UNLIMITED: SaGa Game System FAQ
Version 1.2
Written and Compiled by Ramtieger
E-mail/MSN:
[email protected]
================================================================================
Table of Contents
I. Introduction
1. About this FAQ
II. Game Systems [General]
1. Party Members
a. Party Member Individuality
b. Main & Recruitable Characters
c. Number of Participants in the Field and in Battle
d. U: SaGa Expert ~ Party Members
2. Status
a. Status Classification
b. HP and LP
c. Ability Level
d. Elemental Level
e. Status Growth
f. Increasing Your Max HP
g. U: SaGa Expert ~ Status Pt 1
h. Growth Rate
i. Temporary Status Changes
j. U: SaGa Expert ~ Status Pt 2
k. Duration of Temporary Ability/Elemental Ability Changes
l. U: SaGa Expert ~ Status Pt 3
3. Weight
a. The Weight Factor
b. How to Determine Total Weight
4. Moving Phase
a. How to Move on the Field
b. Paths with Different Colors
c. U: SaGa Expert ~ Moving Phase
d. HP Recovery on the Field
e. The Environment Factor
f. Field Menus
g. Using the Status Menu
h. The Soft Reset Function
5. Target
a. Interacting with Different Targets
b. Discovering Targets
c. Target Placement
d. U: SaGa Expert ~ Target Pt 1
e. Target Level
f. U: SaGa Expert ~ Target Pt 2
g. Opening Treasure Chests
h. Treasure Chest Types
i. U: SaGa Expert ~ Target Pt 3
j. Breaking Magical Locks
k. Breaking Open Treasure Chests
l. Setting off Field Traps
m. Field Trap Effects
n. Monster Movement
o. Starting a Battle
p. U: SaGa Expert ~ Target Pt 4
q. Scanning the Map
r. U: SaGa Expert ~ Target Pt 5
6. Turns
a. The Progression of Turns
b. Actions That Don't Use Up Turns
c. Adventure Turn Limit
d. U: SaGa Expert ~ Turns
7. The Reel
a. Reel Characteristics
b. The Field Screen Reel
c. The Reel Difficulty
d. The Reel "Slip"
e. U: SaGa Expert ~ The Reel
f. The Battle Reel
g. Holding Reels
h. Field Reel List
8. Skill Panel
a. About Skill Panels
b. The Growth Panel
c. Skill Panel Types and Levels
d. Skill Panel Placement
e. Skill Panel Restrictions
f. How Your Assigned Skill Panels Are Determined
g. Ability Level Increase from Panels
h. Panel Bonuses [Magic Tablets]
i. Panel Bonuses [Formations]
j. U: SaGa Expert ~ Skill Panel Pt 1
k. U: SaGa Expert ~ Skill Panel Pt 2
l. Formation Priorities
m. Skill Panel List
9. Magic Tablet
a. About Magic Tablets
b. Picking Up Magic Tablets
c. Using the Magic Tablet
d. The Order of Learnable Magic Arts from Magic Tablets
e. Comprehension Points and the Gauge
f. U: SaGa Expert ~ Magic Tablet pt 1
g. Magic Tablets Data List
h. U: SaGa Expert ~ Magic Tablet pt 2
i. U: SaGa Expert ~ Magic Tablet pt 3
10. Command
a. Using Battle Commands
b. Rescuing Characters
c. Battle Formations
d. Healing Charactes Left Out of Battle
e. [Go!!!] and [Hold] Differences
f. U: SaGa Expert ~ Command
11. Action Order
a. How the Action Order Is Determined
b. Preferred Distance
c. Status Conditions That Will Cause Loss of Actions
d. Effects of Acting 'Out of Turn'
e. U: SaGa Expert ~ Action Order
12. Abilities
a. Using Abilities
b. Ability Classes
c. Stacking Abilities
d. Importance of Equipping in the Right Slot
e. Drawn Out Abilities
f. Drawing Out Abilities [Blacksmith]
g. Drawing Out Abilities [Battle]
h. U: SaGa Expert ~ Abilities
i. Ability List
13. Arts
a. Using Arts
b. Art Costs
c. Martial Arts Class
d. Guns
e. Weapon Meister and Master Fighter
f. Sparking Arts
g. U: SaGa Expert ~ Arts
h. Tips for Training Your Characters
i. Bosses with High Spark Rank
j. Arts List
14. Magic
a. Ways of Using Magic in Battles
b. Magic Art Costs
c. Magic Support Abilities
d. Forbidden Arts
e. Using Magic Arts on the Field
f. U: SaGa Expert ~ Magic Arts
g. About Magic Blender
h. Changing the Cost and Power of a Spell
i. Combined Spells
j. Magic Arts: How to Get Them
k. Magic Art List
15. Elements
a. Element Related Factors
b. Element Related Factors that Affect Magic Arts
c. The Change of the Elemental Balance
d. Restoring the Elemental Balance
e. U: SaGa Expert ~ Elements
f. Elemental Balance of Adventures
g. Adventure Ranking Sorted by Element
16. Attack Types
a. The Effect of Attributes
b. Attributes and Defense
c. Attributes and Evasion
d. U: SaGa Expert ~ Attack Types
e. Attribute Data
17. Unusual Status
a. About Status Ailments
b. The Stun Effect
c. Protection from Status Ailments
d. Getting Rid of Status Ailments
e. Status Ailment Data
18. Combos
a. How to Combo
b. Combo Advantages
c. Comboing with Allies and Enemies
d. Combo Rate
e. Sort Combos
f. U: SaGa Expert ~ Combos
g. Using the 'Hold' Command
h. Using Combos Efficiently
19. Parrying
a. About Parrying
b. Parrying Different Attack Types
c. Parrying with the Shield
d. Parrying with Defensive Actions
e. Parrying with Magical Shields
f. U: SaGa Expert ~ Parrying
20. Damage
a. HP and LP Damage
b. General Art/Magic Art Efficiency & HP Damage
c. U: SaGa Expert ~ Damage Pt 1
d. Martial Arts Damage
e. Weapon Arts Damage
f. Magic Arts Damage
g. Other Damage Related Factors
h. Reducing Sustained Damage
i. LP Damage
j. U: SaGa Expert ~ Damage Pt 2
21. Adventures
a. The 7 Main Characters
b. U: SaGa Expert ~ Adventures Pt 1
c. Recruitable Characters
d. U: SaGa Expert ~ Adventures Pt 2
e. Free Scenario
f. U: SaGa Expert ~ Adventures Pt 3
g. Using the Tetra Force
h. System Data
i. Carrying Over Data to a Second Playthrough
j. U: SaGa Expert ~ Adventures Pt 4
22. Side Quests
a. Side Quests
b. U: SaGa Expert ~ Side Quests Pt 1
c. Choosing Side Quests
d. U: SaGa Expert ~ Side Quests Pt 2
e. Side Quest Data
f. Secret Adventure Requirements
23. The Carrier System
a. The Carrier System
b. Carrier Routes
c. Items
d. Carrier Rank
e. Mission Difficulty
f. Reward Money Calculation
III. Game Systems [Monster Related]
1. Classification
a. Regular Monsters and Bosses
b. Monster Rank
c. Monster Race
2. Movement
a. Movement of the Regular Monsters
b. The Placement of the Regular Monsters
c. Blocking Monsters with Magic
d. U: SaGa Expert ~ Movement
3. The Ecosystem
a. About the Ecosystem
b. The Construction of the Ecosystem
c. The Flow of the Ecosystem
d. How the Ecosystem Affects Monster Rank
e. The Connection Between Each Monster Race's Status
f. The Balance of the Ecosystem
g. Special Cases of the Ecosystem
h. How the Scenario Level is Affected
i. U: SaGa Expert ~ The Ecosystem
4. Battle Action
a. The Number of Enemy Actions
b. U: SaGa Expert ~ Battle Action Pt 1
c. Monster Attack
d. U: SaGa Expert ~ Battle Action Pt 2
e. Monster Body Weight
f. Monster Combos
g. HP Recovery
5. Battle Spoils
a. Treasure Chest Drop Rates
b. Material and Magic Tablet Drop Rates
c. U: SaGa Expert ~ Battle Spoils
IV. Game Systems [Item Related]
1. General Info
2. Item Types
3. Equipment
4. Material
a. General Info
b. Material List
5. Durability
6. Magical Items
7. Forging
8. Shop
a. General Info
b. Shop Skills
c. The Process of Determining Available Shop Items
d. U: SaGa Expert ~ Shop Pt 1
e. The Process of Determining Item Prices
f. Selling Items
g. The Bartering System
h. U: SaGa Expert ~ Shop Pt 2
i. Market Rank
j. U: SaGa Expert ~ Shop Pt 3
k. Shop List
l. Item List
V. Extras
1. Translation Differences of Japanese vs English Versions
2. Chinese Astrology
VI. Credits
VII. Legal Info
Version 1.2 - January 1 2007
- Corrected a data entry in the fusion spell formula for Refresh.
Version 1.2 - April 28 2009
- Corrected monster name "Nergal" (previously Nelgar).
Version 1.2 - June 4 2009
- Correcting some grammar/spelling mistakes.
================================================================================
I. INTRODUCTION
================================================================================
1. About this FAQ
This FAQ was created basically because a lack of any English guides for it, and
also because this game has a lot more to offer than might actually seem at first
glance. Without any real guides, and because this game contains some very
complex systems, it's often the case that you have to make some guesses when you
don't have any concrete info about it. So in an attempt to fill that gap, I've
created this FAQ with a lot of help from other GF members, which hopefully will
be of help to some players who want to master the game.
This FAQ contains as much info I could possibly find about all the various
systems within the game itself. However, all the info and data are based on the
Japanese release although I have adopted the English names for this guide.
There's also a section at the bottom which contains the translation differences
of the Japanese vs the English versions.
Mind you, this FAQ is not quite finished yet as I've yet to finish up the Item
section for example. I'm also going to add more info as I go along, but for now
this curent version will do fine I hope. But if you see anything missing that
you think should be in here, just send me a mail or post on the GF board.
Thanks for reading this by the way, and have fun :P
================================================================================
II. Game Systems [General]
================================================================================
1. Party Members
a. Party Member Individuality
=============================
The differences of the party members are outlined in the chart below. You can
choose to give any weapon to any character, and any character can learn any Art/
Magic Art. So you can choose freely how you want to grow your characters.
The Main Differences of the Party Members:
------------------------------------------
* Starting HP & Max LP
* Ability/Elemental Growth
* Starting Skill Panels
b. Main & Recruitable Characters
================================
At the beginning of the game, you can choose from 7 different main characters.
When you begin playing a story, you will only be able to move around with the
main character only. But as the story progresses, you will recruit more
characters that will help you in battle. What characters you'll be able to
recruit, is specific for each main character.
Main Character Specifics
------------------------
* The main character has to be in the party in every quest. (he/she does not
have to enter battle though)
* If your main character runs out of LP, the game will be over.
c. Number of Participants in the Field and in Battle
====================================================
Every main character can recruit 7-8 characters. But only 6 of the recruitable
characters can be in the party in the field (and in some cases only 5).
Such a limit also exists for battles. In most cases you can only have 5 members
in battle, although in some cases you can have even less members. In those
battles, it's impossible to keep your weak characters away from the enemies.
However, the number of actions you can perform during a turn will still be 5,
even in the battles in which only 3 characters can participate.
d.
======================U: SaGa Expert ~ Party Members============================
The Strength of the Recruitable Characters
------------------------------------------
The strength (status/skill panels etc) of the newly recruited characters is
not influenced by the strength of the main character or the recruitable
characters in your party. As for growing your characters; it's probably best to
make all your characters equally strong.
The Amount of Recruitable Characters in Every Story
---------------------------------------------------
The amount of recruitable characters is evenly divided among the different main
stories. Apart from Iskandar who is only in one type of story, all characters
have two different types of roles in the stories they're in; a major and a
minor role. Iskandar is only playable in Ruby's story.
================================================================================
2. Status
a. Status Classification
========================
The different status types are listed below. The numerical value of those
directly affects a character's fighting ability. The value of STR, Skill etc
are part of a character's ability level, while the elements make up a
character's elemental level.
Also, a character's ability level and elemental level will also depend on their
respective ability growth rate, and also on the placement of the skill panels.
Status Types
------------
* HP
* LP
* HP Recovery Rate
[Ability Level]
* Strength
* Skill
* Spirit
* Magic
* Endurance
[Elemental Level]
* Fire
* Earth
* Metal
* Water
* Wood
b. HP and LP
============
HP (Hit Points) and LP (Life Points) start decreasing when you get attacked by
monsters or take damage from poison or traps. Your HP will also decrease when
you use Arts as well as Magic Arts.
Being low on LP is more critical than being low on HP, because when your LP
reaches zero, you cannot move any more in battle (you can still move on the
field though).
Your remaining HP acts as a barrier for your LP, so when your HP runs low, you
risk sustaining LP damage more easily.
HP and LP Specifics
-------------------
* If your LP reaches zero in battle, you will be KO'd and will be
unable to move.
* If your HP reaches zero, you will still be able to move.
* If you're running low on HP, you will risk losing LP more easily.
c. Ability Level
================
In the chart below you can see the things that are affected by the different
ability level. Frequent increase in an area will strengthen a character as
explained below. The most important ability levels are the ones that affect
attack damage.
Characters that use Arts will want to increase their STR and skill, while mages
will want to increase their magic ability level.
Note: You cannot check your status in battle or in town. You can only do that
when you're in the field.
Character Ability Level Chart
-----------------------------
(the number displayed is the effectiveness on a scale from 1-3, where 3 is best)
Strength:
[3] Increases damage from Martial Arts, Sword, Axe, Staff and Spear.
Skill:
[1] Increases Martial Arts damage.
[1] Makes you act faster in battle.
[1] Increases chance of dealing LP damage when attacking.
[1] Lowers the risk of sustaining LP damage when being attacked.
[2] Increases attack accuracy.
[3] Increases damage from Dagger, Bow and Gun.
Spirit:
[2] Increases effect of curative spells on self.
[2] Makes you more resilient to mental status effects.
Magic:
[2] Increases magic damage.
Endurance:
[2] Makes you more resilient to physical status effects.
[3] Lowers the damage from the poison effect.
Elements:
Greatly increases HP damage and HP Recovery from spells of the associated
element.
--> Actions that raise elements
Magic: Associated Veil spells (associated Element up)
--> Actions that lower elements
Forbidden: Psycho Noise (all Elements down)
--> Equipment that protects from elements lowering
(None)
d. Elemental Level
==================
The elemental level affect the effectiveness (attack damage & HP recovery) of
Magic Arts. There 6 types of magic, including Forbidden Arts. When you increase
the different elemental level, their respective Magic Art types will get more
effective.
The elemental level values are displayed in the area surrounding the Growth
Panel and they are different for all the characters. The ability levels are
(clockwise): Fire, Earth, Metal, Water and Wood.
Elemental Level Specifics
-------------------------
* If an element level is high, the corresponding Magic Arts will be more
effective (more damage & HP recovery)
Note: The elemental level affect Magic Arts much more than the Magic level, so
it's very important to increase the elemental level.
e. Status Growth
================
You can increase your max HP by clearing a scenario or using a Tetra Force.
Depending on where you place the skill panel, the ability level and elemental
level will receive a different increase.
When placing down a skill panel, take into consideration the points outlined
below. Note that you cannot change your max LP or your HP recovery rate.
How To Increase Your Status
---------------------------------------------------------------------------
Max HP | Participate in battle, then clear the quest. |
---------------------------------------------------------------------------
Max LP | Cannot change |
---------------------------------------------------------------------------
HP Recovery Rate | Cannot change |
---------------------------------------------------------------------------
Ability Level, | After clearing a quest you will obtain a skill panel. |
Elemental level | After placing it on the Growth Panel, the ability |
| level/elemental level will change. |
---------------------------------------------------------------------------
f. Increasing Your Max HP
=========================
How much your max HP will increase after having cleared a quest depends on how
many battle commands you've entered. Because of that, you will not get an
increase after you've cleared quests which contain no enemies. But you can
still play and time-up a few side quests and then play an adventure that
contains no enemies to get an HP increase.
The lower your max HP is, the easier it is to get a big HP increase. If your
max HP is low and you've fought some tough enemies, your max HP may increase
as much as 40. Whereas if your max HP was higher, you might have got an
increase of only 20 HP. So if you keep fighting tough monsters until the
quest finishes, you will get a great HP boost.
Specifics About Increasing Your Max HP
--------------------------------------
* Your max HP will increase after you've cleared a quest. The characters that
entered a lot of battle commands up until the end of the quest will get a big
increase.
* Less battle commands entered means less HP increase.
* If a battle ends before all your battle commands have been executed, the
commands that you've entered will still count towards your max HP growth.
* When your max HP gets higher, it becomes harder to increase it.
g. Growth Rate
==============
There's a growth rate for every type of ability/elemental level. A higher growth
rate means that it will be easier to increase the ability level/elemental level.
Every character has their own individual growth rates which ranges from 1-5
(ability level), and 0-4 (elemental level).
This means that certain characters will be able to increase certain ability
levels more easily than others. How much of an increase in ability level you
will get depends on where you place the skill panels.
Comparing Different Growth Rates [using STR as an example]
----------------------------------------------------------
Growth Rate | STR |
--------------------
1 | 22 |
--------------------
2 | 28 |
--------------------
3 | 34 |
--------------------
4 | 40 |
--------------------
5 | 47 |
--------------------
Panel layout for this example:
Top left: Punch L3
Top right: Axe L3
Middle: Kick L3
h. Temporary Ability Level Changes
==================================
There are certain Arts and Magic Arts that can drop an enemies' ability
level/elemental level temporarily (whether an attack was successful in doing
that is not shown on the screen however). When it works though, the
ability/elemental level in question will drop by a certain amount of percent.
However, be aware that some types of enemies are protected against certain
ability-dropping effects. Likewise, your characters can also be protected from
ability-dropping attacks as well. When you use an attack such as Divine Lancer
(Spear Art), you may drop the enemies' skill level, thus it will be easier to
deal LP damage on that enemy.
i.
=======================U: SaGa Expert ~ Status Pt 2=============================
Damage or Ability Drop: Which Comes First?
------------------------------------------
When using an ability-dropping attack, the ability drop effect comes after the
inflicted damage. So when you use a Skill dropping attack, it will not be easier
to inflict LP damage with that attack.
Demerit with Several Ability Level Changes
------------------------------------------
It's possible to be affected by 5 temporary ability changes at one time, and the
sum of those is always 30%. Total deviation for elements are handled seperately
from ability levels, but are handled similarly to them. Here are some examples
that explain how it works:
Example 1 <STR Up>:
-------------------
Strength: +30%
Skill: 0%
Spirit: 0%
Example 2 <STR & Skill Up>:
---------------------------
Strength: +15%
Skill: +15%
Spirit: 0%
Example 3 <STR & Skill Up, Spirit Down>:
----------------------------------------
Strength: +10%
Skill: +10%
Spirit: -10%
================================================================================
j. Duration of Temporary Ability/Elemental Level Changes
========================================================
The effect of ability-changing Art/Magic Arts are only temporary and their
effect will end after a number of turns. It's very difficult to keep track of
when an ability will be back to normal since the effects will not have started
at the same time. So if you don't notice when the attack damage changes, you
won't be aware of when the effects stop working.
As a general rule, you will probably want to use the same ability dropping
attacks about every 2~3 turns. Doing that will almost ensure that the enemy
will be have the effects throughout the battle.
k.
=======================U: SaGa Expert ~ Status Pt 3=============================
Different Ways of Changing the Ability Level
------------------------------------
There are quite a few Arts/Magic Arts that have the ability to drop the ability
level of an enemy. There are also Magic Arts that can enhance your weapons and
armor. All of these ability dropping Arts/Magic Arts are listed in the chart
further down.
Upping Your Ability Level Before Battle
---------------------------------------
There are some Magic Arts you can use on the field to enhance your character
before a battle. Doing so will make your character stronger from the beginning
of the battle.
Ability Changes Continued After Battle
--------------------------------------
If the effect of your ability changes have not passed before the end of a
battle, they will still remain, so in the next battle you will still have those
ability level changes.
Stacking Ability Level Changes
------------------------------
If your ability level/elemental levels are upped, and you get another same
ability changing effect before the previous one has stopped working, the effect
will have an increased duration. So if your STR is at +30% and you get another
STR-enhancing effect, the STR will still be at +30% but it will last for another
2~3 turns.
Increasing Lowered Ability Level
--------------------------------
If you up your ability level when it has have been lowered by an enemy attack,
the lowered ability will disappear and the ability-upping effect will
immediately begin working. It works the same the other way around too; lowering
the ability when it's been upped will leave only the enhanced ability effect.
If your STR is at -30% and you get an STR-enhancing effect, the STR will be at
+30% and the effect will also last for another 2~3 turns.
================================================================================
Ability-changing Arts & Magic Arts
--------------------------------------------------
Spell/Art Name | Attack Type | Ability Change |
--------------------------------------------------
Power Surge | Fire Art | STR Up |
--------------------------------------------------
Power Rise | Earth Art | STR Up |
--------------------------------------------------
Mega Power Rise | Earth Art | STR Up |
--------------------------------------------------
Build-Up | Earth Art | STR & EN Up |
--------------------------------------------------
Meditation | Wood Art | SP & MA Up |
--------------------------------------------------
Sinker | Melee (Kick) | STR Down |
--------------------------------------------------
Drag Down | Staff Art | STR Down |
--------------------------------------------------
Bonecrusher | Staff Art | STR Down |
--------------------------------------------------
Weakness | Forbidden Art | STR & EN Down |
--------------------------------------------------
Gust | Sword Art | SK Down |
--------------------------------------------------
Divine Lancer | Spear Art | SK Down |
--------------------------------------------------
Acupunture | Spear Art | SK Down |
--------------------------------------------------
Aqua Luna | Staff Art | SP Down |
--------------------------------------------------
Psycho Noise | Forbidden Art | SP & MA Down |
--------------------------------------------------
Heartbreaker | Axe Art | MA Down |
--------------------------------------------------
Skull Splitter | Staff Art | MA Down |
--------------------------------------------------
Brute Force | Melee (Punch) | EN Down |
--------------------------------------------------
Deadly Palm | Melee (Punch) | EN Down |
--------------------------------------------------
Triple Hit | Staff Art | EN Down |
--------------------------------------------------
Total Agony | Staff Art | EN Down |
--------------------------------------------------
Cruncher | Staff Art | EN Down |
--------------------------------------------------
Pulverizer | Staff Art | EN Down |
--------------------------------------------------
Elemental Level-changing Magic Arts
-------------------------------------------------------
Spell Name | Magic Art Type | E. Ability Change |
-------------------------------------------------------
Fire Veil | Fire Art | Fire Up |
-------------------------------------------------------
Earth Veil | Earth Art | Earth Up |
-------------------------------------------------------
Metal Veil | Metal Art | Metal Up |
-------------------------------------------------------
Water Veil | Water Art | Water Up |
-------------------------------------------------------
Wood Veil | Wood Art | Wood Up |
-------------------------------------------------------
Psycho Noise | Forbidden Art | All E. Abilities Down |
-------------------------------------------------------
Ability Protection Equipment
------------------------------------------------------------------------------
Ability Type | Ability Name | Equipment |
------------------------------------------------------------------------------
STR | Strength Saver | Accessories (Roadster, Bilqs) |
------------------------------------------------------------------------------
SK | Skill Saver | Leggings (Metal Greaves etc) |
------------------------------------------------------------------------------
SP | Spirit Saver | Body Armor (Cuirass) |
------------------------------------------------------------------------------
MA | Magic Saver | Headgear (Bone Visor, Stone Mask etc) |
------------------------------------------------------------------------------
EN | Endurance Saver | Body Armor & Accessories (Metal Armors etc) |
------------------------------------------------------------------------------
================================================================================
3. Weight
a. The Weight Factor
====================
The weight of characters and items affect the following things listed below.
There are a lot of benefits to having a light weight. But in order to have a
light character, you'll have to wear less equipment, thus making the character's
defense pretty weak. Apart from a character wearing high end light weight
equipment, it's usually not a good idea to make a character lightweight.
A Light Weight...
-----------------
* Makes you act faster in battle
* Changes your Martial Arts class
* Makes it harder to get hit
* Makes it easier to be 'rescued' in battle
* Makes you deal less Martial Arts damage
b. How to Determine Total Weight
================================
A character's total weight is the sum of the body weight of the character and
the character's equipment. Roy is a special case though; his weight is 0. If
you want to change Martial Arts class, use the data below to calculate a
character's equipment weight. Beware though, that some specific items that a few
characters come equipped with and some items you can buy in certain places, have
different weights than normal. See the details on how to determine a character's
Martial Arts class in the 'Arts' section of the FAQ.
Total Weight Calculation
------------------------
[Character's Body Weight / 4 + Sum of Equipment Weight / 8]
* Equipment Weight = [Material Weight x Equipment Type Multiplier].
* The weight of forged equipment is 0.
* Every calculation is rounded down.
Character Body Weights
-----------------------
Weight | Character |
-----------------------
150 | Anzan |
-----------------------
110 | Musol Yanii |
-----------------------
90 | Vearst |
-----------------------
85 | Iskandar |
-----------------------
85 | Francis |
-----------------------
82 | Edel |
-----------------------
78 | Thomas |
-----------------------
75 | Kurt |
-----------------------
74 | Mordeus |
-----------------------
72 | Pharr |
-----------------------
70 | Armand |
-----------------------
68 | Nuage |
-----------------------
61 | Grace |
-----------------------
60 | Mythe |
-----------------------
56 | Laura |
-----------------------
53 | Norff |
-----------------------
52 | Ventus |
-----------------------
51 | Kong Ming |
-----------------------
47 | Rebecca |
-----------------------
46 | Tiffon |
-----------------------
45 | Ruby |
-----------------------
45 | Hiro |
-----------------------
42 | Marie |
-----------------------
42 | Michelle |
-----------------------
41 | Sapphire |
-----------------------
40 | Platyphyllum |
-----------------------
34 | Henri |
-----------------------
31 | Joseph |
-----------------------
30 | Silver Girl |
-----------------------
22 | Armic |
-----------------------
18 | Judy |
-----------------------
0 | Roy |
-----------------------
Material weight:
------------------------------------------------------------------------------
Weight | Material |
------------------------------------------------------------------------------
1 | Feather, Copse, Cedar, Oak, Angelite, Demonite |
------------------------------------------------------------------------------
2 | Cotton, Silk, Velvet, Glossed Silk, Ash, Fang (1), Fang (2), |
| Faerie Silver |
------------------------------------------------------------------------------
3 | Fur, Snake Skin, Croc Skin, Bone (1), Bone (2), Scale, Coel. Scale, |
| Carnelian, Topaz, Opal, Ravenite, Lazuli, Silver, Sapphire, Ruby, |
| Diamond, Queen Shiva, Dragonheart |
------------------------------------------------------------------------------
4 | Tortoise Shell , Mullock (1), Mullock (2), Quartz, Meteoritic Iron, |
| Roadster, Altemana |
------------------------------------------------------------------------------
5 | Hydra Skin, Dragonscale, Serpentine, Meteorite, Iron, Steel (1), |
| Steel (2) |
------------------------------------------------------------------------------
6 | Marcasite, Ironstone, Obsidian, Copper, Damascus |
------------------------------------------------------------------------------
8 | Lead |
------------------------------------------------------------------------------
---------------------------------------------------
Equipment Type | Equipment Type |
| Multiplier |
---------------------------------------------------
Body Armor | 8x |
---------------------------------------------------
Axe, Bow, Gun, Shield, Leggings | 5x |
---------------------------------------------------
Sword, Spear, Headgear | 4x |
---------------------------------------------------
Staff | 3x |
---------------------------------------------------
Dagger | 2x |
---------------------------------------------------
Accessories, Materials | 1x |
---------------------------------------------------
================================================================================
4. Moving Phase
a. How to Move on the Field
===========================
You can move in any displayed direction on the field. You move by tilting the
analog stick for a while. However, there might be obstacles in the way; read the
chart below for info on how to get past various obstacles.
How to Get Past Various Obsacles
------------------------------------------------------------------------
Obstacle | How to get past |
------------------------------------------------------------------------
Door | Using the "Locksmith" skill or using items (Rusty Keys etc) |
------------------------------------------------------------------------
Rock | Using the "Obstacle Crossing" skill |
------------------------------------------------------------------------
Water | Using the "Swimming" skill |
------------------------------------------------------------------------
b. Paths with Different Colors Displayed
========================================
If you tilt the analog stick, the letters displaying that direction will
light up (your party will not move if you just tilt the stick and let go very
quickly). The letters will be displayed in different colors depending on how
many enemies there are in that direction.
Also, the monsters can also move around on the map, so be aware that you may
still face enemies even if the direction you move in is displayed in blue.
Color/Enemy Number Relation
----------------------------
Blue: No enemies in this area.
Yellow: Less enemies than your party members in this area.
Red: More enemies than your party members in this area.
c.
=====================U: SaGa Expert ~ Moving Phase==============================
Renewed Obstacles
-----------------
If you pass an obstacle and then exit to another part of the map, the obstacle
will then be resurrected. Doors are an exception to this though; they won't be
back in place until you've gone back to town.
Passing Obstacles Several Times
-------------------------------
If you've used a skill to pass an obstacle and return to that place again, you
can pass through any number of times. However, if you come back from the
opposite direction, you'll have to use the skill again to get through.
Monster Movement Timing
-----------------------
The monsters move at the same time as you do, so you can choose in which
direction to go after the enemy has chosen a direction. Because of this, you can
keep ahead of the chasing enemy without being caught up.
Character Positions 6 and 7
---------------------------
You can select the Character Position tab (accessible from the status menu) to
choose in which order you want your party members to line up. This has an effect
on the order in which your characters line up (on the battle screen where you
input your battle commands before the turn begins for example. The character in
the first position will be the first one on that screen and so on.) The
characters in positions 6 and 7 always recover some HP at the beginning of
battles. Keep this in mind when you set up the character positions for your
party.
================================================================================
d. HP Recovery in the Field
===========================
You can recover HP in the field by standing by pressing the L3 or the R3 button.
The whole party will then recover a certain amount of HP depending on their max
HP and HP Recovery Rate. The details regarding that is shown in the chart below.
Note that poison effects or "Heal +5" Abilities do not affect the HP recovered
in the field.
HP Recovery Chart
----------------------------------------
Recovery Rate | Amount of HP recovered |
----------------------------------------
A | 32% of max HP + 15 |
----------------------------------------
B | 28% of max HP + 12 |
----------------------------------------
C | 24% of max HP + 9 |
----------------------------------------
D | 20% of max HP + 6 |
----------------------------------------
E | 16% of max HP + 3 |
----------------------------------------
e. The Environment Factor
=========================
Some places have special environments that will lessen the amount of HP
recovered if you stand by there. If you have the "Adaptability" skill panel
though, the various environments will not affect the HP recovery.
As a maximum, these special environments can decrease your HP recovery by
50~99%. If you bring up the Skill menu in the field, the conditions are
shown under the name of the area you're in.
Conditions/Decreased HP Recovery
----------------------------------
Condition | HP Recovery Decrease |
----------------------------------
Dark | 10~20% |
----------------------------------
Damp | |
----------- |
Noisy | 15~30% |
----------- |
Windy | |
----------------------------------
Hot | |
----------- |
Cold | 25~50% |
----------- |
Clear | |
----------------------------------
In Water | 35~70% |
----------------------------------
f. Field Menus
==============
The chart below shows the various menus you can use in the field. They play a
part in the game, so it's important to know how to use them.
Field Menu Functions
---------------------------------------------------------------------
Menu | Function |
---------------------------------------------------------------------
Skill | Use Skills, Abilities and Magic Arts |
---------------------------------------------------------------------
Item | Change the order of listed items, repair your equipment |
---------------------------------------------------------------------
Equipment | Change your equipment |
---------------------------------------------------------------------
Status | Bring up the status menu |
---------------------------------------------------------------------
Quit | Save your game and return to the title screen. This |
| save will disappear once you've loaded it. |
---------------------------------------------------------------------
g. Using the Status Menu
========================
You can enter this menu by either pressing the square button while you're in the
field, or by selecting "Status" from the field screen and then pressing the
circle button.
The Status Menu
--------------------------------------------------------------------------
Menu | Explanation |
--------------------------------------------------------------------------
Status Screen | View your ability/elemental level. |
--------------------------------------------------------------------------
Magic Tablets | View your skills, choose Magic Tablet to study. |
--------------------------------------------------------------------------
Character Position | Change the order of your party members. |
--------------------------------------------------------------------------
Panel Bonus | Displays the panel bonuses on the Growth Panel. |
--------------------------------------------------------------------------
Sort Combos | Shows the combos you've made. You can increase the |
| effectiveness of a combo if you use the same one |
| repeatedly in battle. |
--------------------------------------------------------------------------
Skills and Arts | View your learned Arts and Magic Arts. |
--------------------------------------------------------------------------
Main Attack Setting | Choose which attack that will appear first |
| when selecting a character in battle. |
--------------------------------------------------------------------------
Ability Help | Displays defensive equipment and their respective |
| Abilities. |
--------------------------------------------------------------------------
h. The Soft Reset Function
==========================
You can do a so called "Soft Reset" by pressing the L1+R1+Select+Start buttons
at the same time. This is especially helpful when you want to restart an
adventure or when forging equipment.
================================================================================
5. Target
a. Interacting with Different Targets
=====================================
When using a skill on a target, the target appears in the upper left corner of
the screen. Use the D-pad to select target and use the L1/R1 buttons to select
the character that you want to perform the skill with. The available skills in
the skill menu will be highlighted in white, the rest will be grayed out. The
various types you will come across are listed below.
Target Types
------------
[Present Location]
When you're in the skill menu, the name and condition of the location is
displayed under the current location graphics in the top left corner of the
screen. Use the corresponding "search" skills to find treasure chests in the
area you're in.
Usable Commands: Action, Familiars, Eavesdrop, Guide skills, Detect skills etc.
[Monsters]
Battle opponents. When you're in the same spot as a monster, there is a chance
that it will attack you (see the "Movement" section in the monster part of the
FAQ for more info). If the monster doesn't attack, you can either choose to
attack it or try to drive it away with the "Diplomacy" skill.
Usable Commands: Action, Diplomacy skill
[Levers/Switches]
Important devices that can be important to progress in adventures. It's
important to memorize where these are located so you don't get stuck.
Usable Commands: Action
[Obstacles]
Obstacles that block your path in the field. Use the corresponding skill to get
past. You can also use some Magic Arts for this purpose, such as Bubble Blow.
Usable Commands: Obstacle Crossing skill, Locksmith skill, Swimming skill,
Magic Arts.
[Treasure Chests]
Contain either money or items. If the chest is locked or is rigged with a trap,
they will be difficult to open. You can use the Fortune Teller skill to see
what's inside and even get better treasures.
Usable Commands: Action, Fortuneteller skill, Locksmith skill, Sharpeye skill,
Defuse skill, Martial Arts
[Items]
Items that lay on the ground. Simply use "Action" to pick them up.
Usable Commands: Action
[Traps]
If you move to a spot that has a rigged trap, there is a great chance that the
trap will go off. If you don't evade the trap, you will take damage. If the trap
didn't go off and you then perform an action that uses up a turn, the trap can
then randomly go off (40% chance).
Usable Commands: Action, Defuse skill
Investigation Skills
-----------------------------------------------------------------
Location | Usable Skills |
-----------------------------------------------------------------
Outdoors | Road Guide, Fire Familiar, Earth Familiar, Astraios |
-----------------------------------------------------------------
Caves | Cave Guide, Water Familiar, Wood Familiar, Aigaion |
-----------------------------------------------------------------
Buildings | Architect Guide, Metal Faniliar, Atlas |
-----------------------------------------------------------------
b. Discovering Targets
======================
Besides treasure chests, you will come across other things too, such as traps.
You will need to look at the skill screen when watching out for traps, otherwise
you won't notice them. When you're looking for treasure chests, the
'Investigaion' skills such as Road Guide come in handy.
Bear in mind though that the different 'Guide' skills work on different types of
maps. Also, if any of the party members have the appropriate Guide skills, you
can press the triangle button to get a wider view of the surrounding area.
Chance of Discovering Random Treasure Chests
--------------------------------------------
[Number of party members x 5 (%)]
*The calculation is done every turn.
c. Target Placement
===================
The placement of mechanisms/levers and obstacles on the map is fixed. Monsters,
treasure chests and traps are randomly placed though (there are some fixed
treasure chests too though), and of course the monsters move around a lot on the
map too. When you go to another map and redo the adventure, the obstacles,
monsters, treasure chests and traps will re-appear on the map again.
However, bear in mind that the number of treasure chests that can appear is
specific for each adventure. Also note that the fixed chests that you've opened
or blown up will not appear again in other scenarios using the same map.
Dealing with Targets (making them disappear)
---------------------------------------------------------------------------
Target | Method |
---------------------------------------------------------------------------
Monsters | Kill, drive away with the Diplomacy skill |
---------------------------------------------------------------------------
Switches/Levers | Hit switch/pull lever (some mechanisms won't disappear) |
---------------------------------------------------------------------------
Obstacles | Pass through/over |
---------------------------------------------------------------------------
Treasure Chests | Open or blow up |
---------------------------------------------------------------------------
Items | Pick up |
---------------------------------------------------------------------------
Traps | Set off, defuse |
---------------------------------------------------------------------------
d.
=======================U: SaGa Expert ~ Target Pt 1=============================
Fixed and Random Treasure Chests on the Map
-------------------------------------------
You can find either bags or corpses on the map; which type you can find is
specific for each map/adventure. First there are fixed treasure chests, which
only appear in certain pre-determined places. As long as you don't open or blow
these up, they will still be there even after you've left that part of the map,
or even returned to town.
Then there are random treasure chests. Every time you take a step on the field,
a chest is placed randomly on the field somewhere (there's no way of knowing
where, although the chests are more often placed at dead ends and behind locked
doors). Also, when you go to a spot where a chest has been placed, there's a
success rate that determines if you will actually find the chest or not. So
even if a chest has been placed somewhere on the field, there's still a chance
that you won't find it even if you step on that specific spot.
================================================================================
e. Target Level
===============
Switches/levers, obstacles, treasure chests and traps all have an assigned level
to them, attached to the end of their respective names. The higher the level,
the more difficult the reel will be when you deal with them. In other words,
the higher the level of a target, the less amount of [O] panels on the reel.
High levels on treasure chests mean better items or more money. Read the
'Adventure' section of the FAQ for more info on what factors affect target
levels.
f.
=======================U: SaGa Expert ~ Target Pt 2=============================
Deciding Target Level
---------------------
Mechanisms and obstacles in each area have fixed levels. The levels of treasure
chests and traps depend on the monster rank at that period. So it will be more
difficult to evade traps when there are strong monsters in the area.
Treasure Chest Level/Contents Relation
--------------------------------------
Treasure chests contain either money, items or Magic Tablets. The higher level
of a treasure chest, the more money or better item it will contain. You can
use the Fortuneteller skill to change the level of a chest, thus change the
contents of it.
Using Fortuneteller
-------------------
You can increase the level of a treasure chest up to L99 using the
Fortuneteller skill. Note that the trap and lock reels of the chest will be
more difficult as the level of the chest increases. So if there is a trap on
the chest, be sure to defuse it before you start using Fortuneteller.
-------------------------------------------------
Reel Panel | Level Change |
-------------------------------------------------
[O] | 1~10 increase (contents are shown) |
-------------------------------------------------
[X] | 5~10 decrease |
-------------------------------------------------
Bomb | Level becomes 1 (chest opens) |
-------------------------------------------------
Treasure Chest Money Calculation
--------------------------------
[Treasure chest level ^2 x5 (Kr)]
* An extra 1~5% of the chest's sum of money is added randomly.
Determining the Item a Chest Will Contain
-----------------------------------------
[Same calculation as the one determining what items stores will carry]
(see item section for more info)
*
================================================================================
g. Opening Treasure Chests
==========================
In the field you may find treasure chests that contain items and money. However,
the chests are sometimes locked and/or rigged with traps, so here's a quick
guide to opening chests.
1. [Investigating Chests]
You can use the Sharpeye skill to scan the chest of traps and also change the
contents of it using the Fortuneteller skill. You can still unlock the chest and
defuse any traps it might have even without having used any of the said skills.
a. Sharpeye
[O]= Shows the type of any existing traps and also shows if the chest is locked.
[X]= Nothing happens.
[Bomb]= Trap goes off.
b. Fortuneteller
[O]= Increases the chest level and after that shows the contents.
[X]= Decreases the chest level.
[Bomb]= Chest level becomes 1. Traps go off and the chest will open.
2. [Defusing Traps]
You will sustain damage if you open a chest with traps on it. Be aware that the
chest may also be destroyed in the process.
a. Defuse
[O]= Defuses trap(s)
[X]= Nothing happens.
[Bomb]= Traps go off.
3. [Unlocking Chests]
There are two types of locks; normal locks and magical locks, with different
ways of dealing with them. Note that you can unlock normal locks with keys that
lay scattered in certain adventures.
a. Locksmith
[O]= Unlocks the chest.
[X]= Nothing happens.
[Bomb]= Nothing happens.
b. Breaking Magical locks
[O]= Breaks the magical lock.
[X]= Nothing happens.
[Bomb]= Nothing happens.
4. [Getting the Contents]
Besides using the 'Action' command, you can also use a Weapon or Melee to break
open a chest. It's not necessary to defuse any traps before trying to break open
a chest, but then you run a high risk of destroying its contents. It's probably
best to use this only if you can't unlock the chest.
a. Action
This does not bring up any reels, so if the chest is unlocked, it will open.
If there are traps on it though, it will set them off. You can't open locked
chests this way.
b. Breaking the Chest
[O]= You will get the contents (if they're not destroyed).
[X]= Nothing happens.
[Bomb]= Chest may be destroyed and traps will go off.
h. Treasure Chest Types
=======================
There are 3 types of treasure chests and whether they can have traps and locks
on them depend on the chest type. What types that will appear is different for
each adventure. Killed monsters only drop the 'chest' type. The only exception
to this is the special boss "Nergal" in the "Secret Adventure" who drops a
corpse instead of a chest.
Chest Type: Can have both traps and locks.
Bag Type: Can have traps (needle traps only). Cannot have locks.
Corpse Type: Cannot have traps or locks.
Treasure Chest Trap Types
-------------------------
Needles: 10~19 HP damage to the character that set it off. 50% chance of trap
remaining after being set off.
Poison Gas: 30~60% of the max HP worth of HP damage to the character that set it
off. 50% chance of the character that set it off being poisoned.
Explosion: 10~90% of the max HP worth of damage to all party members. The chest
will be destroyed (if there is a Mimic trap on the chest as well, the
chest will not be destroyed.)
Mimic: Battle with a Treasure Slime of random color will begin. High risk of
the chest being destroyed.
* If your HP is 0 when you take damage from a trap, that character will lose 1
LP. If your LP is 1 though, you won't sustain any LP damage from traps.
i.
======================U: SaGa Expert ~ Target Pt 3==============================
Setting off Traps Intentionally
-------------------------------
A Treasure Slime will appear when you set off Mimic traps, and there's a chance
that it will drop a Magic Tablet after defeating it. Given how valuable those
are, it's a good idea to just open a chest with a Mimic trap just as it is. Use
the Sharpeye skill to go out on a Mimic hunt!
================================================================================
j. Breaking Magical Locks
=========================
Some treasure chests have magical locks on them. In order you break a magical
lock, you must use an item that has the required ability on it, such as Fire
Arts. You can not use Familiars to break magical locks though.
Step-by-Step Guide
------------------
1. Select the chest from the Skill screen.
2. Choose which character that will cast the spell.
3. Choose an item with a viable Ability on it (from the list below).
4. Use the Ability and hit a [O] panel to break the magical lock.
Magic Arts Viable for Breaking Magical Locks
--------------------------------------------
Fire Arrows (Fire Art)
Crimson Flare (Fire Art)
Boulder (Earth Art)
Bubble Blow (Water Art)
Thunderbringer (Wood Art)
Holy Thunder (Wood Art)
Blaster (Forbidden Art)
k. Breaking Open Treasure Chests
================================
You can use Weapon Arts or Martial Arts to break open treasure chests (you
can't use Magic Arts for this purpose though). The character's corresponding
ability when using this method determines the difficulty of the reel (see the
'Reel' section for more details). Just keep in mind that the contents of the
chest may be destroyed in the process.
Step-by-Step Guide
------------------
1. Select the chest from the Skill screen.
2. Choose which character to attack with.
3. Choose which Martial Art or Weapon to use.
4. Use the Ability and hit a [O] panel to break open the chest.
* If the chest contains an item, there is a 70% chance of the item getting
destroyed.
* If the chest contains money, the amount of money will decrease by 25~99% when
the chest opens.
l. Setting off Field Traps
==========================
When you come across a trap on the field and it didn't go off the first time you
came across it, it can still go off later on. When you fail to evade a trap that
has gone off, you will lose HP and possibly LP as well. The amount of damage you
will sustain is the same for all types of traps.
Field Trap Specifics
--------------------
* The target of the trap is chosen randomly among your party members.
* If you use the Action command on a trap that hasn't gone off, the trap will go
off on the character that used the command.
* Use the Defuse skill to defuse traps that haven't gone off yet (makes the trap
disappear without setting it off).
* Traps that have gone off will disappear.
The Chance of Setting off Field Traps
-------------------------------------
Traps you come across the first time: 80%
Traps you come across 2nd/3rd/etc time: 40%
When you use an action that uses up a turn where there's a trap: 40%
m. Field Trap Effects
=====================
If you land on a [X] or a bomb panel on the field trap reel, you will sustain
damage. Since you will lose LP if your HP is depleted, you will always want to
make sure you land on a [O] panel. Also, if you have the Aura skill, the
difficulty of the reel will be lowered.
[O]= Trap evaded, no damage sustained.
[X]= 20~50% of max HP worth of damage sustained.
[Bomb]= 50~80% of max HP worth of damage sustained.
* If HP is 0 after damage is taken, you'll lose 1 LP (you can't lose LP when
your remaining LP is 1).
n. Monster Movement
===================
The Perception Range and Movement Timing is different for each monster race, so
each race will act differently on the map. Most monster races will start
following you when you get close to them. As an effect of the varying Movement
Timing, some monsters will be very quick and will be following right behind you,
while some monsters will be somewhat slower and be left behind. An exception to
this is the Rainbow Guckie though, who always tends to draw away from your
party.
o. Starting a Battle
====================
When you're in the same spot as an enemy, the monster race's Hostility Rate will
come into play when determining if the monster will attack or not. If there are
several monsters in the same spot, you will enter battle with all of them.
However, if there are too many monsters to fit in one battle, some of them may
disappear because of that (they will not re-appear on the map again). The same
thing goes for monsters whose body size is too big; monsters can be excluded
when entering battle for that reason too.
Different Ways of Starting a Battle
-----------------------------------
* Monster attacks you.
* Use the Action command to attack a monster.
* Hit a bomb panel on the Diplomacy reel.
p.
======================U: SaGa Expert ~ Target Pt 4==============================
Gathering Monsters
------------------
If you don't want to battle several monsters at once, you can try to make the
turns progress when you're far from the monsters. What with the varying Movement
Timing among the different monster races, they will most likely spread out more
on the map if you do that.
However, the more monsters that are gathered in one spot when you run into them,
the higher the drop rate for treasure chests will be. So you can also try to
gather as many monsters in one spot as you can, and then use the Action command
on one of them to start a battle.
Note that it is the number of monsters that you run into that counts towards the
drop rate and not the actual monsters that enter battle. In other words, the
monsters that are excluded for being too many or being too big, will still be
counted towards the treasure chest drop rate.
Attacking Groups of Monsters
----------------------------
When you attack a group of monsters, the monster you choose to attack will be
placed on the front line. The monster on the front line will use a lot of
actions in battle. So when you attack a group of monsters, it's a good idea to
pick the weakest monster as it will likely have the most actions in battle.
Driving Away Monsters
---------------------
When you use the Diplomacy skill, it's possible to drive away one monster. The
monster that is driven away will not be able to move, and so it will disappear
from the map.
================================================================================
q. Scanning the Map
===================
You can scan the map for monsters and treasure using certain Skills and Magic
Arts. When you scan the map, the associated monsters and treasures will appear
as red dots on the map overview. The dots will also show up even in the areas
of the map that you haven't explored yet. Don't forget that using these spells
and Skills will use up a turn, so the enemies will likely home in on you.
-------------------------------------------------------------------------------
Command | Monster Race/Treasures |
-------------------------------------------------------------------------------
Eavesdrop | Skill | Beasts, Wildlings, Birds, Insects, Undead |
-------------------------------------------------------------------------------
Detect Aura | Fire Art | Detects fixed position enemies only |
-------------------------------------------------------------------------------
Detect Animals | Earth Art | Beasts, Wildlings |
-------------------------------------------------------------------------------
Detect Gold | Metal Art | Treasure chests (containing money only) |
-------------------------------------------------------------------------------
Detect Treasure | Metal Art | Treasure chests, items, Magic Tablets |
-------------------------------------------------------------------------------
Detect Undead | Water Art | Undead |
-------------------------------------------------------------------------------
Detect Vegeplasts | Wood Art | Vegeplasts |
-------------------------------------------------------------------------------
Detect Blood | Forbidden Art | Beasts, Wildlings, Birds, Insects, |
| | Aquans, Demons, Slimes, Dragons |
-------------------------------------------------------------------------------
r.
======================U: SaGa Expert ~ Target Pt 5==============================
Using the R2 Button on the Field
--------------------------------
By pressing the R2 button in the field, you can make the location graphics
transparent. If you don't press the R2 button before pressing the triangle
button to get an overview of the map, the location graphics might cover up part
of the map. This is especially useful when the location you're heading for is in
the top left corner of the screen.
================================================================================
6. Turns
a. The Progression of Turns
========================
The progression of turns in battle and on the field screen is different from
each other. One action on the field screen equals one turn. But in battle,
when all the participants have performed their actions, it does not count
as a turn on the field.
5 turns in battle equals 1 turn on the field screen. So if a battle ends
within 5 turns, it does not use up a turn on the field screen.
Turn specifics:
[Field Screen]:
* Each party action equals 1 turn.
* Each turn, the monsters can also move and traps can go off.
[Battle]:
* You can perform 5 actions in each turn. (The number of enemy actions vary
between 1-7)
* 5 turns in battle equals 1 turn on the field screen.
b. Actions That Don't Use Up Turns
==================================
Using skills such as Quick Fix, Magic Blender as well as changing your
equipment etc does not use up turns. Looking at a map overview (triangle
button), or bringing up the status menu (square button), does not use up
turns either.
c. Adventure Turn Limit
=======================
Most side quests have their own fixed turn limit. If you reach the turn limit
you will be booted back to town, and you will have to start the adventure
from the beginning again.
You can view the info on how many turns you've used up and what the fixed turn
limit is by pressing the triangle button. The left number is the amount of turns
you've used up and the turn limit is the number to the right. (If there is no
turn limit, only the number of turns you've used up will be shown.)
d.
==========================U: SaGa Expert ~ Turns================================
Turn Economy
------------
In scenarios with a low turn limit, it's of course pointless to to hold back on
using actions. Sometimes you can use the different colors displayed in different
paths to avoid enemy encounters. You may also need to disregard some treasure
chests that you find. When and if you fight large groups of enemies, you will
want to kill them quickly in order to save turns.
What Happens If You Run Out of Turns in the Middle of Battle?
-------------------------------------------------------------
If you run out of turns in the middle of battle, the battle will be interrupted
and you will be booted back to town. When this happens, you will get a
[Time-Up] message on the screen. However, if you reach the turn limit when the
battle begins, you won't run out of turns until 5 turns in battle have passed.
================================================================================
7. The Reel
a. Reel Characteristics
=======================
When you use an action/skill on the field screen, a trap can go off and a
reel will appear. You stop the reel with the [O] button and the panel you land
on will determine the result.
When using an action in battle, a reel will appear (except when using [Rescue]).
The layout of the reel will differ depending on what art/magic art you're using.
Also, the panel you land on will decide what type of technique you will perform.
In the case of magic arts, it will also have an effect on the efficiency of the
magic art you're using.
[Field]: O, X and bomb panels make out the reel. Hitting a O panel: success.
Hitting an X or bomb panel will result in some sort of penalty.
[Battle (Arts)]: The panel pictures of an art is the same while the background
color of the panel can differ. What color you land on decides the type of
technique you will perform.
[Battle (Magic Arts)]: Elemental symbols make out the reel. The panel you land
on will affect the efficiency and the cost of the magic art you're using.
[Gun Arts]: [Hit] and [Miss] panels make out the reel. The panel you land on
will affect the accuracy and the amount of damage you will deal.
b. The Field Screen Reel
========================
There are 3 types of panels on the field screen reel (see below for details).
You will want to hit the O panels, but when there aren't many of them that will
be difficult.
Field Screen Panel Types
------------------------
[O]: Success. The effect of the skill/action is displayed. No penalty is given.
[X]: Failure. Nothing happens. When defusing a trap, damage will be sustained.
[Bomb]: Failure. A severe penalty will be received.
c. The Reel Difficulty
======================
There are 20 levels of difficulty for the field screen reels. A high level
means more bomb panels, and hitting a O panel will be difficult. The difficulty
of the reel can change depending on various factors. Generally the level of the
skill you use and the target's level are deciding factors for that. The factors
below for lowering the difficulty of the reel can be good to remember.
Ways of Lowering the Difficulty of the Reel
-------------------------------------------
Defusing traps: Having the "Aura" skill panel.
Breaking treasure chests: Using a character with a high ability level that
corresponds with the attack you use. Using a weapon with high attack power.
Breaking a magical lock: Having a high magic level and a high elemental level
corresponding with the Magic Art you're using.
d. The Reel "Slip"
==================
When you press the [O] button on the field screen reel, the reel won't stop
immediately sometimes. How many "steps" the slip will be is random, so it
can cause you to miss the panel you're aiming for. Below are the rules for the
reel slip. Observe that you cannot change the probability of the slip.
Reel slip rules:
*There is a 50% chance of stopping the reel immediately when you press the
button.
*The slip range of 1-5 is random
e.
=========================U: SaGa Expert ~ The Reel==============================
Studying the Reel Slip
----------------------
On the field screen, if there is a row of [O] panels you have a good chance
of hitting one of those, even considering the slip. However, even if there is
a long string of [O] panels, it's still not completely secure if there is a
bomb panel nearby.
