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Guides (Visions of Mana)

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The Guides is a sub-menu feature from Visions of Mana. It automatically records story progression and key terms after reaching certain milestones.

It is divided into four sub-sections:

  • The Adventures Log tracks story events.
  • The Encyclopedia shows personages (characters) encountered, locations visited, and key terms used in the world of Qi'Diel.
  • The Bestiary details regular enemies, nemeses, boss monsters.
  • The Handbook lists system and battle tutorials.

List of recorded entries[edit]

Entry Chapter Description
"Eoren and Lyza" Prologue "Fearful of the sacrifice to come, Eoren and Lyza attempt to escape their home of Gudju. The Faerie looks on, worried about what their flight could mean for the future of the Earth Village."
"Duty Abandoned" Prologue "Eoren and Lyza find themselves confronted by villagers, patrollers, and even their friend Danam as they make their escape. Everyone pleads with Lyza to fulfill her duty as the new Alm of Earth. Without her sacrifice to the Mana Tree, the village will be destroyed. But Eoren refuses to listen and continues to fight his way through the village with Lyza at his side."
"The Earth Village's Downfall" Prologue "As foretold, Lyza’s departure affects the entire village. Gaian patrollers in the area violently transform into vicious golem monsters and attack them both. Eoren dispatches the enemies but finds that Lyza herself is turning to stone. Clutching her petrified hand in his, Eoren sobs in vain as Gudju crumbles to ruin around him."
"A Festival of Flame" 1 "Tianeea, the Fire Village, is preparing for the Faerie’s festival. Once every four years, the Faerie appears to name the next Alm of Fire, officially starting the pilgrimage to the Mana Tree. This year, Val has been chosen as the protector of the alms, the soul guard. Nervous and excited, he heads off to meet Hinna, his childhood friend, and take her to the festival."
"The Alm of Fire" 1 "There is no higher honor than being named an alm, as evidenced by the fervor of the Tianeean villagers when the Faerie arrives. After flitting around the bonfire, she finally comes to a stop on Hinna’s palm, proclaiming her the Alm of Fire. Her mission is to offer her soul to the Mana Tree and replenish the flow of mana. If she does not, her village will fall to a catastrophic disaster, like others before it. Eager to fulfill their respective duties, Val and Hinna set off on the pilgrimage."
"Eoren, the Mysterious Traveler" 1 "Val and "Hinna" iconHinna come across a fellow traveler along Charred Passage taking shelter from the cinders of Dorpher Volcano. Eoren introduces himself and asks the couple how they feel about the end that awaits them at the Mana Tree. Confused at Eoren’s question, Val confirms his wish to see his alm charges safely on their way. The three spend an agreeable night waiting for the volcanic rain to abate before continuing on their respective journeys."
"Beast and Boomerang" 1 "After an encounter with the mysterious Ramcoh, Val and Hinna find themselves with an elemental vessel called the Sylphid Boomerang. The children chasing after Ramcoh tell Val to return the vessel to the chief and so, Val and Hinna resume their trek to Longren, the Vale of Wind. They hope the chief can shed some light on the new Alm of Wind who will join their pilgrimage."
"Valed Misgivings" 1 "After arriving at the vale proper, the chief informs the convoy that the Alm of Wind has not been appointed. The traditional wind dyeing ceremony to summon the Faerie hasn’t even been performed yet. Careena, a talented young oracle, has refused to assist, despite the chief’s insistence. He implores Val to talk some sense into Careena before it’s too late."
"Until Careena Feels Like It" 1 "Val and Hinna" iconHinna find Careena, who correctly guesses that the chief sent them. She asks for help finding a young man named Shiriu before listening to anything they have to say. From the dismissive attitude of the other residents of the vale, Careena seems to have trouble being taken seriously. Val locates Shiriu, but Careena still refuses to help the vale. Instead, Shiriu suggests that Val try to do the wind dyeing ceremony."
"An Unexpected Appointment" 1 "Val fails spectacularly at wind dyeing. When Shiriu offers Hinna a chance to try, Careena has had enough. She pulls off an impressive display, immediately summoning the Faerie. When the Faerie’s gaze rests momentarily on Shiriu, he mistakes her attention as an alm appointment. Shiriu panics and runs away, leaving Careena heartbroken at Shiriu’s cowardly retreat. She then demands to be named the alm in his stead."
"A Whirlwind Decision" 1 "Faerie is unable to name the Alm of Wind without consulting with the elemental of wind. Careena decides to accompany the convoy to Mt. Gala to talk to Sylphid. However, before she can leave the vale, Careena needs to apologize to her friend Ramcoh for ignoring her since she and Shiriu got together. The two make amends, but instead of saying their goodbyes, Ramcoh decides to come with the convoy on their pilgrimage."
"Battle at Mt. Gala" 1 "The convoy locates Sylphid at the top of Mt. Gala, menaced by Mantis Ant. Together they manage to defeat the monster and save the elemental. Sylphid agrees that Careena would be the perfect candidate and with that, she is officially named the Alm of Wind. The group sets off on their way to the next village."
"The Frozen Drifts of Lefeya" 1 "Sixteen years past, Etaern, the Moonlit Parish, was destroyed and the surrounding area of Lefeya beset by devastating snowstorms. The convoy meets a dead-end in their path by way of a broken bridge. However, they see a mysterious light shining near the abandoned parish. Hoping to find another way forward, they set off toward Etaern."
"The Impassable Parish" 1 "Just as Val and the alms try to enter Etaern, they find their way blocked by Morley, a swordsman of the beastfolk tribe. He explains that the parish has lost the protection of the moon elemental. Now all who enter disappear into thin air. The only time anyone can pass through Etaern is during a new moon or an eclipse. They have a little time before the next lunar eclipse, so Morley asks for help in his search for the moon sphere."
"Morley and the Moon Sphere" 1 "Once they locate the moon sphere, Morley takes them back to his camp. As the moon is hidden in the sky, the scene at the bottom of the hill begins to change. Etaern looks as though no tragedy has ever befallen it, bustling and busy as ever. Morley swiftly makes for the parish with Val and the others following after him."
"The Tragedy of Etaern" 1 "A scene from sixteen years ago plays out before the convoy. They watch younger Morley climb the huge Lunar Sandglass, setting off a chain reaction. The sands of time scatter into the crowd, all who touch them vanishing into thin air. Present day Morley tries to use the moon sphere to reverse the damage to no avail. He has to watch his mother disappear before his eyes again. Young Morley runs out of town, closely followed by Val with the Luna Globe clutched in his hands."
"Lunar Revival" 1 "The lunar eclipse blurs the lines between past and present, causing Morley to relive his childhood memories. He and Val manage to subdue the monster ambush outside of town. Though Morley was unable to harness the power of the moon sphere, his thoughts of his mother revive the elemental of the moon, Luna. With her return, the parish is no longer doomed. The Faerie then announces Luna’s choice for the Alm of the Moon"
"Dashing Through the Steppe" 1 "On their way out of the freezing weather, the convoy encounters many new acquaintances, including a trio of Morley’s merchant sisters, a swordmaster known as Meelpa, and a small cactus creature. With the help of Meelpa’s trained pikuls, the convoy makes their way across the steppe toward Rhata Harbor."
"The Rhata Harbor Caper" 1 "From Rhata Harbor, the convoy intends to take a ship to the next continent. In her excitement to see all there is of the waterfront, Careena stumbles into a magistrate from Illystana, the Capital of the Deep. Passar then accuses her of stealing his missing key. To prove her innocence and save them from a watery demise, Val decides to look for clues around the town."
"Cleared for Boarding" 1 "Val locates Passar’s key and, with a little help from Eoren, manages to clear Careena’s name. Grateful that someone would come to her defense, Careena grows closer to her fellows as they prepare to set off on the Primm."
"Troubled Waters" 1 "Onboard the Primm, Eoren tells Val and Hinna of a time in the past when alms didn’t need to sacrifice their souls. While questioning the purpose of their own pilgrimage, a Kraken attack derails their voyage. They dispatch the monster and, with help from the wind spirits, reach their port across the ocean."
"Bustling Ledgas Bay" 2 "Eoren parts ways with the convoy as they head for Illystana. His own village of Gudju having fallen four years past, he wishes them luck with their travels. Morley talks about what Illystana, his second home after Etaern, has to offer. It’s also the place where his adoptive father lives. The convoy muses on the Alm of Water they have yet to meet as they cross Pritta Ridge."
"Sightseeing in the Capital" 2 "The Capital of the Deep holds as many curiosities as it does people. However, the group discovers that the Alm of Water has yet to be named. In addition, there is something disrupting the flow of water and unease is spreading through the town. Val and the alms are given the rest of the day to explore before the rites of initiation begin in the evening."
"Everyone's Escapades" 2 "Ramcoh visit the market, Morley takes care of an injured stranger in the fountain square, and Careena finds an interesting shop. Val tries the palace but is told that only alms are allowed in. The guards let slip that they’ve lost track of the queen yet again but encourage Val to buy some souvenirs in town while they sort it out. And so, Val finds himself heading in the same direction as Hinna."
"Rites and Ruses" 2 "Queen Palamena begins the rites of initiation but is interrupted by Passar’s surprise announcement. He knows that she was recently appointed as the Alm of Water. Palamena had meant to keep her status as the alm a secret until she could be certain that corrupt politicians like Passar would not abuse her absence and usurp the throne."
"Niccolo Was Framed!" 2 "The convoy learns that Morley’s adoptive father, Niccolo, has been framed for the recent spate of water troubles by none other than Passar. Niccolo is a respected and well-known merchant, with enough influence to rival that of Passar’s. Madeline tells the convoy that the issues appear to have started in the nearby Luka Ruins. Val and the alms make for the ruins to prove Niccolo’s innocence and capture Passar."
"Passar's Agenda" 2 "Using the powers of the Undine Flask, "Val" iconVal and the others traverse the Luka Ruins. In the furthest chamber, they find Passar and discover that he is the mastermind behind the water problems. Passar sics Fullmetal Hugger on the party, but they make quick work of the monster. After scoffing at the very concept of the alms’ sacrifice, the disgraced magistrate makes his escape, leaving Hinna awash in doubt."
"A Welcome Appointment" 2 "Newly released from prison, Niccolo meets the convoy of alms. Morley is surprised to hear that his father already knows of his appointment. Niccolo then asks Val to protect both his adoptive son and Palamena on their journey. Palamena in turn requests that Niccolo continue to aid her brother Iain as he ascends the throne. The party welcomes their new official Alm of Water with open arms."
"Twilight Blues" 2 "Val catches Hinna eyeing a pretty necklace before she quickly says she has no need of it on her alm’s journey. Instead, she asks Val to meet her by the pier to take in the sunset before the rites of initiation. Hinna goes on ahead and Val takes the opportunity to buy the necklace for her. When he gives it to her, it brings the smile back to her face. Together they return to the Sanctorium."
"An Intriguing Proposal" 3 "The convoy decides to wait for the Alms of Light and Darkness. While at the inn, Val’s worry for Hinna prompts him to sneak into the palace to see her. Hinna confesses that she’s scared of her duty and wishes she could instead stay with Val forever. The two are interrupted by Eoren. He says that if they wish to never be parted, they need only follow him to the pier to learn more about a future where alms don’t have to sacrifice their souls."
"Reignus Shrine Awaits" 3 "Eoren confides in Val and Hinna that his wife, Lyza, an old friend of theirs, was named the Alm of Earth four years prior. But after the destruction of Gudju, she’s unable to leave it. Eoren wants to change the world so that people like Lyza and Hinna won’t have to sacrifice their souls. To do that, he needs the powers of an alm. Val and Hinna decide to help Eoren, and the three of them set out for Reignus Shrine to prepare for a mysterious ritual."
"Ritual Sacrifice" 3 "Eoren assures the pair that the ritual merely borrows the life force of an alm, a power necessary to return the world to what it was in the days of Fa’Diel. However, Val quickly realizes that Eoren is tapping into his ability to turn living things into the corestones. Helpless to stop it, Val watches as Hinna’s soul is ripped from her body and stolen by Eoren. Val holds Hinna as she fades away, leaving only tears, regret, and her pendant necklace behind."
"The Convoy Endures" 4 "Val is lost after Hinna’s passing, unsure whether he has the right to protect anyone, let alone the alm convoy. Niccolo comforts him, stressing the importance of his duty to his friends and the world at large. Bolstered by the faith of his friends, Val resolves to find Eoren, reclaim Hinna’s corestone, and bring it to the Mana Tree. The convoy heads toward the Deade Cliffs and their goal, Illusia Isle, beyond."
"Wailing Waves" 4 "In Tsaata, Val learns of a mysterious wall of waves stopping any boat that tries to leave the harbor. At the same time, Palamena starts hearing a strange refrain in her head. Hoping for answers to both problems, the convoy sets off for the nearby Tatoh Temple. Before they go, Val is gifted the elemental vessel of fire, Salamando Candle. He leaves with Glyff’s searching words still ringing in his head."
"Vuscav and Vuscarina" 4 "A huge turtle statue stands in the middle of Tatoh Temple. Relics in the area trigger poem stanzas to play in Palamena’s mind. Once the sad poem of the prince and princess is complete, the statue turns into the sacred beast Vuscav. In his befuddled state, Vuscav attacks the convoy. After Vuscav regains his senses, he makes for the sea, reuniting with his princess, Vuscarina, and bringing a happy end to the tale from Tatoh Temple."
"Gudju in Ruins" 4 "Vuscav conveys the convoy across the sea to what remains of Gudju. There they find the sole inhabitant, a miner by the name of Watts. Val is eager to talk to "Lyza" iconLyza but discovers her body has turned to stone. Watts recounts what happened to her and Eoren, and how it led to the destruction of the village four years ago. He also gives the convoy the Gnome Shovel and tells them to look for Gnome in the Gamurda Mines."
"Gnome Bounces Back" 4 "The abandoned Gamurda Mines are full of monster nests. After defeating Jewel Eater, the party encounters Gnome. It turns out that the elemental had been swallowed up by the monster, which sapped him of his mana power. With Jewel Eater defeated, Gnome agrees to help the party grow the Jaque Seed. The convoy leaves Watts, Gnome, and Lyza and heads back to the Deade Cliffs."
"Custodian of the Borough" 4 "The Jaque Seed produces a humongous stalk that brings Val and the alms to Mylos Woods. They reach Verdeus Borough, home of the sproutlings, but it’s deserted except for Julei. The young sproutling informs the convoy that there’s no Alm of Wood yet and he hasn’t seen anyone like Eoren in the area. Julei leaves to see to his custodial chores, but Val chases after him in the hopes that they can learn more about what’s happened in the Borough."
"Withering Despair" 4 "The trees that Julei tends are, in fact, his fellow sproutlings. Custodians like Julei have to watch over their dormant friends while they await the naming of the new alm. Only a blooming sproutling can be chosen as the alm, but since there are no blossoms yet, Julei has given up on a future for the borough. Knowing they need an Alm of Wood, the convoy decides to help Julei figure out what’s hampering the flowers."
"Terror in the Thicket" 4 "Unable to locate the source of Verdeus’s problem, the convoy realizes that consulting the elemental of wood is their only choice. But when they go to ask Julei for help, he’s nowhere to be found. The Merchant Sisters, however, have information on Eoren’s whereabouts. Suddenly a bellowing cry rings out from Mylos Woods. Val and the alms head toward the sound, fearing a monstrous confrontation."
"Blooming Hope" 4 "The convoy saves Julei from Grapplavine. Once the coast is clear, Dryad explains that the monster was the reason the borough lacked enough mana power to bloom. Now that nothing is draining the plants’ nutrients, however, Dryad can name the new alm."
"Confronting Eoren" 4 "Finally, the convoy reaches the entrance to the Sanctuary of Mana. As they approach, they are stopped in their tracks by Eoren. He tells the group that he will change the world of Qi’Diel back to the Fa’Diel of the past, making the alms’ sacrifice obsolete and freeing Lyza from her obligations. For that, he needs the power of the stuck sword. With the energy of Hinna’s stolen corestone, he releases the Mana Sword from its stone imprisonment."
"Daelophos and the Sword" 4 "The Mana Sword is not the only thing that Eoren unseals; Daelophos, a legendary hero of old is also released from the boulder. After consuming Hinna’s corestone, Daelophos easily rebuffs Eoren’s attempt to take the sword himself. Val, too, finds himself overpowered. But with help from Trent, the overseer of the sanctuary, the convoy makes their escape to plan their next move."
