Magias

 

Magics in this game are divided into 6 different levels, as you progress

with your class, the more levels become available to you for another

class. However even if you are a White Wizard who is on level 1, you can

use level 6 magic without gaining any levels for that class, and that goes

the same for all other magic classes as well. There are 5 different types

of magic in this game, Black, White, Jikuu, Blue, and Summon. They are

classified into their respective categories for obvious reasons. Black

magic is often used to attack, White magic is often used to heal and

protect the party, Jikuu Magic is like Status effect magic which can make

the party member faster, slower, stop all completely, deplete HP by half

or three quarters and so on, this also works against enemies as well but

not all enemies as you can expect. Blue Magic is magic and attacks learned

from monsters that put those attacks on you, allowing you to use them for

future battles. Blue magic however is a mix between Black, White, and

Jikuu but also a few other spells that are very powerful(ala Mighty Guard)

and some others that are not seen in the three main magic groups. Then

finally you have the Summon magic, which in my opinion is the best of

all five magic groups because they cannot be weakened by barriers and also

you cannot protect against them with a WALL. The Golem is especially me

favorite at times(not to say Leviathan and Bahamut aren't cool) because

this is the only summon in any Final Fantasy game that protects against

physical attacks. Well that's basically what magic is, but enough talk and

onto the magic lists including the Song List!

NOTE: For both Black and White magic you can spread them, just move the

cursor to the enemy on the last row and hit back again and the

cursor will flash to all opponents. You can also do this with your

party members as well by moving forward the cursor on your party.

However since the magic is spread, it has no direct effect and the

magic is weakened, but if you add up the entire effectiveness of

the magic you spread it actually accumulates more than using it on

a single target!

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White Magic Listing

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Level 1

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Cure MP: 4

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Cures about 140-250 of loss HP. This magic works well against undead

monsters, but its not quite as effective as Fire on undead monsters.

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Libra/Scan MP: 5

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This is basically Peep, use this to check out the opponent's stats, mainly

the MP/HP. However there will be times when you cannot scan the opponent's

HP, but seldom.

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Pure/Antdot MP: 2

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This works just like an antidote, but if you so happen to run out of

antidotes in your inventory then you should use this to cure any Poison

status effect.

 

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Level 2

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Quiet/Mute MP: 2

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This is a very useful magic, especially against heavy magic users. While

this may not work on everyone, this will Mute that target in which you

have selected. This causes your opponent or ally the ability to not use

magic.

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Safe/Protes MP: 3

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This is a very useful magic, even though it might not seem so since the MP

for casting it is so low, but this will but all physical attacks down in

half, after a couple of physical attacks the barrier will go away. However

this does not protect against magic attacks though.

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Mini MP: 5

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This will either change an opponent or a party member into a smaller

version of themselves causing their stats to cataclysmically drop including

severe loss of attack power, defense, lack of magic use, as well as losing

some other abilities like Cover. This does not however drop the magic

defense of the character, but any armor that was previously protecting

the party member from certain magics and attacks(E.G. RIBBON) will become

obsolete. You can also use this as a cure against the Mini condition just

by casting it on the effected party member.

 

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Level 3

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Cure2 MP: 9

-------------

This is a stronger version of Cure, it will heal about 400-800 of loss HP

and does greater damage on undead monsters than the regularly cure does.

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Raise MP: 29

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Think of this as Life1, this will heal your party back from the wounded

(but I prefer to call it "swoon" from FFIV) status but to only a small

portion of your total MAX HP, mainly just 8% of it. So heal your party

member after using it.

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Charm/Muddle MP: 4

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This has the same effect as confusion basically, but the small change is

that your party member will always attack his or her own party members

instead of just hitting anybody randomly. Hit the party member with a

physical attack to knock some sense back into them.

 

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Level 4

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Blink MP: 6

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This is just like the Image ability of the Ninja. This allows any party

member to dodge a physical attack for a certain number of times before it

wears off.

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Shell MP: 5

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This magic allows for greater defense against magic attacks, it will cut

the damage of basically any magic attack down by 50% or more. However

there are some magic attacks that you cannot guard against, mainly DISPL.

