThrust | 33
  ->        Kasumi | 26
  ->     GaleSlash | 24
  -> TurbidCurrent | 41
  ->    RisingNova | 43
  -> LifeSprinkler | 45

StunSlash
  ->   DoubleSlash |  8
  -> ThunderThrust | 13
  ->    WheelSlash | 18
  ->      HeadWind | 26
  ->        Kasumi | 25
  ->     GaleSlash | 23

DoubleSlash
  ->     HardSlash |  9
  ->         Smash | 10
  ->   Heaven/Hell | 17
  ->     BearCrush | 22
  ->      HeadWind | 24
  ->        Kasumi | 25
  ->     GaleSlash | 23

HardSlash
  ->         Smash | 10
  ->   Heaven/Hell | 15
  ->     BearCrush | 22
  -> TurbidCurrent | 35

Thrust
  -> ThunderThrust | 16
  ->       DeadEnd | 21
  ->  TripleThrust | 29

Smash
  ->   Heaven/Hell | 17
  ->     BearCrush | 20
  ->       DeadEnd | 25

ThunderThrust
  ->       DeadEnd | 23
  ->  TripleThrust | 27
  ->        Kasumi | 24
  -> RosarioImpale | 34

Heaven/Hell
  ->  TripleThrust | 29
  ->        Kasumi | 27

WheelSlash
  -> Haze-to-Wheel | 36

BearCrush
  -> RosarioImpale | 37

DeadEnd
  -> RosarioImpale | 30

HeadWind
  ->        Kasumi | 23
  -> TurbidCurrent | 36

TripleThrust
  -> RosarioImpale | 38

TurbidCurrent
  -> LifeSprinkler | 40

TwinSword
  ->   Heaven/Hell | 20

Katana
  ->     StunSlash |  4
  ->   DoubleSlash |  7
  ->     HardSlash | 11
  ->        Thrust | 12
  ->   Heaven/Hell | 20
  ->    WheelSlash | 19
  ->      HeadWind | 30
  ->  TripleThrust | 32
  ->        Kasumi | 26
  ->     GaleSlash | 23
  ->  MoonlightCut | 27
  -> ShadowCounter | 21
  ->   Tres Flores | 45

MoonlightCut
  ->        Kasumi | 25
  -> ShadowCounter | 17
  ->   Tres Flores | 39

ShadowCounter
  ->      HeadWind | 25
  ->  TripleThrust | 31
  ->        Kasumi | 26
  -> TurbidCurrent | 35
  -> LifeSprinkler | 38
  ->  MoonlightCut | 22
  ->   Tres Flores | 40

Punch
  ->      AirThrow | 10
  ->          Chop |  8
  -> RollingCradle | 15
  ->          Fist | 16
  ->      Backfist | 18
  ->     CrushBeat | 23
  -> Rotation Kick | 26
  ->  TriangleKick | 34
  ->       OgreRun | 32
  ->       Scuffle | 31
  ->      Lastshot | 44
  ->    SkyTwister | 40

Kick
  ->      AirThrow | 10
  -> Rotation Kick | 17
  ->  TriangleKick | 25
  ->    SkyTwister | 37

AirThrow
  -> RollingCradle |  8
  ->        Suplex | 13
  ->    GiantSwing | 19
  ->   LocomotionG | 17
  ->    SkyTwister | 35

Chop
  ->      Backfist | 14
  ->       Scuffle | 29

Backfist
  ->     CrushBeat | 19
  ->       OgreRun | 27
  ->       Scuffle | 33

CrushBeat
  ->      Backfist | 25
  ->       OgreRun | 30
  ->       Scuffle | 29

Rotation Kick
  ->  TriangleKick | 29
  ->       OgreRun | 30

Suplex
  -> RollingCradle | 15
  ->    GiantSwing | 18
  ->   LocomotionG | 20

GiantSwing
  -> RollingCradle | 11
  ->        Suplex | 20
  ->   LocomotionG | 19

TriangleKick
  -> Rotation Kick | 23
  ->       OgreRun | 35
  ->    SkyTwister | 33

OgreRun
  ->      Lastshot | 34

LocomotionG
  ->        Suplex | 14
  ->    GiantSwing | 20

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Kasumi
  ->       Godless | 33

-------------------------------------------------------------------------------

                 Fuse's INIT 1 Personal Spark Trees From List
                                 by Zaraktheus

StunSlash
  <-        Katana |  4
  <-         Slash |  5

DoubleSlash
  <-        Katana |  7
  <-         Slash |  8
  <-     StunSlash |  8

HardSlash
  <-   DoubleSlash |  9
  <-        Katana | 11
  <-         Slash | 12

Thrust
  <-        Katana | 12
  <-         Slash | 13

Smash
  <-   DoubleSlash | 10
  <-     HardSlash | 10
  <-         Slash | 14

ThunderThrust
  <-     StunSlash | 13
  <-        Thrust | 16

Heaven/Hell
  <-     HardSlash | 15
  <-   DoubleSlash | 17
  <-         Smash | 17
  <-        Katana | 20
  <-     TwinSword | 20
  <-         Slash | 22

WheelSlash
  <-     StunSlash | 18
  <-        Katana | 19
  <-         Slash | 20

BearCrush
  <-         Smash | 20
  <-   DoubleSlash | 22
  <-     HardSlash | 22
  <-         Slash | 24

DeadEnd
  <-        Thrust | 21
  <- ThunderThrust | 23
  <-         Smash | 25
  <-         Slash | 27

HeadWind
  <-   DoubleSlash | 24
  <- ShadowCounter | 25
  <-     StunSlash | 26
  <-        Katana | 30
  <-         Slash | 31

TripleThrust
  <- ThunderThrust | 27
  <-   Heaven/Hell | 29
  <-        Thrust | 29
  <- ShadowCounter | 31
  <-        Katana | 32
  <-         Slash | 33

Kasumi
  <-      HeadWind | 23
  <- ThunderThrust | 24
  <-   DoubleSlash | 25
  <-  MoonlightCut | 25
  <-     StunSlash | 25
  <-        Katana | 26
  <- ShadowCounter | 26
  <-         Slash | 26
  <-   Heaven/Hell | 27

GaleSlash
  <-   DoubleSlash | 23
  <-        Katana | 23
  <-     StunSlash | 23
  <-         Slash | 24

TurbidCurrent
  <-     HardSlash | 35
  <- ShadowCounter | 35
  <-      HeadWind | 36
  <-         Slash | 41

RisingNova
  <-         Slash | 43

RosarioImpale
  <-       DeadEnd | 30
  <- ThunderThrust | 34
  <-     BearCrush | 37
  <-  TripleThrust | 38

Haze-to-Wheel
  <-    WheelSlash | 36

LifeSprinkler
  <- ShadowCounter | 38
  <- TurbidCurrent | 40
  <-         Slash | 45

Godless
  <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
  the normal Sword or Katana Abilities.  It has nothing to do with whether or
  how many times the PC actually uses Kasumi.

MoonlightCut
  <- ShadowCounter | 22
  <-        Katana | 27

ShadowCounter
  <-  MoonlightCut | 17
  <-        Katana | 21

Tres Flores
  <-  MoonlightCut | 39
  <- ShadowCounter | 40
  <-        Katana | 45

Kick                        *Already Known

AirThrow
  <-          Kick | 10
  <-         Punch | 10

Chop
  <-         Punch |  8

RollingCradle
  <-      AirThrow |  8
  <-    GiantSwing | 11
  <-         Punch | 15
  <-        Suplex | 15

Fist
  <-         Punch | 16

Backfist
  <-          Chop | 14
  <-         Punch | 18
  <-     CrushBeat | 25

CrushBeat
  <-      Backfist | 19
  <-         Punch | 23

Rotation Kick
  <-          Kick | 17
  <-  TriangleKick | 23
  <-         Punch | 26

Suplex
  <-      AirThrow | 13
  <-   LocomotionG | 14
  <-    GiantSwing | 20

GiantSwing
  <-        Suplex | 18
  <-      AirThrow | 19
  <-   LocomotionG | 20

TriangleKick
  <-          Kick | 25
  <- Rotation Kick | 29
  <-         Punch | 34

OgreRun
  <-      Backfist | 27
  <-     CrushBeat | 30
  <- Rotation Kick | 30
  <-         Punch | 32
  <-  TriangleKick | 35

Scuffle
  <-          Chop | 29
  <-     CrushBeat | 29
  <-         Punch | 31
  <-      Backfist | 33

LocomotionG
  <-      AirThrow | 17
  <-    GiantSwing | 19
  <-        Suplex | 20

Lastshot
  <-       OgreRun | 34
  <-         Punch | 44

SkyTwister
  <-  TriangleKick | 33
  <-      AirThrow | 35
  <-          Kick | 37
  <-         Punch | 40

-------------------------------------------------------------------------------





******************************************
*  Personal Spark Trees                  *                            [PSPTR19]
*  --Fuse's INIT 2 Personal Spark Trees  *
******************************************


-------------------------------------------------------------------------------

                  Fuse's INIT 2 Personal Spark Trees To List
                                 by Zaraktheus

Slash
  ->     StunSlash |  5
  ->   DoubleSlash |  8
  ->     HardSlash | 12
  ->        Thrust | 13
  ->         Smash | 14
  ->   Heaven/Hell | 22
  ->    WheelSlash | 20
  ->     BearCrush | 24
  ->       DeadEnd | 27
  ->      HeadWind | 31
  ->  TripleThrust | 33
  ->        Kasumi | 26
  ->     GaleSlash | 24
  -> TurbidCurrent | 41
  ->    RisingNova | 43
  -> LifeSprinkler | 45

StunSlash
  ->   DoubleSlash |  8
  -> ThunderThrust | 13
  ->    WheelSlash | 18
  ->      HeadWind | 26
  ->        Kasumi | 25
  ->     GaleSlash | 23

DoubleSlash
  ->     HardSlash |  9
  ->         Smash | 10
  ->   Heaven/Hell | 17
  ->     BearCrush | 22
  ->      HeadWind | 24
  ->        Kasumi | 25
  ->     GaleSlash | 23

HardSlash
  ->         Smash | 10
  ->   Heaven/Hell | 15
  ->     BearCrush | 22
  -> TurbidCurrent | 35

Thrust
  -> ThunderThrust | 16
  ->       DeadEnd | 21
  ->  TripleThrust | 29

Smash
  ->   Heaven/Hell | 17
  ->     BearCrush | 20
  ->       DeadEnd | 25

ThunderThrust
  ->       DeadEnd | 23
  ->  TripleThrust | 27
  ->        Kasumi | 24
  -> RosarioImpale | 34

Heaven/Hell
  ->  TripleThrust | 29
  ->        Kasumi | 27

WheelSlash
  -> Haze-to-Wheel | 36

BearCrush
  -> RosarioImpale | 37

DeadEnd
  -> RosarioImpale | 30

HeadWind
  ->        Kasumi | 23
  -> TurbidCurrent | 36

TripleThrust
  -> RosarioImpale | 38

TurbidCurrent
  -> LifeSprinkler | 40

TwinSword
  ->   Heaven/Hell | 20

Katana
  ->     StunSlash |  4
  ->   DoubleSlash |  7
  ->     HardSlash | 11
  ->        Thrust | 12
  ->   Heaven/Hell | 20
  ->    WheelSlash | 19
  ->      HeadWind | 30
  ->  TripleThrust | 32
  ->        Kasumi | 26
  ->     GaleSlash | 23
  ->  MoonlightCut | 27
  -> ShadowCounter | 21
  ->   Tres Flores | 45

MoonlightCut
  ->        Kasumi | 25
  -> ShadowCounter | 17
  ->   Tres Flores | 39

ShadowCounter
  ->      HeadWind | 25
  ->  TripleThrust | 31
  ->        Kasumi | 26
  -> TurbidCurrent | 35
  -> LifeSprinkler | 38
  ->  MoonlightCut | 22
  ->   Tres Flores | 40

Punch
  ->          Chop |  8
  -> RollingCradle | 15
  ->          Fist | 16
  ->      Backfist | 18
  ->     CrushBeat | 23
  -> Rotation Kick | 26
  ->  TriangleKick | 34
  ->       OgreRun | 32
  ->       Scuffle | 31
  ->      Lastshot | 44
  ->    SkyTwister | 40

Kick
  -> Rotation Kick | 17
  ->  TriangleKick | 25
  ->    SkyTwister | 37

AirThrow
  -> RollingCradle |  8
  ->        Suplex | 13
  ->    GiantSwing | 19
  ->   LocomotionG | 17
  ->    SkyTwister | 35

Chop
  ->      Backfist | 14
  ->       Scuffle | 29

Backfist
  ->     CrushBeat | 19
  ->       OgreRun | 27
  ->       Scuffle | 33

CrushBeat
  ->      Backfist | 25
  ->       OgreRun | 30
  ->       Scuffle | 29

Rotation Kick
  ->  TriangleKick | 29
  ->       OgreRun | 30

Suplex
  -> RollingCradle | 15
  ->    GiantSwing | 18
  ->   LocomotionG | 20

GiantSwing
  -> RollingCradle | 11
  ->        Suplex | 20
  ->   LocomotionG | 19

TriangleKick
  -> Rotation Kick | 23
  ->       OgreRun | 35
  ->    SkyTwister | 33

OgreRun
  ->      Lastshot | 34

LocomotionG
  ->        Suplex | 14
  ->    GiantSwing | 20

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Kasumi
  ->       Godless | 33

-------------------------------------------------------------------------------

                 Fuse's INIT 2 Personal Spark Trees From List
                                 by Zaraktheus

StunSlash
  <-        Katana |  4
  <-         Slash |  5

DoubleSlash
  <-        Katana |  7
  <-         Slash |  8
  <-     StunSlash |  8

HardSlash
  <-   DoubleSlash |  9
  <-        Katana | 11
  <-         Slash | 12

Thrust
  <-        Katana | 12
  <-         Slash | 13

Smash
  <-   DoubleSlash | 10
  <-     HardSlash | 10
  <-         Slash | 14

ThunderThrust
  <-     StunSlash | 13
  <-        Thrust | 16

Heaven/Hell
  <-     HardSlash | 15
  <-   DoubleSlash | 17
  <-         Smash | 17
  <-        Katana | 20
  <-     TwinSword | 20
  <-         Slash | 22

WheelSlash
  <-     StunSlash | 18
  <-        Katana | 19
  <-         Slash | 20

BearCrush
  <-         Smash | 20
  <-   DoubleSlash | 22
  <-     HardSlash | 22
  <-         Slash | 24

DeadEnd
  <-        Thrust | 21
  <- ThunderThrust | 23
  <-         Smash | 25
  <-         Slash | 27

HeadWind
  <-   DoubleSlash | 24
  <- ShadowCounter | 25
  <-     StunSlash | 26
  <-        Katana | 30
  <-         Slash | 31

TripleThrust
  <- ThunderThrust | 27
  <-   Heaven/Hell | 29
  <-        Thrust | 29
  <- ShadowCounter | 31
  <-        Katana | 32
  <-         Slash | 33

Kasumi
  <-      HeadWind | 23
  <- ThunderThrust | 24
  <-   DoubleSlash | 25
  <-  MoonlightCut | 25
  <-     StunSlash | 25
  <-        Katana | 26
  <- ShadowCounter | 26
  <-         Slash | 26
  <-   Heaven/Hell | 27

GaleSlash
  <-   DoubleSlash | 23
  <-        Katana | 23
  <-     StunSlash | 23
  <-         Slash | 24

TurbidCurrent
  <-     HardSlash | 35
  <- ShadowCounter | 35
  <-      HeadWind | 36
  <-         Slash | 41

RisingNova
  <-         Slash | 43

RosarioImpale
  <-       DeadEnd | 30
  <- ThunderThrust | 34
  <-     BearCrush | 37
  <-  TripleThrust | 38

Haze-to-Wheel
  <-    WheelSlash | 36

LifeSprinkler
  <- ShadowCounter | 38
  <- TurbidCurrent | 40
  <-         Slash | 45

Godless
  <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
  the normal Sword or Katana Abilities.  It has nothing to do with whether or
  how many times the PC actually uses Kasumi.

MoonlightCut
  <- ShadowCounter | 22
  <-        Katana | 27

ShadowCounter
  <-  MoonlightCut | 17
  <-        Katana | 21

Tres Flores
  <-  MoonlightCut | 39
  <- ShadowCounter | 40
  <-        Katana | 45

Kick                        *Already Known

AirThrow                    *Already Known

Chop
  <-         Punch |  8

RollingCradle
  <-      AirThrow |  8
  <-    GiantSwing | 11
  <-         Punch | 15
  <-        Suplex | 15

Fist
  <-         Punch | 16

Backfist
  <-          Chop | 14
  <-         Punch | 18
  <-     CrushBeat | 25

CrushBeat
  <-      Backfist | 19
  <-         Punch | 23

Rotation Kick
  <-          Kick | 17
  <-  TriangleKick | 23
  <-         Punch | 26

Suplex
  <-      AirThrow | 13
  <-   LocomotionG | 14
  <-    GiantSwing | 20

GiantSwing
  <-        Suplex | 18
  <-      AirThrow | 19
  <-   LocomotionG | 20

TriangleKick
  <-          Kick | 25
  <- Rotation Kick | 29
  <-         Punch | 34

OgreRun
  <-      Backfist | 27
  <-     CrushBeat | 30
  <- Rotation Kick | 30
  <-         Punch | 32
  <-  TriangleKick | 35

Scuffle
  <-          Chop | 29
  <-     CrushBeat | 29
  <-         Punch | 31
  <-      Backfist | 33

LocomotionG
  <-      AirThrow | 17
  <-    GiantSwing | 19
  <-        Suplex | 20

Lastshot
  <-       OgreRun | 34
  <-         Punch | 44

SkyTwister
  <-  TriangleKick | 33
  <-      AirThrow | 35
  <-          Kick | 37
  <-         Punch | 40

-------------------------------------------------------------------------------





*********************************************
*  Personal Spark Trees                     *                         [PSPTR20]
*  --Fuse's INIT 3--4 Personal Spark Trees  *
*********************************************


-------------------------------------------------------------------------------

                 Fuse's INIT 3--4 Personal Spark Trees To List
                                 by Zaraktheus

Slash
  ->     StunSlash |  5
  ->   DoubleSlash |  8
  ->     HardSlash | 12
  ->        Thrust | 13
  ->         Smash | 14
  ->   Heaven/Hell | 22
  ->    WheelSlash | 20
  ->     BearCrush | 24
  ->       DeadEnd | 27
  ->      HeadWind | 31
  ->  TripleThrust | 33
  ->        Kasumi | 26
  ->     GaleSlash | 24
  -> TurbidCurrent | 41
  ->    RisingNova | 43
  -> LifeSprinkler | 45

StunSlash
  ->   DoubleSlash |  8
  -> ThunderThrust | 13
  ->    WheelSlash | 18
  ->      HeadWind | 26
  ->        Kasumi | 25
  ->     GaleSlash | 23

DoubleSlash
  ->     HardSlash |  9
  ->         Smash | 10
  ->   Heaven/Hell | 17
  ->     BearCrush | 22
  ->      HeadWind | 24
  ->        Kasumi | 25
  ->     GaleSlash | 23

HardSlash
  ->         Smash | 10
  ->   Heaven/Hell | 15
  ->     BearCrush | 22
  -> TurbidCurrent | 35

Thrust
  -> ThunderThrust | 16
  ->       DeadEnd | 21
  ->  TripleThrust | 29

Smash
  ->   Heaven/Hell | 17
  ->     BearCrush | 20
  ->       DeadEnd | 25

ThunderThrust
  ->       DeadEnd | 23
  ->  TripleThrust | 27
  ->        Kasumi | 24
  -> RosarioImpale | 34

Heaven/Hell
  ->  TripleThrust | 29
  ->        Kasumi | 27

WheelSlash
  -> Haze-to-Wheel | 36

BearCrush
  -> RosarioImpale | 37

DeadEnd
  -> RosarioImpale | 30

HeadWind
  ->        Kasumi | 23
  -> TurbidCurrent | 36

TripleThrust
  -> RosarioImpale | 38

TurbidCurrent
  -> LifeSprinkler | 40

TwinSword
  ->   Heaven/Hell | 20

Katana
  ->     StunSlash |  4
  ->   DoubleSlash |  7
  ->     HardSlash | 11
  ->        Thrust | 12
  ->   Heaven/Hell | 20
  ->    WheelSlash | 19
  ->      HeadWind | 30
  ->  TripleThrust | 32
  ->        Kasumi | 26
  ->     GaleSlash | 23
  ->  MoonlightCut | 27
  -> ShadowCounter | 21
  ->   Tres Flores | 45

MoonlightCut
  ->        Kasumi | 25
  -> ShadowCounter | 17
  ->   Tres Flores | 39

ShadowCounter
  ->      HeadWind | 25
  ->  TripleThrust | 31
  ->        Kasumi | 26
  -> TurbidCurrent | 35
  -> LifeSprinkler | 38
  ->  MoonlightCut | 22
  ->   Tres Flores | 40

Punch
  -> RollingCradle | 15
  ->          Fist | 16
  ->      Backfist | 18
  ->     CrushBeat | 23
  -> Rotation Kick | 26
  ->  TriangleKick | 34
  ->       OgreRun | 32
  ->       Scuffle | 31
  ->      Lastshot | 44
  ->    SkyTwister | 40

Kick
  -> Rotation Kick | 17
  ->  TriangleKick | 25
  ->    SkyTwister | 37

AirThrow
  -> RollingCradle |  8
  ->        Suplex | 13
  ->    GiantSwing | 19
  ->   LocomotionG | 17
  ->    SkyTwister | 35

Chop
  ->      Backfist | 14
  ->       Scuffle | 29

Backfist
  ->     CrushBeat | 19
  ->       OgreRun | 27
  ->       Scuffle | 33

CrushBeat
  ->      Backfist | 25
  ->       OgreRun | 30
  ->       Scuffle | 29

Rotation Kick
  ->  TriangleKick | 29
  ->       OgreRun | 30

Suplex
  -> RollingCradle | 15
  ->    GiantSwing | 18
  ->   LocomotionG | 20

GiantSwing
  -> RollingCradle | 11
  ->        Suplex | 20
  ->   LocomotionG | 19

TriangleKick
  -> Rotation Kick | 23
  ->       OgreRun | 35
  ->    SkyTwister | 33

OgreRun
  ->      Lastshot | 34

LocomotionG
  ->        Suplex | 14
  ->    GiantSwing | 20

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Kasumi
  ->       Godless | 33

-------------------------------------------------------------------------------

                Fuse's INIT 3--4 Personal Spark Trees From List
                                 by Zaraktheus

StunSlash
  <-        Katana |  4
  <-         Slash |  5

DoubleSlash
  <-        Katana |  7
  <-         Slash |  8
  <-     StunSlash |  8

HardSlash
  <-   DoubleSlash |  9
  <-        Katana | 11
  <-         Slash | 12

Thrust
  <-        Katana | 12
  <-         Slash | 13

Smash
  <-   DoubleSlash | 10
  <-     HardSlash | 10
  <-         Slash | 14

ThunderThrust
  <-     StunSlash | 13
  <-        Thrust | 16

Heaven/Hell
  <-     HardSlash | 15
  <-   DoubleSlash | 17
  <-         Smash | 17
  <-        Katana | 20
  <-     TwinSword | 20
  <-         Slash | 22

WheelSlash
  <-     StunSlash | 18
  <-        Katana | 19
  <-         Slash | 20

BearCrush
  <-         Smash | 20
  <-   DoubleSlash | 22
  <-     HardSlash | 22
  <-         Slash | 24

DeadEnd
  <-        Thrust | 21
  <- ThunderThrust | 23
  <-         Smash | 25
  <-         Slash | 27

HeadWind
  <-   DoubleSlash | 24
  <- ShadowCounter | 25
  <-     StunSlash | 26
  <-        Katana | 30
  <-         Slash | 31

TripleThrust
  <- ThunderThrust | 27
  <-   Heaven/Hell | 29
  <-        Thrust | 29
  <- ShadowCounter | 31
  <-        Katana | 32
  <-         Slash | 33

Kasumi
  <-      HeadWind | 23
  <- ThunderThrust | 24
  <-   DoubleSlash | 25
  <-  MoonlightCut | 25
  <-     StunSlash | 25
  <-        Katana | 26
  <- ShadowCounter | 26
  <-         Slash | 26
  <-   Heaven/Hell | 27

GaleSlash
  <-   DoubleSlash | 23
  <-        Katana | 23
  <-     StunSlash | 23
  <-         Slash | 24

TurbidCurrent
  <-     HardSlash | 35
  <- ShadowCounter | 35
  <-      HeadWind | 36
  <-         Slash | 41

RisingNova
  <-         Slash | 43

RosarioImpale
  <-       DeadEnd | 30
  <- ThunderThrust | 34
  <-     BearCrush | 37
  <-  TripleThrust | 38

Haze-to-Wheel
  <-    WheelSlash | 36

LifeSprinkler
  <- ShadowCounter | 38
  <- TurbidCurrent | 40
  <-         Slash | 45

Godless
  <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
  the normal Sword or Katana Abilities.  It has nothing to do with whether or
  how many times the PC actually uses Kasumi.

MoonlightCut
  <- ShadowCounter | 22
  <-        Katana | 27

ShadowCounter
  <-  MoonlightCut | 17
  <-        Katana | 21

Tres Flores
  <-  MoonlightCut | 39
  <- ShadowCounter | 40
  <-        Katana | 45

Kick                        *Already Known

AirThrow                    *Already Known

Chop                        *Already Known

RollingCradle
  <-      AirThrow |  8
  <-    GiantSwing | 11
  <-         Punch | 15
  <-        Suplex | 15

Fist
  <-         Punch | 16

Backfist
  <-          Chop | 14
  <-         Punch | 18
  <-     CrushBeat | 25

CrushBeat
  <-      Backfist | 19
  <-         Punch | 23

Rotation Kick
  <-          Kick | 17
  <-  TriangleKick | 23
  <-         Punch | 26

Suplex
  <-      AirThrow | 13
  <-   LocomotionG | 14
  <-    GiantSwing | 20

GiantSwing
  <-        Suplex | 18
  <-      AirThrow | 19
  <-   LocomotionG | 20

TriangleKick
  <-          Kick | 25
  <- Rotation Kick | 29
  <-         Punch | 34

OgreRun
  <-      Backfist | 27
  <-     CrushBeat | 30
  <- Rotation Kick | 30
  <-         Punch | 32
  <-  TriangleKick | 35

Scuffle
  <-          Chop | 29
  <-     CrushBeat | 29
  <-         Punch | 31
  <-      Backfist | 33

LocomotionG
  <-      AirThrow | 17
  <-    GiantSwing | 19
  <-        Suplex | 20

Lastshot
  <-       OgreRun | 34
  <-         Punch | 44

SkyTwister
  <-  TriangleKick | 33
  <-      AirThrow | 35
  <-          Kick | 37
  <-         Punch | 40

-------------------------------------------------------------------------------





********************************************
*  Personal Spark Trees                    *                          [PSPTR21]
*  --Gen's INIT 1--2 Personal Spark Trees  *
********************************************


At INIT 3+, Gen begins play Knowing Fist, even though he lacks Talent for it.
At INIT 1--2, his lack of Talent for Fist will make it very difficult to learn
(and I have removed it, accordingly).

-------------------------------------------------------------------------------

                 Gen's INIT 1--2 Personal Spark Trees To List
                                 by Zaraktheus

Slash
  ->         Smash | 14
  ->  SwallowSwing | 17
  ->   Heaven/Hell | 22
  ->    WheelSlash | 20
  ->  WillowBranch | 23
  ->      HeadWind | 31
  ->  TripleThrust | 33
  ->        Kasumi | 26
  ->      NoMoment | 38
  ->     GaleSlash | 24
  ->    2GaleSlash | 30
  -> TurbidCurrent | 41
  ->  CrossDeflect | 12
  -> LifeSprinkler | 45

StunSlash
  ->  SwallowSwing | 14
  -> ThunderThrust | 13
  ->    WheelSlash | 18
  ->      HeadWind | 26
  ->        Kasumi | 25
  ->     GaleSlash | 23
  ->    2GaleSlash | 28

DoubleSlash
  ->         Smash | 10
  ->  SwallowSwing | 12
  ->   Heaven/Hell | 17
  ->      HeadWind | 24
  ->        Kasumi | 25
  ->     GaleSlash | 23
  ->    2GaleSlash | 28

HardSlash
  ->         Smash | 10
  ->   Heaven/Hell | 15
  ->      NoMoment | 34
  -> TurbidCurrent | 35

Thrust
  -> ThunderThrust | 16
  ->  TripleThrust | 29

CrossSlash
  ->    2GaleSlash | 28
  ->  CrossDeflect | 10

Smash
  ->   Heaven/Hell | 17

SwallowSwing
  ->     GaleSlash | 15
  ->    2GaleSlash | 28

ThunderThrust
  ->  TripleThrust | 27
  ->        Kasumi | 24

Heaven/Hell
  ->  WillowBranch | 19
  ->  TripleThrust | 29
  ->        Kasumi | 27

WheelSlash
  -> Haze-to-Wheel | 36

WillowBranch
  ->        Kasumi | 23

HeadWind
  ->        Kasumi | 23
  ->      NoMoment | 32
  -> TurbidCurrent | 36

NoMoment
  ->        Kasumi | 22
  ->  Still Stream | 38

GaleSlash
  ->    2GaleSlash | 26
  ->  CrossDeflect | 17

Still Stream
  ->        Kasumi | 24

TurbidCurrent
  -> LifeSprinkler | 40

TwinSword
  ->   Heaven/Hell | 20

Katana
  ->  SwallowSwing | 16
  ->   Heaven/Hell | 20
  ->    WheelSlash | 19
  ->  WillowBranch | 22
  ->      HeadWind | 30
  ->  TripleThrust | 32
  ->        Kasumi | 26
  ->      NoMoment | 36
  ->     GaleSlash | 23
  ->  Still Stream | 40
  ->  MoonlightCut | 27
  -> ShadowCounter | 21
  ->      Blizzard | 35
  ->   Tres Flores | 45

MoonlightCut
  ->  WillowBranch | 18
  ->      NoMoment | 38
  ->        Kasumi | 25
  ->  Still Stream | 34
  -> ShadowCounter | 17
  ->      Blizzard | 26
  ->   Tres Flores | 39

ShadowCounter
  ->      HeadWind | 25
  ->  TripleThrust | 31
  ->        Kasumi | 26
  -> TurbidCurrent | 35
  -> LifeSprinkler | 38
  ->  MoonlightCut | 22
  ->      Blizzard | 29
  ->   Tres Flores | 40

Blizzard
  ->      NoMoment | 32
  ->  MoonlightCut | 20
  -> ShadowCounter | 19
  ->   Tres Flores | 37

Punch
  ->      AirThrow | 10
  ->          Chop |  8
  -> RollingCradle | 15
  ->      Backfist | 18
  -> Rotation Kick | 26
  ->      KO Throw | 17
  ->       OgreRun | 32
  ->       Scuffle | 31
  ->    DragonTurn | 20
  ->    SkyTwister | 40

Kick
  ->      AirThrow | 10
  -> Rotation Kick | 17
  ->      KO Throw | 16
  ->  BabelCrumble | 27
  ->    SkyTwister | 37

AirThrow
  -> RollingCradle |  8
  ->      KO Throw | 14
  ->        Suplex | 13
  ->    GiantSwing | 19
  ->  BabelCrumble | 28
  ->   LocomotionG | 17
  ->    DragonTurn | 18
  ->    SkyTwister | 35

Chop
  ->      Backfist | 14
  ->      KO Throw | 17
  ->       Scuffle | 29
  ->    DragonTurn | 20

RollingCradle
  ->      KO Throw | 17
  ->    DragonTurn | 24

Backfist
  ->      KO Throw | 20
  ->       OgreRun | 27
  ->       Scuffle | 33
  ->    DragonTurn | 24

Rotation Kick
  ->      KO Throw | 17
  ->       OgreRun | 30

Suplex
  -> RollingCradle | 15
  ->      KO Throw | 16
  ->    GiantSwing | 18
  ->  BabelCrumble | 23
  ->   LocomotionG | 20
  ->    DragonTurn | 22

GiantSwing
  -> RollingCradle | 11
  ->      KO Throw | 13
  ->        Suplex | 20
  ->   LocomotionG | 19
  ->    DragonTurn | 17

BabelCrumble
  -> RollingCradle | 10
  ->      KO Throw | 17
  ->        Suplex | 32
  ->       OgreRun | 36
  ->    DragonTurn | 17
  ->    SkyTwister | 37

OgreRun
  ->      KO Throw | 15
  ->    DragonTurn | 17

LocomotionG
  ->      KO Throw | 16
  ->        Suplex | 14
  ->    GiantSwing | 20
  ->  BabelCrumble | 24
  ->    DragonTurn | 20

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Deflect
  ->        Kasumi | 30

Kasumi
  ->       Godless | 33

-------------------------------------------------------------------------------

                Gen's INIT 1--2 Personal Spark Trees From List
                                 by Zaraktheus

StunSlash                   *Already Known

DoubleSlash                 *Already Known

HardSlash                   *Already Known

Thrust                      *Already Known

CrossSlash                  *Already Known

Smash
  <-   DoubleSlash | 10
  <-     HardSlash | 10
  <-         Slash | 14

SwallowSwing
  <-   DoubleSlash | 12
  <-     StunSlash | 14
  <-        Katana | 16
  <-         Slash | 17

ThunderThrust
  <-     StunSlash | 13
  <-        Thrust | 16

Heaven/Hell
  <-     HardSlash | 15
  <-   DoubleSlash | 17
  <-         Smash | 17
  <-        Katana | 20
  <-     TwinSword | 20
  <-         Slash | 22

WheelSlash
  <-     StunSlash | 18
  <-        Katana | 19
  <-         Slash | 20

WillowBranch
  <-  MoonlightCut | 18
  <-   Heaven/Hell | 19
  <-        Katana | 22
  <-         Slash | 23

Deflect                     *Already Known

HeadWind
  <-   DoubleSlash | 24
  <- ShadowCounter | 25
  <-     StunSlash | 26
  <-        Katana | 30
  <-         Slash | 31

TripleThrust
  <- ThunderThrust | 27
  <-   Heaven/Hell | 29
  <-        Thrust | 29
  <- ShadowCounter | 31
  <-        Katana | 32
  <-         Slash | 33

Kasumi
  <-      NoMoment | 22
  <-      HeadWind | 23
  <-  WillowBranch | 23
  <-  Still Stream | 24
  <- ThunderThrust | 24
  <-   DoubleSlash | 25
  <-  MoonlightCut | 25
  <-     StunSlash | 25
  <-        Katana | 26
  <- ShadowCounter | 26
  <-         Slash | 26
  <-   Heaven/Hell | 27
  <-      *Deflect | 30
* If you have Deflect equipped, this is checked once each time you use any of
  the normal Sword or Katana Abilities.  It has nothing to do with whether or
  how many times the PC actually uses Deflect.

NoMoment
  <-      Blizzard | 32
  <-      HeadWind | 32
  <-     HardSlash | 34
  <-        Katana | 36
  <-  MoonlightCut | 38
  <-         Slash | 38

GaleSlash
  <-  SwallowSwing | 15
  <-   DoubleSlash | 23
  <-        Katana | 23
  <-     StunSlash | 23
  <-         Slash | 24

2GaleSlash
  <-     GaleSlash | 26
  <-    CrossSlash | 28
  <-   DoubleSlash | 28
  <-     StunSlash | 28
  <-  SwallowSwing | 28
  <-         Slash | 30

Still Stream
  <-  MoonlightCut | 34
  <-      NoMoment | 38
  <-        Katana | 40

TurbidCurrent
  <-     HardSlash | 35
  <- ShadowCounter | 35
  <-      HeadWind | 36
  <-         Slash | 41

CrossDeflect
  <-    CrossSlash | 10
  <-         Slash | 12
  <-     GaleSlash | 17

Haze-to-Wheel
  <-    WheelSlash | 36

LifeSprinkler
  <- ShadowCounter | 38
  <- TurbidCurrent | 40
  <-         Slash | 45

Godless
  <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
  the normal Sword or Katana Abilities.  It has nothing to do with whether or
  how many times the PC actually uses Kasumi.

