Baten Kaitos: Eternal Wings And The Lost Ocean - Strategy Guide (Page 03)
Below are the cheat codes, hints and help for Baten Kaitos: Eternal Wings And The Lost Ocean - Strategy Guide (Page 03).
--Boss: Folon--
HP: 2300
Weaknesses: Light (+50%), Water (+30%)
Resistances: Dark (-50%), Fire (-30%)
Attack Types: Normal, Fire, Dark, Chrono, hit to Paralyze
XP: --
Drops: Heartlight Candle, Devil Eupho
Folon is the first boss you fight who has the ability to do large amounts
of elemental damage. To make matters worse, the element he does the most damage
with is chrono, and that doubles as the one you're the least able to defend
against. I suggest that, rather than bringing in Feathered Hats and Calm
Helmets, you just count on taking the full 57 chrono damage every time he
attacks - it's not like that would put a real dent in your HP at this point.
Folon uses his dark attack sparingly, and seemingly only late in the battle; it
doubles as a hit to Paralyze, so bring some Paralysis protection/prevention
with you, just in case. Mercifully, Folon is actually *weak* against water,
thereby allowing Gibari a break for the first time in this entire area.
Unfortunately, if you're not prepared, you'll still have all fire spells in
Xelha's deck. The high dark resist hurts Kalas a bit, and eliminates Lyude as a
serious factor in this battle, so you'll be leaning on Xelha and Gibari for
most of your offense. Still, he's not very strong, and 2300 HP doesn't go very
far at this point in the game, so he should give you a fairly minimal amount of
trouble.
After beating Folon, the game gallingly sends you back outside the
Library, meaning you need to go all the way back through it to get the treasure
you could see before Folon attacked. I strongly recommend this - it's the Water
Mirror Anklet, which is a fairly outstanding piece of equipment at this point
in time. While you're here, though, you can recruit Quzman's relative Tufayr,
who can be found in the Philosophy section after the battle with Folon. Also,
after you get Tufayr to sign, you'll be able to sign his sister back in Komo
Mai. He'll also give you a hint as to where his father is - though it's a hint
you won't be able to follow up for a long time indeed.
Before you can go off to Opu as you were told to do, you need to return to
Komo Mai. You need to get a Landmark Stone from the Principal in the Academy
before you can make it through Holoholo Jungle. While you're in the Academy, go
to the room next to the one the Principal's in and talk to the girl standing by
the northwest bookcase. This is Tufayr's sister Tulun, and she'll sign the
family tree now that her brother has.
With that out of the way, it's time to go to Holoholo Jungle.
--Holoholo Jungle--
Important NPCs:
Normal Magnus: Silver Earrings (477)
Ice Crystal Buckle (448)
Brave Knight Helm (145)
Heat Paddle (37)
Wind Yell Lv 1 (205)
Smash Tackle (296)
Fire Burst Lv 3 (251)
Quest Magnus:
Valuables:
Star Map Pieces: Equuleus (406)
Quzman's Relatives:
Animals:
Monsters: Acheron (HP 380, attacks Normal/Water, Water -60%, Fire +60%,
XP 68)
Mirabilis (HP 500, attacks Normal/Water, hit to Poison,
Water -30%, Chrono -30%, Fire +30%, Wind +30%, XP 87)
Spell Shellfish (HP 120, attacks Water/Light/Wind,
All elements -20%, XP 60)
Undead Swordsman (HP 300, attacks Normal/Dark/Wind, Dark -50%,
Wind -30%, Light +50%, Chrono +30%, XP 77)
It's hard to tell where you're going in the Holoholo Jungle. Visibility is
rather poor at best. But, as you enter, head generally north through the hole
in the trees and fight the Acheron you see there. Then go to the west until you
find a path north, and take it to the next screen. Follow the path along and
fight the Mirabilis. From here, it continues north and curves around east toward
the Acheron. The path continues to the east past the Acheron, but there's a
ladder downward just west of the southernmost point of it. Go down the ladder.
The Silver Earrings are down here. Continue west to find an Acheron and an area
transition back to the first screen. There's a hard-to-see Mirabilis to the
south, and past that is the Ice Crystal Buckle. This is a rather phenomenal
piece of equipment with a Headache-inducing side effect. I suggest you learn to
cope with Headache, since the stat boosts make Kalas very powerful.
