Suikoden Tactics for Playstation 2
Rune Abilities Guide written by Yeblos (Brad Wayne)
Contact: yeblos (at) yahoo (dot) com
Version history:
1.6 (1/26/06) - Minor updates and revisions
1.5 (1/6/06) - Added a new section, more orb locations, rewrote a few things
1.0 (12/22/05) - Full ability/effect lists and locations for each rune, MP gain
charts up to 60 SKL/MAG.
Table of Contents
1.) Gaining New Abilities
2.) Special Skill Runes
3.) Magic Runes
4.) Passive Runes
5.) Rune Locations
6.) Character List, by Rune
7.) Legal Info
8.) Credits
Intro:
One of the biggest differences between this and past Suikodens (besides the
whole Strategy/RPG thing) is how abilities are handled. Not only are there a
lot of new restrictions on who can equip what runes, but some of the most basic
gameplay mechanics have been changed; it can be just as confusing to veteran
fans of the series as anyone.
The manual for this game has a number of errors in its (very) incomplete rune
section, and just manages to create more questions than answers. I hope this
guide has all the info you're looking for, and some other random details that
you'll find useful.
This is my first FAQ (after only 8 years of coming to GameFAQs), and it took me
a lot more work than I'd like to admit. If you have any questions, critiques,
or corrections, my contact info is at the top of the guide. Please don't hurt
me if I'm slow to respond.
===============================================================================
1.) Gaining New Abilities
===============================================================================
How a character accesses abilities depends on what broad class they fall into.
Fighters: Use special skill runes, and gain MP for more abilities and extra
runeslots as their Skill (SKL) stat increases.
Casters: Use magic runes, and gain MP for more abilities and extra runeslots
as their Magic (MAG) stat increases.
Support Characters: Rely on unique natural skills for their abilities, gain
runeslots as their MAG increases, and have no use for MP.
All characters will have a fixed amount of MP for each ability rank whenever
their base SKL/MAG stat (unmodified by equipment) reaches certain levels.
Though fighters only gain abilities up to rank 3, it doesn't mean they're any
weaker; casters just gain more MP overall to reflect their heavier reliance on
runes.
Those should be the highest possible MP totals. MP is fully restored at the
beginning of every battle, and is also restored during battle whenever you
level up (leveling is a great way to use high rank abilities repeatedly).
NOTE: Hero IV is considered a fighter in most aspects of the game, and even
gains his 3rd runeslot at 60 SKL, but he gains MP exactly like a caster.
===============================================================================
2.) Special Skill Runes
===============================================================================
These runes grant a variety of abilities, ranging from more powerful attacks to
making your character act like an elemental. All fighters can use the generic
(but very useful) elemental sword runes, and almost all of them have a weapon-
specific rune they can use. Many fighters can also ride mounts and use special
runes for them, but weapon-specific runes are disabled while mounted.
General info and tips:
-All special attacks have 100% accuracy, can't be countered, and are unaffected
by defensive skills like Guard, Deflect Missile, etc.
-Special attacks are instant, but they delay your next turn more than a normal
attack would (see below).
-The Battle Lust skill can help increase the damage of special attacks.
-Status effects are much more likely to succeed for characters that have high
SKL and LCK.
-All area attacks can hit friendly units. Small area effects can actually be
more useful, because it's easier to avoid your allies with them.
-Certain attacks can "impale" normal sized targets. These try to literally run
through the enemy, moving you 2 spaces forward if that space is clear.
-Some special attacks have drawbacks like inflicting damage on the user, or
leaving you unbalanced (defenseless). You can cancel out these drawbacks with
certain passive runes, +Affinity panels, or by leveling up with the attack.
Delay:
Some actions cause a longer delay than others, and can allow other units to act
*after* your character and get another turn *before* your character does (even
when their SPD is equal). The extra delay from rune abilities will almost
always cause this to happen to some degree.
--- Special Skills List -------------------------------------------------------
Elemental Sword Runes
---------------------
The 5 nearly identical runes usable by every fighter.
