Ring/Spellstone FAQ by Friday Azures

Version v1.10, Last Updated 2012-11-09

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Version History

 v1.00 (Aug 23,2012) - submission of this guide
 v1.05 (Aug 26,2012) - completed the lists
                     - minor edits
 v1.10 (Nov 09,2012) - minor edits and omission of some parts

About Spellstones

  • Allow me to remind you to read about the notes in the Rings Section, especially the one about spellstone colors
  • If a skill/knack/spell reaches at least level 1, you will gain 1/20 (5%) of the original exp even if the dedicated spellstone(s) are not equipped
    • This could save you some time if you just have 50~100 exp left before lvl 5. You can unequip your current spellstone and move on to the next for efficient skill/knack/spell grinding
  • If you have two of the same spellstones equipped, the exp you gain for the given skill(s)/knack(s)/spell(s) DOUBLES(2x)!
    • ...and if you have three, it TRIPLES(3x)!
  • A spellstone's effect (e.g MOV UP +3 = +60% MOV) is still in FULL effect regardless of slot level or slot color, provided that it isn't crossed out in the first place

About Rings

Each ring has 3 slots, and each slot has a designated "level" and "color"

  • You will be able to equip a spellstone in each slot.
  • Levels will determine the maximum level of a spellstone that you can equip. If you have a level 3 slot, then you can only equip lvl 3 spellstones and below.
    • At a certain point in the story, you will be able to purchase an item from various shops that will increase the ring's lowest slot level by 1.
    • Levels also gain exp over time (by equipping it), so even if you have a ring that only has 3-1-1, you can still level it up to 9-9-9
  • Color determines how much exp you will gaining for your spellstone
    • 3/4 (75%) exp rate if the spellstone equipped doesn't match the slot color
    • Full (100%) exp rate if the spellstone equipped matches the slot color
    • Slot colors will never change naturally, nor by means of leveling. However, there is an item that will change your slot color depending on what spellstone it has equipped. This item can be purchased around halfway through the story

Rings will always go in this format:

Prefix-Suffix-Base

Meaning, Prefix-Prefix-Base or Suffix-Prefix-Base will never happen.

Looted Rings from monsters happen to be random. However, certain Prefix/Suffix/Base drops will only appear from certain enemies. For example, the Base "Phoenix" will only drop from lvl40 enemies and above, the Base "Dragon" from lvl44 enemies and above, the Prefix "Xo" from lvl 31 opponents and above, and so on. I might create a table for these "drop breakpoints" in the near future

The tables below will determine your drops and their respective stats. These stats are fixed and will never be different.

  • Your Base determines what stats you will see from your ring. Even if you have prefixes such as "Xo" and suffixes such as "Zar", if your base is only "Bug", then you will only be getting a +40 HP stat
Base NameHPMPATKDEFMOVATW
Bugo
Spidero
Fisho
Sharko
Birdo
Hawkoo
Ogreoo
Goblinoo
Lionoo
Beastoo
Ghostoo
Soulooo
Princeoooo
Kingoooo
Warriorooooo
Phoenixooooo
Dragonoooooo
  • Your Prefix determines how much HP/ATK/ATW you will be gaining from your base
Prefix NameHPATKATW
Be+2+2-2
Mo+2+4-4
Ta+10+6-6
Io+15+8-8
Ru+20+10-10
Li+25+10-10
Se+30+18-14
Ka+35+22-16
Xo+40+26-18
  • Your Suffix determines how much MP/DEF/MOV you will be gaining from your base
Prefix NameMPMOVDEF
Nic+2+2+4
Rin+4+4+4
Mog+6+6+6
Tos+8+8+8
Fes+10+10+10
Bek+12+15+14
Lis+14+20+18
Pit+17+25+20
Zar+20+30+22