MoonlightCut
  <-      Blizzard | 20
  <- ShadowCounter | 22
  <-        Katana | 27

ShadowCounter
  <-  MoonlightCut | 17
  <-      Blizzard | 19
  <-        Katana | 21

Blizzard
  <-  MoonlightCut | 26
  <- ShadowCounter | 29
  <-        Katana | 35

Tres Flores
  <-      Blizzard | 37
  <-  MoonlightCut | 39
  <- ShadowCounter | 40
  <-        Katana | 45

Kick                        *Already Known

AirThrow
  <-          Kick | 10
  <-         Punch | 10

Chop
  <-         Punch |  8

RollingCradle
  <-      AirThrow |  8
  <-  BabelCrumble | 10
  <-    GiantSwing | 11
  <-         Punch | 15
  <-        Suplex | 15

Backfist
  <-          Chop | 14
  <-         Punch | 18

Rotation Kick
  <-          Kick | 17
  <-         Punch | 26

KO Throw
  <-    GiantSwing | 13
  <-      AirThrow | 14
  <-       OgreRun | 15
  <-          Kick | 16
  <-   LocomotionG | 16
  <-        Suplex | 16
  <-  BabelCrumble | 17
  <-          Chop | 17
  <-         Punch | 17
  <- RollingCradle | 17
  <- Rotation Kick | 17
  <-      Backfist | 20

Suplex
  <-      AirThrow | 13
  <-   LocomotionG | 14
  <-    GiantSwing | 20
  <-  BabelCrumble | 32

GiantSwing
  <-        Suplex | 18
  <-      AirThrow | 19
  <-   LocomotionG | 20

BabelCrumble
  <-        Suplex | 23
  <-   LocomotionG | 24
  <-          Kick | 27
  <-      AirThrow | 28

OgreRun
  <-      Backfist | 27
  <- Rotation Kick | 30
  <-         Punch | 32
  <-  BabelCrumble | 36

Scuffle
  <-          Chop | 29
  <-         Punch | 31
  <-      Backfist | 33

LocomotionG
  <-      AirThrow | 17
  <-    GiantSwing | 19
  <-        Suplex | 20

DragonTurn
  <-  BabelCrumble | 17
  <-    GiantSwing | 17
  <-       OgreRun | 17
  <-      AirThrow | 18
  <-          Chop | 20
  <-   LocomotionG | 20
  <-         Punch | 20
  <-        Suplex | 22
  <-      Backfist | 24
  <- RollingCradle | 24

SkyTwister
  <-      AirThrow | 35
  <-  BabelCrumble | 37
  <-          Kick | 37
  <-         Punch | 40

-------------------------------------------------------------------------------





********************************************
*  Personal Spark Trees                    *                          [PSPTR22]
*  --Gen's INIT 3--4 Personal Spark Trees  *
********************************************


At INIT 3+, Gen begins play Knowing Fist, even though he lacks Talent for it.
At INIT 1--2, his lack of Talent for Fist will make it very difficult to learn
(and I have removed it, accordingly).

-------------------------------------------------------------------------------

                 Gen's INIT 3--4 Personal Spark Trees To List
                                 by Zaraktheus

Slash
  ->         Smash | 14
  ->  SwallowSwing | 17
  ->   Heaven/Hell | 22
  ->    WheelSlash | 20
  ->  WillowBranch | 23
  ->      HeadWind | 31
  ->  TripleThrust | 33
  ->        Kasumi | 26
  ->      NoMoment | 38
  ->     GaleSlash | 24
  ->    2GaleSlash | 30
  -> TurbidCurrent | 41
  ->  CrossDeflect | 12
  -> LifeSprinkler | 45

StunSlash
  ->  SwallowSwing | 14
  -> ThunderThrust | 13
  ->    WheelSlash | 18
  ->      HeadWind | 26
  ->        Kasumi | 25
  ->     GaleSlash | 23
  ->    2GaleSlash | 28

DoubleSlash
  ->         Smash | 10
  ->  SwallowSwing | 12
  ->   Heaven/Hell | 17
  ->      HeadWind | 24
  ->        Kasumi | 25
  ->     GaleSlash | 23
  ->    2GaleSlash | 28

HardSlash
  ->         Smash | 10
  ->   Heaven/Hell | 15
  ->      NoMoment | 34
  -> TurbidCurrent | 35

Thrust
  -> ThunderThrust | 16
  ->  TripleThrust | 29

CrossSlash
  ->    2GaleSlash | 28
  ->  CrossDeflect | 10

Smash
  ->   Heaven/Hell | 17

SwallowSwing
  ->     GaleSlash | 15
  ->    2GaleSlash | 28

ThunderThrust
  ->  TripleThrust | 27
  ->        Kasumi | 24

Heaven/Hell
  ->  WillowBranch | 19
  ->  TripleThrust | 29
  ->        Kasumi | 27

WheelSlash
  -> Haze-to-Wheel | 36

WillowBranch
  ->        Kasumi | 23

HeadWind
  ->        Kasumi | 23
  ->      NoMoment | 32
  -> TurbidCurrent | 36

NoMoment
  ->        Kasumi | 22
  ->  Still Stream | 38

GaleSlash
  ->    2GaleSlash | 26
  ->  CrossDeflect | 17

Still Stream
  ->        Kasumi | 24

TurbidCurrent
  -> LifeSprinkler | 40

TwinSword
  ->   Heaven/Hell | 20

Katana
  ->  SwallowSwing | 16
  ->   Heaven/Hell | 20
  ->    WheelSlash | 19
  ->  WillowBranch | 22
  ->      HeadWind | 30
  ->  TripleThrust | 32
  ->        Kasumi | 26
  ->      NoMoment | 36
  ->     GaleSlash | 23
  ->  Still Stream | 40
  ->  MoonlightCut | 27
  -> ShadowCounter | 21
  ->      Blizzard | 35
  ->   Tres Flores | 45

MoonlightCut
  ->  WillowBranch | 18
  ->      NoMoment | 38
  ->        Kasumi | 25
  ->  Still Stream | 34
  -> ShadowCounter | 17
  ->      Blizzard | 26
  ->   Tres Flores | 39

ShadowCounter
  ->      HeadWind | 25
  ->  TripleThrust | 31
  ->        Kasumi | 26
  -> TurbidCurrent | 35
  -> LifeSprinkler | 38
  ->  MoonlightCut | 22
  ->      Blizzard | 29
  ->   Tres Flores | 40

Blizzard
  ->      NoMoment | 32
  ->  MoonlightCut | 20
  -> ShadowCounter | 19
  ->   Tres Flores | 37

Punch
  ->      AirThrow | 10
  ->          Chop |  8
  -> RollingCradle | 15
  ->      Backfist | 18
  -> Rotation Kick | 26
  ->      KO Throw | 17
  ->       OgreRun | 32
  ->       Scuffle | 31
  ->    DragonTurn | 20
  ->    SkyTwister | 40

Kick
  ->      AirThrow | 10
  -> Rotation Kick | 17
  ->      KO Throw | 16
  ->  BabelCrumble | 27
  ->    SkyTwister | 37

AirThrow
  -> RollingCradle |  8
  ->      KO Throw | 14
  ->        Suplex | 13
  ->    GiantSwing | 19
  ->  BabelCrumble | 28
  ->   LocomotionG | 17
  ->    DragonTurn | 18
  ->    SkyTwister | 35

Chop
  ->      Backfist | 14
  ->      KO Throw | 17
  ->       Scuffle | 29
  ->    DragonTurn | 20

RollingCradle
  ->      KO Throw | 17
  ->    DragonTurn | 24

Fist
  ->      KO Throw | 17
  ->    DragonTurn | 22

Backfist
  ->      KO Throw | 20
  ->       OgreRun | 27
  ->       Scuffle | 33
  ->    DragonTurn | 24

Rotation Kick
  ->      KO Throw | 17
  ->       OgreRun | 30

Suplex
  -> RollingCradle | 15
  ->      KO Throw | 16
  ->    GiantSwing | 18
  ->  BabelCrumble | 23
  ->   LocomotionG | 20
  ->    DragonTurn | 22

GiantSwing
  -> RollingCradle | 11
  ->      KO Throw | 13
  ->        Suplex | 20
  ->   LocomotionG | 19
  ->    DragonTurn | 17

BabelCrumble
  -> RollingCradle | 10
  ->      KO Throw | 17
  ->        Suplex | 32
  ->       OgreRun | 36
  ->    DragonTurn | 17
  ->    SkyTwister | 37

OgreRun
  ->      KO Throw | 15
  ->    DragonTurn | 17

LocomotionG
  ->      KO Throw | 16
  ->        Suplex | 14
  ->    GiantSwing | 20
  ->  BabelCrumble | 24
  ->    DragonTurn | 20

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Deflect
  ->        Kasumi | 30

Kasumi
  ->       Godless | 33

-------------------------------------------------------------------------------

                Gen's INIT 3--4 Personal Spark Trees From List
                                 by Zaraktheus

StunSlash                   *Already Known

DoubleSlash                 *Already Known

HardSlash                   *Already Known

Thrust                      *Already Known

CrossSlash                  *Already Known

Smash
  <-   DoubleSlash | 10
  <-     HardSlash | 10
  <-         Slash | 14

SwallowSwing
  <-   DoubleSlash | 12
  <-     StunSlash | 14
  <-        Katana | 16
  <-         Slash | 17

ThunderThrust
  <-     StunSlash | 13
  <-        Thrust | 16

Heaven/Hell
  <-     HardSlash | 15
  <-   DoubleSlash | 17
  <-         Smash | 17
  <-        Katana | 20
  <-     TwinSword | 20
  <-         Slash | 22

WheelSlash
  <-     StunSlash | 18
  <-        Katana | 19
  <-         Slash | 20

WillowBranch
  <-  MoonlightCut | 18
  <-   Heaven/Hell | 19
  <-        Katana | 22
  <-         Slash | 23

Deflect                     *Already Known

HeadWind
  <-   DoubleSlash | 24
  <- ShadowCounter | 25
  <-     StunSlash | 26
  <-        Katana | 30
  <-         Slash | 31

TripleThrust
  <- ThunderThrust | 27
  <-   Heaven/Hell | 29
  <-        Thrust | 29
  <- ShadowCounter | 31
  <-        Katana | 32
  <-         Slash | 33

Kasumi
  <-      NoMoment | 22
  <-      HeadWind | 23
  <-  WillowBranch | 23
  <-  Still Stream | 24
  <- ThunderThrust | 24
  <-   DoubleSlash | 25
  <-  MoonlightCut | 25
  <-     StunSlash | 25
  <-        Katana | 26
  <- ShadowCounter | 26
  <-         Slash | 26
  <-   Heaven/Hell | 27
  <-      *Deflect | 30
* If you have Deflect equipped, this is checked once each time you use any of
  the normal Sword or Katana Abilities.  It has nothing to do with whether or
  how many times the PC actually uses Deflect.

NoMoment
  <-      Blizzard | 32
  <-      HeadWind | 32
  <-     HardSlash | 34
  <-        Katana | 36
  <-  MoonlightCut | 38
  <-         Slash | 38

GaleSlash
  <-  SwallowSwing | 15
  <-   DoubleSlash | 23
  <-        Katana | 23
  <-     StunSlash | 23
  <-         Slash | 24

2GaleSlash
  <-     GaleSlash | 26
  <-    CrossSlash | 28
  <-   DoubleSlash | 28
  <-     StunSlash | 28
  <-  SwallowSwing | 28
  <-         Slash | 30

Still Stream
  <-  MoonlightCut | 34
  <-      NoMoment | 38
  <-        Katana | 40

TurbidCurrent
  <-     HardSlash | 35
  <- ShadowCounter | 35
  <-      HeadWind | 36
  <-         Slash | 41

CrossDeflect
  <-    CrossSlash | 10
  <-         Slash | 12
  <-     GaleSlash | 17

Haze-to-Wheel
  <-    WheelSlash | 36

LifeSprinkler
  <- ShadowCounter | 38
  <- TurbidCurrent | 40
  <-         Slash | 45

Godless
  <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
  the normal Sword or Katana Abilities.  It has nothing to do with whether or
  how many times the PC actually uses Kasumi.

MoonlightCut
  <-      Blizzard | 20
  <- ShadowCounter | 22
  <-        Katana | 27

ShadowCounter
  <-  MoonlightCut | 17
  <-      Blizzard | 19
  <-        Katana | 21

Blizzard
  <-  MoonlightCut | 26
  <- ShadowCounter | 29
  <-        Katana | 35

Tres Flores
  <-      Blizzard | 37
  <-  MoonlightCut | 39
  <- ShadowCounter | 40
  <-        Katana | 45

Kick                        *Already Known

AirThrow
  <-          Kick | 10
  <-         Punch | 10

Chop
  <-         Punch |  8

RollingCradle
  <-      AirThrow |  8
  <-  BabelCrumble | 10
  <-    GiantSwing | 11
  <-         Punch | 15
  <-        Suplex | 15

Fist                        *Already Known

Backfist
  <-          Chop | 14
  <-         Punch | 18

Rotation Kick
  <-          Kick | 17
  <-         Punch | 26

KO Throw
  <-    GiantSwing | 13
  <-      AirThrow | 14
  <-       OgreRun | 15
  <-          Kick | 16
  <-   LocomotionG | 16
  <-        Suplex | 16
  <-  BabelCrumble | 17
  <-          Chop | 17
  <-          Fist | 17
  <-         Punch | 17
  <- RollingCradle | 17
  <- Rotation Kick | 17
  <-      Backfist | 20

Suplex
  <-      AirThrow | 13
  <-   LocomotionG | 14
  <-    GiantSwing | 20
  <-  BabelCrumble | 32

GiantSwing
  <-        Suplex | 18
  <-      AirThrow | 19
  <-   LocomotionG | 20

BabelCrumble
  <-        Suplex | 23
  <-   LocomotionG | 24
  <-          Kick | 27
  <-      AirThrow | 28

OgreRun
  <-      Backfist | 27
  <- Rotation Kick | 30
  <-         Punch | 32
  <-  BabelCrumble | 36

Scuffle
  <-          Chop | 29
  <-         Punch | 31
  <-      Backfist | 33

LocomotionG
  <-      AirThrow | 17
  <-    GiantSwing | 19
  <-        Suplex | 20

DragonTurn
  <-  BabelCrumble | 17
  <-    GiantSwing | 17
  <-       OgreRun | 17
  <-      AirThrow | 18
  <-          Chop | 20
  <-   LocomotionG | 20
  <-         Punch | 20
  <-          Fist | 22
  <-        Suplex | 22
  <-      Backfist | 24
  <- RollingCradle | 24

SkyTwister
  <-      AirThrow | 35
  <-  BabelCrumble | 37
  <-          Kick | 37
  <-         Punch | 40

-------------------------------------------------------------------------------





******************************************
*  Personal Spark Trees                  *                            [PSPTR23]
*  --Liza's INIT 1 Personal Spark Trees  *
******************************************


-------------------------------------------------------------------------------

                  Liza's INIT 1 Personal Spark Trees To List
                                 by Zaraktheus

Slash
  ->     StunSlash |  5
  ->   DoubleSlash |  8
  ->     HardSlash | 12
  ->        Thrust | 13
  ->    CrossSlash | 16
  ->  SwallowSwing | 17
  ->   Heaven/Hell | 22
  ->    WheelSlash | 20
  ->  WillowBranch | 23
  ->       Deflect | 17
  ->      HeadWind | 31
  ->  TripleThrust | 33
  ->        Kasumi | 26
  ->      NoMoment | 38
  ->     GaleSlash | 24
  ->    2GaleSlash | 30
  ->  CrossDeflect | 12

StunSlash
  ->   DoubleSlash |  8
  ->  SwallowSwing | 14
  -> ThunderThrust | 13
  ->    WheelSlash | 18
  ->       Deflect | 16
  ->      HeadWind | 26
  ->        Kasumi | 25
  ->     GaleSlash | 23
  ->    2GaleSlash | 28

DoubleSlash
  ->     HardSlash |  9
  ->    CrossSlash | 12
  ->  SwallowSwing | 12
  ->   Heaven/Hell | 17
  ->       Deflect | 15
  ->      HeadWind | 24
  ->        Kasumi | 25
  ->     GaleSlash | 23
  ->    2GaleSlash | 28

HardSlash
  ->   Heaven/Hell | 15
  ->      NoMoment | 34

Thrust
  -> ThunderThrust | 16
  ->  TripleThrust | 29

CrossSlash
  ->       Deflect |  8
  ->    2GaleSlash | 28
  ->  CrossDeflect | 10

SwallowSwing
  ->       Deflect | 21
  ->     GaleSlash | 15
  ->    2GaleSlash | 28

ThunderThrust
  ->       Deflect | 14
  ->  TripleThrust | 27
  ->        Kasumi | 24
  -> RosarioImpale | 34

Heaven/Hell
  ->  WillowBranch | 19
  ->       Deflect | 16
  ->  TripleThrust | 29
  ->        Kasumi | 27

WheelSlash
  -> Haze-to-Wheel | 36

WillowBranch
  ->       Deflect | 16
  ->        Kasumi | 23

HeadWind
  ->       Deflect | 17
  ->        Kasumi | 23
  ->      NoMoment | 32

TripleThrust
  ->       Deflect | 16
  -> RosarioImpale | 38

NoMoment
  ->        Kasumi | 22
  ->  Still Stream | 38

GaleSlash
  ->       Deflect | 13
  ->    2GaleSlash | 26
  ->  CrossDeflect | 17

Still Stream
  ->        Kasumi | 24

TwinSword
  ->   Heaven/Hell | 20

Asura
  ->       Deflect | 20

Katana
  ->     StunSlash |  4
  ->   DoubleSlash |  7
  ->     HardSlash | 11
  ->        Thrust | 12
  ->  SwallowSwing | 16
  ->   Heaven/Hell | 20
  ->    WheelSlash | 19
  ->  WillowBranch | 22
  ->      HeadWind | 30
  ->  TripleThrust | 32
  ->        Kasumi | 26
  ->      NoMoment | 36
  ->     GaleSlash | 23
  ->  Still Stream | 40
  ->  MoonlightCut | 27
  -> ShadowCounter | 21
  ->      Blizzard | 35

MoonlightCut
  ->  WillowBranch | 18
  ->      NoMoment | 38
  ->        Kasumi | 25
  ->  Still Stream | 34
  -> ShadowCounter | 17
  ->      Blizzard | 26

ShadowCounter
  ->      HeadWind | 25
  ->  TripleThrust | 31
  ->        Kasumi | 26
  ->  MoonlightCut | 22
  ->      Blizzard | 29

Blizzard
  ->      NoMoment | 32
  ->  MoonlightCut | 20
  -> ShadowCounter | 19

Punch
  ->          Kick |  3
  ->          Chop |  8
  -> RollingCradle | 15
  ->      SwayBack | 12
  ->          Fist | 16
  ->     CrushBeat | 23
  -> Rotation Kick | 26
  ->       OgreRun | 32
  ->       Scuffle | 31
  ->    DragonTurn | 20
  ->      Lastshot | 44
  ->    SkyTwister | 40

Kick
  ->      SwayBack | 12
  -> Rotation Kick | 17
  ->  BabelCrumble | 27
  ->    SkyTwister | 37

AirThrow
  -> RollingCradle |  8
  ->        Suplex | 13
  ->    GiantSwing | 19
  ->  BabelCrumble | 28
  ->   LocomotionG | 17
  ->    DragonTurn | 18
  ->    SkyTwister | 35

Chop
  ->      SwayBack | 12
  ->       Scuffle | 29
  ->    DragonTurn | 20

RollingCradle
  ->    DragonTurn | 24

Fist
  ->      SwayBack | 12
  ->    DragonTurn | 22

CrushBeat
  ->      SwayBack | 13
  ->       OgreRun | 30
  ->       Scuffle | 29

Rotation Kick
  ->      SwayBack | 13
  ->       OgreRun | 30

Suplex
  -> RollingCradle | 15
  ->    GiantSwing | 18
  ->  BabelCrumble | 23
  ->   LocomotionG | 20
  ->    DragonTurn | 22

GiantSwing
  -> RollingCradle | 11
  ->        Suplex | 20
  ->   LocomotionG | 19
  ->    DragonTurn | 17

BabelCrumble
  -> RollingCradle | 10
  ->      SwayBack | 12
  ->        Suplex | 32
  ->       OgreRun | 36
  ->    DragonTurn | 17
  ->    SkyTwister | 37

OgreRun
  ->    DragonTurn | 17
  ->      Lastshot | 34

LocomotionG
  ->        Suplex | 14
  ->    GiantSwing | 20
  ->  BabelCrumble | 24
  ->    DragonTurn | 20

Lastshot
  ->      SwayBack | 12

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Deflect
  ->        Kasumi | 30

Kasumi
  ->       Godless | 33

-------------------------------------------------------------------------------

                 Liza's INIT 1 Personal Spark Trees From List
                                 by Zaraktheus

StunSlash
  <-        Katana |  4
  <-         Slash |  5

DoubleSlash
  <-        Katana |  7
  <-         Slash |  8
  <-     StunSlash |  8

HardSlash
  <-   DoubleSlash |  9
  <-        Katana | 11
  <-         Slash | 12

Thrust
  <-        Katana | 12
  <-         Slash | 13

CrossSlash
  <-   DoubleSlash | 12
  <-         Slash | 16

SwallowSwing
  <-   DoubleSlash | 12
  <-     StunSlash | 14
  <-        Katana | 16
  <-         Slash | 17

ThunderThrust
  <-     StunSlash | 13
  <-        Thrust | 16

Heaven/Hell
  <-     HardSlash | 15
  <-   DoubleSlash | 17
  <-        Katana | 20
  <-     TwinSword | 20
  <-         Slash | 22

WheelSlash
  <-     StunSlash | 18
  <-        Katana | 19
  <-         Slash | 20

WillowBranch
  <-  MoonlightCut | 18
  <-   Heaven/Hell | 19
  <-        Katana | 22
  <-         Slash | 23

Deflect
  <-    CrossSlash |  8
  <-     GaleSlash | 13
  <- ThunderThrust | 14
  <-   DoubleSlash | 15
  <-   Heaven/Hell | 16
  <-     StunSlash | 16
  <-  TripleThrust | 16
  <-  WillowBranch | 16
  <-      HeadWind | 17
  <-         Slash | 17
  <-         Asura | 20
  <-  SwallowSwing | 21

HeadWind
  <-   DoubleSlash | 24
  <- ShadowCounter | 25
  <-     StunSlash | 26
  <-        Katana | 30
  <-         Slash | 31

TripleThrust
  <- ThunderThrust | 27
  <-   Heaven/Hell | 29
  <-        Thrust | 29
  <- ShadowCounter | 31
  <-        Katana | 32
  <-         Slash | 33

Kasumi
  <-      NoMoment | 22
  <-      HeadWind | 23
  <-  WillowBranch | 23
  <-  Still Stream | 24
  <- ThunderThrust | 24
  <-   DoubleSlash | 25
  <-  MoonlightCut | 25
  <-     StunSlash | 25
  <-        Katana | 26
  <- ShadowCounter | 26
  <-         Slash | 26
  <-   Heaven/Hell | 27
  <-      *Deflect | 30
* If you have Deflect equipped, this is checked once each time you use any of
  the normal Sword or Katana Abilities.  It has nothing to do with whether or
  how many times the PC actually uses Deflect.

NoMoment
  <-      Blizzard | 32
  <-      HeadWind | 32
  <-     HardSlash | 34
  <-        Katana | 36
  <-  MoonlightCut | 38
  <-         Slash | 38

GaleSlash
  <-  SwallowSwing | 15
  <-   DoubleSlash | 23
  <-        Katana | 23
  <-     StunSlash | 23
  <-         Slash | 24

2GaleSlash
  <-     GaleSlash | 26
  <-    CrossSlash | 28
  <-   DoubleSlash | 28
  <-     StunSlash | 28
  <-  SwallowSwing | 28
  <-         Slash | 30

Still Stream
  <-  MoonlightCut | 34
  <-      NoMoment | 38
  <-        Katana | 40

CrossDeflect
  <-    CrossSlash | 10
  <-         Slash | 12
  <-     GaleSlash | 17

RosarioImpale
  <- ThunderThrust | 34
  <-  TripleThrust | 38

Haze-to-Wheel
  <-    WheelSlash | 36

Godless
  <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
  the normal Sword or Katana Abilities.  It has nothing to do with whether or
  how many times the PC actually uses Kasumi.

MoonlightCut
  <-      Blizzard | 20
  <- ShadowCounter | 22
  <-        Katana | 27

ShadowCounter
  <-  MoonlightCut | 17
  <-      Blizzard | 19
  <-        Katana | 21

Blizzard
  <-  MoonlightCut | 26
  <- ShadowCounter | 29
  <-        Katana | 35

Kick
  <-         Punch |  3

AirThrow                    *Already Known

Chop
  <-         Punch |  8

RollingCradle
  <-      AirThrow |  8
  <-  BabelCrumble | 10
  <-    GiantSwing | 11
  <-         Punch | 15
  <-        Suplex | 15

SwayBack
  <-  BabelCrumble | 12
  <-          Chop | 12
  <-          Fist | 12
  <-          Kick | 12
  <-      Lastshot | 12
  <-         Punch | 12
  <-     CrushBeat | 13
  <- Rotation Kick | 13

Fist
  <-         Punch | 16

CrushBeat
  <-         Punch | 23

Rotation Kick
  <-          Kick | 17
  <-         Punch | 26

KO Throw                    *Already Known

Suplex
  <-      AirThrow | 13
  <-   LocomotionG | 14
  <-    GiantSwing | 20
  <-  BabelCrumble | 32

GiantSwing
  <-        Suplex | 18
  <-      AirThrow | 19
  <-   LocomotionG | 20

BabelCrumble
  <-        Suplex | 23
  <-   LocomotionG | 24
  <-          Kick | 27
  <-      AirThrow | 28

OgreRun
  <-     CrushBeat | 30
  <- Rotation Kick | 30
  <-         Punch | 32
  <-  BabelCrumble | 36

Scuffle
  <-          Chop | 29
  <-     CrushBeat | 29
  <-         Punch | 31

LocomotionG
  <-      AirThrow | 17
  <-    GiantSwing | 19
  <-        Suplex | 20

DragonTurn
  <-  BabelCrumble | 17
  <-    GiantSwing | 17
  <-       OgreRun | 17
  <-      AirThrow | 18
  <-          Chop | 20
  <-   LocomotionG | 20
  <-         Punch | 20
  <-          Fist | 22
  <-        Suplex | 22
  <- RollingCradle | 24

Lastshot
  <-       OgreRun | 34
  <-         Punch | 44

SkyTwister
  <-      AirThrow | 35
  <-  BabelCrumble | 37
  <-          Kick | 37
  <-         Punch | 40

-------------------------------------------------------------------------------





******************************************
*  Personal Spark Trees                  *                            [PSPTR24]
*  --Liza's INIT 2 Personal Spark Trees  *
******************************************


-------------------------------------------------------------------------------

                  Liza's INIT 2 Personal Spark Trees To List
                                 by Zaraktheus

Slash
  ->     StunSlash |  5
  ->   DoubleSlash |  8
  ->     HardSlash | 12
  ->        Thrust | 13
  ->    CrossSlash | 16
  ->  SwallowSwing | 17
  ->   Heaven/Hell | 22
  ->    WheelSlash | 20
  ->  WillowBranch | 23
  ->       Deflect | 17
  ->      HeadWind | 31
  ->  TripleThrust | 33
  ->        Kasumi | 26
  ->      NoMoment | 38
  ->     GaleSlash | 24
  ->    2GaleSlash | 30
  ->  CrossDeflect | 12

StunSlash
  ->   DoubleSlash |  8
  ->  SwallowSwing | 14
  -> ThunderThrust | 13
  ->    WheelSlash | 18
  ->       Deflect | 16
  ->      HeadWind | 26
  ->        Kasumi | 25
  ->     GaleSlash | 23
  ->    2GaleSlash | 28

DoubleSlash
  ->     HardSlash |  9
  ->    CrossSlash | 12
  ->  SwallowSwing | 12
  ->   Heaven/Hell | 17
  ->       Deflect | 15
  ->      HeadWind | 24
  ->        Kasumi | 25
  ->     GaleSlash | 23
  ->    2GaleSlash | 28

HardSlash
  ->   Heaven/Hell | 15
  ->      NoMoment | 34

Thrust
  -> ThunderThrust | 16
  ->  TripleThrust | 29

CrossSlash
  ->       Deflect |  8
  ->    2GaleSlash | 28
  ->  CrossDeflect | 10

SwallowSwing
  ->       Deflect | 21
  ->     GaleSlash | 15
  ->    2GaleSlash | 28

ThunderThrust
  ->       Deflect | 14
  ->  TripleThrust | 27
  ->        Kasumi | 24
  -> RosarioImpale | 34

Heaven/Hell
  ->  WillowBranch | 19
  ->       Deflect | 16
  ->  TripleThrust | 29
  ->        Kasumi | 27

WheelSlash
  -> Haze-to-Wheel | 36

WillowBranch
  ->       Deflect | 16
  ->        Kasumi | 23

HeadWind
  ->       Deflect | 17
  ->        Kasumi | 23
  ->      NoMoment | 32

TripleThrust
  ->       Deflect | 16
  -> RosarioImpale | 38

NoMoment
  ->        Kasumi | 22
  ->  Still Stream | 38

GaleSlash
  ->       Deflect | 13
  ->    2GaleSlash | 26
  ->  CrossDeflect | 17

Still Stream
  ->        Kasumi | 24

TwinSword
  ->   Heaven/Hell | 20

Asura
  ->       Deflect | 20

Katana
  ->     StunSlash |  4
  ->   DoubleSlash |  7
  ->     HardSlash | 11
  ->        Thrust | 12
  ->  SwallowSwing | 16
  ->   Heaven/Hell | 20
  ->    WheelSlash | 19
  ->  WillowBranch | 22
  ->      HeadWind | 30
  ->  TripleThrust | 32
  ->        Kasumi | 26
  ->      NoMoment | 36
  ->     GaleSlash | 23
  ->  Still Stream | 40
  ->  MoonlightCut | 27
  -> ShadowCounter | 21
  ->      Blizzard | 35

MoonlightCut
  ->  WillowBranch | 18
  ->      NoMoment | 38
  ->        Kasumi | 25
  ->  Still Stream | 34
  -> ShadowCounter | 17
  ->      Blizzard | 26

ShadowCounter
  ->      HeadWind | 25
  ->  TripleThrust | 31
  ->        Kasumi | 26
  ->  MoonlightCut | 22
  ->      Blizzard | 29

Blizzard
  ->      NoMoment | 32
  ->  MoonlightCut | 20
  -> ShadowCounter | 19

Punch
  ->          Kick |  3
  ->          Chop |  8
  ->      SwayBack | 12
  ->          Fist | 16
  ->     CrushBeat | 23
  -> Rotation Kick | 26
  ->       OgreRun | 32
  ->       Scuffle | 31
  ->    DragonTurn | 20
  ->      Lastshot | 44
  ->    SkyTwister | 40

Kick
  ->      SwayBack | 12
  -> Rotation Kick | 17
  ->  BabelCrumble | 27
  ->    SkyTwister | 37

AirThrow
  ->    GiantSwing | 19
  ->  BabelCrumble | 28
  ->   LocomotionG | 17
  ->    DragonTurn | 18
  ->    SkyTwister | 35

Chop
  ->      SwayBack | 12
  ->       Scuffle | 29
  ->    DragonTurn | 20

RollingCradle
  ->    DragonTurn | 24

Fist
  ->      SwayBack | 12
  ->    DragonTurn | 22

CrushBeat
  ->      SwayBack | 13
  ->       OgreRun | 30
  ->       Scuffle | 29

Rotation Kick
  ->      SwayBack | 13
  ->       OgreRun | 30

Suplex
  ->    GiantSwing | 18
  ->  BabelCrumble | 23
  ->   LocomotionG | 20
  ->    DragonTurn | 22

GiantSwing
  ->   LocomotionG | 19
  ->    DragonTurn | 17

BabelCrumble
  ->      SwayBack | 12
  ->       OgreRun | 36
  ->    DragonTurn | 17
  ->    SkyTwister | 37

OgreRun
  ->    DragonTurn | 17
  ->      Lastshot | 34

LocomotionG
  ->    GiantSwing | 20
  ->  BabelCrumble | 24
  ->    DragonTurn | 20

Lastshot
  ->      SwayBack | 12

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Deflect
  ->        Kasumi | 30

Kasumi
  ->       Godless | 33

-------------------------------------------------------------------------------

                 Liza's INIT 2 Personal Spark Trees From List
                                 by Zaraktheus

StunSlash
  <-        Katana |  4
  <-         Slash |  5

DoubleSlash
  <-        Katana |  7
  <-         Slash |  8
  <-     StunSlash |  8

HardSlash
  <-   DoubleSlash |  9
  <-        Katana | 11
  <-         Slash | 12

Thrust
  <-        Katana | 12
  <-         Slash | 13

CrossSlash
  <-   DoubleSlash | 12
  <-         Slash | 16

SwallowSwing
  <-   DoubleSlash | 12
  <-     StunSlash | 14
  <-        Katana | 16
  <-         Slash | 17

ThunderThrust
  <-     StunSlash | 13
  <-        Thrust | 16

Heaven/Hell
  <-     HardSlash | 15
  <-   DoubleSlash | 17
  <-        Katana | 20
  <-     TwinSword | 20
  <-         Slash | 22

WheelSlash
  <-     StunSlash | 18
  <-        Katana | 19
  <-         Slash | 20

WillowBranch
  <-  MoonlightCut | 18
  <-   Heaven/Hell | 19
  <-        Katana | 22
  <-         Slash | 23

Deflect
  <-    CrossSlash |  8
  <-     GaleSlash | 13
  <- ThunderThrust | 14
  <-   DoubleSlash | 15
  <-   Heaven/Hell | 16
  <-     StunSlash | 16
  <-  TripleThrust | 16
  <-  WillowBranch | 16
  <-      HeadWind | 17
  <-         Slash | 17
  <-         Asura | 20
  <-  SwallowSwing | 21

HeadWind
  <-   DoubleSlash | 24
  <- ShadowCounter | 25
  <-     StunSlash | 26
  <-        Katana | 30
  <-         Slash | 31

TripleThrust
  <- ThunderThrust | 27
  <-   Heaven/Hell | 29
  <-        Thrust | 29
  <- ShadowCounter | 31
  <-        Katana | 32
  <-         Slash | 33

Kasumi
  <-      NoMoment | 22
  <-      HeadWind | 23
  <-  WillowBranch | 23
  <-  Still Stream | 24
  <- ThunderThrust | 24
  <-   DoubleSlash | 25
  <-  MoonlightCut | 25
  <-     StunSlash | 25
  <-        Katana | 26
  <- ShadowCounter | 26
  <-         Slash | 26
  <-   Heaven/Hell | 27
  <-      *Deflect | 30
* If you have Deflect equipped, this is checked once each time you use any of
  the normal Sword or Katana Abilities.  It has nothing to do with whether or
  how many times the PC actually uses Deflect.

