Tactics Ogre: The Knight of Lodis Atlus/Nintendo Nintendo Gameboy Advance Spell FAQ Created By: BlueWizard13 E-mail: BlueWzrd13@aol.com Version 2.1 11/20/02 ======================= ---Table Of Contents--- ======================= 1. Updates 2. How to Equip Spells 3. Spell List a. Abbreviations b. Wind Spells c. Fire Spells d. Earth Spells e. Water Spells f. Virtue Spells g. Bane Spells 4. Shops and the Spells 5. Spell Techniques 6. Classes and Spells a. Human Classes b. Special Human Classes c. Demi-Human Classes 7. Special Skills a. Human Skills b. Demi-Human Skills c. Beast Skills d. Dragon Skills e. Special Class/Character Skills f. Acquired Skills 8. Enemy Only Skills 9. Item Spells a. Weapons b. Rings 10. Necklace of Resist 11. Credits 12. Contact and Copyright Information ================ ---1. Updates--- ================ Ver. 2.1 (11/20/02), Added a section on the Necklace of Resist and fixed a mistake in the Fire Dragon's skill, probably last version, just thought that I should say something about the necklace of resist as it does have quite a bit to do with the spells. Ver. 2.0 (9/20/02), Fixed two mistakes in the Classes and Spells section, and added the "Shops and the Spells" and the "Spell Techniques" sections. I think the guide is mistake free right now. If you have any questions, comments, additions, corrections, please email me. I will still add anything that may be needed, but if there are no suggestions, contributions, changes, etc, this is my final version of the FAQ. Ver. 1.9 (8/25/02), Fixed a mistake on Star Tiara, Fixed mistake in Classes and Spells section Ver. 1.8 (8/23/02), Added Item Spells Section Item Spells coming soon... Ver. 1.7 (8/22/02), Added Magic Barrage and Shear information. Fixed MP on Hell's Gate. Ver. 1.6 (8/18/02), Added Hell's Gate information, added "My Thoughts" to enemy skills section, and fixed some mistakes in the "Classes and Spells" section. Ver. 1.5 (8/16/02), Added Enemy skills section. All enemy skills added (I don't think I missed any). Will add Hell's Gate information soon. Enemy skills section coming soon... Ver. 1.4 (8/16/02), Added "My Thoughts" to all skills. "My Thoughts" on special skills coming soon... Ver. 1.3 (8/15/02), Added "My Thoughts" to all spells. This gives more information to the spell not mentioned in the description, and gives some suggestions and strategies for some spells based on facts. Ver. 1.2 (8/13/02), Added power for all spells and skills and made the "Classes and Spells" section look a little better Ver. 1.1 (8/12/02), Added Special Skills for all classes and characters. Also added acquired skills. Special Class Skills coming soon... Ver. 1.0 (8/8/02), FAQ created: Table of contents and sections 1-6 created ============================ ---2. How to Equip Spells--- ============================ Method 1: When on the world map, press the R button. Go into "Organize" and select the character you want to equip the spell to. Press the R button again and select "spell." Then you can select a space (or another spell already equipped) twice and it will take you to your spell list. Find the spell you want to equip, select it, and it should be now equipped to your character. Method 2: When on the world map, press the R button. Go into "Organize" and press the R button again. Select "Spell." Find the spell you want to equip and select it twice. Go to the character you want to equip it to (if the character you wanted to equip it to is not lit up, the class he or she is in can not equip the spell. See section 6 of this FAQ for more info.) and press A. Then you can select an empty space or swap it with another spell on that screen. =================== ---3. Spell List--- =================== ---Abbreviations--- HP: Health Points MP: Magic Points RNG: Range AOE: Area of Effect INT: Intelligence ---Wind Spells--- Air Blade Type: Missile Power: 35 Description: 6 MP, RNG 7, AOE 1. Spinning ring of wind. Price: 400 My thoughts: A good spell. Useful throughout most of the game and very good with Cybil toward the end, a good second turn attack because of the low MP requirement, and still leaves enough for a basic area spell in the next turn. Harnella's Influence Type: Global Support Power: 0 Description: 10 MP. Strengthens Wind, Weakens Earth. Price: 400 My thoughts: Somewhat useless. I never use these spells because it seems a waste of a turn and 10 MP seeing that, it doesn't help that much at really any point in the game. Thunder Flare Type: Area-Effect Power: 35 Description: 12 MP, RNG 6, AOE 1-5. Lightning strikes to damage foes. AOE increases with users INT. Price: 800 My thoughts: Another good spell. Used in conjunction with Air blade, it can be very effective, especially if equipped to a high INT magic user of the wind element. Summon Tempest Type: Global Support Power: 0 Description: 15 MP. Summons Storm. Price: 600 My thoughts: Very useless. I have no idea why anyone would even think of wasting 15 MP on summoning a storm that is only going to slow most of your guys down. If you have a team made up of almost all "water ok" guys, then I guess this may be to your advantage, but even then, not much. Haste Type: Support Power: 0 Description: 20 MP, RNG 7, AOE 1. Temporarily increases speed and allows movement beyond normal range. Price: 1000 My thoughts: A decent spell. For 20 MP it allows your character to move more spaces per turn, it can help a lot if you need something done quickly at any point and time. Teleport Type: Support Power: 0 Description: 25 MP, RNG 1, AOE 1. Teleports ally. Obtained: kill one of the swordmasters in the battle in Haena against orson (path A only) My thoughts: Very useful. I equip this to one of my swordmasters every time I get it. A good idea for this one is have someone equipped with fluid magic and have them use it on the guy with this one on the second turn, then have this guy use it on someone that hasn't moved yet, they can attack anyone, anywhere that turn then. Thunderbird Type: Summon Power: 55 Description: 35 MP, RNG 5, AOE 13, Summons Thunderbird, the spirit of lightning. Number of summons depends on the users