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=== SHIN BOKURA NO TAIYOU 'SOLARSMITH' GUIDE v1.00 ===
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by Terence Fergusson <
[email protected]>
Shin Bokura no Taiyou: Gyakushuu no Sabata Copyright 2003, 2005 Konami.
This document is entirely my work, and was written and is owned by me,
Terence Fergusson. All copyrights and trademarks are acknowledged where not
specifically mentioned. If you wish to reproduce this document AS IS, you
may do so without having to ask my permission, providing that the entire
document including this copyright notice is left intact, preferably in ASCII
text format, and is done so for non-profit purposes. I do, however, reserve
the right to revoke permission and ask for it to be taken down should I feel
it necessary.
Please do not e-mail me about this guide. If you have questions or
submissions to the knowledge base, please post on the GameFAQs message board;
the information will get to the correct people quicker this way, and you
have a far better chance of getting an answer expediently.
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==== V E R S I O N H I S T O R Y ====
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v1.00 : 14/07/06 : Original Release
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==== T H E S O L A R S M I T H ====
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Like Boktai 2, Shinbok allows you to forge your own weapons to add an
alternative source of damage other than the Gun Del Sol. However, unlike
Boktai 2, the Gun Del Sol is with you from the start and thus plays a much
greater role, since Django isn't as handicapped as he was in the previous
game. As such, there have been a number of changes in the weapons available
to you.
The previous Sword, Spear and Hammer classes have been condensed into swords
only, but there are now five different classes of swords to compensate:
Longswords, Rapiers, Greatswords, Curved Swords and Katanas. The distinctive
Sword/Spear/Hammer attacks have, instead, been incorporated into these
different types as Horizontal, Piercing and Vertical attacks.
These changes may seem a bit confusing to start with, so we shall begin by
going over the basic terminology used in this guide.
===================================
==== B A S I C T E R M S ====
===================================
When talking about the Solarsmith and forging, we will use the following
terms to help describe things.
Weapon Related Terms
====================
Every weapon will have the following attributes:
Class:
Each sword belongs to one of the five weapon classes: Longswords,
Rapiers, Greatswords, Curved Swords and Katanas. This dictates how
exactly it will merge with the forging process and what results will
come of it. Certain classes also tend to give certain types of
attacks: Curved Sords tend to use Horizontal attacks, Rapiers tend to
use Piercing attacks, Greatswords use Vertical attacks, while
Longswords and Katanas tend to be a mixture. Also note that different
Classes require different Accessories to forge with.
Level:
Possibly the most important attribute of a weapon. Django must be
of equal or higher level to use a weapon of a certain level. Also,
it helps determine exactly how you must forge the weapon to make it,
among other things.
Attack Power:
The strength of the weapon. For most weapons, this happens to be
Weapon Level + 5. For Greatswords, however, it's Weapon Level + 7.
Most SP Effects that affect the strength of a weapon will modify this
stat only.
Durability:
Measured between 0 and 1000, this is how many swings of the weapon you
have until it 'breaks'. A broken weapon is still usable, but it will
impact the forging process as a source material, and will have an
Attack Power of 1 while you are using it. SP Effects on it will
continue to work, however.
Refinement/Attack Sequence:
The Attack Sequence of a weapon is the group of moves you make in a
combo when you continually attack with the weapon. Different moves in
the same sequence may have shorter or longer delays or be a different
type of attack (Horizontal, Vertical, Piercing).
You may Refine a weapon to improve its Attack Sequence a total of two
times in total. After the 2nd Refinement, the weapon may not be
refined further.
Special Effects:
Weapons may have up to two SP Effects. These effects are completely
dependent on what exact weapon you are forging - many weapons do not
have any SP Effects at all. The level of the Accessory forged into
the weapon helps determines whether SP Effects are unlocked on a
weapon - you cannot use SP Effects until they have been unlocked.
Weapons with SP Effects unlocked are noted by having the letters 'SP'
after their name.
Forging Related Terms
=====================
Source Weapon:
The weapon you put into the forging process.
Result Weapon:
The weapon you should get out of the forging process.
Upgrading:
The act of forging a weapon with an accessory in order to get a weapon
with a higher Level. This is often the next step in the current
weapon's Class, but it is possible to cross over to another Class if
you use the correct Accessory.
Downgrading:
The act of forging a weapon with an incorrect accessory, which causes
the weapon to fall down to a lower level weapon. This is normally in
the same Class as the weapon, though there are exceptions. Some
weapons cannot ever downgrade.
Repairing:
The act of reforging a weapon to repair its Durability. This can be
done at any time, since how well you complete the Solarsmith minigame
only dictates how much Durability the final weapon has. Unlike
Upgrading and Downgrading, the idea here is to keep the same weapon,
so that any SP Effects and Refinement you have performed on the weapon
is not lost.
Refining:
In order to get the 2nd and 3rd level of Attack Sequence on a weapon,
you must Refine it. Like Repairing, this is done by making sure the
Result Weapon is the same as the Source Weapon you put in, but there
are extra factors involved in making sure you get a Refinement. These
will be explained later.
Refined weapons are noted by having either a II (2nd Level of
Refinement) or III (3rd Level of Refinement) after the weapon's name.
