Items and Magic Special thanks to Marc C for contributing the images for all of the items.. *** Curatives ***
Curative herb that restores 50 HP to a single character.
Herb used to restore 100 HP to a single character.
Herb salve used to restore 150 HP to a single character.
Curative extract that restores single character to full HP.
Curative herb that restores 25 MP to a single character.
Herb used to restore 50 MP to a single character.
Herb salve used to restore 150 MP to a single character.
Herb extract that restores full MP to a character.
Fruit that restores 100 HP and 100 MP to a single character.
Fruit that restores full HP and MP.
Chimera tail/dragon fang pill that cures Petrification.
Herb used to cure Poison.
Fruit of Titania the Fairy Queen that cures abnormal status.
Ancient altar used to bring back dead characters.
Gem that allows the user to exit a battle.
Drakonite Spellbook. Permanently changes the caster into a sword.
Drakonite Spellbook. Transmigrates undead to original form. *** Offensive ***
Harp of Basque, god of the sea. For calming a storm.
Bugle of barbaric Gallaba Tribe that summons a storm...
Crystal orb containing the formidable power of the elements. *** Stat Enhancing ***
Magic stone that raises AGI, increases speed.
Sword-shaped item that raises STR, increasing power of attack.
Cup of mysterious liquid that increases the max HP of the user.
Crown that raises INT, affecting the soul.
Cup of mysterious liquid that increases the max MP of the user.
Causes pandemonium and lowers user's alignment.
Lawful scroll that raises reader's alignment.
Mirror that reflects the user's element on the target.
*** Weapons *** [SWORDS/GREAT SWORDS]
One-handed weapon. Power 30. Good sword for beginners.
One-handed weapon. Power 40. A large hacking sword.
A large, two-handed sword with a V-shaped hilt. Power 48. A ring is attached to the hilt.
One-handed frozen sword (Water). Power 52. Fire RES+5.
One-handed lightning sword. (Wind) PWR 54. Earth RES+5.
One-handed flaming sword (Fire). Power 56. Water RES+5.
One-handed weapon (Earth). Power 58. Wind RES+5. Elven sword that shines because of its unique forging.
One-handed weapon. Power 58. Attack power up VS dragons. Used by Sigurd to defeat the dragon Fafnir.
Two-handed weapon (Fire). Power 60. Water RES+5. Flaming sword of Surt, destined to consume the world in fire.
Two-handed weapon. Power 60. Attack power up VS dragons. Dragonslayer created from the fangs of Tiamat.
Two-handed WPN (Wind). PWR 62. Double-edged sword
of Notos, god
Two-handed weapon. Power 64. Attack power up VS dragons. Dragonslayer created from the claws of the dragon Fafnir.
One-handed weapon (Virtue). Power 68. Sacred sword that King Anbicion received in a covenant with God. AGI+5, Virtue RES-5, Bane RES+15. Anbicion effect.
One-handed weapon (Virtue). Power 71. INT+8, Bane RES+5. Rumored to allow communication with the gods. Banish effect. 1 of 4 Divine Armaments.
Two-handed weapon (Bane). Power 75. Sword with a cross-shaped hilt whose name means 'revenge'. Virtue RES+5, Bane RES-5. 1 of 4 Netherworld Weapons.
One-handed weapon. Power 85. Sword that confines a human soul by an ancient curse. Sword characteristics reflect abilities of trapped soul. STR+X, INT+Y, AGI+Z. - Snapdragon Sword - (with ability) One-handed WPN for DIR ATK. PWR 85. Sword that confines a human soul by an ancient curse. Sword characteristics reflect abilities of trapped soul. [effect of sword.] STR+X, INT+Y, AGI+Z.
One-handed weapon (Virtue). Power 90. Sacred sword whose real power was released by the fallen angel possessing it. Virtue RES+5, Bane RES+15. [THRUSTING SWORDS]
One-handed weapon. Power 35. Slender, flexible sword designed to pierce armor joints.
