Vagrant Story is, at the time of this writing, a pretty old game. And
not a very popular one, either. It's a real shame, too - the combat
system is truly fascinating, with an exceptional degree of depth. Not
at all like most RPGs, which basically tell you up front what to do to
win. Instead, you have to figure out what's important.
Because of this, people who play the game mostly fall into one of two
categories. Some people like having to figure things out for
themselves. These people generally love it. Other people aren't
interested in that, and they tend to hate it. Understandably so -
Vagrant Story is not at all forgiving. If you don't know what you're
doing, it's very easy to be doing no damage to anything and taking
huge damage whenever you turn around. And it doesn't help that the
game's documentation tends to guide you towards a VERY ineffective way
to play! Hopefully, though, some people who don't want to decipher a
game system will read this, apply what it teaches, and enjoy the game.
And those who love it can find new wrinkles and facts to enhance their
gameplay even further.
On a less philosophical note, this guide is, in some sense, long
overdue. Despite the age of the game, its inner workings have not
been exposed in a guide yet - a lack that is particularly striking,
given the depth and intricacy of the system and how valuable knowledge
of it is. When you need to determine how best to drop Time Trial
Asura, it's not such a good plan to wait around on the board and hope
Terence shows up to explain it! And many of the crucial bits of
information you need to really plan an efficient takedown of a nasty
boss simply aren't available - Chain Evasion stats have never shown up
online before, to my knowledge. They certainly aren't on GameFAQs
(until now).
As a result of these lacks, the general gameplay advice given in the
current guides is typically not very good. Often, it's outright
counterproductive. My goal in writing this is to change that, by
documenting not only the formulas on which combat is based, but the
many previously-hidden numbers that are used in them. And then to
draw conclusions and make recommendations for effective gameplay based
on that knowledge.
The organization of this guide starts with the formulas, in section 2.
Section 3 details the important numbers that go into those formulas,
for each of Ashley's abilities. Then section 4 tells how to bend the
system to your will and smash those annoying bosses into tiny little
bits. Section 5 gives specific tactics for each individual boss.
Then section 6 goes over what every player should know about
combinations, section 7 documents the important stats for every foe in
the game, and section 8 provides the relevant statistics for every
ability in the game, including those used by enemies.
Keep in mind that, throughout this guide, I will be assuming that you
have a general familiarity with the game. I'm not going to be going
into such things as "what is Class" or "how do you chain." Perhaps in
a future version, if there's demand. I will also be avoiding spoilers
wherever possible.
Recommended other references include:
JTilton's Enemy FAQ: Lists the skills and equipment of each enemy, and
the contents of all chests.
JTilton's Combinations Guide: Everything you ever wanted to know (and
a lot you probably didn't) about the workshop.
SRiesterer's Item Stats guide: All the numbers for all the equipment
in the game.
ZNicholson's FAQ/Walkthrough: Want to know where you should be going,
how to solve cube puzzles, and so on? This is the go-to source.
Ever wonder how the game calculates your chance to hit, and how much
damage you do? Well, read on and all shall be revealed. But first, a
convention - [x] means to round x down.
The chance to hit is calculated as:
Hit% = 100 + Acc - Dge
Where Acc is the attacker's accuracy, given by:
Acc = [AGL * (100 - RISK) / 100]
AGL here includes the bonus/penalty from all equipment, added
together. Yes, that does mean that wearing heavy armor with an AGL
penalty makes your attacks less accurate. And Dge is the defender's
dodge chance, given by:
Dge = [(AGL + Evade) * (100 - RISK) / 100]
where Evade is the targeted body part's EVA stat (see section 7).
This is then modified by the various 20% gems - Braveheart,
Manakiller, and the like.
So hit chances are pretty straightforward - adding X AGL will increase
your chance to hit by X%, and your chance to be hit by X% (before
modifying for RISK).
Damage, on the other hand, is more complex. Throughout this section,
I'll be referring to STR. For a magical attack, just replace that
with INT, and set all Class ratings to 0. (Why they chose to have
Class not come into magical attacks is beyond me. But they did.) The
expected damage is:
Damage = [Attack * Multiplier] - Defense
Various attacks have different Multipliers. Regular attacks have a
1.0, but others like Break Arts or Warlock spells have higher
Multipliers. Simple enough so far. But the calculation of Attack and
Defense is meatier.
This is where the Class, Affinity and Type bonuses of the weapon
(including gems) and accessory come in to play. Note that WeapType is
always the grip's rating for the blade's Type. If you use Mistral
Edge (Blunt) with a Rapier (Piercing), the grip's Piercing stat is
used, NOT Blunt. Also, the PP and DP come into it:
So going from empty to full DP or PP has the same effect as 100 points
of Class/Affinity/Type (25% of total STR). Except for Crossbows, that
is. The fact that they gain only half benefit from PP makes them
pretty weak - at full PP, that's a penalty of at least 14 damage
compared to another weapon with the same stats.
The calculation of Defense is similar, but has more parts. It has
pieces derived from base stats, armor, and shield.
So full RISK cuts your Defense by 1/3. Given that Attack and Defense
are both generally well over 100, this is a very big deal, and can
turn even weak enemies into deadly killers. Of the three parts of
Defense, the most important is usually BaseDef:
So you can see that this is where the accessory affects Defense.
There's a penalty of 20 to base STR (so that equal STR and no other
modifiers means 20 damage, not 0), and the modifier includes both the
base ratings (Ashley has 0 for everything, though his enemies most
emphatically do not) and the Accessory.
There's no base Class rating, interestingly. Also notice that Class,
Affinity, and Type have four times the effect on Defense compared to
Attack.
Next up, ArmDef (for the armor on the target location only):
Except for the instant-kill spells, these use the standard hit rate
calculation, but with a modifier equal to (30 - MP cost)%. So Solid
Shock has a 5% bonus to its hit rate, and Radial Surge L4 has a 32%
penalty.
- Single-target:
Solid Shock, Fireball, Aqua Blast, Lightning Bolt,
Vulcan Lance, Spirit Surge, Dark Chant
Cost: 25, except for Spirit Surge and Dark Chant (28)
Type: Blunt
Affinity: Various
Attack Multiplier: 1.4
Effect: Elemental damage to a single hit location
Evaluation: These spells are notable for their high Attack
Multiplier, which (among Ashley's damaging abilities) is bettered
only by the Retribution barehanded Break Art.
- Area-of-effect (AOE):
Explosion, Flame Sphere, Avalanche, Thunderburst,
Gaea Strike, Radial Surge, Meteor (4 levels each)
Cost: 36/44/52/60, except for Radial Surge and Meteor (2 more)
Type: Blunt for Explosion level 1, Typeless otherwise
Affinity: Various
Attack Multiplier: 1.0, except level 4 which is 1.1
Effect: Elemental damage over a radius which increases with level.
Evaluation: Potentially a great deal of damage, but expensive.
Interestingly, levels 2 and 3 offer no damage increase, just
increased radius (for Explosion, becoming Typeless at level 2 is
effectively a damage boost). So unless the higher level lets you
hit an additional target, don't use it!
- Instant-kill:
Exorcism, Banish
Cost: 22 for Exorcism, 25 for Banish
Effect: Attempts an instant kill on all enemies in its area of
effect. Exorcism works on Undead only, Banish on non-Undead.
Evaluation: Many enemies are immune, including all bosses.
Generally, any enemy you'd bother casting them on will be immune.
At least they're area-effect, though getting multiple targets in
the area can be hard. I've never really found these to be
useful. The odds of them landing increases as the target's HP
drop, which makes them even more a study in "things that work
only when you don't care."
- Drain Heart
Cost: 12
Type: None
Affinity: Dark
Attack Multiplier: 1.0
Effect: Damages the target, heals the caster. Undead are immune.
Evaluation: The power isn't good enough to be really useful,
especially given how widespread Dark resistance is.
- Drain Mind
Cost: 2
Type: None
Affinity: Dark
Attack Multiplier: 1.0
Effect: Steals MP from the target and gives them to the caster.
Enemies immune to Banish (including Undead) are immune to this
too.
Evaluation: Can be a nice way to keep your MP up, but I prefer the
Gain Magic chain ability. If only it weren't Dark, it would
work better.
None of these may be cast on Undead, with the exception of Heal (to
damage them). All have a hit rate of 100%, modified by gem effects -
again, except for Heal to damage undead, which uses the normal Warlock
hit rate calculation.
- Heal
Cost: 5
Affinity: Light
Type: None
Multiplier: 1.5 when healing, 1.0 when damaging
Effect: Heals non-Undead, and damages Undead. In both cases, the
damage done/healed is calculated as an attack.
Evaluation: Crucial - you'll cast this a lot.
- Restoration
Cost: 3
Effect: Cures Paralysis.
Evaluation: Useful when paralyzed, of course.
- Antidote
Cost: 3
Effect: Cures Poison.
Evaluation: Not worth taking the time to cure in battle. Wait till
the enemy is dead.
- Blessing
Cost: 17
Effect: Cures Curse.
Evaluation: Curse is nasty - cure it right away. Relatively costly
spell, though, so consider Angelic Paeans first.
- Clearance
Cost: 15
Effect: Cures Numbness, Paralysis, and Poison.
Evaluation: Essentially the "cure Numbness" spell, since you don't
really get these statuses at the same time. Expensive enough
that I prefer to use Spirit Orisons instead.
- Surging Balm
Cost: 20
Effect: Gradually restores HP. This is canceled if the target is
hit by another spell.
Evaluation: Expensive and, in the normal course of play,
pointless.
- Stat modification:
Herakles, Enlighten, Invigorate
Degenerate, Psychodrain, Leadbones
Cost: 12 for the increases, 7 for the decreases
Hit rate: 100%, modified by gems
Effect: Increases or decreases one stat by 1/10 its base value.
Some enemies are immune to one or more of these. No more than
one may be in effect on a given target at one time - casting a
second will cancel the first.
Evaluation: These have a major effect on combat, and should be used
extensively.
- Equipment modification:
Prostasia, Tarnish
Cost: 15 for Prostasia, 7 for Tarnish
Hit rate: 100%, modified by gems
Effect: Increases or decreases the STR of the target's equipment by
INT * (18 / 256). Naturally, enemies without equipment are
immune. No more than one equipment modifier (these two, plus
Enchanter spells) may be in effect on a given target at one time
- casting a second will cancel the first.
Evaluation: Useful, though not the most impressive of the buff/
debuff options.
- Curse
Cost: 17
Hit rate: As Warlock spells
Effect: Causes Curse status, which decreases all three stats by
1/10.
Evaluation: Essentially a combined Degenerate, Psychodrain, and
Leadbones stacked as one spell. You might expect all bosses to
be immune, but you'd be wrong - quite a few are not! Too bad
it's not available on first play. (Though the Great Axe Break
Art Accursed Umbra can also inflict Curse.) And once you get
it, you'll be strong enough not to need it anymore.
- Silence
Cost: 7
Hit rate: As Warlock spells
Effect: Inflicts Silence status. Silence is canceled when the
target is hit by another spell. Does not prevent Grimoire use,
so if you have a Grimoire of an appropriate spell you can use it
on yourself to cancel Silence.
Evaluation: A surprising number of spellcasters aren't immune to
this, but the Dulling Impact chain ability tends to be a better
pick.
- Stun Cloud
Cost: 7
Hit rate: As Warlock spells
Effect: Causes Paralysis.
Evaluation: Use Paralysis Pulse instead, if you have it.
- Poison Mist
Cost: 11
Hit rate: As Warlock spells
Effect: Causes Poison.
Evaluation: Poison isn't very useful - it simply takes too long to
work, relative to the normal length of a fight. Plus, Snake
Venom.
- Dispel
Cost: 10
Hit rate: 100%, modified by gems
Effect: Cancels all magic on the target.
Evaluation: Can be used if you don't have a more specific
counterspell, but that rarely comes up.
- Magic Ward
Cost: 21
Hit rate: 100%, modified by gems
Effect: Nullifies the next spell cast on the target, including
beneficial spells.
Evaluation: VERY powerful. Expensive too, so you may want to use
Gain Magic chains to keep the Ward active. But it can be such a
lifesaver that it's worth it.
- Fixate
Cost: 3
Hit rate: Always works
Effect: Freezes all of the room's Cloudstones in place for a
limited time.
Evaluation: Can occasionally be used for tactical advantage (freeze
a Cloudstone out of enemy range and shoot them with a crossbow)
or to make it easier to jump to them.
- Eureka
Cost: 6
Hit rate: 100%, modified by gems
Effect: Reveals all of the room's traps.
Evaluation: Kind of a catch-22 in that you may not know traps are
present until you walk into one. But if you suspect them (chest
rooms, rooms with fewer enemies than usual) it's worth a shot.
And of course if you hit one, you might want to check for more.
- Unlock
Cost: 3
Hit rate: (RISK + 150) * 100 / 256
Effect: Opens the target magically locked chest.
Evaluation: Pretty much just some extra time and MP cost for some
chests. It's not like you're not going to cast this when you hit
such a chest...
- Analyze
Cost: 5
Hit rate: (RISK + 150) * 100 / 256
Effect: Reveals the target's stats. To see them, go to the Status
menu and use the L1/R1 buttons to select the target.
Evaluation: Useful if you don't want to refer to section 7.
All Enchanter spells have a 100% hit rate, modified by gems. Only one
Enchanter spell, Prostasia, or Tarnish may be in effect on a given
target at one time - casting a second will cancel the first.
- Fusion
Spark Fusion, Frost Fusion, Luft Fusion, Soil Fusion
Cost: 10 for Fusion
Effect: Increases your weapon's rating in the specified Affinity by
INT / 2.
Evaluation: A powerful boost to your attack, most useful when it
swaps your Affinity to one suited to the enemy.
- Guards
Pyro Guard, Aqua Guard, Aero Guard, Terra Guard
Cost: 9
Effect: Increases your armor's rating in the specified Affinity by
INT / 2. Affects all five armor pieces, plus shield, but not
accessory.
Evaluation: A very strong defensive option, though it does nothing
for your offense.
------------------
- 3e. Break Arts -
------------------
Some Break Arts perform two hits - albeit with a single to-hit roll.
These will generally have different Attack multipliers, and may have
different Affinity and Type as well. Here's an example:
- Ignis Wheel
Cost: 55 HP
Attack multiplier: 1.2 and 1.0
Type: Blunt
Affinity: As weapon and Fire
Special effect: Two hits
Kills required: 205
This should be read as one hit with multiplier 1.2, Blunt, affinity as
weapon, plus a second hit with multiplier 1.0, Blunt, Fire affinity.
The listed number of kills is not cumulative - once you've learned
Whistle Sting, you need 65 more kills to learn Shadoweave, not 55.
