Note that the Chakra ability actually restores HP to undead monsters and does
not damage them.
---STOP UNDEAD REVIVAL---
Normally, KOed units disappear and turn into a crystal or chest when their
countdown hits 0. Undead monsters or humans, however, may instead resurrect
themselves with full HP! Fortunately, there’s two easy ways to stop this:
First, you can turn the undead unit to stone, so it’s never actually KOed.
The Seal Evil ability used by Mustadio and Balthier works great for this.
Second, for undead monsters, you can Poach or Tame them. Poached monsters
disappear from the map completely (and hence can’t resurrect), and Tamed
monsters will actually fight on your side!
---PAUSE BATTLES---
If you push Triangle while the enemies are moving, the game will pause after
the current enemy stops moving. (When you press Triangle, you’ll hear a chime
sound indicating the pause was activated.) Once paused, you can check out
everyone’s status. When you’re done, just click on any character and choose
Done to resume.
---TURN LIST---
The Turn List is a very helpful screen that displays which characters will be
getting their turns next, and when magicks currently charging will activate.
To look at the Turn List, press Triangle during battle to get out of the
current menu. (You can also do this using the Pause Battles command above.)
Then click on any blank tile and choose "Turn List."
You can also access the Turn List when selecting an ability. Simply press
the right arrow when you’re on the list of ability. This will show you when
the selected ability when finish charging.
There are many reasons to check the Turn List. For example, you can make sure
a charged attack will activate before the enemy moves, you can get out of
the way before an enemy magick activates, you can focus your attacks to KO the
enemy who will move next, and you can make sure to pick up crystals before an
enemy will have a turn to collect them.
Note that the Turn List always assumes that characters will both Move and Act
on their turns. If they use Wait to keep some of their CT gauge filled, or if
Haste or Slow is cast on them, their position on the Turn List may of course
change.
---BATTLE CLOCK---
Characters get to take a turn when their CT gauge fills up from 0 to 100. How
does the CT gauge fill? It’s controlled by an invisible "battle clock" that
ticks forward between turns.
Between turns, the in-game clock "ticks" forward. During each "tick," all
characters’ CT gauges increase by an amount equal to their Speed statistic.
If a character reaches 100 CT, he or she gets a turn. If no character gets a
turn, the clock ticks forward again and again until someone DOES get a turn.
If more than one character hits 100 CT on the same tick, all those characters
get to take a turn before the clock continues.
The clock calculations are done automatically, so you won’t see any actual pause
between turns. It’s just the mechanic that controls the order of turns.
Since the rate at which your CT gauge fills is based on your Speed, increasing
your Speed statistic fills your CT gauge more rapidly and allows you to get
more turns relative to the enemy!
Some abilities (magicks, mostly) must be "charged up." After being selected,
these abilities are delayed by a fixed number of clock ticks before they
activate. For example, when you choose to have a character cast Curaga, it
takes 7 clock ticks for Curaga to charge up, and then it activates. The number
of ticks varies by ability, with more powerful abilities requiring more ticks
to charge. Before you begin charging an ability, you can use the Turn List
(see above) to preview when it will activate. (In-game, the charge time for
abilities is displayed as a "speed" number; the number of required ticks is
equal to 100 divided by this number.)
Generally, the charge time of magicks is FIXED. Increasing a character’s
personal Speed statistic has NO effect on the charge time of abilities. The
exception is the Dragoon’s Jump ability -- this ability DOES charge faster if
you have a higher Speed. For all other abilities, Speed does not improve their
charge time, but you can reduce the charge time of magicks and Limit by
equipping the Time Mage’s Swiftness ability. (Swiftness has no effect on Jump
or Aim).
Since Speed goes up but the number of ticks required for delayed abilities
remains fixed, abilities that require charge time tend to get less useful as you
gain levels and increase Speed. You can get more "regular" (non-charge) turns
relative to the charge time of delayed abilities.
FF Tactics is completely turn-based. While you are looking at the menu and
thinking, the battle clock does NOT tick. (It is not an ATB system.) The
clock only ticks between turns.
---MONSTER COMPATIBILITY---
When it comes to calculating Zodiac compatibility, monsters are actually
considered a third sex. All monsters are considered to be the same sex as
each other (maybe that explains why they all lay eggs), but they’re all
considered to be "different sex" vs. any human.