"An Insurmountable Hurdle" 5 "At the Deade Cliffs, the convoy attempts to use Niccolo’s Jaque Seed to climb the sheer face, but it barely sprouts when it’s planted. With the loss of the Alm of Earth four years earlier, the whole area lacks the mana power necessary to grow the seed. Molebe suggests that the alms go to Gudju to ask the elemental Gnome for assistance. The convoy sets off for the Free City of Tsaata to find a way across the sea."
"Retreat and Recover" 5 "The group escapes to the Deade Cliffs and Julei explains the history of Daelophos’s imprisonment. Once a lauded hero, the man turned on the Mana Goddess many years ago. Daelophos’s power was splintered and sealed away together with terrifying monsters known as Benevodons. The man now seeks his lost power, which will free those legendary monsters. Knowing that the nearby Earth Village is his first stop, the convoy heads for Gudju to stop him."
"Battle on the Dyluck" 5 "Daelophos unseals the Benevodon of Earth, Garethe, before taking flight. The convoy manages to defeat Garethe and locate the elemental vessel of light, Lumina Lantern, on the deck of the Dyluck, Daelophos’s ancient ship. Val is unsure of how to proceed, but Palamena offers a suggestion"
"Carrying On" 5 "Upon arriving in Gudju, the convoy discovers that Eoren is fighting Daelophos near Lyza’s statue. They try to stop him, but Eoren is cut down by the Mana Sword. With his dying breath, he implores Val to keep their vision, a future without sacrifices, alive in his stead. Unintentionally, Val’s ability activates and turns the fallen Eoren and Lyza into corestones."
"Gathering Reinforcements" 5 "In Log’grattzo, they meet the inquisitive Aesh. He believes they can weaken Daelophos with a forbidden method, the plans for which lie in the middle of the dangerous Passagean Tomespire. Aesh agrees to show them the way but is distracted by another issue"
"Aesh's Guidance" 5 "Replacement support found, Val keeps the building from collapsing. In return, Aesh gives him the old support, the Shade Sight, an elemental vessel. At the tomespire, Aesh insists on accompanying the convoy inside, despite the dangers. They finally relent after he argues that they wouldn’t leave a “friend” behind. They defeat the monstrous Zehnoa, and Aesh finds the instructions he needs to weaken Daelophos."
"Shade's Conclusion" 5 "With Aesh’s help, the convoy handily defeats Zable Fahr. The Faerie then appears to name Aesh the new Alm of Darkness. Shade elaborates on his choice"
"The Corepedo" 5 "They bring the ingredients to the eccentric Von Boyage. He quickly creates a “Corepedo” to weaken Daelophos on contact. Aesh assumes that they will find Daelophos in the Passagean Tomespire with the Benevodon of Darkness. However, he surprises them shortly afterward in the archives. The group uses the Corepedo, but Daelophos escapes, cursing the Mana Goddess as he goes. They realize he has already released the seal on the Benevodon."
"The Show Must Go On" 5 "Val and the alms make it to the Island of Lorimar, but the play has been canceled indefinitely, and with it, their chances to summon the Faerie and name the Alm of Light. The performers in “Daelophos and Cerulia” can no longer remember their parts due to the influence of the Benevodon of Light. Using the Lumina Lantern, Val manages to fix some of their memories. At the troupe leader’s behest, they go in search of the ailing actors."
"Cerulia's Soliloquy" 5 "Val finds Aesh has arrived in Terratio with bad news. An enormous amount of mana power is now concentrated at the Temple of Wendel, meaning the Benevodon of Light has indeed been released from her seal. The troupe leader wanders toward Wendel as though in a trance, calling out to Daelophos as she goes. Aesh offers to look after the actors while the rest of the convoy goes to stop the Benevodon."
"A Burst of Clarity" 5 "Using the Lumina Lantern, Val is able to piece together the tale of Daelophos and Cerulia’s past. The lovers fled the war to live together in peace until the Mana Goddess named Daelophos her champion. He embarked on a journey to subdue the Benevodons with the Mana Sword, eagerly awaiting the day he could return to Cerulia’s side. The convoy returns to the theater to find that the troupe leader has gone missing."
"The Seeker of Truth" 5 "In the Temple of Wendel, Daelophos releases both the Benevodon of Light and his own power. Now brimming with malice and restored might, Daelophos escapes while the convoy fights Selaphia. Once she is subdued, she tells Val that Daelophos and he share the same pain from their past. After Selaphia disappears, "Lumina" iconLumina makes his entrance. He’s quite taken with Val’s strength of will and names him his Alm of Light."
"Magnum Opus" 5 "Without the muddling effects of the Benevodon, the actors remember the end of the play."
"Trent, Overseer of the Sanctuary" 6 "The alms return to the sanctuary to find Trent back at his post. Though the soul guard is usually sent on their way, now that Val is an alm, he can continue the journey with the rest of the convoy. Val tells Trent that the alms want to find a way to stop Daelophos before they sacrifice their souls. To do that, they need to talk to the Goddess of Mana. Trent seems surprised, but not unhappy at their request and lets them into the sanctuary."
"Vadise, Keeper of the Future" 6 "The alms fight their way through the monsters inside the sanctuary only to reach a dead-end. There, they meet Vadise, the keeper of the future, and the White Dragon Princess. She fights the convoy, testing their conviction before they reach the Mana Tree. Impressed that the convoy is strong enough to “break free of their fate,” Vadise allows them to proceed."
"The Guardian of the Sanctuary" 6 "At long last, the alms reach the Mana Tree. There they meet a mysterious being named Khoda. As guardian of the Sanctuary, Khoda was the predecessor of the soul guard tradition, as well as an ancestor of Val’s. The convoy tells the guardian that before they complete their duty, they need to ask the Goddess how to defeat Daelophos. But when Khoda shows them to her side, they realize that the Mana Goddess has fallen into a deep slumber."
"A History of Mistakes" 6 "When the world was known as Fa’Diel, mortals started a war that used up mana power and angered the Benevodons. The Goddess gave Daelophos the Mana Sword so he could subdue the eight Benevodons. Sadly, Cerulia died while Daelophos was gone. In despair, he turned on the Goddess. Khoda sealed him away but lost his life in the process. The Goddess had used up her power and could no longer maintain her consciousness."
"The Faith of a Guardian" 6 "The prophecies of disaster, thought to be caused by Benevodons, are actually Daelophos’s vengeful curse. The elementals could suppress the curse, but with the Goddess asleep, they quickly ran out of power. To supply the world with mana, Khoda would turn alms who came to the Mana Tree into corestones, an ability that Val inherited. Khoda senses the corestone of the Alm of Earth on Val’s person, but the sanctuary suddenly comes under attack."
"Duty Calls" 7 "Five of the Benevodons attack the sanctuary but are blocked by the barrier that surrounds it. To aid the convoy in their mission to defeat the Benevodons, Khoda unleashes Ramcoh’s true form"
"Tempestuous Youth" 7 "The Benevodon of Wind blasts furious gales through Longren and Shiriu is missing. To top it off, there’s a giant boulder blocking the way into the Wind Sanctum. "Ramcoh" iconRamcoh refuses to fly over it as Flammie because of the painful memories of the last time she was there. Careena realizes they’ll need another way to get past the boulder and goes to ask for help from the rest of the vale."
"Respect Goes Both Ways" 7 "Careena pleads her case but is met with resistance. Neither the chief nor her parents believe in her and the other oracles resent her self-absorbed attitude. Careena regrets her behavior but knows to receive respect, she must first give it. The convoy tries to move the rock on their own to no avail. Miraculously the villagers come to their aid. Together with Sylphid they are able to shift the rock and open the path to the sanctum."
"Careena's Dreams" 7 "Besseroth is defeated and Shiriu is reunited with the convoy. Careena finally has a chance to talk with Shiriu after their unfortunate parting. At the time, Shiriu panicked when he thought Careena wasn’t going to be chosen as the alm, knowing that traveling the world was her dream. With her return to the vale, he can finally see her off on like he always wanted to. Happy to clear the air between them, Careena makes ready to continue on her journey."
"Ominous Appeal" 7 "The soul of Revolutionary King Gahul arises from the slain Tor Marne. The king reassures Morley that his pinnacle achievement, the Lunar Sandglass, could not be broken by a child. He requests that the convoy destroy its core, the Thaumatorb, if they ever find it. Gahul’s soul disappears along with the phantoms in the castle. Morley sees his mother among them. She tells him to live life to the fullest and he says his goodbyes at long last."
"Parish the Thought" 7 "The Moonlit Parish is being rebuilt when the convoy arrives. Morley talks to his swordmaster, Meelpa, about the situation, but notices that he’s acting strange. Recently, anyone who enters Etaern exhibits drastic changes to their personality. Even the alms aren’t immune, except for Val and Morley. Luna informs them that the Benevodon of the Moon is to blame, so the party sets off for Castle Cresceno to confront the beast."
"A Figment of Time" 7 "Castle Cresceno is overrun with monsters and hasn’t had human visitors in years. However, the convoy finds roving phantoms, echoes of the residents of Etaern before its fall sixteen years ago. Morley looks for his mother in the crowd but realizes that defeating the Benevodon comes first. Val and Morley bravely lead their addled friends through the castle and toward their foe."
"Morley's Departure" 7 "Everyone in the parish returns to their former selves after the Benevodon is defeated. Meelpa apologizes to Morley for causing him trouble, but the alm assures him that Meelpa was the least of his worries. Instead, Morley insists on helping to rebuild his home. The returnees are happy to hear it and wish Morley well on the rest of his journey. With a renewed sense of purpose, Morley and the others resume their mission."
"Nothing to Report" 7 "At first, it appears that Iain has everything under control, and nothing is amiss in Illystana. The young king is excited to see his sister but collapses from stress shortly after the convoy arrives. Suddenly, a cry rings out from the capital—the water in the city is gone! "Palamena" iconPalamena sees to her brother while Val and the rest of the alms go to the fountain square to figure out what has happened."
"All Washed Up" 7 "The aqua orb, source of Illystana’s water, has been stolen by Gandoom. Val and the others ask Niccolo to calm the citizens while they go tell Palamena what they know. Iain, still in a stress-induced fever, calls out for “Mena” and asks her to stay with him. Heart aching for her younger brother, the former queen decides to deal with the Benevodon issue for Iain. The convoy heads for the Undertemple, in the depths of the Luka Ruins."
"Palamena's Promise" 7 "Undine welcomes the alms and voices her displeasure at Gandoom’s behavior. Once the Benevodon is defeated, Palamena tells Undine that she intends to continue to help both her brother and Illystana in the future. After they return to the capital and things calm down, Iain says farewell to his sister yet again. However, she insists that she will continue to honor her promise to make him the best ruler he can be."
"Blight in the Darkness" 7 "Trent, as it happens, is suffering from a blight caused by Daelophos’s curse. Fearing their friend might succumb to an endless sleep like the Mana Goddess, Palamena suggests that they visit Aesh and ask if he can help. Julei agrees and the group heads to Log’grattzo."
"The Flower of Log'grattzo" 7 "Aesh listens to Julei’s problem and offers a rare flower cultivated in Log’grattzo to cure Trent’s illness. He developed the subspecies after hearing of the convoy’s fight against Grapplavine. The party reflects on how much the journey since then has changed their sproutling friend before heading back to Trent. Revitalized by the nectar, Trent suggests the convoy look skyward to the Floating Isle of Ulul to find the elusive Benevodon of Wood."
"A Sproutling Feast" 7 "The alms go to Verdeus Borough in search of the Benevodon of Wood. But all they find are feathers and no sproutlings. Julei confirms with Dryad, but his worst fears prove true—the sproutlings were eaten. Though they should have survived being eaten, Dryad didn’t see where Floaret was headed. So, the convoy heads for the sanctuary entrance to ask Trent for a clue to the Benevodon’s location."
"Julei's Growth" 7 "Ulul is what remains of the Mystic Realm before it was conjoined to the Mortal. With some help from Flammie, the convoy makes it to the floating isle and defeats Floaret before it can take root. Julei has a talk with Dryad about what he’s learned on his pilgrimage. He feels that the sproutlings have been too removed from world and wants to start branching out. With a final performance of his new and improved song, Julei and the alms set out once more."
"A Bitter Homecoming" 7 "The alms return to Tianeea to destroy the Benevodon of Fire. Val first tells his mentor and the mayor about Hinna’s passing. The mayor points them to Dorpher Volcano but tells Val to stop by his home on the way. Val’s mother welcomes the convoy and his father gives sage advice after Val tells him of the trials he’s faced on his journey. He tells Val to trust his heart to lead him down the right path."
"Fiery Passion" 7 "Once the convoy reaches Dorpher, they meet Salamando, the elemental of fire. Val swears to fix everything, and though Salamando welcomes the sentiment, he wants to see action to back it up. Noting that Hinna was never one to lack passion, the elemental tries to pump Val up for the upcoming fight. After dodging magma pools and lava flows, the convoy finally faces off against Vaulchibel."
"A Letter from Hinna" 7 "After Vaulchibel’s defeat, Val honors his promise to talk to Hinna’s parents before he leaves the village. Fully expecting to be hated for his part in Hinna’s death, Val is astonished to find her parents not only understanding but comforting to a fault. They tell Val of a letter that Hinna left for him before the start of the pilgrimage. He hurries to their secret meeting place and reads the heartfelt letter before rejoining the rest of the alms."
"Tracking Daelophos" 7 "Val and the others head back to Log’grattzo after defeating all the Benevodons. Aesh awaits them with an ominous report of mana power converging on Entwine Bridgepass. It can only mean one thing—Daelophos. Aesh, dizzy with fatigue but eager to assist, joins the party once more as they make for the bridgepass to challenge Daelophos for the Mana Sword."
"A Sword Sundered" 7 "Daelophos, consumed by grief and drunk on revenge, attacks the convoy. When Val gets the upper hand and asks for the sword, Daelophos forsakes the Goddess’s old blessing and breaks the Mana Sword. Though his arm is useless, his body is overtaken by immense power. At the last second, the elementals jump into the fray to protect the alms. Daelophos escapes into the sanctuary and the alms follow in pursuit."
"The Distorted Sanctuary" 8 "Warped by Daelophos’s presence, the sanctuary no longer follows the laws of space and time. Khoda warns the convoy to stay focused on the Mana Goddess and protect her in his stead. Determined to stop Daelophos, the alms make their way through the distorted sanctuary."
"The Tree at Journey's End" 8 "The further they go, the more visions of the past they encounter. One scene shows Lyza on her soul guard journey. Others show Daelophos on his mission to stop the Benevodons. Val sees the struggle of his tragic history. Another vision is of Trent before the advent of the alms. They defeat the overseer before coming across memories from Khoda’s past. They watch as he is forced to provide mana power from alm sacrifices to a Goddess in need."
"Battle for the Mana Goddess" 9 "Val and the other alms finally reach the Mana Tree. Before them is Daelophos, poised to attack the Goddess. He has lost complete control of himself and is only motivated by revenge. The alms declare their intent to stop Daelophos and protect their loved ones, beginning the final battle to save the world."
"Mana Sword Reforged" 9 "Daelophos, now a shell of anguish and vengeance, attacks, overpowering the convoy. Fearing the worst, Val braces for the end until his fallen friends, Eoren and Lyza, come to his aid. The Mana Tree begins to resonate with the wishes of the world, wrapping the alms in a protective glow. Val summons the will of the people and repairs the broken Mana Sword. Supported by Eoren, Lyza, his allies, and his beloved Hinna, Val delivers the final blow."
"Wandering Souls" 9 "The repaired Mana Sword is able to dispel Daelophos’s curse and return the Mana Sanctuary to its former glory. At long last, the Goddess awakens from her slumber. Daelophos surrenders, but the Mana Goddess assures him that all life eventually returns to the Mana Tree, including his and Cerulia’s. The soul of Cerulia then appears before Daelophos. Reunited once more, they disappear together, finally at peace."
"A Vision of the Future" 9 "Daelophos and Cerulia’s souls now at rest, the Mana Goddess addresses Val and the rest of the alms. Now that Val wields the Mana Sword, he has the power to change the very nature of the world. Khoda warns him that he must bear the burden of his decision, but the other alms have complete faith in Val’s vision for the future. Mind made up, Val raises the sword up to the sky."