--- DAGGER
- Whistle Sting
Cost: 25 HP
Attack multiplier: 1.1
Type: Blunt
Affinity: As weapon
Kills required: 10
- Shadoweave
Cost: 40 HP
Attack multiplier: 1.2
Type: Blunt
Affinity: Dark
Special effect: Paralysis
Kills required: 65
- Double Fang
Cost: 55 HP
Attack multiplier: 1.2 and 1.0
Type: Piercing
Affinity: As weapon
Special effect: Two hits
Kills required: 175
- Wyrm Scorn
Cost: 75 HP
Attack multiplier: 1.3
Type: Piercing
Affinity: As weapon
Kills required: 340
--- SWORD
- Rending Gale
Cost: 25 HP
Attack multiplier: 1.1
Type: Piercing
Affinity: As weapon
Kills required: 20
- Vile Scar
Cost: 40 HP
Attack multiplier: 1.2
Type: Edged
Affinity: As weapon
Special effect: Poison
Kills required: 90
- Cherry Ronde
Cost: 55 HP
Attack multiplier: 1.2
Type: Edged
Affinity: Water
Kills required: 235
- Mistral Edge
Cost: 25 HP
Attack multiplier: 1.1
Type: Blunt (yes, really)
Affinity: As weapon
Kills required: 18
- Glacial Gale
Cost: 40 HP
Attack multiplier: 1.2
Type: Blunt
Affinity: Air
Special effect: Numbness
Kills required: 80
- Killer Mantis
Cost: 55 HP
Attack multiplier: 1.2 and 1.5
Type: Edged
Affinity: As weapon
Special effect: Second hit reduces target's MP and uses INT
Kills required: 210
- Black Nebula
Cost: 75 HP
Attack multiplier: 1.3
Type: Blunt
Affinity: Dark
Kills required: 420
--- GREAT AXE
- Bear Claw
Cost: 25 HP
Attack multiplier: 1.1
Type: Blunt
Affinity: As weapon
Kills required: 20
- Accursed Umbra
Cost: 40 HP
Attack multiplier: 1.2
Type: Blunt
Affinity: As weapon
Special effect: Curse
Kills required: 100
- Iron Ripper
Cost: 55 HP
Attack multiplier: 1.2
Type: Blunt
Affinity: As weapon
Special effect: Damages armor
Kills required: 245
- Emetic Bomb
Cost: 75 HP
Attack multiplier: 1.3
Type: Edged
Affinity: As weapon
Kills required: 465
--- STAFF
- Sirocco
Cost: 25 HP
Attack multiplier: 1.1
Type: Blunt
Affinity: Fire
Kills required: 15
- Riskbreak
Cost: 40 HP
Attack multiplier: 1.2
Type: Piercing
Affinity: As weapon
Special effect: Cancels RISK
Kills required: 90
Now that we've covered how combat works, and what sort of abilities
Ashley has, it's time to get down to business. In this section, I'll
describe how you can turn these mechanics to your advantage.
The first thing to notice is that Class, Affinity, and Type count for
four times as much on Defense as on Attack. When you couple that with
the fact that enemy ratings for Affinity and Type vary widely (gaps of
30-40 points or more being common), the result is that minimizing the
enemy's Defense by using a Type and Affinity of attack against which
they are weak will count for a lot more than maximizing your own
Attack (for example, by using a weapon with a high Class rating).
Because of this, the oft-cited strategy of building up weapons' Class
ratings by using them exclusively against that sort of enemy is not
very effective. Even raising your weapon's Class by 100 points will
only have about the same effect as decreasing the enemy's Type and
Affinity defense by 25 points. You'll generally get substantially
more than that by targeting the enemy's weakness, with hugely less
effort than training up Class ratings.
Let's also consider the relative merit of one- and two-handed weapons.
One-handed weapons allow you to use a shield, two-handed generally
provide superior range and STR.
A shield provides a massive defensive bonus. Even a modest (H) Circle
shield, with full PP/DP but no other bonuses, will provide a Defense
of 17 on all body parts. So it can cut the total damage of multi-hit
attacks (the most dangerous) by fully 85 HP. Add the possibility of
gems, Prostasia, and Guard spells and the benefits become massive.
Say, for instance, I take that (H) Circle shield, cast Prostasia (with
base INT), and apply a Dragonite gem. It will now reduce the damage I
take from dragon breath by a huge 160 HP. Impressed yet?
Compared to that, the modest increase in STR and range is nothing.
One-handed weapons are, therefore, generally preferred. That leads us
to step 1 of effective combat: choosing your weapons.
-------------------------
- 4a. Standard Strategy -
-------------------------
--- Step 1: Weapons to carry ---
Since the Type of your normal attack can only by changed by swapping
weapons, covering your bases here is the best place to start.
One-handed Edged weapons include Swords (except Rapiers), Axes, and
some Daggers. Typically, Swords are your best bet since they're the
most common. One-handed Piercing weapons are limited to Rapiers and
some Daggers, so you'll want to start with a Rapier and then move to a
good Piercing Dagger when you obtain one. One-handed Blunt is easy -
Maces, which provide a much stronger attack than any Staff.
Moving on to consider Affinity, most weapons will naturally be
Physical. And between Fusion spells and common gems, it's easy to get
Fire, Water, Earth, and Air attacks. So that just leaves Light and
Dark.
Dark weakness is quite rare, and while Dark gems are hard to find,
you'll still have at least one by the time you need a Dark attack. So
that will take care of things.
But Light weakness is very common, so you'll want a Light-affinity
weapon to exploit it. The easiest way to get that is to use Silver,
which has a naturally high Light rating. As a bonus, it also comes
with high Undead rating. (Phantom too, but Phantoms are rarely
Light-weak while most Undead are.) Once you amass enough Angel Pearls
to turn a Physical weapon into a Light weapon, you can dispense with
the Silver - which has less STR than Hagane, and will usually be a
lower-level blade due to more limited drops and combination options.
Also useful are a Crossbow (for range, not damage) and a Staff (when
you want to engage in a Warlock duel). If you haven't yet learned
Curse, it can also be quite powerful to carry a Great Axe and use it
enough to learn Accursed Umbra.
So the bottom line is to carry one-handed Edged, Piercing, Blunt, and
Silver weapons, plus optionally a Crossbow, Staff, and/or Great Axe.
--- Step 2: Prepare your weapons ---
PP and DP have a pretty sizable effect - equivalent to 100 points of
Class, Affinity, or Type each. And it takes little effort to get and
keep them full. So you definitely ought to do that.
The best way to do this is to Repair them at shops, use Instill to
quickly fill up the PP meter, and include Temper as a regular part of
your chaining to slow the deterioration of DP. Also make sure to
leave Combat mode when you're not fighting, and keeping DP and PP at
or near max will be easy.
--- Step 3: Choose your attack and equip ---
When facing a strong enemy, the first thing to do is to choose where
you'll hit them, and with what. To do that, check section 7. You're
looking for hit locations with modest Evade and (especially) Chain
Evade, preferably coupled with low Affinity and Type ratings. Then
look at what Type and Affinity they're weakest against there.
Based on that, select your weapon and attach appropriate gems.
Generally weapons do well with Affinity gems - not only do they help
get the right attack Affinity, but they do as good a job of boosting
your Attack as Class gems. Since you won't generally want your attack
Affinity on your shield, but may well want the target Class there,
stick with Affinity gems for the weapon. Braveheart is also very good
if your AGL is modest (or Hellraiser, if appropriate).
Also attach gems to your shield. Nightkiller and Manabreaker are
great, depending on what kind of attack the enemy uses. Class gems
are a generally a good choice, but remember that magic doesn't
consider Class. So if the enemy mainly casts spells, Class gems are
useless on your shield and you should instead choose Affinity gems.
Finally, select an accessory. This is very important, since their
Class/Affinity/Type bonuses are applied with your base STR on defense.
So an accessory can potentially have even more impact on your
defensive power than a shield! I typically favor Class accessories.
They boost both your Attack and Defense, whereas an Affinity accessory
will generally only boost one (and in fact will often weaken the
other). But if the enemy will be using mostly magic, then a Class
accessory isn't so effective on defense and I turn to the
corresponding Affinity accessory. It may technically weaken my Attack
a bit, but by much less than it improves Defense.
Once you start getting high-level gems and accessories that are
equally effective against all Classes and Affinities, this gets a lot
simpler. But that will typically be late in your second play at the
earliest.
--- Step 4: Buff and debuff ---
The Sorcery and Enchantment spells provide quite a lot of benefits,
and they're so easy to use you'd be crazy not to exploit them.
First, boost your stats. Herakles is the most common choice here.
But Enlighten is good if you will be casting spells instead of
attacking, and Invigorate nicely boosts your Accuracy, so is a good
choice if you have trouble hitting the target. Each also boosts the
corresponding defense, but you mainly want to focus on offense here.
Second, boost your equipment. A Fusion spell is the top priority
if you need it to get the right attack Affinity. But beyond that,
focusing on Defense normally pays greater dividends. Prostasia is
quite good, but its effectiveness is reduced if either you or the
enemy is using magic, as it affects STR only and doesn't do
anything for INT. An appropriate Guard spell is quite effective if
the enemy uses a particular Affinity to attack with. This does mean
it's possible to have no equipment booster be useful - if you're
slinging Radial Surge spells at an enemy who's responding by throwing
Meteors your way, then no equipment boost will help.
Then turn your attention to debuffing the enemy. Consider what
they're vulnerable to, then hit them with as many as you can of
Tarnish and a stat penalty (preferably Curse). Generally the same
rules apply for picking a stat penalty as for choosing your bonus -
usually Degenerate is best, but Psychodrain is better if you're using
Warlock magic and Leadbones is good if you're having accuracy
problems.
A Magic Ward may also be in order. This is of obvious use against
spellcasting bosses, but often you'll want to use it against regular
enemies too. Anything which can cast Silence is a good candidate for
Magic Ward protection, and ALWAYS keep one up against Harpies and
Shriekers. Banish can ruin your entire month. Liches, Lich Lords,
and Deaths are also worthy of a Ward.
--- Step 5: Engage closely and chain ---
Now that you're set up, go in for the kill. Going beyond 8 chains can
be risky, since at that point RISK starts to skyrocket. Normally this
doesn't come up against normal enemies if you're using the right weapon,
since they won't survive 8 chains anyway. But against bosses, it's
sometimes a different story. You can go past 8 if your HP are high,
and you either critted on the first hit (so you want to get the most out
of the chain), and/or you think you can kill it if you continue. But be
careful, and when you do this you'll normally want to pop Vera
immediately afterwards.
It's also generally a good idea to fight from point-blank range. This
will often restrict the enemy from using their most powerful attacks,
such as dragon breath and AOE Warlock spells. My suspicion is that
they won't use them if centering the attack on Ashley would also have
them hitting themselves, but I have no proof of this. It doesn't much
matter, though, since empirically closing the range works. (The
exception to this rule is if you can kill the enemy with a Crossbow or
other long-range attacks while remaining entirely outside their
range.)
This general strategy of setting up to get good base damage, then
chaining, can break down in two situations. The enemy may be
sufficiently strong that you can't get good damage even by following
the usual techniques. Or, the enemy may be highly resistant to
chains. In either case, it's worth looking at alternative approaches
to take them down.
Some enemies have high Chain Evade stats across their entire body.
Many more have high Chain Evade across most of their body, but there
are one or more weak spots. So before you conclude that chaining
won't work, check section 7 and make sure you haven't simply missed
the best target.
But for the genuinely chain-resistant, there are a few approaches you
can take. You can chain anyway, accepting a lot of misses and high
RISK. You could turn to Warlock magic or Break Arts, counting on
their Attack multipliers to boost your damage. The least attractive
option (but sometimes necessary) would be to stick with single
attacks. Generally the lowest-damage choice, but in some cases it's
the only reasonable option.
More specific recommendations for particular chain-resistant enemies
follow.
Tier 1: 3/8 Chain Evade
Enemies in this group have a minimum Chain Evade of 96, so will dodge
an average of 3 chains out of 8. They include the Minotaur Zombie and
Minotaur Lord, the second-play boss Ravana, and the final boss's first
form. In all four cases, the hit location(s) with 96 are decent
targets in terms of Evasion and damage potential. Also, Warlock magic
and Break Arts don't have any particular attraction here. 3/8 isn't
excessively bad, either. So for these, I suggest just accepting the
misses and using the standard techniques.
Tier 2: 1/2 Chain Evade
These enemies have minimum Chain Evade of 128 and so dodge half your
chains. The human boss in the Keep, the Air, Water, and Earth
Elementals, the Elemental Daevas, and the second-play superboss Asura
fall into this category. Asura's rather a special case (see section 4c),
as is the human, but the other eight all share certain interesting
characteristics.
All have a marked (and obvious) Affinity weakness, and a good number
of hit locations in a reasonably-sized area. This makes them
excellent targets for the AOE Warlock spells - and conveniently
enough, in seven cases out of eight you have the corresponding spell
when you face them.
The Air Elemental is the exception, as you don't have Gaea Strike at
that point. Vulcan Lance works well if you have it, or if not, Blunt
Earth Break Arts can do nicely. You can also choose to accept a 50%
miss rate and go for chains on the head.
The human boss of the Keep would be a good candidate for Explosion,
but is immune to magic of all kinds. Any Physical-affinity Break Art
may be used, or you can just go for the chains anyway.
Tier 3: 3/4 Chain Evade
Only one foe has this level of chain resistance, but I consider him
the most annoying boss of all - Duane. A uniform 192 Chain Evade
makes chaining pretty well pointless, and you face him early enough in
the game that you don't have a lot of other options yet. He can't
even be Degenerated! Let's look at him in a bit of depth (refer to
section 7 for full details on his stats).
Duane is weakest against Edged weapons, with Blunt and Piercing
suffering a penalty of 17 damage. Affinity-wise, Physical is best,
with Fire close behind (only 2-7 damage less depending on location).
Effectively immune to Light, which does a whopping 40+ less than
Physical. The others are in between, ~13 less damage than the best
Physical spot.
No AOE Warlock spells are available at this point, and the selection
of single-target spells is limited. You likely only have Spirit
Surge, which is quite useless due to its Light affinity. Also, all of
them are Blunt, and so suffer relative to normal attacks with an Edged
weapon. But the 1.4x Attack multiplier can make up for that, at least
with Solid Shock and Fireball. If you're lucky enough to have picked
up one of those Grimoires from a Ghost, they'll serve you pretty well
here.
If you lack those spells, you might turn to Break Arts. But level 1
Break Arts only have a 1.1x Attack multiplier, which won't make up for
the fact that they're all Blunt or Piercing (oh, Mistral Edge, why
must you taunt us so?). If you've learned a level 2 Art, that might
be useful. The most likely, and one of the better options, is Vile
Scar. It's Edged, and the 1.2x Attack multiplier gives a nice damage
boost. The Poison effect will be useless, but that's not a big loss.
Failing that, there's little choice but to grit your teeth and do
single attacks with a nice Edged weapon. Not pretty, but it works.
Fortunately, you can completely pull his offensive teeth by getting in
very close. He won't use his Explosion spell if you're too close, and
without it all he has is Poison Mist (pathetic damage even if you
don't cure it) and his very weak staff swipes (Light-affinity, so use
Shadow Guard instead of Impact Guard - though you could just as well
not bother).
Replay offers the chance for some poetic justice here. You should
have Explosion L2 at least. Typeless Physical, so it's as good as
Edged weapons, but the AOE should rip him up quite nicely. Add to
that the beauty of killing him with Explosion L2 when he's trying and
failing to use Explosion L1 effectively, and you have a tactic of true
beauty. Gotta love it!
Occasionally, you'll equip with a good Type and Affinity, buff up,
debuff the enemy, and STILL see 0 expected damage. Most of the time,
0 means you didn't set up properly, but there are two foes notorious
for such high Defense that they can render even a good setup
ineffectual.
The first thing to do in such a case is to recheck your setup to make
sure it's optimal. The second is to stack the Attack bonuses as high
as you can possibly get them - this may require some compromises to
boost offense at the expense of defense, but don't drop the shield!
Enemies with the power to defend so well ALSO have major damage
potential, and you don't want to be caught without your best
protection.
If no setup you can devise produces a reasonable base damage, turn
your attention to Attack multipliers. Single-hit Warlock magic
provides the maximum, at 1.4x. Break Arts range from 1.1x to 1.3x
depending on level. The AOE Warlock spells can also be worth a look,
even though they only have a 1.1x multiplier at level 4 - aside from
Explosion L1, they are Typeless, which can be a very nice boost in and
of itself. (No, I didn't forget Retribution. Bare hands force you to
give up so many bonuses that it's not competitive even with a 1.5x
multiplier.)