---THUNDERSTORM AND SNOWSTORMS---
During a thunderstorm, lightning-elemental attacks do 125% normal damage and
fire-elemental attacks do 75% normal damage. Movement through swamp tiles is
also slowed during a storm. These effects occur only during a thunderstorm
(when the screen occasionally flashes) and not during a light rain.
During a snowstorm, ice-elemental attacks do 125% normal damage. Snowstorms
are pretty rare: they only occur during a handful of single-player story
battles and on those same maps in multiplayer. They never occur during random
battles in single-player.
---TIME OF THE SEASONS---
As in Final Fantasy XII, Ivalice alternates between wet and dry seasons. Each
year has two wet seasons (Gemini/Cancer and Sagittarius/Capricon/Aquarius) and
two dry ones (Leo/Virgo/Libra/Scorpio and Pisces/Aries/Taurus). Thunderstorms
(see above) are more common during the "Wet" months than the "Dry" ones.
---REWATCH STORY SCENES---
Didn’t catch what happened during a story scene? You can rewatch most of the
game’s story scenes. On the world map, open the menu and choose Chronicle and
then Events. You’ll see a list of the major story events that you’ve seen so
far. Choose a scene to read a text description of it, and press Triangle if
you want to rewatch the scene.
---QUICK UNEQUIP---
When removing characters’ equipment, if you select Remove and then tap left on
the D-pad, all of the character’s item slots will be highlighted. You can then
equip all of the character’s gear in a single click. This is handy when you’re
stripping a character you won’t be using for a while, or when you’re
transferring one character’s set of equipment to another equipment.
%%%ADVANCED TACTICS AND SECRETS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00adv
This section covers tricks that are applicable in a smaller number of
situations, as well as a few important game secrets.
---SHOOT ENEMIES NEXT TO YOU---
Normally, you can’t shoot enemies close to you with a bow or gun, but all you
have to do is target a square in a straight line behind the enemy you want to
hit (there doesn’t even have to be anybody in the square). You’ll end up
hitting the enemy in front of you.
---2ENEMIES1TURN.COM---
The Shoot Enemies Next To You trick above can be combined with Balthier’s
Barrage ability to attack two or more different enemies in one turn. This only
works if Balthier has a weapon with a range of 2 or more, and if the enemies
are both in a line from Balthier (and within range of his weapon). Target the
enemy that’s further back with Barrage. Balthier will use a series of four
attacks; of course, the initial strikes will actually hit the enemy closer to
Balthier. However, once that first enemy is KOed, Balthier will continue
attacking and hit his "original" target -- the enemy in back! This way, you
can divide your damage between two targets instead of wasting a lot of damage
finishing off an enemy that was already low on HP. This trick works with guns,
bows, polearms, and any other weapon with a range of 2 or more.
---LEARNING ULTIMA---
Luso’s Game Hunter job and Ramza’s Chapter IV Squire job both have an extra
ability that can’t be learned with JP: Ultima! This ability can only be
learned by having Ramza or Luso be hit with the spell while he is in the
relevant job. In the main game, the best time to learn this ability is the
Limberry Castle Gate, where Celia and Lettie will cast the spell on you. You
can also learn it from them in the subsequent Limberry Castle Keep, and Luso
can also learn it on the roof of Riovanes Castle at the end of Chapter III.
Ultima Demons also cast the spell, but more rarely; these appear in the third
battle at Limberry Castle and the third battle at Mullonde Cathedral.
Once you’ve acquired the spell, you can have Ramza and Luso cast it on the
other to learn it that way. You can even learn Ultima in the multiplayer mode
by having one of the other player’s character cast it on you. (Note that only
Ramza’s "Chapter IV" version can learn Ultima.) This is a great way to still
get the spell in case you miss it during the main quest.
During the final battle, Alma can also learn Ultima if Ramza or Luso casts it
on her, and all three can learn Ultima from the Ultima Demons present.
---LEARNING ZODIARK---
Similar to Ultima, the strongest summon magick also can’t be learned with JP.
This one can only be learned from the boss at the end of Midlight’s Deep, the
bonus dungeon. You only have a single chance to learn this one. Like Ultima,
the magick is learned by having the boss cast it on a character currently in
the Summoner job. If you take at least 1 HP or MP damage and survive the
magick, you’ll be given a 90% chance of learning Zodiark. (If you don’t learn
it the first time, you’ll be given another chance each time the boss casts the
magick.) The easiest way to survive Zodiark is to use the Mana Shield reaction
ability (Time Mage); for additional tactics, check the Midlight’s Deep battle
strategies.
