Romancing SaGa Game System FAQ
Version 2.4
Written and Compiled by Ramtieger
E-mail/MSN: setzer600@hotmail.com
Table of Contents [-TOC-]
Version History [VerHi]
I. Starting Out [RS000]
01. An Enjoyable Free Scenario System [RS001]
02. Starting the Game [RS002]
03. Getting the Adventure Underway [RS003]
04. Navigating the Main Menu [RS004]
a. The Status Screen [RS005]
b. Custimizing Your Characters [RS006]
c. The Item Screen [RS007]
d. The Positions Screen [RS008]
e. The Notes Screen [RS009]
f. The Proficiencies Screen [RS010]
g. The Options Screen [RS011]
05. Understanding Your Characters' Abilities [RS012]
06. Moving Around the Map [RS013]
a. Opening Up the World [RS014]
b. How to View the "Moving Phase" Screen [RS015]
c. How to Use Proficiencies [RS016]
07. Town Preparations [RS017]
a. General Information [RS018]
b. Gold and Jewels [RS019]
c. Item Shops [RS020]
d. Blacksmiths [RS021]
e. Apothecaries [RS022]
f. Magic Shops [RS023]
g. Martial Arts Masters [RS024]
h. Mentors [RS025]
i. Inns [RS026]
j. Pubs [RS027]
k. Other Facilities [RS028]
08. Fighting Monsters [RS029]
09. Q&A: Common Questions for Players in Trouble [RS030]
II. Scenario Side #0: World & Mythology [RS031]
01. Romancing SaGa visual story -the mythological age- [RS032]
02. The Gods of Mardias [RS033]
03. Mardias Topography [RS034]
III. Scenario Side #1: Character [RS035]
01. Main Characters [RS036]
02. People of Rosalia [RS037]
03. People of the Bafal Empire [RS038]
04. People of the Knights Dominion [RS039]
05. People of Kjaraht [RS040]
06. People of Valhalland [RS041]
07. People of the Frontier & Dry Lands [RS042]
08. People of Remote Islands [RS043]
09. People from Every Region [RS044]
10. Four Elemental Lords [RS045]
IV. Scenario Side #2: Guidance [RS046]
01. The Quest System [RS047]
a. The Triggering and Closing of Quests [RS048]
a01. Triggering Quests [RS049]
a02. Event Rank [RS050]
a03. Finishing Quests [RS051]
b. Quest List [RS052]
b01. Quest List Entries [RS053]
b02. Renewal of Quest List Contents [RS054]
c. Quest Rewards [RS055]
c01. Reward Types [RS056]
c02. Jewel Reward Calculation [RS057]
d. New Game + [RS058]
d01. Clear Data [RS059]
d02. New Game + Bonuses [RS060]
02. The Exploration System [RS061]
a. Movement [RS062]
a01. Town and Dungeon Movement [RS063]
a02. World Map Movement [RS064]
a03. Means of Transportation for Your Party [RS065]
b. Proficiencies [RS066]
b01. About Proficiencies [RS067]
b02. Map Skill Functions [RS068]
b03. Proficiency Uses [RS069]
b04. List of Proficiencies [RS070]
c. Treasure [RS071]
c01. Treasure types [RS072]
c02. ULTIMANIA column ~Placement System for Treasure ... [RS073]
c03. Random Treasure Chest Contents [RS074]
c04. Treasure Contents [RS075]
c05. Ore and Herb Contents [RS076]
d. The Volunteer Brigade [RS077]
d01. General Info [RS078]
d02. Advice List [RS079]
d03. In-game Advice [RS080]
d04. ULTIMANIA column ~Advice/Event Rank Relation~ [RS081]
e. The Map [RS082]
e01. Using the Map Efficiently [RS083]
e02. ULTIMANIA column ~Characters Starting with Maps~ [RS084]
V. Scenario Side #3: Quest & Map [RS085]
01. How to Read Quests and Maps [RS086]
a. How to read the Town Page [RS087]
b. How to Read the Quest Pages [RS088]
c. How to View the Field & Dungeon Maps [RS089]
d. How to Gain Access to Locations [RS090]
02. Heroes' Starts [RS091]
a. Albert [RS092]
b. Aisha [RS093]
c. Gray [RS094]
d. Claudia [RS095]
e. Jamil [RS096]
f. Sif [RS097]
g. Hawke [RS098]
h. Barbara [RS099]
i. Check! The Minstrel Songs ~The Stories Told By the Minstrel~[RS100]
03. Dry Lands [RS101]
a. Northpoint [RS102]
b. Uso [RS103]
c. Taralian Camp [RS104]
d. Check! The villagers will disappear after a certain amount..[RS105]
d. Ettinham [RS106]
e. Steppes of Galessa [RS107]
f. Kaklim Desert [RS108]
g. Q1: Missing Taralians [RS109]
h. Q2: The Soulgutter [RS110]
04. Rosalia [RS111]
a. Crystal City [RS112]
b. Altours [RS113]
c. North Estamir [RS114]
d. Yeoville [RS115]
e. Isthmus [RS116]
f. Q3: Monsters to the East [RS117]
g. Q4: Assault on Isthmus Keep [RS118]
h. Q5: Oh, Mummy! [RS119]
i. Q6: Test of Courage [RS120]
j. Q7: The Ignigarde [RS121]
k. Q8: Beast Ecology [RS122]
l. Q9: Find the Aquamarine [RS123]
m. Q10: Isle of Evil [RS124]
05. Bafal Empire [RS125]
a. Melvir [RS126]
b. Loban [RS127]
c. Bruelle [RS128]
d. Aurefont [RS129]
e. Mazewood [RS130]
f. Bayre Plateau [RS131]
g. Q11: Innkeeper's Daughter [RS132]
h. Q12: A Suspicious Demise [RS133]
i. Q13: Raid on the Depository [RS134]
j. Q14: A Bodyguard for Louie [RS135]
k. Q15: Neville's Request [RS136]
l. Q16: Eule Gives a Hoot [RS137]
m. Q17: Creepy Butterfly [RS138]
n. Q18: The Mine Assaulted [RS139]
o. Q19: Pirate Invasion [RS140]
p. Q20: The Cyclone Shoes [RS141]
q. Q21: Insect Ecology [RS142]
06. Valhalland [RS143]
a. Gato's Village [RS144]
b. Shiverland [RS145]
c. Q22: Valhalland Monsters [RS146]
d. Q23: An Expeditionary Force [RS147]
e. Q24: Frozen Lake Faerie [RS148]
f. Q25: Frosthold Fortress [RS149]
07. Knights Dominion [RS150]
a. Mirsaburg [RS151]
b. Eugenstadt [RS152]
c. Weiserheim [RS153]
d. Q26: Pride of the Knights [RS154]
e. Q27: Constance Kidnapped [RS155]
f. Q28: Theodore's Madness [RS156]
g. Q29: The Dragon Knight [RS157]
08. Kjaraht [RS158]
a. South Estamir [RS159]
b. Tarmitta [RS160]
c. Lake Malar [RS161]
d. Q30: Wuhan's Secret [RS162]
e. Q31: Water Dragon Rite [RS163]
f. Q32: The Raincloud Armlet [RS164]
g. Q33: Aquatic Ecology [RS165]
h. Q34: The Assassins' Guild [RS166]
i. Check! Solving the Request Quests of the El. Lords [RS167]
09. Frontier [RS168]
a. Weston [RS169]
b. Yassi [RS170]
c. Saoki [RS171]
d. New Road [RS172]
e. Q35: Amethyst of Visions [RS173]
f. Q36: Unsettling Settlements [RS174]
g. Q37: The Fiends of Saoki [RS175]
h. Q38: Return of the Vampires [RS176]
i. Q39: The Jewel Beast [RS177]
10. Ligau Isle [RS178]
a. Jelton [RS179]
b. Plains [RS180]
c. Q40: Plain Treasure [RS181]
d. Q41: Voice of the Blade [RS182]
e. Q42: Monster of Mt. Tomae [RS183]
f. Q43: The Ice Sword [RS184]
g. Q44: Plant Ecology [RS185]
11. Coral Sea/Walon Isle [RS186]
a. Pirate Coast [RS187]
b. Coral Sea [RS188]
c. Oapu [RS189]
d. Godongo [RS190]
e. Jungle [RS191]
f. Q45: Free the Gecklings [RS192]
g. Q46: Ancient Texts [RS193]
h. Q47: Ailing Emperor [RS194]
i. Q48: Silver's Treasure [RS195]
12. Other quests [RS196]
a. Q49: Stolen Nymphs [RS197]
b. Q50: The Underwater Temple [RS198]
c. Q51: Faerie's Grove [RS199]
d. Q52: An Unlucky Woman [RS200]
e. Q53: Who Am I? [RS201]
f. Check! About the Purgatory Map [RS202]
13. Final battle [RS203]
a. Check! How to Access All the Ending Quests [RS204]
b. Q54: Auldburg [RS205]
c. Q55: Trials of Elore [RS206]
d. Q56: The Netherworld [RS207]
e. Check! Bringing Characters Back to Life [RS208]
f. Q57: Face Saruin [RS209]
14. Character Quotes [RS210]
a. Q50: The Underwater Temple [RS211]
b. Q13: Raid on the Depository [RS212]
c. Q34: The Assassins' Guild [RS213]
d. Q52: An Unlucky Woman [RS214]
e. Q57: Face Saruin [RS215]
f. Character Poses and Other Differences [RS216]
15. Scnario & Planner Team Interview [RS217]
VI. Battle Side #0: Battle System [RS218]
01. Basics [RS219]
a. Quick Summary [RS220]
b. How to Start Battles [RS221]
c. Command Input and Turns [RS222]
e. ULTIMANIA column ~Indications on the Screen When Entering...[RS223]
e. Triumph and Defeat [RS224]
f. ULTIMANIA column ~Triumph and Defeat: Special Battles~ [RS225]
02. Battle Formation [RS226]
a. Quick Summary [RS227]
b. The Row Effect [RS228]
c. Attack, Speed, and Defense Effects [RS229]
03. Turn Order [RS230]
a. Quick Summary [RS231]
b. How the Turn Order is Determined [RS232]
c. How Much Does Each Factor Affect the Turn Order? [RS233]
d. ULTIMANIA column~Speed Modifications for Fixed Battle Order~[RS234]
04. First Strikes [RS235]
a. Quick Summary [RS236]
b. First Strike Effects [RS237]
05. Chain Battles [RS238]
a. Quick Summary [RS239]
b. The Chain Battle System [RS240]
06. Favor [RS241]
a. Quick Summary [RS242]
b. The Effects of Favor [RS243]
c. Quests that Can Change Depending on Your Favor [RS244]
d. How to Change your Favor [RS245]
e. Favor-related Factors for Each God [RS246]
f. Benedictions [RS247]
g. Quests that Change Your Favor [RS248]
07. Rank Points [RS249]
a. Quick Summary [RS250]
b. The Rank Point System [RS251]
VII. Battle Side #1: Battle Character [RS252]
01. Party Members [RS253]
a. Quick Summary [RS254]
b. How to Recruit Characters [RS255]
c. ULTIMANIA column ~Mercenaries~ [RS256]
d. Dropping Characters and Making Them Reappear [RS257]
e. Character Moving Routes [RS258]
f. Character Placement Priority System [RS259]
g. Character Strength [RS260]
h. Character List [RS261]
02. Stats [RS262]
a. Quick Summary [RS263]
b. Stat Explanation [RS264]
c. HP [RS265]
d. LP [RS266]
e. BP [RS267]
f. Raising Stats [RS268]
g. Temporary Stat Changes in Battle [RS269]
03. Skills [RS270]
a. Quick Summary [RS271]
b. The Skill System [RS272]
c. How to Acquire New Skills [RS273]
d. Jewel Costs [RS274]
04. Classes [RS275]
a. Quick Summary [RS276]
b. The Class System [RS277]
c. Basic Classes and Advanced Classes [RS278]
d. Starting and Additional Skill Charts [RS279]
e. Class List [RS280]
05. Summoning [RS281]
a. Quick Summary [RS282]
b. The Summoning System [RS283]
c. Summon Character List [RS284]
VIII. Battle Side #2: Technique & Spell [RS285]
01. Techniques [RS286]
a. Quick Summary [RS287]
b. How to Use Techniques [RS288]
c. Technique Types [RS289]
d. Technique Speed Rating [RS290]
02. Spells [RS291]
a. Quick Summary [RS292]
b. Basic Knowledge [RS293]
c. Opposing Elements [RS294]
d. Spell Animation Change from Associated Stats [RS295]
03. Cost [RS296]
a. Quick Summary [RS297]
b. Determining BP Cost [RS298]
c. Determining DP/LP Cost [RS299]
04. Effect Area [RS300]
a. Quick Summary [RS301]
b. Effect Area Types [RS302]
c. Effect Area/Row Relation [RS303]
05. Accuracy and Evasion [RS304]
a. Quick Summary [RS305]
b. Miss Factors [RS306]
c. Evading and Nullifying Attacks [RS307]
d. Evasion Factors [RS308]
e. Magical Shields [RS309]
f. Magical Barriers [RS310]
g. Immunity [RS311]
06. Attributes [RS312]
a. Quick Summary [RS313]
b. Damage Changes from Attributes [RS314]
c. Attributes and Evasion [RS315]
d. Multi-Attribute Attacks [RS316]
e. Attribute Data List [RS317]
f. The Defense System [RS318]
07. Status Ailments [RS319]
a. Quick Summary [RS320]
b. Inflicting Status Ailments [RS321]
c. Getting Rid of Status Ailments [RS322]
d. Status Ailment Data [RS323]
08. Modes [RS324]
a. Quick Summary [RS325]
b. Mode Types [RS326]
c. Monster Modes [RS327]
d. Mode Affinity [RS328]
e. Changing Modes [RS329]
09. Glimmering [RS330]
a. Quick Summary [RS331]
b. Factors for Glimmering Techniques [RS332]
c. The Cost of Glimmered Techniques [RS333]
d. The Mode and Tech Tree Factors [RS334]
e. Recommended Battles to Glimmer Techniques from [RS335]
f. ULTIMANIA column ~Monsters with High Glimmer Rates~ [RS336]
g. Rank 4/5 Tech Tree List [RS337]
h. Monster Glimmer Rates [RS338]
10. Surges, Reverses, and Surge/Reverses [RS339]
a. Quick Summary [RS340]
b. Surges [RS341]
c. Reverses [RS342]
d. Surge/Reverses [RS343]
e. Surge and Reverse Triggering Rates [RS344]
f. Gaining Access to Surges and Reverses [RS345]
11. Spell Fusion [RS346]
a. Quick Summary [RS347]
b. Possible Uses of Spell Fusion [RS348]
c. How Spell Fusion Works [RS349]
d. Arranging Spells [RS350]
e. How to Make Fusion Spells [RS351]
12. Combos [RS352]
a. Quick Summary [RS353]
b. How to Make Combos [RS354]
c. ULTIMANIA column ~Indications on the Screen When Comboing~ [RS355]
d. Combo Effects [RS356]
e. ULTIMANIA column ~Definite Damage Changes~ [RS357]
f. The Combo Attribute System [RS358]
g. Monster Combos [RS359]
h. Combo Attribute List [RS360]
13. Fulcrums [RS361]
a. Quick Summary [RS362]
b. Fulcrum Effects [RS363]
c. How to Trigger Fulcrums [RS364]
d. ULTIMANIA column ~Monster Fulcrums~ [RS365]
14. Vortexes [RS366]
a. Quick Summary [RS367]
b. Vortex Effects [RS368]
c. How to Trigger Vortexes [RS369]
d. Vortex List [RS370]
15. Technique and Spell Lists [RS371]
a. Abbreviations [RS372]
b. Technique List [RS373]
b01. Martial Arts [RS374]
b02. Foil [RS375]
b03. Short Sword [RS376]
b04. Long Sword [RS377]
b05. Great Sword [RS378]
b06. Scimitar [RS379]
b07. Hand Axe [RS380]
b08. Club [RS381]
b09. 2-handed Sword [RS382]
b10. Katana [RS383]
b11. 2-handed Axe [RS384]
b12. Staff [RS385]
b13. Pole Arm [RS386]
b14. Lance [RS387]
b15. Bow [RS388]
c. Spell List [RS389]
c01. Pyrology [RS390]
c02. Hydrology [RS391]
c03. Aerology [RS392]
c04. Terrology [RS393]
c05. Illusions [RS394]
c06. Demonology [RS395]
c07. Cosmology [RS396]
c08. Sorcery [RS397]
c09. Bewitchery [RS398]
c10. Necromancy [RS399]
c11. Sorcery Fusion Spells [RS400]
c12. Necromancy Fusion Spells [RS401]
d. Special Techniques [RS402]
d01. Equipment-specific Techniques [RS403]
d02. Character-specific Techniques [RS404]
d03. Summon Character-specific Techniques [RS405]
IX. Battle Side #3: Item [RS406]
01. Basic Knowledge [RS407]
a. Quick Summary [RS408]
b. Item Categories [RS409]
c. Item Weight [RS410]
d. How to Obtain Items [RS411]
02. Weapons [RS412]
a. Quick Summary [RS413]
b. Basic Knowledge [RS414]
c. Weapon Types [RS415]
d. Weapon Parameters [RS416]
e. ULTIMANIA column ~Weapon Name Changes from Modes~ [RS417]
f. Durability (DP) [RS418]
g. Special Weapons [RS419]
03. Armor [RS420]
a. Quick Summary [RS421]
b. Armor Specifics [RS422]
c. Armor Types [RS423]
d. Armor Parameters [RS424]
e. ULTIMANIA column ~Fatestones~ [RS425]
04. Other Items [RS426]
a. Quick Summary [RS427]
b. About Other Items [RS428]
05. Item Shop [RS429]
a. Quick Summary [RS430]
b. Things to Do at the Item Shop [RS431]
c. The 3 Brands and the Clout Level [RS432]
06. Tempering Equipment [RS433]
a. Quick Summary [RS434]
b. Things to Do at the Blacksmith's [RS435]
c. ULTIMANIA column ~Blacksmiths That Become Unavailable... [RS436]
d. Tempering [RS437]
e. Harmonious Materials [RS438]
f. ULTIMANIA column ~Special Tempering Materials~ [RS439]
g. List of Tempering Materials [RS440]
h. Strengthening Equipment [RS441]
i. Changing Modes [RS442]
j. ULTIMANIA column ~How a Weapon's Attack Power is Determined~[RS443]
07. Concocting [RS444]
a. Quick Summary [RS445]
b. The Purpose of Concocting [RS446]
c. The Apothecary [RS447]
d. ULTIMANIA column ~The Order of the Herbs in the Item List~ [RS448]
08. Trading Items [RS449]
a. Quick Summary [RS450]
b. The Trading System [RS451]
c. ULTIMANIA column ~Favorable Items for Monsters~ [RS452]
09. Item List [RS453]
a. Key [RS454]
b. Weapons [RS455]
b01. Foils [RS456]
b02. Short Swords [RS457]
b03. Long Swords [RS458]
b04. Great Swords [RS459]
b05. Special Swords [RS460]
b06. Scimitars [RS461]
b07. Hand Axes [RS462]
b08. Clubs [RS463]
b09. 2-handed Swords [RS464]
b10. Katanas [RS465]
b11. 2-handed Axes [RS466]
b12. Staves [RS467]
b13. Pole Arms [RS468]
b14. Lances [RS469]
b15. Bows [RS470]
c. Armor [RS471]
c01. Shields [RS472]
c02. Helms [RS473]
c03. Chest Pieces [RS474]
c04. Gloves [RS475]
c05. Leg Pieces [RS476]
c06. Necklaces [RS477]
c07. Rings [RS478]
d. Other Items [RS479]
d01. Cups [RS480]
d02. First-aid Kit [RS481]
d03. Herbs [RS482]
d04. Potions [RS483]
d05. Tempering Materials [RS484]
d06. Treasure Maps [RS485]
d07. Quest Items [RS486]
X. Battle Side #4: Monster [RS487]
01. Monster Types [RS488]
a. Quick Summary [RS489]
b. Monster Types [RS490]
c. Regular Monsters and Special Monsters [RS491]
02. Monster Characteristics [RS492]
a. Quick Summary [RS493]
b. Monster Parties [RS494]
c. Monster-specific Characteristics [RS495]
03. Enemy Symbols [RS496]
a. Quick Summary [RS497]
b. Enemy Symbol Movement [RS498]
c. ULTIMANIA column ~Crowned Monsters~ [RS499]
d. Enemy Symbol Awareness [RS500]
e. Enemy Symbol Movement [RS501]
f. ULTIMANIA column ~How to Run Away from Enemy Symbols~ [RS502]
04. The Ecology System [RS503]
a. Quick Summary [RS504]
b. Increasing and Decreasing Monster Types [RS505]
c. ULTIMANIA column ~Initial Monster Type Numbers~ [RS506]
d. How to Decrease a Monster Type [RS507]
e. How to Increase a Monster Type [RS508]
f. ULTIMANIA column ~Symbol Rearrangements~ [RS509]
05. Battle Rank [RS510]
a. Quick Summary [RS511]
b. How the Battle Rank is Determined [RS512]
c. Things That Are Affected By the Battle Rank [RS513]
d. ULTIMANIA column ~Battle Rank 10~ [RS514]
06. Enemy Hostility Rate [RS515]
a. Quick Summary [RS516]
b. Enemy Hostility Rate Factors [RS517]
c. ULTIMANIA column ~Actions Unrelated to the Enemy Hostility..[RS518]
07. Battle Spoils [RS519]
a. Quick Summary [RS520]
b. Determining Monster Drops [RS521]
08. Monster List [RS522]
a. Key [RS523]
b. ULTIMANIA column ~Monster Equipment~ [RS524]
c. Monster Data [RS525]
c01. Beastmen [RS526]
c02. Beasts [RS527]
c03. Plants [RS528]
c04. Avians [RS529]
c05. Insects [RS530]
c06. Aquatics [RS531]
c07. Reptiles [RS532]
c08. Demons [RS533]
c09. Undead [RS534]
c10. Unknown [RS535]
c11. Special Monsters/Bosses [RS536]
d. ULTIMANIA column ~Things That Change When Offering... [RS537]
09. List of Monster-specific Attacks [RS538]
a. Key [RS539]
b. Monster-specific Techniques [RS540]
b01. Beastmen [RS541]
b02. Beasts [RS542]
b03. Plants [RS543]
b04. Avians [RS544]
b05. Insects [RS545]
b06. Aquatics [RS546]
b07. Reptiles [RS547]
b08. Demons [RS548]
b09. Undead [RS549]
b10. Unknown [RS550]
b11. Without Monster Type [RS551]
c. Monster-specific Spells [RS552]
c01. Sorcery [RS553]
c02. Necromancy [RS554]
d. ULTIMANIA column ~Different Attack Power for Identical... [RS555]
10. Let's Challenge for the Maximum Damage! [RS556]
a. [RS557]
b. [RS558]
c. [RS559]
d. [RS560]
e. [RS561]
11. Battle Team Interview [RS562]
XI. Ultimania Side [RS563]
01. Ultimania Side #0 ~Secret 60~ [RS564]
a. System [RS565]
b. Battle [RS566]
c. Quest [RS567]
d. Variety [RS568]
02. Ultimania Side #1 ~Scenario Consideration~ [RS569]
a. Dry Lands [RS570]
b. Rosalia [RS571]
c. Bafal Empire [RS572]
d. Kjaraht [RS573]
e. Valhalland [RS574]
f. Knights Dominion [RS575]
g. Frontier [RS576]
h. Islands [RS577]
i. Four Elemental Lords / Minions [RS578]
j. Other Quests [RS579]
03. Ultimania Side #2 ~Romancing SaGa Development Room~ [RS580]
a. Graphic Room ~ Graphic Team Interview [RS581]
b. Concept Art Gallery [RS582]
c. Sound Room ~Kenji Ito Interview~ [RS583]
d. Special Liner Notes [RS584]
e. [Romancing SaGa -Minstrel Song- OST] Track List [RS585]
e01. Description of the Basic Locations Where Each Song... [RS586]
e02. Disc 1 [RS587]
e03. Disc 2 [RS588]
e04. Disc 3 [RS589]
e05. Disc 4 [RS590]
f. Battle Voice [RS591]
04. Ultimania Side #3: Original Story [RS592]
05. Menuet Song Lyrics [RS593]
06. Translation Differences [RS594]
XII. Credits [RS595]
XIII. Legal Info [RS596]
Version History [VerHi]
================================================================================
Version 0.7 - July 4 2006
- Added tentative list of monster attack data.
- Corrected some monster names througout the FAQ.
- Corrected some spell names and fixed some attribute names to correspond with
the U.S. version of the game.
Version 0.8 - July 5 2006
- Corrected the listed order of Shirach's techniques to correspond with the
order in the Ultimania.
- Completed the monster attack data.
- Added the list of monster-specific magic spells.
Version 0.9 - July 6 2006
- Completed the Monster Glimmer Rates data (RS338). (Translated from
http://romasaga.minstrel-song.net/minstrel_mon_rank.html)
- Changed "Last Dungeon" to "Quietus" to correspond with the U.S. version of the
game.
- Changed "Bone Cross" to "Bone Amulet".
- Fixed Schiele's name.
- Changed "Vortexes" to "Vortices".
- Put in all the correct names for all the Surges, Reverses, and Surge/Reverses
(RS339).
Version 1.0 - July 23 2006
- Added secret #33 of Ultimania Side #0 ~ "Secret 60" to the Secrets section
(RS564).
- Added secret #32 of Ultimania Side #0 ~ "Secret 60" to the Secrets section
(RS564).
- Added secret #26 of Ultimania Side #0 ~ "Secret 60" to the Secrets section
(RS564).
- Changed "Chimaera" to "Chimera".
- Changed "Vortices" back to "Vortexes" :P.
- Added some new (although empty) sections to make planned future updates
easier.
- Almost completed the Combos section (RS352).
- Completed the Vortexes section (RS366).
- Added some glimmer rate data I forgot before (Pureblood, Winged Lizard, and
Zombie Dragon).
- Fixed some minor typos etc.
- Completed the Fulcrums section.
Version 1.1 - August 8 2006
- Completed the Rank Points section (RS249).
- Fixed some minor typos.
- Added secret #58 of Ultimania Side #0 ~ "Secret 60" to the Secrets section
(RS564).
- Added secret #53 of Ultimania Side #0 ~ "Secret 60" to the Secrets section
(RS564).
- Added secret #49 of Ultimania Side #0 ~ "Secret 60" to the Secrets section
(RS564).
- Added secret #48 of Ultimania Side #0 ~ "Secret 60" to the Secrets section
(RS564).
- Added secret #46 of Ultimania Side #0 ~ "Secret 60" to the Secrets section
(RS564).
- Added secret #43 of Ultimania Side #0 ~ "Secret 60" to the Secrets section
(RS564).
- Completed the Basics section of the Battle System chapter (RS219).
- Completed the First Strikes section (RS235).
- Completed the Chain Battles section (RS238).
- Changed "K.O." to "Inactive".
- Completed the Armor section (RS471).
- Completed the Other Items section (RS479).
- Added some more empty sections for future updates.
Version 1.2 - August 20 2006
- Changed "Projectile" to "Aerial".
- Changed "Pierce" to "Projectile".
- Completed the Item List section (RS453). Only key/explanations on how to
read the list remains.
Version 1.3 - October 15 2006
- Completed Q19: "Pirate Invasion" of the Scenario Consideration section
(RS572).
- Completed ULTIMANIA column ~Monsters with High Glimmer Rates~ (RS336).
- Completed the Summon Character List (RS284).
- Commenced translations on the "Mardias Topography" (RS034).
- Corrected some grammar/spelling errors.
Version 1.4 - November 5 2006
- Completed the Mardias Topography section.
- Corrected some grammar/spelling errors.
- Started translations on the "The Gods of Mardias" section.
- Changed "Great Bafal Forest" to "Woodlands of Bafal" to correspond with the
entry in the library in Melvir.
Version 1.5 - November 23 2006
- Completed "Valhalland" of the Scenario Consideration section (RS574).
- Started work/overhaul on the Character List section (RS261).
- Changed Saiva to Sayva to correspond with the entry in the "Romancing SaGa
Daijiten".
- Started some sporadic work on the quest section, starting after RS100.
Version 1.6 - December 7 2006
- Changed 'Libra's Falls' to 'Hydra's Falls'.
- Fixed some minor spelling errors.
- Completed the 'Special Techniques' section (RS402).
- Fixed an error in the data for Strom's Ring.
- Changed Lance's Throw technique type to Aerial.
- Added data for most dungeons in the game (scattered throughout Scenario Side
#3).
- Added the Sorcery/Necromancy fusion spells (RS400/RS401).
- Continued to work on the Character List (RS261).
- Made some very slight changes to the topography section.
Version 1.7 - December 21 2006
- Fixed some spelling/grammar errors.
- Fixed some small errors for the Armor Blessing, Weapon Blessing, Enhance
Spells, and Freeze Time data entries.
- Completed the Battle Rank section (RS510).
- Renamed some of the monster sections.
- Completed the Enemy Hostility Rate section (RS515).
- Completed the Character List section (RS261).
- Added secret #09 of Ultimania Side #0 ~ "Secret 60" to the Secrets section
(RS564).
- Added secret #08 of Ultimania Side #0 ~ "Secret 60" to the Secrets section
(RS564).
- Added secret #16 of Ultimania Side #0 ~ "Secret 60" to the Secrets section
(RS564).
- Changed Knights' Dominion to Knights Dominion (another silly change from
JPN->US version).
- Added secret #15 of Ultimania Side #0 ~ "Secret 60" to the Secrets section
(RS564).
- Added secret #14 of Ultimania Side #0 ~ "Secret 60" to the Secrets section
(RS564).
- Changed Petrify to Petrification.
- Added some info I forgot before to the Immunity section (RS311).
Version 1.8 - January 13 2007
- Fixed some spelling/grammar errors.
- Added the missing names of the stories told by the Minstrel (RS100).
- Made some slight changes to the topography section (RS034).
- Completed the overview of Dry Lands (RS101).
- Completed ULTIMANIA column ~Crowned Monsters~ (RS499).
- Corrected a mistake in the Morglay item data entry.
- Corrected the chest contents for Mt. Tomae (RS183).
- Completed Q52: "An Unlucky Woman" (RS200).
Version 1.9 - February 28 2007
- Completed the Battle Spoils section (RS519).
- Fixed an error in "The Cost of Glimmered Techniques" (RS333).
- Changed the names of some sections.
- Added the list of attacks that have all combo attributes and accepted links
(RS360).
- Added the list of IA (Innate Ability) map skills and default map skills for
every class (RS279).
Version 2.0 - April 1 2007
- Added some new empty sections at the beginning of the FAQ and subsequently
overhauled the whole search code system.
- Completed Q10: "Isle of Evil" (RS124).
- Completed Q9: "Find the Aquamarine" (RS123).
- Completed Q7: "The Ignigarde" (RS121).
- Completed Q8: "Beast Ecology" (RS122).
Version 2.1 - July 29 2007
- Completed Q12: "A Suspicious Demise" (RS133.)
- Completed Q11: "Innkeeper's Daughter" (RS132.)
- Completed Q14: "A Bodyguard for Louie" (RS135.)
- Completed Q15: "Neville's Request" (RS136.)
- Fixed some grammar/spelling errors.
- Fixed some errors in the tech tree list (Rank 4/5 Tech Tree List (RS337.)
- Completed the Benediction data (RS247.)
Version 2.2 - August 29 2007
- Added some more info to the Saruin battle guide (RS209.)
- Almost completed Q17: "Creepy Butterfly" (RS138.)
- Almost completed Q18: "The Mine Assaulted" (RS139.)
- Fixed some small errors and inconsistencies.
Version 2.3 - April 15 2008
- Fixed some grammar/spelling errors.
- Corrected an error in the Hit/Miss Factors (RS306).
- Completed section RS537.
Version 2.4 - May 4 2008
- Completed Q49: "Stolen Nymphs" (RS197).
- Completed Q16: "Eule Gives a Hoot" (RS137).
- Completed Q17: "Creepy Butterfly" (RS138).
Version 2.4 - June 2009
- Fixed some spelling errors.
Version 2.4 - August 2009
- Fixed an error in the "Pillar" entry F->F->B should be M->M->B RS370.
================================================================================
I. Starting Out [RS000]
================================================================================
01. An Enjoyable Free Scenario System [RS001]
================================================================================
02. Starting the Game [RS002]
================================================================================
03. Getting the Adventure Underway [RS003]
================================================================================
04. Navigating the Main Menu [RS004]
================================================================================
a. The Status Screen [RS005]
================================================================================
b. Custimizing Your Characters [RS006]
================================================================================
c. The Item Screen [RS007]
================================================================================
d. The Positions Screen [RS008]
================================================================================
e. The Notes Screen [RS009]
================================================================================
f. The Proficiencies Screen [RS010]
================================================================================
g. The Options Screen [RS011]
================================================================================
05. Understanding Your Characters' Abilities [RS012]
================================================================================
06. Moving Around the Map [RS013]
================================================================================
a. Opening Up the World [RS014]
================================================================================
b. How to View the "Moving Phase" Screen [RS015]
================================================================================
c. How to Use Proficiencies [RS016]
================================================================================
07. Town Preparations [RS017]
================================================================================
a. General Information [RS018]
================================================================================
b. Gold and Jewels [RS019]
================================================================================
c. Item Shops [RS020]
================================================================================
d. Blacksmiths [RS021]
================================================================================
e. Apothecaries [RS022]
================================================================================
f. Magic Shops [RS023]
================================================================================
g. Martial Arts Masters [RS024]
================================================================================
h. Mentors [RS025]
================================================================================
i. Inns [RS026]
================================================================================
j. Pubs [RS027]
================================================================================
k. Other Facilities [RS028]
================================================================================
08. Fighting Monsters [RS029]
================================================================================
09. Q&A: Common Questions for Players in Trouble [RS030]
================================================================================
================================================================================
II. Scenario Side #0: World & Mythology [RS031]
================================================================================
01. Romancing SaGa visual story -the mythological age- [RS032]
================================================================================
02. The Gods of Mardias [RS033]
================================================================================
The Benevolent Gods -Light Side-
With Elore, the father of the gods, in the center, there are 7 benevolent gods
watching over the earth and its people. Most of them were born after the ancient
gods, who were born from the Creator God Marda, left Mardias. Mardias lay in
ruins after the war of the ancient gods, so work started in order to re-build
it. The benevolent gods strive to protect the world from the threat of the evil
gods.
Elore
Nisa
Yucomb
Cyril
Eres
Amut
Mirsa
The Evil Gods -Dark Side-
Death
Saruin
Shirach
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Genealogy of the Gods-
Marda Nisa Sayva
| |
| ------------------------
| | | | |
--------------Elore Death Saruin Shirach
|
-----------------------
| | | |
Mirsa Yucomb Cyril Eres Amut
Except for Mirsa who is human, the other gods of today all have Marda and Sayva
as their ancestors.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-The 10 Fatestones-
Ruby of Fire
Aquamarine of Water
Opal of Wind
Topaz of Earth
Amethyst of Visions
Emerald of Evil
Diamond of Light
Black Diamond
Moonstone of Energy
Obsidian Sword
03. Mardias Topography [RS034]
================================================================================
To fill you in on the history and geography, this section explains the mythology
and the following history as well as the climate of each of the 10 locations of
Mardias.
BS = Before Saruin
AS = After Saruin
--> Ancient Times
[Myth]
Marda, The Creator God, creates Mardias. (*1)
[Myth]
Sayva, The Goddess of Destruction, challenges the other Ancient Gods.
[Myth]
Elore, The God of Light, is born. Sayva is defeated.
[Myth]
Marda leaves Mardias along with the other Ancient Gods.
*1 = Along with Ancient Gods, dragons, giants, humans etc. are born. The humans
of this period are referred to as "ancients" due to the fact that they have no
direct ancestors like the present human population does.
--> BS
[Myth]
Remaining at Mardias, Elore and Nisa begin to breed people and gods. (*2)
[Myth]
Three evil gods that are born from Sayva's remains wage war against Elore.
[Myth]
Two of the three evil gods, Death and Shirach, are sealed away. (*3)
[Myth]
The human hero Mirsa is chosen by the gods to fight Saruin.
*2 = The people who are born during this period are direct ancestors of the
present human population.
*3 = In cooperation, Eres and Amut managed to throw Death into the Netherworld
and sweep Shirach's darkness away. But Saruin would not surrender, so the battle
against him continued.
--> AS 0
[Myth]
Using the Fatestones, Mirsa seals Saruin away, but loses his life in
the process. Elore grants Mirsa a place among the gods. (*4)
*4 = This year is marked as 0 in the Mardias calendar. Also, one year is 18
months, or 365 days. One month has 20~21 days.
--> ca. AS 10
[Knights Dominion]
Baron Eugen forms the Silver Knights and immigrates to the south part of the
Continent of Yuen. The Knights Dominion is established.
--> AS 20
[Bafal Empire]
Melvir, a youth from Walon Isle, crosses the sea to Bafal, establishing a
merchant company. (*5)
*5 = Other than establishing a merchant company, Melvir also set up a weapon
merchant company that is said to have indulged in plundering, which made them
no different than pirates.
--> AS 43
[Bafal Empire]
Becoming an emperor himself, Melvir forms the Bafal Empire. The capital city is
named Melvir, after his own name.
--> AS 100
[Bafal Empire]
The Imperial Library in Melvir is completed. The construction of the underground
sewers is also commenced.
--> AS 520
[Other]:
With a capital city combining both sides of the Bogasrul Straits, the Kingdom of
Estamir is formed. Sewers connecting the south and north sides are being
constructed. (*6)
*6 = Around AS 400, the commercial prosperity on the Inner Sea as well as the
ability to use the New Road saw Estamir rapidly becoming the center of commerce.
--> ca. AS 550
[Bafal]
Relia II, emperor of Bafal, conquers all of South Bafal and advances to North
Bafal. The Empire reaches the largest size in its history. (*7)
*7 = After this, the center of sea transportation changed to the Inner Sea,
which worsened the Empire's financial situation. This was to become the start of
the Empire's decline.
--> ca. AS 580
[Other]
The Kingdom of Estamir is attacked by vampires. The residents tremble with fear,
but manage to seal the vampires away thanks to St. Agnes of Amut.
--> ca. AS 600
[Rosalia]
Rosa Reimann of the Bafal Emperor Bodyguards is given a territory in North
Bafal and becomes a member of the Empire nobility.
--> ca. AS 650
[Other]
An evil wizard takes up residence on Insa Isle which is situated in the middle
of the Inner Sea. People begin calling it Isle of Evil.
--> AS 700
[Kjaraht]
Kjar tribe chief Ailsaks Kjarasut unites all Kjari tribes and forms the nation
of Kjaraht, with Tarmitta as the capital city.
[Rosalia]
Rosa Reimann's great grandchild Klaus, backed by a rich farm belt, makes the
influential power of the Reimann family widespread in North Bafal.
--> ca. AS 750
[Other]
Walon Isle and Ligau Isle rebel against the Empire and break free from its
control. (*8)
*8 = The Empire's deteriorating finances saw overtaxation being assigned, which
was the cause of the rebellion. Lacking the power to suppress the rebellion,
the Empire ended up permitting the independence of the two isles.
--> AS 852
[Rosalia]
Heinrich II of the Reimann family seeks independence for North Bafal and starts
a war against the Empire. (The start of the war of North Bafal).
--> AS 864
[Rosalia]
Heinrich II wins independence for North Bafal and Rosalia is formed. The name
comes from Rosa of the first generation of the Reimann family.
--> AS 880
[Rosalia]
Heinrich II dies. Since there is no successor, Leopold of the ___? family,
supporters of the Reimann family, inherits the throne. (*9)
*9 = This marks the break-off in Rosa Reimann's line of descent. From this point
onwards, the kings of Rosalia are descendants of the ___? family.
--> AS 899
[Rosalia]
The battle of Yeoville. Karl I, king of Rosalia, triumphs over the Empire army
with a crushing victory, and clears North Bafal from the rule of the Empire.
(The end of the war of North Bafal).
--> AS 903
[Kjaraht]
Kjaraht conquers the Kingdom of Estamir. Estamir becomes the new capital instead
of Tarmitta.
--> AS 925
[Kjaraht]
Kjaraht invades Rosalia. Karl I repels the Kjaraht forces at the battle of
Altours and the current country borders are marked out.
--> AS 928
[Kjaraht]
Kjaraht invades the Knights Dominion. After receiving a request for help from
the knights, Karl I, king of Rosalia, joins the war front.
[Knights Dominion]
The knights and Rosalia join forces and repel the troops of Kjaraht at the
battle of Mirsaburg, but Karl I dies in battle. (*10)
*10 = With this achievement, Karl I received the title "Honorary Knight" by the
Dominion knights. Because of this, there is still a friendly relationship
between the Knights Dominion and Rosalia.
--> AS 930
[Kjaraht]
Kjaraht gives up the idea of invading other countries. Instead, they set out to
explore the Frontier.
--> AS 1000
(Game Start)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Temples and Holy Ruins of the World-
In every part of the world, there are various temples and holy ruins where
people extend their gratitude to the Gods. When it comes to these temples and
holy ruins, one cannot stop short of mentioning the climates and cultures of
those locations.
Te = Temple
HR = Holy Ruins
[HR] Steppes of Galessa [TE] Crystal City
Sun's Altar * Temple of Nisa
* Elore * Temple of Mirsa
[HR] Black Sea [HR] Mazewood
Underwater Temple * Cyril
* Yucomb
[HR] Jungle
[Te] North Estamir Twinmoon Temple
* Temple of Amut * Eres
* Amut
[Te] South Estamir
* Temple of Yucomb [Te] Melvir
* Temple of Shirach * Temple of Elore
* Temple of Yucomb
* Saruin's Underground Temple
[HR] Kaklim Desert
Desert Ruins
* Nisa [HR] Mt. Tomae
The Netherworld
* Death
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Dry Lands- ~ ...lands of widespread desert and steppes...~
Data of Region:
Main Cities: Northpoint, Uso
Typical Topography: Steppes of Galessa, Kaklim Desert
Commonly Used Weapon: Scimitar
Special Forging Material: (none)
Main Occupations: Hunter, Herbalist etc.
Targets of Worship: Elore, Nisa
[Climate] A Dry Area, as the Name Implies
------------------------------------------
Located on the northern part of the continent of North Bafal, its name is gotten
from its dry climate. Other than a village where nomads lived in ancient times,
there's also the town of Northpoint which is a strong trade point connected with
Walon Isle, and also the oasis town of Uso.
The climate can be divided in two separate parts. The southern part where the
Steppes of Galessa are located is dry and has some strong plant life with its
short trees and also has a strong animal life with plenty of animal forms. The
northern part however, consists of the vast widespread dunes of the Kaklim
Desert. You can just barely see the shadows of the monsters that are adapted to
the desert here. There are also many ancient ruins being discovered, which is
probably the main talking point of this area.
[History] A Shadow Stretching from the South
---------------------------------------------
Because of the severe climate, originally there were only northern nomadic
groups of Taralians etc. that were living here. But after Northpoint was
built and the New Road was opened to traffic, many people began to settle down
in the area. Dry Lands is not a nation, but rather made up of various
self-governed towns and nomadic tribes which has seen the area turn into its
present state. Recently, though, one by one, all the nomadic tribes have
succombed to the grip of the out-stretched hand of Rosalia from the south. Crown
prince Neidhart himself personally went out and negotiated with every tribe.
[Culture] The Remains of an Ancient Civilization
-------------------------------------------------
With the mysterious ruins of the desert and the steppes, it is thought that
there used to be some civilization in the ancient times. And with the unique
language (Taralian) and culture of the Taralians etc., the existence of its
remains cannot be denied.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Rosalia- ~ ...a farm belt controlled by a strong nation...~
Data of Region:
Main Cities: Crystal City, Northpoint etc.
Typical Topography: Crystal Lake, Mt. Scurve
Commonly Used Weapon: Vernie-tempered Weapons
Special Forging Material: Rosalian Steel, Vernie
Main Occupations: Rosalian Soldier Class, Frontier Guard etc.
Targets of Worship: Amut (North Estamir region only), Nisa, Mirsa
[Climate] Vast Productive Fields
---------------------------------
A region that occupies the south part of North Bafal. Being founded 150 years
ago when it also got its name, Rosalia is proud of its prosperity. Other than
Crystal City, the north part of Estamir, which is the capital of Kjaraht, is
also situated in Rosalia. With the New Road running through the middle of the
country, and with the Inner Sea being the main point of sea trade, the economy
is very strong and the living standard for the whole country is high.
With the warm humid climate, there are vast grass plains with active production
of grain and growing of fruit trees. To the east lies the world's highest peak,
Mt. Scurve, with the mountain range of the Khalams stretching throughout the
continent. On the outskirts of Crystal City lies Crystal Lake, which not only
has a beautiful view, but is also noted to have a royal treasure sleeping
within.
[History] An Expected Independence from the Empire
---------------------------------------------------
Originally called "North Bafal District", Rosalia was once part of the Bafal
Empire. Around AS 600, Rosa Reimann of the Bafal Emperor Bodyguards was given
a territory here, and at around the time of her great grandchild Klaus, the
Reimann family became the first nobles of North Bafal. In AS 864, Heinrich II of
the royal family claimed independence and formed Rosalia. The kingdom has a high
productivity and is backed by a mighty military potential, which has been used
to subdue the influential power of the nomadic tribes and further strengthen its
control of almost all of the south part of North Bafal. Presently, Rosalia is
stretching further north to Dry Lands for more power.
[Culture] A Merged and Refined Culture
---------------------------------------
With the influx of the Bafal nobles and the commerce with the former Kingdom of
Estamir, the features of all the surrounding countries entered the District of
Rosalia which blended and refined its culture. The rows of beautiful and
functional houses in Crystal City is a symbol for that. Rosalia is also proud of
its powerful techniques and spells, as well as the tempering and manufacturing
of Rosalian Steel and Vernie, which is the best in the world.
With its developing farm belt and mighty military power, the nation as a whole
worships Nisa, the Goddess of Harvest, and Mirsa, the God of War. Also, in the
North Estamir region, Amut, the Goddess of Love, is worshipped, just like she
has been sinces ages past in the Kingdom of Estamir. Even now, many young people
come to the Temple of Amut in North Estamir to pray for a successful lovelife.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Bafal Empire- ~ ...a continent ruled by a 1000-year-old empire...~
Data of Region:
Main Cities: Melvir, Loban etc.
Typical Topography: Mazewood, Bayre Plateau
Commonly Used Weapon: Short Sword, Garal-tempered Weapons
Special Forging Material: Garal
Main Occupations: Emperial Soldier Class, Ranger etc.
Targets of Worship: Cyril (eastern region only), Elore, Yucomb
[Climate] A Difference Between East and West
---------------------------------------------
A region that occupies almost the whole of South Bafal. The actual name for
it is "Bafal District", but since the Empire has ruled the place for 1000 years,
they are viewed as one, so many people call it by the name of the Empire. The
main cities include the imperial capital of Melvir, the town of Loban which
borders Rosalia, the port town of Bruelle on the shore of the Inner Sea, and the
mining town of Aurefont which is directly under the control of the emperor.
Regarding the climate of the region, there is a stark contrast between the east
and the west. The east is covered by the Woodlands of Bafal that people call
"Mazewood", where no one lives, except for Hunters and Herbalists etc. Legend
has it that an old witch lives in the middle of the forest, though. The south on
the other hand, is a band of highlands, which is typified by Bayre Plateau with
its abundant mineral output. So mining of this large gold vein is taking place,
especially at the mine in Aurefont.
[History] Once a Worldwide Empire
----------------------------------
The history of the Bafal District is probably talked about as the history of the
Bafal Empire. In AS 20, the Walon Isle youth Melvir sailed across to Bafal's
shores and established a large scale merchant company. Born out of this merchant
company in AS 43, the Bafal Empire is the world's oldest nation as of today.
With the Coral Sea commerce booming, it created a platform for the Empire's
expanding power. The Bafal Empire hit its peak in AS 550, but after that, Walon
Isle and Ligau Isle rebelled against the Empire and broke free of its rule. As
did Rosalia, which meant the start of a decline for the Empire. Today, the Bafal
Empire consists of the continent of South Bafal only.
[Culture] A Culture Born Out of a Long History
-----------------------------------------------
Despite being on the decline, the Bafal Empire has a long history behind it, and
is a very mature nation compared with other newer countries. It is said to have
had superior techniques, spells, and Garal production. The Imperial Library in
Melvir which holds many books from the ancient BS era, is a symbol for the
nation's active researching and its field of study. This library, founded by the
first great judge Julius, is a real treasure of knowledge.
For its prosperous sea commerce, Bafal Empire worships Yucomb, the God of the
Sea, and the God of Trade. Elore is also actively worshipped, so both Yucomb and
Elore are being prayed to in the sublime temples in Melvir. To the east in the
region of the Woodlands of Bafal, though, people worship Cyril, the God of the
Forest.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Valhalland- ~ ...arctic lands isolated by snow and ice...~
Data of Region:
Main Cities: Gato's Village
Typical Topography: Shiverland
Commonly Used Weapon: 2-handed Axe, 2-handed Sword, Leather Armor
Special Forging Material: Southern Iron
Main Occupations: Valhallan Warrior, Hunter etc.
Targets of Worship: Eres, Yucomb
[Climate] Neverending Cold
---------------------------
A region which is situated on the Continent of Yuen and the south part of
South Bafal. Generally it said that Valhalland "is the birthplace of the
Valhallans", but the fact is that apart from the Valhallans who lived here in
the ancient times and built a small village, no other people used to live here.
Valhalland is isolated by snow and ice, and the enormous Shiverlands which cover
more than half the area has a very harsh climate.
Despite bordering the Knights Dominion as well as the Inner Sea, Valhalland
never gets any visitors from the outside world via the highway or by boat, which
has cut this area off from almost all other civilizations and societies.
Stretching to the east is the Frozen Lake, under which lies a giant fortress,
but who built it is still very much unclear.
[History] The Source of All Cultures
-------------------------------------
There is no record of any civilization having prospered in Valhalland. But with
the resemblance between Valhallans and Rosalian people, and the manufacturing of
Southern Iron, the present sources of all civilizations point very strongly to
the fact that there is a Valhallan tribe. According to that theory, it is said
that there is an immigration every several hundred years to adjust the
population which has increased too much. The Valhallan culture is conveyed to
all the countries to which the immigrants are scattered. Since the village
cannot be expanded, the only way to adjust the population is for people to
immigrate.
[Culture] Life in the Arctic Lands
-----------------------------------
Originally, the Valhallans had a hunter culture and lifestyle. They are skilled
with bow techniques and also prefer using powerful two-handed weapons. Their
clothes and houses are made from things they get from hunting, such as leather
materials and fishbones. However, there's no interchange with other cultures,
so there's no development of techniques and spells, and the living standard is
remarkably low. Living as hunters, many Valhallans worship Eres, the Hunter God.
In a sense of reverence for snowstorms, Yucomb is also celebrated by the
Valhallan people. Also, Valhallan warriors wear unique face make-up as a proof
of being warriors.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Knights Dominion- ~ ...lands where people carry on the will of Mirsa...~
Data of Region:
Main Cities: Mirsaburg, Eugenstadt etc.
Typical Topography: (none)
Commonly Used Weapon: 2-handed Sword, Long Sword, Shield etc.
Special Forging Material: Southern Iron
Main Occupations: Castle Knight, Wizard etc.
Targets of Worship: Mirsa
[Climate] Lands Surrounded by Steep Mountains
----------------------------------------------
On the west shores of the Inner Sea, this region occupies the east part of the
Continent of Yuen. The name of the territory comes from "The Silver Knights".
The knights don't have a king or an emperor, instead they rule the nation using
a self-governed system. The capital city of Mirsaburg, and the second capital of
Eugenstadt make up the main cities.
With the countryside consisting of nothing but a string of craggy mountains, the
climate is comparatively cold. At first, the place was unsuitable for living,
but with the knights' assistance, many fort cities were constructed. Eugenstadt
is a good example of that. If you stray from the highway just a little, though,
you'll find only unexplored mountain areas filled with monster nests.
[History] Transformation by the Knights
----------------------------------------
The history of this region starts with the immigration of the knights. Around
AS 10, Baron Eugen gathered the people who adored his sworn friend and hero,
the Silver Warrior Mirsa, and formed "The Silver Knights". The barren wastelands
were not suited for settling down at first, so the knights helped exploit it.
Apart from expoiting the country, the knights carry on the spirit of Mirsa by
actively protecting the people. Although recently, their usual protection of the
people has been somewhat conspicuous.
Legend has it that a dragon that was impressed by Baron Eugen's ambition studied
under him. When the battle of Mirsaburg broke out in AS 928, the knights were
excpected to repel the forces of Kjaraht with the valour that's been present
in their men ever since the time of Mirsa, but instead they turned to Rosalia
for assistance; a disgraceful act that has seen their authority sink remarkably
low. So while the knights protect the people, they have degraded somewhat
recently.
[Culture] The Knights' Culture is Advanced
-------------------------------------------
The rise to prosperity of the lands of the Knights Dominion is only due to the
knights. A sincere virile culture where the knights are expected to have "Pride,
Dedication, and Valor" has taken root. They have an established reputation of
researching and studying various tools and equipment, especially the Long Sword,
the Shield, as well as the 2-handed Sword.
By contrast, there is also the city of Weiserheim, which is embraced by the
knights, and which has produced many mages. A sorceress of fire that is watching
over one of the Fatestones for the knights, resides in this city, which is also
home to shops that hold many items that are of interest for spell users. The
god which is revered in these lands is Mirsa. While Mirsa is their target of
worship, they should also serve him at the same time.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Kjaraht- ~ ...dry lands inhabitated by hunter tribes...~
Data of Region:
Main Cities: South Estamir, Tarmitta etc.
Typical Topography: Lake Malar
Commonly Used Weapon: Bow, Scimitar
Special Forging Material: (none)
Main Occupations: Kjar Sentinel, Thief
Targets of Worship: Strom (Tarmitta region only), Yucomb
[Climate] Rich Cities and Poor Lands
-------------------------------------
A region that occupies the middle part of the Continent of Yuen. The name of
the kingdom derives from the Kjari hunter tribes of old, and from the
territories that covered most of the area, which then grew and prospered into
one nation. The great capital city of Estamir is an important strategic point
located on two continents neighbouring both the Inner Sea and the New Road. It
has a very dominant royal court, and is known as the largest city in the world.
Tarmitta was the previous capital city before the transfer to Estamir. South
Estamir is known for its unlawful order.
In the center of the land lies Lake Malar, which is the largest in the world.
The area near the lake consists of dry lands with low humidity. The lands are
not suited for any sort of agriculture, so apart from living in Estamir, the
living standard is low.
[History] The Rise and Fall of Two Nations
-------------------------------------------
To learn about the history of Kjaraht District, it's important to know about the
histories of both Kjaraht and the old Kingdom of Estamir. In AS 520, the
city-state of the Kingdom of Estamir was built utilizing both sides of the
Bogasrul Straits, and as a strongpoint for commerce its prosperity was lauded to
the skies.
Kjaraht on the other hand, was founded in AS 700 by the tribe chief Ailsaks
Kjarasut who united all the Kjari tribes, making their power more widespread.
In AS 903, Kjaraht forces launched a surprise attack on the Kingdom of Estamir
which was almost defenseless, and the kingdom fell. Kjaraht was formed and its
current borders were marked out.
[Culture] The Culture of the old Kingdom of Estamir Remains
------------------------------------------------------------
Because of the underdeveloped culture of the Kjari tribes, they end up taking to
the cultures of the tribes that they absorb. And in Estamir the magnificent
culture of the old Kingdom of Estamir still remains.
Yucomb, the god of trade, is worshipped by the traders. In Tarmitta and the
region near Lake Malar on the other hand, the belief in the ancient legend of
Strom is still very deeply rooted.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Frontier- ~ ...a territory where unexplored areas are being discovered...~
Data of Region:
Main Cities: Weston
Typical Topography: New Road
Commonly Used Weapon: (none)
Special Forging Material: (none)
Main Occupations: Pioneer, Ascetic, Trader, Entertainer etc.
Targets of Worship: Eres, Cyril
[Climate] Wastelands and Mountains
-----------------------------------
A region occupying the north-west part of the Continent of Yuen. With the
exploitaion of these parts, it has recently been given the name Frontier which
signifies the exploration of a new world. Since it's not a nation per say, each
settlement is self-governed. Weston, which is the entryway to the Frontier, is
the most developed settlement, and is crowded with settlers.
As for the climate; the lands consist mostly of widespread wastelands and steep
mountains inhabitated by monsters, unsuitable for people to settle down. With
the warm damp weather however, there are a lot of water sources around, so there
are some hidden possibilities to be taken advantage of which can serve as an
answer to the problems of setting up new settlements.
[History] A Gathering of People Burning to Explore
---------------------------------------------------
This region fast became separated from the civilizations in the rest of the
world; no one crossed the dreaded Black Sea that separates it from the other
continents to the east, so the Frontier had no visitors from the outside world.
Things changed when the New Road reached the Frontier, though, as it created new
opportunities for people to begin exploration of this area. Also, in AS 930,
Kjaraht had the policy of setting out to explore new worlds, and for that
purpose they assembled a great exploration group. This shows that the Frontier
was a pretty lively place not so long ago. Overcoming the severe environment,
the construction of several settlements is already progressing.
[Culture] Still in Development
-------------------------------
With settlers gathering from all over the world and with many people visiting by
using the New Road, no culture or specific industry of its own has taken root.
But with the Frontier being a region that is still being explored, it is thought
that a culture and an industry will start to develop. The Frontier has many
people participating in exploring, and they have great respect for the nature.
Therefore, they worship Cyril, the god of the Wood, and Eres, godess of beasts.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Ligau Isle- ~ ...a volcano island inhabitated by dinosaurs...~
Data of Region:
Main Cities: Jelton
Typical Topography: Mt. Tomae, Plains
Commonly Used Weapon: Katana
Special Forging Material: Ligau Steel
Main Occupations: Martial Artist
Targets of Worship: (none)
[Climate] A Unique Environment and Wildlife
--------------------------------------------
A volcanic island located to the east of South Bafal. Ligau Isle is an
independent territory that is not part of any other nation. But because of the
unique environment of the island, it's not suited for living, so not many people
actually settle down here. The only town is Jelton which is located at the
island's northern shores. On this island which has become estranged from the
other nearby regions, the plains are home to unique specimen, such as the
dinosaurs that live there. These rich green plains breed many other types of
plants and monsters too, so entering here is not a simple task.
Mt. Tomae is a symbol for the island, and the smoke billowing out from the
active volcano can be seen from Jelton. The area surrounding the volcano is
covered by barren rocky lands with cave openings leading to demons' nests.
Legend has it that a corridor leading from one of these caves end up at the
core of the volcano, and it's said that in the middle of it is a god of death
that rules over the dead people.
[History] Adventurers Actively a Part of the History
-----------------------------------------------------
A long time ago, Ligau Isle was a part of Bafal Empire. But people who were
resisting the heavy taxation gathered together and, taking advantage of the
decline of the Empire, rebelled against it and won their independence around
750. As of today, the only connection with the Empire that remains is the
sea route due to the trading. The adventurers that come in plenty using this
sea route have a leading role at Ligau Isle. Searching for hidden treasure
scattered on the Plains, they venture out from Jelton once a day as a basis.
Jelton is the base for the adventurers heading out to the Plains, and the
businesses that can be seen there are crowding the town.
[Culture] The Source of a Unique Culture
-----------------------------------------
Ligau Isle has had its own culture from before they came under the rule of the
Empire. Even today, the style of the buildings, the Katanas, and the Ligau Steel
are there to see. The Katana's in particular, with the unique form of their
slender long single blades, are not being made similarly anywhere else in the
world. There is also a legend saying that Ligau Isle has had a national
civilization a long time ago. However, it is said that the natives of this isle
had no specific belief; not even a clue from the past exists.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Coral Sea- ~ ...dangerous seas overrun by pirates...~
Data of Region:
Main Cities: Pirate Coast
Typical Topography: Mask Isle
Commonly Used Weapon: Foil, Short Sword, Hand Axe
Special Forging Material: (none)
Main Occupations: Pirate, Thief etc.
Targets of Worship: Yucomb
[Climate] A Sea Connecting Islands and the Empire
--------------------------------------------------
A sea stretching to the east of North Bafal. The name comes from what used to be
a general term for the sea and its countless islands as far as the eye can see,
stretching all the way to the eastern shores of North Bafal. This region is not
a nation per say, but rather just a sea supporting the Empire's marine transport
and sea trade where many ships pass by every day. Those ships are often targeted
by pirates, whose many pirate ships are lining the bay in Pirate Coast.
As the name implies, the Coral Sea is a beautiful sea where corals grow. Islands
lay scattered here and there among the coral reefs, but almost no people live
here. North Bafal's eastern shoreline contain many precipices of intricate
shapes where the water inlets from the sea is. These caves provide a secure
cover for the pirates that they use for getting away from people chasing them.
[History] Advancement of Marine Transport and Rampage of Pirates
-----------------------------------------------------------------
The Coral Sea connects South Bafal, North Bafal, Walon Isle, and Ligau Isle, and
its sea routes have been a link between all the islands and the mainland since
long ago. For sure, the Empire's profits increased a lot what with the commerce
going on between all the capitals around this region. But on the other hand, the
merchant ships traveling on this sea were often targeted and looted by pirates.
Back when the Empire was very powerful, the apparent damage from the pirates was
dealt with in a harsh way by the Empire, but seeing as the Empire has grown
weaker in recent years, the influenctial power of the pirates has again risen.
[Culture] The Life of the Men of the Sea
-----------------------------------------
The culture of the sailors, boat travelers, and the men at sea can be seen in
the bustling and the livelihood of the sea trade. With the uneasy conditions
onboard the ships, especially the fighting between the pirates and the Empire,
it seems that the weapons used has developed, such as the Foil, Short Sword, and
the Hand Axe. Just like people of all the other regions of the world worship
their gods, the pirates do to. Since they're confronted with the ocean all the
time, they worship Yucomb, the God of the Sea.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Walon Isle- ~ ...a jungle island on the northern sea...~
Data of Region:
Main Cities: Oapu, Godongo
Typical Topography: Jungle
Commonly Used Weapon: Lance
Special Forging Material: (none)
Main Occupations: Pirate, Geckling Knight
Targets of Worship: Amut, Eres, Saruin
[Climate] Covered in Tropical Jungle
-------------------------------------
A large island located at the northern part of the Coral Sea. The island is an
independent territory and does not belong to any other nation. It has two trade
ports; one each in the self-goverened villages of Oapu and Godongo. In the
middle of the Jungle, there lives a different race called Gecklings. Being
located close to the equator, Walon Isle has warm weather and is entirely
covered by jungle.
With the thick jungle covering the island, there is no farming taking place at
all, and there is just barely enough open space for the villages along the
shoreline. The jungle has many mysteries still; there are reports of buildings
resembling ancient ruins having been spotted there. But in order to get to the
jungle's inner reachings, searchers need to contend with not only the slopes of
the Tomowuno cave that cuts vertically across the island, but also the many
natural caves infested with monsters. For that reason, the details regarding
these ruins have not yet been uncovered. It is said however, that somewhere
among the caves in the middle of the jungle sleeps a treasure of a legendary
pirate.
[History] Originally a Part of the Empire
------------------------------------------
Being the homeland of Melvir, the first emperor of the Bafal Empire, Walon Isle
quickly became Empire territory. During the Empire's early days, this was a
commercial strongpoint, and together with Ligau Isle, it stood for an important
part of the Empire's economy. But after that, Walon Isle followed in the
footsteps of Ligau Isle and opposed the Empire due to the heavy taxes be
applied, and broke free at around AS 750. Today, Walon Isle maintains its
self-goverened status and does not conduct any trading with South or North
Bafal.
[Culture] The Harmony of the Geckling Tribe
--------------------------------------------
With the sea and jungle next door, fishing and hunting is beeing done, and the
woods and bows are being used as trade items with other regions. The Geckling
tribe normally being a closed race worshipping the God of Destruction, Saruin,
some Gecklings of a younger generation actually very much like to mingle with
the humans. In Godongo, humans and Gecklings can be seen living together. The
belief in Eres and Amut, the godesses of the Twinmoon Temple, is since long ago
deeply rooted on Walon Isle. With the ancient ruins situated in the middle of
the Jungle, it is thought whether or not there is a relationship between those
things.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[Supplementary Information] Great Traveling Routes of Sea and Land
The important navigational route of the Inner Sea and the great trading route
that is the New Road don't belong to any specific region, but still need to be
mentioned when talking about the geography of Mardias.
-Inner Sea- ~ ...a calm sea bordering four continents...~
Main Cities On the Shores of the Inner Sea:
* Yeoville (Rosalia)
* Bruelle (Bafal Empire)
* Mirsaburg (Knights Dominion)
* North Estamir (Kjaraht)
[Climate] A Sea that Links Together the Continents
---------------------------------------------------
A sea that borders the Continent of Yuen, South Bafal, and Valhalland. Unless
you go to the sea beyond Bogasrul Straits, the sea is very calm. The weather is
very steady too, so the waves aren't so wild. There are almost no disasters at
sea either, so it's possible to navigate here even in a simply made boat. Since
it's the fastest way to go between continents, and bearing in mind that it
connects three continents, this has been an important transportation route since
long ago. Because of that, the cities on the coast of the Inner Sea, such as
Yeoville, Bruelle, Estamir etc. have grown to become commercial strongpoints.
The Inner Sea may be calm, but there is one dangerous spot, though: the Isle of
Evil located in the middle of the sea. This island is home to an evil wizard,
and near the island there is a raging storm, so no ship dares approach it.
-New Road- ~ ...a new road connecting two continents...~
Cities that the New Road Runs Through:
* Northpoint
* Uso
* Crystal City
* Altours
* North Estamir
* South Estamir
* Tarmitta
* Weston
[History] A Road Made from the Good Will of the People
-------------------------------------------------------
A highway that stretches all the way from the north part of North Bafal to its
south part, and from the east part of the Continent of Yuen to the west part of
it. It's a long highway that starts from the northern tip of the Dry Lands at
Northpoint, and passes by Uso, Crystal City, Altours, Estamir, and Tarmitta,
before finally reaching its end at the town of Weston. Connecting the metropoles
of all nations, its opportunities it grants in terms of land transportation has
made it an important part of the trading between the nations.
Amazingly, the construction of the road was begun by a single person, one that
had commited many crimes in his lifetime. Having been a hijacker, the man was
regretful of his crimes, and so to atone for his sins he began to build a road
that would ensure the safety of travelers. People who sympathized with him began
to help him lay the bricks, and even after his death, his ambition was carried
on by those who followed him. Today, the road is an important trading route that
connects two continents, and is used by many people.
III. Scenario Side #1: Character [RS035]
================================================================================
01. Main Characters [RS036]
================================================================================
02. People of Rosalia [RS037]
================================================================================
03. People of the Bafal Empire [RS038]
================================================================================
04. People of the Knights Dominion [RS039]
================================================================================
05. People of Kjaraht [RS040]
================================================================================
06. People of Valhalland [RS041]
================================================================================
07. People of the Frontier & Dry Lands [RS042]
================================================================================
08. People of Remote Islands [RS043]
================================================================================
09. People from Every Region [RS044]
================================================================================
10. Four Elemental Lords [RS045]
================================================================================
================================================================================
IV. Scenario Side #2: Guidance [RS046]
================================================================================
01. The Quest System [RS047]
================================================================================
a. The Triggering and Closing of Quests [RS048]
================================================================================
a01. Triggering Quests [RS049]
================================================================================
a02. Event Rank [RS050]
================================================================================
a03. Finishing Quests [RS051]
================================================================================
b. Quest List [RS052]
================================================================================
# Quest Event Rank Notes
-------------------------------------------------------------------------------
1 Missing Taralians 7~
2 The Soulgutter 10~
3 Monsters to the East -
4 Assault on Isthmus Keep 9~18
5 Oh, Mummy! -
6 Test of Courage -
7 The Ignigarde -
8 Beast Ecology -
9 Find the Aquamarine 11~15
10 Isle of Evil 9~18
11 Innkeeper's Daughter 0~4
12 A Suspicious Demise 0~4
13 Raid on the Depository 3~5
14 A Bodyguard for Louie 6~
15 Neville's Request 6~
16 Eule Gives a Hoot 8~
17 Creepy Butterfly 7~
18 The Mine Assaulted 14~
19 Pirate Invasion 14~
20 The Cyclone Shoes -
21 Insect Ecology -
22 Valhalland Monsters 0~21
23 An Expeditionary Force -
24 Frozen Lake Faerie 22
25 Frosthold Fortress -
26 Pride of the Knights 3~7
27 Constance Kidnapped 9~17
28 Theodore's Madness 18~
29 The Dragon Knight 18~
30 Wuhan's Secret 0~5
31 Water Dragon Rite 10~
32 The Raincloud Armlet 10~
33 Aquatic Ecology 10~
34 The Assassins' Guild 12~
35 Amethyst of Visions -
36 Unsettling Settlements 0~2
37 The Fiends of Saoki 4~
38 Return of the Vampires 10~
39 The Jewel Beast 10~
40 Plain Treasure -
41 Voice of the Blade -
42 Monsters of Mt. Tomae 10~
43 The Ice Sword -
44 Plant Ecology -
45 Free the Gecklings -
46 Ancient Texts -
47 Ailing Emperor 9~13
48 Silver's Treasure -
49 Stolen Nymphs 6~
50 The Underwater Temple 17~
51 Faerie's Grove -
52 An Unlucky Woman 2~
53 Who Am I? -
54 Auldburg 20~
55 Trials of Elore 20~
56 The Netherworld 20~
57 Face Saruin 20~
b01. Quest List Entries [RS053]
================================================================================
b02. Renewal of Quest List Contents [RS054]
================================================================================
c. Quest Rewards [RS055]
================================================================================
c01. Reward Types [RS056]
================================================================================
c02. Jewel Reward Calculation [RS057]
================================================================================
(100 + Current Rank Points / 17.92) x Multiply Rate Mod
+ (Number of times you've received jewel rewards x2)
* Round down.
* If your Rank Point total is 1792 or more, it becomes 1792.
* The usual jewel Multiply Rate is 1, but some quests have 1.5 and 0.5 as well.
* The number of times you've received jewel rewards also carries over to the 2nd
playthrough and beyond.
d. New Game + [RS058]
================================================================================
d01. Clear Data [RS059]
================================================================================
d02. New Game + Bonuses [RS060]
================================================================================
02. The Exploration System [RS061]
================================================================================
a. Movement [RS062]
================================================================================
a01. Town and Dungeon Movement [RS063]
================================================================================
a02. World Map Movement [RS064]
================================================================================
Places from Where You Don't End Up on the World Map:
Location Destination
---------------------------------------------------------------
Kaklim Desert Northpoint (*1), Uso (*1), Steppes of Galessa
Trials of Elore Steppes of Galessa
Bayre Plateau Bruelle, Aurefont
Gato's Village Shiverland
New Road Tarmitta, Weston
Jelton Plains
Mt. Tomae Plains
Oapu Jungle
Godongo Jungle
Jungle Oapu, Godongo
Faeries' Grove
*1 = If it isn't clear what the destination is, you'll end up on the world map.
a03. Means of Transportation for Your Party [RS065]
================================================================================
When your party travel around the world, there are more ways to do that than
just walking, which is explained below. You probably won't be too concerned with
the different transportation methods, but as you take on more quests and open up
new places, they might come in handy after a while. Other than traveling by
boat, you simply have to use the left stick to move your character in that
direction.
Boat
-------------------
Travel from town to town by boat. There is a small setback, though, as you have
to pay for it. But on the other hand, if you want to make a trip and then come
back again right away, you don't have to pay any fare for the trip back.
Traveling by boat is a good way to broaden the map and discover new places, and
not only as a means of transportation.
Boat Trips and Fares:
--------------------------------
Northpoint <-> Godongo 50G
Melvir <-> Oapu 80G
Melvir <-> Jelton 50G
Yeoville <-> Bruelle 20G
Yeoville <-> N. Estamir 50G
Yeoville <-> Mirsaburg 50G
Bruelle <-> N. Estamir 80G
Bruelle <-> Mirsaburg 80G
N. Estamir <-> S. Estamir 10G
Horse
-------------------
Starting in the middle of the Taralian Camp, you can simply press the [X] button
to mount the horse, and the [O] to dismount. Although while you're on the horse,
you can run faster than a main character on his own, you cannot get treasure
chests, use proficiencies or enter buildings.
Remember that when you travel to a place other than the 12 listed below, the
horse ends up in a place nearby. Also, when you make contact with enemies on
the field, you will still enter battle, so being on the horse does not make any
difference in that sense.
Towns and Fields Where you can Travel by Horse:
* Uso
* Taralian Camp
* Steppes of Galessa
* Altours
* Isthmus
* Aurefont
* Bayre Plateau
* New Road
Towns Where You Can Dismount the Horse Near the Entrance:
* Crystal City
* Loban
* Tarmitta
* Weston
Wagon
-------------------
A wagon limited to Barbara when she is your main character only. Press the [X]
button to get on and the [O] jump off. Although traveling in the wagon isn't
any faster than normal, it's possible to run over enemies with it and thus avoid
battle as the enemies you make contact with disappear. Note that this does not
affect the monster ecology and does not increase your Battle Rank tally (read
the Rank Points section for more info).
Apart from not being able to use proficiencies when your riding the wagon, you
won't be able to use it for visiting places outside Weston and New Road (you'll
have to park it and jump off near the entrance to Weston, though).
Small Boat
-------------------
A small craft that your party can use on Crystal Lake and Lake Malar. Because of
the big bulk of the boat, you have to move in big circles sometimes to avoid the
enemies. Although the size is different to that of Hawke's loveboat, the Lady
Luck, they both handle the same.
b. Proficiencies [RS066]
================================================================================
b01. About Proficiencies [RS067]
================================================================================
<under construction>
b02. Map Skill Functions [RS068]
================================================================================
Proficiencies don't have levels of their own like the skills do. However, each
proficiency is associated with a map class skill. If you level up the skill, the
effectiveness of the associated proficiencies will increase, and you will also
get more bonus uses the more you level up the skill.
Which map class skills are connected with which proficiencies is explained in
the chart below. For example, if you increase the associated skill level for
Find Chests which is the Search skill, all 5 types of proficiencies for that
category, and not only for the Find Chests proficiency.
The Map Class Skills Affect...
* The effectiveness of the proficiencies.
* Bonus uses for the proficiencies (details further down).
Map Class Skills and their Associated Proficiencies:
Skill Type
-----------------------------
| Find Chests |
| Find Ore |
Search | Find Herbs |
| Find Traps |
| Find Treasure |
-----------------------------
| Mine |
Gathering | Harvest |
| Excavate |
-----------------------------
Strategy | Pick Locks |
| Disarm Traps |
-----------------------------
| Lurk |
Survival | Move Silently |
Covert | Ambush |
-----------------------------
Trading | Trade |
-----------------------------
In-game Info for Proficiencies:
Find Chests: Discover hidden treasure chests.
Find Ore: Discover buried mineral deposits.
Find Herbs: Discover useful plants.
Find Traps: Discover the location of traps and other mechanisms.
Find Treasure: Discover buried valuables.
Mine: Extract minerals from lodes.
Harvest: Pick herbs.
Excavate: Dig up treasure.
Pick Locks: Pop locks on chests and similar items.
Disarm Traps: Defuse traps on chests and similar items.
Lurk: Avoid detection by foes with good sight.
Move Silently: Avoid detection by foes with good hearing.
Ambush: Increase your chances of attacking first.
Trade: Exchange items with certain monsters.
b03. Proficiency Uses [RS069]
================================================================================
Proficiency Bonus Uses from Additional Members
Formula:
(Skill level sum of additionally skilled members of the proficiency's associated
skill) +2
Example:
Member A: Has Find Chests, Search Lv3
Member B: Has Find Chests, Search Lv1
Member C: Has Find Chests, Search Lv0
Member D: Does not have Find Chests, Search Lv4
Member E: Does not have Find Chests, Search Lv0
There are only two members who have the associated skill (Search in this case),
which means that only Member A and Member B are eligible. The sum of the skill
level of these two is 3+1 = 4. As explained in the formula, a bonus of 2 is
added to this, which makes the total sum of uses 4+2 = 6.
If there are no additional members with the associated skill, the amount of
bonus uses is 2. For example, if your highest skill level associated with the
Harvest proficiency is Lv0, and the number of skilled members is 1, you would
then have 2 bonus uses for Harvest.
b04. List of Proficiencies [RS070]
================================================================================
How to Read the Chart:
Skill <--- What associated skill the proficiency is affected by. Also, you can
use the proficiency no matter who has it within the party.
Price <--- The amount of gold required to buy it.
Characters <--- Characters who have the proficiency from the beginning when they
join your party.
Usage Timing <--- Timing required to use the proficiency.
Effect <--- The effect of the used proficiency.
Skill Level Difference <--- An explanation of the effect change for when your
party member's associated skill level increases.
Search
------------------------------
Find Chests
-> Skill: Search
-> Price: 50G
-> Characters: Albert(*1), Aisha(*1), Grey(*1), Claudia, Jamil, Sif(*1),
Hawke(*1), Barbara(*1), The Minstrel, Diana, Neidhart. (*1 = Only if it's
your main character).
-> Usage Timing: Stand near a hidden chest. However, if you have a character in
the Thief class in your party, the range of which you can find chests can be
increased if you level up that class.
-> Effect: Lets you uncover and open chests.
-> Skill Level Difference: Makes it possible to uncover hidden chests that have
a high Search Level (see Map Skill Success Chart #1 further down for
details).
Find Ore
-> Skill: Search
-> Price: 50G
-> Characters: (none)
-> Usage Timing: Stand near a hidden ore.
-> Effect: Lets you use the Mine proficiency after finding hidden ore.
-> Skill Level Difference: Makes it possible to uncover hidden ore that have
a high Search Level (see Map Skill Success Chart #1 further down for
details).
Find Herbs
-> Skill: Search
-> Price: 50G
-> Characters: (none)
-> Usage Timing: Stand near hidden herbs.
-> Effect: Lets you use the Harvest proficiency after finding the hidden herbs.
-> Skill Level Difference: Makes it possible to uncover hidden herbs that have
a high Search Level (see Map Skill Success Chart #1 further down for
details).
Find Treasure
-> Skill: Search
-> Price: 50G
-> Characters: (none)
-> Usage Timing: Stand near a hidden treasure. However, if you have a character
in the Thief class in your party, the range of which you can find treasure
can be increased if you level up that class.
-> Effect: Lets you use the Excavate proficiency on the treasure you've
detected. However, unlike the Find Chests, Find Ore and Find Herbs
proficiencies, you won't see the treasure chest when you've used this
proficiency.
-> Skill Level Difference: Makes it possible to uncover hidden ore that have
a high Search Level (see Map Skill Success Chart #1 further down for
details).
Find Traps
-> Skill: Search
-> Price: 50G
-> Characters: Guella Ha
-> Usage Timing: Stand near a breakable wall.
-> Effect: Lets you break certain walls and enter the space left after them.
-> Skill Level Difference: Makes it possible to break some walls that have
a high Search Level (see Map Skill Success Chart #1 further down for
details). However, there are only 4 walls where you can use this proficiency:
* Geckling Cave B2: Lv1
* Captain Silver's Cave B1 (2 places): Lv1
* Captain Silver's Cave B1: Lv4
Gathering
------------------------------
Mine
-> Skill: Gathering
-> Price: 100G
-> Characters: Main characters who start out in the Craftsman class.
-> Usage Timing: Stand next to (make contact) an ore.
-> Effect: Lets you extract minerals from lodes. While you usually find only
one ore, it's possible to find 1~3 of them (see the Map Skill Success Chart
#2 further down for details).
-> Skill Level Difference: Increases the chance of finding additional ore.
Regarding the order of the system of Chart #2; the decision won't be taken
any further if it fails midway between 1~3, or after the last desicion (3)
has been taken.
Excavate
-> Skill: Gathering
-> Price: 100G
-> Characters: (none)
-> Usage Timing: Stand near the spot where the treasure is buried (Treasure
Point).
-> Effect: lets you dig out the treasure you've detected with the Find Treasure
proficiency at the Treasure Point, and then open the chest. See the
'Treasure Contents' section further down for details on what items you can
get.
-> Skill Level Difference: Increases the chance of finding additional items.
Regarding the order of the system of Chart #2; the decision won't be taken
any further if it fails midway between 1~3, or after the last desicion (3)
has been taken.
Harvest
-> Skill: Gathering
-> Price: 100G
-> Characters: Aisha, main characters who start out in the Herbalist, Cleric and
Fortuneteller classes.
-> Usage Timing: Stand near (make contact) some herbs.
-> Effect: Lets you gather the herbs you've found. While you usually find only
one herb, it's possible to find 1~3 of them (see the Map Skill Success Chart
#2 further down for details).
-> Skill Level Difference: Increases the chance of finding additional herbs.
Regarding the order of the system of Chart #2; the decision won't be taken
any further if it fails midway between 1~3, or after the last desicion (3)
has been taken.
Strategy
------------------------------
Pick Locks
-> Skill: Strategy
-> Price: 150G
-> Characters: Jamil, Herman, main characters who start out in the Thief,
Trader, Craftsman and Rogue classes.
-> Usage Timing: Stand near (make contact) a chest.
-> Effect: Lets you unlock locked chests. If the attempt fails, you can
repeatedly try to unlock the chest again.
-> Skill Level Difference: Makes it possible to pick locks that have a high
difficulty level (every lock has a difficulty level that is being compared
with your skill level, which is what determines the chances of unlocking it.
See the Map Skill Success Chart #3 further down for exact success rates).
Disarm Traps
-> Skill: Strategy
-> Price: 150G
-> Characters: (none)
-> Usage Timing: Stand near (make contact) a chest that has a rigged trap on it.
-> Effect: Lets you disarm traps on chests. If the attempt fails, the trap can
go off. If the trap doesn't go off, you can repeatedly try to disarm it.
-> Skill Level Difference: Makes it possible to disarm traps that have a high
difficulty level (every trap has a difficulty level that is being compared
with your skill level, which is what determines the chances of disarming it.
See the Map Skill Success Chart #3 further down for exact success rates).
Survival
------------------------------
Vigilance
-> Skill: Survival
-> Price: 300G
-> Characters: Aisha, Sif, Herman, Valhallan Warrior, main characters who start
out in the Imperial Marine, Herbalist, Valhallan Warrior, Trader, Warrior and
Templar classes.
-> Usage Timing: When 'Vigilance' is shown the in the top left corner of the
screen, it activates when the enemy attacks you from behind or from the side.
-> Effect: Makes it possible to avoid being struck first by the enemy according
to the rates given in the Proficiency Success Chart #3 further down.
-> Skill Level Difference: Makes it possible to avoid first strikes even when
the Battle Rank is high.
Jump
-> Skill: Survival
-> Price: 100G
-> Characters: (none)
-> Usage Timing: Stand at a specific spot (Jump Point) by a crevice or a hole
in the ground on a path etc. However, if the difficulty level of the
Jump Point is higher than the highest corresponding skill level in your
party, you won't be able to jump.
-> Effect: Lets you jump certain gaps in the ground.
-> Skill Level Difference: Makes it possible to jump at Jump Points that have a
high difficulty level.
Climb
-> Skill: Survival
-> Price: 100G
-> Characters: Neidhart
-> Usage Timing: Stand at a specific spot (Climb Point) by a wall. However, if
the difficulty level of the Climb Point is higher than the highest
corresponding skill level in your party, you won't be able to climb.
-> Effect: Lets you climb certain walls.
-> Skill Level Difference: Makes it possible to climb at Climb Points that have
a high difficulty level.
Covert
------------------------------
Lurk
-> Skill: Covert
-> Price: 200G
-> Characters: Barbara, Darque, main characters who start out in the Kjar
Sentinel, Entertainer, Assassin, Master and Rogue classes.
-> Usage Timing: Stop walking and stand still for 1.5 seconds.
-> Effect: Lets you become invisible to the enemy for 4 seconds. Observe that
if you exit to another map, the effect will expire.
-> Skill Level Difference: Every level increase gives you an extra 4 seconds
of invisibility.
Move Silently
-> Skill: Covert
-> Price: 200G
-> Characters: (none)
-> Usage Timing: Stop walking and stand still for 1.5 seconds.
-> Effect: Lets you avoid being detected by the enemy by moving without a sound.
Observe that if you exit to another map, the effect will expire.
-> Skill Level Difference: Every level increase gives you an extra 4 seconds to
stay completely silent.
Ambush
-> Skill: Covert
-> Price: 400G
-> Characters: (none)
-> Usage Timing: When 'Ambush' is shown the in the top left corner of the
screen, it activates 1.5 seconds after you've been attacked by the enemy
from the front.
-> Effect: The success rate when attacking an enemy from behind is given in
the Proficiency Success Chart #3 further down.
-> Skill Level Difference: Lets you ambush monsters when attacking from behind
even when the Battle Rank is high.
Trading
------------------------------
Trade
-> Skill: Trading
-> Price: 300G
-> Characters: Herman, The Minstrel, Darque, main characters who start out in
the Imperial Scholar, Trader, Assassin, Rogue and Bard classes.
-> Usage Timing: When the Trade proficiency is shown in the top left corner of
the screen, stand near an enemy symbol which has turned green.
-> Effect: A trade window pops up and lets you exchange items with the monster.
-> Skill Level Difference: It's one of several factors that can increase the
chance of making a successful trade.
Proficiency Success Chart #1 [Find Chests, Find Ore, Find Herbs, Find Treasure,
Find Traps]:
Target's Highest Proficiency Level Within Party
S.Level 0 1 2 3 4 5
1 O O O O O O
2 ^ O O O O O
3 X O O O O O
4 X ^ O O O O
5 X X O O O O
6 X X ^ O O O
7 X X X O O O
8 X X X ^ O O
9 X X X X ^ O
10 X X X X X O
O = Success
^ = Success only if you have a Herbalist in your party when you use Find Herbs.
X = Failure
Proficiency Success Chart #2 [Mine, Harvest & Excavate]:
Number of Items Success Rate of Obtaining Additional Items
1 Item Highest Excavate Level Within Party x 10 (%)
2 Items Highest Excavate Level Within Party x 5 (%)
3 Items Highest Excavate Level Within Party x 1 (%)
Proficiency Success Chart #3 [Pick Locks, Disarm Traps, Vigilance, Ambush]:
Target's Highest Proficiency Level Within Party
D.Level(*1) 0 1 2 3 4 5
1 100 100 100 100 100 100
2 40 90 100 100 100 100
3 20 80 100 100 100 100
4 0 40 90 100 100 100
5 0 20 80 100 100 100
6 0 0 40 90 100 100
7 0 0 20 80 100 100
8 0 0 0 40 90 100
9 0 0 0 20 80 100
10 0 0 0 0 40 90
Unit: %
Notes: D.Level = Difficulty Level. *1 = For Vigilance and Ambush, this is
determined by the current Battle Rank.
Proficiency Locations
================================================================================
G
S a N T
o t C o a P
u o r r r i
t E w ' y t N a r
h M u e s s h o l a
T i g i t Y r i E t
E a r e s V B a A e E t a t G e
W s r s n e i M r l l o s h n t o J
e t m a s r l e L u t v t p i d C e
s a i b t h l l o e C o i a o C n o o l
t m t u a e a v b l i u l m i U a h n a t
o i t r d l g i a l t r l i n s m a g s o
n r a g t m e r n e y s e r t o p m o t n
Find Chests O O O O O O
Find Ore O O O O O O O O
Find Herbs O O O O O O O O
Find Treasure O O O O O O O
Find Traps O O O O O O O
Mine O O O O O O O
Harvest O O O O O O O
Excavate O O O O O O O
Pick Locks O O O O O O O
Disarm Traps O O O O O O
Vigilance O O O O O O O
Climb O O O O O O O
Jump O O O O O O O
Lurk O O O O O O O
Move Silently O O O O O O O
Ambush O O O O O O O
Trade O O O O O O O
================================================================================
c. Treasure [RS071]
================================================================================
When you're on the field or in a dungeon, there's a chance you might come across
some treasure, in form of of a treasure chest or some ore. Below is an
explanation of the different types of treasure you might find.
c01. Treasure Types [RS072]
================================================================================
There are 4 types of treasure that you can find on the field and in a dungeon,
which are explained in the chart below. While you can basically just press the
[X] button to get the contents, to collect ore, herbs or treasure, you have
to use the appropriate proficiency to actually get the item. Also, after being
hidden, chests, ore, and herbs become visible when you dig them up. Treasures on
the contrary, always stay hidden. For finding hidden things, you will want to
use the associated proficiencies to get the items.
Treasure Chest
Chest that contains items and money. While you can use the [X] button to get the
contents, the chest can still be locked and a trap can be rigged.
Ore
Contains minerals that can be used to temper your weapons and armor at a weapons
shop. Use the Mine proficiency to extract the minerals from the ore.
Herbs
Herbstock with which you can recover HP. Use the Harvest proficiency to collect
the herbs.
Treasure
Treasure chest that contains money and valuable items. Use the Find Treasure and
Excavate proficiencies to dig out the treasure.
[RS073]
c02. ULTIMANIA column ~Placement System for Treasure Chests, Ore, and Herbs~
================================================================================
The system for how placement of treasure chests, ore, and herbs when your party
enters a field/dungeon is done, is explained in the 4 steps below. Before the
location is determined, though, the contents (the item you will get) is decided.
If there haven't been a lot of treasures placed (decided in step 1) or if the
desired contents (of the available ones for the dungeon) haven't shown up yet,
it's a good idea to exit and re-visit the dungeon again several times.
Note that the contents for each placement spot are determined separately. It
also means that you won't necessarily find the same contents twice from the
same spot.
The 'treasure' category on the other hand, is separate from the placement system
explained above in the sense that if you don't have a treasure map associated
with the area you're in, the treasure won't be placed. Also, even if you have
several treasure maps of the same place, you can only find one treasure each
visit of the dungeon. When you visit a dungeon you have a treasure map for, the
compass the bottom left corner of the screen indicates in which direction you
should be looking for the treasure.
1. When your party enters the field/dungeon, how many of each of the 3 types
(chests, ore, herbs) will be distributed to each map is determined.
2. From the available contents of the field/dungeon, placement locations for the
things that are always distributed are determined from the map's available
placement locations. In the case of the chests that are always placed at
certain locations; those will always be placed there.
