Post by The Hackfather on Oct 9, 2007 10:53:46 GMT -5
As of 12/23, the first tier of implementation for Shinobi Striker spells has been installed. Further, all innate Warlock, Cleric, and Macabre spells have had the INT multipliers increased by 1.
Rom: Area Effect: Can hit up to three enemies
Kruz: Due to piercing nature, ignores 10% of the resistance
Zot: Area effect: Hits up to two enemies for full damage
Don: Can hit up to four enemies
Zal: Non elemental damage
Shadow Warlock: See bottom post
Harvest Cleric
Level 1: Ka Repth (10% heal, 5 SP)
Level 3: Gan Don: (Earth Elemental, Int x 3.5, 10 SP)
Level 6: Ap Zor: (15% Bonus to defense for battle, 10 SP)
Level 8: Kal Repth: (10% area effect hea, 10 SPl)
Level 9: Zan Kruz (Wind Elemental, Int x 3.85, 10 SP)
Level 11: Rai Kruz (Thunder Elemental, Int x 3.85, 10 SP)
Level 12: Rip Lei: (Status effect cure (all), 50 SP)
Level 14: Repth: (30% heal, 10 SP)
Level 15: Ap Zora: (15% Bonus to resistance for battle, 10 SP)
Level 16: Gan Rom: (Earth Elemental, Area of Effect, Int x 3.5, 20 SP)
Level 18: Duk Roze: (Silence, prevents enemy spells, 100 SP)
Level 19: Zan Rom: (Wind Element, Area of Effect, Int x 3.5, 20 SP)
Level 21: Ola Repth: (30% Heal, area effect, 50 SP)
Level 23: GiAp Zo: (30% bonus to defense for battle, 30 SP)
Level 24: Rai Rom: (Thunder Elemental, area effect, Int x 3.5)
Level 25: Choose one summoning spell to learn permanently: Krake(Wind), Yarthkins (Earth), or Lanceor (Thunder) (Int x 5, 50 SP)
Level 25: Mana Rune I: (Allows the Harvest Cleric to store spells in a rune before battle. He or she can store up to any one spell this way…but these must be done in separate posts outside the battle)
Level 27: GiAp Zora: (30% bonus to resistance for battle, 20 SP)
Level 28: Ro Corv: (15% bonus to melee damage for battle, 75 SP)
Level 30: Ro Do: (15% bonus to dex for battle, 60 SP)
Level 30: Lei Shia: (Cast on party, absorbs one light elemental hit, 100 SP)
Level 30: Sui Shia: (Cast on party, absorbs one ice elemental hit, 100 SP)
Level 31: Vak Shia: (Cast on party, absorbs one fire elemental hit, 100 SP)
Level 32: Rue Shia: (Cast on party, absorbs one water elemental hit, 100 SP)
Level 32: Rai Shia: (Cast on party, absorbs one thunder elemental hit, 100 SP)
Level 33: Ani Shia: (Cast on party, absorbs one darkness elemental hit, 100 SP)
Level 33: Zan Shia: (Cast on party, absorbs one wind elemental hit, 100 SP)
Level 34: Gan Shia: (Cast on party, absorbs one earth elemental hit, 100 SP)
Level 34: Rip Maen: (Ressurect, 50% HP, 0 SP)
Level 35: Doublecast: (Triples SP cost to cast one spell twice: can be activated the same turn as the spell)
Level 37: Ul Repth: (45% Heal, 20 SP)
Level 39: GiGan Don: (Earth Elemental, Int x 4, 30 SP)
Level 44: Ula Repth: (45% Heal, area effect, 40 SP)
Level 46: MeZan Kruz: (Wind Element, 3.35x Int, 30 SP)
Level 49: GiRai Kruz: (Thunder Element, Int x 4.35, 30 SP)
Level 50: Level 2 version of the summon you chose at level 25: Lanceor Ch, Yarthkins Ch, or Krake Ch: Int x 6, 70 SP
Level 51: Zan Hur (Changes the battle’s area element to Earth, 300 SP)
Level 51: Mana Rune II: (Allows the Harvest Cleric to store spells in a rune before battle. He or she can store up to any two spells this way…but these must be done in separate posts outside the battle)
Level 51: Spiritual Flooding: (Once per battle, the Harvest Cleric can instantly restore everyone’s SP 50%)
Level 52: Rai Hur (Changes the battle’s area element to Thunder, 300 SP)
Level 53: Rue Hur (Changes the battle’s area element to Water, 300 SP)
Level 54: Vak Hur (Changes the battle’s area element to Fire, 300 SP)
Level 55: Zan Hur (Changes the battle’s area element to Wind, 300 SP)
Level 56: Ani Hur (Changes the battle’s area element to Darkness, 300 SP)
Level 57: Zal Hur (Changes the battle’s area element to Neutral, 300 SP)
Level 57: Sui Hur (Changes the battle’s area element to Ice, 300 SP)
Level 58: Lei Hur (Changes the battle’s area element to Light, 300 SP)
Level 58: Ol Repth (60% heal, 30 SP)
Level 58: OrLei Shia: (Cast on party, absorbs two light elemental hits, 150 SP)
Level 58: OrSui Shia: (Cast on party, absorbs two ice elemental hits, 150 SP)
Level 59: OrVak Shia: (Cast on party, absorbs two fire elemental hits, 150 SP)
Level 59: OrRue Shia: (Cast on party, absorbs two water elemental hits, 150 SP)
Level 59: OrRai Shia: (Cast on party, absorbs two thunder elemental hits, 150 SP)
Level 60: OrAni Shia: (Cast on party, absorbs two darkness elemental hits, 150 SP)
Level 60: OrZan Shia: (Cast on party, absorbs two wind elemental hits, 150 SP)
Level 60: OrGan Shia: (Cast on party, absorbs two earth elemental hits, 150 SP)
Level 60: BiRip Maen: (Ressurection, 50% HP, 25% SP)
Level 62: MeGan Rom (Earth Element, Area of Effect, Int x 4, 30 SP)
Level 64: BiZan Rom (Wind Element, Area of Effect, Int x 4, 30 SP)
Level 65: GiRai Rom (Thunder Element, Area of Effect, Int x 4, 30 SP)
Level 66: Ro Vorv: (45% Bonus to Defense for the battle, 50 SP)
Level 68: Ro Vorma(45% Bonus to Resistance for the battle, 50 SP)
Level 69: Ola Repth (60% heal, area of effect, 50 SP)
Level 70: Dual Casting: (Able to cast two separate spells in the round but SP cost for said spells are quadrupled. Does not stack with Doublecast)
Level 73: OrGan Don: (Earth Elemental, Int x 5, 50 SP)
Level 75: Benediction: (Area Effect Resurrection, HP 50%, SP 0, 500 SP)
Level 75: Level 3 version of the summon you chose at level 25: Lanceor Rf, Yarthkins Rf, or Krake Rf: Int x 7, 120 SP
Level 77: GiRo Corv: (30% bonus to melee attack for battle, 150 SP)
Level 79: GiRo Do: (30% bonus to DEX for battle, 120 SP)
Level 81: OrMeZan Kruz: (Wind element, 5.35 x Int, 50 SP)
Level 84: OrMeRai Kruz: (Thunder element, 5.35 x Int, 50 SP)
Level 85: Soul Flooding: (Once per battle, the Harvest Cleric can instantly restore everyone’s SP 75%)
Level 86: Gi Repth: (75% heal, 60 SP)
Level 88: OrGan Rom: (Earth Element, area attack, Int x 5, 50 SP)
Level 90: Mana Rune III: (Allows the Harvest Cleric to store spells in a rune before battle. He or she can store up to any three spells this way…but these must be done in separate posts outside the battle)
Level 91: OrZan Zot: (Wind Element, area attack, Int x 5, 50 SP)
Level 92: MeRai Rom: (Thunder Element, area attack, Int x 5, 50 SP)
Level 93: Gia Repth: (75% Area effect heal, 75 SP)
Level 95: PhaRip Maen: (Ressurect, 100% HP, 0 SP, 300 SP)
Level 100: Level 4 version of the summon you chose at level 25: Lanceor Pha, Yarthkins Pha, or Krake Pha: Int x 8, 520 SP
Level 101: Pha Repth: (100% Heal, 100 SP)
Level 103: PhaGan Don: (Earth Elemental, Int x 6.85, 100 SP)
Level 106: PhAp Zor: (60% Bonus to defense for battle, 80 SP)
Level 108: PhaRo Vorma: (60% Bonus to Resistance for the battle, 80 SP)
Level 109: Phal Repth: (100% Heal, Radius, 400 SP)
Level 110: PhaZan Kruz (Wind Elemental, Int x 6,85, 100 SP)
Level 111: PhaRai Kruz (Thunder Elemental, Int x 6.85, 100 SP)
Level 112: PhaRip Lei: (Status effect cure (all), radius, 250 SP)
Level 116: PhaGan Rom: (Earth Elemental, Area of Effect, Int x 6, 120 SP)
Level 117: PhaZan Zot: (Wind Element, area attack, Int x 6, 120 SP)
Level 118: PhaRai Rom: (Thunder Element, area attack, Int x 6, 120 SP)
