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Super Nintendo stuff
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ArcanaArcana ManualNote: the gameplay is very much like any other RPG, so no real tips are needed. A fair warning; unlike other rpgs, this is much more realistic in that you *must* keep all your characters alive--if anyone of them dies, or falls unconscious (with the exception of the elemental spirits), then the game is over. ======================================================================** Table of Contents ****************************************======================================================================The Legend of the Card MastersThe PlayersThe Spirit CardsUse of the ControllerMain MenuTips on Using the MenusUse of Spirit CardsThe Journey Begins - Village of GaliaThe Inn / Saving your GameThe Outfitter's ShopThe Spirit HealerBalnia TempleDraven PassReinoll the ElderThe Ice MineThe Village of DorafStavery TowerCharts - Items, Weapons, and Armor======================================================================** The Legend of the Card Masters ************************************======================================================================The land of Elemen has long been a gather place for people from all over the known world. Rich in legend, long in tradition, there are many who see it as a land of unlimited opportunity. Some, in order to gain fame and fortune, have visited this land to fulfill their dreams. According to the ancient legends, after the Rein of Evil instituted bythe Empress Rimsala was toppled by the combined magic of the ancient order of the Card Masters, a long era of peace began in the kingdom. But there is a dark side of human nature that is ever-present in even the most ideal of lands. The six kingdoms on the island of Elemen were less than Utopian. Disputes broke out constantly among these six kingdoms, but they were always minor and inconvenient, rather than dangerous. But in timethese seemingly minor disputes became as a storm over the land. Eventually the conflict spread out over the whole island, with each ofthe kingdoms fighting independently for control of the island. Thiscontinued on for many years. The cities were turned to ruins, and despair covered the land. Taking advantage of the times of unrest, Galneon, one of the courtmagicians, launched a coup against King Wagnall. The King was killed in the conflict, and the evil Galneon ascended to the throne. In the conflict the King's two daughters disappeared. Their whereabouts are unknown. ======================================================================** The Players *******************************************************======================================================================No man can go it alone, and a good warrior wants like-minded partners to share the load and the glory. Rooks will have to meet his companions along the road in the midst of adversity - you get to meetthem here at your leisure. ------------------------------------** Rooks, The Card Master **********------------------------------------The ancient art of the Cards has been slowly dying out for over two hundred years. In the distant past, when the Evil Empire of the Empress Rimsala was at its peak, the discipline of the Cards was handed down from father to son through generations. Though the teachings of the great Card Masters of the old, a valiant group ofresistors constantly harassed the regime, and made possible the overthrown of the Evil Empress after a struggle that took the lives ofmany a brave sorcerer. Now the childhood memories that Rooks has of his father's use of the Cards is the only thing keeping the struggle alive. Each day Rooks brings out the Cards, shuffles through them, stares into the faces printed on the front, and tries to remember what he's seen his fatherdo with that Card in the past. Each day he tries to cast a few spells using what he remembers - or thinks he remembers. Sometimes somethinghappens - usually he sits and waits, then tries again. Through trial and error, and instructions from his old friend Reinoll, Rooks struggles to master the art of the Cards before it's too late. ------------------------------------** Teefa ***************************------------------------------------When Galneon started the coup and dark days fell over Galnia and the surrounding cities, both of the King's daughters disappeared without a trace. Princess Teefa, never known for her loyalty, had originally aligned herself with her old ally Darwin. But now she seems to have switched sides and taken up with her father's archenemy. What could beher plan - or is there a plan?------------------------------------** Ariel ***************************------------------------------------Ariel's father, Rooks' father, and Axs made up one of the most famous fighting groups in the history of this land - the Three Knights of Lexford. The exploits of these three in defense of their land is legendary. But something has happened that no one can explain - this son of a great warrior, taught well from birth, given the training ofa warrior in accordance with the wishes of his father, has gone over to the other side, plotting against Rooks and his companions. What other unusual things are afoot here?