super tri-Emblems?

#1joresPosted 7/27/2009 9:22:31 AM
tri-Emblems.. read a little about this but have no idea what it is... is it hard to get one? how about regular tri-Emblems ? where and how to get?
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Programming is like sex: One mistake and you support it a lifetime.
#2_MStyle_Posted 7/27/2009 9:34:10 AM
you dont have to worry about those till the last post game dungeon.
#3sakurayulePosted 7/27/2009 9:47:22 AM
tri-Emblems = Great accessory sold by Santa; Post game; Wandering Dungeon
tri-Emblums = Crap accessory dropped by Thieving Scumbags; They have 1 special trait that no other accessory has, and that is "8 Synth Limit Slots", while normal accessories only have 4 max.

Super-tri-Emblum = Synthing 8 tri-Emblems onto 1 tri-Emblum.

Ultimate Super tri-Emblum = Synthing 8 Maxed Resist tri-Emblems onto 1 tri-Emblum
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FAQs To Do: Monster Data/Jewel FAQ, Post Game Content FAQ
FAQs To Update: Shop FAQ, Synth FAQ
#4sakurayulePosted 7/27/2009 9:50:52 AM
I'll post the section from my Post-Game Content FAQ:

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Section W4) The tri-Emblem

...............................................................................

STATS RESISTANCES FACTORS
.............. .................. ...................................
. ATK: + 200 . . EARTH----: +00 . . Rush Gauge charge rate +3 .
. INT: + 200 . . WATER----: +00 . . Grants immunity to paralysis .
. DEF: + 100 . . FIRE-----: +00 . . MP cost -15% in battle .
. HIT: + 100 . . WIND-----: +00 . . Adds two hit chances per attack .
. GRD: + 100 . . THUNDER--: +00 . ...................................
.............. . LIGHT----: +00 .
. DARKNESS-: +00 .
..................
Synth Limit: 3
...............................................................................

The tri-Emblem is an accessory that is best used as a Synthesis item, as the
stats can copy over, in full, to any piece of equipment. At the price of
2-million FOL, this accessory is the most expensive in the entire game. It is;
however, worth it. For FOL maxing, see the FOL/EXP Trick section, so you can
buy 20 of these during every trip into the Wandering Dungeon. The unfortunate
reason that you must buy them everytime is because the tri-Emblem is one of the
few items in the game that can not be Duplicated via the Duplication skill.

When you have a piece of equipment that already has all four Factor Slots full,
but still has Synth Limit Slots remaining, you can use tri-Emblems to fill the
remaining Synth Slots, as the stats from the Emblems will copy over, and with
the stats being in the hundreds, it makes the Emblem the absolute best piece of
equipment in the entire game to use as a Synth item.

For Weapons, only ATK, INT, and HIT stats copy over;
For Armor and Accessories, all five stats copy over.

(If you don't have access to tri-Emblems, then Ashlay Bernbeldt Jewels have very
nice stats for Synth Stat Maxing.)

There is another item that can be used for creating an ultimate wrist accessory
that has insane amounts of stats, even greater than the tri-Emblem; It is the
tri-Emblum (with a "U", not an "E"). The tri-Emblum is an Anthropology Drop
from the Thieving Scumbags on Roak. You must have Edge in the party to get
this drop.

Here are it's stats:
...............................................................................
tri-Emblum

STATS RESISTANCES FACTORS
.............. .................. ...................................
. ATK: + 2 . . EARTH----: +00 . . HIT +2 .
. INT: + 2 . . WATER----: +00 . ...................................
. DEF: + 1 . . FIRE-----: +00 .
. HIT: + 1 . . WIND-----: +00 .
. GRD: + 1 . . THUNDER--: +00 .
.............. . LIGHT----: +00 .
. DARKNESS-: +00 .
..................
Synth Limit: 8
...............................................................................

The stats and factors on this accessory are absolutely horrible; It is a truly
cheap immitation of the real tri-Emblem, but it has one special trait that no
other accessories in the game; It has a Synth Limit of 8, instead of the
normal limit of 3 or 4 that every other accessory in the game has.

