List of Final Fantasy Legends III Transformations
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There are 6 types of classes in Final Fantasy Legend III: Humans, Mutants, Beasts, Monsters, Cyborgs, and Robots. Information on stats can be found at the Final Fantasy Legend III section of the Stat Growth article.
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Classes
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Human
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Humans are very good with weapons, and little else. Humans hit hard, and are typically restricted to attacking a single enemy each round. This makes Humans optimal for boss battles and weak enemies. Use weapons with an elemental or status effect properties when fighting enemies with
Damage to avoid the damage resistance. Humans lose their advantage toward the end of the game, when Mystic Swords become available.
- 2x damage with most weapons
- Can equip equipment
- Medium overall stats; low MP and magic power
- Cannot use Talents
Upon hitting 999 in either HP or MP, a character will still gain more HP/MP upon level up. Exceeding the limit of 999 HP/MP, making the Human and Mutant class the more powerful classes in the game at higher levels. The only draw back is that you'll need to be at a higher level to take advantage of this, which means that it will take lots of grinding.
Mutant
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Called Espers in the Japanese version. Mutants are the magic specialists, and are as versatile as their magic inventory increases. Optimize spell damage by targeting the enemy's elemental weaknesses and avoiding their strengths. They can do decent weapon damage by using weapons with mutant bonuses. Mutants are more useful toward the end of the game, when powerful spells and MP-restoring items become available.
- 2x damage with attack spells
- Can equip equipment
- Medium overall stats; low HP and attack power
- Cannot use Talents
Upon hitting 999 in either HP or MP, a character will still gain more HP/MP upon level up. Exceeding the limit of 999 HP/MP, making the Mutant and Human class the more powerful classes in the game at higher levels. The only draw back is that you'll need to be at a higher level to take advantage of this, which means that it will take lots of grinding.
Beast
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Beasts get a little bit of everything. They can use weapons, talents, and magic and are especially good with martial arts (Skill weapons). Try to choose a beast with high attack, to maximize martial arts damage.
- 1.5x damage with martial arts
- Can use both equipment and Talents
- Medium overall stats
Monster
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Monsters are identical to their enemy counterparts, and they can also use magic. They are useful when money is short, because they are fully functional with no equipment. The drawback is they get no defensive benefit from armor and can't use weapons in battle either. They can still hold the equipment though. Due to their high stats, they make good healers and meat shields.
- Fully powered with no investment
- Can use Talents
- High overall stats
- Cannot use weapons, and Talents don't hit as hard as weapons
- No benefit from equipment, and some have elemental weakness
- No combat specialties
Cyborg
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Cyborgs, like beasts, can use weapons, talents, and magic, but have no specialties. This can be offset by their high stats. Cyborgs can be good at anything if given strong equipment as they depend on equipment for most of their stats. In addition to the same benefits that other classes get from equipment, cyborgs also get bonuses that depend on the type and strength of the equipment. Cyborgs are best when Mystic Swords become available.
| Equipment
Element | Stat Raised | ||
|---|---|---|---|
| Primary | Secondary | ||
| Weapon & Shield | HP | Attack | |
| Helmet & Armor | HP | Defense | |
| Gloves & Shoes | MP | Agility | |
| Others & Others | MP | Magic | |
- Can use both equipment and Talents
- Highest overall stats if well equipped
- Requires best available equipment for best results
- No combat specialties
Robot
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The stats of your robots will be greatly atrophied compared to enemy robots. However, by consuming capsules, the stats are gradually increased, permanently. The benefits cannot be transferred to other characters. The maximum bonus that a robot can get from capsules is 999 for HP and 99 for Attack, Defense and Agility. This is added to the robot's base stats and the equipment effects to give the final stats. In this way, robots can be made stronger than any other class. Due to the high, but constant, cost of capsules, robot development is easier later in the game. The other problem with robots is their inability to use magic.
- Good damage with robot Talents
- Can use both equipment & talents
- Highest non-magic stats if well upgraded
- Player controls stat growth
- Requires costly capsules; capsule bonuses are non-transferable
- Cannot use magic
Transforming
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When you defeat an enemy, there are times when you are presented with Meat or Parts that "eating" or "installing" them, a character can change his or her Class and undergo a transformation. When a character eats Meat or install Parts, he or she may change elements, attain new HP and MP levels, or adopt new Talents, strengths and abilities.
A character can change into a different type by either eating Meat or installing Parts left from an enemy. The controlling element of the new type is dependent on three things: the controlling element of the character, and the controlling element of the enemy that left the Meat or Parts. The following chart can be used to determine the new controlling element of the character.
Element Chart
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| Character's
Element | Enemy's Element | ||||
|---|---|---|---|---|---|
| Earth | Water | Fire | Air | ||
| Earth | Earth | Fire | Air | Water | |
| Water | Air | Water | Earth | Fire | |
| Fire | Water | Air | Fire | Earth | |
| Air | Fire | Earth | Water | Air | |
Once you have the new controlling element of what your character will change into, use the follow charts to see what type of creature your character will turn into be.
