Baten Kaitos: Eternal Wings and the Lost Ocean FAQ/Walkthrough
Version 0.3 - 05 January 2005
By darienkd - Please refer to Section IX for legal information

a)-- Table of Contents--

a) Table of Contents
b) Current Status

I) Introduction
II) The Characters
III) Combat Mechanics
IV) Walkthrough: Disc One
     i) Sadal Suud Frontier
     ii) Diadem
     iii) Anuenue
     iv) Mira and the Path of Souls <--(Walkthrough Progress Indicator)
V) Walkthrough: Disc Two
     i) Alfard
     ii) Regrouping and Wazn
     iii) Onward and Downward
     iv) Loose Ends
     v) Cor Hydrae and Beyond
VI) Magnopaedia
VII) Special Combos
VIII) Collection Subquests
     i) Star Map
     ii) Quzman's Family Tree
     iii) Animals for Wazn
IX) Legals

Appendix A) Mathematical Proof for Castle Elnath


*------------------------------------------------------------------------------

b)--Current Status--

     The current status of this guide is "shaping up well." What exactly does
that mean? There is only one section that is currently without information -
Section V (Disc Two Walkthrough). The Disc One Walkthrough is underway, but far
from complete - it covers Sadal Suud comprehensively. The Magnopaedia presently
has information for most of the game's 1022 Magnus, and the number is
increasing steadily. 44 out 141 Special Combos are currently listed. The
remaining sections - on the characters and mechanics - are in final form,
though they will be added to and expanded should new information come to light,
or pending suggestions.
     This document is being actively worked on at present, so expect updates to
be rapid. If I don't have the information you need, chances are I will soon. If
you absolutely can't wait for that, feel free to contact me, though I can't
promise a response, and it is possible that I don't currently have the answer.
This guide will shortly contain all the information I have about this game, but
presently is a work in progress. I have every intention of making this the most
complete, detailed guide to be found on the internet.
     Thanks to everyone who sent feedback or suggestions; if you sent
particular information, rest assured that it was not ignored; a combination of
technical difficulties and single-minded devotion to shaping up the walkthrough
have simply delayed my organising and incorporating proposed additions. But it
is coming.

     Progress has been steady; work was begun on 26 November 2004.

     Changelog:

     v0 (11-26-04): Work began with Magnopaedia. Expanded from there.
     v0.1 (12-06-04): First public release. Walkthrough of Sadal Suud complete.
          Sections I, II, III, and IX complete.
     v0.2 (01-03-05): Walkthrough of Diadem complete. Updated Magnopaedia,
          Special Combos, and Subquests. Added Appendix A.
     v0.3 (01-05-05): Walkthorough of Anuenue complete. Updated Magnopaedia,
          Special Combos, and Subquests. Slight formatting changes.

*------------------------------------------------------------------------------

I)--Introduction--

     Baten Kaitos: Eternal Wings and the Lost Ocean is an RPG with a twist: a
rather unique card-based battle system. This system makes the combat much more
fast-paced than in most RPGs, as you never know exactly what you'll be able to
do on any given turn, and you don't get much time to decide. Indeed, the game
is much more active in many respects than RPGs tend to be these days; it's
about 60 hours long, and there's a lot of action and a relatively small amount
of cinematic and screen text. And with 1022 different items, there's enough to
keep even the most fanatical treasure-hunter interested.
     The purpose of this guide is to provide information that players of the
game may find useful or interesting; I fully intend to keep representation of
information found in the manual to a minimum. As such, this guide will be of
the most use to people who are already familiar with the way Baten Kaitos is
played, and have an understanding of the terms and mechanics involved. Please
note that this guide contains a rather heavy quantity of spoilers, and, as that
may reduce some people's enjoyment of the game, please judge accordingly before
proceeding.
     So, without further ado, let's get this going.

*------------------------------------------------------------------------------

II)--The Characters--

     --Kalas--

     Kalas is the most balanced of the characters. All of his stats compare
favourably to those of the other characters, and there are no outstanding
weaknesses.His primary weapon type - the sword - is available in all six
elements, with a good proportion of normal-type weapons also, and a decent
number of them have status effects. Also, Kalas can use most of his weapons for
defense, substantially increasing his versatility and reducing the amount of
armour needed in his deck. He can use most of the heavy armour, shields, and
helms, and, for most of the game, is the character who can use Guardian Spirit
attacks (see section III for more details).

     --Xelha--

     Xelha is very fast, with average scores in the other stat categories. Her
primary weapons are spells, and all six elements are represented equally among
them. She has no normal-type attacks, however, and none of her attacks is
capable of inflicting a status effect. Xelha has difficulty with defense, since
her armour is weak compared to Kalas' and she cannot defend with weapons. Xelha
is the character who uses Guardian Spirit attacks when Kalas is out of the
party.

     --Gibari--

     Gibari has a lot of attack and a lot of vitality, but is by far the
slowest of the characters. His primary weapon is the oar, which comes in all
six elements, though with wind and water being more common than the others.
There are also a good number of normal-type oars, and, like Kalas, Gibari can
use his weapons for defense, and they frequently have status effects. Gibari
can wear the heaviest armour, though not some of the lighter armour, and can
use shields and helms.

     --Lyude--

     Lyude, like Kalas, has very balanced stats, with no major weaknesses. His
primary weapon type is the horn, which comes only in light, dark, and normal.
Not one of Lyude's weapons can cause a status condition or be used for defense.
Lyude can wear most of the heavy armour and helms, but can use only light
shields.

     --Savyna--

     Savyna has high speed and attack, but low defense and vitality. also,
Savyna has the shortest attack animations, meaning that you have less time for
choosing your next card to attack with than you would with any other character.
Her primary weapon is the glove, which is available in fire, water, and normal.
Exactly one of them can be used for defense, though a good number have status
effects. Savyna can wear medium armour and shields, along with a good
representation of hoods.

     --Mizuti--

     The Great Mizuti is much like Xelha, though with a lot more defense and a
lot less agility. Mizuti attacks with spells - exactly the same spells used by
Xelha, which means that, for most of the game, you probably won't have enough
spell cards to use both of them in your party at the same time. Unlike Xelha,
however, Mizuti has a few normal-type attacks, in her first three finishing
moves. Mizuti uses exactly the same selection of robes and hoods that Xelha
wears.

*------------------------------------------------------------------------------

III)--Combat Mechanics

     Combat in Baten Kaitos is a matter of playing cards. Every character has
Deck Size, Hand Size, ComboMax, and Initial Time stats that are dependent on
his Class Level, and are the same for every character at a given level. The
others are relatively obvious, but the ComboMax stat determines how many cards
you can play in one attack action. Defense is not dependent on this; In a
defense action, you can play as many cards as the attacker played against you.

     --Attacking--

     As your class level increases, your hand size increases, which means more
options at any given point. Unfortunately, it means more cards to scroll
through, and your time is limited. It also extends the length of one combo, but
also decreases the amount of time you have to choose your first card. Overall,
increasing your class level is highly beneficial for your offense, as it means
longer combos (and larger combo bonuses!). But bear in mind that the game will
become more hectic and require more quick thinking as you raise class levels.

     The first confusing thing about the weapon stats is that the elemental
power of a weapon is not in ADDITION to its normal listed power, but a part of
it. So the Ray of Truth (ATK 48, Light 29), for example, will do 29 Light and
19 Normal damage (modified by Kalas' ATK stat), not 29 Light and 48 Normal.
     Then there's that peculiar "combo" number. That is simply the earliest
point in your offensive combo that this card may be played. For example: our
trusty Ray of Truth is Combo 2. That means you CANNOT play the Ray as the first
card in an attack - it will be greyed out. After you've already played a card,
it will light up and be playable. Obviously, then, cards with lower combo
numbers have more versatility, since they can be played sooner in a turn.
Nothing sucks as badly as looking at your hand and seeing nine late-combo
weapons. Trust me; I know.
     What if you have all invalid cards? Can you play one? Yes and no. You can
play it to get it out of your hand, but it will have no effect whatsoever.
Furthermore, your attack combo ends *immediately* as soon as you play an
illegal card. No matter your ComboMax stat, you are done playing cards.

     The elements of your weapons are in matched pairs: Fire and Water, Light
and Dark, Time and Wind. No attack can do damage of two opposing types at the
same time; they cancel each other out. What does that mean in practical terms?
Say you attack with a Death Pendulum (ATK 108, Chrono 65) and a Void Phantom
(ATK 225, Wind 135) in the same action (we're ignoring Kalas' attack power for
the purposes of this illustration). The 65 Chrono and the 135 Wind will cancel
out, leaving a net 70 Wind (and, of course, 0 Chrono). However, the Normal
damage of the two weapons will NOT cancel out - the final power of this attack
will be 70 Wind and 133 Normal.
     Sometimes it can be a good idea to play cards of opposing elements in the
same action. Ignoring the case in which the monster resists 100% of both
elements, sometimes the benefit from increasing a long combo can outweigh the
reduced base damage. This is more true, obviously, of weapons with a better
ratio of Normal damage to Elemental damage.

     So how is damage figured? First, the total power of all attacks involved
is added together (but still kept separate by element). Next, the total defense
of all defenses played is subtracted from that, element by element. After
defense is figured, any weaknesses and resistances are applied, and the damage
is de-elementalised and merged into one number. After that, any healing effect
is applied. Finally, any combo bonus is applied, and the resulting sum is the
damage done. Sort of complicated, yeah; the most important part from the
player's point of view is that combo bonuses are the LAST thing to be applied,
and therefore the monster has all possible chances to trivialise the damage
before your Final Straight Sunset can make it huge. Most notably, if you were
thinking of sneakily slipping the Broken Earth Sphere into your attack to try
for the Sunset, keep in mind that the 1000 HP heal effect will be applied to
all the damage you do with the other eight cards AFTER all defense and
resistances, but BEFORE the bonus. You're almost always better off just taking
the regular 8 straight.

     So how do those combos work, anyhow? If ALL the cards played in one action
are in matched pairs or one long sequence, you'll get a damage bonus. The size
of the bonus ranges from a trivial 10% for one pair up to an amazing 306% for
The Final Straight Sunset (straight 9 to 1). Straights are worth more than
sets, and a few large sets will be worth more than several small sets. But if
you have even one card played that doesn't fit a set or straight, or one
illegal card, you get no bonuses for anything you played. So consider
carefully. Sometimes (often, in the late game) it's worth not playing your
maximum hand size in order to preserve a large combo bonus. You have to figure
the damage you'll gain from adding another attack against the damage you'd get
from the bonus. And you have to do it quickly; the game won't wait for you.
Hey, you'll get the hang of it.

     --Finishing Moves--

     Every character has nine "finishing moves" ("arcane spells" for Xelha and
Mizuti). Each character's are different. As the numbers increase, so does the
power (and the combo number - level nine finishers are Combo 7!). As a rule (as
long as you take the old finishers out of your deck as they become obsolete),
these attacks do much more damage than your normal attacks. But they must be
the last card you play. If you play one before you reach your ComboMax, it will
end your attack turn immediately. They are useful, and powerful, but don't
include too many in your deck, because you'll start to run out of options if
all you have is finishers. Three is probably plenty.

     --Guardian Spirit Attacks--

     Every so often, you may notice that one of your cards will change into a
different card during battle! If this happens, it is always on the last card
of the turn - so if you don't play all the way to your ComboMax, there is no
chance that one will appear. These magically appearing attacks are called
Guardian Spirit Attacks, and they are seriously powerful. But they do have a
few drawbacks.

     First of all, there is one attack for each element (no Normal-type spirit
attack), and whichever one you get will be totally random. It pays no attention
to what your target is weak or strong against, or to what elements you've
already played, or to what numbers you need to extend your combo. Whatever
comes up comes up, and, if you can't use it, that's just too bad.
     The second associated drawback is that you have no say over which card
gets replaced with the spirit attack. It may replace a card that would have
helped you much more - a strong finisher of the right element, say. Losing Lord
of the Wind to Lingering Time when you're already played eight wind attacks is
NOT fun.

     So how can you determine when these will show up? Well, you can try to
keep up a good relationship with your characters. They talk to you
periodically; if you say the right things and maintain a good partnership, you
will see more spirit attacks. Also, most of the time, the only character who
can have spirit attacks is Kalas; the exception is while Kalas is out of your
party - during that time, Xelha gets them. Beyond that, you can't do much. I've
never seen a spirit attack appear when my target is a party member, but I also
don't often play healing items until my ComboMax. So it may be possible.

     --Defending--

     There is precisely one thing that's hard about defense: often (read: most
of the time) you won't move quickly enough to play your first defense card.
Many monsters, especially in the mid-to-late game, give you only about one
second to play your first card before it's too late, and that's not enough
time. So take advantage of the fact that the game opposes your total defense
against the monster's total offense; you don't HAVE to block every strike if
the defenses you play are good enough.
     You will get as many defense actions as your opponent takes attack
actions, regardless of your class level. To be considered, of course, is the
combo number on any given defense. *Most* actual defense cards are Combo 1; all
weapons, however, are at least Combo 2 if they can be used for defense at all.
Unlike offense, however, your defensive turn does NOT end if you play an
illegal card. That card does nothing, and you will be unable to get any combo
bonuses, but you may continue playing cards. So you can use defense as an
opportunity to get unwanted cards out of your hand (if, say, you're setting up
for a special combo), or, if you have no defenses, you can throw things away
and hope that you draw one.

     Elements on defense can be slightly confusing. The gist of it is, you want
to play cards of the OPPOSITE element from the attack being used against you.
So to stop Fire damage, play Water cards. And so on. If you should happen to
play cards of opposing elements, they will cancel out, just like on offense, so
be careful. Of course, the Normal defense will not cancel, so feel free to play
armour of opposing elements if you're just playing it for the Normal defense.

     Combos on defense can seem a lot less powerful than on offense, but that's
just because the numbers are smaller. Don't be fooled. Defensive combos
obviously can't ever go higher than 100%, and the highest I've seen is in the
high eighties. But defensive combos are *very* important. The reason is: there
are six different elements involved in the damage process, and you can't really
count on always having the right defense. If you want to fiddle with your decks
between every battle, you can tune them pretty sharply, but it's still never a
guarantee. And if you don't draw any Water cards, you'll take full damage from
any Fire attack, no matter how much Normal defense you pile up. The solution is
combo bonuses. If you can't block the type of damage it's doing, just focus on
stringing together the longest, most impressive combo you can. That's almost as
good, really.

     The other thing to watch out for is your resistances. There are eight
different status effects, and each character has eight resistances to
correspond. The catch is, they're all zero unless you modify them. One way to
do this is through equipment - each piece of equipment has resistance levels
associated with it. The other way is by playing cards on your defensive turn
that give you resistance bonuses. So if you notice a lot of a particular status
attack where you are, fill your decks with cards that grant bonuses to resist
that attack.
     And, no, raising your Death resist to 100 does NOT make that character
unkillable. It just means no instant-death attacks will work. If your HP goes
to zero, you're still dead. Sorry.

     --Other Cards--

     There are a lot of cards available that neither deal nor reduce damage,
and don't affect your resists. Almost all of them are played on your offensive
turn. They range in effect from healing to stat modification to taking pictures
of things to "can be used when attacking, but nothing happens." The most
important thing to realise about these cards is that they are not used up when
they are played. So with proper amounts of healing cards in your decks, you
should have no problem keeping your HP up without exhausting your supply of
Shish Kebabs and such.
     The next most important thing to realise is that you will never be able to
do anything in combat that isn't the result of playing a card. So if you want
to be able to escape from battle, make sure you have cards that do that. If you
want to be able to bring people back to life during battle, you need cards that
let you - you can't use those Wheat Crackers while you're fighting.

     Why would you ever play a card that "can be used but does nothing?" There
are a few possible reasons. The most important is that such cards are
frequently part of special combos. In addition, if you're searching for weapons
or trying to extend a combo, such a card, though it does nothing, does not end
your attack turn nor does it break a combo (provided the number fits, of
course). There have been plenty of long combos I've played with a Large Teamug
right in the middle.

*------------------------------------------------------------------------------

IV)--Walkthrough: Disc One--

     Once you select your name and sex, the game begins in earnest. There is
some narration to sit through, however.

     i)--Sadal Suud Frontier--

     Note that the Shawras found throughout this area have a chance of dropping
the Star Map fragment Vela (395).

               --Kalas' Inventory--
               Short Sword (1) x6
               Saber (2) x3
               Long Sword (3)
               Ice Dagger (4)
               Leather Jacket (100) x2
               Ice Armor (101)
               Power Helmet (140)
               Buckler (180)
               Round Shield (181)
               Camera 1 (230)
               Green Bananas (634)
               Bamboo Shoot (781)
               Aged Buckle (444)
               Shish Kebab (Small) (504) x2
               Shish Kebab (Medium) (505)
               Wheat Crackers (521)

     Note that the last three are Use Magnus. This is the only time a character
will join your party with Use Magnus. After you gain control of Kalas, look
around the house. You can pick up a Shish Kebab (Small) in the leftmost box at
the bottom edge. Larikush himself doesn't have much to say at this point, but
his assistant can provide you with useful information about basic gameplay. So
talk to her if you need to know that. Once you're done with that, step out into
the village.

          --Cebalrai Village--
          Important NPCs: Larikush, Maynee
          Normal Magnus: Shish Kebab (Small) (504)
                         Shish Kebab (Medium) (505)
                         Fire Burst Lv 1 (239)
                         Dark Flare Lv 1 (242)
                         Ice Dagger (4)
                         Shampoo (698)
          Quest Magnus: Blank Magnus (972) x4
                        Explosives (1015)
                        Mountain Apple (1000)
                        Pow Milk (977)
                        Stoked Flame (975)
          Valuables: Maynee's Pendant
          Star Map Pieces: Puppis (396)
          Quzman's Relatives: Surayj
          Animals:
          Shop: Bamboo Shoot (781) - 160G
                Wheat Crackers (521) - 300G
                Long Sword (3) x2 - 200G
                Safety Hood (160) - 40G
                Shish Kebab (Small) (504) x2 - 30G

     The first screen of the village contains nothing of importance yet except
for the game's first save point. Save if you like, then proceed to the left to
the next screen. The building directly above Kalas is the stable; there's
nothing to do in there right now. On the lower right is the shop. The building
directly above the shop has features of interest - talking to the old lady will
get you a Shish Kebab (Medium), and searching the lower dresser you'll find a
Dark Flare Lv 1 that Kalas can't use, but which will be helpful soon. Once you
get those, enter the top building - the Mayor's house. In here, you'll find a
Fire Burst Lv 1 in the stone shelf next to the bookshelf. There's nothing else
of importance here, so talk to the Mayor and get going.
     Your last stop here in Cebalrai is to talk to the girl in pink standing
near the exit. After that scene is over, leave the village, and head for
Moonguile Forest (over the Mayor's protests).

          --Moonguile Forest--
          Important NPCs:
          Normal Magnus: Voice 1 (233)
                         Leather Hat (161)
                         Bamboo Shoot (781)
                         Flame Sword (5)
                         Fire Burst Lv 1 (239)
                         Ice Dagger (4)
                         Escape (229)
          Quest Magnus: Pristine Water (973)
                        Dead Bluebird (1008)
          Valuables:
          Star Map Pieces:
          Quzman's Relatives: Hawqal
          Animals:
          Monsters: Shawra (HP ~14, attacks Normal, Wind -30%, 2 XP)
                    Unuk (HP ~25, attacks Normal/Fire, Water +30%,
                         Fire -30%, 4 XP)
                    Saber Dragon (See detail)
                    Lord of the Spring (See detail)

     Destroy the Shawras, collect the Voice 1, and head up. The first thing
you'll see on the next screen is a man sitting against a log. He'll give you
combat advice if you talk to him. Head up to find an Unuk. Ignore the treasure
on the other side of the log - you can't get it yet. Follow the shoreline north
of the Unuk to find a Shawra and a Leather Hat that Kalas can't equip. On the
other side of the stream are two Shawras - past the South one is a Bamboo Shoot
that you may want. Head past the north Shawra to continue on.
     What's that noise? The Saber Dragon is attacking the girl! Though, really,
it's mostly pulverising her buddy armour. Kalas to the rescue! Time for your
first boss fight!

               --Boss: Saber Dragon--
               HP: ~240
               Weaknesses: Water (80%)
               Resistances: Fire (80%)
               Attack Types: Normal, Fire
               XP: 40
               Drops: Blue Storm (275), Fire Burst Lv 1 (239), Draco (394)

     After disposing of the Saber Dragon (No big challenge, really), We get the
first hint of sexual tension between Kalas and "girl," whose name is now
revealed to be Xelha. After lengthy chatter, Xelha will join the party.

               --Xelha's Inventory--
               Fire Burst Lv 1 (239) x2
               Aqua Burst Lv 1 (240) x5
               Light Flare Lv 1 (241) x3
               Dark Flare Lv 1 (242)
               Leather Vest (120) x 2
               Heat Robe (121)
               Leather Hat (161)
               Bananas (635)
               Green Bananas (634)
               Voice 1 (233)
               Dance of Light (284)
               Bamboo Shoot (781)
               Fancy Anklet (454)

     Change Xelha's deck around to suit your needs, then head north into the
next area. You'll find yourself in a twisting room with a sign you can't read.
Ignore it for now. Head between those arches, fight the Shawra, and collect the
Flame Sword. You'll want it for the next boss battle. Head back out and take
the path to the north. Go through the Shawra and the Unuk, and get the
Fire Burst Lv 1. You'll want that for the boss, too. To continue, head to the
west. You'll have to swing south around the big clump of trees and then up
north, where there's another Shawra. Once that's done, head through the arch to
the red flower and save. There's another boss immediately to the north. Equip
as much fire stuff as you have, and then get ready. Head north, watch the text,
and then:

               --Boss: Lord of the Spring--
               HP: ~300
               Weaknesses: Fire (80%)
               Resistances: Water (80%)
               Attack Types: Normal, Water
               XP: --
               Drops: Scale Buckle (445), Wild Strawberry (371)

     The only real hardship you'll face fighting the God of Sog is that Xelha
has exactly one piece of fire-elemental armour and Kalas has none. So you'll be
taking the majority of that water damage. Fortunately, it's not very much, and
his staying power leaves much to be desired. You shouldn't have any more
trouble with this guy than you did with the Saber Dragon. After some spooky
foreshadowing and an encounter with the ubiquitous Empire, you'll find yourself
back in Cebalrai, and without that treasure you've been eyeing that's right
next to the spring. You'll have to go back for it.
     Back in Cebalrai, you're in trouble. The mayor gets mad at Kalas and
banishes him from the village! Fortunately, that doesn't actually have any
effect on Kalas' ability to enter the village. What it amounts to is the mayor
will bitch at you if you talk to him. So there's that.
     Once you level up, go talk to Larikush. He'll give you four blank Magnus,
and tell you to get him an apple. They're in the barrels right outside his
house. Bring one back, and he'll give you an Ice Dagger. Take the Explosives
and go. Head to the stable and get two Pow Milk, then to the mayor's house and
get a Stoked Flame. Head to the other house and give the girl one of the milks,
and she'll give you a Star Map piece. Talk to Maynee - the purple-looking girl
by the village exit - and she'll give you Maynee's Pendant. Then go back to
Moonguile.

     Make your way to the log with the treasure behind it. You'll be prompted
for a Quest Magnus. Use the Stoked Flame. The log will burn away, and you'll
have a clear shot at the Ice Dagger behind it. Head back up to where you fought
the Lord of the Spring, ignoring the birdcatcher for now. Take the Escape and
then approach the spring itself to get two Pristine Water. Head back to the
south, and use the Pristine Water on the dirty sign. It will become readable.
The sign is a very minor hint about an event *much* later in the game, but
isn't important beyond that. Talk to the birdcatcher now. Agree to help him.
Basically, head north like you're going back to the spring, but don't actually
change areas. Then turn around and head back. That should about do it. Return
to him, and he'll give you the dubious privilege of taking some Dead Bluebirds.
I know, I know, you probably feel kinda like a dick right now, but you have to
do it. Take a Bluebird and head toward Nunki Valley.

          --Nunki Valley--
          Important NPCs:
          Normal Magnus: Flame Shield (182)
                         Frozen Shield (183)
                         Secret Recipe 1 (753)
          Quest Magnus: Pristine Water (973)
          Valuables: Rainbow Spider's Web
          Star Map Pieces:
          Quzman's Relatives:
          Animals:
          Monsters: Shawra (HP ~14, attacks Normal, Wind -30%, 2XP)
                    Unuk (HP ~25, attacks Normal/Fire, Water +30%,
                         Fire -30%, 4XP)
                    Doomer (HP 36-45, attacks Normal/Fire, Water + 100%,
                         Fire -100%, 7XP)
                    Nunkirantula (See details)

     Head straight north through the first Unuk and jump across the water. Jump
west to the ledge. Follow it all the way south to an Unuk and a Flame Shield.
Head back to the entrance and climb the log to the west platform. There's a
Shawra and a Frozen Shield to the south, and a Shawra and an exit to the north.
Get the treasure and go.
     Approach the pile of rubble and use the Explosives. It will be destroyed.
So will the one on the other side of the river. Fight the Unuk and head up and
around to a few more Unuks. Once they're disposed of, you can continue
northeast to the next area, or hop some stones and fight a Unuk if you want to
talk to the guy on the other side of the river. He doesn't say anything
interesting, but this is your only chance if you want to do it.
     On the next screen, you'll be confronted by a pair of Doomers. You've
never seen these before. They're tougher than anything you've encountered
previously, but nothing you can't handle. Take 'em out. You can talk to the
waterfall guy, but there's not much point to that yet. So go around behind him
and get the Secret Recipe 1. This is a dead-end, so you'll have to head back to
the previous area, hop across the stones, and go northeast from there now. If
you don't have a Pristine Water with you, you can get one from the pool here.
     On the other side of the waterfall room, now, you'll notice a man sitting
on the ground. He'll give you combat advice if you need it. Failing that, head
up the ladder, carve through the Doomers, and you're all done here for now.
     As soon as you leave Nunki valley, defy common sense and return to
Cebalrai. Get one more Pow Milk. Then continue on to Pherkad.

          --Pherkad--
          Important NPCs: Palolo III, Quzman, Rodolfo
          Normal Magnus: Dark Flare Lv 2 (248)
                         Shish Kebab (Medium) (505)
                         Pine Tree (621)
                         Fire Burst Lv 2 (245)
                         Ice Dagger (4)
                         Shadow Wings (276)
                         Chain Mail (103)
                         Wind Blow Lv 1 (244)
                         Voice 2 (234)
                         Mink Coat (123)
          Quest Magnus: Nameless Flower (1014)
                        Pebble (986)
                        Mountain Apple Wine (1013)
                        Stoked Flame (975)
                        Weak Flame (976)
                        Family Tree (1021)
                        Popular Pickup Line (967)
                        Stagnant Water (974)
                        Mountain Apple (1000)
          Valuables: Guestroom Key
          Star Map Pieces: Pyxis (398), Aquarius (397)
          Quzman's Relatives: Quzman, Taymiya, Sabin, Rushd, Sallam
          Animals:
          Shop: Shish Kebab (Small) (504) x5 - 30G
                Wheat Crackers (521) x2 - 300G
                Flame Sword (5) x2 - 250G
                Chain Mail (103) - 120G
                Light Flare Lv 1 (241) x2 - 230G
                Wind Blow Lv 1 (244) - 260G
                Mink Coat (123) - 350G
                Bananas (635) - 180G
                Chunk of Ice (606) - 100G
          Monsters: Imperial Soldier (HP ~70, attacks Normal/Fire, Fire - 20%,
                         Water + 20%, 11XP)
                    Giacomo (See details)

     As soon as you enter Pherkad, head to the flower bed you can see on the
right and water it. Take the Nameless Flower. After that, look for an old lady
who periodically walks down the street. Talk to her to get a Dark Flare Lv 2.
Talk to the girls by the entrance to get the Star Map piece Pyxis. You can give
the complaining girl a Mountain Apple if you want, but she'll just give you a
Pebble, and you don't need that. The building on the left is the bar; you'll be
able to get Mountain Apple Wine here later in the game, but there's nothing of
importance in there now. There's a Shish Kebab (Medium) on the far-right
bookshelf in the first house on the right, though. Take it, then take the right
passage directly above that house.
     There's a blue flower here, and a shop in the upper-right. Get what use of
them you can. That's all there is out here right now, so head back in and go to
the next house up on the right. There's a Pine Tree in the potted plant on the
south wall. You can also get a Stoked Flame in here if for some reason you want
one. Head out and up to the next screen.
     The house on the right is Quzman's. Enter, and you'll be able to start the
second collection subquest - he'll task you with finding his relatives,
scattered all over the world. He'll give you the Family Tree and explain what
you have to do. Aside from Quzman and Taymiya, who are in the house, if you
head back to the docks you can get three more right away. Sallam is the
blueberry-looking boy running around. Talk to him and he'll sign. Rushd is
sitting on the wall. Give her that Dead Bluebird you picked up and she'll sign.
Once Rushd signs, her father Sabin (standing next to her) will, as well. You
can go back to Quzman's and talk to them if you want, but there's nothing to do
there except get a Weak Flame if for some reason you want that.
     Next, head north to the manor.The guards won't let you in. After the scene
with Palolo III, head south two screens and go back into the lower-right house.
Talk to Palolo for a while, then go back to Nunki Valley and prepare for a boss
fight.

     Nunki valley's exactly how you left it. The man in the waterfall is a
relative of Quzman's, but he won't sign yet, so don't bother. He'll be a while.
Head south one screen, and jump across the stones to where the Nunkirantula is.
He's hard to miss. Oh, and grab a Pristine Water while you're here. Then put on
your best Fire-type gear, and get ready for:

               --Boss: Nunkirantula--
               HP: ~350
               Weaknesses: Fire (50%), Wind (30%)
               Resistances: Water (50%)
               Attack Types: Normal, Water
               XP: 130
               Drops: Duel Sword (6), Light Flare Lv 2 (247)

     The Nunkirantula is tougher than anything you've seen yet. In fact, he
might actually give you some trouble. He has decent water attacks, and good
defense, which he can raise using the Hardening Wax ability. His attacks are
also rapid; you may miss defense opportunities if you're still getting
accustomed to the gameplay.
     Once the Nunkirantula is no more, head back to Pherkad. You should have a
Pressed Flower by now. If you do, give it to the girl by the flower bed in
exchange for a Popular Pickup Line. You can only get this particular instance
of the Pickup Line once, so don't throw it away. Before you go following
Palolo, enter the top-right house - the one with the painting. Talk to the
woman and give her the Pristine Water. She'll give you Aquarius.
     Enter Palolo's hideout. Pilulu, on the left, can give you advanced battle
advice, if you want. Failing that, talk to Palolo. He'll sneak you into the
mansion via the well.

     Important bit about the Mansion: you can come and go as you please, using
the secret passage, *until* you've been to the roof. Once you go up to the
roof of the Mansion, you won't be able to get back in for a LONG time. So make
sure everything you want to do in the Mansion is done before going up there.
That being said, the Mansion itself has a lot of stuff to do. You can get Weak
Flame in the entryway, but don't. You don't need it. Head up the steps into the
hall, and you get to tangle with some Imperial soldiers! They're not too bad,
as long as you equip all your Water armour instead of that Fire stuff you used
on the Nunkirantula.
     If you timed it right, you should have a Pow Milk Yogurt and a Pow Milk
Cheese now. If you do, head up the stairs on the right immediately. You can use
them both in the room up here. The woman walking around will give you a Fire
Burst Lv 2 in exchange for the Yogurt, and the woman standing at the counter is
Al-athir, one of Quzman's relatives. That's all there is here, so stop by the
blue flower and go back down the stairs.
     The first room at the base of the stairs has two Imperial Soldiers and
some Stagnant Water and Nameless Flowers in it. Kill the Soldiers, but ignore
the Water and Flowers. There's also an Ice Dagger in the desk between the beds.
     The next room over is locked. Skip it for now. The one following contains
a maid who gives you information, a monkey that doesn't do anything yet, more
Flowers and Water, and the Shadow Wings Magnus. Make sure you get that. The
last room over is locked, so head up the stairs.
     Take out the guards, grab the Chain Mail, and enter the room. Take the
Wind Blow Lv 1 and the Guestroom Key. Watch the scene with Rodolfo, then leave
and go back down the stairs. The first locked room you'll come to contains
Aljeemo. Give him Maynee's Pendant and he'll give you Voice 2. There's a Mink
Coat in the desk, and the typical Stagnant Water and Nameless Flowers.
     The other room is where Xelha is. After the dialogue, she rejoins your
party. You can also find a Shrike Statue and Chronos Blow 1 here, along with
the Water and Flowers. Head up the stairs to the right, stop to level Xelha up,
and then proceed to the roof.

     Once on the roof, Kalas and Xelha will chase Giacomo onto the Goldoba, and
the boss battle will begin:

               --Boss: Giacomo--
               HP: ~800
               Weaknesses: Water (30%), Light (30%)
               Resistances: Dark (30%), Fire (30%)
               Attack Types: Normal, Fire, Dark
               XP: --
               Drops: Sparkle of Life (285), Chronos Blow 1 (243)

     Giacomo can be tough, because he can take two actions every turn and you
can't defend against the dark yet. Like the Lord of the Spring, though, he
doesn't have much staying power. Keep plugging away and he'll be down pretty
quickly.
     After the fight, Giacomo blows Kalas and Xelha back off the deck of the
Goldoba. They are automatically run out of the Mansion. That treasure on the
roof? It's a teaser. You won't be getting that for a *long* time.

     It's time to wrap things up before we press onward. Once you leave Sadal
Suud, you won't be able to come back for a long time, so do what you need to
do. You should leave Sadal Suud with the Popular Pickup Line, some Pow Milk, 
and a Mountain Apple, which you can now get from the man at the fruit cart in
Pherkad. Before you leave, though, there are two more members of Quzman's
family to get: Surayj is in the Stable in Cebalrai, and Hawqal is the bird-
catcher in Moonguile Forest. You can get them now, or wait until later - it
doesn't really make much difference. But make sure you stop by Cebalrai long
enough to get the Shampoo from Maynee.

     When you're all done, get on the liner to Diadem, Land of the Clouds, and
part two of the walkthrough.

     *-------------------------------------------------------------------------

     ii)--Diadem, Land of the Clouds--

     --Nashira--
     Important NPCs: Anna, Lyude, Old Fortune Teller, Reblys
     Normal Magnus: Shortcake (Small) (511)
                    Fire Burst Lv 2 (245)
                    Scale Shield (184)
                    Fire Yell Lv 1 (200)
                    Pine Tree (621)
                    Feathered Hat (162)
                    Shako (164)
     Quest Magnus: Salty Water (995)
                   Salt (996)
                   Stagnant Water (974)
     Valuables:
     Star Map Pieces: Carina (399)
     Quzman's Relatives: Maymun
     Animals:
     Shop: Power Helmet (140) - 30G
           Shish Kebab (Medium) x2 (505) - 75G
           Wheat Crackers (521) - 300G
           Chestnut Truffle (523) x2 - 100G
           Silver Buckle (446) - 2500G
           Flame Sword x2 (5) - 250G
           Duel Sword (6) - 900G
           Frozen Shield (183) - 700G
           Fire Burst Lv 2 (245) - 950G
           Aqua Burst Lv 2 (246) - 950G
           Mineral Water (607) x2 - 50G
           Honey x2 (774) - 200G

     That pickup line you're carrying is on a relatively short timer, so the
first thing to do when you get to Diadem is find the guy who wants it. Head
west once and south two screens to get into the centre of Nashira. Head into
the building on the far east of town - the bar. In the far corner is a man
looking very troubled. Give him the pickup line. Come back later for your
reward.
     Now that that's out of the way, you can properly look around Nashira.
You'll find a Shortcake (Small) in the barrels in the northeast corner of the
bar, and that's everything here for now. Head back out to the town. Directly
south of the entrance to the bar you'll find a Fire Burst Lv 2. On the far
west, there's a Scale Shield. While you're over here, talk to Lyude. Then head
back toward the Liner.
     There's nothing of consequence to do on the bridge, so enter the storage
area. Examine the jars with the red stripes and you'll find Salty Water, but
you don't need that right now. The pots right below them contain a Fire Yell Lv
1. You can get Salt from the sacks, but you don't need that either. Up the
stairs, you'll find Quzman's daughter Maymun. She'll sign without a struggle.
There's a Pine Tree in the jar immediately west of her.
     Return to town, and go to the first house to the east. You'll find the
Star Piece Carina in the boxes on the east wall. The barrels to the north
contain stagnant water you don't need. Talk to the Fortune Teller and leave.
     The next building over is the shop. Buy the Power Helmet, the Mineral
Waters, at least one Honey, and, if you can scrape up the money (which
shouldn't be too hard), the Silver Buckle.
     The next (and last) building contains a Feathered Hat on the top bunk. The
back room contains nothing of importance.

     Return to the bar and talk to the guy you gave the Pickup Line to. He'll
give you a Shako. Then talk to Anna, the bartender. Reblys will enter and cause
a scene, and then Gibari will join your party.

          --Gibari's Inventory--
          Double Paddle (31) x5
          Mosquito (32) x4
          Stream Blade (33) x3
          Flame Mail (102)
          Chain Mail (103)
          Calm Helmet (141)
          Frozen Shield (183) x2
          Scale Shield (184)
          Aqua Yell Lv 1 (201)
          Voice 1 (233)
          Dragon Uppercut (293)
          Crystal Shot (294)
          Chunk of Ice (606)
          Mineral Water (607)
          Grapes (542)
          Bamboo Creel (464)

     Once Gibari has joined your party, you're all done here. You can go either
to the Cloud Passage (by leaving town) or to the Lesser Celestial River (via
Gibari's boat). There's nothing to do in the Cloud Passage, and the monsters
there are liable to treat you *very* unkindly. Plus, the only thing you can
find there is Salty Water, which you can get in Nashira. So go to the River
instead.

     --Lesser Celestial River--
     Important NPCs:
     Normal Magnus: Chaos Edge (7)
                    Mana Stone (372)
                    Stream Blade x2 (33)
                    Camera 1 (230)
                    Fire Burst Lv 2 (245)
                    Century Veil (163)
                    Hemp Creel (465)
                    Cloak of Dark Night (124)
                    Heron Statue (377)
     Quest Magnus: Thunderfish Bone (1012)
     Valuables:
     Star Map Pieces:
     Quzman's Relatives: Rustah, Hisham
     Animals:
     Monsters: Pul-Puk (HP 110, attacks Normal/Water, hit to Freeze,
                    Water -80%, Fire +80%, XP 13)
               Cancerite (HP 125, attacks Normal/Water, hit for Sleep,
                    Water -50%, Fire +50%, XP 16)
               Thunderfish (see details)
               Striper (HP 175, attacks Normal/Wind/Fire, hit for Poison,
                    Wind -50%, Chrono +50%, XP 25)

     The monsters here are all strong against water, and all have water-type
attacks, so minimise the water content of your decks before heading out.
Immediately north of where you start, you'll find a Chaos Edge. Head to the
west and fight the Pul-Puk. You can't get the treasure to the west just yet, so
ignore it and head north. You'll be ambushed by Cancerites jumping across the
rocks, so be prepared for that. Once across, you'll see more Pul-Puks. Beat
them and claim the treasures: the Mana Stone and a Stream Blade. Cross the next
few rocks and go to the next screen.
     You'll see a Pul-Puk right away upon entering. Beat it, and take the
Camera 1. You then have two path choices; take the eastern path. It leads to a
Cancerite and a Fire Burst Lv 2, and then ends. Go back and take the western
path now. Once again, you'll face a Cancerite ambush. Beat it, and head over to
the waterfall. You'll need to time your movement so that the waterfall doesn't
hit you. If it does, you'll be washed back down the path and have to face the
ambush again on your way back over. On the other side is a red flower and a
Century Veil. Continue east to fight a Pul-Puk and proceed to the next area.
     As soon as you enter the next area, you'll be attacked by the Thunderfish.

          --Boss: Thunderfish--
          HP: 1000
          Weaknesses: Fire (+50%), Dark (+50%)
          Resistances: Light (-50%) Water (-50%)
          Attack Types: Normal, Water, Light, hit to Poison
          XP: 260
          Drops: Energy Wave (277), Silver Anklet (456), Pisces (402)

     The Thunderfish shouldn't give you too much trouble. You won't really be
able to block the light damage, but, fortunately, it isn't very much. Most of
its attack power is in normal damage. The poison is a nuisance, but its poison
attack is always a single-out attack that does no immediate damage, so, in a
way, it's a reprieve. And, if you brought Mineral Waters, you can cure the
poison anyhow.
     As soon as you beat the Thunderfish, turn around and go right back into
the area in which you fought it. Head north, and ford the waterfall at the
shallow part. You'll be ambushed by a Cancerite, and there's a Pul-Puk on the
other side. Take care of them and head west, picking up the Hemp Creel on the
way.
     This screen is actually the lower part of a section of the Cloud Passage,
so you'll get a chance to fight some nasty monsters. The Stripers in here can
put up a heck of a fight. Make your way through the first one, then head around
the south bend to rescue the drowning man. His name is Rustah, and he's one of
Quzman's relatives. Go west through another Striper, then south. You'll have to
jump across some rocks to get there. Then head all the way west to another
drowning relative. This one's called Hisham. There's a Stream Blade hidden
underneath the clouds near where you landed, so get that, too. You're done here
now, but instead of going back the way you came, head a little bit south.
You'll find a spot where you can jump across a rock. Going this way leads to a
Cloak of Dark Night - the treasure you could see before your fight with the
Thunderfish. Then you're all done - head back through the Thunderfish area to
the red flower.
     Back in this area, you'll notice the skull of the Thunderfish is stuck on
a rock. Go over to it - the waterfall is no longer running, in case you thought
you could be sneaky and avoid the Cancerite ambush - and you'll be given the
option to help it on its way. Do so, then follow it south a screen. Head up to
it again, and pick the same option. Now, with the bone in the way, you can get
the treasure that was unreachable before. It's the Heron Statue. Then you can
take the Thunderfish Bone, if you want it. Leave it alone for now. Note that,
if you happen to take the bone for whatever reason before you get the Statue,
you can put it back just as easily. Now you're done here. Go back to Nashira.

     Once you get back to Nashira, you're stuck here for a while. The town is
crawling with soldiers. Go to the bar and talk to Reblys. He'll tell you to
find Anna. She's in the warehouse fighting with some soldiers. Once you've
talked to her, go back to the bar and talk to her again there. She'll show you
out of town through a secret passage. Then it's on to the Cloud Passage.

     --Cloud Passage--
     Important NPCs:
     Normal Magnus: Aqua Burst Lv 2 (246)
     Quest Magnus: Cloud (978)
                   Salty Water (995) (Before beating Thunderfish only)
     Valuables:
     Star Map Pieces: Cygnus (400)
     Quzman's Relatives: Qutayba
     Animals:
     Monsters: Striper (HP 175, attacks Normal/Wind/Fire, hit for Poison,
                    Wind -50%, Chrono +50%, XP 25)
               Albireo (HP 150, attacks Normal, Wind -50%, Chrono +50%, XP 20)
               Iron Beetle I (see details)

     As soon as you enter, you'll see Stripers. They shouldn't be hard for you
to handle now, with Kalas and Xelha at Class 3. The only thing to watch for is
that that Century Veil is the only Time-elemental armour you have to date, so
you'll be taking full damage from the wind attacks. Traveling on down the path
leads to two more encounters with Stripers, and then to the next area.
     This area you'll recognise - you're now on the top part of the place where
you saved the two boys from drowning. Take the west fork, beat the Striper, and
talk to the man at the end of the path. This is Quzman's Son-in-Law, Qutayba.
He won't sign unless you've rescued his sons. Then go up the east fork, fight a
striper, and proceed.
     This area has another fork. Start with the east path this time. Carve up
the stripers and the albireos, and go onward. The only thing you can get to
here is the cloud reeling machine. Turn it on, and you can gather Clouds. Take
two, then go back a screen and use one to extend the cloud that stretches
between the forks. Cross the bridge, and head north.
     Fight the stripers and albireos here, and head up the eastern path. Use
your Cloud here to make a path across to some more monsters, a save point, and
the only treasure to be found in the Cloud Passage: Cygnus and an Aqua Burst Lv
2. Then head around west and try to leave. You'll be attacked by the Iron
Beetle.

          --Boss: Iron Beetle I--
          HP: 1500
          Weaknesses: Water (+30%), Light (+30%)
          Resistances: Fire (-30%), Dark (-30%)
          Attack Types: Normal, Fire, Dark
          XP: --
          Drops: Soul Flash (286), Shark Tooth (381)

     The Iron Beetle is in the habit of raising its attack power using Nitro
Boost, so you can take some pretty big damage pretty quickly here. With any
luck, your defensive and healing items are up to the task. You can't do a thing
about the large dark damage, unfortunately, so fight quickly and bring ample
healing items. Fortunately for you, the Beetle attacks only every other round.
Unfortunately, its Voldocannon hits hard enough that even after you play
defensive cards, you'll still take around two hundred damage. Xelha's big light
and Gibari's big water attacks will help a lot here.   
     After the Beetle's down, exit west to get back to the map, and move on to
Sheliak.

     --Sheliak, the Castle Town--
     Important NPCs:
     Normal Magnus: Light Flare Lv 2 (247)
                    Clock Shield (185)
                    Red and Blue Pencil (784)
                    Ray of Truth (8)
                    Calm Helmet (141)
                    Voice 2 (234)
                    Fading Notebook (714)
                    Flash Armor (105)
                    Savings Book (696)
                    Butterfly (34)
     Quest Magnus: Nameless Flower (1014)
                   Stoked Flame (975)
     Valuables:
     Star Map Pieces:
     Quzman's Relatives:
     Animals:
     Shop: Shish Kebab (Medium) x2 (505) - 75G
           Wheat Crackers (521) - 300G
           Chestnut Truffle (523) - 100G
           Ray of Truth (8) - 1200G
           Mosquito (32) - 250G
           Stream Blade (33) - 520G
           Shadow Suit (104) - 300G
           Clock Shield (185) - 1000G
           Light Flare Lv 2 (247) - 1050G
           Dark Flare Lv 2 (248) - 1050G
           Century Veil (163) - 550G
           Milk (580) - 250G
           Rooster (820) - 150G
           Shadow Cornet (59) - 1600G

     Note that, unlike Nashira, you are *not* stuck here in Sheliak. Despite
what the guards at the entrance say, they will let you leave if you try. You
won't be able to enter the first building you see just now, so leave it be. The
next is the shop. Buy at least the Ray of Truth and the Light Flare Lv 2, and
then head east to the next area.
     Go in the first door you come to. In here is a Light Flare Lv 2 in the
cabinets on the east side, a Clock Shield on the shelf along the north wall,
and Nameless Flowers (which you don't need) in the pot in the southwest corner.
In the next house over is the Red and Blue Pencil - search the desk north of
the entrance for it. The bookcase can be pushed to the right to reveal a secret
passage into the next house. It leads to a room containing a Ray of Truth and a
Calm Helmet. Now exit and come into this building through the front door.
There's a Voice 2 in the cupboard north of the entrance, and a Fading Notebook
in the southwest corner.
     There are three stationary guards in the main Sheliak area. The one in the
middle wants something to drink. There's no point in bringing him anything.
Even if you move fast enough to get a Pristine Water here (and you have to go
through Diadem *blindingly* quickly to make it), you still don't get anything.
So don't bother.
     Now try to go to the castle. After a few cutscenes, go steal the imperial
"boat." It will take you to Castle Elnath.

