Tactics Ogre: The Knight of Lodis
Version: 1.5
Created by: Darren Hooper, hooper_darren@hotmail.com

The Guide to Spells & Abilities

Table of Contents

I. Version History
II. About this FAQ
III. The Basics of Spells and MP
A. How to Equip a Spell
B. What Kind of Spells are there
C. MP/SP and how it works
IV. Who can/should Cast What Kind of Spells
A. Who can Cast What Kind of Spells
B. Who Should Cast What Kind of Spells
V. The Spells
A. Missile Spells/Attacks
B. Area-Effect Spells
C. Support Spells
D. Summon Spells
E. Breath Attacks
F. Effect Spells
G. Direct Attack Spells
H. Special Attack Spells
VI. Spell Combo's
VII. Shops
VIII. Enemy Spells
IX. Items that Cast Spells
X. Contact
XI. Credits
XII. Copyright

----------------------------------------------------------------------
I. Version History
-------------------------------------------------------------------

Version 1.0 (7/28/2002) This is the first version of my first FAQ. I know that
there will be lots to add so I'm bracing myself.

Version 1.1 (8/11/2002) Adding more info on where to find certain spells.

Version 1.2 (8/11/2002) Added locations of more of the spells and added a
section about shopping for Spells.

Version 1.3 (8/14/2002) Added a Contact section. Also added a Spell Combo's
section. Added my opinions/ratings for some of the spells. Fixed some mistakes
about the level on which you gain some abilities. Also revamped the spell
section to make it look better.

Version 1.4 (8/15/2002) Added some new credits, changed some of the spell
description (thank you Rashidi) and got rid of my ratings, left my opinion on
it but no more A's and B's.

Version 1.5 (8/20/2002) Added neoseekers to my copyright notice, in the next
version I will be posting some of the items that can cast spells, and my
opinions on those, darn support spells.

-------------------------------------------------------------------
II. About this FAQ
-------------------------------------------------------------------

This FAQ is going to be a FAQ that will tell you what spells to cast when and
on whom. It will also tell you about the different people that can cast spells
and what spells they can cast.

-------------------------------------------------------------------
III. The Basics of Spells and MP
-------------------------------------------------------------------

-----Part A------

How to equip a spell: I'll bring you through this from the beginning, first you
must be on the Organize screen. Then you must select the character you want to
equip the spell to. Once you are on the Character Data screen press R and then
select the "Spell" option. Now if you see blank space in the box below talent
then you can equip a spell, if you see a box with and X in it you cannot equip
a spell there. The maximum number of spells you can have equipped at one time
is four. This means that if you see a small blank space and then 3 boxes with
X's in them, then you can equip 1 spell.

Now to actually equip the spell you must press A twice over a blank space. This
will bring you to a screen showing you all the spells that you have in your
possession. If the name of the spell is written in black lettering, click on it
once to equip it. If the name of the spell is written in grey lettering then
you cannot equip the spell while you are in your current class. If the name of
the spell is written in red then all the copies you have of that spell have
already been equipped, you can only equip one copy of one spell to one person
at a time. You are allow to equip two of the same spell to a person though, if
you have enough copies, not that you would ever want to do that.

Now to remove a spell all you have to do is move the cursor over the spell and
then press L and it disappears from your list and goes back into your
inventory. Now if you go on to a characters spell screen and one of the spells
there is written in red there is no way to remove it, so don't even try.
Usually those abilities written in red are abilities that only the class you
are in have so don't expect to use in when you change classes, the spots that
the abilities are in can't be changed so they aren't really spell slots.

-----Part B-----

What kinds of spells are there: There are 8 types of spells. The 8 types are
Missile Spells/Attacks, Area-Effect Spells, Support Spells, Summon Spells,
Breath Attacks, Effect Spells, Direct Attack Spells and Special Attack Spells.
Here are the general descriptions for all of the types of spells.

Missile Spells/Attacks: These are the bottom of the barrel they do little
damage and don't always hit, there only redeeming fact about them is that they
only usually cost a few mp to cast so you could cast them all day.

Area-Effect Spells: These spells are the all-purpose spells of the game. They
are almost spilt into two parts the elemental Area-effect Spells and the bane &
virtue Area-Effect Spells. The elemental Area-effect Spells do as much damage
as Missile Spells but they never miss, ever. Also after your spell caster has
more then 70 Int instead of only affecting 1 space, it will effect five, in a +
pattern. The Bane & Virtue Area-Effect Spells are very different though some
don't ever affect more than one space and some don't do damage, look for more
detailed information under the spell section.

Support Spells: This is mixed bag, so you'll have to look under the spells
description to find out more information.

Summon Spells: A massive area of effect spell that does massive damage. It is
different then area-effect spells because what a summon does is it targets all
of the people inside the AOE (area of effect) with 1-10 attacks (1 attack per
20 Int.) The main difference though is that the attacks the summon makes can
miss, depending on what direction the person is facing, their agility, your
agility and what you are standing on.

Breath Attacks: An attack that only a few animals and anyone with the dragon
set equipped have. They are pretty powerful but at first they can only reach
one space in front of where you character is facing but eventually it has an
AOE of 4 in a < shape. They also never miss. Though the effect that the breath
has does not always works.

Effect Spells: These are the spells that don't go under any other category,
like Support Spells it is a mixed bag.

Direct Attack Spells: They are exactly what they say you must get beside your
opponent to use the spell. They are usually pretty powerful, though they do not
always hit.

Special Attack Spells: These are some of the most powerful attacks in the game
which why there are only 4. They can be equipped anything but beasts and
dragons, whether they have a spell slot or not it automatically takes up the
fourth spell slot (used completely for these skills). One of which though can
only be given to one specific person. Other then that they share nothing in
common so you will have to look at their descriptions to find out more.

-----Part C-----

MP/SP and how it works: MP is a very important part of spell casting, this is
for obvious reasons because without MP/SP you can't cast spells (you can use
some abilities but that's different.) The first thing you must know about MP is
that it does not work like HP, at the beginning of a match you have 0 MP and
then it goes up by 10 every turn. This means that for your first turn (unless
you have Euphaire or some items) you have no MP, and only once you are on your
second turn do you get 10MP. There are of course a few items that can raise
your MP, both temporarily and permanently. SP is a little different, for one
there is no way to raise its max other then by levelling up, and there in no
item, or spell that can raise it during a match. One thing you must remember is
that every spell takes away from you MP and only so much will regenerate every
turn to you must remember to conserve it.


-------------------------------------------------------------------
IV. Who can Cast What Kind of Spells
-------------------------------------------------------------------

------
Part A
------

Who can cast what spells:

------
Humans:
------

Soldier: They can only equip the Special Attack Spells, they have no spell
slots.

Ninja:  They can equip all Missile Spells (except Lightning Bow) and get
Shuriken Barrage as an ability (not un-equipable.) They can also equip all of
the Area-Effect spells except for Exorcism, Fiend's Grip, Brain Sap and
Enfeeble, they have one spell slot.

Archer: They can, like soldiers only equip the Special Attack Spells, they have
no spell slots.

Wizard: Finally a real magic class. Despite the fact that they have 3 magic
slots they can't cast anything that a ninja couldn't. They can also equip the
Special Attack Spells.

Cleric: These are one of the three healing classes. They have 3 spell slots. In
these 3 slots you can put in any Virtue spells except for Resurrection,
Tranquillize, Divine Radiance and Ingis Fatuus. They can also equip the Special
Attack Spells.

