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Forces FAQ by ArwingFox

Version: 1.5 | Updated: 04/05/04

Phantasy Star Online - Forces FAQ
By ArwingFox - Jared Langdon
parallelphantasy <AT> aol <DOT> com

Table Of Contents
Getting Started
Basic Physical Combat
     -Attack Types
     -Combos & Recovery
     -Commonly Used Combos
     -Melee Fighting: Hit And Run
     -Weapon Types
Character Attributes
The Forces
Advanced Combat
     -Technique Support
     -Weapon Attributes And Extras     
     -Mates Vs Resta
     -High Defense As A Liability 
     -Avoiding Slowing To A Walk
     -Fighting At A Doorway
     -MAG attributes
Team Games
     -How To Be A Good Teammate As A Force
     -Team Strategy
Enemy Tech Weaknesses
     -Episode I
     -Episode II
Revision History

Forces are a very unique class. They are a growing community and are becoming
more and more popular every day. I knew that the need for a FAQ had risen, so
I got off my lazy butt and began to make one. ^__^

Forces, in my opinion, are the best class in the game. Yes, I used to be a
biased newb, who thought Forces were for weaklings. Boy, was I wrong. I made
a FOnewearl, and around Lv50, she really started to show promise. She was doing
more damage than my Lv100+ HUmar, and at a farther (and safer) range! At that
point, I fell in love with Forces.

This guide contains just about everything that a new player might want to
know about Phantasy Star Online from the perspective of a member of the
Force class. However, there may be some things of interest to advanced
Force players, and even non-Forces who want to learn more about Technique
usage. So grab a snack, sit back, and enjoy reading this FAQ!

Getting Started
If you are playing PSO for the first time, the following information will be
helpful to you. If you are a veteran player, and are using Forces for the first
time, feel free to skip this section.

Basic Physical Combat
=Attack Types=

There are three types of attacks:

Normal: The normal type of attack. It is also the fastest attack.

Heavy: A heavy attack. Slower than a normal attack and less accurate, but
does about 190% to 200% of normal damage. A successful Heavy attack also
will push most enemy monsters back a short distance.

Extra: Not available for all weapons, but an extra attack generally has
about half the chance of hitting that a normal attack does, and will only
do 50% of normal damage. The value of doing an Extra Attack depends on the
weapon's Extra. For example, a Hell Saber's extra attack has a good chance
of killing an enemy in a single hit. A Blizzard Saber's Extra Attack will
also inflict cold damage to an enemy, plus may freeze it.

Any type of attack also has the possibility of being a "critical hit". This
is based on LCK (LCK appears to be a percentage in this case), and will
cause 150% of damage normally expected.

=Combos and Recovery=

After an attack, there is a recovery period during which you cannot do
anything and are vulnerable. You can reduce the overall amount of time you
spend in recovery by using combos.

As soon as you finish an attack, you can attack again, up to three times,
with very little recovery time in between each attack. A set of sequential
attacks is called a combo (presumably short for combination attack). The
timing on this is not particularly difficult, but new players may have
trouble getting the hang of it. As an example, if you have a cane and do a
Normal attack, when the cane stops moving, immediately press another attack
button to swing a second time. Heavy and Extra attacks have a slight pause
at the beginning of the swing.

I suggest you spend a little time practicing combos by yourself until you
are comfortable using them.

Combos can be comprised of any mix of three attack types. The second and
third hits have an increased chance of successfully hitting (I've been told
+25% and +75% respectively) so are better for using Heavy and Extra
Attacks.  You don't actually have to hit with a preceding blow for the next
one to gain the hit accuracy bonus.


When a monster enters into your attack range, you will see a colored cursor
over it. This color corresponds to the color of the attack button which can
hit it. For example, let's say you're equiped with a cane and have Foie set
to the yellow button and Normal attack set to the red button. A Booma is
walking towards you. When you turn towards it and see a yellow cursor
appear over the Booma, it is in range to be hit by your Foie. As it gets
closer, the cursor will appear red, meaning it is now in range to be hit by
your cane's Normal attack. (Though if you wanted, you could also use Foie.)
A monster without a cursor on it is not targeted and usually cannot be hit.
However, for melee attacks against fast monsters, you can usually start a
weapon swing right before the monster enters your attack range and still
hit it. Learning this timing will become important at higher difficulty

=Commonly used combos=

Normal -> Heavy -> Heavy: This is your bread & butter combo. Tends to be
optimal for the chance of hitting and maximizing damage.

Heavy -> Heavy -> Heavy: When your ATA increases (or you get a weapon with
a good hit % attribute) this maximizes the amount of damage you can do.

Normal/Heavy -> Heavy -> Normal: When monsters start to get faster (Normal
Ruins; Hard and Very Hard difficulties) ending the combo with a Normal
gives you a better chance of successfully completing the combo instead of
being interrupted by a monster's counterattack.

If you are weak or are using a slow weapon, you may not want to use the
third attack at all, since it seems that recovery is faster after the
second hit, plus monsters are usually a little farther away. Many times,
stopping after the second hit will give you a chance to move out of a
monster's range and set up a new attack sequence without getting hit.

=Melee Fighting: Hit And Run= 

As a Force, if you somehow end up as the main melee fighter (or if you're
playing by yourself), you are almost always going to have to use a hit and
run tactic by the time you get to the Ruins on Very Hard. Attack with a two
or three hit combo, then run away, turn around, combo again, run, and so on
until everything chasing you is dead. After a combo, count out the minimum
number of steps you have to take running away before you have enough space
to attack again or use a Technique. Yes, you can learn to estimate the
distance, but by counting, you'll remove the guesswork if you have a bad
camera angle, and you won't have your timing thrown off if the game gets a
bad case of slow-down.

You don't actually have to run all out to make some space so you can get
another opportunity to attack.  You can let the monster enter your attack
range and then juke it so that it attacks and misses, giving you the
opportunity to attack while it's recovering.  If you finish your attack so
the monster is about a step from you, wait for it to swing, take a step out
of its range, spin, and attack.  If you're running, you can slow down to a
walk to let it almost catch up to you.  This is actually easier to do on
Very Hard, where the monsters move faster.  Basically, after you attack,
you can just walk away and back in a very tight circle to position yourself
for another attack.  I think most Hunters are familiar with this, but a lot
of other Forces have asked me how I manage to fight without having to run
away a lot and without getting hit.

The longest recovery time happens after the third attack in a combo.
Unless you kill, incapacitate (with an Extra weapon property), or are
attacking from the side or behind, most "grunt" enemies (Boomas, Sharks,
Sinows, Dimenians, Delsabers) are going to be able to hit you while you are
recovering from that third attack.  The solution should be obvious, but
apparently it's not: do not use a third attack in a combo.  If you attack
twice (Normal -> Heavy) you will have enough time to recover and dodge the
enemy counterattack.    With Dimenians on Very Hard, this is incredibly
easy because you don't even have to time the counterattack, it comes so
fast.  So, Normal -> Heavy, you walk a step back, Dimenian swings and
misses, you turn back around and combo again.  When you get proficient with
this, you will be able to use a Heavy attack instead of a Normal.  Keep
track of how much damage you are doing, so when you know an enemy will die,
you can do the three hit Heavy -> Heavy -> Heavy as a finisher.

