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============================ Valkyrie Profile 2: Silmeria FAQ/Walkthrough v0.9 by tri-Ace Fanboy E-mail: rod_rasouza@hotmail.

com ============================ This entire document is (C) 2006-2007 Rodrigo Alves de Souza (tri-Ace Fanboy). All trademarks are property of their respective owners. No section of this guide can be used without my permission. This includes, but is not limited to posting on your website, making links to my guide, including parts of my guide in your own, or making reference to any material contained within. All the sites mentioned below have permission to do the above. Please email me at rod_rasouza@hotmail.com to enquire about gaining permission to use this document. GameFAQs - http://www.gamefaqs.com/ Neoseeker - http://www.neoseeker.com/ Super Cheats - http://www.supercheats.com/ 1UP.com - http://www.1up.com/ Rpg Dreamers - http://www.rpgdreamers.com/ - Thanks to Michael Sarich for this Copyright notice -

=============================================================================== ------------------------------------------------------------------------------=============================================================================== 00 - Table of Contents [00000] Use your program's search function (usually accessed by pressing Ctrl+F) and search for the numbers in brackets to go straight for the section you want to check out. For example, searching for [02000] takes you to the version history section. 00 - Table of Contents.......................................[00000] 01 - About this FAQ..........................................[01000] 02 - Version History.........................................[02000] 03 - Frequently Asked Questions..............................[03000] 04 - Main Game Walkthrough...................................[04000] 04.1 - Chapter 1............................................[04100] 04.1.01 - Beginning of the journey.........................[04101] 04.2 - Chapter 2............................................[04200] 04.2.01 - Return of the princess...........................[04201] 04.2.02 - Getting ready for a long journey.................[04202]

04.2.03 - To the west......................................[04203] 04.3 - Chapter 3............................................[04300] 04.3.01 - The quest for the orb begins.....................[04301] 04.3.02 - Sidequests, Part I...............................[04302] 04.3.03 - Checklist I......................................[04303] 04.3.04 - Water and Fire...................................[04304] 04.3.05 - Sidequests, Part II..............................[04305] 04.3.06 - Back to orb-hunting..............................[04306] 04.3.07 - Checklist II.....................................[04307] 04.4 - Chapter 4............................................[04400] 04.4.01 - Moving On........................................[04401] 04.4.02 - Sidequests, Part III.............................[04402] 04.4.03 - Fighting the shadowy gods........................[04403] 04.5 - Chapter 5............................................[04500] 04.5.01 - Last place in Midgard............................[04501] 04.5.02 - Crossing the bridge..............................[04502] 04.5.03 - The other side...................................[04503] 04.6 - Chapter 6............................................[04600] 04.6.01 - The final dungeon................................[04601] 04.6.02 - The final battles................................[04602] 05 - Seraphic Gate *NOT INCLUDED YET*........................[05000] 06 - Secrets, Extras and Side-Quests.........................[06000] 06.1 - The Poems (tri-Emblem)...............................[06100] 06.2 - The kid asking for money in Kalstad..................[06200] 06.3 - Powerleveling Items *SPOILERS*.......................[06300] 06.4 - The 3 Secret Dungeons and the Sealpouches............[06400] 06.5 - Animal Rings.........................................[06500] 06.6 - Luck Smiles (7777 / 100% Drop Rate Trick)............[06600] 06.7 - Hard Mode............................................[06700] 07 - Gameplay................................................[07000] 07.1 - Characters: classes and stats........................[07100] 07.2 - Skill System and Equipment Links.....................[07200] 07.3 - Shops/Valued Customer System.........................[07300] 07.4 - Battle System........................................[07400] 07.4.01 - The Basics.......................................[07401] 07.4.02 - Blocking, Evading and Criticals..................[07402] 07.4.03 - Attacking, Dashing and AP........................[07403] 07.4.04 - Battle Menu......................................[07404] 07.4.05 - Party control and splitting......................[07405] 07.4.06 - Breaking, Collecting Items and Break Mode........[07406] 07.4.07 - Combos, gems, crystals and attack properties.....[07407] 07.4.08 - Special Attacks: Soul Crushes and Great Magic....[07408] 07.4.09 - Elements, Status Effects and Races...............[07409] 07.5 - Einherjar System.....................................[07500] 07.6 - Dungeons.............................................[07600] 07.6.01 - Map..............................................[07601] 07.6.02 - Treasure chests and traps........................[07602] 07.6.03 - Enemies and photons..............................[07603] 07.6.04 - Sealstone System.................................[07604] 08 - Game Mechanics..........................................[08000] 08.1 - Stat-Growth: Growth Styles, Level Ranges and Tables..[08100] 08.2 - Rules of Stacking....................................[08200] 08.2.01 - When do things stack?............................[08201] 08.2.02 - How do they stack?...............................[08202] 08.3 - Critical Ranks.......................................[08300] 08.4 - Calculating Attack Damage............................[08400]

08.4.01 - Full formula.....................................[08401] 08.4.02 - Sources of elemental damage and how they work....[08402] 08.5 - Calculating Spell Damage.............................[08500] 08.5.01 - Full formula.....................................[08501] 09 - Skill List..............................................[09000] 09.1 - Status Skills........................................[09100] 09.2 - Attack Skills........................................[09200] 09.3 - Defense Skills.......................................[09300] 09.4 - Critical Skills......................................[09400] 09.5 - Reaction Skills......................................[09500] *THE NEXT SECTIONS SPOIL CHARACTER AND LOCATION NAMES* 10 - Effects List............................................[10000] 11 - Sealstone List..........................................[11000] 12 - Shop List...............................................[12000] 13 - Item Creation List......................................[13000] 14 - Release Recommendations *NOT INCLUDED YET*..............[14000] 15 - Plot characters and Einherjar List......................[15000] 15.1 - Einherjar List.......................................[15100] 15.2 - Plot Characters......................................[15200] 16 - Attacks & Spells List...................................[16000] 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] 16.5 - Menu Spells..........................................[16500] 16.6 - Plot Character Attacks...............................[16600] 17- Credits, Contact and Thanks..............................[17000]

=============================================================================== ------------------------------------------------------------------------------=============================================================================== 01 - About this FAQ [01000] Hello, this is my third FAQ and the first attempt at a walkthrough. Most of the "hidden" info in this guide (enemy stats, elements, etc.) is based on the Japanese Official Complete Guide, but everything you're reading here has been checked. Feel free to point out any mistakes you find. The FAQ was supposed to have simply everything on the game at first, but this just isn't practical. Good items are mentioned, but there's no full item list here. Gundam4Fun's Item Guide has all 738 items, so use that if you need more details on them. Everything about the gameplay is explained here though, so while there's no Bestiary or Item List, there's much more than just an walkthrough. Although that is the meat of the document and goes first, you really should check the

next Sections for info on all gameplay aspects. I hope you enjoy this FAQ and that it's useful to you. If you want to leave feedback, or if you have any doubts about anything here, just check Section 17 and send me an e-mail. You could also post on the GameFAQs board. My username there is triAce_Fanboy.

=============================================================================== ------------------------------------------------------------------------------=============================================================================== 02 - Version History [02000] --- v0.9 - 06/08/07 --File size: 925kb Main game walkthrough finished! Ok, this would have been impressive 7 months ago. The FAQ is still far from over: I still need to do the bonus dungeon walkthrough, and then there's the other sections. Full list of changes: -Changed e-mail to rod_rasouza@hotmail.com. Please use this one from now on, I'm only using it for the FAQs so I shouldn't miss any anymore. Sorry for any unanswered mail, I'll answer everything from now on. -FAQ added to Rpg Dreamers! -Added some important guidelines to the beginning of the Walkthrough. Please read them before you use it. -Main game walkthrough finished. Updated some things on the old parts too. It's not perfect, but it is getting better. More fixes to come to the whole thing when I finish the bonus dungeon walkthrough. -Made improvements to the level up method in section 04.3.07. Removed some unnecessary things and added numbers to show how fast the method is under different circumstances. -Fixed some of the enemy races. -Einherjar recommendations fixed for what is hopefully the last time. -Added a new Frequently Asked Question. -Secrets section rewritten. -Shop and Item Creation sections complete. Sealstone section updated. -Updated Game Mechanics section. Still missing details on Soul Crush and Great Magic. -Added the Effects List section with equipment effects and detailed descriptions of their bonuses, not included in the game. -Added Release Recommendations section, with several setups for all parts of the game. This won't be included in the main walkthrough anymore, except for the 3 releases I recommend (Kraad, Richelle, Mithra). -Added Leone's stat growth, thanks to Gulcasa. -Rewrote most of the gameplay section. It's up to date with everything we know so far, I think. --- v0.8 - 02/02/07 --File size: 684kb Huge update to the whole FAQ. Most of the important gameplay aspects have been figured out, so I'm focusing entirely on the Walkthrough now and will do my best to finish the main game in February. Full list of changes: -Walkthrough updated to the end of Chapter 4. Some parts are missing a few

details, but this will be fixed in the next update. -Changed many things in old parts of the walkthrough. There might be some inconsistencies in it (like items being mentioned suddenly), but the next updates will take care of those. Anyway, it's better than it was before. -Added the enemies' race in the dungeon listing, to make using the right critical skills easier. Thanks to Marty81 for the idea. -Removed the Rune Locations list. That was a lot of work to do, and it's much better to just use Gundam4Fun's Items Guide instead. It's a great guide with more info than I could include here. Updated Section 01 (About this FAQ) because of this too. Please read it. -Added a Secrets and Side-Quests section, with all the optional things in the game. I plan to include a Missable/Limited Items list in this section later. This is named Section 06, and not 05, because 05 will be the Seraphic Gate Walkthrough. Thanks to Moppi for giving the idea for this section. -Game Mechanics section completely rewritten with lots of new information on several things. Thanks to MeepleLardicle, Niu, crate3333, Marty81, hpsolo, HeWhoYerfs, madsharkk and many others in the Damage Calculations topic for finding lots of stuff out. -Sealstone, Shop and Item Creation lists updated. -Character list updated with all plot characters and Einherjar, with full info on their stat-growth and their stat-ranges on different levels for most characters. There's no evaluation information for now, but I'll include an easy-to-read list with all the good and bad points of each character later. -Menu Spells list updated. They're all listed now, but might be missing some details, like the rest of Section 14. There should be a new update soon that will include one more dungeon and will polish things a bit. If anything looks weird now, please tell me and I'll try to fix it in the next update. I'll try my best to give quick updates without compromising the quality, but I'm not satisfied with how some things are now, so expect constant changes. As said above, the priority is the Walkthrough now. --- v0.7 - 12/03/06 --File size: 421kb What the hell, I forgot to submit the previous update. Really sorry about that... anyway, lots of new stuff on this one. Full list of changes: -Two more areas included in the walkthrough. Only two more for Chapter 4. -Einherjar and release recommendations updated. Celes isn't recommended anymore. -Boss strategies written differently. Easier to check their attacks now. -New section: Sealstone list with all Sealstones in the walkthrough so far. Detailed description of their effect, price and uses. -New section: Shop list with all shops so far. There's only one shop left in the game anyway. -New section: Item creation list with most creatable items so far and the sooner you can get them, including where to get the materials. Missing one town currently in the walkthrough. -New section: Rune location list with some locations of all blue runes so far, and the skills they're needed for. Will include the missing runes/colors in the next update. Don't forget to read the update below too if you haven't seen it... sorry again for not submitting. --- v0.62 - 11/03/06 --Update covering 3 more areas as promised. Organized information on important

enemies/drops/skills and shopping differently. It should be easier to read and find what you want now. Check the beginning of the walkthrough for more details. Added more info on old places too, especially Kalstad. --- v0.6 - 10/31/06 --It's been a while. Sorry for taking so long to update the walkthrough. It includes 3 more areas now. I know that isn't much after 1 month, but I'll update it in 3 days with 2 more, and then I'll keep it up until the end. To make updates faster and to keep my sanity, the walkthrough will be less detailed about item drops FOR NOW. There are 738 items in the game, and commenting on every single one will make this guide take FOREVER to complete. So I'll just mention the most important ones and the new runes for now. Later when I've finished the walkthrough I'll go back and include everything that's worth including. I'm sorry if this bothers anyone. Einherjar recommendations, dungeon guides and boss strategies are as detailed as before, item drops are the only difference. Added character section, still incomplete. This thing is getting HUGE for an incomplete guide. Fixed wording on parts of the gameplay section. Nothing critical, but it should be easier to read/understand. Also added more info on Break Mode chances. Thanks to Iheartkosmos, playboyskitch, Lord Treant and griffpad for some dropped item names. FAQ added to 1UP.com! --- v0.58 - 10/16/06 --No update in the walkthrough this time, but added Attack List and lots of info on damage calculation. All incomplete, but there are many interesting things in those sections. This changes many strategies and character evaluations in the walkthrough (also the stat descriptions in the Gameplay section). Thanks to Zach Keene, Kismet87 and Rasshiu for the attack names! Also fixed Triple Edge's runes thanks to cloudbp. --- v0.55 - 10/07/06 --Updated the walkthrough with some of Chapter 3. Some parts have been reworded, with the Battle System Section being more detailed about attacks, breaking and Special Attacks. Skill list completed (thanks for Xerain's list of name changes for skills and runes) and fixed Adversity's description thanks to Sephir0th56. More Frequently Asked Questions. --- v0.5 - 09/30/06 --First version released to the public. Gameplay Section is complete, but everything else is still under development. Walkthrough done up to the beginning of Chapter 3.

=============================================================================== ------------------------------------------------------------------------------=============================================================================== 03 - Frequently Asked Questions [03000] Q: Do I need to play the first Valkyrie Profile before playing this? A: Not really, but it helps. This game happens in the past, so you can play

most of it even if you've never heard of Valkyrie Profile before. However you'll miss some neat references across the whole game, and many things from the first game will be spoiled as well. If you plan to play the first game, do it before playing Silmeria. If you don't, feel free to play Silmeria as you won't miss anything from the plot. Q: Is there a New Game +? What carries A: No. Finishing the game unlocks Hard enemies. You also get the option of game again makes it even harder, up nothing carries over to Hard Mode. over? Mode, which boosts the stats of all different music in battle. Beating the to 51 times. That's all you get though,

Q: Do I get anything for collecting 100% treasure in a dungeon? A: No. The counter is just there to let you know if you missed something. Q: How do I learn spells? Do I need to teach them somehow? A: Just level up. Characters have their own spell list and learn different things at different levels. Most Archers and Light Warriors can learn some Menu Spells as well, but some don't. Heavy Warriors get no spells at all. Q: I missed [something], should I restart? A: Depends on how far you are into the game. If you just started Chapter 3 and missed the poem in Dipan, restarting isn't a bad idea. The only real critical things you can miss are the Sealstone pouches... I'd restart for those, but it really is up to you. Q: Can I turn the Divine Time Giver off? It's eating all my AP! A: Just don't button-mash. Proper use of combos and of the Divine Time Giver will give much better results than simply pressing everything mindlessly. It's much more fun, too! Q: Should I get the uber Chapter 3/4 weapons? Those are some really high level requirements for them... A: The weapons are strong, but not the best. You'll eventually find better stuff and simply won't use them anymore. If you think all that is a good thing, then do it. If not, don't. The game is balanced to be played WITHOUT the weapons. It doesn't take very long if you do it properly -- around 1 hour at most. They still won't save any time though. Q: Those Sealstones are way too expensive! How do I get 30,000 crystals? A: All overpriced Sealstones are ridiculously overpowered and will pretty much mean victory if you use them properly, regardless of enemy strength. So yeah, they're not something you're supposed to get without lots of effort. Direct Assaults against weak enemies are the best way to farm crystals. Q: Should I wait until I have the best equipment in the game to release the Einherjar? A: The more you wait, the better the results... but the least game left to make use of your increased strength. The enemies you need to beat for the best equipment are the strongest in the game anyway, so I recommend you just release Einherjar as you feel necessary throughout the game. The walkthrough has several recommendations. Q: Is it better to kill all enemies or just the leader? A: You'll get the same amount of experience either way. Killing other enemies can get you more items and crystals depending on your attacks and combos, but that's it. It's also safer to kill dangerous enemies than to ignore them.

=============================================================================== ------------------------------------------------------------------------------=============================================================================== 04 - Walkthrough [04000] The Walkthrough contains no spoilers, unless you want to read about parts of the game you haven't reached yet. Just read as you go along and you won't be spoiled, as no plot details are ever mentioned other than character/location names when they show up. This walkthrough is full of recommendations on who to use, who to fight, what to collect and so on. Collecting items can be difficult, especially in the beginning, so don't feel forced to get them just because the guide recommends it. All recommended items and skills have their effects described, so please think if you need the item before trying to get it. Some good items may just not fit your playing style, so there's no reason to get something you won't use. Towns have an exploration part, pointing out items and other events, and a shopping part with shopping recommendations. Dungeons have enemy and item information separated from the exploration as well. Feel free to skip any part if it doesn't have the kind of information you're looking for. Bosses have a full, detailed strategy, with their stats and element/status vulnerabilities. The HP listed is the base one -- multiply it by 1.2 if you're playing for the first time, and by 2 if you're on Hard mode. This will give you the true HP value of the enemy. Sometimes mini-bosses have detailed strategies too, but not always. Finally, please enjoy the Walkthrough and the rest of the FAQ!

=============================================================================== 04.1 - Chapter 1: Defiers of the Gods [04100] 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] --- Solde ---Items: Burgundy Flask, Warrior's Arcanum -Points of interest: 1st Poem (Tri-Emblem sidequest) 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. --- Lost Forest ---Items: 400 OTH, Skull Receptacle, Union Plume -Einherjar: Sorcerer [ Mithra (100%) ] -Enemies: Bullet Beetle (Insect), Dire Wolf (Beast), Skeleton (Unholy) -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.

--- Royal Underground Path ---Items: 1800 OTH (total), Warrior's Arcanum x3, Gauntlet, Leather Boots, Elixir, Antique Pendant, Union Plume x2, Thunder Gem, Sallet, Dwarf Tincture, Shamshir -Einherjar: Light Warrior [ Richelle (25%), Sylphide (50%) or Jessica (25%) ] Heavy Warrior [ Kraad (50%) or Roland (50%) ] -Enemies: Bullet Beetle (Insect), Skeleton (Unholy), Skeleton Soldier (Unholy), Dire Wolf (Beast), Goblin (Demon) -Re-fightable Boss: Ballistic Rhino -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, This want give it. with random Einherjar showing up, you may want to release some of them. is a bad idea for now, as you don't have good equipment yet. If you do to anyway, don't equip them with anything. None of your equipment will additional items at this point of the game, so you might as well not waste

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. Enemies to look out for: Breaking the Goblin's mace will make it use only a stronger attack: Spit Fire. Unless you're breaking their mace for items, attack from behind to avoid breaking it. They're also short, so some attacks can miss. Launch them first. Bullet Beetles can be killed immediately by breaking the stinger on their back. Attack from behind for that. Dire Wolfs should be attacked from the sides for quick kills, as the tail is the only non-vital part. Skeletons are so slow that they shouldn't hit you unless you forget to move or miss a dash. Good item drops: Warrior's Arcanum and Dwarf Tinctures: Healing items. You can just buy these, but since you don't have much OTH yet it's a good idea to try and get some from enemies. Break the Skeleton or Skeleton Soldier's chest for these. Skeletons will drop Warrior's Arcanum (300 HP to one character), Skeleton Soldiers drop Dwarf Tinctures (300 HP to party). 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. Runes and Skills: Blue Healing: Beetle Shells, listed above. This is necessary for 2 very good Defense Skills later, plus 2 other bad ones.

Blue Weakness: Break for Insect Stingers. you'll also get this just skip it for now

the Bullet Beetle's stinger (attack from the back) This is necessary for 3 good Critical Skills later, but by talking to a person in a village later, so you could 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. Materials for Item Creation (recommended items only): Stun Check: Good runeless accessory that protects from fire and is very simple to create. You can create it in Solde or in the next town with 2 Broken Amulets (Direct Assault Skeletons), 2 Ambers and 2 Stagnant Water (Bullet Beetle's arms, or just Direct Assault it). 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. Now save and go right for the boss. __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.

------------------------------------------------------------------------------04.2.01 - Return of the princess [04201] --- Dipan ---Items: Union Plume -Points of interest: 2nd Poem (Tri-Emblem sidequest) 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. --- Dipan Castle ---Items: Leather Boots, Dwarf Tincture, Union Plume, 1900 OTH (total), Crossbow, Double-check, Flare Gem, Crest Estoc, Hildr's Sword -Enemies: Skeleton Soldier (Unholy), Goblin (Demon), Warning Jewel (Magic), Living Armor (no race) -Re-fightable Boss: none -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. Enemies to look out for: Living Armors depend on their spear to deal good damage. Break it and they're nearly harmless. 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. Good item drops: Blue Soul Flame: Blue accessory, gives 40% protection from Freeze. Just break the Warning Jewel's crystal to get it. Freeze is one of the most dangerous

status effects, only because it's so frequent later. Remember, the effect goes up with links, so you can get immunity from this. 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. Runes and Skills: Blue Fire: Blue Soul Flame, listed above. This teaches two GREAT skills, and you can actually get both already. Blue Body + Fire teaches Fists of Iron, a cheap and effective x1.2 boost to ATK. 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. Save and go right for the boss. __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: Stun Check: 2 Broken Amulets (Skeleton's Leader Item) 2 Amber (Bullet Beetle's left and/or right part of the body) 2 Stagnant Water (Bullet Beetle's arms or Leader Item)

Other items you can't create yet, but can get the materials: Sabertooth Saber: 1 Long Sword (buy in Solde) 3 Beast Pelts (Dire Wolf's body) 2 Iron Ores (Goblin's weapon) Leather Cloak: 1 Beast Pelt 2 Bat Wings (Goblin's wings) Sacred Guarder: 1 Bonemeal (Skeleton's arms and legs) After setting as much of this as you want you can move on to Kythena Plains.

------------------------------------------------------------------------------04.2.03 - To the west [04203] --- Kythena Plains ---Enemies: Goblin (Demon), Flying Fish (Scaled), Living Armor (no race), Dire Wolf (Beast), Giant Bat (Beast), Warning Jewel (Magic) -Overview: Very straightforward area with two new enemies. Battles here are easy because the battlefield is very wide, so you can dodge attacks with simple dashes. Enemies to look out for: Giant Bats can poison you, but don't have much range. Break their wings and they won't be able to do anything anymore. Just hack away from the sides. They're beasts, and any Heavy Warrior with Beast Bludgeon will destroy them with ease. 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. Good item drops: Tome of Godspeed: Lets you run from battle from anywhere in the battlefield with no chance of failure. Direct Assault Giant Bats for these. Good item to have for emergencies. Items from old enemies are still useful here, especially the ones from the Living Armor (Empty Shell, Sharp Spearheads). Runes and Skills: Blue Ice: Break the Flying Fish's body or Direct Assault it for Fish Scales. This is needed for two skills, and one can be learned now: Blue Body + Ice teaches Mental Boost, a cheap and effective x1.2 boost to MAG. Very good skill, as important as Fists of Iron. Make sure you start learning this. Don't forget to get more Blue Holy and Blue Fire runes here with the old enemies if you need them. Materials for Item Creation (recommended items only): Elemental Edge: A heavy sword that boosts SC damage by 30%. It's a good weapon, but you should only get it if you're not planning to release Kraad, or if you like to use more than one Heavy Warrior. In that case you can get 2

Sharp Spearheads and 2 Iron Ores for this here. -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). Coriander will show up. Go there to end the Chapter.

=============================================================================== 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] --- Coriander ---Items: Insect Stinger, Blue Soul Flame, Earth Gem Coriander is a very small village. It doesn't even have a shop, although there's a traveling merchant in town now. He's the first person you'll see, so talk to him to buy some new stuff. He leaves and returns depending on where you are in the game, but he always keeps his old inventory and stock of materials you sell him. 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. Stock on healing items as always too. Poison is frequent, so keep a stock of 5 or more Honeysuckle Dews with you. Warrior's Arcanums, Dwarf Tinctures and Union Plumes are very necessary too. 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. --- Serdberg Mountain Ruins ---Items: Ram's Horn, 10900 OTH (total), Might Potion, Dwarf Tincture x3, Ice Gem, Prime Elixir, Gandeeva, Metal Buckler, Fireproof Trinket, Metal Greaves -Einherjar: Light Warrior [ Celes (30%) or Tyrith (70%) ] Sorcerer [ Woltar (50%) or Alm (50%) ] -Sealstones: Fog Wrath, Masochist Wrath, Black Anchor Wrath, Sword Blessing -Enemies: Thunder Hawk (Beast), Giant Hawk (Beast), Kobold Knight (Beast), Kobold (Beast), Owlbear (Beast, Giant), Ghost (Ghost, Unholy), Sack Mimic (Magic) -Mini-boss: Crust Golem (Giant) -Re-fightable Boss: Wyvern -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). Good item drops: Copper Coin: Blue accessory, boosts MAG by 5% each. Break the Kobold Knight's chest for these. 5% is a great boost for a colored accessory, so get as many as you can. Great to use with elemental attacks. 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. Brilliant Peacemaker: Runeless accessory, Stats increase as HP decreases Effect. Break the Sack Mimic's body for a 15% chance to get this. So, it's a very rare item from a very rare enemy. Don't bother hunting Sack Mimics to collect this, as you'll find a better accessory with the same Effect later anyway, but do break the body of any Sack Mimics you find. If you get one, great. If not, no problem. Runes and Skills: Blue Training: Copper Coins, as listed above. Needed for just one skill, which you can already learn: Blue Body + Healing + Training teaches Survival, a Defense Skill that lets you survive with single-digit HP if you have over 10% of your HP when you're attacked. Yeah, it's pretty broken this early in the game. 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. Materials for Item Creation (recommended items only): Supreme Crossbow: The best or second-best bow for elemental attacks, and you can create it in the next town! You need 1 Koboldapult (Kobold's weapon tip) and 3 Feathers (Owlbear's chest or back legs, Thunder Hawk's wings, Giant

Hawk's left body). The Koboldapult is pretty rare, with only a 15% drop rate, but it's worth the trouble and Kobolds are very simple to break. You won't get a better weapon for archers anytime soon. 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. __Wyvern (Upper Lizard & Lower Lizard)_______________________________________ Upper Lizard (Leader): Lv 14 1,600 HP 10,000 exp 1,750 OTH 95 ATK 80 MAG 34 HIT 28 AVD Races: Giant, Scaled Elements: Fire +20%, Ice -20% Vulnerable to Paralysis (20%), Poison (20%), Doom (50%), Freeze (75%), Confusion (20%), Stone (20%) and Faint (50%) Leader Item: Metal Buckler Body Parts: -Head (vital): 1600 HP, 23 RDM, 5 RST; Item: Orientation Scales (80%) -Body (vital): 1600 HP, 23 RDM, 5 RST; Item: Dragon Gallstones (80%) -Wings (2): 1600 HP, 18 RDM, 5 RST; Item: Wyvern's Wingbone (60%) Attacks: -Wing Flapping: Wide large range, knocks the characters back a lot, possibly throwing them off the battlefield. Average damage. -Fire Breath: Wide medium range, fire damage on the party, high damage. -Spit Fire: Medium range, average damage on the party. Despite the name it's not elemental. -(Tail attack): Small range, 1 hit on some characters, usually 2 or 3. Average damage, needs to junctioned to Lower Lizard to use. -Slashing Tail: Just a stronger tail attack. Needs to junctioned to Lower Lizard to use. _______________________________________ Lower Lizard: Lv 13 850 HP 6,800 exp 170 OTH 110 ATK 40 MAG 25 HIT 10 AVD Races: Scaled Elements: Everything -50% Vulnerable to Curse (100%), Paralysis (100%), Silence (100%), Poison (100%), Doom (50%), Freeze (100%), Confusion (50%), Stone (100%), Faint (50%) and Frailty (100%)

Body Parts: -Body (vital): 595 HP, 25 RDM, 5 RST; Item: Holy Gem (60%) -Tail: 255 HP, 25 RDM, 5 RST; Item: Red Dragon Bile (60%) -Front legs (2): 255 HP, 20 RDM, 5 RST; Item: Unladen Swallow Scales (40%) -Back legs: 340 HP, 20 RDM, 5 RST; Item: Dragon's Talons (40%) Attacks: -Heavy Press: Short range, average damage on party. -Scale Missile: Short range, shoots several missiles on one character, high fire elemental damage. Needs tail to be used. -Poison Tail: Short range, causes poison and average earth elemental damage on party. Needs tail to be used. Recommended level: 8 Strategy: Some important things here: first, you're actually fighting 2 enemies, but they're attached. After getting low on HP, the Wyvern will use Schism and split. The Lower Lizard's parts won't drop any items if you break them while they're still connected. Both are also immune to instant-breaking (but not sudden-death) until it splits. In short, you don't want to fight it that way. Second, the battlefield. It's possible to fall off (Transfer status) when using some attacks, like Celes' Mist Phantom. Worse yet, one of the Upper Lizard's attacks (Wing Flapping) will push you back A LOT, so do not stand close to the edge of the battlefield, even if it means you'll have to step into an attack range. The good thing about this? You can do the same to the boss! You won't get any experience and will miss the chance of breaking parts for items, but it's fun! Finally, it's impossible to break any of the Upper Lizard's parts by HP without killing it, so you'll want to use critical skills to collect the items. Descaling Might is the only practical way, unless you got Celes and she's over level 10. Then you can use Dismantle, but Descaling Might really is better. Neither will cause instant-breaking until it splits, though. Breaking one of Upper Lizard's wings will leave it laying on the floor, completely harmless. Hack away! When near death, the Wyvern will use Schism and split. Upper Lizard will miss the two tail attacks, and Lower Lizard can now attack. They will both become vulnerable to instant-breaking at this point. Nothing else changes in practice, as the Upper Lizard should be near death. You can safely ignore the Lower Lizard. If you want to fight it, break it's tail first. So this is a really simple battle except for Wing Flapping. There's really nothing more to it than dashing and attacking if you're protected from fire. As for items, there's nothing very interesting here. You can try to break the head for Orientation Scales, a Red Lightning rune with great drop rate (80%). If you want to try, break the wings first to make it easier to hit the head. Dragon Gallstones and Unladen Swallow Scales are needed for item creation, but you'll have better ways to get them soon. _____________________________________________________________________________ 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. --- Coriander ---Items: Golden Egg, Royal Jelly -Points of interest: Unlock the Ancient Forest There's a chicken in front of the first house. "Talk" to it to get a Golden Egg! The Golden Egg increases STR, INT, DEX and AGL by a random number from 1 to 10 each. I suggest you save before using it and just keep trying until you get a good boost to STR and INT. The other stats don't really matter. Remember, don't give stat-boosting items to Lezard, Dylan or Leone. 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. --- Villnore ---Items: Earthproof Trinket, 2000 OTH -Points of interest: Unlock the Turgen Mine 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. There's a house to the right with a treasure chest. Inside is an Earthproof Trinket. The next house doesn't have any items or quests, but checking the right wall will give you background info for Kraad and Circe, a possible future Einherjar. 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. Don't forget to get the Kraadicator and/or Expert's Experience if you've released Kraad and/or Richelle, and don't forget to only use the Expert's Experience on a Sorcerer or Archer.

------------------------------------------------------------------------------04.3.02 - Sidequests, Part I [04302] Warning: The sidequests related to these dungeons must be completed in Chapter 3, or you'll lose the next sidequests. It's better to just do them now.

--- Ancient Forest ---Items: Dwarf Tincture, Screp, Flare Gem, Crystal Wand, 7200 OTH, Iron Helm -Einherjar: Archer [ Chrystie (10%) or Sha-Kon (90%) ] -Sealstones: Manacles Wrath, Poison Pin Blessing, Sheathed Power Wrath, Treasure Blessing -Enemies: Thunder Hawk (Beast), Kobold Knight (Beast), Owlbear (Beast, Giant), Sack Mimic (Magic), Goat Man (Beast, Demon), Troll (Giant), Toxic Flower (Plant, Insect) -Mini-boss: Cybersaur x4 (Scaled) -Re-fightable Boss: none -Overview: Short dungeon, but with some tricky battles. You'll need to mess with sealstones to guarantee victory. Some enemies from Serdberg appear here too, but are easier because the battlefield is much better. 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. Enemies to look out for: Goat Men don't do anything special and don't even get much range, even though they're using bows. Just attack from the sides/behind, or break their bow. If you break their bow and horn they can't attack with anything. Lots of great items with them. 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. Good item drops: Lightningproof Trinkets: Protects one ally from lightning attacks temporarily. Just Direct Assault Goat Men. Not that special, but can help against the boss here. 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. Runes and Skills: Red Weakness: Break the Toxic Flower's body for the Poison Seed, or the Goat Man's right arm for the Piercing Imprint. This is used for SIX skills, and you can get 4 now. 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. Materials for Item Creation (recommended items only): Piercing Imprints are used to make 2 recommended weapons later, and another good one much later (Chater 6). There's also another one, but it isn't worth creating. For now, you'll need 1 for the Runeslayer (light sword, innate Magician Slayer) and 2 for the Greenery Slayer (bow, innate Weed Whacker) at most. The Greenery Slayer also needs 2 Nightshades, which you get by breaking the Toxic Flower's flower. 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. --- Turgen Mine ---Items: Prism Gem, Crystal Chainmail, Key to the Mines, 20000 OTH (total), Honeysuckle Dew, Anointed Cloak, Dwarf Tincture, Overdrive, Prime Elixir -Einherjar: Archer [ Millidia (50%) or Lylia (50%) ] -Sealstones: Alarm Blessing, Fetters Wrath, Brimstone Law, Gold Grubber Law -Enemies: Lizard Lord (Scaled), Giant Snail (Giant), Wasp Nest (Ghost, Insect), Clay Man (Giant, Plant, Unholy) -Re-fightable Boss: none -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. Enemies to look out for: The Clay Man is like the Primordial Ooze boss back in Chapter 2, except he doesn't get Regeneration. Many of the items are the same too, but nothing really interesting. It's a rare foe: fight the crawling enemies to find it. It's the only enemy you should use critical skills on here. Use Unholy Purifier. 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. Good item drops: Heart Core: Runeless accessory, boosts HP by 10% and gives +30% resistance to Poison and Frailty. Break the Clay Man's body for this. Pretty effective and easy to get. Runes and Skills: Blue Resistance: Break the Lizard Lord's tail or legs for the Monster Scales. This teaches 6 skills, but most aren't good. You can get most already though: Blue Head + Bludgeon + Ice + Resistance teaches Magic Mail. Sorcerers only for now, this makes it possible to dodge spells. Dodging doesn't happen that often though, so it's not that great. 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. Materials for Item Creation (recommended items only): Vein Greaves: You can get Dragon Gallstones here with the Lizard Lord, just break their head. The other material is an Alligator Skin, from the Cybersaur's tail. This green Leg rune gives 15 RDM (best for a long time), +30% Poison and +10% Earth. Highly recommended. Create it in Villnore. 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 down a bridge. Don't pull it, just fall to the right Wasp Nests and a Dais here. Also a lever to turn OFF (behind a wasp) is a chest with 5000 OTH. Go all the Go up. the light, but rather puts instead. There are two the light. To the left way right for an elevator.

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. Make sure you save before entering the boss room. __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 ---Body, Arm, Leg and Head: buy in any shop -Slashing: Blade Claw (Crust Golem's back pincers) -Bludgeon: Sorcerers only for now -Activation: Raptor's Talon (Giant Hawk's wings) -Healing: Beetle Shell (Bullet Beetle's shell) -Strengthening: Little Devil Heart (Goblin's body) -Weakness: Insect Stinger (Bullet Beetle's stinger) -Resistance: Monster Scales (Lizard Lord's tail and legs) -Training: Copper Coin (Kobold Knight's legs) -Fire: Blue Soul Flame (Warning Jewel's crystal) -Ice: Fish Scales (Flying Fish's Leader Item) -Earth: Skull Receptacle (Skeleton's and Skeleton Soldier's head) -Lightning: Thunderbreath Core (Thunder Hawks' left body) -Holy: Pact Chain (Living Armor's arms) -Darkness: Blue Doll (buy in Coriander) Missing runes: -Creation for everyone -Bludgeon for non-Sorcerers --- Red Runes ---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 --- Green Runes ---Leg: Vein Greaves (Villnore) -Strengthening: Beryl Bracelet (buy in Coriander) Missing runes: -Everything else for everyone --- Good skills everyone should learn as soon as possible ---Fists of Iron (Blue Body + Fire) -Mental Boost (Blue Body + Ice)

-Break Up (Blue Arm + Slashing + Activation + Strengthening) -Survival (Blue Body + Healing + Training) -First Aid (Blue Body + Healing + Holy) -Free Item (Blue Head + Arm + Activation + Resistance) -Guard Motion (Red Arm + Strengthening + Resistance) -True Seeing (Red Piercing + Fire + Strengthening) -Beast Bludgeon (Blue Slashing + Weakness + Fire) -Weed Whacker (Red Slashing + Weakness + Fire) -Bug Swatter (Red Piercing + Weakness + Earth) -Magician Slayer (Red Slashing + Weakness + Activation) -Unholy Purifier (Blue Slashing + Weakness + Holy) -Descaling Might (Blue Slashing + Weakness + Lightning) --- Important Weapons/Armor/Accessories --Weapons and armor in order of importance, accessories sorted alphabetically or by effect. 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]

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04.3.04 - Water and Fire Back to the plot!