NoMoment
  <-      Blizzard | 32
  <-      HeadWind | 32
  <-     HardSlash | 34
  <-        Katana | 36
  <-  MoonlightCut | 38
  <-         Slash | 38

GaleSlash
  <-  SwallowSwing | 15
  <-   DoubleSlash | 23
  <-        Katana | 23
  <-     StunSlash | 23
  <-         Slash | 24

2GaleSlash
  <-     GaleSlash | 26
  <-    CrossSlash | 28
  <-   DoubleSlash | 28
  <-     StunSlash | 28
  <-  SwallowSwing | 28
  <-         Slash | 30

Still Stream
  <-  MoonlightCut | 34
  <-      NoMoment | 38
  <-        Katana | 40

CrossDeflect
  <-    CrossSlash | 10
  <-         Slash | 12
  <-     GaleSlash | 17

RosarioImpale
  <- ThunderThrust | 34
  <-  TripleThrust | 38

Haze-to-Wheel
  <-    WheelSlash | 36

Godless
  <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
  the normal Sword or Katana Abilities.  It has nothing to do with whether or
  how many times the PC actually uses Kasumi.

MoonlightCut
  <-      Blizzard | 20
  <- ShadowCounter | 22
  <-        Katana | 27

ShadowCounter
  <-  MoonlightCut | 17
  <-      Blizzard | 19
  <-        Katana | 21

Blizzard
  <-  MoonlightCut | 26
  <- ShadowCounter | 29
  <-        Katana | 35

Kick
  <-         Punch |  3

AirThrow                    *Already Known

Chop
  <-         Punch |  8

RollingCradle               *Already Known

SwayBack
  <-  BabelCrumble | 12
  <-          Chop | 12
  <-          Fist | 12
  <-          Kick | 12
  <-      Lastshot | 12
  <-         Punch | 12
  <-     CrushBeat | 13
  <- Rotation Kick | 13

Fist
  <-         Punch | 16

CrushBeat
  <-         Punch | 23

Rotation Kick
  <-          Kick | 17
  <-         Punch | 26

KO Throw                    *Already Known

Suplex                      *Already Known

GiantSwing
  <-        Suplex | 18
  <-      AirThrow | 19
  <-   LocomotionG | 20

BabelCrumble
  <-        Suplex | 23
  <-   LocomotionG | 24
  <-          Kick | 27
  <-      AirThrow | 28

OgreRun
  <-     CrushBeat | 30
  <- Rotation Kick | 30
  <-         Punch | 32
  <-  BabelCrumble | 36

Scuffle
  <-          Chop | 29
  <-     CrushBeat | 29
  <-         Punch | 31

LocomotionG
  <-      AirThrow | 17
  <-    GiantSwing | 19
  <-        Suplex | 20

DragonTurn
  <-  BabelCrumble | 17
  <-    GiantSwing | 17
  <-       OgreRun | 17
  <-      AirThrow | 18
  <-          Chop | 20
  <-   LocomotionG | 20
  <-         Punch | 20
  <-          Fist | 22
  <-        Suplex | 22
  <- RollingCradle | 24

Lastshot
  <-       OgreRun | 34
  <-         Punch | 44

SkyTwister
  <-      AirThrow | 35
  <-  BabelCrumble | 37
  <-          Kick | 37
  <-         Punch | 40

-------------------------------------------------------------------------------





*********************************************
*  Personal Spark Trees                     *                         [PSPTR25]
*  --Liza's INIT 3--4 Personal Spark Trees  *
*********************************************


-------------------------------------------------------------------------------

                 Liza's INIT 3--4 Personal Spark Trees To List
                                 by Zaraktheus

Slash
  ->     StunSlash |  5
  ->   DoubleSlash |  8
  ->     HardSlash | 12
  ->        Thrust | 13
  ->    CrossSlash | 16
  ->  SwallowSwing | 17
  ->   Heaven/Hell | 22
  ->    WheelSlash | 20
  ->  WillowBranch | 23
  ->       Deflect | 17
  ->      HeadWind | 31
  ->  TripleThrust | 33
  ->        Kasumi | 26
  ->      NoMoment | 38
  ->     GaleSlash | 24
  ->    2GaleSlash | 30
  ->  CrossDeflect | 12

StunSlash
  ->   DoubleSlash |  8
  ->  SwallowSwing | 14
  -> ThunderThrust | 13
  ->    WheelSlash | 18
  ->       Deflect | 16
  ->      HeadWind | 26
  ->        Kasumi | 25
  ->     GaleSlash | 23
  ->    2GaleSlash | 28

DoubleSlash
  ->     HardSlash |  9
  ->    CrossSlash | 12
  ->  SwallowSwing | 12
  ->   Heaven/Hell | 17
  ->       Deflect | 15
  ->      HeadWind | 24
  ->        Kasumi | 25
  ->     GaleSlash | 23
  ->    2GaleSlash | 28

HardSlash
  ->   Heaven/Hell | 15
  ->      NoMoment | 34

Thrust
  -> ThunderThrust | 16
  ->  TripleThrust | 29

CrossSlash
  ->       Deflect |  8
  ->    2GaleSlash | 28
  ->  CrossDeflect | 10

SwallowSwing
  ->       Deflect | 21
  ->     GaleSlash | 15
  ->    2GaleSlash | 28

ThunderThrust
  ->       Deflect | 14
  ->  TripleThrust | 27
  ->        Kasumi | 24
  -> RosarioImpale | 34

Heaven/Hell
  ->  WillowBranch | 19
  ->       Deflect | 16
  ->  TripleThrust | 29
  ->        Kasumi | 27

WheelSlash
  -> Haze-to-Wheel | 36

WillowBranch
  ->       Deflect | 16
  ->        Kasumi | 23

HeadWind
  ->       Deflect | 17
  ->        Kasumi | 23
  ->      NoMoment | 32

TripleThrust
  ->       Deflect | 16
  -> RosarioImpale | 38

NoMoment
  ->        Kasumi | 22
  ->  Still Stream | 38

GaleSlash
  ->       Deflect | 13
  ->    2GaleSlash | 26
  ->  CrossDeflect | 17

Still Stream
  ->        Kasumi | 24

TwinSword
  ->   Heaven/Hell | 20

Asura
  ->       Deflect | 20

Katana
  ->     StunSlash |  4
  ->   DoubleSlash |  7
  ->     HardSlash | 11
  ->        Thrust | 12
  ->  SwallowSwing | 16
  ->   Heaven/Hell | 20
  ->    WheelSlash | 19
  ->  WillowBranch | 22
  ->      HeadWind | 30
  ->  TripleThrust | 32
  ->        Kasumi | 26
  ->      NoMoment | 36
  ->     GaleSlash | 23
  ->  Still Stream | 40
  ->  MoonlightCut | 27
  -> ShadowCounter | 21
  ->      Blizzard | 35

MoonlightCut
  ->  WillowBranch | 18
  ->      NoMoment | 38
  ->        Kasumi | 25
  ->  Still Stream | 34
  -> ShadowCounter | 17
  ->      Blizzard | 26

ShadowCounter
  ->      HeadWind | 25
  ->  TripleThrust | 31
  ->        Kasumi | 26
  ->  MoonlightCut | 22
  ->      Blizzard | 29

Blizzard
  ->      NoMoment | 32
  ->  MoonlightCut | 20
  -> ShadowCounter | 19

Punch
  ->          Kick |  3
  ->          Chop |  8
  ->      SwayBack | 12
  ->          Fist | 16
  ->     CrushBeat | 23
  ->       OgreRun | 32
  ->       Scuffle | 31
  ->    DragonTurn | 20
  ->      Lastshot | 44
  ->    SkyTwister | 40

Kick
  ->      SwayBack | 12
  ->  BabelCrumble | 27
  ->    SkyTwister | 37

AirThrow
  ->    GiantSwing | 19
  ->  BabelCrumble | 28
  ->   LocomotionG | 17
  ->    DragonTurn | 18
  ->    SkyTwister | 35

Chop
  ->      SwayBack | 12
  ->       Scuffle | 29
  ->    DragonTurn | 20

RollingCradle
  ->    DragonTurn | 24

Fist
  ->      SwayBack | 12
  ->    DragonTurn | 22

CrushBeat
  ->      SwayBack | 13
  ->       OgreRun | 30
  ->       Scuffle | 29

Rotation Kick
  ->      SwayBack | 13
  ->       OgreRun | 30

Suplex
  ->    GiantSwing | 18
  ->  BabelCrumble | 23
  ->   LocomotionG | 20
  ->    DragonTurn | 22

GiantSwing
  ->   LocomotionG | 19
  ->    DragonTurn | 17

BabelCrumble
  ->      SwayBack | 12
  ->       OgreRun | 36
  ->    DragonTurn | 17
  ->    SkyTwister | 37

OgreRun
  ->    DragonTurn | 17
  ->      Lastshot | 34

LocomotionG
  ->    GiantSwing | 20
  ->  BabelCrumble | 24
  ->    DragonTurn | 20

Lastshot
  ->      SwayBack | 12

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Deflect
  ->        Kasumi | 30

Kasumi
  ->       Godless | 33

-------------------------------------------------------------------------------

                Liza's INIT 3--4 Personal Spark Trees From List
                                 by Zaraktheus

StunSlash
  <-        Katana |  4
  <-         Slash |  5

DoubleSlash
  <-        Katana |  7
  <-         Slash |  8
  <-     StunSlash |  8

HardSlash
  <-   DoubleSlash |  9
  <-        Katana | 11
  <-         Slash | 12

Thrust
  <-        Katana | 12
  <-         Slash | 13

CrossSlash
  <-   DoubleSlash | 12
  <-         Slash | 16

SwallowSwing
  <-   DoubleSlash | 12
  <-     StunSlash | 14
  <-        Katana | 16
  <-         Slash | 17

ThunderThrust
  <-     StunSlash | 13
  <-        Thrust | 16

Heaven/Hell
  <-     HardSlash | 15
  <-   DoubleSlash | 17
  <-        Katana | 20
  <-     TwinSword | 20
  <-         Slash | 22

WheelSlash
  <-     StunSlash | 18
  <-        Katana | 19
  <-         Slash | 20

WillowBranch
  <-  MoonlightCut | 18
  <-   Heaven/Hell | 19
  <-        Katana | 22
  <-         Slash | 23

Deflect
  <-    CrossSlash |  8
  <-     GaleSlash | 13
  <- ThunderThrust | 14
  <-   DoubleSlash | 15
  <-   Heaven/Hell | 16
  <-     StunSlash | 16
  <-  TripleThrust | 16
  <-  WillowBranch | 16
  <-      HeadWind | 17
  <-         Slash | 17
  <-         Asura | 20
  <-  SwallowSwing | 21

HeadWind
  <-   DoubleSlash | 24
  <- ShadowCounter | 25
  <-     StunSlash | 26
  <-        Katana | 30
  <-         Slash | 31

TripleThrust
  <- ThunderThrust | 27
  <-   Heaven/Hell | 29
  <-        Thrust | 29
  <- ShadowCounter | 31
  <-        Katana | 32
  <-         Slash | 33

Kasumi
  <-      NoMoment | 22
  <-      HeadWind | 23
  <-  WillowBranch | 23
  <-  Still Stream | 24
  <- ThunderThrust | 24
  <-   DoubleSlash | 25
  <-  MoonlightCut | 25
  <-     StunSlash | 25
  <-        Katana | 26
  <- ShadowCounter | 26
  <-         Slash | 26
  <-   Heaven/Hell | 27
  <-      *Deflect | 30
* If you have Deflect equipped, this is checked once each time you use any of
  the normal Sword or Katana Abilities.  It has nothing to do with whether or
  how many times the PC actually uses Deflect.

NoMoment
  <-      Blizzard | 32
  <-      HeadWind | 32
  <-     HardSlash | 34
  <-        Katana | 36
  <-  MoonlightCut | 38
  <-         Slash | 38

GaleSlash
  <-  SwallowSwing | 15
  <-   DoubleSlash | 23
  <-        Katana | 23
  <-     StunSlash | 23
  <-         Slash | 24

2GaleSlash
  <-     GaleSlash | 26
  <-    CrossSlash | 28
  <-   DoubleSlash | 28
  <-     StunSlash | 28
  <-  SwallowSwing | 28
  <-         Slash | 30

Still Stream
  <-  MoonlightCut | 34
  <-      NoMoment | 38
  <-        Katana | 40

CrossDeflect
  <-    CrossSlash | 10
  <-         Slash | 12
  <-     GaleSlash | 17

RosarioImpale
  <- ThunderThrust | 34
  <-  TripleThrust | 38

Haze-to-Wheel
  <-    WheelSlash | 36

Godless
  <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
  the normal Sword or Katana Abilities.  It has nothing to do with whether or
  how many times the PC actually uses Kasumi.

MoonlightCut
  <-      Blizzard | 20
  <- ShadowCounter | 22
  <-        Katana | 27

ShadowCounter
  <-  MoonlightCut | 17
  <-      Blizzard | 19
  <-        Katana | 21

Blizzard
  <-  MoonlightCut | 26
  <- ShadowCounter | 29
  <-        Katana | 35

Kick
  <-         Punch |  3

AirThrow                    *Already Known

Chop
  <-         Punch |  8

RollingCradle               *Already Known

SwayBack
  <-  BabelCrumble | 12
  <-          Chop | 12
  <-          Fist | 12
  <-          Kick | 12
  <-      Lastshot | 12
  <-         Punch | 12
  <-     CrushBeat | 13
  <- Rotation Kick | 13

Fist
  <-         Punch | 16

CrushBeat
  <-         Punch | 23

Rotation Kick               *Already Known

KO Throw                    *Already Known

Suplex                      *Already Known

GiantSwing
  <-        Suplex | 18
  <-      AirThrow | 19
  <-   LocomotionG | 20

BabelCrumble
  <-        Suplex | 23
  <-   LocomotionG | 24
  <-          Kick | 27
  <-      AirThrow | 28

OgreRun
  <-     CrushBeat | 30
  <- Rotation Kick | 30
  <-         Punch | 32
  <-  BabelCrumble | 36

Scuffle
  <-          Chop | 29
  <-     CrushBeat | 29
  <-         Punch | 31

LocomotionG
  <-      AirThrow | 17
  <-    GiantSwing | 19
  <-        Suplex | 20

DragonTurn
  <-  BabelCrumble | 17
  <-    GiantSwing | 17
  <-       OgreRun | 17
  <-      AirThrow | 18
  <-          Chop | 20
  <-   LocomotionG | 20
  <-         Punch | 20
  <-          Fist | 22
  <-        Suplex | 22
  <- RollingCradle | 24

Lastshot
  <-       OgreRun | 34
  <-         Punch | 44

SkyTwister
  <-      AirThrow | 35
  <-  BabelCrumble | 37
  <-          Kick | 37
  <-         Punch | 40

-------------------------------------------------------------------------------





*********************************************
*  Personal Spark Trees                     *                         [PSPTR26]
*  --Lute's INIT 1--2 Personal Spark Trees  *
*********************************************


-------------------------------------------------------------------------------

                 Lute's INIT 1--2 Personal Spark Trees To List
                                 by Zaraktheus

Slash
  ->     StunSlash |  5
  ->   DoubleSlash |  8
  ->         Smash | 14
  ->   Heaven/Hell | 22
  ->       Deflect | 17
  ->      HeadWind | 31
  ->  TripleThrust | 33
  ->      NoMoment | 38
  ->     GaleSlash | 24
  ->    RisingNova | 43
  -> LifeSprinkler | 45

StunSlash
  ->   DoubleSlash |  8
  ->       Deflect | 16
  ->      HeadWind | 26
  ->     GaleSlash | 23

DoubleSlash
  ->         Smash | 10
  ->   Heaven/Hell | 17
  ->       Deflect | 15
  ->      HeadWind | 24
  ->     GaleSlash | 23

Smash
  ->   Heaven/Hell | 17
  ->       Deflect | 17

Heaven/Hell
  ->       Deflect | 16
  ->  TripleThrust | 29

HeadWind
  ->       Deflect | 17
  ->      NoMoment | 32

TripleThrust
  ->       Deflect | 16

NoMoment
  ->  Still Stream | 38

GaleSlash
  ->       Deflect | 13

TwinSword
  ->   Heaven/Hell | 20

Asura
  ->       Deflect | 20

Katana
  ->     StunSlash |  4
  ->   DoubleSlash |  7
  ->   Heaven/Hell | 20
  ->      HeadWind | 30
  ->  TripleThrust | 32
  ->      NoMoment | 36
  ->     GaleSlash | 23
  ->  Still Stream | 40
  -> ShadowCounter | 21
  ->   Tres Flores | 45

ShadowCounter
  ->      HeadWind | 25
  ->  TripleThrust | 31
  -> LifeSprinkler | 38
  ->   Tres Flores | 40

Punch
  ->          Kick |  3
  ->      AirThrow | 10
  ->          Chop |  8
  ->      SwayBack | 12
  ->     CrushBeat | 23
  ->      GoldHand | 37
  ->  TriangleKick | 34
  ->       OgreRun | 32
  ->    DragonTurn | 20
  ->      Lastshot | 44
  ->     Corkscrew | 42

Kick
  ->      AirThrow | 10
  ->      SwayBack | 12
  ->  TriangleKick | 25
  ->  BabelCrumble | 27
  ->     Corkscrew | 41

AirThrow
  ->        Suplex | 13
  ->  BabelCrumble | 28
  ->    DragonTurn | 18

Chop
  ->      SwayBack | 12
  ->    DragonTurn | 20

CrushBeat
  ->      SwayBack | 13
  ->       OgreRun | 30

Suplex
  ->  BabelCrumble | 23
  ->    DragonTurn | 22

GoldHand
  ->      SwayBack | 12
  ->      Lastshot | 38
  ->     Corkscrew | 39

BabelCrumble
  ->      SwayBack | 12
  ->        Suplex | 32
  ->  TriangleKick | 36
  ->       OgreRun | 36
  ->    DragonTurn | 17

TriangleKick
  ->      SwayBack | 14
  ->       OgreRun | 35
  ->     Corkscrew | 39

OgreRun
  ->    DragonTurn | 17
  ->      Lastshot | 34
  ->     Corkscrew | 38

Lastshot
  ->      SwayBack | 12
  ->      GoldHand | 43

-------------------------------------------------------------------------------

                Lute's INIT 1--2 Personal Spark Trees From List
                                 by Zaraktheus

StunSlash
  <-        Katana |  4
  <-         Slash |  5

DoubleSlash
  <-        Katana |  7
  <-         Slash |  8
  <-     StunSlash |  8

Smash
  <-   DoubleSlash | 10
  <-         Slash | 14

Heaven/Hell
  <-   DoubleSlash | 17
  <-         Smash | 17
  <-        Katana | 20
  <-     TwinSword | 20
  <-         Slash | 22

Deflect
  <-     GaleSlash | 13
  <-   DoubleSlash | 15
  <-   Heaven/Hell | 16
  <-     StunSlash | 16
  <-  TripleThrust | 16
  <-      HeadWind | 17
  <-         Slash | 17
  <-         Smash | 17
  <-         Asura | 20

HeadWind
  <-   DoubleSlash | 24
  <- ShadowCounter | 25
  <-     StunSlash | 26
  <-        Katana | 30
  <-         Slash | 31

TripleThrust
  <-   Heaven/Hell | 29
  <- ShadowCounter | 31
  <-        Katana | 32
  <-         Slash | 33

NoMoment
  <-      HeadWind | 32
  <-        Katana | 36
  <-         Slash | 38

GaleSlash
  <-   DoubleSlash | 23
  <-        Katana | 23
  <-     StunSlash | 23
  <-         Slash | 24

Still Stream
  <-      NoMoment | 38
  <-        Katana | 40

RisingNova
  <-         Slash | 43

LifeSprinkler
  <- ShadowCounter | 38
  <-         Slash | 45

ShadowCounter
  <-        Katana | 21

Tres Flores
  <- ShadowCounter | 40
  <-        Katana | 45

Kick
  <-         Punch |  3

AirThrow
  <-          Kick | 10
  <-         Punch | 10

Chop
  <-         Punch |  8

SwayBack
  <-  BabelCrumble | 12
  <-          Chop | 12
  <-      GoldHand | 12
  <-          Kick | 12
  <-      Lastshot | 12
  <-         Punch | 12
  <-     CrushBeat | 13
  <-  TriangleKick | 14

CrushBeat
  <-         Punch | 23

Suplex
  <-      AirThrow | 13
  <-  BabelCrumble | 32

GoldHand
  <-         Punch | 37
  <-      Lastshot | 43

BabelCrumble
  <-        Suplex | 23
  <-          Kick | 27
  <-      AirThrow | 28

TriangleKick
  <-          Kick | 25
  <-         Punch | 34
  <-  BabelCrumble | 36

OgreRun
  <-     CrushBeat | 30
  <-         Punch | 32
  <-  TriangleKick | 35
  <-  BabelCrumble | 36

DragonTurn
  <-  BabelCrumble | 17
  <-       OgreRun | 17
  <-      AirThrow | 18
  <-          Chop | 20
  <-         Punch | 20
  <-        Suplex | 22

Lastshot
  <-       OgreRun | 34
  <-      GoldHand | 38
  <-         Punch | 44

Corkscrew
  <-       OgreRun | 38
  <-      GoldHand | 39
  <-  TriangleKick | 39
  <-          Kick | 41
  <-         Punch | 42

-------------------------------------------------------------------------------





******************************************
*  Personal Spark Trees                  *                            [PSPTR27]
*  --Lute's INIT 3 Personal Spark Trees  *
******************************************


-------------------------------------------------------------------------------

                  Lute's INIT 3 Personal Spark Trees To List
                                 by Zaraktheus

Slash
  ->   DoubleSlash |  8
  ->         Smash | 14
  ->   Heaven/Hell | 22
  ->       Deflect | 17
  ->      HeadWind | 31
  ->  TripleThrust | 33
  ->      NoMoment | 38
  ->     GaleSlash | 24
  ->    RisingNova | 43
  -> LifeSprinkler | 45

StunSlash
  ->   DoubleSlash |  8
  ->       Deflect | 16
  ->      HeadWind | 26
  ->     GaleSlash | 23

DoubleSlash
  ->         Smash | 10
  ->   Heaven/Hell | 17
  ->       Deflect | 15
  ->      HeadWind | 24
  ->     GaleSlash | 23

Smash
  ->   Heaven/Hell | 17
  ->       Deflect | 17

Heaven/Hell
  ->       Deflect | 16
  ->  TripleThrust | 29

HeadWind
  ->       Deflect | 17
  ->      NoMoment | 32

TripleThrust
  ->       Deflect | 16

NoMoment
  ->  Still Stream | 38

GaleSlash
  ->       Deflect | 13

TwinSword
  ->   Heaven/Hell | 20

Asura
  ->       Deflect | 20

Katana
  ->   DoubleSlash |  7
  ->   Heaven/Hell | 20
  ->      HeadWind | 30
  ->  TripleThrust | 32
  ->      NoMoment | 36
  ->     GaleSlash | 23
  ->  Still Stream | 40
  -> ShadowCounter | 21
  ->   Tres Flores | 45

ShadowCounter
  ->      HeadWind | 25
  ->  TripleThrust | 31
  -> LifeSprinkler | 38
  ->   Tres Flores | 40

Punch
  ->          Kick |  3
  ->      AirThrow | 10
  ->          Chop |  8
  ->      SwayBack | 12
  ->     CrushBeat | 23
  ->      GoldHand | 37
  ->  TriangleKick | 34
  ->       OgreRun | 32
  ->    DragonTurn | 20
  ->      Lastshot | 44
  ->     Corkscrew | 42

Kick
  ->      AirThrow | 10
  ->      SwayBack | 12
  ->  TriangleKick | 25
  ->  BabelCrumble | 27
  ->     Corkscrew | 41

AirThrow
  ->        Suplex | 13
  ->  BabelCrumble | 28
  ->    DragonTurn | 18

Chop
  ->      SwayBack | 12
  ->    DragonTurn | 20

CrushBeat
  ->      SwayBack | 13
  ->       OgreRun | 30

Suplex
  ->  BabelCrumble | 23
  ->    DragonTurn | 22

GoldHand
  ->      SwayBack | 12
  ->      Lastshot | 38
  ->     Corkscrew | 39

BabelCrumble
  ->      SwayBack | 12
  ->        Suplex | 32
  ->  TriangleKick | 36
  ->       OgreRun | 36
  ->    DragonTurn | 17

TriangleKick
  ->      SwayBack | 14
  ->       OgreRun | 35
  ->     Corkscrew | 39

OgreRun
  ->    DragonTurn | 17
  ->      Lastshot | 34
  ->     Corkscrew | 38

Lastshot
  ->      SwayBack | 12
  ->      GoldHand | 43

-------------------------------------------------------------------------------

                 Lute's INIT 3 Personal Spark Trees From List
                                 by Zaraktheus

StunSlash                   *Already Known

DoubleSlash
  <-        Katana |  7
  <-         Slash |  8
  <-     StunSlash |  8

Smash
  <-   DoubleSlash | 10
  <-         Slash | 14

Heaven/Hell
  <-   DoubleSlash | 17
  <-         Smash | 17
  <-        Katana | 20
  <-     TwinSword | 20
  <-         Slash | 22

Deflect
  <-     GaleSlash | 13
  <-   DoubleSlash | 15
  <-   Heaven/Hell | 16
  <-     StunSlash | 16
  <-  TripleThrust | 16
  <-      HeadWind | 17
  <-         Slash | 17
  <-         Smash | 17
  <-         Asura | 20

HeadWind
  <-   DoubleSlash | 24
  <- ShadowCounter | 25
  <-     StunSlash | 26
  <-        Katana | 30
  <-         Slash | 31

TripleThrust
  <-   Heaven/Hell | 29
  <- ShadowCounter | 31
  <-        Katana | 32
  <-         Slash | 33

NoMoment
  <-      HeadWind | 32
  <-        Katana | 36
  <-         Slash | 38

GaleSlash
  <-   DoubleSlash | 23
  <-        Katana | 23
  <-     StunSlash | 23
  <-         Slash | 24

Still Stream
  <-      NoMoment | 38
  <-        Katana | 40

RisingNova
  <-         Slash | 43

LifeSprinkler
  <- ShadowCounter | 38
  <-         Slash | 45

ShadowCounter
  <-        Katana | 21

Tres Flores
  <- ShadowCounter | 40
  <-        Katana | 45

Kick
  <-         Punch |  3

AirThrow
  <-          Kick | 10
  <-         Punch | 10

Chop
  <-         Punch |  8

SwayBack
  <-  BabelCrumble | 12
  <-          Chop | 12
  <-      GoldHand | 12
  <-          Kick | 12
  <-      Lastshot | 12
  <-         Punch | 12
  <-     CrushBeat | 13
  <-  TriangleKick | 14

CrushBeat
  <-         Punch | 23

Suplex
  <-      AirThrow | 13
  <-  BabelCrumble | 32

GoldHand
  <-         Punch | 37
  <-      Lastshot | 43

BabelCrumble
  <-        Suplex | 23
  <-          Kick | 27
  <-      AirThrow | 28

TriangleKick
  <-          Kick | 25
  <-         Punch | 34
  <-  BabelCrumble | 36

OgreRun
  <-     CrushBeat | 30
  <-         Punch | 32
  <-  TriangleKick | 35
  <-  BabelCrumble | 36

DragonTurn
  <-  BabelCrumble | 17
  <-       OgreRun | 17
  <-      AirThrow | 18
  <-          Chop | 20
  <-         Punch | 20
  <-        Suplex | 22

Lastshot
  <-       OgreRun | 34
  <-      GoldHand | 38
  <-         Punch | 44

Corkscrew
  <-       OgreRun | 38
  <-      GoldHand | 39
  <-  TriangleKick | 39
  <-          Kick | 41
  <-         Punch | 42

-------------------------------------------------------------------------------





******************************************
*  Personal Spark Trees                  *                            [PSPTR28]
*  --Lute's INIT 4 Personal Spark Trees  *
******************************************


-------------------------------------------------------------------------------

                  Lute's INIT 4 Personal Spark Trees To List
                                 by Zaraktheus

Slash
  ->         Smash | 14
  ->   Heaven/Hell | 22
  ->       Deflect | 17
  ->      HeadWind | 31
  ->  TripleThrust | 33
  ->      NoMoment | 38
  ->     GaleSlash | 24
  ->    RisingNova | 43
  -> LifeSprinkler | 45

StunSlash
  ->       Deflect | 16
  ->      HeadWind | 26
  ->     GaleSlash | 23

DoubleSlash
  ->         Smash | 10
  ->   Heaven/Hell | 17
  ->       Deflect | 15
  ->      HeadWind | 24
  ->     GaleSlash | 23

Smash
  ->   Heaven/Hell | 17
  ->       Deflect | 17

Heaven/Hell
  ->       Deflect | 16
  ->  TripleThrust | 29

HeadWind
  ->       Deflect | 17
  ->      NoMoment | 32

TripleThrust
  ->       Deflect | 16

NoMoment
  ->  Still Stream | 38

GaleSlash
  ->       Deflect | 13

TwinSword
  ->   Heaven/Hell | 20

Asura
  ->       Deflect | 20

Katana
  ->   Heaven/Hell | 20
  ->      HeadWind | 30
  ->  TripleThrust | 32
  ->      NoMoment | 36
  ->     GaleSlash | 23
  ->  Still Stream | 40
  -> ShadowCounter | 21
  ->   Tres Flores | 45

ShadowCounter
  ->      HeadWind | 25
  ->  TripleThrust | 31
  -> LifeSprinkler | 38
  ->   Tres Flores | 40

Punch
  ->          Kick |  3
  ->      AirThrow | 10
  ->          Chop |  8
  ->      SwayBack | 12
  ->     CrushBeat | 23
  ->      GoldHand | 37
  ->  TriangleKick | 34
  ->       OgreRun | 32
  ->    DragonTurn | 20
  ->      Lastshot | 44
  ->     Corkscrew | 42

Kick
  ->      AirThrow | 10
  ->      SwayBack | 12
  ->  TriangleKick | 25
  ->  BabelCrumble | 27
  ->     Corkscrew | 41

AirThrow
  ->        Suplex | 13
  ->  BabelCrumble | 28
  ->    DragonTurn | 18

Chop
  ->      SwayBack | 12
  ->    DragonTurn | 20

CrushBeat
  ->      SwayBack | 13
  ->       OgreRun | 30

Suplex
  ->  BabelCrumble | 23
  ->    DragonTurn | 22

GoldHand
  ->      SwayBack | 12
  ->      Lastshot | 38
  ->     Corkscrew | 39

BabelCrumble
  ->      SwayBack | 12
  ->        Suplex | 32
  ->  TriangleKick | 36
  ->       OgreRun | 36
  ->    DragonTurn | 17

TriangleKick
  ->      SwayBack | 14
  ->       OgreRun | 35
  ->     Corkscrew | 39

OgreRun
  ->    DragonTurn | 17
  ->      Lastshot | 34
  ->     Corkscrew | 38

Lastshot
  ->      SwayBack | 12
  ->      GoldHand | 43

-------------------------------------------------------------------------------

                 Lute's INIT 4 Personal Spark Trees From List
                                 by Zaraktheus

StunSlash                   *Already Known

DoubleSlash                 *Already Known

Smash
  <-   DoubleSlash | 10
  <-         Slash | 14

Heaven/Hell
  <-   DoubleSlash | 17
  <-         Smash | 17
  <-        Katana | 20
  <-     TwinSword | 20
  <-         Slash | 22

Deflect
  <-     GaleSlash | 13
  <-   DoubleSlash | 15
  <-   Heaven/Hell | 16
  <-     StunSlash | 16
  <-  TripleThrust | 16
  <-      HeadWind | 17
  <-         Slash | 17
  <-         Smash | 17
  <-         Asura | 20

HeadWind
  <-   DoubleSlash | 24
  <- ShadowCounter | 25
  <-     StunSlash | 26
  <-        Katana | 30
  <-         Slash | 31

TripleThrust
  <-   Heaven/Hell | 29
  <- ShadowCounter | 31
  <-        Katana | 32
  <-         Slash | 33

NoMoment
  <-      HeadWind | 32
  <-        Katana | 36
  <-         Slash | 38

GaleSlash
  <-   DoubleSlash | 23
  <-        Katana | 23
  <-     StunSlash | 23
  <-         Slash | 24

Still Stream
  <-      NoMoment | 38
  <-        Katana | 40

RisingNova
  <-         Slash | 43

LifeSprinkler
  <- ShadowCounter | 38
  <-         Slash | 45

ShadowCounter
  <-        Katana | 21

Tres Flores
  <- ShadowCounter | 40
  <-        Katana | 45

Kick
  <-         Punch |  3

AirThrow
  <-          Kick | 10
  <-         Punch | 10

Chop
  <-         Punch |  8

SwayBack
  <-  BabelCrumble | 12
  <-          Chop | 12
  <-      GoldHand | 12
  <-          Kick | 12
  <-      Lastshot | 12
  <-         Punch | 12
  <-     CrushBeat | 13
  <-  TriangleKick | 14

CrushBeat
  <-         Punch | 23

Suplex
  <-      AirThrow | 13
  <-  BabelCrumble | 32

GoldHand
  <-         Punch | 37
  <-      Lastshot | 43

BabelCrumble
  <-        Suplex | 23
  <-          Kick | 27
  <-      AirThrow | 28

TriangleKick
  <-          Kick | 25
  <-         Punch | 34
  <-  BabelCrumble | 36

OgreRun
  <-     CrushBeat | 30
  <-         Punch | 32
  <-  TriangleKick | 35
  <-  BabelCrumble | 36

DragonTurn
  <-  BabelCrumble | 17
  <-       OgreRun | 17
  <-      AirThrow | 18
  <-          Chop | 20
  <-         Punch | 20
  <-        Suplex | 22

Lastshot
  <-       OgreRun | 34
  <-      GoldHand | 38
  <-         Punch | 44

Corkscrew
  <-       OgreRun | 38
  <-      GoldHand | 39
  <-  TriangleKick | 39
  <-          Kick | 41
  <-         Punch | 42

-------------------------------------------------------------------------------





*****************************************
*  Personal Spark Trees                 *                             [PSPTR29]
*  --Red's INIT 1 Personal Spark Trees  *
*****************************************


At INIT 2+, Red begins play Knowing Chop, even though he lacks Talent for it.
At INIT 1, his lack of Talent for Chop will make it very difficult to learn
(and I have removed it, accordingly).

Red is, of course, the only PC who can legitimately Spark the Alkaiser
Abilities.  He is the only PC with Talent for any of them, and the only PC with
access to a RaySword (which he gets while in Alkaiser form), which is needed to
start the process.

However, he can only use the Alkaiser Abilities while in Alkaiser form, which
unfortunately prevents him from growing after battle and should therefore
probably be avoided as much as possible.  It's wiser not to rely on the
Alkaiser Abilities except when the story forces you to be Alkaiser (if even
then), and once you have enough other Abilities to achieve Mastery, you should
probably un-Equip the Alkaiser Abilities except during those story segments.

For anyone who may be curious, Alkarl, who is not a full PC but is playable
during the intro battle of Red's Scenario, cannot Spark the Alkaiser Abilities.
He does have a RaySword and can use several Alkaiser Abilities, but he is
actually specifically prevented from Sparking anything during that battle,
Alkaiser Ability or otherwise.

