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Wizard

Wizard
Job Command: Black Magic. Casts offensive magic on enemies.
Usable Items: Caps, Light Armor, Rods
Difference from Squire
HP: -40%
MP: +60%
Attack Power: -40%
Magic Power: +70%
Speed: +10%
Best Weapon: Faith Rod
Location: Deep Dungeon.
Prerequisite: Level 2 Chemist
   Black Magic Abilities   
Ability JP Cost MP Cost Description Usefulness (1-10)
Fire
50
6
Fire damage to enemies.
Fire 2
200
12
Second level of fire damage to enemies.
Fire 3
480
24
Third level of fire damage to enemies.
Fire 4
850
48
Ultimate fire damage to increased range of enemies. Cannot hit caster.
Bolt
50
6
Lightning damage to enemies.
Bolt 2
200
10
Second level of lightning damage to enemies.
Bolt 3
480
24
Third level of lightning damage to enemies.
Bolt 4
850
48
Ultimate lightning damage to increased range of enemies. Cannot hit caster.
Ice
50
6
Ice damage to enemies.
Ice 2
200
12
Second level of ice damage to enemies.
Ice 3
480
24
Third level of ice damage to enemies.
Ice 4
850
48
Ultimate ice damage to increased range of enemies. Cannot hit caster.
Poison
150
6
Enemies lose HP after their turn.
Frog
500
12
Turns enemy into a frog, incapable of doing anything but attack.
Death
600
24
Depletes enemy of all HP.
Flare
900
60
Does extreme damage to one enemy.
   Trigger Abilities   
Counter Magic
800
-
Counters with same magic. Trigger: Magic damage.
   Modifiers   
Magic Attack UP
400
-
Magic damage is dramatically increased, doing severe damage with every attack.
   Movement Abilities   
None


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