------------------------------------** Salah ***************************------------------------------------The daughter of the slain King Wagnall was entrusted to Axs for safekeeping. As a member of the Royal Family, se carries a secret thatRooks' party needs to get into Stavery Tower to stop the Evil EmpressRimsala from completing her wicked plan of conquest. Clever and brave, Salah has the strength to follow through in her face of direcircumstances, and will never give up until Galneon's plot has beenthwarted and peace restored to her homeland. ------------------------------------** Axs *****************************------------------------------------The only living member of the legendary Knights of Lexford, Axs iseverything a warrior should be - loyal, intelligent, fearless, resourceful. The children of Elemen learned of the bravery and chivalry of these courageous men, and dreamed of one day being askedto join their ranks. King Arthur of the Round Table was once heard toremark, "If I had but a dozen men the likes of this one, I would rulenot only England, but the world..."------------------------------------** Reinoll *************************------------------------------------Good old Reinoll - where would our hero be without his kind concernand sage advice? After following various disciplines brought into the Kingdom from exotic distant places, and mastering the strange and powerful ways of magic, Reinoll decided to withdraw from the world tohis hollowed-out tree in the woods, to read, to study, and to ponderthe foibles of men, elves, dwarves and fighters. ------------------------------------** The Sorcerer ********************------------------------------------The Sorcerer has remained in the hills, living like a hermit and meditating on his past as a warrior and Weaver of Spells, for many years now. The focus of his life, the reason for his very existence,has become the guarding of the Crystal Sword in preparation for the day when the uprising against the wicked Galneon can begin. With his command of all the disciplines of magic from around the world, the Sorcerer is just the one to protect this valuable treasure from harm. ------------------------------------** Darwin **************************------------------------------------The first encounter with Darwin takes place when he's doing what he does best - taking on a horde of attacking monsters while politelydeclining offers of help. Self-reliant and confidant, Darwin seems toturn up at the most unusual moments, save the day, then quietly slipaway while others are wondering what happened. A valuable addition toany team - if you can get him to join!-----------------------------------** Spirit Cards *******************-----------------------------------Sylph, the Wind SpiritMarid, the Water SpiritEfrit, the Fire SpiritDao, the Earth SpiritEach of the Spirit Cards has an attribute that is effective in attacksagainst enemies of certain other attributes. Study the strong points of each spirit and use them when appropriate. ======================================================================** Use of the Controller *********************************************======================================================================Control pad: Used to move your character. Push Up to enter buildingsSelect ButtonStart Button: Used to start the Game.A button: Used to enter commands and menu choicesB Button: Used to cancel commands menu choicesA, B, X, or Y Button can be used to scroll through the screen messages. ------------------------------------** Staring / Continuing a Game *****------------------------------------When you first start the game the title screen will appear as shown. Notice the words New Game appear in white, while the word Continueis ghosted (Appears as a grey shadow). If menu selections remain ghosted when you try to pick them, it means that the selection is notavailable at the time. After you first save you will be able to select Continue and skip theintroduction. After selecting Continue, you will be asked to select your file number. Up to three games can be saved in your Game Pak. Select the file containing your game and enter your selection. You can now begin your game from where you last left off. ======================================================================** Main Menu *********************************************************======================================================================Pushing the A Button during game play will bring up the main menu. Here is an explanation of the entries. Look Take a look at what's around you. Call used to call up a spirit to helpMap In areas where a map is necessary the map is available. Areas where you've gone are shown with dark lines, and the unexplored areas are shown in light lines. The cursor will shown you where you are, and what direction you are facing. Magic Gives you a list of the magic spells you have in your inventory.Ability Gives a list of conditions and how the character is faring. Categories include Strength, Endurance, Intelligence, etc., as well as your character's HP, MP, and Experience points. Color Adjusts the color in your text display. Set this option to make the window the color of your choice. Equipment Shows inventory of weapons and defensive items in your possession. Inventory Shows cards and items you are presently holding. Formation In attacks, Formation determines which characters are in the front line of attack and which are in the back. Select which character you want to move, then move the square red cursor to the spot you want to move to, and those two positions will