______ _____ ___ __ _____ __ _____
,' || `. ,' | ,'\ | || `. | || `.
/ ,-----''----. \ ,' ,--' \ \ | |'----. \ | |'----. \
| / ____ __ | | / ,' __ / \| | __ | || | __ \ \
| | | || |,' / | |__| || ' || | | || || |___| |
| | '-. || `. | || |\ || | / / | || |
\ \ | || ,-'\ \ | .--. || \ \ || |/ / | || .---. |
\ `.| ||__| \__||__| |__| \,' \_,'| ,' |__||__| | |
`. | |_,-' / /
`-.__| MAGIC AND MOVES DATABASE \,'
BY: Boomerang78
Version 1.0
==============================================================================
TABLE OF CONTENTS
[TABLE]
==============================================================================
1: Table of Contents........................[TABLE]
2: Introduction.............................[INTRO]
3: Version History..........................[VERSI]
4: How Do I Read These Things?..............[HOWDO]
5: Quick and Easy List......................[QUICK]
6: Magic List...............................[MAGIC]
6.1: Fire Magic.........................[FIRE!]
6.2: Wind Magic.........................[WIND!]
6.3: Water Magic........................[WATER]
6.4: Earth Magic........................[EARTH]
6.5: Lightning Magic....................[LIGHT]
6.6: Blizzard Magic.....................[BLIZZ]
6.7: Forest Magic.......................[FORES]
6.8: Explosion Magic....................[EXPLO]
7: Move List................................[SKILL]
7.1: Justin's Moves.....................[JUSTI]
7.2: Sue's Moves........................[SUE01]
7.3: Feena's Moves......................[FEENA]
7.4: Gadwin's Moves.....................[GADWI]
7.5: Rapp's Moves.......................[RAPP1]
7.6: Milda's Moves......................[MILDA]
7.7: Guido's Moves......................[GUIDO]
7.8: Liete's Moves......................[LIETE]
8: Debug Menu Shenanigans...................[DEBUG]
8.1: The Mysterious "ext-com"...........[EXTCO]
9: Frequently Asked Questions...............[FAQ01]
10: Credits / Copyright / Conclusion........[FINAL]
** To quickly skip to a section of the guide, press Ctrl+F on the keyboard and
type in the letters to the right of each section in the table of contents,
including the square brackets. For example, "[EXAMP]". Your browser will
automatically take you to the next section of the guide that contains the
sequence of letters you've entered in.
==============================================================================
INTRODUCTION
[INTRO]
==============================================================================
Hey, everybody. This is an in-depth guide containing just about every bit of
information you could ever ask for about the moves and magic of the main
party in Grandia.
Grandia is such a deep game that no matter how digestible I try to make it,
the information presented in this guide is quite dense. That being said, if
you ever wanted to know the exact parameters of any magic spell or special
move, this is your guide. Hopefully some people will find some use in this
guide.
If you spot any mistakes within the guide, or you have something you feel I
should add, contact me via Private Messaging on GameFAQs. I will credit you
for the information in the special thanks section of the guide. I also might
mistakenly refer to "Moves" as "Skills," so take them interchangeably. It
certainly doesn't help that Skill Power Level-changing equipment boosts the
power of special moves, so hey.
==============================================================================
VERSION HISTORY
[VERSI]
==============================================================================
Version 1.0 : The first edition of the guide. Completed on: 26/01/2016.
==============================================================================
HOW DO I READ THESE THINGS?
[HOWDO]
==============================================================================
*** I RECOMMEND YOU READ THIS SECTION ***
This guide will help you read the charts available in this guide. There are
many elements of the game that I will delve into in-depth in this guide, so
I recommend reading this part of the guide.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
NAME : Unabridged name of the skill or spell.
LVL : Level of magic spell, from 1 to 3. This does not appear on any
skill chart.
MP/SP : How much MP spells cost, and how much SP skills cost. The tier
of MP used corresponds to the spell's LVL.
LEARNED : Displays which weapon or magic levels are needed to learn the
corresponding special move or magic spells. Certain moves for
Justin and Feena can only be learned after story events, and until
they've occured, the learn values present in-game will appear as
"??".
ELEMENT : The element of the special move or magic spell. Worth mentioning
here is that Lightning/Blizzard/Forest/Explosion elements aren't
resisted the same way Fire, Wind, Water and Earth elements are; as
far as I know, enemies only have resistance values corresponding to
the basic elements. So, resistances to the other elements are based
on a combination of basic elemental resistances. Enemies with good
resistances to Fire and Wind will be resistant to Lightning, for
example, while enemies weak to Wind and Water will be weak to
Blizzard.
POWER : Base power of the skill or spell.
-> Numbers without any sort of parenthesis are for normal
damaging spells.
-> (+x), (-x), etc are for ATK/DEF/MOV/ACT/MaxHP buffs and
debuffs. (+x) correspond to buffs, while (-x) corresponds to
debuffs. Buffs and debuffs cap out at +7 and -7 respectively.
-> [x], etc are for status ailments and status curing spells.
I'm not sure to what extent the numbers affect the spells, but
presumably larger numbers correspond to greater chances of
ailments landing, while curing ailments are 100% accurate all
of the time.
-> With some exceptions, like Time Gate and Tree of Life, all
spells fall under these rules.
-> Magic spells don't scale with any main stat. Their power
remains static unless you equip accessories that boost
Magic Power Level; +7 roughly doubles the effectiveness of
magic, which would make GadZap's impressive 550 Base Power
an extreme 1100 Base Power when fully powered up.
-> The vast majority of skills, on the other hand, scale with
Strength, even skills that deal elemental damage. The fun
really begins when you equip stuff that boosts Skill Power
Level, because both the scaling of Strength and Skill Power
Level stack on to the power. As with Magic Power Level, +7
is the cap and corresponds roughly to double base power.
IP/IP KNOCKBACK:
IP Knockback. How far back an enemy's IP placement is sent when hit
with an attack. These values are quite huge. Milda Hit deals 9999
IP Knockback, for example.
CANCEL %: Cancel Percentage. All moves have a certain chance of canceling an
enemy's attack while their icon on the IP Gauge is between COM and
ACT, and while they are executing an attack that does not freeze
time during execution (basically, when enemies are using normal
attacks).
TYPE : Corresponds to the type of skill/spell it is. THIS IS ONLY FOR THE
(not so) QUICK AND EASY MAGIC AND SKILL LIST. Grandia's such a
deep game in terms of mechanics that even trying to cut down on
the fat as much as I can, it's still a lot to parse through...
-> Damage: The move deals HP damage. The corresponding element is
noted by the to the left of the name in the menu. If
there is no icon, the skill is Physical.
-> Buff/Debuff: The move raises or lowers ATK/DEF/MOV/ACT/MaxHP
parameters. Both cap out at +7 and -7 each.
-> Ailment: The move deals a certain status ailment. Due to space
restrictions, the exact ailments cannot be put in the
chart.
-> Snooze: Inflicts Sleep.
-> Shhh!: Inflicts Magic Block.
-> Fiora: Inflicts Move Block.
-> Poizn: Inflicts Poison.
-> Craze: Inflicts Confusion.
-> Restore: The move restores HP. The power of spells scale pretty
identically to how normal damage-dealing spells do.
-> Revive: The move cures an ally of the KO condition. There's
only one of these... :P
-> Cure: The move cures an ally of a status ailment. As with the
"ailment" type, what is cured cannot be displayed in the
chart.
-> Cure: Removes Poison.
-> Refresh: Removes Move Block and Magic Block.
-> Halvah: Removes all ailments.
-> Tree of Life: Removes all ailments, including KO.
-> Dmg+Ail: Damage + Ailment. Exclusive to Paralyze Whip.
-> Death: Deals Sudden Death to an enemy. Exclusive to Dethsword.
-> Steal: Steals an item from an enemy. Exclusive to Mogay
Pickpocket.
-> MP Abs.: Absorbs a small amount of MP from the enemy. Exclusive
to Enchantment Dance.
-> Special: The move does something unique.
-> Enclose: Temporarily stuns an enemy/halts IP.
-> Time Gate: Freezes time for all but the caster.
-> Protection: Grants temporary invincibility.
-> Immortal Aura: Grants temporary invincibility.
-> Mist Hide: Randomly teleport somewhere.
RANGE : The range of battlers affected by the move.
FOR THE FULL MAGIC AND SKILL LIST
The Area of Effect. Self-explanatory in this section of the
guide. If the Range includes "[Walk]", then the user MUST get
within the appropriate Distance in order to activate their move.
Distance will be explored at a later time.
FOR THE QUICK AND EASY MAGIC AND SKILL LIST
-> 1A : One Ally -> RA : Range of Allies
-> AA : All Allies -> AO : All but the Caster
-> 1E : One Enemy -> RE : Range of Enemies
-> AE : All Enemies -> AB : Everyone (All Battlers)
-> SF : Self -> OA : Any Ally Except Caster
Sm. = Small / Md. = Medium / Lg. = Large. The vast majority of
moves available to the player effect a radius, the sole exception
being Discutter which hits in a line. Enemies have access to a
wider variety of ranges.
Circ. = Obviously, the range is a circle that can differ in size.
Burn! is one of the smallest ranges, along with Runner.
BOOM! is slightly larger, while Howl and Burnflame are
pretty large.
Line = Deals damage to a line. All enemies caught in the line
of fire are affected. The only skill the player has
access to that uses this is Discutter.
EXP RATE: The amount of EXP conferred onto the user on "hit". Basically, this
decides BASE amount of EXP you'll receive when using the move,
multiplied by how many targets you hit. Base EXP of 30 and you hit
two targets? 60 EXP. Now, Base EXP scales down the higher your
magic or skill levels are relative to how strong your targets are.
This means that you can't grind levels on the same enemies and
expect the same results; you must find more powerful enemies. I'm
unsure of how the game decides this, but rule of thumb is that the
farther along in the story the dungeon is, the more EXP the enemies
within the dungeon will give you. When using skills or moves on
your own party members, only the downward scaling of higher magic
or skill levels applies.
-> Heal at Level 1 Water will confer 8 EXP.
-> Heal at STAR MAX will confer 3 EXP.
Equipping the Ethereal or Astral Miracle will double magic or
weapon EXP received, but for when skills confer both weapon and
magic EXP, the Astral Miracle will only double weapon EXP
received, and not magic EXP. Similarly, the Ethereal Miracle will
double Magic EXP received when using special moves, and not
Weapon EXP.
DISTANCE: How close the user must be to an enemy in order to use their attack.
This not only applies to special moves, but to individual weapons,
as well. To give you a general idea of what the values represented
in the "Distance" box correspond to, here is a brief list of weapons
and their respective active distances (not all are listed):
Knives : 0
Short Swords : 1 (Short Swords and Long Swords look
Maces : 1 noticeably different in-game. The
Axes : 1 Spirit Sword is considered a Long
Long Swords : 2 Sword with its range of 2)
Whips : 2
Force Knife : 10
Toy Bow and Arrow : 12
Army Darts : 12
Hunter's Bow : 14
Angel's Darts : 16
Boomerang : 18
Flying Fish Bow : 20
Flint Bow : 22
Demonslayer Boomer : 22
Thunder Arrow : 25
Telescope : 128 (Yeah, it's silly).
Special Moves have their own range and are not affected in any way
by what weapon or accessory you have equipped. Yes, this includes
the Telescope. Sorry, no 128 range V-Slash for you!
RADIUS : The size of the "area of effect" for certain spells that affect a
range. There aren't any "cone" shaped AOEs in this game, and the
only Line-AOE move you have is Rapp's Discutter (there aren't any
otheer moves to compare its Radius of 0 to, either). So, you only
need to worry about circle-shaped AOEs as far as your party is
concerned; enemies have a much greater assortment of AOEs. Anyway,
the larger the number, the larger the area of effect. Here is a
general overview to give you a better idea:
15 : Burn!, Flying Dragon Cut, Diggin' (for some reason)
20 : Runner, Poizn
28 : Tremor
30 : BOOM!, Zap!
32 : Howl
35 : Mogay Bomb
40 : Burnflame
DESCRIPTION:
The in-game description. The game does a mostly-good job at
explaining its deeper mechanics with about only fourty characters
to work with.
ANALYSIS: In this section I just go into detail about the move or spell, like
its potential uses, how effective it is, and other little bits of
info that don't fit into an easily quantifiable section or box.
Hopefully it's useful, and definitely the least tedious thing to
write about! :P
LEARNED BY:
Shows which characters learn which spells.
REQUIRED WEAPONS:
Some special moves require a certain weapon in order to use. The
only characters that have to worry about these distinctions are Sue,
Feena, Rapp, and Guido.
==============================================================================
QUICK AND EASY MAGIC AND SKILL LIST
[QUICK]
==============================================================================
+----------------------------------------------------------------------------+
| F I R E M A G I C |
+------------------+-----+----+------+------+------+---------+---------------+
| NAME | LVL | MP | POWER| IP |Cancl%| Type | Range |
+------------------+----------+------+------+------+---------+---------------+
| Burn! | 1 | 01 | 40 | 1000 | 15% | Damage | RE: Sm. Circ. |
| Magic Art | 1 | 11 | 400 | 5000 | 50% | Damage | 1E: Enemy |
| Burnflame | 2 | 04 | 80 | 1000 | 20% | Damage | RE: Lg. Circ. |
| Burnstrike | 2 | 05 | 200 | 2000 | 30% | Damage | 1E: Enemy |
| Burnflare | 3 | 09 | 150 | 1500 | 30% | Damage | AE: Enemies |
| Fireburner | 3 | 08 | 300 | 3000 | 50% | Damage | 1E: Enemy |
| End of the World | 3 | 33 | 999 | 9999 | 100% | Damage | AE: All Enem. |
+------------------+-----+----+------+------+------+---------+---------------+
+----------------------------------------------------------------------------+
| W I N D M A G I C |
+------------------+-----+----+------+------+------+---------+---------------+
| NAME | LVL | MP | POWER| IP |Cancl%| Type | Range |
+------------------+-----+----+------+------+------+---------+---------------+
| Howl | 1 | 02 | 40 | 2000 | 15% | Damage | RE: Lg. Circ. |
| Runner | 1 | 01 | (+2) | 0000 | 00% | Buff | RA: Sm. Circ. |
| Howlslash | 2 | 06 | 80 | 2000 | 20% | Damage | AE: Enemies |
| Shhh! | 2 | 03 | [4] | 0000 | 00% | Ailment | 1E: Enemy |
| Howlnado | 3 | 08 | 250 | 3000 | 35% | Damage | AO: AllOthers*|
+------------------+-----+----+------+------+------+---------+---------------+
*: Allies are affected, but not damaged.
