Peach Bun

Overview

  • Peach Buns can be obtained by using a Peach Club or Peach Staff.
    • These items must be unlocked through a Side Quest before they can be found in dungeons.
  • Eat a Peach Bun to transform into that monster.
    • Transformation lasts for the duration of the current floor.
    • A Peach Bun also replenishes 25 fullness and cures status conditions.
    • Equipment stats are retained during the transformation, but runes and bracelets are nullified.
      • Example: Equip a Shoddy Dirk for higher attack during transformation, sword won't degrade.
    • Open the menu and select End Morph to cancel the transformation.
    • Press ZL or open the menu and select Ability to use the monster's special attack.
      • Some monsters don't have a special attack.
    • Items can be picked up while transformed into a monster, but you can't use items.
  • Throw a Peach Bun at a creature to transform them into that monster.
    • This can be used to easily unlock rare encounter slots in a dungeon's monster table.
  • A Peach Bun will transform into a Rotten Peach Bun if it gets splashed by water.

Peach Bun List

Peach Bun ~ Notebook Order
Image Name Buy Sell Speed In-Game Description
1 1 Mamel 500 200 Normal Ability: None
1 2 Pit Mamel 700 280 Normal
1 3 Cave Mamel 900 360 Normal Ability: None

Reduces damage taken from normal attacks to 1.
While transformed, Max HP becomes 5.
1 4 Gitan Mamel 1200 480 Swift Ability: None

Reduces damage taken from normal attacks to 1.
While transformed, Max HP becomes 20.
2 1 Chintala 500 200 Normal Ability: None
2 2 Mid Chintala 700 280 Normal
2 3 Big Chintala 900 360 Normal
2 4 Huge Chintala 1200 480 Normal
3 1 Octopling 500 200 Normal Ability: Inflicts Mingling status on monsters.
Monsters with Mingling status will not fight.
This ability may fail.

While moving on water, Attack Power increases and
HP recovers each turn.
3 2 Fresh Octopling 700 280 Normal
3 3 Famed Octopling 900 360 Normal
3 4 Superb Octopling 1200 480 Normal
4 1 Spearfish 500 200 Normal Ability: None

While moving on water, Attack Power increases and
HP recovers each turn.
4 2 Lt. Spearfish 700 280 Normal
4 3 Capt. Spearfish 900 360 Normal Ability: Shoots a water gun.
Deals 15 damage up to 3 tile(s) away.

While moving on water, Attack Power increases and
HP recovers each turn.
4 4 Admiral Spearfish 1200 480 Normal Ability: Shoots a water gun.
Deals 25 damage up to 5 tile(s) away.

While moving on water, Attack Power increases and
HP recovers each turn.
5 1 Death Reaper 500 200 Swift Ability: None

Allows you to fly.
5 2 Hell Reaper 700 280 Swift
5 3 Soul Reaper 900 360 Swift Ability: None

Allows you to fly and move through walls.
5 4 King Reaper 1200 480 Swift
6 1 Pumphantasm 500 200 Normal Ability: None

Allows you to fly and move through walls.
6 2 Pumpanshee 700 280 Normal
6 3 Pumplich 900 360 Normal
6 4 Pumplord 1200 480 Normal
7 1 Firepuff 500 200 Normal Ability: Breathes fire - This ability may fail.
Deals 10 damage to the target ahead of you.

Allows you to fly.
7 2 Flamepuff 700 280 Normal Ability: Breathes fire - This ability may fail.
Deals 20 damage to the target ahead of you.

Allows you to fly.
7 3 Blazepuff 900 360 Normal Ability: Breathes fire - This ability may fail.
Deals 30 damage to the target ahead of you.

Allows you to fly.
7 4 Pyrepuff 1200 480 Normal Ability: Breathes fire - This ability may fail.
Deals 40 damage to the target ahead of you.