Lvl 1

Effect
Mind ProtectionIncreases resistance against Mind by 2 ranks
Holy ProtectionIncreases resistance against Holy by 2 ranks
Earth ProtectionIncreases resistance against Earth by 2 ranks
Ice ProtectionIncreases resistance against Ice by 2 ranks
Thunder ProtectionIncreases resistance against Lightning by 2 ranks
Wind ProtectionIncreases resistance against Wind by 2 ranks
Fire ProtectionIncreases resistance against Fire by 2 ranks
Enemy MagnetIncreases chance of enemies detecting the party
Poison AttackSkill Poison Attack becomes usable
Sonic BladeIncreases melee weapon range
Regeneration +1Heal 3 HP during battles at regular intervals

Lvl 2

Effect
M2 Amulet+100 to STR, DEX, and INT

Lvl 2

EffectKnack(s) Learned
Thunder ImbuingGives lightning element to a weapon. Can be combined with other elements.Owlvision
Ambush GuardAct immediately in any engagement, including ambushesOwlvision
Attack Range UpIncreases ranged weapons' reach by 50%Owlvision
Luck Up +1Gain slightly better items from enemies after battleAnalyze
Wisdom Armor +1Use 1 MP to reduce any damage taken by 8%. If you have insufficient MP, damage taken is increased insteadAnalyze
Wisdom Blade +1Use 1 MP to increase damage by 8%. If you have insufficient MP, damage reduced insteadAnalyze

Lvl 3

EffectKnack(s) Learned
ParryReduces WEAPON damage received by 10%Decoy
Bloody BladeDrain 10% HP with weapon attacksAnalyze
StealthDecreases the chance of enemies detecting the partyOwlvision + Stealth
Magic Shield50% chance of nullifying spells. BUT! Max MP becomes 0Fierce Strike+ Magic Def Up
StunTarget is stunned more easilyFierce Strike
Knack Lv +1All usable knacks' levels are increased by 1Analyze

Lvl 4

EffectKnack(s) Learned
Stun GuardPrevents unit from being stunnedDecoy
Wisdom Blade +2Use 3 MP to increase damage by 25%. If you have insufficient MP, damage reduced insteadSoul Smasher
MOV Up +2MOV is increased by 40%Time Bomb + Stealth

Lvl 5

EffectKnack(s) Learned
Ril UpIncreases money obtained from enemies by 25%Thievery
Skilled's OrdealATK increases per number of enemies defeated in battle (MAX = 50 ATK)Pierce Strike+ Decoy
Ascetic VowWeapon Damage is increased by 50%, but user takes 10% recoil damageSabotage
Parry ExReduces WEAPON damage received by 20%Impede + Focus
Weapon Damage Up +2Increases Weapon Damage by 20%Fierce Strike
Knack Lv +2All usable knacks' levels are increased by 2Time Bomb + Analyze

Lvl 6

EffectKnack(s) Learned
Caster BarrierSkill Concentration becomes usable (use spellstone as an item)Focus + Magic Def Up
Brandish20% chance of Circle Strike if there are 2 or more enemies within attack rangeCircle Strike
Seal Fierce StrikeFierce Strike becomes usable (use spellstone as an item)Fierce Strike + Sabotage
Thief's Art20% chance to steal item on the 1st attack (Equip 2 for 2nd attack chance, 3 for 3rd)Owlvision
Balance BreakerLonger stagger time inflicted on attacked target. Effect stacks with the Impede knackSoul Smasher + Impede
Power UpATK increases by 1 at certain intervals during a single battle (MAX = 100 ATK)Soul Smasher + Dodge Up
Spell Doubling +2When a spell is cast, there's a 30% chance of recasting it at 1.5x the original MP costPermanence
Weapon Damage Up +3Increases Weapon Damage by 30%Fatal Strike
MOV Up +3MOV increases by 60%Dash