+----------------------------------------------------------------------------+
| W A T E R M A G I C |
+------------------+-----+----+------+------+------+---------+---------------+
| NAME | LVL | MP | POWER| IP |Cancl%| Type | Range |
+------------------+-----+----+------+------+------+---------+---------------+
| Heal | 1 | 01 | 30 | 0000 | 00% | Restore | 1A: Ally |
| Snooze | 1 | 02 | [3] | 0500 | 00% | Ailment | AE: Enemies |
| Alheal | 2 | 04 | 40 | 0000 | 00% | Restore | AA: Allies |
| Healer | 2 | 03 | 80 | 0000 | 00% | Restore | 1A: Ally |
| Alhealer | 2 | 08 | 80 | 0000 | 00% | Restore | AA: Allies |
| Resurrect | 3 | 06 | 200 | 0000 | 00% | Revive | 1A: KO'd Ally |
| Alhealer+ | 3 | 12 | 150 | 0000 | 00% | Restore | AA: Allies |
+------------------+-----+----+------+------+------+---------+---------------+
+----------------------------------------------------------------------------+
| E A R T H M A G I C |
+------------------+-----+----+------+------+------+---------+---------------+
| NAME | LVL | MP | POWER| IP |Cancl%| Type | Range |
+------------------+-----+----+------+------+------+---------+---------------+
| Diggin' | 1 | 01 | (+1) | 0000 | 00% | Buff | AA: Allies |
| Def-Loss | 1 | 03 | (-1) | 0500 | 00% | Debuff | AE: Enemies |
| Tremor | 2 | 03 | 70 | 1500 | 20% | Damage | RE: Md. Circ. |
| Gravity | 2 | 04 | (-7) | 1000 | 00% | Debuff | 1E: Enemy |
| Quake | 3 | 12 | 250 | 2000 | 35% | Damage | AE: Enemies |
+------------------+-----+----+------+------+------+---------+---------------+
+----------------------------------------------------------------------------+
| L I G H T N I N G M A G I C |
+------------------+-----+----+------+------+------+---------+---------------+
| NAME | LVL | MP | POWER| IP |Cancl%| Type | Range |
+------------------+-----+----+------+------+------+---------+---------------+
| Zap! | 1 | 11 | 180 | 2500 | 35% | Damage | RE: Lg. Circ. |
| Zap All | 2 | 13 | 280 | 3000 | 40% | Damage | AE: Enemies |
| GadZap | 3 | 13 | 550 | 7000 | 100% | Damage | 1E: Enemy |
| DragonZap | 3 | 20 | 450 | 4000 | 60% | Damage | AE: Enemies |
| Enclose | 3 | 26 | 450 | 2500 | 00% | Special | 1E: Enemy |
+------------------+-----+----+------+------+------+---------+---------------+
+----------------------------------------------------------------------------+
| B L I Z Z A R D M A G I C |
+------------------+-----+----+------+------+------+---------+---------------+
| NAME | LVL | MP | POWER| IP |Cancl%| Type | Range |
+------------------+-----+----+------+------+------+---------+---------------+
| Crackle | 1 | 02 | 120 | 5000 | 30% | Damage | 1E: Enemy |
| Freeze! | 1 | 03 | (-2) | 1000 | 00% | Debuff | AE: Enemies |
| Time Gate | 1 | 99 | 2000 | 0000 | 00% | Special | AO: AllOthers |
| Crackling | 2 | 14 | 220 | 5000 | 35% | Damage | AE: Enemies |
| Cold | 2 | 03 | (-2) | 1000 | 00% | Debuff | 1E: Enemy |
| Protection | 3 | 21 | 15 | 0000 | 00% | Special | 1A: Ally |
| Fiora | 3 | 02 | [4] | 1000 | 00% | Ailment | 1E: Enemy |
+------------------+-----+----+------+------+------+---------+---------------+
+----------------------------------------------------------------------------+
| F O R E S T M A G I C |
+------------------+-----+----+------+------+------+---------+---------------+
| NAME | LVL | MP | POWER| IP |Cancl%| Type | Range |
+------------------+-----+----+------+------+------+---------+---------------+
| Cure | 1 | 01 | [1] | 0000 | 00% | Cure | 1A: Ally |
| Poizn | 1 | 02 | [2] | 1000 | 00% | Ailment | RE: Md. Circ. |
| Stram | 1 | 03 | (-2) | 0500 | 00% | Debuff | 1E: Enemy |
| Craze | 2 | 01 | [3] | 0500 | 00% | Ailment | 1E: Enemy |
| Refresh | 2 | 03 | [7] | 0000 | 00% | Cure | 1A: Ally |
| Star Symphony | 2 | 12 | (+1) | 0000 | 00% | Buff | AA: Allies |
| Tree of Life | 2 | 28 | [00] | 0000 | 00% | Special | AA: Allies+KO |
| Speedy | 3 | 04 | (+2) | 0000 | 00% | Buff | 1A: Ally |
| Halvah | 3 | 05 | [7] | 0000 | 00% | Cure | 1A: Ally |
+------------------+-----+----+------+------+------+---------+---------------+
+----------------------------------------------------------------------------+
| E X P L O S I O N M A G I C |
+------------------+-----+----+------+------+------+---------+---------------+
| NAME | LVL | MP | POWER| IP |Cancl%| Type | Range |
+------------------+-----+----+------+------+------+---------+---------------+
| BOOM! | 1 | 07 | 120 | 3000 | 35% | Damage | RE: Md. Circ. |
| WOW! | 1 | 03 | (+1) | 0000 | 00% | Buff | 1A: Ally |
| BOOM-POW! | 2 | 10 | 220 | 3500 | 40% | Damage | AE: Enemies |
| Meteor Strike | 2 | 10 | 450 | 5000 | 80% | Damage | 1E: Enemy |
| BA-BOOM! | 3 | 18 | 400 | 4000 | 40% | Damage | AE: Enemies |
+------------------+-----+----+------+------+------+---------+---------------+
+----------------------------------------------------------------------------+
| J U S T I N ' S S K I L L S |
+------------------+----+-----+------+------+---------+-----------+----------+
| NAME | SP | PWR | IP |CANCL%| TYPE | ELEMENT | RANGE |
+------------------+----+-----+------+------+---------+-----------+----------+
| V-Slash | 14 | 250 | 3500 | 10% | Damage | Physical | 1E |
| W-Break | 20 | 260 | 7500 | 75% | Damage | Physical | 1E |
| Shockwave | 30 | 200 | 3000 | 10% | Damage | Physical | RE Circ. |
| Midair Cut | 32 | 350 | 8000 | 100% | Damage | Physical | 1E |
| Lotus Cut | 32 | 350 | 8500 | 60% | Damage | Fire | 1E |
| Ice Slash | 36 | 400 | 8500 | 60% | Damage | Blizzard | 1E |
| Thor Cut | 40 | 450 | 9000 | 80% | Damage | Lightning | 1E |
| Immortal Aura | 45 | 15 | 0000 | 00% | Special | Physical | SF |
| Dragon Cut | 45 | 250 | 5000 | 50% | Damage | Explosion | AE |
| Heaven&Earth Cut | 90 | 500 | 9999 | 100% | Damage | Physical | AE |
+------------------+----+-----+------+------+---------+-----------+----------+
+----------------------------------------------------------------------------+
| S U E ' S S K I L L S |
+------------------+----+-----+------+------+---------+-----------+----------+
| NAME | SP | PWR | IP |CANCL%| TYPE | ELEMENT | RANGE |
+------------------+----+-----+------+------+---------+-----------+----------+
| Puffy Kick | 08 | 200 | 3500 | 10% | Damage | Physical | 1E |
| "Rah-Rah!" Cheer | 18 | 25 | 0000 | 00% | Restore | Physical | AA |
| Round Whacker | 30 | 200 | 3500 | 10% | Damage | Physical | RE Circ. |
| Fire Away | 28 | 180 | 2500 | 10% | Damage | Physical | AE |
| Yawn | 05 | [3] | 0000 | 00% | Ailment | Water | RE Circ. |
| Puffy Fire | 36 | 250 | 3500 | 30% | Damage | Fire | RE Circ. |
| "Fight!" Cheer | 16 | (+1)| 0000 | 00% | Buff | Explosion | AA |
+------------------+----+-----+------+------+---------+-----------+----------+
+----------------------------------------------------------------------------+
| F E E N A ' S S K I L L S |
+------------------+----+-----+------+------+---------+-----------+----------+
| NAME | SP | PWR | IP |CANCL%| TYPE | ELEMENT | RANGE |
+------------------+----+-----+------+------+---------+-----------+----------+
| Knife Hurl | 10 | 200 | 3500 | 50% | Damage | Physical | 1E |
| Random Hurl | 28 | 180 | 2500 | 10% | Damage | Physical | AE |
| Paralyze Whip | 15 | 150 | 3000 | 15% | Dmg+Ail | Physical | 1E |
| Fire Whip | 32 | 200 | 3000 | 30% | Damage | Fire | RE Circ. |
| Zap! Whip | 38 | 450 | 9000 | 100% | Damage | Lightning | 1E |
+------------------+----+-----+------+------+---------+-----------+----------+
+----------------------------------------------------------------------------+
| G A D W I N ' S S K I L L S |
+------------------+----+-----+------+------+---------+-----------+----------+
| NAME | SP | PWR | IP |CANCL%| TYPE | ELEMENT | RANGE |
+------------------+----+-----+------+------+---------+-----------+----------+
| Flying Dragon Cut| 14 | 160 | 3500 | 30% | Damage | Physical | RE Circ. |
| Eruption Cut | 24 | 200 | 3000 | 100% | Damage | Physical | 1E |
| Dragon Cut | 45 | 250 | 5000 | 50% | Damage | Physical | AE |
+------------------+----+-----+------+------+---------+-----------+----------+
+----------------------------------------------------------------------------+
| R A P P ' S S K I L L S |
+------------------+----+-----+------+------+---------+-----------+----------+
| NAME | SP | PWR | IP |CANCL%| TYPE | ELEMENT | RANGE |
+------------------+----+-----+------+------+---------+-----------+----------+
| Mist Hide | 05 | 100 | 0000 | 00% | Special | Physical | SF |
| Doppelganger | 27 | 300 | 5000 | 50% | Damage | Physical | 1E |
| Dethsword | 25 | 100 | 9999 | 100% | Death | Physical | 1E |
| Missile | 14 | 250 | 3500 | 05% | Damage | Physical | 1E |
| Fireball | 36 | 250 | 3500 | 30% | Damage | Fire | RE Circ. |
| Sidethrow | 40 | 200 | 5000 | 50% | Damage | Physical | AE |
| Discutter | 30 | 180 | 3500 | 25% | Damage | Physical | RE Line |
| Demon Ball | 40 | 400 | 7500 | 100% | Damage | Physical | 1E |
| Neo Demon Ball | 85 | 450 | 9000 | 100% | Damage | Physical | AE |
+------------------+----+-----+------+------+---------+-----------+----------+
+----------------------------------------------------------------------------+
| M I L D A ' S S K I L L S |
+------------------+----+-----+------+------+---------+-----------+----------+
| NAME | SP | PWR | IP |CANCL%| TYPE | ELEMENT | RANGE |
+------------------+----+-----+------+------+---------+-----------+----------+
| Milda Kick | 16 | 250 | 4000 | 30% | Damage | Physical | 1E |
| Splitter | 40 | 200 | 5000 | 30% | Damage | Physical | AE |
| Milda Hit | 75 | 500 | 9000 | 100% | Damage | Physical | 1E |
+------------------+----+-----+------+------+---------+-----------+----------+
+----------------------------------------------------------------------------+
| G U I D O ' S S K I L L S |
+------------------+----+-----+------+------+---------+-----------+----------+
| NAME | SP | PWR | IP |CANCL%| TYPE | ELEMENT | RANGE |
+------------------+----+-----+------+------+---------+-----------+----------+
| Mogay Shot | 14 | 250 | 2500 | 05% | Damage | Physical | 1E |
| Mogay Bomb | 38 | 150 | 9999 | 100% | Damage | Physical | RE Circ. |
| Mogay Hypo | 45 | 45 | 0000 | 00% | Special | Physical | OA |
| Power Up | 20 | (+1)| 0000 | 00% | Buff | Physical | 1A |
| Mogay Pickpocket | 10 | 50 | 0000 | 00% | Steal | Physical | 1E |
+------------------+----+-----+------+------+---------+-----------+----------+
+----------------------------------------------------------------------------+
| L I E T E ' S S K I L L S |
+------------------+----+-----+------+------+---------+-----------+----------+
| NAME | SP | PWR | IP |CANCL%| TYPE | ELEMENT | RANGE |
+------------------+----+-----+------+------+---------+-----------+----------+
| Redshock | 28 | 400 | 7000 | 100% | Damage | Physical | 1E |
| Enchantment Dance| 34 | 4 | 0000 | 00% | MP Abs. | Physical | 1E |
+------------------+----+-----+------+------+---------+-----------+----------+
==============================================================================
MAGIC LIST
[MAGIC]
==============================================================================
==============================================================================
Fire Magic [FIRE!]
==============================================================================
+------+
| Burn! \
+--------+----+----------+------------------------------+--------------------+
| MP Cost: 01 | Level: 1 | Learned: Fire 1 | Element: Fire |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: 40 | IP Knockback: 1000 | Cancel %: 15 | Casting Time: 30 |
+------------------+--------------------+---------------+--------------------+
| Radius: 15 | Range: Circle of Enemies | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Description: Range attack with a ring of fire |
+----------------------------------------------------------------------------+
| Analysis: Deals minor Fire-elemental damage to a small circle of enemies. |
| Its range is deceptively small and can be awkward to work with. Probably |
| the worst of the starter spells, and should be abandoned once anybody has |
| access to Burnflame. |
+----------------------------------------------------------------------------+
| Learned By: Justin, Sue, Feena, Gadwin, Rapp, Liete |
+----------------------------------------------------------------------------+
+----------+
| Magic Art \
+------------++----------+------------------------------+--------------------+
| MP Cost: 11 | Level: 1 | Learned: Fire 12 | Element: Fire |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: 400 | IP Knockback: 5000 | Cancel %: 50 | Casting Time: 60 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: Single Enemy | EXP Rate: 20 |
+------------------+------------------------------------+--------------------+
| Description: Attack 1 enemy with animated art |
+----------------------------------------------------------------------------+
| Analysis: Deals massive Fire-elemental damage to one enemy. I feel this is |
| an often-overlooked spell, considering I don't hear anyone talking about |
| it despite its amazing 400 Base Power, making it among the most powerful |
| single-targeting spells in the game, alongside Meteor Strike and GadZap. |
| For Liete, you can't really go wrong with Magic Art. |
+----------------------------------------------------------------------------+
| Learned By: Liete |
+----------------------------------------------------------------------------+
+----------+
| Burnflame \
+------------++----------+------------------------------+--------------------+
| MP Cost: 04 | Level: 2 | Learned: Fire 4 | Element: Fire |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: 80 | IP Knockback: 1000 | Cancel %: 20 | Casting Time: 45 |
+------------------+--------------------+---------------+--------------------+
| Radius: 40 | Range: Circle of Enemies | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Description: Range attack with a pillar of fire |
+----------------------------------------------------------------------------+
| Analysis: Deals minor Fire-elemental damage to all enemies. A good upgrade |
| over Burn!, this spell boasts double the power and nearly three times the |
| range. As far as I'm concerned, this spell trivializes Burn! and is the go |
| to spell if you want to level up Fire magic. |
+----------------------------------------------------------------------------+
| Learned By: Justin, Sue, Feena, Gadwin, Rapp, Liete |
+----------------------------------------------------------------------------+
+-----------+
| Burnstrike \
+-------------+----------+------------------------------+--------------------+
| MP Cost: 05 | Level: 2 | Learned: Fire 18 | Element: Fire |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: 200 | IP Knockback: 2000 | Cancel %: 30 | Casting Time: 60 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: Single Enemy | EXP Rate: 20 |
+------------------+------------------------------------+--------------------+
| Description: Attack 1 enemy with 4 red-hot flames |
+----------------------------------------------------------------------------+
| Analysis: Deals moderate Fire-elemental damage to one enemy. It is pretty |
| cost-efficient for its power, but it soon gets outclassed by other single- |
| targeting spells like Fireburner, Meteor Strike and GadZap. |
+----------------------------------------------------------------------------+
| Learned By: Justin, Sue, Gadwin, Rapp |
+----------------------------------------------------------------------------+
+----------+
| Burnflare \
+------------++----------+------------------------------+--------------------+
| MP Cost: 07 | Level: 3 | Learned: Fire 9 | Element: Fire |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: 150 | IP Knockback: 1500 | Cancel %: 30 | Casting Time: 75 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: All Enemies | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Description: Attack all enemies with fireballs |
+----------------------------------------------------------------------------+
| Analysis: Deals moderate Fire-elemental damage to all enemies. Burnflare's |
| usually the first all-targeting magic spell the player has access to, and |
| it's actually pretty decent. It's quite cheap and is good for clearing |
| groups of enemies in the first half of the game. |
+----------------------------------------------------------------------------+
| Learned By: Justin, Sue, Feena, Gadwin, Rapp |
+----------------------------------------------------------------------------+
+-----------+
| Fireburner \
+-------------+----------+------------------------------+--------------------+
| MP Cost: 08 | Level: 3 | Learned: Fire 25 | Element: Fire |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: 300 | IP Knockback: 3000 | Cancel %: 50 | Casting Time: 105 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: Single Target | EXP Rate: 20 |
+------------------+------------------------------------+--------------------+
| Description: Range attack with a ring of fire |
+----------------------------------------------------------------------------+
| Analysis: Deals major Fire-elemental damage to one enemy. Like Burnstrike, |
| Fireburner is a powerful single-targeting magic attack. However, those who |
| have access to this spell have access to better spells; Justin has access |
| to GadZap, Gadwin and Rapp have Meteor Strike, and Liete has all of the |
| above AND Magic Art (which is cheaper and more readily available). While |
| good, it is easily outclassed. |
+----------------------------------------------------------------------------+
| Learned By: Justin, Gadwin, Rapp, Liete |
+----------------------------------------------------------------------------+
+-----------------+
| End of the World \
+-------------+-----+----+------------------------------+--------------------+
| MP Cost: 33 | Level: 3 | Learned: Fire 27 | Element: Fire |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: 999 | IP Knockback: 9999 | Cancel %: 100 | Casting Time: 120 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: All Enemies | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Description: Reduces all enemies to nothingness |
+----------------------------------------------------------------------------+
| Analysis: Deals a flat 999 damage to all enemies, regardless of elemental |
| resistances. Enemies who are weak to Fire and those who nullify Fire will |
| take 999 damage alike. This is to End of the World's benefit and detriment,|
| as while it's powerful, it's not Heaven&Earth Cut or Neo Demon Ball-levels |
| of powerful. Regardless, this thing still packs a mean punch and will |
| annihilate every normal enemy in the game (max normal enemy HP is 800) and |
| take a serious chunk of HP out of bosses. |
+----------------------------------------------------------------------------+
| Learned By: Feena |
+----------------------------------------------------------------------------+
==============================================================================
Wind Magic [WIND!]
