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----------Version History----------
//////////////////////////////////////////////////////////////////////////
1.0: First Published. Many corrections are still to be made. There is still
some data that is missing, such as accuracy values. Items Database is
not fully complete. The bad ending's last mission is undocumented.
//////////////////////////////////////////////////////////////////////////
----------Table of Contents----------
//////////////////////////////////////////////////////////////////////////
---1.INT----Introduction
---2.GINT---Game Introduction
---3.SG-----Story Guide
sgP: Prolouge: Song of Beginning
sg1: Chapter 1: The Royal Capital
sg2: Chapter 2: The Windy Hills
sg3: Chapter 3: The Festival of Fire
sg4: Chapter 4: A Lambert Holiday
sg5: Chapter 5: As The Mirage Fades
sg6: Chapter 6: Shadows in the Ice
sg7: Chapter 7: A Lambert Holiday Pt. 2
sg8: Chapter 8: Let the Anthem Ring
sg9: Chapter 9: The End of the World
sg10: Chapter 10: The Celestial Hymm
sgX: sgX: Chapter X: The Moon
---4.PC-----Playable Characters
---5.PS-----Character Skills/Abilities List
---6.EC-----Enemies Compendium
---7.ES-----Enemy Skills List
---8.A------Abilities List
---9.FT-----Free Time
lmbtF: Lambert Facilities
ChAf: Character Affinities
FB: Free Battles
---10.TB----Tuning Battles
---11.IDB---Items Database (not complete)
---12.DAC---Damage and Accuracy Caclulations
---13.SC----Status Conditions
---14.EA----Elemental Affinities
---15.CI----Closing Information
//////////////////////////////////////////////////////////////////////////
----------1.INT: Introduction----------
//////////////////////////////////////////////////////////////////////////
Hey there and welcome to my FAQ for Stella Glow. Also, thanks to those of you
who actually bothered to read my introduction. This guide was composed over
two playthroughs. As such, there are many things in this guide that could
be wrong or need improvements. As such, please feel free to contact me
in order to fix such errors. I picked this game up thanks to my love of
the Fire Emblem series, and decided to give this tactics RPG a try to
broaden my experience. After a while, I took a liking this game. It wasn't
a huge breakthrough in gameplay mechanics, but it had an interesting (if
sometimes cliche) plot that drew me in (not having played its spiritual
predecessors probabably helped.) Anyway, I then noticed that this game is
one of those that didn't make a splash in the gaming world. So I decided
to take some notes on the game, cause there isn't going to be too much else,
and that led to this FAQ. Hope you enjoy and find it useful in your
adventure in the world of Stella Glow!
//////////////////////////////////////////////////////////////////////////
----------2.GINT: Game Introduction----------
//////////////////////////////////////////////////////////////////////////
So what is Stella Glow? Well, it's the last game by the company Imageepoch
before they filed for bankruptcy, and apparently, its very similar to their
Luminious Arc series (though I've never played those games myself). At its
core, it's a turn based tactics strategy RPG. The game alternates between
cutscenes, various menus, and the actual battles themselves. The mechanics
are mostly taught within the game itself, but as a general introduction,
the system works in that each unit on the field can take one action during
their turn, done through the selection of the character and its actions.
You will need to complete various objectives and level up your units to
get through the missions, then watch the story unfold through cutscenes
in between. It's typical JRPG fare honestly, just go with it.
//////////////////////////////////////////////////////////////////////////
----------3.SG: Story Guide----------
//////////////////////////////////////////////////////////////////////////
------------------------------------------
-----sgP: Prolouge: Song of Beginning-----
------------------------------------------
Mission 1: *Our Tale Begins: Recommended LV: 1
Forest of Beginning:
Victory: Defeat all enemies
Defeat: Alto is defeated
Special: None
Units: 2 (Alto and Lisette)
Enemies: 3 Wolves LV1, 1 Wolf Leader LV2
Boss: Wolf Leader LV2 22HP 12SP
Drops: Wolf Meat 10PPATK 5MATK
Healing Herb 10PDEF 4MDEF
10AGI 3LUCK
New Units: Alto LV1, Lisette LV1
Clear Rewards: 600G
Strategy: Simple, just follow the tutorial. The wolves won't attack
Lisette and the Wolf Leader won't msove until the rest are
defeated. Take them on one at a time and that's it.
Mission 2: *A Fated Encounter: Recommended LV: 2
Forest Lake:
Victory: Defeat all enemies
Defeat: Alto is defeated
Units: 1 (Alto)
Ally Units: 1 (Hilda LV30)
Enemies: 6 Slime LV2 (The 3 on the right will be defeated by
Hilda in a scripted battle)
Reinforcements: 4 Slime around Hilda
(scripted scene, Hilda will defeat them)
Clear Rewards: 800G
Strategy: Again, really simple. Alto himself only gets to fight up
to three Jelly Men. At this point, he can't really die
unless you try. Hilda will help wipe out Alto's group
if he's struggling.
Mission 3: *The Song of Ruin: Recommended LV: 2
--Part 1:
Mithra Village:
Victory: Defeat all enemies
(actually, defeat two Orcs)
Defeat: Alto is defeated
Special Rewards: None
Units: 2 (Alto and Lisette)
Enemies: 2 Orcs LV2, Dante LV10, Hilda LV30
--Part 2:
Mithra Village:
Victory: Defeat Dante
Defeat: None
Units: 2 (Alto and Lisette)
Enemies: Dante LV10, Hilda LV30
Just fight Dante till you have low HP.
You can't win at this point.
--Part 3:
Lisette's Spirit World:
Victory: Move Alto closer to Lisette
Defeat: None
Units: 1 (Alto)
In the tuning dialogue, choose "I came to save you.",
"It isn't gone!", and "Believe in me."
This gets you a Healing Ring down the line in Chapter 1.
--Part 4:
Mithra Village:
Victory: Defeat all enemies
Defeat: Alto is defeated.
Units: 2 (Alto and Lisette)
Enemies: 3 Orcs LV3, Dante LV10, Hilda LV30
Start of Part 4: Lisette becomes Water Witch
Lisette obtains (and equips) Shell Staff
Lisette learns Splash and Heal
Defeat 3 Orcs, Battle with Dante
Clear Reward: 1000G
Strategy: Still easy, but it's finally possible for a character
to die here. Take on the initial Orcs in Part 1
one by one. You can't win at Part 2 (though you
can make a really good try in NG+ with a Level Up)
Part 3 is simply walking up a straight path to talk
to Lisette. Part 4 is basically Part 1 and 2 with an
extra Orc. It's best to let Lisette finish off at
least one Orc in this battle while healing to catch up
to Alto's two or three levels ahead now.
-------------------------------------------
-----sg1: Chapter 1: The Royal Capital-----
-------------------------------------------
Mission 1: *The Entrance Exam: Recommended LV: 3
Training Grounds:
Victory: Try hard against the Royal Knights
Defeat: None
Units: 1 (Alto)
Ally Units: 4 Royal Soldier(LV3)
Enemies: 1 Rusty LV7, 1 Archibald LV8
Clear Reward: Nothing
Alto becomes a 9th Regiment Knight
Klaus, Rusty, and Archibald join the party
Strategy: Well, you can't win, so there is none. Just keep
Charge Slashing or Double Slashing Rusty's back for
the heck of it. And those Royal Knights
are really pathetic.
Visit Bianca's Armory and Franz
Obtain Aim and Attack Orb from Franz
Visit Alto's Room
-First Mission Time
Mission 2: The First Battle: Recommended LV: 4
Suppress the monsters in the eastern forest before they
reach the royal capital.
Eastern Forest:
Victory: Defeat all enemies
Defeat: Alto is defeated
Special: Alto Defeats 2 or more enemies
Lisette Defeats 1 or more enemy
Units: 5 (Alto, Lisette, Klaus, Rusty, Archibald)
Enemies: 3 Archer LV3, 3 Orc LV4, 1 Orc Leader LV5
Boss: Orc Leader LV5 115HP 21SP
Drops: Savage Tooth 23PATK 11MATK
Healing Herb 9PDEF 2MDEF
11AGI 7LUCK
Clear Rewards: 1300G, Aim Orb, Healing Herb 2, Mana Fruit 2
Special Rewards: Orb Meister, Debut Staff
Strategy: Okay, time for the first real battle. The Archers and
Orcs to your sides will make a beeline for you, so
deal with them first. Personally, I send Alto and Klaus
southwest while Rusty gets up to the archer up on a
ledge on the top of the map. Archibald takes on that Orc
near him, and Lisette does whatever. The three enemies
at the eastern corner won't move unless you are in their
attack range, so at the end, regroup everyone and charge
in. This is where I have Lisette get her kill in if she
hasn't already.
Obtain Healing Ring from Lisette if you answered her
Tuning questions correctly.
-----------------------------------------
-----sg2: Chapter 2: The Windy Hills-----
-----------------------------------------
Destiny Clock: Free, Mission, Free, Mission, Free, Mission, Mission
Obtain Destiny Clock
Free Time 1:
Talk with Lisette in Free Time (Uses 1 Free Time)
Mission 1: The Windy Hills: Recommended LV: 5
Following the merchant Ewan's lead, the party heads towards
the Windy Hills but...
Windy Hills:
Victory: Defeat all enemies
Defeat: Alto is defeated
Special: No allies are defeated
Clear with no damage to Lisette
Units: 5 (Alto, Lisette, Klaus, Rusty, Archibald)
Enemies: 4 Anemoi LV6, 3 Poison Wolf LV5
Clear Rewards: Venom Orb, Healing Herb 2, Healing Mist
Special Rewards: Venom Khukuri, Tough Ring
Strategy: Clearing the mission is simple. Doing so without Lisette
getting hurt is not, thanks to the Anemoi. Thankfully,
the Anemoi don't move unless you are in their attack
range. Unfortunetly, the Poison Wolves do. The two square
walkway makes a great chokepoint in this to block these
wolves, preferably with Klaus and Archibald. Lisette
can snipe from behind with Splash if you want.
Mission 2: A Lonely Girl: Recommended LV: 6
The 9th Regiment sets up camp so they can search more
effectively for the Wind Witch.
Popo's Shack:
Victory: Protect Popo and defeat all enemies
Defeat: Alto is defeated, Popo is defeated.
Special: Alto defeats two or more enemies
All familiars stay alive.
--Part 1:
Units: 1 (Alto)
Ally Units: 3 (Popo LV9, 2 Anemoi LV7)
Enemies: 2 Jelly Man LV 6, 1 Paralyze Jelly LV7
--Part 2:
Units: 5 (Alto, Lisette, Klaus, Rusty, Archibald)
Ally Units: 3 (Popo LV9, 2 Anemoi LV7)
Enemies: 2 Orc LV7, 1 Orc Leader LV8,
2 Archer LV7,1 Sniper LV8
Clear Rewards: 2000G, Ail Guard, Mana Fruit 2, Mana Stone
Special Rewards: Mental Ring, Venom Lance
Strategy: For part one, the enemies are way too slow to pose a
real threat. Walk up to them with Alto and slash them
down. In part two, your allies start a ways off from
the enemies, so quickly have them climb up to provide
backup. When going for the special conditions, make
sure to elimiate the orcs as quickly as possible and
have Alto help the Anemoi with the Archers up at the top.
Mission Time 3: Obtain Orb Fragment 1 x3, Refinement Available
Mission 3: Those We Can Protect: Recommended LV: 7
The party heads to Port Noir to expose Mayor Bonanza's
injustice, but what awaits them there...?
Port Noir, Harbor Town:
Victory: Defeat Popo
Defeat: Alto is defeated
Special: No allies are defeated
Open all treasure chests (2)
Units: 5 (Alto, Lisette, Klaus, Rusty, Archibald)
Enemies: 4 Poison Wolf LV 6, 2 Anemoi LV 7,
1 Purple Anemoi LV8, Popo LV10
Chests: Fishing Vest (On the boardwalk),
Healing Mist 2 (at the top right)
Auto Recruit Ewan when Rusty steps on the bridge across the
water.
Reinforcements: When Popo is attacked, she flies up to the
upper structure and summons
2 Anemoi LV7 and 1 Anemoi(Purple) LV8
Boss: Popo LV 10 112HP 59SP
Drops: Orb Fragment 1 23PATK 28MATK
Steal: Ail Guard 28PDEF 39MDEF
27AGI 25LUCK
Clear Rewards: 2500G, Detox Mist, Healing Mist, Mana Stone
Special Rewards: Skull Necklace, Dual Fist
Strategy: For the left team, have Archibald and Klaus take vanguard
to block and defeat the incoming wolves. For the right,
have Rusty lead since Alto's unlikely to cross the water
in one turn. When Ewan arrives, have him help finish the
wolves before opening the door. Later on, once Popo is
at the top of the structure, the team should focus on
eliminating all the Anemoi before taking on Popo.
Archibald can be a big help in blocking the shower
of arrows. If you are going for the chest in the back,
it would be easiest to get to with Lisette or Rusty, as
they have greater movement in water than the rest of
your team. Leave Ewan to steal from Popo if you want
instead.
Mission 4: Rusty Key: Recommended LV: 8
Mayor Bonanza is hiding in the windmill! Popo must surely be
there with him...!
--Part 1:
Popo's Spirit World:
Victory: Move Alto closer to Popo
Defeat: Alto is defeated, Popo is defeated
Units: 6 (Alto, Lisette, Klaus, Rusty, Archibald, Ewan)
Enemies: LV 10 Popo (won't move or attack)
8 The Driller LV8 (appears when the battle starts)
In the Popo tuning dialogue, choose "Don't you remember me?",
"You're just going to run away?", and "We'll be by your side."
This gets you a Storm Orb.
--Part 2:
Solitary Windmill:
Victory: Defeat all enemies
Defeat: Alto is defeated.
Units: 7 (Alto, Lisette, Klaus, Rusty, Archibald, Ewan, Popo)
Enemies: 2 Paralyze Jelly LV 8, 4 Mercenary LV9
Chests: Cloak (Top Left), Merc Plate (Top Right)
--Part 3:
Solitary Windmill:
Victory: Defeat all enemies
Defeat: Alto is defeated
Special: Clear with no damage to Popo.
Clear before Popo's third turn ends.
Units: 7 (Alto, Lisette, Klaus, Rusty, Archibald, Ewan, Popo)
Enemies: 5 Mecenary LV 9
---On turn 1, Alto is forced to Conduct Popo and activate
Rusty Key. (Why would you not anyways)
Clear Rewards: 5000G, Paralyze Orb, Healing Mist, Mana Stone
Special Rewards: Elixa, Hunter's Rifle
Strategy: Part 1 shouldn't be too difficult if you've been training
your party well. First, set up characters in range of the
elevators, then rush the 8 The Drillers all at once.
Repeat with the second level upward and it should work
out smoothly.
For part 2, the positioning of your units matters, since
you are limited to 1 tile wide corridors here. Put your
close rangetanks like Alto, Klaus, and Archibald up front
and let the rest snipe from behind.
Part 3 is pretty much the same as part 2. However, if you
want the Hunter's Rifle, you need to finish this before
the Conduct ends. Since literally every enemy is disabled
during this time. Rush them all and finish them quickly.
Alto speaks with Lisette and Popo in a scene where they trade cooking.
Alto gains affinity! Alto aquires Parry and Critical Support!
----------------------------------------------
-----sg3: Chapter 3: The Festival of Fire-----
----------------------------------------------
Destiny Clock: Free, Mission, Free, Mission, Free, Mission, Mission
Free Time 1:
Gain access to the Tuning Hall
Tune Popo (Uses up 1 Free Time Total)
Tuning: Victory: Move closer to Popo's Shadow
Defeat: None
Units: 1 (Alto)
Ally Units: 1 Popo's Shadow LV10
(with Movement Up (6 Movement total))
Objective: Chase down Popo's Shadow until Alto stands next to her.
She will attempt to flee from Alto constantly.
Strategy: There's not really one here. Just keep chasing her and
you should eventually catch up.
Popo's affinity will increase and she will learn Arrow Dodge and
Aim Support
Mission 1: Amatsu: Recommended LV: 11
The party arrives at Amatsu. They request an audience with
the Priestess but...
Shrine Entrance:
Victory: Protect Sakuya and defeat all enemies
Defeat: Alto is defeated, Sakuya is defeated
Special: Clear with no damage to Sakuya,
Clear with no damage to Nonoka.
Units: 6 (Alto and Popo required)
Ally Units: Nonoka LV14, Sakuya LV13
Enemies: Initial: 6 Proto-dekurin LV11, 2 Lil'Dekurin LV12
Reinforcements: 4 Proto-dekurin LV11 from the sides
when only four of the original enemies
are left
Chests: Physical Ring (Top Left), Elixa (Top Right)
Clear Rewards: 3500G, Luck Orb, Healing Mist 2, Mana Fruit 2
Special Rewards: Poison Bow, Paralysis Edge
Strategy: For this mission, you need to be VERY careful with how
you position your units, especially if you want to
clear both speical conditions. To clear the mission and
loot the chests, it's best to start with a wall in the
front to deal with the initial enemies bum-rushing you,
followed by shifting some of your units towards the back
when the reinfocements arrive. Ewan could easily open a
chest in the beginning and then help pick off some
Dekurin reinfocements when they arrive. Now...the real
challenge is preventing Sakuya and Nonoka from taking
damage. They will both attack if an enemy gets in their
range, and since all the enemies have Counter, if
Sakuya attacks even once without killing an enemy,
you have then failed the special conditions. Place
your units so that this situation doesn't happen.
Mission 2: Sakuya's Secret: Recommended LV: 12
Sakuya has enlisted Alto as her manservant.
She calls him out to the Gohra Volcano...
--Part 1:
Gohra Volcano:
Victory: Defeat Nonoka
Defeat: Alto is defeated
Special: No allies are defeated
Use no skills with Alto
Units: 1 (Alto)
Ally Units: Sakuya LV13 (won't do anything)
Enemies: Nonoka LV10
--Objective: Just fight Nonoka till she is at low health.
--Part 2:
Gohra Volcano:
Victory: Defeat all enemiesd
Defeat: Alto is defeated
Special: No allies are defeated
Use no skills with Alto
Units: 6 (Alto, Lisette, Popo req.)
Ally Units: Sakuya LV13, Nonoka LV14
Enemies: 3 Red Wolf LV 11, 3 Magic Archer LV11, 3 Nurse LV12,
1 Flare Gryphon LV14
Boss: Flare Gryphon LV14 254HP 63SP
Drops: Giant Plume 56PATK 41MATK
Flame Fragment 33PDEF 32MDEF
Steal: Ail Guard 2 25AGI 26LUCK
Clear Rewards: 4000G, River Orb
Special Rewards: Drain Orb, Strong Edge
Strategy: Part 1 is simple. Just keep trading blows with each
other. Part 2 is a lot harder. This is the first
"large enemy" that you will encounter in the storyline
and it shows you how tough they can be. In this battle,
take down the enemies one by one and try to keep your
frail units out of the way of too many archers.
When taking out the Gryphon, DO NOT under any
circumstances, put Popo in range. It will very likely
kill her in one hit. Instead, hit it with people
like Rusty or Alto since they can take a hit, while
having Lisette and Klaus heal and fight if need be.
Mission 3: Rite of Calmfire: Recommended LV: 13
The Rite of Calmfire has finally come. Amatsu is at its
most lively, but can Sakuya sing sucessfully...?
Shrine Grounds:
Victory: Protect Sakuya and defeat Dorothy
Defeat: Alto is defeated, Sakuya is defeated.
Special: No allies are defeated.
Nonoka defeats two or more enemies.
Units: 6 (Alto req.)
Ally Units: Sakuya LV13, Nonoka LV14
Enemies: 2 Assault Orc LV13, 3 Red Wolf LV13,
2 Proto-dekurin LV12, 2 Lil'Dekurin LV13,
Dorothy LV16
Boss: Dorothy LV16 295HP 78SP
Drops: Giant Fragment 57PATK 40MATK
Steal: Critical Orb 2 43PDEF 43MDEF
55AGI 29LUCK
Clear Rewards: 4500G, Greed Orb 2, Orb Fragment 1,
Orb Fragment 2
Special Rewards: River Fragment, Friendly Staff
Strategy: Your first priority here is defeating the enemies
near Sakuya, which are the Wolves and Orcs.
The Red Wolves might do some damage, but shoudn't
be able to kill her before you get there.
After finishing that, just head straight for Dorothy
and her Dekurin guards. Just make sure to leave Nonoka
some kills if you want a Friendly Staff.
Mission 4: Cherry Blossoms: Recommended LV: 14
Dorothy has taken Sakuya to the volcano crater!
Steal her back!
--Part 1:
Sakuya's Spirit World:
Victory: Defeat all of Sakuya's Shadows
Defeat: Alto is defeated
Units: 6 (Alto req.)
Enemies: 4 The Tearer LV13, 6 Sakuya's Shadow LV15
Conditions after all Shadows are defeated
Victory: Move Alto closer to Sakuya
Defeat: Alto is defeated (how?!)
Sakuya is defeated (you're stupid)
In the Sakuya dialogue, choose "You seem really scared",
"Show us the real you", "I may not understand", and
"Believe in your true self."
This gets you a Flame Orb.
--Part 2:
Volcano Crater:
Victory: Defeat Dorothy
Defeat: Alto is defeated
Special: No allies are defeated.
Nonoka defeats Dorothy.
Units: 7 (Alto, Nonoka, and Sakuya req.)
Enemies: 3 Fire Element LV14, Dorothy LV 17
4 Proto-dekurin LV 14, 4 Proto-Dekurin LV15
(Dekurins are summoned when the battle starts)
Boss: Dorothy LV16 312HP 82SP
Drops: Giant Fragment 59PATK 42MATK
Steal: Critical Orb 2 45PDEF 45MDEF
57AGI 30LUCK
Clear Rewards: 5000G, Detox Mist, Healing Mist 2,
Mana Stone 2
Special Rewards: Giant Fragment, Megadeath
Strategy: For part 1, Lisette makes short work of the enemies.
One way of going about it is to split the group up
in a way that gets the attention of seperate enemies.
For part 2, there will be a need to split up the group
if you want to be able to defeat all the enemies. The
ones to worry about this mission will be the Elements
and Dorothy herself. The Elements can self-destruct at
low HP. Needless to say, that's very bad, like,
Electrode Explosion very bad. As for Dorothy, her
main problem will be that she gets stronger as she
gets weaker, has high avoid, and must be killed by
Nonoka, who isn't really superb yet.
Sakuya returns to Amatsu and finishes the festival.
Alto and Sakuya talk back at the Knight Barracks. Alto gains team affinity!
-------------------------------------------
-----sg4: Chapter 4: A Lambert Holiday-----
-------------------------------------------
Destiny Clock: Free, Free, Free
Free Time 1: The 9th Regiment is put on standby until news of the
Earth Witch is found. Alto plans to sleep his vacation out,
but Klaus orders him to build relations with the
9th Regiment and gives him Mr. X's Just Desserts.
(Yes, it's actually a key item) for dating location advice.
Haha.
...Well, these free times can be spent having Alto Rest,
but who wants to do that?
At the end of this, Alto and the witches visit some dessert shops,
one of at which Klaus, *cough* I mean Mr. X just happens to be
binging on sweets. and signing autographs.
Free Time 2: Queen Anastasia goes missing. Alto finds her and they
wind up visiting the Red Bear Tavern. They then talk about
the state of the kingdom before leaving, with Elmar
arriving to find the Queen drunk and asleep.
Free Time 3: Alto is walking in town when he hears singing, leading him
to find the little girl Marie, who promptly collapses in
front of him. He then brings her to the infirmiry. When she
wakes up, they discover that she has no memories, like Alto.
The next day she gets to meet the rest of the cast, while
Alto asks the shopkeepers ("townspeople") if they know
anything about her. Their search gets nothing. At night,
Rusty decides to hold a party for the 9th Regiment at the
tavern. Everyone but Klaus decides to join in, who shows
up anyway, but leaves after a few words.
Alto "has a great time at the tavern". His team affinity increases!
Scouts return to inform Klaus and Rusty that a barrier was found near
Kashmistan, likely crreated by the Earth Witch.
---------------------------------------------
-----sg5: Chapter 5: As The Mirage Fades-----
---------------------------------------------
Destiny Clock: Free, Mission, Free, Mission, Free, Mission, Mission
Free Time 1
Mission 1: The Fallen Mercenary: Recommended LV: 16
Nonoka discovers a caravan-like shadow.
The knights move closer to gather information but...
Mujabalaar Desert:
Victory: Defeat all enemies
Defeat: Alto is defeated
Special: Rusty defeats two or more enemies.
No allies are defeated.
--Part 1
Units: 6 (Alto, Rusty, Sakuya req.)
Enemies: 2 Paralyze Wolf LV15, 4 Ghost Soldier LV16,
Keith LV20
Boss: Keith LV20 268HP 115SP
Drops: Misery Fragment 54PATK 40MATK
Steal: Elixir 2 62PDEF 54MDEF
32AGI 32LUCK
--Part 2
When Keith is at low HP and all other enemies are defeated
No healing for the party.
Reinforcements: 3 Ghost Soldier LV16, 1 Sleep Flower LV 17
Boss: Sleep Flower LV17 324HP 74SP
Drops: Flower Leaf 68PATK 38MATK
Orb Fragment 3 15PDEF 13MDEF
Steal: Earth Guard 23AGI 26LUCK
Clear Rewards: 5500G, Sleep Orb, Storm Orb, Sage Stone
Special Rewards: Chase Orb, Stun Fist
Strategy: Most units have terrible movement in the desert. The
exceptions right now are Popo, Sakuya, and somewhat
Rusty and Nonoka. For part 1, you don't need to defeat
Keith, as he retreats after taking some damage. Focus
on the other enemies first. For part 2, try to keep
out of the way of the Sleep Flower for as long as
possible. It has an AOE attack that can cause sleep
(duh), so it's best to leave it be and take it down
last. After all, it doesn't really move.
Mission 2: The Lost City: Recommended LV: 17
According to Niki, Keith is in the supposedly ruined
Kashmistan, The party progresses cautiosly.
Kashmistan, Desert City:
Victory: Defeat Hrodulf
Defeat: Alto is defeated, Rusty is defeated.
Special: Defeat Keith
Open all treasure chests
Units: 6 (Alto and Rusty req.)
Enemies: 3 Ghost Soldier LV17, Keith LV21, 5 Harbringer LV17,
Hrodulf LV24
Chests: Ghost Plate (Far left), Desert Cloak (Uppermost),
Stop Guard (Upper right)
Boss: Keith LV21 280HP 120SP
Drops: Misery Fragment 56PATK 42MATK
Steal: Elixir 2 64PDEF 56MDEF
34AGI 33LUCK
Boss: Hrodulf LV24 471HP 86SP
Drops: Blast Fragment 67PATK 49MATK
Steal: Guard Ring 2 63PDEF 50MDEF
37AGI 37LUCK
--Note: The battle ends when Hrodulf is at critically low HP,
about less than 50. He'll claim it is impossible for
the team to beat him and leaves (whether your team
was still doing good or not). Alto then experiences
flashes of Niki and Mordimort in a fire at
Kashmistan, before fainting.
Clear Rewards: Thief Orb, Sage Stone
Special Rewards: Down Guard, Clear Shooter
Strategy: This mission contains three factions: Your own, Hrodulf's,
and Keith's. While the main objective is to defeat
Hrodulf, it would be wiser to take down all of Keith's
group first, since they'll just shoot you down from
above if you go for Hrodulf. Personally, I send my
entire team to knock Keith down a few pegs since the
Harbringers that move tend to just end up staring in
frustration at a wall in the meantime. (Did they never
hear of a thing called stairs?) Anyway, Hrodulf is
a real challenge. He hits hard and can take a hit.
And although he appears slow at first, he has the ability
Defiance, which raises his turn order every time he's
attacked, and subsequently reduce the time he's under
status ailments (from Popo's Conduct for example).
The best way to take him down is to Conduct Popo to
temporarily disable him, then hid him with your highest
damage attacks. Eventually he'll go down and end this
mission.
Free Time 3
Mission 3: Kandaar Battle!: Recommended LV: 18
The royal knights chase Niki and Keith toward the Kandaar Hills.
Battle has returned to this land!
--Part 1:
Kandaar Hills
Victory: Protect Niki and destroy all enemies
Defeat: Alto is defeated, Niki is defeated
Units: 6 (Alto and Rusty req.)
Ally Units: Keith LV22, Niki LV20
(Niki won't move or do anything)
Enemies: 3 Lil'Dekurin LV18, 4 Harbringer LV18,
Dorothy LV21, Hrodulf LV25, Dante LV23, Hilda LV30
--Note: It is impossible to fight or even reach
Hilda right now besides using things
slike Long Shot.
Boss Items:
Dorothy: Drops: Giant Fragment, Steal: Critical Orb 2
Hrodulf: Drops: Blast Fragment, Steal: Guard Ring 2
Dante: Drops: Predator Fragment, Steal: Attack Ring 2
Hilda: Drops: Sharp Fragment, Steal: Mobile Ring
--Note: Dorothy retreats when her HP is low
(displayed in red) Hrodulf leaves with her
regardless. This signals the reinforcements
to arrive.
