Note: This analysis of Isaac will focus on his appearances in the Golden Sun series, including the Dark Dawn V-Jump manga. Abilities shown off in the Super Smash Bros. series will also be included. Also, fun fact, apparently Psynergy is pronounced like the word “synergy” and not like “psychic” and “energy” combined.
Background
The world of Weyard is home to people with psychic powers called Adepts. These powers, named Psynergy, take on the form of the four elements: earth, fire, wind, and water, also known as Venus, Mars, Jupiter, and Mercury respectively. In fact, these elements are the building blocks of all matter in Weyard, both living and nonliving, all thanks to the force at work for this reality creation called Alchemy, though it was sealed in the ancient past. Vale was only one of the many places where Adepts could be found, though through many years, Adepts became rarer and eventually became a secret to most of the world. One inexperienced Earth Adept named Isaac lived in this village peacefully his entire life. That changed however when at the age of 14, the volcano north of the village called Mount Aleph dropped a giant Boulder that was going to roll through Vale.
While trying to evacuate, Isaac and his childhood friend Garet, a Fire Adept, found Isaac’s parents and another friend named Jenna with her parents trying to save a drowning boy named Felix, who was Jenna’s brother. Due to all of the adults using their Psynergy to save others and stop the Boulder, they were exhausted, and the children’s own Psynergy abilities were too weak to be of much use. Isaac, Garet, and Jenna went to the plaza to get help and made their way back to rescue Felix. However, they were too late. As soon as they were ready to save him, the Boulder crashed down on him, as well as Jenna and Felix’s parents and Isaac’s father. This devastated everyone greatly. As soon as it happened, Isaac and Garet went to go get help, but were unlucky enough to encounter two mysterious Fire Adepts named Saturos and Menardi, who knocked them out to make them forget anything they overheard.
Three years later, Isaac and Garet studied and trained hard to master their Psynergy abilities so that, should another emergency come, they would be able to help. During one exploration up Mount Aleph with Jenna and a wise old scholar studying Alchemy named Kraden, they went through Sol Sanctum and solved its puzzles. The result of solving the puzzles led them to discovering a room that contained the Elemental Stars, four gems that each contain the purified essence of one of the four elements. However, they were also followed by Saturos and Menardi, along with a masked young man, who held Jenna and Kraden hostage. The two were after the Elemental Stars, and were in fact the reason the Mount Aleph Boulder incident three years before occured, as they set off a trap in the mountain. Saturos and Menardi would keep their hostages safe if given the gems. To prove they weren’t lying, they had their masked companion reveal themselves, who just so happened to be Felix, who survived the Boulder incident and was taken in by the duo. Another man named Alex, a Water Adept, appeared too, showing there was no way out of their proposition of giving them the Elemental Stars for Jenna and Kraden’s safety.
With Felix there to show Saturos and Menardi weren’t lying, Isaac and Garet gave the Elemental Stars to them. Or at least, they would have, as before they could give the Mars Star to them, Mount Aleph began to erupt due to all the Elemental Stars being removed from their resting places. This was when the Wise One, the Guardian of Vale, appeared and halted the eruption for a bit. With no other choice, Saturos, Menardi, Felix, and Alex escaped before the place blew up, kidnapping Jenna and Kraden in the process. The Wise One explained to the boys that Alchemy was sealed because of humanity’s greed for its omnipotent power. Not wanting its power to be abused, the ancients sealed it away with the power of four Elemental Lighthouses. So long as all the lighthouses remain unlit, Alchemy will continue to be sealed. The Wise One then told Isaac and Garet that the four lighthouses should stay unlit. Not protecting them would mean Saturos and Menardi would obtain Alchemy’s power at Weyard’s expense. The Elemental Stars were the keys to igniting each of their respective lighthouses, and the power of their activation would create the Stone of Sages, an artifact that dominates everything and can even transmute matter into gold or thwart death itself.
After hearing the Wise One’s warning, Isaac and Garet returned to their village, which was safe from Mount Aleph’s eruption thanks to the Wise One. Taking responsibility for the fate of the world, they set out on a journey to save it by making sure the Elemental Lighthouses never become lit and recovering the three other Elemental Stars. The adventure would be rough, as Mount Aleph’s eruption also spread Psynergy Stones across the world, which hit both normal people and other living things that became monsters, giving all of them Psynergy. Along the way, they met friends in the form of the Wind Adept Ivan and the Water Adept Mia who were invaluable, but when the time came to stop Mercury Lighthouse and Venus Lighthouse from having their Elemental Beacons lit, they failed. On the bright side, they successfully killed Saturos and Menardi, but this was all misleading for them.
As it turned out, Saturos and Menardi weren’t trying to restore Alchemy for ultimate power. It was actually to save Weyard. Alchemy was the life force of Weyard, so while it was sealed to make sure no one could abuse its power, this also came with the effect of draining Weyard of its energy, causing it to crumble bit by bit before eventually being destroyed. Saturos and Menardi were from Prox, a village in the northernmost part of Weyard. Being so close to the edge of the world, it was only a matter of time before their village would be destroyed. That was their reasoning for what they did, but the Wise One, a godly being whose main role is to protect the seal on Alchemy, set it up so that Isaac and his friends would be stopping the ones who would actually be saving the world from calamity. Despite the world eroding, the Wise One thought mankind’s greed for Alchemy’s power would destroy Weyard anyway.
Luckily, an eventual run-in with Felix after Jupiter Lighthouse became lit led Isaac’s party to learning the truth, so they joined his party on their goal to light the last Elemental Beacon on Mars Lighthouse. This didn’t come without complications though, as the world was now also at an imbalance with the elements, as three of the lighthouses were lit while the last one wasn’t. At the top of Mars Lighthouse right before being able to save Weyard, the Wise One had one last trial in the form of a battle against the Doom Dragon. After its death, it was revealed the Wise One actually combined Jenna and Felix’s parents and Isaac’s father to create the Doom Dragon, meaning they killed their parents, who had also survived what happened in Vale three years before. This was to see if they had the willpower to finish their quest knowing what they did, and they did, lighting the last lighthouse and stopping the world from dying off by restoring Alchemy. Fortunately for them, the Mars Psynergy from Mars Lighthouse’s ignition revitalized all the parents who made up the Doom Dragon, allowing them to be saved.
The power from all four Elemental Lighthouses formed on top of Mount Aleph, the greatest source of Alchemy, where it formed a blast of energy known as the Golden Sun. Alex, being one who only cares for power, waited on top of Mount Aleph to obtain all this power. While he obtained some of it, the Wise One then appeared and explained he was not omnipotent and that Isaac, Felix, and the rest of their friends who saved the world also obtained some of the power of the Golden Sun. This was because all the way back when the Elemental Stars were first taken off their pedestals and Isaac and Garet only had the Mars Star, the Wise One imbued the Mars Star to give them some of the power of the Golden Sun when it was formed. Humiliated, Alex attacked the Wise One, but was easily defeated.
Isaac would eventually marry Jenna and even have a child named Matthew. 30 years after saving the world, Isaac had become a seasoned warrior who’d be studying the aftereffects of the Golden Sun event, and while there were still conflicts in the world, with earthquakes, tornadoes, and continental shifts, it was in a much better position than it would have been without Alchemy. The world would call him and the rest of the world’s saviors the Warriors of Vale.
More Info
Age: 17 (TLA), 47 (DD)
Earth Adept
Husband to Jenna and father to Matthew
Member of the Warriors of Vale
Grew up to be a pretty smug guy
Passed down his scarf to his son
Is a bit of a ladies man
Actually lives on a flat world
Equipment
Sol Blade
A powerful long sword that only Earth Adept warriors like Isaac can wield. It increases his Attack by 200, and he can use it for attacking with basic sword strikes or defending against enemy attacks. Like any other weapon, he can land critical hits at random with it, but specific ones like this one also grant him the ability to perform an Unleash. An Unleash is a special attack that randomly occurs when attacking an enemy with a weapon that has one. Every time Isaac attempts to attack with the Sol Blade, he has a 35% chance of performing a Venus-based attack called Megiddo instead, which calls down a giant destructive ball of plasma that he launches at an enemy, dealing damage equivalent to triple the amount of his Attack. The chances of an Unleash happening can be increased by certain armor pieces that have that as an effect.
Armor
Equipment that Isaac wears to boost his Defense. Some armor pieces also boost his other stats and provide other beneficial effects. The following is a list of all the armor Isaac wears:
Valkyrie Mail: Raises Isaac’s Defense by 53. It also increases the likelihood of Unleash attacks happening by 20%.
Gloria Helm: Raises Isaac’s Defense by 49. It also heals him by 10 HP passively whenever he performs an action.
Riot Gloves: Raises Isaac’s Attack by 15 and Defense by 45. It also increases the likelihood of Unleash attacks happening by 20%.
Cosmos Shield: Raises Isaac’s Defense by 49. It also increases his Resistance to all types of elemental attacks by 20.
Golden Shirt: Raises Isaac’s Defense by 12 and maximum HP by 10.
Golden Boots: Raises Isaac’s Defense by 15 and Agility by 30.
Golden Ring: When used manually, it increases Isaac’s Resistance to all types of elemental attacks by 20. It can be used multiple times to increase those Resistances even higher, but every time it’s used, it has a chance of breaking.
Djinn
A Djinni is a small nature spirit made of pure Psynergy. They all resided in Mount Aleph before it erupted, which caused them to scatter across Weyard, with Isaac and his friends finding and befriending them during their journey. In battle, they provide him with decent stat boosts when he sets them on himself, including increasing his Elemental Power for and Resistance to the element the Djinn is related to by 5 each for each one set. He can have up to nine Djinn at a time, which stacks all of their stat buffs at once. There are also four types of Djinn that correspond with the four elements. When Isaac mixes and matches which types are set, as well as how many of each type are on him, he changes into different classes that give him access to different stats and Psynergy abilities.
Each Djinni also has a power that Isaac can unleash. When this happens, the Djinni goes into a standby mode. While in standby, the stat buffs that they give go away, and they stop contributing to class changes, but they give Isaac access to powerful spirit summons that can turn the tide of battle, and he can use any standby Djinn throughout the entire party. However, doing so puts them in a recovery state, meaning he still can’t gain their stat boosts or change classes, as well as being unable to use them to summon again right away. They automatically go back to being set on him one at a time when they’re done recovering, which happens when he either performs an action in battle or walks a certain distance.
Also, Isaac can manually put Djinn on standby or set them on himself if they’re currently on standby, so he has full control on whether he wants to gain the stat buffs they provide and change classes, summon right away, or have a mixture of both. Lastly, Djinn are capable of talking, flying, controlling their respective elements without Psynergies, creating physical mirages to hide themselves, and fighting on their own, and when all of them are together, they open up the entrance to Anemos Inner Sanctum. The following is a list of all the Djinn Isaac can set and unleash:
Venus Djinn: Djinn that are of the Venus element and are required for class changes and summons related to that element.
