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Final Fantasy Tactics: War of the Lions walkthrough part 4
Posted by Nick24444, 146 days ago 26/02 15:56

ACTION ABILITIES: H/V H/V TAR LF EFFECT

------------------------------------------------------------------

Gore 1/2 1/- Any - Physical attack

Heave 1/0 1/- Any - Physical attack, instant KO

(Almagest) 4/* 3/1 Any N Does damage equal to (Dark Behemoth’s

max HP - current HP)

 

---Dragon Family---------------------------------------------------------------

When KOed, looks like: Large wing

 

DRAGON

Family: Dragon Rank : I Color scheme : Light green

Move : 5 Jump : 3 Physical evade : 5%

MOVEMENT ABILITIES : Can’t enter water

ELEMENTAL AFFINITIES: none

ACTION ABILITIES: H/V H/V TAR LF EFFECT

------------------------------------------------------------------

Charge 1/2 1/- Any - Physical attack

(Tail Sweep) 1/2 1/- Any - Physical attack

 

BLUE DRAGON

Family: Dragon Rank : II Color scheme : Light blue

Move : 5 Jump : 3 Physical evade : 9%

MOVEMENT ABILITIES : Can’t enter water

ELEMENTAL AFFINITIES: Absorbs Ice, Weak to Fire

ACTION ABILITIES: H/V H/V TAR LF EFFECT

------------------------------------------------------------------

Charge 1/2 1/- Any - Physical attack

Ice Breath 2/2 1/- Any Y Ice attack

(Thunder Breath) 2/2 1/- Any Y Lightning attack

 

RED DRAGON

Family: Dragon Rank : III Color scheme : Brick red

Move : 5 Jump : 3 Physical evade : 8%

MOVEMENT ABILITIES : Can’t enter water

ELEMENTAL AFFINITIES: Absorbs Fire, Weak to Ice

ACTION ABILITIES: H/V H/V TAR LF EFFECT

------------------------------------------------------------------

Charge 1/2 1/- Any - Physical attack

Thunder Breath 2/2 1/- Any Y Lightning attack

(Fire Breath) 2/2 1/- Any Y Fire attack

 

---Hydra Family----------------------------------------------------------------

When KOed, looks like: Three-headed skull

 

HYDRA

Family: Hydra Rank : III Color scheme : Gold

Move : 4 Jump : 4 Physical evade : 0%

MOVEMENT ABILITIES : Fly, can’t enter water

ELEMENTAL AFFINITIES: Weak to Ice and Wind

ACTION ABILITIES: H/V H/V TAR LF EFFECT

------------------------------------------------------------------

Tri-Attack 1/? 1/- Any - Physical attack, attacks on front and to

both sides simultaneously

(Tri-Breath) 2/* 2/* Any N Non-elemental attack, attacks on front and

to both sides simultaneously

 

GREATER HYDRA

Family: Hydra Rank : III Color scheme : Dark purple / black

Move : 4 Jump : 4 Physical evade : 0%

MOVEMENT ABILITIES : Fly, can’t enter water

ELEMENTAL AFFINITIES: Weak to Ice and Wind

ACTION ABILITIES: H/V H/V TAR LF EFFECT

------------------------------------------------------------------

Tri-Attack 1/? 1/- Any - Physical attack, attacks on front and to

both sides simultaneously

Tri-Flame 4/* 2/0 Any N Fire attack; strikes 3 times on random

tile(s) within effect radius

(Tri-Thunder) 4/* 2/0 Any N Lightning attack; strikes 3 times on

random tile(s) within effect radius

 

TIAMAT

Family: Hydra Rank : III Color scheme : Off-white

Move : 4 Jump : 4 Physical evade : 0%

MOVEMENT ABILITIES : Fly, can’t enter water

ELEMENTAL AFFINITIES: Weak to Ice and Wind

ACTION ABILITIES: H/V H/V TAR LF EFFECT

------------------------------------------------------------------

Tri-Breath 2/* 2/* Any N Non-elemental attack, attacks on front and

to both sides simultaneously

Tri-Thunder 4/* 2/0 Any N Lightning attack; strikes 3 times on

random tile(s) within effect radius

Tri-Flame 4/* 2/0 Any N Fire attack; strikes 3 times on random

tile(s) within effect radius

(Dark Whisper) 4/* 2/0 Any N Dark attack; strikes 3 times within effect

radius; can inflict KO or Sleep

 

