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Final Fantasy Tactics: War of The Lions walkthrough part 7
Posted by Nick24444, 194 days ago 26/02 15:56

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).


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