Final Fantasy: Dream of Two Dragons

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Final Fantasy: Dream of Two Dragons is a spin-off in the Final Fantasy series. It was released in 2017 as one of the Nintendo 4D Viewer's launch titles.
==Story==
===Prologue===
A long time ago, the island of Cristallis was one kingdom, ruled by two dragons - Bahamut, the platinum king of the west, and Tiamat, the chromatic queen of the east. However, the two found it difficult to rule together, and eventually split the island into two kingdoms - Arasoi, in the west, and Rokku, in the east.
Many millennia after the island split, Bahamut and Tiamat have both have a child with a human - Bahamut's child is Elwood, while Tiamat's child is Carmel. The two are close friends, often coming to the border between Arasoi and Rokku to see one another. However, given the schism between their parents, they were eventually disallowed from seeing one another.
Despite this, Elwood and Carmel agree to meet up once again. When they do, however, they see a group of dragon-like creatures trying to fend them off. The two guess that Bahamut and Tiamat had sent these to prevent the two from meeting at the border, but cannot be certain that such is the truth. In defeating the two commanders of the creatures, Elwood and Carmel are able to cause enough disarray to escape from the scene of battle.
===Elwood's Route===
Elwood returns to his home in the village near Arasoi Castle, where he hears a conversation about how the monsters around the village, although once peaceful, have suddenly turned aggressive and started attacking the village. Elwood is concerned by this, and decides to go to the castle to notify King Sora of this incident.
Upon arriving at the castle, Elwood notices the sealed gates, only to notice a person outside the gates. This person introduces himself as Niall, Sora's personal tactician. Elwood explains his reason to come to the castle, and Niall agrees to let Elwood see Sora.
Sora explains to Elwood that monsters have been turning savage not just by the village, but all across Arasoi. Although he has sent forces to deal with these monsters, he is unsure if this would be enough. Elwood suggests sending a party out to find what is causing the monsters to go savage and eliminate it. Sora agrees to this plan, telling Elwood to seek out allies who can side by him.
As Elwood leaves the castle, Niall catches up with him, saying that he wishes to join his cause. The two decide to head to Elwood's village to see if he can find some allies there, only to find the village raided by a band of thieves. Elwood and Niall manage to defeat the thieves, save for their leader, Kirana, who is impressed by their actions and decides to join their cause.
The group travels out of the village, just as Sanna, an Arcanist, runs up to them. She says that she heard about Elwood's plan from Sora, and intends to join him. Elwood accepts, although he soon notices a group of monsters who seem to be hunting Sanna. After these monsters are defeated, Sanna, after a hard time thinking, decides to join Elwood's group.
Elwood's group then travels to a forest, where they encounter Taku, a Conjurer who is being pursued by a group of tribal people. After rescuing him, Elwood learns that Taku is holding a magical treasure called the First Sire's Relic, which is the reason why he was being pursued.
===Carmel's Route===
When Carmel returns to her home in Rokku, she decides that she wants to tell someone about this. Soon, she sees a familiar face - Cordis, the child of Queen Shinza's personal adviser, who had become somewhat of a friend to Carmel. After being told what Carmel has experienced, Cordis decides that the two of them should try to find a way to let Carmel see Elwood again.
However, the two notice a cry from elsewhere in the village, seeing one of the villagers being attacked and saving him. The villager thanks them and introduces himself as Rin, and after learning what Carmel intends to do, decides to join her cause as well.
The group then travels away from the village, later coming across Alon, a former thief, who is being attacked by monsters. After these monsters are defeated, Alon briefly talks about his troubled past before deciding to join their cause.
Carmel travels further out in Rokku, only to be attacked by a few dragon creatures. Carmel recognises these as Tiamat's emissaries, and tries to reason to them. However, the dragons fail to listen to reason, and attack Carmel under the ruse that she "betrayed the chromatic queen". During this battle, Phelia, a gladiator, comes over, deciding that she wishes to protect Carmel.