Flint: The first Djinni Isaac met. Raises Isaac’s HP by 8, PP by 4, and Attack by 3 when set. He makes Isaac perform a Venus-based physical strike that deals 60% more damage when unleashed.
Granite: Raises Isaac’s HP by 9, Defense by 2, Agility by 2, and Luck by 1 when set. It creates earth barriers in front of the entire party that decrease the amount of damage they take by 50% when unleashed. The priority of this is increased so that Isaac uses it right away before anyone else makes a move.
Quartz: Raises Isaac’s HP by 10, PP by 3, and Agility by 3 when set. It focuses ambient earth energy into a downed ally to have a 60% chance of reviving them with 50% of their maximum HP when unleashed.
Vine: Raises Isaac’s HP by 12, PP by 4, Defense by 3, and Luck by 1 when set. It plants seeds that grow beneath all enemies to entangle them and decrease their Agility down to 50% when unleashed.
Sap: Raises Isaac’s HP by 10, Attack by 3, and Luck by 1 when set. It makes Isaac perform a Venus-based physical strike that deals 50 more damage and restores his HP equal to 50% of the damage dealt via nutrient absorption when unleashed.
Ground: Raises Isaac’s HP by 9, PP by 3, and Agility by 3 when set. It launches multiple gravity wells at an enemy that prevents them from moving for a bit when unleashed. The priority of this is increased so that Isaac uses it right away before anyone else makes a move.
Bane: Raises Isaac’s HP by 12 and Attack by 4 when set. It makes Isaac perform a Venus-based physical strike that deals 60 more damage and has a chance of inflicting the enemy with venom when unleashed, which deals a great amount of damage every time an action is performed.
Echo: Raises Isaac’s HP by 9, PP by 4, and Attack by 3 when set. It makes Isaac perform a Venus-based physical double strike that deals 60% more damage when unleashed.
Iron: Raises Isaac’s HP by 11, Defense by 2, and Agility by 3 when set. It gives the entire party Venus energy to increase their Defense by 25% when unleashed.
Steel: Raises Isaac’s HP by 9, Attack by 4, Defense by 2, and Luck 1 when set. It makes Isaac perform a Venus-based physical strike that deals 30% more damage and heals him equal to 50% of the damage dealt when unleashed.
Mud: Raises Isaac’s HP by 10, PP by 4, and Agility by 3 when set. It launches sticky mud at all enemies that decreases their Agility down to 50% when unleashed.
Flower: Raises Isaac’s HP by 12 and PP by 4 when set. It releases a refreshing sweet scent that restores the entire party’s HP by 30% of their maximum when unleashed.
Meld: Raises Isaac’s HP by 9, Agility by 4, and Luck by 1 when set. It makes Isaac and his strongest ally perform a dual Venus-based physical strike with the latter’s Attack increased by 25% of Isaac’s Attack when unleashed.
Petra: Raises HP by 11 and Defense by 3 when set. It releases a yellow fog that turns an enemy to stone to prevent them from performing an action for a bit when unleashed. The priority of this is increased so that Isaac uses it right away before anyone else makes a move.
Salt: Raises Isaac’s HP by 9, PP by 5, and Luck by 1 when set. It cleanses and purifies the entire party’s bodies with Venus energy to cure them of any status effects when unleashed.
Geode: Raises Isaac’s HP by 12 and Attack by 6 when set. It draws power from underground to attack with a clod of earth that explodes on impact for a Venus-based physical strike that deals 90% more damage when unleashed.
Mold: Raises Isaac’s HP by 8, Attack by 4, Agility by 2, and Luck by 1 when set. It compels an enemy to attack one of their allies or themself if they have no allies with a Venus-based physical strike equal to Isaac’s Attack plus an additional 80 damage when unleashed.
Crystal: Raises Isaac’s HP by 10, PP by 5, and Defense by 2 when set. It creates a magic circle beneath the entire party that releases a stream of Venus energy to restore their HP by 50% of their maximum when unleashed.
Mars Djinn: Djinn that are of the Mars element and are required for class changes and summons related to that element.
Forge: Raises Isaac’s HP by 10, Attack by 2, Agility by 2, and Luck by 2 when set. It stirs the entire party with flame’s fury to increase their Attack by 25% when unleashed.
Fever: Raises Isaac’s HP by 8, Attack by 3, and Agility by 2 when set. It makes Isaac perform a Mars-based physical strike that deals 30 more damage and has a chance of inflicting the enemy with delusion by overheating their brain when unleashed, which reduces the odds of landing a regular attack.
Corona: Raises Isaac’s HP by 12, PP by 3, Defense by 3, and Luck by 1 when set. It gives the entire party a heat aura that increases their Defense by 25% when unleashed.
Scorch: Raises Isaac’s HP by 8 and Attack by 3 when set. It makes Isaac perform a Mars-based physical strike that deals 50 more damage and has a chance of inflicting the enemy with stun when unleashed, which prevents actions from being performed as they physically can’t move.
Ember: Raises Isaac’s HP by 9, PP by 4, Defense by 2, and Agility by 2 when set. It gives the entire party Mars energy that restores their PP by 7% of their maximum when unleashed.
Flash: Raises HP by 14, PP by 3, and Defense by 2 when set. It creates an intense flash that forms a firewall that decreases the amount of damage the entire party takes by 90% when unleashed. The priority of this is increased so that Isaac uses it right away before anyone else makes a move.
Torch: Raises Isaac’s HP by 9, Attack by 3, and Luck by 1 when set. It launches a focused melting blast for a Mars-based physical strike that deals 30 more damage and has a chance of ignoring 50% of the enemy’s Defense when unleashed.
Cannon: Raises Isaac’s HP by 10 and Attack by 3 when set. It cloaks itself in a red aura before being launched by Isaac for a Mars-based physical strike that deals 40 more damage when unleashed.
Spark: Raises Isaac’s HP by 11 and PP by 6 when set. It warms and inspires a downed ally to have a 70% chance of reviving them with 60% of their maximum HP when unleashed.
Kindle: Raises Isaac’s HP by 8, Attack by 5, and Luck by 1 when set. It influences the entire party to exceed their usual limits of strength and increase their Attack by 25% when unleashed.
Char: Raises Isaac’s HP by 9, Attack by 2, Agility by 2, and Luck by 1 when set. It sends out a paralyzing heat wave for a Mars-based physical strike that deals 50 more damage and has a chance of inflicting the enemy with stun when unleashed.
Coal: Raises Isaac’s HP by 11, PP by 3, and Agility by 3 when set. He rallies the entire party to increase their Agility up to 100% when unleashed.
Reflux: Raises Isaac’s HP by 9, Defense by 3, and Luck by 2 when set. It cowardly awaits an enemy’s attack before counterattacking them if Isaac is hit by lashing out with its horns for a Mars-based physical strike when unleashed. The priority of this is increased so that Isaac uses it right away before anyone else makes a move.
Core: Raises Isaac’s HP by 8, Attack by 4, and Defense by 2 when set. It surrounds itself in a sphere of flames before tackling an enemy for a Mars-based physical strike that deals 40 more damage and has a chance of ignoring 50% of the enemy’s Defense when unleashed.
Tinder: Raises Isaac’s HP by 12 and PP by 5 when set. It restokes life’s fire in a downed ally to have a 100% chance of reviving them with 100% of their maximum HP when unleashed.
Shine: Raises Isaac’s HP by 9, Attack by 3, Defense by 3, and Agility by 2 when set. It releases a blinding flash before tackling an enemy for a Mars-based physical strike that deals 60 more damage and has a chance of inflicting each enemy Isaac’s fighting with delusion when unleashed.
Fury: Raises Isaac’s HP by 12 and PP by 4 when set. It summons the souls of those who died in anger that attack an enemy for a Mars-based physical strike that deals 70 more damage and has a chance of inflicting the enemy with haunt when unleashed, which makes a ghost follow them around that sometimes inflicts a random amount of damage to them whenever they perform an action.
Fugue: Raises Isaac’s HP by 11, PP by 4, and Defense by 2 when set. It releases an infectious rhythm that exhausts all enemies’ mental strengths to reduce their PP by around 18 when unleashed.
Jupiter Djinn: Djinn that are of the Jupiter element and are required for class changes and summons related to that element.
Gust: Raises Isaac’s HP by 9, Attack by 2, and Agility by 2 when set. It makes Isaac rush forward at blinding speed and perform a Jupiter-based physical strike that deals 10 more damage and has a chance of dealing double the intended damage instead when unleashed.
Breeze: Raises Isaac’s HP by 12, PP by 5, Defense by 2, and Luck by 1 when set. It creates a gentle wind that shelters the mind to increase the entire party’s Resistance to all types of elemental attacks by 40 when unleashed.
Zephyr: Raises Isaac’s HP by 11, PP by 3, Agility by 2, and Luck by 1 when set. It stirs up a swift wind that increases the entire party’s Agility up to 100% when unleashed.
Smog: Raises Isaac’s HP by 9 and Attack by 3 when set. It makes Isaac perform a Jupiter-based physical strike that deals 60 more damage and has a chance of inflicting the enemy with delusion by veiling their vision in smoke when unleashed.
Kite: Raises Isaac’s HP by 8, PP by 4, and Agility by 3 when set. It gives tactical advice to Isaac or an ally to let them perform two actions back-to-back next time when unleashed.
Squall: Raises Isaac’s HP by 10 and Attack by 5 when set. It creates a storm to strike with lightning and makes Isaac attack for a Jupiter-based physical strike that deals 40% more damage and has a chance of inflicting the enemy with stun when unleashed.
Luff: Raises Isaac’s HP by 13, PP by 5, Defense by 2, and Luck by 1 when set. It creates a mental block on an enemy to inflict them with seal when unleashed, which takes away the ability to use psychic powers.
Breath: Raises Isaac’s HP by 9, Defense by 3, and Agility by 4 when set. It quickly gives Jupiter energy to Isaac or an ally to restore their HP by 40% of their maximum when unleashed. The priority of this is increased so that Isaac uses it right away before anyone else makes a move.
Blitz: Raises Isaac’s HP by 10, PP by 4, and Attack by 3 when set. It creates a lightning strike and makes Isaac attack for a Jupiter-based physical strike that deals 30 more damage and has a chance of inflicting the enemy with stun by numbing them when unleashed.
Ether: Raises Isaac’s HP by 8, PP by 4, Agility by 3, and Luck by 2 when set. He makes Isaac or an ally focus to restore their PP by 30% of their maximum when unleashed.
Waft: Raises Isaac’s HP by 11 and Attack by 4 when set. It smites an enemy with a soothing aroma for a Jupiter-based physical strike that deals 40 more damage and has a chance of inflicting the enemy with sleep when unleashed, which prevents actions from being performed as they stay in slumber.
