Final Fantasy Crystal Chronicles: My Life as a King

Magic and Abilities Guide v2.3
by Arthur Vinson

Contents

1. Intro
2. Basic Listing
3. In depth Listing
4. Misc and Contact Info
5. Version History


1. Intro

Final Fantasy Crystal Chronicles: My Life as a King is a really relaxing
sort of Final Fantasy fun.  It's not the typical RPG fare however.  You take on
the role of the king's son, recently back from a mysterious kingdom dispersion.
Unlike most other fantasy games, where the royal family takes an active role
in the battle to regain a homeland from monsters, King Leo follows the advice
of his Chancellor-Nanny Chime and the former Captain of the Royal Knights Hugh
Yurg, and stays within the safety of the Castle Town.  The King doesn't do any
fighting for himself, but sends adventurers from the town into dungeons to 
collect the resources needed to build the kingdom back up to its former glory
and beyond.

As the kingdom becomes developed and adventurers are able to explore more and
more of the lands beyond, various skills and magic become available for the
little king's fighting force to use.  There's a wide variety of abilities
spanning the four jobs, so this guide is to help organize that information into
a handy readable format. 


2. Basic Listing

== Job Abilities ==

Warrior
 Battle Skills      |  Guard, Cover

Thief
 Adventuring Skills |  Keen EYes, Inner Compass, Mapper
 Exploration Skills |  Stealth, Lockpicking, Pathfinding
 Dirty Tricks       |  Critical Attack, Poison Sting, Mug

White Mage
 Restoration Magic  |  Cure, Cura, Curaga
 Enhancing Magic    |  Haste, Regen
 Holy Magic         |  Holy
 Protection Magic   |  Clear, Protect, Shell

Black Mage
 Fire Magic         |  Fire, Fira, Firaga
 Frost Magic        |  Blizzard, Blizzara, Blizzaga
 Lightening Magic   |  Thunder, Thundara, Thundaga
 Enfeebling Magic   |  Poison, Slow

== Weapon Skills ==

Sword Skills        | Double Attack, Shadow Blade
Hammer Skills       | Shock Bomb, Wave Bomb, Power Bomb
Dagger Skills       | Parry, Pommel Strike, Backstab
Axe Skills          | **Coming Soon!**


3. In Depth Listing

Unlocking most abilities is a simple matter of spending kingdom funds to
research the general field.  The more funds you pump into research, the higher
an adventurer can purchase most skills.  Also, more skills become available
only after after raise research levels to a certain point.  

== Job Abilities ==

1. Warrior

Battle Skills (Training Hall)

Research Lvl | Name (Level cap)      - In game description

     1       | Guard (100)           - The character has a chance of reducing
             |                         physical damage by half.  More effective
             |                         at higher ability levels.
             |
    10       | Cover (100)           - The character has a chance of protecting
             |                         allies by recieving incoming attacks in
             |                         their stead. More effective at higher
             |                         ability levels.

Notes: Warriors have a small, but good selection of job abilities that they can
 purchase for use.  Future downloadable content is slated to expand the skill
 list. Warriors are the job you look to for most of your battling, as they can
 typically take a lot of damage and deal out just as much.

2. Thief

Adventuring Skills (1st Gaming Hall)

Research Lvl | Name (Level cap)      - In-game description

     1       | Keen Eyes (100)       - Increases the amount of elementite
             |                         obtained after clearing a dungeon. More
             |                         effective at higher ability levels.
             |
    10       | Inner Compass (10)    - The character will no longer get lost in
             |                         dungeons.
             |
    20       | Mapper (20)           - The character becomes better at raising
             |                         dungeon exploration rates.

Exploration Skills (2nd Gaming Hall)

     1       | Stealth (100)         - The character will be able to avoid 
             |                         encounters with enemies whose levels are
             |                         lower than the ability level.
             |
    10       | Lockpicking (10)      - The character has the ability to always
             |                         open treasure chests found in dungeons.
             |
    20       | Pathfinding (20)      - The character will be able to find
             |                         shortcuts in dungeons.

