lufia capsule monster guide

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- - - - - - - - - - - - - - - - - - - - - - - - L U F I A 2 R i s e O f T h e S i n i s t r a l s Supplementary FAQ: Capsule Monster Feeding Guide v1.1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Put together by Trucidation. Since HegemonKhan found it too troublesome to write this up in FAQ style, here's the Capsule Monster feeding FAQ. Version 1.0 - July 2009 - original release 1.1 - July 2009 - fixed soonest vs economical - other magic fruit locations - confirm: long swords for class 3? - todo: shop items feed table This guide can only be posted on GameFAQs. Period. Yes I know GameSpot overlaps, they're the same place, sortof. If you need to get hold of me, I always keep an eye out on this mailbox: "truecidation [at] gmail.com". I've had that mailbox for several years now so it's safe to say it's not going to be abandoned any time soon - I use it for quite a number of forums and similar crap. Replies may be longer in coming though; that's not the only mailbox I have, and it gets much less traffic than, say, my fic mailboxes. Heh. But rest assured that I do eyeball it pretty frequently; at least once every 2-3 days. Also, using an appropriate subject line will prevent your mail from being immolated by the filter. Insert obligatory copyright notice here. Please don't rip this off, because we can immediately tell this came from GameFAQs. Not interested in your advert-ridden hobby site or your slick corporate portal. No thanks. GameFAQs is where it's at. Not a diss, merely a statement of fact. ===== [ TABLE OF CONTENTS ] ===== - - - - - - - - - - - - - - - - - - - - - + Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . [INT] - Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . [OVR]

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Page 1: Lufia Capsule Monster Guide

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

L U F I A 2

R i s e O f T h e S i n i s t r a l s

Supplementary FAQ: Capsule Monster Feeding Guide v1.1

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

Put together by Trucidation. Since HegemonKhan found it too troublesome towrite this up in FAQ style, here's the Capsule Monster feeding FAQ.

Version 1.0 - July 2009 - original release 1.1 - July 2009 - fixed soonest vs economical - other magic fruit locations - confirm: long swords for class 3? - todo: shop items feed table

This guide can only be posted on GameFAQs. Period. Yes I know GameSpotoverlaps, they're the same place, sortof. If you need to get hold of me,I always keep an eye out on this mailbox: "truecidation [at] gmail.com". I've had that mailbox for several years now so it's safe to say it's notgoing to be abandoned any time soon - I use it for quite a number of forumsand similar crap. Replies may be longer in coming though; that's not the only mailbox Ihave, and it gets much less traffic than, say, my fic mailboxes. Heh. Butrest assured that I do eyeball it pretty frequently; at least once every2-3 days. Also, using an appropriate subject line will prevent your mailfrom being immolated by the filter.

Insert obligatory copyright notice here. Please don't rip this off,because we can immediately tell this came from GameFAQs. Not interested inyour advert-ridden hobby site or your slick corporate portal. No thanks.GameFAQs is where it's at. Not a diss, merely a statement of fact.

===== [ TABLE OF CONTENTS ] ===== - - - - - - - - - - - - - - - - - - - - -

+ Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . [INT] - Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . [OVR] + Feeding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [FED] - Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [BAS] - Mechanics . . . . . . . . . . . . . . . . . . . . . . . . . . . [MEC] - Lowering Craving . . . . . . . . . . . . . . . . . . . . . . . . [LOW] + Feed List . . . . . . . . . . . . . . . . . . . . . . . . . . . . [LST] - One Bar Items . . . . . . . . . . . . . . . . . . . . . . . . . [1BA] - Eight Bar Items . . . . . . . . . . . . . . . . . . . . . . . . [8BA] - Feeding Costs . . . . . . . . . . . . . . . . . . . . . . . . . [$$$] + Master Class . . . . . . . . . . . . . . . . . . . . . . . . . . . [MAS] + Misc . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [---]

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+ Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CRE]

This is one of the shorter guides I've assembled so you can probablyscroll through the whole thing to find what you want, no problem. If you dowant to navigate easier, though, just search for the appropriate sectiontag listed in the table above.

===== [ INTRODUCTION ] ===== - - - - - - - - - - - - - - - - - - - - [INT]

In Lufia 2 you can collect up to seven sidekicks called Capsule Monsters(CMs). Although they appear beside your party in battle, they are howevernot counted as a party member and are accessed separately in the game menu.They fight independantly of you (i.e. you can't give them direct orders)and will often run away when they take too many hits. You can't target them with items or spells (thus no buffing or healing),but they are immune to most status effects, and they start each battle withfull hp. They have no mp to drain and do not use it to activate theirskills, which are used in a pretty much random fashion. Finally, you can only have one CM active at any time, although you mayswitch between them freely using the menu whenever you are not in battle.

