Wild ARMs XF Battle Mechanics Guide
Version 1.01
December 19 2011
by Dark Holy Elf (aka NeoElfboy)
FOREWORD
This guide was by a big fan of both Wild ARMs XF, and of similar guides for
other games. I always wanted one for Wild ARMs XF, and since nobody else seemed
to jump to the task, I figured it was finally time for me to give back to the
FAQ community. Beyond that, this guide is written to shed light on the battle
mechanics of Wild ARMs XF: how the game arrives at the figures for damage and
accuracy that it does. In the tradition of strategy RPGs like Final Fantasy
Tactics, Wild ARMs XF uses largely non-random, highly predictable formulas to
determine the effects of the actions chosen by the players and enemies in the
game. This guide is intended for anyone who has an interest in how the game
puts these numbers together, wants a rigorous description of exactly what the
game means when it claims that Drop Kick's damage increases against lower
targets, or just wants to calculate damage ahead of time before committing to a
strategy in a tough battle. :) Whatever use you puts this guide to, I hope you
find it helpful. If you like it, be sure to tell others who might also be
interested.
This guide should only be found at:
http://www.gamefaqs.com/
http://www.rpgdl.com/
If you'd like to host the guide elsewhere, or just have any questions,
comments, or (especially!) corrections regarding this guide, you can contact
me, either by posting on the message boards of the above two sites, or by
finding me on AIM (sometimes) as DarkHolyElf.
VERSION HISTORY
1.01 - Corrected a few errors and typos
1.0 - Initial release of the guide.
TABLE OF CONTENTS
--------------------------------------------------
[DEFN] 1. Definitions and Notes
[FORM] 2. Fundamental Formulas
[BATK] 3. The Attack Command
[F-AR] 3-A Formation Arts
[C-AR] 3-B Combination Arts
[PROP] 4. Damage-influencing Properties
[ELEM] 4-A Elements
[EPRO] 4-B Special Enemy Properties
[ORIG] 5. Original Commands
[OVER] 5-A Overview of Original Commands
[DMGO] 5-B Details on Damaging Original Commands
[NDMG] 5-C Descriptions of Non-damaging Original Commands
[CLAS] 6. Classes, Class Skills, and CSP
[CSKL] 6-A List of Class Skills and Mastery Skills
[SEFF] 7. Status Effects
[PEFF] 7-A Positive Status Effects
[INEF] 7-B Irresistible Negative Status Effects
[RNEF] 7-C Resistible Negative Status Effects
[MSEF] 7-D Miscellaneous Status Effects
[HFEF] 7-E Hex and Field Status Effects
[STAT] 8. Stats and Stat Growth
[ITEM] 9. Items
[EQPM] 10. Equipment
[BAEQ] 10-A Base Equipment Stats
[NBEQ] 10-B Calculating Non-base Equipment Stats
[SPEQ] 10-C Special Equipment
[EQPR] 10-D Equipment Properties
[BUGS] 11. Bugs
SECTION 1: DEFINITIONS AND NOTES [DEFN]
--------------------------------------------------
In writing this guide, I assume the reader is familiar with the terms used by
the Wild ARMs XF game itself. Additionally:
-A "physical" attack is an attack made either by the attack command, or by an
Original marked with a red diamond.
-A "magical" attack is an attack made by an Original marked with a blue circle.
-A "special" attack is an attack made by an Original marked with a yellow
shield.
-A "unit" is any character or enemy on the battlefield.
-The "caster" refers to the unit whose turn it currently is, whether or not
they are using a spell (as the name suggests) or some other action.
-A "target" is a unit being affected by the current action.
Note that all formulas listed in this guide assume standard order of
operations, i.e. multiplication (*) and division (/) come before addition (+)
and subtraction (-). The game usually (though not always) rounds down at the
end of calculations, though exactly when the rounding occurs in the case of
multistep calculations is something that I haven't yet tested thoroughly.
Abbreviations:
HP - Hit Points. A unit is defeated when these are reduced to 0
cHP - Current HP (cMP, cVP used similarly)
mHP - Maximum HP (mMP, mVP used similarly)
Note: cHP may never exceed mHP under any circumstance. If cHP is raised or mHP
is lowered such that this would happen, cHP is set to mHP immediately. Similar
restrictions apply on cMP/mMP and cVP/mVP.
ATK - Attack, the stat used to calculate physical damage given
DEF - Defense, the stat used to calculate physical damage received
MAG - Magic, the stat used to calculate magical damage given
RES - Resistance, the stat used to calculate magical damage received
AIM - Aim, the stat which determines chance to hit a physical attack
EVA - Evade, the stat which determines chance to evade a physical attack
RFX - Reflex, the stat which affects how quickly the unit gets turns
MOV - Move, the stat which determines how many hexes the unit can move in a
turn
CLM - Climb, the stat which determines the maximum step height a unit may take
WGT - Weight, the stat which determines damage to VP incurred each turn
HT - Height, the height of the hex a unit is standing on
EXP - Experience points
CSP - Class skill points
Caster_ATK, Caster_DEF, etc. - The relevant stat of the caster
Target_ATK, Target_DEF, etc. - The relevant stat of the target
DS - Dandelion Shot
Hal - Halberdier
Arc - Arcanist
MM - Martial Mage
Sto - Stormrider
RF - Royal Fencer
Sec - Secutor
Ele - Elementalist
Fan - Fantastica
Gad - Gadgeteer
Sen - Sentinel
SS - Sacred Slayer
Exc - Excavator
Geo - Geomancer
Ber - Berserker
Eni - Enigmancer
Str - Strider
Gra - Grappler
Ni - Nightstalker
Emu - Emulator
Ext - Extremist
HC - High Cavalier
HR = Horizontal Range
VR = Vertical Range
SECTION 2: FUNDAMENTAL FORMULAS [FORM]
--------------------------------------------------
Wild ARMs XF makes extensive use of two basic formulas for damage and accuracy.
The accuracy formula applies only to PHYSICAL attacks. It is the chance that
such an attack will strike the target, and is the HIT percentage listed in the
attack preview. It is as follows:
Hit rate = (1.8 - Target_EVA / Caster_AIM) * 100%
Obviously, this rate is capped at 0% and 100%. This means that if the target's
EVA and caster's AIM are equal, there is an 80% chance to hit. If the target's
EVA is 80% of the caster's AIM or below, the attack always hits. If the
target's EVA is 180% of the caster's AIM or better, the attack always misses.
The main damage formulas are as follows, although some attacks take liberties
with them:
Physical damage = (Caster_ATK * MovePower / 100 - Target_DEF) / 6
Magical damage = (Caster_MAG * MovePower / 100 - Target_RES) / 6
Special damage = same as magical damage
0 is the minimum allowed damage. If the game has a maximum damage, I don't know
what it is.
MovePower is 200 for the attack command (normally), and falls in the range of
150 to 300 for most other moves, to give you an idea.
Note that both these formulas have a slight error attached, presumably due to
rounding. At this time I haven't bothered to sit down, sort through numbers,
and figure out exactly where all the rounding errors occur and how to predict
the result. Regardless, the above formulas should predict everything within 1-2
points.
Finally, there's the Chain bonus to damage. It's a little less fundamental, but
still something that applies to all types of offensive actions. All HP damage
(not healing) is multiplied by the following formula at the end of all other
calculations:
Final damage = Damage * (100% + 4% * Chain count)
Chain count is the number of turns consecutively previous to the current one in
which units on the same team as the current attacker (possibly including the
attacker him or herself) have successfully dealt HP damage on their turn. To be
clear, this chain is broken by an enemy turn, or an allied turn which is used
for a non-damaging action, or one where the damaging action missed or otherwise
failed to deal damage. The game informs you of the chain count of playable
characters after each attack, e.g. "3 chain" for the attack that was made with
chain count of 3, or the fourth consecutive attack. Enemies get this chain
bonus too, with identical mechanics, but the number isn't displayed.
SECTION 3: THE ATTACK COMMAND [BATK]
--------------------------------------------------
This is basic method of attack in Wild ARMs XF, and it is hereafter referred to
as a basic attack. It has a power of 200, is physical (meaning it makes an
evade check) and typically strikes an adjacent hex, with a vertical range of 2.
Basic attacks have a chance to strike a critical hit. The chance of this is
unknown. If an attack is a critical hit, its final damage is multiplied by
150%.
Basic attacks against adjacent targets, regardless of whether or not they hit,
have a small chance to trigger a counterattack by the target. This
counterattack is also a basic attack, except that it can not trigger Formation
Arts, Combination Arts, or a second counterattack (normally). Normally, actions
besides basic attacks can not trigger counterattacks.
3-A: FORMATION ARTS [F-AR]
If a basic attack is made against a single, adjacent target who is also
adjacent to one or more allies of the attacker, Formation Arts occur. Both
player-controlled units and enemies can use Formation Arts. Allies suffering
from certain status effects (Stone, Sleep, and Confusion) can not assist in
triggering Formation Arts. Anyway, rather than describing the exact formations
needed to trigger these, I will instead provide you with some second-rate ASCII
art. Note that all the diagrams can be rotated in any way.
A = Attacker
T = Target
S = Supporting ally
2-unit formation art:
___
/ \
___/ \___
/ \ / \
/ A \___/ \
\ / \ /
\___/ T \___/
/ \ / \
/ \___/ S \
\ / \ /
\___/ \___/
\ /
\___/
3-unit formation art:
___
/ \
___/ \___
/ \ / \
/ A \___/ S \
\ / \ /
\___/ T \___/
/ \ / \
/ \___/ \
\ / \ /
\___/ S \___/
\ /
\___/
6-unit formation art:
___
/ \
___/ S \___
/ \ / \
/ A \___/ S \
\ / \ /
\___/ T \___/
/ \ / \
/ S \___/ S \
\ / \ /
\___/ S \___/
\ /
\___/
Formation Arts increase the damage dealt by a basic attack of the attacker.
More formally, they increase the power of the basic attack used in the damage
calculation, so Formation Arts are especially effective against high defences.
2-unit formation art: 250 power
3-unit formation art: 300 power
6-unit formation art: 350 power
Note that Formation Arts only make use of the ATK stat of the unit who
initiates the attack; the stats of the assisting units are irrelevant. There
also appears to be a boost to either HIT or final accuracy associated with
using a Formation Art, but it is difficult to gauge how large this is.
3-B: COMBINATION ARTS [C-AR]
From the storyline battle in Act 1-13 onwards, the Lock-On command becomes
available, by choosing to make a basic attack against a target and then hitting
triangle instead of X to confirm. The Lock-On command causes the target to
forgo making a basic attack against the target to "lock on" to it. This act of
locking on lasts until the target gets a turn, the unit who locked on gets a
turn, or an ally triggers Combination Arts against the target.
If a basic attack is made against a target whom one or more of the attacker's
allies are currently locked onto, Combination Arts occur. Although they are
activated by attempting a basic attack, it is important to note that
Combination Arts are NOT basic attacks, and do not trigger any abilities
normally triggered by basic attacks (such as counterattacks, or Attack & Heal
MP). In this way they differ from Formation Arts. Note that there is no choice
of whether to trigger Combination Arts; using a basic attack against a target
that is subject to an ally's Lock-On WILL trigger Combination Arts, even if a
basic attack or Formation Arts would deal more damage.
Combination Arts deal special damage instead of physical. This means they are
based off the attacker's MAG versus the target's RES. It also means they ignore
the target's DEF and EVA, as well as the Soft, Hard, and Flying properties,
making Combination Arts a good way to get around those. The stats of the allies
who locked onto the target are not relevant to the damage of Combination Arts,
so optimum use of this ability involves having a unit with high MAG trigger the
attack. Unlike Formation Arts, enemies will not make use of Combination Arts.
The power of Combination Arts varies by the number of units who participate in
the attack. For the purposes of the following list, participating units include
both the units who are currently locking onto the target, and the unit who
initiates the attack itself.
2-unit combination art: 360 power
3-unit combination art: 480 power
4-unit combination art: 630 power
5-unit combination art: 790 power
6-unit combination art: 930 power
Like Formation Arts, the damage dealt by a Combination Arts is based only on
the stats (in this case, MAG) of the character who initiates the attack. This
means it's a good idea to have your highest-MAG unit be the attack initiator,
when possible. Note that Combination Arts reach much higher powers than
Formation Arts, presumably because the former actually requires turns from all
participants, instead of positioning. Positioning is not relevant to
Combination Arts.
SECTION 4: DAMAGE-INFLUENCING PROPERTIES [PROP]
--------------------------------------------------
This section details some of the permanent properties you'll run into on
enemies that influence how much damage you will do with attacks against them.
4-A: ELEMENTS [ELEM]
If an elemental attack (earth, fire, water, or wind) is used, the power of the
attack is modified by the listed elemental resistance of the target as follows:
Power = Base Power * (1 - Resistance%)
Note that this is a modification to Power, not final damage, so elemental
resistances and weaknesses make a bigger impact than you might expect and are
worth your time to pay attention to. For example, if the caster's MAG and the
target's RES are equal, it takes only a +50% elemental resistance to null out
damage from a 200-power Elementalist spell, while a -100% elemental weakness
results in triple the normal damage (before the powerful Exploit Weakness skill
is considered). Generally speaking most elemental attackers will have more MAG
than their target has RES, which makes resistances not -quite- as relatively
important as the above example, but the example should still give you a general
idea.
Lightning attacks (Electrigger and Lightning itself) work differently. The vast
majority of enemies react to this as if it were not elemental at all, but there
are a few exceptions. Mushroom-type enemies are healed by these attacks, while
golem-type enemies are weak to them. When a lightning attack is used against a
golem-type enemy, two things happen:
-The target's DEF and RES are treated as 0 for the attack
-The final damage is multiplied by 150%
These combine for quite a potent increase in damage.
If the caster has the Exploit Weakness skill, final damage is multiplied by
150%, should the attack be elemental and hitting any level of negative
elemental resistance (it makes no difference whether the resistance is -1% or
-100%), or if the attack is lightning hitting a golem.
A third type of weakness-hitting is the Original Sanctify, which sees its power
multiplied by 3 against undead. It does not benefit from the Exploit Weakness
skill, however.