Level 118: RaLei Shia: (Cast on party, absorbs three light elemental hits, 200 SP)
Level 118: RaSui Shia: (Cast on party, absorbs three ice elemental hits, 200 SP)
Level 119: RaVak Shia: (Cast on party, absorbs three fire elemental hits, 200 SP)
Level 119: RaRue Shia: (Cast on party, absorbs three water elemental hits, 200 SP)
Level 120: RaRai Shia: (Cast on party, absorbs three thunder elemental hits, 200 SP)
Level 120: RaAni Shia: (Cast on party, absorbs three darkness elemental hits, 200 SP)
Level 121: RaZan Shia: (Cast on party, absorbs three wind elemental hits, 200 SP)
Level 122: RaGan Shia: (Cast on party, absorbs three earth elemental hits, 200 SP)
Level 123: Zal Repth: (Cast on one target, it increases their max HP by 25% for the battle and heals them to that full amount, 300 SP )
Level 125: RaAp Corv: (45% bonus to melee attack for battle, 170 SP)
Level 125: Triplecast: (Allows a caster to cast one spell three times, but the total SP cost is 6x the base cost)
Level 125: Grand Benediction: (Area effect resurrection, 65% HP, 25% SP, 2000 SP)
Level 126: RaAp Do: (45% bonus to dexterity for battle, 170 SP)
Level 127: ZalRip Maen: (100% HP, 25% SP resurrection, 500 SP)
Level 128: ZalGan Don: (Earth Elemental, Int x 7.85, 150 SP)
Level 129: ZalAp Zor: (75% Bonus to Defense for battle, 180 SP)
Level 130: ZalRo Vorma: (75% Bonus to Resistance for the battle, 180 SP)
Level 130: Level 5 version of the summon you chose at level 25: Lanceor Zal, Yarthkins Zal, or Krake Zal: Int x 9, 730 SP
Level 131: Zala Repth: (Cast on three targets, it increases their max HP by 25% and heals them to that full amount, 800 SP)
Level 133: ZalZan Kruz (Wind Elemental, Int x 7,85, 150 SP)
Level 135: ZalRai Kruz (Thunder Elemental, Int x 7.85, 150 SP)
Level 136: ZalGan Rom: (Earth Elemental, Area of Effect, Int x 7, 170 SP)
Level 137: ZalZan Zot: (Wind Element, area attack, Int x 7, 170 SP)
Level 138: ZalRai Rom: (Thunder Element, area attack, Int x 7, 170 SP)
Level 140: Energy Fountain: (Once per battle, the Harvest Cleric can instantly restore everyone’s SP 100%)
Level 141: AniRip Maen: (Casts an Auto-Life on two targets that revives them when slain to 25% HP, 600 SP cost, for 200 more SP per target, more targets can be added)
Level 142: Clarity: (Cast on the party, it prevents the infliction of one status aliment, 500 SP)
Level 143: Rir Repth: (Cast on one target, it increases their max HP by 50% for the battle and heals them to that full amount, 500 SP )
Level 144: PhaAp Corv: (60% bonus to melee attack for battle, 200 SP)
Level 146: PhaAp Do: (60% bonus to dexterity for battle, 200 SP)
Level 147: RirRip Maen: (100% HP, 35% SP resurrection, 600 SP)
Level 148: RirGan Don: (Earth Elemental, Int x 8.85, 180 SP)
Level 149: RirAp Zor: (90% Bonus to Defense for battle, 180 SP)
Level 150: RirRo Vorma: (90% Bonus to Resistance for the battle, 180 SP)
Level 151: Rira Repth: (Cast on three targets, it increases their max HP by 50% and heals them to that full amount, 800 SP)
Level 153: RirZan Kruz (Wind Elemental, Int x 8,85, 180 SP)
Level 155: RirRai Kruz (Thunder Elemental, Int x 8.85, 180 SP)
Level 156: RirGan Rom: (Earth Elemental, Area of Effect, Int x 8, 200 SP)
Level 157: RirZan Zot: (Wind Element, area attack, Int x 8 200 SP)
Level 158: RirRai Rom: (Thunder Element, area attack, Int x 8, 200 SP)
Level 160: Level 6 version of the summon you chose at level 25: Lanceor Rir, Yarthkins Rir, or Krake Rir: Int x 10, 890 SP
Level 160: Martyrdom: (Once per battle, the Harvest Cleric may sacrifice his or her self and grant the party an instant divine awakening. After this, the Cleric may not be revived for three rounds)
Level 161: PhaLei Shia: (Cast on party, absorbs four light elemental hits, 300 SP)
Level 161: PhaSui Shia: (Cast on party, absorbs four ice elemental hits, 300 SP)
Level 161: PhaVak Shia: (Cast on party, absorbs four fire elemental hits, 300 SP)
Level 162: PhaRue Shia: (Cast on party, absorbs four water elemental hits, 300 SP)
Level 162: PhaRai Shia: (Cast on party, absorbs four thunder elemental hits, 300 SP)
Level 163: PhaAni Shia: (Cast on party, absorbs four darkness elemental hits, 300 SP)
Level 163: PhaZan Shia: (Cast on party, absorbs four wind elemental hits, 300 SP)
Level 163: PhaGan Shia: (Cast on party, absorbs four earth elemental hits, 300 SP)
Level 163: Kua Repth: (Cast on one target, it increases their max HP by 75% for the battle and heals them to that full amount, 500 SP )
Level 164: RirAp Corv: (75% bonus to melee attack for battle, 200 SP)
Level 166: RirAp Do: (75% bonus to dexterity for battle, 200 SP)
Level 167: KuaRip Maen: (100% HP, 45% SP resurrection, 700 SP)
Level 168: KuaGan Don: (Earth Elemental, Int x 9.85, 200SP)
Level 169: KuaAp Zor: (100% Bonus to Defense for battle, 200 SP)
Level 170: KuaRo Vorma: (100% Bonus to Resistance for the battle, 200 SP)
Level 171: KuaLa Repth: (Cast on three targets, it increases their max HP by 75% and heals them to that full amount, 1000 SP)
Level 173: KuaZan Kruz (Wind Elemental, Int x 9,85, 200 SP)
Level 175: KuaRai Kruz (Thunder Elemental, Int x 9.85, 200 SP)
Level 176: KuaGan Rom: (Earth Elemental, Area of Effect, Int x 9, 230 SP)
Level 177: KuaZan Zot: (Wind Element, area attack, Int x 9, 230 SP)
Level 178: KuaRai Rom: (Thunder Element, area attack, Int x 9, 230 SP)
Level 180: Level 7 version of the summon you chose at level 25: Lanceor Kua, Yarthkins Kua, or Krake Kua: Int x 11, 970 SP
Level 181: Mystic Well: (Two times per battle, the Harvest Cleric can restore everyone’s SP 100%
Level 183: Ayr Repth: (Cast on one target, it increases their max HP by 100% for the battle and heals them to that full amount, 600 SP )
Level 184: KuaAp Corv: (85% bonus to melee attack for battle, 200 SP)
Level 186: KuaAp Do: (85% bonus to dexterity for battle, 200 SP)
Level 187: AyrRip Maen: (120% HP, 45% SP resurrection, 800 SP)
Level 188: AyrGan Don: (Earth Elemental, Int x 10.85, 250 SP)
Level 189: AyrAp Zor: (120% Bonus to Defense for battle, 220 SP)
Level 190: AyrRo Vorma: (120% Bonus to Resistance for the battle, 220 SP)
Level 190: Mana Rune IV: (Allows the Harvest Cleric to store spells in a rune before battle. He or she can store up to any four spells this way…but these must be done in separate posts outside the battle)
Level 191: AyrLa Repth: (Cast on three targets, it increases their max HP by 100% and heals them to that full amount, 1200 SP)
Level 193: AyrZan Kruz (Wind Elemental, Int x 10.85, 250 SP)
Level 195: AyrRai Kruz (Thunder Elemental, Int x 10.85, 250 SP)
Level 196: AyrGan Rom: (Earth Elemental, Area of Effect, Int x 10, 280 SP)
Level 197: AyrZan Zot: (Wind Element, area attack, Int x 10, 280 SP)
Level 198: AyrRai Rom: (Thunder Element, area attack, Int x 10, 280 SP)
Level 199: Level 8 version of the summon you chose at level 25: Lanceor Ayr, Yarthkins Ayr, or Krake Ayr: Int x 12, 1140 SP
Level 200: Quadruplecast: (Allows a caster to cast one spell four times, but the total SP cost is 8x the base cost)
Level 200: Divine Salvation: (Allows the Harvest Cleric to revive all allies to 100% HP and 25% SP, but this costs all SP and HP)
Level 202: Ini Repth: (Cast on one target, it increases their max HP by 125% for the battle and heals them to that full amount, 800 SP )
