Rank 1
Alraune
Passive Benefit: Enemies cannot call more monsters into battle after combat begins. Notorious Monsters, Bosses, and Superbosses ignore this restriction.
Special: Wind Vulnerable, Fire Vulnerable, Earth Resist, Water Resist
Ability: Ram: Alraune slams into a single target as a Standard action, dealing (RES x Quarter-Level) + 2d6 physical damage.
Ability: Mandragora’s Cry: Alraune cries out against a single creature as a Standard action, inflicting Armor Break.
Spells: Poisana, Pollen, Temper
Boko (Chocobo)
Passive Benefit: This Esper acts as a mount.
Special: Ice Vulnerable, Shadow Vulnerable, Wind Resist, Earth Resist
Ability: Chocobo Kick: Boko kicks a single enemy as a Standard action, dealing (DEX x Quarter-Level) + 2d6 physical damage.
Ability: Chocobo Rush: Once per combat as a Standard action Boko lets out a cry, summoning another chocobo for support. The chocobo summoned and what happens is based on a roll of 2d6:
Cait Sith
Passive Benefit: While Cait Sith is active its summoner is passively inflicted with the Slow status.
Special: Holy Vulnerable, Shadow Resist
Ability: Rewind: Upon activating Rewind, the party is sent through time at the same geographic location, merely earlier. Because of the imprecise nature of Rewind, successful Lore checks are highly recommended for longer leaps backwards. Such checks help ensure the party winds up in time to change noteworthy events such as coronations, deaths of important individuals, or other significant activities, possibly changing the future. When the party accomplishes or fails to accomplish their goals, Cait Sith vanishes and they are returned to the present - though generally with noticeable differences caused by their meddling and alterations. Rewind may also be used to modify the recent past, however those who time travel in this way gain a -2 penalty on all rolls while in the recent past - the flow of time is more stubborn when small alterations are being made. The summoner can end Rewind as an Instant action and Rewind automatically ends if Cait Sith is ever dismissed in any way.
Ability: Cat Rain: Cats rain from the sky, inflicting all allies and enemies with the Confuse status.
Spells: Ruse, Sleep, Quarter
Carbuncle
Passive Benefit: Whenever Carbuncle’s summoner would cast a spell, they may choose to cast that spell from within a medium range of Carbuncle instead of themselves.
Special: Auto-Reflect, Holy Immune, Shadow Weak
Ability: Searing Light: The tiny gem within Carbuncle’s forehead sears a foe with ruby energy as a Slow action, doing (PWR x Quarter-Level) + 2d6 magical Holy damage that ignores the effects of Shell, Reflect and Unusual defense.
Ability: Ruby Light: Carbuncle raises its head as a Slow action, causing the light of the sun to bounce off of a creature. The target gains the Reflect status effect. If the target is an enemy, they may make an opposed roll to resist this effect.
Spells: Protect, Cure, Meteorite
Cockatrice
Passive Benefit: The summoner is immune to both Stop and Petrify.
Special: Earth Resist, Wind Vulnerable
Ability: Earthen Peck: The Cockatrice attacks an enemy with its beak as a Standard action, dealing (PWR x Quarter-Level) + 2d6 physical Earth damage if the attack hits. If the attack is a critical hit, it may also inflict the Petrify status.
Ability: Stone Gaze: The Cockatrice gazes at an enemy as a Slow action, inflicting Stop. If Stop expires as normal (instead of being resisted or removed), a second opposed roll is made, inflicting Petrify on a success.
Spells: Stone, Stoneskin, Wall
Djinn
Passive Benefit: The summoner and their allies gain resistance to fire damage and ignore all fire damage caused by hazards and terrain effects.
Special: Fire Resist, Water Vulnerable
Ability: Burning Down: Djinn wraps an enemy’s weapon in heated feathers as a Standard action, inflicting Power Break.
Ability: Flame Sneeze: The Djinn breathes fire on a single enemy within medium range as a Standard action, dealing (PWR x Quarter-Level) + 2d6 fire damage.
Spells: Fire, Sleep, Shell
Garchimacera
Passive Benefit: The summoner and Garchimacera both make attacks as though they had the Blind-Touch weapon property.
Special: Earth Immune, Water Vulnerable, Wind Vulnerable
Ability: Gnaw: Garchimacera bites a single target as a Standard action, dealing (PWR x Quarter-Level) + 2d6 physical damage.
Ability: Lift: Garchimacera lifts an ally into the air as a Standard action, granting them the Flight status for 4 rounds. While this benefit is active Garchimacera cannot use this ability, cast spells, or use Gnaw and the Summoner may end this early as an Instant action.
Spells: Stoneskin, Twilight, Drain
Remora
Passive Benefit: The summoner and their allies may breathe underwater while the Remora is within Long range of them.
Special: Lightning Resist, Water Resist, Wind Weak
Ability: Latching Bite: Remora bites a single target as a Standard action, inflicting Stop for the next round with no opposed roll. If the bitten target takes a Slow action while stopped in this way they take (PWR x 1) + 2d6 physical damage and an opposed Force roll is made, interrupting the Slow action if Remora wins.
Ability: Schooling: Remora calls allies to the current combat as a Slow action, making the next Latching Bite that Remora uses in the current combat target all enemies within a Medium range.
Spells: Water, Ruse, Drown
Salamander
Passive Benefit: All Fire damage deals one additional step of damage while the Salamander is within Long range of the source of the damage.