[04304]

--- Audoula Temple on the Lake ---Items: 10000 OTH, Evil Eyebrow Ring, Thunder Gem, Charge Break, Anointed Cloak, Elixir, Iceproof Talisman, Union Plume, Strength Bow, Dwarf Tincture, Crystal Chainmail, Thunder Crystal -Einherjar: Sorcerer [ Khanon (100%)] Archer [ Phyress (90%) or Ehrde (10%) ] -Sealstones: Ice Blessing, Chasm Wrath, Gold Blessing -Enemies: Lizard Man (Scaled), Lizard Lord (Scaled), Deep One (Scaled), Skull Fish (Scaled), Strobila (Plant), Giant Crab (Giant) -Re-fightable Boss: Kraken -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. Enemies to look out for: The Lizard Lord is back, and the Lizard Man is similar. Just attack from the back to avoid the armor. These are the only enemies that don't attack with Ice. 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. Good item drops: Vegetable Seed: Runeless accessory, Poison heals instead of doing damage, but only in battle. Break Strobila's body for this. Great accessory for added survival. Karsnaut: Old weapon, but useful if you haven't been to Turgen Mine yet. Brek the Lizard Man's weapon for this. Stonecutting Pincers: Runeless accessory, SC damage increases as HP decreases. Break the Giant Crab's arms for this. Great accessory if you like using Soul Crushes. Materials for Item Creation (recommended items only): You can break Deep One's head (Stony Decree from the front with Descaling Might) for a Sabertooth, needed for a very strong light sword later, the Moonfalx. You can't create this until Chapter 4 though, so don't get it yet. -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 else... yet. Go back to the path down for a small room. a Thunder Crystal, the last chest here with a Crystal Chainmail, but nothing room with the Shell and Spring. Take the right There's a chest on the left, kind of hidden. It has 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. Go back to save, then keep going right to fight the boss. __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. --- Kalstad ---Items: 5000 OTH, Burgundy Flask -Points of interest: Give money to the boy 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. As for skills, here's a list of what you can get now: 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). --- Sahma Desert ---Einherjar: Heavy Warrior [ Aaron (30%), Dyn (50%) or Zunde (20%) ] -Enemies: Sand Flower (Insect, Plant), Giant Scarab (Insect),

Desert Beast (Giant, Beast) -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. Enemies to look out for: Sand Flowers are the same as the Toxic Flowers from Ancient Forest, but instead of just silencing you they can also cause Paralysis with Paralyzing Mist. Remember, it's game over if everyone is paralyzed. Not a serious problem though, just split up the party, one character can kill it alone. Good opportunity to get Silence on characters with the Empty Shell. 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. Good item drops: Prism Gem: Hits a random body part of one enemy. Just Direct Assault the Desert Beast. Good to break those hard to reach parts, but you can buy this later. Runes and Skills: Red Slashing: Break the Giant Scarab's pincers for the Insect Claw. This is the one the Queen Wasp dropped, but it's easier to get it here, of course. Now everyone can get those skills that were only for Light Warriors. 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. Materials for Item Creation (recommended items only): Magic Glove: Glove with high RDM and RST. Can be used by all 4 classes, but I'd keep using the Sacred Guarder for Light and Heavy Warriors. Anyway, you can get 1 Hot Plate here by breaking the Desert Beast's arm armor. You only need 2 Unladen Swallows Scales, which you can get back with the Lower Lizard in Serdberg or wait for the next dungeon to get it easily. 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. --- Surts Volcano Caverns ---Items: Dwarf Tincture, Union Plume, Pallasch, Overdrive, Ice Crystal, 15000 OTH, Spider Fighter, Royal Glove, Might Potion, Charm -Einherjar: Archer [ Arcana (50%) or Sophalla (50%) ] Sorcerer [ Psoron (40%) or Farant (60%) ] -Sealstones: Fire Blessing, Cotton Dust Wrath, Lifeforce Blessing, Barrier Blessing, Achromatic Law, Iceberg Law -Enemies: Giant Scarab (Insect), Red Lizard (Scaled), Red Jewel (Magic), Skeletal Soldier (no race), Fire Bat (Beast), Hellhound (Beast), Wild Lizard (Scaled) -Re-fightable Boss: Evolver (2nd form) -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. Enemies to look out for: Remember the Warning Jewels in Dipan Castle and their deadly Fire Storm? Well, the Red Jewel is the same, but even more deadly. Save some AP for dashing when they're around and only attack from behind, as a single Fire Storm can destroy your party if you're attacked from behind. Again, you can use a character who resists fire as bait. Maybe give Reduce Magic to this character too.

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. Good item drops: Flame Armor: Armor with decent RDM. Only notable because it has +50% Fire and +100% Freeze, but -50% Ice... not like Ice is dangerous without Freeze anyway. It's a rare item though: break the Skeletal Soldier's body for a 15% chance of getting this. Don't go out of your way to find it, just try to break the Soldiers you fight. If you get it, good. If not, no big deal. 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. Runes and Skills: Green Fire: Break the Wild Lizard's body for the Pyrotechnic Ore. You can't learn anything with this yet, but it's used for a really good skill (Toughness, doubles HP), plus two others that only really help in specific situations. 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! Materials for Item Creation (recommended items only): Magic Glove: You can get Unladen Swallow Scales by breaking the Wild Lizard's front legs, which is easier than breaking the Lower Lizard in Serdberg. You need 1 Hot Plate (Desert Beast's arm armor) and 2 Unladen Swallows Scales to create this item. Highly recommended for Archers and Sorcerers. -Dungeon walkthrough: The first area is affected by two Sealstones: Fire Blessing and Cotton Dust Wrath. The first is the opposite of Ice Blessing, boosting Fire damage but reducing Ice. The second makes enemies lighter, so you can push and launch them easily in battle... which will probably mess up your combos, especially with the Fire Bats. Avoid launchers unless you know what you're doing. 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:

___ _ . _ _________ _________ _ _____ ___ X 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. but don't restore it. Leave it in the Dais or just carry it and break the support on the pillar and it will fall. If it you forgot to break it on the other side, so you'll have to back. Only 200 crystals, to a shell. Go left didn't it's because go all the way

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. --- Crell Monferaigne ---Items: Busted Staff, Mace Head, Ice Crystal -Points of interest: 3rd Poem (Tri-Emblem sidequest) 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 inside. Go to the left fast and talk to the woman before she to get a Busted Staff and a Mace Head. They're Blue Bludgeon old man (Elder) to learn about the Crawsus Forest Ruins, the dungeon. 2 old people moves to the back runes. Talk to the next storyline

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: 3 Meat Chops: Flare Crystal 10 Meat Chops: Goddess Tincture (full HP heal to the party) 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. Now, creatable stuff. The Runeslayer is a great Light Sword. Expensive, effective and easy to make. It has 90 ATK, 20 RST and innate Magician Slayer, but only 2 Attacks and no Soul Crush. Very worth it, and it only needs 1 Falchion (create in Kalstad), 1 Black Crystal (Living Armor) and 1 Piercing Imprint (Goat Man, Lizard Lord). Try to get at least one of these! Innate Magician Slayer is very important. 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] Warning: The sidequest related to this dungeon must be completed in Chapter 3, but you won't miss any future sidequests if you don't do it. Still, there's no reason not to and you'd better do it now. --- Chateau Obsession ---Items: Dwarf Tincture x2, Silver Scales, Silver Buckler, Double-check, Claymore, Golden Egg, Tome of Alchemy -Einherjar: Sorcerer [ Seluvia (100%) ] -Sealstones: Soul-Carver Wrath, Somber Light Wrath, Shield Blessing, Experience Pig Law -Enemies: Giant Skeleton (Unholy), Satyr (Beast, Demon), Troll Chief (Giant), Will-o'-the-Wisp (Ghost, Unholy), Trash Demon (Demon) -Mini-boss: Dragon (Giant, Scaled, Dragon) + Greater Demon (Demon, Scaled, Magic) -Re-fightable Boss: none -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. Enemies to look out for: Troll Chiefs heal and regenerate lost body parts like the Trolls back in Ancient Forest. They're still slow and can't attack from behind, so just dash to their backs and hack away. Instant-breaking (Zunde's Giant Killer), Poison (Earth Gems, Poison Shot) and Frailty (Flamberge, Arngrim's Wild Break) are good methods to handle their healing as usual. Will-o'-the-Wisps are ghosts, so you'll need elemental attacks or the Ghost Buster skill to hit them. I'd ignore Ghost Buster and just use elemental attacks. They deal high damage, but die easily. A Sorcerer casting Fire Storm should be enough. They're dangerous with Thunder Storm (can paralyze) and Sap Guard. Trash Demons, Satyrs and Giant Skeletons aren't a serious threat. Nothing you haven't faced before. Good item drops: Monster Canine Tooth: Runeless accessory, boosts MAG by 15%. Doesn't stack. Easy to get, just break the Trash Demon's head. This is good for everyone but Heavy Warriors. Materials for Item Creation (recommended items only): Zweihander: Heavy Sword with 100 ATK, 10 HIT and 2 attacks, but no Soul Crush

and -10 RDM. Almost a Kraadicator, but you can get several of these and they have a big advantage: innate Giant Killer. You'll need 2 Busted Greatswords (Giant Skeleton's weapon), 2 Troll Clay (Troll Chief's legs and arms, also the Troll in Ancient Forest) and 2 Rotted Bludgeon, also with the Troll Chief. Just break his weapon. creatable in Crell Monferaigne. Troll Clay is easy to get since the trolls regenerate the legs when they break, not to mention the constant healing, so you can get both in one fight. 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, can to the right and fire a photon at the flying enemy. If the flying enemy will be past the gate, up in the air. Now and do an air jump to the right to reach the chest, with a Claymore worth all this? No. jump as high as you you did this right, simply warp it again gas trap. Is the

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... __Greater Demon & Dragon_____________________________________________________

Greater Demon (Leader): Lv 25 7,500 HP 12,000 exp 2,100 OTH 220 ATK 240 MAG 60 HIT 32 AVD Races: Demon, Scaled, Magic Elements: Armor has Earth +20%; All body parts have Holy -50%, Darkness +50% Vulnerable to Freeze (50%) and Faint (50%) Leader Item: Flare Crystal Body Parts: -Horns (2): 750 HP, 60 RDM, 65 RST; Item: Demon Horn (60%) -Chest (vital): 4,500 HP, 50 RDM, 65 RST; Item: Dead Man's Gem (80%) -Waist (vital): 2,250 HP, 50 RDM, 65 RST; Item: Demon's Blaze (80%) -Feet (2): 3000 HP, 50 RDM, 65 RST; Item: Demon's Hoof (60%) -Right arm: 1875 HP, 50 RDM, 65 RST; Item: Scarlet Alloy (60%) -Left arm: 1875 HP, 50 RDM, 65 RST; Item: Cerulean Alloy (60%) -Weapon (armor): 1,500 HP, 40 RDM, 52 RST; Item: Lotus Wand (100%) -Frontal waist wing: 2,250 HP, 50 RDM, 65 RST; Item: Jet Black Wing (65%) -Back waist wing: 7,500 HP, 50 RDM, 65 RST Attacks: -Reclaim Soul: Targets self, boosts MAG by 50%. -Cleanse Evil: Long range, used from far away. Moderate damage on party. Either Holy or Lightning elemental. -Deathgrip: Medium range. 2 weak hits on one character, second hit causes Doom. Darkness element, quite dangerous. -Thunder Storm: Circular range. Lightning spell, chance of causing paralysis. _______________________________________ Dragon: Lv 25 35,000 HP 30,000 exp 1,500 OTH 250 ATK 200 MAG 65 HIT 30 AVD Races: Giant, Dragon, Scaled Elements: Horn has Lightning -50%, other elements +20%; All other parts have all elements +20% Vulnerable to Silence (50%), Freeze (80%), Faint (50%) and Frailty (100%) Body Parts: -Horn: 1,750 HP, 96 RDM, 96 RST; Item: Dragon's Horn (80%) -Head (vital): 10,500 HP, 80 RDM, 120 RST; Item: Dragon's Fang (60%) -Body (vital): 17,500 HP, 80 RDM, 120 RST; Item: Dragon Sapphire (80%) -Waist (vital): 21,000 HP, 80 RDM, 120 RST; Item: Holybreath Core (80%) -Middle of the tail: 1,050 HP, 8 RDM, 12 RST; Item: Dragon Slayer (100%) -Tip of the tail: 350 HP, 8 RDM, 12 RST; Item: Dragon Scale (60%) -Wings (2): 2,800 HP, 80 RDM, 120 RST; Item: Spiked Claw (60%) -Arms (2): 10,500 HP, 80 RDM, 120 RST; Item: Dragon's Talon (60%) -Legs (2): 21,000 HP, 80 RDM, 120 RST; Item: Dragon Scale (80%) Attacks: -Photon Breath: Long, narrow range. Heavy damage and silence on a straight line. -Charge: Medium range. Heavy damage on a long straight line, will most likely hit everyone. -Claw Claw Bite: Short range, 3 hit combo, average damage on party. -Fire Storm: Fire spell, hits 2 or 3 characters at most for average damage. Recommended level: 17 Strategy:

The first Dragon in the game is much weaker than the ones you'll have to fight later, but still a great foe. The Dragon is not the leader though, and although the Greater Demon is just average, he's still a decent threat. The Dragon attacks from the front, but it can turn around quickly, so you're not exactly safe behind it if you run out of AP. The high RDM and RST coupled with the ridiculous HP make this a long fight. Sap Power helps as usual, or at least Guard Reinforce on someone. While you're dealing with the Dragon, the demon approaches quickly (he's really fast), but his damage is kind of low for a mini-boss at this point of the game. It adds up quickly with the Dragon's great damage, though. So, there are two clear strategies here. The fastest and least dangerous is to just attack the demon. It's very frail and mostly harmless, and the chances of Thunder Storm paralyzing everyone are low. You can also cast Sap Guard (Psoron) to make things faster. But this way you miss the good items from the Dragon. If you do want to fight the huge lizard, begin by dashing behind it and attack the tail. It's very easy to break, and it always drops a great Heavy Sword: the Dragon Slayer, with the innate skill of the same name. Although it's weak (only 80 ATk, but 2 attacks and SC enabled), the extra skill lets your Heavy Warrior deal extreme damage, especially coupled with other racial skills. Make sure you equip it as soon as you get it. Once you get the Dragon Slayer, well-planned combos should be able to deal decent damage to it. Anyone with Descaling Might is getting a pretty huge boost too. Here's the best stuff you can get from the Dragon: Holybreath Core: Blue Holy. 40% resistance to Poison, Paralysis, Faint, Confusion, Silence, Freeze and Stone... yeah, it's linkable. Do your best to get this! Dragon Sapphire: Easy to get. Blue Training, boosts HP by 3%. Dragon Scales: Runeless. Boosts MAG and Critical when affected by Poison. VERY easy to get and very important. The Dragon Scales is a very important item, as much as the Empty Shell. Do get some! Remember you can break/kill it and run from battle to fight again for more. The Greater Demon doesn't drop anything really special, but has two runes: Dead Man Gem has Green Earth (no new skills with this yet) and Scarlet Alloy has Red Lighting. This is the easiest way to get this old rune. This is used for Adversity (Red Body + Fire + Ice + Earth + Lightning, not a good skill) and Spirit Control (Red Arm + Slashing + Lightning). This is a great one! It doubles the number of purple gems you get from combos, letting you do much longer combos or just save a lot of AP. The Scarlet Alloy is also a material for Fairy Garbs later. _____________________________________________________________________________ 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. __Lady Cleo & Berserker______________________________________________________ Lady Cleo (Leader): Lv 22 7,800 HP 44,000 exp 2,800 OTH 200 ATK 280 MAG 58 HIT 50 AVD Races: Unholy, Magic Elements: Spirit has Fire, Ice and Lightning -80%, Earth and Darkness -50% and Holy -100%; other parts have Lightning -50%, Earth +100% and Holy +50% Vulnerable to Paralysis (50%), Freeze (20%) and Confusion (50%) Leader Item: Supreme Garb Drop Item: Azure Sealpouch (100%) Body Parts: -Spirit: 4,080 HP, 0 RDM and RST; Item: Blue Soul Flame (80%) -Projector (vital): 4,080 HP, 10 RDM, 50 RST; Item: Silverwork Orchid (100%) -Back mirrors (2): 2,040 HP, 10 RDM, 50 RST; Item: Silverwork Orchid (80%) -Side mirrors (2): 1,020 HP, 10 RDM, 50 RST; Item: Mirror Fragment (80%) -Front mirrors (2): 340 HP, 10 RDM, 50 RST; Item: Mirror Fragment (80%) Attacks: -Holy Ray: Long range. 3 hits of high Holy elemental damage on the party. -Light Reflector: Short range, 8 hits (!) of very high Holy elemental damage on the party. -Sap Power: Medium range. Reduces ATK of characters in range. -Gravity Control: Lifts all characters to the ceiling, no matter where they are. Damage depends on the part of the ceiling they touch. Used once when low on HP. -Prismatic Missile: Holy spell. High damage on party, small chance of causing several status effects. Used when low on HP. _______________________________________ Berserker: Lv 26 7,800 HP 44,000 exp 2,800 OTH 300 ATK 50 MAG 65 HIT 45 AVD Races: Giant Elements: Body is neutral, each weapon has a different weakness Vulnerable to Curse, Paralysis (50%), Silence (40%), Poison (100%), Doom (40%), Freeze (50%), Stone (50%), Faint (20%), Frailty (100%) Drop Item: Harpe (100%) Body Parts: -Right body (vital): 4680 HP, 35 RDM, 10 RST; Item: Harpe (100%) -Left body (vital): 4680 HP, 35 RDM, 10 RST; Item: Evil Eyebrow Ring (100%) -Upper right weapon (armor): 780 HP, 53 RDM, 12 RST; Item: Polished Blue Ore (80%) -Upper left weapon (armor): 780 HP, 53 RDM, 12 RST; Item: Indigo Quartz (80%) -Lower right weapon (armor): 780 HP, 53 RDM, 12 RST; Item: Cerulean Alloy (80%) -Lower left weapon (armor): 780 HP, 53 RDM, 12 RST; Item: Teal Spinel (80%) -Upper arms (2): 1560 HP, 35 RDM, 10 RST; Item: Busted Greatsword (100%) -Lower arms (2): 1560 HP, 35 RDM, 10 RST; Item: Broken Sword (100%) Attacks:

-Magic Cutter: Long range, 2 average hits on one character. -Magic Blade: Short range, 4 average hits on party. -(Sword Attack): Short range, 4 strong hits on party. Recommended level: 17 Strategy: There are 2 Trash Demons in the fight too, but they're not a threat. The easiest boss fight in the Chapter. Lady Cleo has no durability at all and all body parts have really low HP. The vital part here isn't the ghost though, but the reflector behind it. The little mirrors are responsible for the attacks. Despite dying so quickly, Lady Cleo has many powerful holy attacks. Watch out for Gravity Control when it gets under 50% HP. This will lift all characters to the ceiling, regardless of where they are. There's no way to avoid this. Damage depends on the part of the ceiling you hit. It can be high or really low, but it's hard to control that. Just get ready to heal. And then there's Berserker, who is also really frail, but not as much as Cleo. There's not much else to say about him... attack from behind and you're safe. Just make sure you kill Berserker to get some items. The Teal Spinel doesn't have new effects, but it cannot be gotten anywhere else. Finally there's the Harpe, a light sword with innate Descaling Might. You can't get it anywhere else. There's no real need to have two, but it's not hard to get it. Cleo's Mirror Fragments are great accessories, with a decent chance of reflecting offensive spells. The only other good thing from her is the drop item: another Sealpouch! Now you can carry three sealstones! _____________________________________________________________________________ This room has two more treasures and a Shell. The Shell has the Experience Pig Law Sealstone. It doubles experience received, but you won't get any OTH. 1200 crystals isn't much for this, so feel free to restore it if you like the effect. The treasures are a Golden Egg and a Tome of Alchemy. Both are good. The Tome of Alchemy is a limited item in the main game and it's used to create a weapon later, so try to always have one in the inventory. 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]

--- Crawsus Forest Ruins ---Items: Apothecary's Arcanum x2, Silver Greaves, Foolproof Trinket, Lightningproof Trinket, Mirage Robe, Elixir, Earthproof Trinket, Silver Helm, Dwarf Tincture, Holy Gem, Union Plume -Einherjar: Light Warrior [ Fraudir (40%), Circe (40%) or Rasheeka (20%) ] Heavy Warrior [ Adonis (60%) or Falx (40%) ] -Sealstones: Lightning Blessing, Earth Blessing, Mudbank Law, Thundercloud Law -Enemies: Eletrical Chip (Ghost, Insect), Bolt Dragon (Giant, Scaled, Dragon), Vampire Bat (Beast), Disguisting Shell (Giant), Land Kraken (Giant), Unclean Glob (Giant, Plant, Unholy), Vampire (Unholy, Magic), Tear Soul (Ghost, Magic), Phantom Lurker (Unholy, Magic) -Mini-boss: Wild Troll (Giant) + Shaman Chief (Magic) -Re-fightable Boss: Hydra -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. Enemies to look out for: Eletrical Chips are ghosts who absorb Lightning, but are neutral to Fire. They appear frequently and can paralyze you, but die easily. Tear Souls are also ghosts, but without status effects. Weak to Fire. 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. Good item drops: Alchemy Wand: Weapon for Sorcerers with 60 MAG, but no Great Magic. Break the Phantom Lurker's projector for this. The lack of GM hurts but this is a good weapon anyway and very easy to get. Mirror Fragments: Runeless accessory, chance of reflecting spells. Obviously useful, just break the Phantom Lurker's mirrors. 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. Runes and Skills: Green Lightning: Break the Tear Soul arms for the Sprinter Cell, or the Bolt Dragon's body for the Boltbreath Core. This is used for learning Dragon Slayer later, but nothing else. You can ignore this if you want, since all dragons have other races. Materials for Item Creation (recommended items only): Shiny Rupture: First material here: Ammunition Shell by breaking the sides of the Disgusting Shell's shell. This is a good bow you can only create much later. 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. Don't forget to save. __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. --- Dragonscrypt ---Items: Magic Bangle, Arbalest, Dwarf Tincture, 20000 OTH, Apothecary's Arcanum, Double-check -Einherjar: Archer [ Atrasia (50%) or Lydia (50%) ] -Enemies: Green Coral (Plant), Gun Fish (Scaled) -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. Enemies to look out for: Gun Fish only attack by throwing lightning balls from the front and can't move/attack if you break their tail. In other words, just attack from behind. Green Coral has short frontal range too, so the same strategy works. Be careful of status effects (like Paralysis) though. Good item drops: Apothecary's Arcanum: Healing item, restores 1,500 HP to one character. Just Direct Assault the Greel Coral. 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: -Crystallize the flying enemy near to the wall on the right. Not right next to it. -Crystallize the crawling enemy near the flying one. Step on it. -Jump towards the flying enemy. Warp it, air jump and, while still on the air, warp it again. Try to get it as close to the path on the upper right as possible and stand on it. -Jump from the flying enemy to the path to the right, with a chest. It has an Arbalest, decent bow with 2 attacks and no Soul Crush. You probably have a better one, but this is a unique item needed to create the Shiny Rupture. -You can stop here, the next item sucks. If you do want it though... -Warp the flying enemy to this path. Air jump to get back on it too. -Warp it on top of the treasure chest. Stand on the edge of this path, jump and warp it again in the air. Air jump on top of it and you should be able to reach the second chest, with... a Dwarf Tincture.

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. Enemies to look out for: First the new enemy types. Iron Golems are the worst here, with no race and a lot of parts to break. While this makes it harder to get to the vital part it's really good for getting Break Mode. Their beam attack has long frontal range, so attack from behind, or from the sides to break their shields. They'll most likely block from the front. 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. Good item drops: Red Boots: Decent boots for Sorcerers, just break the lower part of the Dryad's body. 8 RDM, 10 RST, 20 AVD, Red Leg rune. 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. Runes and Skills: Green Resistance: Break the Iron Golem's shields for the Damascus Ore. Just attack from the sides. This is used for Solitary Struggler (Green Body + Fire + Resistance), which increases the user's stats when the other characters are dead. Not my type of skill, but can be great for soloing. 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. Materials for Item Creation (recommended items only): Sun Shower: Third material here: 2 Adamantite (Iron Golem's shields). Other materials are 1 Spider Fighter (found in the volcano, or Land Kraken's head in Crawsus) and 1 Hrunting (buyable in Crell Monferaigne). This is a very nice sword, but you might want to skip it if you don't have a second Spider Fighter. 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. Moonfalx: creatable soon. Second material is 1 Holy Crystal, by Direct Assaulting the Dragon Bat. The third material is here too, with the mini-boss. The first, if you forgot, is the Sabertooth back in Audoula, by breaking Deep One's head. -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. Important choice! Xehnon (Fire) or Masato (Earth). There's no reason at all to get Masato. Not that he's bad, it's just that Xehnon is either the best or second best Sorcerer and the only one who gets all spells. He's a lot like Psoron, but with less HP and the Chaotic Rune spell. If you like Chaotic Rune, Xehnon is better. If not, Psoron is. He also joins with a second Mirage Robe! Get him... which is very easy with a 90% chance. They appear in Sahma Desert when released. Masato gives a Prime Elixir, but Xehnon never gives you anything. To leave the poison room, check the statue in the first floor and use a stone. Use the Sunlight Stone to go back to the previous area and return to the puzzle room. 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. Another puzzle here. A blocked door telling you to master Sword-crush, Slingshot or Vampire. This is talking about the Sealstones in the dungeon. You'll find them soon and must put them in a Dais nearby to open this door. 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. Save and go left for the boss. __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. --- Optional Dungeons --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. --- Skills and Runes --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: -Blue Bludgeon: Mace Head (Green Coral's tentacles) -Red -Red -Red -Red -Red Body: sold in stores Head: buy Anointed Crown in Crell Monferaigne, among others Slashing: Insect Claw (Giant Scarab's pincers, Sahma Desert) Piercing: Battering Ram's Horn (Desert Beast's horn, Sahma Desert) Training: Ouroboros Symbol (Palace of the Venerated Dragon, last room; don't get it until you're sure you've done everything you want to in the Chapter) -Red Ice: Core Ruby (Red Jewel's crystal, Surt Volcano Caverns) -Red Holy: Copper Signet (Spectral Knight's arms, Palace of Ven. Dragon) -Red Darkness: Abyss Cloak (Shaman Chief's or Necromancer's back mantle; Crawsus Forest Ruins or Palace of the Venerated Dragon) -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

-Green -Green -Green -Green -Green -Green -Green -Green

yet. Piercing: Busted Spear (Spectral Knight's spear, Palace of Ven. Dragon) Activation: Verdigris Scales (Hydra's body) Resistance: Damascus Ore (Iron Golem's sheilds, Palace of Ven. Dragon) Weakness: Rotted Scales (Dragon Zombie's tail, Palace of Ven. Dragon) Fire: Pyrotechnic Ore (Wild Lizard's body, Surts Volcano Caverns) Earth: Dead Man's Gem (Greater Demon's chest, Chateau Obsession) Lightning: Sprinter Cell (Tear Soul's arms, Chateau Obsession) 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) Skills you really should learn as soon as possible: Fists of Iron, Mental Boost, Psychosoma, Toughness, Spirit Control, Survival, Magic Mail, First Aid, Free Item, Guard Motion, all critical skills. --- Important Weapons/Armor/Accessories --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] --- Powerleveling for overpowered equipment --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. Here's a quick explanation: you'll gain items according to Arngrim's and Leone's levels when you finish Chapter 3. These items appear automatically on your inventory, without warning, when the next Chapter starts. Here's the list of items for the 4 characters (remember, you won't get Lezard's and Dylan's 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 Level Level Level

30 33 40 45

to to to or

32: Expert's Experience x2 39: Expert's Experience x2 and Ambrosia 44: Undead Sword, Expert's Experience and Ambrosia 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: -Slashing Sword "Farewell": Light sword, 210 ATK, 30 HIT, 3 attacks, SC enabled and SC damage +30%. -Valkyrie Favor: Light sword, 500 ATK, 50 HIT, ATK +5%, 3 attacks, SC enabled. -Improved Dragon Slayer: Heavy sword, 200 ATK, 3 attacks, SC enabled, innate Dragon Slayer. -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. -Sword of the Meek Heavy sword, ATK 850, 2 attacks, SC enabled. -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] Chapter 4 is the opposite of Chapter 3: simple, quick, intense and difficult. Get ready for the hardest fights in the game.

------------------------------------------------------------------------------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. --- Sukavia Gorge ---Enemies: Winter Wolf (Beast), Ice Devil (Demon), Ice Troll (Giant) -Einherjar: Sorcerer [ Aegis (100%) ] -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. Enemies to look out for: Nothing new here, just old enemies with Ice attacks. you easily with Frigid Damsel, so try to stay out of for the Ice Troll, it may push you off the the cliff over. Just stay behind it and it won't be able to do itself. Just break or poison it, or even use Frailty shouldn't be). The Ice Devils can freeze their way. Also watch out and result in a game anything other than heal if you feel necessary (it

Good item drops: Drainwing: Runeless accessory, chance of absorbing damage dealt. Break the Ice Devil's Wings to get it. Very good to have on your tanks. Runes and Skills: Green Ice: Break the Ice Troll's waist for the Ymir's Tear. This is only used for Mind Lock later... not an important skill. Feel free to ignore it. Materials for Item Creation (recommended items only): Sun Shower: This special Light Sword can be created now in Solde, with 1 Spider Fighter (from the volcano, or Land Kraken's head in Crawsus), 1 Hrunting (buy in Crell Monferaigne), 2 Adamantite (Iron Golem's shield, Palace of the Venerated Dragon) and 3 Scarlet Fangs (Winter Wolf's head, very simple to get). It has 130 ATK, 20 MAG and 2 attacks, but no Soul Crush. 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. --- Solde ---Points of interest: 4th Poem (Tri-Emblem sidequest) 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: Mithra (Lost Forest): Holy Water of Mithra Richelle (Coriander): Expert's Experience Sylphide (Coriander): 50000 OTH Kraad (Villnore): Kraadicator Roland (Villnore): 50000 OTH Alm (Chateau Obsession): 50000 OTH Woltar (Chateau Obsession): Foolproof Talisman Chrystie (Kythena Plains): 50000 OTH Sha-Kon (Kythena Plains): Prism Gem Millidia (Crell Monferaigne): 50000 OTH Khanon (Sukavia Gorge): Noble Elixir Phyress (Solde): Golden Egg Aaron (Coriander): 50000 OTH

Farant and Psoron (Turgen Mine): Overdrive Circe (Kalstad): Kraadmail Rasheeka (Kalstad): Sage's Arcanum Adonis (Villnore): Warrior's Wit Masato (Sahma Desert): Prime Elixir Ehlen (Ancient Forest): 50000 OTH

------------------------------------------------------------------------------04.4.02 - Sidequests, Part III [04402] --- Coriander and Villnore --Items (Coriander): Core Emerald 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). --- Ancient Forest --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). __Kobold King & 6 Kobold Warriors____________________________________________ Kobold King (Leader): Lv 40 16,000 HP 15,000 exp 8,000 OTH 3,200 ATK 2,400 MAG 85 HIT 75 AVD Races: Beast Elements: Body parts have Earth -20%; Helmet has Lighting -50%, Earth+20%; Weapon tip has Fire -50%, Earth +20% Vulnerable to Paralysis (5%), Poison (20%), Confusion (20%), Stone (20%) and Frailty (100%) Leader Item: Gold Coin Drop Item: Magician Hat (100%) Body Parts:

-Ear: 160 HP, 115 RDM, 30 RST; -Head (vital): 8,000 HP, 115 RDM, 30 RST; Item: Sacred Spinel (30%) -Body (vital): 9,600 HP, 115 RDM, 30 RST; Item: Crown (30%) -Legs (vital): 9,600 HP, 115 RDM, 30 RST; Item: Gold Coin (30%) -Tail: 3,200 HP, 92 RDM, 34 RST; Item: Lucky Tail (25%) -Helmet (armor): 4,000 HP, 173 RDM, 36 RST; Item: Eternal Silver (15%) -Weapon tip (armor): 4,000 HP, 138 RDM, 24 RST; Item: Busted Spear (15%) Attacks: -Howl: Targets self, boosts ATK. -Throw: Long thin range, does high damage to one character. -(Smack): Very small range, hits one character with weapon. Average damage. -Sap Power: Wide frontal range, reduces ATK of targets. -Fire Storm: Long wide range, fire spell. Very high damage on three, maybe all characters. Dangerous. -Heal: Targets self, heals 80% HP. Used when under 30% HP. _______________________________________ Kobold Warrior: Lv 35 4,000 HP 8,200 exp 1,610 OTH 434 ATK 289 MAG 78 HIT 48 AVD Races: Beast Elements: Body parts have Earth -20%; Helmet has Lighting -50%, Earth+20%; Weapon tip has Fire -50%, Earth +20% Vulnerable to all status (100%) Body Parts: -Ear: 40 HP, 72 RDM, 22 RST; -Head (vital): 2,000 HP, 72 RDM, 22 RST; Item: Beast Pelt (30%) -Body (vital): 2,400 HP, 72 RDM, 22 RST; Item: Beast Pelt (40%) -Legs (vital): 2,400 HP, 72 RDM, 22 RST; Item: Silver Coin (30%) -Tail: 800 HP, 58 RDM, 18 RST; Item: Lucky Tail (25%) -Helmet (armor): 800 HP, 108 RDM, 26 RST; Item: Adamantite (15%) -Weapon tip (armor): 800 HP, 86 RDM, 18 RST; Item: Koboldriver (15%) Attacks: -Howl: Targets self, boosts ATK. -Flee: Targets self. Runs from battle when low on HP. -(Smack): Very small range, hits one character with weapon. Average damage. Recommended level: 26 Strategy: Yes, there are six enemies in the fight. The Kobold Warriors are just stronger Kobolds and, while they can be dangerous in such a large group, are easy to kill. Just cast Thunder Storm with your critical Sorcerer and you should have over 70% chance of getting a critical, which will kill all the Warriors. Just keep trying until you get a critical and focus your attacks on the King while it doesn't happen. Or you could just try to stay away from them until only the King is left. The King's stats are very scary. Without Sheathed Power Wrath you'll need to heal after every attack, which is a really bad thing. The King can heal too, so you'll need to cause Frailty on him to prevent that, or the battle can last forever. Watch out for Fire Storm -- Ice Blessing and Sheathed Power make it less scary, but it's still a considerable threat. Items. Kobold Warriors will be regular enemies later, so don't worry too much about their stuff. Silver Coins have another Red Training rune, but

aren't really special other than that. Koboldrivers have a new rune: Green Bludgeon. This is needed for Triple Edge and God Destroyer (important!) later. Their other items aren't new and the drop rates are low. The King's items are better, but hard to get since all most parts are vitals. The Crown has a Green Weakness rune, but you'd better get that with the Dragon Zombie. You'd better try to break the body for the Gold Coin and the Helmet for the Eternal Silver, both the with new Green Training rune. Try to Direct Assault for this if you can too, as that's more guaranteed to work than the 30% and 15% drop rates of the items. You can get this in the next Chapter too, so don't worry too much. If you did get Green Training, then you can learn Dismantle. Archers and Light Warriors will want this in the next Chapter, but other classes don't really have any use for it. The runes are Green Arm + Darkness + Training + Strengthening. _____________________________________________________________________________ After the fight go back and talk to the guy in Coriander for a Expert's Experience, and that's all. --- Turgen Mine --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. __Gigantic Wasp & 2 Meteoric Swarms__________________________________________ Gigantic Wasp (Leader): Lv 42 20,000 HP 72,000 exp 12,000 OTH 1,200 ATK 1,000 MAG 100 HIT 120 AVD Races: Insect, Giant Elements: Fire and Earth -20% Vulnerable to Freeze (25%), Stone (25%), Faint (25%) and Frailty (100%) Leader Item: Royal Jelly Drop Item: Rose Sealpouch (100%) Body Parts: -Head (vital): 6,000 HP, 132 RDM, 70 RST; Item: Big Bugeye (30%) -Chest (vital): 14,000 HP, 132 RDM, 70 RST; Item: Amber Core (50%) -Belly (vital): 10,000 HP, 66 RDM, 35 RST; Item: Royal Jelly (75%) -Back (vital): 8,000 HP, 264 RDM, 105 RST; Item: Banshee Scales (40%) -Tail: 6,000 HP, 330 RDM, 140 RST; Item: ? (50%) -Upper arm: 2,000 HP, 158 RDM, 84 RST; Item: Insect Blade (45%) -Lower arms (2): 2,000 HP, 158 RDM, 84 RST; Item: Insect Claw (30%)

-Upper Wings (2): 2,000 HP, 66 RDM, 70 RST; Item: Indigo Wing (25%) -Lower Wings (2): 2,000 HP, 66 RDM, 70 RST; Item: Tuning Wing (25%) Attacks: -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 paralysis 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 paralysis. Can only be avoided by hiding behind walls. _______________________________________ Meteoric Swarm: Lv 33 2,350 HP 8,500 exp 700 OTH 450 ATK 430 MAG 72 HIT 60 AVD Races: Insect, Ghost Elements: Absorbs Fire, Ice -50%, Holy and Darkness +50% Vulnerable to Paralysis, Poison, Doom, Frailty and Transfer (all 100%) Body Parts: -Inner swarm (vital): 1,645 HP, 0 RDM, 0 RST; Item: Legion (40%) -Outer swarm: 705 HP, 0 RDM, 0 RST; Item: ? (25%) Attacks: -(Sting): Short frontal range. Deals around 4 hits of fire elemental damage on 2 or 3 characters. -(Fire Blast): Short frontal range. One hit of average fire elemental damage. Recommended level: 26 Strategy: A very, very easy fight. If you remember the first boss fight in the mine, there were two Wasp Nests and 7 eggs. Killing a wasp spawned a new one from an egg, but you could destroy the eggs first to prevent that. Same deal here, except you don't want to destroy the eggs or kill the Meteoric Swarms. After all, they attack with Fire, and with Brimstone Law, you absorb that. So this is simple. Just bring the Swarms near the Gigantic Wasp and let them attack (heal) you. You'll even recover AP when being attacked, so you just need to stay there attacking and everything is fine. The Wasp's damage is high, but not enough to outdo the healing you're getting frequently. The Paralysis can be a problem, so be ready to heal anyone who's affected by it. There are no interesting items at all from breaking here, so just focus on killing the Wasp. The drop item however couldn't be better: the final sealpouch! _____________________________________________________________________________ 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 Talk to him to get the Holy Water of Mithra now, an item that damage to any enemy. This can help a lot in some fights, like but won't be that important later. Basically, use it when you instead of saving it for much later. Move on to the Royal Underground Path. --- Royal Underground Path ---Enemies: Meteoric Swarm (Ghost, Insect), Beast Fort (Giant, Beast), Gigantic Moth (Giant), Flying Killer (Scaled), Lizard Knight (Scaled) -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. Enemies to look out for: No new enemy types, and the ones here don't really do anything new. The Meteoric Swarm attacks with Fire, the Flying Killer with Lightning. The Gigantic Moth can poison in an area around him, like all snails. Nothing you haven't seen before. Runes and Skills: Green Activation: Break the Gigantic Moth's body for the Jet Ejector. It's easier than breaking the Hydra, but not good for anything other than teaching Dragon Slayer (which is pretty important anyway). Green Resistance: Break the Beast Fort's arms for the Damascus Ore. Again, not new but easy to get here. Materials for Item Creation (recommended items only): Moonfalx: A very good Light Sword with 280 ATK, 2 attacks, SC enabled and Holy element. Really easy to create... but incredibly expensive. It is worth the 700000 OTH if you have it, but ignore it if you don't. Create it in Villnore with 2 Busted Swords, 1 Sabertooth, 1 Holy Crystal and finally 1 Giant Pearl, from the Gigantic Moth's upper shell. -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 you released him. deals 10000 the next boss, get in trouble

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.

