The First Fantasy [RPG] [OOC Thread]
by 1018peter
~~
Tens of thousands of millenniums ago, there was no such thing as 'magic'. The human race evolved and prospered without it. From the age of lords and kings to the age of technology, they had many wars, but in the end, they still managed to survive.
The year was 2050 AD, the humans finally dug into Earth's Asthenosphere. Twelve mysterious crystals were awakened by the drills and resurfaced throughout the globe. The human governments, like they had always been, logically tried to lock down the crystal sites in their countries. This failed, however, as the crystals spread their magical energy all around them, connecting them with billions of animals, humans and plants. The animals became magical beasts, the plants became overgrown and sentient. The humans, however, were able to control the magic and utilize it. We call them the "Magi".
Some of the Magi dedicated themselves to protecting what they love, be it their families, the environment or whatever. They gathered around the crystals and enshrined them. We call them the Crystal Order. Others wished to destroy the crystals and turn everything back to normal again. We call them the Nebula Order. Still others took advantage of their powers and created religions, governments and crime syndicates.
With the many Magi societies on the rise, many countries fell in chaos, and the UN went defunct. Some were able to successfully suppress the chaos, although with witchhunting and White Terror. Just when they thought things couldn't get worse, the crystals caused the continents to shift drastically, as if they were trying to get closer to each other.
Twenty years later... March 1st, and this is where our story branches... greenhorns in the Crystal Order, and rookies in the Nebula Order. They'll cross paths, as friends against common foes, and foes against each other...
~~
GAMEPLAY: show
You'll join as a new member of either the Crystal Order or the Nebula Order. There are five slots for each party. Just read the CHARACTER CREATION section down below and follow the instructions there, then post your sheet in this thread down below. I'll go through your sheet and if it's okay, you'll be informed.
IC sessions take place every weekend on the Discord chat (the link will be provided at the very bottom of this post). What happened will be recorded and posted in this thread as well as the ADVENTURE LOG section of this post.
The goal of the Crystal Order is to preserve the crystals and establish a harmonious world of Magi, while the goal of the Nebula Order is to destroy the crystals and return the world to its previous state. Combat-wise, the Nebula Order have unique weaponry at their disposal, which will be disclosed in the WEAPON ARCHIVES section.
There are nine elements: Fire/Ice/Thunder/Poison/Earth/Wind/Water/Light/Dark. They're used in attack effectiveness.
There are nine stats: Health Points (HP), Move/Mana Points (MP), Constitution (CON), Strength (STR), Magic (MAG), Resistance (RES), Spirit (SPR) Dexterity (DEX) and Initiative (INIT).
HP: Self explanatory. Goes down to zero and you get KO'd, though you can still be revived through items and spells. HP = (400 + ((Level+2)^2)*CON)
MP: You use MP to perform special moves, whether it is casting magic spells or doing a sweet bayonet combo. MP = 20 + MAG + Level.
CON: How big you are. Used to calculate HP.
STR: Your raw physical strength. Used to calculate damage dealt with physical attacks.
MAG: Your magical strength. Used to calculate damage dealt with magical attacks.
RES: Your ability to take physical hits. Can be improved through wearing armor.
SPR: Your ability to resist magical attacks. Can be improved through wearing robes.
DEX: How agile you are. Used to calculate initiative as well as other actions such as Thief's Steal.
INIT: You cannot invest points directly into INIT. Decides who goes first in a battle. INIT = 1d10 + DEX.
If any of your stats go below 0 due to the gears you're wearing, you must unequip them until you no longer have negative stats.
Damage is calculated through this formula:
Recovery (from moves) is calculated through this formula:
If your action has the same element as your character, the action gets an extra +2 STR/MAG boost in power. Healing moves can be used against undead enemies, effectively ignoring their RES/SPR.
Aside from your Special Abilities, you have the basic "Attack" and "Defend" commands. "Attack" is an action with 1x Modifier and is always a physical attack, whose element depends on the weapon. Defend simply halves your damage taken directly.
In battle, the character with the highest INIT goes first, and so on. If there's an INIT tie, the character with the highest DEX goes first instead. If the DEX is the same as well, then it will be decided randomly. Combat ends when one side decides to flee, one side is completely KO'd, or some special events occur that immediately resolve the combat.
You start at Level 1. Every now and then, when the party hits a certain milestone, a level-up occurs. This grants you 6 stats points as well as 3 APs to distribute. APs can be used to learn new actions as well as upgrade existing ones. (Actions may cost different number of APs).
An unique class system is at place in a similar fashion of Final Fantasy V. You get a number of CPs after every battle, and once you get 100 CPs, you can get a new passive ability. If you choose not to get a new passive ability right away, you can get a better one after you get 100 more CPs, and so on. What's different is that you get to make up your own class, catering to your character's needs.
IC sessions take place every weekend on the Discord chat (the link will be provided at the very bottom of this post). What happened will be recorded and posted in this thread as well as the ADVENTURE LOG section of this post.
The goal of the Crystal Order is to preserve the crystals and establish a harmonious world of Magi, while the goal of the Nebula Order is to destroy the crystals and return the world to its previous state. Combat-wise, the Nebula Order have unique weaponry at their disposal, which will be disclosed in the WEAPON ARCHIVES section.
There are nine elements: Fire/Ice/Thunder/Poison/Earth/Wind/Water/Light/Dark. They're used in attack effectiveness.
There are nine stats: Health Points (HP), Move/Mana Points (MP), Constitution (CON), Strength (STR), Magic (MAG), Resistance (RES), Spirit (SPR) Dexterity (DEX) and Initiative (INIT).
HP: Self explanatory. Goes down to zero and you get KO'd, though you can still be revived through items and spells. HP = (400 + ((Level+2)^2)*CON)
MP: You use MP to perform special moves, whether it is casting magic spells or doing a sweet bayonet combo. MP = 20 + MAG + Level.
CON: How big you are. Used to calculate HP.
STR: Your raw physical strength. Used to calculate damage dealt with physical attacks.
MAG: Your magical strength. Used to calculate damage dealt with magical attacks.
RES: Your ability to take physical hits. Can be improved through wearing armor.
SPR: Your ability to resist magical attacks. Can be improved through wearing robes.
DEX: How agile you are. Used to calculate initiative as well as other actions such as Thief's Steal.
INIT: You cannot invest points directly into INIT. Decides who goes first in a battle. INIT = 1d10 + DEX.
If any of your stats go below 0 due to the gears you're wearing, you must unequip them until you no longer have negative stats.
Damage is calculated through this formula:
- Code: Select all
(Move/Spell Modifier) x (Elemental Modifier) x (ATK or MAG)^2 - (Defensive Modifier) x (RES or SPR)^2 = Damage Dealt
Recovery (from moves) is calculated through this formula:
- Code: Select all
(Move/Spell Modifier) x SPR^2 = HP Recovered
If your action has the same element as your character, the action gets an extra +2 STR/MAG boost in power. Healing moves can be used against undead enemies, effectively ignoring their RES/SPR.
Aside from your Special Abilities, you have the basic "Attack" and "Defend" commands. "Attack" is an action with 1x Modifier and is always a physical attack, whose element depends on the weapon. Defend simply halves your damage taken directly.
In battle, the character with the highest INIT goes first, and so on. If there's an INIT tie, the character with the highest DEX goes first instead. If the DEX is the same as well, then it will be decided randomly. Combat ends when one side decides to flee, one side is completely KO'd, or some special events occur that immediately resolve the combat.
You start at Level 1. Every now and then, when the party hits a certain milestone, a level-up occurs. This grants you 6 stats points as well as 3 APs to distribute. APs can be used to learn new actions as well as upgrade existing ones. (Actions may cost different number of APs).
An unique class system is at place in a similar fashion of Final Fantasy V. You get a number of CPs after every battle, and once you get 100 CPs, you can get a new passive ability. If you choose not to get a new passive ability right away, you can get a better one after you get 100 more CPs, and so on. What's different is that you get to make up your own class, catering to your character's needs.
RULES: show
1. No bunnying. Don't control other players' characters. (Violating this will get you kicked out of the game)
2. No godmodding. This one should be obvious enough. (Violating this will get you kicked out of the game)
3. Please respect other players. I'm not going to be a parent and sort out fights. (Violating this will result in vocal warnings or mutes)
4. If you're going to be inactive for a short period of time or you're going to miss a session, please inform me. I'll automate your character during the time. I'd do it for you if you don't show up anyway, but it'd also get me a bit angry, and no one wants that, right?
5. If you're going to leave, please inform me as well. I'll give your character a suitable end as the plot allows.
6. You can only play one character at a time.
7. As long as there is still at least one free slot, the signups will be open.
8. Sometimes, I may get a bit busy, creating a sort of pseudo-hiatus (a whole month at worst). Don't worry about it, though, as I'll come up with side events as you guys wait.
2. No godmodding. This one should be obvious enough. (Violating this will get you kicked out of the game)
3. Please respect other players. I'm not going to be a parent and sort out fights. (Violating this will result in vocal warnings or mutes)
4. If you're going to be inactive for a short period of time or you're going to miss a session, please inform me. I'll automate your character during the time. I'd do it for you if you don't show up anyway, but it'd also get me a bit angry, and no one wants that, right?
5. If you're going to leave, please inform me as well. I'll give your character a suitable end as the plot allows.
6. You can only play one character at a time.
7. As long as there is still at least one free slot, the signups will be open.
8. Sometimes, I may get a bit busy, creating a sort of pseudo-hiatus (a whole month at worst). Don't worry about it, though, as I'll come up with side events as you guys wait.
CHARACTER CREATION: show
- Code: Select all
Name: (Self Explanatory. Aliases are allowed, too)
Sex/Gender: What are you physically and mentally. If they're the same, just write one word, otherwise, write two,
like "Male/Female".
Age: (This should be a sensible age. A 1-year old baby with a pacifier in his mouth can't fight, after all)
Faction: (The Crystal Order / The Nebula Order)
Element: (Pick between: Fire/Ice/Thunder/Poison/Earth/Wind/Water/Light/Dark. Only Magi characters have this. Related to how they obtained their magical powers.)
Appearance: (Describe it. Pictures are optional)
Backstory: (Where did your character come from and why did your character join the order?)
Level: 1
Class: (Important. This affects what kind of passive abilities you'll be able to get. Make this one up yourself, go wild!)
CP:
HP: (400 + ((Level+2)^2)*CON)
MP: 20 + MAG + Level
INIT: (1d10 + DEX)
Stats: (You get 42 points to divide between CON, STR, MAG, RES, SPR, DEX. Capped at (6 + Level*4) each)
CON:
STR:
MAG:
RES:
SPR:
DEX:
Equipment: (Pick one tier-1 weapon from the WEAPON ARCHIVES and one tier-1 armor from the ARMOR ARCHIVES from your faction. You may also create your own weapon and armor (No limits in weapon types), but they should follow the balancing pattern that the equipment in the archives have.)
Special Abilities: (You start with three moves (or spells if you are a Magi character) and one passive ability. Every level-up gives 3 APs which you can use on upgrading moves/spells or getting new ones. Every battle gives you 20 CP, and once you get 100 CPs, you either can get a new class-related passive ability or save the CPs for a better one later on.)
You may make your own Special Abilities.
For examples, see the ABILITY ARCHIVES.
WEAPON ARCHIVES
The Crystal Order
Tier 1
SWORDS: show
The Everyhero
Element: Light
Boosts: 4 STR, 3 SPR
Description: A Mythril sword cast in gold and enchanted with the blessing of the Light Crystal. The Paladin's Code is written on its scabbard. Grants Cover (Passive Ability. 50% chance to take hits for one ally)
‘Amy’
Element: Neutral
Boosts: +2 STR, +4 DEX
Description: An oddly-named one-handed sword that was with Cosmic upon her awakening. Grants Shirahadori.
Element: Light
Boosts: 4 STR, 3 SPR
Description: A Mythril sword cast in gold and enchanted with the blessing of the Light Crystal. The Paladin's Code is written on its scabbard. Grants Cover (Passive Ability. 50% chance to take hits for one ally)
‘Amy’
Element: Neutral
Boosts: +2 STR, +4 DEX
Description: An oddly-named one-handed sword that was with Cosmic upon her awakening. Grants Shirahadori.
BOWS: show
Hunter's Bow
Element: None
Boosts: 3 STR, 3 DEX
Description: A bow that can fire arrows as well as webs. Often used in capturing monsters. Enables Catch (See ABILITY ARCHIVES for details).
Element: None
Boosts: 3 STR, 3 DEX
Description: A bow that can fire arrows as well as webs. Often used in capturing monsters. Enables Catch (See ABILITY ARCHIVES for details).
RODS: show
Mythril Rod
Element: None
Boosts: +1 STR, +4 MAG, +4 SPR
Description: A rod made from Mythril. It vibrates as you channel mana through it, amplifying your spells' power.
Flame Rod
Element: Fire
Boosts: +3 MAG, +2 SPR, 1.5x power with Fire spells.
Description: A silver rod adorned with a shard of a Fire Crystal. The crystal shard seems to amplify the power of Fire-element spells.
Ice Rod
Element: Ice
Boosts: +3 MAG, +2 SPR, 1.5x power with Ice spells.
Description: A metal rod adorned with a shard of an Ice Crystal. The crystal shard seems to amplify the power of Ice-element spells.
Thunder Rod
Element: Thunder
Boosts: +3 MAG, +2 SPR, 1.5x power with Thunder spells.
Description: A bronze rod adorned with a shard of a Thunder Crystal. The crystal shard seems to amplify the power of Thunder-element spells.
Element: None
Boosts: +1 STR, +4 MAG, +4 SPR
Description: A rod made from Mythril. It vibrates as you channel mana through it, amplifying your spells' power.
Flame Rod
Element: Fire
Boosts: +3 MAG, +2 SPR, 1.5x power with Fire spells.
Description: A silver rod adorned with a shard of a Fire Crystal. The crystal shard seems to amplify the power of Fire-element spells.
Ice Rod
Element: Ice
Boosts: +3 MAG, +2 SPR, 1.5x power with Ice spells.
Description: A metal rod adorned with a shard of an Ice Crystal. The crystal shard seems to amplify the power of Ice-element spells.
Thunder Rod
Element: Thunder
Boosts: +3 MAG, +2 SPR, 1.5x power with Thunder spells.
Description: A bronze rod adorned with a shard of a Thunder Crystal. The crystal shard seems to amplify the power of Thunder-element spells.
STAVES: show
Curate's Staff
Element: Light
Boosts: +2 MAG, +5 SPR, 1.5x power with Light spells.
Description: A staff blessed by the Light Crystal. The enchantments put on it supposedly allow wielders to get closer to whatever divine being they believe in.
Element: Light
Boosts: +2 MAG, +5 SPR, 1.5x power with Light spells.
Description: A staff blessed by the Light Crystal. The enchantments put on it supposedly allow wielders to get closer to whatever divine being they believe in.
INSTRUMENTS: show
Gaia Bell
Element: Earth
Boosts: +1 STR, +3 MAG, +3 SPR, 1.25x power with Earth spells.
Description: A bell infused with the power of the Earth crystal. When rung, the power of the Earth seems to flow through you.
Conch Shell
Element: Water
Boosts: +1 STR, +3 MAG, +3 SPR, 1.25x power with Water spells.
Description: A conch shell that was rinsed by the waves over and over, somehow enchanting it. The sound of the seas can be played through it.
Element: Earth
Boosts: +1 STR, +3 MAG, +3 SPR, 1.25x power with Earth spells.
Description: A bell infused with the power of the Earth crystal. When rung, the power of the Earth seems to flow through you.
Conch Shell
Element: Water
Boosts: +1 STR, +3 MAG, +3 SPR, 1.25x power with Water spells.
Description: A conch shell that was rinsed by the waves over and over, somehow enchanting it. The sound of the seas can be played through it.
RAPIERS: show
Mythril Rapier
Element: Neutral
Boosts: +3 STR, +3 MAG, +3 SPR.
Description: A versatile rapier made from Mythril that can be used to either channel mana or fight up close.
Element: Neutral
Boosts: +3 STR, +3 MAG, +3 SPR.
Description: A versatile rapier made from Mythril that can be used to either channel mana or fight up close.
Tier 2
SWORDS: show
Killing Edge
Element: None
Boosts: +4 STR, +6 DEX. Grants 4% chance to inflict a critical hit for every DEX advantage the user possesses over the target, applying a 3x modifier to the physical attack.
Description: An oriental blade with a unique design. Extremely popular with assassins.
Element: None
Boosts: +4 STR, +6 DEX. Grants 4% chance to inflict a critical hit for every DEX advantage the user possesses over the target, applying a 3x modifier to the physical attack.
Description: An oriental blade with a unique design. Extremely popular with assassins.
SPEARS: show
Trident
Element: Water
Boosts: +12 STR. Grants a base 1.5x damage modifier against aquatic monsters.
Description: The trident of a Sahagin, crafted for hunting the vicious piranhas that roam in the Amazon River.
Element: Water
Boosts: +12 STR. Grants a base 1.5x damage modifier against aquatic monsters.
Description: The trident of a Sahagin, crafted for hunting the vicious piranhas that roam in the Amazon River.
BOWS: show
Aevis Killer
Element: None
Boosts: +8 STR, +4 DEX. Grants a base 1.5x damage modifier against aevian monsters.
Description: A bow made from durable bamboos. It is said that the sheer sight of the bow would cause a bird to fall from the sky in shock.
Element: None
Boosts: +8 STR, +4 DEX. Grants a base 1.5x damage modifier against aevian monsters.
Description: A bow made from durable bamboos. It is said that the sheer sight of the bow would cause a bird to fall from the sky in shock.
RODS: show
Hades' Scepter
Element: Dark
Boosts: +10 MAG. Grants the spell "Death."
Description: A scepter drenched in malicious energy. Its wielder's said to grow mad overtime due to the attractiveness of bringing Death upon people around them at will.
Element: Dark
Boosts: +10 MAG. Grants the spell "Death."
Description: A scepter drenched in malicious energy. Its wielder's said to grow mad overtime due to the attractiveness of bringing Death upon people around them at will.
INSTRMENTS: show
La Niña
Element: Water
Boosts: +4 MAG, +10 SPR. Grants Cleanse if the user has Esuna.
Description: The harp that Siren once wielded. Its melody soothes the soul.
Element: Water
Boosts: +4 MAG, +10 SPR. Grants Cleanse if the user has Esuna.
Description: The harp that Siren once wielded. Its melody soothes the soul.
MACES: show
Morning Star
Element: None
Boosts: +10 STR. Provides a base 50% RES^2 ignore.
Description: A classic design of a flail. One hit and the you'll be seeing stars in the morning.
Nucleus
Element: Poison
Boosts: +4 STR, +10 MAG. Grants Bio if the user has Poison.
Description: A purple mace with a head that resembles a nucleus.
Element: None
Boosts: +10 STR. Provides a base 50% RES^2 ignore.
Description: A classic design of a flail. One hit and the you'll be seeing stars in the morning.
Nucleus
Element: Poison
Boosts: +4 STR, +10 MAG. Grants Bio if the user has Poison.
Description: A purple mace with a head that resembles a nucleus.
The Nebula Order
Tier 0
SWORDS: show
Tired Edgeworth
Element: None
Boosts: +4 STR
Description: Used for the default attack command. A well-used sword that has gotten blunt from use.
Element: None
Boosts: +4 STR
Description: Used for the default attack command. A well-used sword that has gotten blunt from use.
Tier 1
SWORDS: show
Awakening Edgeworth
Element: Dark
Boosts: +6 STR
Description: An old sword that took on a new gleam. Created through fusing a Techblade G with a Tired Edgeworth. Enables Osmose Blade.
Rune Sword
Element: Dark
Boosts: +6 STR, +2 SPR
Description: An iron sword with mysterious runes carved onto it. When held against a source of magic, it can absorb energy from there. Enables Osmose (0 MP, Absorbs [MAG]+[SPR] MP)
Dark Sword
Element: Dark
Boosts: +6 STR, +2 RES
Description: A jet-black sword that seemed to swallow all light. Enables the Special Action, Darkness (0 MP, 1.5x Multiplier AoE attack at the cost of 100+[CON]*[Level]^2 HP).
Element: Dark
Boosts: +6 STR
Description: An old sword that took on a new gleam. Created through fusing a Techblade G with a Tired Edgeworth. Enables Osmose Blade.
Rune Sword
Element: Dark
Boosts: +6 STR, +2 SPR
Description: An iron sword with mysterious runes carved onto it. When held against a source of magic, it can absorb energy from there. Enables Osmose (0 MP, Absorbs [MAG]+[SPR] MP)
Dark Sword
Element: Dark
Boosts: +6 STR, +2 RES
Description: A jet-black sword that seemed to swallow all light. Enables the Special Action, Darkness (0 MP, 1.5x Multiplier AoE attack at the cost of 100+[CON]*[Level]^2 HP).
GUNS: show
Ocelot Revolvers
Element: None
Boosts: +6 STR, +2 DEX
Description: A pair of pistols that can fire bullets without reloading. Its weight and grip is designed to make it as easy as possible for the wielder to master. It also allows some fancy gun-spinning tricks to be performed.
Dark Gun - Anti-Lighter
Element: Dark
Boosts: +4 MAG
Description: Pistol-like hand cannon. Used for most of Edgy's magical attacks/abilities. Not used for the default attack command. Additional +3 MAG if fighting at night or low levels of light. -2 MAG if fighting in direct sunlight or magically created artificial sunlight. Capable of being modded for differing stat boost. (May replace getting entirely new weapons and also allows for in-universe explanation for gaining new abilities for it)
Crystal Breaker
Element: None
Boosts: +6 STR, +2 RES
Description: A shotgun with rounds designed to pierce through prisms. It's mass-manufactured, allowing the Nebula Order to destroy crystals efficiently. Adds a 1d4 to STR in damage calculation.
Element: None
Boosts: +6 STR, +2 DEX
Description: A pair of pistols that can fire bullets without reloading. Its weight and grip is designed to make it as easy as possible for the wielder to master. It also allows some fancy gun-spinning tricks to be performed.
Dark Gun - Anti-Lighter
Element: Dark
Boosts: +4 MAG