In example A below, the chance of hitting a [O] panel is high, although it is
still possible to hit a bomb panel. In example B on the other hand, the chance
of hitting a [O] panel is lower but there is no possibility of hitting a
bomb panel.
Example A: [The Risky Way]
¤= the place where the button is pressed
B= bomb panel
|---|= the area where the reel will stop
..............¤
|B|O|O|O|X|O|X|O|O|B|O|O|O|X|
|-----------|
The chance for stopping the reel immediately when you press the button is 50%.
And then the area after that is the "slip" range. The chance of landing on one
of those is 10% for each panel. So the reel will always stop within 6 panels of
where you press the button. The slip range is of course the 5 panels after the
panel where you press the button.
So 50% for the [O] panel where you press the button + 4 additional [O] panels of
10% each equals 90%. There is only the bomb panel left and that's the remaining
10%.
In this case the chance of hitting a [O] panel is 90%. The chance of hitting an
[X] panel is 0%. The chance of hitting a bomb panel is 10%.
Example B: [The Safe Way]
..¤
|B|O|O|O|X|O|X|O|O|B|O|O|O|X|
|-----------|
In this case the chance of hitting a [O] panel is 80%. The chance for hitting
an [X] panel is 20%. The chance of hitting a bomb panel is 0%.
Conclusion: When dealing with a field reel that doesn't have only
[O] panels, pay attention to the position of the bomb panels.
================================================================================
f. The Battle Reel
==================
The battle reel is different from the field reel on many points.
Especially the possibility to hold an action which allows you to use combos.
Battle reel specifics:
* The difference between pressing the circle and the square button, allowing
you to stop or hold a reel.
* The connection between the arts and their respective skill panels
(dagger panel when using dagger arts for example). Having a high level panel
equals more high level panels on the reel.
* The circumstances that decide the panel layout on the magic reel.
* The possibility of getting Numb or Confusion panels on the reel.
The effect of the art/magic art will be decreased if you land on one of
these panels.
* By pressing left or right you can choose which of the reels to start with.
g. Holding Reels
================
When holding a reel, the next ally's reel will start spinning immediately.
The first held reel will be the innermost one, and then one by one they all
build on that layer after layer. Pressing the [O] button will stop all the reels
at the same time and the arts/magic arts that make up the combo will be decided.
h. Field Reel List
==================
The number in front of each reel is the difficulty. 1 is the easiest and 20 the
most difficult one.
B=Bomb panel
1 |O|O|O|O|O|O|X|O|O|O|O|O|O|O|O|O|O|X|O|O|O|O|O|O|X|O|O|O|O|X|O|O|
2 |O|O|O|O|O|O|O|X|O|O|O|x|O|O|O|O|O|O|B|O|O|O|O|O|X|O|O|O|O|O|O|X|
3 |O|X|O|O|O|O|B|O|O|O|O|O|X|O|O|O|O|O|O|O|O|B|O|O|O|X|X|O|O|O|O|O|
4 |O|O|O|O|O|X|O|O|O|X|O|O|B|O|O|O|O|O|O|O|O|B|O|B|O|O|X|O|O|O|X|O|
5 |O|O|O|B|O|X|O|O|O|O|B|O|O|O|B|O|O|O|O|B|O|O|O|X|O|O|X|O|O|O|O|X|
6 |O|X|O|O|B|O|O|O|X|O|O|O|O|B|O|B|O|O|O|B|X|O|O|O|X|O|B|O|O|O|O|X|
7 |O|X|O|O|B|O|O|O|X|O|O|O|O|B|X|B|O|O|O|B|X|O|O|B|X|O|O|B|O|O|O|X|
8 |O|X|O|O|X|O|B|O|X|O|B|O|O|X|O|B|O|O|B|O|O|X|B|O|O|B|X|O|O|B|O|X|
9 |O|X|O|O|B|O|X|O|X|O|B|O|O|B|X|B|O|X|O|B|X|O|O|O|X|O|B|B|O|X|O|X|
10 |O|B|O|O|X|O|B|O|X|O|B|X|X|O|B|B|O|O|X|O|B|O|X|B|X|O|O|X|B|O|X|B|
11 |X|O|B|B|O|X|B|B|O|X|B|O|X|O|X|B|O|O|B|O|X|O|X|O|B|B|O|X|B|O|X|X|
12 |B|O|X|B|B|O|X|B|O|X|O|B|O|B|X|X|O|X|X|O|B|X|B|O|O|B|O|X|X|X|O|B|
13 |B|B|B|X|O|B|X|B|O|B|X|X|O|X|B|O|B|O|B|O|X|X|O|B|X|O|O|X|B|X|O|X|
14 |X|O|X|B|X|B|X|B|O|X|O|B|X|B|O|B|O|B|B|O|B|X|B|O|X|B|B|O|X|O|X|X|
15 |B|X|O|B|X|B|B|O|X|B|O|B|X|B|X|O|B|B|O|X|B|O|B|X|O|B|B|X|X|O|X|X|
16 |B|X|B|X|B|X|B|O|X|B|O|X|B|O|B|B|B|O|X|X|O|B|X|X|B|O|X|B|B|X|O|B|
17 |O|X|X|X|O|B|X|B|B|B|O|B|B|O|B|X|B|B|O|X|B|O|X|B|B|X|X|B|B|B|O|B|
18 |X|X|B|B|X|B|O|B|O|B|X|B|X|B|X|B|B|O|B|X|B|X|B|B|B|X|B|B|O|B|O|B|
19 |B|B|B|X|B|X|B|B|B|O|B|B|X|X|X|B|B|B|X|B|X|O|B|B|B|X|B|B|O|B|O|B|
20 |B|B|B|X|X|B|B|O|B|X|B|X|B|B|O|B|B|B|B|B|X|B|B|B|X|O|B|B|B|B|X|B|
Calculating the Reel Difficulty
-------------------------------
(Target's level divided by 10) - (Skill panel level x 2) + 11
* Round down and add 1 randomly.
* When target's level and skill level are not factors, those levels are 0.
* The difficulty of the Quick Fix reel is [10 - skill panel level]
* For breaking open chests and breaking magical locks, consult the charts below.
* If you use Sharpeye, the difficulty of the trap and lock reels will
increase by 3.
* If you don't have the Aura skill when evading traps, the trap reel difficulty
will increase by 1.
Calculating skill level for breaking open treasure chests:
----------------------------------------------------------
Punch: (Strength+skill) divided by 40 + 1
Kick: (Strength+endurance) divided by 40 + 1
Throw: (Skill + endurance) divided by 40 + 1
None of the above: (Weapon's attack power + the ability value from the
attack line chart below) divided by 25 + 1
Calculating skill level for breaking magical locks:
---------------------------------------------------
Fire Arts: (Magic + Fire) divided by 20 + 1
Earth Arts: (Magic + Earth) divided by 20 + 1
Water Arts: (Magic + Water) divided by 20 + 1
Wood Arts: (Magic + Wood) divided by 20 + 1
Forbidden Arts: (Magic + Fire + Earth + Metal + Water + Wood) divided by 40 + 1
(You can't use Metal Arts for breaking magical locks)
Attack Lines and Their Ability Types That Affect Breaking Open Treasure Chests:
-------------------------------------------------------------------------------
[Dagger]:
Quick Attack, Aim Attack, Stun Attack: Skill
Throw Attack: Spirit
Dash Attack: Endurance
[Sword]:
Aim Attack, Power Attack 1, Power Attack 2: Strength
Multi Attack: Skill
Stun Attack, Dash Attack: Endurance
[Axe]:
Quick Attack,Aim Attack, Power Attack: Strength
Dash Attack: Skill
Throw Attack: Endurance
[Staff]:
Quick Attack, Power Attack, Aim Attack: Strength
Multi Attack: Skill
Mass-Stun Attack: Magic
Dash Attack: Endurance
[Spear]:
Throw Attack: Strength
Quick Attack, Stun Attack, Multi Attack: Skill
Aim Attack: Spirit
Power Attack: Endurance
[Bow]:
Multi Attack, Power Attack: Strength
Quick Attack: Skill
Stun Attack, Mass Attack, Aim Attack: Spirit
[Gun]:
Shoot: Spirit
Battle Reel List (Arts)
-----------------------
[Not having a corresponding skill panel]:
Martial Arts: |1|1|1|1|1|1|1|4|1|1|1|1|2|1|1|1|1|1|1|1|1|1|3|1|1|1|1|1|1|2|1|1|
Dagger Arts: |1|1|1|1|1|1|3|1|1|1|1|2|1|1|1|1|1|1|1|1|4|1|1|1|1|1|2|1|1|1|1|1|
Sword Arts: |1|1|1|3|1|1|1|1|1|1|1|1|1|1|1|2|1|1|1|1|1|1|1|4|1|1|2|1|1|1|1|1|
Axe Arts: |1|1|1|1|1|1|1|4|1|1|1|1|2|1|1|1|1|1|1|1|1|3|1|1|1|1|1|2|1|1|1|1|
Staff Arts: |1|1|1|1|1|1|1|2|1|1|1|3|1|1|1|1|1|1|2|1|1|1|1|1|1|1|1|4|1|1|1|1|
Spear Arts: |1|1|1|1|1|1|4|1|1|1|2|1|1|1|1|1|1|3|1|1|1|1|1|1|1|1|1|2|1|1|1|1|
Bow Arts: |1|1|1|2|1|1|1|1|1|1|4|1|1|1|1|1|1|1|1|1|1|1|1|2|1|1|1|3|1|1|1|1|
Numb: |N| |N| | |N| | |N| | |N| | |N| | |N| | |N| | |N| | |N| | |N| | |
Fear: |F| | | |F| | | |F| | | |F| | | |F| | | |F| | | |F| | | |F| | | |
[Having a corresponding skill panel]
L1: |1|1|1|1|1|1|1|1|1|1|2|4|3|2|1|1|1|1|1|1|1|1|1|1|2|3|2|1|1|1|1|1|
L2: |1|1|1|1|1|1|1|1|1|1|2|4|3|2|1|1|1|1|1|1|1|1|1|1|1|1|2|3|2|2|1|1|
L3: |1|1|1|1|1|1|2|2|3|5|4|3|2|2|1|1|1|1|1|1|1|1|2|3|4|3|2|2|1|1|1|1|
L4~5: |1|1|1|1|1|1|1|1|2|2|3|4|4|3|2|2|1|1|1|3|2|1|1|1|2|5|3|4|3|2|2|1|
Numb: |N| |N| | |N| | |N| | |N| | |N| | |N| | |N| | |N| | |N| | |N| | |
Fear: |F| | | |F| | | |F| | | |F| | | |F| | | |F| | | |F| | | |F| | | |
[Gun Arts]
R = Red
G = Green
B = Blue
W = White
W/o panel: |R|R|G|R|R|G|R|R|R|R|R|R|R|R|R|R|R|R|R|R|R|G|R|R|R|R|R|R|R|R|R|R|
L1 Panel: |R|R|R|R|R|R|R|R|R|G|R|W|B|G|R|R|R|R|R|R|R|R|R|G|R|B|G|R|R|R|R|R|
L2 Panel: |R|R|R|R|R|R|R|R|R|G|R|W|B|G|R|R|R|R|R|R|R|R|R|R|R|R|G|B|G|G|R|R|
L3 Panel: |R|R|R|R|R|G|G|B|R|W|W|B|G|G|R|R|R|R|R|R|R|R|G|B|W|B|G|G|R|R|R|R|
L4 Panel: |R|R|R|R|R|R|R|G|G|B|R|W|W|B|G|G|R|R|R|B|G|R|R|R|G|W|B|W|B|G|G|R|
L5 Panel: |R|R|R|R|R|R|R|R|G|G|B|W|W|B|G|G|R|R|R|B|G|R|R|R|G|W|B|W|B|G|G|R|
Numb: |N| |N| | |N| | |N| | |N| | |N| | |N| | |N| | |N| | |N| | |N| | |
Fear: |F| | | |F| | | |F| | | |F| | | |F| | | |F| | | |F| | | |F| | | |
* If you haven't drawn out the corresponding arts, the L2~5 panels will be
L1 panels.
* If you have more than one corresponding skill panel, it's the panel with the
highest level that counts.
* The "Numb" and "Fear" panels will take the places of the panels of the above
reels just like stated.
* If you have both the "Numb" and "Fear" effects, the "Fear" panels will have
priority when they overlap.
================================================================================
8. Skill Panel
a. About Skill Panels
=====================
When you have finished an adventure, you will end up on the Growth Panel screen
where you will be able to choose one of four skill panels to place somewhere on
a character's Growth Panel.
Skill panels have two different benefits; firstly
you will be able to use the skill that goes along with the skill panel,
secondly, by placing the panel on the Growth Panel, you will be able to increase
the ability level and elemental level of the character. How much the ability
level will increase depends on what type of skill panel it is, and also where
you put it on the Growth Panel. It's very important to know how the Growth Panel
works if you want to build strong characters.
b. The Growth Panel
===================
The Growth Panel is a hexagon with place for a maximum of 7 skill panels. The
ability level of the character are displayed in the area surrounding the Growth
Panel.
When you place down a skill panel, what ability level that will be affected
depends on where you place the skill panel. All characters have a set of skill
panels on their Growth Panel from the beginning. Also, you can only put one
skill panel in each slot of the Growth Panel.
c. Skill Panel Types and Levels
===============================
There are 13 different types of skill panels that each have different uses and
symbols that mark them out. So even different skill panels are part of a group
of panels which you also can see from their symbols (the Attack/Evasion type
panels are the only exception to this; they all have different symbols). Also,
every skill panel has a level, which you can determin by looking at the panel's
color.
Skill Panel Types
-----------------
[Attack/Evasion Class]
Attack and evasion skills. Makes it easier to use Arts, and spark new Arts
easier in battle.
[Defense Class]
Panels that defend against damage and unusual status.
[Magic Class]
Lets you learn new Magic Arts and customize your learned Magic Art.
[Familiar Class]
Lets you use Magic Arts and scan areas for monsters and treasure.
[Expert Class]
Lowers cost when using Magic Arts and Arts.
[Mastery Class]
Makes it easier to use Arts and spark new Arts easier in battle.
[Investigation Class]
Scans areas for monsters and treasure and lets you pass obstacles.
[Support Class]
Opens locks and defuses traps as well as hides you from the enemy.
[Negotiation Class]
Drives away monsters and negotiates various deals in shops.
[Item Class]
Repairs items and draws out abilities more easily.
[Mystery Class]
Changes the content of treasure chests and changes the order of the Magic Arts
you can learn from Magic Tablets.
[Gauntlet Class]
A gauntlet battle will occur every 15 minutes (only in Kurt's story).
Skill Panel Levels/Colors
-------------------------
Green: L1
Blue: L2
Pink: L3
Orange: L4
Yellow: L5
d. Skill Panel Placement
========================
When you're on the Growth Panel screen, every character must choose a skill
panel from the 4 panels they have been assigned (as well as Magic Tablets if
you've found any). All characters must choose one panel each; you can't exit
out from the Growth Panel screen until you have. As an added note, when you
highlight an empty slot on the Growth Panel, it will say 'Unacquired skill'.
It may be tempting to put a panel in such a slot at the beginning of the game
for example (as it won't overwrite any other panels), but you should always
think carefully think about where to put it, even if it does require you to
overwrite a panel. Always think about the direction you want to grow your
character.
Also, you can only have up to 7 skill panels on the Growth Panel at one time, so
eventually you will have to overwrite one or several of them. When you overwrite
a skill panel with a new one, you won't be able to use the skill that came with
the previous panel. Also note that the increased ability level from the previous
panel will be lost. So when you overwrite a panel you might actually end up with
worse ability level than you had before.
If you've found any Magic Tablets, they will be displayed on the row above the 4
regular skill panels on the Growth Panel screen. You're free to place them on
the Growth Panel for any character in your party. If you choose not to place
down any Magic Tablets after an adventure, note that they will not appear on the
next Growth Panel screen again.
e. Skill Panel Restrictions
===========================
Some skill panels have restrictions as to how many of each type you can have on
the Growth Panel at the same time, while some panels can only be overwritten by
certain panels. Observe that the Gauntlet panel cannot be overwritten at all.
[Familiar Panels]
*No more than 3 panels.
*No more than one of the same type of Familiar.
[Magic Tablets]
*No more than 3 panels.
[Negative Panels]
*No more than 5 panels.
*Can only be replaced by other negative panels of same level or higher.
[Gauntlet Panels]
*Cannot be replaced by other panels (in Mythe's story only, the Gauntlet comes
off Michelle as the story progressess).
f. How Your Assigned Skill Panels Are Determined
================================================
This section will explain how the game assigns skill panels that the characters
will choose from at the Growth Panel screen. Basically, all your actions from
when the previous Growth Panel screen ended up till the next one, will be the
deciding factor for what panels you will be able to choose from. In other words,
the more you use a certain action, the bigger chance for getting the associated
skill panel at the next Growth Panel screen (see the "U: SaGa Expert ~ Skill
Panel Pt 1" section for more details).
In spite of that, the system is still very much random, so you will still find
it very difficult sometimes to get the skill panels you want. Note that the
Fortitude, Arcane Tongue and Gauntlet panels will not show up on the Growth
Panel screen. Those are limited to certain characters only.
1. Creating a "Personal History"
--------------------------------
A character's "personal history" is made from all the actions and commands that
a character has done from the moment you exit from the Growth Panel until the
next one. This includes battle actions and such in the field and in towns.
If a character hasn't entered any commands at all, then the personal history
for that character is generated automatically. There is no way to be
certain of how a character's history looks like however.
**Adventure Clear**
2. Choosable Skill Panels Are Determined
----------------------------------------
The choosable skill panels are determined by the actions that the character has
done. If you repeatedly use the same actions with a character, the chance of
getting the associated panels increases.
3. Skill Panel Levels Are Determined
------------------------------------
The levels of the panels are determined by the monster rank, the number of
battles fought, the amount treasure chests opened, the amount of traps defused
and so on. If the monster rank is high, you will still be able to get high level
panels even if you haven't fought many battles etc.
4. Filtering Out Special Panels
-------------------------------
Panels you already have (panels of the same type and level) will be filtered out
as you can't have more than one of the same panel. There are also a few panels
that are exclusive to some characters.
Astraios, Atlas & Aigaion are exclusive to Judy.
Weaponsmith & Accessory Smith are exclusive to Mythe.
**Panels are determined and you end up on the Growth Panel screen**
g. Ability Level Increase from Panels
=====================================
The factors that determine ability growth when placing panels on the Growth
Panel are listed below. Every skill panel has a fixed base ability value and a
base elemental level value that affect the ability increase. A higher value
means a higher ability increase. Knowing this, both your ability level and
elemental level will increase when you place down a skill panel.
In general terms, the ability numbers that are close to where you place the
panel on the perimeter of the Growth Panel, will get an increase. In the Magic
Tablet menu you can see your panel bonuses and how your skill panels affect your
ability level. There you will get more specific information of your current
status.
Things that affect what type of ability/elemental level that will increase:
* The placement of the skill panel.
Things that affect how much the ability/elemental level will increase:
* Character's growth rate.
* The placement of the skill panel.
* The skill panel's base ability value.
* The skill panel's base elemental value.
h. Panel Bonuses [Magic Tablets]
================================
If you decipher a Magic Tablet you will get a so called 'Finished Magic Tablet
Bonus' (as long as the Tablet is on the Growth Panel). Other than an increase in
your Spirit and Magic ability level, the elemental level associated with the
Tablet's element will also get an increase. How much of an increase depends on
the level of the Tablet; a higher level will give you a better ability increase.
i. Panels Sorted By Ability/Element Growth
==========================================
[Ranking for Ability growth]
----------------------------
95 Gauntlet
90 Iron Body
80 Seal Weapon (Gun), Axe Arts, Kick, Punch
75 Toughness
70 Arcane Tongue, Locksmith, Magic Blender, Master Fighter,
Master Technician, Seal Weapon (Knife, Sword, Staff, Bow),
Spear Arts, Sword Arts, Throw
65 Defuse, Natural, Seal Melee, Seal Weapon (Axe, Spear), Swimming
60 Bow Arts, Dagger Arts, Gun Arts, Iron Will, Obstacle Crossing,
Quick Fix, Shield Arts, Weapon Meister
55 Adaptation, Accessory Smith, Weaponsmith
50 Aura, Monger, Pacifist
40 Artiste, Staff Arts, Thrift Saver
35 Magic Tablet, Phobia
30 Architect, Maharaja, Recovery, Sharpeye
25 Cave Guide, Eavesdrop, Road Guide
20 Diplomacy, Fortuneteller
15 Familiar (regular), Fashion, Inconspicuous
10 Aigaion, Astraios, Atlas, Master Magician, Fortitude
[Ranking for Element growth]
----------------------------
80 Fortuneteller
70 Aigaion, Astraios, Atlas, Cave Guide, Master Magician, Phobia,
Recovery, Road Guide
65 Eavesdrop, Familiar (regular), Fashion, Inconspicuous, Magic Tablet
60 Architect, Diplomacy, Sharpeye, Staff Arts
55 Pacifist
50 Arcane Tongue, Fortitude, Maharaja
45 Adaptation, Seal Melee, Seal Weapon (Axe, Spear)
40 Artiste, Aura, Bow Arts, Dagger Arts, Iron Will, Magic Blender,
Seal Weapon (Knife, Sword, Staff, Bow), Shield Arts, Thrift Saver
35 Natural, Obstacle Crossing
30 Monger, Seal Weapon (Gun), Spear Arts, Sword Arts, Throw
25 Accessory Smith, Defuse, Swimming, Toughness, Weaponsmith
20 Axe Arts, Gun Arts, Iron Body, Kick, Locksmith, Master Fighter,
Punch, Quick Fix
15 Gauntlet
10 Master Technician
j. Panel Bonuses [Formations]
=============================
When several panels with the same symbol are forming certain formations, you
will receive a Formation Bonus. A formation can contain a maximum of 3 panels,
and if the formation consists of panels of the same level, you will also receive
a Same Level Bonus. It's possible to have several formations on the Growth
Panel, but if one panel is part of several formations, then as a general rule,
the best formation will have priority over the other ones.
The Joint is always seen as the 'worst' formation while the Triangle and Line
formations are character specific (see the "Formation Priorities" section
further down for more details).
[Joint]
2 panels with the same symbols forming a pair on the Growth Panel (excluding
the middle slot). Gives you a small bonus.
[Triangle]
3 similar panels forming a triangle with one slot between each of the panels.
You can have two triangles on the grid at the same time. Gives you a bigger
bonus than the Joint.
[Line]
3 similar panels forming a line on the grid. You can only have one line on the
grid at any one time. This is the best formation in terms of bonus.
Calculating the Ability Increase from Your Panels
-------------------------------------------------
1. Skill Panel Type and Slot Placement
Every slot on the grid affect different ability level, and most slots affect
several ability level but not equally much. Below you can see exactly how much
each grid slot affect the various ability levels. Each skill panel has a base
ability value and a base elemental value that also affect how much the ability
level will increase.
For example, the slots that affect your STR level are the TL (60%), TR (60%)
and MI (20%) slots. These 3 are added together to get a sum that will be
taken to the next step of the equation. If it's a level 2 panel, then multiply
the panel's base ability value by 2, if it's a level 5 panel, multiply by 5 etc.
See the example at the end of this section for more details on how to
calculate everything.
Strength
TL: 60%
TR: 60%
MI: 20%
Skill
TR: 40%
MI: 20%
MR: 80%
Spirit
MI: 20%
MR: 20%
BR: 100%
Magic
ML: 20%
MI: 20%
BL: 100%
Endurance
TL: 40%
MI: 20%
ML: 80%
Elemental [Bottom]
MI: 20%
BL: 60%
BR: 60%
Elemental [Bottom Left]
ML: 80%
MI: 20%
BL: 40%
Elemental [Top Left]
TL: 100%
MI: 20%
ML: 20%
Elemental [Top Right]
TR: 100%
MI: 20%
MR: 20%
Elemental [Bottom Right]
MR: 80%
MI: 20%
BR: 40%
2. Growth Rate/Base Ability Calculation
The real ability value is calculated by multiplying the multiplier from the
character's growth rate. The multiplier is not the only thing that affects
the ability increase though; the character's growth rate is also part of the
calculation and is therefor also very important.
[Skill Panel's Base Ability Value x Character's Growth Rate Multiplier/64
+ Character's Growth Rate]
--------------------------
Growth Rate | Multiplier |
--------------------------
0 | 3 |
--------------------------
1 | 4 |
--------------------------
2 | 5 |
--------------------------
3 | 6 |
--------------------------
4 | 7 |
--------------------------
5 | 8 |
--------------------------
3. Formation Bonus Calculation
Finally the bonus from the panel formation is added to the value we got from
step 2 of the equation. If you have a finished Magic Tablet on the grid, you
will also receive a bonus as mentioned before. As seen below, the Magic Tablet
type determines what bonus you will get.
[Elemental Magic Tablet]
* Spirit and Magic will receive a ability increase of 2 each.
* The element associated with the Tablet will receive a ability increase that
equals the Tablet's level.
[Forbidden Magic Tablet]
* Your Magic ability will get an increase of: [Tablet level + 5]
Basically, if you have a formation of panels with identical symbols (Familiars
excluded), you will receive a bonus that is specific for each panel group. The
formation multiplier is multiplied by the bonus value of the panels that make
up the panel formation. Also, the so called Same Level Bonus is added to that
(read the example below to get more details on this bonus).
Formation Bonus Multiplier
------------------------
Formation | Multiplier |
------------------------
Joint | x1 |
------------------------
Triangle | x2 |
------------------------
Line | x3 |
------------------------
Formation Bonus Calculation:
(Bonus Value) x Formation Bonus Multiplier + (Same Level Bonus)
Here's an example to better explain the calculations.
Panel setup for this example:
TL: Sword L3 (base ability 70)
TR: Punch L4 (base ability 80) [bonus: STR+2, EN+2]
MI: Kick L4 (base ability 80) [bonus: STR+2, EN+2]
Character's STR growth: 3
1. Base Ability Calculation from the 3 Panels.
70 x 3 = 210 >>>> 210 x 0.6 = 126
80 x 4 = 320 >>>> 320 x 0.6 = 192
80 x 4 = 320 >>>> 320 x 0.2 = 64
126+192+64=382
2. Growth Rate/Base Ability Calculation.
382x6/64+3=31.81....>>>> 31
3. Adding the formation bonus. We have a joint of two L4 similar type panels.
(Bonus Value) x 1 + (Same Level Bonus)
(2 STR) x 1 + (4) = STR+6
(2 EN) x 1 + (4) = EN+6
Conclusion
You will have an STR ability of 31+6=37 (plus the added EN+6 bonus).
j.
====================U: SaGa Expert ~ Skill Panel Pt 1===========================
The Chance of Gaining Certain Skill Panels Depending on What You Use
--------------------------------------------------------------------
What skill panels you get depends on your battle actions and such in towns and
on the field. As mentioned earlier, your actions you make from the moment you
exit from the Panel Growth screen until the next one. All the actions register
into every character's own 'personal history' from which the panels you will get
are chosen. The negative skill panels are handled differently, which is
explained below.
[Phobia Panels]
Easy to get if you have received a lot of LP damage from a certain monster race.
You get the corresponding panel of the particular monster race you were harmed
by.
[Pacifist Panels]
Easy to get if you have killed many monsters of the same race. You get the
corresponding panel of the particular monster race that you killed many of.
[Seal Panels]
Easy to get if you use many weapon arts of the same weapon type. You get the
corresponding panel of the particular Art type you used many of.
The chart below shows how the various skills affect the chance of getting
certain panels. The first skill is the used skill, and then after that, the
chance of getting certain panels.
Punch
Big Chance: Punch
Medium Chance: Kick, Throw
Small Chance: Iron Body, Toughness, Master Fighter
Kick
Big Chance: Kick
Medium Chance: Punch, Throw
Small Chance: Iron Body, Toughness, Master Fighter
Throw
Big Chance: Throw
Medium Chance: Kick, Punch
Small Chance: Iron Body, Toughness, Master Fighter
Dagger
Big Chance: Dagger
Medium Chance: Sword, Spear, Shield
Small Chance: Iron Body, Diplomacy, Weapon Meister, Master Technician
Sword
Big Chance: Sword
Medium Chance: Dagger, Axe, Shield
Small Chance: Iron Body, Diplomacy, Weapon Meister, Master Technician
Axe
Big Chance: Axe
Medium Chance: Sword, Staff, Shield
Small Chance: Iron Body, Diplomacy, Weapon Meister, Master Technician
Staff
Big Chance: Staff
Medium Chance: Axe, Dagger, Shield
Small Chance: Iron Body, Diplomacy, Weapon Meister, Master Technician
Spear
Big Chance: Spear
Medium Chance: Dagger, Bow
Small Chance: Iron Body, Diplomacy, Weapon Meister, Master Technician
Bow
Big Chance: Bow
Medium Chance: Spear
Small Chance: Iron Body, Diplomacy, Weapon Meister, Master Technician
Gun
Big Chance: Gun
Medium Chance: -
Small Chance: Bow, Diplomacy, Thrift Saver
Magic Arts, excluding Forbidden Arts (including Familiars)
Big Chance: -
Medium Chance: Familiars of the corresponding element
Small Chance: Iron Will, Diplomacy, Magic Blender, Master Magician
Forbidden Arts
Big Chance: -
Medium Chance: -
Small Chance: Iron Will, Diplomacy, Magic Blender, Master Magician
Familiar Magic
Big Chance: -
Medium Chance: Familiars of different element than the one used
Small Chance: Diplomacy, Master Magician, Fortuneteller
Atlas, Astraios, Aigaion
Big Chance: Atlas, Astraios, Aigaion
Medium Chance: Atlas, Astraios, Aigaion
Small Chance: -
Road Guide, Cave Guide, Architect Guide
Big Chance: Road Guide, Cave Guide, Architect Guide
Medium Chance: Obstacle Crossing, Swimming, Adaptability
Small Chance: Sharpeye, Artiste, Inconspicuous, Recovery
Obstacle Crossing, Swimming
Big Chance: Obstacle Crossing, Swimming, Adaptability
Medium Chance: Road Guide, Cave Guide, Architect Guide
Small Chance: Aura, Toughness, Iron Will, Iron Body
Eavesdrop, Aura, Sharpeye
Big Chance: Sharpeye, Eavesdrop
Medium Chance: Aura, Defuse
Small Chance: Architect Guide, Locksmith, Artiste
Defuse
Big Chance: Defuse
Medium Chance: Sharpeye, Locksmith
Small Chance: Eavesdrop, Road Guide
Locksmith
Big Chance: Locksmith
Medium Chance: Sharpeye, Defuse
Small Chance: Cave Guide, Road Guide
Monger
Big Chance: Monger
Medium Chance: Architect Guide
Small Chance: Diplomacy, Thrift Saver
Maharaja
Big Chance: Maharaja
Medium Chance: Architect Guide, Diplomacy
Small Chance: Monger
Diplomacy
Big Chance: Diplomacy
Medium Chance: Road Guide, Architect Guide, Quick-fix
Small Chance: Maharaja, Adaptability, Fashion, Natural
Artiste, Quick-fix
Big Chance: Quick Fix, Weaponsmith, Accessory Smith
Medium Chance: Locksmith, Artiste
Small Chance: Monger
Fortuneteller
Big Chance: Fortuneteller
Medium Chance: Eavesdrop, Diplomacy
Small Chance: Road Guide, Magic Blender, Fashion, Recovery
k.
====================U: SaGa Expert ~ Skill Panel Pt 2===========================
Recommended Panel Setups
------------------------
Knowing how to best increase both ability level and elemental level can get very
confusing. The recommended panel setups below are based on a character that has
only L4 panels, all ability growth 3 and elemental growth 2. You should look for
your best growth rates and create characters that will be strong in battle.
===============================
Strength Setup <Melee Line>
TL: Iron Body
TR: Punch
MI: Kick
BL: Throw
STR SK SP MA EN
<57> 21 9 35 32
B BL TL TR BR
8 7 9 9 3
The Punch and Iron Body panels are placed in the slots that affect STR the most.
Besides that, the Line of Melee panels gives a good bonus towards STR.
===============================
===============================
Skill Setup <Line of Keys>
TL: Defuse
TR: Punch
MI: Locksmith
MR: Iron Body
BR: Aura
STR SK SP MA EN
40 <57> 33 8 18
B BL TL TR BR
10 3 11 10 13
Some of the slots that affect STR also affect SK, which also gives you a decent
STR boost in this setup. The Line of "Key" panels gives you a good SK bonus.
===============================
===============================
Strength & Skill Setup
TL: Throw
TR: Punch
MI: Kick
MR: Axe
STR SK SP MA EN
<48> <45> 15 9 27
B BL TL TR BR
3 3 12 10 8
Place good panels in the slots that affect the STR and SK levels, such as Punch
and Axe. To give you a further ability increase, you can use the vacant slots to
create formations such as a Line or a Joint.
===============================
===============================
Magic Setup <Line of Familiars>
TL: Familiar
MI: Familiar
BR: Familiar
ML: Magic Blender
BL: Punch
STR SK SP MA EN
7 4 16 <52> 27
B BL TL TR BR
22 18 28 6 14
Place a good panel in the slot that affects the MA ability the most. A Line of
Familiars is recommended as it gives a good MA bonus. If you want, you can
replace the Magic Blender panel for a Kick or Axe panel to give your MA level
1 extra point.
===============================
===============================
Elemental Setup <Line of Maps>
TL: Fortuneteller
ML: Master Magician
TR: Cave Guide
MI: Road Guide
BL: Architect Guide
STR SK SP MA EN
15 8 4 16 20
B BL TL TR BR
17 31 <35> 28 6
Firstly you should put the Fortuneteller panel in the slot closest to the
elemental level you want to increase (for example Water=TL). The Line of
"Investigation" panels gives you a Water bonus.
===============================
===============================
Magic & Elemental Setup <Line of Tablets>
TL: Magic Tablet
TR: Fortuneteller
ML: Punch
MI: Magic Blender
MR: Road Guide
BL: Iron Body
BR: Magic Tablet
STR SK SP MA EN
20 18 23 <48> 37
B BL TL TR BR
<27> <19> <33> <40> <37>
The Line of "Magic" type panels gives a good bonus to all elements. You will
also want to put a good panel in the slot that affects the Magic level the most.
If the Magic Tablets in this setup are deciphered, that will also help.
===============================
l. Formation Priorities
=======================
As you already know, if you have several panels with identical symbols in
certain patterns on the Growth Panel, you will receive a formation bonus.
But it sometimes happens that one panel might be part of several overlapping
formations. This section explains how the game determines what formations
are valid when they are overlapping each other.
[Line/Triangle Pr.]
-------------------
Line or Triangle priority when these formations are overlapping. If a Joint is
overlapping these, the Line/Triangle always has priority. In other words, in
this situation the Joint becomes null and void.
[Line Pr.]
----------
Line priority when several Lines overlap.
A=Line from TL to BR
B=Line from TR to BL
C=Line from MR to ML
[Joint Pr.]
-----------
Joint priority. The numbers from 1-6 represent the different "pairs" of panels
on the grid (excluding the middle panel).
1=TL and TR
2=TR and MR
3=MR and BR
4=BR and BL
5=BL and ML
6=ML and TL
Examples:
[Example A]
-----------
Let's say Laura has these panels:
BR: Punch L4
BL: Kick L4
ML: Throw L4
In her case, the BR-BL (4) pair has priority over the BL-ML (5) pair. So in this
case the Punch L4 and Kick L4 pair would be counted as the valid joint.
[Example B]
-----------
Judy has this panel setup:
MR: Familiar panel L5
MI: Familiar panel L5
BL: Familiar panel L5
As can be seen in the chart below, pair #2 has priority over pair #4. In this
case the MR-MI Joint is the valid one.
Panel Formation Priority Chart
--------------------------------------------------------
Character Name | Line/Tr. Pr. | Line Pr. | Joint Pr. |
--------------------------------------------------------
Laura | Triangle | C>A>B | 4>5>6>1>2>3 |
--------------------------------------------------------
Ventus | Line | B>C>A | 2>1>6>5>4>3 |
--------------------------------------------------------
Judy | Line | A>B>C | 1>2>3>4>5>6 |
--------------------------------------------------------
Kurt | Triangle | A>B>C | 4>3>2>1>6>5 |
--------------------------------------------------------
Ruby | Triangle | A>B>C | 5>4>3>2>1>6 |
--------------------------------------------------------
Mythe | Line | B>C>A | 5>4>3>2>1>6 |
--------------------------------------------------------
Armic | Line | C>A>B | 6>5>4>3>2>1 |
--------------------------------------------------------
Henri | Line | B>C>A | 2>3>4>5>6>1 |
--------------------------------------------------------
Francis | Triangle | C>A>B | 3>4>5>6>1>2 |
--------------------------------------------------------
Joseph | Triangle | B>C>A | 3>2>1>6>5>4 |
--------------------------------------------------------
Thomas | Line | A>B>C | 6>1>2>3>4>5 |
--------------------------------------------------------
Rebecca | Line | C>A>B | 1>2>3>4>5>6 |
--------------------------------------------------------
Marie | Triangle | B>C>A | 2>3>4>5>6>1 |
--------------------------------------------------------
Roy | Triangle | C>A>B | 4>3>2>1>6>5 |
--------------------------------------------------------
Sapphire | Triangle | C>A>B | 6>1>2>3>4>5 |
--------------------------------------------------------
Hiro | Line | C>A>B | 6>1>2>3>4>5 |
--------------------------------------------------------
Iskandar | Triangle | A>B>C | 5>6>1>2>3>4 |
--------------------------------------------------------
Silver Girl | Line | B>C>A | 2>3>4>5>6>1 |
--------------------------------------------------------
Musol Yanii | Line | C>A>B | 3>4>5>6>1>2 |
--------------------------------------------------------
Anzan | Triangle | B>C>A | 5>6>1>2>3>4 |
--------------------------------------------------------
Platyphyllum | Triangle | A>B>C | 1>2>3>4>5>6 |
--------------------------------------------------------
Tiffon | Line | A>B>C | 4>5>6>1>2>3 |
--------------------------------------------------------
Nuage | Triangle | A>B>C | 5>6>1>2>3>4 |
--------------------------------------------------------
Michelle | Line | B>C>A | 2>1>6>5>4>3 |
--------------------------------------------------------
Vearst | Triangle | A>B>C | 3>2>1>6>5>4 |
--------------------------------------------------------
Mordeus | Triangle | B>C>A | 4>5>6>1>2>3 |
--------------------------------------------------------
Edel | Line | B>C>A | 5>4>3>2>1>6 |
--------------------------------------------------------
Armand | Line | A>B>C | 6>5>4>3>2>1 |
--------------------------------------------------------
Pharr | Triangle | C>A>B | 6>5>4>3>2>1 |
--------------------------------------------------------
Grace | Line | A>B>C | 3>4>5>6>1>2 |
--------------------------------------------------------
Norff | Triangle | B>C>A | 6>5>4>3>2>1 |
--------------------------------------------------------
Kong Ming | Line | C>A>B | 6>5>4>3>2>1 |
--------------------------------------------------------
m. Skill Panel List
===================
Attack/Parry Class
------------------
Punch:
Base ability value: 80
Base elemental value: 20
Bonus disposition: Strength +2, Endurance +2
Effect: [Battle]: Changes the layout of the reel based on the highest version
of the panel you have on the grid. Makes it easier to spark punch techniques.
It's also a factor for deciding martial arts class.
Panel level difference: The higher the panel level, the more high level panels
on the reel. The higher the panel level, the higher the chance is to spark
punch techniques.
Kick:
Base ability value: 80
Base elemental value: 20
Bonus disposition: Strength +2, Endurance +2
Effect: [Battle]: Changes the layout of the reel based on the highest version
of the panel you have on the grid. Makes it easier to spark kick techniques.
It's also a factor for deciding martial arts class.
Panel level difference: The higher the panel level, the more high level panels
on the reel. The higher the panel level, the higher the chance is to spark
kick techniques.
Throw:
Base ability value: 70
Base elemental value: 30
Bonus disposition: Strength +2, Endurance +2
Effect: [Battle]: Changes the layout of the reel based on the highest version
of the panel you have on the grid. Makes it easier to spark throw techniques.
It's also a factor for deciding martial arts class.
Panel level difference: The higher the panel level, the more high level panels
on the reel. The higher the panel level, the higher the chance is to spark
throw techniques.
Dagger:
Base ability value: 60
Base elemental value: 40
Bonus disposition: Skill +2, Magic +1, Endurance +1
Effect: [Battle]: Changes the layout of the reel based on the highest version
of the panel you have on the grid. Makes it easier to spark dagger techniques.
Panel level difference: The higher the panel level, the more high level panels
on the reel. The higher the panel level, the higher the chance is to spark
dagger techniques.
Sword:
Base ability value: 70
Base elemental value: 30
Bonus disposition: Strength +2, Skill +2
Effect: [Battle]: Changes the layout of the reel based on the highest version
of the panel you have on the grid. Makes it easier to spark sword techniques.
Panel level difference: The higher the panel level, the more high level panels
on the reel. The higher the panel level, the higher the chance is to spark
sword techniques.
Axe:
Base ability value: 80
Base elemental value: 20
Bonus disposition: Strength +3, Endurance +1
Effect: [Battle]: Changes the layout of the reel based on the highest version
of the panel you have on the grid. Makes it easier to spark axe techniques.
Panel level difference: The higher the panel level, the more high level panels
on the reel. The higher the panel level, the higher the chance is to spark
axe techniques.
Staff:
Base ability value: 40
Base elemental value: 60
Bonus disposition: Spirit +2, Endurance +1
Effect: [Battle]: Changes the layout of the reel based on the highest version
of the panel you have on the grid. Makes it easier to spark staff techniques.
Panel level difference: The higher the panel level, the more high level panels
on the reel. The higher the panel level, the higher the chance is to spark
staff techniques.
Spear:
Base ability value: 70
Base elemental value: 30
Bonus disposition: Strength +2, Endurance +2
Effect: [Battle]: Changes the layout of the reel based on the highest version
of the panel you have on the grid. Makes it easier to spark spear techniques.
Panel level difference: The higher the panel level, the more high level panels
on the reel. The higher the panel level, the higher the chance is to spark
spear techniques.
Bow:
Base ability value: 60
Base elemental value: 40
Bonus disposition: Strength +2, Skill +2
Effect: [Battle]: Changes the layout of the reel based on the highest version
of the panel you have on the grid. Makes it easier to spark bow techniques.
Panel level difference: The higher the panel level, the more high level panels
on the reel. The higher the panel level, the higher the chance is to spark
bow techniques.
Gun:
Base ability value: 60
Base elemental value: 20
Bonus disposition: Skill +4, (Triangle setup: Skill +4.5)
Effect: [Battle]: Makes more blue and white panels appear on the reel.
Panel level difference: The higher the panel, the more [Hit] panels
there will be on the reel.
Shield:
Base ability value: 60
Base elemental value: 40
Bonus disposition: Endurance +4, (Triangle setup: Endurance +4.5)
Effect: [Battle]: Raises the chance to parry attacks with the shield.
Panel level difference: Raises the chance to parry attacks with the shield
by: [Panel level x 10 + 20] %.
Defense Class
-------------
Iron Body:
Base ability value: 90
Base elemental value: 20
Bonus disposition: Endurance +4, (Endurance +4.5 in a Triangle setup)
Effect: [Battle]: Lowers the damage sustained from Slash/Hit/Pierce attacks.
Panel level difference: Raises the armor's defence value against
Slash/Hit/Pierce attacks: [Panel level x 5+10] %.
Fortify: (Edel only)
Base ability value: 10
Base elemental value: 50
Bonus disposition: Endurance +4, (Endurance +4.5 in a Triangle setup)
Effect: [Battle]: Lowers the damage sustained from magic attacks.
(Raises the armor's defence value against magic attacks by 25%.
Panel level difference: (Panel only available as L3)
Toughness:
Base ability value: 75
Base elemental value: 25
Bonus disposition: Endurance +4, (Endurance +4.5 in a Triangle setup)
Effect: [Battle, Field]: Shortens the time it takes to recover
from physical status effects.
Panel level difference: The higher the panel level, the less amount of turns
it takes to recover from the status effect.
Recovery:
Base ability value: 30
Base elemental value: 70
Bonus disposition: Endurance +4, (Endurance +4.5 in a Triangle setup)
Effect: [Battle, Field]: Shortens the time it takes to recover
from mental status effects.
Panel level difference: The higher the panel level, the less amount of turns
it takes to recover from the status effect.
Natural:
Base ability value: 65
Base elemental value: 35
Bonus disposition: Endurance +4, (Endurance +4.5 in a Triangle setup)
Effect: [Battle]: Lowers the risk of getting physical status effects.
Panel level difference: The higher the panel level, the lower the risk for
getting physical status effects.
Iron Will:
Base ability value: 60
Base elemental value: 40
Bonus disposition: Endurance +4, (Endurance +4.5 in a Triangle setup)
Effect: [Battle]: Lowers the risk of getting mental status effects.
Panel level difference: The higher the panel level, the lower the risk for
getting mental status effects.
Magic Class
-----------
Magic Tablet:
Base ability value: 35
Base elemental value: 65
Bonus disposition: All elemental level +1
Effect: [Battle]: When you use magic in battle it lets you decipher a
magic tablet and learn new spells at the end of battle.
Panel level difference: The higher the panel level (level 4 is max),
the better/more types of magic becomes available.
Magic Blender:
Base ability value: 70
Base elemental value: 40
Bonus disposition: All elemental level +1
Effect: [Field]: Lets you customize your magic arts to make them
more powerful. Also lets you create the best 4 magic arts of each element.
Panel level difference: None
Familiar Class
--------------
Fire Familiar:
Base ability value: 15
Base elemental value: 65
Bonus disposition: Spirit +1, Magic +3
Effect: [Field]: Same effect as "Road Guide". [Battle]:
Lets you use the familiar's fire arts.
Panel level difference: L1: Fire Veil, L2: Detect Aura, L3: Fire Arrows,
L4: Fire Shield, L5: Power Surge.
Earth Familiar:
Base ability value: 15
Base elemental value: 65
Bonus disposition: Spirit +1, Magic +3
Effect: [Field]: Same effect as "Road Guide". [Battle]: Lets you
use the familiar's earth arts.
Panel level difference: L1: Earth Veil, L2: Detect Animal, L3: Boulder,
L4: Sleep, L5: Build Up.
Metal Familiar:
Base ability value: 15
Base elemental value: 65
Bonus disposition: Spirit +1, Magic +3
Effect: [Field]: Same effect as "Architect Guide". [Battle]: Lets
you use the familiar's metal arts.
Panel level difference: L1: Gold Veil, L2: Detect Gold, L3: Magic Lock,
L4: Shock, L5: Armor Blessing.
Water Familiar:
Base ability value: 15
Base elemental value: 65
Bonus disposition: Spirit +1, Magic +3
Effect: [Field]: Same effect as "Cave Guide". [Battle]: Lets
you use the familiar's water arts.
Panel level difference: L1: Water Veil, L2: Detect Undead, L3: Rainbringer,
L4: Purify, L5: Bubble Blow.
Wood Familiar:
Base ability value: 15
Base elemental value: 65
Bonus disposition: Spirit +1, Magic +3
Effect: [Field]: Same effect as "Cave Guide". [Battle]: Lets
you use the familiar's wood arts.
Panel level difference: L1: Wood Veil, L2: Detect Vegeplants, L3: Overgrowth,
L4: Life Boost, L5: Recycle.
Atlas: (Judy Only)
Base ability value: 10
Base elemental value: 70
Bonus disposition: Spirit +3, Magic +1
Effect: [Field]: Same effect as "Architect Guide". [Battle]: Lets
you use the familiar's earth arts.
Panel level difference: L1: Earth Veil, L2: Detect Animal, L3: Boulder,
L4: Sleep, L5: Build Up.
Astraios: (Judy Only)
Base ability value: 10
Base elemental value: 70
Bonus disposition: Spirit +3, Magic +1
Effect: [Field]: Same effect as "Road Guide". [Battle]: Lets
you use the familiar's fire arts.
Panel level difference: L1: Fire Veil, L2: Detect Aura, L3: Fire Arrows,
L4: Fire Shield, L5: Power Surge.
Aigaion: (Judy Only)
Base ability value: 10
Base elemental value: 70
Bonus disposition: Spirit +3, Magic +1
Effect: [Field]: Same effect as "Cave Guide". [Battle]: Lets
you use the familiar's water arts.
Panel level difference: L1: Water Veil, L2: Detect Undead, L3: Rainbringer,
L4: Purify, L5: Bubble Blow.
Expert Class
------------
Master Technician:
Base ability value: 70
Base elemental value: 10
Bonus disposition: Skill +2, Spirit +2
Effect: [Battle]: Reduces the HP cost of weapon arts by 20%.
Panel level difference: None
Master Magician:
Base ability value: 10
Base elemental value: 70
Bonus disposition: Skill +2, Spirit +2
Effect: [Battle]: Reduces the HP cost of magic arts by 20%.
Panel level difference: None
Thrift Saver:
Base ability value: 40
Base elemental value: 40
Bonus disposition: Skill +2, Spirit +2
Effect: [Battle, Field]: 20% chance of 0 durability cost when using
items/equipment.
Panel level difference: None
Mastery Class
-------------
Master Fighter:
Base ability value: 70
Base elemental value: 20
Bonus disposition: Strength +1, Skill +1, Spirit +1, Endurance +1.
Effect: [Battle]: Makes more punch/kick/throw panels appear on the reel. Same
effect as having L3 punch/kick/throw panels at once. Makes it easier to spark
punch/kick/throw arts and is also a factor for deciding martial arts class.
Panel level difference: (Only available as L4)
Weapon Meister:
Base ability value: 60
Base elemental value: 30
Bonus disposition: Strength +1, Skill +1, Spirit +1, Endurance +1.
Effect: [Battle]: Makes more dagger/sword/axe/staff/bow panels appear on the
reel. Same effect as having L3 dagger/sword/axe/staff/bow panels at once.
Makes it easier to spark dagger/sword/axe/staff/bow arts.
Panel level difference: (Only available as L4)
Investigation Class
-------------------
Road Guide:
Base ability value: 25
Base elemental value: 70
Bonus disposition: Endurance +2, Water +2.
Effect: [Field]: Shows you a complete view of the map
(only roads, forests and lakes/shores). Also makes it easier to
find treasure.
Panel level difference: The higher the panel level, the wider the scope of the
area that you can see of the map.
Cave Guide:
Base ability value: 25
Base elemental value: 70
Bonus disposition: Endurance +2, Water +2.
Effect: [Field]: Shows you a complete view of a cave map.
Also makes it easier to find treasure.
Panel level difference: The higher the panel level, the wider the scope of the
area that you can see of the map.
Architect Guide:
Base ability value: 30
Base elemental value: 60
Bonus disposition: Endurance +2, Water +2.
Effect: [Field]: Shows you a complete view of a building map.
Also makes it easier to find treasure.
Panel level difference: The higher the panel level, the wider the scope of
the area that you can see of the map.
Obstacle Crossing:
Base ability value: 60
Base elemental value: 35
Bonus disposition: Endurance +2, Water +2.
Effect: [Field]: Makes it possible to pass over obstacles.
Panel level difference: The higher the level of the panel, the easier the
difficulty of the reel.
Swimming:
Base ability value: 65
Base elemental value: 25
Bonus disposition: Endurance +2, Water +2.
Effect: [Field]: Makes it possible to swim through bodies of water.
Panel level difference: The higher the panel level, the easier the difficulty
of the reel.
Adaptability:
Base ability value: 55
Base elemental value: 45
Bonus disposition: Endurance +2, Water +2.
Effect: [Field]: Shortens the time it takes to recover HP in a
certain environment.
Panel level difference: None
Support Class
-------------
Eavesdrop:
Base ability value: 25
Base elemental value: 65
Bonus disposition: Skill +2, Earth +2.
Effect: [Field]: Shows where beasts, wildlings, birds, insects and
undead are on the map.
Panel level difference: None
Aura:
Base ability value: 50
Base elemental value: 40
Bonus disposition: Skill +2, Earth +2.
Effect: [Field]: Makes the trap reel difficulty easier. Also when
you use it, it lowers the risk of being attacked by monsters for 20 turns.
Panel level difference: Lowers the risk of monster attacks by:
[panel level x 10 + 20] %.
Sharpeye:
Base ability value: 30
Base elemental value: 60
Bonus disposition: Skill +2, Earth +2.
Effect: [Field]: Lets you know whether there is a trap on a chest
and what type of trap it is. Also prevents the reel of the trap/lock on the
chest from being difficult.
Panel level difference: The higher the panel level, the more the difficulty of
the reel is lowered.
Defuse:
Base ability value: 65
Base elemental value: 25
Bonus disposition: Skill +2, Earth +2.
Effect: [Field]: Lets you disarm traps.
Panel level difference: The higher the panel level, the easier the difficulty
of the reel.
Locksmith:
Base ability value: 70
Base elemental value: 20
Bonus disposition: Skill +2, Earth +2.
Effect: [Field]: Lets you unlock treasure chests and doors that are
locked.
Panel level difference: The higher the panel level, the easier the difficulty
of the reel.
Negotiation Class
-----------------
Monger:
Base ability value: 50
Base elemental value: 30
Bonus disposition: Spirit +2, Wood +2.
Effect: [Shop]: Allows you to buy items at a reduced price.
Panel level difference: Reduces the prices by: [panel level x 5] %.
Maharaja:
Base ability value: 30
Base elemental value: 50
Bonus disposition: Spirit +2, Wood +2.
Effect: [Shop]: Allows you to buy items at a higher price. Makes it easier to
get a higher market rank.
Panel level difference: Raises the prices by: [panel level x 5] %.
Diplomacy:
Base ability value: 20
Base elemental value: 60
Bonus disposition: Spirit +2, Wood +2.
Effect: [Field]: Hit a O panel on the monster reel to make the
monster go away. When you hit a X panel nothing happens. When you hit a bomb
panel the monster will attack.
Panel level difference: The higher the panel level, the easier the difficulty
of the reel.
Inconspicious:
Base ability value: 15
Base elemental value: 65
Bonus disposition: Spirit +2, Wood +2.
Effect: [Field]: Lowers the risk of being attacked by monsters
when used in conjunction with "Aura".
Panel level difference: Lowers the risk of being attacked by: L2-3: 10%,
L4-5: 20%. L1: no effect.
Fashion:
Base ability value: 15
Base elemental value: 65
Bonus disposition: Spirit +2, Wood +2.