Using the dummies to train up a weapon for the fight can also work
wonders, though it's time-consuming. It also tends to leave the
weapon with a single very dominant Affinity, so don't do this with one
of your standard Physical weapons!
A final fallback is to resort to techniques that bypass the
Attack-Defense calculation altogether. Raging Ache, Reflect
Damage/Magic, and Phantom Pain all do this, but they're either
dangerous or time-consuming to set up. Heroic measures for when all
else fails, really.
There are two enemies notorious for displaying zeros to even
well-prepared players, and I'll discuss each of them below.
Final Boss, form 2:
Sky-high 170 STR, immunity to debuffs, and 50+ ratings for all
Affinities mean that the lowest Defense you'll face here is a massive
247. Um, WOW. That's a pretty high bar. Fortunately, by the endgame
you should have enough tricks up your sleeve to beat even that. I'll
illustrate with a hypothetical 120 STR and INT (pretty reasonable at
this stage), and only guaranteed equipment - no random drops or
combining required.
We'll need to start, naturally, with a high-STR one-handed weapon.
(Dumping your shield is extremely contraindicated here. The
one-hit-kill potential is just too great.) There's a (H) Bullova
available in the Iron Maiden. Fit that with an Elephant Grip, then
add a Braveheart and two Djinn Amber gems. If we assume that the
blade's Evil and Air ratings are at their base, we've just constructed
a 38 STR, 17 INT, 90 Evil/Air/Edged weapon. For an accessory, we'll
choose Agales's Chain - 3 STR, 3 INT, 15 Evil, 10 Edged.
Now we'll buff up with Herakles and Luft Fusion (plus Magic Ward!) for
an extra 12 STR and 70 Air. So our grand total is 173 STR, and a
total of 185 Evil/Air/Edged. If our weapon has full DP and PP (as it
should) then that works out to a final Attack of 296, so we've
actually managed 49 base damage, without training the weapon!
Strangely (but usefully), despite all his other defenses, the guy
doesn't have much Chain Evade - a mere 32 on the chest and body. So
you can expect to connect with 7 hits out of an 8-chain, and three
Heavy Shot/Temper 8-chains should suffice to bring him down.
With (low) 110 STR and INT, the situation is a bit less rosy but still
doable. That ends up with 162 STR and 180 Evil/Air/Edged, and an
Attack of 275. 28 base damage is not great, but certainly workable -
it comes out to five chains to win.
So unless you're doing a base stats game, or something like that, your
damage output can be pretty decent even here. And that's without any
dummy training, which would get you good damage even with base stats.
If you prepare well, he's really not as hard as his reputation would
lead you to expect.
Asura:
This second-play optional superboss is even nastier. 220 STR gives
her a Defense of 270 even on the "weak" spots, and unlike the end boss
she's got 50% Chain Evade everywhere. Still, we could get 296 Attack
with proper prep and endgame stats. By the time you meet up with
Asura, you should have even better stats and equipment. So while
she's tough the first time around, she's definitely beatable with the
same bonus-stacking techniques. The Chain Evade will be annoying,
though, so you may want to use the tactics below anyway.
When things really get bad is when you go after her in the Time
Trials. Then, she's wearing Marlene's Ring, the game's ultimate
accessory. (8/255 chance she'll drop it for you - good luck!) 20
extra STR, plus 25 to all Classes and Affinities boosts that minimum
defense versus physical attacks to 407. Feel free to faint now.
Magic does better, since that nasty Class bonus from Marlene's Ring
doesn't count and AOE Warlock spells cut out her Type defense too.
328 (single-target) and 297 (AOE) are the numbers to beat there, but
these are still not much fun.
Giving specific strategies here is hard, since by this time the
equipment and abilities you'll have are quite variable. But between
the painfully high Defense and the Chain Evade, don't even try
chaining (unless you want to go the Raging Ache/Phantom Pain route).
Break Arts and Warlock spells are the order of the day.
Which ones are suitable? Among the AOE Warlock spells, the clear
winner is Avalanche. Two hit locations are weak against Water while
only one is strong against it. This gives it more damage potential
than the others. The best levels are 2 (the first one which hits all
locations) and 4 (more expensive and less accurate, but more damage).
For a single-target Warlock spell, you want an Affinity that can
benefit from a Fusion spell, and where the Affinity weakness is
matched by Blunt weakness. That means Aqua Blast or Lightning Bolt.
If you prefer a Break Art, the level 2 and 4 Arts are unsuitable
because they're not targetable. Therefore they always hit the Head,
which is weak against Light. And since Light has no Fusion spell,
this offers less damage potential. Accordingly, a level 3 Art is
best. We can rule out Staff, Crossbow, and Bare Hands immediately due
to the inherent weaknesses of these weapons. Double Fang (Dagger) and
Swallow Slash (Great Sword) are the best choices, since their two hits
increase the damage output nicely. Ignis Wheel (Great Mace) also has
two hits, but the combination of Fire and Blunt is a downside since
the Fire-weak Arm is strong against Blunt. The others are all about
the same, so use whichever you have.
Exactly which of these will be optimal depends on your precise stats
and equipment. Feel free to try a few different options until you
find one you like.
It's also useful to make sure that the weapon you use against Asura
has 100 ratings for both Human and your chosen Affinity. If you have
a suitable Ultimate weapon, great. If not, you may want to train one
up - conveniently, you can train Human and the likely Affinities on
the same dummy.
-----------------------------------
-----------------------------------
-- --
-- 5. SPECIFIC BOSS STRATEGIES --
-- --
-----------------------------------
-----------------------------------
In this section, I'll give specific strategies to deal with each of the
game's bosses and mini-bosses. Their stat block is also provided, so you
don't need to jump to Section 7 for it.
The level of detail is greatest early in the game, when (a) your options
are more limited, so I can credibly cover them more exhaustively and (b)
you're less practiced at boss takedowns. Later bosses get progressively
fewer details, since after a while it gets old hat. You don't need me
to specifically tell you to ready Aqua Ward against the Water Elemental,
for example - by that point in the game you'll do it without thinking.
Also, when replaying, you'll have more options against certain of the
first-play bosses. But the first-play bosses aren't threatening at that
point, and you should be able to see what to do based on the stat blocks
with a full playthrough's worth of experience under your belt. So I
won't go into that in detail, except in a couple special cases.
At this point in the game, you're rather short on abilities, so there
aren't too many strategy choices available. You might think to hang
out on the entry ledge and shoot with Seventh Heaven, but between the
Minotaur's large stature and the length of his Hand of Light club, he
can reach you quite readily. So just charge in with Fandango and hit
him in the Head. Not only is this the most damaging spot by a long
shot, it will disable his Giga Rush special attack, typically within
two hits. Definitely worth accepting the higher EVA. Four or five
hits will do the job.
Dullahan is weak against Piercing, so you should use that nice new
Rapier. Hopefully you've charged up its PP, but if not, no big deal.
He's also vulnerable to Degenerate, so make sure you use that. The
Abdomen offers temptingly high damage, but also possesses high EVA and
CEV. The Arms are therefore better targets. Don't get any ideas
about disabling his Normal attack, though - he'll be dead before both
arms are Dying. Defend against his sword using Impact Guard. Can be
dropped in a single 8-chain by a PP-charged Rapier, or two with empty
PP. You could Silence him with Dulling Impact, but a turn he's casting
Drain Heart is a turn he isn't swinging at you - and so a good turn.
These two shouldn't give you much trouble so long as you use a
Piercing weapon - probably the Rapier. They can be Degenerated, but
it may not be worth the trouble. The Arms offer the best hit %, at
the cost of some (still small) CEV. If you've learned it, a couple quick
Paralysis Pulse chains from Seventh Heaven can entirely trivialize the
fight.
A Blunt weapon is obviously in order here. You may well have picked
up Bosom Cleaver recently, but as it comes with low DP that is not a
good choice. You'll likely have better luck with Pink Squirrel. Be
sure to use Degenerate, then go after the Body. It may have high EVA,
but the greatest damage potential and lowest CEV still make it the
best target. You'll need to take special care with your RISK due to
the relatively low hit chance, so pop a Vera item if needed. Granite Punch
is Physical, not Earth as some guides would have you believe, so Impact Guard
is the best defense.
An Edged weapon to the Tail is attractive, but high EVA and the
difficulty of getting into range work against that. A Piercing weapon
to the Head is a better bet. Soul Kiss works especially well, since
oddly enough he's weaker to Light than Physical. Fit it with Braveheart
if you can, and slap that Dragonite you should have found on your shield.
Don't bother even trying Degenerate, but your new Prostasia spell will be
helpful. Also, make sure to get under his head as quick as you can so that
he can't breathe on you. Impact Guard his bites and tail attacks (press
the button when it slams down, NOT on the initial horizontal sweep) and you
shouldn't take too much damage. He may take some time, due to his high HP
relative to the bosses you've faced previously, but he'll go down eventually.
Use an Edged weapon here (deft combination can provide you with a (H)
Short Sword), coupled with Prostasia. Yes, Bejart is strong against
Edged, but swapping weapons will cancel Prostasia. Braveheart serves
well on your weapon, and Haeralis on your shield.
Stay at the bottom of the slope until Sarjik (rapier) and Bejart
(great axe) are both dead. Degenerate will accelerate the process,
especially against Bejart, and Paralysis Pulse will render them helpless.
Then close in on Duane as quick as you can - if you're close enough, he
can't use his dangerous Explosion spell.
Duane's CEV is so high that chains are not recommended. (Gain
Life/Magic may still be helpful, though, since they are unaffected by
CEV.) So your best bet is probably single attacks, or Vile Scar if you
have learned it. (See section 4b for a detailed analysis of why other
options are unlikely). Go for the Head to shut down his spellcasting,
but switch to the Legs after that's done.
You can easily cure Poison with Antidote, but keep in mind that his
staff is Silver. It's therefore a Light-affinity attack, and Shadow
Guard is the proper defense, not Impact Guard. The damage is low
enough that this isn't a big deal, though.
On replay, try out Explosion L2 to skip over his CEV.
While the Tail may be difficult to get at, the combination of high
damage, no EVA, and minimal CEV makes it the best target. So a good
Edged weapon, boosted by Degenerate and Prostasia, is the favored
tool. You'll have to do some running around to get in range, but if
you stay close enough you should still be able to avoid the Fire
Breath (use Fireproof if you can't). You're unlikely to have problems
with hit percentage here, so a Dragonite on your weapon will work well
to boost damage, while that new Salamander Ruby on your shield will
cut down on Fire Breath damage.
Equip the Salamander Ring you just found, slap the Salamander Ruby on
your shield, and use Fireproof where needed. Undine Jasper on a nice
Blunt weapon will serve you very well offensively, especially when you
back it up with Degenerate. Either boost your defense with Pyro Guard,
or your offense with Frost Fusion, as you prefer. Try going for the Head
to start (don't want to take a Flame Sphere when it's easy to disable),
then shift to the easier-to-hit Body. The limbs have too much CEV to be
worthwhile. Shouldn't pose any threat if you prepare properly.
A Piercing weapon fitted with Salamander Ruby, boosted by Prostasia
and Degenerate, will do good damage. The Ogre has quite a rep for
chain resistance, but a quick look at the stats should show you that
it isn't entirely warranted. The Body may not offer as much damage
potential, but it's eminently chainable and so is the best target. I
find it pretty easy to time Impact Guard against his attacks, too.
Overall, not as tough as he looks.
Make sure to have Aqua Ward ready, since the Crab's Aqua Bubble attack
is the principal threat here (Impact Guard, too, naturally). An
Undine Jasper on your shield can cut damage even more. Offensively,
cast Degenerate and Prostasia before taking a Blunt weapon with
Salamander Ruby (or better yet, Slyphid Topaz if you're lucky enough
to have one) to the Legs. Closing your chains with Numbing Claw will
limit his offensive options, too. A relatively non-threatening boss.
The Earth Dragon is one of the more durable bosses you've faced thus
far, but he's quite beatable. He's likely to get off an Acid Breath
as you close (unless you use a Faerie Wing), so I suggest opening with
Terra Guard to withstand that (Terra Ward too, of course, if you can
time it right). Once you've made it under the head, pull out a
Piercing weapon and cast Luft Fusion before you start chaining his
Head. He'll fall eventually.
You'll be aided by Sydney in this fight, though he contributes little other
than perhaps casting Prostasia on you, saving some MP. Or, he might cast
on himself and accomplish nothing.
The primary threat here is Grissom's Thunderburst (the Sylphid Ring will
reduce its threat level), but take out the Crusader first. Invigorate
yourself, Degenerate it (or Curse, if you have learned Accursed Umbra), and
drop the animated armor by using a Piercing weapon fitted with Djinn Amber
and hitting the Legs. If you like, Dulling Impact will prevent it from
buffing itself or Grissom.
Once it's down, swap to an Edged weapon (you'll need another Prostasia) and
use the Tarnish grimoire it just dropped to weaken Grissom. You'll again
want to go for the Legs, staying close to avoid the Thunderburst.
Rosencrantz
Class: Human HP: 480 MP: 25 STR: 109 INT: 105 AGL: 116 SPD: 20
| HP | PHY FIR WAT EAR AIR LIT DRK | EDG PRC BLN | EVA CEV |
----------------------------------------------------------------------------|
R.Arm | 240 | 5 35 35 55 10 35 35 | 15 15 15 | 25 128 |
L.Arm | 240 | 5 35 35 10 55 35 35 | 15 15 15 | 25 128 |
Head | 160 | 5 35 35 35 35 10 55 | 15 15 15 | 25 128 |
Body+ | 360 | 5 10 55 35 35 35 35 | 15 15 15 | 25 128 |
Legs* | 288 | 5 55 10 35 35 35 35 | 15 15 15 | 25 128 |
----------------------------------------------------------------------------|
R.Arm: Cherry Ronde, Normal, Recover 50 HP, Rending Gale |
L.Arm: Normal, Papillon Reel, Rending Gale, Vile Scar |
----------------------------------------------------------------------------|
Immunities | POIS PARA SLNC NUMB CRSE DEGN PSYC LEAD DEAT|
| X X X X X X X X |
----------------------------------------------------------------------------|
Rosencrantz is entirely immune to magic of all kinds, and highly chain-
resistant to boot. It looks like he's weak to Physical but the Rusted
Nails accessory he has brings that up to 35. To use a Break Art, remember
that an untargetable L2 will hit the Body, so you want to use Fire affinity
(e.g. Vile Scar with a Salamander Ruby). Or you can just accept a lot of
misses and chain him. Use Invigorate and Prostasia, in either case. Aqua
Ward and Shadow Guard will protect against his Cherry Ronde and Papillon
Reel, respectively, while the rest of his attacks are Physical.
You definitely want a Light-affinity attack here, though Soul Kiss does
less well than one might hope due to the Elemental's strength against
Piercing damage. Invigorate, Prostasia, and Degenerate are good prep work,
after which you'll want to smack the Head around until you've done 127
damage (disabling Meteor). Then swap to the Chest.
Defensively, Demonscale is the key Defense Ability, but Magic Ward can
render it superfluous.
The Air Elemental is sufficiently chain-resistant for me to seek alternate
approaches. Gaea Strike would be great, but is not yet available. Vulcan
Lance is excellent if you've learned it. Alternatively, any Earth-affinity
non-Piercing break art will do well - Vile Scar with Soil Fusion, say.
Prepare with Djinn Amber and/or Manabreaker on your shield, and the Slyphid
Ring accessory, to reduce the damage you take. Windbreak will of course be
desirable too. You could use Magic Ward, but if you aren't chaining, you'll
have trouble keeping your MP up without Gain Magic or using excessive Mana
items.
With regard to buffs, Soil Fusion is the key spell unless you have a Gnome
Emerald - in which case you can consider Aero Guard as well. Invigorate
and Degenerate as well, of course.