Rank 1: Elemental Force
Effect: Change terrain elements
Range : 4
Area : 5 panels
Rank 2: Greater Elemental Force
Effect: Change terrain elements
Range : 4
Area : 13 panels
Rank 3: Elemental Magic Sword
Effect: 1.0 * normal damage + MAG stat, change terrain element
Range : Equal to the character's normal attack
Other : Gain the Magic Sword effect, which has a number of great benefits
1. Deal extra defense-ignoring damage based on your MAG stat
2. Leave an elemental trail wherever you move
3. The element of the panel you're standing on CANNOT be changed
Notes : Certain elements can cause status ailments on the initial attack -
Thunder (stun), Cyclone (sleep) and M. Earth (unbalance)
Eagle Rune
----------
Special Skill Rune for missile (throwing) weapon users.
Throwing weapon users can also use the Kangacorn Rune.
Rank 1: Clairvoyance
Effect: 0.7 * normal damage, 1 target
Range : 6 panels
Notes : The game incorrectly says that your accuracy is halved
Rank 2: Piercing Shot
Effect: 1.5 * normal damage, area attack
Area : 4 panels (T-shaped)
Other : User becomes unbalanced
Rank 3: Smoking Shot
Effect: 1.0 * normal damage, area attack, can cause Bucket status
Area : 12 panels (2 panel radius around user)
Other : User becomes unbalanced
Gozz Rune
---------
Special Skill Rune for axe users.
(Note: the manual incorrectly tranlates this as the Minotaur rune.)
Rank 1: Helmet Split
Effect: 1.5 * normal damage, 1 target
Range : Melee
Other : User becomes unbalanced
Rank 2: Earth Split
Effect: 0.5 * normal damage, area attack, can cause Unbalance
Area : 12 panels (2 panel radius around user)
Other : User becomes unbalanced
Rank 3: Crusher
Effect: 2.0 * normal damage, 1 target
Range : Melee
Other : User becomes unbalanced
Hawk Rune
---------
Special Skill Rune for archery.
Most archers can also use the Giant Owl Rune (Seneca can not).
Rank 1: Shadow Weave
Effect: Can cause Shadow Weave status, 1 target (no damage)
Range : 2-3 panels
Notes : the Shadow Weave status prevents movement, but still allows actions
Rank 2: Strong Arm
Effect: 1.5 * normal damage, 1 target
Range : 2-3 panels
Other : User becomes unbalanced
Rank 3: Dance of the Hawk
Effect: 1.0 * normal damage, area attack, can cause Shadow Weave status
Area : 20 panels (2-3 panel radius around user)
Other : User becomes unbalanced
Lion Rune
---------
Special Skill Rune for claw users.
Rank 1: Piercing Claw
Effect: 1.0 * normal damage, 1 target
Range : Melee
Other : Tries to impale the target
Rank 2: Shredding Claw
Effect: 1.5 * normal damage, area attack
Area : 3 horizontal panels in front of user
Rank 3: Beast King Claw
Effect: 2.0 * normal damage, 1 target
Range : Melee
Other : User loses 20% of current HP, tries to impale the target
Titan Rune
----------
Special Skill Rune for great-sword users.
Rank 1: Giant's Hand
Effect: 1.0 * normal damage, 1 target
Range : Melee
Other : User loses 10% of current HP
Rank 2: Giant's Foot
Effect: 1.5 * normal damage, 1 target
Range : Melee
Other : User loses 20% of current HP
Rank 3: Giant's Roar
Effect: 1.2 * normal damage, area attack
Area : 8 panels surrounding the user
Other : User loses 30% of current HP
Notes : The brief tool-tip in the game wrongly says that it deals x1.5 damage,
but the detailed tool-tip gives the correct damage.
Unicorn Rune
------------
Special Skill Rune for spear-fighting.
Spear fighters can also use the Kangacorn Rune and Giant Owl Rune.
Rank 1: First Style
Effect: 1.0 * normal damage, area attack
Area : 2 panels straight forward
Other : User becomes unbalanced
Rank 2: Second Style
Effect: 1.2 * normal damage, area attack
Area : 3 panels straight forward
Other : User becomes unbalanced
Rank 3: Third Style
Effect: 1.5 * normal damage, area attack
Area : 4 panels straight forward
Other : User becomes unbalanced
Viper Rune
----------
Special Skill Rune for one-handed sword users.
One-handed sword users can also use the Kangacorn Rune and Giant Owl Rune.
Rank 1: Poison Slash
Effect: 1.0 * normal damage, 1 target, can cause Poison
Range : Melee
Rank 2: Viper Bite
Effect: 1.0 * normal damage, 1 target, can cause Instant Death
Range : Melee
Rank 3: Hydra
Effect: 1.0 * normal damage, area attack, can cause Poison
Area : 8 panels surrounding the user
White Tiger Rune
----------------
Special Skill Rune for hand-to-hand fighters.
