Elminage Gothic Wiki
(Added tarot information and additional updates)
(→‎Tarot: added summary before the table)
Line 491: Line 491:
   
 
=='''Tarot'''==
 
=='''Tarot'''==
  +
Drawing tarot cards in the upright position is considered a success, and failure if it's inverted. Bards start with a 75% success rate, and each card draw reduces this by 5%. Resting at an inn restores it to 75%.
   
  +
While tarot cards may seem tricky to use at first, with proper precautions, skills, or items, they can be very powerful. Some of them have no negative effects with failed draws, and others have negative effects that can be negated in some way. Examples:
   
  +
* Draw Empress or Hierophant to disable hard-hitting melee or physical groups
  +
  +
* Draw The Sun at the beginning of a fight, or when there's one enemy left. A failed draw will have little risk.
  +
  +
* Judgment reduces everyone's HP to 1, but it could be an easy way to wipe enemy parties if you have a way to protect yourself.
 
{| border="1" cellpadding="1" cellspacing="1" class="article-table" style="width: 800px; height: 800px;"
 
{| border="1" cellpadding="1" cellspacing="1" class="article-table" style="width: 800px; height: 800px;"
 
|-
 
|-

Revision as of 10:45, 31 October 2014

To maximize the use of spells into its maximum MP count and power, reaching class mastery is an essential way to help bring out your team's potential. To reach the class's highest potential, you have to get to a certain level to get there. The maximum number of spells you can cast per level is nine, so learning to conserve it is essential. Remember that you can edit spell names in the options to something more obvious or useful!

Additional info from the JP wiki has been added in italics. Mistranslations and game version changes are possible, so edit or comment to confirm or refute.

Mage Spells

Level Name Camp Battle Effects
1 Balad X Attack a single enemy with flames.
1 Misama X High probability over putting a single enemy to sleep.
1 Dioseed X Displays the map of the current floor.
2 Balados X Attack a row of enemies with fire.
2 Glass X Attack a single enemy with ice.
2 Ramisama X Has a chance of putting a row of enemies to sleep.
2 Venom X High probability over poisoning a single enemy. Poison negates "natural recovery".
3 Ziakal X Attack a single enemy with lightning.
3 Ravenom X Has a chance of poisoning a row of enemies.
3 Robuti X Raises single enemy's AC by 7. Stackable.
4 Maglass X Attack a single enemy with ice.
4 Stoma X High probability of petrifying a single enemy.
4 Sosareo X Lets your party float in the dungeon. Cast again to cancel.
5 Rabalad X Attack a row of enemies with fire.
5 Argeiss X Damage enemies with an earthquake. Has low probability of swallowing them into the earth for instant death; affected by dark resist.
5 Hallobuti X Raises all enemies' AC by 4. Stackable.
6 Raglass X Attack a row of enemies with ice.
6 Ziakalad X Attack a single enemy with lightning.
6 Rastoma X Has a chance of petrifying a row of enemy.
7 Enterook Mista X Attacks all enemies with a non-elemental bomb. Strength slightly boosted by fire, ice and lightning attack attributes.
7 Diomente X X Moves the party to a place you've already seen. If used during battle, takes you to a random location.
7 Miracle X Asks the gods to raise a powerful miracle in exchange for one level.

Cleric Spells

Level Name Camp Battle Effects
1 Feria X X Recovers a small amount of HP for a single ally.
1 Harias X Blesses the whole party's weapons to attack ghosts and undead.
1 Tashif X High probability of silencing a single enemy.
1 Erod X Illuminates the dungeon to let you find hidden traps for a short time. Also increases secret door detection rate.
2 Venom-Fei X Recovers a single ally from poison.
2 Latasif X Has a chance of silencing a row of enemies.
2 Hallobukan X Lowers the entire party's AC by 3. Stackable.
2 Zomperi X Displays any dead adventurers on the current floor.
3 Sama Eyes X X Recovers all allies from all status ailments except petrify, death, and turned to ashes.
3 Roodfei X X Recovers a single ally from paralysis.
3 Eroma X Illuminates the dungeon to let you find hidden traps. No time limit. Also increases secret door detection rate.
4 Rafelima X X Recovers a small amount of HP for all allies.
4 Mirror Eyes X X Recovers all allies from sleep, silence, confusion, charm, and fear.
4 Hallobukarn X X Lowers the entire party's AC by 2. Usable during adventures.
4 Honey Restorer X Return to the Kingdom. Forgotten once used.
5 Sama Eyes X X Recovers all allies from all status ailments except petrify, death, and turned to ashes.
5 Zefeifus X High probability of instantly killing a single enemy. Affected by dark resist.
5 Robukand X Makes a single ally's AC -20. Note: does not lower by 20; sets to exactly -20.
5 Psi Drain X Creates a barrier that can deflect a single Drain attack. Stackable.
6 Rizefus X X

Normal recovery from recovering a single ally from death.