Description: Pistol-like hand cannon. Used for most of Edgy's magical attacks/abilities. Not used for the default attack command. Additional +3 MAG if fighting at night or low levels of light. -2 MAG if fighting in direct sunlight or magically created artificial sunlight. Capable of being modded for differing stat boost. (May replace getting entirely new weapons and also allows for in-universe explanation for gaining new abilities for it)
Crystal Breaker
Element: None
Boosts: +6 STR, +2 RES
Description: A shotgun with rounds designed to pierce through prisms. It's mass-manufactured, allowing the Nebula Order to destroy crystals efficiently. Adds a 1d4 to STR in damage calculation.
AXES/SCYTHES: show
Sentinel
Element: Earth
Boosts: +9 STR. Halved INIT.
Description: An axe designed for guard units. Pierces through Defend and deals doubled damage.
Crowhead
Element: Earth
Boosts: +7 STR, +3 RES, halved INIT
Description: A large scythe made of powerful steel, with a surprisingly wide blade. Gets its name due to the sinister bird-like blade.
Element: Earth
Boosts: +9 STR. Halved INIT.
Description: An axe designed for guard units. Pierces through Defend and deals doubled damage.
Crowhead
Element: Earth
Boosts: +7 STR, +3 RES, halved INIT
Description: A large scythe made of powerful steel, with a surprisingly wide blade. Gets its name due to the sinister bird-like blade.
SPEARS: show
Mythril Lance
Element: Neutral
Boosts: +6 STR, +2 RES. Extra +4 SPR against magic.
Description: A lance made of Mythril. When spun, it may deflect magic spells effectively.
Element: Neutral
Boosts: +6 STR, +2 RES. Extra +4 SPR against magic.
Description: A lance made of Mythril. When spun, it may deflect magic spells effectively.
CLAWS: show
Mythril Claws
Element: None
Boosts: +5 STR, +3 DEX. Extra +4 SPR against magic.
Description: Claws made of Mythril. Can be used to parry against magic spells.
Element: None
Boosts: +5 STR, +3 DEX. Extra +4 SPR against magic.
Description: Claws made of Mythril. Can be used to parry against magic spells.
Tier 2
SWORDS: show
Techblade K
Element: None
Boosts: +4 STR, +4 MAG, +2 SPR
Description: A high-tech Katana created by Vector's scientists. It perfectly simulates Spellbades with its built-in energy batteries, which can simulate actual magic. Grants the action Techblade (Thunder/Fire/Blizzard).
Element: None
Boosts: +4 STR, +4 MAG, +2 SPR
Description: A high-tech Katana created by Vector's scientists. It perfectly simulates Spellbades with its built-in energy batteries, which can simulate actual magic. Grants the action Techblade (Thunder/Fire/Blizzard).
AXES/SCYTHES: show
Vulture's Grin
Element: Earth
Boosts: +9 STR, +4 RES, halved INIT.
Description: An artificially-strengthed version of the Crowhead. Its edges resemble that of a vulture's gnarly beak.
Hand Axe
Element: Wind
Boosts: +4 STR, +4 DEX
Description: A tiny axe about the size of one's face that can be thrown. Damage doubles against enemies with lower INIT.
Element: Earth
Boosts: +9 STR, +4 RES, halved INIT.
Description: An artificially-strengthed version of the Crowhead. Its edges resemble that of a vulture's gnarly beak.
Hand Axe
Element: Wind
Boosts: +4 STR, +4 DEX
Description: A tiny axe about the size of one's face that can be thrown. Damage doubles against enemies with lower INIT.
GUNS: show
Medigun
Element: None
Boosts: +6 SPR, +6 MAG, grants "Healing Force."
Description: Vector-made gun that can fire curative energy and uses the user's MP as its battery. Cannot fire bullets.
Element: None
Boosts: +6 SPR, +6 MAG, grants "Healing Force."
Description: Vector-made gun that can fire curative energy and uses the user's MP as its battery. Cannot fire bullets.
BOWS: show
Auto Crossbow
Element: None
Boosts: +10 STR. Grants the move "AutoCrossbow."
Description: A modernized crossbow that may fire multiple arrows in a rapid succession.
Element: None
Boosts: +10 STR. Grants the move "AutoCrossbow."
Description: A modernized crossbow that may fire multiple arrows in a rapid succession.
ARMOR ARCHIVES
The Crystal Order
Tier 1
CLOTHES: show
Wizard's Robe
Element: None.
Boosts: +2 MAG, +1 SPR, +20 MP.
Description: A robe designed for beginner mages. The enchantments on it grants mages extra MP.
The Outspoken
Element: 10% Light.
Boosts: +1 MAG, 3 SPR. Silence immunity.
Description: A robe designed for the wearer to never be silenced and continue to spread their healing powers.
Cosmic Scarf
Element: 15% Light
Boosts: +2 MAG, +2 SPR, +1 DEX
Description: A long, flowing gold coloured scarf that appears to be translucent – as though it’s not there. Sometimes it seems like a voice can be heard from it, offering advice and encouragement… Offers no bonus aside from the straight stat increase.
Element: None.
Boosts: +2 MAG, +1 SPR, +20 MP.
Description: A robe designed for beginner mages. The enchantments on it grants mages extra MP.
The Outspoken
Element: 10% Light.
Boosts: +1 MAG, 3 SPR. Silence immunity.
Description: A robe designed for the wearer to never be silenced and continue to spread their healing powers.
Cosmic Scarf
Element: 15% Light
Boosts: +2 MAG, +2 SPR, +1 DEX
Description: A long, flowing gold coloured scarf that appears to be translucent – as though it’s not there. Sometimes it seems like a voice can be heard from it, offering advice and encouragement… Offers no bonus aside from the straight stat increase.
LIGHT ARMOR: show
Militia Uniform
Element: 10% Earth.
Boosts: +1 STR, +2 RES, +1 SPR. Extra +3 RES against Guns.
Description: A modified military uniform with Mythril embedded within.
Crimson Vest
Element: 10% Fire
Boosts: +5 DEX
Description: A light, red-colored waistcoat designed for mobility instead of protection. Bears a flaming insignia on the back.
Mythril Plates
Element: None.
Boosts: +3 RES, 3 SPR.
Description: Breastplates made of Mythril.
Element: 10% Earth.
Boosts: +1 STR, +2 RES, +1 SPR. Extra +3 RES against Guns.
Description: A modified military uniform with Mythril embedded within.
Crimson Vest
Element: 10% Fire
Boosts: +5 DEX
Description: A light, red-colored waistcoat designed for mobility instead of protection. Bears a flaming insignia on the back.
Mythril Plates
Element: None.
Boosts: +3 RES, 3 SPR.
Description: Breastplates made of Mythril.
HEAVY ARMOR: show
White Armor
Element: 25% Light.
Boosts: +5 RES, +3 SPR, -4 DEX.
Descriptions: The standard-issue armor set for the Paladins of the Crystal Order. Very heavy.
Element: 25% Light.
Boosts: +5 RES, +3 SPR, -4 DEX.
Descriptions: The standard-issue armor set for the Paladins of the Crystal Order. Very heavy.
Tier 2
CLOTHES: show
Mongolian Garbs
Element: 50% Dark
Boosts: +2 MAG, +2 RES, +2 SPR, 1.5x RES/SPR against projectiles/ranged attacks.
Description: Mongolian gears worn by horseback dark mages. The mysterious woman that visited Mongolia is said to have designed these clothes herself, specifically to combat bullet rounds and opposing Magi.
Pacific Trunks
Element: 50% Water.
Boosts: 2x DEX. Prevents the wearer's DEX from getting debuffed.
Description: No, no, no. I'm not kidding. The sportiest of trunks. Run Free! - with them!
Gas Mask
Element: 50% Poison.
Boosts: +3 RES, +7 SPR. Total immunity to Poison.
Description: A gas mask used by Saharan tribes to avoid the wrath of the Poison Crystal. Sturdy and reliable,
but rather uncomfortable to wear.
Apron
Element: None.
Boosts: +4 STR, +2 MAG, +2 RES, +4 SPR. Grants Lovable.
Description: A nice black-and-white apron. You wouldn't want to know what lies beyond the cuteness.
Sage's Surplice
Element: None.
Boosts: +4 MAG, +2 RES, +4 SPR, +20 MP.
Description: A robe made from the furs of magical beasts. Magical energy drenches this robe.
Element: 50% Dark
Boosts: +2 MAG, +2 RES, +2 SPR, 1.5x RES/SPR against projectiles/ranged attacks.
Description: Mongolian gears worn by horseback dark mages. The mysterious woman that visited Mongolia is said to have designed these clothes herself, specifically to combat bullet rounds and opposing Magi.
Pacific Trunks
Element: 50% Water.
Boosts: 2x DEX. Prevents the wearer's DEX from getting debuffed.
Description: No, no, no. I'm not kidding. The sportiest of trunks. Run Free! - with them!
Gas Mask
Element: 50% Poison.
Boosts: +3 RES, +7 SPR. Total immunity to Poison.
Description: A gas mask used by Saharan tribes to avoid the wrath of the Poison Crystal. Sturdy and reliable,
but rather uncomfortable to wear.
Apron
Element: None.
Boosts: +4 STR, +2 MAG, +2 RES, +4 SPR. Grants Lovable.
Description: A nice black-and-white apron. You wouldn't want to know what lies beyond the cuteness.
Sage's Surplice
Element: None.
Boosts: +4 MAG, +2 RES, +4 SPR, +20 MP.
Description: A robe made from the furs of magical beasts. Magical energy drenches this robe.
LIGHT ARMOR: show
Qin Chainmails
Element: 20% Earth.
Boosts: +6 RES, +4 SPR, -2 DEX. 1.5x RES against physical damage.
Description: Oriental chainmails conjured by Chinese craftsmen from Qin. The Earth Crystal of Lop Nor blesses this piece of armor. It bears a striking similarity with the armor that the terracotta wore.
Snake Camo
Element: None.
Boosts: +2 STR, +6 RES, +4 DEX. Grants Counter.
Description: The military uniform of the Californian Army. Designed for CQC.
Ruby Chestplates
Element: 50% Fire.
Boosts: +6 RES, +6 SPR.
Description: Breastplates made of ruby.
Element: 20% Earth.
Boosts: +6 RES, +4 SPR, -2 DEX. 1.5x RES against physical damage.
Description: Oriental chainmails conjured by Chinese craftsmen from Qin. The Earth Crystal of Lop Nor blesses this piece of armor. It bears a striking similarity with the armor that the terracotta wore.
Snake Camo
Element: None.
Boosts: +2 STR, +6 RES, +4 DEX. Grants Counter.
Description: The military uniform of the Californian Army. Designed for CQC.
Ruby Chestplates
Element: 50% Fire.
Boosts: +6 RES, +6 SPR.
Description: Breastplates made of ruby.
HEAVY ARMOR: show
Golem Armor
Element: 100% Earth
Boosts: +8 RES, +4 SPR, -8 DEX, 2x RES^2 against attacks.
Description: Armor made of surprisingly-durable rocks. The power of the Earth runs through it.
Force Armor
Element: 20% Fire, 20% Ice, 20% Thunder, 20% Poison, 20% Wind
Boosts: +4 RES, +4 SPR, -4 DEX, 2x SPR^2 against attacks.
Description: High-tech armor from Vector that protects against energy attacks and magic.
Element: 100% Earth
Boosts: +8 RES, +4 SPR, -8 DEX, 2x RES^2 against attacks.
Description: Armor made of surprisingly-durable rocks. The power of the Earth runs through it.
Force Armor
Element: 20% Fire, 20% Ice, 20% Thunder, 20% Poison, 20% Wind
Boosts: +4 RES, +4 SPR, -4 DEX, 2x SPR^2 against attacks.
Description: High-tech armor from Vector that protects against energy attacks and magic.
SHIELDS: show
Force Shield
Element: 20% Fire, 20% Ice, 20% Thunder, 20% Poison, 20% Wind
Boosts: +3 RES, +3 RES, -3 DEX, 2x SPR^2 against attacks.
Description: High-tech shield from Vector that protects against energy attacks and magic.
Crusader
Element: 50% Light, 50% Dark
Boosts: +3 RES, +3 SPR, -3 DEX
Description: A sturdy white shield with a red cross over it. Grants Deus Vult.
Element: 20% Fire, 20% Ice, 20% Thunder, 20% Poison, 20% Wind
Boosts: +3 RES, +3 RES, -3 DEX, 2x SPR^2 against attacks.
Description: High-tech shield from Vector that protects against energy attacks and magic.
Crusader
Element: 50% Light, 50% Dark
Boosts: +3 RES, +3 SPR, -3 DEX
Description: A sturdy white shield with a red cross over it. Grants Deus Vult.
The Nebula Order
Tier 1
CLOTHES: show
Robin Green
Element: 10% Wind
Boosts: +5 DEX.
Description: Light, green clothes designed to give the wearer incredible mobility. In return, the clothes offer little to no protection.
Lunar Underclothes
Element: 10% Fire 10% Ice 10% Thunder 10% Poison 10% Earth 10% Wind 10% Water
Boosts: +1 RES, +1 SPR, -1 DEX
Description: Shoddy and worn thin, these Lunar Clothes provide little defense and weigh the user down slightly. However, the reflective powers of the Moon give minor resistance to all elements except Light & Dark.
Assassin Gears
Element: 20% Dark, -10% Light.
Boosts: +3 DEX.
Description: Gears designed for assassins. A bit heavier than the Robin Green. Secondary effects are twice as likely to occur.
Element: 10% Wind
Boosts: +5 DEX.
Description: Light, green clothes designed to give the wearer incredible mobility. In return, the clothes offer little to no protection.
Lunar Underclothes
Element: 10% Fire 10% Ice 10% Thunder 10% Poison 10% Earth 10% Wind 10% Water
Boosts: +1 RES, +1 SPR, -1 DEX
Description: Shoddy and worn thin, these Lunar Clothes provide little defense and weigh the user down slightly. However, the reflective powers of the Moon give minor resistance to all elements except Light & Dark.
Assassin Gears
Element: 20% Dark, -10% Light.
Boosts: +3 DEX.
Description: Gears designed for assassins. A bit heavier than the Robin Green. Secondary effects are twice as likely to occur.
LIGHT ARMOR: show
Battle Vest
Element: 10% Earth.
Boosts: +1 STR, +3 RES, +1 DEX. Extra +3 RES against Guns.
Description: A sturdy bulletproof vest.
The Sheriff
Element: +10% Wind
Boosts: +2 RES, +3 DEX.
Description: Light metal armor that wraps around one's chest.
Element: 10% Earth.
Boosts: +1 STR, +3 RES, +1 DEX. Extra +3 RES against Guns.
Description: A sturdy bulletproof vest.
The Sheriff
Element: +10% Wind
Boosts: +2 RES, +3 DEX.
Description: Light metal armor that wraps around one's chest.
HEAVY ARMOR: show
Black Armor
Element: 25% Dark.
Boosts: +6 RES, +2 SPR, -4 DEX.
Descriptions: The standard-issue armor set for the Dark Knights of the Nebula Order. Very heavy.
Element: 25% Dark.
Boosts: +6 RES, +2 SPR, -4 DEX.
Descriptions: The standard-issue armor set for the Dark Knights of the Nebula Order. Very heavy.
Tier 2
CLOTHES: show
Ninja Suit
Element: 25% Poison, 25% Dark
Boosts: +2 STR, +2 RES, +6 DEX. Grants Desperation Attack - Mirage Dive (3x, replaces Basic Attack once when equal or below 10% HP. Can only be used once per battle.).
Description: Black clothes worn by ninjas. Nebula Operatives can also be seen wearing them.
Reflect Cape
Element: -10% Fire -10% Ice -10% Thunder -10% Poison -10% Earth -10% Wind -10% Water -10% Light -10% Dark
Boosts: +6 SPR, +4 DEX. Grants Auto-Reflect (Starts battles with Reflect)
Description: A white cape soaked with what appeared to be unknown concoctions. It possesses a mysterious affinity which deflects all spells from the wearer.
Lifesaver
Element: None.
Boosts: +2 RES, +3 SPR, +3 DEX. Grants Auto-Reraise (Automatically revives the wearer once per battle)
Description: A high-tech vest from the Commonwealth that can shock its wearer back to life.
Element: 25% Poison, 25% Dark
Boosts: +2 STR, +2 RES, +6 DEX. Grants Desperation Attack - Mirage Dive (3x, replaces Basic Attack once when equal or below 10% HP. Can only be used once per battle.).
Description: Black clothes worn by ninjas. Nebula Operatives can also be seen wearing them.
Reflect Cape
Element: -10% Fire -10% Ice -10% Thunder -10% Poison -10% Earth -10% Wind -10% Water -10% Light -10% Dark
Boosts: +6 SPR, +4 DEX. Grants Auto-Reflect (Starts battles with Reflect)
Description: A white cape soaked with what appeared to be unknown concoctions. It possesses a mysterious affinity which deflects all spells from the wearer.
Lifesaver
Element: None.
Boosts: +2 RES, +3 SPR, +3 DEX. Grants Auto-Reraise (Automatically revives the wearer once per battle)
Description: A high-tech vest from the Commonwealth that can shock its wearer back to life.
LIGHT ARMOR: show
Power Suit
Element: -50% Thunder.
Boosts: +3 CON, +3 STR, +3 MAG, +3 RES, +3 SPR, +3 DEX.
Description: A lightweight, orange, mechanical armor that enhances the wearer's abilities.
Samurai Armor
Element: None.
Boosts: +4 SPR, 1.5x RES. Grants Shirahadori, Bushido
Description: Crimson Japanese armor that infuses the Samurai Soul into the wearer.
Element: -50% Thunder.
Boosts: +3 CON, +3 STR, +3 MAG, +3 RES, +3 SPR, +3 DEX.
Description: A lightweight, orange, mechanical armor that enhances the wearer's abilities.
Samurai Armor
Element: None.
Boosts: +4 SPR, 1.5x RES. Grants Shirahadori, Bushido
Description: Crimson Japanese armor that infuses the Samurai Soul into the wearer.
HEAVY ARMOR: show
Forever
Element: 100% Light/Dark, -100% Dark/Light
Boosts: +4 RES, +4 SPR, 1.5x RES/SPR, -4 DEX.
Descriptions: An armor that can alternate between light and darkness as the wearer wishes. The armor has two modes: Light and Dark. Switching to Light mode turns the wearer's Element to Light, while Dark mode turns the wearer's Element to Dark.
Element: 100% Light/Dark, -100% Dark/Light
Boosts: +4 RES, +4 SPR, 1.5x RES/SPR, -4 DEX.
Descriptions: An armor that can alternate between light and darkness as the wearer wishes. The armor has two modes: Light and Dark. Switching to Light mode turns the wearer's Element to Light, while Dark mode turns the wearer's Element to Dark.
SHIELDS: show
Riot Shield
Element: None
Boosts: +4 RES, +4 SPR, 2x defensive modifier against projectiles.
Description: A shield commonly used by riot police. Very useful against large crowds.
Element: None
Boosts: +4 RES, +4 SPR, 2x defensive modifier against projectiles.
Description: A shield commonly used by riot police. Very useful against large crowds.
ABILITY ARCHIVES
SPELLS: show
Fire
AP Cost: 1
MP Cost: 6
Element: Fire
Damage Modifier: 2x (1x if targeting every enemy)
Description: A cheap burst of flames. Can be split to hit multiple enemies for weaker damage.
-Level 2: Fira
AP Cost: 2
MP Cost: 12
Element: Fire
Damage Modifier: 3x
Description: A mighty wave of flames that hits every enemy.
-Level 3: Firaga
AP Cost: 4
MP Cost: 20
Element: Fire
Damage Modifier: 4x
Description: A barrage of flames that hits every enemy for big damage.
-Level 4: Firaja
AP Cost: 6
MP Cost: 28
Element: Fire
Damage Modifier: 4.5x
Description: Forbidden fire spell. A mystical, fiery explosion razes the enemy party. Lowers Fire resistance by 50%
for three turns. Modifier increases by 1x after each consecutive use, up to +5x. Resets if the chain is broken. Its
secrets are said to be held by a legendary beast of fire.
Blizzard
AP Cost: 1
MP Cost: 6
Element: Ice
Damage Modifier: 2x (1x if targeting every enemy)
Description: A violent burst of frigid air. Can be split to hit multiple enemies for weaker damage.
-Level 2: Blizzara
AP Cost: 2
MP Cost: 12
Element: Ice
Damage Modifier: 3x
Description: A strong and icy wind that spreads intense coldness to every enemy.
-Level 3: Blizzaga
AP Cost: 4
MP Cost: 20
Element: Ice
Damage Modifier: 4x
Description: A powerful and bitter ice storm that freezes every enemy.
-Level 4: Blizzaja
AP Cost: 6
MP Cost: 28
Element: Ice
Damage Modifier: 4.5x
Description: Forbidden ice spell. A vicious blizzard surrounds the enemy party and seals them in absolute zero.
Lowers Ice resistance by 50%. Modifier increases by 1x after each consecutive use. Up to +5x. Resets if the chain is
broken. Its secrets are said to be held by an esoteric witch of ice.
Thunder
AP Cost: 1
MP Cost: 6
Element: Thunder
Damage Modifier: 2x (1x if targeting every enemy)
Description: A quick jolt of electricity. Can be split to hit multiple enemies for weaker damage.
-Level 2: Thundara
AP Cost: 2
MP Cost: 12
Element: Thunder
Damage Modifier: 3x
Description: Multiple thunder jolts crash down upon every enemy.
-Level 3: Thundaga
AP Cost: 4
MP Cost: 20
Element: Thunder
Damage Modifier: 4x
Description: A violent thunderstorm that thoroughly zaps every enemy.
-Level 4: Thundaja
AP Cost: 6
MP Cost: 28
Element: Thunder
Damage Modifier: 4.5x
Description: Forbidden thunder spell. A deadly bolt of thunder rocks the enemy party like it's the apocalypse.
Lowers Thunder resistance by 50%. Modifier increases by 1x after each consecutive use. Up to +5x. Resets if the
chain is broken. Its secrets are said to be held by a master of electricity.
Aero
AP Cost: 1
MP Cost: 6
Element: Wind
Damage Modifier: 2x (1x if targeting every enemy)
Description: A whirlwind that knocks enemies away.
-Level 2: Aera
AP Cost: 2
MP Cost: 12
Element: Wind
Damage Modifier: 3x
Description: A powerful wind that sends enemies rolling.
-Level 3: Aeroga
AP Cost: 4
MP Cost: 20
Element: Wind
Damage Modifier: 4x
Description: A violent stream of wind with power rivaling that of a typhoon.
-Level 4: Aeroja
AP Cost: 6
MP Cost: 28
Element: Wind
Damage Modifier: 4.5x
Description: Forbidden wind spell. A catastrophic tornado wreaks havoc on the enemy party. Lowers Wind
resistance by 50%. Modifier increases by 1x after each consecutive use. Up to +5x. Resets if the chain is broken. Its
secrets are said to be held by a goddess of winds.
Water
AP Cost: 1
MP Cost: 3
Element: Water
Damage Modifier: 2x (1x if targeting every enemy)
Description: A mere burst of water conjured out of thin air.
-Level 2: Watera
AP Cost: 2
MP Cost: 9
Element: Water
Damage Modifier: 3x
Description: Beautiful bubbles conjure around the opposing party and burst, washing them away.
-Level 3: Waterga
AP Cost: 4
MP Cost: 20
Element: Water
Damage Modifier: 4x
Description: A mighty deluge swamps the opposing party violently.
-Level 4: Waterja
AP Cost: 6
MP Cost: 28
Element: Water
Damage Modifier: 4.5x
Description: Forbidden water spell. A huge sphere of water explodes at the enemy party. Lowers Water resistance
by 50%. Modifier increases by 1x after each consecutive use. Up to +5x. Resets if the chain breaks. Its secrets are
said to be held by a sea serpent.
Stone
AP Cost: 1
MP Cost: 6
Element: Earth
Damage Modifier: 2x (1x if targeting every enemy)
Description: Sharp bits of rocks drawn from magic fly straight at the target.
-Level 2: Stonera
AP Cost: 2
MP Cost: 12
Element: Earth
Damage Modifier: 3x
Description: Chunks of earth raise below the opposing party and pierce them.
-Level 3: Stonega
AP Cost: 4
MP Cost: 20
Element: Earth
Damage Modifier: 4x
Description: A ring of Earth energy appear over the opposing party and crashes down, summoning even larger
chunks of earth to pierce them brutally.
-Level 4: Stoneja
AP Cost: 6
MP Cost: 28
Element: Earth
Damage Modifier: 4.5x
Description: Forbidden earth spell. A mountain is raised from the enemy party's feet in a snap, which collapses
shortly after. Lowers Earth resistance by 50%. Modifier increases by 1x after each consecutive use. Up to +5x.
Resets if the chain's broken. Its secrets are said to be held by a man with ambitions mightier than the millennia of
heroes that came before him.
Poison
AP Cost: 1
MP Cost: 8
Element: Poison
Damage Modifier: 2x (1x if targeting every enemy)
Description: Poisonous bubbles engulf one target and inflicts Poison, causing the target to lose 5% HP per turn.
-Level 2: Bio
AP Cost: 2
MP Cost: 16
Element: Poison
Damage Modifier: 3x
Description: Toxic gels that flood the opposing party and inflict Poison, causing the targets to lose 5% HP per turn.
-Level 3: Scourge
AP Cost: 5
MP Cost: 24
Element: Poison
Damage Modifier: 4x
Description: Extremely venomous gas engulfs the opposing party and inflict Poison, causing the targets to lose 5% HP per turn, and has a 20% chance to inflict Instant Death.
Stardust
AP Cost: 1
MP Cost: 6
Element: Light
Damage Modifier: 2x
Description: A burst of light, name acquired from the dust it leaves behind. Targets one.
-Level 2: Starlight
AP Cost: 2
MP Cost: 12
Element: Light
Damage Modifier: 4x
Description: A full beam of light that targets a single enemy.
-Level 3: Cosmic Star
AP Cost: 4
MP Cost: 20
Element: Light
Damage Modifier: 5x
Description: A huge beam of light from the sky that targets a single enemy.
Cure
AP Cost: 1
MP Cost: 6
Element: Light
Damage Modifier: 2x (1x if targeting every ally/enemy)
Description: Pure energy that remedies wounds. Can be spread to cover more targets, at the cost of potency.
-Level 2: Cura
AP Cost: 2
MP Cost: 12
Element: Light
Damage Modifier: 4x
Description: A lustrous orb of light that spreads and heals every ally.
-Level 3: Curaga
AP Cost: 4
MP Cost: 20
Element: Light
Damage Modifier: 8x
Description: Holy energy wafts through the party and remedies wounds effectively.