=============================================
==== F O R G I N G O V E R V I E W ====
=============================================
Forging in Shinbok is fairly simple. You are asked to provide both a Source
Weapon as well as an Accessory to forge it with. This will determine exactly
what the Result Weapon will be. You will then be asked to take part in a
minigame that will determine how much Durability the weapon will have. After
a final random chance for the unlocking of SP Effects - which is based on the
ingredients and certain other factors - the final weapon will be given to
you. Both the Source Weapon and the Accessory, however, will be used up in
the process.
Apart from SP Effects and Durability, everything is already determined the
second you choose both the Source Weapon and the Accessory. There is no
randomness in this part, and you get to see a picture of the Result Weapon
before you confirm whether you want to make it or not.
Finally, when you forge a weapon, the knowledge of making it is delivered
to Cheyenne. This allows Cheyenne to sell you more copies of this weapon,
which is helpful in forging even more powerful weapons. Do note, however,
that Cheyenne cannot sell any weapon that has a Level greater than 50, and
that there are a few other weapons which are also not sold, despite being of
lower level.
In any case, we shall focus first on how to determine what the Result Weapon
will be, since some of this requires just a little bit of planning.
=====================================================
==== A C C E S S O R Y P R O P E R T I E S ====
=====================================================
In order to forge a new weapon, you must add an Accessory to the forging
process. The different Accessories are linked to the forging process by
each being associated with a certain Class of weapon, as well as having a
particular Level of their own.
The list of Accessories by Class and Level are as follows:
Longswords - Armgear
----------
L10 - Power Wrist
L20 - Bracelet
L30 - Crest of Clubs, Crest of Diamonds
L40 - Buckler
L50 - Rune Gauntlet
L60 - White Gauntlet, Black Gauntlet
Rapiers - Normal Armor
-------
L10 - Leather Armor
L20 - Chainmail
L30 - Plate Mail
L40 - Rune Armor
L50 - Spike Mail
L60 - Novice Mail
Greatswords - Special Armor
-----------
L10 - Fire Dragon Armor
L20 - Earth Dragon Armor
L30 - Water Dragon Armor
L40 - Wind Dragon Armor
L50 - Raincoat
L60 - White Armor, Black Armor
Curved Swords - Footgear
-------------
L10 - Iron Clogs
L20 - Funny Shoes
L30 - Power Ankle
L40 - Traveller's Shoes
L50 - Sabaton
L60 - Winged Boots, Adventurer's Boots
Katanas - Headgear
-------
L10 - Circlet
L20 - Cool Bandana
L30 - Headband of Zeal
L40 - Earth Talisman
L50 - Proof of Shinobi, Tiara of the Alfar
L60 - X-Ray Glasses, Golden Mask
The Set Accessories - the Rockman Set acquired via Crossover Points, the
Sun-Bleached Set won from the Arena, and the Beastly Set bought from ???
(Solid Snake) - can not be used as a component in forging.
You may have noticed that the level of an Accessory is equal to its value in
Soll divided by 10. So a 600 Soll Accessory can be easily seen to be L60.
You can use this guideline to help remember how well an Accessory will do in
the forging process.
Also, different levels of Accessories are also required to improve your
chance of unlocking SP Effects on a weapon:
L10 Accessory: 5%
L20 Accessory: 10%
L30 Accessory: 15%
L40 Accessory: 20%
L50 Accessory: 25%
L60 Accessory: 50%
These chances are doubled when you have the Blues Doll equipped.
Matching Accessories:
The above details are important in deciding what weapon you end up
creating. While the Source Weapon dictates what possible weapons you can
create from it, the Accessory dictates what you get. Whether an Accessory
can get you a certain weapon or not depends on whether it 'matches' it or
not, as we'll see in the next section.
The Accessory must usually match both Class and Level. This means the
following.
Class Matching:
An Accessory matches a weapon's Class if it is one of the accessories
listed in the previous section next to that Class. Spike Mail, for
example, will match the Rapier Class, and will usually allow you to
Upgrade to new Rapiers.
Level Matching:
An Accessory matches a weapon's Level if the accessory itself has a Level
that is equal to or greater than the weapon's. Spike Mail, again, is
L50, which means that it matches all weapons up to L50 inclusive.
If an Accessory does not match Class or Level, then it may cause downgrades
or other less useful effects. However, Accessories of high enough level
are still sometimes useful even if they are of different Class from a
weapon, since they can help allow you to reforge a weapon to try to unlock
SP Effects or Refine the weapon.
===============================================
==== T H E R E S U L T W E A P O N ====
===============================================
When determining what weapon you should receive from forging, the game goes
through the following sequence in order:
* Two weapons have what we shall call a Broken Sword Transform - a special
result that's available if you forge the weapon when it has 0 Durability.
If the Source Weapon has 0 Durability and has a Broken Sword Transform,
then if the Accessory matches both Class and Level of the Source, the
Result will automatically be the Transformation.
* Otherwise, a Source Weapon with 0 Durability cannot be Transformed,
Upgraded or Downgraded, and will always result in the same weapon as the
Source. Additionally, if the Accessory does not match the Source
Weapon's Class, the old SP effects and Refinement level of the Source
Weapon will be deleted.
---
* If the Accessory is of high enough level for the Source Weapon, then all
of the Source Weapon's standard Upgrade paths will be checked against the
Accessory. The first one that matches will be picked as the Result
Weapon.
* Otherwise, if the Accessory is of sufficient level but is not enough to
follow any Upgrade path (or no such Upgrade path of the correct Class
exists), then the Result Weapon will be a Refinement of the Source Weapon
instead.