Reinforcements: 3 Magic Archer LV18,
3 Chronos LV19 (all near Dante)
--Note: When only Dante, Hilda, and 2 other enemies are left,
the next part begins as Angels arrive when the party
is surrounded by more enemies.
--Part 2:
Kandaar Hills:
Victory: Protect Niki and destroy all enemies
Defeat: Alto is defeated, Niki is defeated
Special: Rusty defeats two or more enemies
Alto defeats Dante
Ally Units: 2 Angel LV20, ??? LV30 (Giselle)
Enemies: 5 Chronos LV20, 2 Eyes Only LV21, Dante LV23
Boss: Dante LV23 427HP 116SP
Drops: Predator Fragment 69PATK 50MATK
Steal: Attack Ring 2 57PDEF 50MDEF
43AGI 42LUCK
Reinforcements: 4 Earth Element LV20, 1 Sniper LV20
(when Dante and 2 other enemies remain)
Clear Rewards: 6500G, Venom Orb, Healing Mist 2, Sage Stone
Special Rewards: Trip Lance, Tokinagare Ju
Strategy: This is a...complicated mission. For the first part,
rush towards Niki as fast as possible. You have no
time to delay, as eventully, reinforcements will
arrive that can overwhelm both Keith and Niki without
aid. Also, to restate the note above: don't bothered
focusing too much on Dorothy, as you only need to weaken
her here. When the angels arrive for part 2, the tables
have turned. ...Yeah, I know these angels look too weird.
Anyway, you should have a much easier time getting
through to Dante and wiping out the map. Just make
sure to have someone ready to protect Niki, as several
enemies are summoned near her later on.
Mission 4: Reddened Galaxy: Recommended LV: 20
Niki is dead. Alto must go to Mordimort to tell her of her
sister's demise.
Mordimort's Spirit World (Burning Kashmistan version)
--Part 1:
Victory: Defeat Hrodulf
Defeat: Rusty is defeated
Special: No allies are defeated
Clear before Hrodulf's third turn ends
(Hrodulf's condition only counts for Part 1)
Units: 1 (Rusty)
Enemies: Hrodulf LV 26
(Still drops Blast Fragment and
you can steal a Guard Ring 2 from him)
--Part 2:
Victory: Move Alto closer to Mordi
Defeat: Alto is defeated, Mordimort is defeated
(idiot)
Special: No allies are defeated
Clear before Hrodulf's third turn ends
(Again, it may already be cleared from
the previous phase, even if it doesn't
say it)
Units: 7 (Alto, Rusty, Keith req.)
(Rusty doesn't heal, even with the preparations)
Enemies: 6 The Crawler LV20, Sleep Flower LV22,
Mordimort LV20
Reinforcements: 2 The Crawler LV20, 3 The Piercer LV20
(as you approach the upper section,
counts as Mordimort's skill)
5 The Piercer LV20 (near Mordimort)
(when there are 2 or less of the
previous reinfocements)
2 The Crawler LV20
(Right of the upper poison section)
(as you approach Mordimort/defeat
the Sleep Flower)
(will repeat this Summon until
Victory or Defeat)
Clear Rewards: 8000G, Hit Orb, Sage Stone, Detox Mist
Special Rewards: Mud Fragment, Tribow
Strategy: Part 1 is another one on one duel. This time between
Rusty and Hrodulf. In this battle, you only need to
lower most of Hrodulf's HP to win, rather than outright
defeat him. Make sure to finish this bout quickly and
steal his item to ensure maximum rewards.
Part 2 on the other hand should be easy, if a bit slow.
You have to deal with many groups of enemies, but it
shouldn't pose too much of a threat comparitivley to the
previous two missions. Just get to Mordi, and get out
of this collapsing dream.
In the Mordimort dialogue, choose "Look at reality!",
"You can't live like this!", and "Stop fooling yourself!"
to aquire a Mud Orb.
Alto and co. return to Lambert, Rusty tells his tale regarding his
encounter with Hrodulf in the desert. When Alto returns to his room,
the girls plan on a tea party, dragging Alto and Mordimort along.
Alto's team affinity increases!
--------------------------------------------
-----sg6: Chapter 6: Shadows in the Ice-----
--------------------------------------------
Destiny Clock: Free, Mission, Free, Mission, Mission
Mission 1: The Forest Labratory: Recommended LV: 21
The 9th Regiment visits Dr. Veronica to figure out why
Lisette is unable to sing.
Labratory Entrance:
Victory: Defeat all fallen angels.
Defeat: Alto is defeated.
Special: Use Butterfly Dream three times.
Keith defeats 3 or more enemies.
Units: 7 (Alto, Keith, Mordimort req.)
Enemies: 4 Paralyze Wolf LV20, 2 Poison Jelly LV20, 1 Ochu LV23
4 Fallen Angel LV21
--Note: Lisette is invaluable in this misson, since her cure move
can dispel the Curse Mist and Poison Swamp
across the map.
Clear Rewards: 7500G, Absorb Orb, Healing Mist 2, Detox Mist
Special Rewards: Mole Bomb, Triple Edge
Strategy: Not hard, just move across the map in a group and clear
out the field. Use Lisette's cure to make a path.
Honestly, I fell like this one's a breather compared
to the last few missions.
After some tuning by Dr. Veronica, Lisette aquires Heal Boost,
but still can't sing.
Mission 2: *The Attack on Lambert!: Recommended LV: 22
Lambert Main Street:
Victory: Defeat all enemies
Defeat: Alto is defeated
Special: No allies are defeated
Open all treasure chests (2)
Units: 6 (Alto req.)
Enemies: 2 Harbringer LV22, 2 Lil'Dekurin LV22, 2 Ice Golem LV23
2 Magic Archer LV22, Dorothy LV24, Hrodulf LV27,
Dante LV25, Hilda LV30
Chests: Chrono Vest (Upper Left0, Mobile Ring (Lower Right)
The Mobile Ring is inside a 999 HP Chest behind
a 999 HP door. Hope you brought Ewan or Keith!
--Note: After defeating the Harbringers and Dekurins,
Dorothy and Hilda leave, and an Ice Chimera is summoned.
The Magic Archers and Ice Golems then begin to move.
Also, Dante and Hrodulf cannot be defeated here.
Don't try, they will just stay alive at 1 HP.
Victory Condition changes: Victory: Defeat all enemies
Boss: Ice Chimera LV24 601HP 101SP
Drops: Ram Horn 99PATK 62MATK
Snow Stone 52PDEF 49MDEF
Steal: EXP Boost 40AGI 43LUCK
--Tip: Try blinding the Chimera with Keith, it's hilarious how it
can send Sakuya flying and count it as a miss. It's got
terrible accuracy while blinded.
Clear Rewards: 8000G, Dispel Orb, Mud Orb, Healing Mist 3
Special Rewards: EXP Boost, Song Orb
Strategy: Despite this being a dire situation and all, the mission
itself isn't the worst. You've fought most of these
enemies before, and they aren't any different now. The
biggest threat is the Chimera that's summoned. Of course,
like most everything else, it can be made a pushover with
a conduct. Just try not to aggro Dante and Hrodulf.
Mission 3/4:Crystal Empire: Recommended LV: 23
The knights arrive in Hildegaria.
What they witness there is a wretched sight.
--Part 1:
Fahrenheit, City of Ruin:
Victory: Defeat ten or more enemies.
Defeat: Alto is defeated.
Special: Alto and Dante battle.
No allies are defeated.
Units: 6 (Alto req.)
Enemies: 2 Lil'Dekurin LV21, 2 Dekurin Mark II LV22,
2 Harbringer LV22, 3 Harbringer Cadre LV23,
1 Aqua Gryphon LV25, Dorothy LV24,
Hrodulf LV27, Dante LV26
(Dorothy, Hrodulf, and Dante all have their usual items)
Clear Rewards: 8500G, Delay Orb, Healing Mist 3, Mana Stone 3
Special Rewards: Hanbei, Kyushumaru
--Part 2:
Under Fahrenheit:
Victory: Defeat twelve or more enemies
Defeat: Alto is defeated.
Units: 5 (Alto req.)
Enemies: 2 Lil'Dekurin LV22, 1 Dekurin Mark II LV 23,
Dorothy LV25, Dante LV27, Hilda LV30
--Enemies below appear when battle starts--
2 Harbringer LV23, 1 Harbringer Cadre LV24
2 Chronos LV23, 1 Eyes Only LV24, Hrodulf LV 28
--Note: 2 Dekurin Mark II LV23 will be summoned by Dorothy
as their respective forces decrease.
2 Harbringer LV23, 1 Harbringer Cadre LV24 will be
summoned by Hilda near Hrodulf as their respective
forces decrease.
Chests: Glacier Cloak (left), Physical Ring (right)
--Part 3:
Victory: Defeat Hilda
Defeat: Alto is defeated.
Special: Defeat ten or more enemies
Alto defeats Hilda
Units: 6 (Alto and Lisette req.), all other units are the
same as before.
Ally Units: 4 Angel LV25, ??? LV30
Enemies: 4 Chronos LV24, Dorothy LV25, Hrodulf LV28, Dante LV27,
Hilda LV30
--Note: Hilda will summon more Chronos/Eyes Only
constantly when her forces get low.
Also, the boss' steal items have changed at this
point to VERY rare unbuyable/craftable orbs.
Get them while they last!
Dorothy: Assassin Orb
Hrodulf: Delay Orb 3
Danter: Sickness Orb
Hilda: Death orb.
--Note 2: Any enemies killed by ally units count towards
the ten kills required for the special
condition as well.
--Fun Fact: That 95 damage from the scripted Redline?
That actually counts, so Hilda starts the
battle slightly weaker than she could have.
Boss: Hilda LV30 854/949HP 190SP
Drops: Sharp Fragment 97PATK 124MATK
Steal: Death Orb 68PDEF 101MDEF
63AGI 66LUCK
Clear Rewards: 10000G, Healing Mist 3, Amrita
Special Rewards: Mana Stone 2, Stealth Staff
Strategy: I consdier this one two seperate missions, since you
get rewards in between. Let me just say one thing though.</pre><pre id="faqspan-2">
These missions are HARD. Not only do you have to take on
the Harbriger leaders multiple times, but you also have
to deal with the new Harbringer Cadres, who can do
effective bonus damage to the witches. Oh, and did I
mention the Gryphon in the first part. It's gonna be
a tough ride. Anyway, to actual strategy: for part 1,
splitting your forces is necassary when dealing with
the multiple paths.
Part 2 involves your party being beseiged from all sides.
I find that the best way to go about this is to go for
one group of enemies first and then group around there
to take out the 12 enemies for the mission objective.
I'd start by taking out Hrodulf and his Harbringers,
then the Dorothy with her Dekurins next. That and a
few more enemies should garuntee completion here.
Just don't charge at Dante and Hilda. They'll easily
overwhelm you with numbers here.
Part 3 has the angels turning the tables again, with
Lisette coming back with a very powerful conduct in tow.
This battle is a lot easier than the previous two
parts, and your team is practically invincible now
thanks to the full heals from Lisette's conduct.
Just go up there and send them packing.
Lisette aquires Song of Saftey, Alto's team affinity increases with
that awkward conversation!
Alto's Team Affinity increases to the next level!
Alto aquires Conductor's Insight!
-------------------------------------------------
-----sg6: Chapter 7: A Lambert Holiday Pt. 2-----
-------------------------------------------------
Destiny Clock: Free, Free, Free, Free, Free
Free Time 1: An announcement is made that Regnant will prepare a
festival for the Anthem.
The 9th Regiment is given a holiday in the meantime.
Free Time 2: Alto visits and watches the witches practice the Anthem.
Free Time 3: The 9th Regiment visits (name of hotel) in Amatsu.
Crazy hijinks happen.
Free Time 4: Alto meets Giselle, the cloaked ally from their battles
with the Harbringers.
Free Time 5: Alto finds Queen Anastasia as Ana in the city again.
They visit the Treatment Facility, where they run
into the witches.
Alto and team "have a renewed determination."
Alto's team affinity increases!
---------------------------------------------
-----sg8: Chapter 8: Let the Anthem Ring-----
---------------------------------------------
Destiny Clock: Free, Mission
Mission 1: *The Last Stand: Recommended LV: 25
--Part 1:
Lambert West Gate:
Victory: Defeat nine enemies
Defeat: All allies are defeated
Special: No allies are defeated.
Open all treasure chests. (2 total)
Units: 5 (Rusty, Archibald, Ewan, Nonoka, Keith)
Enemies: 2 Dekurin Mark II LV23, 2 Moss Orc LV23,
3 Million Hit LV23, 2 Harbringer Cadre LV24,
Dorothy LV26, Hrodulf LV28, Dante LV27, Hilda LV30
--Note: None of the bosses move or carry drops/steals
right now. Defeat the nine other enemies
present to end this mission.
Chests: Corner Orb (left), Knight Plate (right)
Clear Rewards: 9500G, Theif Orb 2, Mana Stone 2
Special Rewards: Elixia, Burn Orb
Strategy: Every enemy will charge you at once besides the Cadres
(and the bosses). For this mission, it's useful to make
a chokepoint at the stairs before heading down. Most of
the battle will take place at the bottom of the
stairs/top of the rubble, so move there whenever you
feel there it's safe enough. Also, as someone has to
get the chests, I like send Ewan, since he's the
closest with a lockpick skill and long ranged attack.
--Part 2:
Anthem Hall:
Victory: Defeat Hilda
Defeat: Alto is defeated.
Special: Defeat ten or more enemies.
Alto defeats Hilda.
Units: 6 (Alto, Lisette, Klaus, Popo, Sakuya, Mordimort)
Enemies: 2 Dekurin Mark II LV23, 2 Harbringer Cadre LV24,
2 Chronos LV24, 1 Eyes Only LV25, Dorothy LV26,
Hrodulf LV28, Dante LV27, Hilda LV30
--Note: Again, the Harbingers have rare steals
(Dorothy and Hilda's are unique).
Dorothy: Mobile Ring 2, Hrodulf: Guard Ring 3,
Dante: Attack Ring 3, Hilda: Soul Gain
Boss: Hilda LV30: 949HP 190SP
Drops: Sharp Fragment 97PATK 124MATK
Steal: Soul Gain 68PDEF 101MDEF
63AGI 66LUCK
Clear Rewards: 10000G, Hermit Orb, Sage Stone 2
Special Rewards: Orb Fragment 4, Ice Shiva
--Part 3:
Ruined Anthem Hall:
Victory: Survive
Everyone moves to the specified grid
(when the last wave of angels arrive)
Defeat: Alto is defeated.
An ally is defeated.
(Does not apply to the Harbringers)
Special: Alto defeats three or more enemies.
Alto and Giselle battle.
Units: 5 (Alto, Lisette, Popo, Sakuya, Mordimort)
(All of your units afflicted with ATK Down)
(You cannot conduct in this battle)
Ally Units: Dorothy LV26, Hrodulf LV28, Dante LV27, Hilda LV30
Enemies: 6 Angel LV25, Giselle LV35, Xeno LV45
Reinforcments: 3 Angel LV25 in front of Giselle
3 Angel LV25 from the northeast
3 Angel LV25 from the southwest
(in the circle)
3 Angel LV25 from the souteast
(far out of the circle)
--Note: Klaus and Giselle don't move until you come
in range of an attack they can hit with without
moving. Unfortunatley, this includes the
Harbringers, who will very likely aggro Giselle
sometime during the battle.
Clear Rewards: 10000G, Sickness Orb, Mana Fruit 3, Sage Stone 2
Special Rewards: Orb Fragment 4, Slumber Bow
Strategy: Just the one mission this chapter. An extremely long
chapter that is. Part 1 involves all non-witch, Alto, or
Klaus units defending Lambert's main gate from the
Harbringer's assault. For this part, it's easy to set up
a chokepoint at the top of the stairs and take down
the enemies from there. Just send Ewan or Keith to take
the treasures and you should be good to go.
Part 2 is slightly harder. You will be fighting all the
Harbringers wuth Alto, Klaus, and the witches in a wide
open space. My strategy is to split the team into two
groups. One to deal with Dorothy and one for Hrodulf,
with characters moving in between if need be. Afterwards,
group the party together for one final push towards
Dante and Hilda's area. Fortunatley, neither Dante nor
Hilda move from their positions unless you get in range,
allowing you to pick off each group one by one.
And then comes the interesting part... Klaus betrays you!
Turns out he's hellbent on world destruction, and you've
played right into his hands. As the angels descend, Alto
and co. must fight to escape the tower. For the first
half of this part, you must fend of off the attacking
angels and their constant reinforcements until the
Harbringers provide a plan for escape. Afterwards,
when the escape point appears, have everyone run
straight towards it except Alto. He should lure Giselle
in for one battle (unless the Harbringers were idiots
and did that already) then run with boosted movement
from Popo's song to escape. Don't worry about the
Harbringers staying behind. They won't die here.
----------------------------------------------
-----sg9: Chapter 9: The End of the World-----
----------------------------------------------
Destiny Clock: Mission, Mission
Mission 1: The World's Truth: Recommended LV: 27
The party visits Dr. Veronica to learn the truth
about the world's end.
Labratory Entrance (ravaged):
Victory: Defeat all enemy angels
Defeat: Alto is defeated.
Special: Alto defeats Ochu.
Alto defeats three or more angels.
Units: 6 (Alto req.)
Ally Units: 2 Fallen Angel LV25
Enemies: 4 Angel LV26, 2 Archangel LV27
Other Units: 2 Sniper LV26, 1 Ochu LV28
--Note: These "Other" units will tend attack the
angels, proving a great asset. Of course,
the Ochu's attacks can still damage you,
and beating it is a requirement for
a Special Reward.
Clear Rewards: 10500G, Assassin Orb, Orb Fragment 4, Mana Fruit 3
Special Rewards: Aegis Shirt, Hotenko Ugachi
Strategy: It's a really straightfoward battle here. However, it's
the first time you fight Archangels, which are mainly
Angel support units. They can constantly summon more of
their comrades unless they are taken out, as well as buff
and heal nearby allies. Basically, priority target number
one. Other than that, both the Fallen Angels and the
Other Units will be fairly helpful in dealing with the
other group of Angels before you get there. If you're going
for the Special Rewards though, you'll have to kill your
psuedo allies (poor Ochu XD). It's unlikely that you'll
take much more damage since they are focusing on the
Angels anyway.
Mission 2: *Ice World: Recommended LV: 28
Lambert Main Street (Ruined):
Victory: Defeat all enemies
Defeat Seraphim (on part 4)
Defeat: Alto is defeated.
Hilda is defeated.
Special: None (Initially)
Alto defeats Seraphim (on part 5)
Clear with no damage to Hilda (on part 5)
--Part 1:
Units: 1 (Alto)
Ally Units: Hilda LV30
Enemies: 12 Angel LV27, 1 Seraphim LV35
--Note: This phase ends when three Angels
(the ones right near Alto and Hilda) are defeated.
--Part 2:
Units: 1 (Alto)
Ally Units: Hilda LV30
Enemies: 12 Angel LV27, 1 Seraphim LV35
--Note: Again, this phase ends when three Angels
(likely on the right) are defeated.
--Part 3:
Units: 1 (Alto)
Ally Units: Dorothy LV27, Dante LV28, Hilda LV30
Enemies: 12 Angel LV27, 1 Seraphim LV35
--Note: Phase ends when the Seraphim uses Song of Deceit
on Alto or an ally.
--Part 4:
Units: 8 (Alto, Dorothy, Dante, Hilda req.)
(everyone fully healed)
Enemies: 9 Angel LV27, 1 Seraphim LV35
--Note: Phase ends when the Seraphim heals after you damage
it once.
Hilda's Spirit World: No Tuning Battle here. Alto learns from
Hilda's memories about the promise
she made to Elcrest.
Hilda learns Ice World!
--Part 5:
Lambert Main Street (Ruined)
Units: 8 (same as before)
Enemies: 9 Angel LV27, 1 Seraphim LV35
Boss: Seraphim LV35 1118HP 204SP
Drops: Seraph Wing 108PATK 122MATK
Stop Orb 90PDEF 90MDEF
Steal: Follow Up Orb 59AGI 75LUCK
Clear Rewards: 11000G, Absorb Orb, Orb Fragment 4, Sage Stone 2
Special Rewards: Lady Joker, Reboot Fist
Strategy: This isn't too difficult of a mission, since you're just
controlling Alto for most of it. For parts 1 and 2,
fight the angels as they come one at a time, keeping
Alto healed with items as necassary. During part 3,
don't be afraid to use the Harbringers as shields.
They shouldn't have any problem dealing with the angels
themselves. Once you get to part 4, slowly make your
way down the stairs until you can damage the Seraphim
to proceed to part 5...which is a walk in the park.
Since Hilda has completley stopped time for all enemies
you are free to wail on the boss until its dead. Just
make sure Alto's doing the finishing blow if you want
some rewards.
Hilda, Dante, and Dorothy officialy join the party.
Alto speaks with Lisette, Hilda, and Miss Rosa. As the Harbringers join,
Alto's Team Affinity increases!
----------------------------------------------
-----sg10: Chapter 10: The Celestial Hymm-----
----------------------------------------------
Destiny Clock: Free, Mission, Free, Mission, Mission,
Free, Mission, Mission, Free, Mission
After the first free time, Hilda shows Alto the true events that
transpired one thousand years ago. Veronica tells everyone to meet
her at the Narkiv Crater.
Event: Forbidden Land
Destination: Narakiv Crater.
The knights set foot into forbidden territory.
Mission 1: The Final Truth: Recommended LV: 31
As instructed by Veronica, the party arrives at Narakiv Crater.
There, they find a shocking truth.
--Part 1:
Alto's Spirit World:
Victory: Defeat all enemies
Defeat: Alto is defeated.
Special: Land the first attack
No allies are defeated.
Units: 6 (Alto, Lisette, Popo, Sakuya, Mordimort, Hilda)
Enemies: 2 Ondine LV29, Fransica LV33 (all with HP regen)
3 Anemoi(White) LV29, Millicent LV33 (all with SPD Up)
2 Kagutsuchi LV29, Kaede LV33 (all with ATK Up)
1 Omodaru LV31, Ukuna LV33 (all with DEF Up)
--Note: All four bosses here have unique weapons to steal
that are the witches strongest weapons until the
very end of the game. Make it a point to steal them.
Clear Rewards: 11000G, Big Sage Stone
Special Rewards: Dragon Plate, Faust
--Part 2:
Narakiv Crater:
Victory: Defeat all enemies.
Defeat: Alto is defeated.
Special: Veronica defeats three or more enemies.
Clear with no damage to Veronica.
Units: 7 (Alto and Veronica req.)
Enemies: 6 Angel LV28, 3 Archangel LV29, 1 Dragon LV31
Boss: Dragon LV31 1563HP 148SP
Drops: Dragon Scale 154PATK 100MATK
Death Fragment 75PDEF 74MDEF
Steal: Stop Fragment 48AGI 57LUCK
Chests: Techno Shirt (Westernmost), Magic Ring 3 (Northernmost)
Clear Rewards: 11500G, Mental Ring 3
Special Rewards: Soul Gain, King's Guard
Strategy: For part 1, make sure you have either Rusty, Ewan, or
Keith in your party. The four weapons held by the
bosses are the second strongest they can have in the
game (with the first being extemely expensive in the
shop). Make sure you steal them. As for actually beating
the bosses, I would keep my group together and deal with
them one at a time, since they don't move until you are
in their range. This way, they shouldn't be too hard to
take down.
Part 2 is time for a new party member to shine. Veronica
is likely to be several levels ahead of you, and so
won't be worth using yet...except that she needs to kill
three enemies here without taking damage. In this case,
it's best to have the rest of the party weaken the
angels and having Veronica kill any lone stragglers.
Personally, I split the group into two to deal with the
left and right sides as they trek up to the dragon.
For the dragon itself; while it may be powerful, the
usual conducts can render it helpless to your party.
Veronica joins the party! As she overcomes her past,
Alto gains Team Affinity from that! lol!
---Free Time 2: Final Tuning can now be performed.
Missions 2-5 can be taken in any order, so this guide will leave out
a mission number for the next four missions.
Mission: The Water Score: Recommended LV: 31
The party arrives in Mithra in search of the Water Score.
Forest Lake:
Victory: Defeat the Water Calamity
Defeat: Alto is defeated. Lisette is defeated.
Special: Lisette defeats three or more enemies.
Lisette defeats the Water Calamity.
Units: 7 (Alto, Lisette, and Hilda req.)
Enemies: 2 Ice Golem LV33, 2 Million Hit LV31, 3 Angel LV31
1 Archangel LV32, 2 Aqua Element LV31,
1 Water Calamity LV36
Clear Rewards: 12000G, Freeze Orb 2
Special Rewards: Orb Fragment 5, Spectrum
Strategy: This one could take some time, but the general strategy
should be easy. Just walk along the path and cross the
pond to reach the Calamity. The use of decoys is very
useful here, as well as on any other enemy with long
range attacks.
Mission: The Wind Score: Recommended LV: 31
The party arrives in Port Noir in search of the Wind Score.
Port Noir, Harbor Town
--Part 1:
Victory: Defeat all enemies.
Defeat: Alto is defeated. Popo is defeated.
Special: None.
Units: 7 (Alto, Ewan, and Popo req.)
Enemies: 2 Moss Orc LV32, 1 Albino Orc LV33, 3 Angel LV32,
2 Aero Element L32
Chests: See Part 2
--Part 2:
Victory: Defeat the Wind Calamity
Defeat: Alto is defeated. Popo is defeated.
Special: Popo defeats three or more enemies.
Popo defeats the Wind Calamity.
Units: 7 (same as before, no healing)
Enemies: 3 Aero Element LV32, 3 Angel LV32, 1 Archangel LV33,
3 Nurse LV32, 1 Wind Clamity LV37
Boss: Wind Calamity LV37 1217HP 221SP
Drops: Seraph Chain 113PATK 132MATK
Elixa 97PDEF 98MDEF
Steal: Seal Fragment 65AGI 82LUCK
Chests: Elixir 3 (Easternmost)
Clear Rewards: 12000G, Seal Orb 2, Charm Orb
Special Rewards: Orb Fragment 5, Nail Bow
Strategy: This mission works almost identically to the one where
you had to fight Popo. By this point, if you have any
of the witch's AOE attacks (Popo's Kaboom! for example),
they could be very useful in taking down groups of
clustered enemies, such as the angels here in the second
part. The enemies in this mission pretty much all attack
at once, so its best to do the same. Just try to keep
your weaker units away from too many attacks.
Mission: The Fire Score: Recommended LV: 31
The party arrives in Amatsu in search of the Fire Score.
Shrine Grounds:
Victory: Defeat the Fire Calamity
Defeat: Alto is defeated. Sakuya is defeated.
Special: Land the first attack.
No allies are defeated.
Units: 8 (Alto, Nonoka, and Sakuya req.)
(Sakuya sings Cherry Blossom the whole battle)
(Nonoka arrives after 4 enemies are defeated)
(All units start with a critical buff)
Enemies: 3 Red Wolf LV33, 3 Angel LV32, 1 Archangel LV33
4 Flare Element LV32, 1 Fire Calamity LV37
Boss: Fire Clamity LV37 1214HP 221SP
Drops: Seraph Chain 113PATK 132MATK
Elixia 97PDEF 98MDEF
Steal: Burn Fragment 65AGI 82LUCK
Clear Rewards: 12000G, Burn Orb 2, Orb Fragment 5, Kusanagi
Strategy: If Hilda or Popo has learned Darkhale Metric/Kaboom!
already, then either one of them can severely weaaken
or even kill the group of Angels just to the side of
your starting position. Other than that, this works
almost identically to the battle with Dorothy. Use
the same strategy, and it should be no problem.
Mission: The Earth Score: Recommended LV: 31
The party arrives in the Mujabalaar Desert in search of
the Earth Score.
Mordimort's Spirit World (Burning Kashmistan Version)
Victory: Defeat Mordimort's Shadow
Defeat: Alto is defeatd. Mordimort is defeated.
Special: Rusty defeats Hrodulf.
Mordimort defeats her shadow.
Units: 7 (Alto, Rusty, Keith, and Mordimort req.)
Enemies: 2 The Crawler LV32, 3 The Piercer LV32,
2 Sleep Flower LV35
Hrodulf LV37, Mordi's Shadow LV37
2 The Crawler LV32, 1 The Piercer LV32
(Reinforcements when 2 Crawlers are defeated)
(at ruined building in the north)
2 The Crawler LV32, 1 The Piercer LV32
(Reinforcements as you approach the end of
the buildings)
(on the right of the poison as you
descend the broken building)
2 The Crawler LV32, 1 The Piercer LV32
(Reinforcements as you approach the end of
the buildings) (right next to Mordi's Shadow)
(Constantly as her forces decrease until the
battle ends)
Bosses: Hrodulf LV37 900HP 164SP
Drops: Delay Orb 3 127PATK 95MATK
Steal: Portal Ring 118PDEF 98MDEF
61AGI 60LUCK
Mordi's Shadow LV37 294HP 162SP
Drops: Black Out 125PATK 120MATK
Steal: None 110PDEF 114MDEF
70AGI 70LUCK
Clear Rewards: 12000G, Sleep Orb 2
Special Rewards: Irukamaru, Downer Shot
Strategy: He just doesn't give up does he. Hrodulf's back again.