That's all there is to do here, so head back north and climb the ladder
again (there is an east exit from the base of the ladder, but it doesn't lead
anywhere), then exit east. There's a ladder to the south again (easier to spot
than the last). Climb down, and go east through the Mirabilis and the
Undead Swordsman to reach a huge pile of treasure: a Brave Knight Helm, Heat
Paddle, Wind Yell Lv 1, Equuleus, Smash Tackle, and Fire Burst Lv 3. Once you
have that, you're done down here, so do back up the ladder and continue east.
Eventually, the path will curve south and then back west a bit. Exit the area
to the south, fighting the Undead Swordsman on the way.
This leads you back to the first area again. There's a Mirabilis here for
you to fight, and the path curves southeast toward an area transition. Oddly,
you'll enter this new area from the south, despite the fact that you were
travelling southeast to the transition. You'll probably run right back across
the transition before you notice it if you're holding the stick. But, from
here, it's just a short jaunt to the east, and you're out of the Jungle.
--Opu, the Waterfall Village--
Important NPCs: Mayfee
Normal Magnus: Uncooked Rice (547)
Ice Knuckles (82)
Curry (777)
Flash Explosion (278)
Quest Magnus: Boiled Egg (983)
Stoked Flame (975)
Weak Flame (976)
Valuables:
Star Map Pieces: Lupus (407)
Perseus (408)
Quzman's Relatives:
Animals:
Shop: Shish Kebab (Large) (506) x2 - 250G
Wheat Crackers (521) - 300G
Chestnut Truffle (523) x2 - 100G
Fruity Gelatin (522) x2 - 200G
Wave Blade (36) - 3000G
Flame Sphere (81) - 2400G
Feathered Barrette (485) - 5000G
Light Yell Lv 1 (202) - 1600G
Dark Yell Lv 1 (203) - 1600G
Opu is a very small town, and there isn't very much to do here. The shop
is the first building you'll come to, but there isn't much there worth buying.
Get the Wave Blade if you have money to burn. When you reach the bottom of the
bridge, go into the first house. You can get a Boiled Egg here, but you don't
need it for anything. The pots in the northeast corner, however, contain Lupus.
Also, you can get Uncooked Rice in the tub south of the cogwheel. Go back out,
but skip the next house for now. Instead, go down the next flight of stairs
and talk to the girl scraping around on the ground for the Perseus Magnus.
Inside the house, you can find Ice Knuckles in the jars on the west wall,
Stoked Flame in the fireplace, and Weak Flame in the lantern. Take the Knuckles
and leave the rest. Now go back up and enter the house you skipped earlier.
There's a Curry in the pot by the fireplace and Stoked Flame in the
fireplace, but that exhausts what you can collect in here. Talk to Mayfee and
her grandmother, then follow Mayfee to the house next door and talk to her
again there. Then talk to the guy behind the cogwheel, and exit. You'll
collectively decide to go hunt for Komo Mai Cookies. Go talk to the cookie
salesman in Komo Mai, and he'll tell you to bring him a Celestial Flower Seed.
They're in the pot in Corellia's room. Bring him one, and you'll get the Komo
Mai Cookies. For every additional seed you bring him, he'll give you a Doll.
Bring the Cookies back to Mayfee, and you'll be told that the mysterious
woman is back and waiting for you. You can get Flash Explosion in the back room
of the waterwheel building. Once that's done, head down to the bottom house and
talk to the mysterious woman. Following that, she'll join your party.
--Savyna's Inventory--
Leather Gloves (78) x5
Power Knuckles (79) x5
Battle Claws (80) x3
Flame Sphere (81) x2
Heat Jacket (106) x2
Crystal Mail (107)
Clock Shield (185) x2
Tempest Shield (186)
Fire Yell Lv 2 (206)
Aqua Yell Lv 2 (207)
Burning Arrow (311)
Erupting Flail (312)
Splash Spear (313)
Deluxe Bananas (637)
Skipjack (641)
Pickled Plums (643)
Bomb (601)
Rubber Barrette (484)
With Savyna in tow, go talk to Mayfee's grandmother. She'll tell you that
Mayfee's gone to the Celestial Tree. Follow along after her.
