| Junctions:
| Dexterity, Agility, Vis, Speed, Willpower
|
| J-Abilities:
| Glider(1/2 Falling Damage); Agl +1; Agl +3; Agl +5; Hummingbird (Dodge U1); SoS Haste; Windward; Windproof
|
| U-Abilities:
| Summon; Wind Magic Refine; Lightning Magic Refine; Breath of Life (+25% Hp All);
|
| G-Abilities:
| SummonD U1; SummonD U2; SummonD U3; Summon Medium Range; Summon Long Range; GF Hp +15; GF Hp +25; GF Hp +50
|
| Free J-Abilities (1):
| Glider, Windproof, Agil +1
|
| Super Junction:
| Agility
|
| Description:
| Aeros is a powerful golden/brown bird that appears to have features of both Eagles and Hawks. It's quite large, easily doubling the size of the average condor. The air is never still around it, there is always at least some breeze ruffling it's feathers. Aeros' eyes shine with a cold and fierce intellect. As with all birds of prey, it's eyes are drawn to movement, and it's gaze is keen.
|
| Summon:
| Razor Wind - Aeros flies up high, then dives at the target, screaming a piercing cry. Just before it reaches the target, it pulls back, slamming it's wings down and driving pale green shards of wind magic like thousands of tiny knives through the target. It beats its wings a few times, to stop it's descent, then climbs again, vanishing into the sky.
|
| Junctions:
| Appearance; Dexterity; Toughness; Perception; Charisma
|
| J-Abilities:
| Judgement; Medusian Shield; Agil +7; Tgh +7; Vis +7; Per +7
|
| U-Abilities:
| Summon; Weaver's Ward; Nymian Hide; Athena's Guidance; Summon 2; Summon 3; Iron Thread
|
| G-Abilities:
| Bountiful Summon; Cleansing Summon; GF Hp+20; GF Hp+40; GF Hp+120; GF Hp+200
|
| Free J-Abilities (1) :
| Medusian Shield, Judgement, Agil +7; Vis +7
|
| Super Junction:
| Toughness
|
| Description:
| Athena can appear as a wise Goddess, golden haired and girded with armor and weapons, or, as an Owl. She will be well disposed toward helping heroes, though she does have a bit of a vindictive side when her anger is roused.
|
| Summon:
| Athena appears before the party and shines a powerful light upon them. Holy Armor girds them, and their abilities are greatly increased. This powerful effect lasts for 51 shots, and increases a mental attribute of the summoner's choice by 100% for all participants. All other mental attributes are boosted by 50%, and all magical attributes (except luck) are boosted by 25%. These increases affect mana normally.
|
| Summon2:
| Athena appears before the party and shines a powerful light upon them. Holy Armor girds them, and their abilities are greatly increased. This powerful effect lasts for 51 shots, and increases a magical attribute of the summoner's choice by 100% for all participants. All other magical attributes are boosted by 50% (except luck), and all mental attributes are boosted by 25%. These increases affect mana normally. Luck may not be chosen to be the primary boosted attribute of this summon.
|
| Summon3:
| Athena appears, clothed in her wisdom and the Glory of Battle. A powerful burst of light engulfs the battlefield, and the Summoner and his Allies glow with an inner radiance. One Mental and One Magical (But not Luck) attribute of the summoner's choice are doubled (U2), all other Mental and Magical attributes gain U1 (except for Luck, which is not increased. Increases affect Mana normally, increasing the max Mana and adding current Mana equal to the increase). This ability lasts for 51 shots, like the others, and may not be dispelled by the "Dispel" spell or similar powers. This Summon has a 3 shot cost.
|
| Junctions:
| Elem Def +4; Status Def +4
|
| J-Abilities:
| Final Attack; Extra Terrestrial
|
| U-Abilities:
| Summon; Flare Shot
|
| G-Abilities:
| Long Range Summon
|
| Available Abilities:
| Auto Potion (13); Elemental Attack +3 (17); Dragon Dance (15); SummonD U1 & Lightning; GF Hp U1
|
| Learning:
| ?????: (12/??)
|
| Description:
| Bahamut is a sleek black dragon, with huge glossy armor plates. From between and beneath those plates, brilliant light shines forth. His eyes blaze with energy as brilliant as the sun. His teeth and claws are of transparant, razor sharp crystal. The massive length of this creature is two hundred yards from nose to tail, and a wingspan to match.