4-B: SPECIAL ENEMY PROPERTIES [EPRO]
An enemy property is an attribute that all enemies of a certain class have that
influences how they react to certain attacks. There are six such properties.
SOFT:
-Jelly Blobs, Mus, and Forsaken Mutants with the Downhearted skill have this
property.
-Any physical damage done to a target with the Soft property has its damage
multiplied by 10% after all other calculations.
-Innocent Blow ignores Soft.
HARD:
-Rhinoceroses, Gorgons, Tarasques, Armored Dragons, Forsaken Mutants with the
Petrify or Toxic Breath skills, and a boss equipped with Ares Plate have this
property.
-Physical attacks can not do more than 1 damage to a target with the Hard
property.
-Basic attacks made by polearms, axes, hammers, and rapiers ignore Hard.
-Heavy Throw, Ground Slam, and Innocent Blow ignore Hard.
FLYING:
-Harpies and the boss of Final Act 3 have this property.
-Physical attacks have greatly reduced hit rate against a target with the
Flying property. The exact formula is unknown, but can be approximated by:
Hit rate = (1 - Target_EVA / 225) * Caster_AIM / 3 * 1%
-Basic attacks made by projectile weapons and bells ignore Flying.
-Howling Shot and basic attacks made by Strahl Gewehr do NOT ignore Flying,
even though you might think they would.
UNDEAD:
-Damnations, John Does, and discoloured versions of generic classes have this
property.
-Undead have a chance to auto-revive when killed. Undead who revive in this way
get a bonus to all stats which increases each time they are revived. Undead
killed by the original Sanctify or by being moved into a hole can not
auto-revive.
-The power of the original Sanctify is tripled against undead, and if the
caster has the Paladin skill, it will instantly kill them. Critical hits made
by sabers also instantly kill undead.
-Undead have their stats lowered if adjacent to a unit with the Holy Order
skill.
GOLEM:
-Various robotic enemies encountered only during storyline fights, including a
pair of bosses, have this property; it should be obvious which ones.
-Lightning attacks against Golems, as well as basic attacks made by wrenches,
are calculated by taking the Golem's DEF and RES as 0, and then multiplying
final damage by 1.5.
INVISIBLE:
-Stealth Stalkers have this property.
-Invisible enemies can not be targetted directly. Attacks and originals may
only be used against them if they are multitarget and also target at least one
non-invisible unit. Possibly due to a bug, the original Orbital Ring is exempt
from this.
-If an invisible enemy is in a hex which is targetted by the original Detect,
the invisible property is cancelled for the rest of the battle.
SECTION 5: ORIGINAL COMMANDS [ORIG]
--------------------------------------------------
This section details Original Commands (which I'll frequently shorten to
Originals), the special moves available to each class. Note that no Originals
may be used when the caster is suffering from the Misery status.
5-A: OVERVIEW OF ORIGINAL COMMANDS [OVER]
Originals may be divided into two broad categories: those that do "damage"
(which in this context includes healing, MP damage, and VP damage, i.e. any
attack that causes numbers of some colour to appear on the target) and those
that do not. Both will be covered in the following table. For damaging
Originals, the table suffices for information on their behaviour, along with a
collection of notes that will be found immediately after the chart.
Non-damaging Originals will be detailed in the section after.
As far as targetting is concerned, it is worth noting here that the majority of
originals (and indeed, other commands such as basic attacks and items) can not
target the caster. Exceptions to this will be noted.
Legend:
USER = The class that uses this Original
PM? = Indicates whether the Original can be used after moving (Yes or No)
T = Type:
P = Physical (red diamond)
M = Magical (blue circle)
S = Special (yellow shield)
I = Item (yellow triangle)
N = None (green wedge)
POWER = The MovePower of the Original (see Fundamental Formulas)
MP = MP consumed by using this Original
HR = Horizontal range of the Original. Widespread can exceed this.
VR = Vertical range of the Original.
EFF = Effect radius. The Original affects all hexes within this distance of the
targetted hex. Can reach hexes outside the horizontal but not vertical range of
the Original. While a 0 and a - both indicate a lack of effect radius, a 0
means that the radius can be extended to 1 by the Widespread skill.
Note: For all ranges, ** indicates infinite
WEP = Indicates whether the Original requires a specific weapon type to be used
(Yes or No). The weapon type is always the one used by the home class of the
Original, and is one of the following:
Strahl Gewehr
Polearm
Tonfa
Boomerang
Broadsword
Spear
One-handed melee weapon (a weapon with HR 1 that allows shield use)
NOTES = Notes on the Original's targetting and damage formula
An ! indicates information on a damaging Original too complex to be displayed
on the chart. See section 5-B for more details.
Table: Originals
USER| NAME |PM?| T |POWER| MP | HR | VR | EFF|WEP|NOTES
----+-------------------+---+---+-----+----+----+----+----+---+----------------
DS | Howling Shot | N | P | 300 | 32 | ** | 2 | - | Y |Hits line, !
DS | Sacrifice | N | M | 400 | 16 | 4 | 4 | 0 | N |Ignores RES, !
DS | Encourage | Y | S | - | 8 | 1 | 5 | - | N |All adj. hexes
DS | Rob Turn | N | S | - | 32 | 3 | 4 | - | N |
Hal | Shockwave | Y | P | 250 | 12 | 1 | 2 | - | Y |3 adj. hexes
Hal | Upper Hand | Y | P | ! | 20 | 3 | ! | - | N |Ignores EVA
Hal | Disarm | Y | P | 100 | 8 | 1 | 4 | - | Y |!
Hal | Status Absorb | Y | S | - | 16 | 0 | 10 | 3 | N |
Arc | Lightning | N | M | 100 | 8 | 3 | ** | 0 | N |Lightning
Arc | Revive | Y | S | 240 | 48 | 4 | 4 | - | N |Empty hex, !
Arc | Warp | N | S | - | 8 | 6 | 4 | - | N |Empty hex
Arc | Replica | Y | S | - | 32 | 3 | 4 | - | N |Empty hex
MM | Blast | Y | M | 300 | 16 | 4 | 3 | 0 | N |
MM | Graviton | N | M | ! | 12 | 4 | 8 | 0 | N |
MM | Rushing Beat | Y | P | ! | 16 | 1 | 2 | - | Y |
MM | Cancel Strike | Y | P | 200 | 24 | 1 | 2 | - | N |!
Sto | Orbital Ring | Y | P | 300 | 8 | 1 | 4 | - | Y |!
Sto | Raving Rage | N | P | 200 | 32 | 1 | 0 | - | N |Multihit, !
Sto | Hyper Attack | Y | M | - | 32 | 3 | 4 | 0 | N |Can hit self
Sto | Provoke | Y | S | - | 8 | 4 | 5 | - | N |Can't hit allies
RF | Revolver Sweep | Y | P | 250 | 16 | 1 | 2 | - | Y |All adj. hexes
RF | Exhaustion Strike | Y | N | ! | 8 | 1 | 2 | - | Y |Damages VP
RF | Royal Cheer | Y | S | - | 8 | 1 | 5 | - | N |All adj. hexes
RF | Status Lock | Y | S | - | 24 | 3 | 4 | 0 | N |Can hit self
Sec | Hard Smash | Y | P | 250 | 16 | 1 | 2 | - | Y |
Sec | Smart Drive | Y | P | ! | 16 | 1 | 2 | - | Y |Ignores EVA
Sec | MP Burst | Y | N | - | 0 | 0 | - | - | N |
Sec | Change Equipment | Y | I | - | 8 | 0 | - | - | N |
Ele | Crush | N | M | 200 | 16 | 5 | 6 | 0 | N |Earth
Ele | Freeze | N | M | 200 | 16 | 5 | 6 | 0 | N |Water
Ele | Fire | N | M | 200 | 16 | 5 | 6 | 0 | N |Fire
Ele | Vortex | N | M | 200 | 16 | 5 | 6 | 0 | N |Wind
Fan | Slow Down | N | M | - | 12 | 5 | 4 | 0 | N |
Fan | Feeble Mind | N | S | ! | 15 | 5 | 4 | 0 | N |Damages MP
Fan | Invoke | Y | S | - | 28 | 4 | 4 | 0 | N |
Fan | Rush | Y | S | - | 8 | 4 | 4 | 0 | N |
Gad | Mystic | Y | I | - | 20 | 1 | 4 | 2 | N |Can hit self
Sen | Heavy Strike | Y | P | 300 | 24 | 1 | 2 | - | Y |!
Sen | Allowance | Y | P | 200 | 4 | 1 | 2 | - | Y |!
Sen | Force Field | Y | N | - | 28 | 0 | - | - | N |
Sen | Amplifier | N | N | - | 32 | 0 | - | - | N |
SS | Heal | Y | M | 450 | 12 | 4 | 4 | 0 | N |Can hit self, !
SS | Sanctify | N | M | 150 | 24 | 6 | 4 | 0 | N |3x POW vs undead
SS | Fragile | N | M | - | 20 | 4 | 4 | 0 | N |
SS | Turn Shift | Y | S | - | 32 | 3 | 4 | - | N |
Exc | Analyze | Y | S | - | 4 | 4 | 4 | 0 | N |Can't hit allies
Exc | Detect | Y | S | - | 8 | 0 | 4 | 5 | N |Can hit own hex
Exc | Switch | N | M | - | 16 | 3 | 4 | - | N |
Exc | In & Out | Y | I | - | 12 | 0 | - | - | N |
Geo | Translate | Y | S | - | 8 | ** | ** | - | N |Empty hex
Geo | Replace | N | S | - | 12 | 6 | 4 | - | N |
Geo | Shut Out | N | S | - | 16 | 3 | 4 | 0 | N |
Geo | Ley Spread | Y | S | - | 32 | 0 | - | - | N |
Ber | Charging Thrust | N | P | ! | 12 | 8 | 0 | - | Y |!
Ber | Sonic Boom | N | P | 200 | 12 | 7 | 0 | - | Y |!
Ber | Quick Step | Y | N | - | 8 | 0 | 4 | 0 | N |
Ber | HP Burst | Y | N | - | 4 | 0 | - | - | N |
Eni | Devastate | N | M | 300 | 20 | 0 | 2 | 2 | N |
Eni | Protect | N | S | - | 12 | 4 | 4 | 0 | N |Can hit self
Eni | Dispel | Y | S | - | 16 | 3 | 4 | 0 | N |Can hit self
Eni | Prevent | N | S | - | 8 | 8 | 4 | 0 | N |
Str | Swift Shock | Y | P | 200 | 12 | 1 | 2 | - | N |!
Str | Drop Kick | Y | P | ! | 20 | 3 | ! | - | N |
Str | Mesmerize | Y | M | - | 24 | 0 | 4 | 3 | N |
Str | Trail | Y | M | - | 8 | 7 | 4 | - | N |
Gra | Heavy Throw | Y | P | ! | 20 | 1 | 3 | - | N |Ignores Hard, !
Gra | Ground Slam | Y | P | ! | 16 | 1 | 3 | - | N |Ignores Hard, !
Gra | Item Toss | N | I | ! | 8 | 4 | ! | - | N |
Gra | Transport | Y | N | - | 4 | 1 | 3 | - | N |
Ni | Six-Shooter | Y | P | 150 | 24 | 1 | 2 | - | Y |!
Ni | Innocent Blow | Y | P | 200 | 12 | 1 | 2 | - | Y |!
Ni | MP Shift | N | M | - | 0 | 3 | 4 | - | N |
Ni | Blackout | Y | M | - | 32 | 0 | - | - | N |
Emu | Download | Y | S | - | 0 | 4 | 4 | - | N |Can't hit allies
Emu | Kirlian Buster | Y | S | - | 48 | 4 | 4 | 0 | N |
Emu | Stink Cloud | Y | S | - | 48 | 4 | 4 | 0 | N |
Emu | Petrify | Y | S | - | 48 | 6 | 3 | 0 | N |
Emu | Slumber Fog | Y | S | - | 48 | 6 | 3 | 0 | N |
Emu | Toxic Breath | Y | S | - | 48 | 6 | 3 | 0 | N |
Emu | Luminous Moss | Y | S | - | 48 | 6 | 3 | 0 | N |
Emu | Downhearted | Y | S | - | 48 | 6 | 3 | 0 | N |
Emu | Asphyxiate | Y | S | - | 48 | 6 | 3 | 0 | N |
Emu | Electrigger | Y | S | 200 | 36 | 6 | 3 | 0 | N |Lightning
Emu | Dangerous Matter | Y | S | ! | 48 | 4 | 4 | 0 | N |
Emu | Buried Alive | Y | S | 200 | 32 | 6 | 3 | 0 | N |Earth
Emu | Hydro Pressure | Y | S | 200 | 32 | 6 | 3 | 0 | N |Water
Emu | Crimson Cremation | Y | S | 200 | 32 | 6 | 3 | 0 | N |Fire
Emu | Storm Blade | Y | S | 200 | 32 | 6 | 3 | 0 | N |Wind
Ext | Debilitator | Y | M | - | 32 | 6 | 4 | 0 | N |
Ext | High Slugger | Y | P | ! | 16 | 1 | 4 | - | Y |
Ext | Anchor Hook | N | P | 100 | 4 | ** | 3 | - | N |Ignores EVA, !
Ext | Passive Style | Y | S | - | 24 | 0 | - | - | N |
HC | Quicken | N | M | - | 20 | 3 | 4 | 0 | N |Can hit self
HC | Intrude | N | M | - | 64 | 0 | - | - | N |
HC | Status Transfer | Y | P | ! | 4 | 3 | 6 | - | N |
HC | Remain | N | M | - | 32 | 3 | 4 | 0 | N |
5-B: DETAILS ON DAMAGING ORIGINAL COMMANDS [DMGO]
Howling Shot: A line of sight is required for targets of this attack.
Sacrifice: Final damage is multiplied by (Caster_cHP / Caster_mHP), taking the
stats of the character at the time that the original is selected. Using this
original reduces the caster's HP to 1. If a corsage is equipped, the caster's
HP is instead halved (rounded down) each time the attack hits or misses a
target.
Upper Hand: Has downwards VR 4, upwards VR 10.
Power = 200 unless the target is above the caster, in which case...