3. Using the number determined in step 1, the distribution of the contents
available for the field/dungeon is randomly chosen. As for treasure chests,
using the number determined in step 1, the amount distributed is pulled from
step 2 and the contents are chosen.
4. When your party enters each map, the locations to place the contents that are
determined in step 3 are randomly chosen out of the fixed available ones for
that map.
c03. Random Treasure Chest Contents [RS074]
================================================================================
The contents of a chest on the field or in a dungeon can vary. What a chest will
contain is determined every time you enter a dungeon/field etc. Apart from
deciding between money and item contents in a chest, the system also determines
the contents between [Weapon], [Armor + Gold] or [Jewels]. The
exact item type, money sum, jewel amount (10~30) etc is determined by the
Battle Rank you have when you entered the dungeon/field map. Also, the chests
can also sometimes be locked or hidden as explained in the four steps below.
Factors for Deciding Treasure Chest Contents:
[A]: Placement
--------------
There are 3 different types:
* Chests that are always distributed to the same location.
* Chests that are always distributed, but in a random location.
* Chests that aren't always distributed, and when they are, they're placed in a
random location.
[B]: Search Level
-----------------------
The target's Search Level is the difficulty for your proficiency level that
determines if you'll be able to see the placed chest at all.
[C]: Trap and Lock Difficulty Level
-----------------------------------
Some placed chests will have locks and/or traps rigged (there are also chests
that always have locks/traps rigged). This is what determines how difficult it
will be to disarm the chest.
[D]: Trap Type
--------------
When the difficulty level of the trap has been determined, the trap type is also
decided from one of the four types below (there are also cases where the trap
type is randomly decided).
Treasure Chest Trap Types:
* Alarm: Alerts all enemies on the map of your party's location.
* Explosion: Every party member's LP decreases by:
(Level / 4) ~ (Level / 4 + Level / 3 +1).
The item/money contents will blow up.
* Encounter: A battle against certain monsters will commence. The monster types
are determined as explained in the chart further down.
* Blaster: A randomly chosen party member's LP decreases by: 0 ~ (Level - 1 ).
Note: The 'Level' in this chart refers to the difficulty level of the trap.
Encounter Trap Monsters:
Trap Lv Monsters
1 Slime (Green) x 3
2 Slime (Green) x 5
3 Slime (Green) x 7
4 Wind Crystallite + Earth Crystallite + Water Crystallite
5 Wind Crystallite + Earth Crystallite + Water Crystallite
+ Fire Crystallite
6 Wind Crystallite + Earth Crystallite + Water Crystallite
+ Fire Crystallite + Snow Spirit [A]
7 Wind Crystallite + Earth Crystallite + Water Crystallite
+ Fire Crystallite + Snow Spirit [A]
8 Wind Crystallite + Earth Crystallite + Water Crystallite
+ Fire Crystallite + Snow Spirit [B]
9 Wind Crystallite + Earth Crystallite + Water Crystallite
+ Fire Crystallite + Snow Spirit [B]
10 Wind Crystallite + Earth Crystallite + Water Crystallite
+ Fire Crystallite + Snow Spirit [B] x 3
Treasure Chest Contents [Weapons]:
Battle Rank Items (Randomly Decided)
1 Fleuret, Single Sword, Hand Axe, Mace, Zweihander, Harpoon
2 Antique Dagger, Single Sword, Hand Axe, Mace, Zweihander,
Hunting Bow
3 Antique Dagger, Bastard Sword, Monk's Spire, Crescent Blade,
Samurai Sword, Novice's Staff
4 Silver Fleuret, Bastard Sword, Long Bow, Crescent Blade,
Novice's Staff, Broad Axe
5 Silver Fleuret, Ogre's Cleaver, Monk's Spire, Crescent Blade,
Warhammer, Broad Axe
6 Werewolf, Ogre's Cleaver, Stone Axe, Warhammer, Ogre's Eye,
Composite Bow
7 Werewolf, Raksha Sword, Stone Axe, Ogre's Cleaver, Elemental Staff,
Composite Bow
8 Golden Blade, Raksha Sword, Silver Hammer, Drachenbrand,
Vorpal Axe, Composite Bow
9 Espada Ropera, Raksha Sword, Scorpion, Phantom Sword,
Silver Hammer, Claymore
10 Blazing Sword, Schiavona, Donkey Bone, Phantom Sword,
Crane Princess, Scorpion
Treasure Chest Contents [Armor]:
Battle Rank Items (Randomly Decided)
1 Bone Breastplate, Studded Gloves
2 Studded Gloves, Bone Cross
3 Great Shield, Cloth Armor
4 Targe, Glamorous Ring
5 Targe, Evil Eye Talisman
6 Rondache, Gothic Armor
7 Silver Mask, Rubber Shoes
8 Earthenguard, Stone Brigandine
9 Mystic Stone Mask, Skull Mantis
10 Black Stone Mail, Greaves of Titus
c04. Treasure Contents [RS075]
================================================================================
The process that determines what contents a treasure will contain is made up of
3 steps (details in the chart further down). Basically, the higher the treasure
map's Search Level, and also the Battle Rank when you use the Excavate
proficiency, the more likely you are to get valuable items and more money.
Also, if any of your party members have Excavate level 1 or higher, apart from
the process mentioned above, you can also get any of these items in addition:
Gold Ring, Silver Ring, Pearl Ring, Wondrous Bangle and Heeled Shoes. The
following chart explains the success rate of getting additional items. See the
Proficiency Success Chart #2 for specific details regarding the success rate.
The Process of Determining Items and Money Sum from Treasures:
1. When you find a treasure map, the Battle Rank at that point randomly
determines the range of the treasure map's Search Level and Level Revision.
2. When you enter the associated dungeon, the specific map where the treasure
is placed is determined.
3. When you visit the map where the treasure is placed, the treasure map's
Search Level, its Level Revision and the current Battle Rank will randomly
determine the range of the Content Rank. After that, one of the items from
the determined Content Rank will be chosen randomly. Also, the amount of
money you get from a treasure will also be randomly determined, although the
base sum is set to 1000G and the chance of getting more money increases along
with the Search Level and Level Revision of the treasure map.
Treasure Map Search Level/Level Revision Relation:
Battle Rank Search Level Level Revision
1 1 0
2 1 0
3 1 0
4 1 0~1
5 1~2 0~1
6 1~2 0~2
7 1~3 0~2
8 1~3 0~3
9 1~4 0~3
10 1~5 0~4
Treasure Contents Rank:
Search Lv &
Lv Revision Sum Content Rank
1~2 = 1
3~4 = 1~2
5~6 = 1~3
7~8 = 1~4
9 = 1~5
Note: The exact values (in case of "~") will be randomly decided depending on
your current Battle Rank.
Content Rank Probability Chart:
BR C.Rk1 C.Rk2 C.Rk3 C.Rk4 C.Rk5 S.Lv1 S.Lv2 S.Lv3 S.Lv4 S.Lv5
1 100 0 0 0 0 1 0 0 0 0
2 100 0 0 0 0 1 0 0 0 0
3 100 0 0 0 0 1 0 0 0 0
4 75 25 0 0 0 1~2 0 0 0 0
5 60 40 0 0 0 1~2 2~3 0 0 0
6 50 35 15 0 0 1~3 2~4 0 0 0
7 40 30 30 0 0 1~3 2~4 3~5 0 0
8 40 25 25 10 0 1~4 2~5 3~6 0 0
9 35 25 20 20 0 1~4 2~5 3~6 4~7 0
10 30 20 20 20 10 1~5 2~6 3~7 4~8 5~9
Unit: % (Content Rank only)
Notes: C.Rk = Content Rank. S.Lv = Treasure map Search Level. The chart
displays the relative chances of getting different Content Ranks, and
also shows what treasure map Search Level is required.
Treasure Map Level Chart:
BR RP S.Level1 S.Level2 S.Level3 S.Level4 S.Level5
1 0~ 100 0 0 0 0
2 256~ 100 0 0 0 0
3 512~ 100 0 0 0 0
4 768~ 100 0 0 0 0
5 1024~ 80 20 0 0 0
6 1280~ 70 30 0 0 0
7 1536~ 60 25 15 0 0
8 1792~ 50 25 25 0 0
9 2048~ 45 20 20 15 0
10 2304 40 20 20 10 10
Unit: %
Note: These are not treasure map drop rates from enemies. The chart shows the
relative chances of getting treasure maps of different levels when the enemy
does drop a treasure map, and is based on the current Battle Rank. S.Level =
treasure map Search Level.
Content Rank/Item Relation for Excavating Treasure:
Content Rank Items
1 Blazing Sword, Harmonic Bracer, Amber Maleate, Last Leaf,
Alabaster Ring, Pocket Dragon
2 Eternity Staff, Shimmering Sand Robe, Alabaster Ring
3 Farangi, Amber Jack, Flamberge, Shooting Star, Wisteria,
Mystic Stone Mask, Greaves of Titus, Devil Bone Bangle,
Alabaster Ring
4 Dragonscale Blade, Vorpal Axe, Dragonscale Shield
5 Blue Saber, Red Peacock, Lady Hawk, Khellendros, Malystrix,
Mirror Shield, Dragonscale Coat, Black Stone Mail, Alabaster Ring
c05. Ore and Herb Contents [RS076]
================================================================================
The types of ore and herbs you can find when using the Mine and Harvest
proficiencies are determined by the Battle Rank (items from a higher rank than
the actual rank are chosen more easily if the Search Level is high. You can only
find special herbs if one of your party members have the Herbalist class. If
none of your characters have that class, you will only be able to find the
normal herbs.
Harvesting Herbs:
Battle Rank Herbs Special Herbs
1 100% 0%
2 99% 1%
3 95% 5%
4 92% 8%
5 90% 10%
6 88% 12%
7 86% 14%
8 84% 16%
9 82% 18%
10 80% 20%
Notes: The color of the herbs and special herbs are randomly decided. If your
Herbalist character doesn't recognize the color that has been chosen, no matter
if it is a generic or special herb, the color of the herb will be that of a
generic herb.
Mining Ore:
Battle Rank Items (Randomly Decided)
1 Southern Iron, Native Silver, Mullock (1), Mullock (2), Blancazure,
Vermillion, Bismuth, Deadstone
2 Southern Iron, Mullock (1), Mullock (2), Blancazure, Vermillion,
Bismuth, Deadstone, Electrum
3 Native Silver, Mullock (2), Mullock (3), Blancazure, Vermillion,
Bismuth, Deadstone, Electrum
4 Mullock (2), Mullock (3), Blancazure, Vermillion, Bismuth,
Deadstone, Electrum, Marcasite
5 Native Silver, Mullock (3), Mullock (4), Mullock (5), Deadstone,
Pure Gold, Electrum, Marcasite
6 Mullock (4), Mullock (5), Mullock (6), Deadstone, Electrum,
Marcasite, Tree Crystal, Meteoric Iron
7 Mullock (6), Mullock (7), Pure Gold, Electrum, Marcasite,
Tree Crystal, Black Steel, Meteoric Iron
8 Mullock (5), Mullock (6), Mullock (7), Pure Gold, Tree Crystal,
Black Steel, Corundum, Meteoric Iron
9 Mullock (6), Mullock (7), Pure Gold, Corundum, Meteoric Iron,
Chunk of Copper
10 Mullock (6), Mullock (7), Pure Gold, Corundum, Meteoric Iron,
Dark Crystal, Grim Crystal, Chunk of Copper
d. The Volunteer Brigade [RS077]
================================================================================
d01. General Info [RS078]
================================================================================
<under construction>
d02. Advice List [RS079]
================================================================================
Format: Event Rank / Advice
Choose [I could use your help.]
-------------------------------
0~ Teach me the basics.
0~ ?
1~ What are proficiencies?
0~ Explain the numbers on the menu.
0~ I want to see the world!
0~ Things to do before I go.
0~ I want to team up with others.
0~ Can I add to my first-aid kit?
0~ The monsters are too tough...
0~ I want to learn powerful techniques.
2~ I want more money.
3~ How do I get more jewels?
4~ School me in techniques and spells.
5~ There's a chest I can't reach.
0~ I want to learn more advanced things.
7~ I want to learn even more advanced things.
0~ Is that all there is? (*2)
Teach me the basics
-------------------
0~ Hit Points
0~ Life Points
0~ Battle Points
0~ Durability Points
0~ Proficiencies
0~ Gold and Jewels
0~ Preparations
0~ Spells
0~ Saving
0~ Search Markers
1~ The World Map
0~ Party Members
0~ Quests and Rumors
0~ Chain Battles
I want to learn more advanced things
------------------------------------
0~ First Strikes and Melees
0~ Blacksmithing
0~ Concoctions
0~ The Library
0~ Secrets of Treasure Maps
I want to learn even more advanced things
-----------------------------------------
7~ Stuns, Shocks, and Snares
8~ Vendors
9~ Herbs and Ore
10~ Classes
11~ Weapons and Shields
12~ Modes
13~ Blacksmithing II
14~ Concoctions II
15~ Synthesizing Spells
16~ Ambush
17~ Lurking and Moving Silently
18~ Trading
19~ Blacksmithing III
20~ Final Secrets
d03. In-game Advice [RS080]
================================================================================
Teach me the basics.
------------------------------------------
---------------------------> Hit Points
Hit points (HP) represent how much punishment you can take before you fall
unconscious. Whenever a party member's HP reaches 0, he or she loses one life
point (LP). To bring someone with 0 HP back into combat, use a balm or cast
Healing Water. Lastly, all damage and status ailments are automatically cured
once combat comes to a close. But you already knew that, right? By the way, when
your HP reaches 0, you lose all of your battle points (BP) too, so watch out.
---------------------------> Life Points
Life Points (LP) represent your internal life force. Party members you lose all
LP are removed from the party, along with all of their possessions. Be sure to
restore LP by resting at an inn before that happens. There are many different
ways you can lose LP.
- Your HP reaches 0.
- You take damage when your HP is 0.
- You perform spells or martial arts far beyond your capability.
- You run from the enemy.
- You are struck by certain attacks.
- You fall victim to traps.
- You use proficiencies when out of uses.
You'll be okay. Don't worry too much about all that. Just remember that it's not
good to let your LP fall to 0.
---------------------------> Battle Points
You spend battle points (BP) in order to perform spells and techniques. They're
displayed like this:
3/10: +2
This means that you start the battle with 3 BP, and you gain 2 each round. And,
no matter how many rounds go by, your BP total can never exceed 10. By the way,
if you ever see "You gain BP." at the end of a battle, it means that your
maximum BP has risen.
When your maximum BP rises, both your starting BP and your rate of BP
regeneration also increase. You can also reduce consumption of a spell or
technique's BP by raising the applicable skill.
Basically, BP are points you must spend in order to perform special actions in
battle. Normally, expert fighters have lots of HP and BP, while the less
experienced gain increases to their attributes faster and regenerate BP more
quickly.
I hope that helps you select who you want to invite into your party!
---------------------------> Durability Points
Durability points (DP) express how much damage a weapon can take. Once it
reaches 0, the weapon becomes temporarily unusable. As long as the weapon hasn't
been tempered by a blacksmith, its DP can be restored when you rest at at an
inn. By the way, techniques that strike all enemies are very powerful, so they
tend to use up a lot of DP.
Once you temper a weapon, its DP can no longer be restored at an inn. And you
have to keep tempering it with the same materials, so watch out.
---------------------------> Proficiencies
Proficiencies let you do stuff like find hidden treasure and leap across pits.
Spend jewels at mentors to learn proficiencies. Mentors are marked "SK" on maps.
Up to five proficiencies can be activated among the party at any one time. But
remember, you must activate them in towns or other safe places before you set
out.
While exploring dungeons and the wilderness, you'll sometimes see a message
saying, "A chest is nearby." When that happens, press the corresponding button
to discover the chest. Each proficiency can only be performed a limited number
of times, but these are replenished whenever you stay at an inn.
Raise your proficiency levels to increase their effectiveness and total number
of uses. Proficiencies are the first step to better adventuring! And you'll be
well on your way as long as you remember that they can only be activated when
it's safe!
If you feel that you need more uses or that your level is too low, use jewels to
buy additional skill levels from mentors in town.
---------------------------> Gold and Jewels
Gold is accepted currency anywhere you travel in Mardias. You can obtain gold
from places like treasure chests in dungeons. Use gold to buy weapons and armor,
proficiencies, spells, and much more.
Jewels have no monetary value; they are used solely t olearn and train in
skills. You can obtain them by completing quests and by using proficiencies
successfully.
Just remember that gold and jewels are totally different. By the way, you're
carrying quite a big bag there, aren't you? I'd say you'll never run out of
space for gold and jewels with a bag that big.
---------------------------> Preparations
Remember to prepare three things before leaving the safety of town:
- Weapons and the first-aid kit
- Armor
- Proficiencies
Weapons and the first-aid kit are equipped from the weapons menu, while armor is
equipped from the armor menu. You can activate proficiencies from (where else?)
the proficiency menu.
Remember, you can only activate proficiencies when you're in town or in a
similar safe area. Not many folks know you have to equip the first-aid kit and
activate proficiencies, but now you do!
---------------------------> Spells
Spells are available for purchase from magic shops in town. They are different
from techniques in that they are never learned in the heat of battle, and their
strength depends greatly on the power of the caster. Some spells look different
and even gain in power in certain circumstances.
There are ten schools of magic, each possessing an opposite:
Pyrology and hydrology, aerology and terrology, illusions and demonology,
sorcery and cosmology, bewitchery and necromancy.
No one can wield opposite schools at once. For example, if you purchased the
spell Healing Water while you have Hellfire memorized, Hellfire would be
rendered useless.
Unlike weapons, spells can't be shared among your party members once someone has
learned them, so purchase them with care. The same goes for proficiencies too.
---------------------------> Saving
There are two ways to save your game: the quicksave and the regular saves. A
quicksave can be performed from the menu at any time, anywhere in the world. But
you can have only one quicksave at a time. Select "Continue" from the start menu
to continue from your last quicksave.
Regular saves can only be created when you visit an in, but you can have as many
as you wish. Select "Load Data" from the start menu to load a regular save.
The quicksave is neat because you can save your game anywhere you like! Still,
sometimes you might have to start over from the inn, like when you don't have
the proficiency to return to town, or if you have to defeat an enemy that's too
powerful for you in order to proceed.
You'll just run out of LP in those situations, so it's best to call it quits and
start fresh from a regular save. Remember that! It just might save your life!
---------------------------> Search Markers
Sometimes when you're making your way through wilderness or dungeons, you'll see
a red exclamation point. This indicates that a treasure chest, herbs, or ore is
present. Use proficiencies like Find Chests, Find Herbs, Find Traps, or Find Ore
to discover what's there!
They can pop up all of a sudden, so if you're just out there minding your own
business, they sure can surprise you! Search markers come and go, so it's best
to grab what's there while you can. To do that, you'll need to have the right
proficiencies activated before you set out.
Treasure chests can be found anywhere, but herbs are usually located on plains
and wide-open fields. Ore is found in high, rocky areas. Try to get a basic
idea of where stuff is from the location's name and appearance, so you can
prepare accordingly.
---------------------------> The World Map
Any time you visit a town, the button to open the world map will appear at the
bottom of the screen. You can use the world map to quickly travel to other
destinations. Press the button again to switch between the regional map and the
world map.
Keep in mind, though, that certain remote regions and large structures cannot be
accessed direcly from the world map. You must instead venture to them on foot.
If you set out while riding a horse or vehicle, it will sometimes be left at
your previous location. And it goes without saying that you can't board a ship
while you're riding anything.
Most places that are accessible from the world map are simply remote regions.
Nowadays, roads and ships make travel easy, but it must have been tough in the
old days.
---------------------------> Party Members
You can find other adventurer's in pubs marked with a pink sign. You can have a
total of five people in your party. If you want to let members go, have the
Minstrel give them the bad news.
After leaving the party, they take their belongings and continue adventuring on
their own. You can run into them later. Of course, some you'll never run into
again if something bad happens to them.
Say, I wonder what happens to party memberswhen their LP has fallen to 0. It's
never happened to me, so I don't know what it's like. At any rate, be careful!
---------------------------> Quests and Rumors
When you talk to a lot of folks, sometimes you'll come across peiple who need
help. That kind of info is recorded in the menu's Notes section, which you can
view at any time.
Some people would like to ask you for help, but feel but feel that they should
wait until they know you're trustworthy. Try talking to such people again after
you grow stronger.
Sometimes requests are urgent, and will come to one outcome or another whether
or not you became involved. Others change over time. Either way, you must be
earnest when helping others.
---------------------------> Chain Battles
Sometimes chain battles occur when other monsters are nearby when combat starts.
After the first fight, your current BP and HP totals carry over to the next one.
Also, you can't run away when this happens! The chain ends when all monsters are
defeated, and you'll gain a jewel bonus.
They can be quite challenging, those chain battles! But you'll get some extra
jewels in the process, so when you think ou can handle them, give them a try!
What are proficiencies?
------------------------------------------
---------------------------> Proficiencies
You don't know what proficiencies are? That's crucial information for you
adventurers. Proficiencies appear above the screen when you're outside of town,
like Find Chests, for example. If you activate the corresponding proficiency,
you'll sometimes see a message saying, "A chest is nearby."
So hit the assigned button when that happens. The chest will appear so you can
grab its contents. Proficiencies come in all forms, and they're all very useful!
Explain the numbers on the menu.
------------------------------------------
---------------------------> Numbers on the Menu
You can view information on things like "STR" and "VIT", vendors, and even the
stars that appear in the positions menu.
Oh, no! I forgot where!
Some guy with a guitar said you need to press a button.. It sounded like the
"sleck" button to me. Oh, well. Just try to press as many as you can!
I want to see the world!
------------------------------------------
---------------------------> Seeing the World
Oh, so you seek adventure. That's good!
If you're headedto another country, try boarding ships or using the world map.
The world map has regional and national maps. You can switch between them by
pressing buttons. If you need more destinations, try searching for new comrades.
Sometimes you can travel with people you meet in pubs. If they're from places
you've never been, they can provide you with new places to go.
If that doesn't work, try talking to as many people as you can. Some people want
to ask you for help, but they'll wait until they know they can trust you. Try
talking to them again after you grow stronger.
Things to do before I go.
------------------------------------------
---------------------------> Preparations
Here's everything in a nutshell:
- Make sure to purchase spells and proficiencies.
- Equip weapons and the first-aid kit.
- Activate necessary proficiencies.
- Check your weapons, positions, and classes.
- Be sure to restore LP at the inn and save your game.
That's about it. Once you're ready, get on out there!
I want to team up with others.
------------------------------------------
---------------------------> Meeting New Party Members
"The more the merrier", they say!
You'll find more people in pubs, so look for the round pink sign outside.
Sometimes you'll run into people where you least expect it--another good reason
to get out and see the world!
Can I add to my first-aid kit?
------------------------------------------
---------------------------> The First-aid Kit
Inns have services that let you do that. I've also heard that once you find lots
of herbs, you can take them to the apothecary. But for now, try asking at the
inn.
The monsters are too tough...
------------------------------------------
---------------------------> Monsters Too Tough
First, check your positions and equipped weapons and armor. Try giving the
first-aid kit to your stronger members so they can help the weaker ones.
Work on your strategy! Take out monsters that can heal first, and find monster's
weaknesses. Of course, some fights you can't win, no matter what you do. It goes
without saying that monsters will try their darndest to beat you.
Oh, that reminds me! Sometimes the game doesn't end when a boss beats you.
If you just can't win, try facing him later. After all, the Minstrel told me
that desecration is the better part of valor! Even if you can't beat a foe now,
you might be able to win later.
I want to learn powerful techniques.
------------------------------------------
---------------------------> More Powerful Techniques
You've got two options!
- Raise your level of skill.
- Fight powerful enemies.
You can raise your skill levels by studying, under one of those guys with a
hood. If they've go a skil you want to unlock, pay them some jewels for tuition.
Sometimes you can tell a powerful enemy just by looking at him, and sometimes
you can't. Still, try to hold your ground and fight!
The path to new techniques will open when the time is right. Oh, and another
thing: Something neat happens when your skill levels reach level 3...
I want more money.
------------------------------------------
---------------------------> Acquiring More Money
Yeah, not many monsters carry cash... You can find treasure chests in dungeons,
so they're a good place to look.
Oh that's right! You'd better equip the proficiency called Find Chest before
heading out. If you ever see "A chest is nearby!" then use it! You'll be
surprised by how much you can find, I'll wager.
And here's a little secret. If you head back to a dungeon you've already
cleared, you can use Find Chests to discover some cool stuff. Another way to get
cash is to perform quests for rich people. They give some nice rewards!
Definitely worth your time.
How do I get more jewels?
------------------------------------------
---------------------------> Acquiring More Jewels
You can earn jewels by helping people in need. Talk to as many as possible and
try to solve their problems. And you earn a small amount by using proficiencies
successfully.
School me in techniques and spells.
------------------------------------------
---------------------------> Techniques and Spells
Well, the best way to improve your techniquesis to raise your skill levels and
class levels. You can reduce your BP consumption through higher skill levels.
Likewise, you can reduce the DP and LP cost consumption of classes' skills by
raising the level of that class.
You know, the red "1" means "always consumes 1 DP" and the yellow "1" means
"sometimes consumes." When you skill level rises, the red 1 sometimes becomes a
yellow 1. It's not too expensive to reach level 2, so don't hold back: use those
jewels!
As an advanced method you can try to increase your weapon's durability modifier.
After selecting "Improve durability" twice at a blacksmith, the weapon's DP
consumption usually is reduced by 1. Although this will reduce the damage that
weapon deals, reinforcing still lets you use inns to restore its DP, so it's
quite convenient.
So if you find a weapon you don't need, try reinforcing it and using it in place
of your main weapon. This way you can save your main weapon from a lot of wear
and tear!
There's a chest I can't reach.
------------------------------------------
---------------------------> Chest Out of Reach
Well, that means you haven't obtained the proficiencies Jump and Climb, have
you? You need to find someone who'll teach you skills, and then purchase Jump
and Climb. I don't know where you're headed, but I'm sure those will help.
Wait! I'll bet you're thinking, "I'll just have one party member learn all those
skills." But that's not a good idea! You see, if the one person who knows how to
jump and climb loses all his or her LP and leaves the party, you could be stuck!
So you need to watch out for that one person's LP. In case you have to start
over again, make sure you save at the inn often!
I want to learn more advanced things.
------------------------------------------
---------------------------> First Strikes and Melees
Have you ever been in a battle when one side gets first strike? That usually
occurs when one side starts battle by approaching from behind. Whichever side
gets first strike gains a little more BP than usual as a bonus. So watch out for
powerful attacks when the enemy strikes first!
Also, when the enemy gets first strike, melees can occur. This is when when the
enemy's position is right up next to yours. So, attacks that don't normally
strike your middle or rear ranks may suddenly reach. This makes the enemy's
attacks stronger, so watch out!
When walking around dungeons, try to avoid giving the enemy first strike by
facing your enemy right before the battle starts.
If that seems lke a bit too much for you, try using the proficiency called
Vigilance.
---------------------------> Blacksmithing
You can temper your weapons and armor and change modes at blacksmiths, but I
honestly can't recommend it to beginners. It's because weapons once tempered no
longer recover DP when you stay at an inn. So don't worry about tempering yet.
---------------------------> Concoctions
You can have medicine concocted by visiting an apothecary, but like
blacksmithing, it's not for budding adventurers like you.
Oh, but you can have the apothecary replenish your first-aid kit by using herbs
you've gathered. That's always handy.
---------------------------> The Library
You know about the library, right? They've got lots of books there, and you can
learn all kinds of things! If you're ever interested, go check it out!
---------------------------> Secrets of Treasure Maps
Treasure maps tell you where monster's treasure is buried. They usually mention
the name of the area the treasure's in, so take proficiencies like Find Chests
and Excavate and go search the place! I get so excited when I see the words
"A chest is nearby!"
I want to learn even more advanced things.
------------------------------------------
---------------------------> Stuns, Shocks, and Snares
Have you ever seen the word Stun in combat? When that happens, it means you
can't attack for a while. There are similar conditions called shock and snare.
Stuns make you unable to perform any action that round, shocks keep a
spellcaster from casting anything, and snares prevent you from performing
lunging attacks until the next round.
So if you're facing enemies that cast lots of spells, try inducing shock!
Likewise, if you're snared, stay away from lunging attacks. If you keep these
in mind, combat gets a lot easier! Wha, it's hard? Naw, you'll get the hang of
it.
---------------------------> Vendors
Have you ever noticed three bars on the left-hand side when visiting shops?
These are called vendor gauges. They represent your clout with the three major
vendors that most shops do business with.
When you gain a new level with one of the three major vendors, shops that do
business with it gain new inventory, so it pays to check back often. The best
adventurers pick one vendor and visit only its shops when buying and selling
goods.
---------------------------> Herbs and Ore
Have you ever noticed white flowers or black rocks when exploring a dungeon? You
can collect them by using the Harvest and Mine proficiencies.
And here's a bit of wisdom for the budding adventurer: When you faind a flower
or some ore, there are often others nearby, so try using Find Herbs or Find Ore
to uncover the rest. I bet you didn't know that!
---------------------------> Classes
Right now you're gathering jewels to buy skills for classes like swordsman or
wizard. But there sure are some strange-sounding classes, aren't there?
There's a class that gains a defense bonus when standing on the front line, and
another that gives advance warning of enemies.
If you consider specific uses of each, you can fight more effectively. So I
recommend classes that match your own style of fighting.
Oh, and here's another gem--they say good things happen to those who try
different classes. So if you ever gain access to a different class, give it a
shot!
---------------------------> Weapons and Shields
Are you using weapons and shields effectively? You're not a beginner anymore, so
I think you're okay. But just in case...if a weapon is too heavy for its
wielder, accuracy suffers.
Makes sense, right? You can't give a huge battle axe to a puny little kid!
And you can't use a shield without a free hand. That means no two-handed swords,
two-handed axes, great swords, katana, pole arms, lances, staves, bows, spells,
or martial arts! You can't use a shield when you attack with these, so don't try
it!
---------------------------> Modes
Here's the deal on the modes available at blacksmiths and martial arts shops.
Attack Mode: A mode for offense
Defense Mode: Helps deflect enemy attacks
Trick Mode: Allows you to attack quickly
In addition to weapons, techniques have modes as well, and they're more
effective when they match.
If you take lots of hits, try weapons and techniques in defense mode. Or if the
enemy is always striking first, try weapons and techniques in trick mode. How's
that sound?
---------------------------> Blacksmithing II
You seem like you can handle blacksmithing now. You can modify weapons and
armor, but today I'll just talk about the armor side. You can modify armor in
the following ways:
- General Strengthening
- Tempering with Materials
Strengthening is performed by increasing the armor's defense against physical
and magical attacks equally.
When you temper, you use materials from the blacksmith's inventory or those you
have gathered yourself. It's a good deal for the money, so try tempering as a
bridge until your next armor purchase.
Huh? When will I teach you how to temper weapons? Well, it's hard to restore the
DP of a modified weapon, so I can't recommend it to you yet. I'll tell you about
it when you're ready.
---------------------------> Concoctions II
Have you been to the apothecary ?
Sometimes they'll throw in a balm when you're repleneshing your first-aid kit
from the herbs you've gathered. After several visits, your apothecary level will
rise.
When that happens, more medicines become available, and occasionally they'll
churn out some amazing stuff! Alchemy is a fascinating art, isn't it?
By the way, your apothecary level is the same at any apothecary all over the
world. you don't have to keep visiting the same place, you know.
---------------------------> Synthesizing Spells
Have you ever synthesized anything?
Some classes can learn how after a while, and combinations are quite nice. You
can add effects or increase a spell's damage while keeping its BP cost the same.
Sometimes the creator's name----oops! I can't tell you too much. Just go on and
give it a try.
---------------------------> Ambush/Ambushing
I've talked about the proficiency Vigilance, which prevents the enemy from
getting the first strike, right? Its counterpart is called Ambush. It helps you
get the first strike even when you don't approach the enemy from the rear.
When you get the first strike, you start with more BP than normal, so you can
open up with some great moves! It doesn't work against the big bosses, but it's
nice when prowling around dungeons.
---------------------------> Lurking and Moving Silently
Here's an observation! Once you activate the proficiencies Lurk and Move
Silently, they are constantly on. They let you walk right past enemies without
them even noticing. Of course, using these two abilities means you can't have
other proficiencies active, so you have to be careful. They're great for when
you just don't want to spend time fighting.
Is that all there is? (*2)
------------------------------------------
You've had enough for now. I'll teach you more when you're stronger.
*2......If you've unlocked the Final Secrets, the line will change to: "That's
about it. You almost look like a pro."
d04. ULTIMANIA column ~Advice/Event Rank Relation~ [RS081]
================================================================================
<under construction>
e. The Map [RS082]
================================================================================
Maps show the location of yourself as well as other facilities in the area,
so be sure to use them to make your journey as smooth as possible. In order to
use maps efficiently, you will want to learn how to acquire as well as view
them.
e01. Using the Map Efficiently [RS083]
================================================================================
There are maps for most towns, fields, and dungeons. By pressing the [Start]
button, you can bring up a mini-map that shows your own present location as well
as the other facilities in the area. The mini-map uses a lot of small symbols
that represent various places, such as inns and shops etc. Knowing which symbol
is what on the mini-map is essential if you want to make good use of the map.
e02. ULTIMANIA column ~Characters Starting with Maps~ [RS084]
================================================================================
<under construction>
================================================================================
================================================================================
V. Scenario Side #3: Quest & Map [RS085]
================================================================================
01. How to Read Quests and Maps [RS086]
================================================================================
<under construction>
a. How to read the Town Page [RS087]
================================================================================
<under construction>
b. How to Read the Quest Pages [RS088]
================================================================================
<under construction>
c. How to View the Field & Dungeon Maps [RS089]
================================================================================
<under construction>
d. How to Gain Access to Locations [RS090]
================================================================================
In the world of Mardias, there are more than 50 locations for you to visit,
from large cities to small caves. Below is a comprehensive list that explains
how to gain access to every location in the game.
Dry Lands
--------------------------------------------------------------------------------
Northpoint * Recruit either Gray, Hawke or Barbara.
* Travel from Godongo by boat.
* Collect the missing nymphs in Q49: "Stolen Nymphs".
Uso * Recruit Gray or Barbara.
* With Aisha as your main character, get the map from
Nizam.
* Leave Northpoint after talking to a woman there.
* Hear the story "Giants and Auldburg" from the Minstrel.
Steppes of Galessa * Recruit Aisha (*1/*2)
* Visit from Kaklim Desert.
* Talk to woman in Uso.
* Automatically visit as you get access to Trials of
Elore.
Kaklim Desert * Visit from the Steppes of Galessa.
* Talk to child in Uso.
* Talk to soldier in Uso.
Auldburg * Talk to a child in Uso and get access to
Q54: "Auldburg".
Trials of Elore * Hear the story "Heroes of Gods at War" from the
Minstrel.
Rosalia
--------------------------------------------------------------------------------
Crystal City * Recruit either Albert (*3), Gray, Sif (*3), or Barbara.
* After talking to a girl in Northpoint, take the south
exit out of Uso.
Altours * Recruit either Albert (*3), Gray, Sif (*3), or Barbara.
North Estamir * Recruit either Gray, Jamil (*1) or Barbara.
* Travel by boat from either Yeoville, Bruelle or
south Estamir.
* Visit by walking through the sewers from South Estamir.
* Commence Q31: "Water Dragon Rite" by getting a request
from Wuhan in the pub of South Estamir.
Yeoville * Recruit Gray or Sif (3).
* Travel by boat from either North Estamir, Bruelle or
Mirsaburg.
Isthmus * Recruit Albert (*3) or Gray.
* In Q54: "Auldburg", hear about Saruin's whereabouts
from the elder in Ettinham.
* In Q55: "Trials of Elore", hear about Saruin's
whereabouts from the Minstrel in the Trials of Elore.
* In Q56: "The Netherworld", hear about Saruin's
whereabouts from Death in the Netherworld.
Crystal Lake * Talk to woman in Crystal City
* Commence Q9: "Find the Aquamarine" by getting a request
from Neidhart in Crystal Palace.
Mt. Scurve * Talk to the two men in the pub in Crystal City.
* Commence Q20: "The Cyclone Shoes" by getting a request
from Adyllis in the Great Pit.
Isle of Evil * Fulfill any of the two requirements listed below and
talk to the old man in Yeoville and go to Isle of Evil
(it will not appear on the world map).
A After solving Q47: "Ailing Emperor", talk to Sophia in
Temple of Yucomb at ER18 or lower.
B Let the ER become 19 or higher.
Bafal Empire
--------------------------------------------------------------------------------
Melvir * Recruit Gray or Claudia.
* Travel by boat from Oapu or Jelton.
* Talk to Patrick in Aurefont during Q13: "Raid on the
Depository".
* Commence Q14: "A Bodyguard for Louie" by getting a
request from Louie in Aurefont.
* Look at the map you got from Gian in Mazewood.
Loban * Recruit Gray.
* Talk to man in Bruelle.
* Visit from the Isthmus.
* Escape from Isthmus Castle in Q4: "Assault on Isthmus
Keep" (*4).
* Commence Q15: "Neville's Request" by getting a request
from Neville in the imperial palace in Melvir.
Bruelle * Recruit Gray
* Travel by boat from either North Estamir, Yeoville or
Mirsaburg.
* In Q4: "Assault on Isthmus", receive a map from Monica
in Monica's House, Loban.
Aurefont * Recruit Gray or Claudia.
* Talk to man in Bruelle.
* Visit from Bayre Plateau.
* In Q18: "The Mine Assaulted", talk to the policeman in
the police station in Melvir.
* Look at the map you got from Gian in Mazewood.
Mazewood * Recruit Claudia.
* Visit by following the red butterfly in Q17: "Creepy
Butterfly".
Bayre Plateau * Talk to woman in Bruelle.
Valhalland
--------------------------------------------------------------------------------
Shiverland * Recruit Sif.
* Automatically visit when you go to Faerie's Grove in
Valhalland.
* Visit by exiting from Gato's Village.
Gato's Village * Recruit Sif.
* Visit from Shiverland.
* In Q4: "Assault on Isthmus", travel by boat from
Bruelle and get swept up by the cliff in Shiverland.
*1 = Except for when you recruit him/her in Q30: "Wuhan's Secret".
*2 = Until Uso has been marked out, the Steppes of Galessa won't appear on
the map.
Knights Dominion
--------------------------------------------------------------------------------
Mirsaburg * Recruit Sif (*5).
* Travel by boat from Yeoville or Bruelle.
* Talk to knight in Eugenstadt.
* In Q26: "Pride of the Knights", visit together with
Heinrich after talking to him in Eugenstadt Castle,
Eugenstadt.
Eugenstadt * Recruit Sif (*5).
* Talk to old person in Mirsaburg.
* In Q23: "An Expeditionary Force", receive a map from
Gato in Gato's Village.
Weiserheim * In Q27: "Constance Kidnapped", talk to Heinrich in
Eugenstadt Castle, Eugenstadt.
* In Q28: "Theodore's Madness", talk to Heinrich in
Eugenstadt Castle, Eugenstadt.
Abandoned Keep * In Q26: "Pride of the Knights", recruit Theodore and
Raphael in Mirsaburg Castle.
* In Q26: "Pride of the Knights", talk to woman near the
waterfront in Mirsaburg.
* In Q26: "Pride of the Knights", talk to woman in front
of Mirsaburg Castle, Mirsaburg.
Kidnappers' Cave * In Q27: "Constance Kidnapped", talk to Flammar in
Weiserheim.
Pagan Ruins * In Q28: "Theodore's Madness", look at the map in
Theodore's Chambers, Mirsaburg Castle, Mirsaburg.
Drachenvale * Commence Q29: "The Dragon Knight" by getting a request
from Heinrich in Eugenstadt Castle, Eugenstadt.
Kjaraht
--------------------------------------------------------------------------------
South Estamir * Recruit Jamil or Barbara.
* Travel by boat from North Estamir.
* Visit by walking through the sewers from North Estamir.
* After being caught and carried away from the Steppes of
Galessa, escape from the secret house (only if main
character is female).
Tarmitta * Recruit Barbara.
* Commence Q31: "Water Dragon Rite" by reading the note
posted in the pub in North Estamir.
* In Q31: "Water Dragon Rite", defeat the woman's
kidnappers in North Estamir and talk to the woman.
* Visit from the New Road.
Lake Malar * Talk to man in Tarmitta.
Assassins' Guild * In Q34: "The Assassins' Guild", meet with the boss of
the guild and after that meet either of the conditions
below, or after meeting the conditions below, get a
request from the guild's boss to commence Commence Q34:
"The Assassins' Guild".
A ?
B ?
Frontier
--------------------------------------------------------------------------------
Weston * Recruit Barbara.
* Visit from the New Road.
Yassi * Talk to woman in Weston.
Saoki * Talk to woman in Weston.
New Road * Recruit Barbara.
* Automatically visit when you go to Faerie's Grove in
Frontier.
* Automatically visit when you go to Jewel Beast's Lair.
* After hearing the story "Road to Repentence" from the
Minstrel, talk to him again before you move on to
another map.
Yassi Cavern * Talk to woman in Yassi.
Saoki Cavern * In Q37: The Fiends of Saoki, talk to the village chief
in Saoki.
Vampire's Den * In Q38: "Return of the Vampires", talk to the two men
in the pub in Weston.
Jewel Beast's Lair * After finishing Q33: "Aquatic Ecology", talk to Strom
in the Water Dragon Temple.
* Complete Q34: "The Assassins' Guild" and talk to Minion
Strife before the Jewel Beast awakens.
Ligau Isle
--------------------------------------------------------------------------------
Jelton * Recruit Gray.
* Travel by boat from Melvir.
* Visit from the Plains.
Plains * Automatically visit when you go to Mt. Tomae.
* Visit from Jelton.
Mt. Tomae * Commence Q42: "Monsters of Mt. Tomae" by talking to the
bartender in the pub in Jelton.
* Hear the story "A Tale of Death" from the Minstrel.
Coral Sea/Walon Isle
--------------------------------------------------------------------------------
Pirate Coast * After reporting the plan of the pirates and having
completed Q19: "Pirate Invasion", go along with the
pirate in the Pirate Hideout (it will not appear on the
world map).
* With Hawke as your main character, visit from Coastal
Cavern, Cave C (*7).
Coral Sea * Only available when Hawke is your main character (*7).
Mask Isle * In Q5: "Oh, Mummy!", visit after the destroyed merchant
ship drifts ashore after the fight (it does not appear
on the world map).
Oapu * Travel by boat from Melvir.
* Visit from the Jungle.
Godongo * Recruit Hawke.
* Travel by boat from Northpoint.
* Visit from the Jungle.
Jungle * Visit from Oapu.
* Visit from Godongo.
Others
--------------------------------------------------------------------------------
Merchant Ship * In Q5: "Oh, Mummy!", travel from Oapu to Melvir in the
merchant ship after talking to the mummy merchant in
Oapu.
Faerie's Grove * In Q5: "Oh, Mummy!", after the merchant ship has been
destroyed after the battle onboard the ship, visit from
Mask Island.
* Complete Q35: "Amethyst of Visions".
The Underwater Temple * Commence Q50: "The Underwater Temple" by getting a
request from Marina in a port town.
Shadow Palace * After having completed Q52: "An Unlucky Woman", talk to
the priest in Sherah's palace at ER19 or higher (will
not appear on the world map).
The Netherworld * After hearing "A Tale of Death" from the Minstrel, talk
to Pyrix in Mt. Tomae.
Quietus * After commencing Q57: "Face Saruin", teleport from a
location in Isthmus Cavern.
*5 = Except for when you recruit him/her for Q23: "An Expeditionary Force".
*6 = Only after having helped Farah in Q30: "Wuhan's Secret".
*7 = After the Lady Luck has gone under, it's not possible to go here.
02. Heroes' Starts [RS091]
================================================================================
a. Albert [RS092]
================================================================================
b. Aisha [RS093]
================================================================================
c. Gray [RS094]
================================================================================
d. Claudia [RS095]
================================================================================
e. Jamil [RS096]
================================================================================
f. Sif [RS097]
================================================================================
g. Hawke [RS098]
================================================================================
h. Barbara [RS099]
================================================================================
i. Check! The Minstrel Songs ~The Stories Told By the Minstrel~ [RS100]
================================================================================
Player Note Name Requirements to Hear the Story
--------------------------------------------------------------------------------
-> Yucomb's Statues Clear Q49: "Stolen Nymphs".
Northpoint
-> Eugen and the Shield Hear the story "Three Gods of Evil" from the
Mirsaburg, Weiserheim Minstrel.
-> Heroes of Gods at War Fulfill all the requirements below:
Any town * ER20 or higher.
* 200 or more favor with Elore.
-> A Tale of Death Fulfill all the requirements below:
Any town * ER20 or higher.
* Less than 200 favor with Elore.
* 200 or more favor with either Death,
Saruin, or Shirach.
-> Giants and Auldburg Fulfill all the requirements below:
Any town * ER20 or higher.
* Less than 200 favor with Elore, Death,
Saruin, and Shirach.
-> Shirach's Shiny Ring After Shirach's awakening when you've
Any town done step 13 of Q52: "An Unlucky Woman".
-> Thieves of the Kingdom Receive a request from the leader of the
South Estamir Assassins' Guild when doing step 4 of
Q34: "The Assassins' Guild".
-> Julius and the Library Let the ER become 9 or higher.
Melvir
-> The Fate of the Keep Talk to Neidhart in Crystal Palace when you
Altours, Loban have Albert in your party.
-> Marks of Bravery Get access to Crystal Lake.
Crystal City
-> A Devilish Deal Fulfill either of the requirements below:
Gato's Village * Reach ER 22.
* Bring a character back to life from Death
in Q56: "The Netherworld".
-> Road to Repentence
Towns listed in the requirements When you've accessed all of these towns:
plus Weston Northpoint, Uso, Crystal City, Altours,
North Estamir, South Estamir, Tarmitta.
-> Upright Gecklings Free the Gecklings by doing step 5 of
Godongo Q45: "Free the Gecklings".
-> Strom and a Kjar Maiden Speak to Strom in the Water Dragon Temple
Tarmitta during Q31: "Water Dragon Rite".
-> The Opal and the Pirate No specific requirement. (You won't get to
Oapu hear it if you've cleared step 7 of
Q48: "Silver's Treasure" and acquired the
Opal.
-> Lords of the Elements Fulfill all the requirements below:
Any town * Talk to Avi at Mt. Scurve.
* Talk to Adyllis in the Great Pit.
* Talk to Strom in the Water Dragon Temple.
* Speak to Pyrix at Mt. Tomae.
-> Mirsa and Aldora (1 & 2) Completely regain Darque's memory by doing
Any town step 4b-2 of Q53: "Who Am I?" (you won't get
to hear it if you complete the quest).
-> Island on the Inner Sea Fulfill either of the requirements below:
Yeoville * Hear about the Isle of Evil by talking to
Sophia in the Temple of Elore in Melvir at
ER18 or lower after having solved
Q47: "Ailing Emperor".
* Let the ER become 19 or higher.
-> The Legendary Lake Complete step 1a-1 or 1b-2 of
Uso Q1: "Missing Taralians".
-> A Tale of the Butcher Fulfill either of the requirements below
Melvir (you won't get to hear it if you've cleared
Q19: "Pirate Invasion"):
* Finish Q47: "Ailing Emperor".
* Reach ER 14 or higher.
-> The Zealots of Saruin Complete Q12: "A Suspicious Demise".
Melvir
-> Eugen and the Dragon Complete Q28: "Theodore's Madness".
Mirsaburg, Weiserheim
-> Three Gods of Evil No specific requirement.
Any town
03. Dry Lands [RS101]
================================================================================
With its mysterious remains and ruins scattered here and there, Dry Lands is
related to a large number of quests. Of the three ending quests related to the
God of Destruction, the majority of two of them are done in this region.
-Kaklim Desert- Faerie's Grove
> Kaklim Desert (RS059) > Faerie's Grove (RS150)
> Desert Ruins (RS060)
> Nisa Cavern (RS060) Uso
> Uso (RS055)
-Steppes of Galessa-
> Steppes of Galessa (RS058) Auldburg
> Taralian Camp (RS056) > Auldburg (RS156)
> Ettinham (RS057)
Trials of Elore > Ettin Falls (RS156)
> Trials of Elore (RS157)
Northpoint
> Northpoint (RS054)
Main Quests of Dry Lands:
Quest Name Event Rank Section
-------------------------------------------------------------------------------
[1] Missing Taralians 7~ RS109
[2] The Soulgutter 10~ RS110
Quests Related to Dry Lands:
Quest Name ER Relation Section
-------------------------------------------------------------------------------
[5] Oh, Mummy! - Talk to the mummy merchant in a town RS119
(*1).
[7] The Ignigarde - Buy the Ignigarde in Ettinham (*2). RS121
[16] Eule Gives a Hoot 8~ Hear Eule's voice after sleeping at RS137
the Northpoint inn (*3).
[20] The Cyclone Shoes - Buy the Cyclone Shoes in Ettinham RS141
(*2).
[24] Frozen Lake Faerie 22 Carry the faerie's lock of hair to RS148
Merholm.
[30] Wuhan's Secret 0~5 Kidnappers appear on the Steppes of RS162
Galessa.
[31] Water Dragon Rite 10~ Buy the Raincloud Armlet in Ettinham RS163
(*2).
[35] Amethyst of Visions - Recruit Barbara in a pub (*1, *3). RS173
[41] Voice of the Blade - Listen to the voice of the blade RS182
when entering a town (*3).
[43] The Ice Sword - Buy the Ice Sword in Ettinham (*2). RS184
[45] Free the Gecklings - Recruit Guella Ha in Northpoint. RS192
[46] Ancient Texts - Obtain the Ancient Text from Hawke RS193
in Uso.
[49] Stolen Nymphs 6~ Talk to Marina in Northpoint (*3). RS197
[50] The Underwater Temple 17~ Talk to Marina in Northpoint (*3). RS198
[51] Faerie's Grove - Visit Faerie's Grove (*3). RS199
[52] An Unlucky Woman 2~ Talk to Schiele at the Northpoint RS200
pub.
[53] Who Am I? - Bring back Darque's memories (*3). RS201
[54] Auldburg 20~ Hear the story "Giants and Auldburg" RS205
from the Minstrel (*3)/ Visit
Auldburg.
[55] Trials of Elore 20~ Hear the story "Heroes of Gods at RS206
War" from the Minstrel (*3) / Visit
Trials of Elore.
[56] The Netherworld 20~ Hear the story "A Tale of Death" RS207
from the Minstrel (*3).
[57] Face Saruin 20~ Hear about Saruin's whereabouts (*4). RS209
*1......Can be found in Uso and Northpoint.
*2......The quest can be completed even without doing this.
*3......Can also be done in other regions.
*4......Hear about it in Ettinham or Trials of Elore.
a. Northpoint [RS102]
================================================================================
~...the port town that is the starting point of the New Road...~
Because it's facing the ocean, Northpoint is a a town rich with green, despite
the otherwise dry climate in this region. Traveling south along the New Road
takes you to Rosalia, while you can get to the north part of Walon Isle by boat.
Ruling Gods: Elore, Nisa
................................................................................
Item Shops:
[A] Cape Breeze Sundries
PP: 100% CC: 120 DM: 80 MI: 100
------------------------------------------------
Headband Helm 100
Sailor's Bandana Helm 160
Fur Vest Chest Piece 90
Leather Gloves Gloves 30
Fang Amulet Necklace 500
Balm Potion 200
Aerodyne Tempering Material [14] 2400
[B] Maritime Imports
PP: 90% CC: 0 DM: 0 MI: 300
------------------------------------------------
Bastard Sword Great Sword 900
Crescent Blade Scimitar 720
Crescent Blade +1 Scimitar [6] 1120
Monk's Spire Pole Arm 1170
Hunting Bow Bow 180
Bird Helm Helm 900
Long Boots Leg Pieces 1000
--> Magic Shops:
[C] Northpoint Aerology
PP: 100%
------------------------------------------------
Blades of Wind 200
Strengthen Pull 300
Blood Curdle 700
Summon Elemental 1000
--> Mentor:
[D] Northpoint Mentor
Classes Train Change
------------------------------------------------
Pirate O O
Hunter O O
Herbalist O O
Pioneer O O
Ascetic O O
Trader O O
Skills
------------------------------------------------
Foil, Scimitar, Hand Axe, Club, Staff, Bow,
Martial Arts, Hydrology, Terrology, Search,
Gathering, Strategy, Survival, Trading
Proficiencies
----------------------------
Find Ore 50
Find Treasure 50
Mine 100
Excavate 100
Lurk 200
Move Silently 200
Inn
----------------------------
Rest in the lobby 0G
Standard Room 5G pp
Superior Room 15G pp
Luxury Room 30G pp
b. Uso [RS103]
================================================================================
~...a quiet town with an oasis...~
A small village near the desert. Many people traveling between Northpoint and
Rosalia drop by, and there are rows of street stands lined up.
Ruling Gods: Elore, Nisa
................................................................................
*1......After having completed step 5 of Q2: "The Soulgutter", the Minstrel will
not appear at his usual location during the festival of the Scythe.
--> Item Shops:
[A] Wilderness General Store
PP: 95% CC: 50 DM: 140 MI: 110
------------------------------------------------
Single Sword Long Sword 95
Hand Axe Hand Axe 76
Quality Balm Potion 760
Vermillion Tempering Material [5] 465
Beast Fang Tempering Material [4] 620
[B] Crystal Cartel
PP: 105% CC: 300 DM: 0 MI: 0
------------------------------------------------
Falchion Scimitar 1995
Falchion +1 Scimitar [9] 2945
Broad Axe Two-handed Axe 1365
Military Fork Lance [6] 6930
Monk's Spire Pole Arm 1365
Pike Pole Arm 2887
--> Magic Shops:
[C] Uso Demonology
PP: 100%
------------------------------------------------
Demonology Energy Bolt 200
Weapon Blessing 400
Armor Blessing 400
Enhance Spells 400
Shock Wave 2400
Mind Blast 3200
------------------------------------------------
- Recall Demonology
--> Mentor:
[D] Wilderness Mentor
Classes Train Change
------------------------------------------------
Hunter O O
Herbalist O O
Pioneer O O
Ascetic O O
Swordsman O O
Trader O O
Skills
------------------------------------------------
Foil, Long Sword, Scimitar, Hand Axe, Club,
Two-handed Sword, Staff, Bow, Martial Arts,
Terrology, Search, Gathering, Strategy,
Survival, Trading
Proficiencies
----------------------------
Find Treasure 50
Excavate 100
Pick Locks 150
Disarm Traps 150
Climb 100
Jump 100
Inn
----------------------------
Rest in the lobby 0G
Standard Room 5G pp
Superior Room 15G pp
c. Taralian Camp [RS104]
================================================================================
Ruling Gods: Elore, Nisa
--> Item Shops:
[A] General Store
PP: 95% CC: 120 DM: 70 MI: 110
------------------------------------------------
Fur Vest Chest Piece 85
Leather Jerkin Chest Piece 570
Wing Amulet Necklace 475
Reinforced Wing Tempering Material [10] 2340
[B] Taralian Hunters
PP: 95% CC: 120 DM: 30 MI: 150
------------------------------------------------
Crescent Blade Scimitar 760
Falchion Scimitar 1805
Hand Axe Hand Axe 76
Monk's Spire Pole Arm 1235
Hunting Bow Bow 190
--> Magic Shops:
[C] Nomad's Terrology
PP: 100%
------------------------------------------------
Terrology Pulverize 200
Camouflage 300
Earthen Grasp 500
--> Apothecary:
[D] Nomadic Herbalist
PP: 95% CC: 140 DM: 100 MI: 60
------------------------------------------------
Balm 190
Quality Balm 760
Panacea [4] 950
Alacrity Pill 380
Make Medicines: Balm, Berserker's Brew, Warrior's Elixir, Stamina Drink
--> Mentor:
[E] Taralian Mentor
Classes Train Change
------------------------------------------------
Hunter O O
Herbalist O O
Entertainer O O
Craftsman O O
Skills
------------------------------------------------
Foil, Long Sword, Scimitar, Hand Axe, Bow,
Martial Arts, Terrology, Cosmology, Search,
Gathering, Strategy, Survival, Covert
Proficiencies
----------------------------
Find Herbs 50
Find Traps 50
Harvest 100
Vigilance 300
Trade 300
Inn
----------------------------
Rest in the lobby 0G
Standard Room 5G pp
Superior Room 15G pp
d. Check! The villagers will disappear after a certain amount of time [RS105]
================================================================================
From Event Rank 7 and onwards, the people of the Taralian Camp will be gone.
From that point onwards, no facilities in the village can be used at all,
including the inn. The horse is an exception, though; if you've used the horse
even one time during ER1~6, the horse will still be in the village when the
Taralians have disappeared.
e. Ettinham [RS106]
================================================================================
...the home of the giants who embrace their irrecoverable sorrow...
The hidden village of the giants who fought as the gods' servants in the times
of the ancient gods. The shops here carry things not seen anywhere else, even
powerful weapons and magic.
Ruling Gods: Elore, Nisa
................................................................................
--> Item Shops:
[A] Giant Weapons
PP: 100% CC: 120 DM: 80 MI: 100
------------------------------------------------
Ice Sword +1 Two-handed Sword [30] 30000
Elemental Staff Staff 9200
Sterling Shield Shield 4500
Hand of Marda Shield 4900
Ignigarde Helm 30000
Raincloud Armlet Gloves 30000
Cyclone Shoes Leg Pieces 30000
--> Apothecary:
[B] Ettin Apothecary
PP: 100% CC: 90 DM: 120 MI: 90
------------------------------------------------
Quality Balm 800
Ultra Balm 2400
Bitter Medicine 1200
Miracle Drug 2000
Talent Blaster 1200
Warrior's Elixir 1200
Make Medicines: Balm, Panacea, Quality Balm, Bitter Medicine, Miracle Drug,
Talent Blaster, Ultra Balm
--> Magic Shops:
[C] Ettin Secrets
PP: 100%
------------------------------------------------
Pyrology Bird of Fire 1800
Revive 3200
------------------------------------------------
Hydrology Fold Time 1800
Freeze Time 3200
------------------------------------------------
- Recall Pyrology
Recall Hydrology
------------------------------------------------
Aerology Snowstorm
Terrology Tremor
Aegis
------------------------------------------------
Bewitchery Mark of Awakening
------------------------------------------------
- Recall Aerology
Recall Terrology
Recall Bewitchery
------------------------------------------------
Cosmology Starbeam
Cosmic Tide
------------------------------------------------
Illusions Phantom Warrior
------------------------------------------------
Demonology Mind Blast
------------------------------------------------
- Recall Cosmology
Recall Illusions
Recall Demonology
--> Mentor:
[D] Legendary Title
Classes Train Change
------------------------------------------------
Red Mage O -
Assassin O -
Draconite O -
Warrior - O
Templar - O
Master - O
Shaman - O
Cleric - O
Rogue - O
Sorcerer - O
Bard - O
Fortuneteller - O
Skills
------------------------------------------------
Short Sword, Great Sword, Two-handed Sword,
Katana, Pyrology, Aerology, Illusions,
Demonology, Sorcery, Bewitchery, Necromancy,
Covert, Trading
Inn
----------------------------
Rest in the lobby 0G
Standard Room 5G pp
Superior Room 15G pp
Deluxe Room 30G pp
f. Steppes of Galessa [RS107]
================================================================================
F I E L D
Dry Lands
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~...plains with several remaining ruins...~
-Steppes of Galessa-
Related Map:
- Steppes of Galessa Map
Chest Contents:
- (none)
Content Distribution:
- Chests: 0
- Ore : 0
- Herbs : 8
Ruling Gods:
- Elore, Nisa
Related Proficiencies:
- Find Herbs, Harvest, Find Treasure, Excavate
g. Kaklim Desert [RS108]
================================================================================
F I E L D
Dry Lands
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~...desert of whirling dangerous quicksand...~
-Kaklim Desert-
Related Map:
- (none)
Chest Contents:
- Gold + Bone Breastplate, Gold + Weapon, Gold + Armor
Content Distribution:
- Chests: 3
- Ore : 0
- Herbs : 0
Ruling Gods:
- Elore, Nisa
Related Proficiencies:
- Find Chests, Pick Locks, Disarm Traps, Find Treasure, Excavate
Q U E S T
Dry Lands
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Find the whereabouts of the missing Taralians."
h. Q1: Missing Taralians [RS109]
================================================================================
Recruitable Characters: (none)
Prerequisite Condition:
- Event Rank: 7+.
(fulfill all the requirements below):
- Have Aisha in your party.
- If Aisha is not your main character, you must have recruited her at or before
ER6.
* If Aisha is your main character, it's even possible to start this quest at
ER0~6 after losing a battle with a kidnapper on the Steppes of Galessa.
Complete Condition:
- Complete it by talking to Nizam in Nisa Cavern, Merholm with Aisha in your
party.
Failing Condition:
- (none)
Rewards:
- Topaz + Jewels (Multiply Rate: 1.5), Sword of Earth
Progress Procedure
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1a-1. Taralian Camp
-------------------------
Visit the Taralian
Camp with Aisha in
your party.
1a-2. Taralian Camp
-------------------------
Talk to Aisha and
offer to help look
for the Taralians.
.........................
With Aisha as MC:
1b-1. Taralian Camp
-------------------------
Visit the deserted
village.
1b-2. Taralian Camp
Nizam's Tent
-------------------------
Confirm Nizam's
absence.
2. Mt. Scurve, Summit
-------------------------
Hear about the
whereabouts of the
Taralians from Avi.
3. Kaklim Desert
-------------------------
Ride the quicksand
and enter Central
Area.
4. Desert Ruins, B2
-------------------------
Defeat the Clawbug +
basic monsters that
are blocking the
passage.
5. Nisa Cavern, 1F
-------------------------
6. Nisa Cavern, 2F
-------------------------
Defeat the Clawbug +
basic monsters that
are blocking the
passage.
7. Nisa Caverm
Merholm
-------------------------
Talk to Nizam with
Aisha in your
party.
8-1. Beneath Kaklim Desert
Temple of Nisa
-------------------------
Obtain the Topaz.
8-2. Nisa Cavern, 1F
-------------------------
Talk to Jepthimith
and receive the
Sword of Earth by
choosing "Put a
stop to Saruin."
D U N G E O N
Dry Lands
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Desert of whirling dangerous quicksand."
-Desert Ruins/Nisa Cavern-
Related Map:
- (Kaklim Underground Map?) (*1)
Chest Contents:
- [100G + Kaklim Underground Map] (Complete), Gold, Gold, Gold,
100G + (Weapon or Armor), 100G + (Weapon or Armor),
100G + (Weapon or Jewels), 100G + Jewels, 100G + Jewels, 100G + Jewels,
100G + Jewels, 100G + Jewels, [Sage's Robe], [Bone Breastplate]
*1......Not related to Nisa Cavern.
Content Distribution:
- Chests: 14
- Ore : 16
- Herbs : 0
Ruling Gods:
- Elore, Nisa
Related Proficiencies:
- Find Chests, Pick Locks, Disarm Traps, Find Ore, Mine, Jump (Lv2)
h. Q2: The Soulgutter [RS110]
================================================================================
04. Rosalia [RS111]
================================================================================
a. Crystal City [RS112]
================================================================================
b. Altours [RS113]
================================================================================
c. North Estamir [RS114]
================================================================================
d. Yeoville [RS115]
================================================================================
e. Isthmus [RS116]
================================================================================
F I E L D
Rosalia
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"The forefront of Rosalia which glares at the Bafal Empire."
-Kaklim Desert-
Related Map:
- (Isthmus Surroundings Map?)
Chest Contents:
- [2000G], [1000G + Silver Ring], [500G + Jewels], Gold, [Rondache],
[Kitten Socks]
Content Distribution:
- Chests: 6
- Ore : 0
- Herbs : 0
Ruling Gods:
- Elore, Nisa, Yucomb, Saruin
Related Proficiencies:
- Find Chests, Disarm Traps, Find Treasure, Excavate
f. Q3: Monsters to the East [RS117]
================================================================================
Exclusive to: Albert
Recruitable Characters: Diana, Soldier A, Soldier B
D U N G E O N
Rosalia
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Isthmus Cavern-
Related Map:
- Map of Isthmus Cavern
Chest Contents:
- [Map of Isthmus Cavern] (complete), [100G + Jewels]
Content Distribution:
- Chests: 2
- Ore : 0
- Herbs : 0
Ruling Gods:
- Elore, Nisa, Yucomb, Saruin
Related Proficiencies:
- Find Chests
g. Q4: Assault on Isthmus Keep [RS118]
================================================================================
Exclusive to: Albert
Recruitable Characters: Diana
h. Q5: Oh, Mummy! [RS119]
================================================================================
Recruitable Characters: (none)
D U N G E O N
Coral Sea
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Merchant Ship-
Related Map:
- (none)
Chest Contents:
- (none)
Content Distribution:
- Chests: 0
- Ore : 0
- Herbs : 0
Ruling Gods:
- Yucomb
Related Proficiencies:
- (none)
D U N G E O N
Coral Sea
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Mask Isle-
Related Map:
- (none)
Chest Contents:
- (none)
Content Distribution:
- Chests: 0
- Ore : 0
- Herbs : 0
Ruling Gods:
- Yucomb
Related Proficiencies:
- (none)
i. Q6: Test of Courage [RS120]
================================================================================
Recruitable Characters: (none)
D U N G E O N
Rosalia
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Mt. Scurve-
Related Map:
- Mt. Scurve Map
Chest Contents:
- [Mt. Scurve Map] (complete), 50G, 100G, [3000G + Donkey Bone],
500G + Weapons, [Gold + Knight's Shield], [Gold + Bone Breastplate],
[Gold + Bone Breastplate], [Gold + Bone Breastplate],
[Gold + Bone Breastplate], 20G + Bone Breastplate, 20G + Bone Breastplate,
20G + Bone Breastplate, [500G + Gauntlet], [200G + Jewels], 30G + Jewels,
[Rosalian Saber]
Content Distribution:
- Chests: 17
- Ore : 0
- Herbs : 0
Ruling Gods:
- Elore, Nisa, Yucomb, Saruin
Related Proficiencies:
- Find Chests, Pick Locks, Climb (Lv1~5)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Q U E S T
Rosalia Mt. Scurve -> [(Mt. Tomae) or Auldburg] -> Mt. Scurve
"Seeking the armor that Avi desires."
j. Q7: The Ignigarde [RS121]
================================================================================
You receive a request from Avi who wants the Ignigarde that is in Pyrix's
possession. Apart from fulfilling his request, you can also defeat Avi to
complete this quest.
Recruitable Characters: (none)
Prerequisite Condition:
- Event Rank: -
- Q6: "Test of Courage" or Q20: "The Cyclone Shoes" must be started.
Complete Condition:
- Hand over the Ignigarde to Avi to complete the quest.
- Defeat Avi to complete the quest.
Rewards:
- Cyclone Shoes + Jewels (MR: 1)
Failing Condition:
- (none)
Progress Procedure
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. Mt. Scurve, Summit > > > > > > There Are Two Ways to Complete the Quest
------------------------- ------------------------------------------
Talk to Avi to receive a When you talk to Avi, Avi will make a
request. request for the Ignigarde by saying "?"
if you've started Q20: "The Cyclone Shoes"
|---------------- or "?" if you haven't. Although you can
| | get the Ignigarde by doing step 2b or 2c,
| | you can also defeat Avi if you just want
| | to complete this quest. Even if you lose
| | this fight, you'll just end up at the
| | entrance to Mt. Scurve, and after that,
| it's still possible to do step 2a and 2b
| 2a. Mt. Scurve, Summit (2c). If you already have the Ignigarde
| ------------------------- when you receive the request, you can
| Talk to Avi and choose choose the option "?" to jump straight to
| the option "?" and defeat step 3.
| him in battle.
|
| [Spo] Cyclone Shoes
| [PNo] "Completed" entry > > > [Battle Guide]: Avi (Data: RS536)
| ------------------------------------------
| Avi's main attack is Peck, although he
| uses attacks such as Petrifying Beak and
Liver Peck on occasion. All his attacks
--------------------------- are single enemy type attacks, and he only
Complete any of these: | attacks once per round, so you shouldn't
| have too many problems in this fight. Avi
2b. Mt. Tomae | has a fairly high evasion rate, so in
------------------------- | order to account for that, you can use
Complete Q43: "The Ice | spells or techniques with high accuracy.
Sword". |
|
[Get] Ignigarde |
|
..........................|
|
2c. Ettinham | > > > > > You Can Also Buy the Ignigarde, But...
------------------------- | ------------------------------------------
Buy the Ignigarde at | As far as handing over the Ignigarde to
Giant Weapons. | Avi is concerned, buying it in Ettinham is
| also an option. But honestly, in the end
[Get] Ignigarde | it's very expensive, so you're probably
| better off completing step 2b instead.
---------------------------
|
|
3. Mt. Scurve, Summit
-------------------------
Hand over the Ignigarde
to Avi and receive the
Cyclone Shoes.
[Get] Cyclone Shoes + Jewels (MR: 1)
[PNo] "Completed" entry
---> Changes at the End of the Quest: If you've completed step 3, Q8: "Beast
Ecology" can be started.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Q U E S T
Rosalia Mt. Scurve
"Secure Avi's prey."
k. Q8: Beast Ecology [RS122]
================================================================================
Recruitable Characters: (none)
Prerequisite Condition:
- Event Rank: -
- Complete Q7: "The Ignigarde" by handing over the Ignigarde to Avi.
Complete Condition:
- Talk to Avi at the Summit of Mt. Scurve when the Beast monster type is ranked
#1 to complete the quest.
Rewards:
- Feather Spear + Jewels (MR: 1)
Failing Condition:
- Defeating Gigavi when going to talk to Avi at the Summit of Mt. Scurve at
ER 18+ will result in an undetermined conclusion (*1).
Rewards:
- Epic Hero
*1......Only if you've completed Q8: "Beast Ecology" in a previous playthrough.
Progress Procedure
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. Mt. Scurve, Summit > > > > > > Increase the Beasts by Battling Repeatedly
------------------------- ------------------------------------------
Talk to Avi and receive a After receiving Avi's request, the ranking
request by choosing the of all monster types on Mt. Scurve will
option "?". be shown every time you visit Avi. Consult
this list and battle away until the Beasts
[PNo] "Requests" entry are #1. The Beastmen also serve a purpose
here, as they are eaten by Beasts. So you
|---------------- should kill the Beastmen you see too in
| | order to complete the quest more quickly.
| | You can also battle in the Isthmus and the
| Aquamarine Caves since they also affect
| 2a-1. Mt. Scurve the ecology on Mt. Scurve.
| -------------------------
| Battle repeatedly and >> An "Undetermined Conclusion" Also Gives You
| increase the Beast type ^ a Reward
| on Mt. Scurve to the #1 ^ --------------------------------------------
| ranking. ^ If you've completed this quest in a previous
| ^ playthrough, Avi becomes possessed by the
| | ^ Minions at ER 18+ and turns into Gigavi.
| ? ^ If that happens, you cannot complete the
| ^ quest, although you will get the Epic Hero
| 2a-2. Mt. Scurve, Summit ^ if you defeat Gigavi.
| ------------------------- ^
| Talk to Avi and receive ^ [Battle Guide]: Gigavi (Data: RS536)
| your reward. ^ --------------------------------------------
| ^ The attacks being used by Gigavi and how to
| [Get] Feather Spear ^ deal with them is the same as with Avi
| [PNo] "Completed" entry ^ (RS121). But with the great damage from
| ^ Gigavi's attacks, it's a good idea to have
^ at least 3 people healing as a character
2b. Mt. Scurve, Summit > > > > > might need healing from two people if
------------------------- he/she has been hit. With insufficient
Visit at ER 18+ and attack power, this might become a drawn out
defeat Gigavi. fight, and an efficient strategy then is to
use Bonecrusher and similar techniques in
[Spo] Epic Hero order to lower Gigavi's STR.
[PNo] "Failed" entry
---> Changes at the End of the Quest:
* In any subsequent playthrough, Q8: "Beast Ecology" can now end up with an
undetermined conclusion.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Q U E S T
Rosalia Crystal City -> Crystal Lake -> Crystal City
"Find the legendary stone hidden in the lake."
l. Q9: Find the Aquamarine [RS123]
================================================================================
Recruitable Characters: (none)
Prerequisite Condition:
- Event Rank: 11~15.
(the following requirements must be fulfilled) (*1):
- Have Albert in your party.
- Cannot be started during Q4: "Assault on Isthmus Keep".
* Step 2~5 can be completed even at ER 0~10.
*1......During Q6: "Test of Courage", step 2 of that quest must first be
completed.
Complete Condition:
- Talk to Neidhart in the Great Hall in Crystal Palace and hand over the
Aquamarine to him to complete the quest (*1).
Rewards:
- Aquamarine + Jewels (MR: 1.5), Any of the 3 choices presented (Halberd, Field
Plate, 8000G).
Failing Condition:
- If you talk to Neidhart at ER 16+ without having completed step 3, the quest
will end up with an undetermined conclusion.
Progress Procedure
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. Crystal Palace, > > > > > Get Neidhart's Request and Head for the Lake
Great Hall --------------------------------------------
------------------------- You get a request from Neidhart who wants to
Choose the option "?" find the Aquamarine, and then head for
when talking to Neidhart Crystal Lake. Note that you will get the
to get a request. reward from Neidhart even if you obtain the
Aquamarine without getting the request from
[PNo] "Requests" entry. him.
| > Playing as Albert...
| --------------------------------------------
When you talk to Neidhart, the only option
2. Aquamarine Cave E available is "?", so you will automatically
------------------------- get the request from him.
Warp to a place near the
Aquamarine's altar by
examining the ice
crystal.
|
|
3. Aquamarine Cave D > > > > > > [Battle Guide]: Ghost Ship (Data: RS536)
------------------------- ------------------------------------------
Deafeat the Ghost Ship As a countermeasure against the mass
guarding the Aquamarine. attack Low Sweep that hits everyone on the
front row, you might want to have only one
| character out front. This boss being
| vulnerable to almost all status ailments,
using attacks with Paralysis, Instant
4. Aquamarine Cave D Death, and Stun effects to them is
------------------------- recommended. To further improve your
Examine the altar to chances of inflicting status effects, you
obtain the Aquamarine. may also want to create combinations of
two attacks or more.
[Get] Aquamarine + Jewels (MR: 1.5)
[Fav] Yucomb +50
|
|
|
5. Crystal Palace, > > > > > Choose from the 3 Possible Rewards
Great Hall ------------------------------------------
------------------------- When you've handed over the Aquamarine to
Talk to Neidhart to hand Neidhart, you can choose between weapons,
over the Aquamarine, and armor, or money as your reward. Also, if
receive your reward. you've completed step 1, your favor with
Mirsa increases by 20.
[Get] One of the 3 choices
presented (Halberd,
Field Plate, 8000G).
[Fav] See details to the right ->
[PNo] "Completed" entry.
---> Changes at the End of the Quest: You can now recruit Neidhart in the Great
Hall at Crystal Palace.
D U N G E O N
Rosalia
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Crystal Lake-
Related Map:
- (none)
Chest Contents:
- (none)
Content Distribution:
- Chests: 0
- Ore : 0
- Herbs : 0
Ruling Gods:
- Elore, Nisa, Yucomb, Saruin
Related Proficiencies:
- (none)
D U N G E O N
Rosalia
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Aquamarine Cave-
Related Map:
- Aquamarine Cave Map
Chest Contents:
- Aquamarine Cave Map (complete), Gold, 300G, 300G, Gold + Weapons,
Gold + Stone Axe, 100G + Jewels, 500G + Jewels, Armor
Content Distribution:
- Chests: 9
- Ore : 16
- Herbs : 0
Ruling Gods:
- Elore, Nisa, Yucomb, Saruin
Related Proficiencies:
- Find Chests, Disarm Traps, Find Ore, Mine, Find Treasure, Excavate,
Jump (Lv1~2)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Q U E S T
Rosalia (Melvir) -> Yeoville -> Isle of Evil -> Yeoville
"Overthrow the evil wizard living on the solitary island."
m. Q10: Isle of Evil [RS124]
================================================================================
In company with an old man, set out for the Isle of Evil where the wizard Ewei
resides. If you want the Emerald of Evil that the wizard possesses, you will
first have to complete Q47: "Ailing Emperor".
Recruitable Characters: (none)
Prerequisite Condition:
- Event Rank: 9~18.
(the following requirements must be fulfilled):
- Acquire the Moonstone in Q47: "Ailing Emperor" (*1) and cure the Emperor's
illness.
- Cannot be started during the pirate attack in Q19: "Pirate Invasion".
Complete Condition:
- Defeat Ewei + basic monsters in step 4 to complete the quest.
Rewards:
- Emerald + Jewels (MR: 1.5)
Failing Condition:
- Leaving the Isle of Evil and going back to Yeoville without completing step
4a will result in an undetermined conclusion.
* Step 2 can still be done regardless, since it's not an obligatory step.
*1......Getting a Notes entry is not required.
Progress Procedure
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
---------------------------
In no particular order: |
|
1. Melvir, | > > > > > The Fatestone on the Isle of Evil
Temple of Elore | ---------------------------------
------------------------- | After curing the Emperor's illness, talk
Talk to Sophia to learn | Sophia to hear about the Isle of Evil. If
about the Isle of Evil. | you don't do this, you will be unable to
| complete this quest, so make sure you do.
......................... |
|
(2.) Yeoville |
------------------------- |
Talk to the woman by the |
docks to learn about the |
old man watching the sea. |
|
[PN] Rumors, etc. entry |
|
......................... |
|
---------------------------
|
|
|
?
3. Yeoville > > > > > > Head to the Isle of Evil with the Old Man
------------------------- -----------------------------------------
Choose the option "I was If you've completed step 1 or reached ER
just thinking of going 19+, you're given options when talking to
myself!" when talking to he old man who's watching the sea. Choose
the old man watching the "I was just thinking of going myself!" and
sea to head to the Isle you can cross over to the Isle of Evil.
of Evil.
|
|----------------
| |
| |
|
| 4a. Isle of Evil, 4F > > > Defeat Ewei and Obtain the Emerald
| ------------------------- ----------------------------------
| Defeat Ewei + basic If you've completed step 1 and you're at
| monsters and obtain the ER 18 or lower, you will enter battle with
| Emerald. Ewei when you visit Eisle of Evil 4F.
| Winning this battle will get you the
| [Get] Emerald + Jewels Emerald.
| (MR: 1.5)
| [Fav] Elore +10, [Data: RS536]
| Saruin +10 [Battle Guide]: Ewei + Basic Monsters
| Shirach +30 -------------------------------------
| [PN] Completed entry This battle is won by defeating Ewei.
| However, if even one of the basic monsters
| remains, any attacks directed at Ewei will
| be forced to hit them instead. Even if all
| the basic monsters are killed, they will
| still reappear 2 turns after the current
| one, so an effective strategy is to use
| Mass attacks that deal direct damage to
| both the basic monsters and Ewei at once.
|
4b-1. Isle of Evil, 4F > > > > > He Escapes if the Event Rank is High
------------------------- ^ ------------------------------------
Ewei escapes when you've ^ At ER 19+, you can still visit the
talked to him. ^ 4th floor of Isle of Evil, but Ewei will
^ then escape. In that case, you won't get
| ^ the Emerald, and the quest will end up
| ^ with an undetermined conclusion.
| ^
^
4b-2. Yeoville ^
------------------------- > >
Return from the Isle of
Evil.
[PN] "Failed" entry.
---> Changes at the End of the Quest: (none)
05. Bafal Empire [RS125]
================================================================================
a. Melvir [RS126]
================================================================================
b. Loban [RS127]
================================================================================
c. Bruelle [RS128]
================================================================================
d. Aurefont [RS129]
================================================================================
e. Mazewood [RS130]
================================================================================
F I E L D
Bafal Empire
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Woodlands protected by Cyril, god of the wood."
-Mazewood-
Related Map:
- (none)
Chest Contents:
- [100G + Jewels], [Wood Spirit]
Content Distribution:
- Chests: 2
- Ore : 0
- Herbs : 13
Ruling Gods:
- Elore, Yucomb, Cyril, Eres, Saruin
Related Proficiencies:
- Find Herbs, Harvest
f. Bayre Plateau [RS131]
================================================================================
F I E L D
Bafal Empire
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~......~
-Bayre Plateau-
Related Map:
- Map of Bayre Plateau
Chest Contents:
- [Map of Bayre Plateau (complete)], 100G + (Weapon or Jewels),
100G + (Weapon or Jewels), 300G + Jewels, Weapon, Armor
Content Distribution:
- Chests: 6
- Ore : 8
- Herbs : 0
Ruling Gods:
- Elore, Yucomb, Cyril, Eres, Saruin
Related Proficiencies:
- Find Chests, Find Ore, Mine, Find Treasure, Excavate, Climb (Lv2~4)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Q U E S T
Bafal Empire Melvir
"Where did the girl go?"
g. Q11: Innkeeper's Daughter [RS132]
================================================================================
The daughter of the innkeeper Colombo is said to have gone missing. Accept his
request and go look for her. This quest also intertwines with Q12: "A Suspicious
Demise", so you can complete the two quests at the same time.
Recruitable Characters: Gian
Prerequisite Condition:
- Event Rank: 0~4.
(The following requirements must be fulfilled:)
- You must not hear about the red-robed man from Ward in Q12: "A Suspicious
Demise".
- If your main character is Gray or Claudia, get introduced to Gian.
Complete Condition:
- Complete Q12: "A Suspicious Demise" to complete the quest.
Rewards:
- 1000G + Jewels (MR: 1)
Failing Condition:
- If Q12: "A Suspicious Demise" ends up with an undetermined conclusion, this
quest will also end up with an undetermined conclusion.
- If you complete Q12: "A Suspicious Demise" before you do step 2, you won't be
able to complete the quest.
Progress Procedure
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. Melvir, Pub > > > > > Read the Posted Note and Head for the Inn
------------------------- ^ ------------------------------------------
Read the posted note and ^ The innkeeper at Melvir 1F is worried sick
learn about the missing ^ about his daughter. After reading the
daughter. ^ note posted at the pub, accept his
^ request.
[PNo] "Rumors, etc." entry. ^
^
| ^
^
2. Melvir, Inn > > >
-------------------------
Speak to the innkeeper
and accept his request.
[PNo] "Requests" entry.
|
3. Melvir Sewers, > > > > > Save the Girl About to be Sacrificed!
Saruin's Underground ------------------------------------------
Temple After step 2, start progressing through
------------------------- the steps of Q12: "A Suspicious Demise".
Complete Q12: "A Accept the request at the Police Station,
Suspicious Demise". defeat the group led by the Priest of
Saruin lurking in the sewers and help the
[PNo] "Completed" entry. innkeeper's daughter.
|
4. Melvir, Inn > > > > > Head to the Inn and Receive Your Reward
------------------------- ------------------------------------------
Talk to the innkeeper If you've completed Q12: "A Suspicious
and receive your reward. Demise", you can go to the inn and collect
your reward from the innkeeper.
[Get] 1000G + Jewels (MR: 1) Afterwards, you also get to stay the night
at the inn in a high class room for free.
---> Changes at the End of the Quest: (none)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Q U E S T
Bafal Empire Melvir
"Destroy the evil cultists' mysterious shrine."
h. Q12: A Suspicious Demise [RS133]
================================================================================
Recruitable Characters: (none)
Prerequisite Condition:
- Event Rank: 0~4.
- If your main character is Gray or Claudia, get introduced to Gian.
Complete Condition:
- Defeat Priest of Saruin + Saruin Cultist x4 in Saruin's Underground Temple in
the Melvir Sewers to complete the quest.
Rewards:
- One of 3 choices (Silver Fleuret, Chain Mail, 2000G).
Failing Condition:
- If you let the Event Rank become 5 or higher, the quest will end up with an
undetermined conclusion.
- Between Step 4 and 5: if you go to another town and then visit Melvir again
or complete Q13: "Raid on the Depository", the quest will end up with an
undetermined conclusion.
Progress Procedure
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. Melvir, > > > > > Hear the Story from Buck's Daughter
Melvir Police Station ^ ------------------------------------------
------------------------- ^ When getting the request at the Police
Talk to the policeman and ^ Station, you get to learn about the death
choose "Sounds too weird ^ of Buck who ran the equipment store. After
to turn down" to accept ^ that, you get a doubtful clue about Ward
the request. ^ who runs a similar shop when you talk to
^ Buck's Daughter at Buck's General Store.
[PNo] "Requests" entry. ^ Note that it's not possible to use Buck's
^ General Store during this quest.
| ^
| ^
^
2. Melvir > > >
-------------------------
Talk to the shopkeeper
(the shopkeeper's
daughter) at Buck's
General Store to hear
about the situation.
|
|
3. Melvir, 2F > > > > > Follow the Red-robed Man
------------------------- ^ ------------------------------------------
Talk to the shopkeeper ^ If you talk to Ward, he will tell you
(Ward) at Ward's General ^ about some susicious man in a red robe.
Store to hear about a ^ After this, it will automatically turn to
red-robed man. ^ night, and you'll see the man in the red
^ robe appearing. Follow him down to the
| ^ sewers. Note that if you leave Melvir at
| ^ this point and then come back, or leave
^ and complete Q13: "Raid on the
4. Melvir, Melvir Sewers, > > Depository", the quest will have an
Sewers undetermined conclusion, and your favor
------------------------- with Saruin will increase by 30.
Follow the Priest of
Saruin down to the
underground temple.
|
|
5. Melvir Sewers, > > > > > Defeat the Cultists
Saruin's Underground ------------------------------------------
Temple When you visit Saruin's Underground
------------------------- Temple, you end up in a battle against the
Defeat Priest of Saruin + Saruin followers led by the Priest of
Saruin Cultist x4 Saruin. Also, if you've gotten the request
at the inn for Q11: "Innkeeper's
| Daughter", you can complete that quest too
| as you find the daughter about to be
sacrificed. If you haven't gotten the
6. Elizabeth Palace, request for Q11: "Innkeeper's Daughter",
Throne Room you won't get any reward though you've
------------------------- saved her since she won't recognize you.
Receive your reward from
the emperor.
[Get] Choose one of 3 > > > > > Receive the Reward of Your Choice
things (Silver Fleuret, ------------------------------------------
Chain Mail, 2000G). After you've defeated the Priests of
Saruin in Saruin's Underground Temple,
[PN] "Completed" entry. you'll be automatically taken to the
Throne Room of Elizabeth Palace where
you receive your reward. You can choose
between weapons, armor, or money, although
the armor and money options are
recommended.
---> Changes at the End of the Quest:
* You can now enter Elizabeth Palace.
* The assassin in Melvir disappears (the same happens even with an undetermined
conclusion.)
* At ER6+, Q15: "Neville's Request" can be started.
* Scorn will appear in Q19: "Pirate Invasion".
* You can hear the tale "The Zealots of Saruin" from the Minstrel at the pub in
Melvir.
D U N G E O N
Bafal Empire
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Melvir Sewers-
Related Map:
- Map of Melvir Sewers
Chest Contents:
- [Melvir Sewers Map], [100G + Jewels], [300G + Battle Axe],
[Gold + Golden Blade], [Battle Axe], [Hunting Bow], [Rigid Leather],
[Sailor's Bandana]
Content Distribution:
- Chests: 8
- Ore : 0
- Herbs : 0
Ruling Gods:
- Elore, Yucomb, Cyril, Eres, Saruin
Related Proficiencies:
- Find Chests, Pick Locks
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Q U E S T
Bafal Empire Aurefont -> Melvir
"Retrieve the stolen gold."
i. Q13: Raid on the Depository [RS134]
================================================================================
Recruitable Characters: (none)
Prerequisite Condition:
- Event Rank: 3~5.
* If your main character is Gray or Claudia, this quest can even be started at
ER 0~2 after you've been introduced to Gian.
Complete Condition:
- After having reclaimed the stolen goods in the sewers of Melvir, visit
Patrick's house in Melvir to complete the quest.
|
Rewards:
- 2500G + Jewels (MR: 1)
Failing Condition:
- If you reach ER6+, the quest ends up with an undetermined conclusion.
- If you choose the option "I don't want to get hurt..." in step 4, the quest
ends up with an undetermined conclusion.
- If you don't go to Patrick's House after step 4 and instead leave the
sewers and complete Q12: "A Suspicious Demise", the quest cannot be
completed.
Progress Procedure
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. Aurefont > > > > > Hurry to the Depository Raided by Monsters
------------------------- ------------------------------------------
Visit Aurefont which is As you visit the depository, the monsters
under attack. escape with the gold and a battle with a
Morlock starts. After winning the battle,
[PNo] "Rumors, etc." entry a conversation with Patrick, who has come
to inspect the situation, automatically
| starts, whereupon Melvir is unlocked on
the map. Note that you cannot use either
2. Aurefont, Depository of the two item shops or the inn while
------------------------- the depository is under attack.
Defeat the Morlock
directly after the
monsters that raided the
depository have escaped.
|
3. Aurefont
-------------------------
Talk to Patrick to hear
about the situation.
|
|
4. Melvir Sewers > > > > > Retrieve the Stolen Goods from the
------------------------- Suspected Thieves.
Choose the option "I ------------------------------------------
don't ignore thieves!" If you defeat the thieves in the sewers of
when talking to the thieves Melvir, you obtain the stolen goods. You
standing around the can sell the stolen goods at an item shop
stolen goods, and then for around 5000G, but as you leave the
defeat the Robber+Pirate. sewers, you can no longer go to Patrick's
Courtyard, and therefore you can no longer
| complete the quest. If these conditions
| are fulfilled where you can no longer go
| through the door to the courtyard, your
| favor with Saruin increases by 10.
|
5. Melvir, > > > > >
Patrick's House ^ ------------------------------------------
------------------------- ^ Go to Patrick's House and hand over the
Hand over the stolen ^ stolen goods to him. After that, you're
goods to Patrick. ^ automatically taken to the Throne Room of
^ Elizabeth Palace whereby the quest is
| ^ completed.
^
6. Elizabeth Palace, > > Playing as Claudia...
Throne Room ------------------------------------------
------------------------- If you haven't changed her name, the
Receive your reward from emperor will ask Claudia what her name is.
the emperor.
[Get] 2500G + Jewels (MR: 1)
[PNo] "Completed" entry
[Fav] Elore +20, Mirsa +20
---> Changes at the End of the Quest:
* You can now recruit Patrick in Patrick's House in Melvir.