Haze: Raises Isaac’s HP by 10, Defense by 2, Agility by 3, and Luck by 2 when set. It creates a concealing mist that makes Isaac or an ally completely intangible and invulnerable to anything negative enemies could do to them when unleashed. The priority of this is increased so that Isaac uses it right away before anyone else makes a move.
Wheeze: Raises Isaac’s HP by 9, PP by 3, and Attack by 5 when set. It makes Isaac perform a Jupiter-based physical strike that deals 50 more damage and has a chance of inflicting the enemy with venom by poisoning them when the attack connects when unleashed.
Aroma: Raises Isaac’s HP by 11, Defense by 2, and Agility by 3 when set. It envelops the entire party in a wind to restore their PP by 10% of their maximum when unleashed.
Whorl: Raises Isaac’s HP by 9, Attack by 4, and Defense by 2 when set. It inhales greatly and sucks an enemy into its body for a Jupiter-based physical strike that deals 40 more damage and has a chance of inflicting the enemy with instant death when unleashed.
Gasp: Raises Isaac’s HP by 12 and PP by 5 when set. It calls upon the Grim Reaper against all enemies for a chance for each of them to be inflicted with curse when unleashed, which causes instant death after a certain period of time.
Lull: Raises Isaac’s HP by 11 and PP by 6 when set. It forces a temporary cease-fire with a comforting song to prevent anyone who’s fighting from performing actions when unleashed.
Gale: Raises Isaac’s HP by 10, Agility by 5, and Luck by 3 when set. It strikes with a powerful gust of wind for a Jupiter-based physical strike that deals 60 more damage and has a chance of removing the enemy from battle when unleashed.
Mercury Djinn: Djinn that are of the Mercury element and are required for class changes and summons related to that element.
Fizz: Raises Isaac’s HP by 9, PP by 4, and Defense by 3 when set. It gives Mercury energy to Isaac or an ally to restore their HP by 60% of their maximum when unleashed.
Sleet: Raises Isaac’s HP by 12, Attack by 3, and Luck by 1 when set. It slashes and wraps an enemy with blinding cold ice for a Mercury-based physical strike that deals 30 more damage and has a chance of decreasing the enemy’s Attack by 25% when unleashed.
Mist: Raises Isaac’s HP by 11 and Attack by 4 when set. It makes Isaac perform a Mercury-based physical strike that deals 30% more damage and has a chance of inflicting the enemy with sleep by enshrouding their mind when unleashed.
Spritz: Raises Isaac’s HP by 8, PP by 4, and Agility by 3 when set. It gives the entire party Mercury energy to restore their HP by 30% of their maximum when unleashed.
Hail: Raises Isaac’s HP by 9, Attack by 4, and Luck by 1 when set. It surrounds the area with water before a geyser launches an opponent into the air for a Mercury-based physical strike that deals 40 more damage and has a chance of decreasing the enemy’s Defense by 25% when unleashed.
Tonic: Raises Isaac’s HP by 8, PP by 3, Defense by 2, and Luck by 2 when set. It gives the entire party Mercury energy to cure them of any status effects when unleashed.
Dew: Raises Isaac’s HP by 13, PP by 4, and Agility by 4 when set. It gives a downed ally Mercury energy to have a 90% chance of reviving them with 80% of their maximum HP when unleashed.
Fog: Raises Isaac’s HP by 9, Defense by 2, Agility by 2, and Luck by 1 when set. It makes Isaac perform a Mercury-based physical strike that deals 30 more damage and has a chance of inflicting each enemy he’s fighting with delusion by creating a fog when unleashed.
Sour: Raises Isaac’s HP by 8, PP by 4, and Attack by 3 when set. It makes Isaac perform a Mercury-based physical strike that deals 50% more damage and has a chance of decreasing the enemy’s Resistance to all types of elemental attacks by 40 when unleashed.
Spring: Raises Isaac’s HP by 11 and PP by 5 when set. It gives healing springwater to Isaac or an ally to restore their HP by 70% of their maximum when unleashed.
Shade: Raises Isaac’s HP by 9, Defense by 3, and Luck by 2 when set. It creates a shield of Mercury energy that decreases the amount of damage the entire party takes by 60% when unleashed. The priority of this is increased so that Isaac uses it right away before anyone else makes a move.
Chill: Raises Isaac’s HP by 10, PP by 3, and Defense by 2 when set. It makes Isaac perform a Mercury-based physical strike that deals 40 more damage and has a chance of decreasing the enemy’s Defense by 25% by rendering them brittle and vulnerable with numbing cold when unleashed.
Steam: Raises Isaac’s HP by 10 and Attack by 5 when set. It gives the entire party Mercury energy to increase their Resistance to all types of elemental attacks by 40 when unleashed.
Rime: Raises Isaac’s HP by 10 and PP by 6 when set. It encases an enemy’s mind in ice to inflict them with seal when unleashed.
Gel: Raises Isaac’s HP by 9, Attack by 5, and Agility by 2 when set. It makes Isaac perform a Mercury-based physical strike that deals 50% more damage and has a chance of decreasing the enemy’s Attack by 25% when unleashed.
Eddy: Raises Isaac’s HP by 9, Agility by 3, and Luck by 2 when set. It creates bubbles that the entire party absorbs to speed up the amount of time all Djinn stay in their recovery state when unleashed.
Balm: Raises Isaac’s HP by 13 and PP by 4 when set. It gives all downed allies Mercury energy to have a 70% chance each of reviving them with 60% of their maximum HP when unleashed.
Serac: Raises Isaac’s HP by 12 and Attack by 3 when set. It traps an enemy in ice and sucks all the heat away from the environment instantly before Isaac attacks them for a Mercury-based physical strike that deals 70 more damage and has a chance of inflicting the enemy with instant death when unleashed.
Utility Psynergy Items
Equipment that grants Isaac new Psynergies that he otherwise wouldn’t know. These Psynergy abilities usually aren’t meant for combat, though some can be used both in and out of battle. However, he can’t equip all of them at once. The following is a list of all the utility Psynergy items Isaac can equip:
Catch Beads: Grants Isaac the Catch Psynergy.
Orb of Force: Grants Isaac the Force Psynergy.
Douse Drop: Grants Isaac the Douse Psynergy.
Frost Jewel: Grants Isaac the Frost Psynergy.
Lifting Gem: Grants Isaac the Lift Psynergy.
Halt Gem: Grants Isaac the Halt Psynergy.
Cloak Ball: Grants Isaac the Cloak Psynergy.
Carry Stone: Grants Isaac the Carry Psynergy.
Lash Pebble: Grants Isaac the Lash Psynergy.
Pound Cube: Grants Isaac the Pound Psynergy.
Scoop Gem: Grants Isaac the Scoop Psynergy.
Tremor Bit: Grants Isaac the Tremor Psynergy.
Cyclone Chip: Grants Isaac the Cyclone Psynergy.
Burst Brooch: Grants Isaac the Burst Psynergy.
Grindstone: Grants Isaac the Grind Psynergy.
Hover Jade: Grants Isaac the Hover Psynergy.
Teleport Lapis: Grants Isaac the Teleport Psynergy.
Class-Changing Items
Equipment that changes Isaac’s class series to new ones that can’t be reached using only Djinn. He can’t hold more than one at a time. The following is a list of all the class-changing items Isaac can equip:
Mysterious Card: Changes Isaac into the Pierrot class series.
Trainer’s Whip: Changes Isaac into the Tamer class series.
Tomegathericon: Changes Isaac into the Dark Mage class series.
Consumable Items
Isaac has various one-time use items that are helpful in and out of battle. Unless the item comes in limited quantities, he can carry up to 30 of each. The following is a list of all the consumable items Isaac can use:
Herb: Restores 50 HP to Isaac or an ally.
Corn: Restores 100 HP to Isaac or an ally. Only two can ever be gotten.
Nut: Restores 200 HP to Isaac or an ally.
Vial: Restores 500 HP to Isaac or an ally.
Potion: Restores all HP to Isaac or an ally.
Hermes’ Water: Restores all HP to Isaac or an ally. He can find an unlimited supply of it at Mercury Lighthouse and use an Empty Bottle to receive a dose, though he only has one Empty Bottle on him.
Mist Potion: Restores 300 HP to the entire party.
Psy Crystal: Restores all PP to Isaac or an ally. He can also find variants called Psynergy Stones in the environment and use them on the entire party right away while fully restoring their PP, some of which can be used an unlimited amount of times due to their large size.
Antidote: Cures Isaac or an ally from poison, which deals damage every time an action is performed, and venom.
Elixir: Cures Isaac or an ally from stun, sleep, delusion, seal, and curse.
Water of Life: Revives a downed ally with maximum HP.
Power Bread: Increases Isaac or an ally’s HP permanently. Only nine can ever be gotten.
Cookie: Increases Isaac or an ally’s PP permanently. Only 10 can ever be gotten.
Apple: Increases Isaac or an ally’s Attack permanently. Only 10 can ever be gotten.
Hard Nut: Increases Isaac or an ally’s Defense permanently. Only 10 can ever be gotten.
Mint: Increases Isaac or an ally’s Agility permanently. Only 10 can ever be gotten.
Lucky Pepper: Increases Isaac or an ally’s Luck permanently. Only nine can ever be gotten.
Bramble Seed: Uses a Venus-based attack that hits enemies with stinging nettles that skewer them.
Oil Drop: Uses a Mars-based attack that hits enemies with devastating flames that incinerate them.
Weasel’s Claw: Uses a Jupiter-based attack that hits an enemy with a blade of wind that cuts them down.
Crystal Powder: Uses a Mercury-based attack that hits enemies with ice crystals that hail down on them.
Smoke Bomb: Detonates and has a chance to inflict an enemy with delusion.
Sleep Bomb: Detonates and has a chance to inflict an enemy with sleep.
Sacred Feather: Decreases the likelihood of encountering enemies.