After learning Zodiark from the boss, you can also teach it other allies, but
only through a rather roundabout manner. Since you can’t cast summons directly
on allies, you’ll have to first cast Zodiark onto an enemy Summoner, and then
have the enemy Summoner cast it onto the intended ally. Use Magic Break on
your Zodiark caster first to make sure s/he doesn’t accidentally kill the enemy
Summoner. Since Zodiark costs 99 MP, you’ll also need to make sure the enemy
Summoner’s MP stays above 99 (using Ethers or Chakra) or s/he won’t ever cast
Zodiark.
Alternately, if you KO the enemy Summoner after s/he has learned Zodiark and
let him turn into a crystal, you can also learn Zodiark that way. Of course,
there’s no guarantee that the enemy will turn into a crystal (or that the
crystal will contain Zodiark), but this tactic can be good if you’re having
trouble getting the enemy Summoner to cast Zodiark.
The Catacombs, The Switchback, and The Interstice are all good places to find
enemy Summoners for this procedure.
---LEARNING MAGICK FROM BEING HIT---
In addition to Ultima and Zodiark, there are a few other magicks that can be
learned from being hit with the magick (see list below). In all cases, the
character learning the magick must be in the appropriate job -- for example,
you can only learn Blizzaja this way if you’re currently a Black Mage. The
character must not be KOed or otherwise incapacitated (e.g. Stopped), and must
lose or gain at least 1 HP or MP in damage/healing from the magick (for attack/
healing magicks) or have the relevant status change bestowed (for status change
magicks).
The odds of learning magicks this way is much lower for other magicks besides
Ultima and Zodiark.
Since summons can only be cast on enemy units, they can only be learned from
enemy Summoners. Other magicks can be learned by having one friendly unit cast
it on another.
A list of the magicks learnable this way and the chance of learning them per
cast:
Curaja (White Mage) - 40% chance
Protectja (White Mage) - 10% chance
Shellja (White Mage) - 10% chance
Firaja (Black Mage) - 30% chance
Thundaja (Black Mage) - 30% chance
Blizzaja (Black Mage) - 30% chance
Hasteja (Time Mage) - 20% chance
Slowja (Time Mage) - 20% chance
Bahamut (Summoner) - 20% chance
Odin (Summoner) - 20% chance
Leviathan (Summoner) - 40% chance
Salamander (Summoner) - 30% chance
Lich (Summoner) - 20% chance
Cyclops (Summoner) - 10% chance
Zodiark (Summoner) - 90% chance (see "Learning Zodiark" above)
Ultima (Squire [Ramza]- 100% chance (see "Learning Ultima" above)
Game Hunter
Cleric)
Magicks that are not on the above list *cannot* be learned in this way.
Teaching your characters the -ja Black Magicks this way can be particularly
helpful if you’re trying to have multiple characters master Black Mage to
unlock Dark Knight.
A trick for learning elemental damage magicks is to have the target equip gear
that absorbs the element in question. For example, you can use the Flame
Shield for Firaja, the Ice Shield for Blizzaja, and the Sage Ring’s for any of
the elements. (You’ll need to use Equip Shields so that the Black Mage can
equip a shield.) This ensures that the target won’t be killed by the magick
when s/he is trying to learn it. In order for this trick to work, you’ll need
to gain at least 1 HP from the absorbed magick, so make sure you’re not at full
HP to start with. (Equipping gear that CANCELS the damage will also not work;
you need to ABSORB it in order to get any HP change!)
For non-elemental summons, you can use Rend Magick on the caster to reduce
his/her magick attack and minimize the damage that the target will receive.
---RARE RANDOM BATTLES---
There are a number of "special" random battles at particular wilderness
locations. If you enter these location heading the correct direction, there’s
a chance you’ll sometimes get into an unusual random battle. (They don’t
ALWAYS show up.) Nothing tells you explicitly that you’re in one of these
battles, but they feature novel enemy parties.
For instance, you can enter a battle against a large team of enemy Monks if
entering Grogh Heights from the south, and one against a team of enemy Samurai
entering the Yuguewood from the east. Mount Germinas has a rare battle against
some gun-wielding Chemists and Orators, where you can steal additional copies
of the magick guns, and sometimes the Stoneshooter (see below). Mandalia
Plains has a battle against a large set of enemy dragons.