==============================================================================
+-----+
| Howl \
+-------+-----+----------+------------------------------+--------------------+
| MP Cost: 02 | Level: 1 | Learned: Wind 1 | Element: Wind |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: 40 | IP Knockback: 2000 | Cancel %: 15 | Casting Time: 45 |
+------------------+--------------------+---------------+--------------------+
| Radius: 32 | Range: Circle of Enemies | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Description: Range attack with sharp wind blades |
+----------------------------------------------------------------------------+
| Analysis: Deals minor Wind-elemental damage to a large circle of enemies. |
| The best offensive starter spell in my book. It has great range and is |
| equal in power to Burn!. I prefer this spell over Runner for leveling Wind |
| magic--with four enemies or more, Runner can't really compare. |
+----------------------------------------------------------------------------+
| Learned By: Justin, Sue, Feena, Rapp, Liete |
+----------------------------------------------------------------------------+
+-------+
| Runner \
+---------+---+----------+------------------------------+--------------------+
| MP Cost: 02 | Level: 1 | Learned: Wind 1 | Element: Wind |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: (+2) | IP Knockback: 0000 | Cancel %: 00 | Casting Time: 15 |
+------------------+--------------------+---------------+--------------------+
| Radius: 20 | Range: Circle of Allies | EXP Rate: 08 |
+------------------+------------------------------------+--------------------+
| Description: Ups movement of friends in range |
+----------------------------------------------------------------------------+
| Analysis: Raises Move levels of the selected ally by 2. Any nearby allies |
| will have their Move levels raised by 1. Not terribly useful, but it does |
| behave uniquely in that only the targeted ally will receive +2 to Move. |
| Some people swear by this move to level up Wind magic for Feena and Rapp, |
| but I find Howl to be quicker when used against large groups of enemies. |
+----------------------------------------------------------------------------+
| Learned By: Feena, Rapp |
+----------------------------------------------------------------------------+
+----------+
| Howlslash \
+------------++----------+------------------------------+--------------------+
| MP Cost: 06 | Level: 2 | Learned: Wind 6 | Element: Wind |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: 80 | IP Knockback: 2000 | Cancel %: 20 | Casting Time: 75 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: All Enemies | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Description: Attacks all enemies with strong wind |
+----------------------------------------------------------------------------+
| Analysis: Deals minor Wind-elemental damage to all enemies. Much like how |
| Howl is better than Burn!, Howlslash is better than Burnflame. It has the |
| same power, but hitting all enemies, Howlslash is just... better. This is |
| a reasonable alternative to Howl if you want to grind up Wind magic and |
| the enemies have dispersed a little too much. |
+----------------------------------------------------------------------------+
| Learned By: Justin, Sue, Feena, Liete |
+----------------------------------------------------------------------------+
+------+
| Shhh! \
+--------+----+----------+------------------------------+--------------------+
| MP Cost: 03 | Level: 2 | Learned: Wind 12 | Element: Wind |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: [4] | IP Knockback: 0000 | Cancel %: 00 | Casting Time: 60 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: Single Enemy | EXP Rate: 20 |
+------------------+------------------------------------+--------------------+
| Description: Blocks magic of 1 enemy with vacuum |
+----------------------------------------------------------------------------+
| Analysis: Inflicts Magic Block on one enemy. Due to how magic resistances |
| work, it turns out magic spells are the game's most dangerous attacks as |
| far as enemies are concerned. A BA-BOOM! from a Brain Bat will kill your |
| entire party, for example, without proper resistances. However, since |
| killing enemies is usually faster and more cost-efficient, this spell is |
| probably better off ignored. |
+----------------------------------------------------------------------------+
| Learned By: Sue, Feena, Rapp |
+----------------------------------------------------------------------------+
+---------+
| Howlnado \
+-----------+-+----------+------------------------------+--------------------+
| MP Cost: 08 | Level: 3 | Learned: Wind 23 | Element: Wind |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: 250 | IP Knockback: 3000 | Cancel %: 35 | Casting Time: 120 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: All Enemies and Allies* | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Description: Tornado attacks all enemies & party |
+----------------------------------------------------------------------------+
| Analysis: Deals moderate Wind-elemental damage to all enemies and scatters |
| all allies except for the caster around the field. The caster's unaffected |
| and allies receive no damage. A very interesting spell. This spell deals |
| decent damage and is good in a pinch if your party's bunched up together |
| and you need to spread them out. It's relatively cheap, too. As always, |
| this spell is better than its Fire magic equivalent, Burnflare. B^) |
+----------------------------------------------------------------------------+</pre><pre id="faqspan-2">
| Learned By: Justin, Sue, Rapp, Liete |
+----------------------------------------------------------------------------+
==============================================================================
Water Magic [WATER]
==============================================================================
+-----+
| Heal \
+-------+-----+----------+------------------------------+--------------------+
| MP Cost: 01 | Level: 1 | Learned: Water 1 | Element: Water |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: 30 | IP Knockback: 0000 | Cancel %: 00 | Casting Time: 30 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: One Ally | EXP Rate: 08 |
+------------------+------------------------------------+--------------------+
| Description: Restores HP of 1 friend a little |
+----------------------------------------------------------------------------+
| Analysis: Restores a minor amount of HP to one ally. Quickly outclassed by |
| all other healing spells and items in general, Heal is actually most bene- |
| -ficial when grinding up Water magic levels as damaging yourself on the |
| field and then using Heal to grind up Water magic levels three EXP at a |
| time is the most efficient method of doing so. Try to restore HP with Heal |
| before restoring your HP/MP/SP at save cones for the same reason. |
+----------------------------------------------------------------------------+
| Learned By: Justin, Sue, Feena, Rapp, Liete |
+----------------------------------------------------------------------------+
+-------+
| Snooze \
+---------+---+----------+------------------------------+--------------------+
| MP Cost: 02 | Level: 1 | Learned: Water 3 | Element: Water |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: [3] | IP Knockback: 0500 | Cancel %: 00 | Casting Time: 45 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: All Enemies | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Description: Bubbles put all enemies to sleep |
+----------------------------------------------------------------------------+
| Analysis: Inflicts Sleep on all enemies. This is actually a pretty good |
| spell, as inflicting Sleep on an enemy completely resets their location on |
| the IP Gauge, returning to the left-most point and cancels any attacks in- |
| progress. While Grandia doesn't really offer any direct awards for winning |
| a battle without taking damage, not getting damaged in the first place and |
| hearing the sweet little end jingle is award enough for some. Similarly, |
| some people prefer using Snooze to level up Water magic. |
+----------------------------------------------------------------------------+
| Learned By: Justin, Sue, Feena, Rapp |
+----------------------------------------------------------------------------+
+-------+
| Alheal \
+---------+---+----------+------------------------------+--------------------+
| MP Cost: 04 | Level: 2 | Learned: Water 5 | Element: Water |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: 40 | IP Knockback: 0000 | Cancel %: 00 | Casting Time: 45 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: All Allies | EXP Rate: 05 |
+------------------+------------------------------------+--------------------+
| Description: Restores HP to party a little |
+----------------------------------------------------------------------------+
| Analysis: Restores a minor amount of HP to all allies. Like "Rah-Rah!" |
| Cheer, this spell is useful when you get it near the beginning of the game |
| but drops off in usefulness once Feena has access to Alhealer. Regardless, |
| it's still useful for most of Disc 1 and is actually slightly more power- |
| -ful than Heal is (about a difference of 10-15 HP healed). |
+----------------------------------------------------------------------------+
| Learned By: Justin, Sue, Feena |
+----------------------------------------------------------------------------+
+-------+
| Healer \
+---------+---+----------+------------------------------+--------------------+
| MP Cost: 03 | Level: 2 | Learned: Water 8 | Element: Water |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: 80 | IP Knockback: 0000 | Cancel %: 00 | Casting Time: 75 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: One Ally | EXP Rate: 08 |
+------------------+------------------------------------+--------------------+
| Description: Restores HP of 1 friend a lot |
+----------------------------------------------------------------------------+
| Analysis: Restores a moderate amount of HP to one ally. Roughly double the |
| power of Heal, Healer is your go-to spell for single-target healing, and |
| most of the final party has access to it, thankfully. A good spell, though |
| the next one's even better. |
+----------------------------------------------------------------------------+
| Learned By: Justin, Feena, Rapp |
+----------------------------------------------------------------------------+
+---------+
| Alhealer \
+-----------+-+----------+------------------------------+--------------------+
| MP Cost: 08 | Level: 2 | Learned: Water 12 | Element: Water |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: 80 | IP Knockback: 0000 | Cancel %: 00 | Casting Time: 105 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: All Allies | EXP Rate: 05 |
+------------------+------------------------------------+--------------------+
| Description: Restores HP to party a lot |
+----------------------------------------------------------------------------+
| Analysis: Restores a moderate amount of HP to all allies. Many people |
| consider this to be the best healing spell in the game, and while I think |
| Alhealer+ is underrated, you really can't go wrong with Alhealer. It's |
| basically a full-party Healer for about half the cost it would take you |
| to cast Healer on everybody. Only Feena and Liete learn this great spell, |
| unfortunately (if the game hasn't made it obvious enough that they are |
| supposed to be the casters). |
+----------------------------------------------------------------------------+
| Learned By: Feena, Liete |
+----------------------------------------------------------------------------+
+----------+
| Resurrect \
+------------++----------+------------------------------+--------------------+
| MP Cost: 06 | Level: 3 | Learned: Water 16 | Element: Water |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: 200 | IP Knockback: 0000 | Cancel %: 00 | Casting Time: 105 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: One Ally | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Description: Revives 1 fallen party member |
+----------------------------------------------------------------------------+
| Analysis: Revives a party member from the KO status. Aside from the spell |
| Tree of Life there isn't really a way to revive party members in-battle |
| without items, so for that fact alone this spell is well worth using, if |
| you find your party falling in battle. Allies resurrected will have their |
| HP fully restored, too. |
+----------------------------------------------------------------------------+
| Learned By: Justin, Sue, Feena, Liete |
+----------------------------------------------------------------------------+
+----------+
| Alhealer+ \
+------------++----------+------------------------------+--------------------+
| MP Cost: 12 | Level: 3 | Learned: Water 20 | Element: Water |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: 150 | IP Knockback: 0000 | Cancel %: 00 | Casting Time: 135 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: All Allies | EXP Rate: 05 |
+------------------+------------------------------------+--------------------+
| Description: Restores HP to party a whole lot |
+----------------------------------------------------------------------------+
| Analysis: Restores a major amount of HP to all allies. Easily the most |
| powerful of the healing spells (aside from Tree of Life), the game devs |
| strangely decided to let everyone who can cast water magic have access to |
| it despite its power. If you level up Water magic enough it's a flat up- |
| -grade to Alhealer as their casting times will be the same. |
+----------------------------------------------------------------------------+
| Learned By: Justin, Sue, Feena, Rapp, Liete |
+----------------------------------------------------------------------------+
==============================================================================
Earth Magic [EARTH]
==============================================================================
+--------+
| Diggin' \
+----------+--+----------+------------------------------+--------------------+
| MP Cost: 01 | Level: 1 | Learned: Earth 1 | Element: Earth |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: (+1) | IP Knockback: 0000 | Cancel %: 00 | Casting Time: 105 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: All Allies | EXP Rate: 07 |
+------------------+------------------------------------+--------------------+
| Description: Ups defense of entire party w/earth |
+----------------------------------------------------------------------------+
| Analysis: Raises the Defense level of the entire party by one level. One |
| of the better buffing spells out there, as it targets the entire party, is |
| quite cheap, is quick to cast, and anyone who can cast magic can use this |
| spell. It's really good for grinding up Earth magic levels, too, though |
| I prefer Tremor used on large groups of enemies, personally. |
+----------------------------------------------------------------------------+
| Learned By: Justin, Sue, Feena, Gadwin, Rapp, Liete |
+----------------------------------------------------------------------------+
+---------+
| Def-Loss \
+-----------+-+----------+------------------------------+--------------------+
| MP Cost: 03 | Level: 1 | Learned: Earth 6 | Element: Earth |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: (-1) | IP Knockback: 0500 | Cancel %: 00 | Casting Time: 30 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: All Enemies | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Description: Drops defense of all enemies w/earth |
+----------------------------------------------------------------------------+
| Analysis: Lowers the Defense of all enemies by one level. One of the best |
| debuffs in the game, in my mind. Keep in mind, however, that enemies that |
| resist Earth to a large extent cannot be debuffed using this spell, 'cause |
| elemental resistances also apply to debuffs. Still, against enemies who do |
| not resist Earth, this spell is great. It's also by far one of the best |
| ways to level up Sue's, Gadwin's and Rapp's Earth magic levels, easily |
| better than Tremor due to its non-damaging properties, it being cheap to |
| cast, and because you don't have to worry about dispersed enemies. Take |
| Rapp to the Brinan Plateau, use this spell, and watch as his Earth magic |
| levels skyrocket. |
+----------------------------------------------------------------------------+
| Learned By: Sue, Gadwin, Rapp |
+----------------------------------------------------------------------------+
+-------+
| Tremor \
+---------+---+----------+------------------------------+--------------------+
| MP Cost: 03 | Level: 2 | Learned: Earth 3 | Element: Earth |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: 70 | IP Knockback: 1500 | Cancel %: 20 | Casting Time: 60 |
+------------------+--------------------+---------------+--------------------+
| Radius: 28 | Range: Circle of Enemies | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Description:Range attack using earth energy |
+----------------------------------------------------------------------------+
| Analysis: Deals minor Earth damage to a circle of enemies. The first |
| damaging Earth spell you get, and it isn't really the best. It's weaker |
| than Burnflame and doesn't quite have the range either, to say nothing of |
| Howlslash. Unfortunately this is one of two offensive Earth spells you |
| will ever get, the other being the also less-than-steller Quake. Still, it |
| does have use in that it's great for grinding up Earth magic levels though |
| mostly for Feena, considering the others have access to better methods. |
| It's range is very deceptive compared to its animation; keep that in mind. |
+----------------------------------------------------------------------------+
| Learned By: Justin, Sue, Feena, Gadwin |
+----------------------------------------------------------------------------+
+--------+
| Gravity \
+----------+--+----------+------------------------------+--------------------+
| MP Cost: 04 | Level: 2 | Learned: Earth 12 | Element: Earth |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: (-7) | IP Knockback: 1000 | Cancel %: 00 | Casting Time: 75 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: Single Enemy | EXP Rate: 20 |
+------------------+------------------------------------+--------------------+
| Description: Use powerful gravity to hold 1 enemy |
+----------------------------------------------------------------------------+
| Analysis: Lowers the Move of one enemy by seven levels. A very good spell |
| in the right situations. While most later bosses can attack at any range, |
| for enemies and bosses that must get within range, hitting them with this |
| spell effectively neutralizes them. Being stuck with -7 Move will pretty |
| much keep the afflicted stuck in place. |
+----------------------------------------------------------------------------+
| Learned By: Gadwin, Rapp, Liete |
+----------------------------------------------------------------------------+
+------+
| Quake \
+--------+----+----------+------------------------------+--------------------+
| MP Cost: 12 | Level: 3 | Learned: Earth 19 | Element: Earth |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: 250 | IP Knockback: 2000 | Cancel %: 35 | Casting Time: 120 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: All Enemies | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Description: Powerful quake attacks all enemies |
+----------------------------------------------------------------------------+
| Analysis: Deals moderate Earth-elemental damage to all enemies. It has no |
| other special properties like Howlnado does, despite being more expensive |
| and having the same base power and less IP Knockback. There isn't much to |
| say about Quake; there are definitely better spells but if you're fighting |
| an enemy weak to Earth, use this spell. |
+----------------------------------------------------------------------------+
| Learned By: Justin, Sue, Gadwin, Rapp, Liete |
+----------------------------------------------------------------------------+
==============================================================================
Lightning Magic [LIGHT]
==============================================================================
+-----+
| Zap! \
+-------+-----+----------+------------------------------+--------------------+
| MP Cost: 11 | Level: 1 | Learned: Fire 5, Wind 4 | Element: Lightning |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: 180 | IP Knockback: 2500 | Cancel %: 35 | Casting Time: 60 |
+------------------+--------------------+---------------+--------------------+
| Radius: 35 | Range: Circle of Enemies | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Description: Range attack with ball lightning |
+----------------------------------------------------------------------------+
| Analysis: Deals moderate Lightning-elemental damage to a circle of enemies.|
| This is the first a line of really damn good spells--Lightning spells. |
| While expensive, are very powerful and well worth the cost. It's a shame |
| that only Justin and Liete have good access to them, as will be made clear |