--The Celestial Tree--
Important NPCs:
Normal Magnus: Wild Cherry Bud (388)
Quest Magnus: Gold Beetle Carapace (993)
Valuables:
Star Map Pieces: Crater (410)
Quzman's Relatives:
Animals:
Monsters: Blood Leaf (HP 360, attacks Normal/Wind, hit for Poison,
Wind -80%, Chrono +80%, XP 98)
Devil Claws (HP 500, attacks Normal/Fire, Fire -30%, Wind -20%,
Water +30%, Chrono +20%, XP 110)
The hut on the right side has Crater in it, so grab that before you go
climbing the tree. Then it's time to climb. Start with the left side, which
leads through a Blood Leaf to the Wild Cherry Bud. Then climb back down and go
up the right side. There's a Devil Claws in the centre of this area. Fight it
and climb up the right side. Go through a few more Blood Leafs and Devil
Clawses to reach an intersection with a red flower at it. Climb down the east
path to reach Mayfee, who is being threatened by a Devil Claws. Once you beat
the Devil Claws, Mayfee will tag along with you. Go back up to the flower, and
climb up the right side; get the Gold Beetle Carapace from the cave, then go
back and climb up the left side. You'll be ambushed by a Devil Claws. Once you
reach the top, Mayfee will open the door, and you can go in and fight the boss.
--Boss: Tree Guardian--
HP: 2800
Weaknesses: Fire (+50%), Dark (+20%)
Resistances: Water (-50%), Light (-20%)
Attack Types: Normal, Water
XP: --
Drops: Freezing Axe, Dancing Flames
--Sub-boss: Tentacle (x2)--
HP: 500
Weaknesses: Fire (+80%), Dark (+30%)
Resistances: Water (-80%), Light (-30%)
Attack Types: Normal, Water, Wind, hit for Sleep, hit to Paralyze
Take out the tentacles first, since they can each hit for Sleepand for
Paralyze, and the Guardian himself can do huge amounts of damage if you can't
defend yourself. Besides, the tentacles are weak, and 80% fire weakness means
Xelha can probably kill one tentacle every round. You want Xelha for this
battle, and probably Lyude also, since Gibari's water will leave him at a
disadvantage, while Lyude has a lot of dark. Kalas is very effective here,
since the combination of the dark he alreadyhad plus the Flametongues you can
get for beating Blood Leafs on the way up would spell trouble for this boss
even without the Ice Crystal Buckle. The Guardian can spend its action to
revive a fallen tentacle with half HP, but don't worry about that; you can kill
a full HP tentacle in one attack, so half HP is a breeze, and the Guardian
won't be attacking during a round in which it revives a tentacle. The Guardian
is the toughest boss you've fought so far, so be prepared. Good healing items
are a must (you can have Extra Fluffy Rice easily by this point), as are fire-
type defenses.
After the battle, you'll be given the choice to fight Savyna or not to
fight her. You'll end up in battle regardless, though, so choose to fight.
--Boss: Savyna--
HP: 3500
Weaknesses: --
Resistances: --
Attack Types: Normal, Fire
XP: --
Drops: --
Savyna is nothing special. Offensively, the only threat she poses is that
her attacks are rapid enough that you may miss opportunities to play defensive
cards. On defense, her major strength is that she has no weaknesses for you to
exploit. 3500 HP with no weaknesses can last a while, but you won't really be
in any danger here. Note that if you take a picture of Savyna during this
battle, it will always be a Rare Shot.
Once you're back out on the map, go back to Komo Mai. Before you talk to
Corellia, go into the east side of the Adademy and talk to the guy south and
just east of the clock. You can get the Popular Pickup Line. Go into the room
on the left and give the pickup line to the man sitting on the left end of the
middle row on the right side. Leave the room and re-enter, and he'll give you a
Zeit Robe for your trouble. Now return to the palace and talk to Corellia.
After the cutscene, you'll be in the west room of the palace; go to Corellia's
room and talk to her again.
The Mindeer will take you to Mira whenever you're ready. Make sure you
have all your loose ends tied up before you, leave, because, as usual, you
won't be coming back here for quite a while.
