====================== Legend Of Alon D'ar ====================== Rovest Yakuto A.k.a. KawaiiTsunoTiger Tiger Of the wind Bc65040@navix.net Version 1.6 Started 18 May, 2002 7:02 p.m. (central time) Latest update was 24, May, 2002 6:02 am This FAQ can be printed or seen on the internet for private and personal use ONLY. This FAQ may not be placed in a magazine, CD, diskette, sold for a price , copied or anything else than above. Any questions or corrections, please e-mail me at Bc65040@navix.net or ICQ me, my ICQ number is 13902804. ---------------------------------------------------------------------------- Contents ---------------------------------------------------------------------------- 1. Updates 2. Controls 3. Story Walkthrough 4. Monster Listing 5. Skill Listing 6. Weapons Listing 7. Collection Items 8. Credits ---------------------------------------------------------------------------- 1. Updates ---------------------------------------------------------------------------- Updated 05-19-2002 I have advanced in the Story section, Added in more collection items, Added more to the Weapons listing and started the Skill section and Race and Character Bio. Updated 05-20-2002 Updated the Skills listing, Weapons listing, Monster listing, Collection Items. The Collection Item Section will be totally Redone after I have collected Everything in the game. Updated 05-21-2002 Completed the Skill listing. Updated 05-22-2002 It seems I've made an error of judgement. Once you've Masterd all five skills, A sixth skill appears. Updated 05-24-2002 Dark Wacky has given me the right to use his Location infomation on The Sivler Acorn, Tree Frog, and Amber Item Collection Quest's. Which Are more Explaniory then my Infomation on the subject. Hopefully he will Provide you with More infomation on Collection quests. I have Explained what I can on the other Subjects. What you need to know and more has been explained In the other sections Also. ---------------------------------------------------------------------------- 2. Controls ---------------------------------------------------------------------------- The controls are rather simple to understand but will need to be memorized for better reflexs. So lets cover the controls and then move on. In game controls Circle : Toggle explore mode Heads-up Display (Hud) on or off. X :Talk to Non-playable character/ Interact with game object. Square : Open Main Menu. Start : Pause menu. Left Analog Stick : Move current character. Right Analog Stick : Camera Movement. Right Stick Button R3 : toggle camera zoom mode Menu/Interface control Circle: Get detailed info on the highlighted menu option X: Select item or area Triangle: Cancel/Back out of a menu L1: Previous menu or item page R1: Next menu of item page L2: Next character in party R2: Previous character in part Directional Button Up: Previous menu item Directional Button Down: Next menu item Directional Button Left: Previous character in part Directional Button Right: Next character in party There is also the Fantastic option to play with a friend or family member. Just plug in a second controller and press start on it. Tho it only works when there is 2 or more in the party. If you open the Equipment Screen you'll see Status of the current characters. Name, Hp, Mp stats, PP, and gold. Name : Hp : Health points Mep : Magic energy Points Spirit: Magic power Dex : Speed Str : Strength PP : Proficiency points Next level : Needed EXP to level up Gold : gold you have Then you'll see Right hand, Left hand, wearable, and Belt items. Your Right hand is for Magic Focal items and Weapons. Your left is for a shields. Some level Magic Focals and weapons take 2 hands. When using these items. You cannot have a shield durring battle. You can carry up to 8 items on your belt and use them for quick access to need items durring battle. Wearable slots are for equiping Armor, rings, Bracers, amulets, etc. The Invetory Screen will show everthing you have. You can move items between your person and Invetory by selecting them. Skill screen is the menu to let you exchange PP for Skill levels or to buy more skills if your at a safe haven. This will Show Stats and then Category and traits you may buy or level up. Also will show a Grid. Current skill/level P.P and Gold. To buy a Select a skill press X on the Category or Traits. Then to select a Skill press X. Then to buy Press X again. There are many skills to buy. So don't just stick to one type. Save and Explore the possiblities. Quest Items Screen will show all the quests items your party have. Quest items are needed to advance farther in to the game. These items will be spent threw Story events. These items will not be shown in Inventory and cannot be equipt. Quest Log screen will log all Quests you have started and completed. Just select one and read what it has needed to be done. Great option for an RPG game . Collectibles Screen keeps track of all Collection items you find and stores them here. When you get a certain ammout or all of a collection you get a stats boost,PP boost, and even a raise in rank. Explore mode is just where you walk around and interact with the world, people, and other things. You can only pick up items in this mode by walking up to it and pressing X. Other then that you should have a easy time exploring. This game has a lovely world to explore. Combat Mode is Like Grandia's battle where every person's attack is timed and while your waiting for it to run down another has a go. Deppending how fast your attack is the more you can fit in to the battle. But Now Each Character of your party has an Item belt that can carry 8 items. You place anything from Potions, Orbs, weapon, and other items. You can switch between your current weapon to use a deffernt weapon or to use an item. But once that play runs out of Items. S/he is out till after battle and then you may re-fill the belt. I suggest you keep 2 extra weapons and 4 healing items on your belt at all times. And later you'll have Special Spells you can cast in combat Mode. You'll see them at the bottem of the Belt Menu. Now when you beat a monster or complete a Collection Item or a Quest you get Proficiency points. The are to be used to level up spells. Every Character you get will be able to level up thier Skills unless that skill is at its max. This will be better explained in the Skill Listing section. Now welcome to the game. You know all you need to start. ---------------------------------------------------------------------------- 3. Story Walkthrough ---------------------------------------------------------------------------- Before we get started. There are places known as Safe Havens. These Safe Havens are a Save place, Healing place, a place to spend gold to buy new skills, and are Teleports of sorts ALL rolled in to one. And as such These places are very important Power sources. The Sarojin had found these Translocation points first so it is under their control. So you may only travel these Translocation points, You will need to get a Quest Item to use it. The Sarojin also have made Translocation Nodes which can teleport items and people over short distances. And these too can only be controlled by the Sarojin so you need one in your party to use these too. Save Points are spread over this world. Just touch them and press X to activate them. Check all Plants, Pots, and Flowers to Items. Always Have one of Every Orb. Along your travels you'll find people selling Orbs. You may have need of some later. So buy One of Every magic type. Fire, Water, Air, Earth, Sound, White, and Absorption. You'll need Fire, White, and even Earth from time to time. But You shouldn't have need or use of them till after you get Tahir. He should be your Healer and Spell caster. So make him master both the Cho Pin Tou and Healing. Every Skill He'll have the highest HP andMEP in the game and you'll need him Alot Later on. Always Battle EVERY SINGLE FIEND, CREATURE, AND MONSTER you can find in EVERY AREA. Level up while your in a area. So you will have a better time Fighting boss battles. And you'll get a lot of PP to use to level up skills and Master some weapons. If your to weak to fight a certain new monster try new weapon or spell AND save offen. You'll probly have hard time in Gomira if you don't save after Every battle there. If you Have a hard time its due to the fact that you need to change weapons or Power up the skills of your current level. Remember To let the Evil survive invites your death. So kill all enemies you see and can find. And as the openning scene ends you Have heard the plans of the Great Evil, Lord Grandar plans to start war with the Dagani. You must stop him some how. Hollow Grange Village -------------------- Talk with everyone in the village. Walk up to the houses to get some people to come out and talk. Check the Well for 5 pp and a Quest item Bucket of water to use on your burning house. The chest holds 30 PP, 20 gold, items Wither potion and steel buckler. Then learn how to fight at Daelus training arena. Fight in all three tests. Then enter the tower and talk with a man named Haldar. He'll hint that the unlit torches are the key to the treasure room. They hold holds 5 PP each, Quest Item Ring of passage, 2 gold, Quest Item small Iron Key. One of the torchs open a Secret pasageway. It will be blocked with a barrier that uses a ring of passage to open. As you walk down the Passage you will try to get the blue crystal loose. You'll find a Lump Hammer on the middle rack south west of the crystal. Use it to get a Fragment of the crystal which is known as Cobalt crystal and is a quest item. don't brake the Box. It contains a Health potion and will be smashed if you brack the box. IT also holds 20 gold and a Dagger named Katar. Make sure to check the grounds WHERE EVER you go for Wither herbs or other items. Once this is done you'll be able to leave. Go to the bridge and after the small talk you can enter and leave at your will. Boarder of Lord Grandar ----------------------- On the way threw the path you'll meet Minri. She'll ask for 30 acorns that have been hidden throughout Orin. If and when you find them you'll need to take them to Ekue in Whitewater Gorge. Farther on you'll meet Pia and learn of magic, and then get in to open field. Farther on you'll meet a Deryn who is a Weapon sellsman with low level weapons. And a story about a Sarojin, a hermit who lives in a cave who has been chased out by Skurlings. Past this bridge is a save place. And ther are more Skurlings. Farther on you'll find the Sarojin's Cave with 3 Skurlings and the only way to battle is with all three at once. Not to easy. But with wither Potions and a steady hand you can take'em. Once done you'll find a journal on the table. A start of another Collection quest. I suggest you start finding the silver Acorns because they too help your stats. Explore the cave then exit. When you exit the cave you'll meet Deryn and Tareena. And they'll give you a Leather Jerkin. Return to the bridge and cross it and meet with Falfar. We've come a little later then hoped. Lord Grandar passed by already. Boarder of lord Kort -------------------- Here you run in to Skojin who came to pay respect to his parents graves, but their graves were uprooted and empty. And Then he claims to see the Dead to have risen. You must carry word to lord Kort. Man was he correct. These guys are tough. you must make your way threw the plains to the lord of the Pilgrims hatch. The Lord will need you to destroy a nesting mound of which the Skurlings are coming from. It should be an easy fight if you picked up a heavy katar from the weapons shop on the edge of town. Now you can talk with everyone in the village. Buy what you need Then talk with the Lord again. He will give you A quest item Lord Kort's Token. Then head back threw the Plains and you find a Sarojin being attacked by gargoyles. And you meet a snobish Sarojin. now lets return near the entrance and fight some walking dead. Now head back to the fork in the road and head to WhiteWater Gorge and Dagan. You'll find a Translocation points. Use it. Just press L1 or R1 to choose Menu screens. The only place open for you to Teleport is Dagan South Gomira ------------ Welcome to the homeland of the Dagani. After a nice chat with a Dagani Walk forward to find Ancient scroll. You'll also run in to Zoe Who'll ask for 30 tree frogs and to meet her in Whitewater Gorge. You'll find a Collection item near Zoe. Pages from journal Chapter 2. then contiue on East to the Pier but nothing is there right now. So head North And check the waters for Chests. And save often at the Translocation point you came from and heal their too. Work your way to the village to meet a fellow member of your party. Then get some needed armor, weapons, Items, and save. Then consult the oracle. To do so. You need to get a Amareths heart. If you traveled far enough you'll run in to a friend who'll give a Water orb. Then move on to the thicker swamps. North Gomira ------------ Hear continue forward till you meet a split in the road. To your East is the oracle. Nothing there but 3 chests, Each with a potion and 100 gold. To your West is to the Amareth trees. Also near the split paths is a chest. With 100 gold and 2 potions. Farther on the Amareth path you'll find a save and a Chest near the save. Past this save is another split. One blocked by the same fog you may have seen in the last area. That leave 2 passage ways. The south path has a circle of stones, Amareth, and then to palash .The West has leads in to same direction as the South. Kill the Amareth with the ChoPinTou weapon that Tahir is carrying. You'll get the heart. Then head back to the Oracle. And now we need to find great legendary: Warrior Charak of the Dagan, Hero drommar 9-fingers of orin, Zonra the Kemarran, and Whiptail the Sarojin. And One of these greats are in Palash, in the the Spire of Suspicion. First step is to kill other Amareth to find the jade scarab on the path to palash. So lets head to Palash. But we find a sarojin who has lost her memory. Contiue on and save. Go to the Palash route. Road to La'shon --------------- Here you find a Red Amareth Dead. continue on and you find A Sarojin named PearlDust. Behind here you'll find a chest. The lurkers here are weak to the chopintou weapons and Two handed weapons. You may be low on Healing items so turning back is fine. More exp. Now once you've made it threw the path you meet Snailchaser. And so we find that the Amareth hand been chased far in to the forest. To the east is La'shon. We need to get there first. You'll find a camp and hear a story of the DarkFell. Get the weapons and items you need. Then talk to BrambleFoot at the Shrine in the center of the camp. He will ofcourse ask for the nearly impossibley unnecessary Quest Item The Diadem of the dreaming beast. time to head to the DarkFell after your done saving at the Translocation points above the camp. DarkFell -------- Easy walk up doesn't mean it'll be that easy coming back out. As you pass the tiny camp and enter the Cave BrokenClaw will warn you of danger. Pass the DarkFell Totems and continue on the path. Are you collecting the Amber and Scrolls while walking down this path? Well after few of both you'll run in to a Barrier of trees and You'll have to find another path to the spire. Head Back to the First DarkFell totems and enter there and save. Here is the Red Amareth. This was a hard battle. And now you have a Quest Item Jade Scarab. Up the hill you'll find 2 chests that contain 200 gold each and 2 potions. Now head back to the Blocked path. Soon you'll find a Sleeping Amareth near a save point. Save then head North after passing the Amareth. You'll see a valley of which holds the Spire. A Sarojin named BrightEye will mention a Three-fold Prophecy. And then walk up to the green statue. After the Event you will have Gained a new form and met Drindithar. A Guardian of the balance of energies. Yet Before we go in to this You have a hard battle to face. Two Red Armareth is just almost too much unless you have Raised Tahir's Burn Level to 4 and have a Blaze orb on him And have Jarid in his New form Bashing the trees in to stumps. And Now Ethereal which you met is a legendary being of this world. Now Change to Combat mode and choose Morph at the bottem of the options. Now you can grab the Quest Item Golden Crystal. Now leave and you'll be graced by the presences of the Oracle. And after he leaves BrightEyes will explain that you can get the Tattoo that Raise the Dead spirits At a camp in the Kemarran Highlands. And then you need to get a Cure for a Curse. Get the Quest Item BronzeBell from BrableFoot and head back to the stone ruins in North Gomira. Save first tho. The forest path is full of Lurkers now. SO Stay in the Juggernaut form. You'll have to keep changing back to the form because it wears off. North Gorima ------------ Then there are Many Amareth in the Gomira swamps. But no worry. They are overwhelmed by the Energies of the Wyrd which have been thrown out of balance. Work your way to the cursed Sarojin and Give her the Cure and Hear her story. She'll give you a Quest Item Ring of Revealing. And a New Monster to slay to find the Sphere. Head back to South Gorima