And of course, the obvious.  Always try to keep the group monsters that
you're fighting in between you and anything else that is coming towards
you.  In other words, don't get surrounded, and let the monsters block each
other off (Rabarta if you must).  If you do get surrounded, your only hope
really is to get knocked down and use Techniques as you're standing up.  Or
I suppose you could hope you have a teammate who will rescue you...

=Weapon Types=

Each class (Hunter, Ranger, and Force) has weapons that can only be used by
members of that class. There is also a group of weapons that may be used by
all classes. All weapons have usage requirements which correspond to a
minimum attribute value that the player must have to use that weapon.

There are two advantages of using Force weapons instead of generics. First,
usage requirements are based on MST, so a relatively high ATP weapon can be
used with no trouble. Second, certain wand type weapons will give MST
bonuses, so total TP is increased as well as damage done by attack

That said, personally I find Force weapons to be useless. They're all short
range, slow, and can only hit a single enemy. Beginning Forces especially
are best off using a gun.

Handguns and mechguns are the two families of guns that can be used by all
classes. The usage requirement for guns is in ATA, so FOmarls have an
advantage over the newmen Forces. Handguns have better accuracy and range,
mechguns do much better damage.

In my lower levels, my weapons of choice were handguns with TP recovery.
There are four types of these: Heart, Mind, Soul, and Geist, which
respectively recover 3%, 4%, 5% and 6% of your TP. It's debatable whether
or not TP recovery is all that important at higher levels (I tend to think
not), but it's useful at low levels when physical attacks are their weakest
and you have little money for TP restoration fluid.

Be careful with TP restoring melee weapons. Monsters tend to hang out in
crowds, and Extra attacks don't hit as often as Normal and Heavy. It's a
big risk to attack enemies for TP unless they're paralyzed, frozen, or
being stunned by another player.

Character Attributes
There are six main character attributes.

 ATP              How much damage physical attacks will do to enemies.
 Attack Power

 DFP              How much damage an enemy attack will do to you.
 Defense Power

 MST              Determines number of Technique Points and to some extent
 Mind Strength    how powerful Techniques are.

 ATA              Affects likelihood of a physical attack succeeding.
 Attack Accuracy

 EVP              Affects likelihood of evading a physical attack.
 Evade Power

 LCK              Affects chance of getting a critical
 Luck             hit.  May affect the chance of weapon Extra effects
                  occuring (instant death, freeze, % damage). 
                  Probably does not affect Megid or Barta
                  freezing in Technique usage.

There are, in addition three sets of "points":

 HP                 A gauge of how much damage can be sustained before
 Hit Points         death.

 TP                 A reservoir of magic available to be used for casting
 Technique Points   Techniques.

 EXP                A measure of character "experience" -- e.g. how much
 Experience Points  stuff you've killed.

For a Force, the highest attribute will usually be MST. ATP and ATA are the
most important attributes for attacking in physical combat. DFP and EVP are
the most important attributes for avoiding damaging in physical combat.

Aside from these six attributes, there are also five magic resistance
attributes. These are important to reduce damage from magical attacks.

When viewing attribute statuses, there are two sets of numbers. For
example, you might see "ATP: 500(400)". The number in paranthesis is the
base value. If it is in yellow, it is at the maximum. The first number is
the modified value. In the case of ATP, the modified value is because of
the weapon equiped, or because Shifta has been cast, or a combination of
the two.

The first five main attributes and HP will be raised when you gain a new
experience level, or they can be raised through the use of "materials"
found during the game.

LCK can be raised only through the use of Luck Materials. For reference,
the other material types are: Power (ATP), Def (DFP), Mind (MST), Evade (EVP), 
and HP (HP).

Maximum TP can be raised only by raising MST. MST that is boosted over the
character's normal MST (by use of a MAG, equipment, or a weapon) yields
less TP than natural MST.

The Forces
-=FOmar: Human Force (male)=-

The FOmar has the highest base ATP of all the Forces, making them able to melee
during battle. Unfortunately, they also have the lowest defense of the Forces.
Either way, they have the advantage of fast tech-casting without weapons, 
meaning you will, most of the time, be unequipped. Of course, if the enemy 
comes too close, feel free to equip a weapon.

As said above, it would be smart going unequipped for the fast tech-casting. 
When the enemy gets close, you should take a weapon and try to hit them with a 
heavy attack. If it connects, the enemy will be pushed back and you can run 
away to blast it with techs. At higher levels, as long as you keep Shifta and 
Deband casted, you won't have to resort to running away.

If you are going to melee, a good weapon of choice would be a saber-type. 
I wouldn't recommend anything less than a Gladius, which means you'll want to 
use Special Weapons, like the Elysion or Holy Ray. I also use Gatlings/Vulcans 
with at least 45% hit with the prefix of TP-stealing Extra Attacks, such as 
Soul or Geist. To clear this up, a good example of this would be Soul Gatlings 
with 50% hit, or Geist Vulcans with 60% hit. These kinds of weapons are found 
in shops, for the most part, but to get those insanely high hit percentages 
(70%+), you'll just have to trade for them or get very lucky during gameplay. 

How you raise your Mag can be a tough choice. Some of the people I've talked 
to like to make balanced Mags for FOmars, with POW and MIND being somewhat 
balanced, and DEX and DEF not too far behind. I, on the other hand, use two 
different Mags, one for pure Power and another for pure Mind. Obviously, when 
the Mind mag is equipped, I stay barehanded, and when the Power mag is 
equipped, I usually equip a Double Saber for the TP-stealing Extra Attack, and 
for sheer power itself.

Damage bonus: 1.3x damage for Gi- techs and Grants.
Support bonus: 2x range for Shifta and Deband.

:Lv200 Base Stats:
Base HP:1175
Base TP:1783
Base ATP:753
Base DFP:321
Base MST:990
Base ATA:138
Base EVP:551
Base LCK:10

:Material Usage:
Max Material
Total: 250
HP/TP: 125

Using materials (from here on out, referred to 'mats') can be tricky with 
FOmars. Depending on your playing style, you may want to feed your FOmar Power 
Mats or Mind Mats. Some people keep a balance between both. As you can see, 
you've many choices with a FOmar, so what Mats you use is up to you. I CAN 
say, however, that this Force, along with the FOmarl, is the only Force you 
should use Power Mats on. HP mats are also recommended.

