La Pucelle: Tactics

Item/Item Fusion FAQ 0.2:
By: Dustin Perrault (Wakuseino)


Table of Contents:
I: Introduction and Acknowledgements
    Ii: General Introduction
    Iii: Help Wanted
    Iiii: Contact Information
    Iiv: Intellectual Property Agreement (Hey, it had to be somewhere)
    Iv: Version Information
    Ivi: To be Completed/Coming Soon
    Ivii: More Legal Jargon
II: An Introduction to Item Fusion
III: Item Levels
    Proper Fusion Example 1 (Figure 1)
    Proper Fusion Example 2 (Figure 2)
    Proper Fusion Example 3 (Figure 3)
    Proper Fusion Example 4 (Figure 4)
IV: Aspect Absorption
    IVi: The Basics of Aspect Absorption
    IVii: Mathematical process for Aspect Absorption
    IViii: Raise Stat Items
V: Levelling Up Items
    Vi: Important Note on Stats:
    IVii: Mathematical process for Aspect Absorption
VI: Monsters
    VIi: The Stat-Killing Phenomena
VII: Mathematics, Sorted Individually
    VIIi: Aspect Absorption Order
    VIIii: Aspect Absorption Formulas
VIII: Glossary of Terms

I: Introduction and Acknowledgements

Ii: General Introduction

First, as this is our very first version, and I did this largely on my own,
there aren't a whole lot of aknowledgments. Anyways, the item fusion
aspect of the game is one of the more fun aspects of the game,
probably because I find the concept of sending monsters to fight for
the very demons you should be fighting.

From what I can tell, there are several variables that affect the stat
boosts, though it can be broken down into several basic pieces.
However, I don't really know how long this FAQ will be... Well, if I'm
going to acknowledge anyone, I might as well acknowledge another
one of the FAQ writers, The Crimson Phantom, who accidentally
inspired me to write this... in fact, I still don't know how he inspired me
to, but he did, so eh. Anyways, I'm going here for the same sizes here,
too. That is to say, 79 characters a line.

Oh, right. Let's not forget d a r q, from the forum. He's my competitor for
this spot... or maybe I'm imagining things. I can never tell.

Anyways, this is my first FAQ, so I apologize for not having fancy ASCII
or anything here. Right now, I'm writing this up in notepad with Word
Wrap active... this is going to severely hurt when I turn it off, but that's
not important at the moment.

As a final note, as I go through version two in a Word document, I'm
examining things line by line to make sure nothing's over 79 characters
per line... it's going to take a while.

Iii: Help Wanted

Ok, what we really need to complete all this is verification of the order
in which aspects are absorbed, strategies for levelling up items,
strategies for capturing and levelling up all those weapons of mass destruction
we call "demons". Of course, if anyone finds any enormous errors in this, it
would be appreciated if you would tell me as well.

Also, I could also use help figuring out what level the "max. four
aspects/item" thing goes away.

Iiii: Contact Information

First off, if anyone wants to contact me about this FAQ, whether it's to
help out, or ask questions, or whatever, email me at
[email protected]. Just...make sure to remove
everything before the exclamation mark and the exclamation mark
itself before sending the e-mail ok? It's Spam protection... maybe...
though if some guy with the e-mail address
[email protected] gets spammed to death, I'm not taking
responsibility. Heck, if someone really DOES have an address like that, I'D
like to spam them, just to see why they chose such a silly account name.

Iiv: Intellectual Property Agreement

Reprinting this is pretty much ok with me. Heck, if you really want to, you
could put it in a magazine or whatever and sell it, I really don't care... just
give me a little thing of credit, or at least tell me where you're putting it.
I'd prefer not to find out by accident that I'm somewhere I didn't know about,
and I'm sure everyone who writes these things feels the same... I wrote this
supporting the concept of this being in the public domain, and thus under the
scrutiny of pretty much everyone... and again, I could care less whether or not
you're making money off of it, I just like to know WHERE THE HECK MY STUFF
IS. If I knew where my stuff was all the time, I think I'd be much happier...
and I'd spend all my time reading instruction manuals, but that's another
story altogether.

Oh, right. I guess I should say "don't change it or re-format it without
telling me either", so... don't change it or re-format it without telling me
first either, ok?