Effect: [Shop]: Increases the effectiveness of "Monger" and "Maharaja" by 5%.
[Field]: Makes the difficulty of the "Diplomacy" reel easier.
Panel level difference: [Shop]: None. [Field]: The higher the
panel level, the easier the difficulty of the Diplomacy reel.
Item Class
----------
Artiste:
Base ability value: 40
Base elemental value: 40
Bonus disposition: Skill +3, Metal +2.
Effect: [Shop]: Makes more items appear in a shop. [Battle]: Makes it
easier to draw out abilities from equipment in battle.
Panel level difference: [Shop]: None. [Battle]: The higher the panel level,
the easier it is to draw out abilities.
Quick Fix:
Base ability value: 60
Base elemental value: 20
Bonus disposition: Skill +3, Metal +2.
Effect: [Field]: Hitting a O panel on the reel will add 1 or more
to the item's durability. Hitting a X panel will lower the durability by 1-2,
while hitting a bomb will lower the durability by 2-5.
Panel level difference: The max durability gain increases by:
[panel level x 2]. Also, the higher the panel level, the easier
the difficulty of the reel.
Weaponsmith: (Mythe only)
Base ability value: 55
Base elemental value: 25
Bonus disposition: Skill +3, Metal +2.
Effect: [Shop]: Increases the type of weapons you can make at Mythe's
workshop.
Panel level difference: The higher the panel level, the more types of
weapons you can make at Mythe Works.
Accessory Smith: (Mythe only)
Base ability value: 55
Base elemental value: 25
Bonus disposition: Skill +3, Metal +2.
Effect: [Shop]: Makes it possible to make accessories and shields at
Mythe's workshop.
Panel level difference: L1: makes Mythe's workshop handle accessories. L3 or
higher: makes Mythe Works handle shields.
Mystery Class
-------------
Fortuneteller:
Base ability value: 20
Base elemental value: 80
Bonus disposition: Magic +3, Fire +2.
Effect: [Field]: Hitting a O panel on the reel will boost the level
of the treasure chest by 1-10, and it will let you know the contents of the
chest. Hitting a X panel will lower the level of the chest by 5-10. If you hit
a bomb panel the level of the chest will automatically become 1 and the chest
will open.
Panel level difference: The higher the panel level, the easier the difficulty of
the reel.
Arcane Tongue:
Base ability value: 70
Base elemental value: 50
Bonus disposition: Magic +3, Fire +2.
Effect: [Battle]: When deciphering a magic tablet, the order of magic arts that
become available for learning will be reversed, except for the first one in the
list.
Note: This panel is not possible to get after clearing an adventure; only
the characters that begin with this panel will be able to use it. In a way, this
gives a good indication as to which characters to make into mages.
Panel level difference: None.
Gauntlet Class
--------------
Gauntlet: (Kurt and Michelle only)
Base ability value: 95
Base elemental value: 15
Bonus disposition: None.
Effect: [Field]: A gauntlet battle will occur every 15 minutes (Kurt only).
Panel level difference: The higher the panel level, the harder the enemies in
the gauntlet battles (Kurt only; no gauntlet battles will occur when gauntlet is
L5).
Negative Class
--------------
Phobia Panels:
Base ability value: 35
Base elemental value: 70
Bonus disposition: Strength +2, Magic +6,
(Triangle setup: Strength +2, Magic +4.5),
(Line setup: Strength +2, Magic +4)
Effect: [Battle]: Lowers your attack damage against the corresponding enemy
type. (Types available are: Beasts, Wildlings, Birds, Insects, Vegeplasts,
Aquans, Demons, Undead, Slimes and Dragons).
Panel level difference: (Panel only available as L4)
Pacifist Panels:
Base ability value: 50
Base elemental value: 55
Bonus disposition: Spirit +3, Magic +3
Effect: [Battle]: Every time you deal LP damage to the corresponding enemy
type your LP will decrease by 1. (Types available are: Beasts, Wildlings,
Birds, Insects, Vegeplasts, Aquans, Demons, Undead, Slimes and Dragons).
Panel level difference: (Panel only available as L4)
Seal Martial Arts:
Base ability value: 65
Base elemental value: 45
Bonus disposition: Strength +2, Spirit +4, (Triangle setup: Strength +2,
Spirit +4.5)
Effect: [Battle]: Makes it so that you will be unable to use martial arts.
Panel level difference: (Panel only available as L3)
Seal Weapon:
Base ability value: Dagger, sword, staff, bow: 70. Axe, spear: 65. Gun: 80.
Base elemental value: Dagger, sword, staff, bow: 40. Axe, spear: 45. Gun: 30.
Bonus disposition: Strength +2, Spirit +4,
(Triangle setup: Strength +2, Spirit +4.5)
Effect: [Battle]: Makes it so that you will be unable to use weapon arts of
the corresponding weapon. (Types available are: dagger, sword, axe, staff,
spear, bow and gun). (Defensive actions still available.)
Panel level difference: (Panel only available as L3)
================================================================================
9. Magic Tablet
a. About Magic Tablets
======================
Magic Tablets are needed for learning Magic Arts. There are 24 different ones in
total that differ in element (as well as Forbidden Arts) and level (L1~L4).
What type of spells you can learn is basically determined by the Tablet's level
and its element. The placement of the Tablet is very much like the usual skill
panels in that you place the Magic Tablet on your Growth Panel after you've
found one in an adventure. While you can give a Magic Tablet to any party
member when you're on the Growth Panel screen, you cannot give a Tablet which is
already on someone's Growth Panel to someone else. So think carefully about whom
to give the Tablet.
Magic Tablet Specifics:
* You can give the Tablets you've found to any character.
* 3 Tablets max for one Growth Panel.
* The tablets you've found will show up on the next Growth Panel screen, even
when you've picked up a Tablet and failed the adventure.
* Tablets that are not placed down on your Growth Panel will be discarded when
you exit the Growth Panel screen.
* A completely deciphered Tablet will give that character a Finished Magic
Tablet Bonus.
b. Picking Up Magic Tablets
===========================
The level and element of the Magic Tablet you find is basically determined by
how you find it. Since the level of the Tablets that Treasure Slimes drop is
random, it's recommended that you try that method in order to possibly gain high
level Tablets early on in the game.
The level of the Tablets you find in the field is affected by the monster rank,
the number of monsters defeated and the number of items you've picked up before
picking up the Tablet. If the monster rank is high and you've defeated a lot of
monsters and picked up many items, the chance of getting a high level Tablet
increases.
Also, the upper row on the Growth Panel screen can only hold 3 magic Tablets, so
be aware that when you've already picked up 3 Tablets without putting any down
on a character's Growth Panel, you won't be able to pick up any more of them.
Take note that the level and type of Magic Tablets you pick up are decided
when you actually pick them up, not when you go to the Growth Panel screen.
Magic Tablets found in the field:
Element: Any type, except Forbidden.
How to get/info: Random level ranging from L1-L4. High monster rank, great
number of monsters killed, many items found etc. will increase the chance of
finding a high level Tablet.
Fixed Magic Tablets from monsters (special enemies/bosses)
Element: Any type, except Forbidden.
How to get/info: Random level ranging from L1-L4. Stronger enemy = higher chance
of getting a high level Tablet.
Magic Tablets from Treasure Slimes
Element: Any type, except Forbidden.
How to get/info: Random level ranging from L1-L4.
Magic Tablets from Rainbow Guckies
Element: Forbidden only.
How to get/info: Random level ranging from L1-L4. There's a smaller chance of
getting the high level Tablets than the low level ones.
Main & recruitable characters that come equipped with Magic Tablets
Element: Character specific. See chart below.
How to get/info: Character specific. See chart below.
Characters that come equipped with Magic Tablets: (* = Tablet that the character
is studying from the beginning)
Judy
*Ancient Magic Tablet L2
Joseph
*Black Fire Artist Amati's Magic Tablet L4
Druidic Scroll L3
Metal Artist's Magic Tablet L2
Marie
*Wood Artist's Magic Tablet L2
Michelle
*Earth Artist's Magic Tablet L1
Norff
*Wood Artist's Magic Tablet L2
Water Artist's Magic Tablet L1
Kong Ming
*Spriggan Scroll L3
Wood Artist's Magic Tablet L2
c. Using the Magic Tablet
=========================
You won't learn any Magic Arts by simply having a Magic Tablet, you have to
choose to study the Tablet and then use Magic Arts in battle. It can be easy to
remember to choose a Tablet to study, so each time you've put down a Magic
Tablet on your Growth Panel you might want to make it a habit to check that
you've picked a Tablet to study as soon as you're on the field screen. Here's a
quick guide on how to learn Magic Arts from Magic Tablets.
1. Pick up the Tablet
2. Place the Tablet on a character's Growth Panel. When you've found it you can
place the Tablet on any character's Growth Panel the next time you're on the
Growth Panel Screen.
3. Start a new adventure.
4. Go into the "Magic Tablets" menu from the Status menu and choose which Tablet
you wish to study. The name of the Tablet you're currently studying is marked in
yellow. Here are a few important points about studying Tablets:
* When you place a new magic Tablet on your Growth Panel, the Tablet you were
studying will be suspended for now (= you can continue studying that Tablet
where you left off).
* A character can only study one Magic Tablet at a time.
* You cannot study a deciphered Magic Tablet.
* If you choose to study a new Tablet when you're already studying one, the one
you were studying will be suspended and you can continue to study it again
where you left off.
5. Use Magic Arts in battle. If you don't use Magic Arts in the battle, you
wont be able to learn new spells.
6. Defeat the monsters and end the battle.
7. Choose a Magic Art to learn on the screen that comes up after the battle (up
to 3 Magic Arts you haven't yet learned are displayed on this screen). Choose
one that you want to learn and a part of its meter will fill up.
8. If you filled the meter completely you will learn the Magic Art. If there are
more Magic Arts on the Tablet to learn, there will be a new one to learn after
the next time you've used magic in a battle.
d. The Order of Learnable Magic Arts from Magic Tablets
=======================================================
On the screen where you learn magic Arts, you can choose to learn any of the 3
available ones. Every Magic Tablet has its own list of available Magic Arts and
they will appear in that exact order on the screen. As seen in the first example
below, the Arcane Tongue skill reverses the order of the available Magic Arts
on a Magic Tablet except for the first one in the list. Note that the level of
the Arcane Tongue skill panel does not affect the order of the Magic Arts.
[Example A: The Order of Learnable Magic Arts (7 in this case)]
-------------------------------
Normal | Using Arcane Tongue |
-------------------------------
1 | 1 |
2 | 7 |
3 | 6 |
-------------------------------
4 | 5 |
5 | 4 |
6 | 3 |
7 | 2 |
-------------------------------
[Example B: Changing the Learnable Magic Arts List After Learning a Magic Art]
---------------------------------------------------------------------
Learning the 1st | Learning the Middle One | Learning the Last One |
---------------------------------------------------------------------
<A> | A | A |
B |<B> | B |
C | C |<C> |
---------------------------------------------------------------------
D | D | D |
E | E | E |
F | F | F |
G | G | G |
---------------------------------------------------------------------
*The Order Changes*
---------------------------------------------------------------------
B | C | D |
C | D | E |
D | E | F |
---------------------------------------------------------------------
E | F | G |
F | G | A |
G | A | B |
---------------------------------------------------------------------
e. Comprehension Points and the Gauge
=====================================
To learn Magic Arts you need to gain comprehension points by casting spells in
battle and then choosing a Magic Art to start learning in the screen that comes
up after battle. The amount of comprehension points needed to learn spells is
specific to each Magic Art (see the Magic Tablet list further down for details).
However, the amount of comprehension points you need is not displayed on the
screen. So even when you have gained equally many points in two battles, the
gauge might not fill up equally much because the two different spells may not
require equally many comprehension points to learn.
The amount of comprehension points you gain depends on the elemental balance at
the end of battle. The more panels of a specific type on the reel at the end of
battle, the more points you get to learn the Magic Arts associated with that
element. The amount of comprehension points you earn from battle is typically
1~5.
f.
======================U: SaGa Expert ~ Magic Tablet pt 1========================
Increasing the Amount of Gained Comprehension Points
----------------------------------------------------
If you battle in places where a certain element is high, you will be able to
gain the associated comprehension points more easily. Here's a list of locations
where the various elements are particularly high.
Reel Panel: Element of the panels on the battle reel.
Spamming Spell Type: Spell types that increase the element/panels in question.
Adventure: Adventures where the element is particularly high.
--------------------------------------------------------------------------------
Reel Panel | Spamming Spell Type | Scenario |
--------------------------------------------------------------------------------
Fire | Fire Arts, Wood Arts | Escata Palace, Magma Cave, Desert, |
| | Night Desert etc. |
--------------------------------------------------------------------------------
Earth | Earth Arts | Vale of Swords, Underground Cavern, |
| | Bottom of the Well, Longshank Cave etc. |
--------------------------------------------------------------------------------
Metal | Metal Arts, | Mines, Amulet Tower, Dagul Bos's Castle |
| Fire Arts | etc. |
--------------------------------------------------------------------------------
Water | Water Arts, | Glacier, Fairy Cape, Underground Cavern, |
| Earth Arts | Bottom of the Well etc. |
--------------------------------------------------------------------------------
Wood | Wood Arts, | Caves of the Undead, Jade Forest, |
| Metal Arts | Healer's Hill, The Sevenfold Tail etc. |
--------------------------------------------------------------------------------
================================================================================
g. Magic Tablet Data List
=========================
Terms
Class - The category of magic arts the spell belongs to.
Points - Number of comprehension points needed to learn the spell.
Panel - Reel panels that help accumulating comprehension points.
Fire
----
Fire Artist's Magic Tablet L1
Spell Class Points Panel
Detect Aura Fire 15 Fire
Fire Arrows Fire 15 Fire
Fire Veil Fire 45 Fire
Fire Shield Fire 45 Fire
Fire Artist's Magic Tablet L2
Spell Class Points Panel
Detect Aura Fire 15 Fire
Fire Arrows Fire 15 Fire
Life Boost Wood 40 Water
Build Up Earth 60 Earth
Fire Shield Fire 45 Fire
Fire Veil Fire 45 Fire
Power Surge Fire 60 Fire
Holy Seal Scroll L3
Spell Class Points Panel
Fire Veil Fire 45 Fire
Wood Veil Wood 60 Water
Life Boost Wood 40 Water
Fire Arrows Fire 45 Fire
Missile Guard Wood 100 Water
Meditation Wood 140 Water
Holy Seal Fire 75 Fire
Purify Water 40 Metal
Firewall Fire 75 Fire
Overgrowth Wood 20 Water
Black Fire Artist Amati's Magic Tablet L4
Spell Class Points Panel
Fire Veil Fire 45 Fire
Overgrowth Wood 20 Water
Fire Shield Fire 45 Fire
Detect Blood Forbidden 120 Wood
Meditation Wood 135 Water
Corona Fire 120 Fire
Firewall Fire 75 Fire
Psycho Noise Forbidden 160 Wood
Holy Seal Fire 160 Wood
Life Boost Wood 40 Water
Earth
-----
Earth Artist's Magic Tablet L1
Spell Class Points Panel
Detect Animals Earth 15 Fire
Boulder Earth 30 Earth
Sleep Earth 45 Earth
Earth Veil Earth 45 Fire
Earth Artist's Magic Tablet L2
Spell Class Points Panel
Detect Animal Earth 15 Fire
Earth Veil Earth 45 Fire
Boulder Earth 30 Earth
Detect Aura Fire 20 Fire
Sleep Earth 30 Earth
Armor Blessing Metal 80 Metal
Build-Up Earth 45 Earth
Spriggan Scroll L3
Spell Class Points Panel
Detect Gold Metal 20 Metal
Fire Shield Fire 60 Fire
Shock Metal 80 Earth
Armor Blessing Metal 80 Metal
Supersonic Metal 120 Metal
Aegis Shield Earth 120 Earth
Water Shield Water 80 Metal
Missile Guard Wood 100 Water
Firewall Fire 100 Fire
Recycle Wood 60 Water
Holy Guardian Guadagnini's Magic Tablet L4
Spell Class Points Panel
Earth Viel Earth 45 Fire
Build-Up Earth 45 Earth
Power Surge Fire 80 Fire
Anti-Fear Earth 60 Earth
Mind Lock Metal 125 Metal
Armor Blessing Metal 70 Metal
Aegis Shield Earth 120 Earth
Magic Lock Metal 18 Metal
Metal Veil Metal 55 Earth
Metal
-----
Metal Artist's Magic Tablet L1
Spell Class Points Panel
Detect Gold Metal 15 Earth
Magic Lock Metal 15 Earth
Metal Veil Metal 45 Earth
Shock Metal 60 Earth
Metal Artist's Magic Tablet L2
Spell Class Points Panel
Detect Gold Metal 15 Earth
Metal Veil Metal 45 Earth
Sleep Earth 40 Earth
Purify Water 40 Metal
Magic Lock Metal 15 Earth
Build-Up Earth 60 Earth
Weapon Blessing Metal 60 Metal
Holy Warrior Scroll L3
Spell Class Points Panel
Detect Aura Fire 20 Fire
Metal Veil Metal 45 Earth
Shock Metal 60 Earth
Fire Arrows Fire 60 Fire
Weapon Blessing Metal 60 Metal
Holy Seal Fire 100 Fire
Supersonic Metal 90 Metal
Anti-Fear Earth 80 Earth
Armor Blessing Metal 60 Metal
Fire Veil Fire 60 Fire
Silent Sorceress Siren's Magic Tablet L4
Spell Class Points Panel
Metal Veil Metal 45 Earth
Magic Lock Metal 15 Earth
Shock Metal 60 Earth
Water Shield Water 70 Metal
Degeneration Forbidden 200 Wood
Anti-Fear Earth 80 Earth
Mind Lock Metal 105 Metal
Supersonic Metal 90 Metal
Psycho Noise Forbidden 200 Wood
Ice Needle Water 105 Water
Water Veil Water 55 Metal
Water
-----
Water Artist's Magic Tablet L1
Spell Class Points Panel
Detect Undead Water 15 Metal
Rainbringer Water 15 Metal
Purify Water 30 Metal
Water Veil Water 45 Metal
Water Artist's Magic Tablet L2
Spell Class Points Panel
Detect Undead Water 15 Metal
Rainbringer Water 15 Metal
Detect Gold Metal 20 Earth
Water Veil Water 45 Metal
Purify Water 30 Metal
Bubble Blow Water 60 Metal
Overgrowth Wood 20 Water
Water Dragon Scroll L3
Spell Class Points Panel
Water Veil Water 45 Metal
Life Boost Wood 40 Water
Bubble Blow Water 60 Metal
Sleep Earth 40 Earth
Shock Metal 80 Earth
Water Shield Water 60 Metal
Supersonic Metal 120 Metal
Ice Needle Water 90 Water
Missile Guard Wood 75 Water
Metal Veil Metal 60 Earth
Diva Madini's Magic Tablet L4
Spell Class Points Panel
Water Veil Water 45 Metal
Detect Undead Water 15 Metal
Supersonic Metal 120 Metal
Bubble Blow Water 15 Metal
Rainbringer Water 60 Metal
Trickle Water 135 Water
Thunderbringer Wood 140 Water
Meditation Wood 105 Water
Detect Blood Forbidden 160 Wood
Purify Water 30 Metal
Ice Needle Water 90 Water
Wood
----
Wood Artist's Magic Tablet L1
Spell Class Points Panel
Detect Vegeplasts Wood 15 Water
Overgrowth Wood 15 Water
Wood Veil Wood 45 Water
Life Boost Wood 30 Water
Wood Artist's Magic Tablet L2
Spell Class Points Panel
Detect Vegeplasts Wood 15 Water
Purify Water 40 Metal
Overgrowth Wood 15 Water
Life Boost Wood 30 Water
Power Surge Fire 80 Fire
Rainbringer Water 20 Metal
Recycle Wood 45 Water
Druidic Scroll L3
Spell Class Points Panel
Wood Veil Wood 45 Water
Detect Vegeplasts Wood 15 Water
Purify Water 40 Metal
Overgrowth Wood 15 Water
Rainbringer Water 20 Metal
Anti-Fear Earth 80 Earth
Thunderbringer Wood 120 Water
Animal Charmer Earth 100 Earth
Detect Animal Earth 20 Fire
Water Veil Water 60 Metal
Forest Philosopher Guarnieri's Magic Tablet L4
Spell Class Points Panel
Wood Veil Wood 45 Water
Detect Vegeplasts Wood 15 Water
Holy Seal Fire 100 Fire
Purify Water 35 Metal
Missile Guard Wood 75 Water
Meditation Wood 105 Water
Thunderbringer Wood 120 Water
Trickle Water 180 Water
Seal of the Abyss Forbidden 200 Wood
Recycle Wood 45 Water
Life Boost Wood 30 Water
Overgrowth Wood 15 Water
Forbidden
---------
Ancient Magic Tablet L1
Spell Class Points Panel
Detect Blood Forbidden 200 Wood
Ancient Magic Tablet L2
Spell Class Points Panel
Detect Vegeplasts Wood 25 Water
Detect Animals Earth 25 Fire
Detect Undead Water 25 Metal
Detect Blood Forbidden 120 Wood
Degeneration Forbidden 150 Wood
Build-Up Earth 75 Earth
Life Boost Wood 50 Water
Seal of the Abyss Forbidden 150 Wood
Darkness Scroll L3
Spell Class Points Panel
Detect Undead Water 25 Metal
Weapon Blessing Metal 100 Metal
Firewall Fire 125 Fire
Degeneration Forbidden 120 Wood
Blaster Forbidden 240 Wood
Spell Magnet Forbidden 120 Wood
Supersonic Metal 120 Metal
Ice Needle Water 120 Water
Boulder Earth 50 Earth
Rainbringer Water 25 Metal
Heretical Scroll? Magic Tablet L4
Spell Class Points Panel
Detect Blood Forbidden 120 Wood
Weakness Forbidden 150 Wood
Spell Magnet Forbidden 150 Wood
Ophion Forbidden 250 Wood
Blaster Forbidden 250 Wood
Degeneration Forbidden 150 Wood
Psycho Noise Forbidden 150 Wood
Seal of the Abyss Forbidden 150 Wood
h.
======================U: SaGa Expert ~ Magic Tablet pt 2========================
Finding Magic Tablets in Main Adventures
----------------------------------------
There are fixed Magic Tablets in some main adventures which you can collect.
Also, when you defeat the Dark Mage in the "That Familiar Big Back" (Judy main
adventure #5), you will get the Darkness Scroll L3 (100% chance). Observe that
you cannot pick up a fixed Magic Tablet several times in the cases where several
adventures use the same map.
Fixed Magic Tablet List [Main Adventures]
-----------------------------------------
Ventus: Just You Wait, Round Table!, Showdown with Kalandorn.
Judy: Save Ursula!, That Familiar Big Back.
Kurt: Big Ol' Rascals.
Ruby: Undercity Pharos, Two Moons Temple, The Hanging Garden.
Mythe: Bottom of the Old Well, Tiffon's Secret, Undercity Pharos,
Save the Photograph!, For the Love of the Girl.
================================================================================
i.
======================U: SaGa Expert ~ Magic Tablet pt 3========================
Finding Magic Tablets in Side Quests
------------------------------------
You can also find some fixed Magic Tablets in side quests. As mentioned earlier
though, you can't pick up a Magic Tablet more than once in the cases where
several adventures take place on the same map. However, there is a way to work
around this problem, although the side quest Leith Torles Tower is the only
place where it's possible.
What you need to do is to open the treasure chest containing the Magic Tablet on
the very last turn (turn 399). You will then get a time-up but still get the
Tablet. Now you can replay the adventure and do the same thing again. This trick
can prove to be useful when you want to train your characters against the tough
bosses in the tower. Especially if you have mages in your party, who will then
benefit from the Tablets you will receive from the chest.
Also be aware that there can be traps such as explosions on the treasure chests
containing Magic Tablets. So try to disarm the traps in that case, otherwise you
risk destroying the Tablet when you open the chest.
Fixed Magic Tablet List [Side Quests]
-------------------------------------
Hanging Garden
Leith Torles Tower
Two Moons Temple
Lumina Stone
Night Desert
Bottom of the Dry Well
Fugar's Mansion
The Three Keys
Pirate's Invitation
Coliseum Ruins
Monster's Lair
Sunken City
================================================================================
10. Command
a. Using Battle Commands
========================
In battle, you can use commands such as Magic Arts or abilities. The amount of
actions you can use is not dependent of the number of party members or monsters
you're facing. Regardless of how many party members there are in the battle,
you can always use 5 actions per turn. However, if some of your characters on
the screen have had their movement disabled, the number of actions for your
party will be lower than usual.
The Flow of Battle
------------------
Choose which characters should be in the battle with the d-pad and the circle
button. Then choose commands with the circle button, and then choose targets
with the circle button again. The characters will line up at the bottom of the
screen in the order you chose them. Choose which one to start with and then
press either the circle button to stop the reel and execute the move, or press
the square button to hold the reel to create a combo with another move. After
all moves are executed, you will go back to choose characters for the next turn.
The characters which have not been assigned battle commands will stay off the
screen and instead recover some HP.
b. Rescuing Characters
======================
A character whose movement has been disabled in battle can be put to safety off
the screen by using the "Rescue" command. Be aware that a character's weight
is a factor when rescuing someone; it's easier to rescue someone who is lighter
than the character who is doing the rescuing.
Take note that a petrified character is much heavier than normal, thus making it
very difficult to rescue him/her. Also, even though you can enter more than one
rescue command per character per turn, it's only the first command that will
have an effect. So in case of a failed attempt, it can be a good idea to enter
the command for more than one character.
* It's only possible to rescue characters whose movement has been disabled by
Sleep-, Paralysis-, Blackout- and Petrify effects.
* A character can only use the rescue command once each turn.
* The weight of both the character who is doing the rescuing and the character
being rescued are factors that determine the success rate of the rescue.
A petrified character is very difficult to rescue due to the heavy weight.
c. Battle Formations
====================
The battle formation of your party is determined by the order of which the
battle commands have been assigned to the characters. Basically, the characters
given the first commands will stand closest to the enemy (see the examples drawn
up below). Putting characters with low LP at the front is most often not such a
good idea, as the characters at the front will be prone to being attacked the
most.
Example A ~ [5 characters; 1 command each]
------------------------------------------
(1)
*
(2)* *(3)
* *
(4) (5) <--- The character you chose last will be less prone to
getting attacked by the enemy. Especially useful for
characters with low LP.
Example B ~ [2 characters; 4 commands for the 1st, 1 for the 2nd]
-----------------------------------------------------------------
(1)
*
(2)* <------- Since there are only 2 characters in the battle, both
of them will be close to the enemy, thus both of them
will be targeted often by enemy attacks.
d. Healing Characters Out of Battle
===================================
The characters that are not assigned battle commands will be left out of the
battle for one turn. They will then recover some HP just like when standing by
on the field screen. However, there are some things listed below that affect the
amount of HP recovered for characters left out of battle that don't affect
'resting' on the field screen. Note that characters with disabled movement
cannot recover HP when left out of battle.
* HP recovery rate
* Abilities (Heal +5~10, Heal -5~25, Ultra Heal)
* Unusual status (see Unusual Status section for more info)
* Lifeboost (Wood Art)
e. [Go!!!] and [Hold] Differences
=================================
As mentioned before, you can choose to either execute an attack (Go!!!), or
simply hold the attack to create a combo with other attacks. Both options have
their own positives and negatives, which are outlined below. Monsters can also
use these commands though, so when you choose [Go!!!] when the enemy is holding
an attack, the enemy attack(s) will also be included in the combo.
[Go!!!]
Positive: Interrupts the enemy's combo (all held enemy attacks will be
executed).
Negative: You will not get the benefit of the increased damage of a combo.
[Hold]
Positive: Makes it possible to create combos and increasing the attack damage.
Negative: Your combo may be interrupted by the enemy. Also, the reel when
comboing can be difficult to get to grips with.
f.
=========================U: SaGa Expert ~ Command===============================
Strategies for Few/Many Party Members in Battle?
------------------------------------------------
You should always think about how many members you want to have in a battle.
For example, if the enemies use mass attacks, it can be better to have fewer
characters in battle as you prevent more characters from getting hit. This also
works well if the enemies are using attacks with status effects such as Sleep or
Blackout, because there's a bigger chance of the same character getting attacked
frequently which will very often cancel those effects. If the enemies don't use
mass attacks and/or attacks with status effects, then it can be a good idea to
use more characters in battle. So always adjust your battle strategy to fit a
certain type of enemy.
================================================================================
11. Action Order
a. How the Action Order Is Determined
=====================================
When your characters and the monsters use actions in battle, the delay of the
actions is deciding the what the actual order of the actions will be. After
you have entered your battle commands, the action order is determined by the
factors listed in the chart below. And the order appropriately starts with the
action that has the shortest delay.
When one of your actions is next up on the action order, you may choose between
all your remaining actions and use one of them. As far as the monsters are
concerned though, they will always use the actions that is next on the order and
not choose between all their actions. They might choose to hold that action
though (see the Battle Action section for more info).
There's also a random factor in this system, so it does not allow two of the
same entered commands to end up getting the same delay. Also, the actual action
you perform can easily change the action order if you choose to perform an
action which has a longer delay than some other actions waiting in line (see the
"Effects of Acting 'Out of Turn'" section for more info).
Things That Influence an Action's Delay
--------------------------------------------------------------------------
Action's preferred distance | Delay becomes shorter as the difference |
against target's distance | between preferred distances become less. |
--------------------------------------------------------------------------
Character's total weight | Includes character and equipment weight; |
| delay becomes longer with more weight. |
--------------------------------------------------------------------------
Character's Skill level | The higher Skill becomes, the shorter |
| delay the action will have. |
--------------------------------------------------------------------------
Number of actions this round | The more actions taken during this round, |
| the longer the delay. |
--------------------------------------------------------------------------
b. Preferred Distance
=====================
When you use an Art or a Magic Art on a target in battle, the 'preferred
distance' to the target determines if your action has the shortest delay or not.
If the preferred distance to the target of your action is long, the delay of
your action ends up being longer. This is because of the seeing distance from
you to your target. If there is a long distance between you and your target, you
should use an action which has a long preferred distance.
When there are a lot of actions from both you and the enemies, the common
preferred distance between your and the enemies' first actions is approximately
50, while the preferred distance to your last action will be something like 500.
People outside battle have a preferred distance over 500. Since the preferred
distance of using magic is closest to this, casting magic on people outside the
battle will not increase the delay of that action as much as casting on someone
currently within battle. If an enemy or ally has fallen and the target of an
action changes after inputting the command, preferred distances will be
re-evaluated against the new target.
Preferred Distances for Actions
-------------------------------
10 Throw
20 Punch
40 Kick
50 Dagger, Axe
100 Sword, Staff
150 Spear
200 Gun
300 Bow
(Very Far) Magic
(Farthest) Resting outside battle
c. Status Conditions That Will Cause Loss of Actions
====================================================
If you're hit effectively by enemy attacks with status effects, your remaining
actions may be canceled, thus changing the action order. The 7 types of status
effects that have the ability to do this are listed below. There are abilities
that prevent most of these effects which can be drawn out of equipment. So in
order to prevent getting hit by these effects, you might want to set up your
equipment accordingly. Note that even when you cast Purify to cancel a status
effect on a character, the action order will not return to what it should have
been that turn.
Receiving Sleep, Paralysis, Petrify, Blackout, and Knockout
- All remaining actions will be lost.
Receiving Confusion during a round
- 66% of all remaining actions lost.
Starting a round with Confusion
- 66% of all actions will be lost.
Receiving Stun status
- For each action, there is a base 60% chance it will be cancelled.
d. Effects of Acting 'Out of Turn'
==================================
If there are any allied actions that came before an executed action in turn
order, then all those actions are delayed to the turn order of where the
executed action was supposed to have taken place (leading off with slow actions
delays everyone's turns to be just after where that action was supposed to have
taken place.)
A good way to create combos is to use magic which has a long preferred distance
as the first action. Most enemy actions will then be executed after that to give
you a better chance of comboing. That's also one of the great challenges of the
battle system; knowing when to use magic to best give you a shot at comboing.
e.
=========================U: SaGa Expert ~ Action Order==========================
Preferred Distance of Monster Actions
-------------------------------------
Unlike your own battle actions which all have their own various preferred
distance, the monster actions always have a prefered distance of 10. This means
that their Magic Arts normally take a shorter time to execute than yours. The
closer the preferred distance of a monster action to its target, the shorter its
delay. In light of this, you should try to plan your attacks accordingly if
possible.
================================================================================
12. Abilities
a. Using Abilities
==================
There are 2 types of abilities; the ones that you input a command to use, and
those that require you to equip the item to get the effects. The command
abilities work both on the field and in battle, while the effects of abilities
from equipped items are only effective in battle. Abilities that require no
command input only have an effect in battle.
b. Ability Classes
==================
The abilities are divided in 9 different classes, each with their own
characteristics. Out of those 9, the Skill Class, Magic Arts Class (only part of
it) and the Special Class can also be used on the field.
[Arts Class]
Reduces HP and Weapon durability costs. This is normally only possible with
Martial Arts.
[Magic Arts Class]
Reduces HP and equipment durability costs. Also increases the effectiveness of
Magic Arts.
[Defensive Action Class]
Dagger, Sword and Staff only. Can block enemy attacks when equipped in the 2nd
slot (the attack must be blockable by this defensive class - see the Monster
FAQ for more info).
[Evasion Class]
Shield only. Blocks enemy attacks of the associated attribute when equipped
in the 2nd slot.
[Status Defense Class]
Defensive equipment only. Prevents getting hit with the associated status
effects from monster attacks.
[Ability Defense Class]
Defensive equipment only. Lowers the risk of taking LP damage. Also prevents
getting effects such as Strength Down etc.
[Attribute Defense Class]
Defensive equipment only. Lowers the damage taken from enemy attacks of the
associated attribute.
[Recovery Class]
Increases/decreases the amount of HP you recover in battle (does not work in
the field).
[Special Class]
Only works in the field. Recovers HP and LP for your characters. Also opens
locked doors and treasure chests.
c. Stacking Abilities
=====================
You can increase the effectiveness of some abilities by stacking several of
them. Max 6 magic support abilities and 5 Life Protection abilities (recovery
abilities have no stack limit). There are 14 types that are stackable:
Fire Support
Earth Support
Metal Support
Water Support
Wood Support
Forbidden Support
Life Protection
Heal +5
Heal +10
Heal -5
Heal -10
Heal -15
Heal -20
Heal -25
d. Importance of Equipping in the Right Slot
============================================
Weapons and defensive equipment have specific abilities that only have an effect
when they're equipped in the right slot. For example, if you don't equip a
weapon in the right place (hands), you won't be able to use the Arts class
abilities on it. Likewise, the Recovery class abilities won't work (except for
Ultra Heal) unless you have the have it equipped in the hand or accessory slots.
e. Drawn Out Abilities
======================
When you look at your equipment, there might be empty slots where the abilities
should be. That means that you haven't drawn out the abilities of the item yet,
and thus you can't use them. However, the number of abilities is specific for
each item ranging from 1~4. So if there is a blank space in the ability list,
it might also mean that it isn't possible to draw out that ability from the
item.
The abilities are always drawn out in order from the top down. But if an item
has any slots where it's not possible to draw out an ability, the slot will
only display [---]. It's possible to draw out abilities at the end of battle or
at the blacksmith. When you've drawn out all the abilities from an item, the
item's full capacity will be utilized.
Also, if you've forced a Magic Art ability into a shield for example, that
ability will still be the one that will be drawn out even if you lose it in the
forging process later (while increasing durability for example, after you've
added it successfully to the shield). So you don't have to worry about adding
the Magic Art ability again as it can be drawn out again after battle or through
forging.
Now, if you've gotten a Magic Art ability by mistake while increasing durability
on a weapon for example, you will have to make another weapon out of that one,
and then forge it back into the weapon you had before. Just make sure you use
the right secondary material weight to get the right ability set when forging it
back to the weapon you wanted.
f. Drawing Out Abilities [Blacksmith]
=====================================
When you forge items at the blacksmith, the item can either gain or lose
abilities. The number of abilities on an item can never become zero when forging
items.
[Drawing Out Abilities at a Blacksmith]
Positive: * It's easy/effective.
* It does not become more difficult to draw out abilities when you've
already drawn out a number of abilities from the item.
Negative: * You can lose an ability every time you forge something.
* The abilities you've already drawn out may decrease.
g. Drawing Out Abilities [Battle]
=================================
After battle, you it's possible for the participating characters to draw out one
ability from an equipped item. The factors below determine whether an ability
will be drawn out or not, and all items equipped are taken into consideration.
In other words, you can also equip items in the wrong slot on purpose in order
to draw out more abilities. But take note that characters that haven't entered
battle commands will not get the chance to draw out abilities.
[Factors for Deciding Drawing Out Abilities]:
* Strength of the enemy; the stronger the enemy, the easier to draw out
abilities.
* Artiste skill panel; the higher the level of the skill panel, the easier
to draw out abilities.
* Number of drawn out abilities on the item; the more abilities already drawn
out, the lower chance of drawing out new ones.
[Drawing Out Abilities in Battle]
Positive: * It doesn't use up money or items.
* It's possible to draw out abilities from several items at the same
time.
Negative: * The more abilities you've drawn out of an item, the more difficult
it gets to draw out more abilities.
* It's more time-costly than the blacksmith method.
h.
==========================U: SaGa Expert ~ Abilities============================
Battle or Blacksmith Method - Which to Use When?
------------------------------------------------
Since there are pros and cons with both methods, you should consider what is
important to you. If you're in the middle of a story and you don't want to
waste time battling monsters, you might want to use the blacksmith method
instead. When using the blacksmith method, it's recommended to save after every
successful attempt. It can be a good idea to use this method to draw out Life
Protection abilities, making the game a little more manageable.
Adding Abilities to Equipment in the Wrong Order
------------------------------------------------
When you try to add a Magic Art ability to the 4th slot of a shield which hasn't
got 3 abilities already (in the first 3 slots), you won't get the success
message you normally get at the blacksmith even though it might have been a
success (the ability may be there waiting to be drawn out).
For example, if you use Opal on a shield which has only 1 or 2 abilities (in its
first two slots), and then after that the shield looks to be in the exact same
way it was before you did that forge. But the thing is that it may still have
been a successful forge. To find out if it was, you need to draw out the
abilities in the last two slots.
This is because it's not possible to draw out the abilities in a different order
than 1-2-3-4. So you won't get the success message at the blacksmith since you
can't draw out the 4th ability before you've drawn out the 3rd one. But in
reality the ability is still 'stored' in the weapon waiting to be drawn out
(which is possible only after you've drawn out the 3rd one).
So in conclusion, you should always see to it that your shield has the 3
abilities drawn out already before you start trying to add a Magic Art ability
to it. This is not really a problem when adding an ability to the 2nd slot of
a piece of equipment as it will most often already have an ability in the 1st
slot.
================================================================================
i. Ability List
===============
Magic Support Increases HP damage when casting associated spells.
Slash Evasion Allows evasion from both slash and hit attacks.
O Status Barrier Reduces the chance of being affected by both
status ailments and ability/element reductions.
Life Protection Reduces the chance of taking LP damage by 5%.
Stackable to 5 for a total protection of 25%.
Ultra Heal At the beginning of every turn, HP recovers by
50 - 100% of maximum.
Heal abilites The number represents the percentage bonus or
penalty to your HP Recovery, in terms of max HP.
They only function if equipped in the right slot.
Arts Class
--------------------------------------------------------------------------------
(See the Arts list in the Arts section)
Magic Arts Class
--------------------------------------------------------------------------------
Fire Arts Weapon: Carnelian (magic shop)
Accessory: Carnelian, Corundum (2)
Earth Arts Weapon: Topaz (magic shop)
Accessory: Topaz
Metal Arts Weapon: Opal (magic shop)
Accessory: Opal
Water Arts Weapon: Ravenite (magic shop)
Accessory: Ravenite, Corundum (1), Serpentine
Wood Arts Weapon: Lazuli (magic shop)
Accessory: Lazuli
Forbidden Arts (Only gained through synthesis)
Fire Support Weapon: Carnelian (magic shop)
Accessory: Feather, any Wood, Meteorite, Diamond,
(Supreme Jewel)
Head: Any Cloth
Body: Any Wood, Lazuli
Earth Support Weapon: Topaz (magic shop)
Accessory: Carnelian, Meteorite, Corundum (2)
Body: Carnelian
Metal Support Weapon: Topaz (magic shop)
Accessory: Any Mineral, Obsidian, Meteoric Iron
Head: Fur, Snake Skin, Croc Skin
Body: Topaz, (Supreme Jewel)
Water Support Weapon: Ravenite (magic shop)
Shield: Ironstone, Silver
Accessory: Opal, Silver, Corundum (1), Any Metal,
Any Precious Metal, (Supreme Jewel)
Head: Silver, Faerie Silver
Body: Opal, Silver
Legs: Marcasite, Iron, (Supreme Jewel)
Wood Support Weapon: Lazuli (magic shop)
Accessory: Any Bone, Any Scale, Angelite,
Serpentine, Meteoric Iron
Body: Coel. Scale, Ravenite
Forbidden Support Accessory: Demonite
Defense Action Class
--------------------------------------------------------------------------------
Parry Knife: Ability Ranks 2 - 7
Deflect Sword: Ability Ranks 1 - 5
Block Staff: Ability Ranks 1 - 5
Evasion Class
--------------------------------------------------------------------------------
Slash Evasion Shield: Any Leather, Any Wood, Any Scale,
Any Mineral, Any Bestial Stone, Silver,
Obsidian, Any Metal, Any Precious Metal
Pierce Evasion Shield: Any Wood, Any Scale, Any Mineral,
Any Bestial Stone, Silver, Obsidian,
Any Metal, Any Precious Metal
Physical Evasion Shield: Roadster, Queen Shiva
Heat Evasion Shield: Queen Shiva
Lightning Evasion Shield: Roadster
HIL Evasion Shield: Dragonscale
Attribute Defense Class
--------------------------------------------------------------------------------
@ Hit Barrier Body: Croc Skin
@ Heat Barrier Head: Hydra Skin
Body: Hydra Skin
Legs: Hydra Skin
@ Ice Barrier Head: Fur, Hydra Skin
Body: Croc Skin, Hydra Skin, Dragonscale
Legs: Hydra Skin
@ Lightning Barrier Body: Dragonscale, Meteorite, Meteoric Iron
O Slash Barrier Head: Corundum (2)
Body: Bone (1), Bone (2), Scale, Tortoise Shell,
Coel. Scale, Any Mineral, Any Bestial Stone,
Silver, Obsidian, Copper, Lead, Iron,
Steel (1), Steel (2), Any Precious Metal
O Hit Barrier Body: Any Cloth, Fur, Snake Skin, Damascus
Legs: Cotton, Fur
O Pierce Barrier Head: Silver, Faerie Silver
Body: Any Mineral, Any Bestial Stone, Silver,
Obsidian
O Heat Barrier Accessory: Serpentine
Head: Corundum (1)
O Ice Barrier Body: Cotton, Silk, Velvet, Fur, Snake Skin
Legs: Any Cloth, Fur, Snake Skin, Croc Skin
O Light Barrier Body: Meteoric Iron
O Status Barrier Head: Diamond
Body: Faerie Silver
^ Pierce Barrier Body: Bone (1), Bone (2)
Status Defense Class
--------------------------------------------------------------------------------
Null Poison Head: Hydra Skin
Body: Hydra Skin
Legs: Hydra Skin
Null Darkness Head: Bone (1), Bone (2), Any Scale, Any Mineral,
Any Bestial Stone, Obsidian, Any Metal,
Damascus
Null Petrify Accessory: Obsidian
Null Paralysis Accessory: Diamond
Null Blackout Accessory: Faerie Silver
Head: Faerie Silver
Body: Faerie Silver
Legs: Iron
Null Confusion Body: Glossed Silk
Ability Defense Class
--------------------------------------------------------------------------------
Life Protection Accessory: Bone (1), Bone (2), Angelite, Damascus,
(Supreme Jewel)
Head: (Supreme Jewel)
Body: Cotton, Silk, Velvet, Fur, Snake Skin,
Croc Skin, Any Wood, Bone (1), Bone (2),
Scale, Tortoise Shell, Coel. Scale,
Mullock (1), Mullock (2), Marcasite, Quartz,
Ironstone, Serpentine, Obsidian,
(Supreme Jewel)
Strength Saver Accessory: Roadster, Queen Shiva
Skill Saver Accessory: Roadster, Queen Shiva
Legs: Any Wood, Any Precious Stone, Mullock (1),
Mullock (2), Marcasite, Quartz, Diamond,
Copper, Lead, Meteoric Iron
Spirit Saver Body: Glossed Silk
Magic Saver Head: Bone (1), Bone (2), Any Scale, Any Mineral,
Any Bestial Stone, Silver, Obsidian,
Any Metal, Damascus
Endurance Saver Accessory: Roadster, Queen Shiva
Body: Copper, Lead, Iron, Steel (1), Steel (2),
Damascus
Recovery Class
--------------------------------------------------------------------------------
Heal +5 Accessory: Feather, Any Wood, Fang (1), Fang (2),
Any Scale, Mullock (1), Mullock (2),
Marcasite, Meteorite, Ironstone,
Any Bestial Stone, Any Jewel,
Any Metal, Damascus
Other: Dragonheart
Heal +10 Accessory: Angelite, Faerie Silver, Roadster,
Queen Shiva
Heal -5 Shield: Any Wood, Any Scale, Silver
Accessory: Bone (1), Bone (2)
Helm: Hydra Skin, Bone (1), Bone (2), Any Scale,
Any Mineral, Any Bestial Stone, Obsidian,
Corundum (1), Corundum (2), Diamond,
Any Metal, Damascus
Body: Any Cloth, Fur, Snake Skin, Croc Skin,
Any Wood
Legs: Hydra Skin, Any Precious Stone, Mullock (1),
Mullock (2), Any Bestial Stone
Heal -10 Shield: Scale, Tortoise Shell, Coel. Scale,
Any Mineral, Any Bestial Stone, Roadster,
Queen Shiva
Body: Hydra Skin, Bone (1), Bone (2), Scale,
Tortoise Shell, Coel. Scale, Carnelian,
Topaz, Opal, Ravenite, Lazuli
Legs: Quartz, Obsidian, Diamond, Copper, Lead,
Meteoric Iron
Heal -15 Shield: Dragonscale, Any Metal, Any Precious Metal
Body: Dragonscale, Silver, Faerie Silver
Heal -20 Shield: Obsidian
Accessory: Demonite
Body: Any Mineral, Serpentine
Heal -25 Body: Obsidian, Any Metal, Damascus
Ultra Heal Weapon: Dragonheart
Special Class
--------------------------------------------------------------------------------
Life Restorer Other: All Herbs
Locksmith Other: All Keys
================================================================================
13. Arts
a. Using Arts
=============
In order to use Arts, you need weapon or Martial Arts abilities. You perform
Arts by choosing an ability which will start a reel. The Art you will use is
determined by the panel on the reel you land on. There is one Art for every
level of an ability, and all characters will only have L1 Arts to use from the
outset.
In order to use high level Arts, you need to spark new ones in battle (see the
"Sparking Arts" section for more info). When you've sparked a new Art, new
colored panels will appear on the reel for that specific ability. To use the Art
you just sparked again, just start that reel again and hit one of the associated
panels. Note that the Arts you've sparked are connected with the character, not
the weapon itself. So you can change equipment and continue to use an Art when
you've changed back again.
b. Art Costs
============
When you use Arts, it costs HP as well as weapon durability (EN). The cost of
the various Arts is determined by the associated ability, In other words, all
Arts from a given ability on a weapon cost equally much to use. There are a
couple of skill panels you can use to lower the cost of Arts which are listed
below.
Note that it's not necessary to have HP or weapon durability left in order to
use Arts (there's no penalty in terms of attack power either). However, If your
weapon has no durability left when you start a new fight, you won't be able to
use it. But if the weapon runs out of durability in the middle of a battle, you
can still use it until the battle ends. Note that you can check an Art's costs
in battle by pressing the square and triangle buttons.
[Ways of Lowering Art Costs]
Master Technician: Reduces the HP cost of weapon Arts by 20%.
Thrift Saver: 20% chance of 0 durability cost when using items/equipment.
Note: If you equip the Master Magician/Technician skill panels in the BR or BL
slots on your Growth Panel, the effects will not work. This does not apply to
the Thrift Saver skill though.
c. Martial Arts Class
=====================
Depending on a character's total weight and skill panels, the Arts you can use
(or spark) can vary even though you use the same abilities. There are 3 types
(Lightweight, Normal & Heavy) of the Punch and Kick attack lines, while there
are 2 types (Lightweight & Normal) of the Throw attack line.
Whether you will be able to use the lightweight class is very much depending on
the character's body weight (see the "Weight" section for details). A very light
character might be able to have some decent equipment on and still be able to
get the lightweight class. Be careful that you don't change your equipment or
overwrite an associated skill panel because you might not be able to use your
preferred Martial Arts class.
Use the charts in the "Weight" section to calculate the weight of your
equipment. The best thing when it comes to equipping your characters is to
equip forged high end equipment such as Damascus. The weight of forged equipment
is 0, so your characters will get the benefits of being relatively light in
battle, plus you get the superior attack power and block rate of the weapons and
shields themselves.
Deciding Martial Arts Lines:
--------------------------------------------------------
| Total Weight |
Having a corresponding |--------------------------------
skill panel or MF | 14 or less | 15 or more |
--------------------------------------------------------
Having | Light class | Normal class |
--------------------------------------------------------
Not Having | Normal class | Heavy class(1) |
--------------------------------------------------------
(1)Throw=Normal class
*MF=Master Fighter panel
[Martial Arts Class Calculation]:
Character's bodyweight /4
+ the total weight of your equipment /8
+ the skill modifier value.
Skill modifier:
------------------------------------------------------------------
Ability used | Possessed skill panel | Modifier value |
------------------------------------------------------------------
| Kick or throw panel | -1 |
Punch |----------------------------------------------------
| Both kick and throw panel or MF | -2 |
------------------------------------------------------------------
| Punch or throw panel | -1 |
Kick | ---------------------------------------------------
| Both punch and throw panel or MF | -2 |
------------------------------------------------------------------
| Punch or kick panel | -1 |
Throw |----------------------------------------------------
| Both punch and kick panel or MF | -2 |
-------------------------------------------------------------------
* MF=Master Fighter panel
* This chart is only applies to Martial Arts class calculation, it does not
affect the outright weight of the character.
d. Guns
=======
The Gun Arts reel consists of 4 differently colored panels with different
effects on the attack damage. The panels in order of least to most damage are:
red [Miss], green [Hit!], blue [Hit!!] and white [Hit!!!]. Hitting the [Miss]
panel will result in a 'Random Shot' which won't deal much damage.
You can't spark any new Arts for Guns though, so the only two attacks available
are 'Shoot' and 'Random Shot'. But even so, with a high enough skill level, the
'Shoot' attack is sufficient enough even at the end of the game.
e. Weapon Meister and Master Fighter
====================================
Having the Weapon Meister skill panel equals having L3 weapon panels (except
Gun) in that it makes it possible to spark Arts from all those weapons. If you
have L4 panels of any of the weapons, the higher level ones takes priority
though. It also makes it easier to spark those said weapon Arts in battle. As
an added note, Iskandar has the Weapon Meister panel on his Growth Panel from
the beginning.
The Master Fighter skill panel equals having L3 Melee panels (Punch, Kick &
Throw) which makes it easier to put more of those panels on the reel. It also
makes it easier to spark Martial Arts in battle, and it also has an effect on
the Martial Arts class calculation.
f. Sparking Arts
================
When using a weapon ability or Melee in battle, a lightbulb can sometimes appear
above that character's head and thus spark a new Art (you get a new Art to use).
Since different abilities have different sets of Arts, you have to use different
weapon abilities in order to spark the Arts you want. Also, some Arts can be
part of several weapon abilities. But once you've sparked a certain Art when
using a particular weapon ability, you don't have to spark that same Art again
when you use a different weapon ability.
The chance of sparking a new Art is specific for each Art, although the rule of
thumb is: the stronger the Art, the harder it is to spark. The factors that
affect the chance of sparking new Arts are explained below. If you want to learn
low level Arts easily, you should try fighting monsters that have a high spark
rank while having the associated skill panel on your Growth Panel.
When you use a combo with 2 or more characters, it's possible for one character
to spark more than 2 new Arts in one go. Furthermore, if you have both L2 and L3
panels of the same sort on your Growth Panel, the panel with the highest level
always has priority, regarding the panels that will appear on the associated
reel.
g.
============================U: SaGa Expert ~ Arts===============================
Bopeep and Nutcracker Effects
-----------------------------
In addition to the damage of an attack, some Arts also have an added effect
which can affect the target. You can check the effects of your acquired skills
and Arts in the 'Skill and Arts' menu. The 'Nutcracker' effect of the Nutcracker
Staff Art lowers the target's defensive equipment, while the 'Bopeep' effect of
the Bopeep Sword Art causes Sleep + Blackout.
================================================================================
h. Tips for Training Your Characters
====================================
1. Replay Adventures
--------------------
When you don't clear (time-up) an adventure and return to town, the bosses and
fixed enemies will reappear again so you can face them again the next time you
re-play the adventure. Using this method, you can repeatedly fight tough side
quest bosses with high spark rank and learn new Arts. Side quests that are
especially useful for this purpose are 'Dragons Haven', 'The Three Keys',
'Knight's Mausoleum' and 'Leith Torles Tower' among others. This method does
not work where the adventure ends immediately after you defeat the boss though.
2. Use Weak Weapons
-------------------
When you want to spark weapon Arts, you might want to use weak weapons as it
will then take longer to wear down the HP and subsequently the LP of the boss.
This will make the battle longer and thus give you more chances to spark new
Arts.
