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Encyclopedias (Legend of Mana)
Encyclopedias are a collection of in-game books in Legend of Mana, each detailing the player on a specific topic, such as lore, characters, items, etc.
Available from game start. Bears a figure standing with a sword and shield. It is filled out as the player meets NPCs and includes small tidbits about their personality and history. Some NPCs have multiple entries as their personal arcs unfold.
Available from game start. Bears a sprout growing out of a small mound. It is filled out as the player places Lands and contains small bits of their history or current items of interest. Notably, it references the associated Artifact.
Available from game start. Bears a depiction of the Firefly Lamp. It is filled as the player gains Artifacts and lists them with their associated Land. The descriptions lean poetic, but generally do some foreshadowing for events that will take place when the Land is visited.
Gained by speaking to Jennifer on her day off. Bears a clay pot on the front. It details the various item types and their uses along with some explanatory bits on naming.
Gained by talking to Mark on his day off. It bears a sword on its cover. All weapon and armor types are listed with minor notes on speed, range, defensive bonuses, and other concerns, but it's far from an all-inclusive guide.
Available from game start. The in-game bestiary, with a Rabite on the front. It is filled out as the player encounters enemies and gives statistics on the Mana Levels that make them weaker and stronger along with their type and some flavor text.
Gained by asking Rev. Nouvelle about Meimei. It has a Bumpkin (Jack-o'-lantern) on the cover and is pre-filled with all Produce items and their level-up bonuses for Pets.
It bears a small "W" on the front and is filled out as the game progresses, though how is not always apparent. As the name implies, it's a book detailing the lore of the game and exists purely for flavor, or to provide additional history on certain characters.
Obtained from Professor Bomb upon him setting up the Golem Laboratory in the Workshops. It depicts a ) from the waist up and is essentially a tutorial on how to create and program a Golem. It is fully filled out, but given the brevity and lack of direction offered, its main purpose is to explain the systems and encourage experimentation.
Available from game start. Bears a figure attacking with a sword on the cover. It is filled out as the player learns Techniques.
Available upon beating the game once. Has a skull figure drawn on the cover. Players can change the game's difficulty level.
# | Portrait | Sprite | Image | Description |
---|---|---|---|---|
01 | Niccolo |
He believes that he brings happiness to his customers with his transactions, but he sometimes plays dirty tricks on them.Dislikes the Sproutlings and the Flowerlings. | ||
02 | Escad |
Born into the Liotte family of Holy Knights. He fights for thecause of justice with an overbearing sense of righteousness. | ||
03 | Daena |
A monk-soldier who protects Gato's temple. She grew up with Escad, Matilda, and Irwin, but especially adores Matilda like her own sister. | ||
04 | Daena |
A beast-warrior who once was a famous hero. He became Drakonis's dragoon after he died. | ||
05 | Daena |
A beast-warrior who is Vadise's dragoon. Never compromises, and always hard on herself as well as on others. | ||
06 | Pearl |
Elazul's partner. She sometimes has a tough time speaking clearly, and is also very shy. Has a tendency to wander off and get lost while thinking. | ||
07 | Lady Blackpearl |
A Jumi knight who devotes herself to leading the Jumi through the threat of extinction. A very logical and level-headed individual. | ||
08 | Elazul |
Pearl's knight, and one of the youngest Jumi. He speaks and acts in a rough manner and thus starts the occasional fight. | ||
09 | Elle |
A siren who refuses to sing as a result of an accident. Friends with Flameshe and Monique. | ||
10 | Bud |
Lisa's twin brother. He thinks that he is a great sorcerer, though he still has much to learn. He was run out of the Academy of Magic because he was too mischievous. His magic frying-pan was once his mother's. | ||
11 | Lisa |
A better sorcerer than her twin brother. She carries around her father's broomstick. | ||
12 | Irwin |
A half-demon who is a childhood friend of Daena, Escad, and is particularly close to Matilda. | ||
13 | Matilda |
Born into a family of priests in Gato, she began to question the life that awaited her. Matilda became attracted to Irwin and his free way of life. | ||
14 | Inspector Boyd |
A little man with a really loud voice that could even reach a nearby "land." He might be the most honest and kind-hearted man you will ever meet. | ||
15 | Sandra |
The notorious jewel hunter who steals only the most brilliant jewels. Her daring thefts resulted in secret admirers of her work. | ||
16 | Alex |
A mild-mannered geologist who also has a shop in Geo. He only keeps the shop for income to fund his research. | ||
17 | Florina |
A Guardian who was the Clarius in the Bejeweled City of Jumi. The burden of healing all the wounded cores of the Jumi has caused her own core to fall apart. | ||
18 | Flameshe |
A teenage mermaid who is sometimes a little hard to deal with. She sneaked out of her family one day and went to the beach, where she met and befriended Elle. | ||
19 | Pelican |
The mail carrier who delivers practically everything. She often makes mistakes, and is not always on time, but she does not seem to care. | ||
20 | Li'l Cactus |
A shy little cactus. He is a cactus of few words, but he happens to be thinking about many things. | ||
21 | Pokiehl |
The poet of Truth. He is one of the Seven Wisdoms, and was a hero who was called "the Messenger of the Cosmic Truth." | ||
22 | Tote |
An ancient turtle who is one of the Seven Wisdoms. He only introduces himself as "Turtle," and always speaks in a mild manner. | ||
23 | Olbohn |
The keeper of the Underworld and one of the Seven Wisdoms. In the era of the Faeries' War, he went to the Underworld to defeat the Faeries' leader. | ||
24 | Gilbert |
The poet of love who even sings during regular conversation. He travels in search of love everywhere. | ||
25 | Watts |
A master blacksmith who becomes so absorbed when working that he often forgets things. | ||
26 | Rosiotti |
One of the Seven Wisdoms, he was once a hero. Rosiotti now quietly resides in the Jungle as the guardian of the creatures there. | ||
27 | Duelle |
File:Duelle entry LOM screenshot.png | An onion warrior. He likes everything straight-forward, and hates people like Niccolo with a passion. | |
28 | Miss Yuka |
The owner of Domina's only inn. She insists that she is a canary, but there are rumors that she is really a Chocobo. Addressing her as "Miss Yuka" is a must. | ||
29 | Manager |
The owner of Domina's only inn. She insists that she is a canary, but there are rumors that she is really a Chocobo. Addressing her as "Miss Yuka" is a must. | ||
30 | Bartender |
A young man who has a tendency to feel the blues a bit too often. Sharing sob stories with the Manager seems to make him feel a bit better. | ||
31 | Mark |
The owner of Domina's item shop and also Rachel's father. He really loves his family, but they seem to be a little sick of his overdose of love. | ||
32 | Jennifer |
Mark's wife, who likes spending time outside his shop. She says anything that crosses her mind. | ||
33 | Rachel |
The daughter of Mark and Jennifer. She hardly talks, and does not become too friendly with anyone. She is sick of her Faerie-like appearance and the room decor. | ||
34 | Reverend Nouvelle |
The caretaker of the church on Domina's outskirts. He is a kind-earted man who is full of knowledge, from how to catch Rabites to the history of this world. | ||
35 | Meimei |
A glamorous fortune teller. She led a luxurious and exciting life, but now she seems to be saving money for her old age. | ||
36 | Capella |
An itinerant performer. He was inspired by Pokiehl's verses and decided to go on a journey to send his audiences a message of some sort. | ||
37 | Diddle |
Plays music for his performing partner, Capella. A kind-hearted, sensitive boy who speaks very slowly. | ||
38 | Rubens |
A man who has given up everything. He is hiding the fact that he is the Jumi of Ruby. | ||
39 | Professor Bomb |
The leading pioneer of Golem development, who toils in a small laboratory in the Junkyard. Also a woman-chaser. | ||
40 | Roger |
He met his true fate when he found divinity within his pet dog, Putty, while working as a miner with Dudbears. Since then he has become a man of faith. | ||
41 | Roger |
Roger's pet dog. He was made into a religious icon, but he is just a dog. | ||
42 | Count Dovula |
Guardian of the ruins, he is also the leader of the Succubus clan. | ||
43 | Basket Fish |
One of the nouveau-riche who looks down on everyone, but in reality he is the one who is looked down upon by everyone else. He LOOOOOVES Revanshe the dancer. | ||
44 | Cap n Tusk |
The dandy captain of the SS Buccaneer. He leads the Pirate Penguins with his gentlemanly seaman philosophy. Ladies, he is a real catch! | ||
45 | Revanshe |
The dancer at Polpota's Seaside Hotel. She's always dancing, because dancing is her passion, her life. | ||
46 | Selva |
One of the Seven Wisdoms. He always knows what is happening in Fa'Diel, since he is always gathering information from the Lilipeas and birds. | ||
47 | Teapo |
A magical life-form with a kind heart. She thinks she is a jewelry collector, but most of them are glass fakes that Niccolo sold to her. | ||
48 | Belle |
A spirit of dreams who is in charge of managing all creatures'dreams. A little too pushy at times, but she is only doing her job. | ||
49 | Esmeralda |
A very charming and sometimes childish student at Geo's Academy of Magic. There are rumors that she may be Nunuzac's magical monster, or a ghost. | ||
50 | Magnolia |
A doll with a Fire Stone core which Anuella the Witch made a thousand years ago. She lives at the Junkyard, without any hope or will. | ||
51 | Thesenis |
A professor at Geo's Academy of Magic who is also a witch of reincarnation. She is the most avoided person there, perhaps because of her creepy behavior and appearance. | ||
52 | Nunuzac |
Back in the day, he was a conjuror who fought in many wars. Now he is a professor at the Academy of Magic, though his body is represented by a magic circle since his body was trapped in another dimension. | ||
53 | Kathinja |
The most popular professor at the Academy of Magic, she has the power to explode things by staring at them. She always looks out for people, and is friends with Thesenis. | ||
54 | Louie |
The caretaker of the magical creatures at the Junkyard. He is an old magical creature himself, and he understands the anger and the sorrow they feel. | ||
55 | Mephianse |
A professor at Geo's Academy of Magic who has a strong passion for magic. | ||
56 | Skippie |
A sly little man who is a really fast runner. He sees through everything, and is sometimes cunning. Works at Kristie's palace with Hamson. | ||
57 | Hamson |
A big man who has the muscles, but not the mind for fighting. Stupidly honest and can't seem to see the obvious. | ||
58 | Mr. Moti |
He is everywhere doing everything. | ||
59 | Diana |