exchange. ======================================================================** Tips on Using the Menus *******************************************======================================================================-Armor, shields and weapons can be distributed to members of your party. Let's say you want to move the Splint Mail from Rooks' inventory to Axs' inventory. Select Separate from the menu. Then select Rooks' picture and push the A button. The cursor will startflashing around Rooks' display. Then move the red bar cursor down tothe Split Mail and choose it by using the A button. Now select Axs' picture, press the A button, and the Split Mail will be transferred toAxs. -Ghosted items are unavailable for use by the selected character. Forexample, spirits do not need Armor, so Armor will be ghosted if one ofthe spirits is selected. -Unneeded equipment can be discarded at any time, or sold in thevillage for cash or other items. See the section on the Outfitter'sshop. -When deciding on your formation, remember to keep stronger, betterequipped characters in the front, particularly if they're using short-ranged weapons. Spirits can use magic from the back row of formations. ======================================================================** Using the Attributes **********************************************======================================================================Flow Chart (I had to rearrange it)Wind --) Earth --) Water --) Fire --) WindWind (--) WaterFire --) EarthAttributes of Cards, enemies, allies and spells are very important. Certain spells are only effective against enemies of certain attributes, and the attributes of members of your party can mean effectiveness of spells cast by enemies can be increased, diminished, or thwarted completely. Study and remember the chart above. The chart shoes the attributes. A spell with a Fire attribute is effective against an enemy with a Windattribute, and against an Earth attribute, but not against a Waterattribute. If you enemy cast a spell with a Water attribute, you cancounteract it by making sure all the members in the party have an Earth attribute. Learning to use the differences in attributes to your advantage is a sure way. ======================================================================** Chapter 1: The Journey Begins - Village of Galia ******************======================================================================Explore the village thoroughly before you set out on your journey into the unknown - you'll need lots of weapons, magic, and equipment tomake it through the countryside. Enter buildings by pressing the upperarm of the Control Pad. Make you selection with the A button. If youchange your mind, you can back out of your selection by pushing the Bbutton. When you've made your selections exit by pushing any of thefour buttons (A, B, X, Y). The gate of the village is the gateway to adventure, but those who pass through the gate unprepared will surelymeet their doom. The Alchemist behind the counter at the Apothecary is the local gossip - he always has a bit of information for you. He doesn't known much,but he'll talk to anyone. Select Conversation to find out what he knows. Pick up tidbits of gossip from him, but move one when he startsto repeat himself. When you enter the Apothecary you'll be asked what you would like. Conversations will help you along your way, and Elixir items will increase your strength and stamina. You'll get water, an elixir, or food items there. All of them will help members of your party. ======================================================================** The Inn of Galia / Saving Your Game *******************************======================================================================The Inn in Galia is the first roadside stop you'll encounter, but there is an inn in each of the towns you come across during your journey. A room at the Inn is just what the weary traveler needs to replenish his energy and clear his head. When you need a break, tell the young lady behind the counter - she will rent you a room. The nextmorning she will wake you up and send you on your way with a word ofencouragement. ------------------------------------** Saving Your Game ****************------------------------------------Save your game whenever you are at an Inn. If you can get to an Inn before you attempt a dangerous move you might be able to avert a disaster or reverse a defeat. Follow these steps to save your game. 1. Select Save from A Room / Save menu while you are in one of the inns. 2. Pick a File. Up to three games can be saved on the same Game Pak.Be sure not to write over someone else's saved game!3. Be sure that your game is saved. If the save has been successful you will get a message saying, "File successfully saved". If, for anyreason, your file is not saved, you will get a message telling you so. Please try saving your game again, or use another number. ======================================================================** The Outfitter's Shop **********************************************======================================================================The Outfitter has weapons and items to buy, sell, and trade. Scroll through the list of items or Weapons to see what is available. As you select an entry a description of that entry will appear in the displayat the bottom of the screen. The letters at the bottom of the screenstand for the names of the characters (Rooks, Darwin, Axs, Salah, Teefa). If a character can use that item the initial will be white -if the initial is ghosted that character can not use that item. The Outfitter will also buy back items, and you can trade weapons in your inventory for items you want. After selecting what you want the Outfitter will ask you how you want to pay. If you select Trade you will have to choose an item you want to sell back to him. Of course, the Outfitter is in business to make a profit, and will not offer youas much for an item as you paid for it. If you don't like the amountyou've been offered you can select Refuse and keep the item. ======================================================================** The Spirit Healer *************************************************======================================================================The tent in the square in Galia holds someone who will help you on your journey. The Spirit Healer has a habit of appearing out ofnowhere, setting up her tent, then disappearing under cover of night.You'll see her in different places on your travels. She can sell youcards of all attributes to help you defeat your enemies, or heal thespirits travelling with you. -- Buy --Selecting Buy will bring up the Card Purchase Screen. Select the card you want using the Control Pad and enter your selection with the A button. -- Heal --The Spirit Healer can restore any of your spirits that have been destroyed. When she asks about healing spirits, answer her questionsand she will bring any spirits you have lost back to health. *Note at this point: though the pages are ordered this way, where youactually go is in a different order...======================================================================** Balnia Temple *****************************************************======================================================================Our brave crew strikes out from Galia to the Balnia Temple searching for the first of the Treasures - the Crystal Sword. Enemies waitaround every corner. Bizarre creatures assault the party at everystep. The labyrinth stretches on forever, all the walls look alike.Weren't we here before? Doesn't that corner look familiar? What wasthat movement? A good place to use the map. Find exit doors and remember where they are. They are the only way to get back to the village to restock and recuperate. A visit to thehotel will refresh your tired comrades when they are exhausted. Treasure chests remain hidden until you are very close to them - only those brave enough to explore into the depths will come acrossTreasure Chests. Open them carefully and use their contents wisely. ======================================================================** Draven Pass *******************************************************======================================================================Between the village of Doraf and the Forest of Doubt lies thelabyrinth of Draven Pass and the Crimson Valley. Overrun with fiercebeasts and deadly foes, the twisted passageways through the Pass willconfuse even the most intrepid of fighters - watch your step!As Rooks and Salah try to find their way through the twisting, turningalleyways in the Pass, they come upon a strange sight - a stranger, fighting alone against a score of enemies. They offer their help in battle. After defeating the enemies, Rooks finds that they someone in common - Darwin was the first caretaker of Princess Teefa after the overthrow. But now it seems she has gone over to the other side. Perhaps we'llmeet up with her soon. ======================================================================** Reinoll the Elder *************************************************======================================================================Along the way Rooks stops in for a rest and some information at the home of Reinoll the Elder - wizard, sage, alchemist Renaissance man. Surrounded by his library of rare and unusual books, Reinoll tells Rooks of the Treasures and spirits needed to defeat Rimsala. Then heconfirms Rooks' worst fears - the only one who can accomplish the taskis a true Card master. The die is cast. The four kinds of spells - Wind, Fire, Water and Earth. Each withtheir own unique powers and qualities. All four are needed for thebearer to accomplish his assigned task. The Three Treasures - the Spirit Sword, Enchanted Jewel, and Crystal Sword. Formed in fire, strengthened in adversity, passed down throughthe generations. ======================================================================** The Ice Mine ******************************************************======================================================================After picking up information from Reinoll the Elder, our party takes off for the volcanic Crystal Point Mountains and the Ice Cave hiddenon its slopes. The mouth is well hidden, but our party knows the way, and are soon exploring inside. The Ice Mine - miles of frigid corridors populated by creatures whoseblood runs as cold as the ice stalactites in the dark recesses of themountain. The goal in this torturous quest - to find the Lava Room and its contents - the Enchanted Jewel, the second in the trio of treasures. Press on to the prize. The Lava Room - unbelievable heat from pools of molten metalsurrounded by bitter cold. Pools of lava make passage impossible. Anyenemies met here must be dealt with here - no chance of escape, nochance of flight, and, if a warrior is not