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Shin Megami Tensei - Manual

Oct 28th, 2012
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  1. SHIN MEGAMI TENSEI MANUAL:
  2.  
  3. This is kind of a translation, kind of a revision of the manual that comes with
  4. Shin Megami Tensei. Part of it is translated, part of it is rewritten to explain
  5. the stuff the Japanese manual didn't explain.
  6.  
  7. ################################################################################
  8. CONTENTS
  9. ################################################################################
  10. STORY
  11. DESCRIPTION OF SCREEN DISPLAY
  12. COMMANDS
  13. STATUS SCREEN
  14. COMBAT
  15. DEMON FUSION
  16. PLACES IN THE GAME
  17. ITEMS
  18. SPELLS
  19. ALIGNMENT
  20. RACE/ALIGNMENT/FUSION DATA
  21.  
  22.  
  23.  
  24. ################################################################################
  25. STORY
  26. ################################################################################
  27.  
  28. Tokyo. Capital of Japan. Within Kichijoji, a district within the city, a young
  29. man lived together with his mother. Kindhearted and thoughtful toward his
  30. mother, the young man had been living in peace and tranquility.
  31.  
  32. One night, the boy had a strange dream.
  33.  
  34. A maze within another dimension. A talking gate. A young man hung on a cross.
  35. Another young man being tormented by a demon. A mysterious woman. And a
  36. strange ceremony--
  37.  
  38. When the young man awoke, he found that the area around him was in a state of
  39. confusion; a murder had occured within the nearby Inogashira park. The park
  40. was closed off by the police, and the entire district was cut off from the
  41. rest of the city, the citizens forbidden to travel with the culprit on the
  42. loose. Furthermore, as he woke, the boy was sent an unintelligible message via
  43. email. When he downloaded the program attached to it, he discovered that it
  44. was a "demon summoning program," designed to make demons into "minions," and
  45. give the user the ability to summon them at will...
  46.  
  47. TITLE SCREEN:
  48. Press the start button, and you will go to the title screen. Use the left and
  49. right keys or the select button, and the start/A button to pick up a choice.
  50.  
  51. START:
  52. Start a new game from the beginning.
  53.  
  54. CONTINUE:
  55. If you save the game while playing, your party's status will be saved. You can
  56. save up to two different games--choose the data you would like to restore and
  57. press the A button. You can save the game either at Communication Terminals or
  58. at the computer in the Hero's room.
  59.  
  60. NAME ENTRY:
  61. Throughout the course of the game, you will be asked to name several characters
  62. in your party. Press the A button to pick a letter, and the B button to correct
  63. any mistakes. The X button will change the case of the letters.
  64.  
  65. SETTING ABILITIES:
  66. When first meeting the various heroes within your party, you will be asked to
  67. set their abilities. You will be given 18 points to distribute among each
  68. character's 6 parameters as you see fit. The Up and Down buttons cycle through
  69. the statistics, and the right or A button to add points. The Left or B button
  70. will can be used to cancel points you have already distributed.
  71.  
  72. ################################################################################
  73. DESCRIPTION OF SCREEN DISPLAY
  74. ################################################################################
  75.  
  76. DUNGEON (3D) SCREEN
  77.  
  78. MOON PHASE:
  79. This displays the current phase of the moon. As you walk around, the moon
  80. phases change from a new moon (0/8 Moon) to a Full moon (8/8 Moon) and back
  81. again. Moon phase has many subtle effects on the game, most notably in the
  82. strength of enemies and how they react to conversation.
  83.  
  84. CURRENT LOCATION:
  85. This will display the current floor you are on, and the direction you are
  86. facing. There are certain areas in the game where this information will not
  87. be displayed.
  88.  
  89. MONEY:
  90. This displays how much money your party is carrying. At the start of the game,
  91. you will use Yen as your form of currency, but later on in the game this will
  92. change to Makka.
  93.  
  94. MAGNETITE:
  95. This displays how much Magnetite your party is currying. "MAG" is short for
  96. Magnetite. Magnetite is a greenish liquid that is the source of energy that
  97. your demon minions will use. In order to manifest within the human world,
  98. demons need Magnetite energy. When you walk around with demons in your party,
  99. your Magnetite supply will dwindle as your minions consume the Magnetite they
  100. need to survive. Once your Magnetite hits 0, any demons you have summoned will
  101. start to lose their HP until they die. You can get MAG from either defeating
  102. demons, or by conversing with them and asking for it.
  103.  
  104. COMMAND WINDOW:
  105. When you press the A button, it will call up the command window. Look in the
  106. section called "Commands" for more details.
  107.  
  108. PARTY MEMBERS:
  109. This displays the current members of your party and their order. Their names,
  110. HP/MAX HP, MP, and Status will be displayed.
  111.  
  112.  
  113. AUTOMAPPING SYSTEM:
  114. At a certain point in the game, the hero will obtain an automapping program
  115. that he can install into his handheld computer. Using the Automapping program,
  116. you can call up a map of all the places within a dungeon that you have explored.
  117. The party's position will be indicated by a yellow block. Any staircases or
  118. elevators will also be displayed on the map.
  119.  
  120.  
  121. FIELD (2D) SCREEN
  122.  
  123. In the overworld (outdoors) the map will be displayed as an overhead 2D field.
  124. Transparent menus will display moon phase, current location and when you are
  125. not moving, money and Magnetite levels as well. Pressing the A button will call
  126. up the command screen. To return to the field, press the B button.
  127.  
  128.  
  129. ################################################################################
  130. COMMANDS
  131. ################################################################################
  132.  
  133. "COMP"
  134.  
  135. These are the commands that are controlled through the use of your handheld
  136. computer. If the hero is dead, unconscious, or otherwise incapacitated, you
  137. will not be able to use these commands.
  138.  
  139. SUMMON MINION:
  140. Summon a demon from within your computer and add it to a party. Summoning a
  141. demon will require an expenditure of money.
  142.  
  143. RETURN MINION:
  144. Remove a demon currently within your party and digitally store it within
  145. your computer. (Demons within your computer do not use up Magnetite.)
  146.  
  147. DISMISS MINION:
  148. If you no longer need a minion, you can use this command to dismiss them.
  149. Dismissed demons are gone from the party permanently! (Though you can always
  150. re-fuse them, or meet up with them again in random encounters and "re-hire"
  151. them.)
  152.  
  153. CHANGE ORDER:
  154. Change the marching order of your party. Characters in the front ranks are
  155. more likely to be targeted with enemy attacks.
  156.  
  157. AUTOMAPPING:
  158. Displays the map of the current area.
  159.  