-------------------------------------------------------------------------------

                   Red's INIT 1 Personal Spark Trees To List
                                 by Zaraktheus

Slash
  ->     StunSlash |  5
  ->   DoubleSlash |  8
  ->     HardSlash | 12
  ->        Thrust | 13
  ->         Smash | 14
  ->  SwallowSwing | 17
  ->   Heaven/Hell | 22
  ->    WheelSlash | 20
  ->       Deflect | 17
  ->     BearCrush | 24
  ->       DeadEnd | 27
  ->  TripleThrust | 33
  ->        Kasumi | 26
  ->     GaleSlash | 24
  -> TurbidCurrent | 41
  ->    RisingNova | 43

StunSlash
  ->   DoubleSlash |  8
  ->  SwallowSwing | 14
  -> ThunderThrust | 13
  ->    WheelSlash | 18
  ->       Deflect | 16
  ->        Kasumi | 25
  ->     GaleSlash | 23

DoubleSlash
  ->     HardSlash |  9
  ->         Smash | 10
  ->  SwallowSwing | 12
  ->   Heaven/Hell | 17
  ->       Deflect | 15
  ->     BearCrush | 22
  ->        Kasumi | 25
  ->     GaleSlash | 23

HardSlash
  ->         Smash | 10
  ->   Heaven/Hell | 15
  ->     BearCrush | 22
  -> TurbidCurrent | 35

Thrust
  -> ThunderThrust | 16
  ->       DeadEnd | 21
  ->  TripleThrust | 29

Smash
  ->   Heaven/Hell | 17
  ->       Deflect | 17
  ->     BearCrush | 20
  ->       DeadEnd | 25

SwallowSwing
  ->       Deflect | 21
  ->     GaleSlash | 15

ThunderThrust
  ->       Deflect | 14
  ->       DeadEnd | 23
  ->  TripleThrust | 27
  ->        Kasumi | 24
  -> RosarioImpale | 34

Heaven/Hell
  ->       Deflect | 16
  ->  TripleThrust | 29
  ->        Kasumi | 27

BearCrush
  ->       Deflect | 21
  -> RosarioImpale | 37

DeadEnd
  ->       Deflect | 23
  -> RosarioImpale | 30

TripleThrust
  ->       Deflect | 16
  -> RosarioImpale | 38

GaleSlash
  ->       Deflect | 13

TwinSword
  ->   Heaven/Hell | 20

Asura
  ->       Deflect | 20

Katana
  ->     StunSlash |  4
  ->   DoubleSlash |  7
  ->     HardSlash | 11
  ->        Thrust | 12
  ->  SwallowSwing | 16
  ->   Heaven/Hell | 20
  ->    WheelSlash | 19
  ->  TripleThrust | 32
  ->        Kasumi | 26
  ->     GaleSlash | 23
  -> ShadowCounter | 21
  ->      Blizzard | 35
  ->   Tres Flores | 45

ShadowCounter
  ->  TripleThrust | 31
  ->        Kasumi | 26
  -> TurbidCurrent | 35
  ->      Blizzard | 29
  ->   Tres Flores | 40

Blizzard
  -> ShadowCounter | 19
  ->   Tres Flores | 37

Punch
  ->      AirThrow | 10
  ->       Sliding | 12
  ->      SwayBack | 12
  ->      Backfist | 18
  ->     CrushBeat | 23
  -> Rotation Kick | 26
  ->  TriangleKick | 34
  ->       OgreRun | 32
  ->       Scuffle | 31
  ->    DragonTurn | 20
  ->    SkyTwister | 40

Kick
  ->      AirThrow | 10
  ->       Sliding |  6
  ->      SwayBack | 12
  -> Rotation Kick | 17
  ->  TriangleKick | 25
  ->  BabelCrumble | 27
  ->    SkyTwister | 37

AirThrow
  ->        Suplex | 13
  ->  BabelCrumble | 28
  ->   LocomotionG | 17
  ->    DragonTurn | 18
  ->    SkyTwister | 35

Sliding
  ->      SwayBack | 12
  -> Rotation Kick | 16
  ->  BabelCrumble | 24
  ->  TriangleKick | 29
  ->    DragonTurn | 25

Backfist
  ->      SwayBack | 11
  ->     CrushBeat | 19
  ->       OgreRun | 27
  ->       Scuffle | 33
  ->    DragonTurn | 24

CrushBeat
  ->      SwayBack | 13
  ->      Backfist | 25
  ->       OgreRun | 30
  ->       Scuffle | 29

Rotation Kick
  ->       Sliding | 12
  ->      SwayBack | 13
  ->  TriangleKick | 29
  ->       OgreRun | 30

Suplex
  ->  BabelCrumble | 23
  ->   LocomotionG | 20
  ->    DragonTurn | 22

BabelCrumble
  ->       Sliding |  9
  ->      SwayBack | 12
  ->        Suplex | 32
  ->  TriangleKick | 36
  ->       OgreRun | 36
  ->    DragonTurn | 17
  ->    SkyTwister | 37

TriangleKick
  ->      SwayBack | 14
  -> Rotation Kick | 23
  ->       OgreRun | 35
  ->    SkyTwister | 33

OgreRun
  ->    DragonTurn | 17

LocomotionG
  ->        Suplex | 14
  ->  BabelCrumble | 24
  ->    DragonTurn | 20

BrightFist
  -> SparklingRoll | 14
  ->     FlashTurn | 28
  ->    Al-Blaster | 12
  ->    Al-Phoenix | 32
  ->   ShiningKick | 11
  ->  DeflectLance | 26

ShiningKick
  ->    Al-Phoenix | 33
  ->  DeflectLance | 22

Al-Blaster
  ->    Al-Phoenix | 27
  ->  DeflectLance | 24

RaySword
  ->    BrightFist | 15  x80 (i.e. checked 80 times per use of RaySword. A bug)

RaySword
  ->     StunSlash |  6
  ->   DoubleSlash |  9
  ->     HardSlash | 13
  ->         Smash | 14
  ->  SwallowSwing | 18
  ->   Heaven/Hell | 22
  ->    WheelSlash | 21
  ->       Deflect |  9
  ->     BearCrush | 24
  ->       DeadEnd | 29
  ->     GaleSlash | 25
  ->    RisingNova | 42
  ->    KaiserWing | 15
  ->   KaiserSmash | 23
  ->    BrightFist | 10

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Deflect
  ->        Kasumi | 30

-------------------------------------------------------------------------------

                  Red's INIT 1 Personal Spark Trees From List
                                 by Zaraktheus

StunSlash
  <-        Katana |  4
  <-         Slash |  5
  <-      RaySword |  6

DoubleSlash
  <-        Katana |  7
  <-         Slash |  8
  <-     StunSlash |  8
  <-      RaySword |  9

HardSlash
  <-   DoubleSlash |  9
  <-        Katana | 11
  <-         Slash | 12
  <-      RaySword | 13

Thrust
  <-        Katana | 12
  <-         Slash | 13

Smash
  <-   DoubleSlash | 10
  <-     HardSlash | 10
  <-      RaySword | 14
  <-         Slash | 14

SwallowSwing
  <-   DoubleSlash | 12
  <-     StunSlash | 14
  <-        Katana | 16
  <-         Slash | 17
  <-      RaySword | 18

ThunderThrust
  <-     StunSlash | 13
  <-        Thrust | 16

Heaven/Hell
  <-     HardSlash | 15
  <-   DoubleSlash | 17
  <-         Smash | 17
  <-        Katana | 20
  <-     TwinSword | 20
  <-      RaySword | 22
  <-         Slash | 22

WheelSlash
  <-     StunSlash | 18
  <-        Katana | 19
  <-         Slash | 20
  <-      RaySword | 21

Deflect
  <-      RaySword |  9
  <-     GaleSlash | 13
  <- ThunderThrust | 14
  <-   DoubleSlash | 15
  <-   Heaven/Hell | 16
  <-     StunSlash | 16
  <-  TripleThrust | 16
  <-         Slash | 17
  <-         Smash | 17
  <-         Asura | 20
  <-     BearCrush | 21
  <-  SwallowSwing | 21
  <-       DeadEnd | 23

BearCrush
  <-         Smash | 20
  <-   DoubleSlash | 22
  <-     HardSlash | 22
  <-      RaySword | 24
  <-         Slash | 24

DeadEnd
  <-        Thrust | 21
  <- ThunderThrust | 23
  <-         Smash | 25
  <-         Slash | 27
  <-      RaySword | 29

TripleThrust
  <- ThunderThrust | 27
  <-   Heaven/Hell | 29
  <-        Thrust | 29
  <- ShadowCounter | 31
  <-        Katana | 32
  <-         Slash | 33

Kasumi
  <- ThunderThrust | 24
  <-   DoubleSlash | 25
  <-     StunSlash | 25
  <-        Katana | 26
  <- ShadowCounter | 26
  <-         Slash | 26
  <-   Heaven/Hell | 27
  <-      *Deflect | 30
* If you have Deflect equipped, this is checked once each time you use any of
  the normal Sword or Katana Abilities.  It has nothing to do with whether or
  how many times the PC actually uses Deflect.

GaleSlash
  <-  SwallowSwing | 15
  <-   DoubleSlash | 23
  <-        Katana | 23
  <-     StunSlash | 23
  <-         Slash | 24
  <-      RaySword | 25

TurbidCurrent
  <-     HardSlash | 35
  <- ShadowCounter | 35
  <-         Slash | 41

RisingNova
  <-      RaySword | 42
  <-         Slash | 43

RosarioImpale
  <-       DeadEnd | 30
  <- ThunderThrust | 34
  <-     BearCrush | 37
  <-  TripleThrust | 38

ShadowCounter
  <-      Blizzard | 19
  <-        Katana | 21

Blizzard
  <- ShadowCounter | 29
  <-        Katana | 35

Tres Flores
  <-      Blizzard | 37
  <- ShadowCounter | 40
  <-        Katana | 45

KaiserWing
  <-      RaySword | 15

KaiserSmash
  <-      RaySword | 23

BrightFist
  <-      RaySword | 10
  <-      RaySword | 15  x80

SparklingRoll
  <-    BrightFist | 14

FlashTurn
  <-    BrightFist | 28

Al-Blaster
  <-    BrightFist | 12

Al-Phoenix
  <-    Al-Blaster | 27
  <-    BrightFist | 32
  <-   ShiningKick | 33

***
Re-Al-Phoenix
Sparked automatically if you use Al-Phoenix after MBlackIII uses Dark Phoenix.
***

ShiningKick
  <-    BrightFist | 11

DeflectLance
  <-   ShiningKick | 22
  <-    Al-Blaster | 24
  <-    BrightFist | 26

***
FinalCrusade
Red automatically learns FinalCrusade after defeating whichever BlackX Emperor
(Arachne, Berva, MBlack, Shuzer) you choose to fight first.
***

Kick                        *Already Known

AirThrow
  <-          Kick | 10
  <-         Punch | 10

Sliding
  <-          Kick |  6
  <-  BabelCrumble |  9
  <-         Punch | 12
  <- Rotation Kick | 12

SwayBack
  <-      Backfist | 11
  <-  BabelCrumble | 12
  <-          Kick | 12
  <-         Punch | 12
  <-       Sliding | 12
  <-     CrushBeat | 13
  <- Rotation Kick | 13
  <-  TriangleKick | 14

Backfist
  <-         Punch | 18
  <-     CrushBeat | 25

CrushBeat
  <-      Backfist | 19
  <-         Punch | 23

Rotation Kick
  <-       Sliding | 16
  <-          Kick | 17
  <-  TriangleKick | 23
  <-         Punch | 26

Suplex
  <-      AirThrow | 13
  <-   LocomotionG | 14
  <-  BabelCrumble | 32

BabelCrumble
  <-        Suplex | 23
  <-   LocomotionG | 24
  <-       Sliding | 24
  <-          Kick | 27
  <-      AirThrow | 28

TriangleKick
  <-          Kick | 25
  <- Rotation Kick | 29
  <-       Sliding | 29
  <-         Punch | 34
  <-  BabelCrumble | 36

OgreRun
  <-      Backfist | 27
  <-     CrushBeat | 30
  <- Rotation Kick | 30
  <-         Punch | 32
  <-  TriangleKick | 35
  <-  BabelCrumble | 36

Scuffle
  <-     CrushBeat | 29
  <-         Punch | 31
  <-      Backfist | 33

LocomotionG
  <-      AirThrow | 17
  <-        Suplex | 20

DragonTurn
  <-  BabelCrumble | 17
  <-       OgreRun | 17
  <-      AirThrow | 18
  <-   LocomotionG | 20
  <-         Punch | 20
  <-        Suplex | 22
  <-      Backfist | 24
  <-       Sliding | 25

SkyTwister
  <-  TriangleKick | 33
  <-      AirThrow | 35
  <-  BabelCrumble | 37
  <-          Kick | 37
  <-         Punch | 40

-------------------------------------------------------------------------------





********************************************
*  Personal Spark Trees                    *                          [PSPTR30]
*  --Red's INIT 2--4 Personal Spark Trees  *
********************************************


At INIT 2+, Red begins play Knowing Chop, even though he lacks Talent for it.
At INIT 1, his lack of Talent for Chop will make it very difficult to learn
(and I have removed it, accordingly).

Red is, of course, the only PC who can legitimately Spark the Alkaiser
Abilities.  He is the only PC with Talent for any of them, and the only PC with
access to a RaySword (which he gets while in Alkaiser form), which is needed to
start the process.

However, he can only use the Alkaiser Abilities while in Alkaiser form, which
unfortunately prevents him from growing after battle and should therefore
probably be avoided as much as possible.  It's wiser not to rely on the
Alkaiser Abilities except when the story forces you to be Alkaiser (if even
then), and once you have enough other Abilities to achieve Mastery, you should
probably un-Equip the Alkaiser Abilities except during those story segments.

For anyone who may be curious, Alkarl, who is not a full PC but is playable
during the intro battle of Red's Scenario, cannot Spark the Alkaiser Abilities.
He does have a RaySword and can use several Alkaiser Abilities, but he is
actually specifically prevented from Sparking anything during that battle,
Alkaiser Ability or otherwise.

-------------------------------------------------------------------------------

                 Red's INIT 2--4 Personal Spark Trees To List
                                 by Zaraktheus

Slash
  ->     StunSlash |  5
  ->   DoubleSlash |  8
  ->     HardSlash | 12
  ->        Thrust | 13
  ->         Smash | 14
  ->  SwallowSwing | 17
  ->   Heaven/Hell | 22
  ->    WheelSlash | 20
  ->       Deflect | 17
  ->     BearCrush | 24
  ->       DeadEnd | 27
  ->  TripleThrust | 33
  ->        Kasumi | 26
  ->     GaleSlash | 24
  -> TurbidCurrent | 41
  ->    RisingNova | 43

StunSlash
  ->   DoubleSlash |  8
  ->  SwallowSwing | 14
  -> ThunderThrust | 13
  ->    WheelSlash | 18
  ->       Deflect | 16
  ->        Kasumi | 25
  ->     GaleSlash | 23

DoubleSlash
  ->     HardSlash |  9
  ->         Smash | 10
  ->  SwallowSwing | 12
  ->   Heaven/Hell | 17
  ->       Deflect | 15
  ->     BearCrush | 22
  ->        Kasumi | 25
  ->     GaleSlash | 23

HardSlash
  ->         Smash | 10
  ->   Heaven/Hell | 15
  ->     BearCrush | 22
  -> TurbidCurrent | 35

Thrust
  -> ThunderThrust | 16
  ->       DeadEnd | 21
  ->  TripleThrust | 29

Smash
  ->   Heaven/Hell | 17
  ->       Deflect | 17
  ->     BearCrush | 20
  ->       DeadEnd | 25

SwallowSwing
  ->       Deflect | 21
  ->     GaleSlash | 15

ThunderThrust
  ->       Deflect | 14
  ->       DeadEnd | 23
  ->  TripleThrust | 27
  ->        Kasumi | 24
  -> RosarioImpale | 34

Heaven/Hell
  ->       Deflect | 16
  ->  TripleThrust | 29
  ->        Kasumi | 27

BearCrush
  ->       Deflect | 21
  -> RosarioImpale | 37

DeadEnd
  ->       Deflect | 23
  -> RosarioImpale | 30

TripleThrust
  ->       Deflect | 16
  -> RosarioImpale | 38

GaleSlash
  ->       Deflect | 13

TwinSword
  ->   Heaven/Hell | 20

Asura
  ->       Deflect | 20

Katana
  ->     StunSlash |  4
  ->   DoubleSlash |  7
  ->     HardSlash | 11
  ->        Thrust | 12
  ->  SwallowSwing | 16
  ->   Heaven/Hell | 20
  ->    WheelSlash | 19
  ->  TripleThrust | 32
  ->        Kasumi | 26
  ->     GaleSlash | 23
  -> ShadowCounter | 21
  ->      Blizzard | 35
  ->   Tres Flores | 45

ShadowCounter
  ->  TripleThrust | 31
  ->        Kasumi | 26
  -> TurbidCurrent | 35
  ->      Blizzard | 29
  ->   Tres Flores | 40

Blizzard
  -> ShadowCounter | 19
  ->   Tres Flores | 37

Punch
  ->      AirThrow | 10
  ->       Sliding | 12
  ->      SwayBack | 12
  ->      Backfist | 18
  ->     CrushBeat | 23
  -> Rotation Kick | 26
  ->  TriangleKick | 34
  ->       OgreRun | 32
  ->       Scuffle | 31
  ->    DragonTurn | 20
  ->    SkyTwister | 40

Kick
  ->      AirThrow | 10
  ->       Sliding |  6
  ->      SwayBack | 12
  -> Rotation Kick | 17
  ->  TriangleKick | 25
  ->  BabelCrumble | 27
  ->    SkyTwister | 37

AirThrow
  ->        Suplex | 13
  ->  BabelCrumble | 28
  ->   LocomotionG | 17
  ->    DragonTurn | 18
  ->    SkyTwister | 35

Chop
  ->      SwayBack | 12
  ->      Backfist | 14
  ->       Scuffle | 29
  ->    DragonTurn | 20

Sliding
  ->      SwayBack | 12
  -> Rotation Kick | 16
  ->  BabelCrumble | 24
  ->  TriangleKick | 29
  ->    DragonTurn | 25

Backfist
  ->      SwayBack | 11
  ->     CrushBeat | 19
  ->       OgreRun | 27
  ->       Scuffle | 33
  ->    DragonTurn | 24

CrushBeat
  ->      SwayBack | 13
  ->      Backfist | 25
  ->       OgreRun | 30
  ->       Scuffle | 29

Rotation Kick
  ->       Sliding | 12
  ->      SwayBack | 13
  ->  TriangleKick | 29
  ->       OgreRun | 30

Suplex
  ->  BabelCrumble | 23
  ->   LocomotionG | 20
  ->    DragonTurn | 22

BabelCrumble
  ->       Sliding |  9
  ->      SwayBack | 12
  ->        Suplex | 32
  ->  TriangleKick | 36
  ->       OgreRun | 36
  ->    DragonTurn | 17
  ->    SkyTwister | 37

TriangleKick
  ->      SwayBack | 14
  -> Rotation Kick | 23
  ->       OgreRun | 35
  ->    SkyTwister | 33

OgreRun
  ->    DragonTurn | 17

LocomotionG
  ->        Suplex | 14
  ->  BabelCrumble | 24
  ->    DragonTurn | 20

BrightFist
  -> SparklingRoll | 14
  ->     FlashTurn | 28
  ->    Al-Blaster | 12
  ->    Al-Phoenix | 32
  ->   ShiningKick | 11
  ->  DeflectLance | 26

ShiningKick
  ->    Al-Phoenix | 33
  ->  DeflectLance | 22

Al-Blaster
  ->    Al-Phoenix | 27
  ->  DeflectLance | 24

RaySword
  ->    BrightFist | 15  x80 (i.e. checked 80 times per use of RaySword. A bug)

RaySword
  ->     StunSlash |  6
  ->   DoubleSlash |  9
  ->     HardSlash | 13
  ->         Smash | 14
  ->  SwallowSwing | 18
  ->   Heaven/Hell | 22
  ->    WheelSlash | 21
  ->       Deflect |  9
  ->     BearCrush | 24
  ->       DeadEnd | 29
  ->     GaleSlash | 25
  ->    RisingNova | 42
  ->    KaiserWing | 15
  ->   KaiserSmash | 23
  ->    BrightFist | 10

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Deflect
  ->        Kasumi | 30

-------------------------------------------------------------------------------

                Red's INIT 2--4 Personal Spark Trees From List
                                 by Zaraktheus

StunSlash
  <-        Katana |  4
  <-         Slash |  5
  <-      RaySword |  6

DoubleSlash
  <-        Katana |  7
  <-         Slash |  8
  <-     StunSlash |  8
  <-      RaySword |  9

HardSlash
  <-   DoubleSlash |  9
  <-        Katana | 11
  <-         Slash | 12
  <-      RaySword | 13

Thrust
  <-        Katana | 12
  <-         Slash | 13

Smash
  <-   DoubleSlash | 10
  <-     HardSlash | 10
  <-      RaySword | 14
  <-         Slash | 14

SwallowSwing
  <-   DoubleSlash | 12
  <-     StunSlash | 14
  <-        Katana | 16
  <-         Slash | 17
  <-      RaySword | 18

ThunderThrust
  <-     StunSlash | 13
  <-        Thrust | 16

Heaven/Hell
  <-     HardSlash | 15
  <-   DoubleSlash | 17
  <-         Smash | 17
  <-        Katana | 20
  <-     TwinSword | 20
  <-      RaySword | 22
  <-         Slash | 22

WheelSlash
  <-     StunSlash | 18
  <-        Katana | 19
  <-         Slash | 20
  <-      RaySword | 21

Deflect
  <-      RaySword |  9
  <-     GaleSlash | 13
  <- ThunderThrust | 14
  <-   DoubleSlash | 15
  <-   Heaven/Hell | 16
  <-     StunSlash | 16
  <-  TripleThrust | 16
  <-         Slash | 17
  <-         Smash | 17
  <-         Asura | 20
  <-     BearCrush | 21
  <-  SwallowSwing | 21
  <-       DeadEnd | 23

BearCrush
  <-         Smash | 20
  <-   DoubleSlash | 22
  <-     HardSlash | 22
  <-      RaySword | 24
  <-         Slash | 24

DeadEnd
  <-        Thrust | 21
  <- ThunderThrust | 23
  <-         Smash | 25
  <-         Slash | 27
  <-      RaySword | 29

TripleThrust
  <- ThunderThrust | 27
  <-   Heaven/Hell | 29
  <-        Thrust | 29
  <- ShadowCounter | 31
  <-        Katana | 32
  <-         Slash | 33

Kasumi
  <- ThunderThrust | 24
  <-   DoubleSlash | 25
  <-     StunSlash | 25
  <-        Katana | 26
  <- ShadowCounter | 26
  <-         Slash | 26
  <-   Heaven/Hell | 27
  <-      *Deflect | 30
* If you have Deflect equipped, this is checked once each time you use any of
  the normal Sword or Katana Abilities.  It has nothing to do with whether or
  how many times the PC actually uses Deflect.

GaleSlash
  <-  SwallowSwing | 15
  <-   DoubleSlash | 23
  <-        Katana | 23
  <-     StunSlash | 23
  <-         Slash | 24
  <-      RaySword | 25

TurbidCurrent
  <-     HardSlash | 35
  <- ShadowCounter | 35
  <-         Slash | 41

RisingNova
  <-      RaySword | 42
  <-         Slash | 43

RosarioImpale
  <-       DeadEnd | 30
  <- ThunderThrust | 34
  <-     BearCrush | 37
  <-  TripleThrust | 38

ShadowCounter
  <-      Blizzard | 19
  <-        Katana | 21

Blizzard
  <- ShadowCounter | 29
  <-        Katana | 35

Tres Flores
  <-      Blizzard | 37
  <- ShadowCounter | 40
  <-        Katana | 45

KaiserWing
  <-      RaySword | 15

KaiserSmash
  <-      RaySword | 23

BrightFist
  <-      RaySword | 10
  <-      RaySword | 15  x80

SparklingRoll
  <-    BrightFist | 14

FlashTurn
  <-    BrightFist | 28

Al-Blaster
  <-    BrightFist | 12

Al-Phoenix
  <-    Al-Blaster | 27
  <-    BrightFist | 32
  <-   ShiningKick | 33

***
Re-Al-Phoenix
Sparked automatically if you use Al-Phoenix after MBlackIII uses Dark Phoenix.
***

ShiningKick
  <-    BrightFist | 11

DeflectLance
  <-   ShiningKick | 22
  <-    Al-Blaster | 24
  <-    BrightFist | 26

***
FinalCrusade
Red automatically learns FinalCrusade after defeating whichever BlackX Emperor
(Arachne, Berva, MBlack, Shuzer) you choose to fight first.
***

Kick                        *Already Known

AirThrow
  <-          Kick | 10
  <-         Punch | 10

Chop                        *Already Known

Sliding
  <-          Kick |  6
  <-  BabelCrumble |  9
  <-         Punch | 12
  <- Rotation Kick | 12

SwayBack
  <-      Backfist | 11
  <-  BabelCrumble | 12
  <-          Chop | 12
  <-          Kick | 12
  <-         Punch | 12
  <-       Sliding | 12
  <-     CrushBeat | 13
  <- Rotation Kick | 13
  <-  TriangleKick | 14

Backfist
  <-          Chop | 14
  <-         Punch | 18
  <-     CrushBeat | 25

CrushBeat
  <-      Backfist | 19
  <-         Punch | 23

Rotation Kick
  <-       Sliding | 16
  <-          Kick | 17
  <-  TriangleKick | 23
  <-         Punch | 26

Suplex
  <-      AirThrow | 13
  <-   LocomotionG | 14
  <-  BabelCrumble | 32

BabelCrumble
  <-        Suplex | 23
  <-   LocomotionG | 24
  <-       Sliding | 24
  <-          Kick | 27
  <-      AirThrow | 28

TriangleKick
  <-          Kick | 25
  <- Rotation Kick | 29
  <-       Sliding | 29
  <-         Punch | 34
  <-  BabelCrumble | 36

OgreRun
  <-      Backfist | 27
  <-     CrushBeat | 30
  <- Rotation Kick | 30
  <-         Punch | 32
  <-  TriangleKick | 35
  <-  BabelCrumble | 36

Scuffle
  <-          Chop | 29
  <-     CrushBeat | 29
  <-         Punch | 31
  <-      Backfist | 33

LocomotionG
  <-      AirThrow | 17
  <-        Suplex | 20

DragonTurn
  <-  BabelCrumble | 17
  <-       OgreRun | 17
  <-      AirThrow | 18
  <-          Chop | 20
  <-   LocomotionG | 20
  <-         Punch | 20
  <-        Suplex | 22
  <-      Backfist | 24
  <-       Sliding | 25

SkyTwister
  <-  TriangleKick | 33
  <-      AirThrow | 35
  <-  BabelCrumble | 37
  <-          Kick | 37
  <-         Punch | 40

-------------------------------------------------------------------------------





********************************************
*  Personal Spark Trees                    *                          [PSPTR31]
*  --Roufas's INIT 1 Personal Spark Trees  *
********************************************


At INIT 2+, Roufas begins play Knowing Thrust, even though he lacks Talent for
it.  At INIT 1, his lack of Talent for Thrust will make it very difficult to
learn (and I have removed it, accordingly).

-------------------------------------------------------------------------------

                 Roufas's INIT 1 Personal Spark Trees To List
                                 by Zaraktheus

Slash
  ->     StunSlash |  5
  ->   DoubleSlash |  8
  ->    CrossSlash | 16
  ->  SwallowSwing | 17
  ->   Heaven/Hell | 22
  ->    WheelSlash | 20
  ->  WillowBranch | 23
  ->      HeadWind | 31
  ->  TripleThrust | 33
  ->        Kasumi | 26
  ->      NoMoment | 38
  ->     GaleSlash | 24
  ->    2GaleSlash | 30
  -> TurbidCurrent | 41
  ->  CrossDeflect | 12
  -> LifeSprinkler | 45

StunSlash
  ->   DoubleSlash |  8
  ->  SwallowSwing | 14
  -> ThunderThrust | 13
  ->    WheelSlash | 18
  ->      HeadWind | 26
  ->        Kasumi | 25
  ->     GaleSlash | 23
  ->    2GaleSlash | 28

DoubleSlash
  ->    CrossSlash | 12
  ->  SwallowSwing | 12
  ->   Heaven/Hell | 17
  ->      HeadWind | 24
  ->        Kasumi | 25
  ->     GaleSlash | 23
  ->    2GaleSlash | 28

HardSlash
  ->   Heaven/Hell | 15
  ->      NoMoment | 34
  -> TurbidCurrent | 35

CrossSlash
  ->    2GaleSlash | 28
  ->  CrossDeflect | 10

SwallowSwing
  ->     GaleSlash | 15
  ->    2GaleSlash | 28

ThunderThrust
  ->  TripleThrust | 27
  ->        Kasumi | 24

Heaven/Hell
  ->  WillowBranch | 19
  ->  TripleThrust | 29
  ->        Kasumi | 27

WheelSlash
  -> Haze-to-Wheel | 36

WillowBranch
  ->        Kasumi | 23

HeadWind
  ->        Kasumi | 23
  ->      NoMoment | 32
  -> TurbidCurrent | 36

NoMoment
  ->        Kasumi | 22

GaleSlash
  ->    2GaleSlash | 26
  ->  CrossDeflect | 17

TurbidCurrent
  -> LifeSprinkler | 40

TwinSword
  ->   Heaven/Hell | 20

Katana
  ->     StunSlash |  4
  ->   DoubleSlash |  7
  ->  SwallowSwing | 16
  ->   Heaven/Hell | 20
  ->    WheelSlash | 19
  ->  WillowBranch | 22
  ->      HeadWind | 30
  ->  TripleThrust | 32
  ->        Kasumi | 26
  ->      NoMoment | 36
  ->     GaleSlash | 23
  ->  MoonlightCut | 27
  -> ShadowCounter | 21
  ->      Blizzard | 35
  ->   Tres Flores | 45

MoonlightCut
  ->  WillowBranch | 18
  ->      NoMoment | 38
  ->        Kasumi | 25
  -> ShadowCounter | 17
  ->      Blizzard | 26
  ->   Tres Flores | 39

ShadowCounter
  ->      HeadWind | 25
  ->  TripleThrust | 31
  ->        Kasumi | 26
  -> TurbidCurrent | 35
  -> LifeSprinkler | 38
  ->  MoonlightCut | 22
  ->      Blizzard | 29
  ->   Tres Flores | 40

Blizzard
  ->      NoMoment | 32
  ->  MoonlightCut | 20
  -> ShadowCounter | 19
  ->   Tres Flores | 37

Punch
  ->          Kick |  3
  ->      AirThrow | 10
  ->      SwayBack | 12
  ->          Fist | 16
  ->      Backfist | 18
  ->     CrushBeat | 23
  -> Rotation Kick | 26
  ->      KO Throw | 17
  ->      GoldHand | 37
  ->  TriangleKick | 34
  ->       OgreRun | 32
  ->       Scuffle | 31
  ->      Lastshot | 44
  ->     Corkscrew | 42

Kick
  ->      AirThrow | 10
  ->      SwayBack | 12
  -> Rotation Kick | 17
  ->      KO Throw | 16
  ->  TriangleKick | 25
  ->     Corkscrew | 41

AirThrow
  ->      KO Throw | 14
  ->        Suplex | 13
  ->    GiantSwing | 19

Fist
  ->      SwayBack | 12
  ->      KO Throw | 17
  ->      GoldHand | 26

Backfist
  ->      SwayBack | 11
  ->     CrushBeat | 19
  ->      KO Throw | 20
  ->       OgreRun | 27
  ->       Scuffle | 33
  ->     Corkscrew | 40

CrushBeat
  ->      SwayBack | 13
  ->      Backfist | 25
  ->       OgreRun | 30
  ->       Scuffle | 29

Rotation Kick
  ->      SwayBack | 13
  ->      KO Throw | 17
  ->  TriangleKick | 29
  ->       OgreRun | 30
  ->     Corkscrew | 38

Suplex
  ->      KO Throw | 16
  ->    GiantSwing | 18

GiantSwing
  ->      KO Throw | 13
  ->        Suplex | 20

GoldHand
  ->      SwayBack | 12
  ->      KO Throw | 16
  ->      Lastshot | 38
  ->     Corkscrew | 39

TriangleKick
  ->      SwayBack | 14
  -> Rotation Kick | 23
  ->       OgreRun | 35
  ->     Corkscrew | 39

OgreRun
  ->      KO Throw | 15
  ->      Lastshot | 34
  ->     Corkscrew | 38

Lastshot
  ->      SwayBack | 12
  ->      GoldHand | 43

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Kasumi
  ->       Godless | 33

-------------------------------------------------------------------------------

                Roufas's INIT 1 Personal Spark Trees From List
                                 by Zaraktheus

StunSlash
  <-        Katana |  4
  <-         Slash |  5

DoubleSlash
  <-        Katana |  7
  <-         Slash |  8
  <-     StunSlash |  8

HardSlash                   *Already Known

CrossSlash
  <-   DoubleSlash | 12
  <-         Slash | 16

SwallowSwing
  <-   DoubleSlash | 12
  <-     StunSlash | 14
  <-        Katana | 16
  <-         Slash | 17

ThunderThrust
  <-     StunSlash | 13

Heaven/Hell
  <-     HardSlash | 15
  <-   DoubleSlash | 17
  <-        Katana | 20
  <-     TwinSword | 20
  <-         Slash | 22

WheelSlash
  <-     StunSlash | 18
  <-        Katana | 19
  <-         Slash | 20

WillowBranch
  <-  MoonlightCut | 18
  <-   Heaven/Hell | 19
  <-        Katana | 22
  <-         Slash | 23

HeadWind
  <-   DoubleSlash | 24
  <- ShadowCounter | 25
  <-     StunSlash | 26
  <-        Katana | 30
  <-         Slash | 31

TripleThrust
  <- ThunderThrust | 27
  <-   Heaven/Hell | 29
  <- ShadowCounter | 31
  <-        Katana | 32
  <-         Slash | 33

Kasumi
  <-      NoMoment | 22
  <-      HeadWind | 23
  <-  WillowBranch | 23
  <- ThunderThrust | 24
  <-   DoubleSlash | 25
  <-  MoonlightCut | 25
  <-     StunSlash | 25
  <-        Katana | 26
  <- ShadowCounter | 26
  <-         Slash | 26
  <-   Heaven/Hell | 27

NoMoment
  <-      Blizzard | 32
  <-      HeadWind | 32
  <-     HardSlash | 34
  <-        Katana | 36
  <-  MoonlightCut | 38
  <-         Slash | 38

GaleSlash
  <-  SwallowSwing | 15
  <-   DoubleSlash | 23
  <-        Katana | 23
  <-     StunSlash | 23
  <-         Slash | 24

2GaleSlash
  <-     GaleSlash | 26
  <-    CrossSlash | 28
  <-   DoubleSlash | 28
  <-     StunSlash | 28
  <-  SwallowSwing | 28
  <-         Slash | 30

TurbidCurrent
  <-     HardSlash | 35
  <- ShadowCounter | 35
  <-      HeadWind | 36
  <-         Slash | 41

CrossDeflect
  <-    CrossSlash | 10
  <-         Slash | 12
  <-     GaleSlash | 17

Haze-to-Wheel
  <-    WheelSlash | 36

LifeSprinkler
  <- ShadowCounter | 38
  <- TurbidCurrent | 40
  <-         Slash | 45

Godless
  <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
  the normal Sword or Katana Abilities.  It has nothing to do with whether or
  how many times the PC actually uses Kasumi.