Knight: They can cast Heal, Cleanse and Lightning Bow, though they have only
one spell slot.

Swordmaster: They can cast any support spell but the virtue element ones and
the bane ones, but one can cast Fluid Magic. They also get two abilities,
Pelting Fury- a Missile Attack Spell and Swallow's Daze- a Direct Attack Spell.
They also (like all the other classes) can equip the Special Attack Spells.
They have one spell slot.

Valkyrie: They can cast any spell that a wizard can but, with one less spell
slot. They can also equip the Special Attack Spells

Dragoon: Dragons have one spell slot I which they can put any one missile
spell, except for Lightning bow. They can also equip the Special Attack spells.

Siren: They have 3 spell slots into which you can put in everything a wizard
can, plus all of the Summon Spells. They can also equip the Special Attack
Spells.

Warlock: They can equip any support spell except for the Virtue ones and all
the bane ones except for Fluid Magic. They also get the special ability Barren
Soul. They of course can also equip the special attack spells. They have two
spell slots.

Witch: They can cast anything a Warlock can. They also have 2 spell slots. They
also get the special ability Fascination.

Priest: This is the Cleric's upgrade and the second best healing class. They
have three spell slots, in which they can put any Virtue spell, except for
Ignis Fatuss. They can also equip the Special Attack Spells.

Beast Tamer: They have no spell slots, so the only thing they can equip are the
Special Attack Spells.

Dragon Tamer: They have one spell slot. In this spell slot you can equip any of
the Missile Spells, except for Lightning Bow. They can also equip the Special
Attack Spells.

------------
Demi-Humans:
------------

Fairy: They have no spell slots, but they get 3 abilities, Fairy's Kiss,
Fairy's Embrace and Magic Missile. They can also equip the Special Attack
Spells.

Hawkman: They, like fairies have no spell slots, but they get one ability,
Thunder Arrow. They can also equip the Special Attack Spells.

Mermaid: They have no spell slots, but they have 2 abilities, Lullaby and
Cheer. They can also equip the Special Attack Spells.

Giant: They have no spell slots but they get the ability Titan Crush. They
cannot learn the Special Attack Spells.

-------------------
Transcended Beings:
-------------------

Lich: They have 3 spell slots to equip any spell they can. They can equip any
equip able spell except for all the virtue ones and summons.

Angel Knight: They have no spell slots but have two special abilities, Poignant
Melody and Banish. They can also equip the Special Attack Spells.

--------------
Undead Beings:
--------------

Ghost: They have 3 spells slots that you can fill with, Nightmare, Brain Sap,
Cursed Existence and Enfeeble. They can also equip the Special Attack Spells.

Dragon Zombie: They have no spell slots, they do have Rotten Breath as an
ability though. They cannot learn the Special Attack Spells.

-------------------------------------------------------------------------------
Beasts: (Note: None of the Beasts can learn the Special Attack Spells, and none
of them have Spell Slots)
-------------------------

Griffin: There only ability is Windstorm.

Cockatrice: There only ability is Petrifying Breath.

Octopus: There only ability is Strangling Tentacles.

Cerberus: There only ability is Mesmerize.

----------------------------------------------------------------------------
Dragons: (Note: None of the Dragons can learn the Special Attack Spells, and
none of them have Spell Slots)
------------------------------

Thunder Dragon: They have the ability Thunder Breath.

Red Dragon: They have the ability Fire Breath.

Earth Dragon: They have the ability Poison Breath.

Blue Dragon: They have the ability Cold Breath.

Mushus: They have the ability to use the Breath Weapon that corresponds to
their element. Fire element Mushus get Fire Breath, wind element Mushus get
Thunder Breath, earth element Mushus get Poison Breath and water element Mushus
get Poison Breath.

Naga: They have the ability to use the Breath Weapon that corresponds to their
element.

Vrtra: They have the ability to use the Breath Weapon that corresponds to their
element.

----------------------------
Denizens of the Netherworld:
----------------------------

Gorgon: They have no spell slots but they get the ability Evil Eye. They can
equip the Special Attack Spells.

Gremlin: They have no spell slots but they get 2 abilities, Fairy's Kiss and
Fairy's Embrace. They can equip the Special Attack Spells.

-------------
Hero Classes:
-------------

High Priest (Rictor Lasanti): The third (and best) of the healing classes, he
has 3 spell slots in which to put *any* Virtue spells. He can also equip the
Special Attack Spells.

Sorceress (Cybil Alinda): She has three spell slots into which she can put
everything but any Virtue spell or any Bane spell other then Nightmare, Fluid
Magic and Fiend's Grip. She can also equip the Special Attack Spells.

Shaman (Euphaire): She has three spell slot which she can put everything but
any Virtue spell, except Ignis Fatuss or any Bane spell other then Necromancy.
She can also equip the Special Attack Spells.

Summoner (Elrik): He has two spell slot into which he can put everything but
any Virtue spell, except Ignis Fatuss or any Bane spell other then Necromancy.
He also has the special ability Sumoon Golem. He can also equip the Special
Attack Spells.

Lesser Daemon (Saia): He has two spell slots into which he can put any Bane
spell except Fiend's Grip, Necromancy and Fluid Magic. He can also equip the
Special Attack Spells.

The Witch* (Deneb Rhode): She has 2 spell slot into which she can put every
spell that a normal Witch can plus all of the summons, Cursed Existence, Faith
and Tranquillize. She also has the special ability Temptation. She can also
equip the Special Attack Spells.

------
Part B
------

What spells should they equip:

-------
Humans:
-------
Soldier: My suggestion is to equip nothing, they could equip a Special Attack
Spell but you probably shouldn't because soldiers are not very strong so the
moves would be wasted.

Ninja: Since they only have one magic slot, my suggestion is to equip the
elemental Area-Effect Spells that matches that character element, because
Shuriken Barrage works fine as a Missile Spell.

Archer: My suggestion is to equip nothing, but if you use them as your main
bowman then they actually are good candidates for Lachesis but if you use a
Hawkman or Angel Knight as your bowman equip it to them.

Wizard: I would suggest giving a wizard, the Area-Effect Spell that matches
their element, the Missile Spell that matches your element and a Area-Effect
Spell that doesn't match your element (though still not the opposite. Saying
this a wind element wizard would have these 3 spells equipped, Thunder Flare,
Air Blade and Firestorm/ Ice Field. I wouldn't suggest giving any of the
Special Attack Spells to a wizard because the spells rely too much on strength
and wizards are (in general) weak.

Cleric: My suggestion would be to give a cleric the following three spells,
Heal Plus (the beat of the healing spells, Faith (to get rid of Undead) and
Lightning Bow (the only offensive spell a Cleric can cast) if your not dealing
with undead then switch out Faith for Cleanse (to get rid of abnormal status.)
Though they are stronger then wizards (Strength Wise) they are still weak, so
don't give them any of the special attack spells.

Knights: My suggestion would be to equip them with Heal, because Cleanse never
was too useful for me anyway and Lightning Bow relies on agility to determine
whether it hits or not and a knights agility is not very good. You could put
Atropos on a Knight because they have high HP and high defense which will
offset the HP loss (when using Teleport/Atropos in Quest Mode this is
important.)