Special: Fire Immune, Ice Vulnerable, Water Vulnerable
Ability: Wyrmfire: As a Standard action a burst of flame erupts around the Salamander, dealing (PWR x Quarter-Level) + 2d6 magical Fire damage to all creatures (both allies and enemies) within a Short range of it.
Ability: Burn Impurity: The Salamander takes a Slow action and targets one creature within a Short Range and burns away any negative status effects currently afflicting them. This is a painful process, dealing (Number of Status Effects Removed) damage to the target that cannot be reduced in any way.
Spells: Fire, Flash, Melt
Whyt
Passive Benefit: Whyt is a customizable individual Esper, able to know any set of two Novice spells and one Intermediate spell. These may be modified once per chapter as an Instant action.
Special: None
Ability: Stat Boost: As a Standard action Whyt’s spells are enhanced for the current combat, dealing an additional one step of damage and healing. This ability is cumulative.
Ability: Minigame: The summoner may roll 1d6 as a Slow action once per chapter to gain a specific item based on their roll:
Passive Benefit: Enemies cannot call more monsters into battle after combat begins. Notorious Monsters, Bosses, and Superbosses ignore this restriction.
Special: Wind Vulnerable, Fire Vulnerable, Earth Resist, Water Resist
Ability: Ram: Alraune slams into a single target as a Standard action, dealing (RES x Quarter-Level) + 2d6 physical damage.
Ability: Mandragora’s Cry: Alraune cries out against a single creature as a Standard action, inflicting Armor Break.
Spells: Poisana, Pollen, Temper
Boko (Chocobo)
Passive Benefit: This Esper acts as a mount.
Special: Ice Vulnerable, Shadow Vulnerable, Wind Resist, Earth Resist
Ability: Chocobo Kick: Boko kicks a single enemy as a Standard action, dealing (DEX x Quarter-Level) + 2d6 physical damage.
Ability: Chocobo Rush: Once per combat as a Standard action Boko lets out a cry, summoning another chocobo for support. The chocobo summoned and what happens is based on a roll of 2d6:
- 2: Unheard Cry-No Effect
- 3: Gold Chocobo-All allies gain the Flight and Aura status effects.
- 4: Black Chocobo-All allies gain the Flight status effect.
- 5: Blue Chocobo-All allies deal one additional step of damage and healing with magical attacks for the next 4 rounds.
- 6: Red Chocobo-All allies deal one additional step of damage with physical attacks for the next 4 rounds.
- 7: Yellow Chocobo-Boko’s Chocobo kick does 2 additional steps of damage for the next 4 rounds.
- 8: Brown Chocobo-All allies gain the Regen status effect.
- 9: Green Chocobo-All allies instantly regain 25% HP.
- 10: White Chocobo-All allies instantly regain 25% MP.
- 11: Choco Knight-All allies gain the Protect and Shell status effects.
- 12: Fat Chocobo-The Fat Chocobo appears, crushing all enemies. This attack deals (DEX x Level) + 2d6 points of non-elemental damage. This damage ignores Protect, Unusual Defense, and ARM.
Cait Sith
Passive Benefit: While Cait Sith is active its summoner is passively inflicted with the Slow status.
Special: Holy Vulnerable, Shadow Resist
Ability: Rewind: Upon activating Rewind, the party is sent through time at the same geographic location, merely earlier. Because of the imprecise nature of Rewind, successful Lore checks are highly recommended for longer leaps backwards. Such checks help ensure the party winds up in time to change noteworthy events such as coronations, deaths of important individuals, or other significant activities, possibly changing the future. When the party accomplishes or fails to accomplish their goals, Cait Sith vanishes and they are returned to the present - though generally with noticeable differences caused by their meddling and alterations. Rewind may also be used to modify the recent past, however those who time travel in this way gain a -2 penalty on all rolls while in the recent past - the flow of time is more stubborn when small alterations are being made. The summoner can end Rewind as an Instant action and Rewind automatically ends if Cait Sith is ever dismissed in any way.
Ability: Cat Rain: Cats rain from the sky, inflicting all allies and enemies with the Confuse status.
Spells: Ruse, Sleep, Quarter
Carbuncle
Passive Benefit: Whenever Carbuncle’s summoner would cast a spell, they may choose to cast that spell from within a medium range of Carbuncle instead of themselves.
Special: Auto-Reflect, Holy Immune, Shadow Weak
Ability: Searing Light: The tiny gem within Carbuncle’s forehead sears a foe with ruby energy as a Slow action, doing (PWR x Quarter-Level) + 2d6 magical Holy damage that ignores the effects of Shell, Reflect and Unusual defense.
Ability: Ruby Light: Carbuncle raises its head as a Slow action, causing the light of the sun to bounce off of a creature. The target gains the Reflect status effect. If the target is an enemy, they may make an opposed roll to resist this effect.
Spells: Protect, Cure, Meteorite
Cockatrice
Passive Benefit: The summoner is immune to both Stop and Petrify.
Special: Earth Resist, Wind Vulnerable
Ability: Earthen Peck: The Cockatrice attacks an enemy with its beak as a Standard action, dealing (PWR x Quarter-Level) + 2d6 physical Earth damage if the attack hits. If the attack is a critical hit, it may also inflict the Petrify status.
