THE SUMMONS
Espers are much like humans because there aren't just one, there is a whole civilizations of these godlike beings as well as different species of them. After capturing one, you may name it. Anyone can capture the same summon that way everyone can have them as there are multiple of each, but if the espers don't like the users, they wont be willing to come out and help.
In Order To Summon
In order to summon an esper, you must first learn the required skill and magic. You must have the required stats to even talk to the guardian force, and then you must battle and win to claim it for your own. When battling an esper, they're stats will be very different then what is up on this list and they can use any magic there is except Meteor and Holy. They also have 2 Healing Springs and 5 Medical Herbs that they can use at will.
How Summoning Works
Upon summoning an esper, it shall assume a place by you in battle until death. Espers have their own skills and stats from which they fight. As you use them more and more, they shall increase in strength. In order to summon an esper, you must sacrifice a turn to summon. At any time, you may dismiss your guardian force. Be careful with your choices, for you can only summon four espers per battle. Up to 10 espers may be acquired per person. Only special items can revive and heal your espers. If there is an esper you don’t require the assistance of any more, you may dismiss it permanently.
The Power Of Espers
All espers start with their own unique stats and at level. 1, but they also have unique skills, which they can use twice per battle.
Training Your Espers
Espers become stronger as you use them. They can also be trained. You may train them twice a week. But you must choose which espers (up to 6) to train in these two periods of training. Upon training, an esper receives 20 HP and 30 Points to distribute. For every four trainings, an esper levels up. For each level it gains 110 HP and 90 Points to distribute. When used in a fight, if the esper does not die and wins, the esper receives 2 levels. If the esper is dismissed before the end of battle, it receives only 1 level. Also, when all your esper’s stats are over 200 or increments of 200 there after, they gain one level. Espers may learn any magic. Esper can learn one magic at a time, but must have the stats for it.
Using Your Espers
When using espers, they work just like any other person. If they run out of HP, they are dead; they have 3 dodges, but no blocks. Espers remain dead until healed up or two weeks have passed. They can use magics twice as well as their special moves. Also if they are elemental, magics of the opposite element will do double damage, where as magics of the same will heal them. All espers come with two moves that they can use:
Healing Whisper - If the summoner falls dead the esper can revive the summoner by giving the summoner ¼ of the esper's HP. Can be used as many times as needed.
Shield - A moved used to protect the esper's summoner. This move will stop any attack, except Psionics, at the summoner. Can be used once in battle.
Ifrit-This fire elemental lord is capable of mass destruction. Extremely powerful, Ifrit symbolizes power and force over cunning. He would lend his powers to any that would prefer to bash and destroy rather than talk and outwit. Found only in the Cave of Fire. Must have 650 power and 500 Magic to speak to.
HP-300
Power-120
Magic-30
Speed-30
Intelligence-10
Self Control-10
Determination-170
Accuracy-80
Special Moves - Meteor Strike – Ifrit creates a giant ball of fire and ash and launches it at the opponent. Base 60 + ½ Accuracy
Shiva-This ice maiden is as beautiful as she is deadly. She could turn a smoldering volcano into an arctic wasteland. Insanely jealous she is likely to not come to the call of one that forsakes her for another summons. Found on Mars' Ice Prison area, and in the northern climates of Earth (Trabia). Must have 500 Magic and 600 Speed to speak to.
HP-240
Power-50
Magic-110
Speed-130
Intelligence-110
Self Control-60
Determination-30
Accuracy-20
Special Moves - Gem Dust- Shiva creates an icy blast of air and crystal shards. Base 45 + ½ power. Can’t be blocked.
Siren-This maiden of the sea is a master of trickery. She beguiles mortals into doing her bidding and her song can influence any that hear it. Weak compared to some of the guardian forces, Siren's strength is her ability to affect spell casters, leaving them vulnerable to her summoner. Only found on Earth in the area around Deling City. Must have 700 Magic to speak to.
