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Defensive Magic reduces Magic Damage taken during battle by a certain percentage when equipped. When actively used against Offensive Magic, the damage is further reduced and a counter effect is triggered.

Defensive Magic Spells
ID Name Price Power Stores Type Effect
1 M Guard 500G 20% Asiana, Hallstatt, Casino Cave, Clovis, Lava Cave 3F, Daunting Mountain 1F Protect None
2 M Guard+ 50,000G 60% Lava Cave 3F, Daunting Mountain 1F, Underground Passage Protect None
3 M Guard DX 95,000G 90% Aphrike, Underground Passage, Flinders Protect None
4 Refresh 5,750G 20% Asiana, Clovis, Lava Cave 3F, Daunting Mountain 1F Heal Recovers a bit of HP.
5 Refresh+ 40,000G 35% Daunting Mountain 1F, Aphrike Heal Recovers a lot of HP.
6 Refresh DX 80,000G 50% Flinders, Tower of Rabble 2F Heal Fully heals the user.
7 Super Cure 25,000G 50% Clovis, Aphrike Heal Cures all the user's status ailments.
8 Seal Magic 20,000G 30% Casino Cave, Clovis, Lava Cave 3F, Aphrike Counter Seals the opponent's Offensive Magic.
9 Seal Magic+ 60,000G 50% Flinders Counter Seals the opponent's Offensive Magic and Defensive Magic.
10 Shock 145,000G 60% Underground Passage Counter Stuns the opponent.
11 Mirror 150,000G 50% Flinders Counter Damages the opponent for half the damage taken. Reflects effect back at opponent.
12 MG Charge 5,000G 35% Hallstatt, Casino Cave Assist Raises the user's MG by 50%.
13 AT Charge 6,250G 35% Casino Cave Assist Raises the user's AT by 50%.
14 DF Charge 3,750G 35% Asiana, Hallstatt Assist Raises the user's DF by 50%.
15 SP Charge 2,500G 35% Asiana, Hallstatt Assist Raises the user's SP by 50%.
16 Charge All 120,000G 60% Tower of Rabble 2F Assist Raises all the user's stats by 50%.
17 Charm 160,000G 70% Underground Passage, Tower of Rabble 2F Counter Seals the opponent's Attack and Counter commands.
18 Bounce 360,000G 0% Tower of Rabble 2F Counter Causes the opponent to take the damage and effect instead.
19 Super Bounce 2G 0% None Counter Causes the opponent to take the damage amplified to 400% and effect instead.

Notes Edit

  • This is one of the most important things to upgrade, because of attacks from other people's magic being reduced. You should almost always get a defensive magic spell over an offensive magic spell, unless you need the extra damage.
  • The effect does not trigger if the user dies from the attack.
  • Super bounce can't be bought at stores, only at the 500,000 slots in the Casino or earned from Darkling, and other people might target you for it. Make sure you are ready if you get it.
  • Charge All and Charm can basically win you a fight all by themselves when activated, since they increase your stats to great heights, or allow you to get a free strike spree till they die, or give up.
  • Even though Bounce and Super Bounce are great when they are pulled off correctly, you take full damage if you do not defend against magic at the right time, potentially killing you off if a Magician or an Alchemist pull it off. Be cautious when using this set.
  • It is basically required to get a good defensive spell on a Ninja to avoid taking massive or lethal damage from field or battle magics, and battle magic does not miss without a Bounce or super bounce magic, as well as decoy 50% of the time. Along with even then, it still hits the attacker.
  • Bounce and Super Bounce reflect the damage that would have been done to YOU if pulled off. For example, if I have 400 MG, and get magic attacked by a character with 8 MG, Bouncing or Super Bouncing will do no damage to them. Likewise, if I have 1 MG and get attacked by someone with 150 MG, and I Super Bounce, if the attack would have done 2200 damage to me, it would instead do 8800 damage to them.