Magic Moves

Introduction to Magic Moves
Magic moves are your secondary method of attack and are learned when a player reaches an even-numbered level. They require FP (Flower Points) to use, and FP is shared by the party. They are typically stronger than weapons and increase exponentially as you level up. Magic moves that have additional effects or are particularly powerful for their level require more FP to use.

Magic Types
Each player may only keep up to three magic moves. When the player gets the opportunity to learn a new move and already has three, a previous move can be replaced as long as it is the same type as the new move. Each magic type has at least five moves that can be learned, and there are ten types of magic moves:
 * 1) Fire
 * 2) Electric
 * 3) Ice
 * 4) Wind
 * 5) Earth
 * 6) Nature
 * 7) Light
 * 8) Dark
 * 9) Star
 * 10) Void

Type Pools
The type of magic moves you can learn is determined by your type pool, which is decided when you learn your first move. No two players may learn the same move, so players that level up sooner have more pools available. If there are no available moves for your current level, the level of the move may be taken out of order (ex. level 4 Earth is unavailable, so the player takes level 2 Earth).

Zard Moves
These moves can only be learned by bringing Stardust to Zard. Unlike other magic upgrades, these can be learned by any player regardless of type pool.

Magic Combos
You can combine magic moves with a second player to create a magic combo. Combos use twice the amount of FP as regular magic moves, but are much stronger as well. They can also be very handy when the target is weak to both types of magic, or when dealing with multiple targets with different weaknesses.

A magic combo is calculated like this: the ATK of the move you want to use, plus the ATK of the second player's move, multiplied by your base ATK equals how much damage the combo will deal.

For example, if you want to make a combo with your x8 Earth move and another player's x6 Star move, they would form a x14 combo. If your Earth move normally costs 14FP, this combo will cost 28FP. The combo will deal both Earth and Star damage.

Magic Combos (Outdated)
You can combine magic moves with a second player to create a magic combo. Combos use much more FP than regular magic moves, but are stronger or have other special effects. They can also be very handy when the target is weak to both types of magic combined, or when dealing with multiple targets with different weaknesses.