-=FOmarl: Human Force (female)=-

The FOmarls have the highest base HP and base ATA, making them useful with 
guns. They have the lowest base TP and base MST of all the Forces. Either way, 
they have the second highest ATP of the Forces, making them an valuable ally in 
battle and they also cast techs with above average speed with wands, which 
powers up MST!

The FOmarl is effective with just about every weapon. Even if they have the 
lowest base TP and base MST of the Forces, they can take a beating and use 
weapons. They are also a support Force with double Deband range, making the 
DFP higher. If you are trapped in a corner, just be careful and heal when 
needed and you will succeed. If you rely on melee attacking, it is of the 
utmost importance that you keep Shifta and Deband casted. These techs are 
invaluable to Forces that melee.

FOmarls, as stated in their description, are very competent with weapons, so 
you should treat them as you would a FOmar. A Holy Ray, for ranged attacking, 
would be a good choice, as with the Elysion (for close encounters). 
I would suggest using a Twinkle Star or Summit Moon for tech casting, since 
both boost MST and certain techniques.

See FOmar.

Damage Bonus: 1.5x damage for Grants
Support Bonus: 2x range for Deband, Resta, and Anti

:Lv200 Base Stats:
Base HP:1273
Base TP:1699
Base ATP:721
Base DFP:351
Base MST:934
Base ATA:144
Base EVP:513
Base LCK:10

:Material Usage:
Max Material
Total: 250
HP/TP: 125 

As stated before, FOmarls can be treated like FOmars, so you can feed them 
practically whatever kind of Mats you want. I would suggest Mind and Evade 
Mats, however, since those are the two main areas that seem to 
need improvement.

**"Actually, at lower levels, even FOmars and FOmarls are better off using 
techs. At higher levels though, melee can become an option since your ATP 
and ATA will be higher, as well as your support techs. Even at that point, 
there are still times when techs are better than weapons." -Tigereye**

Props to Tigereye for that bit o' info.

-=FOnewm: Newman Force (male)=-

FOnewms are the tech-tanks of the Forces. They have no highest base stat, but 
they have the lowest base ATA of the Forces, making them a little weak with 
guns. However, when their ATA is maxed out (very unlikely until the higher 
levels), they end up having the highest ATA of the Forces. They don’t go 
well in melee either, but that’s not the Forces' strength. Either way, these 
guys can take a lot of damage in the later part of the game, and the only Force
rivalizing this is the FOnewearl. FOnewms, like the FOmar, have the barehanded 


FOnewms can be used as melee fighters if you know what you're doing. FOnewms
take a lot longer to get to the point at which he can melee, but in the end,
if you have maximum LCK and good weapons, meleeing with a FOnewm can become a
reality. Thanks to 'bordering' on GameFAQs for this tidbit.

The FOnewms have bonuses in all Ra-techs, thus meaning they can damage many 
enemies at the same time. Being males, they can also cast techs extremely fast 
with the barehanded advantage, making them a powerful Force. They are weak in 
melee, so the Hunters and Rangers should guard them well, they can help in the 
hard battles.

FOnewms are faster at casting when barehanded, so that's what you'll want to 
go with. FOnewms aren't very good at meleeing, so I would just stay 
barehanded. If you want some of the weapon bonuses, go with weapons such as 
Summit Moon and Psycho Wand.

There isn't much to say here. MST is their main supply of power, so go with 
Mind, and possibly some Def.

Damage bonus: 1.3x damage with Gi- and Ra- techs
Support Bonus: None 

:Lv200 Base Stats:
Base HP:1232
Base TP:1945
Base ATP:613
Base DFP:408
Base MST:1098
Base ATA:128
Base EVP:531
Base LCK:10

:Material Usage:
Max Material
Total: 150
HP/TP: 125

It wouldn't hurt to boost their MST even more, and their HP could use a little 
work. They have the highest DFP of the Forces, so that's not a problem.

-=Fonewearl: Newman Force (female)=-
The Fonewearls have one of the best advantages of the Forces. They the Highest 
base TP, base MST and base EVP, effective damage bonuses and support bonuses. 
The weakness is the lowest base HP and base ATP. They do have the advantage 
of faster tech-casting with wands, making their techs to more damage.
FOnewearls are my personal favorite class. I currently have 2 of them, and they
both rock. Simple techniques are the most valuable ones, and FOnewearls get a
boost in those techs, making them the prime Force character.

The Fonewearls are meant to be support characters. They have damage bonuses 
in the first techs you learn and can heal from a great distance. They will 
also be a main attack force and with the highest base EVP of the Forces, they 
barely gets hit. If you can play correct with the Fonewearl, they will be 
extremely dangerous.

This is a no-brainer. Equip a weapon that boosts MST and 
techniques greatly, so you can get the best outcome possible. In my opinion, 
the Summit Moon is the best weapon for a FOnewearl, since it boosts her 
ALREADY boosted simple techs (Foie, Zonde, Barta). This can lead to immense 
amounts of damage with each casting. Another good weapon is the Twinkle Star, 
which boosts simple techs by 20% (I think), and adds 55 MST.

Heh, no question about this one. Pure MST is the way to go when it comes to 
a FOnewearl, so max out your Mag on Mind as much as possible. POW and DEX 
would just be plain stupid to have, and with Deband, DEF wouldn't be very 
helpful, either.

Damage bonus: 1.3x damage for Foie, Zonde, and Barta, Megid penetrates
Support bonus: 2x range for Resta and Anti

:Base Stats:
Base HP:1148
Base TP:2098
Base ATP:483
Base DFP:334
Base MST:1200
Base ATA:133
Base EVP:735
Base LCK:10

:Material Usage:
Max Material
Total: 150
HP/TP: 125

The best choice here, again, would be Mind Mats. FOnewearls are in need of HP, 
so try to max out their HP mats as soon as possible. They have the highest EVP 
of the Forces, so Evade Mats wouldn't be of much help, and of course, Power 
Mats would just be utterly useless.

Advanced Combat
-In this section, I will cover the more advanced aspects of combat in PSO-

Technique Support

You've got good magical power. Take advantage of it to help bolster your
physical combat.

Use Techniques to damage all the monsters before finishing them off with
melee attacks.  In a tight spot, use a barta Technique to freeze enemies.

Shifta is mandatory. Deband, less so.  At high levels, they will boost
their affected attribute (ATP and DFP, respectively) by about 25%.  This is
significant enough that you want to have at least Shifta active all the
time you are fighting.

I'll cover Technique usage more in the Techniques section.

=Weapon Attributes And Extras=

There are a lot of players drooling over the thought of owning some very
rare weapons, but for the most part, having a common weapon with high
attribute percentages is a lot better.