Let me re-phrase this to make it this much easier: Before you put this
thing anywhere on the net, you have to tell me first, and wait for my
confirmation. If this thing appears in more places than GameFAQs.com, I'll
also supply a list of sites which are "authorized" to have this FAQ on it...
Though again, that basically just means that they talked to me before
putting it up.

Iv: Version Information
Version 0.1: Pretty much have the framework done, missing sections
having to do with monsters. Chose 0.1 because there's no way I'm
doing 100 versions of this before having reaching 1, and having it at
0.1 gives me ten chances to get this thing right before reaching 1.
Version 0.2: That is correct! I've managed to use up one of my
chances before it's been uploaded for the first time! I blame the
whale that ate my head in the Dark World. Anyways, one of the parts
of the monster section is completed, with an explanation taken from
my notes. Mind you, it IS just based on one experiment, so if anyone
else wants to experiment on it to see if I'm right too, feel free! Also,
got rid of a few of the conclusions I jumped to ahead of time. They
were proven wrong, if you haven't  guessed.

Ivi: To be Completed/Coming Soon

Monsters: How to capture
Monsters: Training Tactics
Monsters: Netherworld Survivor
Aspect Order: Yellow's Position
Aspect Order: White's Position
Aspect Order: Movement's Position
Aspect Order: Special Aspects
Item Levels: Maximum Aspect Absorption, by Level Ranges

Ivii: More Legal Jargon

Just to be on the safe side, I might as well place this in. Why?
Because I don't want to make an enemy of anyone who is willing to
publish/create games like La Pucelle.

All trademarks and copyrights contained in this document are
owned by their respective trademark and copyright holders.

II: An Introduction to Item Fusion

IIi: A quick introduction:

Item Fusion is done at the ever useful Rosenqueen store, from the
cloaked figure. Supposedly, the item fusion is a reward for giving
them some monsters to help them take over Hell... err... the
Netherworld... err... the Dark World. Of course, for our point of view,
we might as well look at it more as selling a monster to fuse items
together.

Now, there are three requirements to start up item fusion:
1: A Monster (Of course)
2: 1 Item of at least Level 2
3: 1 Item of at least Level 1

To perform item fusion, you place the item of Level two or more in the
upper-most slot. This will be your "base item". The item which will be
created will be a Level 0 variation of the base item, with the fused
stats added into the base stats. Any items afterwards will be absorbed
in the order of position, going down.

IIii: Why fuse items, anyways?

Actually, this is a good question. I mean, why bother going through all
the trouble of levelling up items, capturing and levelling up monsters,
only to lose them all so that you can have an item that isn't really as
powerful as the two combined? The answer of course is one of the
following options:

A: You're obsessive and want to make your own weapons of ultimate mass
destruction, rather than just use what comes along

B: You don't want to waste all that money on Rosenqueen buying
expensive weapons and armor: Just on hundreds of cheap
Change-Ups and occasionally buying up a cheap weapon or two when
you run out

C: You just really REALLY want to say "HA! I BEAT THE BOSS OF
THE GAME USING NOTHING BUT ONE ITEM, WHICH I STARTED
THE GAME WITH!" and be telling the truth.

Let's face it, all of them are good reasons, in my opinion. But let's face
it, haven't we all always dreamt of being able to do what C says?
Maybe that's just me... of course, I've always had a habit of writing down
numbers in games at times... you should see some of the data I have
floating around somewhere on this PC for Digimon World 2. Anyways,
off with my rambling, and on to the first section!

III: Item Levels

Item Levels would appear to be one of the most important variables to
keep in mind. The item level determines how many "aspects" can be
gathered, along with the maximum number of aspects absorbable from
one item. I'm still trying to figure this out, but with low-level items you
may come across a point in time wherein a maximum absorbable
aspects rule may be imposed. It appears to go away after a bit of
item levelling, so somehow Item Level plays a part in that. An Item
level of 3 means up to three aspects can be absorbed, or it can
absorb up to three aspects, based on its position.

With this in mind, One would ideally have your Base item to be at least
Level 12, and all other items equipped at least Level 4.  Of course, to
make things easier, I'll draw up a few examples. All of these will show
the ideal minimum level for the combination, based on the number of
aspects on the equipment. Personally, I would suggest having a
minimum of Level 3 for your base item before performing item fusion,
and the examples will keep this in mind. Also, I can't say that I've
actually seen an item with only one aspect, and once again, the
examples will reflect this.