Power = 200 + 10 * (Target_HT - Caster_HT)
Disarm: On a successful hit, also has an unknown chance of removing the
target's weapon. Estimated at 40%.
Revive: Ignores target's RES, heals HP instead of dealing damage, and places
the revived character in the target hex.
Graviton: Hit rate is determined by target's Gravity susceptibility.
Damage = Target_cHP * (12 + 2 * Target_WGT) / 100
Rushing Beat:
Power = 300 + Caster_RFX - Target_RFX
Cancel Strike: On a successful hit, cancels the target's next turn. This does
not cause subsequent turns to come more quickly.
Orbital Ring: Ignores the Flying attribute. This attack travels around a ring
of radius 1, clockwise from the caster. The attack ends when it passes through
a hex that exceeds this attack's VR, or one that has an obstruction besides a
unit in it.
Raving Rage: Number of hits is 1 + N, where N is the number of unobstructed
(except possibly by a hole), empty hexes of the same or lesser height directly
behind the target (compared to the caster). The number of hits is limited by
the caster's MOV stat. The target is knocked back N hexes, and the caster moves
as many hexes as possible towards the target in the process. If the target has
Anti-Knockback, N is zero. If the target is pushed into a lower hex, all
movement caused by this attack stops and N is automatically its maximum value.
Final damage is multiplied by the number of hits. A single accuracy check is
made for all hits. Movement of caster and target occurs even if the attack
misses. Hit or miss, if the target is pushed into a hex of height lower than
its previous hex by an amount that exceeds Target_CLM, then the target takes
fall damage equal to:
10 * (Height change - Target_CLM)
Exhaustion Strike:
VP damage = Target_mVP / 4
Smart Drive: This attack has a power of 200. Although this attack's accuracy is
not subject to the target's evade, the hit percentage is still calculated as
normal, and the final damage dealt by this attack is multiplied by that
percentage.
Feeble Mind:
MP damage = Target_mMP / 5
Heavy Strike: On a hit, the target is knocked back, provided the hex behind the
target (compared to the caster) is unoccupied (except possibly by a hole) and
at an equal or lesser height to the target's original hex, and Target_WGT <
Caster_WGT. If the target is pushed into a hole, the target is immediately
killed; units killed in this manner can not auto-revive. If the target is
pushed into a hex of height lower than its previous hex by an amount that
exceeds Target_CLM, then the target takes fall damage equal to:
10 * (Height change - Target_CLM)
Allowance: If damage from this attack would reduce the target below 1 HP, the
target's HP is reduced to 1 instead.
Heal: Ignores target's RES, as well as Magic Block and Prevent, heals HP
instead of dealing damage.
Charging Thrust: The target must be on a straight line from the caster,
unobstructed and with all intermediate hexes (if any) having the same height as
the caster's. The caster will, regardless of whether this attack hits, move
along this line to the hex adjacent to the target.
Power = 190 + 50 * (Number of hexes moved by the caster in this way)
Sonic Boom: The target of this attack is an empty hex rather than a unit, and
said hex must be on a straight line from the caster, unobstructed and with all
intermediate hexes (if any) having the same height as the caster's. The caster
will, regardless of whether this attack affects any other units, move along
this line to the targetted hex. Any other units adjacent to either the
targetted hex or the intermediate hexes, EXCEPT for a unit on the hex on the
same line as the caster's movement, will be struck by this attack and subject
to its accuracy and damage checks.
Swift Shock: The caster's RFX is doubled until the end of his or her next turn.
Drop Kick: Has downwards VR 10, upwards VR 0.
Power = 200 + 5 * Caster_WGT + 5 * (Caster_HT - Target_HT)
Heavy Throw: After choosing a target unit for this attack, the caster also
chooses a target hex. This target hex must be unoccupied, and lie within HR 5
and upwards VR 4 (no downwards VR limit) from the caster. The target is moved
into this hex, regardless of whether this attack hits. Damage is calculated
based on height of target's hex after movement.
Power = 200 + 12 * Target_WGT + 12 * (Caster_HT - Target_HT)
Ground Slam: See Heavy Throw, except with HR 3 and no VR limit.
Power = 200 + 6 * Target_WGT + 15 * (Caster_HT - Target_HT)
Item Toss: Has upwards VR 4, no downwards VR limit. Consumes a chakram-type
item in the caster's inventory.
Damage = 50 * (Rank of item consumed)
Six-Shooter: This attack hits 6 different times at its listed power, each hit
making a separate accuracy check. The accuracy is half that of a normal attack;
that is, the final hit percentage obtained from the accuracy formula is divided
by 2.
Innocent Blow: This attack treats the target's DEF as 0, and ignores the Soft
and Hard properties.
Dangerous Matter: Hit rate is determined by target's Gravity susceptibility.
Damage = Target_cHP / 2
High Slugger:
Damage = (Caster_ATK + Caster_EVA * 1.2 - Target_DEF) / 6
Anchor Hook: Can target poles and units. The target must be on a straight line
from the caster, unobstructed (except by "hole" panels) and with no
intermediate hex having a height which exceeds (Caster_HT + 3). If the target
is a pole, there must be an empty hex immediately in front of the pole, and the
caster is moved to said hex. No damage is done to the pole. If the target is a
unit, the unit is moved along the line of sight to the hex adjacent to the
caster, regardless of whether this attack does non-zero damage. If said hex is
a hole, the target is immediately killed; units killed in this manner can not
auto-revive. Some enemy units are immune to Anchor Hook.
Status Transfer: The statuses that can be transferred by this attack include HP
Down, Disease, Poison, and stat-downs (Slow Down, Fragile, Mesmerize, and
Debilitator). Shut Out and Trail are not transferrable.
Power = 150 + 10 * (number of statuses transferred)
5-C: DESCRIPTIONS OF NON-DAMAGING ORIGINAL COMMANDS [NDMG]
Encourage: All targets have the time until their next turn significantly
shortened.
Rob Turn: Attempts to inflict the Turn Stolen status. Automatically misses if
this status is already present.
Status Absorb: All negative statuses from any targets are healed. Any statuses
healed this way are applied to the caster. Note that while this status
infliction ignores modifications due to status susceptibilities, it does not
ignore Status Lock.
Warp: Targets unoccupied hexes instead of units. The caster moves immediately
to the targetted hex.
Replica: Creates a copy of the caster in the targetted hex. The replica is
summoned with an empty turn gauge, and has all stats and skills copied from the
caster except for HP (1) and MP (0). The replica may not attack, use items, or
use originals, but may move. The replica does not count as an ally for the
purpose of formation arts.
Hyper Attack: Ignores Magic Block and Prevent, inflicts the Hyper status.
Provoke: Attempts to inflict the Provoke status.
Royal Cheer: Inflicts the Royal Cheer status.
Status Lock: Inflicts the Status Lock status.
MP Burst: 85% chance of tripling the caster's cMP. If this does not happen,
reduces the caster's cMP to 0 instead.
Change Equipment: The caster may switch equipment (weapon, armour, and/or
shield) with anything available and legally equippable in inventory.
Slow Down: Inflicts the Slowed status.
Invoke: Inflicts the Invoke status.
Rush: Inflicts the Rush status.
Mystic: Consumes an equipped item that normally has a range of 0 (before Item
Range Up); its effect is applied to every target.
Force Field: Inflicts the Damage Blocked status.
Amplifier: Inflicts the Damage Up status.
Fragile: Inflicts the Fragile status.
Turn Shift: Exchanges the turn gauges of the caster and target; this has the
effect of giving the target an immediate turn. The caster's RFX is doubled
until his or her next turn.
Analyze: Inflicts the Analyze status.
Detect: Targets hexes instead of units. Reveals any hidden items in range;
these items can be acquired by having a player unit end his or her turn in a
hex with one.
Switch: Hit rate is determined by target's Switch susceptibility. Exchanges the
target's cHP and cMP; if this results in cHP being zero, the target is killed.
In & Out: The caster may switch equipped items with anything available and
legally equippable in inventory.
Translate: Targets unoccupied hexes instead of units. The caster must be on a
leypoint, and the target hex must lie on a leypoint of the same element. The
caster moves immediately to the targetted hex.
Replace: Exchanges the position of the caster and target.
Shut Out: Targets hexes instead of units. Inflicts the Shut Out status.
Ley Spread: The caster must be on a leypoint. Inflicts the Ley Spread status,
with the element of the current leypoint, upon the battlefield.
Quick Step: Inflicts the Quick Step status.
HP Burst: 85% chance of tripling the caster's cHP. If this does not happen,
reduces the caster's cHP to 0 instead, killing him or her.
Dispel: The target of this attack is a hex rather than a unit (although the hex
may be occupied). Removes all statuses from the target hex, as well as any
positive or negative statuses applied to the occupant of the hex if one is
present.
Protect: Inflicts the Protect status.
Prevent: Inflicts the Prevent status.
Mesmerize: Inflicts the Mesmerize status.
Trail: Ignores Magic Block and Prevent. Inflicts the Trailed status.
Transport: After choosing a target unit for this attack, the caster also
chooses a target hex. This target hex must be unoccupied, and lie within HR 1
and VR 3. The target is moved into this hex.
MP Shift: Ignores Magic Block. Increases the target's cMP by the caster's cMP,
and reduces the caster's cMP to 0.
Blackout: Inflicts the Blackout status.
Download: 50% hit rate. If the target does not have the Emulator OC set, this
attack automatically fails. If the target does, and knows an Emulator attack
which the caster does not, then the caster learns that attack permanently as an
Emulator Original Command. If the caster already knows all the Emulator attacks
which the target possesses, then the caster deals MP damage to the target equal
to 10% of the caster's mMP, and regains that much. This drain effect is limited
by both the cMP of the target, and the amount of MP the caster can regain.
Kirlian Buster: Attempts to inflict the HP Down status.
Stink Cloud: Attempts to inflict the Disease status.
Petrify: Attempts to inflict the Petrify status.
Slumber Fog: Attempts to inflict the Sleep status.
Toxic Breath: Attempts to inflict the Poison status.
Luminous Moss: Attempts to inflict the Confuse status.
Downhearted: Attempts to inflict the Misery status.
Asphyxiate: Provoke: Attempts to inflict the Death status.
Debilitator: Inflicts the Debilitator status.
Passive Style: Inflicts the Passive Style status.
Quicken: Ignores Magic Block and Prevent. Inflicts the Quickened status.
Intrude: Gives the caster two immediate turns.
Remain: Ignores Magic Block. Inflicts the Auto-Revive status.
SECTION 6: CLASSES, CLASS SKILLS, AND CSP [CLAS]
--------------------------------------------------
There are 23 available playable classes in Wild ARMs XF (plus a whole host of
enemy-only classes). 16 of these are available to every playable character,
plot or drifter, with the exception of Tony, and they are unlocked for the
player's use in sets of four as the game's storyline proceeds. The remaining 7
classes are unique to the seven storyline playable characters, and are
available as soon as you get the character in question. Between battles, each
character can choose any available class to change into as his or her current
choice. The only exception here is Tony, who is stuck in his unique Crossbreed
class (which has the additional downsides of having no class skills, originals,
equipment, or Item command... life's tough for the team dog).
Each of the playable XF classes (except Crossbreed) has five innate abilities,
called class skills. Simply being in a class counts as setting all five of said
skills. However, in order to set the class skills from a class other than the
one a unit is currently in, he or she must first learn the skills. Skills are
learned by gaining CSP (class skill points) while in the class.
In general, 1 CSP is gained per enemy reduced to 0 HP (a few rare enemies are
worth more; one famous one who exists only in free battles can give far more.
See another guide for details). It doesn't matter who gets the kill; the CSP is
gained by every unit available for the map, whether or not they participated in
it, and whether or not they finished the battle alive. The only way to miss out
on CSP (and EXP, for that matter) is to be completely unavailable for that
battle. Hired drifters, strangely, count as available for every battle, even
the rare few where they can't be used.
Being in battle does give more CSP, however, as there are a few in-battle
effects that result in gaining more CSP. How this works is that there is a CSP
multiplier applied to each unit who finishes the battle alive. By default this
multiplier is 1, but the following effects will raise the multiplier:
+0.3 for finishing the battle with cVP at least 75% of mVP
+0.2 for finishing the battle with cVP between 50% and 75% of mVP
+0.1 for finishing the battle with cVP between 25% and 50% of mVP
+0.4 for having the CSP Up skill set
+1.0 for finishing the battle with the CSP Up status
Note that the CSP Up status (not skill) is granted only by using a Potential
Egg. It is also cleared if you die, so if you plan to use a Potential Egg, it's
best to do so late in a battle, just in case.
Initially, every character starts with Class Level 1 in all classes (with a few
exceptions: later-joining plot characters tend to have a class level above 1 in
their unique class). When a character gains enough CSP in a class, he or she
will gain a class level. The following table lists the CSP requirements for
each level, first the total required to reach that level starting from 0 CSP,
then the difference between this level's CSP requirement and the previous
level's.
Table: Class Levels by CSP required
LEVEL | TOTAL | DIFF
------+-------+------
1 | 0 |
2 | 8 | 8
3 | 22 | 14
4 | 47 | 25
5 | 90 | 43
6 | 165 | 75
7 | 293 | 128
It's a possible point of interest that each level is about 1.73 times as
difficult to reach as the previous, or about the square root of 3.
Reaching Class Level 2 unlocks, in all cases, the OC of that class to be set
while in other classes. Setting the OC of a class gives you access to all of
its Original Commands in battle.
Reaching Class Levels 3 to 7 instead each unlock a different class skill, which
will be detailed shortly. These skills can then be set if the character changes
to a different class. Also, as an extra bonus to reaching Class Level 7 (the
highest level), the character will also learn a mastery skill for the class at
that point. Mastery skills work differently than class skills; they are not
available before Class Level 7 even if the character is in that class, and they
can not be set should the character leave that class. However, they are always
available, at Class Level 7, while the character is in that class.
Characters can continue to gain CSP after reaching Class Level 7, but this does
not accomplish anything.