==Characters==
Name 	Image	Details 	Default Class
Elwood	 	The half-dragon child of Bahamut. He is unaware of his half-dragon heritage, and often tries not to get involved in circumstances which he feels are dangerous. Despite this, he has a good leadership quality and is a natural battle strategist, traits passed down to him by Bahamut.	Freelancer
Niall 	 	The personal tactician of King Sora. He has seen many battles before, and has knowledge of the misery it can cause. Being a witness of all of these battles had somewhat of an effect on him, causing him to seem somewhat distant to others. 	Ranger
Kirana	 	A former convict from Arasoi. Despite doing actions which are generally considered wrong, she is surprisingly pleasant to be around. She has good teamwork skills and is talented at avoiding capture, but has a weakness for being impressed by others. 	Rogue
Sanna 	 	A young citizen of Arasoi, who has a never-ending dream to become a teacher some day. She often thinks about how her future could turn out, which leads to her being viewed as distant and absent-minded by some. 	Arcanist
Taku 	 	A travelling healer from outside Arasoi. He carries the "First Sire's Relic", a treasure tied to Bahamut. For this reason, he is constantly pursued, and often has nightmares as a result of this. 	Conjurer
Carmel	 	The half-dragon child of Tiamat. Although aware that she is half-dragon, she does not think that this makes a difference. While she does look too highly on herself, she is a talented fighter and is good at considering the feelings of others, traits that she was given by Tiamat. 	Freelancer
Cordis	 	The child of Queen Shinza's personal adviser. She has a constant fear of what can happen to others, which, coupled with her caring and protective nature, makes her somewhat of a motherly figure to her allies. 	Conjurer
Rin 	 	A villager from Rokku, constantly afraid of what others think of him. He often tries not to stand out in various situations, which only hides his thoughtfulness and open-minded nature. 	Arcanist
Alon 	 	A convicted thief from outside Rokku, who had lost almost everything he cared about as a punishment for his actions. Since that day, he frequently sought to find a way to redeem himself for such actions. 	Rogue
Phelia	 	A traveller originating from Rokku. A tradition in her family states that she must find someone worth protecting and pledge her services to them. This person who she found herself protecting is Carmel. 	Gladiator
==Gameplay==
Dream of Two Dragons plays out more like a tactical RPG than the other Final Fantasy games. On each turn, the player units act first, followed by the enemy units. Between the actions of the player and enemy units, environmental events may occur.
When any unit acts, they must first move (they can move in any direction, up to a maximum of six tiles for most, with some exceptions), then either attack, cast a spell, use an item or wait their turn. By performing actions, units gain experience, which causes them to level up, increasing their stats, once it reaches certain intervals.
In battle, the attacker will launch the first attack. If their enemy is equipped with a weapon which allows them to attack the enemy from that range, they will launch a counter-attack, albeit with reduced power.
Each unit has seven stats - HP determines how much damage they can take before being defeated, MP determines how often they can use magic, Strength determines the damage they can deal with physical attacks, Stamina determines their defence against physical attacks, Intellect determines the potency of their magic, Spirit determines their magic defence and Speed determines their accuracy and evasion.
After the prologue is completed, the player has two routes to go down - Elwood's route and Carmel's route. Once both are completed, the player can start the End Route using a completed save file from both Elwood's route and Carmel's route. After the End Route is clear, the player can attempt a New Game+, a second playthrough of all three routes which is considerably harder than the main game.
==Classes==
Each character joins in a specific job class, and can be reclassed into any other job class using a Transition Crystal.
Every class has a skill that they can use once every five turns. If they use it while on low health, however, it becomes a more effective Desperation Skill.
In each class except the Freelancer, job experience can be earned, allowing the class to access better weapons. Once enough job experience is earned, the class is mastered, allowing the Freelancer to access their skill.
