Arcana
Arcana Manual
Note: 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 any
one of them dies, or falls unconscious (with the exception of the
elemental spirits), then the game is over.
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** Table of Contents ****************************************
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The Legend of the Card Masters
The Players
The Spirit Cards
Use of the Controller
Main Menu
Tips on Using the Menus
Use of Spirit Cards
The Journey Begins - Village of Galia
The Inn / Saving your Game
The Outfitter's Shop
The Spirit Healer
Balnia Temple
Draven Pass
Reinoll the Elder
The Ice Mine
The Village of Doraf
Stavery Tower
Charts - Items, Weapons, and Armor
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** The Legend of the Card Masters ************************************
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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 by
the 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 time
these seemingly minor disputes became as a storm over the land.
Eventually the conflict spread out over the whole island, with each of
the kingdoms fighting independently for control of the island. This
continued 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 court
magicians, 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.
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** The Players *******************************************************
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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 meet
them here at your leisure.
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** Rooks, The Card Master **********
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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 of
resistors constantly harassed the regime, and made possible the
overthrown of the Evil Empress after a struggle that took the lives of
many 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 father
do with that Card in the past. Each day he tries to cast a few spells
using what he remembers - or thinks he remembers. Sometimes something
happens - 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.
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** Teefa ***************************
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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 be
her plan - or is there a plan?
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** 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 of
a 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?
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** 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 that
Rooks' party needs to get into Stavery Tower to stop the Evil Empress
Rimsala from completing her wicked plan of conquest. Clever and brave,
Salah has the strength to follow through in her face of dire
circumstances, and will never give up until Galneon's plot has been
thwarted and peace restored to her homeland.
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** Axs *****************************
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The only living member of the legendary Knights of Lexford, Axs is
everything 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 asked
to join their ranks. King Arthur of the Round Table was once heard to
remark, "If I had but a dozen men the likes of this one, I would rule
not only England, but the world..."
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** Reinoll *************************
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Good old Reinoll - where would our hero be without his kind concern
and 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 to
his hollowed-out tree in the woods, to read, to study, and to ponder
the foibles of men, elves, dwarves and fighters.
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** 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.
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** Darwin **************************
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The first encounter with Darwin takes place when he's doing what he
does best - taking on a horde of attacking monsters while politely
declining offers of help. Self-reliant and confidant, Darwin seems to
turn up at the most unusual moments, save the day, then quietly slip
away while others are wondering what happened. A valuable addition to
any team - if you can get him to join!
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** Spirit Cards *******************
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Sylph, the Wind Spirit
Marid, the Water Spirit
Efrit, the Fire Spirit
Dao, the Earth Spirit
Each of the Spirit Cards has an attribute that is effective in attacks
against enemies of certain other attributes. Study the strong points
of each spirit and use them when appropriate.
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** Use of the Controller *********************************************
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Control pad: Used to move your character. Push Up to enter buildings
Select Button
Start Button: Used to start the Game.
A button: Used to enter commands and menu choices
B Button: Used to cancel commands menu choices
A, B, X, or Y Button can be used to scroll through the screen
messages.
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** Staring / Continuing a Game *****
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When you first start the game the title screen will appear as shown.
Notice the words New Game appear in white, while the word Continue
is ghosted (Appears as a grey shadow). If menu selections remain
ghosted when you try to pick them, it means that the selection is not
available at the time.
After you first save you will be able to select Continue and skip the
introduction. 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.
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** Main Menu *********************************************************
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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 help
Map
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.
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** Tips on Using the Menus *******************************************
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-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 start
flashing around Rooks' display. Then move the red bar cursor down to
the 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 to
Axs.
-Ghosted items are unavailable for use by the selected character. For
example, spirits do not need Armor, so Armor will be ghosted if one of
the spirits is selected.
-Unneeded equipment can be discarded at any time, or sold in the
village for cash or other items. See the section on the Outfitter's
shop.
-When deciding on your formation, remember to keep stronger, better
equipped characters in the front, particularly if they're using
short-ranged weapons. Spirits can use magic from the back row of
formations.