So what good is an uncontrollable ally? For one, their attacks can bequite strong. Not being able to cast on them also means they aren't anadditional drain on party resources, i.e. casting a healing on everyonewill not further dilute the heal points to include the CM. They alsopresent the enemy with an additional target, potentially drawing fire awayfrom hurt characters.

By the way, this guide will only cover the feeding aspect of CMs. If youneed any pointers on how to actually obtain the CMs in the first place, orwhat their skills are, their stats, elemental affinities, strengths andweaknesses, etc... those are all covered in other guides available onGameFAQs. This is just meant to be a quick-and-dirty lookup for CM feeding.

- [ Overview ] - . . . . . . . . . . . . . . . . . . . . . . . . . . [OVR]

Capsule Monsters start off at class 1. Instead of just having levels, aCM also has classes - these classes determine what skills a CM has at anyparticular point in their evolution. There are a total of 5 classes foreach CM, from 1 to 4, then a Master Class form. Generally speaking a CM increases in strength the higher class it is in.Not just "strength" though, all base stats are improved by evolving yourCMs. Also, each class evolution usually comes with an additional abilityfor the improved form. This means it is almost always in your best interestto advance your CMs as much as possible.

To advance from one class to another, you need to "feed" the CM with anitem. Think of them as somewhat finicky item disposal units (haha). Inessence, this is what this guide is all about - what items to feed your CMstogether with some explanation of the mechanics of the process. Read on :)

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===== [ FEEDING ] ===== - - - - - - - - - - - - - - - - - - - - - - - [FED]

There's no pressing need to "max out" your CMs. In fact you can plowthrough the entire game easily enough on your own, and just give them theleftover items your party no longer needs. That's perfectly fine. However,since you're reading this I assume you've got more than just a passinginterest in the evolution of your CMs.

Since this is a feeding guide, I won't go into the details of each CM'sforms and skills available in what particular form. All that information isavailable in the walkthroughs available here on GameFAQs. Here I will justbe explaining how exactly feeding works, and comparing between efficientand economical ways of going about feeding your CMs. Economical? Yes, that's right. It's certainly possible to just feed yourCMs with the most expensive, "tasty" items to quickly fill their feedmeter - but common sense makes it obvious that you will need to give themrare or very expensive items to do so, and that the availability of suchitems will almost certainly be limited to later in the game. The final way is to use the earliest available items - this will appealto the type of player who likes to get things finished as fast as possiblewith less regard to cost and tediousness.

- [ Basics ] - . . . . . . . . . . . . . . . . . . . . . . . . . . . [BAS]

Let's get some things cleared right off the bat, it'll make thingseasier. One, all CMs follow the same feeding guidelines. Although I haven'tpersonally verified whether each CM wants different things to eat atdifferent stages in their evolutions, others have already confirmed thatall CMs adhere to the same rules when it comes to satisfying their hunger.That is, you won't have CMs craving for wildly different things. In fact,we can use a single progression list when outlining what our friendlyneighbourhood sidekicks should be fed.

Naturally, this simplifies things greatly as you won't have to startworrying about collecting separate piles of "favourite" junk food for eachCM. The only item they differ in is the final item which allows them toadvance into their Master Class form. Fortunately, you only need one ofthese and it's a pretty much fixed requirement, so we can simply list itdown after we've disposed of the other feeding requirements.

Alright, first things first. When you access the menu, you can view whatthe currently selected CM desires to eat, as well as a gauge indicating howmuch left until it has eaten enough to evolve into the next form. We shallrefer to the item it wishes to eat as what it is "craving". The gauge, ifyou look closely, is made up of 32 separate indicators, which we shallrefer to as "bars". So basically the feeding gauge is made up of 32 bars,and to feed your CM is to "fill" these bars.

- [ Mechanics ] - . . . . . . . . . . . . . . . . . . . . . . . . . . [MEC]

Simply put, feeding an item to your CM will fill several bars, and onceall 32 bars are filled, the CM will evolve to the next class. When the 4th

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class of evolution is reached the CM's craving will not show any item butsay "I am no longer hungry" instead. Only when this "not hungry" conditionis reached can you feed it the unique item which will allow it to evolve toits master class. Not all CMs evolve into master class at class 4, but since they have tobe full (that is, no longer hungry) you still have to feed them up to class4 in any case.

With that out of the way, the only question that remains is what tofeed the CM at each class. Fortunately, this isn't a very complicated issueeither.

When feeding a CM something, depending on the quality of the item itwill fill anywhere from 1 to 8 bars. From this you can infer that you needat most 32 of the least craved items (32 x 1 bar = 32) or 4 of the bestitems (4 x 8 bars = 32). This is what it boils down to, basically.