"A King's Command" 10 "The convoy stops by Illystana unexpectedly, much to Iain and Niccolo’s chagrin. The royal crown is missing and there are reports of fearsome monsters throughout the land. Vadise contacts the party, informing them that the Shadow of Chaos, Aeve Zalaha, is behind the attacks. She asks for the help of the alms to stave off the threat, and Iain commands them to slay the monsters as his first royal decree."
"Another Agenda" 10 "Val and the rest of the alms manage to subdue the four super-powered monsters. They return to Illystana to tell Iain the good news but uncover an even deeper plot. Passar’s lackeys have been caught and confess that their wayward master is the true mastermind behind all the recent incidents. The convoy heads to Reignus Shrine to try and stop Passar before he can revive Aeve Zalaha."
"A Tyrant's Voracity" 10 "Passar is shocked to see the convoy at Reignus Shrine instead of on its way to the Mana Tree. He explains that Aeve Zalaha will give him the power to turn Illystana into a military state and take over the world. To Morley’s horror, Passar says he was the one who stole the Thaumatorb from the Lunar Sandglass. Realizing the perpetrator behind the tragedy of Etaern was Passar all along, the alms give chase to the Floating Isle of Ulul."
"The Shadow of Chaos" 10 "In Ulul, Passar is cornered by the alms. Morley asks about Etaern and the magistrate doesn’t deny his involvement. In fact, he blames the parishioners for their own demise. Passar reveals that he took the royal crown, insisting that he should be the one to rule. Blinded by greed, he summons Aeve Zalaha, only for the monster to turn on him. The convoy has to stop Aeve Zalaha before its vision of an empty world becomes reality."
"A Brighter World" 10 "Aeve Zalaha is defeated and the world is safe from the void. Palamena retrieves the stolen crown and Morley is finally able to honor his promise to King Gahul and destroys the Thaumatorb. The convoy returns to the capital triumphant, just in time to see "Iain" iconIain’s coronation. Vadise confirms with Val that the threat of Aeve Zalaha is over and urges the convoy to fight Daelophos once and for all."
Entry Type Description
"Aesh" Personage "Aesh is the head curator of the lauded Log’grattzo Dark Archives. Though young, he has an unparalleled thirst for knowledge. He cannot be deterred from a subject once it catches his interest, barely stopping to breathe once he starts talking. Though he isn’t entirely averse to social interactions with others, he has little patience for people uninvolved in his research. The first time that Palamena visited the archives, she made an innocent inquiry and ended up having to sit through a seven-hour lecture given by Aesh himself. There were no breaks."
"Aery Passage" Location "Aery Passage spans the area between Tianeea and Longren. It has a much higher elevation than Charred Passage. The plant life in the vicinity has adapted rather peculiarly to the constant gusts of wind rushing from Mt. Gala. The trees grow crooked and tend to be flexible, bending with the breeze."
"Alms" Personage "Alms are chosen to fulfill a sacred duty: offer their souls to the Mana Tree. Every four years, the Faerie will appear in each settlement to name an alm. Together with that year’s soul guard, the convoy of eight alms travels to the Sanctuary of Mana. There is no higher honor than to be named an alm. Should an alm refuse to embark on this pilgrimage or otherwise fail to fulfill their duty, a prophecy of disaster from their homeland will come true and their village destroyed."
"Ahrvet's Pasture" Location "Ahrvet’s Pasture lies to the west of Illystana. Its vast fields of fertile farmland are irrigated by Illystana’s aqueducts, allowing for the cultivation of all kinds of crops. It is known as the world’s bounty, as exports from the area are sent across to all corners of the globe. Ahrvet’s Pasture was also the historic site of the endless, bloody war. To ensure that none need battle for use of the land ever again, Illystana facilitates trade agreements with all settlements to secure food for their lands."
"Careena" Personage "Careena is a young oracle known for her talents throughout her homeland of Longren, the Vale of Wind. Everyone had high hopes for her until an accident during her rigorous training took one of her precious wings. Hurt and betrayed by the disappointment of the villagers, Careena started acting out, no longer caring what the people of the vale thought of her. Only Shiriu and Ramcoh stayed by her side after the vale dismissed her as an alm candidate. Despite being a member of the isolated dragonfolk tribe, her family is said to have ties to other settlements, even as far as the water capital."
"Castle Cresceno" Location "Castle Cresceno was a symbol of the prosperity of Etaern during the time of Fa’Diel. The ruler of the castle, revolutionary King Gahul, invented the Lunar Sandglass, giving the beastfolk of the parish control over the moon’s phases, and therefore time. Their hubris angered the Benevodons, leading to Gahul’s downfall at their hands. Daelophos managed to seal away the Benevodon of the Moon, but its hold over time never faded from the castle entirely."
"Cerulia" Personage "Cerulia was Daelophos’s one true love. He protected her at the cost of his sword arm and ever since then, they were devoted to one another. After the fighting was over, the two lived together in peace. But when Daelophos was once again called upon, Cerulia went to the Entwine Bridgepass to see him off. Tales of their parting words of love endured for years."
"Castle Cresceno" Location "Castle Cresceno was a symbol of the prosperity of Etaern during the time of Fa’Diel. The ruler of the castle, revolutionary King Gahul, invented the Lunar Sandglass, giving the beastfolk of the parish control over the moon’s phases, and therefore time. Their hubris angered the Benevodons, leading to Gahul’s downfall at their hands. Daelophos managed to seal away the Benevodon of the Moon, but its hold over time never faded from the castle entirely."
"Charred Passage" Location "The path between Tianeea, the Fire Village, and Dorpher Volcano is known as Charred Passage. Known for its warm climate, the area yields plenty of crops and verdure year-round. Due to the frequency of the volcanic rains, the road isn’t well-kept, and monsters abound. Travelers should beware of Goblin nests."
"Christine" Personage "Christine is the youngest of the Merchant Sisters. She loves excitement and intrigue. As a kitten, Christine was fascinated by all the curiosities that Niccolo would bring back from his travels. As a collector herself, she’s in charge of the item sales. She’s been keeping a record of the wonderous things she and her sisters see on their journey in the hopes that she can publish a book about their adventures."
"Daelophos" Personage "Long ago, a hero champion was chosen by the Goddess and gifted the Mana Sword to subdue the Benevodons. He did his part to save the world and yet, his name was lost to the annals of history. The hero and his sword were sealed away in a giant rock near the entrance to the Sanctuary of Mana. Once free, this fallen hero consumed power from Hinna’s corestone and set his sights on the convoy of alms."
"Deade Cliffs" Location "The barren Deade Cliffs connect the Manadore Continent to Illusia Isle. The cliffs are so tall that the water from the land above evaporates before it can reach the ground below. Due to the cliff’s proximity to the Sanctuary of Mana and the Mana Tree within, Illystana thought it prudent to create a specialized guard to watch over the area. These trained soldiers became known as the Beast Watch. The name is said to have been given to the cliffs after a wayward traveler scaled the previously thought insurmountable cliffs with his bare hands."
"Dorpher Volcano" Location "Dorpher Volcano pierces the skies in the southern part of the Trynia Continent. Its molten innards are home to Salamando, the elemental of fire. Though there hasn’t been a large eruption for quite some time, the volcano is still considered active. It often spews volcanic ash and smoke on the surrounding areas. While Tianeea may have air quality issues, the proximity to such a constant heat source does have some perks, like natural hot springs."
"Dura Gorge" Location "Dura Gorge is a harsh stretch of land between Ahrvet’s Pasture and the Deade Cliffs. Contrasting sharply with the fields nearby, plants and animals suited for the harsh climate in Dura are few and far between. There are, however, boney remains of great dragon-like beasts that are believed to have once lived in the area."
"Dryad" Personage "Dryad, the elemental of wood, looks like a young sapling. She feels protective over the Mana Sanctuary, given how close it is to her home. Dryad has always been very good friends with the sproutlings in Verdeus. Though she sometimes second-guesses her decisions, she is by nature very determined. However, the sproutlings’ laidback attitude may have rubbed off on her slightly. She also likes to while away the time chatting with whichever sproutlings are awake. She even gives Julei tips on his wood working, always looking forward to his next piece."
"Entwine Bridgepass" Location "The long bridge that connects Ahrvet’s Pasture to the Khaswia Moors is known as the Entwine Bridgepass. The bridgepass was constructed by Gaian architects in the days of Fa’Diel, before the Benevodons’ rampage. It was made so sturdily that no repairs have been necessary since its creation. There are many theories as to the origin of its name, but the true meaning behind it is unknown."
"Eoren" Personage "Eoren, a member of the Gaian tribe, has been traveling the world researching different types of earth. By chance, he stumbles upon Val and Hinna just as they began their pilgrimage to the Mana Tree. Though he always seems in good spirits, no one quite knows what his motives are."
"Etaern, the Moonlit Parish" Location "The beastfolk tribe originally settled in Etaern, a parish blessed by the powers of the moon. With Castle Cresceno as its benefactor, the parish flourished as a waystation for travelers to Tianeea and Longren back in the days of old. While some parishioners found work outside the boundaries of Etaern as guards and hired hands, others stayed in town to see to explorers in need of a place to rest. Etaern was on the up and up until sixteen years ago when the Lunar Sandglass at its center broke and the parishioners disappeared."
"Ex-Soul Guard Fiugo" Personage "Fiugo was Val and Lyza’s mentor. He intended to retire after Lyza took up the soul guard mantle, but he was reinstated after Lyza moved to Gudju. Despite his appearance, Fiugo is spry as ever. People say his wizened visage is simply due to his long stint as a soul guard. Put a sword in his hand and he could best a fighter half his age. Fiugo still goes on patrols around the village to ensure that monsters don’t wander into town."
"Faerie" Personage "A small, but wise emissary of the Goddess of Mana. Faerie descends once every four years in order to name the alm of each elemental, starting them on their pilgrimage to the Mana Tree."
"Fallow Steppe" Location "The vast plain beyond the Rime Falls is known as Fallow Steppe. The fields are lush with grasses, making it perfect for raising livestock. In addition to shrubs, Fallow Steppe also has copses of a wide variety of trees. It’s easy to get lost, so make use of pikuls when possible. Morley’s teacher, Meelpa, has a ranch in the steppe where he raises pikuls. Though they are tame, their size still startles many a traveling tradesperson."
"Floating Isle of Ulul" Location "Before the creation of Qi’Diel, the Benevodons lived in the Mystic Realm. Ulul is the small piece of that world that survived the conjoining of realms. The only people who have caught sight of the floating isle weren’t able to get a clear view. Sailors who claimed they saw the landmass passed their stories around the ports they visited, but no one has been able to say for sure what is up there."
"Francine" Personage "Francine is the middlest of the Merchant Sisters. She is quick-witted and has a sharp business sense. Fashion-savvy Francine would always catalog the clothing trends of the merchants she met traveling to the capital. She was a natural fit for peddling gear. Though she likes to travel, she is the biggest scaredy-cat of the three siblings. She hates bugs, spooks, and high places, to name a few things."
"Free Ciy of Tsaata" Location "Tsaata is a large city on the western shore of the Manadore Continent and boasts a diverse group of free citizens as residents. The people of Tsaata have but one rule: everything is everyone’s. No citizens need pay for anything in their day-to-day lives. When someone wishes to take something from the city, they must leave something else as a trade. The shops around town are aimed at travelers and aren’t used by residents. Some of the items for sale might already have some wear and tear."
"Gamurda Mines" Location "The Gamurda Mines to the west are the crown jewel of the Jutu’ona Continent. The ore and jewels mined from its depths were world-famous for their quality. It’s even where Dudbears first emerged from underground to trade with the people of the world. Unfortunately, not all things to come from the Gamurda Mines were quite as friendly; it’s also home to many a large monster. The Gaian people decided to set traps within its passages to confuse the monsters and allow them to keep digging."
"Gnome" Personage "Gnome, the elemental of earth, is the most humanoid of the elemental spirits. But even his formidable beard couldn’t save him from getting swallowed up by Jewel Eater. With his mana depleted, he was stuck there until the alms rescued him. Gnome was able to bring a bit of vitality back to the earth, but not enough to completely restore Gudju back to the glory it enjoyed prior to its devastation. After the fall of the village, Gnome warned away any visitors to the Jutu’ona Continent. He tried to get Watts to leave for safer shores, too, but the man was too stubborn to budge."
"Gudju, the Earth Village" Location "At the center of the Jutu’ona Continent lies the village of Gudju. Its rich mines, powerful sand wheel, and earthen blessings made it the pride of the Gaian tribe. In addition to miners, many people worked processing the ore into ceremonial goods and crafts. When the Alm of Earth failed to complete her pilgrimage four years ago, Gudju was visited by a terrible curse. Most of its people were turned into golems and the earth itself became uninhabitable."
"Hinna" Personage "Hinna is Val’s childhood friend and the new Alm of Fire. She’s a bubbly young girl who loves her homeland of Tianeea very much. Ever since she saw Val get hurt during his soul guard training, Hinna’s been learning healing arts. She also ravenously picks up any book she can find. Her particular favorites are fairy tales, contemporary literature, and historical texts."
"Iain" Personage "Iain is Palamena’s younger brother and next in line for the throne of Illystana. Unlike his calm and collected sister, Iain is yet a young and untested ruler. Their mother died in childbirth and their father soon after that, leaving Palamena to take care of her brother alone. She raised him to be both kind and prudent, barely ever gone from his side. Iain tries to be as studious as possible, but there are times when he cannot sit still for stuffy lessons and runs off to play like the young boy he is."
"Illystana, Capital of the Deep" Location "The Capital of the Deep is the largest, most prosperous city in the world. Centrally located on the Manadore Continent, the kingdom was founded by the Tailed tribe. Illystana is blessed by both the elemental Undine and the water of the Luka Lake to the north. Though the land had seen great disparity between the ruling class and commoners of the town in the past, recent societal changes have done away with that hierarchical system and greatly improved the lives of everyday Illystanians."
"Julei" Personage "Julei is a young sproutling from Verdeus Borough, a small settlement near the Sanctuary of Mana. As custodian of the borough, he dutifully waters his sleeping plant friends while they’re dormant. Quick to accept things as fate, Julei almost gave up on sending an Alm of Wood to the Mana Tree for the pilgrimage until Val and the other alms convinced him to take destiny into his own hands. While keeping his solitary watch over the sproutlings, Julei composed over one thousand songs to while away the time. He also took up woodcarving."
"Khoda" Personage "Guardian of the Sanctuary. With help from the elementals, he managed to keep Daelophos from enacting his revenge against the Goddess, though he lost his life in the process. No one knows of his presence, but Khoda is a hero in his own right. As he exists as nothing more than a spirit, Khoda is unable to do much for the sleeping Goddess besides supply her with corestone offerings from the alms."
"Khwasia Moors" Location "The expanse on the opposite side of the Entwine Bridgepass from Ahrvet’s Pasture is known as the Khaswia Moors. The moors are on the western side of the Manadore Continent. It is said that an ancient kingdom once governed the moors but fell after the end of Ahrvet’s War. Barely any signs remain of the people who may have made their lives there."
"Ledgas Bay" Location "Ledgas Bay is on the eastern shore of the Manadore Continent. It serves as an entry point for Illystana. Though technically a port, Ledgas boasts many shops, homes, and taverns, just like many other towns. It’s known for the water-powered elevator that transports goods and people to the upper level of the ridge. First-timers are often enamored with the elevator, excited to see the uniquely Illystanian beauty of the capital."
"Lefeya Drifts" Location "The Lefeya Drifts are on the opposite side of Mt. Gala from Longren. There was once a huge river running through Lefeya, but it’s currently completely iced over. Though the area has always had a cooler climate, it has become a frozen wasteland ever since it lost the blessings of the moon elemental. The flora and fauna were unable to endure the sudden change in climate and can still be seen frozen in their tracks."
"Log'grattzo Dark Archives" Location "The dark archives sprang up largely unintentionally after many scholars’ sojourns to Brattzo Islet. Amassed little by little, this eclectic collection of buildings houses the world’s largest store of written record, historical documents, and research. Shade, the elemental of darkness, has been known to walk among the people in the halls of Log’grattzo as well. The island is usually shrouded in fog, but the scribes tend not to notice the gloom. The haphazard construction of the buildings is of little concern to them, as long as they can finish their research."