The leader of the Jumi, and a Jumi of Diamond herself. She tried to keep the Jumi from extinction, but her hard-headed dictatorship caused her to lose support. | ||
60 | Crystalle |
The beautiful snow Faerie who guards the Garden of Icicle Flowers. | ||
61 | Sotherbee |
Madame Kristie's butler. He does everything perfectly, but inside he is still a little child. His nickname is "Mr. Fuddy-duddy." | ||
62 | Kristie |
The owner of Geo's palace, which is also an art gallery. Deeply loves art, money, herself, and everything else. | ||
63 | Monique |
A siren who works at Lumina's lamp shop. She sings to the spirits and asks them to light the lamps in return, then later sells the lamps. | ||
64 | Students |
Students at Geo's Academy of Magic. The color of their robes differ by class. | ||
65 | Thoma |
A soldier belonging to the Deathbringer's army. His mind is being controlled by the Deathbringer, and he would do anything for his lord. | ||
66 | Thona |
One of Deathbringer's skeletal soldiers. His body has died, but his soul is still controlled by the Deathbringer. | ||
67 | Sproutlings |
Little creatures that seem to appear out of nowhere and end up living in any town. They all share the same mind with each other. | ||
68 | Gaeus |
A huge face on a mountainside that is also one of the Seven Wisdoms. He always has answers to any questions. | ||
69 | Cancun Bird |
A huge and mysterious bird that is said to have been living in Gato over the past several centuries. | ||
70 | Flowerlings |
When a flower blooms on a Sproutling's head, it becomes a Flowerling. There are males and females, but the only difference between the two seems to be appearance. | ||
71 | Lilipeas |
When a flower blooms on a Sproutling's head, it becomes a Flowerling. There are males and females, but the only difference between the two seems to be appearance. | ||
72 | Pirate Penguins |
Penguins that have the tendency to tell silly jokes a little too often. Extremely proud of the fact that they are pirates, though they don't seem to act like pirates that often. | ||
73 | Faeries |
Deeply love nature and dislike humans. But they are still interested in what humans are up to. | ||
74 | Dudbears |
Diggers who work for Roger's mining business. Now they are forced to join his new religious activities, with a dog as their lord. | ||
75 | Shadoles |
Diggers who work for Roger's mining business. Now they are forced to join his new religious activities, with a dog as their lord. | ||
76 | Nuns |
Women who are in the process of spiritual training at Gato's temple. | ||
77 | Windcallers |
The clan that serves Akravator as his dragoons. They are open-hearted to those who respect their traditions, but reject all others. | ||
78 | Treant |
The ancient tree that lives in the backyard at Home. He swallows seeds to produce fruits and vegetables on his branches. | ||
79 | Boink |
A strange creature that knows the links between dimensions. Those who touch it will immediately fly to where its tail is. |
# | Sprite | Artifact | Image | Description |
---|---|---|---|---|
01 | Home |
Mailbox |
Home sweet home! Your home is comfortably located near a great tree, surrounded by nature. Many visitors come and go. | |
02 | Domina |
Colorblocks |
A lively town frequented by traveling merchants and entertainers. The outskirts boast a church with a fabulous view of the countryside. | |
03 | Luon Highway |
Wheel |
A lively town frequented by traveling merchants and entertainers. The outskirts boast a church with a fabulous view of the countryside. | |
04 | Mekiv Caverns |
Jade Egg |
This limestone cavern was created by underground currents. Over the centuries it was hollowed out, and pillars were created. The cavern is made up of many levels. | |
05 | Lake Kilma |
Stone Eye |
This sizeable lake is surrounded by quiet, forested mountains. Faeries, servants of the lake, are often witnessed there. Some say that incredible treasure lies under the lake. | |
06 | Gato Grottoes |
Flame |
A town protected by divine winds. It is always windy on the dangerous precipices. The temple of healing there is dedicated to the Spirits of Air and Fire. | |
07 | Jungle |
Medallion |
Due to the thick vegetation, many become lost in this jungle. Others claim to have witnessed Faeries, while some say one of the Wisdoms resides here. | |
08 | Lumina |
Firefly Lamp |
The town of endless night. The town is always bathed in the light of the full moon, so it never becomes completely dark. There is a tavern where Dudbears frolic. | |
09 | Duma Desert |
Sand Rose |
Only cactus grows in this wasteland. Great fossils litter the landscape, and flowing sands hinder each step. It could be the ideal site to conduct a colossal experiment. | |
10 | The Underworld |
Trembling Spoon |
Souls who have departed their earthly vessels are judged by the King of the Underworld. His vassals, the Shadoles, bring the departed to the Underworld. | |
11 | Mindas Ruins |
Ancient Tablet |
These ruins are all that is left of a city which prospered around a tower, built by mages during the end of the Faerie War. | |
12 | Madora Beach |
Torch of Coral |
Come to Madora Beach for the best sun-bathing and finest sand anywhere. Explore our many caverns! While you're here, why not try some crab-hunting? | |
13 | Junkyard |
Broken Doll |
This trash-heap is home to discarded items, mass-produced to fight in long-forgotten war. Some of the objects still bear a grudge towards humanity, and cling to their warrior past. | |
14 | Norn Peaks |
Skull Lantern |
Strong winds howl through the treacherous mountain passes. The foothills are home to a settlement of Wind-Callers, and their Guardian Spirit is said to reside on the highest peak. | |
15 | Polpota Harbor |
Rusty Anchor |
A tropical resort, home to soft breezes and sun-kissed surf. The Seaside Hotel provides lodging in the center of town. | |
16 | Tower of Leires |
Moon's Mirror |
Looming in the night sky, the Tower of Leires was constructed by magicians during the Faerie Wars to increase their supply of Mana. Nowadays, the tower is nothing but a stone testament to the power of its builders. | |
17 | Geo |
Tome of Magic |
A castle-town with an acedemic atmosphere. Kristie's palace occupies the center. The instructors at the Academy of Magic have a lot of personality. | |
18 | The Bone Fortress |
Dragonbone |
A tiny Flowerling village rests atop a gentle slope. Towering above them looms the Bone Fortress. It is said that the foliage around the walls holds huge amounts of Mana. | |
19 | Ulkan Mines |
Bottled Spirit |
The Ulkan Mines have been abandoned for ages. Now, only curious weaponsmiths hunt for ore, for a suspicious gang is based here. | |
20 | SS Buccaneer |
Pirate's Hook |
The good ship of the famed Cap'n Tusk, leader of a band of pirates. They have sailed north, south, east, and west in search of buried treasure. | |
21 | Fieg Snowfields |
Frozen Heart |
A frozen land buried in snow. Some say Faeries' treasure is hidden here, but none have laid eyes upon it. There are reports of abominable snowmen here. | |
22 | The White Forest |
Green Cane |
A dense forest, home of the White Dragon. Legend has it that the forest is populated by an extremely rare folk. | |
23 | Orchard |
Golden Seed |
A tree with a striking resemblance to the one in your backyard. Perhaps mankind will never understand the connection which all plant life shares. | |
24 | Lucemia |
Brooch of Love |
Irwin has resurrected this legendary beast, who came from beyond the stars during the ancient wars. The wingless dragon split the earth asunder and razed entire cities, only to swallow a volcano and burn himself up. | |
25 | Bejeweled City |
Jumi's Staff |
This is the home of the Jumi. Boulder-sized jewels comprise every part of the city, and now, even after the fall of the Jumi, it still shines with an everlasting glow. | |
26 | The Flames |
The Underworld |
The castle of Drakonis. He has raised his domain from the depths of the Underworld to return to the land of mortals. | |
27 | Tree of Mana |
Sword of Mana |
The ultimate source of all things. Everything within the Sanctuary exists in an eternally immovable, absolute state. |
# | Artifact | Land | Image | Description |
---|---|---|---|---|
01 | Mailbox |
Home |
A few letters a month can mean a lot to a lonely, far-off home. | |
02 | Colorblocks |
Domina |
The town changes through the ages according to its citizens. It doesn't change to accommodate a new age. It changes to bring about a new age. | |
03 | Wheel |
Luon Highway |
Even the longest roads are rutted by the hundreds of wagons which traverse them. Roads remember their travelers, and wagon wheels are reflections of those memories. | |
04 | Jade Egg |
Mekiv Caverns |
By taking a stone formed through the ages inside the earth and shaping it into the source of all things, the earth's creative power was captured inside. | |
05 | Stone Eye |
Lake Kilma |
This artifact uses the power of the Master of the Lake to turn to stone those who harm the lake. However, the power does not respond to the will of mankind. | |
06 | Flame |
Gato Grottoes |
That which illuminated the shrine was but a small flame. Before long, mankind ceased to notice the fire, but its significance continued to grow. | |
07 | Medallion |
Jungle |
The beasts who followed a wise man were eaten by an invading beast. It then gained wisdom and became a wise man itself. | |
08 | Firefly Lamp |
Lumina |
One poet wrote that all of history comes from lovers' whispers. It was a poem of lovers talking of love and the future, under the cool light of fireflies in the midsummer. | |
09 | Sand Rose |
Duma Desert |
An image of a rose in the Sanctuary of Mana; it never became a true rose. It turned into crystal, its powers trapped inside for all eternity. | |
10 | Trembling Spoon |
[[Underworld}The Underworld]] |
A silver spoon for scooping up flames to baptize departed souls into the underworld. Sometimes a soul who resists death becomes trapped inside; then the spoon begins to tremble and must be discarded. | |
11 | Ancient Tablet |
Mindas Ruins |
Long ago, in a civilization very different from our own, unimaginable scientific advances were made, and are recorded on this tablet. However, mankind has lost the ability to decipher it. | |
12 | Torch of Coral |
Madora Beach |
The Mermen appear on the shore using a flame from this torch. It gives off light invisible to human eyes, and so they remain hidden. | |
13 | Broken Doll |
Junkyard |
This doll was a servant of mankind when artifacts were used as instruments of war. | |
14 | Skull Lantern |
Norn Peaks |
Mages, searching for a gem guarded by a dragon, crafted a skull of a fallen comrade into a lantern. It glows of its own accord. | |
15 | Rusty Anchor |
Polpota Harbor |
Even large anchors are small compared to their ships. These very anchors are what hold the ships firmly to the harbor, not unlike mankind's role on earth. | |
16 | Moon's Mirror |
Tower of Leires |
The mages of antiquity would pout water onto the mirror and reflect the moon and stars to learn of mankind's fate from the heavens. | |
17 | Tome of Magic |
Geo |
In ages past, many tried to explain the works of the gods, spending much time and making incredible sacrifices. The secrets they have uncovered are small, but hold enough power to destroy a continent. | |
18 | Dragonbone |
Ulkan Mines |