Allows you to fly.
8 1 Armordillo 500 200 Normal Ability: Shoves target.
Deals 5 damage and knocks the target back 2 tile(s).
May knock the target over, causing them to drop items.
8 2 Brodillo 700 280 Normal Ability: Shoves target.
Deals 10 damage and knocks the target back 3 tile(s).
May knock the target over, causing them to drop items.
8 3 Popdillo 900 360 Normal Ability: Shoves target.
Deals 15 damage and knocks the target back 4 tile(s).
May knock the target over, causing them to drop items.
8 4 Grampadillo 1200 480 Normal Ability: Shoves target.
Deals 20 damage and knocks the target back 5 tile(s).
May knock the target over, causing them to drop items.
9 1 Masked Samurai 500 200 Normal Ability: None

After collapsing, you come back as Ghost Samurai.
Ghost Samurai can possess monsters.
9 2 Raging Samurai 700 280 Normal
9 3 Great Samurai 900 360 Normal
9 4 Lordly Samurai 1200 480 Normal
10 1 Ghost Samurai 500 200 Normal Ability: Possess monsters.

Reduces damage taken from normal attacks to 1.
While transformed, Max HP becomes 4.
11 1 Taur 500 200 Normal Ability: Performs an attack that may Critically Hit.
Normal attacks may also become Critical Hits.
11 2 Minotaur 700 280 Normal
11 3 Megataur 900 360 Normal
11 4 Gigataur 1200 480 Normal
12 1 Metalhead 500 200 Normal Ability: Attacks by throwing your head up to 2 tile(s) away.
Normal attacks also become head-throwing attacks.
12 2 Thrashead 700 280 Normal Ability: Attacks by throwing your head up to 3 tile(s) away.
Normal attacks also become head-throwing attacks.
12 3 Megahead 900 360 Normal Ability: Attacks by throwing your head up to 4 tile(s) away.
Normal attacks also become head-throwing attacks.
12 4 Deathead 1200 480 Normal Ability: Attacks by throwing your head up to 5 tile(s) away.
Normal attacks also become head-throwing attacks.
13 1 Hen 500 200 Swift Ability: None

Attack Power and Defense Power become 1.
13 2 Master Hen 700 280 Normal Ability: None

Losing enough HP to enter Danger status turns you into Hen.
Returns to Master Hen when HP is restored.
13 3 Great Hen 900 360 Swift Ability: None

Losing enough HP to enter Danger status turns you into Hen.
Returns to Great Hen when HP is restored.
13 4 Miracle Hen 1200 480 Swift Ability: None

Losing enough HP to enter Danger status turns you into Hen.
Returns to Miracle Hen when HP is restored.
14 1 Shagga 500 200 Normal Ability: None
14 2 Nashagga 700 280 Normal Ability: Attacks 2 times consecutively.
Normal attacks also become swift strikes.
14 3 Lashagga 900 360 Normal Ability: Attacks 3 times consecutively.
Normal attacks also become swift strikes.
14 4 Bashagga 1200 480 Normal Ability: Attacks 4 times consecutively.
Normal attacks also become swift strikes.
15 1 Bowboy 500 200 Normal Ability: Shoots Wooden Arrow.
15 2 Crossbowboy 700 280 Normal Ability: Shoots Iron Arrow.
15 3 Baby Tank 900 360 Swift
15 4 Mini Tank 1200 480 Swift Ability: Shoots Silver Arrow.
16 1 Pop Tank 500 200 Slow Ability: Fires a cannon.
Deals 20 damage to the target and 1 tile(s) around it.
16 2 Ornery Tank 700 280 Normal Ability: Fires a cannon.
Deals 30 damage to the target and 1 tile(s) around it.
16 3 Adamant Tank 900 360 Swift Ability: Fires a cannon.
Deals 40 damage to the target and 1 tile(s) around it.
16 4 Steadfast Tank 1200 480 Swift Ability: Fires a cannon.
Deals 50 damage to the target and 1 tile(s) around it.
17 1 Bored Kappa 500 200 Normal Ability: Throws an item located at your feet, always misses.
It will be thrown at a monster up to 3 tile(s) away.

Items launched at you will be thrown back but always miss.
While moving on water, Attack Power increases and
HP recovers each turn.
17 2 Pesky Kappa 700 280 Normal Ability: Throws an item located at your feet.
It will be thrown at a monster up to 5 tile(s) away.

Items launched at you will be thrown back.
While moving on water, Attack Power increases and
HP recovers each turn.
17 3 Vexing Kappa 900 360 Normal Ability: Throws an item located at your feet.
It will be thrown at a monster up to 10 tile(s) away.