Level 203: AyrAp Corv: (100% bonus to melee attack for battle, 300 SP)
Level 204: AyrAp Do: (100% bonus to dexterity for battle, 300 SP)
Level 205: IniRip Maen: (120% HP, 65% SP resurrection, 800 SP)
Level 206: IniGan Don: (Earth Elemental, Int x 11.85, 250 SP)
Level 207: IniAp Zor: (150% Bonus to Defense for battle, 320 SP)
Level 209: IniRo Vorma: (150% Bonus to Resistance for the battle, 320 SP)
Level 211: Mana Rune IV: (Allows the Harvest Cleric to store spells in a rune before battle. He or she can store up to any four spells this way…but these must be done in separate posts outside the battle)
Level 212: IniLa Repth: (Cast on three targets, it increases their max HP by 125% and heals them to that full amount, 1800 SP)
Level 213: IniZan Kruz (Wind Elemental, Int x 11.85, 300 SP)
Level 214: IniRai Kruz (Thunder Elemental, Int x 11.85, 300 SP)
Level 215: IniGan Rom: (Earth Elemental, Area of Effect, Int x 11, 330 SP)
Level 216: IniZan Zot: (Wind Element, area attack, Int x 11, 330 SP)
Level 217: IniRai Rom: (Thunder Element, area attack, Int x 11, 330 SP)
Level 220: Level 9 version of the summon you chose at level 25: Lanceor Ini, Yarthkins Ini, or Krake Ini: Int x 13, 1240 SP
Level 221: ZalLei Shia: (Cast on party, absorbs five light elemental hits, 400 SP)
Level 222: ZalSui Shia: (Cast on party, absorbs five ice elemental hits, 400 SP)
Level 224: ZalVak Shia: (Cast on party, absorbs five fire elemental hits, 400 SP)
Level 225: ZalRue Shia: (Cast on party, absorbs five water elemental hits, 400 SP)
Level 227: ZalRai Shia: (Cast on party, absorbs five thunder elemental hits, 400 SP)
Level 228: ZalAni Shia: (Cast on party, absorbs five darkness elemental hits, 400 SP)
Level 229: ZalZan Shia: (Cast on party, absorbs five wind elemental hits, 400 SP)
Level 231: ZalGan Shia: (Cast on party, absorbs five earth elemental hits, 400 SP)
Level 232: Xi Repth: (Cast on one target, it increases their max HP by 150% for the battle and heals them to that full amount,900 SP )
Level 235: XiRip Maen: (150% HP, 100% SP resurrection, 1000 SP)
Level 238: XiLa Repth: (Cast on three targets, it increases their max HP by 150% and heals them to that full amount, 2400 SP)
Level 245: Mystic Portal: (Three times per battle, the Harvest Cleric may restore the entire party’s 100% SP)
Level 250: Mana Rune V: (Allows the Harvest Cleric to store spells in a rune before battle. He or she can store up to any five spells this way…but these must be done in separate posts outside the battle)
Level 255: The Harvest Cleric becomes eligible for a special spell quest
Macabre Dancer
Level 1: Level 1: Ka Repth (10% heal, 5 SP)
Level 2: Duk Lei: (Paralysis level 1: -15% enemy physical attack, 20 SP)
Level 4: Ap Zor: (15% Bonus to defense for battle, 10 SP)
Level 5: Gan Don: (Earth Elemental, Int x 3.5, 10 SP)
Level 6: Vak Kruz (Fire elemental, Int x 3.85 10 SP)
Level 7: Kal Repth: (10% area effect heal, 10 SP)
Level 8: Ap Zora: (15% Bonus to resistance for battle, 10 SP)
Level 9: Ro Corv: (15% bonus to melee damage for battle, 10 SP)
Level 10: Ani Don: (Dark Elemental, Inx 2 85 10 SP)
Level 11: Duk Corma: (-15% debuff to magic resistance 30 SP)
Level 12: Duk Corv: (-15% debuff to physical attack 30 SP)
Level 12: Ap Corv: (15% bonus to attack, 30SP)
Level 13: Ap Corma: (15% bonus to intelligence, 30SP)
Level 13: Rip Lei: (Status effect cure (all), 50 SP)
Level 14: Ani Don: (Dark Elemental, Inx 3.85 10 SP)
Level 15: Rai Kruz (Thunder Elemental, Int x 3.85, 10 SP)
Level 16: Zan Kruz (Wind Elemental, Int x 3.85, 10 SP)
Level 17: Duk Corv (-15% debuff to enemy attack, 30 SP)
Level 18: Rue Zot: (Water elemental, Int x 3.85 10 SP)
Level 19: Dek Corma (-15% debuff to enemy magic, 30SP)
Level 20: Dek Do (-15% debuff to enemy dex, 30SP)
Level 20: Radius Enchantment: Allows the Macabre Dancer to have a buff spell affect multiple allies, triples SP cost.
Level 21: Repth: (30% heal, 10 SP)
Level 22: GiAp Zo: (30% bonus to defense for battle, 50 SP)
Level 22: GiAp Zora: (30% bonus to resistance for battle, 50 SP)
Level 23: GiAp Corma: (30% bonus to intelligence for the battle, 50 SP)
Level 23: Duk Nox: (Poison, -10% current HP, 3 rounds, 50 SP)
Level 24: GiAp Corv: (30% bonus to attack for the battle, 50 SP)
Level 24: Gan Rom: (Earth Elemental, Area of Effect, Int x 3.5, 20 SP)
Level 24: Vak Rom: (Fire elemental, area effect, Int x 3.5, 20 SP)
Level 25: GiAp Do: (30% bonus to dexterity for the battle, 50 SP)
Level 25: Duk Roze: (Silence, stops the enemy from using spells, 200 SP)
Level 25 Spirit Gem I: (Allows the Macabre Dancer to store spells in a rune before battle. He or she can store up to any one spell this way…but these must be done in separate posts outside the battle)
Level 26: Ola Repth: (30% Heal, area effect, 50 SP)
Level 27: Zan Rom: (Wind Element, Area of Effect, Int x 3.5, 20 SP)
Level 27: Rai Rom: (Thunder Elemental, area effect, Int x 3.5)
Level 28: BiDuk Lei: (Paralysis Level 2, -30% enemy melee damage)
Level 28: GiNyd Lei: (Feeblemind level 2: -30% enemy magical damage, 50 SP)
Level 29: Gan Nox: (Petrify, keeps enemy stunned for two rounds, but they are immune to damage while in stone, 100 SP)
Level 30: Bedazzling Dance: (Stuns enemy for 1 round, 500 SP)
Level 32: Fire Ritual: Grants the party Fire Attack for 3rounds, Fire Attack is 15% of the original attack’s damage. 350 SP
Level 33: Power Twirl: Grants the party 10% SP regeneration per turn for three turns: 300 SP
Level 34: Water Ritual: Grants the party Water Attack for 3 rounds, Water Attack is 15% of the original attack’s damage. 350SP
Level 35: Doublecast: (Triples SP cost to cast one spell twice: can be activated the same turn as the spell)
Level 36: Thunder Ritual: Grants the party Thunder Attack for 3 rounds, Thunder Attack is 15% of the original attack’s damage. 350SP
Level 36: Frost Ritual: Grants the party Frost Attack for 3 rounds, Frost Attack is 15% of the original attack’s damage. 350SP
Level 37: Wind Ritual:: Grants the party Wind Attack for 3 rounds, Wind Attack is 15% of the original attack’s damage. 350SP
Level 38: Earth Ritual: Grants the party Earth Attack for 3 rounds, Earth Attack is 15% of the original attack’s damage. 350SP
Level 39: Darkness Ritual: Grants the party Dark Attack for 3 rounds, Dark Attack is 15% of the original attack’s damage. 350SP
Level 39: Brilliance Ritual: Grants the party Light Attack for 3 rounds, Light Attack is 15% of the original attack’s damage. 350SP
Level 39: Life Ceremony: Grants the party 10% HP regeneration per turn for three turns: 300 SP
Level 40: Dance of Spines: Grants the caster a damage shield that reflects 15% of damage received onto the attacker
Level 41: Night’s Song: Places one enemy to sleep, the enemy will not act for three rounds or until stricken. 350 SP
Level 42: Seduction: Charms one enemy for one round: 300 SP
Level 43: Rip Maen: (Ressurect, 50% HP, 0 SP)
Level 44: GiDek Corma: Reduces enemy defense by 30%
Level 45: GiDek Vorma: Reduces enemy resistance by 30%
Level 46: GiDek Do: Reduces enemy dexterity by 30%
Level 47: BiVak Kruz (Fire element, Int x 4.35, 20 SP)
Level 48: GiGan Nox: (Petrify: keeps up to two enemies from acting for two rounds, but they are immune to damage while in stone, 200 SP)