If you Synth 8 of the regular tri-Emblems onto a tri-Emblum, you create what I
like to call a "Super-tri-Emblum".
#5sakurayulePosted 7/27/2009 9:51:25 AM
Here are it's stats:
...............................................................................
Super-tri-Emblum
(tri-Emblum-RXX)

STATS RESISTANCES FACTORS
................ .................. ...................................
. ATK: + 1,602 . . EARTH----: +00 . . HIT +2 .
. INT: + 1,602 . . WATER----: +00 . . Rush Gauge charge rate +3 .
. DEF: + 801 . . FIRE-----: +00 . . Grants immunity to Paralysis .
. HIT: + 801 . . WIND-----: +00 . . MP cost -15% in battle .
. GRD: + 801 . . THUNDER--: +00 . ...................................
................ . LIGHT----: +00 .
. DARKNESS-: +00 .
..................

...............

Notice the stats in the thousands. Normal accessories have a Synth Limit of
only 3 or 4, so no other accessory has the ability to gain stats this high;
Even the normal tri-Emblem has a Synth Limit of only 3, so Synthing together
regular tri-Emblems wouldn't bring the stats as high as this accessory can.

When synthing this accessory, you even get the first three factors of the
original tri-Emblem copied over.

This accessory can be duplicated for only 1 magical clay for every single
character in your game. For Ultimate Equipment, this item should definitly be
included in your checklist.

Don't even think about trying to use this Ultimate Accessory as a Synth item
for other items; As the Synth FAQ points out, you can not use Synthed items as
a Synth item. If you do, only the base stats would copy over to the new item.
Example: If you were to use a Super-tri-Emblum as a Synth item onto another
item, only the original stats of the tri-Emblum, before you synthed
it, would copy over. ATK 2, INT 2, DEF 1, HIT 1, GRD 1, and the
HIT +2 Factor. That is all.

-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-
Here's another little trick you can do with with Synthesis;
"Adding +20 to all resistances on your Super-tri-Emblum"

This is completely optional, but makes your Super-tri-Emblum truly "Super".

Before you Synth your 8 tri-Emblems onto the tri-Emblum, you can 'prepare' them
by adding high resistances to them before you Synth. Remember, Resistances are
the only thing that can travel down through multiple Synths; Stats can not. If
you Synth high enough resistances onto your tri-Emblems for you Synth those to
your tri-Emblum, then your final Super-tri-Emblum will have +20 to all resists.

Preparation:
Duplication Skill - Found on Floor 7 of the Cave of the Seven Stars
(max out at Lv10)
Magical Clay - To use the Duplication Spell (Farm in the Sanctuary)
Alchemist's Cloak - Cursed Horrors in the Sanctuary drop them very commonly.
Duel Armor - Sold on EN II in Centropolis' Armor Shop.
Darkness Charm - Item Creation; Crafting Section
8 tri-Emblems - Buy from Santa
1 tri-Emblum - Drop from Thieving Scumbags (Edge's -ology drop)
#6sakurayulePosted 7/27/2009 9:51:59 AM
Note- The following strategy can be applied to any Armor or Accessory to bump
up it's resistances, and you can use any accessory besides the tri-Emblem
that has no negative resistances. This strategy is explained using
specific examples for simplification purposes.

Step 01) Creating an Armor with +20 to all Resistances that can be duplicated
with only 1 magical clay.

The Duel Armor has +2 to all Resistances except Darkness. The Darkness
element has -8 (Negative Eight). We need to bump this up to +2 to match the
other Resistances. This is where the Darkness Charm comes into play; It has a
+4 to Darkness, and because the Duel Armor and the Darkness Charm both only
have 4 Synth Limit Slots, we'll need to abuse the Duplication Skill.
-Take a Darkness Charm, Duplicate it, and Synth it onto the original Darkness
Charm. You now have a Darkness Charm with +6 to Darkness.
-Duplicate this new charm 4 times. You now have 4 Darkness Charms with +6 to
Darkness.
-Synth all four of these charms onto your Duel Armor. You now have a Duel
Armor with +2 to all Resistances.
-Duplicate your Duel Armor (the one with +2 to all Resistances) so you have
two of them.
-Synth both of those Duel Armors onto your Alchemist's Cloak. The reasons we
do this instead of using the Duel Armor is because the Duel Armor takes 3
Magical Clay to Duplicate, while the Alchemist's Cloak only takes 1. Once you
do this, you'll have an Alchemist's Cloak with +2 to all Resistances.
-Duplicate your Alchemist's Cloak (the one with +2 to all Resistances) TWICE.
You now have 3 Alchemist's Cloaks with +2 to all Resistances.
-Synth two of those Alchemist's Cloaks onto the third Alchemist's Cloak. You
now have an Alchemist's Cloak with +4 to all Resistances.
-Duplicate the +4 Cloak, and Synth it back onto the original +4 Cloak. You now
have a Cloak with +6 to all Resistances.
-Duplicate the +6 Cloak, and Synth it back onto the original +6 Cloak. You now
have a Cloak with +9 to all Resistances.
-Duplicate the +9 Cloak, and Synth it back onto the original +9 Cloak. You now
have a Cloak with +13 to all Resistances.
-Duplicate the +13 Cloak, and Synth it back onto the original +13 Cloak. You
now have a Cloak with +19 to all Resistances.
-Duplicate the +19 Cloak, and Synth it back onto the original +19 Cloak. You
now have a Cloak with +20 to all Resistances. Make absolutely sure to create
a duplicate of this Cloak, as it will be used quite often in this strategy.
#7jores(Topic Creator)Posted 7/27/2009 9:52:11 AM
dont that take like 10 hours just to make 1? and 1000 hours of gold farming ?
---
Programming is like sex: One mistake and you support it a lifetime.
#8sakurayulePosted 7/27/2009 9:52:41 AM
Step 02) Synth a bunch of the "+20 Cloak"s to your tri-Emblems.

