Tactics Ogre: The Knight of Lodis
Atlus/Nintendo
Nintendo Gameboy Advance

Spell FAQ
Created By: BlueWizard13
E-mail: BlueWzrd13@aol.com
Version 2.1
11/20/02

=======================
---Table Of Contents---
=======================
1. Updates
2. How to Equip Spells
3. Spell List
  a. Abbreviations
  b. Wind Spells
  c. Fire Spells
  d. Earth Spells
  e. Water Spells
  f. Virtue Spells
  g. Bane Spells
4. Shops and the Spells
5. Spell Techniques
6. Classes and Spells
  a. Human Classes

  b. Special Human Classes
  c. Demi-Human Classes
7. Special Skills
  a. Human Skills
  b. Demi-Human Skills
  c. Beast Skills
  d. Dragon Skills
  e. Special Class/Character Skills
  f. Acquired Skills
8. Enemy Only Skills
9. Item Spells
  a. Weapons
  b. Rings
10. Necklace of Resist
11. Credits
12. Contact and Copyright Information


================
---1. Updates---
================
Ver. 2.1 (11/20/02), Added a section on the Necklace of Resist and fixed a
mistake in the Fire Dragon's skill, probably last version, just thought that I
should say something about the necklace of resist as it does have quite a bit
to do with the spells.

Ver. 2.0 (9/20/02), Fixed two mistakes in the Classes and Spells section, and
added the "Shops and the Spells" and the "Spell Techniques" sections.  I think
the guide is mistake free right now.  If you have any questions, comments,
additions, corrections, please email me.  I will still add anything that may be
needed, but if there are no suggestions, contributions, changes, etc, this is
my final version of the FAQ.

Ver. 1.9 (8/25/02), Fixed a mistake on Star Tiara, Fixed mistake in Classes and
Spells section

Ver. 1.8 (8/23/02), Added Item Spells Section

Item Spells coming soon...

Ver. 1.7 (8/22/02), Added Magic Barrage and Shear information.  Fixed MP on
Hell's Gate.

Ver. 1.6 (8/18/02), Added Hell's Gate information, added "My Thoughts" to enemy
skills section, and fixed some mistakes in the "Classes and Spells" section.

Ver. 1.5 (8/16/02), Added Enemy skills section.  All enemy skills added (I
don't think I missed any).  Will add Hell's Gate information soon.

Enemy skills section coming soon...

Ver. 1.4 (8/16/02), Added "My Thoughts" to all skills.

"My Thoughts" on special skills coming soon...

Ver. 1.3 (8/15/02), Added "My Thoughts" to all spells.  This gives more
information to the spell not mentioned in the description, and gives some
suggestions and strategies for some spells based on facts.

Ver. 1.2 (8/13/02), Added power for all spells and skills and made the "Classes
and Spells" section look a little better

Ver. 1.1 (8/12/02), Added Special Skills for all classes and characters.  Also
added acquired skills.

Special Class Skills coming soon...

Ver. 1.0 (8/8/02), FAQ created: Table of contents and sections 1-6 created

============================
---2. How to Equip Spells---
============================

Method 1:

When on the world map, press the R button.  Go into "Organize" and select the
character you want to equip the spell to.  Press the R button again and select
"spell."  Then you can select a space (or another spell already equipped) twice
and it will take you to your spell list.  Find the spell you want to equip,
select it, and it should be now equipped to your character.

Method 2:

When on the world map, press the R button.  Go into "Organize" and press the R
button again.  Select "Spell."  Find the spell you want to equip and select it
twice.  Go to the character you want to equip it to (if the character you
wanted to equip it to is not lit up, the class he or she is in can not equip
the spell.  See section 6 of this FAQ for more info.) and press A.  Then you
can select an empty space or swap it with another spell on that screen.

===================
---3. Spell List---
===================

---Abbreviations---

HP: Health Points
MP: Magic Points
RNG: Range
AOE: Area of Effect
INT: Intelligence

---Wind Spells---

Air Blade
Type: Missile
Power: 35
Description: 6 MP, RNG 7, AOE 1.  Spinning ring of wind.
Price: 400
My thoughts: A good spell.  Useful throughout most of the game and very good
with Cybil toward the end, a good second turn attack because of the low MP
requirement, and still leaves enough for a basic area spell in the next turn.

Harnella's Influence
Type: Global Support
Power: 0
Description: 10 MP.  Strengthens Wind, Weakens Earth.
Price: 400
My thoughts: Somewhat useless.  I never use these spells because it seems a
waste of a turn and 10 MP seeing that, it doesn't help that much at really any
point in the game.

Thunder Flare
Type: Area-Effect
Power: 35
Description: 12 MP, RNG 6, AOE 1-5. Lightning strikes to damage foes.  AOE
increases with users INT.
Price: 800
My thoughts: Another good spell.  Used in conjunction with Air blade, it can be
very effective, especially if equipped to a high INT magic user of the wind
element.

Summon Tempest
Type: Global Support
Power: 0
Description: 15 MP.  Summons Storm.
Price: 600
My thoughts: Very useless.  I have no idea why anyone would even think of
wasting 15 MP on summoning a storm that is only going to slow most of your guys
down.  If you have a team made up of almost all "water ok" guys, then I guess
this may be to your advantage, but even then, not much.

Haste
Type: Support
Power: 0
Description: 20 MP, RNG 7, AOE 1.  Temporarily increases speed and allows
movement beyond normal range.
Price: 1000
My thoughts: A decent spell.  For 20 MP it allows your character to move more
spaces per turn, it can help a lot if you need something done quickly at any
point and time.

Teleport
Type: Support
Power: 0
Description: 25 MP, RNG 1, AOE 1.  Teleports ally.
Obtained: kill one of the swordmasters in the battle in Haena against orson
(path A only)
My thoughts: Very useful.  I equip this to one of my swordmasters every time I
get it.  A good idea for this one is have someone equipped with fluid magic and
have them use it on the guy with this one on the second turn, then have this
guy use it on someone that hasn't moved yet, they can attack anyone, anywhere
that turn then.