---
* If the Accessory is not of high enough level for the Source Weapon and
does not match the Source Weapon's Class, then the Downgrade path - if it
exists - will be automatically used.
* If all else fails, then the Result Weapon will simply be the Source
Weapon with no pre-Forging changes.
In summary, the outcome you want is dictated by the above rules, and can be
expressed as thus:
To Upgrade:
Use an Accessory that matches the level of the weapon you're upgrading
to. The Class of the Accessory determines what Class of weapon you get.
Note that you can only upgrade to the next level of weapon. The weapon
must not have 0 Durability.
To Refine:
Use an Accessory that matches the source weapon's Level but either
doesn't match an Upgrade path's Class or isn't of sufficient Level for
the Upgrade. Mismatching Class tends to be easier. The weapon must not
have 0 Durability.
To Repair:
If it's at 0 Durability, then use an Accessory of the same Class of the
weapon. Level doesn't matter, so buyable Accessories work just as well.
Using an Accessory of the wrong Class will remove any SP Effects or
Refinement the weapon had.
If the weapon still has Durability left, then anything that doesn't
transform the source weapon will work. This usually means avoiding any
Upgrade path (Accessory is of higher level than Source Weapon, and of
correct Class and Level for one of the upgrades) or Downgrade path
(Accessory is of lower level than Source Weapon and not of correct
Class).
Also note that the Durability you get after forging is completely
dependent on how well you perform in the minigame, as covered in the
next section.
To Clear a Weapon:
If you ever want to remove the SP Effects and Refinement from a weapon,
then simply use it until it has 0 Durability left. Then combine it
with an Accessory that does not match the weapon's Class.
=====================================
==== T H E M I N I G A M E ====
=====================================
Once you begin Forging, you will play through a minigame. Note that the
number of Greats, Goods and Bads do not matter - what does matter is the
*percentage* of Greats, Goods and Bads you get.
You get 5 points per Great, 3 points per Good and 0 points per Bad. You are
also scored seperately on both the Heating and Hammering sections. Once the
minigame is complete, your average score is taken for both sections, and then
weighted together: 60% for Hammering, 40% for Heating. This gives you a
final score between 0 and 5, fractions included.
Because how well you forge is more important than how quickly you forge, it
is in your best interest to not allow *too* much sun when forging a weapon.
You should aim for a low amount like 2 Bars or so, which is enough to
properly time the hammer strikes while still being high enough to follow
through the Heating sections.
Also note that because Hammering gives you 60% of your mark, it is not
enough to simply score all the Greats you can on the Heating section. In
order to get the best Durability, you *must* score some Greats on Hammering.
And finally, if you don't care about the Durability of the Result Weapon at
all, you can just leave the weapon alone and let the Bad marks pile up. It
will not affect anything else about the end result, and can save a lot of
hassle if you're only interested in random chances of SP Effects or
collecting more results for the Library and Cheyenne.
=============================================
==== T H E F I N A L R E S U L T ====
=============================================
Once the forging is complete, the game will calculate the final effects to
add to the Result Weapon. These are the SP Effects and the final Durability
of the weapon.
SP Effects:
Base on the level of the Accessory used in the forging, there will be a
percentage chance to unlock the latent SP effects in the weapon. This
starts at 5% for L10 Accessories, then goes 10%, 15%, 20%, 25% and 50%
for each level grade above that. This chance is doubled if you have the
Blues Doll equipped.
If the chance for SP Effects fail, then the weapon will have no SP
Effects at all, unless the Result Weapon is an unchanged or Refined
Source Weapon - in which case it keeps whatever SP Effects it had before
forging.
Note that unlike Boktai 2, you cannot carry over SP Effects from one
weapon to a different Class of weapon.
Durability:
This is based on the score you got in the minigame. The minigame has no
other bearing on the result of your weapon. Depending on your average
score, you will get the following:
Over 4 points: 100% Durability
Over 3 points: 75% Durability
Over 2 points: 50% Durability
2 points or less: 25% Durability
=================================================
==== T H E W E A P O N C L A S S E S ====
=================================================
Now that we've explained exactly how the forging system works, let's look at
the different weapons themselves, and how each weapon leads to another.
In general, the way the different sword Classes can be transformed can be
shown generally in the following diagram:
Rapier <--> Curved <--> Long <--> Great
. .
'-------'
V
Katanas
That is, you can cross from Greatswords to Longswords, but not to anything
else. But from Longsword, you can cross to anything but Rapiers. Katanas,
however, cannot cross back to any other weapon Class.
(There is one exception to the above rule: the Silver Edge - a Curved Sword -
can *downgrade* to Flamberge, which is a Greatsword.)
Here are the general rules and notes in Upgrading and Downgrading:
* A weapon can usually Upgrade to the next level weapon of the same Class.
This is usually a 5-level jump: L1 -> L5, L5 -> L10, L10 -> L15, etc.
* If the next weapon of the same Class is a 5 Lvl jump, then the base
weapon can generally Upgrade to the same level of weapon in its
neighboring Classes. For example, a L40 Curved Sword could not only
Upgrade to the L45 Curved Sword, but also the L45 Longsword and Rapier
as well. However, since there isn't an L45 Rapier, it can't cross to
Rapier in this particular case.