Depending on how many bars a particular item fills you will get areaction from your CM.

0 bars = Ughh - Yuk! 1 bars = Mmmm - Good! 2 bars = Yummy! 4 bars = Yummy, Yummy! 6 bars = Thank you!! 8 bars = Incredible!"

If you look at your CM's feeding screen you will see that it lists theitem it is currently craving. This doesn't mean that it will only eat thatitem; it merely means that feeding it this specific item will guaranteesome growth, that's all.

- [ Lowering Craving ] - . . . . . . . . . . . . . . . . . . . . . . [LOW]

There's a catch though (there's always one...). If you feed your CM withsomething that fills several bars, it's craving will increase to a higherquality item than what it is currently craving. So, you can't simply feedit with an 8-bar item and then follow that up with a 1-bar item: as ananalogy, having tasted prime rib your sidekick will be unwilling to showmuch enthusiasm for a mcburger. Anecdotal experience from players shows that it will crave an item ofsimilar quality, i.e. once you start feeding it 8-bar fillers your CM willdemand no less than 8-bar items. In all likelihood, this is something youwant to avoid - unless your party is rich and has access to high qualitystuff - like an endgame town's item shop.

So how do you go about lowering your CM's craving? Simple, feed it lowquality items until it craves the lowest possible quality item for thatclass. Note that I said "for that class". You can't lower the craving to aslow as the previous class' craving. For example in class 1 CMs will settlefor battle knives, while class 2 CMs will want apple ciders at the minimum.You can't fill any bars for a class 2 CM with battle knives - they'll onlygive you the "Ughh - Yuk!" reaction.

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The lists below are of the earliest available / lowest quality itemswith which to feed your CMs with right off the bat, so "overfeeding" andthe subsequent necessary craving lowering should not be a concern. This is most likely only an issue when feeding CMs in the AncientDungeon, where you won't have bunches of low level stuff on hand to feedthem. This makes it nearly unavoidable to raise their cravings while yourparty is adventuring in there.

===== [ FEED LIST ] ===== . . . . . . . . . . . . . . . . . . . . . . [LST]

And now for the actual item lists. We'll start with the earliestavailable item option, i.e. the fastest route. This will appeal to you ifyou're aiming to max out your CMs as early in the game as possible. Ofcourse, it entails quite a bit of tedium especially considering how tightmoney is so early on - meaning you've got to grind for it. On the brightside, you'll be gaining exp as well.

- [ One Bar Items ] - . . . . . . . . . . . . . . . . . . . . . . . . [1BA]

Class: 1 to 2Item : battle knifeWhere: buy in Sundletan ($200 ea)Cost : 32 x $200 = $6,400Note : Sundletan is the second town; yes, the price is outrageous at this point, but seriously... an evolved CM is overkill here.

Class: 2 to 3Item : apple cider (no, the $800 long knives don't work)Where: buy in Sundletan ($1,000 ea)Cost : 32 x $1,000 = $32,000Note : 32k isn't something to sneeze at this early on. You may probably want to delay feeding just a little further.

Class: 3 to 4Item : bee rockWhere: Ruby CaveCost : 32 x low drop chance = x_xNote : These are a 5% drop chance, and yes it's a pain to collect 32. However, this is a somewhat decent spot to grind for the $32k you need to buy apple ciders, and having two class 3 CMs this early in the game is more than good enough.

(alternatively)

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

(alternatively)

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Class: 3 to 4Item : war rapierWhere: buy in Narsysus ($7,600 ea)Cost : 32 x $7,600 = $243,200Note : You may be thinking omfgwtfbbq, this is more expensive than bronze swords! Narsysus is a couple of towns after Bound Kingdom though, and according to some players it works out cheaper here since the battles here are tougher and therefore award more loot.

Class: to MasterItem : (unique)Where: see master class section belowCost : 1 x drop = free

Note : Each CM wants a different particular item for its master class. The CM must also no longer be hungry.

- [ Eight Bar Items ] - . . . . . . . . . . . . . . . . . . . . . . . [8BA]

This is easy. Magic fruit. It works for any class CM. Be prepared tokeep feeding it more magic fruit though, or an equivalent 8-bar item (whichI haven't, unfortunately, figured out yet - testing pending).

Class: 1 to 4Item : magic fruitWhere: dropsCost : (4 + 4 + 4) x drop = freeNote : these only drop from Groupies, which are one of a boss' "call companion" summons. However, magic fruits are also a recurring Ancient Cave treasure. Therefore, we can infer from this that magic fruits are mainly how to raise your CMs while going through that dungeon.