Lvl 7

EffectKnack(s) Learned
Seal Pierce StrikePierce Strike becomes usable (use spellstone as an item)Pierce Strike + Berserk
Seal Circle StrikeCircle Strike becomes usable (use spellstone as an item)Circle Strike + Berserk
Overlord's CurseAll Poison attacks become usableDeath Curse
Mage SlaughterMore damage done to targets with high INT, less damage to targets with low INTSoul Smasher + Fatal Strike + Death Curse
Armor KillerMore damage done to targets with high DEF, less damage to targets with low DEFTime Bomb + Dodge Up + Decoy
Thorned PowerWeapon Damage is increased by 100%, but user takes 20% recoil damageFatal Strike
All Up +2All spell resistances increase by 2 ranksFocus + Magic Def Up
Knack Lv +3All usable knacks' levels are increased by 3Magic Def Up + Dash

Lvl 8

EffectKnack(s) Learned
Expert's OrdealATK increases per number of enemies defeated in battle (MAX = 100 ATK)Circle Strike + Dodge Up
Alviss's MemoryAll spells besides Blast becomes usableMagic Up
Vengeful BladeReflect 20% of received WEAPON damageCounter
Interceptor25% chance of counterattacking when attacked, counterattack WT is halvedCounter
Balance Breaker EXExtensive stagger time inflicted on attacked target. Effect stacks with the impede knackImpede
Magic Shield EX50% to nullify an enemy's spellFierce Strike + Sabotage
Thief's Art EX30% chance to steal item on the 1st attack (Equip 2 for 2nd attack chance, 3 for 3rd)Thievery + Time Bomb

Lvl 9

EffectKnack(s) Learned
Item Drop UpObtain one extra item after defeating an enemyThievery
True Power UpATK increases by 5 at certain intervals during a single battle (MAX = 255 ATK)Circle Strike + Counter
ReginleifAdd all elements to your weapon, and attack a target with it's weakest elementFatal Strike + Inferno + Analyze
Double Strike ExNumber of attacks increased by 2 (1st attack = 100%; 2nd = 50%; 3rd = 25% damage)Sabotage
Stun EXDoubles stun rate, causing targets to be stunned more easilyImpede + Berserk
Intelligence Up +3Greatly increases strength of attack and healing spellsSpell Lv Up
Spell Doubling +3When a spell is cast, there's a 60% chance of recasting it at 1.5x the original MP costPermanence + Magic Up
Ultimate KnacksLearn all Knacks at the same timeSee effect

Lvl 2

EffectSkill(s) Learned
Skill Effect +1Activation/Increase rate x1.5 for all learned SkillsQuick Use
ATW Reduction +1Decreases the user's ATW by 5%Aim Up
Skill Lv +1All usable skills increase by 1 LvKeen Eye
Ring Slot UpRing slot LV's growth rate is doubledKeen Eye
Soul Crusher10% of your weapon attack will damage the target's MPCritical Rate Up

Lvl 3

EffectSkill(s) Learned
Regeneration SealPrevents an attacked target from regeneratingPoison Attack
Critical StrikeCritical rate increases by 15%Critical Rate Up
Weapon Damage Up +1Increases weapon damage to targets by 10%Aim Up
MOV Up +1MOV increases by 25%Quick Use

Lvl 4

EffectSkill(s) Learned
Proof of FriendshipBe able to learn the skill SynchronizeSynchronize
Venom AttackSkill Venom Attack becomes usableVenom Attack
ATW Reduction +2Decreases the user's ATW by 10%Quick Use

Lvl 5

EffectSkill(s) Learned
Seal DashDash becomes usable (use spellstone as an item)MOV Up
Shadow SpellDouble the effect of the skill Shadow Dodge (if learned)Shadow Dodge
Magic BarrierDecreases damage from weapons/spells by 15%HP Up
Skill Effect +2Activation/increase rate x1.75 for all learned SkillsAim Up + Quick Use
Meditation +2Regain 2 MP during battles at regular intervalsMP Up
Skill Lv +2All usable skills increase by 2 LvCritical Rate Up + Poison Attack