Dispel
AP Cost: 1
MP Cost: 5
Element: Dark
Damage Modifier: 0x
Description: A spell that removes one target's buffs.
-Level 2: Black Hole
AP Cost: 4
MP Cost: 15
Damage Modifier: 0x
Description: An ominous hole of vacuum that sucks in every enemy's buffs.
Libra
AP Cost: 1
MP Cost: 3
Element: None
Damage Modifier: 0x
Description: A spell that reveals the target's strengths, weaknesses and HP to the party.
-Level 2: Libra+
AP Cost: 3
MP Cost: 9
Element: None
Damage Modifier: 0x
Description: A spell that reveals the target's strengths, weaknesses and stats to the party.
Osmose
AP Cost: 1
MP Cost: 0
Element: Neutral
Damage: (MAG^2 - SPR^2)*0.03, minimum 1, targets MP.
Description: Drains one target's MP and adds it to your own.
Esuna
AP Cost: 1
MP Cost: 4
Element: Light
Damage Modifier: 0x
Description: Remedies one target's status aliments.
-Level 2: Cleanse
AP Cost: 3
MP Cost: 8
Element: Light
Damage Modifier: 0x
Description: Soothing energy wafts around the party, lifting status aliments.
Protect
AP Cost: 1
MP Cost: 4
Element: None
Defensive Modifier: 1.3x
Description: Magical energy envelopes an ally, shielding them from physical damage. Applies a 1.3x physical defense power modifier to one ally.
-Level 2: Protera
AP Cost: 2
MP Cost: 8
Element: None
Defensive Modifier: 1.2x
Description: Magical energy stretches throughout the party and envelopes everyone. Applies a 1.2x physical
defense power modifier to every party member for three turns.
-Level 3: Protega
AP Cost: 3
MP Cost: 16
Element: None
Defensive Modifier: 1.5x
Description: Potent protective energy spreads throughout the party. Applies a 1.5x physical defense power
modifier to every party member for three turns.
Shell
AP Cost: 1
MP Cost: 4
Element: None
Defensive Modifier: 1.3x
Description: Magical energy envelopes an ally, weakening magical damage taken. Applies a 1.3x magical defense power modifier to one ally.
-Level 2: Shellra
AP Cost: 2
MP Cost: 8
Element: None
Defensive Modifier: 1.2x
Description: Magical energy stretches throughout the party and envelopes everyone. Applies a 1.2x magical
defense power modifier to every party member for three turns.
-Level 3: Shellga
AP Cost: 3
MP Cost: 16
Element: None
Defensive Modifier: 1.5x
Description: Potent protective energy spreads throughout the party. Applies a 1.5x magical defense power
modifier to every party member for three turns.
Faith
AP Cost: 1
MP Cost: 4
Element: None
Description: Magical energy strengthens one target's magical prowess, applying a 1.3x magical attack power modifier to one target for three turns.
-Level 2: Faithra
AP Cost: 2
MP Cost: 8
Element: None
Description: A magical field is summoned, boosting the party's magical power. Applies a 1.2x magical attack power
modifier to the entire party for three turns.
-Level 3: Faithga
AP Cost: 3
MP Cost: 16
Element: None
Description: A crystal made of magical energy forms above the party and rains energy upon the party, applying a
1.5x magical attack power modifier to the entire party for three turns.
Bravery
AP Cost: 1
MP Cost: 4
Element: None
Description: Magical energy strengthens one target's physical prowess, applying a 1.3x physical attack power modifier to one target for three turns.
-Level 2: Bravera
AP Cost: 2
MP Cost: 8
Element: None
Description: A magical field is summoned, boosting the party's physical power. Applies a 1.2x physical attack
power modifier to the entire party for three turns.
-Level 3: Bravega
AP Cost: 3
MP Cost: 16
Element: None
Description: A crystal made of magical energy forms above the party and rains energy upon the party, applying a
1.5x physical attack power modifier to the entire party for three turns.
Reflect
AP Cost: 3
MP Cost: 10
Element: None
Defensive Modifier: 1x
Description: The recipient takes on a reflective aura from the spell, randomly reflecting all magical damage back to the enemy party for three turns.
-Level 2: Reflectga
AP Cost: 5
MP Cost: 25
Element: None
Defensive Modifier: 1x
Description: The entire party takes on a massive reflective aura from the spell, randomly reflecting all magical
damage back to the enemy party for three turns.
Mini-Flare
AP Cost: 3
MP Cost: 12
Element: Fire
Damage Modifier: 3x
Description: A compressed magic-induced nuclear explosion blasts one target away, dealing damage that ignores 50% of the target's SPR^2.
-Level 2: Flare
AP Cost: 5
MP Cost: 22
Element: Fire
Damage Modifier: 5x
Description: A highly-compressed magic-induced nuclear explosion that obliterates one target on the spot. Deals
damage that ignores 50% of the target's SPR^2.
-Level 3: Mega Flare
AP Cost: 7
MP Cost: 40
Element: None
Damage Modifier: 10x
Description: A devastating spell learned from the legendary Bahamut. Charges up on the first turn, then unleashes
a deadly, blue explosion at the enemy party, ignoring 50% of their SPR^2.
Life
AP Cost: 1
MP Cost: 12
Element: Light
Damage Modifier: 1x
Description: Rejuvenating energy brings a KO'd target back to life with HP equal to the caster's SPR/2 squared.
-Level 2: Full-Life
AP Cost: 3
MP Cost: 20
Element: Light
Damage Modifier: 1x
Description: Holy energy pours into a KO'd target and revives them with full health. Can only be learned if the user
possesses a base SPR greater than 30.
-Level 3: Reraise
AP Cost: 5
MP Cost: 15
Element: Light
Damage Modifier: 0x
Description: Glowing feathers made of sacred energy grace upon the target, allowing them to automatically revive
once when they're KO'd for three turns.
Death
AP Cost: 3
MP Cost: 15
Element: Dark
Damage Modifier: 0x
Description: A cruel spell designed to destroy the target's soul, killing them in the process. Success rate: [User's MAG^2]/3 - [Target's SPR^2]
-Level 2: Kill
AP Cost: 4
MP Cost: 20
Element: Dark
Damage Modifier: 1x
Description: Malicious energy takes the form of a reaper's scythe and strikes the target's soul, killing them in the
process. Success rate: [User's MAG^2]/2 - [Target's SPR^2].
Holy
AP Cost: 4
MP Cost: 16
Element: Light
Damage Modifier: 4x
Description: A sacred beam of energy crashes down upon one target, smiting them for great damage. Ignores 50%
of the target's SPR^2. Uses caster's SPR instead of MAG for damage calculation.
Meteor
AP Cost: 10
MP Cost: 50
Element: None
Damage Modifier: 8x
Description: The legendary spell that summons destructive meteors to annihilate the enemy party. Ignores 50% of the enemy party's SPR^2. Can only be learned by coming across its tome, locked in the libraries of Mysidia.
Ultima
AP Cost: Unknown
MP Cost: 60
Element: None
Damage Modifier: 10x
Description: The pinnacle of magic, whose tome is locked deep within Mysidia. The spell, at its fullest power, can be used to obliterate cities in one shot. However, most Magi's bodies cannot afford to tap into that realm of destructiveness without killing themselves in the process. A weaker, yet still exhausting version of the spell can still obliterate armies. Ignores 50% of the enemy party's SPR^2.
AP Cost: 1
MP Cost: 6
Element: Fire
Damage Modifier: 2x (1x if targeting every enemy)
Description: A cheap burst of flames. Can be split to hit multiple enemies for weaker damage.
-Level 2: Fira
AP Cost: 2
MP Cost: 12
Element: Fire
Damage Modifier: 3x
Description: A mighty wave of flames that hits every enemy.
-Level 3: Firaga
AP Cost: 4
MP Cost: 20
Element: Fire
Damage Modifier: 4x
Description: A barrage of flames that hits every enemy for big damage.
-Level 4: Firaja
AP Cost: 6
MP Cost: 28
Element: Fire
Damage Modifier: 4.5x
Description: Forbidden fire spell. A mystical, fiery explosion razes the enemy party. Lowers Fire resistance by 50%
for three turns. Modifier increases by 1x after each consecutive use, up to +5x. Resets if the chain is broken. Its
secrets are said to be held by a legendary beast of fire.
Blizzard
AP Cost: 1
MP Cost: 6
Element: Ice
Damage Modifier: 2x (1x if targeting every enemy)
Description: A violent burst of frigid air. Can be split to hit multiple enemies for weaker damage.
-Level 2: Blizzara
AP Cost: 2
MP Cost: 12
Element: Ice
Damage Modifier: 3x
Description: A strong and icy wind that spreads intense coldness to every enemy.
-Level 3: Blizzaga
AP Cost: 4
MP Cost: 20
Element: Ice
Damage Modifier: 4x
Description: A powerful and bitter ice storm that freezes every enemy.
-Level 4: Blizzaja
AP Cost: 6
MP Cost: 28
Element: Ice
Damage Modifier: 4.5x
Description: Forbidden ice spell. A vicious blizzard surrounds the enemy party and seals them in absolute zero.
Lowers Ice resistance by 50%. Modifier increases by 1x after each consecutive use. Up to +5x. Resets if the chain is
broken. Its secrets are said to be held by an esoteric witch of ice.
Thunder
AP Cost: 1
MP Cost: 6
Element: Thunder
Damage Modifier: 2x (1x if targeting every enemy)
Description: A quick jolt of electricity. Can be split to hit multiple enemies for weaker damage.
-Level 2: Thundara
AP Cost: 2
MP Cost: 12
Element: Thunder
Damage Modifier: 3x
Description: Multiple thunder jolts crash down upon every enemy.
-Level 3: Thundaga
AP Cost: 4
MP Cost: 20
Element: Thunder
Damage Modifier: 4x
Description: A violent thunderstorm that thoroughly zaps every enemy.
-Level 4: Thundaja
AP Cost: 6
MP Cost: 28
Element: Thunder
Damage Modifier: 4.5x
Description: Forbidden thunder spell. A deadly bolt of thunder rocks the enemy party like it's the apocalypse.
Lowers Thunder resistance by 50%. Modifier increases by 1x after each consecutive use. Up to +5x. Resets if the
chain is broken. Its secrets are said to be held by a master of electricity.
Aero
AP Cost: 1
MP Cost: 6
Element: Wind
Damage Modifier: 2x (1x if targeting every enemy)
Description: A whirlwind that knocks enemies away.
-Level 2: Aera
AP Cost: 2
MP Cost: 12
Element: Wind
Damage Modifier: 3x
Description: A powerful wind that sends enemies rolling.
-Level 3: Aeroga
AP Cost: 4
MP Cost: 20
Element: Wind
Damage Modifier: 4x
Description: A violent stream of wind with power rivaling that of a typhoon.
-Level 4: Aeroja
AP Cost: 6
MP Cost: 28
Element: Wind
Damage Modifier: 4.5x
Description: Forbidden wind spell. A catastrophic tornado wreaks havoc on the enemy party. Lowers Wind
resistance by 50%. Modifier increases by 1x after each consecutive use. Up to +5x. Resets if the chain is broken. Its
secrets are said to be held by a goddess of winds.
Water
AP Cost: 1
MP Cost: 3
Element: Water
Damage Modifier: 2x (1x if targeting every enemy)
Description: A mere burst of water conjured out of thin air.
-Level 2: Watera
AP Cost: 2
MP Cost: 9
Element: Water
Damage Modifier: 3x
Description: Beautiful bubbles conjure around the opposing party and burst, washing them away.
-Level 3: Waterga
AP Cost: 4
MP Cost: 20
Element: Water
Damage Modifier: 4x
Description: A mighty deluge swamps the opposing party violently.
-Level 4: Waterja
AP Cost: 6
MP Cost: 28
Element: Water
Damage Modifier: 4.5x
Description: Forbidden water spell. A huge sphere of water explodes at the enemy party. Lowers Water resistance
by 50%. Modifier increases by 1x after each consecutive use. Up to +5x. Resets if the chain breaks. Its secrets are
said to be held by a sea serpent.
Stone
AP Cost: 1
MP Cost: 6
Element: Earth
Damage Modifier: 2x (1x if targeting every enemy)
Description: Sharp bits of rocks drawn from magic fly straight at the target.
-Level 2: Stonera
AP Cost: 2
MP Cost: 12
Element: Earth
Damage Modifier: 3x
Description: Chunks of earth raise below the opposing party and pierce them.
-Level 3: Stonega
AP Cost: 4
MP Cost: 20
Element: Earth
Damage Modifier: 4x
Description: A ring of Earth energy appear over the opposing party and crashes down, summoning even larger
chunks of earth to pierce them brutally.
-Level 4: Stoneja
AP Cost: 6
MP Cost: 28
Element: Earth
Damage Modifier: 4.5x
Description: Forbidden earth spell. A mountain is raised from the enemy party's feet in a snap, which collapses
shortly after. Lowers Earth resistance by 50%. Modifier increases by 1x after each consecutive use. Up to +5x.
Resets if the chain's broken. Its secrets are said to be held by a man with ambitions mightier than the millennia of
heroes that came before him.
Poison
AP Cost: 1
MP Cost: 8
Element: Poison
Damage Modifier: 2x (1x if targeting every enemy)
Description: Poisonous bubbles engulf one target and inflicts Poison, causing the target to lose 5% HP per turn.
-Level 2: Bio
AP Cost: 2
MP Cost: 16
Element: Poison
Damage Modifier: 3x
Description: Toxic gels that flood the opposing party and inflict Poison, causing the targets to lose 5% HP per turn.
-Level 3: Scourge
AP Cost: 5
MP Cost: 24
Element: Poison
Damage Modifier: 4x
Description: Extremely venomous gas engulfs the opposing party and inflict Poison, causing the targets to lose 5% HP per turn, and has a 20% chance to inflict Instant Death.
Stardust
AP Cost: 1
MP Cost: 6
Element: Light
Damage Modifier: 2x
Description: A burst of light, name acquired from the dust it leaves behind. Targets one.
-Level 2: Starlight
AP Cost: 2
MP Cost: 12
Element: Light
Damage Modifier: 4x
Description: A full beam of light that targets a single enemy.
-Level 3: Cosmic Star
AP Cost: 4
MP Cost: 20
Element: Light
Damage Modifier: 5x
Description: A huge beam of light from the sky that targets a single enemy.
Cure
AP Cost: 1
MP Cost: 6
Element: Light
Damage Modifier: 2x (1x if targeting every ally/enemy)
Description: Pure energy that remedies wounds. Can be spread to cover more targets, at the cost of potency.
-Level 2: Cura
AP Cost: 2
MP Cost: 12
Element: Light
Damage Modifier: 4x
Description: A lustrous orb of light that spreads and heals every ally.
-Level 3: Curaga
AP Cost: 4
MP Cost: 20
Element: Light
Damage Modifier: 8x
Description: Holy energy wafts through the party and remedies wounds effectively.
Dispel
AP Cost: 1
MP Cost: 5
Element: Dark
Damage Modifier: 0x
Description: A spell that removes one target's buffs.
-Level 2: Black Hole
AP Cost: 4
MP Cost: 15
Damage Modifier: 0x
Description: An ominous hole of vacuum that sucks in every enemy's buffs.
Libra
AP Cost: 1
MP Cost: 3
Element: None
Damage Modifier: 0x
Description: A spell that reveals the target's strengths, weaknesses and HP to the party.
-Level 2: Libra+
AP Cost: 3
MP Cost: 9
Element: None
Damage Modifier: 0x
Description: A spell that reveals the target's strengths, weaknesses and stats to the party.
Osmose
AP Cost: 1
MP Cost: 0
Element: Neutral
Damage: (MAG^2 - SPR^2)*0.03, minimum 1, targets MP.
Description: Drains one target's MP and adds it to your own.
Esuna
AP Cost: 1
MP Cost: 4
Element: Light
Damage Modifier: 0x
Description: Remedies one target's status aliments.
-Level 2: Cleanse
AP Cost: 3
MP Cost: 8
Element: Light
Damage Modifier: 0x
Description: Soothing energy wafts around the party, lifting status aliments.
Protect
AP Cost: 1
MP Cost: 4
Element: None
Defensive Modifier: 1.3x
Description: Magical energy envelopes an ally, shielding them from physical damage. Applies a 1.3x physical defense power modifier to one ally.
-Level 2: Protera
AP Cost: 2
MP Cost: 8
Element: None
Defensive Modifier: 1.2x
Description: Magical energy stretches throughout the party and envelopes everyone. Applies a 1.2x physical
defense power modifier to every party member for three turns.
-Level 3: Protega
AP Cost: 3
MP Cost: 16
Element: None
Defensive Modifier: 1.5x
Description: Potent protective energy spreads throughout the party. Applies a 1.5x physical defense power
modifier to every party member for three turns.
Shell
AP Cost: 1
MP Cost: 4
Element: None
Defensive Modifier: 1.3x
Description: Magical energy envelopes an ally, weakening magical damage taken. Applies a 1.3x magical defense power modifier to one ally.
-Level 2: Shellra
AP Cost: 2
MP Cost: 8
Element: None
Defensive Modifier: 1.2x
Description: Magical energy stretches throughout the party and envelopes everyone. Applies a 1.2x magical
defense power modifier to every party member for three turns.
-Level 3: Shellga
AP Cost: 3
MP Cost: 16
Element: None
Defensive Modifier: 1.5x
Description: Potent protective energy spreads throughout the party. Applies a 1.5x magical defense power
modifier to every party member for three turns.
Faith
AP Cost: 1
MP Cost: 4
Element: None
Description: Magical energy strengthens one target's magical prowess, applying a 1.3x magical attack power modifier to one target for three turns.
-Level 2: Faithra
AP Cost: 2
MP Cost: 8
Element: None
Description: A magical field is summoned, boosting the party's magical power. Applies a 1.2x magical attack power
modifier to the entire party for three turns.
-Level 3: Faithga
AP Cost: 3
MP Cost: 16
Element: None
Description: A crystal made of magical energy forms above the party and rains energy upon the party, applying a
1.5x magical attack power modifier to the entire party for three turns.
Bravery
AP Cost: 1
MP Cost: 4
Element: None
Description: Magical energy strengthens one target's physical prowess, applying a 1.3x physical attack power modifier to one target for three turns.
-Level 2: Bravera
AP Cost: 2
MP Cost: 8
Element: None
Description: A magical field is summoned, boosting the party's physical power. Applies a 1.2x physical attack
power modifier to the entire party for three turns.
-Level 3: Bravega
AP Cost: 3
MP Cost: 16
Element: None
Description: A crystal made of magical energy forms above the party and rains energy upon the party, applying a
1.5x physical attack power modifier to the entire party for three turns.
Reflect
AP Cost: 3
MP Cost: 10
Element: None
Defensive Modifier: 1x
Description: The recipient takes on a reflective aura from the spell, randomly reflecting all magical damage back to the enemy party for three turns.
-Level 2: Reflectga
AP Cost: 5
MP Cost: 25
Element: None
Defensive Modifier: 1x
Description: The entire party takes on a massive reflective aura from the spell, randomly reflecting all magical
damage back to the enemy party for three turns.
Mini-Flare
AP Cost: 3
MP Cost: 12
Element: Fire
Damage Modifier: 3x
Description: A compressed magic-induced nuclear explosion blasts one target away, dealing damage that ignores 50% of the target's SPR^2.
-Level 2: Flare
AP Cost: 5
MP Cost: 22
Element: Fire
Damage Modifier: 5x
Description: A highly-compressed magic-induced nuclear explosion that obliterates one target on the spot. Deals
damage that ignores 50% of the target's SPR^2.
-Level 3: Mega Flare
AP Cost: 7
MP Cost: 40
Element: None
Damage Modifier: 10x
Description: A devastating spell learned from the legendary Bahamut. Charges up on the first turn, then unleashes
a deadly, blue explosion at the enemy party, ignoring 50% of their SPR^2.
Life
AP Cost: 1
MP Cost: 12
Element: Light
Damage Modifier: 1x
Description: Rejuvenating energy brings a KO'd target back to life with HP equal to the caster's SPR/2 squared.
-Level 2: Full-Life
AP Cost: 3
MP Cost: 20
Element: Light
Damage Modifier: 1x
Description: Holy energy pours into a KO'd target and revives them with full health. Can only be learned if the user
possesses a base SPR greater than 30.
-Level 3: Reraise
AP Cost: 5
MP Cost: 15
Element: Light
Damage Modifier: 0x
Description: Glowing feathers made of sacred energy grace upon the target, allowing them to automatically revive
once when they're KO'd for three turns.
Death
AP Cost: 3
MP Cost: 15
Element: Dark
Damage Modifier: 0x
Description: A cruel spell designed to destroy the target's soul, killing them in the process. Success rate: [User's MAG^2]/3 - [Target's SPR^2]
-Level 2: Kill
AP Cost: 4
MP Cost: 20
Element: Dark
Damage Modifier: 1x
Description: Malicious energy takes the form of a reaper's scythe and strikes the target's soul, killing them in the
process. Success rate: [User's MAG^2]/2 - [Target's SPR^2].
Holy
AP Cost: 4
MP Cost: 16
Element: Light
Damage Modifier: 4x
Description: A sacred beam of energy crashes down upon one target, smiting them for great damage. Ignores 50%
of the target's SPR^2. Uses caster's SPR instead of MAG for damage calculation.
Meteor
AP Cost: 10
MP Cost: 50
Element: None
Damage Modifier: 8x
Description: The legendary spell that summons destructive meteors to annihilate the enemy party. Ignores 50% of the enemy party's SPR^2. Can only be learned by coming across its tome, locked in the libraries of Mysidia.
Ultima
AP Cost: Unknown
MP Cost: 60
Element: None
Damage Modifier: 10x
Description: The pinnacle of magic, whose tome is locked deep within Mysidia. The spell, at its fullest power, can be used to obliterate cities in one shot. However, most Magi's bodies cannot afford to tap into that realm of destructiveness without killing themselves in the process. A weaker, yet still exhausting version of the spell can still obliterate armies. Ignores 50% of the enemy party's SPR^2.
MOVES: show
Power Break
AP Cost: 1
MP Cost: 3
Element: None
Damage Modifier: 1.5x
Description: A disheartening blow that lowers one target's STR by 20% for three turns.
-Level 2: Power Shatter
AP Cost: 2
MP Cost: 6
Element: None
Damage Modifier: 2x
Description: A disabling blow that lowers one target's STR by 40% for three turns.
Armor Break
AP Cost: 1
MP Cost: 3
Element: None
Damage Modifier: 1.5x
Description: A disheartening blow that lowers one target's RES by 20% for three turns.
-Level 2: Armor Shatter
AP Cost: 2
MP Cost: 6
Element: None
Damage Modifier: 2x
Description: A disabling blow that lowers one target's RES by 40% for three turns.
Magic Break
AP Cost: 1
MP Cost: 3
Element: None
Damage Modifier: 1.5x
Description: A disheartening blow that lowers one target's MAG by 20% for three turns.
-Level 2: Magic Shatter
AP Cost: 2
MP Cost: 6
Element: None
Damage Modifier: 2x
Description: A disabling blow that lowers one target's MAG by 40% for three turns.
Mental Break
AP Cost: 1
MP Cost: 3
Element: None
Damage Modifier: 1.5x
Description: A disheartening blow that lowers one target's SPR by 20% for three turns.
-Level 2: Mental Shatter
AP Cost: 2
MP Cost: 6
Element: None
Damage Modifier: 2x
Description: A disabling blow that lowers one target's SPR by 40% for three turns.
Full Break
AP Cost: 4
MP Cost: 16
Element: None
Damage Modifier: 4x
Description: A powerful blow that lowers one target's STR, RES, MAG, and SPR by 30% for three turns. You need to acquire Power Shatter, Armor Shatter, Magic Shatter, and Mental Shatter in order to learn this move.
-Level 2: Full Shatter
AP Cost: 4
MP Cost: 32
Element: None
Damage Modifier: 6x
Description: The pinnacle of Breaks, only usable by a master of the Break techniques. Lowers one target's STR,
RES, MAG, and SPR by 50% for three turns.
Barrage
AP Cost: 1
MP Cost: 8
Element: None
Damage Modifier: 1.25x
Description: Hits four random targets. May repeat.
Steal
AP Cost: 1
MP Cost: 4
Element: None
Damage Modifier: 0x
Description: Steals the target's items. Success rate differs, but increase as your DEX increases.
-Level 2: Mug
AP Cost: 3
MP Cost: 10
Element: None
Damage Modifier: 1x
Description: Robs the target forcibly. Success rate differs, but increases as your STR increases.
-Level 3: Waylay
AP Cost: 5
MP Cost: 20
Element: None
Damage Modifier: 1x
Description: Robs the entire enemy party of items in a sudden burst of speed. Success rate differs, but increases
as your STR and DEX increase.
Agility
AP Cost: 1
MP Cost: 4
Element: None
Damage Modifier: 0x
Description: Through flexing, the user gains 5 DEX. Lasts three turns.
Serrated Strike (Move)
AP Cost: 1
MP Cost: 6
Element: None
Damage Modifier: 2x
Description: A harsh series of slashes that damages one target and inflicts Bleed, causing it to lose 10% HP per turn.
Osmose Blade
AP Cost: 1
MP Cost: 0
Element: None
Damage Modifier: 1x
Description: A draining strike that also restores MP equal to 2% damage dealt.
Blazing Dance
AP Cost: 1
MP Cost: 4
Element: Fire
Damage Modifier: 1x