P.S.> It's come to my attention that there are several monsters on theunnamed islands accesible later in the game that drop various fruit. I seedrops for the other types of fruit, not "magic fruit" - so I'll need tocross-check this with some other guides. Certainly, I'll confirm with myown observations when I get the chance to do so.

- [ Feeding Costs ] - . . . . . . . . . . . . . . . . . . . . . . . . [$$$]

Without taking the master class requirement into account (drops arefree anyway):

32 battle knives + 32 apple ciders + 32 bronze swords = (32 x $200) + (32 x $1,000) + (32 x $5,000) = $6,400 + $32,000 + $160,000 = $198,400 per CM.

Some players may prefer to purchase the class 3 feed items at a latertown because, even though it looks like it costs more, you get more lootfrom battles at this point so it actually works out easier.

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32 battle knives + 32 apple ciders + 32 war rapiers = (32 x $200) + (32 x $1,000) + (32 x $7,600) = $6,400 + $32,000 + $243,200 = $281,600 per CM.

Of course, it's easy to see the bulk coming from the 3rd requirement. Ifyou are hardcore enough to grind for the drop, the cost is reduced to:

32 battle knives + 32 apple ciders + 32 bee rocks = (32 x $200) + (32 x $1,000) + drops (i.e. $0) = $6,400 + $32,000 = $38,400 per CM.

Definitely cheaper (and is actually the earliest option, to boot!), butI am obliged to caution you that trying to obtain that many drops at thegiven low rate may be hazardous to your mental health. Keep sharp objectsand annoying siblings away when attempting this.

===== [ MASTER CLASS ] ===== . . . . . . . . . . . . . . . . . . . . [MAS]

As mentioned earlier, each CM has a specific item requirement in orderto access its master class form. Also, not all CMs transform to master atclass 4. This is shown in the following table:

CM Item req. Class Transform back ----- ------------ ----- -------------- Jelze Secret fruit 4 Secret fruit Blaze Charm fruit 3 Flame fruit Flash Dark fruit 2 Holy fruit Gusto Earth fruit 4 Wind fruit Zeppy Flame fruit 3 Charm fruit Darbi Holy fruit 2 Dark fruit Sully Wind fruit 4 Earth fruit

Why do we need a "transform back" item? Simply put, CMs in master formare "locked" in that form - you cannot freely change them to their previousclass forms at will like you could before. So to change them back, feedthem the item from the "transform back" column above. You may not need to do this often, but occasionally you may have a usefor an ability not present in a CM's master class form.

To obtain these items, refer to the following table:

Drop Monster Location ------------ --------------------- ------------------------------------ Secret fruit Wood Gorem Treasure Sword shrine Charm fruit Evil fish, Merman Tower of Sacrifice Dark fruit Black dragon "Fruit Island" Earth fruit Sand Gorem, Behemoth Northern Labyrinth Flame fruit Pug Tower of Sacrifice Holy fruit White dragon Tower of Truth, "Fruit Island" Wind fruit Green Clay, Serfaco Northern Labyrinth

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===== [ MISC ] ===== . . . . . . . . . . . . . . . . . . . . . . . . [---]

...and that's it. Yep, told ya it was gonna be short. I only assembledthis guide. The information was already out on the forums and guides onGameFAQs. I know I left a lot of detail out, but I didn't think the extra examplesor the superfluous mathematical detail would be interesting to everyone. Ithrew in the "total cost" thing as a concession to that, but that's aboutas far as I think the average player will be interested in.

If there are any inaccuracies or mistakes in this guide please don'thesitate to contact me with the corrections. Your contributions are greatlyappreciated!

I put this thing together in PSPad, a kickass freeware text editor,while listening to the Tokyo-3 Middle Daughters on Winamp.

Ironically, no food was consumed during the creation of this feedingguide. I did, however, nibble on the rear end of an indigo UniBall SignoBit 0.18mm pen. For the curious, no, it did not fill any of my bars. >_>

===== [ CREDITS ] ===== . . . . . . . . . . . . . . . . . . . . . . . [CRE]

Thanks goes to HegemonKhan for contributing those feeding guide threads(I dipped from all 3 of 'em), as well as further corrections.- www.gamefaqs.com/boards/genmessage.php?board=588451&topic=49984802- www.gamefaqs.com/boards/genmessage.php?board=588451&topic=50106174- www.gamefaqs.com/boards/genmessage.php?board=588451&topic=49978737 Thanks to _Clinton for the summing up in one of the threads mentioned. Thanks also to Iron Knuckles, the fruit tables were sourced from hiswalkthrough/FAQ. A shout out and thanks to the regulars on the Lufia 2 message board.It's always nice to know other people who have the same great taste ingames ;) My humble apologies if I forgot to mention anyone.