| clear later. Zap!'s range is gigantic, and it hits very hard for a level 1 |
| spell. While Liete has Magic Art, this is Justin's best offensive level 1 |
| magic spell. Same goes for Sue. |
+----------------------------------------------------------------------------+
| Learned By: Justin, Sue, Liete |
+----------------------------------------------------------------------------+
+--------+
| Zap All \
+----------+--+----------+------------------------------+--------------------+
| MP Cost: 13 | Level: 2 | Learned: Fire 10, Wind 9 | Element: Lightning |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: 280 | IP Knockback: 3000 | Cancel %: 40 | Casting Time: 90 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: All Enemies | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Description: Attack all enemies with lightning |
+----------------------------------------------------------------------------+
| Analysis: Deals moderate Lightning-elemental damage to all enemies. Well, |
| surprise surprise, it's another damn good Lightning spell. Its power in |
| the level 2 magic pool is practically unrivaled as it does nearly as much |
| damage as Fireburner does to every enemy on the screen. Thankfully, Rapp |
| has access to this spell, which is good for him because anyone with Zap |
| All is better off for it. |
+----------------------------------------------------------------------------+
| Learned By: Justin, Sue, Rapp, Liete |
+----------------------------------------------------------------------------+
+----------+
| DragonZap \
+------------++----------+------------------------------+--------------------+
| MP Cost: 20 | Level: 1 | Learned: Fire 21, Wind 19 | Element: Lightning |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: 450 | IP Knockback: 4000 | Cancel %: 60 | Casting Time: 120 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: Single Enemy | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Description: Attack all enemies with dragon zap |
+----------------------------------------------------------------------------+
| Analysis: Deals massive Lightning-elemental damage to all enemies. Man, |
| look at that disgusting base power. It's the most powerful all-targeting |
| spell in the game, outside of End of the World, of course. For that reason |
| alone it's well worth casting. It's available on the entire final party |
| as well. It's pricey (though not as much as End of the World, thankfully), |
| but it's pretty the final word on all-targeting offensive magic spells, |
| outside of the vastly powerful Icarian spells. |
+----------------------------------------------------------------------------+
| Learned By: Justin, Feena, Rapp, Liete |
+----------------------------------------------------------------------------+
+-------+
| GadZap \
+---------+---+----------+------------------------------+--------------------+
| MP Cost: 13 | Level: 3 | Learned: Fire 19, Wind 15 | Element: Lightning |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: 550 | IP Knockback: 7000 | Cancel %: 100 | Casting Time: 120 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: Single Enemy | EXP Rate: 30 |
+------------------+------------------------------------+--------------------+
| Description: Attack 1 enemy with holy lightning |
+----------------------------------------------------------------------------+
| Analysis: Deals incredible Lightning-elemental damage to one enemy. This |
| is the most powerful single-targeting spell in the game, and easily the |
| most powerful spell that isn't exclusive to Feena or Liete. Its power is |
| just completely unrivaled except for End of the World (which is three |
| times more expensive). This spell is well worth the cost and is one of my |
| favourite spells. |
+----------------------------------------------------------------------------+
| Learned By: Justin, Liete |
+----------------------------------------------------------------------------+
+--------+
| Enclose \
+----------+--+----------+------------------------------+--------------------+
| MP Cost: 26 | Level: 3 | Learned: Fire 23, Wind 24 | Element: Lightning |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: 450 | IP Knockback: 2500 | Cancel %: 00 | Casting Time: 120 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: Single Enemy | EXP Rate: 18 |
+------------------+------------------------------------+--------------------+
| Description: Blocks all attacks of 1 enemy for now |
+----------------------------------------------------------------------------+
| Analysis: Locks an enemy's IP Gauge in place and continuously deals minor |
| (presumably Lightning-elemental) damage. Rounding off this amazing set |
| of spells is Enclose, which only Liete can use. This is Grandia's version |
| of Grandia II's Spellbinding Eye, though not quite as easy to access and |
| use. Any enemy inflicted with this spell won't be able to act temporarily, |
| and the best part? Bosses are NOT immune to this thing. The final boss |
| cowers in fear of Enclose, and for good reason. If you want to eliminate |
| any challenge this game could have provided? Use Enclose. Just remember |
| that the effect doesn't last forever. Be prepared for the enemy to act |
| once the spell's effect wears off. |
+----------------------------------------------------------------------------+
| Learned By: Liete |
+----------------------------------------------------------------------------+
==============================================================================
Blizzard Magic [BLIZZ]
==============================================================================
+--------+
| Crackle \
+----------+--+----------+------------------------------+--------------------+
| MP Cost: 02 | Level: 1 | Learned: Wind 3, Water 2 | Element: Blizzard |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: 120 | IP Knockback: 5000 | Cancel %: 30 | Casting Time: 30 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: Single Enemy | EXP Rate: 20 |
+------------------+------------------------------------+--------------------+
| Description: Attack 1 enemy with icicle knives |
+----------------------------------------------------------------------------+
| Analysis: Deals moderate Blizzard-elemental to one enemy. Blizzard spells |
| are decently powerful for being so cheap, and same goes for Crackle. Only |
| slightly weaker than Zap! but for a fifth of the cost, it's definitely a |
| great spell. It can definitely be something of a boss-killer early on. |
+----------------------------------------------------------------------------+
| Learned By: Justin, Sue, Feena |
+----------------------------------------------------------------------------+
+--------+
| Freeze! \
+----------+--+----------+------------------------------+--------------------+
| MP Cost: 03 | Level: 1 | Learned: Wind 6, Water 5 | Element: Blizzard |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: (-2) | IP Knockback: 1000 | Cancel %: 00 | Casting Time: 60 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: All Enemies | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Description: Freeze action of all enemies |
+----------------------------------------------------------------------------+
| Analysis: Lowers the Move of all enemies by two levels. Gravity finds its |
| niche in hitting a single target with a Move debuff to great effect, while |
| Freeze! instead hits all enemies to not as great of an effect. There isn't |
| much meaningful choice to be had, here; Liete is the only character you |
| need to choose between the two spells with. Freeze!, however, is a great |
| way to level up Wind and Water magic levels for Justin and Liete. Another |
| thing to keep in mind is enemy resistances. As I mentioned before in the |
| Def-Loss analysis, if an enemy resists the debuff's element, they will |
| not have their stat levels lowered. So, if an enemy resists Gravity, try |
| using Freeze! and vice-versa. |
+----------------------------------------------------------------------------+
| Learned By: Justin, Liete |
+----------------------------------------------------------------------------+
+----------+
| Time Gate \
+------------++----------+------------------------------+--------------------+
| MP Cost: 99 | Level: 1 | Learned: Wind 99, Water 99 | Element: Blizzard |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: 2000 | IP Knockback: 0000 | Cancel %: 00 | Casting Time: 90 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: All Except the Caster | EXP Rate: 18 |
+------------------+------------------------------------+--------------------+
| Description: Stops time for everyone else |
+----------------------------------------------------------------------------+
| Analysis: Halts the IP of all but the caster for a long time. The most in- |
| -famous spell in all of Grandia, simply due to its level requirements. I |
| suppose if you want to legitimately get this spell, equip an Ethereal |
| Miracle and spam Heal and Howl spells. Anyway, time will stop for several |
| of Feena's turns, meaning she'll be able to do practically anything you |
| need done within that time. It works like Unama's Orb from Grandia III, |
| except only Feena can act. Strangely enough, apparently not only is this |
| spell's level requirements glitched, but Disc 1's data of this spell |
| differs from the data found on Disc 2, which are the stats shown here. I |
| will display the Disc 1 stats in a later section of this guide. |
+----------------------------------------------------------------------------+
| Learned By: Feena |
+----------------------------------------------------------------------------+
+----------+
| Crackling \
+------------++----------+------------------------------+--------------------+
| MP Cost: 14 | Level: 2 | Learned: Wind 10, Water 12 | Element: Blizzard |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: 220 | IP Knockback: 5000 | Cancel %: 35 | Casting Time: 120 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: All Enemies | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Description: Attack all enemies with diamond dust |
+----------------------------------------------------------------------------+
| Analysis: Deals moderate Blizzard-elemental damage to all enemies. Only |
| slightly weaker than Zap All, and slightly cheaper, this spell is one of |
| three ways to deal Water damage to any enemy in the game. This alone makes |
| it well worth a spell slot (not that you have any choice with that). It's |
| decently powerful and looks really cool, too. |
+----------------------------------------------------------------------------+
| Learned By: Justin, Sue, Feena, Rapp, Liete |
+----------------------------------------------------------------------------+
+-----+
| Cold \
+-------+-----+----------+------------------------------+--------------------+
| MP Cost: 03 | Level: 2 | Learned: Wind 10, Water 8 | Element: Blizzard |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: (-2) | IP Knockback: 1000 | Cancel %: 00 | Casting Time: 60 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: Single Enemy | EXP Rate: 20 |
+------------------+------------------------------------+--------------------+
| Description: Reduce wit of 1 enemy by chilling |
+----------------------------------------------------------------------------+
| Analysis: Reduce the Wit of one enemy by two levels. Wit is an important |
| stat in Grandia; it determines how fast you progress along the IP Gauge. |
| Reducing the pace at which an enemy progresses along it, then, is a very |
| good thing indeed. This should be the debuff to use on bosses if they are |
| not resistance to Wind and Water. This is one of the best debuffs in the |
| game simply due to how Wit works. It's a shame that, again, only Justin |
| and Liete have access to it. They seem to get the best non-Icarian spells. |
+----------------------------------------------------------------------------+
| Learned By: Justin, Liete |
+----------------------------------------------------------------------------+
+------+
| Fiora \
+--------+----+----------+------------------------------+--------------------+
| MP Cost: 02 | Level: 3 | Learned: Wind 8, Water 10 | Element: Blizzard |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: [4] | IP Knockback: 1000 | Cancel %: 00 | Casting Time: 30 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: Single Enemy | EXP Rate: 20 |
+------------------+------------------------------------+--------------------+
| Description: Magic symbol blocks moves of 1 enemy |
+----------------------------------------------------------------------------+
| Analysis: Inflicts Move Block on one enemy. Enemies in this game actually |
| have quite a number of Moves that they can use, so inflicting Move Block |
| could be useful in certain situations. I can't think of many, but there |
| may be some bosses that are susceptible to Move Block. |
+----------------------------------------------------------------------------+
| Learned By: Sue, Feena, Rapp |
+----------------------------------------------------------------------------+
+-----------+
| Protection \
+-------------+----------+------------------------------+--------------------+
| MP Cost: 21 | Level: 3 | Learned: Wind 20, Water 23 | Element: Blizzard |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: 15 | IP Knockback: 0000 | Cancel %: 00 | Casting Time: 120 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: Single Ally | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Description: Temporarily protects 1 friend |
+----------------------------------------------------------------------------+
| Analysis: Temporarily renders one ally invincible. Protection is the spell |
| version of Justin's Immortal Aura, and are almost identical. Allies with |
| the barrier will still have their IP halted for moment when hit, so keep |
| that in mind. Use this spell if you're expecting an onslaught of attacks, |
| and also keep track of how long the barrier's been up--it won't last |
| forever. |
+----------------------------------------------------------------------------+
| Learned By: Sue, Feena, Liete |
+----------------------------------------------------------------------------+
==============================================================================
Forest Magic [FORES]
==============================================================================
+-----+
| Cure \
+-------+-----+----------+------------------------------+--------------------+
| MP Cost: 01 | Level: 1 | Learned: Water 3, Earth 2 | Element: Forest |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: [1] | IP Knockback: 0000 | Cancel %: 00 | Casting Time: 30 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: Single Ally | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Description: Green power cures poison of 1 friend |
+----------------------------------------------------------------------------+
| Analysis: Cures one ally of Poison. Poison is only a mildly annoying |
| ailment in Grandia: the damage itself is too minor to make a difference, |
| but what's more annoying is that every time Poison takes effect, the IP |
| Gauge of the afflicted ally is halted for a moment. Use this to cure those |
| with Poison before their staggered IP movement creates more problems. |
+----------------------------------------------------------------------------+
| Learned By: Justin, Sue, Feena |
+----------------------------------------------------------------------------+
+------+
| Poizn \
+--------+----+----------+------------------------------+--------------------+
| MP Cost: 02 | Level: 1 | Learned: Water 5, Earth 3 | Element: Forest |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: [2] | IP Knockback: 1000 | Cancel %: 00 | Casting Time: 30 |
+------------------+--------------------+---------------+--------------------+
| Radius: 20 | Range: Circle of Enemies | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Description: Covers range with a poisonous gel |
+----------------------------------------------------------------------------+
| Analysis: Inflicts Poison on a circle of enemies. As mentioned in the Cure |
| analysis, Poison is more useful for halting IP Gauges for a brief moment |
| than actually inflicting damage. If you come across an enemy weak to this, |
| use it to halt their turns slightly. |
+----------------------------------------------------------------------------+
| Learned By: Rapp, Liete |
+----------------------------------------------------------------------------+
+------+
| Stram \
+--------+----+----------+------------------------------+--------------------+
| MP Cost: 03 | Level: 1 | Learned: Water 6, Earth 5 | Element: Forest |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: (-2) | IP Knockback: 0500 | Cancel %: 00 | Casting Time: 30 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: Single Enemy | EXP Rate: 20 |
+------------------+------------------------------------+--------------------+
| Description: Sucks strength and attack of 1 enemy |
+----------------------------------------------------------------------------+
| Analysis: Lowers the Attack of one enemy by two levels. Normal attacks and |
| special moves all fall within the range of things Attack effects, meaning |
| lowering that would be in your best interests. Magic is not affected in |
| any way by the Attack stat, which is unfortunate because the game's most |
| dangerous enemy skills are actually spells because your only defense |
| against those is via certain pieces of equipment that specifically resist |
| elements--there is no dedicated magic defense stat. For this reason, while |
| Stram is a great spell, it's not terribly useful later on once bosses |
| start casting spells. |
+----------------------------------------------------------------------------+
| Learned By: Rapp, Liete |
+----------------------------------------------------------------------------+
+------+
| Craze \
+--------+----+----------+------------------------------+--------------------+
| MP Cost: 01 | Level: 2 | Learned: Water 10, Earth 10 | Element: Forest |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: [3] | IP Knockback: 0500 | Cancel %: 00 | Casting Time: 30 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: Single Enemy | EXP Rate: 20 |
+------------------+------------------------------------+--------------------+
| Description: Confuse 1 enemy by dropping spores |
+----------------------------------------------------------------------------+
| Analysis: Inflicts Confusion on one enemy. Confused will act at random, |
| which is very beneficial should a strong enemy be susceptible to Craze. |
| Try using Craze on the Ruin Guard's Boomerang and see what happens. Like |
| all status ailments, if an enemy is susceptible to it, try using Craze on |
| them. Otherwise, skip. |
+----------------------------------------------------------------------------+
| Learned By: Rapp, Liete |
+----------------------------------------------------------------------------+
+--------+
| Refresh \
+----------+--+----------+------------------------------+--------------------+
| MP Cost: 03 | Level: 2 | Learned: Water 12, Earth 10 | Element: Forest |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: [7] | IP Knockback: 0000 | Cancel %: 00 | Casting Time: 60 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: Single Ally | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Description: Naturally unblock moves of 1 friend |
+----------------------------------------------------------------------------+
| Analysis: Cures one ally of Move Block. Move Block is incredibly annoying, |
| especially on characters like Justin and Rapp who have a plethora of good |
| moves to use. Use this if they're afflicted with it. Unfortunately, unlike |
| later games in the series, Refresh does NOT cure an ally of Magic Block, |
| as well. |
+----------------------------------------------------------------------------+
| Learned By: Sue, Feena |
+----------------------------------------------------------------------------+
+--------------+
| Star Symphony \
+-------------+--+-------+------------------------------+--------------------+
| MP Cost: 12 | Level: 2 | Learned: Water 20, Earth 20 | Element: Forest |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: (+1) | IP Knockback: 0000 | Cancel %: 00 | Casting Time: 90 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: All Allies | EXP Rate: 05 |
+------------------+------------------------------------+--------------------+
| Description: Ups all abilities of party |
+----------------------------------------------------------------------------+
| Analysis: Raises the Attack/Defense/Wit/Move/MaxHP levels of all allies by |
| one level. Easily the best buff spell in the entire game, its only down- |
| -side is the really long animation. It's well worth the wait, as it is so |
| much better than everything else. If you want to buff up your party, this |
| is the way to go. |
+----------------------------------------------------------------------------+
| Learned By: Liete |
+----------------------------------------------------------------------------+
+-------------+
| Tree of Life \
+-------------+-+--------+------------------------------+--------------------+
| MP Cost: 28 | Level: 2 | Learned: Water 23, Earth 22 | Element: Forest |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: None | IP Knockback: 0000 | Cancel %: 00 | Casting Time: 90 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: All Allies | EXP Rate: 08 |