On replay, Gaea Strike IS available and should be used.
The Earth Elemental is the mirror image of the Air Elemental, with one key
difference - you DO have Thunderburst. That's a great tool to use against
him, especially if you have a Staff with charged-up PP and Djinn Amber. If
you put the initial horizontal plane at the upper chest, you should be able
to catch all five hit locations for big damage. Mana items will be needed
to keep this up, but you don't need to for long - two casts should kill him.
Otherwise, this should be getting old hat - the usual buffs and debuffs,
and set up to withstand Earth attacks. You should have found a Gnome
Bracelet a bit ago, so use that. Manabreaker is great on your shield. A
good trick is to cast your buffs BEFORE drawing your weapon, so they won't
be subject to the Manabreaker miss chance. Magic Ward is probably out, due
to the MP demands of Gaea Strike.
Another day, another dragon. Hit him in the Head with a Piercing Earth
weapon, while (as usual) staying under his neck and Impact Guarding the
bites and tail attacks.
The Sky Dragon is notably the first boss where Curse is *really* useful
(given his immunity to Degenerate), and where you might credibly have
Accursed Umbra on hand. Definitely use it, if you do.
The Harpy is not terribly challenging, aside from its Blasphemous Howl's
Curse effect (it'll drop some Angelic Paeans to handle that) and Banish.
Banish is less effective if your HP are high, but a Magic Ward is still in
order. Then, just cut it down with your Light-affinity weapon - the Legs
are the best target. The Harpy isn't challenging enough to even bother
with buff/debuff spells, aside from the Magic Ward.
You'll see a lot of these guys later on, but the first one is considered
a major boss. Liches are deadly spellcasters, but otherwise very weak, so
a Magic Ward will completely negate them. A Light-affinity weapon to the
Arms drops them quite quickly.
The Nightstalker's easy enough, if you know to take a Piercing weapon to
its Abdomen. The EVA is high enough you'll definitely want Braveheart,
and probably Invigorate too. Using Dulling Impact to take its spells out
of the equation carries the additional benefit of inducing it to spend
turns cancelling the status - which you can then reapply.
Unfortunately you don't yet have Leadbones, but Degenerate, Tarnish, and
Prostasia are all effective.
As with the prior Wyvern, you'll want to take an Edged weapon to the Tail.
While running about to do that, Cursing him is effective, along with
Herakles and Prostasia on yourself. Once you get at the Tail, he falls
very easily.
Pretty much the same as the last Golem you fought, except that now you have
some Djinn Ambers to exploit his weakness to Air. Use that, beat on his
Chest, and apply the usual buffs/debuffs for an easy fight.
This optional mini-boss may be found where you fought the original
Minotaur. An Edged Fire weapon to the Body is about all you need to worry
about here, backed up with Herakles, Leadbones, Prostasia, and Tarnish if
you really want to humiliate him.
Neesa
Class: Human HP: 450 MP: 82 STR: 117 INT: 125 AGL: 115 SPD: 20
| HP | PHY FIR WAT EAR AIR LIT DRK | EDG PRC BLN | EVA CEV |
----------------------------------------------------------------------------|
R.Arm | 225 | 14 32 38 35 36 41 36 | 0 0 45 | 20 32 |
L.Arm | 225 | 14 32 38 35 36 41 36 | 0 0 45 | 20 32 |
Head | 150 | 14 32 38 35 36 41 36 | 10 10 41 | 0 255 |
Body+ | 338 | 14 32 38 35 36 41 36 | 7 7 40 | 20 16 |
Legs* | 338 | 14 32 38 35 36 41 36 | 0 15 40 | 16 128 |
----------------------------------------------------------------------------|
R.Arm: Bonecrusher, Ignis Wheel, Magic Cancel, Normal |
L.Arm: Cure Numbness, Hex Flux, Normal, Quickshock |
Head: Blessing, Heal B, Magic Cancel |
----------------------------------------------------------------------------|
Immunities | POIS PARA SLNC NUMB CRSE DEGN PSYC LEAD DEAT|
| X X X X X X X |
----------------------------------------------------------------------------|
Tieger
Class: Human HP: 540 MP: 75 STR: 128 INT: 125 AGL: 110 SPD: 20
| HP | PHY FIR WAT EAR AIR LIT DRK | EDG PRC BLN | EVA CEV |
----------------------------------------------------------------------------|
R.Arm | 270 | 12 29 37 36 42 40 34 | 45 0 0 | 5 72 |
L.Arm | 270 | 12 29 37 36 42 40 34 | 45 0 0 | 5 72 |
Head | 180 | 12 29 37 36 42 40 34 | 41 10 10 | 0 255 |
Body+ | 405 | 12 29 37 36 42 40 34 | 40 7 7 | 0 64 |
Legs* | 405 | 12 29 37 36 42 40 34 | 40 15 0 | 16 128 |
----------------------------------------------------------------------------|
R.Arm: Bear Claw, Iron Ripper, Magic Cancel, Normal |
L.Arm: Accursed Umbra, Cure Numbness, Emetic Bomb, Normal |
Head: Degenerate, Silence |
----------------------------------------------------------------------------|
Immunities | POIS PARA SLNC NUMB CRSE DEGN PSYC LEAD DEAT|
| X X X X X X X |
----------------------------------------------------------------------------|
You only have to beat ONE of these Crimson Blade commanders to win. And
then they'll run away, leaving you no stat roulette or treasure. The
variety of Break Arts they can apply makes Absorb Damage the best defense
available, along with equipping against Humans. Offensively, there's little
to be done aside from buffing yourself, Tarnishing them, and whacking away
at Neesa's Body. Tieger's a more durable target, so ignore him.
Yes, the bosses can get a bit repetitive at times. The Water Elemental is
just more of the same. If you use Enlighten and Spark Fusion, with a good
Staff, a single Flame Sphere can actually blow him to kingdom come
immediately. As with the Earth Elemental, target the original plane just
under the shoulders to hit all five locations at once.
He may be a Lord, but he's not really much different from that first Ogre.</pre><pre id="faqspan-3">
Curse him, buff yourself, and use a Piercing Fire weapon on the Body. This
variant does have some annoying magic, so mix in Dulling Impact for best
results.
A slight variation on the Dragon theme here - his Head is actually weakest
against Edged not Piercing. Aside from that, though, he's exactly the same
as the previous dragons, with a simple Affinity swap.
The strongest variant of the "suit of armor" boss class, the Last Crusader
is best taken on with Degenerate, Herakles, Prostasia, Tarnish, and an
Edged Physical weapon to the Arms. Silencing him with Dulling Impact is a
double-edged sword - it's more convenient to not have to keep re-applying
Degenerate and Tarnish, but it's also nice to have him buffing instead of
attacking. If you skip the Silence, make sure to have Ward ready, and I
hope you've learned the Stun Cloud timing.
Oddly, *this* Minotaur is the one weak against Light, rather than the
Zombie variant. Curse status again proves its value, but your Light weapon
to the Chest should drop him with little fuss, as his STR is much lower
than yours should be at this point.
This four-armed goddess statue is resistant to most debuffs, but Leadbones
will serve quite well. The other interesting aspect of the fight is
picking your target hit location - there are a lot of options, depending
on what weapons you have which Affinities on. Since you've been whacking
Gremlins lately, you most likely have a Blunt Water weapon on hand. That
will do quite nicely against her second R.Arm.
Ifrit is of course a bigger, badder, Fire Elemental. He's so chain
resistant that Avalanche is really the preferred attack here. Leadbones
him first, Enlighten yourself, Pyro Guard for defense, and blow him away.
L2 is best to hit all five locations, but L1 does all right with four.
Just a stronger version of the original Crab. Some Cursing before cracking
his shell with a Blunt Fire weapon (target the Body or Legs) will smack him
down quite readily.
This fellow, who appears with a couple irrelevant generic Undead, is the
upgraded version of the earlier Lich. The same tactics apply - Magic Ward
to protect against his powerful spells, then take a Physical weapon to his
Arms. He is relatively fragile, so will die quickly.
This fat fellow is more annoying than the other Daevas, since he runs
around, jumping up and down, trying to stay out of your range. That's
very frustrating if you're trying to use standard attacks, but your
Thunderburst can match his range. Another reason to take that route, if
you needed one other than his Chain Evade. You *really* want to use L2
here, since he's so fat L1 will only get two hits.
The Arch Dragon is mostly a recycling of the standard Dragon theme, but
with a couple notable differences. His weakness to Dark is pretty rare,
so you'll be using those Morlock Jets on your weapon. The Divine Breath
also drains your MP, so get under his head even faster than normal. If
he does breathe on you, Shadow Guard it and pop Mana to get back in the
fight.
This Daeva is pretty similar to the previous, though you can't count on
a Guard for defense. Magic Ward is accordingly wise. It'll increase the
MP drain and use up more Mana items, but you're just about at the end, so
spend them freely. L1 Radial Surge will only get three hits most of the
time, but it's still the best option.
Guildenstern (Form 1)
Class: Evil HP: 540 MP: 90 STR: 118 INT: 135 AGL: 110 SPD: 22
| HP | PHY FIR WAT EAR AIR LIT DRK | EDG PRC BLN | EVA CEV |
----------------------------------------------------------------------------|
R.Arm | 270 | 50 50 50 50 50 80 90 | 10 5 15 | 15 160 |
L.Arm | 270 | 50 50 50 50 50 80 90 | 10 5 15 | 15 160 |
Head | 180 | 50 50 50 50 50 80 90 | 15 15 15 | 0 192 |
Body+ | 405 | 45 45 45 45 45 90 80 | 20 20 20 | 25 96 |
Legs* | 324 | 45 45 45 45 45 90 80 | 10 15 5 | 30 128 |
----------------------------------------------------------------------------|
R.Arm: Last Ascension, Normal |
L.Arm: Last Ascension, Normal |
Head: Dispel, Stun Cloud, Tarnish |
----------------------------------------------------------------------------|
Immunities | POIS PARA SLNC NUMB CRSE DEGN PSYC LEAD DEAT|
| X X X X X X X X X |
----------------------------------------------------------------------------|
Section 4c has a detailed description of how to set up for good damage here.
It boils down to using a high-STR weapon with Braveheart, two Djinn Ambers,
Herakles, Luft Fusion, and Agales' Chain. He'll try to Dispel your buffs,
so use Magic Ward to preserve them and block the Stun Cloud. Chain on the
Body to take him down.
Guildenstern (Form 2)
Class: Evil HP: 666 MP: 666 STR: 170 INT: 155 AGL: 132 SPD: 18
| HP | PHY FIR WAT EAR AIR LIT DRK | EDG PRC BLN | EVA CEV |
----------------------------------------------------------------------------|
R.Arm | 333 | 50 50 50 50 50 80 90 | 15 15 15 | 25 128 |
L.Arm | 333 | 50 50 50 50 50 80 90 | 15 15 15 | 25 128 |
Head | 333 | 50 50 50 50 50 80 90 | 15 15 15 | 15 64 |
Chest | 333 | 50 50 50 50 50 90 80 | 15 15 15 | 32 32 |
Body+ | 333 | 50 50 50 50 50 90 80 | 15 15 15 | 32 32 |
----------------------------------------------------------------------------|
R.Arm: Degenerate, Fire Storm, Psychodrain, Thunderbolt |
L.Arm: Acid Flow, Gravity, Leadbones, Tarnish |
Head: Apocalypse, Curse, Judgment, Silence |
Body: Bloody Sin |
----------------------------------------------------------------------------|
Immunities | POIS PARA SLNC NUMB CRSE DEGN PSYC LEAD DEAT|
| X X X X X X X X X |
----------------------------------------------------------------------------|
And here we have the big bad. Use the same setup for damage as against the
first form, and definitely use a Magic Ward to defend against his big
damage spells. He moves around the edge of the arena pretty quickly, so
you'll be spending a bunch of time chasing. Break Arts can be helpful if
he's just out of your normal range, and/or your buffs have expired but you
haven't refreshed them yet. Avoid targeting the Arms, due to their high
CEV. When you *do* get a swing in, execute the longest chain you can
manage, to make the most of it before he runs away. You can easily Vera
afterwards.
Bloody Sin is the only threat here if you keep your Magic Ward up. It's a
combo Light/Dark attack, for your Defense Ability reference. Hit the button
just when the camera zooms in for a closeup on Ashley's face. However, you
can usually cancel the attack if you know the trick. When the camera
shifts to looking down on you, keep using L2 to frame-by-frame advance
until he's passing right over you, and launch a long-range (probably L1)
Break Art. If you can hit him, it'll cancel the Bloody Sin. But do NOT
try this with a crossbow, since if the Sin lands you'll really need your
shield. So long as you've got a good shield, with Nightkiller and Demonia
gems, it's survivable even if you miss the defense timing. It's usually
best to pop a Cure Potion after, though.
His stats are a bit better than the previous Iron Crab, but he's tactically
no different. Again, Curse before cracking his Legs or Body with a Blunt
Fire weapon.
Excellent Affinity stats across the board, though a Physical Edged attack
to the Tail can still work fine. The really interesting bit in her stats,
though, is that crazy-low INT. Any AoE Warlock spell (the higher-level,
the better) will tear her apart. A one-shot kill is pretty easy, actually.
Interestingly, his Tail Attack is considered a normal attack, rather than
a special - there's no name given when he launches it. But neither that
nor the Class change to Undead really makes much of a difference. Slightly
different stats than the earlier Dark Dragon, but tactically no different.
Ogre Zombie
Class: Undead HP: 620 MP: 120 STR: 145 INT: 148 AGL: 125 SPD: 18
| HP | PHY FIR WAT EAR AIR LIT DRK | EDG PRC BLN | EVA CEV |
----------------------------------------------------------------------------|
R.Arm | 310 | 35 23 51 54 37 25 66 | 5 -3 35 | 15 192 |
L.Arm | 310 | 35 23 51 54 37 25 66 | 5 -3 35 | 15 192 |
Head | 207 | 45 33 61 64 38 35 77 | 10 25 60 | 0 255 |
Body+ | 465 | 45 33 61 64 38 35 77 | 25 15 50 | 0 32 |
R.Leg* | 186 | 50 33 61 64 38 35 77 | 15 0 35 | 15 192 |
L.Leg* | 186 | 50 33 61 64 38 35 77 | 15 0 35 | 15 192 |
----------------------------------------------------------------------------|
R.Arm: Normal |
L.Arm: Normal |
----------------------------------------------------------------------------|
Immunities | POIS PARA SLNC NUMB CRSE DEGN PSYC LEAD DEAT|
| X X X X X X X X |
----------------------------------------------------------------------------|
Death
Class: Evil HP: 350 MP: 500 STR: 145 INT: 145 AGL: 130 SPD: 10
| HP | PHY FIR WAT EAR AIR LIT DRK | EDG PRC BLN | EVA CEV |
----------------------------------------------------------------------------|
R.Arm | 333 | 38 50 53 58 61 100 32 | 0 0 0 | 5 64 |
L.Arm | 333 | 38 50 53 58 61 100 32 | 0 0 0 | 5 64 |
Head+ | 222 | 38 50 53 58 61 100 32 | 9 9 9 | 5 128 |
Body | 500 | 38 50 53 58 61 100 32 | 15 15 15 | 45 8 |
Legs* | 400 | 38 50 53 58 61 100 32 | 20 20 20 | 0 192 |
----------------------------------------------------------------------------|
R.Arm: Normal |
L.Arm: Normal |
Head: Acid Flow, Fire Storm, Gravity, Thunderbolt |
Body: Recharge 50 MP |
----------------------------------------------------------------------------|
Immunities | POIS PARA SLNC NUMB CRSE DEGN PSYC LEAD DEAT|
| X X X X X X X |
----------------------------------------------------------------------------|
A two-on-one boss fight is the last in Iron Maiden B2. The Ogre Zombie's
nothing special. He doesn't even have the Ogre Lord's magic, so ends up
being just a stronger version of the very first Ogre. So, chain his Body
with a Piercing Fire weapon.