  160. DEVIL ANALYZE
  161. With this program, you can analyze the status of any demons that you have met
  162. in the past. The Hero can also use this program in battle to analyze any demons
  163. you might be fighting. In order to register a demon in the program, you must
  164. either kill it or get it to join you to record its data. Also, your handheld
  165. computer has a limited amount of memory and can only store a limited number of
  166. data files in it. Should you go over the limit, the data of demons you met last
  167. will be erased in favor of the new data.
  168.  
  169. You do not start the game with the Devil Analyze program; you will obtain it
  170. at a specific story event.
  171.  
  172.  
  173. "MAGIC"
  174.  
  175. All the human members of your party other than the Hero can use magic, and this
  176. command will pull up the list of spells they can currently cast. (Many demon
  177. minions can also use magic) Any attack magic will only be displayed in the list
  178. during battle.
  179.  
  180.  
  181. "ITEM"
  182.  
  183. USE:
  184. Use any item that you are carrying.
  185.  
  186. EQUIP:
  187. This command will allow you to equip any weapons and armor that you come across
  188. in your travels. However, there are some pieces of equipment that have gender
  189. or alignment restrictions in terms of who can use them. Only human party members
  190. can equip weapons and armor.
  191.  
  192. DISCARD:
  193. Throw away any items you don't need.
  194.  
  195.  
  196. "STATUS"
  197.  
  198. This will display a character's status screen. Pressing the A button on the
  199. hero's status screen will display all the items you are carrying. Pressing
  200. the A button on any other human party member's status screen will display a
  201. list of all the spells they currently know.
  202.  
  203. ################################################################################
  204. STATUS SCREEN
  205. ################################################################################
  206.  
  207.  
  208. LV:
  209. Your current level. This will raise as your experience increases.
  210.  
  211. HP/Max HP:
  212. Your life force. When it reaches 0 you will die, and when you gain levels the
  213. max HP rating will increase. You can refresh your HP at places like the Healing
  214. Dojo.
  215.  
  216. MP/Max MP:
  217. This represents your magic power, and as you use spells, it will decrease. It
  218. can also be healed at Healing Dojos.
  219.  
  220. EXP:
  221. Your experience. It raises as you defeat enemies.
  222.  
  223. NEXT:
  224. The amount of experience before you can raise a level.
  225.  
  226. ST:
  227. This displays any status conditions you may have. They are as follows:
  228.  
  229. DEAD, DYING: Either dead, or near dead.
  230. STONE: Petrified. Cannot move or act at all.
  231. PARALY: Paralysis. In addition to not being able to move, as you walk, your HP
  232. will decrease.
  233. FREEZE: Frozen solid. Cannot move or act for the duration.
  234. SLEEP: Asleep.
  235. BIND: In a state of shock--cannot move like paralysis, but not as severe.
  236. PANIC: Stricken with fear--panicked characters are confused and may try to
  237. run or otherwise act unpredictably.
  238. HAPPY: In a state of total bliss--happy characters may not follow orders, and
  239. just stand still and bask in their joy.
  240. MUTE: Magical abilities are sealed off, and spells cannot be used.
  241. POISON: Stricken with poison. Poisoned characters take damage as they walk.
  242. FLY: Cursed, and turned into a fly. Flies are hard to hit in battle, but their
  243. stats are all dropped to extremely low levels until the curse is broken.
  244. FROG: Cursed, and turned into a frog. Even worse than being turned into a fly;
  245. not only do you suffer the lower stats, but you're not hard to hit either.
  246. CURSE: Cursed with a general-purpose curse. Usually you get this when you equip
  247. a cursed item. Effects vary depending on the nature of the curse.
  248.  
  249. EQUIPMENT:
  250. In the upper right-hand corner of the status screen for humans, their current
  251. equipment will be displayed. Weapons fall into the categories of Sword, (Melee)
  252. Gun, and Ammo. Armor breaks down into Helmet, Suit, Gloves, and Boots.
  253.  
  254.  
  255. ABILITY SCORES:
  256.  
  257. STRENGTH: This statistic affects the damage that you do with direct hand-to-hand
  258. attacks.
  259.  
  260. INTELLIGENCE: Affects demon conversation--most demons are not happy being the
  261. minion of a summoner less inteliigent than they are, and will be harder to
  262. convince to join. Intelligence also affects spellcasters' casting abilities.
  263.  
  264. MAGIC: This affects your magic power and defense, and your maximum MP level.
  265.  
  266. VITALITY: Affects your ability to withstand physical attacks, and your maximum
  267. HP level.
  268.  
  269. SPEED: This statistic affects the speed at which you act in a battle round.
  270.  
  271. LUCK: Affects various parameters in the game--chance at escaping a battle,
  272. chance of getting a sneak attack, chance of enemies dropping treasure, etc.
  273.  
  274.  
  275. These are the base parameters each character or demon has--the following are
  276. "derivative" parameters:
  277.  
  278. POWER: Attack power with your melee weapon and gun (direct attack for minions)
  279.  
  280. ACCURACY: Accuracy of your melee weapon and gun (direct attack for minions)
  281.  
  282. DEFENSE: Your defense power against direct physical attacks.
  283.  
  284. EVADE: Your chance of dodging attacks entirely.
  285.  
  286. MAGIC POWER: The strength and intensity of your spells.
  287.  
  288. MAGIC EFFECT: The effectiveness of your spells. (mostly seen in all-or-nothing
  289. spells, when the spell either works or it doesn't)
  290.  
  291.  
  292. ITEM:
  293. This only appears on the Hero's status screen. Press A and you can get a list
  294. of all the items you're currently carrying. You can scroll the list with the
  295. up and down buttons on the controller.
  296.  
  297. MAGIC:
  298. This lists all the spells that your allies have learned. You can scroll the
  299. list with the up and down buttons.
  300.  
  301.  
  302. DEMON-ONLY STATS
  303.  
  304. RACE:
  305. This is listed by the left of the demon's name. All demons can be broken down
  306. into races, which affect their abilities and their properties when fusing. Demon
  307. races also break down into multiple "families." These "families" affect fusions
  308. as well. This is covered in more detail in the "Race" section.
  309.  
  310. LV:
  311. This is the demon's level. It's the same as for humans, except that demons do
  312. not raise in experience levels when they are in your party.
  313.  
  314. CP:
  315. This is short for "Change Points" and it is a measurement of how much Magnetite
  316. the demon expends when it manifests itself in the human world. The larger the
  317. number, the more Magnetite it consumes when you walk with it active in your
  318. party.
  319.  
  320. ALIGN:
  321. The demon's alignment. Alignment has a very large effect on the game story-wise,
  322. and is covered in the "Alignment" section.
  323.  
  324. ################################################################################
  325. COMBAT
  326. ################################################################################
  327.  