Lvl 6

EffectSkill(s) Learned
Duplicate RingDefeat 20 enemies while attached to duplicate the ring it is attached toKeen Eye
Duplicate StoneDefeat spellstone Lv x4 enemies while attached to duplicate spellstoneKeen Eye
Paralysis StrikeParalyze Attack becomes usableParalyze Attack
Double StrikeIncrease number of attacks by 1 (1st attack = 75% damage; 2nd = 50%)Aim Up
DEX Growth UpAdditional +2 DEX growth when leveling upMOV Up
INT Growth UpAdditional +2 INT growth when leveling upMP Up
STR Growth UpAdditional +2 STR growth when leveling upHP Up
Bloody Blade EXAbsorb 20% of the damage done with a weaponVenom Attack
Attack Range Up EX100% increased range for ranged weaponsAttack Range Up
Magic Range Up EXIncreases spell area to max. Spells with no area restriction are excludedMagic Range Up
Intelligence Up +2Greatly increases strength of attack and healing spellsMP Up + Quick Cast

Lvl 7

EffectSkill(s) Learned
TheriacaAilment Guard Lv5 becomes usableAilment Guard
Spell BarrierDecreases spell damage from enemiesMP Up + Caster Guard
Sorcery SecretsAll attack spells besides Blast are usablesMP Cost Down
Critical Strike EXCritical rate increases by 30%Critical Rate Up
ATW Reduction +3Decreases the user's ATW by 20%Quick Attack
Skill Effect +3Activation/increase rate x2 for all learned SkillsParalyze Attack + Shadow Dodge
Skill Lv +3All usable skills increase by 3 LvCritical Rate Up + Caster Guard
Regeneration +3Heal 12 HP during battles at regular intervalsHP Regeneration

Lvl 8

EffectSkill(s) Learned
Petrify AttackSkill Petrify Attack becomes usablePetrify Attack
MP Cost Down EXMP Cost for spells is decreased by 50%MP Cost Down + Magic Range Up
INT Growth Up EXAdditional +3 to INT growth when leveling upMP Up
STR Growth Up ExAdditional +3 to STR growth when leveling upHP Up
DEX Growth Up EXAdditional +3 to DEX growth when leveling upMOV Up
Wisdom Armor +3Use 6 MP to reduce any damage taken by 40%. If you have insufficient MP, damage taken is increased insteadMP Drain
Wisdom Blade +3Use 6 MP to increase damage by 50%. If you have insufficient MP, damage reduced insteadHP Drain
Meditation +3Regain 3 MP during battles at regular intervalsMP Regenerate
Luck Up +3Gain sweetdiculous items from enemies after battleQuick Cast + Caster Guard

Lvl 9

EffectSkill(s) Learned
Deadeye ShotRanged weapons ignore obstacles and receive +50% rangeAttack Range Up
Shadow BindDecreases target's evasion rate each time it is hit (Ineffective vs Bosses)Petrify Attack
Spell ProtectionWhen using Attack Up/Protect/Resist in battle, will cast all threeMP Cost Down + Magic Range Up + Concentration
Theriaca EXSkill Null Ailment Lv5 becomes usableNull Ailment
Ultimate SkillsLearn all Skills at the same timeSee effect

Lvl 2

EffectSpell(s) Learned
MP Cost DownMP Cost for spells is decreased by 25%Cure
Mind ImbuingGives Mind element to a weapon. Can be imbued with other elementsProtect
Holy ImbuingGives Holy element to a weapon. Can be imbued with other elementsAttack Up
Stone ImbuingGives Earth element to a weapon. Can be imbued with other elementsSand Shot
Ice ImbuingGives Ice element to a weapon. Can be imbued with other elementsIce Barrage
Wind ImbuingGives Wind element to a weapon. Can be imbued with other elementsWind Edge
Fire ImbuingGives Fire element to a weapon. Can be imbued with other elementsFire Arrow

Lvl 3

EffectSpell(s) Learned
Magic DrainAbsorb 10% of the damage done with a spellMagic Vortex
Revival ArtGives a 30% chance of automatically reviving in battle with full HPRemedy + Cure
Chemist's ArtEffect of HP-Healing items x1.5 during battleCure
NightmareSometimes inflicts Sleep on a weapon-attacked targetSleep
Magic Lv 1All usable spell's Lv increase by 1Attack Up + Protect
MeditationRegain 1 MP during battles at regular intervalsIce Barrage + Wind Edge
Spell Doubling +1When a spell is cast, there's a 15% chance of recasting it at 1.5x the original MP costEscape
Intelligence Up +1Increases strength of attack and healing spellsFire Arrow + Bind
Regeneration +2Heal 7 HP during battles at regular intervalsRemedy