__Ull & Aesir (Defenders)____________________________________________________ Ull (Leader): Lv 42 27,000 HP 280,000 exp 31,500 OTH 700 ATK 600 MAG 100 HIT 75 AVD Races: Divine Elements: Fire and Holy -50%, Ice +50% Vulnerable to Silence (100%), Poison (30%) and Faint (10%) Leader Item: Foolproof Talisman Drop Item: Doublecross (100%) Body Parts: -Body (vital): 27,000 HP, 40 RDM, 25 RST -Bow (armor): 27,000 HP, 40 RDM, 25 RST Attacks: -Dual Tusks: Long range, two hits on one character for high damage. -Aiming Wisp: Long range, 3 hits of high holy damage on 2 or 3 characters. -Sunshine: Long range, 6 hits of average fire damage on party. Goes through walls. -Moon Burst: Long range, 1 hit of very high lightning damage on party. Goes through walls. -Heal: Targets self, restores 80% HP. Only used once when below 30% HP. -Feather Guard: Targets self, creates a barrier that acts as an armor with around 2000 HP. Ull cannot be damaged until the barrier is broken. -Desperate Horror (Soul Crush): Extremely long frontal area. Deals really high damage against one target. Used when under 30% HP. _______________________________________ Aesir (Defenders): Lv 38 4,600 HP 90,000 exp 3,500 OTH 825 ATK 450 MAG 65 HIT 50 AVD Races: Divine Elements: Body has Holy +50%; Sword has Earth and Holy +50%, Lightning -50% Vulnerable to Paralysis (10%), Silence (15%), Poison (20%), Doom (5%), Freeze (30%), Confusion (50%), Stone (10%) and Faint (20%) Body Parts: -Body (vital): 4,600 HP, 92 RDM, 15 RST; Item: Copper Signet (40%)

-Sword: 920 HP, 138 RDM, 23 RST; Item: Busted Sword (30%) Attacks: -Mist-ery: Small frontal range, regular attack with the sword for average damage. -Waterfall Drill: Very small range, 3-hit combo on 3 characters. Average damage. Recommended level: 27 Strategy: An Aesir weak to Holy is strange, but good. As you can see from the attacks, Ull is a serious threat with very good range. Before you start worrying about him though you should get rid of the guard. He's not very strong, but any extra hit can mean the death of one character here. Do the usual: dash to the back and attack. A round of Soul Crushes will surely kill the guard and you'll only have Ull to worry about. Begin your assault on Ull by Silencing him with Holy Gems. It's easy to do and it prevents him from casting Heal later, which will heal him completely. He only does it once, but it's still annoying. You can poison him as well. The damage isn't large, but you might spend a lot of time running and recovering AP in this fight, so the poison will help a bit. Also make sure you do not attack his bow. It has incredible HP, so breaking it is a just a waste of time. Worse yet, he'll just remake it. Ull's damage is high and can reach you from far away, even through walls. One of the best ways to avoid his attack range and recover AP is to circle around the pillars near the teleporter, probably with him chasing you. This is an easy way to avoid him sometimes, but doesn't always work -- it depends on the character you're controlling as well, since they have different walking speeds. It does help a lot and is easy to try, though. Once Ull gets to around half of his health he will start using his Soul Crush, Desperate Horror. You'll need really high RDM to survive this, so use Sap Power on him when he's near half of his HP and a Guard Potion on your tank. Now split the party and have the tank stay alone in the SC's range when it shows up. This way you'll know for sure who will be targeted, and the tank can probably survive. If it's not possible, try to at least protect your damage dealers from it by dashing away and leaving a weaker one behind. If things are getting too difficult and you can't keep healing as often as you need, then this can be a good time to use the Holy Water of Mithra. Make sure he has 10000 or less HP when you do. The Doublecross is a rather weak bow at this point, but it doubles hits just like the Sun Shower. Excellent for boosting Soul Crush damage, but not much else. No other interesting/important items here. _____________________________________________________________________________ Don't forget to heal after the fight is over and continue right to Dipan. --- Dipan & Dipan Castle --Items: Expert's Experience x3 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. The merchant is selling some new items: -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.

__Walther & Gyne_____________________________________________________________ Walther: Lv 42 17,000 HP 250,000 exp 7,000 OTH 500 ATK 820 MAG 92 HIT 65 AVD Races: Magic Elements: Earth, Holy and Darkness +20% Vulnerable to Curse (50%), Paralysis (10%), Poison (70%), Freeze (30%), Faint (50%) and Frailty (100%) Drop Item: Deluge Scepter (100%) Body Parts: -Body (vital): 17,000 HP, 50 RDM, 80 RST Attacks: -(Slap): Very short range, low damage on one character. -Chaotic Rune: Very large circular range. Decreases all status of party by 20% each. -Thunder Storm: Large circular range. 7 hits of high magical Lightning damage. Can cause Paralysis.

-Dark Savior: Medium frontal range. 3 hits of average Darkness damage. -Fire Storm: Medium frontal range. High Fire damage. _______________________________________ Gyne: Lv 40 15,000 HP 230,000 exp 31,500 OTH 550 ATK 780 MAG 82 HIT 55 AVD Races: Magic Elements: Fire, Ice and Lightning +50% Vulnerable to Paralysis (10%), Silence (100%), Poison (50%), Freeze (20%), Confusion (50%), Faint (30%) and Frailty (50%) Drop Item: Crystal Garb (100%) Body Parts: -Body (vital): 15,000 HP, 40 RDM, 85 RST Attacks: -(Slap): Very short range, low damage on one character. -Spell Reinforce: Targets self, boosts MAG by 50%. -Heal: Targets self or Walther, heals HP by 80%. -Lightning Bolt: Medium cone-shaped range, 6 hits of high magical Lightning damage. Can cause Paralysis. -Poison Blow: Medium cone-shaped range, high magical Earth damage. Causes Poison. -Earth Grave: Medium circular range, high magical Earth damage. Causes Faint. -Animate Earth (Great Magic): Large circular range. High Fire elemental magic damage on all characters. Used when below 50% HP. Recommended level: 28 Strategy: The battlefield is really small, which makes dodging attacks difficult. The mages have a large range too, so get ready to be attacked often. There's no way you can block their damage with RST, so elemental resistances are all you've got. Also, no Leader here. You'll have to beat both of them. This battle can be extremely hard if you're not prepared, but basically a joke if you know what to do. Just use Holy Gems on Gyne until you Silence him -- should take two or three at most. Once Gyne is silenced, the battle is basically won. He'll keep trying to cast spells, but will fail and you'll recover AP anyway. This means you can just let one character sit in his attack range taking care of healing duties for the others, who are killing Walther with the free 60 AP they get whenever they stop attacking. One important thing here is to NOT attack Gyne until Walther is dead. Gyne will start using Animate Earth when low on HP, and that is not blocked by Silence. Since it's a Great Magic it will hit the whole party as well, so it can be dangerous. This will be much more manageable when Gyne is alone, so make sure you do not touch Gyne until them. I mean, he's actually helping you out trying to cast those spells. _____________________________________________________________________________ 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.

__Hrist & Arngrim____________________________________________________________ Hrist (Leader): Lv 45 20,000 HP 320,000 exp 17,500 OTH 850 ATK 600 MAG 92 HIT 75 AVD Races: Divine Elements: Holy +70%, Darkness +30%, everything else +50% Immune to all status Leader Item: Tome of Godspeed Drop Item: Empress Coronet (100%) Body Parts: -Body (vital): 20,000 HP, 80 RDM, 50 RST Attacks: -Entrapment: Medium range, 2 hits of average damage on 2 or 3 characters. -Trial of Existence: Medium range, 3 hits of average damage on party. -Hurricane Bolt: Small range, one hit of high damage on 2 or 3 characters. -Furious Advance: Medium range, one hit of high damage on 2 or 3 characters. -Downward Split: Small range, 4 hits of high damage on party. -Nibelung Valesti (Soul Crush): Large circular range. High damage on one character. Used when low on HP (30%?). _______________________________________ Arngrim: Lv 42 210,00 HP 270,000 exp 10,500 OTH 1,000 ATK 250 MAG 85 HIT 70 AVD Races: none Elements: Fire +50% Vulnerable to Curse (100%), Silence (100%), Poison (50%), Freeze (20%), Confusion (20%), Faint (20%) and Frailty (100%) Drop Item: Grand Sting (100%) Body Parts: -Body (vital): 21,000 HP, 40 RDM, 25 RST Attacks: -Wreching Swing: Small range, one hit of high damage on one character. -Dead End: Small range, one hit of very high damage on the party. -Storm Edge: Small range, two hits of high damage on two, maybe three characters. -Final Blast (Soul Crush): Large circular range. Really high damage on one character. Used when low on HP (30%?).

Recommended level: 30 Strategy: Wait, what happened to her sword, and where did she get that halberd? Tricky fight, but not extremely hard. The battlefield here is annoying -Hrist starts in the back, which is very narrow. Do not go there, ever, or you won't be able to avoid the attack ranges. Don't worry, Hrist will leave there soon... VERY soon. Both bosses are extremely fast, faster than anyone in your party. You can try to ignore Arngrim, but his high damage will eventualy cause problems. Open the battle casting Sap Power on both and remember to do it again when you notice their damage is back to normal. Decide right on the beginning if you want to defeat both or just Hrist. If you're getting rid of Arngrim then attack him first until he's gone -- you don't want both of them using their Soul Crushes together. Use Earth Gems on Arngrim to Poison him, which will make things a bit faster since he'll still take some damage while attacking you or while you recover AP. Just try to run from Hrist until he's gone. With Hrist alone, just dash in to attack, dash out to avoid. She has very good AVD and can dodge/block very often from the front, so watch out. This battle is all about positioning. Party splitting is a huge help, and since their attack ranges are small (even though their weapons are pretty big) you can have two parties next to each other with one of them outside the attack range. Once they start using Soul Crushes, do the same you did on Ull -- leave a tank behind to take damage. It's easy to survive it with the right skills, but they're still a considerable threat. This is a long, hard battle that will test your knowledge of party control. Too bad there's no other battle like this for a long time. Watch the long scene after the fight before you continue 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: Jessica (Coriander): Ymir's Tear Tyrith (Villnore): Foolproof Trinket Lylia (Crell Monferaigne): Earth Gem Dyn (Coriander): Earth Gem Arcana (Kalstad): 50000 OTH Fraudir (Kalstad): 50000 OTH Guilm (Ancient Forest): Prism Gem Aegis (Solde): Tome of Alchemy So nothing useful, except maybe for the Tome of Alchemy.

------------------------------------------------------------------------------04.5.01 - Last place in Midgard [04501] --- Forest of Spirits ---Items: Elixir, Elvenbow, Fairy Tincture x2, Foolproof Talisman, Spell Potion, Prime Elixir, Double-check, Elfin Boots, Arondight -Sealstones: Hunter Blessing, Confuse Pin Blessing, Sleipnir Blessing -Enemies: Carnivorous Plant (Plant), Elven Hawk (Beast), Elven Wolf (Beast), Kobold Warrior (Beast), Kobold Lord (Beast), Lizard King (Scaled), Mimetic Flower (Plant, Insect), Sharp Scissors (Unholy), Sky Lizard (Giant, Scaled), Life Stealer (Demon) -Mini-boss: Prince of Hel x6 (Demon) -Re-fightable Boss: none -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 instantbreaking. 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). Enemies to look out for: No new enemy types here. Watch out for the Kobold Lord's Fire Storm. They cast Sap Power too, but since you're just breaking things here it doesn't matter much. Elven Hawks don't have anything special. Elven Wolves can summon more of their kind with their Call to Arms. This attack has no charge time or range, so if it decides to use it, it will. You can keep killing them for more experience, crystals and items, or you can just kill the leader to end the fight. Just make sure you've got the situation

under control. 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. Good item drops: Wing Feather: Runeless accessory, boosts SC damage by 20%. Break the Elven Hawk's wings for this. Doesn't stack, but a good accessory anyway. Colossal Canine Tooth: Green accessory, boosts ATK by 5%. Just break the Elven Wolf's head. Very effective and easy to get. Steelwing: Runeless accessory, attacks always heal 5% of the damage dealt. Break the Sharp Scissors' wings for this. Works great with the Bloody Patch! 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. Runes and Skills: Green Darkness: Break the Sharp Scissors' chest for the Sharp Scissor Heart. Old rune, but easy to get here. 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 rooms aren't directly connected on in all rooms. If you get lost just To get to the other side just take by going down. Void. This part of the map is a maze and the the map. You can go right, left, up and down touch an elf to return to the entrance. the exit with the white flowers. So, begin

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. In short, go down, right (Fairy Tincture), up, left. 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, Elixir on branches. the third picking up the chests with a Spell Potion (gas trap) and a Prime the way. Go up to the next room. Elf here. Use him to reach the The first one has another Fairy Tincture (and an explosion trap) and 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). Another riskier strategy is making use of the Frailty by equipping a Fatal Seed. This will give a huge damage boost, but is dangerous since you can't heal. Worth it if you're good at offense, but a bad idea otherwise. 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. Save and go right for the boss.

__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. --- Dipan Castle (again) ---Enemies: Capricorn (Beast), Capricorn Leader (Beast), Holy Order (Divine), Gentleman (Magic) -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. Enemies to look out for: Nothing serious. Both Capricorns can poison you, but that's all. They're really easy to kill. 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. Good item drops: Accuracy Imprint: Runeless accessory, doubles the damage of critical hits but user will take damage if the attack doesn't kill the enemy. Break the right arm of the Capricorn of the left of the Capricorn Leader for this. Same deal as the Dragon Skull, it's cool to have for 1-hit kills but isn't that special

in normal battles. Runes and Skills: Green Training: Break the Capricorn Leader's right arm for the Vortex Crest. Not new, but good if you missed the one from the Kobold King. Needed for Dismantle. Materials for Item Creation (recommended items only): Miracle Guard: A Green Arm guard with only 1 RDM, but 80% chance of blocking attacks. The 3 materials for it are rare, though. First is the Brilliant Peacemaker, by breaking the Sack Mimic's body back in Ancient Forest (not mentioned before because it would be too hard to get), and second is the Trade Card here, by breaking the Gentleman's body. The problem is that all 3 materials come from rare enemies with only 15% drop rate, so it's a pain to collect. Feel free to ignore it because of that. -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] --- Forest of Spirits --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. Once the battle is over you'll be in the caverns. --- Ravine Caverns ---Items: Fairy Tincture x3, Ambrosia, Nectar Potion, Archer's Aptitude, Thief's Thoughts, Sorcerer's Savvy, Fencer's Familiarity, Apothecary's Arcanum, Overdrive, Blue Gale, Warrior's Wits -Sealstones: Secluded Valley Law, Burst Light Blessing, Lawbreaker's Law, Chaos Law, Dark Night Law, Elusive Air Law, Silent Pin Blessing -Enemies: Life Stealer (Demon), Sharp Scissors (Unholy), Gentleman (Magic), Capricorn Leader (Beast), Persistent Pursuer (Giant, Divine), Aesir Archers (Divine), Aesir Patrol (Divine) -Mini-boss: Tyrannosaurus Rex (Giant, Scaled, Dragon) -Re-fightable Boss: none

-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. Enemies to look out for: Most enemies here are old, but most of the dungeon is under the effects of the Secluded Valley Law Sealstone. This means all the damage you deal will be divided by 4, so you really should depend on instant-breaking in the fights here, or just don't fight. 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. -Fastest path to the exit (no items): Take the path up, then go right for one room and go up again. Go one more room to the right and take the path up again, then go right again. 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. -Longer path to the exit (items and Sealstones on the way): Go up to the second room, then go right for two rooms. You'll reach a room with

a Spring. There's more here, but you can't access it from this side. Just pick up any sealstone you need, then go back to the previous room and go up. 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 of the room with the Dais. There's no way the higher platform in the middle, with 3 Apotechary's Arcanum and an Overdrive. Go these, into the previous room. use it, but DON'T go to the left side back. Use the flying enemy to reach chests: Fencer's Familiarity, back to the right after getting

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. -Coming back for the last items and Sealstones: This path is longer than the previous one. Try to hurry and use photon warps instead of running whenever you can. 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 equip the Dismantle skill attack. Very useful. It's elemental attacks, if you

that always does critical hits. Now you can just and anything that can break will break whenever you probably the best bow overall in the game, even for 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 here: Dark Night Law, again. Divinity Void. Lawbreaker's Law here two rooms. There's an enemy holding yet another Sealstone with the Turn to Dark effect. Ignore it and go right Go right again here and you'll reach a Dais. Leave 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. After all this you'll finally reach Bifrost. --- Bifrost and Asgard --Both places are really small, so I'm listing them together. They're not dungeons or towns, but you'll fight some forced battles in Bifrost. There's a healing spot right at the entrance of Bifrost. Check it to be completely healed, like an inn. This is the only one in the game. There's a save point next to it. 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] --- Yggdrasil ---Items: Prime Elixir x2, Valiant Greaves, Fairy Tincture x3, Charge Break, Witch's Arcanum, Flame Mist, Valiant Helm, Foolproof Talisman x3, Sword of Sylvans, Valiant Armor, Elixir, Power Bangle, Tome of Alchemy, Overdrive, Noble Elixir x2, Tome of Godspeed, Expert's Experience, Holy Gauntlet, 300000 OTH (total), Unicorn's Horn, Union Plume -Sealstones: Dancing Light Blessing, Magical Light Blessing, Paper Tiger Blessing, Great Shield Law, Sharp Sword Law, Darkness Blessing -Enemies: Wild Wolf (Beast), Hresvelgr (Divine, Beast), Aesir Security(Divine), Armor Beetle (Insect), Fatal Vermin (Plant, Insect), Roper (Plant), Gluttonous Bug (Giant, Insect), King Slug (Giant), Giant Troll (Giant), Idisi (Magic), Strayer (Magic), Black Jewel (Magic), Human Sacrifice (Ghost, Unholy) -Mini-bosses: Highlander (Giant) Invasive Arsonist (Giant) Abyss Dragon (Giant, Unholy, Dragon) -Re-fightable Boss: none -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. Enemies to look out for: There's nothing really new here. Wild Wolfs can summon more of their kind like the Elven Wolf, and Ropers also have Hellish Invitation. Watch out for those two enemies and target them first whenever you can. 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. Good item drops: Sage's Arcanum: Full HP recovery to one character. Direct Assault Idisis' to get this. Obviously a very good item. 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 flying enemy to the left with a gas pillars here) and then left for the and a save point. Save the game and Divinity Void. There's a chest past the trap and an Elixir. Go down (two red next room, where you'll find another Spring 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. -To just get past the room (no Dais/Power Bangle): Just use the flying enemy to reach the two platforms high up in the right of the room. There's a blue pillar here that will take you up. Don't break it! Now just move over to the next platform on the left. There's an enemy up to the right here -- fire photons up at the left wall and they should bounce up there and warp the enemy. Now just go right to the next room. -To get to the Dais and the Power Bangle: You'll need to take the flying enemy with you to reach the top of the room. First take it to the right corner, below the 2 platforms, like this: 1 ___ === A ===2 e 3_ _ ________ A = Alicia e = Enemy

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_ _ _ 3 2 _ _D_________________ ________________ ____ e1 _A_ _ 1 == _ _ _ A = Alicia e1 = Flying enemy e2 = Walking enemy D = Dais P = Power Bangle

____________e2_____ ______________ _ _________

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. Now, finally, you can go to the next room. 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 other pillars in the room, pillar, then jump left and next to you and step on it with a Noble Elixir. and you'll find a green pillar. This one restores so break it. Jump to the platform directly below the let the wind carry you up. Warp the flying enemy to reach the path up left, where you'll find a chest

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

_ __ ___ ___

== 4 _==

A__ __ _1_

1 = Foolproof Talisman 2 = Unicorn's Horn 3 = Union Plume

__ 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 it doesn't do anything new compared to the items and this is balanced to be fought by can't attack from behind and she has Heal. Aesirs in the Forest of Spirits. Watch the reading. Dragon. It's technically a boss, but other wyverns, there are no new just Alicia. Even if she's alone, it This is a joke fight, much like the cutscene after the fight, then keep

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. --- Asgard --You can return to Midgard if you want now. You'll go back directly to the world map if you leave Asgard instead of going to Bifrost. Asgard will also show up in the world map, so you can go back there without having to go through the Forest of Spirits, Ravine Caverns and Bifrost. You can still access the caverns and Bifrost, but you'll have to go through the Forest of Spirits. The timer on Ravine Caverns is also gone now, so you can explore it as much as you want if you didn't before. The only change in Midgard is that you can materialize Einherjar again, in case you didn't get a relic before. Just go right from the merchant in Asgard to reach Valhalla, the next dungeon. Don't forget to stock on items before going there. --- Hall of Valhalla ---Items: Witch's Arcanum x3, Spirit Tincture x3, Noble Elixir x4, Iceproof Talisman, Overdrive, Mithril Gauntlet, Tome of Alchemy, 200000 OTH, Flare Crystal, Double-check x2, Fireproof Talisman, Earth Crystal, Guard Potion, Power Bangle, Union Plume x4, Golden Egg, Might Potion, Holy Crystal x2, Lightningproof Talisman, Ether Scepter, Magic Bangle, Foolproof Talisman x2, Shadow Crystal, Nectar Potion x2, Charge Break, Spell Potion, Sage's Arcanum, Earthproof Talisman, Misteltein, Expert's Experience, Silver Plate, Fencer's Familiarity, Archer's Aptitude, Sorcerer's Savvy, Thief's Thoughts, Ambrosia, Warrior's Wits -Sealstones: Gem Blessing, Holy Light Law, Ore Blessing, Law of Consistency, Strongman Blessing, Holy Blessing -Enemies: Sacred Sack (Divine, Magic), Magic Mirror (Magic), Deathdog (Beast), Red Dragon (Giant, Scaled, Dragon), Divine Slave (Divine, Giant), Aesir Commander (Divine), Aesir Guards (Divine), Guardian Diva (Divine) -Mini-boss: Silver Dragon (Giant, Scaled, Dragon) -Re-fightable Boss: none -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. Enemies to look out for:

The Aesir (Guards) and Magic Mirror can cast Prismatic Missile. Not only is this a strong spell (though you can make it much weaker with Holy protection), it causes most status effects. Magic Mirror can also cast Thunder Storm. Split up the party when fighting these so that you know you'll have a character capable of healing the others if needed. You can also use a Nectar Potion if you see that you're going to be hit by those spells anyway. 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. Good item drops: Sacred O Part: Runeless accessory, boosts drop rate of items and Critical Rank when the user's HP has repeated digits. Break the body of the Sacred Sack for a 15% chance of getting this. It's the alternative to the Solomon's Ring that was mentioned before. While 15% drop rate from a rare enemy isn't good, it's much better than getting 45 items with 30% drop rate each, feeding them to stupid animals and spending 1,340,000 OTH for the same thing. 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. Materials for Item Creation (recommended items only): Miracle Guard: Final material here: Sacred O Part. A hard item to create, but a highly effective one. The 80% block makes your tanks much better, but you might want to ignore this if you like using the Precision Parry skill. 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 for another room with 2 rooms up, 2 rooms down. a Golden Egg on the right and two chests on the the other has a Holy Crystal. First room up has Union Plume and a Lightning Proof Talisman. Second room up has a chest on Plume. There's another one on Spirit Tincture. There's also which gives +1 purple gem per too expensive to restore. right without going up for now First room down has a bag with left. One has a Might Potion, two chests on the left, with an

the left with an explosion trap and another Union the right with yet another explosion trap and a a Shell here with the Ore Blessing Sealstone, hit while the enemy is down. Good to carry, but

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 circle here. Push Crystallized jars other one to make up. The first one has the yellow seal. Both jars off the the lower one to the circle, then crystallize it. won't move when you stop touching them. Now just step on the 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. --- Collecting Items in old places ---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. -Little boy in Kalstad You can go back to Kalstad and talk to the boy who asked for money in Chapter 3 to get a weapon depending on how much money you gave him. You'll get a Sun Shower for anything between 100 and 290 OTH, and the Claiomh Solaris for anything higher than that. The Claiomh Solaris is a heavy sword with 350 ATK, 2 attacks and SC enabled. This is the best heavy sword in the main game other than the ones you get from overlevelling. You'll also find a Claiomh Solaris in the final dungeon. -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. -Last treasures in Valhalla: There are 6 chests in the Water Mirror room, which you couldn't pick up before because of cutscenes and the boss fight. Go all the way back there (doesn't take long at all, it's just a straight line) to pick up the following: -Fencer's Familiarity -Archer's Aptitude -Sorcerer's Savvy -Thief's Thoughts -Ambrosia

-Warrior's Wits --- Spear "Basilisk" --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: -Goat Man's right arm, Ancient Forest -Lizard Lord's weapon, Turgen Mine and Audola Temple on the Lake -Red Lizard's weapon, Surts Volcano Caverns -Satyr's right arm, Chateau Obsession 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 --Back in Crawsus, Chapter 3, the walkthrough recommended ignoring a Heavy Warrior Einherjar relic because both choices were bad at the time, but that one of them would be a very good character later. Well, that time might as well be now, as Adonis should join near level 48 with all the high level characters you got automatically at the beginning of this chapter. 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. --- Achromatic Law --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] --- Tower of Lezard Valeth ---Items: Ether Shield, Bloody Nails, Supreme Crown, Sage's Arcanum, Lunar Bardiche, Robe of Bryttain, Double-check, Claiomh Solaris, Goddess Tincture, Magic Bangle, Reflect Armor, Foolproof Talisman, Noble Elixir, Elhanan's Fingertips

-Sealstones: Desperate Soldier Law, Unprepared Castle Law, Six Elements Blessing -Enemies: Type 44 Demon (Demon, Unholy, Magic), Pyrohydra (Giant, Scaled), Elder Bat (Beast), Undead Master (Magic), Prism Jewel (Magic), EMETH (no race), Rotting Demon (Demon, Unholy), Nymph (Magic), Gigantic Dragon (Dragon, Scaled), Baphomet (Demon, Beast), Elder Vampire (Unholy, Magic), Paragriffon (Giant, Beast) -Mini-bosses: Slight Devil x4 (Demon), Gigantic Troll (Giant), Slop (Giant, Unholy, Plant), Lord Bat (Unholy, Beast) x3 + Vampire Lord (Unholy, Magic), Castle Fort x2 (Giant, Beast) -Re-fightable Boss: none -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. Enemies to look out for: More old enemies here. All elements are used in this dungeon, including Holy. Make sure your tank has the tri-Emblem equipped to make Fire harmless. Some enemies (Type 44 Demon, Undead Master) can cause Doom as well, which is pretty dangerous. Have a stock of Nectar Potions to fight them. The Rotting Demons often use Reflect Sorcery, which is a new attack for enemies and very dangerous for your Sorcerers. Watch out. 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. Good item drops: Demon's Right Arm: Runeless accessory that gives a chance of causing Paralysis, Silence, Poison, Freeze, Confusion, Stone, Faint and/or Silence Stone when attacking. Pretty much the same as casting Prismatic Missile. Break the Rotting Demon's right arm to get it. Instant-breaking works. 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 no transfer spot in the battlefield the next room, then down. There's a and a Sage's Arcanum. Go down again mini-boss, the Slop. past the first area in the "tower". There's of the second area. Begin by going right to chest on the left here with an arrow trap for another Dais blocked by another

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.

__Homunculus Silmeria & Homunculus Lezard____________________________________ Homunculus Silmeria: Lv 59 36,000 HP 400,000 exp 3,500 OTH 2,800 ATK 1,800 MAG 120 HIT 40 AVD Races: Unholy, Divine Elements: Fire -20%, Earth +20%, other elements +50% Vulnerable to Paralysis (100%), Silence (100%), Poison (100%), Freeze(100%), Faint (50%) and Frailty (100%) Body Parts: -Body (vital): 36,000 HP, 40 RDM, 120 RST Attacks: -(Stab): Short frontal range, 1 hit of high damage to 1 or 2 characters. -Disintegrate: Long frontal range, 1 hit of average Holy and Lightning elemental damage to 2 or 3 characters. -Terror Voice: Medium circular range, 1 hit of low Holy damage to party. -(Passive Healing): Full HP heal automatically after attacking or getting attacked. _______________________________________ Homunculus Lezard: Lv 62 72,000 HP 700,000 exp 17,500 OTH 1,900 ATK 1,700 MAG 100 HIT 100 AVD Races: Unholy, Magic Elements: Fire -20%, Ice, Lightning and Darkness +50%, Earth +80% Vulnerable to Paralysis (20%), Freeze (50%), Stone (20%) and Faint (50%) Drop Item: Rune Greaves (100%) Body Parts: -Body (vital): 72,000 HP, 110 RDM, 250 RST Attacks: -Frigid Damsel: Frontal range, ice elemental spell. 3 hits of low damage to party, causes Freeze. -Glacial Blizzard: Frontal range, ice elemental spell. 5 hits of low damage to party, causes Freeze. -Poison Blow: Medium cone-shaped range, high magical Earth damage. Causes Poison. -Thunder Storm: Large circular range. 7 hits of high magical Lightning damage. Can cause Paralysis. -Lightning Bolt: Medium cone-shaped range, 6 hits of high magical Lightning damage. Can cause Paralysis. -Earth Grave: Medium circular range, high magical Earth damage. Causes Faint.

-Dark Savior: Medium frontal range. 3 hits of average Darkness damage. -Dampen Magic: Wide frontal range, causes Silence on one character. Recommended level: 45 Strategy: This is a very simple fight for the final dungeon. Both bosses have low damage and take a long time to act, so the only possible difficulty here is Silmeria's healing. You can cause Frailty to prevent it, but you should be quite capable of killing her in a single combo at this point with Soul Crushes. Or you could transfer both bosses by pushing them off the battlefield. You won't get experience this way, but since you won't miss any important items it's not a big loss, and certainly a good choice if you have trouble getting past her healing. Watch the cutscene after the battle ends before you keep reading. _____________________________________________________________________________

Silmeria will join now. Unfortunately she's not particularly good here, although she can be useful in the bonus dungeon. She's an Archer, and has the same attacks as the Einherjar -- Flame Shot, Aiming Wisp, etc. She joins with the Crescent Arrow, a unique and decent bow with 300 ATK and 10 RST, but only 2 attacks. SC enabled though. You'll find a better bow soon, but this is pretty good anyway. She also joins with the Fairy Garb! 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. Go up and watch the cutscene.

__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: Mithra (Lost Forest): Holy Water of Mithra Celes (Villnore): 300,000 OTH Sha-Kon (Kythena Plains): Robe of Bryttain Phyress (Solde): 300,000 OTH Zunde (Coriander): Goddess Pendant Seluvia (Audoula Temple on the Lake): Tome of Alchemy Falx (Villnore): Expert's Experience Atrasia (Crell Monferaigne): Earth Gem Gerald (Ancient Forest): Goddess Tincture Crescent (Forest of Spirits): 10 OTH The Robe of Bryttain, Goddess Pendant, Tome of Alchemy and Expert's Experience are good items, although nothing in the list is overly special. The Holy Water of Mithra is barely useful now, since 10,000 damage isn't much to important enemies anymore. 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. The Seraphic Gate is full of powerful items, sealstones, characters and enemies, but you're NOT supposed to go there before finishing the main story. The Seraphic Gate isn't part of the story, and spoils things you haven't seen yet, not to mention the game makes fun of itself often in there. It's highly recommended, by the game itself, that you finish the game first. Then you can just load your save and go to the Gate. Enemies and bosses in the Gate are harder, so there's no point in going there to make the final boss easier either.

------------------------------------------------------------------------------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. _____________________________________________________________________________

Alicia is gone... or rather, became a new character: Valkyrie. Don't worry, Valkyrie is a much better character, unless you gave too many stat-boosting items to Alicia. Valkyrie will be level 55, regardless of Alicia's level, and

will always have the Toughness, Observation and Mind Lock skills, plus else Alicia knew. Her attacks are also the same, but her non-elemental is 10% lower. To compensate for that, Valkyrie has 0.3 Holy damage per all attacks, making her a very strong elemental attacker. She also has protection to all elements!

anything damage hit in +20%

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 Races: Magic Elements: All elements +80% Immune to all status effects Recommended level: any 122 AVD

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] The tri-Emblem is a very useful runeless accessory, giving a large defense boost to it's user: RDM +50%, RST +30% and AVD +30%. The best thing about it though is it's Resistance bonus: Fire +90%. Fire is the most dangerous element overall, and negating it's damage entirely with just one accessory is a really good thing. 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 90 or less OTH, you won't receive anything. 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: -End of Chapter 3: Leone and Arngrim -End of Chapter 4: Dylan and Lezard 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. Here's the list of items/levels by characters: --- Leone ---Level 01~19: Might Potion -Level 20~24: Expert's Experience Might Potion -Level 25~27: Expert's Experience x2 -Level 28~34: Expert's Experience x2 Fencer's Familiarity -Level 35~39: Slashing Sword "Farewell" Expert's Experience

Fencer's -Level 40~99: Valkyrie Slashing Expert's Fencer's

Familiarity Favor Sword "Farewell" Experience Familiarity

--- Arngrim ---Level 01~19: Guard Potion -Level 20~24: Expert's Experience Guard Potion -Level 25~27: Expert's Experience x2 -Level 28~34: Expert's Experience x2 Warrior's Wits -Level 35~39: Improved Dragon Slayer Expert's Experience Warrior's Wits -Level 40~99: Bahamut Tear Improved Dragon Slayer Expert's Experience Warrior's Wits --- Dylan ---Level 01~24: Charge Break -Level 25~29: Expert's Experience Charge Break -Level 30~32: Expert's Experience x2 -Level 33~39: Expert's Experience x2 Ambrosia -Level 40~44: Undead Sword Expert's Experience Ambrosia -Level 45~99: Sword of the Meek Undead Sword Expert's Experience Ambrosia --- Lezard --Level 01~24: Spell Potion Level 25~29: Expert's Experience Spell Potion Level 30~32: Expert's Experience x2 Level 33~39: Expert's Experience x2 Sorcerer's Savvy Level 40~44: Philosopher's Pebble Expert's Experience Sorcerer's Savvy Level 45~99: Homunculus Seed Philosopher's Pebble Expert's Experience Sorcerer's Savvy 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. Personally, I find the Homunculus Seed, for having Lezard on level 45 or higher, the only worth item from the list. This will never be obsolete, especially since late-game bosses use elements a lot. The Valkyrie Favor is also very good for releasing Light Warrior Einherjar.