HP-110
Power-30
Magic-140
Speed-20
Intelligence-90
Self Control-100
Determination-30
Accuracy-40
Special Moves - Hope Song – A soothing song that will calm any soul. Puts anything to sleep on the battlefield. Sleep lasts for 3 turns or until the opponent is struck. Can’t be dodged or blocked. Can hit multiple targets.
Carbuncle-This imp exists in another reality. When summoned he arrives and begins using spells to aide the summoner. As mischievous as others of his kind, he delights in the chaos of battle. Only found on Jurai. Must have 700 Intelligence and 510 Magic to speak to.
HP-120
Power-40
Magic-160
Speed-50
Intelligence-110
Self Control-10
Determination-10
Accuracy-10
Special Moves - Ruby Power – A bright red shield that covers its target. Casts reflect that lasts for 1 turn for every 200 Intelligence and a max of 10 turns.
Leviathan-This water elemental lord uses the fury of watery force to drown out its foes. Powerful and sleek, Leviathan appears as a giant serpent riding through a tidal wave that it brings crashing down on those who oppose it. Only found near Fisherman's Horizon on Earth. Must have 1,100 Magic and 800 Speed to talk to.
HP- 1,000
Power- 260
Magic-390
Speed- 400
Intelligence- 90
Self Control- 120
Determination- 250
Accuracy- 190
Special Moves - Tidal Wave – An enormous wave that washed over all opponents in its path. Base 280 + ½ power. Can hit multiple targets.
Pandemona-A being from the elemental plane of air, she is a testament to the power of nature. When summoned she acts as a vacuum pulling in all around her and then hurling them from her with hurricane force. Indifferent to right and wrong, she is a force to be reckoned with. Only found near Balamb (The town not the Garden). Must have 1,250 magic and 3,000 hp to talk to.
HP- 750
Power- 210
Magic- 300
Speed- 210
Intelligence- 60
Self Control- 30
Determination- 80
Accuracy- 90
Special Moves – Whirl Wind – A violent windstorm that engulfs the enemy. Base 95+ ½ power. Cannot be normally blocked.
Bahamut-Dragons have always been awe-inspiring and Bahamut is no exception. Raining destruction on those it attacks, very few could withstand the attack and live to tell the tale. Only found near Nibelheim, Midgar, and Esthar on Earth. Must have 700 magic and 850 Power to speak to.
HP- 320
Power-120
Magic-60
Speed-70
Intelligence-50
Self Control-30
Determination-40
Accuracy-90
Special Moves - Mega Flare – A powerful blast of fire from Bahamut’s mouth. Base 75 + ½ power. Can hit multiple targets but they will receive half of the normal damage.
Neo Bahamut-A more powerful version of Bahamut, Neo is superior in every aspect. Stronger, faster and more destructive, only the most foolhardy would face it willingly. Can only be found in Cosmo Canyon on Earth. Must have 1,400 magic, 800 intelligence and 1,000 power to speak to.
HP-1,100
Power-300
Magic-310
Speed-290
Intelligence-390
Self Control-250
Determination-250
Accuracy-300
Special Moves - Giga Flare – A more powerful blast; it completely destroys the ground around the enemy, obliterating everything. Base 300 + ½ power. Can’t be blocked.
Bahamut ZERO-This is the ultimate dragon-form. Its attacks are deadly... its power unmeasured. None have ever claimed this guardian before because none have ever defeated it in combat. Legends claim that only the gods could tame this living vessel of destruction. Can only be found in Colony L-3 X18999. Must have 2,400 magic and 2,000 power to speak to.
HP- 2,950
Power- 750
Magic- 620
Speed- 680
Intelligence-570
Self Control-320
Determination-400
Accuracy-500
Special Moves - Tera Flare – A terrible blast, Bahamut Zero spreads its wings for maximum charge. Once maximum is reached, it unleashed a devastating attack of fire on the enemy. Base 920 + ½ power. Can hit multiple enemies but they will receive only half the normal damage.
Odin-Odin is the King of the Norse gods. He sits astride a six-legged horse and fights valiantly with either a sword or a spear. He never backs down from honorable combat and will only give his powers to one of like mind. Can be found only in Baron. Must have 1,600 magic and 2,200 power to speak to.