Ability: Stone Gaze: The Cockatrice gazes at an enemy as a Slow action, inflicting Stop. If Stop expires as normal (instead of being resisted or removed), a second opposed roll is made, inflicting Petrify on a success.
Spells: Stone, Stoneskin, Wall
Djinn
Passive Benefit: The summoner and their allies gain resistance to fire damage and ignore all fire damage caused by hazards and terrain effects.
Special: Fire Resist, Water Vulnerable
Ability: Burning Down: Djinn wraps an enemy’s weapon in heated feathers as a Standard action, inflicting Power Break.
Ability: Flame Sneeze: The Djinn breathes fire on a single enemy within medium range as a Standard action, dealing (PWR x Quarter-Level) + 2d6 fire damage.
Spells: Fire, Sleep, Shell
Garchimacera
Passive Benefit: The summoner and Garchimacera both make attacks as though they had the Blind-Touch weapon property.
Special: Earth Immune, Water Vulnerable, Wind Vulnerable
Ability: Gnaw: Garchimacera bites a single target as a Standard action, dealing (PWR x Quarter-Level) + 2d6 physical damage.
Ability: Lift: Garchimacera lifts an ally into the air as a Standard action, granting them the Flight status for 4 rounds. While this benefit is active Garchimacera cannot use this ability, cast spells, or use Gnaw and the Summoner may end this early as an Instant action.
Spells: Stoneskin, Twilight, Drain
Remora
Passive Benefit: The summoner and their allies may breathe underwater while the Remora is within Long range of them.
Special: Lightning Resist, Water Resist, Wind Weak
Ability: Latching Bite: Remora bites a single target as a Standard action, inflicting Stop for the next round with no opposed roll. If the bitten target takes a Slow action while stopped in this way they take (PWR x 1) + 2d6 physical damage and an opposed Force roll is made, interrupting the Slow action if Remora wins.
Ability: Schooling: Remora calls allies to the current combat as a Slow action, making the next Latching Bite that Remora uses in the current combat target all enemies within a Medium range.
Spells: Water, Ruse, Drown
Salamander
Passive Benefit: All Fire damage deals one additional step of damage while the Salamander is within Long range of the source of the damage.
Special: Fire Immune, Ice Vulnerable, Water Vulnerable
Ability: Wyrmfire: As a Standard action a burst of flame erupts around the Salamander, dealing (PWR x Quarter-Level) + 2d6 magical Fire damage to all creatures (both allies and enemies) within a Short range of it.
Ability: Burn Impurity: The Salamander takes a Slow action and targets one creature within a Short Range and burns away any negative status effects currently afflicting them. This is a painful process, dealing (Number of Status Effects Removed) damage to the target that cannot be reduced in any way.
Spells: Fire, Flash, Melt
Whyt
Passive Benefit: Whyt is a customizable individual Esper, able to know any set of two Novice spells and one Intermediate spell. These may be modified once per chapter as an Instant action.
Special: None
Ability: Stat Boost: As a Standard action Whyt’s spells are enhanced for the current combat, dealing an additional one step of damage and healing. This ability is cumulative.
Ability: Minigame: The summoner may roll 1d6 as a Slow action once per chapter to gain a specific item based on their roll:
- 1: Potion
- 2: Ether
- 3: High-Potion
- 4: High-Ether
- 5: Phoenix Down
- 6: Remedy
Rank 2
Bomb King
Passive Benefit: Fire damage dealt by allies within a Long range of the Bomb King deal an additional step of damage.
Special: Auto-Flight, Fire Immune, Water Weak, Ice Weak
Ability: Armory Trigger: As a Slow action the equipment of all creatures within Long range gain the Explosive property until the end of combat.
Ability: Expand: The Bomb King may use an Instant action once per round while in combat to increase the damage of the Self-Destruct spell by 50% (aka 25% of the user’s HP). This is cumulative.
Spells: Self-Destruct, Fire, Flash, Fira, Helios, Firaga
Catoblepas
Passive Benefit: This Esper acts as a mount. In addition, the summoner is immune to both Stop and Petrify.
Special: Auto-Protect, Earth Resist, Shadow Resist, Holy Weak
Ability: Gore: As a Standard action Catoblepas rams an enemy with its horns, dealing (PWR x Quarter-Level) + 2d6 physical damage. This Gore attack has the Lucky and Triple Critical weapon properties.
Ability: Demon’s Eye: As a Slow action Catoblepas gazes at a single enemy within Short range, inflicting them with the Petrify status.
Spells: Blank Gaze, Stone, Stoneskin, Fester, Stonera, Stonaga
Eos
Passive Benefit: Healing spells used by allies within a Long range of Eos deal an additional step of healing.
Special: Auto-Flight, Holy Immune, Shadow Weak
Ability: As a Slow action Eos grants a single ally within Medium range the Shell status.
Ability: As a Slow action once per combat Eos restores (Half-Level) + 2d6 HP to itself and all allies within a Medium range.
Spells: Cure, Purify, Magic Hammer, Cura, Synastry, Curagax
Golem
Passive Benefit: Earth damage dealt by allies within a Long range of Golem deal an additional step of damage.
Special: Auto-Protect, Earth Immune, Wind Vulnerable, Water Vulnerable
Ability: Earth Wall: The Golem restores 50% of its maximum HP as a Slow action once per combat.
Ability: Cover Command: As a Standard action the Golem uses the Cover ability on a single ally and casts Protect on them until they are no longer covered by the Golem. This lasts until the end of combat or until Cover Command is used again.
