Items and Magic

Special thanks to Marc C for contributing the images for all of the items..

ITEMS

EQUIPMENT

ACCESSORIES 

MAGIC  



 
EXPENDABLE ITEMS

*** Curatives ***

- Healing Leaf -

Curative herb that restores 50 HP to a single character.

- Healing Seed -

Herb used to restore 100 HP to a single character.

- Healing Salve -

Herb salve used to restore 150 HP to a single character.

- Healing Essence -

Curative extract that restores single character to full HP.

- Magic Leaf -

Curative herb that restores 25 MP to a single character.

- Magic Seed -

Herb used to restore 50 MP to a single character.

- Magic Salve -

Herb salve used to restore 150 MP to a single character.

- Magic Essence -

Herb extract that restores full MP to a character.

- Wisdom Fruit -

Fruit that restores 100 HP and 100 MP to a single character.

- Angel Fruit -

Fruit that restores full HP and MP.

- Revive Stone -

Chimera tail/dragon fang pill that cures Petrification.

- Antidote -

Herb used to cure Poison.

- Spirit Fruit -

Fruit of Titania the Fairy Queen that cures abnormal status.

- Altar of Resurrection -

Ancient altar used to bring back dead characters.

- Transferring Stone -

Gem that allows the user to exit a battle.

- Snapdragon -

Drakonite Spellbook. Permanently changes the caster into a sword.

- Reincarnation -

Drakonite Spellbook. Transmigrates undead to original form.

*** Offensive ***

- Coral Harp -

Harp of Basque, god of the sea. For calming a storm.

- Savage Bugle -

Bugle of barbaric Gallaba Tribe that summons a storm...

- Orb -

Crystal orb containing the formidable power of the elements.

*** Stat Enhancing ***

- Stone of Swiftness -

Magic stone that raises AGI, increases speed.

- Sword Emblem -

Sword-shaped item that raises STR, increasing power of attack.

- Cup of Life -

Cup of mysterious liquid that increases the max HP of the user.

- Crown of Intellect -

Crown that raises INT, affecting the soul.

- Sorcerer's Cup -

Cup of mysterious liquid that increases the max MP of the user.

- Urn of Chaos -

Causes pandemonium and lowers user's alignment.

- Tome of Discipline -

Lawful scroll that raises reader's alignment.

- Mirror of the Gods -

Mirror that reflects the user's element on the target.

 

  EQUIPMENT 

*** Weapons ***

[SWORDS/GREAT SWORDS]

- Short Sword -

One-handed weapon. Power 30. Good sword for beginners.

- Long Sword -

One-handed weapon. Power 40. A large hacking sword.

- Claymore -

A large, two-handed sword with a V-shaped hilt. Power 48. A ring is attached to the hilt.

- Ice Blade -

One-handed frozen sword (Water). Power 52. Fire RES+5.

- Sum Mannus -

One-handed lightning sword. (Wind) PWR 54. Earth RES+5.

- Firedrake Sword -

One-handed flaming sword (Fire). Power 56. Water RES+5.

- Gram -

One-handed weapon (Earth). Power 58. Wind RES+5. Elven sword that shines because of its unique forging.

- Fafnir -

One-handed weapon. Power 58. Attack power up VS dragons. Used by Sigurd to defeat the dragon Fafnir.

- Laevateinn -

Two-handed weapon (Fire). Power 60. Water RES+5. Flaming sword of Surt, destined to consume the world in fire.

- Sword of Tiamat -

Two-handed weapon. Power 60. Attack power up VS dragons. Dragonslayer created from the fangs of Tiamat.

- Notos -

Two-handed WPN (Wind). PWR 62. Double-edged sword of Notos, god 
of
the South Wind. 1 of 4 Relics of the Wind. Earth RES+5.

- Balmung -

Two-handed weapon. Power 64. Attack power up VS dragons. Dragonslayer created from the claws of the dragon Fafnir.

- Anbicion -

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. 

- Oracion -

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.

- Fragarach -

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.

- Snapdragon Sword -

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.