  328. Combat in Shin Megami Tensei operates in "rounds." At the start of each round,
  329. you decide the actions of each of your party members, and once you confirm your
  330. commands, your characters and the enemies carry them out, and then the next
  331. round begins. This continues until one side is wiped out. (or runs away)
  332.  
  333. When you first encounter an enemy, you will get the following options:
  334.  
  335. FIGHT:
  336. Pick this if you want to fight the enemy. You will then be prompted to pick
  337. commands for each of your party members individually. Read the section on
  338. "combat commands" for more details.
  339.  
  340. ESCAPE:
  341. Attempt to avoid fighting and escape from the enemy. You won't always succeed
  342. when you try to run. Also if you happen to get into a fight where a wall is
  343. located directly behind you, it will be impossible to run as there is nowhere
  344. to retreat to.
  345.  
  346. TALK:
  347. Talk to the enemies. This is how you can get demon minions. Read the section
  348. on "demon conversation" for more details.
  349.  
  350. AUTO:
  351. Turn on Autobattle. When you turn on Autobattle, everyone in the party will
  352. keep attacking the enemy until one side dies. Your party members will only be
  353. able to use Attack, Sword, Gun, Extra or Defend. Since your characters will not
  354. attempt to heal or use magic, this option is best used when facing weak enemies
  355. (or enemies that do not reflect physical attacks.) If you want to halt an
  356. Autobattle, hold the B button in the middle of the battle, and you will return
  357. to the command menu when the current round ends.
  358.  
  359. Please note that one of the ASM hacks made to Shin Megami Tensei slightly
  360. FUBARs the autobattle system. It is nothing major, but keep in mind that if
  361. you wish to cancel an already-engaged autobattle, you have to HOLD THE B
  362. BUTTON instead of simply pressing it.
  363.  
  364.  
  365. COMBAT COMMANDS:
  366.  
  367. These are the commands you will get when you choose to "Fight" the enemy.
  368.  
  369. SWORD: Attack with your hand-to-hand weapon. Minions do not get this option.
  370.  
  371. GUN: Attack the enemy with your gun. Minions do not get this option.
  372.  
  373. COMP: Use your COMP (arm terminal computer). This option is only available to
  374. the hero. If he is dead, unconscious, or otherwise incapacitated, you will not
  375. be able to use it. Computer commands are as follows:
  376. CHANGE ORDER:
  377. This changes the party order. The actual changing will occur when the
  378. Hero'sturn comes in the upcoming battle round.
  379. SUMMON MINION:
  380. Summon a minion into an empty party slot. The summoning will occur when the
  381. Hero's turn comes in the upcoming battle round.
  382. DEVIL ANALYZE:
  383. Analyze the demons that you are currently fighting. You cannot use this
  384. command until you have gotten the Devil Analyze program. Also, this command
  385. does not actually take the place of another action in battle; after
  386. analyzing the demon you can return to the fight menu and make another
  387. choice.
  388.  
  389. ITEM: Use an item. Only human party members get this option.
  390.  
  391. DEFEND: Guard against enemy attacks. Characters that are defending are harder
  392. to hit, and they take less damage when they actually do get hit.
  393.  
  394. MAGIC: Cast any spells currently learned. The Hero doesn't get this command. (as
  395. he can't cast any spells)
  396.  
  397. ATTACK: This is your minions' command to attack normally. Humans don't get this
  398. command (as their attacks are broken down into Sword and Gun)
  399.  
  400. EXTRA: If a minion has a special attack (a bite, a tail swipe, etc) this command
  401. will use them. If a minion has more than one special attack and you pick this,
  402. it will pick a special attack at random.
  403.  
  404. RETURN: This command is only available to minions. It takes them out of the
  405. active party and returns them to your Stock in your COMP.
  406.  
  407.  
  408.  
  409. THE FLOW OF BATTLE-POINTS OF INTEREST
  410.  
  411. #1) Pick your commands right and eliminate the enemy. After winning a battle,
  412. you will receive money and experience--and if you're lucky, Magnetite and/or
  413. items as well.
  414.  
  415. #2) If all the human members of your party are killed or incapacited (DEAD,
  416. DYING, or STONE) you will lose the battle. Even if you still have minions left
  417. alive, the game will still be over. If this happens, you will have to return
  418. to the title screen and restore from your last saved game.
  419.  
  420. #3) Whenever a character gains enough experience to gain a new level, you will
  421. receive an ability point which you can give to any one of their six attributes.
  422. In addition, when the Hero gains levels, the number of demons that he will be
  423. able to make into minions will increase, allowing you to build an even stronger
  424. party.
  425.  
  426. #4) Your actions in Shin Megami Tensei have a big impact on the outcome of the
  427. story of the game. Combat is no exception. When demons on Earth die they simply
  428. return to their plane of origin, so if you've killed Jack Frost 5,000 times,
  429. he's going to remember that when you next try to get him to join you. Your
  430. actions in combat will also have an effect on your alignment, which although
  431. slight, will add up over the course of the game.
  432.  
  433.  
  434. DEMON CONVERSATION--POINTS OF INTEREST
  435.  
  436. #1) Getting demons to join you is an integral part of Shin Megami Tensei, and
  437. you can only do so by talking to them. If you meet an enemy that you'd like to
  438. join the ranks of your party, select "TALK" and start a conversation with them.
  439. Pick your commands wisely and respond to the demon's requests well; if you
  440. please it, it will ask what you want. (or join you outright, perhaps) You can
  441. then ask it to join you, or, if you wish, ask it for money, magnetite, or just
  442. to leave you alone.
  443.  
  444. #2) Not all demons you meet up will join you. No matter how good a bargainer
  445. you are, demons that are a higher level than your summoner will not join you.
  446. In addition, the only demons that will join you through conversation are those
  447. that are Neutral on the Light-Dark alignment axis; (see the Alignment section)
  448. while you can talk your way out of a fight with Dark demons, they will not join
  449. you. You can't even bargain with Light demons--they will just ignore you
  450. completely.
  451.  
  452. #3) When you first get the Demon Summoning program, it can only stock six demons
  453. in total, so if your COMP is full, you won't be able to get any new demons to
  454. join you unless you make some space first. However, there are several places
  455. throughout the game where you will be able to upgrade your program to increase
  456. your stock to a maximum of 12 minions.
  457.  
  458.  
  459. THE ART OF SUMMONING
  460.  
  461. #1) When you have a demon minion inside your COMP's Stock, you can call them
  462. forth to join your party at any time. You can have up to three minions active in
  463. your party simultaneously, though at one point in the story you can find an
  464. upgrade to your COMP that allows you to summon a fourth. In this way you can
  465. create a party to your own style--focusing on hand-to-hand combat, magic,
  466. healing, etc.
  467.  