Spells: Stone, Stoneskin, Laser Eyes, Stonera, Wall, Stonaga
Ixion
Passive Benefit: This Esper acts as a mount. The rider of Ixion does an additional step of damage whenever they deal Lightning damage.
Special: Lightning Immune, Earth Weak
Ability: Aerospark: As a Standard action Ixion deals (PWR x Quarter-Level) + 2d6 non-elemental damage to a single enemy and an opposed roll is made. If successful, Ixion removes any beneficial status effects currently affecting the target.
Ability: Thor’s Hammer: As a Slow action once per chapter Ixion deals (PWR x Half-Level) + 2d6 magical Lightning damage to all enemies within a Medium range. The targets are thrown together up to a Medium Range into the air as a knockback effect before this damage is dealt, and generally suffer 50% of their maximum health in damage when they collide with the ground from such a height. Notorious Monsters, Bosses, and Superbosses are immune to being knocked into the air in this way.
Spells: Thunder, Eject, Enervate, Thundara, Helios, Thundaga
Selene
Passive Benefit: Allies within a Long range of Selene have a temporary +4 DEX bonus that disappears when Selene is no longer within range of them. This temporary DEX does not grant bonus skill points or improve a skill’s maximum possible level.
Special: Auto-Flight, Holy Immune, Shadow Weak
Ability: Fey Caress: As a Slow action Selene removes a single negative status effect inflicting each ally within a Long range. These can be different negative statuses for each ally.
Ability: Silent Dusk: As a Slow action Selene inflicts Seal on a single enemy within Medium range.
Spells: Cure, Ruse, Dia, Cura, Synastry, Curaga
Siren
Passive Benefit: While Siren is summoned all allies are immune to Berserk, Charm, and Confuse.
Special: Auto-Shell, Wind Resist, Fire Resist, Ice Vulnerable, Water Vulnerable
Ability: Lunatic Voice: As a Slow action Siren whispers a word of madness, Confusing an enemy within a Short Range.
Ability: Entice: Once per chapter as a Slow action Siren Charms a single enemy within Short range. This Charm lasts until the end of the current combat.
Spells: Eject, Rescue, Sleep, Seal, Escape, Sheep Song
Sylph
Passive Benefit: Wind damage dealt by allies within a Long range of the Sylph deal an additional step of damage.
Special: Auto-Flight, Lightning Resist, Wind Resist, Fire Vulnerable, Shadow Vulnerable
Ability: Whisperwind: As a Standard action Sylph deals (PWR x Quarter-Level) + 2d6 magical Wind damage to a single target. This damage is split evenly as healing amongst all allies within a Medium range of the Sylph (rounded down).
Ability: Quickspeed: As an Instant action once per chapter the summoner is inflicted with the Haste status effect.
Spells: Aero, Illusion, Ruse, Invisible, Aerora, Aeroga
Unicorn
Passive Benefit: This Esper acts as a mount. The rider of Unicorn also has the Regen status effect until they are no longer riding them.
Special: Auto-Regen, Shadow Weak, Holy Immune
Ability: Wish of Life: Once per chapter as a Standard action the Unicorn restores all HP to a single ally within a Medium range and brings them back to Life. This may be cast as an Instant action on the summoner when they are reduced to 0 HP (and thus preventing Unicorn from being dismissed).
Ability: Wish of Disruption: Once per combat as a Standard action the Unicorn casts Dispel on a single creature within Long range.
Spells: Banish, Purify, Flash, Escape, Life, Esuna
Zalera
Passive Benefit: When summoned, you may have Zalera join you in either her Angelic or Fallen form. In Angelic form the summoner and Zalera gain Holy Resist and Shadow Weak while in Fallen form the summoner and Zalera gain Shadow Resist and Holy Weak. These both override the inherent Shadow vulnerability of humanoids. In addition, the spells Zalera can cast are based on their current form.
Special: Auto-Flight
Ability: Sacred Dichotomy: As a Standard action a single creature within Medium range takes (PWR x Quarter-Level) + 2d6 magical damage. This is either Shadow element if Zalera is in their Fallen form or Holy element if Zalera is in their Angelic form.
Ability: Divine Wrath: As a Standard action Zalera inflicts their wrath upon the battlefield once per chapter. The creature within Long range of Zalera with the highest PWR is inflicted with Power Break, the creature with the highest DEX is inflicted with Speed Break, the creature with the highest RES is inflicted with Armor Break, and the creature with the highest MND is inflicted with Magic Break. None of these allow for an opposed roll.
Spells (Angelic): Banish, Faith, Purify, Consecrate, Life, Angel’s Snack
Spells (Fallen): Hex, Polyglot (targets the summoner), Twilight, Drain, Zombie, Death
Passive Benefit: Fire damage dealt by allies within a Long range of the Bomb King deal an additional step of damage.
Special: Auto-Flight, Fire Immune, Water Weak, Ice Weak
Ability: Armory Trigger: As a Slow action the equipment of all creatures within Long range gain the Explosive property until the end of combat.
Ability: Expand: The Bomb King may use an Instant action once per round while in combat to increase the damage of the Self-Destruct spell by 50% (aka 25% of the user’s HP). This is cumulative.
Spells: Self-Destruct, Fire, Flash, Fira, Helios, Firaga
Catoblepas
Passive Benefit: This Esper acts as a mount. In addition, the summoner is immune to both Stop and Petrify.
