Loradila Chronicles

Loradila Chronicles is a real-time RPG released as a launch title for the Hunter in 2017.
==Story==
Loradila. The great triangle of three lands - Terra, Gaia, Memoria - that hold the Pillars from which civilisation thrived on, once upon a time. Their stability is to be tested, however, as our story of the shift in Loradila's peace comes to begin...
===Prologue: Terra===
The story starts in Terra Castle, the centre of the kingdom that takes up Loradila's southeastern land. Princess Kyra, the current heir to the Terran throne, has gone missing under unknown circumstances, and mysterious cloudy weather has begun to engulf the sky out in the distance. Messages from the southwestern land, Gaia, have also reported that the kingdom's Pillar has taken on a bluish glow, and that the seas of the land seem to be “twisted”.
Following Kyra's disappearance, her brother, Prince Caelan, decides to step forwards and offer to look for her. He initially tries to directly ask his parents, King Corentin and Queen Thera, who both refuse as a single person would be at too much danger from the creatures of the wild, who have been noted to have gone mad in recent times. Caelan backs away from the decision, and that night chooses to vent frustration with some personal sword practice.
During his practice, however, he is suddenly greeted by Corentin, who took the time to consider his proposition and has, in fact, changed his mind. Recalling the old tales of parties of travellers venturing out to the wild to help those in need, he tells Caelan that he could be free to travel Terra if he was able to found his own party.
===Chapter 1: Consorians===
Taking his father's words to heart, Caelan sets out first to Zuria, a village known to be the origin place of Conjurers. Knowing that the Conjurers' ability to call forth the magical beasts known as Consorians would be a valuable asset in battle, Caelan arrives at the village and is immediately jumped by a small group of Consorians - a flower-wielding fairy, a lamp-carrying phantom and a one-eyed winged rodent.
After the brief attack, Caelan comes across a Conjurer boy who mentions searching for three of his Consorians who have gone wild - his descriptions confirm these to be the same ones that attacked the prince. Caelan offers to help the Conjurer round up and calm down the Consorians. While the phantom and rodent get away, the flower fairy is successfully called back. The Conjurer thanks him and introduces himself as Asier, and asks if Caelan can accompany him down to Summorin Caverns, which he saw the other two Consorians escape to.
Caelan accepts and travels through the cave with Asier. Though they have a surprise encounter with a powerful beast called a Manatoise, they make it through in one piece and are able to rejoin with Asier's other two Consorians. Afterwards, Caelan brings up wanting to search for his sister and needing allies to help him - though he hides his identity as the prince of Terra to avoid dissuading him. Asier agrees, seeing it as returning the favour for asking for help in reclaiming his Consorians.
===Chapter 2: Unseen Talent===
Caelan and Asier arrive at Oakeridge, where they are immediately drawn in by a sound of harp playing. The music is confirmed to be coming from a boy named Cypris, though upon closer inspection he turns out to be carrying a unique harp that doubles up as a bow. After a demonstration of archery, Cypris learns of how Caelan and Asier are heading out to search for Kyra. Hearing of their prior experience, he asks if they can help him to find his archer friend, Asca, who is trapped in the Ashen Cove after an injury he received while exploring.
Caelan, Asier and a reluctant Cypris head down to the coast, though before they can reach the cove they are attacked by a subterranean beast, the Centroden. They manage to win the battle after learning of the monster's weaknesses to both the bow and the harp, and travel through the cove's caverns until they are able to find and rescue Asca from a giant spider, the Silkworm Queen. Cypris thanks Caelan and Asier for their help, and asks if he can travel with them in the future - since in their short adventure together, Cypris has learned of a combat prowess he never has and wants to be able to explore it more. Caelan accepts, making Cypris the third member of his party.
===Chapter 3: Bonds of Allies===
The party travels through Spirot Forest, after Cypris mentions the long-standing magic powers that have been dwelling in those woods. Along their way they encounter a human girl with a magic wooden staff, who introduces herself as Narcisa and mentions searching for a treasure that the forest spirits have lost. The party try to follow her, asking if they can help her, though they fail to gain her favour until she recklessly charges into a horde of monsters. The party saves her and notes that she shouldn't try to fight on her own, thus persuading her to accept their assistance.
Arriving in a town within Spirot Forest, the party end up meeting the forest spirits personally, and learning that Narcisa was actually raised among them. They then continue their travels through the woods, eventually finding the Woodland Emerald - though it turns out that the Elder Spirot, a tree inhabited by a forest spirit, has been turned corrupt by a spell to keep the Woodland Emerald in his clutches. After a battle, Narcisa is able to undo the spell on the tree and reclaim the emerald.
After the battle ends, the party return to the town in the forest and are about to return the jewel to the nature spirits. Narcisa then asks the rest of the party what they are heading out for, and decides to stay with them, being bored of staying in one place in the woods. Upon hearing this, the spirits decide that Narcisa should take the jewel for herself, to bring some of the magic of the forest with her in case the need arises. She agrees, placing the jewel in her headpiece.
===Chapter 4: Sea and Sky===
The party return to Terra Castle, with Caelan's intention being to introduce his party to his parents. His allies are quick to question approaching the castle, which leads to Caelan having to reveal his identity as the prince of Terra. This comes as a shock, though the rest of the party take it well and join him in an audience with Corentin and Thera.
Caelan introduces his party, who manage to gain the approval of Corentin, thus permitting his son to go out and find Kyra. Thera also offers the prince some information that she had gathered - messengers of Gaia had sighted a girl they assumed to be Kyra on their lands. With this lead, the party set out for Gaia on a ship that the king and queen provide for them - as the road to Gaia is separated by heavy mountainous region. On the ship's route, sea creatures begin climbing on deck and attacking, along with a Consorian that the party have to protect from the attackers - after succeeding, Asier is able to gain this creature's trust.
Landing at Draconra, a town where the people are famed for raising wyrms, the party find that they can't reach Gaia, as the land connecting it to Terra is on a steep plateau. After suggestions from some townspeople, they take to Dracon Peaks, where the wyrms are best known for living, though on the way up they are challenged by a pair of professional wyrm tamers, Cherina and Rozario. After the party emerges victorious, the pair of tamers are able to give them advice in claiming wyrms of their own.
===Chapter 5: Legend of the Pillars===
With the wyrms they tamed, the party are able to take to the skies and clear the plateau, though they have to fight some avian foes on wyrmback on the way up. They arrive at the Border Fortress, the official partition between Terra and Gaia, said to hide several legends about Loradila's Pillars.
Within the fortress, the party meet Elurrina, an icy Consorian who introduces herself as “the Consorian princess”. She mentions refusing to bind herself to any Conjurer masters as a sign of her status, and appears to flee the party. They follow her for some time, eventually sparking her annoyance and leading to a battle - though, being a “princess”, she lacks battle experience and is defeated soundly.
In the end, it turns out that Elurrina had been leading the party into a chamber with inscriptions on the walls. A powerful, flaming guardian beast, Pyronid, bursts in to attack and drive the party out. While the battle seems initially hopeless, Elurrina catches up to the party and joins them in battle, using her ice magic to weaken Pyronid's flame. In the end, Pyronid is silenced and calmed down by the party, and even gives them a Ruby Ring for reasons the beast cannot explain (after all, it can't communicate), allowing them to inspect the inscriptions. While the writing had been weathered with time, Elurrina uses her ice to freeze the wall, making the words clearer to read:
“The road from the east, to the west, and ending north. Protect the pillars of the land, and keep the two Rings by hand, and the way to the earth can be sought.”
The party are able to piece together some parts of their meaning - the east, west and north are Terra, Gaia and Memoria, and the Ruby Ring is presumably one of the two rings mentioned. Elurrina mentions that the Ruby Ring's powers derive from the sun, fire and other “active” energies. She brings up wanting to search for her missing brother, Suterretz, and in order to aid her investigation she decides to join Asier.
===Chapter 6: Pandemonic Wind===
The party crosses the Border Fortress and arrives in Gaia, the southwest land of Loradila where the Pillar of the Wind - the one reported to have gained a strange glow - is kept. They travel to the nearest town, Sirasha, where they soon find an attack from two chromatic winged beasts. None of their weapons seem to have an effect, however, until Cypris plays his music to temporarily ward off their guard. As it turns out, these chromatic enemies can only be fully damaged if inflicted with a status ailment or if attacked with certain “tranquil” weapons.
As the battle draws to a close, the sound of a flute plays nearby. This particularly annoys the chromatic beasts, allowing them to be easily defeated. A young woman with blue hair arrives, being the one holding the flute, and introduces herself as Hilma. She mentions having been chasing down those chromatic beasts from Foraura Tower, in the tundra to the north of Sirasha. She and her party of three allies had gone there by request of Gaia's crown to hunt down some people suspected of meddling with the Pillar. However, they were unsuccessful and only Hilma made it out of the tower. She requests to team up with Caelan's party to reunite with the rest of her party, to which they accept.
Crossing the snow, the party and Hilma reach the tower. Hilma is able to help with solving the tower's many puzzles, having seen them all before, and uses her music as a counter to some of the chromatic beasts they fight there. Along the way, the party is able to find one of Hilma's allies, Ferdin the spearman, rescuing him from a fight with a particularly large chromatic beast. He agrees to help out, though he has no idea where the rest of his allies are.
Later up the tower, the party fight two humans in dark robes, who wield powerful magic but seem to quickly flee whenever the party tries to attack. Hilma identifies them as some of the attackers who targeted the Pillar of the Wind earlier. Before long, the party reach the roof of the tower where they find and rescue Quintus the geomancer, another of Hilma and Ferdin's party, from three more chromatic beasts.
Following the battle, a great windy storm passes, and the party instantly guess that it has something to do with the Pillar of the Wind. Two four-winged chromatic beasts soon arrive, being ridden by two more of the dark-robed people who introduce them as “Pandemonic Rukhs”. Caelan's party and Hilma's party split up to deal with them, eventually managing to win the battle.
===Chapter 7: Dark Clash===
Following the burst of wind, the two parties quickly make it back down the tower and head past a small desert to reach Gaia Castle. Here, they are granted an audience with Queen Cacilia. After a short while of conversation, Cacilia learns of Caelan's identity as the prince of Terra, and states that there is a spell the Gaian royals keep for emergencies with the Pillar - however, it is kept hidden in a book deep within Gaia Library, located to the far west. As Gaia is keeping their defence at a maximum in fear of recent attacks, they ask if Caelan's party can go to the library to find the book. They accept, and Hilma offers to go with them, as she knows a song that can move the bookshelves to find secret routes.
Heading through the swamp to the west, the party reach the library and begin venturing through. Along the way, they find Suterretz, a Consorian prince of fire and Elurrina's brother. Elurrina tries to reach out to him, but he doesn't listen. After a while of chasing, the party seem to lose Suterretz, though he suddenly strikes Elurrina from behind, and on closer inspection seems to be under control from magic. After a battle where the player controls Elurrina, she wins, though Suterretz is still under control.
Further down in the library basement, the party encounters Kistine the Conjurer, the last member of Hilma's party who had gone into hiding in the library after escaping from Foraura Tower some time after Hilma. She agrees to help the party, and along the way finds Suterretz ready for another attack. Using a dual Conjurer spell, however, Asier and Kistine are able to undo the spell controlling Suterretz. While thankful, the Consorian refuses to ally with Elurrina as he is after something else that he won't mention, and makes his leave by vanishing into fire. However, he does offer one parting aid as the fire provides extra light for the dark basement.
The party eventually finds the book they're looking for, though on their way out they encounter a man in gleaming purple armour, standing guard so that they can't make it out. He introduces himself as Arondite, and tells them not to advance as he doesn't want them “disrupting the power of the sky”. A battle begins, though it ends in a quick victory for Arondite. He readies himself to take out the party, only for his blade to be repelled by a flash of light as he tries to attack Caelan. This leads to confusion from Arondite, before he realises that he “brought the wrong sword”. After one last quick glance at Caelan, he summons a magic circle at his feet and teleports away.
With the book in hand, the party quickly dash out of the library and return to the castle, only to find it under a mass attack. Reuniting with Ferdin and Quintus as they try to hold guard, the party splits in three to handle the attack - Caelan and Asier with Hilma, Cypris and Narcisa with Ferdin, and Kistine with Quintus.
After reaching the throne room, the three groups reunite and protect Cacilia, who then tells them to quickly run down to the Pillar Chamber. They make their way through a hidden staircase on the other side of a curtain behind the throne, where they soon find the Pillar of the Wind engulfed by cyclonic energy. The pillar is being sheltered by a Wind Guardian, a griffon-like being who tries to fight against the party, though they quickly prove that they are of no harm and are able to make it past. Narcisa reads the verse from the book that Cacilia had numbered for her before they left, and the extreme wind cools off. However, a beam of light shoots up from the pillar, reaching the dense clouds far above them.
===Chapter 8: Thunder Claps===
The party return to the throne room, noting the pillar's condition to the queen. Cacilia shows relief at knowing the Pillar is undamaged, though the beam of light draws her suspicions - she mentions a saying that “if all three Pillars shine candles to the heavens, Eltine will descend with madder weather”. She encourages Caelan's party to head to Memoria next, as it is likely where the pillars' attackers will be after next. However, she also tells the prince that she saw Kyra pass by the castle several days ago, also headed in the direction of Memoria. Finally, she asks if the party can keep an eye out for the queen's daughter, Princess Romilia, who has gone missing on an expedition much like Kyra.
With this information, the party are ready to head out, though not before Hilma gives Cypris a harp and a song specifically meant to counter those chromatic monsters, who the people have taken to calling “Pandemonics”. The party is also given a right to borrow a selection of items from the kingdom's treasures.
Arriving at Marilis, the town of the geomancers in a lush, flowery land by a river to Gaia's northwest. Shortly after arriving, however, the party find a group of monsters heading towards the waterfalls at the back of town. Some of the locals are panicked because the waterfalls are a common destination for young in-training geomancers, so the party decide to chase after the monsters to stop them. They initially don't find the monsters nowhere, and decide to head into a cave behind one of these waterfalls. Here they find a pair of twins, though they are quickly jumped by monsters from behind, who the twins were hiding from. The twins offer assistance using their manipulation of the earth, allowing the party to win easily.
The twins introduce themselves, the one in blue being Merrie and the one in green being Cherrie. The party are about to bring them back to the town, only for Cherrie to object, saying that she's trying to avoid her superiors because of an accident she had done. Merrie describes how Cherrie had been playing with a relic called the Thunder Crown, only for her to carelessly drop the crown outside of its building shelter, allowing a Pandemonic to pluck it. Cherrie insists that this was an accident and she was going to put the crown back as soon as she was done.
The party leaves the waterfall area, reluctantly followed by Merrie and Cherrie, and ask some of the townspeople about the Thunder Crown. They eventually get answers from a teacher of the geomancers, who says that the Thunder Crown being from the floating continent Eltine, and that it has the power to shape the weather. With the recent cloudy weather, however, that would make the effects especially devastating. The teacher also passes information that the Pandemonics had been frequenting the Thunder Temple, in the crags to the south of Marilis, and thus believes this is where the Thunder Crown is likely to be hidden. Giving the party a Geolith, a stone that can unseal the locked doors in the temple, the teacher tells them to bring Merrie and Cherrie along, in part to make up for what Cherrie did to the crown, but also due to the value of the geomancy.
Heading down to the temple, the party make their way through using the Geolith, and with some of Merrie and Cherrie's geomancy to solve puzzles. Before long they find a Pandemonic fish-like snake, who Cherrie recognises as the thief of the Thunder Crown. They chase the creature down, only to soon find him being commanded by one of the dark-robed people from Foraura Tower. He identifies the party's presence, and offers a brief introduction of himself, saying that his name is Tristen and that he hails from “deep within the earth”, as do the Pandemonics that he refers to as “the life flow of the subterrane”.
Caelan tries to ask Tristen why he and the Pandemonics are after the pillars, but he refuses to listen, instead beginning a battle. At the battle's climax, the Pandemonic Leviathan is defeated and Tristen has his dark robe torn open, though he escapes before the party can get a good look at him. Heading out the temple through the back door he went through, Merrie identifies two Pandemonic Phoenixes flying away - one is heading straight for Memoria, while the other, after passing by the opposite way, takes a turn towards the ocean to Gaia's east coast.
===Chapter 9: Madness in the Sea===
The party, including Merrie and Cherrie, return to Marilis, explaining that the Thunder Crown had been taken further. Given the way the phoenixes flew, Cypris guesses that the crown might have been traded from one phoenix to another, thus meaning it is being taken to the ocean. The geomancers' teacher assumes that the crown is being taken to Seaspiral Reef, though he notes that the party need the right equipment to be able to breathe underwater. He says that they need to head to Kerinus, a settlement in the sands to the east of Marilis, where the Seaspiral Tunnel that leads to the reef is located.
After purchasing charms that let them breathe underwater, the party head to the Seaspiral Tunnel, which leads downwards into the sea, and to Seaspiral Reef. On their way down they fight the Pandemonic Leviathan a second time and win with ease - though the crown is nowhere to be found.
Exiting the tunnel, the party reach the Seaspiral Reef, only to find another one of the cloaked people from the tower, holding the Thunder Crown and inserting a coral jewel into its centre piece, allowing the crown to regain its full power. The party confront her, and she says that her name is Romilia before beginning a battle. With few Pandemonics to help her, however, Romilia is easily defeated and escapes on a lizard-like Pandemonic, heading for the surface.
The party arrive at Kerinus where Romilia is trying to hide, and she begins another, more serious battle, this time accompanied by her two Pandemonic Basilisks. In the end, the heroes are able to break open Romilia's cloak and destroy the orb that is allowing the Pandemonics to control her, causing her to regain her identity as the princess of Gaia. However, the Thunder Crown had already been taken by a Pandemonic Phoenix to the border, where Tristen is ready to use its powers.
===Chapter 10: Madder Weather===
Returning to Marilis, the party, now accompanied by Romilia, confirm that the Pandemonics had taken the Thunder Crown to the border of Memoria, which sparks concern in some of the people as the border is known for being home to the Hurricane's Cradle, said to be the place on Loradila's surface closest to Eltine. Merrie and Cherrie are told to stay in Marilis by their teacher, as the conditions are deemed so dangerous, though before parting ways with Caelan's party, they give Narcisa a special wand.
The party travel north through a hilly area, and reach the Border Maze. The lower floors are an afterthought, as the Hurricane's Cradle is located on the rooftop of the border. Along their way, they run into Suterretz, who came looking for Elurrina as he has some information to give. He explains that the Pandemonics were raised on the mad, chromatic light of the lower world, since no sun, moon or star can reach down there, and that no humans should live down there - any who does must have been taken from the surface and controlled. Having given his message, Suterretz agrees to team up with Elurrina, even if he dislikes the idea of being bound to a Conjurer.
Reaching the Hurricane's Cradle, the party are caught in a biting rainstorm as they find Tristen and two other cloaked people trying to channel the weather. Tristen has yet to repair his robes fully, leaving out the hood, and is the one wearing the Thunder Crown. While what they are doing seems to be working, lightning soon blasts in front of them, knocking the three Pandemonic masters down. Tristen keeps a tight grip on the crown, however, as something floats down from above - an Aurai, one of the people of Eltine.
The Aurai introduces herself as Perfuria, and Tristen uses the crown to control her - as the Aurai crowns have the power to exact dominion over their subjects. The party engage in a battle, managing to take out both Tristen and his allies so that neither can use the crown. However, Perfuria takes the crown for herself, believing the right thing is to take it back to Eltine. The party try to stop her, and they win in a second, much harsher battle, though not without Perfuria giving them a warning - “beware the one in amethyst”. She gives them a Sapphire Ring, the counterpart to the Ruby Ring they found on the way to Gaia, and lets them return the crown to Marilis as she retreats to the skies. The weather begins to calm down, and the party look to where Tristen and his allies were - while the other two are completely gone, Tristen gets back up and looks at them with contempt, before taking a Pandemonic Phoenix once again and flying towards Memoria.
===Chapter 11: Machines of the Heavens===
The party leave the Hurricane's Cradle and head for Memoria, following after Tristen. The stormy weather hasn't seemed to have stopped in this land. They soon arrive in a city filled with metal, a sight that causes shock for the Terrans. Before long, they find a young man in peculiar monochrome clothes, carrying a strange contraption that he calls a "crossbow". He introduces himself as Mattias Firmen, and explains that Coratial has undergone an industrial revolution, developing machinery not unlike what the Aurai had on Eltine.
As the party are unfamiliar with the tales of Eltine, Mattias tells them their story. Eltine was once the central land of Loradila, and its residents were pioneering in technology five hundred years ago. However, the people of Terra, Gaia and northern Memoria hated them for disrupting natural order with their machines. To escape their antagonism, the Eltinians used their machines to make their land break from the rest of Loradila and rise to the heavens. The Eltinians since used the magic of the sky to give themselves wings, becoming Aurai, and lived peacefully away from the surface world.
After Mattias finishes his story, however, the heroes notice Pandemonics attacking the city, and he helps to stave them off. The party explain what these chromatic beasts are and what they are doing, and Mattias mentions that his father, Tetros Firmen, had been conducting some kind of research on them lately, though he doesn't know the full details. He tells the party that visiting Firmen Laboratory would be a good next move, and offers to come with them, since he knows how to deactivate the security systems of the lab.
The party, now including Mattias, sneak through Firmen Laboratory, fighting security robots and ending up rescuing a Consorian who is being held captive for experiments. Deeper into the lab, they are confronted by Arondite. Now having swapped out his dark sword for a sword of blue energy, since the power of Caelan's crown makes him immune to the darkness, he recognises them as enemies of the Pandemonics, talking as though he is their leader. A fight begins, but Arondite leaves prematurely, saying that he doesn't have time to waste. After the knight vanishes into darkness once again, the party progress, reaching the heart of the lab.
Here, they run into Tetros, who is accompanied with Pandemonics - but they don't seem aggressive. He reveals to the party that he had been offered an opportunity by the Aurai to help them unlock "the power of the sky", which he believes will help them find a way to let nature and technology co-exist. However, he also mentions that in order to do this, he has made arrangements with the Pandemonic king, Ferndite, to help disrupt the Pillars and redirect their magic to Eltine. The party is opposed to this, especially Mattias, and begin battle with Tetros, who merges himself with the lab's central power unit to gain the power to stop them.