Description: Flames kick up as the attacker advances toward one target with flames propelled by slashes. Damage one target and boost the attacker's STR by [Level]. Lasts three turns.
Jump
AP Cost: 1
MP Cost: 7
Damage Modifier: 2.5x
User leaps up into the air and crashes down into one target on the next turn. User cannot be interacted with until they land.
-Level 2: High Jump
AP Cost: 2
MP Cost: 12
Damage Modifier: 4x
User leaps high up into the air and crashes down into one target on the next turn. User cannot be interacted with
until they land.
Darkness
AP Cost: 1
MP Cost: 0
Element: Dark
Damage Modifier: 2x (Physical Attack)
Description: A powerful surge of darkness that engulfs every enemy at the cost of 20% HP.
-Level 2: Dark Cannon
AP Cost: 5
MP Cost: 0
Element: Dark
Damage Modifier: 4x
Description: A even stronger wave of darkness that engulfs every enemy at the cost of 40% HP.
-Level 3: Onyx Wave
AP Cost: 10
MP Cost: 12
Element: Dark
Damage Modifier: 5x
Description: A black tsunami raises from the user's body and swallows the enemy party with dark energy. Drains
[Level] MP from every target hit at the cost of 80% HP.
Shadow Blade
AP Cost: 1
MP Cost: 0
Element: Dark
Damage Modifier: 3x
Description: A malicious cut powered by dark energy hits one target at the cost of 20% HP.
-Level 2: Soul Eater
AP Cost: 5
MP Cost: 0
Element: Dark
Damage Modifier: 6x
Description: A swing that drains everything along its path and sends the energy into oblivion. Hits one target at
the cost of 40% HP.
-Level 3: Apocalypse
AP Cost: 10
MP Cost: 12
Element: Dark
Damage Modifier: 8x
Description: A mighty blow that could distort the fabric of space with its sheer power. Lowers the target's Dark
resistance by 50% for three turns. Hits one target at the cost of 80% HP.
Manastrike
AP Cost: 1
MP Cost: 4
Element: None
Damage Modifier: 0.25x, attacks MP.
Description: A soul-crushing strike that attacks MP rather than HP.
-Level 2: Manastrike+
AP Cost: 2
MP Cost: 8
Damage Modifier: 0.5x, attacks MP.
Description: An improved Manastrike that depletes even more of the opponent's MP.
Dark Shot
AP Cost: 1
MP Cost: 5
Element: Dark
Damage Modifier: 1.5x
Description: A basic Dark Shot. (MAG based)
Dark Charge
AP Cost: 1
MP Cost: 0
Element: Dark
Damage modifier: 0x
Description: If Dark Dynamo grants you MP, spend the turn charging additional MP (Level*3).
Black Sun
AP Cost: 1
MP Cost: All MP (Min: 9)
Element: Dark
Damage Modifier: 0x
Description: Temporarily create a Dark Sun that eats Sunlight, allowing you to gain boosts from being in darkness during this period.
Rift
AP cost: 1
MP cost: 6
Element: Earth
Damage Modifier: 2x for the first target, and 1x for the second target.
Swings his scythe into the ground to create a fast-moving rip along the ground. Travels straight, but can be angled slightly. Upon hitting one target, it can change directions and hit another.
Catch
AP Cost: 1
MP Cost: 0
Element: None
Damage Modifier: 0x
Description: Captures a weakened enemy and removing it from battle. If the captured target is a monster, it can be released to unleash a special attack. Success Rate = (75 - [The target's HP%] + SPR). Negative% = 0%.
Techblade
AP Cost: N/A (Can only be granted by equipments)
MP Cost: 10
Element: None
Damage Modifier: 0x
Description: Pick between Thunder/Fire/Blizzard. Your physical attacks without an element will be granted the element. You'll also get a general 1.5x boost in physical damage.
Provoke
AP Cost: 1
MP Cost: 3
Element: None
Damage Modifier: 0x
Description: Boosts the user's aggro for three turns. Does not stack with itself.
-Level 2: Heroic Presence
AP Cost: 2
MP Cost: 6
Element: None
Damage Modifier: 0x
Description: Maximizes aggro for one turn, drawing all single-targeted attacks to the user.
Sinewy Etude
AP Cost: 1
MP Cost: 6
Element: None
Description: An uplifting song that increases the party's STR by the user's level. Doesn't stack.
Mighty March
AP Cost: 1
MP Cost: 6
Description: Restores each party member's HP by (SPR^2)/3 at the end of every turn for three turns.
Hyakuretsu Ken
AP Cost: 1
MP Cost: 6
Element: None
Damage Modifier: 3x
Description: An assassination technique where the user strikes the target's vital pressure points on their chest in a rapid succession. [User's DEX^2]/2 % - 100 % chance to inflict a critical hit on humanoids, amplifying the modifier to 5x. Can only be used if the user isn't wielding any weapon. Ignores the target's armor, if there is one.
Soul Aura
AP Cost: 1
MP Cost: 6
Element: None
Description: A fighting technique that increases one's effective base CON by 1.5x for five turns, granting them extra HP in meantime (HP is restored based on percentage).
-Level 2: Mighty Aura
AP Cost: 3
MP Cost: 10
Element: None
Description: The user radiates a powerful aura from their body, boosting their effective base CON by 2x for five turns, granting them extra HP in meantime (HP is restored based on percentage).
Chakra
AP Cost: 2
MP Cost: 8
Element: None
Description: An ancient fighting technique. By breathing in sync with one's fighting aura, their HP will regenerate by CON^2 at the end of every turn for five turns.
-Level 2: Chakra+
AP Cost: 3
MP Cost: 14
Element: None
Description: An improved version of Chakra. Regenerates the user's HP by 1.25*(CON^2) and MP by CON/2 at the end of every turn for five turns.
AutoCrossbow
AP Cost: None. Granted by weapons.
MP cost: 14
Element: None
Damage Modifier: 1.5x
Description: A storm of arrows hits the entire enemy party thrice.
Resuscitation
AP Cost: 1
MP Cost: 6
Element: None
Damage Modifier: 0x
Description: The user performs CPR on one fallen target. If it succeeds, the target is brought back to life with 1%
of their MHP. Success rate = ([User's DEX]^2)/(2*[Turns passed since the target's KO])%.
Healing Force
AP Cost: None. Granted by weapons.
MP Cost: 6
Element: None
Healing Modifier: 3x
Description: The user fires a healing beam from their Medigun, healing one ally.
AP Cost: 1
MP Cost: 3
Element: None
Damage Modifier: 1.5x
Description: A disheartening blow that lowers one target's STR by 20% for three turns.
-Level 2: Power Shatter
AP Cost: 2
MP Cost: 6
Element: None
Damage Modifier: 2x
Description: A disabling blow that lowers one target's STR by 40% for three turns.
Armor Break
AP Cost: 1
MP Cost: 3
Element: None
Damage Modifier: 1.5x
Description: A disheartening blow that lowers one target's RES by 20% for three turns.
-Level 2: Armor Shatter
AP Cost: 2
MP Cost: 6
Element: None
Damage Modifier: 2x
Description: A disabling blow that lowers one target's RES by 40% for three turns.
Magic Break
AP Cost: 1
MP Cost: 3
Element: None
Damage Modifier: 1.5x
Description: A disheartening blow that lowers one target's MAG by 20% for three turns.
-Level 2: Magic Shatter
AP Cost: 2
MP Cost: 6
Element: None
Damage Modifier: 2x
Description: A disabling blow that lowers one target's MAG by 40% for three turns.
Mental Break
AP Cost: 1
MP Cost: 3
Element: None
Damage Modifier: 1.5x
Description: A disheartening blow that lowers one target's SPR by 20% for three turns.
-Level 2: Mental Shatter
AP Cost: 2
MP Cost: 6
Element: None
Damage Modifier: 2x
Description: A disabling blow that lowers one target's SPR by 40% for three turns.
Full Break
AP Cost: 4
MP Cost: 16
Element: None
Damage Modifier: 4x
Description: A powerful blow that lowers one target's STR, RES, MAG, and SPR by 30% for three turns. You need to acquire Power Shatter, Armor Shatter, Magic Shatter, and Mental Shatter in order to learn this move.
-Level 2: Full Shatter
AP Cost: 4
MP Cost: 32
Element: None
Damage Modifier: 6x
Description: The pinnacle of Breaks, only usable by a master of the Break techniques. Lowers one target's STR,
RES, MAG, and SPR by 50% for three turns.
Barrage
AP Cost: 1
MP Cost: 8
Element: None
Damage Modifier: 1.25x
Description: Hits four random targets. May repeat.
Steal
AP Cost: 1
MP Cost: 4
Element: None
Damage Modifier: 0x
Description: Steals the target's items. Success rate differs, but increase as your DEX increases.
-Level 2: Mug
AP Cost: 3
MP Cost: 10
Element: None
Damage Modifier: 1x
Description: Robs the target forcibly. Success rate differs, but increases as your STR increases.
-Level 3: Waylay
AP Cost: 5
MP Cost: 20
Element: None
Damage Modifier: 1x
Description: Robs the entire enemy party of items in a sudden burst of speed. Success rate differs, but increases
as your STR and DEX increase.
Agility
AP Cost: 1
MP Cost: 4
Element: None
Damage Modifier: 0x
Description: Through flexing, the user gains 5 DEX. Lasts three turns.
Serrated Strike (Move)
AP Cost: 1
MP Cost: 6
Element: None
Damage Modifier: 2x
Description: A harsh series of slashes that damages one target and inflicts Bleed, causing it to lose 10% HP per turn.
Osmose Blade
AP Cost: 1
MP Cost: 0
Element: None
Damage Modifier: 1x
Description: A draining strike that also restores MP equal to 2% damage dealt.
Blazing Dance
AP Cost: 1
MP Cost: 4
Element: Fire
Damage Modifier: 1x
Description: Flames kick up as the attacker advances toward one target with flames propelled by slashes. Damage one target and boost the attacker's STR by [Level]. Lasts three turns.
Jump
AP Cost: 1
MP Cost: 7
Damage Modifier: 2.5x
User leaps up into the air and crashes down into one target on the next turn. User cannot be interacted with until they land.
-Level 2: High Jump
AP Cost: 2
MP Cost: 12
Damage Modifier: 4x
User leaps high up into the air and crashes down into one target on the next turn. User cannot be interacted with
until they land.
Darkness
AP Cost: 1
MP Cost: 0
Element: Dark
Damage Modifier: 2x (Physical Attack)
Description: A powerful surge of darkness that engulfs every enemy at the cost of 20% HP.
-Level 2: Dark Cannon
AP Cost: 5
MP Cost: 0
Element: Dark
Damage Modifier: 4x
Description: A even stronger wave of darkness that engulfs every enemy at the cost of 40% HP.
-Level 3: Onyx Wave
AP Cost: 10
MP Cost: 12
Element: Dark
Damage Modifier: 5x
Description: A black tsunami raises from the user's body and swallows the enemy party with dark energy. Drains
[Level] MP from every target hit at the cost of 80% HP.
Shadow Blade
AP Cost: 1
MP Cost: 0
Element: Dark
Damage Modifier: 3x
Description: A malicious cut powered by dark energy hits one target at the cost of 20% HP.
-Level 2: Soul Eater
AP Cost: 5
MP Cost: 0
Element: Dark
Damage Modifier: 6x
Description: A swing that drains everything along its path and sends the energy into oblivion. Hits one target at
the cost of 40% HP.
-Level 3: Apocalypse
AP Cost: 10
MP Cost: 12
Element: Dark
Damage Modifier: 8x
Description: A mighty blow that could distort the fabric of space with its sheer power. Lowers the target's Dark
resistance by 50% for three turns. Hits one target at the cost of 80% HP.
Manastrike
AP Cost: 1
MP Cost: 4
Element: None
Damage Modifier: 0.25x, attacks MP.
Description: A soul-crushing strike that attacks MP rather than HP.
-Level 2: Manastrike+
AP Cost: 2
MP Cost: 8
Damage Modifier: 0.5x, attacks MP.
Description: An improved Manastrike that depletes even more of the opponent's MP.
Dark Shot
AP Cost: 1
MP Cost: 5
Element: Dark
Damage Modifier: 1.5x
Description: A basic Dark Shot. (MAG based)
Dark Charge
AP Cost: 1
MP Cost: 0
Element: Dark
Damage modifier: 0x
Description: If Dark Dynamo grants you MP, spend the turn charging additional MP (Level*3).
Black Sun
AP Cost: 1
MP Cost: All MP (Min: 9)
Element: Dark
Damage Modifier: 0x
Description: Temporarily create a Dark Sun that eats Sunlight, allowing you to gain boosts from being in darkness during this period.
Rift
AP cost: 1
MP cost: 6
Element: Earth
Damage Modifier: 2x for the first target, and 1x for the second target.
Swings his scythe into the ground to create a fast-moving rip along the ground. Travels straight, but can be angled slightly. Upon hitting one target, it can change directions and hit another.
Catch
AP Cost: 1
MP Cost: 0
Element: None
Damage Modifier: 0x
Description: Captures a weakened enemy and removing it from battle. If the captured target is a monster, it can be released to unleash a special attack. Success Rate = (75 - [The target's HP%] + SPR). Negative% = 0%.
Techblade
AP Cost: N/A (Can only be granted by equipments)
MP Cost: 10
Element: None
Damage Modifier: 0x
Description: Pick between Thunder/Fire/Blizzard. Your physical attacks without an element will be granted the element. You'll also get a general 1.5x boost in physical damage.
Provoke
AP Cost: 1
MP Cost: 3
Element: None
Damage Modifier: 0x
Description: Boosts the user's aggro for three turns. Does not stack with itself.
-Level 2: Heroic Presence
AP Cost: 2
MP Cost: 6
Element: None
Damage Modifier: 0x
Description: Maximizes aggro for one turn, drawing all single-targeted attacks to the user.
Sinewy Etude
AP Cost: 1
MP Cost: 6
Element: None
Description: An uplifting song that increases the party's STR by the user's level. Doesn't stack.
Mighty March
AP Cost: 1
MP Cost: 6
Description: Restores each party member's HP by (SPR^2)/3 at the end of every turn for three turns.
Hyakuretsu Ken
AP Cost: 1
MP Cost: 6
Element: None
Damage Modifier: 3x
Description: An assassination technique where the user strikes the target's vital pressure points on their chest in a rapid succession. [User's DEX^2]/2 % - 100 % chance to inflict a critical hit on humanoids, amplifying the modifier to 5x. Can only be used if the user isn't wielding any weapon. Ignores the target's armor, if there is one.
Soul Aura
AP Cost: 1
MP Cost: 6
Element: None
Description: A fighting technique that increases one's effective base CON by 1.5x for five turns, granting them extra HP in meantime (HP is restored based on percentage).
-Level 2: Mighty Aura
AP Cost: 3
MP Cost: 10
Element: None
Description: The user radiates a powerful aura from their body, boosting their effective base CON by 2x for five turns, granting them extra HP in meantime (HP is restored based on percentage).
Chakra
AP Cost: 2
MP Cost: 8
Element: None
Description: An ancient fighting technique. By breathing in sync with one's fighting aura, their HP will regenerate by CON^2 at the end of every turn for five turns.
-Level 2: Chakra+
AP Cost: 3
MP Cost: 14
Element: None
Description: An improved version of Chakra. Regenerates the user's HP by 1.25*(CON^2) and MP by CON/2 at the end of every turn for five turns.
AutoCrossbow
AP Cost: None. Granted by weapons.
MP cost: 14
Element: None
Damage Modifier: 1.5x
Description: A storm of arrows hits the entire enemy party thrice.
Resuscitation
AP Cost: 1
MP Cost: 6
Element: None
Damage Modifier: 0x
Description: The user performs CPR on one fallen target. If it succeeds, the target is brought back to life with 1%
of their MHP. Success rate = ([User's DEX]^2)/(2*[Turns passed since the target's KO])%.
Healing Force
AP Cost: None. Granted by weapons.
MP Cost: 6
Element: None
Healing Modifier: 3x
Description: The user fires a healing beam from their Medigun, healing one ally.
PASSIVE ABILITIES: show
Counter
Description: 15% chance to counter the attacker with an Attack when hit by any attack.
HP Stroll
Description: Regenerates HP out of battle. Regenerates 10% HP every minute.
Escape Artist
Description: Trick enemies as you make your daring escape. 100% success rate for Escaping. Doesn't work in special situations, like most Boss fights.
Shirahadori/Distract
Description: 25% chance to parry a physical attack.
Lovable
Description: Enemies are least likely to target the character.
Cover
Description: 50% chance to take damage for one ally.
Barehanded
Description: STR increases by Level + 3 if the character is weaponless.
Darkness Dynamo
Description: Naturally recover small amounts of MP while in low-level light or at night (Level*1 per turn). Can be negated by direct sunlight or magic sunlight. Take weak light damage (1% max HP per turn, rounded down) if in direct sunlight or magic sunlight.
Dualcast (300 CP)
Description: Cast two spells at a time. Formatted: [Spell 1/Spell 2] (ie. [Fire/Thunder])
Advantage (200 CP)
Description: Allows you to act twice per turn should you have a 5 DEX advantage or greater compared to the enemy with the highest DEX.
Learning (100 CP)
Description: Allows you to learn Blue Magic with AP, provided you live a hit against them.
Doublehand (500 CP)
Description: Complete mastery over two-handed weapon-wielding boosts all sources of STR boosts in your equipment by 1.5x, as long as you're not dual-wielding or using a shield.
Equip Shield (300 CP)
Description: Allows you to equip shields with your free hand, provided you're not using both of your hands.
Dual Wield (500 CP)
Description: Mastery over dual-wielding allows you to equip two weapons at the same time. This also allows you to use moves that deal physical damage twice in a rapid succession every time you use them, while only using up the MP once, and it doubles your Basic Attacks as well. Note: STR boosts in damage calculation use each weapon's individual STR boost for each attack.
Deus Vult (200 CP)
Description: Applies the effects of Bravery and Faith to the user when the battle starts. Lasts three turns.
Sword Mastery (500 CP)
Description: Mastery over swords grants you an innate 2x modifier to your physical attacks involving your sword.
Rod Mastery (500 CP)
Description: Mastery over rods grants you an innate 2x modifier to your magical attacks as long as you're equipped with a rod.
Mace Mastery (500 CP)
Description: Mastery over maces grants you an innate 1.5x modifier to your physical and magical attacks, and an innate 25% physical and magical defense ignorance, as long as you're equipped with a mace.
Shield Mastery (500 CP)
Description: Mastery over shields grants you an innate 2x modifier to your physical and magical defense. In addition, the Defend command grants up to 75% damage reduction. Only activates if you're equipped with a shield.
(Equip Shield is required)
Fist of Fury (500 CP)
Description: Grants you an additional 1.25x modifier to your physical defense, and your magical defense, as long as you're barehanded. Also allows you to attack twice barehanded, in the fashion of Dual Wield.
Shikkoku (300 CP)
Description: The ability that represents the Point of No Return of a Dark Knight's career. Symbiotic relationship with the power of darkness allows the user to fully recover their HP every time after they move. This also grants 150% Dark Resistance. Can only be learned after getting either Dark Cannon or Soul Eater.
Description: 15% chance to counter the attacker with an Attack when hit by any attack.
HP Stroll
Description: Regenerates HP out of battle. Regenerates 10% HP every minute.
Escape Artist
Description: Trick enemies as you make your daring escape. 100% success rate for Escaping. Doesn't work in special situations, like most Boss fights.
Shirahadori/Distract
Description: 25% chance to parry a physical attack.
Lovable
Description: Enemies are least likely to target the character.
Cover
Description: 50% chance to take damage for one ally.
Barehanded
Description: STR increases by Level + 3 if the character is weaponless.
Darkness Dynamo
Description: Naturally recover small amounts of MP while in low-level light or at night (Level*1 per turn). Can be negated by direct sunlight or magic sunlight. Take weak light damage (1% max HP per turn, rounded down) if in direct sunlight or magic sunlight.
Dualcast (300 CP)
Description: Cast two spells at a time. Formatted: [Spell 1/Spell 2] (ie. [Fire/Thunder])
Advantage (200 CP)
Description: Allows you to act twice per turn should you have a 5 DEX advantage or greater compared to the enemy with the highest DEX.
Learning (100 CP)
Description: Allows you to learn Blue Magic with AP, provided you live a hit against them.
Doublehand (500 CP)
Description: Complete mastery over two-handed weapon-wielding boosts all sources of STR boosts in your equipment by 1.5x, as long as you're not dual-wielding or using a shield.
Equip Shield (300 CP)
Description: Allows you to equip shields with your free hand, provided you're not using both of your hands.
Dual Wield (500 CP)
Description: Mastery over dual-wielding allows you to equip two weapons at the same time. This also allows you to use moves that deal physical damage twice in a rapid succession every time you use them, while only using up the MP once, and it doubles your Basic Attacks as well. Note: STR boosts in damage calculation use each weapon's individual STR boost for each attack.
Deus Vult (200 CP)
Description: Applies the effects of Bravery and Faith to the user when the battle starts. Lasts three turns.
Sword Mastery (500 CP)
Description: Mastery over swords grants you an innate 2x modifier to your physical attacks involving your sword.
Rod Mastery (500 CP)
Description: Mastery over rods grants you an innate 2x modifier to your magical attacks as long as you're equipped with a rod.
Mace Mastery (500 CP)
Description: Mastery over maces grants you an innate 1.5x modifier to your physical and magical attacks, and an innate 25% physical and magical defense ignorance, as long as you're equipped with a mace.
Shield Mastery (500 CP)
Description: Mastery over shields grants you an innate 2x modifier to your physical and magical defense. In addition, the Defend command grants up to 75% damage reduction. Only activates if you're equipped with a shield.
(Equip Shield is required)
Fist of Fury (500 CP)
Description: Grants you an additional 1.25x modifier to your physical defense, and your magical defense, as long as you're barehanded. Also allows you to attack twice barehanded, in the fashion of Dual Wield.
Shikkoku (300 CP)
Description: The ability that represents the Point of No Return of a Dark Knight's career. Symbiotic relationship with the power of darkness allows the user to fully recover their HP every time after they move. This also grants 150% Dark Resistance. Can only be learned after getting either Dark Cannon or Soul Eater.
Discord Chat (IC actions go here!): https://discord.gg/SnTz2Kc
(I'll also tell you if anything's wrong with your character sheet here)
ITEM ENCYCLOPEDIA: show
Potion: The medical wonder of the 21st century. Drink it and it'll fix your wounds. They say it's safe to drink, but you can't help but wonder whether there are side effects or not. Heals 200 HP.
Hi-Potion: An improved version of Potion. It uses a different set of ingredients, resulting in a more expensive but more effective variant. Heals 750 HP.
Y-Potion: A further improved version of Potion. It uses rare, magical materials. Heals 1250 HP.
X-Potion: The "King of Potions." It takes exotic materials and an intricate brewing process in order to perfect this potion. Heals 2000 HP.
Ether: Mana extracts from magical plants. They're more costly than potions. Heals 20 MP.
Wind Shard: The shard of a Wind Crystal. When used, automatically casts Aera. Alternatively, it can be used to learn Aero for free.
Elixir: A legendary mix that fully recovers one's HP and MP. Its formula is still unknown, but many efforts have been made to decode it.
Hi-Potion: An improved version of Potion. It uses a different set of ingredients, resulting in a more expensive but more effective variant. Heals 750 HP.
Y-Potion: A further improved version of Potion. It uses rare, magical materials. Heals 1250 HP.
X-Potion: The "King of Potions." It takes exotic materials and an intricate brewing process in order to perfect this potion. Heals 2000 HP.
Ether: Mana extracts from magical plants. They're more costly than potions. Heals 20 MP.
Wind Shard: The shard of a Wind Crystal. When used, automatically casts Aera. Alternatively, it can be used to learn Aero for free.
Elixir: A legendary mix that fully recovers one's HP and MP. Its formula is still unknown, but many efforts have been made to decode it.
BEASTIARY: show
#001 - Goblin