Special: Auto-Protect, Earth Resist, Shadow Resist, Holy Weak
Ability: Gore: As a Standard action Catoblepas rams an enemy with its horns, dealing (PWR x Quarter-Level) + 2d6 physical damage. This Gore attack has the Lucky and Triple Critical weapon properties.
Ability: Demon’s Eye: As a Slow action Catoblepas gazes at a single enemy within Short range, inflicting them with the Petrify status.
Spells: Blank Gaze, Stone, Stoneskin, Fester, Stonera, Stonaga
Eos
Passive Benefit: Healing spells used by allies within a Long range of Eos deal an additional step of healing.
Special: Auto-Flight, Holy Immune, Shadow Weak
Ability: As a Slow action Eos grants a single ally within Medium range the Shell status.
Ability: As a Slow action once per combat Eos restores (Half-Level) + 2d6 HP to itself and all allies within a Medium range.
Spells: Cure, Purify, Magic Hammer, Cura, Synastry, Curagax
Golem
Passive Benefit: Earth damage dealt by allies within a Long range of Golem deal an additional step of damage.
Special: Auto-Protect, Earth Immune, Wind Vulnerable, Water Vulnerable
Ability: Earth Wall: The Golem restores 50% of its maximum HP as a Slow action once per combat.
Ability: Cover Command: As a Standard action the Golem uses the Cover ability on a single ally and casts Protect on them until they are no longer covered by the Golem. This lasts until the end of combat or until Cover Command is used again.
Spells: Stone, Stoneskin, Laser Eyes, Stonera, Wall, Stonaga
Ixion
Passive Benefit: This Esper acts as a mount. The rider of Ixion does an additional step of damage whenever they deal Lightning damage.
Special: Lightning Immune, Earth Weak
Ability: Aerospark: As a Standard action Ixion deals (PWR x Quarter-Level) + 2d6 non-elemental damage to a single enemy and an opposed roll is made. If successful, Ixion removes any beneficial status effects currently affecting the target.
Ability: Thor’s Hammer: As a Slow action once per chapter Ixion deals (PWR x Half-Level) + 2d6 magical Lightning damage to all enemies within a Medium range. The targets are thrown together up to a Medium Range into the air as a knockback effect before this damage is dealt, and generally suffer 50% of their maximum health in damage when they collide with the ground from such a height. Notorious Monsters, Bosses, and Superbosses are immune to being knocked into the air in this way.
Spells: Thunder, Eject, Enervate, Thundara, Helios, Thundaga
Selene
Passive Benefit: Allies within a Long range of Selene have a temporary +4 DEX bonus that disappears when Selene is no longer within range of them. This temporary DEX does not grant bonus skill points or improve a skill’s maximum possible level.
Special: Auto-Flight, Holy Immune, Shadow Weak
Ability: Fey Caress: As a Slow action Selene removes a single negative status effect inflicting each ally within a Long range. These can be different negative statuses for each ally.
Ability: Silent Dusk: As a Slow action Selene inflicts Seal on a single enemy within Medium range.
Spells: Cure, Ruse, Dia, Cura, Synastry, Curaga
Siren
Passive Benefit: While Siren is summoned all allies are immune to Berserk, Charm, and Confuse.
Special: Auto-Shell, Wind Resist, Fire Resist, Ice Vulnerable, Water Vulnerable
Ability: Lunatic Voice: As a Slow action Siren whispers a word of madness, Confusing an enemy within a Short Range.
Ability: Entice: Once per chapter as a Slow action Siren Charms a single enemy within Short range. This Charm lasts until the end of the current combat.
Spells: Eject, Rescue, Sleep, Seal, Escape, Sheep Song
Sylph
Passive Benefit: Wind damage dealt by allies within a Long range of the Sylph deal an additional step of damage.
Special: Auto-Flight, Lightning Resist, Wind Resist, Fire Vulnerable, Shadow Vulnerable
Ability: Whisperwind: As a Standard action Sylph deals (PWR x Quarter-Level) + 2d6 magical Wind damage to a single target. This damage is split evenly as healing amongst all allies within a Medium range of the Sylph (rounded down).
Ability: Quickspeed: As an Instant action once per chapter the summoner is inflicted with the Haste status effect.
Spells: Aero, Illusion, Ruse, Invisible, Aerora, Aeroga
Unicorn
Passive Benefit: This Esper acts as a mount. The rider of Unicorn also has the Regen status effect until they are no longer riding them.
Special: Auto-Regen, Shadow Weak, Holy Immune
Ability: Wish of Life: Once per chapter as a Standard action the Unicorn restores all HP to a single ally within a Medium range and brings them back to Life. This may be cast as an Instant action on the summoner when they are reduced to 0 HP (and thus preventing Unicorn from being dismissed).
Ability: Wish of Disruption: Once per combat as a Standard action the Unicorn casts Dispel on a single creature within Long range.
Spells: Banish, Purify, Flash, Escape, Life, Esuna
Zalera
Passive Benefit: When summoned, you may have Zalera join you in either her Angelic or Fallen form. In Angelic form the summoner and Zalera gain Holy Resist and Shadow Weak while in Fallen form the summoner and Zalera gain Shadow Resist and Holy Weak. These both override the inherent Shadow vulnerability of humanoids. In addition, the spells Zalera can cast are based on their current form.