Ages ago, bones from dragons were used by alchemists. The Dragons of Wisdom lived the longest and had unbelievable powers. Their bones were the hardest to find. | |
19 | Bottled Spirit |
Ulkan Mines |
Once, a foolish mage tried to seize the powers of a spirit by imprisoning it in a bottle. The mage was immediately slain by the spirit's curse, but the bottle containing a powerful spirit remained. | |
20 | Pirate's Hook |
SS Buccaneer |
When a land-dweller first sets out to sea, he is faced with dangers unknown. Even after replacing a lost hand with a hook, pirates continue to challenge these dangers. | |
21 | Frozen Heart |
Fieg Snowfields |
Once a gem hardens into a core, it grows swiftly, not unlike the hardness in one's heart. If the core grows large, it may remain despite its owner's death. | |
22 | Green Cane |
The White Forest |
This cane is capable of drawing power from the earth, converting it to Mana, and releasing it into the atmosphere. It is said that by sticking it into the ground, and entire forest shall grow overnight. | |
23 | Golden Seed |
Orchard |
Seeds contain everything. Everything starts from a seed. Each generation of seeds produces another. | |
24 | Brooch of Love |
Lucemia |
This was given to a mage who promised to acknowledge all and understand all. Whoever wears this brooch is charged with overcoming any ordeal through love. | |
25 | Jumi's Staff |
Bejeweled City |
A staff replete with the power of gems of every color. The jewels draw in and store the waves of various kinds of Mana. They can then be released. | |
26 | Sword of Mana |
Tree of Mana |
This sword has the will to shape its own destiny. It is said that a disruption of air follows this blade, and if you listen closely, you can hear the air around it hum. |
# | Sprite | Type | Strong | Weak | Entry | Description |
---|---|---|---|---|---|---|
01 | Rabite |
Beast | Wisp, Dryad | Shade, Aura | A round bunny-like monster. Watch out for its biting attacks! | |
02 | Molebear |
Beast | Aura, Gnome | Dryad, Salamander | It attacks with its long, sharp claws, and likes hiding underground. | |
03 | Teedie |
Beast | Jinn, Undine | Gnome | Attacks enemies by throwing rocks and feathers. | |
04 | Teedie |
Beast | Jinn | Gnome | Attacks by jump-kicking with its strong hindlegs. | |
05 | Gray Ox |
Beast | Aura, Undine | Dryad, Jinn | It attacks enemies by headbutting with its horns or by licking them. | |
06 | Lullabud |
Plant | Wisp, Dryad | Shade, Aura | Spews toxic pollen to poison its enemies. | |
07 | Mushboom |
Plant | Shade, Dryad | Wisp, Aura | A cute mushroom that attacks by kicking, and by thowing its own cap. | |
08 | Shrieknip |
Plant | Dryad, Gnome | Aura, Salamander | A giant radish that shoots its leaves and seeds like missiles. | |
09 | Malboro |
Plant | Aura, Gnome | Dryad | All it can do is punch anything in front of it and exhale really stinky breath. | |
10 | Wooding |
Plant | Wisp, Dryad | Shade, Aura | A tree that became possessed by evil spirits. Attacks with its arm-like branches. | |
11 | Stinger Bug |
Arthropod | Wisp, Dryad, Jinn | Shade, Aura, Gnome | Attacks with its scythe-like forearms, and with its huge needle in back. | |
12 | Hoppin' Tick |
Arthropod | Aura, Salamander | Dryad, Undine | It jumps on enemies to suck out blood. | |
13 | Silkspitter |
Arthropod | Dryad | Aura | Instead of making a cocoon for itself, it spews out fiber to attack enemies. Maybe it doesn't want to grow up. | |
14 | Sand Scorpion |
Arthropod | Dryad, Gnome | Aura, Salamander | Watch out for its gigantic pinchers and tail! | |
15 | Gloomoth |
Arthropod | Dryad, Gnome | Aura, Salamander | Spews poisonous scale-powder on enemies. It can also shoot out lethal eye-beams. | |
16 | Tonpole |
Reptile | Wisp, Undine | Shade, Jinn | A cute little tadpole that is trying its best to be a good monster. | |
17 | Lizardon |
Reptile | Undine | Jinn | It swallows the enemies by using its tongue, whether it's hungry or not. | |
18 | Rattler Boa |
Reptile | Dryad | Aura | A rattlesnake that wraps around its enemies to cause great damage. | |
19 | Basilisk |
Reptile | Jinn, Undine | Gnome | Its eye beams cause petrification in a flash! | |
20 | Tyrranos |
Reptile | Gnome | Salamander | File:Tyrranos entry LOM screenshot.png | It chomps on any enemies with its huge jaws. |
21 | Iffish |
Aquatic | Undine | Jinn | A colorful spiny fish. Attacks with its water-bubble cannon. | |
22 | Pincher Crab |
Aquatic | Undine | Jinn | A grumpy crab. Shoots out its huge pinchers to attack enemies. | |
23 | Seajack |
Aquatic | Undine | Jinn | A shark with a gigantic saw-like nose. Watch for its lethal body blow! | |
24 | Seadragon |
Aquatic | Undine | Jinn | A sleepy-looking monster. Attacks with water while floating in the air. | |
25 | Big Baby |
Aquatic | Undine | Jinn | An adorable-looking monster with big eyes. Spits out water bubbles. | |
26 | Needlebeak |
Aerial | Wisp, Jinn | Shade, Gnome | A ball-like bird which attacks with its sharp beak. | |
27 | Bloodsucker |
Aerial | Shade, Jinn | Wisp, Gnome | Attacks with ultrasonic waves. For some strange reason it belongs to the Aerial group. | |
28 | Cockatrice |
Aerial | Dryad, Gnome | Aura, Salamander | A chubby, bird-like monster. Its tail is a snake that can bite and petrify enemies. | |
29 | Chocobo |
Aerial | Wisp, Jinn | Shade, Gnome | Nope, not the same Chocobo you know! | |
30 | Garuda |
Aerial | Wisp, Jinn | Shade, Gnome | A large, bird-like monster that attacks with its sharp beak and claws. | |
31 | Shadow Zero |
Morph | Shade | Wisp | A quick-moving shadow with big attacks. | |
32 | Slime |
Morph | Gnome | Salamando | A gooey drop with two eyeballs. | |
33 | Tezla |
Morph | Wisp | Shade | Generates an electric field to zap anything around it. | |
34 | Denden |
Morph | Dryad | Aura | A winged snail that can move faster than its ground-crawling kin. | |
35 | Moldy Goo |
Morph | Dryad | Aura | A big lump of mold with dead soldiers' weapons stuck to it. | |
36 | Skull Beast |
Undead | Gnome | Salamander | Just a bunch of animal bones with a funny walk. | |
37 | Zombine |
Undead | Gnome | Salamander | They happen to be born this way. | |
38 | Spector |
Undead | Gnome, Undine | Salamander, Jinn | A monster that attacks enemies by slapping them with its big hands. | |
39 | Skeleton |
Undead | Shade, Dryad, Gnome | Wisp, Aura, Salamander | A fancily-clad skeleton knight. | |
40 | Ape Mummy |
Undead | Shade, Gnome | Wisp, Salamander | A large mummified ape. It charges towards enemies to attack. | |
41 | Imp |
Demonic | Shade, Gnome | Wisp, Salamander | A tiny demon with a tiny spear. It can use some magic, too. | |
42 | Fierce Face |
Demonic | Salamander | Undine | A flaming monster-head that floats in the air. | |
43 | Punkster |
Demonic | Shade, Jinn | Wisp, Gnome | A fun-loving demon that likes to start cyclones. | |
44 | Dark Stalker |
Demonic | Shade, Jinn | Wisp, Gnome | A knight of shadow, clad in heavy armor. It summons other monsters. | |
45 | Chimera Beast |
Demonic | Wisp, Undine | Shade, Jinn | A huge chimera that petrifies enemies with its eyebeams. | |
46 | Kid Dragon |
Dragon | Salamander, Jinn | Gnome, Undine | A half-pint dragon that could spit out some fire. | |
47 | Sky Dragon |
Dragon | Jinn | Gnome | A half-pint dragon that could spit out some fire. | |
48 | Land Dragon |
Dragon | Aura, Gnome | Dryad, Salamander | A dragon with tough skin. It has a tendency to go berserk. | |
49 | Eye Spy |
Oddity | Wisp, Gnome | Shade, Salamander | Attacks with eyebeams, and can disappear to hide from enemies. | |
50 | Spiny Cone |
Oddity | Dryad, Jinn | Aura, Gnome | A shadowy creature. Shoots out thorns and poisonous air. | |
51 | Poto |
Oddity | Undine | Jinn | A really sleepy-looking monster that attacks enemies by licking them. | |
52 | Beholder |
Oddity | Aura, Salamander | Dryad, Undine | A huge eyeball that floats in the air. | |
53 | Springball |
Oddity | Aura | Dryad | Attacks enemies by using its springy neck. | |
54 | Cursed Doll |
Poltergeist | Shade | Wisp | A doll that was given a mind. Their existence is meaningful only when they fight. | |
55 | Polter Box |
Poltergeist | Aura, Gnome | Dryad, Salamander | It preys upon unaware treasure-hunters with surprise attacks. | |
56 | Chess Knight |
Poltergeist | Shade, Gnome | Wisp, Salamander | Its overwhelming wish to fight turned it into a monster. | |
57 | Dainslaif |
Poltergeist | Shade, Aura | Wisp, Dryad | A possessed weapon that exists to fight. | |
58 | Machine Golem |
Poltergeist | Aura | Dryad | A man-made Golem. It was not supposed to have its own mind. | |
59 | Chobin Hood |
Demi-Human | Aura | Dryad | A master bow-hunter species. They look cute, but they could be pretty mean. | |
60 | Goblin |
Demi-Human | Shade, Dryad | Wisp, Aura | It firmly believes that evil doing is the true meaning of life. | |
61 | Tomato Man |
Demi-Human | Aura, Salamander | Dryad, Undine | A clan of black-magic priests. It is said that they never leave. | |
62 | Sahagin |
Demi-Human | Undine | Jinn | It became a demi-human as it began living ashore. | |
63 | Succubus |
Demi-Human | Shade, Jinn | Wisp, Gnome | One of the vampire clans. They tend to look down on the other clans. | |
64 | Narcissos |
Demi-Human | Aura, Gnome | Wisp, Gnome | This clan is obsessed with staying in shape by practicing their own martial arts. | |
65 | Mad Mallard |
Demi-Human | Wisp, Salamander | Shade, Undine | Loaded with attitude, these ducks pop out egg-bombs. | |
66 | Axebeak |
N/A | N/A | N/A | A bird-like creature that lives in the deserts. | |
67 | Chimera Lord |
N/A | N/A | N/A | A demonic creature with fierce appearance. | |
68 | Punkmaster |
N/A | N/A | N/A | A small creature with an evil mind. | |
69 | Gremlin |
N/A | N/A | N/A | A mischievous little demonic creature. | |
70 | Shadow Zero-One |
N/A | N/A | N/A | A shadow that loves grabbing people's attention. | |
71 | Skeletal Soldier |
N/A | N/A | N/A | Soldiers of the Deathbringer's army. | |
72 | Wind Callers |
N/A | N/A | N/A | The entire clan serves Akravator as his dragoons. | |
73 | Count Dovula |
N/A | N/A | N/A | The leader of the Succubus Clan. | |
74 | Mantis Ant |
N/A | N/A | N/A | N/A | |
75 | Hegs Ant |
N/A | N/A | N/A | N/A | |
76 | Du'Inke |
N/A | N/A | N/A | N/A | |
77 | Du'Cate |
N/A | N/A | N/A | N/A | |
78 | Du'Mere |
N/A | N/A | N/A | N/A | |
79 | Gorgon's Eye |
N/A | N/A | N/A | N/A | |
80 | Boreal Hound |
N/A | N/A | N/A | N/A | |
81 | Gova |
N/A | N/A | N/A | N/A | |
82 | Spriggan |
N/A | N/A | N/A | N/A | |
83 | Labanne |
N/A | N/A | N/A | N/A | |
84 | Tropicallo |
N/A | N/A | N/A | N/A | |
85 | Fullmetal Haggar |
N/A | N/A | N/A | N/A | |
86 | Orc |
N/A | N/A | N/A | N/A | |
87 | Jewel Beast |
N/A | N/A | N/A | N/A | |
88 | Jewel Beast II |
N/A | N/A | N/A | N/A | |
89 | Jewel Beast III |
N/A | N/A | N/A | N/A | |
90 | Jewel Beast IV |
N/A | N/A | N/A | N/A | |
91 | Iron Centaur |
N/A | N/A | N/A | N/A | |
92 | Larc the Centaur |
N/A | N/A | N/A | N/A | |
93 | Zenoa |
N/A | N/A | N/A | N/A | |
94 | The Deathbringer |
N/A | N/A | N/A | N/A | |
95 | The Deathbringer |
N/A | N/A | N/A | N/A | |
96 | Kima |
N/A | N/A | N/A | N/A | |
97 | Hitodama |
N/A | N/A | N/A | N/A | |
98 | Akravator |
N/A | N/A | N/A | N/A | |
99 | Jajara |
N/A | N/A | N/A | N/A | |
99 | Jajara |
N/A | N/A | N/A | N/A | |
100 | Vadise |
N/A | N/A | N/A | N/A | |
101 | Drakonis |
N/A | N/A | N/A | N/A | |
102 | Lord of Jewels 999 |
N/A | N/A | N/A | N/A | |
