Tarot Cards |
These are special items. Their effects vary. You can only
have 14 at a time, and there are 22 in all. You start the game with eight and you get one
each time you liberate a town. A Joker item, if bought, will act as a random card when
used. Also, when taking a card after liberating a town, there will be a certain effect on
the liberating unit (indicated in parentheses). |
Card |
Effect |
|
All enemies in a unit except for the leader run away. Useful in boss
battles. (LUK +1) |
|
A strong fire attack on all enemies. (INT +1) |
|
Heals everyone in your unit by 50 HP. (ALI +1) |
|
Recovers more HP than Priestess. (CHA +2) |
|
Gives everyone in your unit one extra attack. (CHA +2) |
|
Sends all enemies to sleep. (ALI +2) |
|
Enemies attack each other. (Reputation +2) |
|
Strong attack against all enemies. (STR +2) |
|
Raises defense. (STR +1) |
|
Powerful lightning attack against all enemies. (INT +2) |
|
Makes all enemies run away (Reputation + OR - 1-3) |
|
Ice attack against all enemies. (HP +1) |
|
Lowers enemy defense. (STR -1) |
|
Instant death for the enemy. (Reputation -2) |
|
Recovers status. (Reputation +2) |
|
Strong attack against all enemies. (Reputation -1) |
|
Earthquake attack. (ALI -2) |
|
Increases Agility. (AGI +1) |
|
Switches enemy back and front ranks. (Night time begins) |
|
Devastating to all characters with low ALI, even yours. (High noon begins) |
|
Powerful holy attack against all enemies. Slaughters the Undead. (HP +2) |
|
Raises magic defense. (Effects of future tarot cards affect all deployed
units) |