Level 49: RaAp Vorv: Increases intelligence 45% for three rounds, 150 SP
Level 50: Shadow Curse: (-30% to a target’s stats, 300 SP)
Level 50: Harvest Blessing: (+30% to a target’s stats, 300 SP)
Level 51: RaAp Corma: Increases defense 45% for three rounds, 150 SP
Level 51: RaAp Corv: Increases attack 45% for three rounds, 200 SP
Level 51: Spirit Gem II: (Allows the Macabre Dancer to store spells in a rune before battle. He or she can store up to any two spells this way…but these must be done in separate posts outside the battle)
Level 52: RaAp Do: Increases dexterity 45% for three rounds, 200 SP
Level 52: GiRue Kruz (Water Elemental, 4.35 x Int, 20 SP)
Level 53: RaDek Do: Decreases enemy dexterity by 45%, 150 SP
Level 54: Ul Repth: (45% Heal, 20 SP)
Level 55: GiDuk Roze: Silences two enemies for three rounds, 400 SP
Level 55: MeZan Kruz: (Wind Element, 4.35x Int, 30 SP)
Level 55: GiRai Kruz: (Thunder Element, Int x 4.35, 30 SP)
Level 56: GiDuk Nox: (Poison, -20% current HP, 3 rounds, 150 SP)
Level 56: GiGan Don: (Earth Elemental, Radius, Int x 4, 30 SP)
Level 57: Dance Evasion: A self-only buff that allows the caster to dodge the next three melee attacks. 500 SP
Level 59: RaAp Vorma: Increases resistance 45% for three rounds, 150 SP
Level 60: GiDek Corv: Decreases enemy attack by 45%, 150 SP
Level 61: RaDek Vorma: Decreases enemy resistance by 45%, 150 SP
Level 61: RaDek Corma: Decreases enemy defense by 45%, 150SP
Level 62: Ula Repth: (45% Heal, area effect, 40 SP)
Level 63: RaDek Vorv: Decreases enemy intelligence by 45%, 150SP
Level 65: Suvi Lei: Paralyze: Prevents physical attacks for two rounds, 250 SP
Level 66: MeAni Zot (Dark Elemental, Area effect, Int x 4, 30 SP)
Level 67: GiRip Lei: Cures party of status aliments, 100 SP
Level 68: BiZan Rom (Wind Element, Area of Effect, Int x 4, 30 SP)
Level 70: Dual Casting: (Able to cast two separate spells in the round but SP cost for said spells are quadrupled. Does not stack with Doublecast)
Level 71: Dance of Wrath: Grants the party a chance to hit an overload of a factor of three: Factor of three critical causes 1.25x damage.500 SP
Level 72: Shielding Sonata: Halves the damage of all overload hits to the group. 300 SP
Level 74: Dance of Thorns: Grants the party a damage shield that reflects 50% of damage received onto the enemy. 500 SP
Level 75: Agile Reversal: Grants the party the ability to counter-attack melee attacks with a normal melee attack: 650 SP
Level 77: Magi Flourish: Grants the party 20% SP regeneration per turn for three turns, 850 SP
Level 79: Vivifying Ballet: Grants the party 20% HP regeneration per turn for three turns, 850 SP
Level 80: Illusion Sonata: Grants the caster two replicate images that can take any hit for the user, magic or physical: 1200 SP
Level 81: Efficacy: Reduces the party’s SP use by 25%: 850 SP
Level 82: Guardian Sonnet: Prevents the party’s statistics from being altered: 500 SP
Level 83: PhaAp Corv: Increases target’s attack by 60 for three rounds%: 400 SP
Level 83: BiVak Rom: (Fire Elemental, Int x 4, Radius, 130 SP)
Level 84: Ol Repth (60% heal, 30 SP)
Level 85: PhaAp Vorv: Increases target’s intelligence by 60% for three rounds: 400 SP
Level 85: PhaDek Do: Decreases target’s dexterity by 60% for three rounds: 500 SP
Level 86: GiRai Rom (Thunder Element, Area of Effect, Int x 4, 130 SP)
Level 86: PhaAp Corma: Increases target’s defense by 60% for three rounds: 400 SP
Level 87: MeRue Rom: (Water Elemental, radius, 4 x Int, 130 SP)
Level 88: PhaAp Vorma: Increases target’s resistance by 60% for three rounds: 400 SP
Level 89: PhaAp Do: Increases target’s dexterity by 60% for three rounds: 400 SP
Level 90: GiSuvi Lei: Paraylyze two enemies for two rounds: Prevents melee attacks or skills: 750 SP
Level 90: Spirit Gem III: (Allows the Macabre Dancer to store spells in a rune before battle. He or she can store up to any three spells this way…but these must be done in separate posts outside the battle)
Level 91: PhaDek Corv: Decreases target’s attack by 60% for three rounds: 500 SP
Level 93: PhaDek Corma: Decreases target’s defense by 60% for three rounds: 500 SP
Level 94: PhaDek Vorv: Decreases target’s intelligence by 60% for three rounds: 500 SP
Level 96: PhaDek Vorma: Decreases target’s resistance by 60% for three rounds: 500 SP
Level 97: Ola Repth (60% heal, area of effect, 90 SP)
Level 99: Barrier Sonata: Halves the damage of all overload hits to the party, 1000 SP
Level 100: Shadow Plague: All enemy statistics are reduced by 50% for two rounds, 950 SP
Level 100: Spirit Blessing: All ally statistics are increased by 50% for two rounds, 950 SP
Level 101: GiNox Rom: (Posion, Area of effect, -25% current HP per round for three rounds, 500 SP)
Level 102: RaGan Nox: Petrify: keeps up to three enemies from acting for two rounds, but they are immune to damage while in stone, 500 SP)
Level 103: RaDuk Roze: (Silences three enemies for three rounds, 600 SP)
Level 104: RaSui Gan: (Freezes two enemies for two rounds, 800 SP)
Level 105: RaZan Nox: (Confuses two enemies for two rounds, 400 SP)
Level 106: Stunning Dance: (Stuns one enemy for two rounds, 400 SP)
Level 107: Seducing Whisper: (Charms two enemies for two rounds, 800 SP)
Level 109: Templari Wisdom: Grants the party 30% SP regeneration per turn for three turns, 950 SP
Level 110: Zealot’s Meditation: Grants the party 30% HP regeneration per turn for three turns, 950 SP
Level 112: Reprisal Rotation: Grants the party the ability to counter-attack melee attacks with two normal melee attacks: 800 SP
Level 114: Efficacy II: Reduces the party’s SP use by 45%: 950 SP
Level 125: Triplecast: (Allows a caster to cast one spell three times, but the total SP cost is 6x the base cost)
Shinobi Striker
Level 2: Reinforce Body: (Increases self DEF by 15% for the battle, 20 SP)
Level 4: Reinforce Legs: (Increases self DEX by 15% for the battle, 20 SP)
Level 6: Reinforce Spirit: (Increases self RES by 15% for the battle, 20 SP)
Level 7: Haze Shroud: (Allows party to escape a losing battle, 50 SP)
Level 14: Backstab: (Allows a Shinobi Striker to sneak behind an enemy that is not attacking it and attack from behind inflicting 25% more damage)
Level 18: Preparation: (Increases self DEF, DEX, and RES by 15% for the battle, 20 SP)
Level 20: Focus: (Increases next attack’s damage by 35%, 300 SP)
Level 21: HoZan: (Flame Element, Ignores RES, INT x 3, Single 50 SP)
Level 23: SaGan: (Earth Element, Ignores RES, INT x 3, Single 50 SP)
Level 24: RaiZan: (Thunder Element, Ignores RES, INT x 3, Single, 50 SP)
Level 26: Utsusemi: (Creates three shadows that absorb melee hits, 300 SP)
Level 27: MizRom: (Water Element, ignores RES, INT x 3, Single, 50 SP)
Level 28: KazeZan: (Wind Element, ignores RES, INT x 3, Single, 50 SP)
Level 30: SySui: (Water Element, ignores RES, INT x 3, Single, 50 SP)
Level 32: Jutsu: (Self heal, 50% HP, 200 SP)
Level 35: Toxin Needle: (Paralysis inflicted on one target for two turns, 150 SP)
Level 39: Chakra: (Sacrifices an amount of HP and turns it into SP. This can be used on others)
Level 41: Momentum: Allows Shinobi to use one of the lower level damage spells after another attack.
