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A short introductory chapter that teaches you the basics of gameplay. Let's
make good use of it to strengthen the party for the next, more challenging
chapters.
-------------------------------------------------------------------------------
04.1.01 - Beginning of the journey [04101]
You'll begin the game in the streets of Solde. This isn't a very big town, but
it might be a bit confusing if you're not used to the profile view in the game
yet.
Your party for now is Alicia (Light Warrior) and Rufus (Archer). Alicia is a
very good Light Warrior with decent, unique attacks, but none of them are
elemental and the early ones don't get many hits. You'll get Light Warrior
Einherjar that are better than her at first (but not always later), so feel
free to remove her from the party if you wish then, even though she's the main
character. Still, she's great for now.
Rufus is a very balanced character capable of both support and offense. He's
very good for both elemental and non-elemental attacks, later focusing in
Lighting attacks, an element no other Archer uses. It's good to keep him around
most of the time, even more so once he starts getting menu spells. In case you
don't know, elemental attacks in this game depend on both ATK and MAG, which
makes them stronger than non-elemental attacks in many situations, even if the
enemy doesn't have an elemental weakness. Elemental attacks are the best
choices at several places.
The best attacks to use for now are Three-way Attack - Absolute Wave for Rufus
and Imperious Act - Mirage Pierce for Alicia. Imperious Act is weaker than
Cutting Edge, but it launches. Mirage Pierce ignores the enemy's RDM, so you'll
deal full damage even to tough enemies. Absolute Wave is VERY strong, strongest
attack for a while outside of the Heavy Warrior stuff you don't have yet.
Thunder Arrow will become a better choice than Three-way Attack once you get
MAG-boosting equipment and some levels (or find an enemy weak to Lightning).
You begin with just 500 OTH and a few items: 4 Warrior's Arcanum, a Union Plume
and a Dwarf Tincture. That's not much, but you'll get better stuff soon. Let's
just explore the town first.
You start in front of the Waiting Area. Go back into it and check the right
part of the screen for a Burgundy Flask. Go outside again. Explore the right
part of the town if you want, but there's nothing important in there.
Go left to the main street. The very first house you see has a treasure chest
with a Warrior's Arcanum. Next house is the shop -- there's detailed info on
what to buy/sell up ahead. Keep going left for a street. Go into it.
You'll find a cat on the right here. There are 3 animals in the game you can
feed to get accessories, but it's a complete waste of time. There's no reason
to do it at all. If you do want to, check Section 06.5 for details. Feeding the
animals won't be mentioned in the Walkthrough.
On the left is a very important house: check it's left wall for the first Poem.
This is part of a side-quest -- you have until half of Chapter 5 to read it.
There's a chapel in this street as well, but nothing interesting on it.
Back to the main street now. The next house to the left is the inn. You can
sleep here for 150 OTH, but there's no point in doing so now. There's also a
save point, but you will be able to save soon anyway. Continue left to leave
the first town.
After a cutscene you will be in the world map and the Lost Forest will show up.
You can still open the menu here -- do so and save the game now. Enter the
forest when you are ready.
Shopping:
Sell the Burgundy Flask here for 792 OTH to be able to buy stuff. The flask is
a material for item creation here anyway, but you can't create it anytime
soon.
I recommend buying 2 Cloth Greaves (one for each character) and a Leather Mail
(for Alicia). You'll still have some money left, but there's no need to buy
anything else now. Important: do not sell Alicia's Robe. It's weak and worth a
lot of money, but it's your only Red Body Rune for a while and it gives 30%
protection from fire.
With Alicia's Robe, Prancing Horse and Ruby-Eyed Bee you can learn the
Regenerate Health skill, but you don't have money for these accessories yet.
It's not a great skill anyway. We'll buy these later when the story takes us
back to Solde.
For more details on the shops and those items with question marks, check
Section 07.3.
-Overview:
Very simple dungeon without any dangerous enemies. Don't bother hunting for
items yet, the enemies will return in the next dungeon and it will be much
easier to break stuff with more characters.
-Dungeon walkthrough:
You'll fight a forced battle in the first area. This works as a tutorial, but
you can skip it and go straight to the battle if you want. I recommend checking
it out, but you can always check Section 07.4 for info on battles. Fighting the
tutorial will probably get you some items too when you enter Break Mode.
After the battle you'll be able to use photons by pressing square. Hit an enemy
with a photon to crystallize it. You can touch crystallized enemies without
fighting them. Fire another photon and you will switch places with the crystal.
Hold X while warping to jump when you materialize -- you can use this to jump
twice in the air. Section 07.6.03 has more detailed information if you need.
Anyway, just walk right. On the third area you'll need to step on an enemy to
proceed. There's a chest here with 400 OTH. Go on and you'll get your first
Einherjar, Mithra. I recommend checking Section 07.5 for details on the
Einherjar system.
Mithra is an Ice Sorcerer, but all this means for now is that he starts with a
bad spell: Frigid Damsel. It often freezes the enemy, but the damage is low and
it costs a lot of AP. It's slow too, so not good for combos. Still, Mithra is
one of the best Sorcerers for good part of the game: he gets most of the spells
really early and comes with the Break Up skill, which is very useful. You
really shouldn't release him anytime soon. Try to use him for now, even though
his damage is pretty bad.
That's the last area of the dungeon, but you're still missing two treasures. Go
to the left here and fire 2 Photons on the edge of the cliff above. You will
switch places with a small pillar. The final treasures (Skull Receptacle and an
Union Plume) are up there. The Skull Receptacle has a Blue Earth rune. Link
that with the Blue Body rune to start learning the Fortify Physique skill!
Again, check Section 07.2 for more on the Skill System.
I'd teach Fortify Physique to Alicia first. Now save (important!) and proceed
right for the next dungeon.
-Overview:
This is a much bigger dungeon than Lost Forest. There are alternate paths,
secret areas, hidden treasures and such in here. You will also need quite a bit
of photon warping and air-jumping. Nothing compared to the next dungeons, of
course, but good for practice.
You'll also start finding Einherjar here. You can't choose who you get from
the relic, so you may want to load the game in case you don't get the one you
want. They're near the entrance, so that's not too much trouble. If you keep
getting the same character after loading, fight a few battles before checking
the relic again. Or just get whoever shows up if you don't care anyway.
Everyone is good enough to be helpful.
And, with random Einherjar showing up, you may want to release some of them.
This is a bad idea for now, as you don't have good equipment yet. If you do
want to anyway, don't equip them with anything. None of your equipment will
give additional items at this point of the game, so you might as well not waste
it.
Once you get your additional party members you can start looking for items with
enemies. Remember, you must break specific body parts for those. A good way to
get some OTH is by breaking the Bullet Beetle's body for Ambers.
Beetle Shell: Blue accessory, boosts RDM by 3% each. Break the Bullet Beetle's
shell for these. Doesn't do much by itself, but can be very good with links.
Amber: Just for selling, break the Bullet Beetle's body to get. Each of these
is worth 1,200 OTH, making them the best way to get money for now.
Blue Weakness: Break the Bullet Beetle's stinger (attack from the back)
for Insect Stingers. This is necessary for 3 good Critical Skills later, but
you'll also get this by talking to a person in a village later, so you could
just skip it for now if you're having trouble getting it.
Blue Strengthening: Break the Goblin's body for Little Devil Hearts.
This rune teaches 2 skills later, but only one is good. Not very important
overall but it's easy to get.
You can also get Blue Darkness and another Blue Earth here, but they aren't
recommended. You already have Blue Earth and will find it for sale in the next
shop anyway, and Blue Darkness will be available for sale as well later. You
can't learn anything with it for now anyway.
Leather Cloak: Armor with decent RDM and 50% Lightning protection for Archers
and Sorcerers. You can't create it yet, but it's recommended that you get
enough materials for one here: 1 Beast Pelt (Dire Wolf's body) and 2 Bat Wings
(Goblin's wings, just attack from behind).
Sabertooth Saber: Great light sword. You can't create it yet either, but the
materials are all here as well and you should get enough for one. You'll need
3 Beast Pelts (Dire Wolf's body) and 3 Iron Ores (Goblin's weapon, attack from
the front). Not hard to get.
Sacred Guarder: Red Arm armor with decent RDM, but you should get this for the
15% chance of blocking attacks. It doesn't sound like much, but it helps more
than the RDM. Only one material available here though: 1 Bonemeal (break the
Skeleton's arms).
Don't bother collecting it, but don't sell any Black Crystals you happen to
get. You'll need them for a very good light sword, but it takes a long time
until you get there.
-Dungeon walkthrough:
Climb on the ledge of the first area for a bag with 400 OTH. Another smaller
ledge right ahead has a Warrior's Arcanum. After this you'll need to step on
the flying enemy or air-jump to proceed to the next area.
Go left after the cutscene for a small room with a Warrior's Arcanum and a
Gauntlet. The second chest is trapped with an arrow. Go back and proceed right.
Here you'll find an orb telling you about Einherjar and, to the right, your
first Einherjar relic: a Light Warrior. You'll get Richelle, Sylphide or
Jessica.
The choice here is all about opinion. Richelle starts with very good attacks
(high damage and number of hits), but doesn't get much better. Jessica
eventually catches up and surpasses her on damage, but not on hits.
Unfortunately, Jessica's stat-growth is very random. She might end with the
highest STR for a Light Warrior, or the lowest. Assuming she gets the average,
she's just ok. Sylphide is frail, with low HP and STR, but very high MAG
(highest for a Light Warrior) and she gets an elemental attack very soon. She
also comes with the Free Item skill, which helps a lot for a while. She has few
hits, though. For releases, Richelle is the best. For battle, it depends on
what you want. Pick Richelle for a solid character for a while or combos,
Jessica for non-elemental damage or Sylphide for elemental damage. I prefer
Sylphide, but anyone is fine.
Don't think about releasing Richelle now. For attacks, Jessica should use
Sunset Luster - Sneaky Throw, Richelle Ascending Sword - Double Wind and
Sylphide Double Wind - Sunset Luster. Anyway, now you've got a full party.
Proceed down and right. Enter the first area down for the second Einherjar
Relic. A Heavy Warrior this time.
Roland has better STR, but worse attacks, so his damage will be lower. Kraad
has more HP, CON, starts with the Fists of Iron skill (increases ATK) and
with the best Heavy Warrior attack, plus his reward for releasing in Chapter 3
is a very power heavy sword. Pick Kraad here, he's the best choice for
anything.
Now you've got 5 characters, but 4 spots in the party. Mithra is the least
useful character for now, so I'd remove him. For attacks, Roland uses
Sideswiper - Smashing Swing, and Kraad Sideswiper - Sweep Dive. If you use
Sweep Dive after launching an enemy (Ascending Sword or Imperious Act) you'll
get a ground bounce, which restores 8 AP. This helps a lot.
Go left for a room with Leather Boots and 800 OTH, then go right. There's a
ledge with an Elixir here. To the right is more money: 600 OTH. Go back up
now.
Proceed right and then up for another cutscene. When it's over you'll have the
Antique Pendant (Blue Healing rune) and a new plot character: Dylan, a Heavy
Warrior. He has bad stats compared to the other Heavy Warriors, but starts with
great attacks, so he's quite strong anyway. Still, the others can easily
surpass him later because of the stat difference and similar attacks. Depending
on his level during a certain part of the story way later in the game you'll
get some extra items, but using him for that doesn't matter much. It's up to
you. Dylan joins at level 1. Best attacks for now are Double Swing - Absolute
Strike. The second ground bounces when hitting launched enemies too. Just one
more thing about him: do not give Dylan any of your future stat-boosting items.
Now, 6 characters. 2 have to stay out of the party. If you're thinking about
damage then remove a Light Warrior and Mithra. For combos I'd prefer removing
Alicia and Mithra.
Now jump down the bridge, keeping yourself on the left side. You'll reach a
treasure chest with an Union Plume. Fall again and go down.
There's a ledge here with a Thunder Gem. Don't use this yet! Gems are strong
elemental items and a good way to cause status changes. Save them for when you
need them. You can continue to the right now. If you want to go back up there,
just go left and then up to the next screen, then climb to the right.
Follow the only path to the right now until you can go left or right again.
To the right is a Sallet and a ledge, but you must use an enemy to go up there.
Bring one of them from the left with photons. Up there is a room with another
trapped chest (arrow again). Inside it you'll find a Dwarf Tincture.
Go left and pick the Warrior's Arcanum before climbing the ledge. Proceed up.
You're on the right side of the broken bridge now. Go left for a Union Plume,
then keep going right and then up for a save point and a treasure chest with
the Shamshir. It's a light sword with 3 attacks. That's 100% for treasure in
this dungeon.
The next room has the first boss. Although Frigid Damsel can freeze the boss I
wouldn't recommend using Mithra, magic isn't very good yet. Heavy Warriors are,
and Rufus can deal good damage with Absolute Wave (keep using Three-way Attack
too). Don't forget to equip the Shamshir on your Light Warrior. Richelle if you
have her, otherwise Alicia. If you have Sylphide she can help a bit with her
Free Item skill if you mess up.
__Ballistic Rhino____________________________________________________________
| |
| Lv 6 680 HP 5,000 exp 870 OTH |
| 30 ATK 10 MAG 10 HIT 2 AVD |
| Races: Giant, Beast |
| Elements: Body has no resistance/vulnerability; |
| All armor has Lightning -20%, Earth +20% |
| Vulnerable to Curse (100%), Paralysis (20%), Silence (20%), Freeze (50%), |
| Faint (100%) and Frailty (100%) |
| Leader Item: Chainmail |
| Recommended level: 2 |
| |
|Body Parts: |
| -Horn: 68 HP, 7 RDM, 1 RST; Item: Ram's Horn (80%) |
| -Head (vital): 170 HP, 6 RDM, 1 RST; Item: Pact Chain (80%) |
| -Body (vital): 340 HP, 6 RDM, 1 RST; Item: Baraka (75%) |
| -Legs (vital): 408 HP, 6 RDM, 1 RST; Item: Black Crystal (80%) |
| -Tail: 136 HP, 4 RDM, 1 RST; Item: Iron ore (40%) |
| -Body Armor (armor): 102 HP, 7 RDM, 1 RST; Item: Empty Shell (65%) |
| -Arms (2, armor): 204 HP, 9 RDM, 1 RST; Item: Worn Shield (50%) |
| -Arrowheads (2, armor): 34 HP, 7 RDM, 1 RST; Item: Spiral Arrowhead (80%) |
| -Arm Armor (2, armor): 68 HP, 9 RDM, 1 RST; Item: Baraka (60%) |
| |
|Attacks: |
| -(Shoot Arrowhead): Long range, used from far away. 1 hit on 1 character, |
| average damage. Needs Arrowhead to be used, loses |
| Arrowhead when used. |
| -(Stomp): Small area, 1 hit of average damage on the party, usually 2 or 3 |
| characters. |
| -(Tail Attack): Small range, used from behind only. 1 hit of average damage |
| on party, needs Tail to be used. |
| -Charge: Average frontal range, average damage on the whole party. |
| -Violent Purge: Targets self, explodes arm armor, dealing high damage on who|
| is on the side. Used when below around 50% HP, needs arm |
| armor to be used, loses both arm armor when used. |
| -Sealed Missile: Large range on the front, does very high damage on the |
| whole party, only used after losing both arm armor, needs |
| arms to be used. Fire elemental. |
| |
|Strategy: |
| The first boss is a big, slow and tough creature with lots of armor. He has |
| a nice variety of attacks depending on your range and will probably begin by|
| shooting the arrowheads. Dash past this and try to get behind him to get to |
| the tail. No armor around here, so you can deal full damage. It's easy to |
| break, and the tail attack is the least dangerous in the fight. Once it's |
| gone the boss can't do anything from behind, so just stay there. Circle |
| around the pillars to recover AP. If you've got Sylphide make sure she's the|
| only one using items if you need any. |
| |
| That's all if you just want to kill him, but there are some good items to |
| get here: Worn Shield and Baraka. The others are good too, but much easier |
| to get with other enemies in the next areas. The Baraka and Worn Shield are |
| simple to get, but risky. You may get attacked by Violent Purge, and that |
| hurts a lot. Just attack from the sides for both. |
| |
| The Ram's Horn is another good item, but too risky to get. You'll have to |
| take damage as you attack the Rhino from the front. If you do want to try, |
| use an attack that puts the enemy down, like Imperious Act or Ascending |
| Sword. Wait for it to fall on the ground and put it's head down, then attack|
| with anything that hits on a straight line. Any of Rufus' attacks should |
| work, as well as Mirage Pierce (Alicia's). |
| |
| The Ram's Horn (Blue Strengthening) boosts ATK by 3%. You'll find one in a |
| dungeon later, and there are plenty of alternatives with the same or better |
| effect. Don't forget to link it to boost the effects if you get it. |
| |
| The Worn Shield doesn't have a rune, but gives a good chance of blocking |
| attacks. It's a great accessory for when you don't have anything else to |
| equip. The Baraka (Red Strengthening) is even better: it boosts max HP by |
| 3%. Of course, it goes higher than that with linking. |
| |
| Alicia can use Red Body + Strengthening + Slashing to learn the Heat Up |
| skill already, but you don't really need it yet. |
| |
_____________________________________________________________________________
You can fight the boss again if you want by checking the teleporter-like-thing
it came from. You can do this to most bosses in the game, letting you get their
items repeatedly. Don't forget this.
The next room has another save point and the exit of this dungeon. Go on to
finish Chapter 1.
===============================================================================
04.2 - Chapter 2: Darkness in Dipan [04200]
Another short chapter, but heavier in plot development. Things will start
getting complicated... and interesting.
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04.2.01 - Return of the princess [04201]
The castle is to the right, but you can't enter yet. Go left for the town.
First house is the Inn, which you probably need by now. Nothing interesting in
the tavern.
There's a path up to the left, but ignore it for now and enter the next house.
It's the weapon shop and it has some good stuff, but do not sell materials here
unless you have enough to create the items. You can't visit this shop later, so
anything you sell will be lost. Again, check the Shopping section for more
details on what to buy.
Check the next house on the left. You'll find the 2nd Poem on the bookshelf on
the right. It's VERY important that you get this now. You won't have another
chance!
Go to the back street now. The first house has an Union Plume, but that's all
that's interesting here. Just go right until the next screen and listen to the
guards talking. This will open the way to the castle to the right of the town's
entrance, so go back there when you're ready. Don't forget to read the poem
first! This is your last chance.
Shopping:
There's new equipment for everyone here. Don't bother buying a new light sword
or bow because you'll find better or equal stuff in the next dungeon, but
other than that you should buy the best for everyone. Still no good weapon for
Sorcerers, but the Blue Apple accessory can make Mithra rather powerful. It's
also great for Rufus' Thunder Arrow (remember, elemental physical attacks use
MAG too), so buy one and link it. Don't bother buying more than one, you'll
find a better MAG-boosting accessory soon.
Buy a few Honeysuckle Dews too, to cure poison. The next boss can poison your
characters easily if you mess up and that's the only way of healing that now.
5 dews should be enough. Stock on Warrior's Arcanum and Dwarf Tinctures as
well.
You can create Stun (recommended) and Poison Checks (not) here. Stun Checks
give fire protection as mentioned before, and fire is the most dangerous
element. Although the next boss can poison you, the Poison Checks still aren't
worth the trouble.
-Overview:
Much shorter than Royal Underground Path, but with some harder to get items.
Enemies get more dangerous too, but the worst is the battlefield. It's way too
narrow, making it hard to avoid attacks.
Warning Jewels don't move, they just circle around in place casting Fire
Storm. This is very strong and hard to dodge since the battlefield is so bad
for dashing. If you have a Stun Check, equip that and Alicia's Robe on Alicia
and use her as bait while the others attack from outside the attack range.
Only do this if you know you can't avoid the attack.
Empty Shell: Runeless accessory. Gives 30% protection from Stone, and boosts
both ATK (x1.2) and Critical Rank (+1) when the user is under the Silence
status effect. Break the Living Armor's legs for this. One of the most useful
items early on, but you can't get silenced yet. You'll find Living Armors more
often later, but do try to collect this from any Armor you do fight here.
Sharp Spearhead: Runeless accessory, also improves Critical Rank by +1. Break
the Living Armor's weapon to get it. This actually stacks, so you can equip 4
on one character to boost his chances of doing critical hits a lot. Very
reliable accessory, especially once you start using Critical Skills. The more
you get the better.
Old items from the Skeleton Soldier and Goblin can still be collected here as
well. Check Royal Underground Path for these.
Blue Slashing + Weakness + Fire teaches Beast Bludgeon, your first Critical
and Racial Skill. Racial skills give a x1.5 damage boost and +1 Critical Rank
when you're fighting enemies of the right race. Better yet, any body part of
these enemies hit by a critical hit will break INSTANTLY. That's a possible
1-hit, which you can make more likely with other Critical Rank boosts (Empty
Shells and Sharp Spearheads so far). Unfortunately there aren't any beasts
here, and only Heavy Warriors can learn this skill for now because of Blue
Slashing. Make sure you start teaching this to your favorite Heavy Warriors
already.
Blue Holy: Break the Living Armor's arms for the Pact Chain. This teaches two
skills you can already get as well. Blue Body + Healing + Holy teaches First
Aid, a Defense Skill that gives a good chance of healing half of the damage
you take when the attack is over. Anything that can kill you will still kill
you, but a chance of halving damage for just 3 CP is great.
Blue Slashing + Weakness + Holy teaches Unholy Purifier, another Critical and
Racial Skill. This is the same as Beast Bludgeon, but for Unholy enemies,
which the boss here just happens to be! Give priority to learning both of
these skills.
-Dungeon walkthrough:
The first area doesn't have any enemies. Proceed left, then down and right up
the stairs. Keep going right for Leather Boots and return to the left. Get past
the save point and the path down. Go all the way to the left for a Dwarf
Tincture and an Union Plume. Go back and save now, then take the path down.
You'll fight a battle. Just Skeletons and Skeleton Soldiers, so nothing you're
not used to already. The next areas will have enemies.
Just go right and then down to the next room, then go left all the way. You'll
find a strange machine you should remember if you've played VP1. Now go back to
the right and then down.
There's a seal on the door to the right here. Destroying the red pillar will
break it, but let's check the left area first. Use a photon to switch places
with the enemy on the upper left to reach 700 OTH hidden in the scenery. Now do
the same with the enemy above you to get to the upper area. Go left and pick
the Crossbow. That's why you shouldn't buy it in Dipan. Give it to Rufus.
That's not all in this room though. Warp an enemy to the top of the treasure
chest and jump on him. There's a Double-check on the top left and you can only
reach it like this. This will double experience in one battle. Save it for
later.
Go back right to the area with the seal. Slash the red pillar to proceed.
You'll reach another room with a seal and a red pillar to destroy, but it's on
the top of the room.
Warp up using enemies. There's 1200 OTH here, and going further up reveals the
red pillar. Don't break it yet! Push it to the left and jump on top of it to
reach a Flare Gem. Don't use it yet! Now you can break the pillar to remove
the seal and proceed.
If you did break the pillar, it's still possible to get the Flare Gem, it's
just harder. You'll have to get an enemy way up there and use it as a stepping
stone instead. Remember you can air-jump after warping.
Now you'll find a Crest Estoc (last item in the dungeon) and an orb telling you
about Soul Crushes. Yes, the Crest Estoc allows them, so equip it, even though
it's weak. Alicia is the only one who can use it, but you'll get other weapons
with SCs enabled soon. The Crest Estoc also gives 50% more Heat. This effect
stacks with the Heat Up skill, so you shouldn't have any problems using Soul
Crushes.
There's a save point too. You know what that means: boss in the next room. You
can't fight this one again, but there aren't any really good items in the
fight and you can get everything later.
For the boss, make sure you use Alicia with the Crest Estoc and that you have a
combo capable of reaching 100 Heat. Equip the Heat Up skill if necessary, but
that's unlikely. Heavy Warriors are also very useful in the battle because of
the Unholy Purifier skill if you've got it already. This will give them a 50%
damage boost on the boss, so use it over Fists of Iron or any other skill so
far. It also make critical hits more frequent. Criticals ignore RDM and RST.
The boss resists Lightning and has decent RST, so don't use Rufus' Thunder
Arrow (and don't boost his MAG). Absolute Wave and Three-way Attack are very
good if you want to use him. If you have Sylphide, use her with the Free Item
skill again.
__Primordial Ooze___________________________________________________________
| |
| Lv 8 1,200 HP 9,000 exp 1,260 OTH |
| 40 ATK 20 MAG 10 HIT 18 AVD |
| Races: Giant, Plant, Unholy |
| Elements: Fire -20%, Lightning and Earth +80%, Darkness +20% |
| Vulnerable to Curse (100%), Paralysis (80%), Freeze (50%), Faint (50%) and |
| Frailty (100%) |
| Leader Item: Earth Gem |
| Recommended level: 4 |
| |
|Body Parts: |
| -Head: 480 HP, 5 RDM, 10 RST; Item: Eyeball (80%) |
| -Body (vital): 840 HP, 5 RDM, 10 RST; Item: Heart Core (100%) |
| -Upper Shoulders (2): 360 HP, 5 RDM, 10 RST; Item: Seafood (80%) |
| -Upper Tentacles (2): 180 HP, 4 RDM, 8 RST; Item: Tentacles (60%) |
| -Lower Shoulders (2): 360 HP, 5 RDM, 10 RST; Item: Thick Bone (80%) |
| -Lower Tentacles (2): 180 HP, 4 RDM, 8 RST; Item: Bone Mace (60%) |
| |
|Attacks: |
| -Stinking Missile: Long range only, 4 hits total on random targets for |
| average damage. Needs at least 1 tentacle to use. Earth |
| elemental. |
| -(Tentacle Combo): Wide area in front, 4 hits on the party for high damage |
| total. Needs at least 1 tentacle to use. |
| -Evasive Maneuvers: Used automatically when it dodges an attack, will pull |
| back and turn towards the party, getting ready to use |
| the tentacle combo immediately after. |
| -Regeneration: Targets self, used when any tentacle is broken, regenerates |
| all tentacles and deals very high Lightning damage on a wide |
| area around it. |
| -Lock-On: Targets self, just a preparation for Washout. Used ALWAYS when |
| under 50% HP. Needs shoulders to be used. |
| -Washout: Used after Lock-On, deal heavy damage and poison the party |
| ANYWHERE, regardless of where they are. Cannot be stopped. Earth |
| elemental. |
| |
|Strategy: |
| Strong attacks, but simple fight. Dash in to avoid Stinking Missile, and try|
| to stay behind it to avoid the tentacle combo. If the boss dodges, stop |
| attacking and reposition yourself. When attacking, just do a long combo to |
| reach 100 Heat and be able to use Alicia's SC, which is a very good way of |
| dealing damage here, since you don't risk breaking stuff with it (and it |
| doesn't cost AP). |
| |
| If you do break something, stop the combo and dash away immediately. Wait |
| for the boss to use Regeneration before getting close again. This is a good |
| time to recover AP. If you're hit by Regeneration, then just have someone |
| use a Dwarf Tincture. Remember, let Sylphide use items if you've got her. |
| |
| Once it's around half of it's HP it will start spamming Lock-On/Washout and |
| nothing else. This is bad: it's an elemental attack, causes poison and you |
| can't avoid it. Now you can stay the rest of the fight taking hits and |
| getting poisoned... or you can just use the Flare Gem you've got in the |
| dungeon to end the fight. If this is not possible, have the weakest |
| character stay behind to use items. Repeating myself a lot here, but |
| Sylphide is a very good choice. Dwarf Tinctures and Honeysuckle Dews will be|
| needed. |
| |
| Breaking here is too risky and the items aren't really good, so you |
| shouldn't bother, except for the body's Heart Core maybe. This one is easy |
| to break and it gives 30% protection to Frailty and Poison, also boosting HP|
| by 10%. You can get it later though. The Thick Bone and Bone Mace also |
| protect from Frailty, but by the time you have to worry about that you'll |
| have better protection to it. |
| |
_____________________________________________________________________________
Go right for a cutscene. Now you've got to leave the castle. Start going back
and you'll get another cutscene near the exit of this underground area.
After the scene make sure you pick up the sword on the floor to the right. It's
Hildr's Sword, a weapon with 25 ATK, 5 HIT, 1 attack and Soul Crush enabled,
not to mention the first weapon with an element: Holy. You'll want to give this
one to your Light Warrior Einherjar with the attack that gives the most Heat.
If you have Jessica give her the Heat Up skill as well. This way you'll be able
to use 2 Soul Crushes. Use Nibelung Valesti first since Alicia's weapon is much
weaker. If you're not using a Light Warrior Einherjar then give Hildr's Sword
to Alicia and don't forget the Heat Up skill. ATK will be more important than
MAG for now with the Hildr's Sword, so focus on that.
Now just leave the castle and you'll get a cutscene near the entrance. Watch it
first and only then keep reading this.
-------------------------------------------------------------------------------
04.2.02 - Getting ready for a long journey [04202]
Ok, lots of new stuff now. First, you can't go back to Dipan, but can still go
to the Royal Underground Path. Also, you've got Lezard, another Sorcerer. He's
your best Sorcerer for 2 dungeons because of the Fire Storm spell, but after
that he's the worst. He's the only Sorcerer to miss more than one spell and has
really low HP. He also starts with Thunder Storm, the best menu spell because
of instant-breaking with critical skills, but you don't have many of them now,
and will have a better Sorcerer than him for that when you do. Like Dylan,
you'll get some items depending on his level later in the game, but don't feel
forced to use him because of that. Lezard joins at level 5. Don't give him any
stat-boosting items either.
So the question now is who to use. Lezard is better than Mithra for now and
you'll need a Sorcerer, so use him. Alicia can deal nice damage with Hildr's
Sword and Mirage Pierce (enemies start getting decent RDM now). Don't boost her
MAG much though, focus on ATK. There's also Soul Crushes. I'd use Rufus as well
since he's pretty overpowered at this point. Thunder Arrow might be better than
Three-way Attack now if you link a Blue Apple. Final character should be Kraad.
If that's not possible, use Dylan.
Anyway, you'll end in Lost Forest, the area where you got Mithra. If you're
crazy and have released him already he will be here and will give you an item
when you talk to him, the Holy Water of Mithra. This will deal 10,000 damage to
one enemy. Mithra is better than his item for now, so I wouldn't release him if
I were you. This will be mentioned again later when releasing him is actually a
good idea.
There's nothing new here, but going back to the world map a new area, Kythena
Plains, will show up. I suggest getting ready before setting off to the new
area of the world map, but if you want to go already then skip to Section
04.2.03. Otherwise keep reading.
Go back to Solde and you'll see the shop has some new stuff: the weapons from
Dipan (except the Rapier, but with the Shamshir instead) and the Blue Apple
(good for the Hildr's Sword user, Rufus and the Sorcerers). Now is a good time
to buy the two red rune accessories for teaching Regenerate Health to Alicia if
you want. I don't find the skill very useful though.
Remember that you can create Stun Checks here too. Check the Royal Underground
Path for the materials. You can go there anytime, but it's more practical now.
So:
Other items you can't create yet, but can get the materials:
After setting as much of this as you want you can move on to Kythena Plains.
-------------------------------------------------------------------------------
04.2.03 - To the west [04203]
Flying Fishes have one good attack with decent range, but like the bats they
can't do anything if you break their tails. Just attack from behind, or have
someone launch them. They'll flip in the air and you can easily hit their
tails this way.
Items from old enemies are still useful here, especially the ones from the
Living Armor (Empty Shell, Sharp Spearheads).
Don't forget to get more Blue Holy and Blue Fire runes here with the old
enemies if you need them.
-Dungeon walkthrough:
Nothing here, really. Just go left until you arrive at the Western Area of the
world map. If you want to go back to the Northern Area now you'll have to
through Kythena Plains again (that's why I told you to do everything you wanted
to there already).
===============================================================================
04.3 - Chapter 3: Ulterior Motives [04300]
The largest Chapter in the game. The first two were more like introductions to
the story and the battle system. Battles in this Chapter will be much more
difficult and require well-planned tactics and setups to be won.
-------------------------------------------------------------------------------
04.3.01 - The quest for the orb begins [04301]
Talk to the man next to the merchant and he gives you an Insect Stinger and a
Blue Soul Flame. That lets you learn Beast Bludgeon for Heavy Warriors and
Fists of Iron for everyone. You should have both already, but extra free runes
are always nice.
Go right for a house. Check the drawer on the right for an Earth Gem. You can
gain them from enemies in the next dungeon so feel free to use them when
necessary. There's a chest here, but you can't get it now. Leave and continue
to the right. You'll see a girl with a dog. Talk to her and she tells you about
the ruins in the mountains, the next dungeon we'll visit. The Inn is the next
house to the right.
Next you'll see a chicken. This is just like the cat in Solde, except it wants
Bonemeals instead of Seafood. Again, don't bother feeding it.
The house in front of the chicken is usually empty. This is where Richelle,
Sylphide or Jessica will move to if you release them. Talking to Sylphide gives
50,000 OTH, while talking with Richelle gives the Expert's Experience. This
item gives 300,000 experience to one character. That's enough to go from level
1 to level 17! Even so, I still don't recommend releasing. Jessica doesn't give
you anything yet.
If you do get the Expert's Experience now I'd recommend using it on Mithra. A
level 17 Mithra has good attack spells (Lightning Bolt, Thunder Storm, Fire
Storm) and Might Reinforce. Rufus is another good choice, or you could just
save it for future characters . Heavy Warriors don't gain much from levels and
although Light Warriors do, it's much less compared to Archers, who are much
less compared to Sorcerers. The walkthrough assumes you didn't get this, even
though it's highly recommended. So if you didn't get Richelle or don't want to
release her you can keep following the strategies here, nothing changes.
Anyway, that's all for Coriander. Keep going right for the world map. Serdberg
Mountain Ruins will show up, so go there.
Shopping:
For regular equipment, the Blue Dolls have the Blue Darkness rune. There's
also the Red Cherry with Red Activation. Getting these runes won't let you
learn any new skills now, but get them anyway. About armor, the Metal Crown is
good for Sorcerers, Archers and Light Warriors. It doesn't make any difference
for Heavy Warriors. Suede Boots are expensive and not that much better than
Cloth Greaves either. Lastly, do not buy the Long Bow. You'll find a better
bow in the next dungeon again. The Striking Sword is a good purchase, but
only get it if you plan to use more than one Heavy Warrior.
Now, creatable items. The merchant mentions creating the Falchion. You can get
all materials for this with Living Armors (Kythena Plains), but you'll find at
least 1 Falchion in the next dungeon anyway, so don't bother making it unless
you want to use more than one Light Warrior. This is also a material for
Runeslayers later.
There's Leather Cloaks for Archers and Sorcerers, requiring only 1 Beast Pelt
and 2 Bat Wings. It's stronger than the armor for sale and a REALLY good
choice for Sorcerers: they don't get anything better for 4 dungeons. It halves
Lightning damage too, so it's a good choice whenever you're facing an attack
like that.
Other available items here include Paralyze and Curse Checks, Foolproof
Trinkets, Shadow Crystals and Prime Elixirs. None of these should be created.
Icicle Plates are pretty good though, with high RDM for Heavy Warriors.
They're not too hard to get, but you can't get them until much later.
-Overview:
This is pretty much the first real dungeon. Some enemies will hide behind the
walls in the battlefield. They'll break the walls after a while, probably
surrounding your party. Be careful not to be in their attack range when that
happens. Dash a lot.
It's very easy to identify the enemy you'll find before the battle. The walking
spirits are Kobolds and Kobold Knights, the round flying spirits are Ghosts,
the ones crawling on the floor are Owlbears and the flying bird-spirits are
the hawks. Sack Mimics appear rarely with any enemy, but more frequently with
Ghosts. Wait for them to come out of the walls.
Most enemies here are Beasts, and they're all vulnerable to instant-breaking.
Your Heavy Warriors can have Beast Bludgeon already, and the other classes will
have access to it soon. Use that skill and any critical attack will break those
enemies, which will kill them immediately if you hit a vital part. It also
makes it much easier to get items. Any character with Beast Bludgeon should be
equipped with 4 Sharp Spearheads to increase your critical chances further. If
you're killing things in one hit anyway it doesn't matter how much damage you
do, so just improve your critical chances.
Other than that, Rufus probably has the Stony Decree attack by now or will
learn it soon (level 6). The petrifying doesn't happen that often, but it's
very useful when it does. Use it instead of Three-way Attack, even though it's
weaker.
Enemies to look out for:
Kobolds and Kobold Knights are always together. They have a helmet protecting
their heads and a weapon protecting their front. Try using attacks that hit
them from below, like Thunder Storm from far away or Fire Storm in a combo, or
you'll probably waste a few attacks hitting their helmets. If you break their
weapon you can to stop their long range attacks as well. Kobold Knights can
also use Sap Power to decrease your damage. This just makes the battles
longer, but do your best to avoid it. Attack from behind and abuse of Fire
Storm's launching. If you've got Beast Bludgeon a critical hit is all you
need.
Giant Hawks and Thunder Hawks are similar too. Careful with the Thunder ones,
they can attack from far away for high lightning damage. They're flying
enemies, so breaking their wings will stop all their movement and attacks.
Easy prey to Beast Bludgeon as well.
Ghosts are the first enemies you can't hit with non-elemental attacks. You'll
find a good sword to use against them in this dungeon later. At first you'll
just want to use magic: a single Fire Storm should be able to kill them.
There's Hildr's Sword too.
Owlbears deal very high damage, but all their body parts are vital. Focus your
attacks on a single part until it breaks and it will die immediately. Beast
Bludgeon rocks here too.
Sack Mimics are rare. They are usually hiding behind the walls, but will get
out after a while. They don't do much, but have high AVD. Attack from behind
or use Fire Storm (they're immune to the other elements).
Great Eagle Heart: Runeless accessory, ATK+15% Effect. Break the Giant Hawk's
left body side, the Thunder Hawk's right body side or the Owlbear's front legs
to get it. Very important accessory for a long time. Doesn't stack, so one for
each character is the most you need.
Earth Gem: Earth damage + Poison on one target. Just Direct Assault Ghosts to
get it. This is the best way to cause Poison, but you can just buy this later.
Flare Gem: Fire damage on one target. Break the Ghost's right arm. Not that
great, but it's free damage with Free Item.
Thunder Gem: Lightning damage + Paralysis on one target. Just kill Sack Mimics
and you'll get it. Good item, but since Sack Mimics are rare you probably
won't get many.
Blue Activation: Break the Giant Hawk's wings for Raptor's Talons wings, or
the feather on the Owlbear's head for Indigo Plumes. This is only used for two
skills, but they're good ones. You can learn one now: Blue Arm + Slashing +
Activation + Strengthening teaches Break Up, which makes Break Mode easier to
get. Heavy Warriors only for now, but you'll find Blue Slashing for everyone
later in this dungeon.
Blue Lightning: Break the left side of the Thunder Hawk's body for the
Thundebreath Core. This is used for 4 skills, which you can already learn:
Blue Body + Leg + Lightning teaches Reflex Movement, which is pretty much
useless. Actually, it's currently unknown what exactly this does. Next is Blue
Slashing + Lightning + Strengthening for Mighty Blow, another very useless
skill. This just improves the chance of breaking guard, but... you can just
attack from behind.
Next is Blue Body + Lightning for Resist Magic, a x1.5 boost to RST. Still not
a very good skill but better than the other lightning ones. Last and best is
Blue Slashing + Weakness + Lightning for Descaling Might, your third Critical
Racial Skill. There are many strong scaled enemies (including the next boss),
so make sure you learn this one.
Red Fire: Break the Ghost's left arm for the Cursed Soul, used for 4 skills.
Two good, two bad, and you can learn the one of the good ones now: Red
Piercing + Fire + Strengthening teaches True Seeing, a Critical Skill that
boosts the Critical Rank of the user by 2. Very useful for instant-breaking,
but only Archers can learn it for now because of Red Piercing. This changes
later.
You can also get Red Lightning here, but it isn't recommended. The drop rate
is too low and you'll find it in easier places later.
Elemental Edge: Get the final material, 1 Raptor's Talon, if you're going to
create this. In case you forgot, the other materials are 2 Sharp Spearheads
and 2 Iron Ores.
Sacred Guarder: Final materials here, too. 2 Raptor's Talon and 1 Feather.
Both with the same enemy, so not hard. If you forgot, the other material is 1
Bonemeal.
The Kobold's helmet and chest drop Iron Ores as well, so you can get those
here if you need them. They're used for Sabertooth Sabers and Elemental Edges.
-Dungeon walkthrough:
Notice how the mini-map is red. This means there's a sealstone affecting the
area, and we'll get to it soon. For now, just go right and up to enter the
ruins.
There are two enemies here and a treasure chest in a platform in the middle of
the room. To reach it, crystallize both enemies and warp them close to each
other, near the platform. Now jump on one of them, stand on the edge of the
crystal in the OPPOSITE direction of the other one and warp it. If you did it
right, you've built a "ladder". Something like this:
222
222
222
111
111
111
1111 is one enemy/crystal, 2222 is the other. Anyway, stand on top of the
higher enemy and jump towards the platform. Pick the Ram's Horn in it. Go right
again. Three chests here: 2500 OTH, Might Potion and Dwarf Tincture. Beware of
gas traps on the last two. The Might Potion is great, but don't use it yet. Go
back left and down, then right again.
Sealstones! Just read Section 07.6.04 for information on it, it's a pretty
complicated system. Check the Dais: it's the Fog Wrath sealstone, which stops
enemies from following you while in the Dais, and removes them from the
mini-map if you carry it. It's kind of useless on both, but leave it here.
Go back right. There will be an enemy, so use him to proceed right. Go right
until you can go down.
Now there are 3 platforms here, and a mark on the floor. Just ignore it for now
and go right. There's a wall, but your mini-map shows something behind it.
Slash it 3 times to open a path with 3400 OTH, an Ice Gem and a Prime Elixir
(be careful with the explosive trap). Further right you'll find a Light Warrior
Relic. You may want to ignore it for now, as there's a save point up in this
room. Save first if you want to control who you get.
Anyway, it's either Celes or Tyrith. They're kind of opposites. Celes has high
number of hits and good stats, but low attack multipliers (so her damage is
lower). Tyrith has few hits, bad stats and good multipliers. Celes gets Energy
Steal (Darkness attack), Tyrith gets Holy Smite. They both get the Might
Reinforce spell (one of the best), but Tyrith gets it sooner, at level 15.
That's the best thing about her overall, especially if you don't like
Sorcerers. However, Celes is EXCELLENT at combos. She gets to 12 hits total at
level 7 -- that's the max for a Light Warrior. She also comes with the
Dismantle skill, but that's honestly not very useful. The racial critical
skills are just much better, and usually cheaper. She also has the Soul Pierce
attack, with 10% chance of causing Doom. The chance is too low to be helpful,
so while those two things do help her they're not really a reason to choose
her. Pick her for her excellent combos, or choose Tyrith for higher damage and
early Might Reinforce.
Go back to the platforms. There is a globe on the top, and you have to take it
down to the mark on the floor. If you drop it from too high up, it will break.
In that case, leave the room and come back. Warp it down with photons, one
platform at a time. It's faster than pushing.
Once you put it in the mark on the floor it will open a path up. Go there and
you'll find a save point, so save the game. If you haven't picked Celes or
Tyrith yet, go back and do it now. Just remove the globe from the mark.
Now go back up, save again and move on. You'll get a scene. Watch it, then keep
reading.
You've got two new characters: Leone (Light Warrior, level 8) and Arngrim
(Heavy Warrior, level 7). Leone just feels like a generic character. She has no
exclusive attacks at all and her Soul Crush is a prettier version of the
Einherjar ones. Also very low HP. Yeah, she's pretty bad, although she does get
better multipliers in some attacks... while others get lower. It kind of evens
out in making her not noteworthy at all.
Arngrim... well, you'll obviously compare him with Dylan. He has better stats
all around, but his attacks are all pretty bad. Einherjar can get better stats
and better attacks, but Arngrim's SC has the highest amount of hits and Heat of
all the Heavy Warriors. That and his fourth attack, Wild Break, are the only
good things about him: Wild Break isn't strong, but it causes Frailty. This
helps a lot in some fights, especially some bosses and trolls. Use him just
enough to get that if you want, he learns it on level 8. He also comes with the
Survival skill (although everyone can get it already) and the Striking Sword.
Leone's and Arngrim's levels will be important later in the game as well. Do
not use stat-boosting items on Leone, but feel free to give them to Arngrim.
Moving on, this area has a new Dais, which means it isn't under the effects of
the previous one. It also has another globe. Notice that part of the mini-map
shows a path below the floor. Use photon-warping to make the globe fall from
high-up on top of this part of the floor. Both the globe and the floor will
break, letting you access the area below, where you'll find a Falchion. This is
good for any Light Warrior.
You'll also find a Shell with the Masochist Wrath Sealstone. This makes the
holder take damage when attacking, so you'll kill yourself with it. Put it in
the Dais in this room to make the dungeon much easier, as the enemies will
start killing themselves when they attack you. This is obviously very expensive
to restore (3,000 crystals).
Now this part of the dungeon will be affected by both sealstones so far. Do not
restore the Masochist's Wrath yet. Proceed to the right. Another globe here,
with a hidden area beneath the floor. Drop the globe from high-up over the
floor again to open another path. This one leads to a huge enemy you can't
crystallize. This is a mini-boss, the Crust Golem, who doesn't respawn until
you leave the dungeon. You'll also notice it holds a sealstone: Black Anchor
Wrath. This makes the enemies heavier, so it's harder to launch it.
Anyway, despite being a mini-boss, the Crust Golem (and two Kobolds) isn't
dangerous at all. He's weak to Lightning, so Rufus is the best choice for
damage with Thunder Arrow. Watch out for Poison Blow, which is only used if you
break the claws.
Only two good items in the fight: break the two tails on the back for the Blade
Claw, a Blue Slashing rune! If you don't get any, run from the fight and try
again. It's faster than leaving the dungeon. Anyway, this rune let's every
character get skills that were for Heavy Warriors only so far: Mighty Blow
(useless), Break Up, Beast Bludgeon, Unholy Purifier and Descaling Might.
Great stuff!
The other item is gained automatically when you kill the crab, even if you
don't break anything: the Karsnaut, a light sword with Holy element and innate
Ghost Buster. Now you can deal full damage to ghosts and get Cursed Souls
easily! Anyway, that's all for this fight.
Behind the enemy is a Dwarf Tincture and the Gandeeva (careful with the arrow
trap), a very good bow with 2 attacks and Soul Crush enabled! It also helps
that Rufus' Soul Crush is very good, so things will get easier with it. You
don't have 4 SCs available yet, but Rufus can fill the Heat gauge in the third
position as well.
You can go back up now (there's a lever to lift the floor), but pick up the
sealstone first. It's not very good, but go to the previous Dais and put it
there. You'll want to carry the Masochist's Wrath for the next Dais to use it
against the boss. Just try not to get in battles until them, which isn't very
hard with the Fog Wrath setup. If you get in a fight, run.
Proceed up. There's a hidden chest to the right here: 5000 OTH. There's another
item on a high platform in the middle of the room, but flying enemies make it
easy to get. Just keep warping up and air jumping to go up until you can reach
it. It's a Metal Buckler, with a red Arm rune. Continue to the next room: a
Divinity Void.
Sealstones and photons don't work here. This means you can't extend the effects
of the previous Dais to the next room, which is why you're carrying a negative
sealstone. Time your jumps to get past the enemies. Pass this room and go down.
There's a Sorcerer Relic here: Alm or Woltar. Woltar is an Earth Sorcerer, but
you'll get one of these for sure in the next storyline dungeon, making him
just redundant then. Alm is a Lightning Sorcerer, which makes him excellent for
breaking. He joins with Lightning Bolt, and learns Thunder Storm at level 8.
Both spells give him +2 Critical Rank (chance of critical hits), so he can do
them much more easily than other characters. The good thing about this is that,
as long as you've got Thunder Storm, you don't need to worry about his level.
Give him 4 Sharp Spearheads, a critical skill and that's all he needs. He also
joins with the Sap Power spell, able to make all enemies weaker! Rufus learns
it at level 10, but it's still good until them. So, easy choice here: pick Alm.
Do not use his Overload skill unless you know what you're doing, or you're just
going to get yourself killed.
Anyway, go up the stairs. Avoid the enemies here! There's a sealstone affecting
the area, not to mention the one you should be carrying. On the top of the
stairs you'll find a Dais with the Sword Blessing sealstone. This one is very
cheap and useful: it boosts ATK by 20%. It stacks with all other ATK-boosting
things, like the Fists of Iron skill. Restore it already and leave the
Masochist's Wrath in it's place. Proceed right.
There's a spring here, where you can pick up all restored Sealstones. So pick
up the Sword Blessing and keep holding it. Battles in this part of the dungeon
will be really easy now.
Save point on the right, meaning a boss nearby. Before that though, go right
and shoot a photon up to the edge of the platform above. There's an orb you can
warp there. More treasures: Fireproof Trinket and Metal Greaves. Go back down
and continue right past the path up for a hidden chest with the final treasure
in the dungeon: another Dwarf Tincture.
Time to get ready for the boss. There are two enemies, and they're both Scaled,
so Descaling Might will make the battle much easier. The more people with it
the better. They're even vulnerable to sudden death and instant breaking! Ice
is the best element for the fight, so Mithra is actually pretty good with some
MAG boosting, and he needs the experience. Same for Rufus with Thunder Arrow.
You might want Alm for Sap Power and the critical setup with lightning spells,
but it's unlikely that you've got Descaling Might on him already so you can't
really break the boss. The boss uses fire attacks, so use Stun Checks if you
can. Alicia's Robe is good too. If you've got Celes then don't use her Mist
Phantom attack. Alicia's Turnaround is pretty much useless as well. Save and go
up to fight.
Dungeon cleared. Time to leave, or fight the boss again if you want. You might
be thinking of restoring sealstones, like the Masochist's Wrath. While it is a
good sealstone, it's very expensive and depends on you getting hit to work. The
next storyline dungeons have more important sealstones that cost even more
crystals, so save them for that. All you really need from this dungeon is
Sword Blessing.
Villnore will appear on the map when you leave the dungeon. Go there to proceed
with the story, or check Coriander out again for a side-quest and some items.
It's your choice. Just skip the Coriander section below if you don't want to go
there.
To the right of the house are 2 people talking. Talk to man to learn about a
huge bird "in the forest". This unlocks the first optional dungeon, the Ancient
Forest. Getting rid of this bird is a side-quest with good rewards, so you
really should do it. Not now though, there's still some stuff to do before
going there.
In the next area, talk to the girl with the dog. She asks if you found any
treasure in the ruins. Say no and she gives you a Royal Jelly. This is a
material for Golden Eggs (in Solde) and Prime Elixirs (with the merchant).
Neither can be created yet, and creating Prime Elixirs isn't good anyway.
Once you go back to the map, the Ancient Forest will show up. Let's take a look
at Villnore first, though.
Shopping:
The merchant's got a new accessory. The Beryl Bracelet raises ATK by 3% and
has a Green Strengthening rune. You can't link it with anything yet, but it's
an easy way to get a Green Rune.
A big town. The Inn is right at the entrance. Right after it is a dog. This is
the same as the cat and the chicken, but it wants Meat Chops. Still useless.
There's a guy walking around this area. He starts near the merchant talking to
a woman and then walks around. Talk to him and he'll tell you about a temple on
the water, the next storyline dungeon.
This is also where Celes and Tyrith will appear when/if you release them.
Neither will give you anything yet though.
This part of the town ends with a woman selling Tiny Flowers for only 10 OTH
each. They're runeless accessories that boost HP by 10%, so you may want to get
enough for everyone. They don't stack, so 4 is all you need. You certainly have
40 OTH so that's not a problem. Continue to the right.
Enter the tavern and talk to the guys inside to learn about the monsters in the
Turgen Mine, the second optional dungeon. Next up is the armory, full of good
stuff! Check the shopping and releasing sections below.
Anyway, next is another house. This is where Kraad/Roland will be after being
released. Roland just gives you 50,000 OTH, but Kraad gives an amazing weapon:
the Kraadicator. This is the most overpowered item so far, even more than
Richelle's Expert Experience. The Kraadicator is a Heavy Sword with 130 ATK, 20
HIT and 10 RST. 2 attacks and no Special Attack, but it really doesn't need it.
Even if you don't use a Heavy Warrior, this is a great weapon for releasing. Do
give it to a Heavy Warrior though, it's really good. You can also get 2000 OTH
in the drawer here. Details on the releasing section below.
That's all for Villnore. Go right to return to the world map, and both the
Turgen Mine and Audoula Temple on the Lake should show up. If you want to skip
the optional dungeons, just go to Section 04.3.04. Below are shopping and
releasing recommendations -- follow these whether or not you're doing the extra
dungeons.
Shopping:
First, make sure you buy the Map of the West Lands. This lets you access the
west area of the map without going through Kythena Plains. To use it, press
circle on the world map and choose the area you want to go to. You'll need
other maps to do this for the eastern and northern areas.
The stuff you can just buy here is very good for releasing Einherjar, but for
battle you'll want the creatable stuff. The Crystal Wand is good for
Sorcerers, but you'll find it in the first optional dungeon. For heads and
legs, the Iron Helm is great for Heavy Warriors and the Work Boots are good
for everyone.
The saber is good and very easy to make. 1 Long Sword (Solde), 3 Beast Pelts
(Dire Wolfs) and 3 Iron Ores (Goblins, Kobolds, Kobold Knights).
30 ATK, 3 attacks, Special Attacks enabled and the Beast Bludgeon skill
effect. Meaning, every beast you attack with it will take +50% damage and be
broken immediately with critical attacks for no CP cost. Beasts are VERY
frequent, so get this for any Light Warrior you want to use. Remember that you
can switch weapons in battle too, so even if you have a stronger weapon you
can just equip this one when you need to fight a beast.
The Elemental Edge isn't quite as easy to make, but still not hard and also
very useful. 1 Raptor's Talon (Giant Hawks), 2 Sharp Spearheads (Living
Armors) and 2 Iron Ores. It's a very damaging weapon with Special Attacks,
boosting their damage by 30%. If you got the Kraadicator than you can
skip this one, unless you want to use more than one Heavy Warrior.
The final weapon here is the Supreme Crossbow. 32 ATK, 10 HIT, 3 attacks and
SCs enabled. That's all great for now, but what makes this weapon special for
the whole game is the strong Holy elemental damage it does (0.5 -- most
elemental weapons are 0.2). You can easily create a MAG-boosting setup and do
lots of damage with this weapon. Sometimes this will be better than bows with
100, 200 ATK even. It all depends on who you're fighting, the party you're
using and the setups you have available. It requires 1 Koboldapult (Kobolds)
and 3 Feathers (Giant Hawks). They're not that easy to get, but the weapon is
worth it.
The Sacred Guarder is created here too. Very good RDM, holy protection and 15%
chance of blocking attacks, but it decreases HIT a little. HIT isn't useful,
but blocking is. This is for Light and Heavy Warriors. 1 Bonemeal (Skeletons),
2 Raptor's Talons and 1 Feather (both with Giant Hawks). It's the best glove
for now.
The Silver Cuirass isn't very hard to make: 1 Cuirass, 2 Iron Ores and 2
Silver Sallets. The best thing about it is the 50% earth protection, but you
get -50% to lightning. Ignore it for now, and come back when you need earth
protection, if you ever do. Buy the Crystal Chainmail instead: it offers high
AVD and some RST for only 5 less RDM and no need to collect materials.
Archers should get it too, while Sorcerers keep the Leather Cloak. You'll find
a Crystal Chainmail in one of the optional dungeons and another in the next
plot dungeon, so you could buy less here and save some money.
That's all you need here for now. Future items of note here include the
Moonfalx, Fairy Garb and Vein Greaves. The Checks and the Crystal Helm aren't
worth it, and the Ring of Healing is too hard to make. You'll find another
item with the same effect with an enemy. The Tiara of the Holy Empress is also
too difficult to make, although it's a good item.
Releasing:
This is the point where releasing characters becomes a good idea. However,
don't go overboard -- release just as much as you need to get your characters
boosted by what you consider enough. Also make sure you always keep at least
3 Einherjar with you, or you'll have problems later. I recommend releasing
Richelle and Kraad at this point, but not Mithra, Alm or Sylphide. Other
characters are up to you.
There are 2 possible setups for releasing Richelle (or any other Light
Warrior). Both will have the Walloon Sword and Crystal Chainmail. This gives:
1 Fencer's Familiarity, 2 Archer's Aptitude, 3 Thief's Thoughts and 1
Warrior's Wits. Add Metal Greaves + Metal Buckler for 1 Ambrosia, but you lose
1 Archer's Aptitude with that. Up to you: +100 HP or +5 DEX? I'd take the HP
at this point. Don't forget that you'll also get a gem boosting 2 stats by
+20, probably Rose (STR and DEX).
It's easier for Kraad/Heavy Warriors: Screp, Iron Helm, Crystal Chainmail and
Work Boots for 1 Fencer's Familiarity, 2 Thief's Thoughts, 1 Ambrosia and 1
Warrior's Wits. You'll find a Screp in the first optional dungeon, but I'd
just buy it here.
-------------------------------------------------------------------------------
04.3.02 - Sidequests, Part I [04302]
Beast Bludgeon is a great skill to use here too, and you should have more
characters with it now. Don't forget the Sabertooth Saber for Light Warriors.
Alm's greatness at breaking was already mentioned, so use him. His Thunder
Storm can easily end most fights here with Beast Bludgeon and 4 Sharp
Spearheads. Arngrim is great against one enemy with his Wild Break attack
(learned at level 8). Add Mithra too if you've got room for him. You'll want
him to reach level 12 as soon as possible to learn Might Reinforce.
Trolls are one of the hardest enemies in the game when fought without
strategy, but they're simple to defeat when you know how to counter their
strengths. They have the effects of the Regenerate Health skill and can reform
limbs immediately when broken. There are three ways to handle them here: using
Arngrim's Wild Break to cause Frailty (which stops the healing), poisoning
them or using Dismantle with Celes. Poisoning is very easy with one of the
Sealstones here. They can only attack from the front.
Toxic Flowers can silence you with the Sound Wave attack. This is actually a
good thing if it hits a character without spells, like Heavy Warriors. Equip
an Empty Shell to increase your ATK and Critical Rank when affected by
Silence. It will give a 20% boost to ATK, which is really good for an
accessory that is so easy to get.
Sack Mimics appear in larger groups here, but they're still rare.
Tail Armor: Runeless accessory, boosts RDM by 15% and RST by 5%. Break the
Goat Men's back for this. It's a rare item though (15% drop), and only really
helps if you're making a tank. The RST boost stacks, but the RDM one doesn't.
Still, you probably won't want/need to use more than one.
Shell Shade: Runeless accessory, chance of negating magic damage. Break the
Goat Men's waist for this. Obviously a great choice against magic casters, and
not very hard to get (30% drop rate). Best item here.
You can still get good, old items like the Great Eagle Heart here.
Red Leg + Strengthening + Weakness teaches Training, which lowers your stats
but boosts experience received. I don't recommend this for regular battles,
only if you need a character to catch up. Red Slashing + Weakness + Fire
teaches Weed Whacker, and Red Slashing + Weakness + Activation teachs Magician
Slayer. They're Critical Skills for plants and magic enemies, but for Light
Warriors only for now. Remember, you can get Red Activation from the Red
Cherry the traveling merchant sells.
Last, Red Piercing + Weakness + Earth teaches Bug Swatter, Critical Skill for
bugs. Archers only for now.
Since they're only created later anyway you can just come back for it later,
although they shouldn't be hard to collect with instant-breaking now.
-Dungeon walkthrough:
The first area is under the effects of the Poison Pin Blessing Sealstone, which
makes it so that any attack can poison the target. So try not to get hit until
you find the Sealstone, or just equip Poison Checks if you have any.
Just go up from the first area and then right for the Spring. Don't pick any
Sealstones, though. Continue to the left, where you'll find a Dwarf Tincture
behind an object. Warp it to open the chest and go back to the right, then go
right again.
There's a Shell here with the Manacles Wrath, which prevents guarding. Pretty
good in a Dais, so go south for one. This is the one with the Poison Pin
Blessing. It's cheap but I don't recommend restoring it, poisoning is much
easier with Earth Gems and you'll be able to buy them in shops soon. Put the
Manacles Wrath in the Dais and carry the Poison Pin. Lightning Bolt is a great
way to poison the enemies since it hits so much. Go back up and up again.
Check the flowers on the left. It's hard to see, but there's an Einherjar relic
here: Sha-Kon or Chrystie. Chrystie has very random stat-growth and only two
elemental attacks, learned very late into the game. She's just not the good
choice for damage, but she's very good for combos. Chrystie does get healing
spells though, so that's a plus. Sha-Kon has better stats and attacks, starting
with the very good Poison Shot attack (earth, causes poison) and most likely
Flare Blast too. Those make her very strong for now, but you'll get better
characters for elemental damage. Overall, Chrystie is more unique while Sha-Kon
is more balanced. Choice is up to you, but Chrystie is so rare that you'll
probably settle for Sha-Kon.
Sha-Kon also comes with the Strength Bow. There are only two of those in the
game and you need at least one to create the Mage Slayer later. It's not a good
weapon to create anyway though, so don't let this change your decision.
They appear in Kythena Plains when released. Chrystie gives 50000 OTH and
Sha-Kon gives a Prism Gem.
Go right for a Screp, then go up. Save point to the right. You can go right for
the boss, but there's some stuff to the left, so go there first. Keep going
left in the next area and you'll find a mini-boss with a Shell behind it.
Preparations: the mini-boss has very high RDM, but average RST, so you'll want
Alicia with Mirage Pierce (ignores RDM, remember?), Sorcerers and Archers with
the Supreme Crossbow for elemental attacks. Ice deals high damage to them, so
consider using Mithra for an easier time. Alm helps a lot in breaking the armor
and reducing damage with Sap Power. Your fighters should have the highest ATK
possible, or at least multi-hit attacks to help with poisoning. Sudden-death
and instant-breaks don't work. Regardless, everyone should have Descaling Might
for added damage. Rufus and Sha-Kon can dominate the battle easily with decent
MAG-boosting.
__Cybersaurs (4)_____________________________________________________________
| |
| Lv 17 2,000 HP 2,200 exp 520 OTH |
| 260 ATK 140 MAG 70 HIT 50 AVD |
| Races: Scaled |
| Elements: Weapon and Shield have Lightning -50%, Earth +20%; |
| Belt has Fire and Earth -50%, Lightning +20%; |
| Body parts have Ice -50%, Earth -20% |
| Vulnerable to Paralysis (20%), Poison (20%), Freeze (75%), Confusion (100%),|
| Stone (20%) and Faint (20%) |
| Leader Item: Flare Gem |
| Drop Item: Flare Gem (80%) |
| Recommended level: 9 |
| |
|Body Parts: |
| -Head (vital): 1,000 HP, 48 RDM, 20 RST; Item: Red Dragon Bile (40%) |
| -Body (vital): 1,200 HP, 48 RDM, 20 RST; Item: Alligator Skin (50%) |
| -Legs (vital): 1,200 HP, 48 RDM, 20 RST; Item: Vermillion Scales (60%) |
| -Tail: 300 HP, 48 RDM, 20 RST; Item: Alligator Skin (30%) |
| -Weapon (armor): 400 HP, 72 RDM, 16 RST; Item: Broken Sword (50%) |
| -Shield (armor): 800 HP, 96 RDM, 16 RST; Item: Worn Shield (75%) |
| -Belt (armor): 200 HP, 38 RDM, 16 RST; Item: Flare Gem (75%) |
| |
|Attacks: |
| -(Shield attack): Small range, hits 2 characters at most for high damage. |
| Needs shield to be used. |
| -(Sword attack): Small range, hits the party (or 3 characters at least) |
| twice for very high damage. Used automatically after |
| dodging. Very dangerous. |
| |
|Strategy: |
| Like with the Crust Golem, run from battle to collect items if you want |
| instead of leaving the dungeon completely. There's some good stuff here and |
| it's easy to get. |
| |
| The lizardmen are a new enemy type, and a very annoying one when fought |
| carelessly. Their shield and weapon protect really well from damage from the|
| sides and they will usually block attacks from the front. Fortunately the |
| Manacles Wrath takes care of the guarding, but breaking the shield can still|
| take a while. Just attack from behind to avoid most of the problems. Well, |
| except the high RDM, but that's what magic is for. |
| |
| The Cybersaur wouldn't be dangerous by itself. It has two attacks, and |
| although they're very strong at this point, it's very easy to avoid by |
| simply staying behind it. What makes it hard is that there are four of them,|
| and they can surround you easily. Dash in to lure them, then dash out to |
| have some follow you and take care of them one at a time. Party splitting is|
| good for this, as you won't risk being completely surrounded if the dashing |
| doesn't go well. Also, since they start the battle close to each other, Sap |
| Power is just perfect to use right at the start. |
| |
| When you actually get to attack, begin the combo with magic to avoid the |
| frequent counter-attacks. Poisoning also helps, and Lightning Bolt is very |
| good for that. Without the poison this will take a while, but is never |
| really hard unless you mess up often. You can dash in at the start of the |
| fight when they're all together and use Thunder Storm for a chance to poison|
| all of them at once. This can be good for breaking their armor from a |
| distance, too. |
| |
| Items. The Alligator Skin is a material for the Vein Greaves in Villnore, so|
| get some for that. For the (new) Red Resistance rune, break their legs (use |
| Alicia's Turnaround) to get Vermillion Scales. This lets you get 1 skill for|
| now and more later. Red Arm + Strengthening + Resistance teaches Guard |
| Motion, which is pretty good for a tank setup and when you know the enemy |
| won't use status effects. It's also good when you WANT to be hit by a status|
| effect. Getting silenced by the Toxic Flowers, for example. Just equip Guard|
| Motion and the first Sound Wave will be enough to cause it. |
| |
_____________________________________________________________________________
The Shell has the Sheathed Power Wrath Sealstone, which decreases damage given
to 1/4 (25%). Yeah, it divides ALL damage in the game by 4. 30,000 crystals, so
don't dream of using it anywhere else without some serious farming. You'll
obviously want this in a Dais, so go left and put it in the one you find there
(leave the Poison Pin in the Shell for that).
There's also a chest here with a Flare Gem (careful with the gas). Anyway, now
everything in the dungeon will deal 1/4 damage and can't block anything, not to
mention you're poisoning everyone with normal attacks. Aren't Sealstones great?
Go back right, then down and right again. There's a Crystal Wand in a chest to
the right (careful with the gas). Now you can go pick up Poison Pin Blessing in
the Shell, but only if you DON'T have an Earth Gem. If you do, leave it there
and pick Sword Blessing at the Spring instead. Go back to the save point after
that. Now is the time to fight the boss, but some more preparations first:
The boss has some resistance to lightning (and weakness to earth, so Sha-Kon is
a great choice). Without the Earth Gem you'll want multi-hit attacks for
poison, but not with Lightning Bolt. Rufus can help with Sap Power (level 10)
and Stony Decree. Light Warriors are the best for the fight with the Sabertooth
Saber for added damage on beasts (give Beast Bludgeon to other characters), but
the sealstone setup really is the most important part of the fight. Include
Mithra in the party if you have room for him.
This battle cannot be fought again, so try to get the items that interest you.