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

* Hino Rei * Aoyama Motoko * Tsukamoto Yakumo * Aikawa Hinako *

= = = EOF = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =

Lufia II: Rise of the Sinistrals: Capsule Monster Feeding Guide by TruecidationVersion: 1.1 | Last Updated: 2009-07-22 | View/Download Original FileAppendix A: Capsule monsters==============================================================================

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------------------------------------------------------------------------------1. The 7 elements------------------------------------------------------------------------------

There are seven of these monsters that fight on your side. They fight on their own and are not as strong as other party members, but their special attacks can be quite devastating to your enemies. Most of them run away when they are hit, but I have noticed that when they reach the M(master) level, none of them will run away anymore. Although some of them still use the defend command very often.

Also some of the attacks have to be learned first, so it might be possible if not all attacks are immediately available when you evolve the capsule monster.The moment a capsule monster learns a new attack is random, so you just need to be patient and clear as many battles as you can with that monster. Since capsule monsters don't have MP they are all immune to the 'Absorb' spell. Note that all 7 monsters have full protection against Poison, Silence, Paralysis and Sleep. Only the Shadow CM; Darbi has Instant Death protection as on top of that. The last remark is that the regular attacks of all the monsters are "Neutral".

Neutral - Jelze------------------------------------------------------------------------------

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

This monster is neutral and uses more physical attacks than magic attacks. He likes using head-butts and punches. Jelze is one of the better capsule monsters on the lower levels/evolutions, compared to the others on the same evolution. But in the end he is gained by the others, and it is best to switch to another capsule monster if possible. His bubble blow attack seems to lower DFP, that's why it may look so weak. Also Jelze will defend somewhat often, even on the Master level.

All Statistics on Level 99:

Class HP ATP DFP STR AGL INT DRF MGR----- --- --- --- --- --- --- --- --- 1 243 98 86 88 60 68 185 90 2 331 147 122 124 84 89 199 126 3 420 205 160 159 102 109 199 158 4 512 276 211 178 116 127 199 184 M 520 291 239 191 127 144 199 205--------------------------------------

All Special Attacks:

Tribe | Special 1 Special 2 Special 3------------ | -------------- ------------- ----------------Foomy S | Foomy punch - -Foomy M | Foomy punch Head butt -

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Foomy L | Foomy punch Head butt TackleFoomy H | Foomy punch(1) Head butt TackleGoldfox | Fang attack Bubble blow Tail smash------------------------------------------------------------(1) Foomy punch -> Mega punch------------------------------------------------------------Bubble blow Reduces DFP of all enemies by 40 %

Fang attack Physical attack on one random enemy Base DMG = ATP * 3 (Neutral)

Foomy punch Physical attack on one random enemy Base DMG = ATP * 2 (Neutral)

Head butt Physical attack on one random enemy Critical Hit, critical base DMG = ATP * 3 (Neutral)

Mega punch Two Foomy Punches in a row

Tackle Physical attack on all enemies Critical Hit, critical base DMG = ATP * 2 (Neutral)

Tail smash Physical attack on one random enemy Base DMG = ATP * 9 (Neutral)------------------------------------------------------------------------------

Fire - Blaze------------------------------------------------------------------------------

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

This is my favorite monster. His abilities may be average, but his flame attacks are unmatched. He tends to leave a battle if he takes to much damage in the first evolutions, but on level 4 and M it gets a lot better. Actually I have never seen any Master Capsule Monster run away. His flame attacks are strong especially his Inferno, Base Damage = 6 * INT and Blaze has a very high INT so most enemies can't survive it.

All on Level 99:

Class HP ATP DFP STR AGL INT DRF MGR----- --- --- --- --- --- --- --- --- 1 215 120 107 112 75 113 85 129 2 294 179 151 156 107 154 117 179

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3 376 249 203 194 133 194 147 225 4 459 336 263 226 153 232 176 264 M 462 346 271 246 160 383 199 282--------------------------------------

All Special Attacks:

Tribe | Special 1 Special 2 Special 3------------ | -------------- ------------- ----------------Armor dog | Tail - -Winged lion | Tail Burning fang -Wing lizard | Fang attack Iron claw Flame breathBlaze dragon | Flame punch Burning fang Flame breath(1)Firebird | Burning rain Tailspin Inferno------------------------------------------------------------(1) Flame breath -> Terminate------------------------------------------------------------Burning fang Physical attack on one random enemy Critical Hit, critical base DMG = ATP * 3 (Fire)

Burning rain Same as Flame breath

Fang attack Same as Tail

Flame breath Magical attack on all enemies Base DMG = INT * 2 (Fire)

Flame punch Physical attack on one random enemy Critical Hit, critical base DMG = ATP * 1.5 (Fire)