Thunderbird
Type: Summon
Power: 55
Description: 35 MP, RNG 5, AOE 13, Summons Thunderbird, the spirit of
lightning.  Number of summons depends on the users INT.
Obtained:
Path A- Comes Equipped with Cybil in path A.  You get Cybil after the battle at
the crypt in Ostorea.
Path B- Dropped by Cybil when you defeat her at Charadrius
My thoughts: Great spell.  If you are taking path A I recommend that you leave
it on Cybil, she will wreak havoc with it on any guy.  Also good when it is
likely to hit a boss.

---Fire Spells---

Fireball
Type: Missile
Power: 35
Description: 6 MP, RNG 7, AOE 1.  Fireball that damages a foe, burns fields,
and melts snow.
Price: 400
My thoughts: Good spell.  Useful for most any guy that is of the fire element
and has a high INT, good damage on the second turn.

Ray of Paralsis
Type: Support
Power: 0
Description: 15 MP, RNG 7, AOE 1-5.  Paralyzing ray.  AOE broadens as user's
INT goes up.
Price: 800
My thoughts: A decent spell.  The only bad thing about this one is that it
doesn't hit quite as often as many would like.  It is, however, useful when you
have it attacking a large group of guys, it will paralyze some, and then
another guy will waste his turn getting rid of the paralysis on that guy.

Zoshonel's Influence
Type: Global Support
Power: 0
Description: 10 MP.  Strengthens Fire, Weakens Water.
Price: 400
My thoughts: See Harnella's Influence in wind spells section

Firestorm
Type: Area-Effect
Power: 35
Description: 12 MP, RNG 6, AOE 1-5.  Pillars of Fire that damage foes, burn
fields, and melt snow. AOE broadens with INT.
Price: 800
My thoughts: Not bad.  When equipped to a fire element, high INT magic user, it
can do quite the damage.  It can also be used in conjunction with fireball
(fireball second turn, firestorm third turn).

Clear Sky
Type: Global Support
Power: 0
Description: 15 MP.  Drives away wind and rain.
Price: 600
My thoughts: Somewhat useful.  When the rain is making the water levels high
and it is making it more difficult for your guys to move, it can drive away the
rain so that it wont rise any more and may start going down, no use other than
that though.


Molten Blade
Type: Support
Power: 0
Description: 20 MP, RNG 7, AOE 1.  Temporarily strengthens ally's weapon.
Price: 600
My thoughts: Great spell.  As soon as I can get this, I equip it to at least
two characters.  When they get to 20 MP and you get to use it on your strongest
attacker, they can do major damage every attack that they do, it is a very
useful spell.

Salamander
Type: Summon
Power: 55
Description: 35 MP, RNG 5, AOE 13.  Summons Salamander, spirit of fire.  Number
of summons depends on user's INT.
Obtained: Comes Equipped to Euphaire when you get her in Blete.
My thoughts: Just like the other summons.  Very useful on Euphaire or any other
fire element magic and summon user, good against single guys when it may hit
every time, it can do massive damage.

---Earth Spells---

Acid Vapor
Type: Missile
Power: 35
Description: 6 MP, RNG 7, AOE 1.  Vapor that corrodes target.
Price: 400
My thoughts: Good spell.  Nice to have for High INT, earth element magic users.
 They can attack most guys then on their second turn.  Good in conjunction with
Crag Crush.

Berthe's Influence
Type: Global Support
Power: 0
Description: 10 MP.  Strengthens Earth, Weakens wind.
Price: 400
My thoughts: See Harnella's Influence in the wind spells section

Crag Crush
Type: Area-Effect
Power: 35
Description: 12 MP, RNG 6, AOE 1-5.  Damages foes with falling boulders.  AOE
broadens as user's INT goes up.
Price: 800
My thoughts: The average area effect spell, but this one is for earth.  Good in
conjunction with acid vapor (acid vapor turn two, crag crush turn three).  Good
for high INT magic users of the earth element.  One thing I don't like, it goes
soooooooooooooooo slow. It takes forever for the animation on this one to get
by.

Constrain
Type: Support
Power: 0
Description: 20 MP, RNG 7, AOE 1.  Temporarily lowers speed and restricts
movement by changing target's movement type.
Price: 800
My thoughts: Its not bad.  If you have an enemy that seems to be going all over
the place and doing tons of damage, this can slow them down, but it wont happen
all too often that you are really going to want this one.

Hurdle Wall
Type: Support
Power: 0
Description: 20 MP, RNG 7, AOE 1.  Moves ally to adjacent panel regardless of
elevation.
Price: 800
My thoughts: This spell is useful, until you get warp shoes, winged shoes, or
their ring counterparts.  Altogether, not that great.  You can get these items
about half way through the game in quest mode and this will be useless then,
and in the beginning, there really aren't many walls you are going to need to
go over, so, not that great.

Petrifying Cloud
Type: Support
Power: 0
Description: 25 MP, RNG 7, AOE 1-5.  Petrifying Gas creeps from the earth,
turning foes to stone.  AOE broadens as user's INT goes up.
Obtained: Dropped by witch in the battle against Rictor in the throne room
My thoughts: Quite useful.  This is very useful, it hits at a peak of 49% and
can turn a guy into stone.  Then, one of the enemy's teammates is going to
waste their next turn healing that guy back to normal.  This is also quite
useful in quest mode as it can be used to finish off a guy (when only guys
turned to stone are left, you automatically win).

Gnome
Type: Summon
Power: 55
Description: 35 MP, RNG 5, AOE 13.  Summons Gnome, the spirit of earth.  Number
of summons depends on the user's INT.
Obtained: Dropped by Grevis after you beat her at Naja.
My thoughts: Just like the other summons.  Great for a high INT, earth element,
summoning character.  Can do good damage to any one guy if it has a very good
chance of hitting.  (I like to make deneb an earth element character, then I
give her this one, she is quite good with it.)

---Water Spells---

Ice Javelin
Type: Missile
Power: 35
Description: 6 MP, RNG 7, AOE 1.  Piercing ice spear.
Price: 400
My thoughts: Just like the other element missile spells, useful on a high INT,
water element, magic user, can do decent damage on the second turn.

Slumber Mist
Type: Support
Power: 0
Description: 15 MP, RNG 7, AOE 1-5.  Foes are lured into sleep by a chilling
breeze.  AOE broadens as user's INT goes up.
Price: 800
My thoughts: A pretty good move.  Doesn't hit very often but can put an enemy
asleep and can make an enemy waste his turn on curing the guy from being
asleep.