     --Castle Elnath--
     Important NPCs: Ladekahn
     Normal Magnus: Infinity Mask (142)
                    Dark Sword (9)
                    Dark Flare Lv 2 (248)
                    Butterfly (34)
                    Light Flare Lv 2 (247)
                    Chronos Aura 1 (339)
                    Magical Anklet (457)
                    Fading Notebook (714)
                    Fire Aura 1 (335)
                    Dark Yell Lv 1 (203)
                    Flash Armor (105)
                    Shadow Suit (104)
                    Light Aura 1 (337)
                    Dark Aura 1 (338)
                    Aqua Aura 1 (336)
                    Light Yell Lv 1 (202)
                    Wind Aura 1 (340)
                    Wheat Crackers (521)
                    Tempest Shield (186)
                    Glass Earrings (474)
     Quest Magnus: Diadem Royal Crest (1005)
                   Blank Magnus (972)
                   Pebble (986)
     Valuables: Ladekahn's Letter
     Star Map Pieces: Hydra (401)
     Quzman's Relatives:
     Animals:
     Shop: Wheat Crackers (521) x3 - 300G
           Chestnut Truffle (523) x3 - 100G
           Shish Kebab (Medium) (505) x10 - 75G
           Cypress Creel (466) - 350G
     Monsters: Imperial Elite (HP 230, attacks Normal, hit for Sleep, 
                    Light +50%, Dark -50%, XP 31)
               Imperial Blackhelm (HP 250, attacks Normal/Dark, Light +50%,
                    Dark -50%, XP 36)
               Iron Beetle V (see details)

     Before I walk you through the area, I need to provide an introduction to
the odd mechanics at work here. You will be given command of the Diadem Knights
fighting against the Imperial Soldiers. Every time you encounter a battle, you
may send a certain number of knights to battle against the enemy. Your knights
are divided into four types: Squires, Apprentices, Knights, and Senior Knights.
The enemy comes in only two varieties: Elites (in red armour) and Blackhelms
(in black, of course). In addition, every battle you enter will have Diadem
knights already involved in the fighting.
     So how do you figure out how much manpower to assign? It's kind of tricky.
Fortunately, I've already done all the work so you don't have to. The weakest
kind of knight involved in this melee is the Diadem Squire, so we'll assign him
a value of 1. Therefore, the values of all the different troops are as follows:

          Squire = 1
          Apprentice = 2
          Knight = 4
          Senior Knight = 8

          Imperial Elite = 2
          Imperial Blackhelm = 4

     In addition, all the knights already involved in battle (i.e., the ones
you didn't dispatch) are equivalent to an Apprentice (value 2). Those of you
who are interested in a mathematical proof of this, please refer to Appendix A.
But it's safe to take my word for it.
     The outcome of any given battle can be one of three things. If the total
value of the Diadem Knights is greater than the total value of the Imperial
Soldiers, then the knights win. In this case, you don't have to fight the
soldiers, and you get a Magnus as a reward for your success. If the values are
equal, then the two sides will stalemate. You don't have to fight the soldiers,
but you don't get a reward either. If the total value of the soldiers is
greater than the total value of the knights, then the knights are defeated. You
don't get the reward, and you have to fight the soldiers. So the ideal outcome
is for the knights to win every battle - you'll get a bunch of bonus Magnus,
most of them rare Magnus that you can't get anywhere else. If you're a Magnus
fancier, you'll definitely want to do this - all six Auras are gained as
rewards here, and since they'll progress through six levels each, that's
thirty-six Magnus that you'll never see unless you help the Knights out. Of
course, if you're not interested in Magnus for Magnus' sake, the Auras are not
very useful, and you get some decent treasure drops from fighting the
soldiers, in addition to the experience (for example, this is the first place
you can get the very important Uncooked Rice). So it's up to you.
     As a final note, don't worry too much about skimping. The amount of
manpower you have at your disposal is seriously high. The walkthrough I give
will tell you a highly minimal amount of manpower to use to win the battles,
but it also leaves you with a bunch left over. According to my figures, the
game gives you a total Knight value (including the knights already placed in
battles) of 101, against a total enemy value of 52. That's some pretty
comfortable wiggle room. So, on to the castle.

     There's an Infinity Mask at the west end of the dock you arrive at. Get
it, go down the stairs, and enter the castle. You'll find a Dark Sword to the
west and the Diadem Royal Crest on the north wall. There's no reason to take
the crest, though, since the Head Knight blocking the stairs will give one to
you when you talk to him. At the base of the stairs, the far right statue has a
Dark Flare Lv 2. Enter the combat, and dispatch a Squire and an Apprentice.
You'll get a Butterfly for the win. The middle statue on this side has a Light
Flare Lv 2. Go down the stairs to the next room.
     The door you see on the higher landing leads to another battle. Be careful
not to walk into the Imperial troops, or you'll have to fight them, and you
won't get the reward - a Chronos Aura 1. Dispatch a Knight. By the window is a
Magical Anklet, and there's a Fading Notebook in the jars on the north wall.
Grab them and go back out.
     Go down the stairs and head east, and fight the Imperial Blackhelm on the
north wall. Then go back to the left and fight the Imperial Elites by this door
- you won't have any choice. Once they're beaten, go through the door. This is
the barracks where you can recruit more soldiers with the Crest. Recruit the
Squire, the Knight sitting on the floor by the lower bed, and the Apprentice
Knight in the lower bed. Go east to the staircase, and dispatch a Squire and an
Apprentice. You'll get a Fire Aura 1. Check the rightmost painting for a Dark
Yell Lv 1, then go back to the barracks. Recruit the Knight sitting in front of
the lower bed, and the Squire in the lower bed. Then head out and down the
stairs.
     As soon as you enter this room, you'll have to fight an Imperial Elite -
there's no way around him. After that, dispatch a Knight and your Squire to the
battle by the door. You'll get a Light Aura 1. Then go back up to the barracks.
Recruit the Knight and any of the Senior Knights. Return to the large chamber,
and go down the stairs. Take advantage of the red flower here. Under the stairs
you'll find a Flash Armor and a Shadow Suit. Enter the battle and dispatch a
Knight and a Senior Knight. The reward here is Dark Aura 1. Back to the
barracks! Grab a Senior Knight and an Apprentice Knight, then come back and
exit up the eastern stairs.
     Deploy a Knight and an Apprentice here. You'll get Aqua Aura 1. You can
get a Pebble from the debris on the stairs, but don't bother. The painting on
the far right contains a Light Yell Lv 1. Enter the eastern door and dispatch a
Senior Knight. The win gets you Wind Aura 1. Climb up through the window to the
higher floor. There are Wheat Crackers on the table. Get them and go out to the
hall. You'll watch an extended cutscene, then you'll be sent straight into a
boss battle with Lyude instead of Xelha.

          --Boss: Iron Beetle V--
          HP: 1900
          Weaknesses: Water (+40%), Light (+30%)
          Resistances: Fire (-40%), Dark (-30%)
          Attack Types: Normal, Dark, Fire
          XP: --
          Drops: Crescent Buckle (447), Shadow Cornet (59)

     1900 HP is a lot. But in addition to that, the Iron Beetle V can use Self-
Repair, which, not entirely coincidentally, restores 1900 HP. At least it only
does that once. Much like the first Iron Beetle, this one can do a *lot* of
damage in one hit. Unlike that other Beetle, though, the Mark V attacks every
round (when it's not Self-Repairing). The one saving grace in its attack is
that it never hits for Dark and Fire at the same time. Defensively, the thing's
a wash - you can do quite a lot of damage to it without any difficulty. Your
major weakness in this battle is that Xelha - who was probably loaded down with
high-powered water and light attacks - is replaced with Lyude, who is playing
with a deck you haven't so much as rifled through yet. And this is made even
more galling by the fact that his deck contains a few too many Roosters,
Pretty Flowers, and Escapes than you probably want heading into a boss battle.
On the up side, he does have big light.
     The cutscene is still going on the other side of the Beetle. When it's
over, you'll be off to the Shrine of the Winds, and Lyude will officially join
your party.

          --Lyude's Inventory--
          Krone Horn (56) x6
          Assault Trumpet (57) x5
          Shining Horn (58) x2
          Shadow Cornet (59) x2
          Shadow Suit (104)
          Flash Armor (105)
          Infinity Mask (142)
          Clock Shield (185)
          Tempest Shield (186)
          Light Yell Lv 1 (202)
          Dark Yell Lv 1 (203)
          Camera 1 (230)
          Voice 2 (234)
          Overture (302)
          Concerto (303)
          Deluxe Sweet Wine (544)
          Pretty Flower (589)
          Milk (580)
          Rooster (820)
          Escape (229)
          Dark Red Earrings (473)

     Now that you have four characters, you need to decide which one won't be
used in combat. For the time being, Lyude should be the odd man out - his deck
is very raw right now, and most of the monsters you're facing don't care very
much about light and dark. So shift him down to the fourth spot, and put Xelha
back in play. The leftmost of the solders in the back of the room is a shop,
and the rightmost is an inn. Buy the Cypress Creel and rest, then head out the
secret passage.

     The Shrine of the Winds is a very minor area. It has just one room, and
the only things in it are a cutscene and a boss battle.

          --Boss: Lord of the Winds--
          HP: 2000
          Weaknesses: Chrono (+80%)
          Resistances: Wind (-80%)
          Attack Types: Normal, Wind, hit to Poison, hit for Sleep
          XP: --
          Drops: Coral Plant (373), Magic Pen (716)

     The Lord of the Winds is fairly easy to beat. Just like the Thunderfish,
his hit to Poison is always single out. His damage is about two-thirds normal,
so you should be fairly capable of defending against him if you've done a good
job of accumulating what Chronos-type defense cards have been available. He's
also not much of a defender; he can block a good amount of chrono damage, but
you have almost no chrono attacks at this point. Gibari's at a disadvantage
because of the Lord's mammoth wind resist, but that shouldn't be a big deal.
Just be aware that later in the battle, he'll start taking two actions every
round and putting people to sleep. That's the only time this could get out of
hand.

     Afterwards, you'll find yourself back in Castle Elnath. I would strongly
recommend that you put the Magic Pen and one of your (by now) Blank Notebooks
into someone's deck right away; the output from that combo - the Prophet's
Notebook - is one of the most useful Magnus in the game. Talk to Lyude, then
try to leave the room. You'll automatically rest. When you wake up, you'll be
in a different room, and you won't have Lyude. Both situations can be remedied
by heading up the stairs and into the next room. After that, you can look
around Elnath. If you missed anything before, you can get it now. In addition
to that, there are a few spots where you can help clean up the castle. In the
first one, you shove rubble to the sides of the hallway to clear it out. It's
a bit tricky because the controls are somewhat wonky, but you'll know that you
have the rubble in the right place because it will slide the last part of the
way of its own accord. Completing that gets you Hydra. For the second, you
simply have to absorb all the debris (Pebbles) into Quest Magnus. Once that's
done, you get a Tempest Shield and the satisfaction of knowing that it's now
possible to walk through the hallway. If you do both of them, you'll also get
the Glass Earrings.

     When you've done that, go back out to Sheliak. The Imperial Soldiers are
all gone now. Give some Salty Water (which you could get in Nashira earlier,
but you'll have to catch a Cloud and wait for it to transform now) to the guy
trying to clean the graffiti off the streetlight, and he'll give you a Flash
Armor. Also, giving a Stagnant Water to the Knight running around town gets you
a Shadow Cornet. Once you've done that, enter the Mayor's House - the house you
couldn't enter before - and check the cupboard on the north wall for a Savings
Book. Also, you can get Nameless Flowers from the flowerpot, but you don't need
them. The next room over has a Stoked Flame - which you also don't need - and a
Butterfly.

     Once you've done that, it's time to wrap up any loose ends you have here
on Diadem. You won't be coming back for a long time, so make sure you've done
what you want to do. When you're ready, the Mindeer is at the top of Castle
Elnath, waiting to take you onward to Anuenue!

     *-------------------------------------------------------------------------

     iii)--Anuenue, the Rainbow Nation--

     When you're ready to leave, talk to the Knight standing in front of the
Mindeer. Ladekahn will appear and give you the letter to present to Queen
Corellia. After that, the game spirits you off to Anuenue.

     --Anuenue Port--
     Important NPCs:
     Normal Magnus: Explosive Paddle (295)
                    Bamboo Grass Creel (467)
                    Snake Tuba (60)
     Quest Magnus:
     Valuables:
     Star Map Pieces: Auriga (404)
     Quzman's Relatives:
     Animals:

     The area you land in is small, and without much to do. There's a slightly-
tricky ladder leading downward (directly south of the obvious ladder going up)
that leads to Gibari's Explosive Paddle move. Up the stairs and in the house,
you can find Auriga in the cabinet on the north wall. The Bamboo Grass Creel is
in plain sight on the east wall. Exiting, walk up the tree limb and all the way
out to the left to find a Snake Tuba. That's all there is to do here, so exit
right to end up on the map. The only other destination you have to choose from
is Komo Mai, so go there.

     --Komo Mai, City of Flowers--
     Important NPCs: Corellia, Principal of the Academy
     Normal Magnus: Bananas (635)
                    Chronos Blow 2 (249)
                    Magical Piggy Bank (724)
                    Sweetheart Picture (703)
                    Black Scepter (35)
                    Secret Recipe 3 (755)
                    Silkworm (573)
                    Deluxe Bananas (637)
                    Flower Bud (587)
                    Strawberries (585)
                    Hair Dryer (701)
                    Mattress (710)
                    Doll (592)
                    Zeit Robe (126)
     Quest Magnus: Nameless Flower (1014)
                   Stagnant Water (974)
                   Fantail Duck Egg (982)
                   Weak Flame (976)
                   Celestial Flower Seeds (979)
                   Popular Pickup Line (967)
     Valuables: Landmark Stone
                Komo Mai Cookies
     Star Map Pieces:
     Quzman's Relatives: Tulun
     Animals:
     Shop: Shish Kebab (Medium) (505) x2 - 75G
           Wheat Crackers (521) - 300G
           Chestnut Truffle (523) x2 - 100G
           Fruity Gelatin (522) x2 - 200G
           Dark Sword (9) - 2600G
           Marvelous Sword (10) - 4000G
           Shadow Cornet (59) - 1600G
           Black Scepter (35) - 2300G
           Shako (164) - 1250G
           Light Flare Lv 2 (247) - 1050G
           Dark Flare Lv 2 (248) - 1050G
           Peach (616) x2 - 600G

     Komo Mai is a big city with lots to do. Which is good, since you'll be
spending a lot of time here. In the first house on the right, you can get
Nameless Flowers, but don't. You can also get Stagnant Water in there, but
don't do that either. The next house over is slightly more interesting, in that
the Quest Magnus you don't need is at least one you haven't seen before - the
Fantail Duck Egg. Also, you could get Stagnant Water here as well. Back
outside, if you walk all the way to the south and find the banana cart (next to
the laughing couple), you can get Bananas. Follow the path all the way out east
until it ends and you'll find a blue flower and the shop. Go in and buy at
least the Marvelous Sword, the Light Flare Lv 2, and the Peaches. If you didn't
get many Shakos from fighting Stripers, buy that, too. When you're done, go up
the loopy stairs to the next area.
     Once arriving, talk to the old man immediately on the right. You won't be
able to get into the palace just yet, so go west into the Academy instead. Go
into the first room you come to. In here, you can find a Chronos Blow 2 in the
lockers on the east wall. Talk to the student in the middle row on the left
side, and he'll ask you to bother the guy in front of him. Talk to the student
in front of him four times. For your assistance, the first student will reward
you with a Magical Piggy Bank. That's all there is to do here, so leave and
enter the next room. Talk to the teacher sitting in the centre of the room. You
can find a Sweetheart Picture if you examine the display just north of the
teacher. That's all there is in here, so go back out and up into the east side
of the Academy.
     The first room on this side is home to a Black Scepter (in the lockers on
the west wall) and Secret Recipe 3 (on the eastern bookcase). The lockers on
the east side can't be opened yet, so don't bother. That's all you can do in
here for now, so go back out and into the other room. You can get a Weak Flame
in here, but there's no need to. Go to the giant flask in the northeast corner
and choose to taste the liquid. Talk to the woman standing in front of it, and
she'll give you a Silkworm. Talk to the principal, then leave the Academy for
now.
     When you get back out to the city, you'll notice that the portable shrine
show is over, and you can get to the Palace now. Do so. Go to the west room,
and you can find Deluxe Bananas in the flowerpot by the door. The first room on
the east side contains a Flower Bud (in the flowerpot by the door) and
Strawberries (on the central table). Queen Corellia's room - the other room on
this side - is where you'll find the Hair Dryer (in the vanity on the west),
a Mattress (in the bed), and the Celestial Flower Seeds (on the shelf next to
the bed). You don't need the seeds just yet, but take the rest and then go up
to see Queen Corellia. After the long cutscene, leave the palace. You'll be
advised to go to the Ancient Library of Magic. Do so.

     --Ancient Library of Magic--
     Important NPCs:
     Normal Magnus: Zeit Robe (126)
                    Sforzando (304)
                    Will-O'-Wisp Hat (165)
                    Wave Blade (36)
                    Kite Shield (187)
                    Deluxe Bonbon (518)
                    Fruity Gelatin (522)
                    Deluxe Shortcake (513)
                    Falcon Statue (378)
                    Scarlet Shell (382)
                    Deluxe Cookies (517)
                    Magnum Cornet (61)
                    Silver Sword (11)
                    Ruby Earrings (476)
                    Water Mirror Anklet (458)
     Quest Magnus:
     Valuables: Geography Section Key
                Philosophy Section Key
                History Section Key
                Literature Section Key
                Geography Book
                Philsophy Book
                History Book
                Literature Book
     Star Map Pieces: Taurus (405)
     Quzman's Relatives: Tufayr
     Animals:
     Monsters: Skeleton Warrior (HP 284, attacks Normal/Dark, Water -30%,
                    Dark -60%, Fire +30%, Light +60%, XP 42)
               Cursed Spell Book (HP 240, attacks Normal/Fire/Light/Chrono,
                    hit for Sleep, Light -30%, Wind -30%, Water -30%,
                    Dark +30%, Chrono +30%, Fire +30% XP 47)
               Cursed Grimoire (HP 300, attacks Normal, Water -30%, Light -30%,
                    Wind -30%, Fire +30%, Dark +30%, Chrono +30%, XP 53)
               Folon (see details)

     The Ancient Library of Magic is a tricky sort of area. It requires a
decent amount of searching and some backtracking, rather than just being a
straightforward hike like all the dungeons you've seen to date. It also has a
few tricks up its sleeve. The only monster you'll see walking around on the map
is the Skeleton Warrior - both of the books will pop out at you when you
examine certain bookshelves. I've noted their location in the text; note that
when I say "bookshelf X is a Cursed Spell Book," it is actually an encounter
with any combination of Cursed Spell Books and Cursed Grimoires, though the
latter are significantly less common. All three of the area's monsters are,
however, strong against water, and two of them are strong against wind. This
means that if you take Gibari, you'll be hitting against a 30% penalty most of
the time. The other side of the coin is that Lyude, who has yet to discover a
single light-type weapon other than the two he started with, will be at a heavy
penalty against the Skeleton Warriors. This is balanced out somewhat by his
advantage against the dark-vulnerable spellbooks, though, so it may be worth
your while to swap him in for Gibari at this point. Just make sure you put
Gibari back in before you fight the boss.
     The other other side of the coin is that it is quite possible for you, if
you follow the walkthrough, to avoid fighting a single book (they're all
clearly marked). If you take this option, stick with Gibari the whole time. I
can't recommend it very highly, however, since you'll be missing out on a bunch
of XP and some good treasure. In fact, the monsters in the Library give out
good amounts of very high-quality treasure, including the Chump Change (which
will be useful after it evolves a time or two). So I'd suggest fighting as many
battles as you can.
     One final note: the Skeleton Warriors have a skill called Nether Whistle.
This skill brings any defeated Skeleton Warrior back to life with half HP. This
makes them an excellent choice for farming for XP.

     As soon as you get here, go behind the counter and pick up the Geography
Section Key from the shelf (it's the shining object). Beat the Skeletons and
get the Zeit Robe. The Geography Section is through the lower of the two doors.
Go in.
     In here you'll have your first encounter with the red bookshelves. The red
bookshelves can be pushed around, which you will need to do to accomplish
various objectives. The one you see here should be pushed all the way to the
left. Beat the Skeleton and push the bookcase, moving on through until you get
to the next bookcase. Push this one south just enough that you can get around
it - push it too far, and it will block your path to the south, preventing you
from getting the Sforzando. The bookcase to the right of the Sforzando is a
group of Cursed Spell Books. To the east of this is a bookcase with the
Geography Book on it, and on the floor to the west is the Philosophy Section
Key. Collect them both, then head all the way north along the west wall to
reach another Cursed Spell Book, if you wish. Immediately to your right as you
face that bookshelf - and hidden by the bookshelves in front of it - you can
find a Will-O'-Wisp Hat. Get it.
     You're all done in there, so now you're going to want to find the
Philosophy Section. That's upstairs. All the way at the east side of the lobby,
you'll find the staircase. At the far east of the second floor, past the
Skeletons, you'll find a Wave Blade. Get it, then turn around and go in the
western door. Try to take the key from the red bookshelf, and it will fall
over. Head to the east and get the Kite Shield, then push the red shelf to the
right to unblock the other door. Go out and around and back in the other door
to get the History Section key. The History Section was back on the first
floor, so now you have a choice. Do the History Section first.
     In the History Section, there's a Deluxe Bonbon in the bookshelf north of
the entrance. The bookcase standing on its own in the centre of the room is a
Cursed Spell Book. The History Book is on the shelf in the southwest corner,
and up the west passage you'll find Taurus and a Fruity Gelatin. The bookshelf
at the end of the passage is also a Cursed Spell Book.
     That done, go back upstairs and into the big room. Go north past the
fallen bookshelf, and you'll find a place to put the Geography Book that you
have. Put it there. The right side of this shelf is a Cursed Spell Book. Go
east through the Skeleton, and the first bookshelf you come to holds a Deluxe
Shortcake. Go north around the corner and place the History Book on the first
shelf here. The second is a Cursed Spell Book. Go around this corner to find a
Skeleton, a Falcon Statue, and the spot for the Philsophy Book that you don't
have yet. This door won't open until you find all four books, so don't bother
with it. Do avail yourself of the red flower, though. South of the red flower
is the shelf for the Literature Book (which you also don't have) and a red
shelf that, if pushed northward, will reveal the entrance to the Philosophy
Section. Enter.
     You'll have a Skeleton to fight as soon as you enter, so dispose of him
and go south. Moving past the red shelf gets you to a bookshelf with a Cursed
Spell Book in it. Turn around and go up the ladder; jumping to the north gets
you to the Scarlet Shell. Jump west two times and climb down to get the
Literature Section Key; to the north are some Deluxe Cookies. Going all the way
east from the Cookies leads to a bookshelf with the ubiquitous Cursed Spell
Book encounter. Head down south and push the red shelf all the way down. Climb
the ladder again, and you'll be able to jump west now (onto the red shelf).
Jump west again and climb down the ladder and you'll reach a Magnum Cornet and
the Philosophy Book. That's everything here, so make your way back out and down
to the Literature Section.
     The shelf immediately north of the door in the Literature Section is a
Cursed Spell Book. The only way to progress into the room is blocked by a
Skeleton, so take care of him. Behind him you'll find a Silver Sword. South of
that is a Cursed Spell Book. Go north and all the way west, then push the red
shelf to the south, just enough that you can get to the northern ladder. Climb
up and jump south. Climb down this ladder, pick up the Ruby Earrings from the
corner, and push the red shelf north all the way. Climb back up the ladder,
jump north, and now you can reach the book hanging off the shelf. It's the
Literature Book. Take it, then jump back south, climb down, and push the other
red shelf to the right. Now you'll be able to leave.
     Once you place the Philosophy and Literature Books on their respective
shelves, you'll be able to go through that door that wouldn't open earlier. As
soon as you enter, you'll be ambushed!

          --Boss: Folon--
          HP: 2300
          Weaknesses: Light (+50%), Water (+30%)
          Resistances: Dark (-50%), Fire (-30%)
          Attack Types: Normal, Fire, Dark, Chrono, hit to Paralyze
          XP: --
          Drops: Heartlight Candle, Devil Eupho

     Folon is the first boss you fight who has the ability to do large amounts
of elemental damage. To make matters worse, the element he does the most damage
with is chrono, and that doubles as the one you're the least able to defend
against. I suggest that, rather than bringing in Feathered Hats and Calm
Helmets, you just count on taking the full 57 chrono damage every time he
attacks - it's not like that would put a real dent in your HP at this point.
Folon uses his dark attack sparingly, and seemingly only late in the battle; it
doubles as a hit to Paralyze, so bring some Paralysis protection/prevention
with you, just in case. Mercifully, Folon is actually *weak* against water,
thereby allowing Gibari a break for the first time in this entire area.
Unfortunately, if you're not prepared, you'll still have all fire spells in
Xelha's deck. The high dark resist hurts Kalas a bit, and eliminates Lyude as a
serious factor in this battle, so you'll be leaning on Xelha and Gibari for
most of your offense. Still, he's not very strong, and 2300 HP doesn't go very
far at this point in the game, so he should give you a fairly minimal amount of
trouble.
     After beating Folon, the game gallingly sends you back outside the
Library, meaning you need to go all the way back through it to get the treasure
you could see before Folon attacked. I strongly recommend this - it's the Water
Mirror Anklet, which is a fairly outstanding piece of equipment at this point
in time. While you're here, though, you can recruit Quzman's relative Tufayr,
who can be found in the Philosophy section after the battle with Folon. Also,
after you get Tufayr to sign, you'll be able to sign his sister back in Komo
Mai. He'll also give you a hint as to where his father is - though it's a hint
you won't be able to follow up for a long time indeed.

     Before you can go off to Opu as you were told to do, you need to return to
Komo Mai. You need to get a Landmark Stone from the Principal in the Academy
before you can make it through Holoholo Jungle. While you're in the Academy, go
to the room next to the one the Principal's in and talk to the girl standing by
the northwest bookcase. This is Tufayr's sister Tulun, and she'll sign the
family tree now that her brother has.

     With that out of the way, it's time to go to Holoholo Jungle.

     --Holoholo Jungle--
     Important NPCs:
     Normal Magnus: Silver Earrings (477)
                    Ice Crystal Buckle (448)
                    Brave Knight Helm (145)
                    Heat Paddle (37)
                    Wind Yell Lv 1 (205)
                    Smash Tackle (296)
                    Fire Burst Lv 3 (251)
     Quest Magnus:
     Valuables:
     Star Map Pieces: Equuleus (406)
     Quzman's Relatives:
     Animals:
     Monsters: Acheron (HP 380, attacks Normal/Water, Water -60%, Fire +60%,
                    XP 68)
               Mirabilis (HP 500, attacks Normal/Water, hit to Poison,
                    Water -30%, Chrono -30%, Fire +30%, Wind +30%, XP 87)
               Spell Shellfish (HP 120, attacks Water/Light/Wind,
                    All elements -20%, XP 60)
               Undead Swordsman (HP 300, attacks Normal/Dark/Wind, Dark -50%,
                     Wind -30%, Light +50%, Chrono +30%, XP 77)

     It's hard to tell where you're going in the Holoholo Jungle. Visibility is
rather poor at best. But, as you enter, head generally north through the hole
in the trees and fight the Acheron you see there. Then go to the west until you
find a path north, and take it to the next screen. Follow the path along and
fight the Mirabilis. From here, it continues north and curves around east toward
the Acheron. The path continues to the east past the Acheron, but there's a
ladder downward just west of the southernmost point of it. Go down the ladder.
The Silver Earrings are down here. Continue west to find an Acheron and an area
transition back to the first screen. There's a hard-to-see Mirabilis to the
south, and past that is the Ice Crystal Buckle. This is a rather phenomenal
piece of equipment with a Headache-inducing side effect. I suggest you learn to
cope with Headache, since the stat boosts make Kalas very powerful.
     That's all there is to do here, so head back north and climb the ladder
again (there is an east exit from the base of the ladder, but it doesn't lead
anywhere), then exit east. There's a ladder to the south again (easier to spot
than the last). Climb down, and go east through the Mirabilis and the
Undead Swordsman to reach a huge pile of treasure: a Brave Knight Helm, Heat
Paddle, Wind Yell Lv 1, Equuleus, Smash Tackle, and Fire Burst Lv 3. Once you
have that, you're done down here, so do back up the ladder and continue east.
Eventually, the path will curve south and then back west a bit. Exit the area
to the south, fighting the Undead Swordsman on the way.
     This leads you back to the first area again. There's a Mirabilis here for
you to fight, and the path curves southeast toward an area transition. Oddly,
you'll enter this new area from the south, despite the fact that you were
travelling southeast to the transition. You'll probably run right back across
the transition before you notice it if you're holding the stick. But, from
here, it's just a short jaunt to the east, and you're out of the Jungle.

     --Opu, the Waterfall Village--
     Important NPCs: Mayfee
     Normal Magnus: Uncooked Rice (547)
                    Ice Knuckles (82)
                    Curry (777)
                    Flash Explosion (278)
     Quest Magnus: Boiled Egg (983)
                   Stoked Flame (975)
                   Weak Flame (976)
     Valuables:
     Star Map Pieces: Lupus (407)
                      Perseus (408)
     Quzman's Relatives:
     Animals:
     Shop: Shish Kebab (Large) (506) x2 - 250G
           Wheat Crackers (521) - 300G
           Chestnut Truffle (523) x2 - 100G
           Fruity Gelatin (522) x2 - 200G
           Wave Blade (36) - 3000G
           Flame Sphere (81) - 2400G
           Feathered Barrette (485) - 5000G
           Light Yell Lv 1 (202) - 1600G
           Dark Yell Lv 1 (203) - 1600G

     Opu is a very small town, and there isn't very much to do here. The shop
is the first building you'll come to, but there isn't much there worth buying.
Get the Wave Blade if you have money to burn. When you reach the bottom of the
bridge, go into the first house. You can get a Boiled Egg here, but you don't
need it for anything. The pots in the northeast corner, however, contain Lupus.
Also, you can get Uncooked Rice in the tub south of the cogwheel. Go back out,
but skip the next house for now. Instead, go down the next flight of stairs
and talk to the girl scraping around on the ground for the Perseus Magnus.
Inside the house, you can find Ice Knuckles in the jars on the west wall,
Stoked Flame in the fireplace, and Weak Flame in the lantern. Take the Knuckles
and leave the rest. Now go back up and enter the house you skipped earlier.
     There's a Curry in the pot by the fireplace and Stoked Flame in the
fireplace, but that exhausts what you can collect in here. Talk to Mayfee and
her grandmother, then follow Mayfee to the house next door and talk to her
again there. Then talk to the guy behind the cogwheel, and exit. You'll
collectively decide to go hunt for Komo Mai Cookies. Go talk to the cookie
salesman in Komo Mai, and he'll tell you to bring him a Celestial Flower Seed.
They're in the pot in Corellia's room. Bring him one, and you'll get the Komo
Mai Cookies. For every additional seed you bring him, he'll give you a Doll.
     Bring the Cookies back to Mayfee, and you'll be told that the mysterious
woman is back and waiting for you. You can get Flash Explosion in the back room
of the waterwheel building. Once that's done, head down to the bottom house and
talk to the mysterious woman. Following that, she'll join your party.

          --Savyna's Inventory--
          Leather Gloves (78) x5
          Power Knuckles (79) x5
          Battle Claws (80) x3
          Flame Sphere (81) x2
          Heat Jacket (106) x2
          Crystal Mail (107)
          Clock Shield (185) x2
          Tempest Shield (186)
          Fire Yell Lv 2 (206)
          Aqua Yell Lv 2 (207)
          Burning Arrow (311)
          Erupting Flail (312)
          Splash Spear (313)
          Deluxe Bananas (637)
          Skipjack (641)
          Pickled Plums (643)
          Bomb (601)
          Rubber Barrette (484)

     With Savyna in tow, go talk to Mayfee's grandmother. She'll tell you that
Mayfee's gone to the Celestial Tree. Follow along after her.

     --The Celestial Tree--
     Important NPCs:
     Normal Magnus: Wild Cherry Bud (388)
     Quest Magnus: Gold Beetle Carapace (993)
     Valuables:
     Star Map Pieces: Crater (410)
     Quzman's Relatives:
     Animals:
     Monsters: Blood Leaf (HP 360, attacks Normal/Wind, hit for Poison,
                    Wind -80%, Chrono +80%, XP 98)
               Devil Claws (HP 500, attacks Normal/Fire, Fire -30%, Wind -20%,
                    Water +30%, Chrono +20%, XP 110)

     The hut on the right side has Crater in it, so grab that before you go
climbing the tree. Then it's time to climb. Start with the left side, which
leads through a Blood Leaf to the Wild Cherry Bud. Then climb back down and go
up the right side. There's a Devil Claws in the centre of this area. Fight it
and climb up the right side. Go through a few more Blood Leafs and Devil
Clawses to reach an intersection with a red flower at it. Climb down the east
path to reach Mayfee, who is being threatened by a Devil Claws. Once you beat
the Devil Claws, Mayfee will tag along with you. Go back up to the flower, and
climb up the right side; get the Gold Beetle Carapace from the cave, then go
back and climb up the left side. You'll be ambushed by a Devil Claws. Once you
reach the top, Mayfee will open the door, and you can go in and fight the boss.

          --Boss: Tree Guardian--
          HP: 2800
          Weaknesses: Fire (+50%), Dark (+20%)
          Resistances: Water (-50%), Light (-20%)
          Attack Types: Normal, Water
          XP: --
          Drops: Freezing Axe, Dancing Flames

          --Sub-boss: Tentacle (x2)--
          HP: 500
          Weaknesses: Fire (+80%), Dark (+30%)
          Resistances: Water (-80%), Light (-30%)
          Attack Types: Normal, Water, Wind, hit for Sleep, hit to Paralyze

     Take out the tentacles first, since they can each hit for Sleepand for
Paralyze, and the Guardian himself can do huge amounts of damage if you can't
defend yourself. Besides, the tentacles are weak, and 80% fire weakness means
Xelha can probably kill one tentacle every round. You want Xelha for this
battle, and probably Lyude also, since Gibari's water will leave him at a
disadvantage, while Lyude has a lot of dark. Kalas is very effective here,
since the combination of the dark he alreadyhad plus the Flametongues you can
get for beating Blood Leafs on the way up would spell trouble for this boss
even without the Ice Crystal Buckle. The Guardian can spend its action to
revive a fallen tentacle with half HP, but don't worry about that; you can kill
a full HP tentacle in one attack, so half HP is a breeze, and the Guardian
won't be attacking during a round in which it revives a tentacle. The Guardian
is the toughest boss you've fought so far, so be prepared. Good healing items
are a must (you can have Extra Fluffy Rice easily by this point), as are fire-
type defenses.

     After the battle, you'll be given the choice to fight Savyna or not to
fight her. You'll end up in battle regardless, though, so choose to fight.

          --Boss: Savyna--
          HP: 3500
          Weaknesses: --
          Resistances: --
          Attack Types: Normal, Fire
          XP: --
          Drops: --
     
     Savyna is nothing special. Offensively, the only threat she poses is that
her attacks are rapid enough that you may miss opportunities to play defensive
cards. On defense, her major strength is that she has no weaknesses for you to
exploit. 3500 HP with no weaknesses can last a while, but you won't really be
in any danger here. Note that if you take a picture of Savyna during this
battle, it will always be a Rare Shot.

     Once you're back out on the map, go back to Komo Mai. Before you talk to
Corellia, go into the east side of the Adademy and talk to the guy south and
just east of the clock. You can get the Popular Pickup Line. Go into the room
on the left and give the pickup line to the man sitting on the left end of the
middle row on the right side. Leave the room and re-enter, and he'll give you a
Zeit Robe for your trouble. Now return to the palace and talk to Corellia.
After the cutscene, you'll be in the west room of the palace; go to Corellia's
room and talk to her again.

     The Mindeer will take you to Mira whenever you're ready. Make sure you
have all your loose ends tied up before you, leave, because, as usual, you
won't be coming back here for quite a while.

*------------------------------------------------------------------------------

V)--Walkthrough: Disc Two--

     Forthcoming.

*------------------------------------------------------------------------------

VI)--Magnopaedia--

     Here you'll find a listing of all the Magnus in the game, insofar as I
have been able to discover them. I've divided the Magnus into eight sections
and sorted them in the order given by the game in the Gathering screen. A brief
summary of the types of Magnus follows.

     The first type I call "Deck Magnus," for the obvious reason that these are
put in a character's deck for use. This is by far the largest category of
Magnus (though not all presented now), and the most complex. They look like
this:

(0) - Foo (Bar) (Chrono)
     Attack: 50 (Chrono 33), 50% chance of Paralysis (Combo 1)
     Defense: 50 (Chrono 33), Poison resist + 25 (Combo 1)
     Use: --
     Spirit Numbers: Seventeen
     Text: Hello World!

     To explain what all that means: The top line begins with a number. This is
the number of the index in which that Magnus appears in the Gathering screen.
Note that they are NOT numbered as such by the game; I do this for convenience
in identifying potential Magnus the reader may be missing. After the hyphen is
the name of the Magnus, followed by (in parentheses) the characters who can use
that Magnus, and the Magnus' element.
     Lines two through four are simply the "attack" "defense" and "use" lines
copied straight from the Gathering screen. To my knowledge, there are no cards
that can be placed in a deck that can also be "used;" I hesitate to remove the
line, however, since I am still missing many Magnus.
     Line five tells you how many spirit numbers the Magnus in question will
have, and also whether or not it can contain a 9.
     Line six is an exact transcript of the flavour text from the Gathering
screen.
     Line Seven, if present, lists the cards - by name and index - that this
card is eligible to change into over time. If this line is not present, I am
not aware of any transformations for the Magnus in question. Note that this
does NOT include special combos; they are dealt with separately.

     Compared to all that, the next category - "Level Magnus" - is relatively
straightforward. They look like this:

(0) - Foobar (Normal)
     Text: A Bar of Foo. Required for raising Kalas' Class Level to 7.

     Explains itself, really. Following that is the section on Star Map pieces,
which I won't bother explaining, since it's basically just a list of names.
Equipment comes next, and that looks like this:

(0) - Fugly Buckle (Kalas) (Chrono)
     ATK + 50, DEF + 50, AGL + 50, HP + 50
     Death 50,  Sleep 50,  Paralysis 50, Freezing 50
     Flames 50, Poison 50, Headache 50,  Confusion 50

     Also pretty simple. Just the Stat and resistance modifiers from the
Gathering screen for the item. Next is the second section of Deck Magnus, which
also contains the Use Magnus. Use Magnus look like this:

(0) - Foobar (Normal)
     Use: Restores 43% of the user's HP
     Text: A yummy bar of foo.

     Note that all Deck Magnus in this section have one spirit number; as such,
I don't bother with a Spirit Numbers line.
     After that is photographs, and then Quest Magnus, both of which are
simplicity in manifestations. All Magnus have a "Found" line. This tells you
where to get that Magnus. If it names a character, that character has that
Magnus when he joins your party. The name of an area means that you can find it
or someone will give it to you in that area. See the area description for more
details. If it's an area name with (shop) following it, it can be bought there.
A monster name means that monster can drop it after combat. The name of
another Magnus means that other Magnus changes into it. Lastly, a special
combo number means it is the result of said combo; see the section on special
combos for more information.

     So, without further ado, onward to the big list!

          -- Deck Magnus I --

(1) - Short Sword (Kalas) (Normal)
     Attack: ATK 4 (Combo 1)
     Defense: DEF 3 (Combo 2)
     Use: --
     Spirit Numbers: One
     Text: A straight sword, light and easy to handle. Its short blade
          offers accurate targeting, and is handy for close combat and quick
          attacks.
     Sale Price: 1G
     Found: Kalas (x6), Shawra, Flame Sword (5)

(2) - Saber (Kalas) (Normal)
     Attack: ATK 8 (Combo 1)
     Defense: DEF 5 (Combo 2)
     Use: --
     Spirit Numbers: One
     Text: A straight blade with a knuckle-guard to protect the fist. Light,
          long, and easy to handle, this type of weapon is often used by
          knights on horseback.
     Sale Price: 1G
     Found: Kalas (x3), Shawra, Solar Saber (19)

(3) - Long Sword (Kalas) (Normal)
     Attack: ATK 12 (Combo 1)
     Defense: DEF 7 (Combo 2)
     Use: --
     Spirit Numbers: One
     Text: A long, sharp-edged blade with superior cutting, poking, and
          stabbing properties. This well-balanced sword is suited for both
          close combat and mounted attacks.
     Sale Price: 2G
     Found: Kalas, Unuk, Cebalrai Shop

(4) - Ice Dagger (Kalas) (Water)
     Attack: ATK 23 (Water 14), 3% chance of freezing (Combo 1)
     Defense: DEF 16 (Water 14) (Combo 2)
     Use: --
     Spirit Numbers: One
     Text: This dagger damages its target by releasing frigid air from its edge
          on impact, occasionally freezing its victims.
     Sale Price: 2G
     Found: Kalas, Cebalrai, Pherkad, Moonguile

(5) - Flame Sword (Kalas) (Fire)
     Attack: ATK 28 (Fire 17), 10% chance of flames (Combo 1)
     Defense: DEF 19 (Fire 17) (Combo 2)
     Use: --
     Spirit Numbers: One
     Text: A mere short sword imbued with flames from a blacksmith's forge, a
          simple graze with this weapon can set the target ablaze, though the
          enchantment on the blade itself tends to be short-lived.
     Changes into: Short Sword (1)
     Sale Price: 2G
     Found: Moonguile, Doomer, Star Map (Vela), Pherkad Shop, Nashira Shop

(6) - Duel Sword (Kalas) (Normal)
     Attack: ATK 28 (Combo 2)
     Defense: DEF 16 (Combo 2)
     Use: --
     Spirit Numbers: One
     Text: Also known as a Sword Breaker, this twin-forked blade is designed to
          catch and shatter enemy blades. Such weapons are said to grant
          supernatural strength to warriors heading into combat.
     Found: Nashira Shop

(7) - Chaos Edge (Kalas) (Dark)
     Attack: ATK 40 (Dark 24), 12% chance of poison (Combo 1)
     Defense: DEF 27 (Dark 24) (Combo 2)
     Use: --
     Spirit Numbers: Two
     Text: This sword's curved edge entices its bearer to seek out enemies and
          spill their blood. Those on the receiving end of this weapon have
          been known to be stricken with venom.
     Sale Price: 10G
     Found: Lesser Celestial River, Albireo

(8) - Ray of Truth (Kalas) (Light)
     Attack: ATK 48 (Light 29) (Combo 2)
     Defense: DEF 32 (Light 29) (Combo 2)
     Use: --
     Spirit Numbers: Two
     Text: This blade is imbued with divine light, designed to strike down and
          purge the evils of this world. Though effective against the denizens
          of darkness, it is unwieldy and inadequate for quick attacks.
     Sale Price: 12G
     Found: Sheliak Shop, Sheliak

(9) - Dark Sword (Kalas) (Dark)
     Attack: ATK 55 (Dark 33), 15% chance of sleep (Combo 1)
     Defense: DEF 36 (Dark 33) (Combo 2)
     Use: --
     Spirit Numbers: Two
     Text: The souls of victims claimed by this sword are doomed to wander in
          darkness. Their ghostly forms can be seen in the form of a pale, blue
          light emanating from the blade.
     Sale Price: 26G
     Found: Castle Elnath, Komo Mai Shop

(10) - Marvelous Sword (Kalas) (Normal)
     Attack: ATK 50 (Combo 1)
     Defense: DEF 29 (Combo 2)
     Use: --
     Spirit Numbers: Two
     Text: This blade cuts as fiercely as it looks, one swing being enough to
          split the hardest rock. Made of a special metal with a golden hue,
          this weapon is in the prime of its popularity.
     Sale Price: 40G
     Found: Komo Mai Shop

(11) - Silver Sword (Kalas) (Normal)
     Attack: ATK 56 (Combo 1)
     Defense: DEF 32 (Combo 2)
     Use: --
     Spirit Numbers: Two
     Text: A steel blade coated with soft iron, this weapon's edge is designed
          to absorb the impact of enemy attacks. Lightweight, well-balanced,
          and ideal for hitting where it hurts.
     Sale Price: 56G
     Found: Ancient Library

(12) - Flametongue (Kalas) (Fire)
     Attack: ATK 78 (Fire 47), 25% chance of flames (Combo 1)
     Defense: DEF 51 (Fire 47) (Combo 2)
     Use: --
     Spirit Numbers: Two
     Text: The fierce fire trapped in this sword sparks a flame within the
          wielder's eyes. Many victims struck with this weapon are engulfed
          in its blaze and perish in its fiery clutches.
     Found: Blood Leaf

(13) - Crystal Edge (Kalas) (Water)
     Attack: ATK 85 (Water 51) (Combo 2)
     Defense: DEF 56 (Water 51) (Combo 2)
     Use: --
     Spirit Numbers: Two
     Text: The rise and fall of the 'Divine Waters' can be seen in the wave-
          shaped edge of this crystalline sword. The mystical waters lost their
          life force ages ago, and have reverted to normal water.

(14) - Gladius (Kalas) (Normal)
     Attack: ATK 74 (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Two
     Text: A short sword with a razor-sharp edge and an easy-to-hold grip. This
          weapon is much more cumbersome than it looks, though, and is unfit
          for defensive use.

(15) - Wind God Blade (Kalas) (Wind)
     Attack: ATK 100 (Wind 60) (Combo 1)
     Defense: DEF 65 (Wind 60) (Combo 2)
     Use: --
     Spirit Numbers: Three
     Text: Blessed with the power of a wind god, this blade can be swung at
          terrifying speeds, engulfing its target in the god's breath and
          tearing its spirit asunder.

(16) - Death Pendulum (Kalas) (Chrono)
     Attack: ATK 108 (Chrono 65) (Combo 2)
     Defense: DEF 71 (Chrono 65) (Combo 2)
     Use: --
     Spirit Numbers: Three
     Text: This blade enshrouds its victims in silence, wrought with
          suggestions of impending death. Those who fail to see through this
          illusion are doomed to an untimely demise.

(17) - Cetaka's Sword (Kalas) (Normal)
     Attack: ATK 92, 5% chance of sleep (Combo 1)
     Defense: DEF 52 (Combo 2)
     Use: --
     Spirit Numbers: Three
     Text: A sacred weapon believed to have been wielded by the oriental deity
          Cetaka, this blade rids the soul of lurking evils and earthly
          desires, lulling the victim into a deep slumber.

(18) - Shadow Thruster (Kalas) (Dark)
     Attack: ATK 123 (Dark 74), 10% chance of poison (Combo 1)
     Defense: DEF 80 (Dark 74) (Combo 2)
     Use: --
     Spirit Numbers: Three
     Text: The blade of this weapon can only be seen by the wielder. Others can
          merely discern a ghostly outline of its shape, making it difficult to
          parry of avoid. Victims are occasionally struck with poison.