|
| Summon:
| Sunflames: The maw of Bahamut opens, and destruction pours forth in a brilliant golden flame. Bahamut himself will appear and dissapear in roiling flames.
|
| Junctions:
| Speed; Agility; Appearance
|
| J-Abilities:
| Summon: SOS Esuna; Initiative; Agi +3; Agi +5; Poisonproof; Poisoneater; Dex +3; Dex +5; Per +3; Cha +5
|
| U-Abilities:
| Nullvenom; Summon; Envenom; Clairvoyance
|
| G-Abilities:
| Summon Boost; SummonD U1; SummonD U2; SummonD U3; GF Hp+10; GF Hp+20; GF HP+40
|
| Available Abilities:
| GF Ascencion (210)
|
| Learning:
| GF Ascencion (187/210)
|
| Description:
| Bayushi Kagura can appear in one of two forms. The first is an enormous scorpion, red and black in coloration. The second is as an amazingly beautiful woman, wearing a very daring kimono, also in red and black, and a black or red silk mask. Her nails are long and very sharp. She speaks softly, and is quite glib of tongue.
|
| Summon:
| Kagura appears in formal Kimono, Scorpion colors proudly displayed. Her nails grow long, like claws, tinted bright green with a vicious poison. She may decide to play with her foes for a bit, or strike them all with breathtaking speed, but they will all be marked, and envenomed.
|
| Junctions:
| Toughness; Willpower; Magic Evade; Speed; Evade; J-Status Proof
|
| J-Abilities:
| Summon; Energy Strike; Evade +3; Elemental Defense +2; Status Defense +2; Vis+5; MEv +3; Spr +5
|
| U-Abilities:
| Pixie Wings; Lesser Refine; Minor Refine; Major Refine; Superior Refine; Tool Refine
|
| G-Abilities:
| Channel; Summon Boost; Medium Range Summon; Long Range Summon; GF Hp+10; GF Hp+30; GF Hp+50; GF Hp+75
|
| Available Abilities:
| GF Ascencion (210)
|
| Learning:
| GF Ascencion: (199/210)
|
| Description:
| Changeling is a elfin humanoid, with many different themes on that form depending on his mood and what element he is currently charged with. He tends toward the playful or curious unless charged with a non-playful element. He seems to be fond of wizardly robes and the like, though he also likes to adapt his appearance to his surroundings.
|
| Summon:
| Energy Wave: Changeling rises up into the air and lets out a massive pulse of magical energy. This damage is non-elemental magic damage if nothing is junctioned to the channeling ability. If something is so junctioned, the element matches the spell in question, and the summon is boosted, the amount depends on the spell in question, see below. Note that if the Channeling power has something junctioned to it, Changeling's compatability rises with spells of that element, rather than Non-Elemental damage spells as normal.
Lesser Elemental: U1
Major Elemental: U2
Forbidden Elemental:* U3
Final Elemental:** U4
- Though Balefire is Darkness, it counts as Minor Elemental.
- Final Elemental spells are Meta-Elemental and Tier 10.
|
| Junctions:
| Intellegence; Vis; Magic Evade; Speed; Evade
|
| J-Abilities:
| Summon; Vis +5; Evd +5; Int +5; MEv +5; Sandwalker; Sandweller; Sandmaster
|
| U-Abilities:
| Sandstorm; Seal Evil; Sandstorm Ammo Refine; Stairs of Smoke;
|
| G-Abilities:
| Wrath of Awakening; SummonD U1 & Blind; SummonD U2 & Evd 0; SummonD U3 & MEv 0; SummonD U4 & Spr 0; GF Hp +30, GF Hp +60, GF Hp +90
|
| Available Abilities:
| GF Hp +30 (9)
|
| Learning:
| GF Ascencion (139/210)
|
| Description:
| Djinn appears as a powerful man, heavily muscled, with deep black skin. He wears a turban, and many gold and ivory ornaments. His clothing is made of shifting sand in whatever colors the clothing would be, red, black, white, gold, etc. His voice is deep enough to make one's chest rattle a bit, but without a booming or echoing quality.
|
| Summon:
| Wrath of the Desert: Djinn appears, and summons up a terrible sandstorm, leaving the enemy to be buried by tons of sand (Earth damage) or burned by the stinging wrath of the storm (Wind damage). He always directs this storm with a terrible rage, staying until the enemy has been properly buried or flayed by the sands. Though he has many ways of coming and going, his preferred way to appear and vanish is within a great pillar of smoke.