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** Using the Attributes **********************************************
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Flow Chart (I had to rearrange it)
Wind --) Earth --) Water --) Fire --) Wind
Wind (--) Water
Fire --) Earth
Attributes 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 Wind
attribute, and against an Earth attribute, but not against a Water
attribute. If you enemy cast a spell with a Water attribute, you can
counteract 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.
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** 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 to
make it through the countryside. Enter buildings by pressing the upper
arm of the Control Pad. Make you selection with the A button. If you
change your mind, you can back out of your selection by pushing the B
button. When you've made your selections exit by pushing any of the
four buttons (A, B, X, Y). The gate of the village is the gateway to
adventure, but those who pass through the gate unprepared will surely
meet 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 starts
to 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.
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** The Inn of Galia / Saving Your Game *******************************
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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 next
morning she will wake you up and send you on your way with a word of
encouragement.
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** Saving Your Game ****************
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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 any
reason, your file is not saved, you will get a message telling you so.
Please try saving your game again, or use another number.
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** The Outfitter's Shop **********************************************
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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 display
at the bottom of the screen. The letters at the bottom of the screen
stand 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 you
as much for an item as you paid for it. If you don't like the amount
you've been offered you can select Refuse and keep the item.
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** The Spirit Healer *************************************************
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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 of
nowhere, setting up her tent, then disappearing under cover of night.
You'll see her in different places on your travels. She can sell you
cards of all attributes to help you defeat your enemies, or heal the
spirits 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 questions
and she will bring any spirits you have lost back to health.
*Note at this point: though the pages are ordered this way, where you
actually go is in a different order...
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** Balnia Temple *****************************************************
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Our brave crew strikes out from Galia to the Balnia Temple searching
for the first of the Treasures - the Crystal Sword. Enemies wait
around every corner. Bizarre creatures assault the party at every
step. The labyrinth stretches on forever, all the walls look alike.
Weren't we here before? Doesn't that corner look familiar? What was
that 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 the
hotel 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 across
Treasure Chests. Open them carefully and use their contents wisely.
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** Draven Pass *******************************************************
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Between the village of Doraf and the Forest of Doubt lies the
labyrinth of Draven Pass and the Crimson Valley. Overrun with fierce
beasts and deadly foes, the twisted passageways through the Pass will
confuse even the most intrepid of fighters - watch your step!
As Rooks and Salah try to find their way through the twisting, turning
alleyways 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'll
meet up with her soon.
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** 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 he
confirms Rooks' worst fears - the only one who can accomplish the task
is a true Card master. The die is cast.
The four kinds of spells - Wind, Fire, Water and Earth. Each with
their own unique powers and qualities. All four are needed for the
bearer to accomplish his assigned task.
The Three Treasures - the Spirit Sword, Enchanted Jewel, and Crystal
Sword. Formed in fire, strengthened in adversity, passed down through
the generations.
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** 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 hidden
on 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 whose
blood runs as cold as the ice stalactites in the dark recesses of the
mountain. 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 metal
surrounded by bitter cold. Pools of lava make passage impossible. Any
enemies met here must be dealt with here - no chance of escape, no
chance of flight, and, if a warrior is not quick enough or nimble
enough, no chance of survival.
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** 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 the
forest 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, the
young daughter of the slain King and the next potential member of the
party. 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 produce
and dry goods, but he's got a little side business - selling weapons
to 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 you
have to. One look in his face will tell you there's nothing to be
gained by antagonizing this guy. Just get what you need and continue
on. Heavier weapons than in Galia, and correspondingly high prices.
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** 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 on
your compass.
Each floor in Stavery Tower has a secret door leading to the next
level. Each door you find brings the party one step closer to the
confrontation with Galneon and Rimsala. That's one step closer to
total 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 place
in this very room, at the top of Stavery Tower. Final victory is in
your hands - and in the cards.
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** 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 strength
Intelligence 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 increased
Herbs
Restores some of your HP
Medicine
Restores larger portion of your HP
Silver Flask
Restores some of your MP
Gold Flask
Restores larger portion of your MP
Maiden's Tears
Reverses Petrify spells (only 1 party member)
Moon Oil
Reverses Paralysis spells (only 1 party member)
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** Armor *************************************************************
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*Note: the booklet made a very grave mistake in the armors. Instead of
Da for Darwin, they put in Ar for Ariel, who never joins your party.