Swordmaster: I usually equip one with one of 3 spells Molten Blade, Teleport or
Ray of Paralysis. There are many options so equip what you think is
appropriate. My other suggestion is whenever you can't reach your opponent any
don't have much MP use Pelting Fury, it may not do much but some is better then
none. In regard to Swallow's Daze it is decent move but only use it if it is a
desperate situation. When speaking about the Special Attack Spells, you should
give Atropos to your strongest Swordmaster.

Valkyrie: My suggestion would be to equip the Area-Effect and Missile Spell
that match your element. Saying that a Water element Valkyrie would have the
following two spells equipped, Ice Javelin and Ice field. They can also equip
the Special Attack Spells and one of the best candidates for Clotho, though
Dragoons are better.

Dragoon: My suggestion is a simple one, give the Dragoon the Missile Spell that
matches its element, and then only use it as a last resort because Dragoons are
(in general) stupid. They are also one of the best candidates for Clotho, but
many people use them with a sword so that would be stupid. Personally I use
them with spears, but I don't have any on my main team so I have it on Elrik.
About Atropos they are a good candidate because they have high HP and high
defense which will offset the HP loss (when using Teleport/Atropos in Quest
Mode this is important.)

Siren: My suggestion is to put the same thing you put on your wizard on your
Siren unless you use your Siren as your main Summoner then instead of putting
in the two Area-Effect Spells put in the elements Summon spell. So a fire Siren
would look like this, Salamander, Fireball and Thunderbird/ Gnome. Don't give
them one of the Special Attack Spells there too weak.

Warlock: I would suggest that you put Ray of Paralysis and one other spell for
the other spell I suggest either Petrifying Cloud, Teleport, Poison Squall or
Molten Blade, I would choose this second one based on your Element. In regard
to the Special Attack Spells even though a Warlock is not a bad fighter one can
just not compare to some of the other classes (strength wise.)

Witch: My suggestion for the Witch is the exact same as the one for the
Warlock. When talking about putting the Special Attack Spells on a Witch, stop,
and never think about it again, don't do it they're to weak.

Priest: There are so many different ways you can set up a Priest I will tell
you my three favorites. Set-up 1: Resurrection (to bring back the dead), Heal
Plus (to make sure you don't have to use Resurrection) and Divine Radiance (to
do massive damage, so your heavy hitters can finish them off.) Set up 2:
Resurrection (same reason as before), Faith (to get rid of un-dead) and Heal
Plus (same reason as before.) Set-up 3: Full Heal (bring a guy from 1 to full
health in one shot), Lightning Bow (so the Priest can do some damage without
wasting too much MP) and Resurrection (same reason as stated before.) You can
choose whichever or even make your own, though personally I think #1 is one of
the best set-ups out there. On the note of Special Attack Spells, like Clerics
they're too weak for them. I also have a verses mode set-up (because you can't
use Resurrection in vs. mode.)

Dagon Tamer: Simple what to do, put in whatever Missile Spell matches there
Element, and don't bother with the Special Attack Spells Dragon Tamer's are too
weak.

Beast Tamer: Nothing, don't equip anything at all, they are way to weak to
equip any of the Special Attack Spells and they have no spells slot.

Demi-Humans: (Note: I'm only going to talk about Hawkmen because you shouldn't
even consider putting any of the Special Attack Spells on any of the other
Demi-Humans, and none of them have spell slots so telling you what to put in
them would be a little redundant.)

Hawkman: They actually are one of the better choices for Lachesis, the other
good one is an Angel Knight but personally I like it better on an Angel Knight,
but if you disagree go right ahead and put it on a hawkman they are still a
very good choice.

-------------------
Transcended Beings:
-------------------

Lich: Since a Lich is more of an offensive spellcaster then a supportive
spellcaster I would suggest that you equip the following three spells, Fiend's
Grip (for large amounts of Area-Effect damage), Time Flux (to let one of the
other characters on the team go again) and Enfeeble (to do some damage in a
pinch while getting some HP back too. Don't equip the Special Attack Spells to
a Lich they're (like most spellcasters) too weak.

Angel Knight: They have no spell slots so they can't equip anything but the
Special Attack Spells and a Angel Knight is actually a good candidate for one,
Lachesis. They are in my opinion the best candidate for it, for two reasons,
one, they can fly and two, they also have of there really good abilities to
back it up.

--------------------------------------------------------------------------------
Undead Beings: (Note: I will only talk about the Ghost because the Zombie
Dragon has no spell slots and it can't equip the Special Attack Spells.)
-----------------------------------------------------------------

Ghost: They have little choice about what they can equip but the ones they can
equip aren't bad, so my suggestion is to equip, Nightmare (2nd turn attack),
Brain Sap (to get enough MP for Enfeeble), Enfeeble (main attack spell, do some
decent damage while getting back HP).

-------------------------------------------------------------------------------
Beasts and Dragons (Note: I'm not going to talk about them because they have no
spell slots and cannot equip the Special Attack Spells, So like most of the
Demi-Humans me telling you about what to equip would be extremely silly. If you
do want to know how to effectively use these abilities look at the spells
description, I'll tell you there.)
----------------------------------

----------------------------
Denizens of the Netherworld:
----------------------------

Gorgon: Don't equip anything they're too weak to effectively use the Special
Attack Spells, your going to have to deal with only using Evil Eye (which is a
good spell anyway.)

Gremlin: Like Fairy's they are very weak and have low HP so even if you did do
some damage the amount you would take yourself would be crippling (i.e., where
you might have survived one hit before, you might not now.)

-------------
Hero Classes:
-------------

High Priest (Rictor Lasanti): I suggest you use the same set-up as you would a
priest except use Ignis Fatuss as your attack spell (if you want one.) In
regard to the Special Attack Spells, though he is a decent fighter he's just
not quite good enough to really do the amount of damage you want to get from
those spells.

Sorceress (Cybil Alinda): It is hotly debated how Cybil should be set up so I
will show what in my opinion are the best three ways (Note: These are all done
with Cybil as a Wind element character.) Set-up #1, (use this if you have no
Fluid Magic user/ Euphaire) Air Blade (use this when your really low on MP),
Thunder Flare (use this when you have some MP but not much) and Thunderbird
(use once you've spent the turns building up the MP.) Set-up #2 (Use this if
you have a Fluid Magic user/ Euphaire, but only use them once a match), Air
Blade (use this when your running low on MP), Thunderbird (use this right after
your MP is charged up to do some big damage early) and Fenrir/ Salamander (use
this when your opponent is particularly resistant to Wind element attacks.)
Set-up #3 (use this when your not afraid to use you Fluid Magic user/ Euphaire
often), Thunderbird (use this in the same way as you would in Set-up #2),
Fenrir/ Salamander/ Ignis Fatuss (use this in the same way as you would in
Set-up #2) and Fiend's Grip (use this when either you see a large group of
people together or when your opponent is very fast and your summons would
barely hit.) I personally use Set-up #3 in combination with Euphaire and a
Priest. Though Cybil is a better fighter then the average spellcaster she still
isn't strong enough to use the Special Attack Spells so don't equip them to
her.

Shaman (Euphaire): (Note: This is all based upon Euphaire being a Fire element
character.) I have two different set-ups that work well with Euphaire. Set-up
#1 (general set-up, use if Euphaire is the one that give the party MP, not
visa-versa) Firestorm (to use if you don't need to give anyone MP but don't
have enough MP for Salamander) and Salmander (to use if you have a lot of MP
and don't need to give MP to anyone else.) Set-up #2 (Use if Euphaire is your
main summoner) Salamander (main attack spell), Gnome/Tunderbird/Ignis Fatuss 
(use if opponent is resistant to fire.) Euphaire is way to weak to use a
Special Attack Spell.