  468. #2) Summoning a minion from your Stock costs money. If you don't have enough
  469. money, you won't be able to summon the demon. In addition, when summoning your
  470. demons, it's a good idea to pay attention to where in the party lineup you put
  471. them; the closer a character is to the front, the more likely it is that they
  472. will get attacked.
  473.  
  474. #3) It's important to keep an eye on your Magnetite when walking around dungeon
  475. areas. While having a party full of high-level bruisers can be helpful, your
  476. Magnetite will drain like water through a sieve and you'll soon find you can no
  477. longer sustain the party. (or worse, all your minions will die) Keep track of
  478. your minions' CP levels, and summon the high-CP ones in moderation.
  479.  
  480.  
  481. ################################################################################
  482. DEMON FUSION
  483. ################################################################################
  484.  
  485. Throughout the game, you will find "Heretic Mansion." At the Mansion, you can fuse
  486. your current minions together to create new, more powerful, demons. There are
  487. many demons in the game that you can only get through Fusion--as you can only
  488. recruit Neutral demons through conversation, if you want Light or Dark demons,
  489. you must Fuse them. As Dark and Light demons tend to be substantially more
  490. powerful than Neutral ones, it is usually worth the effort to make them.
  491.  
  492. HOW TO FUSE DEMONS:
  493.  
  494. When you enter the Heretic Mansion, the old man there will allow you to fuse two or
  495. three of your demon minions together and create a new one. Once you pick what
  496. type of fusion you want to do, you will be presented with a list of your current
  497. minions. Pick the ones you want and you will be shown what demon you will get
  498. with the ones you have chosen. You will be asked if you want to go ahead with the
  499. fusion; pick yes, and your minions will fuse and the resulting minion will join
  500. your party.
  501.  
  502. NOTE:
  503. There are restrictions on what demons you can and cannot fuse. You cannot create
  504. any demons whose levels surpasses that of your Summoner's, nor can you create
  505. any demons that are already part of your party. In addition, you cannot use any
  506. dead demons as fusion components--you need to revive them before you can use them
  507. in a Fusion.
  508.  
  509. SHORTCUTS:
  510. If you hold down the L and Left buttons when picking the first demon you want to
  511. use in your fusion (second demon if you are doing a triple fusion) you can the Race
  512. pf the demon you fuse in the "Result" column of the Fusion screen. If you hold down
  513. the R and Right buttons when picking your demons, you can see the Name of the
  514. resulting demon next to the Result Column.
  515.  
  516. Deciphering the "Result" Column:
  517.  
  518. O: "Normal" fusion. The fusion will follow the "normal" fusion rules.
  519. %: "Element" fusion. The fusion will result in the creation of an Element.
  520. Elements are a special type of demon, normally created when fusing two demons
  521. of the same Race together. Seirei have the ability to "level up" demons.
  522. (See below)
  523. 1: This occurs when fusing a "normal" demon with an Element. The "target" demon
  524. will raise one rank. e.g. Femme Dakini (LV 45) fused with the right Element
  525. would become the next more powerful Femme, in this case Femme Scylla (LV 49).
  526. 2: This is the same as "1", except that the "target" demon would raise TWO ranks.
  527. e.g. Femme Dakini (LV 45) fused with the right Seirei would "skip" Femme
  528. Scylla (LV 49) and go one more rank higher to become Femme Rangda (LV 54).
  529. X: Like a "1" fusion, except the "target demon goes DOWN one rank. E.G. an "X"
  530. fusion with Femme Dakini (LV 45) would drop her one rank down and turn her
  531. into Femme Gorgon (LV 39).
  532. ?: A random fusion; whatever comes out will be completely random. Usually this
  533. happens when demons of the same Family, but not the same Race, are fused.
  534. .: Can't fuse at all.
  535. D: Will fuse into a Dark demon. Dark demons don't follow the same fusion rules
  536. as Neutral and Light demons when used as a "component."
  537.  
  538. SWORD FUSIONS:
  539.  
  540. Later in the game, you will find several swords that you can use in fusions, just
  541. like you would with demons. You can fuse a sword with a demon at the Jakyo Manor
  542. and create some powerful weapons; however, sword fusions are much more limited
  543. than demon fusions, and usually only specific demons can be fused with specific
  544. swords. You'll need to experiment to find out what combinations will work and
  545. what will not.
  546.  
  547. ################################################################################
  548. PLACES IN THE GAME
  549. ################################################################################
  550.  
  551. HEALING DOJO (HEALER), MESSIAN CHURCH (MESSIAH), GAIAN TEMPLE (GAIA)
  552.  
  553. All three of these institutions provide healing of HP and MP in exchange for
  554. money. You can also pay them to heal status ailments, break any curses, or
  555. resurrect dead characters. In addition to their curative services, you can buy
  556. various magical items at these institutions. The Healing Dojo, Messian Church,
  557. and Gaian Temples are associated with the alignments of Neutrality, Law, and
  558. Chaos respectively.
  559.  
  560. THE HERETIC MANSION (MANSION)
  561.  
  562. You can fuse your minions (or fusion swords) here.
  563.  
  564. BAR (BAR)
  565.  
  566. In addition to the purveying of fine alcoholic beverages to heal your HP and MP,
  567. bars are a good place to pick up information.
  568.  
  569. WEAPON AND ARMOR SHOP (ARMS/GUNS/SWORD/SURVIVAL/KNIVES/ANTIQUES)
  570.  
  571. Here you can buy weapons and armor. Weapon stores are usually divided into gun
  572. and melee weapon stores, whereas different types of armor are usually all sold
  573. in the same shop.
  574.  
  575. JUNK SHOP (JUNK/DRUGS)
  576.  
  577. You can buy all sorts of items here, usually "one-shot" items that get consumed
  578. after one use. A general-purpose store.
  579.  
  580. RAG'S SHOP (RAG'S)
  581.  
  582. Rag is a jeweler who deals in all sorts of rare items. He doesn't take money, and
  583. instead will exchange any jewels you find for either items or Seirei.
  584.  
  585. TRANSPORT TERMINAL
  586.  
  587. This is where you can save your game. In addition, when at a terminal, you can
  588. teleport your party to any other terminal that you've already visited.
  589.  
  590. ################################################################################
  591. ITEMS
  592. ################################################################################
  593.  
  594.  
  595. Life Stone: This heals 25% of your maximum HP. Useful in demon negotiations.
  596. Bead: Heals your HP to max.
  597.  
  598. MEDICINE:
  599. Medicine: Heals a small amount of HP.
  600. Gyuotan: A special pill to heal HP. Heals more than Ointment.
  601. Muscle Drink: Heals HP over your maximum. Drink too much you'll regret it
  602. though.
  603. Soma: Heals HP and MP to max, and cures all conditions except death and curses.
  604. Soul Incense: Revives dead or dying comrades. Doesn't always work.
  605.  