One-handed weapon. Power 40. Slender thrusting sword with a knuckle guard on the hilt to protect user's hand.
One-handed weapon. Power 48. Dragon Handling effect. Sword with jeweled hilt adorned with a dragon's gem. Enables communication with dragons.
One-handed weapon (Fire). Power 52. Water RES+5. Thrusting sword known as the 'Rose of the Desert'.
One-handed cold peridot sword. (Water) Fire RES+5.
One-handed weapon (Virtue). Power 60. Bane RES+5. Thrusting sword that draws on sacred energy and light.
One-handed weapon (Bane). Power 68. Assassin sword whose name means 'to answer'. 1 of 4 Netherworld Weapons. Virtue RES+5, Bane RES-5. [KATANAS]
Two-handed weapon (Fire). Power 52. AGI+4, Water RES+5. Far Eastern
katana that glows with searing flames. Two-handed weapon (Wind). Power 52. AGI+4, Earth RES+5. Far Eastern katana that produces blades of wind.
Two-handed weapon (Earth). Power 52. AGI+4, Wind RES+5. Far Eastern katana that intensifies the user's power.
Two-handed weapon (Water). Power 52. AGI+4, Fire RES+5. Far Eastern katana that gleams with dew. [BOWS]
One-handed weapon for missile attack. Range 5, Power 20. Wooden bow. Not very powerful, but lightweight.
One-handed weapon for missile attack. Range 6, Power 30. Short-range, accurate wooden bow. AGI+1.
Two-handed missile weapon. RNG 5, PWR 35. Yak horn bow.
Two-handed weapon for missile attack. Range 7, Power 44. Composite bow reinforced by flexible metal. AGI+1.
Two-handed weapon for missile attack (Bane). RNG 7, PWR 44. Magic Stone whose name means 'Light Speed'. 1 of 4 Netherworld Weapons. AGI+1, Virtue RES+5.
Two-handed weapon for missile attack. (Earth) RNG 6, PWR 48. Bow passed on from the time the ancient kingdom Habiram sank into the desert. Wind RES+5.
Two-handed weapon for missile attack. (Wind) RNG 6, PWR 50. Bow of Thor, god of thunder. Earth RES+5.
Two-handed missile weapon. (Fire) Range 6, Power 52. Arrows so fast that they burst into flame. Water RES+5.
Two-handed missile weapon. (Water) Range 6, Power 54. Bow found in a pillar of ice. Freezes foes instantly. Fire RES+5.
Two-handed missile weapon. RNG 7, PWR 54. Mysterious bow that masks the bowman's presence, leaving targets offguard. 1 of 4 Enchanted Hunting Wares. PWR up VS beasts & dragons.
Two-handed missile weapon. (Virtue) Range 7, Power 60. Crescent bow once used by a lovestruck girl to send a love letter to the stars. AGI+8, Bane RES+5, Paralysis effect. [STAVES/WANDS]
One-handed weapon. Power 20. INT+10. Wooden staff made from Scipplay Cypress.
One-handed weapon Power 0. It senses the number of hidden treasures on the stage and deals corresponding damage.
One-handed weapon. Power 16. Sweet candy cane, decorated with red and white food coloring, that tickles the minds and tastebuds of small children. Be careful not to gain too much weight!
One-handed weapon (Wind). Power 24. Magic staff, used by mischievous fairies. INT+19, Earth RES+5. Thunder Flare effect, fixed chance of breaking.
One-handed weapon (Earth). Power 26. INT+18, Wind RES+5. Staff that draws on the spiritual power of the Earth. Crag Crush effect. Fixed chance of breaking.
One-handed weapon (Fire). Power 26. INT+17, Water RES+5. Magical staff that Firebird, the spirit of fire, is sealed in. Firestorm effect. Fixed chance of breaking.