MoonlightCut
  <-      Blizzard | 20
  <- ShadowCounter | 22
  <-        Katana | 27

ShadowCounter
  <-  MoonlightCut | 17
  <-      Blizzard | 19
  <-        Katana | 21

Blizzard
  <-  MoonlightCut | 26
  <- ShadowCounter | 29
  <-        Katana | 35

Tres Flores
  <-      Blizzard | 37
  <-  MoonlightCut | 39
  <- ShadowCounter | 40
  <-        Katana | 45

Kick
  <-         Punch |  3

AirThrow
  <-          Kick | 10
  <-         Punch | 10

SwayBack
  <-      Backfist | 11
  <-          Fist | 12
  <-      GoldHand | 12
  <-          Kick | 12
  <-      Lastshot | 12
  <-         Punch | 12
  <-     CrushBeat | 13
  <- Rotation Kick | 13
  <-  TriangleKick | 14

Fist
  <-         Punch | 16

Backfist
  <-         Punch | 18
  <-     CrushBeat | 25

CrushBeat
  <-      Backfist | 19
  <-         Punch | 23

Rotation Kick
  <-          Kick | 17
  <-  TriangleKick | 23
  <-         Punch | 26

KO Throw
  <-    GiantSwing | 13
  <-      AirThrow | 14
  <-       OgreRun | 15
  <-      GoldHand | 16
  <-          Kick | 16
  <-        Suplex | 16
  <-          Fist | 17
  <-         Punch | 17
  <- Rotation Kick | 17
  <-      Backfist | 20

Suplex
  <-      AirThrow | 13
  <-    GiantSwing | 20

GiantSwing
  <-        Suplex | 18
  <-      AirThrow | 19

GoldHand
  <-          Fist | 26
  <-         Punch | 37
  <-      Lastshot | 43

TriangleKick
  <-          Kick | 25
  <- Rotation Kick | 29
  <-         Punch | 34

OgreRun
  <-      Backfist | 27
  <-     CrushBeat | 30
  <- Rotation Kick | 30
  <-         Punch | 32
  <-  TriangleKick | 35

Scuffle
  <-     CrushBeat | 29
  <-         Punch | 31
  <-      Backfist | 33

Lastshot
  <-       OgreRun | 34
  <-      GoldHand | 38
  <-         Punch | 44

Corkscrew
  <-       OgreRun | 38
  <- Rotation Kick | 38
  <-      GoldHand | 39
  <-  TriangleKick | 39
  <-      Backfist | 40
  <-          Kick | 41
  <-         Punch | 42

-------------------------------------------------------------------------------





********************************************
*  Personal Spark Trees                    *                          [PSPTR32]
*  --Roufas's INIT 2 Personal Spark Trees  *
********************************************


At INIT 2+, Roufas begins play Knowing Thrust, even though he lacks Talent for
it.  At INIT 1, his lack of Talent for Thrust will make it very difficult to
learn (and I have removed it, accordingly).

-------------------------------------------------------------------------------

                 Roufas's INIT 2 Personal Spark Trees To List
                                 by Zaraktheus

Slash
  ->     StunSlash |  5
  ->   DoubleSlash |  8
  ->    CrossSlash | 16
  ->  SwallowSwing | 17
  ->   Heaven/Hell | 22
  ->    WheelSlash | 20
  ->  WillowBranch | 23
  ->      HeadWind | 31
  ->  TripleThrust | 33
  ->        Kasumi | 26
  ->      NoMoment | 38
  ->     GaleSlash | 24
  ->    2GaleSlash | 30
  -> TurbidCurrent | 41
  ->  CrossDeflect | 12
  -> LifeSprinkler | 45

StunSlash
  ->   DoubleSlash |  8
  ->  SwallowSwing | 14
  -> ThunderThrust | 13
  ->    WheelSlash | 18
  ->      HeadWind | 26
  ->        Kasumi | 25
  ->     GaleSlash | 23
  ->    2GaleSlash | 28

DoubleSlash
  ->    CrossSlash | 12
  ->  SwallowSwing | 12
  ->   Heaven/Hell | 17
  ->      HeadWind | 24
  ->        Kasumi | 25
  ->     GaleSlash | 23
  ->    2GaleSlash | 28

HardSlash
  ->   Heaven/Hell | 15
  ->      NoMoment | 34
  -> TurbidCurrent | 35

Thrust
  -> ThunderThrust | 16
  ->  TripleThrust | 29

CrossSlash
  ->    2GaleSlash | 28
  ->  CrossDeflect | 10

SwallowSwing
  ->     GaleSlash | 15
  ->    2GaleSlash | 28

ThunderThrust
  ->  TripleThrust | 27
  ->        Kasumi | 24

Heaven/Hell
  ->  WillowBranch | 19
  ->  TripleThrust | 29
  ->        Kasumi | 27

WheelSlash
  -> Haze-to-Wheel | 36

WillowBranch
  ->        Kasumi | 23

HeadWind
  ->        Kasumi | 23
  ->      NoMoment | 32
  -> TurbidCurrent | 36

NoMoment
  ->        Kasumi | 22

GaleSlash
  ->    2GaleSlash | 26
  ->  CrossDeflect | 17

TurbidCurrent
  -> LifeSprinkler | 40

TwinSword
  ->   Heaven/Hell | 20

Katana
  ->     StunSlash |  4
  ->   DoubleSlash |  7
  ->  SwallowSwing | 16
  ->   Heaven/Hell | 20
  ->    WheelSlash | 19
  ->  WillowBranch | 22
  ->      HeadWind | 30
  ->  TripleThrust | 32
  ->        Kasumi | 26
  ->      NoMoment | 36
  ->     GaleSlash | 23
  ->  MoonlightCut | 27
  -> ShadowCounter | 21
  ->      Blizzard | 35
  ->   Tres Flores | 45

MoonlightCut
  ->  WillowBranch | 18
  ->      NoMoment | 38
  ->        Kasumi | 25
  -> ShadowCounter | 17
  ->      Blizzard | 26
  ->   Tres Flores | 39

ShadowCounter
  ->      HeadWind | 25
  ->  TripleThrust | 31
  ->        Kasumi | 26
  -> TurbidCurrent | 35
  -> LifeSprinkler | 38
  ->  MoonlightCut | 22
  ->      Blizzard | 29
  ->   Tres Flores | 40

Blizzard
  ->      NoMoment | 32
  ->  MoonlightCut | 20
  -> ShadowCounter | 19
  ->   Tres Flores | 37

Punch
  ->          Kick |  3
  ->      AirThrow | 10
  ->      SwayBack | 12
  ->          Fist | 16
  ->      Backfist | 18
  ->     CrushBeat | 23
  -> Rotation Kick | 26
  ->      KO Throw | 17
  ->      GoldHand | 37
  ->  TriangleKick | 34
  ->       OgreRun | 32
  ->       Scuffle | 31
  ->      Lastshot | 44
  ->     Corkscrew | 42

Kick
  ->      AirThrow | 10
  ->      SwayBack | 12
  -> Rotation Kick | 17
  ->      KO Throw | 16
  ->  TriangleKick | 25
  ->     Corkscrew | 41

AirThrow
  ->      KO Throw | 14
  ->        Suplex | 13
  ->    GiantSwing | 19

Fist
  ->      SwayBack | 12
  ->      KO Throw | 17
  ->      GoldHand | 26

Backfist
  ->      SwayBack | 11
  ->     CrushBeat | 19
  ->      KO Throw | 20
  ->       OgreRun | 27
  ->       Scuffle | 33
  ->     Corkscrew | 40

CrushBeat
  ->      SwayBack | 13
  ->      Backfist | 25
  ->       OgreRun | 30
  ->       Scuffle | 29

Rotation Kick
  ->      SwayBack | 13
  ->      KO Throw | 17
  ->  TriangleKick | 29
  ->       OgreRun | 30
  ->     Corkscrew | 38

Suplex
  ->      KO Throw | 16
  ->    GiantSwing | 18

GiantSwing
  ->      KO Throw | 13
  ->        Suplex | 20

GoldHand
  ->      SwayBack | 12
  ->      KO Throw | 16
  ->      Lastshot | 38
  ->     Corkscrew | 39

TriangleKick
  ->      SwayBack | 14
  -> Rotation Kick | 23
  ->       OgreRun | 35
  ->     Corkscrew | 39

OgreRun
  ->      KO Throw | 15
  ->      Lastshot | 34
  ->     Corkscrew | 38

Lastshot
  ->      SwayBack | 12
  ->      GoldHand | 43

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Kasumi
  ->       Godless | 33

-------------------------------------------------------------------------------

                Roufas's INIT 2 Personal Spark Trees From List
                                 by Zaraktheus

StunSlash
  <-        Katana |  4
  <-         Slash |  5

DoubleSlash
  <-        Katana |  7
  <-         Slash |  8
  <-     StunSlash |  8

HardSlash                   *Already Known

Thrust                      *Already Known

CrossSlash
  <-   DoubleSlash | 12
  <-         Slash | 16

SwallowSwing
  <-   DoubleSlash | 12
  <-     StunSlash | 14
  <-        Katana | 16
  <-         Slash | 17

ThunderThrust
  <-     StunSlash | 13
  <-        Thrust | 16

Heaven/Hell
  <-     HardSlash | 15
  <-   DoubleSlash | 17
  <-        Katana | 20
  <-     TwinSword | 20
  <-         Slash | 22

WheelSlash
  <-     StunSlash | 18
  <-        Katana | 19
  <-         Slash | 20

WillowBranch
  <-  MoonlightCut | 18
  <-   Heaven/Hell | 19
  <-        Katana | 22
  <-         Slash | 23

HeadWind
  <-   DoubleSlash | 24
  <- ShadowCounter | 25
  <-     StunSlash | 26
  <-        Katana | 30
  <-         Slash | 31

TripleThrust
  <- ThunderThrust | 27
  <-   Heaven/Hell | 29
  <-        Thrust | 29
  <- ShadowCounter | 31
  <-        Katana | 32
  <-         Slash | 33

Kasumi
  <-      NoMoment | 22
  <-      HeadWind | 23
  <-  WillowBranch | 23
  <- ThunderThrust | 24
  <-   DoubleSlash | 25
  <-  MoonlightCut | 25
  <-     StunSlash | 25
  <-        Katana | 26
  <- ShadowCounter | 26
  <-         Slash | 26
  <-   Heaven/Hell | 27

NoMoment
  <-      Blizzard | 32
  <-      HeadWind | 32
  <-     HardSlash | 34
  <-        Katana | 36
  <-  MoonlightCut | 38
  <-         Slash | 38

GaleSlash
  <-  SwallowSwing | 15
  <-   DoubleSlash | 23
  <-        Katana | 23
  <-     StunSlash | 23
  <-         Slash | 24

2GaleSlash
  <-     GaleSlash | 26
  <-    CrossSlash | 28
  <-   DoubleSlash | 28
  <-     StunSlash | 28
  <-  SwallowSwing | 28
  <-         Slash | 30

TurbidCurrent
  <-     HardSlash | 35
  <- ShadowCounter | 35
  <-      HeadWind | 36
  <-         Slash | 41

CrossDeflect
  <-    CrossSlash | 10
  <-         Slash | 12
  <-     GaleSlash | 17

Haze-to-Wheel
  <-    WheelSlash | 36

LifeSprinkler
  <- ShadowCounter | 38
  <- TurbidCurrent | 40
  <-         Slash | 45

Godless
  <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
  the normal Sword or Katana Abilities.  It has nothing to do with whether or
  how many times the PC actually uses Kasumi.

MoonlightCut
  <-      Blizzard | 20
  <- ShadowCounter | 22
  <-        Katana | 27

ShadowCounter
  <-  MoonlightCut | 17
  <-      Blizzard | 19
  <-        Katana | 21

Blizzard
  <-  MoonlightCut | 26
  <- ShadowCounter | 29
  <-        Katana | 35

Tres Flores
  <-      Blizzard | 37
  <-  MoonlightCut | 39
  <- ShadowCounter | 40
  <-        Katana | 45

Kick
  <-         Punch |  3

AirThrow
  <-          Kick | 10
  <-         Punch | 10

SwayBack
  <-      Backfist | 11
  <-          Fist | 12
  <-      GoldHand | 12
  <-          Kick | 12
  <-      Lastshot | 12
  <-         Punch | 12
  <-     CrushBeat | 13
  <- Rotation Kick | 13
  <-  TriangleKick | 14

Fist
  <-         Punch | 16

Backfist
  <-         Punch | 18
  <-     CrushBeat | 25

CrushBeat
  <-      Backfist | 19
  <-         Punch | 23

Rotation Kick
  <-          Kick | 17
  <-  TriangleKick | 23
  <-         Punch | 26

KO Throw
  <-    GiantSwing | 13
  <-      AirThrow | 14
  <-       OgreRun | 15
  <-      GoldHand | 16
  <-          Kick | 16
  <-        Suplex | 16
  <-          Fist | 17
  <-         Punch | 17
  <- Rotation Kick | 17
  <-      Backfist | 20

Suplex
  <-      AirThrow | 13
  <-    GiantSwing | 20

GiantSwing
  <-        Suplex | 18
  <-      AirThrow | 19

GoldHand
  <-          Fist | 26
  <-         Punch | 37
  <-      Lastshot | 43

TriangleKick
  <-          Kick | 25
  <- Rotation Kick | 29
  <-         Punch | 34

OgreRun
  <-      Backfist | 27
  <-     CrushBeat | 30
  <- Rotation Kick | 30
  <-         Punch | 32
  <-  TriangleKick | 35

Scuffle
  <-     CrushBeat | 29
  <-         Punch | 31
  <-      Backfist | 33

Lastshot
  <-       OgreRun | 34
  <-      GoldHand | 38
  <-         Punch | 44

Corkscrew
  <-       OgreRun | 38
  <- Rotation Kick | 38
  <-      GoldHand | 39
  <-  TriangleKick | 39
  <-      Backfist | 40
  <-          Kick | 41
  <-         Punch | 42

-------------------------------------------------------------------------------





********************************************
*  Personal Spark Trees                    *                          [PSPTR33]
*  --Roufas's INIT 3 Personal Spark Trees  *
********************************************


At INIT 2+, Roufas begins play Knowing Thrust, even though he lacks Talent for
it.  At INIT 1, his lack of Talent for Thrust will make it very difficult to
learn (and I have removed it, accordingly).

-------------------------------------------------------------------------------

                 Roufas's INIT 3 Personal Spark Trees To List
                                 by Zaraktheus

Slash
  ->     StunSlash |  5
  ->   DoubleSlash |  8
  ->    CrossSlash | 16
  ->  SwallowSwing | 17
  ->   Heaven/Hell | 22
  ->    WheelSlash | 20
  ->  WillowBranch | 23
  ->      HeadWind | 31
  ->  TripleThrust | 33
  ->        Kasumi | 26
  ->      NoMoment | 38
  ->     GaleSlash | 24
  ->    2GaleSlash | 30
  -> TurbidCurrent | 41
  ->  CrossDeflect | 12
  -> LifeSprinkler | 45

StunSlash
  ->   DoubleSlash |  8
  ->  SwallowSwing | 14
  ->    WheelSlash | 18
  ->      HeadWind | 26
  ->        Kasumi | 25
  ->     GaleSlash | 23
  ->    2GaleSlash | 28

DoubleSlash
  ->    CrossSlash | 12
  ->  SwallowSwing | 12
  ->   Heaven/Hell | 17
  ->      HeadWind | 24
  ->        Kasumi | 25
  ->     GaleSlash | 23
  ->    2GaleSlash | 28

HardSlash
  ->   Heaven/Hell | 15
  ->      NoMoment | 34
  -> TurbidCurrent | 35

Thrust
  ->  TripleThrust | 29

CrossSlash
  ->    2GaleSlash | 28
  ->  CrossDeflect | 10

SwallowSwing
  ->     GaleSlash | 15
  ->    2GaleSlash | 28

ThunderThrust
  ->  TripleThrust | 27
  ->        Kasumi | 24

Heaven/Hell
  ->  WillowBranch | 19
  ->  TripleThrust | 29
  ->        Kasumi | 27

WheelSlash
  -> Haze-to-Wheel | 36

WillowBranch
  ->        Kasumi | 23

HeadWind
  ->        Kasumi | 23
  ->      NoMoment | 32
  -> TurbidCurrent | 36

NoMoment
  ->        Kasumi | 22

GaleSlash
  ->    2GaleSlash | 26
  ->  CrossDeflect | 17

TurbidCurrent
  -> LifeSprinkler | 40

TwinSword
  ->   Heaven/Hell | 20

Katana
  ->     StunSlash |  4
  ->   DoubleSlash |  7
  ->  SwallowSwing | 16
  ->   Heaven/Hell | 20
  ->    WheelSlash | 19
  ->  WillowBranch | 22
  ->      HeadWind | 30
  ->  TripleThrust | 32
  ->        Kasumi | 26
  ->      NoMoment | 36
  ->     GaleSlash | 23
  ->  MoonlightCut | 27
  -> ShadowCounter | 21
  ->      Blizzard | 35
  ->   Tres Flores | 45

MoonlightCut
  ->  WillowBranch | 18
  ->      NoMoment | 38
  ->        Kasumi | 25
  -> ShadowCounter | 17
  ->      Blizzard | 26
  ->   Tres Flores | 39

ShadowCounter
  ->      HeadWind | 25
  ->  TripleThrust | 31
  ->        Kasumi | 26
  -> TurbidCurrent | 35
  -> LifeSprinkler | 38
  ->  MoonlightCut | 22
  ->      Blizzard | 29
  ->   Tres Flores | 40

Blizzard
  ->      NoMoment | 32
  ->  MoonlightCut | 20
  -> ShadowCounter | 19
  ->   Tres Flores | 37

Punch
  ->          Kick |  3
  ->      AirThrow | 10
  ->      SwayBack | 12
  ->          Fist | 16
  ->      Backfist | 18
  ->     CrushBeat | 23
  -> Rotation Kick | 26
  ->      KO Throw | 17
  ->      GoldHand | 37
  ->  TriangleKick | 34
  ->       OgreRun | 32
  ->       Scuffle | 31
  ->      Lastshot | 44
  ->     Corkscrew | 42

Kick
  ->      AirThrow | 10
  ->      SwayBack | 12
  -> Rotation Kick | 17
  ->      KO Throw | 16
  ->  TriangleKick | 25
  ->     Corkscrew | 41

AirThrow
  ->      KO Throw | 14
  ->        Suplex | 13
  ->    GiantSwing | 19

Fist
  ->      SwayBack | 12
  ->      KO Throw | 17
  ->      GoldHand | 26

Backfist
  ->      SwayBack | 11
  ->     CrushBeat | 19
  ->      KO Throw | 20
  ->       OgreRun | 27
  ->       Scuffle | 33
  ->     Corkscrew | 40

CrushBeat
  ->      SwayBack | 13
  ->      Backfist | 25
  ->       OgreRun | 30
  ->       Scuffle | 29

Rotation Kick
  ->      SwayBack | 13
  ->      KO Throw | 17
  ->  TriangleKick | 29
  ->       OgreRun | 30
  ->     Corkscrew | 38

Suplex
  ->      KO Throw | 16
  ->    GiantSwing | 18

GiantSwing
  ->      KO Throw | 13
  ->        Suplex | 20

GoldHand
  ->      SwayBack | 12
  ->      KO Throw | 16
  ->      Lastshot | 38
  ->     Corkscrew | 39

TriangleKick
  ->      SwayBack | 14
  -> Rotation Kick | 23
  ->       OgreRun | 35
  ->     Corkscrew | 39

OgreRun
  ->      KO Throw | 15
  ->      Lastshot | 34
  ->     Corkscrew | 38

Lastshot
  ->      SwayBack | 12
  ->      GoldHand | 43

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Kasumi
  ->       Godless | 33

-------------------------------------------------------------------------------

                Roufas's INIT 3 Personal Spark Trees From List
                                 by Zaraktheus

StunSlash
  <-        Katana |  4
  <-         Slash |  5

DoubleSlash
  <-        Katana |  7
  <-         Slash |  8
  <-     StunSlash |  8

HardSlash                   *Already Known

Thrust                      *Already Known

CrossSlash
  <-   DoubleSlash | 12
  <-         Slash | 16

SwallowSwing
  <-   DoubleSlash | 12
  <-     StunSlash | 14
  <-        Katana | 16
  <-         Slash | 17

ThunderThrust               *Already Known

Heaven/Hell
  <-     HardSlash | 15
  <-   DoubleSlash | 17
  <-        Katana | 20
  <-     TwinSword | 20
  <-         Slash | 22

WheelSlash
  <-     StunSlash | 18
  <-        Katana | 19
  <-         Slash | 20

WillowBranch
  <-  MoonlightCut | 18
  <-   Heaven/Hell | 19
  <-        Katana | 22
  <-         Slash | 23

HeadWind
  <-   DoubleSlash | 24
  <- ShadowCounter | 25
  <-     StunSlash | 26
  <-        Katana | 30
  <-         Slash | 31

TripleThrust
  <- ThunderThrust | 27
  <-   Heaven/Hell | 29
  <-        Thrust | 29
  <- ShadowCounter | 31
  <-        Katana | 32
  <-         Slash | 33

Kasumi
  <-      NoMoment | 22
  <-      HeadWind | 23
  <-  WillowBranch | 23
  <- ThunderThrust | 24
  <-   DoubleSlash | 25
  <-  MoonlightCut | 25
  <-     StunSlash | 25
  <-        Katana | 26
  <- ShadowCounter | 26
  <-         Slash | 26
  <-   Heaven/Hell | 27

NoMoment
  <-      Blizzard | 32
  <-      HeadWind | 32
  <-     HardSlash | 34
  <-        Katana | 36
  <-  MoonlightCut | 38
  <-         Slash | 38

GaleSlash
  <-  SwallowSwing | 15
  <-   DoubleSlash | 23
  <-        Katana | 23
  <-     StunSlash | 23
  <-         Slash | 24

2GaleSlash
  <-     GaleSlash | 26
  <-    CrossSlash | 28
  <-   DoubleSlash | 28
  <-     StunSlash | 28
  <-  SwallowSwing | 28
  <-         Slash | 30

TurbidCurrent
  <-     HardSlash | 35
  <- ShadowCounter | 35
  <-      HeadWind | 36
  <-         Slash | 41

CrossDeflect
  <-    CrossSlash | 10
  <-         Slash | 12
  <-     GaleSlash | 17

Haze-to-Wheel
  <-    WheelSlash | 36

LifeSprinkler
  <- ShadowCounter | 38
  <- TurbidCurrent | 40
  <-         Slash | 45

Godless
  <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
  the normal Sword or Katana Abilities.  It has nothing to do with whether or
  how many times the PC actually uses Kasumi.

MoonlightCut
  <-      Blizzard | 20
  <- ShadowCounter | 22
  <-        Katana | 27

ShadowCounter
  <-  MoonlightCut | 17
  <-      Blizzard | 19
  <-        Katana | 21

Blizzard
  <-  MoonlightCut | 26
  <- ShadowCounter | 29
  <-        Katana | 35

Tres Flores
  <-      Blizzard | 37
  <-  MoonlightCut | 39
  <- ShadowCounter | 40
  <-        Katana | 45

Kick
  <-         Punch |  3

AirThrow
  <-          Kick | 10
  <-         Punch | 10

SwayBack
  <-      Backfist | 11
  <-          Fist | 12
  <-      GoldHand | 12
  <-          Kick | 12
  <-      Lastshot | 12
  <-         Punch | 12
  <-     CrushBeat | 13
  <- Rotation Kick | 13
  <-  TriangleKick | 14

Fist
  <-         Punch | 16

Backfist
  <-         Punch | 18
  <-     CrushBeat | 25

CrushBeat
  <-      Backfist | 19
  <-         Punch | 23

Rotation Kick
  <-          Kick | 17
  <-  TriangleKick | 23
  <-         Punch | 26

KO Throw
  <-    GiantSwing | 13
  <-      AirThrow | 14
  <-       OgreRun | 15
  <-      GoldHand | 16
  <-          Kick | 16
  <-        Suplex | 16
  <-          Fist | 17
  <-         Punch | 17
  <- Rotation Kick | 17
  <-      Backfist | 20

Suplex
  <-      AirThrow | 13
  <-    GiantSwing | 20

GiantSwing
  <-        Suplex | 18
  <-      AirThrow | 19

GoldHand
  <-          Fist | 26
  <-         Punch | 37
  <-      Lastshot | 43

TriangleKick
  <-          Kick | 25
  <- Rotation Kick | 29
  <-         Punch | 34

OgreRun
  <-      Backfist | 27
  <-     CrushBeat | 30
  <- Rotation Kick | 30
  <-         Punch | 32
  <-  TriangleKick | 35

Scuffle
  <-     CrushBeat | 29
  <-         Punch | 31
  <-      Backfist | 33

Lastshot
  <-       OgreRun | 34
  <-      GoldHand | 38
  <-         Punch | 44

Corkscrew
  <-       OgreRun | 38
  <- Rotation Kick | 38
  <-      GoldHand | 39
  <-  TriangleKick | 39
  <-      Backfist | 40
  <-          Kick | 41
  <-         Punch | 42

-------------------------------------------------------------------------------





********************************************
*  Personal Spark Trees                    *                          [PSPTR34]
*  --Roufas's INIT 4 Personal Spark Trees  *
********************************************


At INIT 2+, Roufas begins play Knowing Thrust, even though he lacks Talent for
it.  At INIT 1, his lack of Talent for Thrust will make it very difficult to
learn (and I have removed it, accordingly).

-------------------------------------------------------------------------------

                 Roufas's INIT 4 Personal Spark Trees To List
                                 by Zaraktheus

Slash
  ->     StunSlash |  5
  ->   DoubleSlash |  8
  ->    CrossSlash | 16
  ->  SwallowSwing | 17
  ->    WheelSlash | 20
  ->  WillowBranch | 23
  ->      HeadWind | 31
  ->  TripleThrust | 33
  ->        Kasumi | 26
  ->      NoMoment | 38
  ->     GaleSlash | 24
  ->    2GaleSlash | 30
  -> TurbidCurrent | 41
  ->  CrossDeflect | 12
  -> LifeSprinkler | 45

StunSlash
  ->   DoubleSlash |  8
  ->  SwallowSwing | 14
  ->    WheelSlash | 18
  ->      HeadWind | 26
  ->        Kasumi | 25
  ->     GaleSlash | 23
  ->    2GaleSlash | 28

DoubleSlash
  ->    CrossSlash | 12
  ->  SwallowSwing | 12
  ->      HeadWind | 24
  ->        Kasumi | 25
  ->     GaleSlash | 23
  ->    2GaleSlash | 28

HardSlash
  ->      NoMoment | 34
  -> TurbidCurrent | 35

Thrust
  ->  TripleThrust | 29

CrossSlash
  ->    2GaleSlash | 28
  ->  CrossDeflect | 10

SwallowSwing
  ->     GaleSlash | 15
  ->    2GaleSlash | 28

ThunderThrust
  ->  TripleThrust | 27
  ->        Kasumi | 24

Heaven/Hell
  ->  WillowBranch | 19
  ->  TripleThrust | 29
  ->        Kasumi | 27

WheelSlash
  -> Haze-to-Wheel | 36

WillowBranch
  ->        Kasumi | 23

HeadWind
  ->        Kasumi | 23
  ->      NoMoment | 32
  -> TurbidCurrent | 36

NoMoment
  ->        Kasumi | 22

GaleSlash
  ->    2GaleSlash | 26
  ->  CrossDeflect | 17

TurbidCurrent
  -> LifeSprinkler | 40

Katana
  ->     StunSlash |  4
  ->   DoubleSlash |  7
  ->  SwallowSwing | 16
  ->    WheelSlash | 19
  ->  WillowBranch | 22
  ->      HeadWind | 30
  ->  TripleThrust | 32
  ->        Kasumi | 26
  ->      NoMoment | 36
  ->     GaleSlash | 23
  ->  MoonlightCut | 27
  -> ShadowCounter | 21
  ->      Blizzard | 35
  ->   Tres Flores | 45

MoonlightCut
  ->  WillowBranch | 18
  ->      NoMoment | 38
  ->        Kasumi | 25
  -> ShadowCounter | 17
  ->      Blizzard | 26
  ->   Tres Flores | 39

ShadowCounter
  ->      HeadWind | 25
  ->  TripleThrust | 31
  ->        Kasumi | 26
  -> TurbidCurrent | 35
  -> LifeSprinkler | 38
  ->  MoonlightCut | 22
  ->      Blizzard | 29
  ->   Tres Flores | 40

Blizzard
  ->      NoMoment | 32
  ->  MoonlightCut | 20
  -> ShadowCounter | 19
  ->   Tres Flores | 37

Punch
  ->          Kick |  3
  ->      AirThrow | 10
  ->      SwayBack | 12
  ->          Fist | 16
  ->      Backfist | 18
  ->     CrushBeat | 23
  -> Rotation Kick | 26
  ->      KO Throw | 17
  ->      GoldHand | 37
  ->  TriangleKick | 34
  ->       OgreRun | 32
  ->       Scuffle | 31
  ->      Lastshot | 44
  ->     Corkscrew | 42

Kick
  ->      AirThrow | 10
  ->      SwayBack | 12
  -> Rotation Kick | 17
  ->      KO Throw | 16
  ->  TriangleKick | 25
  ->     Corkscrew | 41

AirThrow
  ->      KO Throw | 14
  ->        Suplex | 13
  ->    GiantSwing | 19

Fist
  ->      SwayBack | 12
  ->      KO Throw | 17
  ->      GoldHand | 26

Backfist
  ->      SwayBack | 11
  ->     CrushBeat | 19
  ->      KO Throw | 20
  ->       OgreRun | 27
  ->       Scuffle | 33
  ->     Corkscrew | 40

CrushBeat
  ->      SwayBack | 13
  ->      Backfist | 25
  ->       OgreRun | 30
  ->       Scuffle | 29

Rotation Kick
  ->      SwayBack | 13
  ->      KO Throw | 17
  ->  TriangleKick | 29
  ->       OgreRun | 30
  ->     Corkscrew | 38

Suplex
  ->      KO Throw | 16
  ->    GiantSwing | 18

GiantSwing
  ->      KO Throw | 13
  ->        Suplex | 20

GoldHand
  ->      SwayBack | 12
  ->      KO Throw | 16
  ->      Lastshot | 38
  ->     Corkscrew | 39

TriangleKick
  ->      SwayBack | 14
  -> Rotation Kick | 23
  ->       OgreRun | 35
  ->     Corkscrew | 39

OgreRun
  ->      KO Throw | 15
  ->      Lastshot | 34
  ->     Corkscrew | 38

Lastshot
  ->      SwayBack | 12
  ->      GoldHand | 43

From here, we instead check whether the first Ability of each Tree is one we
have currently Equipped.  If it is, we run the Tree; if it isn't, we don't.

Kasumi
  ->       Godless | 33

-------------------------------------------------------------------------------

                Roufas's INIT 4 Personal Spark Trees From List
                                 by Zaraktheus

StunSlash
  <-        Katana |  4
  <-         Slash |  5

DoubleSlash
  <-        Katana |  7
  <-         Slash |  8
  <-     StunSlash |  8

HardSlash                   *Already Known

Thrust                      *Already Known

CrossSlash
  <-   DoubleSlash | 12
  <-         Slash | 16

SwallowSwing
  <-   DoubleSlash | 12
  <-     StunSlash | 14
  <-        Katana | 16
  <-         Slash | 17

ThunderThrust               *Already Known

Heaven/Hell                 *Already Known

WheelSlash
  <-     StunSlash | 18
  <-        Katana | 19
  <-         Slash | 20

WillowBranch
  <-  MoonlightCut | 18
  <-   Heaven/Hell | 19
  <-        Katana | 22
  <-         Slash | 23

HeadWind
  <-   DoubleSlash | 24
  <- ShadowCounter | 25
  <-     StunSlash | 26
  <-        Katana | 30
  <-         Slash | 31

TripleThrust
  <- ThunderThrust | 27
  <-   Heaven/Hell | 29
  <-        Thrust | 29
  <- ShadowCounter | 31
  <-        Katana | 32
  <-         Slash | 33

Kasumi
  <-      NoMoment | 22
  <-      HeadWind | 23
  <-  WillowBranch | 23
  <- ThunderThrust | 24
  <-   DoubleSlash | 25
  <-  MoonlightCut | 25
  <-     StunSlash | 25
  <-        Katana | 26
  <- ShadowCounter | 26
  <-         Slash | 26
  <-   Heaven/Hell | 27

NoMoment
  <-      Blizzard | 32
  <-      HeadWind | 32
  <-     HardSlash | 34
  <-        Katana | 36
  <-  MoonlightCut | 38
  <-         Slash | 38

GaleSlash
  <-  SwallowSwing | 15
  <-   DoubleSlash | 23
  <-        Katana | 23
  <-     StunSlash | 23
  <-         Slash | 24

2GaleSlash
  <-     GaleSlash | 26
  <-    CrossSlash | 28
  <-   DoubleSlash | 28
  <-     StunSlash | 28
  <-  SwallowSwing | 28
  <-         Slash | 30

TurbidCurrent
  <-     HardSlash | 35
  <- ShadowCounter | 35
  <-      HeadWind | 36
  <-         Slash | 41

CrossDeflect
  <-    CrossSlash | 10
  <-         Slash | 12
  <-     GaleSlash | 17

Haze-to-Wheel
  <-    WheelSlash | 36

LifeSprinkler
  <- ShadowCounter | 38
  <- TurbidCurrent | 40
  <-         Slash | 45

Godless
  <-       *Kasumi | 33
* If you have Kasumi equipped, this is checked once each time you use any of
  the normal Sword or Katana Abilities.  It has nothing to do with whether or
  how many times the PC actually uses Kasumi.

MoonlightCut
  <-      Blizzard | 20
  <- ShadowCounter | 22
  <-        Katana | 27

ShadowCounter
  <-  MoonlightCut | 17
  <-      Blizzard | 19
  <-        Katana | 21

Blizzard
  <-  MoonlightCut | 26
  <- ShadowCounter | 29
  <-        Katana | 35

Tres Flores
  <-      Blizzard | 37
  <-  MoonlightCut | 39
  <- ShadowCounter | 40
  <-        Katana | 45

Kick
  <-         Punch |  3

AirThrow
  <-          Kick | 10
  <-         Punch | 10

SwayBack
  <-      Backfist | 11
  <-          Fist | 12
  <-      GoldHand | 12
  <-          Kick | 12
  <-      Lastshot | 12
  <-         Punch | 12
  <-     CrushBeat | 13
  <- Rotation Kick | 13
  <-  TriangleKick | 14

Fist
  <-         Punch | 16

Backfist
  <-         Punch | 18
  <-     CrushBeat | 25

CrushBeat
  <-      Backfist | 19
  <-         Punch | 23

Rotation Kick
  <-          Kick | 17
  <-  TriangleKick | 23
  <-         Punch | 26

KO Throw
  <-    GiantSwing | 13
  <-      AirThrow | 14
  <-       OgreRun | 15
  <-      GoldHand | 16
  <-          Kick | 16
  <-        Suplex | 16
  <-          Fist | 17
  <-         Punch | 17
  <- Rotation Kick | 17
  <-      Backfist | 20

Suplex
  <-      AirThrow | 13
  <-    GiantSwing | 20

GiantSwing
  <-        Suplex | 18
  <-      AirThrow | 19

GoldHand
  <-          Fist | 26
  <-         Punch | 37
  <-      Lastshot | 43

TriangleKick
  <-          Kick | 25
  <- Rotation Kick | 29
  <-         Punch | 34

OgreRun
  <-      Backfist | 27
  <-     CrushBeat | 30
  <- Rotation Kick | 30
  <-         Punch | 32
  <-  TriangleKick | 35

Scuffle
  <-     CrushBeat | 29
  <-         Punch | 31
  <-      Backfist | 33

Lastshot
  <-       OgreRun | 34
  <-      GoldHand | 38
  <-         Punch | 44

Corkscrew
  <-       OgreRun | 38
  <- Rotation Kick | 38
  <-      GoldHand | 39
  <-  TriangleKick | 39
  <-      Backfist | 40
  <-          Kick | 41
  <-         Punch | 42

-------------------------------------------------------------------------------





****************************
*  Dodge Ability Sparking  *                                          [DSPRK01]
****************************


This is similar in many respects to how normal Sparking works, but there are
several important differences.

First, the Checks occur at very different times in the Battle Round Resolution
Process.  Normal (i.e. non-Dodge) Spark Checks are performed very early, before
any Actions are resolved, whereas each set of Dodge Spark Checks is performed
much later, as the Action that triggers it resolves.  This has a moderately
important effect, which I'll explain further down.

