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Game Cheats » Nintendo 64 (N64) » Games Starting with the Letter O » Ogre Battle 64: Person Of Lordly Caliber - Strategy Guide (Page 22)

Ogre Battle 64: Person Of Lordly Caliber - Strategy Guide (Page 22)

Below are the cheat codes, hints and help for Ogre Battle 64: Person Of Lordly Caliber - Strategy Guide (Page 22).

Vultan -
Items: Baldr Club, Hachigane, Hard Leather
Where: Wentinus I, Highways/Plains (Lv. 16)
       Dardunnelles II, Highways/Plains (Lv. 16)
       Wentinus II, Highways/Plains (Lv. 34)

Raven -
Items: Baldr Axe, Armet, Hard Leather
Where: Wentinus I, Highways/Plains (Lv. 16)
       Dardunnelles II, Highways/Plains (Lv. 16)
       Aurua Plains, Highways/Plains (Lv. 32)

Pumpkinhead -
Items: Heal Leaf, Dowsing Rod
Where: Highland of Soathon, Forests (Lv. 11)
       Ptia, Forests (Lv. 28)

Gremlin -
Items: Heal Seed, Quit Gate
Where: Mylesia I, Forests (Lv. 5)
       Volmus Mine II, Plains (Lv. 6)
       Mylesia II, Forests (Lv. 11)
       Mount Ithaca, Forests (Lv. 13)
       Fair Heights, Forests (Lv. 17)

Faerie -
Items: Heal Leaf, Silver Hourglass
Where: Mylesia I, Plains (Lv. 5)
       Mylesia II, Plains (Lv. 11)
       Sable Lowlands, Plains (Lv. 12)
       Mount Ithaca, Plains (Lv. 13)
       Fair Heights, Plains (Lv. 17)

---

Dragons:

Young Dragon -
Items: Heal Seed
Where: Tenne Plains, Forests (Lv. 2)
       Volmus Mine I, Forests (Lv. 2)
       Zenobian Border, Plains (Lv. 5)
       Alba, Forests (Lv. 8)

Thunder Dragon -
Items: Heal Seed, Sum Mannus
Where: Dardunnelles I, Barrens (Lv. 8)
       Mount Keryoleth I, Barrens (Lv. 15)
       Gules Hills I, Barrens (Lv. 16)
       Celesis, Barrens (Lv. 20)
       Ptia, Snowy Barrens (Lv. 28)
       Latium, Barrens (Lv. 33)

Red Dragon - 
Items: Heal Seed, Sword of Firedrake
Where: Audvera Heights, Highlands (Lv. 12)
       Azure Plains, Highlands (Lv. 14)
       Fair Heights, Highlands (Lv. 17)
       Tremos Mountains II, Highlands (Lv. 21)
       Blue Basilica, Highlands (Lv. 26)
       Aurua Plains, Highlands (Lv. 32)

Earth Dragon -
Items: Heal Seed, Axe of Wyrm
Where: Alba, Forests (Lv. 7)
       Mount Keryoleth I, Forests (Lv. 15)
       Azure Plains, Forests (Lv. 14)
       Vert Plateau, Forests (Lv. 19)
       Temple of Berthe II (Lv. 22)

Blue Dragon -
Items: Heal Seed, Cyanic Claw
Where: Gunther Piedmont, Marsh (Lv. 7)
       Sable Lowlands, Highlands (Lv.12)
       Gules Hills I, Marsh (Lv. 16)
       Tybell, Marsh (Lv. 30)

Platinum Dragon -
Items: Heal Seed, Ytival
Where: Crenel Canyon II, Barrens (Lv. 9)
       Highland of Soathon, Highlands (Lv. 11)
       Vert Plateau, Highlands (Lv. 19)
       Capitrium, Highlands (Lv. 18)
       Celesis, Highlands (Lv. 20)
       Barpheth, Snowy Highlands (Lv. 27)
       Argent, Highlands (Lv. 29)

Black Dragon -
Items: Heal Seed, Kerykeion
Where: Mylesia II, Forests (Lv. 11)
       Tremos Mountains I, Forests (Lv. 23)
       Barpheth, Forests (Lv. 27)
       Tybell, Forests (Lv. 30)

Ahzi Dahaka - 
Items: Bracer of Protection 
Where: Mount Keryoleth II, Forests (Lv. 34)