Dirty Tricks (3rd Gaming Hall*)

     1       | Critical Attack (100) - The character has a chance to deal
             |                         critical damage with physical attacks.
             |                         More effective at higher ability levels.
             |
    10       | Poison Sting (100)    - Deals damage and poisons target.  Can
             |                         only be used once per battle and up to
             |                         3 times a day.
             |
    20       | Mug (20)              - Deals damage and steals elementite from
             |                         target.  Can only be used once per
             |                         battle and up to 3 times a day.

Notes: While Thieves start out weaker battlewise early on, their elementite-
 gathering and exploration abilities make up for their shortcomings until they
 have access to the powerful "Dirty Tricks" skillset. Being able to find a
 short cut in a dungeon, and avoiding a battle or two, is important in keeping
 the party healthy and ready to fight a boss.


3. White Mage

Restoration Spells (1st Temple)

Research Lvl | Name (Level cap)      - In game description

     1       | Cure (100)            - Restores an ally's HP.
             |                         Can only be used up to 3 times per
             |                         battle and up to 5 times a day.
             |
    10       | Cura (100)            - Restores two allies' HP.
             |                         Can only be used twice per battle and up
             |                         to 5 times a day.
             |                         Requires 2 turns to cast.
             |
    20       | Curaga (100)          - Restores all allies' HP.
             |                         Can only be used once per battle and up
             |                         to 3 times a day.
             |                         Requires 2 turns to cast.

Holy Spells (Temple + Inn)

     1       | Holy (100)            - Deals holy damage to a single enemy.
             |                         Can only be used once per battle and up
             |                         to 5 times a day.

Enhancing Spells (2nd Temple)

     1       | Haste (100)           - Increases allies' dexterity and agility.
             |                         Can only be used once per battle and up
             |                         to twice a day.
             |
    10       | Regen (100)           - Slowly restores an ally's HP over a
             |                         period of time.
             |                         Can only be used once per battle and up
             |                         to 5 times a day.

Protection Spells (Temple + Shrine*)

     1       | Clear (100)           - Removes all status ailments from an 
             |                         ally.
             |
    10       | Protect (100)         - Increases allies' defense.
             |                         Can only be used once per battle and up
             |                         to 3 times a day.
             |
    10       | Shell (100)           - Increases allies' magic defense.
             |                         Can only be used once per battle and up
             |                         to 3 times a day.

Notes: Ever the healer class, White Mages restore the party's HP and can cast
 magic that grants bonuses to defense, magic defense, Dexterity and Agility.
 They are also proficient with Hammers and the Holy spell, too.

4. Black Mage

Fire Spells (1st Academy)

Research Lvl | Name (Level cap)      - In game description

     1       | Fire (100)            - Deals fire damage to a single enemy.
             |                         Can only be used up to 3 times per
             |                         battle and up to 5 times a day.
             |
    10       | Fira (100)            - Deals fire damage to 2 enemies.
             |                         Can only be used twice per battle and up
             |                         to 5 times a day.
             |                         Requires 2 turns to cast.
             |
    20       | Firaga (100)          - Deals fire damage to all enemies.
             |                         Can only be used once per battle and up
             |                         to 3 times a day.
             |                         Requires 3 turns to cast.

Enfeebling Spells (Academy + Inn)

     1       | Poison (100)          - Poisons a single enemy.
             |                         Can only be used once per battle and up
             |                         to 3 times a day.
             |
     1       | Slow (100)            - Slows a single enemy.
             |                         Can only be used once per battle and up
             |                         to twice a day.

Frost Spells (2st Academy)

     1       | Blizzard (100)        - Deals frost damage to a single enemy.
             |                         Can only be used up to 3 times per
             |                         battle and up to 5 times a day.
             |
    10       | Blizzara (100)        - Deals frost damage to 2 enemies.
             |                         Can only be used twice per battle and up
             |                         to 4 times a day.
             |                         Requires 2 turns to cast.
             |
    20       | Blizzaga (100)        - Deals frost damage to all enemies.
             |                         Can only be used once per battle and up
             |                         to 3 times a day.
             |                         Requires 3 turns to cast.