---Pig Family------------------------------------------------------------------

When KOed, looks like: Pig lying face-down on ground

 

PIG

Family: Pig Rank : I Color scheme : Light yellow, red ears

Move : 3 Jump : 3 Physical evade : 42%

MOVEMENT ABILITIES : Can’t enter water

ELEMENTAL AFFINITIES: none

ACTION ABILITIES: H/V H/V TAR LF EFFECT

------------------------------------------------------------------

Reckless Charge 1/0 1/- Any - Physical attack

(Squeak) 1/1 1/- Any - Revives KOed character with full HP

 

SWINE

Family: Pig Rank : II Color scheme : Light pink, magenta ears

Move : 3 Jump : 3 Physical evade : 36%

MOVEMENT ABILITIES : Can’t enter water

ELEMENTAL AFFINITIES: none

ACTION ABILITIES: H/V H/V TAR LF EFFECT

------------------------------------------------------------------

Reckless Charge 1/0 1/- Any - Physical attack

Toot 1/1 1/- Any - Inflicts Confuse or Sleep (100% hit rate)

(Snort) 1/1 1/- Foe - Inflicts Charm status; only effective on

human targets

 

WILD BOAR

Family: Pig Rank : III Color scheme : Silver with magenta ears

Move : 3 Jump : 3 Physical evade : 39%

MOVEMENT ABILITIES : Can’t enter water

ELEMENTAL AFFINITIES: none

ACTION ABILITIES: H/V H/V TAR LF EFFECT

------------------------------------------------------------------

Reckless Charge 1/0 1/- Any - Physical attack

Snort 1/1 1/- Foe - Inflicts Charm status; only effective on

human targets

(Bequeath Bacon) 1/1 1/- Any - Target’s level up 1, user becomes crystal

 

%%%ENEMY-ONLY JOBS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00job3

 

Most enemies you’ll encounter in the game have either generic jobs, or the same

special jobs as the story characters that join your party. However, a few

enemies have unique jobs that are not available to you, the player. This

section lists those jobs and their abilities.

 

There are also a few more monster-like units that appear in the enemy forces

and cannot be recruited to your team; you’ll find those listed here as well.

Note that while these monster-like enemies are considered monsters for the

purposes of Zodiac compatibility, the First Strike ability *is* effective in

blocking and returning their attacks.

 

Of course, since these are enemy-only jobs, there is NO way to obtain any of

these jobs or characters for your own team. This section is just to show you

what you’re up against.

 

---WHITE KNIGHT----------------------------------------------------------------

Used By: Wiegraf Movement range : 3

Equippable weapons: Swords, knight’s swords Jump height : 3

Equippable armor: Shields, helms, armor, robes Physical evade : 10%

 

--ABILITIES--

--Action Abilities: Holy Sword--

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

---------------------------------------------------------------

Judgment Blade 0 2/* 2/0 Any N Physical attack, causes Stop

Cleansing Strike 0 3/2 1/- Any N Physical attack, causes Doom

Northswain’s Strike 0 3/1 1/- Any N Physical attack, instant KO

Hallowed Bolt * 0 3/* 2/1 Any N Physical attack, causes Silence

 

* Used in Chapter III only.

 

Holy Sword techniques have a 100% hit rate. However, they cannot be used

unless Wiegraf is equipped with a sword, knight’s sword, or fell sword.

 

--Action Abilities: Martial Arts#--

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

---------------------------------------------------------------

Aurablast # 0 3/3 1/- Any Y Non-elemental physical attack

Shockwave # 0 4Dir 8/2 Any N Earth-elemental physical attack

 

# Used in Riovanes Castle only.

 

--DESCRIPTION--

Wiegraf’s White Knight job features a subset of Holy Knight sword techniques,

making him the first character in the job who can use sword techniques. In

your final battle with him, he also uses a pair of standard Monk abilities.