Hydra - 
Items: Snow Orb
Where: Wentinus II, Marsh (Lv. 34)

Tiamat -
Items: Angel Fruit, Goblet of Destiny
Where: Aurua Plains, Forests (Lv. 32)

---

Monsters:

Wyrm -
Items: Power Fruit
Where: Tenne Plains, Barrens (Lv. 2)
       Mylesia I, Highlands (Lv. 5)
       Volmus Mine II, Highlands (Lv. 6)
       Mylesia II, Highlands (Lv. 11)

Wyvern - 
Items: Cup of Life, Champion Statuette
Where: Tremos Mountains I, Highlands (Lv. 23)
       Temple of Berthe II, Barrens (Lv. 22)
       Wentinus II, Highlands (Lv. 34)

Griffin - 
Items: Power Fruit
Where: Crenel Canyon I, Highlands (Lv. 3)
       Zenobia Border, Highlands (Lv. 5)
       Gunther Piedmont, Barrens (Lv. 7)
       Crenel Canyon II (Lv. 9)
       Mount Ithaca, Highlands (Lv. 13)

Opinincus -
Items: Angel Fruit, Crystal of Precision, Stone of Quickness
Where: Temple of Berthe II, Highlands (Lv. 22)
       Romulus, Barrens, (Lv. 24)
       Tybell, Highlands, (Lv. 30)

Cockatrice - 
Items: Revive Stone, Scroll of Discipline
Where: Audvera Heights, Forests (Lv. 12)
       Mount Keryoleth I, Highlands (Lv. 15)
       Temple of Berthe II, Snowy Highlands (Lv. 22)
       Romulus, Highlands (Lv. 24)
       Mount Keryoleth II, Barrens (Lv. 34)

Sphinx - 
Items: Angel Fruit, Altar of Resurrection
Where: Argent, Forests (Lv. 29)
       Latium, Highlands (Lv. 33)

Hellhound -
Items: Power Fruit
Where: Crenel Canyon I, Forests (Lv. 3)
       Zenobia Border, Barrens (Lv. 5)
       Highland of Soathon, Barrens (Lv. 11)

Cerberus -
Items: Angel Fruit, Goblet of Destiny, Flag of Unity
Where: Gules Hills I, Forests (Lv. 16)
       Barpheth, Barrens (Lv. 27)

---

Golems:

Golem -
Items: Heal Leaf
Where: Tenne Plains, Highlands (Lv. 2)
       Volmus Mine I, Highlands (Lv. 2)
       Mylesia I, Barrens (Lv. 5)
       Gunther Piedmont, Highlands (Lv. 7)

Stone Golem -
Items: Kite Shield
Where: Audvera Heights, Barrens (Lv. 12)
       Tremos Mountains II, Highlands (Lv. 21)

Baldr Golem - 
Items: Baldr Shield, Baldr Armor
Where: Tremos Mountains II, Snowy Highlands (Lv. 21)
       Romulus, Highlands (Lv. 24)
       Argent, Barrens (Lv. 29)

---

Demons:

Goblin -
Items: Heal Leaf, Short Sword, Plate Mail
Where: Mount Keryoleth I, Forests (Lv. 15)
       Tremos Mountains II, Forests (Lv. 21)
       Ptia, Forests (Lv. 28)
       Blue Basilica, Forests (Lv. 26)
       Latium, Forests (Lv. 33)

Ogre -
Items: Warhammer, Leather Armor, Ogre Blade
Where: Tybell, Highway (Lv. 30)

Gorgon -
Items: Revive Stone, Composite Bow, Love and Peace
Where: Ptia, Snowy Forests (Lv. 28)
       Latium, Forests (Lv. 33)

************************************************************************

E. Scene Progression

This is how you can progress through the scenes in the game.