INT. Obtained: Path A- Comes Equipped with Cybil in path A. You get Cybil after the battle at the crypt in Ostorea. Path B- Dropped by Cybil when you defeat her at Charadrius My thoughts: Great spell. If you are taking path A I recommend that you leave it on Cybil, she will wreak havoc with it on any guy. Also good when it is likely to hit a boss. ---Fire Spells--- Fireball Type: Missile Power: 35 Description: 6 MP, RNG 7, AOE 1. Fireball that damages a foe, burns fields, and melts snow. Price: 400 My thoughts: Good spell. Useful for most any guy that is of the fire element and has a high INT, good damage on the second turn. Ray of Paralsis Type: Support Power: 0 Description: 15 MP, RNG 7, AOE 1-5. Paralyzing ray. AOE broadens as user's INT goes up. Price: 800 My thoughts: A decent spell. The only bad thing about this one is that it doesn't hit quite as often as many would like. It is, however, useful when you have it attacking a large group of guys, it will paralyze some, and then another guy will waste his turn getting rid of the paralysis on that guy. Zoshonel's Influence Type: Global Support Power: 0 Description: 10 MP. Strengthens Fire, Weakens Water. Price: 400 My thoughts: See Harnella's Influence in wind spells section Firestorm Type: Area-Effect Power: 35 Description: 12 MP, RNG 6, AOE 1-5. Pillars of Fire that damage foes, burn fields, and melt snow. AOE broadens with INT. Price: 800 My thoughts: Not bad. When equipped to a fire element, high INT magic user, it can do quite the damage. It can also be used in conjunction with fireball (fireball second turn, firestorm third turn). Clear Sky Type: Global Support Power: 0 Description: 15 MP. Drives away wind and rain. Price: 600 My thoughts: Somewhat useful. When the rain is making the water levels high and it is making it more difficult for your guys to move, it can drive away the rain so that it wont rise any more and may start going down, no use other than that though. Molten Blade Type: Support Power: 0 Description: 20 MP, RNG 7, AOE 1. Temporarily strengthens ally's weapon. Price: 600 My thoughts: Great spell. As soon as I can get this, I equip it to at least two characters. When they get to 20 MP and you get to use it on your strongest attacker, they can do major damage every attack that they do, it is a very useful spell. Salamander Type: Summon Power: 55 Description: 35 MP, RNG 5, AOE 13. Summons Salamander, spirit of fire. Number of summons depends on user's INT. Obtained: Comes Equipped to Euphaire when you get her in Blete. My thoughts: Just like the other summons. Very useful on Euphaire or any other fire element magic and summon user, good against single guys when it may hit every time, it can do massive damage. ---Earth Spells--- Acid Vapor Type: Missile Power: 35 Description: 6 MP, RNG 7, AOE 1. Vapor that corrodes target. Price: 400 My thoughts: Good spell. Nice to have for High INT, earth element magic users. They can attack most guys then on their second turn. Good in conjunction with Crag Crush. Berthe's Influence Type: Global Support Power: 0 Description: 10 MP. Strengthens Earth, Weakens wind. Price: 400 My thoughts: See Harnella's Influence in the wind spells section Crag Crush Type: Area-Effect Power: 35 Description: 12 MP, RNG 6, AOE 1-5. Damages foes with falling boulders. AOE broadens as user's INT goes up. Price: 800 My thoughts: The average area effect spell, but this one is for earth. Good in conjunction with acid vapor (acid vapor turn two, crag crush turn three). Good for high INT magic users of the earth element. One thing I don't like, it goes soooooooooooooooo slow. It takes forever for the animation on this one to get by. Constrain Type: Support Power: 0 Description: 20 MP, RNG 7, AOE 1. Temporarily lowers speed and restricts movement by changing target's movement type. Price: 800 My thoughts: Its not bad. If you have an enemy that seems to be going all over the place and doing tons of damage, this can slow them down, but it wont happen all too often that you are really going to want this one. Hurdle Wall Type: Support Power: 0 Description: 20 MP, RNG 7, AOE 1. Moves ally to adjacent panel regardless of elevation. Price: 800 My thoughts: This spell is useful, until you get warp shoes, winged shoes, or their ring counterparts. Altogether, not that great. You can get these items about half way through the game in quest mode and this will be useless then, and in the beginning, there really aren't many walls you are going to need to go over, so, not that great. Petrifying Cloud Type: Support Power: 0 Description: 25 MP, RNG 7, AOE 1-5. Petrifying Gas creeps from the earth, turning foes to stone. AOE broadens as user's INT goes up. Obtained: Dropped by witch in the battle against Rictor in the throne room My thoughts: Quite useful. This is very useful, it hits at a peak of 49% and can turn a guy into stone. Then, one of the enemy's teammates is going to waste their next turn healing that guy back to normal. This is also quite useful in quest mode as it can be used to finish off a guy (when only guys turned to stone are left, you automatically win). Gnome Type: Summon Power: 55 Description: 35 MP, RNG 5, AOE 13. Summons Gnome, the spirit of earth. Number of summons depends on the user's INT. Obtained: Dropped by Grevis after you beat her at Naja. My thoughts: Just like the other summons. Great for a high INT, earth element, summoning character. Can do good damage to any one guy if it has a very good chance of hitting. (I like to make deneb an earth element character, then I give her this one, she is quite good with it.) ---Water Spells--- Ice Javelin Type: Missile Power: 35 Description: 6 MP, RNG 7, AOE 1. Piercing ice spear. Price: 400 My thoughts: Just like the other element missile spells, useful on a high INT, water element, magic user, can do decent damage on the second turn. Slumber Mist Type: Support Power: 0 Description: 15 MP, RNG 7, AOE 1-5. Foes are lured into sleep by a chilling breeze. AOE broadens as user's INT goes up. Price: 800 My thoughts: A pretty good move. Doesn't hit very often but can put an enemy asleep and