(19) - Solar Saber (Kalas) (Light)
     Attack: ATK 133 (Light 80) (Combo 1)
     Defense: DEF 87 (Light 80) (Combo 2)
     Use: --
     Spirit Numbers: Three
     Text: Imbued with sunlight, the blue-white brilliance emanating from this
          weapon awes the enemy and breaks its morale. The power within the
          blade expires within an hour or so, leaving but a mundane saber.
     Changes into: Saber (2)

(20) - Blood Sword (Kalas) (Dark)
     Attack: ATK 140 (Dark 84), 30% chance of poison (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Three
     Text: Enemies struck with this sword never shed blood, as the blade soaks
          up the spoils of its passing, occasionally leaving the victim
          poisoned. Its design prevents it from being used for defense.

(21) - Dimension Blade (Kalas) (Chrono)
     Attack: ATK 148 (Chrono 89) (Combo 2)
     Defense: DEF 96 (Chrono 89) (Combo 2)
     Use: --
     Spirit Numbers: Three
     Text: The shock waves unleashed with a mere swing of this weapon tear time
          and space asunder, leaving little need to connect with the target.

(22) - Air Slash (Kalas) (Wind)
     Attack: ATK 155 (Wind 93) (Combo 1)
     Defense: DEF 101 (Wind 93) (Combo 2)
     Use: --
     Spirit Numbers: Three
     Text: An almost weightless sword shaped like a feather, the sky-blue edge
          of this weapon creates a vacuum with every swing, inflicting severe
          lacerations on its target.

(23) - Apocalypse Sword (Kalas) (Normal)
     Attack: ATK 132 (Combo 1)
     Defense: DEF 74 (Combo 2)
     Use: --
     Spirit Numbers: Four
     Text: The legendary Apocalypse Sword, symbol of an all-ending war. It is
          said to appear in this world when times are chaotic, and to bring
          victory to its wielder.

(24) - Efreeti Saber (Kalas) (Fire)
     Attack: ATK 173 (Fire 104), 75% chance of flames (Combo 1)
     Defense: DEF 112 (Fire 104) (Combo 2)
     Use: --
     Spirit Numbers: Four
     Text: This blade is totally engulfed in the flames of the efreeti,
          elemental spirits of fire. Its blaze never dies once ignited,
          delivering a fiery end to those who dare defy the efreeti.

(25) - Aqua Truth (Kalas) (Water)
     Attack: ATK 183 (Water 110), 15% chance of freezing (Combo 1)
     Defense: DEF 119 (Water 110) (Combo 2)
     Use: --
     Spirit Numbers: Four
     Text: As calm as a quiet stream when drawn, as fierce as an ocean storm
          when swung. Much easier to handle than its broad blade would suggest,
          this sword occasionally freezes its target on contact.

(26) - Kusanagi Blade (Kalas) (Fire)
     Attack: ATK 190 (Fire 114), 15% chance of paralysis (Combo 1)
     Defense: DEF 123 (Fire 114) (Combo 2)
     Use: --
     Spirit Numbers: Four
     Text: Claimed by the legendary Yamato Takeru after slaying an eight-headed
          dragon. The dragon's curse occasionally paralyses the weapon's
          target.

(27) - Durandal (Kalas) (Light)
     Attack: ATK 198 (Light 119) (Combo 3)
     Defense: DEF 128 (Light 119) (Combo 2)
     Use: --
     Spirit Numbers: Four, can include 9
     Text: In addition to its outstanding offensive capabilities, this weapon's
          knuckle guard, shaped like an angel's wings, makes it a durable
          defensive weapon. It is unfit for quick parrying, though.

(28) - Muramasa Blade (Kalas) (Dark)
     Attack: ATK 208 (Dark 125), 5% chance of death (Combo 1)
     Defense: DEF 135 (Dark 125) (Combo 2)
     Use: --
     Spirit Numbers: Four, can include 9
     Text: The gleam and razor-sharp edge of this blade have attracted great
          kings. This fearsome weapon has the potential of slaying an opponent
          with a single blow.

(29) - Esperanza (Kalas) (Chrono)
     Attack: ATK 215 (Chrono 129) (Combo 2)
     Defense: DEF 139 (Chrono 129) (Combo 2)
     Use: --
     Spirit Numbers: Four, can include 9
     Text: Passed down among countless generations, Chronos himself is said to
          come to the aid of its wielder. His powers surround the blade to
          increase its might.

(30) - Void Phantom (Kalas) (Wind)
     Attack: ATK 225 (Wind 135) (Combo 1)
     Defense: DEF 145 (Wind 135) (Combo 2)
     Use: --
     Spirit Numbers: Four, can include 9
     Text: Those who oppose the wielder of this blade place their very
          existence in jeopardy. All traces of the victim will be scattered by
          the wind...

(31) - Double Paddle (Gibari) (Normal)
     Attack: ATK 14 (Combo 1)
     Defense: DEF 8 (Combo 2)
     Use: --
     Spirit Numbers: One
     Text: A double-headed oar used to propel boats. A special coating
          reinforces this weapon against enemy attacks.
     Sale Price: 1G
     Found: Gibari (x5)

(32) - Mosquito (Gibari) (Wind)
     Attack: ATK 23 (Wind 14), 3% chance of paralysis (Combo 1)
     Defense: DEF 15 (Wind 14) (Combo 2)
     Use: --
     Spirit Numbers: One
     Text: Named after its shape and the buzzing sound created when swung at
          high speeds, this weapon is relatively light and easy to handle,
          occasionally paralyzing its target.
     Found: Gibari (x4), Pul-Puk, Sheliak Shop

(33) - Stream Blade (Gibari) (Water)
     Attack: ATK 30 (Water 18), 5% chance of freezing (Combo 1)
     Defense: DEF 19 (Water 18) (Combo 2)
     Use: --
     Spirit Numbers: Two
     Text: With a curved handle resembling the flow of a quiet, gentle stream,
          this oar is designed to provide precision control in rough waters,
          resulting in ease of use as a weapon.
     Found: Gibari (x3), Lesser Celestial River (x2), Sheliak Shop

(34) - Butterfly (Gibari) (Wind)
     Attack: ATK 38 (Wind 23) (Combo 1)
     Defense: DEF 25 (Wind 23) (Combo 2)
     Use: --
     Spirit Numbers: Two
     Text: Use fancy footwork while using this oar and weave in close to the
          enemy before striking. Adjustments have been made to the original
          design to enable its use as a weapon.
     Sale Price: 13G
     Found: Castle Elnath, Sheliak

(35) - Black Scepter (Gibari) (Dark)
     Attack: ATK 45 (Dark 27), 10% chance of poison (Combo 1)
     Defense: DEF 29 (Dark 27) (Combo 2)
     Use: --
     Spirit Numbers: Two
     Text: Taken from a wicked boatman, this oar dooms its victims to an
          eternity of torment. Each swing is accompanied with the wailing and
          moaning of the dead. The occasional hit can poison its target.
     Sale Price: 23G
     Found: Komo Mai Shop, Komo Mai, Cursed Spell Book

(36) - Wave Blade (Gibari) (Water)
     Attack: ATK 53 (Water 32), 7% chance of freezing (Combo 1)
     Defense: DEF 34 (Water 32) (Combo 2)
     Use: --
     Spirit Numbers: Two
     Text: This oar is said to prevent seafarers from straying off course in
          perilous waters. The edge of the weapon ripples on impact, increasing
          damage dealt to the enemy.
     Sale Price: 30G
     Found: Ancient Library, Opu Shop

(37) - Heat Paddle (Gibari) (Fire)
     Attack: ATK 60 (Fire 36), 10% chance of flames (Combo 1)
     Defense: DEF 39 (Fire 36) (Combo 2)
     Use: --
     Spirit Numbers: Two
     Text: This oar is imbued with fire, a rarity among seafaring tools. It
          never loses its warmth, even when used in icy waters.
     Sale Price: 48G
     Found: Holoholo Jungle, Devil Claws

(38) - Green Oak (Gibari) (Normal)
     Attack: ATK 54, 5% chance of paralysis (Combo 1)
     Defense: DEF 30 (Combo 2)
     Use: --
     Spirit Numbers: Two
     Text: Colored a youthful green like spring leaves, this oar fills its
          wielder with vitality and soothes his soul. It occasionally paralyzes
          its target.

(39) - Mayfly (Gibari) (Wind)
     Attack: ATK 78 (Wind 47) (Combo 1)
     Defense: DEF 50 (Wind 47) (Combo 2)
     Use: --
     Spirit Numbers: Two
     Text: This weapon resembles a mayfly's wings, hence its name. When swung,
          it engulfs its target in a vacuum and smothers it.

(40) - Second Hand (Gibari) (Chrono)
     Attack: ATK 85 (Chrono 51), 10% chance of confusion (Combo 1)
     Defense: DEF 55 (Chrono 51) (Combo 2)
     Use: --
     Spirit Numbers: Two
     Text: Resembling the second hand on a clock, this weapon emits powerful
          magnetic waves that occasionally confuse its target.

(41) - White Scepter (Gibari) (Light)
     Attack: ATK 93 (Light 56), 50% chance to cure poison (Combo 1)
     Defense: DEF 60 (Light 56) (Combo 2)
     Use: --
     Spirit Numbers: Three
     Text: Blessed with the grace of angels, this weapon is light and easily
          wielded. It purges evil from its targets, yet also cures them of
          poison.

(42) - Black Ash (Gibari) (Dark)
     Attack: ATK 103 (Dark 62), 1% chance of death (Combo 1)
     Defense: DEF 66 (Dark 62) (Combo 2)
     Use: --
     Spirit Numbers: Three
     Text: Imbued with the curse of Hades, god of the netherworld, a single
          touch from this weapon devours the victim's life force, sometimes
          resulting in the immediate death of the subject.

(43) - Red Oak (Gibari) (Normal)
     Attack: ATK 88 (Combo 1)
     Defense: DEF 49 (Combo 2)
     Use: --
     Spirit Numbers: Three
     Text: Carefully carved from hundred-year old oak, a spirit of the earth is
          believed to reside in this oar.

(44) - Wave Cutter (Gibari) (Water)
     Attack: ATK 120 (Water 72) (Combo 1)
     Defense: DEF 77 (Water 72) (Combo 2)
     Use: --
     Spirit Numbers: Three
     Text: The tremendous shock wave created by this oar could slice through a
          wave like butter, and enemies just as easily.

(45) - Dragonfly (Gibari) (Wind)
     Attack: ATK 128 (Wind 77), 10% chance of sleep (Combo 1)
     Defense: DEF 82 (Wind 77) (Combo 2)
     Use: --
     Spirit Numbers: Three
     Text: Smooth, razor-sharp, and relatively light, this weapon allows the
          wielder to zip around his enemies at lightning speed. Occasionally it
          knocks enemies into a deep slumber.

(46) - Crystal Wing (Gibari) (Water)
     Attack: ATK 138 (Water 83), 20% chance of freezing (Combo 1)
     Defense: DEF 89 (Water 83) (Combo 2)
     Use: --
     Spirit Numbers: Three
     Text: The striking beauty of this weapon is said to have rendered
          Poseidon speechless. Victims are engulfed by particles of ice and
          occasionally frozen solid.

(47) - White Ash (Gibari) (Light)
     Attack: ATK 145 (Light 87), 70% chance to cure poison (Combo 1)
     Defense: DEF 93 (Light 87) (Combo 2)
     Use: --
     Spirit Numbers: Three
     Text: Blessings bestowed upon this oar allow it to easily purify the
          muddiest of rivers and turn putrid bogs into pleasant watering holes.

(48) - Power Blade (Gibari) (Normal)
     Attack: ATK 124, 4% chance of death (Combo 1)
     Defense: DEF 68 (Combo 2)
     Use: --
     Spirit Numbers: Three
     Text: This weapon was crafted from the legendary Tree of Iron, which is
          said to be uncuttable by axe or saw. It's coated with a special dye,
          and occasionally slays its target in a single blow.

(49) - Bloody Vortex (Gibari) (Dark)
     Attack: ATK 165 (Dark 99), 30% chance of paralysis (Combo 1)
     Defense: DEF 106 (Dark 99) (Combo 2)
     Use: --
     Spirit Numbers: Four
     Text: Though the tip of this oar is blunt, the vampiric essence within it
          draws a mist of blood from the victim, creating a maelstrom of
          crimson.

(50) - Rainbow Ash (Gibari) (Light)
     Attack: ATK 173 (Light 104), 100% chance to cure sleep (Combo 1)
     Defense: DEF 111 (Light 104) (Combo 2)
     Use: --
     Spirit Numbers: Four
     Text: This weapon emanates the color of rainbows - truly a marvelous sight
          to behold. Though its offensive potential is devastating, one hit
          from this oar will awaken the target from the deepest of comas.

(51) - Silver Ash (Gibari) (Normal)
     Attack: ATK 146 (Combo 1)
     Defense: 80 (Combo 2)
     Use: --
     Spirit Numbers: Four
     Text: This oar was carves from a rare hardwood tree that grows once every
          millennium and is usually reserved for crafting sacred artifacts. It
          was created for the safety of travelers and fishermen.

(52) - Spatula (Gibari) (Chrono)
     Attack: ATK 193 (Chrono 116), 30% chance of paralysis (Combo 1)
     Defense: DEF 124 (Chrono 116) (Combo 2)
     Use: --
     Spirit Numbers: Four
     Text: Blessed by Chronos, a blow from this weapon is likely to confuse the
          target's biological clock and drastically reduce its defensive
          abilities.

(53) - Mirage Blade (Gibari) (Wind)
     Attack: ATK 203 (Wind 122), 30% chance of confusion (Combo 1)
     Defense: DEF 130 (Wind 122) (Combo 2)
     Use: --
     Spirit Numbers: Four, can include 9
     Text: Inflicts lightning-quick blows hardly perceivable and rarely
          avoidable by its targets. The transparent, flame-like mirage
          surrounding this weapon instills panic in its victims.

(54) - Firefly (Gibari) (Fire)
     Attack: ATK 213 (Fire 128), 45% chance of flames (Combo 1)
     Defense: DEF 136 (Fire 128) (Combo 2)
     Use: --
     Spirit Numbers: Four, can include 9
     Text: Light produced by fireflies was collected and refined, resulting in
          a mixture potent enough to ignite on contact with air. The blaze
          engulfing this weapon continues to burn even when dipped in water.

(55) - Balgora's Paddle (Gibari) (Water)
     Attack: 220 (Water 132), 50% chance of freezing (Combo 1)
     Defense: 141 (Water 132) (Combo 2)
     Use: --
     Spirit Numbers: Four, can include 9
     Text: The legendary Balgora is said to have used this oar. Simply touching
          its tip to the water propels the largest of ships forward. Only a
          true Skyfarer can wield this weapon properly.

(56) - Krone Horn (Lyude) (Normal)
     Attack: ATK 20 (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: One
     Text: Light enough for easy handling, heavy enough for recoil control.
          Originally designed for civilian use, this weapon's stopping power is
          limited.
     Sale Price: 3G
     Found: Lyude (x6)

(57) - Assault Trumpet (Lyude) (Normal)
     Attack: ATK 24 (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: One
     Text: Designed for covert use by assassins, this weapon offers a trade-off
          of accurate targeting for reduced penetration, making it less
          effective against heavily armored targets.
     Sale Price: 5G
     Found: Lyude (x4)

(58) - Shining Horn (Lyude) (Light)
     Attack: ATK 38 (Light 23) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Two
     Text: The design of this weapon makes it easy to aim, and what it lacks in
          firepower it makes up for with its purging capabilities.
     Sale Price: 9G
     Found: Lyude (x2)

(59) - Shadow Cornet (Lyude) (Dark)
     Attack: ATK 45 (Dark 27) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Two
     Text: Equipped with a suppressor to mask its sound, this weapon can remove
          unwanted company in silence.
     Sale Price: 16G
     Found: Sheliak Shop, Iron Beetle V, Lyude (x2), Komo Mai Shop

(60) - Snake Tuba (Lyude) (Normal)
     Attack: ATK 42 (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Two
     Text: This weapon was designed for battling dragons. Its sonic projectiles
          pursue the target with snake-like precision, piercing the scaly armor
          of dragons with ease.
     Sale Price: 22G
     Found: Anuenue Port, Blood Leaf

(61) - Magnum Cornet (Lyude) (Normal)
     Attack: ATK 50 (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Two
     Text: Offering excellent accuracy and firepower in the harshest of
          conditions, and enhanced friend-or-foe identification, this weapon
          can be used in melee situations with little fear of friendly fire.
     Sale Price: 45G
     Found: Ancient Library, Devil Claws

(62) - Devil Eupho (Lyude) (Dark)
     Attack: ATK 70 (Dark 42) (Combo 1)
     Defense: --
     Use: --
     Sprit Numbers: Two
     Text: Merging negative energy with its sonic projectiles, this weapon
          strikes fear into the hearts of its victims. But it's much less
          effective against those who feed off dark energy.
     Sale Price: 73G
     Found: Folon (First Battle)

(63) - Brilliant Horn (Lyude) (Light)
     Attack: ATK 80 (Light 48) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Three
     Text: This weapon gleams with a golden tint and emits the most enthralling
          of sounds. When used in battle, however, the bolts of light it fires
          make short work of evil entities.

(64) - Indra Horn (Lyude) (Normal)
     Attack: ATK 70 (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Three
     Text: This weapon throbs with the power of Indra, the merciless god of
          war. The slightest pull of its trigger causes energy to spurt forth
          explosively.

(65) - Veda Cornet (Lyude) (Normal)
     Attack: ATK 78
     Defense: --
     Use: --
     Spirit Numbers: Three
     Text: Rounds fired from this weapon burst into a buckshot pattern before
          hitting their target, pumping victims full of holes, and guaranteeing
          a painful death.

(66) - Saxoflare (Lyude) (Light)
     Attack: ATK 105 (Light 63) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Three
     Text: This weapon fired projectiles imbued with holy light at terrifying
          speeds, smiting any evil in its way. Only those pure of heart can
          resist such an attack.

(67) - Asura Tuba (Lyude) (Dark)
     Attack: ATK 115 (Dark 69) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Three
     Text: Though the projectiles shot from this weapon are slow, the negative
          energy within bursts on impact, tearing through flesh and bone alike.

(68) - Golden Bugle (Lyude) (Normal)
     Attack: ATK 100 (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Three
     Text: This masterpiece sports a shimmering golden hue. As a weapon, it's
          devastating both in accuracy and firepower. Every shot will find its
          mark.

(69) - Saxolauncher (Lyude) (Normal)
     Attack: ATK 106 (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Three
     Text: The weight of this weapon is designed to counter its fierce recoil.
          Prolonged use is a feat in itself.

(70) - ?
     Attack:
     Defense:
     Use:
     Spirit Numbers:
     Text:

(71) - Hades Horn (Lyude) (Dark)
     Attack: ATK 153 (Dark 92) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Four
     Text: This weapon releases spirits of Hades in the form of sonic
          projectiles. The spirits then torment the victim, sometimes crushing
          a weak target.

(72) - Varna Horn (Lyude) (Normal)
     Attack: ATK 130 (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Four
     Text: Veteran marksmen are said to bend its shots at will. Though
          potentially accurate, only the best of the best know how to put it to
          use.

(73) - Agni Tuba (Lyude) (Normal)
     Attack: ATK 138 (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Four
     Text: This weapon is based on a military design, enhanced to deal with the
          more powerful monsters. Its wide-bore muzzle allows the launching of
          large-caliber sonic projectiles.

(74) - Ravana Pet (Lyude) (Dark)
     Attack: ATK 183 (Dark 110) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Four
     Text: This weapon fires the essence of Ravana, king of a powerful race of
          beings feared by the gods themselves. Merely taking aim consumes the
          target's strength.

(75) - Shining Trumpet (Lyude) (Light)
     Attack: ATK 193 (Light 116) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Four, can include 9
     Text: In a deep valley somewhere in the mountains, the clear, lyrical note
          of this trumpet was heard amidst the morning mists. Its mysterious
          owner is rumored to be a wise hermit living in seclusion.

(76) - ?
     Attack:
     Defense:
     Use:
     Spirit Numbers:
     Text:

(77) - Vishnu (Lyude) (Normal)
     Attack: ATK 170 (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Four, can include 9
     Text: According to legend, when the world falls into chaos, the god Vishnu
          will appear incarnate to destroy the evils of the world and save its
          people. This weapon's name... its sheer might... could it be?

(78) - Leather Gloves (Savyna) (Normal)
     Attack: ATK 24 (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Two
     Text: Gloves made of patched animal skins, with quilted lining to protect
          the fists. Lightweight and easy to handle.
     Sale Price: 6G
     Found: Savyna (x5)

(79) - Power Knuckles (Savyna) (Normal)
     Attack: ATK 28, 5% chance of paralysis (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Two
     Text: These brass knuckles provide fists with the same level of protection
          as armor and shields.
     Sale Price: 8G
     Found: Savyna (x5)

(80) - Battle Claws (Savyna) (Normal)
     Attack: ATK 34 (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Two
     Text: The size of these gloves can be adjusted freely for a snug fit
          around the user's hands. The razor-sharp fingertips are perfect for
          ripping and piercing.
     Sale Price: 12G
     Found: Savyna (x3)

(81) - Flame Sphere (Savyna) (Fire)
     Attack: ATK 50 (Fire 30), 15% chance of flames (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Two
     Text: These knuckles ignite the wearer's heart with a crimson red flame,
          boosting morale for victory. Targets will be scorched by hit after
          fiery hit, occasionally being engulfed in flames.
     Sale Price: 24G
     Found: Acheron, Opu Shop, Savyna (x2)

(82) - Ice Knuckles (Savyna) (Water)
     Attack: ATK 60 (Water 36), 6% chance of freezing (Combo 1)
     Defense: --
     Use --
     Spirit Numbers: Two
     Text: These knuckles merge and compress the wearer's willpower with a
          frigid form of magic. This combined energy occasionally freezes the
          target on impact.
     Found: Opu

(83) - Tekken (Iron Fists) (Savyna) (Normal)
     Attack: ATK 54 (Combo 1)
     Defense: DEF 37 (Combo 1)
     Use: --
     Spirit Numbers: Two
     Text: Studded with rivets on the fist and the back of the hand, these
          gauntlets are as vicious on offense as the are robust on defense.

(84) - Arm Bomber (Savyna) (Fire)
     Attack: ATK 75 (Fire 45), 20% chance of flames (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Two
     Text: Specially designed explosive charges in the knuckles of these gloves
          will blow their target to kingdom come. Collateral damage? Don't
          ask...

(85) - Crystal Nails (Savyna) (Water)
     Attack: ATK 85 (Water 51), 25% chance of headache (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Three
     Text: The sharp nails on these gauntlets will tear apart whatever
          protection the opposition may have. The frantic clawing and shrieking
          sounds emitted by them strike victims with pounding headaches.

(86) - Panther Claws (Savyna) (Normal)
     Attack: ATK 74, 35% chance of poison (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Three
     Text: Leather gloves with sharp, curved, claw-like attachments that allow
          the wearer to close in and pounce with feline grace, precision, and
          ferociousness.

(87) - Wolf Fangs (Savyna) (Normal)
     Attack: ATK 82, 15% chance of paralysis (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Three
     Text: The spikes on these knuckles were crafted after fangs of the
          legendary Sacred Wolf, known to be powerful and razor-sharp. Use them
          to attack with great speed and might.

(88) - Aqua Impulse (Savyna) (Water)
     Attack: ATK 113 (Water 68), 50% chance to cure headache (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Three
     Text: These gauntlets are fitted with icy blades, their unorthodox shape
          making them awkward to wield. An added mystery is the blades'
          tendency to cure their targets of headaches.

(89) - Inferno Fists (Savyna) (Fire)
     Attack: 120 (Fire 72), 24% chance of flames (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Three
     Text: These gloves emit a powerful blast on impact, tearing up most
          enemies with the resulting shock wave. Surviving victims may still
          suffer from the flames smothering them.

(90) - Metal Knuckles (Savyna) (Normal)
     Attack: ATK 104 (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Three
     Text: Crafted with a special alloy, these knuckles emit shock waves on
          impact which travel through the target, causing havoc all the way.
          Their mundane appearance fool [sic] opponents into lowering their
          guard.

(91) - Freezing Nails (Savyna) (Water)
     Attack: ATK 140 (Water 84), 25% chance of freezing (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Three
     Text: Said to be worn by Snow Hags, these gauntlets chill their
          surroundings, tear their targets to bits, and disrupt the blood flow
          of enemies.

(92) - Red Impulse (Savyna) (Fire)
     Attack: ATK 150 (Fire 90) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Three
     Text: The crimson tip of this bladed gauntlet is heated to an extreme
          temperature, causing an explosive shock wave with each blow. A mere
          scratch from this weapon causes severe burns, if not death.

(93) - Dragon Claws (Savyna) (Normal)
     Attack: ATK 128, 5% chance of death (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Four
     Text: Two dragon eyes embedded in these gauntlets allow the wearer to
          locate the target's weaknesses, and two protruding fangs deliver
          blows powerful enough to smash diamonds to bits.

(94) - Galeos Fangs (Savyna) (Water)
     Attack: ATK 170 (Water 102), 30% chance of confusion (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Four
     Text: Attacks with this weapon are reminiscent of sharks claiming their
          prey, and will smash through the toughest of defenses. The rare few
          who survive such an attack are apt to be stricken with panic.

(95) - ?
     Attack:
     Defense:
     Use:
     Spirit Numbers:
     Text:

(96) - Frozen Soul (Savyna) (Water)
     Attack: ATK 190 (Water 114), 50% chance of freezing (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Four, can include 9
     Text: Restless, frozen souls of a thousand soldiers dwell within this
          weapon. The souls swarm around the target on a successful hit,
          ravaging its body from the inside out.

(97) - Efreeti Glitter (Savyna) (Fire)
     Attack: ATK 200 (Fire 120), 100% chance of flames (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Four, can include 9
     Text: Imbued with flames taken from the Efreeti, elemental spirits of
          fire, these gauntlets emit a tangible aura of power. The Efreeti's
          wrath unleashes devastating torrents of fire upon the opposition.

(98) - Mermaid Nails (Savyna) (Water)
     Attack: ATK 210 (Water 126), 70% chance of confusion (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Four, can include 9
     Text: The nails on these gauntlets were taken from dead mermaids, imbuing
          them with magical powers and allowing precise, devastating blows.
          Those who fall under their spell will be stricken with confusion.

(99) - Phoenix Crest (Savyna) (Fire)
     Attack: ATK 220 (Fire 132), 20% chance of death (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Four, can include 9
     Text: These gauntlets flare up when the wearer is threatened. All will be
          consumed by the phoenix flames, robbing the victims of any sanity.

(100) - Leather Jacket (Kalas, Gibari, Lyude, Savyna) (Normal)
     Attack: --
     Defense: DEF 10 (Combo 1)
     Use: --
     Spirit Numbers: One
     Text: The dark blue dye used for this jacket shows the refines taste of
          its designer. Its potential as armor is minimal, though, only useful
          for deflecting knives and such.
     Sale Price: 1G
     Found: Kalas (x2)

(101) - Ice Armor (Kalas, Gibari, Lyude) (Water)
     Attack: --
     Defense: DEF 15 (Water 9), 20% chance to cure flames (Combo 1)
     Use: --
     Spirit Numbers: One
     Text: The frozen surface of this armor functions as a virtual wall of ice
          to block enemy attacks. It can contain and rub out any flames which
          may be inflicted upon the user.
     Sale Price: 1G
     Found: Kalas, Unuk

(102) - Flame Mail (Kalas, Gibari, Lyude, Savyna) (Fire)
     Attack: --
     Defense: DEF 20 (Fire 12), Freezing resist + 15 (Combo 1)
     Use: --
     Spirit Numbers: One
     Text: The outer surface of this armor heats up during battle, but the
          inner surface remains cool enough for comfort. Increases the wearer's
          resistance to freezing attacks and effects.
     Sale Price: 1G
     Found: Doomer, Gibari

(103) - Chain Mail (Kalas, Gibari, Lyude) (Normal)
     Attack: --
     Defense: DEF 22 (Combo 1)
     Use: --
     Spirit Numbers: One
     Text: Woven from chain links, chain mail is relatively lightweight and
          comfortable to wear. Quite effective against bladed weapons.
     Sale Price: 1G
     Found: Pherkad, Pherkad Shop, Gibari

(104) - Shadow Suit (Kalas, Gibari, Lyude, Savyna) (Dark)
     Attack: --
     Defense: DEF 35 (Dark 21), Death resist + 10 (Combo 1)
     Use: --
     Spirit Numbers: Two
     Text: Old, dark robes tend to attract spirits lurking in the shadows,
          providing protection against light-based attacks. Though resembling
          rags at first sight, this gear is made from a single, dark cloth.
     Sale Price: 3G
     Found: Sheliak Shop, Castle Elnath, Lyude

(105) - Flash Armor (Kalas, Gibari, Lyude) (Light)
     Attack: --
     Defense: DEF 43 (Light 26), Poison resist + 15 (Combo 1)
     Use: --
     Spirit Numbers: Two
     Text: Made from a special alloy that emits light, this armor shines
          brightly when hit, blinding the attacker and enabling the wearer to
          evade the full impact of the blow.
     Sale Price: 15G
     Found: Castle Elnath, Lyude, Sheliak

(106) - Heat Jacket (Kalas, Lyude, Savyna) (Fire)
     Attack: --
     Defense: DEF 53 (Fire 32), Freezing resist + 15 (Combo 1)
     Use: --
     Spirit Numbers: Two
     Text: Made from the pelts of 'Blaze Weasels,' magical creatures that live
          near volcanic craters. This garb increases the wearer's resistance to
          freezing, yet is often worn purely for fashion.
     Sale Price: 35G
     Found: Undead Swordsman, Savyna (x2)

(107) - Crystal Mail (Kalas, Gibari, Lyude, Savyna) (Water)
     Attack: --
     Defense: Def 65 (Water 39), Flames resist + 25 (Combo 1)
     Use: --
     Spirit Numbers: Two
     Text: This expensive suit of armor crafted from natural quartz crystals
          provides ample protection, yet its weight restricts use to those
          familiar with heavy armor.
     Sale Price: 59G
     Found: Skeleton Warrior, Savyna

(108) - Half Plate (Kalas, Gibari, Lyude, Savyna) (Normal)
     Attack: --
     Defense: DEF 60 (Combo 1)
     Use: --
     Spirit Numbers: Two
     Text: A steel breastplate sacrificing protection for ease of movement. The
          equipped is able to adequately defend himself/herself with a weapon
          to make up for this lack of mobility.

(109) - Chronos Armor (Kalas, Gibari, Lyude, Savyna) (Chrono)
     Attack: --
     Defense: DEF 90 (Chrono 54), Headache resist + 25 (Combo 1)
     Use: --
     Spirit Numbers: Two
     Text: A weak magnetic field emanates from this armor, deflecting incoming
          attacks by spoiling the enemy's aim.

(110) - Blue Sky Mail (Kalas, Gibari) (Wind)
     Attack: --
     Defense: DEF 103 (Wind 62), Sleep resist + 25 (Combo 1)
     Use: --
     Spirit Numbers: Three
     Text: Crafted from a clear, sky-blue ore (hence its name), this armor is
          impervious to weak attacks. Relatively lightweight despite its heavy
          appearance.

(111) - Scale Mail (Kalas, Gibari, Lyude, Savyna) (Normal)
     Attack: --
     Defense: DEF 94 (Combo 1)
     Use: --
     Spirit Numbers: Three
     Text: This armor consists of small metal plates linked together to provide
          a good balance of mobility and protection. The plates around the
          shoulders are shaped to resemble scales.

(112) - Aqua Jacket (Kalas, Lyude, Savyna) (Water)
     Attack: --
     Defense: DEF 133 (Water 80), Flames resist +28 (Combo 1)
     Use: --
     Spirit Numbers: Three
     Text: Crafted from light, hard coral and seaweed fibers. The fancy cuffs on
          this jacket are considered stylish, hence its popularity as summer
          clothing.

(113) - Efreeti Suit (Kalas, Lyude, Savyna) (Fire)
     Attack: --
     Defense: DEF 148 (Fire 89), Freezing resist + 28 (Combo 1)
     Use: --
     Spirit Numbers: Three
     Text: This suit is imbued with a sacred fire lit by an Efreeti flame. The
          intense heat generated increases the wearer's resistance to freezing
          attacks and effects.

(114) - Full Plate (Kalas, Gibari, Lyude) (Normal)
     Attack: --
     Defense: DEF 132 (Combo 1)
     Use: --
     Spirit Numbers: Four
     Text: This armor covers the torso with large steel plates, providing
          excellent protection against physical attacks.

(115) - Chaos Mail (Kalas, Gibari, Lyude) (Dark)
     Attack: --
     Defense: DEF 183 (Dark 110), Death resist + 20 (Combo 1)
     Use: --
     Spirit Numbers: Four
     Text: Imbued with powerful negative energy, this armor provides
          outstanding protection, yet makes the wearer feel uneasy. The weak-
          minded may succumb to its dark whisperings.

(116) - Holy Armor (Kalas, Gibari, Lyude) (Light)
     Attack: --
     Defense: DEF 200 (Light 120), Poison resist + 35 (Combo 1)
     Use: --
     Spirit Numbers: Four, can include 9
     Text: The sacred power within this armor can hardly be contained.
          Billowing clouds of holy energy seep out constantly. Truly a threat
          to all that is evil.

(117) - Battle Suit (Gibari) (Normal)
     Attack: --
     Defense: DEF 174, Freezing resist + 40 (Combo 1)
     Use: --
     Spirit Numbers: Four, can include 9
     Text: This armor provided total protection from the neck down to the
          thighs, yet its tremendous weight limits wearers to the strongest of
          men.

(118) - Dragoon Gale (Kalas, Gibari, Lyude) (Wind)
     Attack: --
     Defense: DEF 238 (Wind 143), Paralysis resist + 45 (Combo 1)
     Use: --
     Spirit Numbers: Four
     Text: Made from the rarely-found scales of a winged dragon, this type of
          armor is extremely scarce. It surrounds the wearer with streams of
          air and deflects the enemy attacks.

(119) - Desperda (Kalas) (Chrono)
     Attack: --
     Defense: DEF 258 (Chrono 155), Death resist + 45 (Combo 1)
     Use: --
     Spirit Numbers: Four, can include 9
     Text: This suit of armor once belonged to a sorcerer able to control time
          in short bursts. Human nature led him to overstep his bounds, in turn
          provoking the wrath of Chronos.

(120) - Leather Vest (Xelha, Mizuti) (Normal)
     Attack: --
     Defense: DEF 8, Sleep resist + 10 (Combo 1)
     Use: --
     Spirit Numbers: One
     Text: A vest of low-priced, artificial leather that helps keep away the
          cold. Although quilted on the surface, it only provides minimal
          protection.
     Sale Price: 1G
     Found: Xelha (x2), Shawra

(121) - Heat Robe (Xelha, Mizuti) (Fire)
     Attack: --
     Defense: DEF 13 (Fire 8) (Combo 1)
     Use: --
     Spirit Numbers: One
     Text: This robe is imbued with sacred fire, constantly emanating heat.
          This kind of garment is also used as winter gear in the colder
          regions.
     Sale Price: 1G
     Found: Xelha

(122) - Nixie Garb (Xelha, Mizuti) (Water)
     Attack: --
     Defense: DEF 18 (Water 11) (Combo 1)
     Use: --
     Spirit Numbers: One
     Text: This robe holds a Nixie, or water spirit, within its folds. Though
          the Nixie's power slows incoming blows, its magic is growing weaker,
          and the robe is often used as mere summer wear.
     Sale Price: 2G
     Found: Star Map (Puppis)

(123) - Mink Coat (Xelha, Mizuti) (Normal)
     Attack: --
     Defense: DEF 18, Freezing resist + 30 (Combo 1)
     Use: --
     Spirit Numbers: One
     Text: This luxurious, highly valued coat is made from the pelts of giant
          weasels. Their fur provides reasonable resistance to freezing attacks
          and effects.
     Sale Price: 3G
     Found: Pherkad, Pherkad Shop

(124) - Cloak of Dark Night (Xelha, Mizuti) (Dark)
     Attack: --
     Defense: DEF 33 (Dark 20), Death resist + 10 (Combo 1)
     Use: --
     Spirit Numbers: Two
     Text: This cloak clouds the opposition's sight and allows the wearer to
          blend into darkness, reducing the likelihood of receiving lethal
          blows.
     Sale Price: 10G
     Found: Lesser Celestial River

(125) - Shawl of the Goddess (Xelha, Mizuti) (Light)
     Attack: --
     Defense: DEF 40 (Light 24), Poison resist + 40 (Combo 1)
     Use: --
     Spirit Numbers: Two
     Text: This shawl stays on the wearer's shoulders, regardless of any jumps
          or flips performed. Perhaps due to a holy blessing, it also boosts
          the wearer's resistance to poison.
     Sale Price: 25G
     Found: Star Map (Hydra)

(126) - Zeit Robe (Xelha, Mizuti) (Chrono)
     Attack: --
     Defense: DEF 50 (Chrono 30), Paralysis resist + 40 (Combo 1)
     Use: --
     Spirit Numbers: Two
     Text: This robe partially sends the impact of enemy blows to another
          dimension, enabling the wearer to withstand attacks.
     Found: Ancient Library, Komo Mai

(127) - Pegasus Cloak (Xelha, Mizuti) (Wind)
     Attack: --
     Defense: DEF 60 (Wind 36) (Combo 1)
     Use: --
     Spirit Numbers: Two
     Text: This robe enhances movement and enables the wearer to shrug off
          attacks from lesser enemies.
     Sale Price: 67G
     Found: Star Map (10)

(128) - Silk Robe (Xelha, Mizuti) (Normal)
     Attack: --
     Defense: DEF 58 (Combo 1)
     Use: --
     Spirit Numbers: Two
     Text: The touch of this robe is smooth beyond expression, but its virtues
          go even beyond that. It's light as a feather yet surprisingly strong.

(129) - Robe of Firelight (Xelha, Mizuti) (Fire)
     Attack: --
     Defense: DEF 83 (Fire 50), Freezing resist + 70 (Combo 1)
     Use: --
     Spirit Numbers: Two
     Text: Robes of Firelight are created by heating cloth with sacred fires.
          Most of the cloth will be lost in the process, but the resulting robe
          will protect the wearer from freezing attacks and effects.

(130) - Sleet Shawl (Xelha, Mizuti) (Water)
     Attack: --
     Defense: DEF 98 (Water 59), Flames resist + 95 (Combo 1)
     Use: --
     Spirit Numbers: Three
     Text: Small, sleet-shaped crystals float around this shawl. The impact
          from blows may melt some of them, but they quickly freeze again. The
          wearer is almost guaranteed not to catch fire.

(131) - ?
     Attack:
     Defense:
     Use:
     Spirit Numbers:
     Text:

(132) - Forseti Robe (Xelha, Mizuti) (Light)
     Attack: --
     Defense: DEF 125 (Light 75), Death resist + 35 (Combo 1)
     Use: --
     Spirit Numbers: Three
     Text: This robe creates a thin barrier of light around the wearer,
          repelling any denizens of the darkness that may come near.

(133) - Hamelin Cloak (Xelha, Mizuti) (Normal)
     Attack: --
     Defense: DEF 112, Paralysis resist + 55 (Combo 1)
     Use: --
     Spirit Numbers: Three
     Text: The original owner of this cloak was a bard who traveled throughout
          the lands. His cloak gained power from various spirits encountered on
          his journey.

(134) - Robe of Morning Cool (Xelha) (Wind)
     Attack: --
     Defense: DEF 155 (Wind 93), Sleep resist + 80 (Combo 1)
     Use: --
     Spirit Numbers: Four
     Text: An advanced technique was used to trap cool, morning air into the
          fabric of this robe. It grants its wearer strong resistance to sleep.

(135) - Siegfried (Xelha, Mizuti) (Chrono)
     Attack: --
     Defense: DEF 173 (Chrono 104) (Combo 1)
     Use: --
     Spirit Numbers: Four
     Text: This sacred robe summons the halo of a legendary warrior to protect
          the wearer, absorbing and dispersing the impact of enemy blows. Due
          to its nature, this robe can only be worn by a select few.

(136) - Wizard Robe (Xelha, Mizuti) (Normal)
     Attack: --
     Defense: DEF 150, Death resist + 50 (Combo 1)
     Use: --
     Spirit Numbers: Four
     Text: This robe was worn by a wizard who set out on a quest to find and
          defeat a Medusa, Basilisk, and Cockatrice. Though his journey and
          life met an untimely end, the robe itself is still around.

(137) - Firedrake Robe (Mizuti) (Fire)
     Attack: --
     Defense: DEF 205 (Fire 123), Freezing resist + 100 (Combo 1)
     Use: --
     Spirit Numbers: Four
     Text: Imbued with the soul of a Firedrake, this near-weightless robe
          hardens to protect its wearer when in danger, providing total
          immunity to freezing attacks and effects.

(138) - Robe of the Ocean (Xelha, Mizuti) (Water)
     Attack: --
     Defense: DEF 225 (Water 135), Flames resist + 100 (Combo 1)
     Use: --
     Spirit Numbers: Four
     Text: This robe shifts its hue and form, contorting violently like a
          stormy sea or placidly sitting like calm waters reflecting the sun.
          Enemies will be little more than boats setting out into a dark,
          stormy ocean. Yet friends will bask in its warm, gentle glow.

(139) - Venus Garb (Xelha) (Normal)
     Attack: --
     Defense: DEF 194, Confusion resist + 100 (Combo 1)
     Use: --
     Spirit Numbers: Four, can include 9
     Text: Venus is said to favor only those who show ample experience and
          knowledge, coupled with a warm heart. The robe brings out these
          qualities in the wearer, shining brighter than ever.

(140) - Power Helmet (All) (Normal)
     Attack: Can be used when attacking, but nothing happens (Combo 1)
     Defense: DEF 11 (Combo 1)
     Use: --
     Spirit Numbers: One
     Text: Originally a pot for boiling rice, this helmet can still be used for
          cooking. Carrying this heavy pot around is good exercise, and the
          wearer ends up slightly more muscular - hence the name.
     Special Combos: Rice (558), Extra Fluffy Rice (824)
     Sale Price: 1G
     Found: Kalas, Nahira Shop

(141) - Calm Helmet (Kalas, Gibari, Lyude) (Wind)
     Attack: --
     Defense: DEF 18 (Wind 11) (Combo 1)
     Use: --
     Spirit Numbers: One
     Text: Crafted from a special alloy, this helmet is extremely lightweight,
          with a gentle breeze flowing around the wearer's head. Its defensive
          capabilities, however, are limited.
     Sale Price: 4G
     Found: Gibari, Sheliak

(142) - Infinity Mask (Kalas, Gibari, Lyude) (Chrono)
     Attack: --
     Defense: DEF 23 (Chrono 14) (Combo 1)
     Use: --
     Spirit Numbers: One
     Text: Possibilities are infinite, as they say, but the protection offered
          by this mask is quite limited. Accurate product-naming being a relic
          of the past, there may be a little mystery here...
     Sale Price: 12G
     Found: Castle Elnath, Lyude

(143) - Shagreen Helmet (Kalas, Gibari, Lyude) (Water)
     Attack: --
     Defense: DEF 28 (Water 17) (Combo 1)
     Use: --
     Spirit Numbers: One
     Text: Crafted from shark skin, hence the rough texture, this type of
          helmet is also considered a popular souvenir. Light and comfortable,
          the protection it offers is limited.
     Sale Price: 25G
     Found: Acheron

(144) - Flame Helmet (Kalas, Gibari, Lyude) (Fire)
     Attack: --
     Defense: DEF 35 (Fire 21), Freezing resist + 10 (Combo 1)
     Use: --
     Spirit Numbers: Two
     Text: Forged using fire from lava pits deep underground, this helmet
          protection from both physical and freezing attacks. Prolonged use can
          cause decreased alertness and/or loss of hair.
     Sale Price: 40G
     Found: Skeleton Warrior

(145) - Brave Knight Helm (Kalas, Gibari, Lyude) (Normal)
     Attack: --
     Defense: DEF 34 (Combo 1)
     Use: --
     Spirit Numbers: Two
     Text: Designed to provide total protection to the wearer's head, this
          full-face helmet is quite heavy. Its dark-green feathers inspire
          allies on the battlefield.
     Sale Price: 73G
     Found: Holoholo Jungle

(146) - Ruffian Mask (Kalas, Gibari, Lyude) (Dark)
     Attack: --
     Defense: DEF 53 (Dark 32) (Combo 1)
     Use: --
     Spirit Numbers: Two
     Text: Despite the strange design, this mask provides reasonable
          protection. Even the holiest of saints will look like a common thug
          sporting this.

(147) - Gleaming Helm (Kalas, Gibari, Lyude) (Light)
     Attack: --
     Defense: DEF 63 (Light 38) (Combo 1)
     Use: --
     Spirit Numbers: Two
     Text: This helm constantly emits light, yet its brilliance increases when
          the wearer is attacked, absorbing damage and repelling the denizens
          of darkness.

(148) - Viking Helmet (Kalas, Gibari, Lyude) (Normal)
     Attack: ATK 39 (Combo 1)
     Defense: DEF 58 (Combo 1)
     Use: --
     Spirit Numbers: Two
     Text: Widely used by pirates for morale and decorative purposes, the twin
          horns on this helmet look vicious and can be used to gore the enemy.

(149) - Crystal Helm (Kalas, Gibari, Lyude) (Water)
     Attack: --
     Defense: DEF 83 (Water 50) (Combo 1)
     Use: --
     Spirit Numbers: Two
     Text: Carved from a large crystal, this helm's hardness provides excellent
          defensive capabilities. Because of its aesthetic appeal, many
          purchase similar items for decoration.

(150) - Phoenix Helm (Kalas, Gibari, Lyude) (Fire)
     Attack: --
     Defense: DEF 95 (Fire 57) (Combo 1)
     Use: --
     Spirit Numbers: Three
     Text: This helm has a magnificent engraving of a Phoenix on its side. In
          addition to providing ample protection, its elegant form is truly a
          sight to see.

(151) - Full Helm (Kalas, Gibari, Lyude) (Normal)
     Attack: --
     Defense: DEF 86 (Combo 1)
     Use: --
     Spirit Numbers: Three
     Text: This sturdy helm covers the wearer's head, neck, and shoulders,
          providing protection against attacks from any direction.

(152) - Sacred Helm (Kalas, Gibari, Lyude) (Light)
     Attack: --
     Defense: DEF 123 (Light 74) (Combo 1)
     Use: --
     Spirit Numbers: Three
     Text: Wearing this helm, enchanted to repel demons, is considered the
          highest honor for a knight. Renowned for its protection, it is also
          said to bring good fortune to the wearer.

(153) - Skull Mask (Kalas, Gibari, Lyude) (Dark)
     Attack: --
     Defense: DEF 135 (Dark 81) (Combo 1)
     Use: --
     Spirit Numbers: Three
     Text: This mask is said to have been worn by a barbarian king. The
          engraved skull discourages less-determined wearers, but others value
          this item as a powerful tool against the forces of light.

(154) - Mithril Helmet (Kalas, Gibari, Lyude) (Normal)
     Attack: --
     Defense: DEF 120 (Combo 1)
     Use: --
     Spirit Numbers: Four
     Text: This helmet is crafted from mithril, a rare magical metal. The
          existence of mithril is unexplained by existing lore, leading some to
          believe it's of heavenly origin.

(155) - Aurora (Kalas, Gibari, Lyude) (Wind)
     Attack: --
     Defense: DEF 165 (Wind 99) (Combo 1)
     Use: --
     Spirit Numbers: Four
     Text: A sacred artifact said to have been crafted by one of the gods, this
          helmet purifies the mind and enables correct judgement even under
          stress.

