1 Autocast Cards
2 Status Defensive Cards
3 Elemental Damage Reduction Cards
4 Racial Damage Reduction Cards
5 Shield Size Damage Reduction Cards
6 EXP Increase Cards by Race
7 Garment Elemental Damage Increase Cards
8 Critical Weapon Cards by Race
9 Weapons Cards by Race
10 Weapon Cards by Element
11 Weapon Cards by Size
12 Weapon Cards by Status Effect
13 Armor Cards by Status Effect
14 Weapon Card Combinations
15 "High Upgrade Level" Cards
16 "Low Upgrade Level" Cards
17 Elemental Armor Cards
18 Stat Switching Cards
19 Food-Dropping Cards
20 Box-Dropping Cards
21 Added Stats for Upgrade Cards
22 Magic Skill Buff Cards
23 Magic Resist Cards
24 Race Drain SP Cards
See Autocast for cards that enable the player to automatically cast a skill under certain circumstances.
The following cards grant immunity or reduction to status effects.
The following shield cards reduce received damage by 30% based on the race of the enemy.
Generally when a player hunts, an appropriate shield with a racial damage reduction card is a very useful tool; unless a different card is a requirement for the shield slot, these cards are the main priority.
The following shield cards reduce received damage by 25% based on the size of the enemy. They are a useful substitute for racial damage reduction cards in areas where most or all enemies are the same size.
These cards add 20% damage of physical attacks against the element it targets. Generally the cards that work against the four basic elements (fire, water, wind, earth) are less powerful than simply changing the element of the weapon (using blacksmith-forged weapons, for example), but can be stacked with elemental converters or a sage's endows. Players are generally of neutral element, unless their armor changes it.
The following weapon cards increase inflicted physical damage by 15% based on the enemy's size.
These cards, similar to the "High Level" cards, give a certain status increase and an additional boost. However, the additional increase is only applicable if the equipment the card is slotted into has an upgrade level of below 5.
The following cards will endow your armor with a certain element; and thus your character as well. These can be useful to benefit from certain resistances of elements, such as using a fire element armor to resist fire element attacks. Note that only the character's property changes; attacks do not gain an element. They all go into Armor.
Note that the elements are all of level 1, for example Angeling card will give the Holy 1 element.
The following cards increase a certain stat, dependent on the amount of a different stat. Each card increases a stat by 1 for every 18 points in another. All of these cards go into Armor.
Note that the compared stat only calculates the base points; bonuses from job levels, buffs or other equipment does not apply.
The following cards work as buffs for various Magician, Wizard, and High Wizard skills. These cards are all for weapons, and thus can be multiplied in strength by placing several in one weapon. However, when the weapon is unequipped, 50 SP will be consumed.
In the next guide, let's learn about Mercenaries (Advanced)