can make an enemy waste his turn on curing the guy from being asleep. Grueza'a Influence Type: Global Support Power: 0 Description: 10 MP. Strengthens water, weakens fire. Price: 400 My thoughts: See Harnella's Influence in the wind spells section Purify Type: Support Power: 0 Description: 10 MP, RNG 7, AOE 1. Recovers target from abnormal status (paralysis, sleep, charm, confusion, poison). Price: 600 My thoughts: A decent move, but cleanse is just as good. This is basically a water form of cleanse. It will heal most any ailment (except for stone). Ice Field Type: Area-Effect Power: 35 Description: 12 MP, RNG 6, AOE 1-5. Damages foes by freezing the air. AOE broadens as user's INT goes up. Price: 800 My thoughts: Just like its other area-effect counterparts in the other above elements, it can be used in conjunction with ice javelin for an effective turn usage (turn two, ice javelin, turn three, ice field). Good for high INT, water element magic users. Poison Squall Type: Support Power: 25 Description: 20 MP, RNG 6, AOE 1-5. Saturates the air with toxic elements, damaging and poisoning foes. AOE broadens as user's INT goes up. Price: 600 My thoughts: A decent spell. Poisons enemies causing good damage every turn that the enemy is poisoned, the only problem is that it doesn't hit quite as often as some may like and the enemy will heal the poison as soon as they get a chance in most cases. Fenrir Type: Summon Power: 55 Description: 35 MP, RNG 5, AOE 13. Summons Fenrir, the spirit of ice. Number of summons depends on user's INT. Obtained: Comes equipped with Elrik when you get him at Belleza. My thoughts: Just like the other summons. Good with elrik or any other water element, high INT summon user. Good damage against one guy when it will hit often. ---Virtue Spells--- Heal Type: Support Power: 25 Description: 8 MP, RNG 7, AOE 1. Recovers HP (not undead). Price: 400 My thoughts: Very useful both in the beginning and in the end. Heals one guy, more healing done as INT goes up. A nice alternative to a healing leaf. Lightning Bow Type: Missile Power: 35 Description: 6 MP, RNG 7, AOE 1. Bolt of electrical energy. Price: 500 My thoughts: An ok move. Not that good as there are not many virtue users, except of course when you get closer to then end. But by that point, there would be better spells to use. Good for a cleric, or maybe even a priest, but other than that, its not that great. Cleanse Type: Support Power: 0 Description: 10 MP, RNG 7, AOE 1. Recover from abnormal status (stone, paralysis, asleep, charm, confusion). Price: 1000 My thoughts: Will recover most any ailment (except for poison) much like purify. Faith Type: Global Support Power: 0 Description: 15 MP. Hearts are purified by God's grace, and the undead that are about to revive are banished. Price: 400 My thoughts: Useful in stages with lots of undead (gryllus), it will get rid of undead that are already down. On anything but undead, it is useless. Tranquillize Type: Global Support Power: 0 Description: 15 MP. Negates support/fear effects. Price: 600 My thoughts: Can be useful if you are in a stage where your guys' attacks are lowered by a lot of fear (the final boss battle), but its not that good, as the effect really isnt that bad. Heal Plus Type: Support Power: 35 Description: 12 MP, RNG 6, AOE 1-5. Multiple characters recover HP (not undead). AOE broadens as user's INT goes up. Price: 1000 My thoughts: An upgrade to "heal". It will spread to affect a max of 5 characters and will recover more hp. Good on any priest or cleric. Exorcism Type: Area-Effect Power: 0 Description: 25 MP, RNG 5, AOE 1-5. Banishes undead (can't resurrect). Spell does not affect undead that are reviving. AOE broadens as user's INT increases. Price: 1250 My thoughts: Its good for stages with undead, other than that, useless. Though I have never used this spell myself, I believe it will get rid of any undead that are still walking around (not lying on the ground, faith will do that). Full Heal Type: Support Power: 0 Description: 18 MP, RNG 1, AOE 1. Recovers target's HP fully (not undead). Price: 1250 My thoughts: Good for a priest, or anyone else that can use it. Though I prefer Heal Plus, this one is useful if you have someone that is really really low and needs to be healed up fast. Resurrection Type: Support Power: 0 Description: 25 MP. The soul is returned by prayer. Obtained: kill the priest in the battle at sotavento against nichart My thoughts: Excellent. A must for any priest that you may have (also the only one that can equip it). Instead of an altar of resurrection, this will do it for you. Divine Radiance Type: Effect Power: 0 Description: 30 MP, RNG 7, AOE 1. Delivers massive damage. Obtained: Kill Priest in the battle with Nichart at Ostorea South or kill one of the priests in Charadrius in the battle with Naris (Path A) My thoughts: A good spell, does about 90% damage to any guy that you attack, but beware of the very low hit rate. It will not kill an enemy. Ignis Fatuus Type: Summon Power: 55 Description: 35 MP, RNG 5, AOE 13. Summons Ignis Fatuus, the spirit of light. Number of summons depend on user's INT. Obtained: Path A- Dropped by rictor after you defeat him at the Crypt Path B- Comes with rictor when you get him after you beat Ostorea My thoughts: Just like the other summons, if you get rictor keep it on him, good damage to any single guy if it has a high enough hit rate. I wouldn't recommend giving this to any other guy than rictor though. Without the virtue element, this one is sort of useless compared to the other summons. ---Bane Spells--- Nightmare Type: Area-Effect Power: 20 Description: 8 MP, RNG 7, AOE 1. Foe drifts into unconsciousness and suffers from malignant visions. Price: 500 My thoughts: Not bad. It is a bane spell so it is useful on any lich that you may have, also not bad if you have Saia. It will do minimal damage, but it has a chance to put an enemy to sleep. Cursed Existence Type: Global Support Power: 0 Description: 15 MP. The undead are immediately ressurected by the evil god, Asmodee. Price: 400 My thoughts: I never use this one, but if