|
| Junctions:
| Agility; Intelligence; Charisma; Strength; Spirit; Appearance
|
| J-Abilities:
| Poetic Soul(+U1 Artistic Ability); Cha +1; Cha +3; Cha+5; App +1; App +3; App +5; Mug
|
| U-Abilities:
| Summon; Thief's Eye; Buzo; Healing Medicine Refine; Support Magic Refine; Medicine Upgrade; Shop
|
| G-Abilities:
| Summon Boost; SummonD U1; SummonD U2; GF Hp+15; GF Hp+25; GF Hp+50
|
| Free J-Abilities (1):
| Poetic Soul, Mug, App+1
|
| Super Junction:
| Charisma
|
| Description:
| Elfrida is a wild and beautiful gypsy woman with dark skin and mysterious eyes. She appears dressed in multicolored fabrics, with many bracelets on her wrists and golden bells on her ankles. A scent of spices fills the air, and faint music may be heard. When she's feeling coy, she hides her face behind a veil or fan.
|
| Summon:
| Dance of Knives - Elfrida dances, a whirling, dizzying dance, and knives appear in her hands. She throws them, moving so fast the eye can't follow, as a veritable rain of knives slices down on the targets. The moment she's out of knives, she spins even faster, and vanishes in mid-turn.
|
| Junctions:
| Strength; Constitution; Toughness; Spirit; Appearance; Status Def-J +2; Elemental Def-J +2
|
| J-Abilities:
| Breakproof; Earthward; Earthproof; Eartheater; Breakstrike; Str +5; SoS Reflect; SoS Haste; Auto Treatment; SoS Aura; Brass Hands
|
| U-Abilities:
| Summon; Earth Magic Refine; Greater Status Magic Refine; Devour
|
| G-Abilities:
| Summon Boost +15% Stone; SummonD U2 +15% Stone; GF Hp +25; GF Hp +45; GF Hp+130; GF Stoneskin
|
| Free Abilities (1):
| Breakproof, SoS Haste, SoS Reflect, Breakstrike
|
| Super Junction:
| Strength
|
| Description:
| Gorgon is a woman of terrible aspect, with snakes for hair, brass hands, wings, and terrible tusks. To look her directly in the face is to be turned to stone, if one is not protected. Thus, she appears to friendly targets with a mask of white marble held in front of her face. The mask depicts a stunningly beautiful woman.
|
| Summon:
| Gorgon's Wrath - Gorgon puts away her mask, facing the enemy fully. Any who mistakenly look upon her will be turned to stone. She rips up huge chunks of stone and hurls them at the enemy, burying them in a hail of boulders.
|
| Junctions:
| Agility; Constitution; Strength; Vis; Magic Evade
|
| J-Abilities:
| Wall Walk(Crawl on walls w/o tools); Scent of Running Water; Trackless Step; Agi +1; Agil +3; Agi +5; Dex +1; Dex+3 Dim Mak
|
| U-Abilities:
| Summon; Chi Sense; Sense of Prey; Darkness (Upgraded - Med Range Magic); Darkness Magic Refine
|
| G-Abilities:
| GF HP + 10; GF Hp +20; Summon +10%; Summon +10%; Summon +15%; Summon +20%; Ascension
|
| Free J-Abilities (1):
| Wall Walk; Scent of Running Water; Trackless Step
|
| Super Junction:
| Vis
|
| Description:
| Hattori is an enormous, seven foot ninja, tightly wrapped and hidden inside his black sneaking suit. He wears a red scarf, and bears a long black ninja-to that is longer than the standard ninja sword. He is almost always motionless, except when striking, and then he moves so fast he blurs to human vision.
|
| Summon:
| Black Blood - Hattori cuts himself with his blade, and a deep black blood flows out onto his blade, making it darker even than the shadows. With terrific speed he strikes, sending distorting waves of gravity and darkness across all targets. As the strike ends, Hattori vanishes into the shadows of his own creation, until he is called again.
|
| Junctions:
| Strength; Toughness; Vis; Spirit; Constitution; Elem Attack; Elem Def
|
| J-Abilities:
| STR+1; Str+3; Str+5; Spr +1; Spr +3; Spr +5; Firewalker; Tgh +1; Tgh +3; Vis +1; Vis +3
|
| U-Abilities:
| Summon; Rage(Berserk on Self); Fire Magic Refine; Wall; Delay Buster
|
| G-Abilities:
|
|
| Free Abilities (1):
| Firewalker, Tgh +1, Str +1, Spr +1
|
| Super Junction:
| Strength
|
| Description:
| Infernus is an enormous black knight, the size of an Iron Giant. He wields a massive red blade that is often aflame. Though glowing red eyes can often be seen from behind his visor, he never speaks, or cries out. He has a powerful sense of honor, and will almost always salute his summoner.
