Sabotendar Guardian Force

Guardian Force - Sabotendar
Sabotendar
Attack '1,000 Iron Needles'
Non-elemental damages all enemies - A colossal cactus pops up from the bottom of the screen, suddenly leaping high into the sky. A brilliant light gleams from behind him as if he were infront of the sun. In his usual stance, he fires 1,000 of his needles into the enemy.
How to Gain
You need to battle and defeat him on Sabotendar Island (Disc 3, with the Ragnarok). For more information, go here.
Sabotendar Screenshots


| Command Abilities | Junction Abilities | Guardian Force Abilities |
| Menu Abilities | Character Abilities | Party Abilities |


- Abilities Sabotendar
   Command Abilities AP Needed
-- Magic Command Allows your character to cast any stored magic spell you have. Unavailable if character is silenced. Complete
GF Command Gives your character the ability to summon any Guardian Force you have available. Unavailable if you are silenced. Complete
-- Draw Command Gives your character the ability to 'Draw' magic from an enemy. After you have drawn you selected magic, you are given the choice of either using it immediatly or storing it for later use (where you get more than one spell). The more powerful the enemy and/or the magic, the harder it is to draw. Complete
Item Command Allows your character to use items from your inventory during battle. Very useful when you have summons available, such as Phoenix. This ability is not affected by Silence. Complete
Death Sentance Command Enables your equiped character to cast 'Death Sentance' on an enemy for either an instant death or a 30 second delay. Does not work on bosses and more powerful enemies.
60
|
   Junction Abilities AP Needed
-- Strength Junction Enables you to junction magic to improve a character's physical strength for attacking. Getting a higher number depends on the magic junctioned and the quantity available to that particular character.
50
Body Strength Junction Enables you to junction magic to improve a character's physical strength for defense. Getting a higher number depends on the magic junctioned and the quantity available to that particular character.
50
-- Magic Defense (Spirit) Junction Allows you to junction magic to increase your defense against magic attacks by the enemy. The stronger the magic used, and the higher the quantity, the more satisfying the outcome. Complete
Attribute Attack Juntion Allows you to junction an attacking element to your character's attack; so if you junction the elemental Fire, you would inflict fire damage with your weapon.
160
Attribute Defense Junction Allows you to junction an elemental to your character's defense. Say if you junction 100 'fire' magics to your Attribute Defense, all fire attacks by the enemy will be nullified.
100
Attribute Defense x2 Junction Enables you to junction 2 different elements for your Attribute Defense. (See Above).
130
|
   Guardian Force Abilities AP Needed
-- Summon Magic +10% Increases the guardian force's attacking power by 10%.
40
Summon Magic +20% Increases the guardian force's attacking power by 20%.
70
Summon Magic +30% Increases the guardian force's attacking power by 30%.
140
-- Aid Increases the amount of damage the Guardian Force can do by means of you pressing 'select' when summoning is in process. Keep pressing the square button as much as possible to make a red cross dissapear; the higher the number you reach, the higher the damage inflicted on the enemy. The maximum is 250.
10
G.F. HP +10% Increases your Guardian Force's HP by 10%.
40
G.F. HP+ 20% Increases your Guardian Force's total by 20%.
70
|
   Menu Abilities AP Needed
-- Make Ice Magic Allows a character to turn specific items into a ice based elemental magic.
30
|
   Character Abilities AP Needed
-- Body Strength +20% Increases your character's defense by 20%.
60
Body Strength +40% Increases your character's defense by 40%.
120
Spirit +20% Increases your character's defense against magic by 20%.
60
Spirit +40% Increases your character's defense against magic by 40%.
120