---THE INVISIBILITY CLOAK---
Also found at Mount Germinas is the Invisibility Cloak, an accessory that gives
a character an automatic Invisibilty at the start of every battle. The Cloak
can be found during the initial story battle, or later during a random battle.
To get the cloak, put the Treasure Hunter ability and move to the very top of
the peak. The top of the peak forms sort of an "L" shape; the tile holding the
Cloak is the one between the two "legs" of the L:
___
/
/ X
--/ --
(During the initial battle at Mount Germinas, another way to ID this tile is
that it’s the same one where the enemy Ninja starts.)
When you land on this tile, you’ll receive either an Ether or the Cloak; your
chance of getting the Cloak goes up the lower your Bravery. You only get to
pick up the item once, so if you get the Ether, you can no longer get the
Cloak.
---THE STONESHOOTER---
The Stoneshooter is an unusual weapon ... it’s the strongest gun without a
"magical" effect, but it’s not without some drawbacks. If you equip it, you’re
turned to stone at the start of the battle! If you de-stone the character with
an item or spell, he or she can then fight normally, but the gun isn’t all
that strong and doesn’t have any special effects. It’s not worth the hassle,
in my opinion.
Where to find the Stoneshooter? Occasionally, at Mount Germinas, you’ll get
into a random battle where you’ll see one of the enemy Chemists turned into
stone at the start of the battle. That’s because he’s equipped with the
Stoneshooter. Use a Remedy or Esuna to de-stone him and then you can steal the
Stoneshooter. (You can also get the Stoneshooter by poaching a Dark Behemoth,
although this is the "rare" poach.)
---CATCH RARE WEAPONS---
Rare weapons like the Excalibur and Whale Whisker can’t be bought in stores ...
but there’s a way to get an infinite supply of them! They’re thrown by high-
level (90+) enemy Ninjas, and if you equip the Thief’s Sticky Fingers reaction
ability, you can catch the thrown weapons and add them to your inventory. You
can find lots of enemy Ninjas in the Rendezvous Mode mission "Littering" and on
level 9 of Midlight’s Deep, The Interstice, but you’ll have to raise your own
levels to 90 or so to see enemy Ninjas at that level. Unfortunately, rare
weapons that can’t be thrown, like staves and rods, can’t be attainable in this
way, so they’re one (or two) of a kind. Weapons exclusive to the multiplayer
mode also can’t be obtained this way since they also can’t be thrown.
---DUAL WIELD (AND DOUBLEHAND) TRICKS---
The Ninja’s Dual Wield support ability lets you equip two weapons at once.
This is a great ability with a number of applications. First, it can make your
regular attack up to twice as strong. You can also use it to equip weapons
with two different beneficial status effects (e.g. auto-Haste from an Excalibur
and auto-Regen from a Chaos Blade). Dual-Wielding a weapon that inflicts a
status ailment also gives you two chances to inflict that ailment! For magick-
users, Dual-Wielding rods or staves lets you equip two weapons to boost your
magick attack, although in most cases you’re better off simply with Arcane
Strength.
If you’re equipping a weapon that can drain enemy HP (i.e., the Blood Sword
or Orochi ninja blade), be sure to equip that in the top slot. Otherwise,
your first attack may KO the enemy and you won’t get a chance to drain its
HP!
When pairing Dual Wield with abilities that depend on your weapon strength
(e.g. sword techniques like Holy Sword and Darkness), be sure to equip the
stronger weapon in the TOP slot. This is because only the FIRST weapon you’re
holding determines the power of these abilities.
Note that this is true for sword techniques, even if the first weapon isn’t a
sword! For example, you can equip a flail in the top slot and a sword in the
second, and your sword technique power will be determined by the flail power!
So, one trick is to equip a sword in your second slot (to activate the sword
technique command) and then a more powerful weapon in the top slot! In
practice, this trick isn’t all *that* great because knight’s swords are more
powerful than most other single-handed weapons. However, if you’ve switched to
another job and are using Equip Swords to enable your sword techniques, then
you’re limited to "regular" swords, which are substantially weaker. In this
case, this trick can be quite useful as there may be a stronger weapon to equip
in the top slot!
Finally, Dual Wield paired with Arts of War gives you two chances to perform a
Rend attack.