=============================================================================== 06.4 - The 3 Secret Dungeons and the Sealpouches [06400] 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. Here's a detailed list: --- Ancient Forest --Two quests. For the first, talk to a man in Coriander after the Serdberg Mountain Ruins. It seems this has to be done in Chapter 3. The first boss will be the Griffon, who drops the first Sealpouch. 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. --- Turgen Mine --Also has two quests. For the first, just talk to the people in the bar in

Villnore. It seems this has to be done in Chapter 3. The first boss will be the Queen Wasp. 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. --- Chateau Obsession --Only one quest. Just talk to the guy in the inn in Crell Monferaigne. Apparently, this needs to be done in Chapter 3. The boss is Lady Cleo, who drops another Sealpouch. That's all of them (although you can get this one before the one in Turgen Mine). You can return to Crell Monferaigne and get a reward, but no new quest can be unlock in this dungeon. For a full detailed walkthrough of the dungeon, check Section 04.3.05.

=============================================================================== 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. Anyway, here's a list of rings and how to get them: -Cat Ring: May cause Faint on enemies when attacking.

Get it by feeding Seafood to the cat in Solde 15 times to get the following materials: Hunted Mouse (1 Seafood), Tailess Lizard (5), Misfortunate Bird (10) and Cat Poop (15). Now sell those materials to the shop in Solde and spend 80000 OTH there. You'll now be able to create the Cat Ring. -Bird Ring: Doubles HIT in battle. Get it by feeding Bonemeals to the chicken in Coriander 15 times to get the following materials: Chicken Feed (1 Bonemeal), Vegetable Debris (5), Clamshell Chum (10) and Bird Poop (15). Now sell those materials to the peddler and spend 80000 OTH in his shop. You'll now be able to create the Bird Ring. -Dog Ring: SC's damage increases as HP decreases. Get it by feeding Meat Chops to the dog in Villnore 15 times to get the following materials: Sucked Bone (1 Meat Chop), Chewed-up Shoes (5), Squalid Cloth (10) and Dog Poop (15). Now sell those materials to the shop in Crell Monferaigne and spend 80000 OTH there. You'll now be able to create the Dog Ring. 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. Here's a more detailed description: -Critical Rank boost: +1 if 2 or 3 numbers are the same (22, 222, etc.); +2 if 4 numbers are the same (2222, 4444, etc.); +3 if 5 numbers are the same (22222, 55555, etc.) -Drop Rate boost: If 4 numbers are the same, AND the number ISN'T "3" or "7", AND the drop rate is 15%, then it becomes 30%; If 4 or 5 numbers are the same, and the number is "3", then +25% drop rate; If 4 or 5 numbers are the same, and the number is "7", then drop rate is 100%! As you can see, having 7777 or 77777 is the best. And now the accessories that give this effect in the order you can get them: -Solomon's Ring (creatable in Asgard, needs the 3 animal rings) -Sacred O Part (break Sacred Sack's body in Hall of Valhalla) -Firefly Fire (break Phantom Flame's arms, 1st Floor of the Seraphic Gate) -Self-Help Manual (break Dog Hrist's body, 2nd and 5th Floor of the Gate) -Dipan Pendant (Backpacker's body, 4th Floor of the Seraphic Gate) -Bat Umbrella (break Umbrella's wings, 4th Floor of the Seraphic Gate) -Afro Puffs (Lightning Kobold's head, 4th Floor of the Seraphic Gate) -Ham-Star (Hamster's drop item, 4th Floor of the Seraphic Gate)

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! Secondly, holding L2 or L1 while entering a battle will play a different music instead of the default one, including boss battles. Holding L1 plays Fighting the Shadowy Gods, the main battle theme from VP1! Holding L2 plays one of the following themes, chosen at random: -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 after finishing it. Reset or load screen will be gone. The only way game and wait until the ending is difficulty again, just don't start a New Game an old save, and the crystals on the main to reach the next difficulty is to finish the 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. Crystals HP ATK & MAG HIT AVD, RDM & RST ---------------------------------------------------1 x1.2 x1.5 x1.2 x1.2 2 x1.5 x2 x1.3 x1.3 3 x1.8 x2.5 x1.4 x1.3 4 x2.1 x3 x1.5 x1.3 5 x2.4 x3.5 x1.6 x1.3 6 x2.7 x4 x1.7 x1.3 7 x3 x4.5 x1.8 x1.3 8 x3.3 x5 x1.9 x1.3 9 x3.6 x5.5 x2 x1.3 10 x3.9 x6 x2.1 x1.3 11 x4.2 x6.5 x2.2 x1.3 12 x4.5 x7 x2.3 x1.3 13 x4.8 x7.5 x2.4 x1.3 14 x5.1 x8 x2.5 x1.3 15 x5.4 x8.5 x2.6 x1.3 16 x5.7 x9 x2.7 x1.3 17 x6 x9.5 x2.8 x1.3 18 x6.3 x10 x2.9 x1.3 19 x6.6 x10.5 x3 x1.3 20 x6.9 x11 x3.1 x1.3 21 x7.2 x11.5 x3.2 x1.3 22 x7.5 x12 x3.3 x1.3 23 x7.8 x12.5 x3.4 x1.3 24 x8.1 x13 x3.5 x1.3 25 x8.4 x13.5 x3.6 x1.3 26 x8.7 x14 x3.7 x1.3 27 x9 x14.5 x3.8 x1.3 28 x9.3 x15 x3.9 x1.3 29 x9.6 x15.5 x4 x1.3 30 x9.9 x16 x4.1 x1.3 31 x10.2 x16.5 x4.2 x1.3 32 x10.5 x17 x4.3 x1.3 33 x10.8 x17.5 x4.4 x1.3 34 x11.1 x18 x4.5 x1.3 35 x11.4 x18.5 x4.6 x1.3 36 x11.7 x19 x4.7 x1.3 37 x12 x19.5 x4.8 x1.3

38 x12.3 x20 x4.9 x1.3 39 x12.6 x20.5 x5 x1.3 40 x12.9 x21 x5.1 x1.3 41 x13.2 x21.5 x5.2 x1.3 42 x13.5 x22 x5.3 x1.3 43 x13.8 x22.5 x5.4 x1.3 44 x14.1 x23 x5.5 x1.3 45 x14.4 x23.5 x5.6 x1.3 46 x14.7 x24 x5.7 x1.3 47 x15 x24.5 x5.8 x1.3 48 x15.3 x25 x5.9 x1.3 49 x15.6 x25.5 x6 x1.3 50 x15.9 x26 x6.1 x1.3 ----------------------------------------------------

=============================================================================== ------------------------------------------------------------------------------=============================================================================== 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: ---Base Stats --Level: Overall measure of the character's power. Goes from 1 to 99. You gain levels by receiving experience. Leveling up improves the other stats and gives new attacks and spells. It also improves damage of elemental attacks. 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. Strength (STR): Base stat for physical damage. Intelligence (INT): Base stat for elemental damage (magical or physical).

Also used in elemental defense. Dexterity (DEX): Chances of hitting with physical attacks. Agility (AGL): Chances of dodging a physical attack. Also used in elemental defense. Constitution (CON): Character's resistance to physical attacks. However only half of their CON counts in the composite stat for defense, so this stat won't help that much. --- Composite Stats --Attack (ATK): STR + any boost from equipment. Power of all physical attacks, but elemental attacks will also get a boost from Level and MAG. Sorcerers only use ATK when using the Psychosoma skill. Magic (MAG): INT + any boost from equipment. Power of all elemental attacks, magical or physical. This is what Sorcerers use for almost everything they do, but fighters also make use of this stat with elemental attacks/weapons, or with the Psychosoma skill. Hit (HIT): DEX + any boost from equipment. Chance of hitting the enemy with physical attacks. If this stat is too low your attacks will be dodged. Attacks can't be dodged/blocked during combos. Sorcerers have no use for this, as spells cannot be dodged at all. Avoid (AVD): AGL + any boost from equipment. Chance of dodging physical attacks. Dodging is important, as you can then use counter-attacks (with certain skills). You usually can't dodge magic, but a skill will allow that. RDM (Reduce Damage): Half of CON + any boost from equipment. Defense from physical attacks. Keep in mind RST also matters against physical elemental damage. Your CON won't matter much here until higher levels, since it takes 2 points of that to get 1 point of RDM. Important stat for tanks. 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. As said above, leveling up will increase those stats. Stat-growth when leveling up is random, but each character has certain values they may get. While this is kind of based on class (Sorcerers will always have better INT than Heavy Warriors), it's also very dependent on the character himself, so they tend to remain unique. This is explained in detail in section 08.1. Another thing that characters have is an innate elemental resistance and weakness. Some may resist Fire and be weak to Ice, while others may even resist everything. This can be checked in the status screen and there's no way to change this base value, but you can add equipment to improve their resistance,

or decrease a weakness.

=============================================================================== 07.2 - Skill System and Equipment Links [07200] 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 each other on the diagram on the right. So, for the Weapon the Accessory 1 and Accessory 2 slots. Let's say you equip rune, and then an accessory with a red rune too in slot 1. link between these. in spaces next to slot this would be a weapon with a red This will create a

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: Link Link Link Link Link Link Link Link of of of of of of of of 2: 3: 4: 5: 6: 7: 8: 9: +50% (x1.5) effect for all accessories in the link. +100% (x2) effect for all accessories in the link. +150% (x2.5) effect for all accessories in the link. +200% (x3) effect for all accessories in the link. +225% (x3.25) effect for all accessories in the link. +250% (x3.5) effect for all accessories in the link. +275% (x3.75) effect for all accessories in the link. +300% (x4) effect for all accessories in the link.

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. Back to skills. Linking a certain combination of runes of the same color will let you learn them. Each skill has a different color and combination. You can start learning the skill after creating the right links. 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. All this can be very troublesome and time-consuming, as collecting materials isn't always an easy task, and sometimes you need to spend a lot of money just to have access to the item. Still, several useful items are only available this way, so always take a look at which materials you can sell when you get to a new shop. 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 tactical RPG than a regular, turn-based RPG. With a form you have all the freedom to move and attack as you will, with plenty of time to make all decisions and think well much closer to a of pseudo real time, when you will, but about the situation.

Such a large system can be overwhelming at times, especially on the beginning. This Section aims to explain everything in greater detail than the game does.

------------------------------------------------------------------------------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. Here's how many bonus magic crystals you can get: 5 dots: 30 bonus crystals 4 dots: 8 bonus crystals 3 dots: 6 bonus crystals 2 dots: 4 bonus crystals 1 dot: 2 bonus crystals No dots: no bonus crystals 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 bottom of the screen. Max is 100, minimum is 0. You must have attack, and each different attack and spell has it's own AP cost. doubles in repeated attack loops (with the Divine Time Giver), so keep costing more and more AP. the bar at enough AP to This AP cost your attacks

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 everyone for a screen showing go faster) the of those actions will make the battle menu unavailable for while. You'll see an icon near the timer on the right of the this. After time flows for a while (remember, combos make this 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. And then there's party splitting. Pressing up or down on a character will separate him into another party. The first party is blue, the second is red. Each party is controlled separately, so you can have characters at different parts of the battlefield. If you start a combo when the enemy is inside BOTH attack ranges you'll be able to use both parties to attack. If one party is further away though you'll only get to attack with the other party. 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 you have a character inside an active attack range, he will be attacked. With party splitting you can lock the enemy on attacking just one character over and over, ignoring the others. Split the party, put one character (with a tank setup -- elemental protection and/or high RDM) inside the enemy's attack range, put the others characters behind the enemy (or just away from attack ranges, but close enough to attack) and attack with them. Once the combo is over the enemy will atack the lone character in his attack range, and will never turn around. If this character is well-prepared he will take little damage, and being attacked restores 60 AP, so you can just combo again. Note that this won't be 100% effective on all enemies if they have attack ranges that can hit the other characters. 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. This form of instant-breaking doesn't work on all enemies, though. It depends on their resistance to the Doom status effect. If the enemy is immune to Doom, its parts can only be broken by reaching 0 HP. However, most enemies in the game are completely vulnerable to this and can be killed with ease if you are prepared. 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. There's no way to target a part directly, so you'll have to plan combos in a way that hits the desired part. They're usually easy to hit with some basic knowledge of your attacks, but there are some tricky ones. Remember, you can attack from the sides as well. 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] As was explained, pressing a character's button with an enemy inside your attack range will begin a combo. Although button-mashing might work it's not an effective tactic. There's a lot more to combos than that. 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 How you for last but not least is Launching, which sends the enemy high up in the air. high it goes depends again on it's weight -- some enemies are so heavy that just can't lift them. Again, you may miss some attacks if you're not ready 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: 1st 2nd 3rd 4th Special Special Special Special Attack: Attack: Attack: Attack: -20 Heat (80 -40 Heat (60 -60 Heat (40 -100 Heat (0 left) left) left) left)

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] Elemental attacks get a different attack formula from non-elemental attacks, which means they're usually stronger. Only some physical attacks have elements, but all spells do. Enemies and playable characters have their own elemental resistance or weakness, changing the damage they take from these attacks. The 6 elements are: Fire - Ice Lightning - Earth Holy - Darkness Those elements are opposites. Characters/enemies weak to Fire are usually strong against Ice, and so on. Poisonous attacks, like the Poison Blow spell, are Earth Elemental. 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. -Silence: Cannot cast spells. Can be dangerous or harmless depending on the character. Continues after battle, only gone when healed. -Poison: Loses HP as time flows. Outside battle it removes HP as you walk. Continues after battle, only gone when healed. -Unconscious: Happens whenever the character reaches 0 HP. Character is "dead" and cannot fight until restored with resurrection items/spells. Some attacks cause this immediately, regardless of current HP. This is called "Doom". For enemies, Doom also refers to breaking body parts immediately, as explained in Section 07.4.06. -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. If all party members are affected by any combination of Freeze, Stone, Transfer, Paralysis or Unconscious, it's game over for you. This does not apply to enemies! The only way to kill them is by Doom/Unconscious or Transfer. 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 their lives. This is entirely get powerful items in return. are better for releasing than you decide it's time for them to go back to optional and you don't have to do it, but you'll You'll lose the character though. Some Einherjar 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. Each released Einherjar will always leave one of these 3 items: -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: -Fencer's Familiarity (STR+5, one for every 20 ATK) -Sorcerer's Savvy (INT+5, one for every 10 MAG) -Archer's Aptitude (DEX+5, one for every 5 HIT) -Thief's Thoughts (AGL+5, one for every 10 AVD) -Ambrosia (HP+100, one for every 25 RDM) -Warrior's Wits (CON+5, one for every 5 RST) You can receive up to 99 of each if your equipment is good enough (that's impossible for most stats though). Keep in mind that this includes ONLY equipment, so an Einherjar with 20 STR and no equipment won't give you any Fencer's Familiarity. If this Einherjar had a 20 ATK weapon you would get only 1 Fencer's Familiarity, not 2. Accessories DO NOT count for any of this. As you can see, the more you wait to release, the better your rewards as you can give better equipment for the Einherjar. However, the least game left to make use of the boosts. Just release when you feel you need to -- there's no point in waiting until the end. 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. You can use photons (square button) to crystallize enemies temporarily.

Crystallized enemies can be touched without triggering battles. This makes it easier to dodge them, and sometimes it's necessary to use them as stepping-stones to reach higher places. 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. Photon-warping tricks are needed in most dungeons. Sometimes just to get an item or find an Einherjar, but sometimes you'll need it to progress in the dungeon. The more you advance in the game, the more tricky it gets. Another property of photons is bouncing. If you shoot it diagonally it will be reflected to another direction. You'll also have to use this sometimes to crystallize enemies behind obstacles and such. 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. Sealstones can only be released at Daises or Springs. Remember that Direct Assaults give 30 crystals, so if you're not good with combos it's faster to fight easy battles and kill the leader immediately. 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. HP 2~10 11~20 21~30 31~40 41~50 51~99 Total -----------------------------------------------------------------------A 41~44 90~92 120~121 190 250 510~511 31859~31965 B 36-39 80~82 115~117 160~161 200~201 447~449 27777~27962

C 44~49 83~86 110~112 155~156 190 410~411 25866~26020 D 35~39 77~80 110~113 150~152 170~171 397~398 24838~25031 E 32~35 70~72 100~103 140~144 170~175 322-324 20866~21131 F 26~29 66~70 90~95 140~145 170~175 306~310 19888~20301 G 25~28 61~65 87~90 128~132 160~165 312~316 19873~20256 H 25~29 61~65 86~90 128~133 157~162 292~297 18853~19314 I 25~28 63~67 90~95 125~130 150~155 293~297 18862~19275 J 28~32 69~72 95~99 120~123 160~164 289~292 18853~19176 K 21~23 57~60 85~89 110~115 120~125 295~301 18364~18846 L 28~30 67~69 92~94 115~118 155~158 282~289 18360~18821 M 25~29 60~65 86~91 127~132 155~159 273~279 17882~18402 N 23~26 61~63 85~89 125~130 150~155 275~280 17892~18324 O 24~28 59~64 85~91 126~131 150~156 255~260 16911~17412 -----------------------------------------------------------------------STR 2~10 11~20 21~30 31~40 41~50 51~99 Total -----------------------------------------------------------A 4 4~5 4 3 3~4 5 421~441 B 3~4 3 3~4 3 2~3 4 333~362 C 3~4 2~3 3~4 2~3 2~3 3~4 264~362 D 3~5 3~5 2~3 2 2 3~4 264~361 E 2 1~2 1~3 1~4 2~5 1~4 117~354 F 3 2~3 3 2~3 4 1~2 186~255 G 2~3 1~2 2 2 3~4 2 196~225 H 2~3 1~2 2 1~2 3 2 186~215 I 2 2~3 2 1~2 4 1~2 157~226 J 1~3 1~3 1 1~2 1~3 1~3 98~264 K 2 2 1~2 1~2 2~3 1~2 127~206 L 1~2 1 1 1~2 1 1 98~117 M 1 1 1 1 1~2 1 98~108 N 1 1 1 1 1 1 98 -----------------------------------------------------------INT 2~10 11~20 21~30 31~40 41~50 51~99 Total -----------------------------------------------------------A 3~4 4 3 2~3 4~5 3 304~333 B 3~4 4 3~4 3 3~4 3 304~333 C 3~4 3~4 2~3 2~3 3~4 3 274~323 D 1~3 1~2 2 1~2 1 4 255~293 E 3~4 3~4 3 2 3 2~3 235~303 F 1~3 1~2 1~2 2 1 1~3 108~244 G 1 1 1~2 1~3 1~3 1~3 98~246 H 1 1~2 1~2 1~2 1 1~2 98~177 I 1 1 1 1 1~2 1~2 98~157 J 1~2 1 1~2 1 1~2 1 98~127 K 1~2 1 1 1 1 1 98~107 L 1 1 1 1 1 1 98 -----------------------------------------------------------DEX 2~10 11~20 21~30 31~40 41~50 51~99 Total -----------------------------------------------------------A 3 3 2 3~4 3 2 235~245 B 2~3 2 2~3 2 2~3 2 196~225 C 2~3 1~2 1~2 1~2 2~3 2 166~215 D 3 2 2~3 2 2 1~2 156~215 E 1~3 1~2 1~2 1~2 1~2 1~3 98~254 F 2 1~2 2 1~2 3 1~2 137~206

G 2 1 2 2~3 2~3 1~2 137~206 H 1~2 1 1~2 1~2 2 1~2 108~186 I 1~3 1~2 1 1 1 1~2 98~175 J 2 1 1 1 1 1~2 107~156 K 1 1~2 1 1 1 1 98~108 L 1~2 1 1 1 1 1 98~107 M 1 1 1 1 1 1 98 -----------------------------------------------------------AGL 2~10 11~20 21~30 31~40 41~50 51~99 Total -----------------------------------------------------------A 2~3 3 1~2 3 1~2 2 196~225 B 2 1 2 2 2~3 1~3 137~245 C 1~2 2 2 1 2~3 2 177~196 D 2~3 1~2 1~2 1~2 1~2 1~2 107~205 E 1~2 1~2 1~2 1~2 1~2 1~2 98~196 F 2~3 2 1~2 2 1~2 1 127~156 G 1 1 1~2 1~2 1~2 1~2 98~177 H 2 1~2 1 3 1~2 1 127~147 I 2 1~2 1 1 1 1~2 107~166 J 1~3 1~2 1~3 1~2 1~2 1 98~166 K 2 1 1 1~2 1~2 1 107~127 L 2~3 1~2 1 1 1 1 107~126 M 2 1 1 1 1 1 107 N 1 1 1 1 1 1 98 -----------------------------------------------------------CON 2~10 11~20 21~30 31~40 41~50 51~99 Total -----------------------------------------------------------A 3 2 2 2~3 3~4 2 215~235 B 2 1~2 2 1~2 3 2 186~206 C 2 2~3 2 2~3 3 1~2 157~226 D 2~4 1~2 2~3 2~3 1~2 1~2 127~234 E 1 1~2 1~2 1~3 1~3 1~3 98~256 F 1~2 1~2 2 2 2 1~2 128~196 G 1~2 1~2 1~2 1~3 2~3 1~2 108~216 H 1 1~2 1~2 1 1~2 2 108~177 I 1~3 1~2 1~2 1~2 1~2 1~2 98~205 J 1~2 2 2 1~2 1~2 1 118~147 K 2~3 2 1 1~2 1~2 1 117~146 L 1~2 1~2 1~2 1 1~2 1 98~137 M 1 1 1~2 1~2 1~2 1 98~128 N 1~2 1 1 1~2 1~2 1 98~127 O 1~3 1~2 1 1 1 1 98~126 P 2 1 1~2 1 1 1 107~117 ------------------------------------------------------------

=============================================================================== 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. Equipment, however, is different and more complex. First we need to understand that there are 3 types of bonuses in equipment: Performance, Resistance and Effect. You can check which type a specific bonus is by reading the equipment's description. Each page is dedicated to a different type. 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. If the bonus is a status or elemental resistance (Resistance type usually, but can be Effect as well), they're just added, regardless of where they're from. 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. That seems to be all for stacking.

=============================================================================== 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. Below is the chance of critical hits for each rank: Rank Rank Rank Rank Rank Rank Rank Rank Rank Rank 1: 2: 3: 4: 5: 6: 7: 8: 9: 10: 12% 16% 20% 23% 27% 35% 47% 55% 63% 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. -ATK, MAG and Level are the attacker's stats. -RDM, RST and Elemental Resistance are the target's. -Attack Multiplier is the Attack's innate power. This is different for each Attack and cannot be changed or even seen in the game. For a full list of Attack multipliers, check Section 16. There are 3 steps in the formula. A simplified version would look like this: (ATK Calculation) + (MAG calculation) x Element Calculation = Base Damage Let's look at each step separately:

--- ATK Calculation --This step happens in all attacks. The formula is simple: (ATK - RDM) x Attack Multiplier 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. --- MAG Calculation --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: (MAG - RST) x 1.2 + (Level x 5) The x 1.2 is part of the formula. It cannot be changed or affected in any way. If the Attack is a Critical hit, then RST is ignored, or considered to be 0. Just consider the formula to be (MAG x 1.2 + Level x 5) in those cases. Mirage Pierce DOESN'T ignore RST. 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. The Psychosoma skill doesn't affect this part of the formula. --- Element Calculation --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: (Elemental Multiplier x Target's Elemental Resistance or Weakness) -Elemental Multiplier is the same as Multiplier, but for Elemental Attacks. -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. 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. The Elemental Blessings Sealstones (Fire/Ice/Lightning/Earth/Darkness/Holy) change the multiplier of their corresponding elements, either increasing or decreasing it. A character holding Fire Blessing (Fire x1.5, Ice x0.5) using a 0.5 Fire attack would have 0.5x1.5 = 0.75 fire multiplier. This is then checked against the target's resistance as usual. --- Base Damage --Now it's time to put everything together. 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: (ATK - RDM) x Attack Multiplier + {(MAG - RST) x1.2 + Level x 5} x Elements The result will be the Base Damage. It's only "Base" because this can still go through other changes (from skills, sealstones and such) until you get to your real Damage. If the Base Damage is negative (due to a negative Elemental Multiplier caused by the target absorbing the element used), then the Attack will heal the opponent.

------------------------------------------------------------------------------08.4.02 - Sources of elemental damage and how they work [08402] To be elemental, an Attack must have an Elemental Multiplier. There are three different ways this can happen, and they're the following: --- Innate Property --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. --- Elements From Equipment --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. --- Turn To Element --There are six Sealstones that "turn" you into an element, applying it to all attacks. They are: -Brimstone Law: Turn To Fire -Iceberg Law: Turn To Ice -Mudbank Law: Turn To Earth -Thundercloud Law: Turn To Lightning -Dark Night Law: Turn To Dark -Holy Light Law: Turn to Holy 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: (ATK - RDM) x 0 + {(MAG - RST) + Level x 5} x 1.8 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. -MAG and Level are the attacker's stats. -RST and Elemental Resistance are the target's. -Spell Multipliers are the Spell's innate power. This is different for each Spell and cannot be changed or even seen in the game. For a full list of Spell multipliers, check Section 16. 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: (MAG Calculation) x Element Calculation = Base Damage Let's look at each step separately: --- MAG Calculation --This is the part that changes according to the element. The general formula is: (MAG - RST) x Element Multiplier + (Level x Level Multiplier) Element Multiplier and Level Multiplier depend on the element of the spell. Rather than list just the different multipliers, here's what the formula looks like for each element: -Fire Spells (Fire Storm and Explosion): (MAG - RST) x 1.4 + (Level x 3) -Ice Spells (Frigid Damsel and Glacial Blizzard): (MAG - RST) + (Level x 7) -Lightning Spells (Lightning Bolt and Thunder Storm): (MAG - RST) + (Level x 5) -Earth Spells (Poison Blow and Earth Grave): (MAG - RST) x 1.2 + (Level x 5) -Holy Spells (Prismatic Missile): (MAG - RST) x 1.6 -Darkness Spells (Dark Savior): (MAG - RST) x 0.5 + Level x 15 If the Spell used is a Critical hit, then RST is ignored, or considered to be 0. If the result of (MAG - RST) is less than 0, it DOESN'T become zero. The result will be subtracted from the Level part (except for Holy, of course). If the whole thing is a negative number, then it changes to 0.

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: 2nd: 3rd: 4th: 5th: 6th: Fire Holy Earth Lightning Ice Darkness

If you consider Lightning's added Critical Rank, it might be better than Fire. --- Element Calculation --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: (Spell Multiplier x Target's Elemental Resistance or Weakness) -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. --- Base Damage --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 + CP Cost: 5 Effect: Increases ATK, MAG, 10% (x1.1) bonus in CP cost is too high the enemies faster.

Strengthening] HIT, AVD, RDM and RST as times flows in battle. one minute, up to 100% (x2). for low effect. Just use the other skills to kill

-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. -Force Field (100) Runes: Blue [Body + Leg + Resistance] CP Cost: 3 Effect: First 100 points of damage in battle will not reduce character's HP. Very good early on, useless later. You might want to just skip learning it. -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. -Force Field (1000) Runes: Green [Body + Head + Healing + Holy] CP Cost: 4 Effect: First 1000 points of damage in battle will not reduce character's HP. Useless, really. You get it way too late in the game for it to be of any use at all. -Guard Motion Runes: Red [Arm + Strengthening + Resistance] CP Cost: 4 Effect: Reduces damage by 20% (x0.8), but cannot block or dodge attacks anymore. Also becomes completely vulnerable to status effects. Great for making a tank to take low damage, but CP cost is quite high. -Victorious Vitality Runes: Green [Body + Earth + Healing] CP Cost: 5 Effect: Full HP recovery after battle. Way too expensive. Don't bother. -Force Field (5000) Runes: Blue [Body + Healing + Resistance + Creation] CP Cost: 6 Effect: First 5000 points of damage in battle will not reduce character's HP. Way too expensive to be useful. Just get Toughness for double HP, you'll survive much longer. -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] Note: Check section 08.3 for more details on Critical Ranks. Also, all the racial skills stack. section 08.2.02 explains how. -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.

=============================================================================== ------------------------------------------------------------------------------=============================================================================== 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: -100% Critical Chance Description: Attacks are always Critical, regardless of Critical Rank. Sources: Ascalon, Blue Gale -Absorbs damage dealt Description: Attacks and Spells always absorb 5% of the damage dealt as HP. Affected by Lifeforce Blessing. Doesn't apply to Soul Crushes and Great Magic. Sources: Soulslayer, Steelwing, Tiny Bugs, Vampire Fang -ATK and Critical Rank boost when under Silence status Description: x1.2 ATK boost to user when under the Silence status effect. User also gets +1 Critical Rank. Only works in battle. Sources: Depressing Kobold Shirt, Empty Box, Empty Shell, Protection Shade -ATK boost when HP is full Description: x1.5 ATK boost to user when HP is full. Only works in battle. Source: Adamantite

-Character Becomes Ghost Description: User gains the Ghost race, gaining immune to non-elemental Attacks. Source: Flame Mist -Critical Rank +1 Description: Exactly what it says. This effect stacks with itself! Sources: Lucky Tail, Sharp Spearhead, Wyvern's Wingbone -Damage = Character Level x20 Description: Attacks and Spells do Character Level x20 damage regardless of the user's or the target's stats. However, if the user's ATK is lower than the target's RDM, damage will be 0. All other damage boosts are also ignored. Source: Sylvan Bow -Damage and Critical Rank boost when under Frailty status Description: Attacks and Spells get a x1.5 damage boost when user is under the Frailty status effect, user also gets +1 Critical Rank. Doesn't apply to Soul Crushes and Great Magic. Sources: Bone Mask, Fatal Seed -Damage boost in exchange for HP Description: Attacks get a x1.5 damage boost, but user loses 5% HP per hit. Will stop working when user gets to 5% HP. Sources: Bloody Patch, Sable Dragonscales, Vampire Claw -Double critical damage, takes damage if target survives Description: Any critical hit (Attacks or Spells) gets a x2 damage bonus, but user will take the same damage if the hit doesn't kill the enemy. Sources: Accuracy Imprint, Dragonlord's Nerves, Dragon Skull, G-seed, Wisdom Wig -Doubles HIT stat Description: Exactly what it says. Only works in battle. Sources: Bird Ring, Tentacles, Unladen Swallow Scales -Extra damage on females Description: Attacks and Spells deal x1.5 damage against female targets. Doesn't apply to Soul Crushes or Great Magic. Sources: Arondight, White Loincloth -Extra guard chance Description: Unknown chance of blocking attacks. Sources: Freya's Cap, Worn Shield -Extra hit (+1) Description: Adds one additional hit to all Attacks and Spells. Extra hit deals 12% damage of the original hit. Doesn't apply to Soul Crushes and

Great Magic. Doesn't count as the Double Edge skill, even though it's the same thing in practice. Meaning, they will stack. Sources: Doublecross, Sun Shower -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 -Healing is weakened, but affects the whole party Description: All healing items and the Heal spell will affect the whole party when used by the character with this effect, but the amount healed is reduced to 25%. Sources: Draconic Gallstone, Push-up Thingamanjig, Self-help Manual, Sunflower Seed, Trade Card, Trickster Imprint -Higher chance of Guard Breaking Description: Attacks have a higher chance to break guard. Exact boost is unknown. Sources: Gungnear, Koboldriller, Ray Force, Wigged-out Wig -Innate Beast Bludgeon Description: Beast Bludgeon skill. x1.5 bonus to Attack/Spell Damage, instant-breaking and +1 Critical Rank when attacking beasts. Doesn't apply to Soul Crushes and Great Magic. Source: Sabertooth Saber -Innate Bug Swatter Description: Bug Swatter skill. x1.5 bonus to Attack/Spell Damage, instant-breaking and +1 Critical Rank when attacking insects. Doesn't apply to Soul Crushes and Great Magic. Source: Spider Fighter -Innate Counter Attack Description: Counter Attack skill. Character counterattacks after dodging an Attack. Sources: Evil Eyebrow Ring, Winded Bandanna -Innate Cure Condition Description: Cure Condition skill. Negative status effects have their durations halved. Sources: Fairy-in-the-box, Radish -Innate Demon Destroyer Description: Demon Destroyer skill. x1.5 bonus to Attack/Spell Damage, instant-breaking and +1 Critical Rank when attacking demons. Doesn't apply to Soul Crushes and Great Magic. Sources: Incense, Tathlum -Innate Descaling Might

Description: Descaling Might skill. x1.5 bonus to Attack/Spell Damage, instant-breaking and +1 Critical Rank when attacking scaled enemies. Doesn't apply to Soul Crushes and Great Magic. Source: Harpe -Innate Dragon Slayer Description: Dragon Slayer skill. x1.5 bonus to Attack/Spell Damage, instant-breaking and +1 Critical Rank when attacking dragons. Doesn't apply to Soul Crushes and Great Magic. Sources: Bahamut Tear, Dragon Slayer, Improved Dragon Slayer -Innate Ghost Buster Description: Ghost Buster skill. Allows non-elemental damage against Ghosts. Source: Karsnaut -Innate Giant Killer Description: Giant Killer skill. x1.5 bonus to Attack/Spell Damage, instant-breaking and +1 Critical Rank when attacking giants. Doesn't apply to Soul Crushes and Great Magic. Sources: Elhanan's Fingertips, Ether Laser, Zweihander -Innate God Destroyer Description: God Destroyer skill. x1.5 bonus to Attack/Spell Damage, instant-breaking and +1 Critical Rank when attacking divine enemies. Doesn't apply to Soul Crushes and Great Magic. Sources: Angel Slayer, Magic Dragon Horn -Innate Magician Slayer Description: Magician Slayer skill. x1.5 bonus to Attack/Spell Damage, instant-breaking and +1 Critical Rank when attacking magic enemies. Doesn't apply to Soul Crushes and Great Magic. Sources: Mage Slayer, Runeslayer -Innate Regenerate Health Description: Regenerate Health skill. Heals HP every second. Amount recovered is 75% of the character's level. Affected by Lifeforce Blessing. Source: Phoenix Garb -Innate Unholy Purifier Description: Unholy Purifier skill. x1.5 bonus to Attack/Spell Damage, instant-breaking and +1 Critical Rank when attacking unholy enemies. Doesn't apply to Soul Crushes and Great Magic. Source: Wild Chalice -Innate Weed Whacker Description: Weed Whacker skill. x1.5 bonus to Attack/Spell Damage, instant-breaking and +1 Critical Rank when attacking plants. Doesn't apply to Soul Crushes and Great Magic. Sources: Greenery Slayer, Lotus Slicer -MAG and Critical Rank boost when under Poison status

Description: x1.2 MAG boost to user when under the Poison status effect. User also gets +1 Critical Rank. Only works in battle. Sources: Dragon Scales, Pure White Plume -May absorb damage dealt Description: Attacks and Spells have a chance to absorb damage dealt to the enemy as HP. Affected by Lifeforce Blessing. Doesn't apply to Soul Crushes and Great Magic. Sources: Bloodsucking Fang, Bloody Duster, Bloody Claw, Bloody Knuckle, Bloody Murder, Bloody Nails, Drainwing, Tome of Necromancy, Undead Sword -May heal half of the damage taken Description: Character has a chance to restore half of the damage taken by any hit. Different from the First Aid skill: it checks the damage of the hit, not of the attack. Meaning, it works together with First Aid. Affected by Lifeforce Blessing. Sources: Allfather Kobold Shirt, Metabolizer, Ring of Healing -May nullify spells Description: Character has a chance to take no damage from Spells. Doesn't protect from Great Magic. Sources: Mask Fragment, Shell Shade, Snakebelly Armor, Valkyrie Kobold mail -May reflect spells Description: Chance of reflecting Spells, same way as the Reflect Sorcery spell. Cannot reflect Great Magic. Sources: Crystal Ball, Mirror Fragment, Purple Mirror -Missing gives ATK boost Description: Missing Attacks gives an unknown ATK boost. The boost is gone when the attack round is over. Sources: Amber Lenneth, Bora Scales, Crystal Lenneth, Full-color Lenneth, Metallic Lenneth, Obsidian Claw, Third Proof -Missing gives Critical Rank boost Description: Missing Attacks gives +1 Critical Rank. The boost is gone when the attack round is over. Sources: Bloody Jewel, Die-cast Lance, Khamshin Scales -Normal attacks always miss, Criticals strike home Description: 0% hit rate to Attacks, 100% if they critical. Critical attacks DON'T get a damage boost, they're just guaranteed to hit. Sources: Garnet, Ghibli Scales -Party gets First Aid when user is near death Description: Other party members get the First Aid skill when the user is low on health. User will not get the First Aid skill. Sources: Citrine, Double-sided Tape, Golem Heart, Insect King's Wing, Moon Pearl, Wing of Darkness -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 -Soul Crush and Great Magic damage increase as HP decreases Description: Gives a boost to Soul Crush and Great Magic damage the lower the user's HP gets. Exact boost is unknown. Sources: Dog Ring, Stonecutting Pincers -Soul Crush Damage +20% Description: Exactly what it says. Sources: Wing Feather, Homing Scales -Soul Crush Damage +30% Description: Exactly what it says. Sources: Elemental Edge, Hauteclaire, Ignite Sword, Slashing Sword "Farewell" -Stat Boost: ATK +15% Description: Exactly what it says. Source: Great Eagle Heart -Stat Boost: AVD +20% Description: Exactly what it says. Source: Sight Stone -Stat Boost: HIT +15% Description: Exactly what it says. Sources: Beast's Fang, Spiral Arrowhead -Stat Boost: HP +10% Description: Exactly what it says. Sources: Gladiolus, Heart Core, Lily, Tiny Flower, Weeping Lily -Stat Boost: MAG +15% Description: Exactly what it says. Source: Monster Canine Tooth -Stat Boost: RDM +15% Description: Exactly what it says. Sources: Steel Hairband, Tail Armor -Stat Boost: RST +20% Description: Exactly what it says. Source: Firemouse Fur -Stats increase as HP decreases Description: Gives a boost to ATK, MAG, HIT, AVD, RDM and RST according to the user's current HP. The lower the HP, the higher the boost. Maxes at x1.5 at 1 HP. Only works in battle.