Whether it's his ghost, and illusion, or something else,
I don't really know, but he's here for one final showdown
with Rusty. In the meantime, Mordi's shadow is creating
a lot of chaos across town. Anyway, while Hrodulf doesn't
need to be defeated, he's better off taken care of
immediately so as to focus on the rest of the mission.
By now, Rusty should be able to go toe-to-toe with him no
problem, but if you want you could provide backup with
someone else. The rest of the mission is again, very
similar to a previous one. This time however, we have
tons of reinforcements across the map. They shouldn't be
too hard, but it'll take some time to get there.
Ironically, Mordi's shadow is extremely weak for a boss
and can be taken down within a turn.
Mission 6: *Facing the Legends: Recommended LV: 32
--Part 1:
Lambert Main Gate:
Victory: Defeat all enemies.
Defeat: All allies are defeated.
Enemies reach Lambert. (Red Line)
Units: 6 (Lisette, Popo, Sakuya, Mordimort, Hilda, and Veronica)
Enemies: 6 Angel LV32, 3 Archangel LV33, 3 Element LV32,
Giselle LV38
--Note: Most enemies will ignore your units and go for the
line unless they are blocked. This part will end
after enough damage all enemies but Giselle are
defeated.
--Part 2:
Alto's Spirit World:
Victory: Defeat Elcrest
Defeat: None.
Units: 1 (Alto)
Enemies: Elcrest LV39
--Note: Yes, it's literally impossible to lose here.
Even after a scripted 999 damage Ragna Break
that should do actually do 278 damage instead.
--Note 2: No wonder Elcrest lost. He's got only two of Alto's
abilities, and he's got much less teamwork
with his witches. They were LV33, he was 6 higher!
Boss: Elcrest LV39 397HP 200SP
Drops: Song Orb 2 139PATK 98MATK
Steal: None 141PDEF 141MDEF
79AGI 78LUCK
Upon completing this part, Alto inherits the will of Elcrest.
Alto Class Changes into Conductor!
He aquires Hero's Blessing and Ragna Break!
--Part 3:
Lambert Main Gate:
Victory: Defeat Giselle
Defeat: Alto is defeated.
Special: No allies are defeated.
Alto defeats Giselle.
Units: 7 (Alto, Lisette, Popo, Sakuya, Mordimort, Hilda,
and Veronica)
(everyone is fully healed) (still part of same mission)
Enemies: 3 Archangel LV33, 2 Arkhai LV34, 3 Cocytus LV33,
2 Break Golem LV34, 2 Dragon LV35, Giselle LV38
Boss: Giselle LV38 1504HP 311SP
Drops: King's Guard 149PATK 123MATK
Steal: Mobile Ring 2 151PDEF 130MDEF
84AGI 57LUCK
Clear Rewards: 25000G, Big Sage Stone
Special Rewards: Tough Ring 3, Blood Sword
If certain conditions were met, Giselle joins the party...
Strategy: This is a unique mission in the game, as the first
objective is to hold the line. In this case, it's best
to split your forces, and defend key locations that
the enemies could come from. I placed units atop the
rubble stairs on the left as well as spread them out
across the field at the bottom of the main stairs.
This part will end once you've defeated enough of the
enemies.
Part 2 is simply a scripted battle. You're not even
supposed to take 999 damage from Ragna Break. Regardless,
just beat Elcrest up while you're invincible and move on.
(yeah, I know it's supposed to be an epic moment. It's
just that strategy wise, there is none.)
Part 3 involves another slow trudge across the
battlefield until you defeat the boss, in this case
Giselle. I would highly advise against taking the
shortcut down the stairs at this point, as you would
probably expend too many resources on the two Dragons
to be able to fight Giselle. Giselle is not to be
underestimated. She is fast, hits hard, and can likely
two-hit KO a lot of your units. Fortunatley, her
strongest attack requires her to "charge up" for a turn,
allowing you to get to a safer position in time. All
in all, it's a tough fight, but doable. Note that if
you brought Klaus's affinity up to 2nd level (he had
Magic Shield), then Giselle will join you after the
battle. Otherwise, she self destructs and dies.
Later on, the witches, Dorothy, and Nonoka barge in on Alto's room to
have a tea party. Alto and Marie join in.
Alto's team affinity increases!
----------------------------------
-----sgX: Chapter X: The Moon-----
----------------------------------
Destiny Clock: Free, Free, Mission, Free, Free,
Free, Mission, Mission, Mission, Mission
Event: Now, To Yggdrasil.
The Tuning Knights hastily head to Yggdrasil's base in order
to repel Klaus and the angels.
Mission 1: Yggdrasil: Recommended LV: 34
The party arrives at the base of Yggdrasil.
The fated battle is about to begin...
Yggdrasil Base:
Victory: Defeat the Earth Calamity
Defeat: Alto is defeated.
Special: Land the first attack.
No allies are defeated.
Units: 7 (Alto req.)
Enemies: 2 Dead Eye LV34, 2 Ice Golem LV35, 3 Angel LV33,
1 Archangel LV34, 1 Arkhai LV35, 2 Dominion LV36,
1 Earth Calamity LV38
Reinforcements Summoned by Dominion: 3 Earth Element
(in front of your left Dominion)
(repeated summons)
Boss: Earth Calamity LV38 1267HP 229SP
Drops: Seraph Glow 118PATK 137MATK
Elixia 101PDEF 102MDEF
Steal: Heavy Fragment 68AGI 86LUCK
Chests: Angle Orb (northwest)
Clear Rewards: 40000G, Healing Herb 5, Healing Mist 5
Special Rewards: Freeze Fist, Physical Ring 3
Strategy: So this is where that missing Calamity was. Well, I
wouldn't call this battle hard, but it isn't favorable
to your party. The enemy here tends to be positioned
in several easy to defend areas, such as the higher
level angels being just out of reach to easily dispatch,
allowing them to buff or heal the regular angels.
Anyway, I prefer to split the party into two groups,
making sure I have ranged units on both sides to attack
across the gaps. Once I get to the Calamity itself,
it's just a matter of taking it down quickly.
Free Time x3:
At the end of the third Free Time, the Celestial Hymm is completed,
and Alto and Veronica listen in.
Alto's Team Affinity increases! Alto's Team Affinity increases it's rank!
Alto maxes out his affinity! Alto learns Angel Killer! WHEW!
The Tuning Knights have one last feast before the final battle.
During it, Marie is found singing, before Xeno comes down to take Marie.
She goes willingly, to attempt to persuade Mother Qualia to stop, on the
condition that Xeno cannot attack Earth while she is speaking to her sister.
Alto, in despair (again), returns to his room, where Rena arrives, hearing
of the events. She gives Alto the Rena's Orb.
At this point, you can choose to have Alto talk with any on person he
maxed affinity with. This doesn't affect the story, but provides
interesting conversations with the characters. They are all basically
an extra Affinity Conversation with the respective characters.
All of them speak on the observatory before panning
to a picture of the night sky (and moon).
----Lisette, already on the observatory, speaks to Alto about Mithra and
talks about returning there after the battle.
----Rusty talks to Alto about their respective reasons to fight.
Rusty says he's giving up his vengence.
----Archibald comments on the fact that the Observatory used to only be
acessible to the Royal Family, then gets serious discusses his
position and shortcomings as knight under Klaus.
----Ewan asks Alto if he would like to start a business with him after
the battle.
----Popo talks about places she and things wants to see...and gets into a
squeezing conteest with Alto.
----Nonoka and Alto do some pep talk and Nonoka takes off her box...
and promptly gets embarassed over trying to be more confident.
----Sakuya's asked to help Alto pray for the battle ahead, with Alto
being a blunt and dense idiot all the way. Sakuya has a few extra
words to herself outside the Knight Barracks.
----Keith encourages Alto to do what he only can...and then goes on to
speak about his dream of Keith Kingdom, further west than Kashmistan,
as a kingdom that will never fall.
----Mordimort talks about how Alto helped her realize her potential, and
then casts a sleep spell on him and apparently sleeps beside him on
the observatory. Hilariously, Alto justs goes with "...That was a
little embaressing, but I'm glad we were able to have that talk."
like with the rest of them.
----Dorothy plays mind games with Alto, before coming to terms with
living like a person, not a doll.
----Dante and Alto talk about their determination to fight the angels,
and Alto encourages him to stay alive during their fights ahead.
----Hilda speaks of how they've changed since their journey began, and
she kisses Alto, saying they can talk again after the battle.
----Veronica invites Alto up to the observatory
(instead of Alto doing so), where she waxes scientific on space,
and tells him to win for the future of Lambert and the legacy of
the technomolies.
----Giselle gets confused on wishes, orders, and emotions again, while
they speak of fighting Klaus up on the moon. Alto says he wishes
that Giselle can live through the battle.
Event: Now, To the Moon
The party climbs Yggdrasil to reach the moon.
The final battle is nigh...
Mission 2: Sky Battle 1: Recommended LV: 35
The party climbs Yggdrasil to reach the moon.
An angel army obstructs their path.
Yggdrasil Branch:
Victory: Defeat all enemies
Defeat: Alto is defeated.
Special: Land the first attack.
No allies are defeated.
Units: 7 (Alto req.)
Enemies: 6 Albino Orc LV35, 2 Million Hit LV34, 2 Dominion LV37,
1 Flare Dragon LV38, 1 Ice Dragon LV38
Reinforcements: --All summoned by Dominion
3 Ahriman in the center
(when the first 3 Orcs and 1 Archer are defeated)
3 Ahriman slightly left of the center
(when the previous Ahriman are defeated)
3 Flare Element in front of the Flare Dragon
3 Aqua Element in front of the Ice Dragon
Chests: Life Gain (westernmost), Assassin Orb 2 (eastern)
Clear Rewards: 14000G, Attack Orb 3, Elixia
Special Rewards: Big Sage Stone, Venom Scythe
Strategy: We're getting close to the end now. Get ready for a
veritable army of enemies from here on in. Fortunatly,
this mission pits you against several enemies with
some pretty bad accuracy (the Orcs and the Ahrimans to
be exact). Just follow the path set for you. Just make
sure that if you're splitting the party, the characters
going right have high jump, because they won't make it
up the ledge otherwise. Save a conduct for the two
dragons, unless of course you like to be fried and
frozen at the same time.
Mission 3: Sky Battle 2: Recommended LV: 36
The party climbs Yggdrasil to reach the moon.
An angel army obstructs their path.
Almost at the moon...!
Yggdrasil Trunk:
Victory: Defeat all Giselle copies.
Defeat: Alto is defeated.
Special: Land the first attack.
No allies are defeated.
Units: 7 (Alto req.)
Enemeies: 2 Ghost Soldier LV35, 2 Paantu LV35,
2 Earth Element LV35, 3 Red Wolf LV35,
2 Fire Golem LV36, 2 Giselle Copy LV37
Wave 2: 3 Sleep Jelly LV35, 2 Aqua Element LV35,
3 Moss Orc LV35, 2 Cupid LV35, 1 Moh Shuvuu LV36,
2 Giselle Copy LV37
Wave 3: 2 Ahriman LV36, 2 Break Golem LV36, 2 Element LV35,
2 Archangel LV35, 2 Arkhai LV36, 1 Giselle Copy LV37,
1 Giselle Copy LV41
Boss: Giselle Copy LV41 1952HP 344SP
Drops: Rare Metal 168ATK 137MATK
Steal: None 165PDEF 142MDEF
94AGI 64LUCK
(Her HP is boosted even more so than the
other Giselle Copies)
Clear Rewards: 15000G, Seal Fragment, Follow Up Orb
Special Rewards: Big Sage Stone, Portal Ring
Strategy: This mission involves a wide variety of enemies spanning
every elemental affinity. In this case, make sure you
have something to counter all elements, as that will
make the battle go much smoother. There's not as much
need to worry about the Giselle copies, as they aren't
anywhere near as strong as the real Giselle. They are
still tough, but should be able to be taken down in
a turn or two with little trouble.
Event: Before the End
The party finally arrives at the moon's surface.
With renewed determination, they prepare for the decisive battle.
Mission 4: The Moon: Recommended LV: 37
The site of the final battle: the moon.
A land ruled by negative emotions.
The one who awaits them there is-
--Part 1:
Moon Surface:
Victory: Defeat Xeno
Defeat: Alto is defeated.
Special: None
Units: 7 (Alto req.)
Enemies: 4 Angel LV36, 2 Archangel LV37, 2 Arkhai LV38,
2 Dominion LV39, Xeno LV45
Boss: Xeno LV45 1987HP 432SP
Drops: Longinus 185PATK 156MATK
Steal: None 190PDEF 190MDEF
70AGI 78LUCK
--Part 2:
Moon Surface:
Victory: Defeat Xeno.
Defeat: Alto is defeated.
Special: No allies are defeated.(WHAT!?)
Alto defeats Xeno.
Units: 7 (same as before)
Enemies: 1 Water Calamity LV43, 1 Wind Calamity LV43,
1 Fire Calamity LV43, 1 Earth Calamity LV43, Xeno LV50
Boss: Xeno (Angel) LV50 2500HP 554SP
Drops: King's Guard 162PATK 160MATK
Steal: None 199PDEF 197MDEF
73AGI 81LUCK
(hm, lost Attack Power...)
(though that is definetley NOT 73 AGI)
Clear Rewards: 20000G, Big Sage Stone
Special Rewards: Healing Mist 5, Mana Stone 5
(Just WHAT kind of rewards are these for such a hard boss!!!)
Strategy: Here's where the difficulty goes through the roof. Part 1
seems a bit simple. Go through the narrow paths picking
off the angel groups then beat Xeno. The angels are
nothing new by now and Xeno isn't really that tough.
He still has the same skills he had when he left you.
(if you trained him that is)
Part 2 on the other hand...is ridiculous. It's like that
first battle with Hrodulf, but way worse. Xeno can now
constantly recover HP, so you must find a way to surpass
his healing. He can also drain your HP with a low damage
attack, or just go in for the kill with a really higher
power Save the Queen attack, or attack a line with
Judgement Day. Also, unless you plan to aggro the
Calamities for more pain, you have very limited room to
fight. In this battle, Mordi's Butterfly Dream can be
a miracle, as it distracts Xeno long enough to recover
from his attacks. The "No allies are defeated" condition
is very hard to complete without this or unless you are
way overleveled. Anyway, the two main strategies now are
1: Defeat the Calamities first, since Xeno won't aggro
unless you are in his range.
2: Go for Xeno and ignore the Calamities.
I personally go for 2, since fighting the Calamities tend
to weaken my party too much to stand a chance against
Xeno. It's your call though. It's do or die here and
nows the time to do it.
Mission 5: The Final Battle: Recommended LV: 41
The Lunar Witch has finally awakened. The end has come.
The final battle is now!
--Part 1:
Mother Qualia's Hall:
Victory: Sing the Celestial Hymm (Fill the Song Stone Gauge)
Defeat: Alto is defeated. A Witch is defeated.
Special: None
Units: 8 (Alto, Lisette, Popo, Sakuya, Mordimort, and Hilda req.)
Enemies: 8 Lunar Angel 38, Eve LV50
Boss: Eve LV50 ????HP 999SP
Drops: None 152PATK 184MATK
Steal: None 185PDEF 195MDEF
76AGI 92LUCK
--Note: Eve's first turn right at the start justs starts a the
Song of the Moon as BGM, nothing more. And the Lunar
Angels are...exceptionally weak. Also, Eve can't be damaged
in this phase, she won't make any moves right now either,
and her double attack/turn only applies to the next part.
--Part 2:
Mother Qualia's Hall:
Victory: Defeat Eve
Defeat: Alto is defeated.
Special: None
Units: 8 (same as before, no healing)
Enemies: 8 Lunar Angel LV38, Eve LV50
Boss: Eve LV50 ????HP 999SP
Drops: None 152PATK 184MATK
Steal: None 185PDEF 195MDEF
76AGI 92LUCK
--Part 3: Victory: ???????????????????????????????
Defeat: ???????????????????????????????
Strategy: Well, we're here. Eve is powerful and will cripple your
team in no time if you aren't prepared. With powerful
AOE attacks, adaptable form changes, and extra angels
to back her up, the battle is going to be a tough one.
Your first goal is to power up the song stone guage
to maximum. This will trigger a cutscene depicting the
party breaking Eve's Song of the Moon and allowing the
party to start doing actual damage with their attacks.
Later on, once you've done enough damage, Marie appears
and tells Alto to end her and Eve's life. Depending on
whether you've fulfilled the requirements to recruit
Giselle, Alto can refuse this and instead try to tune
Mother Qualia. Otherwise, it's a fight to the finish
here, which I left undetailed as I haven't ever done
that. ...As for the strategy to this battle: Pay
attention to her current form and adapt to it. Don't
attack her with weak attacks since she has an ability
that works the same as Hrodulf's defiance. Focus
on high damage attacks that can end the battle as quickly
as possible. Use Butterfly Dream and healing as
necassary to stay alive. Keep at it and eventually,
she'll be down.
Final Mission: The Final Tuning: Hikari no Metamorphasis
Eve's Spirit World:
Victory: Defeat Cartesia
Defeat: Alto is defeated.
Special: None
--Part 1:
Units: 8 (Alto req.)
Enemies: 6 The Black One LV39, 1 Dummy Qualia E LV90,
1 Dummy Qualia M LV90, Cartesia LV99
Boss: Cartesia LV99 ????HP 999SP
Drops: None 315PATK 330MATK
Steal: None 320PDEF 355MDEF
101AGI 113LUCK
--Notes: Just survive this part. This ends when Cartesia uses
her Song move.
--Part 2:
Units: 8 (same as before, all healed)
Enemies: 6 The Black One LV39, 1 Dummy Qualia E LV45,
1 Dummy Qualia M LV45, Cartesia LV50
Dummy Qualia E 817HP 320SP
142PATK 171MATK
166PDEF 182MDEF
84AGI 92LUCK
Dummy Qualia M 812HP 320SP
142PATK 171MATK
182PDEF 166MDEF
84AGI 92LUCK
Boss: Cartesia LV50 8000HP 999SP
193(198)PATK 202(207)MATK
196(201)PDEF 218(224)MDEF
81 (82)AGI 93(94)LUCK
(HP initially shown as ???? until under 4000HP)
(Parenthesis are boosted stats from Qualia's Blessing)
Strategy: Welcome to the true final battle. The party's come a long
way, and it's time to put them to the test against the
manifestion of humanity's negative emotions. During
part 1, just survive. It's almost impossible to do
anything more than single digit damage to Cartesia. The
real fight begins after the cutscene where Alto's</pre><pre id="faqspan-3">
Celestial Qualia weakens Cartesia to more...normal
limits. At this point, the best thing to do is destroy
the Dummy Qualias to her side, as they'll infinitley
buff/heal her and debuff you otherwise. The numerous
The Black Ones are more of a nuisance than anything. The
only threat here is Cartesia herself. And while she is
exceedingly strong, this battle could be cheesed out of
through one move: Hilda's Upstream Waltz. Unlike Eve,
Cartesia CANNOT increase turn speed upon being hit. This
allows Hilda to constantly delay her turn. And with Delay
Orbs on some other units, Cartesia won't get a move at
all. After all, delay isn't a blockable status effect.
If you don't cheese the battle however, Cartesia will
prove to be a challenge. She can negate a conduct at
random during her turn, effectively sealing off their
continued effects. She can also revive her Dummy Qualias
every few turns, effectively boosting her HP pool
further. Even so, I still find her easier than Eve.
You've made it to the end. Give it all you've got and
go for the win!
Individual Endings:
None: No idea if this is even possible. Please, do tell.
----Lisette: A year later, Alto and Lisette have returned to
Mithra Village. As Alto can't wake up AGAIN,
Lisette says she'll ahem, assault him, if he doesn't
get up. Interestingly enough, they have have gotten
married (despite their...relationship). In any case,
once Rosa decides to call them down for breakfast, they
get much more eager for the food. Rosa laments that
she won't have grandchildren for a while, then goes
for breakfast as well.
----Rusty: Several months later, Alto becomes Grand Master of the
Royal Knights and grants Rusty and his Mobile Squad leave
after a routine mission. Rusty then takes Alto to hang out
at some hot springs, where they follow through with Rusty's
idea to be "brothers."
----Archibald: A month later, Alto and Lisette return to Mithra.
Archibald, who became the Grand Master, visits Alto to
pester him to sign and become king, taking over in
Anastasia and Elmar's place. Alto is adament in not
wanting to do so. The entire thing turns into a fiasco
where Archibald starts chasing Alto all over Mithra to
convince him otherwise.
----Ewan: One year later, New Kashmistan is completed by Ewan Inc.,
as an investment towards becoming the world's greatest economic
superpower. Ewan asks Alto to sign his (10 year) contract to be
his business partner, to capatalize on Alto's fame. They then
set out across the Mujabalaar Desert in search of new resources
and new oppurtunities.
----Popo: Several months later, ...Popo in parka and coat! Traveling up
north to see an aurora like she wanted to. It turns out that
it's the last stop Popo planned for her journey around the
world. Alto, a bit out of character, convinces her to continue
traveling with him, to whereever there next destination will
be...which is apparantly an imaginary shaved ice stand at the
North Pole. Regardless, they affirm there liking for each
other's company, and leave. ...Really though, Alto actually
convinces Popo to just up and leave their country regardless
of their ties and responsibilities? Weird.
----Nonoka: One month later, after some weird and vauge dialouge, we
find Alto and Nonoka making pickled cucumbers for Sakuya
and themselves, with much clumsiness and chaos in between.
Sigh...
----Sakuya: Three months later, on the day of the Priestess' return,
she puts on another performance for her audience in Amatsu,
after which she announces to everyone's surprise that she
loves Alto, and will be retiring from the position as
Priestess to be with him. Certain audience members aren't
happy, but accept it anyway. ...She really is more of a
music celebrity than a priestess...
----Keith: Several months later, Keith and Alto are walking in the
far west of the desert exhausted, searching for an
elusive castle. They do end up finding it and Keith speaks
of his ideals and appoints Alto Minister Number One.
Alto reluctantly agrees and joins Keith in the
creation of his ideal kingdom.
----Mordimort: Several months later, Mordimort has become the supervisor
of the rebuilding and construction projects around the
country, but still needs Alto to "interpret" what she
says to the other workers. Later on, she and Alto arrive
at a beach, where Alto tries to persuade her to swim,
while she still vehmenanatley protests. In the end,
she's still a little to stubborn for her own good.
----Dorothy: One month later, at the Royal Knight Chambers, Dorothy is
bored by the peace, so Alto suggests they go for a picnic.
However, late at night, a loud racket is heard. Alto
discovers Dorothy making some dish for their lunch
tommorow...while not following any recipe
(not that she cares), and using her chainsaw to cut
everything in the meantime like a madgirl. All the while,
Alto is hiding behind a pillar. Yep...she's crazy.
That's all.
FYI: In this ending, Hilda goes back to Hildegaria while Dante
is off fighting rougue Angels.
----Dante: Several months later, Alto (still in Elcrest form/clothes!)
and Dante are fighting some rougue Angels. Of course,
they are also competing for who can get the most kills.
When Alto wins, Dante has to do the cooking (which Alto says
he always does anyways). After some compliments about
Dante's cooking, some more Angels attack, and so Alto and
Dante fight them and compete for dish-washing duty.
The real question here is, why would there be rougue
Angels when Eve isn't against humanity anymore...
----Hilda: One year later, Alto has become the Grand Master of the
Royal Knights, with Rusty and Archibald under him. At the
time, he is distractedlly oversharpening a sword while they
tell him to just visit his wife already, and pick up some
flowers along the way (courtesy of Rusty). Alto arrives in
the infirmary, and finds Hilda and their newborn baby girl.
They then talk about their future together, with Hilda
finally coming to a conclusion to her "atonement for the
past" problem. It's now happily ever after for them, but
really, they took things really fast...well, maybe not so
much considering they're actually really old instead...
----Veronica: Several months later, Alto arrives at Veronica's lab to
deliver some Angel wings from rougue Angels. She tells him
that she'll be leaving for a long journey, and tells him
to have a seat. When he does, she straps him down in that
chair and reveals that she remodeled her lab into a
spaceship, and that they'll be heading to Mars to satisfy
Veronica's scientific curiosity. The mission; Find out if
there's life on Mars. Alto simply doesn't want to go and
has no clue what Mars is. "Take me back to my
vilaaaaaaaage!!!" sums up Alto's reaction perfectly.
So much for not living like a hermit and helping out
humanity... Interestingly, with their tech, it'll take
much less time to get there and back than it does in
our day. After all, they climbed a tree to the moon and
back in less than a week.
----Giselle: One month later, Giselle wakes Alto up...in a maid uniform,
apparently told it was the "proper attire" by Rusty. Alto
again says he isn't her master. Regardless, Giselle states
that she will stay by his side and serve him forever.
Kinda short really, but nice nonetheless.
Personally, my favorite is Lisette, followed closely by Sakuya and Hilda.
As for my most hated ones, that goes to Popo's and Veronica's, since
they seriously deviate off of what Alto himself would probably do or
even possibly want to do. Most other endings see him returning to
Mithra or staying as the Knight Commander.
//////////////////////////////////////////////////////////////////////////
----------4.PC: Playable Characters----------
//////////////////////////////////////////////////////////////////////////
Alto:
Knight/Conductor, Age 17, Home: Mithra
--A boy with memory loss who is both knight and Conductor.
Using his Conductor powers, he opens the Witches' hearts.
--A boy with memory loss who is in fact the hero Elcrest.
He isddd prepared for his battle with Mother Qualia.
Starting LV: 1
Type: Land, Move: 5, Jump: 3
Stats: 18 HP 16 SP
8 PATK 5 MATK
8 PDEF 8 MDEF
8 AGI 6 LUCK
Starting Equipment: Hunter's Sword
Hunting Vest
Healing Herb x2
Starting Skills: Double Slash
Staring Abilities: Counter
Weapon Type: Swords Clothes Type: Vests
Comments: Alto is the hero of the story. His stats are what could be
expected from a typical protagonist; well balanced with no
overly outstanding strengths or weaknesses. His stats
particularly shine in all things physical, with a pretty
good speed to go with it. He has a variety of moves to
cover many situations and has few, if any flaws in battle.
Lisette:
Water Witch/Watter Goddess, Age 17, Home: Mithra
--The Water Witch. A kind girl but...she mysteriously turns everything
she cooks purple.
--The true Water Witch. Her immense love for Alto shines through.
She fights so she can save those she loves.
Starting LV: 1
Type: Land, Move: 3, Jump: 2
---After becoming Water Witch: Type-Water, Move 4, Jump 2
Stats: 15HP 20SP
7PATK 11MATK
6PDEF 11MDEF
6AGI 6LUCK
Starting Equipment: Twig
Shirt
Healing Herb x2
Starting Skills: None
Starting Abilities: None
Weapon Type: Staff Clothes Type: Shirts
Comments: As your predominant healer, Lisette is invaluable for many
a mission in this game. Her healing skills are second to none
and she boasts fairly high magic power to keep her in the
fight. Even better is her Defense piercing (albiet physical)
skill as well as her easy level ups due to how healing EXP
works in this game. This is offset by her abysmal physical
stats being the second worst in the game as well as having
slightly below average speed. Water Veil helps with that
though, allowing her to possibly become the 3rd or 2nd
tankiest of the witches. Also, giving her an accessory to fix
those stats can make her one of the best units in the game.
Klaus:
Commander, Age 25, Home: Lambert
The 9th Regiment Commander. Best lance-user in the kingdom.
He loves to read in his free time.
Starting LV: 8
Type: Land, Move 4, Jump 3
Stats: 81HP 22SP
28PATK 16MATK
32PDEF 25MDEF
17AGI 19LUCK
Starting Equipment: Noble Lance
Rock Plate
Healing Herb
Cure Drop
Starting Skills: Healing Light
Lion's Roar
Abilities: Guardian
Weapon Type: Spear Clothes Type: Armor
Comments: Klaus is great when you initially get him, as he has enough
of every stat to level the field by himself, and heal a good
portion of HP for that time in the game. However, his
usefulness is outclassed by more specialized classes later on,
as while he keeps having high damage output through his later
skills and has a massive HP growth, his speed becomes terrible
compared to other units at the same level (only Keith and
Mordimort lose to him at LV25), his healing never improves,
and most of his moves can result in friendly fire. Still, he
is very useful in battle and can fill in basically any position
(besides healing) later on.
Rusty:
Scout, Age 24, Home: Desert Camp
A Royal Knight Scout. He is skilled in battle, but is looked down
upon within the knights due to his womanizing nature.
Starting LV: 6
Type: Land, Move 6, Jump 5
Stats: 59HP 17SP
22PATK 11MATK
22PDEF 17MDEF
21AGI 16LUCK
Starting Equipment: Khukuri
Leather Vest
Healing Herb
Cure Drop
Skills: Stab
Knife Throw
Abilities: Counter
Parry
Weapon Type: Knife Clothes Type: Vest
Comments: Rusty is all about two things. High speed, and high power.