Summoner (Elrik): (Note: This is based on Elrik being a Earth element
character): Like Euphaire I will tell you 2 different set-ups. Set-up #1 (use
if Elrik has little MP support) Acid Vapour (2nd turn attack, only use if
necessary) and Gnome (to use once you have enough MP), whenever you have 20-30
MP use Summon Golem. Set-up #2 (Use if Elrik has a lot of MP support) Gnome
(main attack spell), Fenrir/ Salamander/ Ignis Fatuss (use if opponent is
resistant to earth spells. Elrik is a decent candidate for Clotho and
personally I use him for that, but only because no one else on my team has a
spear/thrusting sword.

Lesser Daemon (Saia): I have one spell set-up for Saia and Rashidi has another,
mine is, Enfeeble (for some decent damage while healing) and Brain Sap (so you
have enough MP to use Enfeeble.) Rashidi's is to put Enfeeble and Nightmare and
here's why, "The best spell set up for Saia is Nightmare and Enfeeble. Why?
Because the Bloody Cleaver can be used as an item (without breaking) to cast
Enfeeble. So Saia can use all three of his spells." As for the Special Attack
Spells, though he would be a good candidate for Atropos but you get him to late
so he can't learn it.

Witch* (Deneb Rhode): I have two good set-ups for Deneb. Set-up #1 (Use if
she's more offence then support) Petrifying Cloud (if your opponent can't
remove the effect, the person that was effected, is out of the match) and
whichever summon corresponds to her element (use once you've build up enough
MP.) Set-up #2 (Use if she's the one who gives the group MP) Fluid Magic (to
give the group MP) and Ray of Paralysis (use if no one needs MP.) She is (like
most spellcasters) weak so don't give her the Special Attack Spells.

-------------------------------------------------------------------
V. The Spells
-------------------------------------------------------------------

------------------------------
Part A: Missile Spells/Attacks
------------------------------

Air Blade
Game Description: Missile (Wind). 6 MP, Range 7, AOE 1. Spinning ring of wind.
Power: 35
Cost: 400 Goth.
Rating: This spell though not very useful, uses very little MP so it can be
used when you are running low, on a personal note I think that this is the
third best looking Missile Spell.

Fireball
Game Description: Missile (Fire). 6 MP, Range 7, AOE 1. Fireball that damages a
foe, burns fields and melts snow.
Power: 35
Cost: 400 Goth.
Rating: This spell is like the above spell but actually is better because it
can burn grass/snow, which may not sound important, but it helps in treasure
hunting and it can also make a space that previously would have hindered your
character, help him/her.

Acid Vapor
Game Description: Missile (Earth). 6 MP, Range 7, AOE 1. Vapor that corrodes
target.
Power: 35
Cost: 400 Goth.
Rating: This spell is exactly like Air Blade in what it does except for I don't
like the animation as much ;).

Ice Javelin
Game Description: Missile (Water). 6 MP, Range 7, AOE 1. Piercing ice spear.
Power: 35
Cost: 400 Goth.
Rating: This spell is exactly like Acid Vapor and Air Blade and just like them.

Lightning Bow
Game Description: Missile (Virtue). 6 MP, Range 7, AOE 1. Bolt of electrical
energy hits target.
Power: 35
Cost: 500 Goth.
Rating: This spell is exactly like the other Missile Spells but this one is
Virtue and during the game there are a lot of Bane enemies so it can be more
effective.

(Note: All of the above spells are available form stores at the beginning of
the game.)

Magic Missile
Gained: By Fairy's at level 20)
Game Description: Missile Attack (Virtue). 15 SP, Range 7, AOE 1. Sacred
pellet.
Power: 45
Rating: The best Missile Spells (closely followed by Thunder Arrow), it is tied
for 2nd for power and with it being wielded by a fairy is almost never misses
and as an extra bonus it is a Virtue spell, which is always good, but it costs
a lot of MP. I also think that it has the second best animation. A fairy should
always use this when they get the chance.

Pelting Fury
Gained: As soon as the character becomes a Swordmaster.
Game Description: Missile Attack. 0 MP, Range 7, AOE 1. Hurls a stone at the
enemy.
Power: 30
Rating: This spell though has less power then the buyable Missile Spells it
takes no MP and when its being used by a Swordmaster it doesn't miss often,
though its worthy to note that a Swordmaster should only use this if he cant
reach his opponent, but it can be used every turn so you can build up the MP to
use your support spell.

Shuriken Barrage
Gained: As soon as the character become a Ninja.
Game Description: Missile Attack. 0 MP Range 7, AOE 1. Small weapons thrown at
a foe with decent accuracy.
Power: 25
Rating: This is the worst Missile Spell even though it uses no MP and is very
accurate it is very very weak, so you ninja should only use it on the first
turn if he/she can't reach his/her opponent but can reach with this. Don't use
if you have enough MP to use another spell.

Thunder Arrow
Gained: By Hawkmen at level 10.
Game Description: Missile (Wind). 15 SP, Range 7, AOE 1. Bolt of lightning
shocks enemy.
Power: 45
Rating: This is the second best Missile, and I think that it has the best
animation, it does cost a lot of MP though (in comparison to the others), but
its all that a Hawkman has to look forward to so a Hawkman should use this
anytime he gets the chance.

Titan Crush
Gained: By Giant's at level 10.
Game Description: Missile Attack, 20 SP, Range 7, AOE 1. Crushes foe with
gigantic boulder. Powerful, but not always accurate.
Power: 90
Rating: The first thing to not is that even though it doesn't say it in the
game when a giant uses this ability the target (if hit) has a chance of being
instantly killed. Though this spell (damage wise) is one of the most powerful
in the game it is horribly inaccurate, never above 49% and if the giant's
agility is lower then the character that he is using on it gets even lower, and
with a giant's agility that's common. Though if your opponent has been slowed
down or is unable to move and it hits it is going to hurt a lot.

(Note: The above spells are only available if your are currently in the
specified class)

--------------------------
Part B: Area-Effect Spells
--------------------------

Thunder Flare
Game Description: Area-Effect (Wind). 12 MP, Range 6, AOE 1-5. Lighting strikes
to damage foes. AOE increases with the users INT.
Power: 35
Where you can get it: Mullin drops it as her War Trophy in the Scabellum story
battle.
Cost: 800 Goth.
Rating: This is the average Area-effect spell, I say this because all it does
is damage and not to much at that, even saying that, it still isn't a bad
spell.

Firestorm
Game Description: Area-Effect (Fire). 12 MP, Range 6, AOE 1-5. Pillars of fire
that damages foes, burns fields and melts snow. AOE increases with the users
INT.
Power: 35
Cost: 800 Goth.
Rating: This one does the same amount of damage as Thunder Flare but it also
burns all of the spaces that is hits which is very helpful not only in treasure
hunting but it can also make a space that previously would have hindered your
character, help him/her.

Crag Crush
Game Description: Area-Effect (Fire). 12 MP, Range 6, AOE 1-5. Damages foes
with a falling boulder. AOE increases with the users INT.
Power: 35
Where you can get it: The wizard at the Formido Fortress story battle drops it
as a War trophy.
Cost: 800 Goth.
Rating: This spell is exactly like Thunder Flare except that it does the damage
with a different element.