There is a limit to the number of skills that a character can set. The class
skills and OC of the current class do not count towards this limit, nor does
the mastery skill if applicable. Otherwise, setting an OC costs two skill
slots, setting any other class skill costs one. The number of available skill
slots is simple, and given by:
Skill slots = 3 + Level / 10
That's experience level, not class level, just to be clear.
6-A: LIST OF CLASS SKILLS AND MASTERY SKILLS [CSKL]
Each skill here will be listed with, in parentheses, first the class with which
the skill is associated, and then the Class Level required to learn the skill
and set it while in a different class. Mastery skills are also included here.
Note that each class has an "EQ" skill. In the interests of time, I will only
list the level at which said skill is unlocked, since the descriptions are all
the same: they allow the character to equip any equipment which is naturally
available to the associated class. See Section 10 for more details.
Wait & Heal VP (Secutor 3):
If the character chooses Wait without moving, he or she recovers VP equal to 5%
of mVP.
Blood Heat (Secutor 4):
Multiplies the Power of counterattacks by 125%.
Weapon Block (Secutor 5):
25% chance to nullify any basic attack made against the character.
Secutor EQ (Secutor 6)
ATK +25% (Secutor 7):
ATK multiplied by 125%.
Retaliate (Secutor mastery):
If the Weapon Block skill activates, the blocked damage of the incoming attack
is dealt instead to the attacker.
Elementalist EQ (Elementalist 3)
Wait & Heal MP (Elementalist 4):
If the character chooses Wait without moving, he or she recovers MP equal to 2%
of mMP.
Crisis Conserve MP (Elementalist 5):
Original costs are multiplied by 75% while the character is in crisis.
Magic Block (Elementalist 6):
25% chance to nullify any magic attack made against the character by another.
MAG +25% (Elementalist 7):
MAG multiplied by 125%.
Reflect (Elementalist mastery):
If the Magic Block skill activates, the blocked damage of the incoming attack
is dealt instead to the attacker.
Fantastica EQ (Fantastica 3)
Zone Effect (Fantastica 4):
Any ally who begins his or her turn adjacent to the character has AIM and EVA
multiplied by 110% until the start of his or her next turn. Any enemy who
begins his or her turn adjacent to the character has AIM and EVA multiplied by
90% until the start of his or her next turn.
Arts Support (Fantastica 5):
The Power of any Formation Art or Combination Art the character uses is
multiplied by 110%.
CSP Up (Fantastica 6):
If the character finishes a battle alive, his or her CSP multiplier is
increased by +0.4.
Object Attack (Fantastica 7):
Basic attacks used by the character will destroy barrels and push adjacent
blocks one hex directly further away if possible.
Extra Support (Fantastica mastery):
Doubles the effect of Zone Effect and Arts Support, replacing 110% with 120%
and 90% with 80% in their effect descriptions.
Gadgeteer EQ (Gadgeteer 3)
Decelerate (Gadgeteer 4):
If a basic attack made by this character deals damage, it also removes 25% of
the target's "accumulated RFX", i.e. the accumulated time needed for the target
to get his or next turn.
Item Effect Up (Gadgeteer 5):
HP damage and healing effects of items used by this character (through the Item
command, Mystic, and Item Toss) are multiplied by 150%. MP and VP healing is
not affected.
Item Range Up (Gadgeteer 6):
Increases the HR of all items, as well as Mystic, by 1. Notably, this turns an
item with HR 0 to have HR 1 instead, allowing it to be used on targets besides
oneself.
Item Carry Up (Gadgeteer 7):
Increases the number of equippable items to 7 from the usual 4.
High-Class Items (Gadgeteer mastery):
High-class items become legal for use by the character.
Anti-Knockback (Sentinel 3):
The character is immune to being knocked back e.g. by Heavy Strike and Raving
Rage.
ZOC Effect (Sentinel 4):
Enemy units can not move into two consecutive hexes adjacent to the character
in a single move action. Note that this does not stop movement created by other
actions (such as Charging Thrust) nor does it stop movement through the
character allowed by Skip Enemies.
DEF +25% (Sentinel 5):
DEF multiplied by 125%.
Sentinel EQ (Sentinel 6)
Defender (Sentinel 7):
If a singletarget enemy physical attack targets an ally adjacent to the
character, there is a chance (around 25%) that the character will switch places
with the ally before the attack resolves. If this occurs, the character takes
half normal damage from the attack.
Auto Guard (Sentinel mastery):
The character has a chance (around 25%) to multiply damage from an enemy
physical attack by 1/4. If the character activates the Defender skill, then the
chance of Auto Guard is instead 100%, leading to a total damage multiplier of
1/8 from the the two skill effects combined.
Sacred Slayer EQ (Sacred Slayer 3)
Crisis RFX Up (Sacred Slayer 4):
RFX is multiplied by (100% + 10% * number of allies in crisis + 20% * number of
allies who are dead). This is a different skill from the High Cavalier skill
with the same name.
Damage Recovery (Sacred Slayer 5):
Low chance (10-25%) to recover HP after taking damage equal to 10% of the
damage dealt.
RES +25% (Sacred Slayer 6):
RES multiplied by 125%.
Widespread (Sacred Slayer 7):
Expands the effect radius of many magic Original Commands by to 1. See Section
5-A for the full list of affected originals.
Paladin (Sacred Slayer mastery):
Causes the Sanctify original, when used by the character, to instantly kill any
undead it hits. Also reduces the chance the character will be affected by
negative status; how effective this is is unknown.
Attack High/Low (Excavator 3):
Extends the upwards VR of projectile weapons and Item Toss to 8, unless it was
already greater.
Gella Bonus (Excavator 4):
When the character reduces an enemy to 0 HP, that enemy drops extra gella equal
to its normal dropped gella value.
Item Bonus (Excavator 5):
When the character reduces an enemy to 0 HP, that enemy has a chance of
dropping an item from its dropped item list.
Excavator EQ (Excavator 6)
Discover Item (Excavator 7):
The character will sometimes discover an item after moving. The mechanics
behind what item is discovered are something I have not investigated.
Rare Item Bonus (Excavator mastery):
Allows more valuable items to be discovered from Discover Item, and doubles the
gella received from Gella Bonus.
Ley Attack (Geomancer 3):
Basic attacks made by the character will be of the element of the leypoint the
character is standing on, if any.
Move & Heal HP (Geomancer 4):
The character recovers HP equal to 5% of mHP at the end of any turn in which he
or she uses the Move command.
Geomancer EQ (Geomancer 5)
Ignore Move Cost (Geomancer 6):
The character treats the movement cost for entering any unobstructed hex as 1.
Crisis MOV Up (Geomancer 7):
MOV and CLM are both increased by (1 for each ally in crisis + 2 for each ally
dead), capping at +4.
Ley Boost (Geomancer mastery):
Multiplies certain stats by 120% when standing on a leypoint. The leypoint
elements and associate stats boosted are:
Earth - DEF, RES
Water - MAG
Fire - ATK
Wind - AIM, EVA, RFX
Move & Heal MP (Berserker 3):
The character recovers MP equal to 2% of mMP at the end of any turn in which he
or she uses the Move command.
Penetrator (Berserker 4):
Allows projectile weapons and Item Toss to target anyone in range, regardless
of any obstacles in the way.
Berserker EQ (Berserker 5)
EXP Up (Berserker 6):
If the character finishes a battle alive, his or her EXP multiplier is
increased.
MOV Up (Berserker 7):
MOV is increased by 1.
Valiant (Berserker mastery):
Whenever this character deals non-zero damage, (mHP - cHP) is added to said
damage.
Enigmancer EQ (Enigmancer 3)
Caution (Enigmancer 4):
The character enters crisis when cHP is below 30% mHP, instead of 20%.
IFF (Enigmancer 5):
The character can not deal damage or inflict negative status effects on allies,
nor heal or inflict positive status effects on enemies. Damage and healing
affects are thus restricted whether they affect HP, MP, or VP. Combination Arts
ignore this.
Extend (Enigmancer 6):
Positive status effects on the character which normally wear off after 3 of the
target's turns instead wear off after 6 of the character's turns.
Levitation (Enigmancer 7):
The character is not affected by the damage of lava hexes nor the poison of
poison hexes.
MAG Charge (Enigmancer mastery):
The character has a charge-counter which starts the battle at 0. At the end of
any turn in which the character uses a magic attack, the counter is reset to 0.
At the end of any other turn, gotten by anyone, it increases by 1. A charge
boost of 5 * charge-counter is added to the character's MAG stat after all
other calculations, and this is recalculated whenever the character's
charge-counter is changed. See Section 11 for a bug related to this.
Remove Trap (Strider 3):
Trap hexes are visible when it is the character's turn. Trap hexes do not
activate when the character stands in them, and if the character chooses Wait
in a trap hex, the trap is disarmed and can no longer activate.
CLM Up (Strider 4):
CLM is increased by 1.
Strider EQ (Strider 5)
AIM +25% (Strider 6):
AIM multiplied by 125%.
Critical Rate Up (Strider 7):
Increases the character's chance of getting a critical hit by an unknown
amount.
Sniper Shot (Strider mastery):
The character has approximately a 1/3 chance of getting a critical hit on an
attack that can do so, and critical hits have damage multiplied by 2 instead of
the usual 1.5.
Accelerate (Grappler 3):
At the end of the character's turn, there is a 1/3 chance for him or her to get
a random bonus to his or her turn gauge, reducing the time until his or her
next turn.
Grappler EQ (Grappler 4)
Red Zone (Grappler 5):
The character gets an immediate turn whenever anyone on his or her team enters
crisis. The character's turn gauge is reset after this turn, as normal.
Throw Range Up (Grappler 6):
Extends the HR of projectile weapons and Item Toss by 1.
VP +25% (Grappler 7):
mVP and initial cVP multiplied by 125%.
ATK Charge (Grappler mastery):
The character has a charge-counter which starts the battle at 0. At the end of
any turn in which the character uses a physical attack, the counter is reset to
0. At the end of any other turn, gotten by anyone, it increases by 1. A charge
boost of 5 * charge-counter is added to the character's ATK stat after all
other calculations, and this is recalculated whenever the character's
charge-counter is changed. See Section 11 for a bug related to this.
HP Recovery (Nightstalker 3):
The character recovers HP equal to 5% of mHP at the start of each turn he or
she gets.
Counter Rate Up (Nightstalker 4):
Increases the character's chance of getting a counterattack by an unknown
amount.
Nightstalker EQ (Nightstalker 5)
Illusion (Nightstalker 6):
25% chance to nullify any physical or magic attack made against the character
by another.
RFX +25% (Nightsalker 7):
RFX multiplied by 125%.
Inertia Cancel (Nightstalker mastery):
When the character is about to make a counterattack, the player can hit cancel,
and the character will instead get a turn.
Action Replay (Emulator 3):
When an allied unit uses a singletarget action (basic attack, original, or
item) on an adjacent target which is also adjacent to the character (at the end
of the initial action), the character has a chance to also use the same attack
on the same target, at no MP or item cost. The chance is actually quite high,
unlike most chance-reliant events in the game. Formation Arts and Combination
Arts can not trigger Action Replay.
MP Recovery (Emulator 4):
The character recovers MP equal to 2% of mMP at the start of each turn he or
she gets.
Emulator EQ (Emulator 5)
Exploit Weakness (Emulator 6):
When the character uses an elemental attack and hits a target with negative
resistance, or uses a lightning attack against a golem, the final damage of the
attack is multiplied by 150%.
Conserve MP (Emulator 7):
Multiplies the MP cost of Originals by 75%.
Replay Master (Emulator mastery):
Increases the chance of Action Replay, and raises Download's hit rate to 75%
from 50%.
EVA +25% (Extremist 3):
EVA multiplied by 125%.
Attack & Heal HP (Extremist 4):
The character recovers HP equal to 5% of mHP at the end of any turn in which he
or she uses a basic attack.
Attack & Heal MP (Extremist 5):
The character recovers MP equal to 2% of mMP at the end of any turn in which he
or she uses a basic attack.
Extremist EQ (Extremist 6)
Command Critical (Extremist 7):
The character's originals can make critical hits in the same manner as basic
attacks.
Concentration (Extremist mastery):
Damage dealt by the character is multiplied by 150%. Also, the character's rate
of skill activations is increased by an untested amount.
Wait & Heal HP (High Cavalier 3):
If the character chooses Wait without moving, he or she recovers HP equal to 5%
of mHP.
Distribute (High Cavalier 4):
If the character reduces an enemy to 0 HP using a singletarget damaging attack,
then any damage beyond what was needed to reduce the enemy to 0 is divided by
the number of other enemies within 3 hexes and dealt to each of them. If the
character restores HP to a single target on his or her team via an original or
item, then any HP healed beyond what was needed to raise the target's HP to
maximum is divided by the number of allies of that target within 3 hexes and
restored to each of them.
Crisis RFX Up (High Cavalier 5):
RFX multiplied by 150% while the character is in crisis. This is a different
skill from the Sacred Slayer skill with the same name.
Defeat & RFX Up (High Cavalier 6):
When the character kills an enemy, his or her RFX is multiplied by 200% until
the end of his or her next turn.
High Cavalier EQ (High Cavalier 7)
Holy Order (High Cavalier mastery):
At the start of any turn, the Holy Order status is inflicted on any undead
units adjacent to the character for that turn.
Soul Survivor (Dandelion Shot 3):
Death susceptibility becomes 0%.
Dandelion Shot EQ (Dandelion Shot 4)
Throw Block (Dandelion Shot 5):
40% chance to nullify an attack from a projectile weapon or Item Toss.
Courageous Heart (Dandelion Shot 6):
When the character first enters crisis, her MAG, RES, and EVA are multiplied by
120%. This effect lasts the entire battle.
Extra Critical (Dandelion Shot 7):
Critical hits have damage multiplied by 2 instead of the usual 1.5. The in-game
description of this skill suggests it is more complicated than this.
Overflow (Halberdier 3):
The Power of any attack used by the character is increased by 10 for each enemy
he has killed so far in the battle.
Crisis AIM UP (Halberdier 4):
AIM multiplied by 150% while the character is in crisis.
Halberdier EQ (Halberdier 5)
Counter Rate Up (Halberdier 6):
Increases the character's chance of getting a counterattack by an unknown
amount. The description suggests that the increase is based on the number of
adjacent enemies.