Weapons can have any of five attributes. Four of these are percentage
damage to monsters in specific areas (Native, A.Beast, Machine, and Dark;
corresponding to Forest, Cave, Mine, and Ruins). The fifth is Hit %, and
affects overall hit probability. If you have an unidentified weapon (name 
is in blue and starts either with ?Special or ???), by refusing to accept 
a Tekker's evaluation, you can sometimes get better percentages on a 
re-evaluation (an additional 10% on any non 0% attribute, and one step 
better of Extra modified, are the best I've been able to do). Check your 
unidentified weapon for percentages before taking it for identification, 
otherwise, you won't know what attribute values you can expect.

=Mates Vs Resta=

Normally you'll want to use Resta. Not only is Resta almost guaranteed to
refill your entire HP gauge, but it can also help your allies. However,
Resta (like all Techniques) has startup time and recovery time, whereas use
of Mates (Monomate, Dimate, Trimate) does not. When fighting extremely
damaging opponents (bosses, or that last room on the Mine where there are
two Garanz's), you may wish to have some Mates available on a customize

=High Defense As A Liability=

High DFP is usually not a problem, and in fact is desirable since it
reduces the amount of damage you will take from being hit. Occasionally
though it can be a liability.  Very powerful attacks from monsters will
normally knock you down. While you're on the ground and getting up, you
can't be hit. If your defense is very high, you won't be knocked down even
by a powerful blow. Against some monsters which have rapid multiple hits
per attack (Gillchics, Delsabers), or in a crowd, this can be fatal.

Don't discard your old armor until you see how the upgrade is going to
affect you. You can also reduce your DFP by not casting Deband on yourself.

If you are surrounded, aren't getting knocked down, and are in trouble, if
nothing else, you can use a Telepipe and escape that way.

=Avoiding Slowing To A Walk=

When you run near a monster or a trap mine, you automatically slow down to
a walk. The slowdown actually happens because you have something on a
customize button that causes the monster or mine to be targeted. To avoid
slowing down, you can either place no offensive capabilities on your
shifted customize buttons and hold the shift trigger (usually R) as you
run, or you can press Start and have the menu up while you run. Both of
these methods prevent targeting. This is a useful trick to let you run
straight down those mine filled hallways or weave through a big crowd of

=Fighting At A Doorway=

Doors are interesting, because they're like invisible barriers. When you
leave a room, any monsters chasing you immediate stop and will move to
reset to their original positions. You can't hit any monster inside a room
with a physical weapon from the outside, and you can't target monsters with
magic from the outside.

Sometimes strange things happen around doors. Certain monsters with range
attacks (Hildebear's foie, the Dark Belra's arm rocket, the Garanz's
rockets) can hit you outside the room, if they fire while you are still
inside the room. I've been killed once or twice by this, and I've seen it
happen innumerable times, so if you're low on health and fleeing a room,
don't immediately stop in the doorway and assume you're safe.

If a monsters that jumps, such as the Sinow Beat, makes a jump at you while
you're going out a door, they will get stuck in the doorframe. They'll be
capable of hitting you if you get too close, and very rarely, you might
have one follow you right into a hallway!

The worst effect of doorways is that when monsters have their "home" spot
right in front of one, it often seems that you are unable to attack them
until you've entered into the room a significant distance. (You can of
course determine when you can attack them by the appearance of a targeting
cursor.) Unfortunately in that "neutral zone" the monsters can still attack

The good news is that Techniques that are untargeted can cross doorways.
Gifoie, Razonde, and Rabarta can hurt and kill monsters standing on the
other side of a door. Make use of this to clear a crowded doorway, or to
kill monsters that are chasing you.

Ah, yes... The entire reason you wanted to be a Force!

Techniques have levels of power. The higher the level, the more powerful it
is. Simple techniques are generally the most powerful techs, Normal techs are
pretty strong, but require some strategy, since they have long recoil. The Hard
techniques, in general, cost the most TP, and are relatively easy to use. These
are often called the "nuking techs".

Before using a Technique, you must first learn it from a disk. Each disk
allows you to learn a Technique of a specific level, and has a MST
requirement you must meet before being able to use it. You can skip levels
-- there is absolutely no need to learn levels for a particular Technique
in sequential order. You can also use any Technique that you've learned,
even if your MST drops below the disk's requirement. (As opposed to
weapons, which automatically unequip if you stop meeting their equip

Technique levels range from one to thirty. For support and healing magic,
level three and higher can affect other teammates. Grants and
Megid disks CANNOT be bought. Aside from being more powerful, a higher 
Technique level also results in your being able to cast the Technique more 
quickly, and have different animations (such as heat waves after a Rafoie, or
a trail of smoke behind Megid).

Casting a Technique has three stages. During the whole time, you will be
immobile. First, there is a startup period, during which you are vulnerable
to attack. If you're hit during the startup, the interruption will prevent
the casting. Next is the actual casting, during which you are invulnerable
from attack. Finally there is a recovery period, also during which you are
vulnerable to attack. If you start casting a Technique immediately after
getting up from being knocked down, you will normally not be hit until
after the spell is completed. Make use of this especially when casting

If you find technique disks with another character, like a Hunter or Ranger,
SAVE the disks! It is important that your Force gets as much power as possible,
and to be truthful, my FOnewearl gained most of her high-level techniques from
my other characters who are far in Ultimate mode. Pinkal section IDs find tech
disks easier than any other ID. It is imperative that your Force is a Pinkal,
unless you have a high-level Pinkal already. Thanks to 'DragonUser84' for this.

Attack Techniques can be considered to be either targeted or not targeted.
A targeted Technique requires that there be a target in range and "locked"
with a targeting cursor. When a monster is targeted by an attack magic,
unless it moves out of range, it will almost always be hit even by
non-targeted Techniques. Likewise, a monster that is not targeted by a
non-targeted Technique will usually be missed unless it is an "area"
Technique.  Area Techniques will affect all monsters within the area in
which the Technique is used.

When you use a Technique, you will consume Technique Points. You can
replenish these points through the use of fluids (Monofluid, Difluid, and
Trifluid), by gaining enough EXP to go up a level, by visiting the Medical
Center on Pioneer 2 (costs 10 Meseta, or free if you died), by dying and
being revived, by using a weapon with a TP drain, by the use of some types
of gear, or by standing within the occasionally found green replenishing
rings. Newman characters (HUnewearl, FOnewm, FOnewearl) have the natural
ability to recover TP. TP recovery rate increases as level increases. This is
a useful ability, and should be taken into consideration when choosing a Force.

=Simple Attack=

 Foie   The Force shoots a single fireball in front of you. Higher levels
        do more damage and have better range. This is not a
        targeted attack, but doesn't have a very good chance of hitting
        without a target. Foie is probably the most-used attack early in the 

 Barta  The Force casts a slow moving and narrow cone of cold a short
        distance in front of her, in a path along the ground.  Higher levels 
        do more damage and have a wider spread. This is a linear attack.

 Zonde  A bolt of lightning strikes the target closest to the direction in
        which the Force is facing, which includes boxes and traps.
        However, Zonde will also hit a monster to the sides or behind the
        caster if the monster is in range.