102 | Lord of Jewels 1000 |
N/A | N/A | N/A | N/A | |
103 | Irwin |
N/A | N/A | N/A | N/A | |
104 | The Mana Goddess |
N/A | N/A | N/A | N/A |
# | Artwork | Color | Positive effects | Negative effects | Description |
---|---|---|---|---|---|
01 | Carlicrown |
White | CHM | ARR | A crown-shaped garlic clove that might make you feel like royalty! |
02 | Conchurnip |
White | PWR, DEF, AGR, ARR | MGC | A turnip shaped like a conch shell. |
03 | Sweet Moai |
Purple | DEF, MGC, LCK, LAZ | SKL | A sweet potato shaped like a Moai. It's pretty tasty, actually. |
04 | Pear O' Heels |
White | DEF, MGC, LCK, LAZ | SPR | A pear shaped like a high-heeled shoe. |
05 | Mangolephant |
White | PWR, HP, AGR, ARR | None | A mango that even has a pair of tusk-like knobs. |
06 | Apricat |
Red | DEF, AGR | None | An apricot with whiskers and ears that makes it look like a cat. |
07 | Diceberry |
Red | PWR, AGR | None | The ones with seeds placed like an actual dice are very rare. |
08 | Peach Puppy |
Red | PWR, SKL, FRD | SCH | A peach with a dog-like face, and ear-like flaps. |
09 | Applesocks |
Red | SKL, CHM, CLM, IND | None | An apple that looks like a Christmas stocking. |
10 | Whalamato |
Red | MGC, HP, CHM | DEF, AGR | A whale-shaped tomato with a stem that looks like a water spout. |
11 | Spiny Carrot |
Orange | MGC, SPR, CLM, IND | SKL | A carrot with knobs like those on spiny shells. |
12 | Loquat Shoes |
Orange | SKL, CHM, SCH, LAZ | HP | It has a hole that is big enough to fit a baby's foot. |
13 | Bumpkin |
Orange | SKL, CHM, SCH, LAZ | HP | A pumpkin with a scary face. There are some with sad faces, too. |
14 | Honey Onion |
Orange | SKL, HP, SPR, IND | PWR | An onion with honey stuffed inside. |
15 | Orange'Opus |
Orange | DEF, HP, SCH, LAZ | None | An orange with tentacle-like projections. |
16 | Orange'Opus |
Yellow | MGC, SCH | None | A lemon with a sharp top and tentacle-like projections. |
17 | Springanana |
Yellow | HP | IND | A coily banana that is rather hard to eat. |
18 | Cornflower |
Yellow | MGC, CHM, AGR | CLM | Is it a sunflower with corn kernels, or corn that looks like a
sunflower? |
19 | Fishy Fruit |
Yellow | SKL, MGC, CLM | HP, SCH | It has fin-like bumps that make it look like a fish. |
20 | Rocket Papaya |
Orange | MGC, CHM, CLM | AGR | A papaya with projections like a rocket. |
21 | Cabbadillo |
Green | DEF, SPR, FRD, LON | CHM | A cabbage that looks like a friendly armadillo. |
22 | Squalphin |
Green | MGC, LCK, FRD, LON | PWR | A squash that is shaped like a dolphin. |
23 | Needlettuce |
Green | DEF, CHM, CLM | AGR | A lettuce with leaves shaped like porcupine needles. It's edible. |
24 | Boarmelon |
Green | PWR, SKL, SPR, LON | CHM | A watermelon that has stripes and tusks like a young boar. |
25 | Dialaurel |
Green | PWR, LCK, AGR | CLM | An herb that was named "Diamond" after its leaves' shape. |
26 | Heart Mint |
Blue | CHM | LAZ | This species of mint grows heart-shaped leaves. |
27 | Spade Basil |
Blue | SPR | LON | An herb with a slightly bitter flavor to it. |
28 | Pine O' Clock |
Blue | SPR | LON | A very functional pineapple that works as an alarm clock. |
29 | Gold Clover |
Blue | SKL, LCK, FRD | SCH | You will be really lucky if you find one with four leaves! |
30 | Rhinoloupe |
Blue | PWR, HP, SPR | MGC, CLM | The skin is very tough and thick. |
31 | File:Lilipods LOM artwork.webp Lilipods |
Purple | SKL, HP, CLM, IND, FRD, LON | MGC | This lily has peas inside it! |
32 | Cherry Bombs |
Purple | HP, FRD | None | Cherries with clear, glass-like flesh around the seed. |
33 | Orcaplant |
Purple | DEF, MGC, SCH | FRD | An eggplant that looks like a killer whale. |
34 | Masked Potato |
White | DEF, HP, SPR | LCK, FRD | A potato with colorful designs on it, making it look like a mask. |
35 | Bellgrapes |
White | MGC, SPR, SCH | FRD | The grape is covered with a tough skin. When shaken, it sounds
like a bell. |
36 | Mush-In-A-Box |
Black | LCK | None | The insides pop out when touched. Its taste could be surprising,
too. |
37 | Toadstoolshed |
Black | PWR, SKL, DEF, MGC, HP, SPR, CHM, LCK | None | A mushroom shaped like a house. Those with two chimneys are rare! |
# | Title | Description |
---|---|---|
01 | The Beginning | A twinkling consciousness became a star which sparkled in the night and banished the darkness. The Mana Goddess acquired consciousness by gazing into the light of that sun. She made Fa’Diel, a great land, but so far an empty one. |
02 | The Moon Gods | The Mana Goddess drew beams of six colors from the sun. They became the six moons, each hiding a small deity within. When those gods awoke, they played beautiful music and brought fortune to the land of Fa’Diel. |
03 | The Names of Stones | The six deities became the Moon Gods and demanded that the Mana Goddess name them. So the Mana Goddess gave each of them a shining stone, which filled the air with music: Stars, follow me! Moons, walk with me! And we shall celebrate your names! |
04 | The Moon's Names |
Tryne, merciful god of water.
|
05 | The Creation | The Moon Gods created land and ocean, trees and flowers, and gave them light and the power to determine their fate. The light became the Elemental Spirits, riding in the sky. They released bountiful light, and were full of desire to serve the Moon Gods’ will. The Moon Gods then finally returned to slumber. |
06 | Flammies | Then, a beautiful yet powerful beast appeared, awakening the Moon Gods. The Moon Gods named this beast of strength and beauty Flammy. Whenever one of the Moon Gods would fall asleep, another Flammy would appear. Eventually, Flammies of all six colors came to populate all the land. |
07 | Dark Clouds | The Moon Gods tried to outdo each other in creating beauty. Sometimes they argued trying follow the Mana Goddess’s will and create many beasts. But dark clouds came to Fa’Diel, and the Moon Gods created greater beasts, and set them loose upon the land. The Flammies often quarreled, and the cycle of creation and destruction repeated endlessly. |
08 | The Hole | The trees withered, and the Elemental Spirits lost their luster. The land dried up, and soon thereafter, wars began. As the wars dragged on, the powers of the Moon Gods were lost. The land of Fa’Diel was scarred, and pits to other worlds opened in the wounds. The Moon Gods peeked into the other world, and came to know fear, envy, and desire. |
09 | Rebirth | Cracks appeared in the Mana Tree. Waves of chaos from other worlds came and tried to envelop all of Fa’Diel. Each Moon God chose a Flammy and gave it a stone. The Flammies rode into the sky. They were born of the earth to ride in the sky and return to the earth. They became a flying river of Mana. |
10 | The Thoughts | Fa’Diel was filled with the power of Mana. It healed itself and shut away the other world. The Flammies returned to the Moon Gods, but could not find them. The Moon Gods had lost their memories and became beasts. The six remaining Flammies cried in anguish and despair. The waves in the air settled, and created many thought forms. |
11 | The Revelation | The Flammies turned their backs on the Moon Gods and flew into the air. The Moon Gods turned into stars, and the Flammies never came back down. New concepts came about after the Flammies and the Moon Gods departed, but the Elemental Spirits were afraid and prayed to the Mana Tree, who responded with soft pulses. |
12 | The Prophecy | These formless beings will eventually be given form so that they might live. They will be given the task of creating this world. The thoughts they think will shape the landscape. They will be born into this world in fear and sadness. Sometimes their thoughts may hurt this world, but you must help them build it. |
13 | Man and Faerie | Soon many new beings were born, such as men and Faeries. Man used Mana to power his creations. Faeries amplified the power of Mana with song and dance. Then, from beyond the heavens, six colored beams of light shown down upon the land. Six Flammies gazed upon Fa’Diel, and all life there prospered. A new age had begun. |
14 | The Dark One | The Flammies of legend never returned from their heavenly climb. Below, many similar creatures came into being. For example, dragons reflected the Flammies’ divinity, become a race of depp introspection. They took it upon themselves to protect Fa’Diel from its many foes. |
15 | The Fallen | Wyrms are rumored to be Flammies who have fallen into another world. Powerful mages summoned them into this world. Wyrms possess the incredible powers of the Flammies, but they lack their nobility and grandeur. True Flammies are said to appear regal and divine, unlike dragons and wyrms, but no man can truthfully claim to have seen them. |
16 | The Work of Man | Humans were destined to reproduce and populate the land, and they developed the technology to build. Soon they gained dominance over all physical things. The humans who live in this world come in different forms, but they are all humans. Some inherit their forms from their parents, while others are shaped through their experiences. |
17 | The Work of Faerie | Faeries have transparent wings, which are not used for flying, and are shed during growth. Only young Faeries are visible to humans, and their bodies fade as time goes on. Eventually, they become completely invisible to the human eye. |
18 | The Mana Tree | The Mana Tree sustained the bond between the world of humans and of Faeries. Plants exist in both the human and Faerie dimensions. They absorb the Mana of Fa’Diel and release it into the atmosphere. Humans use trees for fuel and tools, harnessing their power within inanimate objects. Faeries use the Mana released by plants to make Fa’Diel a better place. |
19 | Sorcerers | Although not on par with the Faeries, all humans could once harness the power of Mana. The ability to draw on the power of Mana was originally given to all humans equally, but many lost that ability by relying on machines, and losing touch with the natural world. Later, those with the power to draw Mana were called mages. |
20 | Anise | The Great Witch Anise was the first mage to go down in history. Anise bored a hole into the Mana Tree and built her laboratory there. The flow of Mana into both human and Faerie worlds was diverted. Anise constructed a jewel called the Eye of Flame using the vast amounts of Mana in her laboratory. The Firestone brought out the evil of whoever touched it. |
21 | Unknown Stones | In the Age of Myth, the stones that the Mana Goddess gave to the Moon Gods were the most powerful source of magic known. However, some powerful magic users born in later ages possessed similar stones. Anise tried to obtain such a stone when she created the Eye of Flame, but it was difficult to control, and very dangerous. |
22 | Golden Age Ends | Soon, many others learned how to construct their own Eyes of Flame. The waves of Mana became chaotic, and shadows clouded the hearts of man. These pulses tore rifts within dimensions and sent waves of evil into the hearts of man. No longer was all life on the planet descended from the spirits. An age had ended. A world had fallen from its original purity. |
23 | Uraklius Aeon | Evil ruled the land thereafter through men who could control the waves of chaos. Those of truth cried in anguish, but mages, who rejoiced in obtaining new powers, firmly believed that this was the world they wanted. The mages declared the beginning of a new thousand-year kingdom and called it the Aeon of Uraklius. |