  606. INCENSE:
  607. Strength Incense: Raises a human character's "Strength" up one point, and heals
  608. their HP to full.
  609. Intelligence Incense: Raises a human character's "Intelligence" up one point,
  610. and heals their HP to full.
  611. Magic Incense: Raises a human character's "Magic" up one point, and heals their
  612. HP to full.
  613. Vitality Incense: Raises a human character's "Vitality" up one point, and heals
  614. their HP to full.
  615. Speed Incense: Raises a human character's "Speed" up one point, and heals their
  616. HP to full.
  617. Luck Incense: Raises a human character's "Luck" up one point, and heals their HP
  618. to full.
  619.  
  620. WEAPONS:
  621. Molotov Cocktail: Has the same effect as Agi.
  622. Hand Grenade: Has the same affect as Zan.
  623. Stinger: A portable missile, has the same effect as Mazan.
  624. Dragon ATM: A portable missile with the same effect as Mazanma.
  625.  
  626. MAGIC STONES:
  627. Agilao Stone: Has the effect of Agilao.
  628. Maragi Stone: Has the effect of Maragi.
  629. Zionga Stone: Has the effect of Zionga.
  630. Mazio Stone: Has the effect of Mazio.
  631. Mabufu Stone: Has the effect of Mabufu.
  632.  
  633. GEMS:
  634. You can trade the following at Rag's Shop:
  635.  
  636. Garnet Emerald Sapphire
  637. Amethyst Pearl Opal
  638. Aquamarine Ruby Topaz
  639. Diamond Onyx Turquoise
  640.  
  641.  
  642. OTHER:
  643. Holy Water: Has the effect of Hama on the enemy.
  644. Hamaya: Has the effect of a Megido Spell on the enemy.
  645. Hell-Soul: Has the effect of a Maragion spell on the enemy.
  646. Hiko-Bari: Needles that attempt to kill a single enemy.
  647. Pentagram: Reflects enemy attacks.
  648. Segaki Rice: Has the effect of Hama spell on enemies that are a lower level
  649. than the user.
  650. Kodokuzara: Has the effect of a Mudo spell.
  651. Nyorai Statue: Will automatically resurrect the Chaos Hero or the Hero (if the
  652. Hero's alignment is Neutral or Chaos) and heal their HP to half when their HP
  653. hits 0.
  654. Amida Beads: Will automatically block instant death for the Chaos Hero or the
  655. Hero (should his alignment be Neutral or Chaos)
  656. Rosary: Has the effect of the Nyorai Statue and Amida Beads on the Law Hero or
  657. the Hero (should his alignment be Law)
  658. Amulet: Negates damage from damage zones on the current floor.
  659. Talisman: Automatically protects against curse attacks.
  660. Core Shield: Blocks damage from damage zones until the next full moon.
  661.  
  662. ################################################################################
  663. SPELLS
  664. ################################################################################
  665.  
  666. Offensive Spells (direct damage):
  667.  
  668. AGI (3 MP), AGILAO (7 MP)
  669. Summons a ball of flame to attack a single enemy.
  670. MARAGI (5 MP), MARAGION (9 MP)
  671. Summons a wall of flame to attack multiple enemies.
  672. BUFU (3 MP), BUFULA (8 MP)
  673. Summons a blizzard to attack a single enemy. Often freezes it too.
  674. MABUFU (6 MP), MABUFULA (11 MP)
  675. Summons a blizzard to attack multiple enemies. Often freezes them too.
  676. ZIO (4 MP), ZIONGA (9 MP)
  677. Summons a bolt of lightning to attack a single enemy. Often shocks it too.
  678. MAZIO (7 MP), MAZIONGA (12 MP)
  679. Summons bolts of lightning to attack multiple enemies. Often freezes them too.
  680. ZAN (2 MP), ZANMA (5 MP)
  681. Fires a shockwave of kinetic energy at an enemy.
  682. MAZAN (4 MP), MAZANMA (7 MP)
  683. Fires a shockwave of kinetic energy to attack multiple enemies.
  684. HAMA (5 MP)
  685. Destroys a single zombie or other undead. (Occasionally works on the living)
  686. MAHAMA (10 MP)
  687. Destroys a group of zombies or other undead. (Sometimes works on the living)
  688. MUDO (3 MP)
  689. Curse a single enemy--if successful, it will die on the spot.
  690. MAMUDO (9 MP)
  691. Curses a group of enemies--those affected die instantly.
  692. TENTARAFOO (14 MP)
  693. Assaults the nervous system of opponents to cause damage and often panic.
  694. RIMUDRA (8 MP)
  695. Sacrifices the caster (DYING status) to do lots of damage to the enemy.
  696. Note: The user isn't sacrificed despite the manual saying so.
  697.  
  698. Offensive spells (indirect):
  699.  
  700. DORMINA (3 MP)
  701. Puts the enemy to sleep.
  702. SHIBABOO (3)
  703. Binds the enemy, stopping their movements.
  704. PULINPA (2)
  705. Confuses the enemy and makes them panic.
  706. HAPILMA (2)
  707. Puts the enemy into a state of pure happiness.
  708. MARIN KARIN (6)
  709. Charms the enemy.
  710. MAKAJAMA (4)
  711. Seals off the enemy's magic.
  712. MAKATORANDA (2)
  713. Absorbs the target's magic, refilling the caster's own.
  714. TARUNDA (4)
  715. Reduces the enemy's attack power.
  716. RAKUNDA (4)
  717. Reduces the enemy's defense power
  718. SUKUNDA (2)
  719. Reduces the enemy's accuracy.
  720.  
  721.  
  722. Defense SPELLS:
  723.  
  724. TARUKAJA (4)
  725. Raises the party's attack power.
  726. RAKUKAJA (4)
  727. Raises the party's defense power.
  728. SUKUKAJA (2)
  729. Raises the party's accuracy.
  730. MAKAKAJA (4)
  731. Raises the party's magic defense.
  732. TETRAJA
  733. Defends the party against enemies with energy-drain attacks.
  734. MAKARAKARN (6)
  735. Reflects the enemy's magic spells.
  736. TETRAKARN (5)
  737. Reflects the enemy's physical attacks.
  738.  
  739. DIA (2), DIARAMA (4), DIARAHAN (8)
  740. Heals a single party member's wounds.
  741. MEDIA (6), MEDIARAHAN (14)
  742. Heals the entire party's wounds.
  743. PATRA (2)
  744. Heals one ally's FREEZE, SLEEP, BIND, PANIC, CHARM, HAPPY, and CLOSE ailments.
  745. ME PATRA (4)
  746. Works the same as Patra, except it affects the whole party.
  747. POSUMUDI (4)
  748. Heals an ally's POISON.
  749. PARALADI (6)
  750. Heals an ally's PARALY.
  751. PETRADI (10)
  752. Heals an ally's STONE.
  753. RECARM (12)
  754. Revives a DYING ally and brings their HP back to 1/8 of their max HP.
  755. SAMARECARM (24)
  756. Revives a DEAD or DYING ally, and completely heals their HP to full. If the
  757. target is DEAD, then sometimes the spell fails.