Rank 1: Gather Strength
Effect: Double ATK power for user's next attack (normal, special, or counter)
Range : Self only
Other : Cannot redouble ATK power
Rank 2: Steel Curtain
Effect: Increase PDF by 50% until user's next turn
Range : Self only
Other : Disables counterattacks
Rank 3: Air Shot
Effect: 2.0 * normal damage, area attack
Area : 3 panels straight forward
Other : User becomes unbalanced
=============
Mounted Runes
=============
Kangacorn Rune
--------------
Special Skill Rune for use while riding Kangacorns.
Kangacorns can be used by all one-handed sword/spear/missile-weapon users.
Rank 1: Rush
Effect: 2.0 * normal mounted damage, 1 target
Range : Melee
Other : User loses 20% of current HP, tries to impale the target
Rank 2: Kangacorn Spirit
Effect: Temporarily gain Berserk, PDF Up, and MDF Up status effects
Range : Self only
Giant Owl Rune
--------------
Special Skill Rune for use while riding Giant Owls.
Giant Owls can be used by all one-handed sword/spear users and most archers.
Rank 1: Wind Blade
Effect: 0.5 * normal mounted damage, area attack
Area : 5 panel cross in front of user
Rank 2: Owl Heart
Effect: Temporarily gain Berserk, Accuracy Up, Evasion Up status effects
Range : Self only
Swallow Rune
------------
Special Skill Rune for Kyril. (permanently attached to his left hand)
Rank 1: Flying Swallow
Effect: 0.8 * normal damage, 1 target
Range : Up to 3 panels in a straight line
Notes : It can only target the nearest unit within range.
Rank 2: Flying Swallow Cut
Effect: 0.5 * normal damage, area attack
Area : 8 panels surrounding the user
Rank 3: Flying Swallow Slash
Effect: 3.0 * normal damage, 1 target
Range : Melee
Notes : Cannot be learned until a certain event late in the story.
Falcon Rune
-----------
Special Skill Rune for Kika. (permanently attached to her left hand)
Rank 1: Falcon Slash
Effect: 1.2 * normal damage, 1 target
Range : Melee
Rank 2: Falcon Thrust
Effect: 2.0 * normal damage, 1 target
Range : Melee
Rank 3: Falcon Storm Thrust
Effect: 3.0 * normal damage, 1 target
Range : Melee
Other : User becomes unbalanced
Shrike Rune
-----------
Special Skill Rune for Mizuki. (permanently attached to her left hand)
Rank 1: Shrike Impale
Effect: 1.0 * normal damage, 1 target
Range : Melee
Other : Impales the target
Rank 2: Skull Thrust
Effect: 1.5 * normal damage, 1 target, can cause Stun
Range : Melee
Rank 3: Piledriver
Effect: 2.0 * normal damage, 1 target, can cause Stun
Range : Melee
Other : User loses 20% of current HP
Notes : The game says it can sometimes deal x0.5 damage, but it never does.
Red Rose Rune
-------------
Magnificent Skill Rune for Reinbach. (permanently attached to his head)
Rank 1: Red Rose Etude
Effect: 1.0 * normal damage, 1 target, can cause Sleep
Range : Melee
Rank 2: Red Rose Minuet
Effect: Can cause Sleep, area effect (no damage)
Area : 12 panels (2 panel radius around user)
Rank 3: Red Rose Rondo
Effect: 0.8 * normal damage, area attack, can cause Sleep
Range : 12 panels (2 panel radius around user)
Other : Allies affected are put in a bad mood in addition to the damage/sleep.
===============================================================================
3.) Magic Runes
===============================================================================
Unlike in past Suiko games, magic can only be used by the small number of true
mages this time around. There are no restrictions on which casters can equip
which runes, but they won't have the magic skill to get the most out of their
negative affinity element.
General info and tips:
-The Elemental Magic skills improve spell power and casting time, and at
rank S will even give +1 range to all spells of that element.
-Magic damage is always non-elemental; the only effect of a spell's element is
what the terrain will be changed to.
-Spells for most elements have a default range of 4 panels, but Lightning
spells have 5 range, and Wind spells have 6 range.