Name 	Image	Details 	Equipment 	Skill	Desperation Skill
Freelancer 	 	The basic class. They can access all types of equipment, but can only access better weapons through gaining experience in other classes. Additionally, their base stats are very low, although they can be increased by mastering other classes.	All kinds 	 	N/A
Gladiator 	 	A physical job class focusing on high strength and stamina. They can wield all kinds of swords in battle, and are also able to equip a handful of bows. 	Swords, Bows 	 	
Rogue 	 	A physical job class with great speed, albeit lacking in strength. They carry knives in battle, although they can also equip a few swords. 	Knives, Swords 	 	
Ranger 	 	A physical job class, well-balanced in all areas and specialised in using bows and arrows in battle. 	Bows 	 	
Brawler 	 	A physical job class with high HP. This class fights hand-to-hands, using claws to augment their attacks. 	Claws 	 	
Chocobo Rider	 	A job class who rides a chocobo in battle. Their stats are overall somewhat low, although they have higher movement speed. Their weapons of choice are bows and lances. 	Lances, Bows 	 	
Arcanist 	 	This class can draw power from rods to cast Black Magic, allowing them to launch powerful magic attacks and inflict status ailments. They have a high Intellect stat, allowing their magic to be used to full effect. 	Rods, Knives 	 	
Conjurer 	 	This class can draw power from staffs to cast White Magic, allowing them to support allies with healing and defensive spells. They have a high Spirit attack, enhancing their resistance against enemy magic. 	Staffs, Bows 	 	
Specialist 	 	This balanced class is capable of carrying swords, rods and staffs, making it able to use both White and Black Magic, but isn't able to make the most out of any of these fighting styles. 	Swords, Staffs, Rods	 	
Transial 	 	Transials are those capable of communicating with Transiens, mysterious spirits roaming Cristallis, and calling them into battle as temporary playable units. 	Bells 	 	
==Weapons==
One weapon may be equipped at a time by each unit. A unit may carry up to three weapons at once, although only the one they have equipped may be used at any one time. The weapon that they have equipped can be changed as a part of their move.
Each weapon offers stat boosts to attack power, accuracy and evasion, alongside other effects in some cases.
===Swords===
Name 	Rank	Attack	Accuracy	Critical	Cost	Notes
Rapier 	I 	9 	5 	4 	100 	None
Sabre 	II 	13 	5 	12 	450 	None
Ancient Sword 	II 	15 	10 	6 	600 	May inflict Curse
Blood Sword 	II 	10 	10 	8 	550 	
Mythril Sword 	III 	20 	10 	13 	1200	None
Flame Sword 	III 	18 	15 	27 	1800	Fire Elemental
Icebrand 	III 	19 	15 	25 	1800	Ice Elemental
Wing Sword 	IV 	23 	15 	17 	2000	None
Crescent Sword	IV 	21 	20 	23 	2500	May inflict Sleep
Rune Blade 	IV 	22 	20 	17 	2300	Inherent Regen effect
Royal Sword 	V 	26 	20 	20 	3000	None
Enhancer 	V 	24 	25 	19 	3200	Inherent Faith effect
Brave Blade 	V 	30 	15 	22 	3200	Inherent Bravery effect
Falchion 	VI 	29 	25 	21 	4000	None
Deathbringer 	VI 	27 	30 	21 	4300	Dark Elemental
Lightbringer 	VI 	28 	25 	23 	4200	Light Elemental
Sun Blade 	VII 	32 	30 	24 	5200	None
Excalibur 	VIII	33 	40 	28 	N/A 	Light Elemental, inherent Protect effect
Ragnarok 	VIII	38 	30 	32 	N/A 	Dark Elemental, inherent Shell effect
===Lances===
Name 	Rank	Attack	Accuracy	Critical	Cost	Notes
Spear 	I 	8 	10 	0 	100 	None
Trident 	II 	12 	10 	8 	450 	None
Wind Spear 	II 	13 	15 	4 	550 	Wind Elemental
Mythril Spear	III 	16 	15 	11 	1200	None
Flame Lance 	III 	16 	20 	12 	1800	Fire Elemental
Ice Lance 	III 	17 	20 	11 	1800	Ice Elemental
Partisan 	IV 	22 	20 	13 	2000	None