Attack Assist (Halberdier 7):
Presumably due to a bug, this skill does nothing.
Arcanist EQ (Arcanist 3)
Attack & AIM Down (Arcanist 4):
If a basic attack by this character hits, it inflicts the Mesmerize status.
Critical Extra Turn (Arcanist 5):
The character gets a turn immediately after any turn in which she makes a
critical hit.
Distortion (Arcanist 6):
If an attack would deal damage to the character that does not exceed 25% of her
mHP, it instead deals 0 damage.
Magic Effect +25% (Arcanist 7):
Damage and healing created by magical attacks used by the character have their
damage or healing multiplied by 125%. Damage that is calculated by a method
besides the standard magic damage formula (e.g. Dangerous Matter) is not
affected.
Martial Mage EQ (Martial Mage 3)
Skip Enemies (Martial Mage 4):
The character can move through hexes occupied by enemies, but can not end his
movement there.
Detonation! (Martial Mage 5):
The target's rate of skill activations is increased by an untested amount.
Effective from the start of the battle until the character first takes damage.
Execrate (Martial Mage 6):
When the character makes an attack that has a status susceptibility check, the
status susceptibility is multiplied by 150% for that attack.
Counter-Counter (Martial Mage 7):
The character has a chance to counterattack in response to being the target of
a counterattack.
Anti-Critical (Stormrider 3):
Other units can not get critical hits against the character.
Move & Heal VP (Stormrider 4):
The character recovers VP equal to 5% of mVP at the end of any turn in which he
uses the Move command.
Stormrider EQ (Stormrider 5)
Tactical Evasion (Stormrider 6):
At the start of any turn, EVA is multiplied by (100% + 4% * number of adjacent
empty hexes) for that turn.
Raving Revenge (Stormrider 7):
Raving Rage is used in place of a basic attack when the character makes a
counterattack. Raving Rage used this way does not consume MP.
Anti-ZOC (Royal Fencer 3):
The character's movement is not affected by ZOC Effect.
Leader's Duty (Royal Fencer 4):
The character gets a turn immediately at the start of every battle. This turn
occurs before any unit's turn gauge even begins to fill.
Strong Heart (Royal Fencer 5):
RFX multiplied by (100% + (mVP - VP) / mVP).
Royal Fencer EQ (Royal Fencer 6)
Skill Success Up (Royal Fencer 7):
The target's rate of skill activations is increased by an untested amount. The
description suggests that the increase is based on the number of turns passed.
Skill Slots +3 (DS/Hal/Arc/MM/Sto/RF mastery):
The character's number of skill slots is increased by 3.
SECTION 7: STATUS EFFECTS [SEFF]
--------------------------------------------------
Wild ARMs XF has a large number of status effects, which affect the performance
of the unit, hex, or field upon which they are inflicted (henceforth referred
to as the target of the status). Most status effects are target units, although
one targets hexes, and one targets the entire battlefield.
Status effects have a time-based duration. Each status effect targetting a unit
wears off in one of five ways:
-At the start of the first turn the unit gets after it is applied
-At the end of the Nth turn the unit gets after it is applied, for some fixed N
-At the start of any random turn gotten by the unit
-At the start of any random turn gotten by ANY unit
-Never
Status effects also wear off when the target unit is killed, at the end of the
battle, or when the target is hit by "Dispel". Certain status effects also wear
off if specific conditions are met. These, if any, will be specified in the
description of the status effect.
Status effects can not be "refreshed". In other words, they can not be
reapplied in order to extend the original duration.
Many status effects act as multipliers to certain stats. These multipliers
stack; e.g. Hyper Attack is a 150% multiplier to ATK, while Debilitator is a
75% multiplier to ATK (among other stats). Stacking them yields a 150% * 75% =
112.5% multiplier to ATK. Note that stats are always rounded down to the
nearest integer at the end of any such calculations.
A few status effects are not listed here, namely those used exclusively by
enemies. Most of these take the form of 3-turn positive or negative stat
alterations, and make no resistance check; their function as such should be
fairly obvious when they are encountered. The Fairylight's 50% multiplier to
MAG, applied by their Follow Around attack, is perhaps the best example.
7-A: POSITIVE STATUS EFFECTS [PEFF]
All of these have effects which would generally be considered positive;
typically, they default to targetting self or allies.
Status: Hyper (name not shown)
Ends: After 3 of target's turns
Effect: ATK multiplied by 150%
Status: Royal Cheer
Ends: After 1 of target's turns
Effect: ATK, DEF, MAG, RES, AIM, EVA, and RFX multiplied by 110%
Status: Status Lock
Ends: After 3 of target's turns
Effect: Further status effects (both positive and negative) can not be applied
to this unit, with the exception of Trailed.
Status: Invoke
Ends: After 1 of target's turns
Effect: Physical attacks made by the target will have a 100% hit rate, and his
or her rates of critical hits and skill activations rise by a large, untested
amount.
Status: Rush
Ends: After 2 of the target's turns
Effect: The target may use any Original Commands after moving, even ones that
normally do not allow it.
Status: Damage Blocked
Ends: Before the start of the target's next turn
Effect: The target is immune to HP damage, and all of his or her status
susceptibilities are lowered to 0%. This does not grant immunity to statuses
which are not subject to a susceptibility check, however.
Status: Damage Up
Ends: After the target deals damage
Effect: Damage done by the target is doubled. If this status is applied a
second time while it is already in effect, it is upgraded, and damage done by
the target is tripled instead. Further stackings have no effect.
Status: Quick Step (name not shown)
Ends: After 3 of the target's turns
Effect: MOV and CLM are increased by 1.
Status: Protect (name not shown)
Ends: After 3 of the target's turns
Effect: DEF and RES multiplied by 150%
Note: Inflicting this status also removes the Fragile status (and vice versa)
Status: Blackout
Ends: Before the start of the target's next turn
Effect: Most enemies can not "see" the target, and will act as if he or she
does not exist (and thus, will never attack the target directly). However, this
does not protect the target from enemy attacks which strike multiple hexes, and
certain enemies appear to ignore this status effect entirely.
Status: Passive Style
Ends: Before the start of the target's next turn
Effect: All damage done to the target (except healing, and any damage which is
calculated from the target's max HP, MP, or VP) is multiplied by 75%. The
target's rate of skill activations is increased by an untested amount.
Status: Quickened (name not shown)
Ends: After 3 of the target's turns
Effect: RFX multiplied by 150%
Note: Inflicting this status also removes the Slowed status (and vice versa)
Status: Auto-Revive
Ends: No duration limit
Effect: When the target is killed, he or she is revived to 1 HP immediately.
This counts as being killed and then revived, so any status effects on the
target are removed (including Auto-Revive), and the time until the target's
next turn is reset.
Status: All Stats Up (name not shown)
Ends: After 3 of the target's turns
Effect: ATK, DEF, MAG, RES, AIM, EVA, and RFX multiplied by 150%
Status: EXP Up
Ends: No duration limit
Effect: If this status effect is present when the battle ends, +1.0 is added to
the character's EXP multiplier.
Status: CSP Up
Ends: No duration limit
Effect: If this status effect is present when the battle ends, +1.0 is added to
the character's CSP multiplier.
7-B: IRRESISTIBLE NEGATIVE STATUS EFFECTS [INEF]
All of these have effects which would generally be considered negative;
typically, they default to targetting enemies.
Status: Slowed (name not shown)
Ends: After 3 of the target's turns
Effect: RFX multiplied by 50%
Note: Inflicting this status also removes the Quickened status (and vice versa)
Status: Fragile (name not shown)
Ends: After 3 of the target's turns
Effect: DEF and RES multiplied by 50%
Note: Inflicting this status also removes the Protect status (and vice versa)
Status: Prevent
Ends: After 3 of the target's turns
Effect: Any magical Original Commands used by the target have their final hit
rate multiplied by 50% (rounded down). The commands Hyper Attack, Heal, Trail,
and Quicken are exempt from this.
Status: Mesmerize (name not shown)
Ends: After 3 of the target's turns
Effect: AIM multiplied by 50%
Status: Debilitator
Ends: After 3 of the target's turns
Effect: ATK, DEF, MAG, RES, AIM, EVA, and RFX multiplied by 75%
Status: Holy Order
Ends: At the end of any turn for which its conditions are not met
Effect: ATK, DEF, MAG, RES, AIM, EVA, and RFX multiplied by 80%
Status: Gella Up
Ends: No duration limit
Effect: When the target is killed, the gella it normally drops is doubled.
7-C: RESISTIBLE NEGATIVE STATUS EFFECTS [RNEF]
As above; however, all of these status effects have their hit rates determined
by the susceptibility of the target. For instance, playable characters have a
50% susceptibility to Misery, meaning that "Downhearted" will have a 50% hit
rate against them (normally). If a command both does damage and inflicts
status, the hit rate of the status is subject to this susceptibility rate, but
the infliction of damage occurs regardless. (This only applies to certain
enemy-only attacks.)
Status: Turn Stolen
Ends: After the target would normally get a turn
When the target's next turn comes, the target does not get a turn; instead, the
unit who inflicted this status gets a turn. The time until next turn for both
units is reset by this.
Status: Provoked
Ends: After 1 of the target's turns
Effect: The target will prioritise killing the unit who inflicted this effect
on him or her. This does not prevent the target from attacking other units,
however, e.g. if the target can not reach the Provoker or if the the target can
attack both the Provoker and other foes at once.
Status: Max HP Down
Ends: No duration limit
Effect: mHP multiplied by 50%
Status: Disease
Ends: Rarely, at the start of the target's turn
Effect: Any effects which heal the target's HP have their recovery reduced to
0.
Status: Stone
Ends: Rarely, at the start of the target's turn
Effect: The target can not move or act. If the target is hit with a physical
attack, his or her cHP is immediately reduced to 0.
Status: Sleep
Ends: Rarely, at the start of any unit's turn
Effect: The target can not move or act.
Status: Poison
Ends: No duration limit
Effect: At the end of any turn the target gets, he or she suffers damage equal
to 5% of his or her mHP.
Status: Confusion
Ends: Rarely, at the start of the target's turn
Effect: The target can not be controlled normally. On any turns he or she gets,
he or she will make a basic attack against a random unit (friend or foe) in
range, moving if necessary. If no units are in range, the confused unit will
move randomly.
Status: Misery
Ends: No duration limit
Effect: Any effects which heal the target's MP have their recovery reduced to
0. The target can not use Original Commands.
Status: Death
Ends: No duration limit
Effect: The target is removed from the battlefield, and no longer gets turns.
The target can only be returned to action by the status effect Auto-Revive, the
item Revive Fruit, and the Original Command "Revive". A killed unit always has
0 cHP, and can not have any status effects besides Death affecting him or her.
If revived, he or she must wait a "full round" for a turn, as if he or she just
got a turn normally. This status is inflicted automatically if a unit's cHP is
reduced to 0, and no susceptibility check is made in this case (nor is it made
for units killed by falling into pits). The Original Command "Asphyxiate",
along with certain enemy-only attacks, are the only attacks which make a
susceptibility check for Death.
7-D: MISCELLANEOUS STATUS EFFECTS [MSEF]
These status effects are neither positive nor negative in nature.
Status: Crisis
Ends: No duration limit
Effect: The status is automatically triggered when a unit's cHP is below 20%
mHP, and automatically ends when this condition is no longer met. Crisis has no
direct effects, but several skills are affected by it.
Status: Analyze
Ends: No duration limit
Effect: Only non-playable units can be affected by this status. Reveals the
unit's type (i.e. Flying, Hard, or Soft), items dropped, CSP, EXP, and gella.
Check the unit's status to see these.
Status: Trailed
Ends: No duration limit
Effect: After any turn in which the target moves, the unit who inflicted this
status will get an instantaneous turn, in which he or she will automatically
attempt to move towards the target. No control is offered to the unit in this
"Trail turn", and no action may be taken. This turn does not affect the time at
which the unit's next normal turn will arrive, but does count as a turn towards
the expiration of status, VP depletion, and other turn-related effects.
7-E: HEX AND FIELD STATUS EFFECTS [HFEF]
These status effects do not target units, but instead target a hex (Shut Out)
and entire battlefield (Ley Spread). As such, they wear off in a different
manner; they wear off at the start of the 20th turn after they are applied (not
including the turn that was used to apply them).
Status: Shut Out
Ends: At the start of the 20th turn after being applied
Effect: No unit may move into, out of, or through the target hex. This
restriction applies to teleportation effects, too.
Status: Ley Spread (name not shown)
Ends: At the start of the 20th turn after being applied
Effect: All attacks of a certain element (determined by the element of leypoint
the caster is on when this effect is created) have their damage doubled.
Simultaneously, all attacks of the opposite element (Fire opposes Water, Earth
opposes Wind) have their damage halved. Two Ley Spread statuses may be present
at once if they do not strengthen opposite elements. However, if they do
strengthen opposite elements, they can not co-exist, and both are immediately
nullified.
SECTION 8: STATS AND STAT GROWTH [STAT]
--------------------------------------------------
All of a unit's stats (except MOV, CLM, and WGT) are calculated according to
the following formula:
Unequipped Stat = [[Base stat * Class Multiplier / 100] * (Level + 49) / 50]
-The "Base stat" is a hidden, immutable value associated with the character.
For special characters such as Clarissa, as well as for each enemy encountered
in the game, these values are fixed and will be the same each time the game is
played. For hired drifters, you choose these values when the drifter is hired;
they are the values you see beside each stat before you choose a class or level
for the drifter. Once the drifter has been hired, their base stats can never be
changed.
-"Level" refers to the experience level of the character.
-"Class Multiplier" is a value associated with the class the character is
currently in. For instance, an Enigmancer is obviously going to have higher MAG
than a Sentinel; this is reflected in the fact that the Enigmancer's MAG class
multiplier 116 while the Sentinel's is 84.
Note that the stat generated by the above formula is the unequipped stat.