  758. RECARMDRA (8/ALL)
  759. Sacrifices the caster entirely (DEAD status) to heal the party's HP and MP to
  760. full. (Takes 8 MP to cast, but dead characters lose all their MP)
  761. MAKATORA (10)
  762. Gives 10 of the caster's MP to an ally.
  763.  
  764. SPECIAL MAGIC:
  765.  
  766. MAPPER (2)
  767. Displays a map of the nearby area when in 3D dungeons. Lasts until the next
  768. new moon.
  769. TRAESTO (6)
  770. Warps the party out of a 3D dungeon to where they entered.
  771. TRAPORT (6)
  772. Warps the party to the last terminal they saved the game at.
  773. ESTOMA (6)
  774. Prevents monsters that are lower level than you from attacking, until the next
  775. full moon.
  776. SABBATMA (8)
  777. Summons one of your minions.
  778.  
  779. ################################################################################
  780. ALIGNMENT
  781. ################################################################################
  782.  
  783. Shin Megami Tensei is a game of moral ambiguity. Throughout the game, you will be
  784. presented with a number of choices that will affect the outcome story. None is
  785. specifically "right" or "wrong" per se; it is up to the player to decide what
  786. the "right thing to do" is. You eventually will have to "pick your side" within
  787. the game in the form of your Alignment. The ideals of each faction within the
  788. game fall within different Alignments, and the faction you side with will
  789. ultimately determine your player's Alignment as well. In addition, every demon
  790. you meet in the game has its own Alignment, and how they will react to you will
  791. depend on how similar (or different) your Alignments are.
  792.  
  793. Alignments fall along two axes--the Law/Chaos axis, and the Light/Dark axis.
  794.  
  795. LAW/CHAOS
  796. By far the most important alignment axis within Shin Megami Tensei, a person's
  797. position on it reflects their ethical ideals. The primary point of contention is
  798. a battle over what is more important; structure and order, or individual freedom.
  799. Those that most value rules and structure tend to gravitate to Law, whereas those
  800. that value freedom and individuality tend to gravitate to Chaos.
  801.  
  802. LAW:
  803. Those who follow the path of Law tend to believe that morality is absolute, and
  804. rules are of paramount importance. Society should fall into a strict heirarchy
  805. with unbending laws; if everyone follows the law to the letter, there will be no
  806. conflict and thus peace and prosperity will follow. Individual freedoms, or even
  807. individual lives, are meaningless in the face of the collective, and those that
  808. try to bend or break the rules should be punished harshly.
  809.  
  810. CHAOS:
  811. Those who follow the path of Chaos tend to believe that life has no rules, and
  812. the idea that happiness can stem from strict adherance to them is foolish. Laws
  813. and the idea of the group ethic are meaningless and only serve to restrain
  814. freedoms, preventing individuals from reaching their true potential. The disorder
  815. and chaos that will result from the lack of order is to be expected; there will
  816. be a lot of death as a result, but natural selection will weed out the unfit,
  817. ensuring the continual improvement of humankind.
  818.  
  819. NEUTRALITY:
  820. Those who follow the path of Neutrality land smack in the middle of the
  821. philosophies of Law and Chaos. Rather than favoring order over freedom, or vice
  822. versa, they believe that maintaining balance between the two is of the utmost
  823. importance. Problems should be handled on a case-by-case basis; sometimes
  824. favoring the group, sometimes favoring the individual, depending on the
  825. situation. Happiness can never be achieved at either extreme, so individuals that
  826. would push either philosophy must be stopped in order to achieve harmony.
  827.  
  828.  
  829. DARK/LIGHT
  830. Dark/Light is a more nebulous alignment axis. The official definition is that
  831. "Light is closer to being like a god, Dark is closer to being like a demon." A
  832. creature's position on the Dark/Light axis primarily reflects how it is viewed by
  833. its worshippers or those that "believe" in it, and is not really changable.
  834. Entities loved and worshipped tend to fall into the Light category, whereas those
  835. hated and feared fall into the Dark category. However since one man's god is
  836. another man's demon, often you will have the same person/deity/demon have both a
  837. Light AND a Dark form. (For example, the ancient fertility god Baal was a
  838. benevolent deity loved by the Babylonians, but vilified and by the Christians,
  839. who called him Beelzebub. Baal would be a Light entity, and Beelzebub a Dark
  840. entity, despite being the same person/god.) Light and Dark only applies to
  841. supernatural entities; as humans are neither gods nor demons, they will always
  842. be Neutral on this axis.
  843.  
  844. LIGHT:
  845. Light demons are generally gods that are loved and worshipped by large numbers of
  846. people. As such, they often fall into the general category of being "good," but
  847. not always--many Light gods/demons routinely perform heinously cruel acts. Light
  848. demons rarely ever show themselves on the human plane, and most must be
  849. explicitly fused or summoned. Should you have a chance encounter a Light demon in
  850. your travels, you will find them aloof and unwilling to lower themselves to
  851. negotiation with a mere human.
  852.  
  853. DARK:
  854. Dark demons are generally gods or that are hated and feared by large numbers of
  855. people, and as such are often "evil," though not invariably--many Dark
  856. gods/demons are kind and benevolent. (as one man's demon is another's god) Dark
  857. demons are found much more frequently on the human plane than Light demons. While
  858. they generally are perfectly willing to talk and negotiate with humans, they will
  859. not willingly join or submit to them.
  860.  
  861. NEUTRAL:
  862. Neutral demons are those that are neither widely worshipped nor vilified.
  863. Generally Neutral demons are monsters or supernatural beings like elves, pixies,
  864. or minor deities/demons. Creatures that are not supernatural at all (like humans)
  865. fall into this category by default. As neutral demons are much closer to humans
  866. than dark or light demons, they are the most open to conversation and negotiation
  867. with them as well. Neutral demons are the only types of demons that will
  868. willingly become the minions of budding demon summoners through negotiation.
  869.  
  870.  
  871. HOW ALIGNMENT AFFECTS GAMEPLAY:
  872.  
  873. In addition to affecting the outcome of the story, your characters' alignments
  874. have affects on gameplay as well. Two of the human characters that will join you
  875. have preset alignments--the Law Hero and the Chaos Hero--but the Hero and the
  876. Heroine's alignments start out Neutral and change constantly throughout the game
  877. based on your actions, until you have "officially" sided with one of the factions
  878. in the game and your alignment is permanently set.