Inferno Magical attack on all enemies Base DMG = INT * 6 (Fire)

Iron claw Physical attack on one random enemy Critical Hit, critical base DMG = ATP * 2 (Fire)

Tail Physical attack on one random enemy Base DMG = ATP * 2 (Fire)

Tailspin Physical attack on one random enemy Critical Hit, critical base DMG = ATP * 3.5 (Fire)

Terminate Magical attack on all enemies Base DMG = INT * 4 (Fire)------------------------------------------------------------------------------

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Light - Flash------------------------------------------------------------------------------

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

Flash uses the element of light and is the weakest in the beginning. He's not really a fighter but his healing abilities can be very useful, especially in the Ancient Cave, but then again most of the time he is too slow on the lower levels to get a turn before the battle is over. Furthermore as visible in the charts Flash will is very weak on the all Classes except the Master Class, once he gets to that class he will be just as strong as the others.

All Statistics on Level 99:

Class HP ATP DFP STR AGL INT DRF MGR----- --- --- --- --- --- --- --- --- 1 189 46 68 36 77 155 187 131 2 256 65 94 47 109 210 199 181 3 325 80 118 54 135 264 199 227 4 397 87 139 60 156 350 199 266 M 418 428 300 364 173 383 199 282--------------------------------------

All Special Attacks:

Tribe | Special 1 Special 2 Special 3------------ | -------------- ------------- ----------------Shaggy | Spear revive - -Twinkle | Healing kiss Wink -Cupid | Sacred song Restoration ThunderboltTwinkle | Sacred song(1) Restoration(2) Thunderbolt(3)Unicorn | Dash Antler stab(4) Healing aura------------------------------------------------------------(1) Sacred song -> Holy Energy(2) Restoration -> Purification(3) Thunderbolt -> Bolt attack(4) Antler stab -> Holy thunder------------------------------------------------------------Antler stab Physical attack on one random enemy Base DMG = ATP * 2 (Light)

Bolt attack Magical attack on all enemies Base DMG = INT * 4 (Light)

Dash Physical attack on all enemies Critical Hit, critical base DMG = ATP * 2 (Light)

Healing aura Restores HP of all party members (between 180 and 208 HP)

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Healing kiss Restores HP of one party member (between 60 and 100 HP)

Holy energy Restores HP of all party members (between 140 and 180 HP)

Holy thunder Magical attack on one random enemy Base DMG = INT * 4 (Light)

Restoration Cures one party member of Poisoning, Silence, Paralysis, Confusion and Sleep

Purification Cures all party members of Poisoning, Silence, Paralysis, Confusion and Sleep

Sacred song Restores HP of one party member (between 140 and 180 HP)

Spear revive Restores HP of one party member (between 20 and 40 HP)

Thunderbolt Magical attack on one random enemy Base DMG = INT * 2 (Light)

Wink Increases ATP of one party member by 40 %------------------------------------------------------------------------------

Wind - Gusto------------------------------------------------------------------------------

Location: Tower of Sacrifice, to the north of Narcysus Strong: - Weakness: Thunder Protection: All Ailments (not Instant), 'Cancel Out'

Gusto is somehow capable of completely canceling an attack out. I've seen it happen multiple times. It's very strange but the damage counter sometimes says MISS, even if you fight very strong enemies. This can be a good advantage and note that this evasion ability depends the difference between the AGL of Gusto and the AGL of the enemy who attacks him. E.g. If Gusto's AGL is much higher than enemy's AGL then chances of evading the attack rises significantly. It works like this:

If AGL Gusto > AGL Attacker Then -> Evasion Chance% = (AGL Gusto - AGL Attacker) / AGL Gusto

For example, when Gusto has 300 AGL and its attacker has 200 AGL then (300 - 200) / 300 = 0.33 (approximately). This means that he has 33% chance of evading the attack, thus canceling it out.

His agility is the best of all the 7 monsters, which means he can evade many

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attacks. Actually Artea is the only one who can keep up with Gusto, but eventually not even he can keep up with Gusto. There is not much to note about his special attacks other than the Sonic Blast; its power is about 7 * INT which can be quite devastating in some occasions. One other remark I could make is that because he is Wind Elemental, and since no enemy in the game is actually strong to that (except for the gorems) his special attacks will always deal some nice amounts of damage.