I corrected the error.
Abbreviations Used in Charts
Ro: Rooks
Ax: Axs
Sa: Salah
Da: Darwin
Te: Teefa
Dam: Damage
DP: Damage Points
GP: Gold Pieces
Attr: Attribute
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** Bracelets ***********************
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Name Ro Ax Sa Da Te Dam DP GP Attr
Talisman X X 20 300
Rune Gauntlet X X 40 500
Mithril Gauntlet X X 160 3000
Magic Gauntlet X X 180 10000
Spirit Gauntlet X X 200 2
Moon Gauntlet X 220 4000
Cursed Gauntlet X X 10 2
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** Armor ***************************
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Name Ro Ax Sa Da Te Dam DP GP Attr
Soft Leather X X X X X 0 20 100
Hard leather X X X X X 0 30 300
Ring Mail X X X 0 40 500
Scale Mail X X X X 0 60 700
Chain Mail X X X 0 80 1000
Breast Mail X 0 85 1500
Breast Plate X X X 0 100 2000
Seam Mail X X X 0 120 3000
Plate Mail X X 0 145 4500
Mithril Chain X X 0 150 5000
Mithril Plate X X 0 160 7500
Mithril Mail X X 0 180 10000 Wind
Demon Mail X 0 205 20000 Eart
Dragon Mail X 0 190 20000
Magic Plate X X 0 200 25000
Magic Mail X X 0 215 30000
Earth Plate X 0 230 20000 Eart
Grand Armor X 0 240 30000
Rococo Mail X X X X X 0 350 50000
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** Robes ***************************
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Name Ro Ax Sa Da Te Dam DP GP Attr
Robe X X 0 25 150
Silver Robe X X 0 100 750
White Robe X 0 145 1000
Shaman Robe X 0 160 20
Magic Robe X 0 180 15000
Robe of Valor X 0 200 30
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** Shields *************************
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Name Ro Ax Sa Da Te Dam DP GP Attr
Small Shield X X X 0 20 180
Large Shield X X X 0 40 300
Spike Shield X X X 0 80 750
Iron Shield X X X 0 120 1000
Mithril Shield X X X 0 140 1500
Dragon Shield X 0 170 2500
Demon Shield X 0 180 2480
Magic Shield X 0 160 40000
Caesar Shield X 0 200 45000
Grand Shield X 0 220 24800
Enchanted Shield X X X 0 10 2
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** Weapons ***********************************************************
======================================================================
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** Axes ****************************
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Name Ro Ax Sa Da Te Dam DP GP Attr
Flying Axe X X X 50 0 450
Battle Axe X X 70 0 1700
Great Axe X 100 0 4800
Demon Axe X 160 0 0 Eart
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** Whips ***************************
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Name Ro Ax Sa Da Te Dam DP GP Attr
Whip X X 35 0 170
Chain Whip X X 55 0 850
Blackthorne Whip X X 60 0 5500
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** Hammers *************************
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Name Ro Ax Sa Da Te Dam DP GP Attr
Mace X X 65 0 1000
Flail X X 90 0 1300
Battle Hammer X 90 0 1200
Morning Star X ? 0 6000
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** Swords **************************
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Name Ro Ax Sa Da Te Dam DP GP Attr
Dagger X X X X X 20 0 100
Short Sword X X X X X 40 0 200
Long Sword X X 60 0 500
Broad Sword X X 80 0 1000
Scimitar X X X 100 0 1500 Wate
Ice Blade X X 120 0 2000
Undead Blade X 140 0 3000 Fire
Fire Blade X 160 0 5000
Dragon Blade X X 180 0 7500
Magic Sword X X 200 0 10000 Wind
Lightning Sword X X 220 0 13500
Desiree X 240 0 20000 All
Crystal Sword X 230 0 2 All
Spirit Sword X 260 0 2
Giant Sword X 280 0 2
Golden Sword X X X X X 100 0 30000
Cursed Sword X X X X X 100 0 0
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** Wands ***************************
------------------------------------
Name Ro Ax Sa Da Te Dam DP GP Attr
Staff X X 30 0 150
Mage Staff X X 50 0 400
Memory Wand X 60 0 700
Firebrand X 100 0 1000
Elder's Staff X X 110 0 4500 Wind
Wish Wand X 120 0 10000
Staff of Wisdom X 140 0 7500
Spirit Staff X 160 0 5000
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** Spells ************************************************************
======================================================================
Abbreviations used in char:
Attr: Attribute
W: Water
w: wind
F: Fire
E: Earth
* column: whether the spell affects all enemies on the screen (A) or
one at a time (s).