One-handed weapon (Water). Power 20. INT+20, Fire RES+5. Magic staff that Ice King Horribus is sealed in. Ice Field effect. Fixed chance of breaking.
One-handed weapon (Bane). Power 32. INT+28, Virtue RES+5. Staff of the god Hermes, decorated with entwined serpents. Dark Quest effect. Fixed chance of breaking.
One-handed weapon (Virtue). Power 28. INT+30, Bane RES+5. Staff of the witch Ripple, harvesting the power of the stars. Shining effect. Fixed chance of breaking. [FANS]
One-handed weapon. Power 44. Iron-plated fan.
One-handed weapon (Virtue). Power 52. AGI+8, Bane RES+5. Charm effect. Protection from Charm. Heart-shaped fan used by dancing maidens to worship the goddess of beauty.
One-handed weapon (Wind). Power 54. Earth RES+5. Translucent hyacinth metal fan that shines gold in sunshine.
Caldia that has been tainted with evil (Bane). One-handed. Power 52. Confusion effect. AGI+4, Virtue RES+4, Bane RES -2. [AXES/HAMMERS]
One-handed weapon. Power 40. Small, light axe.
One-handed weapon. Power 40. Stone-crushing hammer.
Two-handed chain flail. Power 60. Emits heat/light. Water RES+5.
Two-handed weapon (Water). Power 62. Fire RES+5. Stunning hammer formed from a tear of Basque, god of the sea.
Two-handed weapon (Virtue). Power 62. Bane RES+5. Sacred Hammer with the 10 commandments of Filarhh, the sun god, inscribed on it.
Two-handed weapon (Wind). Power 62. Earth RES+5. Hammer with the power of Euros, god of the East Wind. 1 of 4 Relics of Wind.
Two-handed flaming axe. (Fire) PWR 64. Water RES+5.
Two-handed weapon (Water). Power 66. Fire RES+5. Shining silver axe known as the "Winter General," and useful in cold.
Two-handed weapon (Earth). Power 68. Wind RES+5. Wide blade used for decapitation. Attack Power up VS dragons.
Two-handed weapon (Wind). Power 70. Earth RES+5. Deadly axe with the power of Boreas, god of the North Wind. 1 of 4 Relics of the Wind.
Two-handed weapon (Bane). Power 72. Virtue RES+5. Huge butcher's knife. Life Force effect.
Two-handed hammer (Earth). Power 76. Confusion effect. Used by Galf, overlord of the Netherworld. [WHIPS/FLAILS]
Two-handed weapon. Power 45. Leather whip.
Two-handed weapon. Power 53. Beast handling effect. Range 2. Whip that allows communication with beasts.
Two-handed weapon (Bane). RNG 2, PWR 66. Charm effect. Thorn whip made from rose vines. Virtue RES+5.
Two-handed weapon (Virtue). Range 2. Power 62. Sacred whip that emits a brilliant light. Bane RES+5. [SPEARS]
Two-handed weapon. Piercing. Power 42. Metal spear with high attack power despite its slenderness.
Two-handed weapon. Power 55. Spear with 3-pronged tip. Piercing. AGI+3.
Two-handed piercing WPN (Bane). Power 62. Virtue RES+5. 1 of 4
Netherworld Weapons. Can sometimes cause Instant Death. Two-handed piercing weapon (Fire). Power 64. Water RES+5. Spear retrieved from the once active volcano of Mt. Aquila.
Two-handed piercing WPN (Water). PWR 66. King Zamora's ice spear.
Two-handed piercing WPN (Earth). Power 68. Wind RES+5. Spear that draws power from the Earth.
Two-handed piercing WPN (Wind). Power 70. Earth RES+5. Spear of Zephyrus, god of the West Wind, which never misses. 1 of 4 Relics of the Wind.
Two-handed piercing weapon. Power 74. Black spear created from the horn of the fallen angel. It can pierce the skin of the Sacred Demon.