The 8 tri-Emblems will be used to power up your tri-Emblum, and since we can
use this to add resistances, we need to change the resistances of them. Since
Resistances are always cut in half through every Synth, we need to make the 8
tri-Emblems hold a total of +40 to all Resistances; This is because when they
are Synthed onto the tri-Emblum, the Resistances are cut in half, down to +20,
which is the maximum Resistance you can have. For this, we will need 4 (four)
of the "+20 Cloak"s. So...
-Duplicate the "+20 Cloak" 4 times.
-Synth one of them onto tri-Emblem #1. You now have a tri-Emblem with +10 to
all Resistances.
-Synth one of them onto tri-Emblem #2. You now have two tri-Emblems with +10
to all Resistances.
-Synth one of them onto tri-Emblem #3. You now have three tri-Emblems with +10
to all Resistances.
-Synth one of them onto tri-Emblem #4. You now have four tri-Emblems with +10
to all Resistances.

You now have 8 tri-Emblems to be used as Synth items for your Super-tri-Emblum,
and they all have a combined total of +40 to all Resistances.


Step 03) Finalize your tri-Emblum

- Synth all 8 tri-Emblems to your tri-Emblum; This includes the four with +20
to all Resistances.

You now have this:
...............................................................................
Super-tri-Emblum w/ Resistances Maxed
(tri-Emblum-RXX)

STATS RESISTANCES FACTORS
................ .................. ...................................
. ATK: + 1,602 . . EARTH----: +20 . . HIT +2 .
. INT: + 1,602 . . WATER----: +20 . . Rush Gauge charge rate +3 .
. DEF: + 801 . . FIRE-----: +20 . . Grants immunity to Paralysis .
. HIT: + 801 . . WIND-----: +20 . . MP cost -15% in battle .
. GRD: + 801 . . THUNDER--: +20 . ...................................
................ . LIGHT----: +20 .
. DARKNESS-: +20 .
..................

............

Congrats; You now have a Super-tri-Emblum with insane stats and +20 to every
Resistance in the game. There is much usefulness in this. Having +20 to
all Resistances grants you immunity to elements. Not only do you take zero
damage from elemental attacks; Any normal attack with an added elemental to it
will also do zero damage. In addition to this, the 'mini-knockback-effect'
that spells usually have on your characters is nullified. You can be in the
middle of a huge explosion or elemental attack, and it will be like there is
nothing there; You can just keep on walking or attacking without being hampered
in battle. This isn't just limited to a Super-tri-Emblum either; You can use
any accessory with a positive Resistance value as your base, and put it on any
Armor or Accessory in the game to max your Resistance. Neat, eh?
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FAQs To Do: Monster Data/Jewel FAQ, Post Game Content FAQ
FAQs To Update: Shop FAQ, Synth FAQ
#9sakurayulePosted 7/27/2009 9:53:36 AM
And a final note: the Super-tri-Emblum can be duplicated for only 1 magical clay.
So making one for every character takes only 30 seconds once you have your main one created. :)
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FAQs To Do: Monster Data/Jewel FAQ, Post Game Content FAQ
FAQs To Update: Shop FAQ, Synth FAQ
#10_MStyle_Posted 7/27/2009 9:58:15 AM
Dont worry jores, u can get 99,999,999 Fol in 5 minutes after u beat the game
and ull have most if not all materials needed so it would take maybe 15 minutes to make.