* At ER6+, Q15: "Neville's Request" can be started.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Q U E S T
Bafal Empire Aurefont -> Melvir
"Can the greedy requester be protected?"
j. Q14: A Bodyguard for Louie [RS135]
================================================================================
Go to Melvir as bodyguard for Louie who is carrying some suspect goods. You only
need to win the battle at the inn in Melvir to complete the quest. Afterwards,
you can talk to Marina to hear more details about the nymph statues.
Recruitable Characters: (none)
Prerequisite Condition:
- Event Rank: 6+.
(the following requirements must be fulfilled):
- Q49: "Stolen Nymphs" must be started.
- You must not be in the middle of Q18: "The Mine Assaulted".
Complete Condition:
- Defeat the attacking Gunfish + basic monsters at the inn in Melvir to
complete the quest.
|
Rewards:
- 1000G
Failing Condition:
- (none)
Progress Procedure
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. Aurefont > > > > > Head to Melvir as Louie's Bodyguard
------------------------- ------------------------------------------
Talk to Louie and choose Accept Louie's request and you'll receive
the option "I'll protect 1000G as a reward. After that, you'll be
you!" to accept his automatically taken to Melvir where the
request. quest will continue to progress.
|
|
2. Melvir, Inn Playing as Albert...
------------------------- ------------------------------------------
Stay the night and then When you get the request to escort Louie,
defeat the Gunfish + an extra scene where Albert mentions
basic monsters that are seeing the suspect-looking goods before.
attacking. When Albert saw the goods was immediately
before he encountered the storm.
|
3. Melvir,
Yucomb's Temple
-------------------------
Louie is attacked by
monsters, and ends up
disappearing.
---> Changes at the End of the Quest:
* You can now continue with step 3 of Q49: "Stolen Nymphs".
Q U E S T
Bafal Empire Melvir -> Loban
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Rescue the imprisoned Gian."
k. Q15: Neville's Request [RS136]
================================================================================
Cooperating with the correspondent, Monica, your object is to rescue Gian whose
whereabouts are unknown. Since you'll only be searching Loban Dungeons during
this quest, make sure not to escape without snatching the contents of the
treasure chests down there.
Recruitable Characters: Gian
Prerequisite Condition:
- Event Rank: 6+.
(the following requirements must be fulfilled):
- Gian must not be in your party.
- You must not have started Q47: "Ailing Emperor."
- If your main character is Gray, you must talk to Gian in Melvir.
(either of the following things must be fulfilled):
a. Complete Q12: "A Suspicious Demise".
b. Complete Q13: "Raid on the Depository".
c. Be presented to Gray by Gian (only if your main character is Claudia.)
Complete Condition:
- Escape the Loban Dungeons after defeating Land Serpent x3 to complete the
quest.
|
Rewards:
- 5000G + Jewels (MR: 1)
Failing Condition:
- Choosing the option "Let him fend for himself" in step 2 will give this quest
an undetermined conclusion.
Progress Procedure
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
--------------------------
Complete any of these: |
|
1a. Melvir, Pub | > > > > > Receive a Request from Neville
------------------------- | ^ -----------------------------------------
Get called by Neville by | ^ Talk to Neville at Elizabeth Palace to
reading the posted note. | ^ receive a request for saving Gian. If you
| ^ have already completed Q12: "A Suspicious
[PNo] "Rumors, etc." entry| ^ Demise", you don't have to do step 1a or
......................... | ^ 1b in order to enter Elizabeth Palace.
| ^ As you receive the request from Neville
1b. Melvir, | > > and get the password for the
Police Station | ^ correspondent, Loban is opened up on the
------------------------- | ^ map.
Talk to the policeman at | ^
the Melvir Police Station | ^
to hear that Neville is | ^
calling you. | ^
-------------------------- ^
^
| ^
^
2. Elizabeth Palace, > > >
Neville's Quarters
-------------------------
Talk to Neville and
choose "Rescue Gian" to
hear about Monica.
[PNo] "Requests" entry
|
|
3. Loban, Monica's House > > > > > > Contact the Correspondent, Monica
------------------------- ------------------------------------------
Say the requester's Say the password "Rain from Eurus" to
password to Monica to Monica and she will want to know who sent
hear about an entrance to you. Answer "Neville" with the present
the underground dungeons. conditions, and she will tell you about
the entrance to the dungeon inside a house
| with a red charm on it. Giving the wrong
answer about the requester's name is
4. Loban, Residence dangerous; answer wrong twice and it's
------------------------- Game Over.
After talking to the man,
examine the closet and
then defeat the man when
he attacks.
|
|
|
5. Loban Dungeons, > > > > > > Find Gian in the Dungeons of Duke Loban's
Duke's Dungeon, Residence
------------------------- ------------------------------------------
After examining the When you examine the moving wall in the
moving wall, you fall passage, you fall down a hole together
down a hole together with with Gian and end up in the Loban
Gian. Dungeons. After that, Gian will join you
and help look for an escape route. If you
| have 5 people in your party already,
| though, he will not join you, but that
| will not change anything.
|
6. Loban Dungeons > > > > > > Battle the Monsters at the Cave's Exit
------------------------- ------------------------------------------
Escape the dungeons after As you try to escape the Loban Dungeons,
defeating Land you will first have to defeat Land
Serpent x3. Serpent x3. Note that you can still
complete the quest even if Gian's LP
[Out] Gian reaches 0 and is removed from the party.
[PNo] "Completed" entry
|
|
7. Loban, Monica's House > > > > > > Don't Forget to Collect Your Reward
------------------------- ------------------------------------------
Talk to Monica to receive When you've fulfilled the request, you can
your reward. go to Monica's House and receive your
reward in form of 5000G and Jewels. Note
[Get] 5000G + Jewels (MR: 1) note that if you leave for Melvir and
recruit Gian before going to Monica's
House, you will end up not getting any
reward.
---> Changes at the End of the Quest:
* You can now enter Elizabeth Palace.
* Q16: "Eule Gives a Hoot" can now be started regardless of ER.
D U N G E O N
Bafal Empire
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Loban Dungeons-
Related Map:
- Loban Dungeons Map
Chest Contents:
- [Loban Dungeons Map], [100G], [200G], [300G + Armor]
Content Distribution:
- Chests: 4
- Ore : 0
- Herbs : 0
Ruling Gods:
- Elore, Yucomb, Cyril, Eres, Saruin
Related Proficiencies:
- (none)
Q U E S T
Bafal Empire Any Town -> Mazewood
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"The separation from the witch that has lived her life in secret."
l. Q16: Eule Gives a Hoot [RS137]
================================================================================
Eule calls out to Claudia from the far distant Mazewood. Hurrying there, you
get to talk to Eule. Also, if your main character is Claudia, a separation
from Brau and Sylvan awaits.
Recruitable Characters: (none)
Prerequisite Condition:
- Event Rank: 8+.
- Have Claudia in your party.
* If you've completed Q15: "Neville's Request," this quest can be started even
at ER6~7.
Complete Condition:
- With Claudia in your party, talk to Eule in Eule's Nest in Mazewood to
to complete the quest.
|
Rewards:
- Eule's Staff, Eule's Hat
Failing Condition:
- If your main character isn't Claudia and you choose any other option than "Go
with her" in step 1, the quest ends up with an undetermined conclusion.
Progress Procedure
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. Inn of Any Town > > > > > > Hear the Voice of the Witch of the Forest
------------------------- ------------------------------------------
Stay at an inn and hear Stay at an inn in any town other than the
the voice of Eule calling Taralian Camp, Ettinham, Weiserheim,
for Claudia. Oapu, or Godongo to hear Eule calling out
for Claudia. When Claudia hears the voice,
| She is about to head to Mazewood alone, so
choose "Go with her" to accompany her
2. Mazewood, Eule's Nest (what option you choose here has an effect
------------------------- on the subsequest set of events, as is
With Claudia in your explained below). Until you've completed
party, go talk to Eule step 2, you will hear Eule calling
and give her a final every time you stay at an inn.
farewell.
[PNo] "Completed" entry
[Get] Eule's Staff,
Eule's Hat
|
| Chosen Option
| ------------------------------------------------------------------
| Go with her
| Let her go
| Don't go with her -> (I don't want to go!)
| Don't go with her -> (I don't know the way...)
|
| Quest Effect
| ------------------------------------------------------------------
| The quest continues
| Undetermined Conclusion
| Undetermined Conclusion
| Undetermined Conclusion
|
| Claudia Situation
| ------------------------------------------------------------------
| She stays in the party as before
| She leaves the party
| She leaves the party
| She leaves, and cannot be re-recruited
|
|
| Playing as Claudia...
| ------------------------------------------
| You will hear the voice of Eule as usual,
| but you won't talk to any of the other
| party members, and thus, no options will
| be given.
|
|
| Claudia's Birth Secret
| ------------------------------------------
| Eule talks about Claudia's background and
| then peacefully passes away. After she
| disappears, make sure to pick up Eule's
| Staff and Eule's Hat that she drops.
|
3. Mazewood, Eule's Nest > > > > > > Separate With Your Party Members
------------------------- ------------------------------------------
Brau and Sylvan both If Claudia is your main character, a
leave your party. scene will start when you leave Eule's
Nest and both Brau and Sylvan will leave
* Only with Claudia as MC your party.
[Out] Brau, Sylvan
---> Changes at the End of the Quest: (none)
Q U E S T
Bafal Empire Melvir -> Mazewood -> Melvir -> Mazewood
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Follow the butterfly that appears on moonlit nights."
m. Q17: Creepy Butterfly [RS138]
================================================================================
After hearing about the red butterfly appearing at the house of the newly-wed
couple in Melvir, the objective is to reveal its identity. After step 3 until
you've finished the quest, you won't be able to anywhere but to Mazewood
(night,) so it's best to try to finish the quest once you've gotten the request.
Recruitable Characters: (none)
Prerequisite Condition:
- Event Rank: 7+
- You must not have started Q15: "Neville's Request" or Q47: "Ailing Emperor."
* Cannot be started when monsters appear during Q19: "Pirate Invasion."
Complete Condition:
- With the Noctilucence Grass and the Corpse's Pendant in your possession, talk
to the couple and guide them to Mazewood to complete the quest (*1.)
|
Rewards:
- Noctilucence Grass, Corpse's Pendant, 1000G + Jewels (MR: 1)
*1......Cannot be completed while monsters appear during Q19: "Pirate
Invasion."
Failing Condition:
- (none)
Progress Procedure
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. Melvir, Pub > > > > > > The Ladies' Worries
------------------------- ^ ------------------------------------------
Read the note posted at ^ After reading the note posted at the pub,
the pub to learn about ^ you will be automatically teleported
the unpleasant butterfly. ^ outside a house in the residential area.
^ If you speak to the bride of the couple in
[PNo] "Rumors, etc." entry ^ the house, she requests you to do
^ something about the unpleasant butterfly
| ^ that is troubling her. When you talk to
^ her, she tells you the details of her
2. Melvir, Residence > > > request and also talks about her past.
-------------------------
Talk to the couple to
hear about the butterfly
and the woman's past.
[PNo] "Requests" entry
|
3. Melvir > > > > > > Butterfly Dancing in Melvir's Night
------------------------- ------------------------------------------
Follow the butterfly to Stepping outside the house after having
Mazewood. heard from the woman about the situation,
it has turned to night. Going to Melvir
| 1F, you will find the red butterfly the
| couple talked about. After this, you will
| automatically be taken to Mazewood (night)
| when following it. If you have yet to
| unlock Mazewood on the map, following the
| butterfly there in this step will unlock
| it.
|
4. Mazewood D (Night) > > > > > > Following the Red Butterfly
------------------------- ------------------------------------------
Following the butterfly, Following the red butterfly that appears
find the Noctilucence at the junctions in the forest, you will
Grass and the Corpse's end up finding the Noctilucence Grass and
Pendant. the Corpse's Pendant. After step 3 has
been completed, it will be night in the
[Get] Noctilucence Grass, forest until the quest is completed. Note
Corpse's Pendant that during these conditions, Q16: "Eule
Gives a Hoot" and Q46: "Ancient Texts"
| cannot be completed.
|
5. Melvir, Residence > > > > > > Revealing the Truth
------------------------- ^ ------------------------------------------
Look at the Noctilucence ^ Talking to the couple with the
Grass and the Corpse's ^ Noctilucence Grass and the Corpse's
Pendant together with the ^ Pendant will automatically see you guide
couple. ^ the couple to Mazewood, where the quest is
^ completed. Also, if you happen to dispose
^ of the Noctilucence Grass and the Corpse's
6. Mazewood D (Night) > > > Pendant before the quest is completed, you
------------------------- can still go back to Mazewood and pick
Guide the couple to them up again.
Mazewood.
[Get] 1000G + Jewels
[PNo] "Completed" entry
[Fav] Cyril +15, Eres +15,
Amut +20
---> Changes at the End of the Quest: (none)
Q U E S T
Bafal Empire Melvir -> Aurefont
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Restore the peace of the Aurefont Mine."
n. Q18: The Mine Assaulted [RS139]
================================================================================
Set out to try to defeat the monsters that have occupied the mine in Aurefont
and rescue the miners that are left behind.
Recruitable Characters: (none)
Prerequisite Condition:
- Event Rank: 14 and above.
Complete Condition:
- Complete it by exiting the Aurefont Mine after having defeated all of the
giant monster symbols that are placed in the 10 locations.
Reward:
- 15000~30000G + Jewels (MR: 1)
Failing Condition:
- (none)
Progress Procedure
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-------------------------
In no particular order: |
|
(1.) Melvir, | > > > > > Hear the Story at the Police Station
Police Station | ------------------------------------------
-------------------------| If you talk to the policeman, he will tell
Talk to the policeman to | you about the Aurefont Mine being occupied
hear about the attack on | by monsters, which will unlock Aurefont on
the goldmine in Aurefont.| the map.
|
[PNo]"Rumors, etc." entry|
|
.........................|
|
(2.) Aurefont |
-------------------------|
Talk to a man to hear |
about the miners that got|
left behind |
|
[PNo]"Rumors, etc." entry|
-------------------------
|
3. Aurefont
-------------------------
Talk to the Empire army
soldiers stationed
outside the the goldmine's
entrance to work out how
to suppress the monsters.
[PNo] "Requests" entry
|
4. Aurefont Mine > > > > > > Defeat the Monsters!
------------------------- ------------------------------------------
Defeat the giant monster Inside the Aurefont Mine, there are 15
symbols in their 10 miners left behind and 10 monster symbols.
locations. All you need to do to rescue the miners is
talking to them, and since rescuing them
| increases the reward in step 5, try to
| rescue as many of them as possible. There
| are no normal monsters in the mine, and
| the giant monster symbols for the special
| monsters don't move around at all, giving
| you an easy time concentrating on
| searching for the miners. If you exit the
| mine during the quest, though, all the
| monsters (even the ones you've previously
| defeated) will return again. It's
| recommended that you approach the Gold
| Dragon from the rear by passing through
| section B2-C. Apart from getting the
| advantage of a First Strike, you also
| lower the chance of it using its
| powerful breath attacks during the
| first turn a great deal.
|
| You can also get a First Strike by
| approaching the dragon (and other
| monsters) from the front if you turn your
| back to the monster and press the circle
| button.
|
|
| [Battle Guide]: Gold Dragon (A)
| ------------------------------------------
| During the first turn, it can use either
| of its 3 breath attacks (Breath of Flame,
| Breath of Frost, and Breath of Lightning.)
| To reduce the number of characters getting
| hit by these attacks, place one character
| each on the front row on the extreme right
| and extreme left respectively, and the
| rest of the characters on the back row.
| From the second turn and onwards, its main
| attack will be Crunch, so use attacks such
| as Bonecrusher to lower its STR.
|
|
5. Aurefont > > > > > > The Reward Changes Depending on the Number
------------------------- of Miners Rescued
Talk to the Empire army ------------------------------------------
soldiers to receive your When you leave the Aurefont Mine after
reward. defeating all the monsters in there, you
receive gold when you talk to the Empire
[Get] 15000~30000G army soldiers. The base sum is 15000G, but
+ Jewels (MR: 1) you also get 500G for every miner you've
[PNo] "Completed" entry saved, plus an extra 7500G if you manage
to save all of them. In total, that's a
maximum reward of 30000G, so you should
try your best to save them all.
---> Changes at the End of the Quest:
* A note about how many miners were left behind in the Aurefont Mine will be
posted in the Melvir pub.
D U N G E O N
Bafal Empire
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Aurefont Mine-
Related Map:
- Aurefont Mine Map
Chest Contents:
- [Aurefont Mine Map] (Complete)
Content Distribution:
- Chests: 1
- Ore : 30
- Herbs : 0
Ruling Gods:
- Elore, Yucomb, Cyril, Eres, Saruin
Related Proficiencies:
- Find Ore, Mine
Q U E S T
Bafal Empire Melvir
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~......~
o. Q19: Pirate Invasion [RS140]
================================================================================
Prerequisite Condition:
Event Rank: 14 and above.
* If you've completed Q47: "Ailing Emperor", you can even start this quest at
ER9~13.
Complete Condition:
- Defeat the Great Sky Dragon in the Throne Room of Elizabeth Palace.
- Defeat Butcher + Butcher's Bodyguard x4 in the Port of Melvir (using Hawke as
main character only).
Rewards:
- 10000G + Jewels (Multiply Rate: 1), Salty Bandana
Failing Condition:
- (none)
Progress Procedure
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1a-1. Melvir Sewers, > > > > > > Before the Door Where Voices Are Heard...
Sewers ^ ------------------------------------------
------------------------- ^ The door to the Pirate's Hideout is
Examine the door to the ^ locked, but you can enter by choosing the
Pirate's Hideout and ^ option "break it open." As you enter the
choose the option "Break ^ room, the pirates working on the plot
it open", to enter the ^ attack you, and a battle against Pirate x6
room. ^ starts.
^
| ^
^
1a-2. Melvir Sewers, > > >
Pirate's Hideout
-------------------------
Spotting the pirates that
are gathered in the
Pirate's Hideout, defeat
Pirate x6.
[PNo] "Rumors, etc" entry
|
1a-3. Melvir, > > > > > > Preparation for Going to Pirate Coast
Police Station ------------------------------------------
------------------------- After discovering the gathering of
Talk to the policeman pirates, report your findings at the
and tell him about the Police Station. Apart from being able to
pirates' plot. continue with step 1a-4, you can also
visit Pirate Coast after the quest is
| completed.
|
1a-4. Melvir, Inn > > > > > > The Attack of the Pirates
------------------------- ------------------------------------------
Pirates will attack When doing step 1a-4 or 1b, pirates appear
Melvir when you stay at at Melvir 1F, and all facilities will be
the inn at Melvir 1F. unavailable. The pirates will run at you
when they see you; making contact with one
| will prompt a battle with Pirate x5 to
start. If you've done step 1a-3, though,
......................... no pirates will appear at Melvir 1F.
1b. Melvir
-------------------------
Pirates will attack
Melvir when you visit the
city by ship at ER 16+.
[PNo] "Rumors, etc" entry
|
2. Melvir > > > > > > The Evil Worshipers Lurking Underground
------------------------- ------------------------------------------
As you exit to another After you've left Melvir 1F, monsters
map, monsters start to appear beneath the Temple of Elore. After
appear in the area that, there is a priest in the Mysterious
beneath the Temple of Temple beneath the Temple of Elore
Elore. summoning monsters. If you talk to him, a
chain battle with the following monsters
| will start: Greater Devil -> Cyclops ->
Priest of Saruin.
-------------------------
|
In no particular order: |
|
(3.) Beneath the Temple |
of Elore, |
Mysterious Temple |
-------------------------|
Fight a chain battle with|
the Greater Devil, |
Cyclops, and the Priest |
of Saruin. |
|
.........................|
|
(4.) Melvir, | > > > > > Repel the Pirates
Port of Melvir | ------------------------------------------
-------------------------| After winning a battle against Butcher, he
Defeat Butcher (Butcher +| will run off in his ship. From this point
Butcher's Bodyguard x4 if| onwards, no battles will occur when you
Hawke is MC.) | make contact with the pirates.
|
[PNo] "Completed" entry | [Battle Guide]: Butcher
(Only with Hawke as MC) | ------------------------------------------
------------------------- He uses almost no other magic than Way of
| Strength which he uses on the first turn.
| Therefore, if you work to lower his STR,
| you will decrease the damage he inflicts
| a great amount, which will make this fight
| pretty easy to win. Attacks with status
| ailments are also effective, so you can
| use attacks such as Feint and Knee Split
| to stun him. Also, Self-immolation works
| against all of Butchers attacks except
| Flyby.
|
| Playing as Hawke...
| ------------------------------------------
|
|
|
|
|
|---------------
| |
| |
| |
|
| 5a. Melvir, Port of Melvir > > >
| --------------------------
| Chase Butcher with your
| pirate ship and defeat
| Butcher + Frost Devil.
|
| [Spo] Salty Bandana
|
| * Only with Hawke as MC.
|
|
|
|
|
|
|
5b-1. Elizabeth Palace, > > > > > > The Hand of Evil Reaching for the Emperor
Throne Room ------------------------------------------
------------------------- After the palace guards have been defeated
Defeat the Great Sky in step 2, you can now enter the palace.
Dragon that attacks while There are monsters inside the palace, but
you talk to the emperor. it's still a good idea to search for the
treasures located in some of the rooms.
[Get] 10000G + After you've defeated the Great Sky Dragon
Jewels (MR: 1) in the Throne Room, Melvir will be cleared
[PNo] "Completed" entry of the pirates and monsters.
|
5b-2. Beneath the Temple > > > > > > Scorn in the Underground Temple
of Elore, ------------------------------------------
Mysterious Temple If you've completed Q12: "A Suspicious
------------------------- Demise," you can enter 'Beneath the Temple
Fight Scorn. of Elore' after completing step 5b-1.
Talking to Scorn in there will initiate a
battle with him.
D U N G E O N
Bafal Empire
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Elizabeth Palace-
Related Map:
- (none)
Chest Contents:
- [Rapier], [Antique Dagger], [Throwing Axe], [Ogre's Eye], [Quarterstaff],
[Pike]
Content Distribution:
- Chests: 6
- Ore : 0
- Herbs : 0
Ruling Gods:
- Elore, Yucomb, Cyril, Eres, Saruin
Related Proficiencies:
- Disarm Traps
* You cannot change proficiencies in Melvir during Q19: "Pirate Invasion."
Q U E S T
Bafal Empire, -Melvir-
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~...carry out the request of the Earth Dragon residing in the Great Pit...~
p. Q20: The Cyclone Shoes [RS141]
================================================================================
Prerequisite Condition:
- Event Rank: -
Complete Condition:
- Give the Cyclone Shoes to Adyllis.
- Defeat Adyllis.
Rewards:
- Cyclone Shoes, Raincloud Armlet + Jewels (Multiply Rate: 1)
Failing Condition:
- (none)
D U N G E O N
Bafal Empire
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Great Pit-
Related Map:
- Map of Great Pit
Chest Contents:
- [Map of the Great Pit] (Complete), Gold, Gold, Gold, Gold, 150G, 300G, 500G,
[2000G], 100G + Weapon, 100G + (Weapon or Jewels), 100G + Armor,
100G + (Armor or Jewels), 100G + Jewels, 1000G + Jewels, [Composite Bow],
[Stone Brigandine], Weapon, Armor, [Earth Spirit]
Content Distribution:
- Chests: 6
- Ore : 0
- Herbs : 0
Ruling Gods:
- Elore, Yucomb, Cyril, Eres, Saruin
Related Proficiencies:
- Disarm Traps
q. Q21: Insect Ecology [RS142]
================================================================================
Prerequisite Condition:
- Event Rank:
Complete Condition:
-
|
Rewards:
-
Failing Condition:
-
Progress Procedure
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
06. Valhalland [RS143]
================================================================================
F I E L D
Valhalland
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Shiverland-
Related Map:
- Valhalland Map
Chest Contents:
- Gold + (Weapon or Jewels), Gold + (Weapon or Jewels), 100G + Jewels,
Long Boots, Armor
Content Distribution:
- Chests: 5
- Ore : 0
- Herbs : 24
Ruling Gods:
- Yucomb, Eres
Related Proficiencies:
- Find Chests, Find Herbs, Harvest, Find Treasure, Excavate
a. Gato's Village [RS144]
================================================================================
b. Shiverland [RS145]
================================================================================
c. Q22: Valhalland Monsters [RS146]
================================================================================
Prerequisite Condition:
- Event Rank:
Complete Condition:
-
|
Rewards:
-
Failing Condition:
-
Progress Procedure
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
D U N G E O N
Valhalland
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-West Cave-
Related Map:
- West Cave Map
Chest Contents:
- [West Cave Map] (complete) 300G + Weapon, 100G + (Weapon or Armor),
100G + Jewels, [Jewels]
Content Distribution:
- Chests: 6
- Ore : 0
- Herbs : 0
Ruling Gods:
- Yucomb, Eres
Related Proficiencies:
- Find Chests, Find Treasure, Excavate, Jump (Lv1~2)
D U N G E O N
Valhalland
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-South Cave Stage 1-
Related Map:
- South Cave Map
Chest Contents:
- [South Cave Map] (complete), [300G + Jewels], [Wing Amulet]
Content Distribution:
- Chests: 3
- Ore : 0
- Herbs : 0
Ruling Gods:
- Yucomb, Eres
Related Proficiencies:
- (none)
D U N G E O N
Valhalland
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-South Cave Stage 2-
Related Map:
- (South Cave 2 Map ?)
Chest Contents:
- [South Cave 2 Map?], [500G + Weapon], [1600G + Quarterstaff],
[Gold + Bone Breastplate], [Quality Balm]
Content Distribution:
- Chests: 5
- Ore : 0
- Herbs : 0
Ruling Gods:
- Yucomb, Eres
Related Proficiencies:
- Find Chests, Disarm Traps, Jump (Lv1~2)
D U N G E O N
Valhalland
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-South Cave Stage 3-
Related Map:
- (South Cave 3 Map?)
Chest Contents:
- [Map of South Cave 3?], [2500G + (Weapon or Jewels)], [100G + Mantra Scarf],
[Lei]
Content Distribution:
- Chests: 4
- Ore : 0
- Herbs : 0
Ruling Gods:
- Yucomb, Eres
Related Proficiencies:
- Find Chests, Jump (Lv3)
D U N G E O N
Valhalland
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-East Cave-
Related Map
- Valhalland Map
Chest Contents:
- (none)
Content Distribution:
- Chests: 0
- Ore : 0
- Herbs : 0
Ruling Gods:
- Yucomb, Eres
Related Proficiencies:
- (none)
d. Q23: An Expeditionary Force [RS147]
================================================================================
Prerequisite Condition:
- Event Rank:
Complete Condition:
-
|
Rewards:
-
Failing Condition:
-
Progress Procedure
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
e. Q24: Frozen Lake Faerie [RS148]
================================================================================
Prerequisite Condition:
- Event Rank:
Complete Condition:
-
|
Rewards:
-
Failing Condition:
-
Progress Procedure
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f. Q25: Frosthold Fortress [RS149]
================================================================================
Prerequisite Condition:
- Event Rank:
Complete Condition:
-
|
Rewards:
-
Failing Condition:
-
Progress Procedure
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
D U N G E O N
Valhalland
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Frosthold Fortress-
Related Map:
- Map of Frosthold Fortress
Chest Contents:
- [Map of Frosthold Fortress] (complete), Gold + Weapon, Gold + Jewels,
[Ogre's Cleaver], [Chain Mail], [Ring of Protection]
Content Distribution:
- Chests: 6
- Ore : 0
- Herbs : 0
Ruling Gods:
- Yucomb, Eres
Related Proficiencies:
- Find Chests, Pick Locks, Disarm Traps, Find Treasure, Excavate
07. Knights Dominion [RS150]
================================================================================
a. Mirsaburg [RS151]
================================================================================
b. Eugenstadt [RS152]
================================================================================
c. Weiserheim [RS153]
================================================================================
d. Q26: Pride of the Knights [RS154]
================================================================================
D U N G E O N
Knights Dominion
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Abandoned Keep-
Related Map:
- Map of Abandoned Keep
Chest Contents:
- [Map of Abandoned Keep] (complete), Gold + (Weapon or Armor),
[100G + Weapon], [200G + Weapon], [500G + (Weapon or Jewels)],
[100G + Jewels], [500G + Jewels], [Gothic Sword], [Knight's Shield],
[Silver Mask], [Steel Gauntlets], Weapon, Weapon or Jewels, Weapon or Jewels,
Weapon or Jewels, Armor
Content Distribution:
- Chests: 16
- Ore : 0
- Herbs : 0
Ruling Gods:
- Mirsa
Related Proficiencies:
- Find Chests, Disarm Traps, Find Treasure, Excavate, Jump (Lv1)
e. Q27: Constance Kidnapped [RS155]
================================================================================
D U N G E O N
Knights Dominion
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Kidnappers' Cave-
Related Map:
- Map of Kidnappers' Cave
Chest Contents:
- [Map of Kidnappers' Cave] (complete), Evil Eye Talisman
Content Distribution:
- Chests: 6
- Ore : 0
- Herbs : 0
Ruling Gods:
- Mirsa
Related Proficiencies:
- Find Chests, Disarm Traps
f. Q28: Theodore's Madness [RS156]
================================================================================
D U N G E O N
Knights Dominion
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Mirsaburg Castle-
Related Map:
- (none)
Chest Contents:
- [Pike], [Spear], [Reinforced Bow]
Content Distribution:
- Chests: 3
- Ore : 0
- Herbs : 0
Ruling Gods:
- Mirsa
Related Proficiencies:
- Pick Locks
D U N G E O N
Knights Dominion
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Pagan Ruins-
Related Map:
- Map of Pagan Ruins
Chest Contents:
- [Pagan Ruins Map] (complete), [666G], [3000G], Gold, Gold, Gold,
[100G + Armor], [100G + Weapon], [Phantom Sword], [Raksha Sword],
[Weapon or Jewels], Weapon or Jewels
Content Distribution:
- Chests: 12
- Ore : 0
- Herbs : 0
Ruling Gods:
- Mirsa
Related Proficiencies:
- Find Chests, Disarm Traps
g. Q29: The Dragon Knight [RS157]
================================================================================
08. Kjaraht [RS158]
================================================================================
a. South Estamir [RS159]
================================================================================
b. Tarmitta [RS160]
================================================================================
c. Lake Malar [RS161]
================================================================================
d. Q30: Wuhan's Secret [RS162]
================================================================================
e. Q31: Water Dragon Rite [RS163]
================================================================================
f. Q32: The Raincloud Armlet [RS164]
================================================================================
g. Q33: Aquatic Ecology [RS165]
================================================================================
h. Q34: The Assassins' Guild [RS166]
================================================================================
i. Check! Solving the Request Quests of the Elemental Lords [RS167]
================================================================================
09. Frontier [RS168]
================================================================================
a. Weston [RS169]
================================================================================
b. Yassi [RS170]
================================================================================
c. Saoki [RS171]
================================================================================
d. New Road [RS172]
================================================================================
e. Q35: Amethyst of Visions [RS173]
================================================================================
f. Q36: Unsettling Settlements [RS174]
================================================================================
g. Q37: The Fiends of Saoki [RS175]
================================================================================
h. Q38: Return of the Vampires [RS176]
================================================================================
i. Q39: The Jewel Beast [RS177]
================================================================================
10. Ligau Isle [RS178]
================================================================================
a. Jelton [RS179]
================================================================================
b. Plains [RS180]
================================================================================
F I E L D
Ligau Isle
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Plains-
Related Map:
- Map of Plains
Chest Contents:
- (none)
Content Distribution:
- Chests: 0
- Ore : 0
- Herbs : 8
Ruling Gods:
- Death
Related Proficiencies:
- Find Herbs, Harvest, Find Treasure, Excavate
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Q U E S T
Ligau Isle Jelton -> Plains
...Find the treasure hidden in the caves...
c. Q40: Plain Treasure [RS181]
================================================================================
Recruitable Characters: (none)
Prerequisite Condition:
- Event Rank: -
- Step 1~3 cannot be done while Q42: "Monster of Mt. Tomae" is triggered
Complete Condition:
- Defeat the Beastmen monsters in Treasure Cave, B3 and open the chest that
appears after the battle.
Rewards:
- 500G + Longbow, Dinosaur Egg (*1)
*1......As much as 7 Dinosaur Eggs can be obtained depending on the number of
battles you've won.
Failing Condition:
- (none)
Progress Procedure
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
In no particular order:
1. Jelton > > Gather Information About the Treasure in
------------------------- Jelton
Hear about the treasure -------------------------------------------
in the Plains by talking If you haven't triggered Q42: "Monster of"
to the man on the pier or Mt. Tomae", gather various information
the man near the Pub. about the treasure and Dinosaur Eggs in
Jelton. If you don't do step 1~3, you won't
......................... get any entry in he notes, but it will
still be possible to do step 4~6.
(2.) Jelton
-------------------------
Talk to the man near the
Ligau Sword Store and the
man near the inn to learn
about the Dinosaurs and
Dinosaur Eggs.
.........................
(3.) Jelton, Pub
-------------------------
Talk to the bartender to
hear about the holes in
the Plains.
In no particular order:
4. Treasure Cave, B3 > > Defeat the Monsters and Obtain the Treasure
------------------------- -------------------------------------------
Defeat the Beastmen When you win the battle against the
monsters in the cave and Beastmen monsters (see below for the exact
obtain the contents of opponents), a chest containing treasure
the chest that appears. appears. Obtain the 500G + Longbow in the
chest to complete the quest.
[Get] 500G + Longbow
[PNo] Completed entry Treasure Cave B3 Opponents:
......................... BR Appearing Monsters
----------------------------------------
(5.) Dinosaur Nest 1~2 Goblin Soldier + Goblin x4
------------------------- 3~4 Goblin Soldier x3 + Goblin Mage x2
Obtain the Dinosaur Egg 5~10 Goblin Knight x3 + Goblin Mage x2
in the cave.
[Get] 500G + Longbow
.........................
(6.) Plains Hollow, > > Dinosaur Egg Locations
All Locations -------------------------------------------
------------------------- Depending on how many battles you've won,
Obtain the Dinosaur Egg Dinosaur Eggs can be obtained in various
in the cave. locations (see below.)
The space of time of they will appear is
[Get] Dinosaur Egg x6 very short, though, so obtaining them is
difficult if you don't keep track of the
number of battles you've won.
Dinosaur Egg Appearance Locations:
Battles Won Dinosaur Egg Location
-------------------------------------------
150~160 PH, Southwest Area
200~210 PH, Central Area 1
250~260 PH, Central Area 2
330~340 PH, East Area
380~390 PH, North Area
430~440 PH, Northeast Area
D U N G E O N
Ligau Isle
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Treasure Cave-
Related Map:
- Map of Treasure Cave
Chest Contents:
- [Map of Treasure Cave] (complete), 100G, 100G, 150G, 150G, 200G, [1000G],
[100G + Weapon], [200G + Armor], [300G + Weapon], [500G + Long Bow], Weapon,
Armor, [Jewels]
Content Distribution:
- Chests: 15
- Ore : 0
- Herbs : 0
Ruling Gods:
- Death
Related Proficiencies:
- Find Chests, Find Treasure, Excavate, Climb (Lv3), Jump (Lv4)
D U N G E O N
Ligau Isle
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Plains Hollow-
Related Map:
- Plains Hollow Map
Chest Contents:
- Plains Hollow Map (complete), 100G + Jewels, Fang Amulet, Devil Hide
Content Distribution:
- Chests: 4
- Ore : 20
- Herbs : 0
Ruling Gods:
- Death
Related Proficiencies:
- Find Chests, Find Ore, Mine, Find Treasure, Excavate
D U N G E O N
Ligau Isle
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Dinosaur Nest-
Related Map:
- Dinosaur Nest Map
Chest Contents:
- [Dinosaur Nest Map] (complete)
Content Distribution:
- Chests: 1
- Ore : 0
- Herbs : 0
Ruling Gods:
- Death
Related Proficiencies:
- Find Treasure, Excavate
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Q U E S T
Ligau Isle Plains -> Jelton -> (Town in Every Region)
"Who tempered the blade previously...?"
d. Q41: Voice of the Blade [RS182]
================================================================================
A special quest that can only be done with Gray as your main character.
Limited to: Gray
Recruitable Characters: (none)
Prerequisite Condition:
- Event Rank: -
Complete Condition:
- Evolve the Falcata to Falcata +7, enter a town, and defeat the Sword Demon.
Rewards:
- Rusty Falcata, Demonbrand
Failing Condition:
- (none)
Progress Procedure
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. Treasure Cave, B3 > > Only Gray Can Hear the Voice of the Blade
------------------------- -------------------------------------------
Obtain the Rusty Falcata
[Get] Rusty Falcata
[PNo] , Others entry
2. Jelton
-------------------------
Talk to the shopkeeper of
the Ligau Sword Store and
temper the Rusty Falcata
with Bronze.
3. Town in Every
Region
-------------------------
Temper the Falcata with
various tempering
materials until it turns
into the Falcata +7.
4. Town in Every
Region
-------------------------
After the Falcata has
turned into the Falcata
+7, battle against the
Sword Demon will start
as you enter a town.
[Get] Demonbrand
[PNo] Completed entry
e. Q42: Monster of Mt. Tomae [RS183]
================================================================================
In order to save the monster-infested town of Jelton, you have to visit Pyrix
who lives in Mt. Tomae.
Recruitable Characters: (none)
Prerequisite Condition:
- Event Rank: ER10+
- While Q7: "The Ignigarde" is triggered, this quest can even be completed at
ER0~9.
Complete Condition:
- Drive the monsters away by talking to Pyrix at Mt. Tomae.
Rewards:
- (none)
* If Q56: "The Netherworld" is started, that quest needs to be completed first.
Failing Condition:
- (none)
Progress Procedure
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
D U N G E O N
Ligau Isle
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Mt. Tomae-
Related Map:
- Map of Mt. Tomae
Chest Contents:
- [Map of Mt. Tomae] (complete), [100G + (Armor or Jewels)],
300G + (Weapon or Jewels), Firebeast Hide, [Fire Spirit]
Content Distribution:
- Chests: 5
- Ore : 19
- Herbs : 0
Ruling Gods:
- Death
Related Proficiencies:
- Find Chests, Disarm Traps, Find Ore, Mine, Jump (Lv1)
f. Q43: The Ice Sword [RS184]
================================================================================
g. Q44: Plant Ecology [RS185]
================================================================================
11. Coral Sea/Walon Isle [RS186]
================================================================================
a. Pirate Coast [RS187]
================================================================================
b. Coral Sea [RS188]
================================================================================
F I E L D
Coral Sea
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Coral Sea-
Related Map:
- Coral Sea Map, Coastal Cavern Map
Chest Contents:
- (none)
Content Distribution:
- Chests: 0
- Ore : 0
- Herbs : 0
Ruling Gods:
- Yucomb
Related Proficiencies:
- (none)
c. Oapu [RS189]
================================================================================
d. Godongo [RS190]
================================================================================
e. Jungle [RS191]
================================================================================
D U N G E O N
Walon Isle
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Jungle-
Related Map:
- (none)
Chest Contents:
- (none)
Content Distribution:
- Chests: 0
- Ore : 0
- Herbs : 0
Ruling Gods:
- Eres, Amut, Saruin
Related Proficiencies:
- (none) (it is possible to equip proficiencies in this area)
f. Q45: Free the Gecklings [RS192]
================================================================================
D U N G E O N
Walon Isle
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Geckling Cave/Geckling Village-
Related Map:
- Map of Geckling Cave
Chest Contents:
- [Geckling Cave Map] (Complete), [100G + Jewels], [500G + Jewels],
[Leather Jerkin], [Great Shield], [Weapon or Armor]
Content Distribution:
- Chests: 6
- Ore : 5
- Herbs : 0
Ruling Gods:
- Eres, Amut, Saruin
Related Proficiencies:
- Find Chests, Pick Locks, Disarm Traps, Find Ore, Mine, Find Treasure,
Excavate, Find Traps (Lv1)
g. Q46: Ancient Texts [RS193]
================================================================================
h. Q47: Ailing Emperor [RS194]
================================================================================
D U N G E O N
Walon Isle
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Inner Jungle/Jungle Caves-
Related Map:
- Map of Inner Jungle
Chest Contents:
- [Inner Jungle Map] (Complete), [200G + Weapon], [200G + Armor],
[300G + Weapon], [1000G + (Weapon or Armor)], 500G + Jewels,
Gold + Jewels, [Weapon], Weapon, Armor
Content Distribution:
- Chests: 12
- Ore : 0
- Herbs : 31
Ruling Gods:
- Eres, Amut, Saruin
Related Proficiencies:
- Find Chests, Find Herbs, Harvest, Find Treasure, Excavate
D U N G E O N
Walon Isle
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Twinmoon Temple-
Related Map:
- (none)
Chest Contents:
- [Beast's Helm], [Beast's Mail], [Beast's Greaves], [Beast's Bangle],
[Ring of Protection], [Guardian's Ring], [Stamina Drink], [Alacrity Pill]
Content Distribution:
- Chests: 8
- Ore : 0
- Herbs : 0
Ruling Gods:
- Eres, Amut, Saruin
Related Proficiencies:
- Find Treasure, Excavate
i. Q48: Silver's Treasure [RS195]
================================================================================
D U N G E O N
Walon Isle
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Captain Silver's Cave-
Related Map:
- Cap. Silver's Cave Map
Chest Contents:
- [Cap. Silver's Cave Map] (Complete), [500G], [600G], [700G], [800G], [900G],
[1000G], [Gold], [1000G + Weapon], [3000G + Silver Hammer],
[1000G + Protector], [1500G + Stone Clogs], [2000G + Jewels],
[100G + Jewels], [100G + Jewels], [Raw Ore Ring], [Raw Ore Ring],
[Candy Ring], [Animal Coin]
Content Distribution:
- Chests: 20
- Ore : 0
- Herbs : 0
Ruling Gods:
- Eres, Amut, Saruin
Related Proficiencies:
- Find Chests, Disarm Traps, Find Treasure, Excavate, Find Traps (Lv1~4)
12. Other quests [RS196]
================================================================================
[Q49: Stolen Nymphs]
Related Locations:
* Northpoint * Jelton
* North Estamir * Pirate Coast
* Yeoville * Oapu
* Melvir * Godongo
* Bruelle
* Mirsaburg
* South Estamir
[Q50: The Underwater Temple]
Related Locations:
* Northpoint * Jelton
* North Estamir * Pirate Coast
* Yeoville * Oapu
* Melvir * Godongo
* Bruelle * Black Sea
* Mirsaburg * Underwater Temple
* South Estamir
[Q51: Faerie's Grove]
Related Locations:
* Faerie's Grove
* Mazewood
* Bayre Plateau
* Lake Malar
* Mt. Tomae
Quest that cannot be completed in one playthrough:
[Q52: An Unlucky Woman]
Related Locations:
* Northpoint * South Estamir
* Altours * Tarmitta
* North Estamir * Weston
* Yeoville * Jelton
* Aurefont * Oapu
* Mirsaburg * Estamir Tunnels
* Weiserheim
Quest that cannot be triggered in one playthrough:
[Q53: Who Am I?]
Related Locations:
* All towns except South Estamir
* Assassins' Guild
* The Netherworld
* Purgatory
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Q U E S T
Other Quest Port Town -> Aurefont -> Melvir -> South Estamir -> North
Estamir -> South Estamir -> Northpoint
"Go search for the missing nymph statues."
a. Q49: Stolen Nymphs [RS197]
================================================================================
You're being asked by Marina who has been sent by Yucomb, the God of the Sea, to
look for the nymph statues that are said to have been stolen. Almost all the
steps require only talking, so it shouldn't be too difficult to complete this
quest.
Prerequisite Condition:
- Event Rank: 6+
Complete Condition:
- Defeat the Coral Crab + Gunfish x2 in the Estamir Sewers B3 and obtain the
nymph statue.
Rewards:
- Jewels (MR: 1)
Failing Condition:
- (none)
Progress Procedure
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. Port Town > > Meet Marina in Port Towns
------------------------- -------------------------------------------
Talk to Marina to find When you reach ER6+, Marina appears in the
out about the stolen port towns (full list of towns below). She
nymph statues. walks around in the port area of all those
towns, and when you get near to her, she
[PNo] "Requests" entry will tell you about the stolen nymphs.
| Port Towns Marina Appears in:
| * Northpoint * North Estamir
| * Yeoville * Melvir
| * Bruelle * Mirsaburg
| * South Estamir * Jelton
| * Oapu * Godongo
| * Pirate Coast
2. Aurefont ~ Melvir
-------------------------
Complete Q14: A Bodyguard
for Louie.
|
(3.) South Estamir,
Temple of Yucomb
-------------------------
Talk to the priest to
hear whether the person
who stole the nymph has
shown up.
|
4. North Estamir, Pub > > The Boy with the Nymph is in the Estamir
------------------------- Tunnels
Talk to the bartender to -------------------------------------------
hear about a boy with Talk to the bartender of the Pub of North
some suspicious goods. Estamir to come to the conclusion that the
boy holding the goods has probably left for
| South Estamir without taking the boat. The
| boy with the nymph statue is then believed
| to be in the Estamir Tunnels. You should
| hurry after him.
5. Estamir Tunnels, > > Follow Marina's Instructions
B1~B3 ^ -------------------------------------------
------------------------- ^ Down in the Estamir Tunnels, Marina will
Go where Marina tells you ^ tell you where to go. If you follow her
to go. ^ directions, you can expect to reach the boy
^ with the goods without loosing your way.
| ^
^
6. Estamir Tunnels, B3 >>
-------------------------
Defeat the Coral Crab +
Gunfish x2 that are
attacking the boy.
|
7. Northpoint, Outskirts > > Return the Nymph Statue to the Sea in
------------------------- Northpoint
Having returned the nymph -------------------------------------------
statue to the sea, Marina After winning the battle of step 6, you
parts company. receive the last of the missing nymph
statues. Your party is then automatically
[Get] Jewels (MR: 1) transported to Northpoint where the nymph
[PNo] "Completed" entry statue is returned to the sea. After that,
[Fav] Yucomb +50 Marina leaves and you get your Jewel reward
and an increase in Favor towards Yucomb.
---> Changes at the End of the Quest:
* At the Outskirts of Northpoint, the remaining siblings from step 7 appear.
* At the Northpoint Pub, you can hear the story "Yucomb's Statues" from the
Minstrel.
* At ER17+ you can commence Q50: "The Underwater Temple."
b. Q50: The Underwater Temple [RS198]
================================================================================
D U N G E O N
Other Regions
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Underwater Temple-
Related Map:
- Underwater Temple Map
Chest Contents:
- [Underwater Temple Map] (Complete), [Yucomb's Trident], [Blue Elf],
[Gold Ring], [Silver Ring], [Pearl Ring], Jewels
Content Distribution:
- Chests: 7
- Ore : 0
- Herbs : 0
Ruling Gods:
- Yucomb
Related Proficiencies:
- (none)
c. Q51: Faerie's Grove [RS199]
================================================================================
D U N G E O N
Other Regions
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Faerie's Grove-
Related Map:
- (none)
Chest Contents:
- (none)
Content Distribution:
- Chests: 0
- Ore : 0
- Herbs : 0
Ruling Gods:
- (none)
Related Proficiencies:
- (none)
d. Q52: An Unlucky Woman [RS200]
================================================================================
Prerequisite Condition:
- Event Rank: 2+
- Step 3~13 can only be done during ER3~11
- Step 15 can only be done at ER19+
Complete Condition:
- Defeat Shirach at the Shadow Palace
Rewards:
- Diamond + Jewels (MR: 1.5)
Failing Condition:
- If you reach ER12+ before doing step 13, you can't complete the quest during
the current playthrough.
Progress Procedure
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. Pub in any town > > The Woman Who Allows No One Near
------------------------- -------------------------------------------
Talk to Schiele Upon reaching ER2+, Schiele start appearing
after she's been in the pubs of either of the towns listed
approached by the below. Visiting a pub, Schiele will be
men, and hear about surrounded by 3 men. Talk to them and you
"the unlucky woman." will hear about "the unlucky woman."
2. Pub of the same Towns Schiele can appear in:
town as in step 1 * Northpoint * Altours
------------------------- * North Estamir * Yeoville
Talk to the * Aurefont * Mirsaburg
bartender and find * Weiserheim * South Estamir
out she has quit. * Tarmitta * Weston
* Jelton * Oapu
Repeatedly Listen to Schiele's Tales
......................... -------------------------------------------
[Repeat 3 times] . > > Steps 3~13 are done by talking to Schiele
. in one of pubs of the towns listed above,
3~5. Pub of town in . but it has to be done during ER3~11. Also,
every region . because of the limitations stated below,
------------------------. you can only talk to her 5 times at most in
Talk to Schiele. . one playthrough. Even when she brushes you
......................... off with a "You'll be sorry if you don't
leave me alone. Go away", you will still be
progressing through the steps.
Limitations for Schiele's appearance:
.........................
[Repeat 7 times] . * She will not appear in towns she's
. already appeared in.
6~12. Pub of town in . * After you've talked to Schiele, she won't
every region . appear until 2 ER's later.
------------------------.
Talk to Schiele, .
and listen to her . > > Sad Tales of a Distant Past
sad stories. . -------------------------------------------
......................... When you talk to Schiele when she appears
for the 5th time, she will tall you a sad
tale. Her tales pertain to the main
characters, so during steps 6~13 you will
one by one hear tales of 8 characters in
total. The tale you hear in step 6 is the
one connected with your current main
character. The order of which she tells the
following tales is random.
13. Pub of town in
every region. > > Shirach Awakens
------------------------- -------------------------------------------
Defeat Scorn after After you've talked to Schiele in the 12
hearing Schiele's locations noted in step 1, Scorn will
final story. attack, aiming to claim the Diamond Schiele
[Get] Diamond + has. Whether you win or lose this battle,
Jewels (MR: 1.5) the outcome will be the same--Schirach will
[Fav] Elore +50, awaken and attack Scorn. At this point, you
Shirach +50 acquire the Diamond that is left behind.
Also, after Shirach has awakened, Shirach's
shrines will appear in the Estamir Tunnels
14. Shadow Palace by the (Mysterious Shrine?), and the name
------------------------- of the map will change to Temple of
After visiting Shirach.
Shirach's Temple,
exit the Estamir
Tunnels.
15. Shirach's Temple
-------------------------
Talk to Schiele at
the temple at ER
19+ and follow her
to the Shadow
Palace.
16. Shadow Palace, > > The Request of a Wicked God that Reigns the
Area 4 Darkness
------------------------- -------------------------------------------
Deafeat Shirach and Her powers of darkness overflowing, Shirach
put and end to the asks you to use your might and seal her
reckless use of her powers away. After winning the battle,
darkness. Shirach and Schiele offer their gratitude,
[PN]...Player note and fall gently to sleep in the Shadow
added to "Completed." Palace.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Battle Gude: Shirach
Any attacks Shirach uses have additional effects to them. To cope with them, you
will want to have 3 people or more in your party that can use Holy Water. The
equipment requirements are listed below. Use attacks such as Split Cranium to
lower the damage she inflicts with her spells, and keep using Holy Water when a
character is inflicted with status ailments.
Use Revive to prevent characters from dying, Self-immolation to protect against
Fire Illusion, and the synth spell Anti-Magic for general protection against her
spells. When her HP gets low, she starts using Snowstorm and Black Ice. Her
Snowstorm attack is especially dangerous, but you can use Revive and
Self-immolation to prevent the whole party getting wiped out. With 500HP and
around 80 MDEF, her single enemy attacks are not very likely to kill in one hit.
To deal with the status ailments, you can also have characters in classes that
prevent getting inflicted easily, such as Blacksmith.
Good Equipment to Have in the Battle Against Shirach:
A. Equipment with extremely high MDEF.
Equipment of which MDEF can be strengthened, tempered with Garal and Tree
Crystal.
B. Equipment with immunity to Aerology or Illusions.
Of the spells that Shirach uses, her Aerology and Illusions spells are
especially dangerous, so wearing equipment that nullify those will easen your
task somewhat.
C. Equipment with immunity to Willpower ailments or Sonic Waves.
With immunity to Willpower ailments, you can nullify the additional effects of
her Hymn of the Night Wind and Dark Temptation attacks. And with immunity to
Sonic Waves, you can nullify both the additional effects and damage of Dark
Temptation. However, apart from the Dragon's Eye (Light) item you get when
doing Q29: "The Dragon Knight" in Sif's scenario, the chances of finding any
more items that grant immunity to Willpower ailments are very scarce.
D. Equipment that raises your ailment resistance.
Ailment resistance of 30+ is recommended.
D U N G E O N
Other Regions
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Shadow Palace-
Related Map:
- (none)
Chest Contents:
- [Astral Coat], [Black Robe], [Miracle Drug]
Content Distribution:
- Chests: 3
- Ore : 0
- Herbs : 0
Ruling Gods:
- Cyril, Eres
Related Proficiencies:
- (none)
e. Q53: Who Am I? [RS201]
================================================================================
D U N G E O N
Other Regions
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Purgatory-
Related Map:
- (none)
Chest Contents:
- (none)
Content Distribution:
- Chests: 0
- Ore : 0
- Herbs : 0
Ruling Gods:
- Death
Related Proficiencies:
- (none)
f. Check! About the Purgatory Map [RS202]
================================================================================
13. Final battle [RS203]
================================================================================
a. Check! How to Access All the Ending Quests [RS204]
================================================================================
b. Q54: Auldburg [RS205]
================================================================================
D U N G E O N
Dry Lands
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Auldburg-
Related Map:
- Map of Auldburg
Chest Contents:
- [Auldburg Map] (Complete), [100G], 100G, [500G], 300G + (Armor or Weapon),
[5000G + Armor], [Donkey Bone], [Cyril's Bracers], [Ultra Balm],
[Weapon or Jewels], Weapon or Jewels, [Armor or Jewels]
Content Distribution:
- Chests: 12
- Ore : 0
- Herbs : 7
Ruling Gods:
- Elore, Nisa
Related Proficiencies:
- Find Herbs, Harvest
D U N G E O N
Dry Lands
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Ettin Falls-
Related Map:
- (none)
Chest Contents:
- [Gold], [Gold]
Content Distribution:
- Chests: 2
- Ore : 0
- Herbs : 0
Ruling Gods:
- Elore, Nisa
Related Proficiencies:
- (none)
c. Q55: Trials of Elore [RS206]
================================================================================
D U N G E O N
Dry Lands
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Trials of Elore-
Related Map:
- Trials of Elore Map
Chest Contents:
- [Trials of Elore Map] (Complete), [Metis' Manifer], [Eres' Bow],
[Main Gauche]
Content Distribution:
- Chests: 4
- Ore : 0
- Herbs : 0
Ruling Gods:
- Elore, Nisa
Related Proficiencies:
- (none)
d. Q56: The Netherworld [RS207]
================================================================================
D U N G E O N
Other Regions
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-The Netherworld-
Related Map:
- Netherworld Map
Chest Contents:
- Netherworld Map (Complete), Gold, Gold, Gold
Content Distribution:
- Chests: 4
- Ore : 0
- Herbs : 0
Ruling Gods:
- Death
Related Proficiencies:
- Jump (Lv0)
e. Check! Bringing Characters Back to Life [RS208]
================================================================================
f. Q57: Face Saruin [RS209]
================================================================================
D U N G E O N
Rosalia
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Quietus-
Related Map:
- (none)
Chest Contents:
- [Talent Blaster], [Warrior's Elixir], [Mummy's Elixir]
Content Distribution:
- Chests: 3
- Ore : 0
- Herbs : 0
Ruling Gods:
- Elore, Nisa
Related Proficiencies:
- (none)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Battle Gude: Minion Spite + Minion Scorn + Minion Strife
Arriving in Quietus with your party, the Minions are not particularly strong
enemies, but in this battle you face all three of them at once, which makes this
battle more difficult. They can also use the "Imperium" technique to strengthen
their attacks. If you kill the Minion that has used Imperium, the remaining
enemies' stats will be greatly decreased. When that happens, you don't have to
focus too much on healing your own characters, so if an enemy uses it, take him
out as soon as you can. If any more enemies use it, deploy the same strategy
again.
Good Equipment to Have Against the 3 Minions:
A. Equipment with high Slash defense or MDEF.
B. Equipment with immunity to Pyrology, Aerology, or Sorcery.
Have high attribute defense to lower the damage taken, or wear
equipment with immunity to the aforementioned magic types to completely nullify
certain attacks. Also, if you use "Self-immolation", you don't need to equip
Pyrology-nullifying equipment.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Battle Guide: Saruin
Saruin has two forms, and he switches to the second form when his remaining HP
is divisible by 7 (his HP carries over to the second form.) Read below for more
details on each form. Any form can use Animate Dead, so you might want to use
Revive and Phantom Warrior to avoid getting your characters hit by it. You can
also use the same tactics that were introduced against Death as well (equipping
the Moonstone and sticking that character on the front row).
Also, because the Empty Glimmer attack targets everyone on the front row, place
two characters on either of the two other rows. If you offer Saruin some
Fatestones, you can make him stronger; if you give him 6 or more of them, his
stats will be sky high and he will also be able to attack several times per
turn.
-> Basic Tactics Against Saruin (1st Form)
Empty Glimmer and Sword of Saruin are the attacks he mainly uses, at which times
he can also deflect incoming attacks. Also, during this battle, he will almost
certainly deflect the attacks you've used to deal the deathblow against the
Minions, including attacks that normally cannot be deflected. Reduce his
Strength and then proceed to use techniques other than the ones you've used
to deal the deathblows to the Minions with to deal the main damage to him.
-> Basic Tactics Against Saruin (2nd Form)
In his second form, he uses a lot of strong attacks that cannot be deflected.
Deus ex Machina, although it can be deflected and countered, is an attack that
you will have to look out for because of its attack power and its Instant Death
effect. One tactic you can use is to let Phantom Warrior and summoned characters
get hit by the attack to feel a bit more secure. During the battle with Saruin's
second form there are pillars in the background which will decrease the effect
of attacks and healing (see details further down).
If there are any pillars remaining, Saruin will use his "Rain of Blades" attack
to destroy all the pillars every time 7 turns have passed. So aim to destroy the
pillars before then.
Good Armor to Have Against Saruin:
A. Equipment with high DEF and MDEF.
Have your DEF and MDEF at an equal level. Your armor's Pierce and Lightning
defense may be low, though.
B. Raise your AGI.
When a character is rendered inactive, the enemy will try to use Animate Dead on
him/her. To prevent that from happening, you need to quickly heal the fallen
character before Saruin uses uses Animate Dead. So make sure you raise the speed
of your healing characters so that they can act before Saruin does.
C. Moonstone.
This item grants nullification against Animate Dead.
Specifics for the Pillars in the Background in the Battle Against Saruin (2):
* There are 19 pillars from the start.
* Every attack from Saruin and technique or spell used by your allies destroys
1 pillar at a time. The number of pillars destroyed when comboing equals the
number of participants in the combo (for Vortexes, it's the number of combo
participants x2).
* After every time that 7 turns have passed, Saruin will use his "Rain of
Blades" attack and destroy all the pillars. Immediately after that, all 19
pillars will reappear again (*1).
* The damage and healing amount is altered using the formula below, and is
dependent of the number of pillars remaining at the beginning of the turn(*2.)
Damage/Healing Amount Modifier Formula:
Normal Damage or Healing Amount x {(30 - Number of Pillars) / 30}
*1 = If there isn't even 1 pillar left, the pillars will reappear without Saruin
using "Rain of Blades."
*2 = While "Rain of Blades" is being used, the pillars are counted as being 0,
and then they're counted as 19 from when they've reappeared to the end of
the turn.
14. Character Quotes [RS210]
================================================================================
a. Q50: The Underwater Temple [RS211]
================================================================================
b. Q13: Raid on the Depository [RS212]
================================================================================
c. Q34: The Assassins' Guild [RS213]
================================================================================
d. Q52: An Unlucky Woman [RS214]
================================================================================
e. Q57: Face Saruin [RS215]
================================================================================
f. Character Poses and Other Differences [RS216]
================================================================================
15. Scnario & Planner Team Interview [RS217]
================================================================================
================================================================================
VI. Battle Side #0: Battle System [RS218]
================================================================================
The battle system in Romancing SaGa is unique and really different to that of
other games. Reading this section carefully will help you get to grips with the
various complications of the system.
01. Basics [RS219]
a. Quick Summary [RS220]
================================================================================
Q: What determines a won and a lost battle?
A:
* You win when you've defeated all enemies in the battle.
* You lose when all your characters are rendered inactive or when your main
character's LP has reached 0.
b. How to Start Battles [RS221]
================================================================================
Basically, if you make contact with an enemy symbol on the map, a battle will
start. Battles can also happen other ways, such as when progressing quests or
when setting off traps on treasure chests. The list below contains the different
ways of starting battles. The monsters that appear in cases B~E are tough, so
make sure you are strong enough when you encounter them.
-> A. Make Contact with an Enemy Symbol
Bump into an enemy symbol moving around on the map. Many battles start this way.
-> B. Examine an Enemy Figure You See
When you examine enemy figures that are the same as the ones you see in battles,
a battle often starts.
-> C. Go to Certain Places
Battles can also be started by walking into an area in a dungeon etc where it is
pre-determined that a battle will start.
-> D. Examine Things on the Map
When you examine a tombstone or a piece of paper in a certain location, monsters
can sometimes attack and you will be drawn into battle.
-> E. Pick a Certain Choice
When you meet and talk to certain opponents, you can be given a choice to
challenge him/her. Doing so will start a battle.
-> F. Set Off an Encounter Trap
Some treasure chests are rigged with traps. If you set off an Encounter trap,
you will be drawn into battle.
c. Command Input and Turns [RS222]
================================================================================
From the input of the commands until they have been executed, is what is called
a "turn". The basic commands available are techniques, spells, and items, but
you can also choose "Defend" to protect your character, or "Retreat" to run from
the battle (see further down for details). There are also two different options
when inputting commands; free battle order and fixed battle order. Free battle
order lets your characters act in the order of their speed in battle, while
fixed battle order ensures that they act in the order of your choice. The
following is an outline of the command and input mechanics.
Turn and Command Specifics:
1st Turn:
Command Input -> Execution
| |
| ---> 2nd Turn:
| Command Input -> Execution
| |
|--------------------- ---> 3rd Turn:
| | Command Input -> Execution
| |
| |
| ----------------------------
| |
Free Battle Order Fixed Battle Order
- Command Input - Command Input
You get to enter the commands in the Here you can choose what order you
same order that your characters are want your characters to act in. When
listed on the left side of the you've assigned an action for a
screen. When you've assigned an character, the number he/she will act
action for a character, a small check in will be added to the left of
mark will be added to the left of his/her name.
his/her name.
- Execution - Execution
The order of which the characters The characters will act in the order
will act is based on their respective that you entered their commands.
speed in battle which is determined by Because of this, the system often has
several factors, such as their AGI. to modify the battle speed of some of
The order of which you input their the characters in order to make them
commands does not have any effect on act in the order you specified. That
the actual order they will act in. means some characters might end up
acting slower than they would
otherwise be doing (see [RS184] for
more details).
-> Defending
By choosing "Defend", you can lower the damage from enemy attacks that turn.
Basically, your defense power against the damage total is multiplied by 1.6, and
you also get an extra 0~30% (randomly decided) damage decrease bonus. Be aware
though, that the increased defense power does not work unless the enemy uses a
defense mode action against the character. Since the damage reduction from
defending isn't certain, it can sometimes be dangerous to use it.
-> Retreating
The details of what happens when you choose the command "Retreat" is explained
in detail below. Because your characters retreat at the very start of the turn,
you will always be able to safely run away without getting hit by any further
enemy attacks. You will only be an option in regular battles with enemy symbols
you can run into. Also, remember that you can't run away from chain battles.
When you retreat from a battle with a dinosaur on the Plains while having the
dinosaur egg with you, the enemy symbol (dinosaur) won't disappear from the map.
The LP consumption of retreating cannot be lowered, even when using certain
classes, such as Craftsman. This is to prevent the Retreat command from being
abused.
* The character that uses the Retreat action will lose as much LP as there are
members in the party (if your LP is 0, you won't be given an option to
retreat.) There is no way to decrease the LP cost of retreating.
* Retreating always works, and the whole party retreats from the battle.
* There are also battles from which you cannot retreat.
* After retreating, the enemy symbol you made contact with will disappear, but
neither your Rank Points, nor the ecology system status will be affected.
d. ULTIMANIA column ~Indications on the Screen When Entering Commands~ [RS223]
================================================================================
This section explains some of the indications you see on the screen when you
enter commands for your characters. While these things aren't particularly
complicated, it can still be useful knowledge to have with you.
First of all, the star-shaped mark that appears before a name of the monster
you have targeted with an attack. The number of marks shows how many times the
monster has been chosen to be targeted this turn. The marks also have different
colors depending on what type of attacks you've targeted a monster with. The
color of the mark for mass- and area-attacks is orange, while that of normal
attacks is water-colored (blue).
Second, the mark that appears to the left of the names of your characters. A
check mark to the left of your character's name means that the character has
already entered a command that turn (in fixed battle order, a number will appear
instead, indicating what order the character will act in). If a character can't
enter any commands due to being inflicted with a status ailment (anyone of
these: Sleep, Nightmare, Unconsciousness, Paralysis, Petrification, Confusion,
Charm, Animate Dead), there won't be any mark appearing next to his/her name.
e. Triumph and Defeat [RS224]
================================================================================
In normal battles, you win by defeating all the enemies you're facing. What
happens after a battle you've won is explained below, as well as the conditions
for when it's game over, which you should pay extra attention to. But there are
also special battles where it's not game over even though all your allies have
fallen. These battles with special win and fail conditions are explained in more
detail in the column further down.
Note that you gain Rank Points after winning a battle, which will also cause
your Event Rank to increase. To prevent all your characters from being defeated,
you should quickly bring the back to life by healing them.
Things that happen when you win a battle:
* Your characters' stats increase.
* You obtain items, gold, and jewels dropped by the enemies.
* Your Rank Points increase.
* The status of the ecology system changes.
Conditions for losing a battle:
* If all your party members get knocked unconscious or get inflicted by Animate
Dead.
* If your main character's LP reaches 0.
f. ULTIMANIA column ~Triumph and Defeat: Special Battles~ [RS225]
================================================================================
---> Winning a battle by inflicting status ailments
In the battle against Soulgutter in Q2: "The Soulgutter", it's possible to win
by just inflicting him with status ailments and status down effects. It's also
possible to win by damaging him normally, though.
---> Battles you can win by taking out the leader
In the battles listed below, you win if you defeat the leader.
Immediately after taking out the leader, the other basic monsters etc in the
battle are automatically defeated.
Quest Battle Opponent(s)
-----------------------------------------------------------------------
Q10: "Isle of Evil" * [Ewei] + Shield of Flesh + Wall of Flesh
+ Land of Flesh
-----------------------------------------------------------------------
Q19: "Pirate Invasion" * [Butcher] + Butcher's Bodyguard x4
(if Hawke is the main * [Butcher] + Frost Beast
character only)
---------------------------------------------------------------------
Q20: "The Cyclone Shoes" * [Adyllis] + Adyllis Head x4
---------------------------------------------------------------------
Q21: "Insect Ecology" * [Kyllis] + Kyllis Head x6
---------------------------------------------------------------------
Note: Enemy with []'s around their name = leader.
---> Winning a battle by executing the Vortex "The Dragon"
During Q29: "The Dragon Knight", in the battle against the Dragon Knight, normal
attacks can not deal damage to him. In order to win this battle, you have to
execute the Vortex called "The Dragon".
---> Battles where it's not game over even though all your allies are defeated
In certain battles, it's not game over even when all your allies have fallen,
in which case the game actually continues afterwards. Note that in some cases
though, losing a battle like this can change the quest to which it belongs.
Quest Battle Opponent(s)
--------------------------------------------------------------------------
Q5: "Oh, Mummy!" * Animated Corpse x1~2
* King of the Jungle (+ Animated Corpse x1~2)
--------------------------------------------------------------------------
Q18: "The Mine Assaulted" * All the monsters that cover the passages
--------------------------------------------------------------------------
Q25: "Frosthold Fortress" * Frielei + Drake
* Spite
--------------------------------------------------------------------------
Q27: "Constance Kidnapped" * Ogre x2 + Goblin Mage x2
--------------------------------------------------------------------------
Q54: "Auldburg" * Castle Guardian (+ basic monsters)
--------------------------------------------------------------------------
Q55: "Trials of Elore" * All types except Unknown enemy symbols
--------------------------------------------------------------------------
Q56: "The Netherworld" * Death
--------------------------------------------------------------------------
---> Battle where all your allies get wiped out by Overkill
In the battle against the Jewel Beast in Q39: "The Jewel Beast", he can use his
"Jewel Blaster" attack that can wipe out all your allies. The attack has a
special effect called Overkill when he executes it, but there's no added effect
as such from it apart from the animation on the screen.
02. Battle Formation [RS226]
================================================================================
a. Quick Summary [RS227]
================================================================================
Q: How should I position the characters?
A:
* Place them where they get the most attack and speed effect increase.
* Position them so that mass attacks from the enemy will hit the least amount of
characters.
* Place them in certain ways to increase your chances of executing Vortexes.
b. The Row Effect [RS228]
================================================================================
Use the 'Positions' menu to change between 3 different positions for your
characters, which are Front, Middle and Back. You can change the positions for
different purposes, such as giving your weapons a better effect, or affect which
of your characters will be more likely to be targeted by enemy attacks. As shown
in the chart below, the characters on the front row increase the hostility rate
of the enemies and will be prone to be targeted more often by enemy attacks.
Furthermore, if you end up in a First Strike situation in battle, note that your
characters will be placed in randomly determined rows.
Row Effect Chart:
|-| = how much the enemy hostility rate will increase at the beginning of
the turn.
* = how much the enemy hostility rate will increase when the character acts.
* * <------ Front Row: |--------|, ********
* * <----- Middle Row: |----|, ****
* <------- Back Row: |.|, *
Things That Are Affected By Row Positions:
-> Enemy hostility rate.
The nearer the front you place the character, the more you'll increase the enemy
hostility rate.
-> Attack and Speed Effect.
See chart further down for details.
-> Vortex Execution Rate.
Execute vortexes by placing your characters in certain positions and have them
act in a specific order.
-> Targets of mass attacks from the enemy.
What characters will be hit by mass attacks from the enemy based on your
characters' and the enemies' positions.
-> Enemy targets of mass attacks from your characters.
What enemies will be hit by mass attacks from your characters based on your
characters' and the enemies' positions.
-> The distance from the enemy.
The nearer the Preferred Distance of the enemy attack you are, the more damage
you will receive.
c. Attack, Speed, and Defense Effects [RS229]
================================================================================
The current row for each character affects both the attack damage given to the
enemy and the turn order. How much each row affects these things is specific
for each action type as shown in the chart below. Also, if you put a
character in the middle or back rows, you will also get a defense effect
increase, which affects how prone the character will be of getting targeted
by enemy attacks. Note that this defense effect does not affect the amount
of damage the character sustains from enemy attacks.
Note that spell-channeling weapons also get both attack and speed effects.
Almost all weapon types are most effective when used on the front row.
Effect Explanation
-> Attack Effect: The basic damage rate will be multiplied by 0.1 for each *.
-> Speed Effect: Affects the turn order in battle. Every * = 10% increase.
-> Defense Effect: Affects the enemy hostility rate (lowers the chance of
getting attacked by the enemy).
Attack/Speed Effects for Every Weapon:
Action Row Attack Speed
--------------------------------------------
Front *** ****
Foil Middle *
Back
--------------------------------------------
Front *** ****
Short Sword Middle
Back
--------------------------------------------
Front ** ***
Long Sword Middle * *
Back
--------------------------------------------
Front ** **
Great Sword Middle * *
Back
--------------------------------------------
Front ** ***
Scimitar Middle * *
Back
--------------------------------------------
Front *** **
Hand Axe Middle
Back
--------------------------------------------
Front ** ****
Club Middle * *
Back
--------------------------------------------
Front ** **
2-handed Sword Middle * *
Back
--------------------------------------------
Front ** ***
Katana Middle * *
Back
--------------------------------------------
Front ** **
2-handed Axe Middle * *
Back
--------------------------------------------
Front ** **
Staff Middle * **
Back * *
--------------------------------------------
Front ** *
Pole Arm Middle * ***
Back * *
--------------------------------------------
Front *
Lance Middle ** ***
Back * *
--------------------------------------------
Front
Bow Middle *** *
Back ** ***
--------------------------------------------
Front ** ***
Martial Arts Middle *
Back
--------------------------------------------
Front
Magic (*1) Middle
Back
--------------------------------------------
Notes: If you're using Sylvan's Fang, Brau's Claw or Dragon Knight's Gemini
Star, you get the same effects for attack and speed as that of martial arts. The
effects you get when using the Obsidian Sword are different for each mode of the
weapon which represent different weapon types: ATK mode = same effects as
2-handed Sword, DEF mode = same effects as Foil, TRK mode = same effects as
Scimitar.
*1 = If you're channeling magic through a weapon, the position effect you get
is the same as you would get when attacking normally with the weapon.
03. Turn Order [RS230]
================================================================================
a. Quick Summary [RS231]
================================================================================
Q: What should I do to act faster in battle?
A:
* Increase your Agility (AGI).
* Use techniques with the 'Quick' speed rate.
* Get the First Strike feature in battle.
* Get a row speed effect.
* Have a character in the Pirate class.
* Have a weapon in trick mode.
b. How the Turn Order is Determined [RS232]
================================================================================
Every turn in battle, the speed of each character and enemy is used to determine
the turn order for that turn. The one with the highest speed gets to act first.
Observe that this speed rating is not shown on the screen, though. The factors
that determine the turn order are listed below.
Factor Explanation Effect
-> AGI Stat Higher stat = higher speed. Great
-> Tech Speed Rating Quick = increased speed. Great
Slow = decreased speed.
-> Row Speed Effect Every * increases the speed by 10%. Great
-> Mode If you use a weapon or martial arts Great
in trick mode, the speed will
increase (exept when the target of
the attack has attack mode). The
increase is somewhat lessened if
you're not using a trick mode
tech.
-> First Strike Increases the speed of the party Great
for 1 turn.
-> Class If you have characters in the Pirate, Medium
Rosalian Lancer or Draconite classes,
the speed of the character can be
altered.
-> Equipment Weight Heavier weight = slower speed. Slight
c. How Much Does Each Factor Affect the Turn Order? [RS233]
================================================================================
Here are a few test results to show the relative effects of the different
factors. The test is done to show which one of the two characters acts first
in 100 turns in various circumstances.
Example A: AGI Effect
---------------------
Claudia AGI 50 - 38 times acting first
Jamil AGI 55 - 62 times
Claudia AGI 50 - 22 times
Jamil AGI 60 - 78 times
Claudia AGI 50 - 17 times
Jamil AGI 70 - 83 times
The AGI stat alone has a pretty dramatic effect on your speed. As can be seen
from these test results, the character with the lower AGI stat gets gets to act
last at a vast rate as the difference in AGI between the two characters
increases.
Example B: Tech Speed Rating
----------------------------
Claudia AGI 50; Tech Speed 'Normal' - 5 times
Jamil AGI 50; Tech Speed 'Quick' - 95 times
The technique speed rate is another great factor as shown in the example. If you
want to act fast in battle, using a technique with a 'Quick' speed rate will
really help your cause.
Example C: Row Difference Factor
--------------------------------
Claudia AGI 50; Back Row - 9 times
Jamil AGI 50; Front Row - 91 times
The weapon used is Foil (row speed effect is 4 *'s for the front row and none
for the back row). The speed effect from rows is undoubtedly a very big factor
indeed.
Example D: Trick Mode Factor
----------------------------
Claudia AGI 50; Attack Mode - 11 times
Jamil AGI 50; Trick Mode - 89 times
The weapon mode is also a very important factor. However, since this effect is
nullified when attacking an enemy that has ATK mode, it's not always useful.
Example E: Pirate Class Difference
----------------------------------
Claudia AGI 50; No class - 26 times
Jamil AGI 50; Pirate Lv3 - 74 times
The character in the Pirate class has a considerably greater speed. Also, the
effect is magnified the more you level up the Pirate class.
Example F: Equipment Weight
---------------------------
Claudia AGI 50; Equip. Weight 10 - 64 times
Jamil AGI 50; Equip. Weight 110 - 36 times
The equipment weight is a factor that has little impact on your speed. You
would have to compare two extreme cases like in the example before you see
any significant difference. So in a normal play you shouldn't pay too much
attention to this factor.
d. ULTIMANIA column ~Speed Modifications for Fixed Battle Order~ [RS234]
================================================================================
If you choose fixed battle order, the characters will act in that exact order.
However, this sometimes means that a character who would normally act faster
than another one, will get his speed reduced to accommodate the fixed battle
order. So because of this, it can sometimes be the case that some of your
characters will act slower in fixed battle order than in free order.
Albert |-------------------------| No change is made to the first action.
Jamil |-----------------------|<--down| Made slower than Albert.
Hawke |---------------------|<--down| Made slower than Jamil.
Claudia |---------------| Already slower than Hawke, no change in speed.
Barbara |-------------|<--------------down| Made slower than Claudia.
04. First Strikes [RS235]
================================================================================
a. Quick Summary [RS236]
================================================================================
Q: What's the secret to getting first strikes?
A:
* Approach the enemy from the rear.
* Use the "Ambush" proficiency.
* Have a character in the Assassin class.
Q: What's the secret to preventing the enemies getting first strikes?
A:
* Don't let the enemy approach you from the rear.
* Use the "Vigilance" proficiency.
* Have a character in the Frontier Guard class.
b. First Strike Effects [RS237]
================================================================================
If you or the enemy run into the other from the rear, it can sometimes give the
side who made contact with the other a so called "first strike". Apart from
making the party act faster for one turn, each party member will also start the
battle with more BP than normal, which gives a considerable advantage. There are
also proficiencies and certain classes that can help you getting first strikes
as well as help prevent the enemy from getting it.
When you run into an enemy symbol from behind and get the first strike, a
message saying "You strike first!" comes up on the screen. If the enemies get
the first strike, the message reads "The enemy strikes first!".
Your BP at the start of the battle when you get the first strike:
Character's Starting BP + BP Recovery at 24 Max BP
* For monsters, it's the monster's starting BP + its recovery BP.
Proficiencies Related to First Strikes:
Proficiency First Strike Relation
-------------------------------------------------------------------------------
When successful, even when the enemy symbol runs into you from
Vigilance the rear, it's possible to get them to approach you from the
front.
-------------------------------------------------------------------------------
When sucessful, even when you run into the enemy symbol from
Ambush the front, it's possible to approach the enemy from the rear.
A higher skill level gives a better chance of success.
-------------------------------------------------------------------------------
Enables you to hide from the enemies that rely on their sight,
Lurk which makes it easier to approach them from the rear, and also
makes it easier to avoid getting run into from the rear.
-------------------------------------------------------------------------------
Enables you to hide from the enemies that rely on their
Move Silently hearing which makes it easier to approach them from the rear,
and also makes it easier to avoid getting run into from the
rear.
-------------------------------------------------------------------------------
Specific Classes Related to First Strikes:
Class First Strike Relation
--------------------------------------------------------------------------------
Helps prevent the enemy from getting the first strike even when
Frontier Guard the enemy symbol runs into you from the rear. A higher class
level gives a better chance of success (RS230).
--------------------------------------------------------------------------------
Gives you a chance to get the first strike even when you don't
Assassin run into the enemy symbol from the rear (also works for battles
that don't start by making contact with the enemy symbol). A
higher class level gives a better chance of success (RS230).
--------------------------------------------------------------------------------
---> Melees
When an enemy approaches you from the rear, the enemy sometimes get a so called
melee, which is decided on random. When the enemy gets a melee, the speed of the
enemies in the battle will be increased, and the row positions of your
characters will be forcefully changed. Since the positioning of your characters
is random, though, you can sometimes end up with the same positions as usual
too. When the battle ends, though, the positions of your characters will be
returned to normal again.
05. Chain Battles [RS238]
================================================================================
a. Quick Summary [RS239]
================================================================================
Q: what are the differences between normal battles and chain battles?
A:
* The HP and BP amount etc carries over to the next battle in the chain.
* It's more probable that you'll encounter weaker enemies in chain battles,
except for the last battle in the chain.
* You get more jewels when you've won a chain battle.
b. The Chain Battle System [RS240]
================================================================================
The flow of chain battles is explained below. If strong monsters appear in a
chain battle, it might turn into a very grueling battle, because you don't get
to heal your HP between the battles, and there's no way to retreat from a chain
battle either.
There is a greater chance of facing weak enemies in the first half of a chain
battle, so it can be wise to use some attacks with low BP costs then in order to
conserve your BP for the second half of the battle, where more difficult enemies
appear. When you're facing tougher monsters, you can then unleash some more
powerful attacks using the BP that you've saved up.
You gain more jewels from winning chain battles than normal battles, so if you
have a strong party that you think can cope with chain battles, it can be a good
idea to try to get into some chain battles on purpose.
Battle<------------ * The enemies that appear in
| | each battle (except the
* Your stats increase ----------->| | last one) are usually of a
after every battle. Battle<------| lower Battle Rank than the
* Your remaining HP, | | current one.
BP, status ailments, | |
spell effects etc Battle<------|
are carried over to |
the next battle. |
Battle
|
|
Win<---------- * Your stat increase is
determined.
* You can get only one item; the
first item that drops from an
enemy. The monster drop
process ends after that.
* You get the acculmulated total
of the gold and jewels dropped
by every defeated enemy. Also,
the added amount of jewels you
get per battle is 1 for 2~5
battles in the chain, and 2
for 6 or more battles in the
chain.
---> Chain Battle Specifics
Basically, chain battles can occur when an enemy symbol runs into your main
character and there's another enemy symbol near it. If the enemy symbol near the
one that attacked you is of the same enemy type, the chance for them forming a
chain is 100%, and if the enemy types are different, it's 50% chance. There are
some enemy types that don't match at all, though; in those cases, no chain can
be formed.
How many enemy symbols that can link and create a chain when an enemy symbol
runs into you, is determined by the amount of battles you've won up to that
point. As you can see from the details in the chart further down, there is an
upper limit for how many symbols that can form a chain, and the number of
symbols that link together cannot exceed that limit.
Whether it is possible for two enemy symbols to create a chain, is also
determined by the 'distance to the enemy symbol that runs into you'. Even if an
enemy symbol is next to another symbol in the chain, it might still not be able
to be part of the chain if it is too far away from the symbol that runs into
you.
Enemy Types That Won't Be Part of Chain Battles:
Type You Run Into Types That Can't Link in the Chain
-----------------------------------------------------------
Beastmen Plants, Aquatics
Beasts Avians, Reptiles
Plants Demons, Undead, Unknown
Avians Insects, Aquatics
Insects Beastmen, Beasts, Demons
Aquatics Beastmen, Plants, Insects
Reptiles Insects, Aquatics
Demons Plants, Avians, Unknown
Undead Beastmen, Beasts
Unknown Beasts, Reptiles, Undead
Upper Limit for Enemy Symbols to Be Included in Chain Battles:
Defeated So Far Upper Limit
----------------------------------------------
0~50 (no chain battle can occur)
51~100 3
101~150 4
151~200 5
201~250 6
251~300 7
301 and more 8
06. Favor [RS241]
================================================================================
a. Quick Summary [RS242]
================================================================================
Q: How do I increase the chance of getting benedictions?
A:
* Buy spells from temples.
* Fight battles in the god's preferred region.
* Execute vortexes from combos.
* Finish quests that increases your favor with the gods.
* Find yourself in trouble in battle.
b. The Effects of Favor [RS243]
================================================================================
Your affection for the Gods is measured in the amount of favor you have with
each of the 10 different Gods. This 'favor' parameter is not shown on the screen
at any point however. There are several things that can affect your favor,
including the development of some events, fighting battles etc. Also, all main
characters have different starting favors as shown in the chart below.
Things that are Affected by Increased Favor...
* Some things in certain events can change (specified in the chart below).
* Increases the combo damage rate bonus from vortexes.
* Increases the chance of getting Benedictions (->RS247).
When you talk to the Minstrel after reaching ER20+, your favor with certain Gods
will determine what tale you will hear (and subsequently what event you will
take on at the end of the game).
Main Character Starting Favors
------------------------------
Albert Aisha Gray Claudia
------------ ------------ ------------ ------------
Elore : 150 Elore : 100 Elore : 150 Elore : 100
Nisa : 50 Nisa : 150 Nisa : 10 Nisa : 10
Yucomb : 10 Yucomb : 10 Yucomb : 10 Yucomb : 10
Cyril : 10 Cyril : 10 Cyril : 10 Cyril : 100
Eres : 10 Eres : 10 Eres : 10 Eres : 150
Amut : 10 Amut : 50 Amut : 10 Amut : 10
Mirsa : 150 Mirsa : 10 Mirsa : 10 Mirsa : 10
Death : 0 Death : 0 Death : 50 Death : 0
Saruin : 0 Saruin : 0 Saruin : 50 Saruin : 0
Shirach: 0 Shirach: 0 Shirach: 50 Shirach: 0
Jamil Sif Hawke Barbara
------------ ------------ ------------ ------------
Elore : 100 Elore : 100 Elore : 100 Elore : 150
Nisa : 10 Nisa : 50 Nisa : 10 Nisa : 10
Yucomb : 50 Yucomb : 10 Yucomb : 150 Yucomb : 10
Cyril : 10 Cyril : 10 Cyril : 10 Cyril : 100
Eres : 10 Eres : 50 Eres : 10 Eres : 10
Amut : 100 Amut : 50 Amut : 10 Amut : 50
Mirsa : 10 Mirsa : 50 Mirsa : 10 Mirsa : 10
Death : 0 Death : 0 Death : 0 Death : 0
Saruin : 50 Saruin : 0 Saruin : 50 Saruin : 0
Shirach: 0 Shirach: 0 Shirach: 0 Shirach: 0
c. Quests that Can Change Depending on Your Favor [RS244]
================================================================================
(No particular quest): If your favor with Saruin is 400 or more, you cannot
recruit Galahad in Mirsa's temple in Crystal City.
The Ice Sword: If your favor with either Death, Saruin or Shirach is 200 or
more, you cannot recruit Galahad in Altours.
Ancient Texts: If your favor with Amut is 0, you cannot get Amut's Medallion.
If your favor with Cyril is 0, you cannot get Eres's Medallion.
Auldburg: This quest will open if you follow these requirements:
* Be at ER20+.
* Have less than 200 favor each with Elore, Death, Saruin, and Shirach.
* Do not have "Face Saruin" in your Notes.
Trials of Elore: This quest will open if you follow these requirements:
* Be at ER20+.
* Have 200 or more favor with Elore.
* Do not have "Face Saruin" in your Notes.
The Netherworld: This quest will open if you follow these requirements:
* Be at ER20+.
* Have less than 200 favor with Elore.
* Have 200 or more favor with either Death, Saruin, or Shirach.
* Do not have "Face Saruin" in your Notes.
d. How to Change your Favor [RS245]
================================================================================
By taking certain actions in some events, buying spells from different temples
and fighting battles, you can change your alignment with the different gods.
However, if your favor with a god is 0, then excuting vortexes and fighting
battles won't change your favor with that god.
Since many main characters have a starting favor of 0 with Death, Saruin and
Shirach, it can be a very good idea to take on an event that will see your favor
with those Gods increase to at least 1 or more very early in the game if you're
looking to get a better overall increase in your favor with the evil Gods.
Because after that, you can then go about increasing it further by fighting
battles in regions where those gods are affected the most (see chart
further below for details).
The Different Ways of Changing Your Favor:
* Take certain actions in some events (explained in a separate chart).
* Buy spells from temples. Your favor increases by: [The total amount of money
spent until leaving the shop screen / 200] (round down.)
* Fight battles in the corresponding regions of the world For every battle,
there's a certain chance that your favor in the corresponding god will
increase by 1 (see chart below for details) (no increase if your favor with
the god is 0).
* Execute vortexes in battle. Increases your favor with the corresponding god by
2-6 (see chart below for details) (no increase if your favor with the god is
0).
* Get benedictions. Decreases your favor with the respective god to 87.5%
(normal Gods) or 75% (evil Gods).
* Get a total favor with all the gods of 1001 or more. Your favor with each god
is decreased and calculated individually using this formula: [your current
favor with the god x 1000 / your total favor with all the gods].
e. Favor-related Factors for Each God [RS246]
================================================================================
Elore
-----
Where to Buy Spells: Melvir
Type of Spells to Buy: Cosmology
Region to Fight Battles/Increase Probability:
*Dry Lands: 1/3
*Rosalia (except Isle of Evil): 1/5
*Bafal Empire: 1/6
Vortex/Favor Increase:
*Wheel: +4
Favor Decrease After Benediction: Down to 87.5% (round down)
Nisa
----
Where to Buy Spells: Crystal City
Type of Spells to Buy: Terrology
Region to Fight Battles/Increase Probability:
*Dry Lands: 1/3
*Rosalia (except Isle of Evil): 1/5
Vortex/Favor Increase:
*Stallion (3 Combo): +4
*Stallion (4 Combo): +5
*Stallion (5 Combo): +6
Favor Decrease After Benediction: Down to 87.5% (round down)
Yucomb
------
Where to Buy Spells: Melvir (Hydrology), South Estamir (Aerology)
Type of Spells to Buy: Hydrology, Aerology
Region to Fight Battles/Increase Probability:
*Rosalia (except Quietus): 1/5
*Bafal Empire: 1/6
*Valhalland: 1/3
*Coral Sea: 1/2
*Boat: 1/2
*Yucomb Temple: 1/2
Vortex/Favor Increase:
*Dragon: +4
Favor Decrease After Benediction: Down to 87.5% (round down)
Cyril
-----
Where to Buy Spells: -
Type of Spells to Buy: -
Region to Fight Battles/Increase Probability:
*Bafal Empire: 1/6
*Frontier: 1/3
*Black Sea: 1/3
Vortex/Favor Increase:
*Demon: +4
Favor Decrease After Benediction: Down to 87.5% (round down)
Eres
----
Where to Buy Spells: -
Type of Spells to Buy: -
Region to Fight Battles/Increase Probability:
*Bafal Empire: 1/6
*Valhalland: 1/3
*Frontier: 1/3
*Walon Isle: 1/4
*Black Sea: 1/3
Vortex/Favor Increase:
*Scissors: +2
Favor Decrease After Benediction: Down to 87.5% (round down)
Amut
----
Where to Buy Spells: North Estamir
Type of Spells to Buy: Illusion, Bewitchery
Region to Fight Battles/Increase Probability:
*Kjaraht: 1/3
*Walon Isle: 1/4
Vortex/Favor Increase:
*Scissors: +2
Favor Decrease After Benediction: Down to 87.5% (round down)
Mirsa
-----
Where to Buy Spells: Crystal City
Type of Spells to Buy: Bewitchery
Region to Fight Battles/Increase Probability:
*Knights Dominion: 1/2
Vortex/Favor Increase:
*Phantom: +4
Favor Decrease After Benediction: Down to 87.5% (round down)
Death
-----
Where to Buy Spells: -
Type of Spells to Buy: -
Region to Fight Battles/Increase Probability:
*Ligau Isle: 1/2
Vortex/Favor Increase:
*Pillar: +4
Favor Decrease After Benediction: Down to 75% (round down)
Saruin
------
Where to Buy Spells: -
Type of Spells to Buy: -
Region to Fight Battles/Increase Probability:
*Rosalia (except Isle of Evil and Quietus): 1/5
*Bafal Empire: 1/6
*Walon Isle: 1/4
Vortex/Favor Increase:
*Pillar: +4
Favor Decrease After Benediction: Down to 75% (round down)
Shirach
-------
Where to Buy Spells: -
Type of Spells to Buy: -
Region to Fight Battles/Increase Probability:
*Kjaraht: 1/3
Vortex/Favor Increase:
*Pillar: +4
Favor Decrease After Benediction: Down to 75% (round down)
f. Benedictions [RS247]
================================================================================
If your favor with a God is 201 or more, you can get help from that God in
battle sometimes, which includes dealing damage and healing your party members.