-Support spells might actually weaken a unit, depending on elements. They can
hurt you if you're not careful, or you could even use them for offense.
-The Wizard rune is one of the best runes for any caster. It tilts the balance
from a spell just being good, to being very powerful.
-The Extra Move skill works very well with non-instant spells. Instead of the
usual hit-and-run effect, it lets you move your *full* range again after you
activate/cancel a casted spell.
Healing spells don't have an actual power listed, so I've tried to list the
relative power of the heal. Unless noted otherwise, spells do not distinguish
between allies or enemies, and will affect all units equally.
--- Spells List ---------------------------------------------------------------
==================
Common Magic Runes
==================
Fire Rune
---------
Magic Rune that enables fire magic.
Rank 1: Flame Force
Power : N/A Range: 4
Speed : Instant Area : 5 panels
Effect: Change terrain element to Fire.
Rank 2: Flaming Arrows
Power : 35 Range: 4
Speed : Instant Area : 1 panel
Effect: Damage one unit, change terrain to Fire.
Rank 3: Blazing Wall
Power : 30 Range: Infinite
Speed : Fast Area : All fire terrain
Effect: Damage all units on fire panels.
Rank 4: Explosion
Power : 55 Range: 4
Speed : Medium Area : 13 panels
Effect: Damage all units in affected area, change terrain to Fire.
Water Rune
----------
Magic Rune that enables water magic.
Rank 1: Water Force
Power : N/A Range: 4
Speed : Instant Area : 5 panels
Effect: Change terrain element to Water.
Rank 2: Kindness Drops
Power : Full heal Range: 4
Speed : Instant Area : 1 panel
Effect: Fully heal HP and status, change terrain to Water.
Rank 3: Breath of Ice
Power : 30 Range: 4
Speed : Fast Area : 9 panels
Effect: Damage all units in affected area, change terrain to Water.
Rank 4: Kindness Rain
Power : Strong Range: 4
Speed : Medium Area : 9 panels
Effect: Heal HP and status of all affected units, change terrain to Water.
Lightning Rune
--------------
Magic Rune that enables lightning magic.
Rank 1: Lightning Force
Power : N/A Range: 4
Speed : Instant Area : 5 panels
Effect: Change terrain element to Lightning.
Rank 2: Thunder Runner
Power : 35 (center) Range: 5
Speed : Instant Area : 5 panels
Effect: Damage units in area, low chance to stun, change terrain to Lightning.
Notes : Outer panels do minimal damage, but can still stun.
Rank 3: Berserk Blow
Power : 70 Range: 5
Speed : Fast Area : 1 panel
Effect: Damage one unit, change terrain to Lightning.
Rank 4: Heavenly Thunder
Power : 50 Range: Infinite
Speed : Slow Area : All lightning terrain
Effect: Damage all units on lightning panels.
Wind Rune
---------
Magic Rune that enables wind magic.
Rank 1: Wind Force
Power : N/A Range: 4
Speed : Instant Area : 5 panels
Effect: Change terrain element to Wind.
Rank 2: Wind of Sleep
Power : N/A Range: 6
Speed : Instant Area : 5 panels
Effect: Attempt to put units in area to Sleep, change terrain to Wind.
Notes : The center panel has a 70% higher chance of success.
Rank 3: Healing Wind
Power : Moderate Range: 6
Speed : Fast Area : 5 panels
Effect: Heal all units in affected area, change terrain to Wind.
Rank 4: The Shredding
Power : 45 Range: 6
Speed : Fast Area : 13 panels
Effect: Damage all affected units, change terrain to Wind.
Earth Rune
----------
Magic Rune that enables earth magic.
Rank 1: Earth Force
Power : N/A Range: 4
Speed : Instant Area : 5 panels
Effect: Change terrain element to Earth.
Rank 2: Clay Guardian
Power : N/A Range: 4
Speed : Instant Area : 5 panels
Effect: PDF Up and MDF Up to all affected units, change terrain to Earth.
Rank 3: Vengeful Child
Power : N/A Range: 4
Speed : Instant Area : 1 unit
Effect: Grants one-time immunity to all abilities, change terrain to Earth.
Rank 4: Earthquake
Power : 60 Range: 4
Speed : Slow Area : 13 panels
Effect: Randomly hits 10 panels in affected area, change terrain to Earth.
Notes : It randomly targets *panels*, so it can completely miss a unit or hit
multiple times. Flying enemies are immune.