Special: Auto-Flight
Ability: Sacred Dichotomy: As a Standard action a single creature within Medium range takes (PWR x Quarter-Level) + 2d6 magical damage. This is either Shadow element if Zalera is in their Fallen form or Holy element if Zalera is in their Angelic form.
Ability: Divine Wrath: As a Standard action Zalera inflicts their wrath upon the battlefield once per chapter. The creature within Long range of Zalera with the highest PWR is inflicted with Power Break, the creature with the highest DEX is inflicted with Speed Break, the creature with the highest RES is inflicted with Armor Break, and the creature with the highest MND is inflicted with Magic Break. None of these allow for an opposed roll.
Spells (Angelic): Banish, Faith, Purify, Consecrate, Life, Angel’s Snack
Spells (Fallen): Hex, Polyglot (targets the summoner), Twilight, Drain, Zombie, Death
Rank 3
Fenrir
Passive Benefit: This Esper acts as a mount. During night time, both Fenrir and its rider are empowered, gaining the Invisible status and +2 ACC.
Special: Shadow Resist, Holy Vulnerable
Ability: Howling Moon: As a Standard action Fenrir howls, granting a +2 bonus to AVD for all allies within a Medium range for the next 4 rounds of combat. This bonus is increased to +4 during night time.
Ability: Ecliptic Bite: As a Standard action a single creature within Medium range takes (PWR x Quarter-Level) + 2d6 physical damage. During night time this instead deals (PWR x Level) + 2d6 Shadow damage.
Spells: Polyglot (targets the summoner), Hex, Twilight, Quarter, Seal, Quick (targets the summoner), Curse, Scourge, Vanish
Kirin
Passive Benefit: This Esper acts as a mount. Creatures within a Long Range of Kirin lose the Zombie status effect, are immune to the Zombie status effect, and cannot benefit from the Undying monster ability.
Special: Holy Absorb, Shadow Weak
Ability: Holy Aura: As a Standard action Kirin deals (PWR x Level) + 2d6 magical Holy damage to all creatures that are either Weak or Vulnerable to Holy damage within a Medium range.
Ability: Life Guard: As a Standard action either all allies within a Medium range gain the Regen status effect or a single ally within Medium range gains the Aura status effect.
Spells: Banish, Dia, Cure, Cura, Consecrate, Life, Curaga, Regen, Diaga
Phantom
Passive Benefit: Phantom can move through creatures and solid objects as though they weren’t there. Once per chapter Phantom can allow its Ghostly Veil to grant this same benefit to all allies while the Invisibility it causes remains active.
Special: Holy Weak, Shadow Absorb, Auto-Invisible, Auto-Flight
Ability: Ghostly Veil: As a Standard action Phantom grants all allies within Medium Range the Invisibility status effect for the next 4 rounds.
Ability: Unmaking Aura: As a Standard action Phantom deals (PWR x Level) + 2d6 magical Shadow damage to all creatures that are either Weak or Vulnerable to Shadow damage within a Medium range.
Spells: Sleep, Rescue, Illusion, Invisible, Escape, Gravity, Berserk, Death, X-Zone
Quetzalcoatl
Passive Benefit: This Esper acts as a mount.
Special: Lightning Resist, Wind Resist, Ice Vulnerable, Earth Vulnerable, Auto-Flight, Construct Killer, Destructive
Ability: Shocking Plumage: As a Standard action all enemies within Medium range take (DEX x Quarter-Level) + 2d6 Lightning damage. This attack may also target and destroy objects of the summoner’s choosing in the area.
Ability: Winddance: As a Standard action Quetzalcoatl moves up to a Medium range and deals (DEX x Quarter-Level) + 2d6 physical Wind damage to a single target. If the 2d6 roll is at least a 7, Quetzalcoatl can immediately repeat this attack against a different target, moving up to a Medium range and attacking again. This attack repeats until the 2d6 roll is lower than 7 or until there are no enemies within range that have not been hit by this attack during this action.
Spells: Thunder, Aero, Eject, Thundara, Aerora, Escape, Thundaga, Aeroga, Thunderstorm
Ragnarok
Passive Benefit: This Esper acts as a Huge weapon of a type the summoner can equip. The weapon is of an item tier equal to the standard item tier of the summoner. This weapon gains properties for every tier it has:
Special: Indestructible, Sentient
Ability: Metamorphosis: Once per Chapter as a Slow action Ragnarok releases a shining light, transforming a single monster at 25% HP or less into a Synthesis item. Bosses and Superbosses are immune to this ability.
Ability: Runic Channeling: As a Slow action energy is infused into Ragnarok, granting its wielder the Haste status effect and making the attacks made with this weapon deal an additional two steps of damage until this status effect ends.
Spells: Bind, Stoneskin, Revenge, Aspir, Melt, Temper, Rasp, Brave, Flare
Yojimbo
Passive Benefit: Motivation: Yojimbo is more inclined to assist those who pay him (and pay him well). When first summoning Yojimbo (or as an Instant action at any time while summoned) a player may spend a number of Gil equal to the cost of a consumable item of their level’s standard item tier (or 750,000 Gil if the standard tier is tier 8) to increase his motivation by 1. If Yojimbo ever has motivation less than 0 he immediately leaves the summoner, banishing himself. Yojimbo’s motivation remains even when defeated or dismissed.