                       1
                       |
                       2
                       |
                       3
                      / \
                     4---5 (must complete both missions)
                       |
                       6
                       |
                       7
                       |
                       8
                       |
                       9
                       |
                      10
                       |
                      11
                       |
                      12
                      /|\
                     / | \
                   13-14-15 (completing 15 moves you on, if you haven't 
                         /|  completed 13 or 14, they close)
                        / |
                      16-17 (can complete both 16 and 17)
                       | /
                       |/
                      18    (after 18, 16, 17, and 18 close)
                       |
                      19   
                       |
                      20
                       |
                      21
                      /|\
                     / | \
                   23 22-24 (must go to 24 after 22, or to 22 after 24)
                    |   |    
                    |   /
                   26 25    
                    |  | 
                   25 26
                     \ |
                      \|
                      27
                       |
                      28
                       |
                      29
                       |
                      30
                       |
                      31
                      / \
                    33--32
                     |   |
                     |  34                   
                     |\  |
                     | \ |
                     |  35
                     |   |\
                     |   | \
                      \ /  36
                      37  
                       |   
                      38  (after 38, you have the option of going to any 
                       |   of the remaining 32-36)
                      39
                       |
                      40
                       |
                      41
                       |
                      42
                       |
                      43  (43 is only accesible if you have a low CF
                           and no Zenobians)

You'll start at Scene 1 and progress normally.  When you finish Scene 3, 
you'll have two scenes to choose from (Mylesia and Zenobia Border).  You 
will have to complete both scenes, and the order won't affect you one 
way or another.

After those two scenes, you'll progress in a singular direction for 
some time.  Eventually, you'll have a choice of three: Audvera Heights, 
Sable Lowlands, and Mount Ithaca.  If you go to Mount Ithaca, the other 
two scenes will close if you haven't already visited them.  Best course 
of action is to go to Audvera Heights and Sable Lowlands first.  If you 
go to Sable Lowlands first, you'll attack Audvera Heights from the 
back.  If you go to Audvera first, you'll attack from the front, and 
Sable Lowlands will be no different.

Your next choice is between Azure Plains and Mount Keryoleth.  You can 
go to both, but after you finish the next scene (Wentinus I), Wentinus, 
Azure Plains, and Mount Keryoleth will all close.

Your next choice is probably your biggest, because you'll have to snub 
one or two scenes.  You'll have three choices: Vert Plateau, Capitrium, 
and Tremos Mountains.

IF you go to Vert Plateau, you'll go to Capitrium next, and Tremos 
Mountains will close.  Afterwards you'll go to Celesis, Tremos Mountains 
II, and then on to the Temple of Berthe.

IF you go to Capitrium, Tremos Mountains will close.  You'll go to Vert 
Plateau next.  Afterwards, you'll go to Celesis, Tremos Mountains II, 
then on to the Temple of Berthe.

IF you go to Tremos Mountains, Vert Plateau and Capitrium will both 
close.  Afterwards, you'll go to Tremos Mountains II, then Celesis, 
then on to the Temple of Berthe.

Right, so which route (Vert/Capitrium or Tremos) should you pick?  Well:

Vert and Capitrium: You'll have the opportunity to get both Europea and 
Biske, as well as some good items like the Firecrest and the Evil 
Blade.  See the Character section on how to get the characters.

Tremos Mountains: You'll have the opportunity to get Paul, and to get 
a Ring of the Dead, which will allow you to create a Lich.

It's your choice.

Your next choice comes a while later, after you beat Fort Romulus.  
You have the option of going to Ptia or the Blue Basilica.  Neither way 
will affect you greatly.  What affects this, and the next three scenes 
(Argent, Barpheth, and Tybell) is when you go to Latium.  Once you go 
to Latium, the remaining scenes (particularly Argent and Ptia) will 
change.

Once you go to Latium, you can continue on to Aurua Plains, Wentinus, 
and Mount Keryoleth.  If you have a decent Chaos Frame (33+) or any of 
the Zenobians (Aisha, Saradin, Debonair, Gilbert, or Destin), the game 
will end there and give you your ending.  If you have a low Chaos Frame 
and no Zenobians, you'll finish with Aurua Plains II.

************************************************************************

F. The Item Multiplier Bug

NOTE: I strongly suggest you go through the game normally before trying 
this trick to get the full experience, because this cheat makes the 
game far easier...

Okay.  Now that that's settled...

The basic gist of this trick is that you can create 255 of a specific 
item.  This works for Supplemental Expendables, and Portable Valuables.

If anyone has proof it works on any other kind of item (or not for a 
specific one in this group), let me know...

Okay.  First, you're going to need at least one of the item you want to 
make 55 of.  Sorry.  No getting a billion Urns of Chaos right off the 
bat.