|
| Summon:
| Hellblade - Infernus swings his fiery blade up, leaps, and comes down, swinging the blade down. It cleaves whatever he's striking, and a powerful blast of fire explodes outward from that point, burning all the chosen targets. Infernus then slams his blade into the ground point first, and vanishes in the resultant flash of flame.
|
| Junctions:
| Speed; Dexterity; Perception; Evade
|
| J-Abilities:
| Healing Hands; Elemental Attack-J; Elemental Def-J +1; Elemental Def-J+1; Elemental Def-J +2; Spr+3; Spr+7; Con +9
|
| U-Abilities:
| Fertility (+Healing on Targ); Divine Favor (KO protection); Unyeilding Spirit (Damage Reduction)
|
| G-Abilities:
| Sanctuary; SummonD U1; SummonD U2; SummonD U3; SummonD U4; GF Hp +20; GF Hp +60; GF Hp +150; Mother's Sacrifice
|
| Available Abilities:
| GF Ascencion
|
| Learning:
| GF Ascencion (185/210)
|
| Description:
| Ixchel is dark of hair, and with a light brown tone to her skin. She is voluptuous, looking matronly without also looking old. She most often wears garments of light and shadow, the amount of light or shadow depending most on the phase of the moon, though it does bow to her whim a little. She smells of warm gardens, and growing things.
|
| Summon:
| Wrath of the Mother - Ixchel appears, either up from the earth, or down from the moon. She raises her arms and collects power in a shining Holy ball, or black ball of Darkness, as directed by her summoner, and then hurls it into the enemies, where it explodes and burns them all.
|
| Junctions:
| Perception; Charisma; Magic Evade; Intellegence; Luck
|
| J-Abilities:
| Int +5; Elemental Attack-J; Gentle Walk (Gravity-Life); Elemental Def-J +1; Elemental Def-J +2; Darknessward; Defiant Strikes
|
| U-Abilities:
| Summon; Lucky!; Treatment; Champion Spell Refine; Null-Dark; True Essence
|
| G-Abilities:
| Summon Boost; GF Hp +20; GF Hp +40; GF Hp +80; GF Hp+160; SummonD U1; SummonD U2; SummonD U3; SummonD U4
|
| Available Abilities:
| GF Ascension (210)
|
| Learning:
| GF Ascension: (112/210)
|
| Description:
| Ki-Rin appears as a deerlike creature with some features of a lion, and a single deer's antler growing from its head. It is constantly burning with a Holy Fire, and it can see calm and gentle as a lamb... or a terrible servent of Heaven. Wherever the Ki-Rin walks, it does no harm to those who are not sinful, and not a blade of grass bends under its feet.
|
| Summon:
| Wrathful Aspect - The Ki-Rin comes forth, burning brightly, from the sky. It will confront the summoner's foes, and breath forth a gout of Holy Fire to consume them! Once that is done, it will check to see that the Summoner and her friends are alright, before it returns to Heaven.
|
| Junctions:
| Elem Def +4; Status Def +4
|
| J-Abilities:
| Pounce; Counter; Obsidian Claws; Autoremedy; Bushido Potion; Mountain Balance; Str +9; Con +9; Spr +9; Will +9
|
| U-Abilities:
| Summon; Camouflage; Iron Fur; Patient Hunter; Draw Blood; Flare Leap (Summon); Sun Mangle (Summon); Pure Slash (Summon)
|
| G-Abilities:
| Curiosity; Star Leap; Sun Mangle
|
| Available Abilities:
| GF Hp +500 (15)
|
| Learning:
| GF Hp +500: (43/15)
|
| Description:
| The Kiai Yama is a great Couger, as he is the Kami of the same clan. His eyes shine brightly with golden light, and his tawny coat shifts from browns to greys and back again, depending on the character of the ground he walks upon. There is always a rumble of a cat's roar behind his words when he speaks.