The Samurai’s Doublehand ability, which allows you to wield one weapon two-
handed to increase its attack power, is somewhat similar to Dual Wield. Both
sacrifice your shield slot for a potential doubling of your attack power. In
general, Dual Wield is the better ability. It allows you to perform the above
tricks, works with fist attacks (Doublehand does not), and also divides your
attack strength over two attacks, which means you can often land at least one
attack even if the enemy dodges or blocks the other. And there are many times
when one attack is enough to KO an enemy! (This is particularly useful against
enemies with Shirahadori, since they can only block the first of your two
attacks.)
Doublehand, however, is useful when you’re equipped with a pole or polearm,
which can be used with Doublehand but not Dual Wield. It can also be good if
you only have 1 copy of your strongest weapon in a category and nothing good to
Dual Wield in the other hand.
---REVIVE THE LIVING---
Annoyed by long charge times for Raise spells? Well, who says you can’t start
charging the spell before the target dies? If somebody’s low on life and you
know they’re going to die, start charging up Raise or (preferably) Arise.
And if they fail to die for Arise, kill them and the Arise will bring them
back to full health! (why waste the spell?)
---MONSTER EGG PREVIEW---
Trying to breed a particular kind of monster? You can actually take a "sneak
peek" as to what an egg will hatch into. Open your party roster, position
the cursor over the egg in question, and move the cursor back and forth to
another party member to the left or right. When you move over the egg, the
future monster’s portrait will display for a fraction of a second, and if you
can move back and forth quickly, you can get a decent glimpse of what the
monster is going to be. You can identify the monster family by its portrait,
and from the color scheme, you might even be able to tell which monster it is
within that family. (See the Monsters list for the color scheme of each
monster type.) If the monster in the egg is not what you want, you can go
ahead and dismiss the egg.
---STEPPING STONES---
You can use Construct 8 as a stepping stone to reach high places -- another
character can move onto its head as it were a normal panel, and move from there
to somewhere else. You can’t END your move on top of Construct 8, but you can
use it for a mid-move boost. In addition, Holy Dragon Reis, malboros, dragons,
and hydras can all be used the same way... even enemy ones!
---RIDING CHOCOBOS---
It’s actually not too useful, but you can ride Chocobos. Move a character onto
the same tile as a friendly chocobo (of any color). The character will mount
the chocobo and they’ll move and act as a single unit. Basically, this allows
you to have a human character with the movement range of a Chocobo. All
Chocobos have a nice movement range (6), and Black Chocobos can fly ... but, in
most cases, it’s probably not worth taking up a whole slot on your battle team
with a Chocobo.
---LAST-SECOND SILENCE CURE---
Silence status prevents you from casting magick or summons, but all that
matters is whether or not you’re Silenced at the time the magick is actually
cast, not when you start charging. It’s possible to start casting magick while
you’re Silenced and *then* have someone else remove the Silence effect, as long
as you do so before the magick finishes charging. This can come in handy if
your magick-user happens to get his/her turn before the character who can
remove Silence. It’s also useful if you get Silenced while in the middle of
charging a spell -- if you quickly cure the Silence, you can still use your
spell.
You can also use the timing of Silence in dealing with enemy magicks -- e.g.,
casting Silence on an enemyshortly before his or her magick activates will
cancel the spell.
Note that Silence also prevents the use of Speechcraft, but since Speechcraft
abilities all activate instanteously, these timing effects don’t come into
play.
---ROD OF FAITH---
The Rod of Faith, found on the fourth floor (The Catacombs) of the Midlight’s
Deep bonus dungeon, has an interesting effect. While equipped with the Rod,
a character has permanent Faith status, giving him or her 100 Faith. Of
course, this is good simply for making your own magick maximally powerful, but
it also allows you to make a more versatile character. Whenever the Rod is
removed, the character’s Faith reverts back to its "normal" value. So, if you
want a flexible character who can also defend well against enemy magick, lower
his or her Faith very low (as close to 03 as you can). Without the Rod
equipped, the character is virtually invulnerable to enemy magick and makes a
good fighter. But *with* the Rod equipped, s/he is now a high-Faith magick
user! Using the Reequip ability, you could even make this change mid-battle,
although it costs you a turn.