* If the next weapon of the same Class is a 10 Lvl jump, then the base
weapon may only Upgrade to that weapon - it cannot cross to neighboring
Classes.
* At L10, L20, L30, L40 and L50, all five Classes of weapon exist.
Coupled with the above rules, that means that any weapon between levels
of 10 can successfully cross over to the next level of weapon from any
neighboring Class.
* Downgrades drop you to the next level lower weapon of the same Class.
There are only a few exceptions to this rule, which will be covered in
the individual sections on Class.
* Weapons of L55 and greater cannot be crossed to. The only way to get
these is from within the same Class. You also cannot buy them from
Cheyenne even after you've earned them.
Now that we've covered all of the above, we can look at the individual
forging paths and their own exceptions.
= Rapiers =
===========
Standard Path
L 1: ---
L 5: Estoc
L10: Rapier
L15: Epee
L20: Wild Rose
L25: ---
L30: Sabre
L35: Pallasch
L40: Bloody Rose
L45: ---
L50: Prime Rose
L55: Blue Rose
Rapiers are a very simple path, and the only real exception to the rules
is the Estoc, which we'll cover in a moment. There is also one more Rapier
to find in the game, but that is not part of the Forge process, and so we
will deal with it in the next section.
Estoc: You cannot Upgrade to this weapon - you must buy it from Cheyenne.
Of course, you could always cross from Gladius through Kopis to
Rapier and then downgrade twice, but why make more work?
Another exception Estoc has is that it cannot cross to Bronze Edge
(L10 Curved Sword), meaning that the only Upgrade path available
is to Rapier. Because of both of these exceptions, it might be
worthwhile to think of the Estoc as an L1 weapon rather than an L5
weapon, if only in spirit rather than fact.
= Curved Swords =
=================
Standard Path
L 1: ---
L 5: Kopis
L10: Bronze Edge
L15: ---
L20: Falcata
L25: Falchion
L30: Silver Edge
L35: ---
L40: Kora
L45: Ice Edge
L50: Damascus Edge
L55: Thunder Edge
A very easy path, and with only a few extra details to note.
Kopis: You get here from the Gladius (L1 Longsword). It downgrades back
to Gladius in the same manner. You start out with the ability to
buy this as well.
Silver Edge: Due to a possible bug, Silver Edge downgrades to Flamberge
(L20 Greatsword) instead of Falchion.
Ice Edge: Of the two L50 Longswords, Ice Edge crosses to Gram instead
of Platinum Blade.
= Longswords =
==============
Standard Path Gram Path Air Blade Path
L 1: Gladius L45: --- L45: Air Blade
L 5: Shortsword L50: Gram L50: Platinum Blade
L10: Broadsword L55: --- L55: Fire Blade
L15: Katzbalger L60: Sol Blade
L20: Iron Blade
L25: ---
L30: Schiavona
L35: Bastard Sword
L40: Nameless Sword
Being the most common type of sword and the most complex, there's a host
of details and exceptions to list. Let's take a look.
Gladius: This is the first Sword you find. As such, you'll always be
able to buy more if you need them. It also obviously cannot
downgrade.
Nameless Sword: If you upgrade through the standard Longsword setup,
this is where you'll end up. Nameless Sword cannot
Upgrade any further normally. However, it can be used
via a Broken Sword Transform to make Gram, which is
the only Upgrade path available to it.
Gram: You get to this weapon via either a Broken Sword Transform from
Nameless Sword, or by crossing from an Ice Edge (L45 Curved Sword).
This makes the Gram branch closer to Curved Swords than
Greatswords. Cheyenne will not sell this sword even after you earn
it yourself. The other noteworthy attribute of Gram is that it
cannot downgrade at all, and can thus only Upgrade to Sol Blade.
Sol Blade: The highest level Longsword, and the end of the Gram path.
It can downgrade back to Gram if needs be.
Air Blade: To get to this weapon, you must cross from either Great Sword
(L40 Greatsword) or Kora (L40 Curved Sword) - you cannot get
to it from within the Longsword Class. Air Blade downgrades
normally to Nameless Sword.
Platinum Blade: Since there are two L50 Longswords, it is worth noting
that Sword King (L45 Greatsword) crosses to Platinum
Blade only, while Ice Edge (L45 Curved Sword) crosses to
Gram only instead.
Fire Blade: The end of the Air Blade path - it cannot Upgrade any
further.
= Greatswords =
===============
Standard Path Special
L 1: --- L60: Immortal Sword
L 5: Zweihander
L10: Iron Greatsword
L15: ---
L20: Flamberge
L25: Claymore
L30: Steel Greatsword
L35: ---
L40: Great Sword
L45: Sword King
L50: Vajra Sword
L55: Sword of Earth
A fairly straightforward path, but with a final Special weapon, similar
to Longswords.
Zweihander: You can upgrade to this from Gladius (L1 Longsword). It
downgrades back to Gladius if necessary. You start out with
the ability to buy this from Cheyenne.
Sword King: Of the two L50 Longswords, Sword King crosses to Platinum
Blade instead of Gram.
Sword of Earth: This would normally be a dead-end, but the Sword of Earth
can Upgrade to Immortal Sword, the final Greatsword,
through a Broken Sword Transform.
Immortal Sword: This weapon cannot upgrade or downgrade. You get here
from the Sword of Earth through a Broken Sword Transform.