3. Defeat the Enemy
-------------------
Most important of all, it won't serve any purpose if you die against a boss
while training your characters, so be sure you can win the fight. Some of the
gauntlet battle enemies have high spark ranks so they can be good opponents,
especially since you can't game over when you're defeated by them.
i. Bosses with High Spark Rank
==============================
Laura
-----
Main Adventures:
---------------------------------------------------------------------------
Adventure | Boss | Spark Rank |
---------------------------------------------------------------------------
Decisive Battle at Dagul Bos's Castle | Dagul Bos | 8 |
---------------------------------------------------------------------------
Galeos the Traitor | Minoton [Barehanded] | 7 |
-------------------------------------
| Ajatar | 8 |
-------------------------------------
| Basil Galeos | 8 |
---------------------------------------------------------------------------
Side Quests:
---------------------------------------------------------------------------
Adventure | Boss | Spark Rank |
---------------------------------------------------------------------------
Titan's Flute | Guardian | 8 |
---------------------------------------------------------------------------
Hanging Garden | Giant Drone | 7 |
---------------------------------------------------------------------------
Leith Torles Tower | Sabre Tiger | 7 |
-------------------------------------
| Amemit | 8 |
-------------------------------------
| Ajatar | 9 |
-------------------------------------
| Gold Dragon | 11 |
---------------------------------------------------------------------------
Night Desert | Sabre Tiger | 7 |
---------------------------------------------------------------------------
Starship Anchor | Arcwinger | 8 |
-------------------------------------
| Lich [B] | 8 |
---------------------------------------------------------------------------
Secret Adventure | Greed[B] | 8 |
---------------------------------------------------------------------------
Knight's Mausoleum | Minoton [Axe] | 9 |
-------------------------------------
| Giant | 11 |
---------------------------------------------------------------------------
Avalon | Blue Dragon | 7 |
---------------------------------------------------------------------------
In comparison with the other main character stories, Laura has access to
relatively few bosses with high spark rank in her main adventures. Your best bet
is to replay side quests to spark new Arts. Knight's Mausoleum is a good place
to train your characters, and in particular the Giant boss. You can use this
boss to spark new Arts throughout the whole game since the spark rank is so
high. A recommended tactic is to use Platyphyllum's Missile Guard spell to
protect against the Giant's pierce attacks.
Ventus
------
Main Adventures:
---------------------------------------------------------------------------
Adventure | Boss | Spark Rank |
---------------------------------------------------------------------------
To the Great Wizard's Tower | Sabre Tiger | 7 |
-------------------------------------
| Amemit | 8 |
-------------------------------------
| Ajatar | 9 |
-------------------------------------
| Gold Dragon | 11 |
---------------------------------------------------------------------------
The Dragonheart | Red Dragon | 10 |
---------------------------------------------------------------------------
Showdown with Kalandorn | Blue Dragon | 7 |
-------------------------------------
| Red Dragon | 10 |
---------------------------------------------------------------------------
Side Quests:
---------------------------------------------------------------------------
Adventure | Boss | Spark Rank |
---------------------------------------------------------------------------
The Cavern of Murals | Ajatar | 9 |
---------------------------------------------------------------------------
Titan's Flute | Guardian | 8 |
---------------------------------------------------------------------------
Warmth of the Throne | Greed [B] | 8 |
---------------------------------------------------------------------------
Hanging Garden | Giant Drone | 7 |
---------------------------------------------------------------------------
Dragon of the Fiery Mountain | Red Dragon | 10 |
---------------------------------------------------------------------------
Night Desert | Sabre Tiger | 7 |
---------------------------------------------------------------------------
Starship Anchor | Arcwinger | 8 |
-------------------------------------
| Lich [B] | 8 |
---------------------------------------------------------------------------
Secret Adventure | Greed[B] | 8 |
---------------------------------------------------------------------------
The Three Keys | Sabre Tiger | 7 |
---------------------------------------------------------------------------
Legendary Leviathan | Leviathan | 7 |
---------------------------------------------------------------------------
Pirate's Invitation | Sabre Tiger | 7 |
---------------------------------------------------------------------------
Coliseum Ruins | Minoton [Barehanded] | 7 |
---------------------------------------------------------------------------
Deities' Table | Bird of Heaven | 7 |
-------------------------------------
| Anka | 8 |
---------------------------------------------------------------------------
Sunken City | Tao-Tie | 8 |
---------------------------------------------------------------------------
Avalon | Blue Dragon | 7 |
---------------------------------------------------------------------------
Since you don't fight the Gold Gragon in the 'The Dragonheart' adventure like
you do in the more common training side quest Dragon's Haven, you're better off
repeatedly fighting the Red Dragon while in the Arbitor's Eyes section of the
'The Dragonheart' adventure. The Knight's Mausoleum side quest is not accessible
for Ventus, but he has access to many other bosses with high spark rank, so it
shouldn't matter too much.
Judy
----
Main Adventures:
---------------------------------------------------------------------------
Adventure | Boss | Spark Rank |
---------------------------------------------------------------------------
Save Grandpa! | Bird of Heaven | 7 |
---------------------------------------------------------------------------
Side Quests:
---------------------------------------------------------------------------
Warmth of the Throne | Greed [B] | 8 |
---------------------------------------------------------------------------
Dagul Bos's Castle | Minoton [Barehanded] | 7 |
---------------------------------------------------------------------------
Hanging Garden | Giant Drone | 7 |
---------------------------------------------------------------------------
Leith Torles Tower | Sabre Tiger | 7 |
-------------------------------------
| Amemit | 8 |
-------------------------------------
| Ajatar | 9 |
-------------------------------------
| Gold Dragon | 11 |
---------------------------------------------------------------------------
Night Desert | Sabre Tiger | 7 |
---------------------------------------------------------------------------
The Three Keys | Sabre Tiger | 7 |
---------------------------------------------------------------------------
Legendary Leviathan | Leviathan | 7 |
---------------------------------------------------------------------------
Pirate's Invitation | Sabre Tiger | 7 |
---------------------------------------------------------------------------
Sunken City | Tao-Tie | 8 |
---------------------------------------------------------------------------
Knight's Mausoleum | Minoton [Axe] | 9 |
-------------------------------------
| Giant | 11 |
---------------------------------------------------------------------------
Avalon | Blue Dragon | 7 |
---------------------------------------------------------------------------
There's a clear shortage of high spark rank bosses in Judy's main adventures,
even the Elder Dragon [White][B] in the 'I'm Coming For You, Mom!' adventure
has a mere spark rank of 6. Finding a good training spot in the main
adventures is quite difficult, so your best bet is repeatedly fighting the
bosses in the 'The Three Keys' and 'Knight's Mausoleum' side quests to get new
Arts. Just remember that you can also fight the Bird of Heaven in the
'Save Grandpa!' adventure.
Kurt
----
Main Adventures:
---------------------------------------------------------------------------
Adventure | Boss | Spark Rank |
---------------------------------------------------------------------------
Gauntlet Battle #8 | Agares | 9 |
---------------------------------------------------------------------------
Gauntlet Battle #9 | Abbadon | 10 |
---------------------------------------------------------------------------
Gauntlet Battle #10 | Domliat | 12 |
---------------------------------------------------------------------------
Jeanne's Challenge | Arcwinger | 8 |
---------------------------------------------------------------------------
To Starship Anchor | Arcwinger | 8 |
---------------------------------------------------------------------------
Side Quests:
---------------------------------------------------------------------------
Adventure | Boss | Spark Rank |
---------------------------------------------------------------------------
The Cavern of Murals | Ajatar | 9 |
---------------------------------------------------------------------------
Titan's Flute | Guardian | 8 |
---------------------------------------------------------------------------
Warmth of the Throne | Greed [B] | 8 |
---------------------------------------------------------------------------
Hanging Garden | Giant Drone | 7 |
---------------------------------------------------------------------------
Dragon of the Fiery Mountain | Red Dragon | 10 |
---------------------------------------------------------------------------
Dragon's Haven | Red Dragon | 10 |
-------------------------------------
| Gold Dragon | 11 |
---------------------------------------------------------------------------
Two Moons Temple | Blue Dragon | 7 |
-------------------------------------
| Red Dragon | 10 |
-------------------------------------
| Satanachia | 9 |
---------------------------------------------------------------------------
Night Desert | Sabre Tiger | 7 |
---------------------------------------------------------------------------
Starship Anchor | Arcwinger | 8 |
-------------------------------------
| Lich [B] | 8 |
---------------------------------------------------------------------------
Secret Adventure | Greed[B] | 8 |
---------------------------------------------------------------------------
The Three Keys | Sabre Tiger | 7 |
---------------------------------------------------------------------------
Pirate's Invitation | Sabre Tiger | 7 |
---------------------------------------------------------------------------
Coliseum Ruins | Minoton [Barehanded] | 7 |
---------------------------------------------------------------------------
Deities' Table | Bird of Heaven | 7 |
-------------------------------------
| Anka | 8 |
---------------------------------------------------------------------------
Sunken City | Tao-Tie | 8 |
---------------------------------------------------------------------------
Avalon | Blue Dragon | 7 |
---------------------------------------------------------------------------
You can use Kurt's Gauntlet battles which are exclusive to him to spark new
Arts. As long as you don't defeat Domliat, you can always use this to learn
virtually all the Arts you want for Kurt. But on the other hand, you can't bring
other people into these battles, so this is only handy for learning Arts with
Kurt. But there's no shortage of side quest in which to train the rest of your
characters, so that's not really a worry.
Ruby
----
Main Adventures:
---------------------------------------------------------------------------
Adventure | Boss | Spark Rank |
---------------------------------------------------------------------------
Undercity Pharos | Samurai Master | 9 |
---------------------------------------------------------------------------
To Starship Anchor | Arcwinger | 8 |
-------------------------------------
| Lich [B] | 8 |
---------------------------------------------------------------------------
Deities' Table | Bird of Heaven | 7 |
-------------------------------------
| Anka | 8 |
---------------------------------------------------------------------------
Flying Island | Blue Dragon | 7 |
---------------------------------------------------------------------------
Nakle Lines | Tagut | 10 |
---------------------------------------------------------------------------
Two Moons Temple | Blue Dragon | 7 |
-------------------------------------
| Red Dragon | 10 |
-------------------------------------
| Satanachia | 9 |
---------------------------------------------------------------------------
Side Quests:
---------------------------------------------------------------------------
Adventure | Boss | Spark Rank |
---------------------------------------------------------------------------
The Cavern of Murals | Ajatar | 9 |
---------------------------------------------------------------------------
Titan's Flute | Guardian | 8 |
---------------------------------------------------------------------------
Warmth of the Throne | Greed [B] | 8 |
---------------------------------------------------------------------------
Dagul Bos's Castle | Minoton [Barehanded] | 7 |
---------------------------------------------------------------------------
Dragon of the Fiery Mountain | Red Dragon | 10 |
---------------------------------------------------------------------------
Dragon's Haven | Red Dragon | 10 |
-------------------------------------
| Gold Dragon | 11 |
---------------------------------------------------------------------------
Night Desert | Sabre Tiger | 7 |
---------------------------------------------------------------------------
Secret Adventure | Greed[B] | 8 |
---------------------------------------------------------------------------
Coliseum Ruins | Minoton [Barehanded] | 7 |
---------------------------------------------------------------------------
Sunken City | Tao-Tie | 8 |
---------------------------------------------------------------------------
Knight's Mausoleum | Minoton [Axe] | 9 |
-------------------------------------
| Giant | 11 |
---------------------------------------------------------------------------
Having all the Seven Wonders as main adventures, Ruby's story is full of bosses
with high spark rank. Even among those adventures, the Samurai Master in the
'Undercity Pharos' adventure has a pretty good spark rank comparatively, so
that could be a good place to spark some Arts.
Also, the Tagut boss in Nakle Lines has a very high spark rank, but he is also
very tough to defeat. But contrary to the Nakle Lines side quest, the main
adventure allows you to save when you use the Tetra Force. So in reality, if you
use the Tetra Force, there isn't much risk in using Tagut as a place to learn
Arts.
Mythe
-----
Main Adventures:
---------------------------------------------------------------------------
Adventure | Boss | Spark Rank |
---------------------------------------------------------------------------
Tiffon's Secret | Sabretiger | 7 |
---------------------------------------------------------------------------
To Iskandar's Shrine...Again | Giant | 11 |
---------------------------------------------------------------------------
Side Quests:
---------------------------------------------------------------------------
Adventure | Boss | Spark Rank |
---------------------------------------------------------------------------
The Cavern of Murals | Ajatar | 9 |
---------------------------------------------------------------------------
Titan's Flute | Guardian | 8 |
---------------------------------------------------------------------------
Warmth of the Throne | Greed [B] | 8 |
---------------------------------------------------------------------------
Dagul Bos's Castle | Minoton [Barehanded] | 7 |
---------------------------------------------------------------------------
Hanging Garden | Giant Drone | 7 |
---------------------------------------------------------------------------
Leith Torles Tower | Sabre Tiger | 7 |
-------------------------------------
| Amemit | 8 |
-------------------------------------
| Ajatar | 9 |
-------------------------------------
| Gold Dragon | 11 |
---------------------------------------------------------------------------
Night Desert | Sabre Tiger | 7 |
---------------------------------------------------------------------------
Starship Anchor | Arcwinger | 8 |
-------------------------------------
| Lich [B] | 8 |
---------------------------------------------------------------------------
Secret Adventure | Greed[B] | 8 |
---------------------------------------------------------------------------
Legendary Leviathan | Leviathan | 7 |
---------------------------------------------------------------------------
Pirate's Invitation | Sabre Tiger | 7 |
---------------------------------------------------------------------------
Coliseum Ruins | Minoton [Barehanded] | 7 |
---------------------------------------------------------------------------
Deities' Table | Bird of Heaven | 7 |
-------------------------------------
| Anka | 8 |
---------------------------------------------------------------------------
Sunken City | Tao-Tie | 8 |
---------------------------------------------------------------------------
Avalon | Blue Dragon | 7 |
---------------------------------------------------------------------------
There are relatively few side quest that have bosses with a high spark rank
that you can fight repeatedly. Mythe can't get the Knight's Mausoleum side
quest, but you can still fight the Giant in the 'To Iskandar's Shrine...Again'
adventure. And since you can't replay main adventures, you'll really want to
spark some Arts against the Giant.
As an added note, the Sabretiger can be really difficult to defeat in the
'Tiffon's Secret' adventure unless you have attacks with the Blackout effect,
such as the Bow Art Shadow Arrow. This is a great place to spark new Arts, but
be aware that this fight can be a handful so early in the game.
Since it's difficult to find good training spots for Mythe, you can also fight
the Sabretiger in the 'Night Desert' side quest. Being a bit later in the game,
it won't be as difficult to defeat the Sabretiger in this quest as it is in the
aforementioned one.
Armic
-----
Main Adventures:
---------------------------------------------------------------------------
Adventure | Boss | Spark Rank |
---------------------------------------------------------------------------
Volcano Adventure | Red Dragon | 10 |
---------------------------------------------------------------------------
Side Quests:
---------------------------------------------------------------------------
Adventure | Boss | Spark Rank |
---------------------------------------------------------------------------
The Cavern of Murals | Ajatar | 9 |
---------------------------------------------------------------------------
Titan's Flute | Guardian | 8 |
---------------------------------------------------------------------------
Warmth of the Throne | Greed [B] | 8 |
---------------------------------------------------------------------------
Dagul Bos's Castle | Minoton [Barehanded] | 7 |
---------------------------------------------------------------------------
Hanging Garden | Giant Drone | 7 |
---------------------------------------------------------------------------
Leith Torles Tower | Sabre Tiger | 7 |
-------------------------------------
| Amemit | 8 |
-------------------------------------
| Ajatar | 9 |
-------------------------------------
| Gold Dragon | 11 |
---------------------------------------------------------------------------
Dragon's Haven | Red Dragon | 10 |
-------------------------------------
| Gold Dragon | 11 |
---------------------------------------------------------------------------
Night Desert | Sabre Tiger | 7 |
---------------------------------------------------------------------------
Starship Anchor | Arcwinger | 8 |
-------------------------------------
| Lich [B] | 8 |
---------------------------------------------------------------------------
Secret Adventure | Greed[B] | 8 |
---------------------------------------------------------------------------
The Three Keys | Sabre Tiger | 7 |
---------------------------------------------------------------------------
Legendary Leviathan | Leviathan | 7 |
---------------------------------------------------------------------------
Pirate's Invitation | Sabre Tiger | 7 |
---------------------------------------------------------------------------
Coliseum Ruins | Minoton [Barehanded] | 7 |
---------------------------------------------------------------------------
Deities' Table | Bird of Heaven | 7 |
-------------------------------------
| Anka | 8 |
---------------------------------------------------------------------------
Sunken City | Tao-Tie | 8 |
---------------------------------------------------------------------------
Knight's Mausoleum | Minoton [Axe] | 9 |
-------------------------------------
| Giant | 11 |
---------------------------------------------------------------------------
There aren't a lot of bosses to train your characters against as far as main
adventures are concerned, but there are quite a lot of side quests to fill
that purpose instead. 'Dragon's Haven', 'The Three Keys' and 'Knight's
Mausoleum' are all available to choose from, so replaying those quests will
give you plenty of chances of strengthening your characters. You can also fight
the Red Dragon in the 'Volcano Adventure' early in the game, which can give your
party a considerable boost.
j. Arts List
============
Tgt - Target. Eligible targets for the attack.
One - Affects single enemy.
All - Affects all enemies.
G - Growth Rate. Rate of damage increase due to ability increase.
HP - HP Attack Power. Effectiveness at dealing HP damage.
LP - LP Attack Power. Ability to succeed LP damage judgements.
# - Number of hits. Influences HP damage and LP damage judgements.
Acc - Accuracy. Reliability of the attack to not miss.
Attr - Attack Attribute. The classification of damage type.
Sls - Slash
Hit - Hit
Prc - Pierce
Lng - Lightning
Lt - Light
Effect - Effect. Special effects inflicted on target(s) of the attack.
Martial Arts
--------------------------------------------------------------------------------
Punch (Normal class) 10 HP :: 0 EN
Attack Tgt G HP LP # Acc Attr Effect
L1 Punch (Uppercut) One 5 5 1 1 B Hit -
L2 Bear Swipe One 6 10 3 1 B Hit -
L3 Brute Force One 8 10 3 1 A Hit Lowers Endurance
L4 Deadly Palm One 10 10 3 1 A Hit Lowers Endurance
Punch (Lightweight class) 10 HP :: 0 EN
Attack Tgt G HP LP # Acc Attr Effect
L1 Hummingbird One 3 10 2 1 B Hit -
L2 Gatling Jab One 3 15 2 3 B Hit -
L4 Bodhisattva One 6 6 3 6 A Hit -
Punch (Heavy class) 10 HP :: 0 EN
Attack Tgt G HP LP # Acc Attr Effect
L1 Punch (Uppercut) One 5 5 1 1 B Hit -
L3 Punchout One 6 15 3 3 B Hit -
L4 Raksha One 8 40 6 1 B Hit Blackout
Kick (Normal class) 15 HP :: 0 EN
Attack Tgt G HP LP # Acc Attr Effect
L1 Kick One 5 10 2 1 C Hit -
L2 Sinker One 5 15 5 1 B Hit Lowers Strength
L3 Thunder Kick One 6 20 3 1 B Hit -
L4 Flying Knee One 8 25 3 1 B Hit -
Kick (Lightweight class) 15 HP :: 0 EN
Attack Tgt G HP LP # Acc Attr Effect
L1 Kick One 5 10 2 1 C Hit -
L2 Sinker One 5 15 5 1 B Hit Lowers Strength
L3 Triangle Kick One 7 15 6 1 A Hit -
L4 Three Dragon One 9 30 5 3 A Hit -
Kick (Heavy class) 15 HP :: 0 EN
Attack Tgt G HP LP # Acc Attr Effect
L1 Kick One 5 10 2 1 C Hit -
L3 Kickrush One 5 20 3 3 B Hit -
L4 Flash Flood One 6 25 3 3 B Hit -
Throw (Normal class) 15 HP :: 0 EN
Attack Tgt G HP LP # Acc Attr Effect
L1 Throw One 5 5 1 1 C Hit Stun
L2 Kawazu Throw One 6 10 2 1 B Hit Stun
L3 Hammerfall One 7 20 2 1 B Hit Stun
L4 Call Back One 7 20 4 2 A Hit Stun
Throw (Lightweight class) 15 HP :: 0 EN
Attack Tgt G HP LP # Acc Attr Effect
L1 Hairdryer One 3 5 - 1 B Hit Stun
L2 Kawazu Throw One 6 10 2 1 B Hit Stun
L3 Cyclone One 6 20 2 1 A Hit+Prc Stun
L4 Windwhistle One 6 20 4 3 A Hit+Prc Stun
Knife Arts
--------------------------------------------------------------------------------
Quick Thrust 5 HP :: 1 EN Ranks: All
Attack Tgt G HP LP # Acc Attr Effect
L1 Quick Thrust One 4 5 5 1 A Prc -
L2 Sonic Thrust One 5 10 6 1 A Prc -
L3 Lightning Thrust One 5 10 5 1 A Prc+Lng Paralysis
L4 Blitz One 7 15 6 1 A Prc -
Knife Throw 5 HP :: 1 EN Ranks: 1-3
Attack Tgt G HP LP # Acc Attr Effect
L1 Knife Throw One 3 10 5 1 B Prc -
L2 Trickster One 4 10 6 1 B Prc -
L4 Juggle One 6 10 6 3 B Prc -
Trick Shot 10 HP :: 1 EN Ranks: 1, 4-5
Attack Tgt G HP LP # Acc Attr Effect
L1 Trick Shot One 4 5 5 1 B Prc -
L2 Trickster One 4 10 6 1 B Prc -
L3 Cut In One 7 15 4 1 B Sls -
L4 Double Trickster One 6 20 6 2 B Prc -
Stunner 10 HP :: 1 EN Ranks: 1-2, 4, 6-8
Attack Tgt G HP LP # Acc Attr Effect
L1 Stunner One 3 5 1 1 A Prc Numb
L2 Lightning Thrust One 5 10 5 1 A Prc+Lng Paralysis
L3 Slashout One 5 10 5 2 A Sls+Prc Paralysis
L4 Bloody Mary One 5 20 7 3 A Prc Blackout
Speedy Bleedy 15 HP :: 1 EN Ranks: 3, 5-6, 8
Attack Tgt G HP LP # Acc Attr Effect
L1 Speedy Bleedy One 5 5 5 1 A Prc -
L2 Sonic Thrust One 5 10 6 1 A Prc -
L3 Cut In One 7 15 4 1 B Sls -
L4 Cross Cut One 7 15 5 2 A Sls+Prc -
Dice 20 HP :: 2 EN Ranks: 7-8
Attack Tgt G HP LP # Acc Attr Effect
L1 Dice One 3 5 4 3 B Sls -
L3 Mince One 5 15 5 3 B Sls -
L4 Puree One 5 25 6 5 B Sls -
Sword Arts
--------------------------------------------------------------------------------
Multi Blade 15 HP :: 1 EN Ranks: All
Attack Tgt G HP LP # Acc Attr Effect
L1 Multi Blade One 3 5 2 2 B Sls -
L2 Double Mist One 6 10 3 1 B Sls -
L3 Heaven and Earth One 6 10 3 2 B Sls Stun
L4 Triple Edge One 6 15 2 3 B Sls -
L5 Reckless Slash One 5 15 2 6 B Sls -
Rear Blade 15 HP :: 1 EN Ranks: 1-3
Attack Tgt G HP LP # Acc Attr Effect
L1 Rear Blade One 2 5 3 2 B Sls+Hit Stun
L2 Double Mist One 6 10 3 1 B Sls -
L3 Roundabout One 6 15 5 2 A Sls Stun
L4 Bopeep One 6 20 5 3 A Sls Sleep+Blackout
Slash 20 HP :: 1 EN Ranks: 1-2, 4-7
Attack Tgt G HP LP # Acc Attr Effect
L1 Slash One 4 5 3 2 B Sls -
L2 Slice One 4 10 3 2 B Sls -
L3 Gust One 5 10 3 2 B Sls Skill down
L4 Dragon's Tail One 7 20 3 2 A Sls -
L5 Clear Water One 10 40 4 1 A Sls -
Cross Slash 15 HP :: 1 EN Ranks: 3-4, 6-8
Attack Tgt G HP LP # Acc Attr Effect
L1 Cross Slash One 4 5 3 2 C Sls -
L2 X-Terminator One 4 10 3 2 C Sls -
L3 Grand Cross One 5 15 4 2 B Sls -
L4 Doppelganger One 7 15 5 4 B Sls -
Stardust 25 HP :: 1 EN Ranks: 5-8
Attack Tgt G HP LP # Acc Attr Effect
L1 Stardust One 6 9 3 1 C Sls -
L2 Noggin Knocker One 6 10 3 1 C Sls -
L3 Heaven and Earth One 6 10 3 2 B Sls Stun
L4 Dragon's Tail One 7 20 3 2 A Sls -
L5 Golden Dragon One 9 45 4 3 C Sls -
Blast 35 HP :: 2 EN Ranks: 8
Attack Tgt G HP LP # Acc Attr Effect
L1 Blast One 5 15 3 1 D Sls -
L2 Noggin Knocker One 6 10 3 1 C Sls -
L3 Bear Slash One 8 35 3 1 B Sls -
L4 Vandalize One 9 55 3 1 A Sls -
Axe Arts
--------------------------------------------------------------------------------
Wood Chopper 15 HP :: 1 EN Ranks: All
Attack Tgt G HP LP # Acc Attr Effect
L1 Wood Chopper One 5 10 3 1 C Sls+Hit -
L2 Bamboo Split One 6 10 3 1 C Sls+Hit -
L4 Phoenix Blow One 8 45 3 2 A Sls+Hit -
Tomahawk 15 HP :: 1 EN Ranks: 1-6
Attack Tgt G HP LP # Acc Attr Effect
L1 Tomahawk One 5 5 3 1 C Sls+Hit -
L2 Juggler's Nightmare One 7 10 3 1 C Sls+Hit -
L3 Skydive One 8 15 3 1 B Sls+Hit -
L4 Skyscraper One 9 20 4 1 B Sls+Hit -
Time Lapse 25 HP :: 1 EN Ranks: 1-4, 7-8
Attack Tgt G HP LP # Acc Attr Effect
L1 Time Lapse One 6 5 4 1 C Sls+Hit -
L2 Backslash One 7 5 5 2 C Sls+Hit -
L4 Reverse Delta One 9 30 7 3 B Sls+Hit -
Hammer 35 HP :: 1 EN Ranks: 1-2, 5-8
Attack Tgt G HP LP # Acc Attr Effect
L1 Hyper Hammer One 4 10 3 2 C Sls+Hit -
L2 Slew Motion One 5 15 3 2 C Sls+Hit -
L3 Night's Crossing One 5 25 4 3 C Sls+Hit -
L4 Fuji View One 6 30 4 4 C Sls+Hit -
Bash 45 HP :: 2 EN Ranks: 3-8
Attack Tgt G HP LP # Acc Attr Effect
L1 Bash One 6 15 2 1 D Sls+Hit -
L2 Heartbreaker One 7 20 2 1 D Sls+Hit Lowers Magic
L3 Night's Crossing One 5 25 4 3 C Sls+Hit -
L4 Splinter Pierce One 8 30 3 3 D Sls+Hit -
Staff Arts
--------------------------------------------------------------------------------
Slam 10 HP :: 1 EN Ranks: All
Attack Tgt G HP LP # Acc Attr Effect
L1 Slam One 3 5 1 1 B Hit -
L2 Drag Down One 4 10 1 1 B Hit Lowers Strength
L3 Cruncher One 5 15 5 1 B Hit Lowers Endurance
L4 Aqua Luna One 7 15 8 1 A Hit Lowers Spirit
Roundhouse 10 HP :: 1 EN Ranks: 1
Attack Tgt G HP LP # Acc Attr Effect
L1 Roundhouse One 3 5 2 2 B Hit -
L2 Repound One 3 10 2 2 B Hit -
L3 Drag Down One 4 10 1 1 B Hit Lowers Strength
L4 Time & Tide One 7 25 1 2 B Hit Blackout
Multi Hit 15 HP :: 1 EN Ranks: 1-6
Attack Tgt G HP LP # Acc Attr Effect
L1 Multi Hit One 4 5 1 2 C Hit -
L2 Triple Hit One 4 10 3 3 C Hit Lowers Endurance
L3 Rock Splitter One 4 20 3 3 C Hit -
L4 Total Agony One 5 20 4 4 C Hit Lowers Endurance
Bone Crusher 15 HP :: 1 EN Ranks: 2-3, 6-8
Attack Tgt G HP LP # Acc Attr Effect
L1 Bone Crusher One 4 5 2 1 C Hit Lowers Strength
L2 Skull Splitter One 4 10 2 1 C Hit Lowers Magic
L3 Cruncher One 5 15 5 1 B Hit Lowers Endurance
L4 Pulverizer One 3 30 2 3 B Hit Lowers Endurance
Coma Dose 20 HP :: 1 EN Ranks: 4-8
Attack Tgt G HP LP # Acc Attr Effect
L1 Coma Dose One 5 10 3 1 C Hit -
L2 Cruncher One 5 15 5 1 B Hit Lowers Endurance
L3 Bell Ringer One 6 20 3 1 C Hit -
L4 Nutcracker One 8 25 3 1 B Hit Lowers Defense
Golden Dragon 25 HP :: 1 EN Ranks: 7-8
Attack Tgt G HP LP # Acc Attr Effect
L1 Earth Dragon All 4 10 1 1 A Hit Stun
L4 Grand Slam All 1 25 1 1 A Hit Stun
Spear Arts
--------------------------------------------------------------------------------
Flash Pierce 15 HP :: 1 EN Ranks: All
Attack Tgt G HP LP # Acc Attr Effect
L1 Flash Pierce One 6 5 5 1 B Prc -
L2 Bolt Skewer One 6 10 5 1 B Prc -
L4 Arm of Light One 8 20 5 2 B Prc -
Javelin 15 HP :: 1 EN Ranks: 1-5
Attack Tgt G HP LP # Acc Attr Effect
L1 Javelin One 5 10 4 1 C Prc -
L2 Bolt Skewer One 6 10 5 1 B Prc -
L3 Puncture One 6 15 5 2 B Prc -
L4 Twin Dragons One 7 15 5 2 B Prc -
L5 DHS One 9 20 6 2 B Prc -
Grasshopper 20 HP :: 1 EN Ranks: 1-4, 6-7
Attack Tgt G HP LP # Acc Attr Effect
L1 Grasshopper One 3 10 1 1 C Sls+Prc Stun
L3 Reaper All 5 25 1 2 C Sls+Prc Stun
Aim 20 HP :: 1 EN Ranks: 1-2, 5-8
Attack Tgt G HP LP # Acc Attr Effect
L1 Aim One 5 15 6 1 A Sls+Hit+Prc -
L3 Divine Lancer One 8 15 7 1 A Sls+Prc Lowers Skill
L4 Acupuncture One 7 25 8 2 A Sls+Hit+Prc Lowers Skill
Multi Poke 25 HP :: 2 EN Ranks: 3-6, 8
Attack Tgt G HP LP # Acc Attr Effect
L1 Double Stab One 5 10 4 2 C Prc -
L3 Twin Dragons One 7 15 5 2 B Prc -
L4 DHS One 9 20 6 2 B Prc -
L5 Poker's Wild One 10 30 6 3 B Prc -
Charge 30 HP :: 2 EN Ranks: 7-8
Attack Tgt G HP LP # Acc Attr Effect
L1 Charge One 4 15 4 1 D Prc -
L2 Puncture One 6 15 5 2 B Prc -
L3 Cobra Smash One 8 35 5 1 C Prc -
L4 Lance Buster One 9 50 4 1 C Prc -
Bow Arts
--------------------------------------------------------------------------------
Quickshot 10 HP :: 1 EN Ranks: All
Attack Tgt G HP LP # Acc Attr Effect
L1 Quickshot One 4 20 4 1 D Prc -
L3 Mach 5 One 7 30 6 1 B Prc -
Warning Shot 10 HP :: 1 EN Ranks: 1-5
Attack Tgt G HP LP # Acc Attr Effect
L1 Warning Shot One - - - 1 D Prc Stun
L2 Shadow Skidder One - - - 1 D Prc Paralysis
L3 Ink Shot One 5 20 4 1 D Prc Darkness
L4 Shadow Arrow One 6 25 6 2 C Prc Blackout
Random Arrowshot 15 HP :: 2 EN Ranks: 1-4, 6-7
Attack Tgt G HP LP # Acc Attr Effect
L1 Random Arrowshot All 3 10 4 2 D Prc -
L3 Arrow Rain All 4 20 4 3 C Prc -
L4 Parashots All 5 25 4 3 C Prc -
Multi Shot 15 HP :: 1 EN Ranks: 1-2, 6-8
Attack Tgt G HP LP # Acc Attr Effect
L1 Multi Shot One 3 15 5 2 C Prc -
L2 Triple Shot One 3 20 5 3 C Prc -
L3 Shadow Arrow One 6 25 6 2 C Prc Blackout
L4 Thousand Needles One 5 20 5 5 C Prc -
Sniper Shot 20 HP :: 1 EN Ranks: 3, 5-6, 8
Attack Tgt G HP LP # Acc Attr Effect
L1 Sniper Shot One 5 10 7 1 A Prc -
L2 Sidewinder One 5 15 7 1 A Prc -
L3 Sparrow Shot One 6 20 7 1 A Prc -
L4 Phoenix Arrow One 8 30 7 1 A Prc -
Power Shot 30 HP :: 1 EN Ranks: 4-5, 7-8
Attack Tgt G HP LP # Acc Attr Effect
L1 Power Shot One 5 15 6 1 C Prc -
L2 Sticker One 6 15 6 1 C Prc -
L3 Exorcist One 7 20 6 1 B Prc+Lt -
L4 Zapper One 8 20 7 1 B Prc Blackout
Gun Arts
--------------------------------------------------------------------------------
Shoot 5 HP :: 1 EN
Attack Tgt G HP LP # Acc Attr Effect
L1 Random Shot One 0 0 - 1 F Prc -
L2 Shoot (Green) One 4 30 4 1 A Prc -
L3 Shoot (Blue) One 6 40 6 1 A Prc -
L4 Shoot (White) One 8 50 8 1 A Prc -
================================================================================
14. Magic
a. Ways of Using Magic in Battles
=================================
The 3 ways of using magic in battles are explained below, which all have
their positives and negatives. Remember that you can't use Magic Arts that some
characters have from the beginning unless you have the appropriate ability for
it.
1. Learning Magic Arts from a Magic Tablet and using them by having the
associated Magic Arts ability (Fire Arts ability for using Fire Arts etc) on
a piece of equipment.
Positive: Unlike the other 2 ways, it's possible to use all the learned
Magic Arts of the associated element.
Negative: You can't use any of the Magic Arts you've learned until you've got
the right ability with which to use it. Also, it can take a long time
to learn certain Magic Arts.
2. Using Magic Arts from a Familiar skill panel.
Positive: Convenient to use as the Magic Arts are fixed for each Familiar panel.
You don't have to learn any Magic Arts in order to use them.
Negative: Even if you've learned Magic Arts of the associated Familiar panel,
it's not possible to use them.
3. Using Magic Arts from magical items you have equipped.
Positive: There's no need to learn any Magic Arts; equipping the item is all
that's needed.
Negative: There are very few types of Magic Arts at your disposal.
b. Magic Art Costs
==================
Just like using Arts, using Magic Arts do also cost both HP and item durability.
It's also possible to use certain skills to help reduce the costs.
[Ways of Lowering Magic Art Costs]
----------------------------------
Master Magician: Reduces the HP cost of Magic Arts by 20%.
Thrift Saver: 20% chance of 0 durability cost when using items/equipment.
Using Familiars: No costs at all when using this method.
Stopping the reel on the panel of the associated element: Reduces the HP cost by
1 HP.
c. Magic Support Abilities
==========================
You can increase the HP damage/HP recovery of Magic Arts by having Magic Support
abilities on your equipment (Fire Support for Fire Arts etc). You can stack
these abilities to a total of 6. It's possible to have them on quite a lot of
different types of equipment, so it's a good idea to put them on as many pieces
of equipment as possible, which will give your Magic Arts increased efficiency.
d. Forbidden Arts
=================
Apart from Fire Arts, Earth Arts, Metal Arts, Water Arts and Wood Arts, there's
also a type called Forbidden Arts. Since you can only get the Forbidden Arts
ability through forging at the blacksmith, plus several other requirements,
in order using this type of magic requires quite a lot of tinkering around with
in comparison with other Magic Art types.
You get the Forbidden Support ability by forging Demonite as the base item at
the blacksmith. Use Demonite as the secondary item to add the Forbidden Arts
ability to an accessory or weapon. The last mentioned forge has a success rate
of 20% though, so save and use soft reset until you succeed. So in theory you
can combine two pieces of Demonite to get an accessory with both of those
abilities.
Forbidden Arts Specifics:
* Not possible to use with Familiars or magical items.
* Difficult to find the Magic Tablets needed to learn them.
* Takes a long time to learn from the Magic Tablets.
* Requires the Forbidden Arts ability.
e. Using Magic Arts on the Field
================================
It's not only possible to use Magic Arts in battle, you can also use it on the
field. However, there are different characteristics for both of them, which is
explained below. Note that the same Magic Art can have completely different
effects in battle and on the field. Using magic before a battle can give you
an advantage from the beginning of the battle. Using Power Surge before a boss
battle for example will give you a nice strength boost of +30%.
[Using Magic in Battle]
* Familiars can be used.
* Costs HP and item durability to use.
* Item must be equipped to be usable.
[Using Magic on the Field]
* Familiars can't be used.
* Item durability cost only.
* Item does not have to be equipped to be usable.
Main Spells for Field Usage
--------------------------------------------------------------------------------
Magic Art | Target | Main Effect |
--------------------------------------------------------------------------------
Detect Aura | Present Location | Shows nearby enemies and |
Detect Animals | | treasures on the map. |
Detect Gold | | |
Detect Blood | | |
etc | | |
--------------------------------------------------------------------------------
Holy Seal | Present Location | Wards away monsters. |
Fear | | |
Supersonic | | |
Seal of the Abyss | | |
--------------------------------------------------------------------------------
Firewall | Present Location | Creates a magical wall between |
Moving FW | | your characters and the monsters. |
Magic Lock | | |
Missile Guard | | |
--------------------------------------------------------------------------------
Fire Arrows | Treasure Chest, | Unlocks magical locks, removes |
Boulder | Obstructing Objects, | magical walls and cools down |
Bubble Blow | Magma | Magma. |
Thunderbringer | | |
--------------------------------------------------------------------------------
Anti-Fear | Party Members | Recovers HP and removes status |
Purify | | effects from your characters. |
Refresh | | |
Restoration | | |
--------------------------------------------------------------------------------
How to use Magic Arts on the Field
----------------------------------
1. Choose spell caster and your target. This is done just like when you use
skills on the field. If the target is a party member, use the triangle button
to choose character.
2. Choose item to cast the spell from. Look up the item you want to cast the
spell from and choose the Magic Art type you want to use, such as 'Fire Arts'.
All the Fire Arts that the character has learned will show up (if it's a
magical item, those Magic Arts will also be shown). The eligible items will
be outlined in black so you can easily make them out. The Magic Arts you can't
use on the chosen target will be grayed out and the usable ones are shown in
white.
3. Stop the reel. If you're breaking a magical lock on a chest, you need to stop
the reel and land on a green [O] panel to succeed. If you land on a [X] or a
bomb panel, the chest will still be locked. You can try again, but just don't
forget that the durablity of the item your casting the spell from decreases
each time you use it.
4. Decide the direction of the magical wall. In case of a magical wall, you need
to choose a direction in which to raise it. Use the analog stick to choose
direction (you can press the [x] button to abort the operation).
f.
=========================U: SaGa Expert ~ Magic Arts============================
Warding Away Monsters with Magic Arts
-------------------------------------
When you use Magic Arts such as Holy Seal to keep monsters away on the field,
the the targeted monsters will be unable to approach you from the given
direction (the targeted monsters will bunch up on the spot next to the
separating wall you put up). However, since the effect of these types of
Magic Arts take effect immediately when you cast them, it's also possible
to keep monsters from attacking you, even though they're already in the same
spot as you.
================================================================================
g. About Magic Blender
======================
When using Magic Blender to combine spells, the power and cost of the final art
is determined by the base part of the combination. You can even combine spells
to make new ones if you use the right combination. In order to do these things,
you need the Magic Blender skill panel.
It does not use up a turn when you combine spells. Also, you can only have one
customized magic art at any time. So when you customize another one, the
previous one goes back to normal again (if you had created a new spell, that
spell will disappear). The customized magic art will be displayed in yellow
in the 'Skills and Arts' menu, letting you keep track of what customized magic
art you currently have.
Take note that when you use a certain magic art as the
base that is also useable from a familiar, the spell of the familiar will also
be affected by the changes you make to it. You will still be able to use the
spell on the familiar after you've done this.
The base in the combination affects...
* The cost and power of the customized spell.
* What new spells you can create when meeting certain requirements.
h. Changing the Cost and Power of a Spell
=========================================
How much the cost and power of a customized spell will be, is determined by the
element of the base and the secondary spells in the combination. For example, if
you're modifying a fire spell, the Fire Veil spell will boost both the power and
the cost of the customized spell by 15% when using it as a secondary spell. When
modifying a metal spell using Fire Veil though, the power and cost of the finel
spell will decrease by 15% instead. Use the data in the list of magic arts to
determine the best combinations.
As for the power increase of a customized spell; it's only the attack damage and
HP recovery that is affected. If you're modifying a spell that is not associated
with damage or HP recovery though, you're probably better off lowering the cost
of the spell.
Step-by-step guide to Using Magic Blender
-----------------------------------------
1. Get the Magic Blender skill panel and put it one a character's growth panel.
**Select the Magic Blender skill in the list from the field screen**
2. The spells that character has learned will show up. You may choose to
customize any of those (familiar and magical item spells are not eligible).
Since the effect of the spells are displayed as you put the cursor over them,
you should make sure to choose the ones that will give the most effect to the
final spell. Remember that you can only use a spell in a combination once.
3. Choose the base for the combination. If you choose to abort the operation by
finalising the combination after you've only chosen the base, the customized
spell you had earlier will still be returned to normal again.
4. Add the secondary spells to the mix (max 3, although you can stop after
you've added just one).
5. The combination is complete and you have your customized spell that is either
different in terms of power and cost, or you've gotten a completely new spell
if you've used the right combination. The previous customized spell you had
will be returned to normal.
i. Combined Spells
==================
By using the right combinations, you can create new spells. Every spell has its
elemental composition, and if you combine the right spells to get the required
elemental composition, you can create a new spell. It's only the elemental
composition of the secondary spells in the combination that matter, not the
composition of the base spell. Also, even when creating the same spell, the
required elemental composition may vary depending on the base spell you use.
Reminders for Creating New Spells
---------------------------------
* Magic Blender can only be used by the character who has the skill panel.
* Cost of the new spell is determined by the secondary spells which are added
to the cost of the base spell.
* Even when creating the same spell, the attack damage and HP recovery of the
spell may vary depending on the power calculation in the combination.
* When creating the Time Stop spell, the target may vary between single enemy
or single ally depending on what base spell you use.
* The base spell can still be used even after having changed it into another
spell with Magic Blender.
Suggested Combinations for Creating New Spells
----------------------------------------------
Note: The order of the secondary spells does not matter.
Fire Base
Intensity Power Surge + Fire Veil, Sleep
Moving Firewall Holy Seal + Detect Gold, Water Veil, Life Boost
Power Gust Corona + Fire Arrows, Firewall, Meditation
Crimson Flare Fire Arrows + Power Surge, Detect Blood, Psycho Noise
Corona + Firewall, Boulder, Detect Blood
Earth Base
Power Rise Build-Up + Fire Shield, Boulder
Mega Power Rise Build-Up + Fire Arrows, Power Surge, Metal Veil
Fear Sleep + Fire Arrows, Detect Undead, S. of the Abyss
Stone Rain Boulder + Fire Arrows, S. of the Abyss, Psycho Noise
Metal Base
Detect Treasure Detect Gold + Magic Lock, Supersonic
Sharpness Weapon Blessing + Boulder, Supersonic
Goldthumb Detect Gold + Shock, Supersonic, Detect Undead
Magic Lock + Shock, Weapon Blessing, Detect Undead
Siren Shock + Firewall, Supersonic, Recycle
Supersonic + Fire Shield, Metal Veil, Trickle
Water Base
Thunderclap Rainbringer + Detect Animals, Shock, Detect Undead
Bubble Blow + Metal Veil, Water Veil, Wood Veil
Refresh Purify + Water Veil, Wood Veil, Detect Vegeplasts
Time Stop Purify + Magic Lock, Detect Undead, Water Shield
Trickle + Supersonic, Detect Undead, Water Shield
(Ice-Nine) Ice Needle + Fire Arrows, Boulder, Trickle
Wood Base
Green Shield Missile Guard + Earth Veil, Water Veil, Wood Veil
Restoration Overgrowth + Earth Veil, Rainbringer, Wood Veil
Life Boost + Fire Veil, Purify, Wood Veil
Meditation + Power Surge, Water Veil, Wood Veil
Green Requiem Thunderbringer + Corona, Detect Undead, Detect Vegeplasts
Holy Thunder Thunderbringer + Water Veil, Detect Vegeplasts, Meditation
Magic Blender Spells by Base Spell and Required Elemental Composition
---------------------------------------------------------------------
Fire Base Fir Ert Mtl Wtr Wod For
Heat Fought Power Surge 3 2 0 0 2 0
Moving Firewall Holy Seal 3 0 2 2 2 0
Power Gust Corona 5 0 0 0 4 1
Crimson Flare Fire Arrows 4 1 1 0 1 5
Corona 5 2 2 0 0 3
Earth Base Fir Ert Mtl Wtr Wod For
Power Rise Build-Up 2 3 2 0 0 0
Mega Power Rise Build-Up 3 4 3 0 0 0
Fear Sleep 0 3 0 0 0 5
Stone Rain Boulder 0 4 0 0 0 6
Metal Base Fir Ert Mtl Wtr Wod For
Detect Treasure Detect Gold 0 0 5 2 0 2
Sharpness Weapon Blessing 0 2 4 2 0 2
Goldfinger Detect Gold 0 0 5 0 0 4
Magic Lock 2 0 4 0 0 3
Siren Shock 2 0 5 3 3 0
Supersonic 2 0 4 4 0 2
Water Base Fir Ert Mtl Wtr Wod For
Thunderclap Rainbringer 0 2 2 3 2 2
Bubble Blow 0 0 3 3 3 0
Refresh Rainbringer 0 2 2 3 2 2
Time Stop Purify 0 0 3 5 0 3 [*1]
Trickle 0 0 4 4 0 3 [*1]
(Ice-Nine) Ice Needle 0 4 0 4 0 4
[*1] If Purify was used as the base, then target is Single Ally.
If Trickle was used, then target is Single Enemy.
Wood Base Fir Ert Mtl Wtr Wod For
Forest Shield Missile Guard 0 2 0 2 3 0
Restoration Overgrowth 0 3 0 2 4 0
Life Boost 3 0 0 2 4 0
Meditation 2 2 0 2 3 0
Green Requiem Thunderbringer 3 0 0 3 3 3
Holy Thunder Thunderbringer 0 0 0 5 5 0
Magic Spells by Magic Blender Element Composition Effects
---------------------------------------------------------
Fire Fir Ert Mtl Wtr Wod For
Fire Veil 3 0 0 0 0 0
Detect Aura 2 0 1 0 0 0
Fire Arrows 1 2 0 0 0 1
Fire Shield 2 1 1 0 0 0
Power Surge 2 2 0 0 1 0
Firewall 3 0 1 1 1 0
Holy Seal 2 1 2 0 0 0
Solar Wind 2 1 2 0 0 0
Earth Fir Ert Mtl Wtr Wod For
Earth Veil 0 3 0 0 0 0
Detect Animal 0 2 0 1 1 0
Boulder 0 2 1 0 0 1
Sleep 0 2 0 0 2 0
Build-Up 1 2 1 0 0 0
Anti-Fear 1 2 0 1 1 0
Animal Charmer 1 3 0 0 2 0
Aegis Shield 0 3 2 0 1 0
Metal Fir Ert Mtl Wtr Wod For
Metal Veil 0 0 3 0 0 0
Detect Gold 1 0 2 1 0 0
Magic Lock 0 0 2 1 0 1
Shock 0 0 2 0 1 1
Armor Blessing 0 2 2 1 0 0
Weapon Blessing 2 0 2 1 0 0
Supersonic 0 0 3 2 0 1
Mind Lock 1 0 3 1 0 1
Water Fir Ert Mtl Wtr Wod For
Water Veil 0 0 0 3 0 0
Detect Undead 0 0 0 2 0 2
Rainbringer 0 1 0 2 1 0
Purify 0 0 0 2 1 0
Bubble Blow 1 1 0 2 0 0
Water Shield 0 1 1 2 1 0
Ice Needle 0 0 2 3 0 0
Trickle 0 0 0 4 0 2
Wood Fir Ert Mtl Wtr Wod For
Wood Veil 0 0 0 0 3 0
Detect Vegeplasts 0 0 0 1 2 0
Overgrowth 0 1 0 1 2 0
Life Boost 2 0 0 0 2 0
Recycle 1 1 1 0 2 0
Missile Guard 0 2 1 0 2 0
Meditation 1 1 0 1 3 0
Thunderbringer 2 0 0 2 2 0
Forbidden Fir Ert Mtl Wtr Wod For
Detect Blood 2 0 0 0 0 2
Seal of the Abyss 0 2 0 0 0 2
Weakness 0 0 2 0 0 2
Spell Magnet 0 0 0 2 0 2
Degeneration 0 0 0 0 2 2
Psycho Noise 0 0 2 0 0 3
Blaster 1 0 1 0 0 3
Ophion 0 0 0 2 0 3
j. Magic Arts: How to Get Them
==============================
Spells that Can Be Cast from Items
----------------------------------
On items that allow 'basic' spells: for weapons, these are the first two spells
in the listing; for accessories, all of the spells.
Fire: Detect Aura, Fire Arrows, Fire Shield
Earth: Detect Animals, Boulder, Sleep
Metal: Detect Gold, Magic Lock, Shock
Water: Detect Undead, Rainbringer, Purify
Wood: Detect Vegeplasts, Overgrowth, Life Boost
Spells Cast from Familiars (in order from L1 to L5)
---------------------------------------------------
Fire: Fire Veil, Detect Aura, Fire Arrows, Fire Shield, Power Surge
Earth: Earth Veil, Detect Animals, Boulder, Sleep, Build-Up
Metal: Metal Veil, Detect Gold, Magic Lock, Shock, Armor Blessing
Water: Water Veil, Detect Undead, Rainbringer, Purify, Bubble Blow
Wood: Wood Veil, Detect Vegeplasts, Overgrowth, Life Boost, Recycle
Spells and Magic Tablets
------------------------
Fire
Fire Veil Fire L1-4, Metal L3
Detect Aura Fire L1-2, Earth L2, Metal L3
Fire Arrows Fire L1-2
Fire Shield Fire L1-4, Earth L3, Metal L3
Power Surge Fire L2, Earth L4, Wood L2
Firewall Fire L3-4, Earth L3, Forbidden L3
Holy Seal Fire L3, Metal L3, Wood L4
Solar Wind Fire L4
Earth
Earth Veil Earth L1-2 & L4
Detect Animal Earth L1-2, Wood L3, Forbidden L2
Boulder Earth L1-2, Forbidden L3
Sleep Earth L1-2, Earth L4, Metal L2, Water L3
Build Up Fire L2, Earth L2 & L4, Metal L2, Forbidden L2
Anti-Fear Earth L4, Metal L3-4, Wood L3
Animal Charmer Wood L3
Aegis Shield Earth L3-4
Metal
Metal Veil Earth L4, Metal L1-4, Water L3
Detect Gold Metal L1-2, Water L2
Magic Lock Earth L4, Metal L1-2 & L4
Shock Earth L3, Metal L1-2 & L4, Water L3
Armor Blessing Earth L2-4, Metal L3
Weapon Blessing Metal L2-L3, Forbidden L3
Supersonic Earth L3, Metal L3-4, Water L3-4, Forbidden L3
Mind Lock Earth L4, Metal L4
Water
Water Veil Metal L4, Water L1-4, Wood L3
Detect Undead Water L1-2 & L4, Forbidden L2-3
Rainbringer Earth L3, Water L1-2 & L4, Wood L2-3, Forbidden L3
Purify Fire L3, Metal L2, Water L1-2 & L4, Wood L2-4
Bubble Blow Water L2-4
Water Shield Earth L3, Metal L4, Water L3
Ice Needle Metal L4, Water L3-4, Forbidden L3
Trickle Water L4, Wood L4
Wood
Wood Veil Fire L3, Wood L1 & L3-4
Detect Vegeplasts Wood L1-4, Forbidden L2
Overgrowth Fire L3-4, Water L2, Wood L1-4
Life Boost Fire L2-4, Water L3, Wood L1-2 & L4, Forbidden L2
Recycle Earth L3, Wood L2 & L4
Missile Guard Fire L3, Earth L3, Water L3, Wood L4
Meditation Fire L3-4, Water L4, Wood L4
Thunderbringer Water L4, Wood L3-4
Forbidden
Detect Blood Fire L4, Water L4, Forbidden L1-2 & L4
Seal of the Abyss Fire L4, Wood L4, Forbidden L2 & L4
Weakness Forbidden L4
Spell Magnet Forbidden L3-4
Degeneration Metal L4, Forbidden L2-4
Psycho Noise Fire L4, Metal L4, Forbidden L4
Blaster Forbidden L3-4
Ophion Forbidden L4
k. Magic Art List
=================
Terms
Tgt - Target. Eligible targets for the attack.
One - Affects single enemy.
All - Affects all enemies.
G - Growth Rate. Rate of damage increase due to ability increase.
HP - HP Attack Power. Effectiveness at dealing HP damage.
LP - LP Attack Power. Ability to succeed LP damage judgements.
# - Number of hits. Influences HP damage and LP damage judgements.
Acc - Accuracy. Reliability of the attack to not miss.
Attr - Attack Attribute. The classification of damage type.
Hit - Hit
Ht - Heat
Ice - Ice
Lng - Lightning
Lt - Light
Effect - Effect. Special effects inflicted on target(s) of the attack.
Fire
Causing damage and increasing your own strength, the number of spells related to
direct attacks are numerous. You can attack all enemies with the powerful
Power Gust.