__Griffon____________________________________________________________________
| |
| Lv 22 2,800 HP 47,000 exp 6,400 OTH |
| 480 ATK 350 MAG 54 HIT 45 AVD |
| Races: Giant, Beast |
| Elements: Head has Lightning +50%, Earth -50%; |
| Head Feather has Lightning +80%, Earth -100%; |
| Other parts have Lightning +20%, Earth -20% |
| Vulnerable to Curse (100%), Silence (10%), Poison (100%), Freeze (25%), |
| Stone (25%), Faint (50%) and Frailty (100%) |
| Leader Item: Charge Break |
| Drop Item: Jade Sealpouch (100%) |
| Recommended level: 10 |
| |
|Body Parts: |
| -Head (vital): 1,120 HP, 26 RDM, 15 RST; Item: Garnet (45%) |
| -Upper body (vital): 1,400 HP, 26 RDM, 15 RST; Item: Feather (45%) |
| -Front legs (vital): 1,680 HP, 24 RDM, 15 RST; Item: Great Eagle Heart (45%)|
| -Lower body (vital): 1,120 HP, 24 RDM, 15 RST; Item: Feather (60%) |
| -Back legs (vital): 1,400 HP, 24 RDM, 15 RST; Item: Feather (45%) |
| -Middle of back wings (2): 560 HP, 24 RDM, 15 RST; |
| Item: Gargoyle's Arch (45%) |
| -Front of back wings (2): 280 HP, 24 RDM, 15 RST; Item: Griffon Talon (45%) |
| -Front wings (2): 560 HP, 24 RDM, 15 RST; Item: Wing Feather (60%) |
| -Head feather (armor): 280 HP, 24 RDM, 15 RST; Item: Pure White Plume (45%) |
| |
|Attacks: |
| -(Double Attack): Short range, 2-hit attack with high damage. |
| -Call Lightning: Long, straight range. Very high Lightning damage on party. |
| -Charge: Medium, straight range. Very high damage on party. |
| -Sudden Descent: Short but very wide range, very high damage on the partyt, |
| but won't get you if you're REALLY close. |
| -Malicious Gust: Average damage on a medium range. Least dangerous attack in|
| the fight. |
| |
|Strategy: |
| Woah, that's a lot of experience. Don't use the Double-check yet though, the|
| next optional boss gives even more. |
| |
| The Griffon's high ATK and MAG would be very problematic if you hadn't cut |
| all damage in the dungeon by 75%. You can use Sap Power to decrease it even |
| further. There's the choice of Lightning Trinkets for Call Lightning too, |
| but that's easy to avoid so it's not really necessary. The attack list above|
| says "high" and "very high", but that's without the damage reduction. It's |
| an easy battle with it, really. It can't attack from behind, so stay there. |
| |
| Anyway, use the Earth Gem to cause Poison, or if you don't have that just |
| attack and the poison will quick in sooner or later. Save some AP for |
| dashing if you feel you'll need to, or just take the damage anyway. A Dwarf |
| Tincture should take care of it. Poisoning him will really speed up the |
| easy, almost uninteresting battle. |
| |
| The Pure White Plume is a great runeless accessory that boosts MAG when the |
| character is poisoned. It also increases Critical rank. Try to get this. |
| There's another item with the same effect later, so although this helps a |
| lot you don't need to restart if you miss it. Use overhead attacks. If |
| you've got Rufus to level 12 he can do it very easily with Aiming Wisp. |
| |
| The Wing Feather is a very good item, and it's easy to break the right body |
| part by attacking from the side. It's a runeless accessory that boosts SC |
| damage by 20%. You can get it later too. Everything else is quite hard to |
| get as nearly everything is a vital part. |
| |
| The best thing about this fight is the drop item. Sealpouches let you carry |
| additional Sealstones, so you can have 2 effects on you now! This means that|
| you could have the Sword Blessing and Poison Pin Blessing at the same time |
| now, getting additional ATK and poisoning everything. There's a limit to how|
| many Sealstones can be out in a dungeon at a time, though. If you can't pick|
| an additional one from the Spring, you'll have to restore one from the |
| dungeon. |
| |
_____________________________________________________________________________
There's a Shell on the right with the Treasure Blessing Sealstone, which slows
the reduction of the bonus gauge (the yellow dots on the right in battle). It's
decent for bosses for their Leader Items, so you may want to restore it. To the
right are two chests with the final treasures in the dungeon: 7200 OTH and an
Iron Helm... yeah, all chests in the dungeon suck.
Anyway, the real point of this dungeon, other than enemy drops, is the Jade
Sealpouch. Poison Pin Blessing is a good sealstone that you can restore easily,
but it doesn't get much use once you can buy Earth Gems. It's just more
practical to use those instead of wasting a sealstone slot. Remember the
Sheathed Power Wrath for when you have 30,000 crystals... probably never unless
you farm for a while. That's all for the dungeon, so go back to the world map.
Now go back to Coriander and talk to the guy talking to the lady to finish the
sidequest and gain a Might Potion. It's important to do this to unlock the next
side-quest on the forest later.
-Overview:
Everything here is weak to fire, so use Lezard. Boost his MAG with Copper Coins
and/or Blue Apples and he should kill everything easily with Fire Storm.
The Wasp Nest, main enemy in the dungeon, is a ghost, so you'll want elemental
attacks and weapons. Other than spells, a Light Warrior with the Karsnaut is
the best choice here. Archers with the Supreme Crossbow and/or elemental
attacks are good too, while Heavy Warriors are useless (they can't hit them at
all yet). Have Honeysuckle Dews as well.
The Giant Snail has a very big shell acting as armor. You can only really
damage it from the front, or you could use menu spells from far away to break
the shell. Also have Honeysuckle Dews ready, as they can poison you with all
attacks. There's a long range one that throws poison at you and will hit one
or two characters, and another circular, short range one that releases a gas
around it. This one is more dangerous since it will most likely hit the whole
party. Spawned by the crawling enemies, so avoid them if possible.
The Wasp Nests are very troublesome if you're not prepared, but easy if you
are. They're ghosts, so you need the Ghost Buster skill or elemental attacks
to hit them. Spells will take care of them easily. Some of these are like
mini-bosses in that they won't respawn until you leave the dungeon, but they
show up with regular enemies too. They can multiply with Schism, so kill them
fast... or wait until there's a lot of them to do that and get more
experience. This is a very good place to level up if you want to.
If you have trouble with them, consider using Sha-Kon's Poison Shot or Earth
Gems (Direct Assault the Ghosts in Serdberg) to cause poison, then just run
until they're near death. Cheap and boring, but it works.
Lizard Lords are like the Cybersaurs in Ancient Forest, but weaker. They have
mostly the same attacks, but can use Doctor's Arcanum when they get under half
of their HP to heal completely. Make sure you kill them in a single combo to
avoid that, or use Arngrim's Wild Break to cause Frailty and prevent the
healing... or just break them with Descaling Might. Attack from behind to
avoid their armor.
Blue Body + Earth + Healing + Resistance teaches Cure Condition, one of the
worst skills. This just halves the duration of status effects, but they're all
easy to prevent or cure without spending CP. Blue Body + Leg + Resistance
teaches Force Field (100), a 100 HP shield that protects the character in all
fight. It helps now, but it becomes useless very quickly. I don't really
recommend learning this.
Blue Head + Arm + Darkness + Resistance teaches Counter Attack. This lets you
Count Attack when you dodge attacks, but dodging doesn't happen often enough
to make this very useful. Last but not least, Blue Head + Arm + Activation +
Resistance teaches Free Item, one of the best skills in the game. This removes
the AP cost to use items in battle. Only one character in the party needs
this, just make sure he's the one using items.
Old rune, but you can break the Giant Snails' shell for Black Pearls (Red
Strengthening) in case you didn't get the Baraka and don't want to go back to
get it.
If you want more Piercing Imprints, just break the Lizard Lord's weapon.
-Dungeon walkthrough:
Exploring is very straight-forward. The first room has the Spring, so pick
Sword Blessing. Poison Pin is a good choice too if you have it, but Sword
Blessing is better.
There are levers to turn on the lights through the dungeon. This only helps in
seeing the place better and has no effect in gameplay, but there's no harm in
making the place brighter. Pull all the levers you see. Just go right to enter
the mines.
Fall down. There's an elevator here. Just check it when inside it to go up.
Pick up the Prism Gem to the left. This hits a random body part of an enemy.
Save this for hard-to-hit parts. Go down.
There a conveyor belt here. Walk under it to the right for a bag with a Dwarf
Tincture and a chest with an Elixir (careful with the gas). Further right
there's another chest with gas. Inside it is a Crystal Chainmail. Equip it!
Now go up the belt to the right for a lever. This room is really dark, so make
sure you pull it. On the upper left is an enemy: the Wasp Nest. Remember to use
elemental attacks, especially fire. Poisoning them will also help a lot. Behind
them is the Key to the Mines. You'll need it to reach the boss. Go back to the
elevator room and proceed right.
There's another lever here. This one doesn't turn on the light, but rather puts
down a bridge. Don't pull it, just fall to the right instead. There are two
Wasp Nests and a Dais here. Also a lever to turn OFF the light. To the left
(behind a wasp) is a chest with 5000 OTH. Go all the way right for an elevator.
Go up.
Walk a bit to the left. Hard to see, but there's a bag with a Honeysuckle Dew
here. To it's left is a chest (trapped with an explosion) with the Anointed
Cloak, a Red Body rune for Archers and Sorcerers! That's Regenerate Health,
Heroism and Heat Up for them. Go left to fall. This is the other side of the
bridge. Pull the lever here to put it down if you want to go back. Proceed up.
This part of the dungeon is affected by the Alarm Blessing Sealstone. This
means you'll begin all battles with 0 AP and probably surrounded. Worse yet,
there's a Wasp Nest here. It's protecting a Shell with the Fetters Wrath
Sealstone. This one stops dodges and counters. It's good, but not worth the
2000 crystals to restore until the bonus dungeon (then it's worth it, maybe). I
recommend you hold it for now.
Now go right. Another wasp on the upper right. You'll need to step on an enemy
to reach it. It's protecting a bag with a Dwarf Tincture and, more importantly,
the second Einherjar Archer relic.
Lylia or Millidia. Millidia learns ALL menu spells, but she only does so late
in the game (her first spell is on level 55, last is on 99), so you shouldn't
get her just for that... and that's all she has. Her stats are the worst among
Archers and she doesn't learn good attacks soon either. Lylia however is a very
good character, starting with 2 Holy elemental attacks: Aiming Wisp and Rising
Wisp. They're both strong and good with a MAG setup, not to mention Holy is a
great element. She's also one of the 3 non-Sorcerers who gets Astral Maze, and
she does so at a good level (44), not to mention Guard Reinforce on level 10.
Easy choice.
Go right. Another Shell here with the Brimstone Law Sealstone. These are
tricky. A simplified version of what they do is making you use MAG instead of
ATK to attack, and your attack gains the fire element. More details in Section
09.4.02. It also lets you absorb fire, but you'll get -100% weakness to Ice.
Most of the time you'll deal LESS damage, even if the enemy is weak to the
element you're using, if you're not using a good MAG setup. This and the 20000
crystals cost make this a sealstone you probably won't use much, except the
whole "MAG instead of ATK, fire element on attacks" thing applies to enemies
too, and you can easily get immunity to fire with Stun Checks and Alicia's
Robe. You can use less than that and still take very little damage from
everything. This means you can get near immortality against all enemies in the
dungeon, so you may want to put it in the next Dais for that.
Go right for a save point and a gate. Check the gate to use the key and it will
open. There's a Dais to it's right (be careful not to enter the next room) with
the Alarm Blessing Sealstone. Now you have many choices of different setups
here.
Earth is the only element in the fight. Two attacks total. Both easy to avoid,
but one of them is dangerous. This means you can put Brimstone Law in the Dais
and get fire protection (Stun Checks, Alicia's Robe) to have a tank taking very
low damage from almost everything in the fight. This is a bad idea if you don't
have fire protection, though. Don't forget the Silver Cuirass if you have it
(+50% Earth protection). Don't use Guard Motion, there will be status effects
in the fight. So, put Brimstone Law in the Dais if you have fire protection. If
not, put Fetters Wrath. You might want to put Fetters Wrath in the first Dais
anyway. Put Alarm Blessing in a Shell.
That's fine for defense, but things are more complicated for attacking. The
boss has very high RDM and RST, reducing your damage a lot. Sap Guard (Alm,
level 12) and critical hits (Lightning spells... Alm again) help, but there's a
much simpler solution: Alicia's Mirage Pierce. The easiest way to beat the
fight is to attack a vital part with Mirage Pierce until it breaks. However,
this will prevent breaking other parts, which means less items. There's nothing
really important in the fight, but this is a con if you want to get anything
there.
So, increase Alicia's ATK as high as you can. If you Mithra at level 12 he can
use Might Reinforce on her too. If you want to break the other parts, focus on
elemental attacks. Lylia is great with Aiming Wisp and Rising Wisp, and Rufus
might have Aiming Wisp too. If not, there's Thunder Arrow (and Stony Decree).
Sha-Kon helps a lot with Poison Shot. Archers should also have Bug Swatter. You
can have a Light Warrior with the Karsnaut too, but it won't help much. A
Sorcerer (Lezard) should use Fire spells, unless you're putting Brimstone Law
in the Dais. In that case, use Ice. Don't worry with ATK for those characters,
just MAG.
__Queen Wasp_________________________________________________________________
| |
| Lv 20 4,400 HP 57,000 exp 5,950 OTH |
| 198 ATK 163 MAG 47 HIT 36 AVD |
| Races: Giant, Insect |
| Elements: Fire and Earth -20% |
| Vulnerable to Curse (100%), Paralysis (20%), Silence (70%), Freeze (70%), |
| Stone (50%), Faint (20%) and Frailty (100%) |
| Leader Item: Royal Jelly |
| Drop Item: Olive Crown (100%) |
| Recommended level: 12 |
| |
|Body Parts: |
| -Head (vital): 1,320 HP, 42 RDM, 37 RST; Item: Big Bugeye (30%) |
| -Chest (vital): 3,080 HP, 42 RDM, 37 RST; Item: Giant Amber (75%) |
| -Belly (vital): 2,200 HP, 21 RDM, 19 RST; Item: Royal Jelly (100%) |
| -Back (vital): 1,760 HP, 84 RDM, 56 RST; Item: Banshee Scales (60%) |
| -Tail: 1,320 HP, 105 RDM, 74 RST; Item: Big Needle (75%) |
| -Arms (3): 440 HP, 50 RDM, 44 RST; Item: Insect Claw (40%) |
| -Upper Wings (2): 440 HP, 21 RDM, 37 RST; Item: Indigo Wing (30%) |
| -Lower Wings (2): 440 HP, 21 RDM, 37 RST; Item: Tuning Wing (30%) |
| |
|Attacks: |
| -(Double attack): Short range on front, 2 hits on all characters for heavy |
| damage. Needs middle arms to use. |
| -Imitation Eye: Long range on front, hits the party for average damage and |
| causes Confusion (not dangerous). Needs wings to use. |
| -Variation Alpha: Very short range, Earth elemental attack, causes high |
| damage and poison on party. |
| -(Charging): Targets self, just a preparation for Variation Omega. Used when|
| low on health. |
| -Variation Omega: Earth elemental. Reaches party anywhere, hits up to 8 |
| times for extreme damage and causes poison. Can only be |
| avoided by hiding behind walls. |
| |
|Strategy: |
| This is a great place to use the Double-check! I really recommend doing it. |
| |
| The queen isn't alone: there are two Wasp Nests in the fight as well, and |
| scattered through the battlefield are 7 Insect Eggs (300 HP each). If you |
| kill a Wasp Nest, a new one will spawn from one of the eggs, and then the |
| egg is gone. You can destroy the eggs before that happens, so it's up to you|
| if you ignore the wasps, kill 9 of them (even more experience) or break the |
| eggs. Beware that most of the eggs are in the back of the arena, past the |
| Queen Wasp. |
| |
| And getting past the Queen isn't safe, or easy. Not only does it have decent|
| attacks, it's RDM and RST are huge. It's slow though, and the two most |
| dangerous attacks (the Variations) are easy to avoid. Alpha has really short|
| range, and Omega is only used when it's under half health. Then it's pretty |
| much like the Primordial Ooze's Washout: hits you anywhere, causes poison |
| and does high damage. |
| |
| There are three ways to avoid Variation Omega. The first is to leave a tank |
| close to the Queen, and the other characters away. The Variation will stop |
| at the tank. This isn't really avoid the attack but it does reduce the |
| damage the party takes. The second way is to hide behind a wall. The attack |
| can't go through them, so you're completely safe. This may not be always |
| possible though, and dashing will reduce the AP you have for attacking. |
| |
| So the easiest way to avoid it is to make sure the Queen can never use it. |
| Just kill it before it gets to half health, which is easy if you only attack|
| the back. It has huge RDM... but that's what Alicia's Mirage Pierce is for. |
| Better yet, the Queen can't attack you if you're behind it. Sounds like the |
| perfect plan, just attack the back and nothing else for a quick, painless |
| fight. However, you can't get other items this way. There's nothing really |
| important here, but just in case you like to get everything. |
| |
| The best items here are the Big Needle (break the tail), a Red Piercing |
| rune, and the Insect Claw (break any arm), with the Red Slashing rune. |
| Breaking the tail is extremely hard since it has the highest RDM (and it's |
| really hard to reach, too), so I'll just assume you didn't get it. You can |
| get BOTH of these runes in two dungeons from now, so don't worry too much if|
| you don't get it. |
| |
| Anyway, this opens many skills for everyone. True Seeing (Piercing + Fire +|
| Strengthening), Weed Whacker (Red Slashing + Weakness + Fire), Bug Swatter |
| (Red Piercing + Weakness + Earth) and Magician Slayer (Red Slashing + |
| Weakness + Activation). They're all good. |
| |
| Only two enemies in the game drop the Big Bugeye (break the head), and |
| they're both bosses you can only fight once. This isn't an important item, |
| only giving 50% from Faint and a low chance of causing Faint when attacking,|
| so don't feel bad about missing it if you do. |
| |
| The drop item, Olive Crown, is a decent (8 MAG, 4 RDM) head armor that |
| protects well from Curse. It's only good for the MAG boost. Breaking the |
| wings don't give you anything good either. Don't bother. |
| |
_____________________________________________________________________________
More chests here: Overdrive, Prime Elixir (careful with the gas) and 15000 OTH.
Also a Shell with the main reason to visit this dungeon: the Gold Grubber Law.
This one gives you triple OTH from battles, but 0 experience. Good for some
farming, sure, but the best thing about it is learning skills. You can leave
characters you don't like at a low level and then use them with this sealstone
to speed up the skill learning progress for everyone. Remember, skill learning
is faster the lower your average level is compared to the enemy leader. It's
quite expensive though, at 1200 crystals. Don't restore it yet.
Dungeon cleared. Feel free to leave it, however you've got a nice setup here:
very low (maybe even null) damage with fire protection and 0 experience for
item/skill farming without worrying about making things harder later (getting
overleveled will slow down your skill learning in the future). I really
recommend you take this opportunity to teach some important skills for your
main party. Try to fight the Clay Man as he's the highest leveled enemy.
Anything works, though. There's a full list of skills/runes so far right ahead,
so check that to make sure you're getting what you need.
If you do need levels then the wasps are really good for it too. Just use
Fire Storm or Frigid Damsel (with Brimstone Law in a Dais) to finish the
battle quickly with only a Sorcerer + the character you want to level in the
party. Easy, quick way to get everyone to level 12 at least, where most of them
learn good stuff.
Don't forget to go back to Villnore and talk to the guy who wanted the wasp
dead to get 10000 OTH, finishing this quest. This is necessary to get the next
sidequest later.
And with that we've finished the optional areas for now. Go to the Audoula
Temple on the Lake to proceed with the story (section 04.3.04), or check the
checklist below first for some of the good things you should have.
-------------------------------------------------------------------------------
04.3.03 - Checklist I [04303]
This is just a short list of things you can have by now, including all runes,
skills and the best equipment. You don't need to have everything here, this is
just a quick list of recommended items.
--- Blue Runes ---
Missing runes:
-Creation for everyone
-Bludgeon for non-Sorcerers
-Body: Alicia's Robe (Alicia's initial equipment), Anointed Cloak (Turgen Mine)
-Arm: Metal Buckler (found in Serdberg Mountain Ruins, Celes' initial equip.)
-Leg: buy in Villnore and Coriander
-Slashing: Insect Claw (Queen Wasp's arms), you'll find some easier ones soon.
-Piercing: Big Needle (Queen Wasp's tail), you'll find another soon
-Activation: Red Cherry (bought in Coriander)
-Healing: Ruby-Eyed Bee (buy in Solde)
-Strengthening: Baraka (Ballistic Rhino's body or arm armor)
-Weakness: Poison Seed (Toxic Flower's body)
-Resistance: Vermillion Scales (Cybersaur's legs)
-Fire: Cursed Soul (Ghost's left arm)
-Earth: Prancing Horse (buy in Solde)
-Lightning: Orientation Scales (Upper Lizard's head). You'll find some easier
ones later.
Missing runes:
-Training, Head, Darkness, Holy, Ice and Creation for everyone
-Easy Piercing and Slashing for everyone
-Body for Light and Heavy Warriors
Missing runes:
-Everything else for everyone
Light Swords:
-Sabertooth Saber (create in Villnore)
-Karsnaut (dropped by the Crust Golem in Serdberg)
Heavy Swords:
-Kraadicator (release Kraad and talk to him in Villnore)
-Elemental Edge (create in Villnore)
Bows:
-Supreme Crossbow (create in Villnore)
Arm:
-Sacred Guarder (create in Villnore)
Leg:
-Vein Greaves (create in Villnore)
Blue Accessories:
-Ram's Horn [ATK+3%] (treasure chest in Serdberg)
-Copper Coin [MAG +5%] (Kobold Knight's body, Serdberg)
-Beetle Shell [RDM+3%] (Bullet Beetle's shell)
Gray Accessories:
-Empty Shell (Living Armor's legs, Kythena Plains)
[ATK and Critical Rank boost when under Silence status]
-Great Eagle Heart (Owlbear's body, Serdberg and Ancient Forest)
[Stat Boost: ATK +15%]
-Sharp Spearhead (Living Armor's spear, Kythena Plains)
[Critical Rank +1]
-Shell Shade (Goat Man's back legs, Ancient Forest)
[May nullify spells]
-Stun Check (create in Solde)
[Fire+30%, Faint+100%]
-Tiny Flower (buy from the flower girl in Villnore)
[HP +10%]
-Worn Shield (Cybersaur's shield, Ancient Forest)
[Extra guard chance]
-------------------------------------------------------------------------------
04.3.04 - Water and Fire [04304]
-Overview:
The traveling merchant will leave Coriander and move to the next town when you
clear this dungeon. Don't worry, he'll still sell the same items and keep all
the materials you've given him.
A hard dungeon. Everything but the lizards attacks with Ice and resists it.
Freeze Checks will protect you from Ice and Freeze, but that's too much
trouble. You could just settle for Blue Soul Flames for Freeze protection and
forget about Ice, or just use characters who resist it (like Alicia). Two
enemies (one is the boss) cause Paralysis too, but I wouldn't bother with a
Paralyze Check either. You could just have Mithra or Sylphide around for
Normalize, or buy some Pearl Grass. Thaw Waters are good, too.
Instant breaking works on everything here, but you don't have skills for Giants
yet. Descaling Might and Weed Whacker with True Seeing, Sharp Spearheads and
Lightning spells do wonders here.
Lightning and Fire are good elements to use, usually. I'd rather have Mithra
than Lezard for a Sorcerer in this one because of Might Reinforce (he should
be learning it soon). Sap Power is also very important, because the enemies are
having most of their attacks boosted by the Ice Blessing Sealstone. You can't
reach the Dais with it until you clear half of the dungeon, and it lets enemies
do 50% more damage with Ice attacks. Fire attacks however are halved... but
there's only one fire attack here. So everything has a big advantage until you
reach the Dais. Beware.
The battlefield is very complex too. Dashing is the best way of getting past
attack zones here and most of the time the leader will be in a place that's
hard to reach. Keep an eye on the map for a possible shortcut. Also be careful
not to get transfered out of the battlefield by falling in the water. You can
do it to the enemies too.
Skull Fish is just like the Flying Fish. It can deal very good damage, but
just break their tail and they can't move anymore. They can throw Lightning
and Ice.
Deep One is the most dangerous enemy because of the constant Frigid Damsel,
Remember: if everyone is frozen, it's game over. RST doesn't do much against
Ice spells AND they're boosted to 150%, so you'd better be good at dashing and
hope for a critical hit.
Strobila is a weird plant-like thing that can cause paralysis and poison. Just
avoid it completely unless it's the leader. This happens when you fight the
crawling enemies. Have Weed Whacker for those! They have so many parts that
this is a great way to boost your Break Mode chances.
Giant Crab is lke the Crust Golem. Careful with the Cold Eye attack, used when
you break both arms. It deals high Ice damage. They show up with crawling
enemies too. You can't instant-break them yet, but they're not very hard.
Karsnaut: Old weapon, but useful if you haven't been to Turgen Mine yet. Brek
the Lizard Man's weapon for this.
-Dungeon walkthrough:
Just go right for the next room. Spring here. You won't reach a Dais or a good
Shell anytime soon, so pick up one of yours. You can pick two if you've got the
Jade Sealpouch. Sword Blessing should be one of them, and the other can be
whatever else you have. Treasure Blessing?
Proceed right. Notice the shell above? Step on the nearby enemy or do an air
jump after switching places with it to reach that. The Shell has the Chasm
Wrath sealstone. This halves RDM and RST, but costs 4000 crystals. That's not
too expensive later, but it's way too much for now. Don't pick it up yet and
certainly don't restore it. You won't be reaching a Dais yet, and you'd better
choose if you want to restore it or not later.
Continue to the right. There are 2 streams of water flowing in the background.
You'll have to block them to reach the boss later. Notice that the Dais is in
the lower part of this room, but you can't reach it yet because of the water.
Just keep going right for now.
Annoying room. 2 platforms with items and only one flying enemy to reach it.
It's tricky and you have to take a long path around to go back to the top if
you fall (or just have very good warping skills). You'll need to do air jumps
and use the enemy as a stepping stone. The platform on the left is easy to
reach and has 10000 OTH, while the one on the right has an Evil Eyebrow Ring,
but BE CAREFUL with the explosion. It can easily throw you off the platform.
There's also a Thunder Gem in a chest in the middle.
The ring gives you 50 HIT and lets you counterattack after dodging an attack
(innate Counter-Attack skill). Dodging doesn't happen often, so I wouldn't
bother. Anyway, you'll want to fall, even if you've got the items. I'll say how
to get back up there soon, but first check the Einherjar relic to the right: a
Sorcerer.
Khanon is an evil guy hated by everyone he knew in life, but all you should
care about is that he's an Earth Sorcerer who gets Guard Reinforce and Sap
Power very early. In fact he'll probably join with those and Fire Storm, and
doesn't take that long to get Lightning Bolt (level 16). He's a good character,
but Mithra with Might Reinforce and Alm with Lightning spells (for breaking)
are better choices. He's also the only one in the relic.
Now take the left exit up and keep going left. There's another relic here on
the platform, but it's behind the pseudo-mini-boss. It's just a regular battle,
but you can't crystallize it. To reach the relic you'll need to fight (jump and
slash the sword), or do a very tricky photon warping with the flying enemy
behind the mini-boss. Don't bother, just fight. After the mini-boss is gone you
can easily warp with the flying enemy and then reach the relic.
Phyress or Ehrde. Phyress is the best choice for the main game, Ehrde is the
best choice for the bonus dungeon (last 10% of the game). Phyress has great
stats and joins with the 3 fire elemental attacks: Shrapnel Shatter (up to 8
hits, very high damage), Flare Blast (same damage as Poison Shot) and Flame
Shot (really strong launcher). Shrapnel Shatter is the best if it gets all
hits, so Flame Shot is the strongest, most reliable archer attack in most
cases. Better yet, Phyress joins with the Psychosoma skill, which lets the
attacker use both the ATK and MAG stats in all attacks. This can give a huge
damage boost if you improve the character's MAG, and is one of the best skills.
For simple, main-game ownage, Phyress wins.
Ehrde however is the only male Einherjar Archer. He gets Flame shot and Poison
Shot, but no Flare Blast or Shrapnel Shatter. However, once you reach the bonus
dungeon you can find a very good accessory that doubles damage in certain
conditions, but only men can use it. So, if you want an Archer with it, it's
either him or Rufus. Phyress is clearly above Ehrde in the main game though, so
it's up to you if you get a character for most of the game or the post-game.
Releasing either of them will send them back to Solde's church. Ehrde will
never give you anything, but Phyress gives a Golden Egg now.
Now jump to the upper right for a chest with a Charge Break. It's trapped with
an arrow. The left part of the platform has an Anointed Cloak (gas trap), and
to the left on the ground is an Elixir. Now just return to the area where you
got Khanon and take the right exit up.
Just climb the stairs and keep going right. Take the path down to be back to
the top of the room where you got Khanon if you didn't get the items. Just go
right from the room with the stairs to continue.
You'll see a cutscene. There's a rock to the left. Push it over one of the
water streams to block it. You'll want to block the one on the left, but
there's no problem if you push it to the right. Anyway, that's all here. Go
back to the room where you got Khanon.
You can reach the Dais now, but pick up the Chasm Wrath before doing it. If you
blocked the right stream, you'll have to reach the Dais from the left of where
you got Khanon. If you blocked the left stream, you can reach it from the right
of the Shell with the Chasm Wrath, which is more practical.
Anyway, you'll finally reach the Dais with the Ice Blessing. It's only 600
crystals and it's of GREAT use in the next dungeon from now. So just restore it
and put the Chasm Wrath in the Dais. Once that's done, go back to left to the
room with the Shell. Take the left path down (to the left of the Spring).
Another complex room. There's another platform way up to the left, and it's
very hard to reach it. There are two flying enemies in this room. Just kill
them, it's easier to reach it without worrying about battles or the enemies
moving. Basically you'll want an air ladder, like this:
======
222
222
111
111
With 1 and 2 being the enemies, and == the platform. Make sure they're as high
as possible. To make them like that, warp both close together and taking enemy
1 as high as possible, then aim at enemy 2, shoot the photon and jump towards
the platform as fast as you can. You should be somewhat close when the photon
warps you. Now step on enemy 1 (or warp it and air jump) and then warp enemy 2.
Do the air jump towards the platform when you finish warping and you should
reach it.
In it are 3 chests: Iceproof Talisman (save it for the boss!), Union Plume and
Strength Bow. Careful with the arrow on this one. There are only two Strength
Bows in the game, and they're needed to create a weapon later. This is the
second one, the first comes equipped in Sha-Kon if you've got her. For now this
isn't better than the Supreme Crossbow, but a nice substitute if you don't have
it. There's a fourth item on the ground: a Dwarf Tincture.
After all that, just climb the stairs to the right and go to the next room.
You'll find a lever here. This switches the gate on the water streams on the
back. You'll want to block one stream with the rock and another with this
lever. If you pushed the rock to the left there's no need to mess with the
lever, as both streams are already blocked. If not, just pull it and you'll
block the left one.
Continue right. Gas-trapped chest here with a Crystal Chainmail, but nothing
else... yet. Go back to the room with the Shell and Spring. Take the right
path down for a small room. There's a chest on the left, kind of hidden. It has
a Thunder Crystal, the last item in the dungeon. Proceed right.
You'll be able to pass if you blocked both streams. There's a save point here,
but relax. There's another room before the boss. Save anyway, the next room is
complex as well.
There's a Shell here with the Gold Blessing, which increases the OTH received
by 50%. It's a decent sealstone and good to have for the boss. The problem, of
course, is reaching it.
Notice the enemy on the other side of the fence, on the upper left of the map?
You'll want to warp it, wait for it to go towards you from the other side of
the fence, warp it again when it's near the Shell and air jump to it. So you'll
need accurate aiming with photons twice. If you mess up you'll be on the other
side of the fence and will have to go all the way back. Or just load the game,
it's much faster. Here's a step-by-step guide on how to reach it:
1- While on the lower floor, position yourself in a way that you see you can
hit the enemy with photons. Jump and shoot only one. If it hits, great. If
it doesn't, reposition yourself until it does.
2- Now that the enemy is crystallized, jump and shoot another photon, but move
to the right as much as you can while doing it. If you got warped, great. If
not, keep trying.
3- Now you're on the other side of the fence. Just wait until the enemy you
warped breaks the crystal.
4- If you didn't jump right enough, the enemy will pass BELOW the platform and
get stuck. To avoid this, kill the other enemy, crystallize it and step on
it while the flying one goes towards you. You're higher up, so it takes a
different path and may not get stuck.
5- Once the enemy is over the tip of the platform with the Shell, or nearby
enough, quickly fire two photons to warp it. Air jump towards the Shell as
good as you can.
This can take a while. Anyway, pick up the Gold Blessing and leave your second
sealstone here if you've got any. You should be carrying Gold and Sword
Blessing. I don't recommend restoring it, even though it's cheap (500
crystals). You'll want to save some crystals for the next dungeon.
And now the boss, weak to Fire and even more to Lightning. Phyress is the most
useful character since she gets 3 fire attacks. Rufus is great too with Thunder
Arrow, Absolute Wave and Aiming Wisp. Both with the Supreme Crossbow if
possible (do give it to Phyress at least). Since you're adding Rufus, that's
Sap Power already, so you can use Mithra for Might Reinforce and Lightning
Bolt, or use Khanon for Guard Reinforce. I recommend Mithra, because Kraken can
use two status effects (Freeze and Paralysis), and Normalize solves that
problem. If you don't want to use Mithra for that, use Sylphide. Better than
wasting accessory slots.
For Light Warriors, Alicia is the best choice because of Mirage Pierce and her
innate Ice resistance. If you've got Tyrith at level 15 she can be used for
Might Reinforce too (instead of Mithra), but that's not very likely. For Heavy
Warriors, choose Dylan or an Einherjar for a better SC chain than Arngrim. Let
the Heavy Warrior go last. Focus on defensive skills, like First Aid, Survival
and Fortify Physique. Don't forget Psychosoma for Phyress! For accessories,
you'll want stat boosts. Copper Coins, Great Eagle Hearts, Ram's Horns, things
like that.
__Kraken_____________________________________________________________________
| |
| Lv 19 5,000 HP 38,000 exp 4,200 OTH |
| 155 ATK 130 MAG 42 HIT 32 AVD |
| Races: Giant |
| Elements: All parts have Fire -20%, Lightning -50%, Ice +20%; |
| Left mouth tentacle also has Holy and Darkness -5% |
| Vulnerable to Paralysis (75%) |
| Leader Item: Overdrive |
| Drop Item: Divine Time Giver (100%) |
| Recommended level: 14 |
| |
|Body Parts: |
| -Upper head: 1,000 HP, 36 RDM, 13 RST; Item: Seafood (30%) |
| -Lower head (vital): 3,500 HP, 40 RDM, 15 RST; |
Item: Vermillion Cartilage (50%) |
| -Mouth tentacles (2): 1,000 HP, 48 RDM, 15 RST; Item: Bone Mace (80%) |
| -Legs: 3000 HP, 40 RDM, 15 RST; Item: Tentacles (30%) |
| -Right back tentacle: 500 HP, 40 RDM, 15 RST; Item: Stone Bullet (45%) |
| -Left back tentacle: 500 HP, 40 RDM, 15 RST; Item: Stone Bullet (40%) |
| -Front tentacles (2): 500 HP, 40 RDM, 15 RST; Item: Ammunition Shell (20%) |
| -Mace tentacles (2): 1,000 HP, 60 RDM, 15 RST; Item: Mace Head (25%) |
| |
|Attacks: |
| -Rumble: Small circle range. Around 3 hits on each character for decent |
| damage and paralysis. Very dangerous, it's game over if everyone is|
| paralysed. |
| -Long Hand: Straight range, around 3 hits on each character. Average damage.|
| -Double Knuckle: Straight range, around 5 hits on (usually) 3 characters. |
| High damage, probably enough to kill anyone. |
| -Water Lance: Ice elemental attack, 2 hits of low damage on the party. |
| -Frigid Damsel: Ice spell, 3 hits of average damage on the party, causes |
| freeze. Dangerous: if everyone is frozen, it's game over. |
| -Tidal Wave (Great Magic): Average range. Ice magic, will always hit all |
| characters. |
| High damage, used frequently on low on HP. |
| |
|Strategy: |
| Big guy, with lots of parts to break. Breaking all those tentacles is hard, |
| but at least you can fight him again as much as you want. Then again, you |
| don't really need to break anything here. |
| |
| Kraken begins the battle in a water pool. You can't enter the water, so he's|
| hard to reach and you can't attack it from behind. Notice the 2 chains in |
| the back of the battlefield, marked in green in the mini-map. Attack those |
| (800 HP each) to drain the water. There's no reason to not do this, as it |
| lets you reach Kraken more easily, attack from behind and avoid his attacks |
| without dashing all the time. Do it and then enter the pool. You might want |
| to leave a Sorcerer on the outside to heal and cast menu spells. He's safe |
| there. |
| |
| You can also trap Kraken in the stairs. Just try to lure him to the stairs, |
| then get behind him and attack. Kraken can't turn around while in the |
| stairs, so it's defenseless until you run out of AP. It's a handy trick, but|
| it's not always simple to get him there. |
| |
| Sap Power and Might Reinforce help a lot here. Once Kraken gets low on HP, |
| use the Iceproof Talisman you got in this dungeon to protect from Tidal |
| Wave. That's very dangerous, but easier to avoid than most Great Magic. |
| Remember, Great Magic hits everyone, regardless of where they are. |
| |
| Phyress, Rufus and Alicia can deal very high damage, so have Mithra cast |
| Might Reinforce on them. Heavy Warriors get it too if you've got one. If |
| you're not using Mithra then consider a Might Potion on Phyress anyway. It's|
| not hard to damage Kraken once you get rid of the water, especially with |
| Mithra on the outside for support. |
| |
| Items. The lower head has the Vermillion Cartillage, a Red Ice rune. It's |
| hard to break and you'll find another one in the next dungeon, but if you do|
| get it now you can learn Ghost Buster (Red Slashing + Weakness + Ice + |
| Resistance) and Precision Parry (Red Arm + Ice + Resistance). Only good item|
| from breaking, too... I would just ignore it and get the next Red Ice rune. |
| |
| If you want, break the mace tentacles for the Mace Head. It has the Blue |
| Bludgeon rune. You'll find it in the next dungeon anyway, and even get it in|
| a town later, so feel free to skip this too. |
| |
| As for drop item, the Divine Time Giver lets your characters attack as long |
| as you've got AP, but additional attacks cost double AP. There's no way to |
| turn it off, but there's no reason to want that. It's a great improvement to|
| the battle system and you can make good use of it with proper timing in |
| attacks. Button-mashers will often find themselves without AP, so do try to |
| master it's use. |
| |
_____________________________________________________________________________
Dungeon cleared and a background update for Rufus in the Status menu. Remember
that you can fight the Kraken again. Now is a good time to decide if you want
to restore the Chasm Wrath. I'd say don't do it yet. It's a good Seastone, but
the next dungeon has a more useful one that's rather expensive too (2000
crystals), and you can always come back for this one later if you feel the
need. Don't leave the dungeon without Ice Blessing though! Back to the world
map.
Kalstad will show up. Before going there though go back to Villnore and talk to
the first guy in town, the one who told you about Audoula. Answer "Been there"
to get a Prism Crystal. Great! Now you can go to Kalstad.
The traveling merchant is here now, and he's the only shop in the town, just
like in Coriander. Look for him in the Inn, the first house from the entrance
(ignore the path up). Lots of new stuff, so check the shopping hints below for
an idea of what to buy.
Talk to the adventurer in the Inn to learn about a volcano. This is your hint
for the next dungeon. Leave the inn and go right for another house. Check the
left side of it for 5000 OTH. Leave the house and take the path up next to it.
To the left is a boy. Talk to him twice and he'll ask for money. You can only
give 10 OTH, but can do it as much as you want. Depending on how much money
total you give him before Chapter 6, you'll get a different item:
From 100 to 290 OTH: Sun Shower (can be created in Solde, Chapter 4 onwards)
300 OTH or more: Claiomh Solais (1 can be gotten in the final dungeon)
The Sun Shower is really weak for Chapter 6, not to mention you can create as
many as you want in Solde anyway, so just talk to him 30 times to give 300 OTH
for the Claiomh Solais. The house next to him has a Burgundy Flask on the
right, and that's all in this small town.
Just go right to leave. The Sahma Desert will show up, connecting to the
eastern part of the world map, where your next destination lies.
Shopping and new skills:
The merchant still has the same items for creation, but the ones for regular
sale received an update. Light Warriors get the Frostbane, a perfect weapon
for the next dungeon, especially with the Ice Blessing sealstone you restored.
Buy this one for any Light Warrior you plan to use in the next dungeon, even
though it doesn't allow SCs.
Sorcerers finally get a weapon with Great Magic enabled: the Infinity Rod.
It's the best rod so far, so buy one for your mage. They're pretty good in the
next dungeon. Mithra, Khanon and Woltar can fill the Heat gauge in the third
position of a Soul Crush chain, just like Rufus.
Heavy Warriors and Archers don't get a weapon upgrade here. The Claymore isn't
better than the Elemental Edge, which is worse than the Kraadicator anyway.
The Composite Crossbow is strong for a bow, but has no SC and lacks an
element. The Supreme Crossbow is still much better, although Archers aren't
that great in the next dungeon compared to the others. Feel free to ignore
armor for them too.
There are Red Body runes for everyone here, and Red Head for Light and Heavy
Warriors. This opens many new, important skills, so buy everything. Full list:
Body: Very simple. Light/Heavy Warriors get the Duel Armor (Lightning+20%),
while Archers and Sorcerers get the Supreme Garb. They're quite expensive, so
feel free to ignore the Supreme Garb if you don't have enough money, as you
already have 2 Anointed Cloaks as Red Body for Archers and Sorcerers.
Head: Archers and Sorcerers get the Olive Crown (you've already got one from
the Queen Wasp), while Heavy Warriors get the Duel Helm. Light Warriors will
benefit more from the crown, since it boosts MAG and they're using an
elemental weapon, but you need the Duel Helm for the Red head rune for
Psychosoma.
Arm: Villnore's Sacred Guarder has better stats than the Duel Guarder, but
both have 15% chance of blocking and the Duel Guarder can be just bought. So
get one the Light/Heavy Warriors without the Sacred Guarder. Archers and
Sorcerers still keep the old stuff (Metal Buckler).
Leg: Archers and Sorcerers keep the Suede Boots, while Warriors keep the Vein
Greaves.
Finally, buy some Idun's Apples. The next boss might cause Frailty.
Psychosoma: Red Head + Arm + Activation + Ice. GREAT skill for Light Warriors,
especially with the Frostbane! Learn this immediately if you got Red Ice. If
not, you'll get it in the next dungeon.
Reduce Magic: Red Body + Head + Ice + Activation. Halves damage/healing from
spells. This is pretty good, but CP cost is very high.
Missile Protection: Red Head + Arm + Resistance. Good skill for a few fights,
but high CP cost.
Scramble Attack: Red Head + Leg + Slashing + Resistance. This lets you setup a
4th attack to use instead of the regular ones once per attack loop. This adds
diversity to your combos, as you can avoid using expensive attacks depending
on your AP and so on. The Scramble Attack can be used infinitely during Break
Mode. It has many uses, but they depend on the player.
Old skills everyone can get now: Heroism (unnecessary), Heat Up (decent) and
Regenerate Health (unnecessary).
-Overview:
Another small area connecting two parts of the world, similar to Kythena
Plains. Only 3 enemies here, but you do get a new Einherjar. Bug Swatter is a
good skill here.
Giant Scarabs are similar to Bullet Beetles, but very dangerous: they have a
Kamikaze attack when they get hurt that deals a ridiculous amount of damage
(around 600). Split up your party to avoid having everyone dead if
things go wrong. Attack from behind or from the sides to break a vital part
before they have a chance to explode. Consider Bug Swatter.
Desert Beasts are like the first boss, the Ballistic Rhino. Many body parts
to break and the same attacks. Just attack from behind, it's too slow to do
anything when you're there. They're beasts, so use Beast Bludgeon or equip the
Sabertooth Saber to break and kill them easily.
Red Piercing: Break the Desert Beast's horn (Aiming Wisp is a good attack to
use for that) for the Battering Ram's Horn. This isn't the same item you could
get with the Queen Wasp, but the rune works anyway.
Greenery Slayer: Last material here: Spiral Arrowhead, by breaking the Desert
Beast's arrowheads (the tip of their arms). The other materials are 2 Piercing
Imprints and 2 Nightshades (Toxic Flowers). Still not possible to create
though, you'll have to wait for the next town.
-Dungeon walkthrough:
Just go right for 3 screens and that's it. You'll find an Einherjar relic near
the exit. I recommend you get past this place first, save on the world map and
then come back to check it. The choice here is important.
A second Heavy Warrior: Zunde, Dyn or Aaron. Aaron has low HP and his other
stats are just ok, but learns good attacks soon. Dyn has better stats, but
doesn't get the good attacks until much later. Zunde is the best of both worlds
with very good stats and very good attacks. He joins with the two strongest
Heavy Warrior attacks (Dreaded Radius and Sweep Dive) and also a really good
skill that affects most bosses: Giant Killer. He's the best choice here,
period. Try your best to get him if you care, even though he is very rare.
They'll appear back in Coriander when released. Aaron gives 50000 OTH, but the
others don't give anything yet.
Just keep going right and you'll reach the eastern part of the world map and
the Surts Volcano Caverns will show up. You know what to do.
-Overview:
Elemental dungeons are good because you can just come up with a setup focused
on the opposite element and kill everything with ease. It's even better when
the previous town just happens to sell weapons of that element. Instant
breaking is good too, but doesn't work on Skeletal Soldiers and the Red Jewel.
So that's Bug Swatter, Descaling Might and Beast Bludgeon.
Light Warriors are great here with the Frostbane and the Ice Blessing
Sealstone, although the Shell isn't right at the entrance. You can also put the
Ice Blessing in a Dais to reduce the damage of the enemies. I'd rather hold it,
but keep that in mind if enemies are hurting you too much. Psychosoma, Fists of
Iron and Mental Boost are great skills. Change their weapons to the Sabertooth
Saber when fighting Fire Bats and Hellhounds.
Sorcerers, or rather Mithra, are a good idea too. Mithra should have Glacial
Blizzard at this point, letting he deal good damage from far away. And there's
the Tidal Wave Great Magic too, which you can use third in the chain, letting
you use 4 Soul Crushes. Also Might Reinforce, but you could use Tyrith (if you
have her) for that since you need Light Warriors anyway.
The only good Archers here are Rufus (high non-elemental damage) or Lylia (high
Holy damage). The others can't compare because of the elements they use. Heavy
Warriors can deal high damage as usual, especially Zunde with the Kraadicator.
I'd recommend a party of Mithra, 2 Light Warriors (Tyrith, Alicia, Sylphide are
good choices) and Zunde/Dylan. Accessories should include MAG boosting for
Light Warriors and Mithra and ATK boosting for the Heavy Warriors. Light
Warriors will benefit from ATK too, of course, especially a Great Eagle Heart.
You can also use Stun Checks for Fire protection.
Fire Bats have a mid-range attack that causes Silence. Decent damage too. This
is yet another opportunity to make good use of the Empty Shell. Other than
that they don't have anything special. Just break the wings.
Hellhounds are very deadly with their Firebreath, but breaking anything other
than the tail will kill them. Attack from the sides and never stay in front
of it, or get ready for high fire damage on everyone.
The other enemies are new versions of old foes and aren't a real threat. The
Skeletal Soldier is very easy to hit, just attack from the left to avoid his
spear, or simply from the back when possible. Do not break the spear, or it
will start using Poison Blow frequently.
From now on you'll start finding colored accessories that give elemental
damage, like weapons. However, their effect is just way too low -- you'd
better use your accessory slots for MAG boosts if you want elemental damage.
Those accessories won't be mentioned, since they're just not good in any
situation I can think of.
Blue Bludgeon: Break the Skeletal Soldier's Spear for the Busted Staff. You
can get this by talking to a person in the next town though, so feel free to
ignore it.
Red Ice: Much easier to get here. Just break the Red Jewel's crystal for the
Core Ruby. Make sure you get at least Psychosoma as soon as you can!
Go right until you see a Shell on the top right. Use the flying enemy to get
there. It's the Lifeforce Blessing, one of the best in the game. This doubles
ALL healing effects, be it items, spells, accessories or skills. This is
particularly good with Ring of Healing, First Aid, Regenerate Health and
Vegetable Seeds. All this for only 2000 crystals. You'll restore this for
sure when you reach a Dais or Spring. For now, just pick it up.
To the right of the Shell is a bag with a Dwarf Tincture and a chest with an
Union Plume. Now get down and go south for the next room. There's a lot of
magma to the right, stopping you from reaching the other side. No choice but to
go left to the first Divinity Void. Just go left until you find the first
Einherjar relic of this dungeon: an Archer.
Arcana or Sophalla. Arcana learns Heal, Sophalla learns Normalize. Their stats
are almost the same, but Sophalla has higher HP. On attacks, they're not really
good. Arcana only gets 3 elemental attacks, and Sophalla gets 2. They're pretty
much just release candidates. Feel free to take either one. They appear back in
Kalstad when released, but neither will give you anything now.
Go down now. No Dais in effect here, but there's an enemy holding a Sealstone:
Barrier Blessing. This negates all damage under 50, which isn't as good as it
sounds, but works well enough for this dungeon and the enemy holding it.
Go right for a wall. Shoot photons down to the right to warp the enemy there.
This is the one with the Sealstone, but before fighting it check the Spring to
the right and pick the Ice Blessing. Restore the Lifeforce Blessing and pick up
Sword Blessing too. There's a Dais here, but don't put anything there, or
you'll connect this area to the next and add a beneficial effect to the next
fight.
Now you should be ready to fight it. Just jump to the left and slash it. You
should be dealing over 50 damage with Ice attacks + Ice and Sword Blessing, so
this isn't any different from a regular fight. Once it's dead you can pick up
the Sealstone. It's not worth 1000 crystals, but carry it anyway (leave Sword
Blessing back at the Spring). It can help a lot on the boss.
You might want to put the Ice Blessing in the Dais to reduce the enemies
damage, but I'd keep it for now. You need to kill enemies fast here, especially
the Giant Scarab. Go right: this area is also affected by Fire Blessing and
Cotton Dust Wrath.
There's a magma pool here, but you can jump over it. You'll need to crystallize
the enemy to jump over the third one (use it as a stepping stone or just warp
yourself). Go right all the way, ignoring the path down. You'll find a pillar.
Slash it's side to break part of the support and go back to the path down we've
just ignored.
Go left. Notice the enemy way up there: warp it with photons by jumping a bit
and shooting photons on the left wall. They'll reflect and reach the enemy. Up
there is a chest with a gas trap and a Pallasch inside. Bad weapon at this
point.
Now notice the other platform to the left (the one you shot photons at). Jump
there for two more gas-trapped chests with an Overdrive and an Ice Crystal. If
you miss the jump and fall down just step on the enemy. Anyway, go right all
the way to the next room.
This room has a bridge. If you jump while crossing it, it will break and you'll
fall to the room below. If this happens, you'll have to take the path back to
the bridge and try to cross it again. Just don't jump and you'll be fine --
fight or crystallize the enemies.
However, falling here is the only way to get two items in the room below, so
that's what we're going to do. Get past the first bridge without breaking it.
On the second, pay attention to the mini-map. The bridge looks like this on the
mini-map:
That X is where you want to be to jump and break it. This won't make sense if
you're not looking at the game, but it isn't hard to understand when you do.
The platform we want to reach below is very small, so make sure you've
positioned yourself correctly.
Once you fall to the next room, open the map (R2) and check the location of the
platform you're trying to reach. Try to position yourself correctly based on
the map if needed. If all goes right you'll be in a platform with 15000 OTH and
the Spider Fighter, a strong Light Sword with innate Bug Swatter. You'll be
dealing more damage with the Frostbane, but it saves 3 CP for your Light
Warrior and it's great against the Giant Scarabs. You can get this weapon with
enemies later, but it's hard. This is a material for a good weapon in Solde, so
don't sell it anywhere else.
This room is a Divinity Void. There's another item on the ground: a Royal Glove
in a chest (careful with the explosion) to the right. Now go left and leave the
room going down. Still in a Divinity Void. Go left again and up. You'll be back
to the room before the bridge.
Keep trying until you get it right. After you've got the Spider Fighter go
right past the bridge. The dungeon is nearly over. Just go right and then up.
Second Einherjar relic here, just to the right. A Sorcerer.
Easy choice here: Psoron (Fire) or Farant (Lightning). Farant is worse than
Alm, and Psoron is either the best or second best Sorcerer, depending on if you
use a spell later or not. Make sure you get him. They will appear in Turgen
Mine if released, and both will give you an Overdrive. That's all they'll give
you.
Go left now. You'll find a Dais with the Cotton Dust Wrath. Only 200 crystals,
but don't restore it. Leave it in the Dais or just carry it to a shell. Go left
and break the support on the pillar and it will fall. If it didn't it's because
you forgot to break it on the other side, so you'll have to go all the way
back.
Anyway, jump on the pillar and go up. Save point! Go to the right first for a
Shell with the Achromatic Law, which sets all elemental resistance (and
weakness) to 0. This is only good when the enemy resists all elements, since it
removes any weaknesses. This is probably the most useful sealstone to put in a
Dais at the end of the game, but not necessary at all for now. Remember it for
the final Chapter, when 4000 crystals won't be that much. Leave it in the Shell
for now. There's a bag with a Might Potion to the right.
Go left past the save point to another Dais, with the Fire Blessing! You
certainly don't want this here, but will want to keep it for the next dungeons,
so restore it for just 600 crystals if you can. It's a good idea to leave the
Ice Blessing on this Dais for the boss fight. More details on the setup below.
Go left.
Big ice crystal here. Slash it to break it and remove the huge magma pool to
the left. Crossing the dungeon is much easier now without this magma and that
pillar. Anyway, you'll also find the final Sealstone of the dungeon in a Shell:
Iceberg Law. This is like the Brimstone Law, but for Ice. It would be a good
idea if it didn't make everything in the dungeon kill you in one attack. Yeah,
just leave it in the Shell.
The boss is in the path up that was covered by the magma, but first we need to
create a good setup for it. First some info on the boss:
The boss has two forms. The second doesn't leave any items from breaking, while
the first has only 3. One of them is a new rune and you can get two copies of
it. This new rune isn't worth the trouble however, as trying to get it makes
the battle harder. You can only fight the first form once, but can refight the
second one as much as you want, although there's no reason to because of the
lack of items. Both forms are Giants, resist Earth and are weak to Ice. The
first form is immune to fire, while the second absorbs it.
The biggest problem in the fight is that it's hard to not get hit. Fortunately
this dungeon also lets you create an immortality setup without spending
crystals.
The boss obviously attacks with fire, so the more Fire protection you have the
better. Instead of using the Ice Blessing for boosting your damage like you've
been doing through the whole dungeon, putting it in a Dais will cut the boss'
damage by a lot. With things like Alicia's Robe, Stun Checks and Flame Armor
you'll take very little fire damage... so little that you can probably nullify
it completely with the Barrier Blessing!
The boss is a joke with this setup and probably won't ever hurt you. You could
add Lifeforce Blessing for double healing in case any attack manages to hit
you, but personally I'd use the Sword Blessing instead. Good characters to use
include Mithra (ice spells + Might Reinforce), Zunde (Giant Killer, great
attacks) and Alicia (Alicia's Robe for fire protection, Mirage Pierce,
Frostbane). The fourth member can be anyone, really. You could add Alm, Rufus
or Khanon for Sap Power, making the boss even more hopeless than it already is.
Sylphide can be very damaging too with Psychosoma.
Once you finish your setup, go right to save, then go to the room. Just go
right and jump over the lava. Heal immediately if you miss the jump. Keep going
right for the boss.
__Evolver____________________________________________________________________
| |
|Evolver (first form): |
| Lv 26 6,500 HP 72,000 exp 0 OTH |
| 285 ATK 185 MAG 55 HIT 45 AVD |
| Race: Giant |
| Elements: All body parts have Fire +100%; Hands also have Ice -100%; |
| Other parts have Ice -50%, Earth +50% |
| |
| Invulnerable to status |
| Leader Item: Flare Crystal |
| Drop Item: Flamberge (100%) |
| |
| Body Parts: |
| -Head (vital): 6,500 HP, 50 RDM, 15 RST |
| -Body (vital): 6,500 HP, 50 RDM, 15 RST |
| -Legs (2, vital): 6,500 HP, 60 RDM, 15 RST |
| -Right hand: 325 HP, 50 RDM, 15 RST; Item: Flare Ore (100%) |
| -Left hand: 325 HP, 50 RDM, 15 RST; Item: Pyrotechnic Ore (100%) |
| -Arms (2): 6,500 HP, 50 RDM, 15 RST |
| -Lava hands (2): 1,300 HP, 25 RDM, 15 RST; Item: Phosphate Ore (50%) |
| |
| Attacks: |
| -(Hug): Medium range, average damage on party. Damage becomes fire |
| elemental when hands are broken. |
| -Flame Lance: Long range, fires 4 fireballs in the air, each hitting 4 |
| times for high fire elemental damage. The farther away you |
| are from Evolver, the lower the accuracy. |
| -Big Splash: Medium range, 5 hits of heavy fire elemental damage on party. |
| Only used after any hand breaks. |
| |
| _______________________________________ |
| |
|Evolver (second form): |
| Lv 26 7,200 HP 72,000 exp 10,500 OTH |
| 300 ATK 200 MAG 60 HIT 50 AVD |
| Race: Giant |
| Elements: Absorbs Fire, Ice -50%, Earth +50% |
| Invulnerable to all status |
| Leader Item: Flare Crystal |
| |
| Body Parts: |
| -Head (vital): 7,200 HP, 45 RDM, 20 RST |
| -Body (vital): 7,200 HP, 45 RDM, 20 RST |
| -Legs (2, vital): 7,200 HP, 45 RDM, 20 RST |
| -Right wrist: 7,200 HP, 45 RDM, 20 RST |
| -Left wrist: 7,200 HP, 45 RDM, 20 RST |
| -Arms (2): 7,200 HP, 135 RDM, 20 RST |
| -Hands (2): 7,200 HP, 45 RDM, 20 RST |
| |
| Attacks: |
| -Flame Lance and Big Splash, like the first form. |
| -Firebreath: Short range, average damage on 3 or less characters. Causes |
| Frailty. Dangerous. |
| -Heatwave: Targets self, small fire damage on area around it and boosts ATK|
| by 50%. |
| -Flame Shower: Medium circular range, does several hits of varying fire |
| damage on party. Total damage will be really high. The |
| farther away you are from Evolver the lower the accuracy. |
| |
|Recommended level: 16 |
| |
|Strategy: |
| These are actually two separate fights, but the second one is right after |
| the first, so you'll have to use the same setup for both. Don't bother |
| trying to get a Direct Assault. Breaking is mostly useless too. If you're |
| using the recommended setup, you probably won't take any serious damage in |
| this fight. All damage comments above are based on what it would be without |
| the proper setup. |
| |
| About the first form's hands: they start the battle covered in dry magma, |
| but once you break them (and that's really easy with only 325 HP), the hand |
| will be pure magma. This increases the damage of the hug and allows him to |
| use Big Splash, so the battle gets harder. The only purpose in breaking them|
| is getting the Phosphate Ore (Green Healing) from the lava hands, but I |
| really wouldn't try that. The boss already does high damage with them |
| intact, you can get Green Healing 4 dungeons from now anyway and the rune |
| doesn't give any great skills anytime soon. If you've got good fire |
| protection then go ahead and try. The battle will be hard to lose anyway. |
| |
| The second form is pure magma from the start, so it can use anything. After |
| it gets around 60% HP it starts using Heatwave and Flame Shower almost all |
| the time when you're in range. This means you'll probably take damage when |
| you finish your attack round, which is dangerous without preparation. |
| Consider Sap Power at this point if you're having trouble. |
| |
| The other attacks are all frontal, so you can avoid damage by attacking from|
| the sides or behind. Circle around the pillars to get behind it or to |
| recover AP when needed. It's a really simple fight if you're smart with |
| Sealstones. |
| |
| The Flamberge (drop item of the first form) is a strong Heavy Sword that |
| causes Frailty and does Fire damage. Only one attack, but Soul Crush |
| enabled. Good weapon, especially if you didn't get the Kraadicator. |
| |
_____________________________________________________________________________
Dungeon cleared, but there's still one thing to get here. Go right over the
lava pit and check the Dais for a Charm. If you want to fight the boss again,
just check a rock on the pit, to the left. Experience would be the only reason
to do that since there are no items on the second fight.
Now, Sealstones. Make sure you restore the Lifeforce Blessing if you didn't
already. It's a great Sealstone to use when the boss doesn't require a specific
setup. Fire Blessing is very helpful as well since Fire is the best element to
use, and it's not expensive at all. Forget about Achromatic Law for now, but
you might be coming back for it later. Barrier Blessing is not worth the price
at all, so don't waste your time with it.
Leave the dungeon when you're ready and Crell Monferaigne will show up in the
map. Before you go there, go back to Kalstad and talk to the new adventurer
right at the entrance and give him the Charm to get a Foolproof Talisman. If
you want you can visit Crell Monferaigne first and buy the Map of the East
Lands there to go back and forth without needing to cross the desert.
You might remember the town's layout if you've played VP1. The main street is
mostly the same. First is the tavern, with nothing interesting. Just go right
and take the stairs up.
There's an exit to the right here. Before it is a house with 2 old people
inside. Go to the left fast and talk to the woman before she moves to the back
to get a Busted Staff and a Mace Head. They're Blue Bludgeon runes. Talk to the
old man (Elder) to learn about the Crawsus Forest Ruins, the next storyline
dungeon.
Leave the house and go left for the Inn. Talk to the man here to learn about
Chateau Obsession, the next optional dungeon. Go to the next house to the left
and check the right, behind the flower vase, for a Poem. If you got the one in
Solde and Dipan, this is the third. Only one left. It's important that you read
this in Chapter 3. This is also where Lylia or Millidia appear when released.
Millidia gives 50000 OTH, but Lylia doesn't give anything yet.
Go back to the main street and continue to the right. There's a house here with
a book about Brahms, lord of the undead. Next is the armory, so check the
details on shopping below. There's some good stuff here.
Go up the stairs on the right and check the first house for an Ice Crystal.
More to the right you'll find another dog. You can feed Meat Chops to this one
too, but you'll get a crystal and a healing item instead of materials, so it's
just a waste of Meat Chops. Here are the items you get:
And that's all for Crell Monferaigne. Leave the town and two new dungeons will
show up: Chateau Obsession (optional) and Crawsus Forest Ruins. Where you go
is up to you, but I really recommend going to Chateau Obsession. If you want to
skip it, just go to section 04.3.06. If not, keep reading to the next section.
Below are shopping recommendations -- follow these whether or not you're doing
the extra dungeon.
Shopping:
Begin by buying the Map of the East Lands. This lets you access the eastern
part of the world map directly without going through Sahma Desert.
There are new healing/battle items here too. The Apothecary's Arcanum heals
1500 HP, which is way too much for now but you'll want it soon. You can get
Gems here too! They're very good for causing stats effects on the enemies, so
buy some Earth (Poison) and Holy (Silence) ones at least. There are Prism Gems
too, which are good for non-elemental damage and hitting a random body part of
one enemy. This is good for breaking some hard-to-reach parts, so try to get
some too. Don't go overboard though, as they're quite expensive: 4000 OTH.
Now, weapons. Light Warriors gets the Sinclair Saber, a really expensive and
useless weapon. The Lightning Edge is a lightning version (duh) of the
Frostbane. The boss in the optional dungeon and some enemies in the next
storyline dungeon are weak to Lightning, but don't buy it. Those are the only
new weapons for regular sale.
Armor. Anointed Crowns are great and can be used by anyone. Don't get any for
Heavy Warriors, but everyone else should use it. The Silver Mail for Light and
Heavy Warriors is great: 55 RDM, 10 RST and it's not even that expensive. It
has some weakness to Lightning and protection from Earth (20% each).
Leg. Archers, Light and Heavy Warriors have the Knight Greaves, with some RDM
and AVD. This is inferior to the Vein Greaves, but Archers can't use that.
Only new accessory is the Red Copper Mirror, with the Red Resistance rune.
Not a new rune and it's not even a good accessory. Ignore it, unless you
missed the rune before.
The Greenery Slayer is a bow. It's even easier to make than the Runeslayer,
and cheaper too. 110 ATK, -10 RST, 2 attacks, no Soul Crush, innate Weed
Whacker. You only need 2 Piercing Imprints, 2 Nightshades (Toxic Flower) and 1
Spiral Arrowhead (Desert Beast).
You'll be back here later for other items, but Mithril Wands, Frailty/Silence/
Stone Checks, Grand Sting and the Arondight aren't worth the trouble of
creating. The Grand Sting and Arondight are good weapons, but you have better
alternatives that are easier to get, and you can get both of these weapons
later without creating them anyway.
-------------------------------------------------------------------------------
04.3.05 - Sidequests, Part II [04305]
-Overview:
A short, simple dungeon without puzzles or tricky platforming, but interesting
fights and sealstones. Instant-breaking works for everything again, but Zunde
is the only way to get Giant Killer for now, and you don't have Demon Destroyer
for the Trash Demon. Things here are very vulnerable to fire though, so you can
just carry Fire Blessing and use things like Flame Shot (Phyress) and Fire
Storm (Psoron). The enemy should die in one combo anyway, and it works on
everything without any CP spent for specific enemies.
A note about the battlefield: you can attack the gate (150 HP) on the north
part of the map to open a shortcut. It's usually not necessary though as
enemies tend to be on the lower part of the map.
Trash Demons, Satyrs and Giant Skeletons aren't a serious threat. Nothing
you haven't faced before.
Icicle Plate: Now you can create this back with merchant in Kalstad if you
want. It resists Ice by 50% and has 60 RM, but has 50% weakness to fire and
can only be used by Heavy Warriors. Ice isn't a dangerous element, so only
bother with this for the RDM, really. You'll need 2 Worn Shields (Ballistic
Rhino or any lizard), 1 Hail Jewel (Skeletal Soldier) and 1 Garnet, which you
can get by breaking the Troll Chief's body. Good armor and not that hard to
get except for the Hail Jewel. Feel free to skip this if high RDM tanks aren't
your style.
-Dungeon walkthrough:
Alm or Woltar will be here if they've been released. Alm gives you 50000 OTH,
Woltar gives a Foolproof Talisman. Nothing important.
The first room has a Spring and a Shell with the Soul-Carver Wrath. This is one
of those Sealstones that sound good, but aren't worth restoring. This causes
damage as time flows, so you could just run from enemies and they'll take
damage. The damage goes down over time though. It's pretty decent in this
dungeon for stopping the Troll Chief from healing, but not much else. Pick it
up and avoid battles until you reach the Dais (next room). Pick up one from the
Spring too. Fire Blessing is most likely the best choice, but Sword Blessing is
decent as well.
Go up to the next room. There's a Dais, so leave the Soul-Carver Wrath here.
On the next room, go left all the way for a hidden chest behind the crates with
a Dwarf Tincture. Now go right and you'll find a stone with red marks and a
closed gate. Push/was the stone on top of the symbol on the floor to open the
gate and continue to the right. If you want to go back, just warp the stone
through the gate.
Another Dais here. Ignore it for now and go up. Go down the stairs to the left
and pick the Silver Scales in the chest (careful with the explosion). This is
a very good armor for the next storyline boss. That's not the best thing in
this room though. Jump up to the left to reach an Einherjar relic.
Only one character here: Seluvia, a Lightning Sorcerer. He's a pretty good
Sorcerer, especially if you missed (or released) Alm and will most likely join
with Heal, Explosion and Fire Storm. He also comes with the God Destroyer
skill, which will help a lot later in some boss fights. It's better to just use
Psoron for now, as he gets better spells sooner. Releasing Seluvia sends him to
Audoula, but he doesn't give you anything yet.
There's still a Shell up to the left. Warp the enemy up to where you got
Seluvia and then jump on it. The Shell has the Somber Light Wrath. It costs
only 100 crystals, but... it's completely useless. It stops your photons from
bouncing off walls, but why the hell would you want that? Do carry it anyway
and put it in the Dais in the previous room. At least it spreads the
Soul-Carver's effect to this area and doesn't do anything good to enemies.