Lightening Spells (Academy + Shrine*)

     1       | Thunder (100)         - Deals lightening damage to a single
             |                         enemy.
             |                         Can only be used up to 3 times per
             |                         battle and up to 5 times a day.
             |
    10       | Thundara (100)        - Deals lightening damage to 2 enemies.
             |                         Can only be used twice per battle and up
             |                         to 5 times a day.
             |                         Requires 2 turns to cast.
             |
    20       | Thundaga (100)        - Deals lightening damage to all enemies.
             |                         Can only be used once per battle and up
             |                         to 3 times a day.
             |                         Requires 3 turns to cast.

Notes: Black Mages, as per usual, deal damage with elemental magic as well as
 weaken enemies with status effects. To help an adventurer save money, it may
 be best to assign the related magic proficiency medal to a black mage so they
 do not try to buy a full complement of spells.


== Weapon Skills ==

Sword Skills (Training Hall + 1st Weapon Shop)

Research Lvl | Name (Level cap)      - In game description

     1       | Double Attack (100)   - Attacks the enemy multiple times.
             |                         Chance to use increases with ability
             |                         level.
             |
    20       | Shadow Blade (20)     - Sacrifice own HP to deal additional
             |                         damage.
             |                         Can only be used once per day.

Dagger Skills (Training Hall + Weapon Shop + Emporium)

     1       | Parry (100)           - The character has a chance of parrying
             |                         physical attacks.
             |                         More effective at higher levels.
    10       | Pommel Strike (10)    - Interrupts spellcasting with dagger.
             |                         Can only be used once per battle and up
             |                         to 3 times a day.
             |
    20       | Backstab (20)         - Move behind target for a 100% accurate
             |                         attack.  Slightly ignores target's 
             |                         defense and deals massive damage.
             |                         Can only be used once per battle and up
             |                         to 3 times a day.

Hammer Skills (Training Hall + 2nd Weapon Shop)

     1       | Shock Bomb (100)      - Deals damage and disorients target.
             |                         Chance to use increases with ability
             |                         level.
             |
    10       | Wave Bomb (10)        - Reduces targets weapon resistence by a
             |                         large amount for a short period of time.
             |                         Can only be used once per battle and up
             |                         to 3 times a day.
             |
    20       | Power Bomb (20)       - Charge strength for a short period of
             |                         time before unleashing a powerful hammer
             |                         attack.
             |                         Can only be used once per battle and up
             |                         to 3 times a day.

Axe Skills (Training Hall + 3rd Weapon Shop*)

     1       | Flurry (100)          - Deals damage to three targets with an
             |                         axe. Has a chance of striking allies. 
             |                         Can only be used once per battle and 
             |                         once per day.
             |                         Chance to use increases with ability
             |                         level.
             |
    20       | Avalanche  (20)       - Deals great damage with an axe. The
             |                         attacker must spend a short time to
             |                         recover after attacking. Can only be
             |                         used once per battle and up to five 
             |                         times a day.

---
* To be given access to this building, you must have purchased the related DLC.
 The Dungeon Pack for extra building limits or the Shrine Pack for the addition
 of the Sacred Shrines.
---

4. Misc and Contact Info

Further things to do
 * Verify how higher ability levels influence certain skills


Thanks for reading my MLaaK Medals Guide.  If you have any information that I
don't have, feel free to contact me!

Email: jude AT chez-vrolet DOT net
AIM: ArthurWriter
     Jude the Rat

You can find me online most nights, really.  If you email me, make sure you put
"MLaaK Guide" somewhere in the subject


Finally, I'd like to thank my Lord for giving me the patience and the skill
to make a video game guide. Nintendo for the Wii and SE for coming up with such
a delightful game.  And I'd like to thank you, my readers as well.


5/15 v0.1 Note transcription

5/16 v1.0 First full writeup

5/20 v2.1 complete rewrite, reformatting

5/20 v2.2 added weapon abilities

5/21 v2.3 Thanks to Punkrocker404 for the Axe info.

This file is Copyright (c)2008 Arthur Vinson. All rights reserved.  This guide
may not be posted to any internet site aside from GameFAQs.com,
SuperCheats.com, NeoSeeker.com and GamesRadar.com apart from my expressed
permission.