Proper Fusion Example 1 (Figure 1)

Slot 1: Base Item: Level 3, 9 Aspects
Slot 2: Item 2: Level 2, 2 Aspects
Slot 3: Empty
Slot 4: Empty

Here we have a basic set up... I would call this the minimalist aspect.
This one shows the minimum possible amount of absorbable aspects.
You'll notice that the Base Item's level is actually above the other levels.
This doesn't actually account for anything, but I noticed that the aspects
don't seem to get fully absorbed when the Base Item is on Level 2.
Thus, I would always go for Level 3 for the Base Item.

Proper Fusion Example 2 (Figure 2)

Slot 1: Base Item: Level 6, 7 Aspects
Slot 2: Item 2: Level 2, 2 Aspects
Slot 3: Item 3: Level 2, 2 Aspects
Slot 4: Item 4: Level 2, 2 Aspects

Of course, this is what would probably be considered to be your
average Item Fusion. Unless you specifically choose items with
elemental effects, it'll usually wind up around 2-3 aspects. Now, with three
items with two aspects, you want the Base Item's level to add up to the
amount of Aspects you're trying to absorb. By the same token, you'll
want the Levels of the items which will be fused into the Base Item to
match the amount of Aspects on the item.

Proper Fusion Example 3 (Figure 3)

Slot 1: Base Item: Level 8, 5 Aspects
Slot 2: Item 2: Level 2, 2 Aspects
Slot 3: Item 3: Level 4, 4 Aspects
Slot 4: Item 4: Level 2, 2 Aspects

Why did I include this example? This is more or less to show that really,
the order you put them in shouldn't affect the abilities you get, so long
as the Level of the Base item is at the very least the sum of the amount
of aspects you're trying to gather.

Proper Fusion Example 4 (Figure 4)

Slot 1: Base Item: Level 12, 2 Aspects
Slot 2: Item 2: Level 4, 4 Aspects
Slot 3: Item 3: Level 4, 4 Aspects
Slot 4: Item 4: Level 4, 4 Aspects

Now, you'll notice that with all of these, the Base Item has a different
number of Aspects. The Base Item's current Aspects have no effect on
what it can absorb whatsoever.

IV: Aspect Absorption:

IVi: The Basics of Aspect Absorption

With all this mentioning of Aspects, it has to be mentioned what they
are and how they work, right? Well, what I call an aspect is a statistical
trait about the weapon, like it gives you 28 Speed upon being worn, or
it gives statistical experience boosts, or has an element color. Thus,
pretty much everything except the Level and the experience a weapon
has is an aspect.

There is a simple pattern for the order in which aspects are absorbed,
going as follows.

Item 2
Item 3
Item 4

What I mean by this is that before all the details about the stats are
calculated, it isolates each item which will be added to the fusion,
starting from the one in the second slot and working its way down. I'm
sure you'll notice a very similar chart below this:

HP:     SP:
ATK     INT
DEF     SPD
HIT     RES
Red, Green, Blue, Purple, Light Blue
HP+     SP+
ATK+    INT+
DEF+    SPD+
HIT+    RES+

This is the order in which aspects of an item are absorbed, as well as a
bad drawing of the statistics of an item. Note however, that this diagram
is incomplete. There will be another variation of this chart later on in the
FAQ, for easy access in future updates. For now though, take note
that I am not sure on the order of Yellow, White, and Movement. White
and Yellow undoubtedly fit into the elemental section, but I don't know
precisely where, so I'll leave that blank for the time being.

Finally, special aspects of items come last. By special aspects, I'm referring
to things like "Poison", "Exp Up" and "Purify", which show up one a few
weapons. I haven't got a precise order figured out for them yet, partly
because I haven't gotten them all yet, but once I do those will be updated
into the list as well.

IVii: Mathematical process for Aspect Absorption

Ok, this section can be split into two separate areas: Physical aspects
and others. As far as I can tell, all aspects except those that directly
affect stats (ie: ATK, DEF) give the aspect completely to the new item.
However, physical aspects work differently. With physical aspects, the
amount added to the new item is half of the base stat of the fused item.
In other words, if an Ice Staff and its SP: 2 aspect were absorbed, the
new item would have 1 SP. Also, physical aspects with a where the
base stat of the absorbed item is 1, does not give any boost at all,
but it is still counted as an aspect regardless.