|
| Summon:
| Earth Pounce: The Kiai Yama falls upon his foes and tears them with brutal obsidian claws, all the while pounding the hapless creatures into the ground. A mighty roar twists the very earth, making a shifting, cracking bowl of quaking ground that prevents any escape until the mighty cat has finished playing with his prey.
|
|
| Flare Leap: The great cat attacks, leaping into the midst of his foes. As he flies through the air, the power from his eyes spreads through his body, until he is a massive couger made of burning golden light. When he lands, there is a huge explosion of flare energy, burning every enemy within reach.
|
|
| Sun Mangle: Shining like the sun, golden light burning from every hair, Kiai Yama leaps upon each foe in turn, rolling about, ripping, tearing, slashing with all four paws and his mighty fangs. Only when he has torn into each foe, and his fur is soaked in blood, making his golden 'sun' color like that of a sunset, does he bound away and vanish.
|
|
| Pure Slash: A massive, ghostly incarnation of the Kiai Yama appears, a terrible and beautiful wraith of the Holy Element. With a single, mighty slash of his paw, he tears across the entire battlefield. All enemies are rent by deadly Holy claws.
|
| Junctions:
| Appearance, Constitution, Charisma, Spirit, Luck
|
| J-Abilities:
| Survivor, Lady's Chosen, App +5; Con +5; Cha +5; Spr +5
|
| U-Abilities:
| Summon; Lady's Favor; Roll the Dice; Wheel of Fortune; Lucky Strike;
|
| G-Abilities:
| Gambler's Summon; Minor Elemental Summon; Major Elemental Summon; Summon Reels; GF Hp +10; GF Hp +15; GF Hp +20; GF Hp +25
|
| Free Abilities: (1)
| Survivor, Cha +5; Lady's Chosen; App +5
|
| Super Junction:
| Charisma
|
| Description:
| Lady Luck is a blonde bombshell who always shows up in a slinky purple dress with various symbols of luck and gambling embroidered into it. The exact type and cut of dress varies, as do the exact symbols, but the style is always the same. She always has a smile for everyone... except when she doesn't. You can never be certain of her mood, or what whimsy will strike her next, but whatever happens, it won't be boring.
|
| Summon:
| Hand of Fate: Lady Luck picks out a card, throws some dice, or otherwise conjures up some kind of gambling equipment, and turns that implement on the enemy. Hand of Fate deals non-elemental magic damage. Hand of Fate has a shot cost of only 1.
|
| Summon:
| Minor and Major Elemental Summons: Lady Luck conjures balls of the elements in question, either the Major or Minor elements, as determined by which summon is used. These are hidden by opaque white globes, and the whole mess whirls about in a very elaborate and confusing shell game. The enemies 'win' damage from whichever element is revealed at the end. Minor Elemental Summon has a shot cost of 1, and Major Elemental Summon has a shot cost of 2.
|
| Summon:
| Summon Reels: A great roulette wheel appears in the sky, and the ball is set rolling! Eventually it stops, on some strange arcane symbol or other. Each symbol corresponds to the Summon of a different GF, perhaps even that of a Legendary GF that the party does not posess! It can be terrifying or lackluster, but it'll never be what you expect. Summon Reels has the full shot cost.
|
| Junctions:
| Elem Attack +3; Elem Def +3; Status Def +4
|
| J-Abilities:
| Waters of Death, Autotriple; Vis +9; Spr +9; Deathlord; Int +9; Will +9
|
| U-Abilities:
| Summon; Zerika's Algorithem; Spirit Gate; Danse Macabre; Deathbreaker; Circle of Summoning; Embalmer's Grasp
|
| G-Abilities:
|
|
| Available Abilities:
| River of Souls [U1 Summon and Water Damage] (11); GF Hp +100 (11)
|
| Learning:
| River of Souls: (29/11) LEARNED
|
| Description:
| Lich is a tall human skeleton, wrapped in rotting black and purple robes. He wears a pitted iron crown on his bare skull, and he floats in the air, not deigning to touch the ground. Sorcerous fires burn within his eye sockets, and his voice sounds dry, hollow. His movements are slow and deliberate, and his manner is one of detachment and privilege.
|
| Summon:
| Dark Wave: Lich chants a forbidden spell, while runes of dark energy spin out of the air around him. The runes ignite in a great black mass of magic, which explodes outwards, sapping life from everything in the area.