and to the Pier. South Gorima ------------ You'll find New enemies here. So Use Jarids Morph to speed threw battles. Since Jarids Morph always starts with 1000 HP you need not worry of death as long as you keep changing to the Juggernaut. Make your way to the Pier and take a Boat ride to WhiteWater Gorge. Whitewater Gorge ---------------- Here you'll find a few scrolls. Have you been collecting these? Farther on you'll meet Goltir. A Dagani who is needs you to find 30 Moorlet Eggs. You'll find a Sarojin AmberTail who will tell you of a Hermit that has Scarab rings that can open passage to Twisted deep. Take the Path to the Market. Along the way you'll fight A changeling to save Tuako. Then make your way to the Market. You'll meet a story teller named Riffin who has many stories to tell. You'll also Meet Ekue and Zoe Who both have asked for 30 Collection Items. Meet with HighCrest the read up on Weapons. This info will be usefull later. Path to Orin ------------ Here you'll find a few Changelings. Great place to battle since there are a few saves in this area. You'll find a Kemarran in need of a Cure. No need to head back. Tho to head back would be smart. To pick up items. Near her there is a 3 way fork in the road. Head North east to the hidden Sarojin spike. Using the Juggernaut in the battle with the Boggroat will make it go to easy. For your trouble you'll get some weapons and a Quest Item Sphere of calling. Time to return to Orin and head to the Kemarran Highlands. Tho RazorClaw will ask for your help. Watch out. He wasn't joshing. There are Gargoyles. Tough ones. As you make your way threw the canyon you'll meet a Sarojin who'll teleport you to his market. Boarder of lord Kort -------------------- Once here you'll find Tengu, Lurkers, and Undead. If you survive the Blue Gargoyles, you'll hear a call for help. Answer it to Find Humanoid Changelings. You'll be giving a Tattoo of Power from Ninnar. Then head for the GraveYard to recive a bow after looking at the Crypt in the back. Head to Lord Korts town talk with him, get potions and leave for Kemarr. The Kemarran Highlands ---------------------- Vohunna will be waiting for you. You'll hear the story of a Ivory Amulet that is in 30 pieces. And then move on. Jarik will have a vision of the Evil which has awaken. Continue onward. Till you find a floating Island with a Jade Statue. Then you'll be able to continue on your way to a camp. There will be a man in need of help. He'll want a box of flutes that the Tunge have taken. Its tough battle. first thee, then four more. Have Tahir use Orb of healing and Jarid's Juggernaut. You'll get a good 1050 PP. Carefull. Buy potions after this for both MEP and HP. You'll be attack by herds of monsters up ahead. Huemiz will tell you of a Fen Skurlings Infestation. Nice PP gain. Once you've killed em all. DO NOT head for the Ruins. Strong Mining Zombies. Instead head to the two Guards. And then up the mountain to Matron. She will send you to kill Hakar. Fighting your way to Hakar is easier then getting to the Kemarran Highlands. The Hakar is like a cross between a Ape and Bear. Hes strong but will attack Tahir. So give him a Orb of Healing and level up his Heal spell to 2-3 and just make him heal himself as Jarik morphs to Juggernaut and attacks. And as always there are more enemys after you kill the boss. Save and then get to Matron But she's not at her throne. But at Dragon's Maw To Charge Tylonee of Murder. as you get near the Dragons Maw you'll meet more changelings. And after a few Changeling battles you will be able to enter Dragon's Maw. And so see the Near death of Tylonee. Now go to Ravarti the WindSinger's tent. And get the Tattoo. Then head back to South Gorima. And as the Gates close to Jarid, you will Gain a new Allie. Boarder of lord Kort -------------------- Back Here again. And head to Home. But Get to the Translocation point first and fight, fight, fight. You'll need to become strong. I had both Jarid and Tahir at level 6 when Tylonee joinned. We need to find her strong points. And deppending on how you leveled and skilled your fighters. You'll have model her to fit your team. There arn't many monsters but all the Exp and PP help. And even with Tylonee. Every enemy likes to attack Tahir. IF you collected the Crystal shards. you would of gotten Vivana's Amulet which Regenerates 50 Health points slowly but still. All the help you can get is welcome no? Put it on Tahir and you'll have to heal him less. Here you will meet Nereet at the back of the village. And will then send you on the quest. To head to The Hermit's cave and retrieve Drommar's Torc. The Hermit's Cave ----------------- You shouldn't have to hard a time solving the Puzzle in the cave. Then once that is done head west to the chest on the table and read the books for some rather nice background history. Then head in to the tunnel to Do some easy fighting and PP, Exp. You should explore as much as possible. To find scrolls and items. Soon you should find a Room with a bed. Under the bed is the Item box your looking for. Remember if you are hurt head back to the healing wyrd cloud you say earlier. And save if offen if your not strong enough to fight these things. Once your done with everything. Leave and find the Huge Oak tree near the Hermits cave. And you'll need to walk down it to meet ANOTHER Ethereal. Just morph and hurt it. AND make Tahir use a Healing spell or Other items to heal the others. Boarder of lord Kort -------------------- Like before Beat all the enemies before heading to town. Then you'll will be sent to kill the Zombie Lord and then you may head to Gomira. But now you need to find the GraveYard. Its not hard if you keep healing with Tahir and fight as Juggernaut. Strange tho.... Last time we could of just used the Translocation point.. Ho well. Head back to Town and Give the Hammer to Lord Kort. Then head to the Translocation point and head to Dagan South Gomira ------------ Here you'll find Red Amareth have taken the Swamps And a new breed of Gretchlings. Head to the Village. And to this you'll hear this Fantastic Warriors Death poem. And then you'll need to save. For there are powerful changelings. Head to WhiteWater Gorge. Whitewater Gorge ---------------- Head to the Market and talk with Brin. Then head to the Twisting Deep IN Palash. Head to the Translocation point on the Orin Path. Then use it to get to Palash. Palash ------ Here you have been before but Like Gomira and WhiteWater Gorge. You have yet to get to explore the whole area. Head to the Unexplored area here. Along the way you'll meet LongTooth. He'll tell you of bad times. And that you need to Return to Gomira. But you'll have to take the long path to Dagan. The battles are easy if you've leveled up your skills. North Gomira ------------ Here you should find it easy enough to do what needs done. Head for the area that was block by green smog. You'll find a save. Use it then go east of the save point. You'll find the Tomb but you'll be stopped by Ethereal. Anyhoo. You should have gotten a Black skull from battling a few Changelings. Also the Smog has lifted from the other Path to if you'd like to explore more. Then head back to Palash. On the way We spy a Sarojin morphing Changlings. Palash ------ Here you must return to LongTooth. Then you'll brake the Barrier. Head to where you were unable to go last time. But first clear the area of the evil. Then Find your way to the Tomb where you got your morphing power. The Entrance to the Twisted Deep is near there. Twisted Deep ------------ Here you'll find many changelings. Just make your way down. You should fallow the White Spider markings from the Purple Spider marking. You'll meet SilverScales. And fight his Minions and only to be trapped. So you will now Save SunDeep. Look hard for another way. You will find a M'ton being attack by changelings. Save it. Then explore the Area. Once you've cleared out the cave of Changelings you can save SunDeep. Once done Hurry to the Bridge that leads to a dead end. Then let SunDeep Bathe in the light. Then active ALL Nodes you ever see or have seen to get items. Then use the Green node to take you to a save point. Then head to the locked gate your first found. Get the Quest items and then head south to the M'ton. Now follow the green spider markings. You'll come across a nice maze puzzle. Its easy enough. Then you'll find Lord Grandar in a new part of the Twisted Deep. Follow lord Grander till you get to a snowy area. Snowy Mountains --------------- Here you'll have Very tough battles. And if your not careful you'll be dead in no time. But the Gains for Winning these battles are FANTASTIC for leveling up and getting skills. Make sure to save. And KILL EM ALL! You WILL need the EXP. Follow Lord Gandar till you kill it. Then fight your way back down the mountain to the way you came in. Then fight your way to a M'ton guarding a path. You will have to leave to WhiteWater Gorge. If there are things you want to get done. Do it now. Its not to important to kill everything but if your looking for missing tree frogs, Ambers, Moorlet eggs, Ancient Artifacts, or other Collection Items. You will run in to Stronger Monsters then when you first explored. But if you could take down the K'Tik in groops of 4-6 then you can take down Lurkers and such. IF you want to Fulfill the other Quests or Collections. Then do so now. If you complete the Silver Acorn collection you will get Euka ring. Nothing special. If you get all the Amber, Frogs and Crystal shards you'l get items that are realy of no use. Explore the twisted in Mermits Cave. To get more of the Ancient Artifacts and Koldors Item. The cave systems of Orin and Palash do connect so you could just circle the Floating continent starting in orin to WhiteWater Gorge to Gomira to Palash to the Twisted Deep and then back to Orin. The Caves on Orin hold A treasure of the Dragons Fall. IT is guarded by Pazuzu. No worry tho. You will get out with no prob. To Each of the four Dragon head Statues has a Switch. Each player need to find their switch. WhiteWater Gorge ---------------- You should get talk to HighCrest then leave for Gomira. The place you talked to the Oracle for the first time. Thats in North Gomira. North Gomira ------------ When you get to the Oracle Ruins. You'll be told to rescue the Dragonet. You'll have found a Market in this Swamp. Near it is a path to a Puzzle ruins. Its simple enough for anyone to solve. Then you'll battle a warlord. Once dome you'll get a Emerald from the Dragonet. Then head to the caves using the Translocation point and fallow the white spiders till you find red spider markers. Then Pass through the 4 Crystal Barriers. Zonra's tomb ------------ Here you will find a fer Hakar along the path to the tomb. The Tomb it self is a Maze. No biggy. Then you'll fight the One alined with the evil. Only the Juggernaut can fight these guys. And so you find out who the real Eternal blade is. Head back to the Twisted deep. When you past the Red barrier you should of seen a Node. Use it. Then take the Greed Marked path till you find the old puzzle. Use the Node to cross it. You'll find the place your looking for. Now you may enter where Stonemover wouldn't let you before. Now your In the snow again. This time the M'ton need you to get them a lever to control the Wyrd. Do so and Change in to Juggernaut to pull the lever after the battle. Then Climb the hill to Stonemover. Once done talking use the Node to get to Dagan. THere you need to get the the last tomb that had been sealed off. After the Scene. You must head back to the Twisted Deep. To the P'gok's Caves. So head to La'shon to use it's Translocation point to the Deep. Good EXP battles here. The Last of the Elzar era ------------------------- Make sure to keep the Drommars sword handy to Make the Changelings reveal their weaker forms. Equip it to someone other then Jarik so he can Morph as soon as battle starts and someone else makes the Changelings Revert back to normal. Or you may run in to some Orin's with some Strong attacks. Save offen and Make sure to Heal after every battle. Take your time. Level up now befor we fight the great evil. Get the Dragon Ordeals. Then go to the Left path and free everyone. Once you've last Found Gandar you may leave this area. You'll find ponds. One will have rocks near it. Turn in to Juggernaut and push them in. Then cross it to find a Translocation point. And here you will find the city of the Chandarath. The Lost City of Chandarath --------------------------- Here you will find many Monsters with Great healing items like Ancient Heal and Magic Potion. They are commen here so don't worry if your in need to use them. Now Fighting was easy if you put Dragon Teeth weapon on Tahir, DragonStorm on Tylnee, and the DragonFall and Drommors sword on SunDeep. Each of these weapons have usefull special attacks for battle. DragonTeeth has Dragon Vapor that attacks all enemies with in the cloud a few times doing more damage then wait to attack each melee. Dragon is like dragon Vapor. Dragon's Light attacks one monster longer then Dragon Vapor. Also you will will find 2 Saves in Good places. Use them offen. ANd Prepare for a battle of the World. Zederarath will call forth 3 Changlings In normal form. Then 2 More but one as a Dagani and a Sarojin. Then 2 Orin and a Changeling. Then 3 Warlords, real ones. One of each Hakar. Then the Juggernaut. Using the Dragon Weapon Specials on it will make the battle go fast. Then there are 2 more Juggernauts. And finally the last three statues are Juggernauts. Then your battle against the Evil one. Tahir should ALways be healing himself and Tylonee. It shouldn't take to long. And then watch the end. ---------------------------------------------------------------------------- 4. Monster Listing ---------------------------------------------------------------------------- This section will cover Every monster you will find. You'll find Many monster everywhere. Some will have easy to spot weaknesses and others that are just tough. I will write everything I find on defeating these creatures so you will have a better time in battle. Skurlings 25 hp, 50 PP, 50 Exp The walking Dead 32 hp, 50 PP, 50 exp The walking Dead with sword 43Hp, 75 PP,70 exp Gretchlings 60 hp, 100 PP, 100 exp Grey Amareth 500 hp, 200 PP, 200 Exp Red Amareth 600 hp, 200 PP 200 Exp Lurker 102 hp, 120PP, 120 Exp DarkFell 150hp, 120 PP, 120 Exp Changeling 500 hp, 200 PP, 200 Exp Moorlet 300 hp, 100 PP, 100 Exp Boggroat 1400 hp, 300 PP, 300 Exp Gargoyle 500 PP, 150PP, 150 Exp Tengu 600 Hp, 150 PP,150 Exp Undead 400 Hp, 120 PP, 120 Exp Fen Skurlings 200 Hp, 75 PP, 75 Exp Mining Zombies 600 Hp, 100 PP, 100 Exp Hakar 2800 HP, 500 PP, 500 Exp Pink Gretchlings 500 Hp, 120 PP, 120 Exp Changelings 700 Hp, 140 PP, 140 Exp Yeti Hakar 2000 Hp, 550 PP, 550 Exp K'Tik 3000 Hp, 550 PP, 550 Exp P'gok 4000 Hp, 750 PP, 750 Exp ---------------------------------------------------------------------------- 5. Skill Listing ---------------------------------------------------------------------------- Every playable Character can Learn and Level up skills and Magic. This section will list every Skill and magic spell when complete. The First Skill for Every weapon and Spell for every Magic are open to every character. The rest cost gold to buy. Then To level Up a Skill or Spell cost a certain ammout of Proficiency Points. To earn PP you need to Battle or finish a Collection or finish a Quest. Weapon selction Dagger ------ Speed Level 1 Cost 100 PP Weapon Speed boost: -50% Level 2 Cost 300 PP Weapon Speed boost: 0% Level 3 Cost 800 PP Weapon Speed boost: 20% Level 4 Cost 1500 PP Weapon Speed boost: 30% Level 5 Cost 3000 PP Weapon Speed boost: 40% Level 6 Cost 6500 PP Weapon Speed boost: 60% Accuacy Level 1 Cost 200 Gold Accuracy Boost: 100% Level 2 Cost 300 PP Accuracy Boost: 120% Level 3 Cost 800 PP Accuracy Boost: 140% Level 4 Cost 1800 PP Accuracy Boost: 160% Level 5 Cost 3000 PP Accuracy Boost: 200 Level 6 Cost 6500 PP Accuracy Boost: 300% Damage Level 1 Cost 350 Gold Damage Boost: 100% Level 2 Cost 300 PP Damage Boost: 150% Level 3 Cost 800 PP Damage Boost: 200% Level 4 Cost 1500 PP Damage Boost: 250% Level 5 Cost 3000 PP Damage Boost: 300% Level 6 Cost 6500 PP Damage Boost: 500% Critical hit Level 1 Cost 400 Gold Critical Chance: 10% Level 2 Cost 300 PP Critical Chance: 20% Level 3 Cost 800 PP Critical Chance: 30% Level 4 Cost 1500 PP Critical Chance: 50% Level 5 Cost 3000 PP Critical Chance: 75% Level 6 Cost 6500 PP Critical Chance: 95% Block Level 1 Cost 550 Gold Block Boost: 100% Level 2 Cost 300 PP Block Boost: 120% Level 3 Cost 800 PP Block Boost: 140% Level 4 Cost 1800 PP Block Boost: 160% Level 5 Cost 4000 PP Damage Boost: 180% Level 6 Cost 9000 PP Damage Boost: 200% GrandMaster Skill ----------------- Deadly Cut Skill Bonuses: Weapon Speed Boost: 50% Damage Boost: 150% Block Boost: 150% Critical Chance: 100% Accuracy Boost: 150% Sword ----- Speed Level 1 Cost 100 PP Weapon Speed boost: 0% Level 2 Cost 300 PP Weapon Speed boost: 10% Level 3 Cost 800 PP Weapon Speed boost: 20% Level 4 Cost 1800 PP Weapon Speed boost: 25% Level 5 Cost 4000 PP Weapon Speed boost: 50% Level 6 Cost 8000 PP Accuracy Level 1 Cost 200 Gold Accuracy Boost: 100% Level 