Card Effects |
Fire
Whip
Mercury+Salamander
MP: 6/attack
Good against ice and
plant enemies. |
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Ice
Whip
Mercury+Serpent
MP: 2/attack
Good against fire
enemies. Faster than the normal whip. Freezes enemies before they die,
allowing you to jump on them. Good use before you can super jump.
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Plant
Whip
Mercury+Madragora
MP: 6/attack
A plant whip that
seems a bit faster than the normal whip. |
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Long
Whip
Mercury+Golem
MP: 8/attack
A whip that goes across
most of the screen; is a bit slower than usual. Useful against enemies
where the Cross would come in handy. |
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Stone
Whip
Mercury+Cockatrice
MP: 6/attack
Stones enemies
before they die. |
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Poison
Whip
Mercury+Manticore
MP: 6/attack
Whip in diagonal-up
direction. Three poison clouds go into the air and last a few seconds.
Overall damage isn't that bad. |
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Wind
Whip
Mercury+Griffon
MP: 10/attack
A lightning fast whip.
If you hold down the attack button Nathan will keep attacking. The speed
and time it lasts makes up for its damage. |
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Lightning
Whip
Mercury+Thunderbird
MP: 10/attack
If you keep
holding the attack button when using the lightning whip the enemy will
keep taking damage but the damage goes down over time. |
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Holy
Whip
Mercury+Unicorn
MP: 20/attack
The holy whip heals
you when you attack, and the damage isn't that bad either. |
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Dark
Whip
Mercury+Black Dog
MP: 40/attack
Dark whip puts a
cloud over an enemy which drains it health and restores your health. It
stops when the cloud disappears. |