Rage Rune
---------
Magic Rune that enables more powerful fire magic.
Rank 1: Rage Force
Power : N/A Range: 4
Speed : Instant Area : 13 panels
Effect: Change terrain element to Fire.
Rank 2: Blazing Wall
Power : 30 Range: Infinite
Speed : Fast Area : All fire terrain
Effect: Damage all units on fire panels.
Rank 3: Explosion
Power : 55 Range: 4
Speed : Medium Area : 13 panels
Effect: Damage all units in affected area, change terrain to Fire.
Rank 4: Final Flame
Power : 80 Range: 4
Speed : Slow Area : 13 panels
Effect: Damage all units in affected area, change terrain to Fire.
Flowing Rune
------------
Magic Rune that enables more powerful water magic.
Rank 1: Flowing Force
Power : N/A Range: 4
Speed : Instant Area : 13 panels
Effect: Change terrain element to Water.
Rank 2: Breath of Ice
Power : 30 Range: 4
Speed : Fast Area : 9 panels
Effect: Damage all units in affected area, change terrain to Water.
Rank 3: Kindness Rain
Power : Strong Range: 4
Speed : Medium Area : 9 panels
Effect: Heals HP and status of all affected units, change terrain to Water.
Rank 4: Silent Lake
Power : N/A Range: 4
Speed : Instant Area : 49(!) panels
Effect: 100% Silence to all affected enemies, change terrain to Water.
Notes : Allies are safe from the silence.
Thunder Rune
------------
Magic Rune that enables more powerful lightning magic.
Rank 1: Thunder Force
Power : N/A Range: 4
Speed : Instant Area : 13 panels
Effect: Change terrain element to Lightning.
Rank 2: Berserk Blow
Power : 70 Range: 5
Speed : Fast Area : 1 panel
Effect: Damage one unit, change terrain to Lightning.
Rank 3: Heavenly Thunder
Power : 50 Range: Infinite
Speed : Slow Area : All lightning terrain
Effect: Damage all units on lightning panels.
Rank 4: Furious Blow
Power : 100 Range: 5
Speed : Slow Area : 1 panel
Effect: Damage one unit, change terrain to Lightning.
Cyclone Rune
------------
Magic Rune that enables more powerful wind magic.
Rank 1: Cyclone Force
Power : N/A Range: 4
Speed : Instant Area : 13 panels
Effect: Change terrain element to Wind.
Rank 2: Healing Wind
Power : Moderate Range: 6
Speed : Fast Area : 5 panels
Effect: Heal all units in affected area, change terrain to Wind.
Rank 3: The Shredding
Power : 45 Range: 6
Speed : Medium Area : 13 panels
Effect: Damage all units in affected area, change terrain to Wind.
Rank 4: Shining Wind
Power : 50 Range: Infinite
Speed : Slow Area : All wind terrain
Effect: Heal all allies and damage all enemies on wind panels.
Mother Earth Rune
-----------------
Magic Rune that enables more powerful earth magic.
Rank 1: Mother Earth Force
Power : N/A Range: 4
Speed : Instant Area : 13 panels
Effect: Change terrain element to Earth.
Rank 2: Vengeful Child
Power : N/A Range: 4
Speed : Instant Area : 1 unit
Effect: Grants one-time immunity to all abilities, change terrain to Earth.
Rank 3: Earthquake
Power : 60 Range: 4
Speed : Slow Area : 13 panels
Effect: Randomly hits 10 panels in affected area, change terrain to Earth.
Notes : It randomly targets *panels*, so it can completely miss a unit or hit
multiple times. Flying enemies are immune.
Rank 4: Canopy Defense
Power : N/A Range: 4
Speed : Slow Area : 13 panels
Effect: Magic/skill immunity to all affected, change terrain to Earth.
Rune of Punishment
==================
Rune governing atonement and forgiveness.
Unique rune, permanently attached to Hero IV's left hand.
Rank 1: Eternal Ordeal
Power : 40 Range: 6
Speed : Instant Area : 1 panel
Effect: Damage one unit.
Rank 2: Double-Edged Sword
Power : 10 Range: 6
Speed : Fast* Area : 9 panels
Effect: Randomly hits units within area 8 times.
Notes : Unlike Earthquake, all 8 attacks from this will always hit, even
against 1 target. It becomes instant-cast at Punishment magic rank A.