The battle ends in victory for the party, and the machine is seemingly shut down, with Tetros still inside it.
===Chapter 12: Shadowy Secrets===
The party decide to hurry to Memoria Castle, to the north of the kingdom, fearing the worst for its Pillar. They enter an audience with the castle's ruler, King Sylva, who has been given reports on the recent goings-on in Loradila's three kingdoms by Cacilia and Corentin. Gaia Castle is still in shambles following the attack, and while Terra Castle is stable, the Pandemonics have started to ransack the land. It is expected that it won't be long before Memoria meets the same fate, though Sylva notes that his troops have tracked down the main place the Pandemonics are commanding these attacks from - the summit of a volcano to Memoria's east, Scintilla Furnace.
The party travel to Elderan, the town nearest to the volcano, and from there climb up Scintilla Furnace. Near the summit, they find Arondite, busy giving mental orders to the Pandemonics. The party step in and fight to stop him, though Tristen steps in to help protect the knight.
Arondite manages to get the upper hand, only for a blast of magic to stun him. A voice calls out, and the party, as well as Tristen, recognise it as the voice of Romilia. She casts her fairy magic on Tristen, dispelling his cloak with the spell. Tristen comes to, and regains his memory as a prince of Memoria. With the tide turning against him, Arondite decides to make his leave, but not before summoning Scintillos, a giant beast lurking in the magma, to dispose of them.
While the party are able to triumph, in the moment after the battle they notice the beam of light from Gaia Castle in the distance, able to see all the way across Loradila from the volcano's peak. The situation with the Pillars is growing urgent, and they have to head to Memoria Castle quickly to protect the pillar.
Returning to the castle, the party inform Sylva of the situation. He is happy to see Tristen returned to his senses, and though the Pandemonics have not yet begun their invasion of Memoria, there surely isn't long left. The kingdom sets up a defence as the Pandemonics attack, and hold a falling guard. Amid the chaos, Sylva tells the party to head to the castle basement, to find where the Pillar of the Light is kept.
In the Pillar Chamber, the group are confronted by the Light Guardian, a magic-wielding giant insectoid who is tasked with protecting the Pillar, but has gone rampant due to Pandemonic influence. The party are able to soothe her and make it past to the Pillar, but in the time where they were held up, the Pandemonics had already made it past and done their work on the Pillar of the Light, causing it to send a beam to the heavens, just like the Pillar of the Wind in Gaia.
===Chapter 13: War For the Pillar===
The only pillar left is the Pillar of the Sky, in Terra. Once all three Pillars have been tampered with by the Pandemonics, it seems that the "power of the sky" that Arondite and Tetros mentioned will be awakened. Sylva encourages Tristen, Caelan and his party to return to Terra and stave the attack, though Mattias chooses to stay behind, wanting to look more into what his father had done in his laboratory.
The party cross through the Border Keep, which forms a gate between Memoria and Terra. Along their way, they are attacked by a woman in a black cloak, one of the commanders of the Pandemonics - just like Tristen and Romilia had been. She sends for a massive humanoid Pandemonic, wielding a mighty hammer, to attack them, though the battle ends in her defeat. The woman's hood falls down, revealing her to be Kyra. Caelan reaches out to her, but she refuses to listen, still under Ferndite's control, and races to Terra Castle.
Reaching the castle, the party find that the Pandemonics are already overrunning it. They rescue Queen Thera, who informs them of what has happened, saying that the Pillar of the Sky has been taken over by the Pandemonics already. Sure enough, a beam of light is rising into the heavens from the castle's highest tower, where the Pillar is hidden. In the hope of preventing further damage, the party race to the tower, fighting Pandemonics on their way up, and finding themselves attacked by Kyra, who rides on a Pandemonic Phoenix.
After dealing with the Phoenix, they make it to the top where the Pillar Chamber is. King Corentin is here, trying to take out the Pandemonics, but struggling. The party step in and save him, though they are soon confronted by the Sky Guardian, a winged stag who, much like the Wind Guardian and Light Guardian, has been driven mad by Pandemonics and is turning the Pillars' power to their cause. While the party are able to bring the Guardian back to his senses, they are too late to do anything to the Pillar.
Once the dust has settled, Caelan informs his parents of what has happened to Kyra. They are shocked to hear this, though Corentin has an idea of where his daughter might be. As he and Thera explain, the Pandemonics were once humans in olden times who were banished to the underground for their crimes. They continued to live their life beneath the earth, but some came too close to a core of chromatic light in the underground, which shaped them into all manner of chromatic beasts. The beasts disposed of the humans in the underground, lead by a "six-armed terror" named Ferndite that was born from the core itself, and they since established their own kingdom, Pandemonium, beneath the earth.
===Chapter 14: Way to the Earth===
With what they've learned about the Pandemonics in mind, the party are set to travel underground to reach Pandemonium and stop the Pandemonics once and for all. While most don't know how to reach Pandemonium, the party recall the inscriptions they saw in the Border Fortress on their way to Gaia:
“The road from the east, to the west, and ending north. Protect the pillars of the land, and keep the two Rings by hand, and the way to the earth can be sought.”
The party have both Rings, the Ruby Ring and Sapphire Ring, but don't know where to go from there. Thera mentions that historically, Pandemonium was reached in the south-east of Memoria, and decide that this should be their next destination. In order to bring the party there as quickly as possible, Corentin lets them take a ride on the wyrms they tamed at Dracon Peaks, who were since brought to the castle for future use.
After crossing the central sea, the party reach Reviria, the town in the south-east coast of Memoria. They decide to stay at the town for a while, and are told by locals of where the tunnel to Pandemonium is situated, in a clearing in a nearby forest. They are also told some tales about how the tunnel would sometimes open by itself, swallowing up passers-by. One such passer-by was a young boy with green hair, named Aron - the heroes believe that this was Arondite, prior to becoming an ally of the Pandemonics.
Near the town is a sealed-off tunnel in a clearing in the woods, which the party believe is the most likely place for the way to Pandemonium to be located. They bring out the power of the Ruby and Sapphire rings, summoning a light beacon that draws the attention of the three Guardians of the pillars from around Loradila. The Wind Guardian, Light Guardian and Sky Guardian fly to the clearing, drawn by the light, and using their powers are able to unseal the entry to the tunnel. After giving their thanks to the Guardians, the party begin their descent into the earth.
While heading through the Subterranean Tunnel, the party search for Kyra, but to no avail. Near the end of the tunnel, however, they find a set of sealed doors with the same chromatic appearance as any Pandemonic - which, as it turns out, is a Pandemonic itself. Kyra makes her presence known and commands the Pandemonic Gate to stop them. However, the gate is broken open, and Kyra is defeated, her cloak being destroyed. Caelan is able to talk to her, bringing some sense into his sister and allowing her to regain her memories. Now that she has been freed, all that is left is to enter Pandemonium and bring the fight to the Pandemonics.
===Chapter 15: Pandemonium===
Through the gates is Pandemonium, a kingdom all of its own formed from the same chromatic materials as the bodies of the Pandemonics. The party, now accompanied by Kyra, venture through Pandemonium until they reach its central castle, guarded by several beasts that they had fought on their travels before, such as the Pandemonic Rukhs from Foraura Tower, and the Pandemonic Warrior that Kyra herself had commanded in the Border Keep.
Climbing up the castle's central tower, the party reach a dead end, with a bottomless pit ahead of them. The door behind them is sealed, and they see a throne descend from above, Arondite seated atop. He is surprised to see Kyra returned to her senses, lamenting over how useful it was to control the royals of Loradila and have them command the Pandemonic forces, making it easier to send troops to attack the Pillars. His speech is over quickly, however, as he draws his sword and readies for battle.
Caelan tells the rest of the party to stand back, and tries to deflect Arondite's swordplay, but soon begins struggling. Kyra fires some arrows in a bid to help him, only for Arondite to send a shockwave to try and stop her. Caelan steps in and intercepts the shockwave attack, but struggles to hold it back. However, the royal crowns of Caelan and Kyra begin reacting, sensing danger, and they send their power to Caelan's Royal Rapier, transforming it into the powerful Skylight Rapier. With his strengthened sword, Caelan manages to deflect the shockwave and continues his one-on-one duel with Arondite, managing to finally best the knight.
After Arondite is knocked down, chromatic light begins to seep out of him, and he changes form to that of a child. The light then begins to seep into the bottomless pit, where it rises out as a massive, six-armed Pandemonic. He reveals himself to be Ferndite, the king of the Pandemonics, who had used the body of the boy, Aron, to take the form of Arondite, as without a human body he is unable to leave Pandemonium. Ferndite tells the party of the "power of the sky" that he has been seeking to attain, how it could allow his Pandemonic army to survive on the surface without being scorched by the sun - precisely why the Aurai had brought the great cloudy weather over Loradila, to allow the Pandemonics to ravage the surface to unlock the sky's power from the Pillars.
A great battle begins between Caelan and his allies and Ferndite, though in the end, Ferndite is defeated. With the damage the fight has caused to the castle, however, an earthquake begins and Pandemonium's castle begins to crumble. The party are ready to escape, and plan on taking Aron with him, only for Ferndite to snatch the boy's body away and slink into the dark abyss. As the castle collapses, the party escape the damage, though the earthquake grows much greater. The landmass of southern Memoria, including Coratial, Reviria and Pandemonium, begins to rise into the air, joining with the floating continent Eltine.
==Characters==
===Party Members===
Character	Information
Caelan 	The young prince of Terra, spurred on to travel Loralia after the disappearance of his older sister, Kyra. He's been known as a bit of an outcast, choosing to take up the sword rather than the bow - as is customary for Terran royals - and being lesser-addressed in favour of Kyra. So this journey to rescue his sister is his way of trying to prove himself...
Asier 	One of the Conjurers, a human-like species known for their ability to call out magical beasts known as Consorians. Hailing from Zuria Village, just east of Terra Castle, he has a natural adept for calling Consorians but is struggling to get them to follow him. In order to perfect his command over the creatures, he seeks to travel Loradila and meet many Consorians to master his knowledge of them.
Cypris 	Raised in the town of Oakeridge, Cypris was the son of an archer and a bard, and had the idea to combine their interests. As such he built for himself a unique weapon that doubled as both a harp and a bow, allowing him to pursue two opposing paths at once. While he wishes to travel and meet more people with similar interests, he was underconfident in his combat skills - though with allies by his side he's happy to head out into the open world.
Narcisa 	Abandoned by her parents as a newborn and left in the Spirot Woods, Narcisa was raised among forest spirits. She led a happy life and was even able to learn the magic of the spirits, though before long she desired to come back to her roots as a human. Though she was planning to go out alone, she failed to realise that her magic was best for a group of travellers - when a certain party of three helped her out, however, she learned there and then the value of human bonds.
===Temporary Party Members===
Character 	Information
Hilma 	A Gaian musician whose flute is able to invigorate allies and calm down any adversary. Previously, she was part of another party of four adventurers. She and her three allies were aiding the royals of Gaia by seeking out a mysterious individual suspected to have meddled with the Pillar of the Wind, though after a lost battle Hilma found herself separated from the rest of the party. After meeting up with Caelan's party in Sirasha, she offers her assistance to help navigate the puzzling tower, hoping that they can help her reunite with her missing allies.
Merrie and Cherrie	A pair of geomancer twins from Marilis. Although young and still in training, they make up for it with their teamwork, with the two of them forming one capable unit. While often hard to tell apart, the two are set apart by their personalities - Merrie (in blue) is the more level-headed and well-behaved, while Cherrie (in green) is the energetic girl who is known for pulling tricks at times. Her jokes sometimes go too far, however, and it's because of her carelessness that the Thunder Crown was swept from its perch.
Mattias 	Mattias Firmen is the son of Tetros Firmen, head of Firmen Laboratories and a leader in the Coratial industrial resolution, seeking to bring the nation to the same level of technoloogy that the Aurai once reached. Mattias is a machinist himself, carrying a self-made crossbow and a skill in rewiring the machines of others. While he does want to make people's lives easier with his tech, he's been concerned by some of Tetros' recent actions, thinking he's going too far with his work.
Romilia 	The princess of Gaia. She was raised in a very proper, sheltered upbringing, so she rarely gets to go outside. While she lacks in experience, she is very studious and has learned a vast amount about Loradila by reading. She fights using fairy magic, which she casts from a fairy tome gifted by her mother - though her combat skills are limited, the support she offers is substantial.
Tristen 	The prince of Memoria. Memorian rule is far less protective of its heirs compared to Terra and Gaia, so Tristen grew to be an active, adventurous sort who goes out of his way to join efforts to fight for his kingdom. This is largely why it was so easy for Ferndite to control him. He battles with a long, thin sword that he can swing with expert speed and precision.
Kyra 	The princess and current heir to the throne of Terra, Kyra is in many ways the opposite of her brother Caelan. Where he is adventurous, an outcast and one to value friendship, his sister is more reserved, well-loved by her people, and determined to succeed by herself. It was this determination that led her to venture out to Gaia alone, a mysterious disappearance in the eyes of her kingdom. Her brother sets out to track her down, though what could lie in wait for both of them?
===Other Characters===
Character	Information
Elurrina and Suterretz	A pair of young Consorian royals. Elurrina, the “princess of ice”, and Suterretz, the “prince of fire”, were raised together and considered siblings due to an allegiance between their Consorian kinds, though being complete opposites their relationship is rather dysfunctional. Both had been dispatched to Gaia by their superiors to help uncover the mystery behind the cloudy weather - along their way they meet Caelan's party, to whom they are able to share valuable information on uncovering this occurence.
Arondite	A mysterious knight in amethyst armour. Although clear that he's on the side of the Pandemonics, everything else about him is a mystery. He wields dark magic on top of his expert swordsmansip, though it seems this darkness has no effect on Terra's royals. With the way he actively avoids conversation, it's hard to get any information out of him.
==Gameplay==
Loradila Chronicles is a real-time RPG in which the player controls all four party members at once, navigating the overworld and dungeons while fighting any enemy that they come across. The game heavily depends on the Hunter's Bow to operate - when playing with a regular controller, the player controls the movement of a cursor that simulates a target for the bow using the right Analogue Stick. The player moves their lead party member using the D-Pad. Aiming the bow to the left or right can be used to look around, and firing a blue arrow at a party member will cause them to switch to being the lead member. Blue arrows can be used for most general overworld interactions, such as talking to NPCs, opening treasure boxes, and initiating battle with enemies.
In battle, the player uses blue arrows on enemies to have the party leader attack that enemy. Pressing L and R allows the player to cycle between their party leader's abilities on the lower-right of the screen, while aiming a red arrow at a target will use the selected ability on said target. These abilities are more powerful than automatic attacks, but cost MP to use and have cooldowns after use. If a party member runs out of health, the party leader can revive them by coming close to them and rapidly firing blue arrows at them - they will only have a small amount of health when revived, however, unless certain equipment is wielded. Should all four party members run out of health, the player will be sent back to the start of the dungeon they are in, or to the nearest settlement if taken out in the overworld.
The player can access the Party Menu by pausing, where they can use healing items to restore their party members and change their equipment. If the Party Menu is accessed during a battle, time will be slowed down instead of stopped, forcing the player to make their changes quickly or else they could end up at a disadvantage.
==Locations==
===Settlements===
Name 	Area 	Debut 	Synopsis
Terra Castle 	Terra 	Chapter 1 	The reigning quarters of the kingdom of Terra, located on the far corner of the island. Terra Castle is the home of the royal family, as well as where the Pillar of the Sky is kept and protected. As the home of both Caelan and Kyra, the castle is an important location for them on their journeys.
Zuria 	Terra 	Chapter 1 	The village where the Conjurers originated from. Only a short distance north from Terra Castle, it is surrounded by a rocky landmass on three sides. Many Consorians thrive in the nearby caves, being frequent targets for young Conjurers learning to gain their trust.
Oakeridge 	Terra 	Chapter 2 	A quaint town in a fresh, grassy expanse near to the southern coast of Terra. Little danger comes near Oakeridge, and as such many citizens choose to live comfortable, unadventurous lives.
Spirot Forest Town	Terra 	Chapter 3 	The home of the wood spirits, deep within the Spirot Forest. As legend has it, the spirits are known to whisk humans out of the forest using their magic - for no malicious purpose, as they care about the safety of forest species. Some rare humans with a gift for spells, however, may find themselves taken in for company among the woods.
Draconra 	Terra 	Chapter 4 	A rather wild town at the far west of Terra, on the edge beneath the plateau that leads to Gaia. The people are known for their skills in taming wyrms, the flying reptiles that live on the nearby Dracon Peaks. Wyrms can often be seen in town as pets, flight mounts and hunters.
Sirasha 	Gaia 	Chapter 6 	A town in a cold region, to the south of Gaia with a great tundra facing north. Snow is frequent here, believed to be caused by the winds to the north. By tradition the people here have become excellent weather forecasters, judging tomorrow's wind, and therefore the weather, based on where the birds fly.
Gaia Castle 	Gaia 	Chapter 7 	The castle from which Gaia is ruled by Queen Cacilia, located on the island's centre. This is the site of the Pillar of the Wind, which was the first to fall under attack.
Marilis 	Gaia 	Chapter 8 	Situated to the northwest of Gaia, past a river and in a lush, flowery land. This is the origin place of the Geomancers, who traditionally stayed close to nature in order to fine-tune their powers. Nowadays, however, with the groundwork laid by their ancestors, Geomancers can achieve these same powers from a very early age.
Kerinus 	Gaia 	Chapter 9 	A town at the eastern shoreline of Gaia, partly floating in the central ocean. Many people in Kerinus enjoy diving, and as such, the town has been renowned for creating equipment with water-breathing magic.
Coratial 	Memoria	Chapter 11	The city in the south-west of Memoria. In the distant past, they were the only nation to support the technological advances of the central land, Eltine. Industrial revolutions have been put into motion, lead by the Firmen company, to bring Coratial to the same advancement of the floating continent.
Memoria Castle 	Memoria	Chapter 12	Standing at the north-west of the island, from this castle is where Memoria is ruled over by King Sylva. The Pillar of the Light is kept protected within the castle walls, though with the threat of the Pandemonics luring close, its safety can't last forever.
Elderan 	Memoria	Chapter 12	Located to the east of Scintilla Furnace, the great volcano of Memoria. While it seems to be a dangerous place, the volcano's eruptions are generally contained, and the ash provides fertile land for the town, giving bountiful crop yields. Elderan is a peaceful place, staying out of conflict and being left unscathed by the Pandemonics.
Reviria 	Memoria	Chapter 14	An artsy town at the south-east coast of Memoria. In the past, the locals were some of the most vocal against the industrial revolution of Eltine. Many people in Reviria practice quiet hobbies such as painting and weaving. Coupled with the very clean air, it is a very common tourist attraction.
===Dungeons===
Name 	Area 	Debut 	Synopsis
Summorin Caverns 	Terra 	Chapter 1 	One of the caves to the north of Zuria. It is a stable habitat to Tximista, Keabroa and Hegalbat, among other weak Consorians. The young Conjurers treat this dungeon like their playplace, though the village rules require them to have full control of a Consorian in order to venture inwards.
Ashen Cove 	Terra 	Chapter 2 	The coast near Oakeridge is home to a snaking tunnel of caverns that carry in them the same sand and water as the shore outside. Few people from Oakeridge choose to enter these caves, being afraid of the unsettling conditions and the monsters that lurk within.
Spirot Forest 	Terra 	Chapter 3 	A dense forest to the north-west of Terra where the trees seem intent on luring travellers as far in as possible, granting them no escape. The forest is visited surprisingly commonly despite the legends surrounding it, as while it is very easy to get lost, it seems just as easy to leave thanks to the spirits of the woods.
Dracon Peaks 	Terra 	Chapter 4 	The mountains west of Draconra, and the home of the wyrms. Dracon Peaks are mostly grassy, though the caves on the inside are filled with toxic swamps that the wyrms are known to swim in. This area is frequented by tamers from Draconra, hoping to claim a wyvern of their own.
Border Fortress 	Terra/Gaia 	Chapter 5 	A fortress built on the border between Terra and Gaia. On the outside, it seems to be a mere security measure, though deep within the fortress are vague hints towards the past of Loradila. The Border Fortress is known for its heat, with molten flames filling in any empty space.
Foraura Tower 	Gaia 	Chapter 6 	An icy tower situated in the densest snows of Gaia's northeast tundra. Legend has it that the tower was first built to give ancient Sirashans a closer view of the birds in the sky. Various puzzles are installed in the castle, originally meant to keep monsters out, but as of late they've had the opposite effect.
Gaia Library 	Gaia 	Chapter 7 	Situated on the far corner of Gaia, separated from the castle by a swamp. The upper floors are commonly visited by citizens for knowledge, though the dark basement is a common site for monsters. Many books are still kept in this basement, however, mostly outdated works that were archived from the upper floors.
Thunder Temple 	Gaia 	Chapter 8 	The temple built by people of Eltine that landed near to Marilis, as their temporary residence. When they left and returned to their own floating land, they left the Thunder Crown as a gift for the Geomancers. The temple, meanwhile, was left untended, sealed by magic while monsters raged inside.
Seaspiral Tunnel 	Gaia 	Chapter 9 	A tunnel in the ocean that serves as easy access to the Seaspiral Reef from Kerinus. Nobody knows who made it, but it is believed that the Eltinians had a hand in its creation. Normally, it is empty and tranquil, but the sea creatures seem to be more aggressive since the cloudy weather formed.
Seaspiral Reef 	Gaia 	Chapter 9 	At the seabed of Loradila is a naturally-forming maze of giant coral. The divers of Kerinus often come down here, whether simply for the sights, or to collect coral to use for decoration on the surface. However, many sea creatures have the coral as their home, and disturbing them would not be wise.
Border Maze 	Gaia/Memoria 	Chapter 10	A fortress built on the border between Gaia and Memoria. On the outside, it is a simple obstruction, though through the ground floor's mazes one can climb up to the Hurricane's Cradle. The labyrinth is filled with magical rising wind, used to lift people between layers of the maze without a need for stairs.