"Longren, the Vale of Wind" Location "Longren is located in the middle of the Trynia Continent, butted up against the foot of Mt. Gala. It is the ancestral home of the dragonfolk tribe. Strong winds are commonplace in the vale, so much so that the culture has developed many traditions that utilize the element. Longren keeps watch over the Wind Sanctum, home to sacred beasts. It is a town with a rich and storied culture. Though the vale is relatively isolated, it does have a strong trade partnership with its neighbor, Tianeea."
"Luka Ruins" Location "To the north of both the capital and Pritta Ridge are the Luka Ruins. The source of Illystana’s water lies within, along with Undine’s home of choice. The water-powered machinery can be dangerous for those who don’t know what they’re doing. Though technically under the watchful eye of the ruler of Illystana, Passar used the Luka Ruins as a secret lair to plan his dirty deeds."
"Luka Ruins Undertemple" Location "Deep within the Luka Ruins lies the Undertemple, an ancient structure of worship. The entirety of the Luka Ruins was used as a temple, but after the five realms joined, the majority of it sunk beneath the water. The only creatures that visit these depths now are water monsters. Still, Undine prefers the purity of the submerged undertemple to anything above ground. She says it reminds her of the days of Fa’Diel."
"Lumina" Personage "Lumina, the elemental of light, resembles a wispy, glowing ball. He lives in Wendel, watching over the people in the area and greeting visitors searching for truth at the temple. Despite the austere solemnity of the Temple of Wendel, Lumina himself is an upbeat spirit who loves to be the life of the party. He teases Shade a lot, who, for his part, doesn’t seem to mind. Sometimes Lumina even manages to clear up the things that Shade had been ruminating endlessly on."
"Luna" Personage "Luna, the elemental of the moon, has been missing from Etaern since the fall of the parish sixteen years ago. Thanks to Morley’s strong attachment to his mother, she regained enough strength to reappear. Luna’s small body appears to be nestled within a flower. Her voice is equally soft and dreamy. She prides herself on being a good listener and would often be found giving advice to worried parishioners back when Etaern thrived."
"Lyza" Personage "Lyza was originally a soul guard from Tianeea. Drawn to her kindheartedness, Val and Hinna considered Lyza like a big sister when they were children. After completing her duties as the soul guard eight years ago, she resettled in the village of Gudju. No one in Tianeea has heard from her since."
"Madeline" Personage "Madeline is the eldest of the Merchant Sisters. She’s an easy-going soul, but don’t let that fool you. As the oldest, Madeline always made it a point to watch over her sisters. For a time, she took up sword fighting to do just that, but ended up appreciating the make of the swords themselves as opposed to the wielding of them. So, she decided to specialize in weapon retail. Food is her passion and one day Madeline hopes to have her own store that sells both swords and sweets."
"Mariyah" Personage "Morley’s mother and widow of a blade for hire, Mariyah had to raise her son on her own. She sacrificed herself to protect Morley from the grains of sand from the Lunar Sandglass when it was destroyed sixteen years ago."
"Morley" Personage "A feline swordsman from Etaern, the Moonlit Parish, Morley lived together with his mother after the untimely passing of his father. But all of that changed after the tragedy that befell the parish sixteen years ago. After his mother’s disappearance, young Morley was fortuitously picked up by a traveling merchant and brought to Illystana. Since then, he has been plagued by guilt for his hand in the destruction of Etaern, ever striving to live an honorable life. Even now, he visits the parish when he can to pay his respects to his mother."
"Mt. Gala" Location "The continent of Trynia is a mountainous region. Mt. Gala is one of its highest peaks and home to the elemental of wind, Sylphid. It is considered sacred territory to the people of Longren. Beyond Mt. Gala lies Fallow Steppe. In the past the ridge was well-traveled, but ever since the fall of Etaern sixteen years past, the mountain route is rarely used. Its bitterly cold climate also makes it a less appealing peak to climb."
"Mylos Woods" Location "The Mylos Woods stretch across Illusia Isle, encompassing everything but Verdeus Borough and the sanctuary itself. The concentration of mana emanating from the Mana Tree has made the woods especially thick and full of strange and wonderous plants. Dryad, the elemental of wood, makes her home in that overgrown jungle. It’s very easy to get lost in the dense, dark foliage. Soul guards are warned to keep a close eye on their alm charges as they traverse the woods, so as not to lose any of them."
"Niccolo" Personage "Niccolo is the most famous of merchants in Illystana and the adoptive father of many an orphan child, including Morley. His emporium of wares has a prime location in the markets of the capital. His cosmopolitan breadth of knowledge has allowed him to advise the Illystanian government many a time, much to the disdain of Passar and the others of the noble class. Niccolo was originally born in Etaern, just like Morley. Many have wondered as to whether the man is more rabbit or cat, but technically Niccolo is a member of the felapine beastfolk tribe."
"Paem" Personage "Paem is the name given to the chivalrous thief who’s been spotted around Illystana recently. That resplendent tail and finely trimmed moustache are always there to lend a hand to those in need. Paem is the perfect gentleman, though their true identity is shrouded in mystery. Palamena was inspired by a character in one of her favorite childhood novels to take on the chivalrous thief persona. The name “Paem” was first circulated by the citizens of Illystana, but Palamena liked it so much it stuck."
"Palamena" Personage "Queen Palamena is the monarch of Illystana, the homeland of the Tailed tribe. She came to power after the untimely death of her father. Palamena is a beloved and considerate ruler who continued her father’s work to rectify the disparity of wealth in the capital. However, her economic policies earned her enemies from those who previously benefited from the unfair laws of the past, like the corrupt magistrate, Passar. After her appointment as the Alm of Water, Palamena left the governance of Illystana to her younger brother Iain."
"Passagean Tomespire" Location "The tomespire was built by the Grand Archivist Passagean in order to keep a record of all his worldly knowledge after death. He was a sorcerer of great renown, and bespelled the tomespire to be bigger on the inside. The Benevodon of Darkness had an effect on the monster population in Log’grattzo. Passagean, in his wisdom, decided to use the monsters to protect his books and let them have free rein in the tomespire."
"Passar" Personage "Passar is a well-known magistrate in the Capital of the Deep. He hails from a distinguished Tailed family who strongly supported the Illystanian oligarchy back in the day. He is a vain, pretentious man with no love for the former or current monarch after the switch away from a hierarchical societal structure. Also a lauded businessman, Niccolo has been a pain in Passar’s side for many a year."
"Pikuls" Personage "These furry creatures are large enough to ride and fast enough to cross vast distances in no time. Pikuls were found predominantly in the Etaern region, but since the fall of the parish, the habitat became too harsh to sustain them. Meelpa came to their rescue and began to raise the wild pikuls of Etaern on his ranch in Fallow Steppe. Meelpa’s pikuls are trained to respond to the Beckon Bell. They’ll come running at a moment’s notice when they hear its ring."
"Pritta Ridge" Location "Pritta Ridge is the long, elevated path that leads from Ledgas Bay to Illystana. Though it is scrupulously maintained by the capital so as to allow merchants to come and go as they please, Chobins are native to the area and ready to cut down stragglers from the path. People coming on business often hire bodyguards. Ever since the convoy of alms started using Pritta Ridge to journey to Illystana, the once overgrown path became the thoroughfare it is today."
"Radiant Playhouse Terratio" Location "Toward the center of the Island of Lorimar is the famed playhouse. The town sprung up to cater to travelers en route to the Temple of Wendel, but now the Radiant Playhouse is as big a pull as anything else. To show their appreciation for their patron elemental, Lumina, the thespians of Terratio built an impressive playhouse. Since then, the people have shown a real interest in the arts, breathing life into the cold, northern settlement. Works depicting the Goddess, the Mana Sword, and her champion hero have long been popular subjects with the town, leading to their long-standing tradition of appointing the alm through a performance."
"Ramcoh" Personage "Ramcoh is a sacred beast cub from the Wind Sanctum, hallowed ground near Longren. She’s become good friends with Careena and likes to follow her around the vale. As a flying sacred beast, Ramcoh is an honored addition to the vale, even if she’s still small. Legend has it that creatures like Ramcoh are usually big enough for mortals to ride, so most of the villagers assume she’s probably still a cub. Her parents have yet to be spotted in the Wind Sanctum, however. Careena gave Ramcoh her name, saying it just seemed to fit."
"Reignus Shrine" Location "To the southeast of the Manadore Continent lie the ruins of an ancient shrine. There are records of the shrine being used as a venue for rituals and ceremonies, but the details have been lost to time. Because of its distance from Illystana proper, the small cape that houses Reignus Shrine rarely sees any visitors these days."
"Rhata Harbor" Location "This lively seaport facilitates the flow of trade and travelers between the Trynia and Manadore continents. Since the route through Etaern was rendered unusable, those traveling to Tianeea had to take a boat around the continent. Fishermen are a common sight at the docks, as are merchants of all tribes. Large trading vessels routinely travel to Rhata throughout the year, accounting for no small part of the town’s prosperity."
"Rime Falls Location "The Rime Falls flow through the Lefeya Drifts and into Fallow Steppe. Before Etaern was frozen in time, the changing seasons brought thawed snowfall from Mt. Gala, through the area and down to the steppe beyond. The ice floes would flow into several waterfalls, earning it the name. After sixteen years of brutally frigid winters, the return of the elemental Luna should mean a return to the climate of the past."
"Salamando" Personage "Salamando, the elemental of fire, makes his home in Dorpher Volcano. Once every four years, he covertly visits Tianeea to decide on which passionate villager would make the best alm. His fiery looks match his intense personality. Salamando never backs down from a fight, especially when it comes to his elemental counterpart, Undine. They’ve had over two thousand verbal fights since the early days of Fa’Diel, but they’re tied at a thousand wins to a thousand losses."
"Sanctuary Entrance" Location "The entrance to the sanctuary is guarded in order to protect the Mana Tree inside. Traditionally, the soul guard’s journey ends at the entrance and the alms continue into the sanctuary alone. In ancient times, the area served as the entrance to the Spirit Realm, but since the convergence of the realms, it is now a mere safeguard for the Mana Tree. Outside the gates lies a large boulder with the Mana Sword embedded in it, and the Overseer of the Sanctuary, Trent, keeps watch for trespassers."
"Sanctuary of Mana" Location "In the center of Illusia Isle lies the Sanctuary of Mana. The Mana Tree is located in the center of the sanctuary. No one but the appointed alms are allowed through its protective barrier. As alms only visit the Mana Tree to offer up their souls, no one has ever been able to report back on what the sanctuary looks like."
"Shade" Personage "Shade, the elemental of darkness, lives in the Log’grattzo Dark Archives. His bat-like shape and solemn disposition give him a very dignified air. He spends a lot of time in the darkness pondering the ins and outs of life. Though he’s not a stranger to the people of Log’grattzo, most of the scholars are too wrapped up in their own research to pay him any mind. As a result, Shade can mostly go unnoticed through the archives at his leisure."
"Shiriu" Personage "Shiriu is a young member of the dragonfolk tribe and resident of Longren. He comes from a long line of historians charged with keeping track of traditional legends and tales from the vale. After Careena’s accident, Shiriu was the only person who treated her the same as always. Other than Ramcoh, Shiriu is Careena’s most trusted friend. Thanks to his usually competent demeanor, Shiriu has always been well-liked in the vale. But ever since he ran away from the Faerie’s presence, things have been strained between him and the rest of Longren."
"Soul Guard" Personage "For every pilgrimage, there is a soul guard protector chosen to accompany the convoy on their journey to the Mana Tree. This person must be strong of mind and body in order to defend the alms from monsters and other threats along the way. Traditionally, the soul guard comes from Tianeea, the Fire Village. Unlike the alms, who end their journey at the Mana Tree each year, the soul guard can continue to serve for multiple pilgrimages."
"Sylphid" Personage "Sylphid, the elemental of wind, lives high atop Mt. Gala. Every four years he confers with Faerie on the alm appointment after the ceremonial wind dyeing. This time, however, he was interrupted on his way to the vale by Mantis Ant. His blue-ish body belies his buoyant personality. Sylphid likes to take it easy and spends most of his time watching the festivities of the people down in the valley. He particularly likes to listen to whatever gossip he can catch on the wind."
"Tatoh Temple" Location "Tatoh Temple is on the western side of the Khaswia Moors. In the center of the temple is a large turtle statue. They say a sacred beast is enshrined within. A poem about a young couple who were forced apart has been passed down through the years. Traces of the story are still kept within the walls of Tatoh Temple."
"Temple of Wendel" Location "The Temple of Wendel sits atop a sacred mountain on the Island of Lorimar. Since ancient times, those in search of the truth have visited the temple to pray for guidance. Lumina, the elemental of light, sometimes appears to those in need of illumination. Now it’s considered a tradition for sages to pay their respects at Wendel."
"The Mana Goddess" Personage "Creator of the realms, the Goddess of Mana resides in the sanctuary of the Mana Tree in order to look after the people of the world. As the protector of life, if anything were to happen to the Mana Goddess, the world itself would crumble."
"The Merchant Sisters" Personage "These three beastfolk siblings travel the world in search of wares and new markets to peddle them. They, too, were orphans taken in by Niccolo, making them Morley’s adopted sisters. The eldest sister, Madeline, sells weapons. The middlest sister, Francine, carries gear. And Christine, the youngest, manages the items. Keep an eye out for them as they make their own perilous journey."
"The Primm" Location "The Primm is one of the larger trading ships that sails from Rhata Harbor. It was named after a passionate noblewoman from a famous fairy tale. The owner of the boat originally wanted to name it after the sandship of another legendary hero, but his wife flat out refused, much preferring the fairy tale heroine’s name instead."
"Tianeea, the Fire Village" Location "Tianeea is a small village located on the southern tip of the Trynia Continent. The people of the town live in peace, side by side with the active Dorpher Volcano. Though small eruptions and showers of volcanic ash aren’t uncommon, the village is still going strong thanks to the blessings of the fire element.The soul guard sent to accompany the alms on their journey to the Mana Tree is traditionally chosen from among the citizens of Tianeea. It’s the starting point of the pilgrimage as soon as the Alm of Fire is appointed."
"Trent" Personage "Trent is the wisest of the ancient trees. He once lived in the Spirit Realm with the elementals, bearing both fruit and advice in abundance. Trent currently guards the entrance to the sanctuary from any interlopers who stray too close."
"Undine" Personage "Undine, the elemental of water, lives in the Luka Ruins. She looks like a mermaid but complains like a sailor. She’s quick to laugh or cry, depending on the situation. Undine loves the people of Illystana and can be seen enjoying the town on occasion. She’s so well-liked in the area that there are statues made in her likeness as far away as Ledgas Bay."
"Vadise" Personage "Vadise is the legendary White Dragon Princess. She is also the Keeper of the Future and one of the Dragons of Knowledge. Vadise resides within the sanctuary, keeping an eye on all who journey to the Mana Tree. Sensing that Val has a larger part to play in the destiny of the world than even he knew, Vadise challenges him and his alm compatriots to a test of will."
"Val" Personage "Val is a young man from Tianeea, the Fire Village. He receives the honor of protecting this year’s convoy of alms as their soul guard. Together with his childhood friend Hinna, the newly appointed Alm of Fire, he sets off for the Mana Tree. Ever a helpful soul, Val has a positive outlook on life. After enduring long days of training with his master, Fiugo, Val’s itching to leave his village and see the world. He’s had the mysterious ability to transform monsters into rock-like crystals ever since he was a child. No one in the village knows why he possesses such a power."
"Verdeus Borough" Location "Verdeus Borough is the first and only settlement to be found on Illusia Isle. It is the home of the sproutlings and Dryad’s favorite place to visit. As sproutlings spend most of their time asleep as dormant trees, they trade off custodial duties every few pilgrimages. There used to be many more of these plant people, but as pilgrimages began to outnumber newly sprouted sproutlings, their numbers have dwindled to single digits."
"Von Boyage" Personage "A self-proclaimed genius inventor who spends his time in the Log’grattzo Dark Archives. "Von Boyage" iconVon Boyage believes that if you can think it, you can do it. Every day he puts his plans into action, leading to many successes and just as many failures. Any experiment is safe in his hands! He dreams of creating the perfect cannon, though he knows that the scholars of Log’grattzo wouldn’t condone the development of an instrument of war. Instead, he wonders if he can’t turn it into a mode of transportation of some sort…"
"Vuscarina" Personage "Vuscarina is a sacred beast of the sea, just like Vuscav. Long ago, she was forced to leave Vuscav’s side and has been inconsolable ever since. Her sad tale was left to fade into legend. As mana power fluctuates, so too do Vuscarina’s waves of tears. There have been other times in history when the wall of waves appeared, only to mysteriously disappear sometime later with no warning. Now that she’s been reunited with Vuscav, however, Tsaata may have seen the last of these strange phenomena."