Death, on the other hand, is another kettle of fish. You might have already
seen these fellas guarding the Godhands workshop, but one appears here in a
boss capacity. Death looks at first glance just like an upgraded Lich Lord,
but there are important differences. First, he's weak to Dark not Light,
so make use of those Morlock Jets. Second, Death is immune to magic. So
no massive Warlock duels, sorry! No debuffs either, but you should have
way better physical stats than he does by this point, so that shouldn't
matter.
Magic Ward is pretty much mandatory here, since Death wields some of the
most potent spells in the game. Since a Ward neutralizes him entirely, and
his teleportation can make him hard to run down, drop the Ogre Zombie first.
Section 4c has some more detailed discussion of this superboss, but she is
the nastiest enemy in the game. Overall, the best approach to killing her
is Avalanche, IF you can boost your INT and Water ratings high enough to do
good damage. L2 will let you get in 6 hits at relatively low MP cost and
high accuracy, while L4 offers more damage at the cost of more MP and lower
accuracy.
If Avalanche can't crack her Defense sufficiently, Aqua Blast or Lightning
Bolt are the next-best options. These are preferred over the other single-
target Warlock spells since they're the ones you can both boost with a
Fusion spell and match up with Blunt weakness.
Break Arts are the final option; Double Fang and Swallow Slash being the
most effective. And of those two, Double Fang's the one associated with a
one-handed weapon.
Oddly, you don't have to worry too much about her attacking you IF you know
the trick to fooling her AI. See, she prioritizes her Surging Balm very
highly. So as long as you keep cancelling that, by hitting her with attack
spells or Leadbones, she'll typically keep recasting it instead of doing
something more threatening.
I am not going to try to give a comprehensive discussion of
combination here. For that, refer to JTilton's Combinations Guide.
What I will present here are general principles culled from that
guide, along with an outline of the basic "upgrade path" for each
equipment category. This will be all you really need to get through
the game - if you want to build some particular special equipment,
that's a different matter and you should look elsewhere.
--------------------------
- 6a. General principles -
--------------------------
As a general rule, stay within item groups. Combine swords with swords
and helms with helms, not swords with axes or helms with gloves. You
can certainly get very good results from well-planned cross-group
combinations, but that's a more advanced strategy, and complex beyond
the scope of this guide.
In terms of materials, Hagane is your friend. It's almost as good as
Damascus and incomparably easier to make. Bronze + Iron = Hagane, and
then you can add almost anything else to it and have it remain Hagane
(so long as you remain within a single group).
To upgrade items to a higher level, you will generally want to combine
items of similar power. The particular combinations that result in
upgrades are tabulated in section 6b.
There's also one particularly useful recipe available when you hit the
second workshop:
What I have done here is tabulate all of the combinations that result
in an upgrade, organized into a chain. For all items not on an
upgrade path, I've included any interesting cross-group combinations
with other such items that DO result in something on an upgrade path.
To help explain the formatting, look at the Helms group. The first
line indicates that, while Bandanas and Wizard Hats aren't on an
upgrade path, they may be combined with Vambraces to make Chain Mail.
Interestingly, since these items come in Leather only, if the Vambrace
is Hagane the resulting Chain Mail will be Silver.
Then the upgrade chain proper starts with taking a Bear Mask or Bone
Helm and adding a Chain Coif to make a Spangenhelm. To that you add a
Bear Mask or Chain Coif to make a Cabasset, plus a Spangenhelm for a
Sallet, and so on.
BODY:
Cuirass + Banded Mail = Ring Mail
Ring Mail + Banded Mail = Chain Mail
Chain Mail + Jerkin/Ring Mail
OR Ring Mail + Wizard Robe = Breastplate
Breastplate + Cuirass/Chain Mail
OR Hauberk + Chain Mail = Segmentata
Segmentata + Chain Mail/Breastplate = Scale Armor
Scale Armor + Breastplate/Segmentata = Brigandine
Brigandine + Breastplate/Scale Armor = Plate Mail
Plate Mail + Brigandine = Fluted Armor
Fluted Armor + Plate Mail = Hoplite Armor
Hoplite Armor x2 = Jazeraint Armor
Jazeraint Armor x2 = Dread Armor
This section is similar to the first part of JTilton's Enemy FAQ, but
includes additional information. In cases where multiple enemies
share the same name, I have adopted the same naming convention he did,
to ease comparisons.
Also, I chose not to recreate the information in the second part of
the Enemy FAQ - I have nothing to add there. So to see what equipment
different enemies have, where they are found, and so on, check out the
Enemy FAQ.
To understand the enemy entries, let's look over a sample, for the
first enemy you face:
The first line is the enemy's name. Anything in parens is not shown
in-game, but rather is added to distinguish multiple enemies with the
same name.
The next line lists the enemy's Class, HP, MP, STR, INT, AGL, and
movement speed. There is a small amount of random variation in the
stats added to these.
Then, there's a line for each body part. Body parts may have two
special flags. A + indicates the enemy's main body part, which is
relevant to attacks which are not targeted on a specific hit location
(see section 8 to find which abilities this applies to, and Ashley's
is the Body). One or two locations may be marked with a * to indicate
that they're used for movement - reducing these locations to Dying
status will reduce the target to half movement speed. If there are
two, both must be Dying for this to happen.
Then the ratings for HP (the amount of damage which must be inflicted
to get the location to Dying status), Physical, Fire, Water, Earth,
Air, Light, Dark, Edged, Piercing, Blunt, Evade, and Chain Evade
(probability of dodging a chain is CEV/255) are listed.
The next section lists all the abilities the enemy type has, and the
body part with which they are associated. Abilities may be disabled
by reducing their associated hit location to Dying status. For
abilities present on two locations (most commonly seen for Normal
attack), both must be Dying to disable the ability. This will, in
most cases, kill the target first, so is not that useful. Note that
this section is an aggregate over all examples of the type. For
example, various Ghost (Weak) enemies cast different spells, but the
entry lists all of them. To find out which spells are cast by which
Ghosts, see JTilton's Enemy FAQ.
Also note that, in some cases, there are multiple abilities which
share the same name. I have distinguished them with suffixes A, B, C
which match with the names used in section 8.
Finally, immunities to various statuses (poison, paralysis, silence,
numbness, curse, degenerate, psychodrain, leadbones, plus DEAT meaning
Banish/Exorcism/Drain Mind) are shown. Any status the enemy is immune
to is marked with an X.
In this section I list the enemies which are newly encountered in each
area of the game, categorized by Type and Affinity weakness. This is
useful for planning your equipment in each area - if the Blunt-weak
enemies are also weak against Water, you'll do well to put an Undine
Jasper in your Mace ahead of time so that you're prepared.
THE WINE CELLARS
Blunt: Crimson Blade (Type A)
Edged: Crimson Blade (Type B)
Bat EAR
Minotaur FIR/DRK
Piercing: Silver Wolf WAT
Zombie Knight LIT
Zombie LIT
Zombie Fighter LIT
Ghoul LIT
Dullahan LIT
THE CATACOMBS
Blunt: Skeleton LIT
Edged: Mummy AIR/LIT
Ghost DRK
Bat EAR
Piercing: Zombie Knight LIT
Zombie LIT
Zombie Fighter LIT
Ghoul LIT
Lizardman AIR
Silver Wolf WAT
Hellhound WAT
Slime FIR
SANCTUM
Blunt: Skeleton LIT
Skeleton Knight LIT
Golem AIR
Edged: Mummy AIR/LIT
Ghost DRK
Dragon LIT/DRK
Bat EAR
Piercing: Zombie Knight LIT
Zombie LIT
Zombie Fighter LIT
Ghoul LIT
Lizardman AIR
Silver Wolf WAT
Hellhound WAT
Slime FIR
Poison Slime FIR
TOWN CENTER WEST I
Blunt: Crimson Blade (Type D) AIR
Edged: Crimson Blade (Type C) LIT
CITY WALLS WEST
Blunt: Skeleton LIT
Skeleton Knight LIT
Edged: Bat EAR
Piercing: Zombie Knight LIT
Hellhound WAT
Slime FIR
THE ABANDONED MINES B1
Blunt: Goblin Leader AIR
Orc WAT
Fire Elemental WAT
Edged: Goblin AIR
Wyvern LIT/DRK
Piercing: Stirge EAR
Hellhound WAT
Mimic FIR
TOWN CENTER WEST II
Blunt: Crimson Blade (Type D) AIR
Piercing: Crimson Blade (Type F) FIR
UNDERCITY WEST I
Blunt: Giant Crab AIR
Skeleton Knight LIT
Edged: Zombie Mage FIR
Piercing: Zombie Knight LIT
Ghast LIT
SNOWFLY FOREST
Blunt: Fire Elemental WAT
Damascus Crab FIR
Edged: Grissom EAR
Ichthious EAR
Earth Dragon AIR
Piercing: Basilisk AIR
Zombie Knight LIT
Dark Crusader AIR
CITY WALLS SOUTH
Piercing: Lizardman AIR
Blood Lizard AIR
THE KEEP
Blunt: Rosencrantz ANY > DRK
Damascus Golem AIR
Edged: Rosencrantz ANY > DRK
Piercing: Rosencrantz ANY > DRK
TOWN CENTER SOUTH
Edged: Crimson Blade (Type H) LIT
Piercing: Crimson Blade (Type E) DRK
ABANDONED MINES B2
Blunt: Orc WAT
Air Elemental EAR
Earth Elemental AIR
Edged: Orc Leader WAT
Imp LIT
Piercing: Blood Lizard AIR
Sky Dragon EAR
UNDERCITY WEST II
Piercing: Dullahan LIT
TOWN CENTER EAST I
Blunt: Crimson Blade (Type K) EAR
Edged: Crimson Blade (Type I) EAR
Piercing: Crimson Blade (Type J) LIT
UNDERCITY EAST I
Blunt: Lich LIT
Edged: Quicksilver LIT
Lich LIT
Piercing: Harpy LIT
Lich LIT
Nightstalker AIR/FIR
CITY WALLS NORTH
Blunt: Dark Elemental LIT
Piercing: Blood Lizard AIR
IRON MAIDEN
Blunt: Skeleton LIT
Dark Skeleton LIT
Ravana ANY
Asura ANY
Death DRK
Shadow ANY > LIT/DRK
Edged: Mummy AIR/LIT
Wraith LIT
Ravana ANY
Asura ANY
Death DRK
Wyvern Queen FIR
Piercing: Zombie Knight LIT
Wyvern Knight FIR
Dark Dragon LIT
Ravana ANY
Dragon Zombie LIT
Ogre Zombie FIR
Asura ANY
Death DRK
Gargoyle EAR
TOWN CENTER SOUTH II
Blunt: Crimson Blade (Type G) FIR
Edged: Crimson Blade (Type H) LIT
Piercing: Crimson Blade (Type E) DRK
CITY WALLS EAST
Blunt: Skeleton Knight LIT
Dark Skeleton LIT
Edged: Zombie Mage FIR
Piercing: Gargoyle EAR
UNDERCITY WEST III
Blunt: Skeleton LIT
Skeleton Knight LIT
Dark Skeleton LIT
Dark Elemental LIT
Dark Eye LIT
Lich LIT
Edged: Zombie Mage FIR
Lich LIT
Piercing: Zombie Knight LIT
Ghast LIT
Gargoyle EAR
Dark Eye LIT
Lich LIT
UNDERCITY EAST II
Blunt: Tieger DRK
Lich LIT
Edged: Quicksilver LIT
Neesa FIR
Lich LIT
Piercing: Tieger DRK
Neesa FIR
Harpy LIT
Lich LIT
LIMESTONE QUARRY
Blunt: Water Elemental FIR
Earth Elemental AIR
Air Elemental EAR
Gremlin WAT
Edged: Ogre Lord FIR
Piercing: Ogre FIR
Snow Dragon FIR
Dullahan LIT
TEMPLE OF KILTIA
Blunt: Water Elemental FIR
Edged: Minotaur Lord LIT
Last Crusader NONE
Piercing: Nightstalker AIR/FIR
TEMPLE OF KILTIA II
Blunt: Kali ANY
Water Elemental FIR
Edged: Kali ANY
Piercing: Kali ANY
Nightstalker AIR/FIR
TOWN CENTER EAST II
Blunt: Crimson Blade (Type K) EAR
Edged: Crimson Blade (Type I) EAR
Piercing: Crimson Blade (Type J) LIT
THE GREAT CATHEDRAL
Blunt: Iron Crab FIR
Dark Skeleton LIT
Marid FIR
Ifrit WAT
Djinn EAR
Dao AIR
Nightmare LIT
Arch Dragon DRK
Lich LIT
Lich Lord LIT
Edged: Flame Dragon WAT
Lich LIT
Lich Lord LIT
Piercing: Zombie Knight LIT
Lich LIT
Lich Lord LIT
Here's a sample listing to use for explanations of the formatting:
Explosion L1
Cost: 36 MP Targetable: Y Area-effect: Y
Range shape: Spheroid Range: 15
AoE shape: Spheroid Size: 2
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.0
Type: Blunt Affinity: Physical Immune: None
The name and cost (precisely what sort of cost it is varies depending
on the ability type) should be self-explanatory.
"Targetable" abilities may be directed against specific hit locations.
Non-targetable abilities will always be directed against the target's
primary location (marked with a + in section 7). Depending on the
particulars of the ability, this may or may not matter.
Area-effect spells will hit all eligible targets in their area, while
non-area spells will strike a single hit location.
Ranges, and areas of effect for area-effect abilities, have a few
different shapes. The most common is Spheroid, which may be perfectly
spherical in which case the Range listed is just the radius. However,
some abilities have flattened or elongated shapes, and their range
will have multiple numbers for the multiple radii.
There are also two sorts of cylindrical areas used. The one I call
"center cylinder" is a cylinder with the user at the center, oriented
up and down (the Enchanter spells, for instance). "End cylinder" is a
cylinder oriented horizontally, with the user at one end (like
Unlock). The code allows for a wide range of other types of area, but
these three are the only ones which seem to be actually used.
Each ability has either one or two "hits" which actually implement the
ability's effects. For each hit, he first line notes what type of
effect it is. Effects directed at the user of the ability, rather
than its target, are marked as (User).
Each hit has a hit formula governing its chances of taking effect.
The formulas used are:
If #1 hit: Only seen on hit 2. If hit 1 hit, then hit 2 will also.
100%+gems: Has a base chance of 100%, but may be modified by relevant
20% gems.
There is also a power formula governing how much damage it does or
heals, or how many PP it uses, and so on. For attacks using the
normal formula, it notes whether STR or INT is used (if INT, it counts
as a magical attack and Class is not used), and what the multiplier
is.
The type and affinity are also listed for each hit, as well as whether
a target may be immune to it by dint of being Undead, or by not being
Undead, or by having a specific immunity.
Not all ability types will have all of this information.
------------------
- 8a. Break Arts -
------------------
Break Arts all have a Spheroid range. None of them are area-effect.