Sources: Brilliant Peacemaker, Demon Sword "Levantine", Dragon Rib, New Item Catalog -Stats increase when under status effects Description: x1.06 boost to ATK, MAG, HIT, AVD, RDM and RST when under any status effect. More status will not give additional boosts. Only works in battle. Source: Black Crystal -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] Remember to check Section 07.6.04 to learn everything about the Sealstone System. This Section is just for listing them, their effects, location and cost. The list is organized in the same way it is in the game. "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. This list is incomplete for now. -Black Anchor Wrath Cost: 100 crystals Location: Serdberg Mountain Ruins (held by mini-boss) Effect: Users becomes much heavier, making it harder to push or launch them. Not really much use to this. Will screw up air combos, but can be better for getting purple gems since the enemy will get to the floor faster. -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. -Cotton Dust Wrath Cost: 200 crystals Location: Surts Volcano Caverns (found in a Dais) Effect: Users becomes much lighter, making it easier to push or launch them. Sounds good, but it isn't worth it. Enemies will be launched way too high with this, making it hard to combo properly. -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. -Experience Friend Law Cost: 4,000 crystals Location: Palace of the Venerated Dragon (found in a Shell) Effect: Party only, inactive characters received 1/6 of the total experience earned in battle. Expensive, but good to hold while in the Palace. Just make sure you keep some characters at a low level to learn skills faster. -Powerless Cap Wrath Cost: 200 crystals Location: Palace of the Venerated Dragon (found in a Shell) Effect: Party only, hold up while jumping to glide. However, bags/chests or get items from breaking. Leader Items still be collected. Useful in the Palace and used to get a not-so useful Chapter 5. Not really needed for anything other than crystals is really cheap anyway.

you cannot open and Drop Items can item later in that, but 200

-Wrath of Bread Alone Cost: 1,200 crystals Location: Palace of the Venerated Dragon (held by enemy) Effect: User recovers HP when attacking. HP recovered is 1/8 of the damage dealt. However, user cannot use the Battle Menu. Expensive. The effect is pretty good, but not using the Battle Menu is a huge penalty. Enemies can still use all of their attacks when holding it, so they don't get any penalty at all. -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. -Stone Hurler Wrath

Cost: 2,500 crystals Location: Palace of the Venerated Dragon (found in a Shell) Effect: User moves very slowly in battle, but ranged attacks deal double (x2) damage. Excellent for a party of archers and for slowing down enemies who don't use projectiles. You move VERY slowly though, which can be bothersome. Still an incredible Sealstone. -Confuse Pin Blessing Cost: 400 crystals Location: Forest of Spirits (found in a Dais) Effect: All of the user's attacks have a chance of causing Confuse. Confuse is a pretty good status effect to cause on enemies, but you have many better Sealstones to hold. -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. -Holy Light Law Cost: 30,000 crystals Location: Hall of Valhalla (found in a Dais) Effect: User's non-elemental damage becomes Holy elemental. User also absorbs Holy, but gets -100% resistance to Darkness. 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 30,000 crystals for. -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. -Poison Pin Blessing Cost: 300 crystals Location: Ancient Forest (found in a Dais) Effect: All of the user's attacks have a chance of causing Poison. Much worse than it sounds. It's better to just use Earth Gems when you want to poison enemies. -Manacles Wrath Cost: 400 crystals Location: Ancient Forest (found in a Shell) Effect: User cannot block attacks. Not really helpful. Just attack from behind. -Sheathed Power Wrath Cost: 30,000 crystals Location: Ancient Forest (found in a Shell) Effect: User's damage is reduced by 75% (x0.25). Makes the Ancient Forest a joke and would do the same to the rest of the game, but it's unlikely you'll get 30,000 crystals. Don't even bother farming to this and just dodge attacks instead.

-Experience Pig Law Cost: 1,200 crystals Location: Chateau Obsession (found in a Dais) Effect: Party only, receive double experience, but no OTH. Good, but money for new equipment, if you ever need it, can help more than levels. -Soul-Carver Wrath Cost: 2,500 crystals Location: Chateau Obsession (found in a Shell) Effect: User takes damage as time flows in battle. Damage taken is reduced the longer the battle takes, eventually getting down to 0. Not worth restoring at all, but helps in the dungeon. -Somber Light Wrath Cost: 100 crystals Location: Chateau Obsession (found in a Shell) Effect: Party only, reduces number of photons reflections by 3. Since it only reflects 3 times anyway this means the photons will just disappear when it touches anything. So why would you need this? You don't. -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. -Gold Grubber Law Cost: 1,200 crystals Location: Turgen Mine (found in a Shell) Effect: Party only, receives triple OTH, but no experience. Good to learn skills or collect items without leveling up. Remember, the lower your average level compared to the enemy's, the faster you learn skills. -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. -Dark Night Law Cost: 30,000 crystals Location: Ravine Caverns (held by enemy) Effect: User's non-elemental damage becomes Darkness elemental. User also absorbs Darkness, but gets -100% resistance to Holy. 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 30,000 crystals for. -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. -Elusive Air Law Cost: 2,500 crystals Location: Ravine Caverns (held by enemy) Effect: Contact with user won't trigger fights. Player can still fight enemies by slashing the sword (X button). Very helpful when doing some complex puzzles, as it saves you the trouble of getting ambushed if you make a mistake. You need to set Lawbreaker's Law in a Dais to be able to fight the enemy holding this. -Silent Pin Blessing Cost: 500 crystals Location: Ravine Caverns (held by enemy)

Effect: All of the user's attacks have a chance of causing Silence. It's much easier to just use Holy Gems. Don't bother with this one. -Secluded Valley Law Cost: 20,000 crystals Location: Ravine Caverns (found in a Dais) Effect: User only takes 25% damage (0.25), but can't heal in battle. Lack of healing isn't a problem if the damage you take is really low, but 20,000 crystals make this a Sealstone you're not likely to use. Don't farm for this. -Dancing Light Blessing Cost: 150 crystals Location: Yggdrasil (found in a Dais) Effect: Party only, photons bounce/reflect 4 more times. Good in Yggdrasil, but you shouldn't need this anywhere else. -Magical Light Blessing Cost: 100 crystals Location: Yggdrasil (found in a Shell) Effect: Party only, photons break pillars. Only used for puzzles in Yggdrasil. No reason to restore it. -Sharp Sword Law Cost: 2,000 crystals Location: Yggdrasil (found in a Dais) Effect: User gains an ATK boost of 50% (x1.5), but RDM is halved (x0.5). Great sealstone! Half RDM sounds like a big loss, but the ATK bonus more than makes up for it. -Great Shield Law Cost: 2,000 crystals Location: Yggdrasil (found in a Dais) Effect: User's RDM doubles (x2), but ATK is reduced by 25% (x0.75). Not good to use (ATK is much more important than RDM), but can actually be helpful in a Dais to reduce the enemy's damage. -Paper Tiger Blessing Cost: 800 crystals Location: Yggdrasil (found in a Dais) Effect: User gains an ATK and MAG boost of 20% (x1.2) when HP is full. Much more useful than it sounds. The only reason to not use this is if you're using a Dragon Rib or another similar accessory that increases your damage as your HP gets lower. Great for elemental attacks and doesn't cost too much crystals. -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.

-Six Elements Blessing Cost: 2,000 crystals Location: Tower of Lezard Valeth (found in a Dais) Effect: User gains +20% resistance to all elements. Pretty good defensive Sealstone against magic users. Make sure you don't leave it in the Dais, and restore it when you can. -Desperate Soldier Law Cost: 1,5000 crystals Location: Tower of Lezard Effect: User gains an ATK I don't like this a great sealstone

Valeth (found in a Dais) boost of 50% (x1.5), but can't heal. one, as the no healing is very restrictive, but it's anyway. Just be careful. Worth restoring.

-Unprepared Castle Law Cost: 1,500 crystals Location: Tower of Lezard Valeth (found in a Dais) Effect: User's RDM is doubled (x2), but can't use the Battle Menu. The menu is much more important than RDM. Enemies can still act normally with this -- they don't get any penalty.

=============================================================================== ------------------------------------------------------------------------------=============================================================================== 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). Everything else should be self-explanatory. 12.1 12.2 12.3 12.4 12.5 12.6 Solde................................................[12100] Dipan (Chapter 2 only)...............................[12200] Traveling Merchant (Coriander, Kalstad, Dipan).......[12300] Villnore.............................................[12400] Crell Monferaigne....................................[12500] Asgard...............................................[12600]

=============================================================================== 12.1 - Solde [12100]

--- Weapons ---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 --- Armor ---Sallet Type: Head Price: 160 Performance: 1 RDM Rune: Blue Head

-Anointed Crown When: Chapter 4+ Type: Head Price: 5,500 Rune: Red Head Performance: 6 RDM, 10 MAG

-Leather Mail Type: Body Price: 240 Performance: 4 RDM -Cloak Type: Body Price: 200 Performance: 2 RDM

Rune: Blue Body

Rune: Blue Body

-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 Performance: 1 RDM

Rune: Blue Arm

-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 Performance: 2 RDM -Leather Boots Type: Leg Price: 160 Performance: 1 RDM

Rune: Red Leg

Rune: Blue Leg

--- Healing/Battle/Precious ---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 -Honeysuckle Dew Type: Healing Price: 80 Effect: Heals one ally of Poison -Bragi's Song Type: Healing Price: 150 Effect: Heals one ally of Silence -Pearl Grass Type: Healing Price: 80 Effect: Heals one ally of Paralysis -Union Plume Type: Healing Price: 800 Effect: Heals one ally of Unconscious -Idun's Apples Type: Healing Price: 150 Effect: Heals one ally of Frailty -The Cosmic Order Type: Healing Price: 80 Effect: Heals one ally of Confusion -Thaw Water Type: Healing Price: 80 Effect: Heals one ally of Freeze -Cockatrice Egg Type: Healing Price: 80 Effect: Heals one ally of Stone -Holy Water Type: Healing Price: 150 Effect: Heals one ally of Curse -Aspect Stone Type: Healing Price: 2000 Effect: Heals party of Transfer

-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. -Might Potion -Guard Potion

When: Chapter 5+ Type: Battle Price: 2,000 Effect: Casts Might Reinforce -Spell Potion When: Chapter 5+ Type: Battle Price: 2,000 Effect: Casts Spell Reinforce

When: Chapter 5+ Type: Battle Price: 2,000 Effect: Casts Guard 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 -Map of the North Lands When: Chapter 4+ Type: Precious Price: 10,000 Effect: Allows shortcut to northern area of the world map -Map of the West Lands When: Chapter 4+ Type: Precious Price: 1,000 Effect: Allows shortcut to western area of the world map -Map of the East Lands When: Chapter 4+ Type: Precious Price: 5,000 Effect: Allows shortcut to eastern area of the world map --- Accessories ---Prancing Horse Price: 1,000 Rune: Red Earth Effect: AVD+3% -Blue Apple When: Chapter 2, after getting Lezard Price: 1,000 Rune: Blue Earth Effect: MAG+3% -Ruby-Eyed Bee Price: 1,000 Rune: Red Healing Effect: HIT+3%

=============================================================================== 12.2 - Dipan (Chapter 2 only) [12200] --- Weapons ---

-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

--- Armor ---Silver Sallet Type: Head Price: 1,000 Performance: 2 RDM, 2 RST -Leather Mail Type: Body Price: 240 Performance: 4 RDM -Chainmail Type: Body Price: 1,200 Performance: 6 RDM -Cloak Type: Body Price: 200 Performance: 2 RDM Rune: Blue Head

Rune: Blue Body

Rune: Blue Body

Rune: Blue Body

-Gauntlet Type: Arm Price: 800 Rune: Blue Arm Performance: 2 RDM, 5% Block -Leather Glove Type: Arm Price: 160 Performance: 1 RDM -Cloth Greaves Type: Leg Price: 180 Performance: 2 RDM -Leather Boots Type: Leg Price: 160

Rune: Blue Arm

Rune: Red Leg

Rune: Blue Leg

Performance: 1 RDM --- Healing/Battle/Precious ---Warrior's Arcanum Type: Healing Price: 150 Effect: Heals 300 HP to one character -The Cosmic Order Type: Healing Price: 80 Effect: Heals one ally of Confusion -Thaw Water Type: Healing Price: 80 Effect: Heals one ally of Freeze -Cockatrice Egg Type: Healing Price: 150 Effect: Heals one ally of Stone -Holy Water Type: Healing Price: 150 Effect: Heals one ally of Curse --- Accessories ---Blue Apple Price: 1000 Rune: Blue Earth Effect: MAG+3% -Honeysuckle Dew Type: Healing Price: 80 Effect: Heals one ally of Poison -Bragi's Song Type: Healing Price: 150 Effect: Heals one ally of Silence -Pearl Grass Type: Healing Price: 80 Effect: Heals one ally of Paralysis -Union Plume Type: Healing Price: 800 Effect: Heals one ally of Unconscious -Spectacles Type: Battle Price: 150 Effect: Shows stats of one enemy

=============================================================================== 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: Before Kalstad: Coriander From Kalstad to the end of Chapter 3: Kalstad Chapter 4: Dipan Chapter 5 before Dipan Castle: none (he's gone temporarily) Dipan Castle to the end of Chapter 5: Dipan Chapter 6: Coriander --- Weapons ---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 --- Armor ---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 Performance: 15 RDM

Rune: Red Head

-Metal Crown Type: Head Price: 2,500 Performance: 3 RDM, 3 MAG

Rune: Blue Head

-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 Performance: 9 RDM

Rune: Blue Body

-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 Performance: 65 RDM -Silver Cloak Type: Body Price: 3,500 Performance: 7 RDM, 2 RST

Rune: Green Body

Rune: Blue Body

-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 Performance: 2 RDM -Leather Boots Type: Leg Price: 160 Performance: 1 RDM

Rune: Red Leg

Rune: Blue Leg

-Suede Boots Type: Leg Price: 1,000 Performance: 3 RDM

Rune: Blue Leg

--- Healing/Battle/Precious ---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 -Honeysuckle Dew Type: Healing Price: 80 Effect: Heals one ally of Poison -Bragi's Song Type: Healing Price: 150 Effect: Heals one ally of Silence -Pearl Grass Type: Healing Price: 80 Effect: Heals one ally of Paralysis -Idun's Apples Type: Healing Price: 150 Effect: Heals one ally of Frailty -Union Plume Type: Healing Price: 800 Effect: Heals one ally of Unconscious -The Cosmic Order Type: Healing Price: 80 Effect: Heals one ally of Confusion -Thaw Water Type: Healing Price: 80 Effect: Heals one ally of Freeze -Cockatrice Egg Type: Healing Price: 80 Effect: Heals one ally of Stone -Aspect Stone Type: Healing Price: 200 Effect: Heals party of Transfer -Holy Water Type: Healing Price: 150 Effect: Heals one ally of Curse

-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

--- Accessories ---Beryl Bracelet When: Chapter 3+, after Serdberg Mountain Ruins Price: 2,500 Rune: Green Strengthening Effect: ATK+3% -Blue Bronze Mirror Price: 6,000 Rune: Blue Holy Effect: RST+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] --- Weapons ---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 --- Armor ---Iron Helm Type: Head Price: 4,500 Performance: 5 RDM Rune: Blue Head

-Crystal Chainmail Type: Body Price: 4,000 Rune: Blue Body Performance: 15 RDM, 5 RST, 20 AVD -Noble Cloak Type: Body Price: 4,500 Performance: 10 RDM

Rune: Blue Body

-Work Boots Type: Leg Price: 2500 Rune: Red Leg Performance: 8 RDM, 2 RST --- Healing/Battle/Precious ---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 -Honeysuckle Dew Type: Healing Price: 80 Effect: Heals one ally of Poison -Bragi's Song Type: Healing Price: 150 Effect: Heals one ally of Silence -Pearl Grass -The Cosmic Order Type: Healing Price: 80 Effect: Heals one ally of Confusion -Thaw Water Type: Healing Price: 80 Effect: Heals one ally of Freeze -Cockatrice Egg

Type: Healing Price: 80 Effect: Heals one ally of Paralysis -Idun's Apples Type: Healing Price: 150 Effect: Heals one ally of Frailty -Union Plume Type: Healing Price: 800 Effect: Heals one ally of Unconscious

Type: Healing Price: 80 Effect: Heals one ally of Stone -Aspect Stone Type: Healing Price: 200 Effect: Heals party of Transfer -Holy Water Type: Healing Price: 150 Effect: Heals one ally of Curse

-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. -Might Potion When: Chapter 5+ Type: Battle Price: 2,000 Effect: Casts Might Reinforce -Spell Potion When: Chapter 5+ Type: Battle Price: 2,000 Effect: Casts Spell Reinforce -Overdrive When: Chapter 5+ Type: Battle Price: 3,000 -Guard Potion When: Chapter 5+ Type: Battle Price: 2,000 Effect: Casts Guard Reinforce

Effect: Reduces all AP cost by 20% for the whole party -Spectacles Type: Battle Price: 150 Effect: Shows stats of one enemy -Map of the North Lands When: Chapter 5+ Type: Precious Price: 10,000 Effect: Allows shortcut to northern area of the world map -Map of the West Lands Type: Precious Price: 1,000 Effect: Allows shortcut to western area of the world map -Map of the East Lands When: Chapter 3+, after Surts Volcano Caverns Type: Precious Price: 5,000 Effect: Allows shortcut to eastern area of the world map --- Accessories ---Blue Apple Price: 1,000 Rune: Blue Earth Effect: MAG+3% -Celadon Chick Price: 5,000 Rune: Blue Training Effect: Poison +40%

=============================================================================== 12.5 - Crell Monferaigne [12500] --- Weapons ---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 --- Armor ---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 --- Healing/Battle/Precious ---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 -Honeysuckle Dew Type: Healing Price: 80 Effect: Heals one ally of Poison -Bragi's Song Type: Healing Price: 150 Effect: Heals one ally of Silence -Pearl Grass Type: Healing Price: 80 Effect: Heals one ally of Paralysis -Idun's Apples Type: Healing Price: 150 Effect: Heals one ally of Frailty -Union Plume Type: Healing Price: 800 Effect: Heals one ally of Unconscious -The Cosmic Order Type: Healing Price: 80 Effect: Heals one ally of Confusion -Thaw Water Type: Healing Price: 80 Effect: Heals one ally of Freeze -Cockatrice Egg Type: Healing Price: 80 Effect: Heals one ally of Stone -Aspect Stone Type: Healing Price: 200 Effect: Heals party of Transfer -Holy Water Type: Healing Price: 150 Effect: Heals one ally of Curse

-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 -Map of the North Lands When: Chapter 5+ Type: Precious Price: 10,000 Effect: Allows shortcut to northern area of the world map -Map of the West Lands Type: Precious Price: 1,000 Effect: Allows shortcut to western area of the world map -Map of the East Lands Type: Precious Price: 5,000 Effect: Allows shortcut to eastern area of the world map --- Accessories ---Red Copper Mirror Price: 5,000 Rune: Red Resistance Effect: RST+3%

=============================================================================== 12.6 - Asgard [12600] --- Weapons ---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 --- Armor ---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 --- Healing/Battle/Precious ---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 -Honeysuckle Dew Type: Healing Price: 80 Effect: Heals one ally of Poison -Bragi's Song Type: Healing Price: 150 Effect: Heals one ally of Silence -Pearl Grass Type: Healing Price: 80 Effect: Heals one ally of Paralysis -Idun's Apples Type: Healing Price: 150 Effect: Heals one ally of Frailty -Union Plume Type: Healing Price: 800 Effect: Heals one ally of Unconscious -Fairy Tincture Type: Healing Price: 3,600 Effect: Heals 1,500 HP to the party -The Cosmic Order Type: Healing Price: 80 Effect: Heals one ally of Confusion -Thaw Water Type: Healing Price: 80 Effect: Heals one ally of Freeze -Cockatrice Egg Type: Healing Price: 80 Effect: Heals one ally of Stone -Aspect Stone Type: Healing Price: 200 Effect: Heals party of Transfer -Holy Water Type: Healing Price: 150 Effect: Heals one ally of Curse

-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. -Might Potion When: Chapter 5+ Type: Battle Price: 2,000 Effect: Casts Might Reinforce -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 -Guard Potion When: Chapter 5+ Type: Battle Price: 2,000 Effect: Casts Guard Reinforce

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 --- Accessories ---Green Kittens Price: 10,000 Rune: Green Training Effect: Poison +40% -Dark Votive Cup Price: 10,000 Rune: Red Darkness Effect: Darkness +5%

=============================================================================== ------------------------------------------------------------------------------=============================================================================== 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). Everything else should be self-explanatory. 13.1 13.2 13.3 13.4 13.5 Solde................................................[13100] Dipan (Chapter 2 only)...............................[13200] Traveling Merchant (Coriander, Kalstad , Dipan)......[13300] Villnore.............................................[13400] Crell Monferaigne....................................[13500]

=============================================================================== 13.1 - Solde [13100] --- Sun Shower --Class: Weapon Type: Light Sword Price: 76,000 (25,000) Performance: 130 ATK, 20 MAG, 2 attacks, No SC Effect: Extra hit (+1) Materials: -Spider Fighter x1

Rune: Red Slashing

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. --- Elfin Taffeta --Class: Armor Type: Body Price: 25,000 (15,000) Rune: Green Body Performance: RDM 55, RST 10 Resistance: Ice +20%, Lightning +20% 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. --- Rune Greaves --Class: Armor Type: Leg Performance: RDM 30 Resistance: Silence +30%

Price: 60,000 (20,000) Rune: Blue Leg

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

Recommended? No, just get it from enemies in Chapter 6. --- Poison Check --Class: Accessory Price: 1,500 (800) Rune: none Resistance: Poison +100%, Earth +30% 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. --- Holy Crystal --Class: Battle Price: 6,000 (2,000) Effect: Casts Prismatic Missile 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 Enemy: Enemy: Enemy:

Spinel x1 Tear Soul's body, Crawsus Forest Ruins; Phantom Lurker's ghost, Crawsus Forest Ruins; 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. --- Witch's Arcanum --Class: Healing Price: 5,000 (2,000) Effect: Heals 5,000 HP to one character 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. --- Spirit Tincture --Class: Healing Price: 40,000 (35,000) Effect: Heals 5,000 HP of whole party 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.

--- Elixir --Class: Healing Price: 800 (400) Effect: Heals one character of Poison, Confuse, Silence, Freeze, Paralysis, Stone and Faint 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; Recommended? No. Can be collected directly from several enemies. --- Holy Grail --Class: Healing Price: 20,000 (10,000) Effect: Heals party of Curse, doesn't disappear after use 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 Recommended? Never. Curse isn't a dangerous status. --- Soft Stone --Class: Healing Price: 20,000 (10,000) Effect: Heals party of Frailty, doesn't disappear after use 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. --- Horoscope Tablet --Class: Healing Price: 20,000 (10,000) Effect: Heals party of Transfer, doesn't disappear after use 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+) Recommended? No. Aspect Stones are cheap, just use them. --- Golden Egg --Class: Usable Price: 50,000 (15,000) Random boost between 1 and 10 points to STR, INT, DEX and AGL. 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. --- Gem of Illusion --Class: Battle Price: 10,000 (5,000) Shows stats of one enemy like Spectacles, but doesn't disappear after use. 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. --- Cat Ring --Class: Accessory Price: 1 (80,000) Effect: Status: Faint

Rune: none

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] --- Poison Check --Class: Accessory Price: 1,500 (800) Rune: none Resistance: Poison +100%, Earth +30% 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: Before Kalstad: Coriander From Kalstad to the end of Chapter 3: Kalstad Chapter 4: Dipan Chapter 5 before Dipan Castle: none (he's gone temporarily) Dipan Castle to the end of Chapter 5: Dipan Chapter 6: Coriander --- Falchion --Class: Weapon Type: Light Sword Price: 200 (0) Performance: ATK 18, 3 attacks, No SC

Rune: Red Slashing

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. --- Ignite Sword --Class: Weapon Type: H.Sword Price: 1,000,000 (200,000) Rune: Blue Slashing Performance: ATK 300, RDM -20, 2 attacks, SC enabled, Fire elemental (0.5) Effect: Soul Crush Damage +30% 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. --- Spear "Basilisk" --Class: Weapon Type: Halberd Price: 700,000 (400,000) Rune: Green Piercing Performance: ATK 340, HIT 50, RDM -10, 2 attacks, SC enabled Effect: Status: Stone 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. --- Holy Rod --Class: Weapon Type: Staff Price: 83,000 (70,000) Performance: 70 MAG, 12 RDM, 15 RST, GM enabled

Rune: Blue Bludgeon

Materials: -Ruby Mace x1 Buy: Dipan, Villnore; Character: Lezard's, Mithra's, Alm's and Woltar's initial weapon -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) -Copper Signet x2 Enemy: Spectral Knight's arms, Palace of the Venerated Dragon; Enemy: Muscular Stalker's right body, Palace of the Venerated Dragon; Enemy: Holy Order's upper body, Dipan Castle (Ch5+); Enemy: Divine Slave's right body, Hall of Valhalla; Enemy: Slight Devil's upper body, Tower of Lezard Valeth Recommended? Maybe. Materials are easy to get, but it's too expensive. Good substitute for the Dragonlore if you release someone with it. --- Rune Crown --Class: Armor Type: Head Price: 25,000 (15,000) Performance: 15 RDM, 20 MAG Resistance: Silence +30%

Rune: Green Head

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. --- Icicle Plate --Class: Armor Type: Body Price: 17,000 (100,000) Performance: RDM 60, 5 RST Resistance: Fire -50%, Ice +50%

Rune: Red Body

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. --- Leather Cloak --Class: Armor Type: Body Price: 3,500 (1,000) Performance: RDM 22, RST 5 Resistance: Lightning +50%

Rune: Blue Body

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. --- Goddess Pendant --Class: Accessory Price: 300,000 (15,000) Performance: RDM +20% Resistance: Darkness +50%

Rune: none

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. --- Curse Check --Class: Accessory Price: 4,000 (2,000) Resistance: Curse +100%, Darkness +30%

Rune: none

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 Recommended? No. Curse is a harmless and Darkness attacks are rare. --- Paralyze Check --Class: Accessory Price: 2,500 (6,000) Rune: none Resistance: Paralysis +100%, Lightning +30% 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. --- Shadow Crystal --Class: Battle Price: 6,000 (2,000) Effect: Casts a Darkness spell in a wide area 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. --- Prime Elixir --Class: Battle Price: 10,000 (10,000) Effect: Heals one character of Poison, Confuse, Silence, Freeze, Paralysis, Stone and Faint, also restores 50% HP 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. --- Foolproof Trinket --Class: Battle Price: 5,000 (2,000) Effect: Protects one ally from non-elemental attacks 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: -Beetle Enemy: Enemy:

Land Kraken's mace tentacles, Crawsus Forest Ruins Shell x1 Bullet Beetle's shell, Lost Forest and Royal Underground Path (Ch1-3); Giant Scarab's shell, Surts Volcano Caverns

Recommended? No. Easy to get, but still too much trouble for a consumable item. --- Bird Ring --Class: Accessory Price: 1 (80,000) Effect: Doubles HIT stat Materials: -Chicken Feed x1 Treasure: Feed Bonemeal -Vegetable Debris x1 Treasure: Feed Bonemeal -Clamshell Chum x1 Treasure: Feed Bonemeal -Bird Poop x1 Treasure: Feed Bonemeal

Rune: none

to the chicken in Coriander once to the chicken in Coriander 5 times to the chicken in Coriander 10 times 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] --- Sabertooth Saber --Class: Weapon Type: Light Sword Price: 7,500 (5,500) Performance: 30 ATK, 3 attacks, SC enabled Effect: Innate Beast Bludgeon

Rune: Red Slashing

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. --- Moonfalx --Class: Weapon Type: Light Sword Price: 700,000 (100,000) Rune: Red Slashing Performance: 280 ATK, 2 attacks, SC enabled, Holy (0.3) 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. --- Elemental Edge --Class: Weapon Type: Heavy Sword Price: 6,000 (5,500) Performance: 32 ATK, 2 attacks, SC enabled Effect: Soul Crush Damage +30%

Rune: Blue Slashing

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. --- Supreme Crossbow --Class: Weapon Type: Bow Price: 5,500 (5,500) Rune: Red Piercing Performance: 32 ATK, 10 HIT, 3 attacks, SC enabled, Holy (0.5) 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. --- Crystal Helm --Class: Armor Type: Head Price: 8,000 (6,000) Performance: 10 RDM, 5 RST

Rune: Blue Head

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 Recommended? No. Easy to get, but there's no reason to. --- Rune Helm --Class: Armor Type: Head Price: 800,000 (90,000) Performance: RDM 30, MAG 30 Resistance: Silence +30%

Rune: Green Head

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. --- Tiara of the Holy Empress --Class: Armor Type: Head Price: 5,000 (4,000) Performance: RDM 15 Resistance: Holy +50%, Frailty +100%

Rune: Red Head

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) Performance: RDM 20 Resistance: Earth +50%, Lightning -20%

Rune: Blue Body

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. --- Fairy Garb --Class: Armor Type: Body Price: 50,000 (30,000) Rune: Green Body Performance: RDM 75, RST 30, AVD -5 Resistance: Fire, Ice, Lightining and Earth +30%, Holy and Darkness -30%, Frailty +100%

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. --- Sacred Guarder --Class: Armor Type: Arm Price: 3,000 (2,000) Performance: HIT -5, RDM 15, 15% Block Resistance: Holy +10%, Faint +10%

Rune: Red Arm

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. --- Magic Glove --Class: Armor Type: Arm Price: 7,000 (6,000) Performance: RDM 30, AVD -15, RST 20

Rune: Red Arm

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. --- Vein Greaves --Class: Armor Type: Leg Price: 3,000 (2,000) Performance: RDM 15 Resistance: Earth +10%, Poison +30%

Rune: Green Leg

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. --- Freeze Check --Class: Accessory Price: 3,000 (2,000) Resistance: Freeze +100%, Ice +30%

Rune: none

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. --- Confuse Check --Class: Accessory Price: 3,000 (2,000) Resistance: Confusion +100%, Holy +30%

Rune: none

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: -Broken Enemy: Enemy:

Lizard Man's legs, Audola Temple on the Lake Claw x1 Owlbear's upper body, Serdberg Mountain Ruins and Ancient Forest; Crust Golem legs, Serdberg Mountain Ruins

Recommended? No. Confuse isn't dangerous. --- Ring of Healing --Class: Accessory Price: 30,000 (10,000) Resistance: Holy +30% Effect: May heal half of the damage taken

Rune: none

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] --- Runeslayer --Class: Weapon Type: Light Sword Price: 50,000 (35,000) Performance: 90 ATK, 20 RST, 2 attacks, No SC Effect: Innate Magician Slayer

Rune: Red Slashing

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: Enemy: Enemy: Enemy:

Goat Man's right arm, Ancient Forest; Lizard Lord's weapon, Turgen Mine and Audola Temple on the Lake; Red Lizard's weapon, Surts Volcano Caverns; 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. --- Arondight --Class: Weapon Type: Light Sword Price: 12,000 (80,000) Performance: 170 ATK, 2 attacks, No SC Effect: Extra damage on females

Rune: Red Slashing

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 to get early and you can't make much use of the effect as there female enemies. This changes in the Seraphic Gate though, where become the best light sword for damage. You'll also find one of Forest of Spirits. just too hard are barely any this might even these in the

--- Zweihander --Class: Weapon Type: Heavy Sword Price: 30,000 (30,000) Rune: Blue Slashing Performance: 100 ATK, 10 HIT, -10 RDM, 2 attacks, No SC Effect: Innate Giant Killer 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. --- Grand Sting --Class: Weapon Type: Heavy Sword Price: 115,000 (80,000) Rune: Blue Slashing Performance: 120 ATK, 2 attacks, SC enabled, Lightning (0.5) 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) Performance: 110 ATK, -10 RST, 2 attacks, No SC Effect: Innate Weed Whacker

Rune: Red Piercing

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. --- Mage Slayer --Class: Weapon Type: Bow Price: 50,000 (40,000) Rune: Red Piercing Performance: 125 ATK, -10 HIT, 20 RST, 2 attacks, SC enabled Effect: Innate Magician Slayer 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. --- Shiny Rupture --Class: Weapon Type: Bow Price: 100,000 (80,000) Rune: Red Piercing Performance: 200 ATK, 80 MAG, 3 attacks, SC enabled, Earth (0.5) Materials: -Arbalest x1 Treasure: Dragonscrypt -Ammunition Shell x1 Enemy: Kraken's front tentacles, Audoula Temple on the Lake; Enemy: Disgusting Shell's shell, Crawsus Forest Ruins; Enemy: Gigantic Moth's shell, Royal Underground Path (Ch4+) -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 -Toxic Seed x1 Enemy: Mimetic Flower's body, Forest of Spirits 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. --- Soulslayer --Class: Weapon Type: Bow Price: 900,000 (150,000) Performance: 270 ATK, 70 HIT, 2 attacks, SC enabled Effect: Absorbs damage dealt

Rune: Red Piercing

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. --- Mithril Wand --Class: Weapon Type: Rod Price: 20,000 (20,000) Performance: 55 MAG, -10 RDM, 10 RST, GM enabled

Rune: Blue Bludgeon

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. --- Bloody Claw --Class: Weapon Type: Claw Price: 600,000 (350,000) Rune: Green Bludgeon Performance: 340 ATK, -10 RDM, 10 RST, 3 attacks, SC enabled Effect: May absorb damage dealt 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. --- Phylactic Helm --Class: Armor Type: Head Price: 9,000 (25,000) Performance: 10 RDM, 25 RST

Rune: Red Head

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; Recommended? No. It's easy to get, but doesn't do anything special. --- Conqueror's Armor --Class: Armor Type: Body Price: 800,000 (150,000) Rune: Green Body Performance: 280 RDM, 50 RST, 100 ATK, 100 MAG, 50 HIT, 50 AVD Resistance: Fire, Ice, Earth, Lightning, Holy and Darkness -20%, Doom, Frailty and Transfer +80% 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 Recommended? Of course. Great boosts to all stats and protection from 3 dangerous status effects. Elemental weaknesses are bad, but this is still a great piece of equipment and worth the high price. --- Wind Glove ---

Class: Armor Type: Arm Price: 20,000 (15,000) Performance: 35 RDM, 20 HIT, 20 AVD

Rune: Green Arm

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. --- Stone Check --Class: Accessory Price: 5,000 (5,000) Resistance: Earth +30%, Stone +100%

Rune: none

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 Recommended? No. Same deal as the other Checks. --- Silence Check --Class: Accessory Price: 5,000 (5,000) Resistance: Silence +100%, Holy +30%

Rune: none

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 Recommended? No. Silence isn't dangerous, same deal as other Checks. --- Frailty Check --Class: Accessory Price: 5,000 (5,000) Rune: none Resistance: Frailty +100%, Darkness +30% 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. --- Dog Ring --Class: Accessory Price: 1 (80,000) Rune: none Effect: Soul Crush and Great Magic damage increase as HP decreases Materials: -Sucked Bone x1 Treasure: Feed Meat -Chewed-up Shoes x1 Treasure: Feed Meat -Squalid Cloth x1 Treasure: Feed Meat -Dog Poop x1 Treasure: Feed Meat

Chops to the dog in Villnore once Chops to the dog in Villnore 5 times Chops to the dog in Villnore 10 times 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] --- Oreichalkos Staff --Class: Weapon Type: Staff

Price: 600,000 (140,000)

Rune: Blue Bludgeon

Performance: 360 MAG, 10 RDM, 30 RST, GM enabled 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. --- Thrud's Gauntlet Class: Armor Type: Performance: 80 RDM, Resistance: Darkness --Arm Price: 500,000 (130,000) 30 HIT, 10 AVD, 5% Block +20%

Rune: Red Arm

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. --- Miracle Guard --Class: Armor Type: Arm Price: 1 (130,000) Performance: 1 RDM, 80% Block

Rune: Green Arm

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. --- Witch's Arcanum --Class: Healing Price: 5,000 (2,000) Effect: Heals 5,000 HP to one character 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. --- Spirit Tincture --Class: Healing Price: 40,000 (35,000) Effect: Heals 5,000 HP of whole party 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.