"Vuscav" Personage "Vuscav, a huge turtle creature, is known as the legendary sacred beast of the sea. He’s so good at swimming that he can surf even the fiercest waves with ease. He turned to stone from sorrow after he was separated from his lady love. He’s been stuck in "Tatoh Temple" iconTatoh Temple ever since. The people of Tsaata told tales of the sad creature, but over time the story changed into that of a prince. Record of the legend was left within the Tatoh Temple walls."
"Watts" Personage "Watts is the last remaining Gaian that still lives in Gudju. Four years ago, when the village fell, he was in the Gamurda Mines outside of town as the rest of the villagers turned into golems. He managed to escape that fate, but Watts still periodically goes into town. Prolonged exposure to the cursed earth of Gudju has caused his skin to turn tough and rock-like. He tries to cover it up with his bushy beard and hat."
"Zawhak Desert" Location "The Jutu’ona Continent is almost entirely covered by the Zawhak Desert. The people of the land made use of the flowing sand to power their machinery. The most well-known of these apparatuses is the Gaian sand wheel. There are legends of an ancient ship that could sail on sand, but with Gnome missing, there’s hardly enough mana power within the earth to sustain anything."
"Mana" Key Term "?"
"Elemental Spirits" Key Term "?"
Entry Number Type Description
Patroller 001 Regular enemy "Members of the local police force that guard Gudju, the Earth Village. In reality, they mostly handle odd jobs and rarely have to fight. When festival time comes around they act as security, and in the aftermath of natural disasters they rally up the strongest villagers for relief duty."
Clay Gorg 002 Regular enemy "Giant clumps of clay that were once living humans. All they are capable of now is indiscriminately demolishing all that stands in their way. Don’t waste your time trying to reason with them."
Rabite 003 Regular enemy "Cute creatures known for their round bodies and long ears. They hop everywhere they go, attacking enemies with brutal bodychecks and nasty bites from their sharp incisors."
Silktail 004 Regular enemy "Cute creatures known for their round bodies and long ears. They hop everywhere they go, attacking enemies with brutal bodychecks and nasty bites from their sharp incisors."
King Rabite 005 Regular enemy "The immensely intelligent rulers of the Rabite race. Despite their fluffy appearance, they boast some of the most fearsome attacks among all Rabite subspecies."
Great Rabite 006 Regular enemy "The most formidable of all Rabites, and proud of it, too. They are known to toy with their foes and employ a range of techniques to do so, from nibbling combos to puffing themselves up in fury like a balloon."
Lullabud 007 Regular enemy "Large, carnivorous flowers that spew toxic pollen into the air to enervate their prey with status effects before moving in to gorge themselves."
Killer Pansy 008 Regular enemy "Flowers that feast on blood. Instead of waiting for their prey to stumble by, they stalk the land, actively searching for their next meal."
Pincher Crab 009 Regular enemy "Giant crabs that are commonly found in marshlands. They may be on the sluggish side, but they make up for it by shooting their pincers at enemies. Whether you engage them up close or at a distance, be wary."
Clincher Crab 010 Regular enemy "Colossal crab monsters with hard metallic shells. They can shoot their pincers over great distances to deal deadly damage from afar."
Tezla 011 Regular enemy "Bizarre monsters that resemble jellyfish floating in the air like bubbles. You might be shocked to learn that their bodies and tendrils are electrified."
Magic Tezla 012 Regular enemy "Jellyfish impersonators whose festering rage has transformed them into hot-blooded fighters. Their tricky, syncopative dance moves can reduce a target’s magic defense, and their beam attack can turn unwilling enemies into Moogles!"
Marmablue 013 Regular enemy "These wobbly critters boast a vast repertoire of powerful magic spells, among which is the ability to reduce a target’s MP. Local legends in some communities say that they are the incarnation of the elemental of water."
Goblin 014 Regular enemy "Ruthless grunts that delight in the thrill of battle. They swing hefty hatchets that can shred any foe to ribbons, but among their ilk they are by far the weakest."
Ma Goblin 015 Regular enemy "Vicious and cruel, these mother goblins consider the battlefield to be their playground. They are adept with an axe and a force to be reckoned with in a fight."
Hobgoblin 016 Regular enemy "These brutal fighters live to spill blood. Their many accolades in battle and mastery over a vast range of magic are testaments to their martial prowess."
Needlebeak 017 Regular enemy "A distant relative of the Pricklebeak, these birdbrains sport spike-like bills. They attack with plunging nosedives and sharp feathers that they shoot long distances."
Pricklebeak 018 Regular enemy "These birdy monsters are a mish-mash of other creatures, sporting both an eagle’s talons and a snake’s tail. They even shoot feathers that can petrify an unsuspecting enemy."
Mushboom 019 Regular enemy "A species of mushroom monsters found deep in forest areas. Normally unassuming creatures, these fungal freaks will jump out and attack humans should they get too close, spraying sleep-inducing spores into the air."
Mushgloom 020 Regular enemy "Unlike their Mushboom kin, these fungi are markedly nimble and aggressive. One theory states that they evolved from Mushbooms that had migrated to poisonous swamps."
Cerberus 021 Regular enemy "Watchdogs of the underworld with keen fangs, deadly claws, and eyes that burn like carbuncle. The searing flames they expel from their mouths burn any that dare stand before them."
Howler 022 Regular enemy "Wolves that transformed into beasts of darkness after awakening to their latent powers. If their vicious bite doesn’t catch you off guard, the pouncing attack from their muscular hind legs just might!"
Jackal 023 Regular enemy "Ferocious beasts that live in colder regions. They creep up on their prey in silence, and, once they see an opportunity to attack, strike without hesitation."
Captain Duck 024 Regular enemy "The leaders of small battalions of duck soldiers. They charge to the front lines, clearing the way for their subordinates. Compared to the Mad Mallard, the power of their egg-bombs and flail-swinging technique are night and day."
Mad Mallard 025 Regular enemy "Duck soldiers that wear oversized army helmets on their heads and wield black flails. They also lay egg-bombs, which they launch at their enemies."
Iffish 026 Regular enemy "Aquatic lifeforms with an eye-catching appearance. For their signature move, they shoot powerful jets of water with unmatched accuracy."
Killafish 027 Regular enemy "Deadly mutant fish that hate humans. After incapacitating their foes with high-powered water magic, they proceed to devour every last bit, bones, clothes, and all!"
Molebear 028 Regular enemy "Adorable mole monsters with deadly claws and bodies that are covered in prickly needles. As a means of self-defense, they roll up into a ball and fling themselves towards their adversaries."
Needlion 029 Regular enemy "Mole-like creatures with metal spikes all over their bodies, which they shoot out while spinning at high velocities during combat. Steer well clear of their claw attacks or you’ll end up nursing some rather nasty lacerations."
Chobin Hood 030 Regular enemy "Diminutive demi-humans with dextrous digits that allow them to excel in long-ranged combat."
Quilted Hood 031 Regular enemy "A close cousin of the Chobin Hood known for its sly and crafty nature. They have learned to master many tools and contraptions, which they never hesitate to use in combat."
Chobin Hoodlum 032 Regular enemy "The head honchos of hooded hordes. They like to boss their brethren around on the battlefield so they can focus on unleashing their true power."
Killer Bee 033 Regular enemy "Murderous hornets with fearsome scythe-like arms and a sharp stinger. They dart through the air faster than the eye can follow, befuddling their prey. Stay alert around these guys, or it’ll be lights out before you know it."
Assassinant 034 Regular enemy "Venomous bees with scythe-like forearms and a sharp stinger at the end of their tails. They have the frustrating propensity to flutter to and fro, making them rather tricky targets to hit."
Antversary 035 Regular enemy "Large bees with a fondness for toxic foliage. Special glands produce a strange secretion which they spew out to lower their foes’ defensive capabilities."
Lime Slime 036 Regular enemy "Bright green dollops of goo whose attacks can poison a target. Despite their luster, color, shape, and firmness bearing a striking likeness to jellied treats, their taste is anything but."
Blue Ooze 037 Regular enemy "Bright blue globules with a consistency like custard. Their attacks may leave enemies frozen solid. Those who have dared to sample one say they have a mellow taste."
Red Drop 038 Regular enemy "Bright red chunks of gunk with a firm and squishy texture. Anyone that makes contact with their bodies runs the risk of being set ablaze. Adventurous eaters report that they have a spicy flavor profile."
Beelancer 039 Regular enemy "These anthropomorphic bee monsters make up the worker class in a highly complex society. They diligently perform a variety of menial tasks for their queen and other superior bees."
Ladeeb 040 Regular enemy "Sitting above Beelancers in their unique hierarchy, these powerful fighters stab opponents with their trusty spears. If you encounter a swarm of these airborne buzzers, the best strategy is to make a beeline for the nearest escape route."
Queeneeb 041 Regular enemy "The queen and ruler of colonies of Beelancers and Ladeebs. They command their retinue to remove all threats to their nest, and will call in reinforcements at a moment’s notice."
Poto 042 Regular enemy "Sleepy-eyed creatures with bodies that resemble a cross between a goat, a rabbit, and a lizard. They fend off enemies with lashes of their long tongues."
Marmpoto 043 Regular enemy "These motherly creatures will fight tooth and nail to protect their precious children. They rely on their long tongues and energy beams to smite their enemies. If that fails, they’re known to call for their wider family for help."
Parpoto 044 Regular enemy "Fatherly figures that will fight through sleepiness and fatigue to protect their families. Beware of their powerful long-ranged attack—distance is no guarantee of safety here!"
Sahagin 045 Regular enemy "Amphibious demi-fish that attack with thrusts of their trusty tridents. Watch out, too, for the jet of bubbles they spray from their mouths."
Petit Poseidon 046 Regular enemy "Part-human part-fish creatures that arbitrarily call themselves “Masters of the Seas.” The tridents they wield have been blessed by the deity of the ocean and are imbued with great magic power."
Blood Owl 047 Regular enemy "Once ordinary owls, a sudden mutation turned them into rabid denizens of the sky. After dulling their prey’s senses, they swoop in for the kill, razor-sharp beaks poised to feast on blood."
Evil Sword 048 Regular enemy "Cursed swords ensorcelled with dark magic, said to have inherited the grudges of all their previous owners. As such, they attack their foes with blades imbued with hatred."
Dainslaif 049 Regular enemy "Blades that wander the land lusting for battle. Their edges grow sharper with every foe they fell."
Doom Sword 050 Regular enemy "Sentient, demonic swords that succeeded in infusing themselves with dark magic. Their high defense makes them tricky foes to topple."
Machine Golem 051 Regular enemy "When initially manufactured, these mechanical militants were never equipped with the faculty of autonomous operation. It wasn’t until someone rewrote their BIOS that they were reborn as weapons of mass destruction. Codename: SSDXGR3DT-COILY"
Guardian 052 Regular enemy "Mechanical sentries that attack with spinning punches to pummel nearby enemies. Codename: SSDXGR-MORRY"
Kettle Kin 053 Regular enemy "Automaton warriors that have undergone major modifications to their original programming. The only instruction they now know is “exe.terminate,” which executes a subshell command that sends them berserk in battle. Codename: SSDXGR2DT-LAURIE"
Shellblast 054 Regular enemy "These tortoise monsters are normally of a docile disposition, but any intruder that dares trespass into their territory is likely to end up on the sharp end of their spear."
Turtlance 055 Regular enemy "Territorial tortoises that wield spears in the name of self-defense. If you’re foolish enough to enter its turf, be warned: they attack first and ask questions never!"
Copper Knight 056 Regular enemy "Monsters that don protective armor and helmets. They never flinch in the face of an enemy attack, and are solely focused on defeating whatever foe they are confronted with. Attempts at escaping from their clutches are futile, for they will eventually hunt you down."
Dark Knight 057 Regular enemy "Bearing a strong resemblance to the Copper Knight, these menacing sword masters emanate an eerie aura. They brandish a weighty blade and their devotion to catching their target borders on the obsessive."
Mace Menace 058 Regular enemy "These monsters protect their person with gilded armor, and are highly skilled in the art of the blade. So much so that one swing of their sword can, allegedly, slice through anything."
Crawler 059 Regular enemy "Large caterpillar-like creatures that are about the size of an average human. Easily identifiable by the bright purple bumps on their head, body, and tail, be careful of the gas they spray from their mouths as it has a powerful sleeping effect."
Silkspitter 060 Regular enemy "Creepy insects with an extremely stiff exoskeleton. They spit out threads of sticky mucus to trap their enemies before moving in to attack."
Tremorkin 061 Regular enemy "A variant of the Silksplitter that is stronger in both attack and defense. They are unexpectedly swift and spit out silk threads to attack their foes."
Succube 062 Regular enemy "Alluring vampires that are as beautiful as they are bloodthirsty. Prideful and boastful, they regard all other demons with disdain. They syphon the lifeforce of any victims they sink their fangs into. Drop dead, gorgeous."
Queen Succube 063 Regular enemy "Queens among vampirekind, bewitchingly beautiful with a graceful air. They beguile their prey with their vampiric wiles, making no victim capable of resisting their piercing fangs."
Harpy 064 Regular enemy "Human-bird hybrids with enormous avian wings and razor-sharp talons. Once they set eyes on their prey, they swoop through the air to strike with their claws."
Siren 065 Regular enemy "These feathered monsters lure their catches in with a bewitching song, pouncing when their prey’s guard is down. They can also shoot feathers from their wings that paralyze foes."
Batmo 066 Regular enemy "Ravenous carnivorous bats that reside in damp, dark caves. They swoop down from on high, knocking their prey off balance with a body blow before clamping down with sharp fangs."
Dark Batmo 067 Regular enemy "Variants of the common Batmo, known for being more frenetic than their kin. They attack without warning, keen fangs sucking the blood of their adversaries, or tearing through flesh for an easy meal."
Black Mage 068 Regular enemy "Magicians that sacrificed everything they once had in the name of the dark arts. While their long-ranged magic attacks pack a punch, they despise close-quarters combat."
Wizard 069 Regular enemy "Prestigious magic users who have undergone rigorous ascetic training in order to obtain their power. They exercise complete control over a myriad of destructive incantations to ambush their opponents."
Dark Wizard 070 Regular enemy "These wicked spellcasters employ potent magic attacks that can strike at distance, ensuring their enemies can never escape."
Bumpkin 071 Regular enemy "Originally pumpkins that decorated the autumn festivals of a faraway civilization, they are now possessed by evil spirits. They mainly target humans, stalking them before self-combusting when they draw close."
Grumpkin 072 Regular enemy "The long-held grudges these possessed veggies have felt towards humans have festered, transforming them from Bumpkins. This makes their explosive abilities all the more destructive."
Tonpole 073 Regular enemy "Monsters that resemble tadpoles. They transform into Lizardons when they feel overwhelmed."
Tanpole 074 Regular enemy "They may look like measly tadpoles at first glance, but these unassuming creatures can grow into fearsome Dragodons in the blink of an eye."
Lizardon 075 Regular enemy "The evolved form of a Tonpole. Their humongous mouths allow them to gobble down anything and everything they set their eyes on."
Dragodon 076 Regular enemy "They may look like Lizardons, but visual similarities are where the likeness ends, for these creatures are far more powerful. They wrap their long tongues around their enemies and swallow them in a single gulp."
Kid Dragon 077 Regular enemy "Miniature dragons, stout and chunky. Their stubby limbs belie great agility, and their speed often takes enemies by surprise. Their breath attacks are not something to turn your nose up at, despite the odor."
Kid Drazombie 078 Regular enemy "Reanimated corpses of deceased Kid Dragons. The carrion stench of their breath drains the life out of those who inhale it with deathly poison."
Frost Dragon 079 Regular enemy "A subspecies of Kid Dragon that dwells in subzero climates. Their frosty breath freezes enemies, rendering them immobile."
Kid Drakonis 080 Regular enemy "A powerful variant of the Kid Dragon. Whenever they open their mouths, arcs of high-voltage electricity shoot out."
Imp 081 Regular enemy "Do not be swayed by their cute appearance, for these low-ranking demons are said to be the culprits of all the world’s ills. Watch out or their Minor Balloon attack could shrink you down to the size of an ant."