(156) - Ometeotl Gear (Kalas, Gibari, Lyude) (Chrono)
     Attack: --
     Defense: DEF 180 (Chrono 108) (Combo 1)
     Use: --
     Spirit Numbers: Four
     Text: Said to be a divine gift, legends claim this helm was a gift from
          the heavens in answer to devout prayers. In addition to providing
          protection, this helm gives the wearer insight into the future.

(157) - ?
     Attack:
     Defense:
     Use:
     Spirit Numbers:
     Text:

(158) - ?
     Attack:
     Defense:
     Use:
     Spirit Numbers:
     Text:

(159) - ?
     Attack:
     Defense:
     Use:
     Spirit Numbers:
     Text:

(160) - Safety Hood (Xelha, Savyna, Mizuti) (Normal)
     Attack: --
     Defense: DEF 10 (Combo 1)
     Use: --
     Spirit Numbers: One
     Text: Used as a cushion when not in battle, this hood turns into trusty
          protective headgear whenever the need arises. Almost invariably
          dusty.
     Found: Cebalrai Shop

(161) - Leather Hat (Xelha, Savyna, Mizuti) (Normal)
     Attack: --
     Defense: DEF 12 (Combo 1)
     Use: --
     Spirit Numbers: One
     Text: Made from animal skins, with cotton and cloth padding on the inside.
          The cheek pads cover most of the head and neck, providing basic
          protection.
     Sale Price: 1G
     Found: Xelha, Moonguile

(162) - Feathered Hat (Xelha, Savyna, Mizuti) (Wind)
     Attack: --
     Defense: DEF 20 (Wind 12), Sleep resist + 10 (Combo 1)
     Use: --
     Spirit Numbers: One
     Text: A fashionable design with a feather plume, this hat offers minimal
          protection against physical attacks and sleep effects.
     Sale Price: 3G
     Found: Nashira

(163) - Century Veil (Xelha, Savyna, Mizuti) (Chrono)
     Attack: --
     Defense: DEF 25 (Chrono 15) (Combo 1)
     Use: --
     Spirit Numbers: One
     Text: Crafted from magical silk, this veil is very smooth and attractive.
          Offers moderate protection against wind-based attacks.
     Sale Price: 5G
     Found: Lesser Celestial River, Sheliak Shop

(164) - Shako (Xelha, Savyna, Mizuti) (Normal)
     Attack: --
     Defense: DEF 24 (Combo 1)
     Use: --
     Spirit Numbers: Two
     Text: This headgear is similar to a chef's hat in appearance, with a small
          peak in front. Despite appearances, it is designed for use in combat,
          providing moderate protection.
     Sale Price: 12G
     Found: Nashira, Striper, Komo Mai Shop

(165) - Will-O'-Wisp Hat (Xelha, Savyna, Mizuti) (Fire)
     Attack: --
     Defense: DEF 38 (Fire 23) (Combo 1)
     Use: --
     Spirit Numbers: Two
     Text: This hat constantly spurts plasma from a slit near the back. The
          plasma patterns are somewhat fashionable from a distance, yet can
          burn if touched, and help keep enemies at bay.
     Sale Price: 17G
     Found: Ancient Library

(166) - Frost Cap (Xelha, Savyna, Mizuti) (Water)
     Attack: --
     Defense: DEF 48 (Water 29), Flames resist + 40 (Combo 1)
     Use: --
     Spirit Numbers: Two
     Text: Made entirely of icicles, this strange gear may be visually
          disturbing, yet is valued among merchants and travelers for keeping
          their heads cool in the desert.

(167) - Millinery (Xelha, Savyna, Mizuti) (Normal)
     Attack: --
     Defense: DEF 44 (Combo 1)
     Use: --
     Spirit Numbers: Two
     Text: Originally used by ladies in formal dress, a large, wide brim adorns
          this hat. Put this on and you'll feel like royalty.

(168) - Assassin's Hood (Xelha, Savyna, Mizuti) (Dark)
     Attack: --
     Defense: DEF 65 (Dark 39), Death resist + 10 (Combo 1)
     Use: --
     Spirit Numbers: Two
     Text: This hood allows the wearer to blend into the shadows, and has saved
          many from certain death. A must for those engaged in shady business.

(169) - Rainbow Straw Hat (Xelha, Savyna, Mizuti) (Light)
     Attack: --
     Defense: DEF 78 (Light 47), Sleep resist + 60 (Combo 1)
     Use: --
     Spirit Numbers: Two
     Text: Done in pastel with the colors of the rainbow, this hat is allegedly
          the work of a famous designer. The wearer is bound to lose sleep over
          what others might think.

(170) - Battle Hood (Xelha, Savyna, Mizuti) (Normal)
     Attack: --
     Defense: DEF 70 (Combo 1)
     Use: --
     Spirit Numbers: Three
     Text: Despite its somewhat vicious appearance, this hood's tip is soft and
          supple, providing little protection against blows from behind.

(171) - Spark Hat (Xelha, Savyna, Mizuti) (Fire)
     Attack: --
     Defense: DEF 100 (Fire 60), Freezing resist + 30 (Combo 1)
     Use: --
     Spirit Numbers: Three
     Text: Small arcs of electricity constantly leap around this hat. The
          resulting field of static electricity deflects incoming blows, and
          increases the wearer's resistance to freezing attacks and effects.

(172) - Crown of Bubbles (Xelha, Savyna, Mizuti) (Water)
     Attack: --
     Defense: DEF 113 (Water 68), Flames resist + 100 (Combo 1)
     Use: --
     Spirit Numbers: Three
     Text: Crafted from bubbles produced with holy water, this crown grants the
          wearer total protection against inflammatory attacks and effects.

(173) - Shaman Hat (Xelha, Savyna, Mizuti) (Normal)
     Attack: --
     Defense: DEF 102, Confusion resist + 50 (Combo 1)
     Use: --
     Spirit Numbers: Three
     Text: This hat helps the wearer focus on the task at hand, sharpening
          tactical decisions in the midst of battle. Prized by tribe-leading
          shamans worldwide.

(174) - Ghost Cap (Xelha, Savyna, Mizuti) (Dark)
     Attack: --
     Defense: DEF 140 (Dark 84), Death resist + 25 (Combo 1)
     Use: --
     Spirit Numbers: Four
     Text: Eerily shaped, this cap constantly emits moaning sounds in battle.
          Opponents feel as if they're being watched by Death himself, while
          the wearer's resistance to death effects is simultaneously increased.

(175) - Hood of Highlands (Xelha, Savyna, Mizuti) (Light)
     Attack: --
     Defense: DEF 155 (Light 93) (Combo 1)
     Use: --
     Spirit Numbers: Four
     Text: Imbued with powerful purging light, this hood can only be worn by
          those with a strong mind. It protects the wearer by driving away
          incoming blows.

(176) - Silk Veil (Xelha, Savyna, Mizuti) (Normal)
     Attack: --
     Defense: DEF 136, Poison resist + 100 (Combo 1)
     Use: --
     Spirit Numbers: Four
     Text: Highly prized among women, the multiple layers of silk that make up
          this veil are thin and porcelain-white, bringing peace to the hearts
          of all who set eyes on it.

(177) - Heldentum (Xelha, Savyna, Mizuti) (Chrono)
     Attack: --
     Defense: DEF 185 (Chrono 111), Headache resist + 100 (Combo 1)
     Use: --
     Spirit Numbers: Four, can include 9
     Text: Believed to have been worn by a mythological hero, this gear removes
          the wearer's fears and worries. It also bestows courage and wisdom,
          and prevents headaches.

(178) - Bird Wimple (Xelha, Savyna, Mizuti) (Wind)
     Attack: --
     Defense: DEF 203 (Wind 122), Death resist + 60 (Combo 1)
     Use: --
     Spirit Numbers: Four, can include 9
     Text: Once used by nuns at the Monastery of the Skies, this legendary veil
          is crafted to resemble a bird resting its wings. The mere sight of it
          is breathtaking.

(179) - Sybil's Crown (Xelha) (Normal)
     Attack: --
     Defense: DEF 174, Confusion resist + 100 (Combo 1)
     Use: --
     Spirit Numbers: Four, can include 9
     Text: Many of this crown's previous owners have gone corrupt, blinded by
          its powers of divination. This is likely due to a curse by an ancient
          witch, ruthlessly killed by a rioting mob.

(180) - Buckler (Kalas, Gibari, Lyude, Savyna) (Normal)
     Attack: --
     Defense: DEF 8 (Combo 1)
     Use: --
     Spirit Numbers: One
     Text: Small, light, and easy to handle, this beginner's shield allows the
          bearer to parry incoming blows, though it offers little protection.
     Sale Price: 1G
     Found: Kalas

(181) - Round Shield (Kalas, Gibari, Lyude, Savyna) (Normal)
     Attack: --
     Defense: DEF 10 (Combo 1)
     Use: --
     Spirit Numbers: One
     Text: A round shield, slightly larger and sturdier than a buckler, with
          straps on the back for carrying and wielding. It offers minimal
          protection.
     Sale Price: 1G
     Found: Kalas, Shawra

(182) - Flame Shield (Kalas, Gibari, Lyude, Savyna) (Fire)
     Attack: --
     Defense: DEF 18 (Fire 11) (Combo 1)
     Use: --
     Spirit Numbers: One
     Text: Originally created for hunting Ice Dragons, this shield is a failed
          attempt at protecting the bearer from the dragons' icy breath. The
          fire within has all but died out.
     Sale Price: 4G
     Found: Nunki Valley, Doomer

(183) - Frozen Shield (Kalas, Gibari, Savyna) (Water)
     Attack: --
     Defense: DEF 23 (Water 14) (Combo 1)
     Use: --
     Spirit Numbers: One
     Text: This shield is entirely frozen over, so it's quite heavy. The impact
          from blows may melt some of the ice, but it quickly freezes again.
          Provides moderate protection against fire-based attacks.
     Sale Price: 7G
     Found: Nunki Valley, Nashira Shop, Gibari (x2)

(184) - Scale Shield (Kalas, Gibari, Lyude, Savyna) (Normal)
     Attack: --
     Defense: DEF 24 (Combo 1)
     Use: --
     Spirit Numbers: Two
     Text: Crafted from giant fish scales, this shield is extremely sturdy and
          is well suited for blocking. Light and easy to handle.
     Sale Price: 9G
     Found: Nashira, Gibari

(185) - Clock Shield (Kalas, Gibari, Lyude, Savyna) (Chrono)
     Attack: --
     Defense: DEF 38 (Chrono 23), Sleep resist + 20 (Combo 1)
     Use: --
     Spirit Numbers: Two
     Text: The big and little hands on this shield's face spin frantically
          during battle, fending off any incoming attacks... and preventing its
          use as a regular clock.
     Sale Price: 10G
     Found: Sheliak Shop, Sheliak, Lyude, Savyna (x2)

(186) - Tempest Shield (Kalas, Gibari, Lyude, Savyna) (Wind)
     Attack: --
     Defense: DEF 45 (Wind 27) (Combo 1)
     Use: --
     Spirit Numbers: Two
     Text: This shield unleashes a powerful gust of wind when struck, allowing
          the bearer to deflect enemy blows. It's well-balanced and provides
          reasonable protection.
     Sale Price: 15G
     Found: Lyude, Castle Elnath, Savyna

(187) - Kite Shield (Kalas, Gibari, Savyna) (Normal)
     Attack: --
     Defense: DEF 44 (Combo 1)
     Use: --
     Spirit Numbers: Two
     Text: A kite-shaped shield with engravings on the front. Though quite
          large, its inverted triangular shape is suited for use on horseback,
          making it popular among mounted knights.
     Sale Price: 21G
     Found: Ancient Library

(188) - Coffin Shield (Kalas, Gibari, Lyude, Savyna) (Dark)
     Attack: --
     Defense: DEF 65 (Dark 39), Death resist + 1 (Combo 1)
     Use: --
     Spirit Numbers: Two
     Text: Its coffin-like shape tends to turn away the superstitious. But this
          shield actually increases the bearer's resistance to death attacks,
          hopefully eliminating the need for a real coffin.

(189) - Grace Shield (Kalas, Gibari, Savyna) (Light)
     Attack: --
     Defense: DEF 75 (Light 45) (Combo 1)
     Use: --
     Spirit Numbers: Two
     Text: Elegantly designed, this shield provides the bearer with powerful
          protection and divine blessing, allowing him to concentrate and fend
          off attacks.

(190) - Tower Shield (Kalas, Gibari, Savyna) (Normal)
     Attack: --
     Defense: DEF 70 (Combo 1)
     Use: --
     Spirit Numbers: Three
     Text: Slightly curved, this shield is tall enough to provide complete
          cover for a crouched wearer. The trade-off for the protection it
          offers is its outstanding weight.

(191) - Battle Shield (Kalas, Gibari) (Normal)
     Attack: --
     Defense: DEF 80 (Combo 1)
     Use: --
     Spirit Numbers: Three
     Text: Gaps have been put into this shield to reduce its weight and allow
          the bearer to see the enemy while blocking incoming blows. Effective
          in the hands of a seasoned warrior.

(192) - Whitecap Shield (Gibari) (Water)
     Attack: --
     Defense: DEF 113 (Water 68), Flames resist + 40 (Combo 1)
     Use: --
     Spirit Numbers: Three
     Text: The surface of this shield ripples when hit, absorbing and
          dispersing the impact of enemy blows, protecting the bearer, and
          discouraging further attacks.

(193) - Burning Shield (Kalas, Gibari, Lyude, Savyna) (Fire)
     Attack: --
     Defense: DEF 125 (Fire 75), Freezing resist + 40 (Combo 1)
     Use: --
     Spirit Numbers: Three
     Text: Intense fire burns within this shield, emanating heat when held
          towards the enemy and discouraging attacks.

(194) - Platinum Shield (Kalas, Gibari, Savyna) (Normal)
     Attack: --
     Defense: DEF 112 (Combo 1)
     Use: --
     Spirit Numbers: Four
     Text: This shield is coated with platinum, greatly enhancing its defensive
          capabilities. Similar items are becoming more popular as mere
          ornaments to display family rank.

(195) - Flugel Shield (Kalas, Gibari, Lyude, Savyna) (Wind)
     Attack: --
     Defense: DEF 130 (Wind 69) (Combo 1)
     Use: --
     Spirit Numbers: Four
     Text: Contains the power of Pegasus, the winged horse. This shield is as
          light as air, and the bearer often forgets he's holding it. Extremely
          valuable and hard to find.

(196) - Erbschaft (Kalas, Gibari, Savyna) (Chrono)
     Attack: --
     Defense: DEF 142 (Chrono 75) (Combo 1)
     Use: --
     Spirit Numbers: Four
     Text: Blessed by Chronos, this shield slows time to coincide with enemy
          blows, reducing the impact and minimizing damage taken.

(197) - Fairy Shield (Kalas, Savyna) (Normal)
     Attack: --
     Defense: DEF 146 (Combo 1)
     Use: --
     Spirit Numbers: Four, can include 9
     Text: The fairy-shaped engraving on this shield is extremely life-like,
          possibly due to being imbued with a fairy's blessing.

(198) - Devil Knight Shield (Gibari) (Dark)
     Attack: --
     Defense: DEF 200 (Dark 120) (Combo 1)
     Use: --
     Spirit Numbers: Four
     Text: Believed to have been used ages ago by an evil knight, the skull-
          shaped engraving on this shield seems to hold an ominous, unexplained
          power within.

(199) - Shield of Hope (Kalas) (Light)
     Attack: --
     Defense: DEF 215 (Light 129), Paralysis resist + 80 (Combo 1)
     Use: --
     Spirit Numbers: Four, can include 9
     Text: The spirit within this shield takes little notice of the bearer's
          causes or grudges. Its innate brilliance silently lights the way
          forward.

(200) - Fire Yell Lv 1 (All) (Fire)
     Attack: ATK 17 (Fire 15) (Combo 2)
     Defense: DEF 17 (Fire 15) (Combo 2)
     Use: --
     Spirit Numbers: Two
     Text: Performs a Fire-based offensive/defensive followup to certain
          weapons/armor/spells/items. The previous Magnus in the combo needs to
          be Fire-based for this Magnus to be available.
     Sale Price: 15G
     Found: Nashira, Fire Yell Lv 2 (206)

(201) - Aqua Yell Lv 1 (All) (Water)
     Attack: ATK 17 (Water 15) (Combo 2)
     Defense: DEF 17 (Water 15) (Combo 2)
     Use: --
     Spirit Numbers: Two
     Text: Performs a Water-based offensive/defensive followup to certain
          weapons/armor/spells/items. The previous Magnus in the combo needs to
          be Water-based for this Magnus to be available.
     Sale Price: 15G
     Found: Gibari, Pul-Puk

(202) - Light Yell Lv 1 (All) (Light)
     Attack: ATK 21 (Light 18) (Combo 2)
     Defense: DEF 21 (Light 18) (Combo 2)
     Use: --
     Spirit Numbers: Two
     Text: Performs a Light-based offensive/defensive followup to certain
          weapons/armor/spells/items. The previous Magnus in the combo needs to
          be Light-based for this Magnus to be available.
     Sale Price: 16G
     Found: Castle Elnath, Lyude, Opu Shop

(203) - Dark Yell Lv 1 (All) (Dark)
     Attack: ATK 21 (Dark 18) (Combo 2)
     Defense: DEF 21 (Dark 18) (Combo 2)
     Use: --
     Spirit Numbers: Two
     Text: Performs a Darkness-based offensive/defensive followup to certain
          weapons/armor/spells/items. The previous Magnus in the combo needs to
          be Darkness-based for this Magnus to be available.
     Sale Price: 16G
     Found: Castle Elnath, Lyude, Opu Shop

(204) - Chronos Yell Lv 1 (All) (Chrono)
     Attack: ATK 25 (Chrono 21) (Combo 2)
     Defense: DEF 25 (Chrono 21) (Combo 2)
     Use: --
     Spirit Numbers: Two
     Sale Price: 17G
     Text: Performs a Time-based offensive/defensive followup to certain
          weapons/armor/spells/items. The previous Magnus in the combo needs to
          be Time-based for this Magnus to be available.

(205) - Wind Yell Lv 1 (All) (Wind)
     Attack: ATK 25 (Wind 21) (Combo 2)
     Defense: DEF 25 (Wind 21) (Combo 2)
     Use: --
     Spirit Numbers: Two
     Text: Performs a Wind-based offensive/defensive followup to certain
          weapons/armor/spells/items. The previous Magnus in the combo needs to
          be Wind-based for this Magnus to be available.
     Sale Price: 17G
     Found: Cursed Spell Book, Holoholo Jungle

(206) - Fire Yell Lv 2 (All) (Fire)
     Attack: ATK 35 (Fire 30), 10% chance of Flames (Combo 2)
     Defense: DEF 35 (Fire 30), Freezing resist + 30 (Combo 2)
     Use: --
     Spirit Numbers: Two
     Text: Performs a Fire-based offensive/defensive followup to certain
          weapons/armor/spells/items. The previous Magnus in the combo needs to
          be Fire-based for this Magnus to be available.
     Changes Into: Fire Yell Lv 1 (200)
     Sale Price: 50G
     Found: Mirabilis, Savyna

(207) - Aqua Yell Lv 2 (All) (Water)
     Attack: ATK 35 (Water 30), 10% chance of Freezing (Combo 2)
     Defense: DEF 35 (Water 30), Flames resist + 30 (Combo 2)
     Use: --
     Spirit Numbers: Two
     Text: Performs a Water-based offensive/defensive followup to certain
          weapons/armor/spells/items. The previous Magnus in the combo needs to
          be Water-based for this Magnus to be available.
     Changes Into: Aqua Yell Lv 1 (201)
     Sale Price: 50G
     Found: Acheron, Savyna

(208) - (Light Yell Lv 2)
     Attack:
     Defense:
     Use:
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     Text:

(209) - (Dark Yell Lv 2)
     Attack:
     Defense:
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     Text:

(210) - (Chronos Yell Lv 2)
     Attack:
     Defense:
     Use:
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     Text:

(211) - (Wind Yell Lv 2)
     Attack:
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     Use:
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     Text:

(212) - (Fire Yell Lv 3)
     Attack:
     Defense:
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     Text:

(213) - (Aqua Yell Lv 3)
     Attack:
     Defense:
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     Text:

(214) - (Light Yell Lv 3)
     Attack:
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     Use:
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     Text:

(215) - (Dark Yell Lv 3)
     Attack:
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     Text:

(216) - (Chronos Yell Lv 3)
     Attack:
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     Text:

(217) - (Wind Yell Lv 3)
     Attack:
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     Text:

(218) - (Fire Yell Lv 4)
     Attack:
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     Use:
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     Text:

(219) - (Aqua Yell Lv 4)
     Attack:
     Defense:
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     Text:

(220) - (Light Yell Lv 4)
     Attack:
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     Use:
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     Text:

(221) - (Dark Yell Lv 4)
     Attack:
     Defense:
     Use:
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     Text:

(222) - (Chronos Yell Lv 4)
     Attack:
     Defense:
     Use:
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     Text:

(223) - (Wind Yell Lv 4)
     Attack:
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     Text:

(224) - Broken Earth Sphere (All) (Light)
     Attack: Heal HP 1000, 100% chance to cure Death (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: One, always 9
     Text: A sacred treasure of the Earth People. It was stolen two centuries
          ago by Calbren's ancestor. The sphere was used to seal the evil gods
          in each island. Its true power was lost when its surface was chipped.

(225) - Ocean Mirror (All) (Light)
     Attack: Heal HP 1000 (Combo 1)
     Defense: DEF 125 (Light 75), All resist + 100 (Combo 1)
     Use: --
     Spirit Numbers: One, always 9
     Text: A sacred treasure of the Ice Lands. The divine light within this
          mirror contains power that can quell the spirits of darkness. This
          may be the only way to save Kalas from darkness...

(226) - Sword of the Heavens (All) (Light)
     Attack: ATK 188 (Light 113) (Combo 1)
     Defense: DEF 153 (Light 113) (Combo 2)
     Use: --
     Spirit Numbers: One, always 9
     Text: A sacred treasure of the Earth People, this sword was used a
          millennium ago to defeat the gods, along with the Ocean Mirror. Even
          Malpercio should feel its might.

(227) - Broken Heaven Sword (All) (Light)
     Attack: ATK 63 (Light 38) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: One, always 9
     Text: A sacred treasure of the Earth People, this sword was used a
          millennium ago to defeat the gods, along with the Ocean Mirror. The
          weapon's true power was lost when its blade broke.

(228) - Broken Ocean Mirror (All) (Light)
     Attack: Heal HP 250 (Combo 1)
     Defense: DEF 38 (Light 23), All resist + 20 (Combo 1)
     Use: --
     Spirit Numbers: One, always 9
     Text: A sacred treasure of the Ice Lands. The divine light within this
          mirror contains power that can quell the spirits of darkness. The
          mirror's true power was lost when it was shattered.

(229) - Escape (All) (Normal)
     Attack: Causes Escape from Battle (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: One
     Text: Allows the party to escape from combat. This can only be used at the
          beginning of an offensive round.
     Sale Price: --
     Found: Moonguile, Lyude

(230) - Camera 1 (All) (Normal)
     Attack: Takes a picture of the target (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: One
     Text: A basic camera for taking photos of monsters and party members. It
          takes around 10 minutes for photos to fully develop. Sell monster
          photos for a nice little profit.
     Sale Price: --
     Found: Kalas, Lesser Celestial River, Lyude

(231) - Camera 2 (All) (Normal)
     Attack: Takes a picture of the target (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Two
     Text: Easier to carry, easier to snap shots. Allows better focusing on
          fast-moving targets. Photos still need around 10 minutes to develop
          fully.
     Sale Price: --
     Found: Star Map (Equuleus)

(232) - Camera 3 (All) (Normal)
     Attack: Takes a picture of the target (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Three, can include 9
     Text: Though this deluxe camera may resemble a single-lens reflex, the
          photos taken are self-developing, needing only 10 minutes to provide
          proof of your photographic talents - or lack thereof.

(233) - Voice 1 (All) (Normal)
     Attack: Triggers a voice clip for the character (Combo 2)
     Defense: --
     Use: --
     Spirit Numbers: One
     Text: The character taunts the enemy. A Level 1 taunt adds a 5% prize if
          included in a combo attack.
     Sale Price: 1G
     Found: Xelha, Moonguile, Gibari

(234) - Voice 2 (All) (Normal)
     Attack: Triggers a voice clip for the character (Combo 2)
     Defense: --
     Use: --
     Spirit Numbers: Two
     Text: The character taunts the enemy. A Level 2 taunt adds a 6% prize if
          included in a combo attack.
     Sale Price: 1G
     Found: Pherkad, Sheliak, Lyude

(235) - Voice 3 (All) (Normal)
     Attack: Triggers a voice clip for the character (Combo 2)
     Defense: --
     Use: --
     Spirit Numbers: Two, can include 9
     Text: The character taunts the enemy. A Level 3 taunt adds a 7% prize if
          included in a combo attack.
     Sale Price: 1G
     Found: Star Map (Taurus)

(236) - Voice 4 (All) (Normal)
     Attack: Triggers a voice clip for the character (Combo 2)
     Defense: --
     Use: --
     Spirit Numbers: Three
     Text: The character taunts the enemy. A Level 4 taunt adds an 8% prize if
          included in a combo attack.

(237) - Voice 5 (All) (Normal)
     Attack: Triggers a voice clip for the character (Combo 2)
     Defense: --
     Use: --
     Spirit Numbers: Four
     Text: The character taunts the enemy. A Level 5 taunt adds a 9% prize if
          included in a combo attack.

(238) - Voice 6 (All) (Normal)
     Attack: Triggers a voice clip for the character (Combo 2)
     Defense: --
     Use: --
     Spirit Numbers: Four, can include 9
     Text: The character taunts the enemy. A Level 6 taunt adds a 10% prize if
          included in a combo attack.

(239) - Fire Burst Lv 1 (Xelha, Mizuti) (Fire)
     Attack: ATK 15 (Fire 10) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: One
     Text: Offensive Fire spell, Level 1. Engulfs the target in flames, doing
          both regular and Fire-based damage. Highly effective against Water-
          based creatures.
     Sale Price: 2G
     Found: Xelha (x2), Cebalrai, Moonguile, Saber Dragon

(240) - Aqua Burst Lv 1 (Xelha, Mizuti) (Water)
     Attack: ATK 15 (Water 10) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: One
     Text: Offensive Water spell, Level 1. A blast of frigid air and water
          strikes the target, doing both regular and Water-based damage. Highly
          effective against Fire-based creatures.
     Sale Price: 2G
     Found: Xelha (x5), Imperial Soldier

(241) - Light Flare Lv 1 (Xelha, Mizuti) (Light)
     Attack: ATK 16 (Light 11) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: One
     Text: Offensive Light spell, Level 1. Engulfs the target in divine light,
          doing both regular and Light-based damage. Highly effective against
          Darkness-based creatures.
     Sale Price: 2G
     Found: Xelha (x3), Pherkad Shop

(242) - Dark Flare Lv 1 (Xelha, Mizuti) (Dark)
     Attack: ATK 16 (Dark 11) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: One
     Text: Offensive Darkness spell, Level 1. Engulfs the target in unholy
          darkness, doing both regular and Darkness-based damage. Highly
          effective against Light-based creatures.
     Sale Price: 2G
     Found: Xelha, Cebalrai, Imperial Soldier

(243) - Chronos Blow 1 (Xelha, Mizuti) (Chrono)
     Attack: ATK 24 (Chrono 15) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: One
     Text: Offensive Time spell, Level 1. Engulfs the target in the breath of
          the Time God, doing both regular and Time-based damage. Highly
          effective against Wind-based and avian creatures.
     Sale Price: 2G
     Found: Pherkad, Giacomo

(244) - Wind Blow Lv 1 (Xelha, Mizuti) (Wind)
     Attack: ATK 24 (Wind 15) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: One
     Text: Offensive Wind spell, Level 1. Manipulates the air around the
          target, creating a vacuum and doing both regular and Wind-based
          damage. Highly effective against Time-based creatures.
     Sale Price: 2G
     Found: Pherkad, Pherkad Shop

(245) - Fire Burst Lv 2 (Xelha, Mizuti) (Fire)
     Attack: ATK 30 (Fire 20) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: One
     Text: Offensive Fire spell, Level 2. Engulfs the target in flames, doing
          both regular and Fire-based damage. Highly effective against Water-
          based creatures.
     Sale Price: 9G
     Found: Pherkad, Nashira, Nashira Shop, Lesser Celestial River

(246) - Aqua Burst Lv 2 (Xelha, Mizuti) (Water)
     Attack: ATK 30 (Water 20) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: One
     Text: Offensive Water spell, Level 2. A blast of frigid air and water
          strikes the target, doing both regular and Water-based damage. Highly
          effective against Fire-based creatures.
     Sale Price: 9G
     Found: Star Map (Pyxis), Nashira Shop, Cloud Passage

(247) - Light Flare Lv 2 (Xelha, Mizuti) (Light)
     Attack: ATK 36 (Light 25) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: One
     Text: Offensive Light spell, Level 2. Engulfs the target in divine light,
          doing both regular and Light-based damage. Highly effective against
          Darkness-based creatures.
     Sale Price: 10G
     Found: Sheliak Shop, Sheliak, Castle Elnath, Komo Mai Shop

(248) - Dark Flare Lv 2 (Xelha, Mizuti) (Dark)
     Attack: ATK 36 (Dark 25) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: One
     Text: Offensive Darkness spell, Level 2. Engulfs the target in unholy
          darkness, doing both regular and Darkness-based damage. Highly
          effective against Light-based creatures.
     Sale Price: 10G
     Found: Pherkad, Albireo, Sheliak Shop, Castle Elnath, Imperial Blackhelm,
          Komo Mai Shop

(249) - Chronos Blow 2 (Xelha, Mizuti) (Chrono)
     Attack: ATK 42 (Chrono 30) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: One
     Text: Offensive Time spell, Level 2. Engulfs the target in the breath of
          the Time God, doing both regular and Time-based damage. Highly
          effective against Wind-based and avian creatures.
     Found: Komo Mai, Cursed Grimoire, Spell Shellfish

(250) - Wind Blow Lv 2 (Xelha, Mizuti) (Wind)
     Attack: ATK 42 (Wind 30) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: One
     Text: Offensive Wind spell, Level 2. Manipulates the air around the
          target, creating a vacuum and doing both regular and Wind-based
          damage. Highly effective against Time-based creatures.
     Found: Cursed Spell Book

(251) - Fire Burst Lv 3 (Xelha, Mizuti) (Fire)
     Attack: ATK 56 (Fire 40) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Two
     Text: Offensive Fire spell, Level 3. Engulfs the target in flames, doing
          both regular and Fire-based damage. Highly effective against Water-
          based creatures.
     Sale Price: 70G
     Found: Holoholo Jungle

(252) - Aqua Burst Lv 3 (Xelha, Mizuti) (Water)
     Attack: ATK 56 (Water 40) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Two
     Text: Offensive Water spell, Level 3. A blast of frigid air and water
          strikes the target, doing both regular and Water-based damage. Highly
          effective against Fire-based creatures.

(253) - Light Flare Lv 3 (Xelha, Mizuti) (Light)
     Attack: ATK 64 (Light 47) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Two
     Text: Offensive Light spell, Level 3. Engulfs the target in divine light,
          doing both regular and Light-based damage. Highly effective against
          Darkness-based creatures.

(254) - Dark Flare Lv 3 (Xelha, Mizuti) (Dark)
     Attack: ATK 64 (Dark 47) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Two
     Text: Offensive Darkness spell, Level 3. Engulfs the target in unholy
          darkness, doing both regular and Darkness-based damage. Highly
          effective against Light-based creatures.

(255) - Chronos Blow 3 (Xelha, Mizuti) (Chrono)
     Attack: ATK 73 (Chrono 55) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Two
     Text: Offensive Time spell, Level 3. Engulfs the target in the breath of
          the Time God, doing both regular and Time-based damage. Highly
          effective against Wind-based and avian creatures.

(256) - Wind Blow Lv 3 (Xelha, Mizuti) (Wind)
     Attack: ATK 73 (Wind 55) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Two
     Text: Offensive Wind spell, Level 3. Manipulates the air around the
          target, creating a vacuum and doing both regular and Wind-based
          damage. Highly effective against Time-based creatures.

(257) - Fire Burst Lv 4 (Xelha, Mizuti) (Fire)
     Attack: ATK 93 (Fire 70) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Three
     Text: Offensive Fire spell, Level 4. Engulfs the target in flames, doing
          both regular and Fire-based damage. Highly effective against Water-
          based creatures.

(258) - Aqua Burst Lv 4 (Xelha, Mizuti) (Water)
     Attack: ATK 93 (Water 70) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Three
     Text: Offensive Water spell, Level 4. A blast of frigid air and water
          strikes the target, doing both regular and Water-based damage. Highly
          effective against Fire-based creatures.

(259) - Light Flare Lv 4 (Xelha, Mizuti) (Light)
     Attack: ATK 104 (Light 80) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Three
     Text: Offensive Light spell, Level 4. Engulfs the target in divine light,
          doing both regular and Light-based damage. Highly effective against
          Darkness-based creatures.

(260) - Dark Flare Lv 4 (Xelha, Mizuti) (Dark)
     Attack: ATK 104 (Dark 80) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Three
     Text: Offensive Darkness spell, Level 4. Engulfs the target in unholy
          darkness, doing both regular and Darkness-based damage. Highly
          effective against Light-based creatures.

(261) - Chronos Blow 4 (Xelha, Mizuti) (Chrono)
     Attack: ATK 115 (Chrono 90) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Three
     Text: Offensive Time spell, Level 4. Engulfs the target in the breath of
          the Time God, doing both regular and Time-based damage. Highly
          effective against Wind-based and avian creatures.

(262) - Wind Blow Lv 4 (Xelha, Mizuti) (Wind)
     Attack: ATK 115 (Wind 90) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Three
     Text: Offensive Wind spell, Level 4. Manipulates the air around the
          target, creating a vacuum and doing both regular and Wind-based
          damage. Highly effective against Time-based creatures.

(263) - Fire Burst Lv 5 (Xelha, Mizuti) (Fire)
     Attack: ATK 141 (Fire 110) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Four
     Text: Offensive Fire spell, Level 5. Engulfs the target in flames, doing
          both regular and Fire-based damage. Highly effective against Water-
          based creatures.

(264) - Aqua Burst Lv 5 (Xelha, Mizuti) (Water)
     Attack: ATK 141 (Water 110) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Four
     Text: Offensive Water spell, Level 5. A blast of frigid air and water
          strikes the target, doing both regular and Water-based damage. Highly
          effective against Fire-based creatures.

(265) - Light Flare Lv 5 (Xelha, Mizuti) (Light)
     Attack: ATK 152 (Light 120) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Four
     Text: Offensive Light spell, Level 5. Engulfs the target in divine light,
          doing both regular and Light-based damage. Highly effective against
          Darkness-based creatures.

(266) - Dark Flare Lv 5 (Xelha, Mizuti) (Dark)
     Attack: ATK 152 (Dark 120) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Four
     Text: Offensive Darkness spell, Level 5. Engulfs the target in unholy
          darkness, doing both regular and Darkness-based damage. Highly
          effective against Light-based creatures.

(267) - Chronos Blow 5 (Xelha, Mizuti) (Chrono)
     Attack: ATK 163 (Chrono 130) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Four
     Text: Offensive Time spell, Level 5. Engulfs the target in the breath of
          the Time God, doing both regular and Time-based damage. Highly
          effective against Wind-based and avian creatures.

(268) - Wind Blow Lv 5 (Xelha, Mizuti) (Wind)
     Attack: ATK 163 (Wind 130) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Four
     Text: Offensive Wind spell, Level 5. Manipulates the air around the
          target, creating a vacuum and doing both regular and Wind-based
          damage. Highly effective against Time-based creatures.

(269) - Fire Burst Lv 6 (Xelha, Mizuti) (Fire)
     Attack: ATK 200 (Fire 160) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Four, can include 9
     Text: Offensive Fire spell, Level 6. Engulfs the target in flames, doing
          both regular and Fire-based damage. Highly effective against Water-
          based creatures.

(270) - Aqua Burst Lv 6 (Xelha, Mizuti) (Water)
     Attack: ATK 200 (Water 160) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Four, can include 9
     Text: Offensive Water spell, Level 6. A blast of frigid air and water
          strikes the target, doing both regular and Water-based damage. Highly
          effective against Fire-based creatures.

(271) - Light Flare Lv 6 (Xelha, Mizuti) (Light)
     Attack: ATK 211 (Light 170) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Four, can include 9
     Text: Offensive Light spell, Level 6. Engulfs the target in divine light,
          doing both regular and Light-based damage. Highly effective against
          Darkness-based creatures.

(272) - Dark Flare Lv 6 (Xelha, Mizuti) (Dark)
     Attack: ATK 211 (Dark 170) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Four, can include 9
     Text: Offensive Darkness spell, Level 6. Engulfs the target in unholy
          darkness, doing both regular and Darkness-based damage. Highly
          effective against Light-based creatures.

(273) - Chronos Blow 6 (Xelha, Mizuti) (Chrono)
     Attack: ATK 222 (Chrono 180) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Four, can include 9
     Text: Offensive Time spell, Level 6. Engulfs the target in the breath of
          the Time God, doing both regular and Time-based damage. Highly
          effective against Wind-based and avian creatures.

(274) - Wind Blow Lv 6 (Xelha, Mizuti) (Wind)
     Attack: ATK 222 (Wind 180) (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Four, can include 9
     Text: Offensive Wind spell, Level 6. Manipulates the air around the
          target, creating a vacuum and doing both regular and Wind-based
          damage. Highly effective against Time-based creatures.

(275) - Blue Storm (Kalas) (Wind)
     Attack: ATK 45 (Wind 40) (Combo 2)
     Defense: --
     Use: --
     Spirit Numbers: One
     Text: Wind-based finishing move mastered by Kalas. Releases a whirlwind
          from the tip of his sword, engulfing and slicing the enemy apart.
     Sale Price: --
     Found: Saber Dragon, Skeleton Warrior

(276) - Shadow Wings (Kalas) (Dark)
     Attack: ATK 70 (Dark 60) (Combo 3)
     Defense: --
     Use: --
     Spirit Numbers: Two
     Text: Darkness-based finishing move mastered by Kalas. Releases a wave of
          shadowy ravens that swarm and tear the enemy to shreds.
     Sale Price: --
     Found: Pherkad

(277) - Energy Wave (Kalas) (Wind)
     Attack: ATK 95 (Wind 80) (Combo 3)
     Defense: --
     Use: --
     Spirit Numbers: Two
     Text: Wind-based finishing move mastered by Kalas. Shoots a wave of energy
          into the ground from the tip of his sword, which explodes around the
          enemy on impact.
     Sale Price: --
     Found: Thunderfish

(278) - Flash Explosion (Kalas) (Fire)
     Attack: ATK 120 (Fire 100) (Combo 4)
     Defense: --
     Use: --
     Spirit Numbers: Three
     Text: Fire-based finishing move mastered by Kalas. Focuses energy on his
          sword and ignites the resulting mass, engulfing the enemy in flames.
     Sale Price: --
     Found: Opu

(279) - Water Blade (Kalas) (Water)
     Attack: ATK 145 (Water 120) (Combo 4)
     Defense: --
     Use: --
     Spirit Numbers: Three
     Text: Water-based finishing move mastered by Kalas. Creates a blade out of
          pure water, easily slicing through whatever protection the enemy may
          have.
     Sale Price: --

(280) - Dream Blade (Kalas) (Chrono)
     Attack: ATK 172 (Chrono 140) (Combo 4)
     Defense: --
     Use: --
     Spirit Numbers: Four
     Text: Time-based finishing move mastered by Kalas. Invokes energy within
          the earth to create hundreds of phantom blades, sending them flying
          towards the enemy.
     Sale Price: --

(281) - Fangs of Light (Kalas) (Light)
     Attack: ATK 205 (Light 160) (Combo 5)
     Defense: --
     Use: --
     Spirit Numbers: Four
     Text: Light-based finishing move mastered by Kalas. Collects light,
          focusing it on his body and blade, and releases it to catch the enemy
          in a swirling column of light.
     Sale Price: --

(282) - Chaotic Illusion (Kalas) (Chrono)
     Attack: ATK 235 (Chrono 180) (Combo 5)
     Defense: --
     Use: --
     Spirit Numbers: Four
     Text: Time-based finishing move mastered by Kalas. Countless overlapping
          traces of his sword's path confuse the enemy and allow him to tear
          through its defenses.
     Sale Price: --

(283) - Lord of the Wind (Kalas) (Wind)
     Attack: ATK 275 (Wind 200) (Combo 7)
     Defense: --
     Use: --
     Spirit Numbers: Four, can include 9
     Text: Wind-based finishing move mastered by Kalas. A lightning-speed
          rushing attack which sends him flying through the air, sword first,
          as if he were a human bullet.
     Sale Price: --

(284) - Dance of Light (Xelha) (Light)
     Attack: ATK 45 (Light 40) (Combo 2)
     Defense: --
     Use: --
     Spirit Numbers: One
     Text: Light-based arcane spell mastered by Xelha. Invokes a shower of
          purifying light from the heavens and brings it down on the enemy.
     Sale Price: --
     Found: Xelha, Cursed Spell Book

(285) - Sparkle of Life (Xelha) (Light)
     Attack: ATK 70 (Light 60) (Combo 3)
     Defense: --
     Use: --
     Spirit Numbers: Two
     Text: Light-based arcane spell mastered by Xelha. Invokes the forces of
          nature and focuses them on Meemai, who flies through the air and
          smashes into the enemy.
     Sale Price: --
     Found: Giacomo

(286) - Soul Flash (Xelha) (Light)
     Attack: ATK 95 (Light 80) (Combo 3)
     Defense: --
     Use: --
     Spirit Numbers: Two
     Text: Light-based arcane spell mastered by Xelha. Raises Meemai above her
          head as a focus for her energy, bombarding the enemy with explosive
          spheres of light.
     Sale Price: --
     Found: Iron Beetle I

(287) - Dancing Flames (Xelha) (Fire)
     Attack: ATK 120 (Fire 100) (Combo 4)
     Defense: --
     Use: --
     Spirit Numbers: Three
     Text: Fire-based arcane spell mastered by Xelha. Invokes the power of
          flame spirits present in the atmosphere, creating balls of fire which
          converge on the enemy before exploding.
     Sale Price: --

(288) - Dark Embrace (Xelha) (Dark)
     Attack: ATK 145 (Dark 120) (Combo 4)
     Defense: --
     Use: --
     Spirit Numbers: Three
     Text: Darkness-based arcane spell mastered by Xelha. Summons spheres of
          darkness from another dimension and sends them to engulf the enemy
          and drink from its soul.
     Sale Price: --

(289) - Whispering Wind (Xelha) (Wind)
     Attack: ATK 172 (Wind 140) (Combo 4)
     Defense: --
     Use: --
     Spirit Numbers: Four
     Text: Wind-based arcane spell mastered by Xelha. Summons the spirits of
          the wind in the form of countless white butterflies, which engulf the
          enemy and turn into revolving blades.
     Sale Price: --

(290) - Bells of Fate (Xelha) (Chrono)
     Attack: ATK 205 (Chrono 160) (Combo 5)
     Defense: --
     Use: --
     Spirit Numbers: Four
     Text: Time-based arcane spell mastered by Xelha. Accelerates the flow of
          time around the enemy, causing rapid aging and depleting its energy.
     Sale Price: --

(291) - Seal of Water (Xelha) (Water)
     Attack: ATK 235 (Water 180), 100% chance of Death (Combo 5)
     Defense: --
     Use: --
     Spirit Numbers: Four
     Text: Water-based arcane spell mastered by Xelha. Conjures droplets which
          turn into columns of water around the enemy, causing death by
          suffocation.
     Sale Price: --

(292) - Wheel of Light (Xelha) (Light)
     Attack: ATK 275 (Light 200) (Combo 7)
     Defense: --
     Use: --
     Spirit Numbers: Four, can include 9
     Text: Light-based arcane spell mastered by Xelha. Conjures numerous
          spheres of light and sends them smashing into the enemy.
     Sale Price: --

(293) - Dragon Uppercut (Gibari) (Water)
     Attack: ATK 45 (Water 40) (Combo 3)
     Defense: --
     Use: --
     Spirit Numbers: One
     Text: Water-based finishing move mastered by Gibari. A fierce charging
          move powerful enough to awaken the dragon said to lurk within
          subterranean waters.
     Sale Price: --
     Found: Gibari

(294) - Crystal Shot (Gibari) (Water)
     Attack: ATK 70 (Water 60) (Combo 3)
     Defense: --
     Use: --
     Spirit Numbers: Two
     Text: Water-based finishing move mastered by Gibari. Creates a large block
          of ice, sending it square into the enemy with his paddle.
     Sale Price: --
     Found: Gibari

(295) - Explosive Paddle (Gibari) (Fire)
     Attack: ATK 95 (Fire 80) (Combo 3)
     Defense: --
     Use: --
     Spirit Numbers: Two
     Text: Fire-based finishing move mastered by Gibari. Leaps high into the
          air and launches his paddle at the enemy's feet, causing a fierce
          explosion on impact.
     Sale Price: --
     Found: Anuenue Port

(296) - Smash Tackle (Gibari) (Chrono)
     Attack: ATK 120 (Chrono 100) (Combo 4)
     Defense: --
     Use: --
     Spirit Numbers: Three
     Text: Time-based finishing move mastered by Gibari. Rushes the enemy like
          a raging bull, the impact being powerful enough to send the target
          reeling.
     Sale Price: --
     Found: Holoholo Jungle

(297) - Whirlwind Hit (Gibari) (Dark)
     Attack: ATK 145 (Dark 120) (Combo 4)
     Defense: --
     Use: --
     Spirit Numbers: Three
     Text: Darkness-based finishing move mastered by Gibari. Strikes full force
          with his paddle, sending the enemy spinning into oblivion.
     Sale Price: --

(298) - Spiraling Gale (Gibari) (Wind)
     Attack: ATK 172 (Wind 140) (Combo 4)
     Defense: --
     Use: --
     Spirit Numbers: Four
     Text: Wind-based finishing move mastered by Gibari. Spins like a top
          before striking the enemy, turning the target into mincemeat
          regardless of its armor.
     Sale Price: --

(299) - Pendulum Blast (Gibari) (Light)
     Attack: ATK 205 (Light 160) (Combo 5)
     Defense: --
     Use: --
     Spirit Numbers: Four
     Text: Light-based finishing move mastered by Gibari. Focusing energy on
          his own head, delivers a devastating head butt, sending targets into
          the next life.
     Sale Price: --

(300) - Nemesis Fall (Gibari) (Dark)
     Attack: ATK 235 (Dark 180) (Combo 5)
     Defense: --
     Use: --
     Spirit Numbers: Four
     Text: Darkness-based finishing move mastered by Gibari. Leaps high into
          the air and smashes the ground with his paddle, sending rocks flying
          as he descends.
     Sale Price: --

(301) - Ultimate Geyser (Gibari) (Water)
     Attack: ATK 275 (Water 200) (Combo 7)
     Defense: --
     Use: --
     Spirit Numbers: Four, can include 9
     Text: Water-based finishing move mastered by Gibari. Catches the enemy in
          a deadly spiral, reminiscent of a geyser spurting fiercely from the
          earth.
     Sale Price: --