 

---THE IMPURE------------------------------------------------------------------

Used By: Cuchulainn Movement range : 4

Equippable weapons: None Jump height : 4

Equippable armor: None Physical evade : 12%

Innate ability: Can’t enter water

 

--ABILITIES--

--Action Abilities: Dread--

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

---------------------------------------------------------------

Nightmare 0 5/* 2/0 Any N Inflicts Sleep or Doom (100% hit rate)

Fowlheart 0 5/* 1/- Any N Inflicts Disable (100% hit rate)

Ague 0 5/* 2/0 Any N Inflicts Slow (100% hit rate)

 

--Action Abilities: Befoul--

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

---------------------------------------------------------------

Bio 8 R 3 4/* 2/2 Any N Non-elemental magick attack,

inflicts Blind

Bio 8 R 3 4/* 2/2 Any N Non-elemental magick attack,

inflicts Poison

Bio 8 R 3 4/* 2/2 Any N Non-elemental magick attack,

inflicts Oil

Biora 16R 5 4/* 2/3 Any N Non-elemental magick attack,

inflicts Toad

Biora 16R 5 4/* 2/3 Any N Non-elemental magick attack,

inflicts Slow

Biora 16R 5 4/* 2/3 Any N Non-elemental magick attack,

inflicts Silence

Biora 16R 5 4/* 2/3 Any N Non-elemental magick attack,

inflicts Stone

Bioga 24R 6 4/* 3/3 Any N Non-elemental magick attack,

inflicts Undead

Bioga 24R 6 4/* 3/3 Any N Non-elemental magick attack,

inflicts instant KO

Bioga 24R 6 4/* 3/3 Any N Non-elemental magick attack,

inflicts Stone

 

--DESCRIPTION--

Cuchulainn’s magick repertoire consists primarily of Nightmare, which inflicts

Sleep or Doom, and Bio magick. (Fowlheart and Ague are rarely--if ever!--

used.) Note that are multiple magicks called Bio, Biora, and Bioga; each

version inflicts a different status ailment. Since each vesion can inflict

only a single status ailment, a single cast of Bio will target each character

it hits with the SAME status ailment.

 

---CELEBRANT-------------------------------------------------------------------

Used By: Zalmour, Bremondt Movement range : 4

Equippable weapons: Rods, staves, books, poles Jump height : 3

Equippable armor: Hats, clothes, robes Physical evade : 9%

 

--Action Abilities: Priest Magicks--

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

---------------------------------------------------------------

Curaga 16RA 7 4/* 2/2 Any N Restores HP (even more than Cura)

Cura 10RA 5 4/* 2/1 Any N Restores HP (more than Cure)

Confuse 14 0 4/* 1/- Any N Inflicts Confuse status

Sleep 20 0 4/* 1/- Any N Inflicts Sleep status

Drain 12 0 4/* 1/- Any N Absorbs HP from target

Silence 16 0 4/* 1/- Any N Inflicts Silence status

Disable 14 0 4/* 1/- Any N Inflicts Disable status

Arise 20RA 10 4/* 1/- Any N Revives KOed character with full HP

Esuna 18RA 3 3/* 2/2 Any N Cures Stone, Blind, Confuse, Silence,

Berserk, Toad, Poison, Sleep,

Immobilize, and/or Disable

 

--DESCRIPTION--

The Celebrant combines high-level White Magicks with some status magick derived

from the Templar’s sword techniques. (Note that Bremondt only seems to want

to cast Arise.)