2 Cost 300 PP Accuracy Boost: 115% Level 3 Cost 800 PP Accuracy Boost: 130% Level 4 Cost 1800 PP Accuracy Boost: 150% Level 5 Cost 4000 PP Accuracy Boost: 180% Level 6 Cost 8000 PP Accuracy Boost: 250% Damage Level 1 Cost 350 Gold Damage Boost: 100% Level 2 Cost 300 PP Damage Boost: 150% Level 3 Cost 800 PP Damage Boost: 200% Level 4 Cost 1800 PP Damage Boost: 250% Level 5 Cost 4000 PP Damage Boost: 300% Level 6 Cost 8000 PP Damage Boost: 400% Block Level 1 Cost 500 Gold Block Boost: 100% Level 2 Cost 300 PP Block Boost: 130% Level 3 Cost 800 PP Block Boost: 150% Level 4 Cost 1800 PP Block Boost: 180% Level 5 Cost 4000 PP Damage Boost: 200% Level 6 Cost 8000 PP Damage Boost: 250% Critical Hit Level 1 Cost 650 Gold Critical Chance: 10% Level 2 Cost 300 PP Critical Chance: 20% Level 3 Cost 800 PP Critical Chance: 30% Level 4 Cost 1800 PP Critical Chance: 50% Level 5 Cost 4000 PP Critical Chance: 75% Level 6 Cost 9000 PP Critical Chance: 95% GrandMaster Skill ----------------- Swift Blade Skill Bonuses: Weapon Speed Boost: 50% Damage Boost: 120% Block Boost: 120% Critical Chance: 120% Accuracy Boost: 120% Axe --- Damage Level 1 Cost Damage Boost: 100% Level 2 Cost 300 PP Damage Boost: 150% Level 3 Cost 800 PP Damage Boost: 200% Level 4 Cost 1800 PP Damage Boost: 275% Level 5 Cost 4000 PP Damage Boost: 350% Level 6 Cost 8000 PP Damage Boost: 500% Block Level 1 Cost 200 Gold Block Boost: 100% Level 2 Cost 300 PP Block Boost: 120% Level 3 Cost 800 PP Block Boost: 140% Level 4 Cost 1800 PP Block Boost: 160% Level 5 Cost 4000 PP Block Boost: 180% Level 6 Cost 8000 PP Block Boost: 200% Accuracy Level 1 Cost 350 Gold Accuracy Boost: 100% Level 2 Cost 300 PP Accuracy Boost: 115% Level 3 Cost 800 PP Accuracy Boost: 120% Level 4 Cost 1800 PP Accuracy Boost: 130% Level 5 Cost 4000 PP Accuracy Boost: 150% Level 6 Cost 8000 PP Accuracy Boost: 200% Critiacl hit Level 1 Cost 500 Gold Critical Chance: 15% Level 2 Cost 300 PP Critical Chance: 25% Level 3 Cost 800 PP Critical Chance: 40% Level 4 Cost 1800 PP Critical Chance: 60% Level 5 Cost 4000 PP Critical Chance: 80% Level 6 Cost 8000 PP Critical Chance: 95% Speed Level 1 Cost 650 Gold Weapon Speed Boost: 0% Level 2 Cost 300 PP Weapon Speed Boost: 5% Level 3 Cost 800 PP weapon Speed Boost: 15% Level 4 Cost 1800 PP Weapon Speed Boost: 25% Level 5 Cost 4000 PP Weapon Speed Boost: 35% Level 6 Cost 9000 PP Weapon Speed Boost: 50% GrandMaster Skill ----------------- Deadly Hack Skill Bonuses: Weapon Speed Boost: 50% Damage Boost: 120% Block Boost: 150% Critical Chance: 150% Accuracy Boost: 150% Hammer ------ Damage Level 1 Cost 100 PP Damage Boost: 100% Level 2 Cost 300 PP Damage Boost: 150% Level 3 Cost 800 PP Damage Boost: 250% Level 4 Cost 1800 PP Damage Boost: 350% Level 5 Cost 4000 PP Damage Boost: 450% Level 6 Cost 8000 PP Damage Boost: 550% Critical hit Level 1 Cost 200 Gold Critical Chance: 15% Level 2 Cost 300 PP Critical Chance: 25% Level 3 Cost 800 PP Critical Chance: 40% Level 4 Cost 1800 PP Critical Chance: 60% Level 5 Cost 4000 PP Critical Chance: 80% Level 6 Cost 8000 PP Critical Chance: 95% Speed Level 1 Cost 350 Gold Weapon Speed Boost: 0% Level 2 Cost 300 PP Weapon Speed Boost: 5% Level 3 Cost 800 PP Weapon Speed Boost: 15% Level 4 Cost 1800 PP Weapon Speed Boost: 25% Level 5 Cost 4000 PP Weapon Speed Boost: 35% Level 6 Cost 8000 PP Weapon Speed Boost: 50% Accuracy Level 1 Cost 500 Gold Accuracy Boost: 100% Level 2 Cost 300 PP Accuracy Boost: 120% Level 3 Cost 800 PP Accuracy Boost: 130% Level 4 Cost 1800 PP Accuracy Boost: 140% Level 5 Cost 4000 PP Accuracy Boost: 160% Level 6 Cost 8000 PP Accuracy Boost: 210% Block Level 1 Cost 650 Gold Block Boost: 100% Level 2 Cost 300 PP Block Boost: 125% Level 3 Cost 800 PP Block Boost: 140% Level 4 Cost 1800 PP Block Boost: 165% Level 5 Cost 4000 PP Block Boost: 185% Level 6 Cost 9000 PP Block Boost: 210% GrandMaster Skill ----------------- Ringing Blow Skill Bonuses: Weapon Speed Boost: 50% Damage Boost: 120% Block Boost: 150% Critical Chance: 150% Accuracy Boost: 150% Two hnd Sword ------------- Damage Level 1 Cost 100 PP Damage Boost: 100% Level 2 Cost 300 PP Damage Boost: 150% Level 3 Cost 800 PP Damage Boost: 200% Level 4 Cost 1800 PP Damage Boost: 275% Level 5 Cost 4000 PP Damage Boost: 350% Level 6 Cost 8000 PP Damage Boost: 500% Speed Level 1 Cost 250 Gold Weapon Speed Boost: -20% Level 2 Cost 300 PP Weapon Speed Boost: 0% Level 3 Cost 800 PP Weapon Speed Boost: 5% Level 4 Cost 1800 PP Weapon Speed Boost: 15% Level 5 Cost 4000 PP Weapon Speed Boost: 30% Level 6 Cost 9000 PP Weapon Speed Boost: 40% Critical Level 1 Cost 400 Gold Critical Chance: 15% Level 2 Cost 300 PP Critical Chance: 25% Level 3 Cost 800 PP Critical Chance: 35% Level 4 Cost 1800 PP Critical Chance: 50% Level 5 Cost 4000 PP Critical Chance: 75% Level 6 Cost 9000 PP Critical Chance: 95% Accuracy Level 1 Cost 600 Gold Accuracy Boost: 100% Level 2 Cost 300 PP Accuracy Boost: 120% Level 3 Cost 800 PP Accuracy Boost: 130% Level 4 Cost 1800 PP Accuracy Boost: 140% Level 5 Cost 4000 PP Accuracy Boost: 150% Level 6 Cost 9000 PP Accuracy Boost: 180% Block Level 1 Cost 750 Gold Block Boost: 100% Level 2 Cost 300 PP Block Boost: 120% Level 3 Cost 800 PP Block Boost: 130% Level 4 Cost 1800 PP Block Boost: 140% Level 5 Cost 4000 PP Block Boost: 150% Level 6 Cost 9000 PP Block Boost: 180% GrandMaster Skill ----------------- Skull Splitter Skill Bonuses: Weapon Speed Boost: 50% Damage Boost: 120% Block Boost: 150% Critical Chance: 150% Accuracy Boost: 150% Two hnd Axe ----------- Damage Level 1 Cost 200 Gold Damage Boost: 100% Level 2 Cost 300 PP Damage Boost: 150% Level 3 Cost 800 PP Damage Boost: 200% Level 4 Cost 1800 PP Damage Boost: 250% Level 5 Cost 4000 PP Damage Boost: 350% Level 6 Cost 9000 PP Damage Boost: 500% Critical Hit Level 1 Cost 250 Gold Critical Chance: 10% Level 2 Cost 300 PP Critical Chance: 20% Level 3 Cost 800 PP Critical Chance: 30% Level 4 Cost 1800 PP Critical Chance: 50% Level 5 Cost 4000 PP Speed Level 1 Cost 350 Weapon Speed Boost: -25% Level 2 Cost 300 PP Weapon Speed Boost: 0% Level 3 Cost 800 PP Weapon Speed Boost: 5% Level 4 Cost 1800 PP Weapon Speed Boost: 10% Level 5 Cost 4000 PP Weapon Speed Boost: 25% Level 6 Cost 9000 PP Weapon Speed Boost: 35% Block Level 1 Cost 600 Gold Block Boost: 90% Level 2 Cost 300 PP Block Boost: 100% Level 3 Cost 800 PP Block Boost: 120% Level 4 Cost 1800 PP Block Boost: 130% Level 5 Cost 4000 PP Block Boost: 140% Level 6 Cost 9000 PP Block Boost: 150% Accuracy Level 1 Cost 750 Gold Accuracy Boost: 90% Level 2 Cost 300 PP Accuracy Boost: 100% Level 3 Cost 800 PP Accuracy Boost: 120% Level 4 Cost 1800 PP Accuracy Boost: 130% Level 5 Cost 4000 PP Accuracy Boost: 140% Level 6 Cost 9000 PP Accuracy Boost: 175% GrandMaster Skill ----------------- Cleave Skill Bonuses: Weapon Speed Boost: 50% Damage Boost: 120% Block Boost: 150% Critical Chance: 150% Accuracy Boost: 150% Two hnd Hammer -------------- Damage Level 1 Cost 100 PP Damage Boost: 100% Level 2 Cost 300 PP Damage Boost: 150% Level 3 Cost 800 PP Damage Boost: 200% Level 4 Cost 1800 PP Damage Boost: 350% Level 5 Cost 4000 PP Damage Boost: 425% Level 6 Cost 9000 PP Damage Boost: 550% Critical Hit Level 1 Cost 250 Gold Critical Chance: 10% Level 2 Cost 300 PP Critical Chance: 20% Level 3 Cost 800 PP Critical Chance: 30% Level 4 Cost 1800 PP Critical Chance: 40% Level 5 Cost 4000 PP Critical Chance: 60% Level 6 Cost 9000 PP Critical Chance: 90% Accuracy Level 1 Cost 400 Gold Accuracy Boost: 90% Level 2 Cost 300 PP Accuracy Boost: 100% Level 3 Cost 800 PP Accuracy Boost: 120% Level 4 Cost 1800 Accuracy Boost: 130% Level 5 Cost 4000 PP Accuracy Boost: 140% Level 6 Cost 9000 PP Accuracy Boost: 175% Speed Level 1 Cost 600% Weapon Speed Boost: 0% Level 2 Cost 300 PP Weapon Speed Boost: 5% Level 3 Cost 800 PP Weapon Speed Boost: 15% Level 4 Cost 1800 PP Weapon Speed Boost: 25% Level 5 Cost 4000 PP Weapon Speed Boost: 30% Level 5 Cost 9000 PP Weapon Speed Boost: 40% Block Level 1 Cost 750 Gold Block Boost: 100% Level 2 Cost 300 PP Block Boost: 110% Level 3 Cost 800 PP Block Boost: 125% Level 4 Cost 1800 PP Block Boost: 150% Level 5 Cost 4000 PP Block Boost: 160% Level 5 Cost 9000 PP Block Boost: 175% GrandMaster Skill ----------------- Mighty Blow Skill Bonuses: Weapon Speed Boost: 50% Damage Boost: 120% Block Boost: 150% Critical Chance: 150% Accuracy Boost: 150% Staff ----- Block Level 1 Cost 100 PP Block Boost: 100% Level 2 Cost 300 PP Block Boost: 150% Level 3 Cost 800 PP Block Boost: 175% Level 4 Cost 1800 PP Block Boost: 200% Level 5 Cost 4000 PP Block Boost: 300% Level 6 Cost 8000 PP Block Boost: 500% Accuracy Level 1 Cost 200 Gold Accuracy Boost: 100% Level 2 Cost 300 PP Accuracy Boost: 120% Level 3 Cost 800 PP Accuracy Boost: 150% Level 4 Cost 1800 PP Accuracy Boost: 175% Level 5 Cost 4000 PP Accuracy Boost: 200% Level 6 Cost 8000 PP Accuracy Boost: 300% Speed Level 1 Cost 200 Gold Weapon Speed Boost: 0% Level 2 Cost 300 PP Weapon Speed Boost: 5% Level 3 Cost 800 PP Weapon Speed Boost: 15% Level 4 Cost 1800 PP Weapon Speed Boost: 25% Level 5 Cost 4000 PP Weapon Speed Boost: 40% Level 6 Cost 8000 PP Weapon Speed Boost: 50% Critical Hit Level 1 Cost 450 Gold Critical Chance: 5% Level 2 Cost 300 PP Critical Chance: 10% Level 3 Cost 800 PP Critical Chance: 25% Level 4 Cost 1800 PP Critical Chance: 45% Level 5 Cost 4000 PP Critical Chance: 55% Level 5 Cost 9000 PP Critical Chance: 75% Damage Level 1 Cost 650 Gold Damage Boost: 90% Level 2 Cost 300 PP Damage Boost: 100% Level 3 Cost 800 PP Damage Boost: 150% Level 4 Cost 1800 PP Damage Boost: 250% Level 5 Cost 4000 PP Damage Boost: 400% Level 5 Cost 9000 PP Damage Boost: 550% GrandMaster Skill ----------------- Concussion Skill Bonuses: Weapon Speed Boost: 50% Damage Boost: 120% Block Boost: 150% Critical Chance: 150% Accuracy Boost: 150% Spear ----- Accuracy Level 1 Cost 100 PP Accuracy Boost: 100% Level 2 Cost 300 PP Accuracy Boost: 150% Level 3 Cost 800 PP Accuracy Boost: 200% Level 4 Cost 1500 PP Accuracy Boost: 300% Level 5 Cost 3500 PP Accuracy Boost: 400% Level 6 Cost 7500 PP Accuracy Boost: 500% Block Level 1 Cost 200 Gold Block Boost: 100% Level 2 Cost 300 PP Block Boost: 150% Level 3 Cost 800 PP Block Boost: 175% Level 4 Cost 1500 PP Block Boost: 200% Level 5 Cost 3500 PP Block Boost: 300% Level 6 Cost 7500 PP Block Boost: 500% Speed Level 1 Cost 300 Gold Weapon Speed Boost: 0% Level 2 Cost 300 PP Weapon Speed Boost: 15% Level 3 Cost 800 PP Weapon Speed Boost: 25% Level 4 Cost 1500 PP Weapon Speed Boost: 40% Level 5 Cost 3500 PP Weapon Speed Boost: 50% Level 6 Cost 7500 PP Weapon Speed Boost: 60% Critical Hit Level 1 Cost 450 Gold Critical Chance: 10% Level 2 Cost 300 PP Critical Chance: 20% Level 3 Cost 800 PP Critical Chance: 30% Level 4 Cost 1500 PP Critical Chance: 50% Level 5 Cost 3500 PP Critical Chance: 70% Level 6 Cost 7500 PP Critical Chance: 95% Damage Level 1 Cost 650 Gold Damage Boost: 100% Level 2 Cost 300 PP Damage Boost: 150% Level 3 Cost 800 PP Damage Boost: 200% Level 4 Cost 1500 PP Damage Boost: 250% Level 5 Cost 3500 PP Damage Boost: 350% Level 6 Cost 8500 PP Damage Boost: 500% GrandMaster Skill ----------------- Skewer Skill Bonuses: Weapon Speed Boost: 50% Damage Boost: 150% Block Boost: 150% Critical Chance: 150% Accuracy Boost: 150% Thrown Weapons -------------- Range Level 1 Cost 100 PP Range Boost : 100% Level 2 Cost 300 PP Range Boost : 150% Level 3 Cost 800 PP Range Boost : 200% Level 4 Cost 1500 PP Range Boost : 250% Level 5 Cost 3500 PP Damage Boost: 300% Level 6 Cost 6500 PP Damage Boost: 500% Accuracy Level 1 Cost 200 Gold Accuracy Boost: 100% Level 2 Cost 300 PP Accuracy Boost: 150% Level 3 Cost 800 PP Accuracy Boost: 250% Level 4 Cost 1500 PP Accuracy Boost: 400% Level 5 Cost 3500 PP Accuracy Boost: 600% Level 5 Cost 6500 PP Accuracy Boost: 800% Speed Level 1 Cost 250 Gold Weapon Speed Boost: 0% Level 2 Cost 300 PP Weapon Speed Boost: 20% Level 3 Cost 800 PP Weapon Speed Boost: 40% Level 4 Cost 1500 PP Weapon Speed Boost: 60% Level 5 Cost 3500 PP Weapon Speed Boost: 80% Level 6 Cost 6500 PP Weapon Speed Boost: 90% Damage Level 1 Cost 350 Gold Damage Boost: 90% Level 2 Cost 300 PP Damage Boost: 120% Level 3 Cost 800 PP Damage Boost: 180% Level 4 Cost 1500 PP Damage Boost: 250% Level 5 Cost 3500 PP Damage Boost: 350% Level 6 Cost 6500 PP Damage Boost: 500% Critical Hit Level 1 Cost 500 Gold Critical Chance: 10% Level 2 Cost 300 PP Critical Chance: 20% Level 3 Cost 800 PP Critical Chance: 30% Level 4 Cost 1500 PP Critical Chance: 40% Level 5 Cost 3500 PP Critical Chance: 50% Level 6 Cost 7500 PP Critical Chance: 80% GrandMaster Skill ----------------- Furious Blades Skill Bonuses: Weapon Speed Boost: 50% Damage Boost: 150% Block Boost: 150% Critical Chance: 150% Accuracy Boost: 150% Bow --- Accuracy Level 1 Cost 100 PP Accuracy Boost: 80% Level 2 Cost 300 PP Accuracy Boost: 100% Level 3 Cost 800 PP Accuracy Boost: 250% Level 4 Cost 1800 PP Accuracy Boost: 500% Level 5 Cost 4000 PP Accuracy Boost: 750% Level 6 Cost 9000 PP Accuracy Boost: 1000% Speed Level 1 Cost 200 Gold Weapon Speed Boost: 0% Level 2 Cost 300 PP Weapon Speed Boost: 20% Level 3 Cost 800 PP Weapon Speed Boost: 30% Level 4 Cost 1800 PP Weapon Speed Boost: 40% Level 5 Cost 4000 PP Weapon Speed Boost: 50% Level 6 Cost 9000 PP Weapon Speed Boost: 70% Damage Level 1 Cost 350 Gold Damage Boost: 100% Level 2 Cost 300 PP Damage Boost: 120% Level 3 Cost 800 PP Damage Boost: 180% Level 4 Cost 1800 PP Damage Boost: 250% Level 5 Cost 4000 PP Damage Boost: 375% Level 6 Cost 9000 PP Damage Boost: 500% Critical Hit Level 1 Cost 500 Gold Critical Chance: 10% Level 2 Cost 300 PP Critical Chance: 20% Level 3 Cost 800 PP Critical Chance: 30% Level 4 Cost 1800 PP Critical Chance: 40% Level 5 Cost 4000 PP Critical Chance: 50% Level 6 Cost 9000 PP Critical Chance: 80% Range Level 1 Cost 650 Gold Range Boost : 100% Level 2 Cost 300 Range Boost : 120% Level 3 Cost 800 PP Range Boost : 150% Level 4 Cost 1800 PP Range Boost : 250% Level 5 Cost 4000 PP Range Boost : 300% Level 6 Cost 9000 PP Range Boost : 500% GrandMaster Skill ----------------- Deadeye Skill Bonuses: Weapon Speed Boost: 50% Damage Boost: 120% Block Boost: 150% Critical Chance: 150% Accuracy Boost: 150% Chakram ------- Range Level 1 Cost 100 PP Range Boost : 75% Level 2 Cost 300 PP Range Boost : 100% Level 3 Cost 800 PP Range Boost : 125% Level 4 Cost 1500 PP Range Boost : 150% Level 5 Cost 3500 PP Range Boost : 200% Level 6 Cost 6500 PP Range Boost : 300% Damage Level 1 Cost 200 Gold Damage Boost: 100% Level 2 Cost 300 PP Damage Boost: 150% Level 3 Cost 800 PP Damage Boost: 200% Level 4 Cost 1500 PP Damage Boost: 250% Level 5 Cost 3500 PP Damage Boost: 300% Level 5 Cost 6500 PP Damage Boost: 400% Speed Level 1 Cost 300 Gold Weapon Speed Boost: 0% Level 2 Cost 300 PP Weapon Speed Boost: 20% Level 3 Cost 800 PP Weapon Speed Boost: 40% Level 4 Cost 1500 PP Weapon Speed Boost: 60% Level 5 Cost 3500 PP Weapon Speed Boost: 80% Level 6 Cost 7500 PP Weapon Speed Boost: 90% Accuracy Level 1 Cost 450 Gold Accuracy Boost: 90% Level 2 Cost 300 PP Accuracy Boost: 100% Level 3 Cost 800 PP Accuracy Boost: 200% Level 4 Cost 1500 PP Accuracy Boost: 500% Level 5 Cost 3500 PP Accuracy Boost: 750% Level 6 Cost 7500 PP Accuracy Boost: 1000% Critial Hit Level 1 Cost 650 Gold Critical Chance: 10% Level 2 Cost 300 PP Critical Chance: 25% Level 3 Cost 800 PP Critical Chance: 35% Level 4 Cost 1500 PP Critical Chance: 50% Level 5 Cost 3500 PP Critical Chance: 75% Level 6 Cost 6500 PP Critical Chance: 95% GrandMaster Skill ----------------- Flying Razors Skill Bonuses: Weapon Speed Boost: 50% Damage Boost: 150% Block Boost: 150% Critical Chance: 150% Accuracy Boost: 150% Halberd ------- Damage Level 1 Cost 100 PP Damage Boost: 100% Level 2 Cost 300 PP Damage Boost: 150% Level 3 Cost 800 PP Damage Boost: 200% Level 4 Cost 1800 PP Damage Boost: 300% Level 5 Cost 4000 PP Damage Boost: 400% Level 6 Cost 9000 PP Damage Boost: 500% Block Level 1 Cost 200 Gold Block Boost: 90% Level 2 Cost 300 PP Block Boost: 120% Level 3 Cost 800 PP Block Boost: 175% Level 4 Cost 1800 PP Block Boost: 200% Level 5 Cost 4000 PP Block Boost: 300% Level 6 Cost 9000 PP Block Boost: 500% Accuracy Level 1 Cost 350 Gold Accuracy Boost: 90% Level 2 Cost 300 PP Accuracy Boost: 100% Level 3 Cost 800 PP Accuracy Boost: 120% Level 4 Cost 1800 PP Accuracy Boost: 130% Level 5 Cost 4000 PP Accuracy Boost: 150% Level 6 Cost 9000 PP Accuracy Boost: 175% Speed Level 1 Cost 550 Gold Weapon Speed Boost: -25% Level 2 Cost 300 PP Weapon Speed Boost: 0% Level 3 Cost 800 PP Weapon Speed Boost: 5% Level 4 Cost 1800 PP Weapon Speed Boost: 10% Level 5 Cost 4000 PP Weapon Speed Boost: 25% Level 6 Cost 9000 PP Weapon Speed Boost: 40% Critical Hit Level 1 Cost 750 Gold Critical Chance: 10% Level 2 Cost 300 PP Critical Chance: 20% Level 3 Cost 800 PP Critical Chance: 35% Level 4 Cost 1800 PP Critical Chance: 50% Level 5 Cost 4000 PP Critical Chance: 75% Level 6 Cost 9000 PP Critical Chance: 90% Arc of Death Skill Bonuses: Weapon Speed Boost: 50% Damage Boost: 120% Block Boost: 150% Critical Chance: 150% Accuracy Boost: 150% Petard ------ Range Level 1 Cost 100 PP Range Boost : 70% Level 2 Cost 300 PP Range Boost : 100% Level 3 Cost 800 PP Range Boost : 150% Level 4 Cost 1800 PP Range Boost : 200% Level 5 