Grueza'a Influence
Type: Global Support
Power: 0
Description: 10 MP. Strengthens water, weakens fire.
Price: 400
My thoughts: See Harnella's Influence in the wind spells section

Purify
Type: Support
Power: 0
Description: 10 MP, RNG 7, AOE 1.  Recovers target from abnormal status
(paralysis, sleep, charm, confusion, poison).
Price: 600
My thoughts: A decent move, but cleanse is just as good.  This is basically a
water form of cleanse.  It will heal most any ailment (except for stone).

Ice Field
Type: Area-Effect
Power: 35
Description: 12 MP, RNG 6, AOE 1-5.  Damages foes by freezing the air.  AOE
broadens as user's INT goes up.
Price: 800
My thoughts: Just like its other area-effect counterparts in the other above
elements, it can be used in conjunction with ice javelin for an effective turn
usage (turn two, ice javelin, turn three, ice field).  Good for high INT, water
element magic users.

Poison Squall
Type: Support
Power: 25
Description: 20 MP, RNG 6, AOE 1-5.  Saturates the air with toxic elements,
damaging and poisoning foes.  AOE broadens as user's INT goes up.
Price: 600
My thoughts: A decent spell.  Poisons enemies causing good damage every turn
that the enemy is poisoned, the only problem is that it doesn't hit quite as
often as some may like and the enemy will heal the poison as soon as they get a
chance in most cases.

Fenrir

Type: Summon
Power: 55
Description: 35 MP, RNG 5, AOE 13.  Summons Fenrir, the spirit of ice.  Number
of summons depends on user's INT.
Obtained: Comes equipped with Elrik when you get him at Belleza.
My thoughts: Just like the other summons.  Good with elrik or any other water
element, high INT summon user.  Good damage against one guy when it will hit
often.

---Virtue Spells---

Heal
Type: Support
Power: 25
Description: 8 MP, RNG 7, AOE 1.  Recovers HP (not undead).
Price: 400
My thoughts: Very useful both in the beginning and in the end.  Heals one guy,
more healing done as INT goes up.  A nice alternative to a healing leaf.

Lightning Bow
Type: Missile
Power: 35
Description: 6 MP, RNG 7, AOE 1.  Bolt of electrical energy.
Price: 500
My thoughts: An ok move.  Not that good as there are not many virtue users,
except of course when you get closer to then end.  But by that point, there
would be better spells to use.  Good for a cleric, or maybe even a priest, but
other than that, its not that great.

Cleanse
Type: Support
Power: 0
Description: 10 MP, RNG 7, AOE 1.  Recover from abnormal status (stone,
paralysis, asleep, charm, confusion).
Price: 1000
My thoughts: Will recover most any ailment (except for poison) much like
purify.

Faith
Type: Global Support
Power: 0
Description: 15 MP.  Hearts are purified by God's grace, and the undead that
are about to revive are banished.
Price: 400
My thoughts: Useful in stages with lots of undead (gryllus), it will get rid of
undead that are already down.  On anything but undead, it is useless.

Tranquillize
Type: Global Support
Power: 0
Description: 15 MP.  Negates support/fear effects.
Price: 600
My thoughts: Can be useful if you are in a stage where your guys' attacks are
lowered by a lot of fear (the final boss battle), but its not that good, as the
effect really isnt that bad.

Heal Plus
Type: Support
Power: 35
Description: 12 MP, RNG 6, AOE 1-5.  Multiple characters recover HP (not
undead).  AOE broadens as user's INT goes up.
Price: 1000
My thoughts: An upgrade to "heal".  It will spread to affect a max of 5
characters and will recover more hp.  Good on any priest or cleric.

Exorcism
Type: Area-Effect
Power: 0
Description: 25 MP, RNG 5, AOE 1-5.  Banishes undead (can't resurrect).  Spell
does not affect undead that are reviving.  AOE broadens as user's INT
increases.
Price: 1250
My thoughts: Its good for stages with undead, other than that, useless.  Though
I have never used this spell myself, I believe it will get rid of any undead
that are still walking around (not lying on the ground, faith will do that).

Full Heal
Type: Support
Power: 0
Description: 18 MP, RNG 1, AOE 1.  Recovers target's HP fully (not undead).
Price: 1250
My thoughts: Good for a priest, or anyone else that can use it.  Though I
prefer Heal Plus, this one is useful if you have someone that is really really
low and needs to be healed up fast.

Resurrection
Type: Support
Power: 0
Description: 25 MP.  The soul is returned by prayer.
Obtained: kill the priest in the battle at sotavento against nichart
My thoughts: Excellent.  A must for any priest that you may have (also the only
one that can equip it).  Instead of an altar of resurrection, this will do it
for you.

Divine Radiance
Type: Effect
Power: 0
Description: 30 MP, RNG 7, AOE 1.  Delivers massive damage.
Obtained: Kill Priest in the battle with Nichart at Ostorea South or kill one
of the priests in Charadrius in the battle with Naris (Path A)
My thoughts: A good spell, does about 90% damage to any guy that you attack,
but beware of the very low hit rate.  It will not kill an enemy.

Ignis Fatuus
Type: Summon
Power: 55
Description: 35 MP, RNG 5, AOE 13.  Summons Ignis Fatuus, the spirit of light. 
Number of summons depend on user's INT.
Obtained:
Path A- Dropped by rictor after you defeat him at the Crypt
Path B- Comes with rictor when you get him after you beat Ostorea
My thoughts: Just like the other summons, if you get rictor keep it on him,
good damage to any single guy if it has a high enough hit rate.  I wouldn't
recommend giving this to any other guy than rictor though.  Without the virtue
element, this one is sort of useless compared to the other summons.

---Bane Spells---

Nightmare
Type: Area-Effect
Power: 20
Description: 8 MP, RNG 7, AOE 1.  Foe drifts into unconsciousness and suffers
from malignant visions.
Price: 500
My thoughts: Not bad.  It is a bane spell so it is useful on any lich that you
may have, also not bad if you have Saia.  It will do minimal damage, but it has
a chance to put an enemy to sleep.

Cursed Existence
Type: Global Support
Power: 0
Description: 15 MP.  The undead are immediately ressurected by the evil god,
Asmodee.
Price: 400
My thoughts: I never use this one, but if you have a team of undead, this good
be quite useful.  It will bring back all undead that are fallen on the
battlefield.

