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Spirits

Spirits are kind of like Familiars. They have only three battle commands: Attack, Magic, and Defend. They gain stats whenever Rooks levels up, and at certain levels of Rooks, they will learn spells. They also automatically recover HP and MP for every step you take. Also, each of the four spirits represents a different element, and their magic reflects that. Each of them can change the element of your entire party with the appropriate spell. The spirit present changes the element of Rooks' Call Spirit Cards. Rooks can also cast Ruinous Mission, which breaks your spirit to dish out damage to all enemies. However, if your spirit breaks, you'll have to pay a gypsy to restore it (or cast Restoration of Spirit).

Sylph:

The spirit you start out with. Not the strongest attacker, but her speed is great.


Level
Spell learned
2
Change Attr. To Wind
7
Lightning 1
10
Dodge All
14
Lightning 2
18
Paralyze All
22
Lightning 3
29
Chaos Wind

Efrite:

You gain him in the Crimson Valley. A strong spirit, his spells are useful and so is his raw power.

Level
Spell learned
3
Change Attr. To Fire
8
Flame 1
11
Stomp All
15
Flame 2
17
HP Restore
20
Confused All
23
Flame 3
30
Destroy

Marid:

Axs gives you this spirit when you defeat Hydra the first time. Like Sylph, attack/defense isn't her strong point, but spells and speed are.

Level
Spell learned
4
Change Attr. To Water
8
Water 1
12
Accuracy Increase All
16
Water 2
19
HP Restore All
21
Sleep All
24
Water 3
28
Restore All

Dao:

The last spirit you will receive, Dao is more like Efrite: Solid, Slow and powerful.

Level
Spell learned
5
Change Attr. To Earth
9
Smash 1
13
Wall All
17
Smash 2
20
Petrify All
25
Smash 3
31
Entomb




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