 

---NIGHTBLADE------------------------------------------------------------------

Used By: Izlude Movement range : 4

Equippable weapons: Ninja blades, swords, Jump height : 4

knight’s swords, polearms Physical evade : 10%

Equippable armor: Shields, helms, armor, robes

Innate Ability: Concentration

 

--Action Abilities: Arts of War--

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

---------------------------------------------------------------

Rend Helm 0 Weapon Any Y Destroys target’s headgear

Rend Armor 0 Weapon Any Y Destroys target’s armor

Rend Shield 0 Weapon Any Y Destroys target’s shield

Rend Weapon 0 Weapon Any Y Destroys target’s weapon

Rend MP 0 Weapon Any Y Lowers target’s MP

Rend Speed 0 Weapon Any Y Lowers target’s speed

Rend Power 0 Weapon Any Y Lowers target’s physical attack

Rend Magick 0 Weapon Any Y Lowers target’s magick attack

 

--DESCRIPTION--

Izlude’s Nightblade job is very similar to a Knight, with the bonus of an

inherent Concentration ability that prevents any of his physical attacks from

missing. He is also equipped with a maxed-out Jump as his secondary action

ability when he appears in the game.

 

---GIGAS-----------------------------------------------------------------------

Used By: Belias Movement range : 5

Equippable weapons: None Jump height : 5

Equippable armor: None Physical evade : 18%

Innate ability: Can’t enter water

 

--ABILITIES--

--Action Abilities: Dread--

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

---------------------------------------------------------------

Aphony 0 5/* 2/0 Any N Inflicts Silence (100% hit rate)

Petrify 0 5/* 1/- Any N Inflicts Stone (100% hit rate)

Befuddle 0 5/* 2/0 Any N Inflicts Confuse (100% hit rate)

 

--Action Abilities: Summon Gigas--

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

---------------------------------------------------------------

Titan 30 10 4/* 3/2 Foe N "Gaia’s Wrath": Earth magick attack

Lich 40 10 4/* 3/2 Foe N "Descending Darkness": Dark attack;

does damage equal to 1/2 of

target’s maximum HP but may miss

Cyclops 62 12 4/* 3/2 Foe N "Climactic Fear": Non-elemental attack

 

--DESCRIPTION--

Belias’s main mode of attack, of course, is his mighty summon magicks. He also

possess a few status attack spells as a backup; if he’s Silenced and can’t use

his summons, he can use Petrify instead.

 

---ARCHAEODAEMON---------------------------------------------------------------

Enemy monster. Movement range : 4

Innate abilities: Counter, Swiftness, Jump height : 3

can’t enter water Physical evade : 5%

When KOed, looks like: Demon idol

 

--ABILITIES--

--Action Abilities: Dark Arts--

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

---------------------------------------------------------------

Karma 2 4/* 1/- Any N Does damage equal to (Archaeodaemon’s

max HP - current HP)

Unholy Darkness 40 7 4/* 1/- Any N Dark magick attack

Gigaflare 0 4/* 3/0 Any N Non-elemental magick attack

 

--DESCRIPTION--

The Archaeodaemon is a monster-type enemy with a few different magick attacks.

 

---ASSASSIN--------------------------------------------------------------------

Used By: Celia, Lettie Movement range : 4

Equippable weapons: Katanas (Celia), ninja blades (Let.) Jump height : 7

Equippable armor: Hats, clothes Physical evade : #

Innate ability: Dual Wield

 

# Celia has an evade rate of 30%; Lettie has an evade rate of 28%

 

--ABILITIES--

--Action Abilities: Subdual Arts--

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

---------------------------------------------------------------

Petrify 0 6/* 1/- Any N Inflicts Stone (100% hit rate)

Shadowbind 0 4/* 1/- Any N Inflicts Stop (100% hit rate)

Suffocate 0 1/0 1/- Any N Inflicts KO (100% hit rate)

Ultima 10 5 4/* 2/1 Any N Non-elemental magick attack

Allure 0 3/* 1/- Foe N Inflicts Charm, male and monster

targets only

 

--DESCRIPTION--

Celia and Lettie are fast and use a variety of status attack abilities, all of

which have a 100% hit rate. They also cast Ultima, which Ramza and Luso can

learn if they are hit with the magick as a Squire or Game Hunter.