Gremlin 082 Regular enemy "Feed an Imp in the dead of night and this is what you get! They attack with prods of their pitchforks and powerful dark-elemental magic."
Tomatoman 083 Regular enemy "Ghoulish practitioners of the arcane arts who ride around in floating urns. They pilot their pots with aplomb, teleporting all about the battlefield to tease their foes."
Eggplantman 084 Regular enemy "Dark sages who have earned the title of “Grandmasters of the Dark Arts.” They summon wave upon wave of monster minions to overpower their opponents."
Shamanion 085 Regular enemy "Curse-casting creatures who have mastered wicked sorcery. They ride in flying pots and can summon other monsters to do their bidding."
Fierce Face 086 Regular enemy "Devilish faces once summoned by a powerful sorcerer who walked the path of evil. They have a wide range of attacks at their disposal, many of which exploit dark-elemental magic. So terrifying is their appearance that any who view it burst into tears."
Mean Mask 087 Regular enemy "Heads of creatures from the underworld, conjured by a deviant magician. They wield awesome magic powerful enough to reduce opponents to dust. Their horrendous countenance makes any person faint from fear."
Wormwood 088 Regular enemy "Low-ranking demons with the horns of a buffalo, the wings of a dragon, and the fangs and claws of a lion. They treat their prey like playthings before tearing them apart with their deadly teeth and claws."
Demon 089 Regular enemy "Fearsome high-ranking denizens of darkness that exude an aura of danger. Their knife-like claws and advanced magic spells make short shrift of any creature foolish enough to oppose them."
Eye Spy 090 Regular enemy "Not much is known about these mysterious, monocular creatures, other than the fact they attack with powerful eye beams."
Wizard Eye 091 Regular enemy "These odd beings are said to have been summoned by a powerful magician and are capable of calling their own evil aides to assist them. Take care not to get hit by their shrink beam…"
Polter Box 092 Regular enemy "Monsters who mimic treasure chests with uncanny accuracy. As soon as you make to open one, they shed the disguise and attack without mercy. Their signature move is biting down on greedy fingers."
Kaiser Mimic 093 Regular enemy "A high-ranking subspecies of the Polter Box. They let their name get to their head on occasion, but their sneaky Bombbox attack hits hard and damages anything in the vicinity."
Sand Stinger 094 Regular enemy "Scorpions with a venomous stinger, a single strike from which is enough to stop even the most formidable of predators in its tracks."
Steelpion 095 Regular enemy "Predatory arachnids with a carapace as hard as metal. They wait for their enemy to strike first before counterattacking with their poisonous stinger."
Bulette 096 Regular enemy "Quadrupedal monsters with armored exoskeletons, they ram into enemies with the force of a runaway bulldozer. A devastating attack to be sure, but a deft dodge is enough to avoid any damage."
Gold Bulette 097 Regular enemy "The apex creature of the Bulette species, their hardy horns turn charging attacks into deadly headlong thrusts. If they perceive a threat, they will emit a blinding light from their bodies to ward off would-be attackers."
Basilisk 098 Regular enemy "Stout bipedal lizards that lost their forelegs in the process of devolution. Their nimble kicks and petrifying breath make them bothersome foes."
Fire Drake 099 Regular enemy "Bipedal lizards with beautiful head crests. Their scales are scalding to the touch and they breathe out jets of fire when they sense danger."
Specter 100 Regular enemy "The roaming spirits of departed harlequins. They strike enemies with their spectral tails. Ghastly, but in a cute way."
Ghost 101 Regular enemy "Wayward phantoms of deceased harlequins. They evoke ancient dark magic to silence their unfortunate targets. Their souls have yet to find eternal rest, for deep down they still long to reside in this world."
Seaserpent 102 Regular enemy "Slithering water serpents, feared by many. They attack with streams of bubbles and by violently slamming their bodies into an unfortunate target."
Seadragon 103 Regular enemy "Marine beasts with bodies that resembles a dragon. These hardy creatures are even capable of terrestrial life."
Bluster Gas 104 Regular enemy "Puffs of gas that are held together by a strange and unknown force. Since they lack a tangible body, trying to strike one with a weapon is akin to punching air."
Dark Funk 105 Regular enemy "Smoggy clouds birthed from humanity’s malicious musings. They can conjure up high-temperature fire magic to evaporate their enemies."
Griffon Claw 106 Regular enemy "The possessed foreleg of a formerly fabulous griffon. They like to leap into the air and stomp down to knock their enemies out."
Hippogryph Claw 107 Regular enemy "The possessed foreleg of a legendary hippogryph. Easily identifiable by their vivid feathers, nothing can break free from the vice-like grip of their terrifying talons."
Chess Knight 108 Regular enemy "Monsters that have taken the shape of chess pieces, their expression cold and impassive. They charge at foes horn first, or leap into the air and plunge down to inflict brutal damage."
Golden Chess 109 Regular enemy "Chess pieces that stand motionless—until you carelessly step into their line of fire, that is. Do so and they will rush in, looking to impale you on their pointed horn."
Shape Shifter 110 Regular enemy "Legend has it that these entities were once mortals who crossed over to the underworld, leaving behind dark shadows that stalk the realm of the living. They intimidate their foes by assuming the shape of other monsters."
Shadow Zero 111 Regular enemy "Tenebrous shadows that are the manifestation of the darkness in the human heart. They are small in stature and fleet-footed, making them adept at dodging enemy attacks."
Shadow Zero-One 112 Regular enemy "These freakish figures are the embodiment of the mutual resentment of lifelong opponents. They confuse their enemies with unpredictable movements and unexpected attacks."
Beholder 113 Regular enemy "Ominous, floating eyeballs from a parallel dimension. Once they have a target in their sights, they slam into them at high speeds and can also shoot out beams of light from their single eye."
Peeper 114 Regular enemy "Monsters that appear to be nothing more than giant eyeballs. Allegedly they were summoned from an alternate dimension by a Wizard. Make eye contact at your own risk, as their scornful gaze alone is enough to snuff out a life."
Gawker 115 Regular enemy "Enormous, sinister eyeballs whose piercing pupils can emit beams of dark energy that inflict strange status effects, or worse: instant demise."
Brutal Guri 116 Nemesis "A lone goblin who was ostracized by its community. It then became a roving bandit, leaving a trail of terror in every region it passed through. A posse was formed to put an end to its shenanigans, but the goblin made light work of its would-be captors, growing in strength as it continued to cause chaos."
Tricky Buju 117 Nemesis "A Rabite with an unquenchable thirst for adventure, it habitually sets off on sudden expeditions, much to its owner’s chagrin. It is friendly by nature, since it was raised by humans, but became a tad feral due to extended exposure to disturbed elemental energy. It was apparently the inspiration for the protagonist of the children’s book “Buju’s Brilliant Adventures.”"
Hoarding Blosslay 118 Nemesis "A type of Lullabud that only blooms on ancient battlefields. None are certain whether it extracts nutrients from the blood-soaked soil as its nourishment, or the souls of fallen warriors. However, once it sprouts from the ground, even the most well-trained adventurers will struggle to subdue it."
Floret Triffid 119 Nemesis "There once was a doctor who suffered from a disease with no known cure. Undeterred, he devoted many years to researching one, collecting medicinal herbs from all over the land. In a final attempt at concocting a cure, he mixed the samples together, but accidentally included one potent toxic herb. By the time he realized what had happened, it was too late. What was intended to be the perfect remedy ended up becoming the ultimate poison."
Grave Picus 120 Nemesis "There is a saying across the land that goes: “Picus in the sky, abundant harvests nigh.” However, anyone who claims to have caught sight of this bird perishes soon afterwards, often in mysterious circumstances. Little do the people know that Grave Picus is not the avian god of the harvest, but a harbinger of demise, bringing ruin to those who behold it."
Deft Chitto 121 Nemesis "A demi-human endowed with a high level of ingenuity. Deft Chitto has been put forward to be the next leader of its tribe, some members of which are capable of speaking in human tongues."
Tangoing Matsootaken 122 Nemesis "A lively, upbeat mushroom. When its energy levels are at their highest, it can tirelessly dance from sunrise to sunset. With every move it busts, it diffuses a pheromone that attracts other monsters. Some say that the monsters that it entices in may be weak to wind-elemental attacks…"
Custodial Truffle 123 Nemesis "A fungus that was cultivated using peculiar substrates. It became sentient and tasked itself with preserving the ecosystem it resides in. Rumors say it gives off an aroma to whet any appetite, but none who have tasted its forbidden flesh have lived to tell the tale."
Bolt Urus 124 Nemesis "A derivative of the Bulette that has undergone biological restructuring due to a disordered flow of elemental energy. This caused several devolutionary changes, but also heightened its innate hunting instincts, allowing it to track a target for days without rest."
Charging Propul 125 Nemesis "A Bulette that was granted its moniker after finishing first in a renowned Bulette racing competition, proving itself to be the fastest of its species. Of particular note is its impressive ability to reach extremely high velocities in mere moments. People who have witnessed Propul dash at these breakneck speeds have claimed that the space around it distorts, leaving scintillations to fizzle in its wake."
Plundering Tytonrik 126 Nemesis "A deviant variant of a Blood Owl. Be it fallen trinkets in the forest or fully grown humans, it seizes anything that catches its fancy. What it does with the purloined items (or creatures) it hauls back to its nest is a mystery that none have lived to tell of."
Armed Griv 127 Nemesis "There are rumors of an item possessed by a certain Sahagin that are circulating in the merchant community of late, causing demand for it to skyrocket. However, it would seem the Sahagin has heard the stories and will kindly hand over the item free of charge—all one need do is ask it nicely! After one wealthy merchant did exactly this, others have searched high and low for the elusive Sahagin, desperate to get their hands on the object."
Jointed Tikkle 128 Nemesis "Teased by its fellow "Sahagin" iconSahagins for being a wimpy thugling, Jointed Tikkle then trained in solitude, wanting to surpass the strength of those who shamed it. However, hatred eventually engulfed its heart and Tikkle became consumed by the desire for revenge. If someone had shown it kindness long ago, could this descent into evil have been prevented?"
Puppet Meriska 129 Nemesis "A cursory glance may have you believe this winged monster is nothing more than a common Beelancer. However, keen observers will notice it is actually a superpowered replica of one. How it moves, who manipulates it, and why it came to be are enigmas yet to be elucidated. The only hint as to its origin is some text on its body that reads “Von…”, but the rest has been scratched off."
Nocturnal Droon 130 Nemesis "A variant of the Beelancer that primarily consumes the nectar of a flower known as the crescentcaller. Nocturnal Droon loves to congregate with its kin and moonbathe under the silvery glow of the full moon. Its favorite places for this include a forest shrouded in perpetual night, and a rowdy tavern called Mischievous Spirit."
Gem Valley Ochoro 131 Nemesis "A Molebear that thinks all that glitters is gold. It takes whatever stone, gem, or shiny scrap of metal that catches its eye back to its abode. Amidst the sparkly potpourri it has amassed throughout the years, it appears to have collected the jewel cores of a nearly extinct race…"
Phantom Bedditear 132 Nemesis "A cute creature with the ugly habit of invading other monsters’ territory and hijacking their turf, it can burrow through the earth as if it were swimming through water. Its subterranean travels have severely damaged the ground in some regions, making them too dangerous to set foot in."
Manipulated Bruiser 133 Nemesis "A suit of armor possessed by the spirit of a swordsman who lost in the final round of a sword-fighting tournament. The armor retains the honed skills of its previous owner, and roams the lands in a never-ending search for its former opponent, hell-bent on settling the score once and for all."
Pawn Caruma 134 Nemesis "A suit of armor that is under the control of the cursed sword it wields. The weapon has gained sentience over the years, but that hasn’t stopped some from accusing it of being a pale imitation of the legendary Mana Sword."
Greedy Tummsect 135 Nemesis "An insect monster possessing extraordinary intelligence. Active both day and night, it scours the land in search of its next prey. Unlike most predators that kill out of necessity, "Greedy Tummsect" iconGreedy Tummsect simply gets a buzz out of the hunt."
Sizzled Creepillar 136 Nemesis "An insect-like being that survived the inhospitable conditions of an arid desert. The deciding factor in its survival, or so it is told, was a nearby oasis, where there stands the statue of a pixie-like being."
Gluttonous Tirpel 137 Nemesis "A worm-like specimen that fought fiercely to ascend to the top of the food chain. Its philosophy is simple: eat, devour, consume. Any edible morsels will suffice, but nothing will sate its hunger. According to one source, Gluttonous Tirpel can single-handedly (in a figurative sense) munch through a large city’s entire food reserves in one night."
Astral Thrace 138 Nemesis "A harpy that once lived in the flowering fields of a remote mountain region. So synonymous was she with the place that she was named after it. She narrowly avoided captivity when an army patrol once chanced upon her, and she now meanders in search of a new home, never sojourning in one place for too long. Years of being on the run have made her agile and elusive."
Beguiling Celaeno 139 Nemesis "A monster with a beautiful voice she uses to lure her prey to their demise. Her deadly dulcet tones are said to resound to the ends of the world, and she herself has stated that the day she stops singing will be the day she dies."
Inexplicable Gunk 140 Nemesis "This elusive creature can transform into liquid when attacked, absorbing the brunt of any blow. Seconds later, it turns rock solid before pummeling its opponents to oblivion. Many an adventurer has racked their brain over how to defeat it, but none have ever reached a conclusive answer. Ultimately, they give up, bemoaning the bizarre nature of this monstrosity."
Fortune Guesser Popple Pupil 141 Nemesis "The disciple of a great prophet who resides in a faraway kingdom of magic. He was the most lackluster of all his master’s apprentices, and decided to travel the world in hopes of improving his craft. On his voyage, Popple Pupil made the acquaintance of a powerful individual who helped him awaken to his talent for clairvoyancy. He is now on his way to deliver the news to his master and hopefully regain her trust, for it was she who named him."
Magic User Ambrose 142 Nemesis "A renegade mage who has been labeled a major threat to the public by local authorities in a number of regions. A prodigal thaumaturge with no equal, he obsessively channels all his energy and intellect into investigating a certain great witch who lived centuries ago."
Char Tamulus 143 Nemesis "An arachnid imbued with abundant fire-elemental energy. Its venom behaves curiously: victims report a white-hot scalding sensation all over the body that persists for about a month. An antidote exists, but very few individuals know how to concoct it, and those that do charge a pretty lucre for even a single dose."
Scorched Pavlov 144 Nemesis "Former Clay Gorgs that have wandered the world over, absorbing the qualities of the various soils upon which they traipsed. Consequently, they behave quite differently compared to normal Clay Gorgs. They are frequently sighted in rocky or soily areas, likely because it reminds them of their former home, the Earth Village."
Extant Miasopia 145 Nemesis "A formless being created from the amalgamation of the subconscious thoughts of humanfolk. What is it that humanity seeks? Where are they headed? Carefully observe this wispy, borderline immaterial monster, and you may, or may not, find the answers to those questions."
Gardlegrog 146 Bosses "A massive amalgamation of earthen lumps that were once people. These clods were forced together as the natural flow of mana around them became disrupted. Each attack it unleashes is more devastating than the last, and it will mindlessly carry on its rampage until it is destroyed."
Boreal Gorg 147 Bosses "A clod of earth created by corrupt mana power within the distorted sanctuary. After being exposed to powerful emotions from the past, it is now extremely adept at harnessing the powers of wind."
Gaian Gorg 148 Bosses "A clod of earth created by corrupt mana power within the distorted sanctuary. After being exposed to powerful emotions from the past, it is now extremely adept at harnessing the powers of earth."
Mantis Ant 149 Bosses "An insect monster with the arms of a mantis and the body of an ant. Its legs are astonishingly robust, able to propel it high into the air. It slices through enemies that dare approach it with giant scythe-arms, and its "Diamond Shards" iconDiamond Shards attack can deal damage from a distance."
Kraken 150 Bosses "A behemoth squid that hails from the darkest depths of the ocean. It knows its native waters like the back of its tentacles, and anything unfortunate enough to encounter it will undoubtably be dragged to the murky realm it calls home."
Fullmetal Hugger 151 Bosses "A staggeringly large crab covered with thick metallic plating that will deflect halfhearted attacks. Fullmetal Hugger is not an enemy to be taken lightly, lest you end up burnt to a crisp by its searing eye beam."