(302) - Overture (Lyude) (Light)
     Attack: ATK 45 (Light 40) (Combo 3)
     Defense: --
     Use: --
     Spirit Numbers: One
     Text: Light-based finishing move mastered by Lyude. Fires a continuous
          beam while shifting his weapon upwards, slicing the enemy vertically.
     Sale Price: --
     Found: Lyude

(303) - Concerto (Lyude) (Light)
     Attack: ATK 70 (Light 60) (Combo 3)
     Defense: --
     Use: --
     Spirit Numbers: Two
     Text: Light-based finishing move mastered by Lyude. Fires a series of
          shimmering spheres which curve around to strike enemies regardless of
          cover.
     Sale Price: --
     Found: Lyude

(304) - Sforzando (Lyude) (Dark)
     Attack: ATK 95 (Dark 80) (Combo 3)
     Defense: --
     Use: --
     Spirit Numbers: Two
     Text: Darkness-based finishing move mastered by Lyude. He gives in to his
          rage, usually kept in check by rationale, repeatedly striking the
          enemy in blind fury.
     Sale Price: --
     Found: Ancient Library

(305) - Diminuendo (Lyude) (Dark)
     Attack: ATK 120 (Dark 100) (Combo 4)
     Defense: --
     Use: --
     Spirit Numbers: Three
     Text: Darkness-based finishing move mastered by Lyude. Uses the recoil
          from his weapon to soar high in the sky, delivering a mighty dropkick
          to the bewildered enemy.
     Sale Price: --

(306) - Intermezzo (Lyude) (Light)
     Attack: ATK 145 (Light 120) (Combo 4)
     Defense: --
     Use: --
     Spirit Numbers: Three
     Text: Light-based finishing move mastered by Lyude. Throws floating mines
          into the air which he promptly shoots, causing a barrage of
          explosions.
     Sale Price: --

(307) - Crescendo (Lyude) (Dark)
     Attack: ATK 172 (Dark 140) (Combo 4)
     Defense: --
     Use: --
     Spirit Numbers: Four
     Text: Darkness-based finishing move mastered by Lyude. Lays suppressive
          five on the enemy, following up with a series of powerful kicks to
          remove the opposition.
     Sale Price: --

(308) - Rhapsody (Lyude) (Light)
     Attack: ATK 205 (Light 160) (Combo 5)
     Defense: --
     Use: --
     Spirit Numbers: Four
     Text: Light-based finishing move mastered by Lyude. Fires a special
          projectile which bursts into a holy symbol on impact, gathering light
          and severely damaging the target.
     Sale Price: --

(309) - Presto (Lyude) (Dark)
     Attack: ATK 235 (Dark 180) (Combo 5)
     Defense: --
     Use: --
     Spirit Numbers: Four
     Text: Darkness-based finishing move mastered by Lyude. Uses the recoil
          from his weapon to land a painful drop kick on the enemy.
     Sale Price: --

(310) - Finale (Lyude) (Light)
     Attack: ATK 275 (Light 200) (Combo 7)
     Defense: --
     Use: --
     Spirit Numbers: Four, can include 9
     Text: Light-based finishing move mastered by Lyude. Only available to
          master marksmen, an illusionary weapon is summoned, firing sacred
          shells that smash up evil beyond recognition.
     Sale Price: --

(311) - Burning Arrow (Savyna) (Fire)
     Attack: ATK 45 (Fire 40) (Combo 3)
     Defense: --
     Use: --
     Spirit Numbers: One
     Text: Fire-based finishing move mastered by Savyna. Casts a multitude of
          feathers into the air, which turn into flaming arrows peppering the
          enemy.
     Sale Price: --
     Found: Savyna

(312) - Erupting Flail (Savyna) (Fire)
     Attack: ATK 70 (Fire 60) (Combo 3)
     Defense: --
     Use: --
     Spirit Numbers: Two
     Text: Fire-based finishing move mastered by Savyna. She ignites herself
          with a burning aura, delivering a flurry of blows that can easily
          smash through the hardest of rocks.
     Sale Price: --
     Found: Savyna

(313) - Splash Spear (Savyna) (Water)
     Attack: ATK 95 (Water 80) (Combo 3)
     Defense: --
     Use: --
     Spirit Numbers: Two
     Text: Water-based finishing move mastered by Savyna. Unleashes a
          whirlwind-like stream of water that pierces the enemy like a spear.
     Sale Price: --
     Found: Savyna

(314) - Freezing Axe (Savyna) (Water)
     Attack: ATK 120 (Water 100) (Combo 4)
     Defense: --
     Use: --
     Spirit Numbers: Three
     Text: Water-based finishing move mastered by Savyna. Delivers a
          devastating axe kick, sending a crescent-shaped block of ice smashing
          into the enemy.
     Sale Price: --

(315) - Vanish Grenade (Savyna) (Fire)
     Attack: ATK 145 (Fire 120) (Combo 4)
     Defense: --
     Use: --
     Spirit Numbers: Three
     Text: Fire-based finishing move mastered by Savyna. Rushes the enemy with
          an explosive flying kick.
     Sale Price: --

(316) - Hurricane Blade (Savyna) (Water)
     Attack: ATK 172 (Water 140) (Combo 4)
     Defense: --
     Use: --
     Spirit Numbers: Four
     Text: Water-based finishing move mastered by Savyna. Spins on one leg like
          a top, delivering a series of kicks to slice and dice the enemy.
     Sale Price: --

(317) - Inferno Cannon (Savyna) (Fire)
     Attack: ATK 205 (Fire 160) (Combo 5)
     Defense: --
     Use: --
     Spirit Numbers: Four
     Text: Fire-based finishing move mastered by Savyna. Shoots a fireball from
          her hands which detonates on impact and burns the enemy to a crisp.
     Sale Price: --

(318) - Hellblood's Hammer (Savyna) (Water)
     Attack: ATK 235 (Water 180) (Combo 5)
     Defense: --
     Use: --
     Spirit Numbers: Four
     Text: Water-based finishing move mastered by Savyna. Summons a watery
          juggernaut to shower the enemy with a flurry of punches, finishing
          off with a devastating shock wave.
     Sale Price: --

(319) - Deadly Heat Scythe (Savyna) (Fire)
     Attack: ATK 275 (fire 200) (Combo 7)
     Defense: --
     Use: --
     Spirit Numbers: Four, can include 9
     Text: Fire-based finishing move mastered by Savyna. She ignites herself
          with a crimson aura, delivering a mighty blow to the enemy.
     Sale Price: --

(320) - Sorcerer's Chakram (Mizuti) (Normal)
     Attack: ATK 45 (Combo 3)
     Defense: --
     Use: --
     Spirit Numbers: One
     Text: Non-elemental arcane spell mastered by Mizuti. Controls a huge
          chakram in the air, delivering a series of razor-sharp attacks.
          Vicious. Painful.
     Sale Price: --

(321) - Sorcerer's Breath (Mizuti) (Normal)
     Attack: ATK 70 (Combo 3)
     Defense: --
     Use: --
     Spirit Numbers: Two
     Text: Non-elemental arcane spell mastered by Mizuti. Exhales putrid breath
          unbearable to an enemy with any sense of smell. Terrible.
          Horrifying. Stinky.
     Sale Price: --

(322) - Sorcerer's Seal (Mizuti) (Normal)
     Attack: ATK 95 (Combo 3)
     Defense: --
     Use: --
     Spirit Numbers: Two
     Text: Non-elemental arcane spell mastered by Mizuti. Invokes the ancestral
          mask and sucks the essence from enemies, inflicting tremendous pain.
          Filling. Tastes like chicken.
     Sale Price: --

(323) - Heaven's Pillar (Mizuti) (Chrono)
     Attack: ATK 120 (Chrono 100) (Combo 4)
     Defense: --
     Use: --
     Spirit Numbers: Three
     Text: Time-based arcane spell mastered by Mizuti. Opens a gate to another
          dimension, summoning a group of pillars that smash into and smother
          the enemy. Heavy, Heavier, Heaviest.
     Sale Price: --

(324) - Shadow Gate (Mizuti) (Dark)
     Attack: ATK 145 (Dark 120) (Combo 4)
     Defense: --
     Use: --
     Spirit Numbers: Three
     Text: Darkness-based arcane spell mastered by Mizuti. Mizuti's shadow is
          infused with magic, swallowing the enemy entirely. Hullo. Meet the
          evil twin.
     Sale Price: --

(325) - Mega Flood (Mizuti) (Water)
     Attack: ATK 172 (Water 140) (Combo 4)
     Defense: --
     Use: --
     Spirit Numbers: Four
     Text: Water-based arcane spell mastered by Mizuti. Focuses energy on the
          enemy, creating columns of water which merge to form a giant serpent.
          Big snake. Hissssss.
     Sale Price: --

(326) - Prominence (Mizuti) (Fire)
     Attack: ATK 205 (Fire 160) (Combo 5)
     Defense: --
     Use: --
     Spirit Numbers: Four
     Text: Fire-based arcane spell mastered by Mizuti. Encircles the enemy with
          fiery energy, which assumes the form of a flaming lion and devours
          the enemy. Big kitty. Roarrrrrr!!
     Sale Price: --

(327) - Alias Fall (Mizuti) (Wind)
     Attack: ATK 235 (Wind 180) (Combo 5)
     Defense: --
     Use: --
     Spirit Numbers: Four
     Text: Wind-based arcane spell mastered by Mizuti. Focuses the energy in
          the atmosphere to conjure a replica of the ancestral mask, sending it
          hurtling to smite the enemy. Close and personal. Boom boom boom.
     Sale Price: --

(328) - Planet Soul (Mizuti) (Chrono)
     Attack: ATK 275 (Chrono 200) (Combo 7)
     Defense: --
     Use: --
     Spirit Numbers: Four, can include 9
     Text: Time-based arcane spell mastered by Mizuti. The enemy is engulfed in
          a peculiar smoke and bombarded by Mizuti's ancestry incarnate.
          Hazardous to health. Cough cough.
     Sale Price: --

(329) - Shining Seraph (Special) (Light)
     Attack: ATK Variable (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Variable
     Text: Light-based Spirit spell, enabled by a Guardian Spirit's power.
          Summons light from the heavens, bringing it down on the enemy.
     Sale Price: --
     Found: N/A

(330) - Demons of Darkness (Special) (Dark)
     Attack: ATK Variable (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Variable
     Text: Darkness-based Spirit spell, enabled by a Guardian Spirit's power.
          Creates a frothing pool of tainted mud, engulfing the enemy in a
          hearty serving of fear and pain.
     Sale Price: --
     Found: N/A

(331) - Hellfire (Special) (Fire)
     Attack: ATK Variable (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Variable
     Text: Fire-based Spirit spell, enabled by a Guardian Spirit's power.
          Creates a sea of fire around the enemy, burning its body and soul.
     Sale Price: --
     Found: N/A

(332) - Sacred Spring (Special) (Water)
     Attack: ATK Variable (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Variable
     Text: Water-based Spirit spell, enabled by a Guardian Spirit's power.
          Countless bubbles of purifying water engulf the enemy, bursting on
          impact and searing its skin.
     Sale Price: --
     Found: N/A

(333) - Lingering Time (Special) (Chrono)
     Attack: ATK Variable (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Variable
     Text: Time-based Spirit spell, enabled by a Guardian Spirit's power.
          Creates a pentagram around the enemy and suspends time within,
          tearing its soul apart when time begins flowing again.
     Sale Price: --
     Found: N/A

(334) - Distorting Wind (Special) (Wind)
     Attack: ATK Variable (Combo 1)
     Defense: --
     Use: --
     Spirit Numbers: Variable
     Text: Wind-based Spirit spell, enabled by a Guardian Spirit's power.
          Powerful winds engulf the enemy, tearing apart armor, flesh, and
          bone.
     Sale Price: --
     Found: N/A

(335) - Fire Aura 1 (All) (Fire)
     Attack: --
     Defense: DEF 25 (Fire 5) (Combo 3)
     Use: --
     Spirit Numbers: One
     Text: Performs a Level 1 Fire-based block against an enemy attack. The
          previous Magnus in the combo needs to be Fire-based for this Magnus
          to be available. Grows in power over time.
     Changes Into: Fire Aura 2 (341)
     Sale Price: 100G
     Found: Castle Elnath

(336) - Aqua Aura 1 (All) (Water)
     Attack: --
     Defense: DEF 25 (Water 5) (Combo 3)
     Use: --
     Spirit Numbers: One
     Text: Performs a Level 1 Water-based block against an enemy attack. The
          previous Magnus in the combo needs to be Water-based for this Magnus
          to be available. Grows in power over time.
     Changes Into: Aqua Aura 2 (342)
     Sale Price: 100G
     Found: Castle Elnath

(337) - Light Aura 1 (All) (Light)
     Attack: --
     Defense: DEF 25 (Light 5) (Combo 3)
     Use: --
     Spirit Numbers: One
     Text: Performs a Level 1 Light-based block against an enemy attack. The
          previous Magnus in the combo needs to be Light-based for this Magnus
          to be available. Grows in power over time.
     Changes Into: Light Aura 2 (343)
     Sale Price: 100G
     Found: Castle Elnath

(338) - Dark Aura 1 (All) (Dark)
     Attack: --
     Defense: DEF 25 (Dark 5) (Combo 3)
     Use: --
     Spirit Numbers: One
     Text: Performs a Level 1 Darkness-based block against an enemy attack. The
          previous Magnus in the combo needs to be Darkness-based for this
          Magnus to be available. Grows in power over time.
     Changes Into: Dark Aura 2 (344)
     Sale Price: 100G
     Found: Castle Elnath

(339) - Chronos Aura 1 (All) (Chrono)
     Attack: --
     Defense: DEF 25 (Chrono 5) (Combo 3)
     Use: --
     Spirit Numbers: One
     Text: Performs a Level 1 Time-based block against an enemy attack. The
          previous Magnus in the combo needs to be Time-based for this Magnus
          to be available. Grows in power over time.
     Changes Into: Chronos Aura 2 (345)
     Sale Price: 100G
     Found: Castle Elnath

(340) - Wind Aura 1 (All) (Wind)
     Attack: --
     Defense: DEF 25 (Wind 5) (Combo 3)
     Use: --
     Spirit Numbers: One
     Text: Performs a Level 1 Wind-based block against an enemy attack. The
          previous Magnus in the combo needs to be Wind-based for this Magnus
          to be available. Grows in power over time.
     Changes Into: Wind Aura 2 (346)
     Sale Price: 100G
     Found: Castle Elnath

(341) - Fire Aura 2 (All) (Fire)
     Attack: --
     Defense: DEF 45 (Fire 10) (Combo 3)
     Use: --
     Spirit Numbers: Two
     Text: Performs a Level 2 Fire-based block against an enemy attack. The
          previous Magnus in the combo needs to be Fire-based for this Magnus
          to be available. Grows in power over time.
     Sale Price: 200G
     Changes Into: Fire Aura 3 (347)

(342) - Aqua Aura 2 (All) (Water)
     Attack: --
     Defense: DEF 45 (Water 10) (Combo 3)
     Use: --
     Spirit Numbers: Two
     Text: Performs a Level 2 Water-based block against an enemy attack. The
          previous Magnus in the combo needs to be Water-based for this Magnus
          to be available. Grows in power over time.
     Sale Price: 200G
     Changes Into: Aqua Aura 3 (348)

(343) - Light Aura 2 (All) (Light)
     Attack: --
     Defense: DEF 45 (Light 10) (Combo 3)
     Use: --
     Spirit Numbers: Two
     Text: Performs a Level 2 Light-based block against an enemy attack. The
          previous Magnus in the combo needs to be Light-based for this Magnus
          to be available. Grows in power over time.
     Sale Price: 200G
     Changes Into: Light Aura 3 (349)

(344) - Dark Aura 2 (All) (Dark)
     Attack: --
     Defense: DEF 45 (Dark 10) (Combo 3)
     Use: --
     Spirit Numbers: Two
     Text: Performs a Level 2 Darkness-based block against an enemy attack. The
          previous Magnus in the combo needs to be Darkness-based for this
          Magnus to be available. Grows in power over time.
     Sale Price: 200G
     Changes Into: Dark Aura 3 (350)

(345) - Chronos Aura 2 (All) (Chrono)
     Attack: --
     Defense: DEF 45 (Chrono 10) (Combo 3)
     Use: --
     Spirit Numbers: Two
     Text: Performs a Level 2 Time-based block against an enemy attack. The
          previous Magnus in the combo needs to be Time-based for this Magnus
          to be available. Grows in power over time.
     Sale Price: 200G
     Changes Into: Chronos Aura 3 (351)

(346) - Wind Aura 2 (All) (Wind)
     Attack: --
     Defense: DEF 45 (Wind 10) (Combo 3)
     Use: --
     Spirit Numbers: Two
     Text: Performs a Level 2 Wind-based block against an enemy attack. The
          previous Magnus in the combo needs to be Wind-based for this Magnus
          to be available. Grows in power over time.
     Sale Price: 200G
     Changes Into: Wind Aura 3 (352)

(347) - Fire Aura 3 (All) (Fire)
     Attack: --
     Defense: DEF 65 (Fire 15) (Combo 4)
     Use: --
     Spirit Numbers: Three
     Text: Performs a Level 3 Fire-based block against an enemy attack. The
          previous Magnus in the combo needs to be Fire-based for this Magnus
          to be available. Grows in power over time.
     Changes Into: Fire Aura 4 (353)

(348) - Aqua Aura 3 (All) (Water)
     Attack: --
     Defense: DEF 65 (Water 15) (Combo 4)
     Use: --
     Spirit Numbers: Three
     Text: Performs a Level 3 Water-based block against an enemy attack. The
          previous Magnus in the combo needs to be Water-based for this Magnus
          to be available. Grows in power over time.
     Changes Into: Aqua Aura 4 (354)

(349) - Light Aura 3 (All) (Light)
     Attack: --
     Defense: DEF 65 (Light 15) (Combo 4)
     Use: --
     Spirit Numbers: Three
     Text: Performs a Level 3 Light-based block against an enemy attack. The
          previous Magnus in the combo needs to be Light-based for this Magnus
          to be available. Grows in power over time.
     Changes Into: Light Aura 4 (355)

(350) - Dark Aura 3 (All) (Dark)
     Attack: --
     Defense: DEF 65 (Dark 15) (Combo 4)
     Use: --
     Spirit Numbers: Three
     Text: Performs a Level 3 Darkness-based block against an enemy attack. The
          previous Magnus in the combo needs to be Darkness-based for this
          Magnus to be available. Grows in power over time.
     Changes Into: Dark Aura 4 (356)

(351) - Chronos Aura 3 (All) (Chrono)
     Attack: --
     Defense: DEF 65 (Chrono 15) (Combo 4)
     Use: --
     Spirit Numbers: Three
     Text: Performs a Level 3 Time-based block against an enemy attack. The
          previous Magnus in the combo needs to be Time-based for this Magnus
          to be available. Grows in power over time.
     Changes Into: Chronos Aura 4 (357)

(352) - Wind Aura 3 (All) (Wind)
     Attack: --
     Defense: DEF 65 (Wind 15) (Combo 4)
     Use: --
     Spirit Numbers: Three
     Text: Performs a Level 3 Wind-based block against an enemy attack. The
          previous Magnus in the combo needs to be Wind-based for this Magnus
          to be available. Grows in power over time.
     Changes Into: Wind Aura 4 (358)

(353) - Fire Aura 4 (All) (Fire)
     Attack: --
     Defense: DEF 90 (Fire 20) (Combo 4)
     Use: --
     Spirit Numbers: Four
     Text: Performs a Level 4 Fire-based block against an enemy attack. The
          previous Magnus in the combo needs to be Fire-based for this Magnus
          to be available. Grows in power over time.
     Changes Into: Fire Aura 5 (359)

(354) - Aqua Aura 4 (All) (Water)
     Attack: --
     Defense: DEF 90 (Water 20) (Combo 4)
     Use: --
     Spirit Numbers: Four
     Text: Performs a Level 4 Water-based block against an enemy attack. The
          previous Magnus in the combo needs to be Water-based for this Magnus
          to be available. Grows in power over time.
     Changes Into: Aqua Aura 5 (360)

(355) - Light Aura 4 (All) (Light)
     Attack: --
     Defense: DEF 90 (Light 20) (Combo 4)
     Use: --
     Spirit Numbers: Four
     Text: Performs a Level 4 Light-based block against an enemy attack. The
          previous Magnus in the combo needs to be Light-based for this Magnus
          to be available. Grows in power over time.
     Changes Into: Light Aura 5 (361)

(356) - Dark Aura 4 (All) (Dark)
     Attack: --
     Defense: DEF 90 (Dark 20) (Combo 4)
     Use: --
     Spirit Numbers: Four
     Text: Performs a Level 4 Darkness-based block against an enemy attack. The
          previous Magnus in the combo needs to be Darkness-based for this
          Magnus to be available. Grows in power over time.
     Changes Into: Dark Aura 5 (362)

(357) - Chronos Aura 4 (All) (Chrono)
     Attack: --
     Defense: DEF 90 (Chrono 20) (Combo 4)
     Use: --
     Spirit Numbers: Four
     Text: Performs a Level 4 Time-based block against an enemy attack. The
          previous Magnus in the combo needs to be Time-based for this Magnus
          to be available. Grows in power over time.
     Changes Into: Chronos Aura 5 (363)

(358) - Wind Aura 4 (All) (Wind)
     Attack: --
     Defense: DEF 90 (Wind 20) (Combo 4)
     Use: --
     Spirit Numbers: Four
     Text: Performs a Level 4 Wind-based block against an enemy attack. The
          previous Magnus in the combo needs to be Wind-based for this Magnus
          to be available. Grows in power over time.
     Changes Into: Wind Aura 5 (364)

(359) - Fire Aura 5 (All) (Fire)
     Attack: --
     Defense: DEF 125 (Fire 25) (Combo 5)
     Use: --
     Spirit Numbers: Four
     Text: Performs a Level 5 Fire-based block against an enemy attack. The
          previous Magnus in the combo needs to be Fire-based for this Magnus
          to be available. Grows in power over time.
     Changes Into: Fire Aura 6 (365)

(360) - Aqua Aura 5 (All) (Water)
     Attack: --
     Defense: DEF 125 (Water 25) (Combo 5)
     Use: --
     Spirit Numbers: Four
     Text: Performs a Level 5 Water-based block against an enemy attack. The
          previous Magnus in the combo needs to be Water-based for this Magnus
          to be available. Grows in power over time.
     Changes Into: Aqua Aura 6 (366)

(361) - Light Aura 5 (All) (Light)
     Attack: --
     Defense: DEF 125 (Light 25) (Combo 5)
     Use: --
     Spirit Numbers: Four
     Text: Performs a Level 5 Light-based block against an enemy attack. The
          previous Magnus in the combo needs to be Light-based for this Magnus
          to be available. Grows in power over time.
     Changes Into: Light Aura 6 (367)

(362) - Dark Aura 5 (All) (Dark)
     Attack: --
     Defense: DEF 125 (Dark 25) (Combo 5)
     Use: --
     Spirit Numbers: Four
     Text: Performs a Level 5 Darkness-based block against an enemy attack. The
          previous Magnus in the combo needs to be Darkness-based for this
          Magnus to be available. Grows in power over time.
     Changes Into: Dark Aura 6 (368)

(363) - Chronos Aura 5 (All) (Chrono)
     Attack: --
     Defense: DEF 125 (Chrono 25) (Combo 5)
     Use: --
     Spirit Numbers: Four
     Text: Performs a Level 5 Time-based block against an enemy attack. The
          previous Magnus in the combo needs to be Time-based for this Magnus
          to be available. Grows in power over time.
     Changes Into: Chronos Aura 6 (369)

(364) - Wind Aura 5 (All) (Wind)
     Attack: --
     Defense: DEF 125 (Wind 25) (Combo 5)
     Use: --
     Spirit Numbers: Four
     Text: Performs a Level 5 Wind-based block against an enemy attack. The
          previous Magnus in the combo needs to be Wind-based for this Magnus
          to be available. Grows in power over time.
     Changes Into: Wind Aura 6 (370)

(365) - Fire Aura 6 (All) (Fire)
     Attack: --
     Defense: DEF 180 (Fire 30) (Combo 5)
     Use: --
     Spirit Numbers: Four, can include 9
     Text: Performs a Level 6 Fire-based block against an enemy attack. The
          previous Magnus in the combo needs to be Fire-based for this Magnus
          to be available.

(366) - Aqua Aura 6 (All) (Water)
     Attack: --
     Defense: DEF 180 (Water 30) (Combo 5)
     Use: --
     Spirit Numbers: Four, can include 9
     Text: Performs a Level 6 Water-based block against an enemy attack. The
          previous Magnus in the combo needs to be Water-based for this Magnus
          to be available.

(367) - Light Aura 6 (All) (Light)
     Attack: --
     Defense: DEF 180 (Light 30) (Combo 5)
     Use: --
     Spirit Numbers: Four, can include 9
     Text: Performs a Level 6 Light-based block against an enemy attack. The
          previous Magnus in the combo needs to be Light-based for this Magnus
          to be available.

(368) - Dark Aura 6 (All) (Dark)
     Attack: --
     Defense: DEF 180 (Dark 30) (Combo 5)
     Use: --
     Spirit Numbers: Four, can include 9
     Text: Performs a Level 6 Darkness-based block against an enemy attack. The
          previous Magnus in the combo needs to be Darkness-based for this
          Magnus to be available.

(369) - Chronos Aura 6 (All) (Chrono)
     Attack: --
     Defense: DEF 180 (Chrono 30) (Combo 5)
     Use: --
     Spirit Numbers: Four, can include 9
     Text: Performs a Level 6 Time-based block against an enemy attack. The
          previous Magnus in the combo needs to be Time-based for this Magnus
          to be available.

(370) - Wind Aura 6 (All) (Wind)
     Attack: --
     Defense: DEF 180 (Wind 30) (Combo 5)
     Use: --
     Spirit Numbers: Four, can include 9
     Text: Performs a Level 6 Wind-based block against an enemy attack. The
          previous Magnus in the combo needs to be Wind-based for this Magnus
          to be available.

               --Level Magnus--

(371) - Wild Strawberry (Normal)
     Text: Wild Strawberry. Required for raising Kalas' Class Level to 2. A
          fully grown wild strawberry is only the size of a marble, but
          succulent and tasty nonetheless.
     Found: Lord of the Spring

(372) - Mana Stone (Dark)
     Text: Mana Stone. Required for raising Kalas' Class Level to 3. This
          shimmering orestone consists of concentrated mana.
     Found: Lesser Celestial River

(373) - Coral Plant (Normal)
     Text: Coral Plant. Required for raising Kalas' Class Level to 4. This
          plant is named for its red fruit, reminiscent of coral undulating in
          the ocean.
     Found: Lord of the Winds

(374) - Ancient Branch (Normal)
     Text: Ancient Branch. Required for raising Kalas' Class Level to 5.
          Ancient wood gives the impression of time itself being sealed within.

(375) - Azure Sand (Normal)
     Text: Azure Sand. Required for raising Kalas' Class Level to 6. A
          mysterious sprinkle of sand that glows with an azure tint, valued
          highly among collectors.

(376) - Shrike Statue (Wind)
     Text: Shrike Statue. Required for raising Xelha's Class Level to 2. The
          shrike's elongated tail allows it to maneuver nimbly in the air,
          swooping down to snatch its prey from the ground.
     Found: Pherkad

(377) - Heron Statue (Wind)
     Text: Heron Statue. Required for raising Xelha's Class Level to 3. A
          statue of a heron, resting its wings on a mountaintop. Reminiscent of
          a monk in silent meditation.
     Found: Lesser Celestial River

(378) - Falcon Statue (Wind)
     Text: Falcon Statue. Required for raising Xelha's Class Level to 4. One
          targeted by a falcon's keen eyesight, its prey is doomed.
     Found: Ancient Library

(379) - Rarebird Statue (Wind)
     Text: Rarebird Statue. Required for raising Xelha's Class Level to 5. A
          statue of a rare bird, classified as a protected species to prevent
          extinction.

(380) - Linnet Statue (Wind)
     Text: Linnet Statue. Required for raising Xelha's Class Level to 6. A
          statue of a Linnet, about 6 inches high, with a characteristic patch
          of red feathers on its chest.

(381) - Shark Tooth (Water)
     Text: Shark Tooth. Required for raising Gibari's Class Level to 3. A tooth
          from a shark that has claimed countless prey, a symbol of the
          wearer's readiness for battle.
     Found: Iron Beetle I

(382) - Scarlet Shell (Water)
     Text: Scarlet Shell. Required for raising Gibari's Class Level to 4. A
          scarlet-colored shell that is said to bring good fortune to the
          bearer.
     Found: Ancient Library

(383) - Catfish Whiskers (Water)
     Text: Catfish Whiskers. Required for raising Gibari's Class Level to 5.
          The catfish's alleged ability to predict earthquakes makes it a
          symbol for avoiding disasters.

(384) - Buoy of Light (Light)
     Text: Buoy of Light. Required for raising Gibari's Class Level to 6. A
          rare, magical buoy that shines with an internal light.

(385) - Heartlight Candle (Light)
     Text: Heartlight Candle. Required for raising Lyude's Class Level to 4. An
          ever-burning candle, symbol of fiery rage.
     Found: Folon (First Battle)

(386) - Platter of Parting (Light)
     Text: Platter of Parting. Required for raising Lyude's Class Level to 5. A
          ceremonial platter used to quietly toast the end of an immoral
          relationship.

(387) - Jasper Gem (Light)
     Text: Jasper Gem. Required for raising Lyude's Class Level to 6. Glowing a
          dim green, this gem repels evil hearts.

(388) - Wild Cherry Bud (Normal)
     Text: Wild Cherry Bud. Required for raising Savyna's Class Level to 4.
          Found in the mountains, these buds silently bear the coldness,
          waiting for their chance to bloom.
     Found: Celestial Tree

(389) - Purple Rose (Normal)
     Text: Purple Rose. Required for raising Savyna's Class Level to 5. An
          elegant, purple-red rose with a spellbinding fragrance.

(390) - Dragon Plum Bud (Normal)
     Text: Dragon Plum Bud. Required for raising Savyna's Class Level to 6.
          Pale, pink buds reminiscent of a young girl's cheeks.

(391) - Pinecone (Normal)
     Text: Pinecone. Required for raising Mizuti's Class Level to 4. Oval-
          shaped and quite hard, this pinecone is surprisingly light.

(392) - Shepherd's Purse (Normal)
     Text: Shepherd's Purse. Required for raising Mizuti's Class Level to 5.
          The berries of this plant resemble the pick of an oriental stringed
          instrument.

(393) - Tradescantia Petals (Normal)
     Text: Tradescantia Petals. Required for raising Mizuti's Class Level to 6.
          The Tradescantia's petals become more fresh and beautiful when
          exposed to rain.

               -- Star Map Pieces --

(394) - Draco
     Found: Saber Dragon

(395) - Vela
     Found: Shawra

(396) - Puppis
     Found: Cebalrai

(397) - Aquarius
     Found: Pherkad

(398) - Pyxis
     Found: Pherkad

(399) - Carina
     Found: Nashira

(400) - Cygnus
     Found: Cloud Passage

(401) - Hydra
     Found: Castle Elnath

(402) - Pisces
     Found: Thunderfish

(403) - Triangulum
     Found: Albireo

(404) - Auriga
     Found: Anuenue Port

(405) - Taurus
     Found: Ancient Library

(406) - Equuleus
     Found: Holoholo Jungle

(407) - Lupus
     Found: Opu

(408) - Perseus
     Found: Opu

(409) - Ursa Major
     Found: Blood Leaf

(410) - Crater
     Found: Celestial Tree

(411) - Andromeda

(412) - Corona Borealis

(413) - Piscis Australis

(414) - Corona Australis

(415) - Virgo

(416) - Hercules

(417) - Cephus

(418) - Capricornus

(419) - Ara

(420) - Lepus

(421) - Serpens

(422) - Ophiuchus

(423) - Cancer

(424) - Lyra

(425) - Libra

(426) - Delphinus

(427) - Sagitta

(428) - Leo

(429) - Sagittarius

(430) - Ursa Minor

(431) - Scorpius

(432) - Pegasus

(433) - Aries

(434) - Cassiopeia

(435) - Gemini

(436) - Boötes

(437) - Centaurus

(438) - Canis Minor

(439) - Canis Major

(440) - Corvus

(441) - Eridanus

(442) - Aquila

(443) - Cetus

               --Equipment Magnus--

(444) - Aged Buckle (Kalas) (Chrono)
     DEF + 1
     Sleep 20, Paralysis 10
     Sale Price: 1G
     Found: Kalas

(445) - Scale Buckle (Kalas) (Normal)
     DEF + 5, AGL + 3, HP + 2
     Sleep 40, Flames 30, Poison 20
     Sale Price: 12G
     Found: Lord of the Spring

(446) - Silver Buckle (Kalas) (Normal)
     ATK + 3, DEF + 10, AGL + 6
     Death 5, Sleep 25, Paralysis 40, Poison 60, Confusion 15
     Sale Price: 25G
     Found: Nashira Shop

(447) - Crescent Buckle (Kalas) (Dark)
     DEF + 18, HP + 5
     Sleep 65, Paralysis 5, Freezing 60, Poison 35, Headache 25
     Sale Price: 39G
     Found: Iron Beetle V

(448) - Ice Crystal Buckle (Kalas) (Water)
     Character suffers a Headache while equipped...
     ATK + 45, DEF + 27, AGL + 27
     Flames 95
     Sale Price: 76G
     Found: Holoholo Jungle

(449) - Golden Buckle (Kalas) (Normal)
     ATK + 15, DEF + 30, AGL + 15
     Death 10, Sleep 40, Paralysis 90, Poison 100, Confusion 30

(450) - Platinum Buckle (Kalas) (Normal)
     ATK + 54, DEF + 54, AGL + 36
     Death 15, Sleep 3, Paralysis 3, Freezing 3, Flames 3, Poison 35

(451) - Earth Buckle (Kalas) (Normal)
     HP + 10
     Death 2, Sleep 80, Paralysis 80, Freezing 50
     Flames 50, Poison 20, Headache 25, Confusion 20

(452) - Skull Buckle (Kalas) (Dark)
     Character is Confused while equipped.
     ATK + 60, DEF + 50, AGL + 40, HP + 12
     Death 99, Sleep 99, Paralysis 99, Freezing 99
     Flames 99, Poison 99, Headache 99, Confusion 99

(453) - Moon Buckle (Kalas) (Dark)
     ATK + 70, DEF + 100, AGL + 70, HP + 15
     Death 1, Sleep 1, Paralysis 1, Freezing 1
     Flames 1, Poison 1, Headache 1, Confusion 1

(454) - Fancy Anklet (Xelha) (Normal)
     DEF + 1, AGL + 4
     Sleep 20, Poison 30
     Sale Price: 2G
     Found: Xelha

(455) - Anklet of Calm Winds (Xelha) (Wind)
     DEF + 5, AGL + 18, HP + 3
     Sleep 30, Paralysis 25, Poison 40, Headache 30

(456) - Silver Anklet (Xelha) (Normal)
     ATK + 9, DEF + 15, AGL + 15
     Paralysis 50, Poison 65, Confusion 20
     Sale Price: 24G
     Found: Thunderfish

(457) - Magical Anklet (Xelha) (Normal)
     DEF + 18, AGL + 21
     Death 5, Sleep 40, Paralysis 20, Freezing 45
     Poison 30, Headache 35, Confusion 5
     Sale Price: 33G
     Found: Castle Elnath

(458) - Water Mirror Anklet (Xelha) (Water)
     ATK + 14, DEF + 18, AGL + 12, HP + 5
     Death 20, Sleep 50, Paralysis 65, Flames 80, Headache 10, Confusion 30
     Sale Price: 73G
     Found: Ancient Library

(459) - Golden Anklet (Xelha) (Normal)
     ATK + 25, DEF + 36, AGL + 36
     Death 3, Sleep 80, Paralysis 90, Freezing 50, Poison 70

(460) - Powder Snow Anklet (Xelha) (Water)
     ATK + 24, DEF + 30, AGL + 60
     Death 25, Flames 100, Poison 100, Confusion 60

(461) - Sun Anklet (Xelha) (Light)
     ATK + 36, DEF + 45, AGL + 15, HP + 10
     Death 30, Sleep 80, Paralysis 80, Freezing 100
     Poison 40, Headache 25, Confusion 25

(462) - Skull Anklet (Xelha) (Dark)
     Character is Confused while equipped
     ATK + 60, DEF + 50, AGL + 40, HP + 14
     Death 99, Sleep 99, Paralysis 99, Freezing 99
     Flames 99, Poison 99, Headache 99, Confusion 99

(463) - Pegasus Anklet (Xelha) (Wind)
     ATK + 70, DEF + 70, AGL + 100, HP + 17
     Death 1, Sleep 1, Paralysis 1, Freezing 1
     Flames 1, Poison 1, Headache 1, Confusion 1

(464) - Bamboo Creel (Gibari) (Water)
     DEF + 6
     Paralysis 30, Flames 40
     Sale Price: 1G
     Found: Gibari

(465) - Hemp Creel (Gibari) (Water)
     DEF + 9, AGL + 6
     Sleep 40, Paralysis 10, Flames 45, Poison 20
     Sale Price: 2G
     Found: Lesser Celestial River

(466) - Cypress Creel (Gibari) (Water)
     DEF + 15, AGL + 9, HP + 3
     Flames 50, Poison 60, Headache 30, Confusion 25
     Sale Price: 3G
     Found: Elnath Shop

(467) - Bamboo Grass Creel (Gibari) (Water)
     DEF + 9, AGL + 30
     Sleep 50, Paralysis 50, Flames 60, Poison 80, Headache 5, Confusion 5
     Sale Price: 43G
     Found: Anuenue Port

(468) - Moonlight Creel (Gibari) (Dark)
     ATK + 24, DEF + 30, AGL + 24
     Death 10, Paralysis 100, Flames 73, Poison 5, Confusion 50

(469) - Hermit's Creel (Gibari) (Dark)
     ATK + 30, DEF + 36, AGL + 42, HP + 5
     Flames 30

(470) - Goldfish Bowl (Gibari) (Water)
     ATK + 54, DEF + 42, AGL + 45
     Sleep 5, Paralysis 5, Flames 100, Poison 70, Headache 100, Confusion 100

(471) - Poseidon's Creel (Gibari) (Water)
     ATK + 39, DEF + 45, AGL + 30, HP + 10
     Death 45, Sleep 100, Paralysis 30, Flames 90, Poison 15

(472) - Skull Creel (Gibari) (Dark)
     Character is Confused while equipped
     ATK + 60, DEF + 50, AGL + 40, HP + 12
     Death 99, Sleep 99, Paralysis 99, Freezing 99
     Flames 99, Poison 99, Headache 99, Confusion 99

(473) - Creel of the Whale (Gibari) (Water)
     ATK + 100, DEF + 70, AGL + 70, HP + 14
     Death 1, Sleep 1, Paralysis 1, Freezing 1
     Flames 1, Poison 1, Headache 1, Confusion 1

(474) - Dark Red Earrings (Lyude) (Normal)
     DEF + 6
     Sleep 20
     Sale Price: 3G
     Found: Lyude

(475) - Glass Earrings (Lyude) (Normal)
     DEF + 9, AGL + 3
     Paralysis 30, Headache 5, Confusion 5
     Sale Price: 13G
     Found: Castle Elnath

(476) - Ruby Earrings (Lyude) (Normal)
     DEF + 15, AGL + 9, HP + 4
     Freezing 40
     Found: Ancient Library

(477) - Silver Earrings (Lyude) (Normal)
     ATK + 6, DEF + 21, AGL + 12
     Sleep 40, Paralysis 15, Poison 70, Headache 30, Confusion 2
     Sale Price: 36G
     Found: Holoholo Jungle

(478) - Emerald Earrings (Lyude) (Normal)
     ATK + 12, DEF + 24, AGL + 30
     Death 15, Sleep 100, Flames 55, Headache 25, Confusion 20

(479) - Gold Earrings (Lyude) (Normal)
     ATK + 30, DEF + 30, AGL + 27
     Death 5, Sleep 15, Paralysis 90, Freezing 35
     Poison 90, Headache 40, Confusion 5

(480) - Amethyst Earrings (Lyude) (Normal)
     ATK + 24, DEF + 36, AGL + 36, HP + 7
     Death 10, Sleep 100, Paralysis 100, Freezing 30, Flames 30

(481) - Flashy Earrings (Lyude) (Normal)
     ATK + 51, AGL + 51
     Sleep 13, Paralysis 22, Freezing 70, Flames 70, Poison 10, Headache 10

(482) - Skull Earrings (Lyude) (Dark)
     Character is Confused while equipped.
     ATK + 60, DEF + 50, AGL + 40, HP + 11
     Death 99, Sleep 99, Paralysis 99, Freezing 99
     Flames 99, Poison 99, Headache 99, Confusion 99

(483) - Platinum Earrings (Lyude) (Normal)
     ATK + 70, DEF + 85, AGL + 85, HP + 13
     Death 1, Sleep 1, Paralysis 1, Freezing 1
     Flames 1, Poison 1, Headache 1, Confusion 1

(484) - Rubber Barrette (Savyna) (Normal)
     DEF + 6
     Sleep 15
     Sale Price: 25G
     Found: Savyna

(485) - Feathered Barrette (Savyna) (Wind)
     DEF + 6, AGL + 15, HP + 3
     Sleep 30, Paralysis 20
     Sale Price: 50G
     Found: Opu Shop

(486) - Butterfly Barrette (Savyna) (Wind)
     ATK + 9, DEF + 15, AGL + 21
     Death 5, Paralysis 80, Poison 40, Headache 5, Confusion 20
     Sale Price: 75G
     Found: Blood Leaf

(487) - Silver Barrette (Savyna) (Normal)
     ATK + 15, DEF + 24, AGL + 21
     Sleep 45, Poison 70, Headache 30, Confusion 25

(488) - Scorpion Barrette (Savyna) (Normal)
     ATK + 30, DEF + 30, AGL + 30
     Death 25, Paralysis 90, Flames 50, Poison 90, Confusion 45

(489) - Golden Barrette (Savyna) (Normal)
     ATK + 33, DEF + 36, AGL + 27
     Death 10, Sleep 35, Paralysis 80, Freezing 40
     Poison 90, Headache 65, Confusion 5

(490) - Sunflower Barrette (Savyna) (Light)
     DEF + 30, AGL + 30, HP + 7
     Sleep 100, Freezing 70

(491) - Firedrake Barrette (Savyna) (Fire)
     Character is engulfed in Flames while equipped.
     ATK + 60, DEF + 36, AGL + 30, HP + 30
     Death 50, Freezing 100, Poison 100, Headache 5, Confusion 5

(492) - Skull Barrette (Savyna) (Dark)
     Character is Confused while equipped.
     ATK + 60, DEF + 50, AGL + 40, HP + 15
     Death 99, Sleep 99, Paralysis 99, Freezing 99
     Flames 99, Poison 99, Headache 99, Confusion 99

(493) - ?

(494) - Dazed Birdie (Mizuti) (Wind)
     DEF + 6, AGL + 12
     Sleep 75, Paralysis 50, Headache 30

(495) - Tongue Birdie (Mizuti) (Wind)
     ATK + 15, DEF + 12, AGL + 23, HP + 5
     Sleep 10, Paralysis 75, Flames 30, Headache 30

(496) - Mohawk Birdie (Mizuti) (Wind)
     ATK + 30, DEF + 12, AGL + 30
     Sleep 30, Paralysis 20, Freezing 10, Flames 80, Poison 10, Headache 30

(497) - Tearful Birdie (Mizuti) (Wind)
     ATK + 28, DEF + 24, AGL + 20, HP + 10
     Death 5, Freezing 70, Flames 35, Poison 50, Headache 30

(498) - Birdie Fatale (Mizuti) (Wind)
     Character suffers a Headache while equipped...
     ATK + 9, DEF + 36, AGL + 9, HP + 12
     Sleep 90, Paralysis 90

(499) - Cinderella Birdie (Mizuti) (Chrono)
     ATK + 15, DEF + 30, AGL + 39, HP + 13
     Death 20, Freezing 90, Poison 100, Headache 30

(500) - Girlish Birdie (Mizuti) (Wind)
     ATK + 36, DEF + 45, AGL + 39, HP + 10
     Death 50, Sleep 97, Paralysis 97, Flames 90, Headache 30

(501) - Mature Birdie (Mizuti) (Dark)
     ATK + 60, DEF + 45, AGL + 30, HP + 15
     Death 40, Sleep 30, Paralysis 35, Freezing 70
     Flames 70, Poison 25, Headache 30

(502) - Skull Birdie (Mizuti) (Dark)
     Character is Confused while equipped.
     ATK + 60, DEF + 50, AGL + 40, HP + 20
     Death 99, Sleep 99, Paralysis 99, Freezing 99
     Flames 99, Poison 99, Headache 99, Confusion 99

(503) - ?

               --Deck Magnus II--

(504) - Shish Kebab (Small) (None) (Normal)
     Attack: --
     Defense: --
     Use: Heal HP by 20%
     Text: Looks like someone or something ate most of it. Only a few morsels
          of meat are left on the skewer. Oh well, food is food. HP + 20% (In
          camp)
     Sale Price: 1G
     Found: Kalas (x2), Cebalrai, Pherkad, Star Map (Draco), Cebalrai Shop,
               Pherkad Shop

(505) - Shish Kebab (Medium) (None) (Normal)
     Attack: --
     Defense: --
     Use: Heal HP by 40%
     Text: Farm-fresh vegetables and a little beef seasoned and roasted to
          perfection on a skewer. HP + 40% (In camp)
     Sale Price: 1G
     Found: Kalas, Cebalrai, Nashira Shop, Sheliak Shop, Star Map (Cygnus),
               Elnath Shop

(506) - Shish Kebab (Large) (None) (Normal)
     Attack: --
     Defense: --
     Use: Heal HP by 60%
     Text: Basted and barbequed fresh meat and vegetables on a skewer. Grilled
          to a golden brown, this kebab is mouth-watering and delicious. HP +
          60% (In camp)

(507) - Deluxe Shish Kebab (None) (Normal)
     Attack: --
     Defense: --
     Use: Heal HP by 100%
     Text: Peef (from Pows), chicken, fish, and vegetables skewered and lightly
          grilled to a golden brown. A vegetarian's nightmare, but an
          adventurer's delight. HP + 100% (In camp)

(508) - Plain Pastry (All) (Normal)
     Attack: Increase HPMAX by 2% (Combo 1)
     Defense: Increase HPMAX by 2% (Combo 1)
     Use: --
     Text: It's only a plain pastry, but its classic taste is enough to make
          even the hardest adventurer smile. HPMAX + 2% (Temporary increase;
          lasts till the end of the current battle.)
     Sale Price: 22G
     Found: Acheron

(509) - Jumbo Pastry (All) (Normal)
     Attack: Increase HPMAX by 5% (Combo 1)
     Defense: Increase HPMAX by 5% (Combo 1)
     Use: --
     Text: Incredibly moist, delicious, and bigger than most, just one bite is
          a little taste of heaven. HPMAX + 5% (Temporary increase; lasts till
          the end of the current battle.)