+------------------+------------------------------------+--------------------+
| Description: Restores party to its best condition |
+----------------------------------------------------------------------------+
| Analysis: Fully restores the HP and status of the entire party, including |
| KO, and resets all debuffed parameters to zero (their normal levels). This |
| is the best healing/curing/reviving/anti-debuffing spell in the game and |
| is basically your "Reset" button if you're in a jam. It's so insanely good |
| that using it feels like cheating. |
+----------------------------------------------------------------------------+
| Learned By: Feena |
+----------------------------------------------------------------------------+
+-------+
| Speedy \
+---------+---+----------+------------------------------+--------------------+
| MP Cost: 04 | Level: 3 | Learned: Water 13, Earth 13 | Element: Forest |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: (+2) | IP Knockback: 0000 | Cancel %: 00 | Casting Time: 90 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: Single Ally | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Description: Forest lifeforce ups wit of 1 friend |
+----------------------------------------------------------------------------+
| Analysis: Raises the Wit of one ally by two levels. As said with Cold, |
| changing the Wit levels of ally and enemy alike is much to your benefit: |
| the more Wit you have, the more turns you get. As such, casting this on |
| party members is very recommended. It's a great buff for Feena and Rapp. |
+----------------------------------------------------------------------------+
| Learned By: Sue, Feena, Rapp |
+----------------------------------------------------------------------------+
+-------+
| Halvah \
+---------+---+----------+------------------------------+--------------------+
| MP Cost: 05 | Level: 3 | Learned: Water 19, Earth 16 | Element: Forest |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: [7] | IP Knockback: 0000 | Cancel %: 00 | Casting Time: 120 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: Single Ally | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Description: Fully restores status of 1 friend |
+----------------------------------------------------------------------------+
| Analysis: Cures one ally of all status ailments. This does not include KO, |
| so keep that in mind. There aren't many convenient ways to cure Plague, |
| Paralysis, Magic Block, Confusion and Sleep, so Halvah is actually pretty |
| good because of that coverage. You don't need to haul around items with |
| Halvah under your belt. Tree of Life is too expensive to justify using it |
| just to cure some status ailments. If you're hit with the aforementioned |
| status ailments, but especially Plague (since it will inflict random |
| status ailments on you if you don't cure it in time), use Halvah. |
+----------------------------------------------------------------------------+
| Learned By: Justin, Sue, Feena, Rapp |
+----------------------------------------------------------------------------+
==============================================================================
Explosion Magic [EXPLO]
==============================================================================
+------+
| BOOM! \
+--------+----+----------+------------------------------+--------------------+
| MP Cost: 07 | Level: 1 | Learned: Earth 7, Fire 6 | Element: Explosion |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: 120 | IP Knockback: 3000 | Cancel %:35 | Casting Time: 60 |
+------------------+--------------------+---------------+--------------------+
| Radius: 30 | Range: Circle of Enemies | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+</pre><pre id="faqspan-3">
| Description: Range attack with explosions |
+----------------------------------------------------------------------------+
| Analysis: Deals minor Explosion-elemental damage to a circle of enemies. |
| Much like the Lightning spells, the Explosion spells also deal more damage |
| than their elemental counterparts and are just generally useful. BOOM! has |
| quite a large, deceptive range, so keep that in mind while using it. It is |
| quite powerful, is much cheaper than Zap!, and is more widely available. |
+----------------------------------------------------------------------------+
| Learned By: Justin, Sue, Gadwin, Liete |
+----------------------------------------------------------------------------+
+-----+
| WOW! \
+-------+-----+----------+------------------------------+--------------------+
| MP Cost: 03 | Level: 1 | Learned: Earth 5, Fire 5 | Element: Explosion |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: (+1) | IP Knockback: 0000 | Cancel %: 00 | Casting Time: 30 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: Single Ally | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Description: Ups attack power of 1 friend w/heat |
+----------------------------------------------------------------------------+
| Analysis: Raises the Attack level of one ally by one level. Not the best |
| spell. It's the worst of the Attack level buffs, beaten out by "Fight!" |
| Cheer, Power Up, Star Symphony and even regular stuff you can buy from the |
| stores. Power Mushrooms are available in Dight and they raise Attack by |
| three levels! If you have no other way to raise Attack levels, sure, use |
| this spell, but otherwise I'd skip. |
+----------------------------------------------------------------------------+
| Learned By: Feena, Gadwin, Rapp |
+----------------------------------------------------------------------------+
+--------------+
| Meteor Strike \
+-------------+--+-------+------------------------------+--------------------+
| MP Cost: 10 | Level: 2 | Learned: Earth 15, Fire 13 | Element: Explosion |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: 450 | IP Knockback: 5000 | Cancel %: 80 | Casting Time: 120 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: Single Enemy | EXP Rate: 30 |
+------------------+------------------------------------+--------------------+
| Description: Attack 1 enemy with meteorites |
+----------------------------------------------------------------------------+
| Analysis: Deals massive Explosion-elemental damage to one enemy. This is |
| the Explosion-elemental counterpart to GadZap, though slightly weaker. Its |
| power reigns supreme among level 2 magic spells and is worth casting on |
| any enemy that doesn't resist Fire & Earth. Liete has access to this and |
| GadZap, so Rapp benefits most from having this spell under his belt. |
+----------------------------------------------------------------------------+
| Learned By: Gadwin, Rapp, Liete |
+----------------------------------------------------------------------------+
+----------+
| BOOM-POW! \
+------------++----------+------------------------------+--------------------+
| MP Cost: 10 | Level: 2 | Learned: Earth 10, Fire 10 | Element: Explosion |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: 220 | IP Knockback: 3500 | Cancel %: 40 | Casting Time: 90 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: All Enemies | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Description: Attack all enemies with magma |
+----------------------------------------------------------------------------+
| Analysis: Deals moderate Explosion-elemental damage to all enemies. BOOM- |
| -POW! is much like Crackling in that it's strong, but not quite as strong |
| as Zap All. Beyond that, there isn't much to say. |
+----------------------------------------------------------------------------+
| Learned By: Justin, Sue, Gadwin, Rapp |
+----------------------------------------------------------------------------+
+---------+
| BA-BOOM! \
+-----------+-+----------+------------------------------+--------------------+
| MP Cost: 18 | Level: 3 | Learned: Earth 20, Fire 18 | Element: Explosion |
+-------------+----+-----+--------------+---------------+--------------------+
| Base Power: 400 | IP Knockback: 4000 | Cancel %: 50 | Casting Time: 120 |
+------------------+--------------------+---------------+--------------------+
| Radius: None | Range: All Enemies | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Description: Attack all enemies with explosions |
+----------------------------------------------------------------------------+
| Analysis: Deals massive Explosion-elemental damage to all enemies. Like |
| BOOM-POW! and Meteor Strike, this spell is a weaker version of its Light- |
| -ning elemental counterpart, which in this case is DragonZap. Still, |
| BA-BOOM does enjoy being available to anyone who can cast a spell, whereas |
| DragonZap can only be casted by the final party. So, if you want to grind |
| up Sue and Gadwin's magic levels, go nuts! |
+----------------------------------------------------------------------------+
| Learned By: Justin, Sue, Feena, Gadwin, Rapp, Liete |
+----------------------------------------------------------------------------+
==============================================================================
SKILL LIST
[SKILL]
==============================================================================
==============================================================================
Justin's Moves [JUSTI]
==============================================================================
+--------+
| V-Slash \
+----------+--+-----------------------------------------+--------------------+
| SP Cost: 14 | Learned: Sword 1 | Element: Physical |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 250 | IP Knockback: 3500 | Cancel %: 10 | Casting Time: 30 |
+------------------+--------------------+---------------+--------------------+
| Distance: (4) | Range: Single Enemy / [Walk] | EXP Rate: 20 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: Attack 1 enemy with a V-shaped slash |
+------------------+---------------------------------------------------------+
| Analysis: Deals moderate Physical damage to one enemy. To execute, Justin |
| must get within range of the enemy in order to use the attack. For a move |
| available right from the start, it's actually decently powerful; equal to |
| Sue's Puffy Fire and Rapp's Missile. It gets outclassed by Midair Cut (and |
| its elemental variations) later on. |
+----------------------------------------------------------------------------+
| Required Weapons: Any of Justin's weapons. |
+----------------------------------------------------------------------------+
+--------+
| W-Break \
+----------+--+-----------------------------------------+--------------------+
| SP Cost: 20 | Learned: Sword 6, Mace 4 | Element: Physical |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 260 | IP Knockback: 7500 | Cancel %: 75 | Casting Time: 60 |
+------------------+--------------------+---------------+--------------------+
| Distance: (4) | Range: Single Enemy / [Walk] | EXP Rate: 20 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: Attack 1 enemy with a critical V-slash |
+------------------+---------------------------------------------------------+
| Analysis: Deals slightly more Physical damage than V-Slash, but with more |
| IP Knockback and a higher chance of canceling enemy attacks. Definitely a |
| strange addition to Justin's movelist, as its main use isn't really made |
| clear to the player, aside from instance of "critical" in the description. |
+----------------------------------------------------------------------------+
| Required Weapons: Any of Justin's weapons. |
+----------------------------------------------------------------------------+
+----------+
| Shockwave \
+------------++-----------------------------------------+--------------------+
| SP Cost: 30 | Learned: Mace 7, Axe 5 | Element: Physical |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 200 | IP Knockback: 3000 | Cancel %: 10 | Casting Time: 90 |
+------------------+--------------------+---------------+--------------------+
| Distance: Any | Range: Circle of Enemies | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Radius: 30 | Description: Range attack with shock waves |
+------------------+---------------------------------------------------------+
| Analysis: Deals moderate Physical damage to a circle of enemies. Justin's |
| sole special move that specifically hits a range of enemies but doesn't |
| hit ALL enemies, Shockwave is good for dealing with enemy mobs that you've |
| gotten the initiative on, or for bosses that sport body parts that you can |
| target (of which there are many). Unfortunately, it is weaker than all of |
| his other special moves, save for the one that doesn't deal damage in the |
| first place, Immortal Aura. |
+----------------------------------------------------------------------------+
| Required Weapons: Any of Justin's weapons. |
+----------------------------------------------------------------------------+
+-----------+
| Midair Cut \
+-------------+-----------------------------------------+--------------------+
| SP Cost: 32 | Learned: Mace 10, Axe 12 | Element: Physical |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 350 | IP Knockback: 8000 | Cancel %: 100 | Casting Time: 60 |
+------------------+--------------------+---------------+--------------------+
| Distance: Any | Range: Single Enemy | EXP Rate: 30 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: Critical spinning attack on 1 enemy |
+------------------+---------------------------------------------------------+
| Analysis: Deals major Physical damage to one enemy. Now this is a special |
| move; it deals great damage, is relatively cheap, and can activate at any |
| range. It deals massive IP Knockback and has a 100% chance of canceling an |
| enemy's attack. It acts much like Tenseiken Slash from Grandia II or |
| Aerial Slash from Grandia III in that it's basically Justin's best move |
| to cancel any enemy attack should you so choose. At least, once you have |
| reached MAX on your move star level. |
+----------------------------------------------------------------------------+
| Required Weapons: Any of Justin's weapons. |
+----------------------------------------------------------------------------+
+----------+
| Lotus Cut \
+-----------+-+-----------------------------------------+--------------------+
| SP Cost: 32 | Learned: Sword 12, Fire 8 | Element: Fire |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 350 | IP Knockback: 8500 | Cancel %: 60 | Casting Time: 120 |
+------------------+--------------------+---------------+--------------------+
| Distance: (5) | Range: Single Enemy / [Walk] | EXP Rate: 40 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: Cut 1 enemy with a sword of fire |
+------------------+---------------------------------------------------------+
| Analysis: Deals major Fire-elemental damage to one enemy. The first |
| of three single-targeting elemental slash abilities Justin has access to, |
| and the weakest. Justin must get within range of the enemy to activate the |
| move, but curiously enough it can be used from a slightly longer range. It |
| obviously deals great damage to enemies depending on their resistance to |
| Fire. Resistances are explained in another section. Suffice to say, Lotus |
| Cut is a good move made even better if used appropriately. Note that |
| unlike Midair Cut, it does not boast a 100% cancel percentage rate. |
+----------------------------------------------------------------------------+
| Required Weapons: Any of Justin's weapons. |
+----------------------------------------------------------------------------+
+----------+
| Ice Slash \
+------------++-----------------------------------------+--------------------+
| SP Cost: 36 | Learned: Axe 16, Wind 10, Water 10 | Element: Blizzard |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 400 | IP Knockback: 8500 | Cancel %: 60 | Casting Time: 120 |
+------------------+--------------------+---------------+--------------------+
| Distance: (5) | Range: Single Enemy / [Walk] | EXP Rate: 50 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: Cuts 1 enemy with a sword of ice |
+------------------+---------------------------------------------------------+
| Analysis: Deals major Blizzard-elemental damage to one enemy. The second |
| elemental slash abilities, Ice Slash is slightly stronger than both Lotus |
| Cut and Midair Cut by about 50 (relative to their 350). Justin must get |
| within range to activate the skill, like Lotus Cut. Due to how elements |
| work, enemies that are weak to Wind, Water, or both, are susceptible to |
| Ice Slash. There isn't much to say about Ice Slash other than to use it in |
| the right situations. |
+----------------------------------------------------------------------------+
| Required Weapons: Any of Justin's weapons. |
+----------------------------------------------------------------------------+
+---------+
| Thor Cut \
+-----------+-+-----------------------------------------+--------------------+
| SP Cost: 40 | Learned: Sword 23, Fire 17, Wind 17 | Element: Lightning |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 450 | IP Knockback: 9000 | Cancel %: 80 | Casting Time: 120 |
+------------------+--------------------+---------------+--------------------+
| Distance: Any | Range: Single Enemy | EXP Rate: 50 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: Cuts 1 enemy with a lightning sword |
+------------------+---------------------------------------------------------+
| Analysis: Deals massive Lightning-elemental damage to one enemy. The last |
| of the elemental slash abilities, and in my opinion, the best. It can |
| activate from any range, deals incredible damage and IP knockback, and has |
| a great chance of canceling an attack. Obviously, if canceling an attack's |
| more pertinent at the time, or if the enemy you're fighting has Fire/Wind |
| resistances, use Midair Cut. But for all other instances, use Thor Cut. |
+----------------------------------------------------------------------------+
| Required Weapons: Any of Justin's weapons. |
+----------------------------------------------------------------------------+
+--------------+
| Immortal Aura \
+-------------+--+--------------------------------------+--------------------+
| SP Cost: 45 | Learned: Sword 20, Mace 25, Axe 22 | Element: Physical |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 15 | IP Knockback: 0000 | Cancel %: 00 | Casting Time: 30 |
+------------------+--------------------+---------------+--------------------+
| Distance: Any | Range: Self | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: Temporarily defends all attacks |
+------------------+---------------------------------------------------------+
| Analysis: Renders Justin invincible to all incoming damage temporarily. |
| This is Justin's version of the Blizzard spell, Protection, however he can |
| only use it on himself. If you're expecting a huge onslaught of attacks, |
| use this to keep Justin alive. This does not prevent IP stalling when hit, |
| so make sure to keep that in mind. |
+----------------------------------------------------------------------------+
| Required Weapons: Any of Justin's weapons. |
+----------------------------------------------------------------------------+
+-----------+
| Dragon Cut \
+-------------+-----------------------------------------+--------------------+
| SP Cost: 45 | Learned: Sword 16, Fire 7, Earth 6 | Element: Explosion |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 250 | IP Knockback: 5000 | Cancel %: 50 | Casting Time: 120 |
+------------------+--------------------+---------------+--------------------+
| Distance: Any | Range: All Enemies | EXP Rate: 20 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: Gadwin magic sword cuts all enemies |
+------------------+---------------------------------------------------------+
| Analysis: Deals moderate Explosion-elemental damage to all enemies. This |
| technique can only be learned after Justin's second duel with Gadwin. Not |
| terribly useful on bosses, but very good for dealing with tough enemy mobs |
| (Well, about as tough as Grandia gets, certainly!) and for grinding up |
| weapon, fire and earth magic levels. It has since become a legacy move in |
| the Grandia series, usually being featured as the most powerful move |
| available to the protagonist, despite the fact that the next move is even |
| more powerful. Speaking of which... |
+----------------------------------------------------------------------------+
| Required Weapons: Any of Justin's weapons. |
+----------------------------------------------------------------------------+
+-----------------+
| Heaven&Earth Cut \
+-------------+-----+-----------------------------------+--------------------+
| SP Cost: 90 | Learned: Sword 32, Mace 29, Axe 30 | Element: Physical |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 500 | IP Knockback: 9999 | Cancel %: 100 | Casting Time: 150 |
+------------------+--------------------+---------------+--------------------+
| Distance: Any | Range: All Enemies | EXP Rate: 20 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: Justin's best move - all enemies |
+------------------+---------------------------------------------------------+
| Analysis: Deals massive Physical damage to all enemies. Oh baby, now THIS |