He is the second fastest in the game, only beaten by Nonoka,
and has the best possible movement once his affinity is
increased. Later on, he learns skills that effectively turn him
into a reliable thief or a double hitting assassin, as well as
having enough HP and speed (maybe defense) to become a reliable
dodge tank. His biggest drawback is a low SP pool of which to
use those skills. Give him a Mental Ring to fix that.
Archibald:
Heavy Knight, Age 32, Home: Lambert
The twenty-eighth head of the Archibald family. He is very serious.
Rusty will do anything to mess with him.
Starting LV: 7
Type: Land, Move 3, Jump 2
Stats: 73HP 17SP
27PATK 9MATK
34PDEF 21MDEF
17AGI 12LUCK
Starting Equipment: Heirloom Fist
Rock Plate
Healing Herb
Cure Drop
Skills: Malta's March
Arkhe's Impact
Abilities: Guardian
Defender
Weapon Type: Gauntlets Clothes Type: Armor
Comments: His initial loadout is not much to look at. A really slow,
really hard-hitting, tank of a character. Oh, plus a possible
defend to any ally within two spaces. This all changes when he
maxes his affinity, giving him two more movement, as well as
increasing the range and chance of his guards in the process.
He effectively becomes THE best pure physical unit in the game.
His speed growth is even passable enough so that he will
eventually outspeed Klaus, Keith, and Mordimort. His problems?
Slow startup early game and basically no SP to fuel his skills.
Also, he's a one focus wonder. It's all 1-2 range direct
physical attacks with him.
Ewan:
Merchant, Age 13, Home: Norun City
The President of Ewan Inc. He was only ten when he started the company.
Employees are not allowed to mention his tail.
Starting LV: 8
Type: Land, Move 4, Jump 3
Stats: 57HP 18SP
31PATK 19MATK
28PDEF 26MDEF
19AGI 21LUCK
Starting Equipment: Rifle
Chain Vest
Healing Herb 2
Cure Drop
Skills: Sharpshoot
Heal Delivery
Steal
Abilities: Lock Pick
Weapon Type: Guns Clothes Type: Vest
Comments: Let's just say...Ewan isn't a soldier, and won't ever really
have the stats of one. He has bad HP, Physical, and Magic
Defenses that don't allow him to survive too many hits from
enemies. Ewan worse, his SP growth is abysmal, to the point
where some level ups don't get him any. To counteract this
is his absurd Luck growth (which only moderately helps), and
the fact that he is unique in his skills. Many of which cost
absolutley no SP, instead using Gold to work, mainly to buy an
item at an inflated price and use it on someone instantly.
Popo:
Wind Witch/Wind Goddess, Age 15, Home: Port Noir
--The Wind Witch. A homely girl who loves imaginary traveling. Recently,
she traveled the world in her mind.
--The true Wind Witch. She has connected with Alto's heart.
The lonely girl from the windy hills is no more.
Starting LV: 10
Type: Air, Move 4, Jump 10
Element: Wind
Stats: 62HP 31SP
25PATK 28MATK
28PDEF 39MDEF
27AGI 25LUCK
Starting Equipment: Handmade Bow
Quilted Shirt
Stop Guard
Healing Herb 2
Cure Drop
Skills: Whirlwind
Long Shot
Songs: Song of Wind Conducts: Rusty Key
Abilities: Tailwind
Weapon Type: Bow Clothes Type: Shirt
Comments: Popo is...frail. I mean paper frail. She starts with weak
physical defense and stays weak, with the lowest HP to boot.
Her magic defense isn't that much better. In fact, most late
game enemies can nearly one-shot her with their more powerful
attacks, and two/three-shot her otherwise. Her physical
attacks are also average at best, doing about half of what more
powerful characters can do. However, her magic attacks pack a
VERY powerful punch, and she has pretty good speed to go with
it. The problem is, those magic attacks have much less range
than her physical ones, but it's still just good enough to
avoid enemy retalitaion. Of not is her Mini Heal skill, which
can allow her to become a reserve healer in place of/supporting
Lisette and the party.
Nonoka:
Shinobi, Age 18, Home: Amatsu
A shinobi from the Ukami clan. She is devoted to Sakuya due
to past debts. In short, she is an extreme masochist.
Starting LV: 14
Type: Water, Move 6, Jump 5
Element: None
Stats: 97HP 27SP
43PATK 38MATTK
46PDEF 38MDEF
43AGI 34LUCK
Starting Equipment: Seppukumaru
Bronze Plate
Healing Herb 2
Cure Drop
Skills: Shinobi Slash
Killing Strike
Abilities: Counter
Comments: While Nonoka at first looks like a weaker, faster Rusty, she
shines in a different department when she gains her abilities
and adds some orbs. Her abilities let her land a garuntee
status effect.
Sakuya:
Fire Witch/Fire Goddess, Age 17, Home: Amatsu
--The Fire Witch and Priestess of Amatsu. A two-faced professional woman.
Can be harsh at times.
--The true Fire Witch. She has accepted Alto as the one she loves.
Her heart has finally formed a flower of passion.
Starting LV: 13
Type: Land, Move 5, Jump 3
[-2 Movement in Sword-Drawing Stance]
Element: Fire
Stats: 91HP 36SP
47PATK 50MATK
43PDEF 49MDEF
29AGI 29LUCK
Starting Equipment: Tachi
Corset
Healing Herb 2
Cure Drop
Skills: Flash Strike
Flame Strike
Songs: Song of Fury Conducts: Cherry Blossom
Abilities: Sword-Drawing Counter
Comments: Sakuya is basically a gimmicky Alto. Statwise, she trades in HP
and defense for extra strength in her attack power and skills,
but is balanced in most other stats. Her unique gimmick is her
Stance System, allowing her to use different skillsets to suit
the situation. Unsheathed, she has more range in her movement
and attacks. Sheathed, she can unleash stronger, one-range
skills with a reduced movement range, oh, and counter enemy
attacks too.
Keith:
Mercenary, Age 21, Home: Lambert
A worldly mercenary who is destined to be king. He is strong-willed,
but also has a keen sense of duty.
Starting LV: 22
Type: Land, Move 5, Jump 3
Element: None
Stats: 152HP 36SP
61PATK 43MATK
68PDEF 61MDEF
35AGI 34LUCK
Starting Equipment: King's Bow
Steel Plate
Healing Herb 2
Cure Drop
Skills: Assault Shot
Sniper Shot
Smoke Shot
Abilities: Lock Pick
Weapon Type: Bow Clothes Type: Armor
Comments: If I had to describe him in a word that would be...SLOW.
He starts with a decent enough speed base, but barely gets
anything more than that. He boasts fairly high defenses,
HP, and physical attack, but that just isn't suited for an
archer job.
Mordimort:
Earth Witch/Earth Goddess, Age 16, Home: Kashmistan
--The Earth Witch. She has no social skills whatsoever and is lazy. She
has the power to...sleep in any position.
--The true Earth Witch. She was unsure of whether to be average or
special, but instead affirmed her true inner self.
Starting LV: 22
Type: Hover, Move 4, Jump 2
Element: Earth
Stats: 139HP 46SP
62PATK 70MATK
61PDEF 79MDEF
37AGI 48LUCK
Starting Equipment: Desert Condor
Armor Camisole
Healing Herb 2
Cure Drop
Skills: Butterfly Dream
Mor...Earth
Energize
Abilities: Refresh
Comments: Like Keith, Mordimort is slow. Both of them take the spots of
this game's unmoving turtles. Also like Keith, Mordi has high
HP, but focuses on the magic side when being a slow, hard
hitter. Interestingly, one of her best utilities comes in the
form of Butterfly Dream, which can set a doll of herself to
lure in foes to their demise...or to be an amusing diversion.
Dorothy:
Harbringer, Age 11, Home: Cyril
Cadre of the Harbringers. She was saved by Hilda when she was an orphan
and has idolized her ever since.
Starting LV: 28
Type: Air, Move 5, Jump 10
Element: None
Stats: 193HP 36SP
99PATK 70MATK
76PDEF 82MDEF
58AGI 59LUCK
Starting Equipment: Muramasa
Gold Vest
Healing Herb 4
Cure Drop
Skills: Pain, Pain, Pain!
Suicide Samurai
Tendon Tear
Pain Killer
Meat Chopper
Abilities: Counter
Weapon Type: Katana Clothing Type: Vests
Comments: Of all the characters, she has one of the most...unique
playstyles. She has attacks that are mostly single target,
1 range moves. However, many of them are immensely powerful
or have various added effects, as well as drawbacks on Dorothy
herself. As for her stats, she's powerful, and fast, but can't
take a hit. She'll go down quickly if you can't manage her HP,
especially with Suicide Samurai in her moveset. Make sure to
keep her topped off and ready to go. Of note is her Suicide
Samurai attack, which can actually go above normal damage
limits of 300%.
Dante:
Harbringer, Age 18, Home: Tart
Cadre of the Harbringers. He was picked up by Hilda after an angel
massacre. He takes pride in his housework.
Starting LV: 29
Type: Land, Move 4, Jump 3
Element: None
Stats: 249HP 46SP
100PATK 73MATK
101PDEF 89MDEF
53AGI 52LUCK
Starting Equipment: Virgil
Gold Plate
Healing Herb 4
Cure Drop
Skills: Beowulf
Deadline
Life Drain
Hrunting
Circle of Death
Soul Eater
Abiliies: Guardian
Weapon Type: Lances Clothing Type: Armor
Comments:
Hilda:
Time Witch/ Time Goddess, Age ??, Home ???
--The Time Witch. She has difficulty choosing words. Her hobby is
drinking tea on the veranda. Specializes in hot pot.
--The true Time Witch. She chose to continue living with the one she
loves. Hear gears have quietly begun to turn.
Starting LV: 30
Type: Warp, Move 4, Jump 25
Element: None
Stats: 262HP 75SP
97PATK 124MATK
93PDEF 123MDEF
63AGI 66LUCK
Starting Equipment: Harpe
Barrier Shirt
Healing Herb 4
Cure Drop
Skills: Transfer
Moratorium
Chevar Principkle
Arched Fang
Time Compress
Songs: Crystal Realm
Abilities: Magic Shield
Weapon Type: Scythe Clothing Type: Shirts
Comments: Hilda has THE highest magical stats in the game, with great
stats all around for the rest of them too.
Veronica:
Technomoly, Age ??, Home: London
The last technomoly. She consumes angel wings in order to survive.
There are three flavors. BBQ, salt, and pepper.
Starting LV: 37
Type: Land, Move 4, Jump 2
Element: None
Stats: 302HP 86SP
110PATK 160MATK
106PDEF 142MDEF
66AGI 80LUCK
Starting Equipment: Magic Stick
Gold Vest
Healing Herb 4
Cure Drop
Skills: Palpate
Code: Flame
Code: Ice
Code: Wind
Code: Earth,
Vaccinate
Antibiotic
Abilities: Angel Killer
Elite
Comments: When you get Veronica, she is a killer, likely with stats way
above or just about at everyone's best at that point.
Unfortunately, this is mainly due to her higher level. When
everyone evens out, she instead turns into an OUTSTANDING mage,
but terrible physical unit. Her bases are awesome, but her
growths seem to have become stagnant over the last five
thousand years.
Giselle:
Artificial Angel, Age 17, Home: ???
An artificial angel created by Klaus. Despite her artificiality,
she has aquired emotions. She enjoys beautiful scenery.
Starting LV: 35
Type: Hover, Move 5, Jump 3
Element: None
Stats: 386HP 59SP
136PATK 110MATK
137MDEF 118MDEF
73AGI 49LUCK
Starting Equipment: CPU-8
Diamond Plate
Healing Herb 4
Cure Drop
Skills: Arm Gear
Augment
Angel Fall
Redline
Regenerate,
Tactical Gear
Optimize
Hyperion C
Abilities: Counter
Ailment Block
Interceptor System
Limiter Release
Comments: Giselle is literally what she's meant to be; a battle robot
capable of destroying millions. She has really high stats all
around, with her only weaknesses being Luck, which doesn't
pose a problem, and her enmormous SP costs. In her skills,
Hyperion C in particular stands out for having literally the
greatest reach of all normal skills in the game, as well as
doing maximum possible damage without any attack buffs. Also,
in her abilities, Reboot (Follow Up) and Ailment Block get
special mention for possibly doubling her turns as well as
negating all possible status ailments.
//////////////////////////////////////////////////////////////////////////
----------5.PS: Character Skills/Abilities List----------
//////////////////////////////////////////////////////////////////////////
----Skills:
Double Slash: 8SP, 200%PATK, +10%Acc, 2 Hits.
Physical attack to 1 enemy.
Non-elemental, Range 1, Height 3.
Charge Slash: Learned at LV3, 6SP, 150%PATK, +0%Acc
Physical rush to 2 enemy. Negates Counter.
Non-elemental, Range 1-2, Height 3.
Arc Slash: Learned at LV6: 10SP, 150%PATK, +0%Acc _ _ _
Physical attack that hits in a wide arc.(Arc Range:|_|_|_|)
Non-elemental, Range 1, Height 3. A
(Will harm allies)
Wild Slash: Learned at LV11: 15SP, 250%PATK, +10%Acc, 5 Hits.
Physical attack to 1 enemy.
Non-elemental, Range 1, Height 3.
(negates counter, even if it doesn't say so)
Allegro: Learned at LV18: 4SP.
Song Stone Guage will increase at 1.25 times
the normal rate unti Alto finishes 4 turns.
Gale Slash: Learned at LV24: 18SP, 200%PATK, -5%Acc.
(+10%Acc last check (but with buffs))
Physical attack that hits a line of units.
Non-elemental, Range 1-4, Height 3.
(Will harm allies)
Hero's Blessing: Learned upon Class Change from Elcrest. 14 SP
Add Protect, ATK Up, DEF Up, and SPD Up to self.
Ragna Break: Learned upon Class Change from Elcrest.
36 SP, 200%PATK, +10%Acc
Bypass enemy defense. Negates Counter.
Non-elemental, Range 1, Height 3.
(By the way, this is about as strong as Lisette's Hip Drop XD)
----Abilities:
Counter: Counter after recieving an enemy attack.
Follow Up: Learned at LV27
Gain a turn after defeating an enemy.
Parry: 1st Affinity Rank
May negate physical damage.
Conductor's Insight: 2nd Affinity Rank
Strengthen any adjacent witches.
Angel Killer: 3rd Affinity Rank
Does increased damage against angels.
Lisette:
----Skills:
Splash: 8 SP, 150%MATK, +85%Acc
Magic attack to 1 enemy.
Water, Range 1-3, Height 7.
Heal: 5 SP, Heal 80HP for self or an ally.
8 SP, Heal 75% HP for self or an ally
(after obtaining Heal Boost)
Range 0-2, Height 7.
Cure: Learned at LV7, 6 SP.
Cure status ailments in range.
Range 0-2, Height 7.
Water Blessing: Learned at LV9: 10 SP
Add Water+ to ally weapons in range.
Range 1-3, Height 7.
(activates in 5 tile plus shape)
Hip Drop: Learned at LV17, 20 SP, 200%PATK, +15%Acc.
Physical attack to 1 enemy. Bypasses defense.
Non-elemental, Range 1, Height 3.
Ice Coffin: Learned at LV28, 30SP, 225%MATK, ??%Acc.
Magic attack to a line of enemies. May Freeze.
Water. Range 1-4. Height 3.
(Will not harm ally units. Will freeze water tiles)
----Abilities:
Heal Boost: Learned via Chapter 6 story event.
Heal skills recover more HP. (affects Heal)
Water Boost: Learned at LV26
Deal increased water damage. (+25% damage, +5%Acc)
Overcome Weakness: Learned at LV33
Negate weakness to Earth damage.
Water Veil: 1st Affinity Rank.
Reduces Physical damage taken.(by ??%)
Reduce SP Cost: 2nd Affinity Rank.
Skill SP cost is reduced. (by 20%)
----Songs:
Song of Saftey: 2 PP, Add Barrier to allies in range.
Range 0-2. Height 5.
Song of Grace: 2 pp, Fully heal self and all allies in range.
Range 0-2. Height 5.
----Conducts:
To the Sea: 4 PP
Fully heal ally HP, SP, and status ailments.
Continued effect: Fully heal HP for all allies.
Levia: 5 PP, 200%MATK?, Certain Hit
Magc attack to all enemies.
Continued effect: Fully heal ally HP, SP, and status effects.
Klaus:
----Skills:
Healing Light: 3 SP, Heal 30HP for self or an ally.
Range 0-1, Height ?.
Lion's Roar: 15 SP, 150%PATK, +5%Acc (+15%Acc)
Physical attack to a line of units.
Non-elemental, Range 1-3, Height 2.
Thousand Strikes: Learned at LV11: 10 SP, 200%PATK, +10%Acc (+20Acc)
Physical attack to 1 enemy. Adds DEF Down.
Non-elemental, Range 1-2, Height 3.
Purifying Light: Learned at LV16
?? SP, Cure own or ally's status ailment's.
Range 0-1. Height 7.
Blue Meteor: Learned at Lv20: 20 SP, 150%PATK, +10%Acc
Physical attack to all units in range.
Non-elemental, Range 1-3, Height 5.
(hits in a 5 tile plus shape)
----Abilities:
Guardian: Adjacent tiles are impassable by enemies.
HP Recovery: 1st Affinity Rank.
Recover HP a end of turn.
Magic Shield: 2nd Affinity Rank.
Negate any magic damage less than 20.
Desperation: Learned at LV18
Stats increase when HP low.
Intimidate: Learned at LV22
Slightly weaken adjacent enemies.
Rusty: (Normal attack reduced by 20%PATK at range)
Skills:
Stab: 8 SP, 150%PATK, ??Acc, 5 Hits.
Physical attack to 1 enemy.
Non-elemental, Range 1, Height 3.
Knife Throw: 10 SP, 100%PATK 1 space away, 80% 2 spaces,
60% 3 spaces, ??%Acc.
Physical attack to units ahead. _
Non-elemental, Range 1-3, Height 3. _|_|_
(Range is indicated by the diagram)|_|_|_|
(R is Rusty's position) |_|_|_|
R
Chakra: Learned at LV9: 4 SP
Cure own status ailments.
Fatality: Learned at LV14
6 SP, 150%PATK on afflicted enemies, 100%PATK otherwise, ??%Acc
High damage to 1 enemy with status ailments.
Non-elemental, Range 1, Height 3.
(kinda useless really when Stab does the same damage)
Mug: Learned at LV19, 12 SP, 125%PATK, ??%Acc.
Physical attack to 1 enemy. May steal an item.
Non-elemental, Range 1, Height 3.
Backstab: Learned at LV24, 18 SP, 150%PATK, ??%Acc, 2 Hits, always Crits
Physical attack to 1 enemy.
Non-elemental, Range 1, Height 3.
Double Clutch: Learned at LV29, 15 SP, 125%PATK ??%Acc, 5 Hits.
Physical attack. If it lands, may attack again.
Non-elemental, Range 1, Height 3.
(Ignore the "may", Rusty WILL attack again,
but cannot move if he already moved once.
It will not activate Follow Up.)
Beehive: Learned at LV34: 28 SP, 250%PATK, ??%Acc, ? Hits.
Physical attack to all nearby units.
Non-elemental, Range 1-2, Height 3.
(hits in a 2 tile radius around Rusty. Will harm allies)
----Abilities:
Counter: Counter after recieving an enemy attack.
Parry: May negate physical damage.
Infiltrate: 1st Affinity Rank
Negate enemy Guardian ability.
Sprint: 2nd Affinity Rank
Can move unaffected by land type.
High Jump: 3rd Affinity Rank
Increase jump by 5.
Archibald:
----Skills:
Malta's March: 10 SP, 150%PATK, -10%Acc.
Physical rush to 1 enemy. Negates Counter.
Non-elemental, Range 1-2, Height 3.
Arkhe's Impact: 8 SP, 125%PATK, +0%Acc.
Knockback attack to 1 enemy.
Non-elemental, Range 1, Height 3.
Brother-in-Arms: Learned at LV10: 3 SP.
Add DEF Up to all nearby allies.
Range 1, Height 5.
(Does not affect Archibald himself)
Weak Grosso: Learned at LV15: 18 SP, 200%PATK, -5%Acc.
Physical rush to 1 enemy. Negates Counter. Adds DEF Down.
Non-elemental, Range 1-2, Height 3.
Grande's March: Learned at LV20: 15 SP, 175%PATK, +0%Acc.
Knockback attack to 1 enemy. Adds Stun.
Non-elemental, Range 1, Height 3.
David's Meditation: Learned at LV25: 6 SP
Adds HP Regen to self.
Zephyr's Seige: Learned at LV30:22 SP, 225%PATK, -10%Acc.
Physical attack to all nearby units. Adds Negate Move.
Non-elemental, Range 1, Height 3.
(Hits all four units around Archibald, hits allies?)
Rampage: Learned at LV35: 32 SP, 200%PATK, 32SP, Always Crit
Physical critical attack to 1 enemy.
Non-elemental, Range 1, Height 3.
(Note: Garunteed hit, tried on Popo's last tuning with the
sped up Anemoi. His base Acc was 73%, this move and
only this move went to 100%)
----Abilities:
Guardian: Adjacent tiles are impassable by enemies.
Defender: May negate damage dealt to an ally. (Range 2)
Vitality: 1st Affinity Rank
Take less damage when HP is low.
Guard Proficiency: 2nd Affinity Rank
Increase range and rate of Defender activation.
(Range increases to 3)
Movement Up: Increase Movement by 2.
Ewan:
----Skills:
Sharpshoot: 8 SP, 150%PATK, +10%Acc.
Physical attack to 1 enemy.
Non-elemental, Range 1-6, Height 3.
(Range is in a straight line)
Heal Delivery: 0 SP, 1350G.
Pay cash to obtain and use a Healing Herb 2
Pay cash to obtain and use a Healing Herb 3 (upgraded)
Steal: 10 SP, ??%Acc.
Steal an item held bby the enemy.
Range 1, Height 3.
Cure Delivery: Learned at LV20?: 0 SP, 240G
Pay cash to obtain and use a Cure Drop.
Scatter Shot: Learned at LV20, 16 SP, 150%PATK, -5%Acc.
Physical attack to nearby units.
Non-elemental, Range 1-2, Height 5.
(Hits in a 2 tile radius around Ewan. Will harm allies)
Ewan's Seven Tools: Learned at LV25: 12 SP
Place a special trap depending on land type.
Range 1-3, Height 7.
SP Delivery: Learned at LV30: 0 SP, 2100G
Pay cash to obtain and use a Mana Fruit 3.
Ink Bullet: Learned at LV35: 25 SP,
[(Ewan's LV*250)+10000]G, [(Ewan's LV*5)+200] Damage, ??%Acc.
Spend money to attack 1 enemy. Adds Stun.
Range 1-5, Height 3.
(This is a fixed damage attack, unaffected by defense.)
----Abilities:
Lock Pick: Unlock doors and treasure chests.
Gold Member: Learned at LV27 (upgrades Heal Delivery)
Heal Delivery (upgraded): Learned at LV27:
Pay cash to obtain and use a Healing Herb 3.
Coach: 1st Affinity Rank.
Increase EXP gain for adjacent allies.
Elite: 2nd Affinity Rank.
Increase EXP gain by 20%.
Item Master: 3rd Affinity Rank.
Increase item range by 1.
(Applies to both regular items and his skills)
Popo: Default attack range 2-4.
----Skills:
Whirlwind: 10 SP, 175%MATK, +85%Acc (+100%Acc)
Magic attack to 1 enemy.
Wind, Range 1-2, Height 7.
Long Shot: 8 SP, 125%PATK, +10%Acc (+20%Acc), 2 Hits.
Physical attack to 1 enemy.
Non-elemental, Range 2-6. Height +4, -15.
Wind Blessing: Learned at LV 14: 10 SP
Add Wind+ to ally weapons in range.
Range 1-3, Height 7.
(Activates in a 5 tile plus shape.)
Mini Heal: Learned at LV 21: 7 SP
Heal 40% HP for self or an ally.
Range 0-3, Height 7.
Heart Shot: Learned at LV28: 18 SP, 200%PATK, +10%Acc (+20%Acc).
Physical attack to 1 enemy. May Instakill.
Non-elemental, Range 2-5, Height +4, -15.
Kaboom!: Learned at LV31: 35 SP, 200%MATK, +75%Acc (+80%Acc).
Magic attack to enemies in range. Adds Paralysis.
Wind, Range 1-3, Height 5.
(Hits in a 5 tile plus shape)
(Does not harm allies)
----Abilities:
Tailwind: Increase movement for adjacent allies. (Move+1)
Wind Boost: Learned at LV26
Deal increased wind damage. (+25% damage, +5%Acc)
Overcome Weakness: Learned at LV33
Negate weakness to fire damage.
Arrow Dodge: 1st Affinity Rank.
May evade arrow attacks.
Reduce SP Cost: 3rd Affinity Rank.
Skill SP cost is reduced. (By 20%)
----Songs:
Song of Wind: 1 PP, ??%MATK, ??Acc
Magic attack to enemies ahead.
Wind, Range 1-4, Height 3.
Ride the Wind: 2nd Affinity Rank: 2 PP
Add Move Up, SPD Up to self and nearby allies.
Range 0-2, Height 5.
(Move+2, Activates centering on Popo)
----Conducts:
Rusty Key: 4 PP
Add Negate Action to all enemies.
Continued effect: Add DEF Down to all enemies.
Volt Shower: 5 PP
Magic attack to all enemies. Adds Negate Action.
Continued effect: Add DEF Down to all enemies.
Nonoka: (Normal attack hits twice for half the normal damage each)
(Normal attacks reduced by 20%PATK in Stealth)
(Normal attacks at range reduced by 20%PATK)
----Skills:
Shinobi Slash: 8 SP, 175%PATK, +10%Acc, ? Hits.
Physical attack to 1 enemy. Adds Stealth to self.
Non-elemental, Range 1, Height 3.
Killing Strike: 6 SP, 250%PATK, +??Acc, ? Hits.
Physical attack to 1 enemy. May Instakill.
Non-elemental, Range 1, Height 3, Stealth.
(Stealth Mode-only skill)
Beesting: Learned at LV20: 7 SP, 150%PATK, +5%Acc.
Physical attack to 1 enemy. Adds Paralysis.
Non-elemental, Range 1, Height 3.
Protection Art: Learned at LV22: 6 SP
Add Protect to self.
Mind Devour: Learned at LV26: 9 SP, 150%PATK, ??%Acc
Physical attack to 1 enemy. Adds Sleep and DEF Down.
Non-elemental, Range 1, Height 3.
Know Thy Mistake: Learned at LV29: 12 SP, 200%PATK, ??%Acc
Physical attack to 1 enemy. Adds Poison
Non-elemental, Range 1, Height 3.
Fire Art: Learned at LV32: 15 SP, 225%MATK, +85%Acc.
Magic attack to 1 enemy. Adds Burn.
Fire, Range 1-3, Height 7.
Nonoka Special: Learned at Max Affinity: 25 SP, 275%PATK, ??%Acc, ? Hits.
Physical attack to 1 enemy. Adds Negate Move.
Non-elemental, Range 1-2, Height 5.
----Abilities:
Counter: Counter after recieving an enemy attack.
Caltrop: Learned at Lv17
Damage adjacent enemies at end of turn. (Fixed 10 damage)
Parry: Learned at LV24
May negate physical damage.
Status Ailment+: 1st Affinity Level
Increased chance of status ailment success.
Control Condition: 2nd Affinity Level
Increased Status Ailment+ activation.
(100% status activation chance)
Sakuya:
----Skills:
Flash Strike: 8 SP, 150%PATK, -10%Acc.
Physical rush to 1 enemy. Negates Counter.
Non-elemental, Range 1-2, Height 3, N Stance.
Flame Strike: 14 SP, 225%PATK, +0%Acc.
Physical attack to 1 enemy. Negates Counter. Adds Burn.
Fire, Range 1, Height 3, SD Stance.
Sparrow Strike: Learned at LV21: 25 SP, 200%PATK, -30%Acc, ? Hits.
Bypass enemy defense. Negates Counter.
Non-elemental, Range 1, Height 3, SD Stance.
Fire Blessing: Learned at LV23: 10 SP
Add Fire+ to ally weapons in range.
Range 1-3, Height 7.
(Activates in a 5 tile plus shape
centered at a target location)
Fan Play: Learned at LV30: 175%PATK, -15%Acc, 16 SP.
Physical attack in a wide arc. Adds Burn.
Fire, Range 1, Height 3, N Stance.
(will always activate burn)
Terminal Strike: Learned at LV35: 70 SP, 500DMG, Garunteed hit
Reduce enemy HP by 500. Negates Counter.
Non-elemental, Range 1, Height 3, SD Stance.
----Abilities:
Sword-Drawing Counter: May counter while in Sword-Drawing Stance.
Fire Boost: Learned at LV26
Deal increased fire damage. (+25%ATK, +5%Acc?)