Equipment adds directly onto stats (only ATK, MAG, AIM, DEF, RES, and EVA are
modified by equipment). After equipment boosts, skill multipliers (such as
ATK+25%), and status multipliers (such as Slow Down and Crisis AIM Up) are
factored in. Since they are multipliers, the order they are applied in is
largely irrelevant. However, a few temporary effects add to stats instead of
multiplying them. These are the equipment ability of the Pocket Watch, which is
added after skill multipliers but before status multipliers, and the skills ATK
Charge and MAG Charge, which are added after everything. Ignoring these
exceptions, however, the general formula is:
Final stat = (Unequipped Stat + Equip Bonus) * Skill mults * Status mults
Of course, to make sense of all this, you'll need access to two things: class
multipliers, and base stats. First off, here are the class multipliers.
Included on this chart, for completion purposes, are the MOV and CLM stat
associated with each class; they are not multipliers, but rather are fixed base
values that anyone in that class will have (although they can be modified by
skills such as MOV Up and Quick Step).
Also, note that a few classes have skill boosts to certain stats (Secutor's ATK
+25%, etc.) which are ALWAYS active while a character is in this class; as
such, unless the character learns this skill and sets it while in a different
class, the advantage to being in this class for the purpose of this stat is
even higher than the numbers on this chart indicate. As a reminder of this,
asterisks are placed beside such stats.
Table: Class Multipliers
CLASS | HP | MP | VP | ATK | DEF | MAG | RES | AIM | EVA | RFX |MOV|CLM
------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+---+---
DS | 96 | 96 | 96 | 92 | 96 | 104 | 116 | 100 | 96 | 108 | 3 | 3
Hal | 112 | 88 | 116 | 108 | 116 | 84 | 84 | 96 | 92 | 100 | 4 | 3
Arc | 92 | 116 | 92 | 84 | 88 | 116 | 112 | 88 | 90 | 96 | 3 | 2
MM | 106 | 104 | 90 | 96 | 92 | 88 | 96 | 104 | 100 | 116 | 5 | 4
Sto | 116 | 80 | 104 | 100 | 100 | 92 | 88 | 102 | 112 | 104 | 4 | 3
RF | 100 | 92 | 100 | 116 | 104 | 96 | 100 | 112 | 104 | 84 | 4 | 3
Sec | 90 | 76 | 108 | 132*| 100 | 76 | 76 | 104 | 96 | 92 | 4 | 3
Ele | 84 | 106 | 84 | 76 | 76 | 132*| 102 | 92 | 100 | 98 | 3 | 2
Fan | 86 | 108 | 84 | 96 | 88 | 104 | 108 | 102 | 110 | 88 | 4 | 3
Gad | 92 | 100 | 80 | 88 | 92 | 96 | 100 | 108 | 102 | 112 | 4 | 3
Sen | 108 | 96 | 116 | 112 | 132*| 84 | 80 | 108 | 94 | 76 | 4 | 2
SS | 96 | 112 | 80 | 88 | 100 | 88 | 132*| 96 | 102 | 82 | 3 | 2
Exc | 88 | 90 | 88 | 84 | 86 | 100 | 96 | 110 | 112 | 116 | 5 | 5
Geo | 100 | 96 | 112 | 106 | 96 | 96 | 96 | 104 | 96 | 88 | 4 | 3
Ber | 112 | 84 | 84 | 108 | 112 | 84 | 104 | 106 | 108 | 108 | 7*| 3
Eni | 80 | 124 | 92 | 88 | 108 | 116 | 96 | 100 | 106 | 100 | 4 | 2
Str | 104 | 92 | 96 | 88 | 100 | 80 | 92 | 132*| 104 | 104 | 4 | 6*
Gra | 114 | 84 | 132*| 104 | 112 | 84 | 88 | 112 | 98 | 96 | 4 | 2
Ni | 76 | 92 | 92 | 80 | 96 | 92 | 92 | 110 | 94 | 132*| 5 | 3
Emu | 106 | 104 | 76 | 80 | 80 | 108 | 116 | 96 | 92 | 84 | 4 | 3
Ext | 116 | 80 | 100 | 116 | 84 | 88 | 92 | 104 | 132*| 96 | 4 | 2
HC | 132 | 98 | 88 | 100 | 112 | 108 | 96 | 100 | 92 | 88 | 4 | 2
Next, here are the base stats of the PCs.
Table: Base Stats of Playable Characters
CHARACTER | HP | MP | VP | ATK | DEF | MAG | RES | AIM | EVA | RFX
------------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----
Clarissa | 126 | 142 | 134 | 60 | 62 | 70 | 76 | 72 | 60 | 78
Felius | 158 | 126 | 166 | 72 | 76 | 52 | 54 | 66 | 56 | 66
Labyrinthia | 118 | 162 | 126 | 52 | 54 | 76 | 72 | 56 | 54 | 54
Levin | 143 | 150 | 120 | 64 | 58 | 60 | 65 | 72 | 66 | 84
Ragnar | 166 | 118 | 150 | 68 | 66 | 62 | 58 | 68 | 76 | 72
Alexia | 134 | 134 | 142 | 76 | 72 | 68 | 66 | 76 | 68 | 48
Tony | 195 | 56 | 208 | 142 | 118 | 48 | 136 | 129 | 87 | 54
A note on Tony: For Tony, these are his base stats assuming that his
"Crossbreed" class has class multipliers of 100 across the board. Due to how
the stat formula works, it is possible these are not the numbers that exist in
the code, but there is no way to discern the truth short of hacking. These
numbers provide a perfectly valid model for the behaviour of Tony's stats
in-game. And if they seem high, remember that Tony can not make use of
equipment or skills (and has no use for MP or VP), making all Tony's stats
except HP and RFX much lower than the above chart suggests in practice.
Crossbreed, as a note, has 5 MOV and 5 CLM.
Drifters hired in towns have, as mentioned, base stats which are generated at
the time of hire. Uniquely among characters, you can view their base stats
directly before choosing a class or increasing their level. Drifter base stats
appear to be totally random, within certain set ranges. There is no natural
balance to drifter stats; high stats in one area do not imply low stats in
another, so a patient player can hire drifters with extremely high overall base
stats compared to the storyline playable characters. Here are the maximum and
minimum stats of any drifter, along with the mid-range value (which I presume
is the average, although the method by which stats are generated is not known).
Table: Ranges for Base Stats of Hired Drifters
| HP | MP | VP | ATK | DEF | MAG | RES | AIM | EVA | RFX
------------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----
Minimum | 109 | 109 | 109 | 48 | 48 | 48 | 48 | 48 | 48 | 64
Average(?) | 144 | 135 | 144 | 64 | 64 | 64 | 64 | 64 | 64 | 76
Maximum | 178 | 161 | 178 | 79 | 79 | 79 | 79 | 79 | 79 | 88
As a side note, Drifters also have randomly generated elemental resistances.
Unlike stats these are balanced against each other; they will always sum up to
zero (i.e. the sum of the positive resistances is equal to the sum of the
negative weaknesses).
SECTION 9: ITEMS [ITEM]
--------------------------------------------------
Characters in Wild ARMs XF can equip up to 4 items (normally), and can access
them through the item command. When an item is used (either through the Item
command, or through the originals Mystic or Item Toss), it is consumed,
permanently deleting it from inventory. Using an item is otherwise a lot like
using an original. All items either have fixed effects, or deal special damage,
i.e. they use the magical damage formula but are not considered magical. Items
listed as removing "all" statuses in fact remove only resistible negative
status effects, and do not remove Death, Turn Stolen, or Provoked.
Legend:
HI? = Indicates whether the item is a high-class item.
Note: Only units with the High-Class Items skill can use these.
RANGE = Indicates the range of item. Item Range Up increases HR by 1.
Self = HR 0, VR 4. Can target self. Can also be used via Mystic.
Close = HR 1, VR 4. Targets an empty hex instead of a unit.
Far = HR 4, VR 4.
Area = HR 0, VR 4, effect radius 2.
DESCRIPTION = Brief description of the item's effect on the target.
Table: Battle Items
ITEM | HI? | RANGE | DESCRIPTION
----------------+-----+-------+-------------
Heal Berry | N | Self | Heals 100 HP
Potion Berry | N | Self | Heals 200 HP
Mega Berry | Y | Self | Heals 300 HP
Holy Berry | Y | Self | Heals all HP
Revive Fruit | N | Close | Revives ally in empty hex, heals HP, 240 power
Full Revive | Y | Close | Revives ally in empty hex, heals all HP
Antidote | N | Self | Removes Poison
Medicine | N | Self | Removes Disease
Peppy Acorn | N | Self | Removes Misery
Breath Mint | N | Self | Removes Sleep
Pinwheel | N | Self | Removes Confusion
Pygmalion | N | Self | Removes Stone
Nectar | N | Self | Removes Max HP Down, heals 100 VP
Holy Root | Y | Self | Removes "all" statuses
Great Apple | Y | Self | Inflicts All Stats Up
Ambrosia | Y | Self | Removes "all" statuses, heals all HP/MP/VP
Lucky Card | N | Self | Can't hit enemies, inflicts EXP Up
Gella Card | N | Far | Can't hit allies, inflicts Gella Up
Potential Egg | N | Self | Can't hit enemies, inflicts CSP Up
Break Gem | N | Far | Earth damage, 200 power
Cyclone Gem | N | Far | Wind damage, 200 power
Fire Gem | N | Far | Fire damage, 200 power
Freeze Gem | N | Far | Water damage, 200 power
Exploder Gem | N | Area | Damage, 300 power
Smart Bomb | Y | Far | Reduces HP by half, checks Gravity suscept.
Unholy Berry | Y | Far | Reduces HP to 1, checks HP-1 suscept.
Exploder | Y | Close | Sets trap which does cHP/2 damage when tripped
Imprisoner | Y | Close | Sets trap which inflicts Shut Out when tripped
Money Pit | Y | Close | Sets trap which steals gella when tripped
Break Gem +1 | Y | Far | Earth damage, 400 power
Cyclone Gem +1 | Y | Far | Wind damage, 400 power
Fire Gem +1 | Y | Far | Fire damage, 400 power
Freeze Gem +1 | Y | Far | Water damage, 400 power
Exploder Gem +1 | Y | Area | Damage, 500 power
Nectar +1 | N | Self | Removes Max HP Down, heals 200 VP
Nectar +2 | Y | Self | Removes Max HP Down, heals 300 VP
Antidote +1 | N | Self | Removes Poison, heals 100 HP
Antidote +2 | Y | Self | Removes Poison, heals 200 HP
Medicine +1 | N | Self | Removes Disease, heals 100 HP
Medicine +2 | Y | Self | Removes Disease, heals 200 HP
Peppy Acorn +1 | N | Self | Removes Misery, heals 100 HP
Peppy Acorn +2 | Y | Self | Removes Misery, heals 200 HP
Breath Mint +1 | N | Self | Removes Sleep, heals 100 HP
Breath Mint +2 | Y | Self | Removes Sleep, heals 200 HP
Pinwheel +1 | N | Self | Removes Confusion, heals 100 HP
Pinwheel +2 | Y | Self | Removes Confusion, heals 200 HP
Pygmalion +1 | N | Self | Removes Stone, heals 100 HP
Pygmalion +2 | Y | Self | Removes Stone, heals 200 HP
Holy Root +1 | Y | Self | Removes "all" statuses, heals 100 HP
Holy Root +2 | Y | Self | Removes "all" statuses, heals 200 HP
Magic Berry | N | Self | Heals 100 MP
Magic Berry +1 | Y | Self | Heals 200 MP
Additionally, there are special items that can not be used normally through the
Item command (or Mystic), but through the Item Toss command, dealing damage
equal to 50 * Item Rank. Here are the tossable items:
Table: Items used through Item Toss
ITEM | RANK
----------------+------
Chakram | 1
Ring Edge | 2
Large Moon | 3
Flying Saucer | 4
Dark Nebula | 5
Circle Zapper | 6
Angel Halo | 7
Buzzsaw | 8
SECTION 10: EQUIPMENT [EQPM]
--------------------------------------------------
Wild ARMs XF has no shortage of equipment. For each type of equipment (e.g.
swords, rings), there are at least 27 different pieces of equipment of that
type. Fortunately, there is little need to detail the over 1200 individual
pieces of equipment here, because each piece of equipment has stats that are
generated using a formula, using the stats of the base piece of equipment of
that type.
10-A: BASE EQUIPMENT STATS [BAEQ]
The following is a table of the base pieces of equipment of each type, i.e. the
ones you can purchase for 200 gella in most shops. Each type is listed
alongside the class that uses that type (meaning that to use this equipment,
you must either be in said class, or have the "EQ" skill from said class set)
and the name and stats of the base piece of equipment in that class.