Set up a unit, with one of the characters being able to carry only one 
item,  and load it up with a bunch of items.  Doesn't matter what.  Heal 
Leaves work fine.  Make the last two item slots blank.  Put the item 
you want in the last slot, leaving the 2nd to last blank.

Now, go to Remove Characters and remove a character that can carry just 
one item.  This moves the item you want into the new last slot 
(previously blank), BUT it also creates a new item, which is put back 
into your depot.  Now you have an extra item, but the fun doesn't stop 
there!

Now, remove the item you want from that unit and back into the depot, 
using the Carry Item function.  Since you already technically have zero 
equipped (according to the Item List), it'll roll over to 55.  Now, 
you'll have 55/01 items (or 55/02, or however many you had before).

Well, now you have 55 items, but you can't access them, because they're 
in the "equipped" slot.  What you need to do now is go to the Sell Item 
screen, and sell one more than the second number next to the item.  So, 
if the number's 55/01, sell two, if it's 55/02, sell three.  This will 
cause the second number to roll over to 55.

Now, leave the Organize Screen and come back, and you'll now have 0/55 
of the item.  This is actually 255, and the hundreds digit isn't 
visible.  Now, you can use it to your heart's content, or sell them 
off for major cash.

Only problem is that strange things can happen to those items after 
you save and shut the game off.  For instance, I used it to get 55 Cups 
of Life, and after I went back to the game, I had 27.  To the best of 
my knowledge, your items will never completely disappear, but the number 
may change.  Really, there isn't a problem.  You can just do the trick 
again for another 255.

Okay...  I've been told people have received infinite items because of 
this, and that there are problems with getting certain items.  Folks, 
it's a bug...  It's not the most easily explained thing in the world.  
If you start selling a jillion items, just wait until you're done 
selling...

************************************************************************

G. Attack List

Here's a list of the attacks in the game and what they do, not to 
mention who can use them.

---

Pure Physical Attacks

These are straight bashing attacks with a weapon or whatever the 
character can use.  Elemental based attacks can be used if the weapon 
equipped is of a specific element.  There is generally only one target 
for attacks like these.

Slash - Attacks the target with a Sword or a Greatsword.  The most 
 common attack.
Classes: Fighter, Knight, Fencer, Paladin, Sword Master, Dragoon, 
 Centurion, Goblin, Gladiator, Vanguard, General, Warrior, Solidblade, 
 Lycanthrope, Lord

Thrust - Attacks the target by thrusting its weapon towards the enemy.
Classes: Soldier, Dragon Tamer, Dragon Master

Strike - Attacks the target with a 1-handed Axe or Hammer.
Classes: Berserker, Skeleton, Hawkman, Vultan, Raven, Saturos

Pierce - Attempts to strike through the enemy's armor with a thin 
 weapon.
Classes: Phalanx, Cataphract, Angel Knight, Seraph

Lash - Strikes the enemy with a Whip.
Classes: Beast Tamer, Beast Master

Pull Strings - Uses a Doll to attack the enemy.
Classes: Doll Master, Enchanter

Rend - Rakes the enemy with a set of Claws.
Classes: Ninja, Ninja Master, Grappler

Cleave - Slashes (or smashes) the enemy with a polearm-type weapon.
Classes: Black Knight, Valkyrie, Freya, Blaze Knight, Rune Knight

Shoot - Fires an arrow at the enemy with a Bow.
Classes: Amazon, Archer, Diana, Gorgon

Bite - Goes after the enemy with big, nasty, pointy teeth!
Classes: Zombie, Young Dragon, Thunder Dragon, Red Dragon, Earth Dragon, 
 Blue Dragon, Platinum Dragon, Black Dragon, Wyrm, Wyvern, Hellhound, 
 Cerberus

Pumpkin Smash - Drops a pumpkin on an enemy, halving it's HP.
Classes: Pumpkinhead

Pumpkin Shower - Drops six pumpkins on different enemies, halving HP 
 with each hit.  Also halves the HP of the attacker.
Classes: Pumpkinhead

Claw - Dashes towards the enemy, and slashes with claws.
Classes: Griffin, Opinincus, Sphinx, Werewolf

Peck - Uses a beak to slash and stab the enemy.
Classes: Cockatrice

Crush - Pounds the enemy with a large, two-handed weapon.
Classes: Ogre

Smash - Flattens the enemy with bare hands.
Classes: Golem, Stone Golem, Baldr Golem

Fatal Dance - Hits an enemy hard multiple times, for large amounts of 
 damage.
Classes: Grappler

---

Breath Attacks

These attacks are used with a beasts magical breath.  They all hit 
multiple enemies.