Second, a set of Dodge Spark Checks is performed in response to each attack to
which a PC is subjected, however few or many that may be.  By contrast, a set
of normal Spark Checks is performed once and only once each Round for each PC.
Somewhat counter-intuitively, the latter is true even for Sparking of the
Evasion Abilities Deflect, CrossDeflect, Kasumi, Godless, SwayBack, KO Throw,
and DragonTurn.

Like Dodge Abilities, the Evasion Abilities can only actually be Sparked in
response to an Enemy attack, but unlike Dodge Abilities, whether you can Spark
an Evasion Ability this Round is pre-determined before any Enemy actually
attacks you.  If, during the normal Spark Checks, the game determines that you
"succeed" at Sparking an Evasion, then you actually become "pre-approved" to
Spark it.  If (and only if!) you (or a nearby Ally, in the case of Deflect) are
subjected to an attack that is vulnerable to an Evasion which you are
pre-approved to Spark during that Round, then you will automatically Spark the
Evasion, with no further Check necessary.  If you are subjected to multiple
such attacks during that Round, then you will always Spark the Evasion against
the first one.  However, if you don't receive any such attacks during that
Round, your pre-approval will be lost, and you'll need to randomly "succeed" at
earning pre-approval again for another opportunity to Spark the Evasion.

In this way, you really only have one chance (at most) per Round to Spark an
Evasion Ability, even if you are subjected to multiple attacks during that
Round in response to which it could be Sparked (if you had pre-approval).

Dodge Ability Sparking is much more straightforward in this respect: each time
you are subjected to an attack, you get one set of Dodge Spark Checks to try to
Spark the appropriate Dodge Ability (if there is one).  Receiving one attack
gives you one chance, three attacks gives you three chances, and so on, just as
we might logically expect it to work.  Evasion Sparking, with its one chance
per Round regardless of the number of attacks received, is the oddball here.

Third, the Enemy Spark Value used for Dodge Ability Sparking is that of the
Enemy that attacks you.  Normal Sparking, including Evasion Sparking
"pre-approval", uses the Spark Value of the Enemy you choose as the Target of
your Action for the Round.  Again, this makes Dodge Ability Sparking more
logical than Evasion Sparking in this respect, since Evasion Sparking will
therefore frequently use the Spark Value of a completely different Enemy from
the one that actually attacks you.

Fourth, there is no Talent involved or required in Sparking Dodge Abilities.
Every PC simply gets the "normal" Chance.  No one gets a bonus, and no one gets
a penalty.

Fifth, neither form of Mastery benefits Dodge Ability Sparking.  Final Chance
to Spark a Dodge Ability is always converted from Difficulty using
Difficulty->Chance Table 2, the less-favorable Table used by normal Sparking
without Mastery.

In order for a Dodge Spark Check to be performed, all of the following
conditions must be met.  Several of them are fairly obvious, but I'll list them
anyway for completeness.

1. Target must be a PC.

2. Target's Race must include Human.

3. Target must not already Know the Dodge Ability to be Sparked.

4. Target must have at least one empty Slot in his/her Equip Abilities Menu.

5. Target must not be under any of the standard Incapacitating/Befuddling
   Status Ailments:

     Angry
     Charm
     Dead (0 LP)
     Faint (0 HP)
     Mess (all colors)
     Palsy
     Sleep
     Stasis
     Stone
     Stun

6. Actor must be an Enemy.

7. This attack must not be a Subsequent Ability in a Combo for this Target.

8. Target must not have already successfully avoided the effects of the attack
   via Immunity or an Evasion (but Dodge Spark Checks are still performed
   before the Miss Check, if any).

9. If the Target has already been determined to succeed at any non-Dodge Spark
   Check (including pre-approval for an Evasion Spark) this Round, then that
   Spark must have already been completed (i.e. the Action that causes it must
   have already been resolved) BEFORE resolving the Action being considered for
   a Dodge Spark Check, or the Dodge Spark Check will not be allowed.

That last one is easy to misunderstand, so let's clarify it.  Remember, all
non-Dodge Spark Checks are performed before any Actions are resolved, whereas
each set of Dodge Spark Checks is performed as the Action that triggers it
resolves.  If a PC's non-Dodge Spark Checks for this Round result in any
success, then that PC will not be able to make any Dodge Spark Checks until
AFTER that non-Dodge Spark actually resolves (i.e. the lightbulb flashes, etc),
if it ever does.

If the non-Dodge Spark is for a normal, active-use Ability that will occur on
the PC's Turn, as is almost always the case, then this means that he will only
be able to make Dodge Spark Checks against attacks which occur after his Turn.

However, if the non-Dodge Spark success was for pre-approval for an Evasion
Spark, then whether and when the PC will be able to make Dodge Spark Checks
depends on whether and when he is attacked by an Ability which is vulnerable to
that Evasion, thereby allowing him to complete the Evasion Spark.  Prior to
that, he will be unable to make Dodge Spark Checks; after that, if (and only
if!) it happens at all, he will be able to make Dodge Spark Checks again.

Here are a few examples:

---

Blue and Gen are fighting a Kraken.  Here are the Actions, in the order in
which they are initially determined to occur:

Kraken: Thunderbolt on Gen, who doesn't yet Know DodgeThunder.
Blue: Implosion on Kraken.
Gen: TurbidCurrent Sparks LifeSprinkler on Kraken.

Remember, the Spark Check that determines that Gen will Spark LifeSprinkler
occurs before any of the Actions resolve, and because it was successful, Gen
cannot make any Dodge Spark Checks until after his Turn, when he will actually
finish Sparking LifeSprinkler.

When Kraken uses Thunderbolt on him, Gen gets no chance to Spark DodgeThunder,
because he's still waiting to Spark LifeSprinkler.

Further, let's say that Blue's Implosion kills the Kraken, ending the battle
before Gen's Turn.  In this case, Gen won't even actually Spark LifeSprinkler,
but the fact that he was going to but hadn't gotten around to it yet will still
have prevented him from getting the opportunity to Spark DodgeThunder.

---

Now let's look at the same situation, but change the order of the Actions.

Gen: TurbidCurrent Sparks LifeSprinkler on Kraken.
Kraken: Thunderbolt on Gen, who doesn't yet Know DodgeThunder.
Blue: Implosion on Kraken.

In this case, Gen takes his Turn and finishes Sparking LifeSprinkler before the
Kraken uses Thunderbolt on him, so by the time that happens, he is able to make
Dodge Spark Checks for DodgeThunder.

---

And one more example:

Gen: TurbidCurrent on Kraken; earns pre-approval to Spark Godless by having
     Kasumi Equipped and succeeding at the Godless Spark Check.
Kraken: Thunderbolt on Gen, who doesn't yet Know DodgeThunder.
Blue: Implosion on Kraken.

Again, remember that the Spark Check that determines that Gen is pre-approved
to Spark Godless occurs before any of the Actions resolve, and because it was
successful, Gen cannot make any Dodge Spark Checks this Round until after he
finishes Sparking Godless, IF that happens at all.

In this case, Gen takes his Turn before Kraken, but he still won't get to make
Dodge Spark Checks against Thunderbolt, because he's still waiting to Spark
Godless.

In fact, since Kraken isn't going to use any Ability vulnerable to Godless this
Round, Gen will not be able to Spark Godless this Round even though he
succeeded at the random chance to Spark it.  This opportunity to Spark Godless
will have been wasted, and he'll have to succeed at the random chance again
some other time and hope he is then subjected to an appropriate attack.

So Gen will have missed this opportunity to Spark DodgeThunder just because he
was pre-approved to Spark Godless, even though there was no way Godless was
actually going to be Sparked in this case.

---





*********************************
*  Dodge Ability Sparking       *                                     [DSPRK02]
*  --Dodge Ability Spark Trees  *
*********************************


If all of the above conditions are met, then a Dodge Spark Check will be
performed.  The game will run through the Dodge Ability Spark Trees in order
looking for the attacking Ability, and if it finds the Ability (or each time it
finds the Ability, in the cases of DeadlyPowder and StunGaze, which are
erroneously listed 2 and 4 times, respectively), it will try to Spark the
corresponding Dodge Ability at the corresponding Difficulty for that entry on
the Tree.

Note that there isn't necessarily any connection between the Abilities that can
Spark a Dodge Ability and the Abilities against which that Dodge Ability will
protect thereafter when Equipped.  The two Ability sets are usually similar,
and they were probably supposed to be identical, but they don't have to be,
which we can see most clearly in the case of DodgeGaze.

As with the other Spark Trees, most of the Dodge Ability Spark Trees data was
previously found by Alex Jackson quite a few years ago, and he deserves credit
and our thanks for his work.  Again though, this data never made its way into a
guide here on GameFAQs (where I think it would be most easily found by the
greatest number of people).  Further, his information didn't include any of the
higher-level details I've discovered about how the data is actually used.

For these reasons, I decided to find, extract, and translate the Dodge Ability
Spark Trees data myself, completely from scratch, to include in this guide.  To
be completely clear: NONE of this data is copied or plagiarized in any way.
ALL of it is the result of my own independent work.

Because several of the Abilities on this list have names that are identical to
the names of other distinct Abilities, all Abilities on this list are presented
in the format "ID: Name", where ID is the internal identifying number unique to
the Ability, which can be used to distinguish between different Abilities with
the same name.

I'll present the Dodge Ability Spark Trees in "From" format only.  There is
only one Ability (DeadlyPowder) which can Spark more than one Dodge Ability
(and even it wasn't supposed to), so there's really no need for a "To" format
list.  All other Abilities which can Spark a Dodge Ability can only Spark one,
and the From list is quite sufficient to show which.

To read this list: first, find the Tree that begins with the Dodge Ability you
want to Spark.  Being attacked by any of the Abilities listed beneath it in
that Tree can Spark that Ability.  The Difficulty for each is the number to the
right of the vertical line.  Lower-number Difficulties are easier to Spark.
This list is in the actual check order used by the game.

-------------------------------------------------------------------------------

              Dodge Ability Spark Trees From List, in Check Order
                                 by Zaraktheus

  * This first Tree is impossible, but it does technically get checked.
1ff: Defense
  <- 1ff:         Defense | 99

160: DodgeDrain
  <- 08a:     Bloodsucker | 22
  <- 0b6:        FireKiss | 14
  <- 0d4:         HPDrain | 18

161: DodgeTouch
  <- 098:      GhostTouch | 20
  <- 099:      DeathTouch | 10
  <- 09a:       StunTouch | 18
  <- 0e5:    GremlinTouch | 16

162: DodgeGale
  <- 013:       GaleSlash | 12
  <- 014:      2GaleSlash |  8
  <- 09c:      GaleAttack | 16

163: DodgeSmash
  <- 0a3:         Trample | 25

164: DodgeTail
  <- 0a5:            Tail | 14
  <- 0a6:         TailHit |  9

165: DodgeNeedle
  <- 0a9:         Stinger | 24
  <- 0aa:    PoisonNeedle | 19
  <- 0ba:         Needles | 14
  <- 1b1:          Needle | 25

166: DodgeTackle
  <- 0af:          Tackle | 26
  <- 0b0:            Dash | 17
  <- 0b1:        Headbutt | 21

167: DodgeWing
  <- 0b3:            Wing | 29
  <- 0b4:     GliderSpike | 21
  <- 1c3:    DeadlyPowder | 25
  * The inclusion of 1c3: DeadlyPowder here is obviously a developer error.
    Once it is Equipped, DodgeWing protects against Wing, GliderSpike, and
    HellWing, so 1c9: HellWing is almost certainly what the DeadlyPowder entry
    was supposed to be.

168: DodgePowder
  <- 0b7:           Spore | 20
  <- 0d1:      DeadlyMoss | 27
  <- 1c3:    DeadlyPowder | 22

169: DodgeRiddle
  <- 0d2:    SphinxRiddle | 20

16a: DodgeSeduction
  <- 0d5:       Seduction | 20
  <- 0d6:       Pheromone | 22

16b: DodgeFlash
  <- 0d7:           Flash | 16
  <- 1bc:           Flash | 12

16c: DodgeNet
  <- 0d8:       SpiderNet | 18
  <- 0d9:        BladeNet | 16
  <- 0da:     Ectoplasnet | 12
  <- 1d4:        BladeNet | 20

16d: DodgeThunder
  <- 0db:     Thunderbolt | 16
  <- 1db:     Thunderbolt | 21

16e: DodgeTremor
  <- 0f0:          Tremor | 24
  <- 0f1:           Quake | 19
  <- 1d8:          Tremor | 21

16f: DodgeRock
  <- 0f3:            Rock | 12

170: DodgeGaze
  <- 085:        StunGaze | 23
  <- 085:        StunGaze | 16
  <- 085:        StunGaze | 21
  <- 085:        StunGaze | 21
  * So you can only learn DodgeGaze from StunGaze, but there are 4 entries for
    it, so you actually get four chances each time you're subjected to
    StunGaze.  That's obviously a developer error.  Presumably, these were
    supposed to be the 4 different Gazes, probably in the order: Stun, Charm,
    Stone, Death; as is their ID order.  Remember though: once you Equip it,
    DodgeGaze does protect against the other Gazes (as well as HyperGaze) as it
    should; you just can't use them to Spark it.

171: DodgeDeathGrip
  <- 096:       DeathGrip | 25

  * This last Tree is the same as the first.  It's still impossible, but it
    gets checked another 13 times in a row here, for a total of 14.
1ff: Defense
  <- 1ff:         Defense | 99

-------------------------------------------------------------------------------





****************************
*  Dodge Ability Sparking  *                                          [DSPRK03]
*  --Formula               *
****************************


Here's the formula for the Chance to Spark a Dodge Ability, which is basically
just an abbreviated form of the normal Spark Chance formula.

----------

A = Base Difficulty to Spark Ability
E = Enemy Spark Value
D = actual Difficulty
C = Chance to Spark Ability

(A - E) + 10 = D
0 <= D <= 20
Convert D->C using Table 2.

If rand(0...255) < C, Spark succeeds.

For convenience, here's Difficulty->Chance Table 2 again, which is the Table
always used by Dodge Sparking Checks.

----------

Difficulty->Chance Table 2: 
00-01-02-03-04-05-06-07-08-09-10-11-12-13-14-15-16-17-18-19-20-Difficulty
20-19-19-19-18-17-16-15-14-12-25-08-06-05-04-03-02-01-01-01-00-Chance

----------

Enemy Spark Values can be found above, starting at [SPARK07].





****************************
*  Dodge Ability Sparking  *                                          [DSPRK04]
*  --Observations          *
****************************


Some observations:

1. The highest Chance you can get on a single Dodge Spark Check is 25/256
(9.8%), which happens at Difficulty 10, the sweet spot, which you'll get
whenever the Base Difficulty and the Enemy Spark Value are exactly the same.

2. The lowest Enemy Spark Value against which you have any Chance to Spark a
Dodge Ability when attacked by a given Ability is the Base Difficulty - 9
(which still only gives a 1/256 Chance).  Even if the Enemy uses an Ability
which can Spark a Dodge Ability, if that Enemy's Spark Value is 10 or more less
than the Base Difficulty, it's not actually possible to Spark the Dodge Ability
from that Ability used by that Enemy.  For example, Shellworms can use
08a: Bloodsucker, but you can't actually Spark DodgeDrain when they do, because
the Base Difficulty is 22, while the Shellworm's Spark Value is only 2.

As a final note, remember that the Mec Evasion Abilities (Evasion Laser,
Evasion Rocket, and Evasion Bullet) function just like Human Dodge Abilities,
but are learned differently.  Like many other Mec Programs, they are acquired
after battle by downloading defeated Enemy Mecs, rather than being Sparked
during battle like the Human Dodge Abilities.





**************************
*  Gun Ability Learning  *                                            [GULRN01]
**************************


Only Human PCs can learn Gun Abilities, and the learning occurs after-battle,
rather than during battle, as with Sparking.  Gun Abilities can only be used
with and learned from normal Guns (as opposed to Heavy Weapons, which
unfortunately share the same icon), and all a Human needs to do to qualify to
learn a Gun Ability is to choose a Gun Ability or the basic attack of any Gun
as his/her action for at least one round of the battle.  It doesn't matter how
many times per battle you choose such an Ability, nor does it matter whether
you actually get to use it.

Some things to keep in mind about Gun Ability Learning:
-Unlike Sparking, a PC does not need an empty slot in his/her Equip Abilities
 Menu in order to learn Gun Abilities.  Also, Gun Abilities are not
 automatically Equipped when they are learned.
-Unlike Sparking, a PC DOES NOT need to actually perform a Gun Ability or basic
 Gun attack in order to qualify for a learning check--s/he only needs to choose
 such an Ability.  Even if e.g. the battle ends before that PC takes his/her
 turn, s/he will still get the same opportunity to learn a Gun Ability.
-Unlike Sparking 2-Sword Abilities, a PC DOES NOT need to have 2 Guns
 simultaneously equipped in order to learn Twogun.  S/he'll need 2 Guns in
 order to use it, but 1 Gun is enough to learn it.
-Each PC can only learn one Gun Ability per battle, at most.





******************************
*  Gun Ability Learning      *                                        [GULRN02]
*  --Gun Ability Difficulty  *
******************************


Each of the 10 Gun Abilities has its own base Difficulty to Learn.  Lower-
number Difficulties are easier to learn.

Here's the List in the order in which the game checks them:

-------------------------------------------------------------------------------

             Gun Ability Difficulties Chart, in Check Order
                            by Zaraktheus

Gun Ability     | Difficulty
      SharpShot |  8
      FocusShot | 24
      TotalShot | 14
      TrickShot | 27
   ReactionShot | 19
       StunShot | 10
      CrossShot | 21
      BoundShot | 26
      QuickDraw | 22
         Twogun | 33

-------------------------------------------------------------------------------

And here's the same List, re-organized in order of increasing Difficulty:

-------------------------------------------------------------------------------

            Gun Ability Difficulties Chart, in Difficulty Order
                            by Zaraktheus

Gun Ability     | Difficulty
      SharpShot |  8
       StunShot | 10
      TotalShot | 14
   ReactionShot | 19
      CrossShot | 21
      QuickDraw | 22
      FocusShot | 24
      BoundShot | 26
      TrickShot | 27
         Twogun | 33

-------------------------------------------------------------------------------





**********************************************
*  Gun Ability Learning                      *                        [GULRN03]
*  --Gun & Magic Talent (excluding Mystics)  *
**********************************************


Each Human PC has his/her own degree of Gun Talent.  Unlike Talent for Sparking
Sword and Martial Arts Abilities, Gun Talent is a single number (from 0 to 8)
that applies a bonus to learning any and all Gun abilities.  Higher numbers are
better.

As an important note, Gun Talent is identical to Magic Talent and INT Growth
Bonus--they're all controlled by the same hidden stat.

Mystics are excluded from this list since they can't learn Gun Abilities.
They're all 0, anyway.

Here's the list, in order from best to worst:

-------------------------------------------------------------------------------

                      Human PC Gun Talent Chart
                            by Zaraktheus

         Blue | 8
        Rouge | 8
         Doll | 6
         Liza | 6
     Mei-ling | 6
       Roufas | 6
Capt.Hamilton | 3
          Red | 3
         Fuse | 2
         Lute | 2
        Annie | 1
      Asellus | 1
       Fei-on | 1
          Gen | 1
       Emelia | 0

-------------------------------------------------------------------------------

It's a bit ironic that Emelia is the worst of the lot.





**************************
*  Gun Ability Learning  *                                            [GULRN04]
*  --Explanation         *
**************************


From what I've found, it appears that the chance to learn Gun Abilities is
influenced by only the following factors:
1: Base Difficulty to learn the Ability.
2: Enemy Spark Value of ONLY the Main Enemy.
3: Gun Talent.
4: Physical Mastery.
5: Current INT (Base INT modified by equipment and any buffs/debuffs from the
   current battle, as well as Mystic Absorb Stat Boosts for Mystic Asellus).

Nothing else is involved in the routine I've found, but again, in a program
this complex, it's always possible that there's more somewhere else that's
extremely well hidden.

I'll explain how the game performs a learning check. Again, I've simplified and
streamlined the process to make it easier to understand, but I've only omitted
things that are completely obvious. The game checks for learning every Gun
Ability in increasing ID order until/unless one of the checks succeeds. Unless
noted otherwise, numbers are normal decimal numbers, not hex.

Step 1: Add the Enemy Spark Value of the Main Enemy to the Gun Talent of the PC
being checked.  If this is a random battle, the Main Enemy is the enemy that
was determined by the combination of what sprite you ran into and your
effective BR.  If this is a boss fight, it's the boss.  The Main Enemy's Spark
Value is the ONLY one that matters for learning Gun Abilities, no matter who
you target or in what order you kill the enemies.

Step 2: Subtract 10.  These first two steps basically give you a number that
(in the next step) effectively reduces the base Difficulty to learn the
Ability.

Step 3: Subtract the result of Step 2 from the base Difficulty to learn the
Ability in order to determine the actual Difficulty.

Step 4: Cap Difficulty between 0 and 20, inclusive. That is, if it's less than
0, set it to 0; if it's more than 20, set it to 20.

Step 5: Use the Difficulty to look up the base Chance to learn on one of the
Difficulty->Chance Tables. If you currently have Physical Mastery (6+ Physical
Abilities equipped and 0 Magical Abilities equipped), use Table 1. Otherwise,
use Table 2. These are the same tables that are also used for the Difficulty-
>Chance conversion during the Sparking process.  I'll re-print them here for
ease of reference.

----------

Difficulty->Chance Table 1 (With Physical Mastery): 
00-01-02-03-04-05-06-07-08-09-10-11-12-13-14-15-16-17-18-19-20-Difficulty
40-39-39-37-36-34-31-29-26-23-30-16-13-10-08-05-03-02-01-01-00-Chance

Difficulty->Chance Table 2 (Without Physical Mastery): 
00-01-02-03-04-05-06-07-08-09-10-11-12-13-14-15-16-17-18-19-20-Difficulty
20-19-19-19-18-17-16-15-14-12-25-08-06-05-04-03-02-01-01-01-00-Chance

----------

Step 6: Multiply the Chance you got from the conversion table times the PC's
Current INT.  Again, Current INT is the PC's Base INT, modified by equipment
and any buffs/debuffs from the current battle, as well as Mystic Absorb Stat
Boosts for Mystic Asellus.  For example, if you get INT DOWN from being
BrainCrushed, that will reduce your chance to learn a Gun Ability from this
battle.

Step 7: Divide the result of Step 6 by 64 (always round down) to arrive at your
Final Chance to learn.  So, if your Current INT is less than 64, your Chance
will be reduced proportionally; if it's more than 64, your Chance will be
increased.

Step 8: The game now produces a clock-based random number, which appears to be
in the range of 0 - 99.  If this random number is less than your Final Chance
to learn, you learn this Ability.





**************************
*  Gun Ability Learning  *                                            [GULRN05]
*  --Formula             *
**************************


Here's all that again, condensed:

A = Difficulty to learn Ability
E = Enemy Spark Value of ONLY the Main Enemy
T = Gun Talent
D = adjusted Difficulty
C = base Chance
I = Current INT (Base INT modified by equipment and any buffs/debuffs from the
    current battle, as well as Mystic Absorb Stat Boosts for Mystic Asellus)
F = Final Chance

A - ((E + T) - 10) = D
0 <= D <= 20
If you have Physical Mastery, convert D->C using Table 1.
If you don't have Physical Mastery, convert D->C using Table 2.
((C * I) / 64) = F
If rand(0...99) < F, this Ability will be learned.





**************************
*  Gun Ability Learning  *                                            [GULRN06]
*  --Observations        *
**************************


Some observations:

1: None of the Gun Abilities are inherently as Difficult as the most Difficult
Sword or Martial Arts Abilities.  The hardest Gun Ability is Twogun at 33,
while even the easiest way to learn the hardest Sword Ability (ShadowCounter ->
LifeSprinkler) is a significantly higher 38.

2: Gun Talent works quite differently from Sparking Talent.  Gun Talent gives
you a relatively small bonus that effectively reduces the Difficulty to learn
each Gun Ability, allowing you to learn the same Ability some combination of
more easily and/or against enemies with lower Spark values.  For example,
Blue's Gun Talent of 8 allows him to learn Twogun as though it was only
Difficulty 25 instead of 33.  Sparking Talent, in contrast, gives no benefit--
you instead suffer a usually huge penalty for not having it.  For this reason,
Gun Talent is generally much less important than Sparking Talent.  Even with 0
Gun Talent, you can still learn all Gun Abilities, or any specifically desired
combination of Gun Abilities, at a "normal", reasonable Chance.

This means that ANY Human PC can be an effective Gunner, and there is less
disparity between the best and worst Humans for the job.  Conversely, trying to
learn any Sparkable Ability for which you lack Talent requires a lot more luck
and can quickly become an exercise in frustration, meaning that you will have a
much easier time making an effective Swordsman or Martial Artist if you start
with a PC who has the appropriate Talents.  As an example, Annie has very
little Talent for all three of Swords, Martial Arts, and Guns, but her lack of
Talent for Guns won't hold her back as a Gunner nearly as much as her lack of
Talent for Swords and Martial Arts will hinder her in those fields.

3: Because the random number here has a smaller range, you would be ~2.5 times
as likely to succeed at a Gun Ability learning check compared to a Sparking
check, all other things being equal.  Presumably, this is to compensate for
only getting to check for learning Gun Abilities once per battle, instead of
once per attack as with Sparking, but I think the developers may have
overcompensated--I doubt that each PC attacks 2.5 times per battle on average
in a typical game.  Plus, you get to check for learning Gun Abilities whether
you actually get to take your turn or not, unlike Sparking.

4: It's well worth considering a PC's INT when deciding whether to make him/her
a Gunner.  The lowest achievable Human INT score in the game (barring debuffs)
is Gen's no-system-data starting INT of 8.  An INT this low will reduce your
Final Chance to a mere 12.5% of normal.  A low INT score such as this is really
the only thing that can make learning Gun Abilities harder than Sparking in a
direct comparison.  On the other hand, a maxed INT of 99 can increase your
Final Chance to 153% of normal.  A low INT can hurt you more than a high INT
can help you, but at least it's possible to improve your chances by improving
your INT, and that comes naturally as a result of using Guns over time.  Also,
the maximum Final Chance you could achieve is 61/100 (61%), which is
approximately 4x the maximum Chance to spark, 40/256 (15.6%).

5: Physical Mastery DOUBLES your chance to learn Gun Abilities, just as with
Sparking.  Again, it's most productive to avoid hybrids when grinding to learn
Abilities, but if you want to use a hybrid, you may want to abuse the sweet
spot on the table at Difficulty 10 (which is a little trickier here, since you
have to take Talent into consideration, but still quite feasible) to improve
your chances considerably.

6: According to the Japanese Sakura site, Emelia's Commando costume causes her
to learn Gun Abilities "like Roufas", which is supposed to be an improvement.
I have no way to know whether this may be true in the Japanese version, but it
does not appear to be true in the US version.

The only hard difference between how Emelia and Roufas learn Gun Abilities is
that her Gun Talent is 0 and his is 6.  The developers may have intended to
change her Gun Talent to 6 when in the Commando costume, but it doesn't happen
--it remains 0.  I checked the entire Gun Ability Learning routine with each of
normal Emelia, Roufas, and Commando Emelia, and there was no difference at all
between normal and Commando Emelia--all relevant data used in the routine was
identical.  The Commando costume does not appear to change how Emelia learns
Gun Abilities.





********************
*  Magic Learning  *                                                  [MALRN01]
********************


Only Human and Mystic PCs can learn Magic Spells (Although one Monster PC,
Kylin, begins with most of the Space Magic Spells equipped and can use them,
even Kylin cannot actually LEARN any Magic), and the learning occurs after-
battle, like Gun Ability Learning, rather than during battle, as with Sparking.
In order to qualify to learn a Magic Spell from a particular School, the PC
must have the Gift for that School (signified by a * next to that School in the
Equip Abilities Menu), and s/he must choose a Spell from that School as his/her
action for at least one round of the battle.  It doesn't matter how many times
per battle you choose a Spell from that School, nor does it matter whether you
actually get to use it.

Some things to keep in mind about Magic Learning:
-As with Gun Ability Learning, a PC does not need an empty slot in his/her
 Equip Abilities Menu in order to learn Magic Spells.  Also, Magic Spells are
 not automatically Equipped when they are learned.
-As with Gun Ability Learning, a PC DOES NOT need to actually perform a Spell
 from a particular School in order to qualify for a learning check--s/he only
 needs to choose a Spell from that School.  Even if e.g. the battle ends before
 that PC takes his/her turn, s/he will still get the same opportunity to learn
 a Spell from that School.
-Each PC can only learn one Spell per battle, at most, no matter how many
 Schools s/he used.





********************************
*  Magic Learning              *                                      [MALRN02]
*  --Magic Spell Difficulties  *
********************************


Each Magic Spell has its own base Difficulty to Learn.  Lower-number
Difficulties are easier to learn.  In these Lists, I've omitted Spells and,
where appropriate, whole Schools which cannot be learned from battle.

Here's the List in the order in which the game checks them:

-------------------------------------------------------------------------------

              Magic Spell Difficulties Chart, in Check Order
                              by Zaraktheus

Light Magic     | Difficulty
         SunRay |  8
  StarlightHeal | 12
      FlashFire | 15
     FlashFlood | 18
     LightSword | 32
  MegaWindblast | 28

Shadow Magic    | Difficulty
      PowerGrab |  7
     Hidebehind | 13
      ShadowNet | 16
     DarkSphere | 19
  ShadowServant | 27

Realm Magic     | Difficulty
    EnergyChain | 10
      Implosion | 16
    PsychoArmor | 18
  PsychicPrison | 20
  VermilionSand | 26

Mystic Magic    | Difficulty
    Fascination |  9
   PhantasmShot | 12
    GlassShield | 19
    MirrorShade | 25

Mind Magic      | Difficulty
       MindHeal |  5
     Spellbound | 10
      Evaporate | 15
       Lifewave | 20
      Awakening | 25

Arcane Magic    | Difficulty
          Saber |  6
         Shield |  9
          Grail | 11
           Gold | 13
       Magician | 19
          Death | 23
          Tower | 32
           Fool | 38

Rune Magic      | Difficulty
    VictoryRune |  4
   VitalityRune | 10
       HideRune |  8
    FreedomRune | 16
       WallRune | 19
      DwarfRune | 22
     StasisRune | 29
       SoulRune | 31

-------------------------------------------------------------------------------

And here's the same List, re-organized in order of increasing Difficulty within
each School:

-------------------------------------------------------------------------------

            Magic Spell Difficulties Chart, in Difficulty Order
                              by Zaraktheus

Light Magic     | Difficulty
         SunRay |  8
  StarlightHeal | 12
      FlashFire | 15
     FlashFlood | 18
  MegaWindblast | 28
     LightSword | 32

Shadow Magic    | Difficulty
      PowerGrab |  7
     Hidebehind | 13
      ShadowNet | 16
     DarkSphere | 19
  ShadowServant | 27

Realm Magic     | Difficulty
    EnergyChain | 10
      Implosion | 16
    PsychoArmor | 18
  PsychicPrison | 20
  VermilionSand | 26

Mystic Magic    | Difficulty
    Fascination |  9
   PhantasmShot | 12
    GlassShield | 19
    MirrorShade | 25

Mind Magic      | Difficulty
       MindHeal |  5
     Spellbound | 10
      Evaporate | 15
       Lifewave | 20
      Awakening | 25

Arcane Magic    | Difficulty
          Saber |  6
         Shield |  9
          Grail | 11
           Gold | 13
       Magician | 19
          Death | 23
          Tower | 32
           Fool | 38

Rune Magic      | Difficulty
    VictoryRune |  4
       HideRune |  8
   VitalityRune | 10
    FreedomRune | 16
       WallRune | 19
      DwarfRune | 22
     StasisRune | 29
       SoulRune | 31

-------------------------------------------------------------------------------





**************************
*  Magic Learning        *                                            [MALRN03]
*  --Gun & Magic Talent  *
**************************


Each Human and Mystic PC has his/her own degree of Magic Talent.  Unlike Talent
for Sparking Sword and Martial Arts Abilities, Magic Talent is a single number
(from 0 to 8) that applies a bonus to learning any and all Magic Spells, from
all Schools.  Higher numbers are better.

As an important note, Magic Talent is identical to Gun Talent and INT Growth
Bonus--they're all controlled by the same hidden stat.

Here's the list, in order from best to worst:

-------------------------------------------------------------------------------

              Human and Mystic PC Gun & Magic Talent Chart
                             by Zaraktheus

         Blue | 8
        Rouge | 8
         Doll | 6
         Liza | 6
     Mei-ling | 6
       Roufas | 6
Capt.Hamilton | 3
          Red | 3
         Fuse | 2
         Lute | 2
        Annie | 1
      Asellus | 1
       Fei-on | 1
          Gen | 1
       Emelia | 0
  All Mystics | 0

-------------------------------------------------------------------------------

Yes, all Mystics are as untalented as Emelia.  Just wait--it'll get even worse
for them in a minute.





********************
*  Magic Learning  *                                                  [MALRN04]
*  --Explanation   *
********************


From what I've found, it appears that the chance to learn Magic Spells is
influenced by only the following factors:
1: Base Difficulty to learn the Spell.
2: Enemy Spark Value of ONLY the Main Enemy.
3: Gun & Magic Talent.
4: Magical Mastery.
5: Current INT (Base INT modified by equipment, mystic absorbs, and any
   buffs/debuffs from the current battle).

Additionally, you must have the Gift for a given School, and you must have
chosen to use at least one Spell from that School in this battle in order to
check for learning the Spells from that School.  As with learning Gun
Abilities, you don't actually have to take your turn and use the Spell in order
to qualify for learning; you just have to choose it.  If the battle ends before
your turn comes up, you still get to check for learning.

The check process is so similar to that for learning Gun Abilities that I won't
waste space fully explaining it again.





********************
*  Magic Learning  *                                                  [MALRN05]
*  --Formula       *
********************


Instead, let's go straight to the condensed version:

A = Difficulty to learn Ability
E = Enemy Spark Value of ONLY the Main Enemy
T = Gun & Magic Talent
D = adjusted Difficulty
C = base Chance
I = Current INT (base INT modified by equipment, mystic absorbs, and any
    buffs/debuffs from the current battle)
F = Final Chance

A - ((E + T) - 10) = D
0 <= D <= 20
If you have Magical Mastery, convert D->C using Table 1.
If you don't have Magical Mastery, convert D->C using Table 2.
((C * I) / 64) = F
If rand(0...99) < F, this spell will be learned.

Here are the Difficulty->Chance Tables again, for ease of reference:

----------

Difficulty->Chance Table 1 (With Magical Mastery):
00-01-02-03-04-05-06-07-08-09-10-11-12-13-14-15-16-17-18-19-20-Difficulty
40-39-39-37-36-34-31-29-26-23-30-16-13-10-08-05-03-02-01-01-00-Chance

Difficulty->Chance Table 2 (Without Magical Mastery):
00-01-02-03-04-05-06-07-08-09-10-11-12-13-14-15-16-17-18-19-20-Difficulty
20-19-19-19-18-17-16-15-14-12-25-08-06-05-04-03-02-01-01-01-00-Chance

----------

So really, the only difference is that it's Magical Mastery (6+ Magical
Abilities equipped and 0 Physical Abilities equipped) that determines which
Difficulty->Chance Table you use, instead of Physical Mastery.  No surprise,
there.





********************
*  Magic Learning  *                                                  [MALRN06]
*  --Observations  *
********************


Some observations:

Firstly, observations 2, 3, and 4 from the Gun Ability Learning section,
regarding how Gun and Magic Talent differs from Sparking Talent, the smaller
random number range increasing success probability, and the importance of INT
all apply here, as well.  Observation 5, regarding how Mastery doubles your
chance to learn, applies as well, if you replace the word "Physical" with
"Magical".