6 Elnam X Attacks a single enemy with holy power.
6 Psi Breath X Creates a barier that can detect a single breath attack. Stackable.
7 Immolarati X Uses all MP and reduces a percentage of all enemies' health. Monks reach maximum power (??) when using this spell.
7 Rafeireed X X Recovers a normal amount of HP for all allies.
7 Rezefeid X X High chance of recovering a single ally from death. If failed, the ally will be turned to ash.
7 Razefeis X Has a chance of instantly killing a row of enemies. Affected by dark resist.

Alchemist Spells

Level Name Camp Battle Effects
1 Pomedoon X Breath attack. Equivalent to dragonewt breath.
1 Rood X Has a high probability of paralyzing a single enemy.
1 Mahama X Guaranteed escape from battle.
1 Portal X Identifies booby trapped chests. About a 5% misidentification rate.
2 Rarood X Has a chance of paralyzing a row of enemies.
2 Bulafei X Hides a single ally, removing him or her from the enemies' target list. Functions like thief/ninja hide skill.
2 Skorekh X Raises the speed of all allies.
3 Karacha X Has a high probability of confusing a single enemy.
3 Orath X Raises an ally's attack frequency by 1. Stackable up to 15 times.
3 Lascorek X Lowers all enemies' speed by about 30%. Stackable.
4 Makaracha X Has a chance of confusing a row of enemies.
4 Bifei X Makes enemies concentrate attacks on a single ally.
4 Yuniwa Coat X Gives all allies infinite attack range. Includes thieves' steal and disarm abilities.
5 Pinto X Has high probability over charming a single enemy.
5 Rapoolfei X Raises the magic resistance of all allies. Stackable.
5 Ramialf X Returns all enemy and ally abilities changed during battle back to normal.
5 Pendeku X X Returns all items broken to their original states.
6 Rapinto X Has a chance of charming a row of enemies.
6 Rapidos X Lowers all enemies' Magic resistance. Stackable.
6 Pendea Coat X Destroys cursed items.
7 Zeo Nadar X Attacks a single enemy with a rainbow of light (non-attribute attack). Damage increases in proportion to the number of spells used during battle.
7 High Portal X Safely removes traps from treasure chests.
7 Protectorate X Grants a special wish, but is forgotten after one use. Learned again at level-up.

Summoner

Level Name Camp Battle Effect
1-7 Contract X Forms a contract with a monster.
1-7 Summon X X Summons a contract with a monster.
1-7 Return X X Returns a summoned monster.


Tarot

Drawing tarot cards in the upright position is considered a success, and failure if it's inverted. Bards start with a 75% success rate, and each card draw reduces this by 5%. Resting at an inn restores it to 75%.

While tarot cards may seem tricky to use at first, with proper precautions, skills, or items, they can be very powerful. Some of them have no negative effects with failed draws, and others have negative effects that can be negated in some way. Examples:

  • Draw Empress or Hierophant to disable hard-hitting melee or physical groups
  • Draw The Sun at the beginning of a fight, or when there's one enemy left. A failed draw will have little risk.
  • Judgment reduces everyone's HP to 1, but it could be an easy way to wipe enemy parties if you have a way to protect yourself.
Tarot Card Success Failure Duration
00: Fool Opponents are put to sleep. Allies are put to sleep. Once
01: Magician Allies' magic damage is doubled. Opponent magic damage is doubled. Persistent

02: Priestess

Opponents are poisoned. Allies are poisoned. Once
03: Empress All physical attacks are disabled for allies and opponents. No effect. Persistent
04: Emperor Opponents are silenced. Allies are silenced. Once
05: Hierophant All skills are disabled for allies and opponents. No effect. Persistent
06: Lovers Opponents are charmed. Allies are charmed. Once
07: Chariot Allies' AC is set to -10. Opponents' AC is set to -10 (could potentially reduce enemy armor). Persistent
08: Justice Good-aligned allies and foes do double damage. No effect. Persistent
09: Hermit Opponents are restricted to passive combat. JP: Any ally or foe that doesn't deal damage receives damage as punishment. ドロー失敗時は効果なし霊への倍打なし物理攻撃は対象にならない Persistent
10: Fortune Allies and foes have their attack order randomized. No effect. Persistent
11: Strength Allies' physical attack damage is doubled. Opponents' physical attack damage is doubled. Persistent
12: Hanged Man Opponents' evasive actions fail. JP: Enemies cannot evade negative status effects (ignores resistances). No effect. Persistent
13: Death One opponent is instantly killed. One ally is instantly killed. Once
14: Temperance Neutral-aligned allies and foes do double damage. No effect. Persistent
15: The Devil Evil-aligned allies and foes do double damage. No effect. Persistent
16: The Tower Opponents are confused. Allies are confused. Once
17: The Star All allies' physical attacks hit. (never miss?) Swallow Return is unaffected. All opponents' attacks hit. Persistent
18: The Moon Opponents flee at 50% success rate. Allies flee at 50% success rate. Once
19: The Sun Allies completely recover. Enemies complete recover. May be useful for Summoner contract attempts. Once
20: Judgment All allies' and foes' HP is reduced to 1, and the turn ends. No effect. Once
21: The World All allies and foes lose all types of defenses and resistances. Not a 100% success rate. No effect. Persistent