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Star Ocean: Integrity and Faithlessness eGuide
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Contents

  • Part VII: Appendix
    • Battle and System Trophies
  • Part I: Introduction
    • Introduction
  • Part VI: Encyclopedias
    • Usable Items Part 1
    • Usable Items Part 2
    • Skill Books
    • Food
    • Weapons Part 1
    • Weapons Part 2
    • Armor
    • Accessories
    • Materials Part 1
    • Materials Part 2
    • Valuables
    • Creation
      • Item Creation
      • Synthesis
    • Bestiary
      • Introduction
      • Humanoids
      • Beasts
      • Avians
      • Insects
      • Plants
      • Corrupt
      • Machines
      • Divinities
  • Part IV: The Maze of Tribulations
    • Post-Endgame Dungeon—The Maze of Tribulations
    • Maze Mechanics
    • Chasm of Repose
    • Indra’s Return
    • Pride Punisher—Gabriel Celeste
    • Herald of Ruin-The Ethereal Queen
  • Part V: Optional Tasks
    • Side Quests
    • Central Resulia—Bulletin Board 10-30
    • Central Resulia—Bulletin Board 31-50
    • Central Resulia—Bulletin Board 51-66
    • Santeroule—Bulletin Board 67-85
    • Santeroule—Bulletin Board 86-103
    • Eastern Trei’kur—Bulletin Board 104-122
    • Private Actions
    • Locked Chests
    • Cathedral of Oblivion
  • Part II: Game Mechanics
    • Game Mechanics
    • Character Skills — Fidel
    • Character Skills — Miki
    • Character Skills — Victor
    • Character Skills — FIore
    • Character Skills — Emmerson
    • Character Skills — Anne
    • Character Skills — Relia
    • Battle Roles
  • Part III: Main Story Walkthrough
    • How to Use This Walkthrough
    • Chapter 1
      • Father’s Footsteps
      • Mission: Investigate the Invasion
      • Mission: Make Way to Myiddok
      • Mission: The Journey to the Capital
      • Traverse the Resulian Plains
    • Chapter 2
      • Escalation
      • Mission: Return to Sthal
      • Mission: Infiltrate the Eitalon Base
    • Chapter 3
      • Unsolved Mysteries
      • Mission: Finding Fiore
      • Mission: Reinforce the Resulian Army
      • Mission: Onward to Santeroule
      • Ascend the Mountain
    • Chapter 4
      • Intergalactic Planetary
      • Mission: The Ancient Institute
      • Mission: Seek Out Victor
    • Chapter 5
      • Energize
      • Mission: Traverse the Tundra
      • Mission: Find Relia’s Origins
    • Chapter 6
      • Gone Baby Gone
      • Mission: Operation Snake Eyes
    • Chapter 7
      • Extraction
      • Mission: Cloak-and-Decipher
    • Chapter 8
      • Tragedy in Trei’kur
      • Mission: Rescue
      • Mission: Tying Up Loose Ends
    • Chapter 9
      • Uncertain Destinies
      • Mission: All aboard the Charles D. Goale G
      • Mission: Energize and Engage
    • Chapter 10
      • Rejoined Twins
      • Mission: Return to the Symbological Research Facility
    • Chapter 11
      • Progenitor of Signeturgy
      • Mission: Investigate the Signesilica
    • Chapter 12
      • Moment of Truth
      • Mission: Infiltrate the Asteroid Base
      • Mission: Find Feria and Defeat Alma
      • Multiple Endings

Star Ocean: Integrity and Faithlessness Guide › Part VI: Encyclopedias

Usable Items Part 2

Health Seeds

Mysterious seeds with the power to raise maximum HP.

Potent Health Seeds

Mysterious seeds with the power to drastically raise maximum HP.

Magic Seeds

Mysterious seeds with the power to raise maximum MP.

Potent Magic Seeds

Mysterious seeds with the power to drastically raise maximum MP.

Signet Card: Healing

When cast into the air, this signet-imbued card allows even those who have not learned the spell Healing to invoke it.

Signet Card: Healing +

When cast into the air, this signet-imbued card allows even those who have not learned the spell Healing to invoke a powerful version of it.

Signet Card: Ex Healing

When cast into the air, this signet-imbued card allows even those who have not learned the spell Ex Healing to invoke it.

Signet Card: Ex Healing +

When cast into the air, this signet-imbued card allows even those who have not learned the spell Ex Healing to invoke a powerful version of it.

Signet Card: Faerie Healing

When cast into the air, this signet-imbued card allows even those who have not learned the spell Faerie Healing to invoke it.

Signet Card: Faerie Healing +

When cast into the air, this signet-imbued card allows even those who have not learned the spell Faerie Healing to invoke a powerful version of it.

Signet Card: Faerie Light

When cast into the air, this signet-imbued card allows even those who have not learned the spell Faerie Light to invoke it.