24 | The Holy War | Aion, the leader of the Faeries, sent an army to conquer Anise. There, hundreds of Anise’s mages battled thousands of Faerie warriors. The battle was fought overnight, and almost all of the Faeries were slain. The few remaining Faeries continued their lives in the land of men. |
25 | The Hidden | Although the Faeries thought that all humans were enemies, they soon discovered that there were those in the land of men who could understand the Faeries. With the help of the humans, they were again able to battle Anise and her mages. Eventually they rose victorious. Unfortunately, during the fight, the Mana Tree burned to the ground. |
26 | Eyes of Flame | Although it was thought that many Eyes of Flame would be recovered from the ashes, only three were found. Aion was banished to the Underworld. He refused to be reincarnated, and became the Lord of the Underworld. |
27 | The Underworld | Aion, leader of the Faeries, created his new servants, the Shadoles. Shadoles were born from the thoughts of Aion, and they brought the newly departed to the Underworld. From this time on, all departed souls are brought to the Underworld to receive the judgement of its Lord. |
28 | Seventh Moon | Anise was killed by a stone called the ‘Seventh Moon.’ Legend has it that the Faerie warrior who fought against Anise, a master of the Eye of Flame in her own right, bested her using this mysterious object. |
29 | A Brief Peace | After the Holy War of the Mana Tree, the flow of Mana to the world resumed. Before, mages would steal from others, using dangerous magic, but now the land produced enough for all. However, the surviving mages could not stand being equal to their fellow creatures. They sought magic that could make everything their own. |
30 | Mage's Tower | The mages started building towers at Mana Points all over Fa’Diel in order to regain the Eyes of Flame. They took action against the Faeries, who stood in the way of their plans. Whenever a tower was built, an army would come to destroy it. Such wars continued for hundreds of years. Soon, all of humanity came to think of Faeries as evil beings. |
31 | Mountain School | Elise, who called herself Anuella, was the daughter of Anise. She had the power to bring mundane objects to life. After fleeing her mother’s self-righteous rule, she settled in the northern mountains and there created a group of dolls who would obey her every command. They came to be called magical beings, and her art was promulgated by mages who idolized her. |
32 | Artificers | There were two types of magical beings. One type was imbued with life. Another type had hidden powers. The latter were called artifacts. Artifacts had weaker magical powers than Eyes of Flame, but were simpler to construct. Creating Eyes of Flame was frought with accidents, so making artifacts became the most popular kind of magic. |
33 | Argot | The king of dragons, Argot, destroyed all the mage towers in the land of Faeries. Argot opened a hole into the other worlds and called forth many monsters. However, records state that he eventually turned to evil, and was banished by the Faeries. |
34 | Lucemia | Argot summoned a wyrm in the shape of a Flammy. He summoned Lucemia, the Wyrm of Light, and the greatest of all the wyrms. Legends says that Lucemia leveled each and every mage tower, and died trying to swallow an entire volcano. |
35 | The Lilipeas | The Lilipeas are a small tribe that settled in the northern mountains. People said that they were similar to Anuella’s dolls. Only Selva, who was tall and slim, often visited Anuella by riding on a bird. Selva often took Anuella’s dolls outside. |
36 | The Ashes | In a charcoal-maker’s hut, a little girl awaited her father’s return. Her name was Magnolia, and her father made a living from hunting and from making charcoal. Selva gave this girl one of Anuella’s dolls. |
37 | Anise's Fire | The doll that was brought into Magnolia’s room had red stones as its eyes. They were the Eyes of Flame that Anise made, and they burst into flames and burned the hut to ashes. |
38 | Mage and Ruby | Magnolia lost her life in the hut as it burned down, but the doll was saved. The doll began to call herself Magnolia, and she stayed with the Lilipeas, until one day she left with a mage. The mage wanted to steal the Eyes of Flame in Magnolia’s eyes, for they contained more Mana energy than the enchanted instruments. |
39 | Gaeus | Anuella saw through the mage’s plot. She left the northern mountain, then gave life to a rocky hill so the mage’s caravan could not progress further. The living hill called itself Gaeus, and its knowledge seemed deeper, and more vast than Anuella’s. Anuella called for Gaeus’ help and prepared for war. |
40 | The Conductor | All the Faeries fought on Anuella’s side, using many enchanted instruments. The mage’s force fell apart against the power of the instruments with infinite Mana power. Anuella came to be known as the ‘player of the Flying Contravass,’ and as ‘the Conductor’ among Faeries. |
41 | Mage Halciet | Halciet the Mage was the last one who stood against Anuella. He used a stone called ‘the Seventh Moon’ and fought against Anuella, but the mages among his army began a quarrel over the stone’s possession, and Halciet left the force. |
42 | Geimaswald | The mages made a magic circle with the Eyes of Flame and summoned the Wyrm of Thunder, Geimaswald, to attack Anuella. But the Lilipeas lured Geimaswald into a cave and killed it. The leader of the Lilipeas was Selva of the Four Winds. |
43 | Eastern Wind | It became known to the mages that these instruments could be used as weapons. The mages took the remaining Eyes of Flame and the instruments acquired in the previous battles and fled to the East. There, the mages made instruments with more Mana power and dedicated them to their new lord, Lonway. |
44 | Emperor Lonway | The mages provided Lonway with their magic, and urged him to prepare for battle with the Faeries. Lonway’s army then progressed to the ancient city of Mindas to open the gates to the land of Faeries. Many nations used this as an excuse to start their own political battles. |
45 | Ricrot IV | Ricrot IV was supported by Anuella, and was given an army of wooden horses that could fly in the sky to fight against Lonway and his mages. He came to be known as the ‘King of Wooden Horses.’ Many brave men enlisted in Ricrot’s army. |
46 | Spiritual War | Gato Grottoes were Fa’Diel’s power nexus, protected by ‘the Spirits of the Ascetics.’ Many monks fought as soldiers, and the high priests stopped enemies from other dimensions by sending their spirits to battle. Intense battles between the dimensions and other worlds took place in Gato. |
47 | Rosiotti | Rosiotti was a hero who could pierce a warrior’s chest with his arrows from miles away. It was anticipated that his bravery and skills would change the war’s outcome. However, he only became Lonway’s general because Lonway promised him great rewards. |
48 | The Chase | In the midst of intense battles between Ricrot and Lonway’s army, Selva of the Four Winds brought his army of Lilipeas and Flowerlings to fight on Ricrot’s side. Lonway then ordered Rosiotti to kill Selva. No one had ever escaped Rosiotti’s arrows, and the chase was on. |
49 | Selva | Selva kept commanding his army, while fleeing Rosiotti’s never- ending chase at the same time. When Rosiotti finally shot Selva’s heart with his arrows, he was surrounded by countless Lilipeas. It was then that Rosiotti was told to become a Wisdom, to walk the same path with them. |
50 | Conjuror Nunuzac | Nunuzac was Lonway’s best and the most powerful summoner. He summoned Freymold, the Wyrm of Fire, as Lonway ordered him when the tide of war began to turn against him. Nunuzac kept summoning monsters until Lonway was killed, and he himself became trapped in the dimension on the other side of his magic circle. |
51 | Warrior Olbohn | Another army to join the war was Aion’s force of ‘Creatures of Shadow’ from the Underworld. These ‘Creatures of Shadow,’ or the Shadoles, caught and threw living people into the Underworld and trapped them there. Olbohn the swordsman went down to the Underworld by himself and defeated Aion. |
52 | Freymold | Freymold, the Wyrm that was summoned by Nunuzac, flew across Fa’Diel and burned Rosiotti’s jungle to ashes. Rosiotti raged over this event, and later joined Anuella’s force. |
53 | Knight of Truth | Lasdanac was the Holy Knight of Ricrot’s army who was taught the ‘Spell of Truth’ by the Faeries. With this spell, he defeated Freymold, but it is told that he later fell to a Faerie’s curse. |
54 | The New World | After the war came to an end, Ricrot IV built churches and began compiling ‘The Book of Divine Guidance.’ He also established the Academy of Magic with a portrait of the great witch, Anise, inside and summoned her spirit to it. Anuella was displeased by this event. |
55 | The Temple of Healing | The temples lost many of their monks and priests as they came under Ricrot’s rule. All the male priests were taken and sent to the Academy of Magic as magic researchers, to lessen resistance from the religious organizations. |
56 | Anuella | In the years following the war, Ricrot sent soldiers to capture and kill off the surviving soldiers of Lonway’s army, as well as the Faeries, which he called ‘the Ones with Devilish Powers.’ Anuella left Ricrot and locked herself into a place named ‘The Graveyard of Artifacts.’ |
57 | Mana Stones | The seventh Mana Stone was desired for its Mana power, and it appeared in history many times. Jumis were the first ones to be searched for the possession of the stone. It is said that an uncountable number of Jumis were hunted down and killed for this purpose. |
58 | Dirt | When Jumis were being hunted during the search for the seventh Mana Stone, they died after intentionally lessening the energy flow in their jewel cores. Many Jumis died this way to protect the secret of their clan, and mages began to call them ‘lumps of dirt’ as a result. |
59 | Angels | There was a new movement in the land of Faeries, as Zuf’ben became their leader. The spiritual waves of the two worlds were becoming magnified, and many expected the worlds to become one. Zuf’ben lamented over the humans’ corruption, and called upon higher beings for help. Angels answered his prayers. |
60 | Janna | Angels were beings who serve the Goddess, and cannot normally be seen by Faeries or humans. Seven angels chose to reincarnate in the land of Faeries, and they rode on Janna, a ship with its own consciousness. |
61 | Incarnation | In order to control the Janna, the angels decided to reincarnate into Faeries and humans. The reborn angels would lose their memories, until Janna could awaken them. |
62 | Malicious Mind | Zuf’ben rode Janna and searched both Fa’Diel and the land of Faeries to find the seven angels, but humans attacked Janna, afraid of the flying ship. During the attack, the minds of those onboard the ship were tainted with evil. |
63 | Unawakened Angels | The angels transmuted into their human and Faeries forms, but they lost awareness of their true nature, because they could not sense Janna’s benevolence. Some of the angels even joined the battle to gain control of Janna. Janna turned to evil, and villainous people gained demands over her. |