The formula below that determines if you will get a benediction is calculated at
the end of each turn.
However, there are some requirements for it to work, so if you don't meet those
requirements at the start of a turn, however high your favor with that god may
be, it's not going to work.
Formula for benedictions: [your favor with the god / 50] %
* A favor of 201 or more with the God is required.
* If you're fighting a battle in a region where the god is affected more, or if
you're fighting a 'special' battle (boss fight/battle with different music
than normal etc), the probability increases to 2x (observe that if it's a
special battle in the corresponding region, the probability will not be 4x).
List of Benedictions:
--> Grace of Elore
God: Elore
Trigger Condition: A party member that has 8 max LP or higher whose current LP
is 3 or less.
Effect: Restores the LP of the character that triggers it (if two
characters or more are applicable, one is chosen on random.)
--> Affection of Nisa
God: Nisa
Trigger Condition: A total HP of all allies of 30% of their combined max HP or
less.
Effect: Restores the HP of all party members. Amount of HP restored
is 700~999.
--> Wrath of Yucomb
God: Yucomb
Trigger Condition: A total HP of all allies of 5% that of the enemies' combined
remaining HP or less.
Effect: Deals great damage to all enemies (about the same effect as
the weapon-specific technique of Yucomb's Trident, "Divine
Lightning", although the damage is divided and shown twice.)
--> Shelter of Cyril
God: Cyril
Trigger Condition: A total HP of all allies of 10% that of the enemies' combined
remaining HP or less.
Effect: Gives all allies the equivalent effect of the Demonology
spell Armor Blessing. Inactive characters won't receive the
effect.
--> Sign of Eres
God: Eres
Trigger Condition: Battles that are possible to retreat from that contain only
Beasts.
Effect: Makes all enemies retreat (The enemies are defeated. )
--> Solace of Amut
God: Amut
Trigger Condition: Having party members that are inflicted by status ailments,
except for Inactive.
Effect: Recovers HP and removes status ailments for all allies. HP
recovery amount is 150~400HP. The status ailments removed
are the same as for the Hydrology spell Holy Water.
--> Fervor of Mirsa
God: Mirsa
Trigger Condition: A total HP of all allies of 5% that of the enemies' combined
remaining HP or less.
Effect: Recovers BP for all allies. Recovery amount is [10 + 1/8 of
Target's max BP (round down)]. Has no effect on Inactive
characters.
--> Blessing of Death
God: Death
Trigger Condition: When specific monsters are not amongst the enemies (*8.)
Effect: Deals Instant Death effect to all enemies. The Instant Death
effect has 80% chance of working.
--> Hatred of Saruin
God: Saruin
Trigger Condition: When specific monsters are not amongst the enemies (*8.)
Effect: Deals great damage to all enemies (about the same effect as
the weapon-specific technique of Yucomb's Trident, "Divine
Lightning", although the attribute of the attack is Energy,
and not Electricity.
--> Sneer of Shirach
God: Shirach
Trigger Condition: When specific monsters are not amongst the enemies (*8.)
Effect: Reduces all stats (except HP, LP, and BP) of all enemies by
10.
*8......"Specific monsters": Demons, Undead, Minions, Death, Shirach, Saruin etc
g. Quests that Change Your Favor [RS248]
================================================================================
Hawke Only
*Take out 2 boat crew members on the sea.
Yucomb -1 (no decrease if your favor with Yucomb is 4 or lower)
Death +1 (no increase if your favor with Death is 0)
*Don't let boat get away.
Death +2
Saruin +4
Shirach +1
Missing Taralians
*Find the Topaz.
Nisa +20 (+50 if you choose the option "I'll pray to Nisa for now."
The Soulgutter
*Kill Soulgutter, talk to the Minstrel in Uso.
Elore +20
Death +50
Assault on Isthmus Keep
*Take the boat from Bruelle to Yeoville.
Elore +10
Mirsa +10
Find the Aquamarine
*Find the Aquamarine.
Yucomb +50
*Receive the request of finding the Aquamarine from Neidhart.
Mirsa +20
Isle of Evil
*Find the Emerald.
Elore +10
Saruin +10
Shirach +30
A suspicious Demise
*Meet certain conditions to fail this quest: After you've seen the red-robed
man walk down into the sewers at night, go to Aurefont and solve the "Raid on
the Depository" quest.
Saruin +30
Raid on the Depository
*After retrieving the stolen goods, head elsewhere than to Patrick's garden.
Saruin +10
*Clear the quest.
Elore +20
Mirsa +20
Creepy Butterfly
*Clear the quest.
Cyril +15
Eres +15
Amut +15
Frozen Lake Faerie
*Clear the quest.
Nisa +30
Amut +20
Frosthold Fortress
*Find the Obsidian Sword.
Elore +20
Saruin +30
Theodore's Madness
*Find the Ruby.
Elore +20
Mirsa +30
The Dragon Knight
*Find Mirsa's Armor.
Mirsa +50
Wuhan's Secret
*Kill the 2 guards in Amut's temple.
Amut -1 (no decrease if your favor with Amut is 4 or lower)
Death +1 (no increase if your favor with Death is 0)
The Ice Sword
*Kill Galahad.
Saruin +100 (+200 if Galahad has been in your party)
Ancient Texts
*Find Amut's Medallion.
Amut +20
*Find Eres's Medallion.
Eres +20
Ailing Emperor
*Find the Moonstone.
Eres +25
Amut +25
Silver's Treasure
*Find the Opal.
Elore +20
Yucomb +15
Cyril +15
Stolen Nymphs
*Clear the quest.
Yucomb +50
The Underwater Temple
*Find the Black Diamond
Elore +20
Yucomb +20
Shirach +10
*Find the Nymph Bangle.
Yucomb +50
An Unlucky Woman
*Find the Diamond.
Elore +50
Shirach +50
Who Am I?
*Find the Wizard's Ring.
Amut +20
Mirsa +50
Trials of Elore
*Kill the Trial guardians.
Elore +1 (It's +1 for every guardian you kill. No increase if your favor with
Elore is 0)
The Netherworld
*Sacrifice a comrade.
Death +50
*Kill Death.
Death +50
*Be defeated in battle with Death.
Your favor with Death becomes 0
*Bring a dead character back to life.
Elore +20
Amut +20
Mirsa +20
07. Rank Points [RS249]
================================================================================
a. Quick Summary [RS250]
================================================================================
Q: What is affected when the Rank Points increase?
A:
* Some quests become available while others close and become unavailable.
* Stronger enemies appear.
* The jewel reward gained from quests increases.
b. The Rank Point System [RS251]
================================================================================
Rank Points are connected with both the 'Event Rank' and 'Battle Rank'
parameters. The Event Rank determines what events you can unlock, and the Battle
Rank determines how tough the enemies are. None on these parameters are shown on
the screen at any point, though.
How many Rank Points you have at the start of the game is different for each
main character (details below). As the game gets underway, you then gain Rank
Points after each battle you've won. When you return to a town, the amount of
Rank Points you've racked up by fighting battles determines how much the Event
Rank goes up.
The stronger enemy you kill, the more Rank Points you'll get. However, when you
exceed the limit which is 2304, there will be an automatic decrease that will
see your points drop somewhat (see formula further down for details). Also,
there are some cases that won't affect the Rank Points, such as when enemies
disappear from the map in various circumstances (details further down).
Things Affected by Increased Rank Points...
* New quests can be unlocked, while other may close.
* Stronger enemies appear.
* The amount of jewels earned from quests increase.
Rank Points Event Rank
0~88 0
89~178 1
179~267 2
268~357 3
358~447 4
448~536 5
537~626 6
627~715 7
716~805 8
806~895 9
896~984 10
985~1074 11
1075~1163 12
1164~1253 13
1254~1343 14
1344~1432 15
1433~1522 16
1523~1611 17
1612~1701 18
1702~1791 19
1792~1880 20
1881~1970 21
1971~2304 22
Rank Points Battle Rank
0~255 1
256~511 2
512~767 3
768~1023 4
1024~1279 5
1280~1535 6
1536~1791 7
1792~2047 8
2048~2303 9
2304 10
Initial Rank Points for the Main Characters:
Albert : 25
Aisha : 0
Gray : 100
Claudia: 175
Jamil : 100
Sif : 150
Hawke : 175
Barbara: 150
Rank Point Formula:
[1~54 per battle]
* Higher Battle Rank (stronger monsters) = bigger increase. But even under the
same conditions, the increase is still somewhat random.
* If you get 2305 or more points, your Rank Points are lowered to a randomly
chosen number between 2048~2111.
Things that Don't Affect Rank Points:
* Running from battle.
* Losing to the enemy in battle.
* Trading items with monsters.
* Running over enemies with Barbara's wagon.
================================================================================
V. Battle Side #1 ~Battle Character~ [RS252]
================================================================================
01. Party Members [RS253]
a. Quick Summary [RS254]
================================================================================
Q: What are some recommended ways to increase party members?
A:
* Visit various towns.
* Search everywhere in towns, starting at the pub.
* Venture around with 4 or less characters in your party.
b. How to Recruit Characters [RS255]
================================================================================
<under construction>
c. ULTIMANIA column ~Mercenaries~ [RS256]
================================================================================
<under construction>
Mercenary Characteristics:
* They have low max LP.
* They cannot be brought back to life from Death.
* They don't gain stat increases when they're not in your party (RS218).
*
d. How to Drop Characters from Your Party and Making Them Reappear [RS257]
================================================================================
If you want to dismiss a character from your party, going to a pub and asking
the Minstrel to do it for you is a good way of doing it. However, some
characters can't be dismissed this way. In order to part ways with such a
character, you need to either finish the event that will see the character leave
your party afterwards, or you can make him/her lose all LP or sacrificing
him/her to Death.
Now, if you've dropped a party member, that character might not reappear in any
town for a while. Every time you exit and enter a town/pub, it's randomly
decided if the character will start showing up again or not.
An exception to this is when you bring a character back from Death. In that
case, the character will immediately show up in one of the respective respawning
places. Note that Neidhart is an exception to all of this. Also, characters such
as Frielei will not reappear again when you've dismissed them from your party.
Ways of Dropping Characters from Your Party:
* Dismiss them with help of the Minstrel (does not work with Sylvan and Brau or
Dragon Knight. Also, in order to drop Dowd, you need to fulfill certain
requirements).
* Make them lose all their LP.
* Sacrifice them to Death.
* Take certain actions in some quests.
e. Character Moving Routes [RS258]
================================================================================
Most characters have more than one place where they can be found, and the order
of which they move between their respective places is not randomly determined.
For example, if a character has 3 places where he/she can appear, the character
will always move in a specific order between those places (A-->B-->C-->A...),
except for Aisha and Barbara. So if you know the specific route of the character
you're looking for, finding him/her should be relatively easy. Characters that
only appear in one place will never move from there, though.
As mentioned before, where a character can appear is specific for each character
(note that there is a priority system that determines which character has
priority over another). Normally, a character only has one spot in a pub where
they can appear, but the Tarmitta pub is unique in that both Aisha and Jamil can
appear in two different spots (and subsequently, two separate priority lists) in
the pub itself.
(An example from playing experience: if Aisha is in the Tarmitta Pub at the slot
north of the counter, she will be moved to the slot south of the counter instead
if Jamil appears at the Pub when Aisha is already there. Jamil will then park
himself to the north of the counter, i.e. 'this side' of the counter. After
having recruited Jamil in this situation, and after having exited/entered the
Pub again, Aisha was back at her slot north of the counter again).
Every time you exit and enter a town/pub, it is randomly decided if a character
will move from one place to the next according to their route. As mentioned
earlier, the route for each character is fixed. Note that in some cases when
you're in the middle of an event, some characters may not appear in their usual
places.
Regarding the Minstrel, Darque (Aldora) and hireable soldiers; they can always
be found in any of their respective respawning places , so they're exceptions to
the above rules.
f. Character Placement Priority System [RS259]
================================================================================
As characters move around from place to place, it happens that 2 or more
characters are destined to end up in the same place at the same time. In that
case, there is a priority system that determines who has priority over the other
characters (see chart below for details).
Regarding the characters with *'s around their name, if it's a hireable soldier
and he/she is not in the pub you're visiting, the soldier will disappear.
If it's Herman, he will not appear for a while. For example, if you're visiting
Aurefont and Claudia is in the pub, the Warrior who was there previously will
not appear again even when Claudia has left.
Placement Priority Chart
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Northpoint Pub (north of counter): Barbara>*Sorcerer*
Uso Pub: Barbara>Warrior
Crystal City Pub (east of counter): Albert>Barbara
Altours Pub (south of counter): Claudia>Albert>Barbara>*Soldier A*
Altours Pub (north of counter): Gray>Sif>Jamil
North Estamir Pub (table near entrance): Barbara>*Amazon*
Aurefont Pub (south of counter): Claudia>*Warrior*
South Estamir Pub (west of counter): Barbara>Aisha
Tarmitta Pub (south of counter): Aisha>Jamil>*Kjaraht Soldier*
Tarmitta Pub (north of counter): Barbara>Aisha>Jamil
Weston Pub (south of counter): Barbara>*Herman*
Weston Pub (north of counter): Aisha>*Sorcerer*
Note: Character to the left of '>' = highest priority.
Routes for Each Main Character
------------------------------------------------------------------------------
Albert: Crystal City Pub --> Altours Pub
Aisha: South Estamir Pub --> Tarmitta Pub --> Weston Pub (and back again)
Gray: Melvir Pub --> Aurefont Pub
Claudia: Melvir Pub --> Aurefont Pub
Jamil: Altours Pub --> Yeoville Pub --> Bruelle Pub --> Yeoville Pub
Sif: Crystal City Pub --> Altours Pub
Hawke: Uso Pub
Barbara: Weston Pub --> Tarmitta Pub --> South Estamir Pub --> North Estamir Pub
--> Altours Pub --> Crystal City Pub --> Uso Pub --> Northpoint Pub (and back
again)
g. Character Strength [RS260]
================================================================================
From the beginning, every character has fixed stats, equipment, class, learned
skills, techniques, spells, and proficiencies. You can however choose a class
for your main character, though. Note that some characters come with equipment
that you cannot remove, while some characters have almost nothing equipped when
you reruit them.
--> Development for Characters Outside Your Party
Characters outside your party (except mercenaries) also get stat increases at
certain points (RS218). They will however not gain any increase in terms of
skill level or learned techniques, though. So note that while the characters
that leave your party intermittently will actually gain stats along with the
other characters in your party, their skill level development etc will still be
somewhat slow.
h. Character List [RS261]
================================================================================
Albert
---> Stats
Default Growth Rate
Max HP 40 (65) C Max LP 12
Max BP 10 (10) C Default BP 30%
Max BP
{=============================}
10~11 12~15 16~24 25~49 50~
BP Recovery +2 +3 +4 +5 +6
Equipment
Default Growth Rate {===========================}
STR 4 (6) B Weapon Dress Sword
VIT 5 (7) B Weapon -
DEX 3 (6) D Weapon -
AGI 3 (5) D Weapon -
INT 2 (6) B Shield Buckler
WIL 6 (7) B Head -
COM 3 (4) E Chest Leather Jerkin
CHA 5 (7) B Hands Leather Gloves
Legs Leather Boots
Neck -
Ring -
---> Class
Frontier Guard Lv1
Note: If chosen as the main character, no specific class is tied to the
character.
---> Skills
s Foil Lv1 [NA] m Cosmology Lv1
s Long Sword Lv1 [NA] p (Search) [NA]
s Shield Lv1 [NA]
Notes: If chosen as the main character, the skills will change according to the
starting class. Also, in addition to those, he starts with Cosmology Lv1.
---> Techniques, Spells, and Proficiencies
m Sunray
Notes: If chosen as the main character, the proficiencies will change according
to the starting class.
---> Notes
-
---> Locations that Become Unlocked When Recruited
* Crystal City
* Altours
* Isthmus
Notes: If Sif is your main character, unlocking Uso or Yeoville is reserved
until Albert is in your party.
---> Main Characters with Special Ways of Recruiting Albert
¤ Sif (->RS097)
---> Possible Resting Places
Isthmus Keep
.................................................
Crystal City Pub <-> Altours Pub
* Albert always starts at Isthmus Keep, but but after having talked to him
at Isthmus Keep, or after having recruited Diana, Albert temporarily
disappears. When he reappears again, he will either be at the Crystal City Pub
or the Altours Pub. From that point onwards, he will travel back and forth
between those two pubs.
* If Diana is in your party, Albert won't appear anywhere (an exception to that
exists, though; see section RS504 for more info).
--------------------------------------------------------------------------------
Aisha
---> Stats
Default Growth Rate
Max HP 45 (40) D Max LP 10
Max BP 10 (10) B Default BP 30%
Max BP
{=============================}
10~11 12~15 16~24 25~49 50~
BP Recovery +2 +3 +4 +5 +6
Equipment
Default Growth Rate {===========================}
STR 2 (5) E Weapon Hand Axe
VIT 3 (4) E Weapon -
DEX 5 (6) C Weapon -
AGI 4 (7) C Weapon -
INT 3 (5) C Shield -
WIL 4 (6) C Head -
COM 8 (8) A Chest Fur Vest
CHA 5 (7) B Hands Leather Gloves
Legs Leather Boots
Neck -
Ring -
---> Class
Herbalist Lv1
---> Skills
m Terrology Lv1 [NA]
p Gathering Lv1
p Survival Lv1
Notes: If chosen as the main character, the skills will change according to the
starting class.
---> Techniques, Spells, and Proficiencies
p Harvest
p Vigilance
Notes: If chosen as the main character, the proficiencies will change according
to the starting class.
---> Notes
-
---> Locations that Become Unlocked When Recruited
* Steppes of Galessa
Notes: Recruiting Aisha in Q30: "Wuhan's Secret" does not unlock Steppes of
Galessa.
---> Can Be Recruited in
Q30: "Wuhan's Secret" (RS113)
---> Possible Resting Places
South Estamir Pub -> Tarmitta Pub -> Weston Pub (and back again)
--------------------------------------------------------------------------------
Gray
---> Stats
Default Growth Rate
Max HP 100 (90) C Max LP 11
Max BP 17 (16) C Default BP 40%
Max BP
{======================}
10~11 12~24 25~49 50~
BP Recovery +2 +3 +4 +5
Equipment
Default Growth Rate {===========================}
STR 11 (11) C Weapon Single Sword
VIT 9 (11) C Weapon -
DEX 9 (11) C Weapon -
AGI 9 (11) C Weapon -
INT 8 (11) C Shield -
WIL 10 (11) C Head -
COM 8 (11) C Chest Cloth Armor
CHA 9 (11) C Hands Leather Gloves
Legs Leather Boots
Neck -
Ring -
---> Class
Swordsman Lv1
---> Skills
s Foil Lv1 [NA] p (Search) [NA]
s Long Sword Lv1 [NA] p (Trading) [NA]
s 2-handed Sword Lv1 [NA]
Notes: If chosen as the main character, the skills will change according to the
starting class.
---> Techniques, Spells, and Proficiencies
(none)
Notes: If chosen as the main character, the proficiencies will change according
to the starting class.
---> Notes
-
---> Locations that Become Unlocked When Recruited
* Northpoint * Yeoville * Loban
* Uso * North Estamir * Bruelle
* Crystal City * Isthmus * Aurefont
* Altours * Melvir * Jelton
---> Main Characters with Special Ways of Recruiting Gray
¤ Claudia (->RS095)
---> Possible Resting Places
Melvir Pub <-> Aurefont Pub
.................................................
Altours Pub
* With Claudia as your main character; if you don't use the special way of
recruiting Gray, he won't appear again after that.
* He basically moves at the same time as Claudia does, to the same town. When
Claudia is not in the Pub, Gray doesn't move. However, after you've removed
Claudia from your party, Gray may then move to the Altours Pub at the same
time as Claudia when she starts reappearing again.
--------------------------------------------------------------------------------
Claudia
---> Stats
Default Growth Rate
Max HP 65 (65) A Max LP 17
Max BP 14 (13) B Default BP 20%
Max BP
{====================================}
10~11 12~15 16~19 20~24 25~49 50~
BP Recovery +2 +3 +4 +5 +6 +7
Equipment
Default Growth Rate {===========================}
STR Weapon Hunting Bow
VIT Weapon -
DEX Weapon -
AGI Weapon -
INT Shield -
WIL Head Cap
COM Chest Cloth Armor
CHA Hands -
Legs Leather Boots
Neck -
Ring Coral Ring
---> Class
Ranger Lv1
---> Skills
s Bow Lv1 [NA]
m Terrology [NA]
p Search Lv1
Notes: If chosen as the main character, the skills will change according to the
starting class.
---> Techniques, Spells, and Proficiencies
p Find Chests
Notes: If chosen as the main character, the proficiencies will change according
to the starting class.
---> Notes
-
---> Locations that Become Unlocked When Recruited
* Melvir
* Aurefont
* Mazewood
---> Main Characters with Special Ways of Recruiting Claudia
¤ Gray (->RS094)
---> Possible Resting Places
Melvir Pub <-> Aurefont Pub
.................................................
Altours Pub
* With Gray as your main character; if you don't use the special way of
recruiting Claudia, she won't appear again after that.
* Before you've completed Q15: "Neville's Request", she won't appear at the
Altours Pub; she will then go back and forth between the Melvir Pub and the
Aurefont Pub. Once you have completed Q15: "Neville's Request", though, she
will only appear at the Altours Pub.
* After having started Q16: "Eule Gives a Hoot", she will leave your party if
you choose any but the "Go with her." option after having slept at an inn. If
you choose the option "(?)" followed by "(?)", she will not join your party
again.
--------------------------------------------------------------------------------
Jamil
---> Stats
Default Growth Rate
Max HP 65 (60) C Max LP 12
Max BP 15 (13) C Default BP 50%
Max BP
{======================}
10~11 12~24 25~49 50~
BP Recovery +2 +3 +4 +5
Equipment
Default Growth Rate {===========================}
STR 3 (7) D Weapon Rapier
VIT 2 (6) D Weapon -
DEX 13 (10) A Weapon -
AGI 9 (9) A Weapon -
INT 7 (9) B Shield -
WIL 4 (8) B Head Cap
COM 2 (6) E Chest Shirt
CHA 8 (8) C Hands -
Legs Longboots
Neck -
Ring Ring of Protection
---> Class
Thief Lv1
---> Skills
s Foil Lv1 [NA]
p Search Lv1 [NA]
p Strategy Lv1
Notes: If chosen as the main character, the skills will change according to the
starting class.
---> Techniques, Spells, and Proficiencies
p Find Chests
p Pick Locks
Notes: If chosen as the main character, the proficiencies will change according
to the starting class.
---> Notes
-
---> Locations that Become Unlocked When Recruited
* North Estamir
* South Estamir
Notes: Recruiting Jamil in Q30: "Wuhan's Secret" does not unlock those
locations.
---> Can Be Recruited in
Q30: "Wuhan's Secret" (RS113)
Notes: Can only be recruited if your main character is female and you've met
certain requirements.
---> Possible Resting Places
Altours Pub -> Yeoville Pub -> Bruelle Pub -> Tarmitta Pub (and starts over at
Altours Pub again)
* If your main character is female and you've completed Q30: "Wuhan's Secret",
Jamil will not reappear anywhere from this point onwards if you choose the
option "(?)" when talking to him after the quest.
--------------------------------------------------------------------------------
Sif
---> Stats
Default Growth Rate
Max HP 150 (120) C Max LP 12
Max BP 16 (16) C Default BP 40%
Max BP
{======================}
10~11 12~24 25~49 50~
BP Recovery +2 +3 +4 +5
Equipment
Default Growth Rate {===========================}
STR 11 (12) A Weapon Zweihander
VIT 14 (13) A Weapon Hand Axe
DEX 8 (11) B Weapon Hunting Bow
AGI 7 (11) B Weapon -
INT 7 (9) D Shield -
WIL 5 (10) D Head Light Helm
COM 7 (9) E Chest Fur Vest
CHA 9 (11) C Hands Leather Gloves
Legs Leather Boots
Neck -
Ring -
---> Class
Valhallan Warrior Lv1
---> Skills
s Hand Axe Lv1 [NA] p (Covert) [NA]
s 2-handed Axe Lv1 [NA] p (Trading) [NA]
p Survival Lv1
Notes: If chosen as the main character, the skills will change according to the
starting class.
---> Techniques, Spells, and Proficiencies
p Vigilance
Notes: If chosen as the main character, the proficiencies will change according
to the starting class.
---> Notes
Bare hand attack power is 15.
---> Locations that Become Unlocked When Recruited
* Crystal City * Gato's Village * Eugenstadt
* Altours * Shiverlands
* Yeoville * Mirsaburg
Notes: If Albert is your main character, these places will not be unlocked when
recruiting Sif.
---> Main Characters with Special Ways of Recruiting Sif
¤ Albert (->RS092)
---> Possible Resting Places
Crystal City Pub <-> Altours Pub
--------------------------------------------------------------------------------
Hawke
---> Stats
Default Growth Rate
Max HP 125 (105) B Max LP 14
Max BP 10 (10) C Default BP 50%
Max BP
{======================}
10~11 12~24 25~49 50~
BP Recovery +2 +3 +4 +5
Equipment
Default Growth Rate {===========================}
STR 9 (11) C Weapon Fleuret
VIT 9 (11) C Weapon Hand Axe
DEX 13 (12) A Weapon -
AGI 12 (12) A Weapon -
INT 9 (11) C Shield Buckler
WIL 5 (10) C Head Sailor's Bandana
COM 6 (10) D Chest Leather Armor
CHA 7 (9) E Hands Leather Gloves
Legs Leather Boots
Neck -
Ring -
---> Class
Pirate Lv1
---> Skills
s Foil Lv1 [NA] p (Search) [NA]
s Hand Axe Lv1 [NA] p (Covert) [NA]
m Hydrology Lv1 [NA]
Notes: If chosen as the main character, the skills will change according to the
starting class.
---> Techniques, Spells, and Proficiencies
s Hawke Blade
s Throw Axe
Notes: If chosen as the main character, the proficiencies will change according
to the starting class.
---> Notes
Bare hand attack power is 15.
---> Locations that Become Unlocked When Recruited
* Northpoint
* Godongo
---> Possible Resting Places
Uso Pub
--------------------------------------------------------------------------------
Barbara
---> Stats
Default Growth Rate
Max HP 95 (80) C Max LP 12
Max BP 11 (10) C Default BP 40%
Max BP
{=============================}
10~11 12~15 16~24 25~49 50~
BP Recovery +2 +3 +4 +5 +6
Equipment
Default Growth Rate {===========================}
STR 5 (8) B Weapon Single Sword
VIT 8 (9) B Weapon -
DEX 5 (8) C Weapon -
AGI 7 (8) C Weapon -
INT 4 (7) E Shield -
WIL 2 (6) E Head -
COM 6 (7) D Chest Shirt
CHA 10 (10) A Hands -
Legs Leather Boots
Neck Amethyst (*1)
Ring Glamorous Ring
*1 = If chosen as the main character, she will not have the Amethyst in her
possession.
---> Class
Entertainer Lv1
---> Skills
s Long Sword Lv1 [NA] p Covert Lv1
s Martial Arts Lv1 [NA]
m Demonology Lv1 [NA]
Notes: If chosen as the main character, the skills will change according to the
starting class.
---> Techniques, Spells, and Proficiencies
m Energy Bolt
p Lurk
Notes: If chosen as the main character, the proficiencies will change according
to the starting class.
---> Notes
-
---> Locations that Become Unlocked When Recruited
* Northpoint * Altours * Tarmitta
* Uso * North Estamir * New Road
* Crystal City * South Estamir * Weston
---> Possible Resting Places
Northpoint Pub -> Uso Pub -> Crystal City Pub -> Altours Pub ->
North Estamir Pub -> South Estamir Pub -> Tarmitta Pub -> Weston Pub (and back
again)
* If Jamil is your main character, Barbara will not appear anywhere until
you've completed Q30: "Wuhan's Secret", but when you've completed it, she will
appear in the South Estamir Pub.
--------------------------------------------------------------------------------
Red Mage
---> Stats
Default Growth Rate
Max HP 310 A Max LP 19
Max BP 27 D Default BP 30%
Max BP
{========}
27~49 50~
BP Recovery +3 +4
Equipment
Default Growth Rate {===========================}
STR 13 E Weapon [-]
VIT 14 E Weapon [-]
DEX 14 A Weapon [-]
AGI 18 A Weapon [-]
INT 21 A Shield [-]
WIL 17 A Head [-]
COM 8 E Chest Mage's Robe
CHA 13 E Hands [-]
Legs [-]
Neck -
Ring -
---> Class
Red Mage Lv1
---> Skills
m Pyrology Lv1 [NA] m Sorcery [NA]
m Aerology Lv1 [NA] m Necromancy [NA]
m Demonology Lv1 [NA]
Notes: Since there's no way to increase your skill levels, there's no point in
acquiring new skills.
---> Techniques, Spells, and Proficiencies
m Hellfire m Shadow Bolt m Wracking
m Self-immolation m Black Cloud m Weakness
m Windcutter m Dark Wash m Whisper of Dread
m Missile Shield m Abyss m Drain Energy
---> Notes
* Unable to use Martial Arts.
---> Locations that Become Unlocked When Recruited
-
---> Can Be Recruited in
Q25: "Frosthold Fortress" (->RS149)
---> Possible Resting Places
-
--------------------------------------------------------------------------------
Herman
---> Stats
Default Growth Rate
Max HP 110 B Max LP 18
Max BP 10 B Default BP 30%
Max BP
{======================}
10~11 12~24 25~49 50~
BP Recovery +2 +3 +4 +5
Equipment
Default Growth Rate {===========================}
STR 3 D Weapon Single Sword
VIT 5 D Weapon -
DEX 3 D Weapon -
AGI 1 D Weapon -
INT 4 B Shield -
WIL 3 B Head -
COM 7 B Chest Fur Vest
CHA 4 D Hands -
Legs Leather Boots
Neck -
Ring -
---> Class
Trader Lv1
---> Skills
p Strategy Lv1
p Survival Lv1
p Trading Lv1
---> Techniques, Spells, and Proficiencies
p Pick Locks
p Vigilance
p Trade
---> Notes
-
---> Locations that Become Unlocked When Recruited
-
---> Main Characters that Herman Starts Out With
¤ Barbara
---> Possible Resting Places
Weston Pub
* Herman cannot be recruited after the Jewel Beast has destroyed Weston.
--------------------------------------------------------------------------------
Silver
---> Stats
Default Growth Rate
Max HP 350 E Max LP 7
Max BP 23 C Default BP 40%
Max BP
{===============}
23~24 25~49 50~
BP Recovery +2 +3 +4
Equipment
Default Growth Rate {===========================}
STR Weapon Raksha Sword
VIT Weapon -
DEX Weapon -
AGI Weapon -
INT Shield -
WIL Head -
COM Chest Chain Mail
CHA Hands Conquerer Gloves
Legs Metal Grieves
Neck Fang Amulet
Ring -
---> Class
Draconite Lv1
---> Skills
s Great Sword Lv1 [NA] m Pyrology Lv1 [NA] p (Strategy) [NA]
s Two-handed Sword Lv1 [NA] m Illusions Lv1 [NA] p (Trading) [NA]
s Katana Lv1 [NA] m Bewitchery Lv1 [NA]
---> Techniques, Spells, and Proficiencies
(none)
---> Notes
-
---> Locations that Become Unlocked When Recruited
-
---> Possible Resting Places
Pirate Coast Pub
* Silver appears when you've acquired the Opal, although immediately after
you've acquired it, she goes missing temporarily.
--------------------------------------------------------------------------------
Galahad
---> Stats
Default Growth Rate
Max HP 170 A Max LP 18
Max BP 12 D Default BP 40%
Max BP
{===============}
12~24 25~49 50~
BP Recovery +2 +3 +4
Equipment
Default Growth Rate {===========================}
STR 11 A Weapon Single Sword
VIT 11 A Weapon -
DEX 7 D Weapon -
AGI 5 D Weapon -
INT 7 E Shield Great Shield
WIL 7 E Head -
COM 9 B Chest Gothic Armor
CHA 5 E Hands -
Legs -
Neck -
Ring -
---> Class
Rosalian Officer Lv1
---> Skills
s Long Sword Lv1 [NA] s Shield Lv1
s Club Lv1 [NA] m Bewitchery Lv1 [NA]
s Lance Lv1 [NA]
---> Techniques, Spells, and Proficiencies
(none)
---> Notes
Bare hand attack power is 15.
---> Locations that Become Unlocked When Recruited
-
---> Main Characters that Galahad Starts Out with
¤ Gray
---> Can Be Recruited in
Q43: "The Ice Sword" (->RS184)
---> Possible Resting Places
Crystal City -Temple of Mirsa-
* Cannot be recruited if your favor with Saruin is 400 or more.
--------------------------------------------------------------------------------
The Minstrel
---> Stats
Default Growth Rate
Max HP 140 B Max LP 16
Max BP 10 C Default BP 40%
Max BP
{======================}
10~11 12~24 25~49 50~
BP Recovery +2 +3 +4 +5
Equipment
Default Growth Rate {===========================}
STR 9 C Weapon [Minstrel's Sword]
VIT 10 C Weapon -
DEX 9 E Weapon -
AGI 9 E Weapon -
INT 11 C Shield -
WIL 9 C Head -
COM 11 D Chest Cloth Armor
CHA 15 A Hands -
Legs -
Neck -
Ring -
---> Class
Bard Lv1
---> Skills
s Foil Lv1 [NA] m Demonology Lv1 [NA] p Trading Lv1
s Long Sword Lv1 [NA] m Cosmology Lv1 [NA]
s Bow Lv1 [NA] p Search Lv1 [NA]
---> Techniques, Spells, and Proficiencies
---> Techniques, Spells, and Proficiencies
p Find Chests
p Trade
---> Notes
-
---> Locations that Become Unlocked When Recruited
-
---> Possible Resting Places
All towns (except Taralian Camp and Eugenstadt)
* Choosing the option "Yes, please." when he asks "Shall I play a song?", there
is a fixed probability of being able to recruit him (if your party consists
only of your main character, he will always offer to join you).
* He will leave your party if you enter a pub in any town (in the case of Uso,
Ettinham, Yassi, Saoki, and Pirate Coast, though, he will leave as you enter
the town). When you have recruited him, though, he will not leave your party
until you've visited another town or dungeon etc, even if you enter a pub.
* Cannot be recruited if you've reached ER20 or above and gotten the notes for
Q57: "Face Saruin" in your Player Notes.
* When you've completed Q55: "Trials of Elore", he won't appear in any town
(an exception to this exists/ section ?).
--------------------------------------------------------------------------------
Guella Ha
---> Stats
Default Growth Rate
Max HP 155 B Max LP 16
Max BP 12 D Default BP 30%
Max BP
{===============}
12~24 25~49 50~
BP Recovery +3 +4 +5
Equipment
Default Growth Rate {===========================}
STR 13 A Weapon Harpoon
VIT 11 A Weapon -
DEX 6 D Weapon -
AGI 7 D Weapon -
INT 7 C Shield -
WIL 7 C Head -
COM 11 D Chest Fur Vest
CHA 7 D Hands -
Legs -
Neck -
Ring -
---> Class
Geckling Knight Lv1
---> Skills
s Two-handed Sword Lv1 [NA] p Search Lv1
s Lance Lv1 [NA]
s Martial Arts Lv1 [NA]
---> Techniques, Spells, and Proficiencies
p Find Traps
---> Notes
Bare hand attack power is 15.
---> Locations that Become Unlocked When Recruited
-
---> Main Characters that Galahad Starts Out with
¤ Hawke
---> Possible Resting Places
Northpoint Pub
--------------------------------------------------------------------------------
Gian
---> Stats
Default Growth Rate
Max HP 135 C Max LP 12
Max BP 12 B Default BP 50%
Max BP
{===============}
12~24 25~49 50~
BP Recovery +2 +3 +4
Equipment
Default Growth Rate {===========================}
STR 10 B Weapon Fleuret
VIT 10 B Weapon -
DEX 10 B Weapon -
AGI 8 B Weapon -
INT 5 D Shield -
WIL 7 D Head -
COM 9 B Chest Leather Jerkin
CHA 6 E Hands -
Legs -
Neck -
Ring -
---> Class
Imperial Knight Lv1
---> Skills
s Foil Lv1 [NA] s Shield Lv1 [NA] p (Strategy) [NA]
s Great Sword Lv1 [NA] m Cosmology Lv1 [NA]
s Two-handed Sword Lv1 [NA] p (Search) [NA]
---> Techniques, Spells, and Proficiencies
* Cutting Lunge
---> Notes
-
---> Locations that Become Unlocked When Recruited
-
---> Can Be Recruited in
Q15: "Neville's Request" (->RS136)
---> Possible Resting Places
Melvir, Elizabeth Palace, Guard Quarters
--------------------------------------------------------------------------------
Sylvan
---> Stats
Default Growth Rate
Max HP 75 C Max LP 10
Max BP 16 C Default BP 30%
Max BP
{===============}
16~24 25~49 50~
BP Recovery +3 +4 +5
Equipment
Default Growth Rate {===========================}
STR 10 D Weapon [-]
VIT 9 D Weapon [-]
DEX 9 B Weapon [-]
AGI 12 B Weapon [-]
INT 11 B Shield [-]
WIL 13 B Head [-]
COM 14 A Chest Pelt
CHA 13 A Hands [-]
Legs [-]
Neck -
Ring -
---> Class
(none)
---> Skills
Martial Arts Lv1
---> Techniques, Spells, and Proficiencies
* Bite
* Bludgeon
* Daze
---> Notes
* Sylvan cannot use normal Martial Arts, but uses her fangs (attack power 20).
The Fang techniques are associated with the Martial Arts skill.
---> Locations that Become Unlocked When Recruited
-
---> Main Characters with Special Ways of Recruiting Sylvan
¤ Claudia (->RS095)
* Cannot be removed from your party even by requesting the Minstrel.
* Leaves your party after you've completed Q16: "Eule Gives a Hoot". Cannot be
recruited again after having left the party.
---> Possible Resting Places
-
* Can be found at Eule's Nest, but cannot be recruited.
--------------------------------------------------------------------------------
Darque (Aldora)
---> Stats
Default Growth Rate
Max HP 190 E Max LP 10
Max BP 14 C Default BP 30%
Max BP
{===============}
14~24 25~49 50~
BP Recovery +3 +4 +5
Equipment
Default Growth Rate {===========================}
STR 6 E Weapon Antique Dagger
VIT 5 E Weapon -
DEX 12 A Weapon -
AGI 12 A Weapon -
INT 12 A Shield -
WIL 8 A Head -
COM 7 A Chest Cloth Armor
CHA 6 E Hands -
Legs -
Neck -
Ring -
---> Class
Assassin Lv1
---> Skills
s Short Sword Lv1 [NA] p Covert Lv1
m Illusions Lv1 [NA] p Trading Lv1
m Sorcery Lv1 [NA] p (Gathering) [NA]
---> Techniques, Spells, and Proficiencies
p Lurk
p Trade
---> Notes
-
---> Locations that Become Unlocked When Recruited
-
---> Possible Resting Places
All towns (except South Estamir)
* Will not appear anywhere if you haven't fulfilled the requirements of
Q53: "Who am I?".
* ?
* ?
--------------------------------------------------------------------------------
Dowd
---> Stats
Default Growth Rate
Max HP 60 B Max LP 17
Max BP 10 B Default BP 20%
Max BP
{=============================}
10~11 12~15 16~24 25~49 50~
BP Recovery +2 +3 +4 +5 +6
Equipment
Default Growth Rate {===========================}
STR Weapon Hunting Bow
VIT Weapon Fleuret
DEX Weapon -
AGI Weapon -
INT Shield Buckler
WIL Head Cap
COM Chest Shirt
CHA Hands Leather Gloves
Legs Socks
Neck -
Ring -
---> Class
(none)
---> Skills
(none)
---> Techniques, Spells, and Proficiencies
(none)
---> Notes
-
---> Locations that Become Unlocked When Recruited
-
---> Main Characters with Special Ways of Recruiting Dowd
¤ Jamil (->RS096)
* Until you've met certain requirements, Dowd will not leave your party even if
you ask the Minstrel.
* When you've unlocked Weston, you will meet Dowd (this will happen the first
time only) when leaving the South Estamir Pub by using the exit. Choosing the
option "?" or "?" -> "?", he will leave your party. Also, if he has not left
your party by this point, you can basically ask the Minstrel to make him
leave. Once he has left your party, you cannot recruit him again.
---> Possible Resting Places
-
* If you have completed Q30: "Wuhan's Secret" or haven't entered the Slave
Trader's House in South Estamir until ER6, he can be found in the Slave
Trader's House, but he cannot be recruited.
--------------------------------------------------------------------------------
Diana
---> Stats
Default Growth Rate
Max HP 140 D Max LP 11
Max BP 12 C Default BP 30%
Max BP
{===============}
12~24 25~49 50~
BP Recovery +3 +4 +5
Equipment
Default Growth Rate {===========================}
STR 9 C Weapon [Queen of Swords]
VIT 9 C Weapon -
DEX 10 A Weapon -
AGI 10 A Weapon -
INT 5 E Shield -
WIL 8 E Head -
COM 9 B Chest Leather Jerkin
CHA 7 C Hands -
Legs -
Neck -
Ring -
---> Class
Rosalian Lancer
---> Skills
s Short Sword Lv1 [NA] m Bewitchery Lv1 [NA]
s Pole Arm Lv1 [NA] p Search Lv1
s Bow Lv1 [NA] p (Gathering) [NA]
---> Techniques, Spells, and Proficiencies
s Sonic Slash
p Find Chests
---> Notes
-
---> Locations that Become Unlocked When Recruited
-
---> Main Characters with Special Ways of Recruiting Diana
¤ Albert (->RS092)
---> Possible Resting Places
oapu <-> Godongo
* If Albert is in your party, she can be seen inside the castle gates at
Bruelle, but she cannot be recruited.
--------------------------------------------------------------------------------
Theodore
---> Stats
Default Growth Rate
Max HP 225 A Max LP 17
Max BP 24 C Default BP 60%
Max BP
{============}
24 25~49 50~
BP Recovery +1 +2 +3
Equipment
Default Growth Rate {===========================}
STR 19 A Weapon Bastard Sword
VIT 15 A Weapon -
DEX 14 D Weapon -
AGI 13 D Weapon -
INT 12 E Shield Great Shield
WIL 16 E Head Bird Helm
COM 13 E Chest Gothic Armor
CHA 16 B Hands Studded Gloves
Legs Leather Boots
Neck -
Ring -
---> Class
Castle Knight Lv1
---> Skills
s Long Sword Lv1 [NA] s Pole Arm Lv1 [NA] p (Trading) [NA]
s Great Sword Lv1 [NA] s Shield Lv1 [NA]
s Two-handed Sword Lv1 [NA] p (Strategy) [NA]
---> Techniques, Spells, and Proficiencies
s Double Vertical
s Smash
---> Notes
-
---> Locations that Become Unlocked When Recruited
-
---> Can be Recruited in
Q26: "Pride of the Knights" (->RS154)
* He will leave your party if you take the boat from Mirsaburg.
---> Possible Resting Places
-
* He can be found at Mirsaburg Castle -Great Hall-, but he cannot be recruited.
--------------------------------------------------------------------------------
Neidhart
---> Stats
Default Growth Rate
Max HP 385 E Max LP 10
Max BP 22 C Default BP 40%
Max BP
{===============}
22~24 25~49 50~
BP Recovery +2 +3 +4
Equipment
Default Growth Rate {===========================}
STR 23 A Weapon [Black Spear]
VIT 22 A Weapon Rosalian Saber
DEX 18 C Weapon -
AGI 21 C Weapon -
INT 20 C Shield -
WIL 17 C Head Fashionable Helm
COM 12 E Chest [Black Mail]
CHA 21 A Hands Conqueror Gloves
Legs Leg Mail
Neck Silver Chain
Ring Bejeweled Ring
---> Class
Rosalian Lancer Lv1
---> Skills
s Short Sword Lv1 [NA] m Bewitchery Lv1 [NA] p (Gathering) [NA]
s Pole Arm Lv1 [NA] p Search Lv1
s Bow Lv1 [NA] p Survival Lv2
---> Techniques, Spells, and Proficiencies
s Smash p Find Chests
s Double Stab p Climb
s Charge
---> Notes
-
---> Locations that Become Unlocked When Recruited
-
---> Possible Resting Places
Crystal City, Crystal Palace -Great Hall-
* Cannot be recruited if you haven't completed Q9: "Find the Aquamarine".
* Whichever way he leaves your party, he will instantly reappear again. Also,
even when you've sacrificed him to Death, recruiting him again will
automatically revive him (after having sacrificed him to Death, you can walk
straight into Crystal Palace without Albert in your party, and Neidhart will
offer to join you again).
--------------------------------------------------------------------------------
Patrick
---> Stats
Default Growth Rate
Max HP 90 E Max LP 12
Max BP 13 D Default BP 50%
Max BP
{===============}
13~24 25~49 50~
BP Recovery +2 +3 +4
Equipment
Default Growth Rate {===========================}
STR 4 D Weapon Holy Staff
VIT 5 D Weapon -
DEX 4 E Weapon -
AGI 4 E Weapon -
INT 12 B Shield -
WIL 8 B Head -
COM 9 B Chest Cloth Armor
CHA 15 B Hands -
Legs Socks
Neck -
Ring Glamorous Ring
---> Class
(none)
---> Skills
(none)
---> Techniques, Spells, and Proficiencies
(none)
---> Notes
-
---> Locations that Become Unlocked When Recruited
-
---> Possible Resting Places
Melvir -Patrick's House-
--------------------------------------------------------------------------------
Farah
---> Stats
Default Growth Rate
Max HP 75 C Max LP 16
Max BP 10 B Default BP 40%
Max BP
{======================}
10~11 12~24 25~49 50~
BP Recovery +2 +3 +4 +5
Equipment
Default Growth Rate {===========================}
STR 5 D Weapon -
VIT 6 D Weapon -
DEX 8 B Weapon -
AGI 11 B Weapon -
INT 5 D Shield -
WIL 4 D Head -
COM 9 A Chest Shirt
CHA 16 C Hands -
Legs -
Neck -
Ring -
---> Class
(none)
---> Skills
(none)
---> Techniques, Spells, and Proficiencies
(none)
---> Notes
-
---> Locations that Become Unlocked When Recruited
-
---> Possible Resting Places
South Estamir -Farah's House-
* Cannot be recruited unless you complete Q30: "Wuhan's Secret" and save her,
as well as watch the scene where her mother attacks in Farah's House.
* Cannot be recruited if your main character is Jamil.
--------------------------------------------------------------------------------
Brau
---> Stats
Default Growth Rate
Max HP 115 A Max LP 13
Max BP 11 C Default BP 30%
Max BP
{===============}
11~24 25~49 50~
BP Recovery +2 +3 +4
Equipment
Default Growth Rate {===========================}
STR 12 A Weapon [-]
VIT 16 A Weapon [-]
DEX 9 D Weapon [-]
AGI 11 D Weapon [-]
INT 9 E Shield [-]
WIL 12 E Head [-]
COM 11 C Chest Pelt
CHA 12 B Hands [-]
Legs [-]
Neck -
Ring -
---> Class
(none)
---> Skills
s Martial Arts Lv1
---> Techniques, Spells, and Proficiencies
s Bear Claw
s Poison Claw
s Paralyzing Claw
---> Notes
* Brau cannot use normal Martial Arts, but uses his claws (attack power 20). The
Claw techniques are associated with the Martial Arts skill.
---> Locations that Become Unlocked When Recruited
-
---> Main Characters with Special Ways of Recruiting Brau
¤ Claudia (->RS095)
* Cannot be removed from your party even by requesting the Minstrel.
* Leaves your party after you've completed Q16: "Eule Gives a Hoot". Cannot be
recruited again after having left the party.
---> Possible Resting Places
-
* Can be found at Eule's Nest, but cannot be recruited.
--------------------------------------------------------------------------------
Frielei
---> Stats
Default Growth Rate
Max HP 295 E Max LP 8
Max BP 23 D Default BP 40%
Max BP
{===============}
23~24 25~49 50~
BP Recovery +2 +3 +4
Equipment
Default Growth Rate {===========================}
STR 19 Weapon Back Sword
VIT 14 Weapon -
DEX 20 Weapon -
AGI 24 Weapon -
INT 22 Shield Great Shield
WIL 22 Head -
COM 17 Chest Gothic Armor
CHA 23 Hands Gauntlet
Legs Socks
Neck -
Ring -
---> Class
Castle Knight Lv1
---> Skills
s Long Sword Lv1 [NA] s Pole Arm Lv1 [NA] p (Strategy) [NA]
s Great Sword Lv1 [NA] s Shield Lv1 [NA] p (Trading) [NA]
s Two-handed Sword Lv1 [NA] m Aerology Lv3
---> Techniques, Spells, and Proficiencies
m Blades of Wind
m Blood Curdle
m Snowstorm
---> Notes
-
---> Locations that Become Unlocked When Recruited
-
---> Can be Recruited in
Q25: "Frosthold Fortress" (->RS149)
---> Possible Resting Places
-
* Cannot be recruited again if you don't recruit her during
Q25: "Frosthold Fortress" or if she leaves your party after having recruited
her.
--------------------------------------------------------------------------------
Myriam
---> Stats
Default Growth Rate
Max HP 75 D Max LP 13
Max BP 10 C Default BP 30%
Max BP
{======================}
10~11 12~24 25~49 50~
BP Recovery +2 +3 +4 +5
Equipment
Default Growth Rate {===========================}
STR 7 D Weapon Novice's Staff
VIT 6 D Weapon -
DEX 9 C Weapon -
AGI 7 C Weapon -
INT 10 A Shield -
WIL 6 A Head -
COM 7 D Chest Mage's Robe
CHA 9 B Hands -
Legs Socks
Neck -
Ring -
---> Class
(none)
---> Skills
s Staff Lv1
m Pyrology Lv1
---> Techniques, Spells, and Proficiencies
m Hellfire
---> Notes
-
---> Locations that Become Unlocked When Recruited
-
---> Main Characters with Special Ways of Recruiting Myriam
¤ Gray
---> Possible Resting Places
North Estamir Pub
--------------------------------------------------------------------------------
Raphael
---> Stats
Default Growth Rate
Max HP 10 D Max LP 10
Max BP 90 C Default BP 30%
Max BP
{======================}
10~11 12~24 25~49 50~
BP Recovery +2 +3 +4 +5
Equipment
Default Growth Rate {===========================}
STR 9 B Weapon Defender (*2)
VIT 8 B Weapon -
DEX 7 D Weapon -
AGI 7 D Weapon -
INT 7 D Shield Great Shield
WIL 8 D Head -
COM 9 B Chest Leather Jerkin
CHA 9 B Hands Leather Gloves
Legs Leather Boots
Neck -
Ring -
*2......Single Sword in Defense mode.
---> Class
(none)
---> Skills
s Long Sword Lv1
---> Techniques, Spells, and Proficiencies
(none)
---> Notes
-
---> Locations that Become Unlocked When Recruited
-
---> Can Be Recruited in
Q26: "Pride of the Knights" (->RS154)
Q28: "Theodore's Madness" (->RS156)
Q29: "The Dragon Knight" (->RS157)
---> Possible Resting Places
Eugenstadt Castle -Great Hall-
* Cannot be recruited if you haven't completed Q28: "Theodore's Madness".
* Leaves your party if you take the boat from Mirsaburg.
--------------------------------------------------------------------------------
Dragon Knight
---> Stats
Default Growth Rate
Max HP 400 E Max LP 5
Max BP 20 D Default BP 40%
Max BP
{===============}
20~24 25~49 50~
BP Recovery +2 +3 +4
Equipment
Default Growth Rate {===========================}
STR 17 A Weapon [-]
VIT 17 A Weapon [-]
DEX 13 C Weapon [-]
AGI 14 C Weapon [-]
INT 16 A Shield [-]
WIL 16 A Head [-]
COM 14 D Chest [Dragonscale Coat]
CHA 11 E Hands [-]
Legs [-]
Neck -
Ring -
---> Class
Draconite Lv1
---> Skills
s Long Sword Lv3 s Katana Lv1 [NA] m Bewitchery Lv1 [NA]
s Great Sword Lv1 [NA] m Pyrology Lv1 [NA] p (Strategy) [NA]
s Two-handed Sword Lv1 [NA] m Illusions Lv1 [NA] p (Trading) [NA]
---> Techniques, Spells, and Proficiencies
s Sword Strike s Electrocution s Thunderbolt
s Crimson Slash s Fireball s Wing Bash
s Blade of Freezing s Ice Blast m Shock Wave
---> Notes
* Cannot use normal Martial Arts, but uses the Gemini Star (attack power 21)
which is comparative to it.
* Revive is cast automatically at the start of every turn.
* Apart from things that can be verified on the screen, Dragon Knight has Fire
immunity, Cold Immunity, and a defense mod of +50 against Electricity.
* Has immunity against WIL-based status ailments, Unconsciousness, and Instant
Death effects.
---> Locations that Become Unlocked When Recruited
-
---> Main Characters with Special Ways of Recruiting ...
Q29: "The Dragon Knight" (RS->)
* Cannot be removed from party even with the help from the Minstrel.
---> Possible Resting Places
-
* Cannot be recruited again once he's left your party.
--------------------------------------------------------------------------------
Sorceress
---> Stats
Default Growth Rate
Max HP 75 E Max LP 3
Max BP 13 D Default BP 50%
Max BP
{===============}
13~24 25~49 50~
BP Recovery +2 +3 +4
Equipment
Default Growth Rate {===========================}
STR 6 D Weapon [Novice's Staff]
VIT 5 D Weapon -
DEX 9 D Weapon -
AGI 7 D Weapon -
INT 9 B Shield -
WIL 9 B Head -
COM 7 D Chest [Mage's Robe]
CHA 8 C Hands -
Legs -
Neck -
Ring -
---> Class
(none)
---> Skills
m Pyrology Lv1
m Demonology Lv1
---> Techniques, Spells, and Proficiencies
m Hellfire
m Energy Bolt
---> Notes
* One of the mercenaries.
---> Locations that Become Unlocked When Recruited
-
---> Possible Resting Places
Yeoville Pub
Bruelle Pub
Mirsaburg Pub
* Cannot be recruited again once she has left your party.
* Cannot be found anywhere once you reach ER10 or above.
--------------------------------------------------------------------------------
Amazon
---> Stats
Default Growth Rate
Max HP 100 B Max LP 3
Max BP 11 D Default BP 50%
Max BP
{===============}
11~24 25~49 50~
BP Recovery +2 +3 +4
Equipment
Default Growth Rate {===========================}
STR 8 B Weapon [Walloon Sword]
VIT 9 B Weapon -
DEX 8 C Weapon -
AGI 7 C Weapon Balm
INT 7 D Shield Buckler
WIL 8 D Head -
COM 7 D Chest Leather Jerkin
CHA 7 D Hands Leather Gloves
Legs Leather Boots
Neck -
Ring -
---> Class
(none)
---> Skills
s Long Sword Lv1
---> Techniques, Spells, and Proficiencies
(none)
---> Notes
* One of the mercenaries.
---> Locations that Become Unlocked When Recruited
-
---> Possible Resting Places
North Estamir Pub
Loban Pub
Oapu Pub
* Cannot be recruited again once she has left your party.
* Cannot be found anywhere once you reach ER10 or above.
--------------------------------------------------------------------------------
Pirate
---> Stats
Default Growth Rate
Max HP 100 B Max LP 4
Max BP 12 D Default BP 40%
Max BP
{===============}
12~24 25~49 50~
BP Recovery +2 +3 +4
Equipment
Default Growth Rate {===========================}
STR 7 B Weapon Gothic Axe
VIT 4 B Weapon -
DEX 11 C Weapon -
AGI 9 C Weapon Balm
INT 4 D Shield Buckler
WIL 1 D Head -
COM 2 D Chest Fur Vest
CHA 6 D Hands Leather Gloves
Legs Leather Boots
Neck -
Ring -
---> Class
Pirate Lv1
---> Skills
s Foil Lv1 [NA] p (Search) [NA]
s Hand Axe Lv1 [NA] p (Covert) [NA]
m Hydrology Lv1 [NA]
---> Techniques, Spells, and Proficiencies
(none)
---> Notes
* One of the mercenaries.
---> Locations that Become Unlocked When Recruited
-
---> Main Characters with Special Ways of Recruiting Pirate
¤ Hawke
---> Possible Resting Places
Pirate Coast Pub
* Cannot be recruited again once he has left your party.
* Cannot be found anywhere once you reach ER10 or above.
--------------------------------------------------------------------------------
Dominion Knight
---> Stats
Default Growth Rate
Max HP 120 B Max LP 4
Max BP 10 D Default BP 40%
Max BP
{===============}
10~24 25~49 50~
BP Recovery +2 +3 +4
Equipment
Default Growth Rate {===========================}
STR 6 B Weapon [Single Sword]
VIT 7 B Weapon Zweihander
DEX 1 C Weapon -
AGI 1 C Weapon -
INT 1 D Shield [Knight's Shield]
WIL 7 D Head -
COM 5 D Chest [Gothic Armor]
CHA 4 D Hands -
Legs -
Neck -
Ring -
---> Class
Castle Knight Lv1
---> Skills
s Long Sword Lv1 [NA] s Pole Arm Lv1 [NA] p (Search) [NA]
s Great Sword Lv1 [NA] s Shield Lv1 [NA]
s Two-handed Sword Lv1 [NA] p (Strategy) [NA]
---> Techniques, Spells, and Proficiencies
(none)
---> Notes
* One of the mercenaries.
---> Locations that Become Unlocked When Recruited
-
---> Possible Resting Places
* Cannot be recruited again once he has left your party.
* Cannot be found anywhere once you reach ER10 or above.
--------------------------------------------------------------------------------
Kjaraht Soldier
---> Stats
Default Growth Rate
Max HP 95 B Max LP 4
Max BP 15 D Default BP 40%
Max BP
{===============}
15~24 25~49 50~
BP Recovery +2 +3 +4
Equipment
Default Growth Rate {===========================}
STR 10 B Weapon [Longbow]
VIT 5 B Weapon -
DEX 6 C Weapon -
AGI 9 C Weapon Balm
INT 8 D Shield -
WIL 5 D Head -
COM 4 D Chest [Leather Jerkin]
CHA 5 D Hands -
Legs -
Neck -
Ring -
---> Class
(none)
---> Skills
s Lance Lv1
s Bow Lv1
---> Techniques, Spells, and Proficiencies
(none)
---> Notes
* One of the mercenaries.
---> Locations that Become Unlocked When Recruited
-
---> Possible Resting Places
Mirsaburg Castle -1F Hallway-
* Cannot be recruited again once he has left your party.
* Cannot be found anywhere once you reach ER10 or above.
--------------------------------------------------------------------------------
Warrior
---> Stats
Default Growth Rate
Max HP 110 B Max LP 3
Max BP 10 D Default BP 50%
Max BP
{===============}
10~24 25~49 50~
BP Recovery +2 +3 +4
Equipment
Default Growth Rate {===========================}
STR 9 B Weapon [Walloon Sword]
VIT 9 B Weapon -
DEX 8 C Weapon -
AGI 7 C Weapon Balm
INT 7 D Shield Buckler
WIL 8 D Head -
COM 7 D Chest [Leather Jerkin]
CHA 7 D Hands [Leather Gloves]
Legs Leather Boots
Neck -
Ring -
---> Class
(none)
---> Skills
s Long Sword Lv1
---> Techniques, Spells, and Proficiencies
(none)
---> Notes
* One of the mercenaries.
---> Locations that Become Unlocked When Recruited
-
---> Possible Resting Places
Uso Pub
Aurefont Pub
Godongo Pub
* Cannot be recruited again once he has left your party.
* Cannot be found anywhere once you reach ER10 or above.
--------------------------------------------------------------------------------
Bafal Fighter
---> Stats
Default Growth Rate
Max HP 95 B Max LP 4
Max BP 15 D Default BP 40%
Max BP
{===============}
15~24 25~49 50~
BP Recovery +2 +3 +4
Equipment
Default Growth Rate {===========================}
STR 8 B Weapon [Great Sword]
VIT 3 B Weapon -
DEX 8 C Weapon -
AGI 4 C Weapon Balm
INT 1 D Shield Buckler
WIL 1 D Head -
COM 2 D Chest [Leather Jerkin]
CHA 2 D Hands -
Legs -
Neck -
Ring -
---> Class
Imperial Knight Lv1
---> Skills
s Foil Lv1 [NA] s Two-handed Axe Lv1 [NA] p (Search) [NA]
s Great Sword Lv1 [NA] s Shield Lv1 [NA] p (Strategy) [NA]
s Two-handed Sword Lv1 [NA] m Cosmology Lv1 [NA]
---> Techniques, Spells, and Proficiencies
(none)
---> Notes
* One of the mercenaries.
---> Locations that Become Unlocked When Recruited
-
---> Possible Resting Places
Melvir Police Station
* Cannot be recruited again once he has left your party.
* Cannot be found anywhere once you reach ER10 or above.
--------------------------------------------------------------------------------
Valhallan Warrior
---> Stats
Default Growth Rate
Max HP 125 B Max LP 4
Max BP 12 D Default BP 40%
Max BP
{===============}
10~24 25~49 50~
BP Recovery +2 +3 +4
Equipment
Default Growth Rate {===========================}
STR 7 B Weapon [Gothic Axe]
VIT 11 B Weapon [Hunting Bow]
DEX 6 C Weapon -
AGI 3 C Weapon Balm
INT 4 D Shield -
WIL 2 D Head -
COM 4 D Chest Fur Vest
CHA 5 D Hands Leather Gloves
Legs Leather Boots
Neck -
Ring -
---> Class
Valhallan Warrior Lv1
---> Skills
s Hand Axe Lv1 [NA] p (Covert) [NA]
s Two-handed Sword [NA] p (Trading) [NA]
p Survival Lv1
---> Techniques, Spells, and Proficiencies
p Vigilance
---> Notes
* One of the mercenaries.
---> Locations that Become Unlocked When Recruited
-
---> Possible Resting Places
Gato's Village Pub
* Cannot be recruited again once he has left your party.
* Cannot be found anywhere once you reach ER10 or above.
--------------------------------------------------------------------------------
Soldier A
---> Stats
Default Growth Rate
Max HP 110 B Max LP 4
Max BP 12 D Default BP 40%
Max BP
{===============}
12~24 25~49 50~
BP Recovery +2 +3 +4
Equipment
Default Growth Rate {===========================}
STR 7 B Weapon [Great Sword]
VIT 11 B Weapon -
DEX 6 C Weapon -
AGI 3 C Weapon Balm
INT 4 D Shield -
WIL 2 D Head [Parade Helm]
COM 4 D Chest [Gothic Armor]
CHA 5 D Hands -
Legs -
Neck -
Ring -
---> Class
Frontier Guard Lv1
---> Skills
s Foil Lv1 [NA] s Shield Lv1 [NA]
s Long Sword Lv1 [NA] p (Search) [NA]
s Two-handed Sword Lv1
---> Techniques, Spells, and Proficiencies
(none)
---> Notes
* One of the mercenaries.
---> Locations that Become Unlocked When Recruited
-
---> Main Characters with Special Ways of Recruiting Soldier A
¤ Albert (->RS092)
---> Possible Resting Places
Altours Pub
* Cannot be recruited again once he has left your party.
* Cannot be found anywhere once you reach ER10 or above.
* Will not appear if you visit Altours with Albert in your party.
---------------------------------------------------------------------
Soldier B
---> Stats
Default Growth Rate
Max HP 100 B Max LP 4
Max BP 12 D Default BP 40%
Max BP
{===============}
12~24 25~49 50~
BP Recovery +2 +3 +4
Equipment
Default Growth Rate {===========================}
STR 8 B Weapon [Great Sword]
VIT 2 B Weapon -
DEX 3 C Weapon -
AGI 6 C Weapon Balm
INT 3 D Shield -
WIL 3 D Head [Parade Helm]
COM 4 D Chest [Gothic Armor]
CHA 5 D Hands -
Legs -
Neck -
Ring -
---> Class
Frontier Guard Lv1
---> Skills
s Foil Lv1 [NA] s Shield Lv1 [NA]
s Long Sword Lv1 [NA] p (Search) [NA]
s Two-handed Sword Lv1 [NA]
---> Techniques, Spells, and Proficiencies
(none)
---> Notes
* One of the mercenaries.
---> Locations that Become Unlocked When Recruited
-
---> Main Characters with Special Ways of Recruiting ...
¤ Albert (->RS092)
---> Possible Resting Places
* Cannot be recruited again once he has left your party.
* Cannot be found anywhere once you reach ER10 or above.
* Can only be recruited if your main character is Albert.
--------------------------------------------------------------------------------
Sorcerer
---> Stats
Default Growth Rate
Max HP 85 E Max LP 3
Max BP 13 D Default BP 50%
Max BP
{===============}
13~24 25~49 50~
BP Recovery +2 +3 +4
Equipment
Default Growth Rate {===========================}
STR 6 D Weapon [Novice's Staff]
VIT 6 D Weapon -
DEX 8 D Weapon -
AGI 7 D Weapon -
INT 9 B Shield -
WIL 9 B Head -
COM 8 D Chest [Mage's Robe]
CHA 7 C Hands -
Legs -
Neck -
Ring -
---> Class
(none)
---> Skills
m Pyrology Lv1
m Demonology Lv1
---> Techniques, Spells, and Proficiencies
m Hellfire
m Energybolt
---> Notes
* One of the mercenaries.
---> Locations that Become Unlocked When Recruited
-
---> Possible Resting Places
Northpoint Pub
Weston Pub
* Cannot be recruited again once he has left your party.
* Cannot be found anywhere once you reach ER10 or above.
02. Stats [RS262]
================================================================================
a. Quick Summary [RS263]
================================================================================
Q: What are the important things to keep in mind for getting high stats?
A:
* Win battles against strong enemies.
* Use actions that raise certain stats more easily.
* Equip items that increase your stats.
b. Stat Explanation [RS264]
================================================================================
STR:
* Damage amount for most techniques for weapons other than Foil, Short Sword and
Bow.
* Accuracy due to weapon weight (if your STR is not 4x the weapon weight, your
accuracy is lowered).
VIT:
* Amount of damage dealt with Fireball, Ice Blast, and Thunderbolt.
* Damage amount sustained from all attacks.
* Resistance to physical Status Ailments (Poison, Darkness, Sleep, Nightmare,
Unconsciousness, Paralysis, Petrification, Snare, Instant Death, LP Attacks.
* Amount of turns it takes to recover from physical status ailments.
DEX:
* Damage amount for most Foil, Short Sword and Bow techniques.
* Accuracy (compared against target's AGI).
* Deflect chance for yourself.
* Amount of damage taken when poisoned.
* Inflict chance for Poison, Darkness, Unconsciousness, Paralysis, Stun and
Stat Down ailments on the enemy.
AGI:
* Damage amount for AGI-related techniques.
* Evasion rate (compared against opponent's AGI).
* Chance of deflecting attacks for other party members.
* Speed in battle.
INT:
* Damage amount for INT-related spells.
* Inflict chance for Sleep, Nightmare, Petrification, Phobia, Confusion, Snare,
and Shock ailments.
WIL:
* Damage amount for WIL-based techniques.
* Resistance to WIL-related status ailments (Phobia, Confusion, Curse, Berserk
and Shock).
* Inflict chance for Curse, Berserk, Instant Death and LP Attack ailments on the
enemy.
* Amount of turns it takes to recover from mental status effects.
COM:
* Healing amount from spells.
* Chance of deflecting attacks for other party members.
CHA:
* Illusion spell attack damage amount.
* Resistance to Charm.
* Inflict chance for Charm ailment on the enemy.
c. HP (Hit Points) Specifics [RS265]
================================================================================
HP represents a character's toughness or stamina, and acts as a shield for
his/her LP. When a character's HP reaches 0, that character becomes inactive.
Since it's a pretty big blow to your party when just one of your characters
is rendered inactive, it's really important to have party members that can heal
HP by using spells (such as Healing Water), or possibly carry healing items.
Also, when the battle ends, the HP of all your characters is restored fully.
There are also spells like Flame of Life, that can regenerate your HP
automatically in battle.
d. LP (Life Points) Specifics [RS266]
================================================================================
LP represents a character's lifeforce. There are a number of ways LP can be
decreased, which is explained in the chart below. Be careful of how you use your
techniques and spells with high LP costs, because some enemies are immune or
have good defenses against certain types of attacks. So don't forget to review
the situation quickly befor eattacking so yuo don't end up wasting your attacks
and wear out your own LP in vain.
Further down is a chart that explains the different ways of repleneshing LP.
Since resting at an inn is the most convenient way of doing that by far, be sure
to stop by an inn when you're in a town.
Furthermore, when one of your characters get hit by a monster combo and is
rendered inactive, the LP he/she will lose equals that of the number of attacks
within the combo itself (ex. if there are two attacks within the combo and your
character is rendered inactive, he/she will lose 2 LP).
Ways of Getting Your LP Decreased:
* Getting rendered inactive.
* Taking HP damage while being inactive.
* Getting successfully hit by an LP damaging attack.
* Using LP-consuming actions.
* Using proficiencies when you are out of uses (*1).
* Getting caught by gimmicks/traps in dungeons.
* Getting caught by treasure chest traps.
*1 = No LP decrease if your LP is 1.
Ways of Recovering Your LP:
* Staying at an inn.
* Using the Mummy Tonic or Mummy's Elixir items (*2).
* Getting the Grace of Elore Benediction (*2).
* Acquiring a Fatestone (*3).
*2 = No recovery if target is inactive.
*3 = Except the Amethyst and Diamond Fatestones.
e. BP (Battle Points) Specifics [RS267]
================================================================================
You need BP to use techniques and spells in battle. Your remaining BP amount
depends on several factors, such as [Starting BP] and [BP Recovery]. The details
of that are explained further below. A character's Starting BP, BP Recovery, and
Max BP can be raised, but the starting point of those values is different for
each character (specified in section [RS078]). You can also look at your BP
values if you bring up the Main Menu in the game, which is explained further
below.
Reading the BP Stats in the Main Menu:
ex.
Claudia
HP 613
LP 17/17
BP 11/57: +7
(2) (1) (3)
(1) Max BP: Max value for your BP.
(2) Starting BP: Remaining BP at the point when starting a battle. This value
is 20~60% of the character's Max BP (the percentage is specific
for each character. See section [RS078] for details).
(3) BP Recovery: The amount of BP that the character will recover at the end
of the turn. This value depends on the character's Max BP,
but there are limitations, as can be seen in the chart
further down.
BP Change in Battle:
[Battle Start] .............Same value as your Starting BP.
- Tech/Spell usage ........BP decreases according to the tech/spell consumption.
- Becoming inactive.......BP decreases to 0.
- BP recovery tech/spell usage ..........BP recovery.
[End of Turn]...............BP is recovered according to the character's BP
recovery (no recovery if the character is
inactive).
Limitations for BP Recovery:
* Cannot be more than 1/4 of Max BP.
* Cannot become +8 or more.
f. Raising Stats [RS268]
================================================================================
You can get your stats raised after you've won a battle. When you get a stat
raise, each stat can only increase by 1 each time (except for max HP which is
3~12HP). Whether or not you will get a stat increase is somewhat random,
although fighting tough enemies increases the chance.
How easily every stat will increase is different for each character, and is also
determined by the actions taken by the character in the last 5 battles, which is
a very big factor. For example, if you use Pyrology repeatedly in battle, you
won't have any problems increasing a character's INT even if he/she has a low
INT growth rate.
Characters not in the party will still get a small stat increase (except for
soldiers you can hire) after each battle. So because of this, the stat growth
for the characters left out of the party for a while will be somewhat slow.
What actions you take in battle affect what stats are likely to increase:
Max HP: Long Sword, Great Sword, Hand Axe, 2H Sword, 2H Axe, Pole Arm
Max BP: Foil, Short Sword, Scimitar, Lance, Martial Arts, Pyrology, Demonology,
Sorcery, Necromancy
STR : Hand Axe, 2H Sword, 2H Axe
VIT : Great Sword, Hand Axe, 2H Sword, 2H Axe, Martial Arts
DEX : Foil, Short Sword, Long Sword, Bow
AGI : Short Sword, Martial Arts
INT : Pyrology, Aerology, Terrology, Illusions, Sorcery, Bewitchery,
Necromancy
WIL : Hydrology, Terrology, Demonology, Cosmology, Sorcery, Bewitchery,
Necromancy
COM : Hydrology, Cosmology
CHA : Illusions, Cosmology, Sorcery, Necromancy
Notes: This chart only displays the actions that make it easier to increase a
certain stat; what actions you have to use to increase a particular stat
is not set in stone. Also, The Red Mage class is the only one that can
use the Sorcery and Necromancy magic.
--> Changing Your Max LP and BP Recovery
Basically, the Max LP and BP Recovery stats are fixed, and thus cannot be
changed. But by completing the quests listed below, you can actually change
those stats as well. Also, regarding the upper limits of BP recovery, if you
don't fulfill the BP Recovery limit rule [BP Recovery = 1/4 of Max BP or less]
when completing the quest that increases your BP Recovery, the BP Recovery
increase will be held in store until that requirement is fulfilled.
Max LP & BP Recovery Change of Main Characters:
Quest Details
Q51: Faerie's Grove Completing this quest increases your main character's
Max LP by 2, and his/her BP Recovery by 1.
Q56: The Netherworld Every time you sacrifice a character to Death, your main
character's Max LP will decrease by 1.
g. Temporary Stat Changes in Battle [RS269]
================================================================================
There are some techniques and spells that can be used to temporarily change your
stats in battle. It's useful to remember the factors that determine the effect
of these, and also to know that the stats will return to normal after you've
been rendered inactive.
When you get a stat change in battle, a red symbol will be shown for stat
up and a blue symbol for stat down. There are some techniques and spells that
don't show any of these symbols, though.
Specifics for Temporary Stat Changes:
* Stat ups are more effective the higher the character's stats are (stat mods
from equipment do not count).
* Stat downs are more effective the higher the attacker's DEX is vs the
target's AGI.
* Stacking stat changes makes them more effective.
* There's both a lower and an upper limit for stat changes, although the limit
for stat ups is higher in comparison. Stat downs can never reach 0 or lower,
and stat ups can never reach 100 or higher.
* If you get both stat up and down effects at the same time, the effects are
evened out.
* Stats return to normal little by little at the end of each turn.
* The stats return to normal when you've been rendered inactive or when the
battle ends.
Also, Feste d'Arme (exclusive technique for the Minstrel's Minstrel Sword) and
the monster attack Imperium are different to the others, which is explained
below.
Specifics for Feste d'Arme and Imperium:
* While the user of the technique isn't inactive, all stats (including stat mods
from equipment) of target are increased by 20%.
* While the user of the technique is inactive, all stats (including stat mods
from equipment) of targets are lowered by 50%.
* The stats won't return to normal even when the turns progress or when the
target is rendered inactive.
03. Skills [RS270]
================================================================================
a. Quick Summary [RS271]
================================================================================
Q: What are the advantages of learning skills?
A:
* Lower BP cost for techniques and spells.
* Increased proficiency uses.
* Unlocking new classes.
b. The Skill System [RS272]
================================================================================
Basically any character can learn and use any techniques, spells, and
proficiencies. But if you raise the associated skills, the effect of the
actions you use will be better and it has a lot of various benefits, as can
be seen in the chart further down.
Also, all the skills have levels ranging from 1~5. Basically, the more you
raise your skill levels, the more effective the associated techs/spells and
proficiencies get, which makes the game a little easier.
Skill List:
-----------------------------------------------------------------------------
--> Battle Class --> Magic Class --> Map Class
Foil Pyrology Search
Short Sword Hydrology Gathering
Long Sword Aerology Strategy
Great Sword Terrology Survival
Scimitar Illusions Covert
Hand Axe Demonology Trading
Club Cosmology
2-handed Sword Sorcery
Katana Bewitchery
2-handed Axe Necromancy
Staff
Pole Arm
Lance
Bow
Martial Arts
Skill Effects:
----------------------------------------
--> Battle Class Skills (Except Shield)
* Makes it easier to glimmer techniques.
* Makes it easier to trigger Surges, Reverses, and Surge Reverses.
* Increases the Deflect and Counter rate.
* Lowers BP cost.
* Lowers DP/LP cost (*1)
* Makes it easier to form combos.
* Increases the combo rate.
* Gains access to new classes.
--> Shield Skill
* Makes it easier to evade enemy attacks with shields.
* Gains access to new classes.
--> Magic Class Skills
* Lowers BP cost.
* Lowers DP/LP cost (Skill level does not make any difference. See section
RS113 for details).
* Makes it easier to form combos.
* Increases the combo rate.
* Gains access to new classes.
--> Map Class Skills
* Increases the uses for proficiencies.
* Increases the effectiveness of proficiencies.
* Gains access to new classes.
*1......Does not change due to skill level.
c. How to Acquire New Skills [RS273]
================================================================================
You acquire skills by buying (training) them with jewels from mentors (hooded
men in towns). However, at first you can only buy skills in fixed sets. It's
first when any of your skills reach Lv3 when you can start to level up each
skill individually.
Also, when you're training in skills, you can go to any mentor in the world
where that skill is available to train; you don't have to keep visiting the same
town over and over.
d. Jewel Costs [RS274]
================================================================================
<under construction>
04. Classes [RS275]
================================================================================
a. Quick Summary [RS276]
================================================================================
b. The Class System [RS277]
================================================================================
<under construction>
c. Basic Classes and Advanced Classes [RS278]
================================================================================
<under construction>
d. Starting and Additional Skill Charts [RS279]
================================================================================
Classes Starting Skills
--------------------------------------------------------------------------------
Fl SS LS GS Sc Hx Cb 2S Kt 2X St PA Lc Bw MA Sh
(None)
Pirate O O
Imperial Marine O O O
Imperial Knight O O O
Imperial Scholar
Ranger O
Hunter O O O
Herbalist
Valhallan Warrior O O
Castle Knight O O O O O
Wizard O
Rosalian Officer O O O O
Rosalian Lancer O O O
Rosalian Mage O O
Frontier Guard O O O
Geckling Knight O O O
Thief O
Estamirian Rebel O O O
Kjar Sentinel O O
Martial Artist O O O O O O
Blacksmith O
Pioneer O O
Ascetic O O
Red Mage
Swordsman O O O
Entertainer O O
Trader
Craftsman O
Assassin O
Draconite O O O
Warrior O O O O O O
Templar O O O
Master O O O O O
Shaman O O O O
Cleric O O O
Rogue O O O O
Sorcerer O
Bard O O O
Fortuneteller O
Classes Starting Skills
--------------------------------------------------------------------------------
Py Hy Ae Te Il De Co So Be Ne
(None)
Pirate O
Imperial Marine O
Imperial Knight O
Imperial Scholar O O O O
Ranger O
Hunter O
Herbalist O
Valhallan Warrior
Castle Knight
Wizard O O O O
Rosalian Officer O
Rosalian Lancer O
Rosalian Mage O O O
Frontier Guard
Geckling Knight
Thief
Estamirian Rebel O
Kjar Sentinel O O
Martial Artist
Blacksmith O
Pioneer
Ascetic O
Red Mage O O O O O
Swordsman
Entertainer
Trader
Craftsman O
Assassin O
Draconite O O O
Warrior
Templar O O
Master O
Shaman O O O
Cleric O
Rogue
Sorcerer O O O O O O
Bard O O
Fortuneteller O O O O
Classes Initial Stat Revisions
--------------------------------------------------------------------------------
MxHP MxBP STR VIT DEX AGI INT WIL COM CHA
(None) +-0 +-0 +-0 +-0 +-0 +-0 +-0 +-0 +-0 +-0
Pirate +20 +-0 -2 -2 +1 +-0 -2 -5 -4 -2
Imperial Marine +10 +1 -1 -1 -2 -3 -4 -3 -4 -3
Imperial Knight +15 +1 -1 -2 -2 -3 -4 -4 -3 -3
Imperial Scholar +-0 +2 -4 -4 -4 -5 +-0 +-0 -1 -2
Ranger +-0 +1 -2 -4 -1 -1 -1 -2 -1 -1
Hunter +10 +2 -3 -3 -2 -1 -6 -3 -1 -3
Herbalist +5 +1 -3 -1 -1 -3 -2 -2 +-0 -2
Valhallan Warrior +30 +-0 -1 +1 -3 -4 -2 -5 -2 -2
Castle Knight +20 +1 -1 -2 -4 -4 -4 -2 -3 -3
Wizard +-0 +3 -4 -5 -4 -4 +1 -1 -2 -2
Rosalian Officer +20 +-0 -1 -1 -3 -5 -3 -2 -3 -4
Rosalian Lancer +10 +1 -2 -2 -2 -2 -4 -2 -3 -4
Rosalian Mage +-0 +2 -3 -5 -3 -4 +-0 -1 -2 -2
Frontier Guard +15 +2 -2 -2 -3 -2 -4 -1 -1 -2
Geckling Knight +20 +1 +-0 -1 -3 -3 -4 -4 +1 -3
Thief +5 +2 -4 -4 +3 +-0 -2 -4 -4 +-0
Estamirian Rebel +5 +1 -3 -4 -2 +1 -2 -5 -5 +-0
Kjar Sentinel +-0 +4 -3 -3 -4 -2 -3 -1 -3 -3
Martial Artist +-0 +3 -2 -3 -6 -2 -4 -2 -3 -3
Blacksmith +15 +-0 -1 +1 -2 -3 -2 -1 -3 -4
Pioneer +20 +-0 -3 -1 -3 -2 -2 -2 -1 -2
Ascetic +5 +1 -3 -1 -3 -2 -2 +1 -1 -3
Red Mage +-0 +4 -3 -3 -3 -2 +1 -1 -8 -3
Swordsman +10 +1 +-0 -2 -2 -2 -3 -1 -3 -2
Entertainer +15 +1 -3 -1 -3 -1 -3 -4 -1 +-0
Trader +10 +1 -2 -2 -3 -3 -2 -2 +-0 -1
Craftsman +-0 +1 -3 -2 +2 -3 -2 -2 -1 -2
Assassin +-0 +3 -4 -4 +-0 +-0 -1 -3 -6 -3
Draconite +-0 +-0 -3 -3 -3 -3 -2 -3 -3 -2
Warrior -10 -6 +-0 -2 -2 -3 -3 -3 -3 -2
Templar -10 -6 -1 -1 -3 -3 -3 -2 -3 -2
Master -10 -6 -2 -2 -3 -1 -3 -2 -2 -3
Shaman -10 -6 -2 -2 -2 -3 -1 -3 -3 -2
Cleric -10 -6 -3 -3 -3 -3 -3 +-0 +-0 -3
Rogue -10 -6 -3 -3 +2 -2 -3 -3 -3 -3
Sorcerer -10 -6 -3 -3 -3 -3 +1 -2 -2 -3
Bard -10 -6 -3 -3 -3 -2 -3 -3 -1 +-0
Fortuneteller -10 -6 -3 -3 -3 +-0 -2 -2 -3 -2
Classes Starting Proficiencies
--------------------------------------------------------------------------------
(None) Find Chests
Pirate Find Chests
Imperial Marine Find Chests, Vigilance
Imperial Knight Find Chests
Imperial Scholar Find Chests, Trade
Ranger Find Chests
Hunter Find Chests
Herbalist Find Chests, Harvest, Vigilance
Valhallan Warrior Find Chests, Vigilance
Castle Knight Find Chests
Wizard Find Chests
Rosalian Officer Find Chests
Rosalian Lancer Find Chests
Rosalian Mage Find Chests
Frontier Guard Find Chests
Geckling Knight Find Chests
Thief Find Chests, Pick Locks
Estamirian Rebel Find Chests
Kjar Sentinel Find Chests, Lurk
Martial Artist Find Chests
Blacksmith Find Chests, Mine
Pioneer Find Chests, Mine
Ascetic Find Chests
Red Mage Find Chests
Swordsman Find Chests
Entertainer Find Chests, Lurk
Trader Find Chests, Pick Locks, Vigilance, Trade
Craftsman Find Chests, Pick Locks
Assassin Find Chests, Lurk, Trade
Draconite Find Chests
Warrior Find Chests, Vigilance
Templar Find Chests, Vigilance
Master Find Chests, Lurk
Shaman Find Chests
Cleric Find Chests, Harvest
Rogue Find Chests, Pick Locks, Lurk, Trade
Sorcerer Find Chests
Bard Find Chests, Trade
Fortuneteller Find Chests, Harvest
Classes IA Map Skills Default Map Skills
--------------------------------------------------------------------------------
(None) - -
Pirate Search, Covert -
Imperial Marine Gathering, Survival, Covert Survival
Imperial Knight Search, Strategy -
Imperial Scholar - Trading
Ranger - Search
Hunter Survival, Covert Search
Herbalist - Gathering, Survival
Valhallan Warrior Covert, Trading Survival
Castle Knight Strategy, Trading -
Wizard - -
Rosalian Officer - -
Rosalian Lancer Gathering Search
Rosalian Mage - -
Frontier Guard Search -
Geckling Knight - -
Thief Search Search, Strategy
Estamirian Rebel Survival Search
Kjar Sentinel - Covert
Martial Artist Survival -
Blacksmith - Gathering
Pioneer Covert Gathering
Ascetic - -
Red Mage - -
Swordsman Search, Trading -
Entertainer - Covert
Trader - Strategy, Survival, Trading
Craftsman Gathering Strategy
Assassin Gathering Covert, Trading
Draconite Strategy, Trading -
Warrior Strategy, Covert, Trading Survival
Templar Trading Search, Survival
Master Survival Covert
Shaman Survival, Covert -
Cleric - Gathering
Rogue Search, Gathering, Survival Strategy, Covert, Trading
Sorcerer - -
Bard Search Search, Trading
Fortuneteller - Search, Gathering
e. Class List [RS280]
================================================================================
Ascetic [Basic]
---------------
Required Skills: Staff L1, Martial Arts L1, Terrology L1
Class Benefits: Makes you more resistant to physical status ailments according
to the chart below.
Where to Get: Northpoint, Uso, Weston, Jelton, Godongo
Class Level/Status Ailment Resistance Relation:
L1: 0.92x
L2: 0.84x
L3: 0.76x
L4: 0.68x
L5: 0.6x
Assassin [Advanced]
-------------------
Required Skills: Short Sword L2, Illusions L2, Sorcery L2, Covert L2, Trading L2
Class Benefits: Increases the chance of ambushing the enemy in every battle
according to the chart below.
Where to Get: Ettinham (train only), South Estamir (change only)
Class Level/Ambush Chance Relation:
L1: -
L2: 20%
L3: 30%
L4: 40%
L5: 50%
Bard [Legendary]
----------------
Required Skills: Foil L3, Long Sword L3, Bow L3, Demonology L3, Cosmology L3,
Search L3, Trading L3
Class Benefits: Reduces the DP/LP Stage of techniques and spells by 2. Class
level does not make any difference.
Where to Get: Ettinham (change only), Melvir (change only)
Blacksmith [Basic]
------------------
Required Skills: Club L1, Pyrology L1, Gathering L1
Class Benefits: Makes you more resistant to Willpower status ailments according
to the chart below.
Where to Get: Bruelle, Eugenstadt, Jelton
Class Level/Status Ailment Resistance Relation:
L1: 0.92x
L2: 0.84x
L3: 0.76x
L4: 0.68x
L5: 0.6x
Castle Knight [Advanced]
------------------------
Required Skills: Long Sword L2, Great Sword L2, 2-H Sword L2, Pole Arm L2,
Shield L2
Class Benefits: Increases the chance to deflect attacks when your other party
members are being attacked.
Where to Get: Mirsaburg, Eugenstadt
Class Level/Deflect Rate Increase Relation:
L1: -
L2: 1.2x
L3: 1.3x
L4: 1.4x
L5: 1.5x
Cleric [Legendary]
------------------
Required Skills: Club L3, Staff L3, Martial Arts L3, Hydrology L3, Terrology L3,
Cosmology L3, Gathering L3
Class Benefits: Reduces the DP/LP Stage of techniques and spells by 2. Class
level does not make any difference.
Where to Get: Ettinham (change only), Crystal City (change only)
Craftsman [Basic]
-----------------
Required Skills: Short Sword L1, Cosmology L1, Strategy L1
Class Benefits: Decreases the EP/LP consumption by 1 when using techniques and
spells with a probability of 98~99.9%. The higher your class level and the cost
of the technique/spell, the higher the probability of decreased consumption.
Where to Get: Taralian Camp, Crystal City, North Estamir, Melvir, Loban,
Mirsaburg, Eugenstadt, Weiserheim, Tarmitta, Godongo
Draconite [Advanced]
--------------------
Required Skills: Great Sword L2, 2-H Sword L2, Katana L2, Pyrology L2,
Illusions L2, Bewitchery L2
Class Benefits: Changes the normal effects of the weapon and martial arts modes.
Specifically, it changes the basic damage rate of weapons, martial arts and
magic-channeling weapons. Also, it changes the deflect and counter rates and
your speed in battle depending on your class level and mode.
Where to Get: Ettinham (train only), Pirate Coast (change only)
Attack Mode
---------------
Cannot deflect or counter in this mode.
