![]() Unlike natural status ailments, it is the Wizard who can aid an ally if he/she fall victim to cursed equipment. If you need the time of day to change immediately, cast Day-Night to fast forward time. When you need to traverse over harmful terrain, cast Stepguard to protect your party from damage. Some monsters mimic treasure chests to ensnare unwitting explorers. If a dungeon or tower has become too dangerous to travel, cast Outside to immediately warp to the entrance.Ĭast return to instantly warp your entire party to one of the many safe havens that you discover throughout your journey. Like sprinkling Fairy Water, the spell of Repel can keep weaker enemies at bay while you travel. Use this spell to restore an ally.Ĭast Vivify on a fallen comrade to attempt a 50% chance at bringing him/her back to life, albeit with little health.įar more effective than Vivify, Revive is much more certain to bring a fallen ally back to life, and with full health. Unlike sleep, numbness (or paralysis) does not automatically end when the battle is over. If afflicted with Poison, a Pilgrim can cast Antidote to cure a party member that is suffering. While healing is normally the expertise of Pilgrims, it is the Hero who learns to instantly cure the entire party, although it will drain the Hero's MP. This high-level spell gives Pilgrims the ability to heal every member of the party, restoring around 50 points each. When Healmore just won't cut it, use Healall to completely restore all lost Health Points. The most basic of all curative spells, it will restore around 30 Health Points.įar more effective than Heal, Healmore will cure approximately 85 Health Points. Attack: battle spells that deal damage to the enemies. ![]() Debuff: battle spells that target the enemies and limit them, but deal no damage.Support: battle spells that target the allies.Field: spells that can be used outside battle probably the most useful ones.Spell can be classified according to use in four groups: The modern names of the spells are in parentheses. If you have to have the spell at the earliest possible time, save your game right before you level up, then reset if you don't get it. Most of the time a character will learn the spell by one level after the one they are supposed to learn it at, but sometimes it can take longer. If that occurs, they have a chance of learning it at the next level. The level listed is the one that the character should learn it at, however there is a slight chance that they will not learn it on that level. The Hero has a handful of exclusive spells, but most are ones that either the Pilgrim or Wizard will learn (though the Hero often learns at a much higher level). Sages will learn both the Pilgrim's and Wizard's spells.
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