Level 43: Amplify Body: (Increases self DEF by 30% for the battle, 100 SP)
Level 45: Potency: (Increases Shinobi Striker’s passive venom to 20% of current HP, 400 SP)
Level 46: Amplify Legs: (Increases self DEX by 30% for the battle, 100 SP)
Level 47: Amplify Spirit: (Increases self RES by 30% for the battle, 100 SP)
Level 50: Invisibility: (Makes the Shinobi take half physical damage for three rounds, but the Shinobi takes double magic damage for those rounds. Further, any backstabs do double damage 300 SP)
Rom: Area Effect: Can hit up to three enemies
Kruz: Due to piercing nature, ignores 10% of the resistance
Zot: Area effect: Hits up to two enemies for full damage
Don: Can hit up to four enemies
Zal: Non elemental damage
Shadow Warlock: See bottom post
Harvest Cleric
Level 1: Ka Repth (10% heal, 5 SP)
Level 3: Gan Don: (Earth Elemental, Int x 3.5, 10 SP)
Level 6: Ap Zor: (15% Bonus to defense for battle, 10 SP)
Level 8: Kal Repth: (10% area effect hea, 10 SPl)
Level 9: Zan Kruz (Wind Elemental, Int x 3.85, 10 SP)
Level 11: Rai Kruz (Thunder Elemental, Int x 3.85, 10 SP)
Level 12: Rip Lei: (Status effect cure (all), 50 SP)
Level 14: Repth: (30% heal, 10 SP)
Level 15: Ap Zora: (15% Bonus to resistance for battle, 10 SP)
Level 16: Gan Rom: (Earth Elemental, Area of Effect, Int x 3.5, 20 SP)
Level 18: Duk Roze: (Silence, prevents enemy spells, 100 SP)
Level 19: Zan Rom: (Wind Element, Area of Effect, Int x 3.5, 20 SP)
Level 21: Ola Repth: (30% Heal, area effect, 50 SP)
Level 23: GiAp Zo: (30% bonus to defense for battle, 30 SP)
Level 24: Rai Rom: (Thunder Elemental, area effect, Int x 3.5)
Level 25: Choose one summoning spell to learn permanently: Krake(Wind), Yarthkins (Earth), or Lanceor (Thunder) (Int x 5, 50 SP)
Level 25: Mana Rune I: (Allows the Harvest Cleric to store spells in a rune before battle. He or she can store up to any one spell this way…but these must be done in separate posts outside the battle)
Level 27: GiAp Zora: (30% bonus to resistance for battle, 20 SP)
Level 28: Ro Corv: (15% bonus to melee damage for battle, 75 SP)
Level 30: Ro Do: (15% bonus to dex for battle, 60 SP)
Level 30: Lei Shia: (Cast on party, absorbs one light elemental hit, 100 SP)
Level 30: Sui Shia: (Cast on party, absorbs one ice elemental hit, 100 SP)
Level 31: Vak Shia: (Cast on party, absorbs one fire elemental hit, 100 SP)
Level 32: Rue Shia: (Cast on party, absorbs one water elemental hit, 100 SP)
Level 32: Rai Shia: (Cast on party, absorbs one thunder elemental hit, 100 SP)
Level 33: Ani Shia: (Cast on party, absorbs one darkness elemental hit, 100 SP)
Level 33: Zan Shia: (Cast on party, absorbs one wind elemental hit, 100 SP)
Level 34: Gan Shia: (Cast on party, absorbs one earth elemental hit, 100 SP)
Level 34: Rip Maen: (Ressurect, 50% HP, 0 SP)
Level 35: Doublecast: (Triples SP cost to cast one spell twice: can be activated the same turn as the spell)
Level 37: Ul Repth: (45% Heal, 20 SP)
Level 39: GiGan Don: (Earth Elemental, Int x 4, 30 SP)
Level 44: Ula Repth: (45% Heal, area effect, 40 SP)
Level 46: MeZan Kruz: (Wind Element, 3.35x Int, 30 SP)
Level 49: GiRai Kruz: (Thunder Element, Int x 4.35, 30 SP)
Level 50: Level 2 version of the summon you chose at level 25: Lanceor Ch, Yarthkins Ch, or Krake Ch: Int x 6, 70 SP
Level 51: Zan Hur (Changes the battle’s area element to Earth, 300 SP)
Level 51: Mana Rune II: (Allows the Harvest Cleric to store spells in a rune before battle. He or she can store up to any two spells this way…but these must be done in separate posts outside the battle)
Level 51: Spiritual Flooding: (Once per battle, the Harvest Cleric can instantly restore everyone’s SP 50%)
Level 52: Rai Hur (Changes the battle’s area element to Thunder, 300 SP)
Level 53: Rue Hur (Changes the battle’s area element to Water, 300 SP)
Level 54: Vak Hur (Changes the battle’s area element to Fire, 300 SP)
Level 55: Zan Hur (Changes the battle’s area element to Wind, 300 SP)
Level 56: Ani Hur (Changes the battle’s area element to Darkness, 300 SP)
Level 57: Zal Hur (Changes the battle’s area element to Neutral, 300 SP)
Level 57: Sui Hur (Changes the battle’s area element to Ice, 300 SP)
Level 58: Lei Hur (Changes the battle’s area element to Light, 300 SP)
Level 58: Ol Repth (60% heal, 30 SP)
Level 58: OrLei Shia: (Cast on party, absorbs two light elemental hits, 150 SP)
Level 58: OrSui Shia: (Cast on party, absorbs two ice elemental hits, 150 SP)
Level 59: OrVak Shia: (Cast on party, absorbs two fire elemental hits, 150 SP)
Level 59: OrRue Shia: (Cast on party, absorbs two water elemental hits, 150 SP)
Level 59: OrRai Shia: (Cast on party, absorbs two thunder elemental hits, 150 SP)
Level 60: OrAni Shia: (Cast on party, absorbs two darkness elemental hits, 150 SP)
Level 60: OrZan Shia: (Cast on party, absorbs two wind elemental hits, 150 SP)
Level 60: OrGan Shia: (Cast on party, absorbs two earth elemental hits, 150 SP)
Level 60: BiRip Maen: (Ressurection, 50% HP, 25% SP)
Level 62: MeGan Rom (Earth Element, Area of Effect, Int x 4, 30 SP)
Level 64: BiZan Rom (Wind Element, Area of Effect, Int x 4, 30 SP)
Level 65: GiRai Rom (Thunder Element, Area of Effect, Int x 4, 30 SP)
Level 66: Ro Vorv: (45% Bonus to Defense for the battle, 50 SP)
Level 68: Ro Vorma(45% Bonus to Resistance for the battle, 50 SP)
Level 69: Ola Repth (60% heal, area of effect, 50 SP)
Level 70: Dual Casting: (Able to cast two separate spells in the round but SP cost for said spells are quadrupled. Does not stack with Doublecast)
Level 73: OrGan Don: (Earth Elemental, Int x 5, 50 SP)
Level 75: Benediction: (Area Effect Resurrection, HP 50%, SP 0, 500 SP)
Level 75: Level 3 version of the summon you chose at level 25: Lanceor Rf, Yarthkins Rf, or Krake Rf: Int x 7, 120 SP
Level 77: GiRo Corv: (30% bonus to melee attack for battle, 150 SP)
Level 79: GiRo Do: (30% bonus to DEX for battle, 120 SP)
Level 81: OrMeZan Kruz: (Wind element, 5.35 x Int, 50 SP)
Level 84: OrMeRai Kruz: (Thunder element, 5.35 x Int, 50 SP)
Level 85: Soul Flooding: (Once per battle, the Harvest Cleric can instantly restore everyone’s SP 75%)
Level 86: Gi Repth: (75% heal, 60 SP)
Level 88: OrGan Rom: (Earth Element, area attack, Int x 5, 50 SP)
Level 90: Mana Rune III: (Allows the Harvest Cleric to store spells in a rune before battle. He or she can store up to any three spells this way…but these must be done in separate posts outside the battle)
Level 91: OrZan Zot: (Wind Element, area attack, Int x 5, 50 SP)
Level 92: MeRai Rom: (Thunder Element, area attack, Int x 5, 50 SP)
Level 93: Gia Repth: (75% Area effect heal, 75 SP)
Level 95: PhaRip Maen: (Ressurect, 100% HP, 0 SP, 300 SP)
Level 100: Level 4 version of the summon you chose at level 25: Lanceor Pha, Yarthkins Pha, or Krake Pha: Int x 8, 520 SP
Level 101: Pha Repth: (100% Heal, 100 SP)
Level 103: PhaGan Don: (Earth Elemental, Int x 6.85, 100 SP)
Level 106: PhAp Zor: (60% Bonus to defense for battle, 80 SP)
Level 108: PhaRo Vorma: (60% Bonus to Resistance for the battle, 80 SP)
Level 109: Phal Repth: (100% Heal, Radius, 400 SP)
Level 110: PhaZan Kruz (Wind Elemental, Int x 6,85, 100 SP)
Level 111: PhaRai Kruz (Thunder Elemental, Int x 6.85, 100 SP)
Level 112: PhaRip Lei: (Status effect cure (all), radius, 250 SP)
Level 116: PhaGan Rom: (Earth Elemental, Area of Effect, Int x 6, 120 SP)
Level 117: PhaZan Zot: (Wind Element, area attack, Int x 6, 120 SP)