Fire Veil Tablet: Fire L1-4, Metal L3 Familiar
10 HP :: 1 EN Fire/Astraios L1-5
Target Mat HP LP # Acc Attr Effect
Self - - - - - - Fire Element up
Field Self Mix Fir Ert Mtl Wtr Wod For
Fire Element up. Power +15% +15% -15% - - -
Cost +15% +15% -15% - - -
Comp. 3 0 0 0 0 0
Detect Aura Tablet: Fire L1-2, Earth L2, Familiar
10 HP :: 1 EN Metal L3 Fire/Astraios L2-5
Target Mat HP LP # Acc Attr Effect
All
Enemies - - - - A - Defense down (Demons and Dragons only)
Field Current Location Mix Fir Ert Mtl Wtr Wod For
Reveals enemies' locations on Power +10% +10% - 5% + 5% - 5% -
the map's full view (Certain Cost +10% +10% - 5% + 5% - 5% -
fixed position enemies) Comp. 2 0 1 0 0 0
Fire Arrows Tablet: Fire L1-2 Familiar
15 HP :: 1 EN Fire/Astraios L3-5
Target Mat HP LP # Acc Attr Effect
Single
Enemy 3 25 3 1 A Ht Deals damage.
Field Chests, Walls Mix Fir Ert Mtl Wtr Wod For
Cancels magical locks and Power +10% +20% +10% - 5% + 5% + 5%
walls made by magic Cost +15% +25% +15% - +10% +10%
Comp. 1 2 0 0 0 1
Fire Shield Tablet: Fire L1-L4, Earth L3, Familiar
20 HP :: 1 EN Metal L3 Fire/Astraios L4-5
Target Mat HP LP # Acc Attr Effect
Allows magical evasion from attacks with
Self - - - - - - the Ice attribute (base evasion 50-90%)
Field Self Mix Fir Ert Mtl Wtr Wod For
Allows magical evasion from Power +10% +15% - - 5% - -
attacks with the Ice Cost +10% +15% - - 5% - -
attribute (base evasion 50-90%) Comp. 2 1 1 0 0 0
Power Surge Tablet: Fire L2, Earth L4, Familiar
20 HP :: 1 EN Wood L2 Fire/Astraios L5
Target Mat HP LP # Acc Attr Effect
Self - - - - - - Strength up
Field Single Mix Fir Ert Mtl Wtr Wod For
Strength up Power +15% +15% - -10% + 5% -
Cost +15% +15% - -10% + 5% -
Comp. 2 2 0 0 1 0
Firewall Tablet: Fire L3-4, Earth L3, Familiar
30 HP :: 1 EN Forbidden L3 (None)
Target Mat HP LP # Acc Attr Effect
All Nullifies HP damage from Ice-attributed
Allies - - - - - - attacks for the rest of the round
Field Current Location Mix Fir Ert Mtl Wtr Wod For
Creates an impassable wall of Power +15% +10% -10% +10% + 5% -
fire (Destroyed in 4 turns) Cost +15% +10% -10% +10% + 5% -
Comp. 3 0 1 1 1 0
Holy Seal Tablet: Fire L3, Metal L3, Familiar
30 HP :: 1 EN Wood L4 (None)
Target Mat HP LP # Acc Attr Effect
Single
Enemy 4 35 4 1 A Lt Deals damage
Field Current Location Mix Fir Ert Mtl Wtr Wod For
Keeps enemies away (Demons and Power +10% +15% + 5% + 5% -10% -
Undead only) Cost +10% +15% + 5% + 5% -10% -
Comp. 2 1 2 0 0 0
Corona Tablet: Fire L4 Familiar
60 HP :: 1 EN (None)
Target Mat HP LP # Acc Attr Effect
All
Enemies 4 45 3 1 A Lt Deals damage
Field (None) Mix Fir Ert Mtl Wtr Wod For
(None) Power +25% +20% - 5% - +10% + 5%
Cost +30% +25% - + 5% +15% +10%
Comp. 2 1 2 0 0 0
Intensity
Magic Blender
Target Mat HP LP # Acc Attr Effect
Single
Ally - - - - - - Inflicts Berserk
Field Single Ally Base Fir Ert Mtl Wtr Wod For
Inflicts Berserk Power Surge 3 2 0 0 2 0
Moving Firewall
Magic Blender
Target Mat HP LP # Acc Attr Effect
Damages enemies and nullifies damage to
All party members from Ice-attributed
Targets 4 35 - 1 A Ht attacks for the rest of the round
Field Single Ally Base Fir Ert Mtl Wtr Wod For
Creates an impassable wall of Holy Seal 3 0 2 2 2 0
fire (Destroyed in 4 turns)
Power Gust
Magic Blender
Target Mat HP LP # Acc Attr Effect
All
Enemies 6 50 4 1 A Ht Deals damage.
Field (None) Base Fir Ert Mtl Wtr Wod For
(None) (Solar Flare) 5 0 0 0 4 1
Crimson Flare
Magic Blender
Target Mat HP LP # Acc Attr Effect
Single
Enemy 8 65 6 1 A Ht+Lt Deals damage and inflicts darkness
Field Chests, Walls Base Fir Ert Mtl Wtr Wod For
Cancels magical locks and Fire Arrows 4 1 1 0 1 5
walls made of magical ivy (Solar Flare) 5 2 2 0 0 3
Earth
More than attack spells, recovery and support spells are present. The useful
Aegis Shield can deal with attacks of all attributes.
Earth Veil Tablet: Earth L1-2, L4 Familiar
10 HP :: 1 EN Earth/Atlas L1-5
Target Mat HP LP # Acc Attr Effect
Self - - - - - - Earth Element up
Field Self Mix Fir Ert Mtl Wtr Wod For
Earth Element up Power - +15% +15% -15% - -
Cost - +15% +15% -15% - -
Comp. 0 3 0 0 0 0
Detect Animals Tablet: Earth L1-2, Wood L3, Familiar
10 HP :: 1 EN Forbidden L2 Earth/Atlas L2-5
Target Mat HP LP # Acc Attr Effect
All
Enemies - - - - A - Defense down (Beasts and Wildlings only)
Field Current Location Mix Fir Ert Mtl Wtr Wod For
Reveals enemies' locations on Power - + 5% +10% - 5% +10% -
the map's full view (Beasts Cost - + 5% +10% - 5% +10% -
and Wildlings only) Comp. 0 2 0 1 1 0
Boulder Tablet: Earth L1-2, Familiar
10 HP :: 1 EN Forbidden L3 Earth/Atlas L3-5
Target Mat HP LP # Acc Attr Effect
Single
Enemy 2 30 3 1 A Hit Deals damage
Field Chests, Magic Walls Mix Fir Ert Mtl Wtr Wod For
Cancels magical locks and Power + 5% +15% +20% - - + 5%
magic walls Cost +10% +20% +25% + 5% + 5% +10%
Comp. 0 2 1 0 0 1
Sleep Tablet: Earth L1-2, L4, Familiar
20 HP :: 1 EN Metal L2, Water L3 Earth/Atlas L4-5
Target Mat HP LP # Acc Attr Effect
Single
Enemy - - - - A - Inflicts Sleep
Field (None) Mix Fir Ert Mtl Wtr Wod For
(None) Power + 5% +15% +20% - - + 5%
Cost +10% +20% +25% + 5% + 5% +10%
Comp. 0 2 0 0 2 0
Build-Up Tablet: Fire L2, Earth L2, L4, Familiar
20 HP :: 1 EN Metal L2, Forbidden L2 Earth/Atlas L5
Target Mat HP LP # Acc Attr Effect
Single
Ally - - - - - - Strength and Endurance up
Field Single Ally Mix Fir Ert Mtl Wtr Wod For
Strength and Endurance up Power + 5% +15% +10% - 5% - 5% -
Cost + 5% +15% +10% - 5% - 5% -
Comp. 1 2 1 0 0 0
Anti-Fear Tablet: Earth L4, Metal L3-4, Familiar
40 HP :: 1 EN Wood L3 (None)
Target Mat HP LP # Acc Attr Effect
Single
Ally - - - - - - Cancels mental status ailments
Field Single Ally Mix Fir Ert Mtl Wtr Wod For
Cancels mental status ailments Power + 5% +10% + 5% - 5% +10% -
Cost + 5% +10% + 5% - 5% +10% -
Comp. 1 2 0 1 1 0
Animal Charmer Tablet: Wood L3 Familiar
40 HP :: 1 EN (None)
Target Mat HP LP # Acc Attr Effect
Single For a short while, will prevent target
Enemy - - - - - - from using strong attacks (Beasts only)
Field (None) Mix Fir Ert Mtl Wtr Wod For
(None) Power +15% +10% +10% -15% +10% -
Cost +15% +10% +10% -15% +10% -
Comp. 1 3 0 0 2 0
Aegis Sheild Tablet: Earth L3-4 Familiar
50 HP :: 1 EN (None)
Target Mat HP LP # Acc Attr Effect
Allows magical evasion from attacks with
Self - - - - - - any attribute (base evasion 15-90%)
Field Self Mix Fir Ert Mtl Wtr Wod For
Allows magical evasion from Power + 5% +10% +25% - 5% - 5% -
attacks with any attribute Cost + 5% +10% +25% - 5% - 5% -
(base evasion 15-90%) Comp. 0 3 2 0 1 0
Power Rise
Magic Blender
Target Mat HP LP # Acc Attr Effect
Single Cancels all ability-changing effects, then
Ally - - - - - - inflicts Strength up
Field Single Ally Base Fir Ert Mtl Wtr Wod For
Cancels all ability-changing Build Up 2 3 2 0 0 0
effects, then inflicts
Strength up
Mega Power Rise
Magic Blender
Target Mat HP LP # Acc Attr Effect
Single Same effect as Power Rise,
Ally - - - - - - only duration is longer
Field Single Ally Base Fir Ert Mtl Wtr Wod For
Same effect as (Trigger Super Build Up 3 4 3 0 0 0
Strength), only duration is
longer
Fear
Magic Blender
Target Mat HP LP # Acc Attr Effect
Single Inflicts Fear (if already inflicted with
Enemy - - - - - - Fear, inflicts Confusion instead)
Field Current Location Base Fir Ert Mtl Wtr Wod For
Keeps enemies away (other than Sleep 0 3 0 0 0 5
Undead and Slimes)
Stone Rain
Magic Blender
Target Mat HP LP # Acc Attr Effect
All
Enemies 4 55 6 3 E - Deals damage
Field (None) Base Fir Ert Mtl Wtr Wod For
(None) Boulder 0 4 0 0 0 6
Metal
Focus on equipped items as well as things such as treasure chests. There are
many spells that damage all enemies.
Metal Veil Tablet: Earth L4, Metal L1-4, Familiar
10 HP :: 1 EN Water L3 Metal L1-5
Target Mat HP LP # Acc Attr Effect
Self - - - - - - Metal Element up
Field Self Mix Fir Ert Mtl Wtr Wod For
Metal Element up Power - - +15% +15% -15% -
Cost - - +15% +15% -15% -
Comp. 0 0 3 0 0 0
Detect Gold Tablet: Metal L1-2, Water L2 Familiar
10 HP :: 1 EN Metal L2-5
Target Mat HP LP # Acc Attr Effect
All
Enemies - - - - A - (None)
Field Current Location Mix Fir Ert Mtl Wtr Wod For
Reveals the locations of Power + 5% + 5% + 5% +10% -10% -
treasure chests with money on Cost + 5% + 5% + 5% +10% -10% -
the map's full view Comp. 1 0 2 1 0 0
Magic Lock Tablet: Earth L4, Familiar
10 HP :: 1 EN Metal L1-2, L4 Metal L3-5
Target Mat HP LP # Acc Attr Effect
Single
Enemy - - - - - - Inflicts Paralyze (Treasure Slimes only)
Field Current Location Mix Fir Ert Mtl Wtr Wod For
Creates an impassable wall of Power - + 5% +15% +20% - + 5%
magical power (Destroyed in 4 Cost + 5% +10% +20% +25% + 5% +10%
turns) Comp. 0 0 2 1 0 1
Shock Tablet: Earth L3, Water L3, Familiar
20 HP :: 1 EN Metal L1-2, L4 Metal L4-5
Target Mat HP LP # Acc Attr Effect
All
Enemies 2 20 1 1 A El Deals damage
Field (None) Mix Fir Ert Mtl Wtr Wod For
(None) Power +10% - +15% +15% - + 5%
Cost +15% + 5% +20% +20% + 5% +10%
Comp. 0 0 2 0 1 1
Armor Blessing Tablet: Earth L2-4, Metal L3 Familiar
20 HP :: 1 EN Metal L5
Target Mat HP LP # Acc Attr Effect
Single
Ally - - - - - - Adds 10 to total Defense
Field Single Ally Mix Fir Ert Mtl Wtr Wod For
Adds 10 to total Defense Power - 5% +10% +20% + 5% - 5% -
Cost - 5% +10% +20% + 5% - 5% -
Comp. 0 2 2 1 0 0
Weapon Blessing Tablet: Metal L2-L3, Familiar
30 HP :: 1 EN Forbidden L3 (None)
Target Mat HP LP # Acc Attr Effect
Single
Ally - - - - - - Increases equipped weapons' Attack by 6
Field Single Ally Mix Fir Ert Mtl Wtr Wod For
Increases equipped weapons' Power + 5% +10% +15% - - 5% -
Attack by 6 Cost + 5% +10% +15% - - 5% -
Comp. 2 0 2 1 0 0
Supersonic Tablet: Earth L3, Forbidden L3, Familiar
50 HP :: 1 EN Water L3-4, Metal L3-4 (None)
Target Mat HP LP # Acc Attr Effect
All Deals damage and inflicts Numb. (Numb
Enemies 4 30 1 1 A Lt effect on Beasts and Insects only)
Field Current Location Mix Fir Ert Mtl Wtr Wod For
Keeps enemies away (Beasts and Power - 5% + 5% +20% +30% - + 5%
Insects only) Cost - +10% +25% +35% + 5% +10%
Comp. 0 0 3 2 0 1
Mind Lock Tablet: Earth L4, Metal L4 Familiar
50 HP :: 1 EN (None)
Target Mat HP LP # Acc Attr Effect
Allows magical evasion from attacks with
Self - - - - - - no attributes (base evasion 70-90%)
Field Self Mix Fir Ert Mtl Wtr Wod For
Allows magical evasion from Power + 5% +10% +15% +25% - 5% + 5%
attacks with no attributes Cost +10% +15% +20% +30% - +10%
(base evasion 70-90%) Comp. 1 0 3 1 0 1
Detect Treasure
Magic Blender
Target Mat HP LP # Acc Attr Effect
All Increases enemies' drop rates for
Enemies - - - - A - items and magic tablets
Field Current Location Base Fir Ert Mtl Wtr Wod For
Reveals the locations of Detect Gold 0 0 5 2 0 2
chests, items, and magic
tablets on the map's full view
Sharpness
Magic Blender
Target Mat HP LP # Acc Attr Effect
Single Increases equipped weapons' Attack by 12
Ally - - - - - - (other than Staff and Gun weapons)
Field Single Ally Base Fir Ert Mtl Wtr Wod For
Increases equipped weapons' Weapon Blessing 0 2 4 2 0 2
Attack by 12 (other than Staff
and Gun weapons)
Goldthumb
Magic Blender
Target Mat HP LP # Acc Attr Effect
Single
Enemy - - - - F - Inflicts Petrify
Field (None) Base Fir Ert Mtl Wtr Wod For
(None) Detect Gold 0 0 5 0 0 4
Magic Lock 2 0 4 0 0 3
Siren
Magic Blender
Target Mat HP LP # Acc Attr Effect
All
Enemies 6 60 1 1 A Lt Deals damage
Field (None) Base Fir Ert Mtl Wtr Wod For
(None) Shock 2 0 5 3 3 0
Supersonic 2 0 4 4 0 2
Water
Outside of Magic Blender spells, the only HP recovery spell belongs to Water.
Since it doesn't affect every monster, be careful about using Bubble Blow.
Water Veil Tablet: Metal L4, Water L1-4, Familiar
10 HP :: 1 EN Wood L3 Water/Aigaion L1-5
Target Mat HP LP # Acc Attr Effect
Self - - - - - - Water Element up
Field Self Mix Fir Ert Mtl Wtr Wod For
Water Element up Power -15% - - +15% +15% -
Cost -15% - - +15% +15% -
Comp. 0 0 0 3 0 0
Detect Undead Tablet: Water L1-2, L4, Familiar
10 HP :: 1 EN Forbidden L2-3 Water/Aigaion L2-5
Target Mat HP LP # Acc Attr Effect
All
Enemies - - - - A - Defense down (Undead only)
Field Current Location Mix Fir Ert Mtl Wtr Wod For
Reveals enemies' locations on Power - +10% +10% +20% +20% +10%
the map's full view (Undead Cost +10% +20% +20% +30% +30% +20%
only) Comp. 0 0 0 2 0 2
Rainbringer Tablet: Forbidden L3, Wood L2-3, Familiar
10 HP :: 1 EN Earth L3, Water L1-2, L4 Water/Aigaion L3-5
Target Mat HP LP # Acc Attr Effect
[*1] - - - - - - Adds water panels to the element reel
Field (None) Mix Fir Ert Mtl Wtr Wod For
(None) Power - 5% - + 5% + 5% +15% -
Cost - 5% - + 5% + 5% +15% -
Comp. 0 1 0 2 1 0
[*1] Though you target an enemy, only the element reel is affected.
Purify Tablet: Fire L3, Wood L2-4, Familiar
20 HP :: 1 EN Metal L2, Water L1-2, L4 Water/Aigaion L4-5
Target Mat HP LP # Acc Attr Effect
Single Recovers HP and cancels physical status
Ally 2 20 - 1 - - ailments (except Petrify and Blackout)
Field Single Ally Mix Fir Ert Mtl Wtr Wod For
Recovers HP and cancels Power - 5% - 5% - +10% +15% -
physical status ailments Cost - 5% - 5% - +10% +15% -
(except Petrify and Blackout) Comp. 0 0 0 2 1 0
Bubble Blow Tablet: Water L2-4 Familiar
20 HP :: 1 EN Water/Aigaion L5
Target Mat HP LP # Acc Attr Effect
Single Deals damage (the effect will be
Enemy 3 30 1 1 A Hit nullified to some Vegeplasts and Aquans)
Field Chests, Magma, Walls Mix Fir Ert Mtl Wtr Wod For
Cancels magical locks and Power - 5% +10% - + 5% +10% -
walls made of magic fire, Cost - 5% +10% - + 5% +10% -
allows passage through magma Comp. 1 1 0 2 0 0
Water Shield Tablet: Earth L3, Metal L4, Familiar
40 HP :: 1 EN Water L3 (None)
Target Mat HP LP # Acc Attr Effect
Allows magical evasion from attacks with
Self - - - - - - the heat attribute (base evasion 50-90%)
Field Self Mix Fir Ert Mtl Wtr Wod For
Allows magical evasion from Power - 5% - +10% +10% +10% -
attacks with the heat Cost - 5% - +10% +10% +10% -
attribute (base evasion 50-90%) Comp. 0 1 1 2 1 0
Ice Needle Tablet: Metal L4, Water L3-4, Familiar
50 HP :: 1 EN Forbidden L3 (None)
Target Mat HP LP # Acc Attr Effect
All
Enemies 4 35 4 1 A Hit+Cd Deals damage
Field (None) Mix Fir Ert Mtl Wtr Wod For
(None) Power -15% - +10% +25% + 5% -
Cost -15% - +10% +25% + 5% -
Comp. 0 0 2 3 0 0
Trickle Tablet: Water L4, Wood L4 Familiar
60 HP :: 1 EN (None)
Target Mat HP LP # Acc Attr Effect
All
Enemies - - - - A - Decreases number of actions by 1
Field (None) Mix Fir Ert Mtl Wtr Wod For
(None) Power -10% +10% +10% +30% +30% +10%
Cost - +20% +20% +40% +40% +20%
Comp. 0 0 0 4 0 2
Thunderclap
Magic Blender
Target Mat HP LP # Acc Attr Effect
All
Enemies 6 25 3 2 A El Deals damage and inflicts paralyze
Field (None) Base Fir Ert Mtl Wtr Wod For
(None) Rainbringer 0 2 2 3 2 2
Bubble Blow 0 0 3 3 3 0
Refresh
Magic Blender
Target Mat HP LP # Acc Attr Effect
Single Recovers HP and cancels all status
Ally 4 25 - 1 - - ailments (except Can't Act)
Field Single Ally Base Fir Ert Mtl Wtr Wod For
Recovers HP and cancels all Rainbringer 0 2 2 3 2 2
status ailments (except Can't Bubble Blow 0 0 3 3 3 0
Act)
Time Stop
Magic Blender
Target Mat HP LP # Acc Attr Effect
Effects such as status ailments and
ability-changing effects' durations are
[*2] - - - - A - temporarily stopped
Field (None) Base Fir Ert Mtl Wtr Wod For
(None) Purify 0 0 3 5 0 3
(Slow Stream) 0 0 4 4 0 3
[*2] If Purify was used as the base, then target is Single Ally.
If (Slow Stream) was used, then target is Single Enemy.
(Ice-Nine)
Magic Blender
Target Mat HP LP # Acc Attr Effect
Changes all panels in the element reel
[*3] - - - - - - to water or forbidden panels
Field (None) Base Fir Ert Mtl Wtr Wod For
(None) Ice Needle 0 4 0 4 0 4
[*3] Though you target an enemy, only the element reel is affected.
Wood
Damage dealing spells are very scarce, but spells such as Life Boost, Recycle
and Missile Guard are valued in battle.
Wood Veil Tablet: Fire L3, Wood L1, L3-4 Familiar
10 HP :: 1 EN Wood L1-5
Target Mat HP LP # Acc Attr Effect
Self - - - - - - Wood Element up
Field Self Mix Fir Ert Mtl Wtr Wod For
Wood Element up Power +15% -15% - - +15% -
Cost +15% -15% - - +15% -
Comp. 0 0 0 0 3 0
Detect Vegeplasts Tablet: Wood L1-4 Familiar
10 HP :: 1 EN Forbidden L2 Wood L2-5
Target Mat HP LP # Acc Attr Effect
All Defense down (Vegeplasts, Slimes, and
Enemies - - - - A - yellow Treasure Slimes only)
Field Current Location Mix Fir Ert Mtl Wtr Wod For
Reveals enemies' locations on Power + 5% -10% - + 5% +15% -
the map's full view Cost + 5% -10% - + 5% +15% -
(Vegeplasts only) Comp. 0 0 0 1 2 0
Overgrowth Tablet: Fire L3-4, Water L2 Familiar
10 HP :: 1 EN Wood L1-4 Wood L3-5
Target Mat HP LP # Acc Attr Effect
[*4] - - - - - - Adds wood panels to the element reel
Field (None) Mix Fir Ert Mtl Wtr Wod For
(None) Power + 5% - 5% + 5% - +15% -
Cost + 5% - 5% + 5% - +15% -
Comp. 0 1 0 1 2 0
[*4] Though you target an ally, only the element reel is affected.
Life Boost Tablet: Forbidden L2, Fire L2-4, Familiar
20 HP :: 1 EN Water L3, Wood L1-2, L4 Wood L4-5
Target Mat HP LP # Acc Attr Effect
Single When not taking action, HP Recovery rate
Ally - - - - - - increases by 50%.
Field Single Ally Mix Fir Ert Mtl Wtr Wod For
Within battle, when not taking Power +20% - -10% - +10% -
action, HP Recovery rate Cost +20% - -10% - +10% -
increases by 50%. Comp. 2 0 0 0 2 0
Recycle Tablet: Earth L3, Wood L2, L4 Familiar
40 HP :: 1 EN Wood L5
Target Mat HP LP # Acc Attr Effect
Of all equipped items with durability
less than 30, the item in the uppermost
Self - - - - - - equip slot recovers 4-8 durability.
Field (None) Mix Fir Ert Mtl Wtr Wod For
(None) Power +15% - + 5% - + 5% -
Cost +15% - + 5% - + 5% -
Comp. 1 1 1 0 2 0
Missile Guard Tablet: Fire L3, Earth L3, Familiar
40 HP :: 1 EN Water L3, Wood L4 (None)
Target Mat HP LP # Acc Attr Effect
All HP damage from Pierce-attributed attacks
Allies - - - - - - is nullified for the rest of the round
Field Current Location Mix Fir Ert Mtl Wtr Wod For
Creates an impassable wall of Power +10% - +15% - 5% + 5% -
ivy (Destroyed in 4 turns) Cost +10% - +15% - 5% + 5% -
Comp. 0 2 1 0 2 0
Meditation Tablet: Fire L3-4, Water L4, Familiar
40 HP :: 1 EN Wood L4 (None)
Target Mat HP LP # Acc Attr Effect
Cancels all ability-changing effects, then
Self - - - - - - inflicts Spirit and Magic up
Field Self Mix Fir Ert Mtl Wtr Wod For
Cancels all ability-changing Power +15% - 5% - - +20% -
effects, then inflicts Spirit Cost +15% - 5% - - +20% -
and Magic up Comp. 1 1 0 1 3 0
Thunderbringer Tablet: Water L4, Wood L3-4 Familiar
60 HP :: 1 EN (None)
Target Mat HP LP # Acc Attr Effect
Single
Enemy 5 50 4 1 A El Deals damage
Field Chests, Walls Mix Fir Ert Mtl Wtr Wod For
Cancels magical locks and Power +10% - -10% +10% +20% -
walls made of magical power Cost +10% - -10% +10% +20% -
Comp. 2 0 0 2 2 0
Forest Shield
Magic Blender
Target Mat HP LP # Acc Attr Effect
Allows magical evasion from all attacks
with the Slash, Hit, or Pierce
Self - - - - - - attributes (base evasion 20-40%)
Field Self Base Fir Ert Mtl Wtr Wod For
Allows magical evasion from Missile Guard 0 2 0 2 3 0
all attacks with the Slash,
Hit, or Pierce attributes
(base evasion 20-40%)
Restoration
Magic Blender
Target Mat HP LP # Acc Attr Effect
Single Recovers HP and cancels all mental
Ally 6 50 - 1 - - status ailments
Field Single Ally Base Fir Ert Mtl Wtr Wod For
Recovers HP and cancels all Overgrowth 0 3 0 2 4 0
mental status ailments Life Boost 3 0 0 2 4 0
Meditation 2 2 0 2 3 0
Green Requiem
Magic Blender
Target Mat HP LP # Acc Attr Effect
Single
Enemy - - - - - - Inflicts Blackout
Field (None) Base Fir Ert Mtl Wtr Wod For
(None) (Summon Thunder) 3 0 0 3 3 3
Holy Thunder
Magic Blender
Target Mat HP LP # Acc Attr Effect
Single
Enemy 7 70 5 1 A El Deals damage
Field Chests, Walls Base Fir Ert Mtl Wtr Wod For
Cancels magical locks and (Summon Thunder) 0 0 0 5 5 0
walls made of magical power
Forbidden
Without deciphering magic tablets, it is very difficult to gain Forbidden Arts
abilities. Furthermore, there are no Forbidden Arts Magic Blender spells.
Detect Blood Tablet: Fire L4, Water L4 Familiar
20 HP :: 1 EN Forbidden L1-2, L4 (None)
Target Mat HP LP # Acc Attr Effect
All Defense down (Beasts, Wildlings, Birds,
Enemies - - - - A - and Aquans only)
Field Current Location Mix Fir Ert Mtl Wtr Wod For
Reveals enemies' locations on Power +20% +20% - +10% +10% +10%
the map's full view (other Cost +30% +30% +10% +20% +20% +20%
than Vegeplasts and Undead) Comp. 2 0 0 0 0 2
Seal of the Abyss Tablet: Fire L4, Wood L4 Familiar
40 HP :: 1 EN Forbidden L2, L4 (None)
Target Mat HP LP # Acc Attr Effect
Single
Enemy 6 25 2 1 A Lt Deals damage and inflicts Paralysis
Field Current Location Mix Fir Ert Mtl Wtr Wod For
Keeps enemies away (other than Power +10% +20% +20% - +10% +10%
Demons and Undead) Cost +20% +30% +30% +10% +20% +20%
Comp. 0 2 0 0 0 2
Weakness Tablet: Forbidden L4 Familiar
50 HP :: 1 EN (None)
Target Mat HP LP # Acc Attr Effect
Single
Enemy - - - - E - Strength and Endurance down
Field (None) Mix Fir Ert Mtl Wtr Wod For
(None) Power +10% +10% +20% +20% - +10%
Cost +20% +20% +30% +30% +10% +20%
Comp. 0 0 2 0 0 2
Spell Magnet Tablet: Forbidden L3-4 Familiar
50 HP :: 1 EN (None)
Target Mat HP LP # Acc Attr Effect
The target of all spells enemies use
Self - - - - - - are forcibly switched to the caster
Field (None) Mix Fir Ert Mtl Wtr Wod For
(None) Power - +10% +10% +20% +20% +10%
Cost +10% +20% +20% +30% +30% +20%
Comp. 0 0 0 2 0 2
Degeneration Tablet: Metal L4, Familiar
50 HP :: 1 EN Forbidden L2-4 (None)
Target Mat HP LP # Acc Attr Effect
Single
Enemy - - - - D - Inflicts Poison
Field (None) Mix Fir Ert Mtl Wtr Wod For
(None) Power +20% - +10% +10% +20% +10%
Cost +30% +10% +20% +20% +30% +20%
Comp. 0 0 0 0 2 2
Psycho Noise Tablet: Fire L4, Metal L4 Familiar
50 HP :: 1 EN Forbidden L4 (None)
Target Mat HP LP # Acc Attr Effect
All Deals damage and inflicts Magic, Spirit,
Enemies 4 35 3 1 A Lt and all Elements down
Field (None) Mix Fir Ert Mtl Wtr Wod For
(None) Power +15% +15+ +25% +25+ + 5% +15%
Cost +30% +30% +40% +40% +20% +30%
Comp. 0 0 2 0 0 3
Blaster Tablet: Forbidden L3-4 Familiar
60 HP :: 1 EN (None)
Target Mat HP LP # Acc Attr Effect
Single
Enemy 7 15 - 1 A - Deals damage and inflicts Blackout
Field Chests, Walls Mix Fir Ert Mtl Wtr Wod For
Cancels magical locks and Power +20% +20% +10% +15% +10% +15%
walls made of magical power Cost +35% +25% +25% +30% +25% +30%
Comp. 1 0 1 0 0 3
Ophion Tablet: Forbidden L4 Familiar
40 HP :: 1 EN (None)
Target Mat HP LP # Acc Attr Effect
Single
Enemy - - 9 1 E - Deals LP damage only
Field (None) Mix Fir Ert Mtl Wtr Wod For
(None) Power + 5% +15% +15% +25% +25% +15%
Cost +20% +30% +30% +40% +40% +30%
Comp. 0 0 0 2 0 3
================================================================================
15. Elements
a. Element Related Factors
==========================
When talking about magic for example, there are 5 different types of elements:
Fire, Earth, Metal, Water and Wood (Forbidden Arts are not included in
those 5 elements; it has its own type besides those). The factors that are
related to elements are listed in the chart below.
Elements and Magic Arts are very closely connected; the user's elemental
level, the number of the different elemental panels on the reel
(elemental balance) and the element of the panel you land on when stopping
the reel all affect the effect and the cost of the Magic Art you're using.
The factors that are related to elements:
* Magic Art Types
* Magic Tablets
* Elemental level of the Characters and Monsters
* The Magic Reel
b. Element Related Factors that Affect Magic Arts
=================================================
Each element related factor affects Magic Arts as described in the
chart below. Basically, the corresponding element of a particular
Magic Art will make it more effective. Also, if you land on a different
elemental panel when stopping the reel, it will affect the cost of the
Magic Art you're using.
* Higher elemental level of the caster of a corresponding
Magic Art = More HP damage/HP recovery.
* More corresponding elemental panels on the reel = More HP damage/
HP recovery.
How Magic Arts are affected when landing on certain elemental panels:
---------------------------------------------------------------------
Fire Arts
Fire Panel: HP damage & HP recovery up
Wood Panel: HP cost down
Earth Arts
Earth Panel: HP damage & HP recovery up
Fire Panel: HP cost down
Metal Arts
Metal Panel: HP damage & HP recovery up
Earth Panel: HP cost down
Water Arts
Water Panel: HP damage & HP recovery up
Metal Panel: HP cost down
Wood Arts
Wood Panel: HP damage & HP recovery up
Water Panel: HP cost down
Forbidden Arts
Forbidden Panel: HP damage & HP recovery up
c. The Change of the Elemental Balance
======================================
This system relates to how many panels of each elemental type (and Forbidden
panels) that are going to be on the magic reel. At the beginning of a battle,
the elemental balance is decided by the surrounding scenery graphics. As the
battle continues though, the player can change the balance by using Magic Arts.
There are random factors that play a part in it, but basically, the
corresponding elemental panels of the Magic Art you use, will increase on the
magic reel. Therefor, if you keep using Magic Arts of the same element in one
round of battle, it's possible to increase the effectiveness (better HP damage/
HP recovery) of the Magic Arts of that element.
How Different Magic Art Types Affect the Elemental Balance
----------------------------------------------------------
[Fire Arts]
Fire: +2
Earth: -2
Metal: +2
Water: -1
Wood: -1
Forbidden: -
[Earth Arts]
Fire: -1
Earth: +2
Metal: -1
Water: +1
Wood: -1
Forbidden: -
[Metal Arts]
Fire: -1
Earth: -2
Metal: +2
Water: -2
Wood: +2
Forbidden: -
[Water Arts]
Fire: -1
Earth: -1
Metal: -1
Water: +2
Wood: -2
Forbidden: +2
[Wood Arts]
Fire: +1
Earth: -1
Metal: -1
Water: -2
Wood: +2
Forbidden: -
[Forbidden Arts]
Fire: -1
Earth: -1
Metal: -2
Water: -1
Wood: -2
Forbidden: +2
d. Restoring the Elemental Balance
==================================
In battle, there's always a force that strives to bring the elemental balance
back to its original state. This force is stronger in certain places, but even
in those places, it will take 2-3 turns for the balance to be restored after
having used just one Magic Art. So when you continually use a Magic Art, you
don't really have to worry much about that happening.
How Magic Arts Change the Magic Reel Layout
-------------------------------------------
1. The battle starts. When the battle starts, the elemental balance is
determined by the surrounding scenery graphics (the total number of panels
on the reel is always 32). The elemental balance of the scenery in this case
consists of a lot of Wood and Forbidden panels as seen below.
Reel layout at this point:
Fire: 3
Earth: 3
Metal: 2
Water: 4
Wood: 8
Forbidden: 12
2. The Water Art 'Purify' is used and the elemental balance changes.
A Water Art was used, so that means both Water panels and Forbidden panels
will increase. All other panels will decrease, although the total number of
panels will not change. The Wood panels will decrease a lot more in comparison
to the others.
Reel layout at this point:
Fire: 1
Earth: 1
Metal: 1
Water: 8
Wood: 3
Forbidden: 18
3. The turn ends and the elemental balance tries to restore itself to its
original state. In effect, the panels that increased in numbers will decrease
and vice versa. Also, this force is not always the same, so in this case it
temporarily leaves the reel with a lot of Forbidden panels.
Reel layout at this point:
Fire: 2
Earth: 2
Metal: 1
Water: 6
Wood: 5
Forbidden: 16
e.
=======================U: SaGa Expert ~ Elements================================
Ice-Nine and Suppression
------------------------
The Magic Art Ice-Nine and the monster specific Magic Art Suppression have the
ability to change the elemental balance. Using Ice-Nine will put 26 Water panels
and 6 Forbidden panels on the magic reel. Suppression fills the Magic Reel
almost exclusively with Forbidden panels. Normally, enemies can not change the
elemental balance by using Magic Arts, but the Suppression spell is an
exception.
================================================================================
f. Elemental Balance of Adventures
==================================
Every adventure map has its own elemental balance (layout of the magic reel).
In some adventures, it can even differ between different areas of the adventure.
You can use the chart below to decide where to go to have the best chance of
quickly learning spells from magic tablets. The values in the chart relate to
how many panels of each element there are on the magic reel in the area.
Fi=Fire
Et=Earth
Mt=Metal
Wt=Water
Wd=Wood
Fo=Forbidden
Torle
====================================================================
Glacier
-------
Ice Slab Sea [Side Quest]
-------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
-------------------------------------------------------------------
All | 0 | 3 | 3 | 20 | 3 | 3 |
-------------------------------------------------------------------
Iskandaria
====================================================================
The Cavern of Murals
--------------------
The Cavern of Murals [Side Quest]
The Earth Elemental Gear [Laura]
Cavern Adventure [Armic]
Lucky Glyps [Side Quest]
-------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
-------------------------------------------------------------------
All | 2 | 12 | 2 | 8 | 4 | 4 |
-------------------------------------------------------------------
West Point and Antlion Hill
---------------------------
Desert Mirage [Side Quest]
Crossing the Desert [Side Quest]
-------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
-------------------------------------------------------------------
All | 16 | 8 | 4 | 1 | 1 | 2 |
-------------------------------------------------------------------
Undercity Pharos
----------------
Undercity Pharos [Side Quest]
Just You Wait, Round Table! [Ventus]
Undercity Pharos [Ruby]
Undercity Pharos [Mythe]
For the Love of the Girl [Mythe]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
Fortress | 6 | 2 | 8 | 2 | 2 | 12 |
--------------------------------------------------------------------
Knights of the Round Table Battle | 4 | 4 | 6 | 1 | 1 | 16 |
--------------------------------------------------------------------
Phantom/Chaos Battle | 4 | 1 | 8 | 3 | 4 | 12 |
--------------------------------------------------------------------
Escata
===================================================================
Amulet Tower
------------
Titan's Flute [Side Quest]
I'm Coming for you Mom [Judy]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All | 4 | 8 | 14 | 2 | 2 | 2 |
--------------------------------------------------------------------
Escata Palace
-------------
Escata Palace [Side Quest]
Warmth of the Throne [Side Quest]
Monsters of the Ruined Castle [Side Quest]
Escata Palace Ruins [Laura]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All | 24 | 4 | 2 | 0 | 1 | 1 |
--------------------------------------------------------------------
Dagul Bos's Castle
------------------
Dagul Bos's Castle [Side Quest]
Decisive Battle at Dagul Bos's Castle [Laura]
Recover the Packages! [Ventus]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
Dagul Bos's Castle | 6 | 8 | 10 | 2 | 2 | 4 |
--------------------------------------------------------------------
Highroad Valley | 2 | 16 | 8 | 3 | 2 | 1 |
--------------------------------------------------------------------
Highroad Path | 1 | 6 | 5 | 8 | 4 | 8 |
--------------------------------------------------------------------
Hanging Gardens
---------------
Hanging Garden
The Hanging Garden [Ruby]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
Spring, Summer, Autumn | 2 | 2 | 2 | 6 | 8 | 12 |
--------------------------------------------------------------------
Winter | 1 | 2 | 1 | 10 | 6 | 12 |
--------------------------------------------------------------------
Jeanne Maure/Chaos Battle | 2 | 1 | 1 | 8 | 8 | 12 |
--------------------------------------------------------------------
Basil Galeos's Castle
====================================================================
Basil Galeos's Castle
---------------------
Galeos the Traitor [Laura]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
Minoton [Barehanded]/Ajatar Battle | 4 | 4 | 4 | 2 | 2 | 16 |
--------------------------------------------------------------------
Basil Galeos Battle | 2 | 4 | 2 | 4 | 2 | 18 |
--------------------------------------------------------------------
Nivacolina
====================================================================
Leith Torles's Tower
-------------------
Leith Torles's Tower [Side Quest]
To the Great Wizard's Tower [Ventus]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All | 4 | 6 | 8 | 2 | 4 | 8 |
--------------------------------------------------------------------
Ensanguined Leage Hideout
-------------------------
Ensanguined Leage Hideout [Ventus]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All | 6 | 2 | 8 | 2 | 2 | 12 |
--------------------------------------------------------------------
Kimbali
====================================================================
Magma Cave
----------
Dragon of the Fiery Mountain [Side Quest]
Volcano Adventure [Armic]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All | 16 | 6 | 6 | 1 | 1 | 2 |
--------------------------------------------------------------------
Dragon's Haven
--------------
Dragon's Heaven [Side Quest]
The Dragonheart [Ventus]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All | 8 | 6 | 6 | 6 | 6 | 0 |
--------------------------------------------------------------------
Two Moons Temple
----------------
Two Moons Temple [Side Quest]
Showdown with Kalandorn [Ventus]
Two Moons Temple [Ruby]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All/Chaos Battle | 2 | 4 | 4 | 8 | 2 | 12 |
--------------------------------------------------------------------
Kimbali
-------
Waiting for the Shrine [Kurt]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All | 4 | 8 | 4 | 6 | 8 | 2 |
--------------------------------------------------------------------
Wanda
====================================================================
Shadow Desert
-------------
Lumina Stone [Side Quest]
Night Desert [Side Quest]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All | 14 | 8 | 4 | 1 | 1 | 4 |
--------------------------------------------------------------------
Nakle Lines
-----------
Nakle Lines [Side Quest]
On Galeos' Trail [Laura]
On Dagul Bos' Trail [Laura]
Nakle Lines [Ruby]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
Nakle Lines Core/All Lines | 4 | 3 | 3 | 2 | 8 | 12 |
--------------------------------------------------------------------
Nakle Lines Laboratory/Chaos Battle | 8 | 1 | 8 | 1 | 2 | 12 |
--------------------------------------------------------------------
Zomar
====================================================================
Abandoned Castle
----------------
Abandoned Castle [Side Quest]
To Longshank Pt1 [Ventus]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
1st-3rd Floor (except certain areas) | 4 | 10 | 8 | 4 | 4 | 2 |
--------------------------------------------------------------------
Stairs/Certain Corridors | 3 | 6 | 8 | 8 | 6 | 1 |
--------------------------------------------------------------------
Abandoned Castle Underground | 6 | 12 | 6 | 2 | 2 | 4 |
--------------------------------------------------------------------
Highroad Path | 1 | 6 | 5 | 8 | 4 | 8 |
--------------------------------------------------------------------
Loch Vaan
====================================================================
Mountain Hideout
----------------
Mayor's Nightmare [Side Quest]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
Mountain Hideout | 2 | 16 | 8 | 3 | 2 | 1 |
--------------------------------------------------------------------
Indoor [1] (*1) | 4 | 8 | 10 | 2 | 4 | 4 |
--------------------------------------------------------------------
Indoor [2] (*2) | 4 | 10 | 8 | 4 | 4 | 2 |
--------------------------------------------------------------------
*1: 1st corridor you reach + room to the north with the Guckies.
*2: From the big oval room (that branches in 5 directions) and onwards.
Underground Cavern
------------------
Regal Lion's Treasures [Side Quest]
The Water Elemental Gear [Laura]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All | 1 | 12 | 2 | 12 | 4 | 1 |
--------------------------------------------------------------------
Cave of the Undead
------------------
Scared Knight [Side Quest]
Sparkling Waterfall [Side Quest]
To the Caves of the Undead [Ruby]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All | 2 | 4 | 2 | 4 | 16 | 4 |
--------------------------------------------------------------------
Bottom of the Well
------------------
Bottom of the Dry Well [Side Quest]
Here, Kitty, Kitty, Kitty... [Ruby]
Bottom of the Well [Mythe]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All | 1 | 12 | 2 | 12 | 4 | 1 |
--------------------------------------------------------------------
Chapa
====================================================================
Healer's Hill
-------------
Healer's Hills [Side Quest]
Monster Extermination [Side Quest]
Insect Extermination [Side Quest]
Off to Gather Some Herbs [Armic]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All | 2 | 8 | 2 | 8 | 12 | 0 |
--------------------------------------------------------------------
Starship Anchor
---------------
Starship Anchor [Side Quest]
Jeanne's Challenge [Kurt]
To Starship Anchor [Kurt]
To Starship Anchor [Ruby]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
Woods of Starship Anchor | 2 | 6 | 2 | 8 | 6 | 8 |
--------------------------------------------------------------------
Inside the Anchor | 4 | 2 | 8 | 8 | 2 | 8 |
--------------------------------------------------------------------
Constellation Planes | 8 | 4 | 4 | 2 | 2 | 12 |
--------------------------------------------------------------------
Secret Place
====================================================================
Secret Adventure [Side Quest]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All | 24 | 4 | 2 | 0 | 1 | 1 |
--------------------------------------------------------------------
Longshank
====================================================================
Cemetery
--------
Cemetery [Side Quest]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All | 2 | 4 | 4 | 7 | 7 | 8 |
--------------------------------------------------------------------
Longshank Cave
--------------
Vanished Mogul [Side Quest]
Monster Hunters [Kurt]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
Cave | 2 | 12 | 6 | 4 | 2 | 6 |
--------------------------------------------------------------------
Highroad Forest | 2 | 4 | 2 | 8 | 16 | 0 |
--------------------------------------------------------------------
Fugar's Mansion
---------------
Fugar's Mansion [Side Quest]
Save the Photograph! [Mythe]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
None | - | - | - | - | - | - |
--------------------------------------------------------------------
Garden of Death (Garden Ruins)
------------------------------
Garden of Death [Side Quest]
The Creepy Magic Tablet
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All | 1 | 6 | 5 | 8 | 4 | 8 |
--------------------------------------------------------------------
Gadeira
====================================================================
Haunted Mansion
---------------
The Three Keys [Side Quests]
Tiffon's Secret [Mythe]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All | 4 | 8 | 10 | 2 | 4 | 4 |
--------------------------------------------------------------------
The Sevenfold Tail
------------------
The Sevenfold Tail [Side Quest]
Legendary Leviathan [Side Quest]
Seven Waterfalls [Side Quest]
The Depressed Carrier [Kurt]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
North/South Section + Phantom Lake | 2 | 6 | 2 | 10 | 12 | 0 |
--------------------------------------------------------------------
Highroad Cavern | 2 | 12 | 6 | 4 | 2 | 6 |
--------------------------------------------------------------------
Highroad Forest | 2 | 4 | 2 | 8 | 16 | 0 |
--------------------------------------------------------------------
Pirates' Cove
-------------
Pirates' Invitation [Side Quest]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All | 4 | 6 | 4 | 12 | 4 | 2 |
--------------------------------------------------------------------
Solophero
====================================================================
Vale of Swords
--------------
Vale of Swords [Side Quest]
Follow the Crystal Hoop [Judy]
To Sadovos ~Vale of Swords~ [Mythe]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All | 2 | 16 | 8 | 3 | 2 | 1 |
--------------------------------------------------------------------
Coliseum Ruins
--------------
Coliseum Ruins [Side Quest]
That Familiar Big Back [Judy]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All | 4 | 8 | 10 | 2 | 4 | 4 |
--------------------------------------------------------------------
Deities' Table
--------------
Deities' Table [Side Quest]
Save Grandpa! [Judy]
To Deities' Table [Ruby]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
Table | 2 | 1 | 1 | 4 | 12 | 12 |
--------------------------------------------------------------------
Clyde Blackstorm/Chaos Battle | 4 | 2 | 8 | 4 | 2 | 12 |
--------------------------------------------------------------------
Solophero
---------
Bandits Are Attacking! [Judy]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All | 4 | 8 | 4 | 6 | 8 | 2 |
--------------------------------------------------------------------
Serin/Sadovos
====================================================================
Jade Forest
-----------
Jade Forest [Side Quest]
The Wood Elemental Gear [Laura]
Where's My Family? [Judy]
To Sadovos ~Jade Forest~ [Mythe]
Forest Adventure [Armic]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All | 2 | 4 | 2 | 8 | 16 | 0 |
--------------------------------------------------------------------
Serin
====================================================================
Monster Lair (Armand's Hideout)
-------------------------------
Monster's Lair [Side Quest]
Save Ursula! [Judy]
Big Ol' Rascals [Kurt]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All | 2 | 12 | 6 | 4 | 2 | 6 |
--------------------------------------------------------------------
Miry Roanne
-----------
Sunken City [Side Quest]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All | 8 | 6 | 4 | 6 | 6 | 2 |
--------------------------------------------------------------------
Vaftom
====================================================================
Twin's Cape
-----------
Tribal Chief's Trial [Side Quest]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All | 2 | 4 | 4 | 16 | 4 | 2 |
--------------------------------------------------------------------
Vaftom Mine
-----------
Danger in the Mines [Side Quest]
The Metal Elemental Gear [Laura]
Mine Adventure [Armic]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All | 2 | 8 | 16 | 4 | 2 | 0 |
--------------------------------------------------------------------
Knight's Mausoleum
------------------
Knight's Mausoleum [Side Quest]
Package for the Temple Knight [Ventus]
Lord Burgundy's Assassination [Kurt]
At Iskandar's Shrine [Mythe]
To Iskandar's Shrine...Again [Mythe]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All | 4 | 8 | 8 | 4 | 6 | 2 |
--------------------------------------------------------------------
Assassin [Red] Battle | 4 | 8 | 6 | 1 | 1 | 12 |
--------------------------------------------------------------------
Avalon
------
Avalon [Side Quest]
To the Flying Island [Ruby]
To the Flying Island [Armic]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All | 3 | 3 | 2 | 4 | 8 | 12 |
--------------------------------------------------------------------
Elder Dragon [Blue]/Chaos Battle | 2 | 2 | 4 | 8 | 4 | 12 |
--------------------------------------------------------------------
Yun Crimsonrain Battle | 6 | 6 | 6 | 6 | 6 | 2 |
--------------------------------------------------------------------
Special Routes
====================================================================
Ship
----
The Road to Vaftom: Part 4 [Laura]
Ships Ahoy [Judy]
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
Bottom Deck of the Ship | 1 | 1 | 1 | 16 | 12 | 1 |
--------------------------------------------------------------------
Top Deck of the Ship | 1 | 2 | 1 | 16 | 12 | 0 |
--------------------------------------------------------------------
Highroad Field
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All | 2 | 8 | 2 | 8 | 12 | 0 |
--------------------------------------------------------------------
Highroad Valley
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All | 2 | 16 | 8 | 3 | 2 | 1 |
--------------------------------------------------------------------
Highroad Forest
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All | 2 | 4 | 2 | 8 | 16 | 0 |
--------------------------------------------------------------------
Highroad Cavern
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All | 2 | 12 | 6 | 4 | 2 | 6 |
--------------------------------------------------------------------
Highroad Path (1)
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All | 1 | 6 | 5 | 8 | 4 | 8 |
--------------------------------------------------------------------
Highroad Path (2)
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All | 1 | 6 | 5 | 8 | 4 | 8 |
--------------------------------------------------------------------
Highroad Seaside
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All | 2 | 4 | 4 | 16 | 4 | 2 |
--------------------------------------------------------------------
Silver Hills
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
All | 1 | 8 | 3 | 16 | 4 | 0 |
--------------------------------------------------------------------
g. Adventure Ranking Sorted by Element
======================================
Fire
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
Secret Place (Secret Adventure) | 24 | 4 | 2 | 0 | 1 | 1 |
--------------------------------------------------------------------
West Point and Antlion Hill | 16 | 8 | 4 | 1 | 1 | 2 |
--------------------------------------------------------------------
Magma Cave | 16 | 6 | 6 | 1 | 1 | 2 |
--------------------------------------------------------------------
Shadow Desert | 14 | 8 | 4 | 1 | 1 | 4 |
--------------------------------------------------------------------
Earth
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
Highroad Valley | 2 | 16 | 8 | 3 | 2 | 1 |
--------------------------------------------------------------------
Cavern of Murals | 2 | 12 | 2 | 8 | 4 | 4 |
--------------------------------------------------------------------
Highroad Cavern | 2 | 12 | 6 | 4 | 2 | 6 |
--------------------------------------------------------------------
Bottom of the Well | 1 | 12 | 2 | 12 | 4 | 1 |
--------------------------------------------------------------------
Metal
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
Vaftom Mine | 2 | 8 | 16 | 4 | 2 | 0 |
--------------------------------------------------------------------
Amulet Tower | 4 | 8 | 14 | 2 | 2 | 2 |
--------------------------------------------------------------------
Coliseum Ruins | 4 | 8 | 10 | 2 | 4 | 4 |
--------------------------------------------------------------------
Haunted Mansion | 4 | 8 | 10 | 2 | 4 | 4 |
--------------------------------------------------------------------
Water
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
Ice Slab Sea | 0 | 3 | 3 | 20 | 3 | 3 |
--------------------------------------------------------------------
Silver Hills | 1 | 8 | 3 | 16 | 4 | 0 |
--------------------------------------------------------------------
Highroad Seaside | 2 | 4 | 4 | 16 | 4 | 2 |
--------------------------------------------------------------------
Twin's Cape | 2 | 4 | 4 | 16 | 4 | 2 |
--------------------------------------------------------------------
Wood
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
Highroad Forest | 2 | 4 | 2 | 8 | 16 | 0 |
--------------------------------------------------------------------
Jade Forest | 2 | 4 | 2 | 8 | 16 | 0 |
--------------------------------------------------------------------
Cave of the Undead | 2 | 4 | 2 | 4 | 16 | 4 |
--------------------------------------------------------------------
Healer's Hill | 2 | 8 | 2 | 8 | 12 | 0 |
--------------------------------------------------------------------
Forbidden
--------------------------------------------------------------------
Location | Magic Reel Layout |
| Fi | Et | Mt | Wt | Wd | Fo |
--------------------------------------------------------------------
Ensanguined Leage Hideout | 6 | 2 | 8 | 2 | 2 | 12 |
--------------------------------------------------------------------
Avalon | 3 | 3 | 2 | 4 | 8 | 12 |
--------------------------------------------------------------------
Starship Anchor | 8 | 4 | 4 | 2 | 2 | 12 |
--------------------------------------------------------------------
Two Moons Temple | 2 | 4 | 4 | 8 | 2 | 12 |
--------------------------------------------------------------------
================================================================================
16. Attack Types
a. The Effect of Attributes
===========================
The attack attributes affect the amount of attack damage and also what attacks
can be evaded with the shield. All attacks are divided into subgroups; slash
type attacks for example have the Slash attribute while fire based attacks have
the Fire attribute.
b. Attributes and Defense
=========================
There are a lot of attribute defense abilities on defensive equipment that work
against many different attributes, such as Slash Barrier for example. When you
get hit by the associated attack, your defense against the attack changes just
like explained below. As for the monsters though, it's their defense stats that
count separately when you hit them with an attack. So when you hit a monster
with an attack of a certain attribute, the damage given is calculated using the
monster's associated attribute defense stats. Certain spells also protect
against certain attributed attacks. HP Damage from these attacks will be
nullified for the rest of the turn.
Barrier Abilities/Attribute Defense Change:
@ Defense x1.10 + 10
O Defense x1.03 + 3
^ Defense x0.50
* These defense changes only work against the attacks of the associated
attributes.
* You can check the various attribute abilities in the status menu. However,
these exact values are not shown in the game.