Race: Humanoid
Special Abilities: Goblin Punch (Blue Magic) - 0 MP, 1x Modifier. 5x if the user's level is the same as the target's.
Steals: Potion (Common)
HP: 150
STR: 6
MAG: 2
RES: 0
SPR: 0
DEX: 6
Resistances: None.
Sly scavengers that roam in abandoned cities. Some say that they're magic beasts born from men who commit petty crimes. They're very weak, so they tend to hunt in packs.
#002 - Gargoyle

Race: Stone
Special Abilities: Power Break, ???
Steals: ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#003 - Wind Elemental

Race: Fairy
Special Abilities: Aero, Aera, Aeroga, Tailwind (Boosts party INIT by 2), Merge (Combine with other Wind Elementals to summon the Maelstrom), Fusion (Add its own stats to another Wind Elemental, heal 200 HP and KOes self.)
Steals: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: 100% weak to Earth, ???
#004 - The Maelstrom

Race: Fairy
Special Abilities: Triple Act (Gets to move thrice in one turn),Poltergeist (1x Modifier, hits every enemy with environmental debris), Aero, Tornado (Cuts every enemy's HP down to single-digits. Uses up one whole turn), Spin (Raise self STR by 4), Split (Automatically used once below 50% HP).
Steals: Wind Shard
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#005 - Io

