Spells

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Overview

There are many spells used throughout both games, and this page attempts to list them all. Note, however, that some of these spells are used exclusively by enemies, despite them appearing in spell tiers shared by party members.

A quick note about spell damage and targets:

Damage generally grows with spell level at follows:

  • Spell Level 1 < Spell Level 2 = Spell Level 3

While the number of targets grows only on the 3rd level:

  • Spell Level 1 = Single target
  • Spell Level 2 = Single target
  • Spell Level 3 = Multi Target

This meanms that the level 2 and 3 versions of a spell should do the same damage, the only difference is the number of targets affected.

Damage and Target examples:

  • Using LoQO 1 fire spells
    • Fire (ST) < Greater Fire (ST) = Mass Fire (MT)
  • Using LoQO 2 fire spells
    • Fire (ST) < Greater Fire (ST) = Hellfire (MT)

NOTE:

  • ST = Single Target
  • MT = Multiple Target (Mass)

Legend of Queen Opala

Elemental Spells

These spells call upon the elements to do damage. Note that most mages only use up to two different elements.

Users: Mages - Murdock (Fire/Earth) and Sephira (Ice/Wind). Royals - Osira (Thunder/Darkness)*. Many Enemies.

  • Note: Although Osira uses Mass Fire during her boss fight, she has no Fire spells if recruited.
  • Fire = Fire (ST), Greater Fire (ST), and Mass Fire (MT)
  • Thunder = Thunder (ST), Greater Thunder (ST), and Mass Thunder (MT)
  • Darkness = Darkness (ST), Greater Darkness (ST), and Mass Darkness (MT)
  • Water = Water (ST), Greater Water (ST), and Mass Water (MT)
  • Earth = Earth (ST), Greater Earth (ST), and Mass Earth (MT)
  • Wind = Wind (ST), Greater Wind (ST), and Mass Wind (MT)
  • Ice = Ice (ST), Greater Ice (ST), and Mass Ice (MT)
  • Light = Light (ST), Greater Light (ST), and Mass Light (MT)

NOTE *Light and Water spells seem to be exclusive to a select few enemies, and Osira is the only possible party member with access to Dark or Thunder spells.

 

Buff Spells (Magic Effects/ME)

These spells boost the stats of one or all party members.

Users: Most Party Members. Many Enemies.

  • Raise Attack - Might (ST), Mass Might (MT)
  • Greatly raise Attack - Power (ST), Mass Power (MT)
  • Raise Evade - Dodge (ST), Mass Dodge (MT)
  • Greatly raise Evade - Evade (ST), Mass Evade (MT)
  • Raise Physical Defense - Barrier (ST), Mass Barrier (MT)
  • Greatly raise Physical Defense - Protect (ST), Mass Protect (MT)
  • Raise Magical Defense - Resist (ST), Mass Resist (MT)
  • Greatly raise Magical Defense - Immunity (ST), Mass Immunity (MT)

Debuff Spells (Magic Effects/ME)

These spells lower the stats of one or more enemies.

Users: Mages - Murdock and Sephira. Many Enemies

  • Lower Hit Rate - Dazzle (ST), Mass Dazzle (MT)
  • Lower Attack - Weaken (ST), Mass Weaken (MT)
  • Lower Magical Attack - Feeble (ST), Mass Feeble (MT)
  • Lower Evade - Clumsy (ST), Mass Clumsy (MT)
  • Lower Speed - Delay (ST), Mass Delay (MT)
  • Lower Magical Defense - Force (ST), Mass Force (MT)
  • Lower Physical Defense - Break (ST), Mass Break (MT)

 

Status Spells (Status Effects/SE)

These spells negatively impact a target's status, though without changing their stats. "I believe all of them will wear off, except for the Poison SE (HK)."

  • Venom (ST), Mass Venom (MT): The target is poisoned, and takes poison damage on their turn.
  • Confuse (ST), Mass Confuse (MT): The target will attack itself or other party members.
  • Silence (ST), Mass Silence (MT): The target cannot use magic.
  • Paralyze (ST), Mass Paralyze (MT): The target is stunned, and cannot act until cured or the effect wears off.
  • Sleep (ST), Mass Sleep (MT): The target is asleep, and cannot act until either struck, cured, or the effect wears off.

 

Restorative Spells

These spells return party members to normal by replenishing HP, restoring status, or reviving them in battle.