HP- 2,560
Power - 800
Magic- 110
Speed- 560
Intelligence- 320
Self Control- 410
Determination- 520
Accuracy- 280
Special Moves - Atom Edge- A running slice through an enemy on horse back, it will cut anyone in two. Has a one in three chance of instant death.
Gunge Lance- Odin throws a mighty glowing lance high into the heavens. It then comes racing down upon the enemy. Base 640 + ½ power.
Death Train-A demon that travels by transit, Death Train is the one ride its enemies want to miss. Racing towards its victim on a hell bound train, this demon destroys its victims and steals its soul and returns whence it came. Powerful and unpredictable, only those that have a great amount of self-control can master this guardian force. Ultimately kills because it steals your enemy’s soul. Can only be found in Midgar. Must have 1,300 magic and 1,500 self control to talk to.
HP-840
Power-200
Magic-230
Speed-270
Intelligence-200
Self Control-230
Determination-200
Accuracy-270
Special Moves: Last Ride- Barreling down the tracks, Death Train collides with the enemy. Has a 1/10 chance of instant death, otherwise it does base 120 + ½ speed.
Quezacotl-The lost god of an ancient people, Quezacotl is more akin to the storms than to the bird he resembles. A master of electricity and storms, he has the power to bring thunder and lightening down on the heads of any that oppose him. More easy-going than some of the guardian forces, he is just as willing to fight, as he is not to fight. Can be found at Galbadia Garden and you MUST have trained there. Can also be found near Sentinel III at Space Patrol HQ but still have to have trained at the Galbadia Garden. During the battle, the ref may decide wither or not Quezacotl gives up and decides to join you. Must have 550 Magic and 400 speed to speak to.
HP-260
Power-120
Magic-70
Speed-60
Intelligence-100
Self Control-30
Determination-30
Accuracy-60
Special Moves - Rolling Thunder- Multiple strikes of lighting along the ground, leaving all areas fried. Base 35 + ½ power. Can’t be normally dodged.
Ramuh-Once a wizard of renown, Ramuh is something just short of a god. When summoned, he causes the heavens to fill with clouds and lightening to rain down upon his victims. Though not as powerful as Quezacotl, he is still a force to be reckoned with and only the foolhardy would challenge his power lightly. Can only be found near the Gold Saucer. Must have 600 magic and 700 Intelligence to speak to.
HP-250
Power-90
Magic-60
Speed-80
Intelligence-100
Self Control-50
Determination-30
Accuracy-50
Special Moves - Judgment Bolt – A powerful bolt of lighting from the heavens. Base 55 + ½ power.
Chupon-A creature of the wind. Chupon may not be the easiest creature on someone's eyes with his double-sided body but is certainly a strong force. Can only be found in Frog Forest. Must have 1,200 magic and 500 determination to talk to.
HP- 800
Power- 310
Magic- 210
Speed- 390
Intelligence- 180
Self Control- 190
Determination- 90
Accuracy- 110
Special Moves – Disintegration – A vaccum that sucks in everything around. Base 120 + ½ power. Stuns the opponent for 2 turns.
Eden-A mysterious power from another plane of existence, little is known of the entity known as Eden. What is known however is enough to frighten all but the foolish. Eden is unpredictable and powerful, sometimes taking various forms when it attacks. All attacks are fast and furious and Eden retains a few physical characteristics regardless of form. Power, which appears as pure white energy, leaks from its eyes. Its form is usually feminine, and all attacks are energy based. Only those that have extreme self control and mastery of magic could bend this being to their will. Because it is very mysterious, no one has actually seen it. It is rumored that a few people in ShinRa Inc have an underwater research center where this GF is being held as a test subject. Must have 2,400 magic and 1,800 Self control to speak to.
HP-3,000
Power-800
Magic-760
Speed-310
Intelligence-425
Self Control-210
Determination-710
Accuracy-340
Special Move - Eternal Breath – A blast of pure white energy from Eden’s mouth. Base 980 + ½ power.