Next is another closed gate. There's no stone here, but an enemy. Before you
warp one of them, warp the enemy next to the Dais down on the part with the
symbol. With both enemies on the same height, warp one on top of the symbol to
open the gate. Pass the gate, but don't go up. Warp the other one to where you
are and jump up to the right while standing on it to reach another hidden
chest with yet another explosion. This one has a Silver Buckler.
Now go up to the next room. This is the most complicated room in the dungeon,
but the hardest item to get here is completely useless. First warp the walking
enemy on the right near the gate to the left, then warp the flying enemy on the
other side of the gate. There's a Double-check behind the barrel here.
Go back by warping the WALKING enemy. Bring the flying enemy to the right, near
the gate. Get right near the gate, jump and warp the flying enemy. If you did
this right the enemy will be in the right next to the gate. Stand back from the
gate and warp the walking enemy now. Make sure he isn't below the flying enemy.
Warp the walking enemy now. Open the chest here for a Dwarf Tincture, but
there's still another treasure to get on this side. It's just a Claymore, so
feel free to ignore it.
If you do want it, wait for the flying enemy to come down, jump as high as you
can to the right and fire a photon at the flying enemy. If you did this right,
the flying enemy will be past the gate, up in the air. Now simply warp it again
and do an air jump to the right to reach the chest, with a gas trap. Is the
Claymore worth all this? No.
Finally leave this room by going up. This room has another Dais, another Spring
and a mini-boss to the right, which is the most interesting fight in the
dungeon. You need to fight it to reach the Dais. Before we fight it though go
to the next room by getting past the gate on the left.
Save point here and path up to the boss room. Don't go in yet, of course. First
go right, jump and fire 2 photons to the upper-right, next to the Shell, to
warp a stone. This Shell has the Shield Blessing Sealstone, which boosts RDM by
20% and only costs 400 crystals to restore. I really recommend you restore this
one through the Spring in the previous room. It's a good idea to save here.
Now you can just go up and fight the boss, or go back to the previous room and
fight the mini-boss. That's what I recommend: it's an easy, interesting fight
with lots of good items. So, setup for the mini-boss:
There are two enemies. One resists all elements by 20%, while the leader is
weak to Holy, resists Darkness and is neutral to everything else. So Lylia is a
good character here, but you can just stick with fire attacks anyway. Heavy
Warrior with Flamberge (or Kraadicator, Zweihander), Archer with Flame Shot,
Psoron with Fire Storm and the Fire Blessing Sealstone. What matters the most
here however are skills. The leader is Scaled and Magic, while the other is
Giant and Scaled. They have a third race too, but you can't abuse it yet.
The focus here is on Scaled, since it affects both of them. So get Descaling
Might. Zunde can help with Giant Killer too (as can any Heavy Warrior with the
Zweihander), and any Light Warrior can use the Runeslayer for Magician Slayer.
Your second Sealstone can be Lifeforce Blessing, or at least Shield Blessing.
For accessories, add Fire protection (Stun Checks), but don't go overboard. You
should be fine as long as you don't have a weakness to it. Do not equip
Alicia's Robe, you'll need RDM more than Fire protection.
Save before fighting anyway and go back to the previous room, then go right to
fight...
Now you have access to the Dais. If you don't have any offensive sealstone to
put, take the Soul-Carver Wrath from the first Dais and put it here instead. Do
use any offensive sealstone you've got though, there's no need to put any
specific one. Go back to the save point.
The setup is mostly the same for the boss, just drop Descaling Might and use
Unholy Purifier instead. Magician Slayer works too. It's a simple fight, and
this dungeon doesn't leave much room to different setups.
If you don't have a negative sealstone (like Chasm Wrath or Masochist Wrath)
restored, restore Somber Light Wrath. You'll need something that doesn't
benefit enemies in the next dungeon, and Somber Light is very cheap (and
harmless).
And that's it for this dungeon. If you want to level up faster without spending
1200 crystals on a sealstone, just fight simple enemies like Satyrs or Will-o'-
the-Wisps with the Experience Pig Law.
And now to finish this, go back to Crell Monferaigne and talk to the guy in the
who told you about the dungeon. Tell him it was a monster to get a Sage's
Arcanum.
-------------------------------------------------------------------------------
04.3.06 - Back to orb-hunting [04306]
-Overview:
Crawsus is yet another elemental dungeon, but with a difference: it has two
elements and a puzzle that adds environmental hazards both inside and outside
battle. This puzzle requires you to set sealstones everywhere, so you may end
up making enemies even harder. It's pretty hard at first or when you don't know
what you're doing.
Lightning and Earth are the elements. Just focus on protecting from Earth and
Poison, Lightning is less dangerous. Poison Checks help a little here if you
happen to have them, or you can just stock on Honeysuckle Dews. Vegetable Seeds
help a lot, too. For the Earth damage, just use any Silver armor. You can buy
it in Crell Monferaigne.
To attack, fire is the best choice at first, so you can copy the setup from
Chateau Obsession: Psoron and Phyress + Fire Blessing Sealstone. Lifeforce
Blessing helps a lot too, since enemies will deal very heavy damage at first.
And, as you might have noticed, there are LOTS of enemies here.
Most enemies here are vulnerable to instant-breaking, although many get some
resistance to it and there are a lot of races. Light Warriors can cover Magic,
Beast, Insect and Scaled with their weapons, Archers have the Greenery Slayer
for Plant and Heavy Warriors the Zweihander for Giants. That covers everything.
Just make sure the Light Warrior has Ghost Buster too for the Tear Soul (or
just kill it with fire spells), and have the Archers use elemental attacks on
the Eletrical Chip.
The battlefield sucks too. It's full of water, which slows you down. Just dash
past it, or wait for the enemies to get out of the water. Long range menu
spells are another great option.
Bolt Dragons are the same as the Wyvern in Serdberg, but since there's no pit
in the battlefield it's much less dangerous. Instant-breaking works. Do it to
the wings and it can't do anything anymore.
Vampire Bats are very frail and weak to all elements. A single combo should
kill them, but if not, watch out for Frigid Damsel. If you see you're going to
get attacked just split up the party and leave someone with Free Item behind.
This is the first place where you'll fight vampires. They can be dangerous
later but the only thing this first one really does is cast Glacial Blizzard
and summon Vampire Bats. Kill it first when it shows up, you don't want more
enemies popping up in the fight. Instant-breaking works.
Disgusting Shells are pretty much the same as the Giant Snail in Turgen Mine.
Long range poison attacks, shell protecting most of it. Instant-break it with
the Zweihander, or just use Fire attacks. Phantom Lurker is like Lady Cleo:
Holy attacks, low durability. One good combo can put an end to it, usually.
Runeslayer is great against it too.
Old bosses come back here: Primordial Ooze (Unclean Glob) and Kraken (Land
Kraken). The first is easy and vulnerable to instant-breaking, the second is
the hardest enemy in the dungeon. Just don't fight it. Fortunately both only
have the same 2 spawn spots, and the Land Kraken only appears if you have
Earth Blessing or Mudbank Law in a Dais.
Spider Fighter: Same weapon you found in the volcano and the only reason to
ever fight a Land Kraken. Just break their head. Consider Prism Gems.
Wind Glove: The only Green Arm armor for Sorcerers in the main game. It's not
really needed for anything other than that, and Green Arm is only used for
Dismantle. Feel free to skip this, unless you want to get all skills for all
classes. You'll need 2 Bat Wings (Goblins in Kythena Plains), 1 Bone Mace
(Clay Man's lower tentacles in Turgen Mine, or the upper shoulders of the
Unclean Glob here) and 1 Ghibli Scales (Bolt Dragon's wings). It's not very
hard to create, there just isn't much of a reason to.
-Dungeon walkthrough:
Quick explanation of the dungeon and the puzzle: there are three Daises here.
Each one must have a sealstone (any one) set to open the way to the boss. If
the sealstone set is related to the Lightning element, there will be lightning
in the area. Some rooms have small white pillars that work as lightning rods.
The lightning deals damage if it hits you, but nothing else. If you set an
earth sealstone though, the water in the area will be poisoned. Touching this
water will poison the active party, unless you're IMMUNE to poison. This also
affects the battlefield, where it can poison enemies too. Nothing will happen
if the sealstone isn't related to lightning or earth.
The first area is under the effects of the Lightning Blessing Sealstone.
There's a Spring too: pick up Fire Blessing and a negative Sealstone. Any one
works: Chasm Wrath is pretty good if you have it. If you don't have any
negative Sealstone to pick up, consider using something that won't benefit
enemies, like Gold Blessing, Somber Light Wrath or Fog Wrath. Go left after you
decide.
Make sure you don't attack the lightning rod. If you do you'll have to leave
the dungeon for it to come back and you'll be struck by lighting while in this
room. Step on the flying enemy (or air jump) to reach the Shell with the Earth
Blessing. This is the least useful elemental blessing sealstone, but it helps
to restore it. Pick it up. There's a chest next to it with an Apothecary's
Arcanum. Go up and then all the way left for a chest with Silver Greaves,
another Green Leg rune! This one can be used by Archers too. Go up again.
First Dais here. Restore the Earth Blessing if you can: this will let you pick
up another Sealstone at the Spring later. After that, put the negative/neutral
Sealstone you picked up here. Just go left to the next room.
There's a mini-boss here holding the Mudbank Law Sealstone. This has the Turn
to Earth effect, so load your characters with Earth protection. You might want
to ignore it now and get the armor in the next room, with 50% protection from
Earth. The Silver Mail, Silver Scales and Silver Cuirass all work great, too.
One of the enemies is a troll, so some form of causing Frailty helps a lot.
That's a Heavy Warrior with the Flamberge, or Arngrim with Wild Break. Fire
attacks are still preferred. Instant breaking won't work on the troll, but it
works on the other enemies, the Shaman Chiefs. They're Magic, so get Magician
Slayer on everyone (Light Warriors get the Runeslayer). The shamans can heal
and resurrect, so Frailty is important on them as well, but it's much more
important to cause Silence (Holy Gems). You can try to ignore the shamans and
just kill the troll (it's the leader), but that can be difficult with the
shamans blasting you with spells. Have someone with Free Item.
__Wild Troll and Shaman Chiefs_______________________________________________
| |
|Wild Troll (Leader): |
| Lv 26 65,000 HP 15,000 exp 8,400 OTH |
| 303 ATK 154 MAG 55 HIT 44 AVD |
| Races: Giant |
| Elements: Body has Lightning -100%, Holy -50%, Earth +100%, Darkness +50%; |
Weapon also has Fire -100% |
| Vulnerable to Paralysis (20%), Silence (10%), Freeze (20%), Stone (5%), |
| Faint (20%) and Frailty (100%) |
| Leader Item: Prime Elixir |
| |
| Body Parts: |
| -Head (vital): 1,950 HP, 63 RDM, 10 RST; Item: Warped Teeth (75%) |
| -Body (vital): 3,250 HP, 63 RDM, 10 RST; Item: Garnet (40%) |
| -Waist (vital): 3,900 HP, 63 RDM, 10 RST; Item: ? (40%) |
| -Legs: 1,950 HP, 63 RDM, 10 RST; Item: Elixir (20%) |
| -Arms (2): 1,300 HP, 63 RDM, 10 RST; Item: Troll Clay (15%) |
| -Weapon (armor): 1,300 HP, 50 RDM, 8 RST; Item: Polished Red Ore (40%) |
| |
| Attacks: |
| -Regenerate: Targets self, remakes lost limbs. Used immediately when legs |
| or arms are broken. |
| -(Attack): Short range, 2 hits of average damage on party. |
| -Earth Shake: Medium range, high damage on party. Needs weapon to use. |
| |
| _______________________________________ |
| |
|Shaman Chief (x2): |
| Lv 25 3,600 HP 10,000 exp 5,250 OTH |
| 285 ATK 217 MAG 52 HIT 52 AVD |
| Races: Magic |
| Elements: Head and Body have Lightning +100%, Earth -100%; |
| Mantles have Ice +10%, Lightning +70%, Earth +10%, Darkness +20%, |
| Fire -10%, Holy -20%; |
| Arms have Lightning +100%, Holy +50%, Earth -100%, Darkness -50% |
| Vulnerable to Curse (50%), Silence (50%), Poison (100%), Doom (100%), |
| Freeze (100%), Confusion (50%), Stone (100%), Faint (100%), |
| Frailty (100%) and Transfer (100%) |
| |
| Body Parts: |
| -Head (2, vital): 1,440 HP, 35 RDM, 65 RST; Item: Mask Fragment (30%) |
| -Right body (vital): 2,520 HP, 35 RDM, 65 RST; Item: Thor's Rage (40%) |
| -Left body (vital): 360 HP, 28 RDM, 52 RST; Item: Solar Jewel (40%) |
| -Front mantle (2, armor): 360 HP, 28 RDM, 52 RST; Item: Scarlet Alloy (20%)|
| -Back mantle (2, armor): 360 HP, 28 RDM, 52 RST; Item: Abyss Cloak (20%) |
| -Side mantle (2, armor): 360 HP, 28 RDM, 52 RST; Item: Cerulean Alloy (20%)|
| -Arms (2): 1,080 HP, 35 RDM, 65 RST; Item: Ray Force (30%) |
| |
| Attacks: |
| -Regenerate: Targets self, remakes mantle. Only used after all mantle parts|
| are broken. |
| -Disintegrate: Medium range, 1 hit of average damage on party. |
| -Terror Voice: Medium circular range, 1 hit of low damage on party. Causes |
| Confusion. Not really dangerous, just annoying. |
| -Explosion: Medium circular range, Fire spell on party. High damage. |
| -Spiritual Thorn: Medium range. Causes Doom (instant death) on one ally. |
| -Heal: Long range, heals 80% of one enemy's HP. Used more often when an |
| enemy is low on health, but may even be used at full health. |
| -Invoke Feather: Revives one enemy. Used pretty often whenever there's a |
| dead ally. |
| |
|Recommended level: 20 |
| |
|Strategy: |
| The troll isn't any different from the others. Just stay behind it and |
| you're safe. It should go down quickly if the shamans don't interfere. |
| |
| The Shaman Chiefs are really the dangerous part of the fight, just look at |
| their attacks and all that armor. They've only got one head, but it has a |
| left and right part to hit. Breaking either kills it. |
| |
| What matters here is stopping their healing, at the very least. If you just |
| want to kill the troll, then causing Frailty on it is enough. The shamans |
| are stupid and will keep trying to heal it when it gets low on health, but |
| they'll still attack, and things can get ugly with two of them. Killing them|
| is tricky because of Invoke Feather, so either try to get critical hits on |
| their vitals for instant-breaking or cause Silence somehow. Holy Gems are |
| the best choice. If you've them silenced, either don't kill them or kill |
| just one. |
| |
| As for breaking, only one good item here: Abyss Cloak, with a new rune: Red |
| Darkness. You can learn Overload (Red Head + Ice + Darkness + Activation) |
| now. Dangerous skill, don't use it unless you know what you're doing. |
| |
| The Mask Fragment does the same as the Shell Shade: chance of negating |
| offensive spells. It's easier to get the Shell Shade back in Ancient Forest.|
| |
_____________________________________________________________________________
With the Polished Red Ore (the troll's weapon) you can now create Elfin
Taffetas in Solde. 1 Polished Red Ore, 1 Orientation Scales (Bolt Dragon, break
the head) and 2 Monster Scales (Lizard Lord's tail or legs in Turgen Mine and
Audoula). This is a Green Body armor for Archers and Sorcerers with 55 RDM and
protection from Ice and Lightning. Good stuff, but don't go out of your way for
this. Just get it if you happen to collect the materials.
Pick up the Mudbank Law and the Foolproof Trinket on the bag to the left, then
go south. The crawling enemy here is either the Unclean Glob or the Land
Kraken. This is the best place to fight them. You can't fight the Land Kraken
yet because no earth-related Sealstone has been set, but keep this place in
mind for when that happens if you want to fight it.
Go right for a Lightningproof Trinket (gas trap). Go left and use the walking
enemy in the water as a stepping stone to reach the Apothecary's Arcanum and
Mirage Robe (explosion trap), the first Green Body rune! This one is for
Sorcerers and Archers only and is VERY valuable. Never, ever sell this. It
gives 50% protection from Earth and 100% from Transfer. Equip it immediately.
Anyway, very important skills now:
Archers can learn Toughness with Green Body + Leg + Fire. This skill doubles
the character's HP in battle. It's probably the most useful skill in the game
for general use, and it only costs 5 CP. They can also learn Observation with
Green Body + Fire + Strengthening. This would be pretty good for boss battles
if it didn't cost 5 CP. Finally, there's Victorious Vitality for Archers and
Sorcerers with Green Body + Earth + Healing. This fully heals the character
after battle and it's very expensive too. Don't bother.
More to the left is the first Einherjar relic: a Light Warrior. Important
choice here, so you may want to save before checking it.
Rasheeka, Circe or Fraudir. Poor Rasheeka is just average, with low damage.
Fraudir is pretty much a great Celes substitute, getting 12 hits early as well.
Her damage isn't very special, though. Circe has the advantage of starting with
great equipment and an elemental attack: Energy Steal (Darkness). She's also
the only Light Warrior to get the two elemental attacks of the class, making
her the best overall for elemental damage. She's well-rounded on everything
else, except hits... Fraudir's specialty. So, pretty much pick Fraudir for
combos if you got Tyrith (or if you want to use her with Celes for 24 easy
hits), otherwise pick Circe.
They appear back in Kalstad when released. Circe gives you the Kraadmail, a
unique Green Body armor with good RDM, but I wouldn't release her for that.
You'll get better stuff soon. Rasheeka gives a Sage's Arcanum and Fraudir
doesn't give anything yet.
Go south again. There's an Elixir on a bag to the right, and a Silver Mail on
the left (gas trap). More Earth protection! The second Dais is here: put the
Mudbank Law and the water will become poisonous. Equip those Vegetable Seeds!
Since the third Dais already has the Lightning Blessing Sealstone, the puzzle
is solved. This is one of the best setups to use here: everything is attacking
with Earth, weak to Lightning, Earth attacks are halved and you've got lots of
Earth protection. Great, the dungeon is really easy now. Go back to the Spring
on the entrance and pick any benefetial Sealstone you want to. Lifeforce
Blessing, Sword Blessing and so on. Whatever you prefer.
Now go left twice for a cutscene. There's a save point here. Now you can go
left for the boss, or down to explore the rest of the dungeon. Let's go down
first.
There's a chest in the water to the right with an Earthproof Trinket (and a
gas trap). To the left are two paths. First go beneath the platform for a
Silver Helm in the next room, then come back, climb on the enemy and jump on
the platform. Go left.
There's a bag near the wall on the right with a Dwarf Tincture. Go left past
the water for the second Einherjar relic: A Heavy Warrior this time.
Adonis or Falx. Hard choice. Adonis has great stats and will reach the max
multipliers, but he only does so very late in the game (level 48, which should
be in Chapter 6). Falx is better at first, but not a good character overall and
keeps falling behind the further in the game you get. I'd recommend not getting
either now and coming back in Chapter 6 to get Adonis. Then you've got a second
Zunde.
If you do get and release them though, Adonis will give a Warrior's Wit. Falx
doesn't give anything yet. Both appear back in Villnore.
Go back to the right and then go south. Last room of the dungeon! Third Dais is
here, with the Lightning Blessing. Leave it here and go all the way right for a
Holy Gem in a bag.
There's another mini-boss to the right, holding the Thundercloud Law. This
gives him the Turn to Lightning effect. Other than that the battle is the same,
just don't use Lightning attacks/weapons. You don't even need to fight it, but
feel free to if you want. There's a chest with an Union Plume behind it.
Careful with the arrow trap.
Go back to the save point. It's time to fight the boss. The boss has poison and
Earth attacks, but only the poison can be dangerous since you're just so
well-protected from Earth. For offense, Heavy Warriors with Giant Killer and
Descaling Might can deal some serious damage. That's all, really. It's easier
than the dungeon was at first.
__Hydra______________________________________________________________________
| |
| Lv 29 11,000 HP 160,000 exp 12,600 OTH |
| 348 ATK 212 MAG 64 HIT 30 AVD |
| Races: Giant, Scaled |
| Elements: Absorbs Earth, Lightning +50%, Darkness +50%, Ice -50% |
| Vulnerable to Freeze (50%) and Faint (20%) |
| Leader Item: Fairy Tincture |
| Recommended level: 20 |
| |
|Body Parts: |
| -Middle head (vital): 55,000 HP, 60 RDM, 56 RST; Item: ? (75%) |
| -Front right head: 550 HP, 48 RDM, 56 RST; Item: Blackbreath Core (60%) |
| -Front left head: 550 HP, 48 RDM, 56 RST; Item: Poisonbreath Core (60%) |
| -Back right head: 550 HP, 48 RDM, 56 RST; Item: ? (60%) |
| -Back left head: 550 HP, 48 RDM, 56 RST; Item: Dragon Scales (60%) |
| -Frontal body (vital): 7,700 HP, 60 RDM, 56 RST; Item: Verdigris Scales(80%)|
| -Back body (vital): 6,600 HP, 60 RDM, 56 RST; Item: Dragon Sapphire (80%) |
| -Tail: 3,300 HP, 48 RDM, 56 RST; Item: Metabolizer (70%) |
| |
|Attacks: |
| -Renegerate: Targets self, restores one head. Only used if a head was |
| broken. |
| -Poison Breath: Very long and wide range, average damage and poison on pary.|
| -Dark Breath: Long range, 1 hit of decent damage on party. Earth elemental. |
| -Eternal Pain: Circular range, used when low on health. Average damage to |
| party, causes Frailty. Very dangerous, but fight will be |
| nearly over when this is used. Just attack, don't bother |
| curing it. |
| -(Head combo): Short range. Attacks party with all heads, damage depends on |
| number of heads. |
| |
|Strategy: |
| Absurd amount of experience! Use your Double-Check (found on Chateau |
| Obsession) here. |
| |
| Anyway, tricky battlefield here. The water won't be poisoned and the Hydra |
| can't leave it. Do not enter the water, you'll move very slowly. The dungeon|
| setup will really decrease the Hydra's damage, so it shouldn't be too hard. |
| The damage is only average, and you can dash to some corner where the Hydra |
| can't reach you. Poison Breath is the only attack that's hard to dodge as |
| long as you stay out of the water. |
| |
| One thing about the Hydra though: it's too heavy to be launched (and the |
| water doesn't help either), so don't bother trying to get crystals or do |
| ground-bounces. Ground combos for purple gems are fine, though. |
| |
| Useful items here: the Metabolizer from the tail is one of the most useful |
| healing accessories. It heals half of the damage you take when you're |
| attacked, kind of like First Aid. It's better though, because it activates |
| per hit, not per attack, so you get healed during the attack and it's easier|
| to survive it. If you use this with First Aid and the Lifeforce Blessing |
| Sealstone it's very likely that you'll actually get healed when you get |
| attacked. It's easier to get it with regular enemies in the next dungeon, |
| but it's easy to break the tail too. Just attack from behind. |
| |
| Two new Green runes here, from breaking the back right head (Green Darkness)|
| and the Verdigris Scales (Green Activation). The frontal body is a pain to |
| break: it puts you in front of the boss and you'll take damage there, |
| although the recommended setups can take care of that. Green Activation is |
| needed for Dragon Slayer, and Green Darkness is needed for Dismantle. Only |
| one rune left for that one. |
| |
_____________________________________________________________________________
Dungeon cleared. Consider restoring Lightning Blessing. If you can't now just
keep it in mind for later. Lightning is an ok element most of the time but it's
very useful at the end of the game. Go back to the world map and the next
dungeon, Dragonscrypt, will show up. There's some new stuff to buy in Crell
Monferaigne first though, so go back there.
Light Warriors get another Ice elemental sword: the Icicle Sword. This one
sucks though, and there's no reason to buy it. You'll do more damage with the
Runeslayer.
But Heavy Warriors do get a good weapon. The Hrunting has high ATK with 3
attacks, but no SC. It's not better than the Zweihander (and certainly not the
Kraadicator), but a good substitute if you don't want to bother creating it.
It's a material for the Sun Shower in Solde later as well.
Re-stock on items too, you'll need them for the next 2 dungeons.
-Overview:
Really short dungeon. Other than a few items and a new character there's
nothing really interesting here. Just use instant-breaking again, or fire
elemental attacks. Be careful not to waste your items here. You'll need them
for the next dungeon. Since dodging attacks here is easy, just dash to a corner
and heal with spells when needed.
Green Coral has short frontal range too, so the same strategy works. Be
careful of status effects (like Paralysis) though.
Metabolizer: Runeless accessory, same as the one dropped by the Hydra. Break
the Green Coral's stalk to get it (the little thing connecting the flower to
the body). Just use overhead attacks and you should hit it after breaking the
flower. It's a good idea to get enough Metabolizers for everyone, as they're
easier to get than the Ring of Healing and have the same effect. You could
always get it with the Hydra too, if you find it easier.
-Dungeon walkthrough:
Nothing on the first screen, so just go right to the next one. Some tricky
jumps here. Look on the map and use the first flying enemy to get to the
platforms in the air, to the left. The second one has a chest with a Magic
Bangle! This boosts MAG by 30% and stacks with anything! Give it to an Archer,
Sorcerer or Light Warrior, depending on your party setup.
Now keep going right. Before the next room you'll see another flying enemy and
a crawling one. Kill both to make things easier. Some complex warps here:
Go to the next room. This one is simple too, just go right until you can climb
up or fall down. Go down for an Einherjar relic: the last Archer.
Atrasia or Lydia. Atrasia is great: she will probably join with Dampen Magic
and learns Flame Shot pretty soon, at level 24 (Lydia does at 46). She joins
with the other 2 fire attacks too. The only thing stopping her from being
Phyress' rival is her low INT, but she's still a great archer and should be
your choice here. Lydia has worse attacks and spells, so she doesn't really
offer anything that Atrasia doesn't. They'll be back in Crell Monferaigne when
released, but neither gives you anything yet.
Now go back to where you can go up and down. Go all the way to the right for a
chest with an explosion trap and 20000 OTH. Just climb up after this and go
right for the final room.
Keep going right. There's a bag hidden in a small part where the floor is
lower, near where you have to jump. It has an Apothecary's Arcanum. Jump right
and go on up. On the top there's a flying enemy - use it to reach the platform
and open the final chest, with a gas trap and a Double-check.
That's all for Dragonscrypt. Just go right and you'll go directly to the next
dungeon.
--- Palace of the Venerated Dragon ---
-Items: Sunlight Stone, Eclipse Stone, Apothecary's Arcanum x2, Tome of
Anarchy, Union Plume x3, Nectar Potion, Fairy Tincture x3, Charge
Break, Dragonlore, Halo Stone, 70000 OTH (total), Spell Potion, Flare
Baselard, Valor Greaves, Painted Cloud Stone, Valor Gauntlet, Might
Potion, Tome of Alchemy, Crystal Garb x2, Guard Potion, Dark Moon
Stone, Power Bangle, Crimson Flame Stone, Elixir, Soft Stone, Dragon
Armor, Sun and Moon Stone, Golden Egg, Ouroboros Symbol, Expert's
Experience x2
-Einherjar: Sorcerer [ Masato (10%) or Xehnon (90%) ]
Heavy Warrior [ Ehlen (30%), Gerald (20%) or Guilm (50%) ]
Light Warrior [ Crescent (60%) or Lwyn (40%) ]
-Sealstones: Experience Friend Law, Wrath of Forcefulness, Wrath of Bread
Alone, Stone Hurler Wrath, Powerless Cap Wrath
-Enemies: Iron Golem (no race), Gigantic Claws (Giant), Necromancer (Magic),
Dryad (Magic), Green Jewel (Magic), Phantom Guardian (Ghost, Unholy),
Spectral Knight (no race), Dragon Bat (Giant, Scaled, Dragon)
-Mini-boss: Muscular Stalker (Giant)
-Re-fightable Boss: Dragon Zombie
-Overview:
This dungeon is huge and harder than anything so far. Enemies hit hard and,
although you can hold Sealstones just fine, there's no easy way to use them on
Daises.
There's also lots of enemies and items here. The dungeon has two types of
areas: day and night. Battles in the day areas are harder because the
battlefield is really small and the enemies can be annoying. It's nothing you
can't beat without preparation, though.
Many of the enemies are immune to instant-breaking, but not all. A full
critical-based setup isn't the best choice because of that, so focus on ATK or
MAG. Best element is Fire. No enemy is actually weak to it but it's still the
strongest element, and you'll get a really good fire weapon for Light Warriors
here. Have a Sorcerer around with Lightning spells, and an Archer with the
Supreme Crossbow.
Dryads absorb Holy and don't have any weakness, but they can be broken
instantly. Silence (Holy Gems) works too, and it's a good idea to prevent
their Prismatic Missile and Heal spells. Prismatic Missile is extremely
dangerous and can end a battle instantly by dealing high damage and causing
status changes. The Runeslayer kills them very easily.
Dragon Bats, Gigantic Claws and Spectral Knights are like the old enemies they
look like, so the same strategies apply. The only thing worth of noting is the
Spectral Knight's armor (not the body, a plate covering their chest), with
100% protection to all elements. This makes Sorcerers completely useless
against them and you must attack from the front to get rid of it. It would be
better to just attack from the back and forget about it -- your other
characters can still damage them anyway (Archers will have their damage
reduced a lot too, though).
Necromancers are a serious threat when in large groups, since they can
resurrect and heal each other. Try to just go for the leader in those cases.
They're vulnerable to breaking, so at least they're easy to kill. You could
Silence them too. If you've got the battle under control you can make use of
their resurrections to farm items as well, but watch out for their spells.
Warning and Red Jewels attacked with fire, Green Jewels attack with Earth.
Normally this would be less dangerous (fire is stronger), but if you're
fighting them on the day areas, you probably won't have enough room to dodge
their attacks. Fortunately Earth protection is easy to get. Just keep the ones
who can't equip Silver armor away from the fight. Sorcerers can attack with
menu spells, or use support ones. A Heavy Warrior under Might Reinforce is
good enough to kill them. Consider Reduce Magic too if the damage is still too
high, but that's unlikely.
Phantom Guardians are Ghosts, can cause curse and use Darkness attacks.
They're vulnerable to breaking, but you shouldn't need that with Holy attacks.
Your Archer will probably kill them alone in one attack round without Ghost
Buster if you're using the Supreme Crossbow.
Serstine-lock-gun: Bow with 110 ATK, 2 attacks and SC enabled. Break the
Gigantic Claws' head for this, but it has low drop rate (15%). It's a Greenery
Slayer that trades the innate Weed Whacker for Soul Crushes, so just ignore it
if you don't like SCs.
Nectar Potions: Immunity to status effects for a long time. Just Direct
Assault the Gigantic Claws. Very easy to get and a great item to have as well.
You can buy this later though.
Guard and Spell Potions: Battle items, cast Guard/Spell Reinforce. Direct
Assault the Iron Golem for Guard and the Necromancer for Spell. You can buy
these later too but they're great to collect now.
Adamantite: Runeless accessory, boosts ATK by x1.5 when the user's HP is full.
Just break the Iron Golem's shields to get it, but drop rate is low. Can be
gotten from several enemies later as well. This is great for making battles
quicker.
Green Piercing: Break the Spectral Knight's spear for the Busted Spear. Now
you're one rune away from Dragon Slayer. This is also used for Triple Edge and
God Destroyer later.
Red Holy: Break the Spectral Knight's arms for a Copper Signet. Now you're one
rune away from Giant Killer. That's all you need Red Holy for.
Fairy Garb: Very good armor for women. You can get 1 Flamebreath Core here
from the Dragon Bat's body, and 1 Scarlet Alloy from the Necromancer's front
mantle.
-Dungeon walkthrough:
Go right for two rooms, ignoring the path up. Pick the Sunlight Stone on the
chest to the right of the third room. This is not a usable item or equipment,
but part of the dungeon's puzzle. You'll get different stones and use them to
warp around. Go back to the room you ignored to find a save point and a statue.
Save, then check the statue to use the Sunlight Stone. You'll be warped and
find a chest with the Eclipse Stone. This is the one you use to go back to the
entrance/save point. Go down, then left for a Tome of Anarchy. Now go right to
the next room.
There's a chest on the right with another Apothecary's Arcanum and another in
the platform in the middle with a gas trap and a Nectar Potion. This blocks
status effects for a long time. You can get more by Direct Assaulting Gigantic
Claws.
Now warp the flying enemy to reach the top. On the right is a Dais with the
first sealstone of the dungeon: Experience Friend Law. This is pretty good,
letting inactive party members gain experience without fighting. They'll get
1/6 of the total, which is a lot considering active party members get 1/4.
Still, not worth 4000 crystals. You'll probably want to carry it for now, but
remember that having low level characters you don't use is good to learn skills
faster.
Cross over to the left. Step on a statue on the second "floor" to get to the
third, where you'll find a chest with an explosion trap and an Union Plume.
This is a puzzle room, where you must break statues from behind without another
statue seeing you. If you fail, you'll be warped to a poisonous room. There's
some good things in the poison room, so slash a statue from the front to go
there and come back for the puzzle later.
The poison room has treasure chests and an Einherjar relic. The chests,
scattered through the room (nothing hidden), have: Fairy Tincture, Charge Break
and Dragonlore. They're all trapped with gas. The Dragonlore is a very good rod
with 80 MAG, 4 RDM and 10 RST, but no Great Magic. Use it anyway, extra MAG is
good. The Einherjar relic is on the upper right: a Sorcerer.
The puzzle is simple. First go to the second floor and slash the leftmost
statue from behind for a chest with the Halo Stone. Slash the next two to the
right for bag with 30000 OTH and that's all.
Go back to the statue and use the Halo Stone to get to a new area... with a
Spring! Fire Blessing helps a lot here, as does Sword Blessing and Lifeforce
Blessing. Go left.
One is actually in this room, in a shell in the upper left. Use the flying
enemy to get there. Wrath of Forcefulness is cheap (500 crystals) and TRIPLES
ATK, but each attack has a 20% chance of breaking your weapon. A broken weapon
is gone FOREVER. This Sealstone still has uses, but don't even think about
carrying this in normal fights or setting it in a Dais. Just leave it here.
Use the flying enemy to get to the two sets of broken stairs on the right. The
upper one has a Spell Potion and Flare Baselard (gas trap). This is a VERY good
Light Sword, with Fire element, 3 attacks, Soul Crush, 65 ATK and 50 MAG. With
Psychosoma that's like 115 ATK... better actually, since you'll use MAG twice
because it's an elemental attack. A great weapon indeed, equip this immediately
even if you've got the Runeslayer (still use the Runeslayer against Magics
though).
The lower set of stairs has 25000 OTH and Valor Greaves, a Green Leg rune for
Heavy and Light Warriors. Same RDM as the Vein Greaves without the Earth and
Poison protection. Good only if you didn't get the Vein Greaves. Go left to the
next room.
Ignore the path down and keep going left. You'll find an enemy with a
Sealstone: Wrath of Bread Alone. This lets the holder absorb HP when
attacking, but the battle menu is disabled. This has no disadvantage to enemies
and letting them heal can be quite annoying, but isn't that good to you. I'd
just ignore this enemy. The Sealstone costs 1200 crystals... not worth it.
Go more to the left for another Einherjar relic: the final Heavy Warrior.
Ehlen, Guilm or Gerald. Gerald is the best choice here. He joins with the
Dragon Slayer skill and learns Sweep Dive soon (level 24, might even have it
already). Guilm has the highest HP in the game and joins with Toughness, making
him a pretty good choice too. Ehlen is the weakest and actually a bad
character, with low multipliers for the whole game. Guilm and Ehlen take a
really long time to learn Sweep Dive, so their damage will be much lower than
Gerald's. Guilm does join with a second Flamberge though, if you like the
weapon for some reason.
They will appear back in the Ancient Forest when released. Ehlen gives 50000
OTH, but the others don't give anything yet.
Now go back to the path down you ignored. Another Sealstone in a Shell to the
left here: Stone Hurler Wrath. This one is great: it doubles the damage of
all projectile attacks (arrows, or anything that's thrown), but slows the
holder down. A team of Archers is lethal with this and it's the only one that
gives a disadvantage to enemies when set in a Dais. So you can either keep it
or put it in a Dais (coming soon) to solve the puzzle and slow the enemies. It
costs 2500 crystals, which is a fair price. Don't restore it yet though.
Light Warriors are also incredibly lethal with this Sealstone when using the
Energy Steal, Sneaky Throw, Shadow Snap or Magic Lock attacks. Energy Steal is
particularly impressive since it heals the user. Give it a try with Circe if
you've got her!
Go right for the Dais. Leave Wrath of Bread Alone, Stone Hurler Wrath or Wrath
of Forcefulness here to solve the puzzle and open the door. I recommend Stone
Hurler Wrath or Wrath of Bread Alone.
This looks like everything in the room, but there's actually a bag in the
ceiling. Use both flying enemies to get there. Not hard, but kill them first
to avoid ambushes if you make a mistake. The bag has 15000 OTH.
Go back to the blocked door and the path will open. Go up for another save
point. To the left is the mini-boss: the Muscular Stalker. There's always more
than one (up to 3) and there might be other enemies in the fight as well.
There's not much need for preparation here. The mini-bosses are Giants
vulnerable to instant-breaking, so you can destroy them very easily. Remember
the Zweihander for your Heavy Warriors, or use the skill itself with Zunde. Any
element you use is fine, too.
This fight is sort of random. There's always a Muscular Stalker, but the other
enemies and the formation varies. Nothing special here though, it's the same as
fighting the Berserker back in Chateau Obsession. All you'll want to do here is
break it's left body side (just attack from the left, of course) for the Bloody
Patch.
This runeless accessory has a 40% drop rate and give a x1.5 damage boost in
exchange for 5% HP every hit. This is great for making battles faster! Get at
least one. Run from the battle if you need to. You don't really need more than
one, so just settle for that. You may also want the Busted Sword to create the
Moonfalx later. You'll need 2, and you need to break any of the upper arms to
get it.
After the fight pick up the Painted Cloud Stone in the chest. Now go back to
the room with the save point and go right. You can't reach the top of this
room, but can open the chests on the lower part: Fairy Tincture, Union Plume
and Apothecary's Arcanum. Go back to the statue and use the Painted Cloud Stone
to get to the new area.
Go down. There's a statue here. If it touches you, you'll go to the poison room
again. Just come back here if that happens. Begin by going right, where you'll
find 3 chests and a Shell. The chests have another Fairy Tincture, a Valor
Gauntlet (for non-Sorcerers, 25 RDM) and a Might Potion. Opening the second
chest will make 2 enemies appear, but they're easy to avoid and the gauntlet is
good.
The Shell has the Powerless Cap Wrath sealstone. This lets you glide by jumping
and holding up and will be necessary to get an item and an Einherjar here.
However, you cannot get items from breaking or open chests/bags while holding
it. Pretty huge drawback, so leave it in the Shell for now.
Go back left two rooms (remember the walking statue). This one has two walking
statues. Jump over them and go left for a chest with an explosion trap and a
Tome of Alchemy. Go up (two more statues here) and then left for a chest in the
next room. There's an arrow trap and a Crystal Garb here, a 50 RDM armor for
Sorcerers and Archers. Now go all the way to the right for a Dais. There's not
much point in leaving anything here since this area doesn't connect to any
others and you've done everything here already.
Anyway, get to the ceiling again (from the right this time) for another bag.
This one has a Guard Potion. To the right is a chest with the Dark Moon Stone.
Go back to the Shell with the Powerless Cap Wrath and pick it up, then use the
Dark Moon Stone in the statue.
Go left. You'll have to be quick here. Ignore the mini-boss for now and just
crystallize the enemy. Jump on it and glide (hold up while jumping with
Powerless Cap Wrath) all the way to the left. There's a chest, but you can't
open it while holding the Sealstone. Stand close to the chest and warp the
enemy. Now you have to go down, leave the Sealstone in the Dais and warp the
enemy up there before it comes down after you. It's not hard, you just have to
be quick. If you mess up you'll have to go on until you find a statue and come
back.
The chest up there has a Power Bangle (and gas trap). This boosts ATK by 30%
and stacks with anything! Equip it on a Heavy or Light Warrior. The mini-boss
(same as before) protects a chest with the Crimson Flame Stone. Now pick up the
Powerless Cap Wrath again.
Now go left for a Divinity Void. Keep going left to the next room, with 2
chests: Union Plume and Elixir. Eh, nothing important. Come back and go down,
then left. Two chest. One has gas, the other spawns one enemy. They contain
another Crystal Garb and a Soft Stone. This heals Frailty and can be used
unlimited times. Very good to have.
Now go right. This is the top of the one you couldn't get to before. Use the
Powerless Cap Wrath to glide to the right and find the final Light Warrior
Einherjar relic.
Crescent or Lwyn. Easiest choice for a Light Warrior: Lwyn wins. Crescent has
low multipliers, few hits, no elemental attacks and the same random stat-growth
as Jessica. Lwyn isn't really special, also suffering from low multipliers, but
she's just better than Crescent on everything. Her AGL is quite high, too.
Only one Einherjar left! Now just go down and return to the statue. Use the
Dark Moon Stone again to try to get the Power Bangle if you didn't manage to.
Before you use the Crimson Flame Stone, pick up any negative Sealstones you'd
like to use in the Spring. Lightning Blessing (boss uses earth attacks) and
Chasm Wrath are good. Don't put Stone Hurler Wrath! There's not much else,
unfortunately. Don't forget to leave the Powerless Cap Wrath somewhere first.
The Shell where you got it is a good place to do so.
Use the Crimson Flame Stone to get to a room with a Dais and a save point.
Leave your negative Sealstone here (and pick up a good one in the Spring after
that) and save the game. The boss is in the next room. Preparations:
The boss here is weak to fire and holy, and attacks with Earth. Use Silver
armor again, and avoid Darkness, Earth and Ice attacks. Archers dominate the
fight: Phyress/Atrasia use the fire attacks and Lylia can use Holy and Fire.
Light Warriors can help a lot with the Flare Baselard too, as can a Sorcerer
(Xehnon or Psoron) with Fire Storm. For critical skills, the boss is a giant
unholy dragon. Everyone has access to Unholy and Heavy Warriors have access to
Giant and Dragon through weapons. As you can see, dealing damage will be easy.
Don't forget Fire Blessing.
__Dragon Zombie______________________________________________________________
| |
| Lv 35 18,500 HP 220,000 exp 21,000 OTH |
| 495 ATK 362 MAG 82 HIT 44 AVD |
| Races: Giant, Dragon, Unholy |
| Elements: Core has Fire and Holy -100%, Earth +50%, Ice and Darkness +100%; |
| Rest has Fire and Holy -50%, Ice and Darkness +50%, Earth +100% |
| Vulnerable to Silence (60%), Freeze (60%) and Stone (60%) |
| Leader Item: Earth Crystal |
| Recommended level: 25 |
| |
| Body Parts: |
| -Head: 5,550 HP, 57 RDM, 39 RST; Item: Dragon Skull (40%) |
| -Neck: 3,700 HP, 86 RDM, 31 RST; Item: Dragon Rib (60%) |
| -Core (vital): 1,850 HP, 29 RDM, 20 RST; Item: ? (80%) |
| -Body (vital): 14,800 HP, 57 RDM, 39 RST; Item: Rotted Scales (75%) |
| -Tail: 9,250 HP, 57 RDM, 39 RST; Item: Rotted Scales (40%) |
| -Front legs (2): 3,700 HP, 57 RDM, 39 RST; Item: Obsidian Claw (45%) |
| -Back legs (2): 3,700 HP, 57 RDM, 39 RST; Item: ? (50%) |
| -Wings (2): 5,550 HP, 57 RDM, 39 RST; Item: Spectral Wing (55%) |
| |
|Attacks: |
| -Dark Displacement: Long range, Darkness attack, high damage. Causes Poison.|
| -Disconfort: Wide, but short frontal range. Average damage. |
| -Insanity Eye: Medium frontal range. High damage, causes Confusion. |
| -Foul Stench: Medium circular range. Average Earth damage, causes Frailty. |
| -Maleficent Harm (Great Magic): Huge circular range. High earth elemental |
| magic damage on all characters. Used when |
| below 50% HP. |
| |
|Strategy: |
| First, about the dragon's body. To reach the core you must first break the |
| neck, so don't think it's low HP means a short fight. If you want to focus |
| on a vital part, focus on the body. |
| |
| Before you decide to attack the dragon, notice the symbol on the floor. It |
| points to three spots on the wall, which you can target. Behind those walls |
| are orbs powering up the dragon, increasing all of his stats. Each orb you |
| destroy will weaken him a lot, making the fight easier. It is recommended |
| you do not attack the dragon at all until you break the three orbs, or |
| you'll have trouble dealing damage and will get hurt a lot. The walls have |
| 500 HP, the orbs have 1000. The orb behind the Dragon Zombie is exposed (no |
| wall hiding it). |
| |
| Once that's done just do the usual: get behind and attack. The boss can |
| still attack when you're there and it turns around really fast, so if you |
| need to charge AP try dashing away first and do so from as far away as you |
| can. Watch out for Cloudy Harm when it gets low on HP. It's strong, but not |
| really that dangerous with Lightning Blessing in the Dais. Still, you |
| probably won't be able to avoid it, so keep your HP up. Remember, Great |
| Magic hits all targets, even if they're not in range. |
| |
| There are only two items of interest here. First are the Rotted Scales, |
| which gives 40% protection from Poison, Paralysis, Faint, Confusion, |
| Silence, Freeze and Stone. That's all very good, but the best part is that |
| it's the first Green Weakness rune. Breaking the tail is easy (and |
| recommended), so there's a fair chance that you might get it. With this you|
| can finally learn Dragon Slayer (Green Piercing + Weakness + Lightning + |
| Activation). |
| |
| The second great item is the Dragon Rib. It's kind of like the Brilliant |
| Peacemaker, increasing your stats in battle the lower your HP gets, but |
| better because it also gives +10% ATK (this stacks). The high drop rate |
| makes this easier to get than the Peacemaker too, but it might be too hard |
| now. Keep it in mind for later. To break the neck, just attack from the |
| front and break the head first. |
| |
| If you're getting the Dragon Rib you might as well try to get the Dragon |
| Skull. This accessory doubles the damage of critical hits, but the user will|
| take the damage as well if the attack doesn't kill the enemy. A very extreme|
| accessory, it's not really that useful in practice but good for 1-hit kill |
| setups. |
| |
_____________________________________________________________________________
Three chests here, with the Dragon Armor (Green Body for Light and Heavy
Warriors. Toughness for them!), Sun and Moon Stone and a Golden Egg. Great
stuff. Check the glowing orb on the left to fight the boss again if you want.
Go back and save.
Also, a warning: you'll need Powerless Cap Wrath to get an item in a later
dungeon. That's all you'll need it for, but remember to restore it if you want
to get all items. Stone Hurler Wrath and Wrath of Forcefulness are also great
choices for restoring, but depend on your personal play style.
Now you can go back to the statue and use the Sun and Moon Stone, but there are
some things you might want to do before that. Check the next section (04.3.07)
for that. If you just want to move on, keep reading this.
Go left after using the stone and see the scene. Don't worry about any
equipment on the two characters, they're still in your inventory, with some
extras. Check the next section for details on that.
Anyway, open the chests here to get the Ouroboros Symbol (Red Training!) and 2
Expert's Experience. Red Training lets you learn Double Edge (Red Slashing +
Piercing + Arm + Training, very expensive, not really worth it), Giant Killer
(Red Slashing + Holy + Weakness + Training -- get this!) and Demon Destroyer
(Red Piercing + Weakness + Darkness + Training -- really good too).
Now go back to the statue, use the Eclipse Stone and go back to the world map
to end the Chapter.
-------------------------------------------------------------------------------
04.3.07 - Checklist II [04307]
Here's a list of things you'll want to check before finishing Chapter 3. Most
of it is optional, but can have a great impact in the rest of the game. If
you're going to hunt for items, check the end of this section for characters
you might be interested in using for that.
Did you do the Ancient Forest, Turgen Mine and Chateau Obsession quests?
You must unlock these dungeons now, or they won't be available later. Remember
to get their reward as well to unlock the next quests in Ancient Forest and
Turgen Mine.
In case you skipped it, go to section 04.3.02 for Ancient Forest and Turgen
Mine, and section 04.3.05 for Chateau Obsession.
Please check section 04.3.03 for a list of runes and skills you could have by
then. This list only includes the new runes and skills that appeared since
then:
-Green Body: Kraadmail (release Circe and talk to her in Kalstad), Dragon Armor
(Palace of the Venerated Dragon), Mirage Robe (Crawsus, Xehnon's
initial equipment), Crystal Garb (Palace of Ven. Dragon), Elfin
Taffeta (creatable in Solde with 2 Polished Red Ores, 2 Monster
Scales and 1 Orientation Scales)
-Green Arm: Holy Gauntlet (Circe's initial equipment)
-Green Leg: Vein Greaves (create in Villnore with 1 Alligator Skin and 1 Dragon
Gallstones), Silver Greaves (found in Crawsus) or Valor Greaves
(found in the Palace of Ven. Dragon). Not available for Sorcerers
yet.
-Green Piercing: Busted Spear (Spectral Knight's spear, Palace of Ven. Dragon)
-Green Activation: Verdigris Scales (Hydra's body)
-Green Resistance: Damascus Ore (Iron Golem's sheilds, Palace of Ven. Dragon)
-Green Weakness: Rotted Scales (Dragon Zombie's tail, Palace of Ven. Dragon)
-Green Fire: Pyrotechnic Ore (Wild Lizard's body, Surts Volcano Caverns)
-Green Earth: Dead Man's Gem (Greater Demon's chest, Chateau Obsession)
-Green Lightning: Sprinter Cell (Tear Soul's arms, Chateau Obsession)
-Green Darkness: break the Hydra's back right head.
Missing:
-Green Head, Holy, Ice, Training, Bludgeon for everyone
-Green Leg for Sorcerers
-Blue, Red and Green Creation for everyone
Skills that cannot be learned yet:
-Toughness for Sorcerers (Green Body + Leg + Fire)
-Force Field (1000) (Green Body + Head + Healing + Holy)
-Mind Lock (Green Head + Ice + Holy)
-God Destroyer (Green Piercing + Bludgeon + Weakness + Holy)
-Dismantle (Green Arm + Darkness + Strengthening + Training)
-Force Field (5000) (Blue Body + Healing + Resistance + Creation)
-Desperate Measures (Red Arm + Darkness + Creation)
-Triple Edge (Green Piercing + Bludgeon + Training + Creation)
Please check section 04.3.03 for a list of equipment you could have by
then. This list only includes the new good ones that appeared since then:
Light Swords:
-Flare Baselard (Palace of the Venerated Dragon)
-Runeslayer (create in Crell Monferaigne)
Heavy Swords:
-Zweihander (create in Crell Monferaigne)
Bows:
-Greenery Slayer (create in Crell Monferaigne)
Staff:
-Dragonlore (Palace of the Venerated Dragon)
Body:
-Dragon Armor (Palace of the Venerated Dragon)
-Silver Mail (buy in Crell Monferaigne)
-Crystal Garb (Palace of Venerate Dragon)
-Mirage Robe (Crawsus Forest Ruins, also Xehnon's initial equipment)
Arm:
-Magic Glove (create in Villnore)
Gray Accessories:
-Adamantite (Iron Golem's shields, Palace of the Venerated Dragon)
[ATK boost when HP is full]
-Bloody Patch (Muscular Stalker's left body, Crawsus Forest Ruins)
[-Damage boost in exchange for HP]
-Dragon Rib (Dragon Zombie's neck, Palace of the Venerated Dragon)
[Performance: ATK+10%, Effect: Stats increase as HP decreases]
-Dragon Scales (Dragon's legs, Chateau Obsession)
[MAG and Critical Rank boost when under Poison status]
-Magic Bangle (Dragonscrypt)
[Performance: MAG+30%]
-Metabolizer (Green Coral's stalk, Dragonscrypt)
[May heal half of the damage taken]
-Mirror Fragment (Phantom Lurker's mirror)
[May reflect spells]
-Monster Canine Tooth (Trash Demon's head, Chateau Obsession)
[MAG +15%]
-Power Bangle (Palace of the Venerated Dragon)
[Performance: ATK+30%]
-Stonecutting Pincers (Giant Crab's arms, Audoula Temple on the Lake)
[Soul Crush and Great Magic damage increase as HP decreases]
-Vegetable Seed (Strobila's body, Audoula Temple on the Lake)
[Poison restores HP]
When you first got Lezard, Leone, Dylan and Arngrim it was mentioned that their
levels would be important later. Well, that time is now for Arngrim and Leone.
Dylan's and Lezard's will be later, at the end of Chapter 4, but if you do
decide to get the characters to a specific level then you might as well get
their levels up now.
-Leone:
Level 1 to 19: Might Potion
Level 20 to 24: Expert's Experience and Might Potion
Level 25 to 27: Expert's Experience x2
Level 28 to 34: Expert's Experience x2 and Fencer's Familiarity
Level 35 to 39: Slashing Sword "Farewell", Expert's Experience and Fencer's
Familiarity
Level 40 or higher: Slashing Sword "Farewell", Valkyrie Favor, Expert's
Experience and Fencer's Familiarity
-Arngrim:
Level 1 to 19: Guard Potion
Level 20 to 24: Expert's Experience and Guard Potion
Level 25 to 27: Expert's Experience x2
Level 28 to 34: Expert's Experience x2 and Warrior's Wits
Level 35 to 39: Improved Dragon Slayer, Expert's Experience and Warrior's Wits
Level 40 or higher: Improved Dragon Slayer, Bahamut Tear, Expert's Experience
and Warrior's Wits
-Dylan:
Level 1 to 24: Charge Break
Level 25 to 29: Expert's Experience and Charge Break
Level 30 to 32: Expert's Experience x2
Level 33 to 39: Expert's Experience x2 and Ambrosia
Level 40 to 44: Undead Sword, Expert's Experience and Ambrosia
Level 45 or higher: Undead Sword, Sword of the Meek, Expert's Experience and
Ambrosia
-Lezard:
Level 1 to 24: Spell Potion
Level 25 to 29: Expert's Experience and Spell Potion
Level 30 to 32: Expert's Experience x2
Level 33 to 39: Expert's Experience x2 and Sorcerer's Savvy
Level 40 to 44: Philosopher's Pebble, Expert's Experience and Sorcerer's Savvy
Level 45 or higher: Philosopher's Pebble, Homunculus Seed, Expert's Experience
and Sorcerer's Savvy
A quick look at the list can show how useful it can be to boost some levels,
at least for Expert's Experiences. Those and the stat-boosters are nice, but
each character also has 2 unique items for getting to really high levels. The
question is if it's worth it to get those items, considering how long it takes
to level up. First let's see what those items do:
-Valkyrie Favor:
Light sword, 500 ATK, 50 HIT, ATK +5%, 3 attacks, SC enabled.
-Bahamut Tear:
Heavy Sword, ATK 600, 3 attacks, SC enabled, innate Dragon Slayer.
-Undead Sword:
Heavy Sword, 260 ATK, 2 attacks, SC enabled, absorbs damage dealt as HP.
-Philosopher's Pebble
Gray accessory. 100 MAG, causes Transfer when attacking.
-Homunculus Seed
Gray accessory. +20% resistance to all elements.
The 3 weaker weapons are the strongest until Chapter 5, which really isn't that
much. Their extra effects do add some further use to them, but not much. As you
can see, they're not really the trouble of grinding.
The 3 others are the strongest weapons of their class in the main-game, but
will be obsolete in the bonus dungeon. They're very, very overpowered, and
together with being 15 levels higher than you should they'll make the game
easier.
However, you don't need those weapons for the game to be easy. As the method
used to get them will show, you can kill most enemies easily enough if you have
the right items and skills, to the point that the weapons won't make much of a
difference. A 1-hit kill is good, but is it that much better than a 3-hit kill?
For random enemies you can also, in many cases, use critical skills to kill
them instantly. Good accessories and skills will last you the whole game and
don't take that long to get, while the weapons will become obsolete, and the
fastest known method can take up to 40 minutes.
It's up to you if that's good or not, but the time you save by using the
weapons is LESS than the time you spend to get them. The Valkyrie Favor does
have the added use of being good for releasing in post-game, though.
The Philosopher's Pebble isn't really special. 100 MAG is good, but it's not
enough to justify grinding so much, and random Transfer can be bad for
experience. The Homunculus Seed, however, is the best item you can get from
powerleveling. While the weapons will eventually become obsolete, the Shard
will always be good. It's possible to have a character with around 80%
resistance to all elements later by using it. This doesn't mean it's an item
you MUST get, just that if you do want to invest the time in grinding, it's the
best item you'll get.
So you have many options here. One of them is to not care at all and just move
on with the game. This is what I personally do and recommend, as all items are
things you can live without and it's just quicker to move on. Still, the choice
is yours. If you're close to the levels that give you an item that interests
you (say, a level 17 Leone) then you might as well gain some to get that.
Or maybe you just want to get everything, either because you like having
everything in the game or you have fun fighting the same enemy for a long time.
In this case there are several ways to get there a bit faster.
The best plan is, of course, to use those 4 characters and fight an enemy that
gives lots of experience and can be killed quickly. A good way to begin is
getting the Experience Pig Law Sealstone in Chateau Obsession. If you don't
have enough crystals to restore it, fight in Chateau Obsession using it until
you do. Just Direct Assault Will-o'-the-Wisps, as they give great experience
and are really easy to kill. Lezard's Fire Storm should be enough if you give
him some MAG boosts. You can also take this time to collect any items you need
from the lists above. If you want your whole party to level up, consider the
Experience Friend Law from the Palace of the Venerated Dragon too. If you do
this, try to have one or two characters dead so that you can use them to learn
skills faster later.
Once you've got the Experience Pig Law, move on to Crawsus Forest Ruins. This
is the best place to gain enough experience to get Leone and Arngrim to level
40 and Dylan and Lezard to 45 (or whatever level you want), by fighting the
Hydra. No, the Dragon Zombie isn't better. No matter how fast you can kill it,
the Hydra is faster and much more straight-forward. Make sure you're using
those characters and that they have the following weapons and skills:
-Descaling Might
-Zweihander (or any other strong weapon, but this is the best)
-Fists of Iron (not for Lezard)
-Mental Boost (Lezard only, maybe Leone too)
-Training (only if you have spare CP!)
Lezard and Leone use whatever the best weapon you have for them is. Probably
the Dragonlore and the Flare Baselard, both from the Palace of the Venerated
Dragon.
You need level 20 to have CP for everything. Before that give priority to
Descaling Might for everyone, or you could ignore it for Lezard and Leone and
use Training instead, as Dylan and Arngrim should be strong enough to handle
the Hydra alone anyway (but make sure they do have Descaling Might).
For accessories, you could use the Empty Shell + Silence. Just Dylan is enough,
but Dylan + Arngrim is better of course. This can be ignored if you've got
everything else. Make sure both Heavy Warriors have Bloody Patches and Great
Eagle Hearts too. Don't bother with giving these to Leone and Lezard. Dylan
gets the Power Bangle and Arngrim anything else that can boost his ATK (Ram's
Horn or something).
The more of this you have the better. The only difficult parts can be the
Zweihander and getting silenced. If either is taking too long, don't bother and
just ignore it. There are damage examples below considering this.
For attacks, just use the strongest you've got. From strongest to weakest, the
best attacks are:
-Dylan: Absolute Strike, Double Swing (joins with both, it's all he needs)
-Arngrim: Hurricane Edge, Double Wind, Wild Break, High Wind
-Leone: whatever gives the most Heat
-Lezard: nothing
Set any sealstone you want in the Daises, just don't put any beneficial one.
I'd choose Chasm Wrath if you have it. Hold Experience Pig Law and Sword
Blessing. You can use Experience Friend Law instead of Sword Blessing if you
prefer. Go fight the Hydra.
Your objective here is to do a strong combo that kills the Hydra with a Direct
Assault. It's easier than it sounds -- just dash to it's back and have Arngrim
and Dylan attack until you run out of AP, or until you get to 100 Heat. Use
Leone to attack too if you need her help to build Heat. At first you'll need to
use Soul Crushes, but eventually the Hydra will die before that. When using
SCs, begin with Leone's, then Arngrim's, then Dylan's. This should kill the
Hydra if you've got everything right. The first battles (assuming the
characters are around level 15 -- underleveled) should take 40 seconds.
Once you get to level 20, equip Leone and Lezard with Training if they don't
have it yet. They most likely don't even need to attack anymore for you to win
-- Dylan and Arngrim should be able to end the fight without Soul Crushes. Once
that's happening constantly give Training for them too. It will come to a point
where battles will take a little over 10 seconds, maybe less. Empty Shell +
Bloody Patch + Zweihander + Descaling Might should be giving you nearly a 300%
boost to damage, not including Sword Blessing and Fists of Iron.
The only thing you have to watch out for is your HP because of the Bloody
Patches. Since the Hydra's Leader Item is a Fairy Tincture, you can just use
that to heal. You should need to do that every 4 fights or such, so you'll have
enough. You can heal with Dwarf Tinctures at first, too.
Once Leone gets to level 40, remove her from the party. Things will be faster
with just 3 characters. When Arngrim gets to 40, you have a choice. Either keep
doing it with the 3 characters until Dylan and Lezard reach level 45, or go to
the Palace of the Venerated Dragon, enter the final room, get Leone's and
Arngrim's special weapons and use just Lezard and Dylan against the Hydra
again. Dylan will kill the Hydra in 1 attack with the Bahamut Tear! That's a 5
seconds fight. This can be slower than just keep fighting with Arngrim though,
considering you have to enter and then leave the Palace.
The whole process should take around 1 hour for a level 10 party to reach level
45 if everything goes well. It's certainly possible to be faster than that, as
low as 45 minutes. If they are already at level 20 or something when you start
than it should only take 40 minutes.
Below are some numerical examples of the damage Arngrim and Dylan do at level
15 with WORST stat-growth. It's likely you'll do more than that. All Dylan
examples consider him with Power Bangle, Great Eagle Heart, Bloody Patch,
Sword Blessing, Descaling Might and Fists of Iron. Arngrim's consider all of
that except the Power Bangle. For the examples without Zweihander, consider the
Kraadicator for Dylan, and Hrunting for Arngrim.
-Dylan
No Empty Shell and no Zweihander: around 2000 with Absolute Strike
With only Empty Shell or only Zweihander: around 2400 with Absolute Strike
With both: around 3000 with Absolute Strike
-Arngrim
No Empty Shell and no Zweihander: around 660 with Wild Break
With Empty Shell, no Zweihander: around 790 with Wild Break
With Zweihander, no Empty Shell: around 1100 with Wild Break
With both: around 1400 with Wild Break
Those examples ignore many situations that can improve your damage. You should
be always doing more damage than that. The Hydra dies with 13200 damage total
or 9240 damage to it's body, whichever comes first. As you can see, it's not
hard at all to get a Direct Assault.
===============================================================================
04.4 - Chapter 4: Wrath of the Gods [04400]
-------------------------------------------------------------------------------
04.4.01 - Moving on [04401]
Now you've got to return to the northern part of the world map. You can do it
through the new area that shows up when you return to the world map, Sukavia
Gorge, or just go back through Kythena Plains. Sukavia Gorge has new enemies,
runes, items and the final Einherjar, so it's better to go back through it.
There are some new extras available now that you can do, but it's recommended
you wait until you get back to Solde for them, as you'll find new, better
equipment there to make things easier.
For now, head to Crell Monferaigne if you need an inn or to restock on items.
Leaving the town will give a short optional scene too. Once you're ready, head
on to Sukavia Gorge.
-Overview:
Another short transition area with a few enemies and nothing else. Load on Ice
protection here (or at least have someone with some resistance to Freeze). The
Ice Devils are immune to Fire, so pick another element (like Lightning) or use
non-elemental attacks. Anything here can be broken by critical skills.
Watch out for the battlefield too. It's very easy to be pushed off the cliff by
the enemies here (specially the Ice Troll), but you can always do the same as
well. Winter Wolfs will frequently jump to their death if you let them attack
you near the edge.
What makes this weapon special is that it doubles the amount of hits your
attacks do, like the Double Edge skill, so the damage will be higher than a
regular sword with similar stats and it boosts SC damage for everyone. It even
stacks with Double and Triple Edge, so you can get lots of hits. However, the
Spider Fighter is a good weapon too and it's hard to get another from the
Kraken.
Fairy Garb: Fourth material here. This armor actually needs 5 materials to be
created. Anyway, just get 1 Ymir's Tear by breaking the Ice Troll's waist.
Really easy.
-Dungeon walkthrough:
Khanon will be here when/if you release him, and he gives a Noble Elixir.
That's all you'll ever get from him.
Just go right all the way. Near the end you'll find the last Einherjar: Aegis,
the other Ice Sorcerer. There are only two of those, so the question here is
very clear: is he better than Mithra? Eventually. Mithra gets better spells
sooner, but Aegis has much better INT and gets the same spells as Mithra. It
doesn't matter much since Xehnon/Psoron are better than both of them, but Aegis
is good -- he also gives you freedom to release Mithra without losing much,
which is something you should do in the next town. Aegis will also join with
the third (and last) Mirage Robe.
Aegis appears in Solde when released, but doesn't give you anything yet.
Just keep going right after that and you'll be back to the northern part of the
map in no time. You have to go to Lost Forest, but going to Solde first is
recommended.
Go all the way to the port on the right for another optional scene. Also, take
a look at the poem you've read before and it will have chaged if you've read
the other 3. If it's still the same, you missed a poem somewhere. If it did
change you'll just need to wait for Chapter 6 for your reward.
The shop has been updated too with a new Light Sword. Not much, but check the
details below. This is a good time to release one character. Once you're ready
you can go to Lost Forest to move on with the story or go back to the western
area of the world map for 2 sidequests. If you want to go to Lost Forest, skip
to section 04.4.03. If you want to do the sidequests first (recommended), keep
reading to section 04.4.04.
Shopping:
The Map of the North Lands is finally available here. Buy it and you'll never
need to cross Sukavia Gorge or Kythena plains to get around anymore.
The Lotus Slicer is a new Light Sword. It's not very strong, but it has innate
Weed Whacker. Get one of these for emergencies -- you'll be fighting some
plants soon. Also don't forget to create the Sun Shower if you want.
Releasing:
This is a good time to release Mithra: you've got a good substitute and he'll
be in Lost Forest after the release, the next place you'll have to go to. This
way you can get his item immediately without wasting any time.
The best weapon for releasing now is the Dragonlore, but that's a unique item.
If you're using Sorcerers, you'll be without a comparable weapon for a while,
but it doesn't take that long to get a better weapon. The choice is yours.
Dragonlore, Anointed Crown, Crystal Garb and Red Boots will give 90 MAG,
68 RDM, 35 RST and 20 AVD. That's a total of 9 Sorcerer's Savvy, 2 Ambrosia,
7 Warrior's Wits and 2 Thief's Thoughts. You can settle for this, or use the
creatable Magic Glove for +1 Ambrosia and +4 Warrior's Wits, but lose the 2
Thief's Thoughts. You'll also gain a gem as usual.
Another thing on releases: you have until the end of the Chapter to collect
the first items from your Einherjar. Here's a full list of what you can get by
talking to them:
The new sidequests are found in those old towns. Talk to the guy with the
fishing pole in Coriander to learn about a new monster in the Ancient Forest.
This will only be available if you defeated the Griffon and got the reward from
him before. Also, while in Coriander, check the first house. Remember how there
was a woman blocking a chest here? She's gone now, and you can pick up the Core
Emerald, with the Green Healing rune.
Now go to Villnore and look for the guy with the blue bandanna in the eastern
part of the town. He'll tell you about a new monster in Turgen Mine. Like the
new Ancient Forest quest, this one will only be available if you did the
previous one (killing the Queen Wasp) and got the reward. However, that's not
all. It is currently unknown why, but sometimes the man will not tell you about
the new monster in Chapter 4, meaning you can't do this quest now. Don't worry
though, it will be available in Chapter 5 for sure (if you did the first one).