Speed is halved.
Defense Mode
------------------
Deflect and counter rates receive same bonus as other classes (4x).
Speed is halved.
Trick Mode
-------------
Cannot deflect or counter in this mode.
Speed increases as your class level goes up.
All modes (damage amount multiplier values)
------------
L1: -
L2: +0.2 (*)
L3/L4: +0.25 (*)
L5: +0.3 (*)
*= If you're using ATK mode, the normal effect (+0.3) is added. Also, if the
mode of your weapon and the technique you're using are not the same, the final
damage amount is 0.7x (for other classes in the same circumstance it would be
0.9x).
Entertainer [Basic]
-------------------
Required Skills: Long Sword L1, Martial Arts L1, Covert L1
Class Benefits: Decreases the chance for the enemies to execute combos according
to the chart below.
Where to Get: Taralian Camp, Yeoville, Bruelle, Gato's Village, South Estamir,
Tarmitta, Weston, Pirate Coast
Class Level/Combo Chance Decrease Relation:
L1: 0.5x
L2: 0.4x
L3: 0.3x
L4: 0.2x
L5: 0.1x
Estamirian Rebel [Advanced]
---------------------------
Required Skills: Scimitar L2, Katana L2, Martial Arts L2, Illusions L2,
Search L2
Class Benefits: Makes it easier to inflict status ailments on the enemy.
Specifically, it brings the enemy's status resistance down as shown in the
chart below.
Where to Get: North Estamir, South Estamir
Class Level/Enemy Status Resistance Relation:
L1: -
L2: 0.85x
L3: 0.8x
L4: 0.75x
L5: 0.7x
Fortuneteller [Legendary]
-------------------------
Required Skills: Club L3, Hydrology L3, Aerology L3, Illusions L3,
Bewitchery L3, Search L3, Gathering L3
Class Benefits: Reduces the DP/LP Stage of techniques and spells by 2. Class
level does not make any difference.
Where to Get: Ettinham (change only), Tarmitta (change only)
Frontier Guard [Basic]
----------------------
Required Skills: Foil L1, Long Sword L1, Shield L1
Class Benefits: Helps protecting you from being ambushed ('the enemy strikes
first') when you get attacked from behind (does not protect against Melee
though).
Where to Get: Crystal City, Altours, Yeoville, North Estamir
Class Level/Protection Relation:
L1: 20%
L2: 40%
L3: 60%
L4: 80%
L5: 100%
Geckling Knight [Basic]
-----------------------
Required Skills: 2-H Axe L1, Lance L1, Martial Arts L1
Class Benefits: Makes it easier to counter attacks.
Where to Get: Godongo
Class Level/Counter Rate Relation:
L1: 1.1x
L2: 1.2x
L3: 1.3x
L4: 1.4x
L5: 1.5x
Herbalist [Basic]
-----------------
Required Skills: Terrology L2, Gathering L2, Survival L2
Class Benefits: Depending on your class level and the color of the herb you
find, a Herbalist can recognize the name of a herb. It also makes it easier to
find herbs when using the 'Find Herbs' proficiency. The color of the herbs you
can find depends on your class level.
Where to Get: Northpoint, Uso, Taralian Camp, Weiserheim, Tarmitta
Class Level/Herb Color Relation:
L1: Green
L2: Green, Blue
L3: Green, Blue, Yellow
L4/L5: Green, Blue, Yellow, Red
Hunter [Advanced]
-----------------
Required Skills: Scimitar L2, Hand Axe L2, Bow L2, Terrology L2, Search L2
Class Benefits: Lowers the chance of missing when using Aerial type attacks.
Higher class level = lower chance of missing.
Where to Get: Northpoint, Uso, Taralian Camp, Gato's Village
Class Level/Decreased Miss Chance Relation:
L1: -
L2: 0.8x
L3: 0.7x
L4: 0.6x
L5: 0.5x
Imperial Knight [Advanced]
--------------------------
Required Skills: Foil L2, Great Sword L2, 2-H Axe L2, Shield L2, Cosmology L2
Class Benefits: Increases the chance to combo with the previous attacker and
increases the combo rate. Higher class level = better chance to combo.
Where to Get: Melvir, Loban, Bruelle
Imperial Marine [Advanced]
--------------------------
Required Skills: Short Sword L2, Scimitar L2, Hand Axe L2, Aerology L2,
Survival L2
Class Benefits: Increases the chance to combo with the next attacker. Higher
class level = better chance to combo.
Where to Get: Melvir, Bruelle
Imperial Scholar [Advanced]
---------------------------
Required Skills: Hydrology L2, Aerology L2, Illusions L2, Cosmology L2,
Trading L2
Class Benefits: Can combine 2 spells to make a more powerful spell. Class level
does not make any difference.
Where to Get: Melvir, Loban
Kjar Sentinel [Advanced]
------------------------
Required Skills: Lance L2, Bow L2, Hydrology L2, Demonology L2, Covert L2
Makes Aerial type techniques more effective. Specifically, it increases the
corresponding stat related to Aerial techniques so that the attacks become more
effective at dealing damage and also increases the chance of inflicting status
ailments upon the enemy.
Where to Get: South Estamir, Tarmitta
Class Level/Stat Increase Relation:
L1: -
L2: 1.1x
L3: 1.15x
L4: 1.2x
L5: 1.25x
Martial Artist [Advanced]
-------------------------
Required Skills: Scimitar L2, Katana L2, Staff L2, Pole Arm L2, Bow L2,
Martial Arts L2
Class Benefits: Increases the chance of triggering Surge, Reverse and
Surge/Reverse. Basically, it gives you an increased skill level when using
techniques, thus increasing the chance of triggering them (this will not work
if you don't have the skill for the weapon you're using).
Where to Get: Weston, Jelton, Pirate Coast
Class Level/Skill Level Increase Relation:
L1: -
L2/L3: +1
L4/L5: +2
Master [Legendary]
------------------
Required Skills: Scimitar L3, Club L3, Katana L3, Pole Arm L3, Martial Arts L3,
Bewitchery L3, Covert L3
Class Benefits: Reduces the DP/LP Stage of techniques and spells by 2. Class
level does not make any difference.
Where to Get: Ettinham (change only), Jelton (change only)
Pioneer [Basic]
---------------
Required Skills: Hand Axe L1, Club L1, Gathering L1
Class benefits: Quickens the recovery from Willpower status ailments. Basically,
when the normal calculation that determines whether or not the amount of turns
to recover from a Willpower status ailment will be halved fails, an extra chance
to halv the turn count is given due to this class.
Where to Get: Northpoint, Uso, Gato's Village, Weston, Godongo
Class Level/Recovery Relation:
L1: 20%
L2: 40%
L3: 60%
L4: 80%
L5: 100%
Pirate [Basic]
--------------
Required Skills: Foil L1, Hand Axe L1, Hydrology L1
Class Benefits: Makes the character act faster in battle. Basically, it gives
the character better speed which is what determines the turn order in battle.
Higher class level = better speed in battle.
Where to Get: Northpoint, Jelton, Pirate Coast, Godongo
Ranger [Basic]
--------------
Required Skills: Bow L1, Terrology L1, Search L1
Class Benefits: Decreases the BP consumption when using techniques and spells
according to this formula: BP consumption lowered by
[0 ~ (class level + BP cost) / 4 (round down)]. The exact value between the two
numbers is randomly chosen.
Where to Get: Melvir, Loban, Tarmitta
Red Mage [Advanced]
-------------------
Required Skills: Pyrology L2, Aerology L2, Demonology L2, Sorcery L2,
Necromancy L2
Class Benefits: Makes Sorcery and Necromancy spells more effective. Basically,
it increases the corresponding stats when using Sorcery and Necromancy making
the spells more effective at dealing damage and also increases the chance of
inflicting status ailments on your enemy.
Where to Get: Ettinham (train only), Weiserheim (change only)
Class Level/Stat Increase Relation:
L1: -
L2: 1.2x
L3: 1.3x
L4: 1.4x
L5: 1.5x
Notes: Red Mages are the only ones who can use Sorcery and Necromancy. Since you
don't get any opportunities to increase your class level, it won't have any
substantial effect.
Rogue [Legendary]
-----------------
Required Skills: Foil L3, Short Sword L3, Scimitar L3, Bow L3, Strategy L3,
Covert L3, Trading L3
Class Benefits: Reduces the DP/LP Stage of techniques and spells by 2. Class
level does not make any difference.
Where to Get: Ettinham (change only), South Estamir (change only)
Rosalian Lancer [Advanced]
--------------------------
Required Skills: Short Sword L2, Pole Arm L2, Bow L2, Bewitchery L2, Search L2
Class Benefits: Makes you act faster in battle when using weapons and martial
arts in TRK mode. Basically, your speed that determines the turn order in
battle is increased which makes you act faster. Higher class level = better
speed in battle.
Where to Get: Crystal City, Altours, Yeoville
Rosalian Mage [Advanced]
------------------------
Required Skills: Club L2, Staff L2, Hydrology L2, Demonology L2, Bewitchery L2
Class Benefits: Can combine 3 spells to make a more powerful spell. Class level
does not make any difference.
Where to Get: Crystal City, Altours, North Estamir
Rosalian Officer [Advanced]
---------------------------
Required Skills: Long Sword L2, Club L2, Lance L2, Shield L2, Bewitchery L2
Class Benefits: Increases your defense when being attacked according to the
chart below.
Where to Get: Crystal City, Yeoville, North Estamir
Class Level/Defense Increase Relation [If your weapon and your enemy has
DEF mode only]:
L1: - (*)
L2: 1.8x
L3: 1.9x
L4: 2x
L5: 2.1x
* = The value here is the same bonus as you get from other classes in
DEF mode (1.6x).
Class Level/Defense Increase Relation [All other circumstances than shown above]
L1: -
L2: 1.2x
L3: 1.3x
L4: 1.4x
L5: 1.5x
Shaman [Legendary]
------------------
Required Skills: Long Sword L3, Scimitar L3, Hand Axe L3, Shield L3,
Pyrology L3, Aerology L3, Demonology L3
Class Benefits: Reduces the DP/LP Stage of techniques and spells by 2. Class
level does not make any difference.
Where to Get: Ettinham (change only), Yeoville (change only)
Sorcerer [Legendary]
--------------------
Required Skills: Staff L3, Pyrology L3, Hydrology L3, Aerology L3,
Terrology L3, Illusions L3, Demonology L3
Class Benefits: Reduces the DP/LP Stage of techniques and spells by 2. Class
level does not make any difference.
Where to Get: Ettinham (change only), Weiserheim (change only)
Swordsman [Basic]
-----------------
Required Skills: Foil L1, Long Sword L1, 2-H Sword L1
Class Benefits: Makes attacks of all modes more effective. Basically, it
increases the basic damage rate from weapons, martial arts and magic-channeling
weapons according to the chart below.
Where to Get: Uso, Crystal City, Altours, North Estamir, Loban, Bruelle,
Gato's Village, Mirsaburg, Eugenstadt, Pirate Coast
Class Level/Basic Damage Rate Increase Relation:
L1: +0.1
L2: +0.15
L3: +0.2
L4: +0.25
L5: +0.3
Templar [Legendary]
-------------------
Required Skills: Long Sword L3, 2-H Sword L3, Lance L3, Cosmology L3,
Bewitchery L3, Search L3, Survival L3
Class Benefits: Reduces the DP/LP Stage of techniques and spells by 2. Class
level does not make any difference.
Where to Get: Ettinham (change only), North Estamir (change only)
Thief [Basic]
------
Required Skills: Foil L1, Search L1, Strategy L1
Class Benefits: Increases the effect range of 'Find Chest' and 'Find Treasure'.
Higher class level = wider range.
Where to Get: South Estamir, Jelton, Pirate Coast
Trader [Basic]
--------------
Required Skills: Strategy L1, Survival L1, Trading L1
Class Benefits: Makes it possible to trade with more monsters. Basically, it
increases the amount of monsters in the area/dungeon you're in that you can
trade with according to the chart below.
Where to Get: Northpoint, Uso, Crystal City, Altours, Yeoville, Melvir,
Mirsaburg, Eugenstadt, Weiserheim, South Estamir, Weston, Godongo
Class Level/Trade Monster Increase:
L1: 10%
L2: 15%
L3: 20%
L4: 25%
L5: 30%
Note: As a comparison, for characters not in this class, the distribution of the
monsters you can trade with is 5% in every dungeon.
Valhallan Warrior [Basic]
-------------------------
Required Skills: Hand Axe L1, 2-H Sword L1, Survival L1
Class Benefits: Quickens the recovery from physical status ailments. Basically,
when the normal calculation that determines whether or not the amount of turns
to recover from a physical status ailment will be halved fails, an extra chance
to halv the turn count is given due to this class.
Where to Get: Gato's Village
Class Level/Status Ailment Recovery Relation:
L1: 20%
L2: 40%
L3: 60%
L4: 80%
L5: 100%
Warrior [Legendary]
-------------------
Required Skills: Great Sword L3, Hand Axe L3, 2-H Sword L3, 2-H Axe L3,
Lance L3, Shield L3, Survival L3
Class Benefits: Reduces the DP/LP Stage of techniques and spells by 2. Class
level does not make any difference.
Where to Get: Ettinham (change only), Mirsaburg (change only)
Wizard [Advanced]
-----------------
Required Skills: Staff L2, Pyrology L2, Aerology L2, Demonology L2, Cosmology L2
Class Benefits: Makes you cast spells more effectively. Specifically, it
increases the stat that affects the spell you're casting so that the spell
becomes more effective at dealing damage and also gives a better chance of
inflicting status ailments upon the enemy.
Where to Get: Mirsaburg, Weiserheim
Class Level/Stat Increase Relation:
L1: -
L2: 1.06x
L3: 1.09x
L4: 1.12x
L5: 1.15x
05. Summoning [RS281]
================================================================================
a. Quick Summary [RS282]
================================================================================
<under construction>
b. The Summoning System [RS283]
================================================================================
<under construction>
Things that don't work on awakened characters:
* HP Recovery
* Increased weapon power
* BP Recovery
* Flame of Life
* Revive
* Starlight
* Simulacrum
c. Summon Character List [RS284]
================================================================================
* How to Summon: The technique, spell, or item required to summon the character.
* Stats: The stats of the summoned character. BP cost equals that of the
character that summoned the character.
* Defense Power: Summoned characters have a defense power for every attribute,
ranging from A~E, where A is the highest, and E the lowest.
* Available Attacks: Displays the attacks available to the summon character.
Full explanation below:
- Attack: The name of the attack.
- BP: Basic BP cost value. Can be lowered by summoning character's associated
skill level.
- LP: Basic LP cost value. Attacks that might not consume LP have this value
indicated in peranthesis. Can be slightly lowered by summoning character's
class level.
- Probability (Prob): Probability of using the attack. Only noted for summon
characters for which this decision is taking place.
* Notes: Summoned character's special characteristics.
---> Dinosaur How to Summon: Dinosaur Egg (item)
Stats DEF Stats
{============================} {================}
Max HP 555 STR 36 Slash E
VIT 48 Blunt D
DEX 38 Projectile E
Max LP 1 AGI 30 Fire E
INT 16 Cold E
WIL 12 Electricity E
Max BP 20 COM 32 Energy E
CHA 8 S. Ailments E
Available Attacks
{====================================}
[Attacks ] [BP] [LP]
Scoop Throw 0 0
Trample 10 0
Tail Swipe (A) 0 0
Defend 0 0
Notes
{==============================================================================}
-
---> Snowman How to Summon: Simulacrum (Aerology fusion spell)
Stats DEF Stats
{============================} {================}
Max HP 777 STR 41 Slash C
VIT 41 Blunt C
DEX 41 Projectile D
Max LP 1 AGI 41 Fire D
INT 41 Cold A
WIL 41 Electricity D
Max BP 25 COM 41 Energy D
CHA 41 S. Ailments E
Notes
{==============================================================================}
* Has immunity against Aerology spells.
* Snowman has his own stats and DEF stats, but he will still have the summoning
character's equipped weapons and attacks. The following things are different
to the summoning character's characteristics, though:
A: It's possible to glimmer attacks, but they will not be brought over to the
summoning character.
B: The effects of the fusion spell from the summoning character will not be
received (returning to the base spell, the arrange effect disappears).
C: The summoned character's techniques, spells, and items cannot be used.
D: Using weapons consumes DP, but it will not affect the summoning
character's weapons.
---> Fire Elemental How to Summon: Summon Elemental (Pyrology)
Stats DEF Stats
{============================} {================}
Max HP 333 STR 26 Slash B
VIT 26 Blunt B
DEX 26 Projectile B
Max LP 1 AGI 26 Fire A
INT 26 Cold D
WIL 26 Electricity D
Max BP 20 COM 26 Energy D
CHA 26 S. Ailments E
Available Attacks
{====================================}
[Attacks ] [BP] [LP]
Hellfire 5 0
Flame of Life 5 (1)
Self-immolation 9 1
Bird of Fire 12 2
Revive 11 (1)
Defend 0 0
Notes
{==============================================================================}
* Has immunity against Pyrology, all status ailments, Instant Death, and Life
Attacks effects.
---> Water Elemental How to Summon: Summon Elemental (Hydrology)
Stats DEF Stats
{============================} {================}
Max HP 333 STR 26 Slash B
VIT 26 Blunt B
DEX 26 Projectile B
Max LP 1 AGI 26 Fire D
INT 26 Cold D
WIL 26 Electricity D
Max BP 20 COM 26 Energy D
CHA 26 S. Ailments E
Available Attacks
{====================================}
[Attacks ] [BP] [LP]
Healing Water 5 0
Water Blast 8 (1)
Holy Water 8 (1)
Fold Time 13 2
Freeze Time 14 1
Defend 0 0
Notes
{==============================================================================}
* Has immunity against Hydrology, all status ailments, Instant Death, and Life
Attack effects.
---> Pyrix How to Summon: Flicker of Flame (Weapon-specific
technique for Axe of Kings).
Stats DEF Stats
{============================} {================}
Max HP 999 STR 56 Slash D
VIT 41 Blunt D
DEX 41 Projectile A
Max LP 1 AGI 46 Fire A
INT 46 Cold D
WIL 36 Electricity D
Max BP 30 COM 41 Energy D
CHA 46 S. Ailments D
Available Attacks
{============================================}
[Attacks ] [BP] [LP] [Prob]
Fracturing Blast 11 0 100%
Pyro Blast 7 0 100%
Flame Whip 0 0 100%
Infernal Chariot 9 (1) 100%
Hellfire 5 0 100%
Flame of Life 5 (1) 85%
Self-immolation 9 1 70%
Bird of Fire 12 2 55%
Revive 11 1 40%
Defend 0 0 100%
Notes
{==============================================================================}
* Has immunity against Hydrology, all status ailments, Instant Death, and Life
Attack effects.
---> Strom How to Summon: Flow of Water (Weapon-specific
technique for Serpentbrand).
Stats DEF Stats
{============================} {================}
Max HP 999 STR 46 Slash E
VIT 51 Blunt C
DEX 41 Projectile E
Max LP 1 AGI 41 Fire D
INT 46 Cold B
WIL 51 Electricity D
Max BP 30 COM 51 Energy D
CHA 46 S. Ailments E
Available Attacks
{============================================}
[Attacks ] [BP] [LP] [Prob]
Solid Formation 4 0 100%
Aqua Smash 0 0 100%
Watery Descent 8 (1) 100%
Liquid Cannon 3 0 100%
Tidal Smash 6 0 100%
Healing Water 5 0 100%
Water Blast 8 (1) 85%
Holy Water 8 (1) 70%
Fold Time 13 2 55%
Freeze Time 14 1 40%
Defend 0 0 100%
Notes
{==============================================================================}
* Has mmunity against Hydrology and the Poison effect.
---> Wind Elemental How to Summon: Summon Elemental (Aerology)
Stats DEF Stats
{============================} {================}
Max HP 333 STR 26 Slash B
VIT 26 Blunt B
DEX 26 Projectile B
Max LP 1 AGI 26 Fire C
INT 26 Cold C
WIL 26 Electricity D
Max BP 20 COM 26 Energy C
CHA 26 S. Ailments E
Available Attacks
{====================================}
[Attacks ] [BP] [LP]
Blades of Wind 5 0
Strengthen Pull 6 (1)
Blood Curdle 8 1
Missile Shield 9 (1)
Snowstorm 13 2
Defend 0 0
Notes
{==============================================================================}
* Has immunity against Aerology, Terrology, all status ailments, Instant Death,
and Life Attack effects.
---> Earth Elemental How to Summon: Summon Elemental (Terrology)
Stats DEF Stats
{============================} {================}
Max HP 333 STR 26 Slash A
VIT 26 Blunt A
DEX 26 Projectile A
Max LP 1 AGI 26 Fire C
INT 26 Cold C
WIL 26 Electricity C
Max BP 20 COM 26 Energy C
CHA 26 S. Ailments E
Available Attacks
{====================================}
[Attacks ] [BP] [LP]
Pulverize 5 0
Camouflage 5 0
Earthen Grasp 7 (1)
Tremor 9 1
Aegis 13 2
Defend 0 0
Notes
{==============================================================================}
* Has immunity against Terrology, all status ailments, Instant Death, and Life
Attack effects.
---> Avi How to Summon: Gust of Wind (Weapon-specific
technique for Feather Spear).
Stats DEF Stats
{============================} {================}
Max HP 999 STR 41 Slash E
VIT 41 Blunt D
DEX 46 Projectile E
Max LP 1 AGI 51 Fire D
INT 41 Cold D
WIL 41 Electricity E
Max BP 30 COM 46 Energy D
CHA 46 S. Ailments E
Available Attacks
{============================================}
[Attacks ] [BP] [LP] [Prob]
Beak 1 0 100%
Liver Peck 4 0 100%
Petrifying Beak 9 (1) 100%
Wing Flap 0 0 100%
Shriek 4 0 100%
Sonic Wave 7 0 100%
Force of Nature 16 (1) 100%
Blades of Wind 5 0 100%
Strengthen Pull 6 (1) 85%
Blood Curdle 8 1 70%
Missile Guard 9 (1) 55%
Snowstorm 13 2 40%
Defend 0 0 100%
Notes
{==============================================================================}
* Has immunity against Aerology and Terrology.
---> Adyllis How to Summon: Warmth of Earth (Weapon-specific
technique for Serpent Staff).
Stats DEF Stats
{============================} {================}
Max HP 999 STR 51 Slash D
VIT 56 Blunt D
DEX 36 Projectile D
Max LP 1 AGI 36 Fire C
INT 41 Cold C
WIL 56 Electricity B
Max BP 30 COM 51 Energy D
CHA 46 S. Ailments E
Available Attacks
{============================================}
[Attacks ] [BP] [LP] [Prob]
Bite 0 0 100%
Trinity Breath 9 0 100%
Sonic Blade 6 0 100%
Pulverize 5 0 100%
Camouflage 5 0 85%
Earthen Grasp 7 (1) 70%
Tremor 9 1 55%
Aegis 13 2 40%
Defend 0 0 100%
Notes
{==============================================================================}
* Has immunity against Aerology and the Poison effect.
================================================================================
VIII. Battle Side #2: Technique & Spell [RS285]
================================================================================
01. Techniques [RS286]
================================================================================
a. Quick Summary [RS287]
================================================================================
Q: What things are affected by the different technique categories?
A:
* What techniques that are available depending on the weapon type.
* The BP/DP cost for using techniques.
* The speed which determines the turn order in battle.
* The amount of damage given to the enemy.
* Whether or not it's possible to counter an enemy attack.
b. How to Use Techniques [RS288]
================================================================================
Since what techniques you can use depends on the weapon type you equip, you
might want to look at the points outlined below. Also, from the beginning you
won't have many techniques to use, so you'll want to glimmer some new ones to
give you some more to choose from. Remember that you won't be able to use the
techniques that require more BP than you currently have, though.
Things to Remember When Using Techniques:
* The techniques available are different for each weapon type (if you're using
martial arts, you don't need a weapon). One and the same technique can be
used with 2~8 weapon types.
* Each technique has its own BP cost. You can't use the technique until you
have the required amount of BP.
* Using techniques does not only consume BP, but also the weapon's DP. Martial
arts and special weapons however, consume LP instead.
How to Get More Technique Categories to Choose from:
* Glimmer new techniques in battle (see 'Glimmering' section for more info).
* Use weapon specific techniques by equipping certain weapons.
Note: For every weapon type, there's only 1 category of techniques (basic
technique) available.
c. Technique Types [RS289]
================================================================================
Techniques are divided into different types, such as 'Movement' or 'Aerial'.
See the details below for specifics about each techniques type. Monster attacks
also have different types, so it's good to remember which ones that have a snare
effect and which ones you can counter. In addition, in order to execute
vortexes (see section RS366 for more info), you need to use certain types of
techniques.
Technique Type Specifics:
--> Movement
A technique that goes near the opponent and attacks him. Can be turned into a
powerful attack when you trigger a Surge (see the Surges, Reverses and
Surge/Reverses section for more info). A character becomes unable to use this
type when inflicted by Snare (see the 'Status Ailment' section for more info).
--> Aerial
A technique that fires a projectile towards your opponent such as throwing an
axe or shooting an arrow. Damage from this attack type can be nullified with the
Missile Shield spell.
--> Contact
A technique that makes contact with your opponent. Can be countered by martial
arts or the Self-immolation and Black Ice spells.
d. Technique Speed Rating [RS290]
================================================================================
Among the factors that determine the turn order in battle, the technique
speed rating has a pretty big impact. The 3 categories are Quick, Normal, and
Slow. Using techniques with the Quick rating often sees you act before your
enemy.
On the other hand, using techniques with the Slow rating is somewhat of a risk,
as it often allows the enemy to act before you do. The Slow techniques are often
very powerful ones, though, so if you think you can afford to take some hits
before pulling off your own move, it can still be a good option.
'Quick' Techniques:
- Shimmering Slash
- Sonic Slash
- Arm of Light
- Good Timing
- Throw
- Puncture
- Instant Shot
- Maiming Volley
- Disrupt Air
'Slow' Techniques:
- Still Blade
- Aim
- Divine Lancer
- Aimed Shot
- Phoenix Arrow
- Suplex
- Raksha
- Hunter's Fury
- Victor's Blade
02. Spells [RS291]
================================================================================
a. Quick Summary [RS292]
================================================================================
Q: What are the important things to keep in mind when learning spells?
A:
* You can only learn spells at a spell shop.
* When you buy a certain spell type, that character won't be able to use spells
of the opposite element.
* Even though you can remember and use spells of an opposing element again, the
spells of the opposing element of the spells you re-learned then become
unavailable instead.
b. Basic Knowledge [RS293]
================================================================================
Spells require BP to use, although you don't have to equip a weapon to use them.
Be aware, though, that spells consume LP, but you can lower the LP cost by being
in certain classes and raising the corresponding skill level. You acquire more
spells by buying them from spell shops, although when you buy spells of a
certain element, spells of the opposing element become unavailable to that
character (see further down for details).
Things to Remember When Using Spells:
* Every spell requires a certain amount of BP to use.
* Using spells also consumes LP.
* When using spells of a certain element, you can't use spells of the opposing
element.
Spell Shop Specifics:
* The spell types you can acquire is different for each spell shop.
* In certain spell shops, you can pay for recalling spells of an opposing
element.
* While there's a price for each spell that is the same in every town, the price
for spells being sold in temples is 1.2x that basic price.
* When buying spells from temples, your affinity with the corresponding god
increases according to the total amount of money you spent.
c. Opposing Elements [RS294]
================================================================================
When you learn spells of one element, you then lose access to all spells of the
opposing element. You can however 'recall' an element to gain access to it
again, but you then lose access to the opposong element of the spells you
recalled instead. Also, the more spells you have previously learned of an
element, the more expensive it is for recalling that element.
Opposing Elements:
Pyrology <-> Hydrology
Aerology <-> Terrology
Illusions <-> Demonology
Cosmology <-> Sorcery
Bewitchery <-> Necromancy
Prices for Recalling Elements:
# Price
------------
1 100G
2 400G
3 900G
4 1600G
5 2500G
6 3600G
# = number of spells you need to recall.
d. Spell Animation Change from Associated Stats [RS295]
================================================================================
When you raise the assoiated stats of the spells listed below to 30, the
animation of the spells will change, and the damage and HP recovery will
increase by 10%. If you raise the stats to 60, the damage and HP recovery will
increase a further 5%.
Spells
- Hellfire - Energy Bolt - Black Cloud
- Flame of Life - Weapon Blessing - Way of Defense
- Healing water - Armor Blessing - Way of Spirit
- Water Blast - Enhance Spells - Way of Strength
- Blades of Wind - Sunray - Wave of Life
- Strengthen Pull - Moonbeam - Way of Focus
- Pulverize - Shadow Bolt
* The effect of the Flame of Life and Strengthen Pull spells is not affected
when their associated stats are raised.
* The animation of Weapon Blessing, Armor Blessing, and Enhance Spells is
affected by the INT stat, but the effect of those spells is affected by the
COM stat.
03. Cost [RS296]
================================================================================
a. Quick Summary [RS297]
================================================================================
Q: How can I reduce BP consumption?
A:
* Raise the applicable skill level.
* Have your character in the Ranger class.
Q: How can I reduce DP/LP consumption?
A:
* Have your character in a class with the associated skill, and raise the skill
level.
* Have your character in the Craftsman class.
b. Determining BP Cost [RS298]
================================================================================
Every technique and spell has its own BP cost. Every time you raise the
applicable skill level (Foil Skill if you're using Foil etc), the cost of the
techniques associated with that skill will be lowered by 1. By doing this, it's
even possible to bring the BP cost down to 0.
BP Cost Formula:
(Basic Technique/Spell Cost) - (Associated Skill Level)
* The Ranger class lowers the BP cost randomly.
c. Determining DP/LP Cost [RS299]
================================================================================
The DP/LP cost when using spells is determined using a parameter called 'DP/LP
Level', which is explained below. It's important to remember the different ways
of lowering the cost. Normally the DP/LP cost is displayed in red color on the
screen where you choose techniques/spells. If the color is yellow however, it
means there's a chance there won't be any cost at all (refer to the bottom chart
for percentages).
Process of Determining DP/LP Cost:
1. DP/LP Stage change due to the weapon's DP modifier (down if +, up if -)
* The DP/LP Stage increases by 2 when channeling spells through weapons.
* (?)
2. DP/LP Stage lowering factors listed below are taken into account (you can
lower the DP/LP Stage by a maximum of 10). Also, the DP/LP Stage is not
lowered by 1 when you don't have any of the listed factors.
Factor Reduction Amount
----------------------------------------------------
Associated skill level | 2 |
of Lv1 or higher | |
----------------------------------------------------
| Lv1 | 0 |
Class skill (reduction | Lv2 | 2 |
amount varies depending | Lv3 | 4 |
on class level) | Lv4 | 6 |
| Lv5 | 8 |
----------------------------------------------------
Weapon crown (if you have | |
acquired 20 or more | |
types of techniques, | 2 |
besides basic techniques). | |
Applies to techniques only. | |
----------------------------------------------------
Magic crown (if you have | |
acquired 10 or more types | 2 |
of spells). Applies to | |
spells only. | |
----------------------------------------------------
Legendary classes (Warrior, | |
Templar, Master, Sorcerer, | 2 |
Cleric, Rogue, Shaman, | |
Fortuneteller, Bard) | |
----------------------------------------------------
Finally, the DP/LP cost is determined using the chart below.
Tech/Spell Cost Chart:
LPS/
DPS Cost MA Cost
22 24 6
21 22 6
20 20 6
19 18 6
18 16 6
17 14 6
16 12 6
15 10 5
14 8 5
13 7 4
12 6 4
11 5 3
10 4 3
09 4 2
08 3 2
07 3 1
06 2 1
05 2 1
04 1 1
03 1 50%: 1
02 50%: 1 0
01 25%: 1 0
0 0 0
Note: Craftsman class decreases cost by 1 randomly.
04. Effect Area [RS300]
================================================================================
a. Quick Summary [RS301]
================================================================================
Q: What kinds of effect areas are there?
A:
* Things that only target a single ally/enemy.
* Things that target a whole party.
* Things that target an ally/enemy plus some surrounding allies/enemies.
b. Effect Area Types [RS302]
================================================================================
The different effect area types for ally and monster attacks are listed below.
Enemies have many mass attacks that they use. 'Tail throw' projectiles are often
of the 'circle' type, Fire-based attacks are often of the 'cone' type, and dash
attacks are mostly part of the 'belt' category. Note that you can sometimes
manage to target all enemies with these 3 types depending on the positioning
of the monsters and your character.
--> Single Target
Targets only one ally/enemy. Many techniques and spells are of this type.
--> All Party Members
Targets all members of a party.
--> Circle
Targets an ally/enemy in the center, and also hits the two surrounding allies/
enemies.
--> Cone
Hits the targets within the cone shape widening out from the user to the
targets.
--> Belt
Hits the targets within the rectangle stretching out from the user to the
targets.
Special Cases:
--> Spells that Target All Enemies and Allies
When using spells such as Fold Time and Veil of Fog, [Target: All Allies and
Enemies] is displayed in the bottom right corner of the screen. That means that
all participants in the battle will be affected by that spell. Also, the effect
will not disappear from a character that has been rendered inactive.
--> Effect Area for Monster Attacks
Some monster attacks can target all characters on a specific row, such as all
the party members on the front row. However, if there are no targets on the
front row, the attack targets only one character on the middle row. If there's
no target on either the front or middle row, the attack will target only one
character on the back row.
c. Effect Area/Row Relation [RS303]
================================================================================
The targets of a mass attack depend on the positions of the characters/enemies
of the opposing party (the targets of cone and belt type attacks also depend on
the position of the user.) In general, the closer the party members of the
opposing party are bunched up, the more of them can be targeted at once by a
mass attack. Therefore, it's a good idea to space out your characters as much as
possible on the different rows, so that the enemies' mass attacks can't target
so many characters at once.
A recommended positioning of your characters is more or less a jigsaw pattern
across the 3 rows like this:
XXOXX
OXXXO
XOXOX
O = character
X = empty space
05. Accuracy and Evasion [RS304]
================================================================================
a. Quick Summary [RS305]
================================================================================
Q: How can I make myself harder to hit for the enemies?
A:
* Increase your Agility (AGI).
* Increase your shield skill level, equip a shield with a high evasion rate.
* Raise a magical shield.
* Use a weapon that can deflect attacks.
* Equip items that make you immune to certain attributes.
b. Miss Factors [RS306]
================================================================================
When using a technique, it can sometimes miss its target, which will cause the
[Miss] message to show up on the screen (spells always hit their targets
though). It can be good to remember the various miss factors (outlined below),
such as the stats and the technique's accuracy. Also, if you're using a heavy
weapon or have the Darkness effect, it's still possible to hit often if the
technique's accuracy is high. You're likely to miss very often if your DEX
stat is low as well as the technique's accuracy.
Hit/Miss Factors:
* The difference between your DEX and your opponent's AGI. The higher your DEX
vs the opponent's AGI, the better the accuracy.
* The technique's accuracy. The higher accuracy, the better chance to hit. There
are also techniques that always hit.
* Your STR and the weight of your weapon. If your STR is not 4 times the weight
of the weapon you're attacking with, you're going to miss more often.
* Darkness effect. If you have this effect, you will miss twice as many times
as normal.
* Your class. If you have the Hunter class and use Aerial type techniques,
your attacks will miss less often. (L1: -, L2: 0.8x, L3: 0.7x, L4: 0.6x,
L5: 0.5x).
c. Evading and Nullifying Attacks [RS307]
================================================================================
Even if an attack is destined to hit its target, there are still ways to evade
or nullify it, which is explained below. Bear in mind, though, that the monsters
can also use shields, magical shields and nullifying effects to defend against
incoming attacks.
Also, among the different things with which you can protect yourself from
attacks, nullifying an attack with certainty is only possible by equipping items
with nullifing effects or by raising a magical barrier. Evasion of attacks from
the other ways apart from those two is somewhat random and is affected by a
range of factors (see further down for details).
--> Shield
Stop an attack with an equipped shield. Some monsters can also use this method.
--> Magical Shield
Automatically stop enemy attacks with magical shields by casting certain
spells.
--> Deflect
Deflect attacks with your equipped weapon. Depending on your weapon type, you
also protect your other party members this way.
--> Counter
Evade an attack and counter it at the same time, giving the supposed damage of
the enemy attack and additional effects back to the enemy.
--> Immunity
Nullify an attack completely by equipping a special item.
--> Magical Barrier
Cast certain spells to raise a magical barrier to nullify damage from incoming
attacks.
d. Evasion Factors [RS308]
================================================================================
Deflecting or evasion with the shield successfully is dependent on the various
factors listed below. Deflecting and shield evasion are two different ways of
protecting yourself, and they each have their own range of factors that affect
them.
It's also important to note that the ways of evading monster attacks is
different for each specific monster attack. So one monster attack may not be
deflected but may be blocked by a shield for example. The chance of evading a
monster attack with certain methods can also vary between different monster
attacks. A [^] for the Deflect category of a monster attack means that the
chance of deflecting the attack is harder than deflecting an attack that has a
[O] in the same category.
--> Shield Factors
* While the equipped shield comes up automatically and blocks an attack, it only
works during a turn when you're using a one-hand weapon (Foil and Club etc).
* The evasion rate for various attack types is different for each shield type.
* A higher shield skill level increases your chances of blocking with the shield
(being in a class that has the shield skill as part of its skill set is not
required).
* Whether or not an attack can be blocked with the shield or not is different
for each monster attack.
--> Deflect Factors:
* Can only be triggered during a turn when certain weapons are used (specified
below).
* Can trigger when you're being attacked and are using either of these weapons
in the turn: Foil, Short Sword, Scimitar, Club, Staff or Obsidian Sword.
* Can trigger when you or your other party members are being attacked and if you
are using either of these weapons in a turn: Long Sword, Great Sword,
2H-Sword, Pole Arm and Lance.
* A higher skill level corresponding with the weapon you're using increases the
chance.
* A higher DEX increases the chance to trigger it when you're being attacked
(AGI and COM stats when your other party members are being attacked).
* Having DEF mode on your weapon increases the chance by 4x.
* Using a DEF mode technique increases the chance a little that turn.
* Having the Castle Knight class increases the chance of triggering it when your
other party members are being attacked (L1: -, L2: 1.2, L3: 1.3, L4: 1.4,
L5: 1.5)
--> Counter Factors:
* Can trigger during a turn when you're using Martial Arts.
* Can only trigger when you're attacked by a single enemy type attack that makes
contact.
* A higher Martial Arts skill level increases the chance.
* If you have defense style for Martial Arts, the chance increases by 4x.
* If you use a DEF mode Martial Art technique, the chance increases a little
that turn.
* Having the Geckling Knight class increases the chance a little (L1: 1.1x,
L2: 1.2x, L3: 1.3x, L4: 1.4x, L5: 1.5x).
--> Magical Shield Factors:
* What actions you've taken.
* Can be used at the same time as a normal shield.
* Each magical shield works against different attack types and have different
evasion rates.
* Your shield skill level does not affect magical shields.
e. Magical Shields [RS309]
================================================================================
As long as the character isn't inactive, gets hit by a spell that breaks the
magical shield or overwrites it with another one, the magical shields last for
10 turns. There are some exeptions to this, though, which are listed below.
Furthermore, when the Self-immolation shield is broken by an attack, the attack
hits the attacker instead. When this happens, the stats of the defending
character determines the damage amount given to the attacker.
* Self-immolation: Breaks when you're hit by a single enemy type attack that
makes contact.
* Revive: Breaks when the effect triggers.
* Starlight: Breaks when you deal damage with Starbeam or Cosmic Tide.
For magical shields such as Self-immolation (Pyrology) and Aegis (Terrology),
each one has their own block rate and work against different attack types. Every
magical shield has its advantages, but observe that you can only use 1 type on
one and the same character. When you cast a new magical shield on a character,
the previous one will disappear. Also, remember that the Fire spell Revive is
also a type of magical shield, so be careful that you don't overwrite it with
another magical shield.
f. Magical Barriers [RS310]
================================================================================
The different types of magical barriers are listed below. While the effect of
these expire at the end of the turn, it's possible to have a magical shield at
the same time if the effect is not gone by then.
* Missile Shield (Aerology): 0 damage from Aerial type attacks.
* Andromeda (Fusion Cosmology): Nullifies damage and recovery.
* Spirit Barrier (Fusion Bewitchery): Halves damage and recovery.
g. Immunity [RS311]
================================================================================
Considering attack have different attributes to them, such as magic elements,
Sonic Waves, and Gazes, it's possible to nullify attacks of certain attributes
by equipping special items that have immunity to them. It's also possible to
nullify attacks other than spells as long as the charactersitics are the same.
For example, Water Cannon and Tidal Wave have the Hydrology characteristic, so
Blue Elf etc can be used to nullify them.
Items with Immunity:
Attribute Item
-----------------------------------------------------
Pyrology | Aquamarine (Helm) |
-----------------------------------------------------
Hydrology | Blue Elf (Chest Piece) |
| Raincloud Armlet (Gloves) |
| Ruby (Ring) |
| Equipment forge with Stonefish Scales |
-----------------------------------------------------
Aerology | Topaz (Necklace) |
-----------------------------------------------------
Terrology | Opal (Helm) |
| Greaves of Titus (Leg Pieces) |
-----------------------------------------------------
Illusions | Emerald (Helm) |
-----------------------------------------------------
Demonology | Amethyst (Necklace) |
-----------------------------------------------------
Cosmology | Black Diamond (Ring) |
| Equipment forged with Dark Crystal |
-----------------------------------------------------
Sorcery | Diamond (Ring) |
-----------------------------------------------------
Bewitchery | Obsidian Sword (Special Sword) |
| Equipment forged with Grim Crystal |
-----------------------------------------------------
Necromancy | Moonstone (Gloves) |
-----------------------------------------------------
Sonic Waves | Harmonic Bracer (Gloves) |
| Equipment forged with Ghost Silver |
-----------------------------------------------------
Gazes | Mirror Shield (Shield) |
| Evil Eye Talisman (Ring) |
-----------------------------------------------------
06. Attributes [RS312]
================================================================================
a. Quick Summary [RS313]
================================================================================
Q: What do attributes affect?
A:
* The amount of damage sustained from an attack.
* Whether or not a shield will be able to evade an attack.
b. Damage Changes from Attributes [RS314]
================================================================================
Most attacks that your allies or the enemies use have attributes. The damage
taken from attacks can vary depending on the defending character's defense stats
associated with the attack's attribute. The higher associated defense stats for
the defending character, the lower the damage taken becomes. For reference, the
8 types that attacks are divided into are: Slash, Blunt, Pierce, Fire, Cold,
Electricity, Energy and Status Ailments.
Different monster species generally have different strengths and weaknesses when
it comes to attributes. For example, the 'Unknown' monsters have good defense
against Blunt type attacks, while the 'Undead' are strong against Pierce type
attacks. Knowing what type of attacks to use against which enemies is key to
winning battles.
Moreover, apart from the defense stats, there's also a parameter called 'ailment
resistance' that affects the chance of being inflicted by status ailments (see
'Status Ailment' section for more details).
c. Attributes and Evasion [RS315]
================================================================================
The attributes of every attack affects whether or not they can be blocked by
shields. In turn, what attributes can be blocked is different for each shield.
Apart from attacks with Slash and Blunt attributes, only special shields are
able to block attacks with other attributes (see the data list further down
for more details). For details on the attributes of every technique, see section
RS319. For spell attributes, see section RS337.
d. Multi-attribute Attacks [RS316]
================================================================================
Some attacks have several attributes, such as [Slash+Blunt] or [Fire+Cold].
Since the damage amount taken when being hit by such an attack is determined
using the defending character/enemy's lowest applicable defense stat, using
multi-attribute attacks is often a benefit for the attacker (see below for a
good example of this).
On the other hand, it can be a benefit for the defending character/enemy if he
has a shield equipped that can block the attack. Because even if the equipped
shield only has 1 of the several attributes of the attack, the shield can still
block the attack.
Example: Damage Amount Difference Taken from Cyclops's Stone Throw Attack
(Blunt+Pierce):
Blunt Defense: 10
Pierce Defense: 10
Damage Sustained: 258HP
Being attacked by Stone Throw with the Blunt+Pierce attribute when both
associated defense stats are low, the damage taken is almost not lowered at all.
Blunt Defense: 52
Pierce Defense: 10
Damage Sustained: 252HP
Raising one of the associated stats won't help since the damage taken is
determined using the lowest applicable defense stat. In this case, the damage
remains very much the same.
Blunt Defense: 52
Pierce Defense: 52
Damage Sustained: 154HP
By raising both associated stats to an equal level, the damage sustained from
the Stone Throw attack is finally lowered.
e. Attribute Data List [RS317]
================================================================================
Attribute Equipment Type DEF MOD Shield
--------------------------------------------------------------------------------
| + Astral Coat Chest Piece 20 +40 |
| Bone Breastplate Chest Piece 13 +26 |
| Obsidian Sword Special Sword 0 +20 |
Slash | Steel Gauntlets Gloves 6 +1 | All
----------------------------------------------------
| - Skull Mantis Gloves 1 -10 |
| Silent Greaves Leg Pieces 1 -10 |
--------------------------------------------------------------------------------
| + Astral Coat Chest Piece 20 +40 |
| Bone Breastplate Chest Piece 13 +26 |
| Obsidian Sword Special Sword 0 +20 |
Blunt | Rigid Leather Chest Piece 24 +10 | All
---------------------------------------------------|
| - Skull Mantis Gloves 1 -10 |
| Silent Greaves Leg Pieces 1 -10 |
--------------------------------------------------------------------------------
| + Astral Coat Chest Piece 20 +40 | Great Shield
| Obsidian Sword Special Sword 0 +20 | Knight's Shield
| Dragon's Eye (Light) Ring 9 +18 | Tower Shield
Pierce | Wondrous Bangle Gloves 3 +10 | Hand of Marda
---------------------------------------------------- Templar's Sh.
| - Bone Breastplate Chest Piece 13 -12 | Earthenguard
| Chain Mail Chest Piece 29 -10 | etc
--------------------------------------------------------------------------------
| + Ignigarde Helm 3 +100 |
| Malystrix Lance 0 +50 |
| Firebeast Hide Chest Piece 9 +50 | Mirror Shield
Fire | Flameproof Gloves Gloves 1 +40 | Dragonscale Sh.
----------------------------------------------------
| - Hauberk of Death Chest Piece 42 -60 |
| Astral Coat Chest Piece 20 -20 |
--------------------------------------------------------------------------------
| + Peggy Heart Necklace 1 +60 |
| Dragonscale Coat Chest Piece 30 +40 |
| Leg Warmers Leg Pieces 2 +30 | Mirror Shield
Cold | Fur Vest Leg Pieces 7 +20 | Dragonscale Sh.
----------------------------------------------------
| - Astral Coat Chest Piece 20 -20 |
| Mystic Stone Mask Helm 13 -12 |
--------------------------------------------------------------------------------
| + Khellendros Pole Arm 0 +50 |
| Dragonscale Coat Chest Piece 30 +40 |
| Rubber Shoes Leg Pieces 3 +40 | Earthenguard
Electricity | Greaves of Titus Leg Pieces 10 +20 | Mirror Shield
---------------------------------------------------- Dragonscale Sh.
| - Peggy Heart Necklace 1 -60 |
| Strom's Ring Ring 1 -20 |
--------------------------------------------------------------------------------
| + Live Silk Chest Piece 18 +20 |
| Elemental Staff Staff 0 +10 |
| Amber Maleate Necklace 1 +10 |
Energy | Silver Ring Ring 1 +10 | Mirror Shield
----------------------------------------------------
| - Hauberk of Death Chest Piece 42 -60 |
| Corpse's Pendant Necklace 1 -26 |
--------------------------------------------------------------------------------
| + Shooting Star Katana 0 +30 |
| Live Silk Chest Piece 18 +20 |
Status | Fishhook Necklace 1 +20 |
Ailments | Wizard's Ring Ring 1 +20 | (None)
----------------------------------------------------
| - Sword of Death 2-H Sword 0 -100 |
| Corpse's Pendant Necklace 1 -26 |
--------------------------------------------------------------------------------
f. The Defense System [RS318]
================================================================================
--------------> Limits of Basic Stats and Stat Mods
--------------> Attribute Immunity
07. Status Ailments [RS319]
================================================================================
a. Quick Summary [RS320]
================================================================================
Q: How can I protect myself from status ailments?
A:
* Raise the stats associated with the status ailment.
* Equip items that give protection or immunity against certain status ailments.
* Have your character in the Blacksmith or Ascetic classes.
b. Inflicting Status Ailments [RS321]
================================================================================
Some attacks have additional effects such as Poison and Phobia which can be
inflicted on random on the target of the attacks. Whether or not a status
ailment will be inflicted or not is determined by stat values and defense
attributes as explained in the formula below.
On the other hand, you can also get inflicted by status ailments by using
certain items. Also, some weapons and armor have immunity against certain status
ailments, which nullifies the effect of the associated status ailments.
Status Ailment Inflict Rate Formula:
(Basic Inflict Rate + Attacker's Associated Stat - Defender's Associated Stat)
(*1) x (100 - Defender's Status Ailment Resistance) / 100 (%)
* Although the normal basic inflict rate is 50, the rate for Unconsciousness,
Petrification, and Stun is 40. Also, the inflict rate for the Feint technique
is 70, and 80 for the Blessing of Death benediction.
* The inflict rate increases when you execute combos (see 'Combos' section for
more info).
* See the status ailment data further down for detailed info on the associated
stats for each status ailment.
* The range of the final inflict rate is always 1~99 (if outside that, it's
adjusted).
* The stat down effect is determined the same way as the inflict rate.
*1......if 101 or more, it's changed to 100.
Differences Between Physical and Willpower Status Ailments:
Many status ailments are part of the Physical status ailments and the Willpower
status ailments, as can be seen in the complete list further down. As explained
in the chart below, depending on what category they belong to, there are
different ways of protecting yourself against them as well as speeding up the
the recovery when inflicted by them.
Related Factor Physical Ailments Willpower Ailments
--------------------------------------------------------------------------------
Class that lowers the inflict rate Ascetic Blacksmith
Immunity Items - Live Silk,
Dragon's Eye (Light)
Stats that speed up recovery VIT WIL
Class that speed up recovery Valhallan Warrior Pioneer
Spells that remove the ailment Way of Focus, Moonlight, Holy Water
Holy Water
c. Getting Rid of Status Ailments [RS322]
================================================================================
Almost all status ailments disappear after a certain amount of turns have
passed (details in the complete list further down). However, it is also possible
to get rid of them by using certain spells and items. Also, remember that when
you're rendered inactive or the batte ends, any status ailments you have as well
as temporarily changed stats and magical shields will disappear.
The Process of Determining the Duration of Status Ailments:
1. When inflicted by a status ailment, the amount of turns it will last is
determined.
* If inflicted by the same status ailment again, the duration is reset.
* See the full list of status ailments further down for details on the duration
for each one.
2. When the turn ends, there's a chance for the duration of the status ailment
to be halved according to this formula:
- Physical Status Ailments: Inflicted character's VIT stat (%)
- Willpower Status Ailments: Inflicted character's WIL stat (%)
* If the character is in the Valhallan Warrior or Pioneer class, an extra chance
to halv the duration is given according to the character's class level.
3. Every turn that passes lowers the duration by 1. If the duration is still not
over, step 2 is repeated. When the duration reaches 0, the status ailment
automatically disappears.
d. Status Ailment Data [RS323]
================================================================================
-----------------> Physical Status Ailments
[Poison]
Take damage at the end of the turn (*2).
--> Associated Stats
Attacker: DEX, Defender: VIT
--> Equipment that nullifies this ailment
Head: Silver Mask
Body: Hydraskin Vest
Ring: Alabaster Ring
--> Amount of turns until automatic recover
12
--> Recovering from this ailment
Hydrology: Holy Water (*3)
Bewitchery: Way of Focus
Items: Antidote (First-aid Kit), Yellow Herb, Tawny Herb, Golden Herb
[Darkness]
Makes it harder to hit your target with techniques (the normal miss rate
becomes 2x).
--> Associated Stats
Attacker: DEX, Defender: VIT
--> Equipment that nullifies this ailment
Head: Eule's Hat, Light Helm, Parade Helm etc
Body: Shimmering Sand Robe
--> Amount of turns until automatic recover
8
--> Recovering from this ailment
Hydrology: Holy Water (*3)
Bewitchery: Way of Focus
[Sleep]
Makes you unable to act. If you have this effect when the battle ends, you won't
gain any stat increase.
--> Associated Stats
Attacker: INT, Defender: VIT
--> Equipment that nullifies this ailment
Head: Mystic Stone Mask
--> Amount of turns until automatic recover
16
--> Recovering from this ailment
Taking HP damage from an enemy attack.
Hydrology: Holy Water (*3)
Illusions: Break Illusions
[Nightmare]
Same effect as you get from Sleep, except you always get inflicted by Confusion
after you recover (except when the turns have passed or when using Break
Illusions).
--> Associated Stats
Attacker: INT, Defender: VIT
--> Equipment that nullifies this ailment
Head: Mystic Stone Mask
--> Amount of turns until automatic recover
16
--> Recovering from this ailment
Taking HP damage from an enemy attack.
Hydrology: Holy Water (*3)
Illusions: Break Illusions
[Unconsciousness]
Makes you unable to act. If you have this effect when the battle ends, you won't
gain any stat increase.
--> Associated Stats
Attacker: DEX, Defender: VIT
--> Equipment that nullifies this ailment
Head: Lovely Headdress
Necklace: Talisman
--> Amount of turns until automatic recover
32
--> Recovering from this ailment
Taking HP damage from an enemy attack.
Hydrology: Holy Water (*3)
[Paralysis]
Makes you unable to act.
--> Associated Stats
Attacker: DEX, Defender: VIT
--> Equipment that nullifies this ailment
Head: Faeries Crown
Body: Black Robe, Scarlet Robe
--> Amount of turns until automatic recover
12
--> Recovering from this ailment
Hydrology: Holy Water (*3)
Item: Stimulant (First-aid Kit), Red Herb, Crimson Herb, Scarlet Herb
[Petrification]
Makes you unable to act (the character can act when iflicted by Confusion,
Charm, or Animate Dead, though). If you have this effect when the battle ends,
you won't gain any stat increase.
--> Associated Stats
Attacker: INT, Defender: VIT
--> Equipment that nullifies this ailment
Body: Black Stone Mail
Hands: Metis' Manifer
--> Amount of turns until automatic recover
60
--> Recovering from this ailment
Hydrology: Holy Water (*3)
-----------------> Willpower Status Ailments
[Phobia]
Cancels entered command with a 50% chance.
--> Associated Stats
Attacker: INT, Defender: WIL
--> Equipment that nullifies this ailment
Body: Live Silk
Ring: Dragon's Eye (Light)
--> Amount of turns until automatic recover
16
--> Recovering from this ailment
Hydrology: Holy Water (*3)
Cosmology: Moonlight
[Confusion]
Makes you unable to execute entered commands and makes the character attack your
allies.
--> Associated Stats
Attacker: INT, Defender: WIL
--> Equipment that nullifies this ailment
Body: Live Silk
Ring: Dragon's Eye (Light)
--> Amount of turns until automatic recover
12
--> Recovering from this ailment
Hydrology: Holy Water (*3)
Cosmology: Moonlight
[Berserk]
Makes you unable to enter spell commands and increases given damage from almost
all techniques.
--> Associated Stats
Attacker: WIL, Defender: WIL
--> Equipment that nullifies this ailment
Body: Live Silk
Ring: Dragon's Eye (Light)
--> Amount of turns until automatic recover
16
--> Recovering from this ailment
Hydrology: Holy Water (*3)
Cosmology: Moonlight
[Charm]
Makes you unable to enter commands and makes the character help the enemy
attack your own allies.
--> Associated Stats
Attacker: CHA, Defender: CHA
--> Equipment that nullifies this ailment
Body: Live Silk
Ring: Dragon's Eye (Light)
--> Amount of turns until automatic recover
12
--> Recovering from this ailment
Hydrology: Holy Water (*3)
Cosmology: Moonlight
-----------------> Status Ailments without Category
[Snare]
Makes you unable to execute Movement type attacks until the end of the turn.
--> Associated Stats
Attacker: INT, Defender: VIT
--> Equipment that nullifies this ailment
Legs: Chiral Clogs
Equipment tempered with Windshell.
--> Amount of turns until automatic recover
-
--> Recovering from this ailment
-
[Shock]
Makes you unable to use spells until the end of the turn.
--> Associated Stats
Attacker: INT, Defender: WIL
--> Equipment that nullifies this ailment
Equipment tempered with Meteoric Iron.
--> Amount of turns until automatic recover
-
--> Recovering from this ailment
-
[Stun]
Makes you unable to act until the end of the turn.
--> Associated Stats
Attacker: DEX, Defender: AGI
--> Equipment that nullifies this ailment
Legs: Kitten Socks
--> Amount of turns until automatic recover
-
--> Recovering from this ailment
-
[Curse]
Lowers all your stats (except stat bonuses from equipment) by 25% at the
beginning of the turn.
--> Associated Stats
Attacker: WIL, Defender: WIL
--> Equipment that nullifies this ailment
Head: Salty Bandana
Hands: Skull Mantis, Cyril's Bracers
--> Amount of turns until automatic recover
8
--> Recovering from this ailment
-
[Animate Dead]
Same effect as Charm, although the effect will not disappear until the character
is inactive or the battle ends.
--> Associated Stats
Attacker: -, Defender: -
--> Equipment that nullifies this ailment
-
--> Amount of turns until automatic recover
Unlimited time
--> Recovering from this ailment
-
[Inactive]
HP and BP becomes 0 and the character becomes unable to act. When being attacked
in this state, the character's LP will decrease. If you have this effect when
the battle ends, you won't gain any stat increase.
--> Associated Stats
Attacker: WIL (*4), Defender: INT (*4)
--> Equipment that nullifies this ailment
Head: Lovely Headdress
Necklace: Talisman
--> Amount of turns until automatic recover
Unlimited time
--> Recovering from this ailment
Recover HP
*2 = Damage amount is: [character's max HP / 6 - Character's VIT / 4] with 0~20
added randomly. Upper limit is 99 for your characters and 999 for monsters.
*3 = Has same effect as the Panacea, Miracle Drug, and Honey Syrup medicines, as
well as the Solace of Amut benediction.
*4 = Protects against Instant Death. If the character loses all HP by sustaining
damage from attacks, the character will still be rendered inactive.
08. Modes [RS324]
================================================================================
a. Quick Summary [RS325]
================================================================================
Q: What's the difference between weapon mode and technique mode?
A:
* The weapon mode determines the capabilities of the weapon.
* The mode of a technique just determines what strengthens the technique.
* While the technique mode is fixed, a weapon's mode can be changed.
b. Mode Types [RS326]
================================================================================
There are 4 different modes: Attack, Defense, Trick and Magic. The ability of
the character changes as shown below depending on his weapon's mode and the mode
of the technique he's using. Basically you will want to remember that an attack
is most effective when the weapon and technique modes match.
Also, if you're using martial arts, the abilities of the character is then
determined by his martial arts mode. Apart from the acquisation of the martial
arts modes, everything else is the same as weapon modes.
Mode Effects:
Mode Weapon (Martial Arts) Mode Effects (*1) Technique Mode Effects
--------------------------------------------------------------------------------
Attack * 1.3x attack damage given to opponent. (none)
* Makes it easier to glimmer ATK arts.
Defense * Increases Deflect and Counter rate by 4x. Increases Deflect and
* Increases defense against all Counter chance a little.
attributes by 1.6x.
* Makes it easier to glimmer DEF arts.
Trick * Increases your speed in battle. (none)
* Makes it easier to glimmer TRK arts.
Magic (none) (none)
--------------------------------------------------------------------------------
Notes: Because you use spells for magic mode, the abilities of the character
are not changed. *1 = If you use techniques that don't match your weapon's
mode, all effects will decrease 10% (except for the glimmering probability).
c. Monster Modes [RS327]
================================================================================
<under construction>
d. Mode Affinity [RS328]
================================================================================
Depending on what mode your weapon has and the mode of the enemy you face, it
can sometimes cause your bonus effect from your weapon mode to be negated.
Also, in some cases it can also cause Reverse and Surge-Reverse not to work.
On the other hand, if your weapon has the DEF mode, it will cause the enemy's
mode bonus to disappear (DEF mode is the only mode that will do that.)
ATK (player) vs DEF (enemy)
Your damage bonus is negated. Reverse and surge-reverse cannot trigger.
DEF vs TRK
Reverse and surge-reverse cannot trigger.
TRK vs ATK
Your speed bonus will be negated. Reverse and surge-reverse cannot trigger.
TRK vs DEF
The enemy's defense bonus will be negated.
ATK/TRK/Magic (enemy) vs DEF (player)
Your defense bonus will be negated. Your deflect rate will increase.
e. Changing Modes [RS329]
================================================================================
You can change weapon mode in a weapons shop and martial arts mode in a martial
arts shop. When you change martial arts style (equivalent to weapon mode), what
styles will be available is specific for each location, and you can choose
freely among the available ones. All the relevant data for the different martial
art styles and the martial arts shops is written in the chart further down.
Note that when you change to styles such as Dual Style, the attack power will
be reduced somewhat (details in the chart below).
Martial Arts/In-game descriptions
Attack Style: Specialize in attack martial arts. (Default)
Shield Style: Specialize in defensive martial arts.
Trick Style: Specialize in trick martial arts.
Dual Style: Specialize in dual attack/defensive martial arts.
Technical effectiveness will be reduced.
Assault Style: Specialize in dual attack/trick martial arts.
Technical effectiveness will be reduced.
Defense Style: Specialize in dual defensive/trick martial arts.
Technical effectiveness will be reduced slightly.
Multi Style: Specialize in triple attack/defense/trick style martial arts.
Technical effectiveness will be reduced accordingly.
N
Martial Arts Styles:
C E B
r s r W J
. t u e e
C a e s l
i m l t t
[ Modes ] t i l o o
Name ATK DEF TRK Attack POW Change Price y r e n n
--------------------------------------------------------------------------------
Attack Style O X X (no change) 40G O O O O O
Shield Style X O X (no change) 60G O O O O X
Trick Style X X O (no change) 100G O O O O O
--------------------------------------------------------------------------------
Dual Style O O X -5% 80G O O X X X
Assault Style O X O -5% 100G O O X X O
Defense Style X O O -5% 120G O O O X X
--------------------------------------------------------------------------------
Multi Style O O O -15% 140G O X X X X
--------------------------------------------------------------------------------
G
a
t P
o i
' E r
N s M u S a
Weapon Modes: i g t
C E B V r e E e
r s r i s n s J
. t L u l a s t e C
C a o e l b t a l o O
i m b l a u a m t a a
[ Modes ] t i a l g r d i o s p
Name ATK DEF TRK Attack POW Change y r n e e g t r n t u
--------------------------------------------------------------------------------
Attack Mode O X X (no change) O O O O O O O O O O O
Defense Mode X O X (no change) O O O O O O O X O X X
Trick Mode X X O (no change) O O O O X X X O O O O
--------------------------------------------------------------------------------
ATK/DEF Mode O O X -5% O O X O X O X X X X X
ATK/TRK Mode O X O -5% O O X O X X X O X X X
DEF/TRK Mode X O O -5% O O X O X X X X X X X
--------------------------------------------------------------------------------
Improve Versatility O O O -15% O X X O X X X X X X X
--------------------------------------------------------------------------------
09. Glimmering [RS330]
================================================================================
a. Quick Summary [RS331]
================================================================================
Q: What are the important things to keep in mind when glimmering techniques?
A:
* Have a high skill level corresponding with the weapon you use.
* Fight strong monsters.
* Change the mode of your weapon.
b. Factors for Glimmering Techniques [RS332]
================================================================================
When attacking with a weapon or martial arts, the traditional SaGa 'lightbulb'
sometimes appears above the head of the character. This is called glimmering,
and lets you know when you're learning a new tech. All the techs in the game are
learned this way. Whether or not you will glimmer a new tech is randomly
determined for every attack you execute. The factors that affect the chance of
glimmering a new tech are listed below. Among those, the monster rank is a
particularly important one. Without fighting strong monsters, it will be very
difficult to glimmer some strong techs.
Incidentally, it is theoretically possible to glimmer all techs by using only
basic techs. But as a general rule, you won't glimmer the techs outside the tech
trees very easily if you don't use the corresponding techs listed in the tech
tree list further down.
Regarding your chances of glimmering the best techs; even if you take the 5
factors above into consideration, the chance of glimmering Rank 5 techs is not
very high even under the best circumstances.
c. The Cost of Glimmered Techniques [RS333]
================================================================================
The techs you glimmer do also cost BP and DP/LP. But the cost for a glimmered
tech is not the normal cost of that tech itself. Instead it costs as much as the
tech you used to glimmer it with. With this in mind, you can actually glimmer
strong techs without it costing too much. On the other hand, there are also
cases where the glimmered tech will end up costing more than it normally would.
d. The Mode and Tech Tree Factors [RS334]
================================================================================
The chance of glimmering techs can vary depending on the mode of your weapon and
tech trees, so you'll want to experiment with that to find the best way to
glimmer new techs. Basically as you can see in the chart below, the best way to
increase the chance to glimmer a tech is to have the weapon you're using have
the same mode as the tech you want to glimmer. Also, to glimmer Rank 4/5 techs,
you will want to take a look at the tech tree list further down to give you a
better chance of glimmering them.
Attack Mode Defense Mode Trick Mode
Glimmered Tech Basic Tech R.Slash Basic Tech R.Slash Basic Tech R.Slash
Charging Slash 29.5% 29.0% 24.5% 23.5% 13.5% 15.0%
Upper Smash 0.5% 1.0% 0% 0% 0% 0%
Wheel Swing 0.0% 1.0% 2.0% 1.0% 1.5% 0.5%
Switch Back 5.5% 7.5% 6.0% 10.0% 15.5% 18.0%
Axle Spin 2.5% 3.5% 3.0% 6.0% 3.0% 7.5%
Notes: A two-handed sword was used in this test. For all data, all Rank 2~3
techs were acquired by a character with two-handed sword skill level 4. 200
attacks against Death was done in this test.
e. Recommended Battles to Glimmer Techniques from [RS335]
================================================================================
--> Vs Vampire (Related to Q38: Return of the Vampires)
Fighting the Vampire, it's Game Over if you get the Chalice before the battle,
and then lose the fight. You can glimmer rank 3~4 techniques relatively easily
in this battle.
--> Vs Pyrix (Related to Q43: Ice Sword)
You can only challenge Pyrix first efter you've gotten the request from him.
Like with Vampire, you can meet Pyrix at a really low Event Rank, so this is
another opportunity to easily glimmer some new techniques. Also, it's really
easy to lose LP in this battle, so it's a good idea to make a trip back to
Jelton every once in a while to stay at the inn.
--> Vs Death (Related to Q56: The Netherworld)
Since this is a really tough monster, it's very possible to glimmer some rank 5
techniques in this battle, if you have a high skill level. Death uses quite a
lot of LP attacks and instant death attacks, so you'll probably lose LP quite
frequently in this battle. The problem is that it takes a pretty long time to
negotiate your way back to an inn to rest up. If you've got access to some
Hydrology fusion spells, you can let your allies use Overdrive and Hasten Time,
increasing the number of actions for you.
--> Vs Monsters in the Goldmine (Related to Q18: The Mine Assaulted)
During this event only, there are a lot of monsters in the mine that are quite
strong compared with the supposed current Battle Rank. As long as you don't
defeat all the monsters in the mine, you can go back to a town and then come
back to the mine and find them resurrected again. Fighting monsters when the
Battle Rank is high will increase your chances of glimmering techniques (see
details in the next section below), so it is recommended that you enter and
exit the mine several times to take advantage of that. Also, What enemy type
that will appear is fixed for each location in the mine.
f. ULTIMANIA column ~Monsters With High Glimmer Rates~ [RS336]
================================================================================
In this test, we try to find out the comparative percentages of various strong
monsters. The results displayed in the chart below were all acquired in the
same circumstances (weapon mode: Attack) using Running Slash to glimmer
Charging Slash from various special monsters. Somehow there seems to be a
tendency of it being easier to glimmer techniques from opponents which you have
fewer opportunities to fight against. Regarding the top glimmer rate of
Ifrit (A); if the Battle Rank is high, you can encounter higher glimmer rates
than normal when fighting the monsters that appear in the trap in Kidnappers'
Cave.
g. Rank 4/5 Tech Tree List [RS337]
================================================================================
Technique with "*" in front of it = technique that will glimmer it more easily.
Acupunture (Rank 5)
Lance: *Divine Lancer, Drill Stab, Aim, Ten Side Around
Arm of Light (Rank 4)
Great Sword: Basic technique only
Katana: Aimed Thrust
Lance: Aimed Thrust, Double Stab, Drill Stab, Twin Dragon, Aim, Divine Lancer,
Throw, Split Cranium, Puncture
Aqua Luna (Rank 5)
Club: Cruncher, Bonecrusher, Bending Beat
Staff: Cruncher, Bonecrusher, Good Timing, Leaf Shaker, Bending Beat
Pole Arm: Cruncher, Bending Beat
Axle Spin (Rank 4)
Club: *Hyper Hammer, Gong Ringer, Switch Back, Spinning Strike, Cruncher,
Bending Beat
2H-Sword: Switch Back, Upper Smash, Running Slash, Dragon's Tail
2H-Axe: *Hyper Hammer, Maim, Switch Back, Upper Smash, Spinning Strike
Blitz (Rank 4)
Foil/Short Sword: *Sonic Slash, Impact Slash, Cutting Lunge
Staff: Cruncher, Running Slash, Leaf Shaker
Blood Rage (Rank 4)
Short Sword: *Artful Slash, Sonic Slash, Golden Note
Long Sword: *Artful Slash, Sonic Slash, Cross Cut
Scimitar: *Artful Slash
Pole Arm: Bending Beat
Charging Slash (Rank 4)
Great Sword: Switch Back, Running Slash, Dragon's Tail
Club: Gong Ringer, Switch Back, Cruncher, Axle Spin, Bending Beat
2H-Sword: Switch Back, Running Slash, Dragon's Tail, Axle Spin
Katana: Switch Back, Gust Blade, Running Slash, Dragon's Tail
Pole Arm: Switch Back, Cruncher, Charge, Bending Beat, Puncture
Deadly Spin (Rank 5)
Scimitar: Time Lapse, Rolling Slash, Maim
Hand Axe: Time Lapse, Rolling Slash, Maim, Switch Back
2H-Axe: Rolling Slash, Maim, Switch Back, Hyper Hammer, Axle Spin
Dimensional Break (Rank 4)
Hand Axe: Vertical Smash, Cut Timber
2H-Axe: Vertical Smash, Cut Timber, Hyper Hammer, Axle Spin
Discord (Rank 5)
Staff: Cruncher, Bending Beat
Pole Arm: Cruncher, Ten Side Around, Bending Beat, Split Cranium
Divine Lancer (Rank 4)
Pole Arm: *Puncture
Lance: *Puncture, Arm of Light, Drill Stab, Aim, Throw
Dopplegangers (Rank 5)
Long Sword: Time Lapse, Double Slash, Artful Slash, Cross Cut
Scimitar: Time Lapse, Double Slash, Maim, Artful Slash
Eulogy (Rank 5)
Foil: Golden Note
Short Sword: Golden Note, Knee Split
Flyby (Rank 4)
Hand Axe: Hawke Blade
Four Seasons (Rank 4)
2H-Axe: Vertical Smash, Upper Smash, Smash, Cross Break, Swing Down, V-Impact
Grand Slam (Rank 5)
Club: *Earth Dragon, Gong Ringer, Bonecrusher, Smash
2H-Axe: *Earth Dragon, Smash, Swing Down
Gust Blade (Rank 4)
Katana: Double Vertical, Running Slash, Dragon's Tail, Good Timing, Leaf Shaker
Insentience (Rank 4)
Pole Arm: Ten Side Around
Insight (Rank 5)
Foil/Long Sword: Sonic Slash
Scimitar: Basic technique only
Katana: *Good Timing, *Leaf Shaker, Gust Blade, Secret Three-step
Kaleidoscope (Rank 5)
Foil/Short Sword: Blitz, Roundabout, Sonic Slash, Artful Slash
Scimitar: Artful Slash, Jackal Blade, Spinning Strike
Leaf Shaker (Rank 4)
2H-Sword: Dragon's Tail, Secret Three-step, Good Timing
Katana: Artful Slash, Gust Blade, Dragon's Tail, Secret Three-step, Good Timing
Staff: Cruncher, Dragon's Tail, Good Timing
Lunar Blade (Rank 5)
Katana: *Gust Blade, *Secret Three-step
Mega Thrust (Rank 4)
Foil: Blitz, Triple Star, Paralyzing Thrust, Sonic Slash
Short Sword: Blitz, Triple Star, Sonic Slash
Long Sword: Sonic Slash
Lance: Aimed Thrust, Twin Dragon, Ten Side Around, Puncture
Night Crossing (Rank 4)
Hand Axe: Time Lapse, Wheel Strike
Nutcracker (Rank 5)
Hand Axe: Bonecrusher
Club: *Vertical Smash, Cruncher, Bonecrusher
Puncture (Rank 4)
Pole Arm: Double Stab, Charge, Grasshopper, Divine Lancer, Split Cranium
Lance: Aimed Thrust, Arm of Light, Double Stab, Drill Stab, Charge, Grasshopper,
Aim, Divine Lancer, Throw, Split Cranium
Resonance Edge (Rank 4)
Foil: Sonic Slash, Artful Slash
Short Sword/Long Sword: *Double Slash, Sonic Slash, Artful Slash
Great Sword: Smash, Swing Down
Reverse Delta (Rank 5)
Hand Axe: *Spinning Strike, Time Lapse, Wheel Strike, Night Crossing,
Bonecrusher
Rock Splitter (Rank 4)
Club: *Bonecrusher, Charging Slash, Knee Split, Gong Ringer, Crushing Hit,
Vertical Smash, Spinning Strike, Hyper Hammer
Screwdriver (Rank 5)
Foil: Spin Thrust
Secret Three-step (Rank 4)
2H-Sword: Leaf Shaker
Katana: *Artful Slash, Vertical Smash, Gust Blade, Arm of Light, Leaf Shaker
Shimmering Slash (Rank 4)
Foil: Blitz
Short Sword: Blitz, Knee Split
Long Sword: Knee Split
Southern Cross (Rank 5)
Foil: Triple Star
Spinning Strike (Rank 4)
Great Sword: *Swing Down, Upper Smash, Running Slash, Dragon's Tail
Scimitar: Knee Split, Time Lapse, Jackal Blade, Maim
Hand Axe: Time Lapse, Maim
Club: *Hyper Hammer, *Axle Spin, Knee Split, Crushing Hit
2H-Axe: *Swing Down, *Hyper Hammer, *Axle Spin, Maim, Crushing Hit, Upper Smash
Stardust (Rank 5)
Lance: Arm of Light, Aim, Divine Lancer, Throw, Puncture
Still Blade (Rank 5)
Long Sword: *Insight
Great Sword: Smash, Swing Down
Switch Back (Rank 4)
Long Sword: Cutting Lunge, Knee Split, Running Slash
Great Sword: Running Slash, Dragon's Tail, Swing Down
Hand Axe: *Cut Timber, Rolling Slash, Maim
Club: *Axle Spin, Knee Split, Cruncher, Hyper Hammer
2H-Sword: *Axle Spin, Running Slash, Dragon's Tail, Swing Down
Katana: Gust Blade, Running Slash, Dragon's Tail
2H-Axe: *Cut Timber, *Axle Spin, Rolling Slash, Maim, Swing Down, Hyper Hammer
Pole Arm: Cruncher, Hyper Hammer, Charge, Puncture
Time and Tide (Rank 5)
Staff: *Spin Thrust, *Leaf Shaker, Cruncher
Triple Star (Rank 4)
Foil/Short Sword: Artful Slash
Triumvirate (Rank 5)
Pole Arm: Switch Back, Twin Dragon, Bending Beat
Twin Dragon (Rank 4)
Pole Arm: Double Stab, Ten Side Around
Lance: Aimed Thrust, Arm of Light, Double Stab, Ten Side Around
Ultra Splitter (Rank 5)
Lance: *Mega Thrust, *Aimed Thrust, *Ten Side Around, Double Stab, Twin Dragon,
Puncture
Upper Smash (Rank 5)
Great Sword: Switch Back, Running Slash, Dragon's Tail, Spinning Strike, Smash
2H-Sword: Axle Spin, Switch Back, Running Slash, Dragon's Tail, Smash
2H-Axe: Axle Spin, Switch Back, Crushing Hit, Spinning Strike, Smash,
Hyper Hammer
V-Impact (Rank 5)
Great Sword: Vertical Smash, Upper Smash, Cross Cut, Cross Break, Swing Down
2H-Sword: Upper Smash, Cross Cut, Smash, Cross Break, Swing Down
2H-Axe: Upper Smash, Smash, Cross Break, Swing Down
Vandalize (Rank 5)
2H-Sword: *Smash, Upper Smash, Leaf Shaker, V-Impact
Vertical Smash (Rank 4)
Great Sword: Swing Down
Club: Bonecrusher
Katana: Bonecrusher, Secret Three-step, Leaf Shaker
Staff: Bonecrusher, Leaf Shaker
Wheel Swing (Rank 5)
Great Sword: *Charging Slash, Switch Back, Cross Cut, Running Slash,
Dragon's Tail, Good Timing
2H-Sword: *Charging Slash, *Leaf Shaker, Switch Back, Cross Cut, Running Slash,
Dragon's Tail, Good Timing
Katana: *Charging Slash, *Gust Blade, *Leaf Shaker, Switch Back, Cross Cut,
Running Slash, Dragon's Tail, Good Timing
Bow Techniques:
Instant Shot (Rank 4)
*Plasma Shot, Power Shot, Multi Shots, Aimed Shot, Maiming Volley,
Flying Squirrel
Millionaire (Rank 5)
Splash Shot, Triple Shot, Multi Shots, Maiming Volley, Flying Squirrel,
Rapid Volley, Rain of Arrows
Multi Shots (Rank 5)
*Instant Shot, Triple Shot, Rapid Volley
Phoenix Arrow (Rank 5)
Power Shot, Zapper, Aimed Shot, Flying Squirrel, Sidewinder, Sparrow Shot
Plasma Shot (Rank 4)
Power Shot, Splash Shot, Instant Shot, Zapper, Flying Squirrel
Shadow Shot (Rank 4)
Plasma Shot, Instant Shot, Multi Shots, Aimed Shot, Flying Squirrel,
Shadow Weave
Sparrow Shot (Rank 4)
Power Shot, Splash Shot, Plasma Shot, Aimed Shot, Flying Squirrel, Sidewinder,
Phoenix Arrow
Zapper (Rank 5)
*Flying Squirrel, Power Shot, Splash Shot, Plasma Shot, Aimed Shot
Martial Arts:
Jackhammer (Rank 4)
Suplex, Disrupt Air, Shimmer Strike, Square Throw
Nine Marks (Rank 5)
*One-Two-Three
Raksha (Rank 5)
Basic technique only
Shimmer Strike (Rank 4)
Rocket Spear, Suplex, Jackhammer
Silent Assassin (Rank 4)
Drunken Strike
Submission (Rank 4)
Suplex, Square Throw
Thunder Kick (Rank 4)
Flash Flood, Round Kick
Triangle Kick (Rank 4)
Thunder Kick, Flash Flood, Blast Magic
Triple Dragon
*Silent Assassin, Thunder Kick, Triangle Kick
h. Monster Glimmer Rates [RS338]
================================================================================
--> Regular Enemies
Monster Rate Location
-------------------------------------------------------------
Pureblood 30
Winged Lizard 30
Slime (Red) 30
Zombie Dragon 30
Elite Scout 31
Wight 31
Barbarian 32
Empuser 33
Purgatory Types 30~35 Purgatory
Lamia 34
Stingbug 34
Cockatrice 35
Ashura Vine 35
Runedread 36
Giant Worm 36
Revenant Swordsman 36
Cyclops 37
Turtle Dragon 37
Infernal Warrior 38
Rhino Crawler 39
Gelion 40
Petrified Fish 40
Peggy Striker 40
Slime (Purple) 40
Goblin Sage 41
Lizard Lord 41
Demon Lord 42
Spectre 42
Giant Tree 43
Frost Beast 43
Basilisk 44
Deepfish 44
Ogre Lord 45
Queen Clawbug 46
Stone Beast 46
Abyssal Marauder 46
Ifrit 48
--> Bosses
Monster Rate Location
-------------------------------------------------------------
Ghost Ship 30 Aquamarine Cave D
Sword Demon 30 Every town (part of Q5: "Voice of the Blade")
Soulgutter 30 Steppes of Galessa, Purgatory -666th Floor-
Silver Dragon 30 Captain Silver's Cave -B3-, Drachenvale
Red Dragon 30 Pagan Ruins -Theodore's Dungeon-
Gold Dragon 30 Aurefont Mine -B1-, Trials of Elore -Area 4-
Karkrinoras 32 Purgatory -111th Level-
Great Sky Dragon 33 Q13: "Raid on the Depository"
Snow Beast 33 Q13: "Raid on the Depository"
Vampire 35 Vampire's Den -Innermost Area-
Guardian 35 Underwater Temple -4F-
Castle Guardian 35 Auldburg
Abyss Lord 35 Shadow Palace
Strom 35 Water Dragon Temple -Innermost Room-
Slask 35 Water Dragon Temple -Innermost Room-
Adyllis 35 Great Pit -Innermost Area-
Kyllis 35 Great Pit -Innermost Area-
Avi 35 Mt. Scurve -Summit-
Gigavi 35 Mt. Scurve -Summit-
Pyrix 35 Mt. Tomae -Core-
Pyrocanis 35 Mt. Tomae -Core-
Frozen Corpse 35 Trials of Elore -Area 1-
Death 40 The Netherworld -Death's Room-
Saruin (1st Form) 40 Quietus -5F-
Saruin (2nd Form) 40 Quietus -5F-
Arastle 40 Trials of Elore -Area 4-
Ogre Champion 40 Trials of Elore -Area 1-
Grendel 40 Trials of Elore -Area 1-
Destroyer 40 Trials of Elore -Area 3-
Irminsul 40 Trials of Elore -Area 2-
Zaratan 40 Trials of Elore -Area 2-
Amul Amut 40 Trials of Elore -Area 3-
Juscony 40 Trials of Elore -Area 2-
Wyrmfounder 40 Trials of Elore -Area 4-
Ifrit 41 Weiserheim
Shirach 45 Shadow Palace -Area 4-
Jewel Beast* 45 Jewel Beast's Lair -Innermost Area-, Weston etc
Witch of Fortune 45 Purgatory -777th Floor-
* = Not applicable when Jewel Beast is asleep.
10. Surges, Reverses, and Surge/Reverses [RS339]
================================================================================
a. Quick Summary [RS340]
================================================================================
Q: How do I increase my chances of triggering Surges and Reverses?
A:
* Raise the applicable skill level.
* Raise your Martial Artist class level.
* Reduce your equipment weight (Surge only).
b. Surges [RS341]
================================================================================
When you trigger a Surge, the accuracy of the technique increases. If you will
trigger a Surge or not is decided randomly. The chance of triggering one in
battle is not very high, but when it does happen, it's very beneficial since
the damage given is increased and it's also easier to perform a combo. Even
techniques with low accuracy such as Impact Slash cannot be evaded by the enemy,
except with magical shields.
Surge Effect Differences Compared with the Normal Version of the Tech:
* Increased accuracy.
* Slightly increased attack power.
* More combo attributes for the attack (see combo section for more info).
* More accepted possible combo attributes (see 'Combos' section for more info).
Surge Triggering Related Factors:
* Can only trigger when you use a movement type technique.
* A higher corresponding skill level increases the success rate (cannot trigger
if Lv 0).
* The Martial Artist class increases the success rate.
* A lighter equipment weight increases the success rate.
Equipment Weight/Surge Rate Relation
------------------------------------
As can be seen from the test results below, equipment weight and triggering
rates for Surges are connected. The heavier your equipment, the less chance to
trigger Surges. Although decreasing your equipment weight is good for
increasing your chances of triggering Surges, you probably don't want to go
too light and sacrifice too much defense.
Weight 10 (equipment weight)
Cruncher: 24% (chance of triggering surge)
Charge: 21%
Weight 25
Cruncher: 18%
Charge: 15%
Weight 50
Cruncher: 13%
Charge: 10%
Weight 100
Cruncher: 12%
Charge: 9%
* Both techniques were used 200 times with a corresponding skill level of 5.
c. Reverses [RS342]
================================================================================
Sometimes when you use certain techniques, you can randomly trigger a Reverse
which increases the attack power of the technique. For some attacks such as
Knife Hand Strike, the effect range changes from single enemy to a circle when
you trigger a the Reverse version of that attack. However, depending on yours
and your opponent's mode, triggering a Reverse is not always possible.
Even though the normal version of Second Wind recovers your own HP, the Reverse
version (Focus Palm) drains HP from all enemies and replenishes your own.
Reverse Effect Differences Compared with the Normal Version of the Tech:
* Increased attack power.
* Increased accuracy (certain techniques only).
* More combo attributes for the attack (see combo section for more info).
* More accepted possible combo attributes (except for mass- and area attacks)
(see combo section for more info).
Reverse Triggering Related Factors:
* Can only trigger when you use specific techniques.
* A higher corresponding skill level increases the success rate (cannot trigger
if Lv 0).
* The Martial Artist class increases the success rate.
* Your weapon's mode vs the opponent's mode (in some situations reverse &
surge-reverse won't work) (see 'Modes' section for more info).
d. Surge/Reverses [RS343]
================================================================================
If the requirements for both Surge and Reverse are met, you can trigger a
Surge/Reverse using certain techniques, which increases the technique's accuracy
and attack power. Note that you cannot trigger a Surge/Reverse using techniques
with which you can only trigger Surge and Reverse individually such as Rocket
Spear.
Surge/Reverse Effect Differences Compared with the Normal Version of the Tech:
* Cannot be evaded except with magical shields.
* Vastly increased attack power.
* More combo attributes for the attack (see combo section for more info).
* More accepted possible combo attribute links (see 'Combos' section for more
info).
e. Surge and Reverse Triggering Rates [RS344]
================================================================================
Although the Surges and Reverses get easier to trigger the more you raise your
corresponding skill level, the rates also differ for each technique. As you can
see from looking at the test results below, even with a high skill level, the
trigger rates over 50% are very few. But still, when you use techniques with
Surges and Reveres in mind, the test results below can be a good baseline to
use.
Surge Techniques
----------------------
Drunken Strike: ****
Blast Magic: **
Impact Slash: ****
Sword Ballet: **
Roundabout: **
Running Slash: ***
Jackal Blade: **
Switch Back: **
Charging Slash: **
Wheel Swing: **
Vertical Smash: ***
Dragon's Tail: **
Maim: ***
Night Crossing: **
Cruncher: ****
Bending Beat: **
Hyper Hammer: ***
Axle Spin: ****
Secret Three-step: **
Gust Blade: **
Charge: ****
Discord: ***
Reverse Techniques
-----------------------
Knife Hand Strike: ***
Second Wind: ****
Submission: **
Sonic Slash: ********
Artful Slash: ********
Cross Break: ***
Vertical Smash: **
Swing Down: ****
Rolling Slash: **
Demilune: ******
Flyby: **
Reverse Delta: **
Throw Axe: ***
Gong Ringer: ******
Double Stab: ******
Grasshopper: ****
Ultra Splitter: **
Stardust: ***
Multi Shots: ***
Surge and Reverse Techniques
--------------------------------------
Rocket Spear: Surge ****; Reverse ***
Surge, Reverse and Surge/Reverse Techniques
---------------------------------------------------------------
Cutting Lunge: Surge ***; Reverse ***; Surge/Reverse (3 times)
Lunar Blade : Surge ** ; Reverse ** ; Surge/Reverse (1 time)
Triumvirate : Surge ***; Reverse ** ; Surge/Reverse (2 times)
* The corresponding skill level used in this test is 5 and a Martial Artist was
not used. Every technique was used 200 times. Also, the weapon used accounts
for the total equipment weight.
* Every * = 10 times triggered.
f. Gaining Access to Surges and Reverses [RS345]
================================================================================
Immediately at the beginning of the game, you won't be able to trigger Surges
and Reverses. However, you can gain access to them by both glimmering techniques
and executing combos. Similarly, you have to trigger both Surges and Reverses
before you gain access to Surge/Reverses.
As an added note, you can gain access to Rocket Spear's Reverse 'Jackhammer EX'
only when you've acquired Rocket Spear and the separate technique Jackhammer.
11. Spell Fusion [RS346]
================================================================================
a. Quick Summary [RS347]
================================================================================
Q: What are the advantages of spell fusion?
A:
* Decreased BP consumption.
* Increased spell attack power.
* Access to special fusion spells.
b. Possible Uses of Spell Fusion [RS348]
================================================================================
<under construction>
c. How Spell Fusion Works [RS349]
================================================================================
<under construction>
d. Arranging Spells [RS350]
================================================================================
<under construction>
e. How to Make Fusion Spells [RS351]
================================================================================
<under construction>
Required Composition for Creating Fusion Spells:
Type Spell Name Base Spell
------------------------------------------------------------------------------
Pyrology Song of Souls Flame of Life
Crimson Flare Hellfire, Bird of Fire
------------------------------------------------------------------------------
Hydrology Overdrive Fold Time
Hasten Time Fold Time
------------------------------------------------------------------------------
Aerology Whiteout Missile Shield, Snowstorm
Simulacrum Summon Elemental, Snowstorm
------------------------------------------------------------------------------
Terrology Wallbreaker Tremor
Delta Petra Pulverize, Earthen Grasp, Tremor
------------------------------------------------------------------------------
Illusions Veil of Fog Hypnotism
Phantom Shield Phantom Warrior
------------------------------------------------------------------------------
Demonology Shield Breaker Shock Wave, Mind Blast
Anti-Magic Weapon Blessing, Armor Blessing, Enhance Spells
------------------------------------------------------------------------------
Cosmology Galactic Rift Sunray, Cosmic Tide
Andromeda Starlight, Starbeam
------------------------------------------------------------------------------
Bewitchery Spirit Barrier Way of Defense, Mark of Awakening
Rain of Life Way of Spirit, Wave of Life, Way of Focus
------------------------------------------------------------------------------
Type Spell Name Py Hy Ae Te Il De Co So Be Ne
----------------------------------------------------------
Pyrology Song of Souls 4 3
----------------------------------------------
Crimson Flare 5 4 4
----------------------------------------------------------
Hydrology Overdrive 4 3 3
----------------------------------------------
Hasten Time 5 4 4
----------------------------------------------------------
Aerology Whiteout 4 4
----------------------------------------------
Simulacrum 4 5 4
----------------------------------------------------------
Terrology Wallbreaker 4 5 4
----------------------------------------------
Delta Petra 4 4
----------------------------------------------------------
Illusions Veil of Fog 4 5
----------------------------------------------
Phantom Shield 3 4 3
----------------------------------------------------------
Demonology Shield Breaker 4 5
----------------------------------------------
Anti-Magic 3 4 3
----------------------------------------------------------
Cosmology Galactic Rift 4 4 4
----------------------------------------------
Andromeda 4 4 4
----------------------------------------------------------
Bewitchery Spirit Barrier 3 3 4
----------------------------------------------
Rain of Life 4 5
----------------------------------------------------------
Elemental Components and BP Mod for Every Spell:
BPMod1 = BP mod for Py, Ae, Il, Co, and Be.