Brain Sap
Type: Area-Effect
Power: 0
Description: 15 MP, RNG 4, AOE 1.  Absorbs MP.
Price: 800
My thoughts: Not bad, it will absorb some MP from any opponent.  Not a very
good hit rate though.

Fluid Magic
Type: Support
Power: 0
Description: 8 MP, RNG 7, AOE 1.  Transfers MP to ally.
Price: 1200
My thoughts: Excellent.  I love this spell.  It can allow any character to use
any magic spell on their second turn and more than likely have enough to use
the same spell again after that.  Excellent when used on characters with
teleport, a summon, time flux, or other good moves with good effects.

Fiend's Grip
Type: Area-Effect
Power: 55
Description: 18 MP, RNG 6, AOE 1-5.  Damages foes by the hand of an evil
spirit.  AOE broadens as users INT goes up.
Obtained: Dropped by Cirvante in the battle at Harmonia.
My thoughts: The strongest of the area effect spells of the different elements.
 Good on Liches.  It takes a little more MP, but is very effective.

Necromancy
Type: Support
Power: 0
Description: 25 MP.  When cast before battle's end, revives dead characters as
undead.
Obtained: Get more than 10,000 goth as reward in quest mode.
My thoughts: This will bring back one of your characters as undead.  I do not
equip this one unless I want to use it.  I never bring back my characters as
undead, but this is the spell to use if you want to do so.

Enfeeble
Type: Area-Effect
Power: 0
Description: 15 MP, RNG 4, AOE 1.  Absorbs HP.
Obtained: After you defeat Saia at the second battle at Rebanada, say that you
fight for yourself.  He will join you and it will be equipped on him.
My thoughts: Quite good.  It will take HP at a somewhat low hit rate, but it is
still good.  It is also the best spell for use on shaher in his final form, it
does a lot of damage.  A good spell for a lich.

Time Flux
Type: Support
Power: 0
Description: 25 MP, RNG 6, AOE 1.  Allows second turn for ally.
Obtained: kill witch in the battle in charadrius against cybil (path B only)
My thoughts: Very useful.  If you have an attacker that does a lot of damage
every turn, this spell is for you.  It will allow him to attack twice!  Not a
spell to pass up.

=============================
---4. Shops and the Spells---
=============================

This section took me a while to get all of the information for, but I finally
got it.  This is a list of when the shops get the different spells.  All prices
and stats for the spells can be found in their descriptions above.

When you start the game the shops have:

Air Blade
Harnella's Influence
Fireball
Ray of Paralysis
Zoshonel's Influence
Acid Vapour
Berthe's Influence
Ice Javelin
Slumber Mist
Grueza's Influence
Purify
Heal

After the battle at Formido Fortress, the shops add:

Thunder Flare
Firestorm
Crag Crush
Constrain
Ice Field
Nightmare

After the battle at Urodela, the shops add:

Summon Tempest
Clear Sky
Molten Blade
Hurdle Wall
Poison Squall
Lightning Bow
Cleanse
Faith
Cursed Existence

After the battle at Solea, the shops add:

Haste
Tranquillize
Heal Plus
Exorcism
Brain Sap

After the battle at Sotavento, the shops add:

Full Heal
Fluid Magic

=========================
---5. Spell Techniques---
=========================

This section will explain some useful techniques that spells can bring when
used in conjunction with others.  This includes good times to use certain
spells and combinations of some of them that prove very effective.

Teleport + Attack Move

This little combo is very useful in any battle.  Whenever you need a quick
attack on somebody or just would like to kill of the leader fast, this is the
best way to do it.  Have someone use teleport on a high strength person, and
let them do their thing.  It is not always wise to run them into many guys at a
time though as they are vulnerable to many attacks and the possibility of
getting killed would be high (unless you have firecrests or something else
granting high defense equipped).  This works great with atropos.

Attack Move + Time Flux + Attack Move

This is another one that works great with atropos, but is really good with any
type of strong move.  Have somebody use their attack (recommended: summon,
atropos, or any other strong attack), then have someone use time flux on them,
and have them attack again.  This deals major damage with only two guys and can
be quite effective.

Energy Transfer + Summon

This is quite effective when you have one guy that is close to you, and you
would like to kill quickly.  On your first turn, you can use energy transfer on
someone with a summon, they can then use that summon on their first turn (if
euphaire is high enough level to give enough MP).  This goes well with pretty
much any battle or situation.

Energy Transfer + Teleport + Attack Move

On any first turn, you can use energy transfer on a person equipped with
teleport.  They can then use teleport on the person with the strong attack
(atropos highly recommended).  This equals a one hit kill for many guys (if it
is alphonse with atropos) and if the person with atropos is high enough level,
it means a one hit kill to any leader in quest mode on the first turn.  Very
effective.

Molten Blade + Attack Move

This is yet another one that works quite well with atropos.  Have someone with
high INT (works best this way) use molten blade on the person with atropos. 
Then, the one with atropos will deal extremely high damage to any enemy
usually.  It is quite effective.  You may also want to combine this one with
Time Flux.  Then, you have molten blade, atropos, time flux, atropos again, and
you deal a LOT of damage in one turn with just those guys.

If there are any more (I can think of none) that you think are very effective,
email me and I will consider adding them.

===========================
---6. Classes and Spells---
===========================


Certain classes can use different types of spells.  Not all classes can use
every kind.  Some classes cant use magic at all.  Here is a list of the classes
and what spells they can use.  Classes with a * next to them can summon. All
classes except beasts and dragons can equip the aquired skills though.

Please note: I did not include any beasts or dragons because they cannot equip
spells.