quick enough or nimbleenough, no chance of survival. ======================================================================** The Village of Doraf **********************************************======================================================================Next stop - the sleepy village of Doraf. The battle at Balnia Temple has taken the toll of our party, and Rooks and friends take refuge in the village of Doraf, home of Axs. The party takes advantage of the break in their trek to rest and re-equip before settling out for theforest of Doubt. After the battle in Balnia Temple the party makes its escape to Axs' house hidden in the woods. It is here that Rooks meets Salah, theyoung daughter of the slain King and the next potential member of theparty. Salah may look demure, but she's courageous and resourceful. The Merchant of Doraf has set up his shop in a back alley in the village. The local constabulary thinks that he's just selling produceand dry goods, but he's got a little side business - selling weaponsto knights in need. If you know how to ask he'll sell to you, too. Don't spend any more time with the unscrupulous character than youhave to. One look in his face will tell you there's nothing to begained by antagonizing this guy. Just get what you need and continueon. Heavier weapons than in Galia, and correspondingly high prices. ======================================================================** Stavery Tower *****************************************************======================================================================After regrouping in the Elf Village, the party sets off on the long trek up the mountain to Stavery Tower and the final confrontation. In the tower is floor after floor filled with enemies lurking in every dark, dank corner. Remember where you are, and keep a sharp eye onyour compass. Each floor in Stavery Tower has a secret door leading to the nextlevel. Each door you find brings the party one step closer to the confrontation with Galneon and Rimsala. That's one step closer tototal victory - or utter defeat. The final confrontation with Galneon to decide the fate of our hero, his band of warriors, and the entire island of Elemen will take placein this very room, at the top of Stavery Tower. Final victory is in your hands - and in the cards. ======================================================================** Items *************************************************************======================================================================Following is a list of items you can pick up along the way and the effect each one has. The price for each item varies with each level.Use your money and items wisely. Sleeping Bag HP and MP restored to original condition. Tent HP and MP restored to original condition. Also reverses Paralysis and Petrify Spells. Strength Honey Increases muscle power and physical strengthIntelligence Honey Increases intelligence and aptitude. Endurance Honey Increases endurance and perseverance. Agility Honey Increases agility and dexterity. Restore Honey Maximum HP is increased.MP Honey Maximum MP is increasedHerbs Restores some of your HPMedicine Restores larger portion of your HPSilver Flask Restores some of your MPGold Flask Restores larger portion of your MPMaiden's Tears Reverses Petrify spells (only 1 party member)Moon Oil Reverses Paralysis spells (only 1 party member)======================================================================** Armor *************************************************************======================================================================*Note: the booklet made a very grave mistake in the armors. Instead ofDa for Darwin, they put in Ar for Ariel, who never joins your party. I corrected the error. Abbreviations Used in ChartsRo: RooksAx: AxsSa: SalahDa: DarwinTe: TeefaDam: DamageDP: Damage PointsGP: Gold PiecesAttr: Attribute------------------------------------** Bracelets ***********************------------------------------------Name Ro Ax Sa Da Te Dam DP GP AttrTalisman X X 20 300Rune Gauntlet X X 40 500Mithril Gauntlet X X 160 3000Magic Gauntlet X X 180 10000Spirit Gauntlet X X 200 2Moon Gauntlet X 220 4000Cursed Gauntlet X X 10 2------------------------------------** Armor ***************************------------------------------------Name Ro Ax Sa Da Te Dam DP GP AttrSoft Leather X X X X X 0 20 100Hard leather X X X X X 0 30 300Ring Mail X X X 0 40 500Scale Mail X X X X 0 60 700Chain Mail X X X 0 80 1000Breast Mail X 0 85 1500Breast Plate X X X 0 100 2000Seam Mail X X X 0 120 3000Plate Mail X X 0 145 4500Mithril Chain X X 0 150 5000Mithril Plate X X 0 160 7500Mithril Mail X X 0 180 10000 WindDemon Mail X 0 205 20000 EartDragon Mail X 0 190 20000Magic Plate X X 0 200 25000Magic Mail X X 0 215 30000Earth Plate X 0 230 20000 EartGrand Armor X 0 240 30000Rococo Mail X X X X X 0 350 50000------------------------------------** Robes ***************************------------------------------------Name Ro Ax Sa Da Te Dam DP GP AttrRobe X X 0 25 150Silver Robe X X 0 100 750White Robe X 0 145 1000Shaman Robe X 0 160 20Magic Robe X 0 180 15000Robe of Valor X 0 200 30------------------------------------** Shields *************************------------------------------------Name Ro Ax Sa Da Te Dam DP GP AttrSmall Shield X X X 0 20 180Large Shield X X X 0 40 300Spike Shield X X X 0 80 750Iron Shield X X X 0 120 1000Mithril Shield X X X 0 140 1500Dragon Shield X 0 170 2500Demon