--- Elixir --Class: Healing Price: 800 (400) Effect: Heals one character of Poison, Confuse, Silence, Freeze, Paralysis, Stone and Faint 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; Recommended? No. Can be collected directly from several enemies. --- Prime Elixir --Class: Battle Price: 10,000 (10,000) Effect: Heals one character of Poison, Confuse, Silence, Freeze, Paralysis, Stone and Faint, also restores 50% HP 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: Enemy: Enemy: Enemy: Enemy:

Hydra's tail, Crawsus Forest Ruins; Green Coral's stalk, Dragonscript; Gigantic Moth's core, Royal Underground Path (Ch4+); King Slug's head and core, Yggdrasil; Scargone's head and core, Seraphic Gate's 4th Floor

Recommended? Hell no, just Direct Assault Wild Trolls in Crawsus Forest Ruins. --- Foolproof Trinket --Class: Battle Price: 5,000 (2,000) Effect: Protects one ally from non-elemental attacks 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. --- Solomon's Ring --Class: Accessory Price: 900,000 (200,000) Effect: Fortune Smiles 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.

Rune: none

=============================================================================== ------------------------------------------------------------------------------=============================================================================== 15 - Plot Characters and Einherjar List *SPOILERS* [15000] This Section lists and evaluates all 52 characters. They're separated in

Einherjar and Plot characters, each sorted in a different way. For more details on the difference in listing between the two character types, please check the next sections. 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. --- Light 15.1.01 15.1.02 15.1.03 15.1.04 15.1.05 15.1.06 15.1.07 15.1.08 15.1.09 15.1.10 --- Heavy 15.1.11 15.1.12 15.1.13 15.1.14 15.1.15 15.1.16 15.1.17 15.1.18 15.1.19 15.1.20 Warriors --Jessica...........................................[15101] Richelle..........................................[15102] Sylphide..........................................[15103] Celes.............................................[15104] Tyrith............................................[15105] Circe.............................................[15106] Fraudir...........................................[15107] Rasheeka..........................................[15108] Crescent..........................................[15109] Lwyn..............................................[15110] Warriors --Kraad.............................................[15111] Roland............................................[15112] Aaron.............................................[15113] Dyn...............................................[15114] Zunde.............................................[15115] Adonis............................................[15116] Falx..............................................[15117] Ehlen.............................................[15118] Gerald............................................[15119] Guilm.............................................[15120]

--- Archers --15.1.21 - Chrystie..........................................[15121]

15.1.22 15.1.23 15.1.24 15.1.25 15.1.26 15.1.27 15.1.28 15.1.29 15.1.30

Sha-Kon...........................................[15122] Lylia.............................................[15123] Millidia..........................................[15124] Ehrde.............................................[15125] Phyress...........................................[15126] Arcana............................................[15127] Sophalla..........................................[15128] Atrasia...........................................[15129] Lydia.............................................[15130]

--- Sorcerers --15.1.31 - Mithra............................................[15131] 15.1.32 - Alm...............................................[15132] 15.1.33 - Woltar............................................[15133] 15.1.34 - Khanon............................................[15134] 15.1.35 - Farant............................................[15135] 15.1.36 - Psoron............................................[15136] 15.1.37 - Seluvia...........................................[15137] 15.1.38 - Masato............................................[15138] 15.1.39 - Xehnon............................................[15139] 15.1.40 - Aegis.............................................[15140]

------------------------------------------------------------------------------15.1.01 - Jessica [15101] -Class: Light Warrior -Elements: Ice +25%, everything else -5% -Initial Skills: Heat Up -Location: Royal Underground Path (25%) -Others From the Same Relic: Richelle (25%), Sylphide (50%) -Release Info: Coriander (nothing, Ymir's Tear, nothing) --- Stats --Growth: HP K, STR E, INT G, DEX G, AGL B, CON E Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 85 559~592 1694~1782 3994~4182 9894~10202 18449~18931 STR 8 31~36 46~76 76~166 96~256 125~362 INT 3 17 32~42 52~102 72~162 101~249 DEX 5 28 53 93~113 113~153 142~211 AGL 5 28 53 93~103 113~163 142~250 CON 4 18~23 33~53 53~113 73~173 102~260 -------------------------------------------------------------------------- Attacks ---Assault Step (5 AP, 3x2, initial): 0.35 x 2 -Sneaky Throw (6 AP, 6x2, initial): 0.45 x 2 -Sunset Luster (6 AP, 9x1, initial): 1 -Double Wind (8 AP, 4x2, Level 7): 0.55 x 2 -Ascending Sword (8 AP, 2x4, Level 16): 0.2 x 3 + 0.3 -Resonating Pain (9 AP, 2x4, Level 25): 0.25 x 4 -Tri Crusade (8 AP, 3x3, Level 35): 0.3 x 3

-Energy Steal (8 AP, 6x2, Level 43): 0.1 x 2 (0.6 Darkness, restores HP) -Mist Phantom (9 AP, 2x4, Level 52): 0.2 x 4 -Second Ruin (9 AP, 2x6, Seraphic Gate): 0.2 x 5 + 0.4 --- Menu Spells ---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] -Class: Light Warrior -Elements: Holy +20%, Darkness -20% -Initial Skills: Reflex Movement -Location: Royal Underground Path (25%) -Others From the Same Relic: Jessica (25%), Sylphide (50%) -Release Info: Coriander (Expert's Experience, nothing, nothing) --- Stats --Growth: HP I, STR G, INT J, DEX C, AGL F, CON J Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 95 635~682 1850~1967 4600~4817 10460~10757 18957~19370 STR 10 47~52 87~97 147~167 167~207 196~265 INT 10 24~33 39~58 59~88 79~108 108~137 DEX 8 31~45 46~75 76~125 116~165 174~223 AGL 5 33~42 53~72 83~112 103~132 132~161 CON 5 24~33 54~63 74~103 94~123 123~152 -------------------------------------------------------------------------- Attacks ---Ascending Sword (8 AP, 2x4, initial): 0.2 x 3 + 0.3 -Double Wind (8 AP, 4x2, initial): 0.55 x 2 -Sunset Luster (6 AP, 9x1, initial): 1 -Assault Step (5 AP, 3x2, Level 6): 0.35 x 2 -Tri Crusade (8 AP, 3x3, level 14): 0.3 x 3 -Magic Lock (7 AP, 5x2, Level 23): 0.35 x 2 (30% Silence) -Overspin (6 AP, 13x1, Level 31): 0.7 (10% Faint) -Holy Smite (9 AP, 5x2, Level 40): 0.1 x 2 (0.8 Holy) -Resonating Pain (9 AP, 2x4, Level 48): 0.25 x 4 -Second Ruin (9 AP, 2x6, Seraphic Gate): 0.2 x 5 + 0.4 --- Menu Spells ---Guard Reinforce (15 AP, Level 15): Boosts one character's RDM and RST by 50%

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

15.1.03 - Sylphide -Class: Light Warrior -Elements: Holy and Darkness +20%, everything else -10% -Initial Skills: Free Item -Location: Royal Underground Path (50%) -Others From the Same Relic: Jessica (25%), Richelle (25%) -Release Info: Coriander (50000 OTH, nothing, nothing) --- Stats --Growth: HP N, STR K, INT D, DEX F, AGL D, CON L Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 ----------------------------------------------------------------------HP 95 607~644 1762~1849 4512~4699 10012~10299 17987~18419 STR 8 36 56~66 86~116 106~156 135~214 INT 12 26~49 51~79 71~109 151~189 267~305 DEX 8 31~36 56~66 96~116 116~156 145~214 AGL 5 28~42 43~72 63~112 83~152 112~210 CON 5 19~33 34~63 54~93 74~113 103~142 ------------------------------------------------------------------------- Attacks ---Assault Step (5 AP, 3x2, initial): 0.35 x 2 -Double Wind (8 AP, 4x2, initial): 0.55 x 2 -Sunset Luster (6 AP, 9x1, initial): 1 -Sneaky Throw (6 AP, 6x2, Level 9): 0.45 x 2 -Tri Crusade (8 AP, 3x3, Level 17): 0.3 x 3 -Magic Lock (7 AP, 5x2, Level 26): 0.35 x 2 (30% Silence) -Holy Smite (9 AP, 5x2, Level 34): 0.1 x 2 (0.8 Holy) -Descending Sword (7 AP, 2x4, Level 43): 0.15 + 0.2 x 3 -Resonating Pain (9 AP, 2x4, Level 51): 0.25 x 4 -Second Ruin (9 AP, 2x6, Seraphic Gate): 0.2 x 5 + 0.4 --- Menu Spells ---

[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] -Class: Light Warrior -Elements: Everything +5% -Initial Skills: Dismantle -Location: Serdberg Mountain Ruins (30%) -Others From the Same Relic: Tyrith (70%)

-Release Info: Villnore (nothing, nothing, 300000 OTH) --- Stats --Growth: HP F, STR F, INT I, DEX B, AGL D, CON F Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 90 654~701 1884~2001 4984~5201 11104~11401 19978~20391 STR 14 51~56 91~101 151~171 171~211 200~269 INT 3 17 32 52~62 72~102 101~160 DEX 8 36~40 66~75 106~125 146~165 204~223 AGL 8 31~45 46~75 66~115 86~155 115~213 CON 4 18~32 43~62 83~102 103~142 132~200 -------------------------------------------------------------------------- Attacks ---Soul Pierce (8 AP, 8x1, initial): 0.9 (10% Doom) -Descending Sword (7 AP, 2x4, initial): 0.15 + 0.2 x 3 -Mist Phantom (9 AP, 2x4, initial): 0.2 x 4 -Ascending Sword (8 AP, 2x4, Level 7): 0.2 x 3 + 0.3 -Sneaky Throw (6 AP, 6x2, Level 15): 0.45 x 2 -Overspin (6 AP, 13x1, Level 23): 0.7 (10% Faint) -Double Wind (8 AP, 4x2, Level 30): 0.55 x 2 -Assault Step (5 AP, 3x2, Level 38): 0.35 x 2 -Energy Steal (8 AP, 6x2, Level 45): 0.1 x 2 (0.6 Darkness, restores HP) -Second Ruin (9 AP, 2x6, Seraphic Gate): 0.2 x 5 + 0.4 --- Menu Spells ---Might Reinforce (18 AP, Level 25): Boosts one character's ATK by 50%

------------------------------------------------------------------------------15.1.05 - Tyrith [15105] -Class: Light Warrior -Elements: Lightning -20%; everything else +5% -Initial Skills: Adversity -Location: Serdberg Mountain Ruins (70%) -Others From the Same Relic: Celes (30%) -Release Info: Villnore (nothing, Foolproof Trinket, nothing) --- Stats --Growth: HP N, STR I, INT I, DEX C, AGL F, CON J Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 100 612~649 1767~1854 4517~4704 10017~10304 17992~18424 STR 12 40~45 70~80 120~140 140~180 169~238 INT 4 18 33 53~63 73~103 102~161 DEX 6 29~43 44~73 74~123 114~163 172~221

AGL 6 34~43 54~73 84~113 104~133 133~162 CON 6 25~34 55~64 75~104 95~124 124~153 -------------------------------------------------------------------------- Attacks ---Ascending Sword (8 AP, 2x4, initial): 0.2 x 3 + 0.3 -Assault Step (5 AP, 3x2, initial): 0.35 x 2 -Sunset Luster (6 AP, 9x1): 1 -Sneaky Throw (6 AP, 6x2, Level 8): 0.45 x 2 -Overspin (6 AP, 13x1, Level 16): 0.7, 10% Faint -Soul Pierce (8 AP, 8x1, Level 24): 0.9 (10% Doom) -Tri Crusade (8 AP, 3x3, Level 32): 0.3 x 3 (0.9) -Double Wind (8 AP, 4x2, Level 40): 0.55 x 2 -Holy Smite (9 AP, 5x2, Level 48): 0.1 x 2 (0.8 Holy) -Second Ruin (9 AP, 2x6, Seraphic Gate): 0.2 x 5 + 0.4 --- Menu Spells ---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] -Class: Light Warrior -Elements: Fire +20%, Lightning -20% -Initial Skills: Fortify Physique -Location: Crawsus Forest Ruins (40%) -Others From the Same Relic: Fraudir (40%), Rasheeka (20%) -Release Info: Kalstad (Kraadmail, nothing, nothing) --- Stats --Growth: HP F, STR F, INT G, DEX B, AGL D, CON J Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 90 654~701 1884~2001 4984~5201 11104~11401 19978~20391 STR 10 47~52 87~97 147~167 167~207 196~265 INT 5 19 34~44 54~104 74~164 103~251 DEX 10 38~47 68~87 108~137 148~177 206~235 AGL 8 31~45 46~75 66~115 86~155 115~213 CON 4 23~32 53~62 73~102 93~122 122~151 -------------------------------------------------------------------------- Attacks ---Sunset Luster (6 AP, 9x1, initial): 1 -Double Wind (8 AP, 4x2, initial): 0.55 x 2 -Energy Steal (8 AP, 6x2, initial): 0.1 x 2 (0.6 Darkness, restores HP) -Assault Step (5 AP, 3x2, Level 8): 0.35 x 2 -Tri Crusade (8 AP, 3x3, Level 16): 0.3 x 3

-Descending Sword (7 AP, 2x4, Level 24): 0.15 + 0.2 x 3 -Overspin (6 AP, 13x1, Level 32): 0.7 (10% Faint) -Soul Pierce (8 AP, 8x1, Level 40): 0.9 (10% Doom) -Holy Smite (9 AP, 5x2, Level 48): 0.1 x 2 (0.8 Holy) -Second Ruin (9 AP, 2x6, Seraphic Gate): 0.2 x 5 + 0.4 --- Menu Spells ---Guard Reinforce (15 AP, initial): Boosts one character's RDM and RST by 50% -Sap Power (15 AP, Level 25): Reduces ATK of enemies within an area

------------------------------------------------------------------------------15.1.07 - Fraudir [15107] -Class: Light Warrior -Elements: Darkness +20%, Fire -20% -Initial Skills: Guard Motion -Location: Crawsus Forest Ruins (40%) -Others From the Same Relic: Circe (40%), Rasheeka (20%) -Release Info: Kalstad (nothing, 50000 OTH, nothing) --- Stats --Growth: HP F, STR I, INT J, DEX C, AGL F, CON J Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 100 664~711 1894~2011 4994~5211 11114~11411 19988~20401 STR 12 40~45 70~80 120~140 140~180 169~238 INT 4 18~27 33~52 53~82 73~102 102~131 DEX 6 29~43 44~73 74~123 114~163 172~221 AGL 7 35~44 55~74 85~114 105~134 134~163 CON 5 24~33 54~63 74~103 94~123 123~152 -------------------------------------------------------------------------- Attacks ---Ascending Sword (8 AP, 2x4, initial): 0.2 x 3 + 0.3 -Resonating Pain (9 AP, 2x4, initial): 0.25 x 4 -Sunset Luster (6 AP, 9x1, initial): 1 -Tri Crusade (8 AP, 9x1, Level 8): 0.3 x 3 -Mist Phantom (9 AP, 2x4, Level 16): 0.2 x 4 -Shadow Snap (7 AP, 5x2, Level 24): 0.4 x 2 -Double Wind (8 AP, 4x2, Level 32): 0.55 x 2 -Overspin (6 AP, 13x1, Level 40): 0.7 (10% Faint) -Holy Smite (8 AP, 4x2, Level 48): 0.1 x 2 (0.8 Holy) -Second Ruin (9 AP, 2x6, Seraphic Gate): 0.2 x 5 + 0.4 --- Menu Spells ---Guard Reinforce (15 AP, Level 22): Boosts one character's RDM and RST by 50%

------------------------------------------------------------------------------15.1.08 - Rasheeka [15108] -Class: Light Warrior -Elements: Light and Darkness -10%, everything else +5% -Initial Skills: Missile Protection -Location: Crawsus Forest Ruins (20%) -Others From the Same Relic: Circe (40%), Fraudir (40%) -Release Info: Kalstad (Sage's Arcanum, nothing, nothing) --- Stats --Growth: HP I, STR I, INT J, DEX C, AGL F, CON J Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 100 640~687 1855~1972 4605~4822 10465~10762 18962~19375 STR 9 37~42 67~77 117~137 137~177 166~235 INT 4 18~27 33~52 53~82 73~102 102~131 DEX 8 31~45 46~75 76~125 116~165 174~223 AGL 8 36~45 56~75 86~115 106~135 135~164 CON 5 24~33 54~63 74~103 94~123 123~152 -------------------------------------------------------------------------- Attacks ---Ascending Sword (8 AP, 2x4, initial): 0.2 x 3 + 0.3 -Assault Step (5 AP, 3x2, initial): 0.35 x 2 -Overspin (6 AP, 13x1, initial): 0.7 (10% Faint) -Double Wind (8 AP, 4x2, Level 8): 0.55 x 2 -Shadow Snap (7 AP, 5x4, Level 16): 0.4 x 2 -Tri Crusade (8 AP, 3x3, Level 24): 0.3 x 3 -Energy Steal (8 AP, 6x2, Level 32): 0.1 x 2 (0.6 Darkness, restores HP) -Mist Phantom (9 AP, 2x4, Level 40): 0.2 x 4 -Resonating Pain (9 AP, 2x4, Level 48): 0.25 x 4 -Second Ruin (9 AP, 2x6, Seraphic Gate): 0.2 x 5 + 0.4 --- Menu Spells ---Explosion (29 AP, Level 34): 1.5 Fire

------------------------------------------------------------------------------15.1.09 - Crescent [15109] -Class: Light Warrior -Elements: Fire +20%, Earth -20% -Initial Skills: Survival -Location: Palace of the Venerated Dragon (60%) -Others From the Same Relic: Lwyn (40%) -Release Info: Forest of Spirits (nothing, Noble Elixir, 10 OTH)

--- Stats --Growth: HP K, STR E, INT G, DEX G, AGL A, CON E Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 85 559~592 1694~1782 3994~4182 9894~10202 18449~18931 STR 8 31~36 46~76 76~166 96~246 125~362 INT 3 17 32~42 52~102 72~162 101~249 DEX 5 28 53 93~113 113~153 142~211 AGL 9 42~51 67~86 107~136 147~176 205~234 CON 4 18~23 33~53 53~113 73~173 102~260 -------------------------------------------------------------------------- Attacks ---Magic Lock (7 AP, 5x2, initial): 0.35 x 2 (30% Silence) -Overspin (6 AP, 13x1, initial): 0.7 (10% Faint) -Shadow Snap (7 AP, 5x2, initial): 0.4 x 2 -Assault Step (5 AP, 3x2, Level 7): 0.35 x 2 -Descending Sword (7 AP, 2x4, Level 14): 0.15 + 0.2 x 3 -Ascending Sword (8 AP, 2x4, Level 22): 0.2 x 3 + 0.3 -Tri Crusade (8 AP, 3x3, Level 30): 0.3 x 3 -Soul Pierce (8 AP, 8x1, Level 38): 0.9 (10% Doom) -Mist Phantom (9 AP, 2x4, Level 46): 0.2 x 4 -Second Ruin (9 AP, 2x6, Seraphic Gate): 0.2 x 5 + 0.4 --- Menu Spells ---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] -Class: Light Warrior -Elements: Earth +20%, Light -20% -Initial Skills: Unholy Slayer -Location: Palace of the Venerated Dragon (40%) -Others From the Same Relic: Crescent (60%) -Release Info: Forest of Spirits (nothing, Goddess Tincture, nothing) --- Stats --Growth: Unknown Lv1 --------HP 90 STR 10 INT 3 DEX 8 AGL 10 CON 6

----------- Attacks ---Assault Step (5 AP, 3x2, initial): 0.35 x 2 -Descending Sword (7 AP, 2x4, initial): 0.15 + 0.2 x 3 -Overspin (6 AP, 13x1, initial): 0.7 (10% Faint) -Sneaky Throw (6 AP, 6x2, Level 7): 0.45 x 2 -Tri Crusade (8 AP, 3x3, Level 12): 0.3 x 3 -Shadow Snap (7 AP, 5x2, Level 17): 0.4 x 2 -Mist Phantom (9 AP, 2x4, Level 22): 0.2 x 4 -Energy Steal (8 AP, 6x2, Level 30): 0.1 x 2 (0.6 Darkness) -Soul Pierce (8 AP, 8x1, Level 38): 0.9 (10% Doom) -Second Ruin (9 AP, 2x6, Seraphic Gate): 0.2 x 5 + 0.4 --- Menu Spells ---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] -Class: Heavy Warrior -Elements: Fire +20%, Earth -20% -Initial Skills: Fists of Iron -Location: Royal Underground Path (50%) -Others From the Same Relic: Roland (50%) -Release Info: Villnore (Kraadicator, nothing, nothing) --- Stats --Growth: HP A, STR B, INT L, DEX I, AGL J, CON C Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 120 939~976 2589~2646 6989~7046 17189~17266 31979~32085 STR 11 53~62 98~117 148~177 228~257 344~373 INT 2 16 31 51 71 100 DEX 4 18~41 33~61 53~81 73~121 102~179 AGL 5 19~42 34~82 54~122 74~162 103~220 CON 10 29~38 59~68 79~98 99~118 128~147 -------------------------------------------------------------------------- Attacks ---Overhand Left (6 AP, 14x1, initial): 0.8 (10% Faint) -Sideswiper (7 AP, 12x1, initial): 1.05 -Sweep Dive (9 AP, 15x1, initial): 1.8 -Iron Bash (6 AP, 12x1, Level 8): 0.9

-Quick Stab (5 AP, 8x1, Level 16): 0.85 -Dreaded Radius (9 AP, 16x1, Level 24): 1.75 -Disassemble (7 AP, 9x1, Level 32): 0.9 -Blast Kick (7 AP, 12x1, Level 40): 0.9 -Bloody Crusade (13 AP, 4x2, Level 48): 0.7 x 2 -Sonic Edge (10 AP, 7x2, Seraphic Gate): 1 x 2

------------------------------------------------------------------------------15.1.12 - Roland [15112] -Class: Heavy Warrior -Elements: Lighting +20%, Darkness -20% -Initial Skills: Spirit Control -Location: Royal Underground Path (50%) -Others From the Same Relic: Kraad (50%) -Release Info: Villnore (50000 OTH, nothing, nothing) --- Stats --Growth: HP B, STR A, INT L, DEX J, AGL J, CON C Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 115 839~876 2389~2456 5989~6076 14929~15056 27892~28077 STR 13 69~74 129~139 189~209 289~309 434~454 INT 3 17 32 52 72 101 DEX 7 30 45 65 85~105 114~163 AGL 4 18~41 33~81 53~121 73~141 102~170 CON 9 17~40 32~70 52~110 72~150 101~208 -------------------------------------------------------------------------- Attacks ---Sideswiper (7 AP, 12x1, initial): 1.05 -Smashing Swing (8 AP, 14x1, initial): 1.3 -Structural Shot (8 AP, 11x1, initial): 1 -Blast Kick (7 AP, 12x1, Level 8): 0.9 -Overhand Left (6 AP, 14x1, Level 16): 0.8 (10% Faint) -Dreaded Radius (9 AP, 16x1, Level 24): 1.75 -Bloody Crusade (13 AP, 4x2, Level 32): 0.7 x 2 -Forbid Sound (7 AP, 9x1, Level 40): 0.8 (30% Silence) -Spinal Current (8 AP, 3x3, Level 48): 0.45 x 3 -Sonic Edge (10 AP, 7x2, Seraphic Gate): 1 x 2

------------------------------------------------------------------------------15.1.13 - Aaron [15113] -Class: Heavy Warrior -Elements: Ice +20%, Lighting -20% -Initial Skills: Mighty Blow -Location: Sahma Desert (30%) -Others From the Same Relic: Dyn (50%), Zunde (20%)

-Release Info: Coriander (50000 OTH, nothing, nothing) --- Stats --Growth: HP K, STR B, INT L, DEX J, AGL L, CON C Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 120 594~627 1729~1817 4029~4217 9929~10237 18484~18966 STR 13 55~64 100~119 150~179 230~259 346~375 INT 3 17 32 52 72 101 DEX 5 28 43 63 83~103 112~161 AGL 5 28~42 43~62 63~82 83~102 112~131 CON 10 29~38 59~68 79~98 99~118 128~147 -------------------------------------------------------------------------- Attacks ---Quick Stab (5 AP, 8x1, initial): 0.85 -Sideswiper (7 AP, 12x1, initial): 1.05 -Structural Shot (8 AP, 11x1, initial): 1 -Smashing Swing (8 AP, 14x1, Level 6): 1.3 -Sweep Dive (9 AP, 15x1, Level 14): 1.8 -Iron Bash (6 AP, 12x1, Level 23): 0.9 -Dreaded Radius (9 AP, 16x1, Level 31): 1.75 -Blast Kick (7 AP, 12x1, Level 40): 0.9 -Bloody Crusade (13 AP, 4x2, Level 48): 0.7 x 2 -Sonic Edge (10 AP, 7x2, Seraphic Gate): 1 x 2

------------------------------------------------------------------------------15.1.14 - Dyn [15114] -Class: Heavy Warrior -Elements: Fire, Holy and Darkness +20%, Lightning and Earth -20% -Initial Skills: Regenerate Health -Location: Sahma Desert (50%) -Others From the Same Relic: Aaron (30%), Zunde (20%) -Release Info: Coriander (nothing, Earth Gem, nothing) --- Stats --Growth: HP B, STR B, INT L, DEX E, AGL E, CON C Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 120 844~881 2394~2461 5994~6081 14934~15061 27897~28082 STR 12 54~63 99~118 149~178 229~258 345~374 INT 4 18 33 53 73 102 DEX 4 18~41 33~71 53~111 73~171 102~258 AGL 6 20~34 35~64 55~104 75~144 104~202 CON 10 38~43 68~78 118~138 138~178 167~236 ------------------------------------------------------------------------

--- Attacks ---Bloody Crusade (13 AP, 4x2, initial): 0.7 x 2 -Lower Split (8 AP, 5x2, initial): 0.6 + 0.7 -Quick Stab (5 AP, 8x1, initial): 0.85 -Arm Breaker (7 AP, 9x1, Level 6): 0.95 -Iron Bash (6 AP, 12x1, Level 14): 0.9 -Smashing Swing (8 AP, 14x1, Level 23): 1.3 -Sweep Dive (9 AP, 15x1, Level 31): 1.8 -Spinal Current (8 AP, 3x3, Level 40): 0.45 x 3 -Dreaded Radius (9 AP, 16x1, Level 48): 1.75 -Sonic Edge (10 AP, 7x2, Seraphic Gate): 1 x 2

------------------------------------------------------------------------------15.1.15 - Zunde [15115] -Class: Heavy Warrior -Elements: Holy +20%, Fire -20% -Initial Skills: Giant Killer -Location: Sahma Desert (20%) -Others From the Same Relic: Aaron (30%), Dyn (50%) -Release Info: Coriander (nothing, nothing, Goddess Pendant) --- Stats --Growth: HP D, STR A, INT L, DEX E, AGL N, CON H Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 120 820~871 2305~2401 5505~5631 13445~13591 24958~25133 STR 12 68~73 128~138 188~208 288~308 433~453 INT 2 16 31 51 71 100 DEX 4 18~41 33~71 53~111 73~171 102~258 AGL 6 20 35 55 75 104 CON 12 26~40 41~70 71~130 91~170 120~228 --- Attacks ---Dreaded Radius (9 AP, 16x1, initial): 1.75 -Overhand Left (6 AP, 14x1, initial): 0.8 (10% Faint) -Sweep Dive (9 AP, 15x1, initial): 1.8 -Blast Kick (7 AP, 12x1, Level 3): 0.9 -Sideswiper (7 AP, 12x1, Level 14): 1.05 -Quick Stab (5 AP, 8x1, Level 23): 0.85 -Smashing Swing (8 AP, 14x1, Level 31): 1.3 -Structural Shot (8 AP, 11x1, Level 40): 1 -Bloody Crusade (13 AP, 4x2, Level 48): 0.7 x 2 -Sonic Edge (10 AP, 7x2, Seraphic Gate): 1 x 2

------------------------------------------------------------------------------15.1.16 - Adonis [15116]

-Class: Heavy Warrior -Elements: Holy -30%, everything else +10% -Initial Skills: Observation -Location: Crawsus Forest Ruins (60%) -Others From the Same Relic: Falx (40%) -Release Info: Villnore (Warrior's Wit, nothing, nothing) --- Stats --Growth: HP B, STR A, INT L, DEX E, AGL E, CON A Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 115 839~926 2389~2556 5989~6176 14929~15156 27892~28177 STR 20 76~81 136~146 196~216 296~316 441~461 INT 2 16 31 51 71 100 DEX 6 20~43 35~73 55~113 75~173 104~260 AGL 3 17~31 32~61 52~101 72~141 101~199 CON 8 45 75 125~145 165~185 223~243 --- Attacks ---Arm Breaker (7 AP, 9x1, initial): 0.95 -Blast Kick (7 AP, 12x1, initial): 0.9 -Disassemble (7 AP, 9x1, initial): 0.9 -Quick Stab (5 AP, 8x1, Level 7): 0.85 -Overhand Left (6 AP, 14x1, Level 15): 0.8 (10% Faint) -Sweep Dive (9 AP, 15x1, Level 23): 1.8 -Iron Bash (6 AP, 12x1, Level 31): 0.9 -Bloody Crusade (13 AP, 4x2, Level 40): 0.7 x 2 -Dreaded Radius (9 AP, 16x1, Level 48): 1.75 -Sonic Edge (10 AP, 7x2, Seraphic Gate): 1 x 2

------------------------------------------------------------------------------15.1.17 - Falx [15117] -Class: Heavy Warrior -Elements: Darkness +20%, Ice -20% -Initial Skills: Ghost Buster -Location: Crawsus Forest Ruins (40%) -Others From the Same Relic: Adonis (60%) -Release Info: Villnore (nothing, nothing, Expert's Experience) --- Stats --Growth: HP C, STR D, INT J, DEX I, AGL L, CON D Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -------------------------------------------------------------------------HP 120 931~991 2446~2541 5896~6001 14096~14221 25986~26140 STR 11 53~81 88~136 128~176 188~256 275~372 INT 4 18~27 33~52 53~82 73~102 102~131 DEX 6 20~43 35~63 55~83 75~123 104~181 AGL 5 28~42 43~62 63~82 83~102 112~131

CON

10

33~56

58~96

88~146

108~186

137~244

--- Attacks ---Lower Split (8 AP, 5x2, initial): 0.6 + 0.7 -Sideswiper (7 AP, 12x1, initial): 1.05 -Smashing Swing (8 AP, 14x1, initial): 1.3 -Quick Stab (5 AP, 8x1, Level 7): 0.85 -Overhand Left (6 AP, 14x1, Level 15): 0.8 (10% Faint) -Forbid Sound (7 AP, 9x1, Level 23): 0.8 (30% Silence) -Dreaded Radius (9 AP, 16x1, Level 32): 1.75 -Bloody Crusade (13 AP, 4x2, Level 40): 0.7 x 2 -Spinal Current (8 AP, 3x3, Level 48): 0.45 x 3 -Sonic Edge (10 AP, 7x2, Seraphic Gate): 1 x 2

------------------------------------------------------------------------------15.1.18 - Ehlen [15118] -Class: Heavy Warrior -Elements: Everything +5% -Initial Skills: Double Edge -Location: Palace of the Venerated Dragon (30%) -Others From the Same Relic: Gerald (20%), Guilm (50%) -Release Info: Ancient Forest (50,000 OTH, nothing, nothing) --- Stats --Growth: HP B, STR B, INT L, DEX J, AGL J, CON C Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 140 864~901 2414~2481 6014~6101 14954~15081 27917~28102 STR 13 55~64 100~119 150~179 230~259 346~375 INT 4 18 33 53 73 102 DEX 6 29 44 64 84~104 113~162 AGL 7 21~44 36~84 56~124 76~144 105~173 CON 12 40~45 70~80 120~140 140~180 169~238 --- Attacks ---Dreaded Radius (9 AP, 16x1, initial): 1.75 -Smashing Swing (8 AP, 14x1, initial): 1.3 -Structural Shot (8 AP, 11x1, initial): 1 -Sideswiper (7 AP, 12x1, Level 8): 1.05 -Overhand Left (7 AP, 9x1, Level 16): 0.8 (30% Faint) -Iron Bash (7 AP, 12x1, Level 24): 0.9 -Spinal Current (8 AP, 3x3, Level 32): 0.45 x 3 -Bloody Crusade (13 AP, 4x2, Level 40): 0.7 x 2 -Sweep Dive (9 AP, 15x1, Level 48): 1.8 -Sonic Edge (10 AP, 7x2, Seraphic Gate): 1 x 2

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

15.1.19 - Gerald -Class: Heavy Warrior -Elements: Earth +25%, everything else -5% -Initial Skills: Dragon Slayer -Location: Palace of the Venerated Dragon (20%) -Others From the Same Relic: Ehlen (30%), Guilm (50%) -Release Info: Ancient Forest (nothing, nothing, Goddess Tincture) --- Stats --Growth: HP A, STR B, INT K, DEX J, AGL N, CON C Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 130 949~986 2599~2656 6999~7056 17199~17276 31989~32095 STR 12 54~63 99~118 149~178 229~258 345~374 INT 3 17~26 32~41 52~61 72~81 101~100 DEX 5 17~40 32~70 52~110 72~170 101~257 AGL 4 18 33 53 73 102 CON 12 40~45 70~80 120~140 140~180 169~238 --- Attacks ---Arm Breaker (7 AP, 9x1, initial): 0.95 -Lower Split (8 AP, 5x2, initial): 0.6 + 0.7 -Quick Stab (5 AP, 8x1, initial): 0.85 -Smashing Swing (8 AP, 14x1, Level 8): 1.3 -Iron Bash (6 AP, 12x1, Level 16): 0.9 -Sweep Dive (9 AP, 15x1, Level 24): 1.8 -Dreaded Radius (9 AP, 16x1, Level 32): 1.75 -Overhand Left (6 AP, 14x1, Level 40): 0.8 (10% Faint) -Bloody Crusade (13 AP, 4x2, Level 48): 0.7 x 2 -Sonic Edge (10 AP, 7x2, Seraphic Gate): 1 x 2

[15119]

------------------------------------------------------------------------------15.1.20 - Guilm [15120] -Class: Heavy Warrior -Elements: Ice, Lightning, Holy and Darkness +10%, Fire and Earth -20% -Initial Skills: Toughness, First Aid -Location: Palace of the Venerated Dragon (50%) -Others From the Same Relic: Ehlen (30%), Gerald (20%) -Release Info: Ancient Forest (nothing, Prism Gem, nothing) --- Stats --Growth: HP A, STR C, INT L, DEX L, AGL N, CON A Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -------------------------------------------------------------------------HP 170 989~1026 2639~2696 7039~7096 17239~17316 32029~32135

STR INT DEX AGL CON

10 3 3 4 12

47~61 17 17~26 18 49

87~116 32 32~41 33 79

127~176 52 52~61 53 129~149

187~256 72 72~81 73 169~189

274~372 101 101~110 102 227~247

--- Attacks ---Disassemble (7 AP, 9x1, initial): 0.9 -Dreaded Radius (9 AP, 16x1, initial): 1.75 -Overhand Left (6 AP, 14x1, initial): 0.8 (10% Faint) -Iron Bash (6 AP, 12x1, Level 9): 0.9 -Arm Breaker (7 AP, 9x1, Level 17): 0.95 -Smashing Swing (8 AP, 14x1, Level 26): 1.3 -Blast Kick (7 AP, 12x1, Level 34): 0.9 -Quick Stab (5 AP, 8x1, Level 42): 0.85 -Sweep Dive (9 AP, 15x1, Level 50): 1.8 -Sonic Edge (10 AP, 7x2, Seraphic Gate): 1 x 2

------------------------------------------------------------------------------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) --- Stats --Growth: HP J, STR J, INT H, DEX B, AGL K, CON P Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 98 695~746 1990~2096 4790~4966 10570~10806 18951~19274 STR 7 21~49 36~74 56~124 76~184 105~271 INT 8 22~27 37~57 57~87 77~127 106~185 DEX 12 40~49 70~89 110~139 150~179 208~237 AGL 6 29 44 64~84 84~104 113~133 CON 4 27 42~52 62~72 82~92 111~121 --- Attacks ---Dual Tusks (6 AP, 6x2, initial): 0.6 x 2 -Single Shot (4 AP, 7x1, initial): 1 -Three-way Attack (6 AP, 5x3, initial): 0.55 x 3 -Stardust (7 AP, 3x4, Level 8): 0.25 x 4 -Target Throat (6 AP, 10x1, Level 16): 0.9 (30% Silence) -Wave Motion (7 AP, 9x2, Level 24): 0.7 x 2 -Flame Shot (9 AP, 16x1, Level 32): 0.8 (1.5 Fire) -Rising Wisp (8 AP, 7x2, Level 40): 0.4 x 2 (0.4 Holy) -Blinding Distortion (8 AP, 3xRandom, Level 48): 0.2 each hit -Smashing Shot (9 AP, 18x1, Seraphic Gate): 1.75 (10% Faint)