- Anbicion - (Shaher's)

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]

- Rapier -

One-handed weapon. Power 35. Slender, flexible sword designed to pierce armor joints.

- Estoc -

One-handed weapon. Power 40. Slender thrusting sword with a knuckle guard on the hilt to protect user's hand.

- Dragon Gem Sword -

One-handed weapon. Power 48. Dragon Handling effect. Sword with jeweled hilt adorned with a dragon's gem. Enables communication with dragons.

- Inca Rose -

One-handed weapon (Fire). Power 52. Water RES+5. Thrusting sword known as the 'Rose of the Desert'.

- Peridot Sword - (Power 60)

One-handed cold peridot sword. (Water) Fire RES+5.

- Needle of Light -

One-handed weapon (Virtue). Power 60. Bane RES+5. Thrusting sword that draws on sacred energy and light.

- Answerer -

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]

- Kagari-bi -

Two-handed weapon (Fire). Power 52. AGI+4, Water RES+5. Far Eastern katana that glows with searing flames.

- Matsukaze -

Two-handed weapon (Wind). Power 52. AGI+4, Earth RES+5. Far Eastern katana that produces blades of wind.

- Yomugi-u -

Two-handed weapon (Earth). Power 52. AGI+4, Wind RES+5. Far Eastern katana that intensifies the user's power.

- Yu-giri -

Two-handed weapon (Water). Power 52. AGI+4, Fire RES+5. Far Eastern katana that gleams with dew.

[BOWS]

- Short Bow -

One-handed weapon for missile attack. Range 5, Power 20. Wooden bow. Not very powerful, but lightweight.

- Bow Gun -

One-handed weapon for missile attack. Range 6, Power 30. Short-range, accurate wooden bow. AGI+1.

- Great Bow -

Two-handed missile weapon. RNG 5, PWR 35. Yak horn bow.

- Composite Bow -

Two-handed weapon for missile attack. Range 7, Power 44. Composite bow reinforced by flexible metal. AGI+1.

- Tathlum -

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.  

- Sandstorm Bow -

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. 

- Thunder Bow -

Two-handed weapon for missile attack. (Wind) RNG 6, PWR 50. Bow of Thor, god of thunder. Earth RES+5. 

- Flame Bow -

Two-handed missile weapon. (Fire) Range 6, Power 52. Arrows so fast that they burst into flame. Water RES+5.

- Tundra Bow -

Two-handed missile weapon. (Water) Range 6, Power 54. Bow found in a pillar of ice. Freezes foes instantly. Fire RES+5.

- Sherwood Bow -

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.  

- Crescente -

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]

- Scipplay's Staff -

One-handed weapon. Power 20. INT+10. Wooden staff made from Scipplay Cypress.

- Dowsing Rod -

One-handed weapon Power 0. It senses the number of hidden treasures on the stage and deals corresponding damage.

- Sugar Cane -

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!

- Wind Wand -

One-handed weapon (Wind). Power 24. Magic staff, used by mischievous fairies. INT+19, Earth RES+5. Thunder Flare effect, fixed chance of breaking.

- Earth Wand -

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.

- Fire Wand -

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.

- Ice Wand -

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.

- Kerykeion -

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.

- Ripple's Staff -

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]

- Battle Fan -

One-handed weapon. Power 44. Iron-plated fan.

- Caldia -

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.

- Hyacinth Fan -

One-handed weapon (Wind). Power 54. Earth RES+5. Translucent hyacinth metal fan that shines gold in sunshine.

- Gypsy Queen -

Caldia that has been tainted with evil (Bane). One-handed. Power 52. Confusion effect. AGI+4, Virtue RES+4, Bane RES -2.

[AXES/HAMMERS]

- Francisca -

One-handed weapon. Power 40. Small, light axe.

- Halt Hammer -

One-handed weapon. Power 40. Stone-crushing hammer.

- Flame Flail -

Two-handed chain flail. Power 60. Emits heat/light. Water RES+5.

- Hammer of Tears -

Two-handed weapon (Water). Power 62. Fire RES+5. Stunning hammer formed from a tear of Basque, god of the sea.