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Esna MP: 10

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This is one of the must have spells in the game. This will cure any

negative status effect a party member may have all except for the Zombie

status.

 

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Level 5

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Cure3 MP: 27

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This is the strongest form of Cure, it will heal anywhere from 1100-3000

of loss HP. This will deal a lot of damage against the undead, but should

mainly be used to heal the party.

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Wall/Rflect MP: 15

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This is another form of a barrier to protect your party against magic

attacks, however instead of supressing the attack it reflects back any

magic attack back at the opponent causing no damage to the character with

the Wall. Its gone after a certain amount of uses however.

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Berserk/Bersrk MP: 8

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This will berserk any opponent or party member, causing them unable to

control themselves. This has some advantages though, it causes the attack

power and defense power to rise and the character will always be ready

to attack making the Time guage obsolete or idle.

 

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Level 6

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Arise MP: 50

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Like Raise, but this will completely heal the party member back to full

HP instead of partial HP. Another must have spell.

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Holy MP: 20

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I can't believe a magic attack this powerful costs so little! Its the

ultimate White Magic as it unleashes Holy power from above and casts a

giant cascade of White light blasting the opponent resulting in heavy

damage. Too cool!

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Displ MP: 12

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This magic attack is one of those must have magics. This will dicipate

abrogate any barrier caused by any magic. So Shell, Safe, and Wall will

not protect against this. However this will not rescind a Golem summon

though.

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Black Magic Listing

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Level 1

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Fire MP: 4

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Weak fire attack. Effective against undead monsters or ice based monsters

or any monster with a weakness towards fire. This will heal any party

member equipped with an Fire based armor or shield or anyone equipped with

a Flame accessory.

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Ice MP: 4

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Weak ice attack. Effective against fire monsters or fire based monsters

or any monster with a weakness towards ice. This will heal any party

member equipped with an Ice based armor or shield.

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Bolt MP: 4

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Weak lightning attack. Effective against water monsters or water based

monsters or any monster witha weakness towards lightning. This will heal

any party member equipped with a lightning based armor or shield.

 

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Level 2

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Poisn MP: 2

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This magic will cause a poison like effect towards the opposition or party

member. Once the poison is casted upon the party member or opposition

every once in a while the target's HP drops down bit by bit after every

few rounds.

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Sleep MP: 3

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This magic will cause any party member or opposition(except for those

immune against it or wearing a RIBBON) to become unremunerative during

battle. Use magic to wake your party member up!

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Toad MP: 8

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This magic will cause any party member or opposition to be turned into

a frog. However if the opposition is turned into a frog then the opposition

will automatically be in swoon status and unable to come back to battle

unless brought back by another opposition. This can also be used to cure

the effects of Toad simply by casting it on the party member affected.

Syptoms of Toad include Quiet, vast decrease of defense, significant

decrease in attack power, and any armor that was worn that previously

protected against any status effect or certain magic will become

obsolete.

 

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Level 3

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Fire2 MP: 10

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Medium based fire attack. This works well against ice monsters, undead

monsters, or anybody with a weakness towards fire. This will heal anybody

that is strong against fire or anybody wearing a fire based armor or

shield or anybody wearing the Flame accessory.

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Ice 2 MP: 10

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Medium based ice attack. This works well against fire monsters, or anybody

with a weakness towards ice. This will heal anybody that is strong against

ice or anybody wearing a ice based armor or shield.

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Bolt2 MP: 10

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Medium based lightning attack. This works well against water monsters,

sea creatures, or anybody with a weakness towards lightning. This will heal

anybody that is strong against lightning or anybody wearing a lightning

based armor or shield.

 

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Level 4

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Drain MP: 13

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This magic will drain your opponent's HP, depending on how much HP you

have will determine how much you will take from your opponent. If you are

in despret need of HP you will absorb more. Don't use this on undead

monsters or Lamia type monsters otherwise you will lose a significant

amount of HP.

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Break MP: 16

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This magic will petrify your opponent causing instant death towards

the opposition. However if used on a party member they will become stone

until you decide to use a Soft, ESNA, or after you have won the battle.

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Bio MP: 16

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Very powerful Poison attack. Once casted a significant amount of life is

immediately loss followed by a rapid and constant drain of HP afterwards.