--- Menu Spells ---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) --- Stats --Growth: HP E, STR G, INT H, DEX B, AGL I, CON K Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 100 738~775 2088~2165 5188~5355 11528~11835 20966~21231 STR 7 30~44 55~74 105~134 145~174 203~232 INT 8 22~27 37~57 57~87 77~127 106~185 DEX 10 38~47 68~87 108~137 148~177 206~235 AGL 5 28~33 43~53 63~73 83~113 112~171 CON 6 34~43 54~63 74~103 94~123 123~152 --- Attacks ---Blinding Distortion (8 AP, 3xRandom, initial): 0.2 each hit -Dual Tusks (6 AP, 6x2, initial): 0.6 x 2 -Poison Shot (6 AP, 9x1, initial): 0.4 (0.8 Earth, 30% Poison) -Flare Blast (6 AP, 10x1, Level 8): 0.4 (0.8 Fire) -Aiming Wisp (7 AP, 4x3, Level 17): 0.3 x 3 (0.2 Holy) -Shrapnel Shatter (9 AP, 3x8, Level 24): 0.15 x 8 (0.2 Fire) -Stony Decree (7 AP, 9x1, Level 31): 0.85 (30% Stone) -Flame Shot (9 AP, 16x1, Level 39): 0.8 (1.5 Fire) -Wave Motion (7 AP, 9x2, Level 46): 0.7 x 2 -Smashing Shot (9 AP, 18x1, Seraphic Gate): 1.75 (10% Faint) --- Menu Spells ---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) --- Stats --Growth: HP E, STR H, INT H, DEX H, AGL M, CON K Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 125 763~800 2113~2190 5213~5380 11653~11860 20991~21256 STR 8 31~45 56~75 96~125 136~165 194~223 INT 4 18~23 33~53 53~83 73~123 102~181 DEX 7 21~30 36~55 66~95 86~135 115~193 AGL 7 30 45 65 85 114 CON 7 35~44 55~64 75~104 95~124 124~153 --- Attacks ---Aiming Wisp (7 AP, 4x3, initial): 0.3 x 3 (0.2 Holy) -Rising Wisp (8 AP, 7x2, initial): 0.4 x 2 (0.4 Holy) -Single Shot (4 AP, 7x1, initial): 1 -Dual Tusks (6 AP, 6x2, Level 8): 0.6 x 2 -Flare Blast (6 AP, 10x1, Level 17): 0.4 (0.8 Fire) -Stardust (7 AP, 3x4, Level 25): 0.25 x 4 -Target Throat (6 AP, 10x1, Level 33): 0.9 (30% Silence) -Wave Motion (7 AP, 9x2, Level 42): 0.7 x 2 -Blinding Distortion (8 AP, 3xRandom, Level 50): 0.2 each hit -Smashing Shot (9 AP, 18x1, Seraphic Gate): 1.75 (10% Faint) --- Menu Spells ---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)

--- Stats --Growth: HP E, STR H, INT L, DEX H, AGL M, CON L Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 130 768~805 2118~2195 5218~5385 11658~11865 20996~21261 STR 10 33~47 58~77 98~127 138~167 196~225 INT 2 16 31 51 71 100 DEX 7 21~30 36~55 66~95 86~135 115~193 AGL 5 28 43 63 83 112 CON 7 21~35 36~65 56~95 76~115 105~144 --- Attacks ---Dual Tusks (6 AP, 6x2, initial): 0.6 x 2 -Poison Shot (6 AP, 9x1, initial): 0.4 (0.8 Earth, 30% Poison) -Single Shot (4 AP, 7x1, initial): 1 -Stony Decree (7 AP, 9x1, Level 9): 0.85 (30% Stone) -Target Throat (6 AP, 10x1, Level 17): 0.9 (30% Silence) -Flare Blast (6 AP, 10x1, Level 26): 0.4 (0.8 Fire) -Shrapnel Shatter (9 AP, 3x8, Level 35): 0.15 x 8 (0.2 Fire) -Stardust (7 AP, 3x4, Level 43): 0.25 x 4 -Flame Shot (9 AP, 16x1, Level 52): 0.8 (1.5 Fire) -Smashing Shot (9 AP, 18x1, Seraphic Gate): 1.75 (10% Faint) --- Menu Spells ---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) --- Stats --Growth: HP L, STR J, INT H, DEX A, AGL H, CON P Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 98 685~713 1940~1998 4640~4758 10280~10538 18458~18919 STR 7 21~49 36~74 56~124 76~184 105~271 INT 4 18~23 33~53 53~83 73~123 102~181 DEX 10 52 87 147~157 187~197 245~255 AGL 10 33~38 48~58 88~108 108~128 137~157 CON 4 27 42~52 62~72 82~92 111~121 --- Attacks ---Dual Tusks (6 AP, 6x2, initial): 0.6 x 2 -Flame Shot (9 AP, 16x1, initial): 0.8 (1.5 Fire) -Poison Shot (6 AP, 9x1, initial): 0.4 (0.8 Earth, 30% Poison) -Single Shot (4 AP, 7x1, Level 8): 1 -Target Throat (6 AP, 10x1, Level 16): 0.9 (30% Silence) -Blinding Distortion (8 AP, 3xRandom, Level 24): 0.2 each hit -Stony Decree (7 AP, 9x1, Level 32): 0.85 (30% Stone) -Stardust (7 AP, 3x4, Level 40): 0.25 x 4 -Rising Wisp (8 AP, 7x2, Level 48): 0.4 x 2 (0.4 Holy) -Smashing Shot (9 AP, 18x1, Seraphic Gate): 1.75 (10% Faint) --- Menu Spells ---Sap Guard (15 AP, Level -Might Reinforce (18 AP, -Spiritual Thorn (28 AP, -Reflect Sorcery (22 AP, 15): Reduces RDM and RST of enemies within an area Level 35): Boosts one character's ATK by 50% Level 42): Causes Doom on one enemy 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 --Growth: HP J, STR H, INT F, DEX A, AGL H, CON O Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 ------------------------------------------------------------------------

HP STR INT DEX AGL CON

100 7 10 8 5 6

697~748 30~44 24~47 50 28~33 20~43

1992~2098 55~74 39~77 85 43~53 35~63

4792~4968 95~124 69~107 145~155 83~103 55~83

10572~10808 136~164 89~167 185~195 103~123 75~103

18953~19276 193~222 118~254 243~253 132~152 104~132

--- Attacks ---Flame Shot (9 AP, 16x1, initial): 0.8 (1.5 Fire) -Flare Blast (6 AP, 10x1, initial): 0.4 (0.8 Fire) -Shrapnel Shatter (9 AP, 3x8, initial): 0.15 x 8 (0.2 Fire) -Poison Shot (6 AP, 9x1, Level 7): 0.4 (0.8 Earth, 30% Poison) -Stony Decree (7 AP, 9x1, Level 15): 0.85 (30% Stone) -Target Throat (6 AP, 10x1, Level 22): 0.9 (30% Silence) -Blinding Distortion (8 AP, 3xRandom, Level 30): 0.2 each hit -Stardust (7 AP, 3x4, Level 37): 0.25 x 4 -Aiming Wisp (7 AP, 4x3, Level 45): 0.3 x 3 (0.2 Holy) -Smashing Shot (9 AP, 18x1, Seraphic Gate): 1.75 (10% Faint) --- Menu Spells ---Explosion (20 AP, Level 20): 1.5 Fire -Thunder Storm (20 AP, Level 38): 0.15 x 7 Lightning (3% Paralysis) -Glacial Blizzard (20 AP, Level 43): 0.18 x 5 Ice (5% freeze) -Earth Grave (20 AP, Level 52): 0.24 x 5 Earth (5% Faint)

------------------------------------------------------------------------------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) --- Stats --Growth: HP L, STR J, INT H, DEX B, AGL K, CON K Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 95 682~710 1937~1995 4637~4755 10277~10535 18455~18916 STR 9 23~51 38~76 58~126 78~186 107~273 INT 6 20~25 35~55 55~85 75~125 104~183 DEX 6 34~43 64~83 104~133 144~173 202~231 AGL 4 27 42 62~82 82~102 111~131 CON 5 33~42 53~62 73~102 93~122 122~151 --- Attacks ---Stardust (7 AP, 3x4, initial): 0.25 x 4

-Stony Decree (7 AP, 9x1, initial): 0.85 (30% Stone) -Wave Motion (7 AP, 3xRandom, initial): 0.7 x 2 -Three-way Attack (6 AP, 5x3, Level 7): 0.55 x 3 -Flare Blast (6 AP, 10x1, Level 16): 0.4 (0.8 Fire) -Shrapnel Shatter (9 AP, 3x8, Level 24): 0.15 x 8 (0.2 Fire) -Target Throat (6 AP, 10x1, Level 32): 0.9 (30% Silence) -Aiming Wisp (7 AP, 4x3, Level 40): 0.3 x 3 (0.2 Holy) -Blinding Distortion (8 AP, 3xRandom, Level 48): 0.2 each hit -Smashing Shot (9 AP, 18x1, Seraphic Gate): 1.75 (10% Faint) --- Menu Spells ---Heal (35 AP, Level 25): Heals 80% HP of one ally

------------------------------------------------------------------------------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) --- Stats --Growth: HP J, STR J, INT H, DEX B, AGL I, CON I Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 ----------------------------------------------------------------------HP 100 697~748 1992~2098 4792~4968 10572~10808 18953~19276 STR 7 21~49 36~74 56~124 76~184 105~271 INT 6 20~25 35~55 55~85 75~125 104~183 DEX 8 36~45 66~85 106~135 146~175 204~233 AGL 5 28~33 43~53 63~73 83~113 112~171 CON 8 22~45 37~75 57~115 77~155 106~213 --- Attacks ---Dual Tusks (6 AP, 6x2, initial): 0.6 x 2 -Poison Shot (6 AP, 9x1, initial): 0.4 (0.8 Earth, 30% Poison) -Three-way Attack (6 AP, 5x3, initial): 0.55 x 3 -Stony Decree (7 AP, 9x1, Level 8): 0.85 (30% Stone) -Wave Motion (7 AP, 9x2, Level 16): 0.7 x 2 -Target Throat (6 AP, 10x1, Level 24): 0.9 (30% Silence) -Blinding Distortion (8 AP, 3xRandom, Level 32): 0.2 each hit -Aiming Wisp (7 AP, 4x3, Level 40): 0.3 x 3 (0.2 Holy) -Stardust (7 AP, 3x4, Level 48): 0.25 x 4 -Smashing Shot (9 AP, 18x1, Seraphic Gate): 1.75 (10% Faint) --- Menu Spells ---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) --- Stats --Growth: HP L, STR J, INT H, DEX D, AGL H, CON I Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 95 682~710 1937~1995 4637~4755 10277~10535 18455~18916 STR 11 25~53 40~78 60~128 80~188 109~275 INT 2 16~21 31~51 51~81 71~121 100~179 DEX 6 43 73~83 113~123 133~163 162~221 AGL 6 29~34 44~54 84~104 104~124 133~153 CON 5 19~42 34~72 54~112 74~152 103~210 --- Attacks ---Dual Tusks (6 AP, 6x2, initial): 0.6 x 2 -Flare Blast (6 AP, 10x1, initial): 0.4 (0.8 Fire) -Shrapnel Shatter (9 AP, 3x8, initial): 0.15 x 8 (0.2 Fire) -Stony Decree (7 AP, 9x1, Level 8): 0.85 (30% Stone) -Three-way Attack (6 AP, 5x3, Level 16): 0.55 x 3 -Flame Shot (9 AP, 16x1, Level 24): 0.8 (1.5 Fire) -Stardust (7 AP, 3x4, Level 32): 0.25 x 4 -Rising Wisp (8 AP, 7x2, Level 40): 0.4 x (0.4 Holy) -Blinding Distortion (8 AP, 3xRandom, Level 48): 0.2 each hit -Smashing Shot (9 AP, 18x1, Seraphic Gate): 1.75 (10% Faint) --- Menu Spells ---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) --- Stats --Growth: HP J, STR G, INT H, DEX A, AGL I, CON K Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 98 695~746 1990~2096 4790~4966 10570~10806 18951~19274 STR 7 30~44 55~74 105~134 145~174 203~232 INT 4 18~23 33~53 53~83 73~123 102~181 DEX 14 56 91 151~161 191~201 249~259 AGL 6 34~43 54~73 94~113 104~133 133~162 CON 4 32~41 52~61 72~101 92~121 121~150 --- Attacks ---Dual Tusks (6 AP, 6x2, initial): 0.6 x 2 -Stardust (7 AP, 3x4, initial): 0.25 x 4 -Stony Decree (7 AP, 9x1, initial): 0.85 (30% Stone) -Wave Motion (7 AP, 9x2, Level 8): 0.7 x 2 -Target Throat (6 AP, 10x1, Level 16): 0.9 (30% Silence) -Shrapnel Shatter (9 AP, 3x8, Level 23): 0.15 x 8 (0.2 Fire) -Rising Wisp (8 AP, 7x2, Level 31): 0.4 x 2 (0.4 Holy) -Blinding Distortion (8 AP, 3xRandom, Level 38): 0.2 each hit -Flame Shot (9 AP, 16x1, Level 46): 0.8 (1.5 Fire) -Smashing Shot (9 AP, 18x1, Seraphic Gate): 1.75 (10% Faint) --- Menu Spells ---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 --Growth: HP M, STR L, INT C, DEX K, AGL G, CON N Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 ----------------------------------------------------------------------HP 105 630~691 1790~1926 4610~4836 10070~10416 17987~18507 STR 8 22~31 37~46 57~76 77~96 106~125 INT 14 56~70 91~120 141~190 201~210 288~239 DEX 5 19~24 34~44 54~64 74~84 103~113

AGL CON

6 9

20 23~32

35~45 38~47

55~85 58~87

75~125 78~107

104~183 107~136

--- Attack Spells ---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 --- Menu Spells ---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 --Growth: HP M, STR M, INT C, DEX M, AGL N, CON N Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 95 620~681 1780~1916 4600~4826 10060~10406 17977~18497 STR 8 22 37 57 77~87 106~116 INT 14 56~70 91~120 141~190 201~250 288~337 DEX 5 19 34 54 74 103

AGL CON

8 8

22 22~31

37 37~46

57 57~86

77 77~106

106 106~135

--- Attack Spells ---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) --- Menu Spells ---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) --- Stats --Growth: HP H, STR M, INT C, DEX L, AGL N, CON H Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 130 660~716 1825~1941 4675~4891 10515~10831 18983~19444 STR 6 20 35 55 75~85 104~114 INT 12 54~68 89~118 139~188 199~248 286~335 DEX 4 18~23 33~43 53~63 73~83 102~112

AGL CON

4 9

18 23~28

33 38~58

53 58~88

73 98~128

102 156~186

--- Attack Spells ---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 --- Menu Spells ---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 --Growth: HP G, STR N, INT E, DEX M, AGL N, CON B Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 130 660~707 1835~1932 4715~4902 10955~11222 20003~20386 STR 6 20 35 55 75 104 INT 13 55~69 100~119 150~169 190~229 248~316 DEX 4 18 33 53 73 102 AGL 4 18 33 53 73 102

CON

31~36

56~66

96~116

136~156

194~214

--- Attack Spells ---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) --- Menu Spells ---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) --- Stats --Growth: HP H, STR L, INT B, DEX M, AGL C, CON B Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 100 630~686 1795~1911 4645~4861 10485~10801 18953~19414 STR 7 21~30 36~45 56~75 76~95 105~124 INT 13 60~69 110~129 170~199 230~259 317~346 DEX 5 19 34 54 74 103 AGL 9 28~37 58~67 88~107 128~147 186~205

CON

30~35

55~65

95~115

135~155

193~213

--- Attack Spells ---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 --- Menu Spells ---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) --- Stats --Growth: HP M, STR N, INT B, DEX M, AGL N, CON H Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 90 615~676 1775~1911 4595~4821 10055~10401 17972~18492 STR 6 20 35 55 75 104 INT 18 65~74 115~134 175~204 235~264 322~351 DEX 3 17 32 52 72 101 AGL 4 18 33 53 73 102 CON 7 21~26 36~56 56~86 96~126 154~184

--- Attack Spells ---Fire Storm (18 AP, 25, initial): x1 Fire -Poison Blow (17 AP, 28, Level 8): 0.85 Earth (60% Poison) -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) --- Menu Spells ---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) --- Stats --Growth: HP 8, STR 12, INT 3, DEX 13, AGL 3, CON 2 Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 100 630~686 1795~1911 4645~4861 10485~10801 18953~19414 STR 7 21~30 36~45 56~75 76~95 105~124 INT 13 55~69 90~119 140~189 200~249 287~336 DEX 3 17 32 53 73 101 AGL 11 30~39 60~69 90~109 130~149 188~207 CON 7 30~35 55~65 95~115 135~155 193~213

--- Attack Spells ---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 --- Menu Spells ---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) --- Stats --Growth: HP O, STR M, INT C, DEX K, AGL N, CON M Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 110 621~682 1766~1912 4526~4782 9626~9982 17021~17522 STR 6 20 35 55~65 75~85 104~114 INT 12 54~68 89~118 139~188 199~248 286~335 DEX 6 20~25 35~45 55~65 75~85 104~114 AGL 6 20 35 55 75 104 CON 7 21 36~46 56~86 76~106 105~135 --- Attack Spells ---

-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) --- Menu Spells ---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) --- Stats --Growth: HP O, STR L, INT A, DEX M, AGL N, CON M Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 110 621~682 1766~1912 4526~4782 9626~9982 17021~17522 STR 6 20~29 35~44 55~74 75~94 104~123 INT 18 65~74 115~124 175~204 235~264 322~351 DEX 3 17 32 52 72 101 AGL 4 18 33 53 73 102 CON 5 19 34~44 54~84 74~104 103~133 --- Attack Spells ---

-Fire Storm (18 AP, 25, initial): x1 Fire -Poison Blow (17 AP, 28, Level 6): 0.85 Earth (60% Poison) -Lightning Bolt (17 AP, 4x6, Level 15): 0.12 x 6 Lightning (2% Paralysis) -Frigid Damsel (16 AP, 8+7+9, Level 27): 0.3 + 0.25 + 0.35 Ice (10% Freeze) -Dark Savior (21 AP, 9+6+14, Level 42): 0.4 + 0.25 + 0.45 Darkness -Prismatic Missile (21 AP, 5xRandom, Level 54): 0.33 Holy each hit (2% status) --- Menu Spells ---Heal (35 AP, Level 5): Heals 80% HP of one ally -Explosion (20 AP, Level 9): 1.5 Fire -Earth Grave (20 AP, Level 17): 0.24 x 5 Earth (5% Faint) -Normalize (12 AP, Level 12): Heals one ally of the following status effects: Poison, Confuse, Silence, Freeze, Paralysis, Stone and Faint -Guard Reinforce (15 AP, Level 20): Boosts one character's RDM and RST by 50% -Might Reinforce (18 AP, Level 22): Boosts one character's ATK by 50% -Spell Reinforce (18 AP, Level 25): Boosts one character's MAG by 50% -Invoke Feather (40 AP, Level 30): Revives one ally -Sap Power (15 AP, Level 32): Reduces ATK of enemies within an area -Thunder Storm (20 AP, Level 33): 0.15 x 7 Lightning (3% Paralysis) -Dampen Magic (15 AP, Level 35): 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 40): 0.18 x 5 Ice (5% freeze) -Spiritual Thorn (28 AP, Level 44): Causes Doom on one enemy -Astral Maze (24 AP, Level 47): Causes Transfer on enemies within an area -Reflect Sorcery (22 AP, Level 50): Reflect attack spells -Chaotic Rune (24 AP, Level 52): Reduces ATK, MAG, HIT, AVD, RDM and RST of enemies within an area by 20%

------------------------------------------------------------------------------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) --- Stats --Growth: HP H, STR M, INT B, DEX M, AGL C, CON H Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 100 630~686 1795~1911 4645~4861 10485~10801 18953~19414 STR 7 21 36 56~66 76~86 105~115 INT 13 60~69 110~129 170~199 230~259 317~346 DEX 3 17 32 52 72 101 AGL 7 26~35 56~65 86~105 126~145 184~203 CON 7 21~26 36~56 56~86 96~126 154~184 --- Attack Spells ---

-Fire Storm (18 AP, 25, Level 28): x1 Fire -Poison Blow (17 AP, 28, Level 8): 0.85 Earth (60% Poison) -Lightning Bolt (17 AP, 4x6, Level 16): 0.12 x 6 Lightning (2% Paralysis) -Frigid Damsel (16 AP, 8+7+9, initial): 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 --- Menu Spells ---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 15.2.02 15.2.03 15.2.04 15.2.05 15.2.06 15.2.07 15.2.08 15.2.09 15.2.10 15.2.11 15.2.12 Alicia............................................[15201] Rufus.............................................[15202] Dylan.............................................[15203] Lezard............................................[15204] Leone.............................................[15205] Arngrim...........................................[15206] Brahms............................................[15207] Hrist.............................................[15208] Lenneth...........................................[15209] Silmeria..........................................[15210] Valkyrie..........................................[15211] Freya.............................................[15212]

------------------------------------------------------------------------------15.2.01 - Alicia [15201]

-Class: Light Warrior -Elements: Ice +20%, Earth -20% -Initial Skills: none -Joins/Leaves: Joins at the beginning, leaves for the final battle only --- Stats --Growth: HP F, STR I, INT J, DEX F, AGL F, CON J Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 100 664~711 1894~2011 4994~5211 11114~11411 19988~20401 STR 9 37~42 67~77 117~137 137~177 166~235 INT 4 18~27 33~52 53~82 73~102 102~131 DEX 6 29~34 54~64 94~114 114~154 143~212 AGL 6 34~43 54~73 84~113 104~133 133~162 CON 6 25~34 55~64 75~104 95~124 124~153 --- Attacks ---Cutting Edge (6 AP, 10x1, initial): x1 -Imperious Act (7 AP, 9x1, initial): 0.7 -Mirage Pierce (8 AP, 11x1, initial): 1.1 (ignores RDM) -Turnaround (5 AP, 11x1, Level 8): 0.8 -Cross Slash (7 AP, 3x3, Level 14): 0.3 + 0.4 x 2 -Tri Crusade (8 AP, 3x3, Level 20): 0.35 x 3 -Deep Impact (6 AP, 3x2, Level 30): 0.35 x 2 -Gale Winds (8 AP, 5x3, Level 38): 0.45 x 3 -Spiral Pierce (9 AP, 5x3, Level 49): 0.3 x 2 + 1.1 (5% Faint) -Sky-high Edge (9 AP, 4x3, Seraphic Gate): 0.4 x 3 -Soul Crush (1): "Now is the time... Finishing Strike!" Nibelung Valesti 1 (8 hits, 52 Heat) Nibelung Valesti 2 (8 hits, 58 Heat) (Alicia gains Nibelung Valesti 2 automatically after a scene in Chapter 5. Once she does, there's no way to use Nibelung Valesti 1 anymore.) --- Menu Spells ---Heal (35 AP, Level 7): Heals 80% HP of one ally -Normalize (12 AP, Level 14): Heals one ally of the following status effects: Poison, Confuse, Silence, Freeze, Paralysis, Stone and Faint -Invoke Feather (40 AP, Level 40): Revives one ally

------------------------------------------------------------------------------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.

--- Stats --Growth: HP J, STR H, INT F, DEX D, AGL K, CON I Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 100 697~748 1992~2098 4792~4968 10572~10808 18953~19276 STR 7 30~44 55~74 95~124 135~164 193~222 INT 4 18~41 33~71 63~101 83~161 112~248 DEX 8 45 75~85 115~125 135~165 164~223 AGL 5 28 43 63 83~103 112~132 CON 6 20~43 35~73 55~113 75~153 104~211 --- Attacks ---Absolute Wave (8 AP, 5x4, initial): 0.5 x 4 -Three-way Attack (6 AP, 5x3, initial): 0.55 x 3 -Thunder Arrow (7 AP, 6x2, initial): 0.2 x 2 (0.5 Lightning) -Stony Decree (7 AP, 9x1, Level 6): 0.85 (30% Stone) -Aiming Wisp (7 AP, 4x3, Level 12): 0.3 x 3 (0.2 Holy) -Freezing Lance (8 AP, 3xRandom, Level 17): 0.1 each hit (0.3 Ice, 3% Freeze) -Killing Thorn (7 AP, 2xRandom, Level 25): 0.1 each hit -Shrapnel Shatter (9 AP, 3x8, Level 34): 0.15 x 8 (0.2 Fire) -Thunder Fall (8 AP, 5x3, Level 44): 0.2 x 3 (1 Lightning) -Thunder Break (9 AP, 6x3, Seraphic Gate): 0.2 x 3 (1.2 Lightning) -Soul Crush (1): "Leave the rest to me! Finishing Strike!" Blinding Blaze 1 (12 hits, 66 Heat) Blinding Blaze 2 (18 hits, 76 Heat) (Rufus gains Blinding Blaze 2 automatically after a scene in Chapter 5. Once he does, there's no way to use Blinding Blaze 1 anymore.) --- Menu Spells ---Sap Power (15 AP, Level 10): Reduces ATK of enemies within an area -Sap Guard (15 AP, Level 23): Reduces RDM and RST of enemies within an area -Dampen Magic (15 AP, Level 30): Causes Silence on one enemy -Guard Reinforce (15 AP, Level 38): Boosts one character's RDM and RST by 50% -Might Reinforce (18 AP, Level 50): Boosts one character's ATK by 50% -Spell Reinforce (18 AP, Level 60): Boosts one character's MAG by 50%

------------------------------------------------------------------------------15.2.03 - Dylan [15203] -Class: Heavy Warrior -Elements: Holy +20%, Fire -20% -Initial Skills: none -Joins/Leaves: Joins in Royal Underground Path, Chapter 1; Leaves at the end of Chapter 4 and only returns after beating Gabriel Celeste in the first floor of the Seraphic Gate. --- Stats ---

Growth: HP C, STR D, INT K, DEX I, AGL L, CON D Lv1 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 120 931~991 2446~2541 5896~6001 14096~14221 25986~26140 STR 11 53~81 88~136 128~176 188~256 275~372 INT 2 16~25 31~40 51~60 71~80 100~109 DEX 5 19~42 34~62 54~82 74~122 103~180 AGL 4 27~41 42~61 62~81 82~121 111~179 CON 10 33~56 58~96 88~146 108~186 137~244 --- Attacks ---Absolute Strike (8 AP, 14x1, initial): 1.8 (5% Faint) -Double Swing (7 AP, 6x2, initial): 0.6 x 2 -Heavyweight (6 AP, 11x1, initial): 1.1 -Ground Edge (6 AP, 10x1, Level 7): 0.75 (5% Faint) -High Spike (6 AP, 10x1, Level 13): 1 -Blast Kick (7 AP, 12x1, Level 19): 0.9 -Twister Swing (8 AP, 5x2, Level 28): 0.4 + 0.7 -Spin Edge (7 AP, 10x1, Level 36): 0.9 -Full Swing (9 AP, 15x1, Level 46): 2.2 -Dismember Legion (8 AP, 4x8, Seraphic Gate): 0.25 x 8 -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. --- Stats --Growth: Unknown Lv5 --------HP 154 STR 12 INT 28 DEX 9 AGL 8 CON 11 --- Attack Spells ---Fire Storm (18 AP, 25, initial): x1 Fire -Poison Blow (17 AP, 28, Level 7): 0.85 Earth (60% Poison) -Frigid Damsel (16 AP, 8+7+9, Level 12): 0.3 + 0.25 + 0.35 Ice (10% Freeze)

-Lightning Bolt (17 AP, 4x6, Level 23): 0.12 x 6 Lightning (2% Paralysis) -Dark Savior (21 AP, 9+6+14, Level 30): 0.4 + 0.25 + 0.45 Darkness -Prismatic Missile (21 AP, 5x?, Level 55): 0.33 Holy each hit (2% status) -Soul Crush: Animate Earth (5 hits, 36 Heat, Fire) --- Menu Spells ---Thunder Storm (20 AP, initial): 0.15 x 7 Lightning (3% Paralysis) -Guard Reinforce (15 AP, Level 10): Boosts one character's RDM and RST by 50% -Explosion (20 AP, Level 15): 1.5 Fire -Earth Grave (20 AP, Level 18): 0.24 x 5 Earth (5% Faint) -Spell Reinforce (18 AP, Level 20): Boosts one character's MAG by 50% -Invoke Feather (40 AP, Level 26): Revives one ally -Dampen Magic (15 AP, Level 34): Causes Silence on one enemy -Spiritual Thorn (28 AP, Level 38): Causes Doom on one enemy -Chaotic Rune (24 AP, Level 40): Reduces ATK, MAG, HIT, AVD, RDM and RST of enemies within an area by 20% -Glacial Blizzard (20 AP, Level 43): 0.18 x 5 Ice (5% freeze) -Reflect Sorcery (22 AP, Level 47): Reflect attack spells -Astral Maze (24 AP, Level 52): Causes Transfer on enemies within an area -Might Reinforce (18 AP, Level 60): Boosts one character's ATK by 50%

------------------------------------------------------------------------------15.2.05 - Leone [15205] -Class: Light Warrior -Elements: Earth +20%, Lightning -20% -Initial Skills: Spirit Control -Joins/Leaves: Joins in Serdberg Mountain Ruins, Chapter 3; Leaves at the end of Chapter 3 and only returns after beating Gabriel Celeste in the first floor of the Seraphic Gate. --- Stats --Growth: HP K, STR F, INT J, DEX G, AGL B, CON J Lv8 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 258 585~604 1720~1794 4020~4194 9920~10214 18475~18943 STR 32 48~53 88~98 148~168 168~208 197~266 INT 13 20~22 35~47 55~77 75~97 104~126 DEX 30 39 64 104~124 124~164 153~222 AGL 30 39 64 104~114 124~174 153~261 CON 19 31~33 61~63 81~103 101~123 130~152 --- Attacks ---Assault Step (5 AP, 3x2, initial): 0.4 x 2 -Descending Sword (7 AP, 2x4, initial): 0.3 + 0.2 x 3 -Overspin (6 AP, 13x1, initial): 0.7 (10% Faint) -Sunset Luster (6 AP, 9x1, initial): 0.9 -Sneaky Throw (6 AP, 6x2, Level 12): 0.45 x 2

-Double Wind (8 AP, 5x2, Level 20): 0.55 x2 -Soul Pierce (8 AP, 8x1, Level 27): 1 (10% Doom) -Tri Crusade (8 AP, 3x3, Level 35): 0.35 x 3 -Mist Phantom (9 AP, 2x4, Level 42): 0.25 x 4 -Second Ruin (9 AP, 2x6, Seraphic Gate): 0.2 x 5 + 0.4 -Soul Crush (1): "The passion of battle envelops me! Finishing Strike..." Sublime Horn (16 hits, 52 Heat)

------------------------------------------------------------------------------15.2.06 - Arngrim [15206] -Class: Heavy Warrior -Elements: Fire +20%, Ice -20% -Initial Skills: Survival -Joins/Leaves: Joins in Serdberg Mountain Ruins, Chapter 3; Leaves at the end of Chapter 3 and returns near the end of Chapter 5, level is averaged when he returns --- Stats --Growth: HP D, STR A, INT L, DEX E, AGL N, CON G Lv7 Lv15 Lv30 Lv50 Lv70 Lv99 -----------------------------------------------------------------------HP 335 825~852 2310~2382 5510~5612 13450~13572 24963~25114 STR 39 71~76 131~141 191~211 291~311 436~456 INT 9 17 32 53 72 101 DEX 19 27~38 42~68 62~108 82~168 111~255 AGL 15 23 38 58 78 107 CON 23 31~39 46~69 76~129 96~169 125~227 --- Attacks ---High Wind (7 AP, 10x1, initial): 0.95 -Spinning Back-Knuckle (6 AP, 12x1, initial): 0.7 (5% Faint) -Wrenching Swing (6 AP, 9x1, initial): 0.9 -Wild Break (7 AP, 11x1, Level 8): x1 (100% Frailty) -Total End (5 AP, 8x1, Level 13): 0.85 -Double Wind (8 AP, 5x2, Level 19): 0.6 x 2 -Lost Life (6 AP, 10x1, Level 28): 0.85 -Hurricane Edge (8 AP, 5x2, Level 36): 0.7 + 0.8 -Storm Edge (9 AP, 6x2, Level 46): 0.6 x 2 -Dead End (8 AP, 13x1, Seraphic Gate): 1.75 -Soul Crush: "I've seen enough of you devils! Finishing Strike!" Final Blast (12 hits, 46 Heat)

------------------------------------------------------------------------------15.2.07 - Brahms [15207] -Class: Heavy Warrior (uses fists/gloves as weapons)

-Elements: Fire and Holy -20%, Lighting 0, everything else +20% -Initial Skills: God Destroyer, Victorious Vitality, Mind Lock + Dylan's skills -Joins/Leaves: Joins in Tower of Lezard Valeth, Chapter 6; Doesn't leave. --- Stats --Growth: HP A, STR A, INT L, DEX E, AGL D, CON A Lv48 Lv50 Lv70 Lv99 -------------------------------------------------HP 5600 6100 16300~16320 31090~31139 STR 174 180~182 280~282 425~427 INT 44 46 66 95 DEX 68 70~72 90~132 119~219 AGL 82 84~86 104~126 133~184 CON 138 144~146 184~186 242~244 --- Attacks ---Bloody Knuckle (6 AP, 10x1, initial): 0.9 (3% Faint) -Deadly Raid (8 AP, 4x3, initial): 0.4 x 3 -Ravaging Rush (7 AP, 10x1, initial): 0.85 -Soul Shaker (8 AP, 4x3, Level 49): 0.35 x 2 + 0.5 -Overhammer (7 AP, 11x1, Level 51): 1.4 (10% Faint) -Earth Break (8 AP, 4x3, Level 55): 0.4 x 3 -Bloody Chisel (9 AP, 4x3, Level 58): 0.4 x 3 -Smashing Hammer (8 AP, 6x2, Level 61): 0.7 x 2 -Immortal Blow (10 AP, 2x8, Level 65): 0.15 x 8 -Blood Rain (9 AP, 4x3, Seraphic Gate): 0.1 x 2 + 0.3 (1 Darkness) -Soul Crush: "My strength is the sword of the oppressed. Finishing Strike!" Bloody Curse (21 hits, 58 Heat)

------------------------------------------------------------------------------15.2.08 - Hrist [15208] -Class: Light Warrior (uses spears/halberds as weapons) -Elements: Holy +20%, Darkness -20% -Initial Skills: Heat Up, Cure Condition + Leone's skills -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. --- Stats --Growth: HP F, STR F, INT G, DEX B, AGL B, CON J Lv45 Lv50 Lv70 Lv99 -------------------------------------------------HP 3750 4600~4625 10720~10825 19594~19815 STR 135 155 175~195 204~253 INT 55 60~70 80~130 109~217 DEX 125 135~140 175~180 233~238

AGL CON

125 84

135~140 89~94

155~200 109~114

184~287 138~143

--- Attacks ---Endangerment (5 AP, 7x1, initial): 0.85 -Sideswiper (6 AP, 9x1, initial): 1.1 -Trial of Existence (8 AP, 3x3, initial): 0.45 + 0.35 + 0.55 -Entrapment (7 AP, 4x2, Level 46): 0.3 + 0.5 -Over Arc (6 AP, 10x1, Level 50): 0.95 -Armor Break (7 AP, 10x1, Level 54): 1.2 -Hurricane Bolt (7 AP, 10x1, Level 58): 1 -Hurricane Raid (8 AP, 6x2, Level 62): 0.7 + 0.4 -Downward Split (8 AP, 3x4, Level 66): 0.1 x 3 + 1.4 -Furious Advance (10 AP, 18x1, Seraphic Gate): 2 -Soul Crush: "It shall be engraved upon your very soul. Divine Assault!" Nibelung Valesti 2 (8 hits, 58 Heat)

------------------------------------------------------------------------------15.2.09 - Lenneth [15209] -Class: Light Warrior -Elements: Holy +20%, Darkness -20% -Initial Skills: Heroism, Force Field (1000) -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. --- Stats --Growth: HP I, STR I, INT G, DEX B, AGL A, CON J Lv50 Lv70 Lv99 -------------------------------------HP 5000 10860~10940 19357~19553 STR 135 155~175 184~233 INT 80 100~140 129~227 DEX 110 150 208 AGL 110 150 208 CON 105 125 154 --- Attacks ---Bolt Slash (6 AP, 10x1, initial): 1 -Moment Slide (5 AP, 12x1, initial): 0.75 (5% Faint) -Vertical Raid (7 AP, 6x2, initial): 0.4 x 2 -Grim Force (6 AP, 9x1, Level 51): 0.8 -Feather Sail (7 AP, 12x1, Level 54): 1 (5% Faint) -Glowing Pierce (8 AP, 5x3, Level 57): 0.5 x 3 (5% Faint) -Multiple Attack (9 AP, 3x4, Level 60): 0.6 + 0.3 x 3 -Succession Slide (7 AP, 4x4, Level 63): 0.3 x 4 -Ptero Attack (8 AP, 13x1, Level 66): 2 -Code Break (8 AP, 9x1, Seraphic Gate): 0.7 (30% Doom)

-Soul Crush: "It shall be engraved upon your soul! Divine Assault!" Nibelung Valesti 2 (8 hits, 58 Heat) --- Menu Spells ---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. --- Stats --Growth: HP J, STR J, INT F, DEX D, AGL I, CON I Lv47 Lv50 Lv70 Lv99 -------------------------------------------------HP 4320 4800~4812 10580~10652 18961~19120 STR 116 119~125 139~185 168~272 INT 90 93 113~153 142~240 DEX 127 133 153~173 182~231 AGL 85 88 108~128 137~186 CON 90 93~96 113~136 142~194 --- Attacks ---Dual Tusks (6 AP, 6x2, initial): 0.6 x 2 -Stony Decree (7 AP, 9x1, initial): 0.85 (30% Stone) -Blinding Distortion (8 AP, 3xRandom, initial): 0.2 each hit -Stardust (7 AP, 3x4, Level 48): 0.25 x 4 -Target Throat (7 AP, 10x1, Level 51): 0.9 (30% Silence) -Flame Shot (9 AP, 16x1, Level 55): 0.8 (1.5 Fire) -Rising Wisp (8 AP, 7x2, Level 59): 0.4 x 2 (0.4 Holy) -Wave Motion (7 AP, 9x2, Level 62): 0.7 x 2 -Aiming Wisp (7 AP, 4x3, Level 66): 0.3 x 3 (0.2 Holy)

-Rebellious Truth (9 AP, 4x5, Seraphic Gate): 0.33 x 5 -Soul Crush: "Engrave it on your soul." Nibelung Valesti 2 (8 hits, 58 Heat)

------------------------------------------------------------------------------15.2.11 - Valkyrie [15211] -Class: Light Warrior -Elements: Everything +20% -Initial Skills: Toughness, Observation, Mind Lock + Alicia's skills -Joins/Leaves: Joins for the final battle only; Will also join after Ethereal Queen in the fifth floor of the Seraphic Gate. --- Stats --Growth: Unknown Lv55 ---------HP 6500 STR 147 INT 89 DEX 119 AGL 119 CON 114 --- Attacks ---Cutting Edge (6 AP, 10x1, initial): x0.9 (0.3 Holy) -Imperious Act (7 AP, 9x1, initial): 0.6 (0.3 Holy) -Spiral Pierce (9 AP, 5x3, initial): 0.2 x 2 + 1 (0.3 Holy, 5% Faint) -Mirage Pierce (8 AP, 11x1, Level 56): 1 (0.3 Holy, ignores RDM) -Turnaround (5 AP, 11x1, Level 59): 0.7 (0.3 Holy) -Gale Winds (8 AP, 5x3, Level 61): 0.35 x 3 (0.3 Holy) -Cross Slash (7 AP, 3x3, Level 64): 0.2 + 0.3 x 2 (0.3 Holy) -Tri Crusade (8 AP, 3x3, Level 67): 0.25 x 3 (0.3 Holy) -Deep Impact (6 AP, 3x2, Level 69): 0.25 x 2 (0.3 Holy) -Sky-high Edge (9 AP, 4x3, Seraphic Gate): 0.3 x 3 (0.3 Holy) -Soul Crush: "In the name of the Valkyries! Divine Assault!" Nibelung Valesti 3 (9 hits, 64 Heat)

------------------------------------------------------------------------------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. --- Stats --Growth: HP E, STR I, INT J, DEX D, AGL K, CON H Lv50 Lv70 Lv99 -------------------------------------HP 4320 10760~10800 20098~20196 STR 116 136~156 165~214 INT 90 110 139 DEX 127 147~167 176~225 AGL 85 105 134 CON 90 130 188 --- Attacks ---Burst Shot (8 AP, 3x4, initial): 0.1 x 4 (0.3 Fire) -Thunder Strike (8 AP, 3x3, initial): 0.1 x 3 (0.15 Lightning, 0.15 Holy) -Victory Sword (10 AP, 2x6, initial): 0.2 x 5 + 1 -Flank Attack (7 AP, 12x1, Level 51): 0.9 -Crimson Strike (8 AP, 3x3, Level 54): 0.1 x 3 (0.15 Fire, 0.15 Holy) -Smackdown (9 AP, 2x5, Level 57): 0.2 x 4 + 0.6 -Mystic Chain (9 AP, 3x5, Level 60): 0.2 + 0.25 + 0.3 x 3 -Heavenly Punishment (42 AP, 10x16, Level 63): 0.6 x 3 + 0.2 x 10 + 0.6 x 2 + 1 -Crisis Point (8 AP, 2x5, Level 66): 0.2 x 3 + 0.8 x 2 -Mobius Slide (10 AP, 13x1, Level 69): 2 -Soul Crush: "Prepare to be purified. Divine Assault!" Ether Strike (20 hits, 46 Heat)

=============================================================================== ------------------------------------------------------------------------------=============================================================================== 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. Characters are listed in the order they learn the attack/spell.