Level 118: PhaRai Rom: (Thunder Element, area attack, Int x 6, 120 SP)
Level 118: RaLei Shia: (Cast on party, absorbs three light elemental hits, 200 SP)
Level 118: RaSui Shia: (Cast on party, absorbs three ice elemental hits, 200 SP)
Level 119: RaVak Shia: (Cast on party, absorbs three fire elemental hits, 200 SP)
Level 119: RaRue Shia: (Cast on party, absorbs three water elemental hits, 200 SP)
Level 120: RaRai Shia: (Cast on party, absorbs three thunder elemental hits, 200 SP)
Level 120: RaAni Shia: (Cast on party, absorbs three darkness elemental hits, 200 SP)
Level 121: RaZan Shia: (Cast on party, absorbs three wind elemental hits, 200 SP)
Level 122: RaGan Shia: (Cast on party, absorbs three earth elemental hits, 200 SP)
Level 123: Zal Repth: (Cast on one target, it increases their max HP by 25% for the battle and heals them to that full amount, 300 SP )
Level 125: RaAp Corv: (45% bonus to melee attack for battle, 170 SP)
Level 125: Triplecast: (Allows a caster to cast one spell three times, but the total SP cost is 6x the base cost)
Level 125: Grand Benediction: (Area effect resurrection, 65% HP, 25% SP, 2000 SP)
Level 126: RaAp Do: (45% bonus to dexterity for battle, 170 SP)
Level 127: ZalRip Maen: (100% HP, 25% SP resurrection, 500 SP)
Level 128: ZalGan Don: (Earth Elemental, Int x 7.85, 150 SP)
Level 129: ZalAp Zor: (75% Bonus to Defense for battle, 180 SP)
Level 130: ZalRo Vorma: (75% Bonus to Resistance for the battle, 180 SP)
Level 130: Level 5 version of the summon you chose at level 25: Lanceor Zal, Yarthkins Zal, or Krake Zal: Int x 9, 730 SP
Level 131: Zala Repth: (Cast on three targets, it increases their max HP by 25% and heals them to that full amount, 800 SP)
Level 133: ZalZan Kruz (Wind Elemental, Int x 7,85, 150 SP)
Level 135: ZalRai Kruz (Thunder Elemental, Int x 7.85, 150 SP)
Level 136: ZalGan Rom: (Earth Elemental, Area of Effect, Int x 7, 170 SP)
Level 137: ZalZan Zot: (Wind Element, area attack, Int x 7, 170 SP)
Level 138: ZalRai Rom: (Thunder Element, area attack, Int x 7, 170 SP)
Level 140: Energy Fountain: (Once per battle, the Harvest Cleric can instantly restore everyone’s SP 100%)
Level 141: AniRip Maen: (Casts an Auto-Life on two targets that revives them when slain to 25% HP, 600 SP cost, for 200 more SP per target, more targets can be added)
Level 142: Clarity: (Cast on the party, it prevents the infliction of one status aliment, 500 SP)
Level 143: Rir Repth: (Cast on one target, it increases their max HP by 50% for the battle and heals them to that full amount, 500 SP )
Level 144: PhaAp Corv: (60% bonus to melee attack for battle, 200 SP)
Level 146: PhaAp Do: (60% bonus to dexterity for battle, 200 SP)
Level 147: RirRip Maen: (100% HP, 35% SP resurrection, 600 SP)
Level 148: RirGan Don: (Earth Elemental, Int x 8.85, 180 SP)
Level 149: RirAp Zor: (90% Bonus to Defense for battle, 180 SP)
Level 150: RirRo Vorma: (90% Bonus to Resistance for the battle, 180 SP)
Level 151: Rira Repth: (Cast on three targets, it increases their max HP by 50% and heals them to that full amount, 800 SP)
Level 153: RirZan Kruz (Wind Elemental, Int x 8,85, 180 SP)
Level 155: RirRai Kruz (Thunder Elemental, Int x 8.85, 180 SP)
Level 156: RirGan Rom: (Earth Elemental, Area of Effect, Int x 8, 200 SP)
Level 157: RirZan Zot: (Wind Element, area attack, Int x 8 200 SP)
Level 158: RirRai Rom: (Thunder Element, area attack, Int x 8, 200 SP)
Level 160: Level 6 version of the summon you chose at level 25: Lanceor Rir, Yarthkins Rir, or Krake Rir: Int x 10, 890 SP
Level 160: Martyrdom: (Once per battle, the Harvest Cleric may sacrifice his or her self and grant the party an instant divine awakening. After this, the Cleric may not be revived for three rounds)
Level 161: PhaLei Shia: (Cast on party, absorbs four light elemental hits, 300 SP)
Level 161: PhaSui Shia: (Cast on party, absorbs four ice elemental hits, 300 SP)
Level 161: PhaVak Shia: (Cast on party, absorbs four fire elemental hits, 300 SP)
Level 162: PhaRue Shia: (Cast on party, absorbs four water elemental hits, 300 SP)
Level 162: PhaRai Shia: (Cast on party, absorbs four thunder elemental hits, 300 SP)
Level 163: PhaAni Shia: (Cast on party, absorbs four darkness elemental hits, 300 SP)
Level 163: PhaZan Shia: (Cast on party, absorbs four wind elemental hits, 300 SP)
Level 163: PhaGan Shia: (Cast on party, absorbs four earth elemental hits, 300 SP)
Level 163: Kua Repth: (Cast on one target, it increases their max HP by 75% for the battle and heals them to that full amount, 500 SP )
Level 164: RirAp Corv: (75% bonus to melee attack for battle, 200 SP)
Level 166: RirAp Do: (75% bonus to dexterity for battle, 200 SP)
Level 167: KuaRip Maen: (100% HP, 45% SP resurrection, 700 SP)
Level 168: KuaGan Don: (Earth Elemental, Int x 9.85, 200SP)
Level 169: KuaAp Zor: (100% Bonus to Defense for battle, 200 SP)
Level 170: KuaRo Vorma: (100% Bonus to Resistance for the battle, 200 SP)
Level 171: KuaLa Repth: (Cast on three targets, it increases their max HP by 75% and heals them to that full amount, 1000 SP)
Level 173: KuaZan Kruz (Wind Elemental, Int x 9,85, 200 SP)
Level 175: KuaRai Kruz (Thunder Elemental, Int x 9.85, 200 SP)
Level 176: KuaGan Rom: (Earth Elemental, Area of Effect, Int x 9, 230 SP)
Level 177: KuaZan Zot: (Wind Element, area attack, Int x 9, 230 SP)
Level 178: KuaRai Rom: (Thunder Element, area attack, Int x 9, 230 SP)
Level 180: Level 7 version of the summon you chose at level 25: Lanceor Kua, Yarthkins Kua, or Krake Kua: Int x 11, 970 SP
Level 181: Mystic Well: (Two times per battle, the Harvest Cleric can restore everyone’s SP 100%
Level 183: Ayr Repth: (Cast on one target, it increases their max HP by 100% for the battle and heals them to that full amount, 600 SP )
Level 184: KuaAp Corv: (85% bonus to melee attack for battle, 200 SP)
Level 186: KuaAp Do: (85% bonus to dexterity for battle, 200 SP)
Level 187: AyrRip Maen: (120% HP, 45% SP resurrection, 800 SP)
Level 188: AyrGan Don: (Earth Elemental, Int x 10.85, 250 SP)
Level 189: AyrAp Zor: (120% Bonus to Defense for battle, 220 SP)
Level 190: AyrRo Vorma: (120% Bonus to Resistance for the battle, 220 SP)
Level 190: Mana Rune IV: (Allows the Harvest Cleric to store spells in a rune before battle. He or she can store up to any four spells this way…but these must be done in separate posts outside the battle)
Level 191: AyrLa Repth: (Cast on three targets, it increases their max HP by 100% and heals them to that full amount, 1200 SP)
Level 193: AyrZan Kruz (Wind Elemental, Int x 10.85, 250 SP)
Level 195: AyrRai Kruz (Thunder Elemental, Int x 10.85, 250 SP)
Level 196: AyrGan Rom: (Earth Elemental, Area of Effect, Int x 10, 280 SP)
Level 197: AyrZan Zot: (Wind Element, area attack, Int x 10, 280 SP)
Level 198: AyrRai Rom: (Thunder Element, area attack, Int x 10, 280 SP)
Level 199: Level 8 version of the summon you chose at level 25: Lanceor Ayr, Yarthkins Ayr, or Krake Ayr: Int x 12, 1140 SP
Level 200: Quadruplecast: (Allows a caster to cast one spell four times, but the total SP cost is 8x the base cost)
Level 200: Divine Salvation: (Allows the Harvest Cleric to revive all allies to 100% HP and 25% SP, but this costs all SP and HP)
Level 202: Ini Repth: (Cast on one target, it increases their max HP by 125% for the battle and heals them to that full amount, 800 SP )
Level 203: AyrAp Corv: (100% bonus to melee attack for battle, 300 SP)