---Human Classes---

Soldier- no magic
Ninja- area effect and missile spells only (no enfeeble, fiends grip, or
virtue) (1 spell slot)
Archer- no magic
Wizard- area effect and missile spells only (no enfeeble, fiends grip, or
virtue) (3 spell slots)
Cleric- virtue only (no resurrection, divine radiance, or ignis fatuus) (3
spell slots)
Knight- Heal, lightning bow, and Cleanse only (1 spell slot)
Swordmaster- Support and Global Support Only (no virtue or bane except for
fluid magic) (1 spell slot)
Dragoon- Missile Spells Only, no virtue (1 spell slot)
Warlock- Support and Global Support Only (no virtue or bane except for fluid
magic) (2 spell slots)
Beast Tamer- no magic
Valkyrie- area effect and missile spells only, no virtue, enfeeble, or fiends
grip (2 spell slots)
Siren*- missile spells, area effect spells, and summons; no bane (3 spell
slots)
Witch- Support and Global Support Only (no virtue or bane except for fluid
magic) (2 spell slots)
Dragon Tamer- missile spells only (no virtue or bane) (1 spell slot)
Priest- Virtue Only; one of two classes that can use resurrection (no summons)
(3 spell slots)

---Special Human Classes---

High Priest*- Virtue Only; one of two classes that can use resurrection (3
spell slots)
Sorceress*-All spells except for virtue, necromancy, and enfeeble (3 spell
slots)
Shaman*- All spells except for virtue and bane (ignis fatuus and necromancy are
the only exceptions) (2 spell slots)
Summoner*- All spells except for virtue and bane (ignis fatuus and necromancy
are the only exceptions) (2 spell slots)
Witch* (Deneb)- Support, Global Support, faith, tranquillize, and cursed
existence) (2 spell slots)

---Demi-Human Classes---

Hawkman- no magic
Mermaid- no magic
Fairy- no magic
Giant- no magic
Angel Knight- no magic
Lesser Daemon- bane only (no fiends grip, necromancy, or fluid magic) (2 spell
slots)
Lich- all spells except for virtue and summons (3 spell slots)

Undead Classes:
Ghost- bane only (no fiends grip, necromancy, or fluid magic) (3 spell slots)

All other undead classes are just like their human class counterparts (dragon
zombie is the only exception, just like other dragons, it cant equip spells).

=======================
---7. Special Skills---
=======================

In this game, there are special skills that classes can learn.  This section
will list and explain all of them.  They are all unique to a certain class, and
some take MP/SP, some don't.  If no MP/SP cost is listed, it takes none.

For the "Gained" information, if it says "---", then the class/character
automatically comes with the skill.

---Human Skills---

Shuriken Barrage
Type: Missile Attack
Power: 25
Description: RNG 7, AOE 1, Small weapons thrown at a foe.
Class: Ninja
Gained: ---
My thoughts: Not bad.  Quite useful in the beginning of the game when you get a
ninja, long range with a decent chance of hitting.  The only problem is the hit
rate, it is not as good as some may hope, but not a bad skill.

Pelting Fury
Type: Missile Attack
Power: 30
Description: RNG 7, AOE 1. Hurls a stone at the enemy.
Class: Swordmaster
Gained: ---
My thoughts: Excellent.  This is one of the reasons I get a swordmaster.  It
has an excellent hit rate along with dealing a decent amount of damage.

Swallow's Daze
Type: Direct Attack, Forfeit HP.
Power: 30
Description: RNG 1, AOE 1.  Topples and paralyzes foe with the force of
sword-wind (katana).  Requires katana equipped for use.
Class: Swordmaster
Gained: Level 20
My thoughts: This one is ok, but its almost useless toward the end.  I don't
know why anybody would equip a katana toward the end of the game as there are a
lot of better weapons out there.  You also have to forfeit HP for just a little
bit more damage than usual.  By the time most people reach level 20 for this
skill, it is going to be useless.

Barren Soul
Type: Direct Attack (All Elements)
Power: 60
Description: 25 MP, RNG 1, AOE 1.  Attacks with a sword that has materialized
from the element opposite of your foe's.
Class: Warlock
Gained: ---
My thoughts: A decent skill.  This skill will attack with the power as if you
were attacking your enemy with the opposite element (except for virtue and
bane).  It is strong, but its attack power is also based on INT, so if you plan
on using this a lot with your warlock, make sure they have good INT.

Fascination
Type: Area-Effect (bane)
Power: 0
Description: 15 MP, RNG 7, AOE 1-5.  Charms enemies with a flirtatious batting
of the eye lashes so that they join your troops.  AOE broadens as user's INT
goes up.

Class: Witch
Gained: ---
My thoughts: A decent skill.  It tops off at a 49% chance of working on the
enemy and making them your teammate for a turn or two.  It can get quite useful
when you are in a jam.

---Demi-Human Skills---

Thunder Arrow
Type: Missile (Wind)
Power: 45
Description: 15 SP, RNG 7, AOE 1.  Bolt of lighting.
Class: Hawkman
Gained: Level 10
My thoughts: A very good skill.  A hawkman has the ability to fly, meaning he
can go to high places easily.  Just have him sit on a perch and he can peg
people with this move.  It is quite strong with a decent chance of hitting.  A
good plus to the hawkman.

Lullaby

Type: Effect (Wind)
Power: 0
Description: 15 SP, RNG 6, AOE 1-5.  Listeners will be lulled to sleep by this
peaceful melody.  AOE broadens as user's INT goes up.
Class: Mermaid
Gained: ---
My thoughts: This skill proves useful.  As the spells that make enemies fall
asleep, this is basically the same thing.  Can get enemies to waste a turn
waking their teammate up.  But not worth getting a mermaid for.

Cheer
Type: Effect (Wind)
Power: 0
Description: 22 SP, RNG 5, AOE 1.  Listeners are temporarily uplifted by this
lively, booming voice.
Class: Mermaid
Gained: Level 15
My thoughts: This skill is not very good.  It takes a lot of SP for its effect,
and all it does is (I think) make your luck a little higher for a few turns. 
This skill has little effect.

Fairy's Kiss
Type: Effect (Virtue)
Power: 0
Description: 15 SP, RNG 1, AOE 1.  Cures abnormal statuses.  Recovers HP with
the healing power of a fairy.
Class: Fairy
Gained: Level 10
My thoughts: This skill is pretty good.  It will heal any abnormal status and
it will recover a fair amount of HP.  A good plus to the fairy class.

Fairy's Embrace
Type: Effect (Virtue)
Power: 0
Description: 25 SP, RNG 1, AOE 1.  Allows second turn.  Recovers HP with the
healing power of a fairy.
Class: Fairy
Gained: Level 15
My thoughts: Another fairy class plus.  This skill will heal minimal HP but it
will allow a second turn.  This is basically an upgraded time flux as a skill
for the fairy.