  879.  
  880. Most notably, your alignment affects the items you can equip and use--some
  881. weapons and armor can only be worn by those of a certain alignment--but for the
  882. Hero, alignment has a large impact on your summoning ability as well. As you
  883. gravitate to either Law or Chaos, you will find demons of the same alignment act
  884. more favorably to you--and conversely, those of the opposing alignment act more
  885. hostile to you. Characters far enough down one path will find that demons of the
  886. opposite alignment will outright refuse to join when negotiating with them. You
  887. will still be able to fuse demons of an alignment opposite that of your Hero, but
  888. he will not be able to summon or control them. Neutral summoners have no
  889. restrictions and can summon and negotiate with both Law and Chaos demons--but
  890. maintaining a Neutral alignment is a difficult thing to do, and can gain the
  891. summoner the enmity of both the Law AND the Chaos factions...
  892.  
  893. ################################################################################
  894. RACE/ALIGNMENT/FUSION DATA
  895. ################################################################################
  896.  
  897. DEMON FAMILIES:
  898.  
  899.  
  900. FAMILY: RACE:
  901. -------------------------------------------------------------------------------
  902. God: Deity (MA), Megami (ME)
  903. Guardian: Tenma (RM), Kishin (KS), Femme (KJ), Vile (JS)
  904. Magica: Tyrant (MO), Yoma (YO), Night (YA), Fairy (YS)
  905. Aerial: Divine (TS), Fallen (DA), Seraph (SE)
  906. Dragon: Dragon (RJ), Snake (RO), Drake (JR)
  907. Bird: Avian (RC), Flight (YC), Raptor (KC)
  908. Beast: Avatar (SH), Holy (SJ), Beast (MJ), Wilder (YJ)
  909. Demoniac: Touki (TK), Brute (YK), Jirae (CR), Jaki (JK)
  910. Element: Element (SR)
  911. Evil Spirit: Haunt (YU), Spirit (AR), Undead (SK)
  912. Foul: Foul (GD)
  913. Human: Hybrid (JJ), Messian (MK), Gaian (GK)
  914. Machine: Machine (MC)
  915.  
  916.  
  917. ALIGNMENT/RACE CHART
  918.  
  919. _______________________________LIGHT_______________________________
  920. |SERAPH . . TENMA|
  921. | DEITY . AVATAR . KISHIN DRAGON |
  922. | AVIAN MEGAMI . . |
  923. | DIVINE . ELEMENT . |
  924. | HOLY . . |
  925. |...................................................................|
  926. | . . FEMME |
  927. | YOMA . TOUKI . |
  928. | . . SNAKE |
  929. | JIRAE . BEAST . |
  930. LAW |MESSIAN . FAIRY . GAIAN| CHAOS
  931. | . . |
  932. | FLIGHT . HYBRID . BRUTE |
  933. | . . NIGHT |
  934. | . . FALLEN |
  935. |...................................................................|
  936. | JAKI . UNDEAD . FOUL |
  937. | RAPTOR . . SPIRIT |
  938. | . WILDER . HAUNT |
  939. | . . DRAKE |
  940. |VILE . . TYRANT|
  941. --------------------------------DARK--------------------------------
  942.  
  943.  
  944.  
  945. DESCRIPTION OF EACH DEMON RACE:
  946.  
  947. These are general descriptions of each of the demon races. These are by no means
  948. absolute though, and many demons fall outside the "description" of their race.
  949. (And a lot of race-hopping happens between Megaten games as well)
  950.  
  951. DEITY: (Light-Law)
  952. These are very powerful gods, often the heads of their pantheons and wielding
  953. awesome power. Usually they're benevolent, widely-loved gods.
  954.  
  955. MEGAMI: (Light-Law)
  956. Megami are powerful and benevolent goddesses. They are most often gods of love,
  957. fertility, and the like, and are among the kindest of the deities.
  958.  
  959. TENMA: (Light-Chaos)
  960. The Tenma serve as a counterbalance to the Deities, and in comparison to the easy-
  961. goingness of the Deities, are strict with both themselves and others. Often Tenma
  962. are guardian or protector deities a level above the Kishin.
  963.  
  964. KISHIN: (Light-Chaos)
  965. Kishin are fierce warrior deities, the type that a warrior might pray to before
  966. going into battle. While violent in nature, they are usually benevolent guardian
  967. deities, protecting people (or something) from that which would harm them.
  968.  
  969. SERAPH: (Light-Law)
  970. The Seraphs are the top-ranking angels in the Hebrew god YHVH's army. They are all
  971. hand-picked by YHVH and are extremely powerful. They command all of the lower-
  972. ranking angels.
  973.  
  974. DIVINE: (Light-Law)
  975. These are all of the lower angels that fall under the command of the Seraphs.
  976. They are mostly messengers and foot-soldiers that operate and carry out all the
  977. menial tasks of those angels ranking higher than them.
  978.  
  979. DRAGON: (Light-Chaos)
  980. Dragons are ancient dragon gods. Powerful and intelligent, they rank among the
  981. oldest of the gods, and their wisdom surpasses that of humanity with the
  982. experience they have by quite a good margin.
  983.  
  984. AVIAN: (Light-Law)
  985. Avians are bird gods, and usually serve as messengers or mounts of more powerful
  986. deities. They are still quite powerful in their own right.
  987.  
  988. AVATAR: (Light-Neutral)
  989. Very powerful gods that have the form of beasts or animals. They are strong and
  990. fierce, and dedicated to rooting out and destroying evil.
  991.  
  992. HOLY: (Light-Law)
  993. The Holy are like a rank below that of the Avatars. They are holy beasts and
  994. often have their own worshippers, but more often serve as the steeds for more
  995. powerful gods, much like the Avians.
  996.  
  997. ELEMENT: (Light-Neutral)
  998. Elements are spirits of the four elements: Earth, Water, Fire, and Air.
  999.  
  1000. VILE: (Dark-Law)
  1001. Viles are among the most evil and cruel of the gods, often spreading fear,
  1002. death, and pestilence among humanity. Often they are gods of death or the "evil
  1003. deity" in the "Good God-Evil God" pantheons.
  1004.  
  1005. TYRANT: (Dark-Chaos)
  1006. Led by Lucifer himself, the Tyrants are mostly powerful ancient gods that were
  1007. turned into demons and thrown into the Abyss by YHVH. They are constantly
  1008. plotting to overthrow YHVH and his minions and restore the old order.
  1009.  
  1010. DRAKE: (Dark-Chaos)
  1011. Drakes are mostly dragons of low intelligence that cannot think of much more
  1012. than satisfying their own hunger and greed. They leave a trail of death and
  1013. destruction in their wake wherever they go.
  1014.  