Level 204: AyrAp Do: (100% bonus to dexterity for battle, 300 SP)
Level 205: IniRip Maen: (120% HP, 65% SP resurrection, 800 SP)
Level 206: IniGan Don: (Earth Elemental, Int x 11.85, 250 SP)
Level 207: IniAp Zor: (150% Bonus to Defense for battle, 320 SP)
Level 209: IniRo Vorma: (150% Bonus to Resistance for the battle, 320 SP)
Level 211: Mana Rune IV: (Allows the Harvest Cleric to store spells in a rune before battle. He or she can store up to any four spells this way…but these must be done in separate posts outside the battle)
Level 212: IniLa Repth: (Cast on three targets, it increases their max HP by 125% and heals them to that full amount, 1800 SP)
Level 213: IniZan Kruz (Wind Elemental, Int x 11.85, 300 SP)
Level 214: IniRai Kruz (Thunder Elemental, Int x 11.85, 300 SP)
Level 215: IniGan Rom: (Earth Elemental, Area of Effect, Int x 11, 330 SP)
Level 216: IniZan Zot: (Wind Element, area attack, Int x 11, 330 SP)
Level 217: IniRai Rom: (Thunder Element, area attack, Int x 11, 330 SP)
Level 220: Level 9 version of the summon you chose at level 25: Lanceor Ini, Yarthkins Ini, or Krake Ini: Int x 13, 1240 SP
Level 221: ZalLei Shia: (Cast on party, absorbs five light elemental hits, 400 SP)
Level 222: ZalSui Shia: (Cast on party, absorbs five ice elemental hits, 400 SP)
Level 224: ZalVak Shia: (Cast on party, absorbs five fire elemental hits, 400 SP)
Level 225: ZalRue Shia: (Cast on party, absorbs five water elemental hits, 400 SP)
Level 227: ZalRai Shia: (Cast on party, absorbs five thunder elemental hits, 400 SP)
Level 228: ZalAni Shia: (Cast on party, absorbs five darkness elemental hits, 400 SP)
Level 229: ZalZan Shia: (Cast on party, absorbs five wind elemental hits, 400 SP)
Level 231: ZalGan Shia: (Cast on party, absorbs five earth elemental hits, 400 SP)
Level 232: Xi Repth: (Cast on one target, it increases their max HP by 150% for the battle and heals them to that full amount,900 SP )
Level 235: XiRip Maen: (150% HP, 100% SP resurrection, 1000 SP)
Level 238: XiLa Repth: (Cast on three targets, it increases their max HP by 150% and heals them to that full amount, 2400 SP)
Level 245: Mystic Portal: (Three times per battle, the Harvest Cleric may restore the entire party’s 100% SP)
Level 250: Mana Rune V: (Allows the Harvest Cleric to store spells in a rune before battle. He or she can store up to any five spells this way…but these must be done in separate posts outside the battle)
Level 255: The Harvest Cleric becomes eligible for a special spell quest
Macabre Dancer
Level 1: Level 1: Ka Repth (10% heal, 5 SP)
Level 2: Duk Lei: (Paralysis level 1: -15% enemy physical attack, 20 SP)
Level 4: Ap Zor: (15% Bonus to defense for battle, 10 SP)
Level 5: Gan Don: (Earth Elemental, Int x 3.5, 10 SP)
Level 6: Vak Kruz (Fire elemental, Int x 3.85 10 SP)
Level 7: Kal Repth: (10% area effect heal, 10 SP)
Level 8: Ap Zora: (15% Bonus to resistance for battle, 10 SP)
Level 9: Ro Corv: (15% bonus to melee damage for battle, 10 SP)
Level 10: Ani Don: (Dark Elemental, Inx 2 85 10 SP)
Level 11: Duk Corma: (-15% debuff to magic resistance 30 SP)
Level 12: Duk Corv: (-15% debuff to physical attack 30 SP)
Level 12: Ap Corv: (15% bonus to attack, 30SP)
Level 13: Ap Corma: (15% bonus to intelligence, 30SP)
Level 13: Rip Lei: (Status effect cure (all), 50 SP)
Level 14: Ani Don: (Dark Elemental, Inx 3.85 10 SP)
Level 15: Rai Kruz (Thunder Elemental, Int x 3.85, 10 SP)
Level 16: Zan Kruz (Wind Elemental, Int x 3.85, 10 SP)
Level 17: Duk Corv (-15% debuff to enemy attack, 30 SP)
Level 18: Rue Zot: (Water elemental, Int x 3.85 10 SP)
Level 19: Dek Corma (-15% debuff to enemy magic, 30SP)
Level 20: Dek Do (-15% debuff to enemy dex, 30SP)
Level 20: Radius Enchantment: Allows the Macabre Dancer to have a buff spell affect multiple allies, triples SP cost.
Level 21: Repth: (30% heal, 10 SP)
Level 22: GiAp Zo: (30% bonus to defense for battle, 50 SP)
Level 22: GiAp Zora: (30% bonus to resistance for battle, 50 SP)
Level 23: GiAp Corma: (30% bonus to intelligence for the battle, 50 SP)
Level 23: Duk Nox: (Poison, -10% current HP, 3 rounds, 50 SP)
Level 24: GiAp Corv: (30% bonus to attack for the battle, 50 SP)
Level 24: Gan Rom: (Earth Elemental, Area of Effect, Int x 3.5, 20 SP)
Level 24: Vak Rom: (Fire elemental, area effect, Int x 3.5, 20 SP)
Level 25: GiAp Do: (30% bonus to dexterity for the battle, 50 SP)
Level 25: Duk Roze: (Silence, stops the enemy from using spells, 200 SP)
Level 25 Spirit Gem I: (Allows the Macabre Dancer to store spells in a rune before battle. He or she can store up to any one spell this way…but these must be done in separate posts outside the battle)
Level 26: Ola Repth: (30% Heal, area effect, 50 SP)
Level 27: Zan Rom: (Wind Element, Area of Effect, Int x 3.5, 20 SP)
Level 27: Rai Rom: (Thunder Elemental, area effect, Int x 3.5)
Level 28: BiDuk Lei: (Paralysis Level 2, -30% enemy melee damage)
Level 28: GiNyd Lei: (Feeblemind level 2: -30% enemy magical damage, 50 SP)
Level 29: Gan Nox: (Petrify, keeps enemy stunned for two rounds, but they are immune to damage while in stone, 100 SP)
Level 30: Bedazzling Dance: (Stuns enemy for 1 round, 500 SP)
Level 32: Fire Ritual: Grants the party Fire Attack for 3rounds, Fire Attack is 15% of the original attack’s damage. 350 SP
Level 33: Power Twirl: Grants the party 10% SP regeneration per turn for three turns: 300 SP
Level 34: Water Ritual: Grants the party Water Attack for 3 rounds, Water Attack is 15% of the original attack’s damage. 350SP
Level 35: Doublecast: (Triples SP cost to cast one spell twice: can be activated the same turn as the spell)
Level 36: Thunder Ritual: Grants the party Thunder Attack for 3 rounds, Thunder Attack is 15% of the original attack’s damage. 350SP
Level 36: Frost Ritual: Grants the party Frost Attack for 3 rounds, Frost Attack is 15% of the original attack’s damage. 350SP
Level 37: Wind Ritual:: Grants the party Wind Attack for 3 rounds, Wind Attack is 15% of the original attack’s damage. 350SP
Level 38: Earth Ritual: Grants the party Earth Attack for 3 rounds, Earth Attack is 15% of the original attack’s damage. 350SP
Level 39: Darkness Ritual: Grants the party Dark Attack for 3 rounds, Dark Attack is 15% of the original attack’s damage. 350SP
Level 39: Brilliance Ritual: Grants the party Light Attack for 3 rounds, Light Attack is 15% of the original attack’s damage. 350SP
Level 39: Life Ceremony: Grants the party 10% HP regeneration per turn for three turns: 300 SP
Level 40: Dance of Spines: Grants the caster a damage shield that reflects 15% of damage received onto the attacker
Level 41: Night’s Song: Places one enemy to sleep, the enemy will not act for three rounds or until stricken. 350 SP
Level 42: Seduction: Charms one enemy for one round: 300 SP
Level 43: Rip Maen: (Ressurect, 50% HP, 0 SP)
Level 44: GiDek Corma: Reduces enemy defense by 30%
Level 45: GiDek Vorma: Reduces enemy resistance by 30%
Level 46: GiDek Do: Reduces enemy dexterity by 30%
Level 47: BiVak Kruz (Fire element, Int x 4.35, 20 SP)
Level 48: GiGan Nox: (Petrify: keeps up to two enemies from acting for two rounds, but they are immune to damage while in stone, 200 SP)
Level 49: RaAp Vorv: Increases intelligence 45% for three rounds, 150 SP
Level 50: Shadow Curse: (-30% to a target’s stats, 300 SP)
Level 50: Harvest Blessing: (+30% to a target’s stats, 300 SP)
Level 51: RaAp Corma: Increases defense 45% for three rounds, 150 SP