Cost 4000 PP Range Boost : 250% Level 6 Cost 9000 PP Range Boost : 300% Accuracy Level 1 Cost 200 Gold Accuracy Boost: 90% Level 2 Cost 300 PP Accuracy Boost: 100% Level 3 Cost 800 PP Accuracy Boost: 110% Level 4 Cost 1800 PP Accuracy Boost: 125% Level 5 Cost 4000 PP Accuracy Boost: 150% Level 6 Cost 9000 PP Accuracy Boost: 200% Speed Level 1 Cost 300 Gold Weapon Speed Boost: -25% Level 2 Cost 300 PP Weapon Speed Boost: 0% Level 3 Cost 800 PP Weapon Speed Boost: 10% Level 4 Cost 1800 PP Weapon Speed Boost: 20% Level 5 Cost 4000 PP Weapon Speed Boost: 30% Level 6 Cost 9000 PP Weapon Speed Boost: 45% Damage Level 1 Cost 500 Gold Damage Boost: 100% Level 2 Cost 300 PP Damage Boost: 110% Level 3 Cost 800 PP Damage Boost: 120% Level 4 Cost 1800 PP Damage Boost: 150% Level 5 Cost 4000 PP Damage Boost: 200% Level 5 Cost 9000 PP Damage Boost: 300% Critical Hit Level 1 Cost 750 Gold Critical Chance: 10% Level 2 Cost 300 PP Critical Chance: 30% Level 3 Cost 800 PP Critical Chance: 50% Level 4 Cost 1800 PP Critical Chance: 70% Level 5 Cost 4000 PP Critical Chance: 90% Level 5 Cost 9000 PP Critical Chance: 100% GrandMaster Skill ----------------- True Strike Skill Bonuses: Weapon Speed Boost: 50% Damage Boost: 150% Block Boost: 150% Critical Chance: 150% Accuracy Boost: 150% Cho Pin Tou ----------- Damage Level 1 Cost 100 PP Damage Boost: 75% Level 2 Cost 300 PP Damage Boost: 100% Level 3 Cost 800 PP Damage Boost: 150% Level 4 Cost 1800 PP Damage Boost: 250% Level 5 Cost 4000 Damage Boost: 350% Level 6 Cost 9000 Damage Boost: 500% Accuracy Level 1 Cost 200 Gold Accuracy Boost: 90% Level 2 Cost 300 PP Accuracy Boost: 100% Level 3 Cost 800 PP Accuracy Boost: 120% Level 4 Cost 1800 PP Accuracy Boost: 150% Level 5 Cost 4000 PP Accuracy Boost: 175% Level 5 Cost 9000 PP Accuracy Boost: 210% Block Level 1 Cost 350 Gold Block Boost: 100% Level 2 Cost 300 PP Block Boost: 120% Level 3 Cost 800 Block Boost: 150% Level 4 Cost 1800 PP Block Boost: 200% Level 5 Cost 4000 PP Block Boost: 250% Level 6 Cost 9000 PP Block Boost: 400% Speed Level 1 Cost 500 Gold Weapon Speed Boost: -50% Level 2 Cost 300 PP Weapon Speed Boost: 0% Level 3 Cost 800 PP Weapon Speed Boost: 10% Level 4 Cost 1800 PP Weapon Speed Boost: 20% Level 5 Cost 4000 PP Weapon Speed Boost: 40% Level 6 Cost 9000 PP Weapon Speed Boost: 55% Critical Level 1 Cost 750 Gold Critical Chance: 10% Level 2 Cost 300 PP Critical Chance: 20% Level 3 Cost 800 PP Critical Chance: 30% Level 4 Cost 1800 PP Critical Chance: 50% Level 5 Cost 4000 PP Critical Chance: 75% Level 6 Cost 9000 PP Critical Chance: 95% GrandMaster Skill ----------------- Scythe Strike Skill Bonuses: Weapon Speed Boost: 50% Damage Boost: 120% Block Boost: 150% Critical Chance: 150% Accuracy Boost: 150% Shield ------ Tiny Shield Level 1 Cost 100 PP Block Boost: 100% Dexterity: 4 Level 2 Cost 300 PP Block Boost: 150% Dexterity: 5 Level 3 Cost 800 PP Block Boost: 200% Dexterity: 6 Level 4 Cost 1500 PP Block Boost: 400% Dexterity: 7 Level 5 Cost 3500 PP Block Boost: 800% Dexterity: 8 Level 6 Cost 6500 PP Block Boost: 1600% Dexterity: 9 Small Shield Level 1 Cost 200 Gold Block Boost: 100% Dexterity: none Level 2 Cost 300 PP Block Boost: 150% Dexterity: 6 Level 3 Cost 800 PP Block Boost: 200% Dexterity: 7 Level 4 Cost 1500 PP Block Boost: 400% Dexterity: 8 Level 5 Cost 3500 PP Block Boost: 800% Dexterity: 9 Level 6 Cost 6500 PP Block Boost: 1600% Dexterity: 10 Medium Shield Level 1 Cost 250 Gold Block Boost: 100% Dexterity: None Level 2 Cost 300 PP Block Boost: 150% Dexterity: 8 Level 3 Cost 800 PP Block Boost: 200% Dexterity: 9 Level 4 Cost 1500 PP Block Boost: 400% Dexterity: 10 Level 5 Cost 3500 PP Block Boost: 800% Dexterity: 11 Level 6 Cost 6500 PP Block Boost: 1600% Dexterity: 12 Large Shield Level 1 Cost 300 Gold Block Boost: 100% Dexterity: None Level 2 Cost 300 PP Block Boost: 150% Dexterity: 12 Level 3 Cost 800 PP Block Boost: 200% Dexterity: 13 Level 4 Cost 1500 PP Block Boost: 400% Dexterity: 14 Level 5 Cost 3500% Block Boost: 800% Dexterity: 15 Level 6 Cost 6500% Block Boost: 1600% Dexterity: 16 Critical Level 1 Cost 350 Gold Critical Chance: 10% Level 2 Cost 300 PP Critical Chance: 20% Level 3 Cost 800 PP Critical Chance: 30% Level 4 Cost 1500 PP Critical Chance: 40% Level 5 Cost 3500 PP Critical Chance: 50% Level 6 Cost 6500 PP Critical Chance: 100% GrandMaster Skill ----------------- Protective Wall Skill Bonuses: Weapon Speed Boost: 0% Damage Boost: 150% Block Boost: 200% Critical Chance: 150% Accuracy Boost: 150% Magic Spells Since you the Hero's of the game can't use the Dark arts. They will not be listed here. So there will only be 5 Magic Fates listed, 2 Arts, and One Magic. Each type of Magic has 6 spells. Spell Level: MEP Cost: Casting Range: Max Targets : Spell Effects: ----------- Water Fates ----------- Ice Shards ---------- Level 1 Cost 100 PP Spell Level: 1 Offensive Spell MEP Cost: 15 Casting Range: 60 Max Targets :2 (Chained) Spell Effects: Deal HP Damage: 25 Total HP Damage: 25 Level 2 Cost 300 PP Offensive Spell MEP Cost: 15 Casting Range: 60 Max Targets : 2 (Chained) Spell Effects: Spell Effects: Deal HP Damage: 35 Total HP Damage: 35 Level 3 Cost 800 PP Offensive Spell MEP Cost: 15 Casting Range: 60 Max Targets : 3 (Chained) Spell Effects: Spell Effects: Deal HP Damage: 45 Total HP Damage: 45 Level 4 Cost 1800 PP Offensive Spell MEP Cost: 15 Casting Range: 60 Max Targets : 4 (Chained) Spell Effects: Deal HP Damage: 60 Total HP Damage: 60 Level 5 4000 PP Offensive Spell MEP Cost: 15 Casting Range: 60 Max Targets : 4 (Chained) Spell Effects: Deal HP Damage: 75 Total HP Damage: 75 Level 6 Cost 9000 PP Offensive Spell MEP Cost: 15 Casting Range: 60 Max Targets : 5 (Chained) Spell Effects: Deal HP Damage: 100 Total HP Damage: 100 Water Sprites ------------- Level 1 Cost 200 Gold Defensive Spell MEP Cost: 45 Casting Range: 25 Max Targets : 1 Spell Effects: Reduce Damage: Duration: 10 Damage Reduce: 25% Level 2 Cost 300 PP Defensive Spell MEP Cost: 45 Casting Range: 25 Max Targets : 1 Spell Effects: Reduce Damage: Duration: 10 Damage Reduce: 35% Level 3 Cost 800 PP Defensive Spell MEP Cost: 45 Casting Range: 25 Max Targets :1 Spell Effects: Reduce Damage: Duration: 15 Damage Reduce: 45% Level 4 Cost 1800 PP Defensive Spell MEP Cost: 45 Casting Range: 25 Max Targets : 1 Spell Effects: Reduce Damage: Duration: 15 Damage Reduce: 55% Level 5 4000 PP Defensive Spell MEP Cost: 45 Casting Range: 25 Max Targets : 1 Spell Effects: Reduce Damage: Duration: 20 Damage Reduce: 70% Level 6 9000 PP Defensive Spell MEP Cost: 45 Casting Range: 25 Max Targets : 1 Spell Effects: Reduce Damage: Duration: 20 Damage Reduce: 90% Wave ---- Level 1 Cost 300 Gold Offensive Spell MEP Cost: 30 Casting Range: 30 Max Targets : 2 (Chained) Spell Effects: Deal HP Damage: Duration: 5 Reapply Time: 3 Deal HP Damage: 30 Total HP Damage: 30 Level 2 Cost 300 PP Offensive Spell MEP Cost: 30 Casting Range: 30 Max Targets : 3 (Chained) Spell Effects: Deal HP Damage: Duration: 5 Reapply Time: 3 Deal HP Damage: 40 Total HP Damage: 40 Level 3 Cost 800 PP Offensive Spell MEP Cost: 30 Casting Range: 30 Max Targets : 3 (Chained) Spell Effects: Deal HP Damage: Duration: 5 Reapply Time: 3 Deal HP Damage: 45 Total HP Damage: 45 Level 4 Cost 1800 PP Offensive Spell MEP Cost: 30 Casting Range: 30 Max Targets : 4 (chained) Spell Effects: Deal HP Damage: Duration: 5 Reapply Time: 2 Deal HP Damage: 55 Total HP Damage: 110 Level 5 4000 PP Offensive Spell MEP Cost: 30 Casting Range: 30 Max Targets : 5 (chained) Spell Effects: Deal HP Damage: Duration: 5 Reapply Time: 2 Deal HP Damage: 75 Total HP Damage: 150 Level 6 9000 PP Offensive Spell MEP Cost: 30 Casting Range: 30 Max Targets : 5 (chained) Spell Effects: Deal HP Damage: Duration: 5 Reapply Time: 2 Deal HP Damage: 90 Total HP Damage: 180 Frozen Geyser ------------- Level 1 Cost 500 Gold Offesive Spell MEP Cost: 50 Casting Range: 60 Max Targets : 1 Spell Effects: Deal HP Damage: 30 Disrupt: Duration:4 Reapply time:1 Total HP Damage: 30 Level 2 Cost 300 PP Offesive Spell MEP Cost: 50 Casting Range: 60 Max Targets :1 Spell Effects: Deal HP Damage: 30 Disrupt: Duration:5 Reapply time:1 Total HP Damage:30 Level 3 Cost 800 PP Offesive Spell MEP Cost: 50 Casting Range: 60 Max Targets :1 Spell Effects: Deal HP Damage: 30 Disrupt: Duration:6 Reapply time:1 Total HP Damage: 30 Level 4 Cost 1800 PP Offesive Spell MEP Cost: 50 Casting Range: 60 Max Targets :1 Spell Effects: Deal HP Damage: 30 Disrupt: Duration:7 Reapply time:1 Total HP Damage: 30 Level 5 4000 PP Offesive Spell MEP Cost: 50 Casting Range: 60 Max Targets :1 Spell Effects: Deal HP Damage: 30 Disrupt: Duration:8 Reapply time:1 Total HP Damage: 30 Level 6 9000 PP Offesive Spell MEP Cost: 50 Casting Range: 60 Max Targets :1 Spell Effects: Deal HP Damage: 30 Disrupt: Duration:10 Reapply time:1 Total HP Damage: 30 Acid Rain --------- Level 1 Cost 750 Gold Offensive Spell MEP Cost: 50 Casting Range: 40 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 10 Reapply Time: 2 Deal HP Damage: 30 Radius: 10 Total HP Damage:150 Level 2 Cost 300 PP Offensive Spell MEP Cost: 50 Casting Range: 40 Max Targets :1 Spell Effects: Deal HP Damage: Duration: 10 Reapply Time: 2 Deal HP Damage: 45 Radius: 14 Total HP Damage:225 Level 3 Cost 800 PP Offensive Spell MEP Cost: 50 Casting Range: 40 Max Targets :1 Spell Effects: Deal HP Damage: Duration: 10 Reapply Time: 2 Deal HP Damage: 60 Radius: 18 Total HP Damage:300 Level 4 Cost 1800 PP Offensive Spell MEP Cost: 50 Casting Range: 40 Max Targets :1 Spell Effects: Deal HP Damage: Duration: 10 Reapply Time: 2 Deal HP Damage: 80 Radius: 22 Total HP Damage:400 Level 5 4000 PP Offensive Spell MEP Cost: 50 Casting Range: 40 Max Targets :1 Spell Effects: Deal HP Damage: Duration: 10 Reapply Time: 2 Deal HP Damage: 100 Radius: 27 Total HP Damage:500 Level 6 9000 PP Offensive Spell MEP Cost: 50 Casting Range: 40 Max Targets :1 Spell Effects: Deal HP Damage: Duration: 10 Reapply Time: 2 Deal HP Damage: 120 Radius: 30 Total HP Damage:600 GrandMaster Skill ----------------- Water Fury Offensive Spell Mep Cost: 150 Casting Range: 40 Max Targets: 4 Spell Effects: Deal HP Damage: 500 Total HP Damage: 500 ---------- Fire Fates ---------- Burn ---- Level 1 Cost 100 PP Offensive Spell MEP Cost: 15 Casting Range: 8 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 5 Reapply Time: 2 Deal HP Damage: 20 Total HP Damage: 40 Level 2 Cost 300 PP Offensive Spell MEP Cost: 15 Casting Range: 8 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 5 Reapply Time: 2 Deal HP Damage: 30 Total HP Damage: 60 Level 3 Cost 800 PP Offensive Spell MEP Cost: 15 Casting Range: 8 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 5 Reapply Time: 2 Deal HP Damage: 50 Total HP Damage: 100 Level 4 Cost 1800 PP Offensive Spell MEP Cost: 15 Casting Range: 8 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 7 Reapply Time: 2 Deal HP Damage: 75 Total HP Damage: 225 Level 5 4000 PP Offensive Spell MEP Cost: 15 Casting Range: 8 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 9 Reapply Time: 2 Deal HP Damage: 90 Total HP Damage: 360 Level 6 9000 PP Offensive Spell MEP Cost: 15 Casting Range: 8 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 9 Reapply Time: 2 Deal HP Damage: 120 Total HP Damage: 480 Rapid Fire ---------- Level 1 Cost 200 Gold Offensive Spell MEP Cost: 20 Casting Range: 40 Max Targets :1 Spell Effects: Deal HP Damage: 10 Total HP Damage: 10 Level 2 Cost 300 PP Offensive Spell MEP Cost: 20 Casting Range: 40 Max Targets :2 (Chained) Spell Effects: Deal HP Damage: 15 Total HP Damage: 15 Level 3 Cost 800 PP Offensive Spell MEP Cost: 20 Casting Range: 40 Max Targets :3 (Chained) Spell Effects: Deal HP Damage: 30 Total HP Damage: 30 Level 4 Cost 1800 PP Offensive Spell MEP Cost: 20 Casting Range: 40 Max Targets :3 (Chained) Spell Effects: Deal HP Damage: 45 Total HP Damage: 45 Level 5 4000 PP Offensive Spell MEP Cost: 20 Casting Range: 40 Max Targets :4 (Chained) Spell Effects: Deal HP Damage: 65 Total HP Damage: 65 Level 6 9000 PP Offensive Spell MEP Cost: 20 Casting Range: 40 Max Targets :5 (Chained) Spell Effects: Deal HP Damage: 80 Total HP Damage: 80 Firestream ---------- Level 1 Cost 350 PP Offensive Spell MEP Cost: 45 Casting Range: 60 Max Targets :1 Spell Effects: Deal HP Damage: 20 Radius: 8 Total HP Damage: 20 Level 2 Cost 300 PP Offensive Spell MEP Cost: 45 Casting Range: 60 Max Targets :1 Spell Effects: Deal HP Damage: 25 Radius: 10 Total HP Damage: 25 Level 3 Cost 800 PP Offensive Spell MEP Cost: 45 Casting Range: 60 Max Targets :2 (Chained) Spell Effects: Deal HP Damage: 40 Radius: 15 Total HP Damage: 40 Level 4 Cost 1800 PP Offensive Spell MEP Cost: 45 Casting Range: 60 Max Targets :2 (Chained) Spell Effects: Deal HP Damage: 40 Radius: 20 Total HP Damage: 40 Level 5 4000 PP Offensive Spell MEP Cost: 45 Casting Range: 60 Max Targets :3 (Chained) Spell Effects: Deal HP Damage: 50 Radius: 25 Total HP Damage: 50 Level 6 9000 PP Offensive Spell MEP Cost: 45 Casting Range: 60 Max Targets :4 (Chained) Spell Effects: Deal HP Damage: 75 Radius: 25 Total HP Damage: 75 Incinerate ---------- Level 1 Cost 500 Gold Offensive Spell MEP Cost: 35 Casting Range: 48 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 5 Reapply Time: 3 Deal HP Damage: 30 Total Damage: 30 Level 2 Cost 300 PP Offensive Spell MEP Cost: 35 Casting Range: 48 Max Targets : 2 Spell Effects: Deal HP Damage: Duration: 5 Reapply Time: 3 Deal HP Damage: 40 Total Damage: 40 Level 3 Cost 800 PP Offensive Spell MEP Cost: 35 Casting Range: 48 Max Targets : 3 Spell Effects: Deal HP Damage: Duration: 5 Reapply Time: 2 Deal HP Damage: 45 Total Damage: 90 Level 4 Cost 1800 PP Offensive Spell MEP Cost: 35 Casting Range: 48 Max Targets : 4 Spell Effects: Deal HP Damage: Duration: 5 Reapply Time: 2 Deal HP Damage: 55 Total Damage: 110 Level 5 4000 PP Offensive Spell MEP Cost: 35 Casting Range: 48 Max Targets : 5 Spell Effects: Deal HP Damage: Duration: 5 Reapply Time: 2 Deal HP Damage: 75 Total Damage: 150 Level 6 9000 PP Offensive Spell MEP Cost: 35 Casting Range: 48 Max Targets : 6 Spell Effects: Deal HP Damage: Duration: 5 Reapply Time: 2 Deal HP Damage: 90 Total Damage: 180 Inferno -------- Level 1 Cost 750 Gold Offensive Spell MEP Cost: 35 Casting Range: 40 Max Targets :1 Spell Effects: Deal HP Damage: Duration: 10 Reapply Time: 3 Deal HP Damage: 20 Radius: 6 Total Damage: 60 Level 2 Cost 300 PP Offensive Spell MEP Cost: 35 Casting Range: 40 Max Targets :1 Spell Effects: Deal HP Damage: Duration: 10 Reapply Time: 2 Deal HP Damage: 25 Radius: 6 Total Damage: 125 Level 3 Cost 800 PP Offensive Spell MEP Cost: 35 Casting Range: 40 Max Targets :1 Spell Effects: Deal HP Damage: Duration: 10 Reapply Time: 2 Deal HP Damage: 36 Radius: 9 Total Damage: 180 Level 4 Cost 1800 PP Offensive Spell MEP Cost: 35 Casting Range: 40 Max Targets :1 Spell Effects: Deal HP Damage: Duration: 10 Reapply Time: 2 Deal HP Damage: 50 Radius: 9 Total Damage: 250 Level 5 Cost 4000 PP Offensive Spell MEP Cost: 35 Casting Range: 40 Max Targets :1 Spell Effects: Deal HP Damage: Duration: 10 Reapply Time: 2 Deal HP Damage: 60 Radius: 12 Total Damage: 300 Level 6 Cost 9000 PP Offensive Spell MEP Cost: 35 Casting Range: 40 Max Targets :1 Spell Effects: Deal HP Damage: Duration: 10 Reapply Time: 2 Deal HP Damage: 80 Radius: 12 Total Damage: 400 GrandMaster Skill ----------------- Hell Fury Offensive Spell Mep Cost: 180 Casting Range: 40 Max Targets: 4 Spell Effects: Deal HP Damage: Duration: 5 Reappy Time:1 Deal HP Damage: 100 Total HP Damage: 500 ----------- Earth Fates ----------- Sunder ------ Level 1 Cost 100 PP Offensive Spell MEP Cost: 10 Casting Range:60 Max Targets :1 Spell Effects: Deal HP Damage:10 Stun: Duration:4 Total HP Damage:10 Level 2 Cost 300 PP Offensive Spell MEP Cost: 10 Casting Range:60 Max Targets :1 Spell Effects: Deal HP Damage:20 Stun: Duration:4 Total HP Damage:20 Level 3 Cost 800 PP Offensive Spell MEP Cost: 10 Casting Range:60 Max Targets :1 Spell Effects: Deal HP Damage:30 Stun: Duration:5 Total HP Damage:30 Level 4 Cost 1800 PP Offensive Spell MEP Cost: 10 Casting Range:60 Max Targets :2 Spell Effects: Deal HP Damage:30 Stun: Duration:5 Total HP Damage:30 Level 5 Cost 4000 PP Offensive Spell MEP Cost: 10 Casting Range:60 Max Targets :3 Spell Effects: Deal HP Damage:50 Stun: Duration:5 Total HP Damage:50 Level 6 Cost 9000 PP Offensive Spell MEP Cost: 10 Casting Range:60 Max Targets :4 Spell Effects: Deal HP Damage:50 Stun: Duration:5 Total HP Damage:50 SandStorm --------- Level 1 Cost 200 Gold Offensive Spell MEP Cost: 25 Casting Range: 50 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: Reapply Time: Deal HP Damage:15 Radius:4 Total HP Damage: Level 2 Cost 300 PP Offensive Spell MEP Cost: 25 Casting Range: 50 Max Targets : 2 (Chained) Spell Effects: Deal HP Damage: Duration: 5 Reapply Time: 2 Deal HP Damage: 20 Radius:5 Total HP Damage: 40 Level 3 Cost 800 PP Offensive Spell MEP Cost: 25 Casting Range: 50 Max Targets : 2 (Chained) Spell Effects: Deal HP Damage: Duration:5 Reapply Time:2 Deal HP Damage:20 Radius:7 Total HP Damage: 40 Level 4 Cost 1800 PP Offensive Spell MEP Cost: 25 Casting Range: 50 Max Targets : 3 (Chained) Spell Effects: Deal HP Damage: Duration: 5 Reapply Time: 2 Deal HP Damage: 30 Radius:7 Total HP Damage: 60 Level 5 Cost 