=Normal Attack=

 Gifoie   This creates a swarm of fireballs which circle around the caster
          for a period of time, hitting all monsters within range. Higher
          levels improve damage and area covered. Gifoie can be useful,
          but it can take a while for the fireballs to hit an enemy
          monster, and it seems to have a slightly longer recovery time
          than most other Techniques. Gifoie is often underrated tech, due to 
          its slow casting speed. However, since the fireballs continue in an 
          outward ring, it can hit spawning enemies, thus saving you TP. It is
          an area attack, but is not targeted. Thanks to Sherlock Mowg for the
          extra info about this.

 Gibarta  A more powerful version of Barta in every way: faster, larger, and
          more damaging. Higher levels are more damaging and
          have better range. Gibarta is an area attack but is not

 Gizonde  A bolt of lightning strikes a target in front of the caster,
          then arcs out to hit other nearby targets. You can't target an
          enemy that's behind you like with Zonde, but if you're
          surrounded, casting Gizonde at an enemy in front of you will
          usually cause the lightning to strike anything to your immediate
          sides and rear. Higher levels improve damage and range. This is
          an area attack, and is targeted.

=Hard Attack=

 Rafoie   The nuclear bomb of the foie set. This throws a firebomb at a
          target in front of the caster that will explode and damage all
          enemies caught in the explosion. Higher levels increase the
          damage and blast radius -- the big orange ball doesn't get any
          bigger, but an orange ring of fire will spread out farther, and
          monsters that are touched by this ring of fire suffer the same
          damage as those caught within the main blast.  This is an area
          attack, and is targeted.

 Rabarta  Waves of cold flow in a ring off the Force's body, damaging and
          possibly freezing any monsters surrounding him/her. Higher levels
          extend the radius of the cold, and improve damage and the chance
          enemies will freeze. Frozen enemies are incapable of attacking
          or moving, and this makes Rabarta a very important technique. 
          This is an area attack, and is not targeted.

 Razonde  Lightning arcs out all around the Force's body. Any monster in
          range will take damage, and will also act as a conductor for the
          lightning to arc to targets near it. At higher levels, with
          enough intermediate targets, Razonde can arc across a fairly
          large room. This is an area attack, and is not targeted.

 Grants   A beam of holy light shines down and strikes a single enemy
          target, usually for very high damage. Unfortunately, this Technique 
          has a very long recovery time, and it saps your TP quickly.
          Higher levels increase damage and range.  This is a targeted

 Megid    The Force shoots a scuzzy looking cloud towards a monster.  It's
          sort of like a Foie fireball, in that it can hit something
          without being targeted, but chances aren't very high. Either it
          will hit and kill, or it will miss completely.  Higher levels of
          Megid increase range and the probability of success, plus the
          size of the Megid ball.  I used to think Megid was completely
          worthless.  I've changed my mind.  High level Megid has a
          reasonably good chance of killing, and although I doubt it, this
          chance might increase as your luck increases.  Plus, as the
          Megid ball grows larger, it becomes capable of hitting more than
          one monster if they're in a tight group. This is not a targeted
          attack.  This is an (extremely limited range) area attack.


 Resta     This Technique should have a permanent home on your customize 
           buttons. Starting with level three, the healing
           vibe will flow off you and heal your teammates. Higher levels
           of Resta increase the radius of effect and heal more damage.
           Like most healing and support Techniques, this is an area
           Technique, and though it is not targeted, you will be turned
           toward the nearest teammate affected.

 Anti      This acts to clear any negative status on yourself or your
           teammates, with the exception that you cannot cast it if you
           yourself are paralyzed or frozen. Starting with level three, it
           can affect your teammates. Higher levels of Anti have better

 Reverser  This will bring a fallen teammate back to life, but you have to be
           fairly close to the downed person. There are no levels to Reverser.


 Shifta  Affected players will have a status with upward pointing red
         arrows, and will flash red. This can improve your attacks
         considerably.  At level three, Shifta can affect your teammates.
         Higher levels improve casting range, length of time Shifta will
         last, and the percentage ATP will increase.  Forces should not
         consider physical combat without this spell active! Shifta will
         counteract the affect of Jellen.

 Deband  Affected players will have a status with upward pointing blue
         arrows, and will flash blue. This can improve your defense
         considerably.  At level three, Deband can affect your teammates.
         Higher levels improve casting range, the length of time Deband
         will last, and the percentage DFP will increase. Be careful with
         Deband.  If it raises your DFP so that powerful attacks won't
         knock you down, it could do you more harm than good. Deband will
         counteract the affect of Zalure.

 Jellen  This will cause monsters to lose attack power. Affected monsters
         and players will have a status of downward pointing red arrows.
         Monsters will also appear an off-color with Jellen cast on them.
         Higher levels will affect monsters in a larger radius with more power.

 Zalure  This will cause monsters to lose defensive power. Affected
         monsters and players will have a status of downward pointing blue
         arrows. Zalure can be useful if you otherwise are having trouble
         clearing out large groups of monsters. Higher levels of course
         have a stronger affect and wider range.  This spell is especially
         useful against enemies with very high DFP, like Pan Arms and bosses.

 Ryuker  This will create a telepipe back to Pioneer 2. It's quite useful
         to have (no more having to remember to carrying around
         telepipes), especially when adventuring alone. There are no
         levels to Ryuker.

MAGs are the little floating creatures that follow players around. Aside
from being an aesthetic accessory, MAGs will help you out.  First, MAGs
will charge up for a Photon Blast as you dish out and take damage.  Second,
MAGs will help you under certain circumstances.  These circumstances are:
going to a boss fight, filling the PB gauge, going under 10% HP, and
dying.  Helpful actions include granting invulnerability, or casting Shifta
& Deband, Resta, or Reverser.  Finally, and most importantly for lower
level players, a MAG can be used to raise your attributes.  All of these
things depend on the MAG's attributes, which depend on what they are fed.

MAG attributes:

 SYNCH:  How "in synch" your MAG is to you.  Basically, how much physical
         damage is channeled into the charge for a Photon Blast.  Maximum
         is 120%.

 IQ:     How smart your MAG is, and affects how likely the MAG is to help
         you when you're in trouble. Feeding your MAG on a regular basis
         (even at level 200) seems to increase the likelihood of your MAG
         helping you.

 DEF:    For each level, your DFP is improved by one point.
         All MAGs start with level 5 DEF.
 POW:    For each level, your ATP is improved by two points.
         All mates will improve POW.

 DEX:    For each level, your ATA is improved by 1/2 of a point. This means
         that for every 2 points for DEX, your ATA will go up by 1.
         All antis will improve DEX.

 MIND:   For each level, your MST is improved by two points.
         All fluids will improve MIND.