 

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Level 5

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Fire3 MP: 25

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The strongest fire attack. This will cause massive damage to ice based

monsters, undead monsters, or anybody with a weakness towards fire. This

will heal anybody strong against Fire attacks or anybody wearing a fire

based shield or armor or the Flame accessory.

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Ice 3 MP: 25

-------------

The strongest ice attack. This will cause massive damage to fire based

monsters, or anybody with a weakness towards ice. This will heal anybody

strong against Fire attacks or anybody wearing a fire based shield or

armor.

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Bolt3 MP: 25

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The strongest lightning attack. This will cause massive damage to water

based monsters, sea creatures, or anybody with a weakness towards

lightning. This will heal anybody strong against Fire attacks or anybody

wearing a lightning based shield or armor.

 

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Level 6

=======

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Flare MP: 39

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The special effects for this magic is too sweet! Although the name

might sound like its a fire based attack, however its not. In Final

Fantasy IV this was actually Nuke, but the name has been given a more

cooler approach and you can say that its a nuclear attack. This will

cause immense damage to anybody, but like Holy this can be reflected

so try to be careful when using it!

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Death/Doom MP: 29

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This magic will cause instant death towards the opposition or to a

party member. This can be reflected and does not work towards anybody

immune to it like most bosses and undead mosnters.

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Aspil/Asper MP: 1

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This magic will drain the magic points from the opposition. Depending

on how much MP you have will determine the amount you absorb. If you

are in despret need of MP then you will absorb more MP.

 

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Jikuu/Time Magic Listing

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Level 1

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Speed MP: 1

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This magic will slow down the battle speed, allowing the party more time

to devise up attacks and strategies against the opposition.

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Slow MP: 3

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This magic will cause the opposition or party member to slow down,

causing their Time guage to slow down and have more Wait time between

each turn of commands. Cure it with Fast.

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Regen MP: 3

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This is another one of those must have spells. Once casted the party

member's HP will gradually replenish after a few rounds or so.

 

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Level 2

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Fast/Haste MP: 5

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This magic will shorten the gap of the Time guage and the wait time is

lessened allowing for more attacks and commands in a shorter amount of

time.

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Float MP: 10

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This magic will cause the party member(s) to float. This allows the

party members to avoid Earth based attacks and also avoid damage floors

like magma or spikes. This can be countered with a Gravity spell.

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Mute MP: 3

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This magic has the same effect as Quiet as it will dis-allow either the

opposition or party member to use magic.

 

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Level 3

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Exit/Telepo MP: 15

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This magic will allow the party to leave a cave or dungeon at any time.

However there are seldom occasions were this magic is invalid(ala the

Void) and this magic cannot be used outside.

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Demi MP: 9

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This magic will drop either the opposition's HP or your party member's HP

in half. This will not swoon anybody though but is a great way to lessen

HP without much hassle but most enemies are immune against it especially

bosses.

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Stop MP: 8

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This magic will make any character or opposition invalid for a fixed

period of time during battle. Use magic or attacks to undo the effect.

 

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Level 4

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Comet MP: 7

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This magic summons a single meteorite to crash land on the opponent

causing critical damage as it cannot be blocked by a Wall.

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Slow2 MP: 9

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This magic will cuase all targets of the opposition or all party member's

to attain the effects of Slow. Doing so means that it will take longer time

to input commands. Cure with Fast or Fast2.

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Return MP: 1

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This magic will cause the entire battle to reset, as if nothing has ever

happened prior to it. So if you came in with 100 MP and used up 80 and

came in with 400 HP and loss 320, cast this spell and your MP and HP

will be exactly the same as it was when you first entered the battle,

however that goes the same for your opponent. Use this when your HP and

MPs are nearly exhausted or if you want to test out a new strategy(boy

if only life was this way).

 

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Level 5

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Qrter/Demi2 MP: 18

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This magic is a more powerful version of Demi. This will take away 75%

of your opponent's or party member's current HP, but you can never swoon

anybody with it.

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Fast2/Haste2 MP: 15

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This will allow you to cast Fast on every opposition target or to every

party member. Use Slow or Slow2 to cure(you'd be pretty dumb to though).