*** Shields ***
One-handed shield made from sugar and cocoa beans. PHYS DEF 10, Spell DEF 5, PHYS RES+15. Careful, those of you with a sweet tooth!
One-handed rectangular shield. PHYS DEF 15, Spell DEF 5. High defensive power, but slows movement. PHYS RES+10.
One-handed shield of layered dragon scales. PHYS DEF 20, Spell DEF 5, PHYS RES+20; Def up VS dragons. When equipped, user is transformed into a dragon.
One-handed shield of the frost giant, Firbolg (Water). PHYS DEF 20, Spell DEF 10, PHYS RES+25, Fire RES+20.
One-handed shield forged by the fire djinn Efreet. PHYS DEF 20, Spell DEF 10, PHYS RES+25, Water RES+20.
One-handed shield of Dryad, the forest nymph (Earth). PHYS DEF 20, Spell DEF 10, PHYS RES+25, Wind RES+20.
One-handed shield of the thunder beast, Nue (Wind). PHYS DEF 20, Spell DEF 10, PHYS RES+25, Earth RES+20.
One-handed shield protected by Oberon. 1 of 4 Divine Armaments. PHYS DEF 20, Spell DEF 15, PHYS RES+25, Bane RES+25.
One-handed shield stained with blood of fallen foes (Bane). PHYS DEF 20, Spell DEF 15, PHYS RES+25, Virtue RES+20.
*** Armor ***
Armor made of an animal hide. PHYS DEF 9, Spell DEF 5, PHYS RES+3.
Light robe that isn't very durable. PHYS DEF 3, Spell DEF 10, PHYS RES+1.
Heavy cloak woven with metal fibers. Enhances spell power. PHYS DEF 12, Spell DEF 15, INT+5, PHYS RES+4.
Expensive coat made from animal pelts. PHYS DEF 15, Spell DEF 5, INT+5, PHYS RES+5.
Cloak given to those ordained as saints (Virtue). PHYS DEF 15, Spell DEF 20.
Robe with the power of the Earth (Earth). PHYS DEF 15, Spell DEF 20, INT+5, PHYS RES+5, Wind RES+10.
Robe which was found buried in volcanic ash. (Fire) PHYS DEF 15, Spell DEF 20, INT+5, PHYS RES+5, Water RES+10.
Garmet worn by priests of Titania, queen of the fairies, protected by the spirit of water (Water). PHYS DEF 15, Spell DEF 20, INT+5, PHYS RES+5, Fire RES+10.
Replica of the robe worn by Skytarer, as depicted in an ancient relief (Wind). PHYS DEF 15, Spell DEF 20, INT+5, PHYS RES+5, Earth RES+10.
Cloak designed to resist the effects of elements. PHYS DEF 15, Spell DEF 30, PHYS RES+5, Wind RES+5, Fire RES+5, Earth RES+5, Water RES+5.
Armor made of woven chain links and reinforced iron plates. PHYS DEF 18, Spell DEF 5, PHYS RES+6.
Camouflage cloak dyed in the colors of the forest; 1 of 4 Enchanted Hunting Wares. PHYS DEF 18, Spell DEF 5, PHYS RES+6, Earth RES+2, DEF up VS beasts.
Blessed clothing tailored by the disciples of light (Virtue). PHYS DEF 18, Spell DEF 10.
Enchanted hard leather bearing the emblem of Earth (Earth). PHYS DEF 18, Spell DEF 10, PHYS RES+6, Wind RES+10.
Enchanted chain mail that uses the strength of Ice (Water). PHYS DEF 18, Spell DEF 10, PHYS RES+6, Fire RES+10.
Enchanted chain mail that uses the power of Lightning (Wind). PHYS DEF 18, Spell DEF 10, PHYS RES+6, Earth RES+10.
Enchanted armor that uses the power of Fire (Fire). PHYS DEF 18, Spell DEF 10, PHYS RES+6, Water RES+10.