A MAG's overall level is equal to the sum of last four individual attribute
levels. The maximum overall level a MAG can have is 200. Based on the
relationship between the attributes, the owner's Section ID, the owner's
class, and the MAG's level, the MAG can evolve to different forms. The
first evolution occurs at level 10, to one of three types, depending on
class. The second evolution occurs at level 35. The third evolution may
occur at level 50.  Every five levels after level fifty, the MAG can evolve
again, depending on how the statistics are arranged. Every time your MAG
evolves, it can gain a new type of Photon Blast, to a total of three. Don't
worry if you don't have a third evolution, Photon Blasts aren't really very
important to a Force. If you have a level 200 MAG with only two Photon
Blasts and you really want that third Blast, you can give it to a friend
with a different class (or Section ID) and have him feed it at level 200.
The MAG will immediately evolve and get its third Photon Blast, at which
point your friend can give it back. If you feed the MAG again, it will
revert to its prior type, or you can leave it as it is.

Protective gear comes in two types: body armor and hand-held shields.
Forces are limited to Frames and Barriers, which have less defensive power
than the Armor and Shields that Hunters and Rangers can use. Body armor can
have up to four slots, in which you can place various types of status
boosting Equipment. Protective gear has usage requirements based on
experience level. As you play, you'll find gear with requirements above
your current level. Hold on to these for those times that you will be able
to use them. Having slotted body armor is actually more important than
having better armor, especially for a Force. Hold off on upgrading to a
better Frame type if it means you'll be losing all your slots. Always keep
Frames and Armor with three or four slots. Even stuff you're not going to
use, because there will always be other players who will want it. Many
Hunters and Rangers will hold good slotted Frames, and are happy to trade
for slotted Armor.

All the Battle units (General, Devil, God) will improve the
speed of physical attacks.  Most significantly, they will improve the
startup time for Heavy and Extra attacks.  The advantage of a Battle unit
is that you can use Heavy or Extra attacks where you'd otherwise use a
Normal.  For example, if you're swinging a Sword at a VH Booma, you can use
Heavy -> Heavy -> Heavy even if it's standing right in front of you,
without worry about a counterattack interrupting you. However, recovery
time is still just as slow!  

Wizard/, Devil/ and God/Technique will raise all your Technique casting
levels by one, two, or three. You cannot use a /Technique unit to raise a
technique above level 30.

Team Games
Much of the appeal of Phantasy Star Online is that it is a cooperative
game. So, to get the most of out PSO, cooperate. And keep in mind that not
all of the following are applicable only to Forces. Common courtesy is
applicable for all classes.

How To Be A Good Teammate As A Force

Don't split the party. Try to stick with the other people in your group,
and avoid running off by yourself, even if you're capable of fighting
alone. If they're headed in the wrong direction, say so, don't just leave
them behind. After fights, even if you have no interest in picking up
items, show a little patience to your teammates.

During fights, keep an eye on where everyone is, and try to keep your
teammates in range of your support magic spells. This means in battles,
don't go running off to the corners to pick stuff up while your teammates
fight. It's very annoying when anyone does it, but it's worse when it's the
team's Force. If you have one teammate who is the guy running for the boxes
while your other teammates fight, support the guys who are playing as a
team first and take care of the other guy second. If everyone in your game
is a treasure hog, go find another team.

Remember, if you don't put fluid on a customize button, you should place your 
fluid stock at the top of your item list (use the manual sort) so that you 
can use it from the Items menu as quickly as possible. At higher levels, 
although you want to stretch those Trifluids out, go ahead and use Difluids 
every now and then. You'll usually find enough to keep you fully stocked.

Keep Shifta and Deband cast on all team members, all the time. These spells
have a huge effect on physical combat. For that matter, if you plan on
engaging in physical combat yourself, make sure you are Shifta'd in a solo

You should always cast Anti immediately for any negative status that
prevents a teammate from defending himself. Most important to Anti are
paralysis, confusion, and freezing. Less important are slow and poison.
This also means, always carry around Antiparalysis for yourself just in

Sometimes teammates die. Your goal is to have this happen as infrequently
as possible, but sometimes, especially if you're playing with new or greedy
teammates, it will happen. Reverser your teammates when it's safe to do so.
Usually, this means take care of that big crowd of monsters surrounding
your dead comrade's body before you Reverser, otherwise you might find
yourself dead as well. The exception is when fighting a boss, in
which case you want to keep all your allies alive as much as possible,
especially if the boss is close to expiring. Dead players receive no EXP,
and there's nothing quite so disappointing as fighting a boss for 10
minutes with nothing to show for it...

This doesn't mean you aren't capable of dishing out some punishment
yourself. Sometimes a good offense is the best defense. Use your offensive
magic to disrupt enemy attacks, knock down flying opponents, push back
crowds of enemies (especially zonde in the Mine), and most importantly,
freeze your enemies in their tracks. If you or a teammate is surrounded or
in danger of taking a pounding from enemies, you should let fly with a
flurry of barta spells. Regardless of whether or not the monsters are
susceptible to cold, high level barta (primarily, Gibarta and Rabarta) can
hit and freeze anything close to you. Any time you're feeling pressed for
space, or encounter an especially dangerous opponent (Hildebears, Garanz/s,
Sinows, Delsabers, Chaos Bringers, etc) go ahead and try to freeze it. At
higher levels especially, you have a pretty good chance of success for at
least a few enemies, and in a crowd, the frozen monsters will slow down the
rest of them from getting at you. Even if you're not in a good position to
take advantage of the frozen monsters, hopefully your teammates usually
will. For what it's worth, you do get EXP for hitting a monster with a
Technique, even if it does zero damage...

Share treasure with your teammates and before you sell something good, ask
your teammates if they want it. This even applies to common weapons if you
find one with high percentages. Anything with 30% attributes or better you
might want to hold onto for a while anyway just in case.

Finally, after you become the world-class butt-kicker that Forces can become,
don't be an EXP hog. It is really embarrassing to see a high level Force
join a Normal or Hard game with lower level characters for support, and
then zapping all the monsters before the other players can even come near
them. High level Forces should not be in Normal games at all; virtually all
offensive Techniques kill in a single hit. If you are going to enter a Hard
game, be aware of how much damage a monster can take before dying, and let
someone else kill it!

I much prefer to join teams with players of roughly the same experience as
I have. If you join newbie games when you're much more powerful, you
usually end up carrying the team, and you prevent the other players from
learning how to fight properly.

=Team Strategy=

There's really not much strategy to this game beyond what I've outlined
above. Stick near teammates, watch their backs. Be careful with Heavy gun
attacks pushing monsters out of the range of melee fighters, or into
another player.  Freeze large groups of enemies.  If you see a teammate
surrounded by monsters and in trouble, help that person out.