you have a team of undead, this good be quite useful. It will bring back all undead that are fallen on the battlefield. Brain Sap Type: Area-Effect Power: 0 Description: 15 MP, RNG 4, AOE 1. Absorbs MP. Price: 800 My thoughts: Not bad, it will absorb some MP from any opponent. Not a very good hit rate though. Fluid Magic Type: Support Power: 0 Description: 8 MP, RNG 7, AOE 1. Transfers MP to ally. Price: 1200 My thoughts: Excellent. I love this spell. It can allow any character to use any magic spell on their second turn and more than likely have enough to use the same spell again after that. Excellent when used on characters with teleport, a summon, time flux, or other good moves with good effects. Fiend's Grip Type: Area-Effect Power: 55 Description: 18 MP, RNG 6, AOE 1-5. Damages foes by the hand of an evil spirit. AOE broadens as users INT goes up. Obtained: Dropped by Cirvante in the battle at Harmonia. My thoughts: The strongest of the area effect spells of the different elements. Good on Liches. It takes a little more MP, but is very effective. Necromancy Type: Support Power: 0 Description: 25 MP. When cast before battle's end, revives dead characters as undead. Obtained: Get more than 10,000 goth as reward in quest mode. My thoughts: This will bring back one of your characters as undead. I do not equip this one unless I want to use it. I never bring back my characters as undead, but this is the spell to use if you want to do so. Enfeeble Type: Area-Effect Power: 0 Description: 15 MP, RNG 4, AOE 1. Absorbs HP. Obtained: After you defeat Saia at the second battle at Rebanada, say that you fight for yourself. He will join you and it will be equipped on him. My thoughts: Quite good. It will take HP at a somewhat low hit rate, but it is still good. It is also the best spell for use on shaher in his final form, it does a lot of damage. A good spell for a lich. Time Flux Type: Support Power: 0 Description: 25 MP, RNG 6, AOE 1. Allows second turn for ally. Obtained: kill witch in the battle in charadrius against cybil (path B only) My thoughts: Very useful. If you have an attacker that does a lot of damage every turn, this spell is for you. It will allow him to attack twice! Not a spell to pass up. ============================= ---4. Shops and the Spells--- ============================= This section took me a while to get all of the information for, but I finally got it. This is a list of when the shops get the different spells. All prices and stats for the spells can be found in their descriptions above. When you start the game the shops have: Air Blade Harnella's Influence Fireball Ray of Paralysis Zoshonel's Influence Acid Vapour Berthe's Influence Ice Javelin Slumber Mist Grueza's Influence Purify Heal After the battle at Formido Fortress, the shops add: Thunder Flare Firestorm Crag Crush Constrain Ice Field Nightmare After the battle at Urodela, the shops add: Summon Tempest Clear Sky Molten Blade Hurdle Wall Poison Squall Lightning Bow Cleanse Faith Cursed Existence After the battle at Solea, the shops add: Haste Tranquillize Heal Plus Exorcism Brain Sap After the battle at Sotavento, the shops add: Full Heal Fluid Magic ========================= ---5. Spell Techniques--- ========================= This section will explain some useful techniques that spells can bring when used in conjunction with others. This includes good times to use certain spells and combinations of some of them that prove very effective. Teleport + Attack Move This little combo is very useful in any battle. Whenever you need a quick attack on somebody or just would like to kill of the leader fast, this is the best way to do it. Have someone use teleport on a high strength person, and let them do their thing. It is not always wise to run them into many guys at a time though as they are vulnerable to many attacks and the possibility of getting killed would be high (unless you have firecrests or something else granting high defense equipped). This works great with atropos. Attack Move + Time Flux + Attack Move This is another one that works great with atropos, but is really good with any type of strong move. Have somebody use their attack (recommended: summon, atropos, or any other strong attack), then have someone use time flux on them, and have them attack again. This deals major damage with only two guys and can be quite effective. Energy Transfer + Summon This is quite effective when you have one guy that is close to you, and you would like to kill quickly. On your first turn, you can use energy transfer on someone with a summon, they can then use that summon on their first turn (if euphaire is high enough level to give enough MP). This goes well with pretty much any battle or situation. Energy Transfer + Teleport + Attack Move On any first turn, you can use energy transfer on a person equipped with teleport. They can then use teleport on the person with the strong attack (atropos highly recommended). This equals a one hit kill for many guys (if it is alphonse with atropos) and if the person with atropos is high enough level, it means a one hit kill to any leader in quest mode on the first turn. Very effective. Molten Blade + Attack Move This is yet another one that works quite well with atropos. Have someone with high INT (works best this way) use molten blade on the person with atropos. Then, the one with atropos will deal extremely high damage to any enemy usually. It is quite effective. You may also want to combine this one with Time Flux. Then, you have molten blade, atropos, time flux, atropos again, and you deal a LOT of damage in one turn with just those guys. If there are any more (I can think of none) that you think are very effective, email me and I will consider adding them. =========================== ---6. Classes and Spells--- =========================== Certain classes can use different types of spells. Not all classes can use every kind. Some classes cant use magic at all. Here is a list of the classes and what spells they can use. Classes with a * next to them can summon. All classes except beasts and dragons can equip