Magic Missile
Type: Missile (Virtue)
Power: 45
Description: 15 SP, RNG 7, AOE 1.  Sacred pellet.
Class: Fairy
Gained: Level 20
My thoughts: Quite useful.  Deals a very good amount of damage while dealing
damage to the fairy also, but, it is a pretty good trade of usually in the end.

Evil Eye
Type: Effect (Bane)
Power: 0
Description: 30 SP, unlimited range.  A deadly gaze that petrifies foes who are
not protected by shields.
Class: Gorgon
Gained: --- (not totally sure)
My thoughts: Decent skill.  It has a good effect but, it has a very low chance
of hitting and is NOT a spell to depend on.

Titan's Crush
Type: Missile
Power: 90
Description: 20 SP, RNG 7, AOE 1.  Crushes foe with gigantic boulder. 
Powerful, but not always accurate.
Class: Giant
Gained: Level 10
My thoughts: Useful, but not worth getting a giant for.  They are slow, but
strong just as this move is very inaccurate, but strong.  It can deal a lot of
damage, but it doesn't hit very often.

Poignant Melody
Type: Area-Effect (Virtue)
Power: 45
Description: 20 SP, RNG 6, AOE 1-5.  A requiem in the language of angels. 
Undead will recover HP/MP/SP.  AOE broadens as user's INT goes up.
Class: Angel Knight
Gained: ---
My thoughts: If you have a lot of Undead on your team, this skill is useful,
otherwise, it is useless.

Banish
Type: Area-Effect (Virtue)
Power: 35
Description: 25 SP, RNG 7, AOE 1-5.  Sacred Prayer that damages foes mentally
and banishes the unnatural.  AOE broadens as user's INT goes up.
Class: Angel Knight
Gained: Level 15
My thoughts: Near the end of the game, there are a lot of undead, this can be
very useful then as angel knights are also a decent class.  This is something
to consider as an addition in your team.

---Beast Skills---

Windstorm
Type: Area-Effect (Wind)
Power: 40
Description: 20 SP, RNG 7, AOE 5.  Tiny tornado.
Class: Griffin
Gained: Level 10
My thoughts: This is a decent skill.  It can do good damage from a long range
to a lot of people.

Fairy's Kiss
Type: Effect (Bane)
Power: 0
Description: 15 SP, RNG 1, AOE 1.  Damages and confuses foe with dark fairy
magic.
Class: Gremlin
Gained: Level 10
My thoughts: Will do minimal damage with a chance of confusing the victim, not
bad, but not worth getting a gremlin for.

Fairy's Embrace
Type: Effect (Bane)
Power: 0
Description: 25 SP, RNG 1, AOE 1.  Damages and petrifies foe with dark fairy
magic.

Class: Gremlin
Gained: Level 15
My thoughts: Decent damage with chance of petrification.  Not too bad, but
still not worth getting a gremlin for.

Strangling Tentacles
Type: Tentacle Attack
Power: 60
Description: 25 SP, AOE 2.  Furious 8 appendage attack.  Fixed chance of
Confusion.
Class: Octopus
Gained: Level 15
My thoughts: Does very good damage and has a chance of confusion.  One of the
better beast skills.

Mesmerize
Type: Breath Attack (Fire)
Power: 55
Description: 20 SP, AOE 1-4.  Damages foes with dark fire.  Fixed chance of
Asleep.  AOE broadens as user's INT goes up.
Class: Cerberus
Gained: Level 10
My thoughts: Good damage and a decent chance of putting the enemy to sleep. 
Also a good way to anger your friend when you go up and put a heap of his guys
to sleep in versus mode while doing good damage.

Petrifying Breath
Type: Breath Attack (Earth)
Power: 55
Description: 25 SP, AOE 1-4.  Damages foes with petrifying breath.  AOE
broadens as user's INT goes up.  Fixed chance of Stone.
Class: Cockatrice
Gained: Level 15
My thoughts: Good damage with a decent chance of turning the enemy to stone. 
Makes the Cockatrice a considerable class and makes up for some of the other
things it lacks.

---Dragon Skills---

Cold Breath

Type: Breath Attack (Water)
Power: 55
Description: 20 SP, AOE 1-4.  Damages foes with breath of cold.  Fixed chance
of Asleep.  AOE broadens as user's INT goes up.
Class: Water Dragon
Gained: Level 10
My thoughts: A strong attack, good skill for a dragon.  Can put an enemy to
sleep.  Also accessible through the dragon set.

Thunder Breath
Type: Breath Attack (Wind)
Power: 55
Description: 20 SP, AOE 1-4.  Damages foes with breath of lightning.  Fixed
chance of Paralysis.
Class: Wind Dragon
Gained: Level 10
My thoughts: A strong attack, good skill for a dragon.  Can paralyze an enemy. 
Also accessible through the dragon set.

Poison Breath
Type: Breath Attack (Earth)
Power: 55
Description: 20 SP, AOE 1-4.  Damages foes with toxic breath.  AOE broadens as
INT goes up.  Fixed chance of Poison.
Class: Earth Dragon
Gained: Level 10
My thoughts: A strong attack, good skill for a dragon.  Can poison an enemy. 
Also accessible through the dragon set.

Fire Breath
Type: Breath Attack (Fire)
Power: 55
Description: 20 SP, AOE 1-4.  Damages foes with breath of fire.  AOE broadens
as user's INT goes up.
Class: Fire Dragon
Gained: Level 10
My thoughts: A strong attack, good skill for a dragon.  It can confuse an enemy
even though it doesn't say this in the description.  Also accessible through
the dragon set.

Rotton Breath
Type: Breath Attack (Bane)
Power: 55
Description: 20 SP, AOE 1-4.  Damages foes with putrid breath.  Fixed chance of
decreased equipment ability.  AOE broadens as user's INT goes up.
Class: Zombie Dragon
Gained: Level 15
My thoughts: A strong attack, a good skill for a dragon.  May lower the
target's attack power.

---Special Class/Character Skills---

Star Tiara
Type: Eleanor's special Technique
Power: 60
Description: 60 MP.  Gathers the light of the stars to damage foes and banish
the undead.  The caster forgets this spell after use.
Class: N/A (Eleanor only)
Gained: 170 int without equipment
My thoughts: A very good attack.  Banishes the undead (not fallen) on the spot
and does excellent damage to all other enemies.  This is something you would
want to use fluid magic on eleanor for.  Eleanor can only use this move in
battle once.  The only time she would be able to use it more than once in
battle is if she gained a level after she had forgotten it.  Then she would
recall it again.  Otherwise, only one use per battle.