Nothing different in the dungeon other than the boss. Fight the Cybersaurs
again to pick up the Sheathed Power Wrath and put it in a Dais to weaken the
boss. You'll really, really need it. The other Dais should have Ice Blessing.
Earth is the best element to use, which is bad because you don't have many good
Earth attacks other than Poison Blow. Fortunately the boss doesn't resist
anything, so you can pick any other element and still deal high damage. Better
yet, the boss is a beast, and everyone should have Beast Bludgeon by now. Make
sure you use a Heavy Warrior with the Flamberge. The boss can heal, but is also
completely vulnerable to Frailty. Just attack with the Flamberge until the
Frailty kicks in, then switch to a stronger weapon. Have a Sorcerer around with
Thunder Storm and a critical setup (True Seeing, Sharp Spearheads).
After the fight go back and talk to the guy in Coriander for a Expert's
Experience, and that's all.
Nothing different here either, just make sure you remove Alarm Blessing from
the Dais. You'll want to hold the Brimstone Law this time -- one of the enemies
in the boss fight uses fire attacks, so you'll get free healing. Carry Fire
Blessing and use as many Fire attacks as you can. So that's a Light Warrior
with the Flare Baselard, Archers and Sorcerers with Fire Storm. Remember that
your ATK doesn't matter with Brimstone Law, so remove skills like Psychosoma
and Fists of Iron, equipment like the Power Bangle and Great Eagle Heart and
Sealstones like Sword Blessing. Use elemental weapons only.
Critical skills are Bug Swatter and Giant Killer. Light Warriors can just use
the Spider Fighter if you don't have the Flare Baselard. Get as much Earth
protection as you can (maybe set Lightning Blessing in a Dais). The fight is
similar to the first boss in the dungeon.
Back to Villnore. Talk to the guy one last time for the Metabolizer and the
optional dungeon quests are finally over!
-------------------------------------------------------------------------------
04.4.03 - Fighting the shadowy gods [04403]
--- Lost Forest ---
Nothing new here, except Mithra waiting for you on the way if you released him.
Talk to him to get the Holy Water of Mithra now, an item that deals 10000
damage to any enemy. This can help a lot in some fights, like the next boss,
but won't be that important later. Basically, use it when you get in trouble
instead of saving it for much later.
-Overview:
The enemies changed and there are no Springs, Shells or Daises here, so you'll
have to deal with them without Sealstones. This is not a serious problem as
all of them are vulnerable to instant-breaking. Just get Giant Killer and
Descaling Might, and everything but the Meteoric Swarm will break easily. Don't
bother with Ghost Buster or Bug Swatter for the swarm -- just use Lightning
attacks. They work just fine on everything here.
Green Resistance: Break the Beast Fort's arms for the Damascus Ore. Again, not
new but easy to get here.
-Dungeon walkthrough:
Only the enemies changed, so just go on to the save point. There's a new boss
in the next room, and it's a hard fight. Huge preparations for this one.
The lack of Sealstones will make things much more difficult than they've been
so far. At least the boss is vulnerable to Fire and Holy, elements your Archers
can use without trouble. Don't forget the Supreme Crossbow. Make sure you've
got someone with the Free Item skill for emergency healing and some Holy and
Earth Gems. Two fo each at most should be enough. Archers can take care of this
by themselves, so you could use a Light Warrior with Spirit Control and maybe
the Sun Shower for support and AP restoring. Descending Sword is great for
that, especially after a Flame Shot launch. If you like Seluvia, give him the
God Destroyer skill. Still not a very good choice for the fight, but the only
one with that for now.
Also do your best to have a tank. A Heavy Warrior is great for this, with the
best RDM-focused equipment you can give him. Guard Motion, too. Someone capable
of using Sap Power is also a great help. Don't worry about Guard Reinforce and
just use Guard Potions instead if you've got any.
Missile Protection is a great defensive skill for this fight and will help
everyone a lot. However, it's also very expensive and prevents you from using
other useful ones. If you have enough CP left for it, then use it, but don't
remove another skill just for this one.
Save, go to the next room, watch the cutscene and then keep reading.
Don't forget to heal after the fight is over and continue right to Dipan.
You can't visit the town, so just go to the castle. Once inside, go left and
talk to the soldier on the floor to get an Expert's Experience, then go south.
Save point to the left here, but no boss yet. Keep going left for three rooms
and you'll leave the castle.
There's a Spring here now and you can pick 3 Sealstones (even if you have all 4
Sealpouches). Further left is the traveling merchant (yes, the one who was in
Kalstad) and a save point. There's also a path up, where you'll fight a boss.
So, time to prepare yourself.
-Holy Sword: Weak Light Sword with weak Holy element. Don't buy it.
-Vainslayer: Decent Heavy Sword with 95 ATK, 3 attacks and Darkness element.
Buy if you don't have a Zweihander or Kraadicator.
-Valor Helm: 15 RDM, but -20% Darkness. For Light and Heavy Warriors. You'll
need RDM for a boss that's coming soon.
-Valor Armor: 65 RDM and +50% Confusion, for Light and Heavy Warriors again.
Very good armor and it's a green rune. No excuse for not getting
Toughness now.
Buy what you need, including a few Holy Gems. You'll need to Silence the next
boss.
So, time for a setup. Get as much elemental protection as you can, and consider
Reduce Magic. Fire is the choice for attacking again, so carry Fire Blessing
and use Archers with Flame Shot and Light Warriors with the Flare Baselard.
Sorcerers can be good, but won't help that much. Other Sealstones should be
anything that increase ATK. Stone Hurler Wrath is great too if you're using
Archers. The battlefield is small anyway, so moving slowly won't do much harm.
And, of course, Lifeforce Blessing. For critical skills, get Magician Slayer.
The most important thing in the fight is having a way of causing Silence. You
can use Dampen Magic, Target Throat, Forbid Noise, Magic Lock... or just buy
Holy Gems from the merchant and use them. Have someone with the Free Item skill
to make things easier. Now you can completely remove one enemy from the fight
without wasting any AP.
Once you're ready, save and go up. Watch the cutscene, then keep reading.
Return to the save point. Now you just have to go right for another boss and
the end of Chapter 4. However, like with the end of Chapter 3, you might want
to check some things first. Please check section 04.3.07 for one of them, on
the Powerleveling part, if you're interested. The merchant will also be gone
for a while after the fight, so get anything you want from him now.
For the next fight you'll need lots of RDM. Guard Motion is a great skill to
use (Toughness too, of course) and Barrier Blessing a good Sealstone to carry.
Make sure you have someone, probably Rufus, with Sap Power too. Also, don't use
elemental attacks, or at least not fire. Critical skills won't help either.
With all this, Heavy Warriors are the best choice for the fight. Light
Warriors can help a lot too with the Moonfalx, or just the Sun Shower. Have
someone with Free Item and buy a few Earth Gems, or just get a Poison attack.
Save and keep going right until you reach the boss. Again, watch the scene
first and then keep reading.
===============================================================================
04.5 - Chapter 5: The Invisible Hand [04500]
A long Chapter again, full of changes. First are Alicia's lines: they're
different now, both inside and outside battles. She got a new Profile too.
Also, you lost two characters again, so you'll need to use Einherjar to have a
full party. Fortunately the game kind of balances itself for two characters, so
things won't be difficult if you've only got two characters... but get too easy
if you have a full party.
The characters who left were unequipped before leaving, so you didn't lose any
items. You might have gained some actually, depending on their levels, just
like with Arngrim and Leone. Last, you can't materialize Einherjar anymore for
a while, so if you missed any relics you'll have to wait.
The two final treasures in the area are two Expert's Experiences in this room.
Pick them up and leave the castle. Get back to the world map and a new area
will appear in the eastern area: the Forest of Spirits. Before going there you
might want to return to Solde for some new items at the shop: Charge Breaks,
Overdrive and Might/Guard/Spell/Nectar Potions! They're all very useful, so
consider getting some. Remember that you can get Might/Guard/Spell/Nectar
Potions by Direct Assaulting enemies in the Palace of the Venerated Dragon.
Also, as mentioned above, the Einherjar you released might give you new items
now. Here's a list:
-------------------------------------------------------------------------------
04.5.01 - Last place in Midgard [04501]
-Overview:
A very simple and boring dungeon. This is the first one in a while without good
sealstones to aid you in battle, but everything here is vulnerable to instant-
breaking. This is where Light Warriors shine the most, with weapons for most
races in the dungeon: Beast (Sabertooth Saber), Scaled (Harpe), Plant (Lotus
Slicer) and Insect (Spider Fighter). Remember, you can change weapons anytime
in battle. Now just have someone with Unholy Purifier and Demon Destroyer and
you can 1-hit kill everything in the dungeon. Actually, you don't even need
Unholy Purifier until you beat the boss.
Since damage doesn't matter here, just equip Sharp Spearheads and True Seeing
for easier criticals. It's a really easy area, and a good chance to learn new
skills or level up characters you don't use (for releases, or just for getting
them a new spell/attack that makes them more useful).
Life Stealers cast Frigid Damsel, but that's pretty weak by now. Only problem
with that is getting everyone frozen, so just remember to split the party, or
get some protection from Freeze (Blue Soul Flames work just fine). Another
dangerous attack is Soul Steal, a strong Darkness elemental attack with
circular range that deals high damage and heals the enemy. This is used rather
often when they're low on health, so instant-breaks really are the best choice
here.
The two plant enemies are somewhat dangerous. Mimetic Flowers can cause
Paralysis (Sonic Wave) and Poison (Poison Breath, earth elemental), but die
very easily even without breaking. Carnivorous Plants are much more dangerous
with their Hellish Invitation attack, capable of causing Stone, Confusion,
Poison, Paralysis and Silence. Ouch. At least this is a quick way to buff
characters with Dragon Scales and Empty Shells. Another good thing about the
Carnivorous Plants is that they don't show up in random battles. You'll see
the plant itself on the dungeon instead of the regular purple enemies. They
don't respawn until you leave the dungeon, somewhat like a mini-boss.
Sharp Scissors are annoying like all vampires, but they don't show up until
you beat the boss, so you don't have to worry about them while you explore the
dungeon. They cause damage with Dark Savior and Silence with Dampen Magic, but
also have an attack capable of causing Doom. Watch out for that, or just use
Nectar Potions when the battle starts.
Colossal Canine Tooth: Green accessory, boosts ATK by 5%. Just break the Elven
Wolf's head. Very effective and easy to get.
Adamantite: Old item, but easy to get here. Break the Kobold Warrior's helmet
for this.
Fatal Seeds: Runeless accessory, boosts damage by x1.5 and Critical Rank by 1
when user is under the Frailty status. Break the Mimetic Flower's flower for
this. Very dangerous, but powerful. You'll find an improved version of this
three dungeons from now, so don't worry too much. Just try to get it whenever
you fight a Mimetic Flower. If you get it, great. If not, try the improved one
later when you can.
Green Bludgeon: Break the Kobold Warrior's weapon for the Koboldriver. Again,
not new but easy to get.
Green Training: Break the Kobold Lord's chest for the Gold Coin. Another old
item/rune that is easier to get here. Yup, not much new in this dungeon.
Materials for Item Creation (recommended items only):
Shiny Rupture: creatable now in Crell Monferaigne. Bow with 3 attacks, SC
enabled, 200 ATK, 80 MAG and strong Earth element (0.5). It's a better version
of the Supreme Crossbow for now, so possibly the best bow in the game
depending on your setup. Unfortunately you can only get one, as it requires
the Arbalest (from Dragonscrypt). Other materials are Ammunition Shell
(Disgusting Shell's side shells, Crawsus), 2 Wing Feathers (Elven Hawk's
wings) and Toxic Seed (Mimetic Flower's body).
Fairy Garb: Green armor for women with high RDM, elemental protection and
immunity to Frailty. Needs Supreme Garb (Crell Monferaigne), Scarlet Alloy
(Necromancer's mantle, Palace of Dragon), Flamebreath Core (Dragon Bat's body,
Palace of Dragon), Ymir's Tear (Ice Troll's waist, Sukavia Gorge) and Toxic
Seed (Mimetic Flower's body). Lots of materials, but at least it's just one of
each and they're not too hard to get. The Frailty immunity is a good reason to
get this.
Conqueror's Armor: Strongest main game armor for Heavy Warriors that boosts
all stats, but is weak against most elements. It has 80% resistance to Doom,
Frailty and Transfer as well. You can't create it until the end of the
Chapter, but you could get three materials by now. The first is the Silver
Mail, sold in Crell Monferaigne. Second is the Firemouse Fur (break the Fire
Bat's body in the volcano) and the third is the Windswept Tailfeather. Break
the Elven Hawk's tail for this. Low drop rate, but it's an easy part to break.
-Dungeon walkthrough:
Crescent and Lwyn will appear here when released. Crescent gives a Noble
Elixir, Lwyn a Goddess Tincture.
The first area is under the effects of the Hunter Blessing Sealstone, which
improves the hit rate. It's really not useful since you shouldn't have trouble
hitting the enemies. It doesn't help the enemies much either. The Spring is
right at the entrance. If you're using critical setups, just pick up defensive
sealstones like Lifeforce Blessing, or support stuff like Experience Pig Law.
There are elfs walking around in this dungeon. It's not an enemy, but you can
crystallize it. If any elf touches Alicia, you'll be teleported back to the
dungeon's entrance.
Go left. There's a chest with an Elixir on the ground. Keep going left to the
next screen, where there's a path left and down. Go down first and then right
for a mini-boss. Nothing special on the fight, just have Demon Destroyer on
everyone. No good items here.
There's a pillar past where the mini-boss was, and to the left you'll find two
plant structures. When you step on one, it goes down and the other one rises.
Warp it to the plant on the left, step on it, jump to the plant on the right
and then quickly jump on the tree branch higher up, where you'll find a chest
with the Elvenbow (careful with the gas). It's a very good bow for archers who
aren't using elemental attacks. The next branch has a Dais with the Hunter
Blessing Sealstone. Feel free to pick it up or just ignore it, it won't make
much of a difference. You could also restore it (400 crystals) to increase your
Withdraw limit. Go back to the previous room.
Going left takes you to a Divinity Void. This part of the map is a maze and the
rooms aren't directly connected on the map. You can go right, left, up and down
in all rooms. If you get lost just touch an elf to return to the entrance.
To get to the other side just take the exit with the white flowers. So, begin
by going down.
There's a Carnivorous Plant on the right, but nothing else here. Just go right
for the third room. Go right for another Carnivorous Plant and a trapped chest
(gas) with a Fairy Tincture. You can't reach the high platform in the middle of
the room yet. Go up this time for another Divinity Void. Go left now and you'll
leave the maze.
This new area is under the effects of two Sealstones: Confuse Pin Blessing
(holder causes confusion when attacking) and Slepnir's Blessing (improves
evasion significantly). The first is annoying, but just attack from behind to
avoid the other. There's also another Carnivorous Plant here. Further left
you'll find a bag with a Foolproof Talisman. Go up.
There's another plant that goes down when you step on it here, but no pillar
this time. There are also two enemies in the room, with the second one (flying)
more to the right. Bring it close to the branches high up, step on the first
one, warp the second one and air jump towards the branch, with the Dais holding
Confuse Pin Blessing. Not very good to hold, but not good in the Dais either.
Either hold or restore it. The second branch doesn't have anything.
Go right, picking up the chests with a Spell Potion (gas trap) and a Prime
Elixir on the way. Go up to the next room. Elf here. Use him to reach the
branches. The first one has another Fairy Tincture (and an explosion trap) and
the third a Double-check (and a gas trap). Continue right.
This room has more plants that go up/down. Four, this time. Counting them as 1,
2, 3 and 4 from left to right, put the enemy on 2 and stand on 1. This will
rise both 3 and 4. Now switch places with the enemy, so that you're on 2 and it
on 1. Leave 2 and jump from 3 to 4 quickly before they can go down. You should
reach the branch with the final Dais (holding Sleipnir Blessing -- feel free
to leave it here) and a chest holding Elfin Boots. These have high AVD and RDM
and can be used by anyone, so Sorcerers can finally get Toughness!
Go up for another spring and the save point. Boss up ahead. The battle starts
easy, but can get tricky once the boss uses an attack that doesn't end --
you'll be taking small holy damage constantly, like the poison status or the
Soul Carver Wrath sealstone. Worse yet, the attack causes Frailty. Since it
never ends you'll be affected eventually, which can be very dangerous when
you're taking frequent damage, even if it's small.
There are different strategies that work here. You can prevent the Frailty with
accessories, or simply use a Nectar Potion at the start of the fight. The small
damage you take from the rain can be reduced by holy protection, or just use
Regenerate Health and you should be fine (remember that you can still add
Lifeforce Blessing for double healing).
Whatever you decide, your only defenses should be some holy protection and the
Survival skill. Other than that just focus on offense, with Fire attacks (or
any other element except Lightning), Weed Whacker and Giant Killer. For
sealstones, carry Sword Blessing, Fire Blessing (or another elemental Blessing
for what you're using) and Lifeforce Blessing if you can. The only thing that
could help in a Dais is Earth Blessing.
Lastly, avoid launcher attacks. You can't really launch the boss, so don't
bother with setting up attacks to do that. Knockdown works and is recommended.
Consider having someone with Spirit Control for longer combos.
__Arectaris__________________________________________________________________
| |
| Lv 47 25,000 HP 420,000 exp 54,600 OTH |
| 489 ATK 440 MAG 80 HIT 15 AVD |
| Races: Giant, Plant |
| Elements: Lighting +50% |
| Vulnerable to Confusion (20%) |
| Leader Item: Prime Elixir |
| Drop Item: Arectaris (100%) |
| Recommended level: 32 |
| |
| Body Parts: |
| -Head (vital): 7,500 HP, 80 RDM, 40 RST; Item: Crystal Mask (80%) |
| -Body (vital): 20,000 HP, 100 RDM, 50 RST; Item: Noblewoman's Ball (60%) |
| -Upper tentacles (2): 5,000 HP, 90 RDM, 45 RST; Item: Core Spinel (50%) |
| -Middle tentacles (2): 7,500 HP, 90 RDM, 45 RST; |
| Item: Noblewoman's Phospor (50%) |
| -Lower tentacles(2): 5,000 HP, 90 RDM, 45 RST; Item:Noblewoman's Fire (50%)|
| |
|Attacks: |
| -(Slam): Medium circular range, average non-elemental damage to everyone |
| nearby. |
| -Thunderball: Very long range. Average Lightning elemental damage to two |
| characters at most. |
| -Angel Rain: Targets self. Causes rain that won't stop until the battle is |
| over. Rain causes low holy elemental damage and causes Frailty.|
| Used after the crystals are gone. |
| -Fire Storm: Frontal range, fire elemental spell. Very high damage to two or|
| 3 characters. Needs Flame Jewel to be used. |
| -Thunder Storm: Small circular range, lightning elemental spell. Seven hits |
| of average damage to party, causes Paralysis. Needs Thunder |
| Jewel to be used. |
| -Poison Blow: Medium cone-shaped range, earth elemental spell. High damage |
| to 2 or 3 characters. Needs Terra Jewel to be used. |
| -Frigid Damsel: Frontal range, ice elemental spell. 3 hits of low damage to |
| party, causes Freeze. Needs Frost Jewel to be used. |
| -Gravity Blessing: Big frontal range. Lightning Great Magic, average damage |
| to party. Used when low on HP. |
| |
|Strategy: |
| Two things about this fight. First, Arectaris can't move. This would make |
| him easy to kill from long range with menu spells if it wasn't for Angel |
| Rain. Secondly, there are 4 crystals in the battlefield boosting his defense|
| a lot and giving him access to four elemental spells: Flame Jewel (Fire |
| Storm), Thunder Jewel (Thunder Storm), Terra Jewel (Poison Blow) and Frost |
| Jewel (Frigid Damsel). Just break the crystals and he can't use the spells |
| anymore. Each crystal has 1500 HP. The crystals will return after a while, |
| but it should give you enough time to kill him. You can't really harm him |
| without breaking the crystals, so you'll have to do it even if you can |
| handle the spells. |
| |
| Without the crystals, Angel Rain is the only real problem. Start the battle |
| with a Nectar Potion to prevent it if you can, and dash in to attack. |
| Arectaris will probably just attack with Slam, but it's not really |
| dangerous. Heal often to counter Angel Rain's low damage and dash away if |
| things get out of control. Survival should take care of Gravity Blessing. |
| It's not a very strong attack (and Arectaris' MAG is just average), so you |
| should survive it even without Lightning protection. Holy protection from |
| Angel Rain is much more important here. |
| |
| Items. The drop item, Arectaris, is a heavy sword with 220 ATK, 3 attacks |
| and SC enabled. In other words, it's an incredible weapon. It's also the |
| only good item in the fight. The Noblewoman's Phosphor unique, so this is |
| your only chance to get it if you want, but all it does is give 5% Fire |
| resistance. Don't bother. |
| |
_____________________________________________________________________________
Short cutscene after the battle. The elves who teleported you are replaced by
regular enemies now. Some of these fights will have the Sharp Scissors enemies
now, so be careful.
You have to leave the dungeon now, but there will be another cutscene on the
way. Once it's over you can leave the dungeon, but go back to that room in the
maze where you couldn't reach a branch. The elf will be gone and replaced by a
flying enemy, so use it to reach the branch with the final item in the dungeon:
the Arondight sword (and an explosion trap). It has 170 ATK, 2 attacks and
deals double damage to women, but you won't fight many female enemies. It's a
decent sword, but nothing special.
Go back to the world map now. You have to go all the way back to Dipan Castle,
going through the Royal Underground Path... again. There's nothing new there,
so let's just skip straight to Dipan Castle.
-Overview:
Same old place. Other than the enemies there's nothing new here, and although
they're not exactly threatening they can give some trouble. Only the Capricorn
is vulnerable to instant-breaking, but even so it has 50% resistance to it. In
other words, forget critical setups and just focus on ATK (or MAG). Still try
to have Beast Bludgeon equipped for the extra damage. Fire attacks are the best
here.
Gentlemen cast Fire Storm and Holy Orders cast Poison Blow. Both should deal
decent damage, so get some elemental protection if you can. Holy Orders start
with immunity to all elements due to their armor, just like the Spectral
Knights in the Palace of the Venerated Dragon. Without it they are vulnerable
to lightning, have some resistance earth to and holy and are neutral to the
other 3 elements. Gentleman can only be hit by fire. They absorb the other
elements.
The biggest problem with the Gentleman is actually finding it though, as it is
a very rare enemy. They seem to appear more often with flying enemies, but are
still rare.
-Dungeon walkthrough:
Nothing new here, just move on to the end of the dungeon, past the room where
you fought the Primordial Ooze all the way back in Chapter 2. Watch the
cutscene (you'll get the Ghoul Powder) and then go all the way back to the
Forest of Spirits. Really.
Once you get to the Forest of Spirits there's no way back to the world map for
a while, so it's a good idea to collect anything you need to get before going
there.
-------------------------------------------------------------------------------
04.5.02 - Crossing the bridge [04502]
Nothing new here either. Just head on to the save point again. Save, then go
right and press up at the wall to enter the Ravine Caverns... but you'll have
to fight first.
You'll fight 4 Aesir Patrols. They're not really bosses and you'll fight them
in normal battles in the next dungeon. They resist Holy, but other elements
work just fine and they only have 2 weak attacks. Try to kill all of them
instead of just attacking the leader, as they drop Witch's Arcanums when
killed. The Leader Item is just an Union Plume, so don't worry about a Direct
Assault.
-Overview:
This dungeon is timed. You have 8 minutes to get to the exit, or it's Game
Over. The timer only runs on the field -- battles and the menu are safe. There
are no save points in the dungeon, and you can't go back to the Forest of
Spirits for a long time.
You'll also find crystals in the battlefield here. If they break (500 HP), they
release a gas that causes the Confusion status effect. Just avoid fighting near
the crystals and you should be fine.
Also, some of the enemies warp on the field, so be careful with ambushes. It's
possible the enemy will simply appear in front of you.
Persistent Pursuers are of the same kind as the Berserker and the Muscular
Stalker. Their damage is very high, but they're completely vulnerable to
instant-breaking. Just use Giant Killer, or equip Zweihanders on your Heavy
Warriors.
-Dungeon walkthrough:
There isn't enough time to explore everything. If you make it to the exit,
leave the dungeon and return the timer will be back at 8 minutes, so you can
make 2 trips through the dungeon to get everything. The timer disappears after
an event later, so you can come back then too to explore everything without
worrying about the time. There's a lot of good stuff here though.
It's hard to give full detailed directions here since there's no way to know
how long you'll take to get through the area, so first I'll list the quickest
path to the exit, with no concern for items or anything else. Then there's a
detailed path from the entrance to the exit with items/Sealstones locations and
such. Once you get to the exit and reset the timer I'll list another path back
through the dungeon where you collect everything you've missed. What you decide
to follow is entirely up to you.
There's poisoned water here. Just heal with Honeysuckle Dews if you step on it
and keep going right for a Divinity Void. Go up, then right for another room
with poisoned water. Go right again, then go down. Keep going right.
Take the upper path here and warp through the wall using the enemy on the other
side. He warps, so it can be hard to hit him. Once you've done that continue
right, then go down.
Now just keep going right. You'll find more poisoned water on the way, but the
exit is in the next room. You should finish it with over 5:30 left on the
clock.
Go left all the way here for a chest with a Fairy Tincture (gas trap). Now go
right for two rooms again and take the path down. Go left here and you'll be on
the other side of the room with the Spring.
There's an enemy high up that you can warp if you stand near the right exit of
the room, jump and fire photons. Use him to reach the high platform on the
middle of the room, where you'll find a chest. Open it and an enemy will spawn.
Inside the chest is an Ambrosia. There's also a Shell in the higher ground next
to the Spring. Go back right now -- DON'T GO BACK TO THE LEFT SIDE OF THE ROOM.
Go right once for a Divinity Void. Take the path down here, then go left for a
bag with a Nectar Potion hidden behind a pillar. Go right to the next room,
full of poisoned water below. Just heal with Honeysuckle Dews if you fall on
it.
There's a Dais here on the higher path with the Secluded Valley Law Sealstone,
which divides all damage taken by 4, but you can't heal. Hold this one to make
battles easier, or leave it here if you're instant-breaking anyway. It costs
20000 crystals, so even though it's good I don't recommend thinking about
restoring it. Down on the water you'll find a chest with an Archer's Aptitude
(careful with the explosion trap). Go right to the next room.
Take the path up, then go left to the next room. Two blocked paths here with
enemies on the other side. Go down for a chest with a gas trap and a Thief's
Thoughts, then warp to the other side and go up for another chest with a gas
trap. This one has a Sorcerer's Savvy. Go back to the right side and back right
to the previous room.
Use the flying enemy to reach the path up to the right here, then go right to
the next room. Go all the way right here for a chest with a Fairy Tincture,
then take the path up. Go left to the next room.
There's another Spring here. Feel free to use it, but DON'T go to the left side
of the room with the Dais. There's no way back. Use the flying enemy to reach
the higher platform in the middle, with 3 chests: Fencer's Familiarity,
Apotechary's Arcanum and an Overdrive. Go back to the right after getting
these, into the previous room.
And that's it. Now just go right all the way and you'll reach the exit. There's
a save point and a healing spot after the exit -- check it to be completely
healed. Now save, and either continue with just that or go back to explore
what's left.
From the exit, go back left for two rooms, then take the path up. Pause now. To
the right is a Shell with the Burst Light Blessing, a completely useless
sealstone that costs 200 crystals to restore. This makes you fire photons in 3
directions at once, which just gives you less control. If you want it for
whatever reason go pick it up, if not just ignore it to save time. Anyway,
you'll want to go left to the next room in both cases.
Use the enemy here to reach the path up, then warp to the other side using the
enemy the same way as before. Follow the path down now and go right for a chest
with the Blue Gale, a bow that always does critical hits. Now you can just
equip the Dismantle skill and anything that can break will break whenever you
attack. Very useful. It's probably the best bow overall in the game, even for
elemental attacks, if you don't use stat-boosts from releases.
Go left to the next room and take the path up, then go right for a chest (gas
trap) with a Warrior's Wits. Go left for the next room, with poisoned water
again. No items though, so just get past it to the next room. You should have
around 5:30 left on the timer now, or more. Anything lower than that and you
need to hurry.
Go down here for a Divinity Void. Go left to the next room. This one is tricky.
Poisoned water below, Shell with an important sealstone high up to the right.
Warp the flying enemy to the middle platform in the water, with a walking
enemy, then use both to reach the Shell. Shouldn't be complicated by now. The
Shell has the Lawbreaker's Law Sealstone. This cancels all other sealstones of
the holder, so putting it in a Dais will turn off all other connected Daises.
This isn't good to have, but hold it anyway. You'll need it to fight the
mini-boss here. The middle platform with the enemy also has a chest with a gas
trap and a Fairy Tincture.
You should have 4 minutes or more left. Go left to the next room, with a Dais.
This one has the Chaos Law sealstone, which gives random effects to the holder.
Random effects in this case are random status changes, but most of the time it
doesn't seem to do anything. It's possible to just enter a fight and have all
enemies transferred though. Anyway, leave it here or restore it and go down.
Now just go right for two rooms. There's an enemy holding yet another Sealstone
here: Dark Night Law, with the Turn to Dark effect. Ignore it and go right
again. Divinity Void. Go right again here and you'll reach a Dais. Leave
Lawbreaker's Law here and go back left.
Now go up and left to the other Divinity Void, then up and left again. All the
way to the left you'll find the mini-boss, holding the Elusive Air Law
Sealstone. This one prevents battles, so you couldn't normally fight it, but
placing Lawbreaker's Law in the Dais solved that problem.
As you can see it's a Giant Scaled Dragon, so equip the necessary skills.
Instant-breaking doesn't work and it resists all elements a little (20%). Other
than casting Poison Blow instead of Fire Storm, the Tyrannosaurus Rex is the
same as the Dragon back in Chateau Obsession. The Blue Gale can get past it's
high RDM and RST easily. Try to break the head to get the Scarlet Exhalation, a
Green Creation rune. This is used for Triple Edge (Green Piercing + Bludgeon +
Training + Creation). Not a really great skill, but good to have when you need
anyway. If you don't get this here, don't worry. You can try again easily in a
Once the Tyrannosaurus is dead you can pick up the Elusive Air Law Sealstone.
It costs 2500 crystals, and now you can touch enemies without fighting them.
This is good for photon puzzles in case you mess up. Whether you restore it or
not is up to you, but carry it for now. Oh, if you want to fight, just slash
the enemy (X).
Now go back right, then down. Go right for two rooms and you'll find yet
another enemy holding yet another Sealstone. This one is rather useless though:
Silent Pin Blessing lets you cause Silence while attacking. Just use Holy Gems
if you want that.
Go right for the next room, then warp through the wall the same way as before.
You're near the exit now. Go right, then down, then right for the room with
poisoned water. Just go right again and you'll reach the exit. You should have
around 1 minute left now.
Now you can proceed east to cross the bridge, but there are some forced fights
in the way. You'll only fight them once. You don't have sealstones here but the
fights aren't really hard.
First up is a group of Aesirs. The Aesir (Rescuer) on the back is the leader.
Don't break her bow, or she'll use nothing but heal. You should be more than
capable of ending this fight in one combo by now. Direct Assault it for a Full
Plate, a decent Red Body armor with 70 RDM for Heavy Warriors.
Next up is the Dimension Beast, a Kraken clone. This is harder but there's no
real point in listing full stats since it's pretty much the same fight with a
better battlefield and higher numbers. No good items either, so just dash to
it's back and attack. It's Drop and Leader Items are Full Plates too, so you'll
have up to 3 after these fights.
Next up is a real boss, so you'll need some special preparations, even though
it isn't hard. Divine race, so other than Seluvia you can't abuse it yet. This
saves a lot of CP for other skills, so you can have characters with high
defense without sacrificing attack power. Better yet, no elemental attacks! So
RDM is all you need. Guard Motion, Fortify Physique and Precision Parry (only
one character needs this) help a lot. Have Heroism on your strongest character
if you have CP for it, too.
For offense just use the usual. Lightning is a good element for the boss'
armor. Fire and Lightning work fine for the boss itself, but Holy doesn't. Ice
is actually the best but it's such a weak element that it's better to stick to
fire (like always). Keep going right for the easy boss when you're ready. Watch
the cutscene first.
__Heimdall___________________________________________________________________
| |
| Lv 68 25,000 HP 600,000 exp 16,100 OTH |
| 925 ATK 815 MAG 100 HIT 100 AVD |
| Races: Divine |
| Elements: Body has Fire, Lightning, Earth +30%, Darkness +50% and Holy +80%;|
| Cards have Earth +50%, Lighting -50% |
| Vulnerable to Curse (10%), Silence (20%), Poison (5%), Confusion (10%), |
| Faint (15%) and Frailty (100%) |
| Leader Item: Golden Egg |
| Drop Item: Gjallarhorn (100%) |
| Recommended level: 35 |
| |
| Body Parts: |
| -Body (vital): 25,000 HP, 100 RDM, 25 RST |
| -Cards (armor, 2): 3,750 HP, 110 RDM, 28 RST |
| |
|Attacks: |
| -Helical Rune: Thin range, one hit of low damage to party. |
| -Stream Attack Rune: Wide frontal range, 6 hits of average damage to party. |
| -Infinity Rune: Circular range, average damage to party. |
| -Grim Malice (Soul Crush): Short, wide frontal range. Deals very high damage|
| to one character. Used when under 30% HP. |
| Resurrects cards. |
| |
|Strategy: |
| There are also 2 Aesir (Defenders) in the fight. They're the same as the |
| ones you've fought in the first battle here. They're harmless, so just |
| ignore or kill them. Killing them can increase your damage with the Heroism |
| skill. |
| |
| As said above, Heimdall only deals non-elemental damage. All you need to |
| resist his attacks is high RDM, which is a good thing considering you don't |
| have Sealstones at the moment. The bad thing is that, while his attack |
| ranges aren't large, the attack themselves hit a large area, so he'll most |
| likely hit the whole party whenever he attacks. |
| |
| Also, his cards cover most of the body, leaving only the front open, so |
| you'll have to attack from the front if you want to hit him (and that's |
| where most of his attack ranges are) or use low hitting attacks, like Energy|
| Steal or Sneaky Throw. You can ignore this and just attack the cards from |
| behind. The only possible problem with this is running out of AP, but it's |
| the best tactic overall. Infinity Rune will be the only attack you have to |
| worry about this way, and you can use an Overdrive together with knockdown |
| combos to make your AP last longer. |
| |
| You can also split the party and keep a tank in front of him, taking damage |
| from his attacks and restoring AP while the others attack from the back. |
| Infinity Rune will still be the only problem, but you won't have to worry |
| about AP at all. |
| |
| Grim Malice is really strong, but you should be capable of surviving it with|
| high RDM. It also only hits one character, so as long as you keep everyone |
| healed it won't be a problem. He only uses it when really low on HP too, so |
| the battle is almost over. The cards come back after the attack, but that |
| shouldn't be a big problem. |
| |
| Heimdall drops the Gjallarhorn, another heavy sword. It has higher ATK than |
| Arectaris, but only one attack. Good for a second Heavy Warrior, but |
| otherwise just keep using Arectaris. |
| |
_____________________________________________________________________________
Go right just a bit more for Asgard, where you'll find a save point and... the
traveling merchant? Not the one from Midgard, but his father. He has some good
stuff, listed in detail below in the shopping section, like in towns.
Once you're finished shopping go up, right and then up again for Yggdrasil,
your next destination.
Shopping:
Not many new items here, but they're good. The Durandal is a great Heavy Sword,
stronger than the Arectaris by 20 ATK. 200,000 OTH shouldn't be too expensive
now, but you could keep using the Arectaris if you want. If you're using more
than one archer you can buy another Blue Gale here, too. It's cheaper than the
Durandal, for whatever reason.
For armor there's the Holy Gauntlet (Green), with 40 RDM and 5% block. This
will be your first Green Arm rune if you didn't get Circe and the RDM is good,
so chances are that you'll want to buy it. Magic Boots are less useful, as you
should have Green Leg runes for everyone already.
You can also re-stock on healing items and potions (Might/Spell/Guard) here,
and even buy crystals. I'd only bother getting Flare Crystals as Explosion is
a great spell. The accessories here aren't really any good.
There's a lot for stuff for creation too. Oreichalkos Staff is the best staff
in the main game, but not good to create as you can get a comparable weapon
with much less effort. Thrud's Gauntlet is another item you shouldn't create
(nothing special, too expensive), but the Miracle Guard is great as mentioned
before. You can't get it now though.
If you did the whole animal feeding thing you can get the Solomon's Ring for
900,000 OTH here, but not only is that an absurd price for a nearly useless
item, you'll find a similar one with the same effect two dungeons from now.
-------------------------------------------------------------------------------
04.5.03 - The other side [04503]
-Overview:
This dungeon has plenty of tricky platforming, for more than just items. No
real puzzles though, but this is still the best dungeon in the Chapter -- maybe
in the whole main game.
Lots of enemies, too. The dungeon is separated in two areas. The first is
outside Yggdrasil, where you'll fight weaker enemies, but the battlefield is
worse and full of transfer spots. You can fall from practically anywhere and do
the same to enemies. Watch out for what attacks you use, and don't stay close
to the edges.
Inside Yggdrasil the battlefield is quite plain, but only has one escape point
and it's not always easy to reach. You'd better get into fights to win, not to
run. Enemies will be harder too, but we'll worry about it when you get there.
Fire is, as always, the best element. Instant-breaking isn't too effective
here, but the guaranteed criticals from the Blue Gale are great for damage, so
it's likely that you'll want an archer around. Light Warriors with the Moonfalx
can deal great damage (focus on ATK), or use the Flare Baselard with the Energy
Steal attack.
Heavy Warriors are great as always, but Sorcerers start losing their use here.
With no need for the Reinforces and not much instant-breaking, they can only
contribute with damage, and that's not their specialty (although Fire Storm
does deal high damage here). Debuff spells like Sap Power/Guard and maybe even
Chaotic Rune can help a lot though if you need them.
Gluttonous Bugs are like the Queen/Gigantic Wasp bosses back in Turgen Mine
and can use Variation Omega (hits you anywhere) when low on health. Kill them
faster by attacking only from behind. Fire attacks with Bug Swatter or Giant
Killer destroy them very, very fast.
Avoid the flying ghosts inside Yggdrasil. If you do get in a fight with them,
use a Nectar Potion as soon as the battle starts, as the Black Jewel enemy can
use Astral Maze. This causes transfer on a pretty large area, so it's possibly
a 1-hit kill. You can also split the party, keep someone away and use an
Aspect Stone to bring the others back, or equip the Mirage Robe to prevent the
status. Just make sure you're ready to do something. If you mess up it's Game
Over.
Bone Mask: Runeless accessory, boosts damage and Critical Rank when user is
under Frailty. Also gives +10% MAG and RST (Performance). This is the improved
version of the Fatal Seed mentioned before. Break either side of the Strayer's
head for this.
Chaos Force: Green accessory, boosts MAG by 5%. Just break the Strayer's left
body for this. Excellent way to boost MAG when used in links.
Runes and Skills:
Green Holy: Break the Roper's body for the Emerald Heart Core. Now you can
learn Force Field (1000) (Green Body + Head + Healing + Holy), Mind Lock
(Green Head + Ice + Holy) and God Destroyer (Green Piercing + Bludgeon +
Weakness + Holy). Only the last one is good. Try to learn it with all your
main attackers, it's going to get a lot of use soon.
-Dungeon walkthrough:
You'll find lots of pillars (crystals) in this dungeon. The red and purple ones
attack with fire and ice, while the yellow ones spawn a temporary enemy that
can't be crystallized and the blue ones produce a gust of wind that makes you
float. You can break them by attacking, but green pillars can restore them.
Leaving the room also restores all pillars. You'll always want to break the
red, purple and yellow ones, but you'll need blue to reach some items and
rooms.
The first area is under the effects of the Paper Tiger Blessing Sealstone,
which gives a x1.2 boost to ATK and MAG when the user's HP is full. This can be
useful for you when you reach it later, but doesn't do much for enemies since
any of your attacks will remove their boost.
Anyway, there's a Spring at the entrance, to the left. Make sure you leave room
for two Sealstones, which is what you'll need for puzzles here later. Go right
to the next room, then all the way right (careful with the red pillar's flame)
to find a chest with a Prime Elixir.
Start going up (another red pillar) through the land in the middle of the room,
then go right for a flying enemy. Use it to reach the higher ground on the
middle, where you'll find the Valiant Greaves, a pretty good armor for Light
and Heavy Warriors. Go left for the next room and watch the cutscene.
Keep going left and watch out for the purple pillar's ice. There's a chest in
the same space as the enemy here, with a Fairy Tincture. That's all in this
room, so go left.
Red pillar here. Ignore the flying enemy and go down to the right, where
there's another red pillar and a chest next to it. Inside is a Charge Break.
Now go back to the flying enemy and go up, then take the exit on the upper
left.
Yellow pillar here. Break it before an enemy shows up. There's a Shell here
with the Dancing Light Blessing, which makes your photons reflect 4 times more.
So you'll have 7 (3+4) reflections total, which is necessary to get some things
here. You'll want to hold it during most of the dungeon. It's only 150 crystals
to restore, but you don't need this outside Yggdrasil.
Use the enemy here to step on the yellow pillar and get the Witch's Arcanum in
the chest next to it, then go back to the previous room.
Take the path up in the top of the room now. You'll be inside Yggdrasil and in
a Divinity Void. Go right for the first of this dungeon's many mini-bosses: a
highlander. It's the same as the Berserker, Muscular Stalker, etc. You can get
more Bloody Patches by breaking it's left body side, but more important is
breaking it's upper left weapon for a Sage Quartz! This is a material for the
Conqueror's Armor later.
To it's right is a Shell with the Magical Light Blessing Sealstone. This
sealstone makes your photons break pillars, which is the only way to break the
blue (wind) ones. It's only useful in Yggdrasil, so there's no need to restore
it. Pick it up, then go back to the external area of Yggdrasil (before the
Divinity Void).
There's a blue pillar to the right here. Break it with photons to be able to
open the chest next to it, with the Flame Mist armor. This unique item gives
-100% to all elements except Fire, but immunity to Freeze. There's another
effect that it doesn't list: the wearer becomes a Ghost. Meaning, completely
immune to non-elemental attacks. So if you're fighting an enemy without
elemental attacks there's just no way to die. Only Archers and Sorcerers can
use this.
Go right now, and break the yellow pillar to the right. You'll notice an enemy
below you. Stand right next to the pillar's left side, crouch and fire a photon
to the left. It should bounce all the way back to the enemy. Do it again to
warp and you'll find a chest with the Valiant Helm. Decent green helm for Light
and Heavy Warriors.
If you fall here you'll be back to the room below, with the purple pillar. Go
down, then back up to the top of this room and go right. There's a chest with a
Foolproof Talisman here. Go right to the next room.
There's a Dais here with the Paper Tiger Blessing Sealstone. This is better
than Sword Blessing if you're not using something like the Dragon Rib, so
picking it up is a good idea. Finally a MAG boost through Sealstones! Or you
could just leave it here since it isn't doing much for enemies anyway. It's
only 800 crystals to restore.
Now go down. There's a purple pillar here, and below it is a chest with a gas
trap and the Sword of Sylvans light sword. Not a good weapon, but it can
paralyze enemies. I never use this. Now use the enemy here to go back up
through the gap in the left, or just fall down and come back to the room.
Go to the top now (yellow pillar), then go left. Red and yellow pillars here.
Jump on both to reach the chest on the upper left, with the Valiant Armor. Now
go back, then go to the upper right exit. There's a blue pillar stopping you
from going down here, so fire photons down while floating to break it and take
the path up to the right.
Inside Yggdrasil again, and another Divinity Void. There's a chest past the
flying enemy to the left with a gas trap and an Elixir. Go down (two red
pillars here) and then left for the next room, where you'll find another Spring
and a save point. Save the game and go up.
Now this room can be very frustrating. At the very top of this room you'll
find a Power Bangle and a Dais with the Great Shield Law Sealstone. This
sealstone is giving x2 RDM to most of the dungeon, but x0.75 ATK. There's
another sealstone later also affecting this area that gives x1.5 ATK, 1/2 RDM
so enemies are actually with normal RDM, and x1.12 ATK. Removing Great Shield
Law will only make them stronger, although it does halve their RDM. You'll
probably want to keep it there. The Power Bangle though is a great accessory.
The problem here is that it's hard to make it to the top, and even harder to
explain how to do it. Again there will be two explanations here. First for just
getting past the room, the second for getting to the Dais and Power Bangle.
1 |___
=== A | A = Alicia
===2 e | e = Enemy
3_|
_|
________|
Now jump to point 1 and wait for the enemy to break the crystal. Just stay here
and it should move to point 2. Still in point 1, crouch and fire a photon. It
will bounce all the way to the enemy. Do it again to warp. Now the enemy is on
point 1.
Move Alicia to point 3, jump towards the enemy and fire a photon at it. Alicia
should be at the A again when the enemy is warped. so it should end like this:
1 A |___
2 === e | A = Alicia
=== | e = Enemy
_|
_|
________|
Move to point 1 and fire a photon at the blue pillar in point 2, then warp the
enemy with another photon. Air-jump after the warp and move towards the
platform. You should both be on top now. Alicia's still at A, the enemy is at
point 1. This was the hardest part.
Now push the enemy to the left, over the edge of the pillar. It's a flying
enemy, so it won't fall. Don't forget to re-crystallize it if it breaks free.
Step on the enemy and jump to the platform on the left.
Now warp the enemy once more, and air jump towards the platform again. Use the
flying enemy to reach the next platform on the right, then jump and warp the
enemy up there. Make sure you're up in the air when that happens, and air jump
to the LEFT after the warp. It will end like this:
__________________________
| | |
|P_ | | A = Alicia
_| | | e1 = Flying enemy
_| | | e2 = Walking enemy
| 3 | |_ D = Dais
| 2 |_ P = Power Bangle
| _ |
|_D_________________| | 1 |
________________| == |
____| e1 _|
| |
| ____________e2_____|
|_A_ | ______________
_| |_| |_________
Now just jump and warp the walking enemy to swap places with it. Take the
flying enemy to point 1, which shouldn't be difficult to do. Break the other
blue pillar at point 2, and then just take the enemy to point 3.
That's it. The Dais is to your left, and the Power Bangle is way up there. This
part shouldn't be difficult either as it's just warping a flying enemy up a
narrow area. Warp it as high as you can, land on the ground, repeat with air
jumps and you should make it.
Simple room. Purple and blue pillars here. Break the purple, but not the
blue. Ride the wind to reach the platform with a chest, then break the blue
pillar to be able to open it. Inside is a Fairy Tincture. Take the path down to
the next room.
Pillar on both sides here, but nothing else. Just go right for the next room,
once again with just pillars. Go up. Use the flying enemy to reach the high
platform with a chest. Inside is a Tome of Alchemy. Go to the next room.
Another room where you must go up, but no real tricks needed here. Just use the
wind to go up, then the flying enemy. There's another flying enemy on the
right high up. Warp to where he is to reach a chest with a Fairy Tincture. Just
use the flying enemy again for the next blue pillar and go left for the next
room.
Now you'll find a bunch of platforms close together, acting like stairs.
There's some room between them though. Climb the first step only, then crouch
and try to fire a photon through the gap. The positioning can take a while but
it's not difficult, just take one step back or forward and keep trying. The
photon will bounce all the way down to an enemy. Fire another to warp down
there.
Be careful not to fall. Just move left and you'll reach a mini-boss. Giant
race, immune to fire and weak to ice. Lightning and Holy are good choices as
well. The enemy uses fire attacks and nothing else. Have your Archer/Sorcerer
use the Flame Mist to nullify the ATK. Since it doesn't have weakness to fire
there isn't any penalty to using it in this fight.
__Invasive Arsonist__________________________________________________________
| |
| Lv 49 17,000 HP 45,000 exp 5,400 OTH |
| 1,600 ATK 1,000 MAG 120 HIT 80 AVD |
| Races: Giant |
| Elements: Earth +20%, Fire and Darkness +50%, Lighting and Holy +80% |
| Immune to all status effects |
| Leader Item: Fireproof Talisman |
| Recommended level: 37 |
| |
| Body Parts: |
| -Head: 5,100 HP, 100 RDM, 70 RST; Item: Solar Jewel (30%) |
| -Body (vital): 11,900 HP, 120 RDM, 70 RST; Item: Chartreuse Spinel (50%) |
| -Legs (2): 8,500 HP, 120 RDM, 70 RST; Adamantite (30%) |
| -Right hand: 2,550 HP, 100 RDM, 70 RST; Item: Flare Ore (30%) |
| -Left hand: 2,550, 100 RDM, 70 RST; Item: Pyrotechnic Ore (30%) |
| -Arms (2): 17,000 HP, 100 RDM, 70 RST |
| -Lava hands (2): 5,100 HP, 50 RDM, 70 RST; Item: Phosphate Ore (30%) |
| |
| Attacks: |
| -(Hug): Medium range, average damage on party. Damage becomes fire |
| elemental when hands are broken. |
| -Flame Lance: Long range, fires 4 fireballs in the air, each hitting 4 |
| times for high fire elemental damage. The farther away you |
| are from Evolver, the lower the accuracy. |
| -Big Splash: Medium range, 5 hits of heavy fire elemental damage on party. |
| Only used after any hand breaks. |
| -Explosion: Medium circular range, Fire spell on party. High damage. |
| |
| Strategy: |
| Pretty much the same as Evolver's first form. That was a long time ago |
| though. If you have someone with the Flame Mist just leave him as bait in |
| the front as the other characters attack from the back. Explosion is the |
| only really dangerous attack here, and used frequently if you try to stay |
| away from it. No new items or anything here. |
| |
_____________________________________________________________________________
Beyond the mini-boss is an important Dais with the Sharp Sword Law Sealstone.
This is the one giving x1.5 ATK, but 0.5 RDM/RST to enemies. Although RDM is
important, this ATK bonus is just too large to be ignored, especially when you
can stack it with others like Paper Tiger Blessing and Sword Blessing. Restore
this sealstone if you can. If not, you should at least carry it.
Now you can come back to the top of the room by shooting a photon at the enemy
you used before, or just fall to go back a few rooms and return here.
Once on top again, climb the steps (break the purple pillar on the top) and
wait until an enemy appears out of nowhere. There's a yellow pillar in that
area, so break it then jump on top of it. Now jump again and warp the enemy on
the top right through the gap in the other stairs. 2 chests here. The first one
has an Overdrive, the second a Noble Elixir. Now just go down and then right
for the next room.
Two red pillars and a gap here. Try not to fall. There's a Spring and a save
point on the other side. The exit to the left takes you to a boss, but don't go
there yet. It's better to explore the path down the gap in this room first.
There's a Holy Gauntlet here, but you need to have restored the Powerless Cap
Wrath sealstone back in the Palace of the Venerated Dragon to reach it. Since
you can just buy this anyway you could just skip the item, but if you want to
get all items in the dungeon, pick it up. Fall on the gap to the right, but
hold up to float with the the Powerless Cap and move towards the platform on
the right. You'll find a Shell and a treasure chest here. Leave Powerless Cap
at the Shell and open the chest for the gauntlet.
Regardless of whether or not you get the item, jump on the gap to reach the new
room below. Be careful not to fall all the way down here yet, or you could end
in the next room.
Anyway, go do on the right and you'll find a green pillar. This one restores
other pillars in the room, so break it. Jump to the platform directly below the
pillar, then jump left and let the wind carry you up. Warp the flying enemy
next to you and step on it to reach the path up left, where you'll find a chest
with a Noble Elixir.
Now warp jump down below the green pillar again and break the blue one. Use the
flying enemy up there to step on the blue pillar and go left for a chest with
120000 OTH. Fall down to the next room now.
No items here, just a purple pillar. There's an exit left, but fall down
instead. This will send you back to one of the older rooms, where you can just
make your path back to the top with the Spring and save point. Do so, we'll
have to explore the rest of the path here after the boss.
Time to get ready for the boss. There are two fights, but you can heal and
change your party/setup after the first one. Both battles are the same, but you
only need to win the second one -- the first will end after the boss uses an
attack (as long as it doesn't kill your party). You can win the first fight,
but it's pointless. Both fights are easy.
Races are Magic and Divine. Magician Slayer is cheaper, so pick just that if
you can't use both. The boss has high resistance to all elements except Ice, so
Heavy Warriors are the best here for damage. Or, if you have Achromatic Law,
you can put it in that Dais in the previous room and just use elements anyway.
The boss will use lots of elemental attacks: Fire, Ice, Lighting and Holy. Holy
is the strongest, Fire the weakest. The Holy, Ice and Fire attacks are
projectiles, so you can try using Missile Protection. If that's not possible
then get elemental protection. Guard Motion helps as well, but Precision Parry
doesn't.
Save and go left. Watch the cutscene first, then keep reading.
__Odin_______________________________________________________________________
| |
| Lv 56 30,000 HP 750,000 exp 840 OTH |
| 1,600 ATK 1,400 MAG 130 HIT 100 AVD |
| Races: Divine, Magic |
| Elements: Earth +20%, Fire and Darkness +50%, Lighting and Holy +80% |
| Vulnerable to Poison (20%), Freeze (50%), Faint (20%), Frailty (100%) |
| Leader Item: Noble Elixir |
| Recommended level: 38 |
| |
| Body Parts: |
| -Body (vital): 30,000 HP, 80 RDM, 80 RST |
| |
|Attacks: |
| -Rebellious Trail: Thin range. Rush towards the party, hitting anyone on the|
| way for average damage. |
| -Spell Reinforce: Targets self, boosts MAG by 50%. |
| -Absolute Reign: Small or long range. Fire elemental projectile attack. |
| Hits a wide area (past the attack range) for low damage. |
| -Freezing Spear: Long wide range. Ice elemental projectile attack that |
| causes Freeze and average damage to one or two characters. |
| -Capitol Punishment: Medium or long range. Holy elemental projectile attack,|
| deals very high damage. |
| -Thunder Storm: Circular range. Lightning spell, chance of causing |
| paralysis. |
| -Spiritual Lancer: Soul Crush. Huge circular range. Very high damage to one |
| character. Used when under half HP. Ends the first fight,|
| but is used in the second as well. |
| |
|Strategy: |
| Everything except Rebellious Trail and Spiritual Lancer is elemental. Odin |
| will use Spell Reinforce very soon in the battle, so you'll be taking high |
| damage from pretty much all attacks without elemental resistance or Missile |
| Protection. |
| |
| However, Odin is very, very slow. You can easily dash away from him and just|
| walk in circles to recover AP, then dash in to attack and repeat. Watch out |
| for his Absolute Reign and Capitol Punishment attacks -- Odin will warp next|
| to you when he uses them from long range. |
| |
| Begin the battle with a Nectar Potion to block the freeze and paralysis from|
| Freezing Spear and Thunder Storm, then use Might Potions or Might Reinforce |
| to boost your ATK. Just walk around avoiding Odin while you do this, he |
| shouldn't be able to reach you. After that dash in and unleash the best |
| combo you can. Given how much power you have and Odin's pathetic defenses, |
| you'll probably take half of his health away, or something very close to |
| that. |
| |
| Once Odin gets to half of his health he'll use Spiritual Lancer. This will |
| most likely kill one character, but it's alright. If there's any character |
| alive after the attack, the battle ends. If you manage to kill Odin before |
| that, nothing changes. The battles ends anyway and you won't get experience.|
| There's no change in the story either. Watch the cutscene first, then keep |
| reading. |
| |
| |
| |
| You'll get a "new" character, who will be at a high level and with very good|
| equipment. He's the only one who can use this new equipment though, so it |
| doesn't help much. Despite the new character's high MAG, Odin's high |
| resistances will block most of his damage, so don't feel forced to use this |
| character just because of his level. Take the time to heal and reorganize |
| your party as you see fit. You don't need to use this new character if you |
| don't want to. |
| |
| You'll fight Odin again. The battle is the same, except it doesn't end after|
| Spiritual Lancer. The range is so huge that it's hard to avoid, even with |
| Odin's slow movement. Keep everyone healed, but make sure you can use items |
| when he starts using his SC and use an Union Plume on whoever was killed. |
| If you have trouble healing often and he keeps using Spiritual Lancer, |
| consider using the Holy Water of Mithra on him. |
| |
| You'll get experience for beating him this time, and there's another long |
| scene after the fight. Watch it first. |
| |
_____________________________________________________________________________
Both Lezard and Rufus left the party. They were unequipped first, so you didn't
lose any items. If you don't have Einherjar, Alicia will be your only character
now.
After the fight you can pick up a Tome of Godspeed and an Expert's Experiences
in two chests to the left. Now you have to go down to the left, but it's better
to go back and save first. Do so, then return here to go down.
Simple room here. Fall from the platform you landed on to the left, then go
right on this height, where you'll find a pillar and a chest with 100000 OTH
in front of it. Now just fall all the way to the right, and you should reach
the bottom of this room without getting to the next one. Just go left across
the gap and you'll find a chest with another Foolproof Talisman. That's all
here, fall down to the next room.
You'll fall on a platform with a chest. Just open it to get a Prime Elixir,
then go down for the next room. There's a blue pillar stopping you from going
down here. Either break it with photons or warp the enemy on the other side to
get past it, then go left for the next room.
Now this is another hard room with a good item, the Unicorn's Horn (staff with
180 MAG, GM enabled). There's also an Union Plume and a Foolproof Talisman.
Here's the full map, and how to get the 3 items.
_________________
| |
| |
| |
_| |_ A = Alicia
| | E = Enemies
| >>> P = Red Pillars
|_ == A__| 1 = Foolproof Talisman
| 4 |__ 2 = Unicorn's Horn
| _== | 3 = Union Plume
__| | _1_|
| | |
|___ __|2_ |
___| === 6 |
| E == |
<<< == E 3|
|__ == 5 |
| == _|
|P___ _______P|
| |
For the Foolproof Talisman, just jump towards it from point 4. The Union Plume
is also easy to reach.
For the Unicorn's Horn,you'll want to move Alicia to point 5. Crystallize the
enemy to the left, then move it close to the edge of it's platform and jump on
it. Stay on it's LEFT, almost falling. Fire photons at the other enemy to warp
it. They should end like this:
:::
:::
:::
:::
:::
:::
Climb the lower enemy and jump towards point 6. Stand on it's right, then warp
one of the enemies up here. Now just jump from the other one up to point 6
again, step on the enemy up here and then to the chest. Just be careful with
the explosion trap.
When this is over, just go on to the room on the left, where you'll find a
mini-boss (Abyss Dragon) holding the Darkness Blessing Sealstone. This is just
a Dragon Zombie clone. You can kill him very easily by abusing his 3 races
(Dragon, Giant, Unholy), plus Fire and Holy attacks. Only noteworthy thing here
is that his Leader Item is a Double Check, and his drop item is the Golden Egg!
Only 2% drop chance though, so it doesn't really mean anything. You'll have to
leave the dungeon whenever you want to try for a 1 in 50 chance of getting one.
Darkness Blessing is a great, great sealstone for the next dungeon, but really
not much else as there are barely any Darkness attacks. It's also 1000 crystals
to restore. Restore it if you want for the next dungeon, otherwise just leave
it here. Go back to the previous room, then go down.
You'll reach a save point. Save if you only have Alicia, otherwise you really
don't need to. Just give your characters Giant Killer, Descaling Might or
Dragon Slayer. Fire is the best way to attack again, but avoid Ice (boss
absorbs it).
Now just enter the room to fight the White Dragon. It's technically a boss, but
it doesn't do anything new compared to the other wyverns, there are no new
items and this is balanced to be fought by just Alicia. Even if she's alone, it
can't attack from behind and she has Heal. This is a joke fight, much like the
Aesirs in the Forest of Spirits. Watch the cutscene after the fight, then keep
reading.
Rufus is back, and both he and Alicia got new Soul Crushes. They're both
stronger than the originals, and there's no way to use the old ones again.
Anyway, that's all for this dungeon. Just open the final chest to the right of
the gap here for 80000 OTH. Now fall down.
You'll be back in a Divine Void near the entrance. Go down and you'll be
outside Yggdrasil, so just go back to the exit to leave the dungeon.
You can also make it all the way back to the top where you fought Odin for a
short cutscene.
Just go right from the merchant in Asgard to reach Valhalla, the next dungeon.
Don't forget to stock on items before going there.
-Overview:
Valhalla is a very simple dungeon in both design and battles. Just avoid Holy
attacks and have God Destroyer. Fire is the best element against most enemies,
but the Red Dragon absorbs it. Because of that it's better to settle for
non-elemental attacks, or set Scramble Attack to avoid using Fire attacks on
the dragon.
The whole dungeon is initially under the Turn to Holy and Holy Blessing
effects, which makes battles really easy as the ATK of all enemies is ignored
and you can just wear any Holy protection to reduce the damage. You can also
later replace Holy Blessing for Darkness Blessing to reduce their damage
further, similar to what was done in Crawsus, way back in Chapter 3.
The Sacred Sacks use both Fire Storm and Explosion, but Fire is the only
element they don't absorb. They're rare, like the other Sacks, but appear in
large groups. Make sure you don't get into their attack ranges.
Fighting a dragon in random battles sounds scary, but the Red Dragon is
possibly the least dangerous of them since it's the only one vulnerable to
instant-breaking. Giant Killer, Descaling Might, Dragon Slayer or just
Dismantle together with the Blue Gale will get rid of them very fast.
Other enemies are, again, nothing new. You should be more than used to them by
now.
Rune Crown: Green Head armor with 15 RDM, 20 MAG and +30% Silence, usable by
all classes. Break the Aesir (Commander)'s hat for this. Low drop rate and
creatable with the traveling merchant, but this really is the easiest place
to get them. Just use overhead attacks.
Phoenix Garb: Best main game armor for Sorcerers and Archers, with 80 RDM,
+50% Fire, -20% Ice and innate Regenerate Health. Get it by breaking the body
of either Aesir. Just kill them without Soul Crushes to do it. This skill is
good, but too expensive to use, so getting it for free is great. Low drop
rate, but you'll fight lots of Aesirs and will most likely get one.
Mithril Plate: Incredible armor for Light and Heavy Warriors with 90 RDM, 40
RST, +20% Fire/Ice/Lightning/Earth and +50% Holy. One of the best overall in
the main game, although you'll find others with higher RDM. Just break the
Guardian Diva's body for a 40% drop rate.
Ascalon: Light sword with 220 ATK, 1 attack and no SC... but 100% Critical
rate. Quite useful, especially since the Moonfalx isn't a good weapon to use
here due to the Holy element. Break the Red Dragon's tail for this.
Conqueror's Armor: Final material here as well, the Deep Doom. Just break the
Divine Slave's upper right weapon for this. You can now create this in Crell
Monferaigne, although it's very expensive. It's worth it though, since it
boosts all stats considerably. Just keep your Heavy Warrior away from
elements. If you forgot, the other materials are 1 Silver Mail (buy in Crell
Monferaigne), 1 Firemouse Fur (Fire Bat's body in Surts Volcano Caverns), 1
Windswept Feather (Elven Hawk's tail, Forest of Spirits), 1 Sage Quartz
(Highlander's upper left weapon in Yggdrasil) and the Deep Doom. Lots of
materials, but not hard to get.
-Dungeon walkthrough:
Valhalla is a pretty boring dungeon in design. The first room has a save point.
Just go right to the next one for the Spring. Pick Darkness Blessing if you
have it to set it in a Dais later, then go right again.
The path to the right here is blocked by 3 colored seals. You break those seals
by putting 2 jars in a circle on the floor. There are two jars for each color,
and the blue jars are right before this seal. Just jump on the one higher up
and wait until it touches the ground. The jars move back to their initial
positions if you stop touching them. Once both jars are on the ground the first
blue seal will break.
You can go up or down now. Either way you'll get a cutscene. Begin by going
down. Watch it first, then keep reading.
Arngrim is back (with a new Background). His level will be higher than before
as well, but it's unknown how exactly it changes. He should be high-leveled
enough to be comparable to your other characters... except he still sucks. He
does come with some good equipment too, but nothing new anyway.
Now you're in another straight corridor, but this one has some rooms on the
sides. Go down for one of them, where you'll find 3 chest on the left. Two of
them have Witch's Arcanums and the third has a Spirit Tincture. Now go all the
way to the right, where you'll find another chest. This one has an arrow trap
and a Noble Elixir.
Now just leave the room and check the next one to the left, where there's a
Shell and a chest. The chest spawns enemies when you check it, and has an
Iceproof Talisman. The Shell holds the Gem Blessing Sealstone. This one isn't
too good, it stops you from getting purple/shining gems but you may get some
colored accessories instead. It's only old stuff that you should already have,
so ignore it. Leave the room, go left for the next hall and then check the
first room down here.
There's a chest with an Witch's Arcanum on the left here, and another with an
Overdrive on the right. Leave the room again. There's a path up here, but
ignore it and take the next room down. This one has a chest with a gas trap and
the Mithril Gauntlet, a pretty strong Red Arm armor. Leave the room.
The red seal is to the left here. Same deal as before: step on the higher one
to bring it down until it touches the floor. You'll need to use a flying enemy
to reach it though. Two down, one to go. Take the path up now.
You're back to the room with the Spring, but higher up. This path connects the
3 halls. Go up now for the third one.
Go left for the yellow seal. This time you just need to push the first one you
see to the circle ahead. With the third color gone, the seal on the main hall
is gone, but check the rooms on the way. Begin going right and go up the first
room you can.
There's a Dais here, with no Sealstone. Leave Darkness Blessing here if you
have it, and all of the enemies attacks will be reduced to 75% damage. There's
also a chest on the right here, with an explosion trap and a Tome of Alchemy.
Leave, check the next room to the right.
There are two flying enemies here. Use either of them to reach the top of the
bookcase on the left, where there's a bag with 200,000 OTH. Leave the room, go
right then up again for another room when you can.
Two chests here. One on the right, with an arrow trap and a Flare Crystal, and
another on the left with a gas trap and a Noble Elixir. Leave this room as
well, check the next one. Repetitive yet? This one just has a chest in the
middle with a Double-check. Pick it up, leave, go down back to the main hall.
With the seal gone, go right for the next room, where you'll find a Dais with
the Holy Light Law Sealstone, which is giving Turn to Holy to the enemies.
Leave it here, as it makes it much easier to protect from attacks.
Now you'll begin finding rooms up AND down. Begin by going up when you can,
where you'll find a chest with a Fireproof Talisman on the left. Leave, enter
the room down. Again just a chest, on the left, with a gas trap and an Earth
Crystal. Leave, go right for the new set of rooms.
Go down. Gas trap and a Guard Potion on the chest on the right. Leave, go up.
There's a chest that spawns enemies on the right with the third and last Power
Bangle. To the left, behind the scenery, you'll find another chest with an
Union Plume. Leave, go right for the next hall.
There's a path way up in this room, but just go right without going up for now
for another room with 2 rooms up, 2 rooms down. First room down has a bag with
a Golden Egg on the right and two chests on the left. One has a Might Potion,
the other has a Holy Crystal. First room up has two chests on the left, with an
Union Plume and a Lightning Proof Talisman.
Second room up has a chest on the left with an explosion trap and another Union
Plume. There's another one on the right with yet another explosion trap and a
Spirit Tincture. There's also a Shell here with the Ore Blessing Sealstone,
which gives +1 purple gem per hit while the enemy is down. Good to carry, but
too expensive to restore.
Finally, the second room down has a chest with the Gram light sword on top of
the bookcase on the left. The Gram is Darkness elemental, but so weak that it
doesn't do much. 240 ATK and 3 attacks though, so it's a good weapon for Light
Warriors anyway.
And that's all in this hall. Go back to the previous room, with the exit up.
You have to climb using the enemies here. Not difficult, as they just tend to
move left and right. The path is to the upper right, but reach the upper left
first for another Spring and an Ether Scepter (explosion trap). It's much
stronger than the Unicorn's Horn, with 250 MAG, and the third best staff in the
game. There's also another chest up on the top left of the room, with a Noble
Elixir. Just use a flying enemy to reach it. It's hidden, but easy to get to.