Shield X 0 180 2480Magic Shield X 0 160 40000Caesar Shield X 0 200 45000Grand Shield X 0 220 24800Enchanted Shield X X X 0 10 2======================================================================** Weapons ***********************************************************======================================================================------------------------------------** Axes ****************************------------------------------------Name Ro Ax Sa Da Te Dam DP GP AttrFlying Axe X X X 50 0 450Battle Axe X X 70 0 1700Great Axe X 100 0 4800Demon Axe X 160 0 0 Eart------------------------------------** Whips ***************************------------------------------------Name Ro Ax Sa Da Te Dam DP GP AttrWhip X X 35 0 170Chain Whip X X 55 0 850Blackthorne Whip X X 60 0 5500------------------------------------** Hammers *************************------------------------------------Name Ro Ax Sa Da Te Dam DP GP AttrMace X X 65 0 1000Flail X X 90 0 1300Battle Hammer X 90 0 1200Morning Star X ? 0 6000------------------------------------** Swords **************************------------------------------------Name Ro Ax Sa Da Te Dam DP GP AttrDagger X X X X X 20 0 100Short Sword X X X X X 40 0 200Long Sword X X 60 0 500Broad Sword X X 80 0 1000Scimitar X X X 100 0 1500 WateIce Blade X X 120 0 2000Undead Blade X 140 0 3000 FireFire Blade X 160 0 5000Dragon Blade X X 180 0 7500Magic Sword X X 200 0 10000 WindLightning Sword X X 220 0 13500Desiree X 240 0 20000 AllCrystal Sword X 230 0 2 AllSpirit Sword X 260 0 2Giant Sword X 280 0 2Golden Sword X X X X X 100 0 30000Cursed Sword X X X X X 100 0 0------------------------------------** Wands ***************************------------------------------------Name Ro Ax Sa Da Te Dam DP GP AttrStaff X X 30 0 150Mage Staff X X 50 0 400Memory Wand X 60 0 700Firebrand X 100 0 1000Elder's Staff X X 110 0 4500 WindWish Wand X 120 0 10000Staff of Wisdom X 140 0 7500Spirit Staff X 160 0 5000======================================================================** Spells ************************************************************======================================================================Abbreviations used in char:Attr: AttributeW: Waterw: windF: FireE: Earth* column: whether the spell affects all enemies on the screen (A) orone at a time (s). *Note, some of the spells were incorrect in terms of whether it attackall or a single enemy, so I changed it to the right one if I caughtthe error. Also, some spells' names are misleading. Restoration ofSpirit, for one, only restores one spirit, not all. Ruinous Missionwill kill a spirit, and inflict massive damage to your opponent. MP: Magic PointsName Attr * MP Effects of SpellLightning 1 Wind A 8 All attacked by lightningLightning 2 Wind A 14 All attacked by lightningLightning 3 Wind A 20 All attacked by lightningSmash 1 Earth A 8 Throw stones at enemy Smash 2 Earth A 14 Throw stones at enemy Smash 3 Earth A 20 Throw stones at enemy Water 1 Water A 8 Enemies are drowned Water 2 Water A 14 Enemies are drowned Water 3 Water A 20 Enemies are drownedFlame 1 Fire A 8 Enemies are attacked by fireFlame 2 Fire A 14 Enemies are attacked by fireFlame 3 Fire A 20 Enemies are attacked by fireAttribute 1 w W S 10 effective against E & WAttribute 2 w W A 15 Effective against E & FAttribute 3 E W A 20 Effective against W & FAttribute 4 w F S 15 Effective against E & wAttribute 5 E F S 20 Effective against W & wAttribute 6 W F A 23 Effective against F & wAttribute 7 w E W A 24 Effective against E W & FAttribute 8 w E F S 24 Effective against E W & wAttribute 9 w W F A 30 Effective against E F & wAttribute 10 E W F S 30 Effective against W w & FAttribute 11 All A 40 Effective against AllCall Wind Spirit w A 40 Summons Wind SpiritCall Earth Spirit E A 40 Summons Earth SpiritCall Water Spirit W A 40 Summons Water SpiritCall Fire Spirit F A 40 Summons Fire SpiritHP Restore All A 30 Restore HP for AllHP Restore S 30 Restore HP for oneHeal 1 S 16 Restores HPHeal 2 S 24 Restores HPHeal 3 S 42 Completely Restores HPHeal All 1 S 20 Restores some HP for allHeal All 2 A 40 Restores some HP for allChaos Wind w A 25 Sweeps enemies awayEntomb E A 25 Buries enemiesDestroy F A 25 Destroys enemiesParalyze All A 23 Paralyzes all enemiesPetrify All A 23 Turns enemies to stoneSleep All A 20 Puts enemies to sleepConfused All A 20 Prevents logical thinkingParalyze S 13 Paralyzes one enemyPetrify W S 15 Turns on enemy to stoneSleep A S 10 Puts one enemy to sleepConfused S 10 Prevents logical thinkingOffense Impair A 4 Limits enemy's accuracyOffense Impair All S 7 Limits enemies' accuracyDefense Impair S 4 Limits enemy's defenseDefense Impair All A 7 Limits enemies' defenseAccuracy Impair S 4 Limits enemy's accuracyAccuracy Impair All A 7 Limits enemies' accuracyAttack Impair S 4 Limits enemy's attackAttack Impair All A 7 Limits enemies' attackRuinous Mission A 20 Sacrifices player's strengthFlee A 32 Retreat to regroupDodge All A 5 Attack parry increasedWall All A 5 Defense increasedAccuracy Increase All A 5 Attack accuracy increasedStomp All A 5 Attack strength increasedChange Attr to Wind A 4 Changes attributeChang Attr to Earth A 4 Changes attributeChange Attr to Water A 4 Changes attributeChange Attr to Fire A 4 Changes attributeRestore All A 10 Restores to original stateUnpetrify S 4 Counters Petrify spellRestoration of Spirit S 50 Restores all of the spiritsHome - 8 Return to village
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