Magic Arts that Protect Against Attributes:
Firewall Ice
Moving Firewall Ice
Missile Guard Pierce
* HP Damage from these attacks is nullified for the rest of the turn.
c. Attributes and Evasion
=========================
If you have a shield with an evasion ability, you can block enemy attacks of the
associated attribute, provided you have drawn out the ability from the shield.
Be aware though, that even when you've drawn out the ability and equipped the
shield, the enemy attacks can still hit you. In other words, having a shield
with an evasion ability does not mean that it will automatically block all the
attacks with the associated attribute. Note that you won't be able to evade the
enemy attacks if you haven't drawn out the associated abilities on the shield.
d.
=======================U: SaGa Expert ~ Attack Types============================
Attacks with Multiple Attributes
--------------------------------
There are some attacks that have multiple attributes (Slash + Pierce etc).
Enemies have defense ratings for each type of attribute. When damaging an enemy
with a multi-attribute attack though, the damage is calculated using the lowest
relevant attribute defense. So if you use a Slash + Hit attack on a Slime that
has a Slash defense of 3 and a Hit defense of 7, the damage is calculated using
the lowest defense rating in this case, which is 3. So in most cases it's an
advantage to use multi-attribute attacks.
================================================================================
e. Attribute Data
=================
Slash
--> Attacks with this property
Knife: Cut In, Slashout, Dice series etc
Sword: All
Axe: All
Spear: Grasshopper series, Aim series
Monster Attacks: Chomp, Slash, Scratch etc
--> Spells that allow evasion from attacks with this property
Earth: Aegis Shield (base evasion 15-90%)
Wood: Forest Shield (base evasion 20-40%)
--> Equipment that affects damage
Head: O Corundum (2)
Body: O Bone (1), Bone (2), Scale, Tortoise Shell, Coel. Scale,
Any Mineral, Any Bestial Stone, Silver, Obsidian, Copper
Lead, Iron, Steel (1), Steel (2), Any Precious Metal
--> Monsters with high defense rating against this attribute
Guardian: Defense 5.
--> Equipment that allows evasion
Shield: All
Hit
--> Attacks with this property
Melee: All
Sword: Rear Blade
Axe: All
Spear: Aim, Acupuncture
Earth: Boulder
Monster Attacks: Stomp, Blunt Double, (Dash) etc
--> Spells that allow evasion from attacks with this property
Earth: Aegis Shield (base evasion 15-90%)
Wood: Forest Shield (base evasion 20-40%)
--> Equipment that affects damage
Body: @ Croc Skin
O Any Cloth, Fur, Snake Skin, Damascus
Legs: O Cotton, Fur
--> Monsters with high defense rating against this attribute
Slimes (All): Defense 7. Guardian, Treasure Slimes (All): Defense 5.
--> Equipment that allows evasion
Shield: All
Pierce
--> Attacks with this property
Melee: Throw (Lightweight), L3 & 4
Knife: All except Cut In, Dice series
Spear: All
Bow: All
Gun: All
Monster Attacks: Wingcutter, Peck, Glide Spike etc
--> Spells that allow evasion from attacks with this property
Earth: Aegis Shield (base evasion 15-90%)
Wood: Missile Guard (all allies; nullify HP damage for 1 turn only)
Forest Shield (base evasion 20-40%)
--> Equipment that affects damage
Head: O Silver, Faerie Silver
Body: O Any Mineral, Any Bestial Stone, Silver, Obsidian
^ Bone (1), Bone (2)
--> Monsters with high defense rating against this attribute
Jestor, Guardian, Regal Lion: Defense 5.
--> Equipment that allows evasion
Shield: All except Fur, Snake Skin, Croc Skin, Hydra Skin
(All except Leather class materials)
Heat
--> Attacks with this property
Fire: Fire Arrows, Moving Firewall, Power Gust, Crimson Flare
Monster Attacks: (Heat Gas), Dragonbreath (Fire), Fireballs etc
--> Spells that allow evasion from attacks with this property
Earth: Aegis Shield (base evasion 15-90%)
Water: Water Shield (base evasion 50-90%)
--> Equipment that affects damage
Accessory: O Serpentine
Head: @ Hydra Skin
O Corundum (1)
Body: @ Hydra Skin
Legs: @ Hydra Skin
--> Monsters with high defense rating against this attribute
Elder Dragon (Gold, Red): Defense 9. Tao-wu: Defense 7. Giant, Red Windsor,
Anka[A], Firebird, Anka[B]: Defense 5.
--> Equipment that allows evasion
Shield: Dragonscale, Queen Shiva
Ice
--> Attacks with this property
Water: Ice Needle
Monster Attacks: Crabubbles, Curse Pulser, Dragonbreath (Ice) etc
--> Spells that allow evasion from attacks with this property
Fire: Fire Shield (base evasion 50-90%)
Firewall (all allies; nullify HP damage for 1 turn only)
Moving Firewall (all allies; nullify HP damage for 1 turn only)
Earth: Aegis Shield (base evasion 15-90%)
--> Equipment that affects damage
Head: @ Fur, Hydra Skin
Body: @ Croc Skin, Hydra Skin, Dragonscale
O Cotton, Silk, Velvet, Fur, Snake Skin
Legs: @ Hydra Skin
O Any Cloth, Fur, Snake Skin, Croc Skin
--> Monsters with high defense rating against this attribute
Elder Dragon (Gold, White [A], White [B]): Defense 9. Tao-wu: Defense 7.
Giant, White Windsor, Lich [A]: Defense 5.
--> Equipment that allows evasion
Shield: Dragonscale
Lightning
--> Attacks with this property
Knife: L3 Quick Thrust
Water: Thunderclap
Wood: Thunderbringer
Holy Thunder
Metal: Shock
Monster Attacks: Dragonbreath (Lightning), Wrath
--> Spells that allow evasion from attacks with this property
Earth: Aegis Shield (base evasion 15-90%)
--> Equipment that affects damage
Body: @ Dragonscale, Meteorite, Meteoric Iron
--> Monsters with high defense rating against this attribute
Elder Dragon (Gold, Blue): Defense 9. Tao-wu, Ajatar [A], Ajatar [B]:
Defense 7. Giant, Blue Windsor: Defense 5.
--> Equipment that allows evasion
Shield: Dragonscale, Roadster
Light
--> Attacks with this property
Bow: L3 Power Shot
Fire: Holy Seal, Corona, Crimson Flare
Metal: Supersonic, Siren
Forbidden: Seal of the Abyss, Psycho Noise
Monster Attacks: Shockweb, Dragonbreath, Dragon's Roar
--> Spells that allow evasion from attacks with this property
Earth: Aegis Shield (base evasion 15-90%)
--> Equipment that affects damage
Body: O Meteoric Iron
--> Monsters with high defense rating against this attribute
Tao-wu: Defense 7. Giant: Defense 5.
--> Equipment that allows evasion
(None)
None (No attribute)
--> Attacks with this property
Earth: Stone Rain
Forbidden: Blaster, Ophion etc
--> Spells that allow evasion from attacks with this property
Metal: Mind Lock (base evasion 70-90%)
--> Equipment that affects damage
(None)
--> Equipment that allows evasion
(None)
================================================================================
17. Unusual Status
a. About Status Ailments
========================
There are 12 status ailments in total which are divided into two subgroups:
physical and mental ailments. The two different groups are associated with
skills and also matter when it comes to knowing which ability you want to raise
to prevent getting the status effects etc. Monster attacks as well as your own
attacks can inflict status effects on its target. You can keep track of the
status of your party members if you go to the Status menu while on the field, or
by pressing the triangle or square button while entering battle commands in
battle.
The sign you should look for if you want to know the status of characters, is to
see wif they're kneeling or not. A kneeling character in battle is affected by
some sort of status ailment. Except for KO, there are no status ailments that
affects you on the field, only in battle.
b. The Stun Effect
==================
The Stun effect is a special effect in that it doesn't show whether a
character is inflicted by it or not. When a character is inflicted by this
effect, some battle commands not yet performed by that character might be
canceled. The effect will disappear when the inflicted character has finished
all his actions for that turn in battle.
When a characters is hit by an attack with this effect, the character either
will or won't be affected by the ailment. If the character is affected, there's
a 60% chance for each of the battle commands still to be performed by that
character of being canceled.
c. Protection from Status Ailments
==================================
There are various ways to lower the risk of getting status ailments, which is
explained in the chart below. Also, it's possible to prevent getting inflicted
by ailments by having abilities on your equipment such as Null Poison etc.
Ways of Defending Against Physical Status Effects:
* Raising your Endurance level.
* Having the 'Natural' skill panel (the higher the panel level, the lower the
risk of being inflicted by ailments).
* Having defensive equipment with high defense.
Ways of Defending Against Mental Status Effects:
* Raising your Spirit level.
* Having the 'Iron Will' skill panel (the higher the panel level, the lower the
risk of being inflicted by ailments).
* Having defensive equipment with high defense.
d. Getting Rid of Status Ailments
=================================
Knockout aside, the most common way of getting rid of status ailments is to let
the battle turn end (if the battle ends, the status effects will still remain
though). There are also skill panels that lower the risk of getting status
effects, which is explained below. If a monster is affected by a status ailment,
the effect will disappear after 1 turn.
You can also use spells such as Purify to cancel ailments (see the Status
Ailment Data list for details). Spells are good if you want to get rid of an
eailment right away instead of waiting for the turn to end. Also, when you
return to town or use the Tetra Force to recover, all status ailments on your
characters will disappear.
How to Cancel Status Ailments in Battle / on the Field:
Battle: Wait for 1 turn.
Field: Let one turn go by ('Stand By' command only).
How to Shorten the Time of Getting Rid of Ailments:
Physical Ailments: Having the Toughness skill panel (the higher the level, the
easier to recover).
Mental Ailments: Having the Recovery skill panel (the higher the level, the
easier to recover).
e. Status Ailment Data
======================
* If a character becomes K.O.'d, all actions from that character in that turn
are canceled.
* If a character is kneeling when being affected by any physical ailment (except
Blackout), that character dies if he gets a Blackout or KO ailment in that
state.
* If you take LP damage from the attack that inflicts Sleep/Nightmare, the
effect will not be nullified.
Physical Status Ailments
------------------------
[Stun]
Some unexecuted actions are cancelled.
Stun attacks have a base success rate of 60% per action.
--> Actions that inflict this ailment
Melee: Throw series (Normal, Lightweight class)
Sword: Heaven and Earth, Rear Blade, Roundabout
Staff: Golden Dragon series
Spear: Grasshopper series
Bow: Warning Shot
--> Equipment that nullifies this ailment
(None)
--> Recovering from this ailment
(None)
[Poison]
HP Recovery rate becomes zero, and HP is lost at the end of every turn.
If HP is zero, then LP is lost instead.
A high Endurance level lowers the amount of damage taken by poison.
--> Actions that inflict this ailment
Forbidden: Degeneration
--> Equipment that nullifies this ailment
Head: Hydra Skin
Body: Hydra Skin
Legs: Hydra Skin
--> Recovering from this ailment
(Wait for a number of turns.)
Water: Purify, Refresh
[Darkness]
Doubles the chance that attacks will miss.
--> Actions that inflict this ailment
Bow: Ink Shot
--> Equipment that nullifies this ailment
Head: Bone (1), Bone (2), Any Scale, Any Mineral,
Any Bestial Stone, Obsidian, Any Metal, Damascus
--> Recovering from this ailment
(Wait for a number of turns.)
Water: Purify, Refresh
[Numb]
Can't spark weapon arts.
Every third panel is overwritten with a numb panel; performs a level 1 art
with reduced attack power.
Lowers the chance that monsters will perform strong attacks.
--> Actions that inflict this ailment
Knife: Stunner
--> Equipment that nullifies this ailment
(None)
--> Recovering from this ailment
(Wait for a number of turns.)
Water: Purify, Refresh
[Sleep]
Temporarily becomes unable to act.
HP Recovery rate increases by 25%.
Specific attacks induce nightmares - HP Recovery is halved and Confusion status
is inflicted when LP damage is taken.
--> Actions that inflict this ailment
Sword: L4 Rear Blade
Earth: Sleep
--> Equipment that nullifies this ailment
(None)
--> Recovering from this ailment
(Wait for a number of turns.)
(LP damage is taken.)
Water: Purify, Refresh
[Paralysis]
Temporarily becomes unable to act.
HP Recovery rate is halved.
--> Actions that inflict this ailment
Knife: L3 Quick Thrust/L2 Stunner, Slashout
Bow: Shadow Skidder
Forbidden: Seal of the Abyss
--> Equipment that nullifies this ailment
Accessory: Diamond
--> Recovering from this ailment
(Wait for a number of turns.)
Water: Purify, Refresh
[Blackout]
Temporarily becomes unable to act.
HP Recovery rate becomes zero.
Instantly defeats enemies.
--> Actions that inflict this ailment
Melee: L4 Punch (Heavy class)
Knife: Bloody Mary
Sword: Bopeep
Staff: L4 Roundhouse
Bow: Shadow Arrow, L4 Power Shot
Forbidden: Blaster
--> Equipment that nullifies this ailment
Accessory: Faerie Silver
Head: Faerie Silver
Body: Faerie Silver
Legs: Iron
--> Recovering from this ailment
(Wait for a number of turns.)
Water: Refresh
[Petrify]
Temporarily becomes unable to act.
HP Recovery rate becomes zero.
Success rate of 'Rescue' commands targetted on the afflicted decrease.
Instantly defeats enemies.
--> Actions that inflict this ailment
Metal: Goldfinger
--> Equipment that nullifies this ailment
Accessory: Obsidian
--> Recovering from this ailment
(Wait for a number of turns.)
Water: Refresh
Mental status ailments
----------------------
[Fear]
Can't spark weapon arts.
Every fourth panel is overwritten with a fear panel; performs a level 1 art
with reduced attack power.
Lowers the chance that monsters will perform strong attacks.
--> Actions that inflict this ailment
Earth: Fear
--> Equipment that nullifies this ailment
(None)
--> Recovering from this ailment
(Wait for a number of turns.)
Earth: Anti-Fear
Water: Refresh
Wood: Restoration
[Confusion]
Upon receiving Confusion during a round, 66% of the character's remaining
actions will be cancelled. After inputting commands, 66% of the character's
actions are cancelled.
--> Actions that inflict this ailment
(Recieving a Fear effect while already in Fear.)
--> Equipment that nullifies this ailment
Body: Glossed Silk
--> Recovering from this ailment
(Wait for a number of turns.)
Earth: Anti-Fear
Water: Refresh
Wood: Restoration
[Berserk]
HP Recovery rate is halved.
HP Damage from Melee, Sword, Axe, Staff, and Spear arts increases.
HP Damage from Knife, Bow, and Gun arts decreases.
HP Recovery from healing spells decreases.
--> Actions that inflict this ailment
Fire: Heat Fought
--> Equipment that nullifies this ailment
(None)
--> Recovering from this ailment
(Wait for a number of turns.)
Earth: Anti-Fear
Water: Refresh
Wood: Restoration
[Knockout]
Becomes unable to act.
HP or LP recovery of any sort ceases to affect the afflicted.
--> Actions that inflict this ailment
(LP being reduced to zero.)
--> Equipment that nullifies this ailment
(None)
--> Recovering from this ailment
(None)
================================================================================
18. Combos
a. How to Combo
===============
By pressing the square button in battle, you can hold an action. The next reel
will then immediately begin spinning around the previous one, making it possible
to include that action in a combo. You can execute the combo at any time by
pressing the circle button, which will stop the reel as well as all the other
held reels at the same time.
However, if a monster action was to be executed before the last action in your
combo, the monster attack will also be included in the combo. Also, when you
stop the last reel in the turn, pressing the square button has the same effect
as pressing the circle button.
b. Combo Advantages
===================
The advantages of combos are basically the increased HP damage/HP recovery and
the higher chance of inflicting LP damage (see 'Damage' section for more
details). Basically, it makes it easier to defeat enemies, especially bosses.
Note that the chance of inflicting status ailments is not higher when you combo.
The Advantages of Combos Are...
* Greater HP damage/HP recovery on the target.
* Higher chance of inflicting LP damage on target.
c. Comboing with Allies and Enemies
===================================
As mentioned earlier, if there is an enemy action that is to be executed before
the last of your actions in a combo, the enemy action is included in the combo.
There are downsides of comboing too, so take note of the points below so
you don't try to combo all the time without any thought behind it.
Monsters can also hold their actions to create combos of their own. So if both
the enemies and you have been holding your attacks, your last attack reel will
automatically be stopped and all your attacks will turn into L1 arts and be
executed.
Disadvantages When Being Interrupted by Enemy Actions:
* Makes it impossible to get more attacks in the combo.
* All attacks in the combo become level 1 arts.
* Since enemy actions are included in the combo, you run a higher risk of
receiving LP damage since the HP damage will be higher than normal.
The only time when your actions don't become level 1 arts when your combo has
been interrupted by an enemy, is when you're sparking a new art at the same
time. Then the new art will be executed no matter what level it is.
d. Combo Rate
=============
When you execute a combo, the 'combo rate' will be shown in the bottom right
corner of the screen. If you have a combo rate of 152%, the HP damage/HP
recovery and LP damage will increase by 1.52. The various factors for increasing
the combo rate are outlined below. Bear in mind though, that there are some
random factors involved as well, so even when executing two identical combos
you might still not get the exact same combo rate.
Having a lot of characters and monsters take part in a combo will boost the
combo rate considerably. You cannot exceed a rate of 170% normally even though
the max limit in theory is 200%, which can be obtained when you use the 'Sort
Combos' method to increase the combo rate.
Things that Increase the Combo Rate:
* Having many characters in the combo.
* Having many actions and many types of actions in the combo.
* Using 'Sort Combos' (perform the same combo repeatedly).
Things that Make It Difficult to Get a High Combo Rate:
* Having the same characters and monsters in a combo execute all the actions.
e. Sort Combos
==============
You can keep track of the combos you execute in battle by going into the Sort
Combos tab in the status menu. All combos you execute are monitored in there,
although the max number of combos in that list is 7, so when there's not enough
room anymore, some combos will be bumped off the list.
The function of this menu is that you can set the separating line with the
square button to decide which combos you want to keep and which ones you don't
want to keep track of. The ones above the line will be kept while the ones
under the line will be bumped off the list eventually. You can then execute the
same combo repeatedly in battles (the number of times you've executed the combo
is monitored in the menu), which will have an effect on the combo rate. The more
times you execute a combo, the higher the combo rate of that specific combo,
which will make it more effective.
f.
==========================U: SaGa Expert ~ Combos===============================
Combo Damage
------------
When you execute a combo, the damage will be added up and calculated from all
the separate attacks and the total damage will be shown after the last attack
of the combo has been executed. That goes for the HP as well as the LP damage.
The LP damage total is calculated from the separate attacks in the combo, and
the number of attacks executed within the combo is taken into account. The max
LP damage given from one attack (even within a combo) is 3, which means that the
max LP damage of 15 can only be given from a 5 hit combo.
Combos with Long Names?
-----------------------
Sometimes when you execute a big combo, it happens that the name of the combo
can be too long to fit on the screen. This happens often when you combo along
with a few enemies, which adds a few attack names to the combo. When that
happens, the name will be cut short where the screen ends and be replaced with
a few dots [...] instead.
================================================================================
g. Using the 'Hold' Command
===========================
Getting the maximum potential out of combos is not an easy task, and requires a
lot of concentration and timing. It is possible to to string together a combo
using only high level arts, but it takes a lot of practice since all the reels
are very spread out on the screen. Also, when you hold a reel, there is always a
small gap between the held the reel and the new reel that begins spinning.
h. Using Combos Efficiently
===========================
Using an attack with an added status effect such as Sleep or Paralysis as the
first attack in a battle can make the opponent unable to act, thus making it
easier for you to create combos without getting interrupted by monster attacks.
Another thing to take advantage of when it comes to creating combos is using
a magic spell as the first action which will see most enemy attacks executed
befre you unleash your combo.
First cast a magic art on a character outside of battle which will make the
delay of the spell somewhat shorter. After that, the monsters will often finish
all their actions leaving you to creating a 4 hit combo at the end. Be aware
that this method leaves the enemies to attack several times which can hit a
character hard (if they choose to target a specific character). If you suspect
that there is an enemy holding an attack even after you've used a magic spell as
your first action though, it can sometimes be a good idea to execute your
remaining actions separately instead to avoid getting interrupted.
================================================================================
19. Parrying
a. About Parrying
=================
When a character is attacked by a monster, it happens that a shield appears in
front of that character. The attack will then be parried. After a successful
parry, you won't sustain damage from the attack.
The different defense types are shield, defensive action (Deflect etc.) and
magical shield. The success rate and what attacks that can be parried differ
among these types, so it can be good to learn how to utilize them.
b. Parrying Different Attack Types
==================================
Defensive actions can parry most weapon-, dash-, fang- and claw attacks.
They can however not evade Heat-, Ice-, Lighting attacks and such. What
attacks shields and magical shields can parry depends on the attack type.llllll
In addition, every single attack of each monster has its own "evasion rate"
that affects how easy or hard it will be to parry an attack. For each attack,
there is one evasion rate for shields, one for defensive actions and one for
magical shields. In other words, an attack that cannot be parried with a shield
can possibly be parried with a magical shield easily. Furthermore, an attack
that has an evasion rate of "A" cannot be parried by that particular defense
category.
c. Parrying with the Shield
===========================
Below are the prerequisites for parrying with the shield. If those are met,
the shield's evasion value, your shield skill panel level and the attack's
corresponding evasion rate decides whether the attack will be parried or not.
Also, the durability of the shield decreases when you parry attacks with it.
But you can still parry attacks with the shield even when the durability is 0.
Prerequisites for Parrying with the Shield:
*The shield must be equipped in slot #2.
*It must be possible to parry the particular attack type with the shield.
*The player's movement must not be disabled by status effects.
Shield Evasion Values for Different Materials
---------------------------------------------
1: Cotton, Glossed Silk, Diamond
10: Fur, Snake Skin, Copse
12: Croc Skin, Mullock (1), Mullock (2)
13: Cedar
14: Carnelian, Topaz, Opal, Ravenite, Lazuli
15: Oak, Ash
16: Scale, Tortoise Shell, Serpentine, Marcasite, Copper, Lead
18: Quartz, Meteorite, Ironstone
20: Coel. Scale, Silver, Iron, Meteoric Iron
22: Hydra Skin
25: Obsidian, Steel (1), Steel (2), Faerie Silver, Roadster, Queen Shiva
27: Dragon Scale
30: Damascus
Basically, a shield that has an evasion rate of 20 has a 20% chance of parrying
an attack. The shields with evasion rates of 20 and above are definitely the
best ones to have.
Shield Skill Level / Evasion Success Rate
---------------------------------------------
Skill Level | Evasion Success Rate Increase |
---------------------------------------------
1 | x 1.3 |
---------------------------------------------
2 | x 1.4 |
---------------------------------------------
3 | x 1.5 |
---------------------------------------------
4 | x 1.6 |
---------------------------------------------
5 | x 1.7 |
---------------------------------------------
d. Parrying with Defensive Actions
==================================
When using defensive actions to parry attacks, the material of the weapon does
not affect the evasion success rate. Nor does any skills you might have.
However, the evasion success rate is already high from the outset, so it is
sufficient already.
There are different defensive actions, but the difference between them is
very small. And like with the shields, when the durability of the weapon is 0,
it's still possible to parry attacks with it.
Prerequisites for Parrying with Defensive Actions:
--------------------------------------------------
*The weapon must be equipped in slot #2.
*You must have drawn out a defensive ability from the weapon.
*Your movement must not be disabled by status effects.
Evasion Success Rates for Defensive Actions:
--------------------------------------------
Parry (Dagger): 29%
Deflect (Sword): 33%
Block (Staff): 31%
e. Parrying with Magical Shields
================================
Magical shields don't have the special requirements of the shield and the
defensive actions and they work even when a character's movement is disabled by
status effects.
Magical shields are not affected by the shield skill panel. Instead it's
affected by elements. If there are a lot of corresponding elemental panels
on the reel when using a magical shield, the evasion success rate will be
increased.
It's good to use magic arts of the same element as the magical shield you use as
it will increase the amount of the said elemental panels on the reel. The effect
of the magical shield continues until you stand by on the field screen.
Note: The success rate for the magical shields below will depend on the
elemental balance in the area you're in.
Magical Shield Data
-----------------
Fire Shield:
Magic Type: Fire Art
Use: Blocks Ice attacks
Success Rate: 50-90%
Aegis Shield:
Magic Type: Earth Art
Use: Blocks elemental attacks (all attacks with an attribute)
Success Rate: 15-90%
Mind Lock:
Magic Type: Metal Art
Use: Blocks non-elemental attacks (all attacks w/o an attribute)
Success Rate: 70-90%
Water Shield:
Magic Type: Water Art
Use: Blocks Heat attacks
Success Rate: 50-90%
Forest Shield: (Magic Blender required)
Magic Type: Wood Art
Use: Blocks Slash/Hit/Pierce attacks
Success Rate: 20-40%
f.
========================U: SaGa Expert ~ Parrying===============================
Using Shield/Defensive Action and Magical Shield at the Same Time
-----------------------------------------------------------------
Since both shields and defensive actions from weapons only work when you have
them equipped in the second slot, you can't use them both at the same time.
However, if you have one of those equipped and also use a magical shield, you
will be able to parry attacks with both the shield/weapon and the magic shield.
You can't use several magical shields at once though. Bear in mind that the
previous magical shield will disappear when you use another one.
Magical Shields in Different Defensive Setups
---------------------------------------------
Shield + Magical Shield : This setup will work. You won't sustain any damage
after a successful parry with either of these.
Defensive Action + Magical Shield : This setup will work. Like with the
[Shield + Magical Shield] setup, because you can parry with any of these, the
chance of parrying attacks is increased.
Magical Shield + Magical Shield : This setup will not work. If you use a magic
shield when you already have one, the previous magical shield will disappear.
================================================================================
20. Damage
a. HP and LP Damage
===================
There are 2 types of damage: HP damage (numbers displayed in white), and
LP damage (numbers displayed in red). These 2 are closesly connected with each
other; when the HP starts wearing down, the LP starts taking damage.
An important factor for HP damage is the attack type (see details below).
Martial Arts are good at dealing great amounts of HP damage while Dagger Arts
are not so good when it comes to that.
b. General Art/Magic Art Efficiency & HP Damage
===============================================
The important factors for dealing HP are listed below. Since growth rate has
a big effect when dealing HP damage, it's best to use a character with high
ability/elemental level and a skill or magic art with a high growth rate.
HP damage rate is not so much related to ability and elemental level.
Therefor, if you use a skill/magic art with a high HP damage rate when your
ability/elemental level are low, you can still deal some decent damage.
Also, you shouldn't pay too much attention to the cost for using an Art/Magic
Art, since that is not a big factor.
Art/Magic Art Damage Factors
---------------------------------------------------------------------------
Factor | Explanation | Effect |
---------------------------------------------------------------------------
Growth Rate | Higher ability/elemental level = greater damage | Big |
---------------------------------------------------------------------------
HP dmg Rate | Base dmg value of an Art/Magic Art. Not affected | |
| much by user's ability/elemental level. | Medium |
---------------------------------------------------------------------------
Cost | HP and EN cost value. Higher cost=greater damage | Slight |
---------------------------------------------------------------------------
c.
=======================U: SaGa Expert ~ Damage Pt 1=============================
Accuracy & Attack Attempt
-------------------------
When deciding whether a skill/magic art attack will hit or not, the
Art's/Magic Art's fixed attack attempt value comes into play. The important
factors for an attack attempt hitting or not are listed below.
Even a 1 attempt hit can deal some damage, but when several attempts hit, you
can deal more damage. The damage that shows up on the screen is the final
calculated amount of damage dealt.
When using an Art/Magic Art with low accuracy, the damage is more sporadic
and can cause the attack attempts not to hit. Also, with a high attack attempt
value it's also possible to deal more LP damage (see LP damage section
for more info).
Attack Attempt Factors [Attack]
------------------------------------------------------------------------------
Factor | Effect |
------------------------------------------------------------------------------
Art/Magic Art Accuracy | High value = big chance of attack attempts hitting |
------------------------------------------------------------------------------
Skill Level | High value = big chance of attack attempts hitting |
------------------------------------------------------------------------------
Attack Attempt Factors [Defense]
----------------------------------------------------------------
Factor | Effect |
----------------------------------------------------------------
Skill level | High value = harder to get hit |
----------------------------------------------------------------
Weight (total weight) | Light weight = harder to get hit |
----------------------------------------------------------------
================================================================================
d. Martial Arts Damage
======================
Below are the important factors for Martial Arts damage. Out of those,
strength is the most important one. So if you use Martial Arts when your
strength level is low, you won't be able to deal any extensive damage.
On the other hand, you can deal a great deal of damage if your strength
level is high.
Martial Arts Damage
---------------------------------------------------------------------
Factor | Explanation | Effect |
---------------------------------------------------------------------
Strength Level | High value = extensive damage | Great |
---------------------------------------------------------------------
The Art's Efficiency | Growth rate, HP dmg rate & cost | |
| factors. High value = great dmg | Great |
---------------------------------------------------------------------
Attack Attempt Value | Bonus damage with every | |
| attempt that hits. | Medium |
---------------------------------------------------------------------
Skill Level | High value = great damage | Small |
---------------------------------------------------------------------
Total Weight | high value = great damage | Small |
---------------------------------------------------------------------
User's Remaining HP | How much of your max HP you | |
| have left. Little HP=greater dmg | Slight |
---------------------------------------------------------------------
Target's Distance | Target's distance in battle. Short | |
| distance between yours and your | |
| target's attack=greater damage | Slight |
---------------------------------------------------------------------
e. Weapon Arts Damage
=====================
The damage from Weapon Arts is affected by the STR and skill levels,
depending on what weapon you're using (see chart below for info).
The weapons that are affected by your STR level are only affected by that
stat, and not by your skill level. So if your STR level is high and you use a
weapon that is affected by your skill level, the damage will not be affected
at all (same thing the other way around).
The weapon attack power is not the only thing you should keep in mind either;
the attack attempt value can also add some bonus damage to an attack. So if
you use a weapon with high attack power and an Art that has a high attack
attempt value, you can still deal a great amount of damage, even if your STR
level is low.
Weapon Arts Damage
------------------------------------------------------------------------------
Factor | Explanation | Effect |
------------------------------------------------------------------------------
Strength/Skill Level | Sword, Axe, Staff & Spear are affected by | |
| your STR level. Dagger, Bow & Gun are | |
| affected by your skill level | |
| High value = great damage. | Great |
------------------------------------------------------------------------------
Used Art's | Growth rate, HP dmg rate & cost factors. | |
Efficiency | High value = great damage | Great |
------------------------------------------------------------------------------
Weapon Attack Power | High value = great damage | Medium |
------------------------------------------------------------------------------
Attack | The weapon attack power receive | |
Attempt Value | a bonus with every attempt that hits, | |
| thus increasing the damage dealt. | Medium |
------------------------------------------------------------------------------
Weapon Slot | A weapon equipped in the 1st slot will deal | |
| about 8% more damage than a weapon | |
| equipped in the 2nd slot. | Small |
------------------------------------------------------------------------------
User's | How much HP you have left. | |
Remaining HP | Less HP = greater damage | Slight |
------------------------------------------------------------------------------
Target's | Short distance between yours and your | |
Distance | target's attack = greater damage. | Slight |
------------------------------------------------------------------------------
f. Magic Arts Damage
====================
The biggest factor concerning magic arts damage is not the user's ability level,
but the user's elemental level. There are also many factors that aren't factors
for Weapon Arts that affect Magic Arts, such as the number of corresponding
elemental panels on the reel and also the support abilities from equipment.
One factor to pay attention to is your remaining HP. In the case of Weapon Arts,
little remaining HP means greater damage. With magic arts it's the opposite;
little remaining HP means a lot less damage dealt. When using magic arts with
high HP costs, pay attention to when the attack damage starts to drop off.
Magic Arts Damage Factors
--------------------------------------------------------------------------
Factor | Explanation | Effect |
--------------------------------------------------------------------------
Corresponding | High value=greater damage | |
Elemental Level | | Great |
--------------------------------------------------------------------------
Used Art's | Growth rate, HP dmg rate & cost factors. | |
Efficiency | High value=greater damage | Great |
--------------------------------------------------------------------------
User's | Low HP=less damage | |
Remaining HP | | Great |
--------------------------------------------------------------------------
# of Corresponding | More corresponding elemental | |
Elemental Panels | panels on the reel=greater damage | |
on the Reel | | Great |
--------------------------------------------------------------------------
Attack | The corresponding elemental level receive | |
Attempt Value | a bonus with every attempt that hits, | |
| thus increasing the damage dealt. | Medium |
--------------------------------------------------------------------------
Magic Level | High value=greater damage | Small |
--------------------------------------------------------------------------
Support Ability | More corresponding Abilities (Fire Support| |
| for Fire Arts for ex.) = greater dmg. | |
| 6 is the max number of Support Abilities. | Small |
--------------------------------------------------------------------------
Stopping | Stopping the reel on a corresponding | |
the Reel | panel=greater damage. | Slight |
--------------------------------------------------------------------------
Target's | Short distance between yours and your | |
Distance | target's attack=greater damage. | Slight |
--------------------------------------------------------------------------
g. Other Damage Related Factors
===============================
There are some factors that haven't been brought up yet. Those factors are
listed below. If you have party members that use Martial Arts, swords etc
you can use the Magic Art Heat Fought that causes Berserk. Then they will
be able to deal more damage.
Other Damage Related Factors
---------------------------------------------------------------------------
Factor | Explanation | Effect |
---------------------------------------------------------------------------
Phobia | Attacking an enemy of the corresponding | Extremely |
Panel | panel will deal less attack damage. | Great |
---------------------------------------------------------------------------
Combo Rate | More Arts/Magic Arts in a combo = greater dmg. | Great |
---------------------------------------------------------------------------
Numb, | Hitting one of these panels will lessen | |
Confusion | the attack damage. When using a skill, | |
| hitting one of these you will perform an L1 | |
| attack automatically. | Medium |
---------------------------------------------------------------------------
Berserk | Martial arts, sword, axe, staff | |
Effect | & spear=great damage. Dagger,bow | |
| & gun will deal low damage. | Medium |
---------------------------------------------------------------------------
h. Reducing Sustained Damage
============================
The damage sustained from enemies is reduced by your defensive equipment.
Below are some ways of strengthening your defensive equipment. Also, take into
consideration that the Endurance and Spirit level do not reduce the damage
sustained.
Ways of Strengthening Your Defensive Equipment
-----------------------------------------------------------------------
Method | Explanation |
-----------------------------------------------------------------------
Iron Body | Raises the armor's defence value against |
Skill Panel | Slash/Hit/Pierce attacks. [panel Lv x 5+10] %. |
-----------------------------------------------------------------------
Fortify | Raises the armor's defence value against |
Skill Panel | magic attacks by 25%. (panel only available as L3) |
-----------------------------------------------------------------------
Armor Blessing | Raises armor's defence value by 10. |
-----------------------------------------------------------------------
o Type | Raises the armor's defence value against the |
Defense Ability | corresponding attacks; [x1.1+10] |
-----------------------------------------------------------------------
O Type | Raises the armor's defence value |
Defense Ability | against the corresponding attacks; [x1.03+3] |
-----------------------------------------------------------------------
i. LP Damage
============
When your characters or an enemy attacks, the fixed attack attempt number comes
into play when deciding whether there will be LP damage or not. It's constructed
so that when 1 attack attempt hits, the attack will deal 1 LP damage.
The max LP damage for one attack is 3 LP, but you can exceed that by using
combos. The details on accuracy and the fixed attack attempt number is explained
below. An attack that deals a lot of HP damage and has a high attack attempt
value is good for dealing LP damage.
Furthermore, if the target has little remaining HP, the success rate of dealing
LP damage will increase.
Factors for Dealing LP Damage
--------------------------------------------------------------------------
Factor | Explanation | Effect |
--------------------------------------------------------------------------
LP Damage Rate | High value=higher success rate for LP damage. | Great |
--------------------------------------------------------------------------
Combo Rate | High value=higher success rate for LP damage. | Medium |
--------------------------------------------------------------------------
Skill Level | High value=higher success rate for LP damage. | Small |
--------------------------------------------------------------------------
Factors for Defending Against LP Damage
-------------------------------------------------------------------------
Factor | Explanation | Effect |
-------------------------------------------------------------------------
Remaining | If you have a lot of HP left, the risk of | |
HP after | getting LP dmg is low. If you have 0 | |
being hit | HP left as opposed to 1 or more, | |
| the risk increases drastically. | Great |
-------------------------------------------------------------------------
Life Protection | Lowers the risk of LP damage. | |
Ability | Max number of abilities is 5. | |
(characters only) | 1 ability=5%. 25% max lowered risk. | Medium |
-------------------------------------------------------------------------
LP Defense Value | High value=low risk of LP damage. | |
(monsters only) | | Medium |
-------------------------------------------------------------------------
Skill Level | High value=low risk of LP damage. | Small |
-------------------------------------------------------------------------
Deciding LP Damage
------------------
Number of attack attempt hits + the HP damage modifier value (from the
chart below)
HP Damage Modifier Rate Value
-----------------------------
If one of these requirements is fulfilled, the modifier value is +1. If four of
them are fulfilled, the value is +4 etc.
*Deal 499 HP damage or more
*Deal 999 HP damage or more
*Deal more HP damage than target has left
*Deal more HP damage than target's max HP
j.
=======================U: SaGa Expert ~ Damage Pt 2=============================
Dealing LP Damage Efficiently
-----------------------------
When dealing LP damage, the fixed attack attempt number plays a big hand, as
does accuracy. Without a high value in both of those, dealing LP damage will
not be so easy. For better success with dealing LP damage, use skills/magic arts
with high LP damage rate. Using combos as well as attacks that lowers the
enemy's skill is also good.
Skills and magic arts that have a high attack attempt value are also great for
dealing HP damage, especially considering the HP damage modifier value.
Considering the max HP damage modifier value is +4 when you deal a great amount
of HP damage, it's still possible to deal 3 LP damage even with a skill/magic
art that has an attack attempt value of 1.
================================================================================
21. Adventures
a. The 7 Main Characters
========================
There are 7 main characters in U: SaGa. The main differences between them are
listed below. They all set out from different points, but they are also all
working towards the ending. For example, Laura begins her story setting out to
find some mysterious equipment with Henri, while Ventus wants to know who the
killer of his brother is. Some characters have special systems in their stories,
like the carrier system in Ventus' story or the gauntlet battles in Kurt's
story.
Main Differences of the Main Characters:
* What adventures you can play (main adventures).
* What recruitable characters there will be.
* What towns you can access.
* Special systems.
b.
======================U: SaGa Expert ~ Adventures Pt 1==========================
The Staffroll
-------------
**Under Construction**
================================================================================
c. Recruitable Characters
=========================
In the middle of adventures, you can sometimes meet characters that will end up
being members of your party. Since the battles get easier the more characters
you have, you should try to get as many characters in your party as quickly as
possible. The max number of characters you can have in your party is set to 8,
while you can bring up to 7 characters at each adventure.
If you go on an adventure where you will meet a recruitable character when you
have more than 6 characters in your party, you will have to choose 6 characters
that you want to have for the adventure to make room for the new party member.
Ways to Increase the Number of Party Members:
* Progress through the main adventures.
* Choose the number of characters you want to bring when going on a new
adventure.
d.
======================U: SaGa Expert ~ Adventures Pt 2==========================
Recruiting Characters Efficiently
---------------------------------
Every time you clear a quest, all your party members get the chance to grow.
So the more characters you have, the more characters will grow at the end of
each adventure. So in order to take full advantage of that, it's best to get as
many characters in your party as soon as possible.
================================================================================
e. Free Scenario
================
For every main character there are two types of adventures: main adventures and
side quests. The order of the main adventures cannot be changed, whereas the
order of the side quests is up to the player to decide. So in between the main
adventures is considered the 'free scenario' side of the game, letting the
player roam free. In order to get the game to progress, you'll sometimes have to
use trial and error.
f.
======================U: SaGa Expert ~ Adventures Pt 3==========================
Inaccessible Adventures
-----------------------
Which quests that will be accessible in every town may vary depending on not
only the scenario level, but also on how many quests there are to choose from at
the Inn. The game will never display more than 4 quests at any time, so even if
you have the required scenario level, some quests may still not show up because
of this limit. This mostly is the case with the towns where there are 5 or more
side quests available. When this happens, you can just clear one of the other
quests which will make another quest appear in the list.
The main adventures always has the priority over the side quests, so the main
adventures are always shown in the list (always at the top of the list of
quests). The priority of the side quests in every town follows the exact order
of the Side Quest Data list further down in the 'Side Quest' section.
================================================================================
g. Using the Tetra Force
========================
In every main character's main adventure, there's a Tetra Force which you can
use to regain the HP and LP of your whole party and also grow your characters
all well as save your game. Since it's possible to use the Tetra Force several
times, you can basically use it to grow your characters and then fight some more
monsters, go back and grow your characters again. You can use the Tetra Force
if your party meets certain conditions according to the party's total number of
LP, which is explained below.
1st time No conditions
2nd time 90% or less
3rd time 80% or less
4th time 70% or less
5th time 60% or less
6th time 50% or less
7th time 40% or less
8th time 30% or less
9th time 20% or less
10th time 10% or less (and additional times)
h. System Data
==============
When you begin playing this game, it will automatically create a system data
save file which will keep track of 3 things. However, you must have a memory
card in slot 1 of the PS2 for this to work. So if you decide to make a new
system data save, bear in mind that these 3 things listed below will not be
recovered.
The system data keeps track of the following things:
* Your 'Continue' command save.
* What main character stories you've completed.
* Your option screen settings.
i. Carrying Over Data to a Second Playthrough
=============================================
Every time you complete a main character's story, you get to make a clear data
save which will say 'X characters completed'. When you load one of these saves
and then choose 'New Game' after that, there are several things that gets
carried over from the previous game to the new one. Carrying over the data can
be a good thing, because it gives you a chance to get better items/equipment
earlier in the game from the shops.
Things that Get Carried Over to a Second Playthrough:
* Your transaction total and market rank. (see the Item section for more info).
* The status of the ecosystem.
* The data bank of encountered monsters. (concerning the monster names displayed
upon encounter).
* The combo rate.
j.
======================U: SaGa Expert ~ Adventures Pt 4==========================
Playing a Second Story Without Carrying Over the Data
-----------------------------------------------------
What characters you've completed and the data carried over from a previous game
is stored in the system data save and the clear data save respectively. It is
therefor possible to play a second game without carrying over the data from the
previous game if you choose not to load the clear data save and just use the
system data before you start a new game. It's also possible to carry over the
data from a previous game by doing the opposite.
================================================================================
22. Side Quests
a. Side Quests
==============
It's not required to do side quests in order to finish the game. But on the
other hand, you can use them to collect items and money and also to grow your
characters. There are some things you should keep in mind though:
* Turn Limit
Most of the side quests have a fixed turn limit. When the turn limit for a
side quest has been reached, you will get a Time-Up and then return to the
town you came from. It's still possible to replay the quest again after this
has happened.
* Returning to Town
It's possible to return to the town you came from in the middle of a quest.
After that, it's still possible to do the side quest again.
* Main and Side Quests Using the Same Map
If an area is already part of a main character's story, the side quests using
that same area will not be available. For example, Laura visits the Cavern of
Murals in one of her main adventures. Therefor the Cavern of Murals side quest
will not be available for her.
b.
=====================U: SaGa Expert ~ Side Quests Pt 1==========================
Reappearing Objects in Side Quests
----------------------------------
By returning to town after a side quest, it's possible to search the same area
again by replaying the quest. However, when it comes to fixed objects on the
map, it's only the fixed monsters that reappear when you replay the quest again:
Treasure Chests: Opened treasure chests will not reappear again.
Items: Item's you've picked up will not reappear again.
Enemies: Defeated enemies will reappear when you replay the quest again.
================================================================================
c. Choosing Side Quests
=======================
Every town has its own side quests you can choose to play. In order to do that
though, you have to enter the town and select the side quest you want to enter
at the town's Inn. However, each side quest has its own 'scenario level'. If you
haven't got the scenario level that is required for a certain side quest, the
quest won't be available. But as you get access to more towns on the map,
finding side quests to do should not be much of a problem. Also, some quests
have special requirements in order to get access to them. As an added note,
Ventus and Kurt both have access to a lot of side quests in their stories.
d.
=====================U: SaGa Expert ~ Side Quests Pt 2==========================
Scenario Level
--------------
As mentioned before, whether a side quest is available or not depends on if you
have the required scenario level or not (there is no indication of what your
scenario level value is in the game, though). The scenario level is calculated
continually all the time and is determined by the strength of the monsters
basically.
The two factors that affect the scenario level are explained below.
Note that the scenario level is set to 20 at the beginning of the game, which
means that the quests that have a scenario level of 20 or less will be
available from the start of the game (provided that you've accessed the town
where the quest is).
Factors that Affect the Scenario Level:
* The rank of the monsters that appear. Higher monster rank = higher scenario
level.
* The greater the difference between the rank of the monsters of different
monster races, the more the scenario level increases.
Note: The monster rank is by far the biggest factor of these two.
================================================================================
e. Side Quest Data
==================
D: Difficulty (1-5).
SL: Required Scenario Level.
Turns: Turn Limit.
Characters: Characters that can access the quest.
L=Laura
V=Ventus
J=Judy
K=Kurt
R=Ruby
M=Mythe
A=Armic
--------------------------------------------------------------------------------
Town | Quest Name | D | SL | Turns | Characters |
--------------------------------------------------------------------------------
Torle | Ice Slab Sea | 1 | 17 | 200 | V, K, R |
--------------------------------------------------------------------------------
Iskandaria | Cavern of Murals | 3 | 29 | 200 | V, K, R, M |
| Lucky Glyphs | 2 | 20 | 100 | L, V, K, R, M |
| Desert Mirage | 1 | 24 | 120 | L, V, K, R, M, A |
| Crossing the Desert | 1 | 17 | 80 | L, V, K, R, M, A |
| Undercity Pharos | 1 | 0 | 200 | L, V, K, R, M, A |
--------------------------------------------------------------------------------
Escata | Titan's Flute | 3 | 29 | 350 | L, V, K, R, M, A |
| Escata Palace | 1 | 17 | 100 | V, J, K, R, M, A |
| Warmth of the Throne | 2 | 20 | 100 | V, J, K, R, M, A |
| Monsters of the Ruined Castle | 2 | 24 | 100 | V, J, K, R, M, A |
| Dagul Bos's Castle | 2 | 35 | 100 | J, K, R, M, A |
| Hanging Garden | 3 | 42 | 1000 | L, V, J, K, M, A |
--------------------------------------------------------------------------------
Nivacolina | Leith Torles Tower | 4 | 35 | 400 | L, J, K, M, A |
--------------------------------------------------------------------------------
Kimbali | Dragon of the Fiery Mountain | 3 | 17 | 200 | V, K, R |
| Dragon's Haven | 4 | 29 | 80 | K, R, A |
| Two Moons Temple | 4 | 42 | 160 | K, A |
--------------------------------------------------------------------------------
Wanda | Lumina Stone | 1 | 17 | 81 | L, V, J, K,R,M,A |
| Night Desert | 2 | 20 | 180 | L, V, J, K,R,M,A |
| Nakle Lines | 5 | 42 | 450 | V, J, K ,M ,A |
--------------------------------------------------------------------------------
Zomar | Abandoned Castle | 4 | 17 | 150 | L, J, K, R, M, A |
--------------------------------------------------------------------------------
Loch Vaan | Mayor's Nightmare | 2 | 29 | 45 | V, J, K, R, M, A |
| Regal Lion's Treasures | 3 | 35 | 100 | V, J, K, R, M, A |
| Scared Knight | 1 | 24 | 120 | L, V, J, K, M, A |
| Sparkling Waterfall | 2 | 20 | 60 | L, V, J, K, M, A |
| Bottom of the Dry Well | 1 | 17 | 40 | V, J, K ,A |
--------------------------------------------------------------------------------
Chapa | Healers' Hills | 1 | 17 | 100 | L, V, K, R |
| Monster Extermination | 2 | 20 | 100 | L, V, K, R, A |
| Insect Extermination | 1 | 24 | 100 | L, V, K, R, A |
| Starship Anchor | 4 | 42 | 1200 | L, V, A |
| Secret Adventure | 2 | 0 | 50~99 | L, V, K, R, A |
--------------------------------------------------------------------------------
Longshank | Cemetery | 2 | 20 | 80 | L, V, J, K, M, A |
| Vanished Mogul | 3 | 29 | 420 | L, V, J, M, A |
| Fugar's Mansion | 1 | 17 | 67 | L, V, J, K, A |
| Garden of Death | 2 | 24 | 290 | L, V, K, M, A |
--------------------------------------------------------------------------------
Gadeira | The Three Keys | 2 | 20 | 400 | V, J, K ,A |
| The Sevenfold Tail | 1 | 17 | 200 | V, J, M, A |
| Legendary Leviathan | 2 | 29 | 200 | V, J, M, A |
| Seven Waterfalls | 1 | 24 | 200 | V, J, M, A |
| Pirate's Invitation | 3 | 35 | 400 | V, J, K, M, A |
--------------------------------------------------------------------------------
Solophero | Vale of Swords | 3 | 17 | - | V, K, R, A |
| Coliseum Ruins | 2 | 20 | 120 | V, K, R, M, A |
| Deities' Table | 4 | 42 | 1200 | V, K, M, A |
--------------------------------------------------------------------------------
Serin/ | Jade Forest | 2 | 17 | 180 | V, K, R |
Sadovos | | | | | |
--------------------------------------------------------------------------------
Serin | Monster's Lair | 2 | 24 | 80 | V, R, M, A |
| Sunken City | 3 | 20 | 300 | V, J, K, R, M, A |
--------------------------------------------------------------------------------
Vaftom | Tribal Chief's Trial | 2 | 17 | 100 | L, V, J, K,R,M,A |
| Danger in the Mines | 2 | 24 | 300 | V, J, K, R, M, A |
| Knights' Mausoleum | 5 | 20 | 140 | L, J, R, A |
| Avalon | 3 | 42 | 1200 | L, V, J, K, M |
--------------------------------------------------------------------------------
f. Secret Adventure Requirements
================================
It's only Judy and Mythe that can't access this secret adventure, because they
can't go to Chapa at all. Note that you have to see the elder to access the
quest, and not the inn. Here's the info on when all characters can access it:
Laura
After having finished the elemental gear quests and before having gone to Basil
Galeos's Castle. Or after having cleared the "Decisive Battle at Dagul Bos's
Castle" quest and before having gone to Basil Galeos's Castle.
Ventus
After having accessed Chapa on the map.
Judy
Can't access this quest because she can't go to Chapa.
Kurt
After having cleared main quests #1-4 (The Depressed Carrier, Vale of Swords,
Big Ol' Rascals, Waiting for the Shrine) and before main quest #6a (Jeanne's
Challenge) has become available. Not defeating Agares is also a requirement.
Ruby
After having cleared either of main quests #8-13 (The Seven Wonder quests) and
before before having gone to the "Birthplace of Leith Torles". (It's possible to
do it after each of the Seven Wonder quests.)
Mythe
Can't access this quest because he can't go to Chapa.
Armic
After having cleared either of main quests #1-5 (Off to Gather Some Herbs,
Forest Adventure, Volcano Adventure, Mine Adventure, Cavern Adventure) and
before having gone to Yun to choose another item to find. (It's possible to do
it after each of main quests #1-5.)
================================================================================
23. The Carrier System
a. The Carrier System
=====================
When visiting a Carrier's Guild in a town when you play as Ventus, you can
choose to take on a mission to carry an item to another town. Then after you
exit the town when you've chosen which mission to take on, you will end up on
the field and you will begin travelling to your next destination. When you've
reached the destination you finish the job by delivering the goods to the
Carrier's Guild in that town.
In addition to making money, you can also get a higher carrier rank as well as
gain access to more towns on the world map. You can even get more characters
to join your party by travelling to different towns on the map. By doing this,
you can get Ruby, Thomas and Francis to join your party.
Advantages with the Carrier System
----------------------------------
* Enables you to visit new towns on the map.
* Gives you the opportunity to get more characters to join your party.
* Gives you more chances to strengthen your characters.
* Makes it possible to earn more money.
Things to keep in mind...
* You can't make a quick save during a carrier mission.
* You can't take on any other adventures or carrier missions while carrying.
* When leaving a town you're temporarily visiting while on a carrier mission,
you will automatically continue towards the town of your destination.
b. Carrier Routes
=================
There's a distance of 0~4 between all the towns as seen on the map below. The
distance between towns affect the difficulty and the reward money you get for
completing a mission. Also, if you haven't been to a location before when you
take on a mission to that place, the game will automatically choose the shortest
route there.
Furthermore, there are a few routes where you don't pass the way you would
normally do. Those special routes are explained below. Be aware that in order to
travel between Solophero and Serin, you have to go through the Vale of Swords
which is considered to be a very difficult mission, especially early in the
game. It can take a long time to clear that one if you don't have many
characters in your party, as your party gets split up when you pass over a
bridge.
Special Routes
--------------
Boat: You travel by boat between Longshank, Gadeira and Vaftom. Your party will
not grow any when you use these routes only. You will just automatically arrive
at the destination.
Vale of Swords: When travelling between Solophero and Serin, you will go through
the Vale of Swords. When going from Solophero to Serin, this route is exactly
like the Vale of Swords side quest.
Jade Forest: This is the route between Serin and Sadovos. Whichever town you set
out from, you find the exit the exact same way as you do in the Jade Forest side
quest.
Distance Data
-------------
Iskandaria to Torle: 3
Escata to Iskandaria: 4
Serin to Sadovos: 3 (Jade Forest)
Solophero to Serin: 2 (Vale of Swords)
Gadeira to Solophero: 3
Gadeira to Chapa: 3
Loch Vaan to Chapa: 3
Zomar to Loch Vaan: 3
Zomar to Longshank: 3 (*2)
Wanda to Kimbali: 2 (*1)
Wanda to Escata: 3
Wanda to Nivacolina: 3
Wanda to Zomar: 2
Gadeira to Longshank: 0 (*3)
Gadeira to Vaftom: 0 (*3)
Longshank to Vaftom: 0 (*3)
*1: When travelling between Torle and Kimbali, the value here is -1.
*2: When travelling from Gadeira to Zomar, the value here is 2.
*3: When you don't pass by other routes other than these during a mission, the
value here becomes 1.