Choco Mog-There are few things in the entire known universe more frightening than an angry chocobo. Combine that with a mog jockey and you have a guardian force that is both ferocious and lethal. Though not impressive to gaze upon, those that underestimate this duo are usually left stunned into submission. Can be found almost anywhere around the chocobo ranches. No stat requirements.
HP-90
Power-30
Magic-20
Speed-20
Intelligence-10
Self Control-50
Determination-30
Accuracy-20
Special Moves - Death Blow – A charging body slam by the chocobo and jockey mob. Base 20 + ½ speed.
Kjata-The rumored god of stubbornness, Kjata appears as a giant bull. Unwilling to surrender or change course he rushes headlong into every situation and every battle. Just as the creature he manifests as, Kjata is powerful and fearless. He will fight anyone without a second thought and once he sets himself on a course, he cannot be swayed. He asks for no quarter and he gives none, so those that face him and expect mercy...soon join the many piles of bones that litter his lair. Uses the elements of Fire, Lightning, and Ice. Can only be found around Photon City. Must have 1,200 magic and 1,450 power to speak to.
HP-960
Power-340
Magic-110
Speed-60
Intelligence-100
Self Control-30
Determination-210
Accuracy-310
Special Moves - Tri-disaster- An explosion of fire followed by a blast of freezing cold after which an earth shattering attack. Base 260 + ½ power.
Diablos-Many eons ago a demon was tricked into being imprisoned into a magical lamp. The lamp was lost during the natural passage of time and the demon within it was forgotten. Rumors say that he had the power to affect gravity and its hold on mankind. Imprisoned because of his power, Diablos is not one to be taken lightly. Only those tainted by darkness or those so pure that they could not be tempted into darkness should attempt to find and harness this ancient evil. Cid Kramer of the Balamb Garden training facility knows where these demons dwell. So ask him before searching for Diablos.
HP-2,110
Power-410
Magic-670
Speed-110
Intelligence-640
Self Control-100
Determination-300
Accuracy-110
Special Moves - Dark Messenger- Dark creatures from the underworld fire blasts of energy powered with hundreds of pounds of pressure. Reduces the opponents Hp by ¾.
Tonberry-Unimposing the tonberry is perhaps one of the most powerful creatures on earth. Slow, methodical they stalk and destroy anything in their paths. Wielding a crude knife they live only to disembowel any that they perceive as enemies...which includes anyone that happens to be looking in their direction at the moment. The most insane of the guardian forces, they delight in chaos. Found on Sakroth in the town of Okarn. Must have 1,500 magic, 2,100 power, and 1,900 Determination to talk to.
HP-1,600
Power-800
Magic-695
Speed-10
Intelligence-10
Self Control-100
Determination-800
Accuracy-325
Special Moves - Chef's Knife – A crude knife, Tonberry stabs this knife into their opponents heart stopping it immediately. Tonberry takes four turns to get close enough to stab their opponent. Can’t be dodged nor blocked. During the moving time, Tonberry cannot attack, he may only counter attack when hit by an opponnent. This counter attack is a move called Everyone’s Grudge which does 550 + ½ power.
Cactuar-A race of cactus like creatures; Cactuars are a botanist’s worst nightmare. Plants with predatory natures, they seek to destroy any that venture into their territory. When summoned they madly rush and beat down their foes with a rain of spines. Found only on Cactuar Island and will protect it to the very end if they find anything that is threatening the Island. Must have 450 magic plus 700 determination to talk to.
HP-210
Power-110
Magic-90
Speed-10
Intelligence-10
Self Control-60
Determination-70
Accuracy-10
Special Moves - 1000 Needles – Bristling its skin, Cactuar launches a flurry of sharp needles at their opponent. Cause 1,000 damage. Can’t be dodged nor blocked.
Alexander-A being born of holy righteousness, Alexander brings pureness to a tainted world. When summoned he calls down the power of the gods down upon his foes. Feared by those of evil intent, only the pure of heart have a chance to master this powerful entity. Found only in the northern limits of Trabia, which is very rare. Must have 1,350 magic and 1,450 self control to speak to.