Hurricane's Cradle 	Gaia/Memoria 	Chapter 10	Above the Border Maze is the Hurricane's Cradle. While very rarely visited by people on the surface, the Aurai often use the Cradle as a target for practicing their weather-shaping powers. It is also said that they used the Cradle as a landing platform to travel to Gaia and gift the Geomancers with the Thunder Crown.
Firmen Laboratory 	Memoria 	Chapter 11	Run by Tetros Firmen of the Firmen Company, this laboratory is the primary place of development for the machinery of Coratial. It seems that dark experiments are carried out within the walls, too. All manner of security gates are in operation, to keep intruders out at all costs.
Scintilla Furnace 	Memoria 	Chapter 12	The sole volcano of Loradila in modern times - there were others, it is said, but by today they have all died out. Scintilla Furnace remains burning by the work of Scintillos, a colossal beast lurking in the magma. From the volcano's boiling summit, it is possible to see all of Loradila.
Border Keep 	Memoria/Terra	Chapter 13	A fortress built on the border between Memoria and Terra. The lighting within the walls is poor, making it all the more difficult to navigate without some sort of illumination. For the undead lurking within, however, this darkness is a paradise.
Subterranean Tunnel	Memoria? 	Chapter 14	In ancient times, the people built this tunnel so that they could banish criminals into the underground. Since Pandemonics took over, however, the tunnel has been sealed. Leaving is quite easy, but entering is very difficult. The cave walls are lined with crystals, which glow in rainbow colours from the mad light of the underworld.
Pandemonium 	Memoria? 	Chapter 15	The deep underground kingdom of the Pandemonics. Formed with chromatic crystals much like the bodies of the inhabitants, Pandemonium's centrepiece is a giant castle. The core of Pandemonium is hidden beneath the castle, but coming close to it will lead to irreversible madness.
==Enemies and Bosses==
Main Article: Loradila Chronicles/Bestiary
==Equipment==
===Knives===
Adept Users: AllFair Users: NonePoor Users: None
Knives are considered the game's "hard mode" weapon, due to their poor damage and almost non-existent range. All Knives have a single Sword Art slot when wielded by Caelan.
Name 	Attack 	Speed 	Available 	Cost
Plain Knife 	10 	30 	Buy: Zuria, Oakeridge, Spirot Forest Town 	300
Plain Knife 	A terribly weak knife that only the desperate would use in battle.	A terribly weak knife that only the desperate would use in battle.	A terribly weak knife that only the desperate would use in battle.	A terribly weak knife that only the desperate would use in battle.
Plain Dagger 	15 	30 	Buy: Spirot Forest Town, Draconra 	500
Plain Dagger 	A slightly bigger, but still very weak knife. 	A slightly bigger, but still very weak knife. 	A slightly bigger, but still very weak knife. 	A slightly bigger, but still very weak knife.
Ice Dagger 	23 	30 	Find: Border FortressBuy: Sirasha 	1500
Ice Dagger 	A very weak ice-channeling weapon. 	A very weak ice-channeling weapon. 	A very weak ice-channeling weapon. 	A very weak ice-channeling weapon.
Ice Dagger 	Ice element. 	Ice element. 	Ice element. 	Ice element.
Tranquil Knife 	30 	30 	Find: Thunder TempleBuy: Marilis, Kerinus 	2000
Tranquil Knife 	A very weak anti-Pandemonic weapon. 	A very weak anti-Pandemonic weapon. 	A very weak anti-Pandemonic weapon. 	A very weak anti-Pandemonic weapon.
Tranquil Knife 	Full damage to Pandemonics, less damage to other enemies. 	Full damage to Pandemonics, less damage to other enemies. 	Full damage to Pandemonics, less damage to other enemies. 	Full damage to Pandemonics, less damage to other enemies.
Lightning Dagger	34 	30 	Find: Border KeepBuy: Kerinus 	3000
Lightning Dagger	A very weak brisk-bolting weapon. 	A very weak brisk-bolting weapon. 	A very weak brisk-bolting weapon. 	A very weak brisk-bolting weapon.
Lightning Dagger	Lightning element. 	Lightning element. 	Lightning element. 	Lightning element.
Gold Knife 	38 	30 	Buy: Coratial 	2500
Gold Knife 	A very weak glistening-gold weapon. 	A very weak glistening-gold weapon. 	A very weak glistening-gold weapon. 	A very weak glistening-gold weapon.
Fire Dagger 	42 	30 	Find: Scintilla FurnaceBuy: Elderan 	2000
Fire Dagger 	A very weak burning-bright weapon. 	A very weak burning-bright weapon. 	A very weak burning-bright weapon. 	A very weak burning-bright weapon.
Fire Dagger 	Fire element. 	Fire element. 	Fire element. 	Fire element.
Chroma Dagger 	48 	30 	Find: Subterranean TunnelBuy: Terra Castle (after Chapter 13) 	3500
Chroma Dagger 	A very weak madness-forged weapon. 	A very weak madness-forged weapon. 	A very weak madness-forged weapon. 	A very weak madness-forged weapon.
Chroma Dagger 	Full damage to Pandemonics. 	Full damage to Pandemonics. 	Full damage to Pandemonics. 	Full damage to Pandemonics.
===Swords===
Adept Users: CaelanFair Users: KyraPoor Users: Asier, Cypris, Narcisa, Hilma, Merrie and Cherrie, Mattias, Rosica
All Swords can equip Sword Arts when wielded by Caelan. The number of available Sword Art slots depends on the sword in question.
Name 	Attack 	Speed 	Available 	Cost 	Slots
Royal Rapier 	30 	20 	Initial: Caelan 	 	5
Royal Rapier 	A light, resplendent sword designed for a young noble. 	A light, resplendent sword designed for a young noble. 	A light, resplendent sword designed for a young noble. 	A light, resplendent sword designed for a young noble. 	A light, resplendent sword designed for a young noble.
Royal Rapier 	Pure element, Caelan only. 	Pure element, Caelan only. 	Pure element, Caelan only. 	Pure element, Caelan only. 	Pure element, Caelan only.
Steel Edge 	36 	14 	Buy: Zuria, Oakeridge 	700 	4
Steel Edge 	A fairly heavy, but nonetheless well-tempered sword. 	A fairly heavy, but nonetheless well-tempered sword. 	A fairly heavy, but nonetheless well-tempered sword. 	A fairly heavy, but nonetheless well-tempered sword. 	A fairly heavy, but nonetheless well-tempered sword.
Ivory Sword 	42 	18 	Find: Ashen CoveBuy: Spirot Forest Town 	1500 	4
Ivory Sword 	A fresh white blade that the deceased can't stand the sheen of. 	A fresh white blade that the deceased can't stand the sheen of. 	A fresh white blade that the deceased can't stand the sheen of. 	A fresh white blade that the deceased can't stand the sheen of. 	A fresh white blade that the deceased can't stand the sheen of.
Ivory Sword 	Effective against undead. 	Effective against undead. 	Effective against undead. 	Effective against undead. 	Effective against undead.
Leaf Blade 	43 	20 	Find: Spirot ForestBuy: Spirot Forest Town 	1500 	4
Leaf Blade 	A sword of leaves, giving a soothing floral scent when swung. 	A sword of leaves, giving a soothing floral scent when swung. 	A sword of leaves, giving a soothing floral scent when swung. 	A sword of leaves, giving a soothing floral scent when swung. 	A sword of leaves, giving a soothing floral scent when swung.
Leaf Blade 	Grants Regen. 	Grants Regen. 	Grants Regen. 	Grants Regen. 	Grants Regen.
Silver Blade 	52 	19 	Find: Dracon PeaksBuy: Draconra 	2000 	5
Silver Blade 	A shining, well-balanced sword of silver. 	A shining, well-balanced sword of silver. 	A shining, well-balanced sword of silver. 	A shining, well-balanced sword of silver. 	
Air Cutter 	42 	22 	Find: Dracon PeaksBuy: Draconra 	2500 	5
Air Cutter 	A sword with a winged hilt, capable of launching blades of wind at enemies.	A sword with a winged hilt, capable of launching blades of wind at enemies.	A sword with a winged hilt, capable of launching blades of wind at enemies.	A sword with a winged hilt, capable of launching blades of wind at enemies.	A sword with a winged hilt, capable of launching blades of wind at enemies.
Air Cutter 	Long-ranged attack option, wind element. 	Long-ranged attack option, wind element. 	Long-ranged attack option, wind element. 	Long-ranged attack option, wind element. 	Long-ranged attack option, wind element.
Frosted Blade 	64 	20 	Find: Border FortressBuy: Sirasha 	3500 	6
Frosted Blade 	A blade made of ice, carrying an aura of cold with every slash. 	A blade made of ice, carrying an aura of cold with every slash. 	A blade made of ice, carrying an aura of cold with every slash. 	A blade made of ice, carrying an aura of cold with every slash. 	A blade made of ice, carrying an aura of cold with every slash.
Frosted Blade 	Ice element. 	Ice element. 	Ice element. 	Ice element. 	Ice element.
Dream Blade 	65 	19 	Find: Foraura TowerBuy: Sirasha 	4500 	6
Dream Blade 	A magical sword that soothes foes to sleep. 	A magical sword that soothes foes to sleep. 	A magical sword that soothes foes to sleep. 	A magical sword that soothes foes to sleep. 	A magical sword that soothes foes to sleep.
Dream Blade 	May inflict Sleep when attacking. 	May inflict Sleep when attacking. 	May inflict Sleep when attacking. 	May inflict Sleep when attacking. 	May inflict Sleep when attacking.
Rune Sword 	72 	21 	Find: Gaia LibraryBuy: Marilis 	5000 	6
Rune Sword 	A golden sword riddled with protective magic spells. 	A golden sword riddled with protective magic spells. 	A golden sword riddled with protective magic spells. 	A golden sword riddled with protective magic spells. 	A golden sword riddled with protective magic spells.
Rune Sword 	Increases status resistance. 	Increases status resistance. 	Increases status resistance. 	Increases status resistance. 	Increases status resistance.
Tranquil Sword 	75 	22 	Find: Thunder TempleBuy: Marilis, Kerinus 	5000 	5
Tranquil Sword 	A sword of celestial calm, which Pandemonics despise. 	A sword of celestial calm, which Pandemonics despise. 	A sword of celestial calm, which Pandemonics despise. 	A sword of celestial calm, which Pandemonics despise. 	A sword of celestial calm, which Pandemonics despise.
Tranquil Sword 	Full damage to Pandemonics, less damage to other enemies. 	Full damage to Pandemonics, less damage to other enemies. 	Full damage to Pandemonics, less damage to other enemies. 	Full damage to Pandemonics, less damage to other enemies. 	Full damage to Pandemonics, less damage to other enemies.
Thunder Blade 	78 	23 	Find: Thunder TempleBuy: Kerinus 	5500 	6
Thunder Blade 	A sparkling sword that splits the sky with every thunderous slash. 	A sparkling sword that splits the sky with every thunderous slash. 	A sparkling sword that splits the sky with every thunderous slash. 	A sparkling sword that splits the sky with every thunderous slash. 	A sparkling sword that splits the sky with every thunderous slash.
Thunder Blade 	Lightning element. 	Lightning element. 	Lightning element. 	Lightning element. 	Lightning element.
Wing Blade 	70 	24 	Find: Seaspiral ReefBuy: Kerinus 	6000 	6
Wing Blade 	An elegant sword that slices the air to cut apart foes from afar. 	An elegant sword that slices the air to cut apart foes from afar. 	An elegant sword that slices the air to cut apart foes from afar. 	An elegant sword that slices the air to cut apart foes from afar. 	An elegant sword that slices the air to cut apart foes from afar.
Wing Blade 	Long-ranged attack option, wind element. 	Long-ranged attack option, wind element. 	Long-ranged attack option, wind element. 	Long-ranged attack option, wind element. 	Long-ranged attack option, wind element.
Blood Sword 	81 	20 	Find: Border MazeBuy: Memoria Castle 	7500 	6
Blood Sword 	A haunting sword that saps the life from anyone it hits. 	A haunting sword that saps the life from anyone it hits. 	A haunting sword that saps the life from anyone it hits. 	A haunting sword that saps the life from anyone it hits. 	A haunting sword that saps the life from anyone it hits.
Blood Sword 	Drains HP with every attack to heal the wielder. 	Drains HP with every attack to heal the wielder. 	Drains HP with every attack to heal the wielder. 	Drains HP with every attack to heal the wielder. 	Drains HP with every attack to heal the wielder.
Fairy Blade 	80 	27 	Find: Hurricane's CradleBuy: Memoria Castle 	7000 	7
Fairy Blade 	A sword enchanted by fairies, filling its wielder with magic. 	A sword enchanted by fairies, filling its wielder with magic. 	A sword enchanted by fairies, filling its wielder with magic. 	A sword enchanted by fairies, filling its wielder with magic. 	A sword enchanted by fairies, filling its wielder with magic.
Fairy Blade 	Grants MP Regen. 	Grants MP Regen. 	Grants MP Regen. 	Grants MP Regen. 	Grants MP Regen.
Angel Sword 	84 	24 	Find: Firmen LaboratoryBuy: Reviria 	7500 	7
Angel Sword 	An experimental sword with Aurai origins, laced with healing powers. 	An experimental sword with Aurai origins, laced with healing powers. 	An experimental sword with Aurai origins, laced with healing powers. 	An experimental sword with Aurai origins, laced with healing powers. 	An experimental sword with Aurai origins, laced with healing powers.
Angel Sword 	Grants Regen. 	Grants Regen. 	Grants Regen. 	Grants Regen. 	Grants Regen.
Scorching Blade	94 	20 	Find: Firmen LaboratoryBuy: Elderan 	7500 	7
Scorching Blade	A crimson sword that burns with a mighty fire. 	A crimson sword that burns with a mighty fire. 	A crimson sword that burns with a mighty fire. 	A crimson sword that burns with a mighty fire. 	A crimson sword that burns with a mighty fire.
Scorching Blade	Fire element. 	Fire element. 	Fire element. 	Fire element. 	Fire element.
Storm Blade 	90 	25 	Find: Memoria CastleBuy: Elderan 	9000 	7
Storm Blade 	A sword with the power of storms, which can launch wind blades from adar. 	A sword with the power of storms, which can launch wind blades from adar. 	A sword with the power of storms, which can launch wind blades from adar. 	A sword with the power of storms, which can launch wind blades from adar. 	A sword with the power of storms, which can launch wind blades from adar.
Storm Blade 	Long-ranged attack option, wind element. 	Long-ranged attack option, wind element. 	Long-ranged attack option, wind element. 	Long-ranged attack option, wind element. 	Long-ranged attack option, wind element.
Glinting Edge 	95 	30 	Initial: Tristen 	 	6
Glinting Edge 	A long, thin sword that can be swung extremely quickly. 	A long, thin sword that can be swung extremely quickly. 	A long, thin sword that can be swung extremely quickly. 	A long, thin sword that can be swung extremely quickly. 	A long, thin sword that can be swung extremely quickly.
Glinting Edge 	Tristen only. High critical hit chance. 	Tristen only. High critical hit chance. 	Tristen only. High critical hit chance. 	Tristen only. High critical hit chance. 	Tristen only. High critical hit chance.
Dragon Sword 	98 	26 	Find: Border KeepBuy: Terra Castle (after Chapter 13) 	9500 	7
Dragon Sword 	A slim sword with the speed, power and ferocity of a sealed dragon. 	A slim sword with the speed, power and ferocity of a sealed dragon. 	A slim sword with the speed, power and ferocity of a sealed dragon. 	A slim sword with the speed, power and ferocity of a sealed dragon. 	A slim sword with the speed, power and ferocity of a sealed dragon.
Dragon Sword 	Effective against dragons. 	Effective against dragons. 	Effective against dragons. 	Effective against dragons. 	Effective against dragons.
Chromatic Blade	103 	24 	Gift: From Cacilia (after Chapter 13)Buy: Terra Castle (after Chapter 13) 	10000 	6
Chromatic Blade	A sword forged from the chromatic jewels of Pandemonium. 	A sword forged from the chromatic jewels of Pandemonium. 	A sword forged from the chromatic jewels of Pandemonium. 	A sword forged from the chromatic jewels of Pandemonium. 	A sword forged from the chromatic jewels of Pandemonium.
Chromatic Blade	Full damage to Pandemonics. 	Full damage to Pandemonics. 	Full damage to Pandemonics. 	Full damage to Pandemonics. 	Full damage to Pandemonics.
Skylight Rapier	108 	25 	Gift: Upgraded from the Royal Rapier (Chapter 15) 	 	7
Skylight Rapier	A noble sword imbued with the pure radiance of the royal family. 	A noble sword imbued with the pure radiance of the royal family. 	A noble sword imbued with the pure radiance of the royal family. 	A noble sword imbued with the pure radiance of the royal family. 	A noble sword imbued with the pure radiance of the royal family.
Skylight Rapier	Pure element, long-ranged atack option, Caelan only. 	Pure element, long-ranged atack option, Caelan only. 	Pure element, long-ranged atack option, Caelan only. 	Pure element, long-ranged atack option, Caelan only. 	Pure element, long-ranged atack option, Caelan only.
===Lances===
Adept Users: CaelanFair Users: MattiasPoor Users: Asier, Cypris, Narcisa, Hilma, Merrie and Cherrie, Rosica, Kyra
All Lances can equip Sword Arts when wielded by Caelan. The number of available Sword Art slots depends on the lance in question.
Name 	Attack 	Speed 	Available 	Cost 	Slots
Steel Spear 	39 	12 	Buy: Oakridge 	1000 	4
Steel Spear 	A metal spear that is difficult to use, but has a long reach. 	A metal spear that is difficult to use, but has a long reach. 	A metal spear that is difficult to use, but has a long reach. 	A metal spear that is difficult to use, but has a long reach. 	A metal spear that is difficult to use, but has a long reach.
Silver Spear 	55 	16 	Buy: Draconra 	2200 	5
Silver Spear 	A shiny silver spear that glistens when pointed to the light. 	A shiny silver spear that glistens when pointed to the light. 	A shiny silver spear that glistens when pointed to the light. 	A shiny silver spear that glistens when pointed to the light. 	A shiny silver spear that glistens when pointed to the light.
Rune Spear 	80 	16 	Buy: Marilis 	4800 	6
Rune Spear 	A golden spear laced with peculiar protective magic. 	A golden spear laced with peculiar protective magic. 	A golden spear laced with peculiar protective magic. 	A golden spear laced with peculiar protective magic. 	A golden spear laced with peculiar protective magic.
Rune Spear 	Increases status resistance. 	Increases status resistance. 	Increases status resistance. 	Increases status resistance. 	Increases status resistance.
Trident 	88 	15 	Find: Border MazeBuy: Kerinus 	6200 	5
Trident 	A special three-pronged spear imbued with the power of the sea. 	A special three-pronged spear imbued with the power of the sea. 	A special three-pronged spear imbued with the power of the sea. 	A special three-pronged spear imbued with the power of the sea. 	A special three-pronged spear imbued with the power of the sea.
Trident 	Water element. 	Water element. 	Water element. 	Water element. 	Water element.
Partisan 	87 	20 	Buy: Coratial, Reviria 	3500 	6
Partisan 	A graceful, refined spear, yet one with deadly capacity. 	A graceful, refined spear, yet one with deadly capacity. 	A graceful, refined spear, yet one with deadly capacity. 	A graceful, refined spear, yet one with deadly capacity. 	A graceful, refined spear, yet one with deadly capacity.
Cyclone Spear	98 	20 	Find: Border KeepBuy: Terra Castle (after Chapter 13) 	9500 	7
Cyclone Spear	A spear that twists the air as it thrusts, launching a blast of wind forwards.	A spear that twists the air as it thrusts, launching a blast of wind forwards.	A spear that twists the air as it thrusts, launching a blast of wind forwards.	A spear that twists the air as it thrusts, launching a blast of wind forwards.	A spear that twists the air as it thrusts, launching a blast of wind forwards.
Cyclone Spear	Long-ranged attack option, wind element. 	Long-ranged attack option, wind element. 	Long-ranged attack option, wind element. 	Long-ranged attack option, wind element. 	Long-ranged attack option, wind element.
===Boomerangs===
Adept Users: AsierFair Users: Cypris, Merrie and Cherrie, Mattias, RosicaPoor Users: Caelan, Narcisa, Hilma, Kyra
All boomerangs are long-range and are effective against flying enemies.
Name 	Attack 	Speed 	Available 	Cost 	
Boomerang 	24 	25 	Initial: AsierBuy: Zuria, Oakridge 	500 	
Boomerang 	A simple boomerang, not much of a weapon but certainly fun to use. 	A simple boomerang, not much of a weapon but certainly fun to use. 	A simple boomerang, not much of a weapon but certainly fun to use. 	A simple boomerang, not much of a weapon but certainly fun to use. 	
Hunting Boomerang 	32 	24 	Buy: Oakeridge, Spirot Forest Town 	800 	
Hunting Boomerang 	A more competent boomerang designed with combat in mind. 	A more competent boomerang designed with combat in mind. 	A more competent boomerang designed with combat in mind. 	A more competent boomerang designed with combat in mind. 	
Leaf Boomerang 	37 	22 	Find: Spirot ForestBuy: Spirot Forest Town 	1200 	
Leaf Boomerang 	A leafy boomerang with a soothing, regenerating scent. 	A leafy boomerang with a soothing, regenerating scent. 	A leafy boomerang with a soothing, regenerating scent. 	A leafy boomerang with a soothing, regenerating scent. 	
Leaf Boomerang 	Grants Regen. 	Grants Regen. 	Grants Regen. 	Grants Regen. 	
Metal Boomerang 	43 	22 	Find: Border FortressBuy: Draconra 	1600 	
Metal Boomerang 	A boomerang that's quite heavy, but nonetheless leaves a strong impact. 	A boomerang that's quite heavy, but nonetheless leaves a strong impact. 	A boomerang that's quite heavy, but nonetheless leaves a strong impact. 	A boomerang that's quite heavy, but nonetheless leaves a strong impact. 	