Ice Field
Game Description: Area-Effect (Water). 12 MP, Range 6, AOE 1-5. Damages foes by
freezing the air. AOE increases with the users INT.
Power: 35
Cost: 800 Goth.
Rating: This spell is like Crag Crush, with Water element damage.

(Note: All of the above spells can be bought from stores after the Formido
Fortress Battle.)


Exorcism
Game Description: Area-Effect (Virtue). 25 MP, Range 5, AOE 1-5. Banishes
undead (can't resurrect). Spell does not effect undead that are retrieving. AOE
increases with the users INT.
Power: 0
Cost: 1250 Goth. Can be bought at any time after the Solea story battle
Rating: This a specialty spell, if you're fighting undead you'll be so happy
that you have it, but if you're not fighting undead you're going to be saying
to yourself "Why do I have this spell?" When fighting undead it can instantly
banish them, if it hits and its pretty accurate. Though when fighting living
creatures it does nothing.

Fiend's Grip
Game Description: Area-Effect (Bane). 18 MP, Range 6, AOE 1-5. Damages foes by
the hand of an evil spirit. . AOE increases with the users INT.
Power: 55
Where you can get it: Fiend's Grip is acquired by beating the Harmonia story
battle.
Rating: This is the most powerful Area-effect spell, and it only cost 6 MP more
then the other damaging Area-Effect spells! It also is of the Bane element and
you fight a lot of Virtue enemies near the end of the game, so that makes it
that much more effective.

(Note: All of the above Area-Effect spells increase from 1 to 5 spaces affected
when the caster's INT passes 70.)

Nightmare
Game Description: Area-Effect (Bane). 8 MP, Range 7, AOE 1. Foe drifts into
unconsciousness and suffers from malignant nightmares.
Power: 20
Cost: 500 Goth. Can be bought at any time after the Formido Fortress Battle
Rating: First thing to say is that the spell can sometimes cause the target of
the spell to fall asleep. Though it can make the opponent fall asleep it is
rare and the damage the spell does is minimal.

Brain Sap
Game Description: Area-Effect (Bane). 15 MP, Range 4, AOE 1. Absorbs MP.
Power: 0
Cost: 800 Goth. Can be bought at any time after the Solea story battle.
Rating: Hmmm a spell that does MP damage and then gives the damage to the user
of the spell, sounds helpful doesn't it? It isn't as effective as it may seem
though it still is good. The reason that is not as effective as it looks is
that there are other spells that can give you MP and they give you more, and if
it hits it doesn't do too much damage meaning that you don't get much back, and
to top it off its range is low meaning that an opponent can run up to the
caster next turn and exact some, painful revenge.

Enfeeble
Game Description: Area-Effect (Bane). 15 MP, Range 4, AOE 1. Absorbs HP.
Power: 0
Where you can get it: It is equipped on Saia if you get him, is also equipped
on some ghost's at Gryllus, but they do not drop it as war trophy's.
Rating: Takes about 5-15% of the opponents max HP and adds it to your current
HP, though it can still not go over you max HP. This spell also through any
defences which makes it very effective.

(Note: Even though these are Area-Effect spells, they only affect 1 space,
don't ask me why they are like this they just are.)

Banish
Gained: only by Angel Knights when they reach level 15
Game Description: Area-Effect (Virtue). 25 SP, Range 6, AOE 1-5. Sacred prayer
that damages foes mentally and banishes the unnatural. Area of Effect increases
with user's INT.
Power: 35
Rating: Banishes undead and removes MP from anyone else that it is cast on.
When talking about this spell think Exorcism with a bit of Brain Sap thrown in
making it better then both.

Fascination
Gained: As soon as the character becomes a Witch
Game Description: Area-Effect (Bane), 15 MP, Range 7, AOE 1-5. Charms enemies
with a little flirtatious batting of the eye lashes so that they join your
troops. Area of Effect increases with caster's INT.
Power: 0
Rating: This is a half-decent spell, which if it hits is very effective, but it
can never has a success rate of above 49% unless they are parilized/asleep but
why would you want to charm them then. Though its low accuracy it a small price
to pay for charming a possible 4 people.

Poignant Melody
Gained: As soon as the character becomes an Angel Knight
Game Description: Area-Effect (Virtue), 20 SP, Range 6, AOE 1-5. A requiem in
the language of angels. Undead will recover HP/MP/SP. Area of Effect increases
with user's INT.
Power: 45
Rating: This spell does what it does well unfortunately it only works on two
classes Ghosts and Zombie Dragons.

Windstorm
Gained: Only by Griffins when they reach level 10
Game Description: Area-Effect (Wind), 20 SP, Range 7, AOE 5. Tiny tornado hits
target.
Power: 35
Rating: Think Thunder Flare with a longer range, and you've got this spell,

Part C:  Support Spells

Harnella's Influence
Game Description: Global Support (Wind), 10 MP. Strengthens Wind, weakens
Earth.
Power: 0
Cost: 400 Goth. Available in stores from the beginning of the game on.
Rating: This spell raises all of the spaces on the playing field's bonus by +5
to Wind and -5 to Earth, which really isn't . (Note: All Global Support spells
affect the entire field.)

Summon Tempest
Game Description: Global Support (Wind), 15 MP. Summons storm.
Power: 0
Cost: 600 Goth. Can be bought at any time after the Urodela story battle.
Rating:

Haste
Game Description: Support (Wind), 20 MP, Range 7, AOE 1. Temporarily increases
speed and allows movement beyond normal range.
Power: 0
Cost: 1000 Goth. Can be bought at any time after the Solea story battle.
Rating:

Teleport
Game Descriptions: Support (Wind), 25 MP, Range 1, AOE 1, Teleports ally.
Allows you to teleport one ally to any space (except obstacles) on the field.
Power:0
Where you can get it: A Swordmaster in the Haena story battle drops it as a War
Trophy (Path A only).
Rating: Cannot be used in Vs. Mode.

Ray of Paralysis
Game Description: Support (Fire), 15 MP, Range 7, AOE 1-5, Paralyzing ray. Area
of Effect increases with caster's INT.
Power: 0
Cost: 800 Goth.
Rating:

Zoshonel's Influence
Game Description: Global Support (Fire), 10 MP; Strengthens Fire, weakens
Water.
Power:
Cost: 400 Goth.
Rating: Raises all of the spaces on the playing field's bonus by +5 to Fire and
-5 to Water

Clear Sky
Game Description: Global Support (Fire), 15 MP, Drives away wind and rain.
Power: 0
Cost: 600 Goth.
Rating:

Molten Blade
Game Description: Support (Fire), 20 MP, Range 7, AOE 1. Temporarily strengthen
ally's weapon.
Power: 0
Cost: 600 Goth.
Rating:

Berthe's Influence
Game Description: Global Support (Earth), 10 MP, Strengthens Earth, weakens
Wind.
Power: 0
Cost: 400 Goth.
Rating: Raises all of the spaces on the playing field's bonus by +5 to Earth
and -5 to Wind.