Users: Clerics - Dargon and Lucia. Royals - Opala, Osira, and Farah. Some Enemies

  • Restore hit points = Heal (ST), Greater Heal (ST), Mass Heal (MT)
  • Revive fallen allies = Revive (ST), Resurrection (MT)
  • Restore Normal status = Remedy (ST), Greater Remedy (MT)

NOTE: I don't believe that Remedy cures the MEs, it only works on the SEs, but I could be wrong here ~ too lazy to test it though, lol.

Magic Effects

For the MEs, the opposing ME should affect it:

There are 4 "states" or levels of a ME:

As an example, using Power ME

  • Weaken (Power Down) <-> Normal <-> Might (Power Up) <-> Power (Super Power Up)

Let's say a boss casts Weaken, changing my "normal" state~level character to the "Power Down" state~level. I then cast Might, moving my character NOT to the "Power Up" state~level, but to the "normal" state~level. I can (or must) then cast Might again, to reach the "Power Up" state~level. I'm not sure how it works though with the "Super Power Up" state~level, but I'm ~confident that casting "weaken" would bring it down to the "normal" state~level, for example. Also, obviously, you can't cast "Might" twice (from the "normal" state~level) to achieve the "Super Power Up" state~level, as it can only be done by the "Power" spell~skill~item, as that is the skill's~spell's~item's purpose of~for existing, lol (HK)."

Enemy Only Spells

These spells are used only by enemies.

  • Clueless
  • Fury (ST)
  • Burst (ST)
  • Radiate (MT)

Legend of Queen Opala 2

Many spells from LOQO1 appear in LOQO2 with slightly changed names.

In multi-target spells, "Mass" is replaced with "Grand" in non-offensive spells, and an entirely new term is used in offensive spells. Example: Mass Feeble is now Grand Feeble, but Mass Earth is replaced by Earthquake.

"Venom" was changed to "Poison".

Terms:

  • ST = Single Target
  • MT = Multiple Target (Grand)
  • STR = Strength
  • AGI = Agility
  • MDef = Magical Defense
  • MOff = Magical Offense
  • PDef = Physical Defense
  • POff = Physical Offense
  • TH = To Hit (Percent)
  • CON = Constitution

Elemental Spells

These spells call upon the elements to do damage.

  • Fire = Fire (ST), Greater Fire (ST), and Hellfire (MT)
  • Thunder = Thunder (ST), Greater Thunder (ST), and Electrocute (MT)
  • Darkness = Darkness (ST), Greater Darkness (ST), and Eclipse (MT)
  • Water = Water (ST), Greater Water (ST), and Tidal Wave (MT)
  • Earth = Earth (ST), Greater Earth (ST), and Earthquake (MT)
  • Wind = Wind (ST), Greater Wind (ST), and Hurricane (MT)
  • Light= Light (ST) 80 mana

Restorative Spells

  • Healing = Heal (ST), Greater Heal (ST), Healing (MT), Greater Healing (MT),
  • Revival = Revive (ST), Resurrection (MT)
  • Curing = Remedy (ST), Grand Remedy (MT)

Buff Spells (Magic Effects/ME)

  • +STR = Might (ST), Grand Might (MT), Power (ST), Grand Power (MT)
  • +AGI = Dodge (ST), Grand Dodge (MT), Evade (ST), Grand Evade (MT)
  • +MDef = Resist (ST), Grand Resist (MT), Immunity (ST), Grand Immunity (MT)
  • +PDef = Barrier (ST), Grand Barrier (MT), Protect (ST), Grand Protect (MT)
  • +POff + PDef - MDef = Rage (ST), Grand Rage (MT), Fury (ST), Grand Fury (MT)

Debuff Spells (Magic Effects/ME)

  • -POff = Weaken (ST), Grand Weaken (MT)
  • -TH = Fear (ST), Grand Fear (MT)
  • -AGI = Delay (ST), Grand Delay (MT)
  • -MOff = Feeble (ST), Grand Feeble
  • -MDef = Force (ST), Grand Force (MT), Crush (ST), Grand Crush (MT)
  • -PDef = Break (ST), Grand Break (MT), Destroy (ST), Grand Destroy (MT)

Status Spells (Status Effects/SE)

  • Poison , Grand Poison
  • Confuse , Grand Confuse
  • Silence, Grand Silence
  • Paralyze, Grand Paralyze
  • Sleep, Grand Sleep