(510) - Deluxe Pastry (None) (Light)
     Attack: --
     Defense: --
     Use: Increase HPMAX by 120
     Text: Not your average, everyday pastry - absolutely scrumptious. HPMAX +
          120 (Permanent increase. Only usable in camp.)

(511) - Shortcake (Small) (All) (Normal)
     Attack: ATK + 20 (Combo 1)
     Defense: ATK + 20 (Combo 1)
     Use: --
     Text: Its light sponginess combined with the sweet, yet tangy flavor
          unique to fresh strawberries makes this a winner. ATK + 20 (Temporary
          increase; lasts till the end of the current battle.)
     Sale Price: 22G
     Found: Nashira, Mirabilis

(512) - Shortcake (Large) (All) (Normal)
     Attack: ATK + 40 (Combo 1)
     Defense: ATK + 40 (Combo 1)
     Use: --
     Text: Four layers of cake with whipped cream sandwiched between layers and
          mixed with a crushed strawberry topping. ATK + 40 (Temporary
          increase; lasts till the end of the current battle.)

(513) - Deluxe Shortcake (None) (Light)
     Attack: --
     Defense: --
     Use: Increase ATK by 10
     Text: Everyone wants to sink their [sic] teeth into this goody. Rare and
          incredibly delicious. ATK + 10 (Permanent increase. Only usable in
          camp.)
     Found: Ancient Library

(514) - Mini Cream Puff (All) (Normal)
     Attack: DEF + 20 (Combo 1)
     Defense: DEF + 20 (Combo 1)
     Use: --
     Text: A mini-pastry with fresh whipped cream in the middle. DEF + 20
          (Temporary increase; lasts till the end of the current battle.)
     Found: Cursed Spell Book

(515) - Cream Puff (All) (Normal)
     Attack: DEF + 40 (Combo 1)
     Defense: DEF + 40 (Combo 1)
     Use: --
     Text: A light, flaky pastry with fresh whipped cream in the middle.
          Sprinkled with a pinch of powdered sugar. DEF + 40 (Temporary
          increase; lasts till the end of the current battle.)

(516) - Deluxe Cream Puff (None) (Light)
     Attack: --
     Defense: --
     Use: Increase DEF by 10
     Text: The mother of all cream puffs - heavenly delight. DEF + 10
          (Permanent increase. Only usable in camp.)

(517) - Deluxe Cookies (None) (Light)
     Attack: --
     Defense: --
     Use: Increase AGL by 10
     Text: Everyone wants to get their [sic] paws on these cookies. They're
          world famous and extremely rare. AGL + 10 (Permanent increase. Only
          usable in camp.)
     Found: Ancient Library

(518) - Deluxe Bonbon (None) (Light)
     Attack: --
     Defense: --
     Use: Increase VIT by 10
     Text: Made with smooth, high-quality chocolate and other natural
          ingredients. VIT + 10 (Permanent increase. Only usable in camp.)
     Found: Ancient Library

(519) - Apple Pie (Slice) (None) (Normal)
     Attack: --
     Defense: --
     Use: Increase Exp by 3000
     Text: There's nothing like a fresh slice of apple pie to bring your
          spirits up. That tangy sweet, wholesome goodness always satisfies.
          EXP + 3000 (Only usable in camp.)

(520) - Apple Pie (Full) (None) (Normal)
     Attack: --
     Defense: --
     Use: Increase Exp by 30000
     Text: A whole, piping hot apple pie! Made with fresh apples, island fresh
          sugar, and a buttery crust. Like Grandma used to make. EXP + 30000
          (Only usable in camp.)

(521) - Wheat Crackers (None) (Normal)
     Attack: --
     Defense: --
     Use: Revives party member.
     Text: Hearty crackers with a pinch of salt. These are oven baked with
          fresh wheat. A light snack, but packs enough punch to revive
          incapacitated party members. (Only usable in camp.)
     Sale Price: 3G
     Found: Kalas, Cebalrai Shop, Pherkad Shop, Nashira Shop, Sheliak Shop,
          Castle Elnath, Elnath Shop
     
(522) - Fruity Gelatin (None) (Water)
     Attack: --
     Defense: --
     Use: Cures Flames.
     Text: This gelatin-based dessert is made with various fruit which is then
          thoroughly boiled and cooled to give it that ideal fun-for-your-mouth
          texture. Tangy and refreshing. Cures one party member of flames.
          (Only usable in camp.)
     Sale Price: 2G
     Found: Komo Mai Shop, Ancient Library, Mirabilis, Star Map (Crater)

(523) - Chestnut Truffle (None) (Normal)
     Attack: --
     Defense: --
     Use: Cures Poison.
     Text: A little lump of heaven topped with a scrumptious chestnut and baked
          to perfection. It melts in your mouth and cures poison. (Only usable
          in camp.)
     Sale Price: 1G
     Found: Nashira Shop, Pul-Puk, Sheliak Shop, Elnath Shop

(524) - Magic Beans-Death (All) (Normal)
     Attack: --
     Defense: Death resist + 100 (Combo 1)
     Use: --
     Text: Mysterious, colored beans that boost resistance to death-inducing
          effects. The beans change their color and effects over time.
          (Temporary increase; lasts till the end of the current battle.)
     Changes Into: Magic Beans-Sleep (525)

(525) - Magic Beans-Sleep (All) (Normal)
     Attack: --
     Defense: Sleep resist + 100 (Combo 1)
     Use: --
     Text: Mysterious, colored beans that boost resistance to sleep-inducing
          effects. The beans change their color and effects over time.
          (Temporary increase; lasts till the end of the current battle.)
     Changes Into: Magic Beans-Paralysis (526)

(526) - Magic Beans-Paralysis (All) (Normal)
     Attack: --
     Defense: Paralysis resist + 100 (Combo 1)
     Use: --
     Text: Mysterious, colored beans that boost resistance to paralyzing
          effects. The beans change their color and effects over time.
          (Temporary increase; lasts till the end of the current battle.)
     Changes Into: Magic Beans-Ice (527)

(527) - Magic Beans-Ice (All) (Normal)
     Attack: --
     Defense: Freezing resist + 100
     Use: --
     Text: Mysterious, colored beans that boost resistance to freezing
          effects. The beans change their color and effects over time.
          (Temporary increase; lasts till the end of the current battle.)
     Changes Into: Magic Beans-Flame (528)

(528) - Magic Beans-Flame (All) (Normal)
     Attack: --
     Defense: Flames resist + 100 (Combo 1)
     Use: --
     Text: Mysterious, colored beans that boost resistance to flame-inducing
          effects. The beans change their color and effects over time.
          (Temporary increase; lasts till the end of the current battle.)
     Changes Into: Magic Beans-Poison (529)

(529) Magic Beans-Poison (All) (Normal)
     Attack: --
     Defense: Poison resist + 100 (Combo 1)
     Use: --
     Text: Mysterious, colored beans that boost resistance to poisoning
          effects. The beans change their color and effects over time.
          (Temporary increase; lasts till the end of the current battle.)
     Changes Into: Magic Beans-Headache (530)

(530) - Magic Beans-Headache (All) (Normal)
     Attack: --
     Defense: Headache resist + 100 (Combo 1)
     Use: --
     Text: Mysterious, colored beans that boost resistance to headache-inducing
          effects. The beans change their color and effects over time.
          (Temporary increase; lasts till the end of the current battle.)
     Changes Into: Magic Beans-Confuse (531)

(531) - Magic Beans-Confuse (All) (Normal)
     Attack: --
     Defense: Confusion resist + 100 (Combo 1)
     Use: --
     Text: Mysterious, colored beans that boost resistance to confusion
          -inducing effects. The beans change their color and effects over
          time. (Temporary increase; lasts till the end of the current battle.)
     Changes Into: Magic Beans-All+50 (532)

(532) - Magic Beans-All+50 (All) (Normal)
     Attack: --
     Defense: All resist + 50 (Combo 1)
     Use:
     Text: Mysterious, colored beans that moderately boost resistance to all
          negative effects. The beans change their color and effects over time.
          (Temporary increase; lasts till the end of the current battle.)
     Changes Into: Magic Beans-All+100 (533)

(533) - Magic Beans-All+100 (All) (Normal)
     Attack: --
     Defense: All resist + 100 (Combo 1)
     Use: --
     Text: Mysterious, colored beans that greatly boost resistance to all
          negative effects. The beans change their color and effects over time.
          (Temporary increase; lasts till the end of the current battle.)
     Changes Into: Magic Beans-Death (524)

(534) - Beef Jerky (All) (Normal)
     Attack: Heal HP 500 (Combo 1)
     Defense --
     Use: --
     Text: Seasoned with black pepper. Bursts of flavor will tingle your palate
          with every bite. The more you chew the better it tastes.
     Changes Into: Pet Food (535)
     Found: Special Combo 19

(535) - Pet Food (All) (Normal)
     Attack: ATK 66, 30% chance of Headache (Combo 1)
     Defense: 30% chance of Headache (Combo 1)
     Use: --
     Text: Pet food is for pets, you know!... Even if it's nutritionally
          balanced. Not a good idea for humans to eat food made from poor-
          quality meat.

(536) - Grilled Hamburger (All) (Fire)
     Attack: Heal HP 700, 40% chance to cure Freeze (Combo 1)
     Defense: Freezing resist + 40 (Combo 1)
     Use: --
     Text: Freshly sautéed hamburger. Cooked to a perfect brown just for you.
          Juicy and full of flavor.
     Found: Special Combo 20

(537) - ?
     Attack:
     Defense:
     Use:
     Text:

(538) - ?
     Attack:
     Defense:
     Use:
     Text:

(539) - Cheese Fondue (All) (Normal)
     Attack: Heal HP 125 (Combo 1)
     Defense: Headache resist + 50 (Combo 1)
     Use: --
     Text: Creamy melted cheese prepared for dipping French bread and various
          vegetables. A special treat indeed! For all you cheese lovers.
     Found: Special Combo 23

(540) - ?
     Attack:
     Defense:
     Use:
     Text:

(541) - ?
     Attack:
     Defense:
     Use:
     Text:

(542) - Grapes (All) (Normal)
     Attack: Heal HP 100 (Combo 1)
     Defense: Flames resist + 35 (Combo 1)
     Use: --
     Text: Sweet grapes, juicy and ripe! Better eat them quick, as the natural
          sugars will make them rot before you know it.
     Changes Into: Rotten Grapes (543)
     Special Combos: Fruit Sorbet (619)
     Sale Price: 9G
     Found: Gibari, Cancerite, Acheron

(543) - Rotten Grapes (All) (Normal)
     Attack: 10% chance of poison (Combo 1)
     Defense: --
     Use: --
     Text: Eating these is sure to give you a stomachache. They say some of the
          finest wines are made from rotten grapes though, so maybe you should
          wait and see...
     Changes Into: Deluxe Sweet Wine (544)
     Sale Price: 1G
     Found: Grapes (542)

(544) - Deluxe Sweet Wine (All) (Water)
     Attack: Heal HP 135 (Combo 1)
     Defense: --
     Use: --
     Text: Botrytis cinerea is a phytogenic bacteria that brings out the moist,
          condensing sugars within - hence the sweetness. Keep this wine in a
          cool place. Exposure to light is a no-no.
     Changes Into: Vinegar (545)
     Special Combos: Cheese Fondue (539), Sun-dried Wine (546)
     Sale Price: 18G
     Found: Lyude, Rotten Grapes (543)

(545) - Vinegar (All) (Water)
     Attack: ATK 58 (Water 35), 25% chance of Paralysis (Combo 2)
     Defense: --
     Use: --
     Text: Believe it or not, some people like to drink it straight. Most
          people, however, are better off sprinkling it on rice to make sushi
          rice.
     Sale Price: 6G
     Found: Deluxe Sweet Wine (544)

(546) - Sun-dried Wine (All) (Water)
     Attack: 20% chance of Confusion (Combo 1)
     Defense: --
     Use: --
     Text: This is what you get for exposing your Deluxe Sweet Wine to the
          light. It's spoiled now! Take a swig to punish yourself. It will
          teach you the importance of proper storage.
     Found: Special Combo 1

(547) - Uncooked Rice (All) (Normal)
     Attack: Heal HP 20 (Combo 1)
     Defense: --
     Use: --
     Text: White rice is easily cooked with water in a pot over flames. Long
          ago it was cooked over a charcoal fire. Make sure to time it right
          for best results.
     Changes Into: Japanese Rice Wine (548)
     Special Combos: Rice (557), Extra Fluffy Rice (824)
     Found: Imperial Elite, Opu

(548) - Japanese Rice Wine (All) (Water)
     Attack: Heal HP 100, 66% chance to cure Death (Combo 1)
     Defense: Death resist + 30 (Combo 1)
     Use: --
     Text: Premium rice wine with 35% milled rice. Put it over a flame for
          great Hot Rice Wine. Goes well with fresh or salt-dried fish.
     Special Combos: Lukewarm Rice Wine (549), Hot Rice Wine (550),
          Sacred Wine (552)

(549) - Lukewarm Rice Wine (All) (Water)
     Attack: 7% chance to cure Freeze (Combo 1)
     Defense: Freezing resist + 15 (Combo 1)
     Use: --
     Text: Lukewarm Rice Wine. Warmed to body temperature to enhance the flavor
          and reduce liver strain.
     Found: Special Combo 2

(550) - Hot Rice Wine (All) (Fire)
     Attack: 60% chance to cure Freeze (Combo 1)
     Defense: Freezing resist + 60 (Combo 1)
     Use: --
     Text: It's hot. Commonly made in extremely cold regions. Virtually no
          smell, but one sip will knock your socks off. Most of the alcohol has
          evaporated.
     Found: Special Combo 3

(551) - Holy Grail (All) (Light)
     Attack: Heal HP 1, 66% chance to cure Death (Combo 1)
     Defense: Death resist + 80 (Combo 1)
     Use: --
     Text: A grail blessed with holy power. Any liquid poured into it will be
          purified. Often filled with refined rice wine for rituals.
     Special Combos: Sacred Wine (552)
     Found: Special Combo 141

(552) - Sacred Wine (All) (Light)
     Attack: Heal HP 500, 100% chance to cure Death (Combo 1)
     Defense: --
     Use: --
     Text: Ceremonial wine offered to the gods. Use this on your enemies, then
          use Light Yell 1 repeatedly to gain a level.
     Found: Special Combo 4

(553) - Oakwood (All) (Normal)
     Attack: Can be used when attacking, but nothing happens. (Combo 1)
     Defense: --
     Use: --
     Text: Very sturdy wood which turns to highly dense, top-quality charcoal
          when burned at a high temperature.
     Changes Into: Doll of Lies (554)
     Special Combos: Deluxe Charcoal (555), Branches (629)

(554) - Doll of Lies (All) (Normal)
     Attack: All resist - 40 (Combo 1)
     Defense: --
     Use: --
     Text: "Me? I hate lying! By the way, have you heard of a Sashimi Boat?
          Basically it's a bunch of raw fish lined up in a little boat. Tastes
          awful. Don't try it."

(555) - Deluxe Charcoal (All) (Fire)
     Attack: Can be used when attacking, but nothing happens. (Combo 1)
     Defense: --
     Use: --
     Text: Its moisture has completely evaporated. Tap on its hard, dense shell
          to hear a sharp sound. Roast Skipjack with this to make Minced
          Skipjack.
     Found: Special Combo 139

(556) - Charcoal (All) (Fire)
     Attack: Can be used when attacking, but nothing happens. (Combo 1)
     Defense: --
     Use: --
     Text: Wood was cooked over high temperatures and carbonized to make this.
          Perhaps its infrared rays give meat cooked with it a very special
          flavor. Use it to cook fluffy, delicious rice as well.
     Special Combos: Grilled Hamburger (536), Extra Fluffy Rice (824),
          Minced Skipjack (751)
     Sale Price: 2G
     Found: Special Combo 140

(557) - Rice (All) (Normal)
     Attack: Heal HP 800 (Combo 1)
     Defense: --
     Use: --
     Text: This fluffy rice should be eaten right away or it will harden and
          get sticky. For sushi, blend in vinegar and cool with a fan.
     Special Combos: Rice Ball (644), Sea Bream Lunch (837)
     Changes Into: Rice Paste (558)
     Sale Price: 3G
     Found: Special Combo 5

(558) - Rice Paste (All) (Normal)
     Attack: 100% chance of Paralysis (Combo 1)
     Defense: --
     Use: --
     Text: Sticky rice. Used like paste or glue in the old days for mending
          doors and whatnot. Use it to put your enemy in a sticky situation.
     Found: Rice (557)

(559) - ?
     Attack:
     Defense:
     Use:
     Text:

(560) - Squid (All) (Water)
     Attack: Heal HP 290 (Combo 1)
     Defense: --
     Use: --
     Text: This squid is fresh, and it makes great sushi. Roasted over a low
          flame and fanned carefully, it makes a delicious snack that goes well
          with rice wine.
     Changes Into: Rotten Fish (561)

(561) - Rotten Fish (All) (Water)
     Attack: 20% chance of poison (Combo 1)
     Defense: --
     Use: --
     Text: Putrid and disgusting. You waited too long and this is what you get.

(562) - ?
     Attack:
     Defense:
     Use:
     Text:

(563) - The Silent Woman (All) (Dark)
     Attack: Can be used when attacking, but nothing happens. (Combo 1)
     Defense: --
     Use: --
     Text: Mysterious, yet pleasing to the eye. The shadowy atmosphere gives
          this woman a calm, yet contemplative aura as she sits in silence. Set
          it under a dim light.

(564) - ?
     Attack:
     Defense:
     Use:
     Text:

(565) - Green Tea (All) (Water)
     Attack: Heal HP 770, 50% chance to cure Confusion (Combo 1)
     Defense: 80% chance to cure Confusion (Combo 1)
     Use: --
     Text: Goes with anything. Its therapeutic aspects enhance health and
          beauty. Green Tea is an amazing drink that tastes great in a large
          mug.
     Special Combos: Deluxe Green Tea (567)

(566) - Large Teamug (All) (Normal)
     Attack: Can be used when attacking, but nothing happens. (Combo 1)
     Defense: --
     Use: --
     Text: Even tea tastes better in a special mug. It complements a great
          meal, too. Go ahead and try Green Tea in this mug!
     Special Combos: Deluxe Green Tea (567)

(567) - Deluxe Green Tea (All) (Water)
     Attack: Heal 1500 HP, 100% chance to cure Confusion (Combo 1)
     Defense: 100% chance to cure Confusion (Combo 1)
     Use: --
     Text: A hot mug of Deluxe Green Tea is good for the soul. Some people
          swoosh is around in their mouth [sic] instead of brushing their
          teeth. Maybe that's not such a good idea, though.
     Found: Special Combo 11

(568) - Young Wasabi Root (All) (Normal)
     Attack: Heal HP 1, 60% chance to cure Death (Combo 1)
     Defense: Death resist + 60
     Use: --
     Text: This precious young wasabi root needs to be nurtured and grown in a
          dark area. Full-grown Japanese horseradish makes quite the spice.
          It's really hot!

(569) - ?
     Attack:
     Defense:
     Use:
     Text:

(570) - ?
     Attack:
     Defense:
     Use:
     Text:

(571) - Wheat (All) (Normal)
     Attack: DEF + 30 (Combo 1)
     Defense: DEF + 30 (Combo 1)
     Use: --
     Text: Fermented wheat is the chief ingredient for beer. Mixed with water,
          kneaded, and baked at medium heat makes it into good bread. It's an
          all-purpose grain that can be used for numerous recipes.
     Changes Into: Beer (572)

(572) - Beer (All) (Water)
     Attack: Heal HP 850, DEF + 30 (Combo 1)
     Defense: DEF + 60 (Combo 1)
     Use: --
     Text: Made with 100% malt. A chicken kebab and peanuts go great with it.
          What a way to wind down after a hard day's work. Prohibited by law
          for those under age 21.

(573) - Silkworm (All) (Normal)
     Attack: Heal HP 180 (Combo 1)
     Defense: --
     Use: --
     Text: Silkworms feed on mulberry leaves. They may look gross, but they're
          valued as nutritious snacks in some regions.
     Changes Into: Cocoon (574)
     Sale Price: 1G
     Found: Komo Mai

(574) - Cocoon (All) (Normal)
     Attack: Can be used when attacking, but nothing happens. (Combo 1)
     Defense: --
     Use: --
     Text: Made with thread spun by a silkworm. Cocoons are made up of a
          special fiber used to make silk. Once the moth comes out though, the
          value drops dramatically.
     Changes Into: Silk (575)

(575) - Silk (All) (Light)
     Attack: Can be used when attacking, but nothing happens. (Combo 1)
     Defense: --
     Use: --
     Text: Only a small sheet, but it's first-class silk. Fine and glossy. Soft
          to the touch, and reminiscent of a goddess' dress.

(576) - Fresh Beef (All) (Normal)
     Attack: ATK 56 (Combo 1)
     Defense: --
     Use: --
     Text: It's fresh beef, but may be harmful when eaten raw. Best eaten rare
          after being roasted lightly over a fire. Preferably charcoal-broiled.
     Changes Into: Rotten Meat (577)
     Special Combos: Beef Jerky (534), Grilled Hamburger (536)

(577) - Rotten Meat (All) (Normal)
     Attack: ATK 62, 35% chance of poison (Combo 1)
     Defense: --
     Use: --
     Text: Gives out a rotten smell that drives everyone away. Whether stewed
          or fried, one bite should send you straight to the bathroom.

(578) - Birch (All) (Normal)
     Attack: Can be used when attacking, but nothing happens. (Combo 1)
     Defense: --
     Use: --
     Text: Some popular tourist spots display nice birchwood crafts carved with
          a Sculpting Knife. Chewing Gum made from birch sap is said to prevent
          tooth decay.
     Changes Into: Birch Sap Gum (579)
     Special Combos: Charcoal (556), Dog Carving (626), Branches (629)

(579) - Birch Sap Gum (All) (Normal)
     Attack: Heal HP 250, 30% chance to cure Confusion (Combo 1)
     Defense: 50% chance to cure Confusion (Combo 1)
     Use: --
     Text: Gum made from natural tree sap. Chewing it thoroughly kills germs
          and prevents tooth decay. Also good after a barbeque to freshen the
          breath.

(580) - Milk (All) (Water)
     Attack: Heal HP 115 (Combo 1)
     Defense: --
     Use: --
     Text: Milk fresh from the cow's udder. Strawberry Milk, made from the best
          milk, sugar, and fresh strawberries, is as good as milk drinking
          gets!
     Changes Into: Cheese (581)
     Special Combos: Strawberry Milk (794)
     Sale Price: 2G
     Found: Striper, Sheliak Shop, Lyude, Mirabilis

(581) - Cheese (All) (Normal)
     Attack: Heal HP 140 (Combo 1)
     Defense: Headache resist + 30 (Combo 1)
     Use: --
     Text: Slice it up with a fork instead of a knife. Cutting it into super-
          thin slices lets you enjoy the flavor much longer. The perfect
          complement to wine.
     Changes Into: Green Mold (582)
     Sale Price: 3G
     Special Combos: Cheese Fondue (539), Chestnuts (775)

(582) - Green Mold (All) (Chrono)
     Attack: 70% chance of Poison (Combo 1)
     Defense: --
     Use: --
     Text: It's slimy and gross. Don't eat it, okay? Use Chronos Yell Lv 1 a
          few times in battle after using Green Mold to gain a level.

(583) - Sugar Cane (All) (Normal)
     Attack: Heal HP 10 (Combo 1)
     Defense: --
     Use: --
     Text: A hardy green plant grown down south. Chew on it awhile to fill your
          mouth with the sweet juices. Usually made into sugar, but some use it
          for cooking.
     Changes Into: Sugar (584)

(584) - Sugar (All) (Normal)
     Attack: Heal HP 30 (Combo 1)
     Defense: --
     Use: --
     Text: Now used in a wide variety of cooking, but formerly used as a
          soothing medicine. Indispensable for making fruit tarts.
     Special Combos: Strawberry Milk (794)

(585) - Strawberries (All) (Normal)
     Attack: Heal HP 220, 33% chance to cure Flames (Combo 1)
     Defense: 66% chance to cure Flames (Combo 1)
     Use: --
     Text: Big, fresh, juicy strawberries. Great when squeezed over shaved ice
          or as a topping for sugartarts. Use them for various recipes.
     Changes Into: Rotten Fruit (586)
     Special Combos: Strawberry Milk (794)
     Sale Price: 38G
     Found: Komo Mai, Skeleton Warrior

(586) - Rotten Fruit (All) (Normal)
     Attack: 10% chance of Poison (Combo 1)
     Defense: --
     Use: --
     Text: Once a healthy ripe fruit, now it's smelly and gross. Some say
          eating it just before it gets rotten is best. But letting it go this
          long is pushing it.
     Special Combos: Rotten Cornucopia (800)
     Sale Price: 1G
     Found: Blackened Bananas (636), Starberries (585), Melon (612),
          Cherries (609), Apple (596), Orange (610)

(587) - Flower Bud (All) (Normal)
     Attack: 10% chance to cure Paralyze (Combo 1)
     Defense: Paralysis resist + 30 (Combo 1)
     Use: --
     Text: Just waiting to blossom into the world. Give it some light, and it
          should open up into a gorgeous flower before you know it.
     Changes Into: Dead Flower (588)
     Special Combos: Pretty Flower (589)
     Sale Price: 8G
     Found: Striper, Komo Mai

(588) - Dead Flower (All) (Dark)
     Attack: ATK 25 (Dark 15), 20% chance of Poison (Combo 1)
     Defense: --
     Use: --
     Text: What a tragedy. Maybe it didn't get enough sunlight. Or perhaps it
          longed to be with its fellow flowers in a garden.
     Sale Price: 1G
     Found: Flower Bud (587)

(589) - Pretty Flower (All) (Normal)
     Attack: Heal HP 50, 30% chance to cure Paralyze (Combo 1)
     Defense: Paralysis resist + 60 (Combo 1)
     Use: --
     Text: Careful watering leads to a beautiful flower. But be careful not to
          water too much. A flower like this doesn't last long.
     Changes Into: Dried Flowers (591)
     Special Combos: Root-rotten Flower (590)
     Sale Price: 10G
     Found: Special Combo 30, Special Combo 31, Lyude

(590) - Root-rotten Flower (All) (Normal)
     Attack: 30% chance of Sleep (Combo 1)
     Defense: --
     Use: --
     Text: Sometimes the most vital parts are hidden from the eye. A flower
          without healthy roots will wilt from lack of nutrition.
     Changes Into: Dried Flowers (591)
     Sale Price: 1G
     Found: Special Combo 32

(591) - Dried Flowers (All) (Normal)
     Attack: Heal HP 1 (Combo 1)
     Defense: --
     Use: --
     Text: A dried flower will last a long time. Just add water to restore its
          beauty! Good for ornamental, as well as medicinal, purposes.
     Special Combos: Pretty Flower (589)
     Sale Price: 5G
     Found: Pretty Flower (589), Root-Rotten Flower (590)

(592) - Doll (All) (Normal)
     Attack: 25% chance of Sleep (Combo 1)
     Defense: --
     Use: --
     Text: This is a weird little doll. Give it a flower and it might cheer up.
          Eventually a soul may decide to reside in this doll. If it does,
          better hope for a good one!
     Changes Into: Crying Doll (593)
     Special Combos: Crying Doll (593), Cute Doll (594)
     Found: Special Combo 39, Komo Mai

(593) - Crying Doll (All) (Dark)
     Attack: 30% chance of Headache (Combo 1)
     Defense: 30% chance of Headache (Combo 1)
     Use: --
     Text: If you have a doll in your room, you'd best examine it closely,
          especially around the eyes. If it's not normal, place it on a window
          sill where the sun shines in brightly to cleanse out the evil!
     Special Combos: Doll (592)
     Found: Special Combo 40

(594) - Cute Doll (All) (Normal)
     Attack: Heal HP 270 (Combo 1)
     Defense: --
     Use: --
     Text: Popular among collectors of all ages. Innocent, cute design can be
          very comforting and healing. But if you spoil her too much... WATCH
          OUT!
     Changes Into: Hate-filled Doll (595)
     Found: Special Combo 38

(595) - Hate-filled Doll (All) (Dark)
     Attack: All resist - 10 (Combo 1)
     Defense: --
     Use: --
     Text: Her pouty lips are cute in a way, but looking at her too long could
          put you in a bad mood. If you want her back to normal, try getting
          her out of the darkness.
     Special Combos: Doll (592)

(596) - Apple (All) (Normal)
     Attack: Heal HP 590, 60% chance to cure Headache (Combo 1)
     Defense: 60% chance to cure Headache (Combo 1)
     Use: --
     Text: Long ago, Chronos was charmed by the red apple, and decided to
          declare it as a forbidden fruit so he could have them all to himself.
          Could this story be true? Why don't you take a bite and find out...
     Changes Into: Forbidden Fruit (597)

(597) - Forbidden Fruit (All) (Chrono)
     Attack: 100% chance of Sleep (Combo 1)
     Defense: --
     Use: --
     Text: Eating this fruit induces a holy sleep on its victim beyond time and
          space. After using this in battle, use Chronos Yell Lv 3 several
          times to increase 1 level.
     Changes Into: Rotten Fruit (586)

(598) - Egg (All) (Normal)
     Attack: Heal HP 350, DEF + 40 (Combo 1)
     Defense: DEF + 80 (Combo 1)
     Use: --
     Text: A large bird egg. It's mighty tasty when fried, but controlling the
          heat is difficult. Maintaining a moderate heat requires special care.
     Changes Into: Ugly Duckling (599)

(599) - Ugly Duckling (All) (Normal)
     Attack: Can be used when attacking, but nothing happens. (Combo 1)
     Defense: --
     Use: --
     Text: Truly a lonely duck. He just wants to play with the other ducks, but
          no one will take him in because of his odd face and misshapen wings.
          Poor little fella.
     Changes Into: Swan (600)

(600) - Swan (All) (Wind)
     Attack: 100% chance to cure Confusion (Combo 1)
     Defense: --
     Use: --
     Text: The Ugly Duckling has grown into a beautiful swan! After using this
          Swan in battle, use Wind Yell Lv 3 several times to increase 1 level.

(601) - Bomb (All) (Fire)
     Attack: ATK 50 (Fire 30), 33% chance of Flames (Combo 1)
     Defense: --
     Use: --
     Text: Jam-packed with explosives and highly sensitive to shock, this bomb
          will explode on contact. Handle it with care to avoid any serious
          accidents.
     Changes into: Dud Bomb (602)
     Sale Price: 5G
     Found: Star Map (Perseus), Savyna

(602) - Dud Bomb (All) (Fire)
     Attack: Can be used when attacking, but nothing happens. (Combo 1)
     Defense: --
     Use: --
     Text: It's a dud. It hasn't been defused though, so be careful with it.
          Use Fire Yell Lv 1 on the enemy several times after using the Dud
          Bomb to increase 1 level.

(603) - Green Light (All) (Chrono)
     Attack: Can be used when attacking, but nothing happens. (Combo 1)
     Defense: --
     Use: --
     Text: Green light! When the signal is green you may cross. But look both
          ways before crossing, as there's always the chance of being hit by
          some maniac in a rush to his own funeral.
     Changes Into: Yellow Light (604)

(604) - Yellow Light (All) (Chrono)
     Attack: Can be used when attacking, but nothing happens. (Combo 1)
     Defense: --
     Use: --
     Text: Yellow light! When the light is yellow, you must make a split-second
          judgment whether to slow down... or FLOOR IT! Let's be safe.
     Changes Into: Red Light (605)

(605) - Red Light (All) (Chrono)
     Attack: Can be used when attacking, but nothing happens. (Combo 1)
     Defense: --
     Use: --
     Text: Red light! Now, now. Come to a complete stop at the red light.
          Failing to do so could be very dangerous
     Changes Into: Green Light (603)

(606) - Chunk of Ice (All) (Water)
     Attack: 10% chance of Freezing (Combo 1)
     Defense: Flames resist + 50 (Combo 1)
     Use: --
     Text: This ice is made from pristine water. Makes a great treat when
          shaved and mixed with fruity flavors. Eat immediately before it
          melts. Also useful for chilling fruit.
     Changes Into: Mineral Water (607)
     Special Combos: Ice Sculpture (608), Fruit Sorbet (619)
     Found: Pherkad Shop, Gibari, Pul-Puk, Star Map (Auriga)

(607) - Mineral Water (All) (Water)
     Attack: 66% chance to cure Poison (Combo 1)
     Defense: 66% chance to cure Poison (Combo 1)
     Use: --
     Text: Pristine water from age-old, mountaintop ice. Tasty and cleansing.
          Water quality is crucial for any recipe.
     Sale Price: 1G
     Found: Nashira Shop, Gibari, Chunk of Ice (606), Ice Sculpture (608)

(608) - Ice Sculpture (All) (Water)
     Attack: 20% chance of Freezing (Combo 1)
     Defense: Flames resist + 99 (Combo 1)
     Use: --
     Text: A famous artist won a gold medal at the Snow Festival for this
          masterpiece. So lifelike it's scary. And to think, if it melts, it's
          nothing but a pool of water.
     Changes Into: Mineral Water (607)
     Found: Special Combo 126

(609) - Cherries (All) (Normal)
     Attack: Heal HP 690, 100% chance to cure Paralyze (Combo 1)
     Defense: Paralysis resist + 99 (Combo 1)
     Use: --
     Text: Sweet cherries. There's nothing like that feeling you get when
          popping a cherry in your mouth, plucking off the stem, and biting
          into that sweet goodness. Just don't eat the seeds.
     Changes Into: Rotten Fruit (586)

(610) - Orange (All) (Normal)
     Attack: Heal HP 350 (Combo 1)
     Defense: --
     Use: --
     Text: Oranges are high in Vitamin C, juicy, and delicious. Thanks to new
          agricultural techniques, this one is better than ever. Try freezing
          it for a refreshing summer snack.
     Changes Into: Rotten Fruit (586)

(611) - Frozen Tangerine (All) (Water)
     Attack: 100% chance to cure Flames (Combo 1)
     Defense: --
     Use: --
     Text: It melts in your mouth like sorbet. Go on, give it a try. Use Aqua
          Yell Lv 1 against the enemy several times after the Frozen Tangerine
          to increase 1 level.
     Changes Into: Orange (610)

(612) - Melon (All) (Normal)
     Attack: Heal HP 180 (Combo 1)
     Defense: --
     Use: --
     Text: Top-quality melon. The sweetest part is towards the center, but it
          gets juicier towards the peel. One spoonful of melon will bring joy
          to your heart.
     Changes Into: Rotten Fruit (586)
     Sale Price: 80G
     Found: Special Combo 119

(613) - ?
     Attack:
     Defense:
     Use:
     Text:

(614) - ?
     Attack:
     Defense:
     Use:
     Text:

(615) - ?
     Attack:
     Defense:
     Use:
     Text:

(616) - Peach (All) (Normal)
     Attack: 80% chance to cure Flames (Combo 1)
     Defense: 95% chance to cure Flames (Combo 2)
     Use: --
     Text: Its fuzz is soft to the touch. This peach is juicy and sweet. It's
          larger than any peach you've ever seen! A baby could practically fit
          inside.
     Changes Into: The Peach Boy (617)
     Sale Price: 6G
     Found: Komo Mai Shop, Cursed Spell Book

(617) - The Peach Boy (All) (Normal)
     Attack: ATK 64, 2% chance of Death (Combo 1)
     Defense: --
     Use: --
     Text: A.K.A. MOMO-Taro, the Peach Boy was born of a giant peach. He's the
          legendary hero that fought ogres with his companions - a dog, a
          monkey, and a pheasant.

(618) - ?
     Attack:
     Defense:
     Use:
     Text:

(619) - Fruit Sorbet (All) (Water)
     Attack: 33% chance of Headache (Combo 1)
     Defense: 33% chance of Headache (Combo 1)
     Use: --
     Text: Fresh fruit was cut up into bite-size pieces and frozen to make this
          yummy treat. Served in a fancy glass dish. Don't eat it too fast or
          you'll get a headache!
     Changes Into: Melted Ice Cream (764)
     Sale Price: 6G
     Found: Special Combo 46

(620) - ?
     Attack:
     Defense:
     Use:
     Text:

(621) - Pine Tree (All) (Normal)
     Attack: Can be used when attacking, but nothing happens. (Combo 1)
     Defense: --
     Use: --
     Text: A fragile bonzai pine that looks as if it may be knocked over by a
          baseball hit by those pesky brats across the street. It would sure
          look great if you did something to it with the Sculpting Knife...
     Changes Into: Pine Tree Sap (622)
     Special Combos: Monkey Carving (627), Branches (629)
     Sale Price: 17G
     Found: Pherkad, Nashira, Cancerite

(622) - Pine Tree Sap (All) (Normal)
     Attack: 20% chance of Paralysis (Combo 1)
     Defense: --
     Use: --
     Text: Super sticky sap extracted from a pine tree. You could use it to
          glue furniture to the floor, but it's more commonly used to gum up
          the enemies.
     Sale Price: 5G
     Found: Pine Tree (621)

(623) - Cedar Tree (All) (Normal)
     Attack: Can be used when attacking, but nothing happens. (Combo 1)
     Defense: --
     Use: --
     Text: Some cedar trees are said to grow for 2000 years or more and have
          enormous trunks. Extract the sap before it dries up.
     Changes Into: Cedar Tree Sap (624)
     Special Combos: Charcoal (556)

(624) - Cedar Tree Sap (All) (Water)
     Attack: Heal HP 380 (Combo 1)
     Defense: --
     Use: --
     Text: Sap extracted from a cedar tree. Its sweetness explains why stag
          beetles flock to it (only to become trapped and later turn to
          fossils).
     Changes Into: Amber (625)

(625) - Amber (All) (Chrono)
     Attack: Can be used when attacking, but nothing happens. (Combo 1)
     Defense: --
     Use: --
     Text: Cedar tree sap turns to precious amber over time. Use Chronos Yell
          Lv 2 against the enemy several times after using Amber to increase
          1 level.

(626) - Dog Carving (All) (Normal)
     Attack: Can be used when attacking, but nothing happens. (Combo 1)
     Defense: --
     Use: --
     Text: A very nice dog carving made from white birch. Its expressions seem
          to change depending on the amount of light shining on it. Would be a
          faithful companion were it real.
     Found: Special Combo 51

(627) - Monkey Carving (All) (Normal)
     Attack: Can be used when attacking, but nothing happens. (Combo 1)
     Defense: --
     Use: --
     Text: This monkey carving was whittled from an expensive bonsai pine tree.
          Its sharp eyes look full of justice. Surely it can see through all
          those with evil intentions.
     Found: Special Combo 52

(628) - ?
     Attack:
     Defense:
     Use:
     Text:

(629) - Branches (All) (Normal)
     Attack: Can be used when attacking, but nothing happens. (Combo 1)
     Defense: --
     Use: --
     Text: A few twigs and branches. There's still a small trace of the mighty
          tree they came from in the scent. Other than that, they're just plain
          old branches. Burn 'em, snap 'em, trade with your friends...
     Sale Price: 1G
     Found: Special Combo 54

(630) - Rotten Wood (All) (Normal)
     Attack: ATK 2 (Combo 1)
     Defense: --
     Use: --
     Text: Covered with mold and waterlogged, this can't even be used for
          firewood. Even mushrooms won't dare to grow on this wood.
     Changes Into: Incense (631)
     Sale Price: 1G
     Found: Special Combo 55

(631) - Incense (All) (Normal)
     Attack: 45% chance of Sleep (Combo 1)
     Defense: 100% chance of Sleep (Combo 1)
     Use: --
     Text: Created by natural process. This incense has a mild scent that is
          sure to relax the mind and soothe the soul. That is, if you're not
          allergic to it...
     Sale Price: 14G
     Found: Rotten Wood (630)

(632) - Ashes (All) (Normal)
     Attack: Can be used when attacking, but nothing happens. (Combo 1)
     Defense: --
     Use: --
     Text: These are the chief ingredient in certain chemicals or detergents,
          but they're pretty much useless otherwise. Evil ashes may form if you
          burn cursed paper.
     Sale Price: 1G
     Found: Special Combo 138

(633) - ?
     Attack:
     Defense:
     Use:
     Text:

(634) - Green Bananas (All) (Normal)
     Attack: ATK 6 (Combo 1)
     Defense: --
     Use: --
     Text: Freshly picked bananas. They're unripe and contain little sugar or
          nutrition. Quite bitter and hard to eat like this.
     Changes Into: Bananas (635)
     Found: Kalas, Xelha, Imperial Soldier, Albireo
     Sale Price: 5G

(635) - Bananas (All) (Normal)
     Attack: Heal HP 90 (Combo 1)
     Defense: --
     Use: --
     Text: Ripe bananas. These are sweet, tasty, and tender. Full of potassium
          for beauty and health.
     Changes Into: Blackened Bananas (636)
     Sale Price: 1G
     Found: Xelha, Pherkad Shop, Green Bananas (634), Komo Mai

(636) - Blackened Bananas (All) (Normal)
     Attack: ATK 18 (Combo 1)
     Defense: --
     Use: --
     Text: The black spots, called sugar spots, indicate their peak in
          ripeness. Very soft and sweet, but too ripe for eating as is.
     Sale Price: 1G
     Changes into: Rotten Fruit (586)
     Found: Bananas (635)

(637) - Deluxe Bananas (All) (Normal)
     Attack: Heal HP 190, 100% chance to cure Sleep (Combo 1)
     Defense: Sleep resist + 100 (Combo 1)
     Use: --
     Text: Bananas straight from the Big Island. The peels are quite thin and
          almost give off a citrus smell. These bananas are small, but there
          are a lot in the bunch, making it a great value.
     Changes Into: Rotten Fruit (586)
     Sale Price: 68G
     Found: Komo Mai, Savyna

(638) - Shrimp (All) (Water)
     Attack: Heal HP 300, 25% chance to cure Flames (Combo 1)
     Defense: Flames resist + 50 (Combo 1)
     Use: --
     Text: Fresh and tasty, this large, red type of shrimp is known as 'the
          ruby of the sea' among fishermen. It's good, but sea bream are
          considered better.
     Special Combos: Sea Bream (640)
     Changes Into: Rotten Fish (561)
     Sale Price: 135G
     Found: Blood Leaf

(639) - Fishing Rod (All) (Normal)
     Attack: ATK 18 (Combo 1)
     Defense: --
     Use: --
     Text: Fishing rod made from select bamboo. Easy grip for all-day fishing.
          It's really flexible so it can handle the big game. Electric hook
          available.
     Special Combos: Charcoal (556), Branches (629), Sea Bream (640)
     Sale Price: 3G
     Found: Young Bamboo (782)

(640) - Sea Bream (All) (Water)
     Attack: Heal HP 500, 55% chance to cure Flames (Combo 1)
     Defense: Flames resist + 80 (Combo 1)
     Use: --
     Text: The king of all fish. Essential at celebrations such as weddings.
          Good whether stewed or fried. This sea bream is quite the lunchtime
          treat.
     Special Combos: Sea Bream Lunch (837)
     Sale Price: 135G
     Found: Special Combo 59

(641) - Skipjack (All) (Water)
     Attack: Heal HP 330, 35% chance to cure Flames (Combo 1)
     Defense: Flames resist + 60 (Combo 1)
     Use: --
     Text: Skipjack season is said to be early summer, but early fall is
          better. Roast its surface lightly over a charcoal fire for good
          minced skipjack.
     Special Combos: Minced Skipjack (751), Grilled Fish (741)
     Changes Into: Rotten Fish (561)
     Sale Price: 100G
     Found: Undead Swordsman, Savyna

(642) - Eel (All) (Water)
     Attack: Heal HP 660, ATK + 10 (Combo 1)
     Defense: ATK + 30 (Combo 1)
     Use: --
     Text: Believe it or not, if cooked just right, eel can actually be quite
          the delicacy. But don't mix it with pickled plum if you know what's
          good for you.
     Changes into: Rotten Fish (561)

(643) - Pickled Plums (All) (Normal)
     Attack: 100% chance to cure Poison (Combo 1)
     Defense: 100% chance to cure Poison (Combo 1)
     Use: --
     Text: 'A pickled plum a day keeps the doctor away.' Well maybe that's not
          how it goes, but they are good for you. Add them to rice balls for a
          zesty treat.
     Special Combos: Rice Ball (644)
     Sale Price: 8G
     Found: Savyna

(644) - Rice Ball (All) (Normal)
     Attack: Heal HP 1100, 70% chance to cure Paralyze (Combo 1)
     Defense: Paralysis resist + 90 (Combo 1)
     Use: --
     Text: Rice balls only taste good if the person who makes them puts his or
          her heart and soul into them. This one will not disappoint. Made with
          fresh rice.
     Sale Price: 3G
     Found: Special Combo 66

(645) - Rotten Food (All) (Normal)
     Attack: ATK 14, 15% chance of Poison (Combo 1)
     Defense: --
     Use: --
     Text: All that can be said about this food is that it's, well... rotten.
          It once had some appeal, but now it's just... rotten.

(646) - ?
     Attack:
     Defense:
     Use:
     Text:

(647) - Crimson Oak Blossom (All) (Fire)
     Attack: Heal HP 200, 100% chance to cure Freeze (Combo 1)
     Defense: --
     Use: --
     Text: A red blossom wrapped in flames. They say it heals freezing effects.
          Use Fire Yell Lv 2 against the enemy several times after using
          Crimson Blossom to increase 1 level.

(648) - Tearless Mermaid (All) (Normal)
     Attack: Heal HP 100, DEF + 20 (Combo 1)
     Defense: DEF + 40 (Combo 1)
     Use: --
     Text: This mermaid lost her emotions after being cursed by a wizard. No
          matter how sad she feels, she can never cry. Perhaps someone or
          something can bring her tears back...