1: The game checks for learning each Spell you don't already know from each
School you chose to use in this battle in the following school order:

Light
Shadow
Realm
Mystic
Mind
Arcane
Rune

You can only learn one Spell per battle no matter how many Schools you use in
that battle, so if you really only care about learning something from one of
the Schools, the check order may matter to you.  In that case, you would want
to avoid using any of the Schools that are checked before the School you want.
Otherwise, you would want to use as many different Schools in each battle as
possible, in order to check as many Schools as possible and thereby give
yourself the best overall chance of learning something.

However, you can learn both a Spell and a Gun Ability from the same battle.
Since you can qualify to learn Gun Abilities by using the basic attack of any
Gun, without actually having to have any Gun Abilities equipped, you can even
qualify to learn one of each without spoiling Magical Mastery.  If you choose
to use the basic attack of any Gun and at least one Spell (with Magical
Mastery) in a battle, that gives you a normal chance to learn Gun Abilities and
a 2x chance to learn Spells from any gifted Schools you used, which would allow
you to learn more abilities on average than either Gun Abilities with Physical
Mastery or Spells with Magical Mastery alone.  Of course, this does require
that a battle last at least two turns, and there are only 10 Gun Abilities to
learn, so this strategy may not be applicable very often or for very long.
Still, it's there if you're interested.

In similar fashion, you could use a RuneSword to cast VictoryRune to qualify to
learn Rune Magic Spells, or a PurpleEye to cast PhantasmShot to qualify to
learn Mystic Magic Spells, without actually having any Magical Abilities
equipped, and therefore without spoiling Physical Mastery.  You could then get
a 2x chance to learn Gun Abilities, and a normal chance to learn Spells from
either or both of those Schools, as described above.  Again however, since
there are only 10 Gun Abilities, it may make more sense to apply the 2x chance
to learning the more numerous Spells, instead.

2: As noted earlier, all Mystics have 0 Gun & Magic Talent.  Even worse,
because they can only equip up to four Spells at once, they can NEVER have
Magical Mastery, so they can't use that to double their chance to learn as any
Human can.  As a result, Mystics are actually the worst Spell-learners in the
game (disregarding Mecs and Monsters).  That's rather ironic (and unbalanced)
if you ask me, considering that Mystics have less options for what they can do
than do Humans, to begin with.  If you want to learn Spells with a Mystic, make
sure to absorb monsters that boost INT as much as possible.  Suzakus are always
good all-purpose absorbs for stats, but you may want to consider Sphinx, Lich,
and Snowfolk as well, since they each boost INT by more than 20.  When
possible, it would also help to fight Main Enemies with the same Spark value as
the Difficulty of the Spell you want to learn, so that you can hit the sweet
spot on Table 2.

3: Unlike any other type of Ability in the game, you can buy Spells, though
only the "lower" Spells for any given School are for sale.  Since Mystics are
relatively bad at learning Spells through battle, you may want to give special
consideration to buying as many Spells for them as you can.

If you like to purchase only one Spell from a School and use it to learn all
the others, you can use the new Difficulty information to help you decide which
Spell would be best to purchase.  Disregarding differences in price, function,
and JP cost (each of which will be of varying importance to each player), it
would be most efficient to purchase the most Difficult Spell available from any
School, to save yourself the trouble of learning it naturally.

4: According to the Japanese Sakura site, Emelia's Bunny costume allows her to
learn Spells more easily.  As with the Commando costume, I can't say whether
this may be true in the Japanese version, but it doesn't appear to work in the
US version.  I checked, and there's no difference between the learning routine
or the data used by normal Emelia vs Bunny Emelia.  The Bunny costume does not
appear to change how Emelia learns Spells.





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG01]
***********************************************


After each battle, Humans have a chance to improve each of the following stats:
STR, QUI, INT, WIL, PSY, VIT, CHA (hereafter collectively referred to as STR--
CHA), HP, WP, and JP.

Mystics can improve only these stats after battle: CHA, HP, WP, and JP.  (They
can of course also boost their STR--CHA by absorbing monsters into their
MysticSword/Glove/Boots, but that's quite a different process.)

The way Humans versus Mystics check for after-battle growth for any given stat
is identical, with the exception that Mystics are not allowed to check STR--
VIT.  Further, the check process for each stat from STR--CHA is identical, and
the process for HP is very similar to those.  The processes for WP and JP are
significantly different from the others, but similar to each other.

A lot of variables are involved in the stat growth checks, so before we get
started, I'll provide data and basic explanations for those.





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG02]
*  --Enemy Stat-Up Value                      *
***********************************************


Each enemy in the game has its own Stat-Up value, which determines how
relatively likely you are to improve your stats after defeating it.  Similar to
Gun and Magic learning, only the Stat-Up value of the Main Enemy matters--all
others are ignored.

Enemy Stat-Up value is one of the most important variables.

Stat-Up values for readily available, easily repeatable Main Enemies range from
2 to 75 (higher is better).  75 is shared by Dullahan, Kraken, R&R, and
Zeroworm.

The highest Stat-Up value in the game is 99, belonging to both BigSlime and
HugeSlime, but as far as I know there are only two fights in the game where
either of them is the Main Enemy, making it tricky (but quite possible) to
exploit them.  I'll talk more about that later.





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG03]
*  --Enemy Stat-Up Value                      *
*  ----Enemy Stat-Up Values Chart, complete   *
***********************************************


First, here's the complete list of every enemy in the game's data and its
corresponding Stat-Up Value.  Not all of them are actually used, and quite a
few of them are only used once, in one scenario or another.  Even fewer of them
are ever used as a Main Enemy, which is the only time their Stat-Up Value will
actually matter.

If the enemy can be encountered as the Main Enemy in regular, repeatable
battles available to anyone, I also list the effective BR at which this can
happen, to help you keep track of when to look for it.

-------------------------------------------------------------------------------

                        Enemy Stat-Up Values Chart
                              by Zaraktheus

     Enemy     |Stat-Up|Main BR|
      BigSlime |  99   |       |
     HugeSlime |  99   |       |
    DragonLord |  85   |       |
        BlackX |  80   |       |
         BossX |  80   |       |
   EarthDragon |  80   |       |
       Griffin |  80   |       |
     GriffinJr |  80   |       |
        Jotnar |  80   |       |
         Kylin |  80   |       |
       Mariche |  80   |       |
     MBlackIII |  80   |       |
      TimeLord |  80   |       |
     BigDigger |  78   |       |
      Abyssbat |  77   |       |
      Dullahan |  75   |   9   |
        Kraken |  75   |   9   | the normal one
           R&R |  75   |   9   |
      Zeroworm |  75   |   9   |
         Giant |  75   |       |
   kraken(046) |  75   |       | smaller one with MasterRing variant in 2nd Div
       Chimera |  74   |   9   | the normal one
      Grappler |  74   |   9   |
         Siren |  74   |   9   |
      Snowfolk |  74   |   9   |
   CrystalTree |  73   |   9   |
        Zyphon |  73   |   9   |
     RockScout |  73   |       |
        Suzaku |  72   |   9   |
     BatKnight |  70   |       |
   BlackKnight |  70   |       |
          Diva |  70   |       |
          Diva |  70   |       |
    DivaAppear |  70   |       |
     DivaSkull |  70   |       |
      MBlackII |  70   |       |
       Orlouge |  70   |       |
      SuzakuJr |  70   |       |
       Chariot |  69   |       |
  Skullasaurus |  68   |   8   |
         Lamia |  67   |   8   |
      Basilisk |  66   |   8   |
       Iceworm |  66   |   8   |
        Shaman |  66   |   8   |
        Skylab |  66   |   8   |
     WereRhino |  66   |   8   |
       Gelatin |  65   |   8   |
        Sphinx |  65   |   8   |
      Shrieker |  64   |   8   |
         Mimic |  64   |       |
         Butch |  62   |   8   |
     Flamefolk |  61   |       |
 SwordValkyrie |  61   |       |
          Lich |  60   |   7   |
   MecDobby100 |  60   |   7   |
     SickleBug |  60   |   7   |
   BlackDragon |  60   |       |
     CrimeLady |  60   |       |
       Durahan |  60   |       |
  HunterKnight |  60   |       |
        MBlack |  60   |       |
     Waterfolk |  60   |       |
         Genbu |  59   |   7   |
       Cyclops |  59   |       |
    Cockatrice |  58   |   7   |
     Ladyblade |  58   |   7   |
      FatDevil |  57   |   7   |
      Succubus |  57   |   7   |
  LivingMirror |  57   |       |
       Airfolk |  56   |   7   |
     Sunflower |  56   |   7   |
       Unicorn |  56   |   7   |
     GreenSage |  56   |       |
     Berva(92) |  55   |       |
     Darkfairy |  55   |       |
        Shuzer |  55   |       |
        Hermes |  53   |   6   |
       Trisaur |  52   |   6   |
        Ankheg |  51   |   6   |
         Golem |  51   |       |
       Gunbird |  50   |   6   |
       Slugger |  50   |   6   |
       Arachne |  50   |       |
          Bone |  50   |       |
      FireSage |  50   |       |
         Furdo |  50   |       |
 GenocideHeart |  50   |       |
        HQcore |  50   |       |
  LionPrincess |  50   |       |
       Lunatic |  50   |       |
    MasterRing |  50   |       |
        MecGod |  50   |       |
Mollasite(239) |  50   |       | after possession
    Platyhooks |  50   |       |
     PlatyKing |  50   |       |
     Quakeworm |  50   |       |
     RedDragon |  50   |       |
    Skulldrake |  50   |       |
       Titania |  50   |       |
        Virgil |  50   |       |
     WaterSage |  50   |       |
        Wyvern |  49   |   6   |
  LivingMusket |  49   |       |
       Gremlin |  48   |   6   |
     Manticore |  48   |   6   |
 SpearValkyrie |  48   |   6   |
        Dancer |  48   |       |
      Minotaur |  48   |       |
   LiquidMetal |  47   |   6   |
        Treant |  47   |   6   |
     Demongoat |  46   |       |
      Ladyhawk |  46   |       |
     Berva(94) |  45   |       |
     DeathLord |  45   |       |
     TrisaurJr |  45   |       |
      Sonicbat |  44   |  Any  | Always available in Shingrow's Ancient Ship
      Gaeatoad |  44   |   5   |
       BirdMec |  43   |   5   |
        Shadow |  43   |   5   |
    DeadKnight |  42   |   5   |
    Thundragon |  42   |       |
       Axebeak |  41   |   5   |
        Mystic |  41   |   5   |
     Goatgiant |  41   |       |
   LivingSword |  41   |       |
     Hellhound |  40   |   5   |
        Mellow |  40   |   5   |
     Blackgarb |  40   |       |
          Blue |  40   |       |
  Chimera(014) |  40   |       | the one accompanying MasterRing
      Gargantu |  40   |       |
   MaskedGiant |  40   |       |
     MegaTitan |  40   |       |
      OgreLord |  40   |       |
    RedFighter |  40   |       |
    Straysheep |  40   |       |
         Virus |  40   |       |
    Nightshade |  39   |   5   |
     Battlefly |  38   |   5   |
       Unknown |  38   |   5   |
     CancerMec |  34   |   4   |
    Ghostrider |  34   |   4   |
         Harpy |  34   |   4   |
       Soldier |  34   |   4   |
         Ettin |  34   |       |
     Frillneck |  33   |   4   |
      Scorpion |  33   |   4   |
       Banshee |  32   |   4   |
       Fishman |  32   |   4   |
   LivingArmor |  32   |       |
      Aperider |  30   |   4   |
    DevilSquid |  30   |       |
   FireCrystal |  30   |       |
        Goblin |  30   |       |
    Minidragon |  30   |       |
   Nidheg(140) |  30   |       | the normal, stronger version (NOT Emelia's)
    Rockbaboon |  30   |       |
        Tanzer |  30   |       |
      Tentacle |  30   |       |
      Tentacle |  30   |       |
    IceCrystal |  29   |   4   |
      Trapvine |  29   |   4   |
      T-Walker |  28   |       |
    PrimaMaska |  26   |       |
     DragonPup |  25   |   3   |
  NomadFighter |  25   |   3   |
    Platoonpus |  25   |   3   |
       WaspMec |  25   |   3   |
  ElectroSheep |  25   |       |
         K9Mec |  25   |       |
   KittyKicker |  25   |       |
Mollasite(236) |  25   |       | before possession
          Ogre |  25   |       |
      SirDemon |  25   |       |
      VulcanII |  25   |       |
   KittyClawer |  24   |   3   |
        Zombie |  24   |   3   |
      Snakeman |  23   |   3   |
     KillerBee |  22   |   3   |
     Razorback |  22   |   3   |
   LivingGlove |  22   |       |
       MaskCat |  22   |       |
    Rabbat(77) |  22   |       | Masked Martial Arts Tournament version
      Mandrake |  21   |   3   |
     WhipJelly |  21   |   3   |
    AutoBuffer |  20   |       |
   BlueFighter |  20   |       |
  GreenFighter |  20   |       |
    MaskBuffer |  20   |       |
   Nidheg(139) |  20   |       | Emelia's weaker version
   PinkFighter |  20   |       |
  VitalityRune |  20   |       |
 YellowFighter |  20   |       |
         Ghost |  18   |   2   |
     Swordsman |  17   |   2   |
          Yeti |  17   |       |
    Armorpilla |  16   |   2   |
      MecDobby |  16   |   2   |
        NotUse |  16   |       |
          RABI |  16   |       |
         Slime |  15   |   2   |
        Undine |  15   |   2   |
    Ironhopper |  15   |       |
        Target |  15   |       |
        Vulcan |  15   |       |
       Gunfish |  14   |   2   |
        Rabbat |  14   |   2   |
   LivingLance |  14   |       |
      Gargoyle |  13   |   2   |
     Sporepile |  12   |   2   |
       Guncart |  12   |       |
        FlyMec |  11   |       |
      Hedgehog |  10   |   2   |
     A-Tractor |  10   |       |
  BlackFighter |  10   |       |
     Wormbrood |  10   |       |
     Shellworm |   8   |   1   |
         Rouge |   8   |       |
     Battleaxe |   7   |   1   |
      Skeleton |   7   |   1   |
      SwordMec |   7   |   1   |
        Sprite |   6   |   1   |
     LivingAxe |   6   |       |
   PrimaBronza |   6   |       |
         Gekko |   5   |   1   |
      Pickbird |   5   |   1   |
         Rocky |   5   |   1   |
     Wonderdog |   5   |   1   |
     D-Tractor |   5   |       |
          Xeno |   4   |   1   |
        Cactus |   2   |   1   |
           Bed |   0   |       |
           Bed |   0   |       |
      Bonehead |   0   |       |
         Cindy |   0   |       |
    Hell'sLord |   0   |       |
    Hell'sLord |   0   |       |
       KylinJr |   0   |       |
        Lummox |   0   |       |
        Lummox |   0   |       |
        Meiren |   0   |       |
       Patient |   0   |       |
       Patient |   0   |       |
         Shade |   0   |       |
       Shifter |   0   |       |
 Spriggan(249) |   0   |       | Form 1
 Spriggan(250) |   0   |       | Form 2
 Spriggan(251) |   0   |       | Form 3
 Spriggan(252) |   0   |       | Form 4
 Spriggan(253) |   0   |       | Form 5
 Spriggan(254) |   0   |       | Only used for the final defeat animation
         Stand |   0   |       |
         Stand |   0   |       |
         Stand |   0   |       |
          Tidi |   0   |       |
     UnicornJr |   0   |       |

This chart includes every enemy in the game.  Only the Stat-Up value of the
Main Enemy in any battle is actually used to determine Stat Growth, and many
of the enemies are never available as the Main Enemy in any battle, so their
Stat-Up value is actually irrelevant, apparently.  Nevertheless, they're all
here, for completeness.  See my related chart, "Main Enemy Stat-Up Values by BR
Chart" for a more concise list, if you prefer.

BR = Battle Rank, a value which increases as you fight battles and which
determines the rough difficulty of the enemies you face.

Main BR is the BR at which the enemy is available as a Main Enemy.  I only
list a Main BR for enemies that can be the Main Enemy in regular, repeatable
battles available to anyone.  I don't list a Main BR for bosses, one-time
fights, or enemies that are never the Main Enemy.

Main BR is according to Winterking's Encounter Guide, here:
http://www.gamefaqs.com/console/psx/file/198537/48551

-------------------------------------------------------------------------------





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG04]
*  --Enemy Stat-Up Value                      *
*  ----Enemy Stat-Up Values Chart, Main only  *
***********************************************


Here's a more concise list of only the Main random enemies and their
corresponding Stat-Up Values.  Since only the Stat-Up value of the Main Enemy
in any battle is actually used to determine Stat Growth, the values in this
chart are the only ones you need to know for regular, repeatable battles.

-------------------------------------------------------------------------------

                 Main Enemy Stat-Up Values by BR Chart
                            by Zaraktheus

BR 1
    Enemy     |Stat-Up|   Sprite
    Shellworm |   8   | Bug
    Battleaxe |   7   | Human
     Skeleton |   7   | Undead
     SwordMec |   7   | Mec
       Sprite |   6   | Fairy
        Gekko |   5   | Amphibian
     Pickbird |   5   | Bird
        Rocky |   5   | Beast
    Wonderdog |   5   | Mystic
         Xeno |   4   | Slime
       Cactus |   2   | Plant

BR 2
    Enemy     |Stat-Up|   Sprite
        Ghost |  18   | Undead
    Swordsman |  17   | Human
   Armorpilla |  16   | Bug
     MecDobby |  16   | Mec
        Slime |  15   | Slime
       Undine |  15   | Fairy
      Gunfish |  14   | Amphibian
       Rabbat |  14   | Bird
     Gargoyle |  13   | Mystic
    Sporepile |  12   | Plant
     Hedgehog |  10   | Beast

BR 3
    Enemy     |Stat-Up|   Sprite
    DragonPup |  25   | Bird
 NomadFighter |  25   | Human
   Platoonpus |  25   | Amphibian
      WaspMec |  25   | Mec
  KittyClawer |  24   | Fairy
       Zombie |  24   | Undead
     Snakeman |  23   | Mystic
    KillerBee |  22   | Bug
    Razorback |  22   | Beast
     Mandrake |  21   | Plant
    WhipJelly |  21   | Slime

BR 4
    Enemy     |Stat-Up|   Sprite
    CancerMec |  34   | Mec
   Ghostrider |  34   | Undead
        Harpy |  34   | Bird
      Soldier |  34   | Human
    Frillneck |  33   | Amphibian
     Scorpion |  33   | Bug
      Banshee |  32   | Fairy
      Fishman |  32   | Mystic
     Aperider |  30   | Beast
   IceCrystal |  29   | Slime
     Trapvine |  29   | Plant

BR 5
    Enemy     |Stat-Up|   Sprite
     Gaeatoad |  44   | Amphibian
      BirdMec |  43   | Mec
       Shadow |  43   | Human
   DeadKnight |  42   | Undead
      Axebeak |  41   | Bird
       Mystic |  41   | Mystic
    Hellhound |  40   | Beast
       Mellow |  40   | Fairy
   Nightshade |  39   | Plant
    Battlefly |  38   | Bug
      Unknown |  38   | Slime

BR 6
    Enemy     |Stat-Up|   Sprite
       Hermes |  53   | Mec
      Trisaur |  52   | Amphibian
       Ankheg |  51   | Undead
      Gunbird |  50   | Human
      Slugger |  50   | Bug
       Wyvern |  49   | Bird
      Gremlin |  48   | Mystic
    Manticore |  48   | Beast
SpearValkyrie |  48   | Fairy
  LiquidMetal |  47   | Slime
       Treant |  47   | Plant

BR 7
    Enemy     |Stat-Up|   Sprite
         Lich |  60   | Undead
  MecDobby100 |  60   | Mec
    SickleBug |  60   | Bug
        Genbu |  59   | Amphibian
   Cockatrice |  58   | Bird
    Ladyblade |  58   | Human
     FatDevil |  57   | Mystic
     Succubus |  57   | Fairy
      Airfolk |  56   | Slime
    Sunflower |  56   | Plant
      Unicorn |  56   | Beast

BR 8
    Enemy     |Stat-Up|   Sprite
 Skullasaurus |  68   | Undead
        Lamia |  67   | Fairy
     Basilisk |  66   | Amphibian
      Iceworm |  66   | Bug
       Shaman |  66   | Human
       Skylab |  66   | Mec
    WereRhino |  66   | Mystic
      Gelatin |  65   | Slime
       Sphinx |  65   | Bird
     Shrieker |  64   | Plant
        Butch |  62   | Beast

BR 9
    Enemy     |Stat-Up|   Sprite
     Dullahan |  75   | Undead
       Kraken |  75   | Amphibian
          R&R |  75   | Mec
     Zeroworm |  75   | Bug
      Chimera |  74   | Beast
     Grappler |  74   | Human
        Siren |  74   | Fairy
     Snowfolk |  74   | Slime
  CrystalTree |  73   | Plant
       Zyphon |  73   | Mystic
       Suzaku |  72   | Bird

Only the Stat-Up value of the Main Enemy in any battle is actually used to
determine Stat Growth, so the values in this chart are the only ones you need
to know for regular, repeatable battles.

BR = Battle Rank, a value which increases as you fight battles and which
determines the rough difficulty of the enemies you face.

BR is according to Winterking's Encounter Guide, here:
http://www.gamefaqs.com/console/psx/file/198537/48551

Sprite is what the enemy looks like on the map screens.

-------------------------------------------------------------------------------





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG05]
*  --PC Stat Growth Bonuses                   *
***********************************************


Each Human or Mystic PC has a specific Growth Bonus for each stat from STR--CHA
and HP.

For better or worse, Stat Growth Bonus is a very minor variable in the stat
growth calculation, so try not to make too much out of these numbers.

Higher numbers are better, but a 0 here just means "no bonus", not "can't
grow".  Nevertheless, all Mystics have 0 for STR--VIT, which only makes sense;
since they can't improve them through growth, there's no reason for them to
have a bonus.  TimeLord's 0s in CHA and HP are probably developer errors,
though.

As an important note, INT Growth Bonus is exactly the same thing as Gun & Magic
Talent.  They don't just happen to be the same value; they actually are the
same thing, stored in the same location, used for more than one purpose.

-------------------------------------------------------------------------------

                   PC Stat Growth Bonuses Chart
                          by Zaraktheus

                              Humans

Name          |TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP |          Name
         Blue |  33 | 0 | 5 | 8 | 8 | 6 | 1 | 2 | 3 | Blue
       Emelia |  33 | 3 | 5 | 0 | 7 | 1 | 6 | 7 | 4 | Emelia
         Fuse |  33 | 6 | 2 | 2 | 6 | 2 | 5 | 3 | 7 | Fuse
          Red |  33 | 4 | 3 | 3 | 6 | 2 | 5 | 3 | 7 | Red
        Rouge |  33 | 0 | 5 | 8 | 8 | 6 | 1 | 2 | 3 | Rouge
      Asellus |  30 | 0 | 2 | 1 | 6 | 9 | 0 | 9 | 3 | Asellus
        Annie |  28 | 5 | 3 | 1 | 4 | 1 | 3 | 5 | 6 | Annie
Capt.Hamilton |  28 | 4 | 1 | 3 | 6 | 3 | 6 | 0 | 5 | Capt.Hamilton
         Doll |  28 | 3 | 2 | 6 | 3 | 1 | 4 | 6 | 3 | Doll
       Fei-on |  28 | 4 | 8 | 1 | 0 | 5 | 4 | 3 | 3 | Fei-on
          Gen |  28 | 7 | 4 | 1 | 2 | 1 | 6 | 0 | 7 | Gen
         Liza |  28 | 3 | 7 | 6 | 1 | 4 | 2 | 4 | 1 | Liza
     Mei-ling |  28 | 1 | 5 | 6 | 6 | 2 | 2 | 3 | 3 | Mei-ling
       Roufas |  28 | 2 | 4 | 6 | 2 | 3 | 2 | 3 | 6 | Roufas
         Lute |  25 | 0 | 0 | 2 | 1 | 1 | 3 |12 | 6 | Lute

                  Mystics

Name          |TOTAL|CHA|HP |          Name
  Dr. Nusakan |  12 | 5 | 7 | Dr. Nusakan
        Ildon |  12 | 7 | 5 | Ildon
    Mesarthim |  12 | 6 | 6 | Mesarthim
          Rei |  12 |10 | 2 | Rei
      Silence |  12 | 6 | 6 | Silence
   White Rose |  12 | 8 | 4 | White Rose
        Zozma |  12 | 8 | 4 | Zozma
     TimeLord |   0 | 0 | 0 | TimeLord

-------------------------------------------------------------------------------





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG06]
*  --Action Growth Factors                    *
***********************************************


Each type of action you can choose in battle that the game recognizes as
distinct has an associated series of Growth Factors; one for each stat,
including STR--CHA, HP, WP, and JP.

Action Growth Factor is one of the most important variables.

Again, higher numbers are better.  Unlike the other variables, a 0 here DOES
mean "can't grow".  However, the Action Growth Factors for all the Action Types
you choose in one battle are effectively averaged, so just because one Action
Type gives you a 0 for a particular stat doesn't necessarily mean you can't
grow.  So long as at least one of your chosen Action Types gives you a non-0
for a stat, you may still have a shot at improving that stat.

Here's a simple explanation of what Abilities qualify for each Action Type:

-Sword: Anything you use through a sword, including Abilities intrinsic to
 specific swords (e.g. Asura, MillionDollers, etc.) with only three known
 exceptions: VictoryRune, Cockatrice, and SilverFang, all of which count as
 Magic instead.

-Martial Arts: Punch and every Ability with a flexing arm icon in the Equip
 Abilities Menu, including all Alkaiser abilities except KaiserWing and
 KaiserSmash (which are both Sword).

-Gun: The eight usable Gun Abilities and the basic attack of any Gun that
 allows those abilities to be used.

-Any Magic: What it sounds like.  Any Spell that can be legitimately learned or
 known by a PC, plus SilverFang.

-None of the above: Everything else.  Appears to include all Heavy Weapons,
 other usable items, Mystic weapons and Abilities absorbed therein, and
 Defense.

However, exceptions are always possible, as I haven't tested everything.

As with Gun and Magic learning, what matters is whether you chose an Ability
from a particular Action Type as your action for a round, not whether you
actually got the opportunity to use it.  If, for example, the last enemy is
killed before your turn comes up, you still count as having chosen that
Ability, even though you didn't get to use it.

The "None of the above" values are only used if you don't choose any of the
above at all for the entire battle.  For example, Defense falls in the "None of
the above" category.  If you use Defense in a battle but you also use "any of
the above", then you don't use the "None of the above" values at all.  You
would only use those values if you did nothing but Defense (or other "None of
the above" actions) for the entire battle.

-------------------------------------------------------------------------------

                   Action Growth Factors Chart
                         by Zaraktheus

Action Type       |TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|WP |JP |HP |
        Any Magic |  23 | 0 | 1 | 3 | 3 | 3 | 0 | 1 | 0 | 8 | 4 |
              Gun |  22 | 0 | 4 | 2 | 3 | 1 | 2 | 1 | 4 | 0 | 5 |
     Martial Arts |  22 | 4 | 2 | 0 | 1 | 0 | 3 | 0 | 5 | 0 | 7 |
            Sword |  22 | 3 | 2 | 0 | 1 | 0 | 3 | 1 | 6 | 0 | 6 |
None of the above |  12 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 0 | 0 | 8 |

-------------------------------------------------------------------------------





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG07]
*  --Inevitability                            *
***********************************************


Inevitability is a separate, hidden stat for each PC, but it starts at 0 for
all of them.  Each time a PC survives a battle alive and well (i.e. not
Unconscious, Petrified, Alkaiser, etc.) and is eligible to make after-battle
checks for stat growth and/or Magic and/or Gun learning, that PC's
Inevitability will either increase by 1 or reset to 0.  If the PC fails every
single after-battle stat growth and Magic/Gun learning check for that battle,
his/her Inevitability will increase by 1.  If instead the PC succeeds in ANY
after-battle stat growth or Magic/Gun learning check, his/her Inevitability
will reset to 0.

Inevitability is generally the least important variable (it's unlikely to have
any impact at all until very late in a grind-fest game), but if you have both
the patience and the lack of good luck to go some multiple of 8 battles without
growing or learning anything, it could make a significant difference...once.
Then it resets and you can look forward to another, longer set of fruitless
battles before it makes a significant difference again.

For what difference it makes, Inevitability doesn't increase or reset until all
of a PC's growth/learning checks for the current battle are done.  If a PC who
used only Sword has 20 Inevitability and succeeds at his STR growth check, he
still momentarily keeps his 20 Inevitability and uses it in the rest of his
growth checks as well.  It's not until after the last of those checks that his
Inevitability resets to 0 in response to the successful STR growth check.





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG08]
*  --Difficulty->Chance Table 3               *
***********************************************


As with Sparking and Gun/Magic Learning, Stat Growth Difficulty is calculated,
then converted to Chance using a special Table.

-------------------------------------------------------------------------------

Difficulty->Chance Table 3 (Stat Growth):
00-01-02-03-04-05-06-07-08-09-10-11-12-13-14-15-16-17-18-19-20-Difficulty
50-39-39-37-36-34-31-29-26-23-20-16-13-10-08-05-03-02-01-01-01-Chance

-------------------------------------------------------------------------------

Even at maximum Difficulty, this table, unlike the others, still gives you a
chance.  This means that you always have some chance of passing a stat growth
check, so long as your Action Growth Factor(s) allow it.  Also notice the large
difference in Chance between Difficulty 0 versus 1 and the lack of a "sweet
spot" at Difficulty 10 (unlike Tables 1 and 2).





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG09]
*  -- STR--CHA Growth                         *
***********************************************


The growth check process is identical for all of these stats: STR, QUI, INT,
WIL, PSY, VIT, and CHA, collectively referred to as STR--CHA.

Again, remember that Human PCs can grow any and all of these stats, while of
these stats, Mystics can only grow CHA.





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG10]
*  -- STR--CHA Growth                         *
*  ----Explanation                            *
***********************************************


From what I've found, it appears that STR--CHA growth probability is influenced
by only the following variables:
1: Total Action Growth Factor for this Stat of all Action Types chosen in this
   battle.
2: Number of different Action Types chosen in this battle.
3: Current value of this Stat (Base value, modified by equipment, mystic
   absorbs, and any buffs/debuffs from the current battle).
4: Enemy Stat-Up Value of ONLY the Main Enemy.
5: Stat Growth Bonus for this Stat.
6: Inevitability.

I'll explain how the game performs a growth check for one of these stats.  As
usual, I've streamlined the process to make it easier to understand, but
there's nothing important missing.

Step 1: Add the Enemy Stat-Up Value of the Main Enemy to your PC's Stat Growth
Bonus for this Stat.  Again, only the Stat-Up Value of the Main Enemy matters,
as all other enemies are ignored for this purpose.

Step 2: Add an amount equal to 1/8 of your Inevitability, rounded down, to the
result from Step 1.

Step 3: Subtract 10 from the result of Step 2.  These first three steps
effectively calculate your "Difficulty Reduction", which will be used in the
next step.

Step 4: Subtract the result of Step 3 from your Current value for this Stat
(again, "Current value" means "Base value, modified by equipment, mystic
absorbs, and any buffs/debuffs from the current battle").  The Current Stat
value is essentially the base Difficulty, and subtracting the result of Step 3
reduces it to the actual Difficulty.

Step 5: Cap Difficulty between 0 and 20, inclusive. That is, if it's less than
0, set it to 0; if it's more than 20, set it to 20.

Step 6: Use the result of Step 5 (actual Difficulty, capped) to look up the
base Chance to grow using Difficulty->Chance Table 3.

Step 7: Determine your Total Action Growth Factor for this Stat according to
the Action Types you chose during this battle.  Simply add together the Action
Growth Factor for this Stat from each Action Type you chose at least once
during this battle.  It doesn't matter how many times (beyond the first) you
chose any Action Type; using Sword four times is the same as using it once--you
only add the Sword Action Growth Factor for this Stat once.  Similarly, for the
"Any Magic" Action Type, it doesn't matter how many different Spells you chose
or from how many different Schools; one Spell from one School is the same as
two Spells each from three different Schools--you only add the Any Magic Action
Growth Factor for this Stat once.  Finally, only use the "None of the above"
Action Growth Factor if you can't use any of the others.

An example: let's imagine that in one battle, Blouge chooses to use
VitalityRune (Magic), DSC (Martial Arts), BoundShot (Gun) three times, Defense
(None of the above), and Sacrifice (Magic).  He would add together the Action
Growth Factors for the following Action Types, once each: Any Magic, Martial
Arts, and Gun.  For e.g. WIL, this would give him a total Action Growth Factor
of 3 (Any Magic) + 1 (Martial Arts) + 3 (Gun) = 7.  Even though he used two
different Spells from two different Schools, he only adds the Action Growth
Factor from Any Magic once.  Similarly, even though he used BoundShot three
times, he only adds the Action Growth Factor from Gun once.  Even though he
used Defense, he does not add the Action Growth Factor from None of the above
because he also used at least one of the above Action Types in this battle.

Step 8: Multiply the result of Step 6 (base Chance) times the result of Step 7
(Total Action Growth Factor for this Stat).  This is why a Total Action Growth
Factor of 0 means "can't grow"--anything times 0 is 0.

Step 9: Count the number of different Action Types you chose in this battle.
Again, it doesn't matter how many times beyond the first you chose each Action
Type, and you only count None of the above if you didn't use any of the others.
In the example, Blouge counts as having chosen 3 Action Types (Any Magic,
Martial Arts, and Gun).

Step 10: Multiply the result of Step 9 (number of Action Types chosen) times 4.

Step 11: Divide the result of Step 8 (base Chance times Total Action Growth
Factor for this Stat) by the result of Step 10 (number of Action Types chosen
times 4), rounding down, to determine your Final Chance to grow.

Perhaps an easier way to think about Steps 7-11 is that they basically just
find the average Action Growth Factor for all the Action Types we chose in this
battle, multiply that times our base Chance, and divide by 4, rounding down.
This means that an average Action Growth Factor of 4 will give us the "normal"
Chance.  Less than 4 gives us a proportionally lower Chance, and more than 4
gives us a proportionally higher Chance.  Since the Action Growth Factors for
STR--CHA range between 0 and 4, this means that we will never average more than
4, so the "normal" chance is the best we can get with these Stats, and we'll
usually get considerably less.

As a side note, it looks like the game always rounds down whenever it divides
(it has in every division operation I've seen, anyway).  Unless specifically
stated otherwise, assume that the game rounds the result of any division
operation down to the nearest whole number.  For example, even a result of 2.97
would be rounded down to just 2.

Step 12: The game now produces a clock-based random number, which appears to be
in the range of 0 - 99. If this random number is less than your Final Chance to
grow, then the check succeeds, and your Base value for this Stat increases by 1
(to a maximum of 99).





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG11]
*  -- STR--CHA Growth                         *
*  ----Formula                                *
***********************************************


Here's all that again, condensed:

For STR, QUI, INT, WIL, PSY, VIT, and CHA (collectively STR--CHA):

S = Current value of this Stat (Base value, modified by equipment, mystic
    absorbs, and any buffs/debuffs from the current battle)
E = Enemy Stat-Up Value of ONLY the Main Enemy
B = Stat Growth Bonus for this Stat
I = Inevitability
D = adjusted Difficulty
C = base Chance
A = Total Action Growth Factor for this Stat of all Action Types chosen in this
    battle
N = Number of different Action Types chosen in this battle
F = Final Chance

S - ((E + B) + (I / 8) - 10) = D
0 <= D <= 20
Convert D->C using Table 3.
(C * A) / (N * 4) = F
If rand(0...99) < F, improve this Base Stat +1; max 99

Remember to round down after any division operation.