Items launched at you will be thrown back.
While moving on water, Attack Power increases and
HP recovers each turn.
17 4 Atrocious Kappa 1200 480 Normal Ability: Throws an item located at your feet.
It will be thrown all the way to a distant monster.

Items launched at you will be thrown back.
While moving on water, Attack Power increases and
HP recovers each turn.
18 1 Porky 500 200 Normal Ability: Throws Porky's Rock at a target up to 3 tile(s) away.
18 2 Porko 700 280 Normal Ability: Throws Porky's Rock at a target up to 5 tile(s) away.
18 3 Porkon 900 360 Normal Ability: Throws Porky's Rock at a target up to 8 tile(s) away.
18 4 Porgon 1200 480 Normal Ability: Throws Porky's Rock at a target up to 10 tile(s) away.
19 1 Dragon 500 200 Normal Ability: Breathes fire.
Fire is shot straight ahead, dealing 20 damage to any target hit.
19 2 Sky Dragon 700 280 Normal Ability: Breathes fire.
Fire is shot at a monster in the room, dealing 20 damage
to any target hit.
19 3 Archdragon 900 360 Normal Ability: Breathes fire.
Fire is shot at a monster on the floor, dealing 30 damage
to any target hit.
19 4 Abyss Dragon 1200 480 Normal Ability: Breathes fire.
Fire is shot at a monster on the floor, dealing 40 damage
to any target hit.
20 1 Ghost Radish 500 200 Normal Ability: Throws Poison Grass.

Being inflicted with poison increases Attack Power.
20 2 Daze Radish 700 280 Normal Ability: Throws Confusion Grass.

Being inflicted with poison increases Attack Power.
20 3 Sleep Radish 900 360 Normal Ability: Throws Sedating Grass.

Being inflicted with poison increases Attack Power.
20 4 Frenzy Radish 1200 480 Normal Ability: Throws Berserk Seed.

Being inflicted with poison increases Attack Power.
21 1 Skull Mage 500 200 Normal Ability: Fires a magic bullet that causes one of the following:
Warps target, increases Action Speed by 1,
knocks target back 10 tiles, or switches locations with you.
21 2 Skull Wizard 700 280 Normal Ability: Fires a magic bullet that causes one of the following:
Inflicts Confused status, deals 20 damage,
Warps target to stairs and inflicts Paralyzed status,
or transforms target into monster.
21 3 Skullmancer 900 360 Normal Ability: Fires a magic bullet that causes one of the following:
Paralyzed status, Sealed status, Onigiri status, Disguised
status, Action Speed decreased by 1, or Level decreased by 1.
21 4 Skull Lord 1200 480 Normal Ability: Fires a magic bullet that causes one of the following:
Asleep status, Blind status, Level decreased by 3,
or deals 40 damage.
22 1 Gazer 500 200 Normal Ability: Inflicts Confused status on a monster ahead of you.
22 2 Super Gazer 700 280 Normal
22 3 Hyper Gazer 900 360 Normal
22 4 Ultra Gazer 1200 480 Normal Ability: Inflicts Confused status on every monster in the room.
23 1 Twisty Hani 500 200 Normal Ability: Decreases the target's Level by 1.
23 2 Floppy Hani 700 280 Normal
23 3 Droopy Hani 900 360 Normal
23 4 Wrinkly Hani 1200 480 Normal
24 1 Polygon Spinna 500 200 Normal Ability: Deals damage equivalent to 30% of the target's HP.

Being affected by a Hunger Trap increases Attack Power.
24 2 Polygon Shaka 700 280 Normal Ability: Deals damage equivalent to 40% of the target's HP.

Being affected by a Hunger Trap increases Attack Power.
24 3 Polygon Singa 900 360 Normal Ability: Deals damage equivalent to 50% of the target's HP.

Being affected by a Hunger Trap increases Attack Power.
24 4 Polygon Stunna 1200 480 Normal Ability: Deals damage equivalent to 60% of the target's HP.

Being affected by a Hunger Trap increases Attack Power.
25 1 Scorpion 500 200 Normal Ability: Decreases the target's Attack Power.

Being inflicted with poison increases Attack Power.
25 2 Vile Scorpion 700 280 Normal Ability: Notably decreases the target's Attack Power.