*------------------------------------------------------------------------------
V)--Walkthrough: Disc Two--
Forthcoming.
*------------------------------------------------------------------------------
VI)--Magnopaedia--
Here you'll find a listing of all the Magnus in the game, insofar as I
have been able to discover them. I've divided the Magnus into eight sections
and sorted them in the order given by the game in the Gathering screen. A brief
summary of the types of Magnus follows.
The first type I call "Deck Magnus," for the obvious reason that these are
put in a character's deck for use. This is by far the largest category of
Magnus (though not all presented now), and the most complex. They look like
this:
(0) - Foo (Bar) (Chrono)
Attack: 50 (Chrono 33), 50% chance of Paralysis (Combo 1)
Defense: 50 (Chrono 33), Poison resist + 25 (Combo 1)
Use: --
Spirit Numbers: Seventeen
Text: Hello World!
To explain what all that means: The top line begins with a number. This is
the number of the index in which that Magnus appears in the Gathering screen.
Note that they are NOT numbered as such by the game; I do this for convenience
in identifying potential Magnus the reader may be missing. After the hyphen is
the name of the Magnus, followed by (in parentheses) the characters who can use
that Magnus, and the Magnus' element.
Lines two through four are simply the "attack" "defense" and "use" lines
copied straight from the Gathering screen. To my knowledge, there are no cards
that can be placed in a deck that can also be "used;" I hesitate to remove the
line, however, since I am still missing many Magnus.
Line five tells you how many spirit numbers the Magnus in question will
have, and also whether or not it can contain a 9.
Line six is an exact transcript of the flavour text from the Gathering
screen.
Line Seven, if present, lists the cards - by name and index - that this
card is eligible to change into over time. If this line is not present, I am
not aware of any transformations for the Magnus in question. Note that this
does NOT include special combos; they are dealt with separately.
Compared to all that, the next category - "Level Magnus" - is relatively
straightforward. They look like this:
(0) - Foobar (Normal)
Text: A Bar of Foo. Required for raising Kalas' Class Level to 7.
Explains itself, really. Following that is the section on Star Map pieces,
which I won't bother explaining, since it's basically just a list of names.
Equipment comes next, and that looks like this:
(0) - Fugly Buckle (Kalas) (Chrono)
ATK + 50, DEF + 50, AGL + 50, HP + 50
Death 50, Sleep 50, Paralysis 50, Freezing 50
Flames 50, Poison 50, Headache 50, Confusion 50
Also pretty simple. Just the Stat and resistance modifiers from the
Gathering screen for the item. Next is the second section of Deck Magnus, which
also contains the Use Magnus. Use Magnus look like this:
(0) - Foobar (Normal)
Use: Restores 43% of the user's HP
Text: A yummy bar of foo.
Note that all Deck Magnus in this section have one spirit number; as such,
I don't bother with a Spirit Numbers line.
After that is photographs, and then Quest Magnus, both of which are
simplicity in manifestations. All Magnus have a "Found" line. This tells you
where to get that Magnus. If it names a character, that character has that
Magnus when he joins your party. The name of an area means that you can find it
or someone will give it to you in that area. See the area description for more
details. If it's an area name with (shop) following it, it can be bought there.
A monster name means that monster can drop it after combat. The name of
another Magnus means that other Magnus changes into it. Lastly, a special
combo number means it is the result of said combo; see the section on special
combos for more information.
So, without further ado, onward to the big list!
-- Deck Magnus I --
(1) - Short Sword (Kalas) (Normal)
Attack: ATK 4 (Combo 1)
Defense: DEF 3 (Combo 2)
Use: --
Spirit Numbers: One
Text: A straight sword, light and easy to handle. Its short blade
offers accurate targeting, and is handy for close combat and quick
attacks.
Sale Price: 1G
Found: Kalas (x6), Shawra, Flame Sword (5)
(2) - Saber (Kalas) (Normal)
Attack: ATK 8 (Combo 1)
Defense: DEF 5 (Combo 2)
Use: --
Spirit Numbers: One
Text: A straight blade with a knuckle-guard to protect the fist. Light,
long, and easy to handle, this type of weapon is often used by
knights on horseback.
