This member of the plant tribe is searching for a group of heroes who recognize that something is going wrong with the world, and want to do something about it.  In other words, you.  It'll join you after you vanquish the demon that has imprisoned it.

Fighting/Defense -- Lousy.  It's pretty slow, its offense is almost as bad as Nina's, and its defense is comparable to Katt's.  Spar has high HP, though.  Spar uses the whip in combat, and is restricted to the lighter armors.  Since it's so easy to shamanize, it should be shamanized whenever its in the party.  Spar almost never makes critical hits.

Special -- Nature.  Usable when traveling the world.  Affect is determined by the battle ground, though it can fail.  Affects are -- Dirt Plain/ Light Forest:  the green heals the party for 32 HP  -- Grassy Plain: the flower blooms, which affects all enemies with Agility-Down and Power-Down effects -- Desert:  Cacti explode, doing around 80 to 90 points to all foes; it CAN be used repeatedly in the same battle -- Heavy  Forest:  Tree answers the call, and crushes all foes for a whopping 180 points or so.

Magic -- Spar has an odd selection of spells; Shield is unique to it, while the others are used by at least one other character.  Since Spar can be Shamanized as soon as you get it, it'll be functioning with a higher amount of AP than it really has.  Spar should definitely receive one of Barbose's Missile spells.  Its non-boosted AP is equivalent to the two healers.

Shamans --  Devil alone results in a color change and a 50% AP boost.  Water alone or Water + Wind, Holy, or Devil results in the Sprite.  Special changes to Spore which has one of two affects when used:  1)  Headwind, in which case the party is affected with a Sweet Breath attack (causes sleep) or 2)  All foes are hit with what's essentially an Idle spell.  Earth alone or Earth + Water or Holy results in the Bud.  Special changes to Bud.  When Bud is used, Spar does nothing the first  round, and then attacks automatically with an attack power and vigor boost for the next few rounds.  This is cumulative with Attack-Up and Vigor-Up, and it can make a critical hit when doing this.  Devil + Fire results in the Snap Dragon.  Biggest attack boost.  Special remains Nature.

Field -- Spar can talk to the Wise Trees, and it can pass through forests without hindrance (if you don't count random encounters as hindrance).  All of the shamanized forms can do this.

By level 40 -- It'll have many spells, but it has to be both Shamanized and to have received a load of PARs before it's worth anything.  Spar's special forms will gain enough vigor to counter its slowness, but not enough attack power to make much of a difference.  If you took the time to power it up, however, both the Snap Dragon and the Bud can inflict massive damage.

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