Blood Lance 	IV 	20 	10 	18 	2000	
Thunder Spear	IV 	18 	30 	8 	2400	Lightning Elemental
Demon Spear 	V 	25 	25 	15 	3000	None
Wyvern Lance 	VI 	29 	25 	20 	4000	None
Gungnir 	VII 	31 	35 	20 	5200	None
Longinus 	VIII	35 	35 	25 	N/A 	
===Knives===
Name 	Rank	Attack	Accuracy	Critical	Cost	Notes
Knife 	I 	5 	10 	2 	80 	None
Dagger 	II 	10 	10 	10 	360 	None
Mythril Knife 	III 	10 	15 	16 	1000	None
Spark Dagger 	III 	10 	30 	5 	1200	Lightning Elemental
Main Gauche 	IV 	15 	20 	18 	1800	None
Mage Masher 	IV 	14 	10 	25 	1900	May inflict Silence
Poison Dagger 	IV 	13 	30 	6 	1900	May inflict Poison
Orichalcum 	V 	22 	25 	18 	2800	None
Triton's Dagger 	V 	23 	30 	11 	3000	Water Elemental
Gladius 	VI 	26 	25 	23 	3800	None
Assassin's Dagger	VI 	30 	20 	25 	4200	Damage is not reduced if the enemy initiates battle
Swordbreaker 	VII 	30 	30 	25 	5000	None
Zwill Crossblade 	VIII	35 	40 	25 	N/A 	Wind Elemental, inherent Blink effect
===Claws===
Name 	Rank	Attack	Accuracy	Critical	Cost	Notes
Bronze Claws 	I 	12 	0 	3 	80 	None
Metal Claws 	II 	16 	5 	7 	360 	None
Flame Claws 	II 	20 	0 	7 	400 	Fire Elemental
Ice Claws 	II 	12 	10 	6 	400 	Ice Elemental
Lightning Claws	II 	12 	5 	11 	400 	Lightning Elemental
Mythril Claws 	III 	22 	5 	14 	1000	None
Fairy Claws 	III 	20 	5 	16 	1250	May inflict Confuse
Dark Claws 	IV 	25 	10 	19 	1800	None
Hell Claws 	IV 	30 	0 	20 	1800	May inflict Poison
Cat Claws 	V 	28 	15 	26 	2800	None
Kaiser Claws 	VI 	30 	20 	29 	3800	None
Dragon Claws 	VII 	40 	20 	29 	5000	None
Godhand 	VIII	42 	20 	31 	N/A 	Light Elemental, inherent Protect and Shell effects
===Bows===
While most weapons can only permit an attack if the wielder is adjacent to their enemy, bows allow the wielder to attack from as many as three tiles away. However, bows must be equipped with arrows in order to work.
Name 	Rank	Attack	Accuracy	Critical	Cost	Notes
Bow 	I 	1 	10 	1 	100 	None
Longbow 	II 	5 	10 	10 	450 	None
Mythril Bow	III 	13 	10 	10 	1200	None
Great Bow 	III 	16 	15 	5 	1500	Inherent Protect effect
Killer Bow 	IV 	15 	20 	10 	2000	None
Rune Bow 	IV 	12 	25 	5 	2250	Inherent Regen effect
Selene Bow 	V 	18 	25 	16 	3000	None
Elven Bow 	V 	15 	30 	15 	3400	Inherent Shell effect
Yoichi Bow 	VI 	23 	30 	16 	4000	None
Artemis Bow	VII 	26 	30 	21 	5200	None
Perseus Bow	VIII	30 	35 	27 	N/A 	Inherent Haste effect
===Rods===
In addition to what is listed here, equipping a rod allows the wielder to cast Black Magic spells. The maximum level of magic that they can use is equal to the rank of their equipped rod.
Name 	Rank	Attack	Accuracy	Critical	Cost	Notes
Wooden Rod 	I 	6 	0 	3 	120 	None
Mage's Rod 	II 	12 	0 	3 	520 	None
Mythril Rod 	III 	12 	0 	18 	1280	None
Wizard's Rod 	IV 	12 	10 	21 	2150	None
Omnirod 	V 	15 	15 	23 	3250	None
Judgement Rod	VI 	20 	15 	25 	4250	None
Stardust Rod 	VII 	25 	20 	25 	5400	None
Millenium Rod	VIII	30 	30 	25 	N/A 	None
===Staffs===
In addition to what is listed here, equipping a staff allows the wielder to cast White Magic spells. The maximum level of magic that they can use is equal to the rank of their equipped staff.
Name 	Rank	Attack	Accuracy	Critical	Cost	Notes
Wooden Staff 	I 	6 	5 	0 	120 	None
Healing Staff 	II 	12 	5 	0 	520 	None
Mythril Staff 	III 	14 	5 	11 	1280	None
Golem Staff 	IV 	15 	10 	18 	2150	None
Rune Staff 	V 	15 	20 	18 	3250	None
Elder Staff 	VI 	20 	20 	20 	4250	None
Sage's Staff 	VII 	25 	25 	20 	5400	None
Seraphim Staff	VIII	30 	30 	25 	N/A 	None
===Bells===
In addition to what is listed here, equipping a bell allows the wielder to summon Transiens. The maximum level of Transien that they can summon is equal to the rank of their equipped bell.