Misc. Weapons & Armor
Besides the Sol Blade, Isaac has wielded many types of long swords, but he is also skilled with axes, light blades, and maces. While the Sol Blade is his most powerful weapon, some of these weapons have their own Unleashes. With these Unleashes, Isaac can launch a blizzard at an enemy while also having a chance of decreasing their Attack by 25%, summon a titanic blade that falls from the sky and stabs an enemy before exploding as it digs deeper into them, raise a giant blade from the ground that pierces an enemy while restoring his PP equal to 10% of the damage dealt, send out a flood of water while also having a chance of inflicting the enemy with seal, erupt a blast of hellfire from the ground that engulfs an enemy while also having a chance of inflicting them with sleep, attack an enemy and release a poison cloud on impact while also having a chance of inflict them with poison, lift several stones from the ground before launching them at an enemy while also having a chance of decreasing their Agility down to 50%, strike an enemy and creating an explosion while also having a chance of restoring his HP equal to the damage dealt, chop an enemy and create an incredibly massive explosion while also having a chance of inflicting them with stun, slash an enemy and summon the Grim Reaper to attack with him while also having a chance of inflicting them with instant death, rend an enemy and create a small tornado on top of them while also having a chance of decreasing their Resistance to all types of elemental attacks by 40, descend many beams of light from the sky at an enemy while also having a chance of inflicting them with delusion, fire out multiple large fireballs at an enemy while also having a chance of decreasing their Defense by 25%, bash an enemy and release a poisonous liquid on impact while also having a chance of inflicting them with venom, drop blood on the ground that form a pool and transform into spirits that rise and attack an enemy while also having a chance of inflicting them with haunt, smash an enemy and drop a giant metal sphere on them as he strikes while also having a chance of ignoring 50% of their Defense, and more. Finally, as a unique piece of equipment, there’s the Trident of Ankohl. When equipped, it increases Isaac’s Resistance towards Mercury-based attacks by 20, and when used, it releases a Jupiter-based attack that hits an enemy with the thrown electrically charged trident before creating a large explosion of electricity strong enough to destroy forcefields.
Similarly, Isaac has many other types of armor that, while not the best he could be wearing, do provide other effects. This equipment includes body armor, helms, gloves, shields, shirts, boots, and rings. Most rings possess a chance of breaking after being used, as well as certain types of weapons and armor that have similar effects of needing to be used. Though, it should be mentioned that only the ability to use them for bonus effects breaks, so they can still be used for attacking or defending even after being broken. Lastly, certain weapons and armor are cursed. This makes it so that when Isaac equips one, he’s unable to take it off without requesting a Great Healer to get it off for him. He’ll also sometimes be unable to move during battle at random, though a ring called the Cleric’s Ring removes that risk so long as he wears it.
Golden Sun
An immense amount of elemental energy that was emitted from the four Elemental Lighthouses and combined over Mount Aleph when they were lit, restoring Alchemy to the world. This was known as the Golden Sun event. The Elemental Stars that activated the Elemental Lighthouses to create this are described as the source of all Alchemy, and the Golden Sun itself is called pure Alchemy made real. Before it was released however, the Wise One imbued the Mars Star so that some of this power would be given to Isaac and his friends. The energy from the Golden Sun grants him longer life with very slowed aging and increases the potency of his Psynergy. Also, it should be mentioned that the Golden Sun would’ve created the Stone of Sages, but due to its power being split between Isaac, his friends, and Alex, it never was. This split also means they all don’t possess the omnipotent power of Alchemy nor the abilities of the Sword of Sages, such as transmuting matter and immortality.
Powers & Abilities
Psynergy
Psynergy, also called Ki in certain regions of Weyard, is a form of magic Adepts use to conjure and manipulate the elements of Alchemy with their minds, being earth, fire, wind, and water. These elements are also known as Venus, Mars, Jupiter, and Mercury respectively. Alchemy is the foundation of all Psynergy, and it is fueled by the spiritual power of one’s own mind. It possesses fewer limits compared to using the body’s energy, but people can only become Adepts after being exposed to and imbued by Psynergy found within Psynergy Stones. However, certain elements are in conflict with one another as a part of balance, meaning a single person can’t master all of them. Isaac is an Earth Adept, so he is a master at using Venus Psynergy. This doesn’t mean he can’t use other elements though, as equipping Djinn of non-Venus elements can combine the elements and allow him to learn Mars, Jupiter, and Mercury Psynergies, as well as learn different Venus Psynergies that he wouldn’t know normally.
Besides specific Psynergies that he can use, Isaac can use telekinesis, sense others using psychic powers, create a barrier that can protect him from psychic abilities, feel how powerful others are, see outlines of people who turned invisible through the use of psychic powers even in darkness, detect things hiding in mirages, and transfer his Psynergy to another Adept. Additionally, Psynergy isn’t just used through concentration, as it can be activated subconsciously if an Adept’s life is in danger. As an Earth Adept, Isaac can also feel what’s happening in areas with lots of earth and plant life even from miles away and locate people in said areas, the latter of which is done by feeling life forces. People without psychic powers are unable to see or detect Psynergy abilities that are made of pure psychic energy or affect them mentally. However, they are able to see any Psynergies that utilize the elements.
While Isaac can’t use every Psynergy, even with Djinn, he can feel or use the effect of one he doesn’t know if he shares Psynergy with someone who knows it, usually by clasping hands with them. For combat, many Psynergies can hit at a wide range. Psynergy that attack multiple enemies deal less damage to secondary ones, and enemies closer to the main target will take more damage than ones further from them. Also, Psynergy costs Psynergy Points to use, or PP for short, so if he runs out, he can no longer use it. Though, Isaac naturally regenerates PP over time just by walking around. When inside the Elemental Lighthouse of his element, being Venus Lighthouse, Isaac, like any other Adept who’s in their respective lighthouse, is supplied with a limitless amount of Psynergy to use so that he never runs out. Finally, each element is symbiotic and in conflict with another element, while neutral with the remaining one. The following is a list of all the Psynergies Isaac can use:
Venus Psynergy: Psynergies that control earth, plants, and death and are the element of mankind. It is symbiotic with Mars, neutral with Mercury, and in conflict with Jupiter. As Isaac is an Earth Adept, he is most skilled at using this type.
Quake / Earthquake / Quake Sphere: Isaac creates an earthquake underneath enemies that bounces them around. Stronger variations shake the ground even more viciously, being more powerful with a wider range. Usable in the Squire class series. Costs 4 PP, 7 PP, and 15 PP respectively.
Growth / Mad Growth / Wild Growth: Isaac sprouts thorny vines beneath an enemy that skewer them. Stronger variations sprout many more vines, being more powerful with a wider range. Growth can also be used to ensnare enemies and keep them trapped, turn saplings into climbable vines that can be used to get to places out of reach, or alter existing plants into arrows that tell the correct direction to go in. Usable in the Brute class series, Seer (Jupiter) class series, and Seer (Mercury) class series. Costs 4 PP, 10 PP, and 19 PP respectively.
Rockfall / Rockslide / Avalanche: Isaac opens the ground beneath enemies and engulfs them in a massive reverse shower of Venus energy and boulders. Stronger variations open the ground up more and spurt out more Venus energy with larger boulders, being more powerful with a wider range. Usable in the Samurai class series. Costs 5 PP, 15 PP, and 30 PP respectively.
Thorn / Briar / Nettle: Isaac sprouts large sharp thorns beneath enemies that penetrate them. Stronger variations sprout many more thorns that are also bigger, being more powerful with a wider range. Usable in the Crusader class series and Dragoon class series. Costs 6 PP, 11 PP, and 23 PP respectively.
Spire / Clay Spire / Stone Spire: Isaac forms a large stalactite that falls onto an enemy. Stronger variations create even more stalactites, being more powerful with a wider range. Usable in the Squire class series and Brute class series. Costs 5 PP, 13 PP, and 22 PP respectively.
Gaia / Mother Gaia / Grand Gaia: Isaac opens the ground beneath enemies and engulfs them in a massive reverse shower of Venus energy and boulders. Stronger variations open the ground up more and spurt out more Venus energy with larger boulders, being more powerful with a wider range. Usable in the Squire class series and Apprentice class series. Costs 7 PP, 17 PP, and 32 PP respectively.
Punji / Punji Trap / Punji Strike: Isaac sprouts large bamboo shoots beneath enemies that strike them. Stronger variations sprout more bamboo shoots, being more powerful with a wider range. Usable in the Ninja class series. Costs 7 PP, 13 PP, and 24 PP respectively.
Demon Night / Thorny Grave: With Demon Night, Isaac summons evil spirits that attack enemies while also having a chance of inflicting each of them with haunt. With Thorny Grave, he summons more powerful spirits that are bigger while still being able to inflict haunt. Usable in the Samurai class series. Costs 12 PP and 24 PP respectively.
Bramble Card / Death Card: Isaac draws and throws a card that either sprouts thorny vines from the side that stab enemies repeatedly or summons the Grim Reaper to slash at an enemy with a scythe to have a chance of inflicting them with instant death. Usable in the Pierrot class series. Costs 22 PP and 8 PP respectively.
Helm Splitter / Skull Splitter: With Helm Splitter, Isaac jumps forward and delivers a powerful blow onto an enemy while also having a chance of inflicting them with instant death. With Skull Splitter, he releases spirits upon impact with the enemy while attacking in a similar way and having the exact same power and effect as Helm Splitter. Usable in the Samurai class series. Costs 8 PP for both of them.
Ragnarok / Odyssey: With Ragnarok, Isaac launches a giant sword made of Venus energy at an enemy that pierces them before exploding. With Odyssey, he pins the enemy with two smaller swords before dashing forward with a colossal sword that’s bigger and more powerful than Ragnarok’s and piercing through them. Usable in the Squire class series. Costs 7 PP and 18 PP respectively.
Dinox / Troll: Isaac summons a Dinox or a Troll to attack an enemy with sharpened fangs or fiendish might respectively. Usable in the Tamer class series. Costs 3 PP for both of them.
Minotaur: Isaac summons a Minotaur to attack an enemy with a mighty axe. Usable in the Tamer class series. Costs 10 PP.
Grand Golem / Living Armor: Isaac summons a Grand Golem or a Living Armor to attack an enemy with a fist of stone or a big axe respectively. Usable in the Tamer class series. Costs 22 PP and 17 PP respectively.
Sabre Dance: Isaac spirals a group of swords into the air from beneath an enemy to slash them before stabbing them with them from above. Usable in the Pierrot class series. Costs 7 PP.
Annihilation: Isaac dashes forward and slashes at an enemy while creating an explosion and while also having a chance of inflicting them with instant death. Usable in the Ninja class series. Costs 18 PP.
Call Demon: Isaac summons a Red Demon to attack an enemy with its signature Vital Moon move that makes it tackle an enemy to cause an explosion while also having a chance of reducing their HP down to 1. Usable in the Dark Mage class series. Costs 13 PP.
Cure / Cure Well / Potent Cure: Isaac creates Venus energy that heals himself or an ally by around 70 HP, 150 HP, or 300 HP respectively. Usable in the Squire class series, Seer (Jupiter) class series, Seer (Mercury) class series, and Medium class series. Costs 3 PP, 7 PP, and 10 PP respectively.
Revive: Isaac gives a downed ally Venus energy to revive them with maximum HP. Usable in the Squire class series, Brute class series, Crusader class series, Seer (Jupiter) class series, Seer (Mercury) class series, Medium class series, and Dark Mage class series. Costs 15 PP.