Sometimes its fun to play "Monster Roundup" also known as "pulling a
train". This is best with at least two players, and most useful in rooms
where monsters warp in from all sides. One player will act as bait and get
all monsters chasing him or her. The other players stand outside the room
and wait for the bait to come running towards them, with all the monsters
in tow. When they're all together in a group, the monsters can be easily
delt with, either through Techniques or with multiple enemy hitting

Forces are the most expensive class to play, and in the early levels, money
comes dear. Between an always pressing need for fluids and the pressure to
raise MAGs, you may constantly find yourself short of Meseta. Even at
higher levels, Trifluid is expensive, and there will come a time when
you'll be wanting to buy some very expensive high level Technique discs.

Since TP replenishment is the main cost of being a Force, learn to be
sparing in your use of Techniques. You won't need to use Techniques so much
if you have good physical power -- yet another reason to invest in raising
a power boosting MAG. Also when playing by yourself, obtain Ryuker as soon
as you can and teleport back to Pioneer 2 to replenish TP instead of using
fluid. Finally, when you come across fluids that you can't carry (or don't
want to carry), use it.

Still short on money? Solo play through the levels and in quests will
usually help your bank account. A trip through the Mine and Ruins will
almost always bring in lots of Meseta through sold items. When grabbing
stuff for cash, keep in mind that Armor and Frames are usually worth the 

If you still can't make ends meet, and you don't want to annoy your
teammates by constantly piping back to Pioneer 2 for trips to the Med
Center, ask your teammates for cash for fluids. If you are going to be an 
item hog though, offer your teammates any particularly good items you picked 
up (for free please) before you sell them off. What's good? Rare items, 
slotted armor, weapons with high percentages, and weapons with powerful 

Most Hunters and Rangers tend not to spend much money except on their MAGs,
so they're usually happy to help a Force out, especially if that Force is
keeping them healed and casting Shifta and Deband. This is especially true
of teams of androids, which otherwise have to endure the hassle of relying
on mates.

Don't worry, eventually you'll be like everyone else, with more Meseta than
you know what to do with. For what it's worth, you can put up to 999,999
Meseta in the bank, and you can carry up to 999,999 Meseta on your

Enemy Technique Weaknesses-Following is a list of all monsters' weaknesses

~Normal-Very Hard Difficulty~


All Forest inhabitants are of Native attribute.

 Rag Rappy - Foie
 Al Rappy - Foie
 Booma - Foie
 Gobooma - Zonde
 Gigobooma - Barta
 Savage Wolf - Foie
 Barbarous Wolf - Zonde
 Monest - Zonde
 Mothmant - Zonde
 Hildebear - Barta
 Hildeblue - Foie
 Dragon - Barta


All Cave inhabitants are of Altered Beast (A.Beast) attribute.

 Poison Lilly - Barta
 Nar Lilly - Barta
 Evil Shark - Foie
 Pal Shark - Barta
 Guil Shark - Zonde
 Grass Assassin - Foie
 Pofuilly Slime - Foie
 Pouilly Slime - Zonde
 Nano Dragon - Zonde
 Pan Arms - Foie
 Hidoom - Barta
 Migium - Foie

 De Rol Le - Foie


All Mine inhabitants are of Machine attribute.

 Gillchic - Zonde
 Dubchic - Zonde
 Canadine - Barta
 Canane - Barta
 Sinow Beat - Foie
 Sinow Gold - Foie
 Garanz - Barta
 Vol Opt {Form 1} - Zonde
 Vol Opt {Form 2} - Barta


All Ruins inhabitants are of Dark attribute.

 Claw - Foie
 Bulclaw - Foie
 Bulk - Foie
 Dimenian - Foie
 La Dimenian - Barta
 So Dimenian - Zonde
 Delsaber - Foie
 Dark Belra - Zonde
 Chaos Sorcerer - Foie
 Bee L/Bee R - Foie
 Chaos Bringer - Foie
 Dark Gunner - Grants
 Darvant - Barta (Grants also?)
 Dark Falz {Form 1} - Zonde or Grants
 Dark Falz {Form 2} - Barta
 Dark Falz {Form 3} - Foie

~Ultimate difficulty~


 El Rappy - Barta
 Pal Rappy - Grants
 Bartle - Foie
 Barble - Zonde
 Tollaw - Barta
 Gulgus - Foie
 Gulgus - Gue - Zonde
 Monest - Zonde
 Mothvert - Zonde
 Hildelt - Grants
 Hildetorr - Foie
 Sil Dragon - Foie


 Ob Lilly - Zonde
 Mil Lilly - Zonde
 Vulmer - Foie
 Govulmer - Barta
 Melqeek - Zonde
 Crimson Assassin - Foie
 Pofuilly Slime - Foie
 Pouilly Slime - Zonde
 Nano Dragon - Barta
 Pan Arms - Foie
 Hidoom - Barta
 Migium - Foie
 Da Ral Lie - Foie {Head - Zonde}


 Gillchich - Foie
 Dubchich - Zonde
 Canabin - Foie
 Canune - Barta
 Sinow Blue - Foie
 Sinow Red - Barta
 Baranz - Zonde
 Vol Opt ver.2 {Form 1} - Zonde
 Vol Opt ver.2 {Form 2} - Zonde


 Claw - Zonde
 Bulclaw - Grants
 Bulk - Grants
 Arlan - Foie
 Merlan - Barta
 Del D - Zonde
 Delsaber - Foie
 Indi Belra - Zonde
 Gran Sorcerer - Foie
 Bee L/Bee R - Foie
 Dark Bringer - Barta
 Dark Gunner - Grants
 Darvant - Barta/Grants?
 Dark Falz {Form 1} - Zonde/Grants?
 Dark Falz {Form 2} - Barta
 Dark Falz {Form 3} - Foie


((NOTICE))- Some of these are not confirmed. I took the weaknesses of some of
the enemies that also appear in Episode I. CCA and Seabed are incomplete. I
will add to this section as I obtain information.

=VR Temple= *Most enemies in VR Temple have a low dark resistance (Use Megid)*

 El Rappy - Barta
 Pal Rappy - Grants
 Arlan - Foie
 Merlan - Barta
 Del D - Zonde
 Ob Lily - Grants
 Mil Lily - Zonde
 Mothvert - Zonde
 Hildelt - Barta
 Hildetorr - Foie
 Crimson Assassin - Foie
 Indi Belra - Zonde
 Barba Ray - ?

=VR Spaceship=

 Gillchich - Barta
 Dubchic - Barta
 Gulgus - Foie (Megid works wonders too)
 Gulgus-Gue - Zonde
 Delsaber - Barta
 Pan Arms - Foie
 Gran Sorcerer - Foie
 Baranz - Zonde
 Gol Dragon - ?


 Mirillia - Barta
 Merlitas - ?
 Mericarol - Barta
 Ul Gibbon - ?
 Zol Gibbon - Foie
 Gibbles - Barta
 Gee - Barta
 Gi Gue - Barta
 Sinow Berill - Barta
 Sinow Spigell - Foie
 Gal Gryphon - ?