Accursed Umbra
Cost: 40 HP Targetable: N Range: 15 x 14
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.2
Type: Blunt Affinity: As weapon Immune: None
Hit 2: Curse
Hit formula: Normal Power formula: No damage
Type: As weapon Affinity: As weapon Immune: Immunity
Advent Sign
Cost: 75 HP Targetable: N Range: 9 x 8
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.3
Type: Edged Affinity: Light Immune: None
Bear Claw
Cost: 25 HP Targetable: Y Range: 18 x 17
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.1
Type: Blunt Affinity: As weapon Immune: None
Black Nebula
Cost: 75 HP Targetable: N Range: 10 x 9
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.3
Type: Blunt Affinity: Dark Immune: None
Bonecrusher
Cost: 25 HP Targetable: Y Range: 18 x 17
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.1
Type: Blunt Affinity: As weapon Immune: None
Brimstone Hail
Cost: 25 HP Targetable: Y Range: 17 x 16
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.1
Type: Piercing Affinity: Dark Immune: None
Hit 2: HP Damage
Hit formula: If #1 hit Power formula: Normal (STR), multiplier 1.0
Type: Piercing Affinity: Fire Immune: None
Cherry Ronde
Cost: 55 HP Targetable: Y Range: 13 x 12
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.2
Type: Edged Affinity: Water Immune: None
Death Wail
Cost: 55 HP Targetable: Y Range: 11 x 10
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.2
Type: Piercing Affinity: Dark Immune: None
Hit 2: HP Damage
Hit formula: If #1 hit Power formula: Normal (STR), multiplier 1.0
Type: Piercing Affinity: Earth Immune: None
Double Fang
Cost: 55 HP Targetable: Y Range: 14 x 13
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.2
Type: Piercing Affinity: As weapon Immune: None
Hit 2: HP Damage
Hit formula: If #1 hit Power formula: Normal (STR), multiplier 1.0
Type: Piercing Affinity: As weapon Immune: None
Emetic Bomb
Cost: 75 HP Targetable: N Range: 9 x 8
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.3
Type: Edged Affinity: As weapon Immune: None
Giga Tempest
Cost: 55 HP Targetable: Y Range: 12 x 11
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.2
Type: Piercing Affinity: As weapon Immune: None
Hit 2: Damage armor
Hit formula: If #1 hit Power formula: No damage
Type: As weapon Affinity: As weapon Immune: None
Glacial Gale
Cost: 40 HP Targetable: N Range: 16 x 15
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.2
Type: Blunt Affinity: Air Immune: None
Hit 2: Numbness
Hit formula: Normal Power formula: No damage
Type: As weapon Affinity: As weapon Immune: Immunity
Gravis Aether
Cost: 55 HP Targetable: Y Range: 13 x 12
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.2
Type: Blunt Affinity: Earth Immune: None
Heaven's Scorn
Cost: 40 HP Targetable: Y Range: 14 x 13
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.2
Type: Piercing Affinity: Light Immune: None
Hit 2: HP Damage
Hit formula: If #1 hit Power formula: Normal (STR), multiplier 1.0
Type: Piercing Affinity: Air Immune: None
Hex Flux
Cost: 75 HP Targetable: N Range: 9 x 8
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.3
Type: Blunt Affinity: Light Immune: None
Hit 2: HP Damage
Hit formula: If #1 hit Power formula: Normal (STR), multiplier 1.0
Type: Blunt Affinity: Dark Immune: None
Ignis Wheel
Cost: 55 HP Targetable: Y Range: 12 x 11
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.2
Type: Blunt Affinity: As weapon Immune: None
Hit 2: HP Damage
Hit formula: If #1 hit Power formula: Normal (STR), multiplier 1.0
Type: Blunt Affinity: Fire Immune: None
Iron Ripper
Cost: 55 HP Targetable: Y Range: 12 x 11
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.2
Type: Blunt Affinity: As weapon Immune: None
Hit 2: Damage armor
Hit formula: If #1 hit Power formula: No damage
Type: As weapon Affinity: As weapon Immune: None
Killer Mantis
Cost: 55 HP Targetable: Y Range: 13 x 12
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.2
Type: Edged Affinity: As weapon Immune: None
Hit 2: MP Damage
Hit formula: If #1 hit Power formula: Normal (INT), multiplier 1.5
Type: As weapon Affinity: As weapon Immune: None
Lotus Palm
Cost: 25 HP Targetable: Y Range: 21 x 20
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.2
Type: Blunt Affinity: Physical Immune: None
Mistral Edge
Cost: 25 HP Targetable: Y Range: 19 x 18
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.1
Type: Blunt Affinity: As weapon Immune: None
Papillon Reel
Cost: 75 HP Targetable: N Range: 10 x 9
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.3
Type: Edged Affinity: Light Immune: None
Quickshock
Cost: 40 HP Targetable: N Range: 15 x 14
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.2
Type: Blunt Affinity: Air Immune: None
Hit 2: Numbness
Hit formula: Normal Power formula: No damage
Type: As weapon Affinity: As weapon Immune: Immunity
Rending Gale
Cost: 25 HP Targetable: Y Range: 19 x 18
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.1
Type: Piercing Affinity: As weapon Immune: None
Retribution
Cost: 75 HP Targetable: N Range: 12 x 11
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.5
Type: Blunt Affinity: Dark Immune: None
Riskbreak
Cost: 40 HP Targetable: N Range: 16 x 15
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.2
Type: Piercing Affinity: As weapon Immune: None
Hit 2: Reduce RISK (User)
Hit formula: If #1 hit Power formula: 1/2 of previous hit's damage
Type: As weapon Affinity: As weapon Immune: None
Ruination
Cost: 25 HP Targetable: Y Range: 18 x 17
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.1
Type: Piercing Affinity: As weapon Immune: None
Sanctus Flare
Cost: 75 HP Targetable: Y Range: 8 x 7
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.3
Type: Piercing Affinity: Light Immune: None
Hit 2: HP Damage
Hit formula: If #1 hit Power formula: Normal (STR), multiplier 1.0
Type: Piercing Affinity: Water Immune: None
Scythe Wind
Cost: 40 HP Targetable: N Range: 15 x 14
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.2
Type: Piercing Affinity: Air Immune: None
Hit 2: Equip Down
Hit formula: Normal Power formula: No damage
Type: As weapon Affinity: As weapon Immune: Immunity
Shadoweave
Cost: 40 HP Targetable: N Range: 17 x 16
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.2
Type: Blunt Affinity: Dark Immune: None
Hit 2: Paralysis
Hit formula: Normal Power formula: No damage
Type: As weapon Affinity: As weapon Immune: Immunity
Sirocco
Cost: 25 HP Targetable: Y Range: 19 x 18
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.1
Type: Blunt Affinity: Fire Immune: None
Spiral Scourge
Cost: 75 HP Targetable: N Range: 9 x 8
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.3
Type: Piercing Affinity: Water Immune: None
Sunder
Cost: 25 HP Targetable: Y Range: 18 x 17
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.1
Type: Piercing Affinity: As weapon Immune: None
Swallow Slash
Cost: 55 HP Targetable: Y Range: 12 x 11
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.2
Type: Edged Affinity: As weapon Immune: None
Hit 2: HP Damage
Hit formula: If #1 hit Power formula: Normal (STR), multiplier 1.0
Type: Edged Affinity: As weapon Immune: None
Thunderwave
Cost: 40 HP Targetable: N Range: 15 x 14
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.2
Type: Edged Affinity: Air Immune: None
Hit 2: Paralysis
Hit formula: Normal Power formula: No damage
Type: As weapon Affinity: As weapon Immune: Immunity
Trinity Pulse
Cost: 75 HP Targetable: N Range: 10 x 9
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.3
Type: Blunt Affinity: As weapon Immune: None
Vermillion Aura
Cost: 55 HP Targetable: Y Range: 15 x 14
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.3
Type: Blunt Affinity: Light Immune: None
Hit 2: HP Damage
Hit formula: If #1 hit Power formula: Normal (STR), multiplier 1.0
Type: Blunt Affinity: Light Immune: None
Vertigo
Cost: 40 HP Targetable: N Range: 18 x 17
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.3
Type: Blunt Affinity: Physical Immune: None
Hit 2: Numbness
Hit formula: Normal Power formula: No damage
Type: As weapon Affinity: As weapon Immune: Immunity
Vile Scar
Cost: 40 HP Targetable: N Range: 16 x 15
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.2
Type: Edged Affinity: As weapon Immune: None
Hit 2: Poison
Hit formula: Normal Power formula: No damage
Type: As weapon Affinity: As weapon Immune: Immunity
Whistle Sting
Cost: 25 HP Targetable: Y Range: 20 x 19
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.1
Type: Blunt Affinity: As weapon Immune: None
Wyrm Scorn
Cost: 75 HP Targetable: N Range: 11 x 10
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.3
Type: Piercing Affinity: As weapon Immune: None
Chain abilities that do damage all hit the same body part as the
original attack, so targetability is irrelevant. None are area-
effect, and the damage (those that do damage) is a percentage of the
damage done by the original attack, plus 1 for each previous move in
the chain (i.e. +1 for Chain #2, +2 for Chain #3, etc.). Therefore
they have no Affinity or Type. The damage Crimson Pain returns to
Ashley is applied to the right arm.
Crimson Pain
Cost: 2 RISK
Hit 1: HP Damage
Hit formula: Chain Power formula: 100% of original hit
Immune: None
Hit 2: HP Damage (User)
Hit formula: 100%+gems Power formula: 30% of original hit
Immune: None
Dulling Impact
Cost: 3 RISK
Hit 1: Silence
Hit formula: Chain Power formula: No damage
Immune: Immunity
Gain Life
Cost: 2 RISK
Hit 1: Restore HP (User)
Hit formula: Chain Power formula: 30% of original hit, no CEV
Immune: None
Gain Magic
Cost: 2 RISK
Hit 1: Restore MP (User)
Hit formula: Chain Power formula: 30% of original hit, no CEV
Immune: None
Heavy Shot
Cost: 1 RISK
Hit 1: HP Damage
Hit formula: Chain Power formula: 70% of original hit
Immune: None
Instill
Cost: 1 RISK
Hit 1: HP Damage
Hit formula: Chain Power formula: 10% of original hit
Immune: None
Hit 2: Restore weapon PP (User)
Hit formula: 100%+gems Power formula: 100% of original hit
Immune: None
Mind Ache
Cost: 1 RISK
Hit 1: MP Damage
Hit formula: Chain Power formula: 20% of MP lost
Immune: None
Mind Assault
Cost: 1 RISK
Hit 1: MP Damage
Hit formula: Chain Power formula: 30% of original hit
Immune: None
Numbing Claw
Cost: 3 RISK
Hit 1: Numbness
Hit formula: Chain Power formula: No damage
Immune: Immunity
Paralysis Pulse
Cost: 3 RISK
Hit 1: Paralysis
Hit formula: Chain Power formula: No damage
Immune: Immunity
Phantom Pain
Cost: 3 RISK
Hit 1: HP Damage
Hit formula: Chain Power formula: Current weapon PP
Immune: None
Hit 2: Consume weapon PP (User)
Hit formula: 100%+gems Power formula: Equal to previous hit's damage
Immune: None
Raging Ache
Cost: 1 RISK
Hit 1: HP Damage
Hit formula: Chain Power formula: 10% of HP lost
Immune: None
Snake Venom
Cost: 3 RISK
Hit 1: Poison
Hit formula: Chain Power formula: No damage
Immune: Immunity
Temper
Cost: 2 RISK
Hit 1: HP Damage
Hit formula: Chain Power formula: 40% of original hit
Immune: None
Hit 2: Restore weapon DP (units are DP/100) (User)
Hit formula: 100%+gems Power formula: 200% of original hit, no CEV
Immune: None
Absorb Damage
Cost: 4 RISK
Hit 1: Heal from non-magic damage (User)
Hit formula: 100%+gems Power formula: 20% of physical damage received
Absorb Magic
Cost: 4 RISK
Hit 1: Heal from magic damage (User)
Hit formula: 100%+gems Power formula: 20% of magical damage received
Aqua Ward
Cost: 4 RISK
Hit 1: Heal from water damage (User)
Hit formula: 100%+gems Power formula: 50% of affinity damage received
Demonscale
Cost: 4 RISK
Hit 1: Heal from dark damage (User)
Hit formula: 100%+gems Power formula: 50% of affinity damage received
Fireproof
Cost: 4 RISK
Hit 1: Heal from fire damage (User)
Hit formula: 100%+gems Power formula: 50% of affinity damage received
Impact Guard
Cost: 4 RISK
Hit 1: Heal from physical damage (User)
Hit formula: 100%+gems Power formula: 50% of affinity damage received
Phantom Shield
Cost: 6 RISK
Hit 1: Heal from any damage (User)
Hit formula: 100%+gems Power formula: Current shield PP
Hit 2: Consume shield PP (User)
Hit formula: 100%+gems Power formula: Equal to previous hit's damage
Reflect Damage
Cost: 2 RISK
Hit 1: HP Damage
Hit formula: 100%+gems Power formula: 40% of physical damage received
Reflect Magic
Cost: 2 RISK
Hit 1: HP Damage
Hit formula: 100%+gems Power formula: 40% of magical damage received
Shadow Guard
Cost: 4 RISK
Hit 1: Heal from light damage (User)
Hit formula: 100%+gems Power formula: 50% of affinity damage received
Siphon Soul
Cost: 6 RISK
Hit 1: Restore MP (User)
Hit formula: 100%+gems Power formula: 50% of MP used by spell
Terra Ward
Cost: 4 RISK
Hit 1: Heal from earth damage (User)
Hit formula: 100%+gems Power formula: 50% of affinity damage received
Ward
Cost: 1 RISK
Hit 1: Cure Paralysis (User)
Hit formula: 100%+gems Power formula: No damage
Hit 2: Cure Numbness (User)
Hit formula: 100%+gems Power formula: No damage
Windbreak
Cost: 4 RISK
Hit 1: Heal from air damage (User)
Hit formula: 100%+gems Power formula: 50% of affinity damage received
-----------------------
- 8d. Special Attacks -
-----------------------
All abilities in this group are used by enemies, not Ashley. There
are some very interesting facts in here (e.g. effectively-infinite
range on the Bite attacks) that don't come to light in play due to how
the enemies act.
I'm not quite sure how the areas of effect are calculated for those
abilities on this list have them. It is definitely quite different
from the calculation for spells (except for Bloody Sin, which does use
that same calculation - it's a Spheroid of radius 6).
Also, all Special Attacks are targetable.