the aquired skills though. Please note: I did not include any beasts or dragons because they cannot equip spells. ---Human Classes--- Soldier- no magic Ninja- area effect and missile spells only (no enfeeble, fiends grip, or virtue) (1 spell slot) Archer- no magic Wizard- area effect and missile spells only (no enfeeble, fiends grip, or virtue) (3 spell slots) Cleric- virtue only (no resurrection, divine radiance, or ignis fatuus) (3 spell slots) Knight- Heal, lightning bow, and Cleanse only (1 spell slot) Swordmaster- Support and Global Support Only (no virtue or bane except for fluid magic) (1 spell slot) Dragoon- Missile Spells Only, no virtue (1 spell slot) Warlock- Support and Global Support Only (no virtue or bane except for fluid magic) (2 spell slots) Beast Tamer- no magic Valkyrie- area effect and missile spells only, no virtue, enfeeble, or fiends grip (2 spell slots) Siren*- missile spells, area effect spells, and summons; no bane (3 spell slots) Witch- Support and Global Support Only (no virtue or bane except for fluid magic) (2 spell slots) Dragon Tamer- missile spells only (no virtue or bane) (1 spell slot) Priest- Virtue Only; one of two classes that can use resurrection (no summons) (3 spell slots) ---Special Human Classes--- High Priest*- Virtue Only; one of two classes that can use resurrection (3 spell slots) Sorceress*-All spells except for virtue, necromancy, and enfeeble (3 spell slots) Shaman*- All spells except for virtue and bane (ignis fatuus and necromancy are the only exceptions) (2 spell slots) Summoner*- All spells except for virtue and bane (ignis fatuus and necromancy are the only exceptions) (2 spell slots) Witch* (Deneb)- Support, Global Support, faith, tranquillize, and cursed existence) (2 spell slots) ---Demi-Human Classes--- Hawkman- no magic Mermaid- no magic Fairy- no magic Giant- no magic Angel Knight- no magic Lesser Daemon- bane only (no fiends grip, necromancy, or fluid magic) (2 spell slots) Lich- all spells except for virtue and summons (3 spell slots) Undead Classes: Ghost- bane only (no fiends grip, necromancy, or fluid magic) (3 spell slots) All other undead classes are just like their human class counterparts (dragon zombie is the only exception, just like other dragons, it cant equip spells). ======================= ---7. Special Skills--- ======================= In this game, there are special skills that classes can learn. This section will list and explain all of them. They are all unique to a certain class, and some take MP/SP, some don't. If no MP/SP cost is listed, it takes none. For the "Gained" information, if it says "---", then the class/character automatically comes with the skill. ---Human Skills--- Shuriken Barrage Type: Missile Attack Power: 25 Description: RNG 7, AOE 1, Small weapons thrown at a foe. Class: Ninja Gained: --- My thoughts: Not bad. Quite useful in the beginning of the game when you get a ninja, long range with a decent chance of hitting. The only problem is the hit rate, it is not as good as some may hope, but not a bad skill. Pelting Fury Type: Missile Attack Power: 30 Description: RNG 7, AOE 1. Hurls a stone at the enemy. Class: Swordmaster Gained: --- My thoughts: Excellent. This is one of the reasons I get a swordmaster. It has an excellent hit rate along with dealing a decent amount of damage. Swallow's Daze Type: Direct Attack, Forfeit HP. Power: 30 Description: RNG 1, AOE 1. Topples and paralyzes foe with the force of sword-wind (katana). Requires katana equipped for use. Class: Swordmaster Gained: Level 20 My thoughts: This one is ok, but its almost useless toward the end. I don't know why anybody would equip a katana toward the end of the game as there are a lot of better weapons out there. You also have to forfeit HP for just a little bit more damage than usual. By the time most people reach level 20 for this skill, it is going to be useless. Barren Soul Type: Direct Attack (All Elements) Power: 60 Description: 25 MP, RNG 1, AOE 1. Attacks with a sword that has materialized from the element opposite of your foe's. Class: Warlock Gained: --- My thoughts: A decent skill. This skill will attack with the power as if you were attacking your enemy with the opposite element (except for virtue and bane). It is strong, but its attack power is also based on INT, so if you plan on using this a lot with your warlock, make sure they have good INT. Fascination Type: Area-Effect (bane) Power: 0 Description: 15 MP, RNG 7, AOE 1-5. Charms enemies with a flirtatious batting of the eye lashes so that they join your troops. AOE broadens as user's INT goes up. Class: Witch Gained: --- My thoughts: A decent skill. It tops off at a 49% chance of working on the enemy and making them your teammate for a turn or two. It can get quite useful when you are in a jam. ---Demi-Human Skills--- Thunder Arrow Type: Missile (Wind) Power: 45 Description: 15 SP, RNG 7, AOE 1. Bolt of lighting. Class: Hawkman Gained: Level 10 My thoughts: A very good skill. A hawkman has the ability to fly, meaning he can go to high places easily. Just have him sit on a perch and he can peg people with this move. It is quite strong with a decent chance of hitting. A good plus to the hawkman. Lullaby Type: Effect (Wind) Power: 0 Description: 15 SP, RNG 6, AOE 1-5. Listeners will be lulled to sleep by this peaceful melody. AOE broadens as user's INT goes up. Class: Mermaid Gained: --- My thoughts: This skill proves useful. As the spells that make enemies fall asleep, this is basically the same thing. Can get enemies to waste a turn waking their teammate up. But not worth getting a mermaid for. Cheer Type: Effect (Wind) Power: 0 Description: 22 SP, RNG 5, AOE 1. Listeners are temporarily uplifted by this lively, booming voice. Class: Mermaid Gained: Level 15 My thoughts: This skill is not very good. It takes a lot of SP for its effect, and all it does is (I think) make your luck a little higher for a few turns. This skill has little effect. Fairy's Kiss Type: Effect (Virtue) Power: 0 Description: 15 SP, RNG 1, AOE 1. Cures abnormal statuses. Recovers HP with the healing power of a