= Katanas =
===========
Standard Path
L 1: ---
L 5: ---
L10: Kagerou
L15: ---
L20: Shiranuhi
L25: ---
L30: Miyama
L35: ---
L40: Sakurabana
L45: ---
L50: Shuusui
L55: Murasame
Katanas are special. The 10 Lvl Upgrade and L55+ Upgrade rules help
dictate that they cannot cross to any other Class, and thus simply upgrade
and downgrade along the path as shown. There are no exceptions and no
special cases.
As such, this makes this section fairly easy to describe. The only detail
we'll note is how to get the first Katana.
Kagerou: Simply cross from a Kopis (L5 Curved Sword) or Shortsword (L5
Longsword). The later Katanas can be crossed to similarly,
or upgraded to from Kagerou.
=================================================
==== N O N F O R G E D W E A P O N S ====
=================================================
There are two weapons that cannot be forged at all. These are La Vie en Rose
(L1 Rapier) and Rockbuster (L1 Gun). They cannot be created or forged with.
You get these in the following manner:
La Vie en Rose: Get punished by Dark Loans 5 times, then check the chest
at Home in San Miguel.
Rockbuster: Complete the game once. It'll be waiting at Home on
your next playthrough.
===================================
==== W E A P O N D A T A ====
===================================
And finally, we shall go over the various weapons and their attributes. But
before we do that, let's take a closer look at the properties each weapon can
have.
Attack Sequence:
As noted before, different weapons have different Attack Sequences, which
can be Refined into better forms. All attack sequences are listed
similarly to the following example:
--V4--H4--H4------P6
Let's break that down. First, the number of letters dictate the number
of attacks, where 'H' means a 'H'orizontal cut (like a sword), 'V' means
a 'V'ertical cut (like a hammer) and 'P' means a 'P'iercing stab (like a
spear). The dashes between them mean how long it takes before the next
move occurs - the more dashes, the longer it takes. If there are no
dashes seperating two letters, then the moves can chain together without
a gap. Finally, the number after each letter indicates the time Django
needs to recover from the attack if you choose to end the combo on that
attack. The higher the number, the more time Django will need before he
can move again.
So in the example listed above, we have four attacks in the combo: a
Vertical, two Horizontals and a Piercing strike. Django takes a little
time to start each of the first three strikes (indicated by the two
dashes before each one), and three times as long to launch the final
Piercing strike. And if Django finishes the combo with the last Piercing
attack, it will take him longer to recover than if he finished on any of
the previous three strikes (a wait of 6 units rather than 4).
In Summary:
Hn : A Horizontal attack with a delay of 'n' units if the combo
ends here.
Vn : A Vertical attack with a delay of 'n' units if the combo ends
here.
Pn : A Piercing attack with a delay of 'n' units if the combo ends
here.
-- : A delay of 1 unit before the next attack in the combo - this
kind of delay is usually only barely noticable.
---- : A delay of 2 units before the next attack in the combo - this
kind of delay is slightly noticable.
------: A delay of 3 units before the next attack in the combo - this
kind of delay is quite noticable.
Please note that different types of attack have their own animations and
will thus take their own amount of time, and so may make certain delays
more noticable than others. Vertical attacks in particular require
Django to get his sword into the air before he can attack, thus adding to
the time taken for him to actually cause damage.
The number of attacks a weapon can do also affect the strength of the
weapon. Depending on how many hits and *which* hit you're on, the Power
of the sword will be modified like so:
1 Hit Weapon 2 Hit Weapon 3+ Hit Weapon
1st Hit: 64/64 1st Hit: 58/64 1st Hit: 51/64
2nd Hit: 64/64 2nd Hit: 58/64
3rd Hit: 64/64
* 4th Hit: 70/64
* 5th Hit: 77/64
Django's Attack Power with a sword equipped will only show the base
damage of the 1st Hit he does. Later hits in the combo will do more
damage if they connect.
Remember that each forgable weapon has three Attack Sequences, one for
each level of Refinement. In order to access the other two, you must
Refine the weapon.
SP Effects:
Most weapons do not have SP Effects. If a weapon does have one though,
it will be listed here. Remember that unlocking the SP Effect of a
weapon is random, and similar to Refining, you cannot transfer the SP
Effect of a weapon to another. The various effects are as follows:
Attack Power based on Level:
Found only on the La Vie en Rose, it means that the Power
of this Rapier is equal to Django's Level + 5. The SP
Effect itself doesn't do anything - it's just telling you
about the inherent ability of the weapon. Because of
this, I will not list this SP Effect next to the La Vie
en Rose.
Attack Power based on Life:
This appears on the Rockbuster only. The properties of
the Rockbuster is beyond the scope of this document,
since it's closer to the Gun Del Sol in design. The only
reason this property is being listed here is simply
because it's listed as an SP Effect.
200% Attack Power:
This is actually listed as "Attack drops at higher Level",
and is only found on the Bloody Rose. However, due to
flaws in the way the formula is calculated, the penalty
you'll get is always 0. As such, you only ever have the
base bonus that this SP Effect grants, which is a 100%
increase to the weapon's Attack Power.
125% Attack Power:
This is actually listed as "Attack based on Life lost" and
is only found on the Sakurabana. However, due to a bug in
the way the formula is used, the only possible way to get
the bonus is when your Life is at 0... at which point you
have more problems than worrying about killing an enemy.