-Mystic Hammer-

Two-handed weapon (Virtue). Power 62. Bane RES+5. Sacred Hammer with the 10 commandments of Filarhh, the sun god, inscribed on it. 

- Euros -

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.

- Prox -

Two-handed flaming axe. (Fire) PWR 64. Water RES+5. 

- Frozen Axe -

Two-handed weapon (Water). Power 66. Fire RES+5. Shining silver axe known as the "Winter General," and useful in cold.

- Earth Dragon Axe -

Two-handed weapon (Earth). Power 68. Wind RES+5. Wide blade used for decapitation. Attack Power up VS dragons.

- Boreas -

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.

- Bloody Cleaver -

Two-handed weapon (Bane). Power 72. Virtue RES+5. Huge butcher's knife. Life Force effect.

- Sanscion -

Two-handed hammer (Earth). Power 76. Confusion effect. Used by Galf, overlord of the Netherworld.

[WHIPS/FLAILS]

- Leather Whip -

Two-handed weapon. Power 45. Leather whip.

- Beast Whip -

Two-handed weapon. Power 53. Beast handling effect. Range 2. Whip that allows communication with beasts.

- Rapture Rose -

Two-handed weapon (Bane). RNG 2,  PWR 66. Charm effect. Thorn whip made from rose vines. Virtue RES+5.

- Holy Comet -

Two-handed weapon (Virtue). Range 2. Power 62. Sacred whip that emits a brilliant light. Bane RES+5.

[SPEARS]

- Pike -

Two-handed weapon. Piercing. Power 42. Metal spear with high attack power despite its slenderness.

- Trident -

Two-handed weapon. Power 55. Spear with 3-pronged tip. Piercing. AGI+3.

- Brionac -

Two-handed piercing WPN (Bane). Power 62. Virtue RES+5. 1 of 4 Netherworld Weapons. Can sometimes cause Instant Death.
 
- Volcaetus -

Two-handed piercing weapon (Fire). Power 64. Water RES+5. Spear retrieved from the once active volcano of Mt. Aquila.

- Osric's Spear -

Two-handed piercing WPN (Water). PWR 66. King Zamora's ice spear.

- Earth Javelin -

Two-handed piercing WPN (Earth). Power 68. Wind RES+5. Spear that draws power from the Earth.

-Zephyrus -

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.

- Longicolnis -

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 ***

- Chocolate Shield -

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!

- Tower Shield -

One-handed rectangular shield. PHYS DEF 15, Spell DEF 5. High defensive power, but slows movement. PHYS RES+10.

- Dragon Shield -

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.

- Ice Shield -

One-handed shield of the frost giant, Firbolg (Water). PHYS DEF 20, Spell DEF 10, PHYS RES+25, Fire RES+20.

- Flame Shield -

One-handed shield forged by the fire djinn Efreet. PHYS DEF 20, Spell DEF 10, PHYS RES+25, Water RES+20. 

- Earth Shield -

One-handed shield of Dryad, the forest nymph (Earth). PHYS DEF 20, Spell DEF 10, PHYS RES+25, Wind RES+20.

- Thunder Shield -

One-handed shield of the thunder beast, Nue (Wind). PHYS DEF 20, Spell DEF 10, PHYS RES+25, Earth RES+20.

- Saint's Shield -

One-handed shield protected by Oberon. 1 of 4 Divine Armaments. PHYS DEF 20, Spell DEF 15, PHYS RES+25, Bane RES+25.

- Dark Shield -

One-handed shield stained with blood of fallen foes (Bane). PHYS DEF 20, Spell DEF 15, PHYS RES+25, Virtue RES+20. 

 

*** Armor ***

- Hard Leather -

Armor made of an animal hide. PHYS DEF 9, Spell DEF 5, PHYS RES+3.

- Robe -

Light robe that isn't very durable. PHYS DEF 3, Spell DEF 10, PHYS RES+1.

- Spell Robe -

Heavy cloak woven with metal fibers. Enhances spell power. PHYS DEF 12, Spell DEF 15, INT+5, PHYS RES+4.