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Old MP: 4

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Causes one's aging ability to muliply extremely rapidly. Thus resulting

in a significant drop in statistics including attack and defense power,

and magic power. Use Esna to heal or wear the AngelRng accessory.

 

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Level 6

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Meteo MP: 42

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Boy I just love this spell! Hands down the coolest and strongest spell

in the game. Hordes of meteorites clash down against the opposition

causing voluminous damage. This hits four times on any random target,

but works most effectively against a single target. This magic has a

default damage setting so as your increase in magic power will not

strengthen the overall damage of this magic. The damage ranges from

0-3000 HP of damage each hit. (Hint: Combine this with X-Magic and

Quick and you'll blow away opposition!)

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Quick MP: 77

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This magic allows the caster to use any command, attack, magic, or item

two times in a row without interruption as all time in the Active Time

Battle stops and will only continue after you have made two commands in

a row, but once this is cast another Quick spell cannot be possible

(basically the game will not allow you to do this, otherwise you would

win battles way too easily with that METEO spell of yours!).

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XZone MP: 20

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This magic opens up a portal to a Black Hole in outer space and all

those who get sucked in cannot return to battle. Very powerful indeed!

 

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Summon Magic Listing

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Summon Magic in this game call upon Espers to damage the opponent or

be beneficial for the caller. Summons cannot be blocked or damage

lessened by any forms of magic nor can they be reflected. They also

cannot be used against the party.

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Level 1

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Chocob/Chocobo MP: 4

---------------------

This cute little Chocobo delivers a "Chocobo Kick" towards the opposition

causing heavy physical damage early on. As you can expect this cannot be

blocked by any forms of magic.

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Sylph MP: 8

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Calls upon magical fairies to take away HP from the opponent and

replenish it upon the party. Can be used against the undead.

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Remora MP: 2

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A special summon that latches onto the opponents making them unmobile

and unremunerative. Cannot be cured unless the opposition is hit with

an physical attack.

 

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Level 2

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Shiva MP: 10

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A cold blast of Diamond Dust is blasted against the opposition making

fire monsters cripple in fear of the dying cold. Use against fire

based monsters or those weak against Ice.

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Ifrit MP: 11

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The blazes from the underground are seared against the opposition

melting ice and burning matter. Use this against ice monsters or those

weak against fire.

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Ramuh MP: 12

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Judgement is determined by the power of lightning from the skies as

powerful strokes of lightning are handled by the old Esper against

the opposition that ripples water. Use against sea creatures or

those weak against lightning.

 

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Level 3

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Titan MP: 25

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The conquerer of the Earth and protector of nature shows his brute

force as he delivers an earthquake off the rictor scale and his

opponents tremble in utter fear. Don't use against flying opponent.

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Golem MP: 18

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An awkward Golem was founded by the party and was rescued, and in

return the mysterious Golem decides to help. He protects the party

of any physical attack that can absorb about 6,000 HP of damage

making the opposition look worthless. Use in every boss battle.

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Katoblepas/Shoat MP: 33

-----------------------

The one that holds the devil's eye causes the opposition that stares

into turns to stone in a quick and instant death. Do not use against

undead, otherwise they will come back to life.

 

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Level 4

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Garnet/Carbuncle MP:

---------------------

The legendary Garnet esper protects the party as he casts a spell

to reflect all magics(with a few exceptions) and bounces it back

towards the opposition.

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Syldra/Hydra MP: 32

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Faris' best friend that seems like a brother gives up his power and

entrusts it with Faris. Syldra delivers a shockingly powerful

Thunderbolt against the opposition that is more feared than even

Ramuh's. Use against sea creatures or those weak against water.

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Odin MP: 48

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The loss spirit in Bal, legend has it that he was the greatest

warrior that has ever lived. With one clean cut of his frightenly

powerful blade, the opposition is sliced in two regardless of the

HP.

 

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Level 5

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Pheonix MP: 99

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It is said that in written legends that once a Hiryuu gives up its

life atop a giant tower it becomes a pheonix, the giver of life to

those who needs it. This completely restores life to the fullest

and sends the opponents in flames more intense than those of Ifrit's.