As such, you only ever get the base bonus from this SP
Effect, which is an additional 25% added to the weapon's
Attack Power, rounded down.
Attacks with <???> Element:
It costs you Energy each time you attack with this sword,
but in return, the attack will be of the element listed.
Sol Element costs 5 Energy, while the other four Elements
cost 10 Energy per attack.
<???>% chance of Knockback:
There is a chance that your attack will push your target
backwards slightly, which can help keep them at bay.
However, the chance is fairly low, even with the 2nd
version of this SP Effect. There are two versions: one
with a 10% chance, the other with a 20% chance.
<???>% chance of Paralyze:
There is a chance that your attack will paralyze your
target. There are two versions of this SP Effect, one
with a 10% chance, the other with a 20% chance.
Killing an enemy restores/drains your Life:
When you kill an enemy, you will either lose or gain 1% of
your Life (rounded down), depending on which version of
this SP Effect you have.
Killing an enemy restores/drains your Energy:
When you kill an enemy, you will either lose or gain 1% of
your Energy (rounded down), depending on which version of
this SP Effect you have.
Django takes more damage from <???> Element:
This negative effect causes you harm. Equipping this
weapon will drop your resistance to the listed element by
1 point. This drop in resistance will not reset until you
leave the current room or equip/remove an Accessory, and
it will stack if you do anything that causes the game to
recalculate your equipped weapon's stats - like, for
example, re-equipping it as your current weapon, or even
tapping the Select button once just to see your numerical
stats.
Django usually has a Resistance of 5 to Sol Element, 3 to
Dark Element and 4 to the other Elements. He gets 10 in
Sol and 2 in Dark when using Sol Django, and 2 in Sol and
10 in Dark when using Dark Django. A Resistance of 5
indicates normal damage.
Each change in Resistance adds or subtracts an extra 5/32
(15.625%) to the damage of any attack of that element you
receive, rounded down. Note that there are other
modifiers to attacks, so this may not be 15% of the final
damage you see. Some attacks, for instance, have a
minimum damage they can inflict, but the bonus to damage
only applies to the base before it is increased to the
minimum.
Because of both this and the listed bug that causes
repeated drops in resistance, you should be very careful
when equipping a weapon with this SP Effect. Do remember
that your resistance will return to normal when you leave
the current room or change any equipped Accessory, which
helps repair the effects of this bug.
And now for the swords themselves.
================
== LONGSWORDS ==
================
Gladius - L 1 Longsword
Atk: 6 Price: 100 Soll
Att Sequence 1: H3
Att Sequence 2: H2------V4
Att Sequence 3: H2--V3
No SP Effects
Shortsword - L 5 Longsword
Atk: 10 Price: 150 Soll
Att Sequence 1: H3
Att Sequence 2: H2------V4
Att Sequence 3: H2--V3
No SP Effects
Broadsword - L10 Longsword
Atk: 15 Price: 200 Soll
Att Sequence 1: H2------V4
Att Sequence 2: H2--V3
Att Sequence 3: H2--V2----P6
No SP Effects
Katzbalger - L15 Longsword
Atk: 20 Price: 250 Soll
Att Sequence 1: H2--V3
Att Sequence 2: H2--V2----P6
Att Sequence 3: H2----H2--V4
No SP Effects
Iron Blade - L20 Longsword
Atk: 25 Price: 300 Soll
Att Sequence 1: H2--V2----P6
Att Sequence 2: H2----H2--V4
Att Sequence 3: H2--V2----H4
SP Effect 1: 10% chance of Knockback
SP Effect 2: Django takes more damage from Flame Element
Schiavona - L30 Longsword
Atk: 35 Price: 500 Soll
Att Sequence 1: H2----H2--V4
Att Sequence 2: H2--V2----H4
Att Sequence 3: H2--H2--V4----P6
No SP Effects
Bastard Sword - L35 Longsword
Atk: 40 Price: 700 Soll
Att Sequence 1: H2--V2----H4
Att Sequence 2: H2--H2--V4----P6
Att Sequence 3: H2,H2--V4----H4
No SP Effects
Nameless Sword - L40 Longsword
Atk: 45 Price: 900 Soll
Att Sequence 1: H2--V2----H4
Att Sequence 2: H2--H2--V4----P6
Att Sequence 3: H2,H2--V4----H4