Table: Base Weapon Data
CLASS | TYPE | BASE WEAPON | ATK | MAG | AIM | WGT
------+---------------+---------------+-----+-----+-----+-----
Sec | Sword | Short Sword | 85 | 40 | 70 | 4
Sec | Axe | Tomahawk | 100 | 40 | 40 | 5
Ele | Spellbook | Spellbook | 40 | 100 | 40 | 2
Fan | Bell | Clear Chime | 65 | 75 | 65 | 2
Gad | Wrench | Toy Tool | 55 | 65 | 80 | 3
Sen | Hammer | Mace | 75 | 50 | 70 | 5
SS | Saber | Dagger | 55 | 55 | 50 | 1
Exc | Slingshot | Slingshot | 50 | 70 | 85 | 3
Geo | Throwing Star | Shuriken | 60 | 65 | 45 | 2
Ber | Spear | Spear | 80 | 50 | 75 | 4
Eni | Staff | Shaft | 50 | 80 | 60 | 2
Str | Bow | Short Bow | 55 | 45 | 100 | 3
Gra | Glove | Leather Glove | 70 | 50 | 90 | 2
Ni | Rapier | Rapier | 40 | 60 | 85 | 3
Emu | Bomb | Bomb | 45 | 90 | 50 | 2
Ext | Cutlass | Shotel | 75 | 55 | 60 | 4
HC | Dec. Sword | Light Fencer | 70 | 70 | 60 | 3
Hal | Polearm | Pole Arm | 80 | 50 | 65 | 5
Arc | Iron Fan | Battle Fan | 50 | 90 | 60 | 2
MM | Tonfa | Tonfa | 55 | 55 | 60 | 2
Sto | Boomerang | Boomerang | 70 | 60 | 55 | 3
RF | Broadsword | Royal Brand | 90 | 65 | 85 | 4
Table: Base Shield and Armour Data
CLASS | TYPE | BASE ARMOUR | DEF | RES | EVA | WGT
------+---------------+---------------+-----+-----+-----+-----
Sec | Shield | Buckler | 20 | 20 | 20 | 1
Sec | Vest | Vest | 70 | 40 | 55 | 4
Ele | Ring | Ring | 40 | 75 | 60 | 3
Fan | Badge | Badge | 55 | 80 | 65 | 4
Gad | Apron | Apron | 60 | 70 | 85 | 2
Sen | Plate Mail | Plate Mail | 100 | 45 | 45 | 7
SS | Talisman | Charm | 70 | 100 | 65 | 4
Exc | Boots | Sneakers | 50 | 65 | 90 | 2
Geo | Jewel | Jewel | 65 | 65 | 50 | 2
Ber | Headgear | Headgear | 85 | 50 | 80 | 4
Eni | Robe | Robe | 80 | 65 | 75 | 3
Str | Amulet | Amulet | 70 | 60 | 70 | 3
Gra | Belt | Belt | 85 | 55 | 55 | 1
Ni | Mask | Mask | 65 | 60 | 70 | 3
Emu | Pocket Watch | Pocket Watch | 45 | 90 | 40 | 3
Ext | Magatama | Guard Jewel | 65 | 60 | 100 | 4
HC | Suit of Armor | Suit | 85 | 65 | 40 | 6
DS | Corsage | Brooch | 65 | 90 | 65 | 4
Hal | Gauntlet | Gauntlet | 90 | 50 | 60 | 6
Arc | Ribbon | Ribbon | 55 | 85 | 55 | 3
MM | Coat | Coat | 60 | 65 | 70 | 4
Sto | Bandana | Bandana | 70 | 55 | 85 | 5
RF | Breastplate | Silver Plate | 75 | 70 | 75 | 5
10-B: CALCULATING NON-BASE EQUIPMENT STATS [NBEQ]
Okay, so what about the other 26 pieces of equipment of each type? They always
fall into the following descriptions:
-24 are stat-specialised. There are 8 tiers of stat-specialised equipment, each
tier including one equip that specialises in one stat (ATK, MAG, and AIM for
weapons; DEF, RES, and EVA for shields and armours). Only the lowest tier,
referred to here as Tier 0, and the highest tier, Tier 7 have unique names. For
tiers 1 to 6, they are referred to by the same name as their corresponding tier
0 equips, with a +X tacked onto the name, where X is the tier in question.
-Finally, the last two each have their own tier, referred to here as tier 8 and
tier 9. There is only one equip on each tier, and each has a unique name.
-As a side note, the Strahl Gewehr, Iskender Bey, and Sheriff Star are unique
pieces of equipment and do not fall under the above classification. There are
various enemy-only (usually boss-only) pieces of equipment which behave
similarly.
As mentioned, all of the above equipment have their stats derived from the
corresponding stats of the base piece of equipment of their type. For Tier 0
through 7, there are two formulas. The first is for the specialised stat of
those equips (the one listed in the description of the weapon, armour, or
shield), the "strong" stat. The second is for the other stats on that equip,
the "weak" stat.
Strong stat = Base stat * (20 + Tier * 4) / 16
Weak stat = Base stat * (18 + Tier * 4) / 16
For tier 8 and tier 9, all stats use the same formula. They are:
Tier 8 stat = Base stat * 51 / 16
Tier 9 stat = Base stat * 55 / 16
In the above four formulas, the final result is rounded to the nearest integer,
rounding up in case of the decimal being a .5 exactly.
For weight, the formula is a little different. In fact, it's probably easier
just to list all the possible weights for each weapon type at each tier. The
following chart lists all possible weights of equipment, based on the tier of
the piece of equipment, and the weight of the base piece of equipment of that
type.
Table: Weights of Non-Base Equipment
\ BASE | | | | | | | | |
TIER \ WGT | 1 | 2 | 3 | 4A | 4B | 5A | 5B | 6 | 7
-----+----+----+----+----+----+----+----+----+----
0 | 1 | 2 | 3 | 5 | 5 | 6 | 6 | 7 | 8
1 | 1 | 3 | 4 | 5 | 5 | 6 | 6 | 8 | 9
2 | 1 | 3 | 4 | 6 | 6 | 7 | 7 | 8 | 10
3 | 2 | 3 | 5 | 6 | 6 | 8 | 8 | 9 | 11
4 | 2 | 3 | 5 | 7 | 7 | 8 | 8 | 10 | 11
5 | 2 | 4 | 5 | 7 | 7 | 9 | 9 | 11 | 12
6 | 2 | 4 | 6 | 8 | 8 | 9 | 9 | 11 | 13
7 | 2 | 4 | 6 | 8 | 8 | 10 | 10 | 12 | 14
8 | 3 | 5 | 7 | 9 | 9 | 11 | 11 | 13 | 15
9 | 3 | 5 | 7 | 9 | 10 | 11 | 12 | 14 | 15
You'll note the above chart lists base weights of 4A, 4B, 5A, and 5B.
Basically, there are two growth patterns for each of the base weights of 4 and
5. Fortunately, the only difference between each is found on the tier 9
versions of the equips in question. The equips belonging to each weight pattern
are as follows:
4A: Spear, Cutlass, Broadsword, Vest, Badge, Talisman, Headgear
4B: Sword, Magatama, Corsage, Coat
5A: Hammer
5B: Axe, Polearm, Bandana, Breastplate
Example: The Claymore +3 is an ATK-specialised weapon, tier 3. It is a
broadsword, and the Broadsword's stats are 90 ATK, 65 MAG, 85 AIM, 4 WGT. We
can calculate its stats as follows:
ATK = 90 * (20 + 3 * 4) / 16 = 180
MAG = 65 * (18 + 3 * 4) / 16 = 121.875 = 122
AIM = 85 * (18 + 3 * 4) / 16 = 159.375 = 159
WGT = (see chart: base WGT of 4A, Tier 3) = 6
Here are the names of the pieces of equipment in each class. They'll be listed
in charts with the following as models:
_____________________________________________________________
| (Tier 0 ATK+ Wpn) (Tier 0 AIM+ Wpn) (Tier 0 MAG+ Wpm) |
| (Tier 7 ATK+ Wpn) (Tier 7 AIM+ Wpn) (Tier 7 MAG+ Wpn) |
| (Tier 8 Weapon) (Tier 9 Weapon) _____________________|
|_______________________________________/ (Weapon class)
_____________________________________________________________
| (Tier 0 DEF+ Arm) (Tier 0 EVA+ Arm) (Tier 0 RES+ Arm) |
| (Tier 7 DEF+ Arm) (Tier 7 EVA+ Arm) (Tier 7 RES+ Arm) |
| (Tier 8 Armour) (Tier 9 Armour) _____________________|
|_______________________________________/ (Armour class)
(The second chart is used for shields, too.)
Table: Equipment Names
_____________________________________________________________
| Katzbalger Rapier Scramasax |
| Dragvandil Sharp Iron Caledfwich |
| Vorpal Blade Durandal _____________________|
|_______________________________________/ Swords
_____________________________________________________________
| Battle Axe Francesca Tabarzin |
| Judgement Three Widowmaker Fafnir |
| Battle Tomahawk Guillotine _____________________|
|_______________________________________/ Axes
_____________________________________________________________
| Mystic Wand Secret Sign Elder Record |
| Ars Magna Grand Grimoire Dogra Magra |
| Fortune Teller Blue Book Report _____________________|
|_______________________________________/ Spellbooks
_____________________________________________________________
| Lilac Bell Rubas' Bell Rainbow Bell |
| Deus Bell Devil's Bell Maria Bell |
| Sistram Evil Cat Bell _____________________|
|_______________________________________/ Bells
_____________________________________________________________
| Spanner Pliers Wrench |
| Heracles Horn Overbreaker Destruction |
| Rippifier Machine Jumbler _____________________|
|_______________________________________/ Wrenches
_____________________________________________________________
| Flail Miter Scepter |
| Morgenstern Jackhammer Onion Crown |
| Vajra Meteor Smasher _____________________|
|_______________________________________/ Hammers
_____________________________________________________________
| Baselard Main Gauche Pescado |
| Gladius Stiletto Crysknife |
| Violator Sabertooth _____________________|
|_______________________________________/ Sabers
_____________________________________________________________
| Frontier Quickshot Grand Ciel |
| Crime Cracker Rapid Reloader Elegy Owl |
| Barbatos Tathlum Shooter _____________________|
|_______________________________________/ Slingshots
_____________________________________________________________
| Shinden Tenrai Kyokko |
| Toryu Hien Shoki |
| Shusui Shusui II _____________________|
|_______________________________________/ Throwing Stars
_____________________________________________________________
| Corcesca Javelin Partisan |
| Gungnir Pike Thruster Ahlspiess |
| Brionac Sakahoko _____________________|
|_______________________________________/ Spears
_____________________________________________________________
| Mage Staff Dream Wand Magical Rod |
| Lunatic Staff Crested Wand Starlight Rod |
| Caduceus Dist Dims _____________________|
|_______________________________________/ Staves
_____________________________________________________________
| Composite Bow Sniper Bow Elven Bow |
| Arbalest Cranequin Gastraphetes |
| Ranger Strike Exorcist Bow _____________________|
|_______________________________________/ Bows
_____________________________________________________________
| Power Glove Tech Glove Spirit Glove |
| Omega Crusher Iron Fist Mirage Hand |
| Gold Finger Chin Bracer _____________________|
|_______________________________________/ Gloves
_____________________________________________________________
| Badelaire Estoc Foil |
| Koenigsmark Zirah Bouk Jagdplaute |
| Pretzen Piercer Boss Vesper _____________________|
|_______________________________________/ Rapiers
_____________________________________________________________
| Grenade Dynamite Devastate |
| Killer Pineapple Mashed Potatoes Rotten Tomato |
| Adept Bomb Orbital Destroyer _____________________|
|_______________________________________/ Bombs
_____________________________________________________________
| Cutlass Shamshir Falx |
| Richtschwert Executioner Harvest Sickle |
| Dainslef Muramasa _____________________|
|_______________________________________/ Cutlasses
_____________________________________________________________
| Schweizer Sinclair Azoth |
| Calamitix Extinction Phantomizer |
| Zafar Takieh Sylvan Fencer _____________________|
|_______________________________________/ Decorative Swords
_____________________________________________________________
| Bullova Halberd Voulge |
| Dinosaur Fang Nail Eclipse |
| Bardiche Gram-Zanber _____________________|
|_______________________________________/ Polearms
_____________________________________________________________
| Attraction Seduction Infatuation |
| Polignac Benemunde Charpentier |
| Cardia Elizabeth _____________________|
|_______________________________________/ Iron Fans
_____________________________________________________________
| Hawk Baton Falcon Baton Raven Baton |
| Agungaluda Simurgh Hresvelgr |
| Super Mystere Messerschmitt _____________________|
|_______________________________________/ Tonfas
_____________________________________________________________
| Delta Force Wing Edge Trifang |
| Afer Ventus Septentrion Dingir Im |
| Grand Train Brutal Boomerang _____________________|
|_______________________________________/ Boomerangs
_____________________________________________________________
| Claymore Bastard Sword Macuahuitl |
| Eulalia Genevieve Veronica |
| Mary Magdalene Anastasia _____________________|
|_______________________________________/ Broadswords
_____________________________________________________________
| Shield Targete Scutum |
| Dragon Shield Tiger Shield Lion Shield |
| Valiant Barrier Aegis Barrier _____________________|
|_______________________________________/ Shields
_____________________________________________________________
| Chrome Vest Travel Vest Leather Vest |
| Warrior's Vest Red Vest Brave Vest |
| Ferdinand Brigandine _____________________|
|_______________________________________/ Vests
_____________________________________________________________
| Phantom Ring Fairy Ring Dryad Ring |
| Shining Ring Gaia Ring Dusk Ring |
| Moebius Ring Andvaranauts _____________________|
|_______________________________________/ Rings
_____________________________________________________________
| Armor Badge Shield Badge Cup Badge |
| Frog Badge Fish Badge Chick Badge |
| Griffin Badge Sword Badge _____________________|
|_______________________________________/ Badges
_____________________________________________________________
| Work Apron Play Apron Stylish Apron |
| Dog Applique Chick Applique Rhino Applique |
| Battle Apron Master's Uniform _____________________|
|_______________________________________/ Aprons
_____________________________________________________________
| Cuirass Faulds Hauberk |
| Guild Galad Mail Meria Boule Mail Sylvaland Mail |
| Maximilian Starfire Armor _____________________|
|_______________________________________/ Plate Mails
_____________________________________________________________
| Power Charm Agility Charm Ward Charm |
| Exorcism Crest Purification Crest Atonement Crest |
| Elder Sign Almagest _____________________|
|_______________________________________/ Talismans
_____________________________________________________________
| Safety Boots Spiked Boots Rubber Boots |
| Vidar Boots Perseus Boots Cait Sith Boots |
| Rad Sneakers Wicked Sneakers _____________________|
|_______________________________________/ Boots
_____________________________________________________________
| Enstatite Serpentine Diopside |
| Fire Crystal Moonstone Black Onyx |
| Kohinoor Legacy & Legend _____________________|
|_______________________________________/ Jewels
_____________________________________________________________
| Type: DEF Type: EVA Type: RES |
| Lion Headgear Owl Headgear Wolf Headgear |
| High Gear Hyper Gear _____________________|
|_______________________________________/ Headgear
_____________________________________________________________
| Notarikon Robe Temurah Robe Gematria Robe |
| Criosphinx Hieracosphinx Androsphinx |
| Magius Robe Gaia Robe _____________________|
|_______________________________________/ Robes
_____________________________________________________________
| Talisman Lapis Lazuli Ankh Cross |
| Demon Amulet Bird Amulet Insect Amulet |
| Eye of Horus Vestalle _____________________|
|_______________________________________/ Amulets
_____________________________________________________________
| Convent Belt Study Belt Training Belt |
| Kamaitachi Belt Fujo Belt Senki Belt |
| Black Belt Megingjord _____________________|
|_______________________________________/ Belts
_____________________________________________________________
| Black Mask Shadow Mask Dark Mask |
| Sombra Roja Sombra Azul Sombra Blanca |
| Diamond Eye Spirit Sight _____________________|
|_______________________________________/ Masks
_____________________________________________________________
| Conservative Traditional Nostalgic |
| Clotho's Watch Lachesis's Watch Atropos's Watch |
| Wind-Up #160 Grand Stopwatch _____________________|
|_______________________________________/ Pocket Watches
_____________________________________________________________
| Red Jewel Green Jewel Yellow Jewel |
| Ara-Mitama Nigi-Mitama Kushi-Mitama |
| Radiant Jewel Black Stone _____________________|
|_______________________________________/ Magatamas
_____________________________________________________________
| Armor Suit Mirage Suit Holy Suit |
| Valiant Suit Fleet Suit Blessed Suit |
| Noblesse Oblige Breidablik _____________________|
|_______________________________________/ Suits of Armor
_____________________________________________________________
| Rose Corsage Pine Corsage Lily Corsage |
| Prytwen Flower Avarice Flower Crantz Flower |
| Four-Leaf Clover Tiny Flower _____________________|
|_______________________________________/ Corsages
_____________________________________________________________
| Hard Guard Vambrace Boom Getter |
| Starlight Wrist Chaser Wrist Serenade Wrist |
| Force Eater Airgetlam B/V _____________________|
|_______________________________________/ Gauntlets
_____________________________________________________________
| Lovely Ribbon Cute Ribbon Pretty Ribbon |
| Golden Rose Swallowtail Morpho Helena |
| Raziel Ribbon Loco Attis _____________________|
|_______________________________________/ Ribbons
_____________________________________________________________
| Wilderness Blue Gale Twilight |
| Loewe Mantle Pegasus Mantle Drache Mantle |
| Coat of Valor Shade Wielder _____________________|
|_______________________________________/ Coats
_____________________________________________________________
| Hirsch Band Luchs Band Pfau Band |
| Panther Scarf Jaeger Scarf Daredevil Scarf |
| Aymur Band Wolves' Bandana _____________________|
|_______________________________________/ Bandanas
_____________________________________________________________
| Licht Plate Wind Plate Meer Plate |
| Durga Plate Lakshmi Plate Saraswati Plate |
| Pallas Athena Warrioress Garb _____________________|
|_______________________________________/ Breastplates
10-C: SPECIAL EQUIPMENT [SPEQ]
There are some pieces of equipment which are not covered by the above sections.