Cursed clothing tailored by the disciples of darkness (Bane). PHYS DEF 18, Spell DEF 10, PHYS RES+6, Virtue RES+10.
Cloak that enhances spell PWR with interwoven crystals. PHYS DEF 18, Spell DEF 25, INT+5, PHYS RES+6.
Robe of vast darkness (Bane). PHYS DEF 15, Spell DEF 20, INT+10, PHYS RES+5, Virtue RES+10, Bane RES-5.
Delectable armor made from hardened sugar. PHYS DEF 24, Spell DEF 5, PHYS RES+8.
Upper-body armor composed of iron plates. PHYS DEF 30, Spell DEF 10.
Armor made of leather and plate, but lighter than plate. PHYS DEF 30, Spell DEF 10, AGI+5, PHYS RES+10.
Lucky armor with the emblem of the Southern Cross, rumored to have been worn by the gods. 1 of 4 Divine Arma ments. (Virtue) PHYS DEF 30, Spell DEF 30.
White dress worn only by noble, purehearted women (Virtue). Its godliness repels impurity. PHYS DEF 15, Spell DEF 25 INT+15, PHYS RES+5, Virtue RES+5, Bane RES+10
Heavy plate armor reinforced with additional plates. PHYS DEF 39, Spell DEF 10, PHYS RES+13.
Armor stained in black blood and guarded by evil spirits (Bane). PHYS DEF 39, Spell DEF 15, PHYS RES+13, Virtue RES+15.
Dragonscale armor resistant to Dragon Breath. Transforms user into a dragon. PHYS DEF 30, Spell DEF 5, PHYS RES+10.
Blessed, full-body armor with runic inscriptions (Virtue). PHYS DEF 39, Spell DEF 15, PHYS RES+13, Bane RES+15.
Armor modeled after Leviathan, an enormous creature of the Oberro Sea (Water). PHYS DEF 39, Spell DEF 15, PHYS RES+13, Fire RES+15.
Armor hewned from the legendary Phoenix (Fire). PHYS DEF 39, Spell DEF 15, PHYS RES+13, Water RES+15.
Armor made of the feathers of the eagle Hraesvelg (Wind). PHYS DEF 39, Spell DEF 15, PHYS RES+13, Earth RES+15.
Armor fashioned from the hide of the ferocious Nathalork (Earth). PHYS DEF 39, Spell DEF 15, PHYS RES+13, Wind RES+15.
*** Helmets ***
Cloth headwrap. PHYS DEF 3, Spell DEF 2, INT+5, PHYS RES+1.
Common tanned leather hat. PHYS Def 6, Spell DEF 2, PHYS REF+2.
Hat adorned with a branch from Sherwood Forest. 1 of 4 Enchanted Hunting Wares. Improves attentiveness. PHYS Def 6, Spell DEF 5, AGI+5, PHYS RES+2.
Lucky plumed headband. PHYS DEF 6, Spell DEF 5, AGI+5, PHYS RES+2, Bane RES+4.
Wide-brimmed, conical hat. PHYS DEF 6, Spell DEF 10, INT+5, PHYS RES+2.
Sweet helm of hardened honey. Not for those on a diet! PHYS DEF 21, Spell DEF 2, PHYS RES+7.
Circlet adorned with a gem of wisdom. PHYS DEF 15, Spell DEF 15, INT+10, PHYS RES+5.
Blessed crown used by priests. (Virtue) PHYS DEF 21, Spell DEF 10, INT+5, PHYS RES+7, Bane RES+5.
Iron helmet that leaves portions of the head unprotected. PHYS DEF 30, Spell DEF 2, PHYS RES+10.
Helmet crafted from the skull of a dragon. Repels Dragon Breath and transforms wearer into a dragon. PHYS DEF 30, Spell DEF 5. PHYS RES+10.