IViii: Raise Stat Items

I'm almost positive there's something special about these, but I'm still
busily trying to figure out what it is. This section will be updated later!

V: Levelling up Items

Vi: Important Note on Stats:

Make sure to keep in mind that stat growth on items from levelling does
not affect the base stats.

Vii: Basic Strategies for Levelling up items.

There are a lot of strategies for creating a huge amount of experience
for items, but most descend from Change-Ups. These things are really
useful, as they allow you to create a perfect stream, which can go
through the entire map in a perfect square, setting off all the others for a
new chain... In addition, buying up enough Change-Ups to actually USE
this strategy will net you a lot of chances to get the "wish" survey at
Rosenqueen, which allows you to triple the experience gained for the
next purification when you do... and when it's a miracle which activates
all of the dark portals on the screen, which in turn create new
miracles... you can quickly gain insane amounts of Item Experience,
levelling up items quickly... assuming you don't mind working on placing
all the Change-Ups correctly, and assuming you don't keep in mind the
time wasted on actually positioning everything.

VI: Monsters

VIi: The Low-level Stat Killing Phenomena

You might notice that occasionally when you're doing your item fusions,
you're given the following message:

"The character is weak, so items will be powered down."

Now, checking out the forum, people have come to all sorts of
conclusions about this, primarily assuming that it's based all around
the level. However, I decided to some Math myself, using a fancy
weapon I've been building up, which currently has high enough base
stats to be brought down on a low level creature. For this experiment,
I've used two creatures:

1 Level 2 Zombie
1 Level 1 Tiny Bat

Their stats are as follows:

Zombie:
Lv. 2
HP: 29
SP: 5
ATK: 15     INT: 9
DEF: 5      SPD: 11
HIT: 12       RES: 2

Tiny Bat:
Lv. 1
HP 13
SP: 6
ATK: 8     INT: 8
DEF: 4    SPD: 11
HIT: 11     RES: 2

The item is combined with a Level 2 Raise RES, boosting RES to 2
on the weapon. The stats for the weapon upon fusing based on the
monster are as follows.

Zombie:
HP: 3     SP: 4
ATK: 9   INT: 9
DEF: 5  SPD: 1
HIT: 12   RES: 2

Tiny Bat
HP: 3     SP: 4
ATK: 8   INT: 8
DEF: 4  SPD: 1
HIT: 11  RES: 2

Now, you'll notice that when the stats are brought down, they're
brought down to a specific number: The exact stat the demon
has. The highest number for an item created from fusing to have in
one stat is in fact the same number the demon itself has without
wearing armor. Another mystery solved!


VII: Mathematics

VIIi: Aspect Absorption Order (Incomplete)

01. HP
02. SP
03. ATK
04. INT
05. DEF
06. SPD
07, HIT
08. RES
09. Element Red *
10: Element Green *
11. Element Blue *
12. Element Purple *
13. Element Light Blue *
14: Stat Growth: HP
15: Stat Growth: SP
16: Stat Growth: ATK
17: Stat Growth: INT
18: Stat Growth: DEF
19: Stat Growth: SPD
20: Stat Growth: HIT
21: Stat Growth: RES

* Note that you can only have up to four different elements on
one item. Any different elements are ignored by the game once the
first four are added to the item.

VIIii: Aspect Absorption Calculations:

BIA = Base Item Aspect
AIA = Absorbed Item Aspect

Physical Aspect:
BIA at Lv. 0 = BIA at Lv. 0 + (1/2 AIA at Lv. 0)

Other Aspects:
BIA  = BIA + AIA

VIII: Glossary of Terms

Absorbed Item Aspect: This refers to the number used to represent the
quantity of the aspect in question on the Absorbed Item.

Aspect: Any attribute on an item which can be fused into another item

Base Item Aspect: This refers to the number used to represent the
quantity of the aspect in question on the Base Item.

Physical Aspect: Any attribute on an item which directly affects stats.
Note that this does not include stat growth attributes, but does
include the special effects that are sometimes found on items.

Copyright 2004 Dustin Perrault