Ice Boomerang 	49 	24 	Find: Border FortressBuy: Sirasha 	2500 	
Ice Boomerang 	A frozen boomerang that chills the air as it flies. 	A frozen boomerang that chills the air as it flies. 	A frozen boomerang that chills the air as it flies. 	A frozen boomerang that chills the air as it flies. 	
Ice Boomerang 	Ice element. 	Ice element. 	Ice element. 	Ice element. 	
Rune Boomerang 	56 	25 	Find: Gaia LibraryBuy: Marilis 	4500 	
Rune Boomerang 	A boomerang that carries a special protective charm. 	A boomerang that carries a special protective charm. 	A boomerang that carries a special protective charm. 	A boomerang that carries a special protective charm. 	
Rune Boomerang 	Increases status resistance. 	Increases status resistance. 	Increases status resistance. 	Increases status resistance. 	
Tranquil Boomerang 	58 	25 	Find: Thunder TempleBuy: Marilis, Kerinus 	5500 	
Tranquil Boomerang 	A boomerang that calls forth calming energy, perfect for countering Pandemonics.	A boomerang that calls forth calming energy, perfect for countering Pandemonics.	A boomerang that calls forth calming energy, perfect for countering Pandemonics.	A boomerang that calls forth calming energy, perfect for countering Pandemonics.	
Tranquil Boomerang 	Full damage to Pandemonics, less damage to other enemies. 	Full damage to Pandemonics, less damage to other enemies. 	Full damage to Pandemonics, less damage to other enemies. 	Full damage to Pandemonics, less damage to other enemies. 	
Thunder Boomerang 	62 	27 	Find: Thunder TempleBuy: Kerinus 	5000 	
Thunder Boomerang 	A boomerang that sparkles with a Tximista's lightning. 	A boomerang that sparkles with a Tximista's lightning. 	A boomerang that sparkles with a Tximista's lightning. 	A boomerang that sparkles with a Tximista's lightning. 	A boomerang that sparkles with a Tximista's lightning.
Thunder Boomerang 	Lightning element. 	Lightning element. 	Lightning element. 	Lightning element. 	Lightning element.
Wave Boomerang 	67 	25 	Find: Seaspiral TunnelBuy: Coratial 	5500 	
Wave Boomerang 	A boomerang that fills the air with rippling waves. 	A boomerang that fills the air with rippling waves. 	A boomerang that fills the air with rippling waves. 	A boomerang that fills the air with rippling waves. 	A boomerang that fills the air with rippling waves.
Wave Boomerang 	Water element. 	Water element. 	Water element. 	Water element. 	Water element.
Fairy Boomerang 	72 	24 	Find: Border MazeBuy: Reviria 	6500 	
Fairy Boomerang 	A boomerang blessed by the magic of the fairies. 	A boomerang blessed by the magic of the fairies. 	A boomerang blessed by the magic of the fairies. 	A boomerang blessed by the magic of the fairies. 	A boomerang blessed by the magic of the fairies.
Fairy Boomerang 	Grants MP Regen. 	Grants MP Regen. 	Grants MP Regen. 	Grants MP Regen. 	Grants MP Regen.
Blaze Boomerang 	76 	26 	Find: Scintilla FurnaceBuy: Elderan 	7500 	
Blaze Boomerang 	A boomerang coated with a roaring flame. 	A boomerang coated with a roaring flame. 	A boomerang coated with a roaring flame. 	A boomerang coated with a roaring flame. 	
Blaze Boomerang 	Fire element. 	Fire element. 	Fire element. 	Fire element. 	
Bladed Wing 	84 	21 	Find: Memoria CastleBuy: Terra Castle (after Chapter 13) 	7200 	
Bladed Wing 	A razor-sharp boomerang said to be from a Consorian's wing. 	A razor-sharp boomerang said to be from a Consorian's wing. 	A razor-sharp boomerang said to be from a Consorian's wing. 	A razor-sharp boomerang said to be from a Consorian's wing. 	A razor-sharp boomerang said to be from a Consorian's wing.
Bladed Wing 	Wind element. 	Wind element. 	Wind element. 	Wind element. 	Wind element.
Conjurer's Boomerang	82 	23 	Find: Border KeepBuy: Reviria 	8500 	
Conjurer's Boomerang	A boomerang laced with empowering Consorian scriptures. 	A boomerang laced with empowering Consorian scriptures. 	A boomerang laced with empowering Consorian scriptures. 	A boomerang laced with empowering Consorian scriptures. 	A boomerang laced with empowering Consorian scriptures.
Conjurer's Boomerang	Consorians cost less MP to summon. 	Consorians cost less MP to summon. 	Consorians cost less MP to summon. 	Consorians cost less MP to summon. 	Consorians cost less MP to summon.
Chromatic Wing 	90 	22 	Find: PandemoniumBuy: Terra Castle (after Chapter 13) 	9000 	
Chromatic Wing 	A chromatic boomerang fashioned after an unknown Pandemonic's wing. 	A chromatic boomerang fashioned after an unknown Pandemonic's wing. 	A chromatic boomerang fashioned after an unknown Pandemonic's wing. 	A chromatic boomerang fashioned after an unknown Pandemonic's wing. 	A chromatic boomerang fashioned after an unknown Pandemonic's wing.
Chromatic Wing 	Full damage to Pandemonics. 	Full damage to Pandemonics. 	Full damage to Pandemonics. 	Full damage to Pandemonics. 	Full damage to Pandemonics.
===Bows===
Adept Users: Cypris, KyraFair Users: Caelan, Narcisa, Hilma, MattiasPoor Users: Asier, Merrie and Cherrie, Rosica
All bows are long-range and are effective against flying enemies.
Name 	Attack 	Speed 	Available 	Cost 	
Wooden Bow 	34 	20 	Buy: Oakridge 	800 	
Wooden Bow 	A wooden bow with fitting wooden arrows. The impact makes up for a lack of sharpness. 	A wooden bow with fitting wooden arrows. The impact makes up for a lack of sharpness. 	A wooden bow with fitting wooden arrows. The impact makes up for a lack of sharpness. 	A wooden bow with fitting wooden arrows. The impact makes up for a lack of sharpness. 	
Leaf Bow 	39 	20 	Buy: Spirot Forest 	1500 	
Leaf Bow 	A leaf-covered bow that soothes with the scents of the forest. 	A leaf-covered bow that soothes with the scents of the forest. 	A leaf-covered bow that soothes with the scents of the forest. 	A leaf-covered bow that soothes with the scents of the forest. 	
Leaf Bow 	Grants Regen. 	Grants Regen. 	Grants Regen. 	Grants Regen. 	
Steel Bow 	51 	15 	Find: Dracon PeaksBuy: Draconra 	1800 	
Steel Bow 	A metallic bow that takes a fairly strong archer to use right. 	A metallic bow that takes a fairly strong archer to use right. 	A metallic bow that takes a fairly strong archer to use right. 	A metallic bow that takes a fairly strong archer to use right. 	
Longbow 	44 	18 	Find: Dracon PeaksBuy: Sirasha 	2500 	
Longbow 	A bow that fires arrows over a much longer distance with the same force. 	A bow that fires arrows over a much longer distance with the same force. 	A bow that fires arrows over a much longer distance with the same force. 	A bow that fires arrows over a much longer distance with the same force. 	
Longbow 	Increased range. 	Increased range. 	Increased range. 	Increased range. 	
Ice Bow 	60 	19 	Find: Foraura TowerBuy: Sirasha 	3000 	
Ice Bow 	A bow with icy arrows, useful for freezing enemies from afar. 	A bow with icy arrows, useful for freezing enemies from afar. 	A bow with icy arrows, useful for freezing enemies from afar. 	A bow with icy arrows, useful for freezing enemies from afar. 	
Ice Bow 	Ice element. 	Ice element. 	Ice element. 	Ice element. 	
Rune Bow 	67 	21 	Find: Gaia LibraryBuy: Marilis 	4000 	
Rune Bow 	A powerful and swift bow, complete with mystic protective symbols. 	A powerful and swift bow, complete with mystic protective symbols. 	A powerful and swift bow, complete with mystic protective symbols. 	A powerful and swift bow, complete with mystic protective symbols. 	
Rune Bow 	Increases status resistance. 	Increases status resistance. 	Increases status resistance. 	Increases status resistance. 	
Tranquil Bow 	70 	20 	Find: Thunder TempleBuy: Marilis, Kerinus 	4800 	
Tranquil Bow 	A bow whose arrows let off a soothing, anti-Pandemonic magic. 	A bow whose arrows let off a soothing, anti-Pandemonic magic. 	A bow whose arrows let off a soothing, anti-Pandemonic magic. 	A bow whose arrows let off a soothing, anti-Pandemonic magic. 	
Tranquil Bow 	Full damage to Pandemonics, less damage to other enemies. 	Full damage to Pandemonics, less damage to other enemies. 	Full damage to Pandemonics, less damage to other enemies. 	Full damage to Pandemonics, less damage to other enemies. 	
Thunder Bow 	72 	25 	Find: Thunder TempleBuy: Kerinus 	5200 	
Thunder Bow 	A bow that appears to fire lightning bolts instead of arrows. 	A bow that appears to fire lightning bolts instead of arrows. 	A bow that appears to fire lightning bolts instead of arrows. 	A bow that appears to fire lightning bolts instead of arrows. 	A bow that appears to fire lightning bolts instead of arrows.
Thunder Bow 	Lightning element. 	Lightning element. 	Lightning element. 	Lightning element. 	Lightning element.
Sniper Bow 	76 	21 	Find: Seaspiral ReefBuy: Coratial 	6400 	
Sniper Bow 	A bow designed for shooting the furthest targets out of the sky. 	A bow designed for shooting the furthest targets out of the sky. 	A bow designed for shooting the furthest targets out of the sky. 	A bow designed for shooting the furthest targets out of the sky. 	
Sniper Bow 	Increased range. 	Increased range. 	Increased range. 	Increased range. 	
Sniper Bow 	80 	20 	Find: Firmen LaboratoryBuy: Coratial 	7000 	
Sniper Bow 	A bow with a built-in lock-on feature for easy targeting of weak points. 	A bow with a built-in lock-on feature for easy targeting of weak points. 	A bow with a built-in lock-on feature for easy targeting of weak points. 	A bow with a built-in lock-on feature for easy targeting of weak points. 	
Sniper Bow 	High critical hit chance. 	High critical hit chance. 	High critical hit chance. 	High critical hit chance. 	
Flame Bow 	85 	19 	Find: Scintilla FurnaceBuy: Elderan 	7500 	
Flame Bow 	A bow whose arrows burn bright and melt through what they hit. 	A bow whose arrows burn bright and melt through what they hit. 	A bow whose arrows burn bright and melt through what they hit. 	A bow whose arrows burn bright and melt through what they hit. 	
Flame Bow 	Fire element. 	Fire element. 	Fire element. 	Fire element. 	
Shining Bow 	88 	20 	Find: Border KeepBuy: Terra Castle (after Chapter 13) 	8500 	
Shining Bow 	A luminous bow whose shining arrows are mistaken for rays of sun. 	A luminous bow whose shining arrows are mistaken for rays of sun. 	A luminous bow whose shining arrows are mistaken for rays of sun. 	A luminous bow whose shining arrows are mistaken for rays of sun. 	
Shining Bow 	Pure element, effective against undead, grants Regen. 	Pure element, effective against undead, grants Regen. 	Pure element, effective against undead, grants Regen. 	Pure element, effective against undead, grants Regen. 	
Dragon Bow 	94 	24 	Find: Border KeepBuy: Terra Castle (after Chapter 13) 	8000 	
Dragon Bow 	A scale-covered bow with arrows designed to slay dragons. 	A scale-covered bow with arrows designed to slay dragons. 	A scale-covered bow with arrows designed to slay dragons. 	A scale-covered bow with arrows designed to slay dragons. 	
Dragon Bow 	Effective against dragons. 	Effective against dragons. 	Effective against dragons. 	Effective against dragons. 	
Chromatic Longbow	90 	21 	Buy: Memoria Castle (after Chapter 13) 	9500 	
Chromatic Longbow	A Pandemonic bow that strikes from exceptional distance. 	A Pandemonic bow that strikes from exceptional distance. 	A Pandemonic bow that strikes from exceptional distance. 	A Pandemonic bow that strikes from exceptional distance. 	A Pandemonic bow that strikes from exceptional distance.
Chromatic Longbow	Full damage to Pandemonics. Increased range. 	Full damage to Pandemonics. Increased range. 	Full damage to Pandemonics. Increased range. 	Full damage to Pandemonics. Increased range. 	Full damage to Pandemonics. Increased range.
Royal Bow 	95 	23 	Initial: Kyra 	 	
Royal Bow 	A sacred bow handed down in the Terra royal lineage. 	A sacred bow handed down in the Terra royal lineage. 	A sacred bow handed down in the Terra royal lineage. 	A sacred bow handed down in the Terra royal lineage. 	A sacred bow handed down in the Terra royal lineage.
Royal Bow 	Pure element, Caelan and Kyra only. Counts as a physical or magical weapon, whichever defence the enemy has less of.	Pure element, Caelan and Kyra only. Counts as a physical or magical weapon, whichever defence the enemy has less of.	Pure element, Caelan and Kyra only. Counts as a physical or magical weapon, whichever defence the enemy has less of.	Pure element, Caelan and Kyra only. Counts as a physical or magical weapon, whichever defence the enemy has less of.	Pure element, Caelan and Kyra only. Counts as a physical or magical weapon, whichever defence the enemy has less of.
===Harps===
Adept Users: Cypris, HilmaFair Users: Narcisa, Merrie and Cherrie, RosicaPoor Users: Caelan, Asier, Mattias, Kyra
All harps are long-range and considered magic weapons. Cypris and Hilma can perform Music when they have a harp equipped.
Name 	Attack 	Speed 	Available 	Cost 	
Hand Harp 	31 	20 	Buy: Oakridge 	750 	
Hand Harp 	A harp that plays a soothing melody - which monsters don't seem to like. 	A harp that plays a soothing melody - which monsters don't seem to like. 	A harp that plays a soothing melody - which monsters don't seem to like. 	A harp that plays a soothing melody - which monsters don't seem to like. 	
Hand Harp 	Can be used to perform Level 1 Music. 	Can be used to perform Level 1 Music. 	Can be used to perform Level 1 Music. 	Can be used to perform Level 1 Music. 	
Dreamy Harp 	36 	20 	Find: Spirot ForestBuy: Spirot Forest Town 	1200 	
Dreamy Harp 	A harp that's very useful for putting people to sleep quickly. 	A harp that's very useful for putting people to sleep quickly. 	A harp that's very useful for putting people to sleep quickly. 	A harp that's very useful for putting people to sleep quickly. 	
Dreamy Harp 	Can be used to perform Level 1 Music, may inflict Sleep. 	Can be used to perform Level 1 Music, may inflict Sleep. 	Can be used to perform Level 1 Music, may inflict Sleep. 	Can be used to perform Level 1 Music, may inflict Sleep. 	
Silver Harp 	45 	18 	Find: Dracon PeaksBuy: Draconra 	2000 	
Silver Harp 	A shiny harp that can be used for more advanced music. 	A shiny harp that can be used for more advanced music. 	A shiny harp that can be used for more advanced music. 	A shiny harp that can be used for more advanced music. 	
Silver Harp 	Can be used to perform Level 2 Music. 	Can be used to perform Level 2 Music. 	Can be used to perform Level 2 Music. 	Can be used to perform Level 2 Music. 	
Frost Harp 	55 	21 	Find: Border FortressBuy: Sirasha 	3200 	
Frost Harp 	A cold harp that plays a frosty tune - it can even put out fires. 	A cold harp that plays a frosty tune - it can even put out fires. 	A cold harp that plays a frosty tune - it can even put out fires. 	A cold harp that plays a frosty tune - it can even put out fires. 	
Frost Harp 	Ice element, can be used to perform Level 3 Music and Ice Music. 	Ice element, can be used to perform Level 3 Music and Ice Music. 	Ice element, can be used to perform Level 3 Music and Ice Music. 	Ice element, can be used to perform Level 3 Music and Ice Music. 	
Charmer Harp 	61 	22 	Find: Foraura TowerBuy: Marilis 	4000 	
Charmer Harp 	A harp perfect for making your enemies fall madly in love. 	A harp perfect for making your enemies fall madly in love. 	A harp perfect for making your enemies fall madly in love. 	A harp perfect for making your enemies fall madly in love. 	
Charmer Harp 	Can be used to perform Level 3 Music, may inflict Confuse. 	Can be used to perform Level 3 Music, may inflict Confuse. 	Can be used to perform Level 3 Music, may inflict Confuse. 	Can be used to perform Level 3 Music, may inflict Confuse. 	
Rune Harp 	64 	19 	Buy: Marilis 	4500 	
Rune Harp 	A harp engraved with symbols, holding both protection and knowledge of music. 	A harp engraved with symbols, holding both protection and knowledge of music. 	A harp engraved with symbols, holding both protection and knowledge of music. 	A harp engraved with symbols, holding both protection and knowledge of music. 	
Rune Harp 	Can be used to perform Level 4 Music, increases status resistance. 	Can be used to perform Level 4 Music, increases status resistance. 	Can be used to perform Level 4 Music, increases status resistance. 	Can be used to perform Level 4 Music, increases status resistance. 	
Tranquil Harp 	66 	23 	Gift: From Hilma (Chapter 8)Buy: Marilis, Kerinus 	5200 	
Tranquil Harp 	A harp that plays the most soothing melody, perfect against Pandemonics. 	A harp that plays the most soothing melody, perfect against Pandemonics. 	A harp that plays the most soothing melody, perfect against Pandemonics. 	A harp that plays the most soothing melody, perfect against Pandemonics. 	
Tranquil Harp 	Can be used to perform Level 4 Music, full damage to Pandemonics, less damage to other enemies.	Can be used to perform Level 4 Music, full damage to Pandemonics, less damage to other enemies.	Can be used to perform Level 4 Music, full damage to Pandemonics, less damage to other enemies.	Can be used to perform Level 4 Music, full damage to Pandemonics, less damage to other enemies.	
Thunder Harp 	65 	27 	Find: Thunder TempleBuy: Kerinus 	5500 	
Thunder Harp 	A sparkling harp that can shock with its strings if not handled carefully. 	A sparkling harp that can shock with its strings if not handled carefully. 	A sparkling harp that can shock with its strings if not handled carefully. 	A sparkling harp that can shock with its strings if not handled carefully. 	A sparkling harp that can shock with its strings if not handled carefully.
Thunder Harp 	Lightning element, can be used to perform Level 4 Music and Lightning Music. 	Lightning element, can be used to perform Level 4 Music and Lightning Music. 	Lightning element, can be used to perform Level 4 Music and Lightning Music. 	Lightning element, can be used to perform Level 4 Music and Lightning Music. 	Lightning element, can be used to perform Level 4 Music and Lightning Music.
Sea Harp 	70 	25 	Find: Seaspiral TunnelBuy: Kerinus 	6000 	
Sea Harp 	A harp forged from coral, that plays melodies of the ocean. 	A harp forged from coral, that plays melodies of the ocean. 	A harp forged from coral, that plays melodies of the ocean. 	A harp forged from coral, that plays melodies of the ocean. 	
Sea Harp 	Water element, can be used to perform Level 4 Music. 	Water element, can be used to perform Level 4 Music. 	Water element, can be used to perform Level 4 Music. 	Water element, can be used to perform Level 4 Music. 	
Fairy Harp 	73 	24 	Find: Border MazeBuy: Reviria 	7000 	
Fairy Harp 	A harp that gleams with wondrous fairy magic. 	A harp that gleams with wondrous fairy magic. 	A harp that gleams with wondrous fairy magic. 	A harp that gleams with wondrous fairy magic. 	
Fairy Harp 	Can be used to perform Level 5 Music, grants MP Regen. 	Can be used to perform Level 5 Music, grants MP Regen. 	Can be used to perform Level 5 Music, grants MP Regen. 	Can be used to perform Level 5 Music, grants MP Regen. 	
Flame Harp 	77 	22 	Find: Memoria CastleBuy: Elderan 	7500 	
Flame Harp 	A blazing harp with strings that feel warm to pluck. 	A blazing harp with strings that feel warm to pluck. 	A blazing harp with strings that feel warm to pluck. 	A blazing harp with strings that feel warm to pluck. 	
Flame Harp 	Fire element, can be used to perform Level 5 Music and Fire Music. 	Fire element, can be used to perform Level 5 Music and Fire Music. 	Fire element, can be used to perform Level 5 Music and Fire Music. 	Fire element, can be used to perform Level 5 Music and Fire Music. 	
Symphonic Harp	83 	24 	Find: Border KeepBuy: Terra Castle (after Chapter 13) 	9000 	
Symphonic Harp	A harp designed to play notes in the highest quality. 	A harp designed to play notes in the highest quality. 	A harp designed to play notes in the highest quality. 	A harp designed to play notes in the highest quality. 	A harp designed to play notes in the highest quality.
Symphonic Harp	Can be used to perform Level 6 Music, empowers all Music up to Level 3. 	Can be used to perform Level 6 Music, empowers all Music up to Level 3. 	Can be used to perform Level 6 Music, empowers all Music up to Level 3. 	Can be used to perform Level 6 Music, empowers all Music up to Level 3. 	Can be used to perform Level 6 Music, empowers all Music up to Level 3.
Chromatic Lute	85 	25 	Buy: Terra Castle (after Chapter 13) 	5200 	
Chromatic Lute	A Pandemonic-forged lute with the most bizarre crystalline sounds. 	A Pandemonic-forged lute with the most bizarre crystalline sounds. 	A Pandemonic-forged lute with the most bizarre crystalline sounds. 	A Pandemonic-forged lute with the most bizarre crystalline sounds. 	
Chromatic Lute	Can be used to perform Level 6 Music, full damage to Pandemonics. 	Can be used to perform Level 6 Music, full damage to Pandemonics. 	Can be used to perform Level 6 Music, full damage to Pandemonics. 	Can be used to perform Level 6 Music, full damage to Pandemonics. 	