Monster <=> Beast <=> Human/Mutant <=> Cyborg <=> Robot
Meat will make your character transform towards the left and parts will make them transform toward the right. For example, a Robot needs to eat four pieces of meat to become a Monster, and a Monster need to install parts twice to become a Human or Mutant.
Charts
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Monsters
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Now that you know what type of creature you'll change into and what their controlling element will be, you can use one of the following charts to see what kind of creature you'll become.
| Level | Earth | Water | Fire | Air |
|---|---|---|---|---|
| 1-2 | Worm | Trutle | F-Drake | Raven |
| 3-4 | Wolf | Ray | Wisper | Big Eye |
| 5-6 | Fungus | Starfish | Baby-D | Gargoyle |
| 7-8 | LandWorm | Adamant | F-Liz. | Amprex |
| 9-10 | Scorpion | Angler | Fireball | Evil Eye |
| 11-12 | Mushroom | Pentagon | DualMask | Ghost |
| 13-14 | GigaWorm | Igasaur | Salamand | Griffon |
| 15-16 | GreyWolf | DrainRay | Tire | BabyWyrm |
| 17-18 | Snake | Octopus | Young | Remora |
| 19-20 | BlackCat | Squid | D. Bone | Typhoon |
| 21-22 | Hunter | BulbFish | Wheel | Wyrm Kid |
| 23-24 | Serpent | Ammonite | EvilMask | Specter |
| 25-26 | MummyCat | Amoeba | D.Fossil | Tempest |
| 27-28 | Romulus | BoltRay | FireFan | Wyrm |
| 29-30 | Hydra | Kraken | Kraken | Hydra |
| 31-99 | Sei Ryu | Sei Ryu | Garuda | Garuda |
Beasts
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| Level | Earth | Water | Fire | Air |
|---|---|---|---|---|
| 1-2 | Silver | Orc-Orc | Diviner | Sprite |
| 3-4 | Fighter | SeaMonk | Broomer | Nymph |
| 5-6 | Kelpie | Mad Boar | Thoth | Familiar |
| 7-8 | Mustang | Pirate | Witch | Fairy |
| 9-10 | Warrior | SaltMonk | Magician | Pixie |
| 11-12 | Centaur | Werepig | Horus | Fiend |
| 13-14 | Nitemare | Viking | Wizard | Sylph |
| 15-16 | Liz Man | Brooder | Watcher | Thanos |
| 17-18 | Medusa | Fish Man | Osiris | Loki |
| 19-20 | Lamia | Merman | Hermit | Soarx |
| 21-22 | Liz Duke | Big Head | Mage | Siren |
| 23-24 | Naga | Nix | Set | Mephisto |
| 25-26 | Scylla | Selkie | Sorcerer | Succubus |
| 27-28 | Liz King | Dagon | Warlock | Sphinx |
| 29-30 | Echidna | Gill Man | Gill Man | Echidna |
| 31-99 | Anubis | Anubis | Anubis | Aeshma |
Cyborgs
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| Level | Earth/Water | Fire/Air | ||
|---|---|---|---|---|
| 1-2 | Hooligan | Quacky | ||
| 3-4 | Thief | Talker | ||
| 5-6 | Headless | Stranger | ||
| 7-8 | Burgler | Imposter | ||
| 9-10 | Brigand | Busybody | ||
| 11-12 | Duke | LoonyGuy | ||
| 13-14 | Outlaw | Cracker | ||
| 15-16 | Soldier | Rumorer | ||
| 17-18 | Dullahan | Ronin | ||
| 19-20 | Terorist | Samurai | ||
| 21-22 | Commando | Tattler | ||
| 23-24 | Brain | Hatamoto | ||
| 25-26 | HiredGun | Daimyo | ||
| 27-28 | SS | Virago | ||
| 29-30 | Shogun | Shogun | ||
| 31-99 | Removed | Removed | ||
Robots
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| Level | Earth/Water | Fire/Air | ||
|---|---|---|---|---|
| 1-2 | Orb Rat | Flower | ||
| 3-4 | Tomtom | Trixter | ||
| 5-6 | AirMaid | Cosmos | ||
| 7-8 | Jerrit | IronRose | ||
| 9-10 | Maitie | Con Man | ||
| 11-12 | Iron Lady | Reaper | ||
| 13-14 | Spectrat | Cactus | ||
| 15-16 | Guard | Beguiler | ||
| 17-18 | Valkyrie | Bazooka | ||
| 19-20 | Keeper | 75mm | ||
| 21-22 | Moniter | Swindler | ||
| 23-24 | Iken | 105mm | ||
| 25-26 | Searcher | 150mm | ||
| 27-28 | Alert | Hustler | ||
| 29-30 | 210mm | 210mm | ||
| 31-99 | Venus | Venus | ||
Reverting Back
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The Flushex enables the lead character to revert back to their original Class. Once you have found the Flushex Unit, you can use it to return to your original form if you've changed forms by eating meat or installing parts. To change back, walk thru the wall to the right of the Talon's exit and step into the thing you find there.