Now get to the right path for another hall with rooms up and down. First room
down has a save point and a chest with another Spirit Tincture. First room up
has a Shell with the Law of Consistency Sealstone. This one is pretty good on a
Dais, but not worth 10,000 crystals. It prevents all status effects, buffs and
debuffs. The boss here uses buffs, so it's good to set in a Dais. Carry it for
now.
Next to the Shell is a chest that spawns enemies with a second Magic Bangle. On
the right is a chest with a gas trap and a Foolproof Talisman. Second room down
has a chest (explosion trap) with a Shadow Crystal on the right. Second room up
has 3 chests: Nectar Potion, Charge Break and Spell Potion. Leave the room,
move on to the right.
There's another blue circle on this room, but you can't reach the second jar
yet. Ignore it for now and go right for the next room, where you'll find
another seal. You can go up or down again, same as before. Go down first.
There are only rooms down here. The first one has the second red seal. Both
jars are in the air. Warp the enemy on top of the lower one, then jump on the
other. Both will go down. The second room just has a Sage's Arcanum. Move on to
the left.
Mini-boss here, with the Strongman Blessing Sealstone, which makes it immune to
critical hits. The Silver Dragon is pretty much the same as the Red Dragon, but
immune to instant-breaking and doesn't absorb Fire. It does have 80% resistance
to it though, and casts Poison Blow and Chaotic Rune. It's far from a dangerous
enemy however since the battlefield is so huge. Chaotic Rune shouldn't affect
you either if you're holding Law of Consistency.
One important thing against the Silver Dragon: break it's head (lanch and wait
for it to fall, then attack from the front) for the Scarlet Exhalation
accessory, a Green Creation rune. This is the same one you could have gotten
from the dragon in Ravine Caverns, but it's easier here. Green Creation is used
for Triple Edge (Green Piercing + Bludgeon + Training + Creation). Anyway, the
first room down has a bag with an Earthproof Talisman on the left and a chest
with a Nectar Potion on the right.
The second one has the Misteltein (explosion trap) on the right and a Dais with
Holy Blessing on the left. Remove this and leave Law of Consistency here. Now
you can't use status effects or debuffs on enemies, but the boss will be
easier, and all attacks in the dungeon will be weaker as well. Holy Blessing is
a good skill for the final boss and the post dungeon, but 1000 crystals for it
might be too much now. Do restore it if you can though. The Misteltein is a
decent bow with 250 ATK, 100 MAG and 2 attacks. Sounds good for elemental
attacks, but the Shiny Rupture has almost the same MAG, 3 attacks and an
element.
Now leave the room and keep going left for a chest with a Noble Elixir, and
that's all for the lower hall. Ignore the middle path up here, and instead go
back to the right and go up to the middle hall from here, next to the seal. Go
to the upper path.
Again, just rooms up. The first one has the yellow seal. Both jars off the
circle here. Push the lower one to the circle, then crystallize it.
Crystallized jars won't move when you stop touching them. Now just step on the
other one to make it go down and the yellow seal is gone.
The second room has a chest that spawns enemies when opened on the left. Inside
it is an Expert's Experience. Now go left for the next part of the hall, with
another Silver Dragon. The first room up has 3 chests, all with gas traps.
Inside you'll find a Holy Crystal, an Union Plume and a Silver Plate, a good
armor for Light and Heavy Warriors, but not better than the Mithril Plate.
The next and final room has a bag with a Double-check on top of the bookcase on
the right. Leave the room and keep going left for a chest with an explosion
trap and another Foolproof Talisman. Take the middle path down now.
You'll be on top of the main hall, with a jar to the left. Jump on it, then
wait until it touches the floor. Jump off, but crystallize it soon. Now quickly
go right and push the other jar to the circle. If the first jar breaks the
crystal, crystallize it again. Crystallize the one you're pushing too if you
need to jump to crystallize the other. Just repeat this until both are in the
circle.
Now go right all the way until you reach a save point. Boss in the next room.
Divine race only, no resistance or weakness to fire, but resists the other
elements. All elements except fire and darkness are used, so the Mithril Plate
is a very good armor. Having the Holy Light Law + Darkness Blessing + Law of
Consistency setup will reduce the boss' damage a lot, too.
The boss flies, so avoid attacks that hit the ground. Knockdown moves are great
as they'll always result in ground bounces heres. It's an easy fight.
Save and go right for the final room when you're ready. Watch the cutscene
first.
__Freya______________________________________________________________________
| |
| Lv 65 36,000 HP |
| 1,450 ATK 2,000 MAG 120 HIT 120 AVD |
| Races: Divine |
| Elements: Earth +20%, Fire and Darkness +50%, Lighting and Holy +80% |
| Vulnerable to Faint (20%) and Frailty (100%) |
| Recommended level: 42 |
| |
| Body Parts: |
| -Body (vital): 36,000 HP, 135 RDM, 150 RST |
| |
|Attacks: |
| -Teleport: Targets self, warps to random place on the battlefield. |
| -Victory Sword: Long thin range, 5 hits of high non-elemental damage to one |
| character. |
| -Thunder Sword: Medium wide range. Fires a bolt at the party for high |
| damage. Holy and Lightning elemental. |
| -Exact Emotion: Targets self. Boosts all stats by an unknown amount (50%?). |
| Used once when under 70% HP. |
| -Frigid Damsel: Ice spell, 3 hits of high damage to party, causes freeze. |
| -Earth Grave: Earth spell, high damage on party. Causes Faint. |
| -Prismatic Missile: Holy spell. Very high damage on party, small chance of |
| causing several status effects. |
| -Ether Strike: Soul Crush, hits one character 20 times for very high damage.|
| Used when under 50% HP. Ends the battle if there are |
| survivors. |
| |
|Strategy: |
| This could be an epic fight, but unfortunately the plot doesn't expect you |
| to win. The fight ends once Freya uses Ether Strike, similar to the Odin |
| battle. The difference is that there isn't a real battle after this. Once |
| again, you can win the fight but it doesn't matter. The story doesn't |
| change and you don't get experience, OTH or items. |
| |
| As for the fight itself, Law of Consistency blocks Exact Emotion, and Holy |
| Light Law blocks Freya's ATK stat. Darkness Blessing will also reduce the |
| damage from most attacks, and the Mithril Plate helps with that as well. |
| |
| Just get behind Freya and attack. Knockdown moves will give an instant |
| ground-bounce, so you can combo for a long time getting shining gems. It's |
| sad, but there really isn't much else to this battle. Just make sure you |
| have two characters alive when she gets near 50% HP, as you need someone to |
| survive Ether Strike. |
| |
| There's a long sequence of cutscenes after the fight. Watch all of them |
| before you continue reading. |
| |
_____________________________________________________________________________
===============================================================================
04.6 - Chapter 6: The Twisted World Tree [04600]
The final Chapter begins. You'll be in a new dungeon immediately after the
cutscene, preventing you from taking the final items in Valhalla for now.
You'll also have two new items: the Water Mirror and, finally, the Dragon Orb.
Too bad they're both just plot items and don't do anything.
But, more importantly, you also have two new party members! Brahms and Hrist
have joined the party. They come with the skills Dylan and Leone
(respectively) had when they left and some extras. There's a lot to say about
both, but let's wait a little for it. You're in the dungeon, with a spring, a
save point and the exit. Just make it to the next room for another cutscene.
Watch it first before you keep reading.
Another new character! Now, here's the quick analysis of each one:
Brahms fights with claws, but can use any armor the Heavy Warriors can. This
already makes him quite durable, but his weapons have an added special effect
that are really the best thing about him: they have the same healing effect as
the Drainwing accessory. Meaning, whenever he attacks there's a chance that
he'll heal for the same amount of damage that he dealt. This, coupled with his
high HP, make him the best tank in the game, to the point that if Brahms dies
it means there's something wrong with your strategy.
However, perhaps to balance this, his damage multipliers are low. He can also
use the Sword of the Meek (although he keeps the fists in battle), but you'd
better use that with a Heavy Warrior instead since their multipliers are way
higher. Finally, his Soul Crush has the highest amount of hits (21). Overall,
Brahms is the ultimate tank who can deal average damage and heal himself a lot.
And just like Brahms feels like a Heavy Warrior, Hrist feel like a Light
Warrior, just with a different weapon (halberds). She's full of combo
potential. Pushing, pulling and bouncing are things she does with ease.
Stat-wise she has the highest AGL. Doesn't matter much, but if someone is
dodging attacks, that someone is her. Her damage output will be higher than a
Light Warrior's if she gets a comparable weapon, but she's purely
non-elemental. For now she's good for variety, but not much else. She gets much
better later!
And finally Lenneth, a pure Light Warrior. It's a shame, but she's really not
special for now, despite her higher level. She comes with lots of support
spells, but only two (unnecessary) skills and weak attacks. However, gaining a
few levels will make a huge difference as she starts surpassing all Light
Warriors (including Alicia) in damage, and gains even more support spells.
She'll eventually become the best Light Warrior for non-elemental damage, but
for now she's below many others. Her initial weapon is very good though! The
Glance Reviver has 350 ATK, 3 attacks and Soul Crush enabled. It should be used
by any Light Warrior in the party.
They all join at high levels. Lenneth comes with Heroism and Force Field
(1000). Brahms comes with Victorious Vitality, Mind Lock and God Destroyer.
Hrist comes with Heat Up and Cure Condition. So their new skills don't really
help much, but at least they've got anything you've taught to Dylan and Leone.
Also, Hrist and Brahms join with weak weapons, but you can create or find
better ones. Lenneth doesn't have a weapon problem since you have lots of light
swords.
Anyway, now you can continue to explore the dungeon, or go back to the world
map to collect some new items. There are also some items you couldn't pick up
in Valhalla (in the Water Mirror room)... so there's quite a bit of stuff to do
before proceeding in the final dungeon, and it's a good opportunity to teach
some skills to Lenneth and raise her level a bit if you want to use her. It's
up to you.
If you just want to explore the dungeon and end the game, skip to section
04.6.01. If you want to pick up the new things now, just keep reading.
-Poems (tri-Emblem)
Go back to Solde if you've read the 3 poems (in Solde, Dipan and Crell
Monferaigne) at the right time. Check the right corner of the house with the
first poem to find the tri-Emblem, a runeless accessory that gives +50% RDM and
+30% AVD and RST, plus +90% Fire! This is the best way to protect from fire
attacks, which usually are the most dangerous ones.
-Hauteclaire
Go all the way back to the execution site in Dipan and check the body of a dead
soldier to get this weapon, a heavy sword with 250 ATK, 2 attacks, SC enabled,
Lightning elemental and Soul Crush Damage +30%. It's a good weapon, but you
have better options. Feel free to ignore this.
-Fencer's Familiarity
-Archer's Aptitude
-Sorcerer's Savvy
-Thief's Thoughts
-Ambrosia
-Warrior's Wits
Both Brahms and Hrist join with pretty weak weapons. You'll find decent weapons
for both in the final dungeon, but you can also choose to create their best
weapons in the main game in shops instead. Brahms' Bloody Claw isn't that great
to make, as it's only 20 ATK higher than the one you'll find in the final
dungeon, plus you'll need a material from one enemy there.
Hrist's Basilisk though is a great weapon. It has 340 ATK, 50 HIT, -10 RDM, 2
attacks, Soul Crush enabled and a chance to petrify enemies. It's also very
easy to create: all you need to collect are 3 Piercing Imprints. You can get
that from:
All very easy by now as you should break them with just one hit anyway. Now
just sell the 3 imprints, the Saint's Halberd (Hrist's initial weapon) and a
Tome of Alchemy to the traveling merchant, and get your Basilisk!
--- Adonis ---
Once Adonis reaches level 48, he'll have the same attacks as Zunde and a
slighty lower STR, but higher HP. The only thing stopping him from being better
than Zunde is the lack of skills, but if you're planning on using Lenneth
you'll have to teach her skills anyway. Adonis is a great contribution to the
party once he gets the good attacks. A second Zunde can never be a bad thing.
Another thing that was recommended to be left for later, the Achromatic Law
Sealstone is very important for the rest of the game if you plan on using
elemental attacks. Of course, you can just ignore it if you don't. The
sealstone costs 4000 crystals to restore.
-------------------------------------------------------------------------------
04.6.01 - The final dungeon [04601]
-Overview:
The final dungeon is actually quite simple, except for battles. Some battles
here don't have a leader, so you'll have to kill all enemies to win. This can
be problematic if there are too many enemies. Don't be afraid to run if things
get out of control.
There are 4 different battlefields here, and there are transfer spots in the
first and third ones. Be very careful when exploring those areas. It's easy to
make enemies fall off, but it's also easy to fall off yourself, either because
of the attack's animation or the enemy pushing you. Remember, there's no way to
gain protection from this kind of transfer.
As for the battles themselves, instant-breaking still helps against many
enemies, but elements don't. This is because of the Six Elements Blessing
sealstone, affecting the whole dungeon with it's +20% resistance to all
elements effect. You can't reach it until much later, but a good way to counter
that is setting Achromatic Law in the first Dais you see.
The Pyrohydra (same type as the Hydra in Crawsus) has only one spawn point,
near the end of the dungeon. It's not really dangerous and very easy to kill,
but rare.
Rune Greaves: Greaves for Archers and Light/Heavy Warriors with 30 RDM. The
best in the main game, break the Elder Vampire's legs to get it. You can also
create it in Solde, but it's easier to get it here.
Bone Mask: If you missed this back in Yggdrasil you can get it here. Just
break either part of the Undead Master's head. Instant-breaking works and the
chances are good (30%).
Tathlum: Strong bow with 280 ATK, 3 attacks and innate Demon Slayer, but no
Soul Crush. Break the Baphomet's bow for this. It's a good weapon, but Blue
Gale + Demon Destroyer will take care of demons much more easily, not to
mention it's a rare item (15% drop chance).
Wild Chalice: Another bow. Easier to get, but less useful: 340 ATK, 1 attack,
SO enabled and innate Unholy Purifier. Same comments apply. Get it by Direct
Assaulting the Pyrohydra.
Helgi's Sword: Light sword. Get it by breaking the Nymph's head, but the drop
rate is very low (15%). This weapon has 380 ATK, 2 attacks and immunity to
Confusion, but no Soul Crush. It also has a chance of confusing the enemy,
which is actually pretty good. The Glance Reviver is better if the enemy
resists Confusion though.
Caduceous: Staff with 340 MAG, 10 RDM, 20 RST and GM enabled. Just break Type
44 Demon's staff to get it. Instant-breaking works, but the drop rate is only
15% again. This is only 20 MAG behind the best main game weapon for Sorcerers,
so it's actually worth the trouble. Just stick to this one.
-Dungeon walkthrough:
The first area isn't too dangerous except for the transfer spots in the
battlefield. The Spring is in the first room -- pick your favorite sealstones,
as you should be used to making good setups now. The only difference here is
that you shouldn't use elements. Go up to the second room.
There's a Shell on the left, but it's empty. Just go right for the next room,
then go down. You'll find a mini-boss protecting a Dais. It's the Slight Devil,
a Demon that looks like the Living Armor enemy. It's immune to all elements
until you break it's armor. Breaking it's spear causes it to cast Dark Savior.
There are 4 of them in the fight, and no leader. No good items either.
Keep going right now for the Dais, with the Desperate Soldier Law sealstone.
This one gives a x1.5 ATK bonus, but prevents healing in battle. Same as the
Frailty status. Personally I don't like this one, as no healing on everyone is
a big deal, but it's a good sealstone. Carry it if you feel safe with it. If
not, at least take it back to the Shell in the previous room. If you like
elements, put Achromatic Law in this Dais. Now you can use elemental attacks
freely here. Go back to the previous room.
Go all the way to the right for a treasure chest with a gas trap and the Ether
Shield. It's for Heavy Warriors only for now, with 75 RDM and 20% chance of
blocking attacks. Great if you don't have the Miracle Guard. Go up to the next
room, then left twice. You'll reach another mini-boss.
The Gigantic Troll is the game's last troll. Still the same deal: Giant race,
attack from behind to avoid all attacks, use Frailty if you need to stop it's
healing. There are also 2 Giant Bats and 2 Rotting Devils in the fight. The
troll is the leader though. Feel free to push it off the battlefield if the
healing bothers you and you don't have a way to cause Frailty.
Now ignore the path up and go left for two chests. Both with gas traps, and the
Bloody Nails and Supreme Crown. The Bloody Nails is a great weapon for Brahms,
only 20 points weaker than the Bloody Claw. The Supreme Crown can be used by
anyone and has 20 RDM, 40 MAG. Good for elemental attackers.
Now take the path up and you'll get past the first area in the "tower". There's
no transfer spot in the battlefield of the second area. Begin by going right to
the next room, then down. There's a chest on the left here with an arrow trap
and a Sage's Arcanum. Go down again for another Dais blocked by another
mini-boss, the Slop.
Same deal as the Primordial Ooze way back in Chapter 2. Races are Giant, Plant
and Unholy. Have protection from Earth and use a Nectar Potion at the start of
th fight to prevent the Poison from Washout once it gets low on HP.
The Dais has the Unprepared Castle Law Sealstone, which doubles RDM but
prevents using the battle menu... which doesn't mean anything for the enemies
but is a large penalty for you. So you'll want to deactivate this, and there's
a Shell nearby. Just carry it for now.
Now go back to the first room of this new area and go down through the exit on
the left. There's a chest on the right (gas trap) with the Lunar Bardiche, a
weapon for Hrist with 2 attacks, 350 ATK and 50 MAG. It's better than the
Basilisk if you're using Psychosoma... but since it's not an elemental weapon
it's not a very good reason to use the skill. So, use the Basilisk if you have
it.
To the left is a Dais. Leave Unprepared Castle Law here, then take the path
down. Go all the way right here for a chest (and an arrow trap). Inside is the
Robe of Bryttain, for Archers and Sorcerers. Highest RDM for them in the main
game, plus 40 RST and +50% Holy, but -20% Darkness. The Phoenix Garb is better
if you've got it though, due to the innate Regenerate Health and Fire
protection. It's only 10 RDM behind the Robe of Bryttain anyway. Go up to the
next room.
Here you'll find a Spring, a save point and another mini-boss... the fourth
already: 3 Lord Bats (Unholy, Beast) and a Vampire Lord (Unholy, Magic). Pick
Unholy Purifier if you have to choose, as it will affect everything. Nothing
really new with either enemy, just use a Nectar Potion to prevent Freeze with
Glacial Blizard. Once the Vampire Lord gets low on HP it might use Metamorph,
which makes the vampire transform in 3 Lord Bats. One of these is the Leader,
but won't be marked as such. Save after the fight and go up to the third area
of the dungeon.
There are transfer spots in the battlefield here again. There's also an item on
the top left of the room. Use the crawling enemy to reach it. It's a
Double-check (careful with the explosion trap). Now take the path up.
The final Dais and the final mini-boss. First go all the way to the right for a
chest with an arrow trap and the Claiomh Solaris, a heavy sword. It's the same
you could have gotten from the boy in Kalstad, but having 2 is nice. Now go
left for the boss: 2 Castle Forts, the same enemy type as the Ballistic Rhino,
the game's first boss. Races are Beast and Giant. No leader, so you have to
kill both... or just transfer them.
The final Dais has the Six Elements Blessing Sealstone, which is giving +20%
resistance to all elements to all enemies. Hold or restore (2000 crystals) this
one! It's a pretty good one, and will help against all remaining bosses. Now go
left to the next room. No items here, so just take the path down.
Now go right for one room, then all the way to the right. There's a chest here
with an arrow trap and a Goddess Tincture. Going up here only takes you back to
the entrance of this area, so go back left all the way. There's a path up with
a light on the top, which is where you need to go, but there's a major boss
there.
Two actually, but it's a single fight. One of the bosses only uses Attacks
(Holy and Lightning elemental), but is always fully healed after attacking or
being attacked. This means you either have to kill the boss in one combo or
prevent the healing. You could leave Desperate Soldier Law in a Dais, or cause
Frailty (Arngrim's Wild Break), or... just transfer the boss out of the
battlefield. This boss doesn't leave items, so you're only missing experience
and OTH. Races are Unholy and Divine.
The second boss only uses spells. Earth, Ice, Lightning and Darkness. Lots of
status effects, so have a Nectar Potion ready. Six Elements Blessing takes care
of the damage, and you can equip Mirror Fragments or Shell Shades and use
Reflect Sorcery. Races are Unholy and Magic.
Go up when you're ready. Watch the scene first, then keep reading.
Now you're in the fourth and final area of the dungeon, with no transfer spots
in the battlefield again. There's a save point here, so use it. Go up to the
next room, then take the path up again to reach a long room that you can't
climb yet. Just open the chest on the left now for the third and last Magic
Bangle (careful with the arrow trap), then go back down to the previous room.
Take the path down on the right now.
Now just follow the only path until you reach a Spring and another save point.
There's another boss up ahead, and it's a bit harder. This one only uses spells
as well, but no Ice this time: Fire instead. Keep carrying Six Elements
Blessing. That plus the tri-Emblem will make one character immune to Fire, and
armor like the Mithril Plate, Fairy Garb and Pheonix Garb are good choices as
well. Reflect Sorcery and Chaotic Rune are great spells to use. Mirror
Fragments and Shell Shades can be used instead of Reflect Sorcery if you don't
want to use a Sorcerer. Have a Nectar Potion as well.
__Lezard Valeth______________________________________________________________
| |
| Lv 62 72,000 HP 1,000,000 exp 17,500 OTH |
| 1,900 ATK 1,750 MAG 100 HIT 100 AVD |
| Races: Magic |
| Elements: Holy +20%, other elements +80% |
| Vulnerable to Freeze (50%) and Faint (50%) |
| Leader Item: Tome of Alchemy |
| Recommended level: 46 |
| |
| Body Parts: |
| -Body (vital): 72,000 HP, 110 RDM, 250 RST |
| |
|Attacks: |
| -Fire Storm: Frontal range, fire elemental spell. Very high damage to two or|
| 3 characters. |
| -Thunder Storm: Large circular range. 7 hits of high magical Lightning |
| damage. Can cause Paralysis. |
| -Poison Blow: Medium cone-shaped range, high magical Earth damage. Causes |
| Poison. |
| -Dark Savior: Medium frontal range. 3 hits of average Darkness damage. |
| -Dampen Magic: Wide frontal range, causes Silence on one character. |
| -Animate Earth (Great Magic): Very large circular range. High Fire elemental|
| magic damage on all characters. Used when |
| below 50% HP. |
| |
|Strategy: |
| Lezard only uses spells and his damage isn't that high, but he moves and |
| turns really fast. This can be a problem when you run out of AP. A good |
| strategy here is to split up
the party and leave the tri-Emblem user in |
| front of Lezard. Use Chaotic
Rune or Reflect Sorcery to reduce the damage |
| done to this character. This
way the characters on the back will only be hit|
| by Thunder Storm and Animate
Earth, and you should always have enough AP to |
| attack. |
| |
| Don't forget to use a Nectar Potion to prevent the status effects. Silence |
| shouldn't be a big problem, but Paralysis is dangerous. Once Lezard starts |
| casting Animate Earth there's no simple way to avoid it, but everyone should|
| have some nice protection from Fire anyway. |
| |
| This is an easy fight, since spells are all you have to worry about. Watch |
| the cutscene after the battle before you continue reading. |
| |
_____________________________________________________________________________
The sisters are gone, but left their equipment behind. You'll still have a full
party anyway, with Alicia, Rufus, Brahms and Arngrim at the very least. The
path back up is also gone, so you'll have to take an alternate route to the top
of the tower. You've also been sent 2 screens back. Go back up for the save
point and Spring if you can, then down when you're ready.
Now go back to the room where you got the Magic Bangle. If you don't remember,
it's the path up to the left side of the room, then up again. There are enemies
here now, so you can use them to go up. The first walking enemy you see in this
room is the only one that can spawn the Pyrohydra. Remember, it's a rare enemy.
Just use the enemy here to reach the higher platforms. Don't use the flying one
yet, then fall left to a ledge with the Reflect Armor (gas trap). The Mithril
Plate is still better. Now go back up, past the two flying enemies. Go right
and you'll find a chest with an explosion trap and a Foolproof Talisman on the
way.
Fall right from this chest and you'll reach another ledge with the final chests
in the dungeon, with a Noble Elixir (arrow trap) and the Elhanan's Fingertips
(explosion trap). This is a bow with 300 ATK, 3 attacks and SC enabled, plus
innate Giant Killer. It's a great bow, but others (Blue Gale, Supreme Crossbow,
Shiny Rupture) can be better for specific setups, like elemental attacks.
Now just go back up to the top of the room and take the path up to find the
game's final save point. Make sure you save here, then load your save.
Doing this makes two things happen. First, and not very important, the
Einherjar will stop giving their old rewards. You can get new items by talking
to them now. Here's a full list:
The second and most important result of loading a save from the final save
point is unlocking the Seraphic Gate, the bonus dungeon. Just go back to the
world map and it will appear in the western region.
-------------------------------------------------------------------------------
04.6.02 - The final battles [04602]
Before you go fight the bosses, make sure you have a full stock of the
necessary items: Nectar Potions, Might/Spell/Guard Potions, Overdrives, Charge
Breaks, Witch's Arcanum, Spirit Tinctures, etc. Some characters with skills
like Double/Triple Edge, Spirit Control and Heat Up are a great help as well.
Also make sure Alicia has the basic skills like Fists of Iron, Mental Boost,
Psychosoma and so on. Magician Slayer is also very important. Don't bother
learning Toughness... or Observation and Mind Lock if you like those. And yes,
do this even if you don't like/use Alicia. If you have any Expert's Experience
left, don't use them now.
Now you have to pick which Sealstones you're going to use. If you're planning
to use elemental attacks, put Achromatic Law in a Dais and hold Holy Blessing.
Do this even if you're not currently using any Holy attacks. Don't carry any
other elemental Blessing. For non elemental attacks, ignore this and just focus
on ATK. Make sure you're carrying Six Elements Blessing regardless of which
attacks you want to use.
What you set in Daises doesn't matter much other than Achromatic Law. All
elements will be used, but Earth and Ice are less dangerous. You can set Earth
or Ice Blessing in the Daises to reduce the Lightning and Fire attacks. If not,
just put Chasm Wrath, Masochist Wrath... anything like that. There's only one
projectile attack, so Stone Hurler Wrath is a good choice to make the boss
slower as well.
For armor, Mithril Plates and Fairy Garbs are still great. Elements and a few
spells are used a lot. This isn't a good enough reason to use Mirror Fragments
or Shell Shades this time though, as spells aren't the main danger in the
fight.
You'll also want a dedicated damage dealer. Make sure this character has
everything you can give him to increase his damage and a knockdown move. Heavy
Warriors with Sweep Dive are the best at this. Your other characters should be
strong as well, but focus all you can on this character. Bloody Patch, Bone
Mask, Dragon Rib, Power Bangles, Magician Slayer, anything you have. The other
characters should keep more balanced setups, nothing out of the ordinary.
Heal and save before you head up. Just follow the only path here until you
reach the boss.
__Transcendental Being_______________________________________________________
| |
| Lv 63 90,000 HP |
| 2,100 ATK 1,900 MAG 100 HIT 100 AVD |
| Races: Magic |
| Elements: Holy +20%, other elements +80% |
| Immune to all status effects |
| Recommended level: 47 |
| |
| Body Parts: |
| -Head: 9,000 HP, 110 RDM, 280 RST |
| -Cape: 13,500 HP, 110 RDM, 280 RST |
| -Body (vital): 90,000 HP, 110 RDM, 280 RST |
| -Arms (2): 4,500 HP, 110 RDM, 280 RST |
| -Legs (2): 4,500 HP, 110 RDM, 280 RST |
| |
|Attacks: |
| -Teleportation: Targets self, teleports to a random spot on the battlefield.|
| Used as a counterattack. |
| -(Book Attack): Short frontal range, 5 hits of average Holy damage on the |
| party. |
| -Gungnir: Long frontal range, throws Gugnir on party for two hits of average|
| Holy and Lightning damage. |
| -Rebellious Repent: Very long, narrow frontal range. Two hits of Holy damage|
| on the party for high damage. Teleports to a random spot|
| after the attack. Used when under 30% HP. |
| -Indifferent Judgment: Huge circular range, covers most of the battlefield. |
| Three hits of very high Holy damage on the party. |
| Teleports to a random spot after the attack. Used |
| when under 30% HP. |
| -Powerful Name: Wide frontal range. Low damage on party, but causes Doom. |
| Used when under 20% HP. |
| -Fire Storm: Frontal range, fire elemental spell. Very high damage to two or|
| 3 characters. |
| -Frigid Damsel: Frontal range, ice elemental spell. 3 hits of low damage to |
| party, causes Freeze. |
| -Poison Blow: Medium cone-shaped range, high magical Earth damage. Causes |
| Poison. |
| -Lightning Bolt: Medium cone-shaped range, 6 hits of high magical Lightning |
| damage. Can cause Paralysis. |
| -Dark Savior: Medium frontal range. 3 hits of average Darkness damage. |
| -Animate Earth (Great Magic): Large circular range. High Fire elemental |
| magic damage on all characters. Used when |
| below 50% HP. |
| |
|Strategy: |
| Lezard is a monster. He's currently so powerful that your characters can |
| barely hurt him -- all damage dealt to Lezard will be divided by 10. |
| Fortunately you don't need to beat him now, only break the crystal in the |
| middle of the room. If you do beat Lezard you'll get the same results. The |
| story continues as if you had just broken the crystal. |
| |
| But breaking the crystal (50,000 HP) isn't easy either, as Lezard is keeping|
| a barrier up protecting it from all attacks. Anything that hits the crystal |
| will also deal only 1/10 damage as long as that barrier is up. To bring the |
| barrier down you'll need to stun Lezard, and to do that you need to deal |
| 1000 damage total to him. |
| |
| So you'll want to deal as close to 1,000 damage as possible on Lezard using |
| very little AP. Make sure your strongest character has Might Reinforce cast |
| on him (maybe with Sap Guard or Chaotic Rune on Lezard) and attack from |
| behind. If you can't deal high damage with one character just attack with |
| the whole party. Keep an eye on the damage you're dealing, and stop |
| attacking once you're sure it's over 1,000. Lezard will be stunned |
| temporarily, which should give you enough time to bash the crystal and deal |
| some serious damage to it. If you don't have much AP left after stunning |
| Lezard just use a Charge Break. It's very important that you have enough AP |
| to bring the crystal's HP down as much as possible in one combo. |
| |
| But, of course, it's not that simple, as Lezard will be hitting you with his|
| powerful attacks while you're trying to stun him. He still moves and turns |
| fast, so getting out of his attack ranges is often hard. Powerful Name, |
| Indifferent Judgment and Rebellious Repent are very dangerous attacks, but |
| you shouldn't even see them in this battle as the crystal should be gone way|
| before that. You should only face the book attack, Gungnir and the spells |
| here. Gugnir is rather dangerous because of the long range, but the book |
| shouldn't be a problem. Use a Nectar Potion as always to avoid the status |
| effects. |
| |
| The crystal can also be hit by splash damage, so you can attack Lezard |
| through it or make Lezard attack you through it and the crystal will be |
| damaged. This isn't recommended though, as the damage is just too low. Focus|
| on stunning Lezard and then attack the crystal -- this is all you need to do|
| here. |
| |
| Again, watch the scenes first before you keep reading. |
| |
_____________________________________________________________________________
Valkyrie is also the only character who can deal full damage to Lezard.
Everyone else will still have their damage divided by 10, which means they'll
have more of a supporting role in this battle. Skills like Double/Triple Edge
and Heat Up will help a lot for Soul Crush chains. Since damage doesn't matter
much you can add the Sun Shower and Doublecross weapons as well if you're using
Light Warriors or Archers. Use multi-hit attacks as well, of course.
Also make sure you release any Einherjar you're not going to use! This is the
final battle, so there's no reason to hold back. Give them the best equipment
you're not using, and then give all the stat-boosters to Valkyrie!
As for Valkyrie herself, she comes with a bunch of great equipment. Just give
her the Mithril Plate instead, and she'll have 60% protection to most elements.
Either set her up as an elemental attacker or just boost her ATK. Use your
Expert's Experiences on her to level her up, and she might get a new attack.
Mirage Pierce is a better choice for the fight than Imperious Act. She's your
ONLY attacker in the fight, so make sure she's up to the task.
One last thing of note: if you do beat Lezard without Valkyrie in the party
there will be a small change in one cutscene in the ending. This ISN'T a new
ending, it ISN'T a better ending, it ISN'T a change in the story because
Valkyrie didn't fight and it ISN'T recommended. This is meant to be a
challenge, and will only be frustrating if you try it now. It's recommended
that you finish the game now using Valkyrie, do the Seraphic Gate and then come
back with stronger characters and equipment to beat Lezard without Valkyrie
easily. There's no point in doing it before you see the "normal" cutscene
anyway, since you won't even know what was the difference.
Make sure you're ready before you leave the menu. Check Valkyrie's equipment,
attacks and skills!
__Anarchic Entity____________________________________________________________
| |
| Lv 65 100,000 HP |
| 2,200 ATK 2,000 MAG 132 HIT 122 AVD |
| Races: Magic |
| Elements: All elements +80% |
| Immune to all status effects |
| Recommended level: any |
| |
| Body Parts: |
| -Head: 10,000 HP, 130 RDM, 200 RST |
| -Cape: 15,000 HP, 130 RDM, 200 RST |
| -Body (vital): 100,000 HP, 130 RDM, 200 RST |
| -Arms (2): 5,000 HP, 130 RDM, 200 RST |
| -Legs (2): 5,000 HP, 130 RDM, 200 RST |
| |
|Attacks: |
| -Teleportation: Targets self, teleports to a random spot on the battlefield.|
| -(Book Attack): Short frontal range, 5 hits of average Holy and Darkness |
| damage on the party. |
| -Gungnir: Long frontal range, throws Gugnir on party for two hits of average|
| Holy, Darkness and Lightning damage. |
| -Rebellious Repent: Very long, narrow frontal range. Two hits of Holy and |
| Darkness damage on the party for high damage. Teleports |
| to a random spot after the attack. Used when under 60% |
| HP. |
| -Indifferent Judgment: Huge circular range. Three hits of very high Holy and|
| Darkness damage on the party. Teleports to a random |
| spot after the attack. Used when under 40% HP. |
| -Powerful Name: Wide frontal range. Low damage on party, but causes Doom. |
| Used when under 60% HP. |
| -Explosion: Medium circular range, Fire spell on party. High damage. |
| -Glacial Blizzard: Frontal range, ice elemental spell. 5 hits of low damage |
| to party, causes Freeze. |
| -Earth Grave: Medium circular range, average magical Earth damage. Causes |
| Faint. |
| -Thunder Storm: Circular range. Lightning spell, average damage. Chance of |
| causing Paralysis. |
| -Dark Savior: Medium frontal range. 3 hits of average Darkness damage. |
| -Meteor Swarm (Great Magic): Large circular range. Very high Fire elemental |
| magic damage on all characters. Used when |
| below 50% HP. |
| |
|Strategy: |
| Even stronger than before, except now Lezard has an opponent who is more |
| than a match to him. Other than gaining the Darkness element in all of his |
| Attacks and trading attack spells for Menu Spells, Lezard also gained a new |
| Great Magic and will now start using his unique and powerful attacks |
| earlier. He's also faster. |
| |
| Powerful Name is a very dangerous attack with 100% chance of causing Doom. |
| Make sure you use a Nectar Potion as soon as the battle starts to make this |
| attack useless! Rebellious Repent isn't much stronger than Gugnir, but the |
| range is much larger and Lezard teleports to a random spot on the |
| battlefield after using it. He does the same on Indifferent Judgment, and |
| it's even worse because not only is that attack stronger, the range is HUGE.|
| Lezard can often enter a very cheesy loop where he uses only Indifferent |
| Judgment or Rebellious Repent, warping far away from you afterwards. By the |
| time you catch up to him he'll be ready to use it again and warp to the |
| other side of the battlefield again. |
| |
| To make things worse, Lezard can also use Rebellious Repent or Indifferent |
| Judgment as counterattacks, so not only will you miss, you'll also take |
| high damage and have to cross the whole battlefield to reach him. Make sure |
| you avoid this by always attacking him from behind, only, even if you have |
| the chance to attack him from the front. |
| |
| Meteor Swarm though isn't a very dangerous attack, since it's entirely |
| fire elemental and you have plenty of protection from that now. tri-Emblem, |
| Six Elements Blessing, Ice Blessing, Mithril Plates, Fairy Garbs, Phoenix |
| Garbs, Valkyrie's innate 20% protection... the list goes on. This covers |
| Explosion as well, and the other spells aren't very dangerous with a Nectar |
| Potion blocking status effects. |
| |
| So all that's left to do now is defeating Lezard, something Valkyrie does |
| very well. Just focus all your boosts on her: Might and/or Spell Potions, |
| depending on how she's set up. Attack from behind and do the longest combos |
| you can. If your other characters have Double/Triple Edge and multi-hit |
| attacks it should be very easy to build a strong SC chain. Make sure you use|
| Valkyrie LAST. Nibelung Valesti can easily knock over 40% of Lezard's HP in |
| a good chain. |
| |
| Remember, this is the final battle, so there's no reason to hold back. Use |
| all the items you need without worrying about your stock, and be as |
| aggressive as you can. Don't let Lezard play hide and seek with the |
| ridiculously large range of Indifferent Judgment. |
| |
_____________________________________________________________________________
Congratulations! Now sit back and enjoy the ending. There's still a lot more on
both the game and the FAQ! You can check section 06.7 for the Hard Mode you've
just unlocked by finishing the game once, or go to the Seraphic Gate. The main
game walkthrough is done, but the next update will also include the Seraphic
Gate, the greatest challenge in the game!
===============================================================================
-------------------------------------------------------------------------------
===============================================================================
06 - Secrets, Extras and Side-Quests [06000]
There aren't many optional things in VP2, but missing them can be a pretty big
deal. Most things listed here are included in detail in the walkthrough, so
this is mostly a reference for those who don't want to use the full walkthrough
but don't want to lose anything important here.
Still, some things (Animal Rings, Luck Smiles, Hard Mode) are only detailed
here, so this should be of interest to everyone.
===============================================================================
06.1 - The Poems (tri-Emblem) [06100]
There's only one tri-Emblem in the game, but it's easy to get: you just need to
read 4 poems, scattered through the game. Then you'll be able to pick it up in
Chapter 6.
The poems are located in the following towns: Solde, Dipan and Crell
Monferaigne. If you read the 3 before Chapter 6, the one in Solde will change.
This happens as soon as Chapter 4 if you've already read the 3 by them. Read
the new poem any time, and the Tri-Emblem will appear in the house with the
poem in Solde in Chapter 6, on the right side.
The poem in Solde is in the street with the chapel, on the house on the left.
Enter the house and check the left wall to read it.
The poem in Dipan is in the town, in the leftmost house of the main street
(where you'll find the inn and the shop). The poem is in the bookcase on the
right of the house. YOU CAN ONLY READ THIS IN CHAPTER 2. If you missed it, you
missed the tri-Emblem.
The poem in Crell Monferaigne is in the house to the left of the inn. It's
behind the flower vase on the right.
It is unknown if they have to be read in the right order, but apparently not.
===============================================================================
06.2 - The kid asking for money in Kalstad [06200]
There's a boy in the back street in Kalstad asking for 10 OTH. He does this in
Chapters 3, 4 and 5, and depending on how much money you give him he'll give
you a weapon in Chapter 6.
If you give him from 100 to 290 OTH, you'll receive the Sun Shower. Light
sword, 130 ATK, 20 MAG, 2 attacks, SC enabled and the "Extra hit (+1)" Effect.
A good weapon for the extra hits, but you can just create it in Solde anyway.
If you give him 300 or more OTH, you'll receive the Claiomh Solaris. Heavy
sword, 350 ATK, 2 attacks, SC enabled. No special Effect, but it doesn't really
need it -- this is the best main game Heavy Sword other than the powerleveling
ones. You'll find one of these in the final dungeon, but you can get it sooner
with the boy, and having two is better than just one if you're using more than
one Heavy Warrior anyway.
300 OTH isn't much, so there really isn't any reason not to give him that for
the Claiomh Solaris. Just talk to the boy 30 times.
===============================================================================
06.3 - Powerleveling Items *SPOILERS* [06300]
There are two points in the game where you can gain items according to the
level of some characters. These points and characters are:
The items you get depend on the character and their level. Each of those
characters has a different list of items/level requirements. If your level is
high enough, the items will appear automatically in your inventory, without
warning, when the cutscene where they leave ends.
Those are some really high levels for the best items. Check the walkthrough for
hints and tips on how to reach those levels so early in the game if you're
interested. Section 04.3.07.
Keep in mind though that the weapons are EXTREMELY overpowered for the time you
get them and will make the rest of the main game a complete joke. You'll just
need to attack, no skill or strategy needed. They're not the best weapons
though, and become obselete very early into the bonus dungeon. Also, getting to
those levels takes more time than what you'll save by using them, so it's up to
you if that's a good idea or not.
This doesn't include the Seraphic Gate. There's always a whole section for
that.
While most dungeons in the game are part of the main story and will show up
naturally as you progress, 3 of them are not and have some requirements before
they show up.
These extra dungeons are like any other in the game, with their own Sealstones,
items, enemies, bosses and Einherjar. They're also where you'll find something
unique: the Sealpouches.
Sealpouches are precious items that take effect automatically once you get
them. Each Sealpouch adds a new "slot" to carry Sealstones, which as you should
know are very important for aiding you in battle. There are 3 Sealpouches, so
you can carry up to 4 Sealstones after getting all of them.
The first 2 dungeons have 2 "quests", with different bosses on each quest. The
rest of the dungeon will be the same both times, but you can't even access the
second quest until you beat the first.
To get access to these dungeons you only need to talk to the right person at
the right time. It seems it's possible to miss them permanently if you don't
talk to the right person before it's too late. It is unknown for now what the
exact timing of each quest is, so try to do them as soon as possible. The list
below only mentions what seems to be the time limit.
For the second quest, talk to the same man after beating the Griffon to get a
reward, then talk to him in the next Chapter to get the second quest, where the
boss is the Kobold King.
For a full detailed walkthrough of the dungeon, check Section 04.3.02 for the
first quest and Section 04.4.02 for the second.
For the second quest, talk to one of the men, now next to the right exit of the
town, to get the reward. Return in the next Chapter and talk to him to get the
second quest, where the boss is the Gigantic Wasp, who drops another Sealpouch.
Sometimes you can't get the second quest until Chapter 5. It is unknown what
exactly causes this. If you complete the first quest in Chapter 3 and don't get
the second one in Chapter 4, just wait for Chapter 5.
For a full detailed walkthrough of the dungeon, check Section 04.3.02 for the
first quest and Section 04.4.02 for the second.
You can return to Crell Monferaigne and get a reward, but no new quest can be
unlock in this dungeon.
===============================================================================
06.5 - Animal Rings [06500]
This is perhaps the most annoying extra in the game and certainly the most
useless. There are 4 animals you can feed: a cat in Solde, a chicken in
Coriander, a dog in Villnore and another dog in Crell Monferaigne. The last one
just gives you two items for battle and isn't important, but feeding the other
3 gives you materials to create 3 accessories: the animal rings.
Each animal wants a different type of food, which you'll have to get by
breaking enemies. Fortunately the 3 foods can be found near the start of the
game, but their drop rate isn't good... and you need 15 of each. It's best to
wait until you're strong enough to break the enemies in one hit to speed up the
process. You can feed the 3 animals in Chapters 3 and 5 only. The cat
disappears in Chapters 4 and 6.
Each ring has a small, not very useful effect that can be found on other
accessories, so you're probably wondering why go through the the trouble of
getting them. The true purpose of the rings is creating the Solomon Ring, one
of the items that can increase the chances of getting items when breaking
enemies under certain conditions. It also lets you talk to animals, but they
don't have anything interesting to say.
The problem is that you can get an item with the same effect as the Solomon
Ring by just breaking an enemy, shortly after the Solomon Ring becomes
available, making the whole thing a huge waste of time and nothing else. This
item is the Sacred O Part from the Sacred Sack.
Sell the three rings in Asgard to create the Solomon's Ring. It is highly
recommended that you ignore this. Collecting the animal rings really isn't
anything other than a waste of time.
===============================================================================
06.6 - Luck Smiles (7777 / 100% Drop Rate Trick) [06600]
Luck Smiles is a special effect of a few accessories in the game. This effect
raises the Critical Rank and drop rate of items you get from breaking enemies
(NOT drop items) when all numbers in your current HP are the same.
And now the accessories that give this effect in the order you can get them:
Luck Smiles only applies to the character equipping the accessory, which is why
it's good to get more than one item like this. This is best used with some form
of instant-breaking, such as Critical Skills. Light Warriors and Archers are
the best for this because of their 100% critical weapons, the Ascalon and the
Blue Gale.
So you'll want your character to have an HP with equal numbers, most likely
four 7s. There are many ways to go about it -- tricks will be included in the
next updates.
To KEEP your HP at that value, use the Force Field skills and get elemental
immunity if you can. Save often and try to stay out of attack ranges. Don't
fight enemies you know you can't break easily either.
===============================================================================
06.7 - Hard Mode [06700]
Wait a while after the ending and you'll get a message saying you can now play
Hard Mode. After this you'll be back to the title screen, but there's a
difference: a crystal in the lower left corner of the screen. Starting a New
Game while that crystal is there puts you in Hard Mode, with a few differences.
The first and obvious difference is that all enemies are stronger. There's no
difference in the dungeons or your characters, just the enemies. All of their
stats have received a boost, and Leaders now have double HP instead of just 20%
more than normal enemies. They also move and turn faster!
-Never Surrender
-A Huge Eliminator
-Dancing Without Malice or Mercy
-Junk Modulation
-Multiplexed Contradiction
-Celestial Troupe
-The Enlarged Soul
-An Upsetting Emotion
-How Wicked Ruler
-In Order to Acquire the Light in That Hand
-Unrestrained Struggle
-An Improvisation With The Confidence in the Domination
-The Incarnation of the Devil
-The Incarnation of the Devil (version from Star Ocean Blue Sphere)
-Do Evil (from Star Ocean 3)
Third, the Seraphic Gate will show up as soon as you leave Solde for the first
time. However, you still can't access it until you get to the western area of
the map, in Chapter 3. Even so, you can't access the dungeon itself, only the
lobby. You can check the battle data and listen to music, but can't fight Dirna
and enter the first floor. You must first save and load at the final save point
in the final dungeon to be able to do it, like in the first playthrough.
Also, your saved games on this playthrough will be marked with a start followed
by the number 1. This is your number of crystals -- if you beat this game again
you'll have another crystal on the title screen, and the difficulty will
increase again. 10 crystals (11 playthroughs) give you one big crystal. The
difficulty goes up to 50 crystals (5 big crystals), so the maximum difficulty
will be on the 51st playthrough.
Clearing the game 51 times won't give you anything different. There's no extra
cutscene, no hidden message, nothing. It's unlikely someone will actually do
it, so just know that you're not missing anything other than an insane
difficulty. The limit is there because there had to be one, but it's unlikely
that tri-Ace actually expected people to play the game 51 times.
If you want to play on the normal difficulty again, just don't start a New Game
after finishing it. Reset or load an old save, and the crystals on the main
screen will be gone. The only way to reach the next difficulty is to finish the
game and wait until the ending is over.
Below is a table of the stat boosts enemies get for each number of crystals you
get. Remember that, other than this, Leaders also get double HP in all the
difficulties and their movement and turn speed keep going up.
===============================================================================
-------------------------------------------------------------------------------
===============================================================================
07 - Gameplay [07000]
This Section tells you everything you need to know about gameplay, but please
do read the manual first! It has very good explanations for all parts of the
system. The FAQ gives a more detailed explanation on the inner-workings of some
things.
===============================================================================
07.1 - Characters: classes and stats [07100]
This is how characters are defined in the game. A class says what the character
can equip, what kind of attacks they use, whether or not they have access to
magic, their optimal role in battle and their most important stats.
The character's class is set. There's no way to change or choose it. Initially,
there are four basic classes, each with it's own purpose:
-Light Warriors:
Quick, precise and with lots of hits, Light Warriors are support units meant to
assist in combos. High AGL, average on other stats (though some have low INT,
HP and/or CON). Their damage is not comparable to the other fighter classes,
but several of their weapons have innate elements and/or critical skills, among
other special effects, making them very unique. Their attacks connect well and
several of them will launch the enemy. They get some menu spells, mostly
healing or support ones. Most important stat is MAG, followed by ATK.
-Heavy Warriors:
Opposite of the Light Warriors, Heavy Warriors are pure damage dealers. High
HP, STR and CON, low AGL and DEX, REALLY low INT. They focus in non-elemental
damage (not even one elemental attack), most of the time with slow attacks. All
this is compensated by their huge damage potential and good tanking ability,
but they may need someone else helping them keep the combo going properly. They
don't get any spells. Most important stat is ATK, followed by HP.
-Archers:
Heavy damage dealers who focus on elemental attacks. High DEX, average AGI,
usually low HP and CON. Some have decent STR with low INT, others high INT with
low STR and some are decent on both. They also have some strong non-elemental
attacks (but weaker compared to the other fighter) and can fill a support role
by trading their high damage for status-changing attacks and lots of hits. Menu
spells are mostly support, but some have attack spells as well. Archers also
get a larger attack range than the other classes. Most important stat is MAG,
followed by ATK.
Those 3 are considered fighters. Although they get to use different weapons and
armor, they behave similarly in battle. Each fighter can have 3 attacks set-up
and will use them as you command in battle if their weapon allows it. The final
class is different:
-Sorcerers:
Support characters. High INT, average on AGI and DEX, low HP and CON, VERY low
STR, only attack with magic. You set one attack spell for them to use, and
that's all they can use in combos. Spells cannot be blocked or dodged, making
them good for starting combos. High damage on one attack, but they'll fall
behind in damage compared to characters attacking 3 times and the AP cost of
spells is way to high. They're also more dependent on levels than the other
classes. However, they excel at menu spells, with only one Sorcerer losing more
than one of them. This gives them a very important role in battle by increasing
decreasing stats and healing. Sorcerers aren't there to deal great damage, but
to let the others do that easily. They can also break enemies much more easily
than the other classes. Most important stat is MAG.
The attacks and spells learned depend on the character, so although Archers can
learn Menu Spells this doesn't mean all of them will. Later in the game you'll
get characters that don't belong to these four classes, as they use unique
weapon types.
Next are the stats, which directly control character performance in battle.
They're divided by base stats and composite stats. Base stats are the
character's natural strength, while composite stats are improved by equipment,
skills and other effects. Here's the list:
Experience: Total points the character has accumulated. You get experience by
winning battles or using a certain item. Once the character reaches
a certain amount of experience, he will level up.
Hit Points (HP): Life. You lose HP when taking damage, and will get unconscious
when you run out of them. If all characters get unconscious,
it's game over.
Resist (RST): Half of INT + half of AGL + any boost from equipment.
Defense from elemental attacks, physical or magical. Most useless
stat, most elemental attacks also get a boost from level and you
can't block that, so it's better to just get elemental protection
instead of RST.
Skills are special effects you can equip to your character, ranging from
stat-boosts to automatic healing in battle or added damage against certain
enemies. Good skill setups aid you much more than leveling up, so don't ignore
them. To learn skills, you need to create equipment links.
Go to the Equip menu. On the left you choose which to equip in which body part.
You'll notice most equipment has a different color and a symbol. These are
runes, and linking them is what gives you skills. It also boosts the effects of
most accessories.
To link runes, you must have 2 equipment of the same color in spaces next to
each other on the diagram on the right. So, for the Weapon slot this would be
the Accessory 1 and Accessory 2 slots. Let's say you equip a weapon with a red
rune, and then an accessory with a red rune too in slot 1. This will create a
link between these.
Now if you add another red rune on an adjacent slot, like head or body, the
link will extend and include these as well. The more runes of the same color
touching each other, the larger the link.
As mentioned, links will boost the effect of your accessories. The larger the
link, the larger the effect. It works like this:
So this can be very powerful for some accessories. For example, a Bettle Shell
only gives +3% RDM. Now let's say you equip 4 of these and nothing else for
+12%. Now link them with a piece of body armor and you'll triple it! +36% RDM.
Extending it to a link of 9 results in +48%, a very significant boost.
Of course, this will be even more effective with better accessories. Gray
equipment doesn't have a runes, so it cannot be linked or boosted at all.
Now all you have to do is fight. Every battle will increase your skill
experience until it reaches 100, then the skill will be learned. You can check
skill progression in the Equipment menu by pressing triangle. You can also
check the known skill combinations this way.
Skills are learned faster when the enemy leader is of a higher level then the
average of your battle party. In other words, having weak characters in the
party will speed up skill learning. It can be a good idea to keep some
characters you don't like around at a low level to speed up skill learning for
everyone.
Once a skill is learned you have to equip it. This is done through the Skills
menu. You have 6 skills slots, and each skill has a CP cost as well. Your max
CP is 4 at first, but it goes up by 2 every 10 levels up to 12 at level 40+.
You can't equip skills if you don't have enough CP left, so you'll probably
have to settle for 1 or 2 at first, but later in the game it's possible to
create great and deadly combos of 4 or more skills.
Most characters come with some skills already learned. This depends entirely on
the character. Also, some weapons and accessories give you skill effects while
you have them equipped, but not the skill. You still need to learn them through
rune combinations. This is still very useful, as it saves CP.
For a full skill list (including effects, CP cost and runes) check Section 09.
Also, you can sort equipment by their color by pressing square on the Equip
menu. I REALLY recommend doing this, as it's by far the easiest way to find the
runes you want.
===============================================================================
07.3 - Shops/Valued Customer System [07300]
Some items in the shops can't be bought with just money, they must be created.
These are easily identified when you're checking the shop: just check the last
item type (looks like a gem) and that's all you'll see. They're initially
all written in question marks.
To buy those items you must first sell the materials to the shops so that they
can create it. You can check which materials the shop needs on the lower part
of the screen when highlighting the item you want to create. You can see both
the amount needed and how many you have.
So, just pick Sell and then sell the material. All materials that have a use to
the shop will be marked in yellow. It's recommended that you only sell items
when they're marked in yellow, even if you don't have all materials yet. Once
a material is sold to a shop it will be in stock until you spend that material
getting a creatable item, so sell away.
Once you sell all needed items you can just buy the created item, right? No,
there's still more. Notice how the items don't have their names displayed at
first, only question marks. You can't buy them like that. Even though you
collected all materials, the shop won't sell you the item until you spend a
certain amount of money on it. So just buy stuff until the item you want
changes from question marks to it's real name. Then you can finally buy it.
Some shops have notes you can read telling you how to get some materials, but
not all. The walkthrough mentions where to get the most interesting stuff at
the right times.
===============================================================================
07.4 - Battle System [07400]
Silmeria's battle system is very deep and complex, being much closer to a
tactical RPG than a regular, turn-based RPG. With a form of pseudo real time,
you have all the freedom to move and attack as you will, when you will, but
with plenty of time to make all decisions and think well about the situation.
-------------------------------------------------------------------------------
07.4.01 - The Basics [07401]
Despite what it looks like at first, this isn't a real time battle system. Time
will never flow by itself, only through your actions. Like in VP1, time flow is
under direct control of the player.
Time will stand still if you don't do anything. Once you do anything, time
flows and everything moves. In short, time stops when you're not doing anything
or when you're in the menu. Everything else will move time, but in different
ways. Those different ways will be detailed below when your different actions
are explained.
Your party will move together by default. Each character is assigned to one of
the 4 buttons (square, x, circle and triangle). You'll initially control the
character in square, and the others will follow him when you walk around the
battlefield.
There's a white circle around your party. This is your attack range, and to
attack enemies with combos you'll need to get them inside those ranges. Once
you do, just press a character's button to start your combo. If you have more
than one enemy in the range you can press L2 to choose which one you want to
attack. ONLY that enemy will be attacked -- you can't combo more than one enemy
at once.
Locking on an enemy will show it's face, name and HP on the upper left corner
of the screen, so you can use it to check enemies who are far away.
The L2 target selection is temporary, and your target will switch to the
closest one when you move. You can change this in the Config menu, making it so
that the target lock will only change when you press L2. This is a bad idea, as
you'll have to change it constantly as you approach different enemies.
Enemies are split up, but do kind of work as a team too. One of the enemies is
the leader (identified by a different color on the mini map and a golden
crystal next to it's name when you target it). This leader doesn't give orders
or anything, but sometimes the other enemies are positioned in a way that
protects him. The leader also has an HP bonus of 20% (x1.2), making it harder
to kill than the others. However, once the Leader is killed, the battle is over
immediately.
To the right of the screen is a bar with 5 yellow dots. You begin battles with
all dots, and as time flows, they vanish. The timer for this bar runs down
while you're walking around, and for any action you perform. If you're in a
combo it doesn't matter how long it takes, only how many attacks you use. Same
for all menu actions.
The more dots you have when you finish a battle (either by killing all enemies
or just the leader), the more bonus magic crystals you'll get, thus more
experience. More on crystals and experience later.
Anything under 5 dots is pretty much useless, so you could try to take your
time and get those crystals in combos, killing all enemies and getting more
experience from them anyway and maybe more than 30 crystals. However, there's
an added bonus for killing the leader with 5 dots left: you'll do a Direct
Assault, which makes the leader drop it's Leader Item. Each different enemy has
it's own Leader Item, and that's the only way to get it.
So, depending on the enemy and it's Leader Item, it's advantageous to kill the
leader as fast as possible for a Direct Assault. Sometimes it's better to kill
the other enemies for their items, and sometimes you can kill everything and
still get a Direct Assault. It all depends on the battle, so you'll have to
know what to choose.
Enemies also have their attack ranges, and if any of your characters get inside
them, the party will be attacked. Enemy ranges are different from yours,
though. They can have different shapes and sizes, and aren't always active.
Meaning, you can often enter an enemy's attack range without being attacked.
Inactive attack ranges are dark red, and they'll begin getting bright as time
flows and they get close to being activated. Once they're fully active they
will be a very bright, shining red. That's when you'll be attacked.
You cannot see the enemies attack ranges while moving. Also, the default camera
sucks -- you can't see anything properly with it. Press R3 (just press the
right analog stick like a regular button) to put it in Free mode. The Free
camera can be put in any position you want by moving the right analog stick and
it won't move by itself, so it's much, much better. Make sure you use that, and
never use the default camera. It has no advantage whatsoever.
Some battles have targets other than enemies. Sometimes you can attack part of
the battlefield to break a wall or open a door. Sometimes this just opens a
shortcut, but some boss battles will make you destroy the environment to weaken
the boss or just to make the fight easier.
All battlefields (except for boss battles) also have a escape point. This is
identified by a yellow line on the ground (easily visible on the map, too).
Walking to this escape point gives you the option of running from battle. If
you succeed, the battle is over and you don't get any experience, crystals or
OTH, but do keep any items you got. If you fail, your AP is reduced to zero and
time will speed up A LOT for the enemies, letting them get close to you without
you being able to do anything about it. Once the speed up is over you can try
to run again, even with 0 AP.
-------------------------------------------------------------------------------
07.4.02 - Blocking, Evading and Criticals [07402]
All spells are unblockable and unavoidable. Physical attacks however can all be
blocked or dodged.
Dodging depends on the target's AVD and the attacker's HIT stats. The lower the
HIT compared to the AVD, the higher the chance of the target dodging the
attack. Dodging is much more unlikely to happen when the attack is hitting the
target's back. If the target dodges it won't take any damage at all.
Dodging is triggered by attacks, not by hits. So if the attack has several hits
and the first one miss, all the others will miss too. Attacks can be dodged in
sequence, but once one attack manages to hit the target, that target cannot
dodge anymore during the combo. If there's a pause in the combo that allows the
target to recover though, dodging again will be possible.
As for blocking, all targets have an innate Block rate. Enemies will have their
own hidden block chances, but all characters have 0% chances of blocking by
default. You'll need equipment to be able to block. Several gloves and
gauntlets give a chance of blocking, as do some accessories. It's impossible to
block attacks from behind.
Blocking attacks reduce their damage a LOT. Exact numbers are unknown for now,
but it's around an 80% reduction. Once a target blocks his guard will stay up
for the duration of the combo. All following attacks will be blocked as well,
until the target reaches it's limit and can't guard anymore. This is called a
Guard Break, and each attack has it's own chance of causing it. Once it happens
the target can't block anymore during that combo. The more the target is
attacked, the higher the chances of it happening. The target will also be
affected by the Faint status effect when the combo is over.
If you know you're not going to be attacked when the combo is over it's usually
better to stop attacking if the enemy blocks. This way your next attacks won't
be wasted trying to break the enemy's guard.
Anything that does damage can do a Critical hit. Critical hits don't really
look different, but they make a different sound and time slows down slightly
when the target is hit (to emphasize the extra strength of the attack).
Critical hits don't have a damage boost, but they ignore RDM and RST. You can
also get added effects on critical hits through skills or equipment.
The chances of doing a Critical hit are 12% for characters, but equipment and
skills can increase them. In-depth explanation in section 08.3. Criticals are
activated per attack, not per hit -- the 12% chance happens when the attack
begins, and all hits will Critical if it triggers. Using multi-hit attacks
does not make it easier to get a Critical.
-------------------------------------------------------------------------------
07.4.03 - Attacking, Dashing and AP [07403]
As explained above, you can attack when there's an enemy within your attack
range. Just press one of the character's button to begin the combo. All your
characters can act together in the combo, so press the other characters'
buttons to have them attack too. Pressing everything at once mindlessly is NOT
a good idea, though. Timing your attacks properly will always be more
effective, because of the special properties of some attacks. This will all be
explained in the Combo section later.
For now, just know that fighters (Archers, Light and Heavy Warriors) can attack
up to 3 times, depending on the weapon they're using. You can set which attacks
will be used in the Attack menu outside battle.
They'll be used in order, and once the attacks available are used, the
character's attack loop is over. Sorcerers have a single spell they can used in
combos, also set in the Attack menu. Their loop is over once that spell is
used. Once a loop is over, the character can't attack again.
However, fighting a certain boss will give a special item called Divine Time
Giver. This lets characters repeat their attack loop once it's over, letting
you attack for a much longer time.
All attacks require AP to be used. Your current AP can be seen in the bar at
the bottom of the screen. Max is 100, minimum is 0. You must have enough AP to
attack, and each different attack and spell has it's own AP cost. This AP cost
doubles in repeated attack loops (with the Divine Time Giver), so your attacks
keep costing more and more AP.
There are several ways to restore AP. You can press the L3 button (under the
left analog stick) to recover 30 AP. Just hold it and you'll charge completely,
but enemies are able to move VERY quickly while you do this. If you try doing
this while surrounded you'll probably be attacked. As an alternative, you can
just walk. This restores AP as well, but at a slower pace. It's much safer,
though.
The safest way to restore AP however is to kill the enemy. This gives 60 AP, so
the least AP you need to use to kill the enemy the better. Another similar, but
dangerous way to restore AP is to be attacked. Each enemy attack will give 60
AP. This can be very useful if you know the enemy won't use a dangerous attack.
Your positioning when you start the combo is very important too. Hitting the
enemies from the sides or behind will give a 50% bonus to damage. That's a lot
to gain for something simple to do. Also, as was explained in the last section,
attacking from behind makes it impossible for the enemy to block your attacks,
and much harder to dodge too. Keep in mind that this works for enemies
attacking you as well. If you have to get hit, make sure it's from the front.
As was explained before, each action in battle makes time flow differently.
The time flow in combos doesn't let enemies move, so you don't need to worry
about someone approaching you from behind while you're destroying the enemy.
However, enemies can still change and charge their attack ranges. So just
because you got behind the enemy doesn't mean you're safe, as he will probably
switch to another attack range that can hit you there if it can. Watch out for
counter-attacks like that when your combo is over.
AP is used for more than attacking, too. You can press R1 to execute a dash,
which costs 15 AP. Dashing is a very useful tactic to getting far away from
attack ranges or to get behind an enemy before it can turn around to hit you.
Don't let the AP cost bother you, and learn to use dashes at the right time.
They are very, very important and useful when used correctly.
Dashing doesn't let enemies move or change their attack ranges, but they can
still charge them. So don't dash inside an inactive attack range thinking
you'll be able to attack before the enemy, as that won't be always possible.
However, if you finish a dash with the party LEADER (the one you control)
outside an active attack range, you'll be able to attack as long as you start
the combo as soon as the dash ends. So you'll be able to attack and perhaps
kill the enemy before it can attack, even though you're inside an active attack
range. This is another highly useful tactic when you know you can kill the
enemy. You can also do another dash as soon as the first one ends in case the
leader is outside the attack range. This is good in case you mess up and dash
to the wrong place.
But there are other forms of attacking without using combos, and other things
that need AP to be used.
-------------------------------------------------------------------------------
07.4.04 - Battle Menu [07404]
You can press Select anytime you can move around in battle to open the Battle
Menu. Press left and right to choose which character will perform the action,
then pick the option you want. Some of them require AP to be used as well. Here
are the possible choices:
-Rearm
Chance to change character's weapon. This action does not cost AP.
-Magic
Uses the character's menu magic, so you can't use this if the character
doesn't have any. Each spell has it's own AP cost, range and area of effect,
which allows it to hit more than one enemy. Great to weaken foes from far away
before moving in to attack.
-Items
Uses items, of course. Items inventory is the same for all characters, so
it usually doesn't matter who uses it. All items cost 15 AP to be used, but a
character with the Free Item skill can do it for free. That's when it's a good
idea to have a specific character use an item. However, you still need to have
at least 1 AP to use items with Free Item, or else the menu won't be
available. Not all items can be used in battle.
Performing any of those actions will make the battle menu unavailable for
everyone for a while. You'll see an icon near the timer on the right of the
screen showing this. After time flows for a while (remember, combos make this
go faster) the menu will be available again.
All menu actions affect the time flow the same way as combos. Enemies won't
move, but can charge and change their attack ranges. Sometimes this can be used
to your advantage. If you see the enemy charging a dangerous attack, use an
item and he may switch to another one.
-------------------------------------------------------------------------------
07.4.05 - Party control and splitting [07405]
You don't always need to control the character in the square button. Pressing
left and right in the D-Pad will switch control to another character. There are
three reason to do this.
First, each character has a different walking speed. If you need to get
somewhere faster (but don't want to dash), switching to another one might be a
good idea. Sometimes you may want a slower character too. It all depends on the
situation.
Second, your attack range is centered on the character you control. Sometimes
you'll have an enemy JUST outside your attack range, and you want to attack it
without moving. Switching to another character may help in this case, if that
character is closer to the enemy.
Party splitting is an advanced tactic, but it's not something you'll want to
use all the time. Controlling two parties instead of one will make most battles
take longer than they should, but it does have advantages too. There are two
main uses: protecting characters and tricking the enemy.
Let's say you have a character in battle just for support, like items and menu
spells. This character can't deal good enough damage to justify spending AP in
combos, but his presence makes all the other characters stronger through
support. You can split this character alone in a second party and keep him in a
safe position. Close enough to throw any spells or items the party needs, but
away from all possible enemy attacks. That's less one character to heal if you
get attacked, and he can still do everything he needs to. This is most useful
against bosses and mini-bosses.
A similar situation is when you find an enemy with a dangerous status effect
attack, like Stone. If everyone is affected, it's game over. No one in the
party is immune to the status, so the danger is there. Split a character and
keep him away from the enemy. If the others get petrified the remaining
character can still heal them, and you have another chance to win the fight.
If the parties are separated, but not very far and if there are no obstacles or
active attack ranges in the way, characters will run to the other party if you
change the party they belong to. So let's say you want the tank from the
previous example to join the other behind the enemy. Walking is bad because the
enemy will move too, and dashing costs AP. You can just switch control to the
other party and change undo the party splitting. The tank will come walking
from the front of the enemy to rejoin the party, and time DOESN'T flow during
this.