Lich: Isaac summons a Lich that casts a spell that revives a downed ally with maximum HP. Usable in the Tamer class series. Costs 10 PP.
Haunt: Isaac summons evil spirits that go into enemies to have a chance of inflicting each of them with haunt. Usable in the Apprentice class series, Medium class series, and Dark Mage class series. Costs 5 PP.
Curse: Isaac lights a candle above an enemy to have a chance of inflicting them with curse. Usable in the Brute class series, Apprentice class series, Medium class series, and Dark Mage class series. Costs 6 PP.
Condemn: Isaac summons the Grim Reaper to slash at an enemy with a scythe to have a chance of inflicting them with instant death. Usable in the Brute class series, Medium class series, and Dark Mage class series. Costs 8 PP.
Fear Puppet: Isaac makes his spirit leave his body and tackle enemies as a ghostly blue skull to have a chance of inflicting each of them with stun. Usable in the Dark Mage class series. Costs 7 PP.
Mars Psynergy: Psynergies that control fire, heat, and lava and are the element of dragons. It is symbiotic with Venus, neutral with Jupiter, and in conflict with Mercury.
Blast / Mad Blast / Fiery Blast: Isaac creates an explosion on the ground that engulfs enemies. Stronger variations cause a bigger explosion, being more powerful with a wider range. Usable in the Dragoon class series. Costs 5 PP, 9 PP, and 19 PP respectively.
Fire Bomb / Cluster Bomb / Carpet Bomb: Isaac creates a massive explosion above enemies that engulfs them. Stronger variations cause a bigger explosion, with the last one even creating multiple, being more powerful with a wider range. Usable in the Ninja class series. Costs 5 PP, 11 PP, and 29 PP respectively.
Lava Shower / Molten Bath / Magma Storm: Isaac erupts the ground beneath an enemy to engulf them in a large pillar of lava. Stronger variations create more lava pillars, being more powerful with a wider range. Usable in the Samurai class series. Costs 4 PP, 12 PP, and 27 PP respectively.
Starburst / Nova / Supernova: Isaac creates a massive explosion above enemies that engulfs them. Stronger variations cause a bigger explosion, with the last one even creating multiple, being more powerful with a wider range. Usable in the Brute class series. Costs 7 PP, 13 PP, and 31 PP respectively.
Juggle / Heat Juggle / Fiery Juggle: Isaac creates fireballs that juggle before being launched at enemies. Stronger variations create more juggled fireballs, being more powerful with a wider range. Usable in the Pierrot class series. Costs 7 PP, 17 PP, and 25 PP respectively.
Salamander / Cerberus / Chimera / Macetail: Isaac summons a Salamander, a Cerberus, a Chimera, or a Macetail that all attack enemies with a fiery breath. They deal less damage to secondary enemies compared to other Psynergy attacks. Usable in the Tamer class series. Costs 7 PP for each of them.
Raging Heat / Fiery Abyss / Dire Inferno: Isaac creates a magic circle above enemies that drops a large fireball on top of them that explodes on impact. Stronger variations create a larger summoning circle that releases a fireball that makes a bigger explosion, being more powerful with a wider range. Usable in the Dark Mage class series. Costs 9 PP, 18 PP, and 32 PP respectively.
Flame Card / Sword Card: Isaac draws and throws a card that either spouts fire from the side that burns enemies repeatedly or creates a sword in front of an enemy that then shatters to decrease their Attack by 25%. Usable in the Pierrot class series. Costs 11 PP and 6 PP respectively.
Dragon Cloud / Epicenter: With Dragon Cloud, Isaac creates a dragon made of fire that tackles an enemy twice before exploding. With Epicenter, he creates an even larger fire dragon that’s more powerful to attack in the same way with a bigger explosion. Usable in the Samurai class series. Costs 6 PP and 33 PP respectively.
Fire Breath: Isaac breathes out an intense stream of fire against enemies. It deals less damage to secondary enemies compared to other Psynergy attacks. Usable in the Pierrot class series. Costs 13 PP.
Wyvern / Fire Dragon: Isaac summons a Wyvern or a Fire Dragon that both attack enemies with a fiery breath. They deal less damage to secondary enemies compared to other Psynergy attacks. Usable in the Tamer class series. Costs 17 PP for both of them.
Planet Diver / Planetary: With Planet Diver, Isaac creates an explosion to jump into the air before coming back down on an enemy to strike them while enveloped in a fiery aura and creating another explosion. With Planetary, he envelops himself in a bigger fiery aura that’s shaped like a dragon’s head as he comes down onto the enemy and creates an even larger explosion when he strikes them. Usable in the Brute class series. Costs 7 PP and 19 PP respectively.
Manticore: Isaac summons a Manticore that heals the entire party with Mars energy by around 300 HP. Usable in the Tamer class series. Costs 18 PP.
Phoenix: Isaac summons a Phoenix that releases a fire that revives a downed ally with maximum HP. Usable in the Tamer class series. Costs 10 PP.
Impair / Debilitate: With Impair, Isaac forms a shield in front of an enemy that then shatters to decrease their Defense by 25%. With Debilitate, he does the same thing to all enemies to decrease their Defense by 12.5% each. Usable in the Brute class series. Costs 4 PP and 6 PP respectively.
Guardian / Protector: With Guardian, Isaac forms a shield in front of himself or an ally to increase their Defense by 25%. With Protector, he does the same thing to the entire party to increase their Defense by 12.5% each. Usable in the Samurai class series. Costs 3 PP and 5 PP respectively.
Jupiter Psynergy: Psynergies that control wind, lightning, and the mind and are the element of birds. It is symbiotic with Mercury, neutral with Mars, and in conflict with Venus.
Gale / Typhoon / Hurricane: Isaac creates a small tornado that sucks in enemies and electrocutes them from within. Stronger variations create many more tornadoes, being more powerful with a wider range. Gale can also be used to create a small tornado to blow lightweight obstacles away, push climbable objects around to make them easier to grab, rotate wheels, spin objects so fast that they fly off into the air to use as platforms to get around, hang off of, or expose things hiding under them, move around on rafts by using it as propulsion, spin propellers that launch him and any allies upwards or activate machinery, raise an alloy called zol into the air that can also be used as platforms to get around, which can also be pushed around easily, push clouds made of zol while standing on them through propulsion to move through the air, interact with Wind Stones so that they get increased in size and sent flying forward to get rid of tougher obstacles or move heavy objects, or activate special purple stones related to Air’s Rock. Usable in the Ninja class series. Costs 3 PP, 12 PP, and 25 PP respectively.
Bolt / Flash Bolt / Blue Bolt: Isaac calls down a bolt of lightning that strikes and electrocutes an enemy. Stronger variations call down many more lightning bolts, being more powerful with a wider range. Usable in the Seer (Jupiter) class series and Medium class series. Costs 4 PP, 7 PP, and 14 PP respectively.
Thunderclap / Thunderbolt / Thunderhead: Isaac calls down a bolt of lightning that strikes the ground and explodes while engulfing enemies in it. Stronger variations call down many more lightning bolts that cause more explosions, being more powerful with a wider range. Usable in the Ninja class series. Costs 9 PP, 19 PP, and 39 PP respectively.
Drain: Isaac drains the HP out of an enemy while restoring his own HP equal to the amount drained. Usable in the Apprentice class series, Seer (Jupiter) class series, Medium class series, and Dark Mage class series. Costs 3 PP.
Psy Drain: Isaac drains the PP out of an enemy while restoring his own PP equal to the amount drained. Usable in the Apprentice class series, Seer (Jupiter) class series, Medium class series, and Dark Mage class series. Costs 0 PP.
Thunder Card / Baffle Card / Sleep Card: Isaac draws and throws a card that either releases bolts of electricity from the side that shock enemies repeatedly, shrouds enemies in a cloud of smoke from above to have a chance of inflicting each of them with delusion, or rains a herd of sheep down onto enemies to have a chance of inflicting each of them with sleep. Usable in the Pierrot class series. Costs 17 PP, 4 PP, and 5 PP respectively.
Poison Flow: Isaac conjures up a gust of poisoned wind that blasts enemies while also having a chance of inflicting each of them with venom. Usable in the Dark Mage class series. Costs 28 PP.
Shuriken: Isaac throws giant shuriken that strike enemies. It deals equal damage to all enemies instead of reducing in power for secondary ones like other Psynergy attacks. Usable in the Ninja class series. Costs 8 PP.
Astral Blast / Thunder Mine: With Astral Blast, Isaac fires star-shaped projectiles made of Jupiter energy at an enemy. With Thunder Mine, he launches a giant plasma ball at an enemy that explodes upon impact. Usable in the Apprentice class series. Costs 5 PP and 16 PP respectively.
Backstab: Isaac teleports behind an enemy and strikes them while also having a chance of inflicting them with instant death. Usable in the Pierrot class series. Costs 16 PP.
Death Plunge / Death Leap: With Death Plunge, Isaac runs forward and grabs an enemy before jumping into the air with them and slamming them back down into the ground and creating an explosion while also having a chance of inflicting them with stun. With Death Leap, he creates an even more devastating explosion when he slams the enemy into the ground to make it more powerful while still being able to inflict stun. Usable in the Ninja class series. Costs 14 PP and 22 PP respectively.
Emu / Harpy / Gryphon: Isaac summons an Emu, a Harpy, or a Gryphon to attack an enemy with claws, boosted morale, or a razor-sharp beak respectively. Usable in the Tamer class series. Costs 10 PP for each of them.
Ghost Soldier: Isaac summons a Ghost Soldier to attack an enemy with a phantom javelin while also having a chance of ignoring 50% of their Defense. Usable in the Tamer class series. Costs 22 PP.
Whiplash: Isaac creates a whip made of Jupiter energy and lashes an enemy with it. Usable in the Tamer class series. Costs 6 PP.
Quick Strike: Isaac leaps forward and delivers a quick and powerful rapid strike to an enemy. Usable in the Samurai class series. Costs 12 PP.
Call Dullahan: Isaac summons the Dullahan to attack an enemy with its signature Formina Sage move that makes it imbue its sword with lightning before performing a devastating electric slash. Usable in the Dark Mage class series. Costs 21 PP.
Impact / High Impact: With Impact, Isaac forms a sword in front of himself or an ally to increase their Attack by 25%. With High Impact, he does the same thing to the entire party to increase their Attack by 12.5% each. Usable in the Apprentice class series and Tamer class series. Costs 7 PP and 12 PP respectively.
Demon Spear / Angel Spear: With Demon Spear, Isaac forms a sword in front of himself or an ally to increase their Attack by 25%. With Angel Spear, he does the same thing to the entire party to increase their Attack by 12.5% each. Usable in the Samurai class series. Costs 7 PP and 12 PP respectively.