Overcome Weakness: Learned at LV33
Negate weakness to water damage.
Sword-Drawing Pre-emptive Strike: 1st Affinity Level
May perform a pre-emptive strike
in SD Stance.
Unsheathed Parry: 3rd Affinity Level
May negate physical damage in Normal Stance.
----Songs:
Song of Fury: 1 PP
Add ATK Up to self and all nearby allies.
Range 0-2, Height 5.
Song of Flames: 2 PP, 200%MATK
Magic attack to all nearby enemies. Adds Burn.
Fire, Range 1-2, Height 5.
----Conducts:
Cherry Blossom: 4 PP
Add Crit Up to all allies.
Continued effect: Add Crit Up to all allies.
Fiery Night: 5 PP, ???%MATK, Certain Hit
Fire attack to all enemies.
Continued Effect: Add Crit Up to all allies.
Keith:
----Skills:
Assault Shot: 200%PATK, +0%Acc, 8 SP, 3 Hits.
Physical attack to 1 enemy.
Non-elemental, Range 2-3, Height +4, -15.
Sniper Shot: 150%PATK, +10%Acc, 12 SP, 3 Hits.
Physical attack to 1 enemy.
Non-elemental, Range 2-5, Height +4, -15.
Smoke Shot: 125%PATK, +10%Acc, 10 SP.
Physical attack to all units in range.
Non-elemental, Range 2-4, Height +4, -15.
(Hits in a 5 tile plus shape.)
Flame Shot: Learned at LV26, 150%PATK, ??%Acc, 15 SP.
Physical attack to all units in range.
Fire, Range 2-3, Height +4, -15.
(Hits in a 5 tile plus shape.)
Break Shot: Learned at LV28, 150%PATK, ??%Acc, 18 SP.
Physical attack to all units in range. Adds Negate Move.
Earth, Range 2-3, Height +4, -15.
(Hits in a 5 tile plus shape.)
Exploding Shot: Learned at LV30, 125%PATK, ??%Acc, 15 SP.
Physical attack to all units in range.
Fire, Range 2-4, Height +4, -15.
(Hits in a 2 tile radius from the chosen tile)
Paralyze Shot: Learned at LV32, 125%PATK, ??%Acc, 14 SP</pre><pre id="faqspan-4">
Physical attack to all nearby units. Adds Paralysis.
Non-elemental, Range 1-3, Height +4, -15.
(hits all around 1-3 range)
Regal Audience: Learned at LV35, 300%PATK, ??%Acc, 30SP, ? Hits.
Physical attack to 1 enemy. Negates Counter.
Non-elemental, Range 1, Height 3.
----Abilities:
Lock Pick: Unlock doors and treasure chests.
Anti-Air: Learned at LV27
Increase upward height of attacks. +5 Height
Status Ailment+: 1st Affinity Rank
Increased chance of status ailment success.
Reduce SP Cost: 2nd Affinity Rank
Skill SP Cost is reduced.
Lock On: 3rd Affinity Rank
Immensely increase attack accuracy.
Attacks will have 100% accuracy.
Mordimort:
----Skills:
Butterfly Dream: 12 SP
Place a special trap depending on the land type.
Range 1-3, Height 7
Mor...Earth: 12 SP, 175%MATK, +85%Acc.
Magic attack to 1 enemy.
Earth, Range 1-2, Height 7.
Energize: 5 SP
Add ATK Up to 1 ally.
Range 1-5, Height 3.
Earth Blessing: Learned at LV24, 10 SP.
Add Earth+ to ally weapons in range.
Range 1-3, Height 7.
(Activates in 5 tile plus shape.)
It's Up To You...: Learned at LV30, 15 SP.
Add ATK, DEF, and SPD Up to nearby allies.
Range 1, Height 5.
(Activates on all allies surrounding Mordi)
Make...Mor: Learned at LV35, 35 SP, 200%MATK, ??%Acc.
Earth, Range 1-4, Height 5.
Magic attack to enemies ahead.
----Abilities:
Refresh: May cure status ailments at end of turn.
Earth Boost: Learned at LV26
Deal increased earth damage. (+25%ATK, +5%Acc?)
Overcome Weakness: Learned at LV33
Negate weakness to wind damage.
Disable Immunity: 1st Affinity Rank
Negate all disabling status Ailments.
Reduce SP Cost: 3rd Affinity Rank
Skill SP Cost is reduced.
----Songs:
The Night Passes: 1 PP
Add Poison, Paralysis, and Blind to nearby enemies.
Range 1-2, Height 5.
Lonely Mountains: 2 PP
Magic attack to enemies ahead.
Earth, Range 1-4, Height 5.
----Conducts:
Reddened Galaxy: 4 PP
Add Sleep to all enemies.
Continued effect: All allies recover 30% SP.
Dark Labyrinth: 5 PP, 200%MATK
Earth magic attack to all enemies. Adds Sleep.
Continued effect: All allies recover 30% SP.
Dorothy:
----Skills
Pain, Pain, Pain!: 100%PATK + (MaxHP - Current HP), ??%Acc, 16 SP.
Physical attack to 1 enemy. Lower HP = higher ATK.
Non-elemental, Range 1, Height 3.
Suicide Samurai: 250%PATK (Multiplicative percents), ??%Acc, 13 SP.
Physical attack to 1 enemy. Harms self. Negates Counter.
Non-elemental, Range 1, Height 3, High HP.
Tendon Tear: 150%PATK, -??%Acc, 14 SP, ? Hits.
Physical attaack to 1 enemy. Decreases turn speed.
Non-elemental, Range 1, Height 3.
Pain Killer: 50%PATK, ??%Acc, 10 SP.
Physical HP drain attack to nearby units.
Non-elemental, Range 1, Height 3.
Meat Chopper: 200%PATK, ???%Acc, 15 SP.
Physical attack to 1 enemy. Adds DEF Down to self.
Non-elemental, Range 1, Height 3.
Kill 'Em All!: Learned at LV34, 300%PATK, ??%Acc, SP 15.
Physical crit to 1 enemy. Reduces own HP to 1.
Non-elemental, Range 1, Height 3.
Guillotine Cut: Learned at LV36, 200%PATK, ??%Acc, SP 24.
Physical attack in a wide arc. Adds Move Down to self.
Non-elemental, Range 1, Height 3. _ _ _ _ _
(hits in a 5 tile row in front of her) |_|_|_|_|_|
D
The Destroyer: Learned at LV38, 300%PATK, ??%Acc, SP 32.
Physical attack to 1 enemy. Adds Negate Move to self.
Non-elemental, Range 1, Height 3.
----Abilities:
Counter: Counter after recieving an enemy attack.
Guts: Learned at LV32
Survive a fatal attack with 1 HP.
Pre-emptive Strike: 1st Affinity Rank
May attack before the enemy.
Concentration: 2nd Affinity Rank
Increase Pre-emptive Strike's activation rate.
(to 100%)
Frenzy: 3rd Affinity Rank
Negate status ailments when HP is low.
Dante:
----Skills
Beowulf: 150%PATK, +10%Acc, 8 SP.
Physical attack to a line of units. Adds DEF Down.
Non-elemental, Range 1-2, Height 3.
Deadline: 175%PATK, +10%Acc, 12 SP.
Physical attack to a line of units. Adds ATK Down.
Non-elemental, Range 1-3, Height 3.
Life Drain: 100%PATK, +5%Acc, 10 SP.
Physical HP drain attack to 1 enemy.
Non-elemental, Range 1, Height 3.
Hrunting: 200%PATK, +10%Acc, 15 SP.
Physical rush to 1 enemy. Negates Counter.
Non-elemental, Range 1-2, Height 3.
Circle of Death: 175%PATK, +0%Acc, 18 SP.
Physical attack to nearby units.
Non-elemental, Range 1-2, Height 3.
(Will harm allies)
Soul Eater: 20%MATK, -4%Acc, 0 SP.
Magic SP drain attack to 1 enemy.
Non-elemental, Range 1, Height 3.
Crimson Skyfall: Learned at LV34, 200%PATK, ??%Acc, 22 SP.
Physical attack to units in range.
Non-elemental, Range 1-3, Height 5.
(Hits in a 5 tile plus shape)
Nine Lives: Learned at LV37, 300%PATK, ??%Acc, 35 SP.
Physical attack to 1 enemy. Negates Counter.
Non-elemental, Range 1, Height 2.
----Abilities
Guardian: Adjacent tiles are impassable by enemies.
Desperation: Learned at LV32
Stats increase when HP is low.
Intimidate: 1st Affinity Rank
Slightly weaken adjacent enemies.
Guts: 2nd Affinity Rank
Survive a fatal attack with 1 HP.
Follow Up: 3rd Affinity Rank
Gain a turn after defeating an enemy.
Hilda:
----Skills
Transfer: 7 SP
Switch positions with a selected ally.
Range 1-5, Height 7.
Moratorium: +40%Acc, 12 SP.
Add SPD Down to all enemies in range.
Range 1-2, Height 7.
(Activates in a 5 tile plus shape.)
Chevar Principle: 125%MATK, +85%Acc, 15 SP.
Magic attack to 1 enemy.
Non-elemental, Range 1-3, Height 7.
Arched Fang: 200%PATK, -5%Acc, 13 SP.
Physical attack to all nearby units.
Non-elemental, Range 1, Height 3.
Time Compress: 10 SP
Grant an immediate turn to 1 ally.
Range 1, Height 7.
Darkhale Metric: Learned at LV33, 200%MATK, 34 SP.
Magic attack to all enemies in range.
Non-elemental, Range 1-2, Height 5.
(Hits in a 2 tile radius around the target)
----Abilities
Magic Shield: Negate any magic damage less than 20.
Intimidate: Learned at LV35
Slightly weaken adjacent enemies.
Normal Boost: Learned at LV37
Deal increased non-elemental damage
+25% damage for all normal magic attacks.
SP Recovery: 1st Affinity Rank
Recover SP at end of turn. (3SP)
Reduce SP Cost: Skill SP Cost is reduced.
----Songs
Crystal Realm: 2 PP, 200%MATK (is affected by Normal Boost)
Magic attack to all nearby enemies.
Non-elemental, Range 1-2, Height 5.
Upstream Waltz: 2nd Affinity Rank, 2 PP
Decrease Turn speed for nearby enemies.
Range 1-2, Height 5.
----Conducts:
Ice World: 4 PP
Add Stop to all enemies.
Continued effect. Add ATK Up to all allies.
Blazing Light: 4th Affinity Rank, 5 PP, 200%MATK
(is affected by Normal Boost)
Magic attack to all enemies. Adds Stop.
Continued effect: Add ATK Up to all allies.
Veronica:
----Skills
Palpate: 200%PATK, ??%Acc, 14 SP.
Physical attack to 1 enemy. Adds ATK Down, DEF Down.
Non-elemental, Range 1, Height 3.
Code: Flame: 150%MATK, ??%Acc, 20 SP.
Magic attack to 1 enemy. Adds Burn.
Fire, Range 1-3, Height 7.
Code: Ice: 150%MATK, ??%Acc, 20 SP.
Magic attack to 1 enemy. Adds Freeze.
Water, Range 1-3, Height 7.
Code: Wind: 150%MATK, ??%Acc, 20 SP.
Magic attack to 1 enemy. Adds Move Down.
Wind, Range 1-3, Height 7.
Code: Earth 150%MATK, ??%Acc, 20 SP.
Magic attack to 1 enemy. Adds DEF Down.
Earth, Range 1-3, Height 7.
Vaccinate: 8 SP
Add Protect to 1 ally.
Range 1-3, Height 7.
Antibiotic: ??%Acc, 12 SP
Dispel buffs from 1 enemy.
Range 1-3, Height 5.
Odin: Learned at LV40, 250%MATK, ??%Acc, 35 SP.
Magic attack to all enemies in range.
Non-elemental, Range 1-4, Height 5.
(Hits in a 5 tile plus shape)
----Abilities:
Angel Killer: Does increased damage against angels.
Elite: Increased EXP gain.
Magic Shield: 1st Affinity Rank
Negate any magic damage less than 20.
Angel Eater: 2nd Affinity Rank
Heal HP after defeating an angel.
SP Recover: 3rd Affinity Rank
Recover SP at end of turn.
Giselle:
----Skills
Arm Gear: 200%PATK, ??%Acc, 16 SP.
Knockback attack to 1 enemy.
Non-elemental, Range 1, Height 3.
Augment: 14 SP
Add ATK Up, DEF Up, and SPD Up to self.
Angel Fall: 250%PATK, ??%Acc, 18 SP.
Physical rush to 1 enemy. Negates Counter.
Non-elemental, Range 1-2, Height 3.
Redline: 225%PATK, ??%Acc, 22 SP.
Physical attack to 1 enemy. Adds Burn.
Non-elemental, Range 1-4, Height 3.
Regenerate: 10 SP
Add HP Regen to self.
Tactical Gear: 250%PATK, ??%Acc, 28 SP.
Knockback attack to 1 enemy.
Non-elemental, Range 1, Height 3.
Optimize: 15 SP
Add Crit Up to self.
Hyperion C: 300%PATK, ??%Acc, 50 SP.
Physical attack to all units in range.
Non-elemental, Range 1-3, Height 5.
(Hits in a 3 tile radius around the target location)
----Abilities:
Counter: Counter after recieving an enemy attack.
Ailment Block: Negate all status ailments.
Interceptor System: Negate arrow attacks. (Does not work from the back)
Limiter Release: Increase turn speed when HP is low.
Reboot: Gain a turn after defeating an enemy.
////////////////////////////////////////////////////////////////
----------6.EC: Enemies Compendium----------
////////////////////////////////////////////////////////////////
Note: Not all enemies have all their abilities when they are first fought.
---Class: Wolf
Wolves are units with high movement, attack power, and speed. This especially
applies to the Red Wolves, who have even more range with their 1-2 range
Fireball attack. Their other stats are not not subpar, making them a
credible threat in packs. (Oddly enough, they don't all have Pack Hunter
despite being wolves.)
Wolf: Type: Land, Move: 4, Jump: 3
Element: None
Drops: Wolf Meat
Skills: None
Abilities: None
Wolf Leader: Type: Land, Move: 5, Jump: 3
Element: None
Drops: Wolf Meat
Skills: Claw
Abilities: None
Poison Wolf: Type: Land, Move: 5, Jump: 3
Element: None
Drops: Wolf Meat, Cure Drop
Skills: Poison Claw, Summon Ally
Abilities: Pack Hunter, Poison Immunity
Red Wolf: Type: Land, Move: 5, Jump: 3
Element: Fire
Drops: Wolf Filet, Orb Fragment 2
Orb Fragment 3 (CH10 onwards)
Steal: Flint Stone
Explosion Bomb (CH10 onwards)
Skills: Fire Ball, Fang Bite
Abilities: Burn Immunity
Paralyze Wolf: Type: Land, Move: 5, Jump: 3
Element: Earth
Drops: Marbled Wolf, Orb Fragment 3
Steal: Orb Fragment 2
Skills: Poison Claw, Paralyze Claw
Abilities: Paralysis Immunity
The Tearer: Type: Land, Move: 5, Jump: 3
Element: Fire
Drops: None
Steal: None
Skills: Fire Ball, Fang Bite
Abilities: Burn Immunity
Kagutsuchi: A renamed Red Wolf
Type: Land, Move: 5, Jump: 3
Element: Fire
Drops: Wolf Filet, Orb Fragment 5
Steal: Explosion Bomb
Skills: Fire Ball, Fang Bite
Abilities: Burn Immunity
---Class: Slime
Slimes/Jellies tend to have high HP and absurd physical defenses, allowing
them to last a while against non-magical attacks. This is balanced however
through their below average attack power and abysmal speed and
magic defense (in the single digits, even near the end of the game).
Many of their varients will counter a direct attack with a status
inflicting counter move, so ranged attacks are recommended.
Simply put, for the player, send a witch in and watch them die in droves.
Jelly Man: Type: Land, Move 4, Jump 3
Element: None
Drops: Hazy Mucus
Skills: Fluid Launch
Abilities: Blind Immunity, Pack Hunter
Paralyze Jelly: Type: Land, Move 4, Jump 3
Element: None
Drops: Hazy Mucus, Cure Drop
Skills: Slime
Abilities: Paralysis Counter, Paralysis Immunity, Pack Hunter
Poison Jelly: Type: Land, Move 4, Jump 3
Element: None
Drops: Clear Fluid, Orb Fragment 3
Steal: Detox Mist
Skills: Acid
Abilities: Poison Counter, Poison Immunity, Pack Hunter
Paantu: Type: Land, Move 4, Jump 3
Element: Earth
Drops: Glossy Eye, Orb Fragment 5
Steal: Orb Fragment 5
Skills: Gastric Juices
Abilities: Sickness Counter, Ailment Block, Pack Hunter
Sleep Jelly: Type: Land, Move 4, Jump 3
Element: Water
Drops: Clear Fluid, Orb Fragment 3
Steal: Orb Fragment 3
Skills: Acid
Abilities: Sleep Counter, Sleep Immunity, Pack Hunter
The Crawler: Type: Land, Move 4, Jump 3
Element: Earth
Drops: None
Steal: None
Skills: Acid
Abilities: Sleep Counter, Sleep Immunity, Pack Hunter
Ayakashikone: A renamed, Non-elemental Sleep Jelly/The Crawler
Type: Land, Move 4, Jump 3
Element: None
Drops: None
Steal: None
Skills: Acid
Abilities: Sleep Counter, Sleep Immunity, Pack Hunter
---Class: Orc
Orcs are massively powerful with enormous HP for a regular enemy to boot.
Their HP is offset by their near non-existant defense stats, allowing
them to dish out damage, but be unable to take it in return. Later on
though, the more powerful Orc varients attempt to reverse this on you,
with Counter and Double Revenge in their abilities list. Their skill
is below average though, so their hit chances aren't the greatest in
the first place. Still, expect to take some damage when fighting
these beasts.
Orc: Type: Land, Move 4, Jump 3
Element: None
Drops: Savage Tooth
Skills: Heavy Strike
Abilities: None
Orc Leader: Type: Land, Move 4, Jump 3
Element: None
Drops: Savage Tooth, Healing Herb
Skills: Focus, Heavy Strike
Abilities: None
Assault Orc: Type: Land, Move 4, Jump 3
Element: None
Drops: Savage Nail, Orb Fragment 2
Steal: Healing Mist 2
Skills: Focus, All-Out Strike
Abilities: None
Moss Orc: Type: Land, Move 4, Jump 3
Element: None
Drops: Savage Nail, Orb Fragment 3
Steal: Orb Fragment 3
Skills: Desperate Strike, Tackle
Abilities: Counter, Low HP: ATK Up
Albino Orc: Type: Land, Move 4, Jump 3
Element: None
Drops: Savage Bone, Orb Fragment 5
Steal: Orb Fragment 5
Skills: Vale Tudo, Stagger Strike
Abilities: Double Revenge, Pre-emptive Strike
The Destroyer: Type: Land, Move 4, Jump 3
Element: None
Drops: None
Steal: None
Skills: Heavy Strike
Abilities: None
---Class: Archer (2-3 Normal Attack Range)
These goblin-like creatures wield bows, attacking with a default 2-4 range.
This would make them a credible threat, if not for the fact that they aren't
that powerful, and have generally average stats all around. The only ones
that truly poses a threat is the Million Hit, with its focus on disabling
your movement and/or your actions. Otherwise, get in close and they'll
be down soon enough.
Archer: Type: Land, Move 5 Jump 3
Element: None
Drops: Archer Ear, Mana Fruit
Skills: None
Abilities: None
Sniper: Type: Land, Move 5, Jump 3
Element: None
Drops: Archer Ear, Healing Herb 2
Archer Horn, Orb Fragment 2 (CH5 onwards)
Steal: Healing Mist 2 (CH5 onwards)
Healing Mist 4 (CH9 onwards)
Skills: None
Restrain Shot, Focus Shot (CH5 onwards)
Abilities: Range Up
Magic Archer: Type: Land, Move 5, Jump 3
Element: None
Drops: Archer Ear, Orb Fragment 2
Steal: Healing Herb 3
Skills: Wind Shot
Fire Shot, Ice Shot, Earth Shot (CH5 onward)
Abilities: None
Million Hit: Type: Land, Move 5, Jump 3
Element: None
Drops: Archer Eye, Orb Fragment 4
Steal: Healing Herb 4
Skills:Leg Bind, Arm Bind, Focus
Abilities: None
The Piercer: Type: Land, Move 5, Jump 3
Element: None
Drops: None
Steal: None
Skills: Arrow Rain, Focus
Abilities: None
---Class: Fairy (2-3 Normal attack Range)
Like Archers, these enemies come in with bows to shoot. Unlike Archers,
these things hover, have great speed, high movement, good hit rate,
decent avoid, and come with status inflicting skills much earlier.
Their main weakness is their low HP, but that's not a problem for
the enemy, as they'll likely get some hits in first, making them a
nuisance to fight.
Anemoi: Type: Hover, Move 5, Jump 3
Element: Wind
Drops: Fairy Scale, Mana Fruit 2
Skills: None
Restrain Shot (Popo's final tuning)
Abilities: None
Anemoi(Purple): Type: Hover, Move 5, Jump 3
Element: Wind
Drops: Fairy Antenna, Mana Fruit 2
Skills: None
Abilities: Infiltrate
Nurse: Type: Hover, Move 5, Jump 3
Element: Wind
Drops: Fairy Antenna, Orb Fragment 2
Steal: Mana Fruit 3
Healing Herb 3 (CH10)
Skills: Restrain Shot
Enchanting Shot, Mind Drain Shot (CH10 onwards)
Abilities: Infiltrate
Cupid: Type: Hover, Move 5, Jump 3
Element: Wind
Drops: Fairy Tear, Orb Fragment 4
Steal: Detox Mist
Skills: Restrain Shot, Fairy Dance, Trance
Abilities: Infiltrate
Moh Shuvuu: Type: Hover, Move 5, Jump 3
Element: Wind
Drops: Fairy Antenna, Orb Fragment 4
Steal: Mana Stone 3
Skills: Restrain Shot, Aero Dance
Abilities: Infiltrate, Arrow Immunity
The Driller: Type: Hover, Move 5, Jump 3
Element: Wind
Drops: None
Skills: Restrain Shot
Abilities: Infiltrate
Anemoi(White): A renamed Moh Shivuh
Type: Hover, Move 5, Jump 3
Element: Wind
Drops: Fairy Antenna, Mana Fruit 5
Steal: Mana Stone 4
Skills: Restrain Shot, Aero Dance
Abilities: Infiltrate
Arrow Immunity (Popo's final tuning)
---Dekurin
These things are dolls created by Dorothy to serve as her own personal army.
Individually, they are extremely weak, but in a group, they could cause
some heavy damage to your characters over the course of a battle. Their
strengths come in the form of high attack, speed, critical, and hit rate,
not unlike their owner. Also like their owner, their weakness is their
bad defenses both physically and magically. They deal with this by boosting
up thier ATK or garunteeing critical hits as their HP is low, as well as
having a skill that let's them survive with just 1 HP.
Proto-dekurin: Type: Land, Move 5, Jump 3
Element: None
Drops: Doll Arm, Orb Fragment 2
Steal: Healing Mist 2
Skills: Chomp
Abilities: Counter, Low HP: ATK Up
Lil'Dekurin: Type: Land, Move 5, Jump 3
Element: None
Drops: Doll Leg, Orb Fragment 2
Steal: Mana Stone 2
Skills: Chomp, Don't Move!
Abilities: Counter, Pre-emptive Strike, Low HP: Crit Up
Dekurin Mark II: Type: Land, Move 5, Jump 3
Element: None
Drops: Doll Head, Orb Fragment 3
Steal: Mana Fruit 3
Skills: Chomp, Don't Move!, Tear and Rend
Abilities: Counter, Guts, Pre-emptive Strike,
Low HP: Crit Up
---Class: Chronos (2 Hit normal attack)
Chronos' at first appear to be Hilda's familiars, but eventually, we see
some of them on other character's sides as well. Overall, they have high HP
and huge magical defenses, but are fairly lacking in attack power.
Their main specilty comes in the form of set damage attacks, either by 25%
or 50% of your CURRENT HP. This means that they actually lose effectivness
the less HP you have.
Chronos: Type: Hover, Move 5, Jump 10
Element: None
Drops: Bird Tail, Orb Fragment 3
Steal: Detox Mist
Skills: 25% Damage, Eye of Impedence
Abilities: Action Drain, Ailment Resist
Eyes Only: Type: Hover, Move 5, Jump 10
Element: None
Drops: Bird Feather, Orb Fragment 3
Steal: Detox Mist
Skills: 50% Damage, Eye of Impedence
Abilities: Action Drain, Ailment Resist
Cocytus: Type: Hover, Move 5, Jump 10
Element: None
Drops: Bird Tail, Orb Fragment 4
Steal: Cure Drop
Skills: 50% Damage, Eye of Impedence, Energy Drain
Abilities: Action Drain, Ailment Resist
Dead Eye: Type: Hover, Move 5, Jump 10
Element: None
Drops: Bird Feather, Orb Fragment 4
Steal: Elixir 2
Skills: 50% Damage, Eye of Impedence, Leg Bind
Abilities: Action Drain, Ailment Resist
Ahriman: Type: Hover, Move 5, Jump 10
Element: None
Drops: Bird Eye, Orb Fragment 5
Steal: Elixir 3
Skills: 50% Damage, Seal Time, Life and Death
Abilities: Action Drain, Ailment Resist
---Class: Soldier
Soldiers, being one of the "human" classes, are balanced, with no
particular strengths or weaknesses. This doesn't apply to the Ghost Soldier,
which instead has much lower magical defenses compared to the rest. Also,
in all forms with skills, their ranged AOE skill is much weaker than their
regular attack...and doesn't even proc a status effect that often.
Royal Soldier: Type: Land, Move 4, Jump 3
(ally units only) Element: None
Skills: None
Abilities: None
Mercenary: Type: Land, Move 4, Jump 3
Element: None
Drops: Ripped Paper, Orb Fragment 1
Steal: Wind Stone
Skills: Scorpio, Paralyze Bomb
Abilities: Counter, Paralysis Immunity
Ghost Soldier: Type: Land, Move 4, Jump 3
Element: Earth
Drops: Rag, Orb Fragment 3
Steal: Handy Stone
Skills: Cursed Blade, Putrid Fluid
Abilities: Counter, Poison Immunity, Disable Immunity,
Life Eater
---Class: Harbringer (Lance ranged normal attacks (1-2))
Harbringers are the foot soldiers of the...well...Harbringers. Their stats
are similar to Dante's and Klaus', with high HP and defenses, fairly high
attack, and average movement and speed. While regular Harbringers are not
too difficult, the Cadres are a force to be reckoned with, as their
possible seven attack range (thanks to Penetrate) coupled with the
Witch Hunt skill, allows them to do massive damage to any witch in range
of their spears.
Harbringer: Type: Land, Move 4, Jump 3
Attacks with lance range.
Element: None
Drops: Rag, Orb Fragment 3
Steal: Elixir 2
Skills: Javelin, Soul Eater, Focus
Abilities: Ailment Resist
Harbringer Cadre: Type: Land, Move 4, Jump 3
Attacks with lance range.
Element: None
Drops: Rough Gem, Orb Fragment 3
Steal: Orb Fragment 3
Skills: Penetrate, Soul Eater, Focus
Abilities: Ailment Resist, Witch Hunt
---Class: Golem (Heavy: Extremely heavy character who is greatly affected
by terrain with poor footing) Golems are slow, and sturdy, and strong.
They are basically Archibald: The Enemy, with extra paper in their magical
defenses. Like the knight, these things have massive HP (more than all
other single tile enemies), massive phyiscal defense, and high attack.
What this means is that physical attacks are near useless, while magical
ones will fell them in three or four hits. Make sure you have one when
fighting a golem.
Ice Golem: Type: Heavy, Move 3, Jump 3
Element: Water
Drops: Hard Crystal, Orb Fragment 3
Steal: Blizzard Bomb
Skills: Thor's Hammer, Lariat, Head Stomp
Abilities: Knockback Block, Guardian, Counter,
Low HP: DEF Up, Knockback
Break Golem: Type: Heavy, Move 3, Jump 3
Element: None
Drops: Hard Crystal, Orb Fragment 3
Steal: Elixir 2
Skills: Thor's Hammer, Weapon Breaker, Armor Breaker, Lariat
Abilities: Knockback Block, Guardian, Counter, Knockback
Fire Golem: Type: Heavy, Move 3, Jump 3
Element: Fire
Drops: Shining Gem, Orb Fragment 5
Steal: Sage Stone 3
Skills: Thor's Hammer, Lariat, Head Stomp
Abilities: Knockback Block, Guardian, Counter,
Low HP: HP Regen, Knockback
---Class: Element
Elements are basically bubbles (or djinns?) representing one of the
five elements in the game. They are fairly balanced in all stats
(slightly slow), and tend to use their AOE skill all the time to
snipe your units. Also, all of them absorb their respective element,
except for the Element, which absorbs ALL elements instead. Make sure
you keep track of that when fighting these. Their most important trait
though, is their Self Destruct skill. NEVER, EVER leave these things
get a turn with an HP display in the red. They will attempt to move
up to a player unit, then self destruct, causing huge damage to all
player units in range.