fairy. Class: Fairy Gained: Level 10 My thoughts: This skill is pretty good. It will heal any abnormal status and it will recover a fair amount of HP. A good plus to the fairy class. Fairy's Embrace Type: Effect (Virtue) Power: 0 Description: 25 SP, RNG 1, AOE 1. Allows second turn. Recovers HP with the healing power of a fairy. Class: Fairy Gained: Level 15 My thoughts: Another fairy class plus. This skill will heal minimal HP but it will allow a second turn. This is basically an upgraded time flux as a skill for the fairy. Magic Missile Type: Missile (Virtue) Power: 45 Description: 15 SP, RNG 7, AOE 1. Sacred pellet. Class: Fairy Gained: Level 20 My thoughts: Quite useful. Deals a very good amount of damage while dealing damage to the fairy also, but, it is a pretty good trade of usually in the end. Evil Eye Type: Effect (Bane) Power: 0 Description: 30 SP, unlimited range. A deadly gaze that petrifies foes who are not protected by shields. Class: Gorgon Gained: --- (not totally sure) My thoughts: Decent skill. It has a good effect but, it has a very low chance of hitting and is NOT a spell to depend on. Titan's Crush Type: Missile Power: 90 Description: 20 SP, RNG 7, AOE 1. Crushes foe with gigantic boulder. Powerful, but not always accurate. Class: Giant Gained: Level 10 My thoughts: Useful, but not worth getting a giant for. They are slow, but strong just as this move is very inaccurate, but strong. It can deal a lot of damage, but it doesn't hit very often. Poignant Melody Type: Area-Effect (Virtue) Power: 45 Description: 20 SP, RNG 6, AOE 1-5. A requiem in the language of angels. Undead will recover HP/MP/SP. AOE broadens as user's INT goes up. Class: Angel Knight Gained: --- My thoughts: If you have a lot of Undead on your team, this skill is useful, otherwise, it is useless. Banish Type: Area-Effect (Virtue) Power: 35 Description: 25 SP, RNG 7, AOE 1-5. Sacred Prayer that damages foes mentally and banishes the unnatural. AOE broadens as user's INT goes up. Class: Angel Knight Gained: Level 15 My thoughts: Near the end of the game, there are a lot of undead, this can be very useful then as angel knights are also a decent class. This is something to consider as an addition in your team. ---Beast Skills--- Windstorm Type: Area-Effect (Wind) Power: 40 Description: 20 SP, RNG 7, AOE 5. Tiny tornado. Class: Griffin Gained: Level 10 My thoughts: This is a decent skill. It can do good damage from a long range to a lot of people. Fairy's Kiss Type: Effect (Bane) Power: 0 Description: 15 SP, RNG 1, AOE 1. Damages and confuses foe with dark fairy magic. Class: Gremlin Gained: Level 10 My thoughts: Will do minimal damage with a chance of confusing the victim, not bad, but not worth getting a gremlin for. Fairy's Embrace Type: Effect (Bane) Power: 0 Description: 25 SP, RNG 1, AOE 1. Damages and petrifies foe with dark fairy magic. Class: Gremlin Gained: Level 15 My thoughts: Decent damage with chance of petrification. Not too bad, but still not worth getting a gremlin for. Strangling Tentacles Type: Tentacle Attack Power: 60 Description: 25 SP, AOE 2. Furious 8 appendage attack. Fixed chance of Confusion. Class: Octopus Gained: Level 15 My thoughts: Does very good damage and has a chance of confusion. One of the better beast skills. Mesmerize Type: Breath Attack (Fire) Power: 55 Description: 20 SP, AOE 1-4. Damages foes with dark fire. Fixed chance of Asleep. AOE broadens as user's INT goes up. Class: Cerberus Gained: Level 10 My thoughts: Good damage and a decent chance of putting the enemy to sleep. Also a good way to anger your friend when you go up and put a heap of his guys to sleep in versus mode while doing good damage. Petrifying Breath Type: Breath Attack (Earth) Power: 55 Description: 25 SP, AOE 1-4. Damages foes with petrifying breath. AOE broadens as user's INT goes up. Fixed chance of Stone. Class: Cockatrice Gained: Level 15 My thoughts: Good damage with a decent chance of turning the enemy to stone. Makes the Cockatrice a considerable class and makes up for some of the other things it lacks. ---Dragon Skills--- Cold Breath Type: Breath Attack (Water) Power: 55 Description: 20 SP, AOE 1-4. Damages foes with breath of cold. Fixed chance of Asleep. AOE broadens as user's INT goes up. Class: Water Dragon Gained: Level 10 My thoughts: A strong attack, good skill for a dragon. Can put an enemy to sleep. Also accessible through the dragon set. Thunder Breath Type: Breath Attack (Wind) Power: 55 Description: 20 SP, AOE 1-4. Damages foes with breath of lightning. Fixed chance of Paralysis. Class: Wind Dragon Gained: Level 10 My thoughts: A strong attack, good skill for a dragon. Can paralyze an enemy. Also accessible through the dragon set. Poison Breath Type: Breath Attack (Earth) Power: 55 Description: 20 SP, AOE 1-4. Damages foes with toxic breath. AOE broadens as INT goes up. Fixed chance of Poison. Class: Earth Dragon Gained: Level 10 My thoughts: A strong attack, good skill for a dragon. Can poison an enemy. Also accessible through the dragon set. Fire Breath Type: Breath Attack (Fire) Power: 55 Description: 20 SP, AOE 1-4. Damages foes with breath of fire. AOE broadens as user's INT goes up. Class: Fire Dragon Gained: Level 10 My thoughts: A strong attack, good skill for a dragon. It can confuse an enemy even though it doesn't say this in the description. Also accessible through the dragon set. Rotton Breath Type: Breath Attack (Bane) Power: 55 Description: 20 SP, AOE 1-4. Damages foes with putrid breath. Fixed chance of decreased equipment ability. AOE broadens as user's INT goes up. Class: Zombie Dragon Gained: Level 15 My thoughts: A strong attack, a good skill for a dragon. May lower the target's attack power. ---Special Class/Character Skills--- Star Tiara Type: Eleanor's special Technique Power: 60 Description: 60 MP. Gathers the light of the stars to damage foes and banish the undead. The caster forgets this spell after use. Class: N/A (Eleanor only) Gained: 170 int without equipment My thoughts: A very good attack. Banishes the undead (not fallen) on the spot and does excellent damage to all other