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Leviathan MP: 39

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The almight Sea King is without equal. His powerful Tidal Wave is

a force to be reckoned with as rumor has it that its so powerful

that it can wipe out an entire continent. Use this against Sand

or Earth based monsters.

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Bahamut MP: 66

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The King of all Dragons is also without equal. The chemical elements

in his body cause a super powerful non-elemental attack against the

opposition with a super heated Mega Flare.

 

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Mystic Knight Sword Magic Listing

---------------------------------

NOTE: When your a Mystic Knight or have the Magic Swd ability you must

first choose which magic you want to combine with your sword, and

YES IT MUST BE A SWORD otherwise it will not work. Afterwards you

will have to wait another round to fully execute your attack, so in

reminiscence it takes two rounds to accomplish this attack. However

if you have a Flame sword and you use an Ice 2 Swd Magic ability

that will combine with your Flame Sword! However if your opponent

is strong against Flame, you will heal the opponent even though

you have combined your sword with Ice 2. Also note that you cannot

but Sword Magic, it will automatically be in your Sword MAgic

listing as you buy and find magic like in a Town or acquire the

Ultimate Magics.

 

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Level 1

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Fire MP: 2

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Weak fire attack combined with your sword, combine with your Flame sword

and effectiveness is doubled. Works well against undead and ice monsters.

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Ice MP: 2

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Weak ice attack combine with your sword, combine with your Ice Brand sword

and effectiveness is doubled. Works well against fire monsters and sand

creatures.

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Bolt MP: 2

---------------

Weak lightning attack combined with your sword. Works well against water

based monsters and sea creatures.

 

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Level 2

=======

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Poisn MP: 1

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With your successful attack the opposition becomes poisoned and later

follows with drops in HP every other round. However this will not work

when your using this against the opposition that is immune against

posion.

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Quiet/Mute MP: 1

--------------------

With your successful attack the opposition will not only take damage, but

will bu in Mute status causing them unable to use magic. However this will

not work when your using this against the opposition that is immune against

mute.

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Sleep MP: 2

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With your successful attack the opposition MAY become unremunerative after

the succession of your attack. However this will not work when your using

this against the opposition that is immune against Sleep.

 

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Level 3

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Fire2 MP: 5

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Medium fire based magic combined with your sword attack. Works well

against undead or ice based creatures. Avoid use against anybody strong

against fire.

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Ice 2 MP: 5

---------------

Medium ice based magic combined with your sword attack. Works well against

fire based monsters or desert creatures. Avoid use against anybody strong

against ice.

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Bolt2 MP: 5

---------------

Medium lightning based magic combined with your sword attack. Works well

against water based monsters or sea creatures. Avoid use against anybody

strong against lightning.

 

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Level 4

=======

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Drain MP: 6

---------------

If combined with your sword, it will act like the Bloodswd, absorbing

your opponent's HP and replenishing your own. Will not double

effectiveness if combined with Bloodswd. Do not use this against undead

and Lamia monsters, otherwise they wil absorb your HP.

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Break MP: 3

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If successfully achieved target hit, your target will automatically be

in swoon condition and unable to come back from battle. This will not

work against the opposition immune to stone, like most bosses.

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Bio MP: 8

---------------

Very powerful Poison attack that does immediate heavy damage followed by

rapid and constant drain of HP afterwards. However this will not work

against the opposition immune to poison.

 

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Level 5

=======

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Fire3 MP: 15

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Strongest fire magic combined with your sword. Doubles effectiveness if

combined with Flame sword and works well against undead monsters and ice

based monsters. This will not work against the opposition that is immune

to fire based attacks.

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Ice 3 MP: 15

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Strongest ice magic combined with your sword. Doubles effectiveness if

combined with Ice Brand Sword and works well against fire monsters and

desert creatures. This will not work against the opposition that is

immune to ice based attacks.

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Bolt3 MP: 15

---------------

Strongest lightning magic combined with your sword. Works well against

water monsters and sea creatures. This will not work against the

opposition that is immune to lightning attacks.

 

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Level 6

=======

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Holy MP: 10

----------------

The Ultimate white magic combined with your sword attack causes a giant

pillar of light to cascade upon them and causes critical damage.

Use at will.