This can be good to pull the party back too, like in the case of a support
character standing back. Switch control to that character and change his party.
All others will come running to him, and you got the whole party away from the
enemy without spending AP or giving the enemy time to do anything.
The bad side is that the less characters you have in a party, the smaller the
attack range. Archers get a bigger range than other classes, but it will still
be rather small when they are alone. You'll want your main party to have at
least two characters all the time.
Those are just examples. There's much more you can do with party splitting, or
you can just ignore it and never use this feature. It's all up to your play
style.
-------------------------------------------------------------------------------
07.4.06 - Breaking, Collecting Items and Break Mode [07406]
When you attack an enemy with combos, items or spells, you're actually dealing
two kinds of damage: first to it's total HP and second to whatever body parts
you hit with the attack. Enemies die when their total HP reaches 0, and body
parts break when their HP reaches 0. Other than HP, all parts have their own
RDM, RST and elemental resistances as well. Breaking body parts will give
serious handicaps to the enemies.
If you break a body part responsible for an attack, that attack cannot be used
anymore. For example, wolfs can attack by swinging their tail. If you cut the
tail they can't do that anymore.
If you break a body part responsible for movement, the enemy cannot move
anymore at all. It will just lay helplessly on the floor for the rest of the
battle. Breaking these is the best thing you can do. These include legs/paws,
wings or even tails in some cases.
Armor parts are anything the enemy is using/wearing that isn't part of its
body directly. This could be a weapon, helmet, shell or just armor itself. When
you attack these, you don't damage the enemy, only the armor. Any damage done
to armor will be shown in blue. Breaking armor can stop some attacks too,
depending on what it's used for.
Vital parts are necessary for the enemy's survival. If you break a vital part,
the enemy dies immediately, regardless of who it is and how much total HP it
had left. No beast can survive with it's head cut. This includes bosses.
Other than breaking parts by depleting their HP, there are ways to get body
parts broken immediately. This is done through Critical Skills (except True
Seeing). The racial skills (like Beast Bludgeon, or Weed Whacker) will break
parts if you're fighting an enemy of the right race and get a critical hit.
Dismantle will break on critical hits too, but works on all races and not just
an specific one. Desperate Measures will break with any hit, even if it isn't
a critical. It also works on all races.
Breaking body parts is also the best way of getting items from enemies. Most
body parts have a chance of becoming an item when broken. The item depends on
the part and the enemy. This isn't like a Direct Assault though, so you won't
get the item 100% of the time. They have their own drop rates. Some are very
high, others really low.
Other than breaking and Direct Assaults, some enemies will also have a regular
drop item. To get this one you just need to kill the enemy. Like break items,
they won't always have a 100% drop rate.
Whenever you break a body part, there's a chance of triggering Break Mode.
Break Mode lets all characters attack limitlessly with no AP cost at all for a
few seconds. The purpose of this is to break as many parts as possible.
Entering Break Mode against a boss will probably mean victory if you can combo
well.
The chances to enter Break Mode increase as you break more body parts. Each
character has it's own "Break Chance" counter, which begins at -70%. Every part
you break adds 5% to the counter. So a character that breaks 15 parts has 5%
chance of triggering Break Mode. This continues to rise until it activates,
then it goes down to -70% again. This counter is kept between battles, so you
can break easy enemies to increase your chances of triggering break mode on a
boss.
If the character has the Break Up skill, the counter increases by 10% with each
broken part. Better yet, the counter will only go down to -30% after Break
Mode. A character without Break Up needs to break 24 parts for 50% chance of
Break Mode, while a character with Break Up needs 12 (starting from -70%) or 8
(starting from -30%) So it's either double or triple the effect.
-------------------------------------------------------------------------------
07.4.07 - Combos, gems, crystals and attack properties [07407]
First, when using a character to attack more than once, it's important to know
that all attacks have a "cancel" window. Pressing the character's button again
during that will make the character stop whatever it is doing and go straight
to the next attack, right where he is. Whether this is good or bad depends on
your combo. If you press the button too quickly, you might being the next
attack before you've finished all hits of the current one, so you'll deal less
damage.
Another problem is that if the enemy position changes during the combo (like,
if the enemy is pushed away), the character won't run to the enemy to execute
the next one, instead using it right where he stands. This is a serious problem
when switching from a long range to short range attack, or when your combo
involves lots of pushing. Pay attention to both of these situations and avoid
them.
However there are bonuses to canceling. Some attacks have long recovery times
which you can skip by canceling into the next one, while sometimes you just
want to attack quickly and know you won't miss any hits by doing so.
You cannot cancel an attack loop into the next one. Once you finish an attack
loop the character can't attack again until the recovery time of his last
attack ends. You cannot cancel attacks that were dodged either.
Some attacks can also have special effects that you can use to your advantage
as well, but that may mess you up if you're not ready for them. These are
basically 3 effects to attacks: knockdown, knockback and launching.
Knockdown causes the enemy to fall on the floor. The enemy will get up again
if some time passes without any attacks, but any attacks that follow before it
stands up will keep the enemy down. This can be dangerous if you have some
attacks that only reach high areas, as they'll miss. However there is a huge
advantage to hitting an enemy while it's down: purple gems.
Each hit on an enemy while it is down will give you one purple gems. Purple
gems restore 2 AP, which doesn't seem like much, but with a well-planned combo
and multi-hit attacks this can results in free attacks for you. For example,
Light Warriors have the Descending Sword attack. 4 hits, 7 AP. If used when the
enemy is down, this attack will give 4 purple gems. That's 8 AP -- the attack
wasn't just free, it actually restored AP. Several other attacks can do the
same when used correctly. This gets even better with the Spirit Control skill,
which increases the amount of purple gems received.
Next, knockback pushes the enemy. How much the enemy is pushed depends on it's
weight -- heavier enemies won't go back so much, but light ones will. This can
be troublesome when canceling, as you may end hitting nothing but air, but it
also has advantages. If the enemy hits a wall, it will bounce back in the
opposite direction. Some attacks only execute knockbacks if you hold down the
button. Check their description to know how it works.
The best use of knockback is pushing the enemy off the battlefield. Some
battlefields have open areas where the enemy can fall off -- any enemy that
falls will be killed immediately. This form of instant-death is called
Transfer, and although many enemies resist this status, there's no way to
prevent it if it happens through falling from the battlefield. Transferred
enemies don't give Experience, OTH, Drop Items or Leader Items. Sometimes this
is a great way to get rid of strong enemies.
And last but not least is Launching, which sends the enemy high up in the air.
How high it goes depends again on it's weight -- some enemies are so heavy that
you just can't lift them. Again, you may miss some attacks if you're not ready
for this. But, like the other effects, launching has huge benefits.
Enemies in the air react differently to attacks. If you don't attack, they will
go down. If the enemy is hit again while it's still going up, it will stop and
then fall. Once they reach the ground it's like they were hit by a knockdown
attack. They stay down, any further attacks keeps them down and gives gems.
Same thing.
However, you can delay this for a really long time by keeping the enemy in the
air. Any attacks that hit the enemy while it's in the air will stop the fall,
so you can juggle the enemy for a really long time if you use the right attacks
with the right timing.
Any hit that juggles the enemy in the air will produce crystals, similar to
gems. Crystals have two purposes. The first is to give an experience bonus.
Each crystal gives around +5% experience at the end of the battle. Remember
that the timer on the right gives you bonus crystals. The max number of
crystals you can get in one battle is 80. Once you reach that, the enemy will
not drop any additional crystals when hit in the air.
The second use of crystals is to restore Sealstones, which are special effects
you can get in dungeons. It's too long to explain now, so just wait for section
07.6.04. You can see your current number of crystals in the camp menu.
There's still more about fighting enemies in the air. Normal attacks will
juggle them, but what if you use an attack that causes one of the three
effects? Hitting the enemy with another launching attack while it's still in
the air will launch it up even further. Depending on the enemy and attacks you
can almost keep it at the top of the screen. This is good for continuing your
air combos and getting more crystals.
If you use a knockback move and get a wall bounce (with the enemy in the air),
you will get a LOT of crystals instead of just one per hit. Since the enemy
bounces back you can use another knockback move and do another wall bounce.
This is an easy and effective way to get lots of crystals. A well-planned combo
can give you all the 80 you can get! This does depend on the enemy's weight,
though.
Last but not least, if you use a knockdown move, the enemy will be thrown on
the floor immediately. This will execute a ground bounce, and you'll get a
shining gem. Similar to purple gems, the shining ones restore AP... but instead
of 2 you'll get 8 AP for each one! And since it's a bounce, the enemy will be
sent back to the air, where you can keep juggling it for crystals or do another
ground bounce for more AP.
Just like the purple gems, shining gems are generated by hit. So if the attack
you used has 3 knockdown hit, you'll get 3 shining gems when using it. That's
24 AP recovered in one move! The Spirit Control doesn't increase the number of
shining gems received.
If you're fight a flying enemy, attacking it won't give you crystals until you
knock it off balance, with a knockback, knockdown or launching attack. Once
that's done the enemy will give crystals like all others in the air. If you use
a knockdown attack in a flying enemy, you'll get a ground bounce immediately.
Remember, they launch the enemy.
Although enemies don't get gems and crystals, their attacks can cause these
effects on your party as well. The only thing you have to watch out for is
knockback. Be careful not to fall off the battlefield.
-------------------------------------------------------------------------------
07.4.08 - Special Attacks: Soul Crushes and Great Magic [07408]
As you connect hits together in a combo, the hit and Heat counters on the lower
left will rise. Each attack generates a certain amount of Heat (the blue round
gauge below the hit counter). Attacks that were blocked or hit armor do not
count for the hit and Heat counters.
If there's a pause in the combo, the hit counter will go down to zero
immediately and the Heat counter will being to go down quickly. You can still
attack again to regain Heat before the combo ends. This won't happen while the
enemy is in the air, but about 2 seconds without hitting an enemy that is on
the ground will cause this.
Once you finish a combo (by running out of AP, not attacking anymore or using
all attacks), you'll be able to use Special Attacks if you have 100 Heat. Which
characters can use it depends on their weapons. Most weapons at first don't
allow Special Attacks, but you'll find more and more weapons that do as you
progress in the game. Just check their description.
If you have 100 Heat and one or more characters who can use Special Attacks,
a screen pops up with a bar going down fast. If you wait until the bar runs out
or press anything on the d-pad, you'll cancel the Special Attack. If you press
a character's button before the bar runs out that character will use his/her
Special Attack. There are two kinds: Soul Crush (for fighters) and Great Magic
(for Sorcerers). They're both free -- you don't need AP to use them.
Soul Crushes will deal damage to the one enemy you're currently attacking. Each
character has it's own Soul Crush. Einherjar fighters share Soul Crushes
depending on class, while plot characters have their own exclusive one... most
of the time.
Great Magic is different. While the spell's animation will only show one enemy
being attacked, you'll actually hit all enemies. This is the only guaranteed
way in the game to hit all enemies at the same time. There's one Great Magic
for each element, and each Sorcerer has a set one according to their FIRST
attack spell. A Sorcerer who begins with Frigid Damsel will have the Ice Great
Magic and so on. For Holy and Darkness, you'll need to equip special weapons.
You'll notice that the Heat bar goes down when the Special Attack begins, and
fills as it hits the enemy. The more you wait to choose a character to use a
Special Attack, the less Heat you'll have when it is used. If the Special
Attack manages to reach 100 Heat again, you'll be able to follow-up with the
Special Attack of another character! So with proper timing and planning you'll
be able to use 4 Special Attacks in a row!
It's not as simple as just choosing a Special Attack quickly, though. Each
extra Special Attack used in the "chain" will reduce Heat by more and more,
regardless of how fast you choose it, like this:
Each Special Attack adds Heat differently, so you'll need to plan properly in
which order you want to use them to reach the 4th special. Also, each hit in
your combo will add a boost to the Special Attack's damage. Each hit seems to
add around +1% to the damage of all Specials, so a large, well-planned combo
will result in a much stronger Special Attack Chain. You'll usually want
multi-hit Special Attacks used sooner in the chain, and the ones with few hits
last. This way the earlier ones will help boost the damage of the others.
But not everything about Special Attacks is good: although a proper chain will
deal very high damage to the enemy, Special Attacks only damage the enemy's
total HP, not any body parts. So, they'll never break anything.
Enemies, usually bosses, can have Special Attacks as well. They don't need Heat
to do it and will usually start using it when low on HP. Other than that it
works the same way: Soul Crushes target one enemy, while Great Magic hits your
whole party.
-------------------------------------------------------------------------------
07.4.09 - Elements, Status Effects and Races [07409]
Fire - Ice
Lightning - Earth
Holy - Darkness
For all known info on the use of elemental attacks and their attack formulas,
check section 08.
Some attacks can also cause status effects. These can be more dangerous than
elements, as they can seriously destroy a character/enemy if used correctly.
The status effects are:
-Curse: Can't change equipment. Continues after battles, only gone when healed.
Not dangerous at all. The most it can do is stop you from setting up
new rune links. Unknown effect on enemies.
-Paralysis: Character cannot move, act, dodge or block for a while. Lasts a
decent amount of time, healed automatically after battle.
-Freeze: Character cannot move, act, block or dodge for a while. Lasts a very
short time, healed automatically after battle.
-Confusion: Character can't act (attack or use the menu), but can still move.
If the character is controlled by the player, movement is normal.
If not, the character will move in random directions.
Lasts for a while, healed automatically after battle.
-Stone: Character cannot move, act, dodge or block for a while. Lasts a long
time, healed automatically after battle..
-Faint: Character cannot move, act, dodge or block for... half a second.
Seriously, it's over so fast that it's never a problem. Most useless
status effect ever. Healed automatically after battle.
-Frailty: Character cannot recover HP. Perhaps the most dangerous status.
Continues after battle, only gone when healed.
-Transfer: Character gets lost outside the battlefield. Will happen whenever
the character/enemy is thrown of the battlefield, like falling from
a cliff. Some attacks do this automatically though. Lasts for a very
long time, but does not continue after battles. Enemies die
immediately when affected by it, with no chance to come back.
Protection from Transfer only refers to attacks that do it
automatically. Any character or enemy can still be transferred by
being thrown off the battlefield, no matter who it is.
Transferred enemies do not give experience, OTH, Drop Items or
Leader Items.
Status effects will never wear off in the middle of a combo. Poison and Silence
can happen in the middle of a combo, the others will only be activated once the
combo is finished.
Poison, Frailty and Transfer are the most dangerous. Silence can be very deadly
too if you use it against the right enemy. Make good use of attacks that cause
status effects and equipment that protects from it. Some accessories will make
you stronger or even heal you when under certain status effects. Look out for
those.
And to end the battle system explanation: races. Most enemies have a race (some
don't have any). One enemy can have 3 races at most, and 10 of the 11 races are
only a weakness you can exploit using Critical Skills that affect those races.
The more races the enemy has, the more vulnerable it is, since you can combine
different Critical Skills for a huge damage and critical boost.
Those are the possible races: Beast, Plant, Insect, Dragon, Unholy, Scaled,
Giant, Magic, Divine, Demon and Ghost.
Ghost is the only race that isn't a weakness. It's actually a pretty good
protection: any Ghost is immune to non-elemental attacks. If your attack is
entirely non-elemental, you'll just get a different noise when you hit the
enemy and won't do any damage, gain any Heat or add any hit to the combo. If
you're using an attack that does both non-elemental and elemental damage, the
non-elemental damage is still nullified, but the elemental isn't, so you'll
deal damage. Lower damage, as you're losing part of your attack. There's only
one way to deal non-elemental damage to Ghosts: using the Ghost Buster skill.
Ghost is also the only race available to characters, through the Flame Mist
armor you'll find eventually. It's impossible for a character to have any other
race.
===============================================================================
07.5 - Einherjar System [07500]
There are 2 types of characters in the game: "plot" characters and Einherjar.
Plot characters are what the name says they are: important to the plot. They
join and leave according to which part of the story you're currently in.
Einherjar however are more like generic units in a Tactical RPG. They have no
real ties with the plot (although they do have their own story and connection
with the world) and are less diverse than plot characters. Also, once you get
them they're yours for good... unless you decide to let them go.
Einherjar are found in Relics, which are found in dungeons. There are 4 types
of relics, which decide the Einherjar's class. Light Sword, Heavy Sword, Bow
and Staff.
Once you check a relic you have the option of materializing an Einherjar from
it. The Einherjar you get is set by relic, but most relics have more than one
Einherjar. The one you get in that case is random, but each one of them has a
different chance of showing up.
Once you get an Einherjar from the relic you cannot get another (the relic
disappears), so this means you cannot get all Einherjar. There are 40
Einherjar in the game, and 20 relics. This means you'll "only" get 20 of them
in one file. Since some relics have 3 Einherjar, this means you need to have
3 files to see all characters. It is IMPOSSIBLE to have more than 20
Einherjar.
Plot characters join at a set level, but Einherjar have their level adjusted
when you materialize them. They'll always be around the average of the 6
highest level characters in the party. The range is from -1/10 of the average
to 1/10 of it, rounded down. If the average is below 10 than it rounds up.
So if the average is 30, the Einherjar will join at level 27 at least
(30 - 30/10) and 33 at most (30 + 30/10).
After you get an Einherjar he/she can be used in battle like a regular plot
character. They're less diverse though, sharing Soul Crushes and some attacks
based on class, although their stats and the order in which they learn
attacks/spells is different. So, some Einherjar are clearly better than
others. Some are even better than plot characters for most of the game, so
don't ignore them just because they're not part of the story!
Einherjar stay with you until you decide it's time for them to go back to
their lives. This is entirely optional and you don't have to do it, but you'll
get powerful items in return. You'll lose the character though. Some Einherjar
are better for releasing than in battle.
To release an Einherjar, they must first be 5 levels higher than what they
joined at. So a character who joins at level 2 must be level 7 or higher to be
released. You can check this required level on their status screen, right
below their experience.
Once that level is reached, remove the character from the active battle party
if they're in it and go to the Party menu. Pick Free Soul and all Einherjar
that are ready for releasing will show up.
But what does release do, exactly? It removes the Einherjar from your party
permanently, that much is obvious... but you'll get items in return. Not any
items either, but stat-boosting items. This means that each Einherjar you
release will make any other character of your choice much stronger.
-Rose Gem (STR+20, DEX+20, received when ATK is the highest stat)
-Azure Gem (INT+20, CON+20, received when MAG is the highest stat)
-Jade Gem (AGL+20, HP+200, received when RDM is the highest stat)
As you can see even one of these will make a big difference, but that's not the
greater reward for releasing. There's another stat-boosting item for each stat
that you can receive in large quantities depending on your equipment boosts.
They are the following:
The equipment used is lost together with the character, except for accessories.
These are unequipped and stay with you. The Einherjar's level DOESN'T matter at
all.
After the Einherjar is released he will go to a town or dungeon and start a new
life. Talk to them to learn more about the world's history and their previous
lives. Their dialog changes as you progress in the game. Other than
information, some ex-Einherjar will give you items in return for the favor of
giving them a new life. This item is specific to the Einherjar. Some give
exclusive stuff, others gives things you can buy anywhere and some just give
you money. This is pretty much the deciding factor in which Einherjar to get if
you plan to release them, as some rewards can help a lot. Like the
conversations, this changes according to the story. They may not give you
anything until something happens or you get to a new Chapter.
Since plot characters may leave the party sometimes, it's a good idea to keep
some Einherjar ready to use. Don't release all of them, or you'll find yourself
without enough characters sometimes. The walkthrough will give recommendations
on who to recruit, keep and release, as well as when that should be done. Just
recommendations of course, feel free to keep your favorite characters.
===============================================================================
07.6 - Dungeons [07600]
Dungeons are where you'll face most of your enemies and find the greatest
treasures. Dungeon-exploring in VP is like a platformer instead of a regular
RPG,. You must jump, attack and even warp yourself to get past enemies, puzzles
and natural-hazards like pools of magma, lightning or poisoned water.
-------------------------------------------------------------------------------
07.6.01 - Map [07601]
The first thing you should notice on dungeons is a mini-map on the top-right
corner of the screen. This mini-map shows all details of the room you're in,
like enemy's locations and crystallized enemies. It will also show save points,
Daises, Shells and Springs. More on all of this later.
Pressing R2 will open a dungeon map, which helps a lot more in knowing where
you are and where you haven't been to yet. This map displays how many rooms
you've been to and how many treasures you've got. It also shows things from the
mini-map, like save points, shells, springs and such. Enemies however are not
shown.
Keep in mind that the treasure completion on the map is for treasure
chests/bags only. If there's an item you must get from a person in a dungeon,
or from beating a boss, it will not count for this completion.
-------------------------------------------------------------------------------
07.6.02 - Treasure chests, traps and natural hazards [07602]
You'll find items through the dungeons, usually placed in treasure chests or
bags. Once you open them the items is yours. However, treasure chests have an
additional danger: traps.
There are different kinds of traps, some more dangerous than others. For
arrows, you need to jump. For gas, you need to crouch. For explosions, you need
to get away from the chest. If you fail to avoid them you'll suffer their
effects, which go from simply damage to poisoning all party members.
It's easy to see when a chest is trapped, as the item won't show up immediately
once it's opened. If that happens, be ready to avoid whatever comes out of that
chest.
Other than damage from traps, you can also be damaged from natural hazards in
the dungeon. A poisonous forest will have poisoned water which poisons all
characters when you step on it, a volcano will have lava that damages you and
so on. Falling from great heights will not affect any character in any way,
other than Alicia staying still for 1 second after the fall.
How you avoid those will depend on the dungeon and the room you're in.
Sometimes you'll have to use enemies as stepping stones, while other times
you'll have to warp right through it. This brings us to the next topic:
photons.
-------------------------------------------------------------------------------
07.6.03 - Enemies and photons [07603]
The purple spirit-things you see throughout the dungeons are enemies. Any
contact with them will take you to a battle. If you touch them directly, you
can get back-attacked and begin the battle with 0 AP, completely surrounded by
enemies. To avoid this, attack the enemy with the sword. This guarantees you'll
begin the battle with the advantage and 100 AP. You will always be ambushed if
the enemy touches you from behind.
Be careful though, as the enemy won't stay crystallized forever. They will
break free after a while. You can speed this up by slashing or jumping on them.
To avoid problems with this, or the enemies moving when they get free, you can
fight and kill them. The enemy will disappear from the map, and only a soul
will remain. You can walk through this soul, but can also crystallize it with
photons. This is safer and easy to use because the soul doesn't move and you
have no risk of being attacked. The soul will become an enemy again when you
leave the room.
But there's more to photons than that. Firing another photon at a crystallized
enemy will make it switch places with Alicia. So Alicia will be warped to where
the enemy was, and the enemy will be warped to where Alicia was. If you hold
the circle button while Alicia is warping, she will jump when she materializes
again, even if she was already in the air. This lets you reach even higher
places, as you're basically doing a double jump. You can only air-jump twice.
After that you must touch the ground to be able to air-jump again.
Mastering photon-warping is one of the best things of the game. Sometimes it's
possible to position things in a way that you'll be carried through the whole
dungeon room while warping using several enemies. This lets you get past them
much faster than you'd get by just walking. That's why it's sometimes important
to defeat the enemy before doing this, as then there's no risk of an enemy
moving and screwing everything up.
Sometimes you can also crystallize/warp things other than enemies, like
pillars. They function the same way, except you can't fight them obviously.
-------------------------------------------------------------------------------
07.6.04 - Sealstone System [07604]
There's just one more thing about dungeons, but it's the most complex of them:
Sealstones.
Sealstones grant special effects to either your party or enemies. Those effects
are not always good, so you'll want the good ones on you and the bad ones on
the enemies. Pressing triangle in a dungeon will show the current effects. The
ones on the left are on you, the ones on the right are on the enemies.
Once you get to the first dungeon in Chapter 3, you'll start finding the
Sealstones. They're initially placed in one of two places: a Dais or a Shell.
Any sealstone on a Dais will affect enemies in a certain part of the dungeon.
This area will be marked in red in the map and mini-map. Again, press triangle
to see the effects.
The red area extends until it gets to another room with a Dais. If that Dais
also has a Sealstone they will connect and the whole area will be under effect
from all connected Sealstones. If there's no Sealstone in the second Dais then
there will be no effect in that room and any others past it.
Some dungeons have a "Divinity Void", which is marked in gray on the map. This
area cuts the chained effect from sealstones, preventing you from connecting
the whole dungeon. Photons can't be used in Divinity Voids either.
You can pick a Sealstone from the Dais, and then it will affect you instead of
the enemies as long as you keep holding it. If it's a bad effect you'll
probably want to take it to another Dais so that it can affect a different area
of the dungeon. Initially you can only hold one Sealstone, but getting some
special items through optional quests will give you additional slots.
Sealstones on Shells (simply laying on the floor) are not affecting anything.
You'll have to pick them up, which gives you the effects, and can then take it
to a Dais. Sometimes you may not want a sealstone to affect either the enemies
or yourself, so place them on the Shells.
Once you leave a dungeon, all Sealstones will be back to their original
positions. The only way to use a Sealstone from a dungeon in another dungeon is
to Restore them. To do that, you need to expend crystals -- the ones you gain
in battle to give an experience boost. A Sealstone's strength isn't related to
it's price -- most of the best Sealstones are quite cheap.
Once you release a Sealstone, it will vanish from the Dais/Shell forever. To
get the Sealstone again you must find a Spring, which is basically a larger
Shell somewhere in the dungeon. At the Springs you can pick up all sealstones
you've released from all dungeons and take them to any Dais, or keep them with
yourself to get their effects. Once you leave the dungeon all restored
sealstones are returned to the Spring automatically.
Some sealstones have more complex effects that aren't explained very well when
you press triangle. Check the list in the menu to see a more detailed
description of the effects. You can also check Section 11 for a Sealstone
list.
===============================================================================
-------------------------------------------------------------------------------
===============================================================================
08 - Game Mechanics [08000]
This section is very technical and not required for full enjoyment of the game.
The objective is explaining the game's hidden mechanics better: how your stats
grow when you level up, how to know how much damage you'll do with a certain
attack on a certain enemy and so on.
This Section is under development, as there are still unknown factors in most
calculations. If this grows too large and detailed it will probably be made
into a separate FAQ, but it stays here for now.
Most of the technical terms used here are not official, but made up to make the
formulas easier to read and understand.
===============================================================================
08.1 - Stat-Growth: Growth Styles, Level Ranges and Tables [08100]
As seen in Section 07.1, all base stats go up when a character levels up. If
you pay attention at this growth though you'll notice that it can be different
from one character to another, or even from one level to another. It's a bit
complicated.
There are two things to pay attention to here: Growth Style and Level Range.
Each stat has a list of possible Growth Styles, which say how much that stat
can grow at each level. These stats have a range, with a minimum and a maximum
value. The value is chosen randomly within that range when you level up, and
that's the stat bonus you get. These styles are named with letters, so we have
HP Growth Style A, B, C and so on until O).
Each character is assigned one of these styles for each stat. So a character
can have Growth Style A in HP and E in STR. These are fixed and you can't see,
choose or affect them at all. It's what helps make one character different from
another within the same class.
Now, the range of a Growth Style doesn't stay the same all the time. That's
where Level Ranges come in. The range of the Growth Style changes according to
the Level Range, which is simply what level the character is in. The Level
Ranges are fixed, too: 2~10, 11~20, 21~30, 31~40, 41~50 and 51~99.
Here's an example. Let's pick Alicia at level 1. Her Growth Style for STR is
"I". Now, at levels 2 to 10, STR Growth I is 2. This means Alicia will always
gain 2 points of STR from levels 2 to 10.
However, from levels 11 to 20, the growth for STR Style I is different. It will
range from 2 to 3, meaning Alicia can gain 2 or 3 points of STR from levels 11
to 20. This is chosen randomly and you can't control it, other than just
loading the game and trying again if you don't get the amount you want.
This can make a pretty big difference. At level 30, Alicia may have from 67 to
77 STR total. 10 extra points won't change much, true, but other characters, or
even other stats, can have a really diverse range at later levels. It might be
useful to watch out for those.
Usually, the higher up the Growth Style is named, the better and/or more
reliable it is. So Growth Style A is probably the best, with N or O being
pretty bad.
Below are all the different Growth Styles for the 6 base stats, their Level
Ranges and the Stat-Growth Ranges. For a full list of which characters have
which Growth Style, and how high/low their stats can be at different levels,
see Section 15.
===============================================================================
08.2 - Rules of Stacking [08200]
Before we move on to more complex calculations it's good to know how stacking
works in this game. This will be very important in the next steps.
Stacking here refers to how different bonuses work together. What happens if
you equip two accessories that increase ATK by 20%? There are two things to
think about here: when it is stacks, and how it stacks. Let's see when it
stacks first.
-------------------------------------------------------------------------------
08.2.01 - When do things stack? [08201]
Sealstones, skills and spells are really simple: they stack with anything but
themselves. So if you've got Observation and Fists of Iron you'll get both
bonuses to your ATK. Same for Sword Blessing + Wrath of Forcefulness.
However, if you equip the Bug Swatter skill and the Spider Fighter sword (with
innate Bug Swatter), you will not get the effect twice. That's because they're
both the same: Bug Swatter. Casting Might Reinforce on someone twice won't give
any additional bonus either, until the effect of the spell goes away. All Might
Potions and Spell Potions do is cast Might/Spell Reinforce, so they won't stack
with the spell effect either. It's the same thing. Simple.
Weapons, any armor and runeLESS accessories (gray) can have all 3 types of
bonuses. Any accessory with a rune however will only have an Effect, never a
Performance or Resistance.
Performance and Resistance bonuses will stack with anything else, even if the
origin is the same. Equipping two Power Bangles will give you the bonuses of
both, since it's a Performance bonus.
Now, Effects are different. If they're from an accessory with a rune, then they
stack with anything as well, just like Performance and Resistance. If they're
from anything else (a weapon, or a grat accessory) though, they don't stack
with the same effect, no matter the source. This means you can't combine Homing
Scales with Wing Feathers, as both give the same effect (boosting Special
Attack damage by 20%). However, you can combine Homing Scales with Busted
Greatsword, as it is a colored accessory, thus the effect isn't the same.
There are 3 runeless accessories that do stack their Effects with similar ones,
but they mention it in the description. They are: Sharp Spearheads, Lucky Tails
and Wyvern's Wingbone. Notice that they share the same Effect, too: increasing
Critical Rank.
-------------------------------------------------------------------------------
08.2.02 - How do they stack? [08202]
Now, just like there are differences in when things stack, there are
differences in how they do it. This is a bit trickier. Let's check things in
the order they're calculated in the game.
For stats, equipment is calculated first. All Performance bonuses for each stat
are just added to each other. If you've got 2 Power Bangles, that's +60% ATK
total. Once the Performances are added and applied to the stat, the resulting
number is always rounded DOWN.
Effect bonuses for each stat are added to each other as well, but not added to
the stat yet. First comes linking, which was explained in Section 07.2. It's
important to note that the resulting bonus after the linking is not rounded up
or down at all.
Now you've got the base stat added with all the Performance bonuses and the
Effect bonuses added to each other. These bonuses will now stack with the stat
through multiplication, and you'll get the final stat (rounded down again)
outside battles.
Here's an example: Alicia has 108 ATK without equipment. Now you give her 2
Power Bangles, a Great Eagle's Heart and a Ram's Horn linked to a blue body
rune.
So 108 (base) x 1.6 (from adding the two Power Bangles). The result is 172.8,
which is then rounded down to 172.
Now we've got the Ram's Horn (+3% ATK) linked to one other rune, boosting it's
bonus by 50%. That's a +4.5% to ATK, which is then added to the 15% of the
Great Eagle Heart.
That's +19,5%, which is then applied to the ATK. 172 x 1.195 = 205.54, which is
rounded down to 205. And that's it.
If, in this example, everything was just added the same way, you'd get only 193
ATK total, which shows how important runes and linking can be.
But, as was said before, that's the final stat outside battles. In battles, new
bonuses come in: Sealstones, skills, spells and Effects from equipment that are
only applied in battle and/or under certain conditions.
Fortunately, they all stack in a simple manner: just multiply all bonuses. If
you're using both the Wrath of Forcefulness and Sword Blessings Sealstones,
you've got a x3 x1.2 bonus to ATK. If you've got the Fists of Iron skill,
that's another x1.2. Might Reinforce? x1.5.
Continuing with the same example, Alicia with 205 ATK and those bonuses would
have 205 (base) x 1.2 x 1.2 x 3 x 1.5 = 1328 ATK! That's much more than what
you'd get if the bonuses were just added, which would be just 725 ATK.
===============================================================================
08.3 - Critical Ranks [08300]
The effect of critical hits is pretty simple: it just makes the attack ignore
the opponent's RDM and RST. They can also break body parts instantly if you've
got critical skills equipped. Their chance of happening is controlled by
something that you can't see, though: the Critical Rank. The higher this rank,
the higher the chance of critical hits.
Every character has a base Critical Rank of 1. Equipment and skills can improve
this rank, making critical hits more frequent. The True Seeing skill increases
Critical Rank by 2, and the racial critical skills (Bug Swatter, Beast Bludgeon
and so on) increase it by 1 when you're attacking an enemy of the corresponding
race. If the enemy has more than one race and you have more than one correct
racial skill equipped, the Critical Rank increase will count for both, so you'd
get +2 if there are two races and +3 if there are three.
Several accessories also increase Critical Rank, but it is unknown and probably
impossible to test the exact bonus they give. The weapons Blue Gale and Ascalon
do not change Critical Rank, they just make every attack a critical hit.
Rank 1: 12%
Rank 2: 16%
Rank 3: 20%
Rank 4: 23%
Rank 5: 27%
Rank 6: 35%
Rank 7: 47%
Rank 8: 55%
Rank 9: 63%
Rank 10: 78%
===============================================================================
08.4 - Calculating Attack Damage [08400]
Attack here refers to physical attacks done by characters and enemies, whether
they're elemental or not, special or not. So basically it's everything EXCEPT
Spells, Soul Crushes and Great Magic.
This is simpler than in some games, but still much more complex than all other
tri-Ace games so far. There's a basic formula, but knowing it is not enough, as
there are several special effects that can change stats or add extra
multipliers to the formula.
-------------------------------------------------------------------------------
08.4.01 - Full formula [08401]
First, consider stats here as they are shown in the character's status screen.
Effects that change them in battle are listed later.
There are 3 steps in the formula. A simplified version would look like this:
Those 3 stats were explained above, so there's not much else to say here. There
is a list of what can change ATK and RDM in battle in one of the next sections.
If the Attack used is Mirage Pierce or a Critical hit, then RDM is ignored, or
considered to be 0. Just consider the formula to be (ATK x Multiplier) in those
cases.
If the result of (ATK - RDM) is less than 0, it simply becomes zero, not a
negative number.
If the Attack is NOT elemental, then the result of this calculation will be
your Base Damage. Just skip the next two steps. To know what makes an Attack
elemental, check the next Section.
The Psychosoma skill changes this calculation. Instead of (ATK - RDM), it uses
(ATK + MAG - RDM). This is not a stat-change, it's a formula change. The ATK
stat is still just ATK, NOT ATK=ATK+MAG, as the skill description's implies.
This second step only applies to elemental Attacks. It's what makes them so
much more powerful than non-elemental ones. A more complex formula here:
The x 1.2 is part of the formula. It cannot be changed or affected in any way.
If the result of (MAG - RST) is less than 0, it DOESN'T become zero. The result
will be subtracted from the Level x 5 part. If the whole thing is a negative
number, then it changes to 0. This makes RST the most useless stat, since it
has to be pretty high to cover both MAG and Level (x5). It is still possible to
block elemental damage if it is high enough, however.
Any Attack that goes through this step will go through the next as well.
This is only for elemental Attacks as well. Now it gets tricky, as you can have
several elements in one attack. Each element will go through this calculation:
If you have 2 sources of the same element, they are simply added together. So
assuming you've got a weapon with a 0.3 Holy Elemental Multiplier and are using
an Attack with innate 0.3 Holy Elemental Multiplier, the total Holy Elemental
Multiplier will be 0.3 + 0.3 = 0.6. They're added BEFORE being multiplied by
the target's Elemental Resistance or Weakness.
In this case, with an enemy with -30% Holy resistance, you'd have (0.6 x 1.3)
in the formula. The result would be 0.78.
Now, if you were using a weapon with 0.5 Fire Elemental Multiplier and the same
0.3 Holy Elemental Multiplier Attack, they would be tested against the target's
Resistance separately, and then added to each other. So if the enemy had -30%
Holy, +50% Fire, you'd have (0.5 x 0.5 + 0.3 x 1.3) = 0.64.
If the Attack isn't elemental, then all you've got is (ATK - RDM) x Multiplier.
That's your Base Damage.
If the Attack is elemental, then you'll take the MAG Calculation and multiply
it by the Element Calculation, and then add it to the ATK Calculation. In
short:
-------------------------------------------------------------------------------
08.4.02 - Sources of elemental damage and how they work [08402]
Some Attacks have Elemental Multipliers by default. For a full list, check
Section 16.
Innate Elemental Multipliers are applied for every hit. Let's take Aiming Wisp,
for example: it's a 3 hit Attack with 0.2 Holy Elemental Multiplier. This means
the 3 hits have 0.2 Holy each, so it can be said that Aiming Wisp has 0.6 Holy
Elemental Multiplier total. The Elemental Multiplier does not change from one
hit to another in any case.
Some weapons and accessories will add an Elemental Multiplier to all Attacks.
They work differently from Innate Elements: they're applied per Attack, not per
hit.
What this means is, say you have a weapon with 0.4 Holy Elemental Multiplier
and are using a 1-hit Attack. That's 1 hit of 0.4 Holy as expected. However, if
you're using a 2-hit Attack the 0.4 Holy will be shared by the hits, resulting
in 0.2 Holy for each hit. The result is a 0.4 Holy Attack, instead of 0.8 like
it would be with an Innate Element.
So, just divide the Elemental Multiplier by the number of hits. This is done
before adding the same elements of different sources in the calculation shown
before. So, if you've got a 0.4 Innate Holy Multiplier and a 0.4 Holy Equipment
Multiplier with a 2-hit attack, that's (0.4 / 2) + 0.4 per hit, not (0.8 / 2).
It is unknown how this works with Attacks that do a random number of hits, like
Killing Thorn and Blinding Distortion.
There are six Sealstones that "turn" you into an element, applying it to all
attacks. They are:
When using one of those Sealstones, your Attack Multiplier will count as 0 for
the ATK Calculation and will be used as an Elemental Multiplier instead.
For example, if you were using an Attack that normally would be non-elemental,
with a 1.8 multiplier, with one of those Sealstones the calculation would be:
There are not many situations in which this is good, especially with the
Psychosoma skill changing the formula to use MAG already. You could accumulate
a huge Elemental Multiplier with this (adding from Innate or Equipment
Elements), but even so you're still missing a stat that is really easy to
boost.
===============================================================================
08.5 - Calculating Spell Damage [08500]
There are only a few Spells in the game compared to Attacks. The main
difference is that all Spells are Elemental (always), and each element uses a
different formula. They're all similar, though.
-------------------------------------------------------------------------------
08.5.01 - Full formula [08501]
Again, consider stats here as they are shown in the character's status screen.
Effects that change them in battle are listed later.
The formula is simpler than the one for Attacks, but there are small changes
in it according to element of the spell. There are only 2 steps in the formula.
A simplified version would look like this:
This is the part that changes according to the element. The general formula is:
The Psychosoma skill also changes this calculation. Instead of (MAG - RST) the
formula uses (MAG + ATK - RST). Again, this doesn't change the stats, only the
calculation.
As you can see, each element focuses on dealing damage in a different way. Fire
and Holy are heavily based on MAG (Holy doesn't even include Level), making
them easier to boost. Earth is a good middle ground, getting a good boost from
both. Ice and Darkness (especially Darkness) are heavily based on Level, which
make them harder to boost, but you can then focus on stats other than MAG and
still do almost the same damage.
Lightning doesn't seem that special, but it has the added bonus of giving +2
to your Critical Rank. This means it can often ignore RST completely, which can
be very helpful with Critical Skills or on enemies with high RST.
The overall ranking of Spells by element, based on overall damage and number of
enemies weak to it, is:
1st: Fire
2nd: Holy
3rd: Earth
4th: Lightning
5th: Ice
6th: Darkness
If you consider Lightning's added Critical Rank, it might be better than Fire.
This is the same for all elements. It's very similar to the Element Calculation
from Attacks, but only the Spell's innate element counts. Weapons and
accessories do not add extra Elemental Multipliers to the formula at all, so
it's simpler:
-If the target has -30% Resistance to the element, then it takes 130% damage
from that element, so you'd put 1.3 in the formula above. If it has 30%
resistance, that's 70% damage, so the number would be 0.7.
-If the target ABSORBS the element used, then it's -1.
-The Elemental Blessings Sealstones work on the Spell Multiplier.
Now just multiply the MAG Calculation by the Element Calculation and you've got
the Base Damage. Again, it's only "Base" because this can still go
through other changes until you get to the real Damage.
If the Base Damage is negative (due to the target absorbing the element
used), then the Spell will heal the opponent.
===============================================================================
-------------------------------------------------------------------------------
===============================================================================
09 - Skill List [09000]
Remember to check Section 07.2 to learn everything about the Skill System. For
where to get runes, check the walkthrough. This Section is just for listing
them and their effects. The list is organized in the same way it is in the
game.
===============================================================================
09.1 - Status Skills [09100]
-Fists of Iron
Runes: Blue [Body + Fire]
CP Cost: 2
Effect: Increases ATK by 20% (x1.2) in battle.
Great for any warrior, not worth it for Sorcerers except maybe for
very specific setups.
-Mental Boost
Runes: Blue [Body + Ice]
CP Cost: 2
Effect: Increases MAG by 20% (x1.2) in battle.
Great skill. Heavy Warriors are the only ones who don't benefit from
it.
-Fortify Physique
Runes: Blue [Body + Earth]
CP Cost: 2
Effect: Increases RDM by 50% (x1.5) in battle.
Huge boost. It's always a good idea to have a tank around, but you
probably won't need to equip this on more than one character at once.
-Resist Magic
Runes: Blue [Body + Lightning]
CP Cost: 2
Effect: Increases RST by 50% (x1.5) in battle.
RST is the most useless stat. Nice boost though, can help when you
don't have elemental resistance available.
-Adversity
Runes: Red [Body + Fire + Ice + Earth + Lightning]
CP Cost: 2
Effect: Increases ATK, MAG, HIT, AVD, RDM and RST while there are more enemies
than allies in battle. Each extra enemy means a 20% boost to these
stats.
You'll find 5 enemies at most in battle, so you'll need to solo to get
a good enough benefit. Worse yet, killing the enemies will decrease
the boost.
If you ever find a situation where this helps, have just one character
with it and kill the others, so that you can use this together with
Solitary Struggle.
-Heroism
Runes: Red [Body + Fire + Strengthening]
CP Cost: 2
Effect: Increases damage by 20% whenever you kill an enemy, up to a 300% bonus.
Other details unknown.
-Psychosoma
Runes: Red [Head + Arm + Activation + Ice]
CP Cost: 3
Effect: Changes the damage formulas. Exact effect is more complete, but
basically attacks will use both ATK and MAG (even if non-elemental --
elementals will use MAG twice), and spells will use MAG and ATK.
For more details, check sections 09.4 and 09.5.
One of the best skills, and cheap too! Heavy Warriors don't need it,
but Light Warriors and Archers do. Sorcerers might actually get good
benefits in a ATK-based party despite the low base ATK too, since
there are so many ways to raise ATK.
-Toughness
Runes: Green [Body + Leg + Fire]
CP Cost: 5
Effect: Double HP during battle.
Best skill for tanking. Expensive, so there are times when you might
want to save the 5 CP for something else, like a Critical skill. Make
sure everyone you use learns this.
-Training
Runes: Red [Leg + Strengthening + Weakness]
CP Cost: 3
Effect: Reduces ATK, MAG, HIT, AVD, RDM and RST by 20% (x0.8), but raises EXP
gained by 50%.
Don't use this in serious battles, just when you want to train. Good
for characters who need levels, like Sorcerers and (maybe) Archers.
-Observation
Runes: Green [Body + Fire + Strengthening]
CP Cost: 5
Effect: Increases ATK, MAG, HIT, AVD, RDM and RST as times flows in battle.
10% (x1.1) bonus in one minute, up to 100% (x2).
CP cost is too high for low effect. Just use the other skills to kill
the enemies faster.
-Solitary Struggle
Runes: Green [Body + Fire + Resistance]
CP Cost: 4
Effect: Increases ATK, MAG, HIT, AVD, RDM and RST when allies are dead. Each
dead ally is a 20% bonus.
Again, just for solo games really. Can help you a lot in getting Direct
Assaults with the right setup.
===============================================================================
09.2 - Attack Skills [09200]
-Mighty Blow
Runes: Blue [Slashing + Lightning + Strengthening]
CP Cost: 2
Effect: Attacks have a higher chance of breaking guard and stunning enemies.
This is useless. Blocking doesn't happen that often (and you can just
attack from behind), and Faint is the most useless status effect ever.
-Break Up
Runes: Blue [Arm + Slashing + Activation + Strengthening]
CP Cost: 2
Effect: Gain +10% chance to enter Break Mode when breaking parts instead of the
usual +5%. Great skill to prepare for boss battles! More details on
this and Break Mode chances in Section 07.4.06.
-Spirit Control
Runes: Red [Arm + Slashing + Lightning]
CP Cost: 3
Effect: Doubles the number of purple gems received.
You get purple gems when hitting enemies laying on the floor. GREAT
skill. Can be used to create some really long combos with some
planning.
-Heat Up
Runes: Red [Body + Slashing + Strengthening]
CP Cost: 4
Effect: Increases Heat gained by attacks by 20%.
Somewhat expensive. Only one character should need this, to be able to
fill the Heat gauge when used third in an Soul Crush chain.
-Double Edge
Runes: Red [Slashing + Piercing + Arm + Training]
CP Cost: 5
Effect: Adds a second hit to all your attacks. This extra hit does 12% of the
damage of the original hit, but does not add Heat. The extras hits can
give extra crystals, but not gems.
If you use a 3-hit attack, each attack will hit twice, resulting in 6
hits. So you get +12% for each attack and +3% to all Soul Crushes.
Still, 5 CP is a lot and +12% isn't that much. You'd better do some
calculations before using this to see if it's worth it.
Stacks with Triple Edge, the Sun Shower sword and Doublecross bow.
-Overload
Runes: Red [Head + Ice + Darkness + Activation]
CP Cost: 4
Effect: Increases damage by 50% (x1.5) when using spells, but they can now hurt
allies as well.
Applies only to magic that causes damage (Attack or Menu). Support
spells such as Sap Guard won't hit your allies and attack items (Holy
Gems, Flare Crystals, etc.) won't be affected.
Nice damage boost, but can kill you if you're careless. Can be used for
free healing every turn if you can absorb the element, but that's
unlikely.
-Triple Edge
Runes: Green [Piercing + Bludgeon + Training + Creation]
CP Cost: 6
Effect: Adds two hits to all your attacks. Same deal as Double Edge actually,
except it's some extra damage and +1% Soul Crush damage for 1 more CP.
It's still very expensive, so just pick one of the two if you're even
using them.
Stacks with Double Edge, the Sun Shower sword and Doublecross bow.
===============================================================================
09.3 - Defense Skills [09300]
-Survival
Runes: Blue [Body + Healing + Training]
CP Cost: 3
Effect: Always survives with 1 HP after taking fatal damage if HP was over 10%.
Remember Guts in VP1? That's what this is, only less gamebreaking.
Still very useful with the correct setups, but won't help much by
itself against multi-hit attacks.
-Reflex Movement
Runes: Blue [Body + Leg + Lightning]
CP Cost: 2
Effect: Unknown. Seems to prevent knockback.
-Magic Mail
Runes: Blue [Head + Bludgeon + Ice + Resistance]
CP Cost: 2
Effect: Possible to avoid spells. Uses AVD to do so, just like with physical
attacks. Dodging from behind is harder.
Good in some battles, but you can usually get elemental protection.
Still, added chances of survival for only 2 CP is very good.
-Cure Condition
Runes: Blue [Body + Earth + Healing + Resistance]
CP Cost: 3
Effect: Halves duration of status effects.
Useless. Not only can you just use an accessory to protect from the
status, you can easily get an accessory that gives you the same skill.
-First Aid
Runes: Blue [Body + Healing + Holy]
CP Cost: 3
Effect: Chance of healing half of total damage received.
This only activates after the attack finishes, so any attack that can
kill you will do it. Use this with the Lifeforce Blessing Sealstone to
recover the same damage you took!
-Free Item
Runes: Blue [Head + Arm + Activation + Resistance]
CP Cost: 3
Effect: Removes AP cost from using items in battle.
VERY useful and cheap. Only the character with the skill can use items
for free, but that's more than enough. Put it on whoever is less likely
to die.
-Regenerate Health
Runes: Red [Body + Earth + Healing]
CP Cost: 4
Effect: Heals HP every second. Recovery is equal to 75% of the character's
level. Good skill for most of the game, especially with the Lifeforce
Blessing Sealstone. A bit expensive though and it loses effectiveness
later.
-Victorious Vitality
Runes: Green [Body + Earth + Healing]
CP Cost: 5
Effect: Full HP recovery after battle.
Way too expensive. Don't bother.
-Reduce Magic
Runes: Red [Body + Head + Ice + Activation]
CP Cost: 6
Effect: Halves magic damage. Halves Heal's effect as well, but that's not a big
problem.
Again, way too expensive to be useful. Don't bother with this.
-Missile Protection
Runes: Red [Head + Arm + Resistance]
CP Cost: 5
Effect: Block frontal projectile attacks, like arrows.
Only use this when you're sure the enemy is using an attack like that.
There are quite a lot of projectiles, so this is very useful when it
works.
-Mind Lock
Runes: Green [Head + Ice + Holy]
CP Cost: 6
Effect: It seems to protect from status effects and buff/debuffs, but exact
effect is currently unknown.
===============================================================================
09.4 - Critical Skills [09400]
-True Seeing
Runes: Red [Piercing + Fire + Strengthening]
CP Cost: 2
Effect: Increases Critical Rank by 2. In other words, it increases the chances
of critical hits.
Very cheap and useful for faster instant-breaking, especially when used
with the other Critical skills.
-Beast Bludgeon
Runes: Blue [Slashing + Weakness + Fire]
CP Cost: 4
Effect: 50% (x1.5) more damage, +1 Critical Rank and instant-breaking of body
parts during criticals when attacking beasts.
Beasts are very frequent, but it's easy to get a weapon with this as an
innate skill. You'll probably want to use that instead when aiming for
instant-breaking.
-Weed Whacker
Runes: Red [Slashing + Weakness + Fire]
CP Cost: 2
Effect: 50% (x1.5) more damage, +1 Critical Rank and instant-breaking of body
parts during criticals when attacking Plants.
Very cheap. There aren't that many plants in the game (even though
there are many forest), but this helps against one very annoying enemy
type. You can buy a weapon with this later in the game, and it's easy
to create another one sooner.
-Bug Swatter
Runes: Red [Piercing + Weakness + Earth]
CP Cost: 3
Effect: 50% (x1.5) more damage, +1 Critical Rank and instant-breaking of body
parts during criticals when attacking Insects.
Same as the others. Nice CP cost. Weapon with this found in a chest.
-Magician Slayer
Runes: Red (Slashing + Weakness + Activation)
CP Cost: 4
Effect: 50% (x1.5) more damage, +1 Critical Rank and instant-breaking of body
parts during criticals when attacking Magic enemies.
Most bosses in late-game are Magic. Get this as soon as you can!
There are 2 weapons with this as an innate skill, both are easy to
create.
-Unholy Purifier
Runes: Blue [Slashing + Weakness + Holy]
CP Cost: 4
Effect: 50% (x1.5) more damage, +1 Critical Rank and instant-breaking of body
parts during criticals when attacking Unholies.
Unholies are frequent in some areas, but use a cheaper skill when
possible. Not available in weapons.
-Descaling Might
Runes: Blue [Slashing + Weakness + Lightning]
CP Cost: 4
Effect: 50% (x1.5) more damage, +1 Critical Rank and instant-breaking of body
parts during criticals when attacking Scaled enemies.
Lizards and dragons, basically. Not many of them, but enough to make
this important. You can get two copies of a weapon with this by killing
a boss.
-Ghost Buster
Runes: Red [Slashing + Weakness + Ice + Resistance]
CP Cost: 3
Effect: Lets Ghosts be hit by non-elemental attacks.
Most of the time you can just use a spell or strong elemental attack to
kill Ghosts, but do have some characters with this one.
Also present in a weapon, easy to get early in the game. It's usually
better to just use the skill.
-Giant Killer
Runes: Red [Slashing + Holy + Weakness + Training]
CP Cost: 4
Effect: 50% (x1.5) more damage, +1 Critical Rank and instant-breaking of body
parts during criticals when attacking Giants.
Lots of giants in the game, especially bosses in Chapter 3. Second most
useful racial skill after Magician Slayer.
Can be found in a weapon, but only in the bonus dungeon.
-Dragon Slayer
Runes: Green [Piercing + Weakness + Lightning + Activation]
CP Cost: 5
Effect: 50% (x1.5) more damage, +1 Critical Rank and instant-breaking of body
parts during Criticals when attacking giants.
Expensive, and most dragons are immune to instant-breaking.
In those cases, you'll want to use a weapon with this effect instead,
and it's easy to get. For damage you'll usually get better results
with other racial skills, like Giant Killer. No baby dragons in the
game, after all.
-God Destroyer
Runes: Green [Piercing + Bludgeon + Weakness + Holy]
CP Cost: 5
Effect: 50% (x1.5) more damage, +1 Critical Rank and instant-breaking of body
parts during criticals when attacking Divine enemies.
You can learn this in an area full of Divine enemies, so it's great.
Still, 5 CP is a lot. Consider another racial skill when possible.
-Demon Destroyer
Runes: Red [Piercing + Weakness + Darkness + Training]
CP Cost: 5
Effect: 50% (x1.5) more damage, +1 Critical Rank and instant-breaking of body
parts during criticals when attacking Demons.
Plenty of demons in late-game. You can usually set another critical
skill, but it helps sometimes.
-Dismantle
Runes: Green [Arm + Darkness + Strengthening + Training]
CP Cost: 6
Effect: Instant-breaking of body parts during criticals.
Only good if you lack the correct racial skill, but even so you'd
better try to get them for extra damage and critical chances... for
less CP.
-Desperate Measures
Runes: Red [Arm + Darkness + Creation]
CP Cost: 6
Effect: All attacks will break body parts instantly, but user's max HP is
reduced to 1.
Last skill in the game. Just keep using the racial ones.
===============================================================================
09.5 - Reaction Skills [09500]
-Precision Parry
Runes: Red [Arm + Ice + Resistance]
CP Cost: 3
Effect: Allows you to block attacks by pressing the character button at the
exact moment the attack hits you. Timing can be difficult to get.
Some attacks can't be blocked.
Blocked attacks are interrupted immediately, so having one character
block will protect the only party if it's a multi-hit attack. Spells
can also be blocked this way!
-Scramble Attack
Runes: Red [Head + Leg + Slashing + Resistance]
CP Cost: 2
Effect: Allows you to set a fourth attack. If you press a direction while
attacking in battle, the character will use that attack instead of the
regular one. Normally it can only be activated once per attack loop,
but can be used infinitely in Break Mode.
Scramble Attacks are reduced to 80% (0.8) damage. Sorcerers can't use
this.
You MUST equip this skill to get the effects. Learning it is not
enough, even though you can set the attack that way.
Can be good for tricky combos, but the reduced damage really hinders
it. You can ignore this, even though it can be useful in some cases.
-Counter Attack
Only for Fighters
Runes: Blue [Head + Arm + Darkness + Resistance]
CP Cost: 2
Effect: Lets you counter-attack. Press the character's button when he avoids an
attack to activate.
Has no effect on Sorcerers.
Not really good. Dodging doesn't happen too often, and you'd better
just try to avoid getting hit anyway.
===============================================================================
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===============================================================================
10 - Effects List [10000]
It's recommended that you check Section 08.2 before checking this list for a
full explanation on how stacking works.
This is a full list of Effects from weapons, armor and runeless accessories in
the game. Performance and Resistance bonuses aren't mentioned. Remember, they
won't stack with themselves, no matter the source. Effects from colored
accessories aren't mentioned because they stack with anything anyway, and their
description is enough to know what exactly they do. This usually isn't the case
with these other Effects. The list:
-Critical Rank +1
Description: Exactly what it says. This effect stacks with itself!
Sources: Lucky Tail, Sharp Spearhead, Wyvern's Wingbone
-Fortune Smiles
Description: Increases Critical Rank and/or drop rate of break items according
to the user's current HP. Full explanation in section 06.6.
Sources: Afro Puffs, Bat Umbrella, Dipan Pendant, Firefly Fire, Ham-Star,
Sacred O Part, Solomon's Ring
-Poison restores HP
Description: Character restores HP instead of losing it when under the Poison
status. Only works in battle. Affected by Lifeforce Blessing.
Source: Vegetable Seed
-Status: Confuse
Description: Adds a chance to cause Confuse status when using Attacks/Spells.
Doesn't apply to Soul Crushes and Great Magic.
Sources: Headless Doll, Helgi's Sword, Tuning Wing
-Status: Doom
Description: Adds a chance to cause Doom status when using Attacks/Spells.
Doesn't apply to Soul Crushes and Great Magic.
Sources: Beak, Caliburn, Demon's Left Arm, Dragon Meat Paste, Evil Eye of
Death, METH Seal
-Status: Faint
Description: Adds a chance to cause Faint status when using Attacks/Spells.
Doesn't apply to Soul Crushes and Great Magic.
Sources: Big Bugeye, Cat Ring, Gargoyle's Arch, Giant Pincers, Steel Horseshoe
-Status: Frailty
Description: Adds a chance to cause Frailty status when using Attacks/Spells.
Doesn't apply to Soul Crushes and Great Magic.
Sources: Bone Relief, Flamberge, Rose Imprint, Walkflower Root
-Status: Freeze
Description: Adds a chance to cause Freeze status when using Attacks/Spells.
Doesn't apply to Soul Crushes and Great Magic.
Sources: Kraken Fang, Noblewoman's Ball
-Status: Many
Description: Adds a chance to cause Confuse, Faint, Freeze, Paralysis, Poison,
Silence and Stone status when using Attacks/Spells. Doesn't apply
to Soul Crushes and Great Magic.
Sources: Black Dragon Gallstone, Blackened Scales, Demon's Right Arm
-Status: Paralysis
Description: Adds a chance to cause Paralysis status when using Attacks/Spells.
Doesn't apply to Soul Crushes or Great Magic.
Sources: Crystal Mask, Legion, Platinum Fly, Sword of Silvans
-Status: Poison
Description: Adds a chance to cause Poison status when using Attacks/Spells.
Doesn't apply to Soul Crushes and Great Magic.
Source: White Flower Petal
-Status: Silence
Description: Adds a chance to cause Silence status when using Attacks/Spells.
Doesn't apply to Soul Crushes and Great Magic.
Sources: Demon's Hoof, Evil Mirror
-Status: Stone
Description: Adds a chance to cause Stone status when using Attacks/Spells.
Doesn't apply to Soul Crushes and Great Magic.
Sources: Diablo Horn, Mirror of the Lake, Sharp Scissor Wing, Spear "Basilisk"
-Status: Transfer
Description: Adds a chance to cause Transfer status when using Attacks/Spells.
Doesn't apply to Soul Crushes and Great Magic.
Sources: Homunculus Seed, Sylphide's Arrowhead
===============================================================================
-------------------------------------------------------------------------------
===============================================================================
11 - Sealstone List *INCOMPLETE* *SPOILERS* [11000]
"Cost" is the number of crystals needed to restore it, and "User" refers to the
party if you're holding it, or the enemies if they're holding it or if it's in
a Dais.
-Masochist Wrath
Cost: 3,000 crystals
Location: Serdberg Mountain Ruins (found in a Shell)
Effect: Users take part of the damage they deal.
Sounds good to put in a Dais, but 3000 is too much for this at first.
Very good in later playthroughs when enemies start 1-hit killing you
anyway.
-Fog Wrath
Cost: 200 crystals
Location: Serdberg Mountain Ruins (found in a Dais)
Effect: Party doesn't see enemies on mini-map, Enemies won't follow party
outside battles.
Good if you're bad at dodging enemies, maybe? Still not worth 200
crystals in my opinion.
-Sword Blessing
Cost: 150 crystals
Location: Serdberg Mountain Ruins (found in a Dais)
Effect: User gains an ATK boost of 20% (x1.2) in battle.
Incredibly useful and very cheap. Restore this as soon as you find it
and carry it whenever you can.
-Gold Blessing
Cost: 500 crystals
Location: Audoula Temple on the Lake (found in a Shell)
Effect: Party only, gains 50% more OTH in battles.
Good for some quick cash, but reaching the Shell with this can be kind
of hard. Worth restoring if you have spare crystals to get the more
expensive items in Chapter 3.
-Ice Blessing
Cost: 600 crystals
Location: Audoula Temple on the Lake (found in a Dais)
Effect: User's Ice attacks deal 50% more (x1.5) damage, but Fire attacks deal
half (x0.5) damage.
Not many good Ice attacks, but Fire is the most dangerous element, so
this is good as protection.
Still, not many opportunities to use this, but worth restoring for the
volcano and a few other places.
-Chasm Wrath
Cost: 4,000 crystals
Location: Audoula Temple on the Lake (found in a Shell)
Effect: User's RDM and RST get halved (x0.5) in battle.
RDM and RST aren't big concerns late in the game, but this is very
helpful before that. Still not worth restoring, 4000 is a lot for
something you won't need later.
-Fire Blessing
Cost: 600 crystals
Location: Surts Volcano Caverns (found in a Dais)
Effect: User's Fire attacks deal 50% more (x1.5) damage, but Ice attacks deal
half (x0.5) damage.
The best Elemental Blessing. Make sure you restore this and carry it
whenever you can for most of the game, Fire attacks are incredibly
strong.
-Iceberg Law
Cost: 20,000 crystals
Location: Surts Volcano Caverns (found in a Shell)
Effect: User's non-elemental damage becomes Ice elemental. User also absorbs
Ice, but gets -100% resistance to Fire.
Complex sealstones. They'll usually result in less damage, so they're
not good to carry but can help in Daises. Check section 08.4.02 for
more details.
Not worth farming 20,000 crystals for.
-Achromatic Law
Cost: 4,000 crystals
Location: Surts Volcano Caverns (found in a Shell)
Effect: All of the user's elemental resistances and weaknesses becomes 0.
Only good for Chapter 6, the bonus dungeon and one main game boss, but
when it's good it's REALLY good. Only restore this when you need to.
You should have enough crystals by Chapter 6.
-Barrier Blessing
Cost: 1,000 crystals
Location: Surts Volcano Caverns (held by enemy)
Effect: User is protected from anything that deals under 50 points of damage.
Very useful at first with a defensive setup, but not worth restoring.
Will only help in 3 dungeons at most, really.
-Lifeforce Blessing
Cost: 2,000 crystals
Location: Surts Volcano Caverns (found in a Shell)
Effect: Any healing on the user will have double effect, be it from skills,
items, spells, absorbing attacks... anything.
Most useful Sealstone for survival. Nothing really comes close to this.
Helps a lot of immortality setups. In short: restore it immediately.
-Earth Blessing
Cost: 600 crystals
Location: Crawsus Forest Ruins (found in a Shell)
Effect: User's Earth attacks deal 50% more (x1.5) damage, but Lightning attacks
deal half (x0.5) damage.
Second least useful Blessing, but still helps agains some enemies.
Restore it anyway to clear room for better stuff in Crawsus.
-Lightning Blessing
Cost: 600 crystals
Location: Crawsus Forest Ruins (found in a Dais)
Effect: User's Lightning attacks deal 50% more (x1.5) damage, but Earth attacks
deal half (x0.5) damage.
Very useful in late game and especially in the bonus dungeon. Restore
it eventually, but probably not when you first get to Crawsus.
-Mudbank Law
Cost: 20,000 crystals
Location: Crawsus Forest Ruins (held by mini-boss)
Effect: User's non-elemental damage becomes Earth elemental. User also absorbs
Earth, but gets -100% resistance to Lightning.
Complex sealstones. They'll usually result in less damage, so they're
not good to carry but can help in Daises. Check section 08.4.02 for
more details.
Not worth farming 20,000 crystals for.
-Thundercloud Law
Cost: 20,000 crystals
Location: Crawsus Forest Ruins (held by mini-boss)
Effect: User's non-elemental damage becomes Lightning elemental. User also
absorbs Lightning, but gets -100% resistance to Earth.
Complex sealstones. They'll usually result in less damage, so they're
not good to carry but can help in Daises. Check section 08.4.02 for
more details.
Not worth farming 20,000 crystals for.
-Wrath of Forcefulness
Cost: 500 crystals
Location: Palace of the Venerated Dragon (found in a Shell)
Effect: User gains an ATK boost of +200% (x3) in battle, but weapons have a 20%
chance of breaking when attacking. Weapon break applies to party only.
Enemies will not break when attacking.
Triple ATK is insane, but the weapon break is a huge penalty. Broken
weapons are gone forever, period. Still, good to make some boss fights
really quick, and not expensive at all. You might as well restore it
just for fun.
-Sleipnir's Blessing
Cost: 1,500 crystals
Location: Forest of Spirits (found in a Dais)
Effect: User gets an unknown boost to AVD.
Looks like a really large boost, but dodging is uncertain. Not worth
all those crystals.
-Hunter Blessing
Cost: 400 crystals
Location: Forest of Spirits (found in a Dais)
Effect: User gets an unknown boost to HIT.
Useless, even though it's cheap. Just attack from behind and you'll
most likely hit anyway.
-Gem Blessing
Cost: 1,000 crystals
Location: Hall of Valhalla (found in a Shell)
Effect: Party only, won't get purple or shining gems, but have a chance of
getting certain accessories instead.
Not useful. It's much easier to just hunt for the accessories instead,
and gems are very useful for combos.
-Law of Consistency
Cost: 10,000 crystals
Location: Hall of Valhalla (found in a Shell)
Effect: User becomes immune to status effects and debuffs, but can't be
affected by buffs either.
Debuffs are Sap Power, Sap Guard, etc. Buffs are Might Reinforce, etc.
Actually pretty good to place in a Dais if the enemy buffs itself...
but the ridiculous price make this a Sealstone you're very unlikely to
use.
-Ore Blessing
Cost: 4,000 crystals
Location: Hall of Valhalla (found in a Shell)
Effect: Party only, gains +1 purple gem per hit on an enemy while it's down.
Doesn't affect shining gems. Stacks with the Spirit Control skill.
Actually a really good Sealstone, but the cost is too high. Come back
for it later after restoring more important Sealstones.
-Holy Blessing
Cost: 1,000 crystals
Location: Hall of Valhalla (found in a Dais)
Effect: User's Holy attacks deal 50% more (x1.5) damage, but Darkness attacks
deal half (x0.5) damage.
Great for the final boss and the bonus dungeon, but expensive. Restore
it if you can.
-Strongman Blessing
Cost: 400 crystals
Location: Hall of Valhalla (found in a Shell)
Effect: No critical attacks on the user.
Good if your RDM is higher than the enemy's ATK, maybe? Can't see much
use for this.
-Treasure Blessing
Cost: 400 crystals
Location: Ancient Forest (found in a Shell)
Effect: Party only, bonus timer for Direct Assault lasts longer.
Good for Direct Assaults on some stronger enemies. Might be worth
restoring.
-Manacles Wrath
Cost: 400 crystals
Location: Ancient Forest (found in a Shell)
Effect: User cannot block attacks.
Not really helpful. Just attack from behind.
-Shield Blessing
Cost: 400 crystals
Location: Chateau Obsession (found in a Shell)
Effect: User gains an RDM boost of 20% (x1.2) in battle.