===Harp-Bows===
Adept Users: CyprisPoor Users: Caelan, Asier, Narcisa, Hilma, Merrie and Cherrie, Mattias, Rosica, Kyra
All harp-bows are long-range and can be used as either physical or magic weapons. Aiming a blue arrow at Cypris while he is the party leader will cause him to switch between harp attacks and bow attacks. Cypris can perform Music when he has a harp-bow equipped.
Name 	Attack 	Speed 	Available 	Cost
Harp-Bow 	32 	20 	Initial: Cypris 	
Harp-Bow 	Cypris' favourite - a bow that doubles up as a harp. 	Cypris' favourite - a bow that doubles up as a harp. 	Cypris' favourite - a bow that doubles up as a harp. 	Cypris' favourite - a bow that doubles up as a harp.
Harp-Bow 	Can be used to perform Level 1 Music. 	Can be used to perform Level 1 Music. 	Can be used to perform Level 1 Music. 	Can be used to perform Level 1 Music.
Adept Harp-Bow	67 	21 	Buy: Sirasha (sidequest after completing Chapter 7) 	5000
Adept Harp-Bow	A bow that had to be specially modified to become an upgraded harp-bow.	A bow that had to be specially modified to become an upgraded harp-bow.	A bow that had to be specially modified to become an upgraded harp-bow.	A bow that had to be specially modified to become an upgraded harp-bow.
Adept Harp-Bow	Can be used to perform Level 4 Music. 	Can be used to perform Level 4 Music. 	Can be used to perform Level 4 Music. 	Can be used to perform Level 4 Music.
===Wands===
Adept Users: NarcisaFair Users: Asier, Merrie and Cherrie, RosicaPoor Users: Caelan, Cypris, Hilma, Mattias, Kyra
All wands are long-range and considered magic weapons, save for the Power Staff. Narcisa can cast Magic while she has a wand equipped.
Name 	Attack 	Speed 	Available 	Cost 	
Wooden Wand 	24 	16 	Initial: NarcisaBuy: Spirot Forest Town 	750 	
Wooden Wand 	A wooden wand that's not useful for combat, but perfect for casting magic. 	A wooden wand that's not useful for combat, but perfect for casting magic. 	A wooden wand that's not useful for combat, but perfect for casting magic. 	A wooden wand that's not useful for combat, but perfect for casting magic. 	
Wooden Wand 	Can be used to cast Level 1 Magic. 	Can be used to cast Level 1 Magic. 	Can be used to cast Level 1 Magic. 	Can be used to cast Level 1 Magic. 	
White Wand 	30 	16 	Find: Spirot ForestBuy: Draconra 	1200 	
White Wand 	A wand of silver birch, which facilitates a certain spell. 	A wand of silver birch, which facilitates a certain spell. 	A wand of silver birch, which facilitates a certain spell. 	A wand of silver birch, which facilitates a certain spell. 	
White Wand 	Can be used to cast Level 1 Magic, empowers Detox. 	Can be used to cast Level 1 Magic, empowers Detox. 	Can be used to cast Level 1 Magic, empowers Detox. 	Can be used to cast Level 1 Magic, empowers Detox. 	
Healing Wand 	35 	16 	Find: Dracon PeaksBuy: Draconra 	1600 	
Healing Wand 	A wand designed for stronger healing magic, it also unlocks a new spell tier. 	A wand designed for stronger healing magic, it also unlocks a new spell tier. 	A wand designed for stronger healing magic, it also unlocks a new spell tier. 	A wand designed for stronger healing magic, it also unlocks a new spell tier. 	
Healing Wand 	Can be used to cast Level 2 Magic, empowers Detox and Heal. 	Can be used to cast Level 2 Magic, empowers Detox and Heal. 	Can be used to cast Level 2 Magic, empowers Detox and Heal. 	Can be used to cast Level 2 Magic, empowers Detox and Heal. 	
Snow Sceptre 	39 	19 	Find: Border FortressBuy: Sirasha 	3300 	
Snow Sceptre 	A wand of ice designed specifically for ice-elemental magic use. 	A wand of ice designed specifically for ice-elemental magic use. 	A wand of ice designed specifically for ice-elemental magic use. 	A wand of ice designed specifically for ice-elemental magic use. 	
Snow Sceptre 	Ice element, can be used to cast Level 3 Magic, empowers all ice-elemental magic. 	Ice element, can be used to cast Level 3 Magic, empowers all ice-elemental magic. 	Ice element, can be used to cast Level 3 Magic, empowers all ice-elemental magic. 	Ice element, can be used to cast Level 3 Magic, empowers all ice-elemental magic. 	
Power Staff 	60 	25 	Find: Gaia Library 	 	
Power Staff 	A strange staff that makes its wielder heavily invigorated. 	A strange staff that makes its wielder heavily invigorated. 	A strange staff that makes its wielder heavily invigorated. 	A strange staff that makes its wielder heavily invigorated. 	
Power Staff 	Can be used to cast Level 3 Magic, raises physical attack power but raises MP costs. 	Can be used to cast Level 3 Magic, raises physical attack power but raises MP costs. 	Can be used to cast Level 3 Magic, raises physical attack power but raises MP costs. 	Can be used to cast Level 3 Magic, raises physical attack power but raises MP costs. 	
Rune Sceptre 	43 	19 	Find: Gaia Castle, Gaia LibraryBuy: Marilis 	4200 	
Rune Sceptre 	This wand has a unique spell placed into it that offers great protection. 	This wand has a unique spell placed into it that offers great protection. 	This wand has a unique spell placed into it that offers great protection. 	This wand has a unique spell placed into it that offers great protection. 	
Rune Sceptre 	Can be used to cast Level 3 Magic, increases status resistance, empowers Shield and Barrier. 	Can be used to cast Level 3 Magic, increases status resistance, empowers Shield and Barrier. 	Can be used to cast Level 3 Magic, increases status resistance, empowers Shield and Barrier. 	Can be used to cast Level 3 Magic, increases status resistance, empowers Shield and Barrier. 	
Tranquil Staff 	47 	20 	Find: Thunder TempleBuy: Marilis, Kerinus 	5500 	
Tranquil Staff 	A staff of calming that the Pandemonics fear. While equipped, all magic becomes anti-Pandemonic. 	A staff of calming that the Pandemonics fear. While equipped, all magic becomes anti-Pandemonic. 	A staff of calming that the Pandemonics fear. While equipped, all magic becomes anti-Pandemonic. 	A staff of calming that the Pandemonics fear. While equipped, all magic becomes anti-Pandemonic. 	
Tranquil Staff 	Can be used to cast Level 4 Magic, full damage to Pandemonics, less damage to other enemies. All spells will deal full damage to Pandemonics and less to other enemies.	Can be used to cast Level 4 Magic, full damage to Pandemonics, less damage to other enemies. All spells will deal full damage to Pandemonics and less to other enemies.	Can be used to cast Level 4 Magic, full damage to Pandemonics, less damage to other enemies. All spells will deal full damage to Pandemonics and less to other enemies.	Can be used to cast Level 4 Magic, full damage to Pandemonics, less damage to other enemies. All spells will deal full damage to Pandemonics and less to other enemies.	
Storm Sceptre 	49 	21 	Buy: Kerinus 	5800 	
Storm Sceptre 	A thunderous staff that can attract lightning on a stormy day. 	A thunderous staff that can attract lightning on a stormy day. 	A thunderous staff that can attract lightning on a stormy day. 	A thunderous staff that can attract lightning on a stormy day. 	A thunderous staff that can attract lightning on a stormy day.
Storm Sceptre 	Lightning element, can be used to cast Level 4 Magic, empowers all lightning-elemental magic. 	Lightning element, can be used to cast Level 4 Magic, empowers all lightning-elemental magic. 	Lightning element, can be used to cast Level 4 Magic, empowers all lightning-elemental magic. 	Lightning element, can be used to cast Level 4 Magic, empowers all lightning-elemental magic. 	Lightning element, can be used to cast Level 4 Magic, empowers all lightning-elemental magic.
Sea Wand 	48 	22 	Find: Seaspiral ReefBuy: Kerinus 	6200 	
Sea Wand 	A staff from the seafloor that the fish follow command of. 	A staff from the seafloor that the fish follow command of. 	A staff from the seafloor that the fish follow command of. 	A staff from the seafloor that the fish follow command of. 	
Sea Wand 	Water element, can be used to cast Level 4 Magic, empowers all water-elemental magic. 	Water element, can be used to cast Level 4 Magic, empowers all water-elemental magic. 	Water element, can be used to cast Level 4 Magic, empowers all water-elemental magic. 	Water element, can be used to cast Level 4 Magic, empowers all water-elemental magic. 	
Dream Wand 	50 	21 	Gift: From Merrie and Cherrie (Chapter 10)Find: Hurricane's Cradle 	 	
Dream Wand 	A dreamy wand that holds magic for lulling enemies to sleep. 	A dreamy wand that holds magic for lulling enemies to sleep. 	A dreamy wand that holds magic for lulling enemies to sleep. 	A dreamy wand that holds magic for lulling enemies to sleep. 	
Dream Wand 	May inflict Sleep, can be used to cast Level 5 Magic, empowers Sleep. 	May inflict Sleep, can be used to cast Level 5 Magic, empowers Sleep. 	May inflict Sleep, can be used to cast Level 5 Magic, empowers Sleep. 	May inflict Sleep, can be used to cast Level 5 Magic, empowers Sleep. 	
Fairy Wand 	52 	21 	Find: Border MazeBuy: Reviria 	7000 	
Fairy Wand 	A wand of the fairies that restores magic power just by holding it. 	A wand of the fairies that restores magic power just by holding it. 	A wand of the fairies that restores magic power just by holding it. 	A wand of the fairies that restores magic power just by holding it. 	
Fairy Wand 	Can be used to cast Level 5 Magic, empowers Revive and Remedia. Grants MP regen. 	Can be used to cast Level 5 Magic, empowers Revive and Remedia. Grants MP regen. 	Can be used to cast Level 5 Magic, empowers Revive and Remedia. Grants MP regen. 	Can be used to cast Level 5 Magic, empowers Revive and Remedia. Grants MP regen. 	
Noble Wand 	55 	18 	Initial: Romilia 	 	
Noble Wand 	A regal wand that channels the power of the fairies. 	A regal wand that channels the power of the fairies. 	A regal wand that channels the power of the fairies. 	A regal wand that channels the power of the fairies. 	
Noble Wand 	Romilia only, can be used to cast Fairy Magic. Grants HP regen. 	Romilia only, can be used to cast Fairy Magic. Grants HP regen. 	Romilia only, can be used to cast Fairy Magic. Grants HP regen. 	Romilia only, can be used to cast Fairy Magic. Grants HP regen. 	
Gold Sceptre 	54 	23 	Find: Memoria CastleBuy: Coratial 	7500 	
Gold Sceptre 	A staff that sparkles in gold, tipped with a magical, sun-like orb. 	A staff that sparkles in gold, tipped with a magical, sun-like orb. 	A staff that sparkles in gold, tipped with a magical, sun-like orb. 	A staff that sparkles in gold, tipped with a magical, sun-like orb. 	
Gold Sceptre 	Can be used to cast Level 5 Magic, empowers Heal, Triheal, Detox and Revive. 	Can be used to cast Level 5 Magic, empowers Heal, Triheal, Detox and Revive. 	Can be used to cast Level 5 Magic, empowers Heal, Triheal, Detox and Revive. 	Can be used to cast Level 5 Magic, empowers Heal, Triheal, Detox and Revive. 	
Flame Sceptre 	57 	19 	Buy: Elderan 	8000 	
Flame Sceptre 	A wand of flames that makes it easy to use fire-elemental magic. 	A wand of flames that makes it easy to use fire-elemental magic. 	A wand of flames that makes it easy to use fire-elemental magic. 	A wand of flames that makes it easy to use fire-elemental magic. 	
Flame Sceptre 	Fire element, can be used to cast Level 5 Magic, empowers all fire-elemental magic. 	Fire element, can be used to cast Level 5 Magic, empowers all fire-elemental magic. 	Fire element, can be used to cast Level 5 Magic, empowers all fire-elemental magic. 	Fire element, can be used to cast Level 5 Magic, empowers all fire-elemental magic. 	
Enspirit Wand 	62 	20 	Find: Border KeepBuy: Terra Castle (after Chapter 13) 	8000 	
Enspirit Wand 	A most mysterious wand, some report seeing visions after using it. 	A most mysterious wand, some report seeing visions after using it. 	A most mysterious wand, some report seeing visions after using it. 	A most mysterious wand, some report seeing visions after using it. 	A most mysterious wand, some report seeing visions after using it.
Enspirit Wand 	Can be used to cast Level 6 Magic, empowers Rain, Snow, Gale, Flame and Thunder. 	Can be used to cast Level 6 Magic, empowers Rain, Snow, Gale, Flame and Thunder. 	Can be used to cast Level 6 Magic, empowers Rain, Snow, Gale, Flame and Thunder. 	Can be used to cast Level 6 Magic, empowers Rain, Snow, Gale, Flame and Thunder. 	Can be used to cast Level 6 Magic, empowers Rain, Snow, Gale, Flame and Thunder.
Chromatic Sceptre	60 	25 	Find: Subterranean TunnelBuy: Memoria Castle (after Chapter 13) 	8500 	
Chromatic Sceptre	A bizarre staff crafted by Pandemonics. While equipped, all magic becomes anti-Pandemonic. 	A bizarre staff crafted by Pandemonics. While equipped, all magic becomes anti-Pandemonic. 	A bizarre staff crafted by Pandemonics. While equipped, all magic becomes anti-Pandemonic. 	A bizarre staff crafted by Pandemonics. While equipped, all magic becomes anti-Pandemonic. 	
Chromatic Sceptre	Can be used to cast Level 6 Magic, full damage to Pandemonics. All spells will deal full damage to Pandemonics. 	Can be used to cast Level 6 Magic, full damage to Pandemonics. All spells will deal full damage to Pandemonics. 	Can be used to cast Level 6 Magic, full damage to Pandemonics. All spells will deal full damage to Pandemonics. 	Can be used to cast Level 6 Magic, full damage to Pandemonics. All spells will deal full damage to Pandemonics. 	
===Flutes===
Adept Users: HilmaFair Users: Cypris, Narcisa, Merrie and Cherrie, Rosica, KyraPoor Users: Caelan, Asier, Mattias
All flutes are long-range and considered magic weapons. Cypris and Hilma can perform Music when they have a flute equipped.
Name 	Attack 	Speed 	Available 	Cost
Silver Flute	52 	24 	Initial: HilmaBuy: Sirasha 	3000
Silver Flute	A shining flute that plays a soothing melody. 	A shining flute that plays a soothing melody. 	A shining flute that plays a soothing melody. 	A shining flute that plays a soothing melody.
Silver Flute	Can be used to perform Level 3 Music. 	Can be used to perform Level 3 Music. 	Can be used to perform Level 3 Music. 	Can be used to perform Level 3 Music.
Ice Flute 	57 	24 	Find: Foraura TowerBuy: Sirasha 	3500
Ice Flute 	A flute of ice with an elegant, yet biting-cold air. 	A flute of ice with an elegant, yet biting-cold air. 	A flute of ice with an elegant, yet biting-cold air. 	A flute of ice with an elegant, yet biting-cold air.
Ice Flute 	Ice element, can be used to perform Level 3 Music and Ice Music. 	Ice element, can be used to perform Level 3 Music and Ice Music. 	Ice element, can be used to perform Level 3 Music and Ice Music. 	Ice element, can be used to perform Level 3 Music and Ice Music.
Rune Flute 	60 	25 	Find: Gaia Castle, Gaia Library 	
Rune Flute 	A golden flute holding protective charms. 	A golden flute holding protective charms. 	A golden flute holding protective charms. 	A golden flute holding protective charms.
Rune Flute 	Can be used to perform Level 3 Music, increases status resistance.	Can be used to perform Level 3 Music, increases status resistance.	Can be used to perform Level 3 Music, increases status resistance.	Can be used to perform Level 3 Music, increases status resistance.
===Bells===
Adept Users: Merrie and CherrieFair Users: Asier, Cypris, Hilma, RosicaPoor Users: Caelan, Narcisa, Mattias, Kyra
All bells are long-range and considered magic weapons. Merrie and Cherrie can use Geomancy when they have a bell equipped.
Name 	Attack 	Speed 	Available 	Cost
Floral Bell 	40 	25 	Initial: CherrieBuy: Marilis 	5200
Floral Bell 	A geomancer's bell holding the power of greenery. 	A geomancer's bell holding the power of greenery. 	A geomancer's bell holding the power of greenery. 	A geomancer's bell holding the power of greenery.
Floral Bell 	Can be used to cast Petal Storm and Leaf Slash. 	Can be used to cast Petal Storm and Leaf Slash. 	Can be used to cast Petal Storm and Leaf Slash. 	Can be used to cast Petal Storm and Leaf Slash.
Water Bell 	41 	25 	Initial: MerrieBuy: Marilis 	5300
Water Bell 	A geomancer's bell holding the power of the sea. 	A geomancer's bell holding the power of the sea. 	A geomancer's bell holding the power of the sea. 	A geomancer's bell holding the power of the sea.
Water Bell 	Water element, can be used to cast Whirlpool and Geyser. 	Water element, can be used to cast Whirlpool and Geyser. 	Water element, can be used to cast Whirlpool and Geyser. 	Water element, can be used to cast Whirlpool and Geyser.
Wind Bell 	42 	25 	Buy: Marilis, KerinusFind: Thunder Temple 	5400
Wind Bell 	A geomancer's bell holding the power of the wind. 	A geomancer's bell holding the power of the wind. 	A geomancer's bell holding the power of the wind. 	A geomancer's bell holding the power of the wind.
Wind Bell 	Wind element, can be used to cast Hurricane and Air Blade. 	Wind element, can be used to cast Hurricane and Air Blade. 	Wind element, can be used to cast Hurricane and Air Blade. 	Wind element, can be used to cast Hurricane and Air Blade.
Lightning Bell	43 	25 	Buy: KerinusFind: Thunder Temple 	5500
Lightning Bell	A geomancer's bell holding the power of lightning. 	A geomancer's bell holding the power of lightning. 	A geomancer's bell holding the power of lightning. 	A geomancer's bell holding the power of lightning.
Lightning Bell	Lightning element, can be used to cast Lightning Strike and Thunder Blitz.	Lightning element, can be used to cast Lightning Strike and Thunder Blitz.	Lightning element, can be used to cast Lightning Strike and Thunder Blitz.	Lightning element, can be used to cast Lightning Strike and Thunder Blitz.
Angel Bell 	48 	25 	Buy: Kerinus 	6000
Angel Bell 	A mystical bell with healing powers. 	A mystical bell with healing powers. 	A mystical bell with healing powers. 	A mystical bell with healing powers.
Angel Bell 	Pure element, can be used to cast Seraphic Light and Ressurection. 	Pure element, can be used to cast Seraphic Light and Ressurection. 	Pure element, can be used to cast Seraphic Light and Ressurection. 	Pure element, can be used to cast Seraphic Light and Ressurection.
===Crossbows===
Adept Users: MattiasFair Users: Caelan, Cypris, Rosica, KyraPoor Users: Asier, Narcisa, Hilma, Merrie and Cherrie
All crossbows are long-range and are effective against flying enemies.
Name 	Attack 	Speed 	Available 	Cost
Machine Crossbow 	84 	20 	Initial: MattiasBuy: Coratial 	7000
Machine Crossbow 	A mechanical weapon that fires bolts with unmatched precision. 	A mechanical weapon that fires bolts with unmatched precision. 	A mechanical weapon that fires bolts with unmatched precision. 	A mechanical weapon that fires bolts with unmatched precision.
Tranquil Crossbow	87 	20 	Find: Firmen Laboratory 	
Tranquil Crossbow	An experimental crossbow designed to forcibly soothe Pandemonics.	An experimental crossbow designed to forcibly soothe Pandemonics.	An experimental crossbow designed to forcibly soothe Pandemonics.	An experimental crossbow designed to forcibly soothe Pandemonics.
Tranquil Crossbow	Full damage to Pandemonics, less damage to other enemies. 	Full damage to Pandemonics, less damage to other enemies. 	Full damage to Pandemonics, less damage to other enemies. 	Full damage to Pandemonics, less damage to other enemies.
Thunder Crossbow 	91 	19 	Find: Scintilla Furnace 	
Thunder Crossbow 	A crossbow that charges its bolts with electricity. 	A crossbow that charges its bolts with electricity. 	A crossbow that charges its bolts with electricity. 	A crossbow that charges its bolts with electricity.
Thunder Crossbow 	Lightning element. 	Lightning element. 	Lightning element. 	Lightning element.
==Abilities==
Most abilities are learned over time by gaining AP, which is earned individually on each ability after winning a battle with the prerequisite equipment. 
===Sword Arts===
Caelan and Tristen can learn Sword Arts. Unlike other abilities, every available Sword Art is tied to a certain sword or lance. Once unlocked, the Combat Art may be equipped with any weapon, with each weapon having a limit to how many Sword Arts can be equipped at a time, from four to nine.
When Tristen joins in Chapter 13, he knows all Sword Arts in the table from Metallic Clang to Wing Frenzy, as well as his exclusive Sword Art, Focused Fury.
Name 	Weapon 	MP 	AP 	Effect 	Target 	
Royal Wind 	Royal Rapier 	10 	0 	Pure magic attack on one enemy. Has a Spell Power of 40. 	One Enemy 	
Royal Wind 	A uniquely-learned ability that fires a shockwave of light from the blade. 	A uniquely-learned ability that fires a shockwave of light from the blade. 	A uniquely-learned ability that fires a shockwave of light from the blade. 	A uniquely-learned ability that fires a shockwave of light from the blade. 	A uniquely-learned ability that fires a shockwave of light from the blade. 	A uniquely-learned ability that fires a shockwave of light from the blade.