BPMod2 = BP mod for Hy, Te, and De.
------------------------------------------------------------------------------
Elemental Components
Spell Type Spell Name Fi Wa Ae Te Il De Co So Be Be BPMod1 BPMod2
------------------------------------------------------------------------------
Hellfire 2 -2 0 0 -2 2 0 0 -1 1 0.1 0.2
Flame of Life 2 -2 -1 1 0 0 1 -1 2 -2 0.5 -0.1
Pyrology Self-immolation 3 -3 -1 1 -1 1 -1 1 1 -1 0.4 0.2
Summon Elemental 3 -3 0 0 2 -2 1 -1 1 -1 0.7 -0.2
Bird of Fire 4 -4 2 -2 -3 3 -1 1 0 0 0.5 0.1
Revive 4 -4 -1 1 -1 1 3 -3 1 -1 0.8 -0.1
------------------------------------------------------------------------------
Healing Water -2 2 0 0 -1 1 1 -1 1 -1 0.1 0.3
Water Blast -2 2 2 -2 -1 1 0 0 -1 1 0.1 0.3
Hydrology Holy Water -3 3 0 0 1 -1 1 -1 2 -2 0.3 0.2
Summon Elemental -3 3 0 0 2 -2 -1 1 1 -1 0.2 0.3
Fold Time -4 4 0 0 2 -2 -2 2 -1 1 -0.1 0.6
Freeze Time -4 4 -2 2 -3 3 -1 1 0 0 -0.4 1.0
------------------------------------------------------------------------------
Blades of Wind -1 1 2 -2 0 0 1 -1 -1 1 0.3 0.1
Strengthen Pull 1 -1 2 -2 -2 2 0 0 1 -1 0.3 0.1
Aerology Blood Curdle -1 1 2 -2 -1 1 -1 1 -2 2 0.1 0.4
Summon Elemental 0 0 3 -3 2 -2 1 -1 1 -1 0.7 -0.2
Missile Shield 2 -2 3 -3 -1 1 -1 1 2 -2 0.7 -0.1
Snowstorm -2 2 4 -4 1 -1 -2 2 -2 2 0.2 0.4
------------------------------------------------------------------------------
Pulverize 0 0 -2 2 -1 1 1 -1 -1 1 0 0.4
Camouflage -1 1 -2 2 2 -2 -1 1 0 0 0.1 0.3
Terrology Earthen Grasp -2 2 -3 3 1 -1 0 0 -1 1 -0.1 0.6
Summon Elemental 0 0 -3 3 2 -2 1 -1 1 -1 0.3 0.2
Tremor 3 -3 -4 4 -1 1 -1 1 -1 1 0.1 0.6
Aegis -1 1 -4 4 1 -1 2 -2 2 -2 0.3 0.3
------------------------------------------------------------------------------
Fire Illusion 2 -2 0 0 2 -2 -1 1 -1 1 0.4 0
Ice Illusion 0 0 2 -2 2 -2 -1 1 -1 1 0.4 0
Illusions Lightning Illusion -2 2 0 0 2 -2 -1 1 -1 1 0.1 0.3
Break Illusions 0 0 -1 1 3 -3 2 -2 1 -1 0.6 -0.1
Hypnotism 1 -1 -2 2 4 -4 -1 1 -2 2 0.3 0.3
Phantom Warrior -1 1 -1 1 4 -4 2 -2 2 -2 0.8 -0.2
------------------------------------------------------------------------------
Energy Bolt 1 -1 1 -1 -2 2 -2 2 0 0 0 0.4
Weapon Blessing 2 -2 -1 1 -2 2 1 -1 -1 1 0.2 0.3
Demonology Armor Blessing -1 1 -2 2 -2 2 1 -1 1 -1 0 0.5
Enhance Spells 0 0 -1 1 -3 3 1 -1 2 -2 0.2 0.3
Shock Wave -1 1 3 -3 -3 3 -1 1 -1 1 0.2 0.5
Mind Blast -1 1 -2 2 -4 4 0 0 -2 2 -0.4 0.9
------------------------------------------------------------------------------
Sunray 2 -2 0 0 -1 1 2 -2 0 0 0.4 -0.1
Moonbeam -2 2 0 0 1 -1 2 -2 1 -1 0.3 0.1
Cosmology Starlight 1 -1 0 0 2 -2 2 -2 1 -1 0.6 -0.2
Bind to Earth 0 0 -2 2 -1 1 3 -3 1 -1 0.3 0.2
Starbeam 2 -2 -2 2 -1 1 4 -4 0 0 0.5 0
Cosmic Tide -2 2 2 -2 -2 2 4 -4 0 0 0.4 0.1
------------------------------------------------------------------------------
Way of Defense -1 1 -1 1 1 -1 1 -1 2 -2 0.4 0.1
Way of Spirit 0 0 -2 2 1 -1 1 -1 2 -2 0.3 0.1
Bewitchery Way of Strength 2 -2 -1 1 0 0 0 0 3 -3 0.5 -0.1
Wave of Life 2 -2 0 0 -1 1 2 -2 3 -3 0.7 -0.2
Way of Focus -2 2 -2 2 -1 1 0 0 3 -3 0.1 0.4
Mark of Awakening 2 -2 2 -2 -1 1 1 -1 3 -3 0.8 -0.2
------------------------------------------------------------------------------
Fusion Spell Creation for Cheap Costs:
--> Song of Souls [Pyrology]
---------------------------------------------------------------------------
Type Base Spell Additional Spell Cost
---------------------------------------------------------------------------
2 Spells Flame of Life Self-immolation 800G
Flame of Life Way of Strength 900G
---------------------------------------------------------------------------
3 Spells Flame of Life Strengthen Pull+Energy Bolt 800G
Flame of Life Strengthen Pull+Sunray 800G
---------------------------------------------------------------------------
--> Crimson Flare [Pyrology]
----------------------------------------------------------------------------
Type Base Spell Additional Spell Cost
----------------------------------------------------------------------------
3 Spells Hellfire Sunray+Wave of Life 1600G
Hellfire Sunray+Starbeam 3280G
Hellfire Strengthen Pull+Starbeam 3380G
----------------------------------------------------------------------------
--> Overdrive [Hydrology]
----------------------------------------------------------------------------
Type Base Spell Additional Spell Cost
----------------------------------------------------------------------------
3 Spells Fold Time Hellfire+Earthen Grasp 2860G
Fold Time Pulverize+Earthen Grasp 2860G
Fold Time Earthen Grasp+Fire Illusion 2960G
Fold Time Earthen Grasp+Lightning Illusion 2960G
Fold Time Camouflage+Mind Blast 5660G
Fold Time Freeze Time+Mind Blast 9200G
----------------------------------------------------------------------------
--> Hasten Time [Hydrology]
----------------------------------------------------------------------------
Type Base Spell Additional Spell Cost
----------------------------------------------------------------------------
2 Spells Fold Time Snowstorm 6480G
----------------------------------------------------------------------------
3 Spells Fold Time Blood Curdle+Ice Illusion 3160G
Fold Time Ice Illusion+Shock Wave 4860G
Fold Time Blood Curdle+Shock Wave 5260G
Fold Time Snowstorm+Energy Bolt 6680G
Fold Time Water Blast+Snowstorm 6780G
----------------------------------------------------------------------------
--> Whiteout [Aerology]
----------------------------------------------------------------------------
Type Base Spell Additional Spell Cost
----------------------------------------------------------------------------
3 Spells Missile Shield Summon Elemental (Ae)+Starbeam 5080G
Missile Shield Healing Water+Cosmic Tide 5240G
Missile Shield Blades of Wind+Cosmic Tide 5240G
Missile Shield Sunray+Cosmic Tide 5240G
----------------------------------------------------------------------------
--> Simulacrum [Aerology]
----------------------------------------------------------------------------
Type Base Spell Additional Spell Cost
----------------------------------------------------------------------------
3 Spells Summon Elemental (Ae) Summon Elemental (Hy)+Blades of Wind 2200G
Summon Elemental (Ae) Fold Time+Blades of Wind 3360G
----------------------------------------------------------------------------
--> Wallbreaker [Terrology]
----------------------------------------------------------------------------
Type Base Spell Additional Spell Cost
----------------------------------------------------------------------------
3 Spells Tremor Flame of Life+Way of Strength 3060G
Tremor Way of Defense+Way of Strength 3360G
Tremor Flame of Life+Wave of Life 3660G
----------------------------------------------------------------------------
--> Delta Petra [Terrology]
----------------------------------------------------------------------------
Type Base Spell Additional Spell Cost
----------------------------------------------------------------------------
2 Spells Tremor Enhance Spells 2560G
----------------------------------------------------------------------------
3 Spells Pulverize Hellfire+Armor Blessing 800G
Pulverize Healing Water+Armor Blessing 800G
Pulverize Armor Blessing+Sunray 800G
----------------------------------------------------------------------------
--> Veil of Fog [Illusions]
----------------------------------------------------------------------------
Type Base Spell Additional Spell Cost
----------------------------------------------------------------------------
3 Spells Hypnotism Holy Water+Lightning Illusion 2600G
Hypnotism Holy Water+Earthen Grasp 2800G
Hypnotism Healing Water+Summon Elemental (Hy) 3000G
----------------------------------------------------------------------------
--> Phantom Shield [Illusions]
----------------------------------------------------------------------------
Type Base Spell Additional Spell Cost
----------------------------------------------------------------------------
3 Spells Phantom Warrior Fire Illusion+Sunray 5060G
Phantom Warrior Flame of Life+Way of Strength 5460G
----------------------------------------------------------------------------
--> Shield Breaker [Demonology]
----------------------------------------------------------------------------
Type Base Spell Additional Spell Cost
----------------------------------------------------------------------------
3 Spells Shock Wave Hellfire+Self-immolation 3100G
Shock Wave Self-immolation+Sunray 3100G
Shock Wave Self-immolation+Weapon Blessing 3300G
Mind Blast Hellfire+Self-immolation 3900G
----------------------------------------------------------------------------
--> Anti-Magic [Demonology]
----------------------------------------------------------------------------
Type Base Spell Additional Spell Cost
----------------------------------------------------------------------------
2 Spells Armor Blessing Enhance Spells 800G
Enhance Spells Way of Focus 1600G
----------------------------------------------------------------------------
3 Spells Enhance Spells Flame of Life+Pulverize 900G
Armor Blessing Healing Water+Enhance Spells 1000G
Armor Blessing Enhance Spells+Sunray 1000G
----------------------------------------------------------------------------
--> Galactic Rift [Cosmology]
----------------------------------------------------------------------------
Type Base Spell Additional Spell Cost
----------------------------------------------------------------------------
2 Spells Cosmic Tide Strengthen Pull 4140G
----------------------------------------------------------------------------
3 Spells Cosmic Tide Hellfire+Blades of Wind 4240G
----------------------------------------------------------------------------
--> Andromeda [Cosmology]
----------------------------------------------------------------------------
Type Base Spell Additional Spell Cost
----------------------------------------------------------------------------
3 Spells Starlight Earthen Grasp+Break Illusions 2200G
Starlight Flame of Life+Summon Elemental (Te) 2500G
Starlight Holy Water+Aegis 5540G
----------------------------------------------------------------------------
--> Spirit Barrier [Bewitchery]
----------------------------------------------------------------------------
Type Base Spell Additional Spell Cost
----------------------------------------------------------------------------
3 Spells Way of Defense Flame of Life+Self-immolation 1400G
Way of Defense Flame of Life+Way of Strength 1500G
----------------------------------------------------------------------------
--> Rain of Life [Bewitchery]
----------------------------------------------------------------------------
Type Base Spell Additional Spell Cost
----------------------------------------------------------------------------
2 Spells Way of Focus Holy Water 1700G
----------------------------------------------------------------------------
3 Spells Way of Spirit Healing Water+Holy Water 1300G
Way of Spirit Holy Water+Armor Blessing 1500G
Way of Spirit Holy Water+Way of Defense 1700G
----------------------------------------------------------------------------
Basic Attack Power and BP Cost Change for Base Spell Types:
----------------------------------------------------
Base Type Additional Spell BaPOW BPCost
----------------------------------------------------
Energy Bolt +0.1x Unchanged
Tremor +0.3x +0.1x
Pyrology Self-immolation +0.3x +0.4x
Bird of Fire +0.4x +0.5x
Revive +0.4x +0.8x
----------------------------------------------------
Phantom Warrior +0.1x -0.2x
Hydrology Summon Elemental (Hy) +0.3x +0.3x
Fold Time +0.4x +0.6x
Freeze Time +0.4x +1.0x
----------------------------------------------------
Energy Bolt +0.1x Unchanged
Aerology Shock Wave +0.3x +0.2x
Snowstorm +0.4x +0.2x
----------------------------------------------------
Phantom Warrior +0.1x -0.2x
Flame of Life +0.1x -0.1x
Revive +0.1x -0.1x
Break Illusions +0.1x -0.1x
Terrology Way of Strength +0.1x -0.1x
Starbeam +0.2x Unchanged
Summon Elemental (Te) +0.3x +0.2x
Aegis +0.4x +0.3x
Tremor +0.4x +0.6x
----------------------------------------------------
Earthen Grasp +0.1x -0.1x
Fold Time +0.2x -0.1x
Illusions Break Illusions +0.3x +0.6x
Hypnotism +0.4x +0.3x
Phantom Warrior +0.4x +0.8x
----------------------------------------------------
Wave of Life +0.1x -0.2x
Mark of Awakening +0.1x -0.2x
Revive +0.1x -0.1x
Missile Shield +0.1x -0.1x
Demonology Sunray +0.1x -0.1x
Starbeam +0.1x Unchanged
Bird of Fire +0.3x +0.1x
Enhance Spells +0.3x +0.3x
Mind Blast +0.4x +0.9x
----------------------------------------------------
Pulverize +0.1x Unchanged
Armor Blessing +0.1x Unchanged
Cosmology Bind to Earth +0.3x +0.3x
Cosmic Tide +0.4x +0.4x
Starbeam +0.4x +0.5x
----------------------------------------------------
Armor Blessing +0.1x Unchanged
Bewitchery Way of Focus +0.3x +0.1x
Way of Strength +0.3x +0.5x
Wave of Life +0.3x +0.7x
----------------------------------------------------
Best BP Cost Reduction for Base Spells from Additional Spells:
---------------------------------------------------
Base Spell Type Additional Spell BPCost
---------------------------------------------------
Py, Ae, Il, Co, Be Freeze Time -0.4x
Mind Blast -0.4x
---------------------------------------------------
Hy, Te, De Summon Elemental (Py) -0.2x
Summon Elemental (Ae) -0.2x
Phantom Warrior -0.2x
Starlight -0.2x
Wave of Life -0.2x
Mark of Awakening -0.2x
---------------------------------------------------
How to Add Additional Effects to Spells:
--> STR Down
-------------------------------------------------------
Base Spell Additional Spell BaPOW BPCost
-------------------------------------------------------
Fire Illusion Tremor 1.1x 1.1x
Energy Bolt Bird of Fire 1.5x 1.1x
Sunray Self-immolation 1.1x 1.4x
Wave of Life Self-immolation 1.4x 1.4x
-------------------------------------------------------
--> AGI Down
-------------------------------------------------------
Base Spell Additional Spell BaPOW BPCost
-------------------------------------------------------
Blades of Wind Fold Time 1.2x 0.9x
Blades of Wind Freeze Time 1.0x 0.6x
Snowstorm Freeze Time 1.2x 0.6x
Lightning Illusion Fold Time 1.4x 0.9x
Lightning Illusion Freeze Time 0.9x 0.6x
Cosmic Tide Freeze Time 1.3x 0.6x
-------------------------------------------------------
--> INT Down
-------------------------------------------------------
Base Spell Additional Spell BaPOW BPCost
-------------------------------------------------------
Hellfire Mind Blast 1.1x 0.6x
Sunray Mind Blast 1.2x 0.6x
Cosmic Tide Mind Blast 1.4x 0.6x
Wave of Life Mind Blast 1.1x 0.6x
-------------------------------------------------------
--> Paralysis
---------------------------------------------------------
Base Spell Additional Spell BaPOW BPCost
---------------------------------------------------------
Water Blast Starbeam+Wave of Life 0.8x 0.8x
Mind Blast Starbeam+Wave of Life 1.6x 0.8x
---------------------------------------------------------
--> Confusion
----------------------------------------------------------------------
Base Spell Additional Spell BaPOW BPCost
----------------------------------------------------------------------
Energy Bolt Summon Elemental (Py)+Wave of Life 1.0x 0.6x
Mind Blast Summon Elemental (Py)+Revive 1.3x 0.7x
----------------------------------------------------------------------
--> Unconsciousness
------------------------------------------------------------------------
Base Spell Additional Spell BaPOW BPCost
------------------------------------------------------------------------
Water Blast Summon Elemental (Ae)+Missile Shield 1.0x 0.7x
Energy Bolt Blades of Wind+Summon Elemental (Ae) 1.0x 0.9x
Shock Wave Summon Elemental (Ae)+Missile Shield 1.3x 0.7x
------------------------------------------------------------------------
--> Charm
-------------------------------------------------------------------------
Base Spell Additional Spell BaPOW BPCost
-------------------------------------------------------------------------
Water Blast Break Illusions+Phantom Warrior 1.3x 0.7x
Energy Bolt Summon Elemental (Ae)+Phantom Warrior 0.6x 0.6x
Mind Blast Break Illusions+Phantom Warrior 0.7x 0.7x
-------------------------------------------------------------------------
12. Combos [RS352]
================================================================================
a. Quick Summary [RS353]
================================================================================
Q: How can I try to set up combos?
A:
* Use attacks that can form combos.
* Use fixed turn order in battle, and arrange attacks that can form combos in
a certain order.
* Raise the applicable skill level.
* Have your character(s) in the Imperial Marine and Imperial Knight classes.
b. How to Form Combos [RS354]
================================================================================
In order to trigger a combo, you need to have at least two characters attack the
same opponent. If those two attacks link together, they will form a combo.
However, every attack has its 'combo attributes' that need to link up with
the attributes of the next attack in order to form a combo. If the attacks don't
link up, a combo cannot be formed. Just be aware that even if you do try to set
up a combo appropriately, if you're out of luck, the combo may still not
trigger.
When the combo is about to trigger, each of the characters participating in the
combo will lit up in the same order they will perform their attacks. That's the
sign of a combo starting up. While the combo is being executed, the names
(specific combo names) of the attacks within the combo are displayed at the top
of the screen.
The Process Explained Up Until the Combo is Formed:
1. Attack any enemy.
2. Choose to target the same enemy with the following attack.
3. If the attacks can link together, the combo trigger rate is determined by
factors such as the applicable skill level etc.
* If the target of a combo has fallen, the enemy closest to your character is
chosen as the new target, on which it is still possible to combo if that
enemy has been chosen as the new target for more characters.
* If an ally has been inflicted by Confusion, Charm, or Animate Dead, the ally
can end up comboing with the enemy when attacking.
* Area attacks that cover the area of the target (enemy) of a combo can also be
part of a combo.
Special Cases When Combos Cannot Trigger:
O = Combo possible
X = Combo not possible
-> Attack Missing Its Target
When an attack is set to miss its target or is set to be shielded etc, the
attacks following that one cannot form a combo with it.
Attack that will miss
|
|
Attack------>Attack------>Attack
O X
-> Technique Glimmering
If an attack is set to glimmer a new technique, no combos can be formed with it.
Attack that will glimmer
|
|
Attack------>Attack------>Attack
X X
c. ULTIMANIA column ~Indications on the Screen When Comboing~ [RS355]
================================================================================
--> Damage and Status Ailment Indications
When attacking an opponent using a combo, the total damage dealt is calculated
and is shown after the last attack within the combo is finished. In some cases
though, the damage given can sometimes be shown more than once depending on the
attacks used within the combo. Also, status ailments inflicted and status
changes are the last things to be shown on the screen.
--> Combo Name Specifics
When using combos, partial names of the attacks within the combo are shown at
the top of the screen in the order they're executed (in some cases the full
names are displayed). Each attack has a different part of it being shown
depending on whether it's the first attack within the combo or not. Sometimes
the length of the combined names being shown can be too long to fit on the
screen, in which case a [...] will be shown at the end of the name instead.
d. Combo Effects [RS356]
================================================================================
Attacks within a combo deal more damage than normal to the opponent. The reason
for that is that comboing decreases the opponent's defense and the attack power
is also increased for combos. The attacks within a combo also inflict status
ailments more easily on the opponent. So knowing you can inflict status ailments
more easily and decrease the opponent's DEF, there's clearly a lot of benefit to
using combos instead of attacking normally. Take note that if the opponent has
inmmunity to a status ailment, though, the ailment will still be nullified even
when you use a combo on the opponent.
Characteristic Changes for Attacks Within Combos:
* Greater damage is dealt to the opponent (when the damage total is calculated,
the opponent's DEF is decreased by 50% and the calculated damage is increased
by 1.1~1.4X).
* Status ailments are inflicted more easily upon the opponent.
Changes from Attacks Within Combos:
Number Damage Amount Opponent DEF Decrease Basic Status
of Attacks Given to Opponent at Damage Calc. Ailment Rate
---------------------------------------------------------------------------
1 Person Combo No Change No Change No Change
2 Person Combo x1.1 50% +25
3 Person Combo x1.2 50% +30
4 Person Combo x1.3 50% +35
5 Person Combo x1.4 50% +40
* See section [RS271] for details on how status ailment inflicts are calculated.
--> About the Combo Rate
When you combo, the 'combo rate' is shown in the bottom left corner of the
screen. The points outlined below explain how the damage rate is calculated.
The combo rate roughly indicates how powerful the combo is, and does not affect
the damage amount.
Combo Rate Specifics:
* The combo rate at the start of the combo is 100% and increases with every
attack that follows.
* The combo rate is determined at random within a range using the applicable
skill level as base. For characters in the Imperial Marine Knight class
however, the increase amount is fixed (see chart below for details).
* The combo rate is increased further when triggering Fulcrums (RS175), and
Vortexes (->RS366).
* Even an increased combo rate won't affect the damage amount.
Combo Damage Rate Increase Amount from Attacking Character's Skill Level:
--------------------------------------------------------------------------------
| Classes/Increase Amount |
Skill Lv| Other | Imp.Kn.Lv1 | Imp.Kn.Lv2 | Imp.Kn.Lv3 | Imp.Kn.Lv4 |Imp.Kn.Lv5|
--------------------------------------------------------------------------------
Lv0 | +7~14 | +25 | +30 | +35 | +40 |
Lv1 | +9~17 | +28 | +33 | +38 | +43 |
Lv2 | +10~20 | +31 | +36 | +41 | +46 |
Lv3 | +12~23 | +34 | +39 | +44 | +49 |
Lv4 | +13~26 | +37 | +42 | +47 | +52 |
Lv5 | +15~29 | +40 | +45 | +50 | +55 |
--------------------------------------------------------------------------------
e. ULTIMANIA column ~Definite Damage Changes~ [RS357]
================================================================================
The chart below outlines the results of a test using combos on certain enemies.
Relevant factors in this test are the Blunt attribute of the Drunken Strike
technique and the Blunt defense of various enemies (the VIT for each enemy in
this test are the same: 12) with 1~5 person combos used on the respective
enemies. The damage amount from Drunken Strike for 2~4 person combos were
gotten from using combos after inflicting Snare on the enemies with Shadow
Weave. As can be seen in the test results below, the damage amount is vastly
increased when using a 2 person combo compared with a normal attack. And then
after that, the damage amount just increases little by little with each extra
attack.
{==============Attack Damage Dealt to Target=============}
Sea Kokar Ewei Slime (Yellow)
Attack Condition (Blt DEF appr.10) (Blt DEF appr.60) (Blt DEF appr.200)
--------------------------------------------------------------------------------
1 Person Combo 587 371 1
2 Person Combo 689 555 265
3 Person Combo 752 605 289
4 Person Combo 814 655 313
5 Person Combo 878 706 337
f. The Combo Attribute System [RS358]
================================================================================
Each attack has something called 'combo attributes' as well as 'accepted links',
both of which are used to determine if two attacks can link together and form a
combo. Basically, to form a combo, the following attack must be able to link
with a combo attribute of the previous attack. If they don't match, a combo
cannot be formed. There are 16 combo attributes in total, and almost all attacks
have several of them, meaning there are plenty of options for you to go creative
and set up combos using a range of attacks.
Note that it's not a requirement that all attributes link with the following
attack; only one possible match up is needed in order to form a combo. When you
create a combo with 3 characters for example, there needs to be a possible link
between the first and the second attack, and then there needs to be a possible
link between the second and the third attack. The same goes for any combo,
whether it be a 2 or 5 person combo. All the details regarding combo attributes
are listed further below.
Also observe that the chance for forming a combo is higher if several combo
attributes match between the previous and the following attack. This is
because the process of determining if a link between the two attacks will be
established is repeated for each possible matching link. So if there are 4
matching combo attributes between the previous and the following attack, the
system will go through the process up to 4 times. That means you have 4 chances
of forming a combo.
The Process of Determining Whether a Combo Will Be Formed:
1. Can the following attack link with any of the combo attributes of the
previous attack?
Yes - Continue with step 2.
No - Step 3b.
2. The process of determining if two attacks will form a combo is repeated only
when there are several accepted links (see the charts below for details of
the process).
- One matching combo attribute has been accepted by the process. Step 3a.
- No matching combo attribute has been accepted by the process. Step 3b.
3a. A combo will be formed with the following attack.
3b. No combo will be formed with the following attack.
--> The Combo Trigger Rate System
When the following attack can link with the combo attribute of the previous
attack, the combo rate is determined according to the charts below.
Basically, the combo trigger rate increases along with the associated skill
level of the weapon used in the attack. There are other ways of increasing the
combo rate, though, such as casting the Illusion fusion spell Veil of Fog, or
having your characters in the Imperial Marine and Imperial Knight classes.
How the Combo Trigger Rate is Determined:
1. Was the fusion spell Veil of Fog used this turn?
Yes - 100% combo rate.
No - Continue with step 2.
2. Is the following attacker an Imperial Knight of Lv2 or higher?
Yes - The combo rate is determined using the chart for the Imperial Knight class
level as explained below:
Class Level Combo Rate
------------------------
Lv2 60%
Lv3 70%
Lv4 80%
Lv5 90%
No - The trigger rate is determined based on both the previous and the following
attacker as explained below.
---------------------------------------------------------------
Previous | Following attacker's associated skill level |
Attacker's | |
Class | Lv0 Lv1 Lv2 Lv3 Lv4 Lv5 |
---------------------------------------------------------------
Other Classes | 9% 56% 64% 72% 81% 90% |
---------------------------------------------------------------
Lv1 | 9% 56% 64% 72% 81% 90% |
Imperial Lv2 | 11% 73% 80% 85% 90% 95% |
Marine Lv3 | 13% 75% 80% 85% 90% 95% |
Lv4 | 14% 75% 80% 85% 90% 95% |
Lv5 | 15% 75% 80% 85% 90% 95% |
---------------------------------------------------------------
Note: 'Other Classes' refers to all other classes than Imperial Marine.
g. Monster Combos [RS359]
================================================================================
Among the many attacks that monsters use, there are 3 types of combo attributes,
and they can all link to each other. Therefore, you'll often see them pull off a
wide range of different combos. The frequency of which monsters execute combos
is more or less 1 out of 4~5. However, note that the four Elemental Lords have
a higher combo rate when attacking than normal enemies. Furthermore, if there
is a character in the Entertainer class in your party, the combo rate for the
enemies is lowered.
h. Combo Attribute List [RS360]
================================================================================
> = The combo attribute of the technique/spell.
< = The combo attribute it can link together with to create a combo.
- = Can link with both < and > attributes. Can also form combos with itself.
Basically, a '>' can link with any '<' in the same combo attribute category.
(Example: The One-Two-Three technique has NonDa 2, 3 and Des 2 as accepted
links. That means it can link with any techniques/spells that have those
attributes in the same category, for example Knife Hand Strike, Thunder Kick,
or Disrupt Air in this case).
NonDa = Non-dash
Dash_ = Dash
Asc = Ascending
Des = Descending
Fir = Fire
Cld = Cold
Elc = Electricity
Note: For convenience, each technique is listed only once. They're not
restricted to a specific weapon; the list is only sorted by weapon type to make
it easier to read. So if a technique can be used with several weapon types, it
applies to all of those, and not only the weapon type where it's listed in this
chart.
NonDa Dash_ Asc Des Fir Cld Elc
Type Name 1 2 3 1 2 3 1 2 1 2 1 2 1 2 1 2
--------------------------------------------------------------------------------
One-Two-Three > < < <
Knife Hand Strike > > > < > >
Rocket Spear > > < <
Suplex < < < > > > <
Thunder Kick > > > > < < < > < < > >
Jackhammer < < > > > < <
Raksha < < > <
Disrupt Air > > < > > > < < < < <
Submission > < < <
Martial Arts Flash Flood < < < > > <
Shimmer Strike > > > > > < >
Nine Marks < > <
Round Kick < < < > > <
Square Throw > < > > < < < <
Drunken Strike > > > < < <
Blast Magic < > < < <
Triangle Kick < > > > > < <
Silent Assassin > > < >
Triple Dragon > < < < > > > > > >
--------------------------------------------------------------------------------
Sonic Slash > > < < < >
Impact Slash < < < > > > <
Cutting Lunge > > < < <
Hawke Blade > < < < < >
Blitz > > > < < < < >
Triple Star > > < >
Southern Cross > < < >
Spin Thrust > > < <
Feint > > < > > <
Foil Sword Ballet > > >
Resonance Edge > > > > < <
Shimmering Slash < > > > < < >
Screwdriver > > < <
Paralyzing Thrust > > < < < > >
Artful Slash > > < < < >
Golden Note > > < < < < < >
Roundabout > > < > < > <
Mega Thrust > > > < < >
Eulogy < > <
Kaleidoscope < > >
--------------------------------------------------------------------------------
Sonic Slash > > < < < <
Knee Split < < < > > <
Short Sword Blood Rage > > > < < >
Insight < > > < <
Time Lapse < < > > <
--------------------------------------------------------------------------------
Double Vertical > > < < < >
Dopplegangers < > > <
Cross Cut < < > >
Long Sword Still Blade < > <
Running Slash > - < > < <
Jackal Blade < < > > < <
Switch Back > > < > > < <
--------------------------------------------------------------------------------
Smash < < > > < >
Cross Break > < > > < >
Vertical Smash < > > < > >
Charging Slash > > > < <
Upper Smash < > < <
Arm of Light > > > > >
Great Sword Blunt Strike > > > < < < > < > >
Good Timing > > > > > < >
Wheel Swing > > >
Swing Down < < < > > >
Spinning Strike < < > > < >
Dragon's Tail > > < < < >
V-Impact < > < >
--------------------------------------------------------------------------------
Crescent Slash > > > < <
Rolling Slash > > >
Scimitar Demilune > > > < <
Maim > > > < < <
Deadly Spin > < <
--------------------------------------------------------------------------------
Cut Timber < < < > > < >
Flyby < < > > < >
Nutcracker < < >
Reverse Delta > < < >
Hand Axe Throw Axe > > < <
Wheel Strike < < > - < <
Bonecrusher < < > >
Dimensional Break > > <
Night Crossing > > > < <
--------------------------------------------------------------------------------
Crushing Hit < < > >
Cruncher < < > > <
Rock Splitter > > < > > <
Earth Dragon > > > >
Club Aqua Luna > < > > < > >
Grand Slam > > >
Bending Beat > < < > > <
Gong Ringer > - < > >
Hyper Hammer < < > > <
Axle Spin < < > > <
--------------------------------------------------------------------------------
Secret Three-step > < > > < < >
2-handed Sword Vandalize < < > >
Leaf Shaker < < > >
--------------------------------------------------------------------------------
Aimed Thrust > < < > > >
Katana Gust Blade > < < > > > < <
Lunar Blade > < > >
--------------------------------------------------------------------------------
2-handed Axe Four Seasons > > < > > >
--------------------------------------------------------------------------------
Staff Time and Tide > > < < > >
--------------------------------------------------------------------------------
Double Stab < < > > <
Charge < < > > < <
Twin Dragon < > > < < > > > >
Triumvirate < > <
Grasshopper > > < > > <
Pole Arm Reaper > > > >
Ten Side Around > > < > > - <
Insentience > < <
Divine Lancer > > < <
Split Cranium > > < > > < < >
Puncture < < > > <
Discord < > > <
--------------------------------------------------------------------------------
Drill Stab < < > > >
Ultra Splitter > > < > <
Lance Aim > > > > < < <
Acupunture > < - <
Throw > - < <
Stardust > > < >
--------------------------------------------------------------------------------
Splash Shot < > > < > <
Power Shot > > > < < <
Triple Shot > < < > >
Plasma Shot > > > < < < < < > >
Zapper > < < < > > < >
Instant Shot > < < < < >
Multi Shots > > > < <
Aimed Shot < < < > > < >
Maiming Volley > > >
Bow Sidewinder < < > > < <
Flying Squirrel < < > > > <
Sparrow Shot < > < > <
Phoenix Arrow < > < < > > <
Shadow Weave - < < > > <
Rapid Volley > > > > > >
Id Break < < < > > >
Rain of Arrows > > > > >
Shadow Shot < < > > > < >
Millionaire > > > > >
--------------------------------------------------------------------------------
Pyrology Hellfire < < < > > < <
Bird of Fire > >
--------------------------------------------------------------------------------
Hydrology Water Blast < < < < < > >
--------------------------------------------------------------------------------
Blades of Wind > > < < < < <
Aerology Blood Curdle > > > >
Snowstorm > > > >
--------------------------------------------------------------------------------
Pulverize < < > > < < < <
Terrology Earthen Grasp > > > >
Tremor > > >
Delta Petra > > >
--------------------------------------------------------------------------------
Fire Illusion < < > < > > < <
Illusions Ice Illusion < > < < < > >
Lightning Illusion > < < < < > >
Hypnotism > > >
--------------------------------------------------------------------------------
Energy Bolt > > < < < > < > < > <
Demonology Shock Wave > > > > >
Mind Blast > > > >
--------------------------------------------------------------------------------
Sunray > < < < > < < > <
Cosmology Bind to Earth > > > < < < <
Starbeam > > > < < < > < > < > <
Cosmic Tide > > > > >
--------------------------------------------------------------------------------
Shadow Bolt > > > > < < < < > >
Sorcery Black Cloud > > > > >
Dark Wash > > > > >
Abyss > > > >
--------------------------------------------------------------------------------
Bewitchery Wave of Life > > > < < < > < > < > <
--------------------------------------------------------------------------------
Wracking > > > < < < > < > < > <
Necromancy Withering > > > >
Whisper of Dread > > > >
Drain Energy < > > < < < < > >
--------------------------------------------------------------------------------
Scoop Throw - - -
Summons Trample > > >
Tail Swipe > > >
--------------------------------------------------------------------------------
Techniques/Spells that Cannot Form Combos:
* All basic techniques * Xenophobic Blast
* All healing and support techniques/spells * Force of Nature
* Hunter's Fury * Poison Claw
* Victor's Blade * Trinity Breath
* Haunted Louse * Jugular
* Infernal Chariot * Watery Descent
* Pyro Blast * Bludgeon
* Bite * Malefic Eclipse
* Rabid Bite * Fury of Bel'kwinith
* Galactic Rift * Bear Hug
* Crimson Flare * Paralyzing Claw
* Gate * Dream Shot
* Divine Lightning * Bear Claw
* Daze * Left Fork
* Shriek
Attacks That Have All Combo Attributes and Accepted Links:
--> Surges --> Reverses --> Surge/Reverses
Surging Blast Magic Mistwalker Heavenly Weaver
Floating Sword Ballet Cross Cutting Lunge Scattered Petals
Floating Juggernaut Grand Cross Lightning Speed
Cool Run Critical Hit
Swift Thrust Triple Thrust
Silent Turn Shiva Triangle
Silent Hammer Whirlwind Knife Hand
Surging Headwind Great Jackhammer
Surging Lunar Blade Skydrive
Surging Triumvirate Rock Breaker Special
Flashback Z-Slash
Perforate Tsunami Strike
Surging Slice Demilune Echo
Surging Maim Heaven and Earth
Surging Jackal Blade Multiple Gongs
Surging Roll Sonic Cross
Surging Impact Slash Thousand Needles
Surging Spin Strike Echo Blade
Surging Body Blow Glorious Triumvirate
Surging Slash Yo-yo
Surging Beat Focus Palm
Surging Yaksa Run
Surging Oscillation
Surging Dragon's Tail
Surging Drunken Strike
No Rythm
Swooping Dragon
--> Dragon Knight --> Summon Characters
Ice Blast Aqua Smash
Thunderbolt Sonic Wave
Sword Strike Beak
Wing Bash Bite
Fireball Petrifying Beak
Electrocution Sonic Blade
Blade of Freezing Solid Formation
Tidal Smash
Fracturing Blast
Wing Flap
Flame Whip
Liquid Cannon
Liver Peck
13. Fulcrums [RS361]
================================================================================
a. Quick Summary [RS362]
================================================================================
Q: How can I try to trigger Fulcrums?
A:
* Use techniques that are able trigger Fulcrums.
* Use fixed turn order and begin a combo starting with a technique that is able
to trigger a Fulcrum.
b. Fulcrum Effects [RS363]
================================================================================
When you trigger a Fulcrum, the normal combo rate of attacks and Vortexes from a
2 person combo and onwards is increased by 1.5x. Therefore it is possible to get
the combo rate over 300% when you execute a big combo or when triggering a
Vortex. When you trigger a Fulcrum, you will see the word "Fulcrum" displayed in
the lower left corner of the screen above the combo rate.
Changes When Triggering a Fulcrum:
* The normal combo rate of attacks and Vortexes is increased by 1.5x from a 2
person combo and onwards.
* The animation/effect of the attack of the first person in the combo is longer
than normal.
Combo Rate Difference of Fulcrums:
Condition No Fulcrum Fulcrum
----------------------------------------
2 Person Combo 155% 182%
3 Person Combo 210% 264%
4 Person Combo 265% 346%
5 Person Combo 320% 428%
Note: Only when Lv5 Imperial Knights are used in the combo.
c. How to Trigger Fulcrums [RS364]
================================================================================
To trigger a Fulcrum, you need to start a combo using one of the techniques and
spells listed below (you also need to gain access to Fulcrums). Also note that
the second attack and onwards in a combo does not need to be able to trigger a
Fulcrum in order to make it work. So as long as you start a combo with an attack
that can trigger a Fulcrum, it will always trigger one no matter what the other
attacks are in the combo (you must use attacks that can link together in the
combo, though). Note that the Fulcrum can still fail to trigger if the enemies
interrupt you and get in between your characters in the turn order, even when
you use fixed battle order.
Techniques and Spells That Can Trigger Fulcrums:
Attack Type Attack Name Attack Type Attack Name
--------------------------- ----------------------------------------
Splash Shot Terrology Earthen Grasp
Multi Shots Tremor
Bow Rapid Volley ----------------------------------------
Rain of Arrows Fire Illusion
Millionaire Illusions Ice Illusion
--------------------------- Lightning Illusion
Pyrology Bird of Fire ----------------------------------------
--------------------------- Demonology Shock Wave
Aerology Snowstorm Mind Blast
--------------------------- ----------------------------------------
Cosmology Cosmic Tide
----------------------------------------
d. ULTIMANIA column ~Monster Fulcrums~ [RS365]
================================================================================
Among the exclusive monster attacks, there are no attacks that can trigger
Fulcrums. However, when monsters trigger a combo that starts with spells such as
"Bird of Fire" and "Fire Illusion", they can trigger a Fulcrum from that combo.
There are no increased effects when monsters trigger Fulcrums, though, so
there's probably no need to take extra caution. Even though Fulcrums from
monsters have no increased effect, they are however still very rare.
14. Vortexes [RS366]
================================================================================
a. Quick Summary [RS367]
================================================================================
Q: Are there any reliable ways to trigger a Vortex?
A:
* Make sure the positions of your party members accommodate the conditions of
the Vortex you want to trigger.
* Use only certain types of attacks when creating combos.
* Use fixed battle order and make your characters act in a specific order.
b. Vortex Effects [RS368]
================================================================================
When you trigger a Vortex from a combo, the damage rate increases and and you
also increase your favor with the god(s) associated with the Vortex. So if you
want to increase your favor with a certain god, you can execute plenty of
Vortexes or start certain quests.
Things That Change When You Execute Vortexes:
* You receive a combo rate bonus at the start and the end of the combo.
If your favor with the associated god is 100 or more, the bonus is 2x (3x for
The Phantom and The Wheel. As for The Scissors and The Pillar, if your favor
with 2 of the associated gods is 100 or more for each, the bonus is 4x. For a
favor of 100 or more for 3 of the associated gods, the bonus is 8x).
* Your favor with the associated god(s) increases.
* Words corresponding with the Vortex are added to the end of the combo name.
The damage combo rate is added in this order:
1. The combo starts out with each character in their specified position. The
combo rate is increased a little.
2. Just like when performing a regular combo, the names of the attacks used
within the combo are displayed one after the other at the top of the screen.
At that point, the normal combo rate is added.
3. Immediately after the last attack in the combo, the force of the Vortex is
revealed and the damage combo rate you get from the end of the Vortex is
added along with the bonus calculated from your favor with the associated
god(s).
c. How to Trigger Vortexes [RS369]
================================================================================
Every Vortex has its own requirements regarding character positions, number of
participants, and attack types used, which you will need to fulfill in order to
execute them. If the positions of the characters is the only requirement that is
not fulfilled, a Vortex can still be triggered, but the activation rate is
lower. Also, no Vortexes can be triggered if you haven't gained access to
Surges, Reverses, and Fulcrums yet. Also be aware that access to "The Dragon"
can only be gained during Q29: "The Dragon Knight". "The Pillar", "The Dragon",
"The Phantom", and "The Wheel" can be triggered using both techniques and
spells.
The Flow of Triggering a Vortex:
1. Determining the number of participants.
What Vortexes you can trigger is determined depending on the number of
participants used in the combo.
2. Determining attack methods.
The attack types within the combo are used to single out the Vortexes that
will not be able to trigger.
3. Determining character positions.
If the positions and turn order of your characters match the requirements
of a Vortex, that Vortex will be triggered for certain. If any of your
characters are out of position, the trigger rate of the Vortex is lowered by
1~50% depending on how far and how many of your characters are out of kilter.
d. Vortex List [RS370]
================================================================================
F = Front Row
M = Middle Row
B = Back Row
--> The Scissors
Associated God(s): Eres, Amut
Trigger Condition: Two characters on the same row using
Movement-type attacks.
Damage % Bonus (Beginning/End): +6/+15
Combo Name Change: (Cross)
Favor Increase: +2 each
--> The Pillar
Associated God(s): Death, Saruin, Shirach
Trigger Condition: Techniques and spells that aren't of the
Movement-type in either a F->F->M or M->M->B
formation.
Damage % Bonus (Beginning/End): +9/+20
Combo Name Change: (Divine Punishment)
Favor Increase: +4 each
--> The Dragon
Associated God(s): Yucomb
Trigger Condition: F->M->B formation using only Movement-type
techniques or using only non-Movement-type
techniques and spells.
Damage % Bonus (Beginning/End): +9/+40
Combo Name Change: Fang
Favor Increase: +4
Notes:
* Access can only be gained during
Q29: "The Dragon Knight".
* Higher priority than "The Pillar" (triggering of
"The Pillar" is deactivated before the battle with the
Dragon Knight only).
--> The Demon
Associated God(s): Cyril
Trigger Condition: F->M->B using spells only.
Damage % Bonus (Beginning/End): +9/+30
Combo Name Change: (Superb Song)
Favor Increase: +4
Notes:
* Higher priority than "The Dragon" and "The Pillar".
--> The Stallion
Associated God(s): Nisa
Trigger Condition: 3~5 characters on the same row using
Movement-type techniques only.
Damage % Bonus (Beginning/End):
* 3 Person Combo: +9/+30
* 4 Person Combo: +12/+35
* 5 Person Combo: +15/+40
Combo Name Change:
* 3 Person Combo: (Rampage)
* 4 Person Combo: (Dash)
* 5 Person Combo: (Trample)
Favor Increase:
* 3 Person Combo: +4
* 4 Person Combo: +5
* 5 Person Combo: +6
Notes:
* Higher priority than "The Dragon".
--> The Phantom
Associated God(s): Mirsa
Trigger Condition: F->M->B->M, M->F->M->B, M->B->M->F or B->M->F->M
using any techniques and spells.
Damage % Bonus (Beginning/End): +12/+30
Combo Name Change: (Joining Boundary)
Favor Increase: +4
--> The Wheel
Associated God(s): Elore
Trigger Condition: F->B->B->M->M using any techniques and spells.
Damage % Bonus (Beginning/End): +15/+35
Combo Name Change: (Judgment)
Favor Increase: +4
15. Technique and Spell Lists [RS371]
================================================================================
a. Abbreviations [RS372]
================================================================================
*BP: BP Cost.
*LP: LP Cost.
*LPS/DPS: LP/DP Level (See "Cost" section for more info).
*Tgt: Target. (One, All, Self, Circle, Cone, Belt)
*POW: Basic Attack Power. The amount of damage (or healing) the technique will
give. If attempt # is 2 or more, POW represents the total of all attempts.
*#: Attempt #. How many times the technique will attempt to deal damage and
status ailments.
*Stat: Key Stat. The associated stat for deciding damage/healing amount.
*G: Growth Rate. Displays how much the key stat affects the given damage amount
(or healing amount). Grade from A+~F, A+ being the best rate.
*Acc: Accuracy. Grade from A~G, A being the best.
*Speed: Speed Rate. A big factor for deciding the turn order in battle.
*Cnt/Dfl, Shd, M.Shd: Displays whether the technique can be evaded by the
various defensive actions (Counter/Deflect, Shield, Magical Shield).
"X" = cannot be blocked by this defensive category. "O" = can be blocked by
this defensive category. "^" = can be blocked by this defensive category, but
not as easily as the ones marked "O".
*R: Technique Rank. Grade from 1~5, 5 being the best. High rank techniques are
more difficult to glimmer.
*Type: Technique Type (Contact, Movement, Aerial).
*Attr: Attribute (Slash, Blunt, Pierce, Heat, Cold, Electricity, Energy).
*Effect: Additional ailments/effects.
b. Technique List [RS373]
================================================================================
--> b01. Martial Arts [RS374]
Punch BP LP LPS Tgt POW # Stat G Acc Speed Cnt Shd M.Shd R
0 0 0 One 1 1 STR F D Normal O O O 1
Type: Cntct Attr: Blt Effect: -
The basic technique in martial arts.
Attack Mode:
One-Two-Three BP LP LPS Tgt POW # Stat G Acc Speed Cnt Shd M.Shd R
6 1 2 One 12 3 STR D D Normal O O O 2
Type: Cntct Attr: Blt Effect: -
A right-right-left combination.
Knife Hand Strike BP LP LPS Tgt POW # Stat G Acc Speed Cnt Shd M.Shd R
7 1 2 One 8 1 STR B D Normal O O O 2
Type: Cntct Attr: Sls+Blt Effect: -
A chop that slices the enemy in two.
[R] Whirlwind BP LP LPS Tgt POW # Stat G Acc Speed Cnt Shd M.Shd
Knife Hand - - - Ccl 20 1 STR B D Quick X O O
Type: Cntct Attr: Sls+Blt Effect: -
Rocket Spear BP LP LPS Tgt POW # Stat G Acc Speed Cnt Shd M.Shd R
8 1 4 One 15 1 AGI B D Normal O O O 3
Type: Mvmnt+Cntct Attr: Blt Effect: -
Charge head first into the enemy.
[S] Swift Thrust BP LP LPS Tgt POW # Stat G Acc Speed Cnt Shd M.Shd
- - - One 20 1 STR B D Quick X X O
Type: Mvmnt+Cntct Attr: Blt Effect: -
[R] Great Jackhammer BP LP LPS Tgt POW # Stat G Acc Speed Cnt Shd M.Shd
- - - One 100 2 STR A D Normal X X O
Type: Mvmnt+Cntct Attr: Blt Effect: Stun
Note: Can only be triggered when you've learned Jackhammer.
Suplex BP LP LPS Tgt POW # Stat G Acc Speed Cnt Shd M.Shd R
9 1 4 One 20 1 STR B B Quick X X O 3
Type: Cntct Attr: Blt Effect: Stun
Pick up the enemy and slam him into the ground.
Sometimes stuns.
Thunder Kick BP LP LPS Tgt POW # Stat G Acc Speed Cnt Shd M.Shd R
10 1 6 One 30 1 STR A D Normal ^ ^ O 4
Type: Cntct Attr: Blt+Elec Effect: -
A lightning-fast flying kick.
Jackhammer BP LP LPS Tgt POW # Stat G Acc Speed Cnt Shd M.Shd R
11 1 4 One 50 1 STR A B Slow X X O 4
Type: Cntct Attr: Blt Effect: Stun
Put all your weight into a powerful throw. Sometimes stuns.
Raksha BP LP LPS Tgt POW # Stat G Acc Speed Cnt Shd M.Shd R
15 3 10 One 130 1 STR A D Slow ^ O O 5
Type: Cntct Attr: Blt Effect: Inst. Death
A powerful strike to fell the enemy in one swing.
Sometimes inflicts instant death.
Defense Mode:
Disrupt Air BP LP LPS Tgt POW # Stat G Acc Speed Cnt Shd M.Shd R
6 1 2 One 5 1 AGI E A Quick X X X 3
Type: Cntct Attr: Blt Effect: Stun
A throw that puts the enemy off balance.
It executes quickly and sometimes stuns.
Second Wind BP LP LPS Tgt POW # Stat G Acc Speed Cnt Shd M.Shd R
10 1 2 Slf 20 1 COM E - Normal X X X 3
Type: Cntct Attr: - Effect: HP Restore/
Focus your internal energy to restore HP. HP Regen
[R] Focus Palm BP LP LPS Tgt POW # Stat G Acc Speed Cnt Shd M.Shd
- - - All 40 1 WIL C A Normal X X X
Type: Cntct Attr: Eng Effect: HP Absorb
Flash Flood BP LP LPS Tgt POW # Stat G Acc Speed Cnt Shd M.Shd R
9 1 4 One 45 3 STR B D Normal ^ ^ O 3
Type: Cntct Attr: Blt Effect: -
A flurry of three kicks one low, one middle, and one high.
Submission BP LP LPS Tgt POW # Stat G Acc Speed Cnt Shd M.Shd R
8 1 4 One 44 1 DEX B D Normal X X X 4
Type: Cntct Attr: Blt Effect: STR Down
[R] Critical Hit BP LP LPS Tgt POW # Stat G Acc Speed Cnt Shd M.Shd
- - - One 88 1 DEX B D Normal X X X
Type: Cntct Attr: Blt Effect: STR Down
Shimmer Strike BP LP LPS Tgt POW # Stat G Acc Speed Cnt Shd M.Shd R
11 1 4 One 55 1 STR B B Slow X X O 4
Type: Cntct Attr: Blt Effect: INT Down
A downward strike to the enemy's head.
Sometimes decreases Intellect (INT).
Nine Marks BP LP LPS Tgt POW # Stat G Acc Speed Cnt Shd M.Shd R
20 2 8 One 225 9 WIL A E Normal ^ ^ O 5
Type: Cntct Attr: Blt Effect: -
Cut runes into nine places upon the enemy's body.
Trick Mode:
Round Kick BP LP LPS Tgt POW # Stat G Acc Speed Cnt Shd M.Shd R
6 1 4 One 15 1 STR D C Normal ^ O O 2
Type: Cntct Attr: Blt Effect: -
A powerful foot technique that utilizes centrifugal force.
Square Throw BP LP LPS Tgt POW # Stat G Acc Speed Cnt Shd M.Shd R
7 1 2 One 5 1 STR D B Slow X X O 2
Type: Cntct Attr: Blt
Effect: Stun, STR Down
An arm lock followed by a takedown.
Sometimes decreases Strength (STR) and stuns.
Drunken Strike BP LP LPS Tgt POW # Stat G Acc Speed Cnt Shd M.Shd R
7 1 6 One 11 1 AGI B C Normal ^ O O 3
Type: Mvmnt+Cntct Attr: Blt Effect: -
A lunging fist technique that's difficult to anticipate.
[S] Surging Drunken BP LP LPS Tgt POW # Stat G Acc Speed Cnt Shd M.Shd
Strike - - - One 22 1 AGI B A Normal X X O
Type: Mvmnt+Cntct Attr: Blt Effect: -
Blast Magic BP LP LPS Tgt POW # Stat G Acc Speed Cnt Shd M.Shd R
9 1 4 One 50 1 STR B C Normal X X O 3
Type: Mvmnt+Cntct Attr: Blt Effect: -
A lunging knee strike.
[S] Surging BP LP LPS Tgt POW # Stat G Acc Speed Cnt Shd M.Shd
Blast Magic - - - One 60 1 STR B A Normal X X O
Type: Mvmnt+Cntct Attr: Blt Effect: -
Triangle Kick BP LP LPS Tgt POW # Stat G Acc Speed Cnt Shd M.Shd R
10 2 8 One 30 1 STR A C Normal X X O 4
Type: Cntct Attr: Blt Effect: -
A lethal flying kick executed from outside the enemy's
line of sight.
Silent Assassin BP LP LPS Tgt POW # Stat G Acc Speed Cnt Shd M.Shd R
13 1 4 One 60 3 AGI B C Normal ^ O O 4
Type: Cntct Attr: Blt Effect: Inst. Death
A swift attack that makes not a sound.
Sometimes inflicts instant death.
Triple Dragon BP LP LPS Tgt POW # Stat G Acc Speed Cnt Shd M.Shd R
16 2 8 One 120 3 AGI A C Normal X X O 5
Type: Cntct Attr: Blt Effect: -
A series of attacks as lethal as three dragons biting.
================================================================================
--> b02. Foil [RS375]
Thrust BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
0 1 2 One 1 1 DEX F B Normal X X O 1
Type: Cntct Attr: Sls Effect: -
The basic technique for the foil and short sword.
Attack Mode:
Sonic Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
4 1 4 One 4 1 STR D B Quick ^ ^ O 2
Type: Cntct Attr: Sls Effect: -
Raise your sword high and unleash a slash. Quick recovery.
[R] Sonic Cross BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 16 2 STR D A Quick X X O
Type: Cntct Attr: Sls Effect: -
Impact Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
5 4 10 One 10 2 STR D F Normal O O O 2
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: Stun
Slam your enemy and slash while he staggers.
Sometimes stuns.
[S] Surging Impact BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Slash - - - One 20 2 STR D A Normal X X O
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: Stun
Cutting Lunge BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
7 1 4 One 7 1 STR B D Normal O ^ O 2
Type: Mvmnt+Cntct Attr: Sls Effect: -
A close-range attack for penetrating the enemy's defenses.
[S] Perforate BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 14 1 AGI B A Normal X X O
Type: Mvmnt+Cntct Attr: Sls Effect: -
[R] Cross Cutting BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Lunge - - - One 42 1 AGI B C Normal ^ ^ O
Type: Mvmnt+Cntct Attr: Sls Effect: -
[S/R] Lightning BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Speed - - - One 56 1 AGI A A Normal X X O
Type: Mvmnt+Cntct Attr: Sls Effect: -
Hawke Blade BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
9 1 4 One 10 1 STR B D Normal ^ ^ O 3
Type: Cntct Attr: Sls+Blt
Effect: Effective against insects.
A high jump followed by a heroic slash.
Blitz BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
11 3 8 One 16 1 AGI B D Quick X ^ O 4
Type: Cntct Attr: Sls+Elec Effect: -
A strike of blistering speed. Quick recovery.
Triple Star BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
14 2 6 One 60 3 DEX B D Normal O O O 4
Type: Aerial Attr: Prj Effect: -
A triple stab into three vital areas.
Southern Cross BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
15 8 14 One 60 1 DEX A D Normal O O O 5
Type: Aerial Attr: Prj
Effect: Effective against undead.
Defense Mode:
Spin Thrust BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
4 1 4 One 3 1 DEX B D Normal ^ ^ O 2
Type: Cntct Attr: Prj Effect: -
Spin your weapon once and then stab the enemy with a
flick of your wrist.
Feint BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
7 1 2 One - 1 DEX - D Normal X X X 2
Type: Cntct Attr: - Effect: Stun
A fake thrust to break your enemy's rhythm.
Sometimes stuns.
Sword Ballet BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
9 6 12 All 10 1 DEX D D Normal X O O 3
Type: Mvmnt+Cntct Attr: Sls Effect: -
A simultaneous strike upon all enemies as if dancing in
their midst. A heroic and powerful technique.
[S] Floating Sword BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Ballet - - - All 20 1 DEX D A Normal X X O
Type: Mvmnt+Cntct Attr: Sls Effect: -
Resonance Edge BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
7 8 14 One 60 1 STR B D Normal O O O 4
Type: Cntct Attr: Sls+Blt Effect: -
Increase the effectiveness of your slash via rapid
oscillation.
Shimmering Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
12 2 6 One 25 1 STR B D Quick X X O 4
Type: Aerial Attr: Sls Effect: -
Strike your enemy with a powerful shock wave.
Quick recovery.
Screwdriver BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
16 6 12 One 55 1 DEX A D Normal O O O 5
Type: Cntct Attr: Prj
Effect: Effective against females.
Trick Mode:
Paralyzing Thrust BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
4 1 2 One 2 1 DEX E D Normal O ^ O 2
Type: Cntct Attr: Prj Effect: DEX down
A stab into your enemy's joints.
Sometimes decreases Dexterity (DEX).
Artful Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
5 1 4 One 5 1 STR B C Normal X X O 2
Type: Cntct Attr: Sls Effect: -
Execute a feint to ensure a direct hit.
[R] Mistwalker BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 20 1 STR B A Normal X X O
Type: Cntct Attr: Sls Effect: -
Golden Note BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
7 4 10 One 45 3 DEX B D Normal ^ ^ O 3
Type: Cntct Attr: Sls Effect: -
Slash the enemy multiple times from a flowing trajectory.
Roundabout BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
10 1 4 One 10 1 AGI B D Normal ^ ^ O 3
Type: Mvmnt+Cntct Attr: Sls Effect: -
A quick advance into range followed by a strike.
[S] Surging Roll BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 25 1 AGI B A Normal X X O
Type: Mvmnt+Cntct Attr: Sls Effect: -
Mega Thrust BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
10 6 12 One 75 5 DEX B E Normal ^ ^ O 4
Type: Cntct Attr: Prj Effect: -
A multiple-thrust combination at blistering speeds.
Eulogy BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
16 4 10 One 48 2 DEX A D Normal ^ O O 5
Type: Cntct Attr: Sls Effect: Inst.Death
Carve an ominous word onto your enemy's body. Sometimes
inflicts instant death.
Kaleidoscope BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
18 2 6 One 120 8 AGI B D Normal ^ ^ O 5
Type: Cntct Attr: Sls+Blt Effect: -
An attack to disorient your enemy followed by a flurry of
strikes.
================================================================================
--> b03. Short Sword [RS376]
Thrust BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
0 1 2 One 1 1 DEX F B Normal X X O 1
Type: Cntct Attr: Sls Effect: -
The basic technique for the foil and short sword.
Attack Mode:
Sonic Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
4 1 4 One 4 1 STR D B Quick ^ ^ O 2
Type: Cntct Attr: Sls Effect: -
Raise your sword high and unleash a slash. Quick recovery.
[R] Sonic Cross BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 16 2 STR D A Quick X X O
Type: Cntct Attr: Sls Effect: -
Impact Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
5 4 10 One 10 2 STR D F Normal O O O 2
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: Stun
Slam your enemy and slash while he staggers.
Sometimes stuns.
[S] Surging Impact BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Slash - - - One 20 2 STR D A Normal X X O
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: Stun
Cutting Lunge BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
7 1 4 One 7 1 STR B D Normal O ^ O 2
Type: Mvmnt+Cntct Attr: Sls Effect: -
A close-range attack for penetrating the enemy's defenses.
[S] Perforate BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 14 1 AGI B A Normal X X O
Type: Mvmnt+Cntct Attr: Sls Effect: -
[R] Cross Cutting BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Lunge - - - One 42 1 AGI B C Normal ^ ^ O
Type: Mvmnt+Cntct Attr: Sls Effect: -
[S/R] Lightning BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Speed - - - One 56 1 AGI A A Normal X X O
Type: Mvmnt+Cntct Attr: Sls Effect: -
Hawke Blade BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
9 1 4 One 10 1 STR B D Normal ^ ^ O 3
Type: Cntct Attr: Sls+Blt
Effect: Effective against insects.
A high jump followed by a heroic slash.
Double Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
6 4 10 One 24 2 STR B D Normal O O O 3
Type: Cntct Attr: Sls+Blt Effect: -
A mighty dual slash.
Blitz BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
11 3 8 One 16 1 AGI B D Quick X ^ O 3
Type: Cntct Attr: Sls+Elec Effect: -
A strike of blistering speed. Quick recovery.
Triple Star BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
14 2 6 One 60 3 DEX B D Normal O O O 4
Type: Aerial Attr: Prj Effect: -
A triple stab into three vital areas.
Defense Mode:
Knee Split BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
4 1 4 One 3 1 STR E D Normal O O O 2
Type: Cntct Attr: Sls Effect: Stun
Attack your enemy's legs to restrict his actions.
Sometimes stuns.
Sword Ballet BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
9 6 12 All 10 1 DEX D D Normal X O O 3
Type: Mvmnt+Cntct Attr: Sls Effect: -
A simultaneous strike upon all enemies as if dancing in
their midst. A heroic and powerful technique.
[S] Floating Sword BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Ballet - - - All 20 1 DEX D A Normal X X O
Type: Mvmnt+Cntct Attr: Sls Effect: -
Resonance Edge BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
7 8 14 One 60 1 STR B D Normal O O O 4
Type: Cntct Attr: Sls+Blt Effect: -
Increase the effectiveness of your slash via rapid
oscillation.
Blood Rage BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
10 4 10 One 60 4 STR B E Normal O O O 4
Type: Cntct Attr: Sls Effect: -
A ferocious assasult of multiple strikes.
Shimmering Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
12 2 6 One 25 1 STR B D Quick X X O 4
Type: Aerial Attr: Sls Effect: -
Strike your enemy with a powerful shock wave.
Quick recovery.
Insight BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
18 2 6 One 40 1 WIL A D Normal ^ ^ O 5
Type: Cntct Attr: Sls Effect: WIL Down
Focus your will into a point, and launch it at the enemy.
Sometimes decreases Willpower.
Trick Mode:
Artful Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
5 1 4 One 5 1 STR B C Normal X X O 2
Type: Cntct Attr: Sls Effect: -
Execute a feint to ensure a direct hit.
[R] Mistwalker BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 20 1 STR B A Normal X X O
Type: Cntct Attr: Sls Effect: -
Time Lapse BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
5 2 5 One 9 1 STR B D Normal ^ ^ O 2
Type: Cntct Attr: Sls+Blt Effect: -
A feint followed by a downward swing.
Golden Note BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
7 4 10 One 45 3 DEX B D Normal ^ ^ O 3
Type: Cntct Attr: Sls Effect: -
Slash the enemy multiple times from a flowing trajectory.
Roundabout BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
10 1 4 One 10 1 AGI B D Normal ^ ^ O 3
Type: Mvmnt+Cntct Attr: Sls Effect: -
A quick advance into range followed by a strike.
[S] Surging Roll BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 25 1 AGI B A Normal X X O
Type: Mvmnt+Cntct Attr: Sls Effect: -
Mega Thrust BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
10 6 12 One 75 5 DEX B E Normal ^ ^ O 4
Type: Cntct Attr: Prj Effect: -
A multiple-thrust combination at blistering speeds.
Eulogy BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
16 4 10 One 48 2 DEX A D Normal ^ O O 5
Type: Cntct Attr: Sls Effect: Inst.Death
Carve an ominous word onto your enemy's body. Sometimes
inflicts instant death.
Kaleidoscope BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
18 2 6 One 120 8 AGI B D Normal ^ ^ O 5
Type: Cntct Attr: Sls+Blt Effect: -
An attack to disorient your enemy followed by a flurry of
strikes.
================================================================================
--> b04. Long Sword [RS377]
Hew BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
0 1 2 One 2 1 STR F D Normal O O O 1
Type: Cntct Attr: Sls Effect: -
The basic technique for the long sword, scimitar,
great sword, and hand axe.
Attack Mode:
Sonic Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
4 1 4 One 4 1 STR D B Quick ^ ^ O 2
Type: Cntct Attr: Sls Effect: -
Raise your sword high and unleash a slash. Quick recovery.
[R] Sonic Cross BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 16 2 STR D A Quick X X O
Type: Cntct Attr: Sls Effect: -
Double Vertical BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
4 2 6 One 10 2 STR D D Normal O O O 2
Type: Cntct Attr: Sls Effect: -
A simple technique for the sword. Slash down to the left,
then to the right.
Impact Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
5 4 10 One 10 2 STR D F Normal O O O 2
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: Stun
Slam your enemy and slash while he staggers.
Sometimes stuns.
[S] Surging Impact BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Slash - - - One 20 2 STR D A Normal X X O
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: Stun
Cutting Lunge BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
7 1 4 One 7 1 STR B D Normal O ^ O 2
Type: Mvmnt+Cntct Attr: Sls Effect: -
A close-range attack for penetrating the enemy's defenses.
[S] Perforate BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 14 1 AGI B A Normal X X O
Type: Mvmnt+Cntct Attr: Sls Effect: -
[R] Cross Cutting BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Lunge - - - One 42 1 AGI B C Normal ^ ^ O
Type: Mvmnt+Cntct Attr: Sls Effect: -
[S/R] Lightning BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Speed - - - One 56 1 AGI A A Normal X X O
Type: Mvmnt+Cntct Attr: Sls Effect: -
Double Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
6 4 10 One 24 2 STR B D Normal O O O 3
Type: Cntct Attr: Sls+Blt Effect: -
A mighty dual slash.
Dopplegangers BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
17 8 14 One 150 3 STR B C Normal ^ ^ O 5
Type: Cntct Attr: Sls Effect: -
Defense Mode:
Knee Split BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
4 1 4 One 3 1 STR E D Normal O O O 2
Type: Cntct Attr: Sls Effect: Stun
Attack your enemy's legs to restrict his actions.
Sometimes stuns.
Cross Cut BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
7 3 8 One 24 2 STR D D Normal O ^ O 3
Type: Cntct Attr: Sls
Effect: Effective against undead.
Slash a cross into your opponent. Effective against undead.
Resonance Edge BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
7 8 14 One 60 1 STR B D Normal O O O 4
Type: Cntct Attr: Sls+Blt Effect: -
Increase the effectiveness of your slash via rapid
oscillation.
Blood Rage BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
10 4 10 One 60 4 STR B E Normal O O O 4
Type: Cntct Attr: Sls Effect: -
A ferocious assasult of multiple strikes.
Shimmering Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
12 2 6 One 25 1 STR B D Quick X X O 4
Type: Aerial Attr: Sls Effect: -
Strike your enemy with a powerful shock wave.
Quick recovery.
Still Blade BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
13 8 14 One 75 1 STR A D Slow X O O 5
Type: Cntct Attr: Sls Effect: -
Insight BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
18 2 6 One 40 1 WIL A D Normal ^ ^ O 5
Type: Cntct Attr: Sls Effect: WIL Down
Focus your will into a point, and launch it at the enemy.
Sometimes decreases Willpower.
Trick Mode:
Artful Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
5 1 4 One 5 1 STR B C Normal X X O 2
Type: Cntct Attr: Sls Effect: -
Execute a feint to ensure a direct hit.
[R] Mistwalker BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 20 1 STR B A Normal X X O
Type: Cntct Attr: Sls Effect: -
Time Lapse BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
5 2 5 One 9 1 STR B D Normal ^ ^ O 2
Type: Cntct Attr: Sls+Blt Effect: -
A feint followed by a downward swing.
Running Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
7 1 4 One 4 1 STR B D Normal O O O 2
Type: Mvmnt+Cntct Attr: Sls Effect: -
Charge into the enemy and slash through his torso.
[S] No Rythm BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 9 1 AGI B A Normal X X O
Type: Mvmnt+Cntct Attr: Sls Effect: -
Jackal Blade BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
8 1 4 One 15 1 STR B D Normal O ^ O 3
Type: Mvmnt+Cntct Attr: Sls
Effect: Effective against beasts.
A charge followed by a vicious strike.
Effective against beasts.
[S] Surging Jackal BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Blade - - - One 25 1 STR B A Normal X X O
Type: Mvmnt+Cntct Attr: Sls
Effect: Effective against beasts.
Mega Thrust BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
10 6 12 One 75 5 DEX B E Normal ^ ^ O 4
Type: Cntct Attr: Prj Effect: -
A multiple-thrust combination at blistering speeds.
Switch Back BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
13 2 6 One 20 1 AGI B D Normal O ^ O 4
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: -
Rush the enemy and strike, then use the recoil to strike
again.
[S] Flashback BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
- - - One 60 1 AGI B A Normal X X O 4
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: -
================================================================================
--> b05. Great Sword [RS378]
Hew BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
0 1 2 One 2 1 STR F D Normal O O O 1
Type: Cntct Attr: Sls Effect: -
The basic technique for the long sword, scimitar,
great sword, and hand axe.
Attack Mode:
Double Vertical BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
4 2 6 One 10 2 STR D D Normal O O O 2
Type: Cntct Attr: Sls Effect: -
A simple technique for the sword. Slash down to the left,
then to the right.
Smash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
5 4 10 One 20 1 STR D F Normal O O O 2
Type: Cntct Attr: Sls+Blt Effect: -
Strike the enemy with all your might.
Cross Break BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
7 4 10 One 30 2 STR D F Normal O O O 3
Type: Cntct Attr: Sls+Blt Effect: -
A powerful double strike.
[R] Grand Cross BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 80 2 STr D F Normal O ^ O
Type: Cntct Attr: Sls+Blt
Effect: Effective against undead.
Vertical Smash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
8 6 12 One 15 1 STR B D Normal O O O 4
Type: Cntct Attr: Blt Effect: -
Jump and put all your weight behind your strike into
the enemy.
[R] Heaven and Earth BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 50 2 STR B C Normal O ^ O
Type: Cntct Attr: Sls+Blt Effect: Stun
Charging Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
11 2 6 One 15 1 AGI B D Normal O O O 4
Type: Cntct+Mvmnt Attr: Sls+Blt Effect: -
Drag your weapon as you charge your enemy, striking
with great opposite force.
[S] Surging Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 25 1 AGI B A Normal X X O
Type: Cntct+Mvmnt Attr: Sls+Blt Effect: -
Arm of Light BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
15 3 8 Blt 50 2 STR B B Quick ^ O O 4
Type: Cntct Attr: Prj Effect: -
Like a beam of light, thrust your weapon straight into
the enemy. Quick recovery.
Upper Smash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
12 8 14 One 150 2 STR B E Normal O O O 5
Type: Cntct Attr: Sls+Blt Effect: -
Rotate your entire body, then unwind to pulverize anything
you hit.
Defense Mode:
Blunt Strike BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
4 3 8 One - 1 STR - D Normal O O O 2
Type: Cntct Attr: Blt Effect: Paralysis
Smash your enemy to restrict his movement.
Sometimes inflicts paralysis.
Good Timing BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
6 1 4 One 3 1 STR D D Quick O O O 2
Type: Cntct Attr: Blt Effect: -
Time your strike to land it perfectly. Quick recovery.
Cross Cut BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
7 3 8 One 24 2 STR D D Normal O ^ O 3
Type: Cntct Attr: Sls
Effect: Effective against undead.
Slash a cross into your opponent. Effective against undead.
Resonance Edge BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
7 8 14 One 60 1 STR B D Normal O O O 4
Type: Cntct Attr: Sls+Blt Effect: -
Increase the effectiveness of your slash via rapid
oscillation.
Still Blade BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
13 8 14 One 75 1 STR A D Slow X O O 5
Type: Cntct Attr: Sls Effect: -
Slowly build up internal strength, launch it at the enemy,
and cause it to explode.
Wheel Swing BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
11 8 14 All 75 3 STR B D Normal X O O 5
Type: Mvmnt+Cntct Attr: Sls Effect: -
A swift rush followed by multiple strikes against all
enemies.
[S] Floating BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Juggernaut - - - All 150 3 STR B A Normal X X O
Type: Mvmnt+Cntct Attr: Sls Effect: -
Trick Mode:
Running Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
7 1 4 One 4 1 STR B D Normal O O O 2
Type: Mvmnt+Cntct Attr: Sls Effect: -
Charge into the enemy and slash through his torso.
[S] No Rythm BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 9 1 AGI B A Normal X X O
Type: Mvmnt+Cntct Attr: Sls Effect: -
Swing Down BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
5 4 10 One 20 2 STR D E Normal O O O 2
Type: Cntct Attr: Sls+Blt Effect: -
Swing your weapon twice in great arcs.
[R] Z-Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 60 3 STR D D Normal O ^ O
Type: Cntct Attr: Sls+Blt Effect: -
Dragon's Tail BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
9 2 6 One 16 2 STR B D Normal O O O 3
Type: Mvmnt+Cntct Attr: Sls Effect: -
Slash down upon your enemy and then slash upwards.
[S] Surging BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
Dragon's Tail - - - One 32 2 STR B A Normal X X O 3
Type: Mvmnt+Cntct Attr: Sls Effect: -
Spinning Strike BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
8 6 12 One 15 1 STR B D Normal O O O 4
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: -
Rush with your back to the enemy and then unwind with a
mighty strike.
[S] Surging Spin BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Strike - - - One 30 1 STR B A Normal X X O
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: -
Switch Back BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
13 2 6 One 20 1 AGI B D Normal O ^ O 4
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: -
Rush the enemy and strike, then use the recoil to strike
again.
[S] Flashback BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
- - - One 60 1 AGI B A Normal X X O 4
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: -
V-Impact BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
16 4 10 One 99 3 STR B E Normal ^ O O 4
Type: Cntct Attr: Sls Effect: -
A powerful strike followed by a ruthless upward slash.
================================================================================
--> b06. Scimitar [RS379]
Hew BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
0 1 2 One 2 1 STR F D Normal O O O 1
Type: Cntct Attr: Sls Effect: -
The basic technique for the long sword, scimitar,
great sword, and hand axe.
Attack Mode:
Crescent Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
4 3 8 One 10 1 STR B D Normal ^ O O 2
Type: Cntct Attr: Sls+Blt Effect: -
A great arcing slash.
Impact Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
5 4 10 One 10 2 STR D F Normal O O O 2
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: Stun
Slam your enemy and slash while he staggers.
Sometimes stuns.
[S] Surging Impact BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Slash - - - One 20 2 STR D A Normal X X O
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: Stun
Hawke Blade BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
9 1 4 One 10 1 STR B D Normal ^ ^ O 3
Type: Cntct Attr: Sls+Blt
Effect: Effective against insects.
A high jump followed by a heroic slash.
Cutting Lunge BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
7 1 4 One 7 1 STR B D Normal O ^ O 2
Type: Mvmnt+Cntct Attr: Sls Effect: -
A close-range attack for penetrating the enemy's defenses.
[S] Perforate BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 14 1 AGI B A Normal X X O
Type: Mvmnt+Cntct Attr: Sls Effect: -
[R] Cross Cutting BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Lunge - - - One 42 1 AGI B C Normal ^ ^ O
Type: Mvmnt+Cntct Attr: Sls Effect: -
[S/R] Lightning BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Speed - - - One 56 1 AGI A A Normal X X O
Type: Mvmnt+Cntct Attr: Sls Effect: -
Double Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
6 4 10 One 24 2 STR B D Normal O O O 3
Type: Cntct Attr: Sls+Blt Effect: -
A mighty dual slash.
Rolling Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
8 6 12 All 20 2 STR D D Normal X O O 3
Type: Cntct Attr: Sls+Blt Effect: -
Strike all enemies by spinning and slashing in their midst.
[R] Echo Blade BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - All 40 3 STR D C Normal X ^ O
Type: Cntct Attr: Sls+Blt Effect: -
Dopplegangers BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
17 8 14 One 150 3 STR B C Normal ^ ^ O 5
Type: Cntct Attr: Sls Effect: -
Defense Mode:
Knee Split BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
4 1 4 One 3 1 STR E D Normal O O O 2
Type: Cntct Attr: Sls Effect: Stun
Attack your enemy's legs to restrict his actions.
Sometimes stuns.
Demilune BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
6 3 8 One 15 1 STR B D Normal ^ O O 3
Type: Aerial Attr: Sls Effect: -
Follow a crescent-shaped path to slash your enemy.
[R] Demilune Echo BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 40 2 STR B C Normal O ^ O
Type: Aerial Attr: Sls+Blt Effect: -
Maim BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
7 2 6 One 8 1 STR D D Normal ^ ^ O 3
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: AGI Down
Rush at your enemy and deliver a strike to his feet.
Sometimes decreases Agility (AGI).
[S] Surging Maim BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 13 1 STR D A Normal X X O
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: AGI Down
Blood Rage BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
10 4 10 One 60 4 STR B E Normal O O O 4
Type: Cntct Attr: Sls Effect: -
A ferocious assasult of multiple strikes.
Insight BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
18 2 6 One 40 1 WIL A D Normal ^ ^ O 5
Type: Cntct Attr: Sls Effect: WIL Down
Focus your will into a point, and launch it at the enemy.
Sometimes decreases Willpower.
Trick Mode:
Artful Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
5 1 4 One 5 1 STR B C Normal X X O 2
Type: Cntct Attr: Sls Effect: -
Execute a feint to ensure a direct hit.
[R] Mistwalker BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 20 1 STR B A Normal X X O
Type: Cntct Attr: Sls Effect: -
Time Lapse BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
5 2 5 One 9 1 STR B D Normal ^ ^ O 2
Type: Cntct Attr: Sls+Blt Effect: -
A feint followed by a downward swing.
Jackal Blade BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
8 1 4 One 15 1 STR B D Normal O ^ O 3
Type: Mvmnt+Cntct Attr: Sls
Effect: Effective against beasts.
A charge followed by a vicious strike.
Effective against beasts.
[S] Surging Jackal BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Blade - - - One 25 1 STR B A Normal X X O
Type: Mvmnt+Cntct Attr: Sls
Effect: Effective against beasts.
Spinning Strike BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
8 6 12 One 15 1 STR B D Normal O O O 4
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: -
Rush with your back to the enemy and then unwind with a
mighty strike.
[S] Surging Spin BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Strike - - - One 30 1 STR B A Normal X X O
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: -
Deadly Spin BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
15 6 12 One 150 1 STR D D Normal O ^ O 5
Type: Cntct Attr: Sls+Blt Effect: -
Kaleidoscope BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
18 2 6 One 120 8 AGI B D Normal ^ ^ O 5
Type: Cntct Attr: Sls+Blt Effect: -
An attack to disorient your enemy followed by a flurry of
strikes.
================================================================================
--> b07. Hand Axe [RS380]
Hew BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
0 1 2 One 2 1 STR F D Normal O O O 1
Type: Cntct Attr: Sls Effect: -
The basic technique for the long sword, scimitar,
great sword, and hand axe.
Attack Mode:
Crescent Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
4 3 8 One 10 1 STR B D Normal ^ O O 2
Type: Cntct Attr: Sls+Blt Effect: -
A great arcing slash.
Cut Timber BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
5 1 4 One 6 1 STR D D Normal O O O 2
Type: Cntct Attr: Sls+Blt Effect: -
A slash similar to chopping wood. Effective against plants.
Hawke Blade BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
9 1 4 One 10 1 STR B D Normal ^ ^ O 3
Type: Cntct Attr: Sls+Blt
Effect: Effective against insects.
A high jump followed by a heroic slash.
Rolling Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
8 6 12 All 20 2 STR D D Normal X O O 3
Type: Cntct Attr: Sls+Blt Effect: -
Strike all enemies by spinning and slashing in their midst.
[R] Echo Blade BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - All 40 3 STR D C Normal X ^ O
Flyby BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
7 6 12 One 40 2 STR B E Normal O ^ O 4
Type: Aerial Attr: Sls+Blt Effect: -
Throw your weapon from a great height to inflict a mighty
blow.
[R] Skydrive BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 120 2 STR A C Normal ^ ^ O
Type: Aerial Attr: Sls+Blt Effect: -
Nutcracker BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
12 8 14 One 75 3 STR B D Normal O X O 5
Type: Cntct Attr: Blt
Effect: DEF Down, Effective against turtles.
A strike powerful enough to crush a tortoise shell.
Sometimes decreases Defense (DEF).
Reverse Delta BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
16 6 12 One 105 1 STR B D Normal ^ ^ O 5
Type: Cntct Attr: Sls+Blt Effect: -
[R] Shiva Triangle BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
- - - One 175 1 STR A C Normal X X O 5
Type: Cntct Attr: Sls+Blt Effect: -
Defense Mode:
Bonecrusher BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
7 2 6 One 4 1 STR D D Normal O O O 2
Type: Cntct Attr: Blt
Effect: STR Down, Effective against skeletons.
A strike to the enemy's arm. Sometimes decreases
Strength (STR).
Throw Axe BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
5 3 8 One 20 1 STR B D Normal ^ ^ O 3
Type: Aerial Attr: Sls+Blt Effect: -
Throw your axe into the enemy.
[R] Yo-yo BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 90 3 STR B C Normal ^ ^ O
Type: Aerial Attr: Sls+Blt Effect: -
Maim BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
7 2 6 One 8 1 STR D D Normal ^ ^ O 3
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: AGI Down
Rush at your enemy and deliver a strike to his feet.
Sometimes decreases Agility (AGI).
[S] Surging Maim BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 13 1 STR D A Normal X X O
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: AGI Down
Wheel Strike BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
5 6 12 One 30 3 STR B D Normal O O O 3
Type: Cntct Attr: Sls+Blt Effect: -
Slice into your enemy with spinning slashes.
Dimensional Break BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
9 6 12 One 25 1 STR D D Normal X O O 4
Type: Cntct Attr: - Effect: Inst. Death
A tremendous strike against the dimension surronding the
enemy. Sometimes inflicts instant death.
Night Crossing BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
9 6 12 One 45 3 STR B D Normal O O O 4
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: -
[S] Surging Yaksa BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Run - - - One 90 3 STR B A Normal X X O
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: -
Trick Mode:
Time Lapse BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
5 2 5 One 9 1 STR B D Normal ^ ^ O 2
Type: Cntct Attr: Sls+Blt Effect: -
A feint followed by a downward swing.
Spinning Strike BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
8 6 12 One 15 1 STR B D Normal O O O 4
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: -
Rush with your back to the enemy and then unwind with a
mighty strike.
[S] Surging Spin BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Strike - - - One 30 1 STR B A Normal X X O
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: -
Switch Back BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
13 2 6 One 20 1 AGI B D Normal O ^ O 4
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: -
Rush the enemy and strike, then use the recoil to strike
again.
[S] Flashback BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
- - - One 60 1 AGI B A Normal X X O 4
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: -
Deadly Spin BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
15 6 12 One 150 1 STR D D Normal O ^ O 5
Type: Cntct Attr: Sls+Blt Effect: -
================================================================================
--> b08. Club [RS381]
Crush BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
0 1 2 One 2 1 STR F C Normal O O O 1
Type: Cntct Attr: Sls Effect: -
The basic technique for the club and staff.
Attack Mode:
Smash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
5 4 10 One 20 1 STR D F Normal O O O 2
Type: Cntct Attr: Sls+Blt Effect: -
Strike the enemy with all your might.
Crushing Hit BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
6 4 10 One 30 1 STR B D Normal O O O 3
Type: Cntct Attr: Blt Effect: -
A mighty horizontal blow.
Cruncher BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
9 1 4 One 10 1 STR B D Normal O O O 3
Type: Mvmnt+Cntct Attr: Blt Effect: VIT Down
Charge the enemy and deliver a bruising strike.
Sometimes decreases Vitality (VIT).
[S] Surging BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Body Blow - - - One 20 1 STR B A Normal X X O
Type: Mvmnt+Cntct Attr: Blt Effect: VIT Down
Rock Splitter BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
8 6 12 One 50 4 STR D D Normal O O O 4
Type: Cntct Attr: Blt
Effect: Effective against stones.
A blow so mighty, it could smash a boulder.
Vertical Smash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
8 6 12 One 15 1 STR B D Normal O O O 4
Type: Cntct Attr: Blt Effect: -
Jump and put all your weight behind your strike into
the enemy.
[R] Heaven and Earth BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 50 2 STR B C Normal O ^ O
Type: Cntct Attr: Sls+Blt Effect: Stun
Charging Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
11 2 6 One 15 1 AGI B D Normal O O O 4
Type: Cntct+Mvmnt Attr: Sls+Blt Effect: -
Drag your weapon as you charge your enemy, striking
with great opposite force.
[S] Surging Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 25 1 AGI B A Normal X X O
Type: Cntct+Mvmnt Attr: Sls+Blt Effect: -
Nutcracker BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
12 8 14 One 75 3 STR B D Normal O X O 5
Type: Cntct Attr: Blt
Effect: DEF Down, Effective against turtles.
A strike powerful enough to crush a tortoise shell.
Sometimes decreases Defense (DEF).
Defense Mode:
Knee Split BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
4 1 4 One 3 1 STR E D Normal O O O 2
Type: Cntct Attr: Sls Effect: Stun
Attack your enemy's legs to restrict his actions.
Sometimes stuns.
Bonecrusher BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
7 2 6 One 4 1 STR D D Normal O O O 2
Type: Cntct Attr: Blt
Effect: STR Down, Effective against skeletons.
A strike to the enemy's arm. Sometimes decreases
Strength (STR).
Wheel Strike BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
5 6 12 One 30 3 STR B D Normal O O O 3
Type: Cntct Attr: Sls+Blt Effect: -
Slice into your enemy with spinning slashes.
Earth Dragon BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
8 6 12 All 25 1 STR D D Normal X O O 3
Type: Cntct Attr: Blt Effect: Snare
A tremor that strikes all enemies. Somtimes prevents enemy
rushes.
Aqua Luna BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
15 3 8 One 120 1 STR B D Normal X X O 5
Type: Cntct Attr: Blt+Prj Effect: LP Damage
Strike with such precision that the moon's reflection in
the water would not be disturbed. Sometimes damages LP.
Grand Slam BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
14 8 14 All 50 1 STR B D Normal X O O 5
Type: Cntct Attr: Blt
Effect: Snare, Earth Affinity, Effect when turn ends.
Start an earthquake, then strike all enemies once it hits.
Sometimes prevents enemy rushes.
Trick Mode:
Gong Ringer BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
4 3 8 One 10 1 STR D D Normal O X O 2
Type: Cntct Attr: Egy Effect: Shock
A crushing horizontal blow. Sometimes interferes with
casting.
[R] Multiple Gongs BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 30 1 STR D C Normal O X O
Type: Cntct Attr: Blt Effect: Shock
Bending Beat BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
5 3 8 One 30 1 STR D D Normal ^ O O 3
Type: Mvmnt+Cntct Attr: Blt Effect: -
Leap before the enemy and unleash a strike that utilizes
your weapon's flexibility.
[S] Surging Beat BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 45 1 STR D A Normal X X O
Type: Mvmnt+Cntct Attr: Blt Effect: -
Hyper Hammer BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
9 2 6 One 14 1 STR B E Normal O ^ O 3
Type: Mvmnt+Cntct Attr: Blt Effect: -
Charge your enemy and bash him.
[S] Silent Hammer BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 24 1 STR B A Normal X X O
Type: Mvmnt+Cntct Attr: Blt Effect: -
Spinning Strike BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
8 6 12 One 15 1 STR B D Normal O O O 4
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: -
Rush with your back to the enemy and then unwind with a
mighty strike.
[S] Surging Spin BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Strike - - - One 30 1 STR B A Normal X X O
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: -
Switch Back BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
13 2 6 One 20 1 AGI B D Normal O ^ O 4
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: -
Rush the enemy and strike, then use the recoil to strike
again.
[S] Flashback BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
- - - One 60 1 AGI B A Normal X X O 4
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: -
Axle Spin BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
13 3 8 One 26 1 STR B E Quick ^ ^ O 4
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: -
[S] Silent Turn BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 52 1 STR B A Quick X X O
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: -
================================================================================
--> b09. 2-handed Sword [RS382]
Sunder BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
0 1 2 One 2 1 STR F D Normal O O O 1
Type: Cntct Attr: Sls Effect: -
The basic technique for the katana and two-handed sword.
Attack Mode:
Double Vertical BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
4 2 6 One 10 2 STR D D Normal O O O 2
Type: Cntct Attr: Sls Effect: -
A simple technique for the sword. Slash down to the left,
then to the right.
Smash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
5 4 10 One 20 1 STR D F Normal O O O 2
Type: Cntct Attr: Sls+Blt Effect: -
Strike the enemy with all your might.
Cross Break BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
7 4 10 One 30 2 STR D F Normal O O O 3
Type: Cntct Attr: Sls+Blt Effect: -
A powerful double strike.
[R] Grand Cross BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 80 2 STr D F Normal O ^ O
Type: Cntct Attr: Sls+Blt
Effect: Effective against undead.
Secret Three-step BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
9 6 12 One 60 3 STR D E Normal X X O 4
Type: Mvmnt+Cntct Attr: Sls+Blt
Effect: LP Damage, Effective against Aquatics.
A triple lunge followed by a great slash into the enemy.
Sometimes damages LP.
[S] Surging Slice BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 100 3 STR D A Normal X X O
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: LP Damage
Charging Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
11 2 6 One 15 1 AGI B D Normal O O O 4
Type: Cntct+Mvmnt Attr: Sls+Blt Effect: -
Drag your weapon as you charge your enemy, striking
with great opposite force.