 Dolmolm - ?
 Dolmdarl - ?
 Recobox - ?
 Sinow Zoa - ?
 Sinow Sele - ?
 Morfos - ?
 Del Depth - ?
 Delbiter - Foie

 Olga Flow - ?

Of course, the bosses. How could I forget them? They can drop very nice items,
and they give massive EXP. Be careful when fighting some bosses, however. They
hit harder and are different to regular enemies. Being a Force, you should
already know that getting hit isn't a good thing, since your defense is so low.
You should also be wary of the fact that bosses are weakest against simple
techs. FOnewearls have a distinct advantage when it comes to boss fights,
especially if they're equipped with a weapon that boosts simple techs even

I almost always bring a Scape Doll with me wherever I go, just in case. You
never know when something crazy could happen, so it's better to be safe than

Time your techs. Make sure you don't leave yourself open the whole time, or
else you'll take a beating. Get a feel for the bosses' attack patterns, and
use them to your advantage. Keep these general rules in mind, and you should
be just fine. ^_^

Now, on to the strategies! 

=Dragon= (Forest Boss)

On Normal, Hard, and Very Hard, the Dragon is slow, and his moves are
predictable. He is weak against Barta, due to the fact that he lives in a
volcano, of course. Generally, I cast Deband before I enter, so that I don't 
have to worry about it in the heat of battle. Let the Dragon come to you, and 
just cast Barta like crazy until he gets close. Before long, he should fall
to the ground. This is the time to attack. Aim Barta at any place on his body,
and go nuts! After a while, the Dragon will get up, and if you've done enough
damage, he will roar, and then he will leap up into the sky. He will fly around
the room for a couple of seconds, and he will dive underground. This part can
be dangerous. Stick close to the walls while he is darting underground, and
KEEP MOVING. If you get hit, chances are good you'll get knocked down. Simply
stand back up, heal, and get moving again. After three shots across the room,
the Dragon will surface again, but MAKE SURE you stay away from him as he
lands. Otherwise, you will get crushed, resulting in major damage. Even if
HE doesn't land on you, the shockwave will knock you down, which causes heavy
damage. Once he lands, start attacking him. After a couple of seconds, he'll
stop to breathe fire. Run behind him and continue to cast Barta until he is
defeated. Be careful once you kill the Dragon, because he can still land on
you when he falls. This has killed me once or twice, which meant that I didn't
get any EXP, and I had to go back to the lair just to collect the items he

-Strategy sent in by Alexis-

"After the dragon falls to the ground, you should aim for it's head, 
which is his weak spot.

Against the Dragon in Ultimate mode, if by any chance you get frozen, start 
tilting the analog stick sideways, this will cure you from being frozen very 
quickly, (it only takes me 1 or 2 seconds to unfreeze by doing this ^_^, 
very helpful trick)"


=Sil Dragon= (Forest Boss)

He's like the Dragon, but much faster and deadlier. Use the same basic tactics
against him as you did the regular Dragon, but this time, use FOIE instead of
Barta. Also, when he dives underground, he will shoot across the room twice,
and on the third time, he will make an inward spiral motion, which can be tough
to avoid. Be very careful when fighting the Sil Dragon. Once touch from his icy
body will freeze you, which almost always results in death. Don't let him step
on you, and try to dodge his ice shards to the best of your ability. If you
happen to get frozen during the battle, wiggle the control stick left and right
or up and down and you will unfreeze faster.

NOTE: For all of the Dragon fights, use your area map (triggered by the Y button)
      to locate where the dragon is. This can help you anticipate his movements
      when he is underground, which is a big help for low-level Forces.

      (Sent in by Shimi)

More to come... (Too lazy to do anything right now.. ;P)


Revision History
v1.0: 6/15/03 - This is my first version of the FAQ, and isn't likely to
                be the last. I have the majority of the information in this
                version, but I will add some things when I get the chance.

v1.1: 6/27/03 - I corrected some things about stats, in the MAG section. I've
                included information on the Dragon, in both Ultimate & the
                other difficulties. I finally got some info about Episode II,
                and it's nearing completion. Depending on the feedback I get,
                I may or may not include an Episode II boss section. I'm
                already looking forward to my next update!

v1.2: 8/6/03 - Not much here. I added some others in the credits for some info
               on some basic stuff. I've been busy with SSBM, and with
               Soul Calibur II coming out soon, I probably won't be updating
               for quite some time. -_-

v1.3: 9/14/03 - Well, I finally started playing PSO again. This past month
                has been crazy with school starting back up and these new

v1.4: 12/7/03 - Added a tip about the Dragon boss fight. Looking back, I've
                noticed that after June, I never really added much to the FAQ.
                I would be working harder if it weren't for that darn FFXI. =P

Future Updates

I really need to get working on that boss section. ¬_¬

My appreciation is dedicated to all who have helped me in the making of this
FAQ. If these people hadn't helped me, you would not be reading this FAQ 
right now.

 A BIG thank-you goes out to the following:

-CBCCBC (GameFAQs user name), for the class information and stat growth.

-Storm1987uk (GameFAQs user name), for the enemy tech weaknesses.

-Thyanura (GameFAQs user name), for a guideline on which this FAQ was created.

-Max Miller (Maxo996 on GameFAQs), Michael Guthrie (michaelguthrie1 on
 GameFAQs), and Joseph Arellano (ForbiddenAngel on GameFAQs) for all being 
 excellent playing partners, doing trades, and being my friends. Multi-mode 
 rocks! ^_^

-CjayC for hosting my FAQ on the greatest gaming website ever! 
 (gamefaqs.com, duh!)

-Everyone on the PSO message boards who supported my idea.

-Sonic Team for this wonderful game!

-Sega for working with Nintendo.

-Nintendo for creating the Gamecube and re-creating PSO! Nintendo rocks!

-drillpeck (GameFAQs) for Episode II tech weaknesses.

-bordering (GameFAQs) for the extra FOnewm info, see his addition above.

-RankoChan (GameFAQs) for info about Episode II tech weaknesses.

-DragonUser84 (GameFAQs) for general suggestions about techs, disks, and

-Sherlock Mowg (GameFAQs) for some of the Gifoie information.

-Tigereye (GameFAQs moderator) for the FOmar and FOmarl suggestion.

-"Death Bringer" Alex for some boss info.

-Infusion for the info about casting speed and max ATA vs. base ATA for FOnewms.

-Shimi for the tip about the area map in the dragon fights.

Do NOT use this FAQ other than for personal use. You can e-mail me for
my permission if you want to post this FAQ on another website. This FAQ
is copyright 2003 Jared Langdon (ArwingFox on GameFAQs). If you see this
on any website other than GameFAQs, IGN (ign.com), or neoseeker.com, please 
let me know ASAP.

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