Ward / Resist: With Ward, Isaac forms a shield in front of himself or an ally to increase their Resistance to all types of elemental attacks by 40. With Resist, he does the same thing to the entire party to increase their Resistance to all types of elemental attacks by 20 each. Usable in the Apprentice class series and Seer (Jupiter) class series. Costs 3 PP and 5 PP respectively.
Magic Shell / Magic Shield: With Magic Shell, Isaac forms a shield in front of himself or an ally to increase their Resistance to all types of elemental attacks by 40. With Magic Shield, he does the same thing to the entire party to increase their Resistance to all types of elemental attacks by 20 each. Usable in the Samurai class series. Costs 3 PP and 5 PP respectively.
Weaken / Enfeeble: With Weaken, Isaac forms a shield in front of an enemy that then shatters to decrease their Resistance to all types of elemental attacks by 40. With Enfeeble, he does the same thing to all enemies to decrease their Resistance to all types of elemental attacks by 20 each. Usable in the Apprentice class series. Costs 4 PP and 6 PP respectively.
Sleep: Isaac drops a herd of sheep onto enemies to have a chance of inflicting each of them with sleep. Usable in the Apprentice class series. Costs 5 PP.
Bind: Isaac creates a mental block on an enemy to have a chance of inflicting them with seal. Usable in the Seer (Jupiter) class series. Costs 4 PP.
Delude: Isaac shrouds enemies in a cloud of smoke to have a chance of inflicting each of them with delusion. Usable in the Apprentice class series. Costs 4 PP.
Mist: Isaac shrouds enemies in a cloud of smoke to have a chance of inflicting each of them with delusion. Usable in the Ninja class series. Costs 4 PP.
Mercury Psynergy: Psynergies that control water, ice, and healing and are the element of fish. It is symbiotic with Jupiter, neutral with Venus, and in conflict with Mars.
Douse: Isaac forms water bubbles that crash down on enemies and burst. It can also be used to create a small cloud that pours down rain to fill bowls, get rid of small fires or sandstorms, start up moai statues to make them continuously spew water, or activate special blue stones related to Aqua Rock. This rain cloud can be pushed forward as well, and in cold places, it drops snowflakes instead of rain. Usable when equipped with the Douse Drop. Costs 5 PP.
Frost: Isaac rains ice down on enemies to trap them in a wall of it before shattering. It can also be used to freeze puddles of water to create ice pillars that he can hop on and off of to get across large gaps or be used as solid obstacles. Freezing puddles can also push things that are on top of them upwards, and the ice pillar itself can be melted away willingly. Usable when equipped with the Frost Jewel. Costs 5 PP.
Froth / Froth Sphere / Froth Spiral: Isaac forms water bubbles that circle around and strike enemies while creating spirals of water once impact is made. Stronger variations form more water bubbles that create even more water spirals, being more powerful with a wider range. Usable in the Seer (Mercury) class series and Medium class series. Costs 5 PP, 12 PP, and 31 PP respectively.
Call Zombie: Isaac summons a Zombie to attack an enemy with a powerful strike. Usable in the Dark Mage class series. Costs 5 PP.
Blue Dragon: Isaac summons a Blue Dragon to attack enemies with an icy blast. It deals less damage to secondary enemies compared to other Psynergy attacks. Usable in the Tamer class series. Costs 17 PP.
Frost Card: Isaac draws and throws a card that launches shards of ice from the side that strike enemies repeatedly. Usable in the Pierrot class series. Costs 28 PP.
Cutting Edge / Plume Edge: With Cutting Edge, Isaac fires a shock wave of water at an enemy. With Plume Edge, he erupts a powerful geyser of water that launches an enemy into the air before jumping up at them and striking them back down while creating a watery explosion. Usable in the Crusader class series and Dragoon class series. Costs 5 PP and 15 PP respectively.
Ply / Ply Well / Pure Ply: Isaac creates Mercury energy that heals himself or an ally by around 100 HP, 200 HP, or 1,000 HP respectively with faith’s power. Ply can also be used to summon a fairy that can help cure illnesses or activate certain things inside Mercury Lighthouse. Usable in the Crusader class series and Dragoon class series. Costs 4 PP, 8 PP, and 12 PP respectively.
Pixie / Faery / Weird Nymph: Isaac summons a Pixie, a Faery, or a Weird Nymph that heals him or an ally with Mercury energy by around 115 HP, 120 HP, or 125 HP respectively. Usable in the Tamer class series. Costs 5 PP for each of them.
Succubus: Isaac summons a Siren that heals him or an ally with Mercury energy by around 250 HP. Usable in the Tamer class series. Costs 9 PP.
Wish / Wish Well / Pure Wish: Isaac prays and creates Mercury energy that heals the entire party by around 80 HP, 160 HP, or 400 HP respectively. Usable in the Crusader class series and Dragoon class series. Costs 9 PP, 13 PP, and 20 PP respectively.
Elder Wood / Estre Wood: Isaac summons an Elder Wood or an Estre Wood that heals the entire party with Mercury energy by around 170 HP or 180 HP respectively. Usable in the Tamer class series. Costs 14 PP for both of them.
Cure Poison: Isaac creates Mercury energy that cleanses and cures himself or an ally from poison or venom. Usable in the Crusader class series, Seer (Mercury) class series, and Dragoon class series. Costs 2 PP.
Restore: Isaac creates Mercury energy that cleanes and cures himself or an ally from many types of status effects, which include stun, sleep, delusion, seal, and curse. Usable in the Crusader class series, Seer (Mercury) class series, and Dragoon class series. Costs 3 PP.
Break: Isaac spouts water from beneath all enemies to remove any stat buffs they may have. Usable in the Crusader class series and Seer (Mercury) class series. Costs 5 PP.
Non-Elemental Psynergy: Psynergies that have no element related to them.
Wild Wolf / Orc: Isaac summons a Wild Wolf or an Orc to attack an enemy with powerful fangs or the body’s mass respectively. Usable in the Tamer class series. Costs 3 PP for both of them.
Roc: Isaac summons a Roc to attack an enemy with the sweep of its mighty wing. Usable in the Tamer class series. Costs 22 PP.
Utility Psynergy: Psynergies that are solely used to help solve puzzles, maneuver around, and other beneficial uses. Most of them do have an element associated with them, but are used mainly for utility and not combat.
Move: Isaac projects a giant psychic hand that moves an object around, though it does have limits if things are stuck in place. It can also be used to grab others or push enemies away. Is inherently known to Isaac, and is Venus Psynergy. Costs 2 PP.
Retreat: Isaac teleports himself and any allies to the nearest exit in a dungeon. Is inherently known to Isaac, and is Venus Psynergy. Costs 6 PP.
Avoid: Isaac creates golden rings around himself and any allies that make them glow and decrease the likelihood of encountering enemies for a while. Its range is great enough to affect an entire ship. Usable in the Crusader class series, Dragoon class series, and Pierrot class series, and is Mercury Psynergy. Costs 5 PP.
Catch: Isaac projects a giant psychic hand that grabs an object that’s far away and brings it back to him. It can also be used to grab a hold of others. Usable when equipped with the Catch Beads, and is Venus Psynergy. Costs 1 PP.
Force: Isaac projects a giant psychic hand that makes a fist and punches far forward to hit an object to drive out things hiding in or under it or knock it down. It can also be used to launch a beam projectile. Usable when equipped with the Orb of Force, and is Psynergy that is not related to any element. Costs 2 PP.
Lift: Isaac projects two giant psychic hands that lift up an object and keep it floating in the air even after they disappear, which is a conscious act. It can also be used to crush others or trap enemies and carry them away. Usable when equipped with the Lifting Gem, and is Mercury Psynergy. Costs 2 PP.
Halt: Isaac creates a clock that dissipates into particles onto a person or object to freeze them in time while making them unable to move or speak and keeping them unaware of what’s going on around them as they’re being stopped. He can only affect a single thing at a time. Usable when equipped with the Halt Gem, and is Jupiter Psynergy. Costs 2 PP.
Cloak: Isaac turns himself and any allies invisible and keeps them that way so long as they are staying in shadowy areas, as touching light makes them visible again. Usable when equipped with the Cloak Ball, and is Mercury Psynergy. Costs 1 PP.
Carry: Isaac projects two giant psychic hands that lift up and move an object before dropping it. Usable when equipped with the Carry Stone, and is Venus Psynergy. Costs 2 PP.
Lash: Isaac projects a giant psychic hand that grabs a coiled-up rope and ties it to the nearest pole to let him climb to places out of reach. Usable when equipped with the Lash Pebble, and is Jupiter Psynergy. Costs 1 PP.
Pound: Isaac projects a giant psychic hand that makes a fist and drives an object into the ground while creating a shock wave. It can also be used to crush enemies. Usable when equipped with the Pound Cube, and is Mars Psynergy. Costs 2 PP.
Scoop: Isaac projects a giant psychic hand that digs through the ground to find a hidden item or hole. Usable when equipped with the Scoop Gem, and is Venus Psynergy. Costs 1 PP.
Tremor: Isaac creates a small tremor that shakes objects back and forth to cause them or whatever is on top of them to fall right over. It can also be used to knock things out of hiding behind objects. Usable when equipped with the Tremor Bit, and is Venus Psynergy. Costs 1 PP.
Cyclone: Isaac swirls up a small tornado around himself and any allies that blows grass away to find hidden items or holes, uses grass to create airborne platforms that move around and can be used to get to other areas, or carries them up and down the floors dungeons. Usable when equipped with the Cyclone Chip, and is Jupiter Psynergy. Costs 2 PP.
Burst: Isaac generates multiple powerful explosions to completely destroy breakable objects. It can also be used on moai statues to make them shoot out fireballs that detonate many explosions upon contact with something, which can even activate other moai statues, spout lava from their heads to launch the tops of them into the air that can be used as platforms to reach higher places, or spew lava from their mouths to fill up areas with it. The explosion also activates special red stones related to Magma Rock. Usable when equipped with the Burst Brooch, and is Mars Psynergy. Costs 2 PP.
Grind: Isaac pulverizes a large object completely to make it sink. Usable when equipped with the Grindstone, and is Venus Psynergy. Costs 2 PP.
Hover: Isaac creates a floating platform of psychic energy beneath himself and any allies that lets them hover in the air to reach higher places. This only works when used in areas with sufficient amounts of Jupiter energy, and the amount of time in the air lessens as they move away from those areas. They can also be pushed around by wind. It can also be used to power Jupiter Lighthouse, make blocks flowing with Jupiter energy float and move around so they can be used as a platform to get to other places, or give flight to a ship that has the Wings of Anemos built onto it. Usable when equipped with the Hover Jade, and is Jupiter Psynergy. Costs 2 PP, though making a ship with the Wings of Anemos fly drains PP continuously until it is no longer being used or runs out.