Additionally, all bells are capable of attacking from a maximum of two tiles away.
Name 	Rank	Attack	Accuracy	Critical	Cost	Notes
Glass Bell 	I 	5 	0 	0 	120 	None
Fairy Bell 	II 	6 	5 	1 	520 	None
Mythril Bell	III 	7 	5 	7 	1280	None
Gaia Bell 	IV 	10 	10 	7 	2150	None
Diamond Bell	V 	12 	10 	13 	3250	None
Rune Bell 	VI 	15 	15 	13 	4250	None
Binding Bell	VII 	18 	15 	19 	5400	None
Blessed Bell	VIII	20 	20 	20 	N/A 	None
==Offhand Items==
Offhand items are equipped just like weapons - a unit can have three available at one time, but must equip one at a time.
===Arrows===
Bows must be equipped with arrows in order to work. Arrows come in limited supply, with one arrow lost per attack. The prices below are for one arrow each.
All bow-wielding jobs can equip these.
Name 	Rank	Attack	Accuracy	Critical	Cost	Notes
Wooden Arrow 	I 	1 	0 	0 	4 	None
Iron Arrow 	II 	3 	0 	0 	8 	None
Holy Arrow 	III 	5 	0 	0 	14 	Light Elemental
Fire Arrow 	IV 	6 	0 	1 	17 	Fire Elemental
Ice Arrow 	IV 	6 	0 	1 	17 	Ice Elemental
Lightning Arrow	IV 	6 	0 	1 	17 	Lightning Elemental
Dark Arrow 	V 	6 	0 	5 	24 	May inflict Blind
Poison Arrow 	V 	6 	0 	5 	24 	May inflict Poison
Silent Arrow 	V 	6 	0 	5 	24 	May inflict Silence
Angel Arrow 	VI 	6 	5 	5 	28 	May inflict Confuse
Medusa Arrow 	VI 	6 	5 	5 	32 	May inflict Gradual Petrify
Magic Arrow 	VII 	8 	5 	7 	36 	None
Goddess Arrow 	VIII	10 	5 	10 	45 	None
===Shields===
Shields are unique, raising defence and evasion instead of attack power and accuracy. All physically oriented jobs can equip them.
Name 	Rank	Defence	Evasion	Cost	Notes
Wooden Shield 	I 	2 	4 	40 	None
Iron Shield 	II 	4 	4 	120 	None
Mythril Shield 	III 	8 	4 	640 	None
Platinum Shield	IV 	12 	4 	1400	None
Flame Shield 	IV 	12 	4 	1500	Increased defence against ice
Ice Shield 	IV 	12 	4 	1500	Increased defence against fire
Diamond Shield 	V 	16 	4 	2000	Increased defence against lightning
Genji Shield 	VI 	16 	20 	2500	Increased defence against status ailments
Crystal Shield 	VII 	16 	31 	4000	Increased defence against fire, ice, lightning and status ailments
Hero's Shield 	VIII	16 	42 	N/A 	Increased defence against all elements and status ailments
==Armour==
Each character can equip one piece of armour at a time, and cannot change their equipped armour during battle. Heavy armour is available to Freelancers, Gladiators, Chocobo Riders and Specialists, while light armour is available to Freelancers, Rogues, Rangers, Brawlers, Arcanists, Conjurers and Transials.