[S] Surging Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 25 1 AGI B A Normal X X O
Type: Cntct+Mvmnt Attr: Sls+Blt Effect: -
Vandalize BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
12 8 14 One 111 1 STR A D Normal O O O 5
Type: Cntct Attr: Sls+Blt Effect: -
Upper Smash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
12 8 14 One 150 2 STR B E Normal O O O 5
Type: Cntct Attr: Sls+Blt Effect: -
Rotate your entire body, then unwind to pulverize anything
you hit.
Defense Mode:
Blunt Strike BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
4 3 8 One - 1 STR - D Normal O O O 2
Type: Cntct Attr: Blt Effect: Paralysis
Smash your enemy to restrict his movement.
Sometimes inflicts paralysis.
Good Timing BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
6 1 4 One 3 1 STR D D Quick O O O 2
Type: Cntct Attr: Blt Effect: -
Time your strike to land it perfectly. Quick recovery.
Bonecrusher BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
7 2 6 One 4 1 STR D D Normal O O O 2
Type: Cntct Attr: Blt
Effect: STR Down, Effective against skeletons.
A strike to the enemy's arm. Sometimes decreases
Strength (STR).
Cross Cut BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
7 3 8 One 24 2 STR D D Normal O ^ O 3
Type: Cntct Attr: Sls
Effect: Effective against undead.
Slash a cross into your opponent. Effective against undead.
Leaf Shaker BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
10 2 6 One 15 1 STR B B Normal ^ ^ O 4
Type: Cntct Attr: Sls Effect: -
Wheel Swing BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
11 8 14 All 75 3 STR B D Normal X O O 5
Type: Mvmnt+Cntct Attr: Sls Effect: -
A swift rush followed by multiple strikes against all
enemies.
[S] Floating BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Juggernaut - - - All 150 3 STR B A Normal X X O
Type: Mvmnt+Cntct Attr: Sls Effect: -
Trick Mode:
Running Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
7 1 4 One 4 1 STR B D Normal O O O 2
Type: Mvmnt+Cntct Attr: Sls Effect: -
Charge into the enemy and slash through his torso.
[S] No Rythm BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 9 1 AGI B A Normal X X O
Type: Mvmnt+Cntct Attr: Sls Effect: -
Swing Down BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
5 4 10 One 20 2 STR D E Normal O O O 2
Type: Cntct Attr: Sls+Blt Effect: -
Swing your weapon twice in great arcs.
Reverse BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 60 3 STR D D Normal O ^ O
Type: Cntct Attr: Sls+Blt Effect: -
Dragon's Tail BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
9 2 6 One 16 2 STR B D Normal O O O 3
Type: Mvmnt+Cntct Attr: Sls Effect: -
Slash down upon your enemy and then slash upwards.
[S] Surging BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
Dragon's Tail - - - One 32 2 STR B A Normal X X O 3
Type: Mvmnt+Cntct Attr: Sls Effect: -
Switch Back BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
13 2 6 One 20 1 AGI B D Normal O ^ O 4
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: -
Rush the enemy and strike, then use the recoil to strike
again.
[S] Flashback BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
- - - One 60 1 AGI B A Normal X X O 4
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: -
Axle Spin BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
13 3 8 One 26 1 STR B E Quick ^ ^ O 4
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: -
[S] Silent Turn BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 52 1 STR B A Quick X X O
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: -
V-Impact BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
16 4 10 One 99 3 STR B E Normal ^ O O 4
Type: Cntct Attr: Sls Effect: -
A powerful strike followed by a ruthless upward slash.
================================================================================
--> b10. Katana [RS383]
Sunder BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
0 1 2 One 2 1 STR F D Normal O O O 1
Type: Cntct Attr: Sls Effect: -
The basic technique for the katana and two-handed sword.
Attack Mode:
Double Vertical BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
4 2 6 One 10 2 STR D D Normal O O O 2
Type: Cntct Attr: Sls Effect: -
A simple technique for the sword. Slash down to the left,
then to the right.
Aimed Thrust BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
10 2 6 One 30 1 STR B D Normal ^ O O 3
Type: Cntct Attr: Blt Effect: -
A thrust that's difficult to avoid.
Secret Three-step BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
9 6 12 One 60 3 STR D E Normal X X O 4
Type: Mvmnt+Cntct Attr: Sls+Blt
Effect: LP Damage, Effective against Aquatics.
A triple lunge followed by a great slash into the enemy.
Sometimes damages LP.
[S] Surging Slice BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 100 3 STR D A Normal X X O
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: LP Damage
Vertical Smash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
8 6 12 One 15 1 STR B D Normal O O O 4
Type: Cntct Attr: Blt Effect: -
Jump and put all your weight behind your strike into
the enemy.
[R] Heaven and Earth BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 50 2 STR B C Normal O ^ O
Type: Cntct Attr: Sls+Blt Effect: Stun
Charging Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
11 2 6 One 15 1 AGI B D Normal O O O 4
Type: Cntct+Mvmnt Attr: Sls+Blt Effect: -
Drag your weapon as you charge your enemy, striking
with great opposite force.
[S] Surging Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 25 1 AGI B A Normal X X O
Type: Cntct+Mvmnt Attr: Sls+Blt Effect: -
Gust Blade BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
13 2 6 One 40 1 STR B D Normal O ^ O 4
Type: Mvmnt+Cntct Attr: Sls Effect: AGI Down
Cover the distance and slash upwards.
Sometimes decreases Agility (AGI).
[S] Surging Headwind BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 60 1 STR B A Normal X X O
Type: Mvmnt+Cntct Attr: Sls Effect: AGI Down
Arm of Light BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
15 3 8 Blt 50 2 STR B B Quick ^ O O 4
Type: Cntct Attr: Prj Effect: -
Like a beam of light, thrust your weapon straight into
the enemy. Quick recovery.
Defense Mode:
Blunt Strike BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
4 3 8 One - 1 STR - D Normal O O O 2
Type: Cntct Attr: Blt Effect: Paralysis
Smash your enemy to restrict his movement.
Sometimes inflicts paralysis.
Good Timing BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
6 1 4 One 3 1 STR D D Quick O O O 2
Type: Cntct Attr: Blt Effect: -
Time your strike to land it perfectly. Quick recovery.
Bonecrusher BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
7 2 6 One 4 1 STR D D Normal O O O 2
Type: Cntct Attr: Blt
Effect: STR Down, Effective against skeletons.
A strike to the enemy's arm. Sometimes decreases
Strength (STR).
Cross Cut BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
7 3 8 One 24 2 STR D D Normal O ^ O 3
Type: Cntct Attr: Sls
Effect: Effective against undead.
Slash a cross into your opponent. Effective against undead.
Leaf Shaker BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
10 2 6 One 15 1 STR B B Normal ^ ^ O 4
Type: Cntct Attr: Sls Effect: -
Wheel Swing BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
11 8 14 All 75 3 STR B D Normal X O O 5
Type: Mvmnt+Cntct Attr: Sls Effect: -
A swift rush followed by multiple strikes against all
enemies.
[S] Floating BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Juggernaut - - - All 150 3 STR B A Normal X X O
Type: Mvmnt+Cntct Attr: Sls Effect: -
Insight BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
18 2 6 One 40 1 WIL A D Normal ^ ^ O 5
Type: Cntct Attr: Sls Effect: WIL Down
Focus your will into a point, and launch it at the enemy.
Sometimes decreases Willpower.
Trick Mode:
Artful Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
5 1 4 One 5 1 STR B C Normal X X O 2
Type: Cntct Attr: Sls Effect: -
Execute a feint to ensure a direct hit.
[R] Mistwalker BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 20 1 STR B A Normal X X O
Type: Cntct Attr: Sls Effect: -
Running Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
7 1 4 One 4 1 STR B D Normal O O O 2
Type: Mvmnt+Cntct Attr: Sls Effect: -
Charge into the enemy and slash through his torso.
[S] No Rythm BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 9 1 AGI B A Normal X X O
Type: Mvmnt+Cntct Attr: Sls Effect: -
Dragon's Tail BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
9 2 6 One 16 2 STR B D Normal O O O 3
Type: Mvmnt+Cntct Attr: Sls Effect: -
Slash down upon your enemy and then slash upwards.
[S] Surging BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
Dragon's Tail - - - One 32 2 STR B A Normal X X O 3
Type: Mvmnt+Cntct Attr: Sls Effect: -
Switch Back BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
13 2 6 One 20 1 AGI B D Normal O ^ O 4
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: -
Rush the enemy and strike, then use the recoil to strike
again.
[S] Flashback BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
- - - One 60 1 AGI B A Normal X X O 4
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: -
Lunar Blade BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
16 4 10 One 20 1 STR A D Normal O O O 5
Type: Mvmnt+Cntct Attr: Sls Effect: -
A mighty slash in a flawless arc.
[S] Surging Lunar BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Blade - - - One 88 2 STR A A Normal X X O
Type: Mvmnt+Cntct Attr: Sls Effect: -
[R] Lunar Eclipse BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 132 2 STR A C Normal O ^ O
Type: Mvmnt+Cntct Attr: Sls Effect: -
[S/R] Scattered BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Petals - - - One 231 3 STR A+ A Normal X X O
Type: Mvmnt+Cntct Attr: Sls Effect: -
================================================================================
--> b11. 2-handed Axe [RS384]
Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
0 1 2 One 2 1 STR F E Normal O O O 1
Type: Cntct Attr: Sls+Blt Effect: -
The basic technique for the two-handed axe.
Cut Timber BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
5 1 4 One 6 1 STR D D Normal O O O 2
Type: Cntct Attr: Sls+Blt Effect: -
A slash similar to chopping wood. Effective against plants.
Smash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
5 4 10 One 20 1 STR D F Normal O O O 2
Type: Cntct Attr: Sls+Blt Effect: -
Strike the enemy with all your might.
Crushing Hit BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
6 4 10 One 30 1 STR B D Normal O O O 3
Type: Cntct Attr: Blt Effect: -
A mighty horizontal blow.
Cross Break BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
7 4 10 One 30 2 STR D F Normal O O O 3
Type: Cntct Attr: Sls+Blt Effect: -
A powerful double strike.
[R] Grand Cross BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 80 2 STr D F Normal O ^ O
Type: Cntct Attr: Sls+Blt
Effect: Effective against undead.
Rolling Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
8 6 12 All 20 2 STR D D Normal X O O 3
Type: Cntct Attr: Sls+Blt Effect: -
Strike all enemies by spinning and slashing in their midst.
[R] Echo Blade BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - All 40 3 STR D C Normal X ^ O
Four Seasons BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
11 4 10 One 100 4 STR B E Normal O O O 4
Type: Cntct Attr: Sls+Blt Effect: -
A series of incredible strikes that hit with the force
of mountains.
Upper Smash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
12 8 14 One 150 2 STR B E Normal O O O 5
Type: Cntct Attr: Sls+Blt Effect: -
Rotate your entire body, then unwind to pulverize anything
you hit.
Defense Mode:
Maim BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
7 2 6 One 8 1 STR D D Normal ^ ^ O 3
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: AGI Down
Rush at your enemy and deliver a strike to his feet.
Sometimes decreases Agility (AGI).
[S] Surging Maim BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 13 1 STR D A Normal X X O
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: AGI Down
Earth Dragon BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
8 6 12 All 25 1 STR D D Normal X O O 3
Type: Cntct Attr: Blt Effect: Snare
A tremor that strikes all enemies. Somtimes prevents enemy
rushes.
Dimensional Break BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
9 6 12 One 25 1 STR D D Normal X O O 4
Type: Cntct Attr: - Effect: Inst. Death
A tremendous strike against the dimension surronding the
enemy. Sometimes inflicts instant death.
Grand Slam BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
14 8 14 All 50 1 STR B D Normal X O O 5
Type: Cntct Attr: Blt
Effect: Snare, Earth Affinity, Effect when turn ends.
Start an earthquake, then strike all enemies once it hits.
Sometimes prevents enemy rushes.
Trick Mode:
Swing Down BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
5 4 10 One 20 2 STR D E Normal O O O 2
Type: Cntct Attr: Sls+Blt Effect: -
Swing your weapon twice in great arcs.
[R] Z-Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 60 3 STR D D Normal O ^ O
Type: Cntct Attr: Sls+Blt Effect: -
Hyper Hammer BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
9 2 6 One 14 1 STR B E Normal O ^ O 3
Type: Mvmnt+Cntct Attr: Blt Effect: -
Charge your enemy and bash him.
[S] Silent Hammer BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 24 1 STR B A Normal X X O
Type: Mvmnt+Cntct Attr: Blt Effect: -
Spinning Strike BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
8 6 12 One 15 1 STR B D Normal O O O 4
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: -
Rush with your back to the enemy and then unwind with a
mighty strike.
[S] Surging Spin BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Strike - - - One 30 1 STR B A Normal X X O
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: -
Switch Back BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
13 2 6 One 20 1 AGI B D Normal O ^ O 4
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: -
Rush the enemy and strike, then use the recoil to strike
again.
[S] Flashback BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
- - - One 60 1 AGI B A Normal X X O 4
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: -
Axle Spin BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
13 3 8 One 26 1 STR B E Quick ^ ^ O 4
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: -
[S] Silent Turn BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 52 1 STR B A Quick X X O
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: -
Deadly Spin BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
16 6 12 One 150 1 STR D D Normal O ^ O 5
Type: Cntct Attr: Sls+Blt Effect: -
Spin like a top, cutting anything you touch.
V-Impact BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
16 4 10 One 99 3 STR B E Normal ^ O O 4
Type: Cntct Attr: Sls Effect: -
A powerful strike followed by a ruthless upward slash.
================================================================================
--> b12. Staff [RS385]
Crush BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
0 1 2 One 2 1 STR F C Normal O O O 1
Type: Cntct Attr: Sls Effect: -
The basic technique for the club and staff.
Attack Mode:
Crushing Hit BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
6 4 10 One 30 1 STR B D Normal O O O 3
Type: Cntct Attr: Blt Effect: -
A mighty horizontal blow.
Cruncher BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
9 1 4 One 10 1 STR B D Normal O O O 3
Type: Mvmnt+Cntct Attr: Blt Effect: VIT Down
Charge the enemy and deliver a bruising strike.
Sometimes decreases Vitality (VIT).
[S] Surging BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Body Blow - - - One 20 1 STR B A Normal X X O
Type: Mvmnt+Cntct Attr: Blt Effect: VIT Down
Vertical Smash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
8 6 12 One 15 1 STR B D Normal O O O 4
Type: Cntct Attr: Blt Effect: -
Jump and put all your weight behind your strike into
the enemy.
[R] Heaven and Earth BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 50 2 STR B C Normal O ^ O
Type: Cntct Attr: Sls+Blt Effect: Stun
Blitz BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
11 3 8 One 16 1 AGI B D Quick X ^ O 3
Type: Cntct Attr: Sls+Elec Effect: -
A strike of blistering speed. Quick recovery.
Defense Mode:
Spin Thrust BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
4 1 4 One 3 1 DEX B D Normal ^ ^ O 2
Type: Cntct Attr: Prj Effect: -
Spin your weapon once and then stab the enemy with a
flick of your wrist.
Knee Split BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
4 1 4 One 3 1 STR E D Normal O O O 2
Type: Cntct Attr: Sls Effect: Stun
Attack your enemy's legs to restrict his actions.
Sometimes stuns.
Good Timing BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
6 1 4 One 3 1 STR D D Quick O O O 2
Type: Cntct Attr: Blt Effect: -
Time your strike to land it perfectly. Quick recovery.
Bonecrusher BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
7 2 6 One 4 1 STR D D Normal O O O 2
Type: Cntct Attr: Blt
Effect: STR Down, Effective against skeletons.
A strike to the enemy's arm. Sometimes decreases
Strength (STR).
Reaper BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
8 6 12 Ccl 22 1 STR D D Normal O O O 3
Type: Cntct Attr: Blt Effect: Stun
Utilizes your weapon's reach to strike a wide area.
Sometimes stuns.
Leaf Shaker BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
10 2 6 One 15 1 STR B B Normal ^ ^ O 4
Type: Cntct Attr: Sls Effect: -
Aqua Luna BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
15 3 8 One 120 1 STR B D Normal X X O 5
Type: Cntct Attr: Blt+Prj Effect: LP Damage
Strike with such precision that the moon's reflection in
the water would not be disturbed. Sometimes damages LP.
Trick Mode:
Gong Ringer BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
4 3 8 One 10 1 STR D D Normal O X O 2
Type: Cntct Attr: Egy Effect: Shock
A crushing horizontal blow. Sometimes interferes with
casting.
[R] Multiple Gongs BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 30 1 STR D C Normal O X O
Type: Cntct Attr: Blt Effect: Shock
Time Lapse BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
5 2 5 One 9 1 STR B D Normal ^ ^ O 2
Type: Cntct Attr: Sls+Blt Effect: -
A feint followed by a downward swing.
Running Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
7 1 4 One 4 1 STR B D Normal O O O 2
Type: Mvmnt+Cntct Attr: Sls Effect: -
Charge into the enemy and slash through his torso.
[S] No Rythm BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 9 1 AGI B A Normal X X O
Type: Mvmnt+Cntct Attr: Sls Effect: -
Bending Beat BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
5 3 8 One 30 1 STR D D Normal ^ O O 3
Type: Mvmnt+Cntct Attr: Blt Effect: -
Leap before the enemy and unleash a strike that utilizes
your weapon's flexibility.
[S] Surging Beat BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 45 1 STR D A Normal X X O
Type: Mvmnt+Cntct Attr: Blt Effect: -
Dragon's Tail BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
9 2 6 One 16 2 STR B D Normal O O O 3
Type: Mvmnt+Cntct Attr: Sls Effect: -
Slash down upon your enemy and then slash upwards.
[S] Surging BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
Dragon's Tail - - - One 32 2 STR B A Normal X X O 3
Type: Mvmnt+Cntct Attr: Sls Effect: -
Discord BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
16 6 12 One 120 4 STR B E Normal ^ O O 5
Type: Mvmnt+Cntct Attr: Blt+Prj Effect: -
A series of close-range strikes unleashed in irregular
rhythm.
[S] Surging BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Oscillation - - - One 200 4 STR B A Normal X X O
Type: Mvmnt+Cntct Attr: Blt+Prj Effect: DEF Down
Time and Tide BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
20 2 6 One 9 1 AGI A+ D Normal ^ O O 5
Type: Cntct Attr: Blt
Effect: Unconsciousness
A secret technique that sometimes inflicts unconsciousness
by attacking weak points.
================================================================================
--> b13. Pole Arm [RS386]
Pierce BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
0 1 2 One 2 1 STR F D Normal ^ O O 1
Type: Cntct Attr: Prj Effect: -
The basic technique for the pole arm and the lance.
Attack Mode:
Double Stab BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
5 2 6 One 8 2 STR D D Normal O O O 2
Type: Cntct Attr: Prj Effect: -
Stab your enemy twice.
[R] Triple Thrust BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 27 3 STR D C Normal ^ ^ O
Type: Cntct Attr: Prj Effect: -
Charge BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
9 1 4 One 16 1 AGI B D Normal O O O 3
Type: Mvmnt+Cntct Attr: Blt+Prj Effect: -
Put the weight of your body behind your strike by rushing
the enemy.
[S] Cool Run BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 26 1 AGI B A Normal X X O
Type: Mvmnt+Cntct Attr: Blt+Prj+Cld Effect: -
Cruncher BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
9 1 4 One 10 1 STR B D Normal O O O 3
Type: Mvmnt+Cntct Attr: Blt Effect: VIT Down
Charge the enemy and deliver a bruising strike.
Sometimes decreases Vitality (VIT).
[S] Surging BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Body Blow - - - One 20 1 STR B A Normal X X O
Type: Mvmnt+Cntct Attr: Blt Effect: VIT Down
Twin Dragon BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
9 4 10 One 60 2 STR B D Normal O ^ O 4
Type: Aerial Attr: Prj+Fir+Cld Effect: -
An incredible strike with the force of a double-headed
dragon.
Charging Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
11 2 6 One 15 1 AGI B D Normal O O O 4
Type: Cntct+Mvmnt Attr: Sls+Blt Effect: -
Drag your weapon as you charge your enemy, striking
with great opposite force.
[S] Surging Slash BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 25 1 AGI B A Normal X X O
Type: Cntct+Mvmnt Attr: Sls+Blt Effect: -
Triumvirate BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
16 8 14 One 99 3 STR B E Normal O O O 5
Type: Mvmnt+Cntct Attr: Blt+Prj Effect: -
[S] Surging BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Triumvirate - - - One 99 3 STR B A Normal X X O
Type: Mvmnt+Cntct Attr: Blt+Prj Effect: -
[R] Glorious BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Triumvirate - - - One 132 4 STR B C Normal ^ ^ O
Type: Mvmnt+Cntct Attr: Blt+Prj Effect: -
[S/R] Heavenly BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Weaver - - - One 220 4 STR A A Normal X X O
Type: Mvmnt+Cntct Attr: Blt+Prj Effect: -
Defense Mode:
Grasshopper BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
3 2 6 One 3 1 DEX E D Normal O ^ O 2
Type: Cntct Attr: Blt Effect: Stun
Execute a wide sweep, as if reaping wheat. Sometimes stuns.
[R] Tsunami Strike BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 12 2 STR E C Normal ^ ^ O
Type: Cntct Attr: Blt+Prj Effect: Stun
Reaper BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
8 6 12 Ccl 22 1 STR D D Normal O O O 3
Type: Cntct Attr: Blt Effect: Stun
Utilizes your weapon's reach to strike a wide area.
Sometimes stuns.
Ten Side Around BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
10 3 8 One 40 1 STR D D Normal O O O 3
Type: Cntct Attr: Blt+Prj Effect: -
Blood Rage BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
10 4 10 One 60 4 STR B E Normal O O O 4
Type: Cntct Attr: Sls Effect: -
A ferocious assasult of multiple strikes.
Insentience BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
11 8 14 One 99 1 STR B C Normal ^ O O 4
Type: Cntct Attr: Prj Effect: -
Divine Lancer BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
15 1 4 One 11 1 STR A B Slow O O O 4
Type: Cntct Attr: Prj Effect: DEX Down
Aqua Luna BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
15 3 8 One 120 1 STR B D Normal X X O 5
Type: Cntct Attr: Blt+Prj Effect: LP Damage
Strike with such precision that the moon's reflection in
the water would not be disturbed. Sometimes damages LP.
Trick Mode:
Bending Beat BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
5 3 8 One 30 1 STR D D Normal ^ O O 3
Type: Mvmnt+Cntct Attr: Blt Effect: -
Leap before the enemy and unleash a strike that utilizes
your weapon's flexibility.
[S] Surging Beat BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 45 1 STR D A Normal X X O
Type: Mvmnt+Cntct Attr: Blt Effect: -
Split Cranium BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
9 2 6 One 10 1 DEX D D Normal ^ O O 3
Type: Cntct Attr: Egy Effect: INT Down
Drive your weapon into the enemy's nervous system.
Sometimes decreases Intellect (INT).
Hyper Hammer BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
9 2 6 One 14 1 STR B E Normal O ^ O 3
Type: Mvmnt+Cntct Attr: Blt Effect: -
Charge your enemy and bash him.
[S] Silent Hammer BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 24 1 STR B A Normal X X O
Type: Mvmnt+Cntct Attr: Blt Effect: -
Puncture BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
12 2 6 One 20 1 STR B D Quick ^ O O 4
Type: Cntct Attr: Prj Effect: -
Switch Back BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
13 2 6 One 20 1 AGI B D Normal O ^ O 4
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: -
Rush the enemy and strike, then use the recoil to strike
again.
[S] Flashback BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
- - - One 60 1 AGI B A Normal X X O 4
Type: Mvmnt+Cntct Attr: Sls+Blt Effect: -
Discord BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
16 6 12 One 120 4 STR B E Normal ^ O O 5
Type: Mvmnt+Cntct Attr: Blt+Prj Effect: -
A series of close-range strikes unleashed in irregular
rhythm.
[S] Surging BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Oscillation - - - One 200 4 STR B A Normal X X O
Type: Mvmnt+Cntct Attr: Blt+Prj Effect: DEF Down
================================================================================
--> b14. Lance [RS387]
Pierce BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
0 1 2 One 2 1 STR F D Normal ^ O O 1
Type: Cntct Attr: Prj Effect: -
The basic technique for the pole arm and the lance.
Attack Mode:
Double Stab BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
5 2 6 One 8 2 STR D D Normal O O O 2
Type: Cntct Attr: Prj Effect: -
Stab your enemy twice.
[R] Triple Thrust BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 27 3 STR D C Normal ^ ^ O
Type: Cntct Attr: Prj Effect: -
Drill Stab BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
6 6 12 One 24 4 STR D F Normal ^ ^ O 3
Type: Cntct Attr: Prj Effect: -
Make your strike more effective by spinning your weapon
like a drill.
Charge BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
9 1 4 One 16 1 AGI B D Normal O O O 3
Type: Mvmnt+Cntct Attr: Blt+Prj Effect: -
Put the weight of your body behind your strike by rushing
the enemy.
[S] Cool Run BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 26 1 AGI B A Normal X X O
Type: Mvmnt+Cntct Attr: Blt+Prj+Cld Effect: -
Aimed Thrust BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
10 2 6 One 30 1 STR B D Normal ^ O O 3
Type: Cntct Attr: Blt Effect: -
A thrust that's difficult to avoid.
Twin Dragon BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
9 4 10 One 60 2 STR B D Normal O ^ O 4
Type: Aerial Attr: Prj+Fir+Cld Effect: -
An incredible strike with the force of a double-headed
dragon.
Arm of Light BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
15 3 8 Blt 50 2 STR B B Quick ^ O O 4
Type: Cntct Attr: Prj Effect: -
Like a beam of light, thrust your weapon straight into
the enemy. Quick recovery.
Ultra Splitter BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
12 8 14 One 80 1 STR B E Normal O X O 5
Type: Cntct Attr: Blt+Prj
Effect: Effective against stones.
A flurry of strikes batters the enemy's defenses,
setting him up for a vicious blow.
[R] Rock Breaker BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
Special - - - One 150 1 STR B A Normal ^ X O
Type: Cntct Attr: Blt+Prj
Effect: Effective against stones.
Defense Mode:
Spin Thrust BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
4 1 4 One 3 1 DEX B D Normal ^ ^ O 2
Type: Cntct Attr: Prj Effect: -
Spin your weapon once and then stab the enemy with a
flick of your wrist.
Grasshopper BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
3 2 6 One 3 1 DEX E D Normal O ^ O 2
Type: Cntct Attr: Blt Effect: Stun
Execute a wide sweep, as if reaping wheat. Sometimes stuns.
[R] Tsunami Strike BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 12 2 STR E C Normal ^ ^ O
Type: Cntct Attr: Blt+Prj Effect: Stun
Aim BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
8 1 4 One 5 1 STR B B Slow X X O 3
Type: Cntct Attr: Prj Effect: -
Carefully aim your strike so the enemy cannot dodge it.
Reaper BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
8 6 12 Ccl 22 1 STR D D Normal O O O 3
Type: Cntct Attr: Blt Effect: Stun
Utilizes your weapon's reach to strike a wide area.
Sometimes stuns.
Ten Side Around BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
10 3 8 One 40 1 STR D D Normal O O O 3
Type: Cntct Attr: Blt+Prj Effect: -
Divine Lancer BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
15 1 4 One 11 1 STR A B Slow O O O 4
Type: Cntct Attr: Prj Effect: DEX Down
Acupunture BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
15 8 14 One 36 6 STR A F Normal ^ O O 5
Type: Cntct Attr: Prj Effect: LP Damage
Destroy the enemy's defenses to unleash a lethal series of
strikes. Sometimes damages LP.
Trick Mode:
Throw BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
4 1 4 One 7 4 STR E D Quick ^ O O 2
Type: Aerial Attr: Prj Effect: -
Throw your weapon. Quick recovery.
Split Cranium BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
9 2 6 One 10 1 DEX D D Normal ^ O O 3
Type: Cntct Attr: Egy Effect: INT Down
Drive your weapon into the enemy's nervous system.
Sometimes decreases Intellect (INT).
Mega Thrust BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
10 6 12 One 75 5 DEX B E Normal ^ ^ O 4
Type: Cntct Attr: Prj Effect: -
A multiple-thrust combination at blistering speeds.
Puncture BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
12 2 6 One 20 1 STR B D Quick ^ O O 4
Type: Cntct Attr: Prj Effect: -
A mighty technique for crushing the enemy with the point
of your weapon. Quick recovery.
Stardust BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
18 3 8 One 50 1 AGI B C Normal ^ O O 5
Type: Cntct Attr: Prj Effect: Paralysis
A powerful leap leads into a diving strike.
Sometimes inflicts paralysis.
[S] Swooping Dragon BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 200 1 AGI A A Normal X X O
Type: Cntct Attr: Blt+Prj Effect: Paralysis
================================================================================
--> b15. Bow [RS388]
Quick Shot BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
0 1 2 One 3 1 DEX F D Normal O O O 1
Type: Aerial Attr: Prj Effect: -
The basic technique for the bow.
Attack Mode:
Splash Shot BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
5 3 8 One 15 1 STR E A Normal X O O 2
Type: Aerial Attr: Prj+Cld
Effect: Fulcrum Possible
An accurate shot that explodes upon striking its target.
Power Shot BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
7 2 6 One 6 1 STR D E Normal ^ O O 2
Type: Aerial Attr: Prj Effect: -
A powerful shot with the bow.
Triple Shot BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
8 3 8 One 21 3 DEX B E Normal ^ ^ O 3
Type: Aerial Attr: Prj Effect: -
A volley of three arrows.
Plasma Shot BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
10 4 10 One 35 1 STR B A Normal ^ O O 4
Type: Aerial Attr: Prj+Elec Effect: -
Launch an arrow that spins so fast that plasma forms
around it. Highly accurate.
Instant Shot BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
13 1 4 One 25 1 DEX B C Quick X X ^ 4
Type: Aerial Attr: Prj Effect: -
Unleash an arrow so swift it's almost invisible.
Quick recovery.
Zapper BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
11 8 14 One 80 1 STR B D Normal ^ O O 5
Type: Aerial Attr: Prj+Egy Effect: -
Fire an arrow into your enemy with great malevolence.
Multi Shots BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
15 6 12 One 150 1 DEX D F Normal O O O 5
Type: Aerial Attr: Prj
Effect: Fulcrum Possible
Rapidly unleash arrow after arrow into the enemy.
[R] Thousand Needles BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd
- - - One 210 1 DEX B A Normal X X O
Type: Aerial Attr: Prj Effect: -
Defense Mode:
Aimed Shot BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
5 1 4 One 5 1 DEX D C Slow ^ ^ O 2
Type: Aerial Attr: Prj Effect: -
A carefully aimed shot for maximum accuracy.
Maiming Volley BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
6 6 12 All 20 1 DEX E D Quick ^ ^ O 3
Type: Aerial Attr: Prj Effect: Snare
Unleash a volley of arrows at all the enemies' feet.
Sometimes prevents enemy movement. Quick Recovery.
Sidewinder BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
9 3 8 One 25 1 DEX B A Slow ^ O O 3
Type: Aerial Attr: Prj
Effect: Effective against frogs
Fire a tenacious shot like a snake hunting its prey.
Flying Squirrel BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
10 1 4 One 10 1 DEX B D Normal X X O 3
Type: Aerial Attr: Prj Effect: -
Unleash a shot so tricky, it's impossible to predict.
Sparrow Shot BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
11 3 8 One 35 1 DEX B A Slow ^ O O 4
Type: Aerial Attr: Prj
Effect: Effective against insects.
Fire a tenacious shot like a sparrow hunting its prey.
Phoenix Arrow BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
12 8 14 One 55 1 INT A A Slow X O O 5
Type: Aerial Attr: Prj Effect: HP Drain
Imbue your arrow with the essence of your soul to steal
HP from the enemy.
Trick Mode:
Shadow Weave BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
3 2 6 One - 1 DEX - C Quick X X X 2
Type: Aerial Attr: Prj Effect: Snare
Fire a arrow at the enemy's feet to prevent movement.
Quick recovery.
Rapid Volley BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
7 4 10 All 14 3* DEX D G Normal ^ ^ O 2
Type: Aerial Attr: Prj
Effect: Fulcrum Possible
Note: Attempt # is 3 since the damage is shown 3 times,
but 1 of the 3 will always miss.
Fire as many arrows as possible in the hope that some
will hit.
Id Break BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
9 2 6 One 4 1 DEX B D Normal ^ X X 3
Type: Aerial Attr: Prj+Egy Effect: INT Down
A specialized shot to attack the enemy's nervous system.
Sometimes decreases Intellect (INT).
Rain of Arrows BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
10 6 12 All 30 1 DEX B F Normal ^ ^ O 3
Type: Aerial Attr: Prj
Effect: Fulcrum Possible
Fire a volley of arrows into the sky so that they may rain
upon your enemies.
Shadow Shot BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
13 4 10 One 52 1 DEX B E Normal ^ ^ O 4
Type: Aerial Attr: Prj+Egy Effect: Inst.Death
Fire a second arrow in the shadow of the first to inflict
unexpected damage. Sometimes inflicts instant death.
Millionaire BP DP DPS Tgt POW # Stat G Acc Speed Dfl Shd M.Shd R
16 8 14 All 105 1 DEX D D Normal X X X 5
Type: Aerial Attr: Prj+Fir
Effect: Fulcrum Possible
Fire several arrows to great heights, which shower your
enemies with blazing missiles.
c. Spell List [RS389]
================================================================================
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c01 Pyrology [RS390]
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In addition to powerful attack spells, there are also a few defensive and
healing spells. Observe that the places to buy the Bird of Fire and Revive
spells are somewhat limited.
Hellfire BP LP LPS POW ~29 ~59 ~99 Stat G
5 0 0 7 | 1 | INT B
Target: Single Enemy
Attr: Fire Cost: 200G
Effect: -
Expl: Deals Fire-based damage.
Immolate your enemy in infernal flame.
Places: South Estamir, Jelton, Gato's Village, Weiserheim
Flame of Life BP LP LPS POW ~29 ~59 ~99 Stat G
5 1 2 - | - | INT -
Target: Single Ally
Attr: - Cost: 300G
Effect: HP Regen
Expl: Regenerates some HP at the end of each turn for 10
turns.
Replenish an ally's HP gradually.
Places: South Estamir, Jelton, Gato's Village,
Weiserheim
Self-immolation BP LP LPS POW ~29 ~59 ~99 Stat G
9 1 4 - | - | INT -
Target: Self
Attr: - Cost: 500G
Effect: Raises Magical Shield
Expl: Raises a magical shield (effect: block rate of 100
against Contact, Fire or Cold type attacks).
Raise a magical shield of flame.
Places: South Estamir, Jelton, Gato's Village, Weiserheim
Summon Elemental BP LP LPS POW ~29 ~59 ~99 Stat G
12 3 10 - | - | INT -
Target: Self
Attr: - Cost: 300G
Effect: Elemental Summon
Expl: Summon a fire elemental.
Summon a fire elemental to fight in your stead.
Places: Jelton, Gato's Village, Weiserheim
Bird of Fire BP LP LPS POW ~29 ~59 ~99 Stat G
12 2 8 100 | 1 | INT B
Target: All Enemies
Attr: Fire Cost: 1800G
Effect: Fulcrum Possible
Expl: Deals Fire-based damage to all enemies.
Call forth a mighty bird of flame to strike your enemies.
Places: Weiserheim, Ettinham
Revive BP LP LPS POW ~29 ~59 ~99 Stat G
11 1 6 - | - | INT -
Target: Single Ally
Attr: - Cost: 3200G
Effect: Magical Shield
Expl: Raises a magical shield (effect: replenishes all HP
when HP reaches 0 and you lose 1 LP. Disappears when
inflicted by status effects except Animate Dead).
Automatically revive the next time you fall in battle.
Places: Weiserheim, Ettinham
Song of Souls [F] BP LP LPS POW ~29 ~59 ~99 Stat G
13 1 4 - | - | INT -
Target: All Allies
Attr: - Cost: -
Effect: HP Regen
Expl: Regenerates some HP for all allies at the end of each
turn for 10 turns.
Cause comrades' HP to slowly regenerate.
Crimson Flare [F] BP LP LPS POW ~29 ~59 ~99 Stat G
21 2 8 180 | 8 | INT B
Target: Single Enemy
Attr: Fire Cost: -
Effect: INT Down
Expl: Deals Fire-based damage and also lowers target's
INT (max 3 times).
A destructive spell that invades an enemy's nervous system
with crimson light. Sometimes decreases Intellect (INT).
--------------------------------------------------------------------------------
c02 Hydrology [RS391]
--------------------------------------------------------------------------------
Consists mainly of HP healing and aid spells for your characters. Also enables
you to manipulate the turn order so you can use attack spells effectively.
Healing Water BP LP LPS POW ~29 ~59 ~99 Stat G
5 0 0 2 | - | COM D
Target: Single Ally
Attr: - Cost: 200G
Effect: HP Recovery
Expl: Recovers target's HP.
Restore a comrade's HP.
Places: South Estamir, Tarmitta, Pirate's Coast,
Weiserheim, Temple of Yucomb (Melvir) (240G)
Water Blast BP LP LPS POW ~29 ~59 ~99 Stat G
8 1 2 15 | 1 | 5 | 5 | INT B
Target: Single Enemy
Attr: Blunt+Cold Cost: 300G
Effect: -
Expl: Deals Blunt+Cold-based damage.
Pelt the enemy with magic fish.
Places: South Estamir, Tarmitta, Pirate's Coast,
Weiserheim, Temple of Yucomb (Melvir) (360G)
Holy Water BP LP LPS POW ~29 ~59 ~99 Stat G
8 1 2 - | - | INT -
Target: Single Ally
Attr: - Cost: 500G
Effect: Clear status ailments
Expl: Clears all status ailments except Animate Dead and
fighting disabling ailments, and also clears HP regen.
Cleanse one comrade of all status ailments.
Places: South Estamir, Tarmitta, Pirate's Coast,
Weiserheim, Temple of Yucomb (Melvir) (600G)
Summon Elemental BP LP LPS POW ~29 ~59 ~99 Stat G
12 3 10 - | - | INT -
Target: Self
Attr: - Cost: 1000G
Effect: Elemental Summon
Expl: Summon a water elemental.
Summon a water elemental to fight in your stead.
Places: Tarmitta, Weiserheim,
Temple of Yucomb (Melvir) (1200G)
Fold Time BP LP LPS POW ~29 ~59 ~99 Stat G
13 2 8 - | - | INT -
Target: All (Allies and Enemies)
Attr: - Cost: 1800G
Effect: Ends turn
Expl: Ends the current turn.
Alter the fabric of time to cause the turn to end.
Places: Ettinham, Temple of Yucomb (Melvir) (2160G)
Freeze Time BP LP LPS POW ~29 ~59 ~99 Stat G
14 1 6 - | - | INT -
Target: Single Ally
Attr: - Cost: 3200G
Effect: Set status ailments for 5 turns
Expl: Stops the turn count for 5 turns for all type of
effects. Target's HP recovery and decrease as well as BP
recovery at the end of turns will not work.
Cause effects that change over time to continue for a
while.
Places: Ettinham, Temple of Yucomb (Melvir) (3840G)
Overdrive [F] BP LP LPS POW ~29 ~59 ~99 Stat G
20 3 10 - | - | INT -
Target: All Enemies
Attr: - Cost: -
Effect: Manipulates turn
Expl: After the turn you've cast the spell, you'll be able
to act 5 times while all the other members in the battle
are unable to act.
Alter the fabric of time to end the turn. You can still
act while time is frozen.
Hasten Time [F] BP LP LPS POW ~29 ~59 ~99 Stat G
30 4 12 - | - | INT -
Target: All Enemies
Attr: - Cost: -
Effect: Manipulates turn
Expl: After the turn you've cast the spell, all enemies
will be unable to act.
Alter the fabric of time to end the turn. Your entire party
can act while time is frozen.
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c03 Aerology [RS392]
--------------------------------------------------------------------------------
Mainly attack spells. The Missile Shield spell is great for blocking Aerial
type attacks, although it lasts until the end of the turn, which is its only
weakness.
Blades of Wind BP LP LPS POW ~29 ~59 ~99 Stat G
5 0 0 9 | 1 | 3 | 1 | INT B
Target: Single Enemy
Attr: Slash Cost: 200G
Effect: -
Expl: Deals Slash-based damage.
Slash at your enemy with a blade of wind.
Places: Northpoint, Weiserheim, Pirate's Coast,
Temple of Yucomb (South Estamir) (240G)
Strengthen Pull BP LP LPS POW ~29 ~59 ~99 Stat G
6 1 2 - | - | INT -
Target: Single Ally
Attr: - Cost: 300G
Effect: Attack power up
Expl: Increases the target's attacks damage with bows.
If you cast it on the target before he has acted,
he will be unable to take action in that turn.
Increase a comrade's bow damage.
Places: Northpoint, Weiserheim, Pirate's Coast,
Temple of Yucomb (South Estamir) (360G)
Blood Curdle BP LP LPS POW ~29 ~59 ~99 Stat G
8 1 4 40 | 4 | INT B
Target: Single Enemy
Attr: Cold Cost: 700G
Effect: Unconsciousness
Expl: Deals Cold-based damage and inflicts Unconsciousness.
Freeze an enemy's body fluid. Sometimes inflicts
unconsciousness.
Places: Northpoint, Weiserheim, Pirate's Coast,
Temple of Yucomb (South Estamir) (840G)
Summon Elemental BP LP LPS POW ~29 ~59 ~99 Stat G
12 3 10 - | - | INT -
Target: Self
Attr: - Cost: 1000G
Effect: Summon elemental
Expl: Summons a wind elemental.
Summon a wind elemental to fight in your steed.
Places: Northpoint, Weiserheim,
Temple of Yucomb (South Estamir) (1200G)
Missile Shield BP LP LPS POW ~29 ~59 ~99 Stat G
9 1 2 - | - | INT -
Target: All Allies
Attr: - Cost: 1200G
Effect: Raises Magical Barrier
Expl: Raises a magical barrier until the end of the turn
(effect: nullifies Aerial type attack damage).
Raise a shield that nullifies projectile attacks against
a comrade for one turn only.
Places: Weiserheim,
Temple of Yucomb (South Estamir) (1440G)
Snowstorm BP LP LPS POW ~29 ~59 ~99 Stat G
13 2 8 80 | 1 | INT B
Target: All Enemies
Attr: Cold Cost: 3600G
Effect: Fulcrum possible
Expl: Deals Cold-based damage to all enemies.
Plaster your enemies with a fierce snowstorm.
Places: Ettinham, Temple of Yucomb (South Estamir) (4320G)
Whiteout [F] BP LP LPS POW ~29 ~59 ~99 Stat G
15 4 12 - | - | INT -
Target: All Allies
Attr: - Cost: -
Effect: Retreat
Expl: Run from battle (if you use it in a circumstance
when you can't run from battle, it ends in failure).
Retreat from combat under the white veil of snow.
Simulacrum [F] BP LP LPS POW ~29 ~59 ~99 Stat G
25 3 10 - | - | INT -
Target: Single Ally
Attr: - Cost: -
Effect: Summons Snowman
Expl: Summon a snowman.
Summon a snowman to fight in your stead.
--------------------------------------------------------------------------------
c04 Terrology [RS393]
--------------------------------------------------------------------------------
The spell Aegis typifies the kind of spells these are: mainly defensive spells.
Also worth mentioning are the spells such as Tremor which can prevent enemies
from acting.
Pulverize BP LP LPS POW ~29 ~59 ~99 Stat G
5 0 0 10 | - | INT B
Target: Single Enemy
Attr: Blunt Cost: 200G
Effect: ?
Expl: Deals Blunt-based damage
Pound your enemy with a huge boulder.
Places: Taralian Camp, Weiserheim, Temple of Nisa (240G)
Camouflage BP LP LPS POW ~29 ~59 ~99 Stat G
5 0 0 - | - | INT -
Target: Self
Attr: - Cost: 300G
Effect: Resets enemy hostility
Expl: Resets the monsters' hostility for the target to 0.
Hide yourself to avoid enemy attacks.
Places: Taralian Camp, Weiserheim, Temple of Nisa (360G)
Earthen Grasp BP LP LPS POW ~29 ~59 ~99 Stat G
7 1 2 - | 1 | INT -
Target: All Enemies
Attr: - Cost: 500G
Effect: Snare, Fulcrum possible
Expl: Inflicts Snare on all enemies.
Crush your enemies with an earthen embrace. Sometimes
prevents movement.
Places: Taralian Camp, Weiserheim, Temple of Nisa (600G)
Summon Elemental BP LP LPS POW ~29 ~59 ~99 Stat G
12 3 10 - | - | INT -
Target: Self
Attr: - Cost: 1000G
Effect: Summon Elemental
Expl: Summon an earth elemental.
Summon an earth elemental to fight in your stead.
Places: Weiserheim, Temple of Nisa (1200G)
Tremor BP LP LPS POW ~29 ~59 ~99 Stat G
9 1 6 10 | 1 | INT D
Target: All Enemies
Attr: Blunt Cost: 1800G
Effect: Stun, Fulcrum possible
Expl: Deals Blunt-based damage and inflicts Stun on all
enemies.
Open a fissure to swallow your enemies. Sometimes stuns.
Places: Ettinham, Temple of Nisa (2160G)
Aegis BP LP LPS POW ~29 ~59 ~99 Stat G
13 2 8 - | - | INT -
Target: Single Ally
Attr: - Cost: 3200G
Effect: Raises Magical Shield
Expl: Raises magical shield (effect: evasion rate 35,
blocks all attacks with attributes).
Raises a powerful magical shield to protect a comrade.
Places: Ettinham, Temple of Nisa (3840G)
Petra Delta [F] BP LP LPS POW ~29 ~59 ~99 Stat G
15 1 6 60 | 1 | INT D
Target: Enemy Cone
Attr: Energy Cost: -
Effect: Petrification
Expl: Deals Energy-based damage and inflicts Petrification
on all enemies within the attack area.
Unleash a cloud of petrifying gas.
Wallbreaker [F] BP LP LPS POW ~29 ~59 ~99 Stat G
13 1 4 - | - | INT -
Target: All (Allies and Enemies)
Attr: - Cost: -
Effect: Nullifies magical barriers
Expl: Breaks all magical barriers and also prevents new
magical barriers from being raised until the turn ends.
Nullify all magic barriers for a short period of time.
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c05 Illusions [RS394]
--------------------------------------------------------------------------------
Damage amount and chance to inflict status ailments on the enemies are affected
by your CHA stat. Also, a special fusion spell enables you to increase your
chance to combo for 1 turn.
Fire Illusion BP LP LPS POW ~29 ~59 ~99 Stat G
6 0 0 10 | 1 | CHA B
Target: Single Enemy
Attr: Fire Cost: 300G
Effect: Fulcrum possible
Expl: Deals Fire-based damage. For this spell, the evasion
rate for magical shields becomes [^].
An illusory beast unleashes a fire attack upon your enemy.
Places: Melvir, Eugenstadt, Godongo
Ice Illusion BP LP LPS POW ~29 ~59 ~99 Stat G
6 0 0 10 | 1 | CHA B
Target: Single Enemy
Attr: Cold Cost: 300G
Effect: Fulcrum possible
Expl: Deals Cold-based damage. For this spell, the evasion
rate for magical shields becomes [^].
An illusory beast unleashes an ice attack upon your enemy.
Places: Melvir, Eugenstadt, Godongo
Lightning Illusion BP LP LPS POW ~29 ~59 ~99 Stat G
6 0 0 10 | 1 | CHA B
Target: Single Enemy
Attr: Lightning Cost: 300G
Effect: Fulcrum possible
Expl: Deals Lightning-based damage. For this spell, the
evasion rate for magical shields becomes [^].
An illusory beast unleashes a lightning attack upon your
enemy.
Places: Melvir, Eugenstadt, Godongo
Break Illusions BP LP LPS POW ~29 ~59 ~99 Stat G
6 1 2 - | - | CHA -
Target: All Allies
Attr: - Cost: 500G
Effect: Clears Sleep effects
Expl: Clears Sleep and Nightmare ailments for all allies.
Awaken all allies from illusory sleep.
Places: Melvir, Eugenstadt, Temple of Amut (600G)
Hypnotism BP LP LPS POW ~29 ~59 ~99 Stat G
9 1 4 - | 1 | CHA -
Target: Enemy Circle
Attr: - Cost: 1800G
Effect: Sleep
Expl: Inflicts Sleep on all anamies within the attack area.
The illusory sheep unleashes a sleep attack against all
enemies within the area of effect. Sometimes puts enemies
to sleep.
Places: Melvir, Godongo, Temple of Amut (2160G)
Phantom Warrior BP LP LPS POW ~29 ~59 ~99 Stat G
18 4 12 - | - | CHA -
Target: Self
Attr: - Cost: 3800G
Effect: Summon phantom warrior
Expl: Summon a phantom warrior.
Create an illusion of yourself to fight in your stead.
Places: Ettinham, Temple of Amut (4560G)
Phantom Shield [F] BP LP LPS POW ~29 ~59 ~99 Stat G
12 2 6 - | - | CHA -
Target: Self
Attr: - Cost: -
Effect: Raises magical shield
Expl: Raises magical shield (effect: evasion rate 40,
blocks all attacks with attributes).
Create an illusion of yourself to block incoming attacks.
Veil of Fog [F] BP LP LPS POW ~29 ~59 ~99 Stat G
9 1 2 - | - | CHA -
Target: All (Allies and Enemies)
Attr: - Cost: -
Effect: Increases combo chance for the turn
Expl: Increases the chance to combo with a party member
to 100% until the end of the turn.
Make combinations easier to achieve by enveloping the
battlefield in mist.
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c06 Demonology [RS395]
--------------------------------------------------------------------------------
Energy Bolt BP LP LPS POW ~29 ~59 ~99 Stat G
5 0 0 6 | 1 | INT B
Target: Single Enemy
Attr: Energy Cost: 200G
Effect: Shock
Expl: Deals Energy-based damage and inflicts Shock.
Convert your magical powers into an arrow and launch it at
the enemy. Sometimes prevents casting.
Places: Uso, Tarmitta, Jelton, Oapu
Weapon Blessing BP LP LPS POW ~29 ~59 ~99 Stat G
8 (1) 2 - | - | CHA(*2) -
Target: Single Ally
Attr: - Cost: 400G
Effect: Attack power up
Expl: Increases attack power of target's equipped weapon
Imbue a comrade's current weapon with magical power.
Places: Uso, Mirsaburg, Jelton, Oapu
*2......The animation + associated effect increase of the
spell is affected by your INT stat.
Armor Blessing BP LP LPS POW ~29 ~59 ~99 Stat G
8 (1) 2 - | - | COM(*2) -
Target: Single Ally
Attr: - Cost: 400G
Effect: Defense up
Expl: Increases target's defense.
Enhance a comrade's Defense (DEF) with magic.
Places: Uso, Mirsaburg, Jelton, Oapu
*2......The animation + associated effect increase of the
spell is affected by your INT stat.
Enhance Spells BP LP LPS POW ~29 ~59 ~99 Stat G
8 (1) 2 - | - | COM(*2) -
Target: Single Ally
Attr: - Cost: 400G
Effect: INT up
Expl: Increases target's INT.
Enhance a comrade's Intellect (INT) with magic.
Places: Uso, Tarmitta, Oapu
*2......The animation + associated effect increase of the
spell is affected by your INT stat.
Shock Wave BP LP LPS POW ~29 ~59 ~99 Stat G
10 1 4 25 | - | INT D
Target: All Enemies
Attr: Energy Cost: 2400G
Effect: Shock, Fulcrum possible
Expl: Deals Energy-based damage and inflicts Shock on all
enemies.
Unleash a powerful wave of force across all enemies.
Sometimes prevents casting.
Places: Uso, Tarmitta (2400G)
Mind Blast BP LP LPS POW ~29 ~59 ~99 Stat G
14 1 6 50 | 1 | INT B
Target: All Enemies
Attr: Energy Cost: 3200G
Effect: WIL down, Fulcrum possible
Expl: Deals Energy-based damage and inflicts Willpower Down
on all enemies.
Unleash a wave of psionic force across all enemies.
Sometimes decreases Willpower (WIL).
Places: Uso, Ettinham
Anti-Magic [F] BP LP LPS POW ~29 ~59 ~99 Stat G
10 0 6 - | - | INT -
Target: Single Ally
Attr: - Cost: -
Effect: Raises magical shield
Expl: Raises a magical shield (effect: evasion rate 75,
protects against damage and status ailments from spells).
Create a shield to protect yourself from magic attacks.
Shield Breaker [F] BP LP LPS POW ~29 ~59 ~99 Stat G
10 1 4 - | - | INT -
Target: Single Enemy
Attr: - Cost: -
Effect: Breaks magical shields
Expl: Breaks a raised magical shield.
Sunder an enemy's magic shield.
--------------------------------------------------------------------------------
c07 Cosmology [RS396]
--------------------------------------------------------------------------------
Sunray BP LP LPS POW ~29 ~59 ~99 Stat G
6 0 0 5 | 1 | 3 | 5 | INT B
Target: Single Enemy
Attr: Fire+Energy Cost: 200G
Effect: Effective against undead
Expl: Deals Fire+Energy-based damage.
Cosmology's fundamental offensive spell.
Places: Loban, Godongo, Temple of Elore (240G)
Moonbeam BP LP LPS POW ~29 ~59 ~99 Stat G
8 (1) 2 10 | - | CHA D
Target: Single Ally
Attr: Energy Cost: 800G
Effect: HP recovery, removes Willpower status ailments
Expl: Recovers HP and removes Willpower status ailments
Restore a comrade's HP and removes Willpower status
ailments.
Places: Loban, Godongo, Temple of Elore (960G)
Starlight BP LP LPS POW ~29 ~59 ~99 Stat G
10 1 4 - | - | INT -
Target: Self
Attr: - Cost: 1200G
Effect: Raises magical shield (stars)
Expl: Raises a magical shield (stars) (effect: evasion rate
35 + number of stars x 5, max 5 stars. Blocks all attacks
with attributes).
Create up to 5 tiny stars to revolve around you and absorb
attacks.
Places: Loban, Temple of Elore (1440G)
Bind to Earth BP LP LPS POW ~29 ~59 ~99 Stat G
8 1 4 - | 1 | INT -
Target: Single Enemy
Attr: Energy Cost: 1600G
Effect: Paralysis
Expl: Inficts Paralyis
Strike your enemy with rays from the earth. Sometimes
paralyses.
Places: Loban, Temple of Elore (1920G)
Starbeam BP LP LPS POW ~29 ~59 ~99 Stat G
10 1 4 20 | 1 | INT B
Target: Single Enemy
Attr: Energy Cost: 2400G
Effect: Clears stars of the magical shield (*)
Expl: Deals Energy-based damage. Fires the magical shield
(stars) at the enemy. The amount of attack damage rises in
proportion to the number of stars you have.
Fire all of your stars into an enemy.
Places: Ettinham, Temple of Elore (2880G)
* = If the attack is evaded or nullified, the stars won't
disappear.
Cosmic Tide BP LP LPS POW ~29 ~59 ~99 Stat G
10 1 6 25 | 1 | INT B
Target: All Enemies
Attr: Energy Cost: 3200G
Effect: Clears stars of a magical shield (*),
Fulcrum possible
Expl: Deals Energy-based damage to all enemies. Fires the
magical shield (stars) at all enemies. The amount of attack
damage rises in proportion to the number of stars you have.
Convert your stars into a torrent and launch it at all
enemies.
Places: Ettinham, Temple of Elore (3840G)
* = If the attack is evaded or nullified, the stars won't
disappear.
Galactic Rift [F] BP LP LPS POW ~29 ~59 ~99 Stat G
15 2 8 250 | 1 | INT B
Target: All Enemies
Attr: Energy Cost: -
Effect: -
Expl: Deals Energy-based damage to all enemies.
Bombard all enemies with a hail of cosmic rays.
Andromeda [F] BP LP LPS POW ~29 ~59 ~99 Stat G
20 2 8 - | - | INT -
Target: All (Allies and Enemies)
Attr: - Cost: -
Effect: Raises magical barrier
Expl: Raises a magical barrier until the end of the turn.
(effect: nullifies damage and HP recovery).
Cast to nullify all damage during the turn.
--------------------------------------------------------------------------------
c08 Sorcery [RS397]
--------------------------------------------------------------------------------
Shadow Bolt BP LP LPS POW ~29 ~59 ~99 Stat G
4 0 0 8 | 1 | INT B
Target: Single Enemy
Attr: Energy Cost: -
Effect: -
Expl: Deals Energy-based damage.
Black Cloud BP LP LPS POW ~29 ~59 ~99 Stat G
4 (1) 2 - | 1 | INT -
Target: All Enemies
Attr: - Cost: -
Effect: Darkness
Expl: Inflicts Darkness.
Dark Wash BP LP LPS POW ~29 ~59 ~99 Stat G
4 (1) 2 - | 1 | INT -
Target: Single Enemy
Attr: - Cost: -
Effect: Changes stats and breaks magical shields
Expl: Changes stats and breaks magical shields
Abyss BP LP LPS POW ~29 ~59 ~99 Stat G
13 1 4 - | 1 | INT -
Target: Single Enemy
Attr: - Cost: -
Effect: Instant Death
Expl: Inflicts Instant Death.
--------------------------------------------------------------------------------
c09 Bewitchery [RS398]
--------------------------------------------------------------------------------
Way of Defense BP LP LPS POW ~29 ~59 ~99 Stat G
4 0 0 - | - | INT -
Target: Self
Attr: - Cost: 600G
Effect: VIT up
Expl: Increases your Vitality.
Enhance your own Vitality (VIT).
Places: Mirsaburg, Oapu, Temple of Mirsa (720G)
Way of Spirit BP LP LPS POW ~29 ~59 ~99 Stat G
4 0 0 - | - | INT -
Target: Self
Attr: - Cost: 600G
Effect: WIL up
Expl: Increases your Willpower.
Enhance your own Willpower (WIL).
Places: Oapu, Temple of Mirsa, Temple of Amut (720G)
Way of Strength BP LP LPS POW ~29 ~59 ~99 Stat G
4 0 0 - | - | INT -
Target: Self
Attr: - Cost: 600G
Effect: STR up
Expl: Increases your Strength.
Enhance your own Strength (STR).
Places: Mirsaburg, Oapu, Temple of Mirsa (720G)
Wave of Life BP LP LPS POW ~29 ~59 ~99 Stat G
6 1 4 30 | 1 | WIL B
Target: Single Enemy
Attr: Energy Cost: 1200G
Effect: Effective against Undead
Expl: Deals Energy-based damage.
Focus your internal energy into a strike upon your enemy.
Places: Mirsaburg, Temple of Mirsa, Temple of Amut (1440G)
Way of Focus BP LP LPS POW ~29 ~59 ~99 Stat G
6 (1) 2 20 | - | CHA D
Target: Self
Attr: - Cost: 1200G
Effect: HP recovery, Cleanses physical status ailments
Expl: Recovers HP and cleanses target from poison and
darkness ailments.
Restore your own HP and cleanse status ailments.
Places: Mirsaburg, Temple of Mirsa, Temple of Amut (1440G)
Mark of Awakening BP LP LPS POW ~29 ~59 ~99 Stat G
18 1 6 - | - | INT -
Target: Self
Attr: - Cost: 3800G
Effect: Attack power up, Nullifies recovery
Expl: Increases attack power of target's equipped weapon.
The techniques and spells that don't work on summoned
characters don't work on the target.
Temporarily enhance your fighting abilities.
Places: Ettinham, Temple of Mirsa (4560G)
Spirit Barrier [F] BP LP LPS POW ~29 ~59 ~99 Stat G
16 1 6 - | - | INT -
Target: All Allies
Attr: - Cost: -
Effect: Raises magical barrier
Expl: Raises a magical barrier until the end of the turn
(effect: all damage and HP recovery is halved).
Halve all damage inflicted upon your comrades during the
turn.
Rain of Life [F] BP LP LPS POW ~29 ~59 ~99 Stat G
20 * - 20 | - | COM C
Target: All Allies
Attr: - Cost: -
Effect: HP recovery
Expl: Restore the HP of all your characters.
Restore all your comrades' HP.
* = This spell's LP cost is equal to the number of party
members you have. There is no way to decrease this cost.
--------------------------------------------------------------------------------
c10 Necromancy [RS399]
--------------------------------------------------------------------------------
Wracking BP LP LPS POW ~29 ~59 ~99 Stat G
4 0 0 10 | 1 | INT D
Target: Single Enemy
Attr: Energy Cost: -
Effect: Stun
Expl: Deals Energy-based damage and inflicts Stun.
Withering BP LP LPS POW ~29 ~59 ~99 Stat G
4 (1) 2 - | 1 | INT -
Target: Single Enemy
Attr: - Cost: -
Effect: STR down
Expl: Lowers Strength.
Whisper of Dread BP LP LPS POW ~29 ~59 ~99 Stat G
9 (1) 2 - | 1 | INT -
Target: Single Enemy
Attr: - Cost: -
Effect: Confusion
Expl: Inflicts Confusion.
Drain Energy BP LP LPS POW ~29 ~59 ~99 Stat G
9 1 6 30 | 1 | INT D
Target: Single Enemy
Attr: Energy Cost: -
Effect: HP drain
Expl: The HP drain amount is [1 ~ damage amount].
Does not work on Undead.
c11 Sorcery Fusion Spells [RS400]
================================================================================
Note that you need a Codebreaker or similar to get these spells.
Maelstrom
Base Spell (Abyss) + Mark of Awakening + Snowstorm
+ Black Ice
+ Black Ice + Shadow Bolt
+ Black Cloud
+ Mark of Awakening
+ Wracking
+ Drain Energy
+ Whisper of Dread
Dark Nebula
Base Spell (Wave of Blacklight) + Black Ice + Abyss
+ Animate Dead
+ Summon Elemental
(Pyrology/Hydrology/Aerology)
+ Fold Time
+ Camouflage
c12 Necromancy Fusion Spells [RS401]
================================================================================
Note that you need a Codebreaker or similar to get these spells.
Drain Life
Base Spell (Drain Energy) + Curse + Summon Elemental (Aerology)
+ Missile Shield
+ Snowstorm
+ Shock Wave
+ Black Ice
Rain of Death
Base Spell (Wracking) + Withering + Fold Time
+ Freeze Time
+ Black Cloud + Fold Time
+ Dark Wash + Fold Time
+ Freeze Time + Blood Curdle
+ Freeze Time + Snowstorm
+ Fold Time + Drain Energy
d. Special Techniques [RS402]
================================================================================
--------------------------------------------------------------------------------
d01. Equipment-specific Techniques [RS403]
--------------------------------------------------------------------------------
Name BP DP/LP DPS/LPS Tgt POW # Stat G A Speed Dfl Shd MShd
Hunter's Fury 7 2 6 1E 25 1 WIL D A Slow X X O
Mode: Attack
Type: Contact
Attr: Slash
Effect/Other: Effective against Beastmen. Exclusive to Silver
Fleuret and Silver Hammer.
Expl: An effective strike against beastmen.
Feste d'Arme 16 4 10 AA - - - - A Normal X X X
Mode: Attack
Type: -
Attr: -
Effect/Other: Increases all stats (->RS269). Exclusive to
Minstrel's Sword.
Expl: Bring your comrades to a fever pitch.
Victor's Blade 16 4 10 AE - - - - A Slow X X X
Mode: Attack
Type: -
Attr: -
Effect/Other: Makes the enemy withdraw (*4). Exclusive to
Main Gauche.
Expl: Raise your sword to the heavens, intimidating the
enemy to retreat.
Left Fork 19 6 12 1E 75 5 STR B C Normal X X O
Mode: Attack
Type: Contact
Attr: Slash
Effect/Other: Exclusive to Main Gauche.
Expl: Wield your sword in your left hand, and put your
full weight behind your slash.
Fury of Bel'kwinith 15 6 12 1E 10 1 STR C A Normal X X X
Mode: Attack
Type: Contact
Attr: Slash
Effect/Other: LP Attack. Exclusive to Bilqis.
Expl: Chop up everything you touch into tiny pieces.
Gate 13 8 14 * 105 1 WIL B A Normal X X O
Mode: Attack
Type: Contact
Attr: Energy
Effect/Other: Exclusive to Epic Hero.
Expl: Open the door to another dimension.
Xenophobic Blast 20 8 14 1E 60 1 WIL B D Normal O O O
Mode: Attack
Type: Contact
Attr: Blunt, Fire
Effect/Other: Phobia. Exclusive to Cosmo Egg.
Expl: Summon a terror from another world.
Malefic Eclipse 13 4 10 AE - 1 WIL - A Normal O O O
Mode: Attack
Type: Contact
Attr: Ailments
Effect/Other: Instant Death. Exclusive to Destroyer.
Expl: Cause all enemies to decay. Does not cause physical
damage.
Haunted Louse 14 8 14 * - 1 WIL - A Normal X X O
Mode: Attack
Type: Contact
Attr: Energy
Effect/Other: LP Attack. Exclusive to Chaosbringer.
Expl: An inhuman presence strikes the enemy. Does not
cause physical damage.
Divine Lightning 11 4 10 AE 20 1 INT A A Normal X X O
Mode: Attack
Type: -
Attr: Electricity
Effect/Other: Exclusive to Yucomb's Trident.
Expl: Call for Yucomb's Aid. Lightning Attack.
Dream Shot 20 6 12 1E 65 1 DEX B C Normal ^ ^ O
Mode: Attack
Type: Aerial
Attr: Projectile
Effect/Other: The user enters a state of meditation after
attacking (*5). Exclusive to Eres' Bow.
Expl: Close your eyes and meditate. Then shoot your
target using only your mind's eye.
Flicker of Flame 10 5(*6) 11(*6) Slf - - - - - Normal X X X
Mode: Attack
Type: -
Attr: -
Effect/Other: Summons Pyrix. Exlusive to Axe of Kings.
Expl: Summons Pyrix.
Flow of Water 10 5(*6) 11(*6) Slf - - - - - Normal X X X
Mode: Attack
Type: -
Attr: -
Effect/Other: Summons Strom. Exclusive to Serpentbrand.
Expl: Summons Strom.
Gust of Wind 10 5(*6) 11(*6) Slf - - - - - Normal X X X
Mode: Attack
Type: -
Attr: -
Effect/Other: Summons Avi. Exclusive to Feather Spear.
Expl: Summons Avi.
Warmth of Earth 10 5(*6) 11(*6) Slf - - - - - Normal X X X
Mode: Attack
Type: -
Attr: -
Effect/Other: Summons Adyllis. Exclusive to Serpent Staff.
Expl: Summons Adyllis.
Hatch of the Dinosaur - - - AA - - - - - Normal X X X
Mode: Magic
Type: -
Attr: -
Effect/Other: Summons a Dinosaur. Exclusive to Dinosaur Egg.
Expl: Something will hatch.
Holy Sparkle 0 1 4 AE 200 1 COM D A Normal X X X
Mode: Magic
Type: -
Attr: -
Effect/Other: Deals damage to Demons and Undead. Effective
against Undead. Exclusive to Chalice.
Expl: Water that carries a holy Blessing. Very effective
against undead.
Miracle Water 0 3 10 - - - - - A Normal X X X
Mode: Magic
Type: -
Attr: -
Effect/Other: Restores all BP. Exclusive to Chalice.
Expl: Instantly restore all comrades' BP to maximum.
*4......Does not work on some enemies.
*5......With a high probability, the user enters a state of being unable to act,
similar to the Sleep ailment. Until the ailment is gone, the user will
be performing the Dream Shot technique every round without any BP or LP
cost.
*6......Cannot be reduced.
--------------------------------------------------------------------------------
d02. Character-specific Techniques [RS404]
--------------------------------------------------------------------------------
Name BP DP/LP DPS/LPS Tgt POW # Stat G A Speed Dfl Shd MShd
Bear Claw 0 0 0 1E 2 1 STR D D Normal O O O
Mode: Attack
Type: Contact
Attr: Blunt
Effect/Other: Exclusive to Brau.
Expl: Maul your enemy with the claw of the bear.
Poison Claw 3 (1) 2 1E 2 1 DEX D D Normal O O O
Mode: Attack
Type: Contact
Attr: Slash
Effect/Other: Poison, Exclusive to Brau.
Expl: Maul your enemy with a poisoned claw.
Paralyzing Claw 6 1 4 1E 2 1 DEX D D Normal O O O
Mode: Attack
Type: Contact
Attr: Slash
Effect/Other: Paralysis. Exclusive to Brau.
Expl: Maul your enemy with a paralyzing claw.
Bear Hug 15 0 0 1E 10 1 STR B D Normal O O O
Mode: Attack
Type: Movement, Contact
Attr: Blunt
Effect/Other: Exclusive to Brau.
Expl: Snap your enemy's spine in two by grasping him.
Bite 0 0 0 1E 1 1 STR D D Normal O O O
Mode: Attack
Type: Contact
Attr: Slash
Effect/Other: Exclusive to Sylvan.
Expl: Ravage your enemy with razor-sharp fangs.
Bludgeon 4 1 4 1E 6 3 DEX D D Normal O O O
Mode: Attack
Type: Movement, Contact
Attr: Slash
Effect/Other: Decreases STR. Exclusive to Sylvan.
Expl: Gnaw at your enemy's arm to reduce his Strength
(STR).
Daze 8 1 4 1E 6 3 DEX D D Normal O O O
Mode: Attack
Type: Movement, Contact
Attr: Slash
Effect/Other: Decreases AGI. Exclusive to Sylvan.
Expl: Gnaw at your enemy's leg to reduce his Agility
(AGI).
Jugular 14 0 0 1E 15 3 STR D D Normal O O O
Mode: Attack
Type: Movement, Contact
Attr: Slash
Effect/Other: Instant Death. Exclusive to Sylvan.
Expl: Puncture your enemy's Jugular. Sometimes inflicts
instant death.
Rabid Bite 19 0 0 1E 45 5 STR C D Normal O O O
Mode: Attack
Type: Contact
Attr: Slash
Effect/Other: Exclusive to Sylvan.
Expl: An incredible technique that inflicts terrible
bite wounds.
Sword Strike 0 0 0 1E 20 2 STR C D Normal O O O
Mode: -
Type: Contact
Attr: Slash
Effect/Other: Exclusive to Dragon Knight.
Expl: Hold your blade with both hands to hew powerfully.
Crimson Slash 0 0 0 1E 20 1 STR C A Normal O O O
Mode: Attack
Type: Contact
Attr: Slash, Fire
Effect/Other: Decreases STR. Exclusive to Dragon Knight.
Expl: Strike with a burning blade. Reduces enemy's
Strength (STR).
Blade of Freezing 0 0 0 1E 20 1 STR C A Normal O O O
Mode: Attack
Type: Contact
Attr: Slash, Cold
Effect/Other: Decreases AGI. Exclusive to Dragon Knight.
Expl: Strike with a freezing blade. Reduces enemy's
Agility (AGI).
Electrocution 0 0 0 1E 20 1 STR C A Normal O O O
Mode: Attack
Type: Contact
Attr: Slash, Electricity
Effect/Other: Decreases DEX. Exclusive to Dragon Knight.
Expl: Strike with an electrified blade. Reduces enemy's
Dexterity (DEX).
Fireball 6 0 0 1E * 1 VIT D A Normal X O O
Mode: Defense
Type: Contact
Attr: Fire
Effect/Other: The damage increases in proportion to your own
remaining HP. Exclusive to Dragon Knight.
Expl: Fire a ball of flame. Damage dealt depends on
caster's current HP.
Ice Blast 6 0 0 1E * 1 VIT D A Normal X O O
Mode: Defense
Type: Contact
Attr: Cold
Effect/Other: The damage increases in proportion to your own
remaining HP. Exclusive to Dragon Knight.
Expl: Fire a ball of frost. Damage dealt depends on
caster's current HP.
Thunderbolt 6 0 0 1E * 1 VIT D A Normal X O O
Mode: Defense
Type: Contact
Attr: Electricity
Effect/Other: The damage increases in proportion to your own
remaining HP. Exclusive to Dragon Knight.
Expl: Fire a ball of lightning. Damage dealt depends on
caster's current HP.
Wing Bash 8 0 0 1E 20 1 AGI B C Normal X O O
Mode: Trick
Type: Movement, Contact
Attr: Blunt, Projectile
Effect/Other: Exclusive to Dragon Knight.
Expl: Strike your enemy from the air.
--------------------------------------------------------------------------------
d03. Summon Character-specific Techniques [RS405]
--------------------------------------------------------------------------------
Name BP DP/LP DPS/LPS Tgt POW # Stat G A Speed Dfl Shd MShd
Scoop Throw 0 0 - 1E 2 1 STR D E Normal O O O
Mode: (*7)
Type: Movement, Contact
Attr: Blunt
Effect/Other: Stun. Exclusive to Dinosaur.
Expl: A ferocious shoulder slam. Sometimes stuns.
Trample 10 0 - EB 10 1 AGI D E Normal X O O
Mode: (*7)
Type: Movement, Contact
Attr: Blunt
Effect/Other: Exclusive to Dinosaur.
Expl: Trample the enemy.
Tail Swipe 0 0 - EC 4 1 STR D E Normal X O O
Mode: Defense
Type: Movement, Contact
Attr: Blunt
Effect/Other: Exclusive to Dinosaur.
Expl: A powerful tail whip.
Fracturing Blast 11 0 - 1E 225 1 AGI B A Normal ^ O O
Mode: Attack
Type: Contact
Attr: Slash, Blunt, Fire
Effect/Other: Exclusive to Pyrix.
Expl: Become a torrent of lava. Pyrix's most powerful
attack.
Pyro Blast 7 0 - EC 45 3 STR C A Normal X X O
Mode: Attack
Type: Contact
Attr: Energy
Effect/Other: Reduces DEF. Exclusive to Pyrix.
Expl: A burning implosion that torches all enemies within
the area of effect. Sometimes decreases Defense
(DEF).
Flame Whip 0 0 - 1E 5 1 DEX C A Normal ^ O O
Mode: Defense
Type: Contact
Attr: Fire
Effect/Other: Paralysis. Exclusive to Pyrix.
Expl: Strike your enemy with a fiery whip. Sometimes
paralyzes.
Infernal Chariot 9 (1) - AE 160 4 INT B A Normal X O O
Mode: Trick
Type: Contact
Attr: Fire
Effect/Other: Exclusive to Pyrix.
Expl: Become a whirling wheel of fire to strike all
enemies.
Solid Formation 4 0 - 1E 100 1 STR C E Slow O O O
Mode: Attack
Type: Contact
Attr: (Projectile?) (inconsistency in the Ultimania)
Effect/Other: Exclusive to Strom.
Expl: Impale an enemy on your horn.
Aqua Smash 0 0 - 1E 50 1 STR C C Normal ^ O O
Mode: Defense
Type: Contact
Attr: Blunt
Effect/Other: Exclusive to Strom.
Expl: Strike an enemy with your fin.
Watery Descent 8 (1) - AE 160 2 INT C E Slow X O O
Mode: Defense
Type: Contact
Attr: Cold
Effect/Other: Exclusive to Strom.
Expl: Strike all enemies with a burst of water that
freezes instantly.
Liquid Cannon 3 0 - 1E 50 1 DEX C A Normal ^ O O
Mode: Trick
Type: Aerial
Attr: Blunt
Effect/Other: Stun, Hydrology characteristic, Exclusive to Strom.
Expl: Launch a massive ball of water into an enemy.
Sometimes stuns.
Tidal Smash 6 0 - 1E 100 1 STR B E Normal O O O
Mode: Trick
Type: Contact
Attr: Blunt
Effect/Other: Exclusive to Strom.
Expl: Smash an enemy with your tailfin.
Beak 1 0 - 1E 30 1 STR C C Normal ^ O O
Mode: Attack
Type: Movement, Contact
Attr: (Projectile?) (inconsistency in the Ultimania)
Effect/Other: Darkness, Exclusive to Avi.
Expl: Stab your enemy with your great beak. Sometimes
inflicts darkness.
Liver Peck 4 0 - 1E 80 1 STR C C Normal ^ O O
Mode: Attack
Type: Movement, Contact
Attr: (Projectile?) (inconsistency in the Ultimania)
Effect/Other: Exclusive to Avi.
Expl: Gouge an enemy with your great beak.
Petrifying Beak 9 (1) - 1E 8 1 STR C C Normal ^ O O
Mode: Attack
Type: Movement, Contact
Attr: (Projectile?) (inconsistency in the Ultimania)
Effect/Other: Petrification, Exclusive to Avi.
Expl: Stab your enemy with your great beak. Sometimes
petrifies.
Wing Flap 0 0 - 1E 54 1 AGI C E Normal ^ O O
Mode: Defense
Type: Contact
Attr: Slash
Effect/Other: Exclusive to Avi.
Expl: Strike an enemy with your giant wings.
Shriek 4 0 - 1E - 1 WIL - A Normal X O O
Mode: Defense
Type: Contact
Attr: Energy
Effect/Other: Phobia, Exclusive to Avi.
Expl: A high-pitched shriek that intimidates all enemies.
Sonic Wave 7 0 - 1E 10 1 INT C A Normal X O O
Mode: Trick
Type: Contact
Attr: Energy
Effect/Other: INT Down, Exclusive to Avi.
Expl: Strike an enemy with an uncanny sonic wave.
Sometimes decreases Intellect (INT).
Force of Nature 16 (1) - AE 160 1 WIL C A Normal X X X
Mode: Trick
Type: Contact
Attr: Energy
Effect/Other: Exclusive to Avi.
Expl: Summon a massive storm to attack all enemies.
Bite 0 0 - 1E 80 2 STR C E Normal O O O
Mode: Attack
Type: Contact
Attr: Slash
Effect/Other: Poison, Exclusive to Adyllis.
Expl: Strike an enemy with a fang of highly toxic venom.
Trinity Breath 9 0 - AE 150 3 INT C A Normal X O O
Mode: Defense
Type: Contact
Attr: Fire, Cold, Electricity
Effect/Other: Exclusive to Adyllis.
Expl: Attack all enemies with a breath of fire, acid,
and poison.
Sonic Blade 6 0 - 1E 100 1 STR C A Normal X O O
Mode: Trick
Type: Aerial
Attr: Slash
Effect/Other: Exclusive to Adyllis.
Expl: Strike your enemy with a powerful shock wave.
* The BP/LP cost of the Summon Character-specific techniques cannot be lowered.
However, the BP cost of the Liquid Cannon technique is lowered in accordance
with the Hydrology Skill of the character that summoned Strom.
*7......When using Attack mode or Defense mode, it's Attack mode. When using
Trick mode, it's Trick mode.
================================================================================
IX. Battle Side #3: Item [RS406]
================================================================================
01. Basic Knowledge [RS407]
================================================================================
a. Quick Summary [RS408]
================================================================================
Q: What's some useful knowledge to have about obtaining items?
A:
* The max amount of items you can carry is 99 (equipped items excluded).
* When you've reached the max item limit, the items you get from battles etc
will automatically be disposed of.
* You can strip recruited characters of their equipped items (except for some
items).
b. Item Categories [RS409]
================================================================================
All items are divided into 3 categories: Weapons. Armor, and Other Items. Your
party's equipped items do not count towards the 99 item max limit, so it's
possible to make some more free space in the item list by equipping items on
your characters if need be. Note that putting items in your Trade Box will not
free up more space in the item list, though.
---> Weapons ---> Armor ---> Other Items
Foil Shield Cup
Short Sword Helm First-aid Kit
Long Sword Chest Piece Herbs
Great Sword Gloves Potions
Special Sword Leg Pieces Tempering Materials
Scimitar Necklace Quest Items
Hand Axe Ring
Club
2-handed Sword
Katana
2-handed Axe
Staff
Pole Arm
Lance
Bow
c. Item Weight [RS410]
================================================================================
Every item in the game has a fixed weight parameter. A heavier total equipment
weight on a character has a few penalties in battle, as is explained below.
Things That Are Affected by the Weight of Equipped Items:
* Decreases the character's speed in battle slightly.
* Lowers the chance of triggering Surges and Surge/Reverses.
* Lowers the character's attack accuracy (only applicable when the weapon used
by the
character weighs more than 4x the character's STR).
d. How to Obtain Items [RS411]
================================================================================
The various ways of obtaining items are listed below. The easiest way of getting
items is by buying them from item shops, but that is a system in itself that you
will need to get accustomed to. You can also get some valuable items such as the
Coral Ring or the Amethyst by recruiting certain characters.
The Different Ways of Obtaining Items:
* Buy at an item shop. * Defeat monsters.
* Pick up. * Receive during quests etc.
* Open treasure chests. * Use the Mine proficiency.
* Use the Harvest proficiency. * Use the Find Treasure proficiency.
* Use the Trade proficiency. * Concoct things at an apothecary.
* Remove equipment from recruited characters.
02. Weapons [RS412]
================================================================================
a. Quick Summary [RS413]
================================================================================
Q: What should I know about using weapons?
A:
* What techniques you can use is different for each weapon type.
* By raising the applicable skill level, you can lower the BP cost.
* By raising the applicable class level, you can lower the DP/LP cost.
b. Basic Knowledge [RS414]
================================================================================
c. Weapon Types [RS415]
================================================================================
d. Weapon Parameters [RS416]
================================================================================
--->
e. ULTIMANIA column ~Weapon Name Changes from Modes~ [RS417]
================================================================================
f. Durability (DP) [RS418]
================================================================================
---> How to Restore DP
---> LP-consuming Weapons
g. Special Weapons [RS419]
================================================================================
---> Spell-channeling Weapons
---> Weapons with Unique Techniques and Spells
---> Special Sword [Obsidian Sword]
03. Armor [RS420]
================================================================================
a. Quick Summary [RS421]
================================================================================
Q: What should I consider when choosing armor?
A:
* The overall defensive power of the equipment's [PHY DEF] or [MAG DEF] + its
attribute resistance.
* Equipping things with attribute resistance can nullify the damage from certain
attacks.
* If you have a shield equipped, it will basically only work during a turn when
the character is using a technique with a one-handed weapon.
b. Armor Specifics [RS422]
================================================================================
Armor is something you can't live without in battle. When you put armor on your
characters, their PHY DEF and MAG DEF increases, which lowers the damage taken
from enemies. One character can equip one item in each of the 7 available slots.
Armor Specifics:
* Only 1 item can be equipped in each slot.
* The benefit is evading enemy attacks and lowering the damage taken.
* Many items have defense attribute resistance and attribute immunity.
c. Armor Types [RS423]
================================================================================
Each of the 7 different types of armor have their own unique characteristics and
are equipped in different slots, which is explained below. Shields do not lower
the damage sustained but rather evades attacks, so they have somewhat different
characteristics. To get as much defense power as possible for your characters,
it's recommended to fill as many armor slots as you can.
Armor Characteristics:
-> Shield
Slot: Shield
Makes it possible to evade enemy attacks. Adding materials and improving
durability in not available.
-> Helm
Slot: Head
Average defense power. Many items have immunity to Darkness.
-> Chest Piece
Slot: Body
Comparatively heavy equipment, but it offers really high defense power.
-> Gloves
Slot: Hands
Decreases the character's DEX, although there are items with Slash defense mods
etc.
-> Leg Pieces
Slot: Feet
Average defense power. Many items have AGI mods.
-> Necklace
Slot: Neck
Low defense power except for some items. Adding materials and improving
durability in not available.
-> Ring
Slot: Ring
Low defense power except for some items. Adding materials and improving
durability in not available.
---> Using a Shield
If you have a shield equipped, there is a chance that you will be able to evade
certain enemy attacks automatically. Shields basically only work if used by a
character who is using a one-handed weapon technique that turn and is not
affected by status ailments (details below). The evasion rate for each shield is
fixed and so is the chance of each attack being evaded. The chance of evading an
attack can be increased by raising your shield skill level, though. Note that
the character does not need to be in a class that has the shield skill included
in order to use a shield.
When you evade an attack successfully with the shield, the message [Shield],
will be shown on the screen. When that happens, no damage or status ailments are
sustained. Even though a character is a one-handed weapon user, the shield will
not work if the character is using a spell (magic mode) that turn.
The shield will not work for a character during a turn when he/she is using
either of these things:
* Two-handed weapons, spells, martial arts, other items.
* The "Defend" command.
d. Armor Parameters [RS424]
================================================================================
There are 8 different parameters in total for armor. Of those 8, the Block Rate
and Blocking parameters are only for shields, while PHY DEF and MAG DEF are only
for armor other than shields. Most armors have defense mods that lower your
defense against certain attributes. How a character's PHY DEF and MAG DEF is
calculated is explained further down. After equipping something on a character,
you can view his/hers attribute defense stats by pressing the square button in
the Status screen.
parameter Explanation:
-> PHY DEF
Basic defense value against Slash-, Blunt-, and Projectile-based attacks.
-> MAG DEF
Basic defense value against Fire-, Cold-, Lightning-, and Energy-based attacks.
-> Block Rate
Value that affects blocking with the shield. A higher value increases the chance
of blocking attacks.
-> Blocking
Indicates what types of attacks that can be blocked with the shield.
-> Armor's weight.
Affects the turn order in battle, and also effects the trigger rate of surges
and reverse/surges.
-> Material
Shows materials that the equipment is tempered with.
-> AIL RES
Shows your resistance against status effects etc.
-> MAG RES
Shows your resistance against magic attacks etc.
Attribute Defense Calculations:
-> Slash = PHY DEF + Slash Defense Mod
Defense against Slash-based attacks.
-> Blunt = PHY DEF + Blunt Defense Mod
Defense against Blunt-based attacks.
-> Projectile = PHY DEF + Projectile Defense Mod
Defense against Projectile-based attacks.
-> Fire = MAG DEF + Fire Defense Mod
Defense against Fire-based attacks.
-> Cold = MAG DEF + Cold Defense Mod
Defense against Cold-based attacks.
-> Lightning = MAG DEF + Lightning Defense Mod
Defense against Lightning-based attacks.
-> Energy = MAG DEF + Energy Defense Mod
Defense against Energy-based attacks.
-> Ailments = Ailments Defense Mods
Resistance against status ailments.
In the column above the weight value in the status screen, rough indications of
your attribute defenses are shown. There are 6 different steps in the grade.
e. ULTIMANIA column ~Fatestones~ [RS425]
================================================================================
In this world, there exist 10 valuable stones called Fatesones. Each one is
associated with one of the 10 spell types, and they have special characteristics
which make them superior armor (the Obsidian Sword is the only weapon). Their
various characteristics are explained in the chart below.
Fatestone Specifics:
* Each one grants immunity against its associated spell type.
* Increases all stats except HP, LP, and BP by 1.
Type Item Name Immunity Where to Get
--------------------------------------------------------------------------------
Fire Ruby Pyrology Mirsaburg Castle
Water Aquamarine Hydrology Aquamarine Cave
Wind Opal Aerology Captain Silver's Cave
Earth Topaz Terrology Temple of Nisa, beneath Kaklim Desert
Illusion Amethyst Demonology Weston (and all towns along New Road)
Magic Emerald Illusions Isle of Evil
Light Diamond Sorcery The Plains in Q52: "An Unlucky Woman"
Darkness Black Diamond Cosmology The Underwater Temple
Live Moonstone Necromancy Two Moon Temple
Evil Obsidian Sword Bewitchery Frosthold Fortress
Note: The spell types in the left-most column are taken from the "Romancing SaGa
Daijiten". The Emerald is otherwise called "Emerald of Evil" in the
English PS2 version.
04. Other Items [RS426]
================================================================================
a. Quick Summary [RS427]
================================================================================
Q: What is useful to know about other items?
A:
* In order to use items in battle, they need to be equipped in the 'Weapon'
screen in the main menu.
* The Chalice and the first-aid kit also have DP, but how you replenish them is
different compared with weapons.
* Herbs and potions you've used in battle will be used up and disappear from
your inventory.
b. About Other Items [RS428]
================================================================================
There are some miscellaneous items (7 types) such as potions and tempering
materials that are not counted as the same categories as weapons or defensive
equipment. The different characteristics of the various item types are
explained in the chart below. Also, if an item can be used during battle or
outside of battle is different for each item type.
Items for Use in Battles:
* Chalice
* First-aid kit
* Potions
* Herbs
Items for Use Outside of Battle:
* Herbs
* Tempering materials
* Quest items
Item Type Characteristics:
-> Cup
Only the Chalice falls under this category. Can be used to attack a certain
enemy type and restore an ally's BP. A water tool.
-> First-aid kit
Only the first-aid kit falls under this category. Restores HP and can relieve
you of Poison and Paralysis.
-> Herbs
Can be used to concoct potions at an apothecary. The color of the herbs is a
factor when concocting potions ([RS355]). Can also be used in battle to restore
HP and remove status ailments.
-> Potions
Medicines for use in battle. Restores HP and can also raise your stats
temporarily etc.
-> Tempering Materials
Materials used for tempering equipment at a blacksmith's.
-> Treasure Maps
Enables you to find treasures with the help of the Find Treasure proficiency
([RS022]). You can view the treasure map's Search Level in the main menu as well
as the location of the treasure.
-> Quest Items
Items used and/or found during quests. There are also some items you can sell.
---> Using Items During Battle
Items of the Cup, first-aid, herb, and potion categories are used basically the
same way as weapons. After equipping the at the Weapon screen (from the main
menu), you will be given the option to use them in battle when choosing
commands. Also, the Chalice and the first-aid kit consume DP every time you use
them. How you replenish them is exlained below (max DP for each is: Chalice: 10,
first-aid kit: 99). Herbs and potions on the other hand only have one use (their
DP is shown as one star).
How to restore the DP of the Chalice and the First-aid Kit:
Chalice:
* Stand by the pedestal in the Temple of Nisa underneath Kaklim Desert. Fully
replenishes it (max DP is 10).
First-aid Kit:
* Sleep at an inn. Delux Room (10 DP), Luxury Room (20 DP), Suite (30 DP).
* Concoct at an apothecary. DP replenished equals that of your remaining herbs
(herb color and quality do not affect it).
---> Using Items Outside of Battle
Tempering materials and treasure maps cannot be equipped, and apart from
tempering materials, they have 0 weight. The treasure maps have different
locations and Search Levels, which is determined after you pick them up. Also,
in order to make strong potions etc, you probably want to have a character is
the Herbalist class. Some quest items are used automatically, such as the map
you use in the inner jungle area, while others require you to manually use them.
05. Item Shop [RS429]
================================================================================
a. Quick Summary [RS430]
================================================================================
Q: How do I use the item shop wisely?