 

---ARK KNIGHT [ELMDORE]--------------------------------------------------------

Used By: Elmdore Movement range : 3

Equippable weapons: Katanas Jump height : 5

Equippable armor: Shields, hats, helms, clothes, armor, Physical evade : 16%

robes

Innate ability: Safeguard

 

--ABILITIES--

--Action Abilities: Sword Spirit--

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

---------------------------------------------------------------

Ashura 0 Self 3/3 Foe N "Spirit Blade": Non-elemental magick

attack

Kotetsu 0 Self 3/3 Foe N "Binding Darkness": Non-elemental

magick attack

Osafune 0 Self 3/3 Foe N "Verse of Oblivion": Lowers enemy MP

Muramasa 0 Self 3/3 Foe N "Doomed Aspirations": Non-elemental

magick attack, inflicts Confuse

and Doom

 

--Action Abilities: Vampire #--

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

---------------------------------------------------------------

Vampire # 0 1/0 1/- Any - Drain HP from target to user and

inflicts Vampire status; if target

is already a Vampire, causes user to

become a Vampire instead

 

# Only used in Chapter IV.

 

--Movement Abilities--

EFFECT

---------------------------------------------------------

Master Teleportation Teleport to any tile when moving,

regardless of move range or obstacles

in the way. Unlike regular Teleport,

never fails!

 

--DESCRIPTION--

Elmdore’s Ark Knight is almost completely different from Zalbaag’s and is

similar mostly in name. Elmdore’s version of the job is based on the Samurai;

he fights with katanas and can use a few Iaido abilities. He also has a novel

movement ability: Master Teleportation, which lets him warp anywhere on the

battlefield. Sadly, he also has an innate Safeguard that prevents you from

stealing his Genji gear. In Chapter IV, he gains the Vampire ability, but

seems not to use it.

 

---REAVER----------------------------------------------------------------------

Enemy monster. Movement range : 4

Innate abilities: Counter, Swiftness, Jump height : 3

Ignore Elevation, can’t enter water Physical evade : 10%

When KOed, looks like: Two-horned skull

 

--ABILITIES--

--Action Abilities: Bio--

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

---------------------------------------------------------------

Bio 8 R 3 4/* 2/2 Any N Non-elemental magick attack,

inflicts Blind

Bio 8 R 3 4/* 2/2 Any N Non-elemental magick attack,

inflicts Poison

Bio 8 R 3 4/* 2/2 Any N Non-elemental magick attack,

inflicts Oil

Biora 16R 5 4/* 2/3 Any N Non-elemental magick attack,

inflicts Toad

Biora 16R 5 4/* 2/3 Any N Non-elemental magick attack,

inflicts Slow

Biora 16R 5 4/* 2/3 Any N Non-elemental magick attack,

inflicts Silence

Biora 16R 5 4/* 2/3 Any N Non-elemental magick attack,

inflicts Stone

Bioga 24R 6 4/* 3/3 Any N Non-elemental magick attack,

inflicts Undead

Bioga 24R 6 4/* 3/3 Any N Non-elemental magick attack,

inflicts instant KO

Bioga 24R 6 4/* 3/3 Any N Non-elemental magick attack,

inflicts Stone

 

--DESCRIPTION--

The Reaver is an enemy monster seen in two battles. It uses Bio magick. As

with Cuchulainn, note that are multiple magicks called Bio, Biora, and Bioga;

each version inflicts a different status ailment. Since each vesion can

inflict only a single status ailment, a single cast of Bio will target each

character it hits with the SAME status ailment.

 

---ULTIMA DEMON----------------------------------------------------------------

Enemy monster. Movement range : 5

Innate Abilities: Counter, Swiftness, Brawler, Jump height : 2

can’t enter water Physical evade : 10%

When KOed, looks like: Demon idol

 

--ABILITIES--

--Action Abilities: Demon Magicks--

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

---------------------------------------------------------------

Nanoflare 0 5 4/* 3/1 Any N Non-elemental magick attack

Unholy Darkness 40 7 4/* 1/- Any N Dark magick attack

Ultima 10 5 4/* 2/1 Any N Non-elemental magick attack

Twister 0 4/* 3/2 Any N Wind attack

Almagest 0 4/* 3/1 Any N Does damage equal to (Ultima Demon’s

max HP - current HP)

 

--DESCRIPTION--

The Ultima Demon is an enemy monster seen in a couple battles. It uses some

high-level magick, including Ultima, which Ramza and Luso can learn from it.