- Fur Coat -

Expensive coat made from animal pelts. PHYS DEF 15, Spell DEF 5, INT+5, PHYS RES+5.

- Cloak of Oath -

Cloak given to those ordained as saints (Virtue). PHYS DEF 15, Spell DEF 20.

- Earth Garb -

Robe with the power of the Earth (Earth). PHYS DEF 15, Spell DEF 20, INT+5, PHYS RES+5, Wind RES+10.

- Fire Garb -

Robe which was found buried in volcanic ash. (Fire) PHYS DEF 15, Spell DEF 20, INT+5, PHYS RES+5, Water RES+10.

- Water Garb -

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.

- Wind Garb -

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 of Authority -

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.

- Chain Mail -

Armor made of woven chain links and reinforced iron plates. PHYS DEF 18, Spell DEF 5, PHYS RES+6.

- Grincer Coat -

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.

- Saint's Garb -

Blessed clothing tailored by the disciples of light (Virtue). PHYS DEF 18, Spell DEF 10.

- Earth Leather -

Enchanted hard leather bearing the emblem of Earth (Earth). PHYS DEF 18, Spell DEF 10, PHYS RES+6, Wind RES+10.

- Ice Chain -

Enchanted chain mail that uses the strength of Ice (Water). PHYS DEF 18, Spell DEF 10, PHYS RES+6, Fire RES+10.

- Thunder Chain -

Enchanted chain mail that uses the power of Lightning (Wind). PHYS DEF 18, Spell DEF 10, PHYS RES+6, Earth RES+10.

- Flame Leather -

Enchanted armor that uses the power of Fire (Fire). PHYS DEF 18, Spell DEF 10, PHYS RES+6, Water RES+10.

- Cursed Garment -

Cursed clothing tailored by the disciples of darkness (Bane). PHYS DEF 18, Spell DEF 10, PHYS RES+6, Virtue RES+10.

- Robe of the Wise -

Cloak that enhances spell PWR with interwoven crystals. PHYS DEF 18, Spell DEF 25, INT+5, PHYS RES+6.

- Robe of Abyss -

Robe of vast darkness (Bane). PHYS DEF 15, Spell DEF 20, INT+10, PHYS RES+5, Virtue RES+10, Bane RES-5.

- Candy Armor -

Delectable armor made from hardened sugar. PHYS DEF 24, Spell DEF 5, PHYS RES+8.

- Plate Mail -

Upper-body armor composed of iron plates. PHYS DEF 30, Spell DEF 10.

- Brigandine -

Armor made of leather and plate, but lighter than plate. PHYS DEF 30, Spell DEF 10, AGI+5, PHYS RES+10.

- Southern Cross -

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.

- Pure-White Dress -

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 Armor -

Heavy plate armor reinforced with additional plates. PHYS DEF 39, Spell DEF 10, PHYS RES+13.

- Black Armor -

Armor stained in black blood and guarded by evil spirits (Bane). PHYS DEF 39, Spell DEF 15, PHYS RES+13, Virtue RES+15.

- Dragon Armor -

Dragonscale armor resistant to Dragon Breath. Transforms user into a dragon. PHYS DEF 30, Spell DEF 5, PHYS RES+10.

- Rune Plate -

Blessed, full-body armor with runic inscriptions (Virtue). PHYS DEF 39, Spell DEF 15, PHYS RES+13, Bane RES+15.

- Leviathan Mail -

Armor modeled after Leviathan, an enormous creature of the Oberro Sea (Water). PHYS DEF 39, Spell DEF 15, PHYS RES+13, Fire RES+15.

- Phoenix Mail -

Armor hewned from the legendary Phoenix (Fire). PHYS DEF 39, Spell DEF 15, PHYS RES+13, Water RES+15.

- Peregrine Mail -

Armor made of the feathers of the eagle Hraesvelg (Wind). PHYS DEF 39, Spell DEF 15, PHYS RES+13, Earth RES+15.