Doesn't help a lot, but pretty good in the dungeon anyway and quite
cheap.
-Alarm Blessing
Cost: 600 crystals
Location: Turgen Mine (found in a Dais)
Effect: Enemies will always ambush in battle, Party can't be ambushed.
Useless. Just remove it from the Dais.
-Brimstone Law
Cost: 20,000 crystals
Location: Turgen Mine (found in a Shell)
Effect: User's non-elemental damage becomes Fire elemental. User also absorbs
Fire, but gets -100% resistance to Ice.
Complex sealstones. They'll usually result in less damage, so they're
not good to carry but can help in Daises. Check section 08.4.02 for
more details.
Not worth farming 20,000 crystals for.
-Fetters Wrath
Cost: 2,000 crystals
Location: Turgen Mine (found in a Shell)
Effect: User cannot dodge or counterattack.
Also useless. Ignore it.
-Burst Light Blessing
Cost: 200 crystals
Location: Ravine Caverns (found in a Shell)
Effect: Party only, shoots 3 photons at the same time in 3 different
directions.
Completely useless. There really isn't any possible use for this.
-Chaos Law
Cost: 400 crystals
Location: Ravine Caverns (found in a Dais)
Effect: Random chance of user getting any of all the status effects at the
start of battle.
Doesn't activate very often, but it's pretty cool when everything is
transferred as soon as the battle starts. Cheap, too. More for fun than
practical use.
-Lawbreaker's Law
Cost: 10,000 crystals
Location: Ravine Caverns (found in a Shell)
Effect: All of the user's Sealstones are deactivated.
Only useful for getting the Elusive Air Law. No other reasons for using
this.
-Darkness Blessing
Cost: 1,000 crystals
Location: Yggdrasil (found in a Shell)
Effect: User's Darkness attacks deal 50% more (x1.5) damage, but Holy attacks
deal half (x0.5) damage.
Great for Valhalla since everything there attacks with Holy, but not
much else.
===============================================================================
-------------------------------------------------------------------------------
===============================================================================
12 - Shop List [12000]
This section lists the 6 shops in the game and all their items for regular
sale. Check Section 13 for the creatable items.
"When:" lists when the item first becomes available. If it's not mentioned, the
item is available for sale from your first visit to the shop.
Armor and Accessories can have gender/class restrictions on who can use it.
This isn't listed for now, but will be included in future updates. For more on
"Effects:", check the Effects List (section 10).
12.1 - Solde................................................[12100]
12.2 - Dipan (Chapter 2 only)...............................[12200]
12.3 - Traveling Merchant (Coriander, Kalstad, Dipan).......[12300]
12.4 - Villnore.............................................[12400]
12.5 - Crell Monferaigne....................................[12500]
12.6 - Asgard...............................................[12600]
===============================================================================
12.1 - Solde [12100]
-Long Sword
Type: Light Sword Price: 500 Rune: Red Slashing
Performance: 6 ATK, 2 attacks, No SC
-Shamshir
When: Chapter 2+, after getting Lezard
Type: Light Sword Price: 3,500 Rune: Red Slashing
Performance: 10 ATK, 3 attacks, No SC
-Lotus Slicer
When: Chapter 4+
Type: Light Sword Price: 65,000 Rune: Red Slashing
Performance: 110 ATK, 2 attacks, No SC
Effect: Innate Weed Whacker
-Bastard Sword
Type: Heavy Sword Price: 1,000 Rune: Blue Slashing
Performance: 8 ATK, 2 attacks, No SC
-Two-Handed Sword
When: Chapter 2+, after getting Lezard
Type: Heavy Sword Price: 2,500 Rune: Blue Slashing
Performance: 14 ATK, 2 attacks, No SC
-Short Bow
Type: Bow Price: 400 Rune: Red Piercing
Performance: 6 ATK, 2 HIT, 2 attacks, No SC
-Crossbow
When: Chapter 2+, after getting Lezard
Type: Bow Price: 2,000 Rune: Red Piercing
Performance: 11 ATK, 10 HIT, 2 attacks, No SC
-Composite Longbow
When: Chapter 3+, after Audoula Temple on the Lake
Type: Bow Price: 17,000 Rune: Red Piercing
Performance: 50 ATK, -5 HIT, 3 attacks, No SC
-Sallet
Type: Head Price: 160 Rune: Blue Head
Performance: 1 RDM
-Anointed Crown
When: Chapter 4+
Type: Head Price: 5,500 Rune: Red Head
Performance: 6 RDM, 10 MAG
-Leather Mail
Type: Body Price: 240 Rune: Blue Body
Performance: 4 RDM
-Cloak
Type: Body Price: 200 Rune: Blue Body
Performance: 2 RDM
-Supreme Garb
When: Chapter 3+, after Audoula Temple on the Lake
Type: Body Price: 9,000 Rune: Red Body
Performance: 25 RDM, 4 RST
-Leather Glove
Type: Arm Price: 160 Rune: Blue Arm
Performance: 1 RDM
-Royal Glove
When: Chapter 3+, after Surts Volcano Caverns
Type: Arm Price: 8,000 Rune: Red Arm
Performance: 20 RDM, -10 AVD
-Cloth Greaves
Type: Leg Price: 180 Rune: Red Leg
Performance: 2 RDM
-Leather Boots
Type: Leg Price: 160 Rune: Blue Leg
Performance: 1 RDM
-Warrior's Arcanum
Type: Healing Price: 150
Effect: Heals 300 HP to one character
-Apothecary's Arcanum
When: Chapter 3+, after Surts Volcano Caverns
Type: Healing Price: 800
Effect: Heals 1,500 HP to one character
-Dwarf Tincture
When: Chapter 3+, after Coriander
Type: Healing Price: 800
Effect: Heals 300 HP to the party
-Fairy Tincture
When: Chapter 3+, after Crawsus Forest Ruins
Type: Healing Price: 3,600
Effect: Heals 1,500 HP to the party
-Fireproof Trinket
Type: Battle Price: 1,200
Effect: Protects one ally from Fire attacks/spells
-Iceproof Trinket
Type: Battle Price: 1,200
Effect: Protects one ally from Ice attacks/spells
-Earthproof Trinket
Type: Battle Price: 1,200
Effect: Protects one ally from Earth attacks/spells
-Lightningproof Trinket
Type: Battle Price: 1,200
Effect: Protects one ally from Lightning attacks/spells
-Nectar Potion
When: Chapter 5+
Type: Battle Price: 2,500
Effect: Protects party from status effects for a long time
-Charge Break
When: Chapter 5+
Type: Battle Price: 2,500
Effect: Fully restores AP, but reduces party's current HP. Works even at 1 HP.
-Overdrive
When: Chapter 5+
Type: Battle Price: 3,000
Effect: Reduces all AP cost by 20% for the whole party
-Spectacles
Type: Battle Price: 150
Effect: Shows stats of one enemy
-Blue Apple
When: Chapter 2, after getting Lezard
Price: 1,000 Rune: Blue Earth
Effect: MAG+3%
===============================================================================
12.2 - Dipan (Chapter 2 only) [12200]
-Rapier
Type: Light Sword Price: 2,200 Rune: Red Slashing
Performance: 12 ATK, 5 HIT, 2 attacks, No SC
-Two-Handed Sword
Type: Heavy Sword Price: 2,500 Rune: Blue Slashing
Performance: 14 ATK, 2 attacks, No SC
-Crossbow
Type: Bow Price: 2,000 Rune: Red Piercing
Performance: 11 ATK, 10 HIT, 2 attacks, No SC
-Ruby Mace
Type: Staff Price: 600 Rune: Blue Bludgeon
Performance: 8 MAG, 1 RST, No GM
-Silver Sallet
Type: Head Price: 1,000 Rune: Blue Head
Performance: 2 RDM, 2 RST
-Leather Mail
Type: Body Price: 240 Rune: Blue Body
Performance: 4 RDM
-Chainmail
Type: Body Price: 1,200 Rune: Blue Body
Performance: 6 RDM
-Cloak
Type: Body Price: 200 Rune: Blue Body
Performance: 2 RDM
-Gauntlet
Type: Arm Price: 800 Rune: Blue Arm
Performance: 2 RDM, 5% Block
-Leather Glove
Type: Arm Price: 160 Rune: Blue Arm
Performance: 1 RDM
-Cloth Greaves
Type: Leg Price: 180 Rune: Red Leg
Performance: 2 RDM
-Leather Boots
Type: Leg Price: 160 Rune: Blue Leg
Performance: 1 RDM
--- Healing/Battle/Precious ---
-Blue Apple
Price: 1000 Rune: Blue Earth
Effect: MAG+3%
===============================================================================
12.3 - Traveling Merchant (Coriander, Kalstad, Dipan) [12300]
The merchant moves from one town to another according to the plot. Here's a
list of his locations at different times:
-Shamshir
Type: Light Sword Price: 3,500 Rune: Red Slashing
Performance: 10 ATK, 3 attacks, No SC
-Frostbane
When: Chapter 3+, after Audoula Temple on the Lake
Type: Light Sword Price: 15,000 Rune: Red Slashing
Performance: 32 ATK, 15 MAG, 2 attacks, No SC, Ice (0.2)
-Holy Sword
When: Chapter 4+
Type: Light Sword Price: 70,000 Rune: Red Slashing
Performance: 95 ATK, 30 MAG, 3 attacks, SC enabled, Holy (0.1)
-Striking Sword
Type: Heavy Sword Price: 4,500 Rune: Blue Slashing
Performance: 25 ATK, 1 attack, No SC
-Claymore
When: Chapter 3+, after Audoula Temple on the Lake
Type: Heavy Sword Price: 18,000 Rune: Blue Slashing
Performance: 42 ATK, 2 attacks, No SC
-Vainslayer
When: Chapter 4+
Type: Heavy Sword Price: 75,000 Rune: Blue Slashing
Performance: 95 ATK, 3 attacks, no SC, Darkness (0.3)
-Long Bow
Type: Bow Price: 4,000 Rune: Red Piercing
Performance: 17 ATK, 3 attacks, No SC
-Composite Longbow
When: Chapter 3+, after Audoula Temple on the Lake
Type: Bow Price: 17,000 Rune: Red Piercing
Performance: 50 ATK, -5 HIT, 3 attacks, No SC
-Infinity Rod
When: Chapter 3+, after Audoula Temple on the Lake
Type: Staff Price: 18,000 Rune: Blue Bludgeon
Performance: 35 MAG, 2 RDM, 4 RST, GM enabled
-Duel Helm
When: Chapter 3+, after Audoula Temple on the Lake
Type: Head Price: 7,000 Rune: Red Head
Performance: 8 RDM
-Valor Helm
When: Chapter 4+
Type: Head Price: 35,000 Rune: Red Head
Performance: 15 RDM
-Metal Crown
Type: Head Price: 2,500 Rune: Blue Head
Performance: 3 RDM, 3 MAG
-Olive Crown
When: Chapter 3+, after Audoula Temple on the Lake
Type: Head Price: 4,500 Rune: Blue Head
Performance: 4 RDM, 8 MAG
-Cuirass
Type: Body Price: 3,000 Rune: Blue Body
Performance: 9 RDM
-Duel Armor
When: Chapter 3+, after Audoula Temple on the Lake
Type: Body Price: 9,000 Rune: Red Body
Performance: 30 RDM
-Valor Armor
When: Chapter 4+
Type: Head Price: 50,000 Rune: Green Body
Performance: 65 RDM
-Silver Cloak
Type: Body Price: 3,500 Rune: Blue Body
Performance: 7 RDM, 2 RST
-Supreme Garb
When: Chapter 3+, after Audoula Temple on the Lake
Type: Body Price: 9,000 Rune: Red Body
Performance: 25 RDM, 4 RST
-Duel Guarder
When: Chapter 3+, after Audoula Temple on the Lake
Type: Arm Price: 7,000 Rune: Red Arm
Performance: 10 RDM, -10 HIT, -10 AVD, 15% Block
-Duel Greaves
When: Chapter 3+, after Audoula Temple on the Lake
Type: Leg Price: 6,500 Rune: Red Leg
Performance: 8 RDM
-Cloth Greaves
Type: Leg Price: 180 Rune: Red Leg
Performance: 2 RDM
-Leather Boots
Type: Leg Price: 160 Rune: Blue Leg
Performance: 1 RDM
-Suede Boots
Type: Leg Price: 1,000 Rune: Blue Leg
Performance: 3 RDM
-Warrior's Arcanum
Type: Healing Price: 150
Effect: Heals 300 HP to one character
-Apothecary's Arcanum
When: Chapter 3+, after Surts Volcano Caverns
Type: Healing Price: 800
Effect: Heals 1,500 HP to one character
-Dwarf Tincture
When: Chapter 3+, after Serdberg Mountain Ruins
Type: Healing Price: 800
Effect: Heals 300 HP to the party
-Fairy Tincture
When: Chapter 3+, after clearing Crawsus Forest Ruins
Type: Healing Price: 3,600
Effect: Heals 1,500 HP to the party
-Fireproof Trinket
Type: Battle Price: 1,200
Effect: Protects one ally from Fire attacks/spells
-Iceproof Trinket
Type: Battle Price: 1,200
Effect: Protects one ally from Ice attacks/spells
-Earthproof Trinket
Type: Battle Price: 1,200
Effect: Protects one ally from Earth attacks/spells
-Lightningproof Trinket
Type: Battle Price: 1,200
Effect: Protects one ally from Lightning attacks/spells
-Flare Gem
When: Chapter 3+, after Surts Volcano Caverns
Type: Battle Price: 2,000
Effect: Fire spell on one enemy
-Ice Gem
When: Chapter 3+, after Surts Volcano Caverns
Type: Battle Price: 2,000
Effect: Ice spell on one enemy, causes Freeze
-Thunder Gem
When: Chapter 3+, after Surts Volcano Caverns
Type: Battle Price: 2,000
Effect: Lightning spell on one enemy, causes Paralysis
-Earth Gem
When: Chapter 3+, after Surts Volcano Caverns
Type: Battle Price: 2,000
Effect: Earth spell on one enemy, causes Poison
-Holy Gem
When: Chapter 3+, after Surts Volcano Caverns
Type: Battle Price: 2,000
Effect: Holy spell on one enemy, causes Silence
-Shadow Gem
When: Chapter 3+, after Surts Volcano Caverns
Type: Battle Price: 2,000
Effect: Darkness spell on one enemy, causes Confusion
-Prism Gem
When: Chapter 3+, after Surts Volcano Caverns
Type: Battle Price: 2,000
Effect: Hits a random body part of one enemy
-Spectacles
Type: Battle Price: 150
Effect: Shows stats of one enemy
-Beryl Bracelet
When: Chapter 3+, after Serdberg Mountain Ruins
Price: 2,500 Rune: Green Strengthening
Effect: ATK+3%
-Blue Doll
Price: 6,000 Rune: Blue Darkness
Effect: RST+3%
-Red Cherry
Price: 7,000 Rune: Red Activation
Effect: HIT+3%
-Ruby-Eyed Bee
When: Chapter 3+, after Audoula Temple on the Lake
Price: 1,000 Rune: Red Healing
Effect: HIT+3%
===============================================================================
12.4 - Villnore [12400]
-Walloon Sword
Type: Light Sword Price: 7,000 Rune: Red Slashing
Performance: 25 ATK, 10 HIT, 10 AVD, 3 attacks, SC enabled
-Screp
Type: Heavy Sword Price: 5,000 Rune: Blue Slashing
Performance: 30 ATK, 2 attacks, No SC
-Long Bow
Type: Bow Price: 4,000 Rune: Red Piercing
Performance: 17 ATK, 3 attacks, No SC
-Ruby Mace
Type: Staff Price: 600 Rune: Blue Bludgeon
Performance: 8 MAG, 1 RST, No GM
-Crystal Wand
Type: Staff Price: 2,500 Rune: Blue Bludgeon
Performance: 15 MAG, 2 RST, No GM
-Iron Helm
Type: Head Price: 4,500 Rune: Blue Head
Performance: 5 RDM
-Crystal Chainmail
Type: Body Price: 4,000 Rune: Blue Body
Performance: 15 RDM, 5 RST, 20 AVD
-Noble Cloak
Type: Body Price: 4,500 Rune: Blue Body
Performance: 10 RDM
-Work Boots
Type: Leg Price: 2500 Rune: Red Leg
Performance: 8 RDM, 2 RST
-Warrior's Arcanum
Type: Healing Price: 150
Effect: Heals 300 HP to one character
-Apothecary's Arcanum
When: Chapter 3+, after Surts Volcano Caverns
Type: Healing Price: 800
Effect: Heals 1,500 HP to one character
-Dwarf Tincture
Type: Healing Price: 800
Effect: Heals 300 HP to the party
-Fairy Tincture
When: Chapter 3+, after Crawsus Forest Ruins
Type: Healing Price: 3,600
Effect: Heals 1,500 HP to the party
-Fireproof Trinket
Type: Battle Price: 1,200
Effect: Protects one ally from Fire attacks/spells
-Iceproof Trinket
Type: Battle Price: 1,200
Effect: Protects one ally from Ice attacks/spells
-Earthproof Trinket
Type: Battle Price: 1,200
Effect: Protects one ally from Earth attacks/spells
-Lightningproof Trinket
Type: Battle Price: 1,200
Effect: Protects one ally from Lightning attacks/spells
-Nectar Potion
When: Chapter 5+
Type: Battle Price: 2,500
Effect: Protects party from status effects for a long time
-Charge Break
When: Chapter 5+
Type: Battle Price: 2,500
Effect: Fully restores AP, but reduces party's current HP. Works even at 1 HP.
-Spell Potion
When: Chapter 5+
Type: Battle Price: 2,000
Effect: Casts Spell Reinforce
-Overdrive
When: Chapter 5+
Type: Battle Price: 3,000
Effect: Reduces all AP cost by 20% for the whole party
-Spectacles
Type: Battle Price: 150
Effect: Shows stats of one enemy
===============================================================================
12.5 - Crell Monferaigne [12500]
-Sinclair Saber
Type: Light Sword Price: 20,000 Rune: Red Slashing
Performance: 38 ATK, 3 attacks, No SC
-Lightning Edge
Type: Light Sword Price: 30,000 Rune: Red Slashing
Performance: 40 ATK, RST 5, 2 attacks, SC enabled, Lightning (0.2)
-Icicle Sword
When: Chapter 3+, after Crawsus Forest Ruins
Type: Light Sword Price: 40,000 Rune: Red Slashing
Performance: 52 ATK, 10 HIT, 3 attacks, No SC, Ice (0.2)
-Hrunting
When: Chapter 3+, after Crawsus Forest Ruins
Type: Heavy Sword Price: 45,000 Rune: Blue Slashing
Performance: 85 ATK, 3 attacks, No SC
-Composite Longbow
Type: Bow Price: 17,000 Rune: Red Piercing
Performance: 50 ATK, -5 HIT, 3 attacks, No SC
-Infinity Rod
Type: Staff Price: 18,000 Rune: Blue Bludgeon
Performance: 35 MAG, 2 RDM, 4 RST, GM enabled
-Lotus Wand
When: Chapter 3+, after Crawsus Forest Ruins
Type: Staff Price: 18,000 Rune: Blue Bludgeon
Performance: 42 MAG, 1 RDM, 3 RST, No GM
-Anointed Crown
Type: Head Price: 5,500 Rune: Red Head
Performance: 6 RDM, 10 MAG
-Silver Mail
Type: Body Price: 16,000 Rune: Red Body
Performance: 55 RDM, 10 RST
-Supreme Garb
Type: Body Price: 9,000 Rune: Red Body
Performance: 25 RDM, 4 RST
-Royal Glove
Type: Arm Price: 8,000 Rune: Red Arm
Performance: 20 RDM, -10 AVD
-Knight Greaves
Type: Leg Price: 5,000 Rune: Red Leg
Performance: 10 RDM, 5 AVD
-Warrior's Arcanum
Type: Healing Price: 150
Effect: Heals 300 HP to one character
-Apothecary's Arcanum
Type: Healing Price: 800
Effect: Heals 1,500 HP to one character
-Dwarf Tincture
Type: Healing Price: 800
Effect: Heals 300 HP to the party
-Fairy Tincture
When: Chapter 3+, after Crawsus Forest Ruins
Type: Healing Price: 3,600
Effect: Heals 1,500 HP to the party
-Iceproof Trinket
Type: Battle Price: 1,200
Effect: Protects one ally from Ice attacks/spells
-Earthproof Trinket
Type: Battle Price: 1,200
Effect: Protects one ally from Earth attacks/spells
-Lightningproof Trinket
Type: Battle Price: 1,200
Effect: Protects one ally from Lightning attacks/spells
-Flare Gem
Type: Battle Price: 2,000
Effect: Fire spell on one enemy
-Ice Gem
Type: Battle Price: 2,000
Effect: Ice spell on one enemy, causes Freeze
-Thunder Gem
Type: Battle Price: 2,000
Effect: Lightning spell on one enemy, causes Paralysis
-Earth Gem
Type: Battle Price: 2,000
Effect: Earth spell on one enemy, causes Poison
-Holy Gem
Type: Battle Price: 2,000
Effect: Holy spell on one enemy, causes Silence
-Shadow Gem
Type: Battle Price: 2,000
Effect: Darkness spell on one enemy, causes Confuse
-Prism Gem
Type: Battle Price: 2,000
Effect: Hits a random body part of one enemy
-Spectacles
Type: Battle Price: 150
Effect: Shows stats of one enemy
-Durandal
Type: Heavy Sword Price: 200,000 Rune: Blue Slashing
Performance: 240 ATK, 3 attacks, SC enabled
-Blue Gale
Type: Bow Price: 130,000 Rune: Red Piercing
Performance: 180 ATK, 100 HIT, 3 attacks, No SC
Effect: 100% Critical Chance
-Holy Gauntlet
Type: Arm Price: 50,000 Rune: Green Arm
Performance: 40 RDM, 5 RST, 5% Block
-Magic Boots
Type: Leg Price: 40,000 Rune: Green Leg
Performance: 20 RDM, 10 RST
-Warrior's Arcanum
Type: Healing Price: 150
Effect: Heals 300 HP to one character
-Apothecary's Arcanum
Type: Healing Price: 800
Effect: Heals 1,500 HP to one character
-Fireproof Trinket
Type: Battle Price: 1,200
Effect: Protects one ally from Fire attacks/spells
-Iceproof Trinket
Type: Battle Price: 1,200
Effect: Protects one ally from Ice attacks/spells
-Earthproof Trinket
Type: Battle Price: 1,200
Effect: Protects one ally from Earth attacks/spells
-Lightningproof Trinket
Type: Battle Price: 1,200
Effect: Protects one ally from Lightning attacks/spells
-Nectar Potion
Type: Battle Price: 2,500
Effect: Protects party from status effects for a long time
-Charge Break
Type: Battle Price: 2,500
Effect: Fully restores AP, but reduces party's current HP. Works even at 1 HP.
-Spell Potion
Type: Battle Price: 2,000
Effect: Casts Spell Reinforce
-Overdrive
Type: Battle Price: 3,000
Effect: Reduces all AP cost by 20% for the whole party
-Flare Crystal
Type: Battle Price: 3,500
Effect: Casts Explosion
-Ice Crystal
Type: Battle Price: 3,500
Effect: Casts Glacial Blizzard
-Earth Crystal
Type: Battle Price: 3,500
Effect: Casts Earth Grave
-Thunder Crystal
Type: Battle Price: 3,500
Effect: Casts Thunder Storm
-Spectacles
Type: Battle Price: 150
Effect: Shows stats of one enemy
===============================================================================
-------------------------------------------------------------------------------
===============================================================================
13 - Item Creation List [13000]
Remember to check Section 07.3 to learn everything about the Item Creation
System. This list includes all creatable items, their materials and price.
The number in parenthesis after the price is how much you need to spend before
being able to create it.
Armor and Accessories can have gender/class restrictions on who can use it.
This isn't listed for now, but will be included in future updates. For more on
"Effects:", check the Effects List (section 10).
13.1 - Solde................................................[13100]
13.2 - Dipan (Chapter 2 only)...............................[13200]
13.3 - Traveling Merchant (Coriander, Kalstad , Dipan)......[13300]
13.4 - Villnore.............................................[13400]
13.5 - Crell Monferaigne....................................[13500]
===============================================================================
13.1 - Solde [13100]
Materials:
-Spider Fighter x1
Treasure: Surts Volcano Caverns;
Enemy: Land Kraken's Head, Crawsus Forest Ruins
-Hrunting x1
Buy: Crell Monferaigne, after Crawsus Forest Ruins;
Enemy: Unclean Glob's upper arms, Crawsus Forest Ruins;
Enemy: Muscular Stalker's lower arms, Palace of the Venerated Dragon
-Adamantite x2
Enemy: Iron Golem's shields, Palace of the Venerated Dragon;
Enemy: Kobold Warrior's helmet, Forest of Spirits;
Enemy: Invasive Arsonist's legs, Yggdrasil;
Enemy: Deathdog's tail, Valhalla;
Enemy: Guardian Dive's shields, Valhalla;
Enemy: EMETH's shields, Tower of Lezard Valeth;
Enemy: Castle Cannon's arms, Tower of Lezard Valeth;
Enemy: Sunspot Visitor's legs, Seraphic Gate's 3rd Floor;
Enemy: Mechanical Major's shields, Seraphic Gate's 4th Floor
-Scarlet Fang x3
Enemy: Winter Wolf's head, Sukavia Gorge
Recommended? Yes. Getting a second Spider Fighter can be annoying, but this
weapon makes Light Warriors much more useful in boss battles for SC chains.
Materials:
-Polished Red Ore x1
Enemy: Wild Troll's weapon, Crawsus Forest Ruins;
Enemy: Muscular Stalker's upper right weapon, Palace of Ven. Dragon
-Orientation Scales x1
Enemy: Upper Lizard's head, Serdberg Mont. Ruins;
Enemy: Bolt Dragon's head, Crawsus Forest Ruins;
Enemy: Dragon Bat's head, Palace of the Venerated Dragon
-Monster Scales x2
Enemy: Lizard Lord's tail or legs, Turgen Mine and Audoula Temple;
Enemy: Lizard Man's legs, Audola Temple on the Lake
Recommended? Maybe. Nice RDM, but don't go out of your way for this. If you
happen to get the materials, good. If not, don't worry.
Materials:
-Knight Greaves x1
Buy: Crell Monferaigne
-Obsidian Claw x2
Enemy: Dragon Zombie's front legs, Palace of the Venerated Dragon;
Enemy: Winter Wolf's legs, Sukavia Gorge;
Enemy: Wild Wolf's legs, Yggdrasil;
Enemy: White Dragon's front legs, Yggdrasil
-Crimson Scale x1
Red Dragon's legs or tip of the tail, Valhalla;
Pyrohydra's frontal body, Tower of Lezard Valeth
Materials:
-Skull Receptacle x3
Treasure: Lost Forest;
Enemy: Skeleton's head, Lost Forest and Royal Und. Path (Ch1-3);
Enemy: Skeleton Soldier's, Royal Und. Path (Ch1-3), Dipan Castle (Ch2)
-Black Crystal x2
Enemy: Skeleton's waist, Lost Forest and Royal Underground Path (Ch1-3);
Enemy: Skeleton Soldier's waist, Royal Und. Path (Ch1-3) and Dipan (Ch2);
Enemy: Ballistic Rhino's legs, Royal Underground Path;
Enemy: Living Armor's chest, Dipan Castle (Ch2) and Kythena Plains;
Enemy: Desert Beast's body, Sahma Desert;
Enemy: Giant Skeleton's waist, Chateau Obsession;
Enemy: Beast Fort's body, Royal Underground Path (Ch4+)
-Broken Amulet x2
Enemy: Skeleton's Leader Item, Lost Forest and Royal Und. Path (Ch1-3)
Recommended? No. Skull Receptacles are annoying to get and there are many other
ways to get Earth defense. The Poison immunity is good in the beginning but
there are simple alternatives for that as well.
Materials:
-Amber x2
Enemy: Bullet Beetle's body, Lost Forest and Royal Underground Path (Ch1-3)
-Stagnant Water x2
Enemy: Bullet Beetle's Leader Item and arms,
Lost Forest and Royal Underground Path (Ch1-3)
-Broken Amulet x2
Enemy: Skeleton's Leader Item, Lost Forest and Royal Und. Path (Ch1-3)
Recommended? Yes. Fire attacks are strong and frequent, and this is a simple
way to protect yourself from them. Very easy to get, you can get all materials
in one fight.
Materials:
-Copper Signet x1
Enemy: Spectral Knight's arms, Palace of the Venerated Dragon;
Enemy: Muscular Stalker's right body, Palace of the Venerated Dragon;
Enemy: Aesir (Guards)'s drop item, Royal Underground Path (boss battle);
Enemy: Holy Order's chest, Dipan Castle (Ch5+);
Enemy: Aesir (Defenders)'s drop item, Bifrost;
Enemy: Divine Slave's right body, Valhalla;
Enemy: Slight Devil's chest, Tower of Lezard Valeth
-Sacred Spinel x1
Enemy: Tear Soul's body, Crawsus Forest Ruins;
Enemy: Phantom Lurker's ghost, Crawsus Forest Ruins;
Enemy: Kobold King's head, Ancient Forest (boss)
Recommended? No. You can get this by Direct Assaulting Dragon Bats in the
Palace of the Venerated Dragon.
Materials:
-Poison Seed x1
Enemy: Toxic Flower's body, Ancient Forest
-Augite of Life x2
Enemy: Spectral Knight's chest, Palace of the Venerated Dragon;
Enemy: Castle Cannon's legs, Tower of Lezard Valeth;
Enemy: Slight Devil's legs, Tower of Lezard Valeth;
Enemy: Rotting Demon's waist, Tower of Lezard Valeth;
Enemy: Kill Bone's waist, Seraphic Gate's 1st Floor
-Troll Clay x2
Enemy: Troll's arms and legs, Ancient Forest;
Enemy: Troll Chief's arms and legs, Chateau Obsession;
Enemy: Wild Troll's arms and legs, Crawsus Forest Ruins;
Enemy: Ice Troll's arms and legs, Sukavia Gorge;
Enemy: Giant Troll's arms and legs, Yggdrasil;
Enemy: Gigantic Troll's arms and legs, Tower of Lezard Valeth
Recommended? No. Just Direct Assault Ice Trolls in Sukavia Gorge or Magic
Mirrors in Hall of Valhalla, or defear Aesir (Patrol) in Ravine Caverns, Aesir
(Security) in Yggdrasil, Aesir (Guards) in Hall of Valhalla, etc.
Materials:
-Augite of Life x2
Enemy: Spectral Knight's chest, Palace of the Venerated Dragon;
Enemy: Castle Cannon's legs, Tower of Lezard Valeth;
Enemy: Slight Devil's legs, Tower of Lezard Valeth;
Enemy: Rotting Demon's waist, Tower of Lezard Valeth;
Enemy: Kill Bone's waist, Seraphic Gate's 1st Floor;
-Giant Pearl x1
Enemy: Gigantic Moth's shell, Royal Underground Path (Ch4+);
Enemy: King Slug's shell, Yggdrasil
-Metabolizer x2
Treasure: Defeat the Gigantic Wasp and talk to the miner in Villnore;
Enemy: Hydra's tail, Crawsus Forest Ruins;
Enemy: Green Coral's stalk, Dragonscript;
Enemy: Gigantic Moth's core, Royal Underground Path (Ch4+);
Enemy: King Slug's head and core, Yggdrasil;
Enemy: Scargone's head and core, Seraphic Gate's 4th Floor
Recommended? No. You can get it from both Aesir (Archers) in Ravine Caverns, or
Direct Assault Type 22 Demons or Norns in the Seraphic Gate.
Materials:
-Fish Scales x2
Enemy: Flying Fish's Leader Itm or body, Kythena Plains;
Enemy: Skull Fish's body, Audoula Temple on the Lake;
Enemy: Gun Fish's body, Dragonscript
-Beast's Flesh
Enemy: Dire Wolf's legs, Lost Forest, Royal Underground Path (Ch1-3) and
Kythena Plains;
Enemy: Winter Wolf's tail, Sukavia Gorge;
Enemy: Elven Wolf's tail, Forest of Spirits;
Enemy: Wilf Wolf's tail, Yggdrasil;
Enemy: Death Dog's legs, Hall of Valhalla;
Enemy: Hound of Tindalos's tail, Seraphic Gate's 3rd Floor;
-Shrine Chronicles x1
Enemy: Warning Jewel's Leader Item, Dipan Castle (Ch2) and Kythena Plains;
Materials:
-Desolation Gem x2
Enemy: Life Stealer's legs, Forest of Spirits and Ravine Caverns;
Enemy: Sharp Scissors's legs, Forest of Spirits and Ravine Caverns;
Enemy: Prince of Hel's legs, Forest of Spirits
-Gold Coin x1
Enemy: Kobold King's Leader Item or legs, Ancient Forest (boss);
Enemy: Kobold Lord's body, Forest of Spirits;
Enemy: Dog Silmeria's body, Seraphic Gate
-Silver Coin x1
Enemy: Kobold Warrior's body, Forest of Spirits;
Enemy: Dog Lenneth's body, Seraphic Gate
-Copper Coin x1
Enemy: Kobold Knight's body, Serdberg Mountain Ruins and Ancient Forest;
Enemy: Dog Hrist's legs, Seraphic Gate
Materials:
-Fairy-in-the-box x3
Enemy: Lizard Lord's belt, Turgen Mine and Audoula Temple on the Lake;
Enemy: Lizard Knight's belt, Royal Underground Path (Ch4+);
Enemy: Lizard King's belt, Forest of Spirits;
Enemy: Cosmic Visitor's tail, Seraphic Gate's 2nd Floor
-Augite of Life x2
Enemy: Spectral Knight's chest, Palace of the Venerated Dragon;
Enemy: Castle Cannon's legs, Tower of Lezard Valeth;
Enemy: Slight Devil's legs, Tower of Lezard Valeth;
Enemy: Rotting Demon's waist, Tower of Lezard Valeth;
Enemy: Kill Bone's waist, Seraphic Gate's 1st Floor;
-Blood Jewel x1
Enemy: Vampire's jewel, Crawsus Forest Ruins;
Enemy: Giant Troll's waist, Yggdrasil;
Enemy: Gigantic Troll's waist, Tower of Lezard Valeth
Recommended? Never. You'll find this in a chest in the Palace of the Venerated
Dragon, and one is all you'll need.
Materials:
-Orientation Scales x1
Enemy: Upper Lizard's head, Serdberg Mont. Ruins;
Enemy: Bolt Dragon's head, Crawsus Forest Ruins;
Enemy: Dragon Bat's head, Palace of the Venerated Dragon
-Wing Feather x2
Enemy: Griffon's head feathers, Ancient Forest (boss);
Enemy: Elven Hawk's wings, Forest of Spirits;
Enemy: Dog Hrist's helmet, Seraphic Gate;
Enemy: Dog Lenneth's helmet - Seraphic Gate;
Enemy: Dog Silmeria's helmet - Seraphic Gate
-Pact Chain x2
Enemy: Ballistic Rhino's head, Royal Underground Path;
Enemy: Living Armor's arms, Dipan Castle (Ch2), Kythena Plains;
Enemy: Holy Order's legs, Dipan Castle (Ch5+)
Materials:
-Burgundy Flask x2
Treasure: Solde;
Enemy: Goblin's legs, Royal Underground Path (Ch1-3), Dipan Castle (Ch2) and
Kythena Plains;
Enemy: Deep One's legs, Audoula Temple on the Lake;
Enemy: Trash Demon's legs, Chateau Obsession;
Enemy: Ice Devil's legs, Sukavia Gorge;
Enemy: Abyssinian Demon's legs, Seraphic Gate's 1st Floor
-Royal Jelly x3
Treasure: Talk to the little girl in Coriander after Serdberg and tell her you
didn't find anything;
Enemy: Wasp Nest's outer layer, Turgen Mine;
Enemy: Queen Wasp's Leader Item and belly, Turgen Mine (boss);
Enemy: Gigantic Wasp's Leader Item and belly, Turgen Mine (boss);
Enemy: Gluttonous Bug's belly, Yggdrasil;
Enemy: Insect King's belly, Seraphic Gate's 3rd Floor
-Seafood x1
Enemy: Primordial Ooze's upper shoulders, Dipan Castle (boss);
Enemy: Flying Fish's tail, Kythena Plains;
Enemy: Skull Fish's tail, Audoula Temple on the Lake;
Enemy: Giant Crab's legs, Audoula Temple on the Lake;
Enemy: Kraken's upper head, Audoula Temple on the Lake;
Enemy: Gun Fish's tail, Dragonscrypt;
Enemy: Green Coral's flower, Dragonscrypt;
Enemy: Gigantic Claws' legs, Palace of the Venerated Dragon;
Enemy: Flying Killer's tail, Royal Underground Path (Ch4+);
Enemy: Type 22 Demon's legs, Seraphic Gate's 2nd Floor;
Enemy: Veil Kraken' upper head, Seraphic Gate's 2nd Floor;
Enemy: Fish & Chips' tail, Seraphic Gate's 2nd Floor;
Enemy: Round and Sticky's stalk, Seraphic Gate's 2nd Floor;
-Sunflower Seed x1
Enemy: Hammy's drop item, Seraphic Gate's 4th Floor
Recommended? No. You don't need any form of stat-boosting to beat anything in
the game, and Sunflower Seeds take a long time to get.
Materials:
-Desolation Gem x1
Enemy: Life Stealer's legs, Forest of Spirits and Ravine Caverns;
Enemy: Sharp Scissors's legs, Forest of Spirits and Ravine Caverns;
Enemy: Prince of Hel's legs, Forest of Spirits
-Evil Eye Gem x2
Enemy: Unclean Glob's head, Crawsus Forest Ruins;
Enemy: Dryad's upper body, Palace of the Venerated Dragon;
Enemy: Nymph's upper body, Tower of Lezard Valeth;
Enemy: Slop's head, Tower of Lezard Valeth;
Enemy: Norn's upper body, Seraphic Gate's 5th Floor
-Mirror Fragment x2
Enemy: Lady Cleo's mirrors, Chateau Obsession (boss);
Enemy: Phantom Lurker's mirrors, Crawsus Forest Ruins;
Enemy: Spectral Knight's armor, Palace of the Venerated Dragon
-Adamantite x1
Enemy: Iron Golem's shields, Palace of the Venerated Dragon;
Enemy: Kobold Warrior's helmet, Forest of Spirits;
Enemy: Invasive Arsonist's legs, Yggdrasil;
Enemy: Deathdog's tail, Valhalla;
Enemy: Guardian Dive's shields, Valhalla;
Enemy: EMETH's shields, Tower of Lezard Valeth;
Enemy: Castle Cannon's arms, Tower of Lezard Valeth;
Enemy: Sunspot Visitor's legs, Seraphic Gate's 3rd Floor;
Enemy: Mechanical Major's shields, Seraphic Gate's 4th Floor
Recommended? Never. Spectacles are cheap and you can buy them anywhere.
Materials:
-Hunted Mouse x1
Treasure: Feed Seafood to the cat in Solde once
-Tailess Lizard x1
Treasure: Feed Seafood to the cat in Solde 5 times
-Misfortunate Bird x1
Treasure: Feed Seafood to the cat in Solde 10 times
-Cat Poop x1
Treasure: Feed Seafood to the cat in Solde 15 times
Recommended? No. Only necessary for the Solomon's Ring, and that's not a good
reason to bother collecting the materials.
===============================================================================
13.2 - Dipan (Chapter 2 only) [13200]
Materials:
-Skull Receptacle x3
Treasure: Lost Forest;
Enemy: Skeleton's head, Lost Forest and Royal Und. Path (Ch1-3);
Enemy: Skeleton Soldier's, Royal Und. Path (Ch1-3), Dipan Castle (Ch2)
-Black Crystal x2
Enemy: Skeleton's waist, Lost Forest and Royal Underground Path (Ch1-3);
Enemy: Skeleton Soldier's waist, Royal Und. Path (Ch1-3) and Dipan (Ch2);
Enemy: Ballistic Rhino's legs, Royal Underground Path;
Enemy: Living Armor's chest, Dipan Castle (Ch2) and Kythena Plains;
Enemy: Desert Beast's body, Sahma Desert;
Enemy: Giant Skeleton's waist, Chateau Obsession;
Enemy: Beast Fort's body, Royal Underground Path (Ch4+)
-Broken Amulet x2
Enemy: Skeleton's Leader Item, Lost Forest and Royal Und. Path (Ch1-3)
Recommended? No. Skull Receptacles are annoying to get and there are many other
ways to get Earth defense. The Poison immunity is good in the beginning but
there are simple alternatives for that as well.
--- Stun Check ---
Class: Accessory Price: 1,500 (800) Rune: none
Resistance: Faint +100%, Fire +30%
Materials:
-Amber x2
Enemy: Bullet Beetle's body, Lost Forest and Royal Underground Path (Ch1-3)
-Stagnant Water x2
Enemy: Bullet Beetle's Leader Item and arms,
Lost Forest and Royal Underground Path (Ch1-3)
-Broken Amulet x2
Enemy: Skeleton's Leader Item, Lost Forest and Royal Und. Path (Ch1-3)
Recommended? Yes. Fire attacks are strong and frequent, and this is a simple
way to protect yourself from them. Very easy to get, you can get all materials
in one fight.
===============================================================================
13.3 - Traveling Merchant (Coriander, Kalstad, Dipan) [13300]
The merchant moves from one town to another according to the plot. Don't worry,
he keeps his stock between towns. Here's a list of his locations at different
times:
Materials:
-Black Crystal x2
Enemy: Skeleton's waist, Lost Forest and Royal Underground Path (Ch1-3);
Enemy: Skeleton Soldier's waist, Royal Und. Path (Ch1-3) and Dipan (Ch2);
Enemy: Ballistic Rhino's legs, Royal Underground Path;
Enemy: Living Armor's chest, Dipan Castle (Ch2) and Kythena Plains;
Enemy: Desert Beast's body, Sahma Desert;
Enemy: Giant Skeleton's waist, Chateau Obsession;
Enemy: Beast Fort's body, Royal Underground Path (Ch4+)
-Empty Shell x2
Enemy: Ballistic Rhino's body armor, Royal Underground Path;
Enemy: Living Armor's legs, Dipan Castle (Ch2) and Kythena Plains;
Enemy: Desert Beast's body armor, Sahma Desert
-Pact Chain x1
Enemy: Ballistic Rhino's head, Royal Underground Path;
Enemy: Living Armor's arms, Dipan Castle (Ch2), Kythena Plains;
Enemy: Holy Order's legs, Dipan Castle (Ch5+)
-Sharp Spearhead x2
Enemy: Living Armor's spear, Dipan Castle (Ch2) and Kythena Plains;
Enemy: Lizard Knight's weapon, Royal Underground Path (Ch4+)
Recommended? Maybe. You can get all materials in one fight, but the weapon
isn't that special and you'll get a much better one in the next town.
Materials:
-Caliburn x1
Enemy: Divine Slave's lower arms, Hall of Valhalla
-Chartreuse Spinel x3
Enemy: Persistent Pursuer's lower left weapon, Ravine Caverns;
Enemy: Highlander's lower left weapon, Yggdrasil;
Enemy: Invasive Arsonist's body, Yggdrasil
-Eternal Flame x1
Enemy: Phantom Guardian's left arm, Palace of the Venerated Dragon;
Enemy: Human Sacrifice's left arm, Yggdrasil;
Enemy: Phantom Flame's body and left arm, Seraphic Gate's 1st Floor
-Dark Amulet x1
Enemy: Undead Master's mantle, Tower of Lezard Valeth;
Enemy: Soul Summoner's mantle, Seraphic Gate's 1st Floor
Recommended? No. It's a good weapon, but way too expensive and can only be
gotten in Chapter 6, where you have comparable options.
Materials:
-Saint's Halberd x1
Character: Hrist's initial weapon
-Piercing Imprint x3
Enemy: Goat Man's right arm, Ancient Forest;
Enemy: Lizard Lord's weapon, Turgen Mine and Audola Temple on the Lake;
Enemy: Red Lizard's weapon, Surts Volcano Caverns;
Enemy: Satyr's right arm, Chateau Obsession
-Tome of Alchemy x1
Character: Release Aegis and talk to him before the final save point;
Character: Release Seluvia and talk to him after the final save point;
Treasure: Chateau Obsession, Palace of the Venerated Dragon, Yggdrasil, Hall
of Valhalla,
Enemy: Lezard Valeth's Leader Item, Tower of Lezard Valeth (boss);
Enemy: Dog Lezard's weapon, Seraphic Gate
Recommended? Maybe. Strong weapon and the materials are VERY easy to get, but
you could save time and money and settle for the Lunar Bardiche (350 ATK, 50
MAG) found in the final dungeon. Up to you.
Recommended? Maybe. Materials are easy to get, but it's too expensive. Good
substitute for the Dragonlore if you release someone with it.
Materials:
-Crown x1
Enemy: Kobold King's head, Ancient Forest (boss);
Enemy: Lizard King's head, Forest of Spirits
-Sacred Spinel x1
Enemy: Tear Soul's body, Crawsus Forest Ruins;
Enemy: Phantom Lurker's spirit, Crawsus Forest Ruins;
Enemy: Kobold King's head, Ancient Forest (boss)
-Mirror Fragment x2
Enemy: Lady Cleo's mirrors, Chateau Obsession (boss);
Enemy: Phantom Lurker's mirrors, Crawsus Forest Ruins;
Enemy: Spectral Knight's armor, Palace of the Venerated Dragon
Recommended? Maybe. Silmeria joins with it, and it can also be gotten by
breaking the Aesir (Commander)'s hat in Valhalla. Get it if you happen to
collect the materials, but don't bother going after them.
Materials:
-Worn Shield x2
Enemy: Ballistic Rhino's shields, Royal Underground Path;
Enemy: Cybersaur's shield, Ancient Forest;
Enemy: Lizard Lord's shield, Turgen Mine and Audoula Temple on the Lake;
Enemy: Lizard Man's shield, Audoula Temple on the Lake;
Enemy: Desert Beast's shields, Sahma Desert;
Enemy: Red Lizard's shield, Surts Volcano Caverns;
Enemy: Iron Golem's shields, Palace of the Venerated Dragon;
Enemy: Mechanical Major's shield, Seraphic Gate's 4th floor;
-Garnet x1
Enemy: Griffon's head, Ancient Forest (boss);
Enemy: Troll Chief's chest, Chateau Obsession;
Enemy: Wild Troll's chest, Crawsus Forest Ruins;
Enemy: Ice Troll's chest, Sukavia Gorge;
Enemy: Giant Troll's chest, Yggdrasil;
Enemy: Gigantic Troll's chest, Tower of Lezard Valeth
-Hail Jewel x1
Enemy: Skeletal Soldier's arms, Surts Volcano Caverns
Recommended? Maybe. Materials are easy to get, so you might as well create it.
Very good RDM, but the Fire weakness can be dangerous.
Materials:
-Beast Pelt x1
Enemy: Dire Wolf's body, Lost Forest, Royal Underground Path (Ch1-3) and
Kythena Plains;
Enemy: Kobold's head, Serdberg Mountain Ruins;
Enemy: Kobold Knight's head, Serdberg Mountain Ruins and Ancient Forest;
Enemy: Hellhound's legs, Surts Volcano Caverns;
Enemy: Vampire Bat's body, Crawsus Forest Ruins;
Enemy: Kobold Warrior's head, Forest of Spirits;
Enemy: Elven Wolf's body, Forest of Spirits;
Enemy: Lord Bat's body, Tower of Lezard Valeth;
Enemy: Hound of Tindalos's legs, Seraphic Gate's 3rd Floor;
Enemy: Umbrella's body, Seraphic Gate's 4th Floor;
Enemy: Dog Hrist's head, Seraphic Gate;
Enemy: Dog Freya's head, Seraphic Gate;
Enemy: Dog Silmeria's head, Seraphic Gate;
-Bat Wing x2
Enemy: Goblin's wings, Royal Underground Path (Ch1-3), Dipan Castle (Ch2) and
Kythena Plains;
Enemy: Giant Bat's wings, Kythena Plains;
Enemy: Fire Bat's wings, Surts Volcano Caverns;
Enemy: Trash Demon's wings, Chateau Obsession;
Enemy: Vampire's wings, Crawsus Forest Ruins;
Recommended? Yes. Very good lightning protection and the best armor for
Sorcerers for 4 dungeons. Very easy to get as well.
Materials:
-Core Spinel x1
Enemy: Arectaris's upper tentacles, Forest of Spirits (boss);
Enemy: Wild Wolf's body, Yggdrasil;
Enemy: Magic Mirror's spirit, Hall of Valhalla
-Mirror Fragment x1
Enemy: Lady Cleo's mirrors, Chateau Obsession (boss);
Enemy: Phantom Lurker's mirrors, Crawsus Forest Ruins;
Enemy: Spectral Knight's armor, Palace of the Venerated Dragon
-Pact Chain x1
Enemy: Ballistic Rhino's head, Royal Underground Path;
Enemy: Living Armor's arms, Dipan Castle (Ch2), Kythena Plains;
Enemy: Holy Order's legs, Dipan Castle (Ch5+)
-Rose Imprint x1
Enemy: Vampire's chest, Crawsus Forest Ruins;
Enemy: Sharp Scissors's head, Forest of Spirits, Ravine Caverns;
Enemy: Elder Vampire's chest, Tower of Lezard Valeth;
Enemy: Vampire Lord's chest, Tower of Lezard Valeth;
Recommended? No. The RDM boost is nice, but doesn't justify the cost and
collecting the materials.
Materials:
-Beetle Horn x3
Enemy: Giant Scarab's stinger, Sahma Desert;
Enemy: Armor Beetle's stinger, Yggdrasil
-Little Devil Heart x1
Enemy: Goblin's body, Royal Underground Path (Ch1-3), Dipan Castle (Ch2) and
Kythena Plains;
Enemy: Deep One's body, Audoula Temple on the Lake;
Enemy: Trash Demon's body, Chateau Obsession
-Geist Core x1
Enemy: Crust Golem's body, Serdberg Mountain Ruins;
Enemy: Giant Crab's body, Audoula Temple on the Lake
Materials:
-Bat Wing x5
Enemy: Goblin's wings, Royal Underground Path (Ch1-3), Dipan Castle (Ch2) and
Kythena Plains;
Enemy: Giant Bat's wings, Kythena Plains;
Enemy: Fire Bat's wings, Surts Volcano Caverns;
Enemy: Trash Demon's wings, Chateau Obsession;
Enemy: Vampire's wings, Crawsus Forest Ruins;
-Empty Shell x1
Enemy: Ballistic Rhino's body armor, Royal Underground Path;
Enemy: Living Armor's legs, Dipan Castle (Ch2) and Kythena Plains;
Enemy: Desert Beast's body armor, Sahma Desert
-Amber x1
Enemy: Bullet Beetle's body, Lost Forest and Royal Underground Path (Ch1-3)
Recommended? Maybe. Only annoying part is getting the Bat Wings... the other
materials are very easy to get. Good if you don't want to worry about
Paralysis, but there are many better ways to get Lightning protection.
Materials:
-Cursed Soul x1
Enemy: Ghost's left arm, Serdberg Mountain Ruins;
Enemy: Giant Skeleton's left arm, Chateau Obsession
-Black Crystal x2
Enemy: Skeleton's waist, Lost Forest and Royal Underground Path (Ch1-3);
Enemy: Skeleton Soldier's waist, Royal Und. Path (Ch1-3) and Dipan (Ch2);
Enemy: Ballistic Rhino's legs, Royal Underground Path;
Enemy: Living Armor's chest, Dipan Castle (Ch2) and Kythena Plains;
Enemy: Desert Beast's body, Sahma Desert;
Enemy: Giant Skeleton's waist, Chateau Obsession;
Enemy: Beast Fort's body, Royal Underground Path (Ch4+)
Recommended? No. Doesn't do much. Just Direct Assault Sharp Scissors in Forest
of Spirits if you want some.
Materials:
-Elixir x1
Buy: Create in Solde;
Treasure: Royal Underground Path, Audoula Temple on the Lake, Crawsus Forest
Ruins, Palace of the Venerated Dragon, Forest of Spirits, Yggdrasil;
Enemy: Wild Troll's waist, Crawsus Forest Ruins;
Enemy: Dryad's Leader Item, Palace of th Venerated Dragon;
Enemy: Gigantic Moth's Leader Item, Royal Underground Path (Ch4+);
Enemy: Carnivorous Plant's Leader Item, Forest of Spirits;
Enemy: Roper's flower, Yggdrasil;
Enemy: Highlander's right body, Yggdrasil;
Enemy: Baphomet's Leader Item, Tower of Lezard Valeth;
Enemy: Walla Walla's Leader Item, Seraphic Gate's 2nd floor;
Enemy: Scargone's side body, Seraphic Gate's 4th floor;
-Royal Jelly x1
Treasure: Talk to the little girl in Coriander after Serdberg and tell her you
didn't find anything;
Enemy: Wasp Nest's outer layer, Turgen Mine;
Enemy: Queen Wasp's Leader Item and belly, Turgen Mine (boss);
Enemy: Gigantic Wasp's Leader Item and belly, Turgen Mine (boss);
Enemy: Gluttonous Bug's belly, Yggdrasil;
Enemy: Insect King's belly, Seraphic Gate's 3rd floor
-Great Eagle's Heart x1
Enemy: Giant Hawk's right body, Serdberg Mountains Ruins;
Enemy: Thunder Hawk's right body, Serdberg Mountains Ruins and Ancient Forest;
Enemy: Owlbear's front legs, Serdberg Mountains Ruins and Ancient Forest;
Enemy: Griffon's front legs, Ancient Forest (boss);
Enemy: Elven Hawk's right body, Forest of Spirits;
Enemy: Hresvelgr's right body, Yggdrasil;
Enemy: Thunderbird's right body, Seraphic Gate's 3rd Floor;
Enemy: Hell Diver's right body, Seraphic Gate's 4th Floor
-Metabolizer x1
Treasure: Defeat the Gigantic Wasp and talk to the miner in Villnore;
Enemy: Hydra's tail, Crawsus Forest Ruins;
Enemy: Green Coral's stalk, Dragonscript;
Enemy: Gigantic Moth's core, Royal Underground Path (Ch4+);
Enemy: King Slug's head and core, Yggdrasil;
Enemy: Scargone's head and core, Seraphic Gate's 4th Floor
Recommended? Hell no, just buy it later or Direct Assault Wild Trolls in
Crawsus Forest Ruins.
Materials:
-Worn Shield x1
Enemy: Ballistic Rhino's shields, Royal Underground Path;
Enemy: Cybersaur's shield, Ancient Forest;
Enemy: Lizard Lord's shield, Turgen Mine and Audoula Temple on the Lake;
Enemy: Lizard Man's shield, Audoula Temple on the Lake;
Enemy: Desert Beast's shields, Sahma Desert;
Enemy: Red Lizard's shield, Surts Volcano Caverns;
Enemy: Iron Golem's shields, Palace of the Venerated Dragon;
Enemy: Mechanical Major's shield, Seraphic Gate's 4th floor;
-Thick Bone x1
Enemy: Primordial Ooze's lower shoulders, Dipan Castle (boss);
Enemy: Clay Man's lower shoulders, Turgen Mine;
Enemy: Unclean Glob's lower shoulders, Crawsus Forest Ruins;
Enemy: Land Kraken's mace tentacles, Crawsus Forest Ruins
-Beetle Shell x1
Enemy: Bullet Beetle's shell, Lost Forest and Royal Underground Path (Ch1-3);
Enemy: Giant Scarab's shell, Surts Volcano Caverns
Recommended? No. Easy to get, but still too much trouble for a consumable item.
Materials:
-Chicken Feed x1
Treasure: Feed Bonemeal to the chicken in Coriander once
-Vegetable Debris x1
Treasure: Feed Bonemeal to the chicken in Coriander 5 times
-Clamshell Chum x1
Treasure: Feed Bonemeal to the chicken in Coriander 10 times
-Bird Poop x1
Treasure: Feed Bonemeal to the chicken in Coriander 15 times
Recommended? No. Only necessary for the Solomon's Ring, and that's not a good
reason to bother collecting the materials.
===============================================================================
13.4 - Villnore [13400]
Materials:
-Long Sword x1
Buy: Solde
Enemy: Skeleton Soldier's weapon, Dipan Castle and Royal Undg. Path (Ch1-3);
-Beast Pelt x3
Enemy: Dire Wolf's body, Lost Forest, Royal Underground Path (Ch1-3) and
Kythena Plains;
Enemy: Kobold's head, Serdberg Mountain Ruins;
Enemy: Kobold Knight's head, Serdberg Mountain Ruins and Ancient Forest;
Enemy: Hellhound's legs, Surts Volcano Caverns;
Enemy: Vampire Bat's body, Crawsus Forest Ruins;
Enemy: Kobold Warrior's head, Forest of Spirits;
Enemy: Elven Wolf's body, Forest of Spirits;
Enemy: Lord Bat's body, Tower of Lezard Valeth;
Enemy: Hound of Tindalos's legs, Seraphic Gate's 3rd Floor;
Enemy: Umbrella's body, Seraphic Gate's 4th Floor;
Enemy: Dog Hrist's head, Seraphic Gate;
Enemy: Dog Freya's head, Seraphic Gate;
Enemy: Dog Silmeria's head, Seraphic Gate;
-Iron Ore x3
Enemy: Goblin's weapon, Royal Underground Path (Ch1-3), Dipan Castle (Ch2) and
Kythena Plains;
Enemy: Ballistic Rhino's tail, Royal Underground Path;
Enemy: Kobold's helmet and chest, Serdberg Mountain Ruins;
Enemy: Prince of Hel's weapon, Forest of Spirits;
Enemy: Dog Lezard's legs, Seraphic Gate
Recommended? Yes. Actually one of the best LW weapons because of the innate
Beast Bludgeon, and very easy to create. Always keep one of these around for
beasts.
Materials:
-Busted Sword x2
Enemy: Berserker's lower weapons, Chateau Obsession (boss);
Enemy: Muscular Stalker's uper hands, Palace of the Venerated Dragon;
Enemy: Life Stealer's weapon, Forest of Spirits and Ravine Caverns;
Enemy: Aesir (Patrol)'s weapon, Ravine Caverns;
Enemy: Persistent Pursuer's uper arms, Ravine Caverns;
Enemy: Aesir (Security)'s weapon, Yggdrasil;
Enemy: Divine Slave's lower arms, Hall of Valhalla
-Sabertooth x1
Enemy: Deep One's head, Audoula Temple on the Lake;
Enemy: Sky Lizard's head, Forest of Spirits;
Enemy: Wild Wolf's head, Yggdrasil;
Enemy: Deathdog's head, Hall of Valhalla;
Enemy: Hound of Tindalos's head, Seraphic Gate's 3rd Floor
-Giant Pearl x1
Enemy: Gigantic Moth's shell, Royal Underground Path (Ch4+);
Enemy: King Slug's shell, Yggdrasil
-Holy Crystal x1
Create: Solde
Treasure: Hall of Valhalla (x2)
Enemy: Dragon Bat's Leader Item, Palace of the Venerated Dragon;
Enemy: Hresvelgr's Leader Item, Yggdrasil
Recommended? Yes. It's elemental, very strong and available as soon as Chapter
4. Only con is the high price, but it's worth it for sure.
Materials:
-Raptor's Talon x1
Enemy: Giant Hawk's wings, Serdberg Mountain Ruins;
Enemy: Thunderbird's wings, Seraphic Gate's 3rd Floor
-Sharp Spearhead x2
Enemy: Living Armor's spear, Dipan Castle (Ch2) and Kythena Plains;
Enemy: Lizard Knight's weapon, Royal Underground Path (Ch4+)
-Iron Ore x2
Enemy: Goblin's weapon, Royal Underground Path (Ch1-3), Dipan Castle (Ch2) and
Kythena Plains;
Enemy: Ballistic Rhino's tail, Royal Underground Path;
Enemy: Kobold's helmet and chest, Serdberg Mountain Ruins;
Enemy: Prince of Hel's weapon, Forest of Spirits;
Enemy: Dog Lezard's legs, Seraphic Gate
Recommended? Maybe. Easy to get, but won't have much use if you've got the
Kraadicator. If you don't though, or if you're using more than one Heavy
Warrior, then it's a very good weapon.
Materials:
-Koboldapult x1
Enemy: Kobold's weapon, Serdberg Mountain Ruins;
-Feather x3
Enemy: Giant Hawk's left body, Serdberg Mountain Ruins;
Enemy: Thunder Hawk's wings, Serdberg Mountain Ruins and Ancient Forest;
Enemy: Owlbear's back legs, Serdberg Mountain Ruins and Ancient Forest;
Enemy: Griffon's back legs, Ancient Forest (boss);
Enemy: Paragriffon's front legs, Tower of Lezard Valeth
Recommended? Yes. Either best or second-best bow for elemental attacks, easy to
get an available very early in the game. One of the most important items to
create if you like Archers.
Materials:
-Iron Helm x1
Buy: Villnore
Treasure: Ancient Forest
Enemy: Troll's Leader Item, Ancient Forest
-Beetle Horn x1
Enemy: Giant Scarab's stinger, Sahma Desert;
Enemy: Armor Beetle's stinger, Yggdrasil
-Goblin Tooth x1
Enemy: Goblin's head, Royal Underground Path (Ch1-3), Dipan Castle (Ch2) and
Kythena Plains
Materials:
-Crown x1
Enemy: Kobold King's head, Ancient Forest (boss);
Enemy: Lizard King's head, Forest of Spirits
-Sabertooth x1
Enemy: Deep One's head, Audoula Temple on the Lake;
Enemy: Sky Lizard's head, Forest of Spirits;
Enemy: Wild Wolf's head, Yggdrasil;
Enemy: Deathdog's head, Hall of Valhalla;
Enemy: Hound of Tindalos's head, Seraphic Gate's 3rd Floor
-Red Horn x1
Enemy: Tyrannosaurus Rex's horn, Ravine Caverns;
Enemy: Red Dragon's horn, Hall of Valhalla
Recommended? Maybe. The MAG is nice, but you can only get it in Chapter 6,
where elemental attacks aren't that great. Feel free to skip it.
Materials:
-White Flower Petal x2
Enemy: Toxic Flower's head, Ancient Forest;
Enemy: Sand Flower's head, Sahma Desert;
Enemy: Carnivorous Plant's flower, Forest of Spirits
-Core Ruby x1
Enemy: Red Jewel's crystal, Surts Volcano Caverns;
Enemy: Black Jewel's crystal, Yggdrasil
-Evil Eye Gem x1
Enemy: Unclean Glob's head, Crawsus Forest Ruins;
Enemy: Dryad's upper body, Palace of the Venerated Dragon;
Enemy: Nymph's upper body, Tower of Lezard Valeth;
Enemy: Slop's head, Tower of Lezard Valeth;
Enemy: Norn's upper body, Seraphic Gate's 5th Floor
Recommended? Maybe. The Evil Eye Gem can be annoying to get, but it's a good
item to have if you do happen to collect it.
--- Silver Cuirass ---
Class: Armor Type: Body Price: 4,500 (4,000) Rune: Blue Body
Performance: RDM 20
Resistance: Earth +50%, Lightning -20%
Materials:
-Cuirass x1
Buy: Traveling Merchant
Enemy: Giant Skeleton's Leader Item, Chateau Obsession
-Iron Ore x2
Enemy: Goblin's weapon, Royal Underground Path (Ch1-3), Dipan Castle (Ch2) and
Kythena Plains;
Enemy: Ballistic Rhino's tail, Royal Underground Path;
Enemy: Kobold's helmet and chest, Serdberg Mountain Ruins;
Enemy: Prince of Hel's weapon, Forest of Spirits;
Enemy: Dog Lezard's legs, Seraphic Gate
-Silver Sallet x2
Buy: Dipan
Enemy: Kobold Knight's helmet, Serdberg Mountain Ruins and Ancient Forest
Recommended? No. Just buy the Crystal Chainmail instead for better stats
overall and Paralysis protection. You'll have easier ways to get Earth
protection when you need them.
Materials:
-Supreme Garb x1
Buy: Solde, Traveling Merchant, Crell Monferaigne
-Scarlet Alloy x1
Enemy: Greater Demon's right arm, Chateau Obsession;
Enemy: Shaman Chief's mantle, Crawsus Forest Ruins;
Enemy: Necromancer's mantle, Palace of the Venerated Dragon;
Enemy: Muscular Stalker's lower right weapon, Palace of the Venerated Dragon
-Flamebreath Core x1
Enemy: Dragon Bat's body, Palace of the Venerated Dragon;
Enemy: Red Dragon's waist, Hall of Valhalla
-Ymir's Tear x1
Character: Release Jessica and talk to her after Chapter 4, but before the
final save point;
Enemy: Ice Troll's waist, Sukavia Gorge;
Enemy: Divine Slave's upper left weapon, Hall of Valhalla;
Enemy: Hell's Cannon's weapon, Tower of Lezard Valeth;
-Toxic Seed x1
Enemy: Mimetic Flower's body, Forest of Spirits
Recommended? Yes. Lots of materials, but they aren't hard to collect. The RDM
and element protections are very good, not to mention the immunity to Frailty.
Materials:
-Bonemeal x1
Enemy: Skeleton's legs, Lost Forest and Royal Underground Path (Ch1-3);
Enemy: Skeleton Soldier's legs, Royal Underground Path (Ch1-3) and Dipan
Castle (Ch2);
Enemy: Giant Skeleton's legs, Chateau Obsession;
Enemy: Rotting Demon's legs, Tower of Lezard Valeth;
Enemy: Kill Bone's legs, Seraphic Gate's 1st Floor
-Raptor's Talon x2
Enemy: Giant Hawk's wings, Serdberg Mountain Ruins;
Enemy: Thunderbird's wings, Seraphic Gate's 3rd Floor
-Feather x1
Enemy: Giant Hawk's left body, Serdberg Mountain Ruins;
Enemy: Thunder Hawk's wings, Serdberg Mountain Ruins and Ancient Forest;
Enemy: Owlbear's back legs, Serdberg Mountain Ruins and Ancient Forest;
Enemy: Griffon's back legs, Ancient Forest (boss);
Enemy: Paragriffon's front legs, Tower of Lezard Valeth
Recommended? Yes. Very easy to get and has high Block early in the game.
Materials:
-Unladen Swallow Scales x2
Enemy: Lower Lizard's front legs, Serdberg Mountain Ruins;
Enemy: Wild Lizard's front legs, Surts Volcano Caverns
-Hot Plate x1
Enemy: Desert Beast's arm armor, Sahma Desert
Recommended? Yes. Very easy to get and offers good RDM for a long time.
Materials:
-Alligator Skin x1
Enemy: Cybersaur's body and tail, Ancient Forest;
Enemy: Lizard Lord's body, Turgen Mines and Audoula Temple on the Lake;
Enemy: Lizard Man's body and tail, Audoula Temple on the Lake;
Enemy: Red Lizard's body and tail, Surts Volcano Caverns
Enemy: Lizard Knight's body, Surts Volcano Caverns
-Dragon Gallstones x1
Enemy: Upper Lizard's body, Serdberg Mountain Ruins;
Enemy: Lizard Lord's head, Turgen Mine and Audoula Temple on the Lake;
Enemy: Lizard Man's legs, Audoula Temple
Recommended? Yes. Great RDM for a long time, Earth/Poison protection and very
easy to make. A great item.
Materials:
-Sight Stone x2
Enemy: Living Armor's head, Dipan Castle (Ch2), Kythena Plains;
Enemy: Skeletal Soldier's head, Surts Volcano Caverns
-Cursed Soul x1
Enemy: Ghost's left arm, Serdberg Mountain Ruins;
Enemy: Giant Skeleton's left arm, Chateau Obsession
-Ray Force x1
Enemy: Crust Golem's core, Serdberg Mountain Ruins;
Enemy: Giant Crab's core, Audoula Temple on the Lake;
Enemy: Shaman Chief's arms, Crawsus Forest Ruins;
Enemy: Necromancer's arms, Palace of the Venerated Dragon;
Enemy: Vampire Lord's core, Tower of Lezard Valeth
Recommended? No. Freeze is dangerous, but this is annoying to get and there are
other ways to protect yourself from it.