Lvl 4

EffectSpell(s) Learned
Dispel75% chance of negating any spell cast on the wearer, including ally spellsRemedy
VampireAbsorb 10% of damage done with a weapon or spellSleep
Wind ShieldDoubles evasion rate against enemy ranged attacksSilence + Protect
Assassin Strike1/16 chance of instantly killing a target with a weapon. (Ineffective vs bosses)Death
Magic Range UpIncreases spell area. Spells with no area restriction are excludedRust + Atrophy
Mind AuraNulls an enemy's Mind attackMagic Vortex + Protect
Holy AuraNulls an enemy's Holy attackHoly
Earth AuraNulls an enemy's Earth attackSand Shot + Cure
Ice AuraNulls an enemy's Ice attackIce Barrage + Remedy
Thunder AuraNulls an enemy's Lightning attackSand Shot + Wind Edge
Wind AuraNulls an enemy's Wind attackWind Edge + Silence
Fire AuraNulls an enemy's Fire attackFire Arrow + Attack Up
All Up +1All spell resistances increase by 1 rankResist + Remedy
Wisdom Armor +2Use 3 MP to reduce any damage taken by 20%. If you have insufficient MP, damage taken is increased insteadResist

Lvl 5

EffectSpell(s) Learned
Patience Light20% chance of Resist lv1 activating intermittenly during battleFear + Resist
Protective Light20% chance of Protect lv1 activating intermittenly during battleProtect
Destructive Light20% chance of Attack up lv1 activating intermittenly during battleAttack Up
Blizzard PowerGives weapon Ice/Wind. Most effective element is used on target.Ice Barrage + Wind Edge
Lightning PowerGives weapon Lightning/Holy. Most effective element is used on target.Holy
Magma PowerGives weapon Fire/Earth. Most effective element is used on target.Fire Arrow + Sand Shot
Luck Up +2Gain better items from enemies after battleCycle Down
Magic Lv +2All usable spells increase by 2 lvDeath

Lvl 6

EffectSpell(s) Learned
Healing SkillsCure, Heal, Remedy, and Raise become usefulCure + Heal
Angel's SacramentAutomatically revive in battle with Full HP. Can only be used once per battleEscape + Raise
MirageIncreases evasion rateInvisible + Magic Shell
Exp UpIncrease EXP gained by 20%Escape
Magic Drain EXAbsorb 20% of the damage done with a spellMagic Vortex + Fear

Lvl 7

EffectSpell(s) Learned
Miraculous Light15% chance of Attack/Protect/Resist lv1 activating intermittenly during battleMagic Shell + Cure + Heal
Vampire EXAbsorb 20% of the damage done with a weapon or spellBind + Fear
Magic Lv +3All usable spells increase by 3 LvHoly + Cycle Up

Lvl 8

EffectSpell(s) Learned
Materia MasterSpell Blast can be learnedBlast
ARP UpDoubles obtained number of Active Role PointsCycle Up
Phys Resist DownTarget's Phys resistance decreases by 2 per attack (Ineffective vs Bosses)Cycle Down + Bind
Mind Resist DownTarget's Mind resistance decreases by 2 per attack (Ineffective vs Bosses)Magic Vortex + Fear
Holy Resist DownTarget's Holy resistance decreases by 2 per attack (Ineffective vs Bosses)Holy + Death
Earth Resist DownTarget's Earth resistance decreases by 2 per attack (Ineffective vs Bosses)Sand Shot + Sleep
Ice Resist DownTarget's Ice resistance decreases by 2 per attack (Ineffective vs Bosses)Ice Barrage + Atrophy
Thunder Resist DownTarget's Thunder resistance decreases by 2 per attack (Ineffective vs Bosses)Fear + Cycle Up
Wind Resist DownTarget's Wind resistance decreases by 2 per attack (Ineffective vs Bosses)Wind Edge + Silence
Fire Resist DownTarget's Fire resistance decreases by 2 per attack (Ineffective vs Bosses)Fire Arrow + Rust