Rank 3: Voice of Death
Power : N/A Range: 6
Speed : Instant Area : 1 panel
Effect: High chance of causing Instant Death to target.
Rank 4: Everlasting Mercy
Power : 80 Range: 6
Speed : Slow Area : 25 panels
Effect: Heal all allies and damage all enemies in affected area.
===============================================================================
4.) Passive Runes
===============================================================================
These runes don't grant new abilities, but they can enhance your characters in
other ways, as well as grant some unique benefits. Passive runes make an ideal
complement for a character who already has some nice abilities, or a worthwhile
primary rune for characters with low MP.
When using passive runes, it's important to focus on what a character's best
at. These won't do much to balance anyone's weakness, but they can have a huge
effect if you try to enhance a character's natural strengths.
---- Effects List -------------------------------------------------------------
Offensive Runes
===============
Passive runes usable by any fighter or caster.
Balloon Rune
Effect: Moderate chance that regular attacks will add 1 Balloon to target.
Bucket Rune
Effect: Moderate chance to cause Bucket status with regular attacks.
Drain Rune
Effect: User is healed for 30% of damage inflicted when scoring a critical hit.
Hunter Rune
Effect: Reduces regular attack damage by 90%, but ensures that the enemy will
drop any available items if you kill it with that attack. Special
attacks deal normal damage, but will only cause a normal drop rate.
Killer Rune
Effect: Increases chance to score a critical hit.
Silence Rune
Effect: Moderate chance to cause Silence with regular attacks.
Warrior Rune
Effect: Subtracts half of PDF stat and adds that same amount to STR.
Wizard Rune
Effect: Subtracts half of MDF stat and adds that same amount to MAG.
Defensive/Miscellaneous Runes
=============================
Passive runes usable by anyone, including support characters.
Champion's Rune
Effect: Increases enemies' levels. Only effective in battles where the enemies
adjust to your party's levels (Obel ruins, some quests, etc.). Works
even if the character with the rune isn't used in battle.
Counter Rune
Effect: Increases dodge rate and counter rate.
Fortune Rune
Effect: Increases exp gained by 30% when attacking, using rune abilities, or
using co-op attacks. You will NOT gain extra experience for using
items or support abilities (Dig, First Aid, etc).
Gale Rune
Effect: Increases SPD by 20%.
Prosperity Rune
Effect: Increases the amount of potch gained from defeated units.
Rune of Balance
Effect: Makes wearer immune to becoming unbalanced.
Skunk Rune
Effect: Makes enemies less likely to target the skunk rune user (only effective
if other possible targets are within the enemy's range).
Sunbeam Rune
Effect: 5% HP healed per turn.
Violence Rune
Effect: Automatically gain Berserk, PDF Up and MDF Up status effects when
wearer is knocked below 50% HP.
Unique passive runes
====================
Chameleon Rune
Permanently attached to Mitsuba's head slot
Effect: Changes Mitsuba's +Affinity element to match the day of the week.
Charm Rune
Permanently attached to Jeane's head slot
Effect: Allows any nearby ally to protect Jeane, regardless of good will.
Firefly Rune
Permanently attached to Eugene's head slot
Effect: Greatly increases the chance that enemies will target Eugene if he's
within their range.
Mischief Rune
Permanently attached to Noah's left hand slot
Effect: Gives Noah a low chance to cause random status ailments while stealing.
===============================================================================
5.) Rune Locations
===============================================================================
While most orbs/runes can be bought at various shops, there are some that can
only be found through other means, and might require some explaining before I
get on to the list.
Repeatable Maps
---------------
The rarest runes can only be found on these maps, and it's important to know
what determines when they appear. There are 3-4 different variations of each
monster hunting map and Obel ruins floor, with each variation having a unique
set of enemies and treasure. Only one variation will have the rare orb, so
I'll be listing the enemy set along with the rune locations so you know when
you have the right map.
Which variation you get is entirely random (even the Obel ruins floors are
determined independently of each other), so don't get discouraged if it takes a
few resets to get the right map. When you do get it, always leave one harmless
elemental alive until you find the item. After you get an item, it won't ever
reappear until your next playthrough.
Chiepoo's shop
--------------
His inventory changes depending on how successful he is. You can help his
business by doing quests from Chiepoo & Co., or hurt it by doing quests from
X & Co.