Being inflicted with poison increases Attack Power.
25 3 Terror Scorpion 900 360 Normal Ability: Significantly decreases the target's Attack Power.

Being inflicted with poison increases Attack Power.
25 4 Demon Scorpion 1200 480 Normal Ability: Massively decreases the target's Attack Power.

Being inflicted with poison increases Attack Power.
26 1 Field Knave 500 200 Normal Ability: Throws Weeds.

Stepping on an item will turn it into Weeds.
26 2 Pot Knave 700 280 Normal
26 3 Bag Knave 900 360 Normal Ability: Throws Weeds.
May knock items out of the target's possession.

Stepping on an item will turn it into Weeds.
26 4 Nimble Knave 1200 480 Swift
27 1 Nigiri Baby 500 200 Normal Ability: Turns monsters into Onigiri.
Possibility of success is 1 in 6.
27 2 Nigiri Morph 700 280 Normal Ability: Turns monsters into Onigiri.
Possibility of success is 1 in 4.
27 3 Nigiri Boss 900 360 Normal Ability: Turns monsters into Onigiri.
Possibility of success is 1 in 2.
27 4 Nigiri Honcho 1200 480 Normal Ability: Turns monsters into Large Onigiri.
Possibility of success is 1 in 2.
28 1 Froggo 500 200 Normal Ability: Steals Gitan and warps away upon success.

When hit with Gitan, HP will be restored.
28 2 Froggucchi 700 280 Normal
28 3 Froggon 900 360 Normal
28 4 Frogginator 1200 480 Normal Ability: Steals Gitan and warps away upon success.
When at a distance, Gitan from your funds will be thrown.

When hit with Gitan, HP will be restored.
29 1 Thiefwalrus 500 200 Normal Ability: Steals an item and warps away upon success.
Can also pick up items on the ground ahead of you.

While moving on water, Attack Power increases and
HP recovers each turn.
29 2 Greenwalrus 700 280 Normal
29 3 Ironwalrus 900 360 Normal
29 4 Magicwalrus 1200 480 Normal Ability: Steals items and warps away upon success.
Can also pick up items on the ground ahead of you.
Creates multiple Magicwalrus holding Weeds decoys.

While moving on water, Attack Power increases and
HP recovers each turn.
30 1 Hat Urchin 500 200 Normal Ability: Steals Stave and throws it away.
30 2 Hat Prankster 700 280 Normal Ability: Steals Stave or Grass and throws it away.
30 3 Hat Brat 900 360 Normal Ability: Steals Stave, Grass, or Food and throws it away.
30 4 Hat Rascal 1200 480 Normal Ability: Steals Stave, Grass, Food, or Scroll and throws it away.
31 1 Curse Girl 500 200 Normal Ability: Inflicts Sealed status on the monster ahead of you.

Being affected by a Curse Trap increases Attack Power.
31 2 Cursister 700 280 Normal
31 3 Curse Matron 900 360 Normal
31 4 Cursenior 1200 480 Normal
32 1 Mudkin 500 200 Normal Ability: Decreases the target's Attack Power and Defense Power.

Being attacked may cause Mudkin to multiply.
While moving on water, Attack Power increases and
HP recovers each turn.
32 2 Muddy 700 280 Normal Ability: Decreases the target's Attack Power and Defense Power.

Being attacked may cause Muddy to multiply.
While moving on water, Attack Power increases and
HP recovers each turn.
32 3 Mudster 900 360 Normal Ability: Decreases the target's Attack Power and Defense Power.

Being attacked may cause Mudster to multiply.
While moving on water, Attack Power increases and
HP recovers each turn.
32 4 Mudder 1200 480 Normal Ability: Decreases the target's Attack Power and Defense Power.

Being attacked may cause Mudder to multiply.
While moving on water, Attack Power increases and
HP recovers each turn.
33 1 Swordsman 500 200 Normal Ability: Knocks Shield from a monster.
This ability may fail.
Removed items will be flung behind the target.
33 2 Fencer 700 280 Normal Ability: Knocks Weapon or Shield from a monster.
This ability may fail.
Removed items will be flung behind the target.
33 3 Battler 900 360 Normal Ability: Knocks Weapon, Shield, or Bracelet from a monster.
This ability may fail.
Removed items will be flung behind the target.
33 4 Swordmaster 1200 480 Normal Ability: Knocks Weapon, Shield, or Bracelet from a monster.
This ability may fail.
Removed items will be flung somewhere nearby.
34 1 Pullfrog 500 200 Normal Ability: Uses tongue to pull things closer.
The closest target in a straight line within 3 tile(s)
will be pulled closer.