Lvl 9

EffectSpell(s) Learned
Spell JudgementWhen using Rust/Atrophy/Fear in battle, will cast all threeSilence + Cycle Down + Bind
Armor BreakerDecrease a target's Defense each time it is hit (Ineffective vs. Bosses)Atrophy
Seal RingDecrease a target's attack each time it is hit (Ineffective vs. Bosses)Rust
Magic Barrier EXDecreases damage from weapons/spells by 25%Invisible + Magic Shell + Cycle Up
All Up +3All spell resistances increase by 3 ranksResist + Magic Shell
Ultimate SpellsLearn all Spells at the same time except BlastSee effect
As the description vaguely implies: it works with other elements, but does not stack. Allow me to explain:
  • The effects don't stack, but elements do stack with each other.
    • If you have the Fire Imbuing and Ice Imbuing spellstones equipped, your attack will NOT deal fire + ice damage. Instead, the game will choose what the enemy is weakest to, and then use only that element against your target.
    • You CAN use and equip different imbuings. But as mentioned above, only one element will be chosen upon damage infliction.

In-Depth: Skill Effect (Spellstone)

  • Take note that SKILL = the effect of the skill itself. (Ex: HP Up's skill effect is 35%)
  • SE = Skill Effect (spellstone)
The formula for calculating skill effect's bonus is simple:
  • Total bonus = SE lv x SKILL
So let's say that we have SE +2 (1.75x) and use HP Up lv 5 (35%) as an example:
  • Total bonus = (1.75) x (35%)
    • = + 61.25% (100% + 61.25% = 161.25%; actual bonus)
    • in decimal form: 1.6125x

-------------------------------------

Now, solving for the final HP result: Let's say your HP = 160 (SKILL without SE)
  • 160 / 1.35 (we're removing the original SKILL bonus first)
    • = 118.52 (119 ROUNDED UP - this is actually your HP without SKILL and SE)
  • 119 x 1.6125 (the SE +2 bonus we solved earlier)
    • = 191.8875 (191 ROUNDED DOWN this is now your final HP)
Now, if we are talking about MULTIPLE spellstones, we have different formulae:
  • Total bonus (2x spellstones) = (SE lv x SKILL) + (original SKILL bonus)
  • Total bonus (3x spellstones) = (SE lv x SKILL) + (original SKILL bonus) + (original SKILL bonus)
    • Original SKILL bonus = SKILL without SE - actual stat
Let's say we have 2x SE +2 (1.75) and use MP Up lv 5 (25%) as an example:
  • Total bonus = (1.75) x (25%) + original SKILL bonus
    • = +43.75% + original SKILL bonus (143.75% + original SKILL bonus)
    • in decimal form: 1.4375x + original SKILL bonus

-------------------------------------

Now, solving for the final MP result: Let's say your MP = 360 (SKILL without SE)
  • 360 / 1.25 (removing the original SKILL bonus)
    • = 288 (this is your actual MOV stat without SKILL and SE)
  • 360 - 288 (Skill without SE) - actual stat
    • = 72 (this is now your original SKILL bonus)
  • (288 x 1.4375) + 72
    • Final MP = 486
Difference in formula between for stat Reduction:

As you may have noticed, we have Skills that reduce stats, instead of increasing. (EX: Quick Attack(ATW Reduction), Caster Guard (damage reduction)) Now, remember how we remove the original SKILL bonus (by dividing), and then multiply the calculated SE bonus right after? no? then let me refresh you

  • in decimal form: 1.4375x (this is your calculated SE bonus)
  • 360 / 1.25 = 288 (this is the solution for finding the original SKILL bonus)
  • 288 x 1.4375 (this is how you solved for the final stat)