Signet Card: Faerie Light +

When cast into the air, this signet-imbued card allows even those who have not learned Faerie Light to invoke a powerful version of it.

Signet Card: Faerie Star

When cast into the air, this signet-imbued card allows even those who have not learned the spell Faerie Star to invoke it.

Signet Card: Faerie Star +

When cast into the air, this signet-imbued card allows even those who have not learned Faerie Star to invoke a powerful version of it.

Signet Card: Antidote

When cast into the air, this signet-imbued card allows even those who have not learned the spell Antidote to invoke it.

Signet Card: Antidote +

When cast into the air, this signet-imbued card allows even those who have not learned the spell Antidote to invoke a powerful version of it.

Signet Card: Cure Condition

When cast into the air, this signet-imbued card allows even those who have not learned the spell Cure Condition to invoke it.

Signet Card: Cure Condition +

When cast into the air, this signet-imbued card allows even those who have not learned Cure Condition to invoke a powerful version of it.

Signet Card: Raise Dead

When cast into the air, this signet-imbued card allows even those who have not learned the spell Raise Dead to invoke it.

Signet Card: Raise Dead +

When cast into the air, this signet-imbued card allows even those who have not learned the spell Raise Dead to invoke a powerful version of it.

Signet Card: Resurrection

When cast into the air, this signet-imbued card allows even those who have not learned the spell Resurrection to invoke it.

Signet Card: Earth Glaive

When cast into the air, this signet-imbued card allows even those who have not learned the spell Earth Glaive to invoke it.

Signet Card: Earth Glaive +

When cast into the air, this signet-imbued card allows even those who have not learned Earth Glaive to invoke a powerful version of it.

Signet Card: Stone Rain

When cast into the air, this signet-imbued card allows even those who have not learned the spell Stone Rain to invoke it.

Signet Card: Stone Rain +

When cast into the air, this signet-imbued card allows even those who have not learned the spell Stone Rain to invoke a powerful version of it.

Signet Card: Terra Hammer

When cast into the air, this signet-imbued card allows even those who have not learned the spell Terra Hammer to invoke it.

Signet Card: Terra Hammer +

When cast into the air, this signet-imbued card allows even those who have not learned Terra Hammer to invoke a powerful version of it.

Signet Card: Ice Needles

When cast into the air, this signet-imbued card allows even those who have not learned the spell Ice Needles to invoke it.

Signet Card: Ice Needles +

When cast into the air, this signet-imbued card allows even those who have not learned Ice Needles to invoke a powerful version of it.

Signet Card: Deep Freeze

When cast into the air, this signet-imbued card allows even those who have not learned the spell Deep Freeze to invoke it.

Signet Card: Deep Freeze +

When cast into the air, this signet-imbued card allows even those who have not learned Deep Freeze to invoke a powerful version of it.

Signet Card: Arctic Impact

When cast into the air, this signet-imbued card allows even those who have not learned Arctic Impact to invoke it.

Signet Card: Arctic Impact +

When cast into the air, this signet-imbued card allows even those who have not learned Arctic Impact to invoke a powerful version of it.

Signet Card: Fire Bolt

When cast into the air, this signet-imbued card allows even those who have not learned the spell Fire Bolt to invoke it.

Signet Card: Fire Bolt +

When cast into the air, this signet-imbued card allows even those who have not learned Fire Bolt to invoke a powerful version of it.

Signet Card: Explosion

When cast into the air, this signet-imbued card allows even those who have not learned the spell Explosion to invoke it.

Signet Card: Explosion +

When cast into the air, this signet-imbued card allows even those who have not learned the spell Explosion to invoke a powerful version of it.

Signet Card: Volcanic Burst

When cast into the air, this signet-imbued card allows even those who have not learned the spell Volcano Burst to invoke it.

Signet Card: Volcanic Burst +

When cast into the air, this signet-imbued card allows even those who have not learned Volcanic Burst to invoke a powerful version of it.

Signet Card: Wind Blade

When cast into the air, this signet-imbued card allows even those who have not learned the spell Wind Blade to invoke it.

Signet Card: Wind Blade +

When cast into the air, this signet-imbued card allows even those who have not learned Wind Blade to invoke a powerful version of it.

Signet Card: Tornado

When cast into the air, this signet-imbued card allows even those who have not learned the spell Tornado to invoke it.

Signet Card: Tornado +

When cast into the air, this signet-imbued card allows even those who have not learned the spell Tornado to invoke a powerful version of it.

Signet Card: Lightning Blast

When cast into the air, this signet-imbued card allows even those who have not learned the spell Lightning to invoke it.

Signet Card: Lightning Blast +

When cast into the air, this signet-imbued card allows even those who have not learned Lightning Blast to invoke a powerful version of it.

Signet Card: Thunder Flare

When cast into the air, this signet-imbued card allows even those who have not learned the spell Thunder Flare to invoke it.