Flare Element: Type: Hover, Move 4, Jump 3
Element: Fire
Drops: Spirit Sand, Orb Fragment 2
Orb Fragment 5 (CH10 onwards)
Steal: Elixir
Explosion Bomb (CH10 onwards)
Skills: Self Destruct, Fire Ball
Abilities: Fire Absorb, Ailment Block
Earth Element: Type: Hover, Move 4, Jump 3
Element: Earth
Drops: Spirit Rock, Orb Fragment 3
Steal: Elixir 2
Skills: Self Destruct, Sludge Ball
Abilities: Earth Absorb, Ailment Block
Aqua Element: Type: Hover, Move 4, Jump 3
Element: Water
Drops: Spirit Sand, Orb Fragment 5
Steal: Blizzard Bomb
Skills: Self Destruct, Ice Ball
Abilities: Water Absorb, Ailment Block
Aero Element: Type: Hover, Move 4, Jump 3
Element: Wind
Drops: Spirit Gem, Orb Fragment 5
Steal: Lightning Bomb
Skills: Self Destruct, Aero Ball
Abilities: Wind Absorb, Ailment Block
Element: Type: Hover, Move 4, Jump 3
Element: None
Drops: None
Spirit Sand, Orb Fragment 5 (out of Spirit Worlds CH10)
Steal: None
Throwing Bomb (out of Spirit Worlds CH10)
Skills: Self Destruct, Dark Ball
Abilities: Elemental Absorb, Ailment Block
Ondine: A renamed Aqua Element
Type: Hover, Move 4, Jump 3
Element: Water
Drops: Spirit Sand, Amrita
Steal: Sage Stone 3
Skills: Self Destruct, Ice Ball
Abilities: Water Absorb, Ailment Block
Lisette's Bodyguard: A renamed and powered up Aqua Element
Type: Hover, Move 4, Jump 3
Element: Water
Drops: None
Steal: None
Skills: Self Destruct, Ice Ball
Abilities: Water Absorb, Ailment Block, Guardian
---Class: Gryphon
If you've been playing through the story without any detours, then a
Gryphon will be your first large opponent. These creatures have a large
movement and attack range, thanks to their elemental Torrent moves.
However, they have absolutley no defenses against status ailments.
Flare Gryphon: Type: Air, Move 5, Jump 10
Element: Fire
Large Enemy
Drops: Giant Plume, Flame Fragment
Steal: Ail Guard 2?
Skills: Red Impact, Red Torrent, Grind
Abilities: Infiltrate, Anti-fire, Burn Immunity
Aqua Gryphon: Type: Air, Move 5, Jump 10
Element: Water
Large Enemy
Drops: Sturdy Claw, Snow Stone
Steal: Stop Guard 2
Skills: Blue Impact, Blue Torrent, Grind
Abilities: Infiltrate, Anti-water, Freeze Immunity
Bolt Gryphon: Type: Air, Move 5, Jump 10
Element: Wind
Large Enemy
Drops: Giant Plume, Wind Stone
Steal: Elixir
Skills: Green Impact, Green Torrent, Grind
Abilities: Infiltrate, Anti-wind, Paralysis Immunity
---Class: Giant Plant (Regular attack is a 2 hit, 2 range)
These giant botanical monstrosities serve as bosses in several missions
throughout the game. They aren't very strong and are extremely slow, but
they make up for those weaknesses by having high defenses as well as having
AOE moves that can cause status effects.
Sleep Flower: Type Heavy, Move 4, Jump 3
Element: Earth
Large Enemy
Drops: Flower Leaf, Orb Fragment 3
Steal: Earth Guard?
Skills: Sweet Breath, Terror Tentacle
Abilities: Blind Immunity, Poison Immunity, Disable Immunity
Ochu: Type Heavy, Move 4, Jump 3
Element: Earth
Large Enemy
Drops: Flower Root, Orb Fragment 2
Steal: Healing Mist 2
Healing Mist 4 (CH9)
Skills: Noxious Breath, Blood Drain
Abilities: Blind Immunity, Poison Immunity, Disable Immunity
Omodaru: A renamed Sleep Flower
Type Heavy, Move 4, Jump 3
Element: Earth
Large Enemy
Drops: Flower Leaf, Orb Fragment 5
Steal: Earth Guard
Skills: Sweet Breath, Terror Tentacle
Abilities: Blind Immunity, Poison Immunity, Disable Immunity
---Class: Chimera
Chimeras get very little streentime in the story. Howver, they make up for
that by being a very powerful threat when they appear. With high stats all
around and the ability to take multiple actions in a row, they would be
extremley deadly...if they weren't susceptible to most of the game's
status effects.
Chimera: Type: Heavy, Move 4, Jump 3
Element: None
Large Enemy
Drops: Snake Fang, Throwing Bomb
Steal: Orb Fragment 4
Skills: Poison Fang, Roar, Impact Shot, Thrust
Abilities: Triple Move, Desperation, Guardian
Ice Chimera: Type: Heavy, Move 4, Jump 3
Element: Water
Large Enemy
Drops: Ram Horn, Snow Stone
Steal: EXP Boost
Skills: Poison Fang, Roar, Ice Shot, Thrust
Abilities: Triple Move, Low HP: HP Regen, Guardian,
Freeze Immunity
---Class: Angel
Angels are...a bit strange looking to say the least. But most of them come in
one of two varieties: an attack unit with elemental magic to cover the
spectrum plus a basic physical atack, and a support unit that acts as a
buffer, healer, and summoner. Overall, their stats are very balanced, so
there's no advantage to exploit. Also, the higher forms can negate diabling
status effects, making them powerful units on the battlefield.
Angel: Type: Hover, Move 5, Jump 5
Element: None
Drops: Angel Feather, Orb Fragment 4
Steal: None
Skills: Fire, Ice, Wind, Earth
Abilities: Pack Hunter
Fallen Angel: Type: Hover, Move 5, Jump 5
Element: None
Drops: Angel Feather, Orb Fragment 3
Steal: None
Skills: Binding Cry, Panic Cry
Abilities: Disable Immunity, Pack Hunter
Archangel: Type: Hover, Move 5, Jump 5
Element: None
Drops: Angel Nail, Orb Fragment 4
Steal: None
Skills: Herald Miracle, Herald Blessing, Summon Ally
Abilities: Domain of Sleep, Disable Immunity
Arkhai: Type: Hover, Move 5, Jump 5
Element: None
Drops: Angel Nail, Orb Fragment 5
Steal: None
Skills: Trial by Fire, Trial by Ice, Trial by Wind,
Trial by Earth, Herald's Prestige
Abilities: Domain of Charm, Disable Immunity
Dominion: Type: Hover, Move 5, Jump 5
Element: None
Drops: Angel Spore, Orb Fragment 5
Steal: None
Skills: Trial by Fire, Trial by Ice, Trial by Wind,
Trial by Earth, Summon Monster
Abilities: Domain of Charm, Strengthen Dragon,
Disable Immunity
Lunar Angel: Type: Hover, Move 5, Jump 5
Element: None
Drops: None
Steal: None
Skills: Trial by Fire, Trial by Ice, Trial by Wind,
Trial by Earth
Abilities: Disable Immunity
---Class: Seraph/Calamity
Acting as generals in the angel army, Seraphs are powerful entities that
provide both support and long range attack to their forces. Notably,
they cannot block status ailments, and so are easily taken care of when
Frozen or Stopped. Fun fact, I've neverr seen them use a normal physical
attack at all throughout the game.
Seraphim: Type: Hover, Move 2, Jump 5
Element: None
Large Enemy
Drops: Seraph Wing, Stop Orb
Steal: Follow Up Orb
Skills: Song of Deceit, Blessing Erase, Spirit Erase,
Angel Blessing
Abilities: Full Recovery, Domain of SP Down
Water Calamity: Type: Hover, Move 2, Jump 5
Element: Water
Large Enemy
Drops: Seraph Wing, Elixa
Steal: Freeze Fragment
Skills: Day of Shiva, Blessing Erase, Spirit Erase,
Angel Blessing
Abilities: Domain of SP Down, Water Absorb, Freeze Immunity
Wind Calamity: Type: Hover, Move 2, Jump 5
Element: Wind
Large Enemy
Drops: Seraph Chain, Elixa
Steal: Seal Fragment
Skills: Day of Vayu, Blessing Erase, Spirit Erase,
Angel Blessing
Abilities: Domain of SP Down, Wind Absorb, Paralysis Immunity
Fire Calamity: Type: Hover, Move 2, Jump 5
Element: Fire
Large Enemy
Drops: Seraph Chain, Elixa
Steal: Burn Fragment
Skills: Day of Agni, Blessing Erase, Spirit Erase,
Angel Blessing
Abilities: Domain of SP Down, Fire Absorb, Burn Immunity
Earth Calamity: Type: Hover, Move 2, Jump 5
Element: Fire
Large Enemy
Drops: Seraph Glow, Elixa
Steal: Heavy Fragment
Skills: Day of Bhumi, Blessing Erase, Spirit Erase,
Angel Blessing
Abilities: Domain of SP Down, Earth Absorb, DEF Down Block
---Class: Dragon
Dragons...the creatures of legend. They are some of the toughest creatures
in the game. They can take a lot of hits and have a wide range AOE attack
as well as powerful close range attacks to keep you on your toes.
Dragon: Type: Heavy, Move 4, Jump 3
Element: None
Large Enemy
Drops: Dragon Scale, Death Fragment (CH10 Mission 1)
Dragon Scale, Dragon Blood (other times)
Steal: Stop Fragment (CH10 Mission 1)
Elixia (other times)
Skills: Dark Breath, Rampage, Rend
Abilities: Guradian, Knockback
Flare Dragon: Type: Heavy, Move 4, Jump 3
Element: Fire
Large Enemy
Drops: Dragon Tounge, Flame Fragment
Steal: Elixia
Skills: Fire Breath, Rampage, Rend
Abilities: Guradian, Knockback, Burn Immunity
Ice Dragon: Type: Heavy, Move 4, Jump 3
Element: Water
Large Enemy
Drops: Dragon Scale, River Fragment
Steal: Elixia
Skills: Ice Breath, Rampage, Rend
Abilities: Guradian, Knockback, Freeze Immunity
---Class: ???
This enemy only appears during the final boss. It's weak and poses
little threat to Alto and his party.
The Black One: Type: Land, Move 4, Jump 3
Element: None
Drops: None
Steal: None
Skills: None
Abilities: Pack Hunter, Domain of Move Down, Disable Immunity
---Class: Shadows
Shadows are subconscious representations of a person's self. They often
present a view into the person's feelings and secrets that they don't
show to the outside world. Battle-wise, they tend to have similar stats,
skills, and abilities as the person of whom they take their appearance.
Popo's Shadow: Type: Air, Move 4, Jump 10
Element: Wind
Drops: None
Steal: None
Skills: Whirlwind, Long Shot, Kaboom!, Heart Shot
Abilities: None
Sakuya's Shadow: Type: Land, Move 4, Jump 3
Element: Fire
Drops: None
Steal: None
Skills: Flame Strike, Flash Strike, Fan Play
Abilities: None
Mordi's Shadow: Type: Hover, Move 4, Jump 2
Element: Earth
Drops: None
Black Out (unique in the CH10 battle)
Steals: None
Skills: Summon Familiar, Mor...Earth
Abilities: Refresh, Disable Immunity
Lisette's Shadow: Type: Water, Move 4, Jump 2
Element: Water
Drops: None
Steal: None
Skills: Splash, Heal, Cure, Water Blessing, Hip Drop,
Ice Coffin
Abilities: Heal Boost
---Class: Boss
Bosses are just that; this game's mission bosses who must be defeated.
This section covers the character based bosses. Any bosses beloninging
to a species of monster can be seen above.
Popo: Type: Air, Move 4, Jump 10
Element: Wind
Drops: Orb Fragment 1
Steal: Ail Guard
Skills: Whirlwind, Long Shot, Kaboom!, Heart Shot
Abilities: Tail Wind
Dorothy: Type: Air, Move 5, Jump 10
Element: None
Drops: Varies (Giant Fragment)
Steal: Varies (Critical Orb 2)
Assassin Orb (Last battle of CH6)
Mobile Ring 2 (Chapter 8 battle)
Skills: Summon Dekurin, Pain, Pain, Pain!
Suicide Samurai (CH5 onward)
Abilities: Counter, Guts, Pre-emptive Strike, Frenzy,
Low HP: Crit Up
Keith: Type: Land, Move 5, Jump 3
Element: None
Drops: Misery Fragment
Steal: Elixir 2
Skills: Assault Shot, Sniper Shot, Smoke Shot
Abilities: None
Hrodulf: Type: Land, Move 4, Jump 2
Element: None
Drops: Varies (Blast Fragment)
Delay Orb 3 (CH10 battle)
Steal: Varies (Guard Ring 2)
Delay Orb 3 (Last battle of CH6)
Guard Ring 3 (Chapter 8 battle)
Portal Ring (CH10 battle)
Skills: Cyclone, Skull Crusher, Armor Breaker, Raging Smash,
Imposing Aura
Abilities: Counter, Guardian, Defiance, General, Lone Struggle
Abilities 2: Counter, Low HP: DEF Up, Defiance, Ailment Block,
Intimidate (CH10 battle)
Dante: Type: Land, Move 5, Jump 3
Element: None
Drops: Varies (Predator Fragment)
Steal: Varies (Attack Ring 2)
Sickness Orb (Last battle of CH6)
Attack Ring 3 (Chapter 8 battle)
Skills: Beowulf, Deadline
Abilities: Guardian, Desperation
Hilda: Type: Warp, Move 4, Jump 25
Element: None
Drops: Varies (Sharp Fragment)
Steal: Varies (Mobile Ring)
Death Orb (Last battle of CH6)
Soul Gain (Chapter 8 battle)
Skills: Summon Familiar, Arched Fang, Chevar Principle, Transmit,
Song of Ruin
Abilities: Magic Shield
Niki: Type: Land, Move 5, Jump 3 (yeah, land, even if
(ally unit Element: Earth she seems to float)
only) Drops: None
Steals: None
Skills: Summon Phantom
Abilities: None
Mordimort: Type: Hover, Move 4, Jump 2
Element: Earth
Drops: None
Steals: None
Skills: Mor...Earth, Summon Familiar
Abilities: Refresh
Giselle: Type: Hover, Move 5, Jump 3
Element: None
Drops: None
Steal: None
Skills: Arm Gear, Redline
Hyperion C, Prepare Launch (From Chapter 8 onward)
Abilities: Counter, Ailment Block, Interceptor System
HP Recovery (CH10 battle)
Xeno: Type: Land, Move 4, Jump 3
Jump 5 (on the moon)
Element: None
Drops: None
Longinus (CHX battle)
Steal: None
Skills: Lion's Roar, Thousand Strikes, Blue Meteor
(Lion's Roar goes 4 spaces instead of 3)
Abilities: Guardian, Intimidate, Magic Shield, Commander
Disable Immunity (CHX battle)
Lisette: Type: Water, Move 4, Jump 2
Element: Water
Drops: None
Steal: None
Skills: Splash, Heal, Cure, Water Blessing, Hip Drop, Ice Coffin
Abilities: Heal Boost
Sakuya: Type: Land, Move 5, Jump 2
(strangely, her boss form can't walk on sand without
movement according to the description)
Element: Fire
Drops: None
Steal: None
Skills: Flame Strike, Flash Strike, Fan Play
Abilities: None
Giselle's Copy: Type: Hover, Move 5, Jump 3
Element: None
Drops: Rare Metal
Steal: None
Skills: Arm Gear, Redline
Abilities: Counter, Ailment Block, Interceptor System
Xeno (Angel): Type: Land, Move 4, Jump 10
Element: None
Drops: King's Guard
Skills: Mother's Love, Dark Blessing, Blood Sacrifice,
Save the Queen, Judgement Day
Abilities: Guardian, Intimidate, Ailment Block, HP Recovery,
Vitality
Eve: Type: Heavy, Move 0, Jump 0
Large Enemy
Element: None
Drops: None
Steal: None
Skills: Mode Change, Envy, Gluttony, Avarice, Lust,
Song of the Moon, Angel Creation
Abilities: Joy of Despair, Disable Immunity, Double Move
Dummy Qualia M: Type: Heavy, Move 0, Jump 3
Large Enemy
Element: None
Drops: None
Steal: None
Skills: Purify, Heal and Cure, Time Compress
Abilities: Infinite Replication, Disable Immunity
Dummy Qualia E: Type: Heavy, Move 0, Jump 3
Large Enemy
Element: None
Drops: None
Steal: None
Skills: Transfer, Null Advance, Null Activity, Dark Summon
Abilities: Infinite Replication, Disable Immunity
Cartesia: Type: Heavy, Move 0, Jump 3
Large Enemy
Element: None
Drops: None
Steal: None
Skills: Embrace, Song, Pandemonium, Paint It Black,
Unveil, Cartesia Theater
Abilities: Negate Song, Qualia's Blessing, Diable Immunity
(What, not Ailment Block? :) )
---Class: Ancient Witches/Legendary Hero
As a subset of "bosses" but getting their own section.
Fransica: Type: Water, Move 4, Jump 2
Element: Water
Drops: River Orb
Steal: Yggdrasil Staff
Skills: Splash, Heal, Ice Coffin
Abilities: Heal Boost
Millicent: Type: Air, Move 4, Jump 10
Element: Wind
Drops: Storm Orb
Steal: Tristan
Skills: Whirlwind, Long Shot, Heart Shot
Abilities: Tailwind
Kaede: Type: Land, Move 5, Jump 3</pre><pre id="faqspan-5">
(unlike Sakuya, she is affected by terrain (cannot cross sand))
Element: Fire
Drops: Flame Orb
Steal: Kaede
Skills: Flash Strike, Fan Play
(Kaede's Flash Strike is Fire Elemental, unlike Sakuya's)
Abilities: Sword-Drawing Counter
Ukuna: Type: Hover, Move 4, Jump 2
Element: Earth
Drops: Mud Orb
Steal: Gleipnir
Skills: Mor...Earth
Abilities: Refresh
Elcrest: Type: Land, Move 5, Jump 3
Element: None
Drops: Song Orb 2
Steal: None
Skills: Double Slash, Charge Slash, Arc Slash, Wild Slash,
Hero's Blessing, Ragna Break
(Elcrest's Ragna Break is listed as magical,
unlike Alto's physical version)
(Ragna Break not present in Hilda's final tuning)
Abilities: Counter, Parry
////////////////////////////////////////////////////////////////
----------7.ES: Enemy Skills List----------
////////////////////////////////////////////////////////////////
---Class: Wolf
Claw: SP 2: Physical Attack to 1 enemy. Non-elemental, Range 1, Height 3.
Poison Claw: 3 SP, Physical Attack to 1 enemy. Adds Poison.
Non-elemental, Range 1, Height 3.
Paralyze Claw: 3 SP, Physical Attack to 1 enemy. Adds Paralysis.
Non-elemental, Range 1, Height 3.
Summon Ally: 2 SP, Summon a Poison Wolf
Fire Ball: 3 SP, 150%PATK, Physical attack to 1 enemy. Adds Burn.
Fire, Range 1-2, Height 3.
Fang Bite: 3 SP, 200%PATK? Physical attack to 1 enemy.
Non-elemental, Range 1, Height 3.
---Class: Slime
Fluid Launch: SP 2, Physical Attack to 1 enemy. 100%PATK
Non-elemental, Range 1-2, Height 5
Slime: SP 2, 80%PATK?, Physical Attack to 1 enemy. Adds SPD Down.
Non-elemental, Range 1-2, Height 5.
Acid: SP 2, 75%PATK, Physical Attack to 1 enemy. Adds DEF Down.
Non-elemental, Range 1-2, Height 5.
Gastric Juices: SP 3, Physical Attack to 1 enemy. Adds DEF Down.
Non-elemental, Range 1-2, Height 5.
---Class: Orc
Heavy Strike: 2SP, 150%PATK, Physical attack to 1 enemy.
Non-elemental, Range 1, Height 3
All-Out Strike: 3 SP, Physical attack to 1 enemy. High critical hit rate.
Non-elemental, Range 1, Height 3
Desperate Strike: 6 SP, 175%PATK, Physical attack to 1 enemy.
Adds DEF Down to self.
Non-elemental, Range 1, Height 3
Tackle: 4 SP, Knockback attack to 1 enemy.
Non-elemental, Range 1, Height 3
Vale Tudo: 5 SP, Knockback attack to 1 enemy.
Non-elemental, Range 1, Height 3.
Stagger Strike: 6 SP, Physical attack to 1 enemy. Decreases turn speed.
Non-elemental, Range 1, Height 3.
Focus: 2 SP, Adds Crit Up to self.
---Class: Archer
Fire Shot: 3 SP. 100%PATK. Physical attack to 1 enemy. Adds Burn.
Fire, Range 2-4, Height +4,-15
Ice Shot: 4 SP. 100%PATK. Physical attack to 1 enemy. Adds Freeze.
Water, Range 2-4, Height +4,-15
Wind Shot: 3 SP. 100%PATK. Physical attack to 1 enemy. Adds Paralyze.
Wind, Range 2-4, Height +4,-15
Earth Shot: 3 SP. 100%PATK. Physical attack to 1 enemy. Adds DEF Down.
Earth, Range 2-4, Height +4,-15
Restrain Shot: SP 3, Physical attack to 1 enemy. Adds Move Down.
Non-elemental, Range 2-3, Height +4,-15
Focus Shot: SP 4, Physical attack to 1 enemy. High critical hit rate.
Non-elemental, Range 2-4, Height +4,-15
Arrow Rain: 6 SP. Physical attack to nearby units.
Non-elemental, Range 1-3, Height +4,-15
Leg Bind: 5 SP, Physical attack to 1 enemy. Adds Negate Move.
Non-elemental, Range 2-4, Height +4,-15
Arm Bind: 6 SP. 100%PATK. Physical attack to 1 enemy. Adds Negate Action
Non-elemental, Range 2-4, Height +4,-15
Focus (Million Hit): 2 SP, Add Aim Up, Status Ailment Up to self.
Focus (The Piercer): 2 SP, Add Aim Up to self.
---Class: Fairy
Restrain Shot: SP 3, Physical attack to 1 enemy. Adds Move Down.
Non-elemental, Range 2-3, Height +4,-15
Enchanting Shot: SP 5, Physical attack to 1 enemy. Adds Charm.
Non-elemental, Range 2-3, Height +4,-15
Soul Drain Shot: SP 0, Magic SP drain attack to 1 enemy.
Non-elemental, Range 2-3, Height 3.
Aero Dance: SP 6, Magic attack to nearby enemies. Decreases turn speed.
Wind, Range 1, Height 3.
Fairy Dance: SP 4, Increase turn speed of allies in range.
Range 1-2, Height 3.
Trance: SP 6, Add ATK Up, DEF Up, SPD Up, Dodge Up to self.
---Class: Dekurin
Chomp: SP 3, 125%PATK, Hits 4 times, Physical attack to 1 enemy.
Non-elemental, Range 1, Height 3
Don't Move!: SP 4, 100%PATK?, Hits 4 times, Physical attack to 1 enemy.
Non-elemental, Range 1, Height 3
Tear and Rend: SP 6, High damage to enemy with status ailments.
Non-elemental, Range 1, Height 3
---Class: Chronos
25% Damage: SP 5. Reduce 25% of remaining HP to 1 enemy.
Range 1, Height 7.
50% Damage: SP 7, Reduce 50% of remaining HP to 1 enemy.
Range 1, Height 7.
50% Damage (Ahriman): SP 9, Reduce 50% of remaining HP to 1 enemy.
Range 1, Height 7
(hits all units around the user)
Eye of Impedence: SP 4, 100%MATK (150%MATK Cocytus), Magic attack to 1 enemy.
Adds SPD Down.
Non-elemental, Range 1, Height 7.
Energy Drain: SP 1, Attack and reduce 10% of total SP to 1 enemy.
Non-elemental, Range 1, Height 7.
Leg Bind: SP 5, Add Negate Move to 1 enemy.
Range 1, Height 7.
Seal Time: 4 SP, Magic attack to 1 enemy. Adds stop.
Non-elemental, Range 1, Height 7.
Life and Death: SP 6, Reduce 1 enemy's total SP by 100%.
Range 1, Height 7.
---Class: Soldier
Scorpio: SP 2, 105%PATK, Physical attack to 1 enemy. Adds Paralyze.
Non-elemental, Range 1, Height 3.
Paralyze Bomb: SP 3, 75%PATK, Physical attack to 1 enemy. Adds Paralyze.
Non-elemental, Range 1-2, Height +3,-12.
(hits in 5 square plus shape)
Cursed Blade: SP 4, Attack and reduce 10% of total SP to 1 enemy.
Non-elemental, Range 1, Height 3
Putrid Fluid: SP 3, 50%PATK, Physical attack to units in range.
Non-elemental, Range 1-2, Height +3,-12.
(hits in 5 square plus shape)
---Class: Harbringer
Javelin: SP 4, 125%PATK, Physical attack to 1 enemy. Negates Counter.
Non-elemental, Range 1, Height 3.
Penetrate: SP 6, 125%PATK, Physical attack that hits a line of units.
Non-elemental, Range 1-3, Height 2.
Soul Eater: SP 0, 50%MATK, Magic SP drain attack to 1 enemy.
Non-elemental, Range 1, Height 3.
Focus (Harbringer): SP 3, Add ATK Up to self.
Focus (Harbringer Cadre): SP 6, Add ATK Up, DEF Up to self.
---Class: Golem
Thor's Hammer: SP 4, Physical attack to 1 enemy. Adds Stun.
Non-elemental, Range 1, Height 5.
Lariat: SP 7, Physical attack to nearby units.
Non-elemental, Range 1, Height 5.
(hits all surrounding spaces)
Head Stomp: SP 5, Physical attack to 1 enemy. Decreases turn speed.
Non-elemental, Range 1, Height 5.
Weapon Breaker: SP 2, Physical attack to 1 enemy. Adds ATK Down.
Non-elemental, Range 1, Height 5.
Armor Breaker: SP 2, Physical attack to 1 enemy. Adds DEF Down.
Non-elemental, Range 1, Height 5.
---Class: Element
Self Destruct: SP 1, Magic attack to nearby uits. Own HP becomes 0.
Element varies depending on unit's element,
Range 1-2, Height 5
Fire Ball: SP 3, Magic attack to enemies in range.
Fire, Range 1-3, Height 3
(hits in 5 square plus shape)
Sludge Ball: SP 3, 100%MATK, Magic attack to enemies in range.
Earth, Range 1-3, Height 3
(hits in 5 square plus shape)
Ice Ball: SP 3, Magic attack to enemies in range.
Water, Range 1-3, Height 3
(hits in 5 square plus shape)
Aero Ball: SP 3, Magic attack to enemies in range.
Wind, Range 1-3, Height 3
(hits in 5 square plus shape)
Dark Ball: SP 3, 125%MATK, Magic attack to enemies in range.
Non-elemental, Range 1-3, Height 3
(hits in 5 square plus shape)
---Class: Gryphon
Red Impact: SP 5, Physical attack to nearby units.
Fire, Range 1-2, Height 5
Red Torrent: SP 7, Physical attack to units ahead. Adds Burn.
Fire, Range 1-4, Height 3
Blue Impact: SP 5, Physical attack to nearby units.
Water, Range 1-2, Height 5
Blue Torrent: SP 7, Physical attack to units ahead. Adds Freeze.
Water, Range 1-4, Height 3
Green Impact: SP 5, Physical attack to nearby units.
Wind, Range 1-2, Height 5
Green Torrent: SP 7, Physical attack to units ahead.
Wind, Range 1-4, Height 3
Grind: Physical attack to 1 enemy. High critical hit rate.
Non-elemental, Range 1, Height 5.
---Class: Giant Plant
Sweet Breath: SP 7, Physical attack. Adds Sleep, Move Down, Negate Move.
Non-elemental, Range 1-4, Height 3
(Hits all enemies in wide radius in front of it)
Terror Tentacle: SP 3, Physical attack to 1 enemy. Decreases turn speed.
Non-elemental, Range 1-2, Height 7.
Noxious Breath: SP 7, Physical attack to enemies ahead. Adds Blind, Paralysis.
Non-elemental, Range 1-4, Height 3
(Hits all enemies in wide radius in front of it)
Blood Drain: SP 3, Physical HP drain attack to 1 enemy.
Non-elemental, Range 1-2, Height 5.
---Class: Chimera
Poison Fang: SP 4, Physical attack to 1 enemy. Adds Poison.
Non-elemental, Range 1-2, Height 5.
Roar: SP 3, Add ATK Down to nearby enemies.
Range 1-2, Height 7.
Impact Shot: SP 4, Physical attack to 1 enemy.
Non-elemental, Range 1-3, Height 7.
Ice Shot: SP 4, Physical attack to 1 enemy. Adds Freeze.