Level 51: RaAp Corv: Increases attack 45% for three rounds, 200 SP
Level 51: Spirit Gem II: (Allows the Macabre Dancer to store spells in a rune before battle. He or she can store up to any two spells this way…but these must be done in separate posts outside the battle)
Level 52: RaAp Do: Increases dexterity 45% for three rounds, 200 SP
Level 52: GiRue Kruz (Water Elemental, 4.35 x Int, 20 SP)
Level 53: RaDek Do: Decreases enemy dexterity by 45%, 150 SP
Level 54: Ul Repth: (45% Heal, 20 SP)
Level 55: GiDuk Roze: Silences two enemies for three rounds, 400 SP
Level 55: MeZan Kruz: (Wind Element, 4.35x Int, 30 SP)
Level 55: GiRai Kruz: (Thunder Element, Int x 4.35, 30 SP)
Level 56: GiDuk Nox: (Poison, -20% current HP, 3 rounds, 150 SP)
Level 56: GiGan Don: (Earth Elemental, Radius, Int x 4, 30 SP)
Level 57: Dance Evasion: A self-only buff that allows the caster to dodge the next three melee attacks. 500 SP
Level 59: RaAp Vorma: Increases resistance 45% for three rounds, 150 SP
Level 60: GiDek Corv: Decreases enemy attack by 45%, 150 SP
Level 61: RaDek Vorma: Decreases enemy resistance by 45%, 150 SP
Level 61: RaDek Corma: Decreases enemy defense by 45%, 150SP
Level 62: Ula Repth: (45% Heal, area effect, 40 SP)
Level 63: RaDek Vorv: Decreases enemy intelligence by 45%, 150SP
Level 65: Suvi Lei: Paralyze: Prevents physical attacks for two rounds, 250 SP
Level 66: MeAni Zot (Dark Elemental, Area effect, Int x 4, 30 SP)
Level 67: GiRip Lei: Cures party of status aliments, 100 SP
Level 68: BiZan Rom (Wind Element, Area of Effect, Int x 4, 30 SP)
Level 70: Dual Casting: (Able to cast two separate spells in the round but SP cost for said spells are quadrupled. Does not stack with Doublecast)
Level 71: Dance of Wrath: Grants the party a chance to hit an overload of a factor of three: Factor of three critical causes 1.25x damage.500 SP
Level 72: Shielding Sonata: Halves the damage of all overload hits to the group. 300 SP
Level 74: Dance of Thorns: Grants the party a damage shield that reflects 50% of damage received onto the enemy. 500 SP
Level 75: Agile Reversal: Grants the party the ability to counter-attack melee attacks with a normal melee attack: 650 SP
Level 77: Magi Flourish: Grants the party 20% SP regeneration per turn for three turns, 850 SP
Level 79: Vivifying Ballet: Grants the party 20% HP regeneration per turn for three turns, 850 SP
Level 80: Illusion Sonata: Grants the caster two replicate images that can take any hit for the user, magic or physical: 1200 SP
Level 81: Efficacy: Reduces the party’s SP use by 25%: 850 SP
Level 82: Guardian Sonnet: Prevents the party’s statistics from being altered: 500 SP
Level 83: PhaAp Corv: Increases target’s attack by 60 for three rounds%: 400 SP
Level 83: BiVak Rom: (Fire Elemental, Int x 4, Radius, 130 SP)
Level 84: Ol Repth (60% heal, 30 SP)
Level 85: PhaAp Vorv: Increases target’s intelligence by 60% for three rounds: 400 SP
Level 85: PhaDek Do: Decreases target’s dexterity by 60% for three rounds: 500 SP
Level 86: GiRai Rom (Thunder Element, Area of Effect, Int x 4, 130 SP)
Level 86: PhaAp Corma: Increases target’s defense by 60% for three rounds: 400 SP
Level 87: MeRue Rom: (Water Elemental, radius, 4 x Int, 130 SP)
Level 88: PhaAp Vorma: Increases target’s resistance by 60% for three rounds: 400 SP
Level 89: PhaAp Do: Increases target’s dexterity by 60% for three rounds: 400 SP
Level 90: GiSuvi Lei: Paraylyze two enemies for two rounds: Prevents melee attacks or skills: 750 SP
Level 90: Spirit Gem III: (Allows the Macabre Dancer to store spells in a rune before battle. He or she can store up to any three spells this way…but these must be done in separate posts outside the battle)
Level 91: PhaDek Corv: Decreases target’s attack by 60% for three rounds: 500 SP
Level 93: PhaDek Corma: Decreases target’s defense by 60% for three rounds: 500 SP
Level 94: PhaDek Vorv: Decreases target’s intelligence by 60% for three rounds: 500 SP
Level 96: PhaDek Vorma: Decreases target’s resistance by 60% for three rounds: 500 SP
Level 97: Ola Repth (60% heal, area of effect, 90 SP)
Level 99: Barrier Sonata: Halves the damage of all overload hits to the party, 1000 SP
Level 100: Shadow Plague: All enemy statistics are reduced by 50% for two rounds, 950 SP
Level 100: Spirit Blessing: All ally statistics are increased by 50% for two rounds, 950 SP
Level 101: GiNox Rom: (Posion, Area of effect, -25% current HP per round for three rounds, 500 SP)
Level 102: RaGan Nox: Petrify: keeps up to three enemies from acting for two rounds, but they are immune to damage while in stone, 500 SP)
Level 103: RaDuk Roze: (Silences three enemies for three rounds, 600 SP)
Level 104: RaSui Gan: (Freezes two enemies for two rounds, 800 SP)
Level 105: RaZan Nox: (Confuses two enemies for two rounds, 400 SP)
Level 106: Stunning Dance: (Stuns one enemy for two rounds, 400 SP)
Level 107: Seducing Whisper: (Charms two enemies for two rounds, 800 SP)
Level 109: Templari Wisdom: Grants the party 30% SP regeneration per turn for three turns, 950 SP
Level 110: Zealot’s Meditation: Grants the party 30% HP regeneration per turn for three turns, 950 SP
Level 112: Reprisal Rotation: Grants the party the ability to counter-attack melee attacks with two normal melee attacks: 800 SP
Level 114: Efficacy II: Reduces the party’s SP use by 45%: 950 SP
Level 125: Triplecast: (Allows a caster to cast one spell three times, but the total SP cost is 6x the base cost)
Shinobi Striker
Level 2: Reinforce Body: (Increases self DEF by 15% for the battle, 20 SP)
Level 4: Reinforce Legs: (Increases self DEX by 15% for the battle, 20 SP)
Level 6: Reinforce Spirit: (Increases self RES by 15% for the battle, 20 SP)
Level 7: Haze Shroud: (Allows party to escape a losing battle, 50 SP)
Level 14: Backstab: (Allows a Shinobi Striker to sneak behind an enemy that is not attacking it and attack from behind inflicting 25% more damage)
Level 18: Preparation: (Increases self DEF, DEX, and RES by 15% for the battle, 20 SP)
Level 20: Focus: (Increases next attack’s damage by 35%, 300 SP)
Level 21: HoZan: (Flame Element, Ignores RES, INT x 3, Single 50 SP)
Level 23: SaGan: (Earth Element, Ignores RES, INT x 3, Single 50 SP)
Level 24: RaiZan: (Thunder Element, Ignores RES, INT x 3, Single, 50 SP)
Level 26: Utsusemi: (Creates three shadows that absorb melee hits, 300 SP)
Level 27: MizRom: (Water Element, ignores RES, INT x 3, Single, 50 SP)
Level 28: KazeZan: (Wind Element, ignores RES, INT x 3, Single, 50 SP)
Level 30: SySui: (Water Element, ignores RES, INT x 3, Single, 50 SP)
Level 32: Jutsu: (Self heal, 50% HP, 200 SP)
Level 35: Toxin Needle: (Paralysis inflicted on one target for two turns, 150 SP)
Level 39: Chakra: (Sacrifices an amount of HP and turns it into SP. This can be used on others)
Level 41: Momentum: Allows Shinobi to use one of the lower level damage spells after another attack.
Level 43: Amplify Body: (Increases self DEF by 30% for the battle, 100 SP)
Level 45: Potency: (Increases Shinobi Striker’s passive venom to 20% of current HP, 400 SP)
Level 46: Amplify Legs: (Increases self DEX by 30% for the battle, 100 SP)
Level 47: Amplify Spirit: (Increases self RES by 30% for the battle, 100 SP)
Level 50: Invisibility: (Makes the Shinobi take half physical damage for three rounds, but the Shinobi takes double magic damage for those rounds. Further, any backstabs do double damage 300 SP)