Materials:
-Nightshade x1
Enemy: Toxic Flower's flower, Ancient Forest;
Enemy: Sand Flower's flower, Sahma Desert;
Enemy: Mimetic Flower's flower, Forest of Spirits;
Enemy: Maneater's flower, Seraphic Gate's 4th Floor
-Monster Scales x3
Enemy: Lizard Lord's tail or legs, Turgen Mine and Audoula Temple;
Enemy: Lizard Man's legs, Audola Temple on the Lake
-Broken Claw x1
Enemy: Owlbear's upper body, Serdberg Mountain Ruins and Ancient Forest;
Enemy: Crust Golem legs, Serdberg Mountain Ruins
Materials:
-Hail Jewel x1
Enemy: Skeletal Soldier's arms, Surts Volcano Caverns
-Great Eagle's Heart x3
Enemy: Giant Hawk's right body, Serdberg Mountains Ruins;
Enemy: Thunder Hawk's right body, Serdberg Mountains Ruins and Ancient Forest;
Enemy: Owlbear's front legs, Serdberg Mountains Ruins and Ancient Forest;
Enemy: Griffon's front legs, Ancient Forest (boss);
Enemy: Elven Hawk's right body, Forest of Spirits;
Enemy: Hresvelgr's right body, Yggdrasil;
Enemy: Thunderbird's right body, Seraphic Gate's 3rd Floor;
Enemy: Hell Diver's right body, Seraphic Gate's 4th Floor
-Iron Ore x3
Enemy: Goblin's weapon, Royal Underground Path (Ch1-3), Dipan Castle (Ch2) and
Kythena Plains;
Enemy: Ballistic Rhino's tail, Royal Underground Path;
Enemy: Kobold's helmet and chest, Serdberg Mountain Ruins;
Enemy: Prince of Hel's weapon, Forest of Spirits;
Enemy: Dog Lezard's legs, Seraphic Gate
Recommended? No. Expensive, hard to get and you'll find an accessory with the
same effect in the next dungeon. Don't bother.
===============================================================================
13.5 - Crell Monferaigne [13500]
Materials:
-Falchion x1
Create: Traveling Merchant
Character: Celes' initial equipment
-Black Crystal x4
Enemy: Skeleton's waist, Lost Forest and Royal Underground Path (Ch1-3);
Enemy: Skeleton Soldier's waist, Royal Und. Path (Ch1-3) and Dipan (Ch2);
Enemy: Ballistic Rhino's legs, Royal Underground Path;
Enemy: Living Armor's chest, Dipan Castle (Ch2) and Kythena Plains;
Enemy: Desert Beast's body, Sahma Desert;
Enemy: Giant Skeleton's waist, Chateau Obsession;
Enemy: Beast Fort's body, Royal Underground Path (Ch4+)
-Piercing Imprint x1
Enemy: Goat Man's right arm, Ancient Forest;
Enemy: Lizard Lord's weapon, Turgen Mine and Audola Temple on the Lake;
Enemy: Red Lizard's weapon, Surts Volcano Caverns;
Enemy: Satyr's right arm, Chateau Obsession
Recommended? Yes. Another strong weapon with a great innate skill that is very
easy to make. Make sure you get this.
Materials:
-Busted Greatsword x2
Enemy: Giant Skeleton's weapon, Chateau Obsession;
Enemy: Berserker's upper, Chateau Obsession (boss);
Enemy: Lizard King's weapon, Forest of Spirits;
Enemy: Highlander's upper arms, Yggdrasil;
Enemy: Sword Master's right upper arm, Seraphic Gate's 5th Floor
-Blood Jewel x1
Enemy: Vampire's jewel, Crawsus Forest Ruins;
Enemy: Giant Troll's waist, Yggdrasil;
Enemy: Gigantic Troll's waist, Tower of Lezard Valeth
-Rose Imprint x1
Enemy: Vampire's chest, Crawsus Forest Ruins;
Enemy: Sharp Scissors's head, Forest of Spirits, Ravine Caverns;
Enemy: Elder Vampire's chest, Tower of Lezard Valeth;
Enemy: Vampire Lord's chest, Tower of Lezard Valeth;
-Mirror Fragment x1
Enemy: Lady Cleo's mirrors, Chateau Obsession (boss);
Enemy: Phantom Lurker's mirrors, Crawsus Forest Ruins;
Enemy: Spectral Knight's armor, Palace of the Venerated Dragon
Recommended? Maybe. It's a strong weapon, but the materials are just too hard
to get early and you can't make much use of the effect as there are barely any
female enemies. This changes in the Seraphic Gate though, where this might even
become the best light sword for damage. You'll also find one of these in the
Forest of Spirits.
Materials:
-Busted Greatsword x2
Enemy: Giant Skeleton's weapon, Chateau Obsession;
Enemy: Berserker's upper, Chateau Obsession (boss);
Enemy: Lizard King's weapon, Forest of Spirits;
Enemy: Highlander's upper arms, Yggdrasil;
Enemy: Sword Master's right upper arm, Seraphic Gate's 5th Floor
-Troll Clay x2
Enemy: Troll's arms and legs, Ancient Forest;
Enemy: Troll Chief's arms and legs, Chateau Obsession;
Enemy: Wild Troll's arms and legs, Crawsus Forest Ruins;
Enemy: Ice Troll's arms and legs, Sukavia Gorge;
Enemy: Giant Troll's arms and legs, Yggdrasil;
Enemy: Gigantic Troll's arms and legs, Tower of Lezard Valeth
-Rotted Bludgeon x2
Enemy: Troll Chief's weapon, Chateau Obsession
Recommended? Yes. Very good weapon made even better by the innate Giant Killer
effect. Make sure you get this, even if you have the Kraadicator.
Materials:
-Screp x1
Buy: Villnore
Treasure: Ancient Forest
-Charged Tailfeather x5
Enemy: Thunderhawk's tail, Serdberg Mountain Ruins and Ancient Forest
-Lightning Stone x2
Enemy: Skeletal Soldier's body, Surts Volcano Caverns;
Enemy: Disgusting Shell's head, Crawsus Forest Ruins
Recommended? No. Great weapon, but collecting 5 Charged Tailfeathers can take
forever and you can get this from a boss later anyway.
--- Greenery Slayer ---
Class: Weapon Type: Bow Price: 25,000 (20,000) Rune: Red Piercing
Performance: 110 ATK, -10 RST, 2 attacks, No SC
Effect: Innate Weed Whacker
Materials:
-Spiral Arrowhead x1
Enemy: Ballistic Rhino's arrowheads, Royal Underground Path;
Enemy: Desert Beast's arrowheads, Sahma Desert
-Piercing Imprint x2
Enemy: Goat Man's right arm, Ancient Forest;
Enemy: Lizard Lord's weapon, Turgen Mine and Audola Temple on the Lake;
Enemy: Red Lizard's weapon, Surts Volcano Caverns;
Enemy: Satyr's right arm, Chateau Obsession
-Nightshade x2
Enemy: Toxic Flower's flower, Ancient Forest;
Enemy: Sand Flower's flower, Sahma Desert;
Enemy: Mimetic Flower's flower, Forest of Spirits;
Enemy: Maneater's flower, Seraphic Gate's 4th Floor
Recommended? Yes. Strong bow and easy to get. The innate Weed Whacker doesn't
help much, though.
Materials:
-Strength Bow x1
Character: Sha-Kon's initial weapon;
Treasure: Audoula Temple on the Lake
-Piercing Imprint x1
Enemy: Goat Man's right arm, Ancient Forest;
Enemy: Lizard Lord's weapon, Turgen Mine and Audola Temple on the Lake;
Enemy: Red Lizard's weapon, Surts Volcano Caverns;
Enemy: Satyr's right arm, Chateau Obsession
-Evil Eye Gem x1
Enemy: Unclean Glob's head, Crawsus Forest Ruins;
Enemy: Dryad's upper body, Palace of the Venerated Dragon;
Enemy: Nymph's upper body, Tower of Lezard Valeth;
Enemy: Slop's head, Tower of Lezard Valeth;
Enemy: Norn's upper body, Seraphic Gate's 5th Floor
-Mirror Fragment x1
Enemy: Lady Cleo's mirrors, Chateau Obsession (boss);
Enemy: Phantom Lurker's mirrors, Crawsus Forest Ruins;
Enemy: Spectral Knight's armor, Palace of the Venerated Dragon
Recommended? No. Evil Eye Gem can be hard to get. Stick with the Greenery
Slayer and leave the mage-breaking to Light Warriors with the Runeslayer.
Recommended? Yes. A better version of the Supreme Crossbow, with a modest MAG
boost. Best bow for elemental attacks in most situations, but you can only
create one because of the Arbalest.
Materials:
-Armor Piercer x1
Enemy: Land Kraken's back tentacles, Crawsus Forest Ruins;
Enemy: Dimension Beast's back tentacles, Bifrost (boss);
Enemy: Armor Beetle's shell, Yggdrasil;
Enemy: King Slug's shell, Yggdrasil;
Enemy: Escargone's shell, Seraphic Gate's 4th Floor
-Steelwing x1
Enemy: Life Stealer's wings, Forest of Spirits;
Enemy: Prince of Hel's wings, Forest of Spirits;
Enemy: Life Stealer's wings, Ravine Caverns;
Enemy: Abyssal Demon's wings, Seraphic Gate's 1st Floor
-Wing Feather x2
Enemy: Griffon's head feathers, Ancient Forest (boss);
Enemy: Elven Hawk's wings, Forest of Spirits;
Enemy: Dog Hrist's helmet, Seraphic Gate;
Enemy: Dog Lenneth's helmet - Seraphic Gate;
Enemy: Dog Silmeria's helmet - Seraphic Gate
-Sylphide's Arrowhead x1
Enemy: Baphomet's left arm, Tower of Lezard Valeth;
Enemy: Sagittarius's left arm, Seraphic Gate's 3rd Floor
Recommended? No. Way too expensive, and Sylphide's Arrowhead has low drop rate.
Materials:
-Busted Staff x2
Treasure: talk to the old lady in a house in Crell Monferaigne
Enemy: Skeletal Soldier's weapon, Surts Volcano Caverns;
Enemy: Trash Demon's weapon, Chateau Obsession;
Enemy: Kobold King's weapon, Ancient Forest (boss);
Enemy: Kobold Lord's weapon, Forest of Spirits
-Mace Head x1
Treasure: talk to the old lady in a house in Crell Monferaigne
Enemy: Kraken's mace tentacles, Audoula Temple on the Lake;
Enemy: Green Coral's tentacles, Dragonscrypt;
Enemy: Dimension Beast's mace tentacles, Bifrost (boss);
-Golem Eye x1
Enemy: Crust Golem's head, Serdberg Mountain Ruins;
Enemy: Giant Crab's head, Audoula Temple on the Lake
Recommended? Maybe. Doesn't help much, but it's really easy to get.
Materials:
-Raptor's Talon x2
Enemy: Giant Hawk's wings, Serdberg Mountain Ruins;
Enemy: Thunderbird's wings, Seraphic Gate's 3rd Floor
-Insect Claw x2
Enemy: Queen Wasp's arms, Turgen Mine (boss);
Enemy: Gigantic Wasp's lower arms, Turgen Mine (boss);
Enemy: Giant Scarab's pincers, Sahma Desert and Surts Volcano Caverns;
Enemy: Armor Beetle's pincers, Yggdrasil
-Vampire Claw x2
Enemy: Vampire's head, Crawsus Forest Ruins
-Demon's Right Arm x1
Enemy: Type 44 Demon's right arm, Tower of Lezard Valeth;
Enemy: Rotting Demon's right arm, Tower of Lezard Valeth;
Enemy: Kill Bone's right arm, Seraphic Gate's 1st Floor;
Enemy: Hell's Cannon's right arm, Seraphic Gate's 1st Floor;
Enemy: Veil Kraken's front tentacles, Seraphic Gate's 2nd Floor;
Enemy: Round and Sticky's right tentacle, Seraphic Gate's 2nd Floor
Recommended? Maybe. Brahms' best weapon in the main game, and not hard to
create, but the Bloody Nails in the Tower of Lezard Valeth is only 20 ATK
points weaker and has no RDM penalty. You'll have to go to the Tower anyway to
collect Demon's Right Arms.
Materials:
-Polished Red Ore x1
Enemy: Wild Troll's weapon, Crawsus Forest Ruins;
Enemy: Muscular Stalker's upper right weapon, Palace of Ven. Dragon
-Lamb's Tooth x1
Enemy: Goat Man's head, Ancient Forest;
Enemy: Satyr's head, Chateau Obsession;
Enemy: Baphomet's head, Tower of Lezard Valeth;
-Bat Wing x2
Enemy: Goblin's wings, Royal Underground Path (Ch1-3), Dipan Castle (Ch2) and
Kythena Plains;
Enemy: Giant Bat's wings, Kythena Plains;
Enemy: Fire Bat's wings, Surts Volcano Caverns;
Enemy: Trash Demon's wings, Chateau Obsession;
Enemy: Vampire's wings, Crawsus Forest Ruins;
Materials:
-Silver Mail x1
Buy: Crell Monferaigne;
-Firemouse Fur x1
Enemy: Fire Bat's body, Surts Volcano Caverns;
Enemy: Elder Bat's body, Tower of Lezard Valeth
-Sage Quartz x1
Enemy: Persistent Pursuer's upper left weapon - Ravine Caverns
Enemy: Highlander's upper left weapon - Yggdrasil
-Windswept Tailfeather x1
Enemy: Elven Hawk's tail, Forest of Spirits;
Enemy: Hresvelgr's tail, Yggdrasil;
Enemy: Thunderbird's tail, Seraphic Gate's 3rd Floor
-Deep Doom x1
Enemy: Divine Slave's upper right weapon, Hall of Valhalla;
Enemy: Rotting Demon's chest, Tower of Lezard Valeth;
Enemy: Sword Master's upper right weapon, Seraphic Gate's 5th Floor
Materials:
-Bat Wing x2
Enemy: Goblin's wings, Royal Underground Path (Ch1-3), Dipan Castle (Ch2) and
Kythena Plains;
Enemy: Giant Bat's wings, Kythena Plains;
Enemy: Fire Bat's wings, Surts Volcano Caverns;
Enemy: Trash Demon's wings, Chateau Obsession;
Enemy: Vampire's wings, Crawsus Forest Ruins;
-Bone Mace x1
Enemy: Primordial Ooze's lower tentacles, Dipan Castle (boss);
Enemy: Clay Man's lower tentacles, Turgen Mine;
Enemy: Kraken's mouth tentacles, Audoula Temple on the Lake;
Enemy: Unclean Glob's upper shoulders, Crawsus Forest Ruins;
Enemy: Green Coral's tentacles, Dragonscrypt
-Ghibli Scales x1
Enemy: Bolt Dragon's wings, Crawsus Forest Ruins;
Enemy: Dragon Bat's wings, Palace of the Venerated Dragon
Recommended? No. Barely any better than the Magic Glove that can be easily
created in Villnore way earlier in the game.
Materials:
-Mask Fragment x2
Enemy: Shaman Chief's head, Crawsus Forest Ruins;
Enemy: Necromancer's head, Palace of the Venerated Dragon
-Bone Mace x2
Enemy: Primordial Ooze's lower tentacles, Dipan Castle (boss);
Enemy: Clay Man's lower tentacles, Turgen Mine;
Enemy: Kraken's mouth tentacles, Audoula Temple on the Lake;
Enemy: Unclean Glob's upper shoulders, Crawsus Forest Ruins;
Enemy: Green Coral's tentacles, Dragonscrypt
-Adhesive x2
Enemy: Giant Snail's body, Turgen Mine;
Enemy: Disgusting Shell's body, Crawsus Forest Ruins
Materials:
-Nightshade x2
Enemy: Toxic Flower's flower, Ancient Forest;
Enemy: Sand Flower's flower, Sahma Desert;
Enemy: Mimetic Flower's flower, Forest of Spirits;
Enemy: Maneater's flower, Seraphic Gate's 4th Floor
-Little Devil Heart x3
Enemy: Goblin's body, Royal Underground Path (Ch1-3), Dipan Castle (Ch2) and
Kythena Plains;
Enemy: Deep One's body, Audoula Temple on the Lake;
Enemy: Trash Demon's body, Chateau Obsession
-Demon's Hoof x1
Enemy: Greater Demon's legs, Chateau Obsession;
Enemy: Type 44 Demon's legs, Tower of Lezard Valeth;
Enemy: Hell's Cannon's legs, Seraphic Gate's 1st Floor
Materials:
-Bat Ear x2
Enemy: Giant Bat's ears, Kythena Plains;
Enemy: Fire Bat's ears, Surts Volcano Caverns
-Bat Wing x2
Enemy: Goblin's wings, Royal Underground Path (Ch1-3), Dipan Castle (Ch2) and
Kythena Plains;
Enemy: Giant Bat's wings, Kythena Plains;
Enemy: Fire Bat's wings, Surts Volcano Caverns;
Enemy: Trash Demon's wings, Chateau Obsession;
Enemy: Vampire's wings, Crawsus Forest Ruins;
-Nightshade x3
Enemy: Toxic Flower's flower, Ancient Forest;
Enemy: Sand Flower's flower, Sahma Desert;
Enemy: Mimetic Flower's flower, Forest of Spirits;
Enemy: Maneater's flower, Seraphic Gate's 4th Floor
Recommended? Never. Frailty can be dangerous, but Bat Ear is the hardest item
to get in the game. Just don't bother and find other ways to protect from
Frailty if necessary. There are many.
Materials:
-Sucked Bone x1
Treasure: Feed Meat Chops to the dog in Villnore once
-Chewed-up Shoes x1
Treasure: Feed Meat Chops to the dog in Villnore 5 times
-Squalid Cloth x1
Treasure: Feed Meat Chops to the dog in Villnore 10 times
-Dog Poop x1
Treasure: Feed Meat Chops to the dog in Villnore 15 times
Recommended? No. Only necessary for the Solomon's Ring, and that's not a good
reason to bother collecting the materials.
===============================================================================
13.6 - Asgard [13600]
Materials:
-Lotus Wand x1
Buy: Crell Monferaigne
Enemy: Greater Demon's weapon, Chateau Obsession;
Enemy: Phantom Lurker's mirrors, Crawsus Forest Ruins;
Enemy: Abyssal Demon's Leader Item, Seraphic Gate's 1st Floor
-Dark Amulet x1
Enemy: Undead Master's mantle, Tower of Lezard Valeth;
Enemy: Soul Summoner's mantle, Seraphic Gate's 1st Floor
-Evil Eye Gem x3
Enemy: Unclean Glob's head, Crawsus Forest Ruins;
Enemy: Dryad's upper body, Palace of the Venerated Dragon;
Enemy: Nymph's upper body, Tower of Lezard Valeth;
Enemy: Slop's head, Tower of Lezard Valeth;
Enemy: Norn's upper body, Seraphic Gate's 5th Floor
-Steelwing x1
Enemy: Life Stealer's wings, Forest of Spirits;
Enemy: Prince of Hel's wings, Forest of Spirits;
Enemy: Life Stealer's wings, Ravine Caverns;
Enemy: Abyssal Demon's wings, Seraphic Gate's 1st Floor
Recommended? No. It's a good weapon, but the Caduceous is only 10 points
weaker and much easier to get.
Materials:
-Damascus Ore x2
Enemy: Iron Golem's shields, Palace of the Venerated Dragon;
Enemy: Beast Fort's arms, Royal Underground Path (Ch4+);
Enemy: Lizard Knight's shield, Forest of Spirits;
Enemy: Guardian Diva's shields, Hall of Valhalla;
Enemy: Mechanical Major's shields, Seraphic Gate's 4th Floor
-Obsidian Claw x3
Enemy: Dragon Zombie's front legs, Palace of the Venerated Dragon;
Enemy: Winter Wolf's legs, Sukavia Gorge;
Enemy: Wild Wolf's legs, Yggdrasil;
Enemy: White Dragon's front legs, Yggdrasil
-Bloody Patch x1
Enemy: Muscular Stalker's left body, Palace of the Venerated Dragon;
Enemy: Highlander's left body, Yggdrasil
Recommended? No. Not hard to make and decent RDM, but low Block and just too
expensive.
Materials:
-Brilliant Peacemaker x1
Enemy: Sack Mimic's body, Serdberg Mountain Ruins
-Trade Card x1
Enemy: Gentleman's body, Dipan Castle (Ch5+) and Ravine Caverns
-Sacred O Part x1
Enemy: Sacred Sack's body, Hall of Valhalla
Recommended? Yes. Materials are damn hard to get, but 80% Block is just too
good to ignore. Plus, it's only 1 OTH.
Materials:
-Poison Seed x1
Enemy: Toxic Flower's body, Ancient Forest
-Augite of Life x2
Enemy: Spectral Knight's chest, Palace of the Venerated Dragon;
Enemy: Castle Cannon's legs, Tower of Lezard Valeth;
Enemy: Slight Devil's legs, Tower of Lezard Valeth;
Enemy: Rotting Demon's waist, Tower of Lezard Valeth;
Enemy: Kill Bone's waist, Seraphic Gate's 1st Floor
-Troll Clay x2
Enemy: Troll's arms and legs, Ancient Forest;
Enemy: Troll Chief's arms and legs, Chateau Obsession;
Enemy: Wild Troll's arms and legs, Crawsus Forest Ruins;
Enemy: Ice Troll's arms and legs, Sukavia Gorge;
Enemy: Giant Troll's arms and legs, Yggdrasil;
Enemy: Gigantic Troll's arms and legs, Tower of Lezard Valeth
Recommended? No. Just Direct Assault Ice Trolls in Sukavia Gorge or Magic
Mirrors in Hall of Valhalla, or defear Aesir (Patrol) in Ravine Caverns, Aesir
(Security) in Yggdrasil, Aesir (Guards) in Hall of Valhalla, etc.
Materials:
-Augite of Life x2
Enemy: Spectral Knight's chest, Palace of the Venerated Dragon;
Enemy: Castle Cannon's legs, Tower of Lezard Valeth;
Enemy: Slight Devil's legs, Tower of Lezard Valeth;
Enemy: Rotting Demon's waist, Tower of Lezard Valeth;
Enemy: Kill Bone's waist, Seraphic Gate's 1st Floor;
-Giant Pearl x1
Enemy: Gigantic Moth's shell, Royal Underground Path (Ch4+);
Enemy: King Slug's shell, Yggdrasil
-Metabolizer x2
Treasure: Defeat the Gigantic Wasp and talk to the miner in Villnore;
Enemy: Hydra's tail, Crawsus Forest Ruins;
Enemy: Green Coral's stalk, Dragonscript;
Enemy: Gigantic Moth's core, Royal Underground Path (Ch4+);
Enemy: King Slug's head and core, Yggdrasil;
Enemy: Scargone's head and core, Seraphic Gate's 4th Floor
Recommended? No. You can get it from both Aesir (Archers) in Ravine Caverns, or
Direct Assault Type 22 Demons or Norns in the Seraphic Gate.
Materials:
-Fish Scales x2
Enemy: Flying Fish's Leader Itm or body, Kythena Plains;
Enemy: Skull Fish's body, Audoula Temple on the Lake;
Enemy: Gun Fish's body, Dragonscript
-Beast's Flesh
Enemy: Dire Wolf's legs, Lost Forest, Royal Underground Path (Ch1-3) and
Kythena Plains;
Enemy: Winter Wolf's tail, Sukavia Gorge;
Enemy: Elven Wolf's tail, Forest of Spirits;
Enemy: Wilf Wolf's tail, Yggdrasil;
Enemy: Death Dog's legs, Hall of Valhalla;
Enemy: Hound of Tindalos's tail, Seraphic Gate's 3rd Floor;
-Shrine Chronicles x1
Enemy: Warning Jewel's Leader Item, Dipan Castle (Ch2) and Kythena Plains;
Materials:
-Elixir x1
Buy: Create in Solde;
Enemy: Wild Troll's waist, Crawsus Forest Ruins;
Enemy: Dryad's Leader Item, Palace of the Venerated Dragon;
Enemy: Gigantic Moth's Leader Item, Royal Underground Path (Ch4+);
Enemy: Carnivorous Plant's Leader Item, Forest of Spirits;
Enemy: Roper's flower, Yggdrasil;
Enemy: Highlander's right body, Yggdrasil;
Enemy: Baphomet's Leader Item, Tower of Lezard Valeth;
Enemy: Walla Walla's Leader Item, Seraphic Gate's 2nd floor;
Enemy: Scargone's side body, Seraphic Gate's 4th floor;
-Royal Jelly x1
Treasure: Talk to the little girl in Coriander after Serdberg and tell her you
didn't find anything;
Enemy: Wasp Nest's outer layer, Turgen Mine;
Enemy: Queen Wasp's Leader Item and belly, Turgen Mine (boss);
Enemy: Gigantic Wasp's Leader Item and belly, Turgen Mine (boss);
Enemy: Gluttonous Bug's belly, Yggdrasil;
Enemy: Insect King's belly, Seraphic Gate's 3rd floor
-Great Eagle's Heart x1
Enemy: Giant Hawk's right body, Serdberg Mountains Ruins;
Enemy: Thunder Hawk's right body, Serdberg Mountains Ruins and Ancient Forest;
Enemy: Owlbear's front legs, Serdberg Mountains Ruins and Ancient Forest;
Enemy: Griffon's front legs, Ancient Forest (boss);
Enemy: Elven Hawk's right body, Forest of Spirits;
Enemy: Hresvelgr's right body, Yggdrasil;
Enemy: Thunderbird's right body, Seraphic Gate's 3rd Floor;
Enemy: Hell Diver's right body, Seraphic Gate's 4th Floor
-Metabolizer x1
Treasure: Defeat the Gigantic Wasp and talk to the miner in Villnore;
Enemy: Hydra's tail, Crawsus Forest Ruins;
Enemy: Green Coral's stalk, Dragonscript;
Enemy: Gigantic Moth's core, Royal Underground Path (Ch4+);
Enemy: King Slug's head and core, Yggdrasil;
Enemy: Scargone's head and core, Seraphic Gate's 4th Floor
Recommended? Hell no, just Direct Assault Wild Trolls in Crawsus Forest Ruins.
Materials:
-Worn Shield x1
Enemy: Ballistic Rhino's shields, Royal Underground Path;
Enemy: Cybersaur's shield, Ancient Forest;
Enemy: Lizard Lord's shield, Turgen Mine and Audoula Temple on the Lake;
Enemy: Lizard Man's shield, Audoula Temple on the Lake;
Enemy: Desert Beast's shields, Sahma Desert;
Enemy: Red Lizard's shield, Surts Volcano Caverns;
Enemy: Iron Golem's shields, Palace of the Venerated Dragon;
Enemy: Mechanical Major's shield, Seraphic Gate's 4th floor;
-Thick Bone x1
Enemy: Primordial Ooze's lower shoulders, Dipan Castle (boss);
Enemy: Clay Man's lower shoulders, Turgen Mine;
Enemy: Unclean Glob's lower shoulders, Crawsus Forest Ruins;
Enemy: Land Kraken's mace tentacles, Crawsus Forest Ruins
-Beetle Shell x1
Enemy: Bullet Beetle's shell, Lost Forest and Royal Underground Path (Ch1-3);
Enemy: Giant Scarab's shell, Surts Volcano Caverns
Recommended? No. Easy to get, but still too much trouble for a consumable item.
Materials:
-Cat Ring x1
Create: Solde
-Bird Ring x1
Create: Traveling Merchant
-Dog Ring x1
Create: Crell Monferaigne
Recommended? No. Too much trouble (and OTH) just for the Fortune Smiles effect,
which you can get much more easily in other places.
===============================================================================
-------------------------------------------------------------------------------
===============================================================================
15 - Plot Characters and Einherjar List *SPOILERS* [15000]
There are spoilers about character names and place locations here, but no plot
event is mentioned directly. For full info on the attacks and spells listed
here, check Section 16.
===============================================================================
15.1 - Einherjar [15100]
Check Section 07.5 for more information on Einherjar. Their initial level is
explained there as well - it will be around the average level of the party.
"Location" and "Others from the same relic" say where to find the character and
who else you might get there, including chances. "Release info" tells where the
character goes to when released, and then the 3 items you can get when visiting
him/her. The first item is for Chapters 2 to 4, second for Chapter 5 to 6 and
the third for when you reach the final save point. "Nothing" means you won't
get anything during that time, of course.
For "Stats", check section 08.1 to understand what the growth means. The tables
will have the character's different min/max stats at different levels. If the
range is too big you might want to watch out for saving before leveling up to
get good stats.
There are 40 Einherjar total, so sorting this list is hard. They'll be ordered
by class (Light Warrior, Heavy Warrior, Archer, Sorcerer) and then by the order
they are found.
-------------------------------------------------------------------------------
15.1.01 - Jessica [15101]
-Glacial Blizzard (20 AP, Level 15): 0.18 x 5 Ice (5% freeze)
-Spell Reinforce (18 AP, Level 24): Boosts one character's MAG by 50%
-------------------------------------------------------------------------------
15.1.02 - Richelle [15102]
-Guard Reinforce (15 AP, Level 15): Boosts one character's RDM and RST by 50%
-------------------------------------------------------------------------------
15.1.03 - Sylphide [15103]
-Normalize (12 AP, Level 7): Heals one ally of the following status effects:
Poison, Confuse, Silence, Freeze, Paralysis,
Stone and Faint
-Heal (35 AP, Level 15): Heals 80% HP of one ally
-Spell Reinforce (18 AP, Level 26): Boosts one character's MAG by 50%
-Invoke Feather (40 AP, Level 42): Revives one ally
-------------------------------------------------------------------------------
15.1.04 - Celes [15104]
-Might Reinforce (18 AP, Level 25): Boosts one character's ATK by 50%
-------------------------------------------------------------------------------
15.1.05 - Tyrith [15105]
-Might Reinforce (18 AP, Level 15): Boosts one character's ATK by 50%
-Sap Guard (15 AP, Level 30): Reduces RDM and RST of enemies within an area
-------------------------------------------------------------------------------
15.1.06 - Circe [15106]
-------------------------------------------------------------------------------
15.1.07 - Fraudir [15107]
-Guard Reinforce (15 AP, Level 22): Boosts one character's RDM and RST by 50%
-------------------------------------------------------------------------------
15.1.08 - Rasheeka [15108]
-------------------------------------------------------------------------------
15.1.09 - Crescent [15109]
-Might Reinforce (18 AP, Level 15): Boosts one character's ATK by 50%
-Guard Reinforce (15 AP, Level 25): Boosts one character's RDM and RST by 50%
-------------------------------------------------------------------------------
15.1.10 - Lwyn [15110]
Growth: Unknown
| Lv1
---------
HP | 90
STR | 10
INT | 3
DEX | 8
AGL | 10
CON | 6
---------
-Normalize (12 AP, Level 14): Heals one ally of the following status effects:
Poison, Confuse, Silence, Freeze, Paralysis,
Stone and Faint
-Guard Reinforce (15 AP, Level 24): Boosts one character's RDM and RST by 50%
-Astral Maze (24 AP, Level 44): Causes Transfer on enemies within an area
-------------------------------------------------------------------------------
15.1.11 - Kraad [15111]
-------------------------------------------------------------------------------
15.1.12 - Roland [15112]
-------------------------------------------------------------------------------
15.1.13 - Aaron [15113]
-------------------------------------------------------------------------------
15.1.14 - Dyn [15114]
-------------------------------------------------------------------------------
15.1.15 - Zunde [15115]
-------------------------------------------------------------------------------
15.1.16 - Adonis [15116]
-------------------------------------------------------------------------------
15.1.17 - Falx [15117]
-------------------------------------------------------------------------------
15.1.18 - Ehlen [15118]
-------------------------------------------------------------------------------
15.1.20 - Guilm [15120]
-------------------------------------------------------------------------------
15.1.21 - Chrystie [15121]
-Class: Archer
-Elements: Holy and Darkness +10%
-Initial Skills: Reduce Magic
-Location: Ancient Forest (10%)
-Others From the Same Relic: Sha-Kon (90%)
-Release Info: Kythena Plains (50000 OTH, nothing, nothing)
-Normalize (12 AP, Level 14): Heals one ally of the following status effects:
Poison, Confuse, Silence, Freeze, Paralysis,
Stone and Faint
-Heal (35 AP, Level 23): Heals 80% HP of one ally
-Invoke Feather (40 AP, Level 45): Revives one ally
-------------------------------------------------------------------------------
15.1.22 - Sha-Kon [15122]
-Class: Archer
-Elements: Fire and Lightning +20%, Ice and Earth -20%
-Initial Skills: Mind Lock
-Location: Ancient Forest (90%)
-Others From the Same Relic: Chrystie (10%)
-Release Info: Kythena Plains (Prism Gem, nothing, Robe of Bryttain)
-Dampen Magic (15 AP, Level 20): Causes Silence on one enemy
-------------------------------------------------------------------------------
15.1.23 - Lylia [15123]
-Class: Archer
-Elements: Holy +20%, Fire -20%
-Initial Skills: Victorious Vitality
-Location: Turgen Mine (50%)
-Others From the Same Relic: Millidia (50%)
-Release Info: Crell Monferaigne (nothing, Earth Gem, nothing)
-Guard Reinforce (15 AP, Level 10): Boosts one character's RDM and RST by 50%
-Normalize (12 AP, Level 23): Heals one ally of the following status effects:
Poison, Confuse, Silence, Freeze, Paralysis,
Stone and Faint
-Astral Maze (24 AP, Level 44): Causes Transfer on enemies within an area
-------------------------------------------------------------------------------
15.1.24 - Millidia [15124]
-Class: Archer
-Elements: Everything -5%
-Initial Skills: Demon Destroyer
-Location: Turgen Mine (50%)
-Others From the Same Relic: Lylia (50%)
-Release Info: Crell Monferaigne (50000 OTH, nothing, nothing)
-Spell Reinforce (18 AP, Level 55): Boosts one character's MAG by 50%
-Explosion (20 AP, Level 65): 1.5 Fire
-Glacial Blizzard (20 AP, Level 85): 0.18 x 5 Ice (5% freeze)
-Sap Guard (15 AP, Level 86): Reduces RDM and RST of enemies within an area
-Sap Power (15 AP, Level 88): Reduces ATK of enemies within an area
-Thunder Storm (20 AP, Level 89): 0.15 x 7 Lightning (3% Paralysis)
-Astral Maze (24 AP, Level 90): Causes Transfer on enemies within an area
-Dampen Magic (15 AP, Level 91): Causes Silence on one enemy
-Reflect Sorcery (22 AP, Level 92): Reflect attack spells
-Guard Reinforce (15 AP, Level 93): Boosts one character's RDM and RST by 50%
-Might Reinforce (18 AP, Level 94): Boosts one character's ATK by 50%
-Chaotic Rune (24 AP, Level 95): Reduces ATK, MAG, HIT, AVD, RDM and RST of
enemies within an area by 20%
-Normalize (12 AP, Level 96): Heals one ally of the following status effects:
Poison, Confuse, Silence, Freeze, Paralysis,
Stone and Faint
-Earth Grave (20 AP, Level 97): 0.24 x 5 Earth (5% Faint)
-Spiritual Thorn (28 AP, Level 97): Causes Doom on one enemy
-Heal (35 AP, Level 98): Heals 80% HP of one ally
-Invoke Feather (40 AP, Level 99): Revives one ally
-------------------------------------------------------------------------------
15.1.25 - Ehrde [15125]
-Class: Archer
-Elements: Ice -20%, Earth +20%
-Initial Skills: Demon Destroyer
-Location: Audoula Temple on the Lake (10%)
-Others From the Same Relic: Phyress (90%)
-Release Info: Solde (nothing, nothing, nothing)
-Sap Guard (15 AP, Level 15): Reduces RDM and RST of enemies within an area
-Might Reinforce (18 AP, Level 35): Boosts one character's ATK by 50%
-Spiritual Thorn (28 AP, Level 42): Causes Doom on one enemy
-Reflect Sorcery (22 AP, Level 45): Reflect attack spells
-------------------------------------------------------------------------------
15.1.26 - Phyress [15126]
-Class: Archer
-Elements: Fire +20%
-Initial Skills: Psychosoma
-Location: Audoula Temple on the Lake (90%)
-Others From the Same Relic: Ehrde (10%)
-Release Info: Solde (Golden Egg, nothing, 300000 OTH)
--- Stats ---
-------------------------------------------------------------------------------
15.1.27 - Arcana [15127]
-Class: Archer
-Elements: Ice +20%, Lightning -20%
-Initial Skills: Heroism
-Location: Surts Volcano Caverns (50%)
-Others From the Same Relic: Sophalla (50%)
-Release Info: Kalstad (nothing, 50000 OTH, nothing)
-------------------------------------------------------------------------------
15.1.28 - Sophalla [15128]
-Class: Archer
-Elements: Earth +20%, Darkness -20%
-Initial Skills: Cure Condition
-Location: Surts Volcano Caverns (50%)
-Others From the Same Relic: Arcana (50%)
-Release Info: Kalstad (nothing, nothing, nothing)
-Normalize (12 AP, Level 25): Heals one ally of the following status effects:
Poison, Confuse, Silence, Freeze, Paralysis,
Stone and Faint
-------------------------------------------------------------------------------
15.1.29 - Atrasia [15129]
-Class: Archer
-Elements: Holy and Darkness +20%, Earth and Lightning -20%
-Initial Skills: Cure Condition
-Location: Dragonscrypt (50%)
-Others From the Same Relic: Lydia (50%)
-Release Info: Crell Monferaigne (nothing, nothing, Earth Gem)
-Dampen Magic (15 AP, Level 13): Causes Silence on one enemy
-Reflect Sorcery (22 AP, Level 45): Reflect attack spells
-------------------------------------------------------------------------------
15.1.30 - Lydia [15130]
-Class: Archer
-Elements: Ice +20%, Holy -20%
-Initial Skills: True Seeing
-Location: Dragonscrypt (50%)
-Others From the Same Relic: Atrasia (50%)
-Release Info: Crell Monferaigne (nothing, nothing, nothing)
-Sap Guard (15 AP, Level 12): Reduces RDM and RST of enemies within an area
-Might Reinforce (18 AP, Level 35): Boosts one character's ATK by 50%
-------------------------------------------------------------------------------
15.1.31 - Mithra [15131]
-Class: Sorcerer
-Elements: Fire and Ice +20%, Lightning and Darkness -20%
-Initial Skills: Break Up
-Location: Lost Forest (100%)
-Release Info: Lost Forest(Holy Water of Mithra, nothing, Holy Water of Mithra)
--- Stats ---
-Frigid Damsel (16 AP, 8+7+9, initial): 0.3 + 0.25 + 0.35 Ice (10% Freeze)
-Lightning Bolt (17 AP, 4x6, Level 8): 0.12 x 6 Lightning (2% Paralysis)
-Fire Storm (18 AP, 25, Level 16): x1 Fire
-Poison Blow (17 AP, 28, Level 28): 0.85 Earth (60% Poison)
-Prismatic Missile (21 AP, 5xRandom, Level 43): 0.33 Holy each hit (2% status)
-Dark Savior (21 AP, 9+6+14, Level 55): 0.4 + 0.25 + 0.45 Darkness
-Normalize (12 AP, Level 5): Heals one ally of the following status effects:
Poison, Confuse, Silence, Freeze, Paralysis,
Stone and Faint
-Glacial Blizzard (20 AP, Level 10): 0.18 x 5 Ice (5% freeze)
-Might Reinforce (18 AP, Level 12): Boosts one character's ATK by 50%
-Thunder Storm (20 AP, Level 18): 0.15 x 7 Lightning (3% Paralysis)
-Heal (35 AP, Level 20): Heals 80% HP of one ally
-Sap Power (15 AP, Level 22): Reduces ATK of enemies within an area
-Guard Reinforce (15 AP, Level 25): Boosts one character's RDM and RST by 50%
-Invoke Feather (40 AP, Level 30): Revives one ally
-Spell Reinforce (18 AP, Level 32): Boosts one character's MAG by 50%
-Explosion (20 AP, Level 34): 1.5 Fire
-Dampen Magic (15 AP, Level 36): Causes Silence on one enemy
-Sap Guard (15 AP, Level 38): Reduces RDM and RST of enemies within an area
-Earth Grave (20 AP, Level 41): 0.24 x 5 Earth (5% Faint)
-Astral Maze (24 AP, Level 45): Causes Transfer on enemies within an area
-Spiritual Thorn (28 AP, Level 48): Causes Doom on one enemy
-Reflect Sorcery (22 AP, Level 51): Reflect attack spells
-------------------------------------------------------------------------------
15.1.32 - Alm [15132]
-Class: Sorcerer
-Elements: Fire -20%, Lightning +20%
-Initial Skills: Overload
-Location: Serdberg Mountain Ruins (50%)
-Others From the Same Relic: Woltar (50%)
-Release Info: Chateau Obsession (50000 OTH, nothing, nothing)
--- Stats ---
-Lightning Bolt (17 AP, 4x6, initial): 0.12 x 6 Lightning (2% Paralysis)
-Frigid Damsel (16 AP, 8+7+9, Level 8): 0.3 + 0.25 + 0.35 Ice (10% Freeze)
-Poison Blow (17 AP, 28, Level 16): 0.85 Earth (60% Poison)
-Fire Storm (18 AP, 25, Level 28): x1 Fire
-Dark Savior (21 AP, 9+6+14, Level 43): 0.4 + 0.25 + 0.45 Darkness
-Prismatic Missile (21 AP, 5xRandom, Level 45): 0.33 Holy each hit (2% status)
-Sap Power (15 AP, initial): Reduces ATK of enemies within an area
-Thunder Storm (20 AP, Level 10): 0.15 x 7 Lightning (3% Paralysis)
-Sap Guard (15 AP, Level 12): Reduces RDM and RST of enemies within an area
-Explosion (20 AP, Level 18): 1.5 Fire
-Guard Reinforce (15 AP, Level 20): Boosts one character's RDM and RST by 50%
-Spell Reinforce (18 AP, Level 22): Boosts one character's MAG by 50%
-Might Reinforce (18 AP, Level 25): Boosts one character's ATK by 50%
-Normalize (12 AP, Level 30): Heals one ally of the following status effects:
Poison, Confuse, Silence, Freeze, Paralysis,
Stone and Faint
-Heal (35 AP, Level 32): Heals 80% HP of one ally
-Earth Grave (20 AP, Level 34): 0.24 x 5 Earth (5% Faint)
-Dampen Magic (15 AP, Level 36): Causes Silence on one enemy
-Chaotic Rune (24 AP, Level 38): Reduces ATK, MAG, HIT, AVD, RDM and RST of
enemies within an area by 20%
-Glacial Blizzard (20 AP, Level 41): 0.18 x 5 Ice (5% freeze)
-Spiritual Thorn (28 AP, Level 48): Causes Doom on one enemy
-Reflect Sorcery (22 AP, Level 51): Reflect attack spells
-Astral Maze (24 AP, Level 55): Causes Transfer on enemies within an area
-------------------------------------------------------------------------------
15.1.33 - Woltar [15133]
-Class: Sorcerer
-Elements: Fire -20%, Lightning +20%
-Initial Skills: Weed Whacker
-Location: Serdberg Mountain Ruins (50%)
-Others From the Same Relic: Alm (50%)
-Release Info: Chateau Obsession (Foolproof Talisman, nothing, nothing)
-Poison Blow (17 AP, 28, initial): 0.85 Earth (60% Poison)
-Lightning Bolt (17 AP, 4x6, Level 16): 0.12 x 6 Lightning (2% Paralysis)
-Fire Storm (18 AP, 25, Level 8): x1 Fire
-Frigid Damsel (16 AP, 8+7+9, Level 28): 0.3 + 0.25 + 0.35 Ice (10% Freeze)
-Prismatic Missile (21 AP, 5xRandom, Level 45): 0.33 Holy each hit (2% status)
-Dark Savior (21 AP, 9+6+14, Level 48): 0.4 + 0.25 + 0.45 Darkness
-Normalize (12 AP, Level 5): Heals one ally of the following status effects:
Poison, Confuse, Silence, Freeze, Paralysis,
Stone and Faint
-Earth Grave (20 AP, Level 10): 0.24 x 5 Earth (5% Faint)
-Heal (35 AP, Level 12): Heals 80% HP of one ally
-Thunder Storm (20 AP, Level 18): 0.15 x 7 Lightning (3% Paralysis)
-Spell Reinforce (18 AP, Level 20): Boosts one character's MAG by 50%
-Guard Reinforce (15 AP, Level 22): Boosts one character's RDM and RST by 50%
-Might Reinforce (18 AP, Level 25): Boosts one character's ATK by 50%
-Invoke Feather (40 AP, Level 30): Revives one ally
-Sap Power (15 AP, Level 32): Reduces ATK of enemies within an area
-Explosion (20 AP, Level 34): 1.5 Fire
-Dampen Magic (15 AP, Level 36): Causes Silence on one enemy
-Sap Guard (15 AP, Level 38): Reduces RDM and RST of enemies within an area
-Glacial Blizzard (20 AP, Level 41): 0.18 x 5 Ice (5% freeze)
-Astral Maze (24 AP, Level 43): Causes Transfer on enemies within an area
-Reflect Sorcery (22 AP, Level 51): Reflect attack spells
-Spiritual Thorn (28 AP, Level 55): Causes Doom on one enemy
-------------------------------------------------------------------------------
15.1.34 - Khanon [15134]
-Class: Sorcerer
-Elements: Earth -20%, Darkness +20%
-Initial Skills: Solitary Struggle
-Location: Audoula Temple on the Lake (50%)
-Release Info: Sukavia Gorge (Noble Elixir, nothing, nothing)
--- Stats ---
-Poison Blow (17 AP, 28, initial): 0.85 Earth (60% Poison)
-Fire Storm (18 AP, 25, Level 8): x1 Fire
-Lightning Bolt (17 AP, 4x6, Level 16): 0.12 x 6 Lightning (2% Paralysis)
-Frigid Damsel (16 AP, 8+7+9, Level 28): 0.3 + 0.25 + 0.35 Ice (10% Freeze)
-Dark Savior (21 AP, 9+6+14, Level 45): 0.4 + 0.25 + 0.45 Darkness
-Prismatic Missile (21 AP, 5xRandom, Level 55): 0.33 Holy each hit (2% status)
-Guard Reinforce (15 AP, Level 5): Boosts one character's RDM and RST by 50%
-Earth Grave (20 AP, Level 10): 0.24 x 5 Earth (5% Faint)
-Sap Power (15 AP, Level 12): Reduces ATK of enemies within an area
-Explosion (20 AP, Level 18): 1.5 Fire
-Heal (35 AP, Level 20): Heals 80% HP of one ally
-Spell Reinforce (18 AP, Level 22): Boosts one character's MAG by 50%
-Sap Guard (15 AP, Level 25): Reduces RDM and RST of enemies within an area
-Might Reinforce (18 AP, Level 30): Boosts one character's ATK by 50%
-Normalize (12 AP, Level 32): Heals one ally of the following status effects:
Poison, Confuse, Silence, Freeze, Paralysis,
Stone and Faint
-Glacial Blizzard (20 AP, Level 34): 0.18 x 5 Ice (5% freeze)
-Dampen Magic (15 AP, Level 36): Causes Silence on one enemy
-Chaotic Rune (24 AP, Level 38): Reduces ATK, MAG, HIT, AVD, RDM and RST of
enemies within an area by 20%
-Thunder Storm (20 AP, Level 41): 0.15 x 7 Lightning (3% Paralysis)
-Spiritual Thorn (28 AP, Level 43): Causes Doom on one enemy
-Astral Maze (24 AP, Level 48): Causes Transfer on enemies within an area
-Reflect Sorcery (22 AP, Level 51): Reflect attack spells
-------------------------------------------------------------------------------
15.1.35 - Farant [15135]
-Class: Sorcerer
-Elements: Holy +20%, Darkness -20%
-Initial Skills: Resist Magic
-Location: Surts Volcano Caverns (60%)
-Others From the Same Relic: Psoron (40%)
-Release Info: Turgen Mine (Overdrive, nothing, nothing)
-Lightning Bolt (17 AP, 4x6, initial): 0.12 x 6 Lightning (2% Paralysis)
-Frigid Damsel (16 AP, 8+7+9, Level 8): 0.3 + 0.25 + 0.35 Ice (10% Freeze)
-Fire Storm (18 AP, 25, Level 16): x1 Fire
-Poison Blow (17 AP, 28, Level 28): 0.85 Earth (60% Poison)
-Prismatic Missile (21 AP, 5xRandom, Level 45): 0.33 Holy each hit (2% status)
-Dark Savior (21 AP, 9+6+14, Level 48): 0.4 + 0.25 + 0.45 Darkness
-Normalize (12 AP, Level 5): Heals one ally of the following status effects:
Poison, Confuse, Silence, Freeze, Paralysis,
Stone and Faint
-Explosion (20 AP, Level 10): 1.5 Fire
-Guard Reinforce (15 AP, Level 12): Boosts one character's RDM and RST by 50%
-Glacial Blizzard (20 AP, Level 18): 0.18 x 5 Ice (5% freeze)
-Heal (35 AP, Level 20): Heals 80% HP of one ally
-Sap Power (15 AP, Level 22): Reduces ATK of enemies within an area
-Sap Guard (15 AP, Level 25): Reduces RDM and RST of enemies within an area
-Might Reinforce (18 AP, Level 30): Boosts one character's ATK by 50%
-Spell Reinforce (18 AP, Level 32): Boosts one character's MAG by 50%
-Earth Grave (20 AP, Level 34): 0.24 x 5 Earth (5% Faint)
-Dampen Magic (15 AP, Level 36): Causes Silence on one enemy
-Invoke Feather (40 AP, Level 38): Revives one ally
-Thunder Storm (20 AP, Level 41): 0.15 x 7 Lightning (3% Paralysis)
-Astral Maze (24 AP, Level 43): Causes Transfer on enemies within an area
-Reflect Sorcery (22 AP, Level 51): Reflect attack spells
-Spiritual Thorn (28 AP, Level 55): Causes Doom on one enemy
-------------------------------------------------------------------------------
15.1.36 - Psoron [15136]
-Class: Sorcerer
-Elements: Holy and Darkness -20%, everything else +10%
-Initial Skills: Mental Boost
-Location: Surts Volcano Caverns (40%)
-Others From the Same Relic: Farant (60%)
-Release Info: Turgen Mine (Overdrive, nothing, nothing)
-Guard Reinforce (15 AP, initial): Boosts one character's RDM and RST by 50%
-Explosion (20 AP, Level 10): 1.5 Fire
-Sap Guard (15 AP, Level 12): Reduces RDM and RST of enemies within an area
-Earth Grave (20 AP, Level 18): 0.24 x 5 Earth (5% Faint)
-Sap Power (15 AP, Level 20): Reduces ATK of enemies within an area
-Might Reinforce (18 AP, Level 22): Boosts one character's ATK by 50%
-Heal (35 AP, Level 25): Heals 80% HP of one ally
-Normalize (12 AP, Level 30): Heals one ally of the following status effects:
Poison, Confuse, Silence, Freeze, Paralysis,
Stone and Faint
-Spell Reinforce (18 AP, Level 32): Boosts one character's MAG by 50%
-Thunder Storm (20 AP, Level 34): 0.15 x 7 Lightning (3% Paralysis)
-Invoke Feather (40 AP, Level 38): Revives one ally
-Dampen Magic (15 AP, Level 40): Causes Silence on one enemy
-Glacial Blizzard (20 AP, Level 41): 0.18 x 5 Ice (5% freeze)
-Astral Maze (24 AP, Level 43): Causes Transfer on enemies within an area
-Spiritual Thorn (28 AP, Level 48): Causes Doom on one enemy
-Reflect Sorcery (22 AP, Level 55): Reflect attack spells
-------------------------------------------------------------------------------
15.1.37 - Seluvia [15137]
-Class: Sorcerer
-Elements: 0 for everything
-Initial Skills: God Destroyer
-Location: Chateau Obsession (100%)
-Release Info: Audoula Temple on the Lake (nothing, nothing, Tome of Alchemy)
-Lightning Bolt (17 AP, 4x6, initial): 0.12 x 6 Lightning (2% Paralysis)
-Fire Storm (18 AP, 25, Level 8): x1 Fire
-Frigid Damsel (16 AP, 8+7+9, Level 16): 0.3 + 0.25 + 0.35 Ice (10% Freeze)
-Poison Blow (17 AP, 28, Level 28): 0.85 Earth (60% Poison)
-Prismatic Missile (21 AP, 5xRandom, Level 45): 0.33 Holy each hit (2% status)
-Dark Savior (21 AP, 9+6+14, Level 55): 0.4 + 0.25 + 0.45 Darkness
-Normalize (12 AP, Level 5): Heals one ally of the following status effects:
Poison, Confuse, Silence, Freeze, Paralysis,
Stone and Faint
-Explosion (20 AP, Level 10): 1.5 Fire
-Heal (35 AP, Level 12): Heals 80% HP of one ally
-Thunder Storm (20 AP, Level 18): 0.15 x 7 Lightning (3% Paralysis)
-Guard Reinforce (15 AP, Level 20): Boosts one character's RDM and RST by 50%
-Invoke Feather (40 AP, Level 22): Revives one ally
-Sap Power (15 AP, Level 25): Reduces ATK of enemies within an area
-Might Reinforce (18 AP, Level 30): Boosts one character's ATK by 50%
-Spell Reinforce (18 AP, Level 32): Boosts one character's MAG by 50%
-Glacial Blizzard (20 AP, Level 34): 0.18 x 5 Ice (5% freeze)
-Dampen Magic (15 AP, Level 36): Causes Silence on one enemy
-Sap Guard (15 AP, Level 38): Reduces RDM and RST of enemies within an area
-Earth Grave (20 AP, Level 41): 0.24 x 5 Earth (5% Faint)
-Astral Maze (24 AP, Level 43): Causes Transfer on enemies within an area
-Spiritual Thorn (28 AP, Level 48): Causes Doom on one enemy
-Reflect Sorcery (22 AP, Level 51): Reflect attack spells
-------------------------------------------------------------------------------
15.1.38 - Masato [15138]
-Class: Sorcerer
-Elements: Earth +20%, Darkness -20%
-Initial Skills: Bug Swatter
-Location: Palace of the Venerated Dragon (10%)
-Others From the Same Relic: Xehnon (90%)
-Release Info: Sahma Desert (Prime Elixir, nothing, nothing)
-Poison Blow (17 AP, 28, initial): 0.85 Earth (60% Poison)
-Fire Storm (18 AP, 25, Level 8): x1 Fire
-Lightning Bolt (17 AP, 4x6, Level 16): 0.12 x 6 Lightning (2% Paralysis)
-Frigid Damsel (16 AP, 8+7+9, Level 28): 0.3 + 0.25 + 0.35 Ice (10% Freeze)
-Dark Savior (21 AP, 9+6+14, Level 45): 0.4 + 0.25 + 0.45 Darkness
-Prismatic Missile (21 AP, 5xRandom, Level 48): 0.33 Holy each hit (2% status)
-Sap Guard (15 AP, Level 5): Reduces RDM and RST of enemies within an area
-Earth Grave (20 AP, Level 10): 0.24 x 5 Earth (5% Faint)
-Sap Power (15 AP, Level 12): Reduces ATK of enemies within an area
-Glacial Blizzard (20 AP, Level 18): 0.18 x 5 Ice (5% freeze)
-Spell Reinforce (18 AP, Level 20): Boosts one character's MAG by 50%
-Heal (35 AP, Level 22): Heals 80% HP of one ally
-Normalize (12 AP, Level 25): Heals one ally of the following status effects:
Poison, Confuse, Silence, Freeze, Paralysis,
Stone and Faint
-Guard Reinforce (15 AP, Level 30): Boosts one character's RDM and RST by 50%
-Might Reinforce (18 AP, Level 32): Boosts one character's ATK by 50%
-Explosion (20 AP, Level 34): 1.5 Fire
-Dampen Magic (15 AP, Level 36): Causes Silence on one enemy
-Chaotic Rune (24 AP, Level 38): Reduces ATK, MAG, HIT, AVD, RDM and RST of
enemies within an area by 20%
-Thunder Storm (20 AP, Level 41): 0.15 x 7 Lightning (3% Paralysis)
-Spiritual Thorn (28 AP, Level 43): Causes Doom on one enemy
-Reflect Sorcery (22 AP, Level 51): Reflect attack spells
-Astral Maze (24 AP, Level 55): Causes Transfer on enemies within an area
-------------------------------------------------------------------------------
15.1.39 - Xehnon [15139]
-Class: Sorcerer
-Elements: Fire +20%, Holy -20%
-Initial Skills: Reduce Magic
-Location: Palace of the Venerated Dragon (90%)
-Others From the Same Relic: Masato (10%)
-Release Info: Sahma Desert (nothing, nothing, nothing)
-------------------------------------------------------------------------------
15.1.40 - Aegis [15140]
-Class: Sorcerer
-Elements: Darkness +20%, Ice -20%
-Initial Skills: Descaling Might
-Location: Sukavia Gorge (100%)
-Release Info: Solde (nothing, Tome of Alchemy, nothing)
-Normalize (12 AP, Level 5): Heals one ally of the following status effects:
Poison, Confuse, Silence, Freeze, Paralysis,
Stone and Faint
-Thunder Storm (20 AP, Level 10): 0.15 x 7 Lightning (3% Paralysis)
-Guard Reinforce (15 AP, Level 12): Boosts one character's RDM and RST by 50%
-Glacial Blizzard (20 AP, Level 18): 0.18 x 5 Ice (5% freeze)
-Heal (35 AP, Level 20): Heals 80% HP of one ally
-Sap Power (15 AP, Level 22): Reduces ATK of enemies within an area
-Sap Guard (15 AP, Level 25): Reduces RDM and RST of enemies within an area
-Spell Reinforce (18 AP, Level 30): Boosts one character's MAG by 50%
-Might Reinforce (18 AP, Level 32): Boosts one character's ATK by 50%
-Explosion (20 AP, Level 34): 1.5 Fire
-Dampen Magic (15 AP, Level 36): Causes Silence on one enemy
-Invoke Feather (40 AP, Level 38): Revives one ally
-Earth Grave (20 AP, Level 41): 0.24 x 5 Earth (5% Faint)
-Astral Maze (24 AP, Level 43): Causes Transfer on enemies within an area
-Reflect Sorcery (22 AP, Level 51): Reflect attack spells
-Spiritual Thorn (28 AP, Level 55): Causes Doom on one enemy
===============================================================================
15.2 - Plot Characters [15200]
Plot characters join and leave as you progress in the story and are sorted in
the order they do so. The time they leave/join is mentioned here as well. They
also have a set initial level rather than the average like Einherjar.
15.2.01 - Alicia............................................[15201]
15.2.02 - Rufus.............................................[15202]
15.2.03 - Dylan.............................................[15203]
15.2.04 - Lezard............................................[15204]
15.2.05 - Leone.............................................[15205]
15.2.06 - Arngrim...........................................[15206]
15.2.07 - Brahms............................................[15207]
15.2.08 - Hrist.............................................[15208]
15.2.09 - Lenneth...........................................[15209]
15.2.10 - Silmeria..........................................[15210]
15.2.11 - Valkyrie..........................................[15211]
15.2.12 - Freya.............................................[15212]
-------------------------------------------------------------------------------
15.2.01 - Alicia [15201]
-------------------------------------------------------------------------------
15.2.02 - Rufus [15202]
-Class: Archer
-Elements: Lightning +20%, Ice -20%
-Initial Skills: none
-Joins/Leaves: Joins at the beginning, leaves for half a dungeon in Chapter 5
but returns after a boss fight.
-------------------------------------------------------------------------------
15.2.03 - Dylan [15203]
-Soul Crush:
Violent Rage (6 hits, 38 Heat)
-------------------------------------------------------------------------------
15.2.04 - Lezard [15204]
-Class: Sorcerer
-Elements: Darkness +20%, Holy -20%
-Initial Skills: none
-Joins/Leaves: Joins after Dipan Castle, Chapter 2;
Leaves at the end of Chapter 4 and only returns on the third
floor of the Seraphic Gate.
Growth: Unknown
| Lv5
---------
HP | 154
STR | 12
INT | 28
DEX | 9
AGL | 8
CON | 11
-Soul Crush:
Animate Earth (5 hits, 36 Heat, Fire)
-------------------------------------------------------------------------------
15.2.05 - Leone [15205]
-Soul Crush (1): "The passion of battle envelops me! Finishing Strike..."
Sublime Horn (16 hits, 52 Heat)
-------------------------------------------------------------------------------
15.2.06 - Arngrim [15206]
-------------------------------------------------------------------------------
15.2.07 - Brahms [15207]
-------------------------------------------------------------------------------
15.2.08 - Hrist [15208]
-Soul Crush: "It shall be engraved upon your very soul. Divine Assault!"
Nibelung Valesti 2 (8 hits, 58 Heat)
-------------------------------------------------------------------------------
15.2.09 - Lenneth [15209]
-Soul Crush: "It shall be engraved upon your soul! Divine Assault!"
Nibelung Valesti 2 (8 hits, 58 Heat)
-Guard Reinforce (15 AP, Level initial): Boosts one character's RDM and RST
by 50%
-Heal (35 AP, Level initial): Heals 80% HP of one ally
-Invoke Feather (40 AP, initial): Revives one ally
-Might Reinforce (18 AP, Level initial): Boosts one character's ATK by 50%
-Normalize (12 AP, Level initial): Heals one ally of the following status
effects: Poison, Confuse, Silence, Freeze,
Paralysis, Stone and Faint
-Sap Power (15 AP, Level 53): Reduces ATK of enemies within an area
-Spell Reinforce (18 AP, Level 56): Boosts one character's MAG by 50%
-Dampen Magic (15 AP, Level 58): Causes Silence on one enemy
-Sap Guard (15 AP, Level 62): Reduces RDM and RST of enemies within an area
-Reflect Sorcery (22 AP, Level 64): Reflect attack spells
-------------------------------------------------------------------------------
15.2.10 - Silmeria [15210]
-Class: Archer
-Elements: Holy +20%, Darkness -20%
-Initial Skills: Regenerate Health, True Seeing
-Joins/Leaves: Joins in Tower of Lezard Valeth, Chapter 6;
Leaves shortly before the final boss and only returns after
beating Woden in the second floor of the Seraphic Gate.
-------------------------------------------------------------------------------
15.2.11 - Valkyrie [15211]
Growth: Unknown
| Lv55
----------
HP | 6500
STR | 147
INT | 89
DEX | 119
AGL | 119
CON | 114
-------------------------------------------------------------------------------
15.2.12 - Freya [15212]
-Class: none
-Elements: Holy +20%, Darkness -20%
-Initial Skills: Heroism, True Seeing, Giant Killer
-Joins/Leaves: Seraphic Gate, after beating Frigga in the fourth floor;
Doesn't leave.
===============================================================================
-------------------------------------------------------------------------------
===============================================================================
16 - Attacks & Spells List *INCOMPLETE* *SPOILERS* [16000]
Each attack/spell will list the characters that learn it, followed by the level
they do so in parenthesis. Plot character names will be spoiled here.
AP cost, Heat and hits should be clear enough. The "Multiplier" field shows the
strength for that attack. Check section 08 for full info on the use of the
multipliers.
Menu Spells do not have Heat, and support spells don't have Hits or Multiplier
either.
"Special" lists added effects like status changes, launching or pushing. This
part is mostly incomplete. The "Comments" field, to be added later, will have a
description of the attack, when to use it and so on.
===============================================================================
16.1 - Light Warrior Einherjar Attacks [16100]
===============================================================================
16.2 - Heavy Warrior Einherjar Attacks [16200]
===============================================================================
16.3 - Archer Einherjar Attacks [16300]
===============================================================================
16.4 - Attack Spells [16400]
Remember that each element has a different formula. Check section 08.2 for full
info on that. Dark Savior and Prismatic Missile can also be used as Menu
Spells.
===============================================================================
16.5 - Menu Spells [16500]
Dark Savior and Prismatic Missile can also be used as Menu Spells, check the
Attack Spells list for their data. This Section is incomplete.
===============================================================================
16.6 - Plot Character Attacks [16600]
Some plot characters have some Einherjar attacks. Those are already listed
above, so they won't be repeated here. Because of this, Leone and Lezard are
not in the list below as they don't have any unique attacks/spells. More
details for each character in their section.
-------------------------------------------------------------------------------
16.6.01 - Alicia and Valkyrie [16601]
Alicia and Valkyrie have the same attacks, but learned at different levels.
They also get different multipliers: Valkyrie has -0.1 in all of them compared
to Alicia, but has 0.3 Holy for all of them.
Their only Einherjar Attack is Tri Crusade. Alicia's is learned at level 20 and
has a 0.35 x 3 multiplier. Valkyrie's is learned at level 67 and has a 0.25 x 3
(0.3 Holy) multiplier.
-------------------------------------------------------------------------------
16.6.02 - Rufus [16602]
Rufus has 4 Archer Einherjar attacks: Three-way Attack (1), Stony Decree (6),
Aiming Wisp (12) and Shrapnel Shatter (34). They aren't any different when used
by Rufus and won't be listed here.
-------------------------------------------------------------------------------
16.6.03 - Dylan [16603]
Dylan has 1 Heavy Warrior Einherjar attack: Blast Kick (19). It isn't any
different when used by Dylan and won't be listed here.
-------------------------------------------------------------------------------
16.6.04 - Arngrim [16604]
-------------------------------------------------------------------------------
16.6.05 - Brahms [16605]
-------------------------------------------------------------------------------
16.6.06 - Hrist [16606]
-------------------------------------------------------------------------------
16.6.07 - Lenneth [16607]
-------------------------------------------------------------------------------
16.6.08 - Silmeria [16608]
Silmeria has 9 Archer Einherjar attacks: Stony Decree (1), Dual Tusks (1),
Blinding Distortion (1), Stardust (48), Target Throat (51), Flame Shot (55),
Rising Wisp (59), Wave Motion (62) and Aiming Wisp (66).
Target Throat has a higher AP cost (7) when used by Silmeria, but the other
attacks are the same. They won't be listed here.
-------------------------------------------------------------------------------
16.6.09 - Freya [16609]
--- Burst Shot ---
Level: 1
AP: 8 Heat*Hits: 3x4
Multipliers: 0.1 x 4 (0.3 Fire)
Note: The info on multipliers may be wrong
This FAQ was written by tri-Ace Fanboy. Send any questions, corrections or
feedback to rod_rasouza@hotmail.com
Some of the data used in this guide, like attack multipliers and enemy stats,
comes from the Japanese Official Complete Guide. Everything has been verified
in the American version before being included in the guide.
-Sephir0th56, cloudbp
Pointed out errors in the Skill list.
-Xerain
Skills and rune names.
-Moppi
Recommended a Side-Quests section.
-Gundam4Fun
For his excellent Items Guide which has helped a lot in checking items names,
making the current update possible. Thanks! Make sure you check his FAQ!
-Marty81, HeWhoYerfs madsharkk and many others from the GFAQs board
Testing and figuring out several things about the game mechanics.
-crate3333
Strategies on several bosses and lots of help on game mechanics as well. Make
sure you check his Boss FAQ as well! Lots of great strategies there.
-Gulcasa
Leone's stat growth.
-Rain of Miami
Noted that RST can block elemental damage completely if it covers both the
attacker's MAG and Level.
-drkhades
Pointed out a mistake in the Attack formula.
-KrzyChopstix
Pointed out that Ehlen's Attack list was wrong, among other things.
Help Stop FAQ Theft - Check Out Michael Sarich's FAQ Theft Guide:
http://boards.gamefaqs.com/gfaqs/genmessage.php?board=2000094&topic=20885654
Thank you for reading this. Expect new stuff on this FAQ very soon!