enemies. This is something you would want to use fluid magic on eleanor for. Eleanor can only use this move in battle once. The only time she would be able to use it more than once in battle is if she gained a level after she had forgotten it. Then she would recall it again. Otherwise, only one use per battle. Temptation Type: Deneb's special skill Power: 0 Description: 15 MP, RNG 7, AOE 1-5. Being in the service of Deneb is a dream come true, no matter how brief! Class: Witch* (Deneb only) Gained: --- My thoughts: An upgrade to fascination and a reason that Deneb is the witch to choose if you want one on your team. Instead of 49% with fascination, this one will top at 99% likeliness of working. It will charm the enemy and make them on your side for a limited number of turns. Summon Golem Type: Summon (Earth) Power: 60 Description: 20 MP, RNG 7, AOE 1. Summons Golem, an enchanted mud doll that can be unleashed on the enemy. Class: Summoner (Elrik only) Gained: --- My thoughts: A good spell. I like this one only because it is quite strong and from certain spots, can be very accurate. An excellent long range attack. Energy Transfer Type: Effect (Bane) Power: 0 Description: RNG 7, AOE 1. Recover MP in exchange for HP. Class: Shaman (Euphaire only) Gained: --- My thoughts: Very useful. This is like a fluid magic but it takes away your HP instead of your MP. Quite useful if you want someone to use a good spell on their first turn. Magic Barrage Type: Area Effect Combo Spell (Virtue) Power: 70 Description: RNG 7, AOE 5. Fairy sisters' combo. Sacred light damages foes and banishes undead (fairies take damage). Gained: --- (need two sisters, Lubina and Glycinia, standing next to each other to use it) My thoughts: Useful, but not worth putting both of the sisters in your team for. It is quite powerful, but if you are in a place with archers or fast moving people, the damage the sisters can take may hurt you as it seems in many battles, they seem to attract damage because they are weaker. ---Acquired Skills--- Atropos Type: N/A Power: 60 Description: Special sword technique (sword/katana/axe) in exchange for HP. Class: N/A Gained: Beat Margret in the battle at Ostorea West, you are then allowed to permanently give it to one of your characters My thoughts: Excellent. Most people give this to their alphonse, but otherwise, your strongest attacker. This skill will take away about 20% of your HP, but will about double or sometimes almost triple your attack power in that attack. Lachesis Type: N/A Power: 60 Description: Special bow technique in exchange for HP. Class: N/A Gained: Beat Quest 4, you are then allowed to permanently give it to one of your characters My thoughts: Just like atropos, but for a bow user. Give it to an archer or someone you just have use a bow a lot. It will take about 20% of your HP but increase your bow attack a lot. Clotho Type: N/A Power: 60 Description: Special sword technique (thrusting sword/spear) in exchange for HP. Class: N/A Gained: Beat Quest 5, you are then allowed to permanently give it to one of your characters My thoughts: Good for a dragoon or a valkyrie in most cases. They are good with spears and thrusting swords, so if you give them that, you will get the extra 11% attack bonus AND get to use this move, which like the other two, will take away about 20% of your HP but greatly improve your attack. ========================== ---8. Enemy Only Skills--- ========================== These are skills that belong ONLY to enemies that you face in the game. You can not get these skills normally in the game. Summon Darkness Type: Summon (Bane) Power: 0 Description: Opens a portal to summon evil minions Belongs to: Cirvante, Daemons My thoughts: Not too much to worry about here. The only thing this will affect you with is that if you kill all of cirvante's minions, he will summon more. I personally have never seen a Daemon use it. Cirvante will summon gremlins, undead guys, and gorgons. Hell's Gate Type: Direct Attack (Bane) Power: 60 Description: 25 MP, RNG 1, AOE 2. The terrifying power of darkness (Bane) that steals souls. Target loses consciousness and enters an eternal sleep. Belongs to: Naris Batraal My thoughts: This move is not really something you want to get hit by. It will do a lot of damage, and it affects to spaces in front of him. It also has a chance of an instant kill. Ice Requiem Type: Global Effect (Water) Power: 50 Description: 30 SP. Thrashes the enemy with frozen earth and ice pillars. Belongs to: Shaher (Fallen Angel Form) My thoughts: I HATE getting hit by this one. In the battle with Shaher's first form, it seems that every time he gets enough MP, he uses it. It will hurt all of your guys a lot and it has a decent chance of putting some of your guys to sleep. Anbicion Type: Effect (Virtue) Power: 70 Description: Transfer's foe's power to the swordhandler Belongs to: Shaher (Fallen Angel Form) My thoughts: Not really something to worry that much about. It does a good amount of damage, and it will also steal some of your MP. It will give half of both to Shaher. Descent Type: Summon (Bane) Power: 0 Description: The power of the fallen angel is used to summon creatures who exist between this world and the next. Belongs to: Shaher (Fallen Angel Form) My thoughts: Just like summon darkness except this is Shaher's move. He will summon guys like dark angels and daemons. Day of Reckoning Type: GLB Effect (Bane) Power: 0 Description: Nightmarish vision causing abnormal status. Belongs to: Shaher (Sacred Demon Form) My thoughts: This is one of the weaker moves used by Shaher's Sacred Demon form. But it is still strong. It can give your guys ANY status effect, and it has a decent chance of doing it. Shields will block this move though. Apocalypse Type: Area-Effect (Bane) Power: 90 Description: Bolt of negative energy. Belongs to: Shaher (Sacred Demon Form) My thoughts: This will do a TON of damage to any one guy that you have. The only guy I have that it doesn't do anything to is my Lich. Though this is not his best move... Cataclysm Type: Global Attack Power: 60 Description: Fierce