+--+
Nivacolina| |
/+--+ Torle
/ +--+
/ | |
+--+ 3/ +--+
Kimbali| | / /
+--+ / 3 /
\ / /
(*1) 2 \ / /
\+--+ 3 +--+ 4 +--+
Wanda | |--------| |--------------| |
+--+ +--+ +--+
| Escata Iskandaria
|
+--+ |
Loch Vaan | | |2
+--+ |
/ \ |
/ 3\ |
/3 \+--+
/ | |Zomar
+--+/ +--+
Chapa| | /
+--+ /
| /3 (*2)
| /
| /
|3 +--+
| | |Longshank
| /+--+
| (*3)/ |
| 0/ |
Solophero Gadeira | / |
+--+ 3 +--+ / |
| |---------------| |/ |
+--+ +--+ |
/ | |
/ 2 <--Vale of Swords | |0 (*3)
+--+ | |
| |Serin | |
+--+ | /
| |0 (*3) /
|3 <---Jade Forest | /
| | /
+--+ | /
| |Sadovos | /
+--+ | /
+--+
| |Vaftom
+--+
c. Items
========
There are 47 different items in total, all of which have their own weight and
value. The weight of the item affects how many monsters there will be in the
mission, and the value affects how strong the monsters will be. Also, there are
A and B versions of some items as explained below. It won't say A and B in the
game like in the item list further down, but you can tell the difference by
reading the description for the items. But for other items than these, you won't
be disadvantaged by not reading the descriptions properly.
Descriptions of A/B Version Items
---------------------------------
Book A: A difficult book.
Book B: A dangerous item of unknown origin.
Shield A, Armor A, Helmet A: A common defensive weapon.
Shield B, Armor B, Helmet B: A legendary defensive weapon of unknown origin.
Stone A: Appears to be used as raw material for something.
Stone B: It's an ordinary stone, but collectors know its value.
Wine A: An item with a time limit. It can only be consumed now.
Wine B: Vintage wine.
Item Descriptions [Full List]
-----------------------------
Apple An apple a day keeps the doctor away. Deliver while it's still
fresh!
Armor A A common defensive weapon.
Armor B A legendary defensive weapon of unknown origin.
Book A A difficult book.
Book B A dangerous item of unknown origin.
Bottle A valuable item of unknown origin.
Bouquet A beautiful bouquet tha must be delivered before it wilts.
Cloth Pouch No one knows what's inside.
Crate A valuable item of unknown origin.
Dagger A versatile dagger, useful for self-defense or adventure.
Dried Fish An item famous in this region. You won't find it anywhere else.
Fish Local fish, perfect for simmering or frying. Deliver while it's
Still fresh!
Fruit A fairly large quantity, all packaged up.
Gem Green Sapphire. Light and promising.
Glass Bottle Cold medicine. A valuable commodity depending on the location.
Ham Processed to be well-preserved.
Helmet A A common defensive weapon.
Helmet B A legendary defensive weapon of unknown origin.
Herb Stock It's a much sought-after herb, for both cooking and medicine.
Holy Water Said to be effective against the undead.
Key A useful key, also a fashionable accessory.
Lamp A lamp. It is currently unlit.
Leather Bag A leather bag used by adventurers.
Leather Pouch No one knows what's inside.
Letter Urgent contents. Deliver immediately.
Letter (2) Appears to be a letter of great importance.
Long Sword A legendary weapon of unknown origin.
Map A Map
Meat A tasty ingredient for the finest dishes. Deliver while it's
Still fresh!
Mummy A saint's mummy, popular amongst collectors...but a burden to
Haul.
New Crate No one knows what's inside.
Perfume An item popular with women.
Picture Book A picture book of local traditions.
Scroll Appears to be a letter of great importance.
Seeds Seeds from a plant.
Shield A A common defensive weapon.
Shield B A legendary defensive weapon of unknown origin.
Stone A Appears to be used as raw material for something.
Stone B It's an ordinary stone, but collectors know its value.
Sword This sword may be common, but its blade has been well-honed.
Treasure Chest No one knows what's inside.
Vegetables Local produce, perfect for simmering and frying, Deliver
while it's still fresh!
Wine A An item with a time limit. It can only be consumed now.
Wine B Vintage wine.
Wood Piece Though it appears to be a wood chip, it's fragment potpourri.
Item Weight/Value
-----------------
W= Weight
V= Value
---------------------
Item |W|V|
---------------------
Apple |1|2|
Armor A |4|1|
Armor B |4|4|
Book A |1|2|
Book B |1|3|
Bottle |1|3|
Bouquet |2|2|
Cloth Pouch |2|1|
Crate |3|2|
Dagger |1|1|
Dried Fish |2|2|
Fish |2|1|
Fruit |1|1|
Gem |1|3|
Glass Bottle |1|2|
Ham |2|1|
Helmet A |2|1|
Helmet B |2|4|
Herb Stock |1|1|
Holy Water |1|2|
Key |1|1|
Lamp |1|1|
Leather Bag |1|1|
Leather Pouch |2|1|
Letter |1|1|
Letter (2) |1|1|
Long Sword |3|4|
Map |1|2|
Meat |2|1|
Medicinal Herbs |1|1|
Mummy |2|4|
New Crate |3|1|
Old Crate |4|1|
Perfume |3|2|
Picture Book |1|2|
Scroll |1|2|
Seeds |1|1|
Shield A |2|1|
Shield B |2|4|
Spices |1|1|
Stone A |4|1|
Stone B |4|2|
Sword |3|1|
Treasure Chest |3|3|
Vegetables |1|1|
Wine A |1|3|
Wine B |1|4|
Wood Piece |4|3|
---------------------
The Carrier Guilds in each town all have 4 groups of items, with one of those
groups being the one you can choose from. When you've done one of those
missions, it will switch to the next group in line (a->b->c->d->a..). Also,
in some cases there are different versions of the same item (Book A/Book B etc).
The 'B' versions have the same weight as the 'A' versions, but the 'B' versions
are more valuable (which will affect the money reward and the mission
difficulty).
Torle
-----
a. Armor A, Helmet A, Wine A, Bottle
b. Shield B, Map, Crate, Book B
c. Armor B, Dagger, Helmet B, Fruit
d. Letter (2), Shield, Wine B, Crate
Iskandaria
----------
a. Old Crate, Medicinal Herbs, Fish, Mummy
b. Wood Piece, Leather Pouch, Picture Book, Book A
c. Armor B, Spices, Wood Piece, Leather Bag
d. Spices, Sword, Medicinal Herbs, Shield
Escata
------
a. Leather Bag, Shield B, Lamp, Armor B
b. Seeds, Helmet B, Long Sword, Wine
c. Fruit, Letter (2), Leather Pouch, Dried Fish
d. Bottle, Crate, Stone A, Spices
Wanda
-----
a. Long Sword, Cloth Pouch, Spices, Stone B
b. Shield A, Lamp, Ham, Helmet
c. Herb Stock, Picture Book, Dried Fish, New Crate
d. New Crate, Long Sword, Key, Armor
Nivacolina
----------
a. Helmet B, Dried Fish, Perfume, Seeds
b. Fruit, Scroll, Bouquet, Ham
c. Holy Water, Helmet A, Stone A, Cloth Pouch
d. Leather Bag, Crate, Long Sword, Letter
Kimbali
-------
a. Stone A, Wine A, Book B, Apple
b. Dagger, Leather Bag, Scroll, Meat
c. Scroll, Glass Bottle, Letter (2), Perfume
d. Helmet A, Mummy, Sword, Map
Zomar
-----
a. Map, Vegetables, Bouquet, Medicinal Herbs
b. Sword, Stone B, Meat, Long Sword
c. Vegetables, Lamp, Perfume, Helmet B
d. Letter (2), Holy Water, Vegetables, Shield B
Loch Vaan
---------
a. Stone A, Ham, Armor B, Stone
b. Seeds, New Crate, Dried Fish, Wood Piece
c. Glass Bottle, Wine A, Apple, Herb Stock
d. Apple, Bouquet, Shield B, Seeds
Chapa
-----
a. Perfume, Bouquet, Herb Stock, Letter (2)
b. Wine B, Fish, Fruit, Scroll
c. Armor A, Stone B, Picture Book, Key
d. Mummy, Glass Bottle, Leather Pouch, Lamp
Longshank
---------
a. Picture Book, Old Crate, Holy Water, Treasure Chest
b. Crate, Letter, Cloth Pouch, Holy Water
c. Wine A, Meat, Seeds, New Crate
d. Book A, Book B, Fish, Old Crate
Gadeira
-------
a. Mummy, Armor A, Dagger, Letter
b. Gem, Meat, Glass Bottle, Picture Book
c. Apple, Medicinal Herbs, Leather Bag, Stone A
d. Helmet B, New Crate, Book, Ham
Solophero
---------
a. Meat, Sword, Map, Armor A
b. Ham, Wood Piece, Herb Stock, Wine B
c. Dried Fish, Gem, Old Crate, Vegetables
d. Key, Book B, Fruit, Fish
Serin
-----
a. Medicinal Herbs, Wood Piece, Gem, Dagger
b. Perfume, Map, Treasure Chest, Helmet A
c. Book B, Wine B, Shield A, Sword
d. Letter, Dagger, Key ,Bouquet
Sadovos
-------
a. Cloth Pouch, Holy Water, Bottle, Old Crate
b. Fish, Stone B, Wine B, Mummy
c. Treasure Chest, Herb Stock, Apple, Bottle
d. Lamp, Treasure Chest, Scroll, Spices
Vaftom
------
a. Gem, Book A, Treasure Chest, Leather Pouch
b. Shield B, Vegetables, Letter, Cloth Pouch
c. Bottle, Key, Armor B, Glass Bottle
d. Leather Pouch, Shield A, Book A, Gem
d. Carrier Rank
===============
The carrier rank indicates how skilled Ventus is as a carrier. The rank at the
beginning of the game is only 0, but you'll start raising it as you clear some
carrier missions. The carrier rank also determines what missions you have access
to. The higher your carrier rank, the more difficult missions come available.
Your present carrier rank is not displayed on the screen anywhere, only the
stars are there to give you an indication of what your present rank is. So in
order to know your carrier rank, it's recommended to keep track of the points
you get after each mission you complete.
Points addition calculation:
(combined distance x item weight - present carrier rank) / 2 + 1
In other words, the condition for getting an increase is to get the
[distance x weight] calculation greater than your present carrier rank. You
won't get any reward for maxing out the carrier rank though (10 stars).
e. Mission Difficulty
=====================
Each mission at the Carrier's Guild has a fixed difficulty. The difficulty of
the mission is determined by the combined distance, the item's weight and its
value. You can't access the missions that have a difficulty of 10 higher than
your present carrier rank. Each time you enter a town, the destinations and
difficulty for the items at the Carrier's Guild will change randomly.
Mission difficulty calculation:
combined distance x (item weight + item value) / 2
f. Reward Money Calculation
===========================
The reward money for each mission is determined by the combined distance and the
value of the item.
Reward money calculation:
combined distance x item value x 100
================================================================================
III. GAME SYSTEMS [MONSTER RELATED]
================================================================================
1. Classification
a. Regular Monsters and Bosses
==============================
The monsters of all the races are all ranked from 1 to 10. What types of
monsters that appear is determined by the ecosystem which is affected by your
actions on the map. What bosses will appear on the other hand, is fixed for
each adventure and map and often only appear when you've met certain
conditions. Unlike the regular monsters, most of the bosses are of no specific
type of race.
b. Monster Rank
===============
As mentioned already, all regular monsters are ranked from 1 to 10, and
basically, the higher the rank, the better HP/LP and ability/elemental level
they have. What rank the monsters that appear will have is determined by the
ecosystem. The rank of the monsters at the beginning of the game will only be
1~2, but as you go through the game and kill different types of monsters, the
ecosystem will change and that will be reflected in the monster types and rank.
This does not mean that all the monsters of a certain race will have the same
rank though; you can still meet monsters of the same race of different ranks at
the same time.
Also, the treasure chest and trap levels on the map are also affected by the
monster rank. The higher the rank of the monsters on the current map, the higher
the levels of the treasure chests and traps.
c. Monster Race
===============
There are 10 different monster races which are listed below (the only special
race is Dragons that are special enemies and bosses). What enemies will be
affected by blocking magic on the field and against what enemies the various
negative skills is determined by each monster's race (see the 'Skill Panel'
section for more info).
There are also monsters that can't be divided into any of the normal races. When
you're in the same spot as one of those special enemies of 'unknown' race,
their real name will not be shown on the screen, just the associated race's
name. Also, the usual name of the monster won't be shown on the field screen
until you've killed one of those specific monsters in battle.
The monster names you see in the descriptions of the Phobia and Pacifist panels
aren't the exact same as the monster race names - see below for details.
Monster Race/Negative Panel Relation
------------------------------------
Beasts | Beasts |
------------------------------------
Wildlings | Wildlings |
------------------------------------
Birds | Birds |
------------------------------------
Insects | Insects |
------------------------------------
Vegeplasts | Vegeplasts |
------------------------------------
Aquans | Aquans |
------------------------------------
Demons | Demons |
------------------------------------
Undead | Undead |
------------------------------------
Slimes | Inorganic Matter |
------------------------------------
Dragons | Dragons |
------------------------------------
========================U: SaGa Expert ~ Classification=========================
Special Monster Races
---------------------
There are some special races in addition to the regular ones, which are listed
in the chart below. They have no unique quality though.
------------------------------------
Special Race | Associated Race |
------------------------------------
Giant Beasts, | Beasts |
Demonic Beast | |
------------------------------------
Giants | Wildlings |
------------------------------------
Giant Birds | Birds |
------------------------------------
Giant Vegeplasts | Vegeplasts |
------------------------------------
Giant Insects | Insects |
------------------------------------
================================================================================
2. Movement
a. Movement of the Regular Monsters
===================================
Even when they are not seen on the screen, every monster can move 1 step each
time they move. When you enter a monster's "perception range", they begin
following you. And when you stand on the same spot as the enemy, the monster's
"hostility rate" decides how big the chance is for the monster to attack you.
Each monster race's perception range, hostility rate and the interval between
their movements are written in the chart below. Be aware though that a monster
with a low hostility rate will still enter battle if another monster in the same
spot attacks you.
Also, if you use a skill on a treasure chest when there is a monster in the same
place, the hostility rate will be really high.
b. The Placement of the Regular Monsters
========================================
When you enter a new map, the ecosystem data that was previously decides the
number and the type of monsters that will appear. Those monsters will be
randomly placed on the map.
There won't be any more monsters until you've entered a new screen of the map.
And the monsters that are on the map will continue to be there until you've
killed them or driven them away with the Diplomacy skill.
When you have killed all the regular monsters on a map, the ecosystem data will
still decide what monsters that will be placed out even when you've returned to
town and re-entered the scenario again. Also, the monsters that disappear when
you enter battle will not end up on the map again.
c. Blocking Monsters with Magic
===============================
Using one of the corresponding magic arts, you can block the enemy's path. Using
an art such as Fear, you can make the enemy not come closer than 1 step from
your party.
d.
======================U: SaGa Expert ~ Movement=================================
Battle-preventing Skills
------------------------
If a character has the Aura and the Inconspicuous skills, you can lower the
hostility rate of the monsters. When you've used the Aura skill successfully,
take into account that the effect only lasts for 20 turns. Also, the effect of
the Inconspicuous skill only works when you've used the Aura skill.
The chance of getting attacked by monsters:
[Hostility rate - (Aura panel level + Inconspicuous panel level /2 + 2) x 10(%)]
Monsters Protecting Treasure Chests
-----------------------------------
If you're using a skill on a treasure chest when there is a monster in the same
place, the monster's hostility rate will be 150% regardless of monster race. The
chance of being attacked in this situation can still be lowered with the Aura
and Inconspicuous skills.
================================================================================
Monster Race Data
-----------------
How to read this chart:
Beasts <----The monster race
------
Movement Timing: How often the monsters will move.
Perception Range: If you're within this range, the monster(s) will
start following you.
Hostility Rate: How big the chance is for the monster to attack you.
Detect Spells: The detect spells that work against this monster race.
Blocking Spells: The blocking spells that work against this monster race.
Beasts
------
Movement Timing: Every 2 turns
Perception Range: Within 5 steps
Hostility Rate: 5%
Detect Spells: Detect Animals, Detect Blood
Blocking Spells: Fear, Supersonic, Seal of the Abyss
Wildlings
---------
Movement Timing: Every 3 turns
Perception Range: Within 4 steps
Hostility Rate: 70%
Detect Spells: Detect Animals, Detect Blood
Blocking Spells: Fear, Seal of the Abyss
Birds
-----
Movement Timing: Every 2 turns
Perception Range: Within 4 steps
Hostility Rate: 30%
Detect Spells: Detect Blood
Blocking Spells: Fear, Seal of the Abyss
Insects
-------
Movement Timing: Every 3 turns
Perception Range: Within 4 steps
Hostility Rate: 90%
Detect Spells: Detect Blood
Blocking Spells: Fear, Supersonic, Seal of the Abyss
Vegeplasts
----------
Movement Timing: Every 6 turns
Perception Range: Within 3 steps
Hostility Rate: 10%
Detect Spells: Detect Vegeplasts
Blocking Spells: Fear, Seal of the Abyss
Aquans
------
Movement Timing: Every 2 turns
Perception Range: Within 4 steps
Hostility Rate: 120%
Detect Spells: Detect Blood
Blocking Spells: Fear, Seal of the Abyss
Demons
------
Movement Timing: Every 3 turns
Perception Range: Within 4 steps
Hostility Rate: 150%
Detect Spells: Detect Blood
Blocking Spells: Holy Seal, Fear
Undead
------
Movement Timing: Every 4 turns
Perception Range: Within 4 steps
Hostility Rate: 170%
Detect Spells: Detect Undead
Blocking Spells: Holy Seal
Slimes
------
Movement Timing: Every 5 turns
Perception Range: Within 2 steps
Hostility Rate: 0%
Detect Spells: Detect Blood
Blocking Spells: Seal of the Abyss
Dragons
-------
Movement Timing: (cannot move)
Perception Range: (none)
Hostility Rate: -
Detect Spells: Detect Aura, Detect Blood
Blocking Spells: (none)
================================================================================
3. The Ecosystem
a. About the Ecosystem
======================
The ecosystem is the system which decides the number of monster inhabitants in
the world. Each time you kill a certain monster type, the number of monsters of
other races on the map will be affected.
b. The Construction of the Ecosystem
====================================
When deciding the rank of each monster in the world, each monster race is taken
into account in the ecosystem. Each time you kill a monster, there is a change
in the ecosystem, which in succession reflects on the number of
inhabitants (monsters).
When the map changes from one screen to another, new monsters appear again. When
that happens, the number of monsters of each monster race that was previously,
is taken into account when deciding how many and of what rank the new monsters
that appear will have.
That's why different monsters appear even though you play the same scenario.
However, in scenarios that have restrictions on what monster races that can
appear, it may not reflect in the ecosystem because of that. Also, the change in
the number of inhabitants (monsters) is barely noticeable sometimes, so clearly
it can be difficult to understand it.
c. The Flow of the Ecosystem
============================
When you kill a monster, that particular monster's race will get a lower status
in the ecosystem. The monster races that live in symbiosis with that monster
race will also get a lower status, and the monster races that are natural
enemies of that monster race of which monster you killed, will get a higher
status. The monsters of the race that got a lower status will decrease in
numbers, and the monsters of the race that got a higher status will increase
in numbers.
d. How the Ecosystem Affects Monster Rank
=========================================
Generally the monsters that appear when there is a change in the ecosystem are
of the same rank. And if there are monsters among those that get a higher rank,
their rank will be 1 rank higher only. So in other words, when you kill a
monster, the possibility of getting higher ranked monsters among the monsters
races that are natural enemies of the one you killed, will increase.
Example in 3 Steps:
-------------------
[A]: Beast
[B]: Wildling
[C]: Vegeplast
1. [A]-[C] represents 3 different monster races. [A] and [B] live in symbiosis,
while [A] feeds on [C].
2. If you kill [A], both [B] and [C]'s status in the ecosystem will be affected.
3. Both [A] and [B]'s status will decrease, while [C]'s status will increase.
e. The Connection Between Each Monster Race's Status
====================================================
When the status changes for each monster race, it's done in two steps.
When you kill a monster, first of all the monster races that live in
symbiosis with it will get a lower status as well (chart #1 below).
Then the producers (from chart #2 below) of the races that get a lower
status in chart #1, will get a higher status.
However, the decrease in status (chart #1) is 4 times that of the
increase of status (chart #2). For example, looking at chart #1 it can
be seen that Beasts and Birds live in symbiosis. But in chart #2, Birds
feed on Beasts.
In this case when you kill a Beast, the Birds will get a lower status since
they live in symbiosis with the Beasts, and thus the status of the Beasts
will be increased. However, since the decrease in status is 4 times bigger
than the increase, the Beasts will still end up getting a lower status.
Chart #1: Symbiosis
-----------------------------------------------------------
Killed monster's race | Races that will get lower status |
-----------------------------------------------------------
Beasts | Wildlings, Birds |
-----------------------------------------------------------
Wildlings | Beasts, Demons |
-----------------------------------------------------------
Birds | Vegeplasts |
-----------------------------------------------------------
Insects | Vegeplasts, Aquans |
-----------------------------------------------------------
Vegeplasts | Insects, Slimes |
-----------------------------------------------------------
Aquans | Beasts, Wildlings |
-----------------------------------------------------------
Demons | Insects |
-----------------------------------------------------------
Undead | Insects |
-----------------------------------------------------------
Slimes | Aquans |
-----------------------------------------------------------
Chart #2: Predation
-----------------------------------------------------------------------
Race from chart #1 that got a | |
decrease in status | Races that will get higher status |
-----------------------------------------------------------------------
Beasts | Vegeplasts, Aquans, Undead, Slimes |
-----------------------------------------------------------------------
Wildlings | Birds, Aquans, Undead, Slimes |
-----------------------------------------------------------------------
Birds | Beasts, Insects, Aquans, Slimes |
-----------------------------------------------------------------------
Insects | Beasts, Wildlings, Undead, Slimes |
-----------------------------------------------------------------------
Vegeplasts | Beasts, Wildlings, Demons, Undead |
-----------------------------------------------------------------------
Aquans | Insects, Undead, Slimes |
-----------------------------------------------------------------------
Demons | Beasts, Birds, Vegeplasts, Aquans |
-----------------------------------------------------------------------
Undead | Wildlings, Birds, Vegeplasts, Slimes |
-----------------------------------------------------------------------
Slimes | Beasts, Birds, Insects, Undead |
-----------------------------------------------------------------------
f. The Balance of the Ecosystem
===============================
At the start of the game, all monster races have the same status.
As you progress through the game, the status of the different races
will change.
By concentrating on killing monsters of a specific race, you can decrease
that race's status drastically. But if the number of monsters of a certain
race becomes zero, their status can't get lower so you can't exterminate
a monster race.
Even if you have decreased a race's status to the limit, they will grow in
numbers again when you kill their natural enemies. And the other way
around; if a monster race's status has increased a lot, there is a point
where they will stop growing in numbers.
g. Special Cases of the Ecosystem
=================================
When monsters disappear from the map by either of these two reasons below,
there won't be any change in the ecosystem.
* When monsters are driven away with the Diplomacy skill.
* When monsters disappear because of their body size being too big when you
enter a battle with a lot of enemies at once.
h. How the Scenario Level is Affected
=====================================
Whether a side quest has appeared or not depends on the scenario level, which
is calculated from the ecosystem.
The rank of the monsters that appear can increase because of the ecosystem.
And the greater the difference between the rank of the monsters of different
races, the more the scenario level increases.
Basically, if you have the scenario level that the side quests require, they
become available. In other words, to get more side quests to choose from,
keep fighting lots of monsters.
i.
======================U: SaGa Expert ~ The Ecosystem============================
Carrying Over the Ecosystem
---------------------------
In the beginning of the game, the rank of the monsters is 1~2 and there are
equally many monsters of every race. However, after you make a "clear data"
save and start a new game, the monster rank will return to 1~2 but the status
of the ecosystem will carry over to the new game.
In other words, the higher the rank of the monsters of a certain race, the
more monsters of that race there will be when the ecosystem is carried over
into the new game.
So the difference between playing for the first time and making a clear data
save, is that the number of monsters in each race will be different.
================================================================================
4. Battle Action
a. The Number of Enemy Actions
==============================
The number of enemy actions for each individual enemy in each turn is not fixed.
When you enter battle, the number of enemy actions is calculated and then
randomly distributed among the enemies.
If there is a "leader" amongst the enemies you face there will be a bonus action
added to the enemies' total number of actions. However, if the total number of
enemy actions is 8 or more, it will automatically decrease to the max number of
7. In the case that there would be a total of 2 or less actions, it will
automatically increase to 3 actions. But the monsters will very often not use
the total number of actions that they're assigned.
Facts about the number of enemy actions:
----------------------------------------
* Each turn, the max number of enemy actions is 7.
* The number of actions in each turn is randomly distributed among the enemies.
* If the total number of enemy actions is no more than 2, an extra action is
added to bring the total up to 3.
* The number of enemy actions is calculated and distributed each turn.
Examples
--------
Example 1:
4 enemies (of which 1 is the leader) with 1 action each.>>>>> The total number
of actions is 5. [4 enemies with 1 action each + the added leader bonus, is 5
actions in total.]
Example 2:
3 enemies with one action each. >>>> The total number of actions is 3. [The
leader from example 1 is left out, and therefor no bonus action is added, which
brings the total number of actions to 3].
Example 3:
1 enemy which is a leader, who has got 1 base action. >>>> The total number of
actions is 3. [1 bonus action is added to the base action to make it 2 actions.
The total is now 2, so 1 extra action is added to make it a total of 3 actions.]
Example 4:
1 leader + 3 regular enemies. The leader has 3 base actions, and the other 3
have 2 actions each.>>>> The total number of actions is 7. [The number of base
actions + the added bonus action brings the total up to 10]. When the total is 8
or more, it is automatically decreased to 7 actions.
b.
==================U: SaGa Expert ~ Battle Action Pt 1===========================
Leader Effect
-------------
If the leader is gone from battle, the number of actions is recalculated, and so
the remaining enemies in the battle will not get the bonus action in the next
turn. Therefor, if you take out the leader first, the total number of actions
for the enemies will be decreased.
Slow Stream/Trickle Effect
--------------------------
When using the water art Slow Stream/Trickle, there is a strong possibility that
the total number of actions will decrease by 1 when the number of actions is
calculated at the beginning of each turn.
Furthermore, this decrease is calculated after it is determined whether the
total number of actions is 2 or less/8 or more, so the possibility is still
there to decrease the number of actions then. [Example: If the total number of
actions is 8, it decreases by 1 automatically, and then possibly 1 more from the
Slow Stream/Trickle effect.]
================================================================================
c. Monster Attack
=================
Basically, what attack a monster is going to use is randomly decided from the
attacks the monster has available. At the beginning of battle, the monsters
won't use their strongest attacks, but as the turns progress, the chance of them
using those attacks increases. How many turns it takes before a monster starts
using their strong attacks depends on what monster it is.
d.
==================U: SaGa Expert ~ Battle Action Pt 2===========================
Dealing with Powerful Attacks
-----------------------------
To an extent, you can lower the chance of the monsters using their most powerful
attacks by using attacks that inflict Numb and Fear.
You can also use the Earth Art Animal Charmer to make the chance of the monsters
using their powerful attacks go back to zero again. In other words, the Animal
Charmer Art resets a monster's "turn count" that affects the chance of using
powerful attacks.
================================================================================
e. Monster Body Weight
======================
The things that are affected by a monster's body weight are listed below. The
heavier the body weight of a monster, the slower it is in battle and the
monster's attack hit rate will be lower, but the attacks of the monster will
also deal more damage.
Unlike your own characters, the monsters can't wear any equipment, so their body
weight is always constant and accounts for their total weight.
A monster's body weight affects:
* Speed in battle
* Attack damage (excluding magic arts)
* Used attack's hit rate (excluding magic arts)
f. Monster Combos
=================
Monsters can also hold their attacks to create combos. Whether a monster will
create a combo depends heavily on the characteristics of the monster.
Generally, if a monster has really powerful attacks, it will not hold attacks
very often. But if a monster's attacks are inferior, it will often hold attacks
to use a combo. When the monsters are comboing, your attack can also be included
in that combo.
g. HP Recovery
==============
Just like your own characters, the monsters also have their own fixed HP
recovery rate. But unlike your characters that must be left out of a turn in
order to recover, the monsters recover every turn.
It's harder to deal LP damage to a monster with a lot of remaining HP, so if
you battle a monster with high max HP, it won't be so easy to defeat it if you
can't wear down its HP within a turn.
Another difference between the monsters and your characters is that the monsters
can have an "S" recovery rate, whereas your characters can have an "A" as the
best recovery rate.
The monsters recover HP at the beginning of each turn, but the amount of HP
recovered is not shown on the screen. The max amount of HP the monsters can
recover each turn is set to 444 HP, even for the monsters with an "S" recovery
rate.
Recovery rates for monsters:
-----------------------------------------
Recovery rate | Amount of HP recovered |
-----------------------------------------
S | 36% of max HP + 18 |
-----------------------------------------
A | 32% of max HP + 15 |
-----------------------------------------
B | 28% of max HP + 12 |
-----------------------------------------
C | 24% of max HP + 9 |
-----------------------------------------
D | 20% of max HP + 6 |
-----------------------------------------
E | 16% of max HP + 3 |
-----------------------------------------
================================================================================
5. Battle Spoils
a. Treasure Chest Drop Rates
============================
When you return to the field screen after winning a battle, the monsters can
drop a treasure chest. The treasure chest drop rate can change depending on how
many enemies there are when you bump into them (not the actual number of enemies
fought). If you bump into many monsters the drop rate will be higher. So if you
gather enemies in one spot, the drop rate will increase.
Also, monsters driven away with the Diplomacy skill can also drop treasure
chests. The amount of enemies you bump into matters in this case too in the
same way.
Beasts and Slimes don't attack very often so it's easy to gather them in one
spot. The treasure chest type dropped by monsters is always a "Chest" type.
There is only one exception and that is Nergal from the "Secret Adventure"
quest. The type of treasure chest he drops is a "Corpse" type of chest.
------------------------------------------------------------
Number of enemies you bump into | Treasure chest drop rate |
------------------------------------------------------------
1 | 5% |
------------------------------------------------------------
2 | 10% |
------------------------------------------------------------
3 | 20% |
------------------------------------------------------------
4 | 30% |
------------------------------------------------------------
5 | 40% |
------------------------------------------------------------
6 | 50% |
------------------------------------------------------------
7 | 60% |
------------------------------------------------------------
8 | 70% |
------------------------------------------------------------
9 | 80% |
------------------------------------------------------------
10 or more | 90% |
------------------------------------------------------------
b. Material and Magic Tablet Drop Rates
=======================================
After fighting a regular monster the drop rate for dropping material is 1%.
The material type they drop is random. The material drop rates for Treasure
Slimes and Rainbow Guckies are fixed and high, and they can drop magic tablets
too.
Also, if you use the Metal Art (combined art) "Detect Treasure" in battle, it
raises the drop rate slightly for material as well as magic tablets. Defeating
bosses that have fixed drop rates can get you a lot of material and magic
tablets.
c.
=====================U: SaGa Expert ~ Battle Spoils=============================
Gaining Items from Treasure Slimes
----------------------------------
If you trigger a mimic trap on a treasure chest, a battle with a Treasure Slime
will begin. After defeating it, it can drop a magic tablet (of random level) or
material. Since the magic tablets are valuable, triggering a mimic trap
intentionally is a good thing.
Drop Rates for Treasure Slimes
--------------------------------------------------
Conditions | Material | Magic Tablet |
--------------------------------------------------
Normal | 71.10 % | 10.16 % |
--------------------------------------------------
Using Detect Treasure | 76.56 % | 10.93 % |
--------------------------------------------------
There are 3 types of Treasure Slimes: Green, Red and Yellow. The drop rate is
the same for all of them.
================================================================================
================================================================================
IV. GAME SYSTEMS [ITEM RELATED]
================================================================================
1. General Info
2. Item Types
3. Equipment
4. Material
a. General Info
b. Material List
5. Durability
6. Magical Items
7. Forging
8. Shop
a. General Info
b. Shop Skills
c. The Process of Determining Available Shop Items
d. U: SaGa Expert ~ Shop Pt 1
========================U: SaGa Expert ~ Shop Pt 1==============================
e. The Process of Determining Item Prices
f. Selling Items
g. The Bartering System
h. U: SaGa Expert ~ Shop Pt 2
========================U: SaGa Expert ~ Shop Pt 2==============================
i. Market Rank
j. U: SaGa Expert ~ Shop Pt 3
========================U: SaGa Expert ~ Shop Pt 3==============================
k. Shop List
l. Item List
Daggers
--------------------------------------------------------------------------------
Name Material POW EN Initial Ability Set
--------------------------------------------------------------------------------
Wood Knife Copse 5 20 QThrust, KThrow, TShots, Stunner
*Chest *Shop
--------------------------------------------------------------------------------
Wood Knife Cedar 13 30 QThrust, KThrow, TShots, Stunner
*Chest *Shop
--------------------------------------------------------------------------------
Wood Knife Oak 15 40 QThrust, KThrow, TShots, Stunner
*Chest *Shop
--------------------------------------------------------------------------------
Wood Knife Ash 20 30 QThrust, <Parry>, KThrow, Stunner
*Chest *Shop
--------------------------------------------------------------------------------
Fang Knife Fang (1) 16 40 QThrust, <Parry>, KThrow, Stunner
*Chest *Shop *Laura (EN 40) *Ventus (EN 55)
*Ruby (EN 55) *Tiffon (EN 40)
Fang Knife Fang (1) 16 - QThrust, <Parry>, TShots, SBleedy
*Vearst (EN 40)
--------------------------------------------------------------------------------
Fang Knife Fang (2) 24 40 QThrust, <Parry>, KThrow, Stunner
*Chest *Shop
--------------------------------------------------------------------------------
Bone Dagger Bone (1) 21 40 QThrust, <Parry>, KThrow, SBleedy
*Chest *Shop
--------------------------------------------------------------------------------
Bone Dagger Bone (2) 26 40 QThrust, <Parry>, KThrow, SBleedy
*Chest *Shop
--------------------------------------------------------------------------------
Scale Needle Scale 20 40 QThrust, <Parry>, KThrow, SBleedy
*Chest *Shop
--------------------------------------------------------------------------------
Scale Needle T.Shell 23 50 QThrust, <Parry>, TShots, Stunner
*Chest *Shop
--------------------------------------------------------------------------------
Scale Needle Coel.Scale 31 50 QThrust, <Parry>, KThrow, SBleedy
*Chest *Shop
--------------------------------------------------------------------------------
Dragonsc. Knife Dragonscale 55 60 QThrust, <Parry>, TShots, SBleedy
*Chest *Shop
*Side Quest #22: Regal Lion’s Treasures (EN 30)
*Laura Adventure #8: The Water Elemental Gear (EN 30)
--------------------------------------------------------------------------------
Stone Dagger Mullock (1) 7 15 QThrust, <Parry>, TShots, Stunner
*Chest *Shop
--------------------------------------------------------------------------------
Stone Dagger Mullock (2) 7 15 QThrust, <Parry>, TShots, Stunner
*Chest *Shop
--------------------------------------------------------------------------------
Bestial Dagger Carnelian 15 25 QThrust, <Parry>, KThrow, SBleedy
*Chest *Shop
Bestial Dagger Carnelian 15 - QThrust, FiArts, KThrow, SBleedy
+Detact Aura
*Magic Shop (EN 20)
Bestial Dagger Carnelian 15 - QThrust, FiArts, KThrow, SBleedy
+Fire Arrows
*Magic Shop (EN 20)
Bestial Dagger Carnelian 15 - QThrust, FiArts, FiSupp, SBleedy
+Basic Fire Arts
*Magic Shop (EN 20)
--------------------------------------------------------------------------------
Bestial Dagger Topaz 15 25 QThrust, <Parry>, KThrow, SBleedy
*Chest *Shop
Bestial Dagger Topaz 15 - QThrust, EaArts, KThrow,SBleedy
+Detect Animals
*Magic Shop (EN 20)
Bestial Dagger Topaz 15 - QThrust, EaArts, EaSupp, SBleedy
+Basic Earth Arts
*Magic Shop (EN 20)
--------------------------------------------------------------------------------
Bestial Dagger Opal 15 25 QThrust, <Parry>, KThrow, SBleedy
*Chest *Shop
Bestial Dagger Opal 15 - QThrust, MeArts, KThrow, SBleedy
+Detect Gold
*Magic Shop (EN 20)
Bestial Dagger Opal 15 - QThrust, MeArts, KThrow, SBleedy
+Magic Lock
*Magic Shop (EN 20)
Bestial Dagger Opal 15 - QThrust, MeArts, MeSupp, SBleedy
+Basic Metal Arts
*Magic Shop (En 10)
--------------------------------------------------------------------------------
Bestial Dagger Ravenite 15 25 QThrust, <Parry>, KThrow, SBleedy
*Chest *Shop
Bestial Dagger Ravenite 15 - QThrust, WaArts, KThrow, SBleedy
+Detect Undead
*Magic Shop (EN 20)
Bestial Dagger Ravenite 15 - QThrust, WaArts, KThrow, SBleedy
+Rainbringer
*Magic Shop (EN 20) *Kurt (EN 20)
Bestial Dagger Ravenite 15 - QThrust, WaArts, WaSupp, SBleedy
+Basic Water Arts
*Magic Shop (20)
--------------------------------------------------------------------------------
Bestial Dagger Lazuli 15 25 QThrust, <Parry>, KThrow, SBleedy
*Chest *Shop
Bestial Dagger Lazuli 15 - QThrust, WoArts, KThrow, SBleedy
+Detect Vegeplasts
*Magic Shop (EN 20)
Bestial Dagger Lazuli 15 - QThrust, WoArts, KThrow, SBleedy
+Overgrowth
*Magic Shop (EN 20) *Judy (EN 20)
Bestial Dagger Lazuli 15 - QThrust, WoArts, WoSupp, SBleedy
+Basic Wood Arts
*Magic Shop (EN 20)
--------------------------------------------------------------------------------
Stone Dagger Serpentine 22 40 QThrust, <Parry>, TShots, SBleedy
*Chest *Shop
--------------------------------------------------------------------------------
Stone Dagger Marcasite 18 40 QThrust, <Parry>, Stunner, SBleedy
*Chest *Shop
--------------------------------------------------------------------------------
Stone Dagger Quartz 31 50 QThrust, <Parry>, TShots, Stunner
*Chest *Shop
--------------------------------------------------------------------------------
Stone Dagger Meteorite 25 20 QThrust, <Parry>, TShots, SBleedy
*Chest *Shop
--------------------------------------------------------------------------------
Stone Dagger Ironstone 30 50 QThrust, <Parry>, Stunner, SBleedy
*Chest *Shop
--------------------------------------------------------------------------------
Silver Dagger Silver 25 40 QThrust, <Parry>, KThrow, SBleedy
*Chest *Shop
--------------------------------------------------------------------------------
Obsidian Dagger Obsidian 50 50 QThrust, <Parry>, Stunner, SBleedy
*Chest *Shop
--------------------------------------------------------------------------------
Corundum Dagger Corundum (1) 58 60 QThrust, <Parry>, KThrow, SBleedy
*Chest *Shop
--------------------------------------------------------------------------------
Corundum Dagger Corundum (2) 58 60 QThrust, <Parry>, KThrow, SBleedy
*Chest *Shop
--------------------------------------------------------------------------------
Diamond Dagger Diamond 65 70 QThrust, <Parry>, KThrow, SBleedy
*Chest *Shop
--------------------------------------------------------------------------------
Copper Knife Copper 22 50 QThrust, <Parry>, Stunner, SBleedy
*Chest *Shop
--------------------------------------------------------------------------------
Lead Knife Lead 24 50 QThrust, Stunner, SBleedy, Dice
*Chest *Shop
Lead Knife Lead 24 - QThrust, <Parry>, TShots, SBleedy
*Hiro (EN 40) *Mordeus (EN 40)
--------------------------------------------------------------------------------
Iron Knife Iron 33 60 QThrust, <Parry>, TShots, SBleedy
*Chest *Shop
--------------------------------------------------------------------------------
Meteor Knife M-Iron 30 30 QThrust, <Parry>, TShots, Stunner
*Chest *Shop
--------------------------------------------------------------------------------
Steel Knife Steel (1) 39 70 QThrust, <Parry>, TShots, SBleedy
*Chest *Shop
--------------------------------------------------------------------------------
Steel Knife Steel (2) 38 70 QThrust, <Parry>, TShots, SBleedy
*Chest *Shop
--------------------------------------------------------------------------------
Platinum Dagger Faerie Silver 44 40 QThrust, <Parry>, KThrow, Stunner
*Chest *Shop
--------------------------------------------------------------------------------
Black Knife Damascus 66 60 QThrust, <Parry>, Stunner, SBleedy
*Chest *Shop
--------------------------------------------------------------------------------
Roadster Roadster 50 - QThrust, <Parry>, TShots, Stunner
*(forging only)
--------------------------------------------------------------------------------
Blade of Escata Altemana 11# - QThrust, <Parry>, TShots, SBleedy
*Henri (Laura's story)
# = 7 is added for each Elemental Gear you find in Laura's
story. Unlimited EN.
--------------------------------------------------------------------------------
Bilqs Queen Shiva 45 - QThrust, (?), (?), (?)
(?) = varies depending on secondary material
*(forging only)
--------------------------------------------------------------------------------
Dragonfang Dragonheart 40 - QThrust, (?), (?), UHeal
(?) = varies depending on secondary material
*(forging only)
--------------------------------------------------------------------------------
Frail Dagger? See Below 1 - (depends on item you exchange for)
Materials: Cotton, Glossed Silk, Snakeskin, Hydra Skin
*Trade with one of the Chapas in Armic's story
--------------------------------------------------------------------------------
Swords
--------------------------------------------------------------------------------
Name Material POW EN Initial Ability Set
--------------------------------------------------------------------------------
Wooden Sword Copse 8 20 MBlade, <Deflect>, RBlade, Slash
*Chest *Shop
--------------------------------------------------------------------------------
Wooden Sword Cedar 19 30 MBlade, <Deflect>, RBlade, Slash
*Chest *Shop
--------------------------------------------------------------------------------
Wooden Sword Oak 23 40 MBlade, <Deflect>, RBlade, Slash
*Chest *Shop
--------------------------------------------------------------------------------
Wooden Sword Ash 26 30 MBlade, <Deflect>, RBlade, Slash
*Chest *Shop
--------------------------------------------------------------------------------
Fang Sword Fang (1) 19 30 MBlade, <Deflect>, RBlade, Slash
*Chest *Shop
--------------------------------------------------------------------------------
Fang Sword Fang (2) 31 30 MBlade, <Deflect>, RBlade, Slash
*Chest *Shop
--------------------------------------------------------------------------------
Scale Sword Scale 26 40 MBlade, <Deflect>, RBlade, CrSlash
*Chest *Shop
--------------------------------------------------------------------------------
Tortoise Sword T.Shell 33 50 MBlade, <Deflect>, Slash, CrSlash
*Chest *Shop
--------------------------------------------------------------------------------
Scale Sword Coel.Scale 45 50 MBlade, <Deflect>, RBlade, CrSlash
*Chest *Shop
--------------------------------------------------------------------------------
Dragonscale Sword Dragonscale 77 60 MBlade, <Deflect>, Slash, Stardust
*Chest *Shop
--------------------------------------------------------------------------------
Stone Sword Mullock (1) 10 10 MBlade, <Deflect>, Slash, CrSlash
*Chest *Shop
--------------------------------------------------------------------------------
Stone Sword Mullock (2) 10 10 MBlade, <Deflect>, Slash, CrSlash
*Chest *Shop
--------------------------------------------------------------------------------
Bestial Sword Carnelian 20 20 MBlade, <Deflect>, RBlade, CrSlash
*Chest *Shop
--------------------------------------------------------------------------------
Bestial Sword Topaz 20 20 MBlade, <Deflect>, RBlade, CrSlash
*Chest *Shop
--------------------------------------------------------------------------------
Bestial Sword Opal 20 20 MBlade, <Deflect>, RBlade, CrSlash
*Chest *Shop
--------------------------------------------------------------------------------
Bestial Sword Ravenite 20 20 MBlade, <Deflect>, RBlade, CrSlash
*Chest *Shop
--------------------------------------------------------------------------------
Bestial Sword Lazuli 20 20 MBlade, <Deflect>, RBlade, CrSlash
*Chest *Shop
Bestial Sword Lazuli 20 - MBlade, WoArts, Slash, CrSlash
*Iskandar (EN 50)
--------------------------------------------------------------------------------
Stone Sword Serpentine 28 30 MBlade, <Deflect>, Slash, Stardust
*Chest *Shop
--------------------------------------------------------------------------------
Stone Sword Marcasite 30 30 MBlade, Slash, CrSlash, Stardust
*Chest *Shop
--------------------------------------------------------------------------------
Stone Sword Quartz 36 35 MBlade, <Deflect>, Slash, CrSlash
*Chest *Shop
--------------------------------------------------------------------------------
Stone Sword Meteorite 37 15 MBlade, <Deflect>, Slash, Stardust
*Chest *Shop
--------------------------------------------------------------------------------
Stone Sword Ironstone 40 40 MBlade, Slash, CrSlash, Stardust
*Chest *Shop
--------------------------------------------------------------------------------
Silver Sword Silver 35 30 MBlade, <Deflect>, RBlade, CrSlash
*Chest *Shop
Silver Sword Silver 35 - MBlade, , Slash, CrSlash
*Armic (EN 40) *Michelle (EN 40) *Edel (EN 40)
--------------------------------------------------------------------------------
Obsidian Sword Obsidian 60 40 MBlade, Slash, CrSlash, Stardust
*Chest *Shop
--------------------------------------------------------------------------------
Copper Sword Copper 32 50 MBlade, Slash, CrSlash, Stardust
*Chest *Shop *Kurt (EN 50) *Francis (EN 55)
--------------------------------------------------------------------------------
Lead Sword Lead 35 50 MBlade, CrSlash, Stardust, Blast
*Chest *Shop
--------------------------------------------------------------------------------
Steel Sword Steel (1) 55 70 MBlade, <Deflect>, Slash, Stardust
*Chest *Shop
--------------------------------------------------------------------------------
Steel Sword Steel (2) 54 70 MBlade, <Deflect>, Slash, Stardust
*Chest *Shop
--------------------------------------------------------------------------------
Platinum Sword Faerie Silver 50 40 MBlade, <Deflect>, RBlade, Slash
*Chest *Shop
--------------------------------------------------------------------------------
Black Sword Damascus 75 60 MBlade, Slash, CrSlash, Stardust
*Chest *Shop
--------------------------------------------------------------------------------
Roadster Roadster 70 - MBlade, (?), (?), (?)
(?) = varies depending on secondary material
*(forging only)
--------------------------------------------------------------------------------
Bilqs Queen Shiva 60 - MBlade, (?), (?), (?)
(?) = varies depending on secondary material
*(forging only)
--------------------------------------------------------------------------------
Dragonscale Sword Dragonscale 77 - MBlade, (?), (?), Stardust
(?) = varies depending on secondary material
*(forging only)
--------------------------------------------------------------------------------
Frail Sword? See Below 1 - (depends on item you exchange for)
Materials: Cotton, Glossed Silk, Hydra Skin, Diamond
*Trade with one of the Chapas in Armic's story
--------------------------------------------------------------------------------
Axes
--------------------------------------------------------------------------------
Name Material POW EN Initial Ability Set
--------------------------------------------------------------------------------
Fang Axe Fang (1) 22 30 Woodchopper,Tomahawk,TLapse,Hammer
*Chest *Shop
--------------------------------------------------------------------------------
Fang Axe Fang (2) 37 30 Woodchopper,Tomahawk,TLapse,Hammer
*Chest *Shop
--------------------------------------------------------------------------------
Bone Axe Bone (1) 32 30 Woodchopper, Tomahawk, TLapse,Bash
*Chest *Shop
--------------------------------------------------------------------------------
Bone Axe Bone (2) 39 30 Woodchopper, Tomahawk, TLapse,Bash
*Chest *Shop
--------------------------------------------------------------------------------
Tortoise Axe T.Shell 41 50 Woodchopper, Tomahawk, TLapse,Bash
*Chest *Shop
--------------------------------------------------------------------------------
Stone Axe Mullock (1) 14 10 Woodchopper, Tomahawk, TLapse,Bash
*Chest *Shop
--------------------------------------------------------------------------------
Stone Axe Mullock (2) 14 10 Woodchopper, Tomahawk, TLapse,Bash
*Chest *Shop
--------------------------------------------------------------------------------
Bestial Axe Carnelian 22 25 Woodchopper, Tomahawk, TLapse,Bash
*Chest *Shop
--------------------------------------------------------------------------------
Bestial Axe Topaz 22 25 Woodchopper, Tomahawk, TLapse,Bash
*Chest *Shop
--------------------------------------------------------------------------------
Bestial Axe Opal 22 25 Woodchopper, Tomahawk, TLapse,Bash
*Chest *Shop
--------------------------------------------------------------------------------
Bestial Axe Ravenite 22 25 Woodchopper, Tomahawk, TLapse,Bash
*Chest *Shop
--------------------------------------------------------------------------------
Bestial Axe Lazuli 22 25 Woodchopper, Tomahawk, TLapse,Bash
*Chest *Shop
--------------------------------------------------------------------------------
Stone Axe Serpentine 31 35 Woodchopper, Tomahawk, Hammer,Bash
*Chest *Shop
Stone Axe Serpentine 31 - Woodchopper, TLapse, Hammer, Bash
*Musol Yanii (EN 30)
--------------------------------------------------------------------------------
Stone Axe Marcasite 34 35 Woodchopper, Tomahawk, Hammer,Bash
*Chest *Shop
--------------------------------------------------------------------------------
Stone Axe Quartz 41 45 Woodchopper, Tomahawk, TLapse,Bash
*Chest *Shop
--------------------------------------------------------------------------------
Silver Axe Silver 40 30 Woodchopper, Tomahawk, TLapse,Bash
*Chest *Shop
--------------------------------------------------------------------------------
Obsidian Axe Obsidian 70 45 Woodchopper, Tomahawk, Hammer,Bash
*Chest *Shop
--------------------------------------------------------------------------------
Copper Axe Copper 34 45 Woodchopper, Tomahawk, Hammer,Bash
*Chest *Shop
--------------------------------------------------------------------------------
Lead Axe Lead 38 45 Woodchopper, TLapse, Hammer, Bash
*Chest *Shop
--------------------------------------------------------------------------------
Iron Axe Iron 50 50 Woodchopper, Tomahawk, Hammer,Bash
*Chest *Shop
Iron Axe Iron 50 - Woodchopper, TLapse, Hammer, Bash
*Thomas (EN 50) *Mordeus (EN 30)
--------------------------------------------------------------------------------
Meteoric Axe M-Iron 44 25 Woodchopper, Tomahawk, TLapse,Bash
*Chest *Shop
--------------------------------------------------------------------------------
Steel Axe Steel (1) 57 60 Woodchopper, Tomahawk, Hammer,Bash
*Chest *Shop
--------------------------------------------------------------------------------
Steel Axe Steel (2) 56 60 Woodchopper, Tomahawk, Hammer,Bash
*Chest *Shop
--------------------------------------------------------------------------------
Platinum Axe Faerie Silver 52 35 Woodchopper,Tomahawk,TLapse,Hammer
*Chest *Shop
--------------------------------------------------------------------------------
Black Axe Damascus 79 50 Woodchopper, Tomahawk, Hammer,Bash
*Chest *Shop
--------------------------------------------------------------------------------
Roadster Roadster 65 - Woodchopper, (?), (?), (?)
(?) = varies depending on secondary material
*(forging only)
--------------------------------------------------------------------------------
Bilqs Queen Shiva 72 - Woodchopper, (?), (?), (?)