=============================================================================== 16.1 - Light Warrior Einherjar Attacks [16100] --- Ascending Sword --Characters: Fraudir (1), Rasheeka (1), Richelle (1), Tyrith (1), Celes (7), Jessica (16), Crescent (22) AP: 8 Heat*Hits: 2x4 Multipliers: 0.2 x 3 + 0.3 Special: Fourth hit launches --- Assault Step --Characters: Jessica (1), Leone (1), Lwyn (1), Rasheeka (1), Sylphide (1), Tyrith (1), Richelle (6), Crescent (7), Circe (8), Celes (38) AP: 5 Heat*Hits: 3x2 Multipliers: 0.35 x 2 Notes: Leone has 0.4 x 2 multiplier instead --- Descending Sword --Characters: Celes (1), Leone (1), Lwyn (1), Crescent (14), Circe (24), Sylphide (43) AP: 7 Heat*Hits: 2x4 Multipliers: 0.15 + 0.2 x 3 Notes: Leone has 0.3 + 0.2 x 3 multiplier instead --- Double Wind --Characters: Circe (1), Richelle (1), Sylphide (1), Jessica (7), Rasheeka (8), Leone (20), Celes (30), Fraudir (32), Tyrith (40) AP: 8 Heat*Hits: 4x2 Multipliers: 0.55 x 2 --- Energy Steal --Characters: Circe (1), Lwyn (30), Rasheeka (32), Jessica (43), Celes (45) AP: 8 Heat*Hits: 6x2 Multipliers: 0.1 x 2 (0.6 Darkness) Special: Restores HP equal to damage dealt --- Holy Smite --Characters: Sylphide (34), Richelle (40), Circe (48), Fraudir (48), Tyrith (48) AP: 9 Heat*Hits: 5x2 Multipliers: 0.1 x 2 (0.8 Holy) --- Magic Lock --Characters: Crescent (1), Richelle (23), Sylphide (26) AP: 7 Heat*Hits: 5x2 Multipliers: 0.35 x 2 Special: Each hit has 30% chance of causing Silence --- Mist Phantom --Characters: Celes (1), Fraudir (16), Lwyn (22), Rasheeka (40), Leone (42), Crescent (46), Jessica (52) AP: 9 Heat*Hits: 2x4

Multipliers: 0.2 x 4 Notes: Leone has 0.25 x 4 multiplier instead --- Overspin --Characters: Crescent (1), Leone (1), Lwyn (1), Rasheeka (1), Tyrith (16), Celes (23), Richelle (31), Circe (32), Fraudir (40) AP: 6 Heat*Hits: 13x1 Multiplier: 0.7 Special: 10% chance of causing Faint --- Resonating Pain--Characters: Fraudir (1), Jessica (25), Rasheeka (48), Richelle (48), Sylphide (51) AP: 9 Heat*Hits: 2x4 Multiplier: 0.25 x 4 --- Second Ruin --Characters: all Light Warrior Einherjar and Leone (learned at the Seraphic Gate) AP: 9 Heat*Hits: 2x6 Multiplier: 0.2 x 5 + 0.4 --- Shadow Snap --Characters: Crescent (1), Rasheeka (16), Lwyn (17), Fraudir (24) AP: 7 Heat*Hits: 5x2 Multiplier: 0.4 x 2 --- Sneaky Throw --Characters: Jessica (1), Lwyn (7), Tyrith (8), Sylphide (9), Leone (12), Celes (15) AP: 6 Heat*Hits: 6x2 Multiplier: 0.45 x 2 --- Soul Pierce --Characters: Celes (1), Tyrith (24), Leone (27), Crescent (38), Lwyn (38), Circe (40) AP: 8 Heat*Hits: 8x1 Multiplier: 0.9 Special: 10% chance of causing Doom Notes: Leone has a 1 multiplier instead --- Sunset Luster --Characters: Circe (1), Fraudir (1), Jessica (1), Leone (1), Richelle (1), Sylphide (1), Tyrith (1) AP: 6 Heat*Hits: 9x1 Multiplier: 1 Notes: Leone has a 0.9 multiplier instead --- Tri Crusade --Characters: Fraudir (8), Lwyn (12), Richelle (14), Circe (16), Sylphide (17), Alicia (20), Rasheeka (24), Crescent (30), Tyrith (32), Jessica (35), Leone (35), Valkyrie (67)

AP: 8 Heat*Hits: 3x3 Multiplier: 0.3 x 3 Notes: Alicia and Leone have 0.35 x 3 multiplier instead, and Valkyrie has 0.25 x 3 (0.3 Holy)

=============================================================================== 16.2 - Heavy Warrior Einherjar Attacks [16200] --- Arm Breaker --Characters: Adonis (1), Gerald (1), Dyn (6), Guilm (17) AP: 7 Heat*Hits: 9x1 Multiplier: 0.95 --- Blast Kick --Characters: Adonis (1), Zunde (3), Roland (8), Dylan (19), Guilm (34), Aaron (40), Kraad (40) AP: 7 Heat*Hits: 12x1 Multiplier: 0.9 --- Bloody Crusade --Characters: Dyn (1), Roland (32), Adonis (40), Falx (40), Ehlen (40), Aaron (48), Gerald (48), Kraad (48), Zunde (48) AP: 13 Heat*Hits: 4x2 Multipliers: 0.7 x 2 --- Disassemble --Characters: Adonis (1), Guilm (1), Kraad (32) AP: 7 Heat*Hits: 9x1 Multiplier: 0.9 --- Dreaded Radius --Characters: Ehlen (1), Guilm (1), Zunde (1), Kraad (24), Roland (24), Aaron (31), Falx (32), Gerald (32), Adonis (48), Dyn (48) AP: 9 Heat*Hits: 16x1 Multiplier: 1.75 --- Iron Bash --Characters: Kraad (8), Guilm (9), Dyn (14), Gerald (16), Aaron (23), Ehlen (24), Adonis (31) AP: 6 Heat*Hits: 12x1 Multiplier: 0.9 --- Forbid Sound --Characters: Falx (23), Roland (40) AP: 7 Heat*Hits: 9x1 Multiplier: 0.8 Special: 30% chance of causing Silence --- Lower Split --Characters: Dyn (1), Falx (1), Gerald (1)

AP: 8 Heat*Hits: 5x2 Multipliers: 0.6 + 0.7 --- Overhand Left --Characters: Guilm (1), Kraad (1), Zunde (1), Ehlen (16), Roland (16), Adonis (15), Falx (15), Gerald (40) AP: 6 Heat*Hits: 14x1 Multiplier: 0.8 Special: 10% chance of causing Faint --- Quick Stab --Characters: Aaron (1), Dyn (1), Gerald (1), Adonis (7), Falx (7), Kraad (16), Zunde (23), Guilm (42) AP: 5 Heat*Hits: 8x1 Multiplier: 0.85 --- Sideswiper --Characters: Aaron (1), Falx (1), Kraad (1), Roland (1), Ehlen (8), Zunde (14) AP: 7 Heat*Hits: 12x1 Multiplier: 1.05 --- Smashing Swing --Characters: Ehlen (1), Falx (1), Roland (1), Aaron (6), Gerald (8), Dyn (23), Guilm (26), Zunde (31) AP: 8 Heat*Hits: 14x1 Multiplier: 1.3 --- Sonic Edge --Characters: all Heavy Warrior Einherjar (learned at the Seraphic Gate) AP: 10 Heat*Hits: 7x2 Multipliers: 1 x 2 --- Spinal Current --Characters: Ehlen (32), Dyn (40), Falx (48), Roland (48) AP: 8 Heat*Hits: 3x3 Multipliers: 0.45 x 3 --- Structural Shot --Characters: Aaron (1), Ehlen (1), Roland (1), Zunde (40) AP: 8 Heat*Hits: 11x1 Multiplier: 1 --- Sweep Dive --Characters: Kraad (1), Zunde (1), Aaron (14), Adonis (23), Gerald (24), Dyn (31), Ehlen (48), Guilm (50) AP: 9 Heat*Hits: 15x1 Multiplier: 1.8

=============================================================================== 16.3 - Archer Einherjar Attacks [16300]

--- Aiming Wisp --Characters: Lylia (1), Rufus (12), Sha-Kon (17), Arcana (40), Sophalla (40), Phyress (45), Silmeria (66) AP: 7 Heat*Hits: 4x3 Multipliers: 0.3 x 3 (0.2 Holy) --- Blinding Distortion --Characters: Sha-Kon (1), Silmeria (1), Ehrde (24), Phyress (30), Sophalla (32), Arcana (48), Lydia (38), Atrasia (48), Chrystie (48), Lylia (50) AP: 8 Heat*Hits: 3xRandom Multipliers: 0.2 each hit --- Dual Tusks --Characters: Atrasia (1), Chrystie (1), Ehrde (1), Lydia (1), Millidia (1), Sha-Kon (1), Silmeria (1), Sophalla (1), Lylia (8) AP: 6 Heat*Hits: 6x2 Multipliers: 0.6 x 2 --- Flame Shot --Characters: Ehrde (1), Phyress (1), Atrasia (24), Chrystie (32), Sha-Kon (39), Lydia (46), Millidia (52), Silmeria (55) AP: 9 Heat*Hits: 16x1 Multipliers: 0.8 (1.5 Fire) --- Flare Blast --Characters: Atrasia (1), Phyress (1), Sha-Kon (8), Arcana (16), Lylia (17), Millidia (26) AP: 6 Heat*Hits: 10x1 Multipliers: 0.4 (0.8 Fire) --- Poison Shot --Characters: Ehrde (1), Millidia (1), Sha-Kon (1), Sophalla (1), Phyress (7) AP: 6 Heat*Hits: 9x1 Multipliers: 0.4 (0.8 Earth) Special: 30% chance of causing Poison --- Rising Wisp --Characters: Lylia (1), Lydia (31), Atrasia (40), Chrystie (40), Ehrde (48), Silmeria (59) AP: 8 Heat*Hits: 7x2 Multipliers: 0.4 x 2 (0.4 Holy) --- Shrapnel Shatter --Characters: Atrasia (1), Phyress (1), Lydia (23), Arcana (24), Sha-Kon (24), Rufus (34), Millidia (35) AP: 9 Heat*Hits: 3x8 Multipliers: 0.15 x 8 (0.2 Fire) --- Single Shot --Characters: Chrystie (1), Lylia (1), Millidia (1), Ehrde (8)

AP: 4 Heat*Hits: 7x1 Multiplier: 1 --- Smashing Shot --Characters: all Archer Einherjar (learned at the Seraphic Gate) AP: 9 Heat*Hits: 18x1 Multiplier: 1.75 Special: 10% chance of causing Faint --- Stardust --Characters: Arcana (1), Lydia (1), Chrystie (8), Lylia (25), Atrasia (32), Phyress (37), Ehrde (40), Millidia (43), Silmeria (48), Sophalla (48) AP: 7 Heat*Hits: 3x4 Multipliers: 0.25 x 4 --- Stony Decree --Characters: Arcana (1), Lydia (1), Silmeria (1), Rufus (6), Atrasia (8), Sophalla (8), Millidia (9), Phyress (15), Sha-Kon (31), Ehrde (32) AP: 7 Heat*Hits: 9x1 Multiplier: 0.85 Special: 30% chance of causing Stone --- Target Throat --Characters: Chrystie (16), Ehrde (16), Lydia (16), Millidia (17), Phyress (22), Sophalla (24), Arcana (32), Lylia (33), Silmeria (51) AP: 6 Heat*Hits: 10x1 Multipliers: 0.9 Special: 30% chance of causing Silence Note: Silmeria has a 7 AP cost for this attack --- Three-way Attack --Characters: Chrystie (1), Rufus (1), Sophalla (1), Arcana (7), Atrasia (16) AP: 6 Heat*Hits: 5x3 Multipliers: 0.55 x 3 --- Wave Motion --Characters: Arcana (1), Lydia (8), Sophalla (16), Chrystie (24), Lylia (42), Sha-Kon (46), Silmeria (62) AP: 7 Heat*Hits: 9x2 Multipliers: 0.7 x 2

=============================================================================== 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. --- Dark Savior ---

Characters: Lezard (30), Xehnon (42), Alm (43), Khanon (45), Masato (45), Psoron (45), Aegis (48), Farant (48), Woltar (48), Mithra (55), Seluvia (55) AP: 21 Heat*Hits: 9 + 6 + 14 (3 hits) Multipliers: 0.4 + 0.25 + 0.45 (Darkness) --- Fire Storm --Characters: Lezard (1), Psoron (1), Xehnon (1), Khanon (8), Masato (8), Seluvia (8), Woltar (8), Farant (16), Mithra (16), Aegis (28), Alm (28) AP: 18 Heat*Hits: 25x1 Multipliers: 1 (Fire) --- Frigid Damsel --Characters: Aegis (1), Mithra (1), Alm (8), Farant (8), Lezard (12), Seluvia (16), Xehnon (27), Khanon (28), Masato (28), Psoron (28), Woltar (28) AP: 16 Heat*Hits: 8 + 7 + 9 (3 hits) Multipliers: 0.3 + 0.25 + 0.35 (Ice) Special: Each hit has a 10% chance of causing Freeze --- Lightning Bolt --Characters: Alm (1), Farant (1), Seluvia (1), Mithra (8), Xehnon (15), Aegis (16), Khanon (16), Masato (16), Psoron (16), Woltar (16), Lezard (23) AP: 17 Heat*Hits: 4x6 Multipliers: 0.12 x 6 (Lightning) Special: Each hit has a 2% chance of causing Paralysis --- Poison Blow --Characters: Khanon (1), Masato (1), Woltar (1), Xehnon (6), Lezard (7), Aegis (8), Psoron (8), Alm (16), Farant (28), Mithra (28), Seluvia (28) AP: 17 Heat*Hits: 28x1 Multipliers: 0.85 (Earth) Special: 60% chance of causing Poison --- Prismatic Missile --Characters: Mithra (43), Aegis (45), Alm (45), Farant (45), Seluvia (45), Woltar (45), Masato (48), Xehnon (54), Khanon (55), Lezard (55), Psoron (55) AP: 21 Heat*Hits: 5xRandom Multipliers: 0.33 each hit (Holy) Special: Each hit has 2% chance of causing Paralysis, Silence, Poison, Freeze, Confusion, Stone and/or Frailty

=============================================================================== 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.

--- Astral Maze --Characters: Aegis (43), Farant (43), Psoron (43), Seluvia (43), Woltar (43), Lwyn (44), Lylia (44), Mithra (45), Xehnon (47), Khanon (48), Lezard (52), Alm (55), Masato (55), Millidia (90) AP: 24 Comments: Causes Transfer on enemies within an area. --- Chaotic Rune --Characters: Alm (38), Khanon (38), Masato (38), Lezard (40), Xehnon (52), Millidia (95) AP: 24 Comments: Reduces all stats of enemies within an area by 20%. --- Dampen Magic --Characters: Atrasia (13), Sha-Kon (20), Rufus (30), Lezard (34), Xehnon (35), Aegis (36), Alm (36), Farant (36), Khanon (36), Masato (36), Mithra (36), Seluvia (36), Woltar (36), Psoron (40), Lenneth (58), Millidia (91) AP: 15 Comments: Causes Silence on one enemy. --- Earth Grave --Characters: Khanon (10), Masato (10), Woltar (10), Xehnon (17), Lezard (18), Psoron (18), Alm (34), Farant (34), Aegis (41), Mithra (41), Seluvia (41), Phyress (52), Millidia (97) AP: 20 Hits: 5 Multipliers: 0.24 x 5 (Earth) Special: Each hit has 5% chance of causing Faint. --- Explosion --Characters: Xehnon (9), Psoron (10), Lezard (15), Alm (18), Farant (10), Seluvia (10), Khanon (18), Phyress (20), Aegis (34), Masato (34), Mithra (34), Rasheeka (34), Woltar (34), Millidia (65) AP: 20 Hits: 1 Multipliers: 1.5 (Fire) --- Glacial Blizzard --Characters: Mithra (10), Jessica (15), Aegis (18), Farant (18), Masato (18), Khanon (34), Selluvia (34), Xehnon (40), Alm (41), Psoron (41), Woltar (41), Lezard (43), Phyress (43), Millidia (85) AP: 20 Hits: 5 Multipliers: 0.18 x 5 (Ice) Special: Each hit has 5% chance of causing Freeze. --- Guard Reinforce --Characters: Circe (1), Lenneth (1), Psoron (1), Khanon (5), Lezard (10), Lylia (10), Aegis (12), Farant (12), Richelle (15), Alm (20), Seluvia (20), Xehnon (20), Fraudir (22), Woltar (22), Lwyn (24), Crescent (25), Mithra (25), Masato (30), Rufus (38), Millidia (93) AP: 15 Comments: Boosts one character's RDM and RST by 50%.

--- Heal --Characters: Lenneth (1), Xehnon (5), Alicia (7), Seluvia (12), Woltar (12), Sylphide (15), Aegis (20), Farant (20), Khanon (20), Mithra (20), Chrystie (23), Arcana (25), Psoron (25), Alm (32), Masato (22), Millidia (98) AP: 35 Comments: Heals 80% HP of one ally. --- Invoke Feather --Characters: Lenneth (1), Seluvia (22), Lezard (26), Mithra (30), Woltar (30), Xehnon (30), Aegis (38), Farant (38), Psoron (38), Alicia (40), Sylphide (42), Chrystie (45), Millidia (99) AP: 40 Comments: Revives one ally. --- Might Reinforce --Characters: Lenneth (1), Mithra (12), Crescent (15), Tyrith (15), Psoron (22), Xehnon (22), Alm (25), Celes (25), Woltar (25), Farant (30), Khanon (30), Seluvia (30), Aegis (32), Masato (32), Ehrde (35), Lydia (35), Rufus (50), Lezard (60), Millidia (94) AP: 18 Comments: Boosts one character's ATK by 50%. --- Normalize --Characters: Lenneth (1), Aegis (5), Farant (5), Mithra (5), Seluvia (5), Woltar (5), Sylphide (7), Xehnon (12), Alicia (14), Chrystie (14), Lwyn (14), Lylia (23), Masato (25), Sophalla (25), Alm (30), Psoron (30), Khanon (32), Millidia (96) AP: 12 Comments: Heals one ally of the following status effects: Poison, Confuse, Silence, Freeze, Paralysis, Stone and Faint. --- Reflect Sorcery --Characters: Atrasia (45), Ehrde (45), Lezard (47), Xehnon (50), Aegis (51), Alm (51), Farant (51), Khanon (51), Masato (51), Mithra (51), Seluvia (51), Woltar (51), Psoron (55), Leneth (64), Millidia (92) AP: 22 Comments: Reflect attack spells. --- Sap Guard --Characters: Masato (5), Alm (12), Lydia (12), Psoron (12), Ehrde (15), Rufus (23), Aegis (25), Farant (25), Khanon (25), Tyrith (30), Mithra (38), Seluvia (38), Woltar (38), Xehnon (38), Lenneth (62), Millidia (86) AP: 15 Comments: Reduce RDM and RST of enemies within an area. --- Sap Power --Characters: Alm (1), Rufus (10), Khanon (12), Masato (12), Psoron (20), Aegis (22), Farant (22), Mithra (22), Circe (25), Seluvia (25), Woltar (32), Xehnon (32), Lenneth (53), Millidia (88) AP: 15 Comments: Reduce ATK of enemies within an area.

--- Spell Reinforce --Characters: Lezard (20), Masato (20), Woltar (20), Alm (22), Khanon (22), Jessica (24), Xehnon (25), Sylphide (26), Aegis (30), Farant (32), Mithra (32), Psoron (32), Seluvia (32), Millidia (55), Lenneth (56), Rufus (60) AP: 18 Comments: Boosts one character's MAG by 50%. --- Spiritual Thorn --Characters: Spiritual Thorn (38), Ehrde (42), Khanon (43), Masato (43), Xehnon (44), Alm (48), Mithra (48), Psoron (48), Seluvia (48), Aegis (55), Farant (55), Woltar (55), Millidia (97) AP: 28 Comments: Causes Doom on one enemy. --- Thunder Storm --Characters: Lezard (1), Aegis (10), Alm (10), Mithra (18), Seluvia (18), Woltar (18), Xehnon (33), Psoron (34), Phyress (38), Farant (41), Khanon (41), Masato (41), Millida (89) AP: 20 Hits: 7 Multipliers: 0.15 x 7 (Lightning) Special: Each hit has 3% chance of causing Paralysis.

=============================================================================== 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 16.6.02 16.6.03 16.6.04 16.6.05 16.6.06 16.6.07 16.6.08 16.6.09 Alicia and Valkyrie...............................[16601] Rufus.............................................[16602] Dylan.............................................[16603] Arngrim...........................................[16604] Brahms............................................[16605] Hrist.............................................[16606] Lenneth...........................................[16607] Silmeria..........................................[16608] Freya.............................................[16609]

------------------------------------------------------------------------------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. --- Cross Slash --Level (Alicia): 14 Level (Valkyrie): 64 AP: 7 Heat*Hits: 3x3 Multipliers (Alicia): 0.3 + 0.4 x 2 Multipliers (Valkyrie): 0.2 + 0.3 x 2 (0.3 Holy) --- Cutting Edge --Level (Alicia): 1 Level (Valkyrie): 1 AP: 6 Heat*Hits: 10x1 Multipliers (Alicia): 1 Multipliers (Valkyrie): 0.9 (0.3 Holy) --- Deep Impact --Level (Alicia): 30 Level (Valkyrie): 69 AP: 6 Heat*Hits: 3x2 Multipliers (Alicia): 0.35 x 2 Multipliers (Valkyrie): 0.25 x 2 (0.3 Holy) --- Gale Winds --Level (Alicia): 38 Level (Valkyrie): 61 AP: 8 Heat*Hits: 5x3 Multipliers (Alicia): 0.45 x 3 Multipliers (Valkyrie): 0.35 x 3 (0.3 Holy) --- Imperious Act --Level (Alicia): 1 Level (Valkyrie): 1 AP: 7 Heat*Hits: 9x1 Multipliers (Alicia): 0.7 Multipliers (Valkyrie): 0.6 (0.3 Holy) Special: Launches --- Mirage Pierce --Level (Alicia): 1 Level (Valkyrie): 56 AP: 8 Heat*Hits: 11x1 Multipliers (Alicia): 1.1 Multipliers (Valkyrie): 1 (0.3 Holy) Special: Ignores RDM --- Sky-high Edge --Learned at the Seraphic Gate AP: 9 Heat*Hits: 4x3 Multipliers (Alicia): 0.4 x 3 Multipliers (Valkyrie): 0.3 x 3 (0.3 Holy)

--- Spiral Pierce --Level (Alicia): 49 Level (Valkyrie): 1 AP: 9 Heat*Hits: 5x3 Multipliers (Alicia): 0.3 x 2 + 1.1 Multipliers (Valkyrie): (0.3 Holy) Special: Each hit has 5% chance of causing Faint --- Tri Crusade --Level (Alicia): 20 Level (Valkyrie): 67 AP: 8 Heat*Hits: 3x3 Multipliers (Alicia): 0.35 x 3 Multipliers (Valkyrie): 0.25 x 3 (0.3 Holy) Special: All 3 hits launch --- Turnaround --Level (Alicia): 8 Level (Valkyrie): 59 AP: 5 Heat*Hits: 11x1 Multipliers (Alicia): 0.8 Multipliers (Valkyrie): 0.7 (0.3 Holy)

------------------------------------------------------------------------------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. --- Absolute Wave --Level: 1 AP: 8 Heat*Hits: 5x4 Multipliers: 0.5 x 4 --- Freezing Lance --Level: 17 AP: 8 Heat*Hits: 3xRandom Multipliers: 0.1 each hit (0.3 Ice) Special: Each hit has 3% chance of causing Freeze --- Killing Thorn --Level: 25 AP: 7 Heat*Hits: 2xRandom (game says 7, but is wrong) Multipliers: 0.1 each hit --- Thunder Arrow --Level: 1 AP: 7 Heat*Hits: 6x2 Multipliers: 0.2 x 2 (0.5 Lightning)

--- Thunder Break --Learned at the Seraphic Gate AP: 9 Heat*Hits: 6x3 Multipliers: 0.2 x 3 (1.2 Lightning) --- Thunder Fall --Level: 44 AP: 8 Heat*Hits: 5x3 Multipliers: 0.2 x 3 (1 Lightning)

------------------------------------------------------------------------------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. --- Absolute Strike --Level: 1 AP: 8 Heat*Hits: 14x1 Multipliers: 1.8 Special: 5% chance of causing Faint --- Dismember Legion --Learned at the Seraphic Gate AP: 8 Heat*Hits: 4x8 Multipliers: 0.25 x 8 --- Double Swing --Level: 1 AP: 7 Heat*Hits: 6x2 Multipliers: 0.6 x 2 --- Full Swing --Level: 46 AP: 9 Heat*Hits: 15x1 Multipliers: 2.2 --- Ground Edge --Level: 7 AP: 6 Heat*Hits: 10x1 Multipliers: 0.75 Special: 5% chance of causing Faint, bounces enemy --- Heavyweight --Level: 1 AP: 6 Heat*Hits: 11x1 Multipliers: 1.1

--- High Spike --Level: 13 AP: 6 Heat*Hits: 10x1 Multipliers: 1 --- Spin Edge --Level: 36 AP: 7 Heat*Hits: 10x1 Multipliers: 0.9 --- Twister Swing --Level: 28 AP: 8 Heat*Hits: 5x2 Multipliers: 0.4 + 0.7

------------------------------------------------------------------------------16.6.04 - Arngrim [16604] --- Dead End --Learned at the Seraphic Gate AP: 8 Heat*Hits: 13x1 Multipliers: 1.75 --- Double Wind --Level: 19 AP: 8 Heat*Hits: 5x2 Multipliers: 0.6 x 2 --- High Wind --Level: 1 AP: 7 Heat*Hits: 10x1 Multipliers: 0.95 --- Hurricane Edge --Level: 36 AP: 8 Heat*Hits: 5x2 Multipliers: 0.7 + 0.8 --- Lost Life --Level: 28 AP: 6 Heat*Hits: 10x1 Multipliers: 0.85 --- Spinning Back-Knuckle --Level: 1 AP: 6 Heat*Hits: 12x1 Multipliers: 0.7 Special: 5% chance of causing Faint

--- Storm Edge --Level: 46 AP: 9 Heat*Hits: 6x2 Multipliers: 0.6 x 2 --- Total End --Level: 13 AP: 5 Heat*Hits: 8x1 Multipliers: 0.85 --- Wild Break --Level: 8 AP: 7 Heat*Hits: 11x1 Multipliers: 1 Special: 100% chance of causing Frailty --- Wrenching Swing --Level: 1 AP: 6 Heat*Hits: 9x1 Multipliers: 0.9

------------------------------------------------------------------------------16.6.05 - Brahms [16605] --- Blood Chisel --Level: 58 AP: 9 Heat*Hits: 4x3 Multipliers: 0.4 x 3 --- Blood Rain --Learned at the Seraphic Gate AP: 9 Heat*Hits: 4x3 Multipliers: 0.1 x 2 + 0.3 (1 Darkness) --- Bloody Knuckle --Level: 1 AP: 6 Heat*Hits: 10x1 Multipliers: 0.9 Special: 3% chance of causing Faint --- Deadly Raid --Level: 1 AP: 8 Heat*Hits: 4x3 Multipliers: 0.4 x 3 --- Earth Break --Level: 55 AP: 8 Heat*Hits: 4x3 Multipliers: 0.4 x 3

--- Immortal Blow --Level: 65 AP: 10 Heat*Hits: 2x8 Multipliers: 0.15 * 8 --- Overhammer --Level: 51 AP: 7 Heat*Hits: 11x1 Multipliers: 1.4 Special: 10% chance of causing Faint --- Ravaging Rush --Level: 1 AP: 7 Heat*Hits: 10x1 Multipliers: 0.85 --- Smashing Hammer --Level: 61 AP: 8 Heat*Hits: 6x2 Multipliers: 0.7 x 2 --- Soul Shaker --Level: 49 AP: 8 Heat*Hits: 4x3 Multipliers: 0.35 x 2 + 0.5

------------------------------------------------------------------------------16.6.06 - Hrist [16606] --- Armor Break --Level: 54 AP: 7 Heat*Hits: 10x1 Multipliers: 1.2 --- Downward Split --Level: 66 AP: 8 Heat*Hits: 3x4 Multipliers: 0.1 x 3 + 1.4 --- Endangerment --Level: 1 AP: 5 Heat*Hits: 7x1 Multipliers: 0.85 --- Entrapment --Level: 46 AP: 7 Heat*Hits: 4x2 Multipliers: 0.3 + 0.5

--- Furious Advance --Learned at the Seraphic Gate AP: 10 Heat*Hits: 18x1 Multipliers: 2 --- Hurricane Bolt --Level: 58 AP: 7 Heat*Hits: 10x1 Multipliers: 1 --- Hurricane Raid --Level: 62 AP: 8 Heat*Hits: 6x2 Multipliers: 0.7 + 0.4 --- Over Arc --Level: 50 AP: 6 Heat*Hits: 10x1 Multipliers: 0.95 --- Sideswiper --Level: 1 AP: 6 Heat*Hits: 9x1 Multipliers: 1.1 --- Trial of Existence --Level: 1 AP: 8 Heat*Hits: 3x3 Multipliers: 0.45 + 0.35 + 0.55

------------------------------------------------------------------------------16.6.07 - Lenneth [16607] --- Bolt Slash --Level: 1 AP: 6 Heat*Hits: 10x1 Multipliers: 1 --- Code Break --Learned at the Seraphic Gate AP: 8 Heat*Hits: 9x1 Multipliers: 0.7 Special: 30% chance of causing Doom --- Feather Sail --Level: 54 AP: 7 Heat*Hits: 12x1 Multipliers: 1 Special: 5% chance of causing Faint

--- Glowing Pierce --Level: 57 AP: 8 Heat*Hits: 5x3 Multipliers: 0.5 x 3 Special: Each hit has 5% chance of causing Faint --- Grim Force --Level: 51 AP: 6 Heat*Hits: 9x1 Multipliers: 0.8 --- Moment Slide --Level: 1 AP: 5 Heat*Hits: 12x1 Multipliers: 0.75 Special: 5% chance of causing Faint --- Multiple Attack --Level: 60 AP: 9 Heat*Hits: 3x4 Multipliers: 0.6 + 0.3 x 3 --- Ptero Attack --Level: 66 AP: 8 Heat*Hits: 13x1 Multipliers: 2 --- Succession Slide --Level: 63 AP: 7 Heat*Hits: 4x4 Multipliers: 0.3 x 4 --- Vertical Raid --Level: 1 AP: 7 Heat*Hits: 6x2 Multipliers: 0.4 x 2

------------------------------------------------------------------------------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. --- Rebellious Truth ---

Learned at the Seraphic Gate AP: 9 Heat*Hits: 4x5 Multipliers: 0.35 x 5

------------------------------------------------------------------------------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 --- Crimson Strike --Level: 54 AP: 8 Heat*Hits: 3x3 Multipliers: 0.1 x 3 (0.15 Fire, 0.15 Holy) --- Crisis Point --Level: 66 AP: 8 Heat*Hits: 2x5 Multipliers: 0.2 x 3 + 0.8 x 2 --- Flank Attack --Level: 51 AP: 7 Heat*Hits: 12x1 Multipliers: 0.9 --- Heavenly Punishment --Level: 63 AP: 42 Heat*Hits: 10x16 Multipliers: 0.6 x 3 + 0.2 x 10 + 0.6 x 2 + 1 --- Mobius Slide --Level: 69 AP: 10 Heat*Hits: 13x1 Multipliers: 2 --- Mystic Chain --Level: 60 AP: 9 Heat*Hits: 3x5 Multipliers: 0.2 + 0.25 + 0.3 x 3 --- Smackdown --Level: 57 AP: 9 Heat*Hits: 2x5 Multipliers: 0.2 x 4 + 0.6 --- Thunder Strike --Level: 1

AP: 8 Heat*Hits: 3x3 Multipliers: 0.1 x 3 (0.15 Lightning, 0.15 Holy) --- Victory Sword --Level: 1 AP: 10 Heat*Hits: 2x6 Multipliers: 0.2 x 5 + 1

=============================================================================== ------------------------------------------------------------------------------=============================================================================== 17 - Credits, Contact and Thanks [17000] 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. Thanks to the following people for helping with this: -Sephir0th56, cloudbp Pointed out errors in the Skill list. -Xerain Skills and rune names. -Zach Keene, Kismet87, Rasshiu Provided Attack names for all characters. -Iheartkosmos, playboyskitch, Lord Treant, griffpad, John Sasaki Helped with item names. -Moppi Recommended a Side-Quests section. -MeepleLardicle and Niu All info on level up tables and stat-growth. -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! FAQ Data: 19,876 lines, 138,157 words, 907,842 characters

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