Constrain
Game Description: Support (Earth), 20 MP, Range 7, AOE 1, Temporarily lowers
speed and restricts movement by changing target's movement type.
Power: 0
Cost: 800 Goth.
Rating:

Hurdle Wall
Game Description: Support (Earth), 20 MP, Range 7, AOE 1, Moves ally to
adjacent panel regardless of elevation.
Power: 0
Cost: 800 Goth.
Rating:

Petrifying Cloud
Game Description: Support (Earth), 25 MP, Range 7, AOE 1-5. Petrifying gas
creeps from the earth, turning foes to stone. Area of Effect increases with
user's INT.
Power: 0
Where you can get it: The Witch in the Ostorea Throne Room story battle has it,
dropped as her War trophy.
Rating:

Slumber Mist
Game Description: Support, 15 MP, Range 7, AOE 1-5, Foes lured to sleep by
chilling breeze. Area of Effect increases with caster's INT.
Power: 0
Cost: 800 Goth.
Rating:

Grueza's Influence
Game Description: Global Support (Water), 10 MP; Strengthens Water, weakens
Fire.
Power: 0
Cost: 400 Goth.
Rating: Raises all of the spaces on the playing field's bonus by +5 to Water
and -5 to Fire.

Purify
Game Description: Support (Water), 10 MP, Range 7, AOE 1, Recovers target from
abnormal status. Which are, paralysis, charm, sleep, confusion, poison and
petrified.
Power: 0
Cost: 600 Goth.
Rating:

Poison Squall
Support, 20 MP, Range 6, AOE 1-5, Saturates air with toxic elements, damaging
and poisoning foes. Area of Effect increases with caster's INT.
Power: 20
Cost: 600 Goth.
Rating:

Heal
Game Description: Support (Virtue), 8 MP, Range 7, AOE 1. Recovers HP of living
character, excludes undead.
Power: 25
Cost: 400 Goth.
Rating:

Cleanse
Game Description: Support (Virtue), 10 MP, Range 7, AOE 1; Recover from
abnormal status.
Power:0
Where you can get it: The Cleric at the Formido Fortress story battle drops it.
Can also be taken from the cleric at the Naja story battle. Cost: 1000 Goth.
Rating: Which are, paralysis, charm, sleep, confusion, poison and petrified.

Faith
Game Description: Global Support (Virtue), 15 MP, Hearts are purified by God's
grace, and the undead that are about to revive are banished.
Power: 0
Cost: 400 Goth.
Rating:

Tranquillize
Game Description: Global Support (Virtue) 15 MP, Negates support/fear effects.
Power: 0
Cost: 600 Goth.
Rating: Takes away anything that raises or lowers someone else's bravery level.

Heal Plus
Game Description: Support (Virtue), 12 MP, Range 6, AOE 1-5, Multiple
characters recover HP, excludes undead. Area of Effect increases with caster's
INT.
Power: 35
Cost: 1000 Goth.
Rating:

Full Heal
Game Description: Support (Virtue), 18 MP, Range 1, AOE 1, Recovers target's HP
fully (not undead).
Power: 0
Cost: 1250 Goth.
Rating: Always heals 999 damage, still can't go over your max.

Resurrection
Game Description: Support (Virtue), 25 MP. The soul is returned by prayer.
Power: 0
Where you can get it: Dropped by the Priest in the Sotavento story battle.
Rating:

Cursed Existence
Game Description: Global Support (Bane), 15 MP, The undead are immediately
resurrected by the evil god, Asmodee.
Power: 0
Cost: 400 Goth.
Rating: Any undead that are resurrecting come back immediately.

Fluid Magic
Game Description: Support (Bane), 8 MP, Range 7, AOE 1, Transfers MP to an
ally.
Power: 0
Cost: 1200 Goth.
Rating: However much HP damage it does your character the person that it is
directed to gets that much MP.

Time Flux
Game Description: Support (Bane), 25 MP, Range 6, AOE 1, Allow second turn.
Power: 0
Where you can get it: Dropped by the witch in the Charadrius story battle (Path
B only).
Rating:

Necromancy
Game Description: Support (Bane), 25 MP, When cast before battle's end, revives
dead characters as undead.
Power: 0
Where you can get it: Beat the third quest in a certain amount of turns.
Rating: Humans and Transmigrated characters turn into Ghosts and dragons turn
into Zombie Dragons, does not work on anyone else.

(Note: All of the above spells with an AOE increase in range from 1 to 5 spaces
affected when the caster's INT passes 70.)

Part D: Summon Spells

Thunderbird
Game Description: Summon (Wind), 35 MP, RNG 5, AOE 13. Summons Thunderbird, the
spirit of lightning. Number of summons depends on user's INT.
Power: 55
Where you can get it: Either having Cybil in your party (Path A) or killing her
when she is possessed (Path B).
Rating: All of the Summon Spells except for Summon Golem are the same in what
they do so there isn't much difference between them, bu they are all still
very, very good spells.

Salamander
Game Description: Summon (Fire), 35 MP, Range 5, AOE 13. Summons Salamander,
spirit of Fire. Number of summons depends on user's INT.
Power: 55
Where you can get it: Dropped by Euphaire at the Blete story battle.
Rating: (Stated above)

Gnome
Game Description: Summon (Earth), 35 MP, RNG 5, AOE 13. Summons Gnome, the
spirit of earth. Number of summons depends on user's INT.
Power: 55
Where you can get it: Dropped by the Siren in Naja story battle.
Rating: (Stated above)

Fenrir
Game Description: Summon (Water), 35 MP, Range 5, AOE 13. Summons Fenrir, the
spirit of Ice. Number of summons depends on user's INT.
Power: 55
Where you can get it: Dropped by Elrik at the Belleza story battle.
Rating: (Stated above)

Ignis Fatuus
Game Description: Summon (Virtue); 35 MP, RNG 5, AOE 13, Summons Ignis Fatuus,
the spirit of light. Number of summons depends on user's INT.
Power: 55
Where you can get it: It is equipped on Rictor when he joins your party (Path
B) or if on Path A you get when you kill him at the Ostorea Crypt story battle.
Rating: This spell is better then all of the other Summon Spells because of one
thing, its virtue element, making it more effective.

(Note: For the above you get 1 summon attack per 20 Int for up to 10 attacks)

Summon Golem
Game Description: Summon (Earth); 20 MP, Range 7, AOE 1, Summons Golem, an
enchanted mud doll that can be unleashed on the enemy.
Power: 55
Where you can get it: It is equipped on Elrik and it cannot be unequipped.
Rating: This is a very good spell but it just can't compare (damage wise) to
the other Summon Spells. It is sort of funny though when you see it run up to
something hug it then try to kill it.

Part E: Breath Attacks

Thunder Breath
Gained: Only on wind element dragons of the 10th level and people of the wind
element with the dragon set on.
Game Description: Breath Attack (Wind), 20 SP, AOE 1-4. Damages foes with
breath of lightning.  Fixed chance of paralysis.  AOE increases with caster's
INT.
Power: 55
Rating: This is the best of the dragon breath's, because paralysis is the best
effect out of all of them, because it doesn't allow the opponent do anything
until its passed and hitting them won't bring them out of it.

Fire Breath
Gained: Only on fire element dragons of the 10th level and people of the fire
element with the dragon set on.
Game Description: Breath Attack (Fire), 20 SP, AOE 1-4. Damages foes with
breath of fire. Fixed chance of confusion.  Area of Effect increases with
caster's INT.
Power: 55
Rating: This is the second worst dragon breath, I say this because confusion
may not help you at all there is an equal chance of the character affected by
it to attack your party as it is to attack your opponents.

Poison Breath
Gained: Only on earth element dragons of the 10th level and people of the earth
element with the dragon set on.
Game Description: Breath Attack (Earth), 20 SP, AOE 1-4. Damages foes with
toxic breath. Fixed chance of poison.  Area of Effect increases with caster's
INT.
Power: 55
Rating: This is the worst dragon breath simply because poison is the worst
status effect, it does minimal damage and is easily cured.