Name 	Rank	Defence	Evasion	Cost	Notes
Leather Clothing	I 	1 	-1 	80 	Light armour
Bronze Armour 	I 	4 	-4 	100 	Heavy armour
Silk Robe 	II 	4 	-1 	360 	Light armour
Iron Armour 	II 	15 	-7 	450 	Heavy armour
Gaia Gear 	III 	8 	-1 	640 	Light armour
Mythril Mail 	III 	18 	-4 	800 	Heavy armour
Magus Robe 	IV 	15 	-1 	1500	Light armour
Ocean Robe 	IV 	15 	-1 	1600	Light armour, resists Water
Sky Robe 	IV 	15 	-1 	1600	Light armour, resists Wind
Platinum Armour 	IV 	24 	-5 	1800	Heavy armour
Flame Mail 	IV 	24 	-5 	2000	Heavy armour, resists Ice
Ice Armour 	IV 	24 	-5 	2000	Heavy armour, resists Fire
Sage's Surplice 	V 	24 	-1 	2500	Light armour
Diamond Armour 	V 	34 	-5 	3000	Heavy armour, resists Lightning
Luminous Robe 	VI 	34 	-1 	3600	Light armour, resists status ailments
Genji Armour 	VI 	42 	-5 	4000	Heavy armour, resists status ailments
Lordly Robe 	VII 	42 	-1 	5000	Light armour, resists water, wind and status ailments
Crystal Armour 	VII 	45 	-5 	5200	Heavy armour, resists fire, lightning, ice and status ailments
Rainbow Robe 	VIII	45 	2 	N/A 	Light armour, resists all elements and status ailments
Maximillian 	VIII	55 	-5 	N/A 	Heavy armour, resists all elements and status ailments
==Magic==
It should be noted that if a spell is casted on multiple targets, the damage (or success rate, in the case of non-damaging spells) is reduced based on the number of targets, unless the spell ignores split damage.
===Black Magic===
Name 	Level	MP	Effect 	Spell Power	Success Rate
Fire 	1 	5 	Fire-elemental attack on one or all enemies in a 3 tile range. 	15 	100%
Thunder 	1 	5 	Lightning-elemental attack on one or all enemies in a 4 tile range. 	12 	100%
Blizzard	1 	5 	Ice-elemental attack on one or all enemies in a 5 tile range. 	9 	100%
Sleep 	1 	5 	Inflicts an enemy in a 7 tile range with Sleep status, preventing them from acting until they wake up. The time it takes to wake up is based on the target's Speed. 	0 	60%
Poison 	2 	3 	Inflicts an enemy in a 3 tile range with Poison status, causing a little damage at the start of each turn until the ailment is cured. 	0 	80%
Blind 	2 	5 	Inflicts an enemy in a 7 tile range with Blind status, reducing their accuracy and evasion until the ailment is cured. 	0 	60%
Osmose 	2 	1 	Reduces the MP of an enemy in a 2 tile range, then increases the caster's MP by an amount equal to the damage dealt. 	10 	100%
Flare 	2 	8 	Shadow-elemental attack on one enemy in a 3 tile range. 	21 	100%
Fira 	3 	15	Fire-elemental attack on one or all enemies in a 3 tile range. 	45 	100%
Thundara	3 	15	Lightning-elemental attack on one or all enemies in a 4 tile range. 	36 	100%
Blizzara	3 	15	Ice-elemental attack on one or all enemies in a 5 tile range. 	27 	100%
Drain 	3 	12	Damages an enemy in a 2 tile range, then increases the caster's HP by an amount equal to the damage dealt. 	18 	100%
Break 	4 	10	Inflicts an enemy in a 2 tile range with Gradual Petrify status, instantly killing them after 3 turns unless the ailment is cured. 	0 	60%
Slow 	4 	10	Inflicts an enemy in a 7 tile range with Slow status, reducing their Speed. 	0 	60%
Warp 	4 	10	Brings an enemy in a 7 tile range over to an ally in that range. 	0 	Certain
Flara 	4 	24	Shadow-elemental attack on one enemy in a 3 tile range. 	63 	100%
Firaga 	5 	30	Fire-elemental attack on one or all enemies in a 3 tile range. 	90 	100%
Thundaga	5 	30	Lightning-elemental attack on one or all enemies in a 4 tile range. 	72 	100%
Blizzaga	5 	30	Ice-elemental attack on one or all enemies in a 5 tile range. 	54 	100%
Osmosa 	5 	3 	Reduces the MP of an enemy in a 5 tile range, then increases the caster's MP by an amount equal to the damage dealt. 	12 	100%
Slowra 	6 	25	Inflicts all enemies in a 3 tile range with Slow status, reducing their Speed. Ignores split damage. 	0 	60%
Drainra 	6 	25	Damages an enemy in a 5 tile range, then increases the caster's HP by an amount equal to the damage dealt. 	24 	100%
Breakara	6 	30	Inflicts an enemy in a 4 tile range with Gradual Petrify status, instantly killing them after 3 turns unless the ailment is cured. 	0 	100%
Meteor 	6 	40	Non-elemental attack on all enemies in a 7 tile range. Ignores split damage. 	22 	75%