Du'Inke 152 Bosses "A monstrous monkey that possesses great intelligence. It swings its colossal club to both ward off enemies and as a catalyst to cast magic. The beast skull at the tip of the club is no decoration—it serves to amplify Du’Inke’s magic power."
Vuscavalanche 153 Bosses "A giant and mysterious being that wears a tortoise shell on his back. His rippling muscles have swollen with fury, ejecting angry jets of steam from his body. A silver washtub once fell on his helmet and goggles, which explains why they are covered with cracks. As for where that washtub came from…no one really knows."
Jewel Eater 154 Bosses "A beast that hails from the belly of the earth, and said to only emerge once in a millennium when the world is on the verge of great change. Its fangs can rip through anything, and its long tongue constricts its prey."
Grapplavine 155 Bosses "A flesh-eating plant with a long neck reminiscent of an animal’s. Giant thorns protrude from its body, and it attacks any being that comes close, attempting to poison them or put them to sleep."
Daelophos 156 Bosses "A former warrior who was chosen by the Goddess herself to wield the sacred Mana Sword. Blessed with martial prowess, he was notorious for his irresistible force, until he one day vowed to exact vengeance on the Goddess. His arms, which once embraced his dear beloved, now hold only searing wrath and implacable revenge."
Garethe, Benevodon of Earth 157 Bosses "An enormous worm that conceals itself below the sand. It seldom rises to the surface, but it will periodically traverse the desert in search of prey to devour. Its body is an adamantine carapace, with precious stones rich in elemental power dotting the surface."
Zable Fahr, Benevodon of Darkness 158 Bosses "A horrifying triple-headed spirit with total dominion over the powers of darkness. The left visage wields physical power, the right side utilizes magical might, while the central face brings destruction and chaos."
Zehnoa 159 Bosses "A wall that was given life by a malevolent magical force. Should one inadvertently peer into its blazing maw, one is sure to witness an endless abyss of bloodcurdling horror."
Selaphia, Benevodon of Light 160 Bosses "Millennia ago, there lived a shamaness who possessed the ability to shape worlds; Selaphia has taken on her form. She can access the deepest sublayers of the human mind, altering her appearance through clever manipulation of how the brain processes refracted light. As such, while she may seem human, her true form has never been glimpsed."
Frost Gigas 161 Bosses "A titan who is rumored to have lived for thousands upon thousands of years. It watches over the mountain it calls home, ruthlessly annihilating adventurers foolhardy enough to trespass there. Legend has it that the Frost Gigas is formed of the loathing felt by living things who froze to their deaths."
Vadise 162 Bosses "Vadise is one of the Dragons of Knowledge. She is stunningly beautiful and covered with pale fur as soft as spun silk, which matches her genteel disposition. She is said to be able to peer into the future and so harbors deep concerns for the fate of the world."
Besseroth, Benevodon of Wind 163 Bosses "A divine being of crackling thunder and raging storms, it dwells atop a mountain perpetually plagued by wailing winds. It is responsible for causing the litany of paranormal weather phenomena in the region. Contrastingly, Besseroth was also tasked with encouraging harmony between the region’s diverse ecosystems back in a time when it was venerated as a true deity."
Aello 164 Bosses "One of a pair of harpy twins. Her name is said to mean “swift storm,” fitting for a creature with powerful vermillion wings. She is of a mild and merciful disposition, the breeze conjured up by the flutter of her wings directly assisting the elemental spirits."
Ocypete 165 Bosses "One of a pair of harpy twins. Her name is said to mean “rapid flight,” fitting for a creature with mighty violescent wings. She is of a vicious and volatile disposition, the squalls conjured up by the whipping of her wings triggering natural catastrophes."
Tor Marne, Benevodon of the Moon 166 Bosses "An imposing frog that reigns over Castle Cresceno. It can wax and wane into a myriad of phases and spews out star-spawn in battle. It glides gracefully through the air when it assumes its full moon form. If gazed upon directly in such a state, the Benevodon could easily be mistaken for the real thing."
Vampire 167 Bosses "A blood-drinking monster that preys on humans to prolong its life. A sapient being with intelligence that far surpasses that of most other bumbling monsters, it uses the dark of night to its advantage when out hunting."
Gandoom, Benevodon of Water 168 Bosses "A divine life-form that is the corporeal manifestation of the might of water. The aqualex gems that stud its body are the principal mechanism that grants it unlimited mastery over water. This allows it to become one with any body of water to covertly close in on its enemies."
Shreegill 169 Bosses "A hideous sea monster whose name alone strikes fear into the hearts of seafarers the world over. It has complete control over its four tentacles, and each one is used for a different purpose; a coordinated attack from these appendages will leave more than just a bruise. While Shreegill’s tentacles are considered a delicacy in some regions, removing one is a task easier said than done."
Floaret, Benevoon of Wood 170 Bosses "A botanical being that has taken on the form of a divine bird imbued with the vitality of a great, primordial tree. It uses the fruit it bears on its body to attack its adversaries. When it photosynthesizes, it can amplify its strength further by causing giant flowers to bloom on its wings and tail."
Vaulchibel, Benevoon of Fire 171 Bosses "Vaulchibel is flame incarnate, with molten magma coursing through its veins and craters on its body that spew out lava. When its rage reaches boiling point, its body burns red hot. In this furious state, its power grows so violent as to make the world quake and instigate volcanic eruptions in distant lands."
Axe Beak 172 Bosses "An immortal bird that has been corrupted by evil and has long since forgotten the value of life. Nowadays it breathes unholy storms of flame, and will never again ascend to the heavens to be reborn."
Trent 173 Bosses "An ancient tree spirit born from the life force of the great, primordial tree. He possesses an endless body of knowledge and is known as the patriarch of the trees for his gentle nature. Trent’s vast power makes other tree spirits look like withered twigs in comparison. Some say he can even alter the flow of power coursing through the meridians."
Aeve Zalaha 174 Bosses "A dragon that was brought into this world by a powerful sorceress in ancient times. It was supposedly birthed from the dark, dreadful desires dormant in the human heart, and calamity is said to follow it wherever it lands. It seeks not co-existence with other beings; Aeve Zalaha believes itself to be the sole creature worthy of existing on this plane, and aims to eradicate all of humanity."
Black Rabite 175 Bosses "A vicious variant of the Rabite whose existance simply cannot be explained."
Entry Type Description
Destination System "The ★ indicates your next destination."
The Navigation Guide System "If you ever lose your way on your adventure, press L1 and ▲ to summon a trail of light that will show you the way to your next objective."
Fast Travel System "You can swiftly travel to other meridians, as long as they're located on the same continent. Note that you can only Fast Travel to a meridian that you've interacted with before."
Shortcuts System "Shortcuts allow you to quickly execute moves or use items during battle without having to access the ring menu. You can set up shortcuts from the Item Menu or when customizing your moves from the Gear/Skills Menu."
Changing a Weapon's Appearance System "When you equip a weapon to a character in the Gear Menu, you can also change its appearance to best suit your preference. Who said you couldn't journey in style?."
Changing Outfits System "Players who procure the additional downloadable content (DLC) can access special menu outfits from the Appearance section of the Gear Menu. Don the garb of heroes from distant worlds and set forth on your journey."
Vessel Quickswap System "While it's possible to switch your elemental vessel from the Vessel menu, you can also change it on the fly from the main menu. This is handy if you only need to quickly change to a different elemental vessel."
Allies Around Town System "You can sometimes find your allies ambling about town in places that interest them."
Switching Out Party Members System "You can now access the Team Setup menu from the main menu to switch out members in your party. This function is disabled while you're in towns or villages."
Switching Out Party Members System "You can now access the Team Setup menu from the main menu to switch out members in your party. This function is disabled while you're in towns or villages."
Jumping System "Jump by pressing X. Pressing X again in the middle of a jump will execute a double jump."
Auto-Run System "Press L3 twice in succession while dashing to enable the auto-run feature. *Auto-run must first be set "On" from the options menu."
Using Items System "Press ← or → to bring up the ring menu. You can use the items set there."
Switching Characters System "Press ↑ or ↓ to change the character you control."
Rules of Combat 1/2 Battle "If the HP of all your party members reaches zero, or if all members are petrified and unable to continue fighting, its game over right then and there."
Rules of Combat 2/2 Battle "You can escape from a battle by continuously running against the edge of the combat area. However, be aware that you cannot escape from a battle if the edge is red."
Dodging Attacks Battle "Dodge by pressing [Analog Stick]. You can also dodge midair by pressing the same button."
Special Attacks Battle "Press ▲ to perform a special attack. Special attacks can also be performed midair."
Filling the CS Gauge 1/2 Battle "There are two ways to accumulate CS in battle: by taking damage from an enemy or dealing damage to an enemy. Furthermore, whenever your teammates suffer of inflict damage themselves, it will also fill up the CS gauge."
Filling the CS Gauge 2/2 Battle "When you consume your CS, you can unleash poweful class strikes defeat your foes in battle. Party members don't have their own individual CS gauges. Instead, the CS Gauge is shared between everyone, and they all contribute to both charging and consuming it."
Class Strikes Battle "Class strikes are powerful attacks that you can use in battle by consuming your accumulated CS. Each class strike has its own elemental type and will deal increased damage to opponents that are weak to its element."
Elements, Damage Types and Resistances 1/2 Battle "Physical damage dealt by weapons can be one of two types: slash or strike. In addition, there are eight types of elemental damage: fire, water, wind, earth, darkness, light, moon and wood. Monsters can be ✔weak, △resistant, or ✖immune to one or more of these damage types."
Elements, Damage Types and Resistances 2/2 Battle "Enemies take increased damage if you attack them with an element they are ✔weak against. Similarly, if you attack an enemy with an element it is △resistant to, the damage dealt will be halved. Finally, an enemy will take no damage at all if you attack with an element it is ✖immune to."
Firing Back Projectiles Battle "With careful timing, you can use your attacks to hit certain enemy projectiles and send them firing right back at them."
Firing Enemy Weak Spot Battle "Attacking a boss's weak spot will always result in a critical hit."
Fracturable Parts Battle "Some bosses have weaks spots that will fracture when repeatedly attacked."
Immobilizing a Boss Battle "When a boss is incapacitated, that is your chance to strike. All attacks you deal during this period will be critical hits."
Enemy Health Bar Colors Battle "The color of an enemy's health bar indicates how strong they are.
Yellow: Normal enemies
Orange: Strong enemies
Purple: Very strong enemies"
Nemeses Battle "Nemeses are foes that are considerably stronger and more menacing than the monsters you normally encounter. They've even acquired such fearsome reputations as to the earn unique nicknames. If at first you can't beat them, rally your forces, strengthen your teammates, and return to challenge these foes again!"
Status Effects 1/2 Battle "Some attacks may inflict status effects on your characters, impeding them in battle. Every status effect causes different ailments, so be sure to cure your allies ads fast as possible."
Status Effects 2/2 Battle "Remember, while status effects prevent you or an ally from performing originally in combat, casting them on an opponent can help you get the upper hand in battle.
*Some enemies cannot be affected by certain statuses."
Status Effect: Burning Battle "This status effect burn will periodically deal damage to your character while in effect. You can instantly remove this status effect by entering bodies of water, such as lakes or rivers, or by being hit with a water elemental attack."
Status Effect: Frozen Battle "This status effect freeze will literally freeze your character in place, making them unable to move, attack, or cast spells. Keep using attack combinations to shorten you time spent frozen and get back into the fray."
Status Effect: Paralysis Battle "The status effect paralysis has a chance of preventing you from moving, attacking, and performing moves, spells, or other types of actions."
Status Effect: Poison Battle "The status effect poison will periodically deal damage to your character while in effect. Don't underestimate how dangerous this condition can be."
Status Effect: Sleep Battle "The status effect sleep will cause your character to fall into a deep slumber, stopping their movement. Getting attacked will remove the status effect, but the sudden wake-up call will deal a large amount of damage as a consequence."
Status Effect: Petrify Battle "The status effect petrify will turn your character into stone, rendering them completely immobile. While they can't suffer damage in this state, if all your party members turn into stone or get KO'd, it's game over for you."
Status Effect: Mini Battle "The status effect mini will cause your character to shrink in size and their stats to lower. A shrunken character cannot use buffs, but neither can they be debuffed by an opponent."
Status Effect: Moogle Battle "The status effect moogle will turn the afflicted into an adorable, fluffy creature and replace all their attacks with a moogle-specific set of moves. Cuteness alone won'y win you battles, so remove this status effect as soon as the opportunity presents itself."
Status Effect: Silence Battle "The status effect silence will make your character be unable to cast magic. This will especially inconvenience characters who rely heavily on magic spells in combat, reducing their overall damage output."
Val Battle "Val is an eager soul guard, ready to show his swordsmanship and fulfill his duty. He is a character easy to get to grips with.
His naturally high HP makes him suited for rushing to the front lines and bearing the brunt of the enemy's attacks, serving as the party's shield."
Careena Battle "The spirited and plucky Careena is skilled in the arts of the spear.
Never straying far from Careena's side is Ramcoh, her trusted companion. Ramcoh will deal follow-up damage whenever Careena herself attacks an enemy."
Ramcoh Battle "Ramcoh will get stronger as Careena levels up, but her attacks are not that powerful. However, she is quite resilient, and will not fall in battle no matter how much damage she takes."
Morley Battle "Morley, dexterous and nimble, is adept at dealing lightning-fast attacking salvoes.
He is a powerful fighter skilled in a variety of techniques If you manage to tap into his full potential he can make for an exceptional damage dealer. If you perfect the timing of his katana swings, he can counter enemy attacks with powerful moves."
Palamena Battle "The epitome of erudition and grace, Palamena is proficient with a plethora of powerful magic attacks.
She can strike enemies from long range and contributes greatly to the team's overall damage. However, she is particularly vulnerable to enemy attacks and can easily succumb if targeted."
Julei Battle "Julei can be an oddball at times, but he is an invaluable ally who offers healing and support to his teammates. He can even learn how to revive fallen allies.
However, be aware that his naturally low defense makes him unfit for engaging directly with enemies."
Aesh Battle "Aesh will aid your team with recovery and support magic."
Moves 1/2 Battle "Moves are strong attacks that you execute by consuming MP. There are several types of moves, such as magic or traps.
The strength and healing potency of these moves is determined by the value of a character's relevant stat."
Moves 2/2 Battle "You can set moves to your ring menu or to a shortcut so they're always just a few button presses away."
Moves and Stats 1/3 Battle "The strength and healing potency of a move is determined by the value of a character's relevant stat. If you want to maximize a move's potential, assign abilities that increase the corresponding stats."
Moves and Stats 2/3 Battle "Attack magic: Determined by the Magic Attack stat.
Healing magic: Determined by the Spirit stat.
Ninja moves: Determined by the Magic Attack stat."
Moves and Stats 3/3 Battle Trap moves: Determined by the Attack and Luck stats.
Projectile moves: Determined by the Attack and Luck stats."
Abilities 1/3 Battle Abilities can boost your prowess in battle, raising your characters' stats or by activating special effects.
Abilities can be learned through ability seeds or by progressing through a character's elemental plot."
Abilities 2/3 Battle To learn an ability from an abiity seed, you must first assign it to a character. This will activate its effect."
Abilities 3/3 Battle To learn an ability from the elemental plot, you must first progress far enough along the plot for each element. These class-specific abilities will only take effect when you have the class equipped."
Ability Seeds 1/2 Battle You can change which ability seeds you have equipped to a character by going to the Gear Menu from the main menu.
Abilities have varying effects, such as improving your character's stats or allowing them to learn powerful moves while equipped. However, you cannot assign multiple abilities of the same effect to one character."
Ability Seeds 2/2 Battle Your choice of skills can help you breeze tough battles. Try out as many abilities seeds as you can to find a combination that fits the way you want to play."
Changing Ability Seeds 1/3 Battle You can assign ability seeds in your possession to ability slots."
Changing Ability Seeds 2/3 Battle Ability seeds can be assigned to each character. Remember that the effects of the seeds will only activate once they are equipped."
Changing Ability Seeds 3/3 Battle You cannot assign two ability seeds of the same name to one character. You'll have to work within the limitations to find the best combinations using the seeds at your disposal."
Abilities Learned Through the Elemental Plot 1/2 Battle Abilities learned through the elemental plot are unique to the class corresponding to each element, and only become active when that class is in use."
Abilities Learned Through the Elemental Plot 2/2 Battle These class-specific abilities provide a variety of special effects to your characters. Tapping into their full potential may take some trial and error but try to choose ability seeds that best compliment them."