It's really simple from here: simply invert the signs

-------------------------------------

If your ATW is 50, and you have SE +3's effect
  • 50 x 1.25 (as opposed to the 360 / 1.25 = 288 example)
    • = 62.5
  • 62.5 / 1.5 (as opposed to the 288 x 1.4375 example)
    • Final ATW = 41.65 '''
      • = 41 (ROUNDED DOWN)'

Skills that are NOT affected by SE:

  • Concentration
  • Null Ailment
  • Ailment Guard
  • HP Regenerate
  • MP Regenerate
  • Synchronize
  • Keen Eye

(Refer to my Skills/Knacks/Spells FAQ for more info about Skills)

DEX/INT/STR/HP/MP Growth Up (spellstones) aren't working!

This is no bug nor glitch. The developers were smart enough to make sure that you do not outsmart them.

  • There's one simple rule: Level up at least once (while equipping the spellstone) so that the spellstone(s) would take effect (for the next levels)
    • this means: you cannot equip the spellstone right before you level up (well, cause that's being cheap)
    • this also means: your first level up will have no bonus. But your 2nd, 3rd, 4th and so on levels will receive the bonus.
    • this also means: if you remove the spellstone and re-equip it, you will have to level up once again before the effect kicks in
Duplicate Glitch

No. this isn't a Duplicate Stone (spellstone). It's some fun glitch exploit that acts very similarly to the Duplicate Stone (spellstone). While it is a better and easier method, it only happens by luck and chance. It is still a mystery how one could activate it 100% of the time.

This exploit can only be used to create up to 2 copies + 1 dummy (see step # 4.1) giving you a total of 4 stones, including the original stone used

However, there is one major requirement:

  • You must only have ONE copy of that spellstone in your current inventory.
    • If you want 2 copies, you must have 4 party members
    • If you want 1 copy, you must have 3 party members
Now, let's go with the procedure:
  1. To start, the spellstone you wish to copy must be equipped on somebody in your battle party.
    1. You should currently have 0 now in inventory, since you equipped it.
    2. Ignore this step if this is your 1st spellstone: Make sure that the spellstone you are equipping is the ORIGINAL spellstone. If it was one of the "copies", then you won't get the other spellstones permanently
  2. Get into a battle. Any battle.
    1. Take off the ORIGINAL spellstone, then equip it on the person you want the copy to be on.
  3. End the battle. Afterwards, open up your equipment and act act like you're changing spellstones.
  4. You should find a spellstone in your inventory (ORIGINAL). And another equipped on the character who equipped it in the battlefield (copy).
    1. The FIRST spellstone copy will vanish if you unequip it. Just that one. You can keep the others
    2. If you want more copies, go back to step 1 WITHOUT unequipping any of your previous "copies".
  5. When you're finished, you can unequip/transfer the copies one to whomever you want it on...or sell them *wink*wink*
Few things to keep in mind:
  • There is only one ORIGINAL stone that you could use to duplicate more copies
    • ORIGINAL stone ~> 2nd stone (vanishes after unequipping)
    • ORIGINAL stone ~> 3rd stone and 4th stone (stays in inventory permanently)
    • DO NOT unequip any "copy" stone unless you are already finished duplicating.
    • Spend your money wisely
Big thanks to DarkRPGMaster for sharing this!

Credits

CareerSoft and Atlus for the game

Gamefaqs's Growlanser IV Community: http://www.gamefaqs.com/boards/629093-growlanser-wayfarer-of-time

DarkRPGMaster for the spellstone duplicate glitch

Forbster and zellrang for misc. info/corrections

Japanese Wikis:

  • http://www14.atwiki.jp/growlanser4_or/
  • http://fate-wiki.com/gl4-psp/
  • http://surume5.han-be.com/gl4/index.htm
  • http://wiki.mmo-station.com/wiki/gl4o/

Thank you all, for your continuous support and services.

Legal Stuff

Copyrights 2012 Molivious

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