Race: Machine
Special Abilities: Magitek Laser (1.5x Modifier), Magitek Missile (1x Modifier, targets every enemy), Self-Destruct (Inflicts pure damage equal to remaining HP to one target), ???.
Steals: ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: -100% Thunder
#006 - Nebula Operative

Race: Human
Special Abilities: Techblade, Serrated Strike, Disarm ((Self's STR^2)/2 - Enemy's STR% chance to unequip a target's weapon) Desperation Attack - Muramasa (Deals pure damage = HP lost), Mirage Dive: (3x Damage Modifier, KOs self.)
Steals: Hi-Potion (Heals 500 HP) (Common), Emu Badge (Uncommon), Brigand's Bracer (Grants Disarm to the wearer) (Rare).
HP: 500
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: -50% Poison, +50% Thunder.
Trained Nebula soldiers under Garland's command. Their Techblades allow them to be incredibly versatile, suitable for a variety of missions. They also use an oriental form of swordplay, fighting elegantly and effectively. When pushed against the corner, they may reveal their Desperation Attacks as a last ditch effort.
#007 - Demon Chimera

Race: Beast
Special Abilities: ???, ???, ???, ???, ???, ???, ???, ???
Steals: ???
HP: 15000
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: 100% Fire, Thunder, Ice.
Extremely territorial chimeras created by the Dark Crystal of Bogota. They are like the watchdogs of the city, attacking anyone that comes into their territory. Each of their heads can move on its own, often building up to a combination of elemental breaths, spells and nasty attacks. If you get attacked by even just more than one of these things, you're in for certain doom.
#008 - Dark Siren

Race: Avian
Special Abilities: Dualcast, Hastemarch, Silence, Water, Tidal Wave (Water, hits all), Thunder Climax (Thunder, hits all, inflicts Silence)
Steals: Siren's Feather
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: -50% Fire, ???, 100% Water, -50% Light, ???
The legendary Siren, who fell under the influence of the Dark Crystal of Bogota. At first, she would simply set up and play with her preys. The calm before the storm ends with the Prelude starting, leading to the horrifying orchestra of constant barrage of spread attacks.
#009 - Skeleton

Race: Undead
Special Abilities: None.
Steals: ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
#010 - Damper Ropes
Race: None
Special Abilities: Inanimate (This 'monster' never takes its turn)
HP: 1000
STR: 0
RES: 10
MAG: 0
SPR: 0
DEX: 0
Resistances: -50% Fire, +50% Dark, +50% Wind
These bundled ropes are part of what supports the Damper from crashing down Taipei 101.
#011 - Tuned Mass Damper
Race: None
Special Abilities: Black Wind (Removes debuffs), Black Charge (Sacrifices one Dark unit to perform a special ability), Black Reinforce (Use an accumulated Black Charge to apply a 1.2x modifier to the unit's offensive and defensive modifiers), ???
HP: 8000
STR: 0
RES: 20
MAG: 15
SPR: 15
DEX: 0
Resistances: +50% Fire, Thunder, Ice, Water, Earth, Wind. +100% Poison, Dark.
The damper that keeps Taipei 101 stable during earthquakes and typhoons. It not only features a durable shell, but also houses a Dark Crystal. The Dark Crystal constantly radiates dark energy, which reinforces the ropes that keep the damper from crashing down. The Dark Crystal can also attack through damper, essentially using it as an armor.
#012 - Dark Guard

Race: Humanoid
Special Abilities: Dark, Gravity, Fusion
HP: 800
STR: 15
MAG: 15
RES: 10
SPR: 10
DEX: 10
Resistances: 50% Dark, -50% Light
Guard units of Taipei 101. They're given birth by the Dark Crystal. As the product of darkness, they're mere energy manifested in a different form. As such, they can fuse with each other to become a different monster with ease. Outside of that, they use their trusty guns to take down their enemies, as well as casting Dark-element spells.
#013 - Dark Duelist

Race: Humanoid
Special Abilities: Dark
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: 50% Dark, -50% Light
A rapier-wielding unit that leads the defense of the damper. Aside from his name and his weapon of choice, he doesn't seem to have anything else to differ himself from the rest of the guards.
#014 - Tiamat

Race: Dragon
Special Abilities: Oblivion (1x modifier Dark element AoE spell, drains 4 MP), ???
HP: 3000
STR: 20
MAG: 20
RES: 10
SPR: 10
DEX: 10
Resistances: 50% Dark, -50% Light, 50% Wind, -50% Earth.
A fiend of the dark created by fusing multiple Dark units together. It only knows one thing, and that is to defend the damper at all costs. Its last breath was used for the same purpose as well.
#15 - Abtu

Race: Aquatic
Special Abilities: None
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: -50% Thunder, ???
#16 - Sahagin

Race: Aquatic
Special Abilities: Jump, Serrated Strike, Impale
HP: 650
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: -50% Ice, 50% Water
River-dwelling monsters that prey on piranhas and fishermen. Their battling style would remind one of that of a Dragoon's, but without any of the grace.
#17 - Sahagin Prince

Race: Aquatic
Special Abilities: Waterga, ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???, ???
#18 - Aria

Race: Fairy
Special Abilities: Aqua Breath, Magna Aquarius, ???, ???
HP: 2000
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: -50% Thunder, 50% Fire, 100% Water
The nymph that guards the Amazon Shrine. Her sister died years ago in a Nebula raid, leaving her in the role of defending the Earth Crystal. Having access to all the waters nearby, she is able to detect intruders and immediately dispatch water critters to repel them.
#19 - Malicious Vine

Race: Plant
Special Abilities: Capture, Slam.
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: -50% Fire, 50% Earth
#20 - Micrantha

Race: Plant
Special Abilities: Float (Passive, grants 100% Earth immunity), Acid, Frenzy
HP: 2400
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: -50% Fire
Also known as E060, Micrantha is an artificial monster created by an unknown group of Magi scientists. It is capable of controlling all the wild sentient vines growing throughout the Mekong Wastes. The acid that it secretes seem to be shared among other experiments.
#21 - Europa

Race: Machina
Special Abilities: Magitek Laser+ (2x modifier magical attack. Hits one), Gatling Suppressor (1.5x modifier physical attack. Hits all. Can't be used consecutively), Plasma Grenades (1.25x modifier, thunder-element magical attack. Hits all), Summon: Tammuz Drone.
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#22 - Tammuz Drone

Race: Machina
Special Abilities: Repair I (Restores 10% HP to one target), ???, ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
Notes: Float
#23 - Magitek Armor

Race: Machina
Special Abilities: ???, ???, ???, ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: -50% Thunder.
#24 - Prototype

Race: Machina
Special Abilities: Tomahawk Rocket (2x modifier magical attack with physical damage. Hits one), Black Hole, Wave Cannon (AoE pure damage = [Target's MHP]/2. Inflicts Sap, sapping 10% of the targets' MHP at the end of every turn for three turns. One-turn delay), ???, ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
Notes: Proto-Shield (Resistances shift after taking elemental damage to resist that element more. Flawed)
#25 - ???

Race: Humanoid
Special Abilities: Silencing Bolt (1x modifier, thunder-element magical attack. Hits one. Silences for three turns), Cobalt Blade (2x modifier, thunder-element magical attack. Hits one. Dismembers the target if it kills), Reichsadler (5x modifier, thunder-element magical attack with 50% SPR^2 ignore. Hits one), ???, ???, ???, ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#26 - Aureola Fox

Race: Beast
Special Abilities: ???, ???
HP: 1000
STR: 15
MAG: 15
RES: 10
SPR: 15
DEX: 20
Resistances: 50% Light
Adorable white foxes that inhabit the Tibetan plateau. They hunt in packs, and they're able to cast White Magic to help each other out. The locals are mostly vegetarian, so they rarely interact with humans.
#27 - Delta Antelope

Race: Beast
Special Abilities: ???, ???, ???
HP: 1500
STR: 15
MAG: 10
RES: 10
SPR: 10
DEX: 20
Resistances: 50% Light
Magical antelopes with surprising agility. They're often hunted by Aureola Foxes. As such, they've evolved to adapt to their strategy. While they may possess pretty much the same speed, Delta Antelopes have the unique ability to turn invisible momentarily and leap incredible heights, allowing them to get themselves out of an engagement with little problems.
#28 - Scarmiglione

Race: Undead
Special Abilities: Phantom Pain (Horrible images plague the minds of the enemy party. Lower their offensive modifiers down to 0.9x for three turns), Bad Breath (Distribute different statuses among the enemy party, all of which lasting two turns), Malice of the Dead (50% chance to inflict Doom on each enemy party member. Treated as a physical attack), Zombie (Revives one target back to full health and with the Undead status. The afflicted target is under the user's control for as long as the target isn't KO'd again, and it does not take a turn for the user to command the target), Banish (Warps one target out of battle), Dualcast, Tremor (3x modifier, Earth-element magical attack. Hits all. Requires a turn to charge), Summon: Ghouls x5, Summon: Plague Horror, Hell Fangs (2x modifier physical attack. Hits two different targets and inflicts bleed for three turns), Extreme Speed (3x modifier physical attack. Hits one. Ignores evasion), Slowdown (Heavily slows down the time in the battlefield by spreading magical energy over flowers. Fades if the flowers die), ???, ???, ???, ???
HP: 20000
STR: 20
MAG: 15
RES: 16
SPR: 16
DEX: 10
Resistances: +200% Poison, -50% Fire, 50% Earth, 50% Dark
The accumulation of centuries of suffering, personified, and summoned through Project EIDOLON's intensive researches. It touts justice above all else, claiming to seek revenge against the corrupted ones that plague the world and cause suffering. Despite being born out of malice and toxicity, it is a gentle giant, not leaving a bit of stench wherever it goes, unless it intentionally releases its Bad Breath to fend off attackers. It is shown to possess the ability to turn solid and gaseous at will, as well as the ability to summon dreaded creatures.
#29 - Johnathan
Race: Humanoid
Special Abilities: Sludge Gel (Forcibly removes one target from their position), ???, ???, ???, ???
HP: 8000
STR: 16
MAG: 20
RES: 10
SPR: 16
DEX: 15
Resistances: 200% Poison
An American in his forties, partaking in Project EIDOLON with his family and friends. Due to the Poison Crystal, he's received special abilities that allow him to manipulate and generate gelatinous sludge out of thin air. Personal information unknown.
#30 - Dave
Race: Humanoid
Special Abilities: ???, ???, ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#31 - Maria
Race: Humanoid
Special Abilities: Poison, Curaga, Dualcast, ???, ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#32 - Leia
Race: Humanoid
Special Abilities: Shellra, ???, ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#33 - Mekong Poison Crystal
Race: Crystal
Special Abilities: ???, ???, ???, ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#34 - Mekong Lab Generator
Race: Machina
Special Abilities: Anti-Erosion (Heals one target for 1000 HP), Magitek Missile (Inflicts 600 - SPR^2 damage on one target), Megavolt (AoE thunder-element attack. Inflicts 900 - SPR^2 damage), Gigavolt (AoE thunder-element attack. Inflicts 3000 - SPR^2 damage. Requires two turns of charging), Anti-Death (Revives one target with 50% HP), Shutdown, Distribute (Restores 20 MP to one target. Three-turn cooldown), Reinforce (Boost the defensive modifier of the Generator and the Crystal by 50% for three turns), Magitek Lasers (AoE attack. Inflicts 600 - SPR^2 damage), Concentrate (Boosts MP regen by 20 at the cost of removing power from the rest of the facility)
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#35 - Setzer

Race: Humanoid
Special Abilities: Ace of Diamond (2x modifier physical attack. Hits one. Inflicts pure damage), ???, ???, ???, ???, ???, ???, ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#36 - Ghoul

Race: Undead
Special Abilities: Draining Touch, Armor Break
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#37 - Plague Horror

Race: Demon
Special Abilities: Doom (Inflicts Doom, KOing one target in five turns), Comet (2x modifier magical attack. Modifier boosts by 1x after each consecutive use, capping at 5x), ???, ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
Notes: Float
#38 - Baron Knight

Race: Human
Special Abilities: Revolting Slash (2x modifier physical attack with 50% RES^2 ignore), Armor Break, Mental Break.
HP: 1500
STR: 19
MAG: 0
RES: 21
SPR: 15
DEX: 10
Resistances: None.
Welsh soldiers following Cecil's Revolution, working in a platoon known as the Red Baron. They fashion a fairly-outdated getup, with heavy armor, a sword, and a shield. However, the armor proved to be enough to hold against conventional bullets, and they had an even greater advantage over the Commonwealth agents who lack spells to bypass their thick plates.
#39 - Hitman

Race: Human
Special Abilities: Grenade (800 damage on three random targets. Doesn't ignore RES). Shotgun (3x modifier physical attack. Hits one).
HP: 1000
STR: 15
MAG: 0
RES: 9
SPR: 9
DEX: 15
Resistances: None.
Assassins hired by the Mayor of Cardiff in an attempt to kill Cecil, a revolutionary leader. They possessed minimum equipment in order to fool Cecil, along with a fancy suit for the supposed occasion - lunch. They were armed with DGE Blut, a kind of shotgun manufactured by the DGE a few years ago. Its high power was barely enough to dent the opposing Knights' armor, unfortunately.
#40 - Baron Warlock

Race: Human
Special Abilities: Revolting Slash, Mini-Flare, Comet, Fire, Thunder, Blizzard.
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#41 - Baron Rifleman

Race: Human
Special Abilities: ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#42 - Cecil Harvey

Race: Human
Special Abilities: Revolting Blade (aka Revolting Slash), Cura, Protega, ???, ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
Notes: Cover.
#43 - Kain Highwind
Race: Human
Special Abilities: Armor Break, Jump, Octathrust (1x modifier physical attack, hits eight times), Serrated Strike.
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
Notes: Goes Berserk after taking too much damage at once.
#44 - Cutthroat

Race: Human
Special Abilities: Fire, ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
Notes: Dual Wield.
#45 - Cockatrice

Race: Bird
Special Abilities: ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
Notes: Float / Petrifying Beak: 10% chance to inflict Petrify with each hit.
#46 - Bomb

Race: Demon
Special Abilities: ???, ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
Notes: Explodes if HP < 50%.
#47 - Purobolos

Race: Demon
Special Abilities: Flame Jaws (2x modifier Fire-element physical attack, hits one), ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
Notes: Explodes if HP < 50%.
#48 - Grenade

Race: Demon
Special Abilities: Flame Jaws, Flame Burst (1.5x modifier, Fire-element magical attack. Hits all), ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
Notes: Explodes if HP < 50%.
#49 - Mom Bomb

Race: Demon
Special Abilities: Barrage, Flame Burst, Heat Wave (2x modifier, Fire-element magical attack. Hits all), ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
Notes: If HP < 50%, explode in 5 turns.
#50 - S.L.A.T.E.

Race: Machine
Special Abilities: Bullet Spray (1x modifier physical attack, hits all), ???, ???, ???, ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#51 - Californian Rocketeer

Race: Human
Special Abilities: Rocket Launcher (3x modifier physical attack, ignores 50% RES^2, hits one)
HP: 1000
STR: 20
MAG: 20
RES: 10
SPR: 10
DEX: 10
Resistances: None.
Californian soldiers armed with rocket launchers. Trained to deal with the U.S. Army's machines. Their armor-piercing rockets are especially effective against them.
#52 - Californian Soldier

Race: Human
Special Abilities: Grenade (2x modifier physical attack, ignores 50% RES^2, hits one), First Aid (Restores 500 HP to one target).
HP: 1000
STR: 20
MAG: 20
RES: 10
SPR: 10
DEX: 15
Resistances: None.
Californians drafted into war against the U.S., with varying degrees of composure.
#53 - Dark Elemental

Race: Fairy
Special Abilities: Dark, ???
HP: 1600
STR: 16
MAG: 20
RES: 12
SPR: 16
DEX: 16
Resistances: 200% Dark, -100% Light
Elemental wisps of darkness. They appear around the Dark Crystal, scaring invaders away. Some say the flames are made of lost souls they've claimed.
#54 - Bloodbones

Race: Undead
Special Abilities: ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#55 - Crystal Operative

Race: Human
Special Abilities: Fire, Water, Aero, Stone, Ensnare (Halves INIT for one target until the end of the turn), Stonera, Aera, ???, ???
HP: 900
STR: 21
MAG: 24
RES: 14
SPR: 19
DEX: 18
Resistances: ???
Mages working for the Crystal Order, usually appears in bulk.
#56 - Crystal Scout

Race: Human
Special Abilities: Libra+, Water Blade (2x modifier, Water-element physical attack, hits one), Serrated Strike, Mental Break, ???
HP: 800
STR: 21
MAG: 18
RES: 12
SPR: 17
DEX: 25
Resistances: None.
Magi thieves serving in the Crystal Order as recon units. While not as stealthy as their Nebula counterparts, they have a lot more tricks up in their sleeves in combat.
#57 - Golbez

Race: Human
Special Abilities: Silencing Slash (1.5x modifier physical attack, hits one, inflicts Silence, ignores evasion), Black Hole, Water, Haste, Graviga, Poison, Power Break, Mini-Flare, Dark Focus (+5 MAG), Dark, ???, ???
HP: 20000
STR: 25
MAG: 32
RES: 21
SPR: 23
DEX: 15
Resistances: 200% Dark.
Notes: Immune to Poison.
The mysterious Black Commander of the Crystal Order. He and the Order struck a deal, granting him access to the inner Order in exchange for the halt of the expansion of the darkness in South America. The deal was shattered, however, with the Crystal Order dispatching Shimizu and several operatives to subjugate the Dark Crystal. Though, it seemed that the Man in Black was just a vessel used by something greater.
#58 - Diabolos

Race: Demon
Special Abilities: Dark, Darkra, Scythe Slash (3x modifier physical attack, hits one), Dark Messenger (10x modifier Dark-element magical attack, hits all), ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#59 - Tantarian

Race: Demon
Special Abilities: Poison, Curaga, Paper Storm (1x modifier physical attack, hits all, inflicts Bleed for three turns), Summon (Counter for turning to the wrong page)
HP: 7000
STR: 23
MAG: 23
RES: 26
SPR: 20
DEX: 12
Resistances: -50% Fire
Note: Hides inside a book. Page 150 – 225, out of 300 Pages. RES halves if found. Immune to Paralysis. Immune to all status effects while hidden.
A demon inhabiting an ancient Beastiary. It acted as a guardian of the Tower of Zot, with its ability to overwhelm careless intruders easily by swarming them with monsters from the Beastiary. Furthermore, its Paper Storm is capable of inflicting bleeding paper cuts, making parties without a healer suffer.
#60 - Page 32

Race: Demon
Special Abilities: Aero
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#61 - Page 64

Race: Demon
Special Abilities: Death.
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#62 - Page 128

Race: Insect
Special Abilities: Slimer (Cuts INIT by 25% for the duration of the battle, hits one)
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#63 - Page 256

Race: Demon
Special Abilities: None.
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#64 - Belphegor

Race: Stone
Special Abilities: Aero, Tornado.
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#65 - Barbariccia

Race: Human
Special Abilities: Aero, Blowback (Inflicts Paralysis on one target for two turns), ???, ???, ???, ???, ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???