|
| Junctions:
| Dexterity; Charisma; Intelligence; Status Attack; Status Defense
|
| J-Abilities:
| Mug; Dex +1; Cha +1; Will +1; App +1; Elemental Attack-J; Elemental Defense-J +1; Drain
|
| U-Abilities:
| Summon1****; Summon2***(; Summon3**; Summon4*; Summon5; Unlock; Break Bonds; Osmose
|
| G-Abilities:
| GF Hp +20; GF HP +40
|
| Available Abilities:
| GF Ascencion (210)
|
| Learning:
| Gf Ascenscion (188/210)
|
| Description:
| Loki can be many things, father of monsters, trickster, liar, thief, escape artist... he is a master of disguises and shapes. Unpredictable but honorable in his way, he prefers to fight as a dark demon-like creature with a spear, but to talk as an impossibly beautiful and noble looking man with blonde hair.
|
| Summon:
| Father of Monsters: Loki comes forth, in his man or giant aspect, as he choses, and calls for a random creature to serve the summoner and fight to the death for him. This creature will not persist beyond the battle, and is a magical construct in some senses, so it has no spellshards to take. It is however, a normal monster in all other respects. Initially, Loki can bring forth but a few weak monsters, but later, he will possess the power to bring forth terrible creatures to wreck havoc on the summoner's foes.
|
| Junctions:
| Elemental Attack +2; Status Attack +4
|
| J-Abilities:
| Blademistress; Bloodthirst; Str +9; Vampiric Blade; AutoRegen; Fireeater; Poisoneater; Agl +9
|
| U-Abilities:
| Summon; Blood Frenzy; Whirling Blade
|
| G-Abilities:
| Painful Summon
|
| Available Abilities:
| Eartheater (17); Magma Burst (17); Poison Breath (Poison damage and U1 Summon) (11); GF Hp +150 (13)
|
| Learning:
| ?????: (28/??)
|
| Description:
| Marilith is a vicious naga or salamander-esque woman with four powerful arms, each of which is usually holding a sword. Her snake body is tough and rocky, her hair burns with fire, and poisonous fumes pour from her mouth. She is savage, even like a berserker in combat, delighting in the spilling of blood, be it hers or the enemy's.
|
| Summon:
| Molten Blades: Marilith tears into her foes, with a whirling dance of four blades of fire. Each swipe sends huge arcs of flame sweeping across the battlefield, incinerating anything they touch.
|
| Junctions:
| Speed; Willpower; Spirit; Intelligence; Evade; Status Attack
|
| J-Abilities:
| Sleepproof; Danger Sense; Status Def-J +1; Moving Dream; Sweet Dreams; Status Def-J +2; Lord of Dreams (Sleepproof, Blindproof, Confuseproof); Imagination Armor (Add Int as Spirit Armor)
|
| U-Abilities:
| Summon 1; Summon 2; Summon 3; Greater Omen; Crafting; Card; Card Ref; Night
|
| G-Abilities:
| Summon Boost; GF Hp+10; GF Hp+20; GF Hp +30
|
| Free Abilities (1):
| Danger Sense, Moving Dream, Lord of Dreams, Imagination Armor
|
| Super Junction:
| Evade
|
| Description:
| Morpheus is a gaunt, pale man, with unkempt black hair. He always dresses in black, usually in simple clothes, though he does have an impressive battle outfit that includes a helm made from a demon's skull, a mystic ruby, and a long black trenchcoat. He has no eyes, instead having dark voids that apparently show some kind of distant starscape. He's quiet and moody... usually, though he can definitely be roused to passion.
|
| Summon 1:
| Dark Sandman - Morpheus arrives, and holds up his hands as if conducting a symphony. Multicolored dream energies flow from him, damaging the enemies and putting them to sleep, unless they are totally immune to that status. He vanishes, usually in a small dark portal, but sometimes in grandiose fashion.
|
| Summon 2:
| God of Nightmares - Morpheous appears, wearing his helm of office and a great black robe that burns with inner flames. The helm is the skull of a demon, his gloves and robe shield him from view. He conjures forth a terrible nightmare, that which the foes most fear, and every monster in the battle area takes its highest attribute, Upgraded 5, in crushing Darkness damage. A door tears open and Morpheous returns to the realm of Nightmares.
|
| Summon 3:
| Lord of Dreams - The Dreamlord steps out of his portal, clad in a midnight black robe full of stars. A wave of Dreams wash over the enemies, causing them confusion and terror. The summon does 999 damage to each creature in the battle area, and destroys 999 mana from each enemy as well. In addition, the summon will inflict Confuse, Sleep, Slow, Stop, Berserk, and Blind on any creature with resistances to those status lower than the Summoner's Sorcery AV.