Sale Price: 1G
Found: Kalas (x3), Shawra, Solar Saber (19)
(3) - Long Sword (Kalas) (Normal)
Attack: ATK 12 (Combo 1)
Defense: DEF 7 (Combo 2)
Use: --
Spirit Numbers: One
Text: A long, sharp-edged blade with superior cutting, poking, and
stabbing properties. This well-balanced sword is suited for both
close combat and mounted attacks.
Sale Price: 2G
Found: Kalas, Unuk, Cebalrai Shop
(4) - Ice Dagger (Kalas) (Water)
Attack: ATK 23 (Water 14), 3% chance of freezing (Combo 1)
Defense: DEF 16 (Water 14) (Combo 2)
Use: --
Spirit Numbers: One
Text: This dagger damages its target by releasing frigid air from its edge
on impact, occasionally freezing its victims.
Sale Price: 2G
Found: Kalas, Cebalrai, Pherkad, Moonguile
(5) - Flame Sword (Kalas) (Fire)
Attack: ATK 28 (Fire 17), 10% chance of flames (Combo 1)
Defense: DEF 19 (Fire 17) (Combo 2)
Use: --
Spirit Numbers: One
Text: A mere short sword imbued with flames from a blacksmith's forge, a
simple graze with this weapon can set the target ablaze, though the
enchantment on the blade itself tends to be short-lived.
Changes into: Short Sword (1)
Sale Price: 2G
Found: Moonguile, Doomer, Star Map (Vela), Pherkad Shop, Nashira Shop
(6) - Duel Sword (Kalas) (Normal)
Attack: ATK 28 (Combo 2)
Defense: DEF 16 (Combo 2)
Use: --
Spirit Numbers: One
Text: Also known as a Sword Breaker, this twin-forked blade is designed to
catch and shatter enemy blades. Such weapons are said to grant
supernatural strength to warriors heading into combat.
Found: Nashira Shop
(7) - Chaos Edge (Kalas) (Dark)
Attack: ATK 40 (Dark 24), 12% chance of poison (Combo 1)
Defense: DEF 27 (Dark 24) (Combo 2)
Use: --
Spirit Numbers: Two
Text: This sword's curved edge entices its bearer to seek out enemies and
spill their blood. Those on the receiving end of this weapon have
been known to be stricken with venom.
Sale Price: 10G
Found: Lesser Celestial River, Albireo
(8) - Ray of Truth (Kalas) (Light)
Attack: ATK 48 (Light 29) (Combo 2)
Defense: DEF 32 (Light 29) (Combo 2)
Use: --
Spirit Numbers: Two
Text: This blade is imbued with divine light, designed to strike down and
purge the evils of this world. Though effective against the denizens
of darkness, it is unwieldy and inadequate for quick attacks.
Sale Price: 12G
Found: Sheliak Shop, Sheliak
(9) - Dark Sword (Kalas) (Dark)
Attack: ATK 55 (Dark 33), 15% chance of sleep (Combo 1)
Defense: DEF 36 (Dark 33) (Combo 2)
Use: --
Spirit Numbers: Two
Text: The souls of victims claimed by this sword are doomed to wander in
darkness. Their ghostly forms can be seen in the form of a pale, blue
light emanating from the blade.
Sale Price: 26G
Found: Castle Elnath, Komo Mai Shop
(10) - Marvelous Sword (Kalas) (Normal)
Attack: ATK 50 (Combo 1)
Defense: DEF 29 (Combo 2)
Use: --
Spirit Numbers: Two
Text: This blade cuts as fiercely as it looks, one swing being enough to
split the hardest rock. Made of a special metal with a golden hue,
this weapon is in the prime of its popularity.
Sale Price: 40G
Found: Komo Mai Shop
(11) - Silver Sword (Kalas) (Normal)
Attack: ATK 56 (Combo 1)
Defense: DEF 32 (Combo 2)
Use: --
Spirit Numbers: Two
Text: A steel blade coated with soft iron, this weapon's edge is designed
to absorb the impact of enemy attacks. Lightweight, well-balanced,
and ideal for hitting where it hurts.