Firaja 	7 	50	Fire-elemental attack on one or all enemies in a 3 tile range. 	150 	100%
Thundaja	7 	50	Lightning-elemental attack on one or all enemies in a 4 tile range. 	120 	100%
Blizzaja	7 	50	Ice-elemental attack on one or all enemies in a 5 tile range. 	90 	100%
Death 	7 	40	Instantly kills one enemy in a 2 tile range. Fails on bosses and the undead. 	0 	50%
Banish 	8 	45	Instantly kills all enemies in a 2 tile range. Fails on bosses, but not the undead. Ignores split damage. 	0 	30%
Stop 	8 	30	Inflicts an enemy in a 5 tile range with Stop status, preventing them from acting. This ailment has a small chance to be cured at the end of each turn, with this chance increasing the longer the ailment lasts.	0 	75%
Flaraga 	8 	60	Shadow-elemental attack on one enemy in a 3 tile range. 	158 	100%
Meteora 	8 	75	Non-elemental attack on all enemies in a 7 tile range. Ignores split damage. 	43 	75%
===White Magic===
Name 	Level	MP	Effect 	Spell Power	Success Rate
Water 	1 	5 	Water-elemental attack on one or all enemies in a 6 tile range. 	6 	100%
Aero 	1 	5 	Wind-elemental attack on one or all enemies in a 7 tile range. 	3 	100%
Cure 	1 	3 	Heals one or all allies in a 10 tile range. 	5 	Certain
Protect 	1 	5 	Raises the defence of an ally in a 5 tile range. 	0 	Certain
Confuse 	2 	7 	Confuses an enemy in a 10 tile range. If a unit is confused, they have a 50% chance to move without the player's input. The time it takes to snap out of this is based on the target's Speed.	0 	50%
Hold 	2 	7 	Paralyse an enemy in a 10 tile range, preventing them from acting until they recover. The time it takes to recover is based on the target's Spirit. 	0 	50%
Shell 	2 	5 	Raises the magic defence of an ally in a 5 tile range. 	0 	Certain
Holy 	2 	8 	Light-elemental attack on one enemy in a 7 tile range. 	8 	100%
Watera 	3 	15	Water-elemental attack on one or all enemies in a 6 tile range. 	18 	100%
Aerora 	3 	15	Wind-elemental attack on one or all enemies in a 7 tile range. 	9 	100%
Cura 	3 	9 	Heals one or all allies in a 10 tile range. 	15 	Certain
Float 	3 	8 	All allies are immune to damaging terrain effects for two turns. 	0 	Certain
Blink 	4 	6 	Raises the evasion of an ally in a 5 tile range. 	0 	Certain
Haste 	4 	10	Raises the speed of an ally in a 5 tile range. 	0 	Certain
Esuna 	4 	15	Cures an ally in a 3 tile range of most status ailments. 	0 	Certain
Holyra 	4 	24	Light-elemental attack on one enemy in a 7 tile range. 	24 	100%
Waterga 	5 	30	Water-elemental attack on one or all enemies in a 6 tile range. 	36 	100%
Aeroga 	5 	30	Wind-elemental attack on one or all enemies in a 7 tile range. 	18 	100%
Curaga 	5 	18	Heals one or all allies in a 10 tile range. 	30 	Certain
Teleport 	5 	15	Brings an ally in a 10 tile range over to another ally or an enemy in that range. 	0 	Certain
Protectra	6 	15	Raises the defence of all allies in a 4 tile range. 	0 	Certain
Shellra 	6 	15	Raises the magic defence of all allies in a 4 tile range. 	0 	Certain
Hastara 	6 	15	Raises the speed of all allies in a 4 tile range. 	0 	Certain
Ultima 	6 	35	Non-elemental attack on all enemies in a 10 tile range. Ignores split damage. 	7 	100%
Waterja 	7 	50	Water-elemental attack on one or all enemies in a 6 tile range. 	60 	100%
Aeroja 	7 	50	Wind-elemental attack on one or all enemies in a 7 tile range. 	30 	100%
Bravery 	7 	25	Raises the attack power of all allies in a 7 tile range. 	0 	Certain
Faith 	7 	25	Raises the magic power of all allies in a 7 tile range. 	0 	Certain
Curaja 	8 	40	Heals one or all allies in a 10 tile range. 	65 	Certain
Esunara 	8 	50	Cures all allies in a 3 tile range of most status ailments. 	0 	Certain
Holyga 	8 	60	Light-elemental attack on one enemy in a 7 tile range. 	60 	100%
Ultimara 	8 	75	Non-elemental attack on all enemies in a 10 tile range. Ignores split damage. 	16 	100%
===Summoning===
Summoning is a unique form of magic, which involves calling forth a Transien who becomes a temporary playable unit. Only one Transien of each type may be in battle at a time. Transiens tend to last for five turns, but may last for less if the summoner is on low health.