Sacred helm of Filarhh. Repels darkness (Virtue). 1 of 4 Divine Armaments. PHYS DEF 30, Spell DEF 10. PHYS RES+10, BANE RES+10.
Helmet worn by a legendary sword master who defeated 100 foes. PHYS DEF 21, PHYS RES+7, STR+20, AGI+5, Virtue RES+5.
***Shoes***
Silent walking boots. 1 of 4 Enchanted Hunting Wares. PHYS DEF 9, Spell DEF 2. AGI+4, PHYS RES+3.
Boots known as 'black beetle feet'. Enable water walking. PHYS DEF 9, Spell DEF 2. AGI+4, PHYS RES+3.
Leather-soled boots that prevent slipping on ice. PHYS DEF 9, Spell DEF 2. AGI+4, PHYS RES+3.
Shoes crafted by mischievous fairies. Allow movement between dimensions. AGI+4, PHYS RES +3. PHYS DEF 9, Spell DEF 2.
Shoe made with the wings of a Chimera. Enable wearer to fly. PHYS DEF 9, Spell DEF 2. AGI+4, PHYS RES+3.
Necklace known as the "Eye of the Basilisk." Prevents petrification. Spell DEF 20, INT+7.
Bracelet that grants heroic speed. Spell DEF 10. AGI + 10.
Bracelet that enlightens its wearer. Spell DEF 10, INT+15.
Feather of extinct Cassowary. Beast handling effect. Spell DEF 10.
Ring confining a fairy who fell victim to evil temptation. (Bane) Spell DEF+10, INT+8, Virtue RES+5. Dark Quest effect. Fixed chance of breaking.
Gem ring resembling dragon eyes. Prevents abnormal statuses. Wearer transforms into a dragon. Spell DEF 15, INT+8.
Orb created by the ancient Drakonites. Used to communicate with dragons. Dragon Handling effect. Spell DEF 10.
Earth crystal ring (Earth). Spell DEF 10, STR+4, INT+4, Wind RES+5. Crag Crush effect. Fixed chance of breaking.
Red gem confining the soul of the Divine Dragon. A sacred treasure. PHYS DEF 90, Spell DEF 15. PHYS RES+30, Wind RES+30, Fire RES+30, Earth RES+30, Water RES+30, Virtue RES+30, Bane RES+30.
Fire crystal ring (Fire). Spell DEF 10, STR+4, INT+4, Water RES+5. Firestorm effect. Fixed chance of breaking.
The witch Deneb's lucky magic pumpkin. Rumor has it that one shop in particular will buy it for a good price, and... PHYS RES +5, Wind RES +5, Fire RES +5, PHYS DEF 15, Spell DEF 15. Earth RES+5, Water RES+5, Virtue RES+5, Bane RES+5.
Far Eastern necklace said to resist spell effects. (Virtue) INT+10, Bane RES+5.
Rare lavender pearl necklace that gleams softly (Water). Prevents abnormal statuses. Spell DEF 20, Fire RES+10.
Ring crafted from the wings of a Chimera. Enables wearer to fly. Spell DEF 5, INT+3, AGI+4.
Ring crafted by priests of the Basque Sect which enables wearer to walk on water. Spell DEF 5, INT+3, AGI+4.
Ring granting immortality (Bane). Spell DEF 10, INT+8.
Expendable that can be equipped to prevent Instant Death.
Healing ring blessed by the Archangel Eustus (Virtue). Heal effect. Spell DEF 10, INT+8, Bane RES+5. Fixed chance of breaking.
Expendable. Sacred gem that retrieves the wearer's soul upon death (Virtue). Recover full HP. PHYS DEF 5.
Large, peculiar plume that lessens the wearer's weight. Spell DEF 10
Ring made by mischievous fairies that enables movement between dimensions. Spell DEF 5, INT+3, AGI+4.
Water crystal ring (Water). Spell DEF 10, INT+4, AGI+4, Fire RES+5. Ice Field effect. Fixed chance of breaking.