No SP Effects
Air Blade - L45 Longsword
Atk: 50 Price: 1000 Soll
Att Sequence 1: H2--H2--V4----P6
Att Sequence 2: H2,H2--V4----H4
Att Sequence 3: H2,V2----H4--V4
SP Effect 1: Attacks with Cloud Element
SP Effect 2: Django takes more damage from Earth Element
Gram - L50 Longsword
Atk: 55 Price: 1200 Soll
Att Sequence 1: H2--H2--V4----P6
Att Sequence 2: H2,H2--V4----H4
Att Sequence 3: H2,V2----H4--V4
SP Effect 1: Killing an enemy restores your Energy
SP Effect 2: Django takes more damage from Dark Element
Platinum Blade - L50 Longsword
Atk: 55 Price: 1200 Soll
Att Sequence 1: H2,H2--V4----H4
Att Sequence 2: H2,V2----H4--V4
Att Sequence 3: H2,V2----H4----H4----P6
SP Effect 1: 10% chance of Knockback
Fire Blade - L55 Longsword
Atk: 60 Price: 1500 Soll
Att Sequence 1: H2,V2----H4--V4
Att Sequence 2: H2,V2----H4----H4----P6
Att Sequence 3: H2,V2----P4----H4----V6
SP Effect 1: Attacks with Flame Element
Sol Blade - L60 Longsword
Atk: 65 Price: 2500 Soll
Att Sequence 1: H2,V2----H4----H4----P6
Att Sequence 2: H2,V2----P4----H4----V6
Att Sequence 3: H2,V2----H4--V4----P4
SP Effect 1: Attacks with Sol Element
=============
== RAPIERS ==
=============
Estoc - L 5 Rapier
Atk: 10 Price: 150 Soll
Att Sequence 1: P1----P3
Att Sequence 2: P1,P2------P4
Att Sequence 3: P1,P2,P4
No SP Effects
Rapier - L10 Rapier
Atk: 15 Price: 200 Soll
Att Sequence 1: P1,P2------P4
Att Sequence 2: P1,P2------H4
Att Sequence 3: P1,P2,P4
No SP Effects
Epee - L15 Rapier
Atk: 20 Price: 250 Soll
Att Sequence 1: P1,P2------H4
Att Sequence 2: P1,P2,P4
Att Sequence 3: P1,P2,P3------P4
No SP Effects
Wild Rose - L20 Rapier
Atk: 25 Price: 300 Soll
Att Sequence 1: P1,P2,P4
Att Sequence 2: P1,P2,P3------P4
Att Sequence 3: P1,P2,P3------H4
SP Effect 1: 10% chance of Paralyze
SP Effect 2: Django takes more damage from Frost Element
Sabre - L30 Rapier
Atk: 35 Price: 500 Soll
Att Sequence 1: P1,P2------H4
Att Sequence 2: P1,P2,P3------H4
Att Sequence 3: P1,P2,P3,P4------H6
No SP Effects
Pallasch - L35 Rapier
Atk: 40 Price: 700 Soll
Att Sequence 1: P1,P2,P3------H4
Att Sequence 2: P1,P2,P3,P4------P6
Att Sequence 3: P1,P2,P3,P4------H6
No SP Effects
Bloody Rose - L40 Rapier
Atk: 45 Price: 900 Soll
Att Sequence 1: P1,P2,P3------H4
Att Sequence 2: P1,P2,P3,P4------P6
Att Sequence 3: P1,P2,P3,P4------H6
SP Effect 1: Killing an enemy restores your Life
SP Effect 2: 200% Attack Power
Prime Rose - L50 Rapier
Atk: 55 Price: 1200 Soll
Att Sequence 1: P1,P2,P3,P4------P6
Att Sequence 2: P1,P2,P3,P4------H6
Att Sequence 3: P1,P2,P3,H4------V6
SP Effect 1: 10% chance of Paralyze
Blue Rose - L55 Rapier
Atk: 60 Price: 1500 Soll
Att Sequence 1: P1,P2,P3,P4------H6
Att Sequence 2: P1,P2,P3,H4------V6
Att Sequence 3: P1,P2,H3,V4------P4
SP Effect 1: Attacks with Frost Element
La Vie en Rose - L 1 Rapier
Atk: Lvl+5 Price: ---
Att Sequence 1: P1,P2,P3,P4------P6
Note: The Durability of this weapon is always 0, but its Atk power will
never be affected.
=================
== GREATSWORDS ==
=================
Zweihander - L 5 Greatsword
Atk: 12 Price: 150 Soll
Att Sequence 1: --V4
Att Sequence 2: V4
Att Sequence 3: --V4--H6
No SP Effects
Iron Greatsword - L10 Greatsword
Atk: 17 Price: 200 Soll
Att Sequence 1: --V4
Att Sequence 2: ------V4--V6
Att Sequence 3: ------V4--V6
SP Effect 1: 10% chance of Knockback
SP Effect 2: Django takes more damage from Earth Element
Flamberge - L20 Greatsword
Atk: 27 Price: 300 Soll
Att Sequence 1: V4
Att Sequence 2: --V4--H6
Att Sequence 3: V4--H6
No SP Effects
Claymore - L25 Greatsword
Atk: 32 Price: 400 Soll
Att Sequence 1: --V4--H6
Att Sequence 2: V4--H6
Att Sequence 3: --V4--H4----H6
No SP Effects
Steel Greatsword - L30 Greatsword
Atk: 37 Price: 500 Soll
Att Sequence 1: ------V4--V6
Att Sequence 2: ------V4--V6
Att Sequence 3: ------V4--V4------V6
SP Effect 1: 10% chance of Knockback
SP Effect 2: Django takes more damage from Dark Element
Great Sword - L40 Greatsword
Atk: 47 Price: 900 Soll
Att Sequence 1: V4--H6
Att Sequence 2: --V4--H4----H6
Att Sequence 3: --V4--H4--V6
No SP Effects