Teleport: Isaac teleports himself and any allies from one circle pattern to another it is linked to or to a prior town that they have already visited even if it’s on another continent. Things teleported with them include anything they own, even as big as a boat. Important things they own don’t even need to be anywhere close to them in order to be teleported along with them. It can also be used to simply teleport around the battlefield in an instant when fighting. Usable when equipped with the Teleport Lapis, and is Jupiter Psynergy. Costs 3 PP.
Classes
Classes determine what stats and Psynergies Isaac has and can be changed depending on how many and what type of Djinn he has set on him. When Djinn are on standby or need to recover, they’re not counted towards changing his class. Each class has higher levels that have greater stats and more powerful Psynergy abilities if more of certain types of Djinn are on Isaac, though some higher leveled ones can’t be reached due to his status as an Earth Adept. The same applies to him being unable to go into every class series.
Being an Earth Adept matters in other ways too, as other types of Adepts who try to enter a class that’s the same as Isaac’s may require a different amount of the same types of Djinn. Some classes require items to be equipped and don’t need Djinn, but Isaac can reach higher levels of those classes with them. Lastly, while not directly related to classes themselves, Isaac is more resistant to Venus-based attacks like earth and plants due to being an Earth Adept, though he is also more prone to Mars-based attacks like fire and lava compared to other elements. These resistances and weaknesses do increase depending on what Djinn he has equipped, as well as with specific armor, unleashed Djinn, and Psynergies. The following is a list of all the class series Isaac can go into:
Squire: Has high HP, Attack, and Agility with average Luck and lets Isaac use Venus Psynergies. Its highest level is called Slayer, which requires 8 to 9 Venus Djinn.
Brute: Has high HP, Attack, and Agility with low Luck and lets Isaac use Venus and Mars Psynergies. Its highest level is called Chaos Lord, which requires 2 Venus Djinn and 7 Mars Djinn.
Apprentice: Has high HP, PP, and Agility with below average Luck and lets Isaac use Venus and Jupiter Psynergies. Its highest level is called War Adept (Venus), which requires 2 Venus Djinn and 7 Jupiter Djinn.
Crusader: Has high HP, Attack, and Defense with above average luck and let’s Isaac use Venus and Mercury Psynergies. Its highest level is called Protector, which requires 2 Venus Djinn and 7 Mercury Djinn.
Seer (Jupiter): Has high HP, PP, and Agility with average Luck and lets Isaac use Venus and Jupiter Psynergies. Its highest level is called Druid (Jupiter), which requires 1 Venus Djinn and 7 Jupiter Djinn.
Seer (Mercury): Has high HP, PP, and Agility with average Luck and lets Isaac use Venus and Mercury Psynergies. Its highest level is called Druid (Mercury), which requires 1 Venus Djinn and 7 Mercury Djinn.
Ninja: Has high HP, Attack, and Agility with low Luck and lets Isaac use Venus, Mars, and Jupiter Psynergies. Its highest level is called Master, which requires 4 Mars Djinn and 5 Jupiter Djinn.
Samurai: Has high HP, Attack, Defense, and Agility with below average Luck and lets Isaac use Venus, Mars, and Jupiter Psynergies. Its highest level is called Ronin, which requires 5 Mars Djinn and 4 Jupiter Djinn.
Medium: Has high PP and Agility with below average Luck and lets Isaac use Venus, Jupiter, and Mercury Psynergies. He can’t go any higher than Medium, which requires 3 and 6 Jupiter Djinn and Mercury Djinn with either amount working for both types.
Dragoon: Has high HP, Attack, and Defense with above average Agility and Luck and lets Isaac use Venus, Mars, and Mercury Psynergies. Its highest level is called Paladin, which requires 4 Mars Djinn and 5 Mercury Djinn.
Pierrot: Has high HP and Agility with above average PP and Luck and lets Isaac use Venus, Mars, Jupiter, and Mercury Psynergies. To enter this class series, he needs to equip the Mysterious Card. Its highest level is called Acrobat, which requires 3 Mars Djinn, 3 Jupiter Djinn, and 3 Mercury Djinn.
Tamer: Has high HP, Attack, and Defense with low Luck and lets Isaac use Venus, Mars, Jupiter, Mercury, and non-elemental Psynergies. To enter this class series, he needs to equip the Trainer’s Whip. Its highest level is called Beast Lord, which requires 3 Mars Djinn, 3 Jupiter Djinn, and 3 Mercury Djinn.
Dark Mage: Has high HP, PP, and Agility with below average Luck and lets Isaac use Venus, Mars, Jupiter, and Mercury Psynergies. To enter this class series, he needs to equip the Tomegathericon. Its highest level is called Necromage, which requires 3 Mars Djinn, 3 Jupiter Djinn, and 3 Mercury Djinn.
Summons
After getting a certain amount of Djinn on standby, Isaac can summon powerful spirits to aid him in battle. The number needed counts between allies, so if any of his allies use Djinn and put them on standby, Isaac can use those Djinn to help summon. Some summons only require one type of Djinni while others need two. Those that use two types of Djinn also have secondary effects. All summons deal additional damage equal to a certain percent of each enemy’s HP and boost the power of Isaac’s elemental attacks based on what types of Djinn are used to call upon it, with how much it raises being determined by the amount of that type needed. This includes elemental attacks from weapon Unleashes, Psynergies, unleashed Djinn, and any summons used afterward.
They also attack all enemies, though secondary targets will take less damage than the main one. Enemies closer to the main target will take more damage than ones further from them. When a summon is called upon, the Djinn used for it go into a recovery state for a bit, automatically setting back onto Isaac one at a time whenever he performs an action in battle or walks a certain distance. The following is a list of all the summons Isaac can call upon:
Venus: The elemental power of earth. It erupts Venus energy beneath all enemies and engulfs them in it, dealing additional damage equal to 3% of their maximum HP. This also raises Isaac’s Earth Power by 10. Requires 1 Venus Djinni on standby.
Ramses: Guardian of an immortal pharaoh. It slams its fist down to cause an avalanche of rocks to fall on all enemies before punching them to create an explosion, dealing additional damage equal to 6% of their maximum HP. This also raises Isaac’s Earth Power by 30. Requires 2 Venus Djinn on standby.
Cybele: The great mother of earth. She spits out seeds under all enemies that sprout and raise them up into the air before dropping them, dealing additional damage equal to 9% of their maximum HP. This also raises Isaac’s Earth Power by 60. Requires 3 Venus Djinn on standby.
Judgment: The might of the apocalypse. He charges up energy in his lion shield before firing it downwards to the ground to create an explosion that engulfs the entire area and all enemies, dealing additional damage equal to 12% of their maximum HP. This also raises Isaac’s Earth Power by 100. Requires 4 Venus Djinn on standby.
Mars: The elemental power of fire. It explodes and engulfs all enemies in Mars energy, dealing additional damage equal to 3% of their maximum HP. This also raises Isaac’s Fire Power by 10. Requires 1 Mars Djinni on standby.
Kirin: A mystical beast cloaked in flame. It dashes into all enemies before a wall of flames following engulf them, dealing additional damage equal to 6% of their maximum HP. This also raises Isaac’s Fire Power by 30. Requires 2 Mars Djinn on standby.
Tiamat: The queen of all dragons. She breathes an intense stream of flames on all enemies, dealing additional damage equal to 9% of their maximum HP. This also raises Isaac’s Fire Power by 60. Requires 3 Mars Djinn on standby.
Meteor: A meteorite from deep space. It enters the atmosphere and crashes into all enemies to create a massive explosion, dealing additional damage equal to 12% of their maximum HP. This also raises Isaac’s Fire Power by 100. Requires 4 Mars Djinn on standby.
Jupiter: The elemental power of wind. It launches orbs of Jupiter energy at all enemies, dealing additional damage equal to 3% of their maximum HP. This also raises Isaac’s Wind Power by 10. Requires 1 Jupiter Djinni on standby.
Atalanta: The heavenly huntress. She launches energy arrows at all enemies, dealing additional damage equal to 6% of their maximum HP. This also raises Isaac’s Wind Power by 30. Requires 2 Jupiter Djinn on standby.
Procne: A goddess in bird form. She sucks all enemies into a tornado before firing off Jupiter energy blasts at them, dealing additional damage equal to 9% of their maximum HP. This also raises Isaac’s Wind Power by 60. Requires 3 Jupiter Djinn on standby.
Thor: The mighty god of thunder. He comes down in a bolt of lightning on all enemies before blasting out more lightning from his hammer at them, dealing additional damage equal to 12% of their maximum HP. This also raises Isaac’s Wind Power by 100. Requires 4 Jupiter Djinn on standby.
Mercury: The elemental power of water. It fires jets of Mercury energy at all enemies, dealing additional damage equal to 3% of their maximum HP. This also raises Isaac’s Water Power by 10. Requires 1 Mercury Djinni on standby.
Nereid: Princess of the sea spirits. She spouts an intense stream of water underneath all enemies, dealing additional damage equal to 6% of their maximum HP. This also raises Isaac’s Water Power by 30. Requires 2 Mercury Djinn on standby.
Neptune: An incarnation of the sea king. He shoots out beams of water that fall onto all enemies and explode upon impact, dealing additional damage equal to 9% of their maximum HP. This also raises Isaac’s Water Power by 60. Requires 3 Mercury Djinn on standby.
Boreas: The god of the north wind. He shreds ice and fires it out to trap all enemies in a block of ice before launching an ice spear that shatters it, dealing additional damage equal to 12% of their maximum HP. This also raises Isaac’s Water Power by 100. Requires 4 Mercury Djinn on standby.
Zagan: Earth’s might enflamed. He chops all enemies with an axe and creates a fiery explosion, dealing additional damage equal to 6% of their maximum HP. This also raises Isaac’s Earth Power by 10 and Fire Power by 10 and decreases each enemy’s Defense by 25%. Requires 1 Venus Djinni and 1 Mars Djinni on standby.
Megaera: The goddess of vengeance. She drops swords imbued with electricity on all enemies before creating a whirlwind that engulfs them, dealing additional damage equal to 9% of their maximum HP. This also raises Isaac’s Fire Power by 10 and Wind Power by 10 and increases the entire party’s Attack by 12.5%. Requires 1 Mars Djinni and 1 Jupiter Djinni on standby.
Flora: The wind rider, goddess of flowers. She summons and launches out flower petals that strike all enemies, dealing additional damage equal to 9% of their maximum HP. This also raises Isaac’s Earth Power by 10 and Wind Power by 30 and has a chance of inflicting each enemy with sleep. Requires 1 Venus Djinni and 2 Jupiter Djinn on standby.
Moloch: The sacred ice monster. He breathes out a deadly ice blast against all enemies, dealing additional damage equal to 9% of their maximum HP. This also raises Isaac’s Wind Power by 10 and Water Power by 30 and decreases each enemy’s Agility down to 50%. Requires 1 Jupiter Djinni and 2 Mercury Djinn on standby.