Sale Price: 56G
Found: Ancient Library
(12) - Flametongue (Kalas) (Fire)
Attack: ATK 78 (Fire 47), 25% chance of flames (Combo 1)
Defense: DEF 51 (Fire 47) (Combo 2)
Use: --
Spirit Numbers: Two
Text: The fierce fire trapped in this sword sparks a flame within the
wielder's eyes. Many victims struck with this weapon are engulfed
in its blaze and perish in its fiery clutches.
Found: Blood Leaf
(13) - Crystal Edge (Kalas) (Water)
Attack: ATK 85 (Water 51) (Combo 2)
Defense: DEF 56 (Water 51) (Combo 2)
Use: --
Spirit Numbers: Two
Text: The rise and fall of the 'Divine Waters' can be seen in the wave-
shaped edge of this crystalline sword. The mystical waters lost their
life force ages ago, and have reverted to normal water.
(14) - Gladius (Kalas) (Normal)
Attack: ATK 74 (Combo 1)
Defense: --
Use: --
Spirit Numbers: Two
Text: A short sword with a razor-sharp edge and an easy-to-hold grip. This
weapon is much more cumbersome than it looks, though, and is unfit
for defensive use.
(15) - Wind God Blade (Kalas) (Wind)
Attack: ATK 100 (Wind 60) (Combo 1)
Defense: DEF 65 (Wind 60) (Combo 2)
Use: --
Spirit Numbers: Three
Text: Blessed with the power of a wind god, this blade can be swung at
terrifying speeds, engulfing its target in the god's breath and
tearing its spirit asunder.
(16) - Death Pendulum (Kalas) (Chrono)
Attack: ATK 108 (Chrono 65) (Combo 2)
Defense: DEF 71 (Chrono 65) (Combo 2)
Use: --
Spirit Numbers: Three
Text: This blade enshrouds its victims in silence, wrought with
suggestions of impending death. Those who fail to see through this
illusion are doomed to an untimely demise.
(17) - Cetaka's Sword (Kalas) (Normal)
Attack: ATK 92, 5% chance of sleep (Combo 1)
Defense: DEF 52 (Combo 2)
Use: --
Spirit Numbers: Three
Text: A sacred weapon believed to have been wielded by the oriental deity
Cetaka, this blade rids the soul of lurking evils and earthly
desires, lulling the victim into a deep slumber.
(18) - Shadow Thruster (Kalas) (Dark)
Attack: ATK 123 (Dark 74), 10% chance of poison (Combo 1)
Defense: DEF 80 (Dark 74) (Combo 2)
Use: --
Spirit Numbers: Three
Text: The blade of this weapon can only be seen by the wielder. Others can
merely discern a ghostly outline of its shape, making it difficult to
parry of avoid. Victims are occasionally struck with poison.
(19) - Solar Saber (Kalas) (Light)
Attack: ATK 133 (Light 80) (Combo 1)
Defense: DEF 87 (Light 80) (Combo 2)
Use: --
Spirit Numbers: Three
Text: Imbued with sunlight, the blue-white brilliance emanating from this
weapon awes the enemy and breaks its morale. The power within the
blade expires within an hour or so, leaving but a mundane saber.
Changes into: Saber (2)
(20) - Blood Sword (Kalas) (Dark)
Attack: ATK 140 (Dark 84), 30% chance of poison (Combo 1)
Defense: --
Use: --
Spirit Numbers: Three
Text: Enemies struck with this sword never shed blood, as the blade soaks
up the spoils of its passing, occasionally leaving the victim
poisoned. Its design prevents it from being used for defense.
(21) - Dimension Blade (Kalas) (Chrono)
Attack: ATK 148 (Chrono 89) (Combo 2)
Defense: DEF 96 (Chrono 89) (Combo 2)
Use: --
Spirit Numbers: Three
Text: The shock waves unleashed with a mere swing of this weapon tear time
and space asunder, leaving little need to connect with the target.
(22) - Air Slash (Kalas) (Wind)
Attack: ATK 155 (Wind 93) (Combo 1)
Defense: DEF 101 (Wind 93) (Combo 2)
Use: --
Spirit Numbers: Three
Text: An almost weightless sword shaped like a feather, the sky-blue edge
of this weapon creates a vacuum with every swing, inflicting severe
lacerations on its target.