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG12]
*  -- STR--CHA Growth                         *
*  ----Observations                           *
***********************************************


Some observations:

1: For a PC fighting a particular enemy, you have the maximum base Chance
(50/100) to increase any given stat until the Current value of that Stat equals
Enemy Stat-Up value - 9 (e.g. 75 - 9 = 66 for a Kraken).  PC Stat Growth Bonus
increases this by as many points as the bonus, so e.g. Gen (who has a STR
Growth Bonus of 7) still has the maximum base Chance to improve STR against a
Kraken until his Current STR = 73.  Inevitability would increase this number by
1 per full 8 points of Inevitability, but there's virtually no chance you could
cobble together 8+ points of Inevitability if you still have the maximum base
Chance to improve something (unless you e.g. grind with a Sword only for an
entire game until all the Stats it can raise are maxed out, then keep going to
accrue Inevitability, then switch to Gun or Magic to boost your still-newbie
INT, but that would be a complete waste of time, since you don't need
Inevitability's help to have the maximum base Chance to boost an INT that low
at that point in the game, and all that Inevitability you spent however-long
earning will be lost the first time you gain a single point of INT or anything
else).

2: Conversely, you hit the minimum base Chance (1/100) to increase any given
stat when the Current value of that Stat equals or exceeds Enemy Stat-Up value
+ 8 (e.g. 75 + 8 = 83 for a Kraken), again increased on a point-for-point basis
by PC Stat Growth Bonus and by 1 per full 8 points of Inevitability.  Gen, for
instance, without involving Inevitability, won't hit the minimum base Chance to
boost STR against a Kraken until his Current STR = 90.

3: The maximum Final Chance you could achieve for any stat from STR--CHA is
with the Action Growth Factor of 4 for improving QUI by using Gun only, or for
improving STR by using Martial Arts only.  A maximum base Chance of 50/100 with
an average Action Growth Factor of 4 will get you the highest possible maximum
Final Chance, which is also 50/100 (50%).  The highest Action Growth Factor
available for each of INT, WIL, PSY, and VIT is 3, which with the maximum base
Chance gives you a maximum Final Chance of 37/100 (37%).  The best Final Chance
you can get for CHA is 12/100 (12%), since its highest Action Growth Factor is
just 1.

4: Although the minimum base Chance is 1, the minimum Final Chance CAN be 0,
even with a non-0 average Action Growth Factor.  This is because the game
rounds the result of that final division operation down.  If you start with the
minimum base Chance of 1, then multiply that by an average Action Growth Factor
that is anything less than 4, then divide that by 4, your Final Chance will be
less than 1, which will round down to 0.  This means that it is only possible
to continue to increase STR or QUI once you have hit the minimum base Chance
against a particular enemy if you only use Martial Arts for STR, or only use
Gun for QUI.  It is not possible to continue to increase INT, WIL, PSY, VIT, or
CHA at all, or even STR or QUI if you don't limit yourself to just the one
appropriate Action Type, beyond this point, because the average Action Growth
Factor in all those cases will be less than 4, resulting in a rounded-down-to-0
Final Chance.  The only way around this is through Inevitability, which can
eventually increase your base Chance enough to give you a non-0 Final Chance
(until you succeed once...and then it resets).

5: The most important variables in the stat growth formula are your Current
Stat value (which determines base Difficulty), the Enemy Stat-Up value, and
your average Action Growth Factor for this stat.  PC Stat Growth Bonus and
Inevitability are usually of very minor importance, comparatively.  Here's why:
because Enemy Stat-Up, PC Stat Growth Bonus, and (1/8 of) Inevitability are all
added together, you can see their relative importance by the ratio of the range
of values possible (or likely) for each.

Enemy Stat-Up ranges from 0-99, or from 2-75 for "normal" enemies.

PC Stat Growth Bonus ranges from 0-12 (and only two of them are above 9), so
against the best normal enemies, it's less than 1/5 as important even if you
have the best Bonus, and everyone can fight the best normal enemies, while most
PCs do not have a Bonus of 12 (the average is closer to 3 or 4).  Where Growth
Bonus makes the most difference is at the extremes: when fighting very low-
value enemies, or when trying to improve a stat that is already as high as it
can otherwise get against the best enemies available to you.  At BR 1, where
Enemy Stat-Up ranges from 2-8, Growth Bonus can be of roughly equal importance,
but that falls off very rapidly as BR increases.  As previously explained,
Growth Bonus increases the Current Stat value at which you achieve a given base
Chance against a given enemy, and this is particularly important when trying to
increase a stat that would otherwise have reached the minimum Base Chance
which, again as previously explained, usually results in a Final Chance of 0.

A helpful way to understand the meaning of a PC Stat Growth Bonus: while this
is an oversimplification, if two PCs start with a given stat at the same value
and fight the same battles using the same Action Type(s), over time and on
average, the PC with the higher Growth Bonus for that stat should end up ahead
by about as many points as the difference between the two PCs' Growth Bonuses
for that stat.  This is perhaps most significant at the upper end, where the PC
with the lower Bonus will "max out" at a lower score than the PC with the
higher Bonus.

Inevitability, on the other hand, can theoretically range as high as 255, but
it is a largely insignificant variable for these reasons:
-Only 1/8 of it, rounded down, is actually used in the formula, so it has to be
 8 times as high as either Enemy Stat-Up or PC Stat Growth Bonus in order to
 have the same impact.
-It can only increase by 1 point per battle, so it can take quite a while to
 build up a significant amount.
-Any success resets it to 0, so it will probably never get up to 8 (i.e. enough
 to have any effect) until the stats that can be improved by your Action
 Type(s) have almost all hit the minimum base Chance, or nearly so.  This means
 that only the most grind-obsessive players will probably ever get any benefit
 from Inevitability.
-Any success resets it to 0, so even once it makes enough of a difference to
 allow you to benefit from it, you'll have to take a lot of time to build it up
 again before it makes a difference again.
-Any success resets it to 0, so unpreventable random HP growth and/or very-
 difficult-to-prevent random WP/JP growth can sabotage your attempts to
 stockpile Inevitability for the purpose of boosting STR--CHA.

Even if a variable can have a significant impact (as Inevitability can), if it
only does it for a small percentage of players, and only once in a great while,
and only starting around the 10 or 20 hour mark, it's not as significant a
variable as those that make a big difference every time, for everyone.

6: Because the base Difficulty in the stat growth formula is determined by your
Current value for the stat rather than the Base value, anything that boosts the
Current Value relative to the Base value will effectively stunt your growth.
In other words, using equipment that boosts your stats will make it harder for
you to improve those stats, and you'll have the same problem if you use buffs
to improve your stats in battle.  For that reason, it's better to avoid using
buffs and stat-boosting equipment that affects any stats you can grow naturally
unless you really need them for a particular battle.  This is less of an issue
for Mystics, of course; since CHA is the only stat from STR--CHA they can grow
naturally, they can safely use buffs and boosts to STR--VIT, but Humans should
probably avoid using them in most cases (but see the upcoming explanation of WP
and JP growth for one opposing reason, and also remember that Current INT has a
large effect on Gun and Magic learning, so you may want to boost INT in some
cases to temporarily aid learning at the expense of INT growth).

However, if you have equipment that is worth using on its other merits alone,
which also boosts stats (such as a PoweredSuit, which is excellent armor in its
own right that also boosts STR and QUI by +10 each), you could wait to equip it
until the stats it boosts will be maxed at 99 (or as high as you care to get
them) by the boost and in so doing effectively bridge the gap between the
highest value to which you can easily grow those stats and the actual maximum
value of 99.

7: On the other hand, debuffs will actually make it easier for you to improve a
stat, which could conceivably be a useful trick to help in improving stats
which have gone as high as the best available enemies can easily get them.
I've never yet paid much attention to debuffs, which enemies use them, which
stats they affect, or how much of an effect they have, but if anyone cared to
analyze that, it might be possible to find more efficient ways to raise high-
end stats than just grinding Krakens and the like until you get enough
Inevitability to make the check feasible and then also get lucky enough to
succeed on a low-probability random chance.  Or you could just forget about
debuffs and check out my HugeSlime method, below.

8: Choosing more Action Types (instead of just one) may allow you to check more
stats, but it will also reduce the chances of succeeding at any given one of
those checks (unless the Action Growth Factor for that stat happens to be
exactly the same for each Action Type you chose) versus using only the best
Action Type for that stat.  This reduction may not be much of an issue when
your base Chance is still relatively high, but when it nears the minimum,
anything that reduces your average Action Growth Factor for a stat may make a
huge difference in your Final Chance to improve it (thanks to the rounding
down, as previously explained).  As a result, it may be fine (perhaps even
beneficial) to choose multiple Action Types in the early game, but as you near
the maximum natural limit for your stats, you'll be more successful in
continuing to raise them if you focus one-at-a-time on only the one Action Type
best suited to the particular stats you're trying to raise at the moment.





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG13]
*  --The HugeSlime Method                     *
***********************************************


It still takes some time, but this is the most efficient way I've found to grow
your Base STR--CHA those last 10-20 points to the max of 99.

As previously mentioned, the highest easily-repeatable Main Enemy Stat-Up value
is 75 (Dullahan, Kraken, R&R, and Zeroworm), but that's not high enough to
allow any PC to get any (let alone all) of their Base stats from STR--CHA to 99
without hitting the minimum base Chance and having to rely heavily on
Inevitability, which means lots and lots of mindless, boring grinding.  The
highest you can get any Current Stat against enemies with 75 Stat-Up before you
hit the minimum base Chance is 83 + your Growth Bonus for that stat.  From
there to 99, growth slows to a veritable crawl (and it's pretty slow even for
the 3-5 points before that).

In contrast, if we could make use of the highest-in-game Enemy Stat-Up value of
99 (HugeSlime and BigSlime), we would never hit the minimum base Chance with
any PC.  Even for a PC with 0 Growth Bonus, 0 Inevitability, and a Current Stat
value of 99, the absolute lowest base Chance we could possibly get against a
Stat-Up of 99 is 20/100.  That's 20 times the minimum base Chance of 1/100 at
worst!  If your Current Stat value was 83 + your Growth Bonus, the lowest at
which you'll hit the minimum base Chance against Stat-Up 75, your base Chance
against Stat-Up 99 would be the maximum 50/100, 50 times as high!  In fact,
against Stat-Up 99, you won't fall below that base Chance of 50/100 until your
Current Stat value is 90 + your Growth Bonus.

To compare this to using Inevitability to try to grow against Stat-Up 75: once
you reach the minimum base Chance at Current Stat = 83 + Bonus, you'll need 8
Inevitability to get up to a base Chance of just 2/100, which is still
terrible.  It would take a whopping 144 Inevitability (that's 144 battles
without gaining anything in ANY stat) to get your base Chance to the 50/100 it
would immediately be against Stat-Up 99 (not that you would be at all likely to
get your Inevitability quite that high without gaining something, but you get
the point).  Worse, once you do gain a point in any stat, your Inevitability
resets to 0, and you'll need 8 more points than you did last time just to get
back up to the same base Chance again.  For a PC with 0 Bonus and a Current
Stat of 99, it would take 136 Inevitability just to get to a base Chance of
2/100.  The base Chance of 20/100 that the same PC would immediately get
against Stat-Up 99 would require 192 Inevitability against Stat-Up 75.
Clearly, getting Base STR--CHA all to 99 using Inevitability against Stat-Up 75
would take a long, long time.

Here's the good news: I have found a way to repeatedly fight a Main Enemy with
Stat-Up 99.  The somewhat-bad news is that it's not as simple as absent-
mindedly grinding Stat-Up 75 enemies in the Bio Lab or Swamp.  It's still not
difficult; it just requires a lot of running around.

The problem is that there is only one battle I know of that everyone can access
in which the Main Enemy has a Stat-Up of 99, and it's not in the most
accessible location.  I imagine most people know about the mini-boss fight with
a HugeSlime and 4 BigSlimes that sometimes shows up about as far back in the
Shingrow Ruins as you can go (just before where you find Berva in Red's
scenario).  The Main Enemy in this fight is the HugeSlime, which has that
excellent Stat-Up of 99.  What not everyone may know about this fight is that
it IS repeatable, or how to get it to show up again.

Which mini-bosses are present in the Shingrow Ruins is determined by one of
your "Fortune" bytes (although the correspondence between Fortune and mini-
bosses isn't intentional; it's just a coincidence).  Unless you have a
RegionMap (i.e. if you're in Blue's Scenario, or have hacked one into your
Inventory), the Fortune aspect doesn't really matter, because you can't
manipulate it; in that case, all you need to know is this:

Every time you enter Shingrow (as you exit the Port and enter the Shingrow Map,
specifically), all three mini-bosses (Gaeatoad, Valkyries, and Slimes) in the
Shingrow Ruins will be respawned.  To fight the Slimes repeatedly, follow these
steps:

1. Exit the Port at Shingrow to the Shingrow Map.
2. Make your way through the Ruins to the Slimes.  You will have to fight the
   Gaeatoad and Valkyries on the way, but with a little practice, all other
   battles can be avoided easily enough.
3. Fight the Slimes.
4. Make your way back out of the Ruins, again avoiding battles (unless you want
   to fight them, but that's less efficient).

Repeat from Step 1 as desired.  All the running around can be annoying, and you
do have to fight at least three battles in each cycle, but it's still
considerably faster than the alternative for grinding high-end Stats.

If you do have a RegionMap, then we can use Fortune-manipulation to improve
this method significantly.  Basically, the Fortune bytes are somewhat-
carelessly used to mean different things in a lot of different situations
throughout the game, without being cleared out afterward.  By using a
RegionMap, you can sometimes bypass the points at which the game usually preps
the bytes for their next intended purpose (such as upon exiting the Port at
Shingrow to the Shingrow Map, which you skip by RegionMapping to Shingrow,
which places you directly in the Ruins), and in so doing retain whatever value
was in the bytes from the last time they were used, which will now mean
something different in the new situation.  The fact that you can do so is a
bug, obviously, but it does allow you to do some interesting things.

Here are the two most useful ways I've come up with to manipulate your Fortune
in order to improve my HugeSlime Method:

               -------------------------------------------------

                HugeSlime Method: RegionMap and Devin variation

This variation allows you to spawn (and therefore fight) any desired
combination of the mini-bosses in the Shingrow Ruins.  Because it relies on
randomly generating the desired Fortune, it can go quickly, slowly, or anywhere
in-between.  The more specific you want the combination to be, the longer it
will take, on average.

Your Fortune will be randomized each time you exit the Port building in Devin
to the screen with lots of signs.  For the aspect of Fortune that's relevant
here, there are 8 possibilities, and each is equally likely.  Which mini-bosses
will be present in the Shingrow Ruins corresponds to which Fortune you get.
Each time you randomize your Fortune, you'll want to have that Fortune told by
one of the psychics in Devin, so that you can know which one you have and
therefore which mini-bosses are now present.

I recommend the Skeleton Psychic for this purpose, because it is closest to the
Port, reads your Fortune in less time than any of the others, and has a
different reading for each of the 8 Fortunes (which not all do).  Here's a
Chart showing which Skeleton Psychic Reading corresponds to which mini-bosses.

-------------------------------------------------------------------------------

    Shingrow Ruins Mini-bosses Chart According to Skeleton Psychic Reading
                            by Zaraktheus

   Reading    |Gaeatoad|Valkyries|Slimes|Chance|  %
    beautiful |    X   |    X    |   X  |  1/8 |12.5%
         rain |    X   |    X    |      |  1/8 |12.5%
         snow |    X   |         |   X  |  1/8 |12.5%
       cloudy |    X   |         |      |  1/8 |12.5%
thunder storm |        |    X    |   X  |  1/8 |12.5%
         hail |        |    X    |      |  1/8 |12.5%
  another day |        |         |   X  |  1/8 |12.5%
winds'll blow |        |         |      |  1/8 |12.5%

An X indicates the specified mini-boss IS present with the specified Fortune.
Chance and % are how likely you are to get that Fortune each time you
randomize.  Notice that all are equally likely.

-------------------------------------------------------------------------------

For the HugeSlime Method (unless you actually want to fight the Gaeatoad and/or
Valkyries, for whatever reason), the best Fortune is therefore "another day",
which will cause only the Slimes to be present.  To fight only the Slimes,
follow these steps:

1. Exit the Port building in Devin to the screen with lots of signs.  This will
   randomize your Fortune to one of the 8 possibilities, with an equal chance
   of each.
2. Have your Fortune Read by the Skeleton Psychic (the Skullasaurus Sprite in
   Devin's central screen).
3. If your Fortune is "another day", then continue to Step 4; otherwise, repeat
   from Step 1 to re-randomize your Fortune.
4. Once your Fortune is "another day", immediately RegionMap to Shingrow.
5. Make your way through the Ruins to the Slimes.  With "another day", the
   Gaeatoad and Valkyries mini-bosses will not be present, so it is not
   necessary to fight anything but the Slimes.
6. Fight the Slimes.
7. Immediately RegionMap out of the Ruins (to Devin, if you intend to repeat).
   This saves you from running back out of the Ruins, which is another way the
   RegionMap improves this method.

Repeat from Step 1 as desired.

This variation is less straightforward than the original, but it has two major
advantages:

1. It's easier.  You don't have to fight the other mini-bosses (the Gaeatoad's
   generally pretty easy, but the Valkyries can be a handful through much of
   the game), and you only have to dodge your way through the Ruins once per
   cycle, instead of twice.
2. Because this variation makes it possible to fight only the Slimes, and the
   Slimes Cannot Increase BRP (whereas the Gaeatoad and Valkyries Can Increase
   BRP), you can use this variation to grind your PCs' Stats as much as you
   want without increasing your BR.  You could even build a team of maxed-
   Stat PCs at BR 1.  It won't be a fast process, but it is an opportunity to
   completely break the game, legitimately, which might appeal to some.

Of course, the sort-of-disadvantage is that it's random.  Sometimes you'll get
"another day" on your first try, and those cycles will be much faster than the
original method.  But other times, it may take 10 tries, or 20, or more.  On
average, this variation should be slightly faster than the original, but it
probably won't feel like it on the occasions when you wait through 20+ tries
before you get "another day".  It's easy to lose patience when the RNG isn't
cooperating; just try to keep your cool.

Or, if the randomness bothers you, try the next variation.

               -------------------------------------------------

               HugeSlime Method: RegionMap and Bio Lab variation

This variation allows you to reliably, non-randomly cause the Slimes to be the
only mini-boss present in the Shingrow Ruins.  In it, I make use of the fact
that two of the doors in the Bio Research Lab in Shrike have their status
(closed or open for one, locked or unlocked for the other) recorded in the same
byte that records the presence of the mini-bosses while in the Shingrow Ruins.
If you open the first door and unlock the second, then RegionMap directly to
Shingrow, the game will now mis-read the value that was intended for door
status as instead being mini-boss status, and specifically, it will cause only
the Slimes to be present.

Here's the step-by-step process:

1. Enter the Bio Research Lab in Shrike.
2. Open the bookshelf (the first "door") in the library on the top floor.
3. Unlock the door to the EarthDragon's room (using the computer next to the
   pink-haired scientist in the NE building on the bottom floor).
4. Immediately RegionMap to Shingrow.
5. Make your way through the Ruins to the Slimes.  The Gaeatoad and Valkyries
   mini-bosses will not be present, so it is not necessary to fight anything
   but the Slimes.
6. Fight the Slimes.
7. Immediately RegionMap out of the Ruins (to Shrike, if you intend to repeat).
   This saves you from running back out of the Ruins, which is another way the
   RegionMap improves this method.

Repeat from Step 1 as desired.

The advantages to this variation over the original are the same as for the
first variation: it's easier, and you don't have to fight anything but the
Slimes each cycle, which allows for the same game-breaking exploit, if desired.

The major difference compared to the first variation is that this one isn't
random, which may be preferable.  It does require some extra running around,
so the minimum time per cycle is greater than with the first variation, but the
maximum time per cycle is much lower, since you aren't subject to the vagaries
of the RNG.  Running through the Bio Lab is also very easy, since the
scientists don't chase you around.  Overall, I find this variation less
irritating than the first, but that may be a matter of personal preference.

               -------------------------------------------------

A final note on credit: When I first devised the HugeSlime Method (and
therefore in early versions of this guide), my analysis partially relied on the
Japanese Sakura site's explanation of Fortune.  They still deserve credit and
thanks for making me aware of the existence of Fortune and its link to the
Shingrow Ruins mini-bosses, but I have since determined that their explanation
was not entirely accurate (at least to the US version of the game), and I have
personally discovered much more than what I read there about how Fortune works
and where and how it is used throughout the game, which (among various other
things) is how I was able to conceive the Bio Lab variation.

Everything in this section now is the result of my own work, but I still give
thanks to Sakura for getting me started on it.





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG14]
*  --HP Growth                                *
***********************************************


Both Human and Mystic PCs can grow HP.





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG15]
*  --HP Growth                                *
*  ----Explanation                            *
***********************************************


The process for an HP growth check is exactly the same as the checks for STR--
CHA, with only two changes:

1: The base Difficulty is your Current Max HP, divided by 10, rounded down.
Since the range of HP is 10 times that of each stat from STR--CHA, this just
keeps the two processes balanced with each other.

2: A successful check for HP growth increases your Base Max HP by 5, 6, 7, or 8
points (with an equal chance of each), instead of just 1 point, as with STR--
CHA.  Although this may appear to fall short of keeping the two processes
balanced (which would appear to require an increase of 10 HP per success), it's
important to realize that the range of Action Growth Factors for HP is 4-8, as
compared to 0-4 for STR--CHA, so HP growth checks will succeed around 2-3 times
as often.  On average, this difference in success rate may actually over-
compensate for the difference in proportional growth per success, meaning that
over time, you'll tend to gain more than 10 times as much HP as you do any stat
from STR--CHA (though of course, it depends heavily on the Action Types you
choose).





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG16]
*  --HP Growth                                *
*  ----Formula                                *
***********************************************


Here's the condensed process for an HP growth check:

H = Current Max HP (Base value, modified by equipment--i.e. only the RaySword,
    pointlessly)
E = Enemy Stat-Up Value of ONLY the Main Enemy
B = HP Growth Bonus
I = Inevitability
D = adjusted Difficulty
C = base Chance
A = Total HP Action Growth Factor of all Action Types chosen in this battle
N = Number of different Action Types chosen in this battle
F = Final Chance

(H / 10) - ((E + B) + (I / 8) - 10) = D
0 <= D <= 20
Convert D->C using Table 3.
(C * A) / (N * 4) = F
If rand(0...99) < F, improve Base Max HP +rand(5...8) (equal chance of each;
max 999)

Again, remember to round down after any division operation.





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG17]
*  --HP Growth                                *
*  ----Observations                           *
***********************************************


Some observations:

Most of the observations regarding STR--CHA growth apply to HP growth as well;
just remember that it takes 10 times as much HP to be equivalent to a given
amount of STR--CHA for purposes of Difficulty.

1: The maximum Final Chance you can achieve for HP growth is 100/100
(guaranteed success!), using the Action Growth Factor of 8 from "None of the
above" when you have the maximum base Chance of 50/100.

2: The minimum Final Chance you can have for HP growth is 1/100--it cannot be
rounded down to 0 as with STR--CHA.  The lowest HP Action Growth Factor is 4,
so the minimum base Chance of 1/100 times the minimum Action Growth Factor of
4, divided by 4, still equals 1.  This means you ALWAYS have at least a 1%
chance of improving HP from any battle you survive intact, no matter what
(until you hit the maximum of 999).

3: It is Current Max HP that determines base Difficulty, rather than Base Max
HP, but as far as I know, the only thing that can make Current Max HP different
from Base Max HP for a Human or Mystic is Alkaiser's RaySword (which adds 250
to Current Max HP).  Considering that Alkaiser is specifically forbidden from
making any after-battle growth/learning checks, it's really rather pointless
that the game uses Current Max HP to determine base Difficulty instead of Base
Max HP.  The two will always be the same for any PC who can actually make an HP
growth check.





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG18]
*  --WP Growth                                *
***********************************************

Both Humans and Mystics can grow WP, although it's worth noting again that
Mystics do NOT grow WP as a result of using their Mystic Absorb Abilities
(despite the fact that those Abilities cost WP) or their Mystic Weapons.  It
may not be logical, but that's the way it is.  If you want a Mystic to grow WP,
use a Sword (or Punch, or use a Gun, but using a Sword is best).

Much of the process for a WP check is the same as those for STR-CHA and HP, but
the few differences are very important.

From what I've found, it appears that WP growth probability is influenced by
only the following variables:
1: Total WP Action Growth Factor of all Action Types chosen in this battle.
2: Number of different Action Types chosen in this battle.
3: Max WP.
4: Current STR (Base value, modified by equipment, mystic absorbs, and any
   buffs/debuffs from the current battle).
5: Current QUI (Base value, modified by equipment, mystic absorbs, and any
   buffs/debuffs from the current battle).
6: Current VIT (Base value, modified by equipment, mystic absorbs, and any
   buffs/debuffs from the current battle).

Despite swapping a few important variables, I don't think the actual process is
different enough that I need to give a full explanation.





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG19]
*  --WP Growth                                *
*  ----Formula                                *
***********************************************


Let's go straight to the condensed version:

W = Max WP
S = Current STR (Base value, modified by equipment, mystic absorbs, and any
    buffs/debuffs from the current battle)
Q = Current QUI (Base value, modified by equipment, mystic absorbs, and any
    buffs/debuffs from the current battle)
V = Current VIT (Base value, modified by equipment, mystic absorbs, and any
    buffs/debuffs from the current battle)
D = adjusted Difficulty
C = base Chance
A = Total WP Action Growth Factor of all Action Types chosen in this battle
N = Number of different Action Types chosen in this battle
F = Final Chance

W - (((S + Q + V) / 2) - 10) = D
0 <= D <= 20
Convert D->C using Table 3.
(C * A) / (N * 4) = F
If rand(0...99) < F, improve Max WP +1; max 250

As always, remember to round down after any division operation.

So the difference is in how the "Difficulty Reduction" is calculated.  Instead
of being:
Enemy Stat-Up value + PC Stat Growth Bonus + 1/8 Inevitability, - 10

it's:
STR + QUI + VIT, divided by 2, - 10

Also, the maximum value allowed for Max WP is 250, rather than 99 as for STR--
CHA.





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG20]
*  --WP Growth                                *
*  ----Observations                           *
***********************************************


Some observations:

1: WP growth probability is entirely internal to the PC--the enemy you are
currently fighting has NO direct impact.  All that matters are your stats and
the Action Types you choose.  Of course, for a Human, the stats that determine
WP growth do themselves still depend on the enemies you've been fighting over
the long term.

2: There is no Stat Growth Bonus for WP.  However, a Human PC's Growth Bonuses
for STR, QUI, and VIT will have an indirect effect on WP growth as they
increase the stats that determine WP growth probability.

3: Quite the opposite of STR--CHA, higher Current Stat values actually help you
here rather than hurt you.  Using equipment, mystic absorbs, and buffs to boost
your Current STR, QUI, and/or VIT will stunt your growth in those stats, but it
will improve your growth in WP (at least, in the short term).  Likewise,
debuffs will hurt your chances of WP growth.

4: When comparing WP Action Growth Factors across Action Types, bear in mind
that if you primarily use a particular Action Type over time, its Action Growth
Factors for STR, QUI, and VIT will have a large indirect impact on WP growth as
well (for Humans).  For example, in comparing the WP Action Growth Factors for
Gun versus Sword, we see 4 versus 6.  This may appear to indicate that a
dedicated Gunner will generally have about 67% (4/6) the WP of a dedicated
Swordsman.  However, if we also consider the Total Action Growth Factors of
STR, QUI, and VIT for each Action Type, we get a more accurate understanding of
what a dedicated user's WP will become over time.  Gun offers a total of only
6, where Sword gives 8, which means that a dedicated Gunner will also have only
about 75% (6/8) the total physical stats of a dedicated Swordsman, further
reducing the Gunner's relative WP growth.  In fact, if we multiply 4/6 * 6/8,
we get 50%, which is exactly what many people have reported from experience:
dedicated Gunners have roughly half the WP of dedicated Swordsmen.  Dedicated
Martial Artists are much closer to Swordsmen; they have a WP Action Growth
Factor of 5 versus 6 (83%), but a total physical stat Action Growth Factor of 9
versus 8 (113%).  5/6 * 9/8 = 94%--only 6% less WP for Martial Artists versus
Swordsmen.  For Gunners versus Martial Artists, it's 53%.

If you want to maximize your WP growth for a Human, you'd do well to train in
each of Martial Arts and Gun first (but only one or the other in any one
battle), to maximize your STR and QUI growth, respectively (the two stats for
which those Action Types offer better Action Growth Factors than does Sword),
then once those stats are as high as you care to get them, switch to Sword for
its superior WP Action Growth Factor.

If you want to maximize your WP growth for a Mystic, focus on first absorbing
monsters that boost your physical stats (STR, QUI, and VIT) as much as
possible, and always use Sword only when grinding for WP, since it offers the
highest WP Action Growth Factor of 6.  Also remember that once you've got as
much WP as you want, you don't have to keep the particular absorbed monsters
you used to boost your physical stats to get that much WP.  Those physical
stats only affect future growth, not your current amount of WP.

5: You have the maximum base Chance (50/100) to increase WP until your Max WP
equals 1.5 times the average of your Current STR, QUI, and VIT (rounded down),
- 9.  If, for example, you max out STR, QUI, and VIT all at 99, you'll have the
maximum base Chance to increase WP until your Max WP equals 139.

6: You hit the minimum base Chance (1/100) to increase WP when your Max WP
equals or exceeds 1.5 times the average of your Current STR, QUI, and VIT
(rounded down), +8.  If, for example, you max out STR, QUI, and VIT all at 99,
you won't hit the minimum base Chance to increase WP until your Max WP equals
156.

7: The maximum Final Chance you can achieve for WP growth is with the WP Action
Growth Factor of 6 from using Sword only.  With the maximum base Chance of
50/100, this gives you a Final Chance of 75/100 (75%).  The maximum Final
Chance with Martial Arts only is 62/100 (62%), and with Gun only is 50/100
(50%).

8: As with STR--CHA, although the minimum base Chance is 1, the minimum Final
Chance for WP growth CAN be 0 if the average Action Growth Factor is less than
4, which will happen any time you use Any Magic.  The lesson: just don't use
Any Magic if you're trying to improve WP with the minimum base Chance.  So long
as you only use Sword and/or Martial Arts and/or Gun, you'll always have a
minimum Final Chance of at least 1%.

9: Inevitability does not help you to improve WP.  Rather unfairly, however, a
successful WP growth check still resets your Inevitability to 0.  This is one
more reason why relying on Inevitability to boost your STR--CHA and HP can be
very frustrating, since you might spend a few dozen battles building up
Inevitability to try to boost one of those stats, only to see it wasted by an
unrelated 1 in 100 WP growth check that succeeds.  In fact, odds are better
than even that that will happen any time you need to get your Inevitability to
100 or more to make a difference.





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG21]
*  --JP Growth                                *
***********************************************

Both Humans and Mystics can grow JP.

The JP growth check process is identical to the WP growth check process, except
that it uses Max JP, INT, WIL, and PSY in place of Max WP, STR, QUI, and VIT,
respectively.

Again, I think we can skip the detailed explanation.





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG22]
*  --JP Growth                                *
*  ----Formula                                *
***********************************************


Here's the condensed process:

J = Max JP
I = Current INT (Base value, modified by equipment, mystic absorbs, and any
    buffs/debuffs from the current battle)
W = Current WIL (Base value, modified by equipment, mystic absorbs, and any
    buffs/debuffs from the current battle)
P = Current PSY (Base value, modified by equipment, mystic absorbs, and any
    buffs/debuffs from the current battle)
D = adjusted Difficulty
C = base Chance
A = Total JP Action Growth Factor of all Action Types chosen in this battle
N = Number of different Action Types chosen in this battle
F = Final Chance

J - (((I + W + P) / 2) - 10) = D
0 <= D <= 20
Convert D->C using Table 3.
(C * A) / (N * 4) = F
If rand(0...99) < F, improve Max JP +1; max 250

As always, remember to round down after any division operation.





***********************************************
*  Human and Mystic After-Battle Stat Growth  *                       [HMABG23]
*  --JP Growth                                *
*  ----Observations                           *
***********************************************


Some observations:

Most of the observations from WP growth apply here if you swap the relevant
stats, unless contradicted below.

1: Although there are three Action Types that allow WP growth versus only one
that allows JP growth, the maximum JP Action Growth Factor is 8, while the
maximum WP Action Growth Factor is only 6.  This means that, provided that you
use only the most appropriate Action Type, it is easier overall to improve JP
than WP.

Further, for Humans, Any Magic offers a total Action Growth Factor of 9 for the
magical stats (INT, WIL, and PSY; the stats that govern JP growth), which is
equal to the highest total Action Growth Factor for the physical stats among
the physical Action Types (Martial Arts at 9).  If we consider the Action
Growth Factors of each Action type for both WP or JP (as appropriate) and the
stats relevant to WP or JP growth as we did for the physical Action Types (see
WP growth observation 4), then we find the following ratios of average total JP
for dedicated users of Any Magic versus average total WP for dedicated users of
each physical Action Type:
Any Magic versus Sword: 150%
Any Magic versus Martial Arts: 160%
Any Magic versus Gun: 300%

So a dedicated Mage will generally have a lot more JP than a dedicated
Swordsman or Martial Artist will have WP, and tons more than a dedicated
Gunner.

To maximize JP growth with a Human, simply use only Any Magic in a given
battle.

To maximize JP growth with a Mystic, focus on first absorbing monsters that
boost your magical stats (INT, WIL, and PSY) as much as possible, then use only
Any Magic in a given battle.  As with WP, you don't have to keep those
particular absorbs once you've got your JP up to where you want it.

2: The maximum Final Chance you can achieve for JP growth is with the JP Action
Growth Factor of 8 from using Any Magic only.  With the maximum base Chance of
50/100, this gives you a Final Chance of 100/100 (guaranteed success!).

3: As with every other stat except HP, although the minimum base Chance is 1,
the minimum Final Chance for JP growth CAN be 0 if the average Action Growth
Factor is less than 4, though this will only happen any time you use Any Magic
along with any two or three of Sword, Martial Arts, and Gun.  So long as you
don't use more than one physical Action Type in addition to Any Magic, you'll
still have a Final Chance for JP growth of at least 1% (though this will not be
true of your WP growth Final Chance, if you have the minimum base Chance for
that, too, as using Any Magic will sabotage that).

4: Because an Action Growth Factor of 8 is enough to fully double your Final
Chance compared to your base Chance, if you use only Any Magic, you will have a
minimum Final Chance of 2% even when your base Chance has reached the minimum
of 1%.  Because of this, if you use only the single most appropriate Action
Type, it is only half as difficult to continue to improve high-end JP compared
to high-end WP.

On the down-side, this also means that random JP growth can be twice as likely
to sabotage any attempt to store up Inevitability.  If you are trying to accrue
large amounts of Inevitability, your best bet is to either use Any Magic and at
least two different physical Action Types (Sword, Martial Arts, and Gun) in
every battle, thereby guaranteeing that you have no chance of either WP or JP
growth (provided that your base Chance for each has hit the minimum of 1/100),
or rely solely on abilities that qualify as None of the above (which basically
means Heavy Weapons or Mystic weapons/abilities, if you intend to kill
anything), since that never allows WP or JP growth.  Either way is a pain, but
then, that's why I recommend against relying on Inevitability.





*******************************
*  Mystic Weapon Development  *                                       [MYSWD01]
*******************************


Every Mystic PC (and Asellus) can eventually have three Mystic Weapons (which,
somewhat confusingly, are actually permanently equipped Abilities, not Items):
MysticSword, MysticGlove, and MysticBoots.  A few of the Mystic PCs start with
all three, but most do not, and will have to develop the remainder through
battle.

How the development process works is really very simple.  All you have to