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You can get a new power after each battle. For better or worse, the game selects at random what you'll get. When you have four powers, the game will delete one without telling you at random. Some spells are more common than others. Unfortunately, all the best ones are incredibly rare and the worst ones show up constantly. I've gone entire playthroughs without getting Quake, Flare, P-Blast, and Heal.
It's about as simple as that. After EVERY battle, check your abilities, and if you like what's there, SAVE. Otherwise RESET to avoid losing abilities you like. If you're not having much luck or you accidentally delete your favorite power then save, spellbooks are better than you'd expect and can carry you through the game. Grinding is totally not worth it in this game.
Here's a list of all the useless powers you shouldn't worry about deleting:
ESP, Leech, Gaze, P-Fang, Barrier, Burning, P-Skin.
If you're curious about FFL2, here's a link to a guide. The mechanics there are more complicated, and I'm not as familiar with that game since I always run four monsters. Basically, it's still random, but enemies have a coded level, and each level has a drop table for possible spells you can get, so resetting on bosses can be really useful. This time around, you can move abilities around in the equipment screen, which is good, since additional abilities always delete the lowest ability on the list, so you can always plan ahead and there's less margin for error.
https://gamefaqs.gamespot.com/gameboy/585710-final-fantasy-legend-ii/faqs/62397
The main spells Blizzard (male) and Flame (female) are quite good as the attack all enemies. And both spells are powered by the mana value. If you cheat and set your mana to 99, these spells tend to kill all enemies at least for the first half of the game.
It seams to me that these main spells don't change frequently, but thex can change - if this happens, I reload the game. All other 6 initially empty slots can easier get new abilities. But there is a big likelihood that you get some trash and only few really great abilities such as the, how was the name, teleport. For me it's better to fill at least 5 of the 6 open slots very early with purchased trash, such as Cure, just to block these slots and let only one empty for random skills. The rest of these slots get quite important later in the game, when you want to use strong weapons (such as the Psi sword or Xcalibr) and powerful armors. Or the laser gun against my all time idol Apollo.
weapon - skill1 - skill 2 - skill 3 - skill 4 (gets changed all the time) - armor 1 - armor 2 - armor 3
The skill list you can acquire is predicated on the level of the monster, which *usually* is the same as the world level. the world level can be easily seen by the gold drop of a single mob, which is 33g * world level. At certain points of the game you can get *very* helpful skills on your mutant(s) that you should move to the 2nd/3rd skill slot to make sure you always have it.
1) "Warning". You can get this right on world one, and it's probably the most important. This makes your group immune to surprise attacks. Without it, you'll be surprised upwards of 50% of the time from middish-game onward (when mobs start to be equipped with the Surprise skill), and large groups of mobs can massacre you if they have a free turn. Monster party members sometimes have this, but as a mutant you can get it world one and reliably keep it.
2) "Surprise". You can get this quite a bit later, definitely by Edo but maybe a little earlier. This gives you a 50% chance to get a free round of combat on enemies, unless one of the enemy types has Warning.
3) Dunatis - This is a mob, not a skill. I don't know if they changed it for this version of the game - supposedly they changed absolutely nothing mechanically - but Dunatis is quite early in the game (world 4), and is a weak mini-boss. But he's coded to allow your mutant to learn *any* skill a mutant can possibly learn. It's a good idea (if still applicable in this game) to get a big skill you wouldn't normally get until very late. P-Blast is usually what I shoot for.
Humans are the best in I imo but it's because of the bug. I've soloed 1 with just one human on account of potions going over 99 for them until 254. That was left in it seems. I have this on switch though.
people put armor on the mutants? lol. .
i'm usually having the mutant spend almost the entire game defending with a shield to get natural Def up stat boosts. and since it rises so slow, it takes the entire game to keep on par with the other characters that wear armor.
i mean, as it is, there's only one way to get those versions, can you blame people?
III remake is basically as character creation/customization as possible without being able to create characters. You still name them and chose their color palatte. In the II remake you can change destiny including your party's. You can make your whole team siblings to the main character, and thus all of them are searching for their magi collecting father etc. Also in III Arthur is literally a quarter involved in the plot as is every other party member (in the original gameboy only he spoke) in this one everyone talks, has input, and character. Gloria (feminine esper/mutant) ends up being the voice of leadership and courage most of the time. Arthur is impulsive, Curtis is calm and kind, Sharon passionate and brave etc.