While moving on water, Attack Power increases and
HP recovers each turn.
34 2 Dartingfrog 700 280 Normal Ability: Uses tongue to pull things closer.
The closest target in a straight line within 5 tile(s)
will be pulled closer and attacked.

While moving on water, Attack Power increases and
HP recovers each turn.
34 3 Fleefrog 900 360 Normal Ability: Uses tongue to pull things closer.
The closest target in a straight line within 10 tile(s)
will be pulled closer and attacked.

While moving on water, Attack Power increases and
HP recovers each turn.
34 4 Streamingfrog 1200 480 Normal Ability: Uses tongue to pull things closer.
All targets in a straight line within 10 tile(s) will be
pulled closer and attacked.

While moving on water, Attack Power increases and
HP recovers each turn.
35 1 Floor Dragon 500 200 Normal Ability: Burrows into the ground and moves 2 tiles.

Traps will not ensnare you.
35 2 Dragon Head 700 280 Normal
35 3 Dragon Pit 900 360 Swift
35 4 Hiding Dragon 1200 480 Swift
36 1 Tiger Thrower 500 200 Normal Ability: Tosses a being located ahead of you.
The target will be thrown at a monster up to 5 tile(s)
away, dealing 5 damage to both when they collide.
36 2 Tiger Hurler 700 280 Normal Ability: Tosses a being located ahead of you.
The target will be thrown at a monster up to 10 tile(s)
away, dealing 10 damage to both when they collide.
36 3 Tiger Chucker 900 360 Normal Ability: Tosses a being located ahead of you.
The target will be thrown at a monster up to 15 tile(s)
away, dealing 15 damage to both when they collide.
36 4 Tiger Launcher 1200 480 Normal Ability: Tosses a being located ahead of you.
The target will be thrown at a monster up to 20 tile(s)
away, dealing 20 damage to both when they collide.
37 1 Karakuroid 500 200 Swift Ability: Places a Trap at your feet.

Allows you to see and not be ensnared by hidden Traps.
37 2 Steamroid 700 280 Swift
37 3 Electroid 900 360 Swift
37 4 Cyberoid 1200 480 Swift
38 1 Soldier Ant 500 200 Normal Ability: Digs through walls.
38 2 Corporal Ant 700 280 Normal
38 3 Captain Ant 900 360 Normal Ability: Digs through walls.
In places where there are no walls, earthen walls will be built.
Earthen walls can be destroyed by attacks.
38 4 General Ant 1200 480 Normal
39 1 Explochin 500 200 Normal Ability: None

Losing enough HP to enter Danger status makes you explode.
After exploding, your HP becomes 1.
While moving on water, Attack Power increases and
HP recovers each turn.
39 2 Concusschin 700 280 Normal
39 3 Fulminachin 900 360 Normal
39 4 Detonachin 1200 480 Normal
40 1 Hoppin' Batter 500 200 Normal Ability: None

Things like items, magic bullets, and cannonballs that are
launched at you have a 10% chance of being hit back.
If this fails, the projectile falls nearby.
40 2 Hoppin' Hitter 700 280 Normal Ability: None

Things like items, magic bullets, and cannonballs that are
launched at you have a 30% chance of being hit back.
If this fails, the projectile falls nearby.
40 3 Hoppin' Slugger 900 360 Normal Ability: None

Things like items, magic bullets, and cannonballs that are
launched at you have a 50% chance of being hit back.
If this fails, the projectile falls nearby.
40 4 Hoppin' Slammer 1200 480 Normal Ability: None

Things like items, magic bullets, and cannonballs that are
launched at you have a 100% chance of being hit back.
41 1 Fierous 500 200 Normal Ability: None

Damage will not be taken from fire or explosions.
Items launched at you will be burned, negating their effect.
41 2 Blazeous 700 280 Normal Ability: None