Acid Breath A
Cost: 3 RISK Area-effect: Y
Range shape: End cylinder Range: 9 x 36
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.0
Type: Blunt Affinity: Earth Immune: None
Hit 2: Damage armor
Hit formula: If #1 hit Power formula: No damage
Type: Typeless Affinity: None Immune: None
Acid Breath B
Cost: 2 RISK Area-effect: Y
Range shape: End cylinder Range: 1 x 10
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.1
Type: Blunt Affinity: Earth Immune: None
Hit 2: Damage armor
Hit formula: If #1 hit Power formula: No damage
Type: Typeless Affinity: None Immune: None
Acid Sneeze
Cost: 2 RISK Area-effect: N
Range shape: Spheroid Range: 8
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.5
Type: Blunt Affinity: Dark Immune: None
Hit 2: Damage armor
Hit formula: If #1 hit Power formula: No damage
Type: Typeless Affinity: None Immune: None
Acrid Ooze
Cost: 2 RISK Area-effect: N
Range shape: Spheroid Range: 9 x 10
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.1
Type: Blunt Affinity: Physical Immune: None
Aqua Bubble
Cost: 3 RISK Area-effect: Y
Range shape: End cylinder Range: 8 x 28 x 16
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.0
Type: Blunt Affinity: Water Immune: None
Hit 2: Damage armor
Hit formula: If #1 hit Power formula: No damage
Type: Typeless Affinity: None Immune: None
Bite A
Cost: 0 RISK Area-effect: N
Range shape: Spheroid Range: 255
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.0
Type: Blunt Affinity: Physical Immune: None
Bite B
Cost: 0 RISK Area-effect: N
Range shape: Spheroid Range: 255
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.2
Type: Blunt Affinity: Physical Immune: None
Bite C
Cost: 0 RISK Area-effect: N
Range shape: Spheroid Range: 255
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.2
Type: Blunt Affinity: Physical Immune: None
Blasphemous Howl
Cost: 2 RISK Area-effect: N
Range shape: Spheroid Range: 14
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.2
Type: Piercing Affinity: Dark Immune: None
Hit 2: Curse
Hit formula: Normal Power formula: No damage
Type: Typeless Affinity: None Immune: Immunity
Bloodsuck
Cost: 4 RISK Area-effect: N
Range shape: Spheroid Range: 9
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.0
Type: Edged Affinity: Physical Immune: None
Hit 2: Restore HP (User)
Hit formula: If #1 hit Power formula: Equal to previous hit's damage
Type: Typeless Affinity: None Immune: None
Bloody Sin
Cost: 15 RISK Area-effect: Y
Range shape: Spheroid Range: 16
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.1
Type: Blunt Affinity: Dark Immune: None
Hit 2: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.0
Type: Piercing Affinity: Light Immune: None
Caeser's Thrust
Cost: 1 RISK Area-effect: N
Range shape: Spheroid Range: 13
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.3
Type: Blunt Affinity: Air Immune: None
Hit 2: Paralysis
Hit formula: Normal Power formula: No damage
Type: Typeless Affinity: None Immune: Immunity
Devitalize
Cost: 2 RISK Area-effect: N
Range shape: Spheroid Range: 14
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.2
Type: Piercing Affinity: Physical Immune: None
Hit 2: Restore HP (User)
Hit formula: If #1 hit Power formula: Equal to previous hit's damage
Type: Typeless Affinity: None Immune: None
Divine Breath
Cost: 3 RISK Area-effect: Y
Range shape: End cylinder Range: 9 x 36
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.0
Type: Blunt Affinity: Light Immune: None
Hit 2: MP Damage
Hit formula: If #1 hit Power formula: Normal (INT), multiplier 1.5
Type: Typeless Affinity: None Immune: None
Fire Breath A
Cost: 3 RISK Area-effect: Y
Range shape: End cylinder Range: 1 x 14
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.0
Type: Blunt Affinity: Fire Immune: None
Fire Breath B
Cost: 3 RISK Area-effect: Y
Range shape: End cylinder Range: 4 x 28
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.0
Type: Blunt Affinity: Fire Immune: None
Hit 2: Damage armor
Hit formula: If #1 hit Power formula: No damage
Type: Typeless Affinity: None Immune: None
Frost Breath
Cost: 3 RISK Area-effect: Y
Range shape: End cylinder Range: 9 x 36
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.0
Type: Blunt Affinity: Water Immune: None
Hit 2: Damage armor
Hit formula: If #1 hit Power formula: No damage
Type: Typeless Affinity: None Immune: None
Giga Rush
Cost: 5 RISK Area-effect: N
Range shape: Spheroid Range: 10 x 15
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.0
Type: Blunt Affinity: Physical Immune: None
Granite Punch
Cost: 5 RISK Area-effect: N
Range shape: Center cylinder Range: 24 x 10
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.3
Type: Blunt Affinity: Physical Immune: None
Heaven's Tear
Cost: 1 RISK Area-effect: N
Range shape: Spheroid Range: 13
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.3
Type: Edged Affinity: Fire Immune: None
Hit 2: MP Damage
Hit formula: If #1 hit Power formula: Normal (INT), multiplier 1.5
Type: Typeless Affinity: None Immune: None
Last Ascension
Cost: 5 RISK Area-effect: Y
Range shape: End cylinder Range: 1 x 24
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.0
Type: Blunt Affinity: Physical Immune: None
Mind Blast
Cost: 2 RISK Area-effect: N
Range shape: End cylinder Range: 10
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.0
Type: Piercing Affinity: Physical Immune: None
Numbing Hook
Cost: 4 RISK Area-effect: N
Range shape: Spheroid Range: 9
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.2
Type: Piercing Affinity: Physical Immune: None
Hit 2: Numbness
Hit formula: Normal Power formula: No damage
Type: Typeless Affinity: None Immune: Immunity
Numbing Needle
Cost: 4 RISK Area-effect: N
Range shape: Spheroid Range: 9
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.2
Type: Edged Affinity: Physical Immune: None
Hit 2: Numbness
Hit formula: Normal Power formula: No damage
Type: Typeless Affinity: None Immune: Immunity
Pincer
Cost: 0 RISK Area-effect: N
Range shape: Spheroid Range: 255
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.2
Type: Blunt Affinity: Physical Immune: None
Poison Breath
Cost: 3 RISK Area-effect: Y
Range shape: End cylinder Range: 9 x 36
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.0
Type: Blunt Affinity: Dark Immune: None
Hit 2: Poison
Hit formula: Normal Power formula: No damage
Type: Typeless Affinity: None Immune: Immunity
Poison Sneeze
Cost: 2 RISK Area-effect: N
Range shape: Spheroid Range: 9 x 10
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.1
Type: Blunt Affinity: Earth Immune: None
Hit 2: Poison
Hit formula: Normal Power formula: No damage
Type: Typeless Affinity: None Immune: Immunity
Poltergeist
Cost: 3 RISK Area-effect: N
Range shape: Spheroid Range: 10
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.2
Type: Blunt Affinity: Physical Immune: None
Raven Eye
Cost: 1 RISK Area-effect: N
Range shape: Spheroid Range: 13
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.3
Type: Piercing Affinity: Water Immune: None
Hit 2: Poison
Hit formula: Normal Power formula: No damage
Type: Typeless Affinity: None Immune: Immunity
Reaper's Scythe
Cost: 3 RISK Area-effect: N
Range shape: Spheroid Range: 10
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.0
Type: Typeless Affinity: Dark Immune: None
Rot Breath
Cost: 3 RISK Area-effect: Y
Range shape: End cylinder Range: 9 x 36
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.0
Type: Blunt Affinity: Dark Immune: None
Hit 2: Damage armor
Hit formula: If #1 hit Power formula: No damage
Type: Typeless Affinity: None Immune: None
Searing Breath
Cost: 3 RISK Area-effect: Y
Range shape: End cylinder Range: 9 x 36
Hit 1: HP Damage</pre><pre id="faqspan-8">
Hit formula: Normal Power formula: Normal (STR), multiplier 1.0
Type: Blunt Affinity: Fire Immune: None
Hit 2: Damage armor
Hit formula: If #1 hit Power formula: No damage
Type: Typeless Affinity: None Immune: None
Spiral Shell
Cost: 2 RISK Area-effect: N
Range shape: Spheroid Range: 10
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.3
Type: Piercing Affinity: Water Immune: None
Stun Blast
Cost: 2 RISK Area-effect: N
Range shape: Spheroid Range: 12
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.0
Type: Piercing Affinity: Dark Immune: None
Hit 2: Paralysis
Hit formula: Normal Power formula: No damage
Type: Typeless Affinity: None Immune: Immunity
Tail Attack
Cost: 5 RISK Area-effect: N
Range shape: Spheroid Range: 20 x 18
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.5
Type: Blunt Affinity: Physical Immune: None
Thermal Breath
Cost: 3 RISK Area-effect: Y
Range shape: End cylinder Range: 9 x 36
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.0
Type: Blunt Affinity: Fire Immune: None
Thunder Breath
Cost: 3 RISK Area-effect: Y
Range shape: End cylinder Range: 9 x 36
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.0
Type: Blunt Affinity: Air Immune: None
Hit 2: Damage armor
Hit formula: If #1 hit Power formula: No damage
Type: Typeless Affinity: None Immune: None
Tidal Rush
Cost: 5 RISK Area-effect: N
Range shape: Spheroid Range: 14
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.5
Type: Blunt Affinity: Water Immune: None
Tyrant's Mace
Cost: 1 RISK Area-effect: N
Range shape: Spheroid Range: 13
Hit 1: HP Damage
Hit formula: Normal Power formula: Normal (STR), multiplier 1.3
Type: Blunt Affinity: Earth Immune: None
Hit 2: Numbness
Hit formula: Normal Power formula: No damage
Type: Typeless Affinity: None Immune: Immunity
--------------
- 8e. Spells -
--------------
Nothing too unique about most of these. Of the two Heal variants,
Ashley uses B.
Acid Flow
Cost: 35 MP Targetable: Y Area-effect: N
Range shape: End cylinder Range: 1 x 24
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.0
Type: Typeless Affinity: Water Immune: None
Aero Guard
Cost: 9 MP Targetable: N Area-effect: N
Range shape: Center cylinder Range: 7 x 4
Hit 1: Armor +Air
Hit formula: 100%+gems Power formula: No damage
Type: Typeless Affinity: Air Immune: Immunity
Analyze
Cost: 5 MP Targetable: N Area-effect: N
Range shape: End cylinder Range: 8 x 20
Hit 1: Analysis
Hit formula: Anal/Unlk Power formula: No damage
Type: Typeless Affinity: Light Immune: Immunity
Antidote
Cost: 3 MP Targetable: N Area-effect: N
Range shape: Spheroid Range: 12
Hit 1: Cure Poison
Hit formula: 100%+gems Power formula: No damage
Type: Typeless Affinity: Light Immune: Undead
Apocalypse
Cost: 65 MP Targetable: Y Area-effect: N
Range shape: End cylinder Range: 1 x 34
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.2
Type: Typeless Affinity: Dark Immune: Undead
Aqua Blast
Cost: 25 MP Targetable: Y Area-effect: N
Range shape: Spheroid Range: 18 x 15
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.4
Type: Blunt Affinity: Water Immune: None
Aqua Guard
Cost: 9 MP Targetable: N Area-effect: N
Range shape: Center cylinder Range: 7 x 4
Hit 1: Armor +Water
Hit formula: 100%+gems Power formula: No damage
Type: Typeless Affinity: Water Immune: Immunity
Avalanche L1
Cost: 36 MP Targetable: Y Area-effect: Y
Range shape: Spheroid Range: 15
AoE shape: Spheroid Size: 2
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.0
Type: Typeless Affinity: Water Immune: None
Avalanche L2
Cost: 44 MP Targetable: Y Area-effect: Y
Range shape: Spheroid Range: 14
AoE shape: Spheroid Size: 4
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.0
Type: Typeless Affinity: Water Immune: None
Avalanche L3
Cost: 52 MP Targetable: Y Area-effect: Y
Range shape: Spheroid Range: 13
AoE shape: Spheroid Size: 6
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.0
Type: Typeless Affinity: Water Immune: None
Avalanche L4
Cost: 60 MP Targetable: Y Area-effect: Y
Range shape: Spheroid Range: 12
AoE shape: Spheroid Size: 8
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.1
Type: Typeless Affinity: Water Immune: None
Banish
Cost: 25 MP Targetable: Y Area-effect: Y
Range shape: Center cylinder Range: 14 x 6
AoE shape: Center cylinder Size: 4 x 6
Hit 1: Death
Hit formula: Instakill Power formula: No damage
Type: Typeless Affinity: Dark Immune: Immunity
Blessing
Cost: 17 MP Targetable: N Area-effect: N
Range shape: Spheroid Range: 12
Hit 1: Cure Curse
Hit formula: 100%+gems Power formula: No damage
Type: Typeless Affinity: Light Immune: Undead
Clearance
Cost: 15 MP Targetable: N Area-effect: N
Range shape: Spheroid Range: 12
Hit 1: Cure Numbness, Paralysis, Poison
Hit formula: 100%+gems Power formula: No damage
Type: Typeless Affinity: Light Immune: Undead
Curse
Cost: 17 MP Targetable: N Area-effect: N
Range shape: Spheroid Range: 11 x 8
Hit 1: Curse
Hit formula: Warlock Power formula: No damage
Type: Typeless Affinity: Dark Immune: Immunity
Dark Chant
Cost: 28 MP Targetable: Y Area-effect: N
Range shape: Spheroid Range: 18 x 15
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.4
Type: Blunt Affinity: Dark Immune: None
Degenerate
Cost: 7 MP Targetable: N Area-effect: N
Range shape: Spheroid Range: 15 x 14
Hit 1: STR-
Hit formula: 100%+gems Power formula: No damage
Type: Typeless Affinity: Dark Immune: Immunity
Dispel
Cost: 10 MP Targetable: N Area-effect: N
Range shape: Spheroid Range: 12
Hit 1: Dispel
Hit formula: Warlock Power formula: No damage
Type: Typeless Affinity: Light Immune: None
Drain Heart
Cost: 12 MP Targetable: Y Area-effect: N
Range shape: Spheroid Range: 20
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.0
Type: Typeless Affinity: Dark Immune: Undead
Hit 2: Restore HP (User)
Hit formula: If #1 hit Power formula: Equal to previous hit's damage
Type: Typeless Affinity: None Immune: None
Drain Mind
Cost: 2 MP Targetable: N Area-effect: N
Range shape: Spheroid Range: 14
Hit 1: MP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.0
Type: Typeless Affinity: Dark Immune: Immunity
Hit 2: Restore MP (User)
Hit formula: If #1 hit Power formula: Equal to previous hit's damage
Type: Typeless Affinity: None Immune: None
Enlighten
Cost: 12 MP Targetable: N Area-effect: N
Range shape: Spheroid Range: 15 x 14
Hit 1: INT+
Hit formula: 100%+gems Power formula: No damage
Type: Typeless Affinity: Light Immune: Immunity
Eureka
Cost: 6 MP Targetable: Y Area-effect: N
Hit 1: Reveal traps
Hit formula: 100%+gems Power formula: No damage
Type: Typeless Affinity: Light Immune: Immunity
Exorcism
Cost: 22 MP Targetable: Y Area-effect: Y
Range shape: Center cylinder Range: 14 x 6
AoE shape: Center cylinder Size: 4 x 6
Hit 1: Death
Hit formula: Instakill Power formula: No damage
Type: Typeless Affinity: Light Immune: Immunity
Explosion L1
Cost: 36 MP Targetable: Y Area-effect: Y
Range shape: Spheroid Range: 15
AoE shape: Spheroid Size: 2
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.0
Type: Blunt Affinity: Physical Immune: None
Explosion L2
Cost: 44 MP Targetable: Y Area-effect: Y
Range shape: Spheroid Range: 14
AoE shape: Spheroid Size: 4
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.0
Type: Typeless Affinity: Physical Immune: None
Explosion L3
Cost: 52 MP Targetable: Y Area-effect: Y
Range shape: Spheroid Range: 13
AoE shape: Spheroid Size: 6
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.0
Type: Typeless Affinity: Physical Immune: None
Explosion L4
Cost: 60 MP Targetable: Y Area-effect: Y
Range shape: Spheroid Range: 12
AoE shape: Spheroid Size: 8