HP-900
Power-300
Magic-350
Speed-110
Intelligence-360
Self Control-400
Determination-400
Accuracy-310
Special Moves - Holy Judgment – A blast of cleaning pure white energy that will purify anything. Base 310 + ½ self control.
Cerberus-This is the beast that guards the gate to the realm of the dead. Cerberus is extremely powerful but the power he lends to mortals is meant to aide them not attack their enemies. Found on Sintopia in Voleur. Must have 1,100 magic and 1,500 power to speak to.
HP-680
Power-400
Magic-60
Speed-210
Intelligence-60
Self Control-70
Determination-330
Accuracy-60
Special Moves - Counter Rockets- Due to their willingness to protect their summons, Cerberus takes damage for their summoner for four turns by jumping in front of them and counter attacking with volleys of energy. Base 120 + /12 power. Cerberus can’t attack normally while this move is in effect.
Hades-The lord of the dead often gives his powers to those he favors. Any that honor him will find a powerful ally in Hades. He is indifferent to good and evil, he prefers those that fill his realm with souls to be tormented for eternity. Found only on Sintopia in Detester. Must have 1,500 magic and 950 intelligence to speak to.
HP-560
Power-30
Magic-390
Speed-220
Intelligence-300
Self Control-260
Determination-110
Accuracy-370
Special Moves - Black Cauldron – Hades boils a powerful concoction in his large black pot that billows over its opponents. Base 30 + ½ magic. Poisons and puts to sleep. Poison does 200 every turn. Can hit multiple enemies.
Brothers-These two miniatures may not look like much, especially the one that stands only three feet tall, but everyone that ever said as much, no longer breathes. Separate they can only cause minimal chaos and destruction, but these two never do anything without the other. And combined they are nearly unstoppable. Combining brains and brawn, only the most intrepid or foolish, should seek them out. Can be found only in Dollet. Each share the others strengths, weaknesses and pain. Must have 350 magic and 460 speed to speak to.
HP-220
Power-60
Magic-10
Speed-100
Intelligence-30
Self Control-40
Determination-30
Accuracy-40
Special Moves - Brotherly Love – A combination of kicks and punches in a blur of motion between the pair. Base 85 + ½ power.
Titan- The god of Earth. He grabs the very ground they stand on and levels his foes with a torrent of earth type attacks. Strong and somewhat simple minded. It takes a lot of inner strength to be able to use such a creature. Can be found in Mysidia. Must have 940 magic and 1,200 power to speak to.
HP-950
Power-370
Magic-110
Speed-90
Intelligence-20
Self Control-280
Determination-190
Accuracy-300
Special Moves - Anger of the Land – Titan grasps the land and rips out a chunk of rock and crushes the opponent under it. Base 280 + ½ power.
Phoenix-Born of its own ashes, the Phoenix represents rebirth and renewal. It both aids its user by restoring him and attacking those he was summoned against. A noble creature, it will serve only those of like minds. Can only be found in Damcyan. Must know the Firaga, have 1,300 magic and 1,450 accuracy to speak to.
HP-1,200
Power-150
Magic-260
Speed-260
Intelligence-390
Self Control-210
Determination-220
Accuracy-260
Special Moves – Rebirth – A burning flame or life and death, spread from the wings of Phoenix. Burns the opponent and revives any fallen allies to half HP. Base 140+ ½ accuracy.
Knights of the Round-When Arthur drew the sword from the stone he set about a marvelous chain of events. One of those is that he immortalized himself and his 12 knights. When the summoner calls upon the knights of the round, King Arthur and his 12 knights return in full glory to attack the summoners enemies. They attack so effectively that very few would be able to survive. As honorable now as they were then, they only serve those that defend the weak and uphold some amount of honor. Only other summon that rivals Eden. Found in the Temple of Kagar on Sakroth. Must have 2,500 magic and 1,680 speed to speak to.