64 | Ancient Memories | Even though Janna had not awakened them, six of the seven angels regained their memories. One cried for a fallen friend, one confronted Janna, one crossed swords with a former angel, one heard the guidance of a Wisdom: Six angels’ memories were restored, but the seventh would never awaken. |
65 | Seventh Angel | In the dreams of the six angels, a seventh angel appeared. But he did not answer the calls of the others. He was neither human nor Faerie, but a Jumi. Both humans and Faeries had used the Jumi to strengthen their magic in the war. |
66 | Janna's End | The angels gave up on retrieving Janna, and chose to fight for the Jumi. With help from the Wisdoms, they built a ship to confront Janna, and joined the war. The angels defeated the leader of humans and Zuf’ben, who had become an evil Faerie, and sealed Janna in the dimensional gap. Then they remained in Fa’Diel. |
67 | Divine Guidance | As time went by, ‘the Rule for Peace’ which Ricrot started changed to ‘the Peace for Rule.’ ‘The Book of Divine Guidance’ was used to propagate the empire’s religious and political thoughts, and many ‘heretics’ were hunted down by the empire’s army. |
68 | Deathbringer | Irzoile Enaanshalc was the fifteenth emperor of the Enaanshalc Empire, and he was called the Deathbringer. He was a descendant of Ricrot Enaanshalc, a hero in the era of the Faerie War, but his oppressive reign caused the empire’s fall. |
69 | Holy Knight | The chivalric code, which Ricrot IV established, produced many legendary heroes in a short time period. Julio Liotte was the most accomplished knight in the empire’s army, and thus he was given the title of ‘Holy Knight,’ and became the guardian of the empire. The Liotte family passed this title down the line. |
70 | The Halloways | To commemorate the souls of heroes lost during the war, Ricrot IV established shrines to the Mana Goddess, and closed down most of the older temples aside from the one in Gato. The Halloway family was a line of priests, but under the rule of Ricrot’s empire, its influence diminished. |
71 | Windcallers | The clan of Windcallers could speak to and control the wind. They live quietly in a village by the base of Norn’s Peak, and kept their watchful eyes on any intruders that might disturb their way of life. |
72 | Empire's Fall | Irzoile Enaanshalc desired immortality, and sent his army to retrieve the Dragon Stones which the ancient dragons protected. His attempts failed, and he lost his life as a result. But his overwhelming desire for immortality made Jajara, the bone dragon, choose him to become his dragoon. |
# | Title | Question | Answer |
---|---|---|---|
01 | Golem's Composition | What are the necessary components? | A completed body and logic blocks. The body of the golem determines its power level, and the logic blocks provide the action patterns of the weapons it equips. |
02 | Golem's Body | What makes up a golem's body? | At least one weapon or piece of armor. A golem's body is made by combining a lifeball with one weapon and up to three pieces of armor. Its performance and characteristic parameters reflect those of the materials. |
03 | Logic Blocks | What makes up a logic block? | Two pieces of equipment. Choose two pieces of equipment from your list of armor, weapons, or instruments. Each blocks provides a certain action pattern for a golem. |
04 | Logic Grid | What determines the size of the logic grid? | The number of armor pieces used for the golem's body. The larger the grid, the more logic blocks it can hold, for a wider variety of golem actions. |
05 | Golem's Actions | What determines a logic block's type? | The combination of its components. Try different equipment combinations to create blocks you want for desired action patterns of your golem! |
06 | Logic Types | What determines a logic block's shape? | The combination of its component. All logic blocks have one of 11 shapes, and each block's effectiveness derives from its components' parameters. |
07 | Attack Types | What determines the golem's attack mode? | The type of weapon used for the golem's body. Some blocks cannot be assigned to a golem if the block's attack type differs from the golem's attack type. |
08 | Attack & Defense Level | What determines golem attack and defense levels? | The characteristics of the weapons and armor used. Golem parameters such as HP, attack and defense, and elemental levels, are determined by the components used to make its body. This does not include logic grid size and the rate of malfunction. |
09 | Malfunction Rate | How is the malfunction rate determined? | The number of armor pieces used as components. The higher the percentage shown on the menu screen, the more frequently golem fails to deliver an attack. If one action fails, actions connected by wedge-marks also fail to deliver. |
10 | Choices of Action | How does a golem decide which action to take? | By referring to its action gauge and calculating the distance from the enemy. The logic grid has two axes. One is the action gauge, and the other is the distance between the golem and the enemy. |
# | Name | Type | Required Abilities | Description |
---|---|---|---|---|
001 | Jump | Ability | default | Might as well jump. |
002 | Defense | Ability | default | But remember that the best defense is a good offense. |
003 | Lunge | Ability | default | A quick step forward. |
004 | Retreat | Ability | default | A quick step backward. |
005 | Crouch | Ability | default | Increases regeneration of Hit Points, but while crouching defense rating is zero. |
006 | Push | Ability | default | Stuns target. |
007 | Cheer | Ability | default | No real use, but increases the power move gauge slightly. |
008 | Spin | Ability | default | Stuns opponents. Attacking while spinning turns the ability into a spin attack. |
009 | Grapple | Ability | Defend, Push | Grabs an opponent, then use attack to throw. |
010 | Whirl | Ability | Grapple, Push | Turns opponents to expose their back. |
011 | Bash | Ability | Whirl, Push | Runs the opponent to the edge of the screen. |
012 | Somersault | Ability | Lunge, Jump | Executes a forward flip while dodging attacks. |
013 | Back-Roll | Ability | Retreat, Jump | Executes a back-roll while dodging an enemy's attack. Hit the Power Attack button to add an attack. |
014 | Back-Flip | Ability | High Jump, Back-roll | Cannot be hit until starting the descent. Pressing the Power Attack button adds an attack. |
015 | Moonsault | Ability | High Jump, Somersault | Invulnerable until starting the descent. |
016 | High Jump | Ability | Crouch, Jump | Soars high above opponents. |
017 | Double-Jump | Ability | High Jump, Jump | Jumps again in the middle of a jump. |
018 | Tackle | Ability | Lunge, Push | Knocks opponents back. |
019 | Counterattack | Ability | Defend | Counters an enemy's move with an attack for double the damage of a Quick Attack. |
020 | Counterstrike | Ability | Counterattack | Counters an enemy's move with an attack for quadruple the damage of a Power Attack. |
021 | Taunt | Ability | Retreat, Cheer | Gets an opponent's attention. |
022 | Evade | Ability | Lunge, Retreat | Evasive action. |
023 | Toss | Ability | Crouch, Bash | Juggles the opponent. |
024 | Defensive Lunge | Ability | Defend, Lunge | Lunges forward while blocking. |
025 | Slide | Ability | Crouch, Lunge | Knocks an opponent down. |
026 | Flip-Kick | Ability | Back-roll, Back-flip | A sudden attack while doing a flip. |
027 | Admonition | Knife technique | Lundge | Close in quickly with an opponent, executing a quick slice. |
028 | Rising Eagle | Knife technique | Jump | A jump into the air, followed by a sudden knife-throw. |
029 | Vortex of Death | Knife technique | Spin | Cut up opponents in a death-bringing spin. |
030 | Vapor Blade | Knife technique | Somersault | A quick roll into the enemy, followed by a devastating double attack. |
031 | Sonic Wave | Knife technique | Back-Roll | A tremendous sonic wave, released after two impressive flip-kicks. |
032 | Rising Dragon | Knife technique | High Jump | A jump into the air, followed by a hail of daggers. |
033 | Crescent Moon | Knife technique | Moonsault | A leap into the air in a grand arc, followed by multiple slashes. |
034 | Eclipse | Knife technique | Back-Flip | A back-flip followed by a stab into the space-time continuum. Damages any creatures nearby. |
035 | Backstab | Knife technique | Slide, Double-jump | A leap into the opponent's blind spot, creating an opening for the coup-de-grace. |
036 | Puppet | Knife technique (also Flail) | Retreat, Cheer | A retreat leaving a dummy, which fight in your place. |
037 | Cobra Fang | Knife technique | Push, Retreat | A short push and quick retreat, ending with a dagger throw. |
038 | Ninja Drop | Knife technique | Grapple, Evade | A decoy hides the location of the true attacker, who drops in a crescendo of force. |
039 | Pouncing Cat | Knife technique | Back-roll, Somersault | A vertical swing sets up the perfect finishing blow. |
040 | Pouncing Cat | Knife technique (also Flail) | Whirl, Lunge | The first strike knocks the enemy back and exposes its blind side, the next deals a crippling blow |
041 | Reaping the Mist | Knife technique | Back-roll, Back-flip, Lunge | This amazing technique consists of acrobatics which lead into a lunging attack straight through any opposition. |
042 | Dark Assassins | Knife technique | Evade, Spin, Crouch | A sinister attack that summons dark assassins to clear the area of enemies. |
043 | Dance of Roses | Knife technique | Defensive Lunge, Evade, High Jump | A rising slice with the power of a thousand thorns. |
044 | Looking Glass | Knife technique (also Flail) | Defensive Whirl, Bash, Taunt | Traps an enemy in a dimensional mirror. The enemy suffers great damage once the mirror is broken. |
045 | Aerial Reaver | Knife technique | Flip-kick, Spin, Crouch, High Jump | A secret technique of throwing enemies up into the air and carving into them as they fall. |
046 | Phoenix | Knife technique | Cheer, Evade, Double-Jump, Defensive Lunge | A fantastic array of pyrotechnics that crescendos into an immortal force, reducing opponents to ashes. |
047 | Iai Strike | Sword technique | Lunge | A sudden lunge, followed by a slice through the enemy. |
048 | Cutting Bamboo | Sword technique | Jump | A vertical jump with a downward slash. |
049 | Maeltrom | Sword technique | Spin | A more powerful version of Spin. |
050 | Rising Sun | Sword technique (Also Axe) | Crouch | A series of two anti-aerial slashes from a crouching position. |
051 | Triple Tiger | Sword technique | Somersault | A rolling slash, a rolling jab, and a rolling upward cut. |
052 | Blade Launcher | Sword technique | Back-Roll | Uses the force of a back-roll to launch opponents into the air. |
053 | Cutting Pine | Sword technique (Also Axe) | High Jump | A more powerful version of Cutting Bamboo. |
054 | Bird of Prey | Sword technique | Moonsault | A high moonsault followed by multiple devastating strikes. |
055 | Corkscrew | Sword technique | Back-Flip | A back-flip while swinging the sword. |
056 | Cross Strike | Sword technique (Aslo Axe) | High Jump, Lunge | A vertical strike from the air, followed by a horizontal strike on the ground. |
057 | Tiger Claw | Sword technique | Somersault, Back-Roll | A slashing combination from above and below. |