Lightning Breath - Spits lightning at a cluster of enemies.
Element: Wind
Classes: Thunder Dragon, Quetzalcoatl

Fire Breath - Spits a bolt of flame at a cluster of enemies.
Element: Fire
Classes: Red Dragon, Flarebrass, Wyvern

Acid Breath - Flings a ball of acid at a cluster of enemies.
Element: Earth
Classes: Earth Dragon, Ahzi Dahaka

Breath of Cold - Spits a sheen of ice at a cluster of enemies.
Element: Water
Classes: Blue Dragon, Hydra

Sacred Breath - Casts a blast of holy energy at a cluster of enemies.
Element: Virtue
Classes: Platinum Dragon, Bahamut

Rotten Breath - Spits a bolt of decaying force at a cluster of enemies.
Element: Bane
Classes: Black Dragon, Tiamat

Petrify - Breathes on a cluster of enemies, encasing them in stone.
Classes: Cockatrice

---

Blasts

A type of attack specific to Generals.  The General swings his sword at 
incredible speed, releasing the element contained within.  The blast 
attacks one enemy.

Sonic Blast - If the sword has no element, a deadly sound wave is 
 generated.

Wind Blast - A core of wind is cast towards the enemy.

Fire Blast - A crescent of flame is cast towards the enemy.

Earth Blast - A shockwave from the earth is flung towards the enemy.

Aqua Blast - A blast of water is cast at the enemy.

Holy Blast - A holy force is thrown at the enemy.

Dark Blast - A core of decay is cast at the enemy.

---

Physical-based Magic Attacks

These attacks are not really physical, but they're not specifically 
magic attacks as indicated on the Organize Screen.

Sonic Boom - Swings sword at high speed, breaking the speed of sound, 
 but also causing damage to oneself.
Classes: Sword Master

Life Drain - Focuses undead energy on an enemy, draining HP and adding 
 it to the attacker.
Element: Bane
Classes: Vampire

Banish - Sends a halo which hovers above an enemy, and blasts it with 
 holy energy.
Element: Virtue
Classes: Angel Knight, Seraph

Jihad - Blasts the entire enemy unit with a giant ball of light.
Element: Virtue
Classes: Seraph

Wind Shot - Focuses the power of wind and nails an enemy with it.
Element: Wind
Classes: Vultan, Griffin

Thunder Arrow - Fires a ball of electricity at an enemy.
Element: Wind
Classes: Raven

Throw a Kiss - Blows a mystic kiss at an enemy, lowering its power.
Classes: Gremlin

Abyss - Attacks the enemy with dark energy that can put it to sleep.
Element: Bane
Classes: Gremlin

Throw a Kiss - Blows a mystic kiss at an ally, raising its power.
Classes: Faerie

Magic Missile - Creates a small ball of holy light, which hits an enemy.
Element: Virtue
Classes: Faerie

Radiant Gale - Casts a storm of lightning and wind at the entire group 
 of enemies.
Element: Wind
Classes: Quetzalcoatl

Crimson Note - Generates a storm of fire that engulfs the entire enemy.
Element: Fire
Classes: Flarebrass

Earthquake - Opens the earth and swallows the entire enemy.  Flying 
 characters are unaffected.
Element: Earth
Classes: Ahzi Dahaka

Clear Disaster - Casts an ice storm that chills the entire enemy.
Element: Water
Classes: Hydra

Divine Ray - Creates a ball of light that blasts the entire enemy with 
 purity.
Element: Virtue
Classes: Bahamut

Evil Dead - Summons a gate to the netherworld, releasing undead spirits 
 on the entire enemy.
Element: Bane
Classes: Tiamat

Wind Storm - Creates a vortex of wind which slams the entire enemy.
Element: Wind
Classes: Opinincus

Mesmerize - An evil cloud damages a cluster of enemies and puts them to 
 sleep.
Element: Bane
Classes: Cerberus

Gaze of Terror - A ray pierces from the eye and petrifies all in the 
 attacker's line of sight.  Shielded characters are unaffected.
Element: Bane
Classes: Gorgon

---

Elemental Magic

These are the entry level spells.  Magic-using Fighters can use spells 
if they're equipped with a weapon of the same element as the spell.  
Spellcasters can use these spells if they are the same element as the 
spell and are equipped with a Spellbook, or a book of the same element.