- Nathalork Mail -

Armor fashioned from the hide of the ferocious Nathalork (Earth). PHYS DEF 39, Spell DEF 15, PHYS RES+13, Wind RES+15.

 

*** Helmets ***

- Bandanna -

Cloth headwrap. PHYS DEF 3, Spell DEF 2, INT+5, PHYS RES+1.

- Leather Hat -

Common tanned leather hat. PHYS Def 6, Spell DEF 2, PHYS REF+2.

- Sherwood Hat -

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.

- Plumed Headband -

Lucky plumed headband. PHYS DEF 6, Spell DEF 5, AGI+5, PHYS RES+2, Bane RES+4.

- Pointy Hat -

Wide-brimmed, conical hat. PHYS DEF 6, Spell DEF 10, INT+5, PHYS RES+2.

- Candy Helm -

Sweet helm of hardened honey. Not for those on a diet! PHYS DEF 21, Spell DEF 2, PHYS RES+7.

- Circlet of Wisdom -

Circlet adorned with a gem of wisdom. PHYS DEF 15, Spell DEF 15, INT+10, PHYS RES+5.

- Holy Crown -

Blessed crown used by priests. (Virtue) PHYS DEF 21, Spell DEF 10, INT+5, PHYS RES+7, Bane RES+5.

- Iron Helm -

Iron helmet that leaves portions of the head unprotected. PHYS DEF 30, Spell DEF 2, PHYS RES+10.

- Dragon Helm -

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.

- Freude Helm -

Sacred helm of Filarhh. Repels darkness (Virtue). 1 of 4 Divine Armaments. PHYS DEF 30, Spell DEF 10. PHYS RES+10, BANE RES+10.

- Goblin Helm -

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***

- Forest Boots -

Silent walking boots. 1 of 4 Enchanted Hunting Wares. PHYS DEF 9, Spell DEF 2. AGI+4, PHYS RES+3.

- Greasy Boots -

Boots known as 'black beetle feet'. Enable water walking. PHYS DEF 9, Spell DEF 2. AGI+4, PHYS RES+3.

- Snow Boots -

Leather-soled boots that prevent slipping on ice. PHYS DEF 9, Spell DEF 2. AGI+4, PHYS RES+3.

- Warp Shoes -

Shoes crafted by mischievous fairies. Allow movement between dimensions. AGI+4, PHYS RES +3. PHYS DEF 9, Spell DEF 2.

- Winged Shoes -

Shoe made with the wings of a Chimera. Enable wearer to fly. PHYS DEF 9, Spell DEF 2. AGI+4, PHYS RES+3.

 

ACCESSORIES  

- Amulet -

Necklace known as the "Eye of the Basilisk." Prevents petrification. Spell DEF 20, INT+7.

- Armlet of Agility

Bracelet that grants heroic speed. Spell DEF 10. AGI + 10.

- Armlet of Wisdom -

Bracelet that enlightens its wearer. Spell DEF 10, INT+15.

- Cassowary Feather -

Feather of extinct Cassowary. Beast handling effect. Spell DEF 10.

-Dark Ring-

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.

- Dragon Eyes -

Gem ring resembling dragon eyes. Prevents abnormal statuses. Wearer transforms into a dragon. Spell DEF 15, INT+8.

- Dragon Gem -

Orb created by the ancient Drakonites. Used to communicate with dragons. Dragon Handling effect. Spell DEF 10.

- Earth Ring -

Earth crystal ring (Earth). Spell DEF 10, STR+4, INT+4, Wind RES+5. Crag Crush effect. Fixed chance of breaking.

- Firecrest -

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.

- Firedrake Ring -

Fire crystal ring (Fire). Spell DEF 10, STR+4, INT+4, Water RES+5. Firestorm effect. Fixed chance of breaking.

- Glass Pumpkin -

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.

- Necklace of Resist -

Far Eastern necklace said to resist spell effects. (Virtue) INT+10, Bane RES+5.

- Pearl Necklace -

Rare lavender pearl necklace that gleams softly (Water). Prevents abnormal statuses. Spell DEF 20, Fire RES+10.