  1015. RAPTOR: (Dark-Law)
  1016. Raptors are mostly demon birds that are bringers of ill-omens to humanity.
  1017. Often they abduct humans to eat their souls or turn them into more of their kind.
  1018.  
  1019. WILDER: (Dark-Neutral)
  1020. Wilders are very similar to Drakes in that they are constantly afflicted with
  1021. an all-consuming hunger. They will attack and kill anything and everything in
  1022. order to consume it in a vain attempt at satiation.
  1023.  
  1024. JAKI: (Dark-Law)
  1025. The Jaki are more or less your perfect example of a malevolent low-level demon.
  1026. They hate their lot in life and are filled with the need for revenge, and lash
  1027. out to bring others down with them.
  1028.  
  1029. HAUNT: (Dark-Chaos)
  1030. Haunts are undead humans whose spirits were so strong that even in death they
  1031. manage to retain their bodies (or some sort of physical form) with their minds
  1032. more or less intact.
  1033.  
  1034. SPIRIT: (Dark-Chaos)
  1035. Spirits are undead whose spirits were not as strong as those of Haunts and thus
  1036. they could not keep a hold on their bodies. They travel about as semi-corporeal
  1037. ghosts or spirits, not being able to pass on.
  1038.  
  1039. UNDEAD: (Dark-Neutral)
  1040. The Undead are undead monsters, people or animals whose bodies were animated by
  1041. magic upon death. They are mindless drones with no intelligence or memories of
  1042. their former life--your basic zombies.
  1043.  
  1044. FOUL: (Dark-Chaos)
  1045. Fouls are those demons and monsters that don't really fit into any other category
  1046. very well. Often weird things like blobs or slimes end up in this category. Also,
  1047. living people who are possessed by demons or spirits fall into the Foul category
  1048. as well.
  1049.  
  1050. FEMME: (Neutral-Chaos)
  1051. The Femme are warrior goddesses that cut down their enemies mercilessly. They
  1052. usually do not have enough worshippers to become major figures in their
  1053. pantheons, but can be quite powerful nonetheless.
  1054.  
  1055. YOMA: (Neutral-Law)
  1056. Yoma are usually powerful but low-ranking gods in their pantheons. They are
  1057. usually benevolent and helpful, but do not attract large numbers of followers
  1058. like the major deities in their pantheons.
  1059.  
  1060. NIGHT: (Neutral-Chaos)
  1061. Demons of the night that are usually very much like humans. While not evil
  1062. per se, a lot of them have the power to drain humans of their life energy--
  1063. things like vampires and succubi fall into this category.
  1064.  
  1065. FAIRY: (Neutral-Neutral)
  1066. Fairies are fairies, sprites, and other such supernatural creatures--usually rather
  1067. benign and indifferent to the conflicts of the gods. Usually they're just
  1068. interested in having fun and pay little attention to more serious matters.
  1069.  
  1070. BEAST: (Neutral-Neutral)
  1071. Beasts are your general-purpose animal demons. Dangerous, but not malicious.
  1072. Supernatural animals and monsters that are not gods or demons fall into this
  1073. category.
  1074.  
  1075. TOUKI: (Neutral-Neutral)
  1076. Touki are much like Kishin of lesser power. They're fierce and warlike like the
  1077. Kishin, but instead of being protector deities, they're usually just low-ranking
  1078. gods that like to fight or fighting thralls of more powerful deities.
  1079.  
  1080. BRUTE: (Neutral-Chaos)
  1081. Brutes are general purpose humanoid monsters--supernatural, but usually neither
  1082. god nor demon. They are similar to the Touki in that they are humanoid and
  1083. intelligent, but not as driven to fight.
  1084.  
  1085. JIRAE: (Neutral-Law)
  1086. The Jirae are low-ranking demons that get their power from the earth, and are
  1087. often earth spirits. Many are powerful, the top Jirae even being deity-level,
  1088. but lack divine power that the other gods have.
  1089.  
  1090. HYBRID: (Neutral-Neutral)
  1091. Hybrids are were-creatures and lycanthropes, or people that have been fused with
  1092. animals.
  1093.  
  1094. MESSIAN: (Neutral-Law)
  1095. Messians are humans that belong to the Messian Church, and believe strongly in
  1096. the tenets of Law. They fight for freedom from the demons, believing that a
  1097. savior will come to destroy them and bring about the rule of their god. The
  1098. Messians hate the Gaians with a passion.
  1099.  
  1100. GAIAN: (Neutral-Chaos)
  1101. Gaians are humans that belong to the Church of Gaia, which believes strongly in
  1102. the tenets of Chaos. Rather than destroy the demons, the Gaians welcome them,
  1103. and hope to establish a society where humans and demons can coexist happily. The
  1104. Gaians despise the Messian Church.
  1105.  
  1106.  
  1107. FUSION CHART:
  1108.  
  1109. MA ME TM KS KJ YO YA YS SE TS DA RJ RO RC YC SH SJ MJ TK YK CR JJ
  1110. ---------------------------------------------------------------------
  1111. MA -- ** -- -- ME ME YO YA -- ME TM TM KS TE DA RJ RO SH KS TK YK MJ
  1112. ME -- -- -- YS TM CR YO -- DA TM KJ RJ TS DA RJ RO SH KJ TK YK RO
  1113. TE -- ** ** ME DA YO -- GD YO KS RJ TS DA RJ RO SH KS TK YK JR
  1114. KI -- ** KJ DA KJ TM KJ YA TM RJ RO KJ RJ RO SH RJ RO TK SH
  1115. KJ !! YA DA YA ME ME TK KS ME YK YO KS RO SH RO TK YO JR
  1116. YO !! ** ** MA DA YA KJ RC RO DA JJ JR YK KJ TK YK MJ
  1117. YA !! ** MA DA YO RO JR KC KC MJ JJ YJ KJ JK AR YU
  1118. YS !! TS ME TE SH SJ TS DA RO MJ SJ KJ YO YK YK
  1119. SE -- ** ** TM RJ ME RC RJ SH SJ YO YO YS YK
  1120. TE !! YO TM SJ ME RC RJ SH SJ YO YO YS YK
  1121. DA !! JR KJ YO YA YO MJ JJ KJ YU JK YJ
  1122. RJ -- ** TM KS RO RO RO KS TK JR TM
  1123. RO !! RJ KJ RC SH SJ KS TK YK MJ
  1124. RC !! ** RJ SH SJ SH YA YJ MJ
  1125. YC !! RC RC YK KJ DA KC YK
  1126. SH !! ** ** KS RO RO RO
  1127. SJ !! ** SH MJ MJ YJ
  1128. MJ !! JJ TK SJ SJ
  1129. TO !! ** ** KS
  1130. YK !! ** YO
  1131. CH !! YS
  1132. JJ --
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