Signet Card: Thunder Flare +

When cast into the air, this signet-imbued card allows even those who have not learned Thunder Flare to invoke a powerful version of it.

Signet Card: Radiant Lancer

When cast into the air, this signet-imbued card allows even those who have not learned the spell Radiant Lancer to invoke it.

Signet Card: Radiant Lancer +

When cast into the air, this signet-imbued card allows even those who have not learned Radiant Lancer to invoke a powerful version of it.

Signet Card: Aurora Rings

When cast into the air, this signet-imbued card allows even those who have not learned the spell Aurora Rings to invoke it.

Signet Card: Aurora Rings +

When cast into the air, this signet-imbued card allows even those who have not learned Aurora Rings to invoke a powerful version of it.

Signet Card: Sunflare

When cast into the air, this signet-imbued card allows even those who have not learned the spell Sunflare to invoke it.

Signet Card: Sunflare +

When cast into the air, this signet-imbued card allows even those who have not learned Sunflare to invoke a powerful version of it.

Signet Card: Shadow Needles

When cast into the air, this signet-imbued card allows even those who have not learned the spell Shadow Needles to invoke it.

Signet Card: Shadow Needles +

When cast into the air, this signet-imbued card allows even those who have not learned Shadow Needles to invoke a powerful version of it.

Signet Card: Dark Devourer

When cast into the air, this signet-imbued card allows even those who have not learned the spell Dark Devourer to invoke it.

Signet Card: Dark Devourer +

When cast into the air, this signet-imbued card allows even those who have not learned Dark Devourer to invoke a powerful version of it.

Signet Card: Vampiric Blade

When cast into the air, this signet-imbued card allows even those who have not learned the spell Vampiric Blade to invoke it.

Signet Card: Vampiric Blade +

When cast into the air, this signet-imbued card allows even those who have not learned Vampiric Blade to invoke a powerful version of it.

Signet Card: Divine Wave

When cast into the air, this signet-imbued card allows even those who have not learned the spell Divine Wave to invoke it.

Signet Card: Divine Wave +

When cast into the air, this signet-imbued card allows even those who have not learned Divine Wave to invoke a powerful version of it.

Signet Card: Extinction

When cast into the air, this signet-imbued card allows even those who have not learned the spell Extinction to invoke it.

Signet Card: Extinction +

When cast into the air, this signet-imbued card allows even those who have not learned Extinction to invoke a powerful version of it.

Signet Card: Reaping Spark

When cast into the air, this signet-imbued card allows even those who have not learned the spell Reaping Spark to invoke it.

Signet Card: Reaping Spark +

When cast into the air, this signet-imbued card allows even those who have not learned Reaping Spark to invoke a powerful version of it.

Signet Card: Enhance

When cast into the air, this signet-imbued card allows its bearer to increase the ATK of an ally.

Signet Card: Enhance +

When cast into the air, this signet-imbued card allows its bearer to greatly increase the ATK of an ally.

Signet Card: Enlighten

When cast into the air, this signet-imbued card allows its bearer to increase the INT of an ally.

Signet Card: Enlighten +

When cast into the air, this signet-imbued card allows its bearer to greatly increase the INT of an ally.

Signet Card: Enshelter

When cast into the air, this signet-imbued card allows its bearer to increase the DEF of an ally.

Signet Card: Enshelter +

When cast into the air, this signet-imbued card allows its bearer to greatly increase the DEF of an ally.

Signet Card: Angel Feather

When cast into the air, this signet-imbued card allows its bearer to increase all of an ally’s attributes.

Signet Card: Angel Feather +

When cast into the air, this signet-imbued card allows its bearer to greatly increase all of an ally’s attributes.

Signet Card: Reflection

When cast into the air, this signet-imbued card allows its bearer to increase the MEN of an ally.

Signet Card: Reflection +

When cast into the air, this signet-imbued card allows its bearer to greatly increase the MEN of an ally.

Signet Card: Sacred Pain

When cast into the air, this signet-imbued card allows even those who have not learned the spell Sacred Pain to invoke it.

Signet Card: Sacred Pain +

When cast into the air, this signet-imbued card allows even those who have not learned Sacred Pain to invoke a powerful version of it.

Signet Card: Silence

When cast into the air, this signet-imbued card allows even those who have not learned the spell Silence to invoke it.

Signet Card: Silence +

When cast into the air, this signet-imbued card allows even those who have not learned Silence to invoke a powerful version of it.

Signet Card: Void

When cast into the air, this signet-imbued card allows even those who have not learned the spell Void to invoke it.

Signet Card: Void +

When cast into the air, this signet-imbued card allows even those who have not learned Void to invoke a powerful version of it.

Signet Card: Arcane Weapon

When cast into the air, this signet-imbued card allows even those who have not learned the spell Arcane Weapon to invoke it.

Signet Card: Arcade Weapon +

When cast into the air, this signet-imbued card allows even those who have not learned Arcane Weapon to invoke a powerful version of it.

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