All of these spells hit one enemy.

Lightning - A bolt of lightning strikes an enemy.
Element: Wind
Classes: Wizard, Paladin, Black Knight, Archmage, Valkyrie, Sorceress, 
 Siren, Princess, Saturos, Gladiator (Magnus), Warrior, Blaze Knight, 
 Warlock, Lord

Fireball - A ball of fire ignites an enemy.
Element: Fire
Classes: Wizard, Paladin, Black Knight, Archmage, Sorceress, Siren, 
 Princess, Saturos, Gladiator (Magnus), Warrior, Warlock, Lord

Acid Vapor - Acid clouds erupt from the ground and assault the enemy.
Element: Earth
Classes: Wizard, Paladin, Black Knight, Archmage, Sorceress, Siren, 
 Princess, Saturos, Gladiator (Magnus), Warrior, Warlock, Lord

Ice Blast - An frigid icicle spins in the air and impales an enemy.
Element: Water
Classes: Wizard, Paladin, Black Knight, Archmage, Sorceress, Siren, 
 Princess, Saturos, Gladiator (Magnus), Warrior, Warlock, Lord

Healing - Holy energy heals an ally.
Element: Virtue
Classes: Paladin, Black Knight, Cleric, Priest, Saturos, Gladiator 
 (Magnus), Warrior, Lord

Word of Pain - Dark energy inflicts pain on an enemy.
Element: Bane
Classes: Wizard, Paladin, Black Knight, Archmage, Sorceress, Siren, 
 Princess, Saturos, Gladiator (Magnus), Warrior, Warlock, Lord

---

Combination Elemental Magic

This magic is invoked by two magic users who have been in the same unit 
for some time.  They combine their two elements to create a more 
powerful spell that hits a cluster of enemies.

Plasma Ball - A rolling cloud of plasma attacks the enemy.
Element: Wind/Fire

Lava Shot - A molten rock sails into the area.
Element: Fire/Earth

Clay Assault - A ball of clay bounces towards and attacks the enemy.
Element: Earth/Water
(Also used solely by Solidblade)

Ionosphere - A ball of electricity assails the enemy.
Element: Water/Wind

Infest - Winds from the netherworld assault the enemy.
Element: Bane/Wind

Dark Blaze - A flame from the netherworld engulfs the enemy.
Element: Bane/Fire

---

Elemental Magic Plus

This is higher elemental magic.  It works the same way as Elemental 
Magic, and hits a cluster of enemies.  If two spellcasters combo of the 
same element, they'll generate a spell of the same kind, only hitting 
the entire enemy force.

Thunder Flare - A lightning storm strikes the enemy.
Element: Wind
Classes: Archmage, Freya, Siren, Princess, Lich, Vanguard, Warlock

Fire Storm - A raging column of flame engulfs the enemy.
Element: Fire
Classes: Archmage, Freya, Siren, Princess, Lich, Vanguard, Warlock

Crag Press - A giant boulder slams the enemy from above.
Element: Earth
Classes: Archmage, Freya, Siren, Princess, Lich, Vanguard, Warlock

Ice Field - A chilling column of ice swarms the enemy.
Element: Water
Classes: Archmage, Freya, Siren, Princess, Lich, Vanguard, Warlock

Healing Plus - A large field of holy energy heals allies.
Element: Virtue
Classes: Freya, Priest, Vanguard

Dark Quest - Dark, undead forces swarm the enemy.
Element: Bane
Classes: Archmage, Freya, Siren, Princess, Lich, Vanguard, Warlock

Ninja Art - Casts a Area Effect Elemental Magic spell of any element.
Classes: Ninja Master

Evocation - Uses mystical energy to hit the enemy with the Area Effect 
 Elemental spell that will work best on the enemy (usually Dark Quest).
Classes: Sphinx

---

Combo Elemental Magic Plus

This works the same was as Combo Elemental Magic.  If a high and low 
level spellcaster combine, the spell will cover a cluster of enemies, 
while two high level combinations will result in the entire enemy force 
being hit.

Plasma Storm - Gigantic balls of plasma electrocute the enemy.
Element: Wind/Fire

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