Water, Range 1-3, Height 7.
Thrust: SP 6, Physical attack to 1 enemy. High critical hit rate.
Non-elemental, Range 1, Height 5.
---Class: Angel
Fire: SP 5, Magic attack to 1 enemy. Adds Burn.
Fire, Range 1-2, Height 7
Ice: SP 6, Magic attack to 1 enemy. Adds Freeze.
Water, Range 1-2, Height 7
Wind: Magic attack to 1 enemy.
Wind, Range 1-2, Height 7
Earth: Magic attack to 1 enemy.
Earth, Range 1-2, Height 7
Binding Cry: SP 6, Add Paralyze to nearby enemies.
Range 1-2, Height 5
Panic Cry: SP 5, 100%MATK, Magic attack that deals damage to enemy SP.
Non-elemental, Range 1-2, Height 5.
Herald Mircale: SP 4, Heal 50% HP for allies in range.
Range 0-2, Height 5.
Herald Blessing: SP 4, Add ATK Up, DEF Up to allies in range.
Range 0-2, Height 5
Summon Ally: SP 2, Summon an Angel.
Trial by Fire: SP 6, Magic attack to enemies in range. Adds Burn.
Fire, Range 1-3, Height 3.
(Hits in 5 tile plus shape)
Trial by Ice: SP 6, Magic attack to enemies in range. Adds Freeze.
Water, Range 1-3, Height 3.
(Hits in 5 tile plus shape)
Trial by Wind: SP 6, Magic attack to enemies in range.
Wind, Range 1-3, Height 3.
(Hits in 5 tile plus shape)
Trial by Earth: SP 6, Magic attack to enemies in range.
Earth, Range 1-3, Height 3.
(Hits in 5 tile plus shape)
Herald's Prestige: SP 8, Adds Negate Action to nearby enemies.
Range 1-2, Height 5.
Summon Monster: SP 2, Summon a Monster
(monster summoned depends on the mission)
---Class: Seraph/Clamity
Song of Deceit: SP 6, Magic attack to enemies in range.
Non-elemental, Range 1-8, Height 5
(hits in a 5 tile plus shape)
Day of Shiva: SP 6, 100%MATK, Magic attack to enemies in range. Adds Freeze.
Water, Range 1-8, Height 5
(hits in a 5 tile plus shape)
Day of Vayu: SP 5, 100%MATK, Magic attack to enemies in range. Adds Paralysis
Wind, Range 1-8, Height 5
(hits in a 5 tile plus shape)
Day of Agni: SP 6, 100%MATK, Magic attack to enemies in range. Adds Burn.
Fire, Range 1-8, Height 5
(hits in a 5 tile plus shape)
Blessing Erase: SP 1, Physical attack to nearby enemies, Dispels buffs.
Non-elemental, Range 1-2, Height 5
Spirit Erase: SP 3, Reduce SP by half to enemies in range.
Range 1-2, Height 5.
Angel Blessing: Add ATK, DEF, and SPD Up to nearby allies.
Range 1-2, Height 5.
---Class: Dragon
Dark Breath: SP 9, Physical attack to units ahead.
Non-elemental, Range 1-4, Height 3.
Fire Breath: SP 9, Physical attack to units ahead. Adds Burn.
Fire, Range 1-4, Height 3.
Ice Breath: SP 10, Physical attack to units ahead. Addds Freeze.
Water, Range 1-4, Height 3.
Rampage: SP 4, Knockback attack to nearby units.
Non-elemental, Range 1, Height 5.
Rend: SP 6, Knockback attack to 1 enemy. High critical hit rate.
Non-elemental, Range 1, Height 5.
---Class: Boss (if they're playable character also, this lists only their
Boss-exclusive skills)
--Dorothy:
Suicide Samurai: SP 13, 150%?
Summon Dekurin: SP 1, Summon a Dekurin.
--Hrodulf:
Cyclone: SP 13, 75%PATK, Knockback attack to nearby units.
Non-elemental, Range 1, Height 3.
(hits all squares around him)
Skull Crusher: SP 8, 115%PATK, Physical attack to 1 enemy. Adds Stun.
Non-elemental, Range 1, Height 3.
Armor Breaker: SP 6, 115%PATK, Physical attack to 1 enemy. Adds DEF Down.
Non-elemental, Range 1, Height 3.
Raging Smash: SP 15, 125%PATK, Physical rush and knockback attack
to 1 enemy.
Non-elemental, Range 1-2, Height 3.
(Range in a straight line)
Imposing Aura: SP 20, Physical attack to nearby units.
Non-elemental, Range 1, Height 3.
(hits all squares around him)
--Hilda:
Summon Familiar: SP 1, Summon a familiar (some Eyes Only)
Transmit: SP 1, Summon a Harbringer
Song of Ruin: SP 30, Magic attack to nearby enemies. Adds Stop.
Non-elemental, Range 1-2, Height 5.
(Identical to her offensive Song Skill later on)
--Niki:
Summon Phantom: SP 1, Summon a Phantom
(yet you never get to see her using it)
--Mordimort:
Summon Familiar: SP 1, Summon a familiar.
--Giselle:
Prepare Launch: SP 2, Add Aim Up to self.
(Will always use this before Hyperion C)
--Xeno (Angel):
Mother's Love: SP 4, Add Dodge Up, Aim Up to self.
Dark Blessing: SP 1, Add ATK, DEF, and SPD Down to nearby enemies.
Range 1-3, Height 5.
(affects all tiles in a 3 tile radius around him)
Blood Sacrifice: SP 1, ???%PATK
Physical HP drain attack to nearby enemies.
Non-elemental, Range 1-2, Height 5.
Save the Queen: SP 13, ???%PATK
Physical attack to 1 enemy.
Non-elemental, Range 1 Height 5.
Judgement Day: SP 23, ???%PATK
Physical attack to enemies ahead.
Non-elemental, Range 1-4, Height 5.
--Eve:
Mode Change: SP 5, Switch between different modes.
Mode A: Increases damage taken and recieved. Takes 1.8 times
damage (+80%.)
Mode D: Reduces damage taken. Adds HP Regen to self.
Envy: SP 5, 125%PATK. Physical attack to 1 enemy. Adds Stop.
Negates Counter.
Non-elemental, Range 1-3, Height 3.
Gluttony: SP 5, 50%MATK, Magic attack to enemies in range.
Bypasses defense.
Non-elemental, Range 1-3, Height 5. (actually 1-4 range)
Avarice: SP 5, Reduce nearby enemies' HP by half. Adds Sickness.
Non-elemental, Range 1-3, Height 3.
Lust: SP 5, Add Charm to 1 enemy.
Range 1-4, Height 5.
Song of the Moon: SP 5, 175%MATK, Magic attack to nearby enemies.
Adds Blind, SP Drain.
Non-elemental, Range 1-4, Height 3.
Angel Creation: SP 6, Summon a Lunar Angel.
(actually summons several Lunar Angels)
Dummy Qualia M:
Purify: SP 12, Dispel buffs from nearby enemies.
Range 1-5, Height 7.
Heal and Cure: SP 4, Heal HP and cure ailments for one ally.
Range 1-4, Height 7.
(Heals 800HP to Cartesia)
Time Compress: SP 18, Increase turn speed for one ally.
Range 1-4, Height 7.
(Works just like Hilda's time compress.
Cartesia WILL move next)
Dummy Qualia E:
Transfer: SP 1, Transfer 1 enemy to a specified spot.
Range 1-4, Height 7.
Null Advance: SP 2, 75%PATK, Physical attack to 1 enemy. Adds Negate Move
Non-elemental, Range 1-4, Height 5.
Null Activity: SP 2, Physical attack to 1 enemy. Adds Negate Action.
Non-elemental, Range 1-4, Height 5.
Dark Summon: SP 2, Summon dark matter.
(Summons more The Black Ones, 2 in Phase 1, 6 in Phase 2)
Cartesia:
Embrace: SP 0, 100%PATK, Physical attack to 1 enemy.
Non-elemental, Range 1-2, Height 3.
Song: SP 7, 100%MATK, Magic attack. Adds Poison, Paralysis, Blind, Slow.
Non-elemental, Range 5, Height 3.
(Hits all enemies in 1-5 range in front of her)
Pandemonium: SP 6, 75%PATK, Physical attack to nearby enemies.
Forms damage tiles.
Non-elemental, Range 3-5, Hiehgt 7.
Paint It Black: SP 10, Immense damage to 1 enemy with ailments.
Non-elemental, Range 1-4, Height 7. (magical)
Unveil: SP 1
(I'm serious, there is no description)
Cartesia Theater: SP 0, 115%MATK, Magic attack to line.
Bypasses defense. Adds Stop.
Non-elemental, Range 1-7, Height 3.
////////////////////////////////////////////////////////////////
----------8.A: Abilities List----------
////////////////////////////////////////////////////////////////
Infiltrate: Negate enemy Guardian ability
Guts: Survive a fatal attack with 1 HP
(will activate once even if unit hits 1 HP due to a status effect)
Pack Hunter: Imcrease stats when allies of the same type are present
Range Up: Increases attack range by 1. (applies to normal attack and skills)
Pre-emptive Strike: May attack before the enemy.
Low HP: ATK Up: ATK Up when HP is low.
Low HP: DEF Up: DEF Up when HP is low.
Low HP: Crit Up: Crit Up when HP is low.
Low HP: HP Regen: HP Regen when HP is low.
Posion Immunity: Negate Poison
Burn Immunity: Negate Burn
Paralysis Immunity: Negate Paralysis
Freeze Immunity: Negate Freeze.
Disable Immunity: Negate all disabling status ailments.
Ailment Resist: 50% resistance to status ailments.
Ailment Block: Negate all status ailments.
Life Eater: Drain HP from adjacent enemies.
Poison Counter: Counter enemy attack and inflict Poison.
Paralysis Counter: Counter enemy attack and inflict Paralysis
Sickness Counter: Counter and inflict ATK, DEF, and SPD Down.
Anti-fire: ATK Up after recieving a fire attack.
Anti-water: ATK Up after recieving a water attack.
Defiance: Raises turn speed when attacked. (includes status effects)
General: Increase stats of all Harbringers in battle.
Lone Struggle: Increased stats when no allies remain.
Desperation: Stats increase when HP is low.
Magic Shield: Negate any magic damage less than 20.
Earth Absorb: Absorb Earth attacks.
Elemental Absorb: Absorb elemental attacks.
Knockback Block: Cannot be knocked back by enemy attacks.
Knockback: All attacks have a knockback effect.
Guardian: Adjacent tiles are impassable by enemies.
Triple Move: Can move up to 3 times per turn.
Witch Hunt: Increased damage to Witches.
Commander: Increase stats of all angels in battle.
Full Recovery: Heal HP, and SP, cure status ailments at end of turn.
Domain of Sleep: Add Sleep to nearby enemies at end of turn. (1 tile radius)
Domain of SP Down: SP Down to adjacent enemies at end of turn.
Domain of Charm: Add Charm to nearby enemies at end of turn.
Domain of Move Down: Add Move Down to adjacent enemies at end of turn.
Double Revenge: Counter with double damage when attacked.
(always works as a pre-emptive strike)
Arrow Immunity: Negate arrow attacks.
Strengthen Dragon: Increase stats of all dragons in battle.
DEF Down Block: Negate DEF Down.
Joy of Despair: Increase turn speed after recieving damage.
Double Move: Can move twice per turn.
Infinite Replication: When defeated, resurrect after a few turns.
(Actually has to be at the end of Cartesia's turns.)
Negate Song: May end an active song at end of turn.
Qualia's Blessing: Stat increase based on Dummy Qualia in battle.
--Note: Counters may say 100% accuracy, but they do have a regular attack's
chance to miss.
////////////////////////////////////////////////////////////////
----------9.FT: Free Time----------
////////////////////////////////////////////////////////////////
In a regular New Game, there are 3 blocks of Free Time for each free
time period. This number is tripled in New Game+, where you instead have
9 blocks per period. Overall, it is impossible to do all the possible events
in your first game. It isn't even possible in a New Game+.
Prolouge: None
Chapter 1: None
Chapter 2: 3 Periods
Chapter 3: 3 Periods
Chapter 4: 3 Periods
Chapter 5: 3 Periods
Chapter 6: 2 Periods
Chapter 7: 5 Periods
Chapter 8: 1 Period
Chapter 9: None
Chapter 10: 4 Periods
Chapter X: 5 Periods
Events List:
Affinity Conversations: Each Witch takes 13 conversations plus 3 tunings,
meaning (Knight Barracks/Tuning Hall)
they take a full 16 blocks each.
-----------------------------------
-----lmbtF: Lambert Facilities-----
-----------------------------------
---Bianca's Armory
CH1--
Short Sword 600G
Wood Staff 700G
Leather Vest 700G
Cotton Shirt 600G
Attack Ring 400G
Magic Ring 400G
Guard Ring 400G
Healing Herb 80G
Cure Drop 160G
CH2--(Second Free Time)
Plated Sword 900G
Bronze Spear 1100G
Survival Knife 900G
Field Fist 1200G
Craft Staff 1100G
Chain Plate 1200G
Chain Vest 1100G
Camisole 900G
Power Stone 600G
Tough Ring 600G
Mental Ring 600G
Healing Herb 2 320G
CH3--(First Free Time)
Steel Sword 1400G
Steel Spear 1600G
Steel Knife 1400G
Bronze Fist 1800G
Hunter's Bow 1400G
Stock Rifle 1800G
Clover Staff 1600G
Bronze Plate 1800G
Synthetic Vest 1600G
Quilted Shirt 1400G
Ail Guard 380G
Down Guard 400G
Stop Guard 600G
Fire Guard 600G
Aero Guard 600G
Elixir 500G
CH5-- (First Free Time)
Buy----------------------
Black Sword 2000G
Kagechiyo 2400G
Armor Spear 2400G
Assassin Knife 2000G
Royal Fist 2700G
Autumn Bow 2000G
Travel Rifle 2700G
Magical Staff 2400G
Gilted Plate 2700G
Chain Vest+ 2400G
Corset 2000G
Physical Ring 1200G
Earth Guard 600G
Hercules Boots 800G
Healing Herb 3 900G
CH6--
Buy---------------------
Sword Breaker 3000G
Kiku Ichimonji 3500G
Battle Lance 3500G
Sesshomaru 3000G
Steel Fist 4100G
Fairy Bow 3000G
Gulf Shot 4100G
Jack-o'-lantern 3500G
Steel Plate 4100G
Hard Leather 3500G
Armor Camisole 3000G
Attack Ring 2 2000G
Magic Ring 2 2000G
Guard Ring 2 900G
Power Stone 2 1400G
Ail Guard 2 2000G
Down Guard 2 2500G
Stop Guard 2 3000G
Aqua Guard 600G
Dragon Blood 1200G
CH8--
Buy----------------------
Bastard Sword 4500G
Arachne 5300G
Titan Spear 5300G
Caricature 4500G
Prototype Fist 6100G
Eagle Eye 4500G
Full Metal 6100G
Crystal Staff 5300G
Alloy Plate 6100G
Carbon Vest 5300G
Polymer Shirt 4500G
Tough Ring 2 2000G
Mental Ring 2 2000G
CH10--
Buy-----------------------
Dainsleif 6800G
Sword of Light 9999G
Onikirimaru 7900G
Shinai 9999G
Trident 7900G
Bamboo Spear 9999G
Khanjar 6800G
BBQ Skewer 9999G
Alloy Fist 9100G
Sushi Fist 9999G
Azusa Yumi 6800G
Magical Cute 9999G
R & B 9100G
Bamboo Gun 9999G
Hollow Staff 7900G
Cat Paw 9999G
Deathscythe 7990G
Mic Stand 9999G
Gold Plate 9100G
Gold Vest 7900G
Barrier Shirt 6800G
Ail Guard 3 8000G
Down Guard 3 10000G
Stop Guard 3 12000G
CH10--(3rd Free Time)
Buy-------------------------
Attack Ring 3 5000G
Magic Ring 3 5000G
Guard Ring 3 2000G
Healing Herb 4 1500G
Mana Fruit 2 480G (should have been swapped with Elixir,
but whatever)
CHX--
Buy-------------------------
Anastasia 10000G
Marakumo 12000G
Gungnir 12000G
Kotetsu 10000G
Arondight 14000G
Dragon's Breath 10000G
Lohengrin 14000G
Starmine 12000G
Skull Scythe 12000G
Diamond Plate 14000G
Platinum Vest 12000G
Rusalka Bustier 10000G
CHX--(5th and Final Free Time)
Buy---------------------------
Baton Sword 30000G
Sakuya 30000G
Dorothy 30000G
Beatrice 30000G
Meta-Fiction 30000G
Kunai 30000G
God Hand 30000G
Artemis 30000G
Holy Bow 30000G
Dominion 30000G
Millionaire 30000G
Ecthelion 30000G
Caduceus 30000G
Memento Mori 30000G
CPU-64 14000G
-----Franz Atelier
CH1--
Buy--------------------
Aim Orb 220G
Attack Orb 220G
CH2--(New Items mentioned on second Free Time, but available on first)
Buy--------------------
Venom Orb 200G
Greed Orb 200G
Refine-----------------(Available starting 3rd Mission Time)
Venom Orb 50G Orb Fragment 1 x3
Greed Orb 50G Orb Fragment 1 x3
Aim Orb 55G Orb Fragment 1 x2
Attack Orb 55G Orb Fragment 1 x2
Critical Orb 60G Orb Fragment 1 x4
CH3--
Buy---------------------
Paralyze Orb 340G
Luck Orb 300G
Refine------------------
Paralyze Orb 85G Orb Fragment 2 x3, Orb Fragment 1 x2
Flame Orb 75G Flame Fragment x1
River Orb 75G River Fragment x1
Storm Orb 75G Storm Fragment x1
Mud Orb 75G Mud Fragment x1
Luck Orb 75G Orb Fragment 2 x1
Song Orb 550G Song Fragment x3
Aim Orb 2 75G Orb Fragment 2 x2, Aim Orb x1
Attack Orb 2 75G Orb Fragment 2 x2, Attack Orb x1
Giant Orb 75G Orb Fragment 2 x1, Orb Fragment 1 x1
CH5--
Buy---------------------
Drain Orb 560G
Misery Orb 460G
Quick Orb 460G
Refine------------------
Venom Orb 2 115G Orb Fragment 3 x3, Venom Orb x1
Burn Orb 115G Orb Fragment 3 x2, Orb Fragment 1 x1
Sleep Orb 115G Orb Fragment 3 x3, Orb Fragment 2 x2,
Orb Fragment 1 x1
Drain Orb 140G Orb Fragment 3 x1, Orb Fragment 2 x2
Greed Orb 2 115G Orb Fragment 3 x4, Greed Orb x1
Misery Orb 115G Orb Fragment 3 x1, Misery Fragment x1
Quick Orb 115G Orb Fragment 3 x4, Orb Fragment 2 x4
CH6--
Buy---------------------
Weak Orb 700G
Soft Orb 700G
Immobile Orb 700G
Blind Orb 680G
Corner Orb 720G
Refine------------------
Weak Orb 175G Orb Fragment 3 x2
Soft Orb 175G Orb Fragment 3 x2
Immobile Orb 175G Orb Fragment 3 x2
Slow Orb 170G Orb Fragment 3 x2
Paralyze Orb 2 170G Orb Fragment 3 x3, Paralyze Orb x1
Blind Orb 170G Orb Fragment 3 x2, Orb Fragment 1 x4
Heavy Orb 170G Orb Fragment 3 x4, Immobile Orb 2 x1
Luck Orb 2 170G Orb Fragment 3 x1, Luck Orb x1
Chase Orb 170G Orb Fragment 3 x1
Critical Orb 2 170G Orb Fragment 3 x2, Critical Orb x1
Corner Orb 180G Orb Fragment 3 x2, Orb Fragment 2 x3
Hunter Orb 175G Orb Fragment 3 x4
CH8--
Buy----------------------
Absorb Orb 1200G
Hit Orb 1000G
Refine-------------------
Burn Orb 2 250G Orb Fragment 4 x2, Burn Orb x1, Burn Fragment x1
Sleep Orb 2 250G Orb Fragment 4 x3, Sleep Orb x1
Stun Orb 250G Orb Fragment 4 x2, Sleep Orb x1, Paralyze Orb x1
Freeze Orb 250G Orb Fragment 4 x2, Stun Orb x1
Seal Orb 250G Orb Fragment 4 x4, Paralyze Orb 2 x1
Blast Orb 250G Orb Fragment 4 x2, Blast Fragment x1
Drain Orb 2 250G Orb Fragment 4 x1, Drain Orb x1
Absorb Orb 300G Orb Fragment 4 x2, Orb Fragment 3 x3
Hit Orb 250G Orb Fragment 4 x3, Orb Fragment 3 x3,
Orb Fragment 1 x3
Aim Orb 3 250G Orb Fragment 4 x3, Orb Fragment 3 x3,
Aim Orb 2 x1
Attack Orb 3 250G Orb Fragment 4 x3, Orb Fragment 3 x3,
Attack Orb 2 x1
Corner Orb 2 250G Orb Fragment 4 x2, Corner Orb
Quick Orb 2 250G Orb Fragment 4 x4, Orb Fragment 3 x4, Quick Orb
Angle Orb 2500G Sharp Fragment x2
--NOTE: Attack Orb 2 says 30% more damage, but is really 20%
Also, the Attack Orbs don't increase skill damage(like any other orb)
--NOTE: Attack Orb 3 says +50% damage, but is really +30%
CH9--
Refine
Weak Orb 2 375G Orb Fragment 4 x1, Weak Orb x1
Soft Orb 2 275G Orb Fragment 4 x1, Soft Orb x1
Immobile Orb 2 375G Orb Fragment 4 x2, Immobile Orb x1
Slow Orb 2 375G Orb Fragment 4 x2, Slow Orb x1
Blind Orb 2 375G Orb Fragment 4 x2, Blind Orb x1
Heavy Orb 2 375G Orb Fragment 4 x4, Heavy Orb x1,
Heavy Fragment x1
Delay Orb 400G Orb Fragment 4 x3, Slow Orb x1
Chase Orb 2 375G Orb Fragment 4 x2, Chase Orb
Critical Orb 3 375G Orb Fragment 4 x3, Orb Fragment 3 x3,
Critical Orb 2
Desperate Orb 375G Orb Fragemtn 4 x2, Orb Fragment 1 x1
CH10--
Buy----------------------
Delay Orb 1600G
Dispel Orb 2500G
Hermit Orb 2400G
Desperate Orb 1500G
Ally Orb 2300G
Lone Orb 2300G
Drive Orb 2400G
Solid Orb 2400G
Refine---------------------
Stun Orb 2 575G Orb Fragment 5 x4, Stun Orb
Freeze Orb 2 575G Orb Fragment 5 x2, Freeze Orb, Freeze Fragment
Stop Orb 575G Orb Fragment 5 x3, Slow Orb 2 x1
Seal Orb 2 575G Orb Fragment 5 x4, Seal Orb, Seal Fragment x1
Sickness Orb 2 550G Orb Fragment 5 x3, Orb Fragment 3 x3,
Sickness Orb x1
Drain Orb 3 575G Orb Fragment 5 x1, Drain Orb 2 x1
Absorb Orb 2 575G Orb Fragment 5 x2, Absorb Orb x1
Dispel Orb 625G Orb Fragmnet 5 x2, Orb Fragment 4 x2,
Orb Fragment 3 x2
Hermit Orb 600G Orb Fragmnet 5 x3, Orb Fragment 4 x3,
Orb Fragment 3 x3
Hit Orb 2 575G Orb Fragment 5 x3, Orb Fragment 4 x3,
Hit Orb x1
Song Orb 2 1375G Song Fragment x4, Song Orb x1
Ally Orb 575G Orb Fragment 5 x3
Lone Orb 575G Orb Fragment 5 x3
CHX--
Refine---------------------
Stop Orb 2 800G Orb Fragment 5 x3, Stop Orb x1, Stop Fragment x1
Absorb Orb 3 850G Orb Fragment 5 x2, Absorb Orb 2 x1
Delay Orb 2 850G Orb Fragment 5 x3, Delay Orb x1
Dispel Orb 2 850G Orb Fragment 5 x2, Dispel Orb x1
Hermit Orb 2 845G Orb Fragment 5 x3, Orb Fragment 4 x3,
Hermit Orb x1
Chase Orb 3 850G Orb Fragment 5 x3, Orb Fragment 4 x3,
Chase Orb 2 x1
Desperate Orb 2 850G Orb Fragment 5 x1, Desperate Orb x1
-----Red Bear Tavern
Part Time Jobs
--0 Stars (3 times to Rank Up)
Bianca's Armory: 1000G (3 times). Rank Up: Staff Discount
Franz Atelier: 1000G, Orb Fragment 1 x5. Rank Up: Attack Orb 2
Tuning Hall: 1000G Rank Up: B-Rank Badge
Red Bear Tavern: 1000G. Rank Up: Milk x5
--1 Stars (4 times)
Bianca's Armory: 2000G. Rank Up: Elixa
Franz Atelier: 2000G, Orb Fragment 1 x5. Rank Up: Venom Orb 2
Tuning Hall: 2000G. Rank Up: Chicken Ring
Red Bear Tavern: 2000G. Rank Up: Grape Juice x5
--2 Stars (4 times)
Bianca's Armory: 3000G. Rank Up: Gold Discount
Franz Atelier: 3000G, Orb Fragment 2 x5, Orb Fragment 1 x5
(Fragment rewards alternate each job)
Rank Up: Thief Orb 2
Tuning Hall: 3000G. Song Fragment. Rank Up: A-Rank Badge
Red Bear Tavern: 3000G. Rank Up: Fake Cocktail x5
--3 Stars (Cannot work until after CH 8) (5 times for Rank Up)
Bianca's Armory: 4000G. Rank Up: VIP Card
Franz Atelier: 4000G, Orb Fragment 1 x5, Orb Fragment 2 x5,
Orb Fragment 3 x5, Orb Fragment 4 x5
(Fragments provided in order once each)
Rank Up: Angle Orb
Tuning Hall: 4000G. Song Fragment. Rank Up: S-Rank Badge
Red Bear Tavern: 4000G. Rank Up: Fake Beer x5
--4 Stars (Max)
Bianca's Armory: 5000G
Franz Atelier: 5000G, Orb Fragment 5 x5
Tuning Hall: 5000G
Red Bear Tavern: 5000G
-----Explore
CH2--
Explore x1: Hunter's Brooch
Random Items
Coarse China
Coarse China
Healing Herb 2
Healing Herb 2
Flint Stone
Coarse Gem
Coarse Gem
CH3--
Explore x2: Ewan Inc. Card (Ewan)
Explore x5: Fantasy Trip (Popo)
CH4--
Explore x3: Panties (Nonoka)
Explore x5: Oil Absorber (Sakuya)
CH5--
Explore x2: Priestess Photo (Archibald)
Explore x5: Dessert Statue (Klaus)
CH6--
Explore x2: Alto Doll (Mordimort)
Explore x5: Replica Kingdom (Keith)
CH7--
Explore x3: Lady's Card (Rusty)
Explore x6: Floral Kerchief (Lisette)
CH10--
Explore x3: Recipe Book (Dante)
Explore x7: Hilda's Statue (Dorothy)
CHX--
Explore x3: Angel Halo (Giselle)
Explore x6: Wing Strap (Veronica)
Explore x9: Shameful Past (Hilda)
------------------------------------
-----ChAf: Character Affinities-----
------------------------------------
Lisette: --Note: Lisette's affinity cannot be increased after
the 7th conversation
(It's stuck at 3 diamonds 2 lit) until CH7
Support: Dodge Support
1: Water Veil
2: Reduce SP Cost
3: Song of Grace
4: Levia
Klaus: --Note: Klaus' Affinity cannot be increased passed his 2nd level
Support: Aim Support
1: HP Recovery
2: Magic Shield
Rusty: --Note: Rusty is unable to be spoken to at all during CH5
Dodge Support
1: Infiltrate
2: Sprint
3: High Jump
Archibald: Support: Critical Support
1: Vitality
2: Guard Efficiency
3: Movement Up
Ewan: Aim Support
1: Coach
2: Elite
3: Item Master
Popo: Aim Support
1: Arrow Dodge
2: Ride the Wind
3: Reduce SP Cost
4: Volt Shower
Nonoka: Dodge Support
1: Status Ailment+
2: Control Condition
3: Nonoka Special
Sakuya: Critical Support
1: Sword-Drawing Pre-emptive Strike
2: Song of Flames
3: Unsheathed Parry
4: Fiery Night
Keith: Aim Support
1: Status Ailment+
2: Reduce SP Cost (funniest support ever)
3: Lock On (welp, seems he doesn't have much of a bond)
Mordimort: Added Effect
1: Disable Immunity
2: Lonely Mountains
3: Reduce SP Cost
4: Dark Labyrinth
Dorothy: Dodge Support
1: Pre-emptive Strike
2: Concentration
3: Frenzy
Dante: Added Effect
1: Intimidate
2: Guts
3: Follow Up
Hilda: Added Effect
1: SP Recovery
2: Upstream Waltz
3: Reduce SP Cost
4: Blazing Light
Veronica: Added Effect
1: Magic Shield
2: Angel Eater
3: SP Recovery
Giselle: (Giselle starts at Rank 2 affinity (5 conversations worth)
Her support is already at that level)
Critical Support
1: Reboot
--------------------------
-----FB: Free Battles-----
--------------------------
There appear to be up to three different battles per Free Battle location.