Metallic Clang 	Steel Edge 	8 	40 	Lowers defences of a group of enemies. 	Multiple Enemies 	
Metallic Clang 	Disorients enemies with the sound of clanging metal, lowering their defences. 	Disorients enemies with the sound of clanging metal, lowering their defences. 	Disorients enemies with the sound of clanging metal, lowering their defences. 	Disorients enemies with the sound of clanging metal, lowering their defences. 	Disorients enemies with the sound of clanging metal, lowering their defences. 	Disorients enemies with the sound of clanging metal, lowering their defences.
Metal Phalanx 	Steel Spear 	9 	60 	Raises own defence and magic defence. 	Self 	
Metal Phalanx 	Holds a powerful guard, lowering physical and magical damage taken. 	Holds a powerful guard, lowering physical and magical damage taken. 	Holds a powerful guard, lowering physical and magical damage taken. 	Holds a powerful guard, lowering physical and magical damage taken. 	Holds a powerful guard, lowering physical and magical damage taken. 	Holds a powerful guard, lowering physical and magical damage taken.
Ivory Cure 	Ivory Sword 	13 	100 	Heals all allies and damages undead enemies close to them. Has a Spell Power of 30. 	Allies and Enemies 	
Ivory Cure 	Summons ivory light to heal allies and damage the undead. 	Summons ivory light to heal allies and damage the undead. 	Summons ivory light to heal allies and damage the undead. 	Summons ivory light to heal allies and damage the undead. 	Summons ivory light to heal allies and damage the undead. 	Summons ivory light to heal allies and damage the undead.
Leaf Tornado 	Leaf Blade 	12 	120 	Damages all nearby enemies. Has a Spell Power of 40. 	Multiple Enemies 	
Leaf Tornado 	A spinning slash that slices enemies with sharp swirling leaves. 	A spinning slash that slices enemies with sharp swirling leaves. 	A spinning slash that slices enemies with sharp swirling leaves. 	A spinning slash that slices enemies with sharp swirling leaves. 	A spinning slash that slices enemies with sharp swirling leaves. 	A spinning slash that slices enemies with sharp swirling leaves.
Silver Rush 	Silver Blade 	16 	160 	Rushes forwards, damaging and knocking back all enemies in the way. Factors 150% of physical power. 	Multiple Enemies 	
Silver Rush 	A shining-silver charge that knocks enemies away on impact. 	A shining-silver charge that knocks enemies away on impact. 	A shining-silver charge that knocks enemies away on impact. 	A shining-silver charge that knocks enemies away on impact. 	A shining-silver charge that knocks enemies away on impact. 	A shining-silver charge that knocks enemies away on impact.
Silver Break 	Silver Spear 	17 	180 	Damages and paralyses an enemy. Factors 150% of physical power. 	One Enemy 	
Silver Break 	Dazes an enemy with a silvery blow, rendering them unable to counter attacks for a short time. 	Dazes an enemy with a silvery blow, rendering them unable to counter attacks for a short time. 	Dazes an enemy with a silvery blow, rendering them unable to counter attacks for a short time. 	Dazes an enemy with a silvery blow, rendering them unable to counter attacks for a short time. 	Dazes an enemy with a silvery blow, rendering them unable to counter attacks for a short time. 	Dazes an enemy with a silvery blow, rendering them unable to counter attacks for a short time.
Sky Splitter 	Wing Blade 	18 	200 	Lands two hits of wind damage and inflicts Slow. Has a Spell Power of 35 per hit. 	One Enemy 	
Sky Splitter 	Strikes an enemy with two full-force blades of wind. 	Strikes an enemy with two full-force blades of wind. 	Strikes an enemy with two full-force blades of wind. 	Strikes an enemy with two full-force blades of wind. 	Strikes an enemy with two full-force blades of wind. 	Strikes an enemy with two full-force blades of wind.
Glacier Storm 	Glacial Sword 	21 	250 	Lands eight hits of ice magic damage. Has a Spell Power of 10 per hit. 	Multiple Enemies 	
Glacier Storm 	Blitzes an area with shards of ice. Best used to weaken enemy groups, but powerful if all the shots land. 	Blitzes an area with shards of ice. Best used to weaken enemy groups, but powerful if all the shots land. 	Blitzes an area with shards of ice. Best used to weaken enemy groups, but powerful if all the shots land. 	Blitzes an area with shards of ice. Best used to weaken enemy groups, but powerful if all the shots land. 	Blitzes an area with shards of ice. Best used to weaken enemy groups, but powerful if all the shots land. 	Blitzes an area with shards of ice. Best used to weaken enemy groups, but powerful if all the shots land.
Dream Mist 	Dream Blade 	22 	300 	Causes allies to recover from stat drops and status ailments faster. 	All Allies 	
Dream Mist 	Summons restorative dream mist that helps allies to recover from ailments faster. 	Summons restorative dream mist that helps allies to recover from ailments faster. 	Summons restorative dream mist that helps allies to recover from ailments faster. 	Summons restorative dream mist that helps allies to recover from ailments faster. 	Summons restorative dream mist that helps allies to recover from ailments faster. 	Summons restorative dream mist that helps allies to recover from ailments faster.
Runic Cure 	Rune Sword 	20 	340 	Cures an ally's status ailments and restores 25% of HP. 	One Ally 	
Runic Cure 	Calls forth runic power to heal an ally and remove their status ailments. 	Calls forth runic power to heal an ally and remove their status ailments. 	Calls forth runic power to heal an ally and remove their status ailments. 	Calls forth runic power to heal an ally and remove their status ailments. 	Calls forth runic power to heal an ally and remove their status ailments. 	Calls forth runic power to heal an ally and remove their status ailments.
Runic Wall 	Rune Spear 	22 	360 	Protects the entire party from status ailments for a short time. 	All Allies 	
Runic Wall 	Calls forth runic power to set up a barrier, temporarily negating status ailments. 	Calls forth runic power to set up a barrier, temporarily negating status ailments. 	Calls forth runic power to set up a barrier, temporarily negating status ailments. 	Calls forth runic power to set up a barrier, temporarily negating status ailments. 	Calls forth runic power to set up a barrier, temporarily negating status ailments. 	Calls forth runic power to set up a barrier, temporarily negating status ailments.
Tranquil Flash 	Tranquil Sword 	25 	380 	Damages all enemies in front, deals double damage to and blinds Pandemonics. Has a Spell Power of 50. 	Multiple Enemies 	
Tranquil Flash 	A flash of soothing light, blinding all Pandemonics that see it. 	A flash of soothing light, blinding all Pandemonics that see it. 	A flash of soothing light, blinding all Pandemonics that see it. 	A flash of soothing light, blinding all Pandemonics that see it. 	A flash of soothing light, blinding all Pandemonics that see it. 	A flash of soothing light, blinding all Pandemonics that see it.
Electric Storm 	Thunder Blade 	28 	420 	Deals lightning magic damage to all nearby enemies. Has a Spell Power of 90. 	Multiple Enemies 	
Electric Storm 	Rains bolts of lightning down on all nearby enemies. 	Rains bolts of lightning down on all nearby enemies. 	Rains bolts of lightning down on all nearby enemies. 	Rains bolts of lightning down on all nearby enemies. 	Rains bolts of lightning down on all nearby enemies. 	Rains bolts of lightning down on all nearby enemies.
Wing Frenzy 	Wing Blade 	30 	480 	Lands three hits of wind damage and inflicts Slow. Has a Spell Power of 35 per hit. 	One Enemy 	
Wing Frenzy 	A chain of wind slashes that heavily damage an enemy and lower their mobility. 	A chain of wind slashes that heavily damage an enemy and lower their mobility. 	A chain of wind slashes that heavily damage an enemy and lower their mobility. 	A chain of wind slashes that heavily damage an enemy and lower their mobility. 	A chain of wind slashes that heavily damage an enemy and lower their mobility. 	A chain of wind slashes that heavily damage an enemy and lower their mobility.
Hydro Spiral 	Trident 	27 	450 	Deals water damage to a group of enemies and pulls them to the centre of the attack. Has a Spell Power of 90. 	Multiple Enemies 	
Hydro Spiral 	Summons a whirlpool that seizes enemies and causes water damage to them. 	Summons a whirlpool that seizes enemies and causes water damage to them. 	Summons a whirlpool that seizes enemies and causes water damage to them. 	Summons a whirlpool that seizes enemies and causes water damage to them. 	Summons a whirlpool that seizes enemies and causes water damage to them. 	Summons a whirlpool that seizes enemies and causes water damage to them.
Vampire Fang 	Vampire Fang 	33 	550 	Rushes forwards, damaging the first enemy hit and draining their health. Factors 200% of physical power. 	One Enemy 	
Vampire Fang 	A rushing slash that drains masses of health from the nearest victim. 	A rushing slash that drains masses of health from the nearest victim. 	A rushing slash that drains masses of health from the nearest victim. 	A rushing slash that drains masses of health from the nearest victim. 	A rushing slash that drains masses of health from the nearest victim. 	A rushing slash that drains masses of health from the nearest victim.
Fairy's Dance 	Fairy Blade 	15 	520 	Deals minor magic damage and MP damage to one enemy, and drains that HP and MP to heal the user. Has a Spell Power of 20. 	One Enemy 	
Fairy's Dance 	Uses a fairy spell to steal an enemy's life force and magic power to add to your own. 	Uses a fairy spell to steal an enemy's life force and magic power to add to your own. 	Uses a fairy spell to steal an enemy's life force and magic power to add to your own. 	Uses a fairy spell to steal an enemy's life force and magic power to add to your own. 	Uses a fairy spell to steal an enemy's life force and magic power to add to your own. 	Uses a fairy spell to steal an enemy's life force and magic power to add to your own.
Sky Rush 	Partisan 	32 	600 	Rushes forwards, damaging and knocking back all enemies in the way. Factors 250% of physical power. 	Multiple Enemies 	
Sky Rush 	A rushing stab that pierces through all in its way. Slower, but stronger than Silver Rush. 	A rushing stab that pierces through all in its way. Slower, but stronger than Silver Rush. 	A rushing stab that pierces through all in its way. Slower, but stronger than Silver Rush. 	A rushing stab that pierces through all in its way. Slower, but stronger than Silver Rush. 	A rushing stab that pierces through all in its way. Slower, but stronger than Silver Rush. 	A rushing stab that pierces through all in its way. Slower, but stronger than Silver Rush.
Angel's Blessing	Angel Sword 	30 	600 	Revives a fallen ally. 	One Ally 	
Angel's Blessing	Channels pure, untainted power to revive an ally with ease. 	Channels pure, untainted power to revive an ally with ease. 	Channels pure, untainted power to revive an ally with ease. 	Channels pure, untainted power to revive an ally with ease. 	Channels pure, untainted power to revive an ally with ease. 	Channels pure, untainted power to revive an ally with ease.
Scorch Cutter 	Scorching Blade 	36 	600 	A fire melee attack that does 300% the usual damage and inflicts Burn. 	One Enemy 	
Scorch Cutter 	Scorches a single enemy with a concentrated blade of fire. 	Scorches a single enemy with a concentrated blade of fire. 	Scorches a single enemy with a concentrated blade of fire. 	Scorches a single enemy with a concentrated blade of fire. 	Scorches a single enemy with a concentrated blade of fire. 	Scorches a single enemy with a concentrated blade of fire.
Storm Aura 	Storm Blade 	34 	650 	Casts a shorter-lasting Quicken on all allies. 	All Allies 	
Storm Aura 	Empowers allies with a burst of stormy weather, raising their speed. 	Empowers allies with a burst of stormy weather, raising their speed. 	Empowers allies with a burst of stormy weather, raising their speed. 	Empowers allies with a burst of stormy weather, raising their speed. 	Empowers allies with a burst of stormy weather, raising their speed. 	Empowers allies with a burst of stormy weather, raising their speed.
Focused Fury 	Glinting Edge 	35 	0 	Tristen only. Rushes forward and attacks the nearest enemy for 200% of regular physical damage, with a guaranteed critical hit. 	Multiple Enemies 	
Focused Fury 	A high-speed flurry of precise, furious slashes, causing a guaranteed critical hit. 	A high-speed flurry of precise, furious slashes, causing a guaranteed critical hit. 	A high-speed flurry of precise, furious slashes, causing a guaranteed critical hit. 	A high-speed flurry of precise, furious slashes, causing a guaranteed critical hit. 	A high-speed flurry of precise, furious slashes, causing a guaranteed critical hit. 	A high-speed flurry of precise, furious slashes, causing a guaranteed critical hit.
Draco Might 	Dragon Sword 	37 	700 	Raises the attack power of all allies. 	All Allies 	
Draco Might 	Calls upon the might of a feral dragon, boosting the party's physical and magic power. 	Calls upon the might of a feral dragon, boosting the party's physical and magic power. 	Calls upon the might of a feral dragon, boosting the party's physical and magic power. 	Calls upon the might of a feral dragon, boosting the party's physical and magic power. 	Calls upon the might of a feral dragon, boosting the party's physical and magic power. 	Calls upon the might of a feral dragon, boosting the party's physical and magic power.
Cloud Twister 	Cyclone Spear 	35 	700 	Deals wind magic damage to all nearby enemies and pushes them away. Has a Spell Power of 135. 	Multiple Enemies 	
Cloud Twister 	Catches all nearby enemies in a cyclone, dealing wind damage and pushing them away. 	Catches all nearby enemies in a cyclone, dealing wind damage and pushing them away. 	Catches all nearby enemies in a cyclone, dealing wind damage and pushing them away. 	Catches all nearby enemies in a cyclone, dealing wind damage and pushing them away. 	Catches all nearby enemies in a cyclone, dealing wind damage and pushing them away. 	Catches all nearby enemies in a cyclone, dealing wind damage and pushing them away.
Pandemonium Edge	Chromatic Blade 	38 	600 	A wide slash that damages enemies for 250% of regular physical power. Small Pandemonics in range are reduced to 0 HP, while larger Pandemonics are stunned.	Multiple Enemies 	
Pandemonium Edge	A wide chromatic slash that crushes Pandemonics, instantly destroying them, or stunning the larger ones. 	A wide chromatic slash that crushes Pandemonics, instantly destroying them, or stunning the larger ones. 	A wide chromatic slash that crushes Pandemonics, instantly destroying them, or stunning the larger ones. 	A wide chromatic slash that crushes Pandemonics, instantly destroying them, or stunning the larger ones. 	A wide chromatic slash that crushes Pandemonics, instantly destroying them, or stunning the larger ones. 	A wide chromatic slash that crushes Pandemonics, instantly destroying them, or stunning the larger ones.
Skylight Cutter 	Skylight Rapier 	40 	0 	Pure magic attack on one enemy. Has a Spell Power of 150. If the enemy is weak to Pure, drains up to 30 MP from them. 	One Enemy 	
Skylight Cutter 	Fires a pure shockwave of light from the blade. If it strikes an enemy weak to purity, it drains their MP.	Fires a pure shockwave of light from the blade. If it strikes an enemy weak to purity, it drains their MP.	Fires a pure shockwave of light from the blade. If it strikes an enemy weak to purity, it drains their MP.	Fires a pure shockwave of light from the blade. If it strikes an enemy weak to purity, it drains their MP. 	Fires a pure shockwave of light from the blade. If it strikes an enemy weak to purity, it drains their MP.	Fires a pure shockwave of light from the blade. If it strikes an enemy weak to purity, it drains their MP.
===Consorians===
Only Asier can summon Consorians. Unlike with other abilities, Consorians do not require AP to learn, being unlocked automatically through story events. Instead, they earn AP from being used in fights, and when a Consorian has enough AP, they will be "mastered" and get a permanent power boost.
When summoned, a Consorian will remain in battle for a set period of time and use attacks automatically. The time for which a Consorian can stay increases with Asier's level. Only one Consorian may be out at a time, though if needed the player can call the current Consorian back. If the Consorian is called back before 50% of their lifetime is expended, they will give a 50% MP refund.
Name 	Image 	MP 	AP 	Abilities
Tximista 	 	16 	150 	
*Trikoa Wave: Deals lightning damage to one enemy and any enemies close to them. Has a Spell Power of 25.
*Lizata Shock: Inflicts Paralyse on one enemy.
Available from the beginning. 	Available from the beginning. 	Available from the beginning. 	Available from the beginning. 	
Lorria 	 	24 	200 	
*Maita Restore: Grants Regen to all allies.
*Garria Cure: Cures some status ailments from one ally and restores HP. Has a Spell Power of 16.
Chapter 1: Obtained in Zuria. 	Chapter 1: Obtained in Zuria. 	Chapter 1: Obtained in Zuria. 	Chapter 1: Obtained in Zuria. 	
Keabroa 	 	20 	220 	
*Lainoa Fog: Inflicts Sleep on multiple enemies.
*Arren Influence: Inflicts Slow on one enemy.
Chapter 1: Obtained in Summorin Caverns. 	Chapter 1: Obtained in Summorin Caverns. 	Chapter 1: Obtained in Summorin Caverns. 	Chapter 1: Obtained in Summorin Caverns. 	
Hegalbat 	 	28 	240 	
*Porrua Drain: Drains an enemy's HP and uses it to heal the entire party. Has a Spell Power of 30.
*Distira Gaze: Inflicts Confuse on one enemy.
Chapter 1: Obtained in Summorin Caverns. 	Chapter 1: Obtained in Summorin Caverns. 	Chapter 1: Obtained in Summorin Caverns. 	Chapter 1: Obtained in Summorin Caverns. 	
Zeanpara 	 	32 	300 	
*Lainoz Foam: Deals water damage to one enemy. Has a Spell Power of 40. May inflict Slow.
*Tinta Lantern: Inflicts Blind on multiple enemies.
Chapter 4: Must be protected at sea. 	Chapter 4: Must be protected at sea. 	Chapter 4: Must be protected at sea. 	Chapter 4: Must be protected at sea. 	
Elurrina 	 	40 	400 	
*Mantea Frost: Deals ice damage to multiple enemies. Has a Spell Power of 50.
*Izoztu Prison: Inflicts Freeze on one enemy.
*Hautsa Flurry: Deals ice damage to one enemy. Has a Spell Power of 50. May inflict Sleep.
*Hozten Shield: Raises magic defence of all allies and makes them resistant to ice.
Chapter 5: Obtained while fighting Pyronid. 	Chapter 5: Obtained while fighting Pyronid. 	Chapter 5: Obtained while fighting Pyronid. 	Chapter 5: Obtained while fighting Pyronid. 	
Brontispi 	 	37 	450 	
*Kobre Guard: Raises defence of all allies.
*Lata Barrier: Raises magic defence of all allies.
*Beira Purity: Cures all status ailments on one ally, and removes reductions to defence and magic defence.
Chapter 6: Found in Foraura Tower. 	Chapter 6: Found in Foraura Tower. 	Chapter 6: Found in Foraura Tower. 	Chapter 6: Found in Foraura Tower. 	
Blingaldia 	 	45 	650 	
*Presaka Charge: Deals wind damage to one enemy and inflicts Paralyse. Has a Spell Power of 60.
*Luma Barrage: Deals seven hits of wind damage to random enemies in range. Each hit has a Spell Power of 10.
*Habia Rally: Grants Haste to an ally, raises their Attack and Magic.
Chapter 7: Defeat Blingaldia as an optional boss in Gaia Castle. 	Chapter 7: Defeat Blingaldia as an optional boss in Gaia Castle. 	Chapter 7: Defeat Blingaldia as an optional boss in Gaia Castle. 	Chapter 7: Defeat Blingaldia as an optional boss in Gaia Castle. 	
Harrisku 	 	42 	550 	
*Honda Avalanche: Deals earth damage to multiple enemies and lowers their Defence. Has a Spell Power of 50.
*Birrindu Rock: Deals earth damage to one enemy, knocks them away and lowers their Attack. Has a Spell Power of 60.
*Horma Crags: Gives all allies a shield that negates a certain amount of damage, equal to 50% of their health.
Chapter 8: Found in the Thunder Temple. 	Chapter 8: Found in the Thunder Temple. 	Chapter 8: Found in the Thunder Temple. 	Chapter 8: Found in the Thunder Temple. 	
Ikuzeila 	 	49 	750 	
*Abestia Medley: Deals water damage to one enemy and inflicts Confuse. Has a Spell Power of 55.
*Zortea Fortune: Allies become more likely to land critical hits, and immune to enemy critical hits.
*Lotu Seal: Inflicts Silence on multiple enemies and raises the damage they take from elemental weaknesses.
Chapter 9: Found in Seaspiral Reef. 	Chapter 9: Found in Seaspiral Reef. 	Chapter 9: Found in Seaspiral Reef. 	Chapter 9: Found in Seaspiral Reef. 	
Suterretz 	 	56 	900 	
*Kiskali Blazes: Deals fire damage to multiple enemies. Has a Spell Power of 75.
*Errausti Scorch: Causes heavy Burn damage over time to multiple enemies.
*Pira Inferno: Deals fire damage to one enemy, inflicts Blind. Has a Spell Power of 75.
*Berotu Guard: Raises defence of all allies and makes them resistant to fire.
Chapter 10: Obtained in the Border Maze. 	Chapter 10: Obtained in the Border Maze. 	Chapter 10: Obtained in the Border Maze. 	Chapter 10: Obtained in the Border Maze. 	
Sakotoka 	 	60 	850 	
*Oskala Guard: Protects all allies from physical damage.
*Zipriz Wave: Deals three hits of water damage to enemies in an arc in front. Each hit has a Spell Power of 30.
*Birrindu Smash: Deals water damage to one enemy and lowers their attack power. Has a Spell Power of 85.
Chapter 11: Rescue from the Containment Unit in Firmen Laboratory. 	Chapter 11: Rescue from the Containment Unit in Firmen Laboratory. 	Chapter 11: Rescue from the Containment Unit in Firmen Laboratory. 	Chapter 11: Rescue from the Containment Unit in Firmen Laboratory. 	
Aristia 	 	66 	950 	
*Hautsez Mist: Protects all allies from magic damage.
*Txinpart Ray: Deals light damage to all enemies in front. Has a Spell Power of 90.
*Zurrun Spiral: Deals light damage to one enemy and lowers their magic power. Has a Spell Power of 95.