A:
* When buying, only go to item shops whose prices are cheap.
* When selling, go to the item shop with the highest standing with the
associated brand.
* When something is out of stock, try checking back after a while again.
b. Things to Do at the Item Shop [RS431]
================================================================================
---> Buying and Selling
---> Items Not yet Stocked
---> Out of Stock Items
c. The 3 Brands and the Clout Level [RS432]
================================================================================
---> Increasing the Brand level
---> Increasing the Shop Level
(Crystal Cartel's Brand Level x Your transaction amount with Crystal Cartel
+Draconian Imports Brand Level x Your transaction amount with Draconian Imports
+Maritime Imports Brand Level x Your transaction amount with Maritime Imports)
/ 100
* Round down.
06. Tempering Equipment [RS433]
================================================================================
a. Quick Summary [RS434]
================================================================================
Q: When is a good time to visit the blacksmith?
A:
* When your weapon's remaining DP is low.
* When you want to strengthen your weapons and armor.
* When you want to change the mode of your weapon.
b. Things to Do at the Blacksmith's [RS435]
================================================================================
-> Repair weapon
Add blacksmith's materials
Add my materials
Increase attack power
Change mode
---> How the Labor Fee is Determined
How the Labor Fee is Calculated:
Repair weapon
Add blacksmith's materials
Add my materials
Increase attack power
Change mode
c. ULTIMANIA column ~Blacksmiths That Become Unavailable at Times~ [RS436]
================================================================================
d. Tempering [RS437]
================================================================================
---> Adding Your Own Materials
---> Blacksmith Differences
e. Harmonious Materials [RS438]
================================================================================
The Process of Breaking in Weapons:
1. Temper a weapon with its harmonious material.
Temper a weapon with its harmonious material at a blacksmith's. The
harmonious material of the weapon is shown in red, which can be viewed in the
menu screen etc.
2. Use techniques and spells repeatedly.
Use techniques and spells from the tempered weapon. What enemy type you attack
does not matter.
3. The DP mod is added to the weapon.
Things like "+1" get attached to the end of the weapon's name, indicating that
the weapon POW has gone up 10%.
---> DP Mod Increase Calculation
---> Name Changes from Harmonious Materials
f. ULTIMANIA column ~Special Tempering Materials~ [RS439]
================================================================================
g. List of Tempering Materials [RS440]
================================================================================
BV = Basic Value
POW = Attack Power
DPM = DP Mod
PDEF = PHY DEF
MDEF = MAG DEF
Wt = Weight
RES = Resistance
{-----Weapon-----} {------Armor------} {Both}
Name Labor Fee POW DPM DP PDEF MDEF Wt RES
Bronze 50+BV/50 -30% +1 40 +10% -- +20% -
Southern Iron 50+BV/50(*1) -- -1 50 +20% -10% +30% -
Native Silver 50+BV/50(*1) -10% +2 20 -- +20% +20% -
Rosalian Steel 100+BV/50 -- +1 30 +20% -20% +20% -
Ligau Steel 100+BV/50 +10% - 20 +30% -10% +30% -
Vernie 500+BV/50 +10% +1 20 +10% +20% +20% -
Garal 500+BV/50 -- +2 20 +30% +10% +60% -
Mullock (1) BV/17 -30% - 50 +10% +10% +20% -
Mullock (2) BV/16 -20% +2 20 -- +10% +10% -
Mullock (3) BV/15 -10% -1 40 -20% +20% +10% -
Mullock (4) BV/14 -10% -2 40 -20% +30% +20% -
Mullock (5) BV/13 +10% -4 50 -30% +30% +20% -
Mullock (6) BV/12 +20% -5 40 -40% +50% +30% -
Mullock (7) BV/11 +30% -4 20 -30% +40% +20% -
Mullock (8) - -20% -2 30 -- -- -- -
Elemental Core BV/17 +20% -2 10 -30% +30% -- -
Blancazure BV/17 -20% +2 30 +10% -- +20% -
Vermillion BV/17 -- -1 40 +10% +10% +10% -
Bismuth BV/17 -30% +1 60 +20% -- +50% -
Deadstone BV/17 +30% -1 1 -40% -40% -- -
Pure Gold BV/14 -20% +1 20 -20% +30% +30% -
Electrum BV/14 -10% +3 20 -10% +30% +20% -
Marcasite BV/14 +20% -3 30 +30% -10% +20% -
Tree Crystal BV/14 +10% +2 10 -- +30% +10% -
Black Steel BV/12 +20% -1 40 +40% -30% +20% -
Corundum BV/12 +30% -3 20 -20% +30% +10% -
Meteoric Iron BV/12 +20% -2 20 -10% +20% +20% Shock
Dark Crystal BV/11 +40% -4 10 -50% +20% +10% Cosmol.
Grim Crystal BV/11 +40% -4 10 -50% +20% +10% Bewitch.
Chunk of Copper BV/11 -20% -3 99 +30% -20% +80% -
Devilsweed Seed BV/17 -10% +1 10 +10% -- +10% -
Peggy Crystal BV/17 -- +1 20 -- +10% -- -
Sticky String BV/17 -20% +3 30 +20% -10% -- -
Beast Fang BV/17 +20% -1 20 +10% +10% +10% -
Tortoise Shell BV/15 +10% +1 10 +20% +10% +20% -
Reinforced Wing BV/15 +30% -3 10 +20% -- -- -
Steel Thread BV/15 -- +1 40 +30% -20% +10% -
Aerodyne BV/15 +10% -1 20 -- +10% -- -
Windshell BV/13 +10% -1 10 -10% +20% -- Snare
Dinosaur Skin BV/13 -- +2 20 +40% -20% +40% -
Stonefish Scales BV/13 -- +1 20 +20% -10% +10% Hydrol.
Toxic Talon BV/11 +40% -3 10 +10% +20% +30% Poison
Ghost Silver BV/11 -- +1 10 +10% +10% -- Sonic Wa.
h. Strengthening Equipment [RS441]
================================================================================
i. Changing Modes [RS442]
================================================================================
Changing a weapon's mode changes the style of the weapon. The places where its
possible to change weapon modes are listed below. Note that having multiple
modes on a weapon will decrease its attack power.
G
a
t P
o i
' E r
N s M u S a
Weapon Modes: i g t
C E B V r e E e
r s r i s n s J
. t L u l a s t e C
C a o e l b t a l o O
i m b l a u a m t a a
[ Modes ] t i a l g r d i o s p
Name ATK DEF TRK Attack POW Change y r n e e g t r n t u
--------------------------------------------------------------------------------
Attack Mode O X X (no change) O O O O O O O O O O O
Defense Mode X O X (no change) O O O O O O O X O X X
Trick Mode X X O (no change) O O O O X X X O O O O
--------------------------------------------------------------------------------
ATK/DEF Mode O O X -5% O O X O X O X X X X X
ATK/TRK Mode O X O -5% O O X O X X X O X X X
DEF/TRK Mode X O O -5% O O X O X X X X X X X
--------------------------------------------------------------------------------
Improve Versatility O O O -15% O X X O X X X X X X X
--------------------------------------------------------------------------------
j. ULTIMANIA column ~How a Weapon's Attack Power is Determined~ [RS443]
================================================================================
The 4 things that affect a weapon's attack power are listed below. The actual
attack power of the weapon is changed due to those factors. Firstly, the change
of attack power from the sum of factors A~C is determined, and then factor D is
used to determine the highest value in the end.
Factor Attack Power Change Range
A. Added Material ~50%~+40%
B. DP Mod Value 0%~+70%
C. Attack Power Level -30%~+30%
D. Mode Penalty -15%~0%
Attack Power Calculation:
Attack Power x (A + B + C) x (100% + D)
* When adding the modifiers from A~C and D, each of them are rounded down.
07. Concocting [RS444]
================================================================================
a. Quick Summary [RS445]
================================================================================
Q: What's the secret to making strong potions at an apothecary?
A:
* Raise your apothecary level.
* Concoct strong potions at the apothecary.
* Have a character in the Herbalist class and try to find
b. The Purpose of Concocting [RS446]
================================================================================
<under construction>
c. The Apothecary [RS447]
================================================================================
---> Apothecary Level and Concocting Materials
---> Acquiring Herbs
---> The Flow of Concocting
Required Apothecary Levels for Every Town for Making Potions:
Potions That Require Specific Apothecary Levels and Herbs:
d. ULTIMANIA column ~The Order of the Herbs in the Item List~ [RS448]
================================================================================
08. Trading Items [RS449]
================================================================================
a. Quick Summary [RS450]
================================================================================
Q: How can I become better at trading items?
A:
* Raise your Trading skill level.
* Put a lot of the monster's favored items in your trade window.
* Choose an item you want that has an equal appraisal value to an item in your
trade window.
b. The Trading System [RS451]
================================================================================
By using the Trade proficiency, you can barter with monsters and gain new items.
Below is a step-by-step guide to using this proficiency. There are also items
that can only be acquired through trading, such as the Heavy Gauntlet and the
Ramox Medallion.
Step-by-Step Guide to Using the Trade Proficiency:
1. Put items in your trade window.
Press the triangle button on the item screen and put up to 5 items in your trade
window. The item you choose first will end up first on the list in the trade
window.
2. Use the Trade proficiency close to a green enemy symbol.
When the Trade proficency is shown at the top of the screen, you may find some
monster symbols that have changed color to green. Get close to a green monster
symbol and you will be given an option to use your Trade proficiency, which will
commence the trading sequence. Note that you won't enter battle even if you make
contact with the monster symbol.
3. Choose the item you want from the monster.
Choose the item you want from the monster's 5 items that are shown in the window
to the right on the screen. Even if there's no item you that you want, you still
have to choose an item, as you can't abort the trade once you've started it.
4. Trade completed and incomplete trade.
The trade is determined as completed or incomplete depending on what items you
have in your trade window, and also which item you choose from the monsters.
If the trade is completed, you end up getting the item you chose to get. If the
trade is incomplete, the trade will end without any change at all. In either
case, the enemy symbol will disappear.
--> The Chance of Meeting Enemy Symbols You Can Trade With
When there are monster symbols moving around on the map you're on, whether or
not you'll be able to trade items with a monster symbol is randomly determined
for each one. The normal rate that determines this is 5%, but if you have a
character in the Trader class, the rate increases along with the class level
(see details below). Also, another benefit of having a character in the Trader
class is that it can also help you avoid battles while you're traversing
dungeons and fields.
Rate that Determines If You Can Trade with a Monster:
Trader Class Level Trade Possibility Rate
--------------------------------------------
(none) 5%
Lv1 10%
Lv2 15%
Lv3 20%
Lv4 25%
Lv5 30%
--> Items Obtainable Through Trading
There is a total of 102 items that you can get through trading with monsters
(listed below). The items are divided into 15 different categories, with the
current Battle Rank of 1~10 also playing a part in deciding what items you
can find available for trading.
A monster that you can trade with can carry items from the list below
corresponding with the current or a lower battle rank. So if the current Battle
Rank is 6, the monster can also carry items corresponding with Battle Rank 1~5.
What items a monster will carry is therefore determined randomly.
Furthermore, from your second playthrough and onwards, you can also trade items
with crowned monsters. The list below contains the possible items you can get.
Possible Items Carried by Crowned Monsters:
* Stone Brigandine * Heeled Shoes
* Black Stone Mail * Old Wood Amulet
* Skull Mantis * Gold Ring
* Wondrous Bangle * Silver Ring
* Greaves of Titus * Pearl Ring
If you didn't get any item after trading with a monster, you'll recieve some
gold and jewels instead. If the monster you're trying to trade with is not
carrying any items, you won't be able to trade with it.
Category Rank 1 Rank 2 Rank 3
--------------------------------------------------------------------------------
Cloths Headband Cap Mantra Scarf
Leather Pelt Leather Gloves Leather Boots
Wood Buckler Hunting Bow Great Shield
Bone Bone Breastplate - -
Stone (*1) Raw Ore Ring Stone Axe
Metals Light Helm - Animal Coin
Ornaments Candy Ring - Wing Amulet
Minerals (*1) Electrum Mullock (3)
Fragments Devilsweed Seed, Peggy Crystal Tortoise Shell
Sticky String,
Beast Fang
*1 = Southern Iron, Vermillion, Bismuth, Blancazure, Native Silver
Deadstone, Mullock (1, 2)
Category Rank 4 Rank 5 R6
--------------------------------------------------------------------------------
Cloths Cloth Armor Leg Warmers Mage's Robe
Leather Fur Vest Long Boots Leather Jerkin
Wood Old Wood Amulet - Composite Bow
Bone Bone Amulet - Fang Amulet
Stone - - Gothic Armor
Metals - Crescent Blade Heavy Gauntlet
Ornaments Fang Amulet Fishhook Glamorous Ring
Minerals Marcasite Pure Gold, Meteoric Iron,
Mullock (4, 5) Tree Crystal,
Mullock (6)
Fragments Steel Thread Reinforced Wing Aerodyne
Category R7 R8 R9
--------------------------------------------------------------------------------
Cloths Sage's Robe Enamel Bicorn Hat Ogre Gauntlets
Leather Alligator Vest Rigid Leather Firebeast Hide
Wood Holy Staff Cyril's Bracers Elemental Staff
Bone - Protector Donkey Bone
Stone Flameproof Gloves Stone Clogs Mystic Stone Mask
Metals - Metal Greaves Ramox Medallion
Ornaments Parade Helm - Silver Bracers
Minerals Black Steel, Corundum Chunk of Copper
Mullock (7)
Fragments - Dinosaur Skin Windshell,
Stonefish Scales
Category R10
--------------------------------------------------------------------------------
Cloths Astral Coat
Leather Devil Hide
Wood Wisteria
Bone Skull Mantis
Stone Stone Brigandine
Metals Earthenguard
Ornaments Evil Eye Talisman
Minerals Dark Crystal, Grim Crystal
Fragments -
Category Item Name
--------------------------------------------------------------------------------
Green Herb Verdant Herb, Jade Herb
Blue Herb Indigo Herb, Azure Herb
Yellow Herb Tawny Herb, Golden Herb
Red Herb Crimson Herb, Scarlet Herb
Large Sum Cash Hoard
Knowledge Jewel
--> Successful and Failed Trades
Based on things such as the value (Appraisal Value) of the items in your trade
box and your Trade skill level, the process of determining the success or
failure of a trade is done as explained below. The various factors for
determining the appraisal value of an item are listed below. Since a monster's
favored items are a big factor for a successful trade, you should put some of
those items in your trade window.
If your Trade skill level is low and the monster has a highly valued item, the
item is only shown as [????].
Items with High Appraisal Value:
* High basic value.
* High attack power for weapons; high physical and magic defense for defensive
equipment.
* Items which can not be found in great numbers in the game and hard to get
items.
* Items from monster type's favored categories from the list further down.
The Process of Determining Successful and Failed Trades:
1. Choose the item you want.
When you move the cursor over items that the monster has, the brightness of
the item names in your trade window will change. The items with high appraisal
value will lit up, and the items with low value will go dark.
-> If there is an item name in your trade window that lits up, it's a successful
trade.
-> If there is no item name in your trade window that lits up, continue with
step 3.
2. Trade completed.
Having chosen the item you want, the cursor moves and automatically chooses the
item in your trade window with the highest appraisal value.
3. Random decision of a successful or failed trade.
Whether the trade is a [Success], [Failure], or a [Big Failure] is determined
randomly. To increase the chance of success, though, you can try and follow the
conditions listed below as much as possible.
Things that increase the success rate of a successful trade:
* A great number of trades completed.
* A high Trade skill level.
* A high combined appraisal value of all the items in your trade window.
4. Success or failure determined.
- Success
Trade completed. The cursor moves quickly in your trade window and automatically
hooses the item with the highest appraisal value. The trade is completed.
- Failure
Trade incomplete. The cursor moves quickly in your trade window and
automatically chooses the item at the bottom of the list. The trade is not
completed.
- Big Failure
Immediate failure. The cursor does not move, and the trade fails immediately.
c. ULTIMANIA column ~Favorable Items for Monsters~ [RS452]
================================================================================
Each type of monster has their own favored categories of items (details below).
Using the chart below and the previous item lists above, it's possible to find
your favored items a little more easily.
Monster Type Preferred Categories
------------------------------------------
Beastmen Metals, Ornaments
Beasts Bone, Herbs (all colors)
Plants Wood, Herbs (all colors), Fragments
Avians Ornaments, Minerals, Wood, Bone
Insects Wood, Blue Herbs
Aquatics Stone, Minerals, Green Herbs
Reptiles Metals, Ornaments
Demons Ornaments, Fragments, Stone, Minerals
Undead Cloths, Leather, Wood
Unknown Cloths, Leather, Wood, Bone, Herbs (all colors)
09. Item List [RS453]
================================================================================
<under construction>
a. Key [RS454]
================================================================================
DEF = Defense
Sls = Slash
Blt = Blunt
Prj = Projectile
Fir = Fire
Cld = Cold
Ele = Electricity
Egy = Energy
Sts = Ailments
Blo = Blocking
Imm = Immunity
Wt = Weight
Alt = Alterable
BPr = Basic Price
Suppl = Supplementary
SE = Starting Equipment
STN = Stun
SOR = Sorcery
COS = Cosmology
HYD = Hydrology
PYR = Pyrology
CRS = Curse
GAZ = Gaze
PSN = Poison
DPM = Durability Points Modifier
MDP = Max Durability Points
T. Material = Tempering Material
--> How to read the List
<under construction>
1. Type
2. Name
3. Attack Power
4. Durability Points Modifier
5. Max DP
6. Weight
7. Harmonious Material
8. Strengthening Range
9. Basic Price / Basic Value
10. Supplementary / Notes
11. How to Obtain
12. Appearance
13. Harmonious Material Modifier
14. Tempering Material
15. Parameters Different from the Base
16. Weapon's Harmonious Material Pattern
17. Blocking
18. Defense / Resistance
19. Alterable / Unalterable
20. DEF Power
21. Attribute Defense Modifier
22. Immunity
23. Strengthening
24. Effect
25. Explanation
--------------> b. Weapons [RS455]
--> b01. Foils [RS456]
Name POW DPM MDP Wt HM POW<->MDP BPr
--------------------------------------------------------------------------------
Fleuret 6 0 30 2 A o>> 50
Suppl: -
Shop : Yeoville (50), Melvir (52), Loban (52, 55), Aurefont (55)
Chest : Random
Other : SE for Hawke, Gian, Dowd
--------------------------------------------------------------------------------
|
|
|
| DPM T. Material BPr
-- Fleuret +1 +1 - 50(+50%)
Parameters Different from the Base
-
Shop: Aurefont (80/Lv3)
--------------------------------------------------------------------------------
Dress Sword 12 0 30 2 B o>> 300
Suppl: -
Shop : Crystal City (300), Melvir (315), Mirsaburg (300), Eugenstadt (300)
Other : SE for Albert
--------------------------------------------------------------------------------
Rapier 21 0 30 2 A o>> 2000
Suppl: -
Shop : Melvir (2100), Mirsaburg (2000), Pirate Coast (1800)
Chest : Melvir
Other : SE for Jamil
--------------------------------------------------------------------------------
|
|
|
| DPM T. Material BPr
-- Vernie Rapier +2 Vernie 2500(+75%)
Parameters Different from the Base
POW 27, DPM +1, MPD 20
Shop: Crystal City (4500/Lv9),
North Estamir (4125/Lv9)
--------------------------------------------------------------------------------
Silver Fleuret 17 0 30 2 C o>> 2500(+100%)
Suppl: Enables you to use the Hunter's Fury technique.
Shop : Altours (5000/Lv18), Melvir (5125/Lv18)
Chest : Estamir Tunnels, Random
Quest : Q12: "A Suspicious Demise"
--------------------------------------------------------------------------------
Golden Blade 18 0 30 4 B o>> (12000)
Suppl: CHA -1
Chest : Melvir Sewers, Random
--------------------------------------------------------------------------------
Blazing Sword 15 0 LP 2 D - (10000)
Suppl: -
Chest : Weiserheim, Random
Other : Excavate
--------------------------------------------------------------------------------
Espada Ropera 39 0 30 3 A o>>> (7800)
Suppl: -
Chest : Random
Quest : Q47: "Ailing Emperor"
--------------------------------------------------------------------------------
Sword of the Earth 36 0 LP 6 - - -
Suppl: Channels Terrology.
Quest : Q1: "Missing Taralians"
--------------------------------------------------------------------------------
Harmonius Material Pattern for Foils:
Pattern 0->+1 +1->+2 +2->+3
--------------------------------------------------------------------------------
Rosalian Steel, Marcasite, Vernie [Vernie Rapier]
A Ligau Steel, Meteoric Iron
Black Steel,
Steel Thread
--------------------------------------------------------------------------------
Native Silver, Corundum -
B Pure Gold,
Electrum
--------------------------------------------------------------------------------
Vermillion, Native Silver Ghost Silver
C Electrum [Harmonious Fleuret]
--------------------------------------------------------------------------------
Elemental Core, Vermillion Dark Crystal
D Peggy Crystal [Darkrod],
Grim Crystal
[Grimrod]
--------------------------------------------------------------------------------
--> b02. Short Swords [RS457]
Name POW DPM MDP Wt HM POW<->MDP BPr
--------------------------------------------------------------------------------
Cutlass 13 0 30 2 E <o> 450
Suppl: -
Shop : Melvir (472), Loban (472, 495), Bruelle (450), Weston (427),
Pirate Coast (405)
Monster: Goblin Soldier
--------------------------------------------------------------------------------
Antique Dagger 16 0 30 1 F <o> (800)
Suppl: -
Chest : Melvir, Random
Other : SE for Darque
--------------------------------------------------------------------------------
Gladius 20 0 30 2 E <o> 1600
Suppl: -
Shop : North Estamir (1760), Bruelle (1600), South Estamir (1600)
Monster: Goblin Soldier, Goblin Knight, Estamirian Shade
--------------------------------------------------------------------------------
|
|
|
| DPM T. Material BPr
-- Steelgad +2 Steel Thread 2800(+75%)
Parameters Different from the Base
POW 24, DPM +1, MDP 40
Shop: South Estamir (4900/Lv8), Weston (4620/Lv6)
--------------------------------------------------------------------------------
Hanger 25 0 30 2 G <o>> 3100
Suppl: -
Shop : Melvir (3410), Bruelle (3100)
--------------------------------------------------------------------------------
Werewolf 27 0 30 1 H <o>> (3000)
Suppl: AGI +1
Chest : Random
Monster: Lamia
--------------------------------------------------------------------------------
|
|
|
| DPM T. Material BPr
-- Chicken Knife - (Rock Salt) (3000)
Parameters Different from the Base
POW 13, DPM -1
Monster: Sea Kokar
--------------------------------------------------------------------------------
Queen of Swords 18 0 30 1 - - (1)
Suppl: CHA +5, Status Ailment RES +20
Not possible to obtain (SE for Diana)
--------------------------------------------------------------------------------
Dragonscale Blade 37 0 30 2 1 <o>> (1)
Suppl: Fire RES +10, Cold RES +10, Electricity RES +10
Monster: Red Dragon (B)
Other : Excavate
--------------------------------------------------------------------------------
Serpentbrand 27 0 LP 7 - - -
Suppl: Enables you to use the Flow of Water technique.
Channels Hydrology. INT +5.
Quest : Q33: "Aquatic Ecology"
--------------------------------------------------------------------------------
Harmonius Material Pattern for Short Swords:
Pattern 0->+1 +1->+2 +2->+3
--------------------------------------------------------------------------------
Southern Iron, Native Silver, Marcasite,
E Mullock (1), Electrum Steel Thread [Steelgad]
Mullock (5)
--------------------------------------------------------------------------------
Native Silver, Corundum -
F Pure Gold,
Electrum
--------------------------------------------------------------------------------
Southern Iron, Marcasite, -
G Mullock (1), Steel Thread
Mullock (5) [Steelgad]
--------------------------------------------------------------------------------
Beast Fang, Beast Fang -
H Mullock (1), [Beowulf],
Mullock (5) Tortoise Shell,
Reinforced Wing
--------------------------------------------------------------------------------
Beast Fang, Elemental Core, -
I Tortoise Shell, Tree Crystal,
Reinforced Wing Windshell [Wyrmbrand]
--------------------------------------------------------------------------------
--> b03. Long Swords [RS458]
Name POW DPM MDP Wt HM POW<->MDP BPr
--------------------------------------------------------------------------------
Single Sword 9 0 30 4 J <o>> 100
Suppl: -
Shop : Uso (95), Yeoville (105), North Estamir (110), South Estamir (100),
Weston (90)
Chest : Random
Other : SE for Gray, Barbara, Herman, Galahad
--------------------------------------------------------------------------------
|
|
|
| DPM T. Material BPr
-- Defender - - (100)
|
| Parameters Different from the Base
| Only Defense mode can be chosen
|
| Other: SE for Raphael
|
|
|
|
| DPM T. Material BPr
-- Junk Sword - Mullock (8) (100)
Parameters Different from the Base
POW 7, DPM -2
Monster: Junk Bird
--------------------------------------------------------------------------------
Walloon Sword 12 0 30 4 J <o>> 360
Suppl: -
Shop : Altours (360), Yeoville (378), Weston (324)
--------------------------------------------------------------------------------
Back Sword 19 0 30 4 J <o>> 1450
Suppl: -
Shop : Crystal City (1522), Altours (1450), Yeoville (1522)
Other : SE for Frielei
--------------------------------------------------------------------------------
Town Sword 26 0 30 4 J <o>> 3300
Suppl: -
Shop : Yeoville (3465), Bruelle (3300), Eugenstadt (3630)
--------------------------------------------------------------------------------
|
|
|
| DPM T. Material BPr
-- Garal Sword +2 Garal 3800(+75%)
Parameters Different from the Base
POW 31, DPM +2, MPD 20
Shop: North Estamir (7030/Lv12)
--------------------------------------------------------------------------------
Minstrel's Sword 18 0 30 6 - - (1)
Suppl: Enables you to use the Feste d'Arme technique.
Not possible to obtain (SE for the Minstrel).
--------------------------------------------------------------------------------
Schiavona 34 0 30 4 J <o>> 9000
Suppl: -
Shop : Yeoville (9450/Lv9), Mirsaburg (9000/Lv9), Eugenstadt (9900/Lv9)
Chest : Random
--------------------------------------------------------------------------------
Farangi 39 0 30 4 K <o>> (20000)
Suppl: -
Other : Excavate
--------------------------------------------------------------------------------
Main Gauche 45 0 LP 8 - - -
Suppl: Enables you to use the Victor's Blade and
Left Fork techniques.
Chest : Trials of Elore
--------------------------------------------------------------------------------
Harmonius Material Pattern for Long Swords:
Pattern 0->+1 +1->+2 +2->+3
--------------------------------------------------------------------------------
Rosalian Steel, Marcasite, Garal [Garal Sword]
J Ligau Steel, Meteoric Iron
Black Steel,
Steel Thread
--------------------------------------------------------------------------------
Southern Iron, Corundum, -
K Mullock (1), Steel Thread
Mullock (5), [Steelrend]
Bismuth,
Chunk of Copper
--------------------------------------------------------------------------------
--> b04. Great Swords [RS459]
Name POW DPM MDP Wt HM POW<->MDP BPr
--------------------------------------------------------------------------------
Bastard Sword 17 0 30 5 L <<o>> 1000
Suppl: -
Shop : Northpoint (900), Altours (1000), North Estamir (900),
Mirsaburg (1050)
Chest : Random
SE for Theodore
--------------------------------------------------------------------------------
|
|
|
| DPM T. Material BPr
-- Bastard Sword +1 +1 - 1000(+50%)
Parameters Different from the Base
POW 18
Shop: North Estamir (1400/Lv9)
--------------------------------------------------------------------------------
Rosalian Saber 24 0 30 5 L <<o>> 2800
Suppl: -
Shop : Crystal City (2940), Altours (2800), Yeoville (2940)
Chest : Mt. Scurve
Other : SE for Neidhart
--------------------------------------------------------------------------------
Ogre's Cleaver 21 0 30 8 - - (2000)
Suppl: STR +3
Chest : Frosthold Fortress, Random
Monster: Walking Corpse
--------------------------------------------------------------------------------
Raksha Sword 29 0 30 8 - - (3600)
Suppl: STR +3
Chest : Pagan Ruins, Random
Monster: Wight, Revenant Swordsman, Infernal Warrior
Other : SE for Silver
--------------------------------------------------------------------------------
Blue Saber 35 0 30 5 M <o> (15000)
Suppl: Status Ailment RES +20
Other : Excavate
--------------------------------------------------------------------------------
Harmonius Material Pattern for Great Swords:
Pattern 0->+1 +1->+2 +2->+3
--------------------------------------------------------------------------------
Southern Iron, Marcasite, Vernie [Vernie Saber]
L Vermillion Black Steel
--------------------------------------------------------------------------------
Elemental Core, Native Silver, Tree Crystal
M Deadstone Electrum
--------------------------------------------------------------------------------
Pattern +3->+4 +4->+5
--------------------------------------------------------------------------------
- -
L
--------------------------------------------------------------------------------
Dark Crystal Grim Crystal
M [Darkblade] [Grimblade]
--------------------------------------------------------------------------------
--> b05. Special Swords [RS460]
Name POW DPM MDP Wt HM POW<->MDP BPr
--------------------------------------------------------------------------------
Obsidian Sword 42 0 LP 20 - - -
Suppl: Fatestone of Evil. Can change shape depending on
its weapon mode (all except magic mode). Changes
weapon type depending on its mode. All stats +1,
Slash DEF +20, Blunt DEF +20, Projectile DEF +20,
Bewitchery immunity.
Quest : Q25: "Frosthold Fortress"
--------------------------------------------------------------------------------
--> b06. Scimitars [RS461]
Name POW DPM MDP Wt HM POW<->MDP BPr
--------------------------------------------------------------------------------
Crescent Blade 15 0 30 4 N <<o>> 800
Suppl: -
Shop : NOrthpoint (720), Taralian Camp (760), South Estamir (800),
Pirate Coast (720)
Chest : Random
Other : Trade
--------------------------------------------------------------------------------
|
|
|
| DPM T. Material BPr
-- Crescent Blade +1 +1 - 800(+50%)
Parameters Different from the Base
POW 16
Shop: Northpoint (1120/Lv6)
--------------------------------------------------------------------------------
Falchion 21 0 30 4 N <<o>> 1900
Suppl: -
Shop : Uso (1995), Taralian Camp (1805), South Estamir (1900), Godongo (1710)
--------------------------------------------------------------------------------
|
|
|
| DPM T. Material BPr
-- Falchion +1 +1 - 1900(+50%)
|
| Parameters Different from the Base
| POW 23
|
| Shop: Uso (2945/Lv9)
|
|
|
|
| DPM T. Material BPr
-- Steelsong +2 Steel Thread 3100(+75%)
Parameters Different from the Base
POW 25, DPM +1, MDP 40
Shop: South Estamir (5425/Lv10), Weston (5115/Lv9)
--------------------------------------------------------------------------------
Phantom Sword 13 0 LP 8 O - (5000)
Suppl: Enables you to cast Fire Illusion and Ice
Illusion. Channels Illusions. STR +1.
Chest : Pagan Ruins, Random
--------------------------------------------------------------------------------
Drachenbrand 33 0 30 5 P <<o>> 7500
Suppl: -
Shop : Yeoville (7500/Lv7), South Estamir (7500/Lv7)
Chest : Random
--------------------------------------------------------------------------------
Darque's Sword 44 0 30 5 Q <<o>> (1)
Suppl: -
Quest : Q53: "Who Am I?"
--------------------------------------------------------------------------------
Red Peacock 40 0 30 1 - - (1)
Suppl: DEX +3, Agi +3, CHA +3
Other : Excavate
--------------------------------------------------------------------------------
Harmonius Material Pattern for Scimitars:
Pattern 0->+1 +1->+2 +2->+3
--------------------------------------------------------------------------------
Southern Iron, Bismuth, Corundum,
N Mullock (1), Chunk of Copper Steel Thread
Mullock (5) [Steelsong]
--------------------------------------------------------------------------------
Beast Fang, Elemental Core, -
O Tortoise Shell, Tree Crystal,
Reinforced Wing Windshell [Ghostbrand]
--------------------------------------------------------------------------------
Southern Iron, Corundum, -
P Mullock (1), Steel Thread
Mullock (5) [Steelsong]
--------------------------------------------------------------------------------
Southern Iron, Bismuth, Corundum,
Q Mullock (1), Chunk of Copper Steel Thread
Mullock (5) [Sadalmelik]
--------------------------------------------------------------------------------
--> b07. Hand Axes [RS462]
Name POW DPM MDP Wt HM POW<->MDP BPr
--------------------------------------------------------------------------------
Hand Axe 10 0 30 5 R o>>> 80
Suppl: -
Shop : Uso (76), Taralian Camp (76), Loban (84, 88), Weston (76),
Pirate Coast (72)
Chest : Random
Monster: Valhallan Peggy
Other : SE for Aisha, Sif, Hawke
--------------------------------------------------------------------------------
Gothic Axe 17 0 30 6 R o>>> 600
Suppl: -
Shop : Melvir (660), Loban (630, 660), Mirsaburg (630), Eugenstadt (660)
Chest : Melvir Sewers
Other : SE for Pirate
--------------------------------------------------------------------------------
|
|
|
| DPM T. Material BPr
-- Gothic Axe +1 +1 - 600(+50%)
Parameters Different from the Base
POW 18
Shop: Loban (960/Lv12)
--------------------------------------------------------------------------------
Throwing Axe 31 0 30 5 S o>>> 4900
Suppl: -
Shop : Melvir (5390/Lv3), Loban (5145/Lv6, 5390/Lv3), Pirate Coast (4410/Lv6)
Chest : Melvir
Monster: Butcher (1st battle)
--------------------------------------------------------------------------------
Stone Axe 22 0 30 12 T o>>> (100)
Suppl: -
Chest : Aquamarine Cave, Random
Other : Trade
--------------------------------------------------------------------------------
Lady Hawk 30 0 30 2 S - (9000)
Suppl: -
Other : Excavate
--------------------------------------------------------------------------------
Bilqis 33 0 LP 4 - - -
Suppl: Enables you to use the Fury of Bel'kwinith
technique. COM +6.
Monster: Witch of Fortune
--------------------------------------------------------------------------------
Epic Hero 36 0 LP 11 - - -
Suppl: Enables you to use the Gate technique. WIL +6.
Monster: Gigavi
--------------------------------------------------------------------------------
Cosmo Egg 47 0 LP 11 - - -
Suppl: Enables you to use the Xenophobic Blast technique.
VIT +6.
Monster: Pyrocanis
--------------------------------------------------------------------------------
Harmonius Material Pattern for Hand Axes:
Pattern 0->+1 +1->+2 +2->+3
--------------------------------------------------------------------------------
Bronze, Southern Iron, Garal [Garal Hatchet]
R Blancazure Marcasite
--------------------------------------------------------------------------------
Ligau Steel, Reinforced Wing, Aerodyne [Falconwind]
S Marcasite, Windshell
Steel Thread
--------------------------------------------------------------------------------
Mullock (1), Mullock (4), Mullock (6),
T Mullock (2), Mullock (5) Mullock (7)
Mullock (3)
--------------------------------------------------------------------------------
Pattern +3->+4
--------------------------------------------------------------------------------
-
R
--------------------------------------------------------------------------------
-
S
--------------------------------------------------------------------------------
Corundum
T [Tungsten Axe]
--------------------------------------------------------------------------------
--> b08. Clubs [RS463]
Name POW DPM MDP Wt HM POW<->MDP BPr
--------------------------------------------------------------------------------
Mace 16 0 30 3 U <<o 900
Suppl: -
Shop : Altours (900), Yeoville (945), Mirsaburg (900), Jelton (855)
Chest : Random
Monster: Goblin, Goblin Mage
--------------------------------------------------------------------------------
|
|
|
| DPM T. Material BPr
-- Worthless Club - Mullock (8) (900)
Parameters Different from the Base
POW 12, DPM -2
Monster: Goblin Digger
--------------------------------------------------------------------------------
Warhammer 20 0 30 3 U <<o 1600
Suppl: -
Shop : Altours (1600), Mirsaburg (1600), Eugenstadt (1760)
Chest : Random
--------------------------------------------------------------------------------
|
|
|
| DPM T. Material BPr
-- Warhammer +1 +1 - 1600(+50%)
Parameters Different from the Base
POW 22
Shop: Altours (2400/Lv7/*1)
--------------------------------------------------------------------------------
Cyclone Club 27 0 30 3 U <<o 3900
Suppl: -
Shop : Crystal City (3900), Mirsaburg (3900)
--------------------------------------------------------------------------------
Silver Hammer 19 0 30 3 V <<o 6000(+100%)
Suppl: Enables you to use the Hunter's Fury technique.
Shop : Crystal City (12000/Lv24), Mirsaburg (12000/Lv24)
Chest : Captain Silver's Cave, Random
--------------------------------------------------------------------------------
Donkey Bone 32 0 30 4 W <<o (10)
Suppl: STR +5, INT -5, WIL -5
Chest : Mt. Scurve, Auldburg, Random
Other : Trade
--------------------------------------------------------------------------------
Amber Jack 38 0 30 5 - - (1)
Suppl: -
Other : Excavate
--------------------------------------------------------------------------------
*1......After the Ice Sword is sold out only.
Harmonius Material Pattern for Clubs:
Pattern 0->+1 +1->+2 +2->+3
--------------------------------------------------------------------------------
Bronze, Native Silver, Garal [Garal Hammer]
U Blancazure Electrum
--------------------------------------------------------------------------------
Vermillion, Native Ghost Silver
V Electrum [Harmonious Hammer]
--------------------------------------------------------------------------------
Deadstone, Reinforced Wing, Stonefish Scales
W Peggy Crystal, Aerodyne
Sticky String
--------------------------------------------------------------------------------
Pattern +3->+4 +4->+5
--------------------------------------------------------------------------------
- -
U
--------------------------------------------------------------------------------
- -
V
--------------------------------------------------------------------------------
Toxic Talon Chunk of Copper
W
--------------------------------------------------------------------------------
--> b09. 2-handed Swords [RS464]
Name POW DPM MDP Wt HM POW<->MDP BPr
--------------------------------------------------------------------------------
Zweihander 10 0 30 3 U <<o 900
Suppl: -
Shop : Altours (900), Yeoville (945), Mirsaburg (900), Jelton (855)
Chest : Random
Monster: Goblin, Goblin Mage
--------------------------------------------------------------------------------
Gothic Sword 18 0 30 8 X <<<o>> 200
Suppl: -
Shop : Crystal City (1155), Bruelle (1100), Mirsaburg (1100)
Chest : Abandoned Keep
--------------------------------------------------------------------------------
|
|
|
| DPM T. Material BPr
-- Vernie Sword +2 Vernie 1600(+75%)
Parameters Different from the Base
POW 23, DPM +1, MPD 20
Shop: Crystal City (2880/Lv12),
North Estamir (2640/Lv12)
--------------------------------------------------------------------------------
Morglay 34 0 30 8 X <<<o>> 7800
Suppl: -
Shop : Mirsaburg (7800/Lv7), Eugenstadt (8580/Lv6)
--------------------------------------------------------------------------------
Claymore 43 0 30 8 X <<<o>>> (20000)
Suppl: -
Chest : Random
--------------------------------------------------------------------------------
Flamberge 20 0 LP 14 Y - (20000)
Suppl: Channels Pyrology. INT -20, Cold RES +20
Other : Excavate
--------------------------------------------------------------------------------
Ice Sword 35 0 LP 15 - - 20000
Suppl: Ignores target's Self-immolation effect. Enables
you to use the Snowstorm technique. Channels
Aerology. INT -20, Fire RES +20.
Shop : Altours (20000/*2)
Monster: Galahad
Quest : Q43: "The Ice Sword"
--------------------------------------------------------------------------------
|
|
|
| DPM T. Material BPr
-- Ice Sword +1 +1 - 20000(+50%)
Parameters Different from the Base
POW 38
Shop: Ettinham (30000/Lv30)
--------------------------------------------------------------------------------
Sword of Death 42 0 LP 13 - - -
Suppl: INT -50, COM -50, Status Ailment RES -100
Quest : Q56: "The Netherworld"
--------------------------------------------------------------------------------
*2......If Galahad is not in your party and you have 20000 gold, the shopkeeper
will tell you that the sword is already sold.
Harmonius Material Pattern for 2-handed Swords:
Pattern 0->+1 +1->+2 +2->+3
--------------------------------------------------------------------------------
Southern Iron, Mullock (6), Vernie [Vernie Sword],
X Marcasite, Mullock (7),
Meteoric Iron Black Steel
--------------------------------------------------------------------------------
Elemental Core, Vermillion Dark Crystal
Y Peggy Crystal [Darkflame],
Abyss Crystal
[Grimflame]
--------------------------------------------------------------------------------
--> b10. Katanas [RS465]
Name POW DPM MDP Wt HM POW<->MDP BPr
--------------------------------------------------------------------------------
Rusty Falcata 5 0 30 9 Z - (1)
Suppl: Remaining DP when you find it is 5. Changes into
the Falcata when tempered with Bronze.
Other : Pick up in Treasure Cave.
--------------------------------------------------------------------------------
Falcata 24 0 30 9 Z <o> (1)
Suppl: Turns into the Demonbrand after you've evolved it
to +7 and defeated the Sword Demon in Gray's game.
Other : Temper the Rusty Falcata with Bronze (*3).
--------------------------------------------------------------------------------
Demonbrand 55 0 30 9 - - (1)
Suppl: STR +10
Quest : Q41: "Voice of the Blade"
--------------------------------------------------------------------------------
Samurai Sword 17 0 30 7 a <<o>> 1500
Suppl: -
Shop : South Estamir (1500), Jelton (1425)
Chest : Random
--------------------------------------------------------------------------------
|
|
|
| DPM T. Material BPr
-- Samurai Sword +1 +1 - 1500(+50%)
Parameters Different from the Base
POW 18
Shop: Jelton (2100/Lv6)
--------------------------------------------------------------------------------
Katana 23 0 30 7 a <o>>> 3100
Suppl: -
Shop : South Estamir (3100), Jelton (2945)
--------------------------------------------------------------------------------
|
|
|
| DPM T. Material BPr
-- Katana +1 +1 - 3100(+50%)
Parameters Different from the Base
POW 25
Shop: Jelton (4340/Lv12)
--------------------------------------------------------------------------------
Ogre's Eye 28 0 30 7 b <o>>> (5000)
Suppl: -
Chest : Melvir, Random
--------------------------------------------------------------------------------
Crane Princess 37 0 30 6 c <o>>> (12000)
Suppl: -
Chest : Random
--------------------------------------------------------------------------------
Shooting Star 45 0 30 7 - - (1)
Suppl: DEX +3, AGI +3, Status Ailment RES +30
Other : Excavate
--------------------------------------------------------------------------------
*3......Directly after getting it by tempering with Bronze, the parameter values
will be added from the Bronze (POW 16, DPM +1, MDP 40).
*4......After it has changed into the Demonbrand, it becomes unalterable.
Harmonius Material Pattern for Katanas:
Pattern 0->+1 +1->+2 +2->+3
--------------------------------------------------------------------------------
Bronze Rosalian Steel Marcasite
Z
--------------------------------------------------------------------------------
Southern Iron, Mullock (6), Vernie [Vernie Katana]
a Marcasite, Mullock (7),
Meteoric Iron Black Steel
--------------------------------------------------------------------------------
Southern Iron, Deadstone Meteoric Iron
b Ligau Steel [Devilmark]
--------------------------------------------------------------------------------
Southern Iron, Black Steel Deadstone
c Ligau Steel
--------------------------------------------------------------------------------
Pattern +3->+4 +4->+5 +5->+6
--------------------------------------------------------------------------------
Marcasite Steel Thread Meteoric Iron
Z
--------------------------------------------------------------------------------
- - -
a
--------------------------------------------------------------------------------
Meteoric Iron - -
b [Devilmark]
--------------------------------------------------------------------------------
Meteoric Iron - -
c [Noble Crane]
--------------------------------------------------------------------------------
Pattern +6->+7
--------------------------------------------------------------------------------
Mullock (7)
Z
--------------------------------------------------------------------------------
-
a
--------------------------------------------------------------------------------
-
b
--------------------------------------------------------------------------------
-
c
--------------------------------------------------------------------------------
--> b11. 2-handed Axes [RS466]
Name POW DPM MDP Wt HM POW<->MDP BPr
--------------------------------------------------------------------------------
Broad Axe 19 0 30 10 d <o>>> 1300
Suppl: -
Shop : Uso (1365), Altours (1300), Gato's Village (1235)
Chest : Random
Monster: Queen Clawbug
--------------------------------------------------------------------------------
Battle Axe 26 0 30 10 d <o>>> 3300
Suppl: -
Shop : Crystal City (3465), Altours (3300), Gato's Village (3135)
--------------------------------------------------------------------------------
|
|
|
| DPM T. Material BPr
-- Garal Axe +2 Garal 3800(+75%)
Parameters Different from the Base
POW 31, DPM +2, MDP 20
Shop: Bruelle (7030/Lv12), Oapu (6460/Lv12)
--------------------------------------------------------------------------------
Great Axe 36 0 30 10 d <o>>> 9500
Suppl: -
Shop : Bruelle (9500/Lv8), Gato's Village (9025/Lv8)
--------------------------------------------------------------------------------
Vorpal Axe 40 0 30 10 e <o>>> (16000)
Suppl: -
Chest : Random
Other : Excavate
--------------------------------------------------------------------------------
Axe of Kings 30 0 LP 14 - - -
Suppl: Enables you to use the Flicker of Flame technique
to summon Pyrix. Channels Pyrology. STR +5.
Quest : Q44: "Plant Ecology"
--------------------------------------------------------------------------------
Destroyer 49 0 LP 16 - - -
Suppl: Enables you to use the Malefic Eclipse technique.
STR +6.
Monster: Kyllis
--------------------------------------------------------------------------------
Chaosbringer 42 0 LP 16 - - -
Suppl: Enables you to use the Haunted Louse technique.
INT +6.
Monster: Slask
--------------------------------------------------------------------------------
Harmonius Material Pattern for 2-handed Axes:
Pattern 0->+1 +1->+2 +2->+3
--------------------------------------------------------------------------------
Southern Iron, Marcasite, Garal [Garal Axe]
d Rosalian Steel, Steel Thread
Ligau Steel
--------------------------------------------------------------------------------
Deadstone, Dinosaur Skin, Toxic Talon
e Peggy Crystal, Stonefish Scales [Executioner]
Beast Fang
--------------------------------------------------------------------------------
--> b12. Staves [RS467]
Name POW DPM MDP Wt HM POW<->MDP BPr
--------------------------------------------------------------------------------
Novice's Staff 6 0 30 6 f <<o 400
Suppl: INT +1
Shop : Yeoville (400), Melvir (420), Weiserheim (400), South Estamir (400)
Chest : Random
Other : SE for Myriam
--------------------------------------------------------------------------------
Holy Staff 12 0 30 6 f <<o 800
Suppl: WIL +1
Shop : Yeoville (800), Melvir (840), Weiserheim (800)
Monster: Goblin Sage, Spirit Tree
Other : SE for Patrick, Trade
--------------------------------------------------------------------------------
Qarterstaff 24 0 30 5 g <<o 2400
Suppl: -
Shop : Yeoville (2520), Bruelle (2400), Eugenstadt (2400)
Chest : Melvir, South Cave (Stage 2)
--------------------------------------------------------------------------------
Elemental Staff 18 0 30 6 - - 9200
Suppl: INT +1, WIL +1, Fire RES +10, Cold RES +10,
Electricity RES +10, Energy RES +10
Shop : Ettinham (9200), Weiserheim (9200/Lv9)
Chest : Isle of Evil, Water Dragon Temple, Random
Monster: Priest of Saruin (B)
Other : Trade
--------------------------------------------------------------------------------
Eule's Staff 10 0 LP 10 f - (10000)
Suppl: Channels Demonology. INT +3, WIL +3.
Quest : Q16: "Eule Gives a Hoot"
--------------------------------------------------------------------------------
Eternity Staff 16 0 LP 15 f - (10000)
Suppl: Channels Demonology. WIL +5.
Other : Excavate
--------------------------------------------------------------------------------
Serpent Staff 28 0 LP 12 - - -
Suppl: Enables you to use the Warmth of Earth technique
to summon Adyllis. Channels Terrology. COM +5.
Quest : Q21: "Insect Ecology"
--------------------------------------------------------------------------------
Mage's Staff 20 0 LP 4 - - -
Suppl: Channels Illusions. INT +5, WIL +5.
Chest : Weiserheim
--------------------------------------------------------------------------------
Harmonius Material Pattern for Staves:
Pattern 0->+1 +1->+2 +2->+3
--------------------------------------------------------------------------------
Elemental Core, Tree Crystal, Dark Crystal [Darkrung]
f Peggy Crystal Windshell Grim Crystal [Grimrung]
--------------------------------------------------------------------------------
Native Silver, Rosalian Steel, Marcasite
g Electrum Steel Thread [War Staff]
--------------------------------------------------------------------------------
--> b13. Pole Arms [RS468]
Name POW DPM MDP Wt HM POW<->MDP BPr
--------------------------------------------------------------------------------
Monk's Spire 18 0 30 7 h <<o>> 1300
Suppl: -
Shop : Northpoint (1170), Uso (1365), Taralian Camp (1235), Eugenstadt (1300),
Chest : Random
--------------------------------------------------------------------------------
|
|
|
| DPM T. Material BPr
-- Crowbar - Mullock (8) (1300)
Parameters Different from the Base
POW 14, DPM -2
Monster: Stray Wolf, Werewolf, Karkrinoras
--------------------------------------------------------------------------------
Pike 24 0 30 7 i <<o>> 2750
Suppl: -
Shop : Uso (2889), Eugenstadt (2750), Jelton (2612)
Chest : Melvir, Mirsaburg
--------------------------------------------------------------------------------
Halberd 35 0 30 7 j <<o>> 8600
Suppl: -
Shop : Mirsaburg (9030/Lv9), Eugenstadt (8600/Lv8)
Quest : Q9: "Find the Aquamarine"
--------------------------------------------------------------------------------
|
|
|
| DPM T. Material BPr
-- Helberd +1 +1 - 8600(+50%)
Parameters Different from the Base
POW 38
Shop: North Estamir (12900/Lv17)
--------------------------------------------------------------------------------
Black Spear 28 0 30 7 k <<o>> (4000)
Suppl: -
Not possible to obtain (SE for Neidhart)
--------------------------------------------------------------------------------
Khellendros 38 0 LP 15 l - -
Suppl: Channels Aerology. INT -10, WIL -10, COM -10,
Electricity RES +50.
Monster: Silver Dragon
Other : Excavate
--------------------------------------------------------------------------------
Yucomb's Trident 40 0 LP 18 - - -
Suppl: Enables you to use the Divine Lightning technique.
Channels Hydrology.
Chest : The Underwater Temple
--------------------------------------------------------------------------------
Harmonius Material Pattern for Pole Arms:
Pattern 0->+1 +1->+2 +2->+3
--------------------------------------------------------------------------------
Southern Iron, Ligau Steel, Bismuth Steel Thread
h Mullock (1),
Mullock (5)
--------------------------------------------------------------------------------
Southern Iron, Ligau Steel, Bismuth Garal [Garal Shaft]
i Mullock (1),
Mullock (5)
--------------------------------------------------------------------------------
Ligau Steel, Marcasite, Garal [Garal Shaft]
j Bismuth Steel Thread
--------------------------------------------------------------------------------
Bronze, Mullock (3), Rosalian Steel, Black Steel, Corundum
k Mullock (4) Bronze
--------------------------------------------------------------------------------
Windshell Grim Crystal -
l [Nether Khellendros]
Toxic Talon
[Nether Khellendros]
--------------------------------------------------------------------------------
Pattern +3->+4
--------------------------------------------------------------------------------
Garal [Garal Shaft]
h
--------------------------------------------------------------------------------
-
i
--------------------------------------------------------------------------------
-
j
--------------------------------------------------------------------------------
Garal [Galar Kayakith]
k
--------------------------------------------------------------------------------
-
l
--------------------------------------------------------------------------------
--> b14. Lances [RS469]
Name POW DPM MDP Wt HM POW<->MDP BPr
--------------------------------------------------------------------------------
Harpoon 17 0 30 5 m <o>> 1000
Suppl: -
Shop : North Estamir (1000), South Estamir (1050), Oapu (950), Godongo (900)
Chest : Random
Monster: Morlock, Scalefish, Magnum Fish, Shield of Flesh, Wall of Flesh,
Land of Flesh
Other : SE for Guella Ha
--------------------------------------------------------------------------------
|
|
|
| DPM T. Material BPr
-- Harpoon +1 +1 - 1000(+50%)
Parameters Different from the Base
POW 18
Shop: Godongo (1400/Lv6)
--------------------------------------------------------------------------------
Spear 26 0 30 6 m <o>> 3600
Suppl: -
Shop : Crystal City (3780), Yeoville (3780), North Estamir (3600),
Loban (3780, 3960)
Chest : Mirsaburg
--------------------------------------------------------------------------------
|
|
|
| DPM T. Material BPr
-- Spear +1 +1 - 3600(+50%)
|
| Parameters Different from the Base
| POW 28
|
| Shop: Loban (5580/Lv9)
|
|
|
|
| DPM T. Material BPr
-- Garal Spear +3 Garal 4100(+100%)
Parameters Different from the Base
POW 33, DPM +2, MxDP 20
Shop: North Estamir (8610/Lv15), Bruelle (8610/Lv15)
--------------------------------------------------------------------------------
Military Fork 32 0 30 7 n <o>>> 6600
Suppl: -
Shop : Uso (6930/Lv6), North Estamir (7260/Lv6)
Monster: Barbarian
--------------------------------------------------------------------------------
|
|
|
| DPM T. Material BPr
-- Military Fork +1 +1 - 6600(+50%)
Parameters Different from the Base
POW 35
Shop: North Estamir (9900/Lv14)
--------------------------------------------------------------------------------
Scorpion 37 0 30 7 o <o>>> (15000)
Suppl: -
Chest : Random
Monster: Stingbug, Lizardman Lord
--------------------------------------------------------------------------------
Malystrix 40 0 LP 15 p - -
Suppl: Channels Pyrology. INT -10, WIL -10, OM -10,
Fire RES +50.
Monster: Red Dragon
Other : Excavate
--------------------------------------------------------------------------------
Feather Spear 35 0 LP 12 - - -
Suppl: Enables you to use the Gust of Wind technique to
summon Avi. Channels Aerology. AGI +5.
Quest : Q8: "Beast Ecology"
--------------------------------------------------------------------------------
Harmonius Material Pattern for Lances:
Pattern 0->+1 +1->+2 +2->+3
--------------------------------------------------------------------------------
Bronze, Mullock (3), Rosalian Steel, Black Steel, Corundum
m Mullock (4) Blancazure
--------------------------------------------------------------------------------
Rosalian Steel, Black Steel, Corundum Garal [Garal Spear]
n Blancazure
--------------------------------------------------------------------------------
Sticky String, Tortoise Shell Reinforced Wing
o Steel Thread [Cor Scorpii]
--------------------------------------------------------------------------------
Dinosaur Skin Dark Crystal -
p [Nether Malystrix]
Toxic Talon
[Nether Malystrix]
--------------------------------------------------------------------------------
Pattern +3->+4
--------------------------------------------------------------------------------
m Garal [Garal Spear]
--------------------------------------------------------------------------------
n -
--------------------------------------------------------------------------------
o -
--------------------------------------------------------------------------------
p -
--------------------------------------------------------------------------------
--> b15. Bows [RS470]
Name POW DPM MDP Wt HM POW<->MDP BPr
--------------------------------------------------------------------------------
Hunting Bow 10 0 30 7 q <o> 200
Suppl: -
Shop : Northpoint (180), Taralian Camp (190), Gato's Village (190),
South Estamir (210), Tarmitta (200)
Chest : Melvir Sewers, Random
Monster: Lizardman
Other : SE for Claudia, Dowd, Trade
--------------------------------------------------------------------------------
|
|
|
| DPM T. Material BPr
-- Flimsy Bow - Mullock (8) (200)
Parameters Different from the Base
POW 8, DPM -2
Monster: Lizardman Collector
--------------------------------------------------------------------------------
Longbow 19 0 30 9 q <<o>> 980
Suppl: -
Shop : Eugenstadt (980), Tarmitta (980), Jelton (931), Pirate Coast (882)
Chest : Random
Monster: Lizard Scout
Quest : Q40: "Plain Treasure"
--------------------------------------------------------------------------------
|
|
|
| DPM T. Material BPr
-- Long Bow +1 +1 - 980(+50%)
Parameters Different from the Base
POW 20
Shop: Godongo (1372/Lv9)
--------------------------------------------------------------------------------
Composite Bow 24 0 30 9 q <<o>> (3000)
Suppl: -
Chest : Great Pit, Random
Monster: Elite Scout
Other : Trade
--------------------------------------------------------------------------------
Reinforced Bow 28 0 30 9 r <<o>> 3500
Suppl: -
Shop : Crystal City (3675), Altours (3500), Tarmitta (3500)
Chest : Mirsaburg
--------------------------------------------------------------------------------
|
|
|
| DPM T. Material BPr
-- Vernie Bow +1 Vernie 4000(+50%)
Parameters Different from the Base
POW 33, DPM +1, MxDP 20
Shop: Crystal City (6200/Lv15),
South Estamir (6200/Lv12)
--------------------------------------------------------------------------------
Battle Bow 34 0 30 9 r <<o>> 7800
Suppl: -
Shop : North Estamir (8580/Lv6), Tarmitta (7800/Lv7)
--------------------------------------------------------------------------------
Kjar Bow 44 0 30 11 s <o> 19999
Suppl: -
Shop : South Estamir (20998/Lv15), Tarmitta (Tarmitta (19999/Lv17)
--------------------------------------------------------------------------------
Wisteria 49 0 30 12 - - -
Suppl: -
Monster: Giant Tree, Irminsul
Quest : Q31: "Water Dragon Rite"
--------------------------------------------------------------------------------
Eres' Bow 43 0 LP 4 - - -
Suppl: Enables you to use the Dream Shot technique.
Chest : Trials Of Elore
--------------------------------------------------------------------------------
Harmonius Material Pattern for Bows:
Pattern 0->+1 +1->+2 +2->+3
--------------------------------------------------------------------------------
Beast Fang, Sticky String, Vernie [Vernie Bow]
q Tortoise Shell, Steel Thread
Reinforced Wing
--------------------------------------------------------------------------------
r Rosalian Steel, Vernie [Vernie Bow] -
Ligau Steel
--------------------------------------------------------------------------------
Beast Fang, Steel Thread [Kjar -
s Tortoise Shell, Shooter]
Reinforced Wing
--------------------------------------------------------------------------------
--------------> c. Armor [RS471]
--> c01. Shields [RS472]
Name Blo Sls Blt Prj Fir Cld Ele Egy Sts Wt Alt BPr
--------------------------------------------------------------------------------
Buckler 15 O O - - - - - - 3 x 120
Suppl: -
Shop : Loban (126, 132), Bruelle (120), South Estamir (120), Oapu (114),
Godongo (114)
Other : SE for Albert, Hawke, Dowd, Amazon, Pirate, Warrior, Bafal Fighter,
Trade
--------------------------------------------------------------------------------
Targe 20 O O - - - - - - 3 x 320
Suppl: -
Shop : Bruelle (320), Aurefont (352), Pirate Coast (301), Oapu (304)
Chest : Random
Monster: Morlock, Barbarian, Shield of Flesh, Wall of Flesh, Land of Flesh
--------------------------------------------------------------------------------
|
|
|
| Material BPr
-- Bafalian Targe Southern Iron 370(+80%)
Parameters Different from the Base
Blocking: 21
Shop: Melvir (703/Lv6), Loban (703/Lv6)
--------------------------------------------------------------------------------
Rondache 25 O O - - - - - - 4 x 950
Suppl: -
Shop : Altours (950), North Estamir (950, 1045), Melvir (1045), Bruelle (950)
Chest : Isthmus, Random
Monster: Lizardman Lord
--------------------------------------------------------------------------------
|
|
|
| Material BPr
-- Vernie Shield Vernie 1450(+80%)
Parameters Different from the Base
Blocking: 27
Shop: Crystal City (2682/Lv12),
North Estamir (2465/Lv12)
--------------------------------------------------------------------------------
Sterling Shield 30 O O - - - - - - 4 x 4500
Suppl: -
Shop : Ettinham (4500)
--------------------------------------------------------------------------------
Great Shield 10 O O O - - - - - 8 x 250
Suppl: -
Shop : Crystal City (250), North Estamir (275), Bruelle (275),
Eugenstadt (275), South Estamir (250)
Chest : Geckling Cave, Random
Monster: Goblin Knight
Other : SE for Galahad, Theodore, Frielei, Raphael
--------------------------------------------------------------------------------
|
|
|
| Material BPr
-- Scion Shield Bronze 300(+80%)
Parameters Different from the Base
Blocking: 11, Weight: 9
Shop: Eugenstadt (570/Lv3)
--------------------------------------------------------------------------------
Knight's Shield 14 O O O - - - - - 8 x 1250
Suppl: -
Shop : Mirsaburg (1312), Eugenstadt (1375)
Chest : Mt. Scurve, Abandoned Keep
--------------------------------------------------------------------------------
|
|
|
| Material BPr
-- Rosalian Shield Rosalian Steel 1350(+80%)
Parameters Different from the Base
Blocking: Blocking: 15, Weight: 9
Shop: Crystal City (2497/Lv9), Loban (2497/Lv9)
--------------------------------------------------------------------------------
Tower Shield 22 O O O - - - - - 9 x 3550
Suppl: -
Shop : Crystal City (3727), Altours (3550), Eugenstadt (3905)
--------------------------------------------------------------------------------
|
|
|
| Material BPr
-- Garal Shield Garal 4050(+80%)
Parameters Different from the Base
Blocking: Blocking: 25, Weight: 14
Shop: North Estamir (7695/Lv15), Melvir (7695/Lv15)
--------------------------------------------------------------------------------
Hand of Marda 27 O O O - - - - - 8 x 4900
Suppl: VIT +5
Shop : Ettinham (4900)
--------------------------------------------------------------------------------
Templar's Shield 24 O O O - - - - - 8 x (20000)
Suppl: COM +10, CHA +10
Quest : Q29: "The Dragon Knight"
--------------------------------------------------------------------------------
Earthenguard 25 O O O - O - - - 3 x (5000)
Suppl: -
Chest : Random
Other : Trade
--------------------------------------------------------------------------------
Mirror Shield 20 O O O O O O O - 6 x (8000)
Suppl: Grants immunity to Gazes.
Monster: Turtle Dragon, Strom
Other : Excavate
--------------------------------------------------------------------------------
Dragonscale Shield 25 O O O O O O - - 9 x (20000)
Suppl: Fire RES +10, Cold RES +10, Lightning RES +10
Other : Excavate
--------------------------------------------------------------------------------
--> c02. Helms [RS473]
Name DEF Sls Blt Prj Fir Cld Ele Egy Sts Imm Wt Alt BPr
--------------------------------------------------------------------------------
Headband 1 - - - - - - - - - 0 x 100
PHY<->MAG Suppl: WIL +1
-
Shop : Northpoint (100), Aurefont (95), South Estamir (100), Tarmitta (100),
Jelton (100)
Other : Trade
--------------------------------------------------------------------------------
Cap 2 - +4 - - - - - - - 1 x 60
PHY<->MAG Suppl: CHA +1
-
Shop : Gato's Village (57), South Estamir (60), Weston (57)
Other : SE for Claudia, Jamil, Dowd, Trade
--------------------------------------------------------------------------------
Sailor's Bandana 2 - - - - - - - - - 1 x 160
PHY<->MAG Suppl: AGI +1
-
Shop : Northpoint (160), Pirate Coast (152), Godongo (152)
Chest : Melvir Sewers
Other : SE for Hawke
--------------------------------------------------------------------------------
Eule's Hat 4 - - - - - - - - DAR 1 x (80)
PHY<->MAG Suppl: WIL +3, CHA -1
-
Quest : Q16: "Eule Gives a Hoot"
--------------------------------------------------------------------------------
Light Helm 3 - - - - - - - - DAR 4 O 100
PHY<->MAG Suppl: -
<o>>
Shop : Altours (100), North Estamir (100), Melvir (105), Mirsaburg (100),
Eugenstadt (100)
Monster: Goblin, Goblin Soldier, Goblin Knight
Other : SE for Sif, Trade
--------------------------------------------------------------------------------
Parade Helm 5 - - - - - - - - DAR 5 O 240
PHY<->MAG Suppl: -
<o>>
Shop : Crystal City (240), Altours (240), Yeoville (252), North Estamir (264)
Other : Trade
--------------------------------------------------------------------------------
Bird Helm 9 - - - - - - - - DAR 5 O 1000
PHY<->MAG Suppl: -
<o>>
Shop : Northpoint (900), Mirsaburg (1000), Eugenstadt (1100), Tarmitta (1000)
Other : SE for Theodore
--------------------------------------------------------------------------------
|
|
|
| Strengthening Material BPr
-- Vernie Helm MAG DEF +3 Vernie 1500(+80%)
Parameters Different from the Base
PHY DEF 7, MAG DEF 13, Wt 6, Unalterable
Shop: Crystal City (2775/Lv12), Godongo (2550/Lv12)
--------------------------------------------------------------------------------
Fashionable Helm 14 - - - - - - - - DAR 4 O 3600
PHY<->MAG Suppl: -
<o>>
Shop : Melvir (3960), Loban (3780, 3960), Bruelle (3960)
Other : SE for Neidhart
--------------------------------------------------------------------------------
|
|
|
| Strengthening Material BPr
-- Garal Helm PHY DEF +2 Garal 4100(+80%)
Parameters Different from the Base
PHY DEF 21, MAG DEF 12, Wt 6, Unalterable
Shop: North Estamir (7790/Lv15), Melvir (7790/Lv15)
--------------------------------------------------------------------------------
Mystic Stone Mask 13 - - - -12 -12 -12 -12 -12 SLP 10 x (13000)
PHY<->MAG Suppl: AGI +5, INT +5
-
Chest : Random
Other : Excavate, Trade
--------------------------------------------------------------------------------
Enamel Bicorn Hat 5 - - - - - - - - - 1 x 2100
PHY<->MAG Suppl: CHA +3
-
Shop : Crystal City (2100), Melvir (2205), South Estamir (2100)
Other : Trade
--------------------------------------------------------------------------------
Silver Mask 7 - - - - - - - - PSN 5 O (3000)
PHY<->MAG Suppl: -
<o>>
Chest : Abandoned Keep, Random
--------------------------------------------------------------------------------
Ignigarde 3 - - - +100 - - - - - 1 x 30000
PHY<->MAG Suppl: -
-
Shop : Ettinham (30000)
Monster: Pyrix
Quest : Q43: "The Ice Sword"
--------------------------------------------------------------------------------
Lovely Headdress 3 - - - - - - - - *2 1 x (100)
PHY<->MAG Suppl: COM +9
-
Monster: Vampire
*2 = Unconsciousness, Instant Death
--------------------------------------------------------------------------------
Salty Bandana 2 - - - - - - - - CRS 0 x (100)
PHY<->MAG Suppl: STR +7, AGI +7
-
Monster: Butcher (2nd battle)
--------------------------------------------------------------------------------
Aquamarine 1 - - - - - - - - PYR 0 x -
PHY<->MAG Suppl: Fatestone of Water. All stats +1.
-
Quest : Q9: "Find the Aquamarine"
--------------------------------------------------------------------------------
Opal 1 - - - - - - - - TER 0 x -
PHY<->MAG Suppl: Fatestone of Wind. All stats +1.
-
Quest : Q48: "Silver's Treasure"
--------------------------------------------------------------------------------
Emerald 1 - - - - - - - - ILL 0 x -
PHY<->MAG Suppl: Fatestone of Magic. All stats +1.
-
Quest : Q10: "Isle of Evil"
--------------------------------------------------------------------------------
Avi's Feather 1 - - - - - - - - - 0 x (20000)
PHY<->MAG Suppl: CHA +1
-
Quest : Q6: "Test of Courage"
--------------------------------------------------------------------------------
Beast's Helm 8 - - - - - - - - - 5 x (15000)
PHY<->MAG Suppl: VIT +2
-
Chest : Twinmoon Temple
--------------------------------------------------------------------------------
Faeries Crown 8 - - - - - - - - PAR 1 x (20000)
PHY<->MAG Suppl: CHA +5
-
Quest : Q51: "Faerie's Grove"
--------------------------------------------------------------------------------
--> c03. Chest Pieces [RS474]
Name DEF Sls Blt Prj Fir Cld Ele Egy Sts Imm Wt Alt BPr
--------------------------------------------------------------------------------
Shirt 4 - - - - +10 - - - - 1 O 30
PHY<->MAG Suppl: -
-
Shop : Crystal City (30), Melvir (31), South Estamir (30), Weston (28),
Oapu (28)
Monster: Lizardman, Ghoul
Other : SE for Jamil, Barbara, Dowd, Farah
--------------------------------------------------------------------------------
Fur Vest 7 - - - - +20 - - - - 3 O 90
PHY<->MAG Suppl: -
-
Shop : Northpoint (90), Taralian Camp (85), Gato's Village (85), Jelton (81)
Monster: Morlock, Lizardman, Shield of Flesh, Wall of Flesh, Land of Flesh
Other : SE for Aisha, Sif. Herman, Guella Ha, Pirate, Valhallan Warrior, Trade
--------------------------------------------------------------------------------
Mage's Robe 8 - - - - +10 - - - - 3 x 480
PHY<->MAG Suppl: INT +2, WIL +2
-
Shop : Yeoville (480), Melvir (504), South Estamir (480)
Monster: Goblin Mage
Other : SE for Myriam, Trade
--------------------------------------------------------------------------------
Cloth Armor 9 - - - - +10 - - - - 4 O 200
PHY<->MAG Suppl: -
<o>
Shop : Crystal City (200), Melvir (200), Jelton (180), Pirate Coast (180)
Chest : Random
Monster: Priest of Saruin (A)
Other : SE for Gray, Claudia, The Minstrel, Darque, Patrick, Trade
--------------------------------------------------------------------------------
Sage's Robe 10 - - - - +10 - - - - 3 x 1400
PHY<->MAG Suppl: INT +3, WIL +3
-
Shop : Crystal City (1400), Yeoville (1400), Weiserheim (1400),
South Estamir (1400)
Chest : Desert Ruins
Monster: Goblin Sage, Priest of Saruin (B)
Other : Trade
--------------------------------------------------------------------------------
Leather Jerkin 13 - +10 - - - - - - - 5 O 600
PHY<->MAG Suppl: -
<<o>>
Shop : Taralian Camp (570), Altours (600), Bruelle (600), South Estamir (630),
Pirate Coast (570), Oapu (570)
Chest : Geckling Cave
Monster: Pirate (B)
Other : SE for Albert, Hawke, Gian, Diana, Raphael, Trade
--------------------------------------------------------------------------------
Alligator Vest 20 - +10 - - - - - - - 6 O 2200
PHY<->MAG Suppl: -
<<o>>
Shop : Weston (1980), Jelton (1980), Oapu (2090)
Other : Trade
--------------------------------------------------------------------------------
|
|
|
| Strengthening Material BPr
-- Shell Armor MAG DEF +3 Tortoise Shell 3400(+80%)
Parameters Different from the Base
PHY DEF 18, MAG DEF 28, Wt 4, Unalterable
Shop: South Estamir (6120/Lv14)
--------------------------------------------------------------------------------
Rigid Leather 24 - +10 - - - - - - - 8 O 3200
PHY<->MAG Suppl: -
<<o>>
Shop : Crystal City (3360), Yeoville (3360), North Estamir (2880, 3200),
Melvir (3520), Gato's Village (3040), Tarmitta (3200)
Chest : Melvir Sewers
Other : Trade
--------------------------------------------------------------------------------
Battle Mage Armor 25 - - - - - - - - - 12 O 6600
PHY<->MAG Suppl: INT +2, WIL +2
<<o>>
Shop : Melvir (6930/Lv6), Bruelle (6600/Lv6), South Estamir (6600/Lv6)
Monster: Priest of Saruin (B)
Quest : Q31: "Water Dragon Rite"
--------------------------------------------------------------------------------
Chain Mail 29 - - -10 - - -10 - - - 16 O 3600
PHY<->MAG Suppl: -
<<o>>
Shop : Crystal City (3780), Altours (3600), North Estamir (3960),
Loban (3780, 3960), Eugenstadt (3960)
Chest : Frosthold Fortress
Quest : Q12: "A Suspicious Demise"
Other : SE for Silver
--------------------------------------------------------------------------------
|
|
|
| Strengthening Material BPr
-- Vernie Mail MAG DEF +3 Vernie 4100(+80%)
|
| Parameters Different from the Base
| PHY DEF 23, MAG DEF 43, Wt 19, Unalterable
|
| Shop: Crystal City (7585/L12), Loban (7585/Lv12)
|
|
|
| Strengthening Material BPr
-- Garal Mail PHY DEF +3 Garal 4100(+80%)
Parameters Different from the Base
PHY DEF 46, MAG DEF 23, Wt 25, Unalterable
Shop: Melvir (7790/Lv12), Loban (7790/Lv12)
--------------------------------------------------------------------------------
Field Plate 36 - - - +10 +10 +10 - - - 24 O 12000
PHY<->MAG Suppl: -
<<o>>
Shop : Crystal City (12600/Lv12), Melvir (13200/Lv12), Mirsaburg (12600/Lv12),
Quest : Q9: "Find the Aquamarine"
--------------------------------------------------------------------------------
|
|
|
| Strengthening Material BPr
-- Vernie Armor MAG DEF +3 Vernie 12500(+80%)
|
| Parameters Different from the Base
| PHY DEF 28, MAG DEF 54, Wt 28, Unalterable
|
| Shop: Crystal City (23125/Lv21),
| North Estamir (21250/Lv21)
|
|
| Strengthening Material BPr
-- Garal Armor PHY DEF +3 Garal 12500(+80%)
Parameters Different from the Base
PHY DEF 57, MAG DEF 28, Wt 38, Unalterable
Shop: Melvir (23750/Lv18)
--------------------------------------------------------------------------------
Pelt 8 - - - - +10 - - - - 4 x 160
PHY<->MAG Suppl: -
-
Shop : Gato's Village (152), Godongo (152)
Monster: Mamty, Straywolf, Elder Mamty, Mountain Man, Stray Peggy,
Peggy Striker
Other : Trade
--------------------------------------------------------------------------------
Pelt 32 +20 +20 - - +40 - - - - 0 x -
PHY<->MAG Suppl: -
-
Not possible to obtain (SE for Brau and Sylvan)
--------------------------------------------------------------------------------
Gothic Armor 18 - - - - - - - - - 10 O (800)
PHY<->MAG Suppl: -
<<o>>
Chest : West Cave, Random
Other : SE for Galahad, Theodore, Frielei, Trade
--------------------------------------------------------------------------------
Protector 15 +6 - +6 - - - - - - 4 O (1200)
PHY<->MAG Suppl: -
<<o>>
Chest : Saoki Cavern, Captain Silver's Cave
Monster: War Beast, Rumblebug, Coral Crab, Holimont
Other : Trade
--------------------------------------------------------------------------------
Firebeast Hide 9 - - - +50 - - - - - 2 O (1500)
PHY<->MAG Suppl: -
-
Chest : Mt. Tomae
Monster: Chimera
Other : Trade
--------------------------------------------------------------------------------
Devil Hide 9 - - - +10 +10 +10 +10 - - 2 O (2000)
PHY<->MAG Suppl: -
-
Chest : Plains Hollow
Monster: Chimera, Pureblood, Empuser, Gelion, Werewolf, Karkrinoras, Zodiac,
Amul Amut
Other : Trade
--------------------------------------------------------------------------------
Stone Brigandine 24 +6 - +6 - - - - - - 12 x (7500)
PHY<->MAG Suppl: -
-
Chest : Great Pit, Random
Other : Trade
--------------------------------------------------------------------------------
Hauberk of Death 42 - - - -60 - - -60 - LPA 13 x -
PHY<->MAG Suppl: -
-
Quest : Q56: "The Netherworld"
--------------------------------------------------------------------------------
Astral Coat 20 +40 +40 +40 -20 -20 -20 -20 -20 - 1 x (10000)
PHY<->MAG Suppl: -
-
Chest : Shadow Palace
Monster: Ghost, Spectre, Soulgutter
Other : Trade
--------------------------------------------------------------------------------
Live Silk 18 - - - +20 +20 +20 +20 +20 WIL 8 x (10000)
PHY<->MAG Suppl: CHA +10
-
Monster: Ifrit (A)
--------------------------------------------------------------------------------
Hydraskin Vest 27 - +10 - +30 +30 - - - PSN 12 x (20000)
PHY<->MAG Suppl: -
-
Monster: Abyssal Marauder
--------------------------------------------------------------------------------
Dragonscale Coat 30 - - - +40 +40 +40 - - - 24 x (30000)
PHY<->MAG Suppl: -
-
Other : Excavate
--------------------------------------------------------------------------------
Black Stone Mail 34 +10 - +10 - - - - - PET 28 x (30000)
PHY<->MAG Suppl: -
-
Chest : Random
Monster: Stone Beast, Petrified Beast
Other : Excavate, Trade
--------------------------------------------------------------------------------
A'la Melviranna 40 - - - +10 +10 -10 - - - 25 x -
PHY<->MAG Suppl: -
-
Quest : Q47: "Ailing Emperor"
--------------------------------------------------------------------------------
Mirsa's Armor 32 - - - - - - - - LPA 18 x -
PHY<->MAG Suppl: -
-
Quest : Q29: "The Dragon Knight"
--------------------------------------------------------------------------------
Black Robe 16 - - - - - - - - PAR 6 x -
PHY<->MAG Suppl: INT +7, CHA +7
-
Chest : Shadow Palace
Monster: Witch of Fortune
--------------------------------------------------------------------------------
Bone Breastplate 13 +26 +26 -12 - - - - - - 4 x (100)
PHY<->MAG Suppl: -
-
Chest : Kaklim Desert, Desert Ruins, Mt. Scurve, Shiverland, Vampire's Den,
Random
Monster: Zombie, Greater Zombie, Walking Corpse, Infernal Warrior
Other : Trade
--------------------------------------------------------------------------------
Shimmering Sand Robe 13 - - - - - - - +10 DAR 6 x (10000)
PHY<->MAG Suppl: INT+ 5, WIL +5
-
Other : Excavate
--------------------------------------------------------------------------------
Scarlet Robe 16 - - - +30 - - - - PAR 6 x (15000)
PHY<->MAG Suppl: INT +7
-
Chest : Weiserheim
--------------------------------------------------------------------------------
Blue Elf 28 - - -10 - - -10 - - HYD 9 x (15000)
PHY<->MAG Suppl: -
-
Chest : Underwater Temple
--------------------------------------------------------------------------------
Beast's Mail 20 +10 - +10 - - - - - - 8 x (20000)
PHY<->MAG Suppl: VIT +5
-
Chest : Twinmoon Temple
--------------------------------------------------------------------------------
Black Mail 30 - - - +20 +20 +20 - - - 13 x -
PHY<->MAG Suppl: -
Not possible to obtain (SE for Neidhart)
--------------------------------------------------------------------------------
--> c04. Gloves [RS475]
Name DEF Sls Blt Prj Fir Cld Ele Egy Sts Imm Wt Alt BPr
--------------------------------------------------------------------------------
Leather Gloves 3 +6 - - - - - - - - 2 O 30
PHY<->MAG Suppl: DEX -1
<o>
Shop : Northpoint (30), Yeoville (30), Melvir (30), Gato's Village (28),
South Estamir (31), Pirate Coast (28)
Other : SE for Albert, Aisha, Gray, Sif, Hawke, Dowd, Raphael, Amazon, Pirate,
Warrior, Valhallan Warrior, Trade
--------------------------------------------------------------------------------
Studded Gloves 4 +6 - - - - - - - - 2 O 80
PHY<->MAG Suppl: DEX -1
<o>
Shop : Altours (80), North Estamir (88), Melvir (84), Bruelle (80),
South Estamir (80), Tarmitta (80)
Chest : Estamir Tunnels, Yassi Cavern, Random
Other : SE for Theodore
--------------------------------------------------------------------------------
Steel Gauntlets 6 +10 - - - - - - - - 4 O 380
PHY<->MAG Suppl: DEX -2
<<o>>
Shop : Crystal City (380), Yeoville (399), Loban (399, 418)
Chest : Mt. Scurve, Abandoned Keep
--------------------------------------------------------------------------------
Vambraces 9 +10 - - - - - - - - 5 O 1100
PHY<->MAG Suppl: DEX -3
<<o>>
Shop : Crystal City (1155), Mirsaburg (1100), Eugenstadt (1210)
--------------------------------------------------------------------------------
|
|
|
| Strengthening Material BPr
-- Vernie Gloves MAG DEF +3 Vernie 1600(+80%)
|
| Parameters Different from the Base
| PHY DEF 7, MAG DEF 13, Wt 6, Unalterable
|
| Shop: Crystal City (2960/Lv9), Godongo (2720/Lv9)
|
|
|
| Strengthening Material BPr
--Garal Gloves PHY DEF +3 Garal 1600(+80%)
Parameters Different from the Base
PHY DEF 14, MAG DEF 7, Wt 8, Unalterable
Shop: North Estamir (3040/Lv6), Melvir (3040/Lv6)
--------------------------------------------------------------------------------
Conquerer Gloves 13 +10 - - - - - - - - 5 O 3000
PHY<->MAG Suppl: DEX -3
<<o>>
Shop : Bruelle (3300), Mirsaburg (3150)
Other : ES for Silver, Neidhart
--------------------------------------------------------------------------------
Flameproof Gloves 1 - - - +40 - - - - - 2 x -
PHY<->MAG Suppl: Dex -5
-
Chest : Estamir Tunnels
Other : Trade
--------------------------------------------------------------------------------
Skull Mantis 1 -10 -10 -10 -10 -10 - - - CUR 1 x (10000)
PHY<->MAG Suppl: DEX +10
-
Chest : Random
Monster: Revenant Swordsman
Other : Trade
--------------------------------------------------------------------------------
Ogre Gauntlets 1 - - - -10 -10 -10 -10 -10 - 1 x (10000)
PHY<->MAG Suppl: STR +10
-
Monster: Ogre, Ogre Lord, Greater Devil, Sword Demon, Ogre Champion
Other : Trade
--------------------------------------------------------------------------------
Silver Bracers 2 - - - - - - - - - 1 x 500
PHY<->MAG Suppl: CHA +1
-
Shop : Crystal City (500), Aurefont (475), Tarmitta (500)
Other : Automatically found during Jamil's opening, Trade
--------------------------------------------------------------------------------
Cyril's Bracers 1 - - - - - - - +10 CUR 1 x 5000
PHY<->MAG Suppl: WIL +3
-
Shop : Crystal City (5000/Lv4), Melvir (5250/Lv4), Loban (5000/Lv4),
Weiserheim (Lv4), South Estamir (5000/Lv4)
Chest : Auldburg
Monster: Spirit Tree
Other : Trade
--------------------------------------------------------------------------------
Silver Snake 5 - - - - - - - - - 1 x 10000
PHY<->MAG Suppl: COM +3, CHA +3
-
Shop : Crystal City (10000/Lv8), Loban (10000/Lv8), Weiserheim (10000/Lv8),
Tarmitta (10000/Lv8)
--------------------------------------------------------------------------------
Raincloud Armlet 1 - - - - - - - - HYD 1 x 30000
PHY<->MAG Suppl: -
-
Shop : Ettinham (30000)
Monster: Adyllis
Quest : Q20: "The Cyclone Shoes"
--------------------------------------------------------------------------------
Moonstone 1 - - - - - - - - NEC 0 x -
PHY<->MAG Suppl: Fatestone of Force. All stats +1.
-
Quest : Q47: "Ailing Emperor"
--------------------------------------------------------------------------------
Heavy Gauntlet 8 - - - - - -10 - - - 16 x (200)
PHY<->MAG Suppl: DEX -5
-
Other : Trade
--------------------------------------------------------------------------------
Devil Bone Bangle 1 - - - - - - -26 -26 - 0 x (10000)
PHY<->MAG Suppl: INT +7
-
Other : Excavate
--------------------------------------------------------------------------------
Harmonic Bracer 1 - - - - - - - - SON 1 x (10000)
PHY<->MAG Suppl: CHA +3
-
Other : Excavate
--------------------------------------------------------------------------------
Nymph's Bangle 4 - - - - - - - - - 1 x (10000)
PHY<->MAG Suppl: COM +7, CHA +7
-
Quest : Q50: "The Underwater Temple"
--------------------------------------------------------------------------------
Beast's Bangle 5 - - - - - - - - - 2 x (10000)
PHY<->MAG Suppl: VIT +2
-
Chest : Twinmoon Temple
--------------------------------------------------------------------------------
Metis' Manifer 7 - - - - - - - - PET 1 x -
PHY<->MAG Suppl: STR +5, INT +5
-
Chest : Trials of Elore
--------------------------------------------------------------------------------
Wondrous Bangle 3 - - +10 - - - - - - 1 x (3000)
PHY<->MAG Suppl: -
-
Other : Excavate, Trade
--------------------------------------------------------------------------------
--> c05. Leg Pieces [RS476]
Name DEF Sls Blt Prj Fir Cld Ele Egy Sts Imm Wt Alt BPr
--------------------------------------------------------------------------------
Socks 2 - - - - +10 - - - - 2 x 10
PHY<->MAG Suppl: -
-
Shop : Crystal City (10), Melvir (10), Gato's Village (9), Oapu (9)
Other : SE for Dowd, Patrick, Frielei, Myriam
--------------------------------------------------------------------------------
Leather Boots 4 - - - - +10 - - - - 2 O 90
PHY<->MAG Suppl: -
<o>
Shop : Crystal City (90), Yeoville (90), Aurefont (99), Gato's Village (85),
South Estamir (94), Oapu (85)
Other : SE for Albert, Aisha, Gray, Claudia, Sif, Hawke, Barbara, Herman,
Theodore, Raphael, Amazon, Pirate, Warrior, Valhallan Warrior, Trade
--------------------------------------------------------------------------------
Long Boots 7 - - - - +10 - - - - 2 O 480
PHY<->MAG Suppl: -
<o>
Shop : Northpoint (432), Altours (480), Melvir (480), Gato's Village (456),
Tarmitta (480)
Chest : Shiverland
Other : SE for Jamil, Trade
--------------------------------------------------------------------------------
Metal Greaves 10 - - - - - - - - - 5 O 900
PHY<->MAG Suppl: AGI -1
<<o>>
Shop : Crystal City (900), North Estamir (990), Loban (945, 990)
Monster: Barbarian
Other : SE for Silver, Trade
--------------------------------------------------------------------------------
|
|
|
| Strengthening Material BPr
-- Vernie Shoes MAG DEF +3 Vernie 1400(+80%)
|
| Parameters Different from the Base
| PHY DEF 8, MAG DEF 15, Wt 6, Unalterable
|
| Shop: Crystal City (2590/Lv6), Godongo (2380/Lv6)
|
|
|
| Strengthening Material BPr
--Garal Shoes PHY DEF +3 Garal 1400(+80%)
Parameters Different from the Base
PHY DEF 16, MAG DEF 8, Wt 8, Unalterable
--------------------------------------------------------------------------------
Leg Mail 14 - - - - - - - - - 6 O 2900
PHY<->MAG Suppl: AGI -1
<<o>>
Shop : North Estamir (3190), Bruelle (2900), Mirsaburg (3045)
Other : SE for Neidhart
--------------------------------------------------------------------------------
Silent Greaves 1 -10 -10 -10 -10 -10 -10 -10 -10 - 1 x (10000)
PHY<->MAG Suppl: DEX +7, AGI +7
-
Chest : Assassins' Guild
Monster: Elite Scout, Lizardman Lord
--------------------------------------------------------------------------------
Leg Warmers 2 - - - - - +30 - - - 1 x (400)
PHY<->MAG Suppl: -
-
Other : Trade
--------------------------------------------------------------------------------
Stone Clogs 13 - - - - - - - - - 20 O (1000)
PHY<->MAG Suppl: AGI -10
<<o>>
Chest : Captain Silver's Cave
Other : Trade
--------------------------------------------------------------------------------
Cyclone Shoes 6 - - - - - - - - - 0 x 30000
PHY<->MAG Suppl: AGI +10
-
Shop : Ettinham (30000)
Monster: Avi
Quest : Q7: "The Ignigarde"
--------------------------------------------------------------------------------
Rubber Shoes 3 - - - - - +40 - - - 1 x (4800)
PHY<->MAG Suppl: AGI +5
-
Chest : Estamir Tunnels, Random
--------------------------------------------------------------------------------
Greaves of Titus 10 - - - - - +20 - - - 8 x (12000)
PHY<->MAG Suppl: -
-
Chest : Random
Other : Excavate, Trade
--------------------------------------------------------------------------------
Kitten Socks 2 - - - - +10 - - - STN 1 x (12000)
PHY<->MAG Suppl: -
Chest : Isthmus
--------------------------------------------------------------------------------
Beast's Greaves 6 - - - - - - - - - 3 x (10000)
PHY<->MAG Suppl: VIT +2
-
Chest : Twinmoon Temple
--------------------------------------------------------------------------------
Chiral Clogs 3 - - - - - - - - SNA 1 x -
PHY<->MAG Suppl: AGI +5, WIL +5
-
Chest : Vampire's Den
--------------------------------------------------------------------------------
Heeled Shoes 3 - - - - - - - - - 1 x (12800)
PHY<->MAG Suppl: AGI +1, CHA +1
-
Other : Excavate, Trade
--------------------------------------------------------------------------------
--> c06. Necklaces [RS477]
Name DEF Sls Blt Prj Fir Cld Ele Egy Sts Imm Wt Alt BPr
--------------------------------------------------------------------------------
Fang Amulet 1 - - - - - - - - - 0 x 500
PHY<->MAG Suppl: STR +3
-
Shop : Northpoint (500), Gato's Village (475), South Estamir (500), Tarmitta
(500), Pirate Coast (475), Oapu (475)
Chest : Plains Hollow
Monster: Ogre, Winged Lizard, Sea Serpent, Giant Worm, Greater Devil,
Great Sky Dragon, Abyss Lord, Arastle
Other : SE for Silver, Trade
--------------------------------------------------------------------------------
Wing Amulet 1 - - - - - - - - - 0 x 500
PHY<->MAG Suppl: AGI +3