CH2: Monster Suppresion 1, 2
CH3: Monster Suppresion 3: Windy Hills
4: Forest of Beginning.
5: Popo's Shack
Mithra Investigation LV10: Mithra Village (Crystalized)
Windmill Investigation LV16: Solitary Windmill
CH5: Monster Suppression 7: Forest of Beginning
8: Windy Hills
9: Gohra Volcano
Crater Investigation LV25: Volcano Crater
CH6: Monster Suppression 10: Eastern Forest
11: Mujabalaar Desert
Kandaar Investigation LV30: Kandaar Hills
CH8: Monster Suppression 14: Eastern Forest
15: Windy Hills
16: Gohra Volcano
17: Mujabalaar Desert
CH9: Same as CH8
CH10: Mosnter Suppressions 14-17
Orb Festival, Begin!: Forest of Beginning
CHX: Same as CH8-10
CHX Mission 3: Monster Suppression 18: Veronica's Lab
19: Narakiv Crater
CHX Mission 4: Monster Suppressions 18-19
20: Yggdrassil Base
Mithra Investigation LV45: Mithra Village (10 Play Coins)
Shack Investigation LV45: Popo's Shack (10 Play Coins)
Crater Investigation LV45: Volcano Crater (10 Play Coins)
Kandaar Investigation LV45: Kandaar Hills (10 Play Coins)
//////////////////////////////////////////////////////////////////////////
----------10.TB: Tuning Battles----------
//////////////////////////////////////////////////////////////////////////
Lisette:
Tuning 1: Mandatory, See Mission 3 of Prolouge.
Lisette cannot progress beyond her 7th converstaion
(2 of 3 diamonds lit, 1 bar lit) until Chapter 7.
"Tuning" 2: Mandatory, See Mission 3/4 Part 3 of CH 6
Tuning 3: 9th Affinity Talk
Victory: Move Alto closer to Lisette
Defeat: Alto is defeated.
Lisette's shadow is defeated.
(only possible by splash damage)
Clear: Aquire Song of Grace!
Tuning 4: 15th Affinity Talk
Victory: Defeat Lisette
Defeat: A non-Lisette enemy is defeated.
Units: 6 (Alto req.)
Enemies: 9 Lisette's Bodyguard, Lisette
(All enemies have HP Regen)
(Lisette appears at her current Level
with her current skills and stats,
but only has the Heal Boost ability)
Clear: Lisette Class Changes to Water Goddess
(2 level ups worth of stats)
Aquire Levia!
Popo:
Tuning 1: Mandatory, See Mission 4 of CH 2
Tuning 2: Mandatory, See Free Time 1 of CH 3
Tuning 3: 4th Affinity Talk
Victory: Defeat more enemies than Popo's Shadow
Defeat: Alto is defeated. Popo's Shadow defeats six enemies.
Units: 6 (Alto req.) Ally Units: Popo's Shadow (with Speed Up)
Enemies: 4 The Crawler, 4 The Destroyer, 3 The Piercer
Clear: Aquire Ride the Wind
Tuning 4: 9th Affinity Talk
Victory: Protect Popo's Shadow and defeat all enemies
Defeat: Alto is defeated. Popo's Shadow is defeated.
Units: 6 (Alto req.) (Your Units all inflicted with Speed Down)
Ally Units: Popo's Shadow
Enemies: 6 The Destroyer, 4 The Crawler, 4 The Piercer
Clear: Aquire Reduce SP Cost
Tuning 5: 15th Affinity Talk
Victory: Defeat Popo
Defeat: Alto is defeated. Fight eight or more times against Popo.
Units: 6 (Alto req.)
Enemies: 6 Anemoi, 4 Anemoi(White), Popo
(Popo's LV equal to your highest unit's LV)
(all enemies have SPD Up)
Clear: Popo Class Changes to Wind Goddess (2 level ups worth)
Aquire Volt Shower!
Sakuya: Tuning 1: Mandatory, See Mission 4 of CH 3
Tuning 2: 4th Affinity Talk
Victory: Defeat Sakuya's fleeing shadow.
Defeat: Alto is defeated. Sakuya's Shadow reaches its goal.
Units: 6 (Alto req.)
Enemies: 12 The Tearer, 1 Sakuya's Shadow
Clear: Aquire Song of Flames!
Tuning 3: 9th Affinity Talk
Victory: Defeat Sakuya's shadow.
Defeat: Alto is defeated.
Units: 6 (Alto req.) (all of your units inflicted with DEF Down)
Enemies: 12 The Tearer, 1 Sakuya's Shadow
Clear: Aquire Unsheathed Parry!
Tuning 4: 15th Affinity Talk
Victory: Defeat Sakuya
Defeat: Alto is defeated.
A non-Sakuya enemy is defeated.
(They actually can be defeated, just not with Alto)
Units: 6 (Alto req.)
Enemies: 12 Kagutsuchi, Sakuya (all enemies have ATK Up)
Clear: Sakuya Class Changes to Fire Goddess (2 level ups worth)
Aquire Fiery Night!
Mordimort: Tuning 1: Mandatory, See Mission 4 of CH 5
Tuning 2: 4th Affinity Talk
Victory: Defeat all enemies
Defeat: Alto is defeated.
Units: 6 (Alto req.)
Enemies: 10 The Crawler, 3 Mordi's Shadow
(unless all 3 Mordi's Shadows are defeated without
letting them have a turn, they will continue to
resummon themselves.)
Clear: Aquire Lonely Mountains!
Tuning 3: 9th Affinity Talk
Victory: Defeat Mordimort's shadow.
Defeat: Alto is defeated.
Units: 6 (Alto req.) (all of your units inflicted with ATK Down)
Enemies: 12 The Crawler, 1 Mordi's Shadow
Clear: Aquire Reduce SP Cost!
Tuning 4: 15th Affinity Talk
Victory: Defeat Mordimort
Defeat: Alto is defeated.
Thirteen or more enemies are present.
Units: 6 (Alto req.)
Enemies: 4 Ayakashikone, 4 Omodaru, Mordimort
(All enemies have DEF Up)
Mordimort will constantly summon more enemies,
starting with 2 Ayakashikone in the center,
then 2 nearby her, then 1 each of her turns
directly next to her.
Clear: Mordimort Class Changes to Earth Gosdess
(2 level ups worth (and no AGI argh))
Aquire Dark Labyrinth
Hilda: Notably: Hilda's Spirit world changes as you progress.
She's the only one without a shadow, and who's background
(of a shattered stained glass clock) is fixed over time, with
the rotating "clock" circle not present until her final tuning.
Tuning 1: Mandatory, See Mission 2 of CH9
(this is not a battle nor a dialouge choice)
Tuning 2: 4th Affinity Talk
Victory: Defeat all enemies. "No items"
Defeat: Alto is defeated. Hilda is defeated.
Units: 6 (Alto and Hilda req.) (your units start with 0 SP)
Enemies: 6 Mercenary, 6 Ghost Soldier (no drops obviously)
Clear: Aquire Upstream Waltz!
Tuning 3: 9th Affinity Talk
Victory: Defeat all enemies. "No skills"
Defeat: Alto is defeated. Hilda is defeated.
Units: 6 (Alto and Hilda req.)
Enemies: 8 Harbringer, 4 Harbringer Cadre
Clear: Aquire Reduce SP Cost!
Tuning 4: 15th Affinity Talk
Victory: Defeat all enemies. *No songs or conducts*
Defeat: Alto is defeated. Hilda is defeated.
(yes, Hilda is not the boss)
Units: 6 (Alto and Hilda req.)
Enemies: 8 Elcrest 5 LVs below the boss, Fransica, Millicent,
Kaede, Ukuna (all four are 3 LVs below the boss),
Elcrest (boss)(Interestingly, he's LV39 when I fought,
just like he was in the story)
(Alto seriously has a mirror match here this time)
Clear: Hilda Class Changes to Time Goddess (2 Level Ups worth)
Aquire Blazing Light!
////////////////////////////////////////////////////////////////
----------11.IDB: Items Database----------
////////////////////////////////////////////////////////////////
---Weapons---
--Swords--
Hunter's Sword: PATK+2, MATK+1, ACC90, SLOTx1
Alto's favorite hunting sword.
Location: Alto's initial inventory.
Short Sword: PATK+4, MATK+2, ACC80, SLOTx1
A sword for beginner knights.
Location: Bianca's Armory Ch1
Plated Sword: PATK+6, MATK+3, ACC80, SLOTx1
A gold-coated sword.
Location: Bianca's Armory Ch2 (second free time)
Steel Sword: PATK+9, MATK+5, ACC80, SLOTx1
A sword given only to true knights.
Location: Bianca's Armory Ch3
Black Sword: PATK+12, MATK+6, ACC80, SLOTx2
A sword made from sharpened obsidian.
Location: Bianca's Armory Ch5
Sword Breaker: PATK+15, MATK+8, ACC80, SLOTx2
A lethal crooked sword.
Location: Bianca's Armory Ch6
Bastard Sword: PATK+18, MATK+9, ACC80, SLOTx2
A sturdy sword made by a master.
Location: Bianca's Armory Ch8
Dainsleif: PATK+22, MATK+11, ACC80, SLOTx3
A foreign sword of unknown origin.
Location: Bianca's Armory Ch10
Anastasia: PATK+26, MATK+13, ACC80, SLOTx4
A sword imbued with citizen's desires.
Location: Bianca's Armory ChX
Orb Meister: PATK+5, MATK+2, ACC80, SLOTx2
A sword for beginning orb users.
Location: Special Rewards: The First Battle
Strong Edge: PATK+12, MATK+5, ACC95, SLOTx1
Has high damage and high hit rate.
Location: Special Rewards: Sakuya's Secret
Triple Edge: PATK+17, MATK+8, ACC90, SLOTx3
A special sword with 3 slots.
Location: Special Rewards: The Forest Labratory
Ice Shiva: PATK+20, MATK+10, ACC90, SLOTx3
A sword with a Freeze Orb attatched.
Orbs: Freeze Orb
Location: Special Rewards: The Last Stand part 2
Blood Sword: PATK+28, MATK+14, ACC75, SLOTx4
A demonic sword that drains life.
Orbs: Drain Orb 3
Location: Special Rewards: Facing the Legends
Sword of Light: PATK+18, MATK+9, ACC50, SLOTx5
A beautiful technomoly relic.
Orbs: Critical Orb, Critical Orb 2, Critical Orb 3
Location: Bianca's Armory Ch10
Baton Sword: PATK+30, MATK+15, ACC80, SLOTx5
The Conductor's star sword.
Location: Bianca's Armory ChX (final Free Time)
--Katanas--
Tachi: PATK+14, MATK+14, ACC95, SLOTx1
A traditional Amatsu blade.
Location: Sakuya's initial inventory.
Muramasa: PATK+26, MATK+26, ACC95, SLOTx3
Dorothy's favorite weapon.
Location: Dorothy's initial inventory.
[Only equippable by Dorothy]
Kagechiyo: PATK+17, MATK+17, ACC85, SLOTx2
A blade said to shatter boulders.
Location: Bianca's Armory Ch5
Kiku Ichimonji: PATK+20, MATK+20, ACC85, SLOTx2
Master smith Raiden's first work.
Location: Bianca's Armory Ch6
Arachne: PATK+23, MATK+23, ACC85, SLOTx2
A blade favored by barbarians.
Location: Bianca's Armory Ch8
Onikirimaru: PATK+27, MATK+27, ACC85, SLOTx3
Raiden's last work.
Location: Bianca's Armory Ch10
Marakumo: PATK+31, MATK+31, ACC85, SLOTx4
The pinnicle of the katana craft.
Location: Bianca's Armory ChX
Tokinagare Ju: PATK+17, MATK+17, ACC95, SLOTx2</pre><pre id="faqspan-6">
Cuts not only flesh, by time itself.
Orbs: Delay Orb
Location: Special Rewards: Kandaar Battle!
Hanbei: PATK+20, MATK+20, ACC95, SLOTx3
A non-lethal sword. May stun.
Orbs: Stun Orb
Location: Special Rewards: Crystal Empire Part 1
Hotenko Ugachi: PATK+27, MATK+27, ACC95, SLOTx3
A sword that weakens by hitting vital points.
Orbs: Sickness Orb 2
Location: Special Rewards: The World's Truth
Kusanagi: PATK+32, MATK+32, ACC95, SLOTx4
Its users can see enemy weaknesses.
Orbs: Assassin Orb 2
Location: Special Rewards: The Fire Score
Kaede: PATK+34, MATK+34, ACC100, SLOTx3
Kaede's sword. Burns enemies.
Orbs: Burn Orb 2
Location: Steal from Kaede in The Final Truth Part 1
Shinai: PATK+26, MATK+26, ACC85, SLOTx4
A bamboo sword.
Orbs: Assassin Orb, Hermit Orb, Hit Orb
Location: Bianca's Armory Ch10
Sakuya: PATK+34, MATK+34, ACC85, SLOTx5
The Priestess relic takes its user's name.
Location: Bianca's Armory ChX (final Free Time)
[Only equippable by Sakuya]
Dorothy: PATK+35, ACC95, SLOTx5
A blade made by hardworking dekurins.
Location: Bianca's Armory ChX (final Free Time)
[Only equippable by Dorothy]
--Usable Items
Healing Herb: User recovers 20 HP.
A type of herb you can find anywhere.
Healing Herb 2: User recovers 50 HP.
Made of crushed porta leaves.
Healing Herb 3: User recovers 80 HP.
High-quality medicine made by pharmacists.
Healing Herb 4: User recovers 50% of their HP.
Highest-quality pharmaceutical medicine.
--NOTE: All Healing Mists activate in a 5 tile plus shape with range 0-1
from the user.
Healing Mist: Nearby allies recover 20 HP.
Made with healing Mithra water.
Healing Mist 2: Nearby allies recover 50 HP.
Made with melted snow from the north.
Healing Mist 3: Nearby allies recover 80 HP.
Blessed by the goddess of healing.
Healing Mist 4: Nearby allies recover 50% of their HP.
Made with distilled water from a sea cave.
Mana Fruit: User recovers 10 SP.
Mana fruit that was picked while still unripe.
Mana Fruit 2: User recovers 20 SP.
A regular mana Fruit. Can be found anywhere.
(yes, the capitalized fruit is not a typo,
it's actually in the description)
Mana Fruit 3: User recovers 40 SP.
A rare type of mana fruit.
Mana Stone: Nearby allies recover 10 SP.
A mana crystal with hidden energy inside.
Mana Stone 2: Nearby allies recover 20 SP.
A crystal with pure mana inside.
Mana Stone 3: Nearby allies recover 40 SP.
A rare crystal with concentrated mana inside.
Mana Stone 4: Nearby allies recover 50% of their SP.
A mana crystal polished for higher mana gain.
Elixir: User recovers 50 HP and 20 SP.
A single drop of the legendary Elixia.
Elixir 2: User recovers 80 HP and 40 SP.
A natural medicine with healing properties.
Elixir 3: User recovers 50% of their HP and SP.
Replica of the legendary Elixia.
Elixia: User recovers 100% of their HP and SP.
The greatest of all medicines.
Sage Stone: Nearby allies recover 50 HP and 20 SP.
A mysterious stone with healing properties.
Sage Stone 2: Nearby allies recover 80 HP and 40 SP.
A magical stone found in the Gohra Volcano.
Sage Stone 3: Nearby allies recover 50% of their HP and SP.
A stone that absorbed a sorcerer's powers.
Big Sage Stone: Nearby allies recover 100% of their HP and SP.
An artifact left by the great sorcerer Orakio.
Cure Drop: Cures all status ailments.
Consuming it purifies the body.
Detox Mist: Cures nearby allies of all status effects.
Emits a mist that normalizes the body.
Amrita: Cures all status ailments, recover 100 HP.
Named after the master phamacist Amrita.
Snow Stone: Water damage to one enemy.
A mysterious snowball that never melts.
Mud Ball: Earth damage to one enemy.
Just a regular ball of mud.
Throwing Bomb: Non-elemental damage to in-range enemies.
A hand grenade packed with nails.
Blizzard Bomb: Water damage to in-range enemies.
A hand grenade with a River Orb attatched.
Lightning Bomb: Wind damage to in-range enemies.
A hand grenade with a Storm Orb attatched.
Mole Bomb: Earth damage to in-range enemies.
A hand grenade with a Mud Orb attatched.
Healing Herb 5: User recovers 100% of their HP.
Can only be purchased by the Royal House.
Healing Mist 5: Nearby allies recover 100% of their HP.
Holy water drawn from the heavenly river.
Mana Fruit 5: User recovers 100% of their SP.
It is said to be the essence of magic itself.
Milk: User recovers 80 HP and 40 SP.
A drink for kids.
Grape Juice: User recovers 100% of their SP, gains DEF Up.
Looks like wine, but it's a drink for kids.
Fake Cocktail: User recovers 100% of their SP, gains HP Regen.
Non-alcholic, though still a cocktail.
Fake Beer: User recovers 100% of their SP, gains ATK Up.
Non-alcholic beer, AKA barley tea.
---Exchange Items
Name: Sell Price Description
Wolf Meat: 50G An exchange item. Raw wolf meat.
Wolf Filet: 130G An exchange item. A wolf filet. Very tender.
Marbled Wolf: 280G An exhcange item. Valuable cut of wolf meat.
Have it as a steak.
Savage Tooth: 50G An exchange item. A loose molar from a savage
creature.
Savage Nail: 100G An exchange item. Nail clippings from a savage
creature.
Savage Bone: 200G An exchange item. An ornatment taken from a savage
creature.
Spirit Sand: 250G An exchange item. Sand dropped by a spirit.
Spirit Rock: 250G An exchange item. Small fragments of a crystal.
Spirit Gem: 250G An exchange item. An intact crystal.
Glitters beautifully.
Archer Ear: 60G An exchange item. Large ear of an archer.
It's...edible?
Archer Horn: 140G An exchange item. Horn of an archer.
Used for medicine.
Archer Eye: 220G An exchange item. Eyeball of an archer. Ew...
Fairy Scale: 80G An exchange item. Fairy dust. Causes light to
refract irregularly.
Fairy Antennna: 150G An exchange item. Antenna once attactched to
the head of a fairy.
Fairy Tear: 230G An exchange item. Tear shed by a fairy.
Will become a gem.
Rough Gem: 250G An exchange item. Ore that could be worth something.
Doll Arm: 100G An exchange item. A doll arm that has been torn off.
Doll Leg: 150G An exchange item. A doll leg that has been torn off.
Doll Head: 240G An exchange item. A doll head that has been torn off.
Bird Tail: 160G An exchange item. Long tail of a bird.
Can be made into a whip.
Bird Feather: 240G An exchange item. Often used in decorations.
Bird Eye: 320G An exchange item. A large eyeball.
Used to ward off evil.
Giant Plume: 420G An exchange item. Gryphon feathers.
Popular among nobles.
Sturdy Claw: 540G An exchange item. Strong material perfect
for weapons.
Flower Leaf: 440G An exchange item. Leaf from a giant plant.
Good for you...maybe.
Flower Root: 350G An exchange item. A giant root that supports a
giant plant.
Hard Crystal: 400G An exchange item. A golem's core. Can be used to
make orbs.
Shining Gem: 500G An exchange item. A golem's gem. Known for its
hardness.
Hazy Mucus: 10G An exchange item. Impure mucus. Can be used
as a paste.
Clear Fluid: 150G An exchange item. Gelatinous fluid. Who knows
what it's used for.
Glossy Eye: 200G An exchange item. A red eyball. Slimy.
Ripped Paper: 60G An exchange item. Piece of paper with something
written on it.
Rag: 150G An exchange item. Piece of worn cloth.
Angel Feather: 220G An exchange item. A stiff feather from an
angel carcass.
Angel Nail: 300G An exchange item. An elastic nail. Honestly,
a bit creepy.
Angel Spore: 400G An exchange item. A mysterious neck spore.
It quivers.
Seraph Wing: 600G An exchange item. Mysterious, scratch-resistant
material.
Seraph Chain: 700G An exchange item. Made from an unknown metal.
Seraph Glow: 800G An exchange item. A shining halo.
No one knows why it shines.
Ram Horn: 400G An exchange item. Brewing it supposedly makes
a panacea.
Dragon Scale: 550G An exchange item. Said to be harder than diamond.
Dragon Tounge: 650G An exchange item. Said to be a luxury food.
Rare Metal: 5000G An exchange item. A metal with a very high value.
Coarse Gem: 2000G
Sapphire: 8000G An exchange item. A gem popular for its beauty.
Diamond: 32000G An exchange item. The best gem of all.
Universally admired.
Coarse China: 200G
Cracked China: 400G
Treasure China: 2400G An exchange item. Acknowledged as a
national treasure.
Skull Necklace: 1200G An exchange item. A somewhat frightening necklace.
Pearl Neclace: 2400G An exchange item. A necklace adorned with
sparkling pearls.
Pure Stone: 4000G An exchange item. Unpolished gem that
may be valuable.
Silver Chain: 4800G An exchange item. A necklace made with pure silver.
---Key Items
Knight Uniform: Knight uniform from Rusty.
A perfect fit.
Lambert Map: Map of Lambert.
More of a pamphlet than a map.
Song Stone: A Royal Family heirloom.
Passed down from the first king, Xeno.
Destiny Clock: Clock from the mysterious girl Sense Data.
It seems to have information on the future.
Just Desserts: Mr. X's best-selling dessert book.
Contains information on desserts of the world.
Water Score: ???
Carries on the will of Fransisca.
Hymm Score: Celestial Hymm score capable of slaying god.
Has appeared for those with just intent.
Support Kit: Call other Royal Knights for aid.
Staff Discount: 5% off all products at Bianca's Armory.
Gold Discount: 10% off all products at Biana's Armory.
VIP Card: 20% off all products at Bianca's Armory.
B-Rank Badge: 10% off tuning cost.
A-Rank Badge: 20% off tuning cost.
S-Rank Badge: 30% off tuning cost.
----------Orbs
----------Status Effects
////////////////////////////////////////////////////////////////
----------12.DAC: Damage and Accuracy Caclulations----------
////////////////////////////////////////////////////////////////
Credits to Daiyax on Gamefaqs for noting this.
--------Damage--------
The base damage calculation is simply ATK-(DEF/2).
Physical Damage: [ATK-(PDEF/2)]*[Modifiers]
Magical Damage: [MATK -(MDEF/2)]*[Modifiers]
Modifiers here mean a percentage. All modifiers are added together before
being multiplied by the base damage, and almost no modifier can make the
damage go over 300% of the base damage.
Modifiers = Skill Modifier + Element Weakness/Resistance +
Back Attack Bonus + Status Buff/Ailment Bonus
Skill Modifiers are the peercentages automatically added to the modifier.
They are noted in the Skills section by their damage output with the
skill as the only modifier.
An elemental weakness adds 50% to the modifier. Conversely, an elemental
resistance subtracts 50% from the modifier.
An attack from the enemy's back will result in 50% added to the modifier.
A defense buff reduces the modifier by 25%, while an attack buff adds 25%.
In addition, certain status ailments like Freeze and Stopped result in 50%
added to the modifier when attacking the afflicted unit.
A Barrier buff reduces damage taken to 0 for the unit with this buff.
Critical hits are unique in that they follow a slightly different formula
for damage.
Critical Hit Damage = [PATK or MATK-(PDEF or MDEF/8)]*[Modifiers]
In other words, this results in damage where the unit that was attacked
takes damage as if they had almost no defense. Unfortunatley, this also
means that critical hits are not so useful on enemies with little defense
in the first place. *Looking at you, Orcs...*
--------Accuracy--------
Accuracy is simpler to caculate than damage
(yet is so much harder to find in game!)
Physical Accuracy: [Attacker's AGI + WeaponACC + Modifiers] -
[Defender's AGI]
Magical Accuracy: [Attacker's LUCK + Modifiers] - [Defender's LUCK]
Like with damage, modifiers are accounted for in this formula. This time
however, it's usually just the skill accuracy for the most part.
For a normal attack, the game uses physical accuracy with no additions to
the skill part for modifiers.
Modifiers = Skill Modifier + Terrain Modifier + Position Bonus +
Status Effect Bonus
A skill modifier for accuracy is the same as the damage one. It adds or
subtracts accuracy from the rest of the forumla. Some skills make it
impossible to miss with your attack.
Terrain Modifiers come in both the terrain height and in the specific
type of land you are on. Every 1 height difference means a +/-5%Acc to
the formula. Higher terrain means higher accuracy. Of course, like damage,
certain terrain adds or subtracts from this formula, listed as "Evasion"
on the top right of the screen.
Posiiton Bonus: Attacking from the side of an enemy adds 20%Acc.
Attacking from the back adds +50%Acc.
Doing so from the front adds nothing of course.
Status Effect Bonus: Notably, Blind decreases Accuracy by 50%.
Any ailment like Sleep, Stun, Freeze, or Stop instantly
boosts the attacker's accuracy to 100% on the afflicted
unit.
Dodge Up, indicated by a "Miss" sign, makes the next
attack on the buffed unit have a 0% accuracy, in other
words, miss.
Aim Up, indicated by a "Hit" sign, makes the next attack
from the buffed unit always hit, ie. have 100% accuracy.
Notably, an Aim Up buff will override a Dodge Up buff.
--------Turn Order--------
This is unknown to me. Obviously faster speed = faster turn order, but
exacly how this works is something I don't know.
////////////////////////////////////////////////////////////////
----------13.SC: Status Conditions----------
////////////////////////////////////////////////////////////////
---Buffs/Debuffs
ATK Up/Down: Increases or Decreases Attack stats by 2 levels
DEF Up/Down: Increases or Decreases Defense stats by 2 levels
(DEF Down enemy takes 1.25 damage from normal attack)
SPD Up/Down: Increases or Decreases Agility stats by 2 levels
Move Up/Down: Increases movement by 2 or decreases movment by half.
HP Regen: Unit recovers 10% of their total HP at the end of their turn.
(5% for an enemy)
SP Regen/Drain: Unit recovers or loses 10% of their total SP at the
end of their turn.
---Status Ailments
Poison: Unit takes 10% of their Max HP's total in damage at the
end of their turn.
Burn: Unit takes 20% of their Max HP's total in damage at the
end of their turn. (Capped at 100)
Paralysis: Unit may be unable to perform an action.
Removed after several turns.
Sleep: Unit cannot do anything. Unit takes 1.5 times damage from
normal attacks. Removed after several turns or when attacked.
Stun: Unit is unable to do anything. Removed after several turns.
Freeze: Unit is unable to do anything. Unit takes 1.5 times damage from
normal attacks. Unit cannot avoid attacks.
Removed after several turns.
Stop: Unit will not get their turn for some time. Unit takes 1.5 damage
from all attacks. Unit cannot avoid attacks.
Blind: Decreases accuracy drastically. Exact value is 50%.
Removed after several turns.
Negate Movement: Unit cannot move but can perform actions.
Removed after several turns.
Negate Action: Unit cannot perform actions but can move.
Removed after several turns.
Charm: Unit cannot be controlled and will attack their allied units.
Removed after several turns.
---Special Buffs:
Stealth: Unit will not be directly targeted by enemy attacks.
If an AOE attack, the unit may be targeted for splash damage
(even if the enemy shouldn't know).
The unit will still recieve damage.
Dodge Up: Next attack taken will be garunteed to miss this unit.
Aim Up: Next attack will be garunteed to hit.
Will override target unit's Dodge Up.
Critical Up: Next attack will be a garunteed critical.
Ailment Up: Next attack will have a 100% chance of inflicting an ailment.
Barrier: Unit will take no damage from the next attack that hits them.
Protect: Unit is cured of status ailments and cannot be inflicted with
ailments while this buff is active.
Water+/Wind+/Fire+/Earth+: Normal attacks are imbued with the given element.
////////////////////////////////////////////////////////////////
----------14.EA: Elemental Attributes----------
////////////////////////////////////////////////////////////////
Elements play a vital role in combat and story in this game. In battle of
course, they have advantages and disadvantages over each other, and can
be assigned to characters through Orbs or a buff.
Non-Elemental has no weaknesses or resistances.
Water is effective against Fire. It is weak to Earth.
Fire is effecive against Wind. It is weak to Water.
Wind is effective against Earth. It is weak to Fire.
Earth is effecive against Water. It is weak to Wind.
Crudely drawn chart below.
Water
^ \
/ v
Earth Fire
^ /
\ v
Wind
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----------15.CI: Closing Information----------
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---------------------------
----------Contact----------
---------------------------
[email protected]
I'll take info, I'll take questions, I won't take spam, I won't take flames.
---------------------------
----------Credits----------
---------------------------
Imageepoch and Atlus for creating and publishing this game.
Daiyax for the damage calculations section.
-------------------------
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