| is one hell of a move. Imagine Milda Hit, but on ALL enemies AND with the |
| weapon and magic pool Justin has access to increasing its power even more. |
| Suffice to say, if you need to obliterate every last enemy in the room, |
| Heaven&Earth Cut is the way to go. Did I mention the 9999 IP Knockback and |
| 100% cancel rate? This all comes with a price, however: the high SP cost |
| (highest in the game!), but with an Energy Charm or a Tree God's Amulet, |
| SP costs are the least of your concerns. It's just too bad that this move |
| has never made a reappearance since this game. This move can be learned |
| after the second duel with Gadwin. |
+----------------------------------------------------------------------------+
| Required Weapons: Any of Justin's weapons. |
+----------------------------------------------------------------------------+
==============================================================================
Sue's Moves [SUE01]
==============================================================================
+-----------+
| Puffy Kick \
+-------------+-----------------------------------------+--------------------+
| SP Cost: 08 | Learned: Throw 1 | Element: Physical |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 200 | IP Knockback: 3500 | Cancel %: 10 | Casting Time: 30 |
+------------------+--------------------+---------------+--------------------+
| Distance: Any | Range: Single Enemy | EXP Rate: 20 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: Attack 1 enemy by throwing Puffy |
+------------------+---------------------------------------------------------+
| Analysis: Deals moderate Physical damage to one enemy. Sue doesn't have to |
| get in range for this attack to activate, which comes in handy considering |
| she's not all that quick on her feet. It's slightly weaker than V-Slash, |
| but it's cheaper, too. Until you get Puffy Fire, this will be your go-to |
| move for dealing with bosses. |
+----------------------------------------------------------------------------+
| Required Weapons: Any of Sue's weapons. |
+----------------------------------------------------------------------------+
+-----------------+
| "Rah-Rah!" Cheer \
+-------------+-----+-----------------------------------+--------------------+
| SP Cost: 18 | Learned: Mace 1, Throw 1 | Element: Physical |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 25 | IP Knockback: 0000 | Cancel %: 00 | Casting Time: 30 |
+------------------+--------------------+---------------+--------------------+
| Distance: Any | Range: All Allies | EXP Rate: 03 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: Restore some HP to party by cheering |
+------------------+---------------------------------------------------------+
| Analysis: Restores a minor amount of HP to all allies. This is the only |
| healing skill you'll have access to until you find your first Mana Egg, so |
| until then this skill is useful in a pinch. Once you have learned Alheal, |
| the only utility this move provides is that it's the ONLY instant-cast |
| healing in the game when at STAR MAX, which is nifty. |
+----------------------------------------------------------------------------+
| Required Weapons: Any of Sue's weapons. |
+----------------------------------------------------------------------------+
+--------------+
| Round Whacker \
+-------------+--+--------------------------------------+--------------------+
| SP Cost: 30 | Learned: Mace 7 | Element: Physical |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 200 | IP Knockback: 3000 | Cancel %: 10 | Casting Time: 75 |
+------------------+--------------------+---------------+--------------------+
| Distance: Any | Range: Circle of Enemies | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Radius: 30 | Description: Range attack with shock waves |
+------------------+---------------------------------------------------------+
| Analysis: Deals moderate Physical damage to a circle of enemies. This move |
| is identical to Justin's Shockwave in every way, except it's a little bit |
| quicker on the cast time. As with Shockwave, this is great for dealing |
| with mobs of enemies you've gotten the drop on. |
+----------------------------------------------------------------------------+
| Required Weapons: Maces only. |
+----------------------------------------------------------------------------+
+----------+
| Fire Away \
+------------++-----------------------------------------+--------------------+
| SP Cost: 28 | Learned: Throw 10 | Element: Physical |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 180 | IP Knockback: 2500 | Cancel %: 10 | Casting Time: 90 |
+------------------+--------------------+---------------+--------------------+
| Distance: Any | Range: All Enemies | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: Fire missile weapons at all enemies |
+------------------+---------------------------------------------------------+
| Analysis: Deals moderate Physical damage to all enemies. This is a GREAT |
| skill for mobs as it's cheap and only slightly weaker than Round Whacker, |
| except it hits all enemies. Sue's access to Throwing Weapons/Bows (which |
| grant +2 STR upon leveling up) means that you'll be dealing tons of damage |
| to all enemies on the cheap. For boss battles with multiple parts it's not |
| as good as Round Whacker, but for every other situation, use Fire Away. |
+----------------------------------------------------------------------------+
| Required Weapons: Bows or Throwing Weapons only. |
+----------------------------------------------------------------------------+
+-----+
| Yawn \
+-------+-----+-----------------------------------------+--------------------+
| SP Cost: 05 | Learned: Mace 10, Water 3 | Element: Water |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: [3] | IP Knockback: 0000 | Cancel %: 00 | Casting Time: 60 |
+------------------+--------------------+---------------+--------------------+
| Distance: Any | Range: Circle of Enemies | EXP Rate: 20 |
+------------------+------------------------------------+--------------------+
| Radius: 30 | Description: Puts a range of enemies to sleep |
+------------------+---------------------------------------------------------+
| Analysis: Inflicts Sleep to a group of enemies. This move is... okay... |
| except not only does Sue have access to the all-targeting Snooze spell, |
| it's equal in power to it, too, meaning Snooze is just the better option. |
| Maybe there's some hidden property to it that I'm not seeing. Otherwise, |
| I'd skip on this move. |
+----------------------------------------------------------------------------+
| Required Weapons: Any of Sue's weapons. |
+----------------------------------------------------------------------------+
+-----------+
| Puffy Fire \
+-------------+-----------------------------------------+--------------------+
| SP Cost: 36 | Learned: Throw 12, Fire 2 | Element: Fire |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 250 | IP Knockback: 3500 | Cancel %: 30 | Casting Time: 75 |
+------------------+--------------------+---------------+--------------------+
| Distance: Any | Range: Circle of Enemies | EXP Rate: 20 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: Range attack by breathing fire |
+------------------+---------------------------------------------------------+
| Analysis: Deals moderate Fire damage to a circle of enemies. Power-wise, |
| this is Sue's most powerful skill. It's a more powerful, Fire-elemental |
| Round Whacker, essentially. It's quite expensive, but it's worth the cost. |
| Definitely a good skill. |
+----------------------------------------------------------------------------+
| Required Weapons: Any of Sue's weapons. |
+----------------------------------------------------------------------------+
+---------------+
| "Fight!" Cheer \
+-------------+---+-------------------------------------+--------------------+
| SP Cost: 16 | Learned: Mace 8, Fire 3, Earth 2 | Element: Explosion |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: (+1) | IP Knockback: 0000 | Cancel %: 00 | Casting Time: 60 |
+------------------+--------------------+---------------+--------------------+
| Distance: Any | Range: All Allies | EXP Rate: 08 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: Up attack power of party by cheering |
+------------------+---------------------------------------------------------+
| Analysis: Increases the Attack levels of all allies by one level. This is |
| one of the best buffing moves in the game, but it's a shame it's only |
| available for Disc 1. This is great for boss battles, at least until you |
| have access to Power Mushrooms or Black Nail Polish. WOW!, this move's |
| magic, single-targeting equivalent, is vastly outclassed by... pretty much |
| every other Attack level-raising skill, magic, or item. The beat is also |
| catchy as hell, too. |
+----------------------------------------------------------------------------+
| Required Weapons: Any of Sue's weapons. |
+----------------------------------------------------------------------------+
==============================================================================
Feena's Moves [FEENA]
==============================================================================
+-----------+
| Knife Hurl \
+-----------+-+-----------------------------------------+--------------------+
| SP Cost: 10 | Learned: Knife 3 | Element: Physical |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 200 | IP Knockback: 3500 | Cancel %: 50 | Casting Time: 30 |
+------------------+--------------------+---------------+--------------------+
| Distance: Any | Range: Single Enemy | EXP Rate: 20 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: Hurl knives quickly at 1 enemy |
+------------------+---------------------------------------------------------+
| Analysis: Deals moderate Physical damage to one enemy. Feena doesn't need |
| to move into range to use this technique, which is nice. Otherwise, it's |
| just like Puffy Kick with a better canceling chance. It's certainly better |
| than Paralyze Whip as a starter move for Feena. |
+----------------------------------------------------------------------------+
| Required Weapons: Knives only. |
+----------------------------------------------------------------------------+
+------------+
| Random Hurl \
+-------------++----------------------------------------+--------------------+
| SP Cost: 28 | Learned: Knife 10 | Element: Physical |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 180 | IP Knockback: 2500 | Cancel %: 10 | Casting Time: 90 |
+------------------+--------------------+---------------+--------------------+
| Distance: Any | Range: All Enemies | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: Hurl knives around at all enemies |
+------------------+---------------------------------------------------------+
| Analysis: Deals moderate Physical damage to all enemies. This is basically |
| Feena's version of Fire Away, except without a comparable Strength stat to |
| boost it up. Still, it's good for mobs and unlike Fire Away, you have |
| access to it for the entire game... for the most part. |
+----------------------------------------------------------------------------+
| Required Weapons: Knives only. |
+----------------------------------------------------------------------------+
+--------------+
| Paralyze Whip \
+-------------+--+--------------------------------------+--------------------+
| SP Cost: 15 | Learned: Whip 4 | Element: Physical |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 150 | IP Knockback: 3000 | Cancel %: 15 | Casting Time: 60 |
+------------------+--------------------+---------------+--------------------+
| Distance: (8) | Range: Single Enemy / [Walk] | EXP Rate: 20 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: Paralyzing whip attack on 1 enemy |
+------------------+---------------------------------------------------------+
| Analysis: Deals moderate Physical damage to one enemy with a chance of |
| inflicting Paralysis. Yeah, that Base Power isn't the best. This move's |
| usefulness drops off super hard later in the game, but it can be useful if |
| you know which enemies are susceptible to Paralysis. There are better ways |
| to utilize Feena's turns, however. |
+----------------------------------------------------------------------------+
| Required Weapons: Whips only. |
+----------------------------------------------------------------------------+
+----------+
| Fire Whip \
+------------++-----------------------------------------+--------------------+
| SP Cost: 32 | Learned: Whip 14, Fire 12 | Element: Fire |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 200 | IP Knockback: 3000 | Cancel %: 30 | Casting Time: 75 |
+------------------+--------------------+---------------+--------------------+
| Distance: (8) | Range: Circle of Enemies / [Walk] | EXP Rate: 30 |
+------------------+------------------------------------+--------------------+
| Radius: 30 | Description: Flame whip range attack |
+------------------+---------------------------------------------------------+
| Analysis: Deals moderate Fire damage to a circle of enemies. Now this is |
| what I'm talking about! The range on this skill is the same as Puffy Fire, |
| but only slightly weaker. This move's best utility is that it has a great |
| Base EXP Rate, which makes leveling up Whip and Fire levels a breeze. She |
| will need those levels if she wants to use End of the World. Good for mobs |
| and if you need to grind up some weapon/magic levels. |
+----------------------------------------------------------------------------+
| Required Weapons: Whips only. |
+----------------------------------------------------------------------------+
+----------+
| Zap! Whip \
+------------++-----------------------------------------+--------------------+
| SP Cost: 38 | Learned: Whip 24, Fire 15, Wind 15 | Element: Lightning |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 450 | IP Knockback: 9000 | Cancel %: 100 | Casting Time: 120 |
+------------------+--------------------+---------------+--------------------+
| Distance: (8) | Range: Single Enemy / [Walk] | EXP Rate: 50 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: Lightning whip attack on 1 enemy |
+------------------+---------------------------------------------------------+
| Analysis: Deals massive Lightning-elemental damage to one enemy. Easily |
| Feena's best skill. It's power is comparable to Thor Cut but with a better |
| cancel rate. The only tradeoff is that Feena must get within range to |
| activate it, but for a move with 450 Base Power that's not too much to ask.|
| If Feena is not casting spells, she should be using Zap! Whip, no question.|
+----------------------------------------------------------------------------+
| Required Weapons: Whips only. |
+----------------------------------------------------------------------------+
==============================================================================
Gadwin's Moves [GADWI]
==============================================================================
+------------------+
| Flying Dragon Cut \
+-------------+------+----------------------------------+--------------------+
| SP Cost: 14 | Learned: Sword 4 | Element: Physical |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 160 | IP Knockback: 3500 | Cancel %: 30 | Casting Time: 30 |
+------------------+--------------------+---------------+--------------------+
| Distance: (6) | Range: Circle of Enemies / [Walk] | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Radius: 15 | Description: Cutting range attack high in the air |
+------------------+---------------------------------------------------------+
| Analysis: Deals moderate Physical damage to a small circle of enemies. |
| This move's range is the same as Burn!'s (gosh, that looks awful in text), |
| which is to say that it's quite small. It will hit all body parts on a |
| boss, so it has its use in hitting tight groups of enemies. For bosses, |
| I'd recommend the next two skills, anyway. |
+----------------------------------------------------------------------------+
| Required Weapons: Any of Gadwin's weapons. |
+----------------------------------------------------------------------------+
+-------------+
| Eruption Cut \
+-------------+-+---------------------------------------+--------------------+
| SP Cost: 24 | Learned: Sword 8, Fire 3, Earth 3 | Element: Explosion |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 200 | IP Knockback: 3000 | Cancel %: 100 | Casting Time: 60 |
+------------------+--------------------+---------------+--------------------+
| Distance: (6) | Range: Single Enemy / [Walk] | EXP Rate: 30 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: Killer attack on 1 enemy with power |
+------------------+---------------------------------------------------------+
| Analysis: Deals moderate Explosion-elemental damage to one enemy. Eruption |
| Cut boasts a 100% cancel rate, which can be useful in certain situations. |
| It's not all that powerful, but it's more cost and time-efficient than any |
| alternatives. |
+----------------------------------------------------------------------------+
| Required Weapons: Any of Gadwin's weapons. |
+----------------------------------------------------------------------------+
+-----------+
| Dragon Cut \
+-------------+-----------------------------------------+--------------------+
| SP Cost: 45 | Learned: Sword 16, Fire 7, Earth 6 | Element: Explosion |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 250 | IP Knockback: 5000 | Cancel %: 50 | Casting Time: 120 |
+------------------+--------------------+---------------+--------------------+
| Distance: Any | Range: All Enemies | EXP Rate: 20 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: Magic sword attack on all enemies |
+------------------+---------------------------------------------------------+
| Analysis: Deals moderate Explosion-elemental damage to all enemies. This |
| technique is available to Gadwin right from the get-go and trivializes all |
| mobs near a save point, not to mention Gadwin's jacked base stats making |
| this move even more powerful. If there's a save point nearby, let this |
| move rip and watch as the difficulty fades away. |
+----------------------------------------------------------------------------+
| Required Weapons: Any of Gadwin's weapons. |
+----------------------------------------------------------------------------+
==============================================================================
Rapp's Moves [RAPP1]
==============================================================================
+----------+
| Mist Hide \
+------------++-----------------------------------------+--------------------+
| SP Cost: 05 | Learned: Knife 5 | Element: Physical |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 100 | IP Knockback: 0000 | Cancel %: 00 | Casting Time: 15 |
+------------------+--------------------+---------------+--------------------+
| Distance: Any | Range: Self | EXP Rate: 05 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: Warps self in the blink of an eye |
+------------------+---------------------------------------------------------+
| Analysis: Rapp will warp instantly to a slightly-random point on the |
| battlefield. This move has an interesting concept: spend 5 SP to move out |
| of the way of an incoming attack. It fails in the execution, however, as |
| Rapp is more than likely to warp to the exact location he warped from in |
| the first place. Using this move is a gamble, and not one I'd be willing |
| to making considering you can actually choose where you move when you use |
| Evasion. |
+----------------------------------------------------------------------------+
| Required Weapons: Any of Rapp's weapons. |
+----------------------------------------------------------------------------+
+-------------+
| Doppelganger \
+-------------+-+---------------------------------------+--------------------+
| SP Cost: 27 | Learned: Knife 12, Sword 9 | Element: Physical |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 300 | IP Knockback: 5000 | Cancel %: 50 | Casting Time: 90 |
+------------------+--------------------+---------------+--------------------+
| Distance: (10) | Range: Single Enemy / [Walk] | EXP Rate: 30 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: Divide into many and attack 1 enemy |
+------------------+---------------------------------------------------------+
| Analysis: Deals major Physical damage to one enemy. This is Rapp's best |
| Knife/Sword-exclusive special move--it deals good damage and IP Knockback, |
| has a decent cancel rate, too. Rapp's better off sticking with Throwing |
| Weapons but if you have Rapp equipped with a knife or a sword, this move |
| is definitely the way to go. |
+----------------------------------------------------------------------------+
| Required Weapons: Swords or Knives only. |
+----------------------------------------------------------------------------+
+----------+
| Dethsword \
+------------++-----------------------------------------+--------------------+
| SP Cost: 25 | Learned: Knife 16, Sword 14 | Element: Physical |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 100 | IP Knockback: 9999 | Cancel %: 100 | Casting Time: 60 |
+------------------+--------------------+---------------+--------------------+