HP-3,000
Power-800
Magic-320
Speed-680
Intelligence-710
Self Control - 640
Determination-350
Accuracy-570
Special Moves - Ultimate End- Each one of the thirteen knights of the round leaps in and performs their own special attack. Base 1,000 + ½ power.
Giglamesh-Another little known entity, some speculate that he has ties to Odin. Weilding a sword that could slice planar rifts in the space-time continuum, Giglamesh attacks with a two-part attack. The first is with his sword as it slices into its enemies, and the second perhaps most horrible is the rift that opens within its victims where the sword cut that attacks the victim with temporal energies which few beings could withstand. The spirit of Giglamesh respects those that are equal with both the sword and the art (magic). A strong will is also required to control this godlike warrior. Something like Odin except not as strong. May sometimes hit all opponents. Found wherever Odin's are seeing as Giglamesh and Odin are friendly. Must have 1,450 magic and 1,450 power to speak to.
HP-660
Power-310
Magic-220
Speed-360
Intelligence-270
Self Control-120
Determination-230
Accuracy-270
Special Moves – Temporal Rip – By creating a rift in the physical realm with his long swords, Giglamesh creates a powerful attack as burst of energy fly through the hole and bombard its enemies. Base 260 + ½ Intelligence. Can hit multiple enemies but they would receive half of the normal damage.
Anima – A demon of pain. Chained and shackled, this esper screams in pain constantly and revels in the pain it causes on others. It doesn’t prefer a dark soul or one that is pure, but just cares about easing its own pain with the pain of others. Found on in Outlaw Village. You must have 2,100 magic and 1,350 power to speak to.
HP-2,300
Power-510
Magic-610
Speed-40
Intelligence-100
Self Control-800
Determination-130
Accuracy-460
Special Moves – Pain – A powerful attack, Anime glares at its opponent. The opponent feels an immense burning inside their body, making them scream out in agony. Base 340 + ½ determination. Stuns the opponent for two turns.
Angel – One threatened to destroy everything on Earth, it has sine mellowed out. Still powerful and self-righteous, this esper, seeking to purify the universe, often does what it wants. No two angles are the same. The came in different shapes and sizes, from a large monster to a sphere shape to an almost human form. Found only in Mideel. Must have 1,150 magic and 1,010 determination to speak to.
HP-840
Power-380
Magic-360
Speed-120
Intelligence-80
Self Control-260
Determination-300
Accuracy-320
Special moves – Lance Of Loginiss – A lance made of pure energy, when throw by the Angel, it collides with the target at immense speeds then explodes engulfing the target in a cross shapes explosion. Base 350 + ½ accuracy.
Maudin – A powerful, werewolf like esper. A master of the martial arts and other types of fighting, Maudin packs a mean punch. Loves to fight and train day and night, this guardian force seeks only the finest fighters to battle along side with. Only found in Fabul. Must have 450 magic and 600 power to speak to.
HP-180
Power-200
Magic-5
Speed-130
Intelligence-60
Self Control-120
Determination-50
Accuracy-60
Special Move- Iron Fist- A fury of punches followed by a fierce upper cut into their opponents face. Base 75 + ½ power.
Musika - A large whale like esper. Though large and slow, it still can attack on land using ultra sonic waves. Underwater it’s a mobile fortress, and above the water on land its still a force to be reckoned with. Only found in Southshore. You must have 750 magic and 500 intelligence to speak to.
HP-360
Power-210
Magic-115
Speed-10
Intelligence-300
Self Control-60
Determination-50
Accuracy-30
Special Move – Shockwave – A deafening blast of echolocation, it will shatter any ones ears. Base 40 + ½ intelligence. Can’t be normally blocked. Can hit multiple targets but they will only receive half of the normal damage.
Cabbit – A cute and cuddly esper. Though it is small in stature, this furry creature can turn itself into a powerful organic battleship. It fired powerful beams and can even fly into space. Takes one week to travel between planets, one day to travel between towns and can hold up to 10 people. But this ability comes with a price. It consumes large amount of energy from the little creature. Each time is goes into space for a week, it loses 150 from its max HP and is gone forever and city-to-city is 20 HP (Max Hp cannot drop below 1). If Hp is lower than needed, it can’t fly and you must train it to bring its HP back up. This loyal guardian force will always obey every command. Found in Jurai Capital City.