058 | Clean Sweep | Sword technique | Slide, Retreat | A low slide knocks the opponent off balance. The finishing strike follows. |
059 | Dragon's Tail | Sword technique | Tackle, Back-Flip | An attack so swift that the enemy doesn't know it's dead, until... |
060 | Orbiting Blades | Sword technique (Also Axe) | Spin, Defensive Lunge | A lunge into the enemy with multiple blades whirling above. |
061 | Motion of Truth | Sword technique | Tackle, Bash, Moonsault | A triple attack consisting of a quick jab, a rising strike, and an earth-shattering spinning strike. |
062 | Smashing Blade | Sword technique | Push, Whirl, Somersault | A push to knock the enemy off-balance. It uses a slash, and a grab to turn the enemy away. The final blow connects from behind. |
063 | Invisible Death | Sword technique | Grapple, Lunge, Retreat | A whirlwind of attacks so fast that the swordsman seems invisible. |
064 | Dynamite X | Sword technique (Also Axe) | Jump, Crouch, Cheer | Cuts an X into the enemy. Causes an explosion when the X is crossed. |
065 | Terminal Velocity | Sword technique | Whirl, Back-flip, Spin, Lunge | Uses centrifugal force to release a blow of mythic proportions. |
066 | Golden Dragon | Sword technique | Toss, Evade, Crouch, Jump | Buries the enemy by summoning the incredible powers of the Golden Dragon. |
067 | Deep Slice | Axe technique | Lunge | A lunging horizontal swing cuts deep into the enemy and exposes its back. |
068 | Axe Bomb | Axe technique | Jump | A leap into the air, followed by a devastating axe throw. |
069 | Tornado | Axe technique | Spin | A spin while holding the axe horizontally. |
070 | Electric Yo-Yo | Axe technique | Somersault | Uses the axe like a yo-yo. |
071 | Retribution | Axe technique (Also Hammer) | Back-Roll | Once the axe is thrown skywards, a huge axe falls from the clouds. |
072 | Bird of Prey | Axe technique | Moonsault | Releases multiple axes during a moonsault. |
073 | Salmon Upstream | Axe technique | Back-Flip | A vertical jump while swinging the axe. |
074 | Rising Sun | Axe technique (Also Sword) | Crouch | A low strike stuns the opponent, followed by a rising slash. |
075 | Cutting Pine | Axe technique | High Jump | A more powerful version of Cutting Bamboo. |
076 | Axe Bomber | Axe technique | Evade, Bash | A push followed by an immense axe swing. |
077 | Black Wings | Axe technique | Toss, Retreat | Sends multiple homing axes into an enemy knocked into the air. |
078 | Boulder Dash | Axe technique | Back-Flip, Tackle | A build-up of energy is spent crashing into enemies. |
079 | Orbitting Blades | Axe technique (Also Sword) | Spin, Defensive Lunge | A lunge into the enemy with multiple blades whirling above. |
080 | Cross Strike | Axe technique (Also Sword) | High Jump, Lunge | A vertical strike from the air, followed by a horizontal strike on the ground. |
081 | True Strike | Axe technique | Whirl, Somersault, Moonsault | A push, a roll, and a preliminary strike that knocks the enemy off-balance. A flip-attack is the grand finale. |
082 | Dynamite X | Axe technique (Also Sword) | Jump, Crouch, Cheer | Cuts an X into the enemy. Causes an explosion when the X is crossed. |
083 | Time Burst | Axe technique | Push, Spin, Evade | Spins multiple axes and stops time. Suddenly, the enemy has changed position and has been chopped by the axes. |
084 | Karma | Axe technique | Cheer, High Jump, Evade, Counterstrike | A berserker attack against all enemies in sight. |
085 | Lunging Arc | 2-Handed Sword technique | Lunge | A sudden lunge into the enemy, followed by a series of heavy swings. |
086 | Rising Crush | 2-Handed Sword technique (also 2-Handed Axe, Hammer) | Crouch | A rising cut into the opponent's throat. |
087 | Spiral Wave | 2-Handed Sword technique (also 2-Handed Axe) | Somersault | A spinning move that releases a wave of unbelievable force. |
088 | Shish Kebob | 2-Handed Sword technique | Back-Roll | A flip-kick to knock the enemy into the air is followed by a powerful stab. |
089 | Shish Kebob | 2-Handed Sword technique (also 2-Handed Axe) | High Jump | A leap into the air is followed by a thundering stab into the earth that devastates all caught in the blast radius. |
090 | Shield Breaker | 2-Handed Sword technique | Jump | A leap into the air and a crushing blow down into the enemy. |
091 | Windslasher | 2-Handed Sword technique | Spin | A spin which releases shockwaves in every direction. |
092 | Windwalker | 2-Handed Sword technique (also Hammer) | Moonsault | A fantastic move consisting of tremendous sword slashes and acrobatics galore. |
093 | Splashblade | 2-Handed Sword technique (also 2-Handed Axe) | Back-roll, Back-flip | A slash. A jump. A spin. A kill... |
094 | Rain of Blood | 2-Handed Sword technique | Toss, Double-Jump | A deep cut into a foe flung skyward. |
095 | Bring it On | 2-Handed Sword technique | Retreat, Taunt | A taunt from a distance and an attack, once the enemy gives chase. |
096 | Marble Stream | 2-Handed Sword technique | Evade, Lunge | An incredible move in which numerous images appear and then strike simultaneously. |
097 | Skullsplitter | 2-Handed Sword technique (also Hammer) | Whirl, Jump | A powerful jumping attack to the back of an enemy's head. |
098 | Beautiful Three | 2-Handed Sword technique | Tackle, Back-flip, Lunge | A series of strikes with the coldness of snow, the brilliance of the moon, and the perfection of blossoms. |
099 | Quakebringer | 2-Handed Sword technique | Cheer, Moonsault, Crouch | A great leap, followed by a fantastic stab into the earth. |
100 | Triple Offense | 2-Handed Sword technique | Evade, Somersault, High Jump | A technique which strikes high, middle, and low simultaneously. |
101 | Deep Swing | 2-Handed Sword technique | Crouch, Defend, Counterattack, Counterstrike | A simple, but ultimately deadly, attack. |
102 | Raging Pain | 2-Handed Sword technique | Evade, Flip-kick, Jump, Taunt | A devastating combination of unimaginable terror. |
103 | Sideswipe | 2-Handed Axe technique | Lunge | A single horizontal strike. |
104 | Rising Claw | 2-Handed Axe technique | Jump | A rising swing and jump. |
105 | Flying Sawblade | 2-Handed Axe technique | Spin | A spin which releases axes in six directions. |
106 | Rolling Throw | 2-Handed Axe technique | Somersault | A somersault followed by a powerful throw. |
107 | Blurred Axe | 2-Handed Axe technique | Back-Flip | A move with a back-flip so fast that the image of the axe becomes blurred. |
108 | Rising Crush | 2-Handed Axe technique (also 2-Handed Sword, Hammer) | Crouch | A rising cut into the opponent's throat. |
109 | Spiral Wave | 2-Handed Axe technique (also 2-Handed Sword) | Somersault | A spinning move that releases a wave of unbelievable force. |
110 | Impulse | 2-Handed Axe technique (also 2-Handed Sword) | High Jump | A leap into the air is followed by a thundering stab into the earth that devastates all caught in the blast radius. |
111 | Divine Right | 2-Handed Axe technique | Push, Back-Roll | A shove which pushes the enemy right into the arc of the falling axe. |
112 | Snowfall | 2-Handed Axe technique | Toss, Spin | A move which tosses the enemy up into the air to be shredded upon a spinning axe. |
113 | Spinning Hawk | 2-Handed Axe technique | Back-Flip, Flip-Kick | A spectacular feat in which the axe is thrown spinning into the air, and an enemy is catapulted into it. |
114 | Tidal Wave | 2-Handed Axe technique (also Hammer) | Evade, Defensive Lunge | A overwhelming display of force, in which beams of raw power emanate in a wide arc. |
115 | Splashblade | 2-Handed Axe technique (also 2-Handed Sword) | Back-Roll, Back-Flip | A slash. A jump. A spin. A kill... |
116 | Angelic Lumberjack | 2-Handed Axe technique | Somersault, Moonsault, Back-flip | Three acrobatic stunts to increase the power of the final mighty blow. |
117 | Buzzsaw of Doom | 2-Handed Axe technique | Double-jump, Somersault, Lunge | A light leap to the rear, followed by an uncanny rolling aerial attack. |
118 | Spikestrike | 2-Handed Axe technique | Whirl, Slide, Moonsault | A sweep of the opponent's legs, followed by an aerial slice from behind. |
119 | Sparkling Rampage | 2-Handed Axe technique | Retreat, High Jump, Spin, Tackle | This fantastic move utilizes Faerie magic to smite foes. |
120 | Super Slugger | Hammer technique | Lunge | A huge horizontal swing for scoring home runs. |
121 | Big Bang | Hammer technique | Jump | Death from above. |
122 | Blammo | Hammer technique | Spin | An explosion that results from a powerful spin. |
123 | Mole-Hunting | Hammer technique | Somersault | A slam into the ground that opens the earth in a straight line. |
124 | Ground Zero | Hammer technique | High Jump | A mid-air hammer-throw which engulfs all in its explosion. |
125 | Rising Crush | Hammer technique (also 2-Handed Sword, 2-Handed Axe) | Crouch | A rising strike into the opponent's throat. |
126 | Windwalker | Hammer technique (also 2-Handed Sword) | Moonsault | A fantastic move consisting of tremendous hammer strikes and acrobatics galore. |
127 | Retribution | Hammer technique (also Axe) | Back-Roll | Once the hammer is thrown skywards, a huge hammer falls from the clouds. |
128 | Blazing Hammer | Hammer technique | Retreat, Tackle | A technique in which built-up power is unleashed in a powerful strike. |
129 | Double Impact | Hammer technique | Somersault, Moonsault | A strike so powerful that the enemy feels the pain twice. |
130 | Thor's Hammer | Hammer technique | Toss, High Jump | A move in which the opponent is tossed up into the air, only to be tragically struck down. |
131 | Skullsplitter | Hammer technique (also 2-Handed Sword) | Whirl, Jump | A powerful jumping attack to the back of an enemy's head. |
132 | Tidal Wave | Hammer technique (also 2-Handed Axe) | Evade, Defensive Lunge | An overwhelming display of force, in which beams of raw power emanate in a wide arc. |
133 | Ultra Slugger | Hammer technique (also 2-Handed Axe) | Toss, Retreat, Lunge | A huge horizontal swing for scoring out-of-the-park home runs. |
134 | Intervention | Hammer technique | Double-Jump, Spin, Somersault | An incredible leap into the heavens to call forth a divine hammer, of course. |
135 | Volcano | Hammer technique | Crouch, Cheer, Jump | The enemy, once tossed to an impressive height, is greeted by the force of one mean hammer. |
136 | Pearly Gates | Hammer technique | Toss, Retreat, Lunge, Spin | A truly jaw-dropping move in which the enemy is hit all the way to the gates of heaven and back. |
137 | Lancer | Spear technique | Lunge | A lunging strike from afar. |
138 | Mighty Javelin | Spear technique | Jump | A mid-air javelin throw. |
139 | Twister | Spear technique | Spin | A spin so fast that it causes a tornado which carries enemies away. |
140 | Dragon's Bite | Spear technique | Somersault | A spear-throwing technique which strikes all in a straight line. |
141 | Furious Copter | Spear technique | High Jump | A jump while spinning the spear at great speeds that blasts all beneath in a terrific backwash. |
142 | Nebulous Saucer | Spear technique | Moonsault | An incredulous spear throw at the height of a moonsault's arc. |
143 | Lancenator | Spear technique | Tackle, Crouch | A slam with the shoulder into the opponent followed by a devastating impalement. |