|
| Junctions:
| Constitution; Magic Evade; Willpower; Toughness; Vis
|
| J-Abilities:
| Cover; Con+1; Con +3; Con +5; SOS Shell; Waterproof; SOS Regen; Hp +50% [+20%]; Watereater
|
| U-Abilities:
| Summon; Mer-Transformation; Life Magic Refine
|
| G-Abilities:
| GF Hp +15; GF Hp+40 Summon D U1; SummonD U2; SummonD U3; Summon Boost; GF Hp +120; Unquenchable Spirit (+10 Spirit while Narwhal is Junctioned); Immense Body [Hp +20% upgraded to Hp +50%]
|
| Free Abilities (1):
| Cover, Con +1, Watereater, SoS Regen
|
| Super Junction:
| Constitution
|
| Description:
| Narwhal is a majestic horned whale, or a wizened but tough old man with a horn on his head. He is huge, naturally, and has a noble quality to him that garners instant respect from all who are not black-hearted. In his whale form, he tends to have an overwhelming, booming voice.
|
| Summon:
| Arctic Stream - Narwhal appears in a body of cold water that need not have been there previous, becoming a whale made entirely of water as he leaps out and spears the enemies horn first, taking a huge wave of icy water with him.
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| Junctions:
| Perception, Dexterity, Agility, Willpower, Strength
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| J-Abilities:
| Catseye, Per +1; Per +3; Dex +1; Dex +3; Cat's Paws; Silenceproof
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| U-Abilities:
| Great Leap; Night Stalker; Treetop Haven
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| G-Abilities:
| GF Hp +15; GF Hp+20; GF Hp+25; GF Hp +40; SummonD +15; SummonD +25; SummonD +35; SummonD +45
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| Free J-Abilities (1):
| Cat's Paws, Great Leap, Treetop Haven, Night Stalker
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| Super Junction:
| Perception
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| Description:
| A sleek spotted cat, with curious eyes and a languid manner. It is much larger than a normal ocelot, standing almost four feet high at the shoulder, but still a dainty size for a guardian force. When appearing, Ocelot likes to find some out of the way high place to observe the scene before making his presence known.
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| Summon:
| Windclaws - Ocelot appears, somewhere up high to observe the battle for a moment or two. Then he roars, and leaps forward toward the enemy. In mid-leap, he becomes a great wind, and tearing sheets of green wind magic fall upon the foes, shredding them.
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| Junctions:
| Elemental Def +2; Status Def +1; Luck
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| J-Abilities:
| Autolife; Fireater; Firesoul; Burning Rage; Break Hitpoint Limit; Final Attack; Con +7; Hp +50%; Hp +50%; Lifesaver
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| U-Abilities:
| Vengance; Ashes to Ashes; Purifying Flame; Revive
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| G-Abilities:
| Flame Summon (Fireater while Summoning); Generalist; Phyrric Summon (Reflects Fire Dam on Attackers while summoning); Angelic Summon (Revive all @ Con Hp); Hermetic Summon (Summon Shot Cost =3); Ruby Summon {Summon revives at 100% health. Boost for NE Magic damage}; GF Hp +17; GF Hp +51; GF Hp +153; GF Hp +459
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| Available Abilities:
| GF Ascencion (210)
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| Learning:
| GF Ascencion: (112/210)
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| Description:
| The Young Phoenix of the Temple is a small, but bright bird, more yellow than red in its flame. It is beautiful to behold, but somewhat terrible too, it reminds one of the hungry, hot flames of a newly lit fire.
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| Summon:
| Flames of Rebirth - The Phoenix arrives, and kindles flame from the air to consume all foes. One ally, if any are fallen, is raised at his or her Constitution in hitpoints.
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| Junctions:
| Constitution, Agility, Speed, Willpower, Appearance
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| J-Abilities:
| Dying Gasp (Refreshes Allies on KO); Will-J; App-J; SoS Regen; Final Attack; Con +1; Con +3; Elemental Def-J +2; Vis +3; Will +3
|
| U-Abilities:
| Summon; Breath of Spirits (GF Revive); Catspaw
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| G-Abilities:
| Summon Boost; SummonD U1; SummonD U2; SummonD U3
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| Available Abilities:
| GF Hp+50 (11)
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| Learning:
| GF Hp+50: (10/11)
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| Description:
| The Rainbow princess is a beautiful woman with the cocoa skin of a typical Balamb islander. All around her, the air is bright with rainbow colors, though it's not an overpowering effect. There is usualy a rainbow somewhere in the sky when she appears, if possible. Her clothing is bright and multicolored, and appears to be like breezy silks.
|
| Summon:
| Chromatic Spears - The Princess appears in a burst of Rainbow light, and bends that light into swirling streamers of color around her. One by one, they shred into the enemy, straightening into long spikes of colored light. The Summon hits twice, once for Wind Damage, once for Water damage, both at the same level of power.