| Distance: Any | Range: Single Enemy | EXP Rate: 30 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: Sudden death to 1 enemy by sword |
+------------------+---------------------------------------------------------+
| Analysis: Deals Sudden Death to one enemy. Enemies that are not vulnerable |
| to Sudden Death only have normal damage dealt to them. Good for enemies |
| that are particularly tough or dangerous, though enemies of those sorts |
| only appear in the Tower of Temptation, I believe. An interesting move, |
| but nothing to write home about. |
+----------------------------------------------------------------------------+
| Required Weapons: Swords or Knives only. |
+----------------------------------------------------------------------------+
+--------+
| Missile \
+----------+--+-----------------------------------------+--------------------+
| SP Cost: 14 | Learned: Throw 7 | Element: Physical |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 250 | IP Knockback: 3500 | Cancel %: 05 | Casting Time: 30 |
+------------------+--------------------+---------------+--------------------+
| Distance: Any | Range: Single Enemy | EXP Rate: 20 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: Always hits target of 1 enemy |
+------------------+---------------------------------------------------------+
| Analysis: Deals moderate Physical damage to one enemy. Rapp's version of |
| Puffy Kick, but with a bit more Base Power behind it. This move is good |
| until you have access to Demon Ball, but until then Missile does have its |
| uses, especially for its cheap SP cost. |
+----------------------------------------------------------------------------+
| Required Weapons: Throwing Weapons only. |
+----------------------------------------------------------------------------+
+---------+
| Fireball \
+-----------+-+-----------------------------------------+--------------------+
| SP Cost: 36 | Learned: Throw 12, Fire 10 | Element: Physical |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 250 | IP Knockback: 3500 | Cancel %: 30 | Casting Time: 75 |
+------------------+--------------------+---------------+--------------------+
| Distance: Any | Range: Circle of Enemies | EXP Rate: 20 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: Range attack by throwing fireballs |
+------------------+---------------------------------------------------------+
| Analysis: Deals moderate Fire-elemental damage to a circle of enemies. It |
| is good at dealing with--what else--mobs you've gotten the drop on. Its |
| power is similar to that of Fire Whip and has a pretty decent EXP Rate, |
| so if you're looking to grind up Throw/Fire levels, this is your move. |
| Like all other elemental moves, with appropriate use this move can deal |
| great damage, so use it with discretion. |
+----------------------------------------------------------------------------+</pre><pre id="faqspan-4">
| Required Weapons: Throwing Weapons only. |
+----------------------------------------------------------------------------+
+----------+
| Sidethrow \
+------------++-----------------------------------------+--------------------+
| SP Cost: 40 | Learned: Throw 22 | Element: Physical |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 200 | IP Knockback: 5000 | Cancel %: 50 | Casting Time: ?? |
+------------------+--------------------+---------------+--------------------+
| Distance: Any | Range: All Enemies | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: Attacks all enemies by side throwing |
+------------------+---------------------------------------------------------+
| Analysis: Deals moderate Physical damage to all enemies. Basically, it's |
| Rapp's version of Fire Away except slightly stronger and 12 SP more |
| expensive. It has much better IP Knockback, so it can be used in difficult |
| boss battles to halt their actions for a while. |
+----------------------------------------------------------------------------+
| Required Weapons: Throwing Weapons only. |
+----------------------------------------------------------------------------+
+----------+
| Discutter \
+------------++-----------------------------------------+--------------------+
| SP Cost: 30 | Learned: Knife 10, Sword 7, Throw 15 | Element: Physical |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 180 | IP Knockback: 3500 | Cancel %: 25 | Casting Time: 90 |
+------------------+--------------------+---------------+--------------------+
| Distance: Any | Range: Line of Enemies | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Radius: ???? | Description: Attacks all enemies in its path |
+------------------+---------------------------------------------------------+
| Analysis: Deals moderate Physical damage to a line of enemies. This move |
| is the only one you have access to that hits a line of enemies, which is |
| interesting. Lotus Flower this is not, as it's Rapp's weakest move and it |
| doesn't have that wide of a range. Still, if you're in a situation where |
| there are a bunch of enemies in front of Rapp all in a line, use this |
| technique. Otherwise, stick with Sidethrow, or Fireball. |
+----------------------------------------------------------------------------+
| Required Weapons: Any of Rapp's weapons. |
+----------------------------------------------------------------------------+
+-----------+
| Demon Ball \
+-------------+-----------------------------------------+--------------------+
| SP Cost: 40 | Learned: Knife 20, Sword 18, Throw 23 | Element: Physical |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 400 | IP Knockback: 7500 | Cancel %: 100 | Casting Time: 60 |
+------------------+--------------------+---------------+--------------------+
| Distance: Any | Range: Single Enemy | EXP Rate: 50 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: Rapp's ball attack on 1 enemy |
+------------------+---------------------------------------------------------+
| Analysis: Deals major Physical damage to one enemy. Did someone call for |
| Rapp's (better) version of Midair Cut? This is his best single-targeting |
| move, so this is THE move to use for Rapp on lone bosses. It also doubles |
| as Rapp's best move for canceling enemies, much like Midair Cut, so it's |
| unfortunate that it's locked behind quite large level requirements. Still, |
| it's well worth the effort. Like Discutter, this doesn't require Rapp to |
| be equipped with any particular weapon, so that's definitely a plus. |
+----------------------------------------------------------------------------+
| Required Weapons: Any of Rapp's weapons. |
+----------------------------------------------------------------------------+
+---------------+
| Neo Demon Ball \
+-------------+---+-------------------------------------+--------------------+
| SP Cost: 85 | Learned: Knife 24, Sword 25, Throw 32 | Element: Physical |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 450 | IP Knockback: 9000 | Cancel %: 100 | Casting Time: 150 |
+------------------+--------------------+---------------+--------------------+
| Distance: Any | Range: All Enemies | EXP Rate: 20 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: Rapp's ball attack on all enemies |
+------------------+---------------------------------------------------------+
| Analysis: Deals massive Physical damage to all enemies. Oh yeah, it's (a |
| slightly weaker) Heaven&Earth Cut, but for Rapp! There isn't much to say |
| about this move that hasn't already been said for Heaven&Earth Cut; if you |
| need to obliterate every last enemy in battle, this is your move. Rapp's |
| decent weapon spread means that it won't trail too much behind Justin's |
| damage output thanks to Throwing Weapons conferring +2 STR upon leveling |
| up. A great skill for Rapp, especially with an Energy Charm or a Tree |
| God's Amulet. |
+----------------------------------------------------------------------------+
| Required Weapons: Any of Rapp's weapons. |
+----------------------------------------------------------------------------+
==============================================================================
Milda's Moves [MILDA]
==============================================================================
+-----------+
| Milda Kick \
+-------------+-----------------------------------------+--------------------+
| SP Cost: 16 | Learned: Axe 10 | Element: Physical |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 250 | IP Knockback: 4000 | Cancel %: 30 | Casting Time: 60 |
+------------------+--------------------+---------------+--------------------+
| Distance: Any | Range: Single Enemy | EXP Rate: 20 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: No-range drop kick attack on 1 enemy |
+------------------+---------------------------------------------------------+
| Analysis: Deals moderate Physical damage to one enemy. Milda has a fairly |
| good assortment of techniques, and starting off we have Milda Kick, which |
| is basically her version of V-Slash or Missile. It can activate at any |
| range, which is nice because Milda is about as agile as a tree. It's more |
| cost-effective than Milda Hit, so this is good for long boss battles. |
+----------------------------------------------------------------------------+
| Required Weapons: Any of Milda's weapons. |
+----------------------------------------------------------------------------+
+---------+
| Splitter \
+-----------+-+-----------------------------------------+--------------------+
| SP Cost: 40 | Learned: Sword 13, Mace 15 | Element: Physical |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 200 | IP Knockback: 5000 | Cancel %: 30 | Casting Time: 120 |
+------------------+--------------------+---------------+--------------------+
| Distance: Any | Range: All Enemies | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: Pounding quake attack on all enemies |
+------------------+---------------------------------------------------------+
| Analysis: Deals moderate Physical damage to all enemies. Its attributes |
| are similar to Sidethrow, making it great for mobs and bosses alike. Aside |
| from that, there's nothing special about the move, though sometimes good |
| moves are pretty simple, like Splitter. |
+----------------------------------------------------------------------------+
| Required Weapons: Any of Milda's weapons. |
+----------------------------------------------------------------------------+
+----------+
| Milda Hit \
+------------++-----------------------------------------+--------------------+
| SP Cost: 75 | Learned: Sword 20, Mace 21, Axe 24 | Element: Physical |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 500 | IP Knockback: 9000 | Cancel %: 100 | Casting Time: 150 |
+------------------+--------------------+---------------+--------------------+
| Distance: (5) | Range: Single Enemy / [Walk] | EXP Rate: 50 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: Ultimate Milda combo hit on 1 enemy |
+------------------+---------------------------------------------------------+
| Analysis: Deals massive Physical damage to one enemy. This is your first |
| little taste of REAL power, as its power is equal to that of Heaven&Earth |
| Cut (meaning it's pretty damn strong). Milda has access to it right from |
| the get-go and can obliterate any enemy (and most bosses) with it easily. |
| It's incredibly expensive, and doesn't have the all-targeting range of |
| other high SP-cost moves to justify it's use quite as much, but hey: with |
| an Energy Charm, anything's possible. |
+----------------------------------------------------------------------------+
| Required Weapons: Any of Milda's weapons. |
+----------------------------------------------------------------------------+
==============================================================================
Guido's Moves [GUIDO]
==============================================================================
+-----------+
| Mogay Shot \
+-------------+-----------------------------------------+--------------------+
| SP Cost: 14 | Learned: Throw 5 | Element: Physical |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 250 | IP Knockback: 2500 | Cancel %: 05 | Casting Time: 30 |
+------------------+--------------------+---------------+--------------------+
| Distance: Any | Range: Single Enemy | EXP Rate: 20 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: Always hits 1 enemy |
+------------------+---------------------------------------------------------+
| Analysis: Deals moderate Physical damage to one enemy. You know the drill, |
| this is Guido's version of V-Slash, Missile, Milda Kick, etc. There isn't |
| much to say about it besides that you'll need a bow if you want to use it, |
| which they don't automatically supply you with until the Ruin Guard drops |
| the Thunder Arrow. Otherwise, buy one in Zil Padon. |
+----------------------------------------------------------------------------+
| Required Weapons: Bows only. |
+----------------------------------------------------------------------------+
+-----------+
| Mogay Bomb \
+-------------+-----------------------------------------+--------------------+
| SP Cost: 38 | Learned: Throw 12 | Element: Physical |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 150 | IP Knockback: 9999 | Cancel %: 100 | Casting Time: 90 |
+------------------+--------------------+---------------+--------------------+
| Distance: Any | Range: Circle of Enemies | EXP Rate: 10 |
+------------------+------------------------------------+--------------------+
| Radius: 35 | Description: Slows enemy IP to a minimum. Range |
+------------------+---------------------------------------------------------+
| Analysis: Deals minor Physical damage to a circle of enemies. While weak, |
| this move's primary use in how much IP Damage it does, which is to say, a |
| lot. There are only two other moves boasting 9999 IP Knockback, one of |
| which is Heaven&Earth Cut, the other being the spell, End of the World. |
| This is actually pretty decent for boss battles, as instead of killing the |
| enemy faster (which Guido was never going to do, anyway), this halts their |
| IP enough so that they can't get turns in the first place. |
+----------------------------------------------------------------------------+
| Required Weapons: Any of Guido's weapons. |
+----------------------------------------------------------------------------+
+-----------+
| Mogay Hypo \
+-------------+-----------------------------------------+--------------------+
| SP Cost: 45 | Learned: Knife 15, Sword 6 | Element: Physical |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 45 | IP Knockback: 0000 | Cancel %: 00 | Casting Time: 45 |
+------------------+--------------------+---------------+--------------------+
| Distance: (3) | Range: Single Ally (not Self) | EXP Rate: 15 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: Restores SP of 1 friend with a shot |
+------------------+---------------------------------------------------------+
| Analysis: Restores 45 SP to another ally. Guido cannot target himself with |
| the move, not that spending 45 SP to restore 45 SP would do much. It does |
| have its uses: Guido, not prone to doing much damage, is instead useful in |
| the utility he provides to the party, which his skills complement. If Rapp |
| or Justin run low on SP, use this to keep up their damage output. |
+----------------------------------------------------------------------------+
| Required Weapons: Any of Guido's weapons. |
+----------------------------------------------------------------------------+
+---------+
| Power Up \
+-----------+-+-----------------------------------------+--------------------+
| SP Cost: 20 | Learned: Knife 19, Sword 10 | Element: Physical |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: [+1] | IP Knockback: 0000 | Cancel %: 00 | Casting Time: 60 |
+------------------+--------------------+---------------+--------------------+
| Distance: (3) | Range: Single Ally | EXP Rate: 15 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: Ups all ability of 1 friend by shot |
+------------------+---------------------------------------------------------+
| Analysis: Raises the Attack/Defense/Wit/Move/MaxHP levels of one ally. One |
| of the best buffing skills in the game, only outclassed by Star Symphony. |
| This is one of the very few ways to raise max HP, so that is something to |
| keep in mind. It's useful for a few boss battles, to be sure. It's cheap, |
| too, so don't be afraid to splurge on it. |
+----------------------------------------------------------------------------+
| Required Weapons: Any of Guido's weapons. |
+----------------------------------------------------------------------------+
+-----------------+
| Mogay Pickpocket \
+-------------+-----+-----------------------------------+--------------------+
| SP Cost: 10 | Learned: Knife 13, Sword 8, Throw 15 | Element: Physical |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 50 | IP Knockback: 0000 | Cancel %: 00 | Casting Time: 30 |
+------------------+--------------------+---------------+--------------------+
| Distance: Any | Range: Single Enemy | EXP Rate: 20 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: 10 tries to steal items from 1 enemy |
+------------------+---------------------------------------------------------+
| Analysis: Steals an item from one enemy. Unlike a lot of other games, the |
| items you steal in Grandia are the same as the items that enemies drop, |
| which is very useful if you want to hunt for stat seeds, if you know which |
| enemies hold them. The success rate of Guido stealing an item is the same |
| as the drop rate of the item, but basically Guido will attempt to steal an |
| item ten times per use of this move. And the kicker? Enemies will still |
| drop items even if you steal from them. The only unfortunate part about |
| this skill is that it's only available to Guido, who is not the best party |
| member to begin with, and is only around for three storyline dungeons, and |
| if you so choose, the extra dungeons. |
+----------------------------------------------------------------------------+
| Required Weapons: Any of Guido's weapons. |
+----------------------------------------------------------------------------+
==============================================================================
Liete's Moves [LIETE]
==============================================================================
+---------+
| Redshock \
+-----------+-+-----------------------------------------+--------------------+
| SP Cost: 28 | Learned: Mace 10 | Element: Physical |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 400 | IP Knockback: 7000 | Cancel %: 100 | Casting Time: 60 |
+------------------+--------------------+---------------+--------------------+
| Distance: Any | Range: Single Enemy | EXP Rate: 30 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: Splendid critical attack on 1 enemy |
+------------------+---------------------------------------------------------+
| Analysis: Deals massive Physical damage to one enemy. Liete shakes things |
| up by forgoing a Missile/V-Slash/Milda Kick-like move by opting for some- |
| -thing more along the lines of Midair Cut but with better Base Power. She |
| doesn't quite have the Strength to back up Redshock that Justin does for |
| Midair Cut, but it's still a splendid attack, regardless. |
+----------------------------------------------------------------------------+
| Required Weapons: Any of Liete's weapons. |
+----------------------------------------------------------------------------+
+------------------+
| Enchantment Dance \
+-------------+------+----------------------------------+--------------------+
| SP Cost: 34 | Learned: Mace 18 | Element: Physical |
+-------------+----+--------------------+---------------+--------------------+
| Base Power: 4 | IP Knockback: 0000 | Cancel %: 00 | Casting Time: 90 |
+------------------+--------------------+---------------+--------------------+
| Distance: Any | Range: All Enemies | EXP Rate: 20 |
+------------------+------------------------------------+--------------------+
| Radius: None | Description: Steals MP from 1 enemy for yourself |
+------------------+---------------------------------------------------------+
| Analysis: Absorbs about 4 MP for all magic levels from the enemy. This is |
| unique, but ultimately pointless. If you have 34 SP to spend, use it on |
| Redshock; you're not going to deal comparable damage with 4 SP for any |
| magic level, unless you're on the cusp of casting GadZap or something. In |
| those situations, sure, use Enchantment Dance. Otherwise, just stick with |
| Redshock. |
+----------------------------------------------------------------------------+
| Required Weapons: Any of Liete's weapons. |
+----------------------------------------------------------------------------+
==============================================================================
DEBUG MENU SHENANIGANS
[DEBUG]
==============================================================================
Using cheat codes, you can access a debug menu that lists pretty much every
spell, item, weapon, armor and accessory in the game along with hidden stats
for each spell and item. The following is a simple guide to reading those
stats. Accessing the debug menu is how I got all the Base Power values of each
spell and move, along with a large number of other values not represented
directly within the game.