HP-100
Power-160
Magic-110
Speed-250
Intelligence-30
Self Control-60
Determination-170
Accuracy-30
Special Moves – Musth Laser – Four white-hot lasers fire from the cabbit in ship mode, causing explosions with every blast. Base 20 + ½ power. Cannot be normally dodged.
Takuhi – A strange looking bird-like esper with the face of a gargoyle and one clawed foot. Able to shrink or grow at will, this esper will fight to the death to protect its summoner. Found only in Wutai. Must have 1,050 magic and 1,250 speed to speak to.
HP-2,650
Power-620
Magic-380
Speed-800
Intelligence-50
Self Control-630
Determination-800
Accuracy-360
Special Moves – Talon – Takuhi grips its opponent around the chest and squeezes the life out of them, piercing right through bone and flesh. Base 610 + ½ power.
Sonja – A living-talking tree with the features and face of a woman. This esper enjoys poisoning its enemies. Even with the slightest touch, this dryad can poison their enemies. Has a ½ chance of poisoning its target. (Ref decides). Poison does 50 damage a turn. Although lacking in power and speed, it makes up for it in magic and intelligence. Found in Toroian. Must have 1,500 magic and 960 intelligence to speak to.
HP-1,550
Power-370
Magic-680
Speed-130
Intelligence-750
Self Control-620
Determination-430
Accuracy-310
Special Move – Toxic Pollen – A flurry of noxious pollen from her hair, Sonja pollen will poison all surrounding targets. Base 350 + ½ magic. Poison does 500 every turn. Can hit multiple targets.
Shadow Feline – This creature of the dark lurks in the night. Its body is a collection of darkness around a central core. Able to shirt its dark shape to perform a number of deadly attacks. It prefers the dark to the light but will always come when summoned. Found in Kaystvenier. Must have 1,350 magic and 1,450 speed.
HP-1,900
Power-410
Magic-520
Speed-780
Intelligence-310
Self Control-430
Determination-280
Accuracy-690
Special Move - Darkness Shift – Shadow Feline changes its form into a number of shapes from a shape like a saw blade, to make spikes come up from the ground to numerous other nasty things. Base 830 + ½ accuracy.
Sin – A powerful esper, it lumbers about as it goes. Though Strong and able to take a lot of abuse, it isn’t particularly smart. With its special attack, it can take out whole cities with ease. It can only be drawn out by attacking one of its children called Sin Spawn on Mar Sara. Must have 2,500 magic and 2,500 power.
HP-3,000
Power-800
Magic-610
Speed-30
Intelligence-30
Self Control-120
Determination-430
Accuracy-290
Special moves – Gigaton Blaster – A blast of immeasurable energy, this bluish orange blast will annihilate anything in its path. Base 1,000+ ½ power. Can hit multiple opponents but they would only receive half the normal damage. Cannot be normally dodged.
Ghost – A long since dead humans, they never passed onto the after life and became espers. They are not found on another plane like most espers but rather come fight from this one. Not imposing in strength, its magic power greatly makes up for it. Can only be found in DYadan. Must have 550 magic and 350 determination to speak to.
HP-210
Power-20
Magic-190
Speed-100
Intelligence-55
Self Control-120
Determination-140
Accuracy-50
Special Move – Possess – The Ghost enters their opponent’s body, attacking it from within. The Ghost can stay within the opponent’s body for a period of three turns. In that time, it cannot be hit and can cast and level two magic or lower and not worry about them being dodged. All magics can’t be blocked or dodged while in the opponent’s body.
Mappy – A cute and cuddly esper, this rodent like esper is normally docile but when angered it grows by enormous proportions to almost twice the size of a human. Its very loyal to its summoner and will often not even leave their sides, riding on their heads. Can only be found in Timber. Must have 460 magic and 110 speed to speak to.