Sword King - L45 Greatsword
Atk: 52 Price: 1000 Soll
Att Sequence 1: --V4--H4----H6
Att Sequence 2: --V4--H4--V6
Att Sequence 3: --V4--H4--H4------P6
No SP Effects
Vajra Sword - L50 Greatsword
Atk: 57 Price: 1200 Soll
Att Sequence 1: ------V4--V4------V6
Att Sequence 2: ----V4--V4------V6
Att Sequence 3: ----V4--V4--V4------V6
SP Effect 1: 10% chance of Knockback
Sword of Earth - L55 Greatsword
Atk: 62 Price: 1500 Soll
Att Sequence 1: --V4--H4--V6
Att Sequence 2: --V4--H4--H4------P6
Att Sequence 3: V4--H4--H4------P6
SP Effect 1: Attacks with Earth Element
Immortal Sword - L60 Greatsword
Atk: 67 Price: 2500 Soll
Att Sequence 1: --V4--H4--H4------P6
Att Sequence 2: V4--H4--H4------P6
Att Sequence 3: V4--H4--H4--V4--P6
SP Effect 1: 20% chance of Knockback
===================
== CURVED SWORDS ==
===================
Kopis - L 5 Curved Sword
Atk: 10 Price: 150 Soll
Att Sequence 1: H3
Att Sequence 2: H2,H3
Att Sequence 3: H2,H3------H6
No SP Effects
Bronze Edge - L10 Curved Sword
Atk: 15 Price: 200 Soll
Att Sequence 1: H2,H3
Att Sequence 2: H2,H3------H6
Att Sequence 3: H2--H3----H4
SP Effect 1: 10% chance of Paralyze
SP Effect 2: Django takes more damage from Cloud Element
Falcata - L20 Curved Sword
Atk: 25 Price: 300 Soll
Att Sequence 1: H2,H3------H6
Att Sequence 2: H2,H3------V6
Att Sequence 3: H2,H3------V6,H6
No SP Effects
Falchion - L25 Curved Sword
Atk: 30 Price: 400 Soll
Att Sequence 1: H2,H3------V6
Att Sequence 2: H2,H3------V6,H6
Att Sequence 3: H2,H3--H6------V6
No SP Effects
Silver Edge - L30 Curved Sword
Atk: 35 Price: 500 Soll
Att Sequence 1: H2--H3----H4
Att Sequence 2: H2--H3----H4------H6
Att Sequence 3: H2--H3----H4------H4
SP Effect 1: 10% chance of Paralyze
SP Effect 2: Django takes more damage from Dark Element
Kora - L40 Curved Sword
Atk: 45 Price: 900 Soll
Att Sequence 1: H2,H3------V6
Att Sequence 2: H2,H3--H6------V6
Att Sequence 3: H2,H3--H6----H6------V6
No SP Effects
Ice Edge - L45 Curved Sword
Atk: 50 Price: 1000 Soll
Att Sequence 1: H2--H3----H4------H6
Att Sequence 2: H2--H3----H4------H4
Att Sequence 3: H2,H3--H4----H4------V6
SP Effect 1: Attacks with Frost Element
SP Effect 2: Django takes more damage from Flame Element
Damascus Edge - L50 Curved Sword
Atk: 55 Price: 1200 Soll
Att Sequence 1: H2--H3----H4------H4
Att Sequence 2: H2,H3--H4----H4------V6
Att Sequence 3: H2,H3,H4--H4----V6
SP Effect 1: 10% chance of Paralyze
Thunder Edge - L55 Curved Sword
Atk: 60 Price: 1500 Soll
Att Sequence 1: H2,H3--H4----H4------V6
Att Sequence 2: H2,H3,H4--H4----V6
Att Sequence 3: H2,H3,H4--V4----H6
SP Effect 1: Attacks with Cloud Element
=============
== KATANAS ==
=============
Kagerou - L10 Katana
Atk: 15 Price: 200 Soll
Att Sequence 1: V2,H3
Att Sequence 2: V2,H3--P4
Att Sequence 3: V2,H3,V3--P4
SP Effect 1: Attacks with Sol Element
SP Effect 2: Django takes more damage from Dark Element
Shiranuhi - L20 Katana
Atk: 25 Price: 300 Soll
Att Sequence 1: H2--P4
Att Sequence 2: H2,V4
Att Sequence 3: H2,V4--P4
SP Effect 1: Attacks with Flame Element
SP Effect 2: Django takes more damage from Frost Element
Miyama - L30 Katana
Atk: 35 Price: 500 Soll
Att Sequence 1: V2,H3--P4
Att Sequence 2: V2,H3,V3--P4
Att Sequence 3: V2,H3,H3,H4,V4
SP Effect 1: Attacks with Earth Element
SP Effect 2: Django takes more damage from Cloud Element
Sakurabana - L40 Katana
Atk: 45 Price: 900 Soll
Att Sequence 1: V2,H3,V3--P4
Att Sequence 2: V2,H3,H3,H4,V4
Att Sequence 3: V2,H3--H3,V4--P4
SP Effect 1: 125% Attack Power
SP Effect 2: Killing an enemy drains your Life
Shuusui - L50 Katana
Atk: 55 Price: 1200 Soll
Att Sequence 1: H2,V4
Att Sequence 2: H2,V4--P4
Att Sequence 3: H2,V4,H4--P4
No SP Effects
Murasame - L55 Katana
Atk: 60 Price: 1500 Soll
Att Sequence 1: V2,H3,H3,H4,V4
Att Sequence 2: V2,H3--H3,V4--P4
Att Sequence 3: V2,H3,V3--H4--P4
SP Effect 1: 20% chance of Paralyze
SP Effect 2: Killing an enemy drains your Life
-----------------------------------------------------------------------------
Shin Bokura no Taiyou Solarsmith Guide, copyright 2006 Terence Fergusson