All Statistics on Level 99:

Class HP ATP DFP STR AGL INT DRF MGR----- --- --- --- --- --- --- --- --- 1 210 84 111 70 141 111 84 85 2 287 125 153 98 193 152 116 121 3 367 175 191 120 239 192 144 153 4 448 238 227 136 279 230 167 179 M 484 336 286 236 320 299 179 198--------------------------------------

All Special Attacks:

Tribe | Special 1 Special 2 Special 3------------ | -------------- ------------- ----------------Hard hat | Fang attack - -Bluebird | Beakbash Ironclaw Spiral waveWinged horse | Electro bolt Finale Air attackGreen giant | Iron fist Twister Sonic blastWind dragon | Tornado blow(1)Dragon fang Electro bolt------------------------------------------------------------(1) Tornado Blow -> Cyclonewave------------------------------------------------------------Air attack Physical attack on all enemies Critical Hit, critical base DMG = ATP * 2 (Wind)

Beak bash Same as Fang attack

Cyclone wave Same as Spiral wave

Dragon fang Physical attack on one random enemy Critical Hit, critical base DMG = ATP * 3.5 (Wind)

Electro bolt Same as Tornado blow

Fang attack Physical attack on one random enemy Base DMG = ATP * 2 (Wind)

Finale Same as Fang attack

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Iron claw Physical attack on one random enemy Critical Hit, critical base DMG = ATP * 3 (Wind)

Iron fist Same as Iron claw

Sonic blast Magical attack on all enemies Base DMG = INT * 8 (Wind)

Spiral wave Magical attack on all enemies Base DMG = INT * 4 (Wind)

Tornado blow Magical attack on all enemies Base DMG = INT * 2 (Wind)

Twister Same as Air attack------------------------------------------------------------------------------

Earth - Sully------------------------------------------------------------------------------

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

Sully is physically the strongest and the slowest of all 7 monsters. Not much MGR as well; as a raddisher on level 99 his MGR is 2. Not to mention his pathetic AGL. If he evolves, it gets a little better but not too much. He can however take a lot of damage and he will practically never run, but instead he will start defending which means he does nothing at all (I guess he's just too stupid to run away). His special attacks are very strong and his Tackle can even paralyze an enemy. Did you know that Sully's Perish Punch has a 60% chance of instantly killing an enemy? Sully is Soil elemental which is NOT Earth elemental. This means that just like Gusto his attacks will always do damage, because there are no enemies strong to Soil.

All on Level 99:

Class HP ATP DFP STR AGL INT DRF MGR----- --- --- --- --- --- --- --- --- 1 299 201 116 171 12 46 155 2 2 406 282 166 235 17 61 199 4 3 516 376 228 293 24 75 199 6 4 627 491 316 345 28 87 199 9 M 524 581 312 381 43 98 199 13--------------------------------------

Tribe | Special 1 Special 2 Special 3------------ | -------------- ------------- ----------------

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Raddisher | Radish kick - -Red Cap | Perish punch Glow knuckle -Giant | Fist Heel drop Shakedown(1)Stonehead | Battle anger Head butt Stone crushCentaur | Battle bow Hammer punch Tackle------------------------------------------------------------(1) Shakedown -> Battle anger------------------------------------------------------------Battle anger Magical attack on all enemies Base DMG = (ATP + INT) * 4 (Soil)

Battle bow Physical attack on all enemies Base DMG = ATP * 2 (Soil)

Fist Physical attack on one random enemy Base DMG = ATP * 2 (Soil) 36 % chances of inducing Sleep

Glow knuckle Physical attack on one random enemy Critical Hit, critical base DMG = ATP * 3 (Soil)

Hammer punch Physical attack on one random enemy Critical Hit, critical base DMG = ATP * 2 (Soil) 60 % chances of inducing Paralysis

Head Butt Physical attack on one random enemy Critical Hit, critical base DMG = ATP * 3.5 (Soil)

Heel drop Physical attack on one random enemy Critical Hit, critical base DMG = ATP * 2.5 (Soil)

Perish punch Physical attack on one random enemy Critical Hit, critical base DMG = ATP * 1.5 (Soil) 60 % chances of causing Instant Death

Radish kick Physical attack on one random enemy Base DMG = ATP * 2 (Soil)

Shakedown Magical attack on all enemies Base DMG = (ATP + INT) * 2 (Soil)

Stone crush Physical attack on all enemies Critical Hit, critical base DMG = ATP * 3 (Soil)

Tackle Same as Stone crush + 60 % chances of inducing Paralysis

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

Shadow - Darbi------------------------------------------------------------------------------

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

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

If AGL Darbi > AGL Attacker Then -> Evasion Chance% = (AGL Darbi - AGL Attacker) / AGL Darbi

For example, when Gusto has 100 AGL and its attacker has 50 AGL then (100 - 50) / 100 = 0.5. This means that he has 50% chance of evading the attack, thus canceling it out. Simply put if Darbi's AGL is much higher than enemy's AGL then chances of evading the attack rises significantly. Unfortunately Darbi is much slower than Gusto so it will be less effective. Finally because Darbi is shadow elemental this CM is also fully protected against Instant Death Attacks.