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.1
Type: Typeless Affinity: Physical Immune: None
Fire Storm
Cost: 35 MP Targetable: Y Area-effect: N
Range shape: End cylinder Range: 1 x 24
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.0
Type: Typeless Affinity: Fire Immune: None
Fireball
Cost: 25 MP Targetable: Y Area-effect: N
Range shape: Spheroid Range: 18 x 15
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.4
Type: Blunt Affinity: Fire Immune: None
Fixate
Cost: 3 MP Targetable: N Area-effect: N
Range shape: Spheroid Range: 10
Hit 1: Freeze Cloudstones
Hit formula: Unknown Power formula: No damage
Type: Typeless Affinity: Light Immune: Immunity
Flame Sphere L1
Cost: 36 MP Targetable: Y Area-effect: Y
Range shape: Spheroid Range: 15
AoE shape: Spheroid Size: 2
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.0
Type: Typeless Affinity: Fire Immune: None
Flame Sphere L2
Cost: 44 MP Targetable: Y Area-effect: Y
Range shape: Spheroid Range: 14
AoE shape: Spheroid Size: 4
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.0
Type: Typeless Affinity: Fire Immune: None
Flame Sphere L3
Cost: 52 MP Targetable: Y Area-effect: Y
Range shape: Spheroid Range: 13
AoE shape: Spheroid Size: 6
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.0
Type: Typeless Affinity: Fire Immune: None
Flame Sphere L4
Cost: 60 MP Targetable: Y Area-effect: Y
Range shape: Spheroid Range: 12
AoE shape: Spheroid Size: 8
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.1
Type: Typeless Affinity: Fire Immune: None
Frost Fusion
Cost: 10 MP Targetable: N Area-effect: N
Range shape: Center cylinder Range: 7 x 4
Hit 1: Weapon +Water
Hit formula: 100%+gems Power formula: No damage
Type: Typeless Affinity: Water Immune: Immunity
Gaea Strike L1
Cost: 36 MP Targetable: Y Area-effect: Y
Range shape: Center cylinder Range: 14 x 8
AoE shape: Center cylinder Size: 2 x 3
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.0
Type: Typeless Affinity: Earth Immune: None
Gaea Strike L2
Cost: 44 MP Targetable: Y Area-effect: Y
Range shape: Center cylinder Range: 13 x 7
AoE shape: Center cylinder Size: 4
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.0
Type: Typeless Affinity: Earth Immune: None
Gaea Strike L3
Cost: 52 MP Targetable: Y Area-effect: Y
Range shape: Center cylinder Range: 12 x 6
AoE shape: Center cylinder Size: 6 x 5
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.0
Type: Typeless Affinity: Earth Immune: None
Gaea Strike L4
Cost: 60 MP Targetable: Y Area-effect: Y
Range shape: Center cylinder Range: 11 x 5
AoE shape: Center cylinder Size: 8 x 6
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.1
Type: Typeless Affinity: Earth Immune: None
Gravity
Cost: 35 MP Targetable: Y Area-effect: N
Range shape: End cylinder Range: 1 x 24
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.0
Type: Typeless Affinity: Earth Immune: None
Heal A
Cost: 5 MP Targetable: N Area-effect: N
Range shape: Center cylinder Range: 32 x 20
Hit 1: Restore HP
Hit formula: 100%+gems Power formula: Normal (INT), multiplier 1.5
Type: Typeless Affinity: Light Immune: Undead
Hit 2: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.0
Type: Typeless Affinity: Light Immune: Non-undead
Heal B
Cost: 5 MP Targetable: N Area-effect: N
Range shape: Spheroid Range: 12
Hit 1: Restore HP
Hit formula: 100%+gems Power formula: Normal (INT), multiplier 1.5
Type: Typeless Affinity: Light Immune: Undead
Hit 2: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.0
Type: Typeless Affinity: Light Immune: Non-undead
Herakles
Cost: 12 MP Targetable: N Area-effect: N
Range shape: Spheroid Range: 15 x 14
Hit 1: STR+
Hit formula: 100%+gems Power formula: No damage
Type: Typeless Affinity: Light Immune: Immunity
Invigorate
Cost: 12 MP Targetable: N Area-effect: N
Range shape: Spheroid Range: 15 x 14
Hit 1: AGL+
Hit formula: 100%+gems Power formula: No damage
Type: Typeless Affinity: Light Immune: Immunity
Judgment
Cost: 65 MP Targetable: Y Area-effect: N
Range shape: End cylinder Range: 1 x 26
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.2
Type: Typeless Affinity: Light Immune: None
Leadbones
Cost: 7 MP Targetable: N Area-effect: N
Range shape: Spheroid Range: 15 x 14
Hit 1: AGL-
Hit formula: 100%+gems Power formula: No damage
Type: Typeless Affinity: Dark Immune: Immunity
Lightning Bolt
Cost: 25 MP Targetable: Y Area-effect: N
Range shape: Spheroid Range: 18 x 15
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.4
Type: Blunt Affinity: Air Immune: None
Luft Fusion
Cost: 10 MP Targetable: N Area-effect: N
Range shape: Center cylinder Range: 7 x 4
Hit 1: Weapon +Air
Hit formula: 100%+gems Power formula: No damage
Type: Typeless Affinity: Air Immune: Immunity
Magic Ward
Cost: 21 MP Targetable: N Area-effect: N
Range shape: Spheroid Range: 7
Hit 1: Magic Ward
Hit formula: 100%+gems Power formula: No damage
Type: Typeless Affinity: Light Immune: Immunity
Meteor L1
Cost: 38 MP Targetable: Y Area-effect: Y
Range shape: Spheroid Range: 15
AoE shape: Spheroid Size: 2
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.0
Type: Typeless Affinity: Dark Immune: None
Meteor L2
Cost: 46 MP Targetable: Y Area-effect: Y
Range shape: Spheroid Range: 14
AoE shape: Spheroid Size: 4
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.0
Type: Typeless Affinity: Dark Immune: None
Meteor L3
Cost: 54 MP Targetable: Y Area-effect: Y
Range shape: Spheroid Range: 13
AoE shape: Spheroid Size: 6
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.0
Type: Typeless Affinity: Dark Immune: None
Meteor L4
Cost: 62 MP Targetable: Y Area-effect: Y
Range shape: Spheroid Range: 12
AoE shape: Spheroid Size: 8
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.1
Type: Typeless Affinity: Dark Immune: None
Poison Mist
Cost: 11 MP Targetable: N Area-effect: N
Range shape: Spheroid Range: 12 x 9
Hit 1: Poison
Hit formula: Warlock Power formula: No damage
Type: Typeless Affinity: Dark Immune: Immunity
Prostasia
Cost: 15 MP Targetable: N Area-effect: N
Range shape: Spheroid Range: 15 x 14
Hit 1: Equip Up
Hit formula: 100%+gems Power formula: No damage
Type: Typeless Affinity: Light Immune: Immunity
Psychodrain
Cost: 7 MP Targetable: N Area-effect: N
Range shape: Spheroid Range: 15 x 14
Hit 1: INT-
Hit formula: 100%+gems Power formula: No damage
Type: Typeless Affinity: Dark Immune: Immunity
Pyro Guard
Cost: 9 MP Targetable: N Area-effect: N
Range shape: Center cylinder Range: 7 x 4
Hit 1: Armor +Fire
Hit formula: 100%+gems Power formula: No damage
Type: Typeless Affinity: Fire Immune: Immunity
Radial Surge L1
Cost: 38 MP Targetable: Y Area-effect: Y
Range shape: Spheroid Range: 15
AoE shape: Spheroid Size: 2
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.0
Type: Typeless Affinity: Light Immune: None
Radial Surge L2
Cost: 46 MP Targetable: Y Area-effect: Y
Range shape: Spheroid Range: 14
AoE shape: Spheroid Size: 4
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.0
Type: Typeless Affinity: Light Immune: None
Radial Surge L3
Cost: 54 MP Targetable: Y Area-effect: Y
Range shape: Spheroid Range: 13
AoE shape: Spheroid Size: 6
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.0
Type: Typeless Affinity: Light Immune: None
Radial Surge L4
Cost: 62 MP Targetable: Y Area-effect: Y
Range shape: Spheroid Range: 12
AoE shape: Spheroid Size: 8
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.1
Type: Typeless Affinity: Light Immune: None
Restoration
Cost: 3 MP Targetable: N Area-effect: N
Range shape: Spheroid Range: 12
Hit 1: Cure Paralysis
Hit formula: 100%+gems Power formula: No damage
Type: Typeless Affinity: Light Immune: Undead
Silence
Cost: 7 MP Targetable: N Area-effect: N
Range shape: Spheroid Range: 10
Hit 1: Silence
Hit formula: Warlock Power formula: No damage
Type: Typeless Affinity: Light Immune: Immunity
Soil Fusion
Cost: 10 MP Targetable: N Area-effect: N
Range shape: Center cylinder Range: 7 x 4
Hit 1: Weapon +Earth
Hit formula: 100%+gems Power formula: No damage
Type: Typeless Affinity: Earth Immune: Immunity
Solid Shock
Cost: 25 MP Targetable: Y Area-effect: N
Range shape: Spheroid Range: 18 x 15
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.4
Type: Blunt Affinity: Physical Immune: None
Spark Fusion
Cost: 10 MP Targetable: N Area-effect: N
Range shape: Center cylinder Range: 7 x 4
Hit 1: Weapon +Fire
Hit formula: 100%+gems Power formula: No damage
Type: Typeless Affinity: Fire Immune: Immunity
Spirit Surge
Cost: 28 MP Targetable: Y Area-effect: N
Range shape: Spheroid Range: 18 x 15
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.4
Type: Blunt Affinity: Light Immune: None
Stun Cloud
Cost: 7 MP Targetable: N Area-effect: N
Range shape: Spheroid Range: 12 x 9
Hit 1: Paralysis
Hit formula: Warlock Power formula: No damage
Type: Typeless Affinity: Dark Immune: Immunity
Surging Balm
Cost: 20 MP Targetable: N Area-effect: N
Range shape: Spheroid Range: 7
Hit 1: Regen
Hit formula: 100%+gems Power formula: No damage
Type: Typeless Affinity: Light Immune: Immunity
Tarnish
Cost: 7 MP Targetable: N Area-effect: N
Range shape: Spheroid Range: 15 x 14
Hit 1: Equip Down
Hit formula: 100%+gems Power formula: No damage
Type: Typeless Affinity: Dark Immune: Immunity
Terra Guard
Cost: 9 MP Targetable: N Area-effect: N
Range shape: Center cylinder Range: 7 x 4
Hit 1: Armor +Earth
Hit formula: 100%+gems Power formula: No damage
Type: Typeless Affinity: Earth Immune: Immunity
Thunderbolt
Cost: 35 MP Targetable: Y Area-effect: N
Range shape: End cylinder Range: 1 x 24
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.0
Type: Typeless Affinity: Air Immune: None
Thunderburst L1
Cost: 36 MP Targetable: Y Area-effect: Y
Range shape: Spheroid Range: 15
AoE shape: Spheroid Size: 2
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.0
Type: Typeless Affinity: Air Immune: None
Thunderburst L2
Cost: 44 MP Targetable: Y Area-effect: Y
Range shape: Spheroid Range: 14
AoE shape: Spheroid Size: 4
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.0
Type: Typeless Affinity: Air Immune: None
Thunderburst L3
Cost: 52 MP Targetable: Y Area-effect: Y
Range shape: Spheroid Range: 13
AoE shape: Spheroid Size: 6
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.0
Type: Typeless Affinity: Air Immune: None
Thunderburst L4
Cost: 60 MP Targetable: Y Area-effect: Y
Range shape: Spheroid Range: 12
AoE shape: Spheroid Size: 8
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.1
Type: Typeless Affinity: Air Immune: None
Tornado
Cost: 35 MP Targetable: Y Area-effect: N
Range shape: End cylinder Range: 1 x 24
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.0
Type: Typeless Affinity: Physical Immune: None
Unlock
Cost: 3 MP Targetable: N Area-effect: N
Range shape: End cylinder Range: 7 x 8 x 5
Hit 1: Unlock chest
Hit formula: Anal/Unlk Power formula: No damage
Type: Typeless Affinity: Light Immune: Immunity
Vulcan Lance
Cost: 25 MP Targetable: Y Area-effect: N
Range shape: Spheroid Range: 18 x 15
Hit 1: HP Damage
Hit formula: Warlock Power formula: Normal (INT), multiplier 1.4
Type: Blunt Affinity: Earth Immune: None
-------------
- 8f. Traps -
-------------
Traps have no cost (who would pay it?). They are also all not
targetable and not area-effect, and range is irrelevant. For the
damaging traps, Defense is STR-based. But the attack value varies by
trap instance (i.e. two different Heal Panels will heal different
amounts of damage) so a power formula is not so useful.
Cure Panel
Hit 1: Cure Numbness, Paralysis, Poison
Hit formula: 100%+gems Power formula: No damage
Type: Typeless Affinity: None Immune: None
Hit 2: Cure Curse
Hit formula: 100%+gems Power formula: No damage
Type: Typeless Affinity: None Immune: None
Curse Panel
Hit 1: Curse
Hit formula: 100%+gems Power formula: No damage
Type: Typeless Affinity: None Immune: Immunity
Death Vapor
Hit 1: HP Damage
Hit formula: 100%+gems Power formula: Varies by trap instance
Type: Blunt Affinity: Physical Immune: None
Diabolos
Hit 1: HP Damage
Hit formula: 100%+gems Power formula: Varies by trap instance
Type: Blunt Affinity: Dark Immune: None
Eruption
Hit 1: HP Damage
Hit formula: 100%+gems Power formula: Varies by trap instance
Type: Blunt Affinity: Fire Immune: None
Freeze
Hit 1: HP Damage
Hit formula: 100%+gems Power formula: Varies by trap instance
Type: Blunt Affinity: Water Immune: None
Gust
Hit 1: HP Damage
Hit formula: 100%+gems Power formula: Varies by trap instance
Type: Blunt Affinity: Air Immune: None
Heal Panel
Hit 1: Restore HP
Hit formula: 100%+gems Power formula: Varies by trap instance
Type: Typeless Affinity: Light Immune: Undead
Hit 2: Reduce RISK
Hit formula: 100%+gems Power formula: Current RISK
Type: Typeless Affinity: Light Immune: None
Holy Light
Hit 1: HP Damage
Hit formula: 100%+gems Power formula: Varies by trap instance
Type: Blunt Affinity: Light Immune: None
Paralysis Panel
Hit 1: Paralysis
Hit formula: 100%+gems Power formula: No damage
Type: Typeless Affinity: None Immune: Immunity
Poison Panel
Hit 1: Poison
Hit formula: 100%+gems Power formula: No damage
Type: Typeless Affinity: None Immune: Immunity
Terra Thrust
Hit 1: HP Damage
Hit formula: 100%+gems Power formula: Varies by trap instance
Type: Blunt Affinity: Earth Immune: None
Trap Clear
Hit 1: Disable traps
Hit formula: 100%+gems Power formula: No damage
Type: Typeless Affinity: None Immune: Immunity
------------------------------------------------------
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-- --
-- 9. ACKNOWLEDGMENTS, VERSION HISTORY, AND LEGAL --
-- --
------------------------------------------------------
------------------------------------------------------
Thanks are due to the following people:
- Terence, for explaining the mechanics behind combat. Pretty much
all of section 2 derives from his posts on the GameFAQs Vagrant Story
board. Also caught several errors in the initial version, and
suggested additional data for inclusion.
- The folks at Data Crystal (www.datacrystal.org) for documenting the
game's file formats. The code to derive sections 3, 7a, and 8 was
developed with extensive reference to their work.
- xo_pitseleh for providing information from the Ultimania guide on
his website (www.geocities.com/xo_pitseleh/VS-00.html). The immunity
information in section 7 was derived from his Enemy Library.
- Meghiddo for creating the spreadsheet that became section 7b.
- Abbumaru, winterking heish, and EchoNull for editing notes.
- The whole crew at the VS board, for inspiring me to write this.
Version History:
2.1 - November 11, 2015: Updated contact information.
2.0 - July 23, 2013: Completed section 5's boss strategies, and
updated some oversights and errors.
1.5 - April 14, 2010: Added sections on boss strategies, skill
details, and enemy locations. Expanded enemy listing with additional
info. I was going to complete the boss strategies before releasing
this as 2.0, but progress has been slow recently. (Blame Bioware and
Dragon Age:Origins for that!)
1.1 - June 11, 2009: Corrected various errors and oversights
1.0 - June 9, 2009: Initial version.
Copyright 2009-2015 Scott Clark
This work may not be placed on any web site or otherwise distributed
publicly without the express permission of the author.
I will generally be open to people who wish to repost the guide, but I
do require that you obtain my consent first.