Cold Breath
Gained: Only on water element dragons of the 10th level and people of the water
element with the dragon set on.
Game Description: Breath Attack (Water), 20 SP, AOE 1-4. Damages foes with
breath of cold. Fixed chance of sleep.  Area of Effect increases with caster's
INT.
Power: 55
Rating: This is the middle breath, not really good but not bad, even though the
affected character is immediately awakened when hit, it does give you the
chance to hit with some of those low accuracy, high power attacks.

Rotten Breath
Gained: Only on Zombie Dragons of the 15th level
Game Description: Breath Attack (Bane), 20 SP, AOE 1-4. Damages foes with
putrid breath. Fixed chance of decreased equipment ability. Area of Effect
increases with caster's INT.
Power: 55
Rating: This is the second best dragon breath simply because lowering the
opponents equipment strength just rocks suddenly your opponents all powerful
weapon is just good, and you just got your big chance to kill him/her. Its not
as good as paralysis though because it doesn't matter how good an opponents
weapon is if they can't move.

Mesmerize
Gained: Only by Cerberus of the 10th level
Game Description: Breath Attack (Fire), 20 SP, AOE 1-4. Damages foes with dark
fire. Fixed chance of sleep. Area of Effect increases with user's INT.
Power: 55
Rating: This is identical to Cold breath except that it is of a different
element.

Petrifying Breath
Gained: Only by Cockatrice's of the 15th level
Game Description: Breath Attack (Earth), 25 SP, AOE 1-4. Fixed chance of stone.
Damages foes with petrifying breath.  Area of Effect increases with user's INT.
Power: 55
Rating: Bow down to the best breath weapon, nothing beats turning your opponent
to stone, its like killing them without doing massive amounts of damage and
wasting your time.

(Note: When the AOE goes from 1-4 it is in a < shape instead of the usual +
shape.)

Part F: Effect Spells

Divine Radiance
Game Description: Effect (Virtue), 30 MP, RNG 7, AOE 1. Delivers massive
damage.
Power: 0
Where you can get it: The Priest in the battle at Ostorea South drops it or you
can persuade one of the Priests in Charadrius (Path A only)
Rating: This spell deals about 90% of the targets current HP in damage but its
accuracy never goes above 49% unless the target is asleep/paralysed. All that
damage from one spell, wow, combine this spell with on that will paralyse/ put
your opponent to sleep and you've got one deadly combo.

Cheer
Gained: Only by Mermaid's of the 15th level
Game Description: Effect (Wind), 22 SP, Range 5, AOE 1, Listeners are
temporarily uplifted by this lively, booming voice.
Power: 0
Rating: This makes the person who it was cast on faster, and able to move
farther, even though that is a decent bonus it's not really worth 22 SP.

Energy Transfer
Gained: Known automatically by Shaman's)
Game Description: Effect (Bane), Range 7, AOE 1, Recover MP in exchange for HP.
Power: 0
Rating: This spell takes about 1/4 of Euphaire's HP and gives the damage to
another character in the form of MP. This is an amazing spell because you can
do so many things with it and as a bonus it doesn't cost Euphaire any MP
meaning you can do it first turn. A common strategy with this spell is to cast
it on your healer then the healer heals Euphaire leaving her as good as new and
your healer with lots of MP.

Fairy's Kiss
Gained: Only by Fairy's of the 10th level
Game Description: Effect (Virtue); 15 SP, Range 1, AOE 1; Cures abnormal status
while recovering HP with the healing power of a fairy.
Power: 0
Rating: This spell is like a weaker Heal plus a Cleanse thrown in, making it a
very good spell for the amount of MP it costs.

Fairy's Embrace
Gained: Only by Fairy's of the 15th level
Game Descriptions: Effect (Virtue); 25 SP, Range 1, AOE 1; Allows second turn
while recovering HP with the healing power of a fairy.
Power: 0
Rating: This is a very very good spell it's like Time Flux with some healing
thrown it.

Lullaby
Gained: Automatically known by Mermaid's
Game Description: Effect (Wind), 15 SP, Range 6, AOE 1-5, Listeners will be
lulled to sleep by this peaceful melody. Area of Effect increases with caster's
INT.
Power: 0
Rating: Exactly like Slumber Mist, but with SP.

Fairy's Kiss (Evil)
Gained: Only by Gremlin's of the 10th level.
Game Description: Effect (Bane), 15 SP, RNG 1, AOE 1.  Damages and confuses foe
with dark fairy magic.
Power: 0
Rating: A decent spell which is the exact opposite of the other Fairy's Kiss,
it doesn't do much damage and it only sometime causes confusion.

Fairy's Embrace (Evil)
Gained: Only by Gremlin's of the 15th level.
Game Description: Effect (Bane) 25 SP, RNG 1, AOE 1.  Damages and petrifies foe
with dark fairy magic.
Power: 0
Rating: Does only a little more damage then Fairy's Kiss (Evil) but it can
inflict petrify which is the best status effect.

Part G: Direct Attack Spells

Barren Soul
Gained: Known as soon as your character becomes a Warlock
Game Description: Direct Attack (All Elements), 25 MP, Range 1, AOE 1. Attacks
with a sword that has materialized from the element opposite of your foes.
Power: 60
Rating: This spell is very good is does lots of damage, and that's without it
making itself strong against your opponents element which is very helpful.

Swallow's Daze
Gained: Only by Swordmaster's of the 20th level
Game Description: Direct Attack, Forfeit HP, Range 1, AOE 1. Topples and
paralyses foe with the force of sword-wind (katana).
Power: 30
Rating: This attack can only be used when the Swordmaster is using a katana,
which may be okay early in the game but later when you get better weapons you
most likely won't want to have a katana equipped, plus it doesn't do much
damage, rarely paralyses and it hurts the Swordmaster.


Part H: Special Attack Spells

Temptation
Gained: As soon as your character becomes Deneb
Game Description: Deneb's special skill, 15 MP, Range 7, AOE 1-5; Being in the
service of Deneb is a dream come true, no matter how brief! Area of Effect
increases with Deneb's INT.
Power: 0
Rating: First off the main difference between Fascination and Temptation is
that Temptation's hit rate caps at 99%, not 49% like other Witches' Fascination
skill. Also Deneb is faster then the average Witch making this even more
effective. Charm is a very good status effect as long a your not stupid and
attack your charmed people.

Strangling Tentacles
Gained: Only by 15th level Octopi
Game Description: Tentacle Attack, 25 SP, AOE 2. Furious 8-appendage attack. 
Fixed chance of confusion.
Power: 60
Rating: This spell is a lot like Clotho with a bit of confusion, unfortunately
it is much less accurate in general and Octopi are v e r y  s l o w, making it
even harder to hit.

Star Tiara
Gained: Only by Eleanor, once she has 170 INT *without* the help of items
Game Description: Eleanor's Special Technique; 60 MP; Gathers the light of the
stars to damage foes and banish the undead. The caster forgets this spell after
use.
Power: 60
Rating: This a very very good spell because it does decent damage to everyone
on the field, plus it banishes undead, and to top it off it a Virtue spell
which is always good, the only bad thing is that you will most likely only use
it once during a match, the drawback though bad the pros of this spell far
outweigh the cons.