Each Transien has two magic abilities, along with a physical attack. The power of the physical attack varies depending on the level of the Transien.
Name 	Level	Image	MP	Abilities
Chocobo 	1 	 	10	
*Chocobo Kick: Physical attack with 1 range. Damage is based on the HP difference between the summoner and the target.
*Chocobo Beak: Physical attack with 1 range. Damage is based on the level difference between the summoner and the target.
*Chocobo Sprint: Possesses increased movement range.
Ifrit 	2 	 	15	
*Conflagration: Fire magic attack on all enemies in a 3 tile range. Has a spell power of 30.
*Dazing Fire: Inflicts Confuse on all enemies in a 2 tile range. Has a success rate of 60%.
Ramuh 	3 	 	20	
*Judgement Bolt: Lightning magic attack on all enemies in a 4 tile range. Has a spell power of 36.
*Binding Storm: Inflicts Paralyse on all enemies in a 2 tile range. Has a success rate of 65%.
Shiva 	4 	 	25	
*Diamond Dust: Ice magic attack on all enemies in a 5 tile range. Has a spell power of 40.
*Freezing Song: Inflicts Sleep on all enemies in a 3 tile range. Has a success rate of 60%.
Sylph 	5 	 	30	
*Whispering Wind: Wind magic attack on one enemy in a 5 tile range. Has a spell power of 54.
*Fae Wind: Heals all allies in a 3 tile range for HP and MP. Has a spell power of 40 for HP and 25 for MP.
Phoenix 	6 	 	40	
*Flames of Rebirth: Revives the ally who was most recently defeated with very little HP.
*Undying Spirit: An ally in a 7 tile range is cured of most status ailments.
Odin 	7 	 	50	
*Zantetzuken: Instantly kills an enemy in a 3 tile range. Fails on bosses, but not on the undead. Has a 50% success rate.
*Raven Calling: Grants Blink to all allies in a 5 tile range.
Leviathan	8 	 	75	
*Tidal Transience: Water magic attack on all enemies in a 10 tile range. Has a spell power of 25.
*Empowering Rain: Grants Bravery and Faith to allies in a 7 tile range.
==Enemies==
Along with the enemy types listed here, human enemies will appear throughout the game. These human enemies can use any of the classes and equipment available to the player.
It's worth noting that enemies are able to use certain types of magic without a rod or staff equipped. If they have a staff or rod, however, they can use all spells that the staff/rod will allow.
An enemy's level is a gauge of how powerful they are. Higher level enemies are usually encountered later in the game.
Name 	Lv	Stat Spread 	Equipment Type	Magic	Weak to
Dragonkin 	1 	Overall weak 	Knives 	None 	None
Goblin 	1 	High SpeedLow Strength 	Swords 	None 	None
Goblin Guard 	1 	High StaminaLow Speed 	Lances 	None 	None
Floating Eye 	2 	High SpeedLow Stamina 	Unarmed 	None 	Wind
Helldiver 	2 	Balanced 	Unarmed 	None 	Wind
Wolf 	2 	High StrengthLow StaminaLow Spirit	Unarmed 	None 	None
Skeleton 	3 	Balanced 	Swords, Lances	None 	Fire, Light
Spider 	3 	High SpeedLow StaminaLow Spirit 	Unarmed 	None 	None
Zombie 	3 	High StrengthLow Speed 	Knives 	None 	Fire, Light
Goblin Prince	4 	Balanced 	Bows 	Fire 	None
Sahagin 	4 	Balanced 	Knives 	Water	Lightning
Red Mousse 	4 	High SpiritLow Stamina 	Unarmed 	Cure 	Fire
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