Special: Fiend Killer
Ability: Pay: As an Instant action once per round the summoner pays Yojimbo a number of Gil equal to the cost of a consumable item of their level’s standard item tier (or 750,000 Gil if the standard tier is tier 8). Yojimbo then aids the player, reducing the task difficulty of the next skill check they make this round by one or allowing them to not waste their action when doing a teamwork attack this round, even if the teamwork attack would have failed (though the summoner must pay this before rolling dice). Yojimbo then increases his motivation by 1.
Ability: Bid: As a Standard action the summoner pays Yojimbo any number of Gil, then rolls 2d6, adding 1 to the roll for every 5 motivation Yojimbo has. The amount paid, the summoner’s standard item tier, and the roll determine what effect happens based on the chart below. If the standard item level would be tier 8, then the Gil amounts are 3 times that of a tier 7 item of the same type.
Passive Benefit: This Esper acts as a mount. During night time, both Fenrir and its rider are empowered, gaining the Invisible status and +2 ACC.
Special: Shadow Resist, Holy Vulnerable
Ability: Howling Moon: As a Standard action Fenrir howls, granting a +2 bonus to AVD for all allies within a Medium range for the next 4 rounds of combat. This bonus is increased to +4 during night time.
Ability: Ecliptic Bite: As a Standard action a single creature within Medium range takes (PWR x Quarter-Level) + 2d6 physical damage. During night time this instead deals (PWR x Level) + 2d6 Shadow damage.
Spells: Polyglot (targets the summoner), Hex, Twilight, Quarter, Seal, Quick (targets the summoner), Curse, Scourge, Vanish
Kirin
Passive Benefit: This Esper acts as a mount. Creatures within a Long Range of Kirin lose the Zombie status effect, are immune to the Zombie status effect, and cannot benefit from the Undying monster ability.
Special: Holy Absorb, Shadow Weak
Ability: Holy Aura: As a Standard action Kirin deals (PWR x Level) + 2d6 magical Holy damage to all creatures that are either Weak or Vulnerable to Holy damage within a Medium range.
Ability: Life Guard: As a Standard action either all allies within a Medium range gain the Regen status effect or a single ally within Medium range gains the Aura status effect.
Spells: Banish, Dia, Cure, Cura, Consecrate, Life, Curaga, Regen, Diaga
Phantom
Passive Benefit: Phantom can move through creatures and solid objects as though they weren’t there. Once per chapter Phantom can allow its Ghostly Veil to grant this same benefit to all allies while the Invisibility it causes remains active.
Special: Holy Weak, Shadow Absorb, Auto-Invisible, Auto-Flight
Ability: Ghostly Veil: As a Standard action Phantom grants all allies within Medium Range the Invisibility status effect for the next 4 rounds.
Ability: Unmaking Aura: As a Standard action Phantom deals (PWR x Level) + 2d6 magical Shadow damage to all creatures that are either Weak or Vulnerable to Shadow damage within a Medium range.
Spells: Sleep, Rescue, Illusion, Invisible, Escape, Gravity, Berserk, Death, X-Zone
Quetzalcoatl
Passive Benefit: This Esper acts as a mount.
Special: Lightning Resist, Wind Resist, Ice Vulnerable, Earth Vulnerable, Auto-Flight, Construct Killer, Destructive
Ability: Shocking Plumage: As a Standard action all enemies within Medium range take (DEX x Quarter-Level) + 2d6 Lightning damage. This attack may also target and destroy objects of the summoner’s choosing in the area.
Ability: Winddance: As a Standard action Quetzalcoatl moves up to a Medium range and deals (DEX x Quarter-Level) + 2d6 physical Wind damage to a single target. If the 2d6 roll is at least a 7, Quetzalcoatl can immediately repeat this attack against a different target, moving up to a Medium range and attacking again. This attack repeats until the 2d6 roll is lower than 7 or until there are no enemies within range that have not been hit by this attack during this action.
Spells: Thunder, Aero, Eject, Thundara, Aerora, Escape, Thundaga, Aeroga, Thunderstorm
Ragnarok
Passive Benefit: This Esper acts as a Huge weapon of a type the summoner can equip. The weapon is of an item tier equal to the standard item tier of the summoner. This weapon gains properties for every tier it has:
- Tier 1+: Heavy, Weapon’s Standard Property for its category
- Tier 2+: +2 PWR
- Tier 3+: Chosen
- Tier 4+: Refined
- Tier 5+: MP Refresh
- Tier 6+: Spellburst: Flare
- Tier 7+: Overdrive
- Tier 8: Break Damage Limit
Special: Indestructible, Sentient
Ability: Metamorphosis: Once per Chapter as a Slow action Ragnarok releases a shining light, transforming a single monster at 25% HP or less into a Synthesis item. Bosses and Superbosses are immune to this ability.
Ability: Runic Channeling: As a Slow action energy is infused into Ragnarok, granting its wielder the Haste status effect and making the attacks made with this weapon deal an additional two steps of damage until this status effect ends.
Spells: Bind, Stoneskin, Revenge, Aspir, Melt, Temper, Rasp, Brave, Flare
Yojimbo
Passive Benefit: Motivation: Yojimbo is more inclined to assist those who pay him (and pay him well). When first summoning Yojimbo (or as an Instant action at any time while summoned) a player may spend a number of Gil equal to the cost of a consumable item of their level’s standard item tier (or 750,000 Gil if the standard tier is tier 8) to increase his motivation by 1. If Yojimbo ever has motivation less than 0 he immediately leaves the summoner, banishing himself. Yojimbo’s motivation remains even when defeated or dismissed.