Unlocking Ability Slots Battle There are certain special items you can use to increase the number of ability slots available to a character. Using one such item will unlock tow extra slots, for a maximum of 10 slots."
Classes 1/3 Battle A character's class is determined by the elemental power that resides within them. This in turn governs the traits and abilities at their disposal."
Classes 2/3 Battle Changing classes will alter a character's stats, unlock abilities unique to that class, an may also change the weapon they wield in battle."
Classes 3/3 Battle Experiment with the different classes available to your characters to find the one that best matches your individual style of playing."
Powering Up Your Starter Class 1/4 Battle Maxing out the elemental plot of a single element will grant the favors of the elements to that character's starter class as well.
These favors include:
-Equipping elemental vessels to your base class."
Powering Up Your Starter Class 2/4 Battle These favors allow a character to:
-Equip weapons with their starter class that were not previously possible.
Assign abilities learned through the elemental plot to their starter class.
-Use different classes' class strike."
Powering Up Your Starter Class 3/4 Battle You can change which elemental vessel is equipped, switch weapon types, and choose each character's class strike from the Vessel Menu. To switch out a character's class abilities, go to the Class Abilities tab from the Abilities menu."
Powering Up Your Starter Class 4/4 Battle The more rows you max out, the more benefits the character's base class will receive.
The potential for greatness was within you from the start. Returning to your roots may very well be the key to ultimate strength."
Elemental Plot 1/2 Battle The elemental plot displays how much of an elemental's powers you can wield. As a character progresses through the plot, the more in tune they will be with an element, clearing the way to learn powerful moves and abilities.
Moves acquired through the elemental plot will still be available for use even if the characters switch classes."
Elemental Plot 2/2 Battle "?"
Expanding the Elemental Plot Battle You can increase the maximum number of nodes on an elemental plot by using special items. Expanding the elemental plot allows your character to learn even stronger moves and abilities, maximizing their potential. If you find one of these items, there's no reason not to use it."
Elemental Vessels 1/3 Battle "Once you acquire an elemental vessel, you can choose to borrow the power of its elemental by going to the Gear/Skills Menu."
Elemental Vessels 2/3 Battle "Equipping a vessel to a character will activate the power of the corresponding class. This is known as changing your class."
Elemental Vessels 2/3 Battle "After using an elemental vessel during combat, it will enter a brief cooldown period before it can be deployed again. Attacking an enemy with normal or special attacks will shorten this period, so plan your strategies accordingly."
Invoking the Power of the Elements Battle "You are now able to access the Vessel Menu. From Here, you can choose which elemental's power to assign a character and equip the corresponding elemental vessel."
Elemental Breaks 1/2 Battle "Press and hold R2 when your mana gauge is full to draw out the true power of the elemental vessel. This is known as an Elemental Break. You can fill up the mana gauge by collecting the particles of mana that drop when you employ an elemental vessel."
Elemental Breaks 2/2 Battle "While an Elemental Break is in effect, magic and moves of the same element deal increased damage and have reduced casting times. Furthermore, the normal effects of the elemental vessel are enhanced."
Elemental Vessel: Sylphid Boomerang 1/2 Battle "The Sylphid Boomerang houses the might of Sylphid, the wind elemental. It is capable of harnessing the howling winds and whirling gales."
Elemental Vessel: Sylphid Boomerang 2/2 Battle "Press R2 to send out a gust of wind that temporarily traps enemies. Attacking an opponent while they are in this state will cause blades of pressurized air to rain down on the sourrouding area."
Elemental Vessel: Luna Globe 1/2 Battle "The Luna Globe is ensorcelled with the power of Luna, the moon elemental. It has the ability to manipulate the flow of time."
Elemental Vessel: Luna Globe 2/2 Battle "Pressing R2 during battle will place the vessel down at your current location. When enemies approach it, a zone of lunar energy will emerge, slowing down the movement speed of all foes that step into it.
Conversely, if you of your allies enter the zone, it will speed up the casting time of spells and other attacks."
Elemental Vessel: Undine Flask 1/3 Battle "The strength of the water elemental, Undine, courses through the Undine Flask. It is capable of commanding bodies of water to manipulate their flows and currents."
Elemental Vessel: Undine Flask 2/3 Battle "Press R2 during combat to aim at an enemy and spray them down with the jets of water.
Enemies hit by the stream will be blown away by the current and become trapped in a bubble."
Elemental Vessel: Undine Flask 3/3 Battle "Attacking enemies in the bubble will eventually cause it to burst, dealing splashing damage to anything nearby. An enemy colliding with whe walls or the ground will also cause the bubble to break."
Elemental Vessel: Salamando Candle 1/2 Battle "The Salamando Candle burns with the might of Salamando, the elemental of fire. It has the ability to wield scorching flames."
Elemental Vessel: Salamando Candle 2/2 Battle "Pressing R2 in battle will cause the character to burst into flame and charge at the enemy. Any foe their burning body hits will be set ablaze, the fires from which will explode after a short while."
Elemental Vessel: Gnome Shovel 1/2 Battle "The Gnome Shovel is the manifestation of the force of Gnome, the earth elemental It can call upon the immeasurable strength of the ground beneath your feet."
Elemental Vessel: Gnome Shovel 2/2 Battle "Press R2 during combat to summon a dome-shaped shield of rock that can defend against enemy attacks. The shield will reduce the damage suffered by you and any allies taking cover within it."
Elemental Vessel: Dryad Sprig 1/2 Battle "The gentleness of Dryad, the elemental of wood, slumbers inside the Dryad Sprig. It is capable of beckoning forth the soothing powers of nature."
Elemental Vessel: Dryad Sprig 2/2 Battle "By pressing R2 in battle, the Vessel of Wood will create a healing area. When inside this recuperative zone, the HP of both you and your allies will be continuously restored for a time."
Elemental Vessel: Lumina Lantern 1/2 Battle "The Lumina Lantern glows with the verity of Lumina, the light elemental. It can direct light and its reflections."
Elemental Vessel: Lumina Lantern 2/2 Battle "Pressing R2 will hurl the Vessel of Light at an opponent. Struck foes will be encircled with light and linked to one another by light rays. In this state, when one opponent takes damage, so too will all those who are linked."
Elemental Vessel: Shade Sight 1/2 Battle "The wisdom of Shade, the darkness elemental, dwells within the Shade Sight. It is capable of influencing the gravitational pull of objects."
Elemental Vessel: Shade Sight 2/2 Battle "Press R2 to swell you gravitational force and pull targeted enemies closer to you. However, try this against large enemies, and you will be pulled to them instead. Leverage this to immediately shorten the distance between you and an opponent."
The Beckon Bell System "Ring the Beckon Bell at certain locations to call a pikul."
The Ferry Flute System "Play the Ferry Flute on certain shores to summon Vuscav."
The Flammie Drum System "Use the Flammie Drum anywhere the wind blows to summon Flammie."
Meridians System "The glowing tree-like forms on the field are known as meridians. Interacting with one will let you save your game and access Fast Travel."
Glowing Orbs Battle "Using a vessel in battle has a chance of generating orbs of light on the field. Pick them up to recover some MP."
Fortuneflies System "The twinkling green butterflies you sometime see fluttering around are known as Fortuneflies.
Interacting with a Fortunefly doubles the amount of lucre you acquire from battles, although the effect only lasts for so long. Fortuneflies will reappear after a little while, but if you ever spot one, be sure to catch it!"
Valorflies System "The shimmering scarlet butterflies you may spot fluttering around are known as Valorflies.
Interacting with a Valorfly will make enemies more ferocious but will also double the amount of EXP you earn for defeating them, although the effect only lasts for so long. Valorflies will reappear after a little while, so be sure to catch one if you're ever feeling brave!"
Elementite System "Gathering elementite will restore some mana and also grant you elemental points. You can interact with all elementites on the areas of the map you've been so far."
Lesser Elemental Aeries System "Elemental Aeries teems with the power of the elements. If you possess an elemental vessel corresponding to the element of the aerie, the spirits inside will present you with trials to complete. You will be rewarded handsomely should you succeed."
Greater Elemental Aeries System "Complete all the Lesser Elemental Aeries to unlock harder trials of the same element. The magical force within a Greater Elemental Aerie are more potent thant they lesser counterparts, enabling the use of elemental vessels with no cooldown period.
Complete these challenges and you may acquire power from the elements like nothing you have experienced before. You can view the status of aeries within the elemental exploration info menu on the map."
Completing Side Quests System "To fulfill a request someone gave you, head over to the flag icon on your screen to reach the quest location. You may find a hint or an objective there."
Side Quests 1/2 System "As you travel through the towns and settlements of the world, you will encounter people with their share of troubles. If you talk to them, some may ask you to complete a side quest and help them out of their predicament. They might even reward you for your kind efforts, so try striking up a conversation if you have some free time."
Side Quests 2/2 System "You can view the side quests you've accepted via the Side Quests Menu."
Hint Zone System "Some side quests will display hint zones, indicating general areas that you need to investigate. These hints zones will appear on your map as blue circles. Head to those areas to proceed with your side quest."
Shining Red Objects System "Items required to complet quests may sometimes be lying somewhere on the ground. These items will glow a bright red color. Pick them up and bring them back to the person who requested them."
Side Quest Priority System "Choosing a priority side quest will display a quest icon on your mini map. Head to the location of the quest icon to proceed with the side quest."
Scene Seeking System "During the "Behind the Scenery" series of quests, you can press □ on the quest details screen to display Darni's paintings."
Dudbears and the Grizzly Exchange System "Dudbears are furry creatures who adore Grizzly Syrup.
If you give your Grizzly Syrup to the DUdbears you encounter on your travels, they may be willing to exchange if for some precious, hard-to-obtain items in return..."
Li'l Cactus System "Li'l Cactus seems to be journeying across the world. If you ever come across him on your voyage, be sure to give him a hand! You might even be rewarded for helping him out..."
The Cactus Diary System "Li'l Cactus records all his adventures and experiences in his Cactus Diary. You can read his diary entries by going to the Guides Menu."
The Item Exchange Parlor 1/2 System "The item exchange parlor, operated by Niccolo, is the place to go if you have any items you just can't find a use for."
The Item Exchange Parlor 2/2 System "If you have lots of items lying around collecting dust in your inventory, head over to the item exchange parlor to swap them for something more useful."
Exchanging Ability Seeds 1/2 System "You can now exchange ability seeds at item shops and other similar establishments."
Exchanging Ability Seeds 2/2 System "This is done using the corestone that monsters drop. Once you've gathered the requisite corestones, you can exchange them for an ability seed
The number of different ability seeds you can exchange will increase as you defeat various enemies and obtain different types of monster corestones."
Elemental Triggers System "Elemental triggers are curious manifestations of elemental power that, when under the influence of an elemental, will cause changes to the surrounding landscape or sometimes even the player character.
To activate a trigger, first obtain the elemental vessel of the corresponding element and then interact with it."
Updrafts System "You can hop into the updrafts generated by the Sylphid Boomerang. Once you're in, press X to jump high in the air. Pressing X when your body lights up will cause you to jump higher and farther.
X: Jump"
Airborne Boulders System "The Sylphid Boomerang can summon air currents powerful enough to pick up large rocks. Carefully jump across the like stepping-stones to continue on your journey."
Wintry Waters System "You will sustain continuous damage should you fall into the bone-chilling water of the ice floes. Resist the urge to take a dip in these freezing streams."
Crossing the Icy Floes System "Use the power of the Luna Globe to slow down time, reducing the speed of the drifting ice blocks so that you can safely reah the opposing shore."
Buoyant Bubbles System "Enter a bubble and it will carry you gently through the air. However, bubbles are delicate things and will burst after a while, or if they bump into an object. The water level inside the bubble indicates how much time you have left before it pops, so keep an eye on the water and judge the best time to hop into your next bubble."
Bubbles in Combat Battle "Are you explore the ruins, you may find bubbles floating inside battle arenas. There are two types of bubbles, each with their own effects.
Healing bubbles will restore the health of any ally who enters them.
Attack bubbles will damage nearby enemies when they burst."
The Elevator Gauntlet 1/2 System "This elevator will not stop until you defeat avery wave of incoming enemies. You'll have to muster up every last ounce of strength to overcome this challenge and proceed to your destination."
The Elevator Gauntlet 2/2 System "If you spray the watery sphere in the center of the elevator with the Undine Flask, it will create bubbles with different supportive effects.
Healing bubbles will restore the health of any ally who enters them.
Attack bubbles will damage nearby enemies when they burst."
The Turbotorch 1/2 System "You can mount the Salamando Candle and ride it like a rocket to zoom through the air. When the vessel runs out of juice or you collide with an obstacle, you will be forced to dismount."
The Turbotorch 2/2 System "L: Change direction
□/△: Accelerate"
Controlling Golems 1/2 System "You can use the Gnome Shovel here to call a giant golem into being.
Be aware that the golem's hulking size makes it unable to jump. It will also crumble if you enter battle, so make sure your way is clear."
Controlling Golems 2/2 System "L: Move
□: Punch
△: Stomp
X: Press and hold to deactivate"
Destroying Walls with a Golem System "The golem can destroy certain walls with its attacks. Wield this formidable power to forge a new path."
Blossoming Baskets System "Jump atop the blossoms given life by the Dryad Sprig, and use them to travel far distances.
L: Control flower
X: Jump"
Poisonous Bogs System "A single step into these noxious swamps is enough to poison your character and have their health slowly drain away. Avoid touching them at all costs."
Cannon Reload Period System "If a character with the Sylphid Boomerang fires the cannon, its reload period will be reduced."
Gravity Warp System "The Shade Sight can be used to move to areas you can't normally reach. While warping, you can employ the vessel to warp multiple times in succession.
R2: Use Shade Sight"
Gravity Grip System "Employ the gravitational force of the Shade Sight to pull things towards you. Experiment with this amazing power to discover different ways to influence objects and mechanisms in the archives.
R2: Pull"
Gravity Grapple System "The Gravity Grapple can provide opportunities for you to progress that you might not have noticed. Use your momentum to jump at the right moment and swing to your destination.
L or R: Change direction
X: Jump"
Light Reflectors System "The light rays emitted by the Lumina Lantern can be bounced off reflectors and onto a prism to reveal a new path. The orientation of the reflectors can also be changed, allowing you to redirect the light to exactly the right spot.
R2: Activate mirror
X: Move mirror."
Unseen Paths System "There are platforms that are only visible when they are illuminated by light that is bouncing off a light reflector. If you think you've reached a dead end, don't lose hope–a little reflected light might reveal a path that was hitherto invisible."
Luminous Lanes System "Luminous lanes are mechanisms activated by the Lumina Lantern. Press X in front of one to travel along it."
Frozen Floors 1/2 System "When walking on icy ground your character will slip and slide, making them more difficult to control."
Frozen Floors 2/2 System "You can attack or use moves on the frozen floors to shatter the ice. This will enable you to walk freely without gliding."
Selaphia's Armor System "After destroying Selaphia's armor, you can employ the Shade Eye to further dismantle her defenses. See which armor parts are glowing yellow to determine if they can be broken off by the Shade Eye."
Tempest Trails System "Tempest Trails, where the winds rush fiercely, are found troughout the Wind Sanctum. Jump into one of these air currents and your character will ride the wind to the end of the trail. Some Tempest Trails are generated manually, so keep an eye out for a nearby trigger if your find yourself at a dead end."
The Lunar Sandglasses System "Replenish the sandglasses using the elemental power of the Luna Globe, and you will be able to move between the past and the present. Comparing the two timelines could be the key to progressing."
Changing the Water Levels System "Employ the Undine Flask here to change the water levels within the ruins. This can reveal submerged items or turn obstacles into your path forward."
Lava 1/2 System "Your character will slowly take damage if they fall into the flowing lava. Make a conscious effort not to touch this molten rock at all."
Lava 2/2 System "However, you can use the power of the Undine Flask to cool the lava down, allowing you to traverse it safely."
Blue Lava System "Blue lava burns significantly hotter than your average molten rock. Should you fall into it, you will be taken back to where you were before you fell. Tread carefully."
Sinking Steps System "Certain platforms you see floating on the lava will begin to sink when you stand on them. If you notice yourself decending, jump onto another platform before it's too late."
Rabite icon EOM artwork.png Randi --"Whoa! What's a Rabite doing in a place like this?"
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