Chapter 12: Defeat Aristia as an optional boss in Memoria Castle. 	Chapter 12: Defeat Aristia as an optional boss in Memoria Castle. 	Chapter 12: Defeat Aristia as an optional boss in Memoria Castle. 	Chapter 12: Defeat Aristia as an optional boss in Memoria Castle. 	
Sendrosa 	 	64 	1000 	
*Hostoa Leafstorm: Deals five hits of wind damage to all nearby enemies. Each hit has a Spell Power of 16.
*Hazi Regrowth: Heals all allies and restores a small portion of MP. Has a Spell Power of 90.
*Loratu Bloom: Revives a fallen ally and raises their defences.
Chapter 13: Gift from a Conjurer in Terra Castle. 	Chapter 13: Gift from a Conjurer in Terra Castle. 	Chapter 13: Gift from a Conjurer in Terra Castle. 	Chapter 13: Gift from a Conjurer in Terra Castle. 	
Harargia 	 	72 	1200 	
*Ezpal Rush: Deals earth damage to one enemy, then summons four clones that attack after delay. Has a Spell Power of 30 per hit.
*Lurra Quake: Deals earth damage to all enemies in range. Has a Spell Power of 100, reduced to 50 on flying enemies.
*Ilargi Phantom: All party members gain heightened senses, allowing them to sometimes avoid an attack automatically.
Chapter 14: Defeat Harargia as an optional boss in the Subterranean Tunnel.	Chapter 14: Defeat Harargia as an optional boss in the Subterranean Tunnel.	Chapter 14: Defeat Harargia as an optional boss in the Subterranean Tunnel.	Chapter 14: Defeat Harargia as an optional boss in the Subterranean Tunnel.	
===Music===
Cypris and Hilma can use Music if they have a harp, flute or harp-bow equipped.
Name 	Level 	MP 	AP 	Effect 	Target 	
Cure Verse 	1 	5 	0 	Restores HP. Has a Spell Power of 16. 	All Allies 	
Cure Verse 	Restores the health of allies with a charming verse. 	Restores the health of allies with a charming verse. 	Restores the health of allies with a charming verse. 	Restores the health of allies with a charming verse. 	Restores the health of allies with a charming verse. 	Restores the health of allies with a charming verse.
Lullaby 	1 	7 	30 	Inflicts Sleep on the target. 	One Enemy 	
Lullaby 	Soothes an enemy's spirit, rendering them unresponsive. 	Soothes an enemy's spirit, rendering them unresponsive. 	Soothes an enemy's spirit, rendering them unresponsive. 	Soothes an enemy's spirit, rendering them unresponsive. 	Soothes an enemy's spirit, rendering them unresponsive. 	Soothes an enemy's spirit, rendering them unresponsive.
Part of Strength 	1 	9 	60 	Raises the attack of allies temporarily. 	All Allies 	
Part of Strength 	A song that grants a temporary power boost to all allies. 	A song that grants a temporary power boost to all allies. 	A song that grants a temporary power boost to all allies. 	A song that grants a temporary power boost to all allies. 	A song that grants a temporary power boost to all allies. 	A song that grants a temporary power boost to all allies.
Rebuilding Stanza	2 	10 	50 	Restores HP over time temporarily. 	All Allies 	
Rebuilding Stanza	This song encourages allies to keep going, magically restoring their HP over time. 	This song encourages allies to keep going, magically restoring their HP over time. 	This song encourages allies to keep going, magically restoring their HP over time. 	This song encourages allies to keep going, magically restoring their HP over time. 	This song encourages allies to keep going, magically restoring their HP over time. 	This song encourages allies to keep going, magically restoring their HP over time.
Cacophony 	2 	8 	150 	Inflicts Confuse on the target. 	One Enemy 	
Cacophony 	A confusing sound that prevents the enemy from telling friend from foe. 	A confusing sound that prevents the enemy from telling friend from foe. 	A confusing sound that prevents the enemy from telling friend from foe. 	A confusing sound that prevents the enemy from telling friend from foe. 	A confusing sound that prevents the enemy from telling friend from foe. 	A confusing sound that prevents the enemy from telling friend from foe.
Shield Lyric 	2 	9 	300 	Raises the defence of allies temporarily. 	All Allies 	
Shield Lyric 	A song that grants a temporary defence boost to all allies. 	A song that grants a temporary defence boost to all allies. 	A song that grants a temporary defence boost to all allies. 	A song that grants a temporary defence boost to all allies. 	A song that grants a temporary defence boost to all allies. 	A song that grants a temporary defence boost to all allies.
Cure Medley 	3 	15 	150 	Restores HP. Has a Spell Power of 66. 	All Allies 	
Cure Medley 	Restores the health of allies even more effectively than a single verse. 	Restores the health of allies even more effectively than a single verse. 	Restores the health of allies even more effectively than a single verse. 	Restores the health of allies even more effectively than a single verse. 	Restores the health of allies even more effectively than a single verse. 	Restores the health of allies even more effectively than a single verse.
Outperform 	3 	10 	300 	Inflicts Silence on the target. 	One Enemy 	
Outperform 	Drowns out the enemy's sound, rending them silenced and unable to use voice-based abilities (but not necessarily magic). 	Drowns out the enemy's sound, rending them silenced and unable to use voice-based abilities (but not necessarily magic). 	Drowns out the enemy's sound, rending them silenced and unable to use voice-based abilities (but not necessarily magic). 	Drowns out the enemy's sound, rending them silenced and unable to use voice-based abilities (but not necessarily magic). 	Drowns out the enemy's sound, rending them silenced and unable to use voice-based abilities (but not necessarily magic). 	Drowns out the enemy's sound, rending them silenced and unable to use voice-based abilities (but not necessarily magic).
Magic Madrigal 	3 	11 	500 	Raises the magic of allies temporarily. 	All Allies 	
Magic Madrigal 	A song that grants a temporary magic boost to all allies. 	A song that grants a temporary magic boost to all allies. 	A song that grants a temporary magic boost to all allies. 	A song that grants a temporary magic boost to all allies. 	A song that grants a temporary magic boost to all allies. 	A song that grants a temporary magic boost to all allies.
Frosted Air 	 	16 	250 	Deals ice damage. Has a Spell Power of 60. 	Many Enemies 	
Frosted Air 	With an icy-cold performance, summons biting cold winds to attack enemies. 	With an icy-cold performance, summons biting cold winds to attack enemies. 	With an icy-cold performance, summons biting cold winds to attack enemies. 	With an icy-cold performance, summons biting cold winds to attack enemies. 	With an icy-cold performance, summons biting cold winds to attack enemies. 	With an icy-cold performance, summons biting cold winds to attack enemies.
Freeze Canticle 	 	14 	500 	Inflicts Freeze on the target. 	One Enemy 	
Freeze Canticle 	Icy words so bitter that they render the enemy unable to move, all while making them vulnerable to fire. 	Icy words so bitter that they render the enemy unable to move, all while making them vulnerable to fire. 	Icy words so bitter that they render the enemy unable to move, all while making them vulnerable to fire. 	Icy words so bitter that they render the enemy unable to move, all while making them vulnerable to fire. 	Icy words so bitter that they render the enemy unable to move, all while making them vulnerable to fire. 	Icy words so bitter that they render the enemy unable to move, all while making them vulnerable to fire.
Life Requiem 	4 	20 	180 	Damages the undead. Has a Spell Power of 90. 	Multiple Enemies 	
Life Requiem 	A lamenting song that strikes dread in carcasses. Deals heavy damage, but only to undead foes. 	A lamenting song that strikes dread in carcasses. Deals heavy damage, but only to undead foes. 	A lamenting song that strikes dread in carcasses. Deals heavy damage, but only to undead foes. 	A lamenting song that strikes dread in carcasses. Deals heavy damage, but only to undead foes. 	A lamenting song that strikes dread in carcasses. Deals heavy damage, but only to undead foes. 	A lamenting song that strikes dread in carcasses. Deals heavy damage, but only to undead foes.
Rebirth Dirge 	4 	25 	400 	Revives a fallen ally. 	One Ally 	
Rebirth Dirge 	Laments for a defeated ally, allowing them to get back up far more quickly than an ordinary revive. 	Laments for a defeated ally, allowing them to get back up far more quickly than an ordinary revive. 	Laments for a defeated ally, allowing them to get back up far more quickly than an ordinary revive. 	Laments for a defeated ally, allowing them to get back up far more quickly than an ordinary revive. 	Laments for a defeated ally, allowing them to get back up far more quickly than an ordinary revive. 	Laments for a defeated ally, allowing them to get back up far more quickly than an ordinary revive.
Barrier Rhythm 	4 	11 	750 	Raises the magic defence of allies temporarily. 	All Allies 	
Barrier Rhythm 	A song that grants a temporary magic defence boost to all allies. 	A song that grants a temporary magic defence boost to all allies. 	A song that grants a temporary magic defence boost to all allies. 	A song that grants a temporary magic defence boost to all allies. 	A song that grants a temporary magic defence boost to all allies. 	A song that grants a temporary magic defence boost to all allies.
Tranquil Etude 	4 	15 	 	Reduces the defences of Pandemonic enemies. 	Multiple Enemies 	
Tranquil Etude 	Uses calming music to impact Pandemonic enemies, lowering their defences and removing immunities. 	Uses calming music to impact Pandemonic enemies, lowering their defences and removing immunities. 	Uses calming music to impact Pandemonic enemies, lowering their defences and removing immunities. 	Uses calming music to impact Pandemonic enemies, lowering their defences and removing immunities. 	Uses calming music to impact Pandemonic enemies, lowering their defences and removing immunities. 	Uses calming music to impact Pandemonic enemies, lowering their defences and removing immunities.
Bolt Acrostic 	 	20 	400 	Deals lightning damage. Has a Spell Power of 80. 	One Enemy 	
Bolt Acrostic 	Strikes an enemy with a massive bolt of musically-induced lightning. 	Strikes an enemy with a massive bolt of musically-induced lightning. 	Strikes an enemy with a massive bolt of musically-induced lightning. 	Strikes an enemy with a massive bolt of musically-induced lightning. 	Strikes an enemy with a massive bolt of musically-induced lightning. 	Strikes an enemy with a massive bolt of musically-induced lightning.
Storm Elegy 	 	400 	800 	Inflicts Paralyse. 	One Enemy 	
Storm Elegy 	An ominous piece that fears an enemy to stop them from moving. 	An ominous piece that fears an enemy to stop them from moving. 	An ominous piece that fears an enemy to stop them from moving. 	An ominous piece that fears an enemy to stop them from moving. 	An ominous piece that fears an enemy to stop them from moving. 	An ominous piece that fears an enemy to stop them from moving.
Crescendo 	5 	22 	250 	Raises Levels of all allies. 	All Allies 	
Crescendo 	A rising piece of music that bestows power onto allies. Raises their levels, and as a result, all of their stats, temporarily. 	A rising piece of music that bestows power onto allies. Raises their levels, and as a result, all of their stats, temporarily. 	A rising piece of music that bestows power onto allies. Raises their levels, and as a result, all of their stats, temporarily. 	A rising piece of music that bestows power onto allies. Raises their levels, and as a result, all of their stats, temporarily. 	A rising piece of music that bestows power onto allies. Raises their levels, and as a result, all of their stats, temporarily. 	A rising piece of music that bestows power onto allies. Raises their levels, and as a result, all of their stats, temporarily.
Diminuendo 	5 	20 	500 	Reduces Levels of enemies. 	Multiple Enemies 	
Diminuendo 	A falling piece of music that drains the power from enemies. Lowers their levels, and as a result, all of their stats, temporarily.	A falling piece of music that drains the power from enemies. Lowers their levels, and as a result, all of their stats, temporarily.	A falling piece of music that drains the power from enemies. Lowers their levels, and as a result, all of their stats, temporarily.	A falling piece of music that drains the power from enemies. Lowers their levels, and as a result, all of their stats, temporarily.	A falling piece of music that drains the power from enemies. Lowers their levels, and as a result, all of their stats, temporarily.	A falling piece of music that drains the power from enemies. Lowers their levels, and as a result, all of their stats, temporarily.
Swift Rime 	5 	15 	900 	Raises the speed of allies temporarily. 	All Allies 	
Swift Rime 	A song that allows allies to move and act more swiftly for some time. 	A song that allows allies to move and act more swiftly for some time. 	A song that allows allies to move and act more swiftly for some time. 	A song that allows allies to move and act more swiftly for some time. 	A song that allows allies to move and act more swiftly for some time. 	A song that allows allies to move and act more swiftly for some time.
Blazing Pitch 	 	25 	300 	Deals fire damage. Has a Spell Power of 100. 	Many Enemies 	
Blazing Pitch 	Sets enemies on fire with the heat of an infernal performance. 	Sets enemies on fire with the heat of an infernal performance. 	Sets enemies on fire with the heat of an infernal performance. 	Sets enemies on fire with the heat of an infernal performance. 	Sets enemies on fire with the heat of an infernal performance. 	Sets enemies on fire with the heat of an infernal performance.
Firelight Chime 	 	20 	600 	Inflicts Burn and Blind on the target. 	One Enemy 	
Firelight Chime 	Blinds an enemy with a bright fiery light, reducing their accuracy and adding burning damage over time. 	Blinds an enemy with a bright fiery light, reducing their accuracy and adding burning damage over time. 	Blinds an enemy with a bright fiery light, reducing their accuracy and adding burning damage over time. 	Blinds an enemy with a bright fiery light, reducing their accuracy and adding burning damage over time. 	Blinds an enemy with a bright fiery light, reducing their accuracy and adding burning damage over time. 	Blinds an enemy with a bright fiery light, reducing their accuracy and adding burning damage over time.
Enlivening Sonnet	6 	30 	300 	Restores HP. Has a Spell Power of 132. 	All Allies 	
Enlivening Sonnet	Restores the health of allies with great potency. 	Restores the health of allies with great potency. 	Restores the health of allies with great potency. 	Restores the health of allies with great potency. 	Restores the health of allies with great potency. 	Restores the health of allies with great potency.
Fixed Tempo 	6 	24 	600 	Prevents an ally from gaining negative or positive status effects. 	One Ally 	
Fixed Tempo 	Fixes an ally's tempo in place, preventing them from gaining status effects. This includes both positive and negative effects. 	Fixes an ally's tempo in place, preventing them from gaining status effects. This includes both positive and negative effects. 	Fixes an ally's tempo in place, preventing them from gaining status effects. This includes both positive and negative effects. 	Fixes an ally's tempo in place, preventing them from gaining status effects. This includes both positive and negative effects. 	Fixes an ally's tempo in place, preventing them from gaining status effects. This includes both positive and negative effects. 	Fixes an ally's tempo in place, preventing them from gaining status effects. This includes both positive and negative effects.
Double Time 	6 	30 	1000 	Quickens ability cooldowns. 	All Allies 	
Double Time 	A hasty piece that allows the party to use their abilities more often. 	A hasty piece that allows the party to use their abilities more often. 	A hasty piece that allows the party to use their abilities more often. 	A hasty piece that allows the party to use their abilities more often. 	A hasty piece that allows the party to use their abilities more often. 	A hasty piece that allows the party to use their abilities more often.
===Magic===
As well as being used by Narcisa, Magic is commonly wielded by various enemies.
Name 	Level 	MP 	AP 	Power 	Element 	Target
Heal 	1 	6 	0 	24 	Healing 	All Allies
Heal 	Regrowth magic that causes allies to seal their wounds rapidly, restoring health. 	Regrowth magic that causes allies to seal their wounds rapidly, restoring health. 	Regrowth magic that causes allies to seal their wounds rapidly, restoring health. 	Regrowth magic that causes allies to seal their wounds rapidly, restoring health. 	Regrowth magic that causes allies to seal their wounds rapidly, restoring health. 	Regrowth magic that causes allies to seal their wounds rapidly, restoring health.
Detox 	1 	7 	20 	0 	None 	One Ally
Detox 	Purifying magic that cures an ally of certain weak status ailments. 	Purifying magic that cures an ally of certain weak status ailments. 	Purifying magic that cures an ally of certain weak status ailments. 	Purifying magic that cures an ally of certain weak status ailments. 	Purifying magic that cures an ally of certain weak status ailments. 	Purifying magic that cures an ally of certain weak status ailments.
Rain 	1 	8 	40 	30 	Water 	One/Many Enemies
Rain 	Offensive magic that summons a storm of rain to pelt enemies. 	Offensive magic that summons a storm of rain to pelt enemies. 	Offensive magic that summons a storm of rain to pelt enemies. 	Offensive magic that summons a storm of rain to pelt enemies. 	Offensive magic that summons a storm of rain to pelt enemies. 	Offensive magic that summons a storm of rain to pelt enemies.
Snow 	1 	8 	60 	30 	Ice 	One/Many Enemies
Snow 	Offensive magic that makes a whirlwind of ice to chill enemies to the bone. 	Offensive magic that makes a whirlwind of ice to chill enemies to the bone. 	Offensive magic that makes a whirlwind of ice to chill enemies to the bone. 	Offensive magic that makes a whirlwind of ice to chill enemies to the bone. 	Offensive magic that makes a whirlwind of ice to chill enemies to the bone. 	Offensive magic that makes a whirlwind of ice to chill enemies to the bone.
Poison 	2 	9 	50 	0 	None 	One/Many Enemies
Poison 	Enfeebling magic that poisons enemies and deals damage over time. 	Enfeebling magic that poisons enemies and deals damage over time. 	Enfeebling magic that poisons enemies and deals damage over time. 	Enfeebling magic that poisons enemies and deals damage over time. 	Enfeebling magic that poisons enemies and deals damage over time. 	Enfeebling magic that poisons enemies and deals damage over time.
Shield 	2 	10 	100 	0 	None 	All Allies
Shield 	Defensive magic that grants shields against physical damage for allies. 	Defensive magic that grants shields against physical damage for allies. 	Defensive magic that grants shields against physical damage for allies. 	Defensive magic that grants shields against physical damage for allies. 	Defensive magic that grants shields against physical damage for allies. 	Defensive magic that grants shields against physical damage for allies.
Gale 	2 	12 	200 	45 	Wind 	One/Many Enemies
Gale 	Offensive magic that makes a whirlwind to toss enemies around. 	Offensive magic that makes a whirlwind to toss enemies around. 	Offensive magic that makes a whirlwind to toss enemies around. 	Offensive magic that makes a whirlwind to toss enemies around. 	Offensive magic that makes a whirlwind to toss enemies around. 	Offensive magic that makes a whirlwind to toss enemies around.
Flame 	2 	12 	300 	45 	Fire 	One/Many Enemies
Flame 	Offensive magic that blasts enemies with a hot, raging fire. 	Offensive magic that blasts enemies with a hot, raging fire. 	Offensive magic that blasts enemies with a hot, raging fire. 	Offensive magic that blasts enemies with a hot, raging fire. 	Offensive magic that blasts enemies with a hot, raging fire. 	Offensive magic that blasts enemies with a hot, raging fire.
Triheal 	3 	18 	80 	72 	Healing 	All Allies
Triheal 	Regrowth magic that restores the health of allies three times as well as Heal. 	Regrowth magic that restores the health of allies three times as well as Heal. 	Regrowth magic that restores the health of allies three times as well as Heal. 	Regrowth magic that restores the health of allies three times as well as Heal. 	Regrowth magic that restores the health of allies three times as well as Heal. 	Regrowth magic that restores the health of allies three times as well as Heal.
Barrier 	3 	10 	250 	0 	None 	All Allies
Barrier 	Defensive magic that grants shields against magic damage for allies. 	Defensive magic that grants shields against magic damage for allies. 	Defensive magic that grants shields against magic damage for allies. 	Defensive magic that grants shields against magic damage for allies. 	Defensive magic that grants shields against magic damage for allies. 	Defensive magic that grants shields against magic damage for allies.
Sleep 	3 	13 	350 	0 	None 	One/Many Enemies
Sleep 	Enfeebling magic that causes enemies to fall asleep, becoming briefly unresponsive. 	Enfeebling magic that causes enemies to fall asleep, becoming briefly unresponsive. 	Enfeebling magic that causes enemies to fall asleep, becoming briefly unresponsive. 	Enfeebling magic that causes enemies to fall asleep, becoming briefly unresponsive. 	Enfeebling magic that causes enemies to fall asleep, becoming briefly unresponsive. 	Enfeebling magic that causes enemies to fall asleep, becoming briefly unresponsive.
Thunder 	3 	16 	500 	60 	Lightning 	One/Many Enemies
Thunder 	Offensive magic that zaps enemies with thunderbolts from above. 	Offensive magic that zaps enemies with thunderbolts from above. 	Offensive magic that zaps enemies with thunderbolts from above. 	Offensive magic that zaps enemies with thunderbolts from above. 	Offensive magic that zaps enemies with thunderbolts from above. 	Offensive magic that zaps enemies with thunderbolts from above.
Entangle 	4 	14 	120 	0 	None 	One/Many Enemies
Entangle 	Enfeebling magic that tangles enemies with magic webs, reducing their speed greatly. 	Enfeebling magic that tangles enemies with magic webs, reducing their speed greatly. 	Enfeebling magic that tangles enemies with magic webs, reducing their speed greatly. 	Enfeebling magic that tangles enemies with magic webs, reducing their speed greatly. 	Enfeebling magic that tangles enemies with magic webs, reducing their speed greatly. 	Enfeebling magic that tangles enemies with magic webs, reducing their speed greatly.
Revive 	4 	25 	300 	0 	None 	One Ally
Revive 	Healing magic that brings an ally back from unconsciousness with ease. 	Healing magic that brings an ally back from unconsciousness with ease. 	Healing magic that brings an ally back from unconsciousness with ease. 	Healing magic that brings an ally back from unconsciousness with ease. 	Healing magic that brings an ally back from unconsciousness with ease. 	Healing magic that brings an ally back from unconsciousness with ease.
Trisnow 	4 	24 	500 	90 	Ice 	One/Many Enemies
Trisnow 	Offensive magic that blows enemies down with a mighty blizzard. 	Offensive magic that blows enemies down with a mighty blizzard. 	Offensive magic that blows enemies down with a mighty blizzard. 	Offensive magic that blows enemies down with a mighty blizzard. 	Offensive magic that blows enemies down with a mighty blizzard. 	Offensive magic that blows enemies down with a mighty blizzard.