Special: Fiend Killer
Ability: Pay: As an Instant action once per round the summoner pays Yojimbo a number of Gil equal to the cost of a consumable item of their level’s standard item tier (or 750,000 Gil if the standard tier is tier 8). Yojimbo then aids the player, reducing the task difficulty of the next skill check they make this round by one or allowing them to not waste their action when doing a teamwork attack this round, even if the teamwork attack would have failed (though the summoner must pay this before rolling dice). Yojimbo then increases his motivation by 1.
Ability: Bid: As a Standard action the summoner pays Yojimbo any number of Gil, then rolls 2d6, adding 1 to the roll for every 5 motivation Yojimbo has. The amount paid, the summoner’s standard item tier, and the roll determine what effect happens based on the chart below. If the standard item level would be tier 8, then the Gil amounts are 3 times that of a tier 7 item of the same type.
- Insulted: Yojimbo immediately leaves the summoner, banishing himself.
- Daigoro: Yojimbo orders his spiritual hound to attack, dealing (PWR x Quarter-Level) + 2d6 physical damage to a random enemy target. This attack automatically hits.
- Kozuka: Yojimbo throws a single knife at a target of your choosing, dealing (PWR x Level) + 2d6 physical damage to a random enemy target. This attack automatically hits and has the Lucky property.
- Ko-Wakizashi: Yojimbo is pleased at the payment and slashes a single target of your choosing, dealing (PWR x Twice-Level) +2d6 physical damage before cleaning and sheathing his blade. This attack automatically hits and has the Lucky and Triple Critical properties.
- Wakizashi: Yojimbo uses his blade to slash all targets, dealing (PWR x Twice-Level) +2d6 physical damage to all of them before cleaning and sheathing his blade. This attack automatically hits and has the Lucky and Triple Critical properties.
- Zanmato: Yojimbo draws his katana and slashes at his targets, then returns the blade to its sheath. The enemies are motionless for a moment, and then one by one their heads roll off their shoulders and land at their feet with dull thuds, followed moments later by their twitching corpses. Make an opposed Finesse or Force roll with a +4 bonus – if successful, Zanmato instantly kills all normal foes and Bosses, even if the target is normally immune to instant-death attacks. Superbosses remain unaffected. If fighting a Superboss, Yojimbo will not perform Zanmato and will instead use Wakizashi.
Roll |
0 Gil Spent |
Less than a Consumable |
Less than a Shield |
Less than an Armor |
Less than a Weapon |
More than a Weapon |
2 |
Insulted; Lose All Motivation |
Insulted; -1 Motivation |
Daigoro |
Kozuka, +1 Motivation |
Kozuka, +2 Motivation |
Ko-Wakizashi, +3 Motivation |
3 |
Insulted; Lose All Motivation |
Insulted; -1 Motivation |
Daigoro |
Kozuka, +1 Motivation |
Kozuka, +2 Motivation |
Ko-Wakizashi, +3 Motivation |
4 |
Insulted; Lose All Motivation |
Daigoro; -1 Motivation |
Daigoro, +1 Motivation |
Kozuka, +2 Motivation |
Ko-Wakizashi, +3 Motivation |
Wakizashi, +4 Motivation |
5 |
Insulted; Lose All Motivation |
Daigoro; -1 Motivation |
Daigoro, +1 Motivation |
Kozuka, +2 Motivation |
Ko-Wakizashi, +3 Motivation |
Wakizashi, +4 Motivation |
6 |
Insulted; Lose All Motivation |
Daigoro; -1 Motivation |
Kozuka, +1 Motivation |
Kozuka, +2 Motivation |
Ko-Wakizashi, +3 Motivation |
Wakizashi, +4 Motivation |
7 |
Insulted; Lose All Motivation |
Daigoro; -1 Motivation |
Kozuka, +1 Motivation |
Kozuka, +2 Motivation |
Ko-Wakizashi, +3 Motivation |
Wakizashi, +4 Motivation |
8 |
Insulted; Lose All Motivation |
Daigoro; -1 Motivation |
Kozuka, +1 Motivation |
Ko-Wakizashi, +2 Motivation |
Wakizashi, +3 Motivation |
Wakizashi, +4 Motivation |
9 |
Insulted; Lose All Motivation |
Daigoro; -1 Motivation |
Kozuka, +1 Motivation |
Ko-Wakizashi, +2 Motivation |
Wakizashi, +3 Motivation |
Wakizashi, +4 Motivation |
10 |
Insulted; Lose All Motivation |
Daigoro; -1 Motivation |
Kozuka, +1 Motivation |
Ko-Wakizashi, +2 Motivation |
Wakizashi, +3 Motivation |
Wakizashi, +4 Motivation |
11 |
Insulted; Lose All Motivation |
Daigoro |
Kozuka, +1 Motivation |
Ko-Wakizashi, +2 Motivation |
Wakizashi, +3 Motivation |
Zanmato; +4 Motivation |
12+ |
Insulted; Lose All Motivation |
Daigoro |
Ko-Wakizashi, +1 Motivation |
Wakizashi, +2 Motivation |
Zanmato; +3 Motivation |
Zanmato; +5 Motivation |