144 | Cyclone Racer | Spear technique | Spin, Lunge | A quick lunge while spinning the spear overhead, thwacking all opposition. |
145 | Rewind | Spear technique | Back-Roll, Moonsault | A technique in which the spear is spun in place and then called back after its owner executes a flashy moonsault. |
146 | Fool's Play | Spear technique | Toss, Evade | A technique so fast that the enemy is thrown up into the air, only to be juggled about like a ball. |
147 | Holy Light | Spear technique | High Jump, Somersault | A terrific leap into the air, followed by a shower of divine light that smites foes below. |
148 | Triple Supremacy | Spear technique | Lunge, Crouch, Spin | A powerful thrust, a launch into the air, and a finishing blow. |
149 | Deadly Branding | Spear technique | Bash, Taunt, Slide | A crafty maneuver involving knocking the enemy right into the path of flying spears. |
150 | Chrome Ray | Spear technique | Back-roll, Defensive Lunge, Grapple | A complex technique which requires much planning to execute properly. |
151 | Raging Fury | Spear technique | Tackle, Evade, Lunge | A furious rage which follows a dramatic lunge into the enemy. |
152 | Lo and Behold | Spear technique | Crouch, Moonsault, Double-jump, Spin | An attack combination in which an unfortunate soul is the recipient of indescribable pain. |
153 | Blue Dragon | Spear technique | Evade, Retreat, Spin, Defensive Lunge | An earth-rendering display of power, not unlike that of a blue dragon. |
154 | Gust | Staff technique | Lunge | A lunge with a spinning staff. |
155 | Paint it Black | Staff technique | Jump | A move which brings forth a tiny black hole when the thrown staff makes impact with the ground. |
156 | Aftershock | Staff technique | Spin | A helicopter trip to dizzying heights, and a crashing return to earth. |
157 | Golden Pyres | Staff technique | Crouch | Conjures up a ring of might golden columns. |
158 | Bubbles | Staff technique | High Jump | A flying bubble launcher. |
159 | Blaze | Staff technique | Moonsault | A fiery leap. |
160 | Halo | Staff technique | Evade | A technique which forms a ring of protection around the user. |
161 | Purgatory | Staff technique | Tackle, Cheer | A forceful bash covers enemies in a blanket of darkness and finishes them off in an explosion of light. |
162 | Flower of Gold | Staff technique | Evade, Retreat | A move in which a golden flower blooms, one whose pollen brings death to all who smell its fragrance. |
163 | Fire and Ice | Staff technique | Back-Flip | A vertical strike with the powers of heat and cold together. |
164 | Gales of the Fall | Staff technique | Spin, Moonsault | A double offensive consisting of a twirling tornado attack that deviously positions the enemy to plummet onto some really sharp rocks. |
165 | Song of the Spirits | Staff technique | Spin, Evade, Taunt | A move which calls forth all of the Elemental Spirits to sing in unison. |
166 | Bloody Knuckles | Glove technique | Lunge | A straight right to the opponent's face. |
167 | Lightning Kick | Glove technique | Jump | A jumping kick as fast as lightning. |
168 | Whirlwind Kick | Glove technique | Spin | A wild spinning kick. |
169 | Jawbreaker | Glove technique | Crouch | A spectacular double-uppercut combo. |
170 | Rolling Slam | Glove technique | Somersault | A flying slam into opponents. |
171 | Flip Thrust | Glove technique | Back-Roll | A kick facing away from the opponent. |
172 | Moonsault Stomp | Glove technique | Moonsault | A stomp on the enemy's head with a graceful moonsault. |
173 | Giant Swing | Glove technique | Grapple, Spin | Throw the opponent by grabbing its ankles and swinging wildly. |
174 | Tiger Driver 91 | Glove technique | Grapple, Couch | The enemy is lifted high, and thrown straight into the ground. |
175 | Northern Lights | Glove technique | Grapple, Jump | A crushing head-first drive into the earth. |
176 | Mental Barrier | Glove technique | Counterattack, Counterstrike | An metaphysical manifestation of the will of the practitioner which gives protection from all attacks, and knocks away all attackers. |
177 | Sparkly Feet | Glove technique | Toss, Evade, Double-jump | A groovy mid-air kick combo. |
178 | Cough Drop | Glove technique | Grapple, High-jump, Bash | A vicious grab to the throat followed by a skullcrushing drop. Parental discretion advised. |
179 | Fist of the North Star | Glove technique | Lunge, Grapple, Evade | A whirlwind of death and devastation. |
180 | Flips of Thunder | Glove technique | Back-roll, Back-flip, Flip-kick | A triple flipping assault, complete with flashy lightning effects. |
181 | Power Combo | Glove technique | Grapple, Bash, Retreat, Lunge | A suplex followed by a clothesline. Too bad there's no scorpion-pin. |
182 | Gravity Drop | Glove technique | Toss, Crouch, High-jump, Grapple | The enemy is tossed with extreme prejudice, and then slammed head-first into the ground. |
183 | Earthquake | Glove technique | Back-roll, Back-flip, Moonsault, Crouch | The legendary technique causes the earth itself to tremor, dealing lethal damage to enemies. |
184 | Dragon Teeth | Flail technique | Lunge | A quick dash with flail swinging. |
185 | Setting Sun | Flail technique | Jump | A strike that knocks the enemy into the air, and a flying thwack to knock it out. |
186 | Phoenix Wings | Flail technique | Spin | A spinning attack with the flail. |
187 | Chinsplitter | Flail technique | Crouch | An uppercut which launches the enemy skywards. |
188 | Drunken Monkey | Flail technique | Somersault | Multiple somersaults followed by a furious attack. |
189 | Twilight | Flail technique | High Jump | A more powerful version of Setting Sun in which the enemy is launched into the air and struck repeatedly. |
190 | Psyclone | Flail technique | High Jump | An impressive moonsault, followed by a series of furious curcular attacks. |
191 | Double Dragon | Flail technique | Moonsault, Evade | An attack from both sides with double the power. |
192 | Back Slasher | Flail technique (also Knife) | Whirl, Lunge | The first strike knocks the enemy back and exposes its blind side, the next deals a crippling blow. |
193 | Enter the Tiger | Flail technique | Slide, Retreat | A sweep of the enemy's legs, followed up by a visious flailing. |
194 | Avalanche | Flail technique | Crouch, Back-Flip | An uppercut which knocks the enemy backwards, and a flying back-flip which really applies the hurt. |
195 | Puppet | Flail technique (also Knife) | Retreat, Cheer | A retreat leaving a dummy, which fights in your place. |
196 | Challenger | Flail technique | Tackle, Taunt, Counterattack | A taunt, and an explosive counterattack. |
197 | Demon's Howl | Flail technique | Flip-Kick, High Jump, Lunge | A fantastic maneuver in which an opponent is knocked into the air, smacked back to the ground, and finished off in a strike of great furor. |
198 | Extreme Conditions | Flail technique | Evade, Tackle, Double-Jump | An attack from the front and the rear, topped off with fire and ice. |
199 | Looking Glass | Flail technique (also Knife) | Defensive Whirl, Bash, Taunt | Traps an enemy into a dimensional mirror. The enemy is dealt great damage once the mirror is broken. |
200 | Malevolence | Flail technique | Crouch, Evade, Jump, High Jump | An accumulation of incredible fighting spirit that immediately smites all enemies. |
201 | White Tiger | Flail technique | Defensive Lunge, Grapple, Evade, Spin | A move that releases the power of the legendary white tiger, whose wrath none can survive. |
202 | Trueshot | Bow technique | Lunge | A lunging arrow shot so powerful that it penetrates just about everything. |
203 | Forward Artillery | Bow technique | Jump | An arrow launched in mid-air which damages all in its blast-radius. |
204 | Spinshot | Bow technique | Spin | An attack that fires arrows in all directions. |
205 | Needle Shower | Bow technique | Back-Roll | A shot fired vertically during a backwards roll, which sends a rain of arrows over enemies. |
206 | Tri-Shot | Bow technique | High Jump | A triplet of arrows shot during a high jump, which hit all in a straight line. |
207 | Trickshot | Bow technique | Moonsault | Homing arrows are released into the sky, which inflict great damage. |
208 | Hypershot | Bow technique | Toss | An opponent is thrown into the air, and pincusioned with a multitude of arrows. |
209 | Change-Up | Bow technique | Retreat | A shot that flies through the air in slow-motion, inflicting damage over a large area. |
210 | Backshot | Bow technique | Bash | A shot in the enemy's back, after throwing it a great distance. |
211 | Flying Swallows | Bow technique | Tackle, Double-Jump | A two-shot attack while flying about in the air. |
212 | Rain of Death | Bow technique | High Jump, Spin | A jumping attack which sends arrows all over the screen. |
213 | Sureshot | Bow technique | Flip-kick, Back-flip | A kick to knock the opponent into the air, and a shot which never misses its target. |
214 | Carpet Bomber | Bow technique | Evade, High Jump | A multitude of explosions dropped from above. |
215 | Mastershot | Bow technique | Whirl, Back-flip, Spin | Fires an infinite number of arrows that home-in on the target. |
216 | Wildshot | Bow technique | Grapple, Back-roll, Double-Jump | A devistating volley of arrows fired upon a prone opponent. |
217 | Main Gun | Bow technique | Evade, Retreat, Lunge, Counterattack | Releases inner energy built-up prior to an ultimate counterattack. |
--- | A Gift for You | Niccolo's unique technique | --- | Niccolo retreats and hides as he tosses what looks like a treasure chest into the center of the battlefield. After a few seconds the chest explodes and heavily damages all nearby enemies. |
--- | Lifestealer | Escad's unique technique | --- | A circular shadow grows out from under Escad's feet, stretching across the ground. At it's limit, Escad will go into a swinging flurry, slicing any opposition standing within the shadow's radius for heavy damage. |
--- | 'Round the World | Daena's unique technique | --- | With a powerful dash Daena charges through any enemies in her path like a steaming locomotive for heavy damage. She disappears off the edge of the screen and then reappears on the other side shortly after. |
--- | Ground Breaker | Larc's unique technique | --- | Disappearing with a blink of an eye. Energy suddenly geisers from the ground away horizontally from where he stood and blasts any opponents in its path for heavy damage. |
--- | Air Strike | Sierra's unique technique | --- | With a hop into the air Sierra disappears. With repeated fury she slashes down from the sky to the ground away horizontally thrice from where she vanished, striking enemies in her path for heavy damage. |
--- | Soulreaver | Lady Blackpearl's unique technique | --- | Slamming her hammer into the ground with a tremendous fury, energy rushes across the ground in multiple patterns, searing any who stand in the way for heavy damage. |
--- | Laser Blade | Elazul's unique technique | --- | Reaching for a greater strength from deep within his core, Elazul releases a powerful beam of energy that strikes all enemies in his line of sight for heavy damage. |
# | Question | Options |
---|---|---|
01 | Wish to Live in Peace? | Yes = Normal Mode No = See 2. |
02 | Want a Nightmare? | Yes = Nightmare Mode No = See 3. |
03 | Wish to Have a Future? | Yes = No Future Mode ... = No change |