All on Level 99:

Class HP ATP DFP STR AGL INT DRF MGR----- --- --- --- --- --- --- --- --- 1 169 131 96 113 55 159 34 3 2 232 192 148 157 79 214 49 8 3 298 266 200 195 97 268 59 13 4 365 361 237 227 111 320 67 18 M 436 404 252 244 125 347 69 21--------------------------------------

All Special Attacks:

Tribe | Special 1 Special 2 Special 3------------ | -------------- ------------- ----------------Myconido | Trancemaker Shriek -Wolfman | Wolf fang Wolf punch(1) -Mini imp | Destruction Mega trident Dark flame(2)Big imp | Sizzle smash Terminate Dark thunder(3)Red dragon | Dash Dragon blast Eliminator------------------------------------------------------------(1) Wolf Punch -> Sizzle Smash(2) Dark Flame -> Terminate

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(3) Dark Thunder -> Evil Aura------------------------------------------------------------Dark flame Magical attack on all enemies Base DMG = INT * 2 (Shadow)

Dark thunder Same as Dark flame (yes, Dark thunder is only Shadow elemental >_>)

Dash Physical attack on all enemies Critical Hit, critical base DMG = ATP * 3 (Shadow)

Destruction 90 % chances of Instant Death for one random enemy

Dragon blast Same as Terminate

Evil aura Magical attack on all enemies Base DMG = INT * 6 (Shadow)

Eliminator 90 % chances of Instant Death for all enemies

Mega trident Physical attack on all enemies Critical Hit, critical base DMG = ATP * 2 (Shadow)

Shriek Cures all party members of Confusion

Sizzle smash Physical attack on one random enemy Critical Hit, critical base DMG = ATP * 3 (Shadow)

Terminate Magical attack on all enemies Base DMG = INT * 4 (Shadow)

Trancemaker 100 % chances of confusing all enemies

Wolf fang Physical attack on one random enemy Base DMG = ATP * 2 (Shadow) 36 % chances of inducing Sleep

Wolf punch Physical attack on one random enemy Critical Hit, critical base DMG = ATP * 2 (Shadow)------------------------------------------------------------------------------

Water - Zeppy

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

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

* = Thunder protection ONLY for Level 4: Blue Titan

His magic resistance is very high, but he is a bit slow. Well, I guess that's about it. His final special attack is called magic freeze and can stop enemies from using magic spells. He's the last of the seven capsule monsters you can find in the game.

All on Level 99:

Class HP ATP DFP STR AGL INT DRF MGR----- --- --- --- --- --- --- --- --- 1 239 109 84 93 40 109 119 164 2 327 158 120 129 56 150 161 222 3 416 216 161 159 68 190 199 275 4 508 287 218 183 78 228 199 325 M 568 348 278 238 143 271 199 365--------------------------------------

All Special Attacks:

Tribe | Special 1 Special 2 Special 3------------ | -------------- ------------- ----------------Red fish | Fish kick Bubble blast -Toadie | Frog song Frog kick Iron trident(1)Sea giant | Energy wave Hail attack Iron tridentBlue titan | Thunderblast Thunder fist(2)-Fish head | Fish kick(3) Dive attack(4) Magic Freeze------------------------------------------------------------(1) Iron Trident -> Mega Trident(2) Thunder Fist -> Power Fist(3) Fish Kick -> Hyper Kick(4) Dive Attack -> Diving Claw------------------------------------------------------------Bubble blast Magical attack on all enemies Base DMG = INT * 2 (Water)

Dive attack Same as Mega trident

Diving claw Physical attack on all enemies Critical Hit, critical base DMG = ATP * 3 (Water)

Energy wave Increases ATP of all party members by 40 %

Fish kick Physical attack on one random enemy Base DMG = ATP * 3 (Water)

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Frog kick Physical attack on one random enemy Base DMG = ATP * 2 (Water)

Frog song Reduces DFP of all enemies by 40 %

Hail attack Magical attack on all enemies Base DMG = INT * 4 (Water)

Hyper kick Physical attack on one random enemy Base DMG = ATP * 5 (Water)

Iron trident Physical attack on one random enemy Critical Hit, critical base DMG = ATP * 3 (Water)

Magic freeze 100 % chances of silencing one random enemy

Mega trident Physical attack on all enemies Critical Hit, critical base DMG = ATP * 2 (Water)

Power fist Two Thunder fists in a row

Thunder fist Same as Iron trident (yes, Thunder fist is Water elemental >_>)

Thunderblast Same as Hail attack (yes, Thunderblast is Water elemental >_>)