Damage will not be taken from fire.
Explosions cause Blazeous to multiply by 1.
Items launched at you will be burned, negating their effect.
41 3 Igneous 900 360 Normal Ability: None

Damage will not be taken from fire.
Explosions cause Igneous to multiply by 1.
Items launched at you will be burned, negating their effect.
41 4 Infernous 1200 480 Normal Ability: None

Damage will not be taken from fire.
Explosions cause Infernous to multiply by 1.
Items launched at you will be burned, negating their effect.
42 1 Zapdon 500 200 Slow Ability: None

Taking damage several times electrifies you.
When you take damage in this state, every monster in the
room will be struck by lighting that deals 25 damage.
42 2 Rumbledon 700 280 Slow Ability: None

Taking damage several times electrifies you.
When you take damage in this state, every monster in the
room will be struck by lighting that deals 30 damage.
42 3 Clapdon 900 360 Slow Ability: None

Taking damage several times electrifies you.
When you take damage in this state, every monster in the
room will be struck by lighting that deals 35 damage.
42 4 Boomdon 1200 480 Slow Ability: None

Taking damage several times electrifies you.
When you take damage in this state, every monster in the
room will be struck by lighting that deals 40 damage.
43 1 Schubell 500 200 Normal Ability: Summons 1 monster(s).
43 2 Menbell 700 280 Normal Ability: Summons up to 2 monster(s).
43 3 Bellthoven 900 360 Normal Ability: Summons up to 3 monster(s).
43 4 Showpin 1200 480 Normal
44 1 N'dubba 500 200 Normal Ability: Inflicts you with Hiding status.
44 2 N'dulu 700 280 Normal
44 3 N'dama 900 360 Normal
44 4 N'daloon 1200 480 Normal
45 1 Mixer 500 200 Normal Ability: Eats items at your feet and synthesizes them.
After swallowing an item, Attack Power increases and
status ailments are removed.
Up to 2 item(s) launched at you will be swallowed and fall at
your feet when the transformation wears off.
45 2 Mixermon 700 280 Normal Ability: Eats items at your feet and synthesizes them.
After swallowing an item, Attack Power increases and
status ailments are removed.
Up to 3 item(s) launched at you will be swallowed and fall at
your feet when the transformation wears off.
45 3 Mixergon 900 360 Normal Ability: Eats items at your feet and synthesizes them.
After swallowing an item, Attack Power increases and
status ailments are removed.
Up to 4 item(s) launched at you will be swallowed and fall at
your feet when the transformation wears off.
45 4 Mixerdon 1200 480 Normal Ability: Eats items at your feet and synthesizes them.
After swallowing an item, Attack Power increases and
status ailments are removed.
Up to 5 item(s) launched at you will be swallowed and fall at
your feet when the transformation wears off.
46 1 Egg Thing 500 200 Swift Ability: None

Attack Power becomes 1.
46 2 Running Egg 700 280 Swift Ability: None

Attack Power becomes 1.
If attacked, you will warp away.
46 3 Flying Egg 900 360 Swift Ability: Warps you.

Attack Power becomes 1.
If attacked, you will warp away.
46 4 Hiding Egg 1200 480 Swift
48 1 Chow 500 200 Swift Ability: None

Attack Power and Defense Power become 1.
Monsters will target you more easily.
Allows you to fly.
49 1 Dark Owl 500 200 Normal Ability: None

While transformed, the terrain, all items, and beings on the
floor are displayed on the map.
Floors with low visibility are illuminated.
Walking by monsters with Napping status will not wake them.
50 1 Crow Tengu 500 200 Normal Ability: Takes on the appearance of other monsters.
Imitates only a monster's appearance, not its abilities.

Allows you to fly.
51 1 Fluffy Bunny 500 200 Normal Ability: Restores 50 HP to you and your companions
up to 1 tile(s) away.
52 1 Fire Ninja D 500 200 Normal Ability: Shoots fire.
Deals 5 damage to the target ahead of you.
Grass, Food, Stave, or Scroll will be burned up.
52 2 Fire Ninja C 700 280 Normal Ability: Shoots fire.
Deals 10 damage to the target ahead of you.
Grass, Food, Stave, or Scroll will be burned up.
52 3 Fire Ninja B 900 360 Normal Ability: Shoots fire.
Deals 15 damage to the target ahead of you.
Grass, Food, Stave, or Scroll will be burned up.
52 4 Fire Ninja A 1200 480 Normal Ability: Shoots fire.
Deals 20 damage to the target ahead of you.
Grass, Food, Stave, or Scroll will be burned up.
53 1 Water Ninja D 500 200 Normal Ability: Shoots a water gun.
Deals 5 damage up to 3 tile(s) away.