Wind crystal ring (Wind). Spell DEF 10, INT+4, AGI+4, Earth RES+5. Thunder Flare effect. Fixed chance of breaking.
*** Wind Elemental *** - Air Blade - Missile; 6 MP, Range 7, Area of Effect (AOE) 1; Spinning ring of wind. - Harnella's Influence - Global Support; 10 MP; Strengthens Wind, weakens Earth. - Thunder Flare - Area-Effect; 12 MP, Range 6, AOE 1-5; Lightning strike damages foes. AOE increases with caster's INT. - Summon Tempest - Global Support; 15 MP; Summons storm. - Teleport - *** Fire Elemental *** - Fireball - Missile; 6 MP, Range7, AOE 1; Fireball that damages foes, burns fields, and melts snow. - Zoshonel's Influence - Global Support; 10 MP; Strengthens Fire, weakens Water. - Firestorm - Area-Effect; 12 MP, Range 6, AOE 1-5; Pillars of fire damage foes, burn fields, and melt snow. Area of Effect increases with caster's INT. - Ray of Paralysis - Support; 15 MP, Range 7, AOE 1-5; Paralyzing ray... Area of Effect increases with caster's INT. - Clear Sky - Global Support; 15 MP; Drives away wind and rain. - Molten Blade - Support; 20 MP, Range 7, AOE 1; Temporarily strengthen
ally's weapon. *** Earth Elemental *** - Acid Vapor - Missile; 6 MP, Range 7, AOE 1; Vapor that corrodes target. - Berthe's Influence - Global Support; 10 MP; Strengthens Earth, weakens Wind. - Crag Crush - Area-Effect; 12 MP, Range 6, AOE 1-5; Damages foes with falling boulder. Area of Effect increases with caster's INT. - Constrain - Support; 20 MP, Range 7, AOE 1; Temporarily lowers speed and restricts movement by changing target's movement type. - Hurdle Wall - Support; 20 MP, Range 7, AOE 1; Moves ally to adjacent
panel regardless of elevation. *** Water Elemental *** - Ice Javelin - Missile; 6 MP, Range 7, AOE 1; Piercing ice spear. - Purify - Support; 10 MP, Range 7, AOE 1; Recovers target from abnormal status (paralysis, charm, sleep, confusion, poison). - Grueza's Influence - Global Support; 10 MP; Strengthens Water, weakens Fire. - Ice Field - Area-Effect; 12 MP, Range 6, AOE 1-5; Damages foes by freezing the air. Area of Effect increases with caster's INT. - Slumber Mist - Support; 15 MP, Range 7, AOE 1-5; Foes lured to sleep by chilling breeze. Area of Effect increases with caster's INT. - Poison Squall - Support; 20 MP, Range 6, AOE 1-5; Saturates air with
toxic elements, damaging and poisoning foes. Area of Effect increases with caster's INT. *** Virtue Elemental *** - Lightning Bow - Missile; 6 MP. Range 7, AOE 1; Bolt of electrical energy hits target. - Heal - Support; 8 MP, Range 7, AOE 1; Recovers HP of living character, damages undead. - Cleanse - Support; 10 MP, Range 7, AOE 1; Recover from abnormal
status. (stone, paralysis, charm, sleep, or confusion) Global Support; 15 MP; Hearts are purified by God's grace, and the undead that are about to revive are banished. - Nightmare - Area-Effect; 8 MP, Range 7, AOE 1; Foe drifts into unconsciousness and is damaged by malignant visions. - Enfeeble - Area-Effect; 15 MP, Range 4, AOE 1; Absorbs HP. - Cursed Existence - Global Support; 15 MP; The undead are immediately
resurrected by the evil god, Asmodee. Support; 25 MP, Range 6, AOE 1; Allows second turn. - Necromancy - Support; 25 MP; When cast before battle's end, revives dead characters as undead. |