(?) = varies depending on secondary material
*(forging only)
--------------------------------------------------------------------------------
Dragonclaw Dragonheart 56 - Woodchopper, (?), (?), UHeal
(?) = varies depending on secondary material
*(forging only)
--------------------------------------------------------------------------------
Frail Axe? See Below 1 - (depends on item you exchange for)
Materials: Cotton, Glossed Silk, Snakeskin, Hydra Skin,
Cedar, Ash, Dragonscale, Diamond
*Trade with one of the Chapas in Armic's story
--------------------------------------------------------------------------------
Staffs
--------------------------------------------------------------------------------
Name Material POW EN Initial Ability Set
--------------------------------------------------------------------------------
Staff Copse 7 40 Slam, <Block>, Roundhouse, MHit
*Chest *Shop
Staff Copse 7 - Slam, WaArts, Roundhouse, MHit
*Norff (EN 40)
--------------------------------------------------------------------------------
Staff Cedar 19 50 Slam, <Block>, Roundhouse, MHit
*Chest *Shop
Staff Cedar 19 - Slam, <Block>, MHit, CDose
*Sapphire (EN 20)
--------------------------------------------------------------------------------
Staff Oak 25 60 Slam, <Block>, Roundhouse, MHit
*Chest *Shop
--------------------------------------------------------------------------------
Staff Ash 30 50 Slam, <Block>, MHit, BCrusher
*Chest *Shop
--------------------------------------------------------------------------------
Fang Staff Fang (1) 16 40 Slam, <Block>, MHit, BCrusher
*Chest *Shop
--------------------------------------------------------------------------------
Fang Staff Fang (2) 24 40 Slam, <Block>, MHit, BCrusher
*Chest *Shop
--------------------------------------------------------------------------------
Bone Staff Bone (1) 22 40 Slam, <Block>, MHit, BCrusher
*Chest *Shop
--------------------------------------------------------------------------------
Bone Staff Bone (2) 28 40 Slam, <Block>, MHit, BCrusher
*Chest *Shop
--------------------------------------------------------------------------------
Stone Staff Mullock (1) 10 10 Slam, <Block>, MHit, CDose
*Chest *Shop
--------------------------------------------------------------------------------
Stone Staff Mullock (2) 10 10 Slam, <Block>, MHit, CDose
*Chest *Shop
--------------------------------------------------------------------------------
Bestial Staff Carnelian 15 25 Slam, <Block>, MHit, BCrusher
*Chest *Shop
Bestial Staff Carnelian 15 - Slam, FiArts, MHit, BCrusher
+Detect Aura
*Magic Shop (EN 20)
Bestial Staff Carnelian 15 - Slam, FiArts, MHit, BCrusher
+Fire Arrows
*Magic Shop
Bestial Staff Carnelian 15 - Slam, FiArts, FiSupp, BCrusher
+Basic Fire Arts
*Magic Shop (En 20)
Bestial Staff Carnelian 15 - Slam, FiArts, Roundabout, MHit
*Joseph (EN 50) *Rebecca (EN 50) Marie (EN 30)
Bestial Staff Carnelian 15 - Slam, FiArts, Roundabout, MHit
+Fire Arrows
*Judy (EN 50)
--------------------------------------------------------------------------------
Bestial Staff Topaz 15 25 Slam, <Block>, MHit, BCrusher
*Chest *Shop
Bestial Staff Topaz 15 - Slam, EaArts, MHit, BCrusher
+Detect Animals
*Magic Shop (EN 20)
Bestial Staff Topaz 15 - Slam, EaArts, MHit, BCrusher
+Boulder
*Magic Shop (EN 20) *Judy (EN 20) *Armic (EN 20)
Bestial Staff Topaz 15 - Slam, EaArts, EaSupp, BCrusher
+Basic Earth Arts
*Magic Shop (EN 20)
--------------------------------------------------------------------------------
Bestial Staff Opal 15 25 Slam, <Block>, MHit, BCrusher
*Chest *Shop
Bestial Staff Opal 15 - Slam, MeArts, MHit, BCrusher
+Detect Gold
*Magic Shop (EN 20)
Bestial Staff Opal 15 - Slam, MeArts, MHit, BCrusher
+Magic Lock
*Magic Shop (EN 20)
Bestial Staff Opal 15 - Slam, MeArts, MeSupp, BCrusher
+Basic Metal Arts
*Magic Shop (EN 10)
--------------------------------------------------------------------------------
Bestial Staff Ravenite 15 25 Slam, <Block>, MHit, BCrusher
*Chest *Shop
Bestial Staff Ravenite 15 - Slam, WaArts, MHit, BCrusher
+Detect Undead
*Magic Shop
Bestial Staff Ravenite 15 - Slam, WaArts, MHit, BCrusher
+Rainbringer
*Magic Shop (EN 20)
Bestial Staff Ravenite 15 - Slam, WaArts, WaSupp, BCrusher
+Basic Water Arts
*Magic Shop (EN 20)
--------------------------------------------------------------------------------
Bestial Staff Lazuli 15 25 Slam, <Block>, MHit, BCrusher
*Chest *Shop
Bestial Staff Lazuli 15 - Slam, WoArts, MHit, BCrusher
+Detect Vegeplasts
*Magic Shop (EN 20)
Bestial Staff Lazuli 15 - Slam, WoArts, MHit, BCrusher
+Overgrowth
*Magic Shop (EN 20) *Ruby (EN 20)
Bestial Staff Lazuli 15 - Slam, WoArts, WoSupp, BCrusher
+Basic Wood Arts
*Magic Shop (EN 20)
--------------------------------------------------------------------------------
Stone Staff Serpentine 25 - Slam, <Block>, MHit, CDose
*Chest *Shop
--------------------------------------------------------------------------------
Stone Staff Marcasite 25 30 Slam, MHit, BCrusher, CDose
*Chest *Shop
--------------------------------------------------------------------------------
Stone Staff Quartz 29 35 Slam, <Block>, MHit, CDose
*Chest *Shop
--------------------------------------------------------------------------------
Stone Staff Meteorite 32 15 Slam, <Block>, MHit, CDose
*Chest *Shop
--------------------------------------------------------------------------------
Stone Staff Ironstone 33 40 Slam, MHit, BCrusher, CDose
*Chest *Shop
--------------------------------------------------------------------------------
Silver Staff Silver 30 40 Slam, <Block>, MHit, BCrusher
*Chest *Shop
--------------------------------------------------------------------------------
Obsidian Staff Obsidian 40 50 Slam, MHit, BCrusher, CDose
*Chest *Shop
--------------------------------------------------------------------------------
Corundum Staff Corundum (1) 50 60 Slam, <Block>, MHit, BCrusher
*Chest *Shop
--------------------------------------------------------------------------------
Corundum Staff Corundum (2) 50 60 Slam, <Block>, MHit, BCrusher
*Chest *Shop
--------------------------------------------------------------------------------
Diamond Staff Diamond 55 70 Slam, <Block>, MHit, BCrusher
*Chest *Shop
--------------------------------------------------------------------------------
Copper Staff Copper 26 50 Slam, MHit, BCrusher, CDose
*Chest *Shop
--------------------------------------------------------------------------------
Lead Staff Lead 33 50 Slam, BCrusher,CDose,Earth Dragon
*Chest *Shop
--------------------------------------------------------------------------------
Iron Staff Iron 38 60 Slam, <Block>, MHit, CDose
*Chest *Shop
--------------------------------------------------------------------------------
Meteoritic Staff M-Iron 30 30 Slam, <Block>, MHit, CDose
*Chest *Shop
--------------------------------------------------------------------------------
Steel Staff Steel (1) 43 70 Slam, <Block>, MHit, CDose
*Chest *Shop
--------------------------------------------------------------------------------
Steel Staff Steel (2) 42 70 Slam, <Block>, MHit, CDose
*Chest *Shop
--------------------------------------------------------------------------------
Black Staff Damascus 60 60 Slam, MHit, BCrusher, CDose
*Chest *Shop
--------------------------------------------------------------------------------
Roadster Roadster 55 - Slam, (?), (?), (?)
(?) = varies depending on secondary material
*(forging only)
--------------------------------------------------------------------------------
Bilqs Queen Shiva 40 - Slam, (?), (?), (?)
(?) = varies depending on secondary material
*(forging only)
--------------------------------------------------------------------------------
Dragoneye Dragonheart 45 - Slam, (?), (?), UHeal
(?) = varies depending on secondary material
*(forging only)
--------------------------------------------------------------------------------
Frail Staff? See Below 1 - (depends on item you exchange for)
Materials: Cotton, Glossed Silk, Diamond
*Trade with one of the Chapas in Armic's story
--------------------------------------------------------------------------------
Spears
--------------------------------------------------------------------------------
Name Material POW EN Initial Ability Set
--------------------------------------------------------------------------------
Wooden Spear Copse 12 30 FPierce, Jav, Grasshopper, Aim
*Chest *Shop *Ventus (EN 25)
--------------------------------------------------------------------------------
Wooden Spear Cedar 25 40 FPierce, Jav, Grasshopper, Aim
*Chest *Shop
--------------------------------------------------------------------------------
Wooden Spear Oak 30 50 FPierce, Jav, Grasshopper, Aim
*Chest *Shop
--------------------------------------------------------------------------------
Wooden Spear Ash 33 40 FPierce, Jav, Grasshopper, Aim
*Chest *Shop
--------------------------------------------------------------------------------
Fang Spear Fang (1) 24 35 FPierce, Jav, Grasshopper, Aim
*Chest *Shop
--------------------------------------------------------------------------------
Fang Spear Fang (2) 38 35 FPierce, Jav, Grasshopper, Aim
*Chest *Shop
--------------------------------------------------------------------------------
Bone Spear Bone (1) 35 35 FPierce, Jav, Grasshopper, MPoke
*Chest *Shop
--------------------------------------------------------------------------------
Bone Spear Bone (2) 40 35 FPierce, Jav, Grasshopper, MPoke
*Chest *Shop
--------------------------------------------------------------------------------
Scale Spear Scale 32 40 FPierce, Jav, Grasshopper, MPoke
*Chest *Shop
--------------------------------------------------------------------------------
Scale Spear T.Shell 40 50 FPierce, Jav, Grasshopper, MPoke
*Chest *Shop
--------------------------------------------------------------------------------
Scale Spear Coel.Scale 50 50 FPierce, Jav, Grasshopper, MPoke
*Chest *Shop
--------------------------------------------------------------------------------
Dragonscale Spear Dragonscale 85 60 FPierce, Jav, Aim, MPoke
*Chest *Shop
--------------------------------------------------------------------------------
Stone Spear Mullock (1) 12 10 FPierce, Jav, Grasshopper, MPoke
*Chest *Shop
--------------------------------------------------------------------------------
Stone Spear Mullock (2) 12 10 FPierce, Jav, Grasshopper, MPoke
*Chest *Shop
--------------------------------------------------------------------------------
Bestial Spear Carnelian 25 25 FPierce, Jav, Grasshopper, MPoke
*Chest *Shop
--------------------------------------------------------------------------------
Bestial Spear Topaz 25 25 FPierce, Jav, Grasshopper, MPoke
*Chest *Shop
--------------------------------------------------------------------------------
Bestial Spear Opal 25 25 FPierce, Jav, Grasshopper, MPoke
*Chest *Shop
--------------------------------------------------------------------------------
Bestial Spear Ravenite 25 25 FPierce, Jav, Grasshopper, MPoke
*Chest *Shop
--------------------------------------------------------------------------------
Bestial Spear Lazuli 25 25 FPierce, Jav, Grasshopper, MPoke
*Chest *Shop
--------------------------------------------------------------------------------
Stone Spear Serpentine 36 30 FPierce, Jav, Aim, MPoke
*Chest *Shop
--------------------------------------------------------------------------------
Stone Spear Marcasite 37 30 FPierce, Grasshopper, Aim, MPoke
*Chest *Shop
Stone Spear Marcasite 37 - FPierce, Jav, Grasshopper, MPoke
*Ventus (EN 50) *Francis (EN 50) *Nuage (EN 50)
--------------------------------------------------------------------------------
Stone Spear Quartz 45 35 FPierce, Jav, Grasshopper, MPoke
*Chest *Shop
--------------------------------------------------------------------------------
Stone Spear Meteorite 45 15 FPierce, Jav, Aim, MPoke
*Chest *Shop
--------------------------------------------------------------------------------
Stone Spear Ironstone 48 40 FPierce, Grasshopper, Aim, MPoke
*Chest *Shop
--------------------------------------------------------------------------------
Silver Spear Silver 40 30 FPierce, Jav, Grasshopper, MPoke
*Chest *Shop
--------------------------------------------------------------------------------
Obsidian Spear Obsidian 65 40 FPierce, Grasshopper, Aim, MPoke
*Chest *Shop
--------------------------------------------------------------------------------
Corundum Spear Corundum (1) 70 60 FPierce, Jav, Grasshopper, MPoke
*Chest *Shop
--------------------------------------------------------------------------------
Corundum Spear Corundum (2) 70 60 FPierce, Jav, Grasshopper, MPoke
*Chest *Shop
--------------------------------------------------------------------------------
Diamond Spear Diamond 75 70 FPierce, Jav, Grasshopper, MPoke
*Chest *Shop
--------------------------------------------------------------------------------
Copper Spear Copper 36 45 FPierce, Grasshopper, Aim, MPoke
*Chest *Shop
Copper Spear Copper 36 - FPierce, Jav, Grasshopper, MPoke
*Pharr (EN 40)
--------------------------------------------------------------------------------
Lead Spear Lead 40 45 FPierce, Aim, MPoke, Charge
*Chest *Shop
--------------------------------------------------------------------------------
Iron Spear Iron 50 50 FPierce, Jav, Aim, MPoke
*Chest *Shop
--------------------------------------------------------------------------------
Meteoric Spear M-Iron 44 25 FPierce, Jav, Grasshopper, MPoke
*Chest *Shop
--------------------------------------------------------------------------------
Steel Spear Steel (1) 59 60 FPierce, Jav, Aim, MPoke
*Chest *Shop
--------------------------------------------------------------------------------
Steel Spear Steel (2) 58 60 FPierce, Jav, Aim, MPoke
*Chest *Shop
--------------------------------------------------------------------------------
Platinum Spear Faerie Silver 55 35 FPierce, Jav, Grasshopper, Aim
*Chest *Shop
--------------------------------------------------------------------------------
Black Spear Damascus 83 50 FPierce, Grasshopper, Aim, MPoke
*Chest *Shop
--------------------------------------------------------------------------------
Roadster Roadster 60 - FPierce, (?), (?), (?)
(?) = varies depending on secondary material
*(forging only)
--------------------------------------------------------------------------------
Bilqs Queen Shiva 70 - FPierce, (?), (?), (?)
(?) = varies depending on secondary material
*(forging only)
--------------------------------------------------------------------------------
Dragonwhisker Dragonheart 60 - FPierce, (?), (?), UHeal
(?) = varies depending on secondary material
*(forging only)
--------------------------------------------------------------------------------
Frail Spear? See Below 1 - (depends on item you exchange for)
Materials: Cotton, Glossed Silk, Snakeskin, Hydra Skin
*Trade with one of the Chapas in Armic's story
--------------------------------------------------------------------------------
Bows
--------------------------------------------------------------------------------
Name Material POW EN Initial Ability Set
--------------------------------------------------------------------------------
Longbow Copse 14 20 Quickshot,WShot,Random Arrow,MShot
*Chest *Shop
Longbow Copse 14 - Quickshot,WShot,Random Arrow,MShot
*Armic (EN 50) *Hiro (EN 50)
--------------------------------------------------------------------------------
Longbow Cedar 24 30 Quickshot,WShot,Random Arrow,MShot
*Chest *Shop
--------------------------------------------------------------------------------
Longbow Oak 28 40 Quickshot,WShot,Random Arrow,MShot
*Chest *Shop
--------------------------------------------------------------------------------
Spirit Bow Ash 37 30 Quickshot,WShot,Random Arrow,MShot
*Chest *Shop *Side Quest #23: Scared Knight (EN 40)
*Side Quest #24: Sparkling Waterfall (EN 40)
*Ruby Adventure #2: To the Caves of the Undead (EN 40)
--------------------------------------------------------------------------------
Strongbow Fang (1) 22 30 Quickshot,WShot,Random Arrow,MShot
*Chest *Shop
--------------------------------------------------------------------------------
Strongbow Fang (2) 26 30 Quickshot,WShot,Random Arrow,MShot
*Chest *Shop
--------------------------------------------------------------------------------
Strongbow Bone (1) 31 30 Quickshot,WShot,Random Arrow,MShot
*Chest *Shop
--------------------------------------------------------------------------------
Strongbow Bone (2) 36 30 Quickshot,WShot,Random Arrow,MShot
*Chest *Shop
--------------------------------------------------------------------------------
Metal Bow Copper 36 40 Quickshot,Random Arrow,MShot,SShot
*Chest *Shop
--------------------------------------------------------------------------------
Metal Bow Lead 39 40 Quickshot, MShot, SShot, PwShot
*Chest *Shop
--------------------------------------------------------------------------------
Metal Bow Iron 48 45 Quickshot, WShot, SShot, PwShot
*Chest *Shop
--------------------------------------------------------------------------------
Metal Bow M-Iron 42 25 Quickshot,WShot,RandomArrow,PwShot
*Chest *Shop
--------------------------------------------------------------------------------
Metal Bow Steel (1) 58 50 Quickshot, WShot, SShot, PwShot
*Chest *Shop
--------------------------------------------------------------------------------
Metal Bow Steel (2) 57 50 Quickshot, WShot, SShot, PwShot
*Chest *Shop
--------------------------------------------------------------------------------
Platinum Bow Faerie Silver 52 35 Quickshot,WShot,Random Arrow,MShot
*Chest *Shop
--------------------------------------------------------------------------------
Black Bow Damascus 77 50 Quickshot,Random Arrow,MShot,SShot
*Chest *Shop
--------------------------------------------------------------------------------
Roadster Roadster 50 - Quickshot, (?), (?), (?)
(?) = varies depending on secondary material
*(forging only)
--------------------------------------------------------------------------------
Bilqs Queen Shiva 60 - Quickshot, (?), (?), (?)
(?) = varies depending on secondary material
*(forging only)
--------------------------------------------------------------------------------
Dragontail Dragonheart 55 - Quickshot, (?), (?), UHeal
(?) = varies depending on secondary material
*(forging only)
--------------------------------------------------------------------------------
Frail Bow? See Below 1 - (depends on item you exchange for)
Materials: Cotton, Glossed Silk, Snakeskin, Hydra Skin,
Tortoise Shell, Dragonscale, Carnelian, Topaz, Opal,
Ravenite, Lazuli, Meteorite, Obsidian, Diamond
*Trade with one of the Chapas in Armic's story
--------------------------------------------------------------------------------
Guns
--------------------------------------------------------------------------------
Name Material POW EN Initial Ability Set
--------------------------------------------------------------------------------
Gun Copper 20 40 Shoot, ----, ----, ----
*Chest
--------------------------------------------------------------------------------
Gun Iron 20 - Shoot, ----, ----, ----
*Mythe (EN 20) x2 *Thomas (EN 20) *Michelle (EN 25)
--------------------------------------------------------------------------------
Gun See Below 20 - Shoot, ----, ----, ----
Materials: Cotton, Snakeskin, Cedar, Tortoise Shell,
Carnelian, Topaz, Opal, Ravenite, Lazuli
*Trade with one of the Chapas in Armic's story
--------------------------------------------------------------------------------
Shields
--------------------------------------------------------------------------------
Name Material Evasion EN Initial Ability Set
--------------------------------------------------------------------------------
Buckler Fur 10 20 Heal -5, Slash, ----, ----
*Chest *Shop *Ruby (EN 27)
Fur 10 - Heal -5, Slash, Pierce, ----
Buckler *Henri (EN 50)
--------------------------------------------------------------------------------
Buckler Snakeskin 10 20 Heal -5, Slash, ----, ----
*Chest *Shop
--------------------------------------------------------------------------------
Buckler Croc Skin 12 25 Heal -5, Slash, ----, ----
*Chest *Shop
--------------------------------------------------------------------------------
Buckler Hydra Skin 22 25 Heal -5, Slash, ----, ----
*Chest *Shop
--------------------------------------------------------------------------------
Target Copse 10 20 Heal -5, Slash, Pierce, ----
*Chest *Shop *Laura (EN 23)
Target Copse 10 - Slash, Pierce, ----, ----
*Iskandar (EN 50) *Norff (EN 50)
--------------------------------------------------------------------------------
Target Cedar 13 20 Heal -5, Slash, Pierce, ----
*Chest *Shop
--------------------------------------------------------------------------------
Target Oak 15 20 Heal -5, Slash, Pierce, ----
*Chest *Shop
--------------------------------------------------------------------------------
Target Ash 15 20 Heal -5, Slash, Pierce, ----
*Chest *Shop
--------------------------------------------------------------------------------
Scale Shield Scale 16 30 Heal -10, Slash, Pierce, ----
*Chest *Shop
Scale Shield Scale 16 - Slash, Pierce, ----, ----
*Edel (EN 50)
--------------------------------------------------------------------------------
Scale Shield T:Shell 16 40 Heal -10, Slash, Pierce, ----
*Chest *Shop
--------------------------------------------------------------------------------
Scale Shield Coel.Scale 20 40 Heal -10, Slash, Pierce, ----
*Chest *Shop
--------------------------------------------------------------------------------
Dragonscale Shield Dragonscale 27 50 Heal -15, Slash, Pierce, HIL
*Chest *Shop
--------------------------------------------------------------------------------
Stone Shield Mullock (1) 12 10 Heal -10, Slash, Pierce, ----
*Chest *Shop
--------------------------------------------------------------------------------
Stone Shield Mullock (2) 12 10 Heal -10, Slash, Pierce, ----
*Chest *Shop
--------------------------------------------------------------------------------
Bestial Shield Carnelian 14 30 Heal -10, Slash, Pierce, ----
*Chest *Shop
--------------------------------------------------------------------------------
Bestial Shield Topaz 14 30 Heal -10, Slash, Pierce, ----
*Chest *Shop
--------------------------------------------------------------------------------
Bestial Shield Opal 14 30 Heal -10, Slash, Pierce, ----
*Chest *Shop
--------------------------------------------------------------------------------
Bestial Shield Ravenite 14 30 Heal -10, Slash, Pierce, ----
*Chest *Shop
--------------------------------------------------------------------------------
Bestial Shield Lazuli 14 30 Heal -10, Slash, Pierce, ----
*Chest *Shop
--------------------------------------------------------------------------------
Stone Shield Serpentine 16 25 Heal -10, Slash, Pierce, ----
*Chest *Shop
--------------------------------------------------------------------------------
Stone Shield Marcasite 16 25 Heal -10, Slash, Pierce, ----
*Chest *Shop
--------------------------------------------------------------------------------
Stone Shield Quartz 18 30 Heal -10, Slash, Pierce, ----
*Chest *Shop
--------------------------------------------------------------------------------
Stone Shield Meteorite 18 15 Heal -10, Slash, Pierce, ----
*Chest *Shop
--------------------------------------------------------------------------------
Stone Shield Ironstone 18 35 Heal -10, Slash, Pierce, WaSupport
*Chest *Shop
--------------------------------------------------------------------------------
Silver Circos Silver 20 25 Heal -5, Slash, Pierce, WaSupport
*Chest *Shop
Silver Circos Silver - - Heal -5, Slash, Pierce, ----
*Judy (EN 50) *Rebecca (EN 50)
--------------------------------------------------------------------------------
Obsidian Shield Obsidian 25 30 Heal -20, Slash, Pierce, ----
*Chest *Shop
--------------------------------------------------------------------------------
Metal Shield Copper 16 40 Heal -15, Slash, Pierce, ----
*Chest *Shop
--------------------------------------------------------------------------------
Metal Shield Lead 16 40 Heal -15, Slash, Pierce, ----
*Chest *Shop
--------------------------------------------------------------------------------
Metal Shield Iron 20 45 Heal -15, Slash, Pierce, ----
*Chest *Shop
--------------------------------------------------------------------------------
Metal Shield Meteor. Iron 20 30 Heal -15, Slash, Pierce, ----
*Chest *Shop
--------------------------------------------------------------------------------
Steel Shield Steel (1) 25 45 Heal -15, Slash, Pierce, ----
*Chest *Shop
--------------------------------------------------------------------------------
Steel Shield Steel (2) 25 45 Heal -15, Slash, Pierce, ----
*Chest *Shop
--------------------------------------------------------------------------------
Faerie Shield Faerie Silver 25 30 Heal -5, Slash, Pierce, ----
*Chest *Shop
--------------------------------------------------------------------------------
Black Shield Damascus 30 30 Heal -15, Slash, Pierce, ----
*Chest *Shop
--------------------------------------------------------------------------------
Roadster Roadster 25 - Heal -5, Physical, Lightning, ----
*(forging only)
--------------------------------------------------------------------------------
Bilqs Queen Shiva 25 - Heal -5, Physical, Heat, ----
*(forging only)
--------------------------------------------------------------------------------
Frail Shield? See Below 1 - (depends on item you exchange for)
Materials: Cotton, Glossed Silk, Diamond
*Trade with one of the Chapas in Armic's story
--------------------------------------------------------------------------------
Accessories
--------------------------------------------------------------------------------
Name Material DEF EN Initial Ability Set
--------------------------------------------------------------------------------
Feather Amulet Feather 1 20 Heal +5, ----, FiSupp, ----
*Chest *Shop *Kurt (EN 29)
Feather Amulet Feather 1 - FiSupp, ----, ----, ----
*Judy (EN 50) *Rebecca (EN 50) *Marie (EN 50)
--------------------------------------------------------------------------------
Wooden Armlet Copse 1 20 Heal +5, ----, FiSupp, ----
*Chest *Shop *Armic (EN 28)
--------------------------------------------------------------------------------
Wooden Armlet Cedar 1 30 Heal +5, ----, FiSupp, ----
*Chest *Shop
--------------------------------------------------------------------------------
Wooden Armlet Oak 1 40 Heal +5, ----, FiSupp, ----
*Chest *Shop
Wooden Armlet Oak 1 - Heal +5, ----, ----, ----
*Henri (EN 30)
--------------------------------------------------------------------------------
Wooden Armlet Ash 1 30 Heal +5, ----, FiSupp, ----
*Chest *Shop
Wooden Armlet Ash 1 - LP, ----, ----, ----
*Henri (EN 50)
--------------------------------------------------------------------------------
Fang Amulet Fang (1) 1 30 Heal +5, ----, WoSupp, ----
*Chest *Shop
Fang Amulet Fang (1) 1 - Heal +5, ----, ----, ----
*Norff (EN 30)
--------------------------------------------------------------------------------
Fang Amulet Fang (2) 1 30 Heal +5, ----, WoSupp, ----
*Chest *Shop
Fang Amulet Fang (2) 1 - Heal +5, ----, ----, SkSaver
*Mythe (EN 30)
--------------------------------------------------------------------------------
Bone Cross Bone (1) 1 30 Heal -5, ----, WoSupp, LP
*Chest *Shop
Bone Cross Bone (1) 1 30 Heal -10, ----, ----, ----
*Ventus (EN 50)
--------------------------------------------------------------------------------
Bone Cross Bone (2) 1 30 Heal -5, ----, WoSupp, LP
*Chest *Shop
--------------------------------------------------------------------------------
Scale Amulet Scale 1 20 Heal +5, ----, WoSupp, ----
*Chest *Shop
Scale Amulet Scale 1 - Heal +5, ----, ----, ----
*Laura (EN 50)
--------------------------------------------------------------------------------
Scale Amulet T.Shell 1 20 Heal +5, ----, WoSupp, ----
*Chest *Shop
--------------------------------------------------------------------------------
Scale Amulet Coel.Scale 1 20 Heal +5, ----, WoSupp, ----
*Chest *Shop
--------------------------------------------------------------------------------
Scale Amulet Dragonscale 1 20 Heal +5, ----, WoSupp, ----
*Chest *Shop
--------------------------------------------------------------------------------
Angelite Ring Angelite 1 15 Heal +10, ----, WoSupp, LP
*Chest *Shop *Michelle (EN 10)
--------------------------------------------------------------------------------
Demonite Ring Demonite 1 15 Heal -20, ----, FoSupp, ----
*Chest *Shop
--------------------------------------------------------------------------------
Stone Armlet Mullock (1) 1 10 Heal +5, ----, MeSupp, ----
*Chest *Shop
--------------------------------------------------------------------------------
Stone Armlet Mullock (2) 1 10 Heal +5, ----, MeSupp, ----
*Chest *Shop
--------------------------------------------------------------------------------
Bestial Armlet Carnelian 1 35 Heal +5, FiArts, ----, ----
*Chest *Shop
Bestial Armlet Carnelian 1 - Heal +5, FiArts, ----, ----
+Detect Aura
*Magic Shop (EN 20)
Bestial Armlet Carnelian 1 - Heal +5, FiArts, ----, ----
+Fire Arrows
*Chest *Shop
Bestial Armlet Carnelian 1 - Heal +5, FiArts, ----, ----
+Fire Shield
*Magic Shop (EN 20) *Laura (EN 20)
Bestial Armlet Carnelian 1 - Heal +5, FiArts, ----, ----
+Basic Fire Arts
*Magic Shop (EN 20)
Bestial Armlet Carnelian 1 - EaSupp, FiArts, ----, ----
*Laura (EN 50)
--------------------------------------------------------------------------------
Bestial Armlet Topaz 1 35 Heal +5, EaArts, ----, ----
*Chest *Shop *Anzan (EN 50) *Kong Ming (EN 20)
Bestial Armlet Topaz 1 - Heal +5, EaArts, ----, ----
+Detect Animals
*Magic Shop (EN 20)
Bestial Armlet Topaz 1 - Heal +5, EaArts, ----, ----
+Boulder
*Magic Shop (EN 20) *Michelle (EN 20) *Mythe (EN 20)
Bestial Armlet Topaz 1 - Heal +5, EaArts, ----, ----
+Sleep
*Magic Shop (EN 20)
Bestial Armlet Topaz 1 - Heal +5, EaArts, ----, ----
+Basic Earth Arts
*Magic Shop (EN 20)
--------------------------------------------------------------------------------
Bestial Armlet Opal 1 35 Heal +5, MeArts, ----, ----
*Chest *Shop
Bestial Armlet Opal 1 - Heal +5, MeArts, ----, ----
+Detect Gold
*Magic Shop (EN 20)
Bestial Armlet Opal 1 - Heal +5, MeArts, ----, ----
+Magic Lock
*Magic Shop (EN 20)
Bestial Armlet Opal 1 - Heal +5, MeArts, ----, ----
+Shock
*Magic Shop (EN 10) *Judy (EN 10)
Bestial Armlet Opal 1 - Heal +5, MeArts, ----, ----
+Basic Metal Arts
*Magic Shop (EN 10)
Bestial Armlet Opal 1 - MeArts, Heal +5, ----, ----
*Joseph (EN 30)
Bestial Armlet Opal 1 - WaSupp, MeArts, ----, ----
*Roy (EN 50)
--------------------------------------------------------------------------------
Bestial Armlet Ravenite 1 35 Heal +5, WaArts, ----, ----
*Chest *Shop *Grace (EN 30)
Bestial Armlet Ravenite 1 - Heal +5, WaArts, ----, ----
+Detect Undead
*Magic Shop (EN 20)
Bestial Armlet Ravenite 1 - Heal +5, WaArts, ----, ----
+Rainbringer
*Magic Shop (EN 20)
Bestial Armlet Ravenite 1 - Heal +5, WaArts, ----, ----
+Purify
*Magic Shop (EN 20) *Judy (EN 20)
Bestial Armlet Ravenite 1 - Heal +5, WaArts, ----, ----
+Basic Water Arts
*Magic Shop (EN 20)
Bestial Armlet Ravenite 1 - Heal +5, ----, ----, ----
*Ventus (EN 30)
Bestial Armlet Ravenite 1 - WaArts, Heal +5, ----, ----
*Judy (EN 40) *Joseph (EN 30) *Rebecca (EN 30)
*Marie (EN 30)
--------------------------------------------------------------------------------
Bestial Armlet Lazuli 1 35 Heal +5, EaArts, ----, ----
*Chest *Shop *Platyphyllum (EN 50) *Norff (EN 50)
*Kong Ming (EN 20)
Bestial Armlet Lazuli 1 - Heal +5, EaArts, ----, ----
+Detect Vegeplasts
*Magic Shop (EN 20)
Bestial Armlet Lazuli 1 - Heal +5, EaArts, ----, ----
+Overgrowth
*Magic Shop (EN 20)
Bestial Armlet Lazuli 1 - Heal +5, EaArts, ----, ----
+Life Boost
*Magic Shop (EN 20)
Bestial Armlet Lazuli 1 - Heal +5, EaArts, ----, ----
+Basic Wood Arts
*Magic Shop (EN 20)
--------------------------------------------------------------------------------
Stone Armlet Serpentine 1 30 Heal +5, ----, MeSupp, ----
*Chest *Shop
Stone Armlet Serpentine 1 - Heal +5, ----, MeSupp, ----
*Ruby (EN 30) *Sapphire (EN 30)
--------------------------------------------------------------------------------
Undine's Chocker Serpentine 1 - Heal +5, WaArts, O Heat, WoSupp
*Side Quest #25: Bottom of the Dry Well (EN 70)
*Mythe Adventure #3: Bottom of the Well (EN 70)
--------------------------------------------------------------------------------
Stone Armlet Marcasite 1 30 Heal +5, ----, MeSupp, ----
*Chest *Shop
--------------------------------------------------------------------------------
Stone Armlet Quartz 1 35 Heal +5, ----, MeSupp, ----
*Chest *Shop
--------------------------------------------------------------------------------
Meteorite Amulet Meteorite 1 15 Heal +5, FiSupp, EaSupp, MeSupp
*Chest *Shop *Side Quest #29: Starship Anchor (EN 10)
*Kurt Adventure #6a: Jeanne’s Challenge (EN 10)
*Kurt Adventure #6b: To Starship Anchor (EN 10)
*Ruby Adventure #9: To Starship Anchor (EN 10)
Meteorite Amulet Meteorite 1 - Heal +5,----,Lightning,NlParalysis
*Mythe (EN 20)
--------------------------------------------------------------------------------
Stone Armlet Ironstone 1 40 Heal +5, ----, MeSupp, ----
*Chest *Shop
--------------------------------------------------------------------------------
Silver Armlet Silver 1 30 Heal +5, ----, WaSupp, ----
*Chest *Shop
--------------------------------------------------------------------------------
Obsidian Armlet Obsidian 2 40 Heal +5, ----, MeSupp, NlPetrify
*Chest *Shop
--------------------------------------------------------------------------------
Corundum Ring Corundum (1) 2 50 Heal +5, FiArts, EaSupp, ----
*Chest *Shop
--------------------------------------------------------------------------------
Corundum Ring Corundum (2) 2 50 Heal +5, WaArts, WaSupp, ----
*Chest *Shop
--------------------------------------------------------------------------------
Diamond Ring Diamond 2 60 Heal +5,----,FiSupport,NlParalysis
*Chest *Shop
--------------------------------------------------------------------------------
Metal Ring Copper 2 45 Heal +5, ----, WaSupp, ----
*Chest *Shop
--------------------------------------------------------------------------------
Metal Ring Lead 2 45 Heal +5, ----, WaSupp, ----
*Chest *Shop
--------------------------------------------------------------------------------
Metal Ring Iron 2 50 Heal +5, ----, WaSupp, ----
*Chest *Shop
--------------------------------------------------------------------------------
M-Iron Armlet M-Iron 2 30 Heal +5, MeSupp, WaSupp, WoSupp
*Chest *Shop
--------------------------------------------------------------------------------
Metal Ring Steel (1) 2 50 Heal +5, ----, WaSupp, ----
*Chest *Shop
--------------------------------------------------------------------------------
Metal Ring Steel (2) 2 50 Heal +5, ----, WaSupp, ----
*Chest *Shop
--------------------------------------------------------------------------------
Platinum Armlet Faerie Silver 2 35 Heal +10, ----, WaSupp, NlBlackout
*Chest *Shop
--------------------------------------------------------------------------------
Black Armlet Damascus 3 50 Heal +5, ----, WaSupp, LP
*Chest *Shop
--------------------------------------------------------------------------------
Roadster Roadster 4 - Heal +10, StSaver, SkSaver,EnSaver
*(forging only)
--------------------------------------------------------------------------------
Jupiter Ring Altemana 4 - FiSupp, LP, ----, ----
*Finish Laura Adventure #9: The Wood Elemental Gear
Infinite EN.
--------------------------------------------------------------------------------
Venus Gloves Altemana 4 - WaSupp, LP, ----, ----
*Defeat Dagul Bos in Laura Adventure #11: Decisive Battle
at Dagul Bos’s Castle.
Infinite EN.
--------------------------------------------------------------------------------
Bilqs Queen Shiva 4 - Heal +10, StSaver, SkSaver,EnSaver
*(forging only)
--------------------------------------------------------------------------------
Frail Armor See Below 1 - (depends on item you exchange for)
Materials: Cotton, Glossed Silk, Snakeskin, Hydra Skin
*Trade with one of the Chapas in Armic's story
--------------------------------------------------------------------------------
Headgear
--------------------------------------------------------------------------------
Name Material DEF Initial Ability Set
--------------------------------------------------------------------------------
Feather Crown Feather 1 FiSupp, ----, ----, ----
*Chest *Shop
--------------------------------------------------------------------------------
Bandana Cotton 1 FiSupp, ----, ----, ----
*Chest *Shop *Ventus, Ruby, Armic, Hiroyuki, Nuage, Norff
Bandana Cotton 1 WaSupp, ----, ----, ----
*Judy, Rebecca
--------------------------------------------------------------------------------
Bandana Silk 1 FiSupp, ----, ----, ----
*Chest *Shop
--------------------------------------------------------------------------------
Bandana Velvet 3 FiSupp, ----, ----, ----
*Chest *Shop
--------------------------------------------------------------------------------
Bandana Glossed Silk 6 FiSupp, ----, ----, ----
*Chest *Shop
--------------------------------------------------------------------------------
Fur Hood Fur 2 MeSupp, @ Ice, ----, ----
*Chest *Shop *Laura
--------------------------------------------------------------------------------
Headband Snakeskin 2 MeSupp, ----, ----, ----
*Chest *Shop
--------------------------------------------------------------------------------
Headband Croc Skin 3 MeSupp, ----, ----, ----
*Chest *Shop
--------------------------------------------------------------------------------
Twisted Hydraskin Hydra Skin 5 Heal -5, @ Heat, @ Ice, NlPoison
*Chest *Shop
--------------------------------------------------------------------------------
Bone Visor Bone (1) 2 Heal -5, NlDarkness, ----, MaSaver
*Chest *Shop
--------------------------------------------------------------------------------
Bone Visor Bone (2) 3 Heal -5, NlDarkness, ----, MaSaver
*Chest *Shop
--------------------------------------------------------------------------------
Scale Crown Scale 3 Heal -5, NlDarkness, ----, MaSaver
*Chest *Shop
--------------------------------------------------------------------------------
Scale Crown T.Shell 4 Heal -5, NlDarkness, ----, MaSaver
*Chest *Shop
--------------------------------------------------------------------------------
Scale Crown Coel.Scale 4 Heal -5, NlDarkness, ----, MaSaver
*Chest *Shop
--------------------------------------------------------------------------------
Scale Crown Dragonscale 6 Heal -5, NlDarkness, ----, MaSaver
*Chest *Shop
--------------------------------------------------------------------------------
Stone Mask Mullock (1) 2 Heal -5, NlDarkness, ----, MaSaver
*Chest *Shop
--------------------------------------------------------------------------------
Stone Mask Mullock (2) 2 Heal -5, NlDarkness, ----, MaSaver
*Chest *Shop
--------------------------------------------------------------------------------
Stone Mask Carnelian 3 Heal -5, NlDarkness, ----, MaSaver
*Chest *Shop
--------------------------------------------------------------------------------
Stone Mask Topaz 3 Heal -5, NlDarkness, ----, MaSaver
*Chest *Shop
--------------------------------------------------------------------------------
Stone Mask Opal 3 Heal -5, NlDarkness, ----, MaSaver
*Chest *Shop
--------------------------------------------------------------------------------
Stone Mask Ravenite 3 Heal -5, NlDarkness, ----, MaSaver
*Chest *Shop
--------------------------------------------------------------------------------
Stone Mask Lazuli 3 Heal -5, NlDarkness, ----, MaSaver
*Chest *Shop
--------------------------------------------------------------------------------
Stone Mask Serpentine 4 Heal -5, NlDarkness, ----, MaSaver
*Chest *Shop *Mythe
--------------------------------------------------------------------------------
Stone Mask Marcasite 4 Heal -5, NlDarkness, ----, MaSaver
*Chest *Shop
--------------------------------------------------------------------------------
Stone Mask Quartz 5 Heal -5, NlDarkness, ----, MaSaver
*Chest *Shop
--------------------------------------------------------------------------------
Stone Mask Meteorite 4 Heal -5, NlDarkness, ----, MaSaver
*Chest *Shop
--------------------------------------------------------------------------------
Stone Mask Ironstone 4 Heal -5, NlDarkness, ----, MaSaver
*Chest *Shop
--------------------------------------------------------------------------------
Silver Helm Silver 4 WaSupp, O Pierce, ----, MaSaver
*Chest *Shop
--------------------------------------------------------------------------------
Obsidian Mask Obsidian 6 Heal -5, NlDarkness, ----, MaSaver
*Chest *Shop
--------------------------------------------------------------------------------
Corundum Crown Corundum (1) 6 Heal -5, O Heat, ----, ----
*Chest *Shop
--------------------------------------------------------------------------------
Corundum Crown Corundum (1) 6 Heal -5, O Slash, ----, ----
*Chest *Shop
--------------------------------------------------------------------------------
Diamond Crown Diamond 6 Heal -5, O Status, ----, ----
*Chest *Shop
--------------------------------------------------------------------------------
Metal Helm Copper 3 Heal -5, NlDarkness, ----, MaSaver
*Chest *Shop
--------------------------------------------------------------------------------
Metal Helm Lead 3 Heal -5, NlDarkness, ----, MaSaver
*Chest *Shop
--------------------------------------------------------------------------------
Metal Helm Iron 5 Heal -5, NlDarkness, ----, MaSaver
*Chest *Shop
--------------------------------------------------------------------------------
Cosmo Helmet M-Iron 5 Heal -5, NlDarkness, ----, MaSaver
*Chest *Shop
--------------------------------------------------------------------------------
Steel Helm Steel (1) 6 Heal -5, NlDarkness, ----, MaSaver
*Chest *Shop
--------------------------------------------------------------------------------
Steel Helm Steel (2) 6 Heal -5, NlDarkness, ----, MaSaver
*Chest *Shop
--------------------------------------------------------------------------------
Faerie Circlet Faerie Silver 6 WaSupp, O Pierce, ----, NlBlackout
*Chest *Shop
--------------------------------------------------------------------------------
Black Helm Damascus 7 Heal -5, NlDarkness, ----, MaSaver
*Chest *Shop
--------------------------------------------------------------------------------
Ares Crown Altemana 7 EaSupp, LP, ----, ----
*Laura Adventure #7-10 (After having cleared Laura
Adventure #6: Ancient Kingdom of Escata, and before having
gone to Galeos's castle.
--------------------------------------------------------------------------------
Frail Armor See Below 1 ----, ----, ----, ----
Materials: Copse, Cedar, Oak, Ash, Fang (1), Fang (2),
Angelite, Demonite
*Chest *Shop *Trade with one of the Chapas in Armic's
story (in this case only, the ability set depends on the
item you exchange for).
--------------------------------------------------------------------------------
Body Armor
--------------------------------------------------------------------------------
Name Material DEF Initial Ability Set
--------------------------------------------------------------------------------
Cloth Armor Cotton 6 Heal -5, O Hit, O Ice, LP
*Chest *Shop *Hiro, Norff
--------------------------------------------------------------------------------
Cloth Armor Silk 6 Heal -5, O Hit, O Ice, LP
*Chest *Shop *Ventus, Judy, Kurt, Ruby, Mythe, Armic,
Henri, Rebecca, Marie, Sapphire, Silver Girl, Grace
--------------------------------------------------------------------------------
Cloth Armor Velvet 12 Heal -5, O Hit, O Ice, LP
*Chest *Shop *Nuage, Armand
--------------------------------------------------------------------------------
Cuirass Glossed Silk 26 Heal -5, O Hit, SpSaver, NlConfusion
*Chest *Shop
--------------------------------------------------------------------------------
Leather Suit Fur 9 Heal -5, O Hit, O Ice, LP
*Chest *Shop *Laura, Francis, Thomas, Roy, Iskandar,
Tiffon, Mordeus
--------------------------------------------------------------------------------
Leather Suit Snakeskin 10 Heal -5, O Hit, O Ice, LP
*Chest *Shop
--------------------------------------------------------------------------------
Crocodile Mail Croc Skin 12 Heal -5, @ Hit, @ Ice, LP
*Chest *Shop *Musol Yanii
--------------------------------------------------------------------------------
Hydra Mail Hydra Skin 20 Heal -10, @ Heat, @ Ice, NlPoison
*Chest *Shop
--------------------------------------------------------------------------------
Padded Mail Copse 7 Heal -5, FiSupp, ----, LP
*Chest *Shop *Kong Ming
--------------------------------------------------------------------------------
Padded Mail Cedar 10 Heal -5, FiSupp, ----, LP
*Chest *Shop
--------------------------------------------------------------------------------
Padded Mail Oak 11 Heal -5, FiSupp, ----, LP
*Chest *Shop
--------------------------------------------------------------------------------
Padded Mail Ash 11 Heal -5, FiSupp, ----, LP
*Chest *Shop
--------------------------------------------------------------------------------
Bone Mail Bone (1) 13 Heal -10, O Slash, ^ Pierce, LP
*Chest *Shop
--------------------------------------------------------------------------------
Bone Mail Bone (2) 15 Heal -10, O Slash, ^ Pierce, LP
*Chest *Shop
--------------------------------------------------------------------------------
Scale Mail Scale 14 Heal -10, O Slash, ----, LP
*Chest *Shop
--------------------------------------------------------------------------------
Scale Mail T.Shell 16 Heal -10, O Slash, ----, LP
*Chest *Shop
--------------------------------------------------------------------------------
Merman Mail Coel.Scale 18 Heal -10, O Slash, WoSupp, LP
*Chest *Shop
--------------------------------------------------------------------------------
Dragonscale Mail Dragonscale 24 Heal -15, @ Heat, @ Ice, @ Ltning
*Chest *Shop
--------------------------------------------------------------------------------
Rock Mail Mullock (1) 8 Heal -20, O Slash, O Pierce, LP
*Chest *Shop
--------------------------------------------------------------------------------
Rock Mail Mullock (2) 8 Heal -20, O Slash, O Pierce, LP
*Chest *Shop
--------------------------------------------------------------------------------
Carnelian Mail Carnelian 15 Heal -10, O Slash, O Pierce, EaSupp
*Chest *Shop
--------------------------------------------------------------------------------
Topaz Mail Topaz 15 Heal -10, O Slash, O Pierce, MeSupp
*Chest *Shop
--------------------------------------------------------------------------------
Opal Mail Opal 15 Heal -10, O Slash, O Pierce, WaSupp
*Chest *Shop
--------------------------------------------------------------------------------
Basaltic Mail Ravenite 15 Heal -10, O Slash, O Pierce, WoSupp
*Chest *Shop
--------------------------------------------------------------------------------
Lazuli Mail Lazuli 15 Heal -10, O Slash, O Pierce, FiSupp
*Chest *Shop
--------------------------------------------------------------------------------
Rock Mail Serpentine 14 Heal -20, O Slash, O Pierce, LP
*Chest *Shop
--------------------------------------------------------------------------------
Rock Mail Marcasite 15 Heal -20, O Slash, O Pierce, LP
*Chest *Shop
--------------------------------------------------------------------------------
Rock Mail Quartz 17 Heal -20, O Slash, O Pierce, LP
*Chest *Shop
--------------------------------------------------------------------------------
Rock Mail Meteorite 17 Heal -20, O Slash, O Pierce, @ Ltning
*Chest *Shop
--------------------------------------------------------------------------------
Rock Mail Ironstone 18 Heal -20, O Slash, O Pierce, LP
*Chest *Shop
--------------------------------------------------------------------------------
Silver Mail Silver 15 Heal -15, O Slash, O Pierce, WaSupp
*Chest *Shop
--------------------------------------------------------------------------------
Obsidian Mail Obsidian 22 Heal -25, O Slash, O Pierce, LP
*Chest *Shop
--------------------------------------------------------------------------------
Chain Mail Copper 15 Heal -25, O Slash, ----, EnSaver
*Chest *Shop
--------------------------------------------------------------------------------
Chain Mail Lead 15 Heal -25, O Slash, ----, EnSaver
*Chest *Shop
--------------------------------------------------------------------------------
Chain Mail Iron 20 Heal -25, O Slash, ----, EnSaver
*Chest *Shop
--------------------------------------------------------------------------------
Cosmo Armor M-Iron 17 Heal -20, O Slash, O Light, @ Ltning
*Chest *Shop
--------------------------------------------------------------------------------
Steel Armor Steel (1) 23 Heal -25, O Slash, ----, EnSaver
*Chest *Shop
--------------------------------------------------------------------------------
Steel Armor Steel (2) 22 Heal -25, O Slash, ----, EnSaver
*Chest *Shop
--------------------------------------------------------------------------------
Silver Armour Faerie Silver 21 Heal -15, O Slash, O Status,NBlackout
*Chest *Shop
--------------------------------------------------------------------------------
Black Armour Damascus 27 Heal -25, O Slash, O Pierce, EnSaver
*Chest *Shop
--------------------------------------------------------------------------------
Behemoth Chestplate Altemana 25 MeSupp, LP, ----, ----
*Clear Laura Adventure #7: The Earth Elemental Gear
--------------------------------------------------------------------------------
Frail Armor See Below 1 ----, ----, ----, ----
Materials: Feather, Fang (1), Fang (2), Angelite, Demonite,
Corundum (1), Corundum (2, Diamond)
*Chest *Shop *Trade with one of the Chapas in Armic's
story (in this case only, the ability set depends on the
item you exchange for).
--------------------------------------------------------------------------------
Leggings
--------------------------------------------------------------------------------
Name Material DEF Initial Ability Set
--------------------------------------------------------------------------------
Socks Cotton 1 O Ice, ----, ----, ----
*Chest *Shop
Socks Cotton 1 O Hit, O Ice, ----, ----
*Ventus, Judy, Armic, Joseph, Sapphire, Hiro, Vearst, Grace
--------------------------------------------------------------------------------
Socks Silk 1 O Ice, ----, ----, ----
*Chest *Shop
--------------------------------------------------------------------------------
Socks Velvet 2 O Ice, ----, ----, ----
*Chest *Shop
--------------------------------------------------------------------------------
Socks Glossed Silk 4 O Ice, ----, ----, ----
*Chest *Shop
--------------------------------------------------------------------------------
Boots Fur 2 O Ice, ----, ----, ----
*Chest *Shop *Mythe, Henri, Roy, Mordeus, Edel
Boots Fur 2 O Hit, O Ice, ----, ----
*Rebecca, Iskandar
--------------------------------------------------------------------------------
Boots Snakeskin 3 O Ice, ----, ----, ----
*Chest *Shop *Laura, Kurt, Michelle
--------------------------------------------------------------------------------
Boots Croc Skin 3 O Ice, ----, ----, ----
*Chest *Shop *Armand
--------------------------------------------------------------------------------
Clogs Copse 1 ----, ----, ----, SkSaver
*Chest *Shop
--------------------------------------------------------------------------------
Clogs Cedar 2 ----, ----, ----, SkSaver
*Chest *Shop *Francis
--------------------------------------------------------------------------------
Clogs Oak 2 ----, ----, ----, SkSaver
*Chest *Shop
--------------------------------------------------------------------------------
Clogs Ash 3 ----, ----, ----, SkSaver
*Chest *Shop
--------------------------------------------------------------------------------
Stone Leggings Mullock (1) 2 Heal -5, ----, ----, SkSaver
*Chest *Shop
--------------------------------------------------------------------------------
Stone Leggings Mullock (2) 2 Heal -5, ----, ----, SkSaver
*Chest *Shop
--------------------------------------------------------------------------------
Stone Leggings Carnelian 2 Heal -5, ----, ----, SkSaver
*Chest *Shop
--------------------------------------------------------------------------------
Stone Leggings Topaz 2 Heal -5, ----, ----, SkSaver
*Chest *Shop
--------------------------------------------------------------------------------
Stone Leggings Opal 2 Heal -5, ----, ----, SkSaver
*Chest *Shop
--------------------------------------------------------------------------------
Stone Leggings Ravenite 2 Heal -5, ----, ----, SkSaver
*Chest *Shop
--------------------------------------------------------------------------------
Stone Leggings Lazuli 2 Heal -5, ----, ----, SkSaver
*Chest *Shop
--------------------------------------------------------------------------------
Stone Leggings Serpentine 3 Heal -5, ----, ----, SkSaver
*Chest *Shop
--------------------------------------------------------------------------------
Stone Leggings Marcasite 3 WaSupp, ----, ----, SkSaver
*Chest *Shop
--------------------------------------------------------------------------------
Stone Leggings Quartz 4 Heal -10, ----, ----, SkSaver
*Chest *Shop
--------------------------------------------------------------------------------
Starlight Boots Meteorite 3 ----, ----, ----, ----
*Chest *Shop
--------------------------------------------------------------------------------
Stone Leggings Ironstone 3 ----, ----, ----, ----
*Chest *Shop
--------------------------------------------------------------------------------
Silver Boots Silver 3 ----, ----, ----, ----
*Chest *Shop
--------------------------------------------------------------------------------
Obsidian Boots Obsidian 5 ----, ----, ----, ----
*Chest *Shop
Obsidian Boots Obsidian 5 Heal -10, ----, ----, SkSaver
*Find in Side Quest #20: Abandoned Castle
--------------------------------------------------------------------------------
Metal Greaves Copper 2 Heal -10, ----, ----, SkSaver
*Chest *Shop
--------------------------------------------------------------------------------
Metal Greaves Lead 2 Heal -10, ----, ----, SkSaver
*Chest *Shop
--------------------------------------------------------------------------------
Metal Greaves Iron 3 WaSupp, ----, ----, NlBlackout
*Chest *Shop
--------------------------------------------------------------------------------
Cosmo Leggings M-Iron 3 Heal -10, ----, ----, SkSaver
*Chest *Shop
--------------------------------------------------------------------------------
Steel Greaves Steel (1) 4 ----, ----, ----, ----
*Chest *Shop
--------------------------------------------------------------------------------
Steel Greaves Steel (2) 4 ----, ----, ----, ----
*Chest *Shop
--------------------------------------------------------------------------------
Faerie's Heels Faerie Silver 4 ----, ----, ----, ----
*Chest *Shop
--------------------------------------------------------------------------------
Black Greaves Damascus 6 Heal -10, ----, ----, SkSaver
*Chest *Shop
--------------------------------------------------------------------------------
Vayu Boots Altemana 5 WoSupp, LP, ----, ----
*Clear Laura Adventure #8: The Water Elemental Gear
--------------------------------------------------------------------------------
Frail Armor See Below 1 Heal -5, ----, ----, SkSaver
Materials: Angelite, Demonite
*Chest *Shop
--------------------------------------------------------------------------------
Frail Armor Diamond 1 Heal -10, ----, ----, ----
*Chest *Shop
--------------------------------------------------------------------------------
Frail Armor See Below 1 ----, ----, ----, ----
Materials: Feather, Fang (1), Fang (2), Bone (1), Bone (2),
Scale, Tortoise Shell, Coel.Scale, Dragonscale,
Corundum (1), Corundum (2)
*Chest *Shop *Trade with one of the Chapas in Armic's
story (in this case only, the ability set depends on the
item you exchange for).
--------------------------------------------------------------------------------
Others
--------------------------------------------------------------------------------
Name Type Use
--------------------------------------------------------------------------------
<under construction>
================================================================================
V. EXTRAS
================================================================================
1. Translation Differences of Japanese vs English Versions
<under construction>
2. Chinese Astrology
<under construction>
================================================================================
VI. CREDITS
================================================================================
This FAQ wouldn't have been possible without the invaluable input from all the
U: SaGa GF message board members. Special thanks also to Caelk who let me borrow
some charts and various info which saved me quite a bit of time when making this
FAQ. Thanks a million for that :P
As always, thanks to Akitoshi Kawazu and his team for making this game. For
reference, most of this info was taken from the "The Complete of UNLIMITED:
SaGa" guidebook.
================================================================================
VII.LEGAL INFO
================================================================================
This document may not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without advance written permission by the author. Use of
this guide on any other web site or as a part of any public display is strictly
prohibited, and a violation of copyright.
Copyright 2004-2009, Daniel Isaksson