demon-wing wind. Violently throttles foes. Belongs to: Shaher (Sacred Demon Form) My thoughts: This is Shaher's best move in my opinion. This will knock back your guys one square backwards and do a LOT of damage. It will, however, also damage and move back his minions on the field, sometimes killing them. Descent Type: Summon (Bane) Power: 0 Description: Summon the Sacred Demon's evil minions. My thoughts: Basically the same as his other descent move, it just has a different description. He will summon dark ninjas, giants, and dragoons. Shear Type: Special Attack Power: 80 Description: Lashes out at foes with whip-like arms. My thoughts: This information is only available by hacking, so, it may not all be correct (I do not hack). This move is only something to worry about if you are attacking shaher while standing right next to him, as in his next turn, he will use this first and whip you backwards causing quite the damage. ==================== ---9. Item Spells--- ==================== Some items that you aquire in the game can use spells. This section will better explain that and list all of the items that can use spells, and which spells they can use. ---Weapons--- Bloody Cleaver Acquired: Defeat Naris Batraal. Path A= In charadrius, Path B= In the Crypt in Ostorea Spell: Life Force (Enfeeble; see stats above) No Fixed Chance of Breaking Oracion Acquired: Quest Mode 5, Defeat all: 1-12 turns, Defeat Leader: 1-7 turns Spell: Banish (see stats above) No Fixed Chance of Breaking Anbicion Acquired: Beat the game and get ending A, B, C, or D Spell: Anbicion No Fixed Chance of breaking **Because "Anbicion" cannot be accessed any other way, I will list the stats here. Anbicion Type: Direct Attack (Virtue), Forfeit HP Power: 65 Description: AOE 2, Use swords sacred power. My thoughts: This move attacks the two people in front of you, but takes away about 25% of your HP. Still a good move, but not worth equipping the Anbicion for if you have a snapdragon. Kerykeion Acquired: Quest Mode 5, Defeat all: 1-12 turns, Defeat Leader: 1-7 turns Spell: Dark Quest (Fiend's Grip; see stats above) Fixed Chance of Breaking Ripple's Staff Aquired: Versus Mode or Glycinia comes equipped with one if you get her at Haena just before you go to ostorea. Spell: Shining (Divine Radiance; see stats above) Fixed Chance of Breaking Fire Wand Aquired: Euphaire comes equipped with it or beat Quest 1, Defeat all: 13-18 turns, Defeat Leader: 10-20 turns Spell: Firestorm (see stats above) Fixed Chance of Breaking Ice Wand Acquired: Elrik comes equipped with it or beat Quest 1, Defeat Leader: 1-7 turns, or beat Quest 2, Defeat All: 13-18 turns Spell: Ice Field (see stats above) Fixed Chance of Breaking Wind Wand Aquired: beat Quest 1, Defeat all: 13-18 turns, Defeat Leader: 10-20 turns Spell: Thunder Flare (see stats above) Fixed Chance of Breaking Earth Wand Acquired: beat Quest 1, Defeat all: 1-12 turns, Defeat Leader: 8-9 turns Spell: Crag Crush (see stats above) Fixed Chance of Breaking ---Rings--- Firedrake Ring Acquired: beat Quest 1, Defeat all: 19-25 turns, Defeat Leader: 21-25 turns Spell: Firestorm (see stats above) Fixed Chance of Breaking Water Ring Acquired: beat Quest 1, Defeat all: 19-25 turns, Defeat Leader: 21-25 turns Spell: Ice Field (see stats above) Fixed Chance of Breaking Wind Ring Acquired: beat Quest 1, Defeat all: 19-25 turns, Defeat Leader: 21-25 turns Spell: Thunder Flare (see stats above) Fixed Chance of Breaking Earth Ring Acquired: beat Quest 1, Defeat all: 19-25 turns, Defeat Leader: 21-25 turns Spell: Crag Crush (see stats above) Fixed Chance of Breaking Sacred Ring Acquired: VS mode Spell: Heal (see stats above) Fixed Chance of Breaking Dark Ring Acquired: VS mode Spell: Dark Quest (Fiends Grip; see stats above) Fixed Chance of Breaking ============================ ---10. Necklace of Resist--- ============================ The Necklace of Resist is an accessory. It will remove all effects from spells, but the downside is you can't use spells. You are also no longer able to heal using spells such as heal, heal plus, etc. You can, however, use skills that that character has, and you are still able to be affected by skill attacks and status effects. Advantages: -No effect on you done by spells at all -You can still use your skills -You can still be healed by healing skills (fairy's kiss, fairy's embrace, etc) Disadvantages: -You can't use spells -You can't be healed with healing spells -You can still be affected by status effects and skills Recommended characters to use it on: -Fairy (be careful of the healing though) -Any other beast or dragon that can't use spells Not Recommended for: -Obviously any magic user (wizard, witch, siren, etc) -Probably not for a swordmaster or a dragoon because they do have spells that they can use, and they are your frontal attackers most of the time meaning they may need to be healed every so often. ================= ---11. Credits--- ================= First and Foremost, I would like to thank me for writing this FAQ and getting 99% of the information in it all on my own. I would like to thank litch80 and bearman6 for a little info on time flux and teleport. I would like to thank Dhooper (basketball boy) for being someone compete with and make me keep updating this thing to keep up with his. I would like to thank Larzu56 for info on Hell's Gate, Magic Barrage, and Anbicion. I would like to thank Terence for info on Shear. I would like to thank DaDestinAngel for info on Fascination and a little on time flux and teleport. I would like to thank Atlus and Nintendo for producing such an awesome game. And of course, CjayC for running this great site. =========================================== ---12. Contact and Copyright Information--- =========================================== If you see any mistakes or have any suggestions or comments on my FAQ, you can contact me on the gamefaqs message boards under the name BlueWizard13. Or you can e-mail me at BlueWzrd13@aol.com. This document is copyright 2002 BlueWizard13. You may not put this document or
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