4000 PP Offensive Spell MEP Cost: 25 Casting Range: 50 Max Targets : 4 (Chained) Spell Effects: Deal HP Damage: Duration: 5 Reapply Time: 2 Deal HP Damage: 35 Radius:9 Total HP Damage: 70 Level 6 Cost 9000 PP Offensive Spell MEP Cost: 25 Casting Range: 50 Max Targets : 4 (Chained) Spell Effects: Deal HP Damage: Duration: 5 Reapply Time: 2 Deal HP Damage: 45 Radius:11 Total HP Damage: 90 BrimStone --------- Level 1 Cost 350 Gold Offensive Spell MEP Cost: 35 Casting Range: 60 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 5 Reapply Time: 3 Deal HP Damage: 20 Radius:4 Total HP Damage: 20 Level 2 Cost 300 PP Offensive Spell MEP Cost: 35 Casting Range: 60 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 6 Reapply Time:3 Deal HP Damage:30 Radius:4 Total HP Damage: 60 Level 3 Cost 800 PP Offensive Spell MEP Cost: 35 Casting Range: 60 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 7 Reapply Time: 3 Deal HP Damage:40 Radius:10 Total HP Damage: 80 Level 4 Cost 1800 PP Offensive Spell MEP Cost: 35 Casting Range: 60 Max Targets : 1 Spell Effects: Deal HP Damage: Duration:7 Reapply Time:3 Deal HP Damage:50 Radius:10 Total HP Damage: 100 Level 5 Cost 4000 PP Offensive Spell MEP Cost: 35 Casting Range: 60 Max Targets : 1 Spell Effects: Deal HP Damage: Duration:7 Reapply Time:2 Deal HP Damage:55 Radius:15 Total HP Damage: 165 Level 6 Cost 9000 PP Offensive Spell MEP Cost: 35 Casting Range: 60 Max Targets : 1 Spell Effects: Deal HP Damage: Duration:8 Reapply Time:2 Deal HP Damage:70 Radius:15 Total HP Damage: 280 Venom Cloud ----------- Level 1 Cost 500 Gold Offensive Spell MEP Cost: 40 Casting Range: 60 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 7 Reapply Time:2 Deal HP Damage:25 Radius:10 Total HP Damage: 75 Level 2 Cost 300 PP Offensive Spell MEP Cost: 40 Casting Range: 60 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 7 Reapply Time:2 Deal HP Damage:40 Radius:12 Total HP Damage: 120 Level 3 Cost 800 PP Offensive Spell MEP Cost: 40 Casting Range: 60 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 7 Reapply Time:2 Deal HP Damage:50 Radius:15 Total HP Damage: 150 Level 4 Cost 1800 PP Offensive Spell MEP Cost: 40 Casting Range: 60 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 7 Reapply Time:2 Deal HP Damage:65 Radius:17 Total HP Damage: 195 Level 5 Cost 4000 PP Offensive Spell MEP Cost: 40 Casting Range: 60 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 7 Reapply Time:2 Deal HP Damage:75 Radius:20 Total HP Damage: 225 Level 6 Cost 9000 PP Offensive Spell MEP Cost: 40 Casting Range: 60 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 9 Reapply Time:2 Deal HP Damage:90 Radius:20 Total HP Damage: 360 Nature's Curse ------------ Level 1 Cost 750 Gold Offensive Spell MEP Cost: 40 Casting Range: 80 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 5 Reapply Time:2 Deal HP Damage:25 Total HP Damage: 50 Level 2 Cost 300 PP Offensive Spell MEP Cost: 40 Casting Range: 80 Max Targets : 2 (Chained) Spell Effects: Deal HP Damage: Duration: 5 Reapply Time:2 Deal HP Damage:25 Total HP Damage: 50 Level 3 Cost 800 PP Offensive Spell MEP Cost: 40 Casting Range: 80 Max Targets : 3 (Chained) Spell Effects: Deal HP Damage: Duration: 5 Reapply Time:2 Deal HP Damage:25 Total HP Damage: 50 Level 4 Cost 1800 Offensive Spell MEP Cost: 40 Casting Range: 80 Max Targets : 4 (Chained) Spell Effects: Deal HP Damage: Duration: 5 Reapply Time:2 Deal HP Damage:25 Total HP Damage: 50 Level 5 Cost 4000 PP Offensive Spell MEP Cost: 40 Casting Range: 80 Max Targets : 5 (Chained) Spell Effects: Deal HP Damage: Duration: 7 Reapply Time:2 Deal HP Damage:25 Total HP Damage: 75 Level 6 Cost 9000 PP Offensive Spell MEP Cost: 40 Casting Range: 80 Max Targets : 5 (Chained) Spell Effects: Deal HP Damage: Duration: 7 Reapply Time:2 Deal HP Damage:45 Total HP Damage: 135 GrandMaster Skill ----------------- Pile Driver Offensive Spell Mep Cost: 150 Casting Range: 80 Max Targets: 1 Spell Effects: Deal HP Damage: Duration: 5 Reapply Time: 1 Deal HP Damage: 100 Radius: 20 Total HP Damage: 500 --------- Air Fates --------- Sparks ------ Level 1 Cost 100 PP Offensive Spell MEP Cost: 20 Casting Range: 40 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 7 Reapply Time:2 Deal HP Damage:20 Radius: 12 Total HP Damage: 60 Level 2 Cost 300 PP Offensive Spell MEP Cost: 20 Casting Range: 40 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 7 Reapply Time:2 Deal HP Damage:20 Radius: 15 Total HP Damage: 60 Level 3 Cost 800 PP Offensive Spell MEP Cost: 20 Casting Range: 40 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 9 Reapply Time:2 Deal HP Damage:20 Radius: 20 Total HP Damage: 80 Level 4 Cost 1800 PP Offensive Spell MEP Cost: 20 Casting Range: 40 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 9 Reapply Time:2 Deal HP Damage:20 Radius: 25 Total HP Damage: 80 Level 5 Cost 4000 PP Offensive Spell MEP Cost: 20 Casting Range: 40 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 9 Reapply Time:2 Deal HP Damage:25 Radius: 30 Total HP Damage: 100 Level 6 Cost 9000 PP Offensive Spell MEP Cost: 20 Casting Range: 40 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 9 Reapply Time:2 Deal HP Damage:30 Radius: 35 Total HP Damage: 120 Blind ----- Level 1 Cost 200 Gold Offensive Spell MEP Cost: 40 Casting Range: 60 Max Targets : 1 Spell Effects: Stun: Duration: 5 Deal HP Damage:15 Total HP Damage: 15 Level 2 Cost 300 PP Offensive Spell MEP Cost: 40 Casting Range: 60 Max Targets : 1 Spell Effects: Stun: Duration: 8 Deal HP Damage:15 Total HP Damage: 15 Level 3 Cost 800 PP Offensive Spell MEP Cost: 40 Casting Range: 60 Max Targets : 2 Spell Effects: Stun: Duration: 5 Level 4 Cost 1800 PP Offensive Spell MEP Cost: 40 Casting Range: 60 Max Targets : 2 Spell Effects: Stun: Duration: 8 Deal HP Damage:15 Total HP Damage: 15 Level 5 Cost 4000 PP Offensive Spell MEP Cost: 40 Casting Range: 60 Max Targets : 3 Spell Effects: Stun: Duration: 5 Deal HP Damage:15 Total HP Damage: 15 Level 6 Cost 9000 PP Offensive Spell MEP Cost: 40 Casting Range: 60 Max Targets : 3 Spell Effects: Stun: Duration: 8 Deal HP Damage:15 Total HP Damage: 15 Spiral Twister -------------- Level 1 Cost 350 Gold Offensive Spell MEP Cost: 35 Casting Range: 30 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 5 Reapply Time:2 Deal HP Damage:16 Total HP Damage: 32 Level 2 Cost 300 PP Offensive Spell MEP Cost: 35 Casting Range: 30 Max Targets : 2 Spell Effects: Deal HP Damage: Duration: 5 Reapply Time:2 Deal HP Damage:20 Total HP Damage: 40 Level 3 Cost 800 PP Offensive Spell MEP Cost: 35 Casting Range: 30 Max Targets : 2 Spell Effects: Deal HP Damage: Duration: 5 Reapply Time:2 Deal HP Damage:25 Total HP Damage: 50 Level 4 Cost 1800 PP Offensive Spell MEP Cost: 35 Casting Range: 30 Max Targets : 3 Spell Effects: Deal HP Damage: Duration: 5 Reapply Time:2 Deal HP Damage:30 Total HP Damage: 60 Level 5 Cost 4000 PP Offensive Spell MEP Cost: 35 Casting Range: 30 Max Targets : 3 Spell Effects: Deal HP Damage: Duration: 5 Reapply Time:2 Deal HP Damage:40 Total HP Damage: 80 Level 6 Cost 9000 PP Offensive Spell MEP Cost: 35 Casting Range: 30 Max Targets : 4 Spell Effects: Deal HP Damage: Duration: 5 Reapply Time:1 Deal HP Damage:80 Total HP Damage: 400 Energize -------- Level 1 Cost 500 Gold Defensive Spell MEP Cost: 40 Casting Range: 20 Max Targets : 1 Spell Effects: Weapon Speed Boost: 85% Duration: 15 Level 2 Cost 300 PP Defensive Spell MEP Cost: 40 Casting Range: 20 Max Targets : 1 Spell Effects: Weapon Speed Boost: 80% Duration: 15 Level 3 Cost 800 PP Defensive Spell MEP Cost: 40 Casting Range: 20 Max Targets : 2 Spell Effects: Weapon Speed Boost: 80% Duration: 15 Level 4 Cost 1800 PP Defensive Spell MEP Cost: 40 Casting Range: 20 Max Targets : 2 Spell Effects: Weapon Speed Boost: 80% Duration: 20 Level 5 Cost 4000 PP Defensive Spell MEP Cost: 40 Casting Range: 20 Max Targets : 2 Spell Effects: Weapon Speed Boost: 80% Duration: 25 Level 6 Cost 9000 PP Defensive Spell MEP Cost: 40 Casting Range: 20 Max Targets : 2 Spell Effects: Weapon Speed Boost: 80% Duration: 30 Current Spears -------------- Level 1 Cost 750 Gold Offensive Spell MEP Cost: 35 Casting Range: 60 Max Targets : 1 Spell Effects: Deal HP Damage: 20 Total HP Damage: 20 Level 2 Cost 300 PP Offensive Spell MEP Cost: 35 Casting Range: 60 Max Targets : 2 (Chained) Spell Effects: Deal HP Damage: 30 Total HP Damage: 30 Level 3 Cost 800 PP Offensive Spell MEP Cost: 35 Casting Range: 60 Max Targets : 3 (Chained) Spell Effects: Deal HP Damage: 40 Total HP Damage: 40 Level 4 Cost 1800 PP Offensive Spell MEP Cost: 35 Casting Range: 60 Max Targets : 4 (Chained) Spell Effects: Deal HP Damage: 50 Total HP Damage: 50 Level 5 Cost 4000 PP Offensive Spell MEP Cost: 35 Casting Range: 60 Max Targets : 5 (Chained) Spell Effects: Deal HP Damage: 75 Total HP Damage: 75 Level 6 Cost 9000 PP Offensive Spell MEP Cost: 35 Casting Range: 60 Max Targets : 5 (Chained) Spell Effects: Deal HP Damage: 100 Total HP Damage: 100 GrandMaster Skill ----------------- Storm Fury Offensive Spell Mep Cost: 150 Casting Range: 60 Max Targets: 5 Spell Effects: Duration: 5 Reapply Time: 1 Deal HP Damage: 100 Radius: 20 Total HP Damage: 500 ----------- Sound Fates ----------- Sonic Blast ----------- Level 1 Cost 100 PP Offensive Spell MEP Cost: 20 Casting Range: 60 Max Targets : 1 Spell Effects: Deal HP Damage: 20 Total HP Damage: 20 Level 2 Cost 300 PP Offensive Spell MEP Cost: 20 Casting Range: 60 Max Targets : 1 Spell Effects: Deal HP Damage: 30 Total HP Damage: 30 Level 3 Cost 800 PP Offensive Spell MEP Cost: 20 Casting Range: 60 Max Targets : 1 Spell Effects: Deal HP Damage: 50 Total HP Damage: 50 Level 4 Cost 1800 PP Offensive Spell MEP Cost: 20 Casting Range: 60 Max Targets : 1 Spell Effects: Deal HP Damage: 65 Total HP Damage: 65 Level 5 Cost 4000 PP Offensive Spell MEP Cost: 20 Casting Range: 60 Max Targets : 1 Spell Effects: Deal HP Damage: 120 Total HP Damage: 120 Level 6 Cost 9000 PP Offensive Spell MEP Cost: 20 Casting Range: 60 Max Targets : 1 Spell Effects: Deal HP Damage: 150 Total HP Damage: 150 Dizzy ----- Level 1 Cost 200 Gold Offensive Spell MEP Cost: 45 Casting Range: 40 Max Targets : 1 Spell Effects: Stun: Duration: 5 Level 2 Cost 300 PP Offensive Spell MEP Cost: 45 Casting Range: 40 Max Targets : 1 Spell Effects: Stun: Duration: 8 Level 3 Cost 800 PP Offensive Spell MEP Cost: 45 Casting Range: 40 Max Targets : 2 Spell Effects: Stun: Duration: 12 Level 4 Cost 1800 PP Offensive Spell MEP Cost: 45 Casting Range: 40 Max Targets : 2 Spell Effects: Stun: Duration: 16 Level 5 Cost 4000 PP Offensive Spell MEP Cost: 45 Casting Range: 40 Max Targets : 3 Spell Effects: Stun: Duration: 20 Level 6 Cost 9000 PP Offensive Spell MEP Cost: 45 Casting Range: 40 Max Targets : 4 Spell Effects: Stun: Duration: 30 Oscillation ----------- Level 1 Cost 350 Gold Offensive Spell MEP Cost: 20 Casting Range: 20 Max Targets : 1 Spell Effects: Deal HP Damage: 10 Total HP Damage 10 Level 2 Cost 300 PP Offensive Spell MEP Cost: 20 Casting Range: 20 Max Targets : 2 (Chained) Spell Effects: Deal HP Damage: 10 Total HP Damage 10 Level 3 Cost 800 PP Offensive Spell MEP Cost: 20 Casting Range: 20 Max Targets : 2 (Chained) Spell Effects: Deal HP Damage: 20 Total HP Damage 20 Level 4 Cost 1800 PP Offensive Spell MEP Cost: 20 Casting Range: 20 Max Targets : 3 (Chained) Spell Effects: Deal HP Damage: 10 Total HP Damage 10 Level 5 Cost 4000 PP Offensive Spell MEP Cost: 20 Casting Range: 20 Max Targets : 3 (Chained) Spell Effects: Deal HP Damage: 30 Total HP Damage 30 Level 6 Cost 9000 PP Offensive Spell MEP Cost: 20 Casting Range: 20 Max Targets : 34 (Chained) Spell Effects: Deal HP Damage: 45 Total HP Damage 45 Arpeggio -------- Level 1 Cost 500 Gold Defensive Spell MEP Cost: 25 Casting Range: 6 Max Targets : 1 Spell Effects: Heal HP: Duration: 5 Reapply Time: 5 Heal HP: 25 Total HP Healed 25 Level 2 Cost 300 PP Defensive Spell MEP Cost: 25 Casting Range: 6 Max Targets : 1 Spell Effects: Heal HP: Duration: 10 Reapply Time: 5 Heal HP: 30 Total HP Healed: 60 Level 3 Cost 800 PP Defensive Spell MEP Cost: 25 Casting Range: 6 Max Targets : 1 Spell Effects: Heal HP: Duration: 15 Reapply Time: 5 Heal HP: 30 Total HP Healed: 90 Level 4 Cost 1800 PP Defensive Spell MEP Cost: 25 Casting Range: 6 Max Targets : 2 Spell Effects: Heal HP: Duration: 20 Reapply Time: 5 Heal HP: 40 Total HP Healed: 160 Level 5 Cost 4000 PP Defensive Spell MEP Cost: 25 Casting Range: 6 Max Targets : 3 Spell Effects: Heal HP: Duration: 30 Reapply Time: 5 Heal HP: 50 Total HP Healed: 300 Level 6 Cost 9000 PP Defensive Spell MEP Cost: 25 Casting Range: 6 Max Targets : 3 Spell Effects: Heal HP: Duration: 35 Reapply Time: 5 Heal HP: 75 Total HP Healed: 525 Shatter ------- Level 1 Cost 750 Gold Offensive Spell MEP Cost: 40 Casting Range: 20 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 10 Reapply Time: 2 Deal HP Damage: 25 Total HP Damage: 125 Level 2 Cost 300 PP Offensive Spell MEP Cost: 40 Casting Range: 20 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 10 Reapply Time: 2 Deal HP Damage: 25 Total HP Damage: 125 Level 3 Cost 800 PP Offensive Spell MEP Cost: 40 Casting Range: 20 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 10 Reapply Time: 2 Deal HP Damage: 35 Total HP Damage: 175 Level 4 Cost 1800 Gold Offensive Spell MEP Cost: 40 Casting Range: 20 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 10 Reapply Time: 2 Deal HP Damage: 45 Total HP Damage: 225 Level 5 Cost 4000 Offensive Spell MEP Cost: 40 Casting Range: 20 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 10 Reapply Time: 2 Deal HP Damage: 75 Total HP Damage: 375 Level 6 Cost 9000 Offensive Spell MEP Cost: 40 Casting Range: 20 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 10 Reapply Time: 2 Deal HP Damage: 100 Total HP Damage: 500 GrandMaster Skill ----------------- Crescendo Offensive Spell Mep Cost: 150 Casting Range: 40 Max Targets: 4 Spell Effects: Duration: 5 Reapply Time: 1 Deal HP Damage: 75 Stun: Duration: 15 Total HP Damage: 375 ------------ Barrier Arts ------------ Weapon Barrier -------------- Level 1 Cost 300 PP Defensive Spell MEP Cost: 50 Casting Range: 10 Max Targets : 1 Spell Effects: Absorb Weapon Damage: 120 Level 2 Cost 500 PP Defensive Spell MEP Cost: 50 Casting Range: 10 Max Targets : 1 Spell Effects: Absorb Weapon Damage: 180 Level 3 Cost 1000 PP Defensive Spell MEP Cost: 50 Casting Range: 10 Max Targets : 2 Spell Effects: Absorb Weapon Damage: 300 Level 4 Cost 2000 PP Defensive Spell MEP Cost: 50 Casting Range: 10 Max Targets : 2 Spell Effects: Absorb Weapon Damage: 550 Level 5 Cost 5000 PP Defensive Spell MEP Cost: 50 Casting Range: 10 Max Targets : 3 Spell Effects: Absorb Weapon Damage: 750 Level 6 Cost 10000 PP Defensive Spell MEP Cost: 50 Casting Range: 10 Max Targets : 4 Spell Effects: Absorb Weapon Damage: 1000 Magic Barrier ------------- Level 1 Cost 500 Gold Defensive Spell MEP Cost: 50 Casting Range: 10 Max Targets : 1 Spell Effects: Absorb Magic Damage: 60 Level 2 Cost 500 PP Defensive Spell MEP Cost: 50 Casting Range: 10 Max Targets : 1 Spell Effects: Absorb Magic Damage: 90 Level 3 Cost 1000 PP Defensive Spell MEP Cost: 50 Casting Range: 10 Max Targets : 2 Spell Effects: Absorb Magic Damage: 150 Level 4 Cost 2000 PP Defensive Spell MEP Cost: 50 Casting Range: 10 Max Targets : 2 Spell Effects: Absorb Magic Damage: 300 Level 5 Cost 5000 PP Defensive Spell MEP Cost: 50 Casting Range: 10 Max Targets : 3 Spell Effects: Absorb Magic Damage: 550 Level 6 Cost 10000 PP Defensive Spell MEP Cost: 50 Casting Range: 10 Max Targets : 4 Spell Effects: Absorb Magic Damage: 800 Multi-Barrier ------------- Level 1 Cost 750 Gold Defensive Spell MEP Cost: 75 Casting Range: 10 Max Targets : 1 Spell Effects: Absorb All Damage: 100 Level 2 Cost 500 PP Defensive Spell MEP Cost: 75 Casting Range: 10 Max Targets : 1 Spell Effects: Absorb All Damage: 150 Level 3 Cost 1000 PP Defensive Spell MEP Cost: 75 Casting Range: 10 Max Targets : 2 Spell Effects: Absorb All Damage: 250 Level 4 Cost 2000 PP Defensive Spell MEP Cost: 75 Casting Range: 10 Max Targets : 2 Spell Effects: Absorb All Damage: 475 Level 5 Cost 5000 PP Defensive Spell MEP Cost: 75 Casting Range: 10 Max Targets : 3 Spell Effects: Absorb All Damage: 550 Level 6 Cost 10000 PP Defensive Spell MEP Cost: 75 Casting Range: 10 Max Targets : 4 Spell Effects: Absorb All Damage: 800 Reflect Barrier --------------- Level 1 Cost 1000 Gold Defensive Spell MEP Cost: 100 Casting Range: 10 Max Targets : 1 Spell Effects: Reflect Weapon Damage: 30 Level 2 Cost 800 PP Defensive Spell MEP Cost: 100 Casting Range: 10 Max Targets : 1 Spell Effects: Reflect Weapon Damage: 60 Level 3 Cost 1200 PP Defensive Spell MEP Cost: 100 Casting Range: 10 Max Targets : 2 Spell Effects: Reflect Weapon Damage: 90 Level 4 Cost 2500 PP Defensive Spell MEP Cost: 100 Casting Range: 10 Max Targets : 2 Spell Effects: Reflect Weapon Damage: 125 Level 5 Cost 6000 PP Defensive Spell MEP Cost: 100 Casting Range: 10 Max Targets : 3 Spell Effects: Reflect Weapon Damage: 225 Level 6 Cost 10000 PP Defensive Spell MEP Cost: 100 Casting Range: 10 Max Targets : 4 Spell Effects: Reflect Weapon Damage: 275 RainBow Barrier --------------- Level 1 Cost 1200 Gold Defensive Spell MEP Cost: 100 Casting Range: 10 Max Targets : 1 Spell Effects: Reflect Magic Damage: 30 Level 2 Cost 800 PP Defensive Spell MEP Cost: 100 Casting Range: 10 Max Targets : 1 Spell Effects: Reflect Magic Damage: 60 Level 3 Cost 1200 PP Defensive Spell MEP Cost: 100 Casting Range: 10 Max Targets : 2 Spell Effects: Reflect Magic Damage: 90 Level 4 Cost 2500 PP Defensive Spell MEP Cost: 100 Casting Range: 10 Max Targets : 2 Spell Effects: Reflect Magic Damage: 150 Level 5 Cost 6000 PP Defensive Spell MEP Cost: 100 Casting Range: 10 Max Targets : 3 Spell Effects: Reflect Magic Damage: 225 Level 6 Cost 10000 PP Defensive Spell MEP Cost: 100 Casting Range: 10 Max Targets : 4 Spell Effects: Reflect Magic Damage: 275 GrandMaster Skill ----------------- Elemental Barrier Defensive Spell Mep Cost: 375 Casting Range: 10 Max Targets: 4 Spell Effects: Reflect Magic Damage: 1000 Reflect Weapon Damage: 1000 --------------- Absorption Arts --------------- Life Eater ---------- Level 1 Cost 150 PP Offensive Spell MEP Cost: 30 Casting Range: 8 Max Targets : 1 Spell Effects: Deal HP Damage: 60 Total HP Damage: 60 Level 2 Cost 350 PP Offensive Spell MEP Cost: 30 Casting Range: 8 Max Targets : 1 Spell Effects: Deal HP Damage: 80 Total HP Damage: 80 Level 3 Cost 800 PP Offensive Spell MEP Cost: 30 Casting Range: 8 Max Targets : 1 Spell Effects: Deal HP Damage: 100 Total HP Damage: 100 Level 4 Cost 1800 PP Offensive Spell MEP Cost: 30 Casting Range: 8 Max Targets : 1 Spell Effects: Deal HP Damage: 120 Total HP Damage: 120 Level 5 Cost 4000 PP Offensive Spell MEP Cost: 30 Casting Range: 8 Max Targets : 1 Spell Effects: Deal HP Damage: 140 Total HP Damage: 140 Level 6 Cost 9000 PP Offensive Spell MEP Cost: 30 Casting Range: 8 Max Targets : 1 Spell Effects: Deal HP Damage: 160 Total HP Damage: 160 Spirit Siphon ------------- Level 1 Cost 200 Gold Offensive Spell MEP Cost: 30 Casting Range: 8 Max Targets : 1 Spell Effects: Deal MEP Damage: 30 Level 2 Cost 350 PP Offensive Spell MEP Cost: 30 Casting Range: 8 Max Targets : 1 Spell Effects: Deal MEP Damage: 40 Level 3 Cost 800 PP Offensive Spell MEP Cost: 30 Casting Range: 8 Max Targets : 1 Spell Effects: Deal MEP Damage: 50 Level 4 Cost 1800 PP Offensive Spell MEP Cost: 30 Casting Range: 8 Max Targets : 1 Spell Effects: Deal MEP Damage: 60 Level 5 Cost 4000 PP Offensive Spell MEP Cost: 30 Casting Range: 8 Max Targets : 1 Spell Effects: Deal MEP Damage: 75 Level 6 Cost 9000 PP Offensive Spell MEP Cost: 30 Casting Range: 8 Max Targets : 1 Spell Effects: Deal MEP Damage: 100 Soul Drain ---------- Level 1 Cost 350 Gold Offensive Spell MEP Cost: 35 Casting Range: 8 Max Targets : 1 Spell Effects: Deal HP Damage: 40 Deal MEP Damage: 20 Total HP Damage: 40 Level 2 Cost 350 PP Offensive Spell MEP Cost: 35 Casting Range: 8 Max Targets : 1 Spell Effects: Deal HP Damage: 50 Deal MEP Damage: 25 Total HP Damage: 50 Level 3 Cost 800 PP Offensive Spell MEP Cost: 35 Casting Range: 8 Max Targets : 1 Spell Effects: Deal HP Damage: 60 Deal MEP Damage: 30 Total HP Damage: 60 Level 4 Cost 1800 Gold Offensive Spell MEP Cost: 35 Casting Range: 8 Max Targets : 1 Spell Effects: Deal HP Damage: 70 Deal MEP Damage: 35 Total HP Damage: 70 Level 5 Cost 4000 PP Offensive Spell MEP Cost: 35 Casting Range: 8 Max Targets : 1 Spell Effects: Deal HP Damage: 80 Deal MEP Damage: 50 Total HP Damage: 80 Level 6 Cost 9000 PP Offensive Spell MEP Cost: 35 Casting Range: 8 Max Targets : 1 Spell Effects: Deal HP Damage: 120 Deal MEP Damage: 75 Total HP Damage:120 Life Steal ---------- Level 1 Cost 500 Gold Offensive Spell MEP Cost: 40 Casting Range: 20 Max Targets : 1 Spell Effects: Deal HP Damage: 40 Transfer HP: 15 Total HP Damage: 55 Total HP Healed: 15 Level 2 Cost 350 PP Offensive Spell MEP Cost: 40 Casting Range: 20 Max Targets : 1 Spell Effects: Deal HP Damage: 45 Transfer HP: 20 Total HP Damage: 65 Total HP Healed: 20 Level 3 Cost 800 PP Offensive Spell MEP Cost: 40 Casting Range: 20 Max Targets : 1 Spell Effects: Deal HP Damage: 55 Transfer HP: 25 Total HP Damage: 80 Total HP Healed: 25 Level 4 Cost 1800 PP Offensive Spell MEP Cost: 40 Casting Range: 20 Max Targets : 1 Spell Effects: Deal HP Damage: 60 Transfer HP: 30 Total HP Damage: 90 Total HP Healed: 30 Level 5 Cost 4000 Offensive Spell MEP Cost: 40 Casting Range: 20 Max Targets : 1 Spell Effects: Deal HP Damage: 75 Transfer HP: 40 Total HP Damage: 115 Total HP Healed: 40 Level 6 Cost 9000 Offensive Spell MEP Cost: 40 Casting Range: 20 Max Targets : 1 Spell Effects: Deal HP Damage: 90 Transfer HP: 50 Total HP Damage: 140 Total HP Healed: 50 Spirit Steal ------------ Level 1 Cost 650 Gold Offensive Spell MEP Cost: 45 Casting Range: 20 Max Targets : 1 Spell Effects: Deal MEP Damage: Duration: 10 Reapply Time:2 Deal MEP Damage: 10 Transfer MEP: 5 Level 2 Cost 350 PP Offensive Spell MEP Cost: 45 Casting Range: 20 Max Targets : 1 Spell Effects: Deal MEP Damage: 15 Transfer MEP: 10 Level 3 Cost 800 PP Offensive Spell MEP Cost: 45 Casting Range: 20 Max Targets : 1 Spell Effects: Deal MEP Damage: 20 Transfer MEP: 15 Level 4 Cost 1800 PP Offensive Spell MEP Cost: 45 Casting Range: 20 Max Targets : 1 Spell Effects: Deal MEP Damage: 20 Transfer MEP: 20 Level 5 Cost 4000 PP Offensive Spell MEP Cost: 45 Casting Range: 20 Max Targets : 1 Spell Effects: Deal MEP Damage: 30 Transfer MEP: 30 Level 6 Cost 9000 PP Offensive Spell MEP Cost: 45 Casting Range: 20 Max Targets : 1 Spell Effects: Deal MEP Damage: 40 Transfer MEP: 40 GrandMaster Skill ----------------- Karmic Force Offensive Spell Mep Cost: 150 Casting Range: 40 Max Targets: 4 Spell Effects: Transfer HP: Duration: 4 Reapply Time:1 Transfer HP: 50 Transfer MEP: Duration: 4 Reapply Time: 1 Transfer MEP: 50 Total HP Damage: 200 Total HP Healed: 200 ----------- White Magic ----------- Heal ---- Level 1 Cost 100 PP Defensive Spell MEP Cost: 20 Casting Range: 10 Max Targets : 1 Spell Effects: Heal HP: 100 Total HP Healed: 100 Level 2 Cost 300 PP Defensive Spell MEP Cost: 20 Casting Range: 10 Max Targets : 1 Spell Effects: Heal HP: 200 Total HP Healed: 200 Level 3 Cost 800 PP Defensive Spell MEP Cost: 20 Casting Range: 10 Max Targets : 1 Spell Effects: Heal HP: 250 Total HP Healed: 250 Level 4 Cost 1800 PP Defensive Spell MEP Cost: 20 Casting Range: 10 Max Targets : 1 Spell Effects: Heal HP: 400 Total HP Healed: 400 Level 5 Cost 4000 PP Defensive Spell MEP Cost: 20 Casting Range: 10 Max Targets : 1 Spell Effects: Heal HP: 600 Total HP Healed: 600 Level 6 Cost 9000 PP Defensive Spell MEP Cost: 20 Casting Range: 10 Max Targets : 1 Spell Effects: Heal HP: 800 Total HP Healed: 800 Healing Mist ------------ Level 1 Cost 200 Gold Defensive Spell MEP Cost: 20 Casting Range: 10 Max Targets : 1 Spell Effects: Heal HP: Duration: 10 Reapply Time: 1 Heal HP: 5 Radius: 10 Total HP Healed: 50 Level 2 Cost 300 PP Defensive Spell MEP Cost: 20 Casting Range: 10 Max Targets : 1 Spell Effects: Heal HP: Duration: 10 Reapply Time: 1 Heal HP: 8 Radius: 10 Total HP Healed: 80 Level 3 Cost 800 PP Defensive Spell MEP Cost: 20 Casting Range: 10 Max Targets : 1 Spell Effects: Heal HP: Duration: 10 Reapply Time: 1 Heal HP: 20 Radius: 15 Total HP Healed: 200 Level 4 Cost 1800 PP Defensive Spell MEP Cost: 20 Casting Range: 10 Max Targets : 1 Spell Effects: Heal HP: Duration: 10 Reapply Time: 1 Heal HP: 30 Radius: 15 Total HP Healed: 300 Level 5 Cost 4000 PP Defensive Spell MEP Cost: 20 Casting Range: 10 Max Targets : 1 Spell Effects: Heal HP: Duration: 10 Reapply Time: 1 Heal HP: 50 Radius: 20 Total HP Healed: 500 Level 6 Cost 9000 PP Defensive Spell MEP Cost: 20 Casting Range: 10 Max Targets : 1 Spell Effects: Heal HP: Duration: 10 Reapply Time: 1 Heal HP: 70 Radius: 20 Total HP Healed: 700 White Fire ---------- Level 1 Cost 350 Gold Offensive Spell MEP Cost: 35 Casting Range: 30 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 6 Reapply Time: 4 Deal HP Damage : 20 Total HP Damage: 20 Level 2 Cost 350 PP Offensive Spell MEP Cost: 35 Casting Range: 30 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 6 Reapply Time: 4 Deal HP Damage : 25 Total HP Damage: 25 Level 3 Cost 800 PP Offensive Spell MEP Cost: 35 Casting Range: 30 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 6 Reapply Time: 4 Deal HP Damage : 45 Total HP Damage: 45 Level 4 Cost 1800 PP Offensive Spell MEP Cost: 35 Casting Range: 30 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 6 Reapply Time: 4 Deal HP Damage : 60 Total HP Damage: 60 Level 5 Cost 4000 PP Offensive Spell MEP Cost: 35 Casting Range: 30 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 6 Reapply Time: 3 Deal HP Damage : 80 Total HP Damage: 160 Level 6 Cost 9000 PP Offensive Spell MEP Cost: 35 Casting Range: 30 Max Targets : 1 Spell Effects: Deal HP Damage: Duration: 6 Reapply Time: 3 Deal HP Damage : 120 Total HP Damage: 240 Revive ------ Level 1 Cost 500 Gold Defensive Spell MEP Cost: 50 Casting Range: 10 Max Targets : 1 Spell Effects: Revive Incapacitated: 10% Level 2 Cost 400 PP Defensive Spell MEP Cost: 50 Casting Range: 10 Max Targets : 1 Spell Effects: Revive Incapacitated: 25% Level 3 Cost 800 PP Defensive Spell MEP Cost: 50 Casting Range: 10 Max Targets : 2 (Chained) Spell Effects: Revive Incapacitated: 40% Level 4 Cost 1800 PP Defensive Spell MEP Cost: 50 Casting Range: 10 Max Targets : 2 (Chained) Spell Effects: Revive Incapacitated: 55% Level 5 Cost 4000 PP Defensive Spell MEP Cost: 50 Casting Range: 10 Max Targets : 3 (Chained) Spell Effects: Revive Incapacitated: 70% Level 6 Cost 9000 PP Defensive Spell MEP Cost: 50 Casting Range: 10 Max Targets : 3 (Chained) Spell Effects: Revive Incapacitated: 90% Transfer Mana ------------- Level 1 Cost 650 Gold Defensive Spell MEP Cost: 50 Casting Range: 10 Max Targets : 1 Spell Effects: Heals MEP:20 Level 2 Cost 350 PP Defensive Spell MEP Cost: 50 Casting Range: 10 Max Targets : 1 Spell Effects: Heals MEP:25 Level 3 Cost 800 PP Defensive Spell MEP Cost: 50 Casting Range: 10 Max Targets : 1 Spell Effects: Heals MEP:30 Level 4 Cost 1800 PP Defensive Spell MEP Cost: 50 Casting Range: 10 Max Targets : 1 Spell Effects: Heals MEP:35 Level 5 Cost 4000 PP Defensive Spell MEP Cost: 50 Casting Range: 10 Max Targets : 1 Spell Effects: Heals MEP:45 Level 6 Cost 9000 PP Defensive Spell MEP Cost: 50 Casting Range: 10 Max Targets : 1 Spell Effects: Heals MEP:50 GrandMaster Skill ----------------- Rejuvenation Offensive Spell Mep Cost: 175 Casting Range: 20 Max Targets: 4 Spell Effects: Revive Incapacitated : 100% Total HP Healed: 500 ---------------------------------------------------------------------------- 6. Weapons Listing ---------------------------------------------------------------------------- Here I will list Weapons and Magic Focal items. First Weapons then Magic Focal items. All Weapons have 5 Skills associated with them. Accuracy: How easy it is to hit an enemy. Damage: How much damage is inflicted if you hit. block: How well you may block your opponents attacks. Speed: How quickly you may attack. Critical:Which determines what chance you have of inflicting special damage on an enemy. There are special critical hits too. Bleeding: the target continues to lose hit points over a period of time even if you never hit it again. Stun: the target's recovery Period for all actions is increased. Crack Bones: The target's ability to block attacks is reduced. Impaling: The target's Dexterity is reduced. Grivous wound: A combination of bleeding and stun. Block Reduced: The target's block ability is reduced. Disrupt & Block: The target's Recovery Bar is reset. Fire: The Target catches fire and takes Fire damage for a period of time. I will list the items like so Name: Base Melee Damage: Base Range Damage: Base Accuracy: Block: Recovery Time: Critical Attack: DAGGERS ------------------- Name:Katar Base Melee Damage: 6 Base Range Damage: 0 Base Accuracy: 45 Block: 12 Recovery Time: 3 Critical Attack: Bleeding Name: Heavy Katar Base Melee Damage: 18 Base Range Damage: 0 Base Accuracy: 50 Block: 22 Recovery Time: 3 Critical Attack: Bleeding Combo bonus: Sunder Magic class: Earth Fates Name: Dagani Katar Base Melee Damage: 22 Base Range Damage: 0 Base Accuracy: 50 Block: 10 Recovery Time: 4 Critical Attack: Bleeding Critital Attack: Crack bones Combo Bonus: Ice Shards Magic Class: water Fates Attunement: STR Name: Dagani Dagger Base Melee Damage: 10 Base Range Damage: 0 Base Accuracy: 50 Block: 20 Recovery Time: 2 Critical Attack: Bleeding Combo bonus: Ice shards Magic Class: Water fates Name: Orin Katar Base Melee Damage:14 Base Range Damage: 0 Base Accuracy: 50 Block: 20 Recovery Time: 2 Critical Attack: Bleeding Combo Bonus: Sunder Magic Class: Earth Fates Name: Ice Dagger Base Melee Damage:20 Base Range Damage: 0 Base Accuracy: 60 Block: 20 Recovery Time: 2 Critical Attack: Bleeding Name: Pronged Katar Base Melee Damage: 8 Base Range Damage: 0 Base Accuracy: 55 Block: 30 Recovery Time: 3 Critical Attack: Bleeding Combo Bonus: Soul Drain Magic Class: Absorption Arts Attunement: DEX Name: Kemarran Dagger Base Melee Damage: 8 Base Range Damage: 0 Base Accuracy: 60 Block: 20 Recovery Time: 2 Critical Attack: Impale Combo Bonus: Sparks Magic Class: Air Fates Attunement: DEX Name: Hunters Katar Base Melee Damage: 12 Base Range Damage: 0 Base Accuracy: 50 Block: 15 Recovery Time: 2 Critical Attack: Bleeding Combo Bonus: Air blast Magic Class: Air Fates Name: Light Katar Base Melee Damage: 6 Base Range Damage: 0 Base Accuracy: 60 Block: 10 Recovery Time: 2 Critical Attack: Bleeding Combo Bonus: Air blast Magic Class: Air Fates Swords ------------------- Name:Short sword Base Melee Damage: 20 Base Range Damage: 0 Base Accuracy: 50 Block: 25 Recovery Time: 3 Critical Attack: Bleeding Name: Long sword Base Melee Damage: 24 Base Range Damage: 0 Base Accuracy: 45 Block: 30 Recovery Time:4 Critical Attack: Bleeding Combo Bonus: Flaming Sword Magic class: Fire Fates Name: Sarojin Blade Base Melee Damage: 24 Base Range Damage: 0 Base Accuracy: 45 Block: 30 Recovery Time: 4 Critical Attack: Bleeding Combo Bonus: Singing Sword Magic Class: Sound Fates Atttunement: STR Name: Sarojin Sword Base Melee Damage: 25 Base Range Damage: 0 Base Accuracy: 50 Block: 25 Recovery Time: 3 Critical Attack: Bleeding Combo Bonus: Wind of death Magic Class: Air Fates. Name: Ornate Sword Base Melee Damage: 300 Base Range Damage: 0 Base Accuracy: 50 Block: 40 Recovery Time: 4 Critical Attack: Bleeding Combo Bonus: Flaming Sword Magic Class: Fire Fates Attunement: STR Name: Great Sword Base Melee Damage: 35 Base Range Damage: 0 Base Accuracy: 30 Block: 25 Recovery Time: 5 Critical Attack: Crack Bones Combo Bonus: Earth Storm Magic Class: Earth Fates Name: Pelted Blade Base Melee Damage: 30 Base Range Damage: 0 Base Accuracy: 30 Block: 35 Recovery Time: 4 Critical Attack: Bleeding Combo Bonus: White Fire Magic Class: White Magic Attunement: SPI Name: Light Sword Base Melee Damage: 15 Base Range Damage: 0 Base Accuracy: 45 Block: 20 Recovery Time: 3 Critical Attack: Bleeding Combo Bonus: Wind of Death Magic Class: Air Fates Attunement: DEX Axe ----------------- Name: Hand Axe Base Melee Damage: 20 Base Range Damage: 0 Base Accuracy: 35 Block: 20 Recovery Time:5 Critical Attack: Grivous wounds Name: Dagani Hand axe Base Melee Damage: 25 Base Range Damage: 0 Base Accuracy: 35 Block: 20 Recovery Time: 4 Critical Attack: Grievous wounds Name: Sarojin Axe Base Melee Damage: 30 Base Range Damage: 0 Base Accuracy: 40 Block: 25 Recovery Time: 5 Critical Attack: Grievous Wound Combo Bonus: Burn Magic Class: Fire Fates Name: Swamp Axe Base Melee Damage: 30 Base Range Damage: 0 Base Accuracy: 45 Block: 20 Recovery Time: 5 Critical Attack: Grievous Wounds Combo Bonus: Burn Magic Class: Fire Fates Attunement: STR Name: Orin Axe Base Melee Damage: 25 Base Range Damage: 0 Base Accuracy: 35 Block: 20 Recovery Time: 5 Critical Attack: Grievous Wounds Combo Bonus: Sunder Magic Class: Earth Fates Attunement: STR Name: Militiaman's Axe Base Melee Damage: 40 Base Range Damage: 0 Base Accuracy: 30 Block: 20 Recovery Time: 7 Critical Attack: Grievous Wounds Combo Bonus: Earth Axe Magic Class: Earth Fates Name: Ornate Axe Base Melee Damage: 40 Base Range Damage: 0 Base Accuracy: 45 Block: 30 Recovery Time: 5 Critical Attack: Grievous Wounds Combo Bonus: Flash Fire Magic Class: Fire Fates Attunement: STR Name: Blazing Axe Base Melee Damage: 40 Base Range Damage: 0 Base Accuracy: 45 Block: 30 Recovery Time: 5 Critical Attack: Grievous Wounds Combo Bonus: Incinerate Magic Class: Fire Fates Name: Palash Axe Base Melee Damage: 25 Base Range Damage: 0 Base Accuracy: 45 Block: 25 Recovery Time: 5 Critical Attack: Grievous Wounds Attunement: SPI Name: Palash Axe Base Melee Damage: 30 Base Range Damage: 0 Base Accuracy: 40 Block: 25 Recovery Time: 5 Critical Attack: Grievous Wounds Combo Bonus: Geyser Magic Class: Water Fates Name: Bardiche Base Melee Damage: 30 Base Range Damage: 0 Base Accuracy: 40 Block: 25 Recovery Time: 5 Critical Attack: Grievous Wounds Combo Bonus: Wave Magic Class: Water Fates Attunement: STR Name: Hunters Axe Base Melee Damage: 30 Base Range Damage: 0 Base Accuracy: 40 Block: 25 Recovery Time: 5 Critical Attack: Grievous Wounds Combo Bonus: Spiral Twist Magic Class: Air Fates Name: Dagani Hand Axe Base Melee Damage: 25 Base Range Damage: 0 Base Accuracy: 35 Block: 20 Recovery Time: 4 Critical Attack: Grievous Wounds Hammer ----------------- Name: Hammer