Allows you to talk on water.
53 2 Water Ninja C 700 280 Normal Ability: Shoots a water gun.
Deals 10 damage up to 3 tile(s) away.

Allows you to talk on water.
53 3 Water Ninja B 900 360 Normal Ability: Shoots a water gun.
Deals 15 damage up to 3 tile(s) away.

Allows you to talk on water.
53 4 Water Ninja A 1200 480 Normal Ability: Shoots a water gun.
Deals 20 damage up to 3 tile(s) away.

Allows you to talk on water.
54 1 Tree Ninja D 500 200 Normal Ability: Attacks with a log.
Deals 5 damage to the target and knocks them back.
This ability may hit you.

May warp you when you take damage.
54 2 Tree Ninja C 700 280 Normal Ability: Attacks with a log.
Deals 10 damage to the target and knocks them back.
This ability may hit you.

May warp you when you take damage.
54 3 Tree Ninja B 900 360 Normal Ability: Attacks with a log.
Deals 15 damage to the target and knocks them back.
This ability may hit you.

May warp you when you take damage.
54 4 Tree Ninja A 1200 480 Normal Ability: Attacks with a log.
Deals 20 damage to the target and knocks them back.
This ability may hit you.

May warp you when you take damage.
55 1 Metal Ninja D 500 200 Normal Ability: Throws Gitan from your funds.
55 2 Metal Ninja C 700 280 Normal
55 3 Metal Ninja B 900 360 Normal
55 4 Metal Ninja A 1200 480 Normal
56 1 Earth Ninja D 500 200 Normal Ability: Flings sand.
Deals 5 damage to the target ahead of you and
may inflict Blind status.
56 2 Earth Ninja C 700 280 Normal Ability: Flings sand.
Deals 10 damage to the target ahead of you and
may inflict Blind status.
56 3 Earth Ninja B 900 360 Normal Ability: Flings sand.
Deals 15 damage to the target ahead of you and
may inflict Blind status.
56 4 Earth Ninja A 1200 480 Normal Ability: Flings sand.
Deals 20 damage to the target ahead of you and
may inflict Blind status.
57 1 Hannya Monk D 500 200 Normal Ability: Plays the Berserk Note.
Inflicts Monk's Berserk status on the target ahead of you.
This ability may fail.

Monsters with Monk's Berserk status will not attack you.
57 2 Hannya Monk C 700 280 Normal
57 3 Hannya Monk B 900 360 Normal
57 4 Hannya Monk A 1200 480 Normal
58 1 Kitsune Monk D 500 200 Normal Ability: Plays the Item Change Note.
Morphs the target ahead of you into an item.
Only the target's looks change; it is not actually an item.
This ability may fail.
58 2 Kitsune Monk C 700 280 Normal
58 3 Kitsune Monk B 900 360 Normal
58 4 Kitsune Monk A 1200 480 Normal
59 1 Okina Monk D 500 200 Normal Ability: Plays the Relocate Note.
Warps the target ahead of you somewhere on the floor.
This ability may fail.
59 2 Okina Monk C 700 280 Normal
59 3 Okina Monk B 900 360 Normal
59 4 Okina Monk A 1200 480 Normal
60 1 Okame Monk D 500 200 Normal Ability: Plays the Panacea Note.
Heals you and companions 1 tile(s) away of any status
ailments.
60 2 Okame Monk C 700 280 Normal
60 3 Okame Monk B 900 360 Normal
60 4 Okame Monk A 1200 480 Normal
61 1 Tengu Monk D 500 200 Normal Ability: Plays the Swift Note.
Increases your Action Speed and that of companions
1 tile(s) away by 1.
61 2 Tengu Monk C 700 280 Normal
61 3 Tengu Monk B 900 360 Normal
61 4 Tengu Monk A 1200 480 Normal