Race: Humanoid
Special Abilities: Goblin Punch (Blue Magic) - 0 MP, 1x Modifier. 5x if the user's level is the same as the target's.
Steals: Potion (Common)
HP: 150
STR: 6
MAG: 2
RES: 0
SPR: 0
DEX: 6
Resistances: None.
Sly scavengers that roam in abandoned cities. Some say that they're magic beasts born from men who commit petty crimes. They're very weak, so they tend to hunt in packs.
#002 - Gargoyle

Race: Stone
Special Abilities: Power Break, ???
Steals: ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#003 - Wind Elemental

Race: Fairy
Special Abilities: Aero, Aera, Aeroga, Tailwind (Boosts party INIT by 2), Merge (Combine with other Wind Elementals to summon the Maelstrom), Fusion (Add its own stats to another Wind Elemental, heal 200 HP and KOes self.)
Steals: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: 100% weak to Earth, ???
#004 - The Maelstrom

Race: Fairy
Special Abilities: Triple Act (Gets to move thrice in one turn),Poltergeist (1x Modifier, hits every enemy with environmental debris), Aero, Tornado (Cuts every enemy's HP down to single-digits. Uses up one whole turn), Spin (Raise self STR by 4), Split (Automatically used once below 50% HP).
Steals: Wind Shard
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#005 - Io
Race: Machine
Special Abilities: Magitek Laser (1.5x Modifier), Magitek Missile (1x Modifier, targets every enemy), Self-Destruct (Inflicts pure damage equal to remaining HP to one target), ???.
Steals: ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: -100% Thunder
#006 - Nebula Operative

Race: Human
Special Abilities: Techblade, Serrated Strike, Disarm ((Self's STR^2)/2 - Enemy's STR% chance to unequip a target's weapon) Desperation Attack - Muramasa (Deals pure damage = HP lost), Mirage Dive: (3x Damage Modifier, KOs self.)
Steals: Hi-Potion (Heals 500 HP) (Common), Emu Badge (Uncommon), Brigand's Bracer (Grants Disarm to the wearer) (Rare).
HP: 500
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: -50% Poison, +50% Thunder.
Trained Nebula soldiers under Garland's command. Their Techblades allow them to be incredibly versatile, suitable for a variety of missions. They also use an oriental form of swordplay, fighting elegantly and effectively. When pushed against the corner, they may reveal their Desperation Attacks as a last ditch effort.
#007 - Demon Chimera
Race: Beast
Special Abilities: ???, ???, ???, ???, ???, ???, ???, ???
Steals: ???
HP: 15000
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: 100% Fire, Thunder, Ice.
Extremely territorial chimeras created by the Dark Crystal of Bogota. They are like the watchdogs of the city, attacking anyone that comes into their territory. Each of their heads can move on its own, often building up to a combination of elemental breaths, spells and nasty attacks. If you get attacked by even just more than one of these things, you're in for certain doom.
#008 - Dark Siren

Race: Avian
Special Abilities: Dualcast, Hastemarch, Silence, Water, Tidal Wave (Water, hits all), Thunder Climax (Thunder, hits all, inflicts Silence)
Steals: Siren's Feather
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: -50% Fire, ???, 100% Water, -50% Light, ???
The legendary Siren, who fell under the influence of the Dark Crystal of Bogota. At first, she would simply set up and play with her preys. The calm before the storm ends with the Prelude starting, leading to the horrifying orchestra of constant barrage of spread attacks.
#009 - Skeleton

Race: Undead
Special Abilities: None.
Steals: ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
#010 - Damper Ropes
Race: None
Special Abilities: Inanimate (This 'monster' never takes its turn)
HP: 1000
STR: 0
RES: 10
MAG: 0
SPR: 0
DEX: 0
Resistances: -50% Fire, +50% Dark, +50% Wind
These bundled ropes are part of what supports the Damper from crashing down Taipei 101.
#011 - Tuned Mass Damper
Race: None
Special Abilities: Black Wind (Removes debuffs), Black Charge (Sacrifices one Dark unit to perform a special ability), Black Reinforce (Use an accumulated Black Charge to apply a 1.2x modifier to the unit's offensive and defensive modifiers), ???
HP: 8000
STR: 0
RES: 20
MAG: 15
SPR: 15
DEX: 0
Resistances: +50% Fire, Thunder, Ice, Water, Earth, Wind. +100% Poison, Dark.
The damper that keeps Taipei 101 stable during earthquakes and typhoons. It not only features a durable shell, but also houses a Dark Crystal. The Dark Crystal constantly radiates dark energy, which reinforces the ropes that keep the damper from crashing down. The Dark Crystal can also attack through damper, essentially using it as an armor.
#012 - Dark Guard
Race: Humanoid
Special Abilities: Dark, Gravity, Fusion
HP: 800
STR: 15
MAG: 15
RES: 10
SPR: 10
DEX: 10
Resistances: 50% Dark, -50% Light
Guard units of Taipei 101. They're given birth by the Dark Crystal. As the product of darkness, they're mere energy manifested in a different form. As such, they can fuse with each other to become a different monster with ease. Outside of that, they use their trusty guns to take down their enemies, as well as casting Dark-element spells.
#013 - Dark Duelist

Race: Humanoid
Special Abilities: Dark
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: 50% Dark, -50% Light
A rapier-wielding unit that leads the defense of the damper. Aside from his name and his weapon of choice, he doesn't seem to have anything else to differ himself from the rest of the guards.
#014 - Tiamat

Race: Dragon
Special Abilities: Oblivion (1x modifier Dark element AoE spell, drains 4 MP), ???
HP: 3000
STR: 20
MAG: 20
RES: 10
SPR: 10
DEX: 10
Resistances: 50% Dark, -50% Light, 50% Wind, -50% Earth.
A fiend of the dark created by fusing multiple Dark units together. It only knows one thing, and that is to defend the damper at all costs. Its last breath was used for the same purpose as well.
#15 - Abtu
Race: Aquatic
Special Abilities: None
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: -50% Thunder, ???
#16 - Sahagin

Race: Aquatic
Special Abilities: Jump, Serrated Strike, Impale
HP: 650
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: -50% Ice, 50% Water
River-dwelling monsters that prey on piranhas and fishermen. Their battling style would remind one of that of a Dragoon's, but without any of the grace.
#17 - Sahagin Prince

Race: Aquatic
Special Abilities: Waterga, ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???, ???
#18 - Aria

Race: Fairy
Special Abilities: Aqua Breath, Magna Aquarius, ???, ???
HP: 2000
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: -50% Thunder, 50% Fire, 100% Water
The nymph that guards the Amazon Shrine. Her sister died years ago in a Nebula raid, leaving her in the role of defending the Earth Crystal. Having access to all the waters nearby, she is able to detect intruders and immediately dispatch water critters to repel them.
#19 - Malicious Vine

Race: Plant
Special Abilities: Capture, Slam.
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: -50% Fire, 50% Earth
#20 - Micrantha

Race: Plant
Special Abilities: Float (Passive, grants 100% Earth immunity), Acid, Frenzy
HP: 2400
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: -50% Fire
Also known as E060, Micrantha is an artificial monster created by an unknown group of Magi scientists. It is capable of controlling all the wild sentient vines growing throughout the Mekong Wastes. The acid that it secretes seem to be shared among other experiments.
#21 - Europa
Race: Machina
Special Abilities: Magitek Laser+ (2x modifier magical attack. Hits one), Gatling Suppressor (1.5x modifier physical attack. Hits all. Can't be used consecutively), Plasma Grenades (1.25x modifier, thunder-element magical attack. Hits all), Summon: Tammuz Drone.
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#22 - Tammuz Drone

Race: Machina
Special Abilities: Repair I (Restores 10% HP to one target), ???, ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
Notes: Float
#23 - Magitek Armor

Race: Machina
Special Abilities: ???, ???, ???, ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: -50% Thunder.
#24 - Prototype

Race: Machina
Special Abilities: Tomahawk Rocket (2x modifier magical attack with physical damage. Hits one), Black Hole, Wave Cannon (AoE pure damage = [Target's MHP]/2. Inflicts Sap, sapping 10% of the targets' MHP at the end of every turn for three turns. One-turn delay), ???, ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
Notes: Proto-Shield (Resistances shift after taking elemental damage to resist that element more. Flawed)
#25 - ???

Race: Humanoid
Special Abilities: Silencing Bolt (1x modifier, thunder-element magical attack. Hits one. Silences for three turns), Cobalt Blade (2x modifier, thunder-element magical attack. Hits one. Dismembers the target if it kills), Reichsadler (5x modifier, thunder-element magical attack with 50% SPR^2 ignore. Hits one), ???, ???, ???, ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#26 - Aureola Fox

Race: Beast
Special Abilities: ???, ???
HP: 1000
STR: 15
MAG: 15
RES: 10
SPR: 15
DEX: 20
Resistances: 50% Light
Adorable white foxes that inhabit the Tibetan plateau. They hunt in packs, and they're able to cast White Magic to help each other out. The locals are mostly vegetarian, so they rarely interact with humans.
#27 - Delta Antelope
Race: Beast
Special Abilities: ???, ???, ???
HP: 1500
STR: 15
MAG: 10
RES: 10
SPR: 10
DEX: 20
Resistances: 50% Light
Magical antelopes with surprising agility. They're often hunted by Aureola Foxes. As such, they've evolved to adapt to their strategy. While they may possess pretty much the same speed, Delta Antelopes have the unique ability to turn invisible momentarily and leap incredible heights, allowing them to get themselves out of an engagement with little problems.
#28 - Scarmiglione

Race: Undead
Special Abilities: Phantom Pain (Horrible images plague the minds of the enemy party. Lower their offensive modifiers down to 0.9x for three turns), Bad Breath (Distribute different statuses among the enemy party, all of which lasting two turns), Malice of the Dead (50% chance to inflict Doom on each enemy party member. Treated as a physical attack), Zombie (Revives one target back to full health and with the Undead status. The afflicted target is under the user's control for as long as the target isn't KO'd again, and it does not take a turn for the user to command the target), Banish (Warps one target out of battle), Dualcast, Tremor (3x modifier, Earth-element magical attack. Hits all. Requires a turn to charge), Summon: Ghouls x5, Summon: Plague Horror, Hell Fangs (2x modifier physical attack. Hits two different targets and inflicts bleed for three turns), Extreme Speed (3x modifier physical attack. Hits one. Ignores evasion), Slowdown (Heavily slows down the time in the battlefield by spreading magical energy over flowers. Fades if the flowers die), ???, ???, ???, ???
HP: 20000
STR: 20
MAG: 15
RES: 16
SPR: 16
DEX: 10
Resistances: +200% Poison, -50% Fire, 50% Earth, 50% Dark
The accumulation of centuries of suffering, personified, and summoned through Project EIDOLON's intensive researches. It touts justice above all else, claiming to seek revenge against the corrupted ones that plague the world and cause suffering. Despite being born out of malice and toxicity, it is a gentle giant, not leaving a bit of stench wherever it goes, unless it intentionally releases its Bad Breath to fend off attackers. It is shown to possess the ability to turn solid and gaseous at will, as well as the ability to summon dreaded creatures.
#29 - Johnathan
Race: Humanoid
Special Abilities: Sludge Gel (Forcibly removes one target from their position), ???, ???, ???, ???
HP: 8000
STR: 16
MAG: 20
RES: 10
SPR: 16
DEX: 15
Resistances: 200% Poison
An American in his forties, partaking in Project EIDOLON with his family and friends. Due to the Poison Crystal, he's received special abilities that allow him to manipulate and generate gelatinous sludge out of thin air. Personal information unknown.
#30 - Dave
Race: Humanoid
Special Abilities: ???, ???, ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#31 - Maria
Race: Humanoid
Special Abilities: Poison, Curaga, Dualcast, ???, ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#32 - Leia
Race: Humanoid
Special Abilities: Shellra, ???, ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#33 - Mekong Poison Crystal
Race: Crystal
Special Abilities: ???, ???, ???, ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#34 - Mekong Lab Generator
Race: Machina
Special Abilities: Anti-Erosion (Heals one target for 1000 HP), Magitek Missile (Inflicts 600 - SPR^2 damage on one target), Megavolt (AoE thunder-element attack. Inflicts 900 - SPR^2 damage), Gigavolt (AoE thunder-element attack. Inflicts 3000 - SPR^2 damage. Requires two turns of charging), Anti-Death (Revives one target with 50% HP), Shutdown, Distribute (Restores 20 MP to one target. Three-turn cooldown), Reinforce (Boost the defensive modifier of the Generator and the Crystal by 50% for three turns), Magitek Lasers (AoE attack. Inflicts 600 - SPR^2 damage), Concentrate (Boosts MP regen by 20 at the cost of removing power from the rest of the facility)
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#35 - Setzer

Race: Humanoid
Special Abilities: Ace of Diamond (2x modifier physical attack. Hits one. Inflicts pure damage), ???, ???, ???, ???, ???, ???, ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#36 - Ghoul
Race: Undead
Special Abilities: Draining Touch, Armor Break
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#37 - Plague Horror

Race: Demon
Special Abilities: Doom (Inflicts Doom, KOing one target in five turns), Comet (2x modifier magical attack. Modifier boosts by 1x after each consecutive use, capping at 5x), ???, ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
Notes: Float
#38 - Baron Knight

Race: Human
Special Abilities: Revolting Slash (2x modifier physical attack with 50% RES^2 ignore), Armor Break, Mental Break.
HP: 1500
STR: 19
MAG: 0
RES: 21
SPR: 15
DEX: 10
Resistances: None.
Welsh soldiers following Cecil's Revolution, working in a platoon known as the Red Baron. They fashion a fairly-outdated getup, with heavy armor, a sword, and a shield. However, the armor proved to be enough to hold against conventional bullets, and they had an even greater advantage over the Commonwealth agents who lack spells to bypass their thick plates.
#39 - Hitman

Race: Human
Special Abilities: Grenade (800 damage on three random targets. Doesn't ignore RES). Shotgun (3x modifier physical attack. Hits one).
HP: 1000
STR: 15
MAG: 0
RES: 9
SPR: 9
DEX: 15
Resistances: None.
Assassins hired by the Mayor of Cardiff in an attempt to kill Cecil, a revolutionary leader. They possessed minimum equipment in order to fool Cecil, along with a fancy suit for the supposed occasion - lunch. They were armed with DGE Blut, a kind of shotgun manufactured by the DGE a few years ago. Its high power was barely enough to dent the opposing Knights' armor, unfortunately.
#40 - Baron Warlock

Race: Human
Special Abilities: Revolting Slash, Mini-Flare, Comet, Fire, Thunder, Blizzard.
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#41 - Baron Rifleman

Race: Human
Special Abilities: ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#42 - Cecil Harvey

Race: Human
Special Abilities: Revolting Blade (aka Revolting Slash), Cura, Protega, ???, ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
Notes: Cover.
#43 - Kain Highwind
Race: Human
Special Abilities: Armor Break, Jump, Octathrust (1x modifier physical attack, hits eight times), Serrated Strike.
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
Notes: Goes Berserk after taking too much damage at once.
#44 - Cutthroat
Race: Human
Special Abilities: Fire, ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
Notes: Dual Wield.
#45 - Cockatrice

Race: Bird
Special Abilities: ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
Notes: Float / Petrifying Beak: 10% chance to inflict Petrify with each hit.
#46 - Bomb

Race: Demon
Special Abilities: ???, ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
Notes: Explodes if HP < 50%.
#47 - Purobolos

Race: Demon
Special Abilities: Flame Jaws (2x modifier Fire-element physical attack, hits one), ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
Notes: Explodes if HP < 50%.
#48 - Grenade

Race: Demon
Special Abilities: Flame Jaws, Flame Burst (1.5x modifier, Fire-element magical attack. Hits all), ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
Notes: Explodes if HP < 50%.
#49 - Mom Bomb

Race: Demon
Special Abilities: Barrage, Flame Burst, Heat Wave (2x modifier, Fire-element magical attack. Hits all), ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
Notes: If HP < 50%, explode in 5 turns.
#50 - S.L.A.T.E.