Most are available only to enemies. There are three PC-side exceptions, covered
here. Strahl Gewehr is the only piece of equipment of its type (Dandelion Shot
weapon), the other two fall under existing types. Stats calculated by level are
rounded down after calculations, and are based on their wielder's experience
level.
Strahl Gewehr (Strahl Gewehr): Can't be sold. Has 3 WGT, and stats as follows:
ATK = 54 * (Level + 40) / 40
MAG = 62 * (Level + 40) / 40
AIM = 64 * (Level + 40) / 40
Iskender Bey (Broadsword): Can't be sold. Has 6 WGT, and stats as follows:
ATK = 81 * (Level + 40) / 40
MAG = 58 * (Level + 40) / 40
AIM = 76 * (Level + 40) / 40
-Assuming Alexia's level is in the range of the enemies fought after obtaining
Iskender Bey, it will have stats roughly similar to a tier 4 broadsword.
-Interestingly, the constants found in front of Iskender Bey's stat formula can
be derived from the Broadsword base stats * 0.9, rounded down.
Sheriff Star (Badge): 235 DEF, 325 RES, 275 EVA, 4 WGT.
-For comparison, the Sword Badge (tier 9 badge), has stats of 189 DEF, 275 RES,
223 EVA, 9 WGT, so the Sheriff Star is quite a bit better.
10-D: EQUIPMENT PROPERTIES [EQPR]
The following table shows the range of basic attacks made by each weapon type,
as well as the special properties of that weapon type. All properties of a
weapon apply only to its basic attacks, except where otherwise noted. So, for
example, equipping a bow will not allow a range-5 Hard Smash, nor will
equipping an axe allow Drop Kick to do full damage to enemies with the Hard
property.
Legend of properties:
Ignores Hard/Flying: Basic attacks ignore this special property.
Two-handed: Equipping this makes the character unable to equip a shield.
Projectile: Basic attacks made by these weapons have several properties:
-Infinite downwards vertical range (upwards VR is shown on table)
-Ignores Flying
-When attacking a target below the attacker, power is multiplied by
100% + 5% * (Caster_HT - Target_HT)
-Affected by Penetrator, Attack High/Low, Throw Range Up, Throw Block
Minimum HR 2: Can not target units in adjacent hexes.
Hits targets on a line: Can only target units on a straight line of hexes.
A ** indicates no range limit. A ! indicates a unique property that takes too
much space to explain in the table, see below for a complete list.
Table: Weapon Ranges and Properties
TYPE | HR | VR | PROPERTIES
--------------+----+----+-------------------------------------------------
Sword | 1 | 2 |
Axe | 1 | 2 | Ignores Hard
Spellbook | 1 | 1 |
Bell | 2 | 2 | Ignores Flying
Wrench | 1 | 2 | !
Hammer | 1 | 2 | Ignores Hard, !
Saber | 1 | 2 | !
Slingshot | 5 | ** | Two-handed, Projectile, !
Throwing Star | 4 | 4 | Projectile, minimum HR 2
Spear | 2 | 3 | Two-handed, hits both targets on a range-2 line
Staff | 1 | 2 | !
Bow | 5 | ** | Two-handed, Projectile, minimum HR 2
Glove | 1 | 2 | Two-handed, !
Rapier | 1 | 2 | Ignores Hard, !
Bomb | 2 | 4 | Projectile, !
Cutlass | 1 | 2 | !
Dec. Sword | 1 | 2 | !
Strahl Gewehr | ** | 2 | Hits the nearest target on a straight line
Polearm | 1 | 2 | Two-handed, Ignores Hard
Iron Fan | 1 | 1 | !
Tonfa | 1 | 2 | !
Boomerang | 4 | 4 | Projectile
Broadsword | 1 | 2 | Two-handed
Here are detailed descriptions of the special properties of weapons and armour.
Except where otherwise noted, special properties are common to all weapons or
armour of a certain type. There is one PC-side exception and three enemy-only
exceptions, all listed at the end of this section. Descriptions refer to the
unit equipping the weapon or armour, and the attacks he or she makes, except
where noted otherwise.
Wrench: Basic attacks against Golem-type enemies are calculated by taking the
DEF of the target as 0, then multiplying final damage by 1.5.
Hammer: Basic attacks can not make critical hits.
Saber: Critical hits against Undead-type enemies instantly kill the target.
Slingshot: When attacking an ally with a basic attack, damage can not be higher
than 1.
Staff: Basic attacks use the target's RES instead of DEF in damage calculation.
Glove: When the unit uses the originals Heavy Throw or Ground Slam, damage is
multiplied by 125%.
Rapier: Basic attacks use Target_DEF / 4 instead of DEF in damage calculation.
Bomb: When a basic attack made on the attacker's own turn deals damage,
secondary damage is also dealt to every unit adjacent to the target (including
the attacker if applicable). This secondary damage is equal to half the damage
dealt to the main target, rounded up, and can not be modified or reduced in any
way by the secondary targets, except that it is still nullified by the Damage
Blocked status.
Cutlass: The power of basic attacks is multiplied by (1 + TurnCount / 40),
where TurnCount is the number of turns the attacker has had in the battle
previous to the current one. Also, basic attacks against Soft-type enemies can
not make critical hits.
Decorative Sword: Basic attacks use the attacker's MAG instead of ATK in damage
calculation.
Fan: The unit is considered to have the Weapon Block skill.
Tonfa: Basic attacks make 6 hit checks instead of the usual 1. Final damage is
then multiplied by (Number of hit checks passed / 6). The attack is considered
to be a hit for the purposes of skills which require them if even one hit check
is passed.
Shield: Damage to the unit is multiplied by 90% when the attacker is at least
two hexes away.
Ring: If the unit chooses Wait without moving, EVA is multiplied by 150% until
the end of the unit's next turn.
Badge: Formation Arts used by the unit have their damage multiplied by 1.5.
Apron: When the unit uses an item (including through Mystic and Item Toss), RFX
is multiplied by 200% until the end of the unit's next turn.
Boots: At the end of any turn in which the unit uses the Move command, DEF is
multiplied by 150% until the end of the unit's next turn.
Jewel: Elemental attacks against the unit have their damage multiplied by 2/3.
Lightning attacks are not affected.
Headgear: Formation Arts used against the unit have their damage multiplied by
2/3.
Robe: When the unit is dealt HP damage by a non-item original, he or she
regains MP equal to the base cost of the original used.
Amulet: (Caster_HT * 2%) is added (not multiplied) to the final accuracy of the
unit's physical attacks.
Belt: The originals Heavy Throw and Ground Slam have their damage multiplied by
50% when used against the unit. Also, fall damage sustained by the unit is
multiplied by 50%.
Mask: The unit can counterattack originals made by adjacent casters as if they
were basic attacks.
Pocket Watch: At the end of any turn the unit gets, he or she gets an added
bonus to DEF equal to (mMP - cMP). This bonus lasts until the end of the unit's
next turn. The bonus is added after skill multipliers but before status
multipliers, regardless of when the latter are applied.
Magatama: At the end of any turn in which the unit uses the Move command, EVA
is multiplied by 150% until the end of the unit's next turn.
Suit of Armor: Healing from items and originals targetting the unit are
multiplied by 150%.
Corsage: When the original Sacrifice is used, the caster's HP is halved
(rounded down) each time it hits or misses a target, instead of being reduced
to 1.
Gauntlet: The unit is considered to have the Defender skill.
Ribbon: When the unit would counterattack, she instead inflicts the Analyze
status on the triggering attacker.
Coat: At the end of any turn the unit gets, his DEF, RES, and EVA are
multiplied by (100% + 2% * Caster_HT) until the end of his next turn.
Bandana: If a basic attack misses the unit, his chance of countering that
attack is increased by an unknown amount.
Breastplate: Targets of the unit's physical attacks have their EVA multiplied
by 90% for the purpose of calculating her hit rate.
Iskender Bey (special broadsword): If a basic attack from this unit kills a
target, the unit gets another turn immediately after the current one. Also, the
unit's critical hits have their damage multiplied by a further 125%. Note that
the enemy-only version of Iskender Bey does not have either ability.
Kanajana (enemy-only sword): Whenever the unit deals non-zero damage,
(Target_mVP - Target_cVP) is added to said damage.
Ares Plate (enemy-only armour): The unit gains the Hard property.
Artemisia (enemy-only armour): The unit has an untested chance to nullify
damage from the originals Heavy Throw and Ground Slam.
SECTION 11: BUGS [BUGS]
--------------------------------------------------
Like pretty much every other game out there, Wild ARMs XF has a few bugs in it.
Here are the ones that affect gameplay:
Item duplication bug:
It seems like most games have one of these. Probably the game's most powerful
bug, as it can give you 255 of any item with the right setup and a little luck.
To see this bug, you must fight a Harpy, who is capable of stealing items.
Equip Labyrinthia with an item that you have only a small number of, and have
her use Replica. The harpy then needs to steal from the replica (this part is
tricky and luck-reliant, of course). This decreases the number of that item in
your inventory by one. However, Labyrinthia still has the original copy of that
item, and can consume it herself. If that copy and every other copy you have is
consumed during the battle, the number of items will have gone down by one more
than you originally had... meaning you'll have -1 of the items, which the game
interprets as 255.
At this point, you will notice that the game does not display 255 items
properly, but rest assured, they are there. You are free to sell all your many
extras of the item (99 at a time maximum, still). Note that if you ever GAIN
more of the item while you have over 99, it will reset to 99. If you try to buy
more copies of an item you already have more than 99 of, the game will force
you to buy as many as you can afford (even if this is into the thousands), then
set the number of items to 99.
Attack Assist bug:
The skill Attack Assist doesn't actually do anything. It presumably should act
like an Action Replay for basic attacks only.
ATK/MAG Charge bug:
The skills ATK Charge and MAG Charge are presumably supposed to reset their
charge counters when you give up in a battle, but they do not. This essentially
means you can use a mastered Enigmancer or Grappler to build up ATK/MAG just by
passing turns, give up the battle, and restart with the boost intact, giving
you an unfairly powerful attack (999 ATK/MAG at maximum) to start the battle.
Orbital Ring vs. Stealth Stalkers:
Most likely a bug; Stealth Stalkers can not normally be targetted with any
attacks that do not also target non-invisible allies or enemies. Orbital Ring
is exempt from this, and can target Stealth Stalkers normally.
Howling Shot vs. Flying enemies:
This one could be either a bug or a documentation error. The game's help text
claims that Howling Shot ignores the Flying property, but it in fact does not.
Common sense might dictate that Strahl Gewehr itself should also ignore the
Flying property, but it doesn't either; though, to be fair, this time the
game's help text at least doesn't try to suggest otherwise.
Courageous Heart bug:
It's possible that this one is deliberate, but it's suspicious enough to
include here anyway. Courageous Heart boosts Clarissa's MAG, AIM, and EVA while
she is in crisis, much like various other crisis-related skills (such as Crisis
AIM Up). Unlike them, it persists for the rest of the battle (even if she dies)
once she leaves crisis. This inconsistency leads me to believe this behaviour
may be a bug.
THANKS
--------------------------------------------------
This guide would not be possible without the work of Pyromania and Talaysen,
whose work testing and documenting the game on the RPG Duelling League website
was something I drew on extensively when making this. Thanks also to everyone
else at the RPGDL, for encouraging me to work on this and generally being a
cool crew of people to hang out with.
Thanks to darklao for making a FAQ for the game which I used as a reference
while doing my own testing.
Thanks to dinit 7 for independently calculating the class multipliers and base
stats of playable characters, allowing me to crosscheck my own data and find a
few errors in it.
Thanks to Daidaisuki for pointing out a couple typos in the original version of
this guide.