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Flare MP: 30

----------------

The Ultimate Black magic combined with your sword attack causes giant

nuclear fussion attack that causes a giant calamity upon your opponent.

Powerful stuff.

----------------------

Aspil/Asper MP: 1

----------------------

Combined with your sword attack you will absorb your opposition's MP

and replenish it into yours. The amount of MP you get determines how

much MP you need. If you are in a despret need of MP you will obviously

then gain more MP.

 

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Blue Magic Listing

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MoonFlute Monsters: ???

-----------------------------

Restores HP to all party members equal to caster's current HP.

-------------------------------

BlakShok Monsters: ?????

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Reduces down an opponent's HP by 50%.

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Condemn MOnsters: Exdeath, Form, Unknown 4

--------------------------------------------------

Once casted the opposition has only seconds to live. The only way to

cure this is to kill the caster before your sentence is up.

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L2 Old Monsters: ??

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Any opponent with a level 2 multiple in levels will suffer the affects

of aging.

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L4 Gravity Monsters: ??

----------------------------

Any opponent with a level 4 multiple in levels will suffer a demi

attack.

----------------------------

L5 Doom Monsters: ??

----------------------------

Any opponent with a level 5 multiple in levels will suffer instant

death.

--------------------------------

Magic HAmmer: Monsters: ??

--------------------------------

(not sure yet)

----------------------------------

Little Melody: Monsters: ??

----------------------------------

Puts all opponents to sleep.

---------------------------------

Flash: Monsters: ??

---------------------------------

Blinds all opponents.

---------------------------------

Blow Fish: Monsters: ??

---------------------------------

Causes 1000 HP of damage to an opponent.

-----------------------------------------------------

Aquabrth Monsters: Chimera, Leviathan, Bahamut

-----------------------------------------------------

This semi-Leviathan attack causes powerful water attacks in forms of

bubbles that damages opponents, mainly sand enemies.

------------------------------------------

L3 Flare Monsters: Exdeath, Lunenta

------------------------------------------

If the opposition's levels are divisible by three( 3, 6, 9, etc.) then

they are blasted with a powerful Flare that causes massive damage to

the opponent. Will not work to those levels not divisible by three.

----------------------------------------------------

Flash Monsters: Crew Dust, Neon, Gilgamesh

----------------------------------------------------

One look into the flash of light causes the opposition to go blind

and miss attacks that would normally attack. This does not however

affect magic spells and attacks.

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Moonflut Monsters: Gloom Widow, Page 32

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Causes either all party members or the opposition to go into a

berserk rage unable to control themselves and thus unable to use

commands. However they will however have stronger defense and magic

power along with more speed.

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DethClaw Monsters: Gilgamesh, Iron Claw, Torrent, Rock Brain

-------------------------------------------------------------------

One stroke from this claw will leave the opponent with their HP left in

the single digits. Will not work all the time.

-------------------------------------

Goblin Punch: Monsters: ??

-------------------------------------

This will deal equal damage to that of your current HP.

----------------------------------

Time Slip: Monsters: ??

----------------------------------

This will cause the opponent's actions to slow down, resulting in less

chance of attacks.

-----------------------------------

Emission: Monsters: ??

-----------------------------------

A fire attack against opponents.

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Aero Monsters: Any opponent in the Wind Shrine

---------------------------------------------------------

A small attack from the force of the wind, can be used against flying

monsters for maximum damage.

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Aero2 Monsters: Djinn, Skull-Rings

--------------------------------------------

A medium attack fromt he force of the wind, cane be used against flying

monsters for maximum damage.

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Aero3 Monsters: Elm Gigas, MAgic Dragon

-------------------------------------------------

The strongest air attack that can be used against the oppositon. USe this

mainly on flying opponents for maximum damage.

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Mndblast Monsters: Stalker, (some guy on the Final Floors of CoD)

------------------------------------------------------------------------

Takes away the opponent's sense of thought leaving them in a temporary

state of paralysis. Can be cured through time or Esuna.

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???? Monsters: Wild Nack, Gogo, (heck you start with this!)

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The damage done is equal to amount of your Maximum HP minus your current

HP.

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Missile Monster: MAchine Head, Gilgamesh, Sol Cannon

------------------------------------------------------------

Casts Demi on the target, cutting current HP down to half.

