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Summons can only be used by the summoner class. It costs only MP to summon, but all except Elemental require the summoner to wear a special item.
- A summoner can only have one of them at a time -- if you summon a new creature, the old one disappears.
- A summon can also get attack and defense bonuses from the leader.
- Spells seem to be randomly assigned, and each time their leader moves or a new turn starts they have a random chance to get a new bunch of spells. They never have more than 3.
- Possible spells: Magic Arrow, Heal 1, Force Heal 1, Attack, Fireball, Earthquake, Tornado, Sleep, Resist.
Elemental
- AT 22 DF 20 MP 10 MV 7 (Flying)
- Attack type: Lightning blast
- MP Cost: 5
- Requirement: --
Freiya
- AT 23 DF 25 MP 40 MV 7 (Flying)
- Attack type: Wind
- MP Cost: 10
- Requirement: Angel's Wing
White Dragon
- AT 33 DF 22 MP 10 MV 5 (Flying)
- Attack type: Fireballs
- MP Cost: 12
- Requirement: Gleipnur
Valkyrie
- AT 29 DF 21 MP 25 MV 7 (Flying)
- Attack type: Lightning hit
- MP Cost: 10
- Requirement: Aura
Sleipnir
- AT 31 DF 18 MP 0 MV 10 (Horse)
- Attack type: Charge (Energy hit vs. air)
- MP Cost: 8
- Requirement: Odin's Buckler
- Notes: Cannot cast any spells
Fenrir
- AT 31 DF 25 MP 10 MV 8 (Horse)
- Attack type: Blur charge (Energy darts vs. air)
- MP Cost: 10
- Requirement: Carbunkle
Yrmgard (Worm Guard)
- AT 29 DF 28 MP 32 MV 5 (Sea)
- Attack type: Slow charge (Fire dart vs. air)
- MP Cost: 10
- Requirement: Gyaral Horn
Aniki
- AT 35 DF 30 MP 16 MV 5
- Attack type: Flash
- MP Cost: 15
- Requirement: Iron Array
The best summon in the game, if you dare to use him. If not, just use white dragon instead.