(649) - ?
     Attack:
     Defense:
     Use:
     Text:

(650) - Sunflower Coin (All) (Light)
     Attack: Heal HP 250, 75% chance to cure Sleep (Combo 1)
     Defense: --
     Use: --
     Text: Gold coin with a sunflower engraved on it. It always faces the sun.
          Use Light Yell Lv 2 on the enemy several times after using the
          Sunflower Coin to increase 1 level.
     Changes Into: Primrose Coin (651)

(651) - Primrose Coin (All) (Dark)
     Attack: ATK 80 (Dark 48), 50% chance of Sleep (Combo 1)
     Defense: --
     Use: --
     Text: Gold coin with a blooming primrose engraved on it. Use Dark Yell Lv
          2 on the enemy several times after using the Primrose Coin to
          increase 1 level.
     Changes Into: Sunflower Coin (650)

(652) - Sun Coin (All) (Light)
     Attack: Heal HP 500, 100% chance to cure Sleep (Combo 1)
     Defense: --
     Use: --
     Text: Gold coin with a sun engraved on it. As time passes, the sun
          engraving sinks into darkness. Use Light Yell Lv 3 against the enemy
          several times after using the Sun Coin to increase 1 level.
     Changes Into: Dark Coin (653)

(653) - Dark Coin (All) (Dark)
     Attack: ATK 125 (Dark 75), 75% chance of Sleep (Combo 1)
     Defense: --
     Use: --
     Text: Gold coin with a darkened sun engraved on it. The sun rises as time
          passes. Use Dark Yell Lv 3 against the enemy several times after
          using the Dark Coin to increase 1 level.
     Changes Into: Sun Coin (652)

(654) - A Good Fortune (All) (Normal)
     Attack: Heal HP 300 (Combo 1)
     Defense: --
     Use: --
     Text: Love Life: You may meet the man of your dreams when least expected.
          Lucky Item: Sugar Cane. Lucky Color: Yellow.
     Changes Into: A Great Fortune (655)

(655) - A Great Fortune (All) (Normal)
     Attack: Heal HP 900, All resist + 30 (Combo 1)
     Defense: --
     Use: --
     Text: Love Life: Shimmering! Are you ready for the time of your life?
          Lucky Item: Dried Persimmons. Lucky Color: Blue.
     Changes Into: A Bad Fortune (656)

(656) - A Bad Fortune (All) (Normal)
     Attack: ATK 60 (Combo 1)
     Defense: --
     Use: --
     Text: Love Life: You will be stuck in limbo between love and friendship.
          Tell him how you really feel! Lucky Item: Fried Egg. Lucky Color:
          Red.
     Changes Into: An Average Fortune (657)

(657) - An Average Fortune (All) (Normal)
     Attack: Heal HP 600 (Combo 1)
     Defense: --
     Use: --
     Text: Love Life: A bold move on your part may lead to love! He should be
          waiting. Lucky Item: Beetle. Lucky Color: Orange.
     Changes Into: An Awful Fortune (658)

(658) - An Awful Fortune (All) (Dark)
     Attack: ATK 88 (Dark 53), All resist - 20 (Combo 1)
     Defense: --
     Use: --
     Text: Love Life: It looks like you'll be breaking up. He may be going
          somewhere far, far away. Lucky Item: Rotten Grapes. Lucky Color:
          Black.
     Changes Into: A Good Fortune (654)

(659) - Intriguing Mystery (None) (Normal)
     Attack: --
     Defense: --
     Use: --
     Text: The pencil was stolen, but everyone has an alibi! How will Colmes,
          the famous schoolgirl detective, crack this puzzling case? Oh, the
          suspense. Mystery story set at school.
     Changes Into: Unsolved Mystery (660)

(660) - Unsolved Mystery (None) (Dark)
     Attack: --
     Defense: --
     Use: --
     Text: Boy... the alibis are holding up for everyone. The time a report
          came in regarding a stolen eraser! Colmes, forgetting all about the
          pencil, devotes her time to an eraser investigation.

(661) - ?
     Attack:
     Defense:
     Use:
     Text:

(662) - Persimmons (All) (Normal)
     Attack: Heal HP 225, 50% chance to cure Headache (Combo 1)
     Defense: 50% chance to cure Headache (Combo 1)
     Use: --
     Text: Persimmons are abundant in Vitamin C, great for health and beauty,
          and even help cure headaches. They can also be dried in sunlight,
          making them sweeter and last longer.
     Changes Into: Dried Persimmons (663)

(663) - Dried Persimmons (All) (Normal)
     Attack: Heal HP 430, 100% chance to cure headache (Combo 1)
     Defense: 100% chance to cure Headache (Combo 1)
     Use: --
     Text: These persimmons were sun-dried in the cold season. Stretchy on the
          outside and soft on the inside, they taste much sweeter now that
          they've been dried.
     Changes Into: Rotten Fruit (586)

(664) - The Fool (All) (Normal)
     Attack: 100% chance of Paralysis (Combo 1)
     Defense: --
     Use: --
     Text: Wrapped in negative energy, The Fool takes away all confidence and
          technique previously built up. But it also foretells that something
          new and exciting will happen soon.
     Changes Into: The Magician (665)

(665) - The Magician (All) (Normal)
     Attack: Increase HPMAX by 10% (Combo 1)
     Defense: --
     Use: --
     Text: The Magician brings out your hidden potential, and allows explosive
          growth and development to occur. This explosive development will be
          quite shocking to those around you.
     Changes Into: The High Priestess (666)

(666) - The High Priestess (All) (Normal)
     Attack: 100% chance to cure Flames (Combo 1)
     Defense: --
     Use: --
     Text: The High Priestess improves your ability to take in and use new
          knowledge, and bestows an increase in wit. This gain of new knowledge
          leads to a fresh confidence, which then leads to further growth.
     Changes Into: The Empress (667)

(667) - The Empress (All) (Normal)
     Attack: Heal HP 2500 (Combo 1)
     Defense: --
     Use: --
     Text: Filled with the energy of love, peace, and life. Feels sympathy not
          only for people, but also for the world, nature, and even for
          enemies.
     Changes Into: The Emperor (668)

(668) - The Emperor (All) (Normal)
     Attack: ATK - 30 (Combo 1)
     Defense: --
     Use: --
     Text: The Emperor is bursting with physical and vital energy. But this
          overwhelming power leads to overconfidence, bringing on selfish
          actions which drive away friends.
     Changes Into: The Hierophant (669)

(669) - The Hierophant (All) (Normal)
     Attack: 100% chance to cure Paralyze (Combo 1)
     Defense: --
     Use: --
     Text: The Hierophant provides spiritual comfort and guidance by relaying
          God's advice and encouragement. God's support, intelligence, and
          virtue are also relayed to a brave soul.
     Changes Into: The Lovers (670)

(670) - The Lovers (All) (Normal)
     Attack: 100% chance of Flames (Combo 1)
     Defense: --
     Use: --
     Text: The Lovers foretell a vain pleasure which feels good at first, but
          leads to suffering and mental distress in the end.
     Changes Into: The Chariot (671)

(671) - The Chariot (All) (Normal)
     Attack: DEF + 100 (Combo 1)
     Defense: --
     Use: --
     Text: The Chariot grants victory and honor to those who face difficulties
          maintaining a strong belief in their mission. Increases the chances
          of success for those in difficult situations.
     Changes Into: Strength (672)

(672) - Strength (All) (Normal)
     Attack: ATK + 75 (Combo 1)
     Defense: --
     Use: --
     Text: Improves physical, mental, and intellectual strength. Happiness
          comes to those who control this strength; misfortune befalls those
          who forsake it.
     Changes Into: The Hermit (673)

(673) - The Hermit (All) (Normal)
     Attack: Causes Escape from Battle (Combo 1)
     Defense: --
     Use: --
     Text: No matter how bleak the situation may be, The Hermit stimulates the
          knowledge held within you, beaming out ideas, and leading to
          breakthroughs.
     Changes Into: Wheel of Fortune (674)

(674) - Wheel of Fortune (All) (Normal)
     Attack: 100% chance of Confusion (Combo 1)
     Defense: --
     Use: --
     Text: The Wheel causes dramatic situations to occur, such as 'incredible
          sight' or 'unbelievable luck.' It not only affects you, but those
          around you as well.
     Changes Into: Justice (675)

(675) - Justice (All) (Normal)
     Attack: ATK 150 (Combo 1)
     Defense: --
     Use: --
     Text: Calms your spirit in any situation. It also holds perfect and fair
          judgement with balanced scales.
     Changes Into: The Hanged Man (676)

(676) - The Hanged Man (All) (Normal)
     Attack: ATK 120, 100% chance of Headache (Combo 1)
     Defense: --
     Use: --
     Text: The Hanged Man foretells disaster, and forces you to endure hard
          times. Pain and difficulties are unavoidable.
     Changes Into: Death (677)

(677) - Death (All) (Normal)
     Attack: 100% chance of Death (Combo 1)
     Defense: --
     Use: --
     Text: Takes away all life in this world. But Death also means the
          beginning of new life, as new lifeforce is generated.
     Changes Into: Temperance (678)

(678) - Temperance (All) (Normal)
     Attack: Heal HP 1 (Combo 1)
     Defense: --
     Use: --
     Text: Although you start small, you will save up strength and energy to
          increase your chances of victory and success.
     Changes Into: The Devil (679)

(679) - The Devil (All) (Normal)
     Attack: 100% chance of Poison (Combo 1)
     Defense: --
     Use: --
     Text: Fuels your selfish desires. The evil-minded will fall into
          temptation, but those who are strong-willed will find a new path.
     Changes Into: The Tower (680)

(680) - The Tower (All) (Normal)
     Attack: All resist - 100 (Combo 1)
     Defense: --
     Use: --
     Text: Wrath will shower down on the impudent ones. Diseases will be
          caused, and buildings destroyed.
     Changes Into: The Star (681)

(681) - The Star (All) (Normal)
     Attack: Heal HP 1, 100% chance to cure All (Combo 1)
     Defense: --
     Use: --
     Text: Bestows unlimited possibilities and luck. It also increases chance
          of victory, restores health to the sick, and reveals a path to a
          bright future.
     Changes Into: The Moon (682)

(682) - The Moon (All) (Normal)
     Attack: 100% chance to cure Confusion (Combo 1)
     Defense: --
     Use: --
     Text: Allows you to outsmart or deceive the enemy. But be careful, as it
          may also allow the enemy to deceive you.
     Changes Into: The Sun (683)

(683) - The Sun (All) (Normal)
     Attack: 100% chance to cure Sleep (Combo 1)
     Defense: --
     Use: --
     Text: Explodes with solar energy. If you're knocked out, it recharges you
          with energy from the sun and gets you right back up on your feet. It
          also replenishes exhausted morale or bravery.
     Changes Into: Judgement (684)

(684) - Judgement (All) (Normal)
     Attack: Heal HP 2000, 100% chance to cure Death (Combo 1)
     Defense: --
     Use: --
     Text: Judgement comes down from heaven to award those who have fought the
          good fight with diligence, and have righteous intentions. It also
          grants victory and unleashes potential.
     Changes Into: The World (685)

(685) - The World (All) (Normal)
     Attack: All resist + 100 (Combo 1)
     Defense: --
     Use: --
     Text: Pessimists are turned into hardy optimists, as The World's positive
          energy showers down and gives confidence to all beneath her.
     Changes Into: The Fool (664)

(686) - Small Fire (All) (Fire)
     Attack: 50% chance of Flames (Combo 1)
     Defense: 50% chance of Flames (Combo 1)
     Use: --
     Text: This small fire has begun to spread due to carelessness. If not
          extinguished right away, it could spread out of control before you
          know it.
     Changes Into: Large Fire (687)
     Special Combos: Firefighting Medal (688)

(687) - Large Fire (All) (Fire)
     Attack: 100% chance of Flames (Combo 1)
     Defense: 100% chance of Flames (Combo 1)
     Use: --
     Text: A massive wildfire has spread a great distance. Failure to put it
          out earlier has led to these uncontrollable flames of chaos. Water
          alone is not enough to extinguish it.

(688) - Firefighting Medal (All) (Water)
     Attack: 100% chance to cure Flames (Combo 1)
     Defense: --
     Use: --
     Text: Awarded for skillful firefighting. Tip: nip a fire in the bud before
          it gets out of control. Use Aqua Yell Lv 2 on the enemy several times
          after using the Firefighting Medal to increase 1 level.
     Found: Special Combo 98

(689) - Forlorn Woman (All) (Normal)
     Attack: ATK - 35 (Combo 1)
     Defense: --
     Use: --
     Text: Before breaking barriers or leaping hurdles to success, one must
          humble himself. Once this has happened, anything can be overcome.

(690) - Endeavoring Woman (All) (Normal)
     Attack: ATK + 40 (Combo 1)
     Defense: ATK + 40 (Combo 1)
     Use: --
     Text: Keep an optimistic focus on the future, and you will be blessed with
          glory and victory. But don't get too hasty. It's best to go slowly
          but surely.

(691) - ?
     Attack:
     Defense:
     Use:
     Text:

(692) - Slight Debt (None) (Normal)
     Attack: --
     Defense: --
     Use: --
     Text: Money reluctantly borrowed from a consumer-credit loan machine
          during the recession. Helpful if budgeted properly. Make a solid plan
          before borrowing.
     Changes Into: Debt With Interest (693)

(693) - Debt With Interest (None) (Normal)
     Attack: --
     Defense: --
     Use: --
     Text: Interest has compiled, but that's... Okay. It can be paid back if
          it's a small amount. But if it's left unpaid, will the credit company
          forget about it?
     Changes Into: Snowballing Debt (694)

(694) - Snowballing Debt (None) (Normal)
     Attack: --
     Defense: --
     Use: --
     Text: It's about time to start panicking. You weren't able to pay back the
          loan, so you borrowed more money from another company to get it paid.
          Better get this under control soon!
     Changes Into: Debt Hell (695)

(695) - Debt Hell (None) (Dark)
     Attack: --
     Defense: --
     Use: --
     Text: Now you've got sky-high interest to pay due to lack of planning.
          What a mountain of debt. Oh, if only you hadn't borrowed that first
          little loan...

(696) - Savings Book (All) (Normal)
     Attack: Can be used when attacking, but nothing happens. (Combo 1)
     Defense: --
     Use: --
     Text: Frugal living has helped you decide to keep strict records. No
          shopping and hardly any eating hasn't been a picnic, but it sure
          feels good to have a healthy balance in the bank, doesn't it?
     Changes Into: Savings (+Interest) (697)
     Salce Price: 1000G
     Found: Pul-Puk, Sheliak

(697) - Savings (+Interest) (All) (Normal)
     Attack: Can be used when attacking, but nothing happens. (Combo 1)
     Defense: --
     Use: --
     Text: With a healthy savings comes healthy interest. Looking at the
          balance gives you hope for the future.
     Sale Price: 3000G
     Found: Savings Book (696)

(698) - Shampoo (All) (Water)
     Attack: 1% chance to cure Paralyze (Combo 1)
     Defense: Paralysis resist + 20 (Combo 1)
     Use: --
     Text: Blended with moisturizer for dry, damaged hair. Try it for two
          weeks. Your hair won't be able to thank you enough. It'll be shiny
          and healthy.
     Special Combos: Beautiful Hair (834), Angelic Hair (835)
     Sale Price: 15G
     Found: Cebalrai

(699) - Conditioner (All) (Water)
     Attack: 2% chance to cure Paralyze (Combo 1)
     Defense: Paralysis resist + 40 (Combo 1)
     Use: --
     Text: Use it to condition hair after shampooing. Moisturizes everything
          from roots to ends and protects from further damage.
     Special Combos: Beautiful Hair (834), Angelic Hair (835)
     Sale Price: 15G
     Found: Star Map (Triangulum)

(700) - Hair Aftercare (All) (Water)
     Attack: 3% chance to cure Paralyze (Combo 1)
     Defense: Paralysis resist + 60 (Combo 1)
     Use: --
     Text: Provides scalp care and prevents dandruff and itchiness. Rub it into
          the scalp, then rinse slightly with water for best results.
     Special Combos: Angelic Hair (835)

(701) - Hair Dryer (All) (Fire)
     Attack: ATK 45 (Fire 27), 10% chance of Flames (Combo !)
     Defense: --
     Use: --
     Text: Negative ions from this dryer cause a cluster phenomenon,
          rearranging various molecules for a healthy scalp. Dry your hair with
          care.
     Special Combos: Beautiful Hair (834), Angelic Hair (835)
     Sale Price: 150G
     Found: Komo Mai

(702) - Rare Action Figure (All) (Chrono)
     Attack: Can be used when attacking, but nothing happens (Combo 1)
     Defense: --
     Use: --
     Text: This limited-edition action figure stars in a certain sci-fi game.
          What does the future hold for this combat android?

(703) - Sweetheart Picture (All) (Normal)
     Attack: 60% chance of Flames (Combo 1)
     Defense: --
     Use: --
     Text: A picture of her with you on your first date. Just reflecting back
          on those days fuels the flame of love. At the peak of happiness...
          hope it lasts forever.
     Changes Into: Broken Heart Picture (704)
     Sale Price: 1G
     Found: Komo Mai

(704) - Broken Heart Picture (All) (Normal)
     Attack: ATK 44 (Combo 1)
     Defense: --
     Use: --
     Text: Everything that has a beginning has an end. An experience that
          leaves you broken-hearted will give you food for thought in the
          future.
     Changes Into: Nostalgic Picture (705)
     Sale Price: 1G
     Found: Sweetheart Picture (703)

(705) - Nostalgic Picture (All) (Chrono)
     Attack: 95% chance to cure Confusion (Combo 1)
     Defense: Confusion resist + 95 (Combo 1)
     Use: --
     Text: For most, this is just an old withered sepia photo. But to those in
          the picture, the color, style, and memories triggered sweeps them off
          to the good old days.
     Found: Broken Heart Picture (704)

(706) - Cursed Picture (All) (Dark)
     Attack: 35% chance of Paralysis (Combo 3)
     Defense: --
     Use: --
     Text: She feels the breakup is her fault. Everytime you look at this
          picture, the darkness and sadness hits you like a brick. Her eyes are
          haunting.
     Sale Price: 1G
     Found: Special Combo 102

(707) - Chump Change (All) (Normal)
     Attack: ATK 16 (Combo 1)
     Defense: --
     Use: --
     Text: Just a few measly coins that even a child wouldn't take time to pick
          up. But who knows, hang on to them awhile and they might become
          collector's items.
     Changes Into: Vintage Coins (708)
     Sale Price: 1000G
     Found: Skeleton Warrior

(708) - Vintage Coins (All) (Chrono)
     Attack: ATK 75 (Chrono 45) (Combo 1)
     Defense: --
     Use: --
     Text: Pelt a criminal with these coins to slow him down temporarily. Their
          age makes them valuable, so they can be sold for a high price.
     Changes Into: Styx Passage Coins (709)

(709) - Styx Passage Coins (All) (Dark)
     Attack: ATK 75 (Dark 45), 80% chance of Death (Combo 3)
     Defense: --
     Use: --
     Text: Souls possessing the powers of darkness are said to reside in these.
          One that wishes to cross the river of Hades must use these for
          passage fare.

(710) - Mattress (All) (Normal)
     Attack: 75% chance of Sleep (Combo 2)
     Defense: DEF 22 (Combo 1)
     Use: --
     Text: Nice and soft, this mattress is fashioned to fit the natural
          curvature of your body, resulting in a good night's rest. It also is
          a handy shield.
     Changes Into: Broken Mattress (711)
     Sale Price: 40G
     Found: Komo Mai, Acheron, Devil Claws

(711) - Broken Mattress (All) (Normal)
     Attack: 33% chance of Paralysis (Combo 2)
     Defense: DEF 30 (Combo 1)
     Use: --
     Text: Springs are out of whack, it's moldy, smelly, and guaranteed to give
          you a backache. If you're a sucker for pain, this is just what the
          doctor ordered.
     Found: Mattress (710)

(712) - Maple Leaf (All) (Normal)
     Attack: 20% chance to cure Poison (Combo 1)
     Defense: Poison resist + 100 (Combo 1)
     Use: --
     Text: Each Yellow Leaf that falls is telling us of autumn's return. A
          bleak winter is just around the corner, bringing death and despair.
     Changes Into: Bookmark (713)
     Sale Price: 1G
     Found: Star Map (Lupus)

(713) - Bookmark (All) (Normal)
     Attack: Can be used when attacking, but nothing happens. (Combo 1)
     Defense: --
     Use: --
     Text: A maple leaf used as a bookmark... Isn't it cute? The book
          immediately opens at the page it's in... (in other words, it's a
          useless old leaf)

(714) - Fading Notebook (All) (Chrono)
     Attack: Can be used when attacking, but nothing happens. (Combo 1)
     Defense: --
     Use: --
     Text: A special pen was used to write notes in this notebook. Perhaps a
          power unseen has caused the letters to fade. At this point the notes
          are unreadable.
     Changes Into: Blank Notebook (715)
     Found: Sheliak, Castle Elnath, Prophet's Notebook (718)

(715) - Blank Notebook (All) (Normal)
     Attack: Can be used when attacking, but nothing happens. (Combo 1)
     Defense: --
     Use: --
     Text: The once faded letters are gone completely. Nothing is left but
          crisp white sheets of paper. It looks like a brand new, unused
          notebook.
     Special Combos: Prophet's Notebook (718), Director's Notebook (719),
          Monolith Brochure (746), tri-Cres Job Offer (747), Doodle Book (814)
     Sale Price: 1G
     Found: Fading Notebook (714)

(716) - Magic Pen (All) (Normal)
     Attack: Increase HPMAX by 2% (Combo 2)
     Defense: Increase HPMAX by 2% (Combo 1)
     Use: --
     Text: When gripped lightly, the pen begins writing regardless of the
          holder's will. Seeming to have a will of its own, this pen madly
          scribbles down future events.
     Special Combos: Prophet's Notebook (718)
     Sale Price: 10G
     Found: Lord of the Winds

(717) - Grumble Pen (All) (Normal)
     Attack: Increase HPMAX by 3% (Combo 2)
     Defense: Increase HPMAX by 3% (Combo 1)
     Use: --
     Text: Though fully aware that writing down the problem won't solve
          anything, this pen writes selfishly in the direction it pleases,
          constantly defying the holder, and writing complaints.
     Special Combos: Director's Notebook (719)

(718) - Prophet's Notebook (All) (Chrono)
     Attack: Can be used when attacking, but nothing happens. (Combo 1)
     Defense: --
     Use: --
     Text: A special notebook that's powered by a prophet's magic and reveals
          Magnus that have changed over time (can only be used in camp). A
          brand new item in the Magnus menu!
     Changes Into: Fading Notebook (714)
     Sale Price: 50G
     Found: Special Combo 103
     Note: Activates "Magnus Change" option. If turned on, displays a
          notification whenever a Magnus has changed.

(719) - Director's Notebook (All) (Dark)
     Attack: Can be used when attacking, but nothing happens. (Combo 1)
     Defense: --
     Use: --
     Text: I'm exhausted. How am I supposed to work like this? We've taken 132
          takes and he still can't get it right. The line is so simple... it's
          a lack of motivation!
     Changes Into: Fading Notebook (714)
     Found: Special Combo 104

(720) - Unicorn Horn (All) (Light)
     Attack: 20% chance of Sleep (Combo 1)
     Defense: --
     Use: --
     Text: A rare horn in its original shape. Unicorn horns are often carved
          with a knife into some other pattern or shape. This baby is a work
          of art just as it is.
     Special Combos: Unicorn Blow Horn (721)
     Sale Price: 60G
     Found: Imperial Elite, Star Map (Ursa Major)

(721) - Unicorn Blow Horn (All) (Light)
     Attack: 65% chance of Sleep (Combo 1)
     Defense: --
     Use: --
     Text: A rare unicorn-horn bugle. Produces a high pitch sound [sic] when
          blown, echoing throughout the mountains.
     Found: Special Combo 105

(722) - Jill's Jewelry Box (All) (Normal)
     Attack: Can be used when attacking, but nothing happens. (Combo 1)
     Defense: --
     Use: --
     Text: A very nice jewelry box with the name 'Jill' etched in gold. Maybe
          the best thing to do is find Jill and return it.
     Changes Into: Jack-in-the-box (723)

(723) - Jack-in-the-box (All) (Normal)
     Attack: Causes Escape from Battle (Combo 1)
     Defense: --
     Use: --
     Text: Although your search for Jill was fruitless, you found Jack in the
          box. His psychotic clown garb is enough to make you run for cover!

(724) - Magical Piggy Bank (None) (Normal)
     Attack: --
     Defense: --
     Use: --
     Text: Such a cute widdle piggy bank with cute widdle eyes and a spinning
          tail! It's empty now, but give it time and money will magically save
          up!
     Changes Into: Full Piggy Bank (725)
     Sale Price: 2000G
     Found: Komo Mai

(725) - Full Piggy Bank (None) (Normal)
     Attack: --
     Defense: --
     Use: --
     Text: A plump piggy bank. Too full to fit anymore money in the belly. So
          heavily loaded that just holding it will make you jump with joy,
          anticipating how much is inside.
     Changes Into: Broken Piggy Bank (726)
     Sale Price: 10000G
     Found: Magical Piggy Bank (724)

(726) - Broken Piggy Bank (None) (Normal)
     Attack: --
     Defense: --
     Use: --
     Text: A broken piggy bank with its contents spilled out everywhere. It got
          too greedy and bit off more than it could chew. Moderation is the key
          to happiness.
     Sale Price: 1G
     Found: Full Piggy Bank (725)

(727) - Pot of Air (All) (Wind)
     Attack: ATK 8 (Wind 5) (Combo 1)
     Defense: --
     Use: --
     Text: A pot filled to the brim with air. In other words... empty. Use Wind
          Yell Lv 1 on an enemy several times after using Pot of Air to
          increase 1 level.

(728) - Cloudy Emblem (All) (Dark)
     Attack: ATK 90 (Dark 54), 45% chance of Poison (Combo 1)
     Defense: 45% chance of Poison (Combo 1)
     Use: --
     Text: An emblem portraying a black cloud. Looks like rain clouds are
          approaching from the west and rain's starting to fall. Staring at
          this too long will cloud up your heart and make you feel gloomy.
     Changes Into: Rainy Emblem (729)

(729) - Rainy Emblem (All) (Water)
     Attack: ATK 90 (Water 54), 45% chance of Freezing (Combo 1)
     Defense: --
     Use: --
     Text: An emblem with an umbrella on it. Rain blesses the earth and grows
          the crops. When light streams through the mist, it will blossom into
          a beautiful rainbow.
     Changes Into: Cloudy Emblem (728)
     Special Combos: Rainbow Emblem (730)

(730) - Rainbow Emblem (All) (Wind)
     Attack: ATK 110 (Wind 66) (Combo 1)
     Defense: --
     Use: --
     Text: This arc of dreams in the sky offers an entrance to fairyland. Use
          Wind Yell Lv 2 on an enemy several times after using the Rainbow
          Emblem to upgrade 1 level.
     Found: Special Combo 106

(731) - ?
     Attack:
     Defense:
     Use:
     Text:

(732) - Sculpting Knife (All) (Normal)
     Attack: ATK 40 (Combo 1)
     Defense: --
     Use: --
     Text: A Sculpting Knife is often used for whittling or sculpting various
          works of art. Often used with wood, but a veteran could use it to
          carve great art out of anything.
     Special Combos: Dog Carving (626), Monkey Carving (627),
           Unicorn Blow Horn (721), John Hancock's Pen (735)

(733) - Divorce Papers (All) (Normal)
     Attack: Can be used when attacking, but nothing happens. (Combo 1)
     Defense: --
     Use: --
     Text: The result of a failed marriage. All the Ts are crossed and the Is
          are dotted. All that's needed now is a signature from John Hancock's
          Pen. Where is that thing...
     Special Combos: Consolation Pay (736)

(734) - Pegasus Horn (All) (Light)
     Attack: 20% chance of Sleep (Combo 1)
     Defense: --
     Use: --
     Text: Horn of the mighty Pegasus. But is it the real thing? Perhaps it's
          only good for poking your friends when they don't shut up.
     Special Combos: John Hancock's Pen (735)
     Sale Price: 70G
     Found: Mirabilis

(735) - John Hancock's Pen (All) (Normal)
     Attack: 3% chance of Confusion (Combo 1)
     Defense: --
     Use: --
     Text: A fancy pen ideal for signing documents, autographs, or whatever
          else might be waiting for a John Hancock.
     Special Combos: Consolation Pay (736)
     Found: Special Combo 107

(736) - Consolation Pay (None) (Dark)
     Attack: --
     Defense: --
     Use: --
     Text: Whether to settle a score, shut someone up, or in this case,
          finalize a divorce, sometimes it takes a healthy sum of money to make
          things better.
     Found: Special Combo 108

(737) - ?
     Attack:
     Defense:
     Use:
     Text:

(738) - Peanuts (All) (Normal)
     Attack: Heal HP 850 (Combo 1)
     Defense: --
     Use: --
     Text: Peanuts are the poor man's snack, but if lightly salted and roasted
          like these, they are enough to please anyone. They go great with
          beer, too.
     Changes Into: Rotten Food (645)

(739) - ?
     Attack:
     Defense:
     Use:
     Text:

(740) - ?
     Attack:
     Defense:
     Use:
     Text:

(741) - Grilled Fish (All) (Fire)
     Attack: Heal HP 350 (Combo 1)
     Defense: --
     Use: --
     Text: Fresh fish grilled to a light brown. Though filled with bones and
          having a bitter taste, the oily belly's rich flavor makes up for it
          all.
     Found: Special Combo 110

(742) - ?
     Attack:
     Defense:
     Use:
     Text:

(743) - ?
     Attack:
     Defense:
     Use:
     Text:

(744) - Monolith Pen (All) (Normal)
     Attack: 33% chance to cure Sleep (Combo 1)
     Defense: --
     Use: --
     Text: A pen that draws the world in numerous perspectives from Sci-Fi to
          fantasy. It is said that using it along with a tri-Crescendo Pen
          brings out more strength and creativity.
     Special Combos: Holy Grail (551), Monolith Brochure (746)

(745) - tri-Crescendo Pen (All) (Normal)
     Attack: 33% chance of Sleep (Combo 1)
     Defense: --
     Use: --
     Text: The name of some software company is etched on the side. Use this
          pen to write and the ink will leak out all over. Hey you! Don't be
          thinking you can trash this pen!
     Special Combos: Holy Grail (551), tri-Cres Job Offer (747)

(746) - Monolith Brochure (All) (Normal)
     Attack: Can be used when attacking, but nothing happens. (Combo 1)
     Defense: --
     Use: --
     Text: Brochure with Monolith Software printed on the cover. Nothing is
          written inside. Its contents are said to change from good to bad,
          depending on the reader.
     Found: Special Combo 113

(747) - tri-Cres Job Offer (All) (Normal)
     Attack: Can be used when attacking, but nothing happens. (Combo 1)
     Defense: --
     Use: --
     Text: You wanna work for us? It gets pretty hectic! You may want to look
          somewhere else. You don't mind, eh? In that case, check out our
          website.
     Found: Special Combo 114

(748) - ?
     Attack:
     Defense:
     Use:
     Text:

(749) - ?
     Attack:
     Defense:
     Use:
     Text:

(750) - ?
     Attack:
     Defense:
     Use:
     Text:

(751) - Minced Skipjack (All) (Normal)
     Attack: Heal HP 480, 35% chance to cure Flames (Combo 1)
     Defense: Flames resist +70 (Combo 1)
     Use: --
     Text: Skipjack lightly grilled over a charcoal fire. Fresh red in the
          center to pin knear the skin is a sign that it's been cooked with
          care. Simply scrumptious.
     Sale Price: 180G
     Found: Special Combo 64

(752) - Small Knife (All) (Normal)
     Attack: ATK 8 (Combo 1)
     Defense: --
     Use: --
     Text: Not much of a weapon, but its shard edge can cut fairly well.
          Perfect size for whittling wood.
     Special Combos: Ice Sculpture (608), Branches (629)
     Sale Price: 2G
     Found: Shawra, Unuk, Striper

(753) - Secret Recipe 1 (All) (Normal)
     Attack: 1% chance of Sleep (Combo 1)
     Defense: --
     Use: --
     Text: Listen up good. I've devoted my life to finding special combos, and
          I've decided to write 'em down for future generations - in the form
          of secret recipes! It's my life's work, so read carefully!
     Sale Price: 10G
     Found: Nunki Valley

(754) - Secret Recipe 2 (All) (Normal)
     Attack: 2% chance of Sleep (Combo 1)
     Defense: --
     Use: --
     Text: Let's start simple. How to cook tasty rice: Get a pot, put rice in
          it, add water, and put it over a flame. What's that? You ain't got a
          pot? Well then, find the next closest thing, and use that!
     Sale Price: 20G
     Found: Star Map (Pisces)

(755) - Secret Recipe 3 (All) (Normal)
     Attack: 3% chance of Sleep (Combo 1)
     Defense: --
     Use: --
     Text: Come to think of it, I forgot to tell ya. Get a pot, put the rice
          in, and add water like before. But then after that, place some
          charcoal down, and then use fire. That combo makes BETTER rice!
     Sale Price: 30G
     Found: Komo Mai

(756) - ?
     Attack:
     Defense:
     Use:
     Text:

(757) - Secret Recipe 5 (All) (Normal)
     Attack: 5% chance of Sleep (Combo 1)
     Defense: --
     Use: --
     Text: By golly, how time flies. We're already on the fifth secret recipe.
          Now I'd like to tell y'all about my hound dog Blue... no, that won't
          do... uh... okay now, let's get back on track here...

(758) - ?
     Attack:
     Defense:
     Use:
     Text:

(759) - ?
     Attack:
     Defense:
     Use:
     Text:

(760) - Secret Recipe 8 (All) (Normal)
     Attack: 8% chance of Sleep (Combo 1)
     Defense: --
     Use: --
     Text: 'Raw wheat with raw rice requires raw egg for light red rouge.' This
          tongue twister is actually a special combo.

(761) - Secret Recipe 9 (All) (Normal)
     Attack: 9% chance of Sleep (Combo 1)
     Defense: --
     Use: --
     Text: Speaking from my vast romantic experience, I'll tell you what...
          listen to her. Just lend an ear, and keep on sendin' love letters,
          and eventually she'll warm up to ya.

(762) - ?
     Attack:
     Defense:
     Use:
     Text:

(763) - Charred Fish (All) (Dark)
     Attack: ATK 73 (Dark 44), 25% chance of Poison (Combo 1)
     Defense: --
     Use: --
     Text: Overcooked to a crisp black. It's hardly recognizable as fish now.
          You might as well call it charcoal. Use lower heat next time.

(764) - Melted Ice Cream (All) (Water)
     Attack: --
     Defense: Flames Resist +10 (Combo 1)
     Use: --
     Text: This used to be perfectly good ice crem, but you didn't eat it fast
          enough, so now it's a sticky mess. No time for regret.
     Sale Price: 1G
     Found: Fruit Sorbet (619)

(765) - Soybeans (All) (Normal)
     Attack: Heal HP 150 (Combo 1)
     Defense: --
     Use: --
     Text: Soybeans are packed with protein. These can be served in various
          ways, but stinky beans raised in straw are the best.
     Changes Into: Soy Sauce (766)

(766) - Soy Sauce (All) (Normal)
     Attack: ATK 2 (Combo 1)
     Defense: --
     Use: --
     Text: Magical black liquid goes will with just about anything. Don't use
          too much, though - it's pretty salty. Spread it on a rice ball and
          toast it for a toasted rice ball treat!
     Special Combos: Fatty Tuna (770)

(767) - Straw (All) (Normal)
     Attack: Can be used when attacking, but nothing happens. (Combo 1)
     Defense: --
     Use: --
     Text: These stalks were left behind after the grain harvest. This straw
          turns into a wicked straw voodoo doll if trapped by a dark curse.
     Special Combos: Voodoo Doll

(768) - ?
     Attack:
     Defense:
     Use:
     Text:

(769) - Avocado (All) (Normal)
     Attack: Heal HP 950, 100% chance to cure Headache (Combo 1)
     Defense: 100% chance to cure Headache (Combo 1)
     Use: --
     Text: An organically grown, ripe avocado. Some say a drop of soy sauce
          makes it taste like fatty tuna. What a bizarre concept!
     Changes Into: Rotten Food (645)
     Special Combos: Fatty Tuna (770)

(770) - Fatty Tuna (All) (Water)
     Attack: Heal HP 1900 (Combo 1)
     Defense: --
     Use: --
     Text: High-quality slabs of tuna seasoned by the sea. Rich and oily, this
          fish will melt in your mouth. It's truly addictive.
     Changes Into: Rotten Fish (561)
     Found: Special Combo 116

(771) - Custard Pudding (All) (Water)
     Attack: Heal HP 400, 10% chance to cure Flames (Combo 1)
     Defense: 50% chance to cure Flames (Combo 1)
     Use: --
     Text: Some say soy sauce over custard pudding tastes like sea urchin. A
          new way to enjoy sea urchin at a reasonable price. Try it, but
          there's no guarantee you'll like it.

(772) - ?
     Attack:
     Defense:
     Use:
     Text:

(773) - Red Pickled Veggies (All) (Normal)
     Attack: 60% chance to cure Paralyze (Combo 1)
     Defense: Paralysis resist + 80 (Combo 1)
     Use: --
     Text: Seven types of vegetables pickled and seasoned to perfection. Red
          pickled veggies go great with curry dishes.

(774) - Honey (All) (Normal)
     Attack: Heal HP 80 (Combo 1)
     Defense: --
     Use: --
     Text: Honey, sweet honey. It has that wholesome taste that sugar just
          can't offer. Believe it or not, pour a little honey on cheese, and it
          tastes like chestnuts! I'm serious!
     Special Combos: Melon (612), Chestnuts (775)
     Sale Price: 2G
     Found: Nashira Shop, Pul-Puk

(775) - Chestnuts (All) (Normal)
     Attack: Heal HP 220, 75% chance to cure Poison (Combo 1)
     Defense: 100% chance to cure Poison (Combo 1)
     Use: --
     Text: Sweet chestnuts. Their hard shells keep in the flavor and
          nutrients. There's something about the sound of shells cracking
          that just makes you want to crack open more!
     Sale Price: 13G
     Found: Special Combo 118

(776) - Cucumbers (All) (Normal)
     Attack: Heal HP 10, ATK + 10 (Combo 1)
     Defense: ATK + 20 (Combo 1)
     Use: --
     Text: Crisp, juicy cucumbers. Breaking one creates a popping sound and
          reveals the juicy center. Do they really taste like melons if you add
          honey?
     Changes Into: Pickled Cucumbers (785)
     Special Combos: Melon (612)
     Sale Price: 7G
     Found: Albireo

(777) - Curry (All) (Normal)
     Attack: Heal HP 210, 40% chance to cure Paralyze (Combo 1)
     Defense: Paralysis resist + 80 (Combo 1)
     Use: --
     Text: Superb flavor with 27 types of spices. Tastes good as it is, but
          letting it sit overnight makes it even better, and gives it a rich
          flavor.
     Special Combos: Curry with Rice (831)
     Changes Into: Last Night's Curry (778)
     Found: Opu

(778) - Last Night's Curry (All) (Normal)
     Attack: Heal HP 900, 100% chance to cure Paralyze (Combo 1)
     Defense: Paralysis resist + 100 (Combo 1)
     Use: --
     Text: Thoroughly cooked and richly flavored with spices, but it's lacking
          a certain tart/sweet appeal. Try adding something else to capture
          those flavors.

(779) - ?
     Attack:
     Defense:
     Use:
     Text:

(780) - Bacon (All) (Normal)
     Attack: ATK 56 (Combo 1)
     Defense: --
     Use: --
     Text: Cured marble bacon with a savory appeal. Fry it up for a crispy,
          delicious snack.
     Changes Into: Rotten Meat (577)
     Special Combos: Beef Jerky (534)

(781) - Bamboo Shoot (All) (Normal)
     Attack: Heal HP 45 (Combo 1)
     Defense: --
     Use: --
     Text: Raise it up into a healthy green bamboo tree, or sink your teeth
          into this tender bamboo shoot for a taste of spring.
     Changes Into: Young Bamboo (782)
     Found: Kalas, Xelha, Unuk, Moonguile, Cebalrai Shop, Pul-Puk, Albireo
     Sale Price: 1G

(782) - Young Bamboo (All) (Normal)
     Attack: ATK 22 (Combo 1)
     Defense: --
     Use: --
     Text: Young, green bamboo. Gluing rice paper to young bamboo sticks makes
          a nice paper fan. If there's no glue, then rice paste should do the
          trick.
     Changes Into: Fishing Rod (639)
     Special Combos: Charcoal (556), Branches (629), Rotten Wood (630)

(783) - Pork Ribs (All) (Normal)
     Attack: ATK 56 (Combo 1)
     Defense: --
     Use: --
     Text: The sweetest, tastiest meat is found around the ribs. Cook up this
          choice pork for a rich, zesty, and delightful meal.
     Changes Into: Rotten Meat (577)

(784) - Red and Blue Pencil (All) (Normal)
     Attack: Can be used when attacking, but nothing happens. (Combo 1)
     Defense: --
     Use: --
     Text: One pencil with two colors, red and blue. One end has a blue tip and
          the other has a red one. Clever little invention, isn't it? Whoever
          suggested making the red side longer is brilliant.
     Changes Into: Blue-only Pencil (818)
     Special Combos: Doodle Book (814)
     Sale Price: 1G
     Found: Sheliak

(785) - Pickled Cucumbers (All) (Normal)
     Attack: Heal HP 120, ATK + 20 (Combo 1)
     Defense: ATK + 40 (Combo 1)
     Use: --
     Text: The trick is to roll fresh cucumbers on the cutting board to smooth
          their surface before pickling them. One bite will fill you with zest.
     Changes Into: Deluxe Pickles (786)
     Sale Price: 1G
     Found: Cucumbers (776)

(786) - Deluxe Pickles (All) (Chrono)
     Attack: Heal HP 520, ATK + 30 (Combo 1)
     Defense: ATK + 60 (Combo 1)
     Use: --
     Text: Letting the pickled cukes sit for a long while gives them a refined
          quality. Only time can bring out such a wonderful flavor.
     Found: Pickled Cucumbers (785)

(787) - Beef (All) (Normal)
     Attack: ATK 40 (Combo 1)
     Defense: --
     Use: --
     Text: First stomach of a cow. The thick part is considered good beef and
          very popular for its unique flavor. Don't forget to chew it well.
     Changes Into: Rotten Meat (577)

(788) - ?
     Attack:
     Defense:
     Use:
     Text:

(789) - ?
     Attack:
     Defense:
     Use:
     Text:

(790) - ?
     Attack:
     Defense:
     Use:
     Text:

(791) - Ox Tongue (All) (Normal)
     Attack: ATK 56 (Combo 1)
     Defense: --
     Use: --
     Text: That's right, it's ox tongue - fresh, nutritious, and low in fat.
          Make sure to cook it well before eating, though.
     Changes Into: Rotten Meat (577)

(792) - Deluxe Red Wine (All) (Water)
     Attack: Heal HP 340 (Combo 1)
     Defense: --
     Use: --
     Text: The vivid color and fragrance of this wine stimulate the appetite.
          Its elegant flavor is truly a blessing to the tastebuds.
     Changes Into: Yesterday's Wine (793)

(793) - Yesterday's Wine (All) (Water)
     Attack: 90% chance of Confusion (Combo 1)
     Defense: 90% chance of Confusion (Combo 1)
     Use: --
     Text: A bottle of un-drunk wine from yesterday with no cork. Even its
          label seems faded. The awful taste will drive you nuts.

(794) - Strawberry Milk (All) (Water)
     Attack: Heal HP 750, ATK + 15 (Combo 1)
     Defense: ATK + 45 (Combo 1)
     Use: --
     Text: Strawberries squashed with a spoon, mixed with sugar and milk. Pink,
          sweet, nutritious, and delicious. It's good... and good for you!
     Changes Into: Green Mold (582)
     Found: Special Combo 29

(795) - ?
     Attack:
     Defense:
     Use:
     Text:

(796) - ?
     Attack:
     Defense:
     Use:
     Text:

(797) - Pretty Flowers (All) (Normal)
     Attack: Heal HP 250, 50% chance to cure Paralyze (Combo 1)
     Defense: Paralysis resist + 100 (Combo 1)
     Use: --
     Text: There's nothing like a bouquet of pretty flowers to cheer up someone
          sick in bed.
     Changes Into: Dead Flowers (798)
     Sale Price: 28G
     Found: Special Combo 35

(798) - Dead Flowers (All) (Normal)
     Attack: ATK 48, 40% chance of Paralysis (Combo 1)
     Defense: --
     Use: --
     Text: Terribly dry and withered. If placed on a fire, they'd burn to a
          crisp in no time. No value as ornamental flowers. Send them to
          someone you care nothing for.

(799) - ?
     Attack:
     Defense:
     Use:
     Text:

(800) - Rotten Cornucopia (All) (Normal)
     Attack: ATK 50, 50% chance of Poison (Combo 1)
     Defense: 50% chance of Poison (Combo 1)
     Use: --
     Text: Giving off a moldy, rotten smell. Small bugs are attracted to it and
          buzzing about. Sending it to someone would be terribly rude. You
          wouldn't dare!
     Found: Special Combo 49

(801) - ?
     Attack:
     Defense:
     Use:
     Text:

(802) - ?
     Attack:
     Defense:
     Use:
     Text:

(803) - ?
     Attack:
     Defense:
     Use:
     Text:

(804) - ?
     Attack:
     Defense:
     Use:
     Text:

(805) - ?
     Attack:
     Defense:
     Use:
     Text:

(806) - ?
     Attack:
     Defense:
     Use:
     Text:

(807) - ?
     Attack:
     Defense:
     Use:
     Text:

(808) - ?
     Attack:
     Defense:
     Use:
     Text:

(809) - ?
     Attack:
     Defense:
     Use:
     Text:

(810) - ?
     Attack:
     Defense:
     Use:
     Text:

(811) - ?
     Attack:
     Defense:
     Use:
     Text:

(812) - ?
     Attack:
     Defense:
     Use:
     Text:

(813) - ?
     Attack:
     Defense:
     Use:
     Text:

(814) - Doodle Book (All) (Normal)
     Attack: DEF - 15 (Combo 1)
     Defense: --
     Use: --
     Text: A drawing scribbled in red and blue. Some say that a child's hidden
          talents can be found in doodles. But this mess is hopeless...
     Found: Special Combo 125

(815) - Voodoo Doll (All) (Dark)
     Attack: ATK 105 (Dark 63), 60% chance of Paralysis (Combo 1)
     Defense: --
     Use: --
     Text: This voodoo doll has been used in cursing ceremonies. Evil
          invocations not being enough for a successful curse, hair from the
          victim must be placed inside the doll.
     Special Combos: Mark of Death (836)
     Found: Special Combo 94

(816) - Pickled Eggplant (All) (Normal)
     Attack: Heal HP 240 (Combo 1)
     Defense: --
     Use: --
     Text: Pickled eggplant chunks of a brilliant navy blue. Their moist
          texture and sour taste will make anyone drool. They go well with
          curry.
     Special Combos: Curry with Rice (831)
     Sale Price: 3G
     Found: Mirabilis, Devil Claws

(817) - Insurance Money (All) (Normal)
     Attack: Can be used when attacking, but nothing happens. (Combo 1)
     Defense: --
     Use: --
     Text: This money is all that's left after losing everything. Mementos from
          the past can never be replaced. Still, thank heavens for insurance...

(818) - Blue-only Pencil (All) (Normal)
     Attack: Can be used when attacking, but nothing happens. (Combo 1)
     Defense: --
     Use: --
     Text: It's almost been used up. Funny how only the blue remains, even
          though the red bit was longer.
     Special Combos: Doodle Book (814)

(819) - Green Plums (All) (Normal)
     Attack: 100% chance of Poison (Combo 1)
     Defense: 100% chance of Poison (Combo 1)
     Use: --
     Text: They may look like miniature apples, but they're actually plums.
          Harmful to eat like this, but pickling them removes toxins and even
          makes them an antidote to poisons!
     Changes Into: Pickled Plums (643)
     Sale Price: 1G
     Found: Undead Swordsman, Blood Leaf

(820) - Rooster (All) (Normal)
     Attack: 50% chance to cure Sleep (Combo 1)
     Defense: Sleep resist + 80 (Combo 1)
     Use: --
     Text: A healthy, free-range rooster. It's hard not to be thrown out of bed
          by its shrill crow. Yummy... Oops, did I say that out loud?
     Sale Price: 1G
     Found: Cancerite, Sheliak Shop, Lyude

(821) - Rice Paper (All) (Normal)
     Attack: 33% chance to cure Confusion (Combo 1)
     Defense: Confusion resist + 33 (Combo 1)
     Use: --
     Text: This paper was made from natural plant fibers. Its uses vary because
          it's strong, durable, and breathes well.