*Note, some of the spells were incorrect in terms of whether it attack
all or a single enemy, so I changed it to the right one if I caught
the error. Also, some spells' names are misleading. Restoration of
Spirit, for one, only restores one spirit, not all. Ruinous Mission
will kill a spirit, and inflict massive damage to your opponent.
MP: Magic Points
Name Attr * MP Effects of Spell
Lightning 1 Wind A 8 All attacked by lightning
Lightning 2 Wind A 14 All attacked by lightning
Lightning 3 Wind A 20 All attacked by lightning
Smash 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 drowned
Flame 1 Fire A 8 Enemies are attacked by fire
Flame 2 Fire A 14 Enemies are attacked by fire
Flame 3 Fire A 20 Enemies are attacked by fire
Attribute 1 w W S 10 effective against E & W
Attribute 2 w W A 15 Effective against E & F
Attribute 3 E W A 20 Effective against W & F
Attribute 4 w F S 15 Effective against E & w
Attribute 5 E F S 20 Effective against W & w
Attribute 6 W F A 23 Effective against F & w
Attribute 7 w E W A 24 Effective against E W & F
Attribute 8 w E F S 24 Effective against E W & w
Attribute 9 w W F A 30 Effective against E F & w
Attribute 10 E W F S 30 Effective against W w & F
Attribute 11 All A 40 Effective against All
Call Wind Spirit w A 40 Summons Wind Spirit
Call Earth Spirit E A 40 Summons Earth Spirit
Call Water Spirit W A 40 Summons Water Spirit
Call Fire Spirit F A 40 Summons Fire Spirit
HP Restore All A 30 Restore HP for All
HP Restore S 30 Restore HP for one
Heal 1 S 16 Restores HP
Heal 2 S 24 Restores HP
Heal 3 S 42 Completely Restores HP
Heal All 1 S 20 Restores some HP for all
Heal All 2 A 40 Restores some HP for all
Chaos Wind w A 25 Sweeps enemies away
Entomb E A 25 Buries enemies
Destroy F A 25 Destroys enemies
Paralyze All A 23 Paralyzes all enemies
Petrify All A 23 Turns enemies to stone
Sleep All A 20 Puts enemies to sleep
Confused All A 20 Prevents logical thinking
Paralyze S 13 Paralyzes one enemy
Petrify W S 15 Turns on enemy to stone
Sleep A S 10 Puts one enemy to sleep
Confused S 10 Prevents logical thinking
Offense Impair A 4 Limits enemy's accuracy
Offense Impair All S 7 Limits enemies' accuracy
Defense Impair S 4 Limits enemy's defense
Defense Impair All A 7 Limits enemies' defense
Accuracy Impair S 4 Limits enemy's accuracy
Accuracy Impair All A 7 Limits enemies' accuracy
Attack Impair S 4 Limits enemy's attack
Attack Impair All A 7 Limits enemies' attack
Ruinous Mission A 20 Sacrifices player's strength
Flee A 32 Retreat to regroup
Dodge All A 5 Attack parry increased
Wall All A 5 Defense increased
Accuracy Increase All A 5 Attack accuracy increased
Stomp All A 5 Attack strength increased
Change Attr to Wind A 4 Changes attribute
Chang Attr to Earth A 4 Changes attribute
Change Attr to Water A 4 Changes attribute
Change Attr to Fire A 4 Changes attribute
Restore All A 10 Restores to original state
Unpetrify S 4 Counters Petrify spell
Restoration of Spirit S 50 Restores all of the spirits
Home - 8 Return to village