 

---DEATHKNIGHT-----------------------------------------------------------------

Used By: Argath (ch. 4) Movement range : 5

Equippable weapons: Swords Jump height : 4

Equippable armor: Shields, helms, armor Physical evade : 24%

 

--ABILITIES--

--Action Abilities: Fell Sword--

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

---------------------------------------------------------------

Shadowblade 0 3/* 1/- Any N Absorbs HP from target

Duskblade 0 3/* 1/- Any N Absorbs MP from target

 

Fell Sword techniques have a 100% hit rate. However, they cannot be used

unless Argath is equipped with a sword, knight’s sword, or fell sword.

 

--DESCRIPTION--

Argath’s Deathknight job actually isn’t very different from Gaffgarion’s Fell

Knight job and has the same sword techniques.

 

---DEATH SERAPH----------------------------------------------------------------

Used By: Zalera Movement range : 5

Equippable weapons: None Jump height : 4

Equippable armor: None Physical evade : 24%

Innate abilities: Float, Fly, can’t enter water

 

--ABILITIES--

--Action Abilities: Dread--

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

---------------------------------------------------------------

Darkness 0 5/* 1/- Any N Inflicts Blind (100% hit rate)

Bind 0 5/* 2/0 Any N Inflicts Stop (100% hit rate)

Fowlheart 0 5/* 1/- Any N Inflicts Disable (100% hit rate)

Nightmare 0 5/* 2/0 Any N Inflicts Sleep or Doom (100% hit rate)

 

--Action Abilities: Ja-Magicks--

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

---------------------------------------------------------------

Toadja 35 4 4/* 2/3 Foe N Inflicts Toad status

Gravija 35 4 4/* 2/3 Foe N Reduces targets to 1 HP

Flareja 35 4 4/* 2/3 Foe N Non-elemental magick attack

Blindja 35 4 4/* 2/3 Foe N Inflicts Blind status

Confuseja 35 4 4/* 2/3 Foe N Inflicts Confuse status

 

--DESCRIPTION--

Zalera wields both Flareja (a fairly powerful non-elemental attack magick) and

a wealth of status-attack magick. His most common attacks tend to be Flareja,

Nightmare, and Bind.

 

---SORCEROR--------------------------------------------------------------------

Used By: Cletienne, Valmafra Movement range : 3

Equippable weapons: Rods, staves, poles Jump height : 3

Equippable armor: Hats, clothes, robes Physical evade : 14%

 

--ABILITIES--

--Action Abilities: Magicks [Cletienne]--

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

---------------------------------------------------------------

Holy 56RA 6 5/* 1/- Any N Holy magick attack

Flare 60RA 7 5/1 1 All N Non-elemental magick attack

Graviga 50RA 10 4/* 2/3 Any N Damage = 1/2 of user’s max HP

Unholy Darkness 40 7 4/* 1/- Any N Dark magick attack

Arise 20RA 10 4/* 1/- Any N Revives KOed character with full HP

 

--DESCRIPTION--

Cletienne can cast a variety of high-level magicks, including one not available

to player-controlled jobs (Unholy Darkness).

 

Valmafra appears only in one of the multiplayer Rendezvous Mode missions. Her

version of the Sorceror job has a different set of magicks; she seems to only

cast White Magicks like Cura and Raise.

 

---RUNE KNIGHT-----------------------------------------------------------------

Used By: Dycedarg Movement range : 4

Equippable weapons: Swords, knight’s swords Jump height : 3

Equippable armor: Shields, helms, armor, robes Physical evade : 10%


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