Race: Machine
Special Abilities: Bullet Spray (1x modifier physical attack, hits all), ???, ???, ???, ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#51 - Californian Rocketeer

Race: Human
Special Abilities: Rocket Launcher (3x modifier physical attack, ignores 50% RES^2, hits one)
HP: 1000
STR: 20
MAG: 20
RES: 10
SPR: 10
DEX: 10
Resistances: None.
Californian soldiers armed with rocket launchers. Trained to deal with the U.S. Army's machines. Their armor-piercing rockets are especially effective against them.
#52 - Californian Soldier

Race: Human
Special Abilities: Grenade (2x modifier physical attack, ignores 50% RES^2, hits one), First Aid (Restores 500 HP to one target).
HP: 1000
STR: 20
MAG: 20
RES: 10
SPR: 10
DEX: 15
Resistances: None.
Californians drafted into war against the U.S., with varying degrees of composure.
#53 - Dark Elemental

Race: Fairy
Special Abilities: Dark, ???
HP: 1600
STR: 16
MAG: 20
RES: 12
SPR: 16
DEX: 16
Resistances: 200% Dark, -100% Light
Elemental wisps of darkness. They appear around the Dark Crystal, scaring invaders away. Some say the flames are made of lost souls they've claimed.
#54 - Bloodbones
Race: Undead
Special Abilities: ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#55 - Crystal Operative

Race: Human
Special Abilities: Fire, Water, Aero, Stone, Ensnare (Halves INIT for one target until the end of the turn), Stonera, Aera, ???, ???
HP: 900
STR: 21
MAG: 24
RES: 14
SPR: 19
DEX: 18
Resistances: ???
Mages working for the Crystal Order, usually appears in bulk.
#56 - Crystal Scout

Race: Human
Special Abilities: Libra+, Water Blade (2x modifier, Water-element physical attack, hits one), Serrated Strike, Mental Break, ???
HP: 800
STR: 21
MAG: 18
RES: 12
SPR: 17
DEX: 25
Resistances: None.
Magi thieves serving in the Crystal Order as recon units. While not as stealthy as their Nebula counterparts, they have a lot more tricks up in their sleeves in combat.
#57 - Golbez

Race: Human
Special Abilities: Silencing Slash (1.5x modifier physical attack, hits one, inflicts Silence, ignores evasion), Black Hole, Water, Haste, Graviga, Poison, Power Break, Mini-Flare, Dark Focus (+5 MAG), Dark, ???, ???
HP: 20000
STR: 25
MAG: 32
RES: 21
SPR: 23
DEX: 15
Resistances: 200% Dark.
Notes: Immune to Poison.
The mysterious Black Commander of the Crystal Order. He and the Order struck a deal, granting him access to the inner Order in exchange for the halt of the expansion of the darkness in South America. The deal was shattered, however, with the Crystal Order dispatching Shimizu and several operatives to subjugate the Dark Crystal. Though, it seemed that the Man in Black was just a vessel used by something greater.
#58 - Diabolos

Race: Demon
Special Abilities: Dark, Darkra, Scythe Slash (3x modifier physical attack, hits one), Dark Messenger (10x modifier Dark-element magical attack, hits all), ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#59 - Tantarian

Race: Demon
Special Abilities: Poison, Curaga, Paper Storm (1x modifier physical attack, hits all, inflicts Bleed for three turns), Summon (Counter for turning to the wrong page)
HP: 7000
STR: 23
MAG: 23
RES: 26
SPR: 20
DEX: 12
Resistances: -50% Fire
Note: Hides inside a book. Page 150 – 225, out of 300 Pages. RES halves if found. Immune to Paralysis. Immune to all status effects while hidden.
A demon inhabiting an ancient Beastiary. It acted as a guardian of the Tower of Zot, with its ability to overwhelm careless intruders easily by swarming them with monsters from the Beastiary. Furthermore, its Paper Storm is capable of inflicting bleeding paper cuts, making parties without a healer suffer.
#60 - Page 32

Race: Demon
Special Abilities: Aero
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#61 - Page 64

Race: Demon
Special Abilities: Death.
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#62 - Page 128

Race: Insect
Special Abilities: Slimer (Cuts INIT by 25% for the duration of the battle, hits one)
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#63 - Page 256

Race: Demon
Special Abilities: None.
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#64 - Belphegor

Race: Stone
Special Abilities: Aero, Tornado.
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
#65 - Barbariccia

Race: Human
Special Abilities: Aero, Blowback (Inflicts Paralysis on one target for two turns), ???, ???, ???, ???, ???
HP: ???
STR: ???
MAG: ???
RES: ???
SPR: ???
DEX: ???
Resistances: ???
WORLD MAP: show

Stars: Capital Cities
Circles: Crystals. Orange = Fire, Cyan = Ice, Yellow = Thunder, Dark Green = Poison, Neon Green = Wind, Brown = Earth, Blue = Water, White = Light, Black = Dark.
Red lines: Borders
Grayed-out Areas: Total Chaos / Anarchy
Areas without borders: Peaceful wilds. These lands may have a few settlements, but they don't have a central government.
Countries:
1: Republic of California (Capital City: None) - Before the events of 2050, California was a prosperous state. After that, Californian militants decided to declare independence amidst chaos. Though, when the US government got back on their feet after suppressing rebels, they permitted Magitek bombardments over California, devastating the cities severely. To avoid the bombardments, they began to create underground cities, named after their above-ground counterparts.
2: The United States of America (Capital City: Atlanta) - After suppressing the dissidents with White Terror, the US government moved their capital to Atlanta, facing their competing rival, African Empire, directly. They locked Ottawa and Lincoln, turning them into Magitek Research Facilities, which is why they're the leading country in Magitek.
3: African Empire (Capital City: Addis Ababa) - The Wind, Earth and Thunder crystals gave the disunited Africans three powerful leaders. The triad of leaders united the many African states together, creating a powerful empire. Though, lately, the leaders have often been at odds with each other.
4: Vector (Capital City: Victoria) - What used to be an African state was taken over by the private army of the strongest corporate on Earth, Vector. The leader of Vector is a diplomatic genius, successfully allying with every remaining country on the planet. It is now the leading country in non-magic technology as well as trade.
5: Mysidia (Magus Lower) - The Somalians that used to live here were transformed by the newly appeared Light Crystal. Its power turned them into incredibly potent Mysidian Magi. Despite their powers, they decided to be neutral country. For some reasons, they've been building a tall tower with nothing but enchanted bricks. Their neighboring countries wanted to take over them, but the Light Crystal at Magus Prime stopped such attempts times and times over. Eventually, the two countries gave up. The actual leading country in Magic, though they're very secretive about their researches.
6: Republic of Antarctica (Capital City: Zozo) - Founded by an old scientist by the name of Ramuh. Antarctica's population consists of a mere thousand of scientists that were inspired by Ramuh as well as their descendants. It is considered to be the safest place to live on Earth. The country researches summoning magic extensively on top of Thunder magic. It is a neutral country.
7: Spain-Portgual (Capital City: Lisbon) - The events in 2050 caused the two countries to form a union. Due to the drastic change in weather and temperature, the entire Europe, as well as Spain-Portugal, was struck by a horrible famine. Spain-Portugal, England, and the Nordic Union were able to seize the food trades, subverting the crisis as the rest of Europe suffered from Russia's blockade. Spain-Portugal is a dual-democracy, seeing two presidents as well as two prime ministers co-working with each other.
8: Great Arabia (Capital City: Dubai) - The Arabian king was able to take advantage of the chaos and launched a successful campaign to take over the Middle East. The Israelite put up the greatest amount of resistance, but when the Vector mercenaries arrived, they were eventually overcome. Unfortunately, in the age of Magi, fossil fuels quickly became worthless as crystal researches advanced. They were quick to adapt, though, as they took advantage of the two Light Crystals in Mecca and Jerusalem and researched light magic. Though, their potency is nowhere near that of the one in Magus Prime.
9: Russian Federation (Capital City: Moscow) - Russians benefited immensely from the tectonic shift, immensely improving their agriculture as well as giving them a coast that doesn't freeze in the winter. Despite their military prowess, they couldn't stop the Magi invaders in the now defrosted Siberian Plains, and had to sign a ceasefire with them. They've now dedicated themselves to researching Anti-Magic measures, and their successes have been showing.
10: Mongolia (Capital City: Ulaanbaatar) - From the Ostrov Komsomolets came a mysterious woman. She was seen talking to the Mongolian president one day. Immediately after the day, Mongolia launched a surprise invasion into Siberia with Magi nomads. Their dark magic was able to overcome the Russians' modern weaponry. In a few days, Russia was forced to sign a ceasefire with them. Mongolia is speculated as "the next Mongolian Empire", though it is a mystery why the country hasn't gone south and took over the warring states in China.
11: Nordic Union (Capital City: Luleå) - In response to the chaos occurring throughout the globe, the peaceful Nordic countries unionized for survival. The Ice Crystal in Luleå is treated as the will of their ancestors. Specializes in the research of Ice magic.
12: Qin (Capital City: Lop Nor) - The age of Magi shattered People's Republic of China and sent it into another Warring States period. The northwest warlord named his state Qin, after the mighty Qin that once reunited China. Qin heavily relies on the Earth Crystal in Lop Nor for their successes, so much that the capital was moved there to ensure its safety.
13: People's Republic of China (Capital City: Beijing (Not Shown)) - What's left of the once powerful PRC. No longer possessing the unity they once had, they are on a path of rapid decline. They rely heavily on foreign support from the USA, Antartica, and Vector.
14: Shu (Capital City: Sichuan (Not Shown)) - The richest of the warring states. The warlord's been cooperating with Qin's leader to reunite China.
15: Chu (Capital City: Jingzhou (Not Shown)) - Another warring state of China. Due to being attacked from both east and west, the state has been dwindling in strength. Diplomatically isolated, it is thought that they'll go down very soon.
16: Taiwanese Empire (Capital City: Taipei) - The dark crystal that had appeared in Taipei changed the once peaceful country forever. An unstoppable wave of immense nationalism pushes Taiwan into expanding its borders. They invaded the weakened PRC and joined in the Warring States' race to dominance.
17: Republic of India (Capital City: Mumbai) - The world's largest democracy has endured the 2050s. The corrupted officials are swept away by mysterious monks from Lumbini. While the Caste system has endured, it is slowly fading away as more and more Light Magi rise from the Shudras. Indian merchants control the Indian Sea trade, and the nation absorbed much of the various technologies in its neighboring states.
18: Tibet (Capital City: Lahsa) - As the PRC shrank, the Tibetans took the opportunity to declare independence. They quickly allied themselves with India and shared the power of the Light Crystal in Lumbini. To avoid invasions from China in the future, they've dedicated themselves to incredible fortifications around the Tibetan plateau.
19: Commonwealth of Nations (Capital City - De jure: London, de facto: Sydney) - Originally a commonwealth of ex-colonies of Britain. The membership states decided to completely unite to face the threat of the Magi. While the capital would've actually been London, everyone knew how unstable Europe was. Sydney's geographical location makes it one of the safest cities left on the planet. The Commonwealth possesses a strong anti-Magi stance, often finding themselves working with the Nebula Order. The Thunder Crystal at Lake Barlee is currently used as a powerful generator, which is why it hasn't been destroyed. Despite how well the British-American relationships had been back at the beginning of the 20th century, USA's invasion of Canada amidst chaos completely ruined the ties.
20: New Atlantis (Capital City: Mariana) - Starting from the 2030s, a group of architects and geologists had worked on an ambitious project: Creating an underwater city. They succeeded. The first human settlement underseas was established in the year 2045, known as Mariana. The water crystal that had appeared nearby helped their efforts even more. Along with protecting the environment around the settlements, it helped with the survival of the settlements during the continental shifts. In the year 2055, they had finally reached where the Water Crystal was. They built an observance lab nearby to research the mysterious workings of the crystal. Needless to say, quite a few Water Magi appeared in the settlements. New Atlantis' population consists of mostly immigrants and their children. The immigration policy is very strict in order to guarantee the safety of the New Atlanteans. Their naval force is the best on the planet, as it's the only kind of military they need. They have strong ties with the Crystal Order, often working together in protection efforts.
ADVENTURE LOG - CRYSTAL: show
March 1st, 2070:
8:00 AM - Arriving at the Dillingham Dock. Received 6 potions and 3 ethers.
8:10 AM - Encountered three goblins. Two were defeated and one got away. Stole a Potion! The party receives 10 CPs.
8:15 AM - Robin was kidnapped by a Gargoyle in the City Square. The party gave chase.
8:20 AM - After convincing the guards at the Wind Shrine to let them in, the party entered the Wind Shrine. They encountered three gargoyles. Two were defeated and one got away. The party receives 30 CPs.
8:25 AM - The party encounters four Wind Elementals. They merged into the Maelstrom. The party dealt heavy damage to it, causing it to split back to four. The party eventually defeated them, and was finally able to chant to the crystal and calm the monsters. They used up two potions. They find a dark hallway behind the crystal. The party receives 60 CPs and levels up.
8:35 AM - N caught up to the party. The party decided to let him stay. They found a mess hall with Gargoyle corpses everywhere.
They then found a crude tunnel which lead to a castle. Robin was there, and she revealed that she was going to be against them in the future. She advised the party to find a boat on the shores 500 meters away from Dillingham.
The party took the advice and headed for the boat.
8:40 AM - The party left the castle and was caught by a Crystal personnel passing by. Due to N's constant protest against the man's insistence of taking them to General Golbez, the man called several Io's to put him down.
N managed to manipulate the man and called the Io's off.
8:48 AM - The man lead the party to the perimeters. The Nebula attack just began.
8:50 AM - The man was killed as he mindlessly entered the warzone around the perimeters. The party engages in combat with six Nebula Operatives. Two Io's came to the party's aid. Cosmic was KO'd in the battle. The party received 30 CP. The party also received a Techblade K, which was dropped by the last operative they killed.
8:55 AM - The party found the yacht on the shores and boarded it. They then found a Phoenix Down in there and used it to bring Cosmic back to consciousness. They decided to sail south, to where? They did not know. They just wanted to get outta there.
9:10 AM - The party was knocked out by the Siren's song.
9:20 AM - The yacht crashed onto the shores of Bogota. They were found by scavenging skeletons and were rounded up before the Siren. The Siren pleaded for the party to defeat her and break her free from the influence of the Dark Crystal. The party decided to confront the crystal directly by entering Bogota instead.
9:25 AM - The party encountered a Demon Chimera and had to run away due to the difference in power. They returned to the Siren and bickered for awhile, before the Siren eventually gave in to the dark and transformed. They fought the now Dark Siren and defeated her. They gained 30 CP and received La Niña, Siren's Harp.
9:30 AM - Lens and the mages that accompanied him found the party, and they were forced to travel to the Amazon Shrine in order to redeem their failures in Dillingham.
11:00 AM - The party sailed along the Amazon River, fighting and defeating 9 Sahagins, 8 Abtus, as well as a nymph that attempted to repel the party. The party received 40 CP and leveled up.
12:00 PM - The party arrived at the Village of Koltz. They met a Texan man there, who acted as the translator between the party and the locals. The leading mage also revealed himself as the agent that N had once captured.
N and him struck a deal at the end, with him promising that he would cease to commit atrocities like mass mind control after reuniting with his 'family', Claire.
8:00 AM - Arriving at the Dillingham Dock. Received 6 potions and 3 ethers.
8:10 AM - Encountered three goblins. Two were defeated and one got away. Stole a Potion! The party receives 10 CPs.
8:15 AM - Robin was kidnapped by a Gargoyle in the City Square. The party gave chase.
8:20 AM - After convincing the guards at the Wind Shrine to let them in, the party entered the Wind Shrine. They encountered three gargoyles. Two were defeated and one got away. The party receives 30 CPs.
8:25 AM - The party encounters four Wind Elementals. They merged into the Maelstrom. The party dealt heavy damage to it, causing it to split back to four. The party eventually defeated them, and was finally able to chant to the crystal and calm the monsters. They used up two potions. They find a dark hallway behind the crystal. The party receives 60 CPs and levels up.
8:35 AM - N caught up to the party. The party decided to let him stay. They found a mess hall with Gargoyle corpses everywhere.
They then found a crude tunnel which lead to a castle. Robin was there, and she revealed that she was going to be against them in the future. She advised the party to find a boat on the shores 500 meters away from Dillingham.
The party took the advice and headed for the boat.
8:40 AM - The party left the castle and was caught by a Crystal personnel passing by. Due to N's constant protest against the man's insistence of taking them to General Golbez, the man called several Io's to put him down.
N managed to manipulate the man and called the Io's off.
8:48 AM - The man lead the party to the perimeters. The Nebula attack just began.
8:50 AM - The man was killed as he mindlessly entered the warzone around the perimeters. The party engages in combat with six Nebula Operatives. Two Io's came to the party's aid. Cosmic was KO'd in the battle. The party received 30 CP. The party also received a Techblade K, which was dropped by the last operative they killed.
8:55 AM - The party found the yacht on the shores and boarded it. They then found a Phoenix Down in there and used it to bring Cosmic back to consciousness. They decided to sail south, to where? They did not know. They just wanted to get outta there.
9:10 AM - The party was knocked out by the Siren's song.
9:20 AM - The yacht crashed onto the shores of Bogota. They were found by scavenging skeletons and were rounded up before the Siren. The Siren pleaded for the party to defeat her and break her free from the influence of the Dark Crystal. The party decided to confront the crystal directly by entering Bogota instead.
9:25 AM - The party encountered a Demon Chimera and had to run away due to the difference in power. They returned to the Siren and bickered for awhile, before the Siren eventually gave in to the dark and transformed. They fought the now Dark Siren and defeated her. They gained 30 CP and received La Niña, Siren's Harp.
9:30 AM - Lens and the mages that accompanied him found the party, and they were forced to travel to the Amazon Shrine in order to redeem their failures in Dillingham.
11:00 AM - The party sailed along the Amazon River, fighting and defeating 9 Sahagins, 8 Abtus, as well as a nymph that attempted to repel the party. The party received 40 CP and leveled up.
12:00 PM - The party arrived at the Village of Koltz. They met a Texan man there, who acted as the translator between the party and the locals. The leading mage also revealed himself as the agent that N had once captured.
N and him struck a deal at the end, with him promising that he would cease to commit atrocities like mass mind control after reuniting with his 'family', Claire.
ADVENTURE LOG - NEBULA: show
March 1st, 2070:
8:00 AM - Karyete, Edgy, and Tesla received a call, instructing them to go to the Sydney Int'l Airport for a mission.
Tesla showed up late, and surprised Karyete and Edgy with her not being the actual Peter Bromonovich after all.
8:10 AM - The party gave the password 'Wild Rose' to the guards, granting them access to a side door, which then lead to a private lobby. There, Garland, the commander of the mission, greeted them and briefed the mission.
The party received information on Golbez, an infamous Crystal General. The mission would primarily be slaying Golbez, who will show up in Dillingham due to a spy orchestrating the other end of the mission in the Crystal Order.
8:50 AM - After taking a supersonic jet, the party arrow-landed in the outskirts of Dillingham. There, they proceeded with their mission with Garland's company. The party encounters four Io's, which were quickly put down with Garland's aid. The party received 30 CP.
8:55 AM - The party went down the Dillingham Streets, encountering Golbez. Robin, the Nebula spy that had infiltrated the Crystal Order, set up an Anti-Magic Field around Golbez, significantly reducing his magic's potency.
He retaliated by summoning the Guardian. During the battle, the Guardian fired a Wave Cannon and killed Garland.
The party defeated the Guardian, and Golbez fled. The party received 70 CP and leveled up. The party received Garland's Techblade G as well as a set of Force Armor, salvaged from the Guardian.
9:40 AM - The party returned to the Nebula HQ. They decided to embark on a mission to Taipei, destroying the empire's Dark Crystal. The ship would sail at 6:00 PM, so they took their day off in downtown Sydney. Chaos ensued, and Tesla was fined for delinquency. They also upgraded Crowhead and Tired Edgeworth.
8:00 AM - Karyete, Edgy, and Tesla received a call, instructing them to go to the Sydney Int'l Airport for a mission.
Tesla showed up late, and surprised Karyete and Edgy with her not being the actual Peter Bromonovich after all.
8:10 AM - The party gave the password 'Wild Rose' to the guards, granting them access to a side door, which then lead to a private lobby. There, Garland, the commander of the mission, greeted them and briefed the mission.
The party received information on Golbez, an infamous Crystal General. The mission would primarily be slaying Golbez, who will show up in Dillingham due to a spy orchestrating the other end of the mission in the Crystal Order.
8:50 AM - After taking a supersonic jet, the party arrow-landed in the outskirts of Dillingham. There, they proceeded with their mission with Garland's company. The party encounters four Io's, which were quickly put down with Garland's aid. The party received 30 CP.
8:55 AM - The party went down the Dillingham Streets, encountering Golbez. Robin, the Nebula spy that had infiltrated the Crystal Order, set up an Anti-Magic Field around Golbez, significantly reducing his magic's potency.
He retaliated by summoning the Guardian. During the battle, the Guardian fired a Wave Cannon and killed Garland.
The party defeated the Guardian, and Golbez fled. The party received 70 CP and leveled up. The party received Garland's Techblade G as well as a set of Force Armor, salvaged from the Guardian.
9:40 AM - The party returned to the Nebula HQ. They decided to embark on a mission to Taipei, destroying the empire's Dark Crystal. The ship would sail at 6:00 PM, so they took their day off in downtown Sydney. Chaos ensued, and Tesla was fined for delinquency. They also upgraded Crowhead and Tired Edgeworth.
Spreadsheet for the Crystal Party
Spreadsheet for the Nebula Party
Accepted Characters:
Cosmic (Played by: Megar) (To be continued)
Momo (Played by: Megar) (Game Over!)
Luana (Played by: Megar)
Kai (Played by: Zunar)
Kerri (Played by: Nan) (Game Over!)
N (Played by: npromin1) (Game Over!)
Lens (Played by: Emperor M) (Game Over!)
Ven (Played by: Venexis)
Karyete (Played by: Karyete)
Bromonovich (Played by: Harmless)
Edgy (Played by: JSlayerXero)
Luxie (Played by: Magnen)
Mari (Played by: ParagonFall) (Game Over!)
Nia (Played by: ParagonFall)
Coenig (Played by: Teutonic)