Atropos
Game Description: Special sword technique (sword/katana/axe) in exchange for
HP. Power: 60
Where you can get it: Can only be learned after fighting Margaret. You only
have one chance to give it to someone so pick well.
Rating: This spell is massively power but yes there is a downside, it takes
away about 1/4 of your HP to do the attack, you cannot die from this though.
Even though it takes away HP this spell is very very good.

Lachesis
Game Description: Special bow technique in exchange for HP.
Power: 60.
Where you can get it: Learned after beating the 4th quest. You can choose to
not learn it when you beat it and do it later, but you still can only learn it
once.
Rating: Everything that was said above holds true for this spell, though I
think this spell actually does less damage but it does have a range so even
though it does less damage, it is still good.

Clotho
Game Description: Special sword technique (thrusting sword/spear) in
exchange for HP.
Power: 60.
Where you can get it: Learned after beating the 5th quest. You can choose to
not learn it when you beat it and do it later, but you still can only learn it
once.
Rating: Everything that was said about Atropos hold true here, though it seems
to do a little less damage to one person comparatively to Atropos, it can hit
two people in a straight line.

VI. Spell Combo's

Sometimes doing one spell to lead up to another can be very helpful and here
are some of them that seem to work well. (Note: Almost all of these can be
stopped in one-way or another)

The "Teleport + Atropos= Lots of damage" combo
This is a decently effective combo that has a few different incarnations. The
first is just to wait a little into the match and then cast Teleport on you
Atropos user. Usually the player chooses to either Teleport the character
behind the leader (because they are the strongest, of course that also makes it
do less damage) or the team's healer (because one of these will usually kill a
Preist/ Cleric and that is a massive loss.)

The "Energy Transfer + Teleport + Atropos= First turn quest mode win" combo
This is another incarnation of the above combo and is probably more effective,
though more so in quest mode. How it works is Euphaire casts Energy transfer on
your Teleport user and then your Teleport user casts Teleport on your Atropos
user who then teleports behind someone on the opposing team mostlikly killing
them.

(Note: Neither of the above two combo's can be used in vs. mode because
Teleport is banned.)

The "Molten Blade + Atropos= Ouch!" combo
This combo is the third incarnation of the Teleport + Atropos combo and is
possibly the most damaging. It is quite simple in how it works one of
characters cast Molten Blade on your Atropos user, and then your Atropos user
walks up to an opponent and does some serious damage (if it hits.) This one can
also be combined with Teleport so you're that you Atropos user can get behind
anyone he/she wants to. Remember though that Teleport cannot be used in vs.
Mode

The "Atropos + Time Flux + Atropos= 2x the damage" combo



VII. Shops

Start of Game:

Air Blade: 400 Goth
Harnella's Influence: 400 Goth
Fireball: 400 Goth
Ray of Paralysis: 800 Goth
Zoshonel's Influence: 400 Goth
Acid Vapour: 400 Goth
Berthe's Influence: 400 Goth
Ice Javelin: 400 Goth
Slumber Mist: 800 Goth
Grueza's Influence: 400 Goth
Purify: 600 Goth
Heal: 400 Goth

After the Formido Fortress story battle:
Everything that was there before plus..

Thunder Flare: 800 Goth
Firestorm: 800 Goth
Crag Crush: 800 Goth
Constrain: 800 Goth
Ice Field: 800 Goth
Nightmare: 500 Goth

After the Urodela story battle
Everything that was there before plus..

Summon Tempest: 600 Goth
Clear Sky: 600 Goth
Molten Blade: 600 Goth
Hurdle Wall: 800 Goth
Poison Squall: 600 Goth
Lightning Bow: 500 Goth
Cleanse: 1000 Goth
Faith: 400 Goth
Cursed Existence: 400 Goth

After the Solea story battle
Everything that was there before plus..

Haste: 1000 Goth
Tranquillize: 600 Goth
Heal Plus: 1000 Goth
Exorcism: 1250 Goth
Brain Sap: 800 Goth

After the Sotavento story battle
Everything that was there before plus..

Full Heal: 1250 Goth
Fluid Magic: 1200 Goth

VIII. Enemy Spells

Hell's Gate
Gained: Only by Naris
Game Description: The terrifying power of (Bane) darkness that steals souls.
Target loses consciousness and enter an eternal sleep.
Power: 60
Other Info: It costs Naris 20MP has a range of two and the AOE is 2 also, it is
exactly like Clotho without hurting Naris and with a 20% instant death chance.

Anbicion (Steal souls)
Gained: Only by Shaher
Game description: Effect (Virtue). Transfer's foe's power to the swordhandler.
Power: 70!
Other Info: It costs no MP but it only has a range and AOE of 1. It is like a
short ranged Enfeeble with more power.

Anbicion (use HP)
Gained: By using the Anbicion's special ability.
Game Description: Attack (Virtue). Forfeit HP. AOE 2. Use sword's sacred power.
Power: 65
Other Notes: This spell is like a slightly more powerful Clotho.

Summon Darkness
Gained: You can't, but its on daemons and some other people.
Game Description: Summon (Bane). Opens a portal to summon evil minions.
Power: 0
Other Notes: It costs no MP a summons either a ghost or Undead Knights. The new
character will appear right beside the user of the spell.

Ice Requiem
Gained: Only by the Sacred Demon form of Shaher
Game Description: Global Effect (Water). 30SP. Thrashes the enemy with frozen
earth and ice pillars.
Power: 50

Day of Reckoning
Gained: Only by the Sacred Demon form of Shaher
Game Description: GLB Effect (Bane). Nightmarish vision causing abnormal
status.
Power: 0
Other Notes: People with shield automatically resist this.

Apocalypse
Gained: Only by the Sacred Demon form of Shaher
Game Description: Area-Effect (Bane). Bolt of negative energy.
Power: 90!!
Other Notes: Massive damage, but only to one character.

Cataclysm
Gained: Only by the Sacred Demon form of Shaher
Game Description: Global Effect. Fierce demon-wing wind. Violently throttles
foes.
Power: 60
Other Notes: Hits everyone on field except for Shaher, including enemies. Costs
0 MP.

Descent
Gained: Only by the Sacred Demon form of Shaher
Game Description: Summon (Bane). Summons the Sacred Demon's evil minions.
Power: 0
Other Notes he uses this when his minion amount goes to two or below he summons
enough, Hell Giants, Predators, and Dark Stalkers to bring his minion total to
4 but no higher.




IV. Contact

To contact me with any question/ comments about my FAQ email me at
hooper_darren@hotmail.com with the subject being "FAQ"

X. Credits

Me: For writing it.

CjayC: For making GameFAQs

Atlus: For making such a wonderful game.

BlueWizard: For driving my to make my FAQ better.

ShoemakaJake: For believing that I could actually make this FAQ.

SilverWizard: For believing that I could actually make this FAQ, and for giving
me some of his opinions on stuff. Also for giving me info about Hell's Gate and
Apocalypse.

Jvtruman: For reminding me that Saia can't get Atropos because you get him
after you get it.

Rashidi: For showing me another set-up for Deneb, how good Pelting Fury is and
that Atropos is also good on Knights and Dragoons.

XI. Copyright

This document is the sole property of hooper_darren@hotmail.com, and copyright
2002.  Unauthorized reproduction, either in print, electronic, or other format
is expressly prohibited without consent of the author.  Individuals may
download this document from the following authorized websites:
GameFAQs (www.gamefaqs.com)
http://www.neoseeker.com