(23) - Apocalypse Sword (Kalas) (Normal)
Attack: ATK 132 (Combo 1)
Defense: DEF 74 (Combo 2)
Use: --
Spirit Numbers: Four
Text: The legendary Apocalypse Sword, symbol of an all-ending war. It is
said to appear in this world when times are chaotic, and to bring
victory to its wielder.
(24) - Efreeti Saber (Kalas) (Fire)
Attack: ATK 173 (Fire 104), 75% chance of flames (Combo 1)
Defense: DEF 112 (Fire 104) (Combo 2)
Use: --
Spirit Numbers: Four
Text: This blade is totally engulfed in the flames of the efreeti,
elemental spirits of fire. Its blaze never dies once ignited,
delivering a fiery end to those who dare defy the efreeti.
(25) - Aqua Truth (Kalas) (Water)
Attack: ATK 183 (Water 110), 15% chance of freezing (Combo 1)
Defense: DEF 119 (Water 110) (Combo 2)
Use: --
Spirit Numbers: Four
Text: As calm as a quiet stream when drawn, as fierce as an ocean storm
when swung. Much easier to handle than its broad blade would suggest,
this sword occasionally freezes its target on contact.
(26) - Kusanagi Blade (Kalas) (Fire)
Attack: ATK 190 (Fire 114), 15% chance of paralysis (Combo 1)
Defense: DEF 123 (Fire 114) (Combo 2)
Use: --
Spirit Numbers: Four
Text: Claimed by the legendary Yamato Takeru after slaying an eight-headed
dragon. The dragon's curse occasionally paralyses the weapon's
target.
(27) - Durandal (Kalas) (Light)
Attack: ATK 198 (Light 119) (Combo 3)
Defense: DEF 128 (Light 119) (Combo 2)
Use: --
Spirit Numbers: Four, can include 9
Text: In addition to its outstanding offensive capabilities, this weapon's
knuckle guard, shaped like an angel's wings, makes it a durable
defensive weapon. It is unfit for quick parrying, though.
(28) - Muramasa Blade (Kalas) (Dark)
Attack: ATK 208 (Dark 125), 5% chance of death (Combo 1)
Defense: DEF 135 (Dark 125) (Combo 2)
Use: --
Spirit Numbers: Four, can include 9
Text: The gleam and razor-sharp edge of this blade have attracted great
kings. This fearsome weapon has the potential of slaying an opponent
with a single blow.
(29) - Esperanza (Kalas) (Chrono)
Attack: ATK 215 (Chrono 129) (Combo 2)
Defense: DEF 139 (Chrono 129) (Combo 2)
Use: --
Spirit Numbers: Four, can include 9
Text: Passed down among countless generations, Chronos himself is said to
come to the aid of its wielder. His powers surround the blade to
increase its might.
(30) - Void Phantom (Kalas) (Wind)
Attack: ATK 225 (Wind 135) (Combo 1)
Defense: DEF 145 (Wind 135) (Combo 2)
Use: --
Spirit Numbers: Four, can include 9
Text: Those who oppose the wielder of this blade place their very
existence in jeopardy. All traces of the victim will be scattered by
the wind...
(31) - Double Paddle (Gibari) (Normal)
Attack: ATK 14 (Combo 1)
Defense: DEF 8 (Combo 2)
Use: --
Spirit Numbers: One
Text: A double-headed oar used to propel boats. A special coating
reinforces this weapon against enemy attacks.
Sale Price: 1G
Found: Gibari (x5)
(32) - Mosquito (Gibari) (Wind)
Attack: ATK 23 (Wind 14), 3% chance of paralysis (Combo 1)
Defense: DEF 15 (Wind 14) (Combo 2)
Use: --
Spirit Numbers: One
Text: Named after its shape and the buzzing sound created when swung at
high speeds, this weapon is relatively light and easy to handle,
occasionally paralyzing its target.
Found: Gibari (x4), Pul-Puk, Sheliak Shop
(33) - Stream Blade (Gibari) (Water)
Attack: ATK 30 (Water 18), 5% chance of freezing (Combo 1)
Defense: DEF 19 (Water 18) (Combo 2)
Use: --
Spirit Numbers: Two
Text: With a curved handle resembling the flow of a quiet, gentle stream,
this oar is designed to provide precision control in rough waters,
resulting in ease of use as a weapon.