Base Melee Damage: 20 Base Range Damage: 0 Base Accuracy: 35 Block: 20 Recovery Time: 4 Critical Attack: Stun Name: Pick-axe Base Melee Damage:24 Base Range Damage: 0 Base Accuracy: 50 Block: 20 Recovery Time:5 Critical Attack: Bleeding Critical Attack: Grievous Wounds Name: Sarojin Hammer Base Melee Damage: 20 Base Range Damage: 0 Base Accuracy: 35 Block: 20 Recovery Time: 3 Critical Attack: Stun Combo Bonus: Burn Magic Class: Fire Fates Name: Sarojin Mace Base Melee Damage: 20 Base Range Damage: 0 Base Accuracy: 50 Block: 15 Recovery Time: 2 Critical Attack: Bleeding Combo bonus: Burn Magic class: Fire Fates Name: Mace Base Melee Damage: 20 Base Range Damage: 0 Base Accuracy: 50 Block: 15 Recovery Time: 3 Critical Attack: Stun Combo Bonus: Sunder Magic Class: Earth Fates Attunement: STR Name: War Hammer Base Melee Damage: 30 Base Range Damage: 0 Base Accuracy: 45 Block: 25 Recovery Time: 3 Critical Attack:Bleeding Combo Bonus: Sunder Magic Class: Earth Fates Attunement:DEX Name: Great Hammer Base Melee Damage: 35 Base Range Damage: 0 Base Accuracy: 35 Block: 25 Recovery Time: 5 Critical Attack: Stun Critical Attack: Bleeding Combo Bonus: Sunder Magic Class: Earth Fates Attunement: STR Name:Tall Hammer Base Melee Damage: 55 Base Range Damage: 0 Base Accuracy: 40 Block: 25 Recovery Time: 7 Critical Attack: Crack Bones Combo Bonus: Sandstorm Magic Class: Earth Fates Name: Orin Hammer Base Melee Damage: 40 Base Range Damage: 0 Base Accuracy: 40 Block: 40 Recovery Time: 4 Critical Attack: Stun Combo Bonus: Sunder Magic Class: Earth Fates Attunement: STR Name: Icepick Base Melee Damage: 25 Base Range Damage: 0 Base Accuracy: 50 Block: 20 Recovery Time: 3 Critical Attack: Bleeding Combo Bonus: Life eater Magic Class: Absorption Arts Attunement: SPI Name: Pick Base Melee Damage: 20 Base Range Damage: 0 Base Accuracy: 50 Block: 20 Recovery Time: 3 Critical Attack: Bleeding Combo Bonus: Sonic Blast Magic Class: Sound Fates Name: Light Mace Base Melee Damage: 25 Base Range Damage: 0 Base Accuracy: 50 Block: 15 Recovery Time: 3 Critical Attack: Stun Combo Bonus: Sparks Magic Class: Air Fates Attunement: STR Two Hand Sword ----------------- Name:Two-hnd sword Base Melee Damage: 30 Base Range Damage: 0 Base Accuracy: 30 Block: 20 Recovery Time: 5 Critical Attack: Bleeding Name:Zukuri Base Melee Damage: 35 Base Range Damage: 0 Base Accuracy: 45 Block: 35 Recovery Time: 5 Critical Attack: Bleeding Critical Attack: Block Reduce Combo Bonus: Rapid Fire Magic Class: Fire Fates Attunement: SPI Name: Saijin Base Melee Damage: 40 Base Range Damage: 0 Base Accuracy: 40 Block: 20 Recovery Time: 5 Critical Attack: Bleeding Combo Bonus: Burn Magic Class: Fire Fates Attunement: SPI Name: Shamshir Base Melee Damage: 40 Base Range Damage: 0 Base Accuracy: 40 Block: 20 Recovery Time: 5 Critical Attack: Bleeding Combo Bonus: Sunder Magic Class: Earth Fates Attunement: STR Name: Moroha Base Melee Damage: 40 Base Range Damage: 0 Base Accuracy: 40 Block: 20 Recovery Time: 5 Critical Attack: Bleeding Combo Bonus: White Fire Magic Class: White Magic Attunement: SPI Name: Daito Base Melee Damage: 40 Base Range Damage: 0 Base Accuracy: 40 Block: 20 Recovery Time: 5 Critical Attack: Bleeding Critical Attack: Grievous Wounds Combo Bonus: Sonic Blast Magic Class: Sound Fates Attunement: STR Name: Tachi Magical Focal item Magic Class: Fire Fates Base Melee Damage: 45 Base Range Damage: 0 Base Accuracy: 35 Block: 15 Recovery Time: 4 Critical Attack: Disrupt and Block Name: Kaskara Base Melee Damage: 40 Base Range Damage: 0 Base Accuracy: 40 Block: 20 Recovery Time: 4 Critical Attack: Bleeding Combo Bonus : Sparks Magic Class: Air Fates Attunement: Dex Name: Shirasaya Base Melee Damage: 35 Base Range Damage: 0 Base Accuracy: 35 Block: 30 Recovery Time: 4 Critical Attack: Bleeding Combo Bonus : Sparks Magic Class: Air Fates Attunement: Dex Two Hand Axe ----------------- Name: Woodcutters Axe Base Melee Damage: 30 Base Range Damage: 0 Base Accuracy: 30 Block: 15 Recovery Time: 6 Critical Attack: Grievous Wounds Name: Settler's Axe Base Melee Damage: 45 Base Range Damage: 0 Base Accuracy: 30 Block: 25 Recovery Time: 7 Critical Attack:Grievous wounds Name: Large Orin Axe Base Melee Damage:40 Base Range Damage: 0 Base Accuracy: 30 Block: 20 Recovery Time: 7 Critical Attack: Grievous wounds Name: Large Ornate Axe Base Melee Damage: 50 Base Range Damage: 0 Base Accuracy: 50 Block: 30 Recovery Time: 7 Critical Attack: Grievous Wounds Combo Bonus: Sunder Magic Class: Earth Fates Attunement: STR Name: Sarojin Great Axe Base Melee Damage: 40 Base Range Damage: 0 Base Accuracy: 45 Block: 30 Recovery Time: 7 Critical Attack: Grievous Wounds Combo Bonus: Inferno Magic Class: Fire Fates Attunement: SPI Two Hand Hammer ----------------- Name: Sledge Hammer Base Melee Damage: 35 Base Range Damage: 0 Base Accuracy: 20 Block: 20 Recovery Time: 6 Critical Attack: Crack bones Critical Attack: Stun Name: Large Ornate Axe Base Melee Damage: 50 Base Range Damage: 0 Base Accuracy: 30 Block: 30 Recovery Time: 7 Critical Attack: Grievous Wounds Combo Bonus: Sunder Magic Class: Earth Fates Attunement: STR Name: Palash Hammer Base Melee Damage: 50 Base Range Damage: 0 Base Accuracy: 40 Block: 25 Recovery Time: 5 Critical Attack: Crack Bones Combo Bonus: Rapid Fire Magic Class: Fire Fates Attunement: SPI Name: Blessed Axe Base Melee Damage: 50 Base Range Damage: 0 Base Accuracy: 50 Block: 30 Recovery Time: 7 Critical Attack: Grievous Wounds Combo Bonus: White Fire Magic Class: White Magic Attunement: SPI Name: Hero's Axe Base Melee Damage: 50 Base Range Damage: 0 Base Accuracy: 50 Block: 30 Recovery Time: 7 Critical Attack: Grievous Wounds Combo Bonus: Shatter Magic Class: Sound Fates Attunement: STR Name: Dao Axe Base Melee Damage: 40 Base Range Damage: 0 Base Accuracy: 40 Block: 10 Recovery Time: 6 Critical Attack: Grievous Wounds Combo Bonus: Sonic Blast Magic Class: Sound Fates Attunement: SPI Staff ----------------- Name:Shortstaff Base Melee Damage:10 Base Range Damage: 0 Base Accuracy: 40 Block: 40 Recovery Time:3 Critical Attack:Stun Name:Quarterstaff Base Melee Damage:15 Base Range Damage: 0 Base Accuracy: 45 Block: 50 Recovery Time:6 Critical Attack:Disrupt and block Attunement: DEX Name: Plainstaff Base Melee Damage: 12 Base Range Damage: 0 Base Accuracy: 40 Block: 40 Recovery Time: 5 Critical Attack: Stun Attunement: DEX Name:Charged Staff Base Melee Damage: 10 Base Range Damage: 0 Base Accuracy: 40 Block: 40 Recovery Time: 5 Critical Attack: Disrupt and block Name: Wet Staff Magical Focal Item Magic class: Water Fates Base Melee Damage: 10 Base Range Damage: 0 Base Accuracy: 40 Block: 40 Recovery Time: 5 Critical Attack: Disrupt and Block Name: Bending Staff Base Melee Damage: 10 Base Range Damage: 0 Base Accuracy: 40 Block: 40 Recovery Time: 5 Critical Attack: Stun Attunement: DEX Name: Stave Base Melee Damage: 20 Base Range Damage: 0 Base Accuracy: 40 Block: 30 Recovery Time: 4 Critical Attack: Stun Name: Tipstaff Base Melee Damage: 25 Base Range Damage: 0 Base Accuracy: 40 Block: 40 Recovery Time: 4 Critical Attack: Crack Bones Name: Staff of Atmos Magical Focal Item Magic Class: Air Fates Base Melee Damage: 10 Base Range Damage: 0 Base Accuracy: 40 Block: 40 Recovery Time: 5 Critical Attack: Disrupt and Block Spear ----------------- Name:Short Spear Base Melee Damage: 12 Base Range Damage: 12 Base Accuracy: 40 Block: 5 Recovery Time:3 Critical Attack:Impale Name:Javelins Base Melee Damage: 6 Base Range Damage: 30 Base Accuracy: 48 Block: 10 Recovery Time:4 Critical Attack: Impale Name:Farmer's Darts Base Melee Damage: 4 Base Range Damage: 15 Base Accuracy: 52 Block: 5 Recovery Time:3 Critical Attack:Impale Name:Commen Spear Base Melee Damage: 8 Base Range Damage: 16 Base Accuracy: 40 Block: 8 Recovery Time: 4 Critical Attack: Bleeding Name: Dagani Spears Base Melee Damage: 20 Base Range Damage: 12 Base Accuracy: 45 Block: 10 Recovery Time: 2 Critical Attack: Impale Attunment: STR Name: Sarojin Spears Base Melee Damage: 16 Base Range Damage: 18 Base Accuracy: 45 Block: 15 Recovery Time: 4 Critical Attack: Bleeding Combo Bonus: Burn Magic Class: Fire Fates Attunement:SPI Name: Soldier's Darts Base Melee Damage: 6 Base Range Damage: 20 Base Accuracy: 58 Block: 5 Recovery Time: 3 Critical Attack: Impale Combo Bonus: Sunder Magic Class: Earth Fates Attunement: DEX Name: Boggroat Spears Base Melee Damage: 16 Base Range Damage: 16 Base Accuracy: 45 Block: 10 Recovery Time: 4 Critical Attack: Bleeding Combo Bonus: Air Blast Magic Class: Air Fates Name: Thin Spears Base Melee Damage: 6 Base Range Damage: 16 Base Accuracy: 45 Block: 0 Recovery Time: 4 Critical Attack: Impale Combo Bonus: Sonic Blast Magic Class: Sound Fates Attunement: SPI Name: Serrated Spears Base Melee Damage: 25 Base Range Damage: 16 Base Accuracy: 40 Block: 10 Recovery Time: 4 Critical Attack: Bleeding Combo Bonus: Sunder Magic Class: Earth Fates Attunement: STR Name: Kemarran Spears Base Melee Damage: 12 Base Range Damage: 20 Base Accuracy: 50 Block: 8 Recovery Time: 3 Critical Attack: Bleeding Combo Bonus: Sparks Magic Class: Air Fates Name: Kemarran Darts Base Melee Damage: 6 Base Range Damage: 18 Base Accuracy: 62 Block: 3 Recovery Time: 3 Critical Attack: Impaled Combo Bonus: Sparks Magic Class: Air Fates Attunement: DEX Thrown weapons ----------------- Name:Sticking Knives Base Melee Damage: 2 Base Range Damage: 6 Base Accuracy: 40 Block: 2 Recovery Time: 2 Critical Attack: Bleeding Name: Dagani Knives Base Melee Damage: 10 Base Range Damage: 15 Base Accuracy: 40 Block: 10 Recovery Time: 3 Critical Attack: Bleeding Combo Bonus: Ice shards Magic class: Water Fates Attunement: DEX Name: Sarojin Knives Base Melee Damage: 4 Base Range Damage: 10 Base Accuracy: 40 Block: 8 Recovery Time: 3 Critical Attack: Impale Combo bonus: Burn Magic Class: Fire Fates Attunements: DEX Name: Green Rivers Base Melee Damage: 4 Base Range Damage: 10 Base Accuracy: 45 Block: 5 Recovery Time: 3 Critical Attack: Impale Combo Bonus: Sunder Magic Class: Earth Fates Attunement : STR Name: Target Knives Base Melee Damage: 10 Base Range Damage: 25 Base Accuracy: 50 Block: 10 Recovery Time: 3 Critical Attack: Bleeding Combo Bonus: Sunder Magic Class: Earth Fates Attunement: STR Name: Talon Knives Base Melee Damage: 6 Base Range Damage: 20 Base Accuracy: 50 Block: 8 Recovery Time: 3 Critical Attack: Impale Critical Attack: Bleeding Combo Bonus: Sonic Magic Class: Sound Fates Attunement: SPI Name: Kemar Knives Base Melee Damage: 2 Base Range Damage: 12 Base Accuracy: 50 Block: 3 Recovery Time: 3 Critical Attack: Impale Combo Bonus: Sparks Magic Class: Air Fates Attunement: DEX Bow ----------------- Name: Hunters Bow Base Melee Damage: 2 Base Range Damage: 16 Base Accuracy: 50 Block: 5 Recovery Time: 4 Critical Attack: Impale Name:Orin Bow Base Melee Damage: 2 Base Range Damage: 14 Base Accuracy: 40 Block: 5 Recovery Time:3 Critical Attack:Impale Name: Dagani Bow Base Melee Damage: 2 Base Range Damage: 24 Base Accuracy: 45 Block: 5 Recovery Time: 4 Critical Attack: Impale Combo bonus : Ice shard Magic class: Water fates Attunement: Name:Sarojin Bow Base Melee Damage: 2 Base Range Damage: 18 Base Accuracy: 50 Block: 5 Recovery Time: 3 Critical Attack: Impaled Combo Bonus: Burn Magic Class: Fire Fates Name: Archers bow Base Melee Damage: 2 Base Range Damage: 20 Base Accuracy: 50 Block: 5 Recovery Time: Critical Attack: Impale Combo Bonus: Sunder Magic Class: Earth Fates Attunement: DEX Name: Long Bow Base Melee Damage: 2 Base Range Damage: 20 Base Accuracy: 45 Block: 5 Recovery Time: 4 Critical Attack: Impale Critical Attack: Bleeding Combo Bonus: Sunder Magic Class: Earth Fates Name: Choking Bow Base Melee Damage: 10 Base Range Damage: 20 Base Accuracy: 45 Block: 5 Recovery Time: 3 Critical Attack: Stun Combo Bonus: Venom Cloud Magic Class: Earth Fates Name: Daggers Bow Base Melee Damage: 2 Base Range Damage: 22 Base Accuracy: 60 Block: 5 Recovery Time: 3 Critical Attack: Impale Combo Bonus: Sparks Magic Class: Air Fates Attunement: SPI Name: Kemarran Bow Base Melee Damage: 2 Base Range Damage: 22 Base Accuracy: 60 Block: 5 Recovery Time: 3 Critical Attack: Impale Combo Bonus: Air Blast Magic Class: Air Fates Chakram ----------------- Name:Basic Chakram Base Melee Damage: 2 Base Range Damage: 10 Base Accuracy: 45 Block: 0 Recovery Time: 2 Critical Attack: Block reduce Name: Orin Chakram Base Melee Damage: 2 Base Range Damage: 18 Base Accuracy: 50 Block: 0 Recovery Time:2 Critical Attack:Block Reduce Name:Hunters Chakram Base Melee Damage: 2 Base Range Damage: 8 Base Accuracy: 50 Block: 0 Recovery Time:2 Critical Attack: stun Name:Dagani Chakram Base Melee Damage: 4 Base Range Damage: 15 Base Accuracy: 40 Block: 5 Recovery Time: 3 Critical Attack: Block Reduce Combo Bonus: Ice shards Magic class: Water fates Name:Sarojin Chakram Base Melee Damage: 2 Base Range Damage: 10 Base Accuracy: 45 Block: 5 Recovery Time: 3 Critical Attack: Block Reduce Combo Bonus: Torch Magic Class: Fire Fates Name: Heavy Chakram Base Melee Damage: 3 Base Range Damage: 15 Base Accuracy: 45 Block: 3 Recovery Time: 3 Critical Attack: Block Reduce Combo Magic: Sunder Magic Class: Earth Fates Name: Long Chakram Base Melee Damage: 2 Base Range Damage: 12 Base Accuracy: 45 Block: 10 Recovery Time: 3 Critical Attack: Block Reduce Critical Attack: Bleeding Combo Bonus: Sunder Magic Class: Earth Fates. Name: War Chakram Base Melee Damage:3 Base Range Damage: 30 Base Accuracy: 45 Block: 5 Recovery Time: 3 Critical Attack: Block Reduce Critical Attack: Stun Combo Bonus: Sunder Magic Class: Earth Fates Name: Old Chakram Base Melee Damage: 2 Base Range Damage: 8 Base Accuracy: 40 Block: 0 Recovery Time: 3 Critical Attack: Block Reduce Combo Bonus: Sunder Magic Class: Earth Fates Halberd ----------------- Name: Warrior's Halberd Base Melee Damage: 35 Base Range Damage: 0 Base Accuracy: 45 Block: 40 Recovery Time: 7 Critical Attack: Disrupt and Block Combo Bonus: Sunder Magic Class: Earth Fates Attunement: STR Name: Orin Halberd Base Melee Damage: 30 Base Range Damage: 0 Base Accuracy: 35 Block: 45 Recovery Time: 7 Critical Attack: Disrupt and Block Combo Magic: Sunder Magic Class: Earth Fates Name: Sarojin Halberd Base Melee Damage: 30 Base Range Damage: 0 Base Accuracy: 45 Block: 45 Recovery Time: 6 Critical Attack: Disrupt and Block Combo Magic: Torch Magic Class: Fire Fates Attunement: SPI Name: Short Halberd Base Melee Damage: 30 Base Range Damage: 0 Base Accuracy: 55 Block: 40 Recovery Time: 5 Critical Attack: Disrupt and Block Combo Magic: Dizzy Magic Class: Sound Fates Name: Tracker's Halberd Base Melee Damage: 30 Base Range Damage: 0 Base Accuracy: 50 Block: 45 Recovery Time: 6 Critical Attack: Stun Name: Cheap Halberd Base Melee Damage: 27 Base Range Damage: 0 Base Accuracy: 30 Block: 40 Recovery Time: 7 Critical Attack: Disrupt and Block Name: Great Halberd Base Melee Damage: 45 Base Range Damage: 0 Base Accuracy: 35 Block: 40 Recovery Time: 6 Critical Attack: Disrupt and Block Combo Bonus: Sparks Magic Class: Air Fates Attunement: DEX Name: Daggers Halberd Base Melee Damage: 40 Base Range Damage: 0 Base Accuracy: 50 Block: 50 Recovery Time: 6 Critical Attack: Disrupt and Block Combo Bonus: Blind Magic Class: Air Fates Attunement: DEX Name: Standard Halberd Base Melee Damage: 30 Base Range Damage: 0 Base Accuracy: 45 Block: 45 Recovery Time: 7 Critical Attack: Disrupt and Block Combo Bonus: Sparks Magic Class: Air Fates Name: Heavy Halberd Base Melee Damage: 35 Base Range Damage: 0 Base Accuracy: 35 Block: 45 Recovery Time: 7 Critical Attack: Disrupt and Block Combo Bonus: Sparks Magic Class: Air Fates Attunement: DEX Petard ----------------- Name: Carpetsweepers Base Melee Damage: 2 Base Range Damage: 30 Base Accuracy: 20 Block: 0 Recovery Time: 5 Critical Attack: Fire Name: Sarojin Petards Base Melee Damage: 2 Base Range Damage: 24 Base Accuracy: 35 Block: 0 Recovery Time: 4 Critical Attack: Fire Name: Charged Grenades Base Melee Damage: 2 Base Range Damage: 20 Base Accuracy: 30 Block: 0 Recovery Time: 3 Critical Attack: Stun Name: Fiery Petards Base Melee Damage: 2 Base Range Damage: 25 Base Accuracy: 35 Block: 0 Recovery Time: 4 Critical Attack: Fire Name: Sarojin Grenades Base Melee Damage: 2 Base Range Damage: 10 Base Accuracy: 55 Block: 0 Recovery Time: 4 Critical Attack: Fire Critical Attack: Stun Name: Brimstone Bottles Base Melee Damage: 2 Base Range Damage: 20 Base Accuracy: 30 Block: 0 Recovery Time: 4 Critical Attack: Fire Name: Small Petards Base Melee Damage: 2 Base Range Damage: 15 Base Accuracy: 40 Block: 0 Recovery Time: 3 Critical Attack: Fire Name: Boggroat Petards Base Melee Damage: 2 Base Range Damage: 25 Base Accuracy: 30 Block: 0 Recovery Time: 4 Critical Attack: Fire Cho Pin Tou ----------------- Name: ChoPinTou Base Melee Damage: 45 Base Range Damage: 0 Base Accuracy: 50 Block: 40 Recovery Time: 7 Critical Attack: Grievous Wounds Combo Bonus: Water Sprites Magic Class: Water Fates Name: Gold ChoPinTou Base Melee Damage: 35 Base Range Damage: 0 Base Accuracy: 55 Block: 40 Recovery Time: 7 Critical Attack: Grievous Wounds Combo Bonus: Incinerate Magic Class: Fire Fates Name: Gold ChoPinTou Base Melee Damage: 40 Base Range Damage: 0 Base Accuracy: 45 Block: 35 Recovery Time: 7 Critical Attack: Grievous