Temptation
Type: Deneb's special skill
Power: 0
Description: 15 MP, RNG 7, AOE 1-5.  Being in the service of Deneb is a dream
come true, no matter how brief!
Class: Witch* (Deneb only)
Gained: ---
My thoughts: An upgrade to fascination and a reason that Deneb is the witch to
choose if you want one on your team.  Instead of 49% with fascination, this one
will top at 99% likeliness of working.  It will charm the enemy and make them
on your side for a limited number of turns.

Summon Golem
Type: Summon (Earth)
Power: 60
Description: 20 MP, RNG 7, AOE 1.  Summons Golem, an enchanted mud doll that
can be unleashed on the enemy.
Class: Summoner (Elrik only)
Gained: ---
My thoughts: A good spell.  I like this one only because it is quite strong and
from certain spots, can be very accurate.  An excellent long range attack.

Energy Transfer
Type: Effect (Bane)
Power: 0
Description: RNG 7, AOE 1.  Recover MP in exchange for HP.
Class: Shaman (Euphaire only)
Gained: ---
My thoughts: Very useful.  This is like a fluid magic but it takes away your HP
instead of your MP.  Quite useful if you want someone to use a good spell on
their first turn.

Magic Barrage
Type: Area Effect Combo Spell (Virtue)
Power: 70
Description: RNG 7, AOE 5.  Fairy sisters' combo.  Sacred light damages foes
and banishes undead (fairies take damage).
Gained: --- (need two sisters, Lubina and Glycinia, standing next to each other
to use it)
My thoughts: Useful, but not worth putting both of the sisters in your team
for.  It is quite powerful, but if you are in a place with archers or fast
moving people, the damage the sisters can take may hurt you as it seems in many
battles, they seem to attract damage because they are weaker.

---Acquired Skills---

Atropos
Type: N/A
Power: 60
Description: Special sword technique (sword/katana/axe) in exchange for HP.
Class: N/A
Gained: Beat Margret in the battle at Ostorea West, you are then allowed to
permanently give it to one of your characters
My thoughts: Excellent.  Most people give this to their alphonse, but
otherwise, your strongest attacker.  This skill will take away about 20% of
your HP, but will about double or sometimes almost triple your attack power in
that attack.

Lachesis
Type: N/A
Power: 60
Description: Special bow technique in exchange for HP.
Class: N/A
Gained: Beat Quest 4, you are then allowed to permanently give it to one of
your characters
My thoughts: Just like atropos, but for a bow user.  Give it to an archer or
someone you just have use a bow a lot.  It will take about 20% of your HP but
increase your bow attack a lot.

Clotho
Type: N/A
Power: 60
Description: Special sword technique (thrusting sword/spear) in exchange for
HP.
Class: N/A
Gained: Beat Quest 5, you are then allowed to permanently give it to one of
your characters
My thoughts: Good for a dragoon or a valkyrie in most cases.  They are good
with spears and thrusting swords, so if you give them that, you will get the
extra 11% attack bonus AND get to use this move, which like the other two, will
take away about 20% of your HP but greatly improve your attack.

==========================
---8. Enemy Only Skills---
==========================

These are skills that belong ONLY to enemies that you face in the game.  You
can not get these skills normally in the game.

Summon Darkness
Type: Summon (Bane)
Power: 0
Description: Opens a portal to summon evil minions
Belongs to: Cirvante, Daemons
My thoughts: Not too much to worry about here.  The only thing this will affect
you with is that if you kill all of cirvante's minions, he will summon more.  I
personally have never seen a Daemon use it. Cirvante will summon gremlins,
undead guys, and gorgons.

Hell's Gate
Type: Direct Attack (Bane)
Power: 60
Description: 25 MP, RNG 1, AOE 2.  The terrifying power of darkness (Bane) that
steals souls.  Target loses consciousness and enters an eternal sleep.
Belongs to: Naris Batraal
My thoughts: This move is not really something you want to get hit by.  It will
do a lot of damage, and it affects to spaces in front of him.  It also has a
chance of an instant kill.

Ice Requiem
Type: Global Effect (Water)
Power: 50
Description: 30 SP.  Thrashes the enemy with frozen earth and ice pillars.
Belongs to: Shaher (Fallen Angel Form)
My thoughts: I HATE getting hit by this one.  In the battle with Shaher's first
form, it seems that every time he gets enough MP, he uses it.  It will hurt all
of your guys a lot and it has a decent chance of putting some of your guys to
sleep.

Anbicion
Type: Effect (Virtue)
Power: 70
Description: Transfer's foe's power to the swordhandler
Belongs to: Shaher (Fallen Angel Form)
My thoughts: Not really something to worry that much about.  It does a good
amount of damage, and it will also steal some of your MP.  It will give half of
both to Shaher.

Descent
Type: Summon (Bane)
Power: 0
Description: The power of the fallen angel is used to summon creatures who
exist between this world and the next.
Belongs to: Shaher (Fallen Angel Form)
My thoughts: Just like summon darkness except this is Shaher's move.  He will
summon guys like dark angels and daemons.

Day of Reckoning
Type: GLB Effect (Bane)
Power: 0
Description: Nightmarish vision causing abnormal status.
Belongs to: Shaher (Sacred Demon Form)
My thoughts: This is one of the weaker moves used by Shaher's Sacred Demon
form.  But it is still strong.  It can give your guys ANY status effect, and it
has a decent chance of doing it.  Shields will block this move though.

Apocalypse
Type: Area-Effect (Bane)
Power: 90
Description: Bolt of negative energy.
Belongs to: Shaher (Sacred Demon Form)
My thoughts: This will do a TON of damage to any one guy that you have.  The
only guy I have that it doesn't do anything to is my Lich.  Though this is not
his best move...

Cataclysm
Type: Global Attack
Power: 60
Description: Fierce demon-wing wind.  Violently throttles foes.
Belongs to: Shaher (Sacred Demon Form)
My thoughts: This is Shaher's best move in my opinion.  This will knock back
your guys one square backwards and do a LOT of damage.  It will, however, also
damage and move back his minions on the field, sometimes killing them.

