Posted May 28, 2015
Here is how Spirit Pact works:
First, to use it, you have to have a summon out. The summoner does not need to be the one with Spirit Pact (unless you're actually playing the 3DS version, which may have changed some of the other details), but it has to be a summon from a spell. (NPCs and Replicas don't count.) Furthermore, using this skill will cost half the user's SP and cause the summoner to lose the summon spell (so if you want to summon another, you have to find another monster to contract). The monster then becomes a regular party member, filling the first empty slot (or going to the tavern if there is none).
The monster keeps its name and appearance. If you go to change the appearance, the only options (unless you've found a certain postgame treasure) are the class icon and the "previous life appearance" (or something like that) which gives you the monster's portrait.
The character's class depends on the monster in question. It can usually be predicted by looking at the monster's skills, and seems to default to fighter. (This turns out to be spectacularly wrong for the Werewolf Archer, to the point where it's probably a mistake.)
The following traits are kept:
Alignment
Gender (- becomes ?)
Breath type (Fire if none) (Note that non-Dragonewts still can't breathe.)
Status Recovery
Turn Recovery (only way to get 3 digit turn recovery)
Magic Resistance (except Summon, which becomes 100%)
Attribute Attack/Defense
Status Attack/Defense (this includes Beheading)
Known spells (can learn more spells of the same level)
Weapon Break trait
The following are not kept:
Race (usually becomes Human or Devilish depending on the monster)
Class (depends on monster, as stated above)
Level (becomes 1)
Stats (becomes racial base stats)
HP (becomes 8)
Number of actions
Skills (becomes those of the class, plus a random EX skill)
Enemy only abilities (i.e. Draw)
Equipment
Item Bag Contents (if a Servant)
Also, changing a spirit pact character's class will cause the character to lose most if the kept traits. (Spells and I believe breath type are kept.)
As a side note, I think some enemies have more summon resistance than they should, including all the Cleric monsters (that I have seen) and most of the Mage monsters (I consider Don Mags's 80% resistance to be justified, given how powerful it is after Spirit Pact).
First, to use it, you have to have a summon out. The summoner does not need to be the one with Spirit Pact (unless you're actually playing the 3DS version, which may have changed some of the other details), but it has to be a summon from a spell. (NPCs and Replicas don't count.) Furthermore, using this skill will cost half the user's SP and cause the summoner to lose the summon spell (so if you want to summon another, you have to find another monster to contract). The monster then becomes a regular party member, filling the first empty slot (or going to the tavern if there is none).
The monster keeps its name and appearance. If you go to change the appearance, the only options (unless you've found a certain postgame treasure) are the class icon and the "previous life appearance" (or something like that) which gives you the monster's portrait.
The character's class depends on the monster in question. It can usually be predicted by looking at the monster's skills, and seems to default to fighter. (This turns out to be spectacularly wrong for the Werewolf Archer, to the point where it's probably a mistake.)
The following traits are kept:
Alignment
Gender (- becomes ?)
Breath type (Fire if none) (Note that non-Dragonewts still can't breathe.)
Status Recovery
Turn Recovery (only way to get 3 digit turn recovery)
Magic Resistance (except Summon, which becomes 100%)
Attribute Attack/Defense
Status Attack/Defense (this includes Beheading)
Known spells (can learn more spells of the same level)
Weapon Break trait
The following are not kept:
Race (usually becomes Human or Devilish depending on the monster)
Class (depends on monster, as stated above)
Level (becomes 1)
Stats (becomes racial base stats)
HP (becomes 8)
Number of actions
Skills (becomes those of the class, plus a random EX skill)
Enemy only abilities (i.e. Draw)
Equipment
Item Bag Contents (if a Servant)
Also, changing a spirit pact character's class will cause the character to lose most if the kept traits. (Spells and I believe breath type are kept.)
As a side note, I think some enemies have more summon resistance than they should, including all the Cleric monsters (that I have seen) and most of the Mage monsters (I consider Don Mags's 80% resistance to be justified, given how powerful it is after Spirit Pact).
Post edited June 01, 2015 by dtgreene