Wounds Combo Bonus: Brimstones Magic Class: Earth Fates Name: Small ChoPinTou Base Melee Damage: 40 Base Range Damage: 0 Base Accuracy: 50 Block: 40 Recovery Time: 6 Critical Attack: Grievous Wounds Combo Bonus: Spiral twist Magic Class: Air Fates Shield ----------------- Name: Target Shield Class:Small Type: Wood and Iron Defense Value: 4 DEX cost: 2 Special Defense: Crippled Special Defense value: 5 Name: Kemarran Shield Class:Wood and Iron Type: Medium Defense Value: 16 DEX cost:4 Bonus from: STR Special Defense: Crippled Special Defense value: 5 Name: Mage's Buckler Class: Tiny Type: Steel Defense Value: 2 DEX cost:1 Bonus from: DEX Special Defense: Wounded Special Defense value: 5 Name: Stump Shield Class: Small Type: Wood Defense Value: 4 DEX cost: 2 Bonus from: DEX Special Defense: Stunned Special Defense value: 5 Name: Bark Shield Class: Medium Type: Wood Defense Value: 16 DEX cost: 4 Bonus from: STR Special Defense: Stunned Special Defense value: 5 Name: Oak Shield Class: Large Type: Wood Defense Value: 32 DEX cost: 6 Bonus from: STR Special Defense: Stunned Special Defense value: 5 Name: Soldier's Shield Class: Small Type: Hide Defense Value: 4 DEX cost: 1 Bonus from: DEX Special Defense: Impaled Special Defense value: 5 Name: Shining Shield Class: Small Type: Steel Defense Value: 4 DEX cost: 2 Bonus from: DEX Special Defense: Wounded Special Defense value: 5 Name: Sturdy Shield Class: Small Type: Steel Defense Value: 4 DEX cost: 2 Bonus from: DEX Special Defense: Wounded Special Defense value: 5 Name: War Shield Class: Small Type: Wood and Iron Defense Value: 4 DEX cost:2 Bonus from: DEX Special Defense: Crippled Special Defense value: 5 Name: Stone Shield Class: Medium Type: Hide Defense Value: 16 DEX cost: 2 Bonus from: DEX Special Defense: Impaled Special Defense value: 5 Name: Fire Shield Class: Medium Type: Hide Defense Value: 16 DEX cost: 2 Bonus from: DEX Special Defense: Impaled Special Defense value: 5 Name: Steel Shield Class: Medium Type: Wood snd Iron Defense Value: 16 DEX cost: 4 Bonus from: STR Special Defense: Crippled Special Defense value: 5 Name: Daggers Shield Class:Medium Type: Steel Defense Value: 16 DEX cost: 4 Bonus from: STR Special Defense: Wounded Special Defense value: 5 Name: Knight's Shield Class: Medium Type: Steel Defense Value: 16 DEX cost: 4 Bonus from: STR Special Defense: Wounded Special Defense value: 5 Name: Amareth Shield Class:Medium Type: Wood Defense Value: 16 DEX cost: 4 Bonus from: STR Special Defense: Stunned Special Defense value: 5 Name: Blazing Shield Class: Medium Type: Wood Defense Value: 16 DEX cost: 4 Bonus from: STR Special Defense: Stunned Special Defense value: 5 Name: Brin's Body Shield Class: Large Type: Wood and Iron Defense Value: 32 DEX cost: 6 Bonus from: STR Special Defense: Crippled Special Defense value: 5 Name: Scaled Shield Class: Large Type: Hide Defense Value: 32 DEX cost: 4 Bonus from: DEX Special Defense: Impaled Special Defense value: 5 Name: Swamp Shield Class: Large Type: Hide Defense Value: 32 DEX cost: 4 Bonus from: DEX Special Defense: Impaled Special Defense value: 5 Name: Arrowturner Class: Large Type: Wood Defense Value: 32 DEX cost: 6 Bonus from: STR Special Defense: Stunned Special Defense value: 5 Name: White Shield Class: Large Type: Wood Defense Value: 32 DEX cost: 6 Bonus from: STR Special Defense: Stunned Special Defense value: 5 Name: Steel Buckler Class: Tiny Type: Steel Defense Value: 3 DEX cost: 2 Bonus from: DEX Special Defense: Wounded Special Defense value: 5 Name: Hard Shield Class: Small Type: Steel Defense Value: 4 DEX cost: 2 Bonus from: DEX Special Defense: Wounded Special Defense value: 5 Name: Steel Sectum Shield Class: Medium Type: Steel Defense Value: 16 DEX cost: 4 Bonus from: STR Special Defense: Wounded Special Defense value: 5 Name: Steel Body Shield Class: Large Type: Steel Defense Value: 32 DEX cost:4 Bonus from: STR Special Defense: Wounded Special Defense value: 5 Name: Soldier's Buckler Class:Tiny Type: Woodand Iron Defense Value: 3 DEX cost: 2 Bonus from: DEX Special Defense: Crippled Special Defense value: 5 Name: Bronze Shield Class: Large Type: Steel Defense Value: 32 DEX cost: 4 Bonus from: STR Special Defense: Wounded Special Defense value: 5 Name: Ice Shield Class: Large Type: Steel Defense Value: 32 DEX cost:4 Bonus from: STR Special Defense: Wounded Special Defense value: 5 Name: Hide Shield Class: Medium Type: Hide Defense Value: 16 DEX cost:2 Bonus from: DEX Special Defense: Impaled Special Defense value: 5 Name: Hide Body Shield Class: Large Type: Hide Defense Value: 32 DEX cost:4 Bonus from: DEX Special Defense: Impaled Special Defense value: 5 Name: Kemarran Buckler Class: Tiny Type: Hide Defense Value: 2 DEX cost:1 Bonus from: DEX Special Defense: Impaled Special Defense value: 5 Name: Highland Shield Class: Small Type: Wood and Iron Defense Value: 4 DEX cost:2 Bonus from: DEX Special Defense: Crippled Special Defense value: 5 Name: Wooden Buckler Class: Tiny Type: Wood Defense Value: 2 DEX cost:2 Bonus from: DEX Special Defense: Stunned Special Defense value: 5 Name: Hide Buckler Class: Tiny Type: Hide Defense Value: 1 DEX cost:o Bonus from: DEX Special Defense: Impaled Special Defense value: 5 Name: Buckler Class: Tiny Type: Wood and Iron Defense Value: 2 DEX cost:2 Bonus from: DEX Special Defense: Crippled Special Defense value: 5 Name: Hide Target Shield Class: Small Type: Hide Defense Value: 4 DEX cost:1 Bonus from: DEX Special Defense: Impaled Special Defense value: 5 Name: Charged Buckler Class: Tiny Type: Steel Defense Value: 2 DEX cost:1 Bonus from: DEX Special Defense: Wounded Special Defense value: 5 Name: Orin Buckler Class: Tiny Type: Wood Defense Value: 2 DEX cost:1 Bonus from: DEX Special Defense: Stunned Special Defense value: 5 Magic ------------------ Tattoo White Ward Resist Bleeding:15 Sword Ward Damage Reduce: 20 Resist Bleeding:15 Voodoo Charm Resistance: Voodoo Arts Resistance:15 Venom Ward Resist Poison: 20 Fire Ward Resist Fire: 15 Health Charm Resist Wounding: 15 Mind Ward Resist Stun: 15 Dark Defender Resistance: Black Arts Resistance:15 Wearable ------------------ Name:Armored Bracers Dex cost: 2 Effect: Block boost : 20 Name: White Bracers Dex cost: 0 Effect: Resist Bleeding : 15 Name: Bracers of power Dex cost: 0 Effect: Dexterity:10 Spirit: 10 Strength: 5 Name: Strength Bracers Dex cost: 0 Effect: Strength: 5 Name: Fire Bracers Dex cost: 0 Effect: Resist Fire: 15 Name: Bone Bracers Dex cost: 0 Effect: Resist Cripple: 15 Name: Mind Bracers Dex cost: Effect: Resist Stun: 15 Name: Evil Bracers Dex cost: 0 Effect: Resistacne: Voodoo arts Resistance: 15 Name: Death Bracers Dex cost: 0 Effect: Resistacne: Black arts Resistance: 15 Name: Hauberk Dex cost: 2 Effect: Block Boost: 20 Resistance: Thrown Weapons Resistance: 10 Name: Chain Hauberk Dex cost: 0 Effect: Block Boost: 20 Resist Bleeding: 8 Name: Plate Armor Dex cost: 0 Effect: Block Boost: 35 Resist Bleeding: 10 Resist Stun: 5 Name: Hide Hauberk Dex cost: 0 Effect: Block Boost: 15 Resistance: Thrown Weapons: Resistance: 8 Resist Poison:8 Name: Leather Hauberk Dex cost: 0 Effect: Block Boost: 12 Resist Bleeding: 12 Name: Bar Mail Dex cost: 0 Effect: Block Boost: 18 Resist Bleeding: 10 Resistance: Thrown Weapons Resistance: 8 Name: Brigandine Armor Dex cost: 0 Effect: Block Boost:18 Resist Bleeding: 10,Resistance: Thrown Weapons Resistance: 8 Name: Studden Armor Dex cost: 0 Effect: Block Boost: 20 Resistance: Thrown Weapons Resistance: 8 Resist Stun: 10 Name: Breastplate Dex cost: 0 Effect: Block Boost: 18 Resistance: Thrown Weapons Resistance: 5 Name: Steel Breastplate Dex cost: 0 Effect: Block Boost: 25 Resistance: Thrown Weapons Resistance: 5 Name: Studded Coat Dex cost: 0 Effect: Block Boost: 20 Resistance: Sword Resistance: 5 Name: Hakar Hide Dex cost: 0 Effect: Block Boost: 12 Resistance: Thrown Weapons Resistance: 5 Resist Poison:5 Name: Chain Coat Dex cost: 0 Effect: Block Boost:25 Resist Poison:10 Name: Gambeson Dex cost: 0 Effect: Block Boost:5 Resist Bleeding: 5 Name: Dex cost: Effect: Name: Dex cost: Effect: Name: Dex cost: Effect: wil be continued ---------------------------------------------------------------------------- 7. Collection Items ---------------------------------------------------------------------------- This area is for the Colletion of items you will can find for stuff in the world of Chandar. I will list the section like so Name of item hunt How many of the item Where to find them and whst you get for finding them. Drinking Horns 5 A man named Riley will as for 5 drinking horns. One is south of the Village near the wall. Another to the east of the Village next to a Huge boulder. Another near Daelus behind a boulder. Another to the east of a house outside of the village. And the last west of the sheep herd, between 2 boulders you'll find the horn. You just got 30 PP. Then then return to Riley. He'll give 30 gold. Silver Acorns 30 You can get all 30 Acorns before going on to the next area. In fact I recommend it. Some of the descriptions are vague but here goes. (12) In Lord grandar's Lands (3) On the Path to lord Korts Lands (15) In Lord Korts Lands (12) Near the first rock you see. Near the first flock of sheep you encounter Under the tree NW of the bridge Under the tree SW of the bridge Under the tree SE of the bridge Under the tree just outside of the Hermits cave Behind the barells in the Hermits cave On the elevated path in the Hermits cave Under a tree W of the Large Oak Tree Under a tree N of the Large Oak Tree Under a tree near the mouth of the M'ton's cave Under a tree near the waterfall (3)No good landmarks but these are easy to spot 2 on the left side of the pass 1 on the right side. (15) Under a tree S of the Portal Under a tree SW of the Portal SW of Pilgrims Hatch From a townsperson in Pilgrims Hatch On the woodpile outside the blacksmiths house Under a tree NE of the blacksmiths house On the sandy ground on the way to Whitewater gorge under a tree Near the save point on the path to Whitewater gorge Under a tree within sight of a sheep herd NW side of Land S of the translocation node near the cemetary In the cemetary Under a tree S of Drommar's Door Sw side of the land near where you came in between a rock and a tree Near the sign NE of the portal Down the path W of the Portal. You will get a Ring of no real value. Moorlet Eggs You'll find your first A little farther then Goltir near a tree. You find a Sarojin Ambertail near a 4 way split path, South of him you'll find a Egg between a Cactus and a rock. You'll find a Moorlet Egg in a Treasure chest. Another under a Cart behind a shop. Another Near a sign post "To Orin.". To the North-East Translocation points is another egg. Another Near 4 barrels in a square. One near Gymal. Another Past Koldor. Another behind a line of barrels. Another Past the Bridge near the line of barrels. one On the path to a dead end. And one at the end of the Dead end by a chest. And another At the Last split in the path heading to Orin and a deadend Near a Kemarren,you'll find two stone sarojin head statues, you'll find a row of barrels, the egg is behind them. South of the four way split are 2 eggs. Annd farther up this paasage is another egg. And another past 6 changelings by ruins. Another At a Dead end with a stone Ruins with two chests, behind the ruins is a egg. Another on the path to Orin on a ridge. Next to OnyxEyes shop. ON the path to the Twisting Deeps you'll find a egg in a Big weed bush. Take the left path that winds and you'll find another egg. Another by a rock father up the Right path. You'll get a ring that really doesn't do anything helpful. Tree Frogs 30 (24) You can get these right off. (15) Before the Raft On the rock near the lady that wants the frogs On a rock near the Dagani that flee Through the first gas cloud (Only Tahir can get this) On a log on the right just past the gas cloud On the 3rd Bridge On a log to the right just past the 3rd bridge On a rock just after the 4th bridge On the right side of the ramp into Dagan On a rock S of the Magic dealer in Dagan On a Rock W of the Potions dealer in Dagan On the Wall of Dagan on the way to the raft On a rock W of the Dagan exit ramp On a rock SE of the first bridge On a rock in the first stone circle On a log to the right of the first bridge (9) After the Raft - before The Sarjoin Highlands On a log to the right just past the 1st bridge On the other side of the rock at the fork On the wall behind the Dagani Oracle On a rock to the N of the ruined building On the platform of the ruined building On a Rock W of the Gas cloud On the totem before the dead Amareth On a rock near the dead Amareth On a rock on the left past the dead Amereth (6) That you can only get after the gas clouds shift On a log NE of Charaks tomb On the platform of the ruins On the wreckage just past the merchants On the stump right where the gas cloud was. On the rock Se of the 2 chests in the darkfell cave On a rock on the island just outside the darkfell cave You will get a Shield for completing this quest. Zoe's Shield Class: Tiny Type: Steel Def: 10 DEX Cost :0 Bonus from Dex Special Def : Bleeding Special Def Value : 10 Absorb all Damage : 750 Pieces of Amber It was hard to come up with descriptions for some of these pieces so I put them in order of how you should find them. (7) On the way to La'Shon Right near the first save point On the winding path down Just past the first broken archway on the right N of the 3rd broken archway Between two of the tents on the way into La'shon SW of the blue alter in La'shon NE of the blue alter in La'shon (19) Between La'shon and Whiptail's Tomb Behind a rock just before the Sarojin camp On the right side of the path beyond Broken Claw Near the fish pond Before the broken archway by the fish pond After the broken archway near the fish pond On the Right side after the broken archway near the fish pond On the left side after the left fork On the right near a rock just after the sharp turn Just before the trail marker Just behind the next trail marker Begining of the path the goes up on the left side Next to the save point near the sleeping Amareth Down the dead end path past the Sleeping Amareth On the W side of the trees W of the green barrier On the left side of the path on the way toward the waterfall Near the waterfall At the end of the path with the waterfall Near the 6 Darkfell Near the Marker to Twisting Deeps. (4) In the darkfell camps (You cannot get these until after you bring down the wall of Unlife) Before the water gate I think on the left Behind the tents S of the watergate S of the save point in the second darkfell camp In front of the fire gate on the right For Completing this quest you get a wearable item. Rushogon Current MEP : 30 Pages from Journal Chapter 1 You'll find the first in the hermit's cave. Pages from Journal Chapter 2 You'll find the first near Zoe in Dagan. Next one on the first Bridge you find. Another on a small island surounded by Dagan Lizard men near a totem. North a Circle of stones. Near 6 tall trees on a thin passage way. 6th on is found south east of a Dagani Chalux. 2nd save point srtaight west by a bridge. Passage in the second split in the north gomira. Near a dead Red Amareth is another one. Another on the path down to La'shon. And another one hidden between a tree and the wall Another by a statue of a robed Sarojin. And another on the path near the camp. If you go East-South Past CopperCrest's shop up a hill and then North you find a Chapter in the shadow of a tree. Darkfell your first Deadend you'll find a chapter. And another near that one by a wall. And another near there in a open plain by a rock. And Another near the last one by a stone gate ruins and the DarkFell totem. Then past the area where the Barrier was is another scroll by a stone and wall. Pages from Journal chapter 3 You'll find one back at the pier after you get Tahir. Second one near the WhiteWater Gorge boat entrance. And another a little farther. And another North from the last. South of Tuako is another. You'll find one East of the Market near a rock. Another on the Path to Orin. One near Gymal. And another alittle farther off. ON the Path east of the Save point. And another Next to the Save point. East-south of the Save point is one in a corner of the wall. Another On the path to a dead end. You'll find a Scroll by a Gargoyle on a ridge. Next to BlackTails shop. North of SwiftBite. Next on on the West Path. Pages from Journal Chapter 4 You'll find your first two at the Spire of suspicion. Ancient Scrolls 5 You find the first one next to a Translocation points in Dagan. DarkFell After you find a save near a sleeping Amareth you should head up the hill to find another scroll. The Third after you get To WhiteWater Gorge from the Boat Ride from South Gorima Kordor's Item You'll find most of them in the Sarojin sealed Caves. There is one in Orin. That Node in the Lands of Lord Kort. All the items will be in chests. ---------------------------------------------------------------------------- 8. Credits ---------------------------------------------------------------------------- Written by Rovest Yakuto and hosted by Gamefaqs.com Silver Acorn Quest, Tree Frog Quest, and Amber Quest was written by DarkWacky.