- Ring of Flight -

Ring crafted from the wings of a Chimera. Enables wearer to fly. Spell DEF 5, INT+3, AGI+4.

- Ring of Flotation -

Ring crafted by priests of the Basque Sect which enables wearer to walk on water. Spell DEF 5, INT+3, AGI+4.

- Ring of the Dead -

Ring granting immortality (Bane). Spell DEF 10, INT+8.

- Sacrificial Doll -

Expendable that can be equipped to prevent Instant Death.

- Sacred Ring -

Healing ring blessed by the Archangel Eustus (Virtue). Heal effect. Spell DEF 10, INT+8, Bane RES+5.  Fixed chance of breaking.

- Sacred Stone of Bliss -

Expendable. Sacred gem that retrieves the wearer's soul upon death (Virtue). Recover full HP. PHYS DEF 5.

- Seraph's Plume -

Large, peculiar plume that lessens the wearer's weight. Spell DEF 10

- Warp Ring -

Ring made by mischievous fairies that enables movement between dimensions. Spell DEF 5, INT+3, AGI+4.

- Water Ring -

Water crystal ring (Water). Spell DEF 10, INT+4, AGI+4, Fire RES+5. Ice Field effect. Fixed chance of breaking.

- Wind Ring -

Wind crystal ring (Wind). Spell DEF 10, INT+4, AGI+4, Earth RES+5. Thunder Flare effect. Fixed chance of breaking.

 

< < MAGIC SPELLS > >

*** 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.

- Haste -

Support; 20 MP, Range 7, AOE 1; Temporary. Increases speed and allows 
movement beyond normal range.

- Teleport -

Support; 25 MP, Range 1, AOE 1; Teleports ally.

- Thunderbird -

Summon; 35 MP, Range 5, AOE 13; Summons Thunderbird, the spirit of 
lightning. Number of summons depends on user's INT.

*** 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.

- Salamander -

Summon; 35 MP, Range 5, AOE 13; Summons Salamander, the spirit of fire. 

Number of summons depends on user's INT.

*** 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.

- Petrifying Cloud -

Support; 25 MP, Range 7, AOE 1-5; Petrifying gas creeps from the earth, 
turning foes to stone. AOE broadens as user's INT goes up.

- Gnome -

Summon; 35 MP, Range 5, AOE 13; Summons Gnome, the spirit of earth. 
Number of summons depends on user's INT.

*** 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.

- Fenrir -

Summon; 35 MP, Range 5, AOE 13; Summons Fenrir, the spirit of ice. 
Number of summons depends on user'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)

- Heal Plus -

Support; 12 MP, Range 6, AOE 1-5; Multiple characters recover HP (not undead).

- Faith -

Global Support; 15 MP; Hearts are purified by God's grace, and the undead that are about to revive are banished.

- Tranquilize -

Global Support; 15 MP. Negates support/fear effects.

- Full Heal -

Support; 18 MP, Range 1, AOE 1; Recovers target's HP fully (not undead).

- Exorcism -

Area-Effect; 25 MP, Range 5, AOE 1-5; Banishes undead (can't 
resurrect). Spell does not affect undead that are reviving. AOE 
broadens as user's INT increases.

- Resurrection -

Support; 25 MP; The soul is returned by prayer.

- Divine Radiance -

Effect; 30 MP, Range 7, AOE 1; Delivers massive damage.

- Ignis Fatuus -

Summon; 35 MP, Range 5, AOE 13; Summons Ignis Fatuus, the spirit of 
light.

*** Bane Elemental ***

- 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.

- Fluid Magic -

Support; 8 MP, Range 7, AOE 1; Transfers MP to ally.

- Brain Sap -

Area-Effect; 15 MP, Range 4, AOE 1; Absorbs MP.

- Cursed Existence -

Global Support; 15 MP; The undead are immediately resurrected by the evil god, Asmodee.

- Fiend's Grip -

Area-Effect; 18 MP, Range 6, AOE 1-5; Damages foes by hand of an evil
spirit. AOE broadens as INT goes up.

- Time Flux -

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.