The Rod of Faith can also be particularly useful for Marach. Normally, his
Nether Mantra abilities require LOW Faith while other magicks require HIGH
Faith, meaning he can’t really effectively use both. However, the Faith effect
maximizes the damage from both regular magick and Nether Mantra, allowing him
to use both types of abilities effectively.
Since there’s only one Rod of Faith available, though, you can only use this
tactic with a single character at a time.
---ALL 9 FEVER--
Once you max out at level 99 and 99 experience, you can easily cast healing or
defensive magicks to your whole party using Arithmeticks and Level Multiple of
3 or Exp Multiple of 3. (Of course, you might hit a few enemies too.)
---DISMISSAL VIA CRYSTAL---
If you have a character you’re going to dismiss anyway, you can instead send
him or her into a battle, get him or her killed, and have one of your other
characters pick up the crystal. This will allow the other character to at
least learn some of the "dismissed" character’s abilities, and you were going
to remove him/her from your roster anyway. (There’s only a random chance of
getting a crystal, but you can keep trying this until you get a crystal.)
Of course, doing this will count as a Casualty on your Chronicle screen, so if
you want a spotless save file, you won’t want to use this tactic.
---SOUND TEST---
To access a "sound test" where you can listen to all the game’s music, select
New Game on the title screen and then enter your name as PolkaPolka . You’ll
immediately be brought to the sound test. Just turn the game off when you’re
done.
%%%IVALICIAN CALENDAR%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00calendar
Aries 30 days [Mar. 21 to Apr. 19] Dry month
Taurus 31 days [Apr. 20 to May 20] Dry month
Gemini 32 days [May 21 to June 21] Wet month
Cancer 31 days [June 22 to July 22] Wet month
Leo 31 days [July 23 to Aug. 22] Dry month
Virgo 31 days [Aug. 23 to Sep. 22] Dry month
Libra 31 days [Sep. 23 to Oct. 23] Dry month
Scorpio 30 days [Oct. 24 to Nov. 22] Dry month
Sagittarius 30 days [Nov. 23 to Dec. 22] Wet month
Capricorn 28 days [Dec. 23 to Jan. 19] Wet month
Aquarius 30 days [Jan. 20 to Feb. 18] Wet month
Pisces 30 days [Feb. 19 to Mar. 20] Dry month
Thunderstorms are more common during wet months than dry months.
%%%ZODIAC COMPATIBILITY%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00zodiac
---WHAT DOES ZODIAC COMPATIBILITY DO?---
Zodiac compatibility plays in a role in determing how effective most abilities
are.
GOOD compatibility increases...
> Damage dealt by offensive abilities
> HP or MP restored by healing abilities
> Success rate of abilities that change status (and Stealing)
BAD compatibility does the reverse of the above ;)
The exceptions to Zodiac compatibility are mostly abilities that do damage
based on the target’s current or maximum HP or MP, or status change / buff
abilities that always have a 100% hit rate (e.g. Ramza’s Steel). Zodiac
compatibility also has no effect on evade rates.
---ZODIAC COMPATIBILITY CHART---
Ari Tau Gem Can Leo Vir Lib Sco Sag Cap Aqu Pis
Aries BAD GOOD ??? GOOD BAD
Taurus BAD GOOD ??? GOOD BAD
Gemini BAD GOOD ??? GOOD BAD
Cancer BAD BAD GOOD ??? GOOD
Leo GOOD BAD BAD GOOD ???
Virgo GOOD BAD BAD GOOD ???
Libra ??? GOOD BAD BAD GOOD
Scorpio ??? GOOD BAD BAD GOOD
Sagittarius GOOD ??? GOOD BAD BAD
Capricorn BAD GOOD ??? GOOD BAD
Aquarius BAD GOOD ??? GOOD BAD
Pisces BAD GOOD ??? GOOD BAD
Where is compatibility is listed as "???", it depends on gender:
SAME sex characters = WORST compatibility
DIFFERENT sex characters = BEST compatibility
Monsters are considered to have the same sex as other monsters, but to differ
in sex from both male & female humans.
Finally, one optional boss has the "Serpentarius" zodiac sign. This sign has
neutral compatibility with all other Zodiac signs.
%%%PARTY & BOSS ZODIAC SIGNS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00boss
While generic units (even those in story battles) have random Zodiac signs,
most story characters have predefined Zodiac signs. Those for your party
members and enemy bosses are listed below. Temporary party members are
indicated by (parentheses).