Descent
Type: Summon (Bane)
Power: 0
Description: Summon the Sacred Demon's evil minions.
My thoughts: Basically the same as his other descent move, it just has a
different description.  He will summon dark ninjas, giants, and dragoons.

Shear
Type: Special Attack
Power: 80
Description: Lashes out at foes with whip-like arms.
My thoughts: This information is only available by hacking, so, it may not all
be correct (I do not hack).  This move is only something to worry about if you
are attacking shaher while standing right next to him, as in his next turn, he
will use this first and whip you backwards causing quite the damage.

====================
---9. Item Spells---
====================
Some items that you aquire in the game can use spells.  This section will
better explain that and list all of the items that can use spells, and which
spells they can use.

---Weapons---

Bloody Cleaver
Acquired: Defeat Naris Batraal. Path A= In charadrius, Path B= In the Crypt in
Ostorea
Spell: Life Force (Enfeeble; see stats above)
No Fixed Chance of Breaking

Oracion
Acquired: Quest Mode 5, Defeat all: 1-12 turns, Defeat Leader: 1-7 turns
Spell: Banish (see stats above)
No Fixed Chance of Breaking

Anbicion
Acquired: Beat the game and get ending A, B, C, or D
Spell: Anbicion
No Fixed Chance of breaking

**Because "Anbicion" cannot be accessed any other way, I will list the stats
here.

Anbicion
Type: Direct Attack (Virtue), Forfeit HP
Power: 65
Description: AOE 2, Use swords sacred power.
My thoughts: This move attacks the two people in front of you, but takes away
about 25% of your HP.  Still a good move, but not worth equipping the Anbicion
for if you have a snapdragon.

Kerykeion
Acquired: Quest Mode 5, Defeat all: 1-12 turns, Defeat Leader: 1-7 turns
Spell: Dark Quest (Fiend's Grip; see stats above)
Fixed Chance of Breaking

Ripple's Staff
Aquired: Versus Mode or Glycinia comes equipped with one if you get her at
Haena just before you go to ostorea.
Spell: Shining (Divine Radiance; see stats above)
Fixed Chance of Breaking

Fire Wand
Aquired: Euphaire comes equipped with it or beat Quest 1, Defeat all: 13-18
turns, Defeat Leader: 10-20 turns
Spell: Firestorm (see stats above)
Fixed Chance of Breaking

Ice Wand
Acquired: Elrik comes equipped with it or beat Quest 1, Defeat Leader: 1-7
turns, or beat Quest 2, Defeat All: 13-18 turns
Spell: Ice Field (see stats above)
Fixed Chance of Breaking

Wind Wand
Aquired: beat Quest 1, Defeat all: 13-18 turns, Defeat Leader: 10-20 turns
Spell: Thunder Flare (see stats above)
Fixed Chance of Breaking

Earth Wand
Acquired: beat Quest 1, Defeat all: 1-12 turns, Defeat Leader: 8-9 turns
Spell: Crag Crush (see stats above)
Fixed Chance of Breaking

---Rings---

Firedrake Ring
Acquired: beat Quest 1, Defeat all: 19-25 turns, Defeat Leader: 21-25 turns
Spell: Firestorm (see stats above)
Fixed Chance of Breaking

Water Ring
Acquired: beat Quest 1, Defeat all: 19-25 turns, Defeat Leader: 21-25 turns
Spell: Ice Field (see stats above)
Fixed Chance of Breaking

Wind Ring
Acquired: beat Quest 1, Defeat all: 19-25 turns, Defeat Leader: 21-25 turns
Spell: Thunder Flare (see stats above)
Fixed Chance of Breaking

Earth Ring
Acquired: beat Quest 1, Defeat all: 19-25 turns, Defeat Leader: 21-25 turns
Spell: Crag Crush (see stats above)
Fixed Chance of Breaking

Sacred Ring
Acquired: VS mode
Spell: Heal (see stats above)
Fixed Chance of Breaking

Dark Ring
Acquired: VS mode
Spell: Dark Quest (Fiends Grip; see stats above)
Fixed Chance of Breaking

============================
---10. Necklace of Resist---
============================
The Necklace of Resist is an accessory.  It will remove all effects from
spells, but the downside is you can't use spells.  You are also no longer able
to heal using spells such as heal, heal plus, etc.  You can, however, use
skills that that character has, and you are still able to be affected by skill
attacks and status effects.

Advantages:
-No effect on you done by spells at all
-You can still use your skills
-You can still be healed by healing skills (fairy's kiss, fairy's embrace, etc)
Disadvantages:
-You can't use spells
-You can't be healed with healing spells
-You can still be affected by status effects and skills

Recommended characters to use it on:
-Fairy (be careful of the healing though)
-Any other beast or dragon that can't use spells

Not Recommended for:
-Obviously any magic user (wizard, witch, siren, etc)
-Probably not for a swordmaster or a dragoon because they do have spells that
they can use, and they are your frontal attackers most of the time meaning they
may need to be healed every so often.

=================
---11. Credits---
=================
First and Foremost, I would like to thank me for writing this FAQ and getting
99% of the information in it all on my own.

I would like to thank litch80 and bearman6 for a little info on time flux and
teleport.

I would like to thank Dhooper (basketball boy) for being someone compete with
and make me keep updating this thing to keep up with his.

I would like to thank Larzu56 for info on Hell's Gate, Magic Barrage, and
Anbicion.

I would like to thank Terence for info on Shear.

I would like to thank DaDestinAngel for info on Fascination and a little on
time flux and teleport.

I would like to thank Atlus and Nintendo for producing such an awesome game.

And of course, CjayC for running this great site.

===========================================
---12. Contact and Copyright Information---
===========================================

If you see any mistakes or have any suggestions or comments on my FAQ, you can
contact me on the gamefaqs message boards under the name BlueWizard13.  Or you
can e-mail me at BlueWzrd13@aol.com.

This document is copyright 2002 BlueWizard13.  You may not put this document or
any part of it on your site without my permission.  If you do get my
permission, you must copy it in full and give me full credit.  The only site
currently allowed to host this document is gamefaqs.com.  If you DO see this
FAQ on any other site, please notify me immediately.