Ulysses: A legendary wandering mage. He transforms six slips of paper into fiery biters that chomp down on all enemies, dealing additional damage equal to 12% of their maximum HP. This also raises Isaac’s Fire Power by 30 and Water Power by 30 and has a chance of making each enemy unable to perform their next action. Requires 2 Mars Djinn and 2 Mercury Djinn on standby.
Haures: A beast that sunders darkness. He performs three fiery slashes on all enemies and causes a stream of fire to engulf them on the third, dealing additional damage equal to 15% of their maximum HP. This also raises Isaac’s Earth Power by 60 and Fire Power by 30 and has a chance of inflicting each enemy with venom. Requires 3 Venus Djinn and 2 Mars Djinn on standby.
Eclipse: A dragon whose wings span the skies. It shoots out a beam of electricity from its mouth that hits all enemies and creates a massive explosion that covers the entire area, dealing additional damage equal to 15% of their maximum HP. This also raises Isaac’s Wind Power by 60 and Water Power by 30 and decreases each enemy’s Attack by 25%. Requires 3 Jupiter Djinn and 2 Mercury Djinn on standby.
Coatlicue: A goddess bearing the water of life. She launches out water bubbles that rise beneath the entire party to restore their HP and cause them to regenerate HP after every time they perform an action, doing so five times, but getting weaker and weaker each time. This also raises Isaac’s Wind Power by 60 and Water Power by 60. Requires 3 Jupiter Djinn and 3 Mercury Djinn on standby.
Daedalus: Master craftsman of ancient times. He launches out multiple missiles from his shoulders before firing an even bigger one from his mouth that all explode upon contact with the ground to hurt all enemies, dealing additional damage equal to 7% of their maximum HP. The bigger missile is delayed and lands on enemies and explodes after a bit while also not dealing less damage to secondary targets. This also raises Isaac’s Earth Power by 60 and Fire Power by 100. Requires 3 Venus Djinn and 4 Mars Djinn on standby.
Azul: An awakened dragon from the deep. It drags all enemies underwater before creating a giant water bubble that surrounds them and rushing underneath them to raise them higher into the air to make a watery explosion, dealing additional damage equal to 21% of their maximum HP. This also raises Isaac’s Earth Power by 60 and Water Power by 100 and has a chance of inflicting each enemy with stun. Requires 3 Venus Djinn and 4 Mercury Djinn on standby.
Catastrophe: The embodiment of destruction. He fires a ball of electricity in a four-sided pyramid from his sword to the ground that unfolds and releases a massive electrical explosion that engulfs the entire area and creates a dragon head that collides with all enemies, dealing additional damage equal to 24% of their maximum HP. This also raises Isaac’s Fire Power by 60 and Wind Power by 100 and decreases the enemy’s PP by 10% of their maximum. Requires 3 Mars Djinn and 5 Jupiter Djinn on standby.
Charon: The boatsman of the river Styx. He covers the entire area and all enemies in an incredibly powerful dark energy blast, dealing additional damage equal to 30% of their maximum HP. This also raises Isaac’s Earth Power by 100 and Wind Power by 30 and has a chance of inflicting each enemy with instant death. Requires 8 Venus Djinn and 2 Jupiter Djinn on standby.
Iris: Goddess of rainbows, guide of souls. She calls upon beams of light that transfer all enemies into space before turning into a sun and sending them into her as she explodes, dealing additional damage equal to 40% of their maximum HP. This also raises Isaac’s Fire Power by 100 and Water Power by 100, restores the entire party’s HP up to maximum, and revives all downed allies with maximum HP. Requires 9 Mars Djinn and 4 Mercury Djinn on standby.
Feats
Strength & Attack Potency
Can push around large statues and stone pillars, including with Move Psynergy
Moved the Toadonpa monster off of Dodonpa with the help of his friends
Can pick up boulders with Lift Psynergy and blocks with Carry Psynergy
Can sink objects about the size of a volcano with Grind Psynergy
Nova Psynergy is described as a blast that’s like a star exploding
Speed
Durability
Tanked getting hurled by a sandstorm in Suhalla Desert all the way to Crossbone Isle
Can survive Charon’s dark energy blast that engulfs much of a continent
Scaling
Felix - While they’ve never fought each other, Isaac and Felix are both Earth Adepts and fought together near the end of their journey, even against many tough enemies. Because of this, and because they both use similar weapons and Psynergies, as well as using Djinn for various purposes, Isaac should scale to him.
Defeated Poseidon, who created a tidal wave that shifted the continent of Indra and caused it to collide with other land masses
Djinn - Isaac uses Djinn for various purposes, and he has fought many of them to get them to go with him on his journey, so he should scale to them.
Summons - At the end of his journey, Isaac received some of the Alchemic energy from the Golden Sun. The Golden Sun is a byproduct of the Elemental Lighthouses being activated by the Elemental Stars, which are described as the source of Alchemy, as they contain the purified essence of each element. The Golden Sun itself is also called pure Alchemy made real. Since it bolstered Isaac’s Psynergy abilities immensely, it should be reasonable that he would be comparable to his summons, both because they are elemental spirits and because he’s still fought and hurt enemies who can survive their attacks. Lastly, Isaac can also survive many of his own summons that are called upon by Valukar and the Dullahan.
Catastrophe engulfs much of a continent with his electric blast
Charon engulfs much of a continent with his dark energy blast
Meteor comes from deep space to Weyard at faster than light speeds
Iris drags enemies into space passed multiple planets in seconds
Various Defeated Enemies - There are many enemies Isaac has encountered on his journey that he should obviously be comparable to, especially at the end of his journey after receiving the Golden Sun’s energy.
Living Statues can flood the village of Altin and have their water drained upon death
The Fusion Dragon was powered up by Venus Lighthouse, which tore a rift in the Suhalla Range and swept away a peninsula called Idejima out to sea
The Doom Dragon’s Cruel Ruin attack launches beams that span many miles in seconds
Agatio’s Flame Dragon form’s Meteor Blow attack calls down a meteor from space in seconds
Training & Experience
Studied and trained with Psynergy for three years before the start of his journey, and lived for 30 more years as a seasoned warrior who trained his son Matthew
Studied the aftereffects of the Golden Sun event for 30 years
Solved the puzzles of Sol Sanctum to discover the hidden Elemental Stars, including the trap that Saturos and Menardi accidentally activated that caused the Boulder to roll down Mount Aleph into Vale
Resisted being transmuted from psychic powers due to his Psynergy’s psychic barrier
Saved the village of Kolima from a curse that turned its people into trees by healing Tret
Won a gladiatorial tournament called Colosso, though he also cheated by receiving help from his friends
Snuck into the well-guarded Lunpa Fortress with Cloak Psynergy, rescuing Ivan’s adopted father named Hammet
Solved all the puzzles and made it to the end of Crossbone Isle
Helped save Weyard by igniting the last of the four Elemental Lighthouses, and led his friends into many battles before meeting up with Felix
Defeated Deadbeard, Saturos, Menardi, the Fusion Dragon, the Dullahan, and the Doom Dragon
Weaknesses
Despite being a psychic, Isaac is still susceptible to mental attacks. Also, while Djinn are very beneficial in boosting his stats, changing his class, and giving him various Psynergies and summons, unleashing them and using those summons put them in states that make them unset from Isaac. Using them for summons even forces Isaac to wait until they’re ready again. Being on standby or recovery like this means Isaac loses all of the mentioned benefits of having them set to him. Djinn can also be drained into standby or their recovery state. Lastly for Djinn, he can only carry up to nine at a time, so he doesn’t have access to all of them at once, nor can he utilize all the Psynergies he is capable of using since he’s unable to go into every class. Known Psynergies in general are limited to a class series, so when he enters a different one, he cuts off access to certain Psynergies and summons to gain access to new ones. Being limited in Djinn also means that Isaac’s unable to summon Charon nor Iris on his own, as they require 10 and 13 Djinn on standby in total respectively. In general, this means Djinn need to be managed carefully.
Isaac also has a limited amount of Psynergy Points that he can use for Psynergies, so if he runs out of PP, he’s unable to cast them. If he is completely drained of his Psynergy, not just what he uses for his abilities, he is left incredibly vulnerable. Meanwhile, Psynergy Vortexes are a phenomenon that suck the Psynergy away from the land and Adepts, and while rare, are a notable way for him to completely run out of Psynergy. Psynergy can be drained in other ways too. When it comes to elements, without any Mars Djinn set, Isaac is more prone to Mars-based attacks like fire and lava compared to other elements. If fighting in Jupiter Lighthouse, he should be weakened similarly to how Fire Adept Saturos was when fighting in Mercury Lighthouse, which is due to their elements being in conflict with one another. Finally, the care for his friends can distract him greatly in the middle of battle.
Summary
Advantages
Weapons and armor all have many useful effects, whether that's Unleashes, increasing stats, weakening certain types of attacks, giving and making him immune to certain status effects, etc.
Can restore HP in various ways, such as with certain armor, Djinn, consumable items, Psynergies, or summons
Can restore Psynergy Points in various ways, such as with weapon Unleashes, Djinn, Psy Crystals, or Psy Drain Psynergy
Can cause instant death in a variety of ways, such as with weapon Unleashes, Djinn, Psynergies, or the summon Charon
Djinn have many useful effects, whether that’s increasing stats, changing classes that grant different Psynergies, delivering powerful attacks, creating defensive barriers, giving certain status effects, letting him summon powerful spirits, etc.
The Golden Sun grants him longer life with slowed aging and much stronger Psynergy abilities
Psynergy can be used to manipulate a variety of elements, such as earth, plants, fire, wind, electricity, water, or ice
Psynergy has a variety of long and short-range attacks, as well as other useful abilities like telekinesis, creating shields capable of preventing transmutation, detecting things hiding in mirages, being able to feel areas miles away and others’ life forces, stopping things in time, teleportation, etc.
Can summon creatures to help through Djinn or Psynergies
Summons called upon by standby Djinn have destructive power and boost his Elemental Power, with a lot of them also possessing other beneficial effects
Can see and hurt ghosts
Is greatly capable of deducing weaknesses
Disadvantages
Is still susceptible to mental attacks despite being a psychic
Djinn stop increasing stats and affecting class changes when on standby or recovering
Djinn and Psynergy can be drained or removed
Only nine Djinn can be carried at a time, and this limits his Psynergies and summons, even being unable to summon Charon nor Iris by himself
Is unable to use Psynergy if he runs out of Psynergy Points, and is even left vulnerable if he is completely drained of it
Is more prone to Mars-based attacks like fire and lava compared to other elements without any Mars Djinn set
Jupiter Lighthouse weakens him due to Venus being in conflict with Jupiter
The care for his friends can distract him greatly in the middle of battle
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