-----------------------------

Red Feast Monsters: ???

-----------------------------

Has a REGEN like effect, except you drain the HP out of the opponent

and it sends back to you.

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Song List

---------

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Speedsong

------------

This song grants the party member unpresedented speed as the wait guage

between attacks become faster allowing for more attacks in a shorter

amount of time.

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Life Song

------------

The song of life is sung to those who need it. Used to cure the swoon

condition to partial HP, it can also be used against undead monsters as

well.

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Requiem/Strength Song

---------------------

A Song that sings and gives the entire party the spell of Regen in

which gradually refills loss HP.

NOTE: Note that the Japanese and American Requiem songs are COMPLETELY

DIFFERENT.

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Love Song

------------

A song that gives the gift of Love and thus enables the opposition to

remain paralyzed.

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Charm Song/Tempt Song

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A Song that is said to be so powerful that it can turn even the most

sane minds into confusion causing them to attack either friend or foe.

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Hero Song/LVL Song

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Raises party's stats during battle.

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--------------------------[ Earth Magic Listings ]---------------------------

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NOTE: Only with the Geomancer or the EARTH ability can you use Earth magic,

and also Earth magic requires no MP. And depending on which type of

area you're in, a certain magic spell will come out.

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Earth Magic Name | Attack | Location/Area

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Gust | Small damage Wind attack to one | Castles/Mountains

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Sonic Boom | Strong wind attack to one | Castles

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Twister | Drops opponent's HP down to one | Castles/Mountains

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Wind Slash | Powerful Wind attack against all | Caves/Castles/Plain

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Will O' Wisp | Fire damage and/or confu to one | Caves/Castles/Marsh

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Stalagmite | An Earth like METEO attack | Caves/Mountains

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Stalactite | A power Earth like COMET attack | Caves

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Dust | Earth/Dark/Wind damage to all | Desert

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Desert Storm | Earth/Wind damage to all targets | Desert

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Quicksand | Causes a quicksand to eat target | Desert

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Heat Sand | Earth/Fire damage to all targets | Desert

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Branch Arrow | Tree attack against one target | Forest

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Branch Spear | Stronger Tree attack against one | Forest

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Rage | Wind/Dark atack against all | Forest

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Vine Hell | Casts SLOW on all opponents | Forest

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Peat Bog | Instant kill as opponent sinks | Marsh

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Poison Mist | Drops opponent's HP down to 1 HP | Marsh

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Earthquake | Powerful quake attack against all| Mountains/Plains

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Big Wave | Powerful Water attack vs. all | Water areas

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Phantom | Damage to one opponent | Water areas

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Tsunami | Water attack against all | Water areas

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Waterfall | Water attack against one | Water areas

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Whirlpool | Randomly kills an opponent | Water areas

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--------------------------------[ Dances ]-----------------------------------

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|Dance | Description |

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| Jitterbug | Drains HP from an opponent |

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| Sword Dance | Increases your regular damage attack by four times |

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| Tempt Tango | Casts Confusion one one opponent |

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| Wonder Waltz | Drains a lot of HP from an opponent |

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--------------------------[ Animal/Critter Attacks ]-------------------------

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This list below is a list of all the Archer/Hunter's Animal attacks,

depedning on what level your at. If you are at level 50, you will do the

Wild Boar attack, you MUST be at the current level for that specific

animal attack if you wish for that attack to come out.

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| Attack | Effect |User's Lvl|

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| Bee Swarm | An attack on all opponents | Lvl 6 |

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| Falcon | Reduces an opponent's HP to 33% | Lvl 21 |

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| Mindia Rabbit | An odd occurance with no effect | Lvl 1 |

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| Nightingale | Heals all party members of partial lost HP | Lvl 11 |

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| Shunk | Casts Poison and Dark on all opponents | Lvl 31 |

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| Squirrel | Small attack to one opponent | Lvl 1 |

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| Tree Squirrel | Takes concentration away from opponents | Lvl 16 |

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| Unicorn | Restores ample amount of HP/MP to allies | Lvl 51 |

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| Wild Boar | Powerful attack against one opponent | Lvl 41 |

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