Found: Gibari (x3), Lesser Celestial River (x2), Sheliak Shop
(34) - Butterfly (Gibari) (Wind)
Attack: ATK 38 (Wind 23) (Combo 1)
Defense: DEF 25 (Wind 23) (Combo 2)
Use: --
Spirit Numbers: Two
Text: Use fancy footwork while using this oar and weave in close to the
enemy before striking. Adjustments have been made to the original
design to enable its use as a weapon.
Sale Price: 13G
Found: Castle Elnath, Sheliak
(35) - Black Scepter (Gibari) (Dark)
Attack: ATK 45 (Dark 27), 10% chance of poison (Combo 1)
Defense: DEF 29 (Dark 27) (Combo 2)
Use: --
Spirit Numbers: Two
Text: Taken from a wicked boatman, this oar dooms its victims to an
eternity of torment. Each swing is accompanied with the wailing and
moaning of the dead. The occasional hit can poison its target.
Sale Price: 23G
Found: Komo Mai Shop, Komo Mai, Cursed Spell Book
(36) - Wave Blade (Gibari) (Water)
Attack: ATK 53 (Water 32), 7% chance of freezing (Combo 1)
Defense: DEF 34 (Water 32) (Combo 2)
Use: --
Spirit Numbers: Two
Text: This oar is said to prevent seafarers from straying off course in
perilous waters. The edge of the weapon ripples on impact, increasing
damage dealt to the enemy.
Sale Price: 30G
Found: Ancient Library, Opu Shop
(37) - Heat Paddle (Gibari) (Fire)
Attack: ATK 60 (Fire 36), 10% chance of flames (Combo 1)
Defense: DEF 39 (Fire 36) (Combo 2)
Use: --
Spirit Numbers: Two
Text: This oar is imbued with fire, a rarity among seafaring tools. It
never loses its warmth, even when used in icy waters.
Sale Price: 48G
Found: Holoholo Jungle, Devil Claws
(38) - Green Oak (Gibari) (Normal)
Attack: ATK 54, 5% chance of paralysis (Combo 1)
Defense: DEF 30 (Combo 2)
Use: --
Spirit Numbers: Two
Text: Colored a youthful green like spring leaves, this oar fills its
wielder with vitality and soothes his soul. It occasionally paralyzes
its target.
(39) - Mayfly (Gibari) (Wind)
Attack: ATK 78 (Wind 47) (Combo 1)
Defense: DEF 50 (Wind 47) (Combo 2)
Use: --
Spirit Numbers: Two
Text: This weapon resembles a mayfly's wings, hence its name. When swung,
it engulfs its target in a vacuum and smothers it.
(40) - Second Hand (Gibari) (Chrono)
Attack: ATK 85 (Chrono 51), 10% chance of confusion (Combo 1)
Defense: DEF 55 (Chrono 51) (Combo 2)
Use: --
Spirit Numbers: Two
Text: Resembling the second hand on a clock, this weapon emits powerful
magnetic waves that occasionally confuse its target.
(41) - White Scepter (Gibari) (Light)
Attack: ATK 93 (Light 56), 50% chance to cure poison (Combo 1)
Defense: DEF 60 (Light 56) (Combo 2)
Use: --
Spirit Numbers: Three
Text: Blessed with the grace of angels, this weapon is light and easily
wielded. It purges evil from its targets, yet also cures them of
poison.
(42) - Black Ash (Gibari) (Dark)
Attack: ATK 103 (Dark 62), 1% chance of death (Combo 1)
Defense: DEF 66 (Dark 62) (Combo 2)
Use: --
Spirit Numbers: Three
Text: Imbued with the curse of Hades, god of the netherworld, a single
touch from this weapon devours the victim's life force, sometimes
resulting in the immediate death of the subject.
(43) - Red Oak (Gibari) (Normal)
Attack: ATK 88 (Combo 1)
Defense: DEF 49 (Combo 2)
Use: --
Spirit Numbers: Three
Text: Carefully carved from hundred-year old oak, a spirit of the earth is
believed to reside in this oar.
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