USE-MP/SP : Value represents SP/MP cost of spells/moves.
ATTACK-IP : IP Knockback. IP Knockback values are huge.
USE_STATUS : Likely determines targeting.
FOR MOVES:
48H = Mist Hide
58H = Self
59H = One Enemy
5AH = One Enemy + Area
5BH = All Enemies
6BH = All Allies
6DH = One Other Ally (Cannot Target Caster)
73H = All Allies and Enemies (Vanish)
FOR MAGIC:
51H = One Enemy
52H = Range of Enemies
53H = All Enemies
E1H = One Ally
E3H = All Allies,
61H = One Ally (buff?)
62H = One Ally + Area
63H = All Allies (buff?)
60H = All but Self, likely Time Gate exclusive.
LEVEL : Determines magic level, values ranging from 0-3.
0 = Moves
1-3 = Magic
EXP : Experience gained per "hit."
ELM_MONST : Element.
0 = Physical
16 = Fire
32 = Water
64 = Wind
80 = Lightning
96 = Blizzard
128 = Earth
144 = Explosion
160 = Forest
WALK : Determines whether user needs to get into range or not.
EFF-TYPE : Effect qualifier.
0 = Healing
1 =
2 =
3 = Damage
4 = Sudden Death
5 = Ailments
6 = Cure Ailments
7 = Parameters
8 = Absorb MP
9 = Unique (Time Gate, Enclose, etc.)
ACT-ANIME : Determines animation played upon use.
ICON-NO : No apparent use. Value for all non-junk data is 0.
JPN-1 : Represents what characters learn skill.
From left-right:
Liete, Guido, Milda, Rapp, Gadwin, Sue, Feena, Justin.
0 = Unable to Learn
1 = Able to Learn.
JPN-2 : While google translating, the term "NOT USED" came up...
so it's probably unused.
MAGIC-TIME : Determines the amount of time needed to charge the skill. The
time needed to execute moves and magic lowers when you get more
stars next the move/magic.
POWER : Base power of technique.
ext-com : ??? -> Unknown right now. The value changes from skill to skill,
so it has to mean SOMETHING. What values correspond to what
skill will be answered at the end of this section.
AREA : Determines spell/special move range upon execution.
USE WEAPON : Determines needed weapon to use the move.
From left to right:
Throwing/Bows, Whips, Axes, Maces, Swords, Knives.
CRITICAL : The percentage value of dealing critical damage to an enemy
and therefore canceling their attack during their charge and
acting time.
EFF-KIND : Effect qualifier. Must be used in conjunction with EFF-TYPE.
WITH 0 (Healing Qualifier)
0 = Normal Healing (Heal, Alheal, etc)
1 = Resurrect (Revival flag?)
2 = Tree of Life (It does like a million things)
3 = Mogay Hypo (SP Restoration in general)
4 = Restore Level 1 MP
5 = Restore Level 2 MP
6 = Restore Level 3 MP
7 = Bond of Trust (Raise IP)
8 = Restore All Levels of MP
WITH 1 (Unused?)
0 =
1 =
2 =
3 =
4 =
5 =
6 =
7 =
8 =
WITH 2 (Unused?)
0 =
1 =
2 =
3 =
4 =
5 =
6 =
7 =
8 =
WITH 3 (Damage Qualifier)
0 = Normal Damage for Moves
1 = Normal Damage for Magic
2 = Normal Damage for Moves with Elements + Splitter?
3 =
4 = Para Whip (+Paralysis?)
5 =
6 =
7 =
8 =
WITH 4 (Sudden Death Qualifier)
0 = Dethsword (normal Sudden Death qualifier?)
1 =
2 =
3 =
4 =
5 =
6 =
7 =
8 =
WITH 5 (Inflict Ailments Qualifier)
0 =
1 = Confusion (Craze)
2 = Sleep (Snooze, Yawn)
3 = Paralysis
4 = Poison (Poizn)
5 = Plague
6 = Move Block (Fiora)
7 = Magic Block (Shhh!)
8 =
WITH 6 (Cure Ailments Qualifier)
0 =
1 = Cure Confusion (Cure Confusion)
2 = Cure Sleep
3 = Cure Paralysis
4 = Cure Poison (Cure)
5 = Cure Plague
6 = Refresh (Cure Move Block)
7 = Unblock Magic (Cure Magic Block)
8 = Cure All (Halvah)
WITH 7 (Parameter Qualifier)
0 = Attack (Stram, "Fight!" Cheer, WOW!)
1 = Defense (Diggin', Def-Loss)
2 = Wit (Cold, Speedy)
3 = Move (Freeze!, Runner, Gravity)
4 = Max HP (Spirit Stone)
5 = All Parameters (Star Symphony, Power Up)
6 = Reset All Parameters (Vanish)
7 =
8 =
WITH 8 (MP Absorb Qualifier)
0 =
1 = Enchantment Dance
2 =
3 =
4 =
5 =
6 =
7 =
8 =
WITH 9 (Unique Qualifier)
0 = Time Gate (Stop Time for everyone but the caster)
1 =
2 = Mogay Pickpocket (Steal)
3 =
4 =
5 =
6 = Immortal Aura, Protection (Invincibility)
7 = Mist Hide (Warp in Battle)
8 = Enclose (Bind enemy for a while)
OUT_TYPE : Likely unused. All non-junk data shows a value of 0.
JPN-3 : Transliterated as "Shatei." Means "firing range." Only applies
to skills that have a "walk" qualifier.
All magic values are zero, as are all skills that activate upon
reaching the act point on the IP gauge.
SKILL1 : Weapon/magic level required. Values are: element/level needed.
SKILL2 : 1=Knives, 2=Swords, 3=Maces, 4=Axes, 5=Whips, 6=Bows/Throwing,
8=Fire, 9=Water, 10=Wind, 11=Earth
SKILL3 : Doesn't do anything, I believe.
==============================================================================
The Mysterious "ext-com" [EXTCO]
==============================================================================
Yeah, I'm not sure what ext-com does. Here are the values, anyway. Perhaps you
can solve the riddle!
MAGIC
50H - Def-Loss, Heal, Snooze, Runner, Cure, Stram, WOW!,
Magic Art, Time Gate, Diggin'
51H - Burn!, Howl, Poizn, Crackle, Zap!
52H - BOOM!
58H - Freeze!
60H - Alheal, Healer, Alhealer, Shhh!, Craze, Refresh, Cold, Star Symphony,
Tree of Life
61H - Tremor
62H - Burnflame, Burnstrike, Howlslash
63H - BOOM-POW!, Crackling, Zap All
64H - Meteor Strike
68H - Gravity
70H - Alhealer+, Resurrect, Speedy, Halvah, Enclose, Protection
73H - Burnflare, Fireburner, Howlnado
74H - Quake, DragonZap
75H - BA-BOOM!, GadZap
77H - End of the World
78H - Fiora
MOVES
40H - Home Run Attack (Unused), Rage (Unused), Milda Hit 2 (Unused),
Mogay Hypo, Power Up, Mogay Pickpocket
41H - Knife Hurl, Dethsword
42H - W-Break, Random Hurl, Paralyze Whip, Missile, Mogay Shot, Redshock,
Enchantment Dance
43H - Shockwave, Fire Whip, Fire Away, Round Whacker, Puffy Fire, Yawn,
Puffy Kick, Flying Dragon Cut, Doppelganger, Fireball, Sidethrow,
Discutter
44H - Midair Cut, Lotus Cut, Dragon Cut (Justin), Dragon Cut (Gadwin),
Mogay Bomb,
45H - Thor Cut, Zap! Whip, Eruption Cut, Demon Ball
46H - Splitter, Milda Kick, Milda Hit
47H - Heaven&Earth Cut, Neo Demon Ball
80H - Immortal Aura, "Rah-Rah!" Cheer, "Fight!" Cheer, Mist Hide
81H - V-Slash
84H - Ice Slash
==============================================================================
FREQUENTLY ASKED QUESTIONS
[FAQ01]
==============================================================================
*** IF YOU HAVE ANY QUESTIONS, FEEL FREE TO SEND ME A PM ON GAMEFAQS! ***
Q: Some skills have question marks in place of their level requirements. Why?
A: These skills are locked until certain story events have been completed.
-> Justin's skills are unlocked upon defeating Gadwin.
-> Feena's magic is unlocked after completing the dungeon, Grandeur.
Q: Where can I grind up my Water magic levels? I've progressed too far into
the game and cannot go back to [insert area]!
A: It's never too late to grind Water magic. Here's a somewhat comprehensive
list of all the locations you can take damage on the field:
Dom Ruins (Angry face blocks)
End of the World (Wall lasers!)
Valley of the Flying Dragon (Man-eating plants)
Mt. Typhoon (Poison water)
Volcano (Steam vents)
Tower of Doom (Lasers)
Castle of Dreams (Wall spikes in basement)
Abandoned Laine Village (Tentacles... ew!)
Icarian City (Collapsing energy ceiling)
Q: What's the best way to level up weapon/magic levels?
A: I will go over everybody:
Justin
Weapons : Using Dragon Cut on large hordes.
Fire : Using Dragon Cut on large hordes.
Wind : Using Howl on large hordes.
Water : On-field grinding. I recommend Tower of Doom.
Earth : Using Dragon Cut on large hordes.
Sue
Maces : Round Whacker/Puffy Fire.
Bows : Fire Away/Puffy Fire.
Fire : Puffy Fire
Wind : Using Howl on large hordes.
Water : On-field grinding. I recommend Mt. Typhoon.
Earth : Using Def-Loss on large hordes.
Feena
Whips : Fire Whip.
Knives : Random Hurl.
Fire : Fire Whip/Burnflame/Burnflare
Wind : Howl on large hordes/Runner on entire party.
Water : On-field grinding. I recommend Tower of Doom.
Earth : Tremor on large hordes.
Gadwin
Weapons : Dragon Cut!
Fire : Dragon Cut!
Earth : Def-Loss! Or Dragon Cut :P
Rapp
Sword/Knife : Doppelganger/normal combos
Throw : Sidethrow/Fireball
Fire : Fireball/Burnflame
Wind : Howl on large groups/Runner on entire party
Water : On-field grinding. I recommend Tower of Doom.
Earth : Def-Loss on large hordes.
Milda
Weapons : Splitter.
Guido
Weapons : Mogay Pickpocket / Mogay Bomb
Liete
Weapons : Redshock/normal combos
Fire : Burnflame
Wind : Howl on large hordes.
Water : On-field grinding. I recommend Castle of Dreams or
Icarian City.
Earth : Diggin' or Quake.
Q: You mention that you can steal stat seeds from certain enemies. Do you know
what those enemies are?
A: Sure thing. Here's a list (remember, they can DROP the seeds, too):
Seed of Magic -> Brain Bat, Layelah, Toad Demon
Seed of Moves -> Ghost
Seed of Defense -> Dragon Knight, Jackal
Fruit of Power -> Dragon Knight, Jackal
Fruit of Speed -> Naga Queen
Yes, these guys are all the really tough enemies found within the Tower of
Temptation. If you want to farm seeds and fruits, save often. Brain Bats
and Layelahs have the ability to totally annihilate your entire party. If
you see them charging BA-BOOM! or Zap All, run the hell away. Or, better
yet, make sure they never ambush you.
I've also seen some people say that Dragon Knights and Jackals might drop
a Seed of Power. I have never confirmed this myself, but just thought it
might be worth bringing up.
Q: Does equipping the Telescope extend the distance of special moves?
A: Unfortunately, no. All special moves that require being within striking
distance of the enemy have their own set distances that cannot be altered.
Q: Nobody ever asked you these questions, did they? You made them all up!
A: Yeah, nobody ever asked me the above questions. They're still frequently
asked, though! :(
==============================================================================
CREDITS / COPYRIGHT / CONCLUSION
[FINAL]
==============================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Legal Stuff
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Special Thanks
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I would like to extend thanks to the following:
GameFAQs : For hosting my guides over the years. I just passed by 9-year
anniversary on the site! What am I even doing with my life?
GameArts : The creators of my all-time favourite game and one of my
favourite game series, Grandia.
DomZ Ninja : For creating the ASCII art found at the top of the guide. You
should check out his other amazing work at:
http://freewebs.com/domz_ninja/ASCII.txt
You : For reading this guide AND the special thanks section!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Conclusion
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
That about wraps it up for this guide. Hopefully you found the information
presented here helpful, and my opinions bearable. Until next time!
______________________________________________________________________________
Copyright (c) 2016 Bradley Brooks