(822) - ?
     Attack:
     Defense:
     Use:
     Text:

(823) - ?
     Attack:
     Defense:
     Use:
     Text:

(824) - Extra Fluffy Rice (All) (Normal)
     Attack: Heal HP 1350 (Combo 1)
     Defense: --
     Use: --
     Text: This beautiful, extra fluffy rice was cooked with care and tastes
          better than normal rice.
     Special Combos: Curry with Rice (831)
     Sale Price: 60G
     Found: Special Combo 6

(825) - ?
     Attack:
     Defense:
     Use:
     Text:

(826) - ?
     Attack:
     Defense:
     Use:
     Text:

(827) - ?
     Attack:
     Defense:
     Use:
     Text:

(828) - ?
     Attack:
     Defense:
     Use:
     Text:

(829) - ?
     Attack:
     Defense:
     Use:
     Text:

(830) - ?
     Attack:
     Defense:
     Use:
     Text:

(831) - Curry with Rice (All) (Normal)
     Attack: Heal HP 990 (Combo 1)
     Defense: --
     Use: --
     Text: Unique flavor abounds in this great curry dish packed with exotic
          herbs and spices. It's spicy, but tasty. Easy to cook and very
          satisfying. Popular with everyone.
     Sale Price: 9G
     Found: Special Combo 121

(832) - ?
     Attack:
     Defense:
     Use:
     Text:

(833) - ?
     Attack:
     Defense:
     Use:
     Text:

(834) - Beautiful Hair (All) (Normal)
     Attack: Can be used when attacking, but nothing happens (Combo 1)
     Defense: --
     Use: --
     Text: Soft and silky to the touch. This nicely groomed hair gives off a
          pleasant scent when blowing in the wind. It'll knock your socks off!
     Found: Special Combo 134

(835) - Angelic Hair (All) (Light)
     Attack: 100% chance of Confusion (Combo 1)
     Defense: 100% chance of Confusion (Combo 1)
     Use: --
     Text: These angelic strands of hair shimmer like light from a halo. As if
          fine strands of silk, just looking at this hair will make you want to
          reach out and touch it.
     Special Combos: Mark of Death (836)
     Found: Special Combo 101

(836) - Mark of Death (All) (Dark)
     Attack: ATK 110 (Dark 66), 50% chance of Death (Combo 1)
     Defense: --
     Use: --
     Text: This paper contains the mark of death. It's more than enough to
          curse and kill an enemy. Just stick it to an enemy's forehead, and
          the fear of death becomes too overwhelming to bear.
     Found: Special Combo 132

(837) - Sea Bream Lunch (All) (Normal)
     Attack: Heal HP 1200 (Combo 1)
     Defense: --
     Use: --
     Text: Steamed rice mixed with wild sea bream. Simple, yet very tasty.
          Regarded as a lucky dish.
     Sale Price: 55G
     Found: Special Combo 133

(838) - Salted Sweetfish (All) (Normal)
     Attack: Heal HP 970 (Combo 1)
     Defense: --
     Use: --
     Text: Salted guts of fresh sweetfish. Mild, yet bitter taste is appetizing
          for adults. Goes perfectly well with Japanese Rice Wine.

(839) - ?
     Attack:
     Defense:
     Use:
     Text:

(840) - ?
     Attack:
     Defense:
     Use:
     Text:

(841) - ?
     Attack:
     Defense:
     Use:
     Text:

(842) - ?
     Attack:
     Defense:
     Use:
     Text:

(843) - ?
     Attack:
     Defense:
     Use:
     Text:

(844) - ?
     Attack:
     Defense:
     Use:
     Text:

               -- Photographs --

(845) - Saber Dragon
     Text: An unusually large carnivore thought to be a member of the dragon
          family. Habitat: Moonguile Forest.

(846) - Lord of the Spring
     Text: Guardian of the End Magnus sealed on Sadal Suud. Habitat: Moonguile
          Forest.

(847) - Thunderfish
     Text: Hideous fish creature residing in the Celestial River. Due to a lack
          of sightings, people thought it had gone extinct. Habitat: Lesser
          Celestial River.

(848) - Iron Beetle V
     Text: An enormous Imperial tank. This updated Iron Beetle is three times
          stronger than its predecessor. Area of Manufacture: Alfard Empire,

(849) - Lord of the Winds
     Text: Guardian of the End Magnus sealed within a huge cave in Diadem.
          Habitat: Shrine of the Winds.

(850) - Gnosis
     Text: Creature from another dimension, particularly known for its utter
          strangeness. A very difficult creature to study, as it's not from
          this world. Habitat: The Outer Dimension.

(851) - Iron Beetle I
     Text: Combat vehicle developed for the Imperial Army. Known as the 'Iron
          Beetle,' this is a key component of the Empire's ground force units.
          Area of Manufacture: Alfard Empire.

(852) - ?

(853) - Tree Guardian
     Text: Guardian of the End Magnus sealed in Anuenue. Habitat: Atop the
          Celestial Tree

(854) - Magnus Giganticus
     Text: A large shadow created with leftover energy from an End Magnus.
          Location: Detourne, the Mystical Garden.

(855) - ?

(856) - Phantasm
     Text: Guardian of the End Magnus sealed in Mira, beneath Duke Calbren's
          Manor. Habitat: Coccolith, Labyrinth of Mirrors.

(857) - Giacomo
     Text: Leader of the Empire's Dark Forces. Manages all secret operations
          ordered by the Emperor. Has an important connection to Kalas.

(858) - Ayme
     Text: An executive in the Empire's Dark Forces. One of the cruelest minds
          in the Imperial Army - yet she obeys orders faithfully.

(859) - Geldoblame
     Text: Emperor Geldoblame in his grotesque form, close to becoming the
          long-sought 'Perfect Being' after being touched by the power of
          Cursed Malpercio. Appearance: Lava Caves

(860) - ?

(861) - ?

(862) - Despina
     Text: Dark soldier and servant of the wicked god. Master of 'time-based'
          attributes. Its huge half-man, half-horse physique alone strikes fear
          in the hearts of most. Habitat: Interdimensional Crack.

(863) - Galatea
     Text: Dark soldier and servant of the wicked god. Master of 'wind-based'
          attributes. Its huge half-man, half-horse physique alone strikes fear
          in the hearts of most. Habitat: Interdimensional Crack.

(864) - Goddess of Ice
     Text: The wills of past Ice Queens have bonded together and taken shape as
          the Goddess of Ice. She tests the courage and strength of Queen Xelha
          through an arduous trial. Appearance: Lake of the Dragon.

(865) - Folon
     Text: An executive of the Empire's Dark Forces. He's a half-crazed joker,
          but still follows orders faithfully.

(866) - Kalas - Angel of Darkness
     Text: Kalas with white wings, and a tainted soul after being touched by
          the breath of Malpercio. Deep down he's still the same Kalas.
          Appearance: Central Imperial Fortress.

(867) - Agyo
     Text: A beastly golem controlled by Krumly. Two bodies with fire and water
          attributes work together as one. Agyo has 'fire-based' attributes.
          Appearance: Zosma Tower.

(868) - Malpercio
     Text: The various body parts of dead gods have been crudely fused together
          to form Malpercio. It's a giant walking corpse, but possesses divine
          and enigmatic powers. Appearance: Algorab Village.

(869) - Wizard Shadow
     Text: Shadow of the Ancient Earth Wizards. A collective entity of souls
          was awakened, and tested Mizuti to see whether she deserved to
          acquire the ultimate magic. Appearance: Zosma Tower.

(870) - Sibling God: He
     Text: A nameless god sacrificed part of its body to aid the formation of
          Malpercio. Flames of darkness exist where a head once was.
          Appearance: Cor Hydrae Castle.

(871) - Sibling God: Che
     Text: A nameless god sacrificed part of its body to aid the formation of
          Malpercio. Flames of darkness exist where a chest once was.
          Appearance: Cor Hydrae Castle.

(872) - Sibling God: Bo
     Text: A nameless god sacrificed part of its body to aid the formation of
          Malpercio. Flames of darkness exist where a body once was.
          Appearance: Cor Hydrae Castle.

(873) - Sibling God: Ar
     Text: A nameless god sacrificed part of its body to aid the formation of
          Malpercio. Flames of darkness exist where arms once were.
          Appearance: Cor Hydrae Castle.

(874) - Sibling God: Le
     Text: A nameless god sacrificed part of its body to aid the formation of
          Malpercio. Flames of darkness exist where legs once were.
          Appearance: Cor Hydrae Castle.

(875) - Ungyo
     Text: A beastly golem controlled by Krumly, Two bodies with fire and water
          attributes work together as one. Ungyo has 'water-based' attributes.
          Appearance: Zosma Tower

(876) - Imperial Soldier
     Text: Soldier of the Imperial Army, and backbone of the Alfard Empire.
          Take them out before they get you!

(877) - Imperial Elite
     Text: High ranking soldier in the Imperial Army. More mature and
          experienced than those in the lower ranks.

(878) - Imperial Blackhelm
     Text: Well-trained, highly skilled soldier of the Imperial Army. Other
          soldiers refer to them in awe as part of the "Dark Unit."

(879) - Unuk
     Text: This fearsome beast lives in forests. Its enormous fangs are used
          solely for combat. Swallows its prey in one gulp. Habitat: Sadal Suud
          Frontier.

(880) - Striper
     Text: Fierce beast found in Diadem's Cloud Passage. Originally nocturnal,
          but has recently been spotted both during the day and at night.
          Habitat: The Cloud Passage.

(881) - Magma Beast
     Text: Fierce beast that thrived in hot climates, such as volcanic regions.
          High resistance to heat. Can't survive in cooler regions. Habitat:
          The Lava Caves.

(882) - Shawra
     Text: Blood-sucking creature that lives in forests. Doesn't have a mouth,
          but sucks blood from a needle at the tip of its tail. Habitat: Sadal
          Suud Frontier.

(883) - Blood Leaf
     Text: Vampiric Creature found in Anuenue's large colonial trees. Its
          narrow wings are unfit for flying. Wraps its tail around branches to
          rest. Habitat: Celestial Tree.

(884) - Badwin
     Text: Blood-sucking creature that lives in the mountains. Stronger than
          its relative, the Shawra, as it must survive in harsh environments.
          Habitat: Celestial Alps.

(885) - Doomer
     Text: Enigmatic flame-filled creature that roams through the valley. A
          fairly common sight. It's known to swallow wind attacks. Habitat:
          Nunki Valley.

(886) - Gormer
     Text: Mysterious flame-filled creature that wanders about mysterious
          places in a mysterious atmosphere. Its flames look intense, but
          aren't too hot to the touch. Habitat: Detourne, the Mystical Garden.

(887) - Floomer
     Text: Mysterious flame-filled creature that wanders the blustery ice
          cliffs. Its flames are actually incredibly frigid and cause frostbite
          if touched. Habitat: The Ice Cliffs of Gomeisa.

(888) - Zelmer
     Text: A fireball-type creature living in the outer dimension. Exhibits a
          peculiar aura that gives chills to anyone in its path. Habitat: Trail
          of Souls.

(889) - Pul-Puk
     Text: An amphibious creature found in and around the celestial rivers.
          Tasty, indeed, but if not prepared right, its poisonous meat can be
          deadly. Better not try it. Habitat: Lesser Celestial River

(890) - ?

(891) - Gul-Bar-Mool
     Text: An amphibious creature that lives in and around old ruins. Unlike
          others of its kind, it contains no poison. But it tastes awful!
          Habitat: Zosma Tower

(892) - Cancerite
     Text: Human-shaped amphibious creature found lurking by the riverside.
          Communicates in an unknown language, and acts like a rude drunkard!
          Habitat: Lesser Celestial River

(893) - Snow Cancerite
     Text: Human-shaped amphibious creature that loves cold places. It must
          continuously drink spiked eggnog to keep from freezing to death.
          Habitat: The Ice Cliffs of Gomeisa.

(894) - Mad Cancerite
     Text: Human-shaped amphibious creature that prefers to live in dark
          places. Doesn't need water, but can't get to sleep without its
          special eggnog. Habitat: Labyrinth of Duhr.

(895) - Albireo
     Text: An odd creature found in Diadem. Everything except the head is
          covered with a slimy mucous. Stinky, slimy, yet surprisingly tasty!
          Habitat: Cloud Passage.

(896) - Flobo
     Text: Strange flying creature found in the Ice Cliffs. Everything but the
          head is covered in mucous. Its fat tastes great! Habitat: The Ice
          Cliffs of Gomeisa.

(897) - Mirabilis
     Text: Large mimic creature found in jungles. Catches prey by imitating
          giant plants. Sucks juices from its victims with quills at the end of
          its vines. Habitat: Holoholo Jungle.

(898) - Lanocaulis
     Text: Heat-resistant 'mimic' creature. Its white coloring reduces heat
          absorption. Habitat: Lava Caves.

(899) - Skeleton Warrior
     Text: A wicked ghost residing in the bones of a dead human. It's not
          possessed with hate-filled strength and bitterness, so it shouldn't
          be hard to beat. Habitat: Ancient Library of Magic.

(900) - Undead Swordsman
     Text: A powerful ghost residing in a corpse. It is very skilled with a
          sword, and won't go down easy. Habitat: Holoholo Jungle.

(901) - Ghoulish Skirmisher
     Text: An extremely powerful ghost residing in a corpse. The muscles have
          deteriorated, but it's still very strong. Fight with Caution.
          Habitat: Capella, Garden of Death.

(902) - Master Revenant
     Text: Corpse controlled by an evil will. The bones have been warped by
          wicked magic, contorting them to look unhuman. Habitat: Battleship
          Goldoba.

(903) - Spell Shellfish
     Text: Shellfish floating softly in midair. It's found in jungles, and has
          the ability to cast spells. Swallows its prey whole. Habitat:
          Holoholo Jungle

(904) - Magic Shellfish
     Text: Strange shellfish found in Mira. Its body-protecting shell is so
          hard that normal attacks won't scratch it. Habitat: Detourne, the
          Mystical Garden.

(905) - Mysterious Shellfish
     Text: Strong shellfish with substantial magical power in Duhr. Smarter
          than the others of its kind, and knows more powerful magic. Only the
          truly brave stand a chance! Habitat: Zosma Tower.

(906) - Devil Claws
     Text: A huge insect that nests in Anuenue's giant trees. So violent that
          those who attempt to catch it may be killed. Fry this big bug up for
          an excellent meal! Habitat: Celestial Tree.

(907) - Shadow Claws
     Text: A huge insect found in the Greater Celestial River. It's attracted
          to rotten meat. Leaves dead prey for days before eating it. Habitat:
          Greater Celestial River.

(908) - ?

(909) - Acheron
     Text: A mollusk-type creature with a shell on its back. It can't bundle
          its four legs into its shell, but it has great defensive strength.
          Habitat: Holoholo Jungle.

(910) - Maw-Maw-Goo
     Text: A shelled mollusk that prefers dark, humid places. Its body contains
          a poisonous liquid. Touching it will give you a nasty ulcer! Habitat:
          Greater Celestial River.

(911) - ?

(912) - Arachnid
     Text: Crystalline creature found in the Ice Lands. It covers itself with
          ice by releasing cold air from all over its body! Habitat: The Ice
          Cliffs of Gomeisa.

(913) - Devilish Hands
     Text: A very peculiar life-form resembling a spider. They say a devil's
          hands were cut off as punishment. Those hands then developed a will!
          Creepy. Habitat: Detourne, the Mystical Garden.

(914) - Demonic Hands
     Text: A very peculiar life-form resembling a spider. They say a demon's
          hands were cut off as punishment. Those hands then developed a will!
          Creepy. Habitat: Cor Hydrae Castle.

(915) - ?

(916) - Almanek
     Text: Powerful monster created by evil gods during an ancient war. It lost
          its master long ago, and has been lashing out in fury ever since.
          Habitat: Capella, Garden of Death

(917) - Mafreega
     Text: Heinous monster created by evil gods during an ancient war. Has
          vowed to destroy humans and awaits its master's return. Habitat:
          Labyrinth of Duhr.

(918) - ?

(919) - Breacher
     Text: Two-headed animal that reigns as king of the animals in the ancient
          region. Former advance guard of the evil gods. Still hates people.
          Habitat: Zosma Tower

(920) - Bauganum
     Text: Fearful animal that hunts intruders in the old ruins. Habitat:
          Labyrinth of Duhr.

(921) - Ceratobus
     Text: Fierce animal found in volcanoes. Shoots flames from its body, never
          burning itself. Maybe you can grill it up. Habitat: Lava Caves.

(922) - Foytow
     Text: Huge insect that lives in volcanoes. Its long beak sucks the bodily
          juices out of its prey. Moves much faster than its looks [sic].
          Habitat: Lave Caves.

(923) - Rulug
     Text: Gigantic insect that lives high up in the mountains, where it has an
          array of prey to choose from. Sucks bodily juices from its victims in
          an instant@ Habitat: Celestial Alps.

(924) - Imperial Walker
     Text: An Imperial technological feat. Loaded with the world's first
          mechanical brain. It can only process basic orders, however. Area of
          Manufacture: Alfard Empire.

(925) - Corrupted Walker
     Text: Robotic soldier built with Imperial technology. Its offensive and
          defensive power has been enhanced by an evil force. Wanders within:
          Imperial Fortress.

(926) - Contaminated Walker
     Text: This mechanical soldier is a product of Imperial science and
          engineering. Its functions have been enhanced by a wicked power of
          some sort. Wanders within: Imperial Fortress.

(927) - Gagarek
     Text: This Imperial soldier used to be quite the lady's man, but ever
          since his soul was touched by the power of wicked gods, he just
          hasn't been himself. In fact, he's a full-fledged monster. Wanders
          in: Mintaka Empire.

(928) - Beberum
     Text: This imperial soldier was transformed by the powers of darkness. He
          definitely didn't get chicks, even before his transformation. Wanders
          in: Mintaka Empire.

(929) - Zuzlani
     Text: This Imperial soldier was transformed by the powers of darkness.
          Originally he belonged to special forces, suffering from excessive
          amounts of stress. Very strong. Wanders in: Imperial Fortress.

(930) - Laramooga
     Text: One of the desert people killed in Operation Sweep. His hatred and
          bitterness combined with Malpercio's power brought him back. Wanders
          in: Nihal Desert.

(931) - Alavarum
     Text: Humanoid Guardian, protector of the labyrinth. Created by ancient
          magicians, this guardian doesn't discriminate good or evil. Habitat:
          Illusory Fortress of the Book.

(932) - Diabolos
     Text: Low-ranking magical creature that wanders about the castle. Although
          it's not so tough, its power shouldn't be taken lightly since it's
          allowed to live in Cor Hydrae. Habitat: Cor Hydrae Castle.

(933) - Varalba
     Text: Beast guardian of the labyrinth. Created with magic and modeled
          after evil beasts. It may not look so bright, but it actually is
          quite skilled with magic. Habitat: Illusory Fortress of the Book.

(934) - Vorleg
     Text: Crafty, evil animal that wanders through the castle. Its high level
          of intelligence will turn lower-ranked evil creatures pale with fear.
          Habitat: Cor Hydrae Castle.

(935) - Wolgarb
     Text: Loyal watchdog of the gods that wanders freely about the castle.
          Released to devour unfaithful servants or intruders. Habitat: Cor
          Hydrae Castle.

(936) - Apollion
     Text: Servant of the gods in charge of guarding the castle. Its enormous
          spiked morningstar even strikes fear in the hearts of creatures
          lurking around the castle. Habitat: Cor Hydrae Castle.

(937) - Cursed Spell Book
     Text: An old spell book animated by the powers of darkness. It eats small
          animals and insects. Digestive system unknown. Habitat: Ancient
          Library of Magic.

(938) - Cursed Grimoire
     Text: An old evil book made more evil with the evil power. Great evil
          power dwelled evilly in this strong, evil book, but now it's really,
          really evil. Habitat: Ancient Library of Magic.

(939) - Filler
     Text: Energy-sucking creature which seems to exist between two dimensions.
          Many have spotted this creature in areas rich in folklore. Stabs
          victims with a needle to suck the life out. Habitat: Nekton, Shrine
          of the Spirits.

(940) - Gray Cancerite
     Text: Strange creature found lurking in the mystical forest. Looks a bit
          spooky, but it's probably just a fairy, or is it? Habitat: Nekton,
          Shrine of the Spirits

(941) - Ray-moo
     Text: Unusual winged creature found in the mystical forest. No one has
          dared to try eating such an odd creature from such a spooky place.
          Habitat: Nekton, Shrine of the Spirits.

(942) - Kulcabaran
     Text: A demi-dragon created by ancient wizards for testing purposes.
          Resembles the endangered Saber Dragon, but there's no need to worry
          about taking it out! Habitat: Illusory Fortress of the Book.

(943) - Brolokis
     Text: Relative of the Thunderfish found in rivers. Its rough surface bears
          little similarity to a Thunderfish. They say it's endangered, but it
          seems many still exist. Habitat: Greater Celestial River.

(944) - ?

(945) - Fadroh
     Text: Malpercio's power has brought Fadroh close to the pinnacle of evil.
          He even has a high-ranking appeal among the forces of darkness.
          Encountered in: Imperial Fortress.

(946) - Sowzana
     Text: A former citizen resurrected into darkness by the power of
          Malpercio. Made extra aggressive with his former hatred and
          bitterness caused by Operation Sweep. Encountered in: Nihal Desert.

(947) - Imperial Guard
     Text: Soldier serving at the Imperial capital, Mintaka. His main duty is
          to police the area and maintain security. Well-trained and very
          strong! Appearance: Mintaka City.

(948) - Elite Imperial Guard
     Text: Senior soldier and guard of the Imperial city. Popular among women
          because of his dignified look, stable income, and nice uniform. Of
          course, very strong! Appearance: Mintaka City.

(949) - Slime
     Text: Jelly-like creature that lurks about the Tower of DRUAGA. Looks
          tasty, but doesn't actually taste like a melon! Habitat: Tower of
          DRUAGA.

(950) - Nunkirantula
     Text: A crystal life-form that doesn't exist in our world. Looks quite
          solid, but looks can be deceiving. Truly a rare specimen! Habitat:
          Nunki Valley.

(951) - Tentacle
     Text: Tentacle of the Tree Guardian watching over the End Magnus in
          Anuenue. Very skillful and slithery! Habitat: Atop the Celestial
          Tree.

(952) - Picture of Kalas
     Text: A youthful profile of Kalas, eyes constantly seeking the enemy.
          Pictures of monsters fetch good prices, but normal portraits such as
          these are considered of little value.

(953) - Picture of Xelha
     Text: Xelha's kindness shows in her smile and tender eyes. Pictures of
          monsters fetch good prices, but normal portraits such as these are
          considered of little value.

(954) - Picture of Gibari
     Text: Gibari always seems ready to achieve superhuman feats with
          incredible ease. Pictures of monsters fetch good prices, but normal
          portraits like these are considered of little value.

(955) - Picture of Lyude
     Text: Lyude in his uniform, showing signs of military discipline. Pictures
          of monsters fetch good prices, but normal portraits such as these are
          considered of little value.

(956) - Picture of Savyna
     Text: Those who fall under Savyna's glare are but prey awaiting the kill.
          Pictures of monsters fetch good prices, but normal portraits such as
          these are considered of little value.

(957) - Picture of Mizuti
     Text: Mysterious, quirky, strange. Mizuti's mask gives little hint of any
          emotions behind it. Pictures of monsters fetch good prices, but
          normal portraits such as these are considered of little value.

(958) - ?

(959) - Rare Shot of Kalas
     Text: Kalas with a gentle smile, in stark contrast to his trademark
          coolness. Considered a high-quality portrait, this picture should
          fetch a good price.

(960) - Rare Shot of Xelha
     Text: Xelha making sure Meemai is comfortably nestled in her hood, a token
          of her kindness. Considered a high-quality portrait, this picture
          should fetch a good price.

(961) - Rare Shot of Gibari
     Text: Gibari sporting a big, warm, and encouraging Skyfarer smile.
          Considered a high-quality portrait, this picture should fetch a good
          price.

(962) - Rare Shot of Lyude
     Text: Lyude's military training prevents him from smiling in battle, but
          all rules have exceptions. Considered a high-quality portrait, this
          picture should fetch a good price.

(963) - Rare Shot of Savyna
     Text: Though not exactly friendly by default, Savyna has been known to
          smile a charming smile once in a great while. Considered a high-
          quality portrait, this picture should fetch a good price.

(964) - ?

(965) - ?

               -- Quest Magnus --

(966) - Unpopular Painting
     Text: A terrible painting by the self-proclaimed painter Misjah.
          Unappreciated by circles throughout the world, the artist's autograph
          does little to increase its minimal value.

(967) - Popular Pickup Line
     Text: A trendy pickup line, popular among the young, used to win the
          hearts of cautious members of the opposite gender.
     Changes Into: Outdated Pickup Line (968)
     Found: Pherkad, Komo Mai

(968) - Outdated Pickup Line
     Text: Pickup line that is seldom heard in this day and age, let alone
          recommended. Guaranteed to turn away even the least cautious member
          of the opposite gender.

(969) - Girl's Thoughts
     Text: The innocent, peaceful thoughts of a girl untainted by Imperial
          doctrines. The purity of her heart holds the power to calm people's
          hatred towards the Empire.

(970) - Secret Information
     Text: A well-kept secret - bane and blessing of the curious. Yet secrets
          are never secrets for long...
     Changes Into: Well-known Story (971)

(971) - Well-known Story
     Text: Passed around a network of acquaintances, all swearing not to tell
          anyone, this former secret is now anything but.

(972) - Blank Magnus
     Text: An empty Magnus waiting to be imbued with the Magna Essence of some
          object or another. It is considered impossible to contain living
          creatures within a Magnus.
     Found: Cebalrai (x4)

(973) - Pristine Water
     Text: Crystal clear water. This level of pure water is not available in
          many places in the world. Water can turn stagnant, and should be used
          or consumed as soon as possible.
     Changes Into: Stagnant Water (974)

(974) - Stagnant Water
     Text: Though still fit for drinking, this water has turned stagnant. Even
          pure water can go stale over time. Bottled water aficionados would
          have none of this.
     Found: Pherkad, Nashira, Pristine Water (973), Komo Mai

(975) - Stoked Flame
     Text: Indispensable for everyday life, strong fires can be carried around
          or stored as Magnus, and used for light, cooking, you name it. Flames
          tend to weaken with time, though.
     Changes Into: Weak Flame (976)
     Found: Cebalrai, Pherkad, Sheliak, Opu

(976) - Weak Flame
     Text: A flame that has weakened over time. Suitable for all but industrial
          or extreme purposes.
     Changes Into: Blank Magnus (972)
     Found: Pherkad, Stoked Flame (975), Komo Mai, Opu

(977) - Pow Milk
     Text: A dairy product characteristic of Cebalrai, this milk is richer than
          milk from other animals, and is often used for cooking. It can also
          be left alone and fermented to produce other dairy products.
     Changes Into: Pow Milk Yogurt (989)
     Found: Cebalrai

(978) - Cloud
     Text: Diadem is known for its abundance of clouds, and some sources
          suggest the clouds be placed under legal protection. One reason for
          this may be the radical gourmets claiming to appreciate their
          taste...
     Changes Into: Salty Water (995)
     Found: Cloud Passage

(979) - Celestial Flower Seed
     Text: A seed from the Celestial Tree, said to bloom once every 30 years.
          The last blooming was 2 cycles ago, making this seed quite valuable
          at roughly 100 years old.
     Changes Into: Celestial Flower Bud (980)
     Found: Komo Mai

(980) - Celestial Flower Bud
     Text: A bud from the Celestial Tree. Its delicate color is highly valued
          in Anuenue, traditionally used in weddings for the bride's wedding
          gown.
     Found: Celestial Flower Seed (979)

(981) - ?

(982) - Fantail Duck Egg
     Text: An egg from a duck-like animal often seen in Sadal Suud. Popular
          breakfast food among people of all classes, these eggs tend to
          generate heat and cook themselves over time.
     Changes Into: Boiled Egg (983)
     Found: Komo Mai

(983) - Boiled Egg
     Text: Separated from its parent, this egg has cooked itself over time with
          internal heat. Radical gourmets claim to love the peculiar taste it
          offers.
     Found: Fantail Duck Egg (982), Opu

(984) - Snow
     Text: Snow collected in the Ice Lands of Wazn. Though powdery when
          falling, this snow hardens over time and forms pure, rigid crystals
          often used as material for Wazn's famous ice sculptures.

(985) - Lava
     Text: With temperatures said to reach 1000 degrees Celsius, the beautiful
          color and rich appearance of lava compels radical gourmets to have a
          quick taste, though none have been known to ask for seconds.
     Changes Into: Hot Rock (997)

(986) - Pebble
     Text: A truly mundane pebble, available practically anywhere.Considered of
          little value and a waste of space.
     Found: Pherkad, Castle Elnath

(987) - Sea Bream Fillet
     Text: A fillet from a sea bream, the main catch among Nashira's fishing
          folk. A chief Diadem export, the reasonable price tag makes this a
          must for the average citizen's dining table.
     Changes Into: Rotten Fillet (988)

(988) - Rotten Fillet
     Text: A sea bream fillet left for too long at room temperature. Unfit for
          eating and often thrown away entirely. Strangely enough, this fish
          never smells bad even when rotten.

(989) - Pow Milk Yogurt
     Text: Fermented Pow milk. Good as is, also used for cooking. Popular as a
          dessert among kids. Further aging is also an option.
     Changes Into: Pow Milk Cheese (990)

(990) - Pow Milk Cheese
     Text: Derived from Pow milk yogurt, this cheese is a specialty of the
          Sadal Suud Frontier. Often enjoyed with another local specialty,
          mountain apple wine.

(991) - Rubber Mud
     Text: Rubber-like mud that flows through the Garden of Death in Duhr, a
          mixture of mud and black sap from trees corrupted by the Taintclouds.
     Changes Into: Chunk of Rubber (992)

(992) - Chunk of Rubber
     Text; Hardened rubber mud looks and acts exactly like regular rubber. Not
          very useful in itself, yet who knows... it just might come in handy.

(993) - Gold Beetle Carapace
     Text: An old shell from the Gold Beetle, known only to live around the
          Celestial Tree in Anuenue. Highly valued for its magnificent gold
          sheen, yet collectors prefer to keep these until...
     Changes Into: Gold Nugget (994)
     Found: Celestial Tree

(994) - Gold Nugget
     Text: Previously a magical Gold Beetle shell, now a gold nugget.
          Considered of a higher value than regular, mined gold, these natural
          gems are traded at astounding prices among select merchants.

(995) - Salty Water
     Text: Diadem's trademark clouds turn back into water, given enough time.
          the original clouds contained salt, hence the salty taste of this
          water.
     Changes Into: Salt (996)
     Found: Nashira, Cloud Passage

(996) - Salt
     Text: Leave salty water lying around long enough, and you'll be left with
          salt. Indispensable for cooking, not to mention everyday health. A
          chief product of Nashira, together with sea bream fillets.
     Found: Nashira, Salty Water (995)

(997) - Hot Rock
     Text: Lava from the Lava Caves in Alfard, now cool enough to touch. The
          rock retains part of its heat, and can be wrapped up in thick cloth
          and used to keep warm in freezing temperatures.
     Changes Into: Pebble (986)

(998) - Oil
     Text: Used for various purposes ranging from everyday cuisine to Imperial
          Iron Beetle fuel, its unique taste has sparked many an argument among
          radical gourmets.

(999) - Pressed Flower
     Text: A dried, nameless flower. Flowers will wither if left alone, but
          retain their form if dried and preserved.
     Found: Nameless Flower (1014)

(1000) - Mountain Apple
     Text: The mountain apple industry, along with dairy farming, is widespread
          in and around Cebalrai village in Sadal Suud. Tasty as it is, but can
          also be left alone and fermented...
     Changes Into: Mountain Apple Wine (1013)
     Found: Cebalrai, Pherkad

(1001) - Apple Vinegar
     Text: Mountain Apple Wine has been fermented further to produce vinegar.
          Apple Vinegar has stronger sterilizing effects than regular vinegar,
          and is used for first aid as well as cooking.

(1002) - ?

(1003) - Warriors' Mementos
     Text: Tokens of the noble warriors who gave their lives to protect Xelha.
          Gram's armlet is inscribed with his wife's name, and Leon's pendant
          holds his wife's photo.

(1004) - Golden Pick Axe
     Text: A magical pick axe used to tear down golden walls, with limited use
          due to its weakened magic. Silver and copper variants are known to
          exist, though not in this world.

(1005) - Diadem Royal Crest
     Text: The crest of the royal family of Diadem sports a design combining
          knights, a sword, and Wings of the Heart. A mere glimpse of this
          crest is enough to rally the Diadem Knights in any situation.
     Found: Castle Elnath

(1006) - Picture Book
     Text: An ancient picture book with a heartwarming tale. Said to have been
          created by an anonymous author before the islands left the Earth for
          the Sky. Once property of the Ancient Library of Magic.

(1007) - Adventure Novel
     Text: Two unlikely opponents of Imperial Might - a boy who refuses to give
          up, and a girl who stands by him throughout. The author is said to
          have fled Alfard. Once property of the Ancient Library of Magic.

(1008) - Dead Bluebird
     Text: The body of a blue-winged bird found in Moonguile Forest. Said to
          bring good luck, this bird is sought after by many.

(1009) - Naughty Novel
     Text: A novel that was banned upon publication because of its... ahem...
          radical content. Once property of the Ancient Library of Magic.

(1010) - Rock Salt
     Text: High-quality rock salt, a product of the desert village of Ahza. It
          is often used in pastries due to its subtle sweetness, with the
          village of Parnasse leading yearly consumption by far.

(1011) - Mirage Weed
     Text: Illusionary grass seen only in the Mystical Garden in Mira, which
          disappears into thin air shortly after being uprooted.
     Changes Into: Blank Magnus (972)

(1012) - Thunderfish Bone
     Text: Bone from the head of a Thunderfish, said to have died out ages ago.
          There's bound to be someone in this world who would be interested in
          such a rare specimen.
     Found: Lesser Celestial River

(1013) - Mountain Apple Wine
     Text: A specialty of Cebalrai, the main market for mountain apple wine is
          in and around the city of Pherkad, but exports have started going to
          other regions, including Diadem and Mira.
     Changes Into: Apple Vinegar (1001)
     Found: Pherkad

(1014) - Nameless Flower
     Text: A nameless flower found blooming in non-descript places, its pretty
          looks soothe a tired mind nevertheless.
     Changes Into: Pressed Flower (999)
     Found: Pherkad, Sheliak, Komo Mai

(1015) - Explosives
     Text: Created with Imperial technology, these tubes can be detonated with
          a fuse, destroying nearby objects with the resulting blast. Why
          Larikush, a village doctor, would possess these is anyone's guess.
     Found: Cebalrai

(1016) - Sparkling Snow
     Text: This snow is purer than normal snow, hence its sparkling sheen. In
          regions where ice sculptures are popular, some craftsmen insist on
          using this type of snow for their work.
     Changes Into: Pristine Water (973)

(1017) - Terrible Painting
     Text: A painting by the self-proclaimed painter Misjah, who considers it a
          masterpiece. Unappreciated by circles throughout the world; in short,
          it's terrible. Will trouble anyone who receives it as a gift.

(1018) - Delinquency Stone
     Text: A rare stone, found occasionally within Zosma Tower, in Duhr. Not
          especially valuable, but rumor has it that a certain old man is dying
          to get his hands on this stone.
     Changes Into: Blank Magnus (972)

(1019) - Roasted Bird
     Text: An entire bird cooked whole, survival style. Its simple seasoning is
          increasingly popular among youngsters who appreciate the all-natural
          flavor of the ingredients.

(1020) - ?

(1021) - Family Tree
     Text: The genealogy of Quzman, an old man who claims his days are
          numbered. All the blanks must be filled in by his relatives, once
          they agree to visit him back in Pherkad.

(1022) - ?

*------------------------------------------------------------------------------

VII)--Special Combos--

     When played together in battle (usually in a certain order), certain cards
create a "special combo." This combo yields a new Magnus for your deck. This
is the only way to get many of the Magnus. Note that you may not play any cards
other than the cards involved in the combo, or it will not work. The Magnus
involved in the Special Combo are *not* destroyed or used up in the combo, so
feel free to use them as often as possible.

1) - Sun-dried Wine (546): Deluxe Sweet Wine (544) + Light Flare (Any)

2) - Lukewarm Rice Wine (549): Japanese Rice Wine (548) + Fire Burst < 4

3) - Hot Rice Wine (550): Japanese Rice Wine (548) + Fire Burst > 3 (257)

4) - Sacred Wine (552): Japanese Rice Wine (548) + Holy Grail (551)

5) - Rice (557): Power Helmet (140) + Uncooked Rice (547) +
     Aqua Burst (Any) (240) + Fire Burst (Any)

6) - Extra Fluffy Rice (824): Power Helmet (140) + Uncooked Rice (547) +
     Aqua Burst (Any) + Charcoal (556) + Fire Burst (Any)

11) - Deluxe Green Tea (567): Green Tea (565) + Large Teamug (566)

19) - Beef Jerky (534): Bacon (780) OR Ox Tongue (791) + Fire Burst (Any)

20) - Grilled Hamburger (536): Fresh Beef (576) + Charcoal (556) +
     Fire Burst (Any)

23) - Cheese Fondue (539): Cheese (581) + Deluxe Sweet Wine (544)

29) - Strawberry Milk (794): Milk (580) + Sugar (584) + Strawberries (585)

30) - Pretty Flower (589): Flower Bud (587) + Light Flare (Any)

31) - Pretty Flower (589): Dried Flowers (591) + Aqua Burst (Any)

32) - Root-rotten Flower (590): Pretty Flower (589) + Aqua Burst (Any)

35) - Pretty Flowers (797): Pretty Flower (589) x 4

38) - Cute Doll (594): Doll (592) + Pretty Flower (589)

39) - Doll (592): Hate-filled Doll (595) OR Crying Doll (593) +
     Light Flare (Any)

40) - Crying Doll (593): Doll (592) + Dead Flower (588)

46) - Fruit Sorbet (619): Chunk of Ice (606) + Grapes (542)

49) - Rotten Cornucopia (800): Rotten Fruit (586) x4

51) - Dog Carving (626): Birch (578) + Sculpting Knife (732)

52) - Monkey Carving (627): Pine Tree (621) + Sculpting Knife (732)

54) - Branches (629): ANY wood or bamboo + ANY sword OR Small Knife (752)

55) - Rotten Wood (630): ANY wood or bamboo + Aqua Burst (Any)

59) - Sea Bream (640): Fishing Rod (639) + Shrimp (638)

64) - Minced Skipjack (751): Skipjack + Charcoal (556) + Fire Burst < 4

66) - Rice Ball (643): Rice (557) + Pickled Plums (644)

94) - Voodoo Doll (815): Straw (767) + Dark Flare (Any)

98) - Firefighting Medal (688): Small Fire (686) + Aqua Burst (Any)

101) - Angelic Hair (835): Shampoo (698) + Conditioner (699) +
     Hair Aftercare (700) + Aqua Burst (Any) + Hair Dryer (701)

102) - Cursed Picture (706): Broken Heart Picture (704) + Dark Flare (Any)

103) - Prophet's Notebook (718): Blank Notebook (715) + Magic Pen (716)

104) - Director's Notebook (719): Blank Notebook (715) + Grumble Pen (717)

105) - Unicorn Blow Horn (721): Unicorn Horn (720) + Small Knife (752)

106) - Rainbow Emblem (730): Rainy Emblem (729) + Light Flare (Any)

107) - John Hancock's Pen (735): Pegasus Horn (734) + Small Knife (752)

108) - Consolation Pay (736): Divorce Papers (733) + John Hancock's Pen (735)

110) - Grilled Fish (741): Skipjack (641) + Fire Burst < 4

113) - Monolith Brochure (746): Blank Notebook (715) + Monolith Pen (744)

114) - tri-Cres Job Offer (747): Blank Notebook (715) + tri-Crescendo Pen (745)

116) - Fatty Tuna (770): Avocado (769) + Soy Sauce (766)

118) - Chestnuts (775): Cheese (581) + Honey (774)

119) - Melon (612): Cucumbers (776) + Honey (774)

121) - Curry with Rice (831): Pickled Eggplant (816) + Curry (777) +
     Extra Fluffy Rice (824)

125) - Doodle Book (814): Blank Notebook (715) + Red and Blue Pencil (784) OR
     Blue-only Pencil (818)

126) - Ice Sculpture (608): Chunk of Ice (606) + Small Knife (752)

132) - Mark of Death (836): Voodoo Doll (815) + Angelic Hair (835)

133) - Sea Bream Lunch (837): Sea Bream (640) + Rice (557)

134) - Beautiful Hair (834): Shampoo (698) + Conditioner (699) +
     Hair Dryer (701)

138) - Ashes (632): Pretty Flower (589) + Fire Burst (Any)

139) - Deluxe Charcoal (555): Oakwood (553) + Fire Burst (Any)

140) - Charcoal (556): ANY wood or bamboo EXCEPT Oakwood (553) +
     Fire Burst (Any)

141) - Holy Grail (551): tri-Crescendo Pen (745) + Monolith Pen (744)

*------------------------------------------------------------------------------

VII)--Collection Subquests--

     i)--The Star Map--

     After you find your first Star Map piece, the old man in the church will
want to talk to you. He'll ask you to search for Map pieces. Every time you
bring a piece back, he'll give you a reward. Also, you'll get other rewards for
bringing back certain numbers of pieces. The complete sequence is given here,
in the order you are most likely to find them.

     Draco: Likely the first piece you'll get. You get this when you beat the
          Saber Dragon in Moonguile Forest. Reward:
          Shish Kebab (Small) (504)

     Vela: If you don't get this before Draco, you'll get it soon after. The
          Shawras throughout Sadal Suud have a chance of dropping it.
          Reward: Flame Sword (5)

     Puppis: Once you get back from Moonguile, you can get Puppis by giving Pow
          Milk to the cooking girl in Cebalrai.
          Reward: Nixie Garb (122)

     Pyxis: Talk to the girl immediately inside the entrance to Pherkad.
          Reward: Aqua Burst Lv 2 (246)

     Aquarius: Bring Pristine Water to the woman in the second house up on the
          right in Pherkad.
          Reward: Green Bananas (634)

     Carina: Found in the Fortune Teller's house in Nashira.
          Reward: Fire Burst Lv 2 (245)

     Pisces: Received after beating the Thunderfish.
          Reward: Secret Recipe 2 (754)

     Triangulum: Dropped by the Albireos in the Cloud Passage.
          Reward: Conditioner (699)

     Cygnus: Found at the end of the Cloud Passage.
          Reward: Shish Kebab (Medium) (505)

     Hydra: Clean up the west hallway in Castle Elnath after the battle.
          Reward: Shawl of the Goddess (125)

     Auriga: Found in the house in Anuenue Port.
          Reward: Chunk of Ice (606)

     Taurus: Found in the Ancient Library of Magic.
          Reward: Voice 3 (235)

     Equuleus: Found in the Holoholo Jungle.
          Reward: Camera 2 (231)

     Lupus: Found in a house in Opu village.
          Reward: Maple Leaf (712)

     Perseus: The girl in the lowest part of Opu has it.
          Reward: Bomb (601)

     Crater: Found at the base of the Celestial Tree.
          Reward: Fruity Gelatin (522)

     Ursa Major: Dropped by the Blood Leafs in the Celestial Tree.
          Reward: Unicorn Horn (720)

     Ten Pieces: Pegasus Cloak (127)

     *-------------------------------------------------------------------------

     ii)--Quzman's Family Tree--

     After you meet Quzman in Pherkad, he gives you the Family Tree to fill up
with his relatives all over the world. Here is the sequence of relatives in the
most likely order that they will be found.

     Quzman: He signs right away. Can't miss him.

     Taymiya: Standing next to Quzman. Also a no-brainer.

     Rushd: At the docks in Pherkad. Give her the Dead Bluebird.

     Sabin: Next to Rushd. He'll go when she goes.

     Sallam: Running around the Pherkad docks. He'll go as soon as you promise
          to send Rushd.

     Al-athir: She's making dinner in the Pherkad Mansion. Bring her some Pow
          Milk Cheese.

     Surayj: She's watching the Pows in the stable in Cebalrai.

     Hawqal: The birdcatcher in Moonguile forest. Once you've helped him catch
          the bluebirds, he'll sign.

     Maymun: Found in the warehouse in Nashira.

     Rustah: Save him from drowning in the Lesser Celestial River.

     Hisham: Also drowning in the Lesser River.

     Qutayba: Watching his sons drown from the Cloud Passage. Will sign the
          family tree once they are safe.

     Tufayr: Found in the Philosophy section of the Ancient Library of Magic
          after the battle with Folon.

     Tulun: In the first room on the east side of the Academy of Magic. Will
          sign only after Tufayr does.

*------------------------------------------------------------------------------

IX)--Legals--

     This guide is Copyright 2004-2005 Brandon Sumner. It may be freely
distributed over the internet as long as this section is unchanged, and any
changes made to the rest of the document are clearly marked as such.

     Permission is generally given to post this guide anywhere on the internet,
as long as no charge is required for its viewing, and pursuant to the
conditions of the above paragraph. The authour reserves all right to refuse
permission for any individual or organisation to exhibit or display this text
for any reason whatsoever.

     Distribution by means other than the internet, except for personal use, is
prohibited except by express permission of the authour. This includes, but is
not limited to, distribution by disk, CD, DVD, or memory card, distribution by
hard copy publication, either on its own or included in another document, in
whole or in parts, or distribution by "help lines" or Bulletin Board Systems.

     Permission is granted for creation of derivative works as long as this
section remains unchanged, and it is clearly indicated exactly how the work was
derived, and proper credit is given to the authour of this document. No
permission is granted for charging for any work derived from this one except
through special arrangement with the authour.

     All other rights reserved.

     "Baten Kaitos" and all related and associated trademarks are the property
of their respective owners. No ownership is assumed.

     Questions? Comments? Suggestions? Concerns? Feel free to address them to
darien@perfectlydarien.com. The authour cannot promise to respond personally to
every piece of correspondence, but will do his level best to respond to all
respectful letters. Flames and spam need not apply.

*------------------------------------------------------------------------------

Appendix A)--Mathematical Proof of Castle Elnath--

     Section IV.ii gives a bunch of figures representing values of the various
troops involved in the siege of Castle Elnath. This section is my proof for
those figures. As far as I am aware, this is complete and accurate. For the
purposes of this document, I will use the following abbreviations:
     Q = Squire
     A = Apprentice Knight
     K = Knight
     S = Senior Knight
     P = "Placed" Knight
     E = Imperial Elite

     No symbol is used to represent the Imperial Blackhelm; the information is
provided by the game that one Blackhelm is equal to two Elites, so all
Blackhelms in this document will be regarded as 2E. Also, it is rather evident
that S > K > A > Q; I will not undertake to prove this here.

     First, five basic observations that I gained from trying out various
battles:

     1) K + 2P = 4E
     2) A + P = 2E
     3) A + 2P = 3E
     4) 2Q + 2P = 3E
     5) S + P = 5E

     From those five statements, the following can be inferred:

     By statements 2 and 3, we make statement 6: A = P = E.
     By statements 4 and 6, statement 7: 2Q = A.
     By statements 1 and 6, statement 8: K = 2A.
     By statements 5 and 6, statement 9: S = 4A.

     Therefore, if we let Q = 1:

     Q = 1 (identity)
     A = 2 (statement 7)
     K = 4 (statement 8)
     S = 8 (statement 9)
     P = 2 (statement 6)
     E = 2 (statement 6)

     QED.