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| Junctions:
| Intelligence; Vis; Spirit; Perception; Luck
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| J-Abilities:
| Short Out; Vis+3; Int +1; Int +3; Lightning Ward; Lightning Proof; Lightningeater; Autoshell; Magic Boost; Medium Range Magic
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| U-Abilities:
| Summon; Lightning Magic Refine; Nullshock; Nullbreeze;
|
| G-Abilities:
| SummonD U1; SummonD U2; SummonD U3; SummonD U4; Generalist
|
| Free Abilities (1):
| Short Out, Lighting Proof, Lightning Ward, Medium Range Magic
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| Learning:
| Super Junction: Vis
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| Description:
| Ramuh is an old man in white robes, with heavy gold embroidery. He has a long white beard and matching white hair, and goes about with his head uncovered. He always bears with him a staff of some kind, usually a gnarled oak staff. He is patient, wise, and understanding, but he believes in strict fairness rather than mercy, and his wrath is considerable when he is roused.
|
| Summon:
| Bolt of Judgment - Ramuh steps before the unfortunate creatures that he has been summoned to attack, and draws himself up to his full height. Lightning energy flows around his body, and especially through his staff. A darkness falls over the sky, and the air feels very static. He points the staff forward, and a series of enormous bolts of lightning drop from the sky (or ceiling) and more lightning flows liberally from his staff, frying all the nearby foes. When his work is done, Ramuh becomes a lightning bolt, and vanishes into the sky or ground.
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| Junctions:
| Agility; Charisma; Dexterity; Appearance; Constitution
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| J-Abilities:
| Agl +1; Agi +3; Cha+1; Cha+3; Cha +5; App +1; App +3; App +5; Expend 3x-1
|
| U-Abilities:
| Summon; Spring Rain (Hygiene Spell); Bounty; Lesser Status Magic Refine; Wild Song(Status Reels); Lost Song(Magic Reels); Cult of Personality
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| G-Abilities:
| GF HP +15; GF HP +50; GF HP +80
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| Free Abilities:
| Agil +1; App +1; Cha +1; App +3
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| Super Junction
| Charisma
|
| Description:
| Terpsichore is a wild nymph, and rarely appears the same way twice. She is always beautiful, female, and elfin, but very little else remains the same about her, she is not, in fact, always clothed. Depending on the sort of mood she is in, plants nearby may experience a bloom of health, or they may wither somewhat.
|
| Summon:
| Wild Magic - Terpsichore dances, and dances, and dances. The dance is always different, always fast, and always hypnotic. At the end of her dance, she sinks to the earth, and the magic blossoms out to engulf all the targets of her wild power. She will randomly produce one of the following effects. Fire, Ice, or Thunder damage, OR, Silence, Sleep, or Confuse status ailment. Once the magic has blossomed forth, Terpsichore fades into shining drops of dew.
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| Junctions:
| Elem Attack +3; Elem Def +3
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| J-Abilities:
| Wings of the Drake
|
| U-Abilities:
| Summon
|
| G-Abilities:
|
|
| Available Abilities:
| Str +9 (17); Forbidden Magic Ref (25); Stormwarden (13); Triad Breath (9); GF Hp +100 (7)
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| Learning:
| Forbidden Magic Ref: (12/25)
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| Description:
| Tiamat is a queen of dragons, with two sets of wings and five mighty heads. All around her, Storm power crackles, clouds form and thunder rumbles. Her scales are glossy blue, with deep black highlights. She is spined, and her talons are wickedly sharp. She exudes power and majesty whenever she appears.
|
| Summon:
| One Head Breath: Powerful magic issues in a breath-weapon from one of Tiamat's mighty heads. Either an enormous bolt of lightning, a jet of blasting water, or a brutal, cutting wind sheers all the foes that face Tiamat. She appears from clouds, almost always, and returns to them when her attack has finished.
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