Trirain 	4 	24 	750 	90 	Water 	One/Many Enemies
Trirain 	Offensive magic that drenches enemies in a fierce deluge. 	Offensive magic that drenches enemies in a fierce deluge. 	Offensive magic that drenches enemies in a fierce deluge. 	Offensive magic that drenches enemies in a fierce deluge. 	Offensive magic that drenches enemies in a fierce deluge. 	Offensive magic that drenches enemies in a fierce deluge.
Remedia 	5 	20 	180 	0 	None 	One Ally
Remedia 	Purges an ally of status ailments much more effectively than Detox, and grants them temporary status immunity.	Purges an ally of status ailments much more effectively than Detox, and grants them temporary status immunity.	Purges an ally of status ailments much more effectively than Detox, and grants them temporary status immunity.	Purges an ally of status ailments much more effectively than Detox, and grants them temporary status immunity.	Purges an ally of status ailments much more effectively than Detox, and grants them temporary status immunity.	Purges an ally of status ailments much more effectively than Detox, and grants them temporary status immunity.
Quicken 	5 	20 	400 	0 	None 	One Ally
Quicken 	Time magic that allows an ally to move and attack faster. 	Time magic that allows an ally to move and attack faster. 	Time magic that allows an ally to move and attack faster. 	Time magic that allows an ally to move and attack faster. 	Time magic that allows an ally to move and attack faster. 	Time magic that allows an ally to move and attack faster.
Trigale 	5 	28 	700 	105 	Wind 	One/Many Enemies
Trigale 	Offensive magic that throws enemies with a raging cyclone. 	Offensive magic that throws enemies with a raging cyclone. 	Offensive magic that throws enemies with a raging cyclone. 	Offensive magic that throws enemies with a raging cyclone. 	Offensive magic that throws enemies with a raging cyclone. 	Offensive magic that throws enemies with a raging cyclone.
Triflame 	5 	28 	900 	105 	Fire 	One/Many Enemies
Triflame 	Offensive magic that incinerates foes with an infernal blast. 	Offensive magic that incinerates foes with an infernal blast. 	Offensive magic that incinerates foes with an infernal blast. 	Offensive magic that incinerates foes with an infernal blast. 	Offensive magic that incinerates foes with an infernal blast. 	Offensive magic that incinerates foes with an infernal blast.
Psych 	6 	5 	250 	20 	None 	One Enemy
Psych 	Draining magic that saps MP from an enemy, restoring that of the caster. 	Draining magic that saps MP from an enemy, restoring that of the caster. 	Draining magic that saps MP from an enemy, restoring that of the caster. 	Draining magic that saps MP from an enemy, restoring that of the caster. 	Draining magic that saps MP from an enemy, restoring that of the caster. 	Draining magic that saps MP from an enemy, restoring that of the caster.
Illusion 	6 	22 	500 	0 	None 	One Ally
Illusion 	Summons magic illusions of an ally, giving them a chance to evade damage they should have taken. 	Summons magic illusions of an ally, giving them a chance to evade damage they should have taken. 	Summons magic illusions of an ally, giving them a chance to evade damage they should have taken. 	Summons magic illusions of an ally, giving them a chance to evade damage they should have taken. 	Summons magic illusions of an ally, giving them a chance to evade damage they should have taken. 	Summons magic illusions of an ally, giving them a chance to evade damage they should have taken.
Freeze 	6 	27 	800 	50 	Ice 	One Enemy
Freeze 	Offensive magic that traps an enemy in ice, preventing them from doing anything for a short time. 	Offensive magic that traps an enemy in ice, preventing them from doing anything for a short time. 	Offensive magic that traps an enemy in ice, preventing them from doing anything for a short time. 	Offensive magic that traps an enemy in ice, preventing them from doing anything for a short time. 	Offensive magic that traps an enemy in ice, preventing them from doing anything for a short time. 	Offensive magic that traps an enemy in ice, preventing them from doing anything for a short time.
Trithunder	6 	32 	1000 	120 	Lightning 	One/Many Enemies
Trithunder	Offensive magic that pierces through enemies with powerful lightning bolts. 	Offensive magic that pierces through enemies with powerful lightning bolts. 	Offensive magic that pierces through enemies with powerful lightning bolts. 	Offensive magic that pierces through enemies with powerful lightning bolts. 	Offensive magic that pierces through enemies with powerful lightning bolts. 	Offensive magic that pierces through enemies with powerful lightning bolts.
===Geomancy===
Exclusively used by Merrie and Cherrie. Unlike other abilities, Geomancies don't cost MP to use. The available Geomancy abilities are based on the user's equipped Bells.
Name 	Bell 	Power 	Element 	Target 	
Petal Storm 	Floral Bell 	60 	None 	Multiple Enemies 	
Petal Storm 	Summons a whirlwind of petals to make enemies dizzy. Deals damage and causes confusion. 	Summons a whirlwind of petals to make enemies dizzy. Deals damage and causes confusion. 	Summons a whirlwind of petals to make enemies dizzy. Deals damage and causes confusion. 	Summons a whirlwind of petals to make enemies dizzy. Deals damage and causes confusion. 	Summons a whirlwind of petals to make enemies dizzy. Deals damage and causes confusion.
Leaf Slash 	Floral Bell 	70 	None 	One Enemy 	
Leaf Slash 	Fires a barrage of razor-sharp homing leaves at an enemy. Deals damage with a high critical hit chance. 	Fires a barrage of razor-sharp homing leaves at an enemy. Deals damage with a high critical hit chance. 	Fires a barrage of razor-sharp homing leaves at an enemy. Deals damage with a high critical hit chance. 	Fires a barrage of razor-sharp homing leaves at an enemy. Deals damage with a high critical hit chance. 	Fires a barrage of razor-sharp homing leaves at an enemy. Deals damage with a high critical hit chance.
Whirlpool 	Water Bell 	65 	Water 	Multiple Enemies 	
Whirlpool 	Creates a whirlpool that pulls in enemies and batters them with rushing water. 	Creates a whirlpool that pulls in enemies and batters them with rushing water. 	Creates a whirlpool that pulls in enemies and batters them with rushing water. 	Creates a whirlpool that pulls in enemies and batters them with rushing water. 	Creates a whirlpool that pulls in enemies and batters them with rushing water.
Geyser 	Water Bell 	75 	Water 	One Enemy 	
Geyser 	A massive jet of water bursts from below an enemy, damaging them and removing their defence boosts. 	A massive jet of water bursts from below an enemy, damaging them and removing their defence boosts. 	A massive jet of water bursts from below an enemy, damaging them and removing their defence boosts. 	A massive jet of water bursts from below an enemy, damaging them and removing their defence boosts. 	A massive jet of water bursts from below an enemy, damaging them and removing their defence boosts.
Hurricane 	Wind Bell 	75 	Wind 	Multiple Enemies 	
Hurricane 	Summons a towering tornado that damages a large group of enemies and knocks them all down. 	Summons a towering tornado that damages a large group of enemies and knocks them all down. 	Summons a towering tornado that damages a large group of enemies and knocks them all down. 	Summons a towering tornado that damages a large group of enemies and knocks them all down. 	Summons a towering tornado that damages a large group of enemies and knocks them all down.
Air Blade 	Wind Bell 	75 	Wind 	One Enemy 	
Air Blade 	Slices an enemy with blades of wind from all angles, leaving them paralysed. 	Slices an enemy with blades of wind from all angles, leaving them paralysed. 	Slices an enemy with blades of wind from all angles, leaving them paralysed. 	Slices an enemy with blades of wind from all angles, leaving them paralysed. 	Slices an enemy with blades of wind from all angles, leaving them paralysed.
Lightning Strike	Lightning Bell 	60 	Lightning 	One Enemy 	
Lightning Strike	Strikes an enemy with a huge thunderbolt, causing a guaranteed critical hit. 	Strikes an enemy with a huge thunderbolt, causing a guaranteed critical hit. 	Strikes an enemy with a huge thunderbolt, causing a guaranteed critical hit. 	Strikes an enemy with a huge thunderbolt, causing a guaranteed critical hit. 	Strikes an enemy with a huge thunderbolt, causing a guaranteed critical hit.
Thunder Blitz 	Lightning Bell 	75 	Lightning 	Multiple Enemies 	
Thunder Blitz 	Rains lightning bolts down on enemies in the area ahead, dealing damage with a high critical hit chance.	Rains lightning bolts down on enemies in the area ahead, dealing damage with a high critical hit chance.	Rains lightning bolts down on enemies in the area ahead, dealing damage with a high critical hit chance.	Rains lightning bolts down on enemies in the area ahead, dealing damage with a high critical hit chance.	Rains lightning bolts down on enemies in the area ahead, dealing damage with a high critical hit chance.
Seraphic Light 	Angel Bell 	90 	Pure 	All Allies 	
Seraphic Light 	Shines pure white light that restores the health of allies. 	Shines pure white light that restores the health of allies. 	Shines pure white light that restores the health of allies. 	Shines pure white light that restores the health of allies. 	Shines pure white light that restores the health of allies.
Resurrection 	Angel Bell 	N/A 	Pure 	All Allies 	
Resurrection 	Summons pure healing energies to revive all defeated allies instantly. 	Summons pure healing energies to revive all defeated allies instantly. 	Summons pure healing energies to revive all defeated allies instantly. 	Summons pure healing energies to revive all defeated allies instantly. 	Summons pure healing energies to revive all defeated allies instantly.
===Fairy Magic===
Exclusively used by Romilia. Functionally, Fairy Magic is very similar to Narcisa's magic.
Name 	MP 	Power 	Element 	Target 	
Fairy Wind 	10 	40 	None 	Multiple Enemies 	
Fairy Wind 	Summons fae wind to damage enemies. 	Summons fae wind to damage enemies. 	Summons fae wind to damage enemies. 	Summons fae wind to damage enemies. 	Summons fae wind to damage enemies.
Fairy Triwind	25 	95 	None 	Multiple Enemies 	
Fairy Triwind	Summons stronger fae wind to overpower enemies. 	Summons stronger fae wind to overpower enemies. 	Summons stronger fae wind to overpower enemies. 	Summons stronger fae wind to overpower enemies. 	Summons stronger fae wind to overpower enemies.
Fairy Cure 	10 	40 	None 	All Allies 	
Fairy Cure 	Uses fairy magic to heal everyone in the party. 	Uses fairy magic to heal everyone in the party. 	Uses fairy magic to heal everyone in the party. 	Uses fairy magic to heal everyone in the party. 	Uses fairy magic to heal everyone in the party.
Fairy Tricure	20 	80 	None 	All Allies 	
Fairy Tricure	Uses stronger fairy magic to heal the party greatly. 	Uses stronger fairy magic to heal the party greatly. 	Uses stronger fairy magic to heal the party greatly. 	Uses stronger fairy magic to heal the party greatly. 	Uses stronger fairy magic to heal the party greatly.
Fairy Cleanse	25 	N/A 	None 	All Allies 	
Fairy Cleanse	Casts Detox on the entire party with mystic fairy powers. 	Casts Detox on the entire party with mystic fairy powers. 	Casts Detox on the entire party with mystic fairy powers. 	Casts Detox on the entire party with mystic fairy powers. 	Casts Detox on the entire party with mystic fairy powers.
Fairy Raise 	30 	N/A 	None 	One Ally 	
Fairy Raise 	Revives a fallen ally and temporarily protects them from damage. 	Revives a fallen ally and temporarily protects them from damage. 	Revives a fallen ally and temporarily protects them from damage. 	Revives a fallen ally and temporarily protects them from damage. 	Revives a fallen ally and temporarily protects them from damage.
Fairy Gleam 	20 	N/A 	None 	Multiple Enemies 	
Fairy Gleam 	Blinds a group of enemies with a flash of fairy light. 	Blinds a group of enemies with a flash of fairy light. 	Blinds a group of enemies with a flash of fairy light. 	Blinds a group of enemies with a flash of fairy light. 	Blinds a group of enemies with a flash of fairy light.
Fairy Dream 	25 	N/A 	None 	Multiple Enemies 	
Fairy Dream 	Uses fae lullabies to soothe foes into sleeping. 	Uses fae lullabies to soothe foes into sleeping. 	Uses fae lullabies to soothe foes into sleeping. 	Uses fae lullabies to soothe foes into sleeping. 	Uses fae lullabies to soothe foes into sleeping.
Fairy Hold 	30 	N/A 	None 	Multiple Enemies 	
Fairy Hold 	Summons magic fairy chains to bind and paralyse enemies. 	Summons magic fairy chains to bind and paralyse enemies. 	Summons magic fairy chains to bind and paralyse enemies. 	Summons magic fairy chains to bind and paralyse enemies. 	Summons magic fairy chains to bind and paralyse enemies.
Fairy Moon 	30 	N/A 	None 	All Allies 	
Fairy Moon 	A blessing that makes allies temporarily reflect part of all damage taken.	A blessing that makes allies temporarily reflect part of all damage taken.	A blessing that makes allies temporarily reflect part of all damage taken.	A blessing that makes allies temporarily reflect part of all damage taken.	A blessing that makes allies temporarily reflect part of all damage taken.
==Combo Moves==
As party members support each other, such as by healing, taking out enemies together and saving their allies, their Synchronisation increases, making any co-operative actions between them become stronger. Once their Synchronisation is high enough, they'll be able to use a Combo Move together - doing this resets their Synchronisation, but has a massively powerful effect.
Every pair of main party members can equip one Combo Move. Guest party members can also use Combo Moves, having one fixed move for every member of the main party.
===Caelan and Asier===
Name 	Unlock 	Effect
Lightning Royal Cutter 	Start 	Lightning damage to an area of enemies, inflicts Paralyse and releases chain lightning that spreads to damage other nearby enemies.
A three-step combo of lightning from Tximista, a metallic slash to empower the spark, and a whirling boomerang to blast thunder in all directions. Damages and paralyses a large group of enemies.	A three-step combo of lightning from Tximista, a metallic slash to empower the spark, and a whirling boomerang to blast thunder in all directions. Damages and paralyses a large group of enemies.	A three-step combo of lightning from Tximista, a metallic slash to empower the spark, and a whirling boomerang to blast thunder in all directions. Damages and paralyses a large group of enemies.
Silver Light Mirror 	Use Lightning Royal Cutter 4 times 	Heals all allies and raises their Attack and Defence.
Summons a Conjurer's light and reflects it off pure silver, shining on the party to heal them and boost both Attack and Defence. 	Summons a Conjurer's light and reflects it off pure silver, shining on the party to heal them and boost both Attack and Defence. 	Summons a Conjurer's light and reflects it off pure silver, shining on the party to heal them and boost both Attack and Defence.
===Caelan and Cypris===
Name 	Unlock 	Effect
Rainstorm Sky Shot 	Start 	Water damage to an area of enemies, lowers the Magic and Speed of affected enemies.
Summons endless water arrows and sends them crashing down on enemies from above. Damages a large group of enemies while lowering their Magic and Speed.	Summons endless water arrows and sends them crashing down on enemies from above. Damages a large group of enemies while lowering their Magic and Speed.	Summons endless water arrows and sends them crashing down on enemies from above. Damages a large group of enemies while lowering their Magic and Speed.
Melodious Gold Chord 	Use Rainstorm Sky Shot 4 times 	Grants Regen, a Speed boost and status immunity to allies.
An enchanting song that causes allies to gain health over time, move faster and become more resistant to status ailments. 	An enchanting song that causes allies to gain health over time, move faster and become more resistant to status ailments. 	An enchanting song that causes allies to gain health over time, move faster and become more resistant to status ailments.
===Caelan and Narcisa===
Name 	Unlock 	Effect
Foresting Root Ruler 	Start 	Stuns an enemy, prevents them from attacking and deals continuous plant damage, draining their health to heal the entire party.
Ensnares an enemy with royal roots, preventing them from doing anything while using their health to heal the party. 	Ensnares an enemy with royal roots, preventing them from doing anything while using their health to heal the party. 	Ensnares an enemy with royal roots, preventing them from doing anything while using their health to heal the party.
Clouded Flower Bloom 	Use Foresting Root Ruler 4 times 	Heals allies, raises their Attack and Magic, and prevents their status ailments from failing.
Bestows the powers of clouds and flowers onto allies, healing them, letting them deal more damage and making their enemies unable to resist status ailments.	Bestows the powers of clouds and flowers onto allies, healing them, letting them deal more damage and making their enemies unable to resist status ailments.	Bestows the powers of clouds and flowers onto allies, healing them, letting them deal more damage and making their enemies unable to resist status ailments.
===Asier and Cypris===
Name 	Unlock 	Effect
Petal Harp Daze 	Start 	Confuses a small group of enemies and lowers their defences.
Summons Lorria for an entrancing duet with Cypris. Confuses a group of enemies, making them fight each other, and cuts their defences.	Summons Lorria for an entrancing duet with Cypris. Confuses a group of enemies, making them fight each other, and cuts their defences.	Summons Lorria for an entrancing duet with Cypris. Confuses a group of enemies, making them fight each other, and cuts their defences.
Conjuring Shine Arrow 	Use Petal Harp Daze 3 times 	Heals all allies, revives defeated party members, and raises Magic Defence.
Rains light-powered healing arrows onto the party, restoring their health, reviving the defeated and increasing resistance to magic. 	Rains light-powered healing arrows onto the party, restoring their health, reviving the defeated and increasing resistance to magic. 	Rains light-powered healing arrows onto the party, restoring their health, reviving the defeated and increasing resistance to magic.
===Asier and Narcisa===
Name 	Unlock 	Effect
Phantom Thorn Vine 	Start 	Fire damage to an area of enemies, inflicts Sleep and Burn.
Stabs at enemies with vines, then summons Keabroa who sets the vines off with mind-numbing blaze. Damages, burns and puts targets to sleep. 	Stabs at enemies with vines, then summons Keabroa who sets the vines off with mind-numbing blaze. Damages, burns and puts targets to sleep. 	Stabs at enemies with vines, then summons Keabroa who sets the vines off with mind-numbing blaze. Damages, burns and puts targets to sleep.
Fresh Woodland Air 	Use Phantom Thorn Vine 3 times 	Heals all allies, reduces their ability MP costs and makes their abilities cool down faster.
A fresh forest breeze, blown at full speed by Hegalbat. Heals allies and empowers their abilities, making them cool down faster and cost less.	A fresh forest breeze, blown at full speed by Hegalbat. Heals allies and empowers their abilities, making them cool down faster and cost less.	A fresh forest breeze, blown at full speed by Hegalbat. Heals allies and empowers their abilities, making them cool down faster and cost less.
===Cypris and Narcisa===
Name 	Unlock 	Effect
Seeding Frost Arrow 	Start 	Ice damage to an area of enemies, lowers Speed and Defence.
Bombards enemies with arrows that grow into plants, then freezes the plants into sharp ice shards. Lowers the speed and defence of the victims.	Bombards enemies with arrows that grow into plants, then freezes the plants into sharp ice shards. Lowers the speed and defence of the victims.	Bombards enemies with arrows that grow into plants, then freezes the plants into sharp ice shards. Lowers the speed and defence of the victims.
Nectar Charm Rhythm 	Use Seeding Frost Arrow 3 times 	Grants Regen to allies, reflects a portion of damage taken back at the attacker.
A song that calls for floral magic to guard the party. Restores health over time and reflects some of the damage taken back at enemies. 	A song that calls for floral magic to guard the party. Restores health over time and reflects some of the damage taken back at enemies. 	A song that calls for floral magic to guard the party. Restores health over time and reflects some of the damage taken back at enemies.
==Gallery==
Loradila Chronicles Cloaked Tristen 2022.png|Tristen in his cloak.
Loradila Chronicles Cloaked Romilia 2022.png|Romilia in her cloak.
Loradila Chronicles Ferndite.png|Art of Ferndite.
===Old Art (2021)===
Loradila Chronicles Theodore New.png|Old art of Caelan.
Loradila Chronicles Asier New.png|Old art of Asier.
Loradila Chronicles Cypris New.png|Old art of Cypris.
Loradila Chronicles Narcisa New.png|Old art of Narcisa.
Loradila Chronicles Hilma New.png|Old art of Hilma.
Loradila Chronicles Merrie and Cherrie New.png|Old art of Merrie and Cherrie.
Loradila Chronicles Mattias New.png|Old art of Mattias.
Loradila Chronicles Rosica New.png|Old art of Rosica.
Loradila Chronicles Kyra New.png|Old art of Kyra.
Loradila Chronicles Tristram.png|Old art of Tristen.
Loradila Chronicles Romilia.png|Old art of Romilia.
Loradila Chronicles Arondite New.png|Old art of Arondite.
Loradila Chronicles Tristram Cloaked.png|Old art of Tristen in his cloak.
Loradila Chronicles Romilia Cloaked.png|Old art of Romilia in her cloak.
===Old Art (2020)===
Loradila Chronicles Theodore.png|Initial art of Caelan.
Loradila Chronicles Asier.png|Initial art of Asier.
Loradila Chronicles Cypris.png|Initial art of Cypris.
Loradila Chronicles Narcisa.png|Initial art of Narcisa.
Loradila Chronicles Hilma.png|Initial art of Hilma.
Loradila Chronicles Merrie and Cherrie.png|Initial art of Merrie and Cherrie.
Loradila Chronicles Mattias.png|Initial art of Mattias.
Loradila Chronicles Rosica.png|Initial art of Rosica.
Loradila Chronicles Kyra.png|Initial art of Kyra.
Loradila Chronicles Arondite.png|Initial art of Arondite.
==Trivia==
*Loradila Chronicles began as a part of Power Paintbrush Adventures, a group project that ended as Mirror was the only active contributor. The original project featured primarily existing characters and gameplay that was a clear parallel to the early Final Fantasy games.
**According to the developers, some of the plot elements were chosen to reflect the source of inspiration. One good example is the ancient-yet-futuristic technology of the Aurai, which was a common trope seen in the early Final Fantasy games (such as with the Flying Fortress, the Giant of Babil, and Ronka Ruins).
Category:Role-Playing Games
Category:Mirror Samurai Games
Category:Fan Games
Category:Original Games