Website and data research by 101Leafy.
Last Bible III fusion
Super Famicom, 1995
In Last Bible III two monsters in the party fuse into one through the spell Combine or the item Mute Seed. 101Leafy researched the game to work out the rules on this page, and the calculator follows them. The result depends on the two monsters' base levels and races.
Rules
- Cast Combine (5 MP) or use a Mute Seed from the field menu and pick two monsters in the party. Both leave the party and the result joins.
- The target level is the two base levels added together, halved and rounded down, plus 4.
- The race chart gives the result's race. The monster of that race at the target level comes out. With none at that level, the nearer of the ones just below and just above comes out, and a tie goes to the lower one.
- When the target is above the race's highest level, that level is taken off the target and the search starts again from the bottom of the race, so a high target can give a weak monster.
- An elemental fused with a monster of the first ten races keeps that monster's race and moves it up or down by rank, as the elemental chart shows. Elementals do not fuse with elementals, Mutes, or Karman.
- Two monsters of the same race cannot fuse, except two Mutes, which make another Mute. Karman never come out of fusion. Mairal and the races after it cannot fuse.
- The fusion is refused when the result is already in the party or stock. The two monsters still count, so a pair cannot make one of its own two. It is also refused when the result's level is the hero's level + 5 or higher.
- The new monster can take up to two moves from the two monsters' magic and their last two skills. Only some moves can be passed on, and moves it already knows are left out. The player picks which.
Race chart
Find one race on the left and the other along the top; the cell gives the result's race. Rank means the elemental chart decides.
Elemental chart
Rows are the other monster's race and columns the elementals. The result stays in the other monster's race and moves along it in level order. Going up past the race's highest monster comes round to its lowest; going down from the lowest is refused.
| Jami | 1 up | 1 down | 1 down | 1 up | 2 up | 1 down | 1 down | 1 up | 2 up | 1 up |
|---|---|---|---|---|---|---|---|---|---|---|
| Ichthys | 1 down | 1 up | 1 up | 1 down | 1 down | 1 up | 2 up | 1 down | 1 up | 2 up |
| Gurgan | 1 up | 1 up | 1 down | 1 down | 2 up | 1 down | 1 up | 1 down | 2 up | 1 up |
| Nereid | 1 down | 1 down | 1 up | 1 up | 1 up | 1 down | 2 up | 1 down | 1 up | 2 up |
| Magi | 1 up | 1 down | 1 up | 1 down | 1 down | 1 down | 1 up | 2 up | 2 up | 1 up |
| Parushi | 1 down | 1 up | 1 up | 1 down | 1 up | 2 up | 1 down | 1 down | 1 up | 2 up |
| Vanessa | 1 down | 1 up | 1 down | 1 up | 1 down | 2 up | 1 down | 1 up | 1 up | 2 up |
| Dragoon | 1 up | 1 down | 1 down | 1 up | 1 up | 1 down | 1 down | 2 up | 2 up | 1 up |
| Zamdes | 1 down | 1 up | 1 down | 1 up | 1 down | 1 up | 1 up | 1 down | 1 up | 1 up |
| Demig | 1 up | 1 up | 1 up | 1 up | 1 up | 1 up | 1 up | 1 up | 2 up | 2 up |
Mutation
- Every fusion also has a mutant: the Mute found for the same target level in the same way as a normal result.
- A Mute Seed always gives the mutant. It cannot be used when the mutant's level is the hero's level + 5 or higher.
- Combine gives the mutant about one time in ten. When the mutant is already owned or its level is too high, the normal result comes out instead.
Each card gives the target levels that make that Mute as a mutant.