HP-160
Power-170
Magic-30
Speed-160
Intelligence-70
Self Control-60
Determination-200
Accuracy-30
Special Move – Paw Swipe – A powerful slash with a clawed paw. Does 90 damage + ½ power.
Blue – A large insect like esper. Though there a number of different looks for them, between a beetle type, praying mantis type, and many others, they all share the same feelings; to destroy. This guardian force will eliminate anything in its way. Preferring strength to intelligence, they will eat anything in their way. Can only be found in Junon on Earth. Must have 1,350 magic and 960 power to speak to.
HP-1,020
Power-320
Magic-20
Speed-130
Intelligence-20
Self Control-20
Determination-160
Accuracy-90
Special Move – Devour – The insect like guardian force leaps onto their opponent and starts to consume their opponent, tearing and ripping off flesh. Base 130 + ½ power. Cannot be blocked.
Elemental Dragon – Outside of the Bahamut’s, there are other dragons that have the powers of a specific element. When summoned, a random elemental dragon is summoned down (ref decides). Each dragon is immune to its element either: Fire, Ice, Lightning, Water, Earth, or Wind. Can only be found in Castor City. Must have 800 magic and 350 speed to speak to.
HP-360
Power-190
Magic-200
Speed-60
Intelligence-50
Self Control-30
Determination-40
Accuracy-30
Special Move – Elemental Strike – The dragon attacks with its element in a blast of fire, a chill of cold, a burst of wind, a bolt of lightning, a wave of water, or a crushing avalanche. Base 65 + 1/ 2 power.
Juggernaut – A foul looking esper. Sharp teeth and large claws makes it a sight to see. Full of fury and full of hate, this guardian force will destroy anything in its path. Can only be found in Furieux. Must have 2,500 magic and 1,950 power to speak to.
HP-2,650
Power-760
Magic-430
Speed-630
Intelligence-310
Self Control-130
Determination-640
Accuracy-510
Special Move – Final Judgment – A fiery blast of energy forms its mouth, this attack cuts through anything in its path. Base 780 + ½ power.
Necrocorpal Demon - An evil demon, he is full of trickery. He loves to cause havoc. Small in stature, he isn't one to be taken lightly. Many have died trying to master this small monster. You must have 2,100 Determination to talk to him. Found only in Brimstone on Sintopia.
HP-2,100
Power-660
Magic-680
Speed-710
Intelligence-250
Self Control-410
Determination-560
Accuracy-610
Special Move - Necorpal Freeze - A blast of demon energy is shot towards the opponent. No damage is done by this energy, rather it festers inside the opponent, growing and getting stronger. The opponent has 10 turns to win the battle or the energy will fully form and tear them apart from the inside. Can be dodged. Safety Bit will also protect against this move.
Zero Viper - An extremely swift esper. Snake like, it prefers the cold to the heat. Though it’s fast, it lacks power. It is highly venomous, and its signature attack poisons with every shot.
You must have 600 Speed to talk to. Found only on Arrosia in the depths of the Ice Lake.
HP-240
Power-40
Magic-70
Speed-200
Intelligence-110
Self Control-110
Determination-80
Accuracy-60
Special Move - Viper Sting - Biting down on its opponents with its sharp fangs, it causes great damage. It also injects neurotoxins into the opponent causing even greater damage. Base 120 + 1/2 accuracy. The opponent becomes poison every time. The poison does 100 damage each turn.
Isis - A beautiful esper, she is known for her beauty. It is said that she also controls the powers of love and the sun. But she has a strong side as well and her anger is something to be feared. She is intelligent and is hard to acquire as an esper. Must have 1,500 Intelligence to speak to. Found only on Arrosia near the city of Neo-Titan.
HP-850
Power-310
Magic-220
Speed-40
Intelligence-380
Self Control-100
Determination-250
Accuracy-160
Harmonic Scream - An earsplitting scream, everyone it reaches the ears of screams out in agony. Opponents often become dazed by the music and forget how to do certain things for short period of time. The opponent cannot use magics for 5 turns. Can't be blocked.
Melee Attacks | Magics | Psionics | Limits | Summons