When Chiepoo's poor, he has a number of rare runes available, but almost
nothing else. When he's wealthy, his shop has another rare rune, great armor,
and can give you access to extra characters. The best way to handle it is to
do Chiepoo & Co. quests until you get the Champion's Orb and the mercenaries,
then start on the X & Co. quests to get the remaining runes.
Dragons & the Elemental Chambers
--------------------------------
After you've cleared the Obel Ruins once, you'll gain access to the elemental
chambers on the 6th floor for all future trips. The chamber you'll get is
based on the day of the week (e.g. if you go through the ruins on Wind day, the
6th floor will be the Cyclone Chamber).
While the chambers will sometimes have greater magic runes buried or in chests,
you don't want to go all the way through the ruins just to get the wrong
variation of the map. It's much more reliable to kill the elemental dragons in
each chamber for the runes, because if they don't drop one, then you can just
retry the map until they do (that's Start -> Retry, no need to go through the
ruins again).
--- Common Orb Locations ------------------------------------------------------
Rage Orb:
-Digging inside the Graska Palace story battle (buried near the throne)
-Sometimes dropped by Rage Dragons in the Obel Ruins
-The Rage Dragon Egg quest can let you fight a Rage Dragon without going all
the way through the ruins
Flowing Orb:
-Pre-equipped on Simeon
-Sometimes dropped by Flowing Dragons in the Obel Ruins
Thunder Orb:
-Pre-equipped on Jeane
-Sometimes dropped by Thunder Dragons in the Obel Ruins
Cyclone Orb:
-Pre-equipped on Roget
-Sometimes dropped by Cyclone Dragons in the Obel Ruins
Mother Earth Orb:
-Story battle at the Small Border Village (in the chest at the far corner)
-Sometimes dropped by Mother Earth Dragons in the Obel Ruins
=============
Passive Runes
=============
Drain Orb:
-Digging on the 2nd floor of the Obel ruins (buried along the back wall)
Enemy set: 5 Fly Lizards, 4 Skeletons, 4 different elementals
Fortune Orb:
-Digging at Terana Plains (buried shortly in front of the starting point)
Enemy set: 2 Savage Sprouts, 2 Wind Elementals, 3 Furballs, 3 Ostrich Men,
3 Ostrich Ladies
Hunter Orb:
-Digging in the first story battle at the Imperial City of Graska (buried low
on the steps, near a group of fishmen)
Prosperity Orb:
-Digging on the 4th floor of the Obel Ruins (buried on the left platform)
Enemy set: 2 Water Spirits, 2 Earth Spirits, 2 Wind Spirits,
1 Water Elemental, 1 Earth Elemental, 1 Wind Elemental
Skunk Orb:
-Digging at Xasta Grasslands (buried near the back-left corner)
Enemy set: 3 Ostrich Men, 3 Ostrich Ladies, 2 Horned Behemoths, 2 Elementals
Violence Orb:
-Digging in the Graska Palace story battle (buried midway along the left side)
-Chest on the 5th floor of the Obel ruins, after the water drains
Enemy set: 3 Golems, 1 Lightning Spirit, 1 Fire Elemental, 4 Fly Lizards,
2 Red Skeletons, 2 Blue Skeletons, 2 Yellow Skeletons
Wizard Orb:
-Digging at the Terana Plains story battle (buried shortly past where the
bounty hunter starts)
===============================================================================
6.) Character List, by Rune
===============================================================================
Fighters
========
Every fighter can equip elemental sword runes, all passive runes, and most can
also equip 1-3 other special skill runes depending on their weapon type.
Unique runes:
Hero IV (Rune of Punishment), Kika (Falcon), Kyril (Swallow), Mizuki (Shrike),
Reinbach (Red Rose)
Casters
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All casters can use all magic runes and all passive runes. However, they each
lack the elemental magic skill for their natural -Affinity element.
Fire mages: Katarina, Maxine
Water mages: Corselia, Mercenary Leader, Simeon
Lightning mages: Andarc, Jeane
Earth mage: Pablo
Wind mage: Roget
Support Characters
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These characters are limited to only equiping defensive and miscellaneous
passive runes: Carrie, Cedric, Ema, Gary, Noah, Rene, Yu
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7.) Legal Info
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This document is Copyright 2